When Nobody Should Be Jungling

Due to fairly recent changes in the DotA map, taking down towers has a huge payoff and it is easier to do. The addition of siege creeps and a bounty reward of $200 per player on the aggressor team makes the towers a much bigger factor than they ever were before. The players who were paying attention adjusted the way they play the game. They realized that the first epoch of the match is won by the team who can bring down 3 of the opposing team’s towers first. If you can preserve all of your towers, and bring down each of the opposing outer towers, your team enjoys roughly $3,600 gold advantage, assuming no tower was denied. If only one tower was denied, the advantage is still close to $3,000 gold.

If an ally is jungling away despite the enemy team destroying the lanes, he has to single handedly farm $3,600 or more gold from the neutral creeps just to even the income difference between teams. Let’s assume he can clear an average of $180 gold per camp on average, he must kill 20 neutral creep camps in the time it takes the opposing team to bring down 3 towers. If his laning allies can buy about 25 minutes of time before folding, it may be worth it. But if the jungler is insensitive to the tower situation and continues his lone adventures while the lanes are wrecked, he will find he has a marginal advantage at best. The enemy team enjoys the extra map vision and “pushed” situation provided by their outer towers. They may roam as a pack more easily, using the outer towers as rally points. They control the river routes where the runes appear. They also have quick access to Roshan from their middle outer tower. In most cases, the defending team actually tends to fragment more as they defend the various pushed lanes.

Getting more from DotA practice time

Some people just DotA for fun. Others play to hone a skill set valued by league clans and the challenge of mastering the game. I consider myself more in the second category right now. Sure, it’s fun to pick Rikimaru and tear up an APEM game, but that isn’t really quality practice. Fortunately, there are many variables within your control that can make your pickup DotA pubs more relevant. Here are several that I have found:

Join RD pub games. No EM. No AR. No AP. The random draft game mode most closely resembles the captain’s mode game used in league play, in a “pub fiendly” fashion. The problem with EM (easy mode) is that the income for a player is so different. Consider a league player who kills 1 creep per minute in the first 30 minutes of the game. 1 minute of laning gets him 50 gold for the creep, and roughly 50 gold from the clock for a total of 100 gold. Time spent dead means his income is cut in half (without even considering gold lost from death). An EM player who can also farm 1 creep per minute will only be making 33% of his gold from creeping. He can run around or sit dead at the fountain and make almost the same amount of gold. A player who can farm twice as good will see an even bigger difference in regular mode.

Pick a hero that has a synergy with your teamates. Rikimaru, Clinkz, and Luna do not have a synergy. Tidehunter, Lich, and Sand King have a synergy. The most enjoyable and rewarding pub games I ever happen into have this feature in common: both sides have a strong hero synergy and work together to complete objectives. Every game, we always have the choice. Pick our favorite carry, or pick a hero that would look good on a clan match roster. Make your practice games about getting more comfortable with the synergy heroes. If you want fresh ideas, watch more league replays.

Buy observer wards. Even if you only do it once per game. After a couple weeks you will be used to ear-marking gold for wards and it won’t be so painful to do in league games. This also has the added benefit of making you the popular guy on your team! You’ll soon become comfortable with how and when you place your wards affects the game, and learn to do it better.

Time the runes. Every 2 minutes by the game clock, a rune will appear in the river, alternating between top and bottom, unless nobody picks it up. Develop an intuition for when and where the rune will appear so that you’re aware of it at all times. You’ll be amazed at how this changes the way you play!

Make it a point to be in every hero fight. If you die first, run back there if the fight is still happening. So many games are won simply by the team who had constant reinforcements at the battleground when their opponents did not. Over time you learn the ability to anticipate the fights by watching friends and foes move around on the minimap, and what has recently happened. Here’s an example: your team just scored 3 kills and was then repelled at the enemy base tower. They are all 5 together again, and fresh too. It’s a safe bet that they will counter right back up middle hoping that your team has scattered to farm, buy, and heal. Don’t let your team scatter when this happens!

Replay Review: DotA League Masters 2009 Finals

Here is a link to the DotA League Masters 2009 Grand Finals replay. The match was played in Warcraft 3 version 1.22, but the replay has been converted to Warcraft 3 version 1.23 so that it may be viewed with the latest version that everybody is running.

Ks.Int was on the sentinel side of the map, and MYM on the scourge side. MYM got first pick.

MYM banned Naix, Spectre, Meepo, and Kunkka

Naix spectre, meepo, kunkka

Ks.Int banned Zues, Chen, Puck, and Ezalor.

zues chen puck ezalor

MYM chose Broodmother, Warlock, Sand King, Lina Inverse, and Rikimaru.

broodmother warlock sand king lina inverse rikimaru

Ks.Int chose Nerubian Assassin, Crystal Maiden, Krobelus, Tinker, and Earthshaker.

nerubian assassin crystal maiden krobelus tinker earthshaker

In the opening minutes of the game, the MYM players spent some money to upgrade their courier to a crow, while the Ks.Int players chose to wait to upgrade their lone courier. Interestingly, the Ks.Int players showed a preference to spend their starting cash on clarity potions, some carrying as many as 3. 4 out of the 5 Ks.Int heroes got clarity potions, the Crystal Maiden being the lone exception. Earthshaker carried a set of observer wards to the North lane, while MYM’s Broodmother carried a set of observer wards down the middle lane. No other heroes purchased observer wards with their starting cash. Many heroes chose to fill slots with Ironwood branches. Some of the more interesting starting item choices were Ring of Basilius on Broodmother, and 2 slippers of agility on Rikimaru.

The Earthshaker warded the scourge’s center lane ramp that leads to the rune so that they could easily observe rune snatching and approach to Fissure the center lane from above. He then ran north and encountered the Warlock while warding the north-western most scourge creep camp. A well placed Fissure allowed him to take nearly half of the Warlocks life. The Warlock ate a tango and spent quite a bit of mana using his heal until a second wave of creeps helped him chase the Earthshaker south to the river.

Broodmother warded the sentinel woods in two places: east of the mid tower, and a view of the river just east of the south rune spot. The first rune to spawn was a Regeneration Rune, and was snagged by the sentinel Nerubian assassin. The Earthshaker ran north into the woods and caught the Warlock off guard south of the scourge top tower.

Krobelus was the sentinel’s solo hero, taking the center lane. Supported by Lina Inverse, the Sand King made a bold move against Krob during the first and second waves, zipping in with an Impale to deal a damaging attack. The scourge’s solo player was Broodmother in the south lane, who was forced to hang way back while Crystal Maiden and Nerubian Assassin farmed the early waves.

MYM scored the second rune, an Invisibility in the south river. Lina picked it up while spending a healing salve to recover from a gank mid by Earthshaker, 2 minutes into the match. His earlier placement of a ward on the ramp helped him to time his Fissure, but after the gank failed to make first blood, he ran back north to assist the cornered Tinker. While invisible, Lina rushed the unsuspecting Krobelus, who was doing the creep dance against the Sand King. Opening with an Impale, then a Light Strike Array stun from the invisible Lina, Krobelus was first-blooded by the MYM mid squad.

Meanwhile in the sentinel bottom lane, the Crystal Maiden ran some sentry wards out with a creep wave so that she could nullify Broodmother’s webs. In an impressive performance, she lured the neutral creeps into the lane just as the wave arrived, picked up the sentry wards off the courier, and used the wave to clear the neutral creep camp in short order. It was an efficient and profitable venture, the kind of thing the pros do that make it look easy. Despite being the solo laner, Broodmother was out-leveled, at 3, by the Nerubian Assassin, at 4, and tied with the Crystal Maiden.

Krobelus was faring a little better as the solo laner. After teleporting back to the outer mid tower from the fountain, she was assisted by the level 1 Earthshaker and scored a kill against Lina Inverse. Both Sand King and Earth shaker ran north, each with only a sliver of life. Earthshaker decided to make a sacrifice out of himself to neutral creeps since he was deep in hostile territory. The Sand King made a better deal for himself: he quickly ran to the top lane and assisted in bringing down the Tinker. Riki was the bait, the Warlock let him fall to an inch of his life before using Shadow Word to heal him.

The score at 4 minutes into the match was 1 – 2, but it was slightly worse than the score suggests for Ks.Int because the Earthshaker died to neutral creeps. Shortly after, Nerubian Assassin and Crystal Maiden cornered Broodmother between her two bottom towers and killed her. Both escaped unscathed. By this point, the sentinel have upgraded their courier to a flying crow and used it to deliver magic bottles to Nerubian Assassin and Tinker. After getting his bottle, Nerub ran to mid, triple ganging Lina for the kill. Krobelus used her ult, and Earthshaker, still at level 2, used a Fissure to block off Lina’s escape. Sand King only survived by expending the last of his mana to Burrow Strike all the way up to the highest peak overlooking the north river. Fortunately for him, the sentinel had chosen to ward the scourge ramp instead of that high perch, which is a fan favorite. He sat there quite some time waiting for the -unstuck command to transport him back to the scourge fountain.

Shortly after, the Earthshaker headed north to help Tinker assail Riki and Warlock, who were both cornered at the scourge outer top tower. A suprise Fissure through the treeline caught them off guard, allowing Tinker to finish off the Warlock under the tower. Riki pushed out after the Warlock arrived to heal him, but the Earthshaker had another move ready. He put down a sentry ward and waited for the push in the river. Riki didn’t know he was observed, and a Fissure combined with Tinker’s attacks took him right out.

About a minute later, the sentinel made their first big power play, which was largely a repeat of what worked before: Krobelus Exorcism, Earthshaker Fissure, and Nerubian Assassin’s attacks. Krobelus was able to score a double kill on the struggling Lina and Sand King, and then bring down the scourge’s outer center tower. At 9:30 into the match, it was the first tower to fall.

At this point in the match, the sentinel team had a 4 level advantage over the scourge team even though they had the lowest level hero. The Earthshaker was level 4, but Krobelus and Tinker were both level 8. The scourge’s biggest hero was Broodmother, at level 7. The kill count was 6 for sentinel and 2 for scourge.

The sentinel continued to build momentum in the top lane when the Warlock targeted a hostile creep instead of the Tinker with Shadow Word as he was brought down to 42 health by Missile and Laser. Riki jumped onto Tinker at the same time, but it was too late for Warlock. Tinker finished him off, then turned his attention to the out-leveled Rikimaru, whose cloud was too little too late and barely escaped with his life.

Having brought down the scourge outer center tower, the sentinel team turned their attention to the side lines, leaving mid abandoned. Abuse on Warlock continued as he submitted to Tinker, and an assault through the tree-line by both Fissure and Nerubian Assassin’s Impale. It must have been a demoralizing affair for MYM’s top lane defenders. Help was on the way, and MYM was able to repel the attackers. Tinker fell to Rikimaru, but then died at the hands of Nerubian Assassin, who then died himself!

After regrouping, the sentinel renewed their assault, trading their bottom tower for the scourge’s top tower. 13 and a half minutes into the game, the score is 11-5, with the sentinel enjoying a tower advantage. MYM was never able to turn things around, and Ks.Int carried their momentum all the way to victory.

Learning Raijin Thunderkeg, the Storm Sprit

storm spirit

Ever since Icefrog remade Storm, I haven’t really made an attempt to master him, but I’ve been impressed by what I’ve seen some people do with him lately. So I did some searching around and found one of the most impressive strategy guides I have ever seen for any hero: Raijin Thunderkeg, the Storm Spirit Guide by cam_miles2003.

About half-way through the guide, (after all the basics are covered) there are some very interesting facts presented. Now I have not yet tested this for myself, but it is stated in the guide that Storm’s ultimate “Ball Lightning” can allow him to escape Crystal Maiden’s Frostbite, Rooftrellan’s Overgrowth ultimate, and even travel unharmed while under the effects of the Bloodseeker’s Rupture ultimate! There are quite a few more useful trivia about his ultimate ability throughout the guide.

Like you would expect from any good hero guide, there is recommended item and ability builds. The builds mentioned make sense to me, and fortunately cam_miles2003 even makes a case against certain “fail items” that a player less experienced with Storm might purchase without the proper considerations. Most notable among the “fail items” is Maelstrom, which was a cornerstone item for Storm before his recent remake. Good to know!

Have a look at the following justifications for a recommended ability build:

Static Remant is maxed early on for pushing/ killing/ defense purposes. Its a no brainer. 1 level of overload is fine early on since maxing it only results in an added 45 aoe damage.

Max Remnant and electric vortex early for the early 2.5 sec disable and add 1 level of Ball lightning at lvl 6 for escaping, ganking, spell evasion purposes.

After Maxing out Remnant and electric vortex, finish leveling remnant in order to effectivly clear creep camps and waves.

And he later goes into quite a bit of detail about how exactly to optimize farming creep camps and waves.

Other things mentioned that you don’t normally see mentioned in a strategy guide are specific threats to Storm. For example, Keeper of the Light’s “Mana Leak” may often prevent you from having adequate mana to escape using Ball Lightning, and Rhasta’s “Shackles” being a rare disable that cannot be escaped from via Ball Lightning.

Roshan rush: How to win a game in 5 minutes

You’ve probably seen the Roshan rush DotA trick before, and even if you have, this video is quite entertaining. If you haven’t seen it, this is a must-see. A team of friends set out to win a pub stomp as fast as they could, and did it in about 5 minutes, tearing up the center lane after killing Roshan. Their teamplay is pretty good, and there’s quite a bit of entertaining chat messages to read when you watch it in HD. Even some of the players on the losing team found the rush amusing.

The heroes were chosen for their ability to take down Roshan in the opening minutes of the game, although it can be done with other heroes. The key seems to be Ursa and Syllabear.

lich veno ursa syllabear dazzle

Enjoy the movie!

I’d like to see this done by a Scourge team. If anybody has any similar videos, please link them in the comments.

DotA 6.60 probably not released in April

Icefrog just updated his blog with a new post about recipe shops in DotA 6.60. To me, the most interesting thing in it is this little bit:

With the addition of some items in 6.60 and the overdue need to organize the shops, I’ve been working on sorting them. I’m looking for input on organization approaches, as well as thoughts on the matter in general, so feel free to drop me a line.

Without saying it explicitly, Icefrog let slip a clue on the timeline for the DotA 6.60 release: he is still taking input on difficult design problems. I don’t mean to imply this is a bad thing, and I don’t want to discourage Icefrog from asking the community for input where it counts. I want the best release possible even if it means waiting a while, but clearly we can conclude that DotA 6.60 won’t be released in April. We can still get our hopes up for May!

Google Trends says DotA is growing fast

An article in this week’s Economist magazine called Googling the Future explores how data from Google Trends can provide a dramatic increase in the accuracy of economic forecasts. After reading this article, I thought it would be interesting to do a rudimentary analysis of esports using Google Trends. In particular, I’m interested in the popularity trends of the games chosen for WCG 2009 compared to DotA, which didn’t make the cut this year, as I recently discussed in this post. The choice of which games to select for the tournament is in fact a business decision, making this sort of analysis important to the tournament sponsors.

First, let’s have a look at trends for “dota”:

google trends for dota

Google Trends makes its analysis back to 2004, and DotA has been in existence throughout the entire period. Interestingly, we see a very steady uptrend. As you will soon see, this is actually quite the opposite of what happens with most games. So to build a frame of reference, let’s look at the google trends for a couple other popular games, “world of warcraft” and “halo”.

google trends for world of warcraft
google trends for halo

Both of these games show big spikes at release, and down trends thereafter. The spikes are from new releases, like Burning Crusades and Halo 3, after which they return to down trends. Having established that DotA is different due to the persistent uptrend, let’s have a look at the 5 headliner games at WCG 2009:

google trends wcg 2009 games

I omitted version numbers except for in the case of Warcraft 3 so that it doesn’t collide with World of Warcraft. The first thing that jumps out at me is the incredible popularity of guitar hero. The google trend confirms it as an excellent choice for WCG 2009. All the other games are in steady decline. Virtua Fighter has the most irrelevant trend, but it may in fact be the best fighting game candidate. Now let’s see how DotA stacks up. I did the same graph but replaced Virtua Fighter with “dota” so that we can see how it compares:

google trends for dota and wcg 2009 games

These results are fascinating. If we project the trends out another year, to my eye it would seem that DotA would overtake every game except for Guitar Hero, and perhaps even overtake Guitar Hero as well if it were to suffer a slight drop in popularity. Clearly there is reason to believe that DotA may be the single most viable game for WCG 2010. With DotA 6.60 on the horizon, there has never been a more exciting time to be a DotA player. Let’s encourage new players to come to the game we love, don’t go out of our way to make a dota game be a bad experience for another player, support our tournament and league sponsors, and we just might take esports to new heights in 2010 with the best game ever!

Lastly, I want to give a special shout out to our Southeast Asia readers, who are completely dominating the popularity by region for DotA at Google Trends. Philippines, Malaysia, Bolivia, and Singapore!

Laning as a Melee Hero: Pro Tactics

One of the hardest things to do in DotA is laning as a melee hero against strong ranged heroes in the early part of the game. We’ve all been crushed in this scenario before at one time or another. For example, you roll Ursa and wind up solo against Lich and Drow Ranger. You are going to have to tower hug, but what else can you do?

Everybody has seen the standard creep block, where a guy runs his hero in front of the creep wave, pausing from time to time to slow up the creeps. This will help you get started if you are in the top sentinel lane or bottom scourge lane. But it can backfire if you’re on the bottom sentinel lane or top scourge lane. Here’s why. If you slow your first wave down too much, and the opponents don’t slow their wave down, the first fight will begin underneath your tower, and the tower will clear off their creeps in no time flat. Now they’ve drawn you out from the tower and can keep the fight far away from it by attacking their own creeps and keeping you at bay.

You want the fight to happen just out of range of the tower, so that you can stand under its cover, but it can’t quite hit the creeps. Instead of running around gnashing your teeth or pressing caps-lock when the enemy draws the fight out from the tower, run back and block the next wave as it comes in. I rarely see players think to do this, like the first wave is the only one that can be blocked! If you are in the bottom sentinel lane, you can also pull the nearby neutral creeps into the lane as the creep wave runs by, causing them to stop and fight in a relatively safe location.

As you gain experience and become competitive in the lane, another tactic will help you build an advantage. When the creep waves meet and begin fighting, usually it looks like this:

y h1 h2
xxxx
XXXX
Y Me

x = enemy melee creep, y = enemy ranged creep,
X = friendly melee creep, Y = friendly ranged creep,
h1 = enemy hero 1, h2 = enemy hero 2,
Me = me!

If you stand close to the fight and order your hero to attack an enemy hero, the nearby opposing melee creeps will charge at you. Quickly cancel your attack command, and the creeps will go back to fighting each other, but the layout of the fight has changed. It now looks more like this:

y h1 h2
XXxX
xxXx
Me Y

Usually you are within attack range of 3 enemy melee creeps, and most of your melee creeps are positioned to quickly defend you if an enemy hero targets you. Opposing heroes will suffer more damage from your creeps than they will inflict on you with an attack or two, and you can last-hit the enemies for gold much easier.

A scenario that comes up quite frequently is that an enemy creep and a friendly creep are about to die at the same time. You can last hit one of them, but not both and so could your enemy. Do you try to deny, or go for the gold? Surprisingly neither one has an advantage. The advantage lies with the player who beats his opponent to the punch. In other words, anticipate which your opponent will go for, and make your fatal blow land first. One notable exception is if you can use a spell, such as Impale (Lion, Crixalis, Nerubian Assassin), Hoof Stomp (Centaur Warchief), Fissure (Earthshaker), Split Earth (Leshrac), Avalanche (Tiny), to both last hit the enemy creep for gold and stun your opponent. The nearly dead creeps are great bait and make him vulnerable to a spell attack. You’ll have more flexibility with your timing by using the spell, and the stun will ensure your opponent doesn’t get to make his attack. Often the best time to harass an opponent with a spell is when they come in for a last hit.

If you are fortunate enough to be facing melee heroes, I’ve discovered a neat trick that makes denying quite simple. Whichever friendly creep is closest to death, repeatedly right click on that creep. Your hero will “hug” the friendly creep, keeping you within melee attack range and ready to swing. As soon as the creep is ready for the death-blow, force attack it by pressing “A” and left clicking the creep. For enemy creeps, you can repeatedly right click the ground right beside them to achieve the same “hug” while keeping your attack ready to unleash.

There are many guides on laning. BLAOW has written up a very helpful guide on lane control in the premium guides section of the DotA Allstars forums. I’ve read many such guides, and BLAOW’s is one of the most comprehensive, and is fairly up to date.

MYM DotA team: Gone but the culture will live on

To honor the newly departed MYM DotA team, I wanted to call attention to a series of highlight videos put together by MYM|slahser, the Perceptive Play series. My first exposure to these highlight videos was Perceptive Play 4, shown below.

It is easy to see that this is DotA at the highest level of competition. Some of the fights are incredibly chaotic, yet each player has an uncanny grasp of their role and what is happening everywhere in the game. They’ve got composure, and fights are won at the margins.

The coolest trick was at 1:25, the anti-mage using an illusion image to “creep block” his fleeing opponent, the bloodseeker, while the real anti-mage hacked away. My favorite moment was probably at 4:37, a sick blink dagger escape by Zues. Not only did he jump out of the way of Magnus’ shockwave, his blink took him from the hostile river bank all the way over to the friendly river bank.

The production quality of the video is quite good, I always found it easy to follow the action. One thing to keep in mind is that nearly all of the clips are from slahser’s perspective, so if you check the hero portrait in the top left corner, you’ll know which hero to watch in the big battles. The music was upbeat and enjoyable, and there are several cut scenes used to set a cool mood.

If you like this video, be sure to check out the other movies in the Perceptive Play series. MYM might be gone, but there’s a lot of amazing DotA culture created by them that will live on.