gyrocopter.dota.2.1Months ago Gyrocopter was viewed with suspicion regarding his carry potential. Especially in the Chinese Dota 2 scene Gyrocopter was completely ignored and rarely picked. Recently however, both Western and Eastern Dota 2 teams have started picking him very often. Now Gyrocopter is a top pick/ban hero. He was buffed in the patch that came right after The International 2 tournament. However, back then teams did not realize the hero’s true potential.  Gyrocopter’s strength lies in his huge AoE damage that he can deal in team fights. Using his Flak Cannon spell, he can hit all enemy units in a 1000 Radius for a limited number of 6 attacks at maxed level. The duration of the spells is 15 seconds. Provided that Gyrocopter has sufficient items, his attacks will destroy low HP heroes, enemy supports in particular.  Flak Cannon spell has been considered the reason why this hero has become so popular.  The spell allows Gyro to not only deal huge damage during team fight engagements, but also to farm much faster than most carry heroes. Gyrocopter can clear a few jungle camps at the same time using his 1000 radius AoE. Moreover, if his support players stack the neutral Ancient camps, the hero can farm Ancients relatively fast and easy. Therefore, Gyrocopter can flash farm faster than most carries, which gives him the advantage in the speed-farm battle.

Unlike other carries, Gyrocopter is relatively strong even at early stages of the game. His Rocket Barrage spell deals a huge amount of damage and resembles Leshrac’s Diabolic Edict – both spells affect targets in a radius around the hero, but damage is split among targets in the area. Thus, against individual targets Rocket Barrage deals enormous damage.  Moreover,  Gyro’s homing missile can be used to zone out enemy heroes in the lane.   His Call Down ultimate can be used to provide disable during team fights – the slow in a 450 radius goes through magic immunity.  Gyro is one of the few carries that can solo kill opponents in the early game, since his spells deal a lot of magical damage. Therefore, Gyro is sometimes played as a support – strong magic damage and AoE control abilities – his Call Down ultimate in particular.

Gyrocopter is one of the best, if not the best, divine rapier carriers in game and is considered therefore a late game “safety card”. A  Gyro with a rapier can turn games around due to his insane AoE damage using Flak Cannon in team engagements.  Thus, even if the game does not go according to plan and a team faces a big gold and experience disadvantage, Gyrocopter can still help you win engagements. There aren’t many heroes that can achieve the same thing.gyrocopter.dota.2.2

Although Gyrocopter is one of the best farmers and AoE damage dealers in Dota 2, he can be countered by single target damage dealers.  For instance, Naix or a Farmed Anti-mage or Alchemist can bring Gyrocopter down very quickly, since they deal very high single target DPS. Gyrocopter does not have a big HP pool and can be easily brought down with focus fire. Moreover, even though he can fight early on, he would still not be a major factor during team engagements, if he is underfarmed. Thus, it is essential that Gyrocopter’s supports stack neutral camps, ancient camps in particular, and ensure that he can farm well in the early/mid game. In terms of items, Dota 2 item builds suggest that Black king bar is, arguably, the most important item for Gyro. It allows him to freely attack with Flak Cannon and deal his huge AoE damage in team fights. The usual Gyro build would be Drums of Endurance into Black king Bar into Monkey King Bar or Butterfly into Satanic for survivability. Overall, Gyrocopter can fit many strategies , but excels in team-fight oriented strategies.

huskar.potential.dota.2.1Huskar is one of the usual pub-stomp heroes- how many times have you been owned by a fed Husk who just jumps in, deals a ton of damages and kills all of you in 2 seconds? In the same time, Huskar is one of the heroes that sees absolutely no play at a higher level of Dota 2. This short article will try to explore this phenomenon especially in the light of the changes to the hero that came with the new patch.


Huskar has amazing DPS early and mid game- if he has enough stacks of his Berserkers Blood skill he can dish out enough damage to right click down an enemy hero without the need of big damage items. He is also ranged (although not with a full (600) range), which means he is harder to kite. His ultimate also helps in this regard, as it helps reach the target of choice almost instantly and slow it down, so it cannot run away easily. Finally, he is a very strong laner- his Burning Spear skill allows him to harass out of the lane his opponent. The reason why Husk usually dominates pubs is because he has a high chance to win his lane and snowball. Since he is usually played mid (or in the jungle, which however is a bit harder now with the new patch), after getting the initial levels and farm he can start rotating to other lanes and killing people, helping out his team. When the mid game is reached, after the laning stage has passed and Husk has some DPS and survivability items the hero reaches his peak- Berserkers Blood plus items like BKB and Armlet usually mean that the enemy team cannot man-fight husk, which after a straight push leads to a win.


In the lane, it is hard for most heroes to deal with Husk on their own, however if the team decides to gank him this will most likely lead to a kill. He tends to be below max HP because his harass spell costs health points. Also, he has no escape mechanism. After a few such ganks, Husk tends to be under-leveled and under-farmed, which would mean that he will not be a huge threat in the mid game- he will not be able to snowball. . If you put the Husk in a defensive tri-lane and give him farm and levels, you rely on him to carry you through the game. However, he is not a hard carry- he loses steam in the later stages of the game, so it is usually a better idea to put in a defensive tri-lane a harder carry. Also, even if he manages to find his farm, controlling him before he gets his BKB should not be a real problem, as he has no means to put himself in position other than his ultimate. Finally, his biggest flaw is that he is very susceptible to nukes. He tends to be on rather low HP (because his spells cost life). It is hard to bring him down with sustained damage, as he has his heal, which is a slow but constant one, however nukes work on him perfectly as he does not have the available health to survive themAll of these reasons combined is why he is not seen often (or rather at all) in a competitive game.huskar.potential.dota.2.2

The Potential

In the recent changes the stacks of Berserkers Blood have been changed to give magic resistance to the hero. This is a direct solution to his problem with nukes, as it will give him a tool to survive them. Most Dota 2 guides recommend items like Armlet or Healm of the Dominator, however now it seems like a Hood of Defiance is the most logical choice, as it will make him impossible to kill with spells. Furthermore, the new shift of the meta game from supporting a single hard carry to using multiple semi carries takes the burden of carrying the game off Husk’s shoulders, which makes him more viable in a strategy. Finally, we believe that if you have defensive supports in your lineup like Traent Protector, Omni Knight, Shadow Priest or Chen could make Husk impossible to deal with. For example, a timely Living Armor plus a defensive teleport could buy Husk enough time to turn a gank around and kill his aggressors.

lich.dota.2.1Lich was a hero neglected in the pro scene for a long period of time. Recently, some teams have experimented picking Lich as an off lane hero. Why is Lich suited for the hard lane role?

Firstly, his “sacrifice” spell is very potent, since it allows lich to deny ally creeps and thus deny experience and gold for the enemy hard carry. Sacrifice has a relatively low cool down of 35-30-25-20 from level 1 to level 4 respectively. Therefore, Lich can deny 1 creep in each incoming wave. Secondly, sacrificing ally units will disrupt the creep equilibrium at early stages of the game – in each wave of creeps Lich’s ally units will be fewer than enemy creeps. Thus, enemy creep will most likely reach Lich’s Tier 1 tower. Using his frost blast spell, which deals good are of effect damage, Lich can clear creep waves to prevent pushing and gain experience and gold at the same time. Furthermore, enemy carry will have hard time last hitting, since he would have to do so under Lich’s tower, which will make him susceptible to ganks.

Lich’s Chain frost ultimate creates chaos in team fights, forcing enemy heroes to scatter in order to avoid Chain frost’s bounces. However, this alone was not a good enough reason to pick Lich. Played as an offlane, the hero can gain levels quickly enough to contribute in fights. Recently, teams have started picking heroes that synergize particularly well with chain frost. Treant for instance has recently become a top pick in the competitive Dota  2 scene due to his Living armor spell. Moreover, Treant’s ultimate Overgrowth  disables and locks down heroes in a radius, which is a perfect setup for Chain frost’s bounces. Thus, indirectly, Treant’s rise in popularity in the professional scene, has contributed to Lich’s return in pro Dota. Other good combos and synergies would be Enigma and Lich – Black Hole into Chain Frost, Puck and Lich – Dream Coil into Chain Frost. Overall, any hero with area of effect disables will be a great setup for Lich’s ultimate.

Dota 2 guides claim that Lich’s Ice Armor is very underrated. The spell has a very low cool down of 5 seconds and gives 3-5-7-9 bonus armor from level 1 to level 4 respectively and slows attackers’ movement and attack speed. Indeed, Lich’s armor can be a great benefit to heroes that have very low armor, but a lot of HP. For instance, Alchemist has a great HP pool but lacks survivability, since his armor( especially at early levels) is very low. Supported by  Lich’s Ice Armor, Alchemist can be fairly survivable even without any bonus armor items. Overall, Lich’s bonus armor might increase a carry potential and the survivability of team members, since Ice Armor can be cast every 5 seconds and lasts for 40  seconds.lich.dota.2.2

Lich does not have any escape mechanisms or great disables, but he has good team fight spells in terms of AoE. Denying farm and experience from the enemy heroes might be a reason good enough to pick Lich.  Lich mid or Lich as a support is possible, but would not fit the current meta style for several reasons. Firstly, as mentioned above, Lich has no escape spells and is thus very susceptible to ganks. Moreover, he would not be suitable for the Mid position, since he neither needs a lot of farm nor levels to be useful early on. As a core support, Lich does not have any direct disables apart from slow. At early levels Lich is not as strong as other support heroes. For instance, in a 3v3 lane situation, that is against a 3-lane, Lich would not be able to protect his carry and ensure that his ally farmer will get enough gold and experience.  Thus, it is questionable if Lich can currently fit many strategies.  An evolving meta game, however, might soon discover new positions and playstyles for Lich.



nature.prophet.dota.2.1Nature’s Prophet is a popular pick in Dota 2. The hero can jungle efficiently, take on the hard laner or  the solo mid role. His strengths revolve around ganking and split pushing using his global teleport spells and Treants to push faster. Dota 2  Item builds for Prophet revolve around Scythe of Vise – for disable , Shadowblade, Necronomicon – for faster pushing, Monkey King Bar, Desolator – for more physical damage, Hand of Midas – for levels and farming, Mekansm – for team fight healing.

Although Nature’s Prophet role in competitive Dota is a major one, the hero would usually end up being a burden for the team in pub games.  The reason for that is that Nature’s Prophet is a very complicated hero to play. Pub players tend to go to the jungle and farm for 20-30 minutes, without ganking or split-pushing. Morover, some players do not even utilize Nature’s Prophet farming potential – it is common to see players teleport to the top of a cliff near jungle camps and auto attack neutral creeps, without summoning any Treants to accelerate their farming. Thus, Nature’s Prophet becomes a non-factor in the early to mid-game, while other lanes are struggling.

What is it that many pub players don’t understand? Granted, Prophet can farm very fast, since he can teleport anywhere on the map and use his Treants to tank up neutral creeps’ damage. In the end  you may have outfarmed enemy heroes and might crush opponents using your item and level advantage from farming in the jungle. However, if you stay in the jungle way too long, without helping other lanes, joining team fights or split-pushing, your team will eventually run a gold and experience deficit, since 4 players would have to battle against a full 5-man enemy team( provided that there isn’t a selfish 20-30 minutes jungle farmer on the enemy side).  Prophet is a complicated hero not because his skills and abilities are difficult to use, but because his role in-game is very dynamic – farming, split-pushing, ganking, initiating, providing control in team fights.

How should Nature’s Prophet be played? The hero usually takes on the offlane role in the competitive Dota 2 scene. Dota 2 guides would usually describe Prophet as one of the most efficient Junglers in the game. That is indeed true, however, a pure Jungler/support Prophet is rarely seen in professional Dota these days. Unlike Chen or Enchantress, Prophet cannot contribute a lot to the team early on. Therefore a defensive 3-lane with prophet as a 4 position support would be relatively weak, especially if matched against an aggressive 3-lane. Moreover, without items, Prophet deals little damage in the early game and would not be able to help out other lanes.  However, a Jungler Prophet is still a viable option, if the player tries to help out other lanes. Usually, you should  gank early on somewhere  on the map by  teleporting behind an enemy hero, using Sprout spell to lock and bring him down. Ganking  is not the only way to help other lanes. Split-pushing or pushing can give your team an advantage in terms of gold from towers and map control. To gank or split-push effectively, timing is essential – carefully watch the mini-map to determine where enemy heroes are or where they might be, and then decide when you can successfully gank or split push. Nature’s Prophet play style should never be static!nature.prophet.dota.2.2

Much more often Nautre’s Prophet is played in the solo offlane position. The player would usually try to disrupt the farm of the enemy carry by pulling creep waves with his summoned Treants or blocking creep spawns in the enemy jungle to prevent pulling by supports. As an alternative, Prophet can also go to the Jungle and farm there. Once the enemy carry and his supports decide to push, Prophet may teleport back to the lane using his Teleportation ability and try to delay the incoming push. At later stages of the game, Nature’s Prophet would be become much more than a nuisance. Pushing into the enemy base becomes really hard when you play against Prophet.  A farmed Prophet can split-push very fast and thus force enemy heroes to teleport back and defend their towers and base. Moreover, he can farm faster than most heroes and will thus have a sufficient item advantage in the late game.

necrolyte.dota.2.1Necrolyte has been a relatively unpopular pick in the competitive Dota 2 scene. Teams have tried out pushing strategies, utilizing Necrolyte’s AoE heal and his team fight survivability. A Necrolyte would usually farm in the safe lane in order to buy  Mekansm and/or Pipe very fast  and help his team push early on. Most of the time, however, the opponent’s safe lane carry would eventually outcarry him, since  Necrolyte does not scale that well with items and levels.

Recently, however, there has been a buff on Necrolyte’s ultimate – Reaper’s Scythe. Aghanim scepter grants a special effect to Reaper’ Scythe – whenever a hero dies under the spell( that is if the ultimate kills the hero), his buyback is disabled. Potentially, Necrolyte’s ultimate can be used to counter hard carries that usually save gold for buy back in order to rejoin team fights. For instance,  if she dies, Spectre could buy back and use the Haunt spell to instantly join the engagement. This is one of the advantages to have Spectre as a hard carry. The new Aghanim’s effect can eliminate the advantage. Moreover, any other important hero  (usually the strongest and most important hero is the hard carry )would be off the map for at least a minute in the late game. This would allow Necrolyte’s team to push towers and/or barracks. Without their hard carry, the opposing team would be hardly able to defend their base.  The problem is that “no buyback” would be a real disadvantage only in the late game, since at early levels heroes respawn relatively quickly.  Later on, however, carries like Spectre, Anti-Mage, Alchemist etc. are much stronger than Necrolyte.  Therefore it is questionable if teams will be able to fit Necro in a successful strategy.

What should be the game plan if you pick Necrolyte? Firstly, let him farm in the safe lane until he gets Mekansm, Power treads, Aghanim and perhaps a Pipe.  Using his Death pulse spell, the hero can sustain himself in the lane and would not need any “baby-sitters” to support him. Thus, your supports would be able to pull, gank and get some needed levels and gold.

Secondly, ensure that you have a damage dealer for your mid to late game. Dragon knight in the middle lane would be a perfect choice, since he would be able to transition into a hard carry once he hits level 16 (3lvl Dragon Form) and get some necessary dps and survivability items. Since Necrolyte himself is not a hard carry, you should make sure to have enough carry potential for the mid to late game. Moreover, Dragon Knight can help you push really fast, since his Dragon Form’s corrosive attack deals a lot of damage to buildings. Another possibility would be to pick an all-in pushing strategy with Chen, Lone druid, Juggernaut and try to push into the based before the late game commences.necrolyte.dota.2.2

Thirdly, pick some pushing-oriented supports like Chen, Leshrac in order to complement your pushing strategy. Once you have your core items on Necrolyte, start applying pressure on towers. Gain gold advantage and map control in order to pressure enemy carry heroes. Place strategic observer wards to limit enemy vision on the map.

Lastly, during team fights ensure that you kill off the the currently most important hero on the enemy team( usually the hard carry) with Reaper’s Scythe. Once the opponent’s buy back is disabled, push a tower or try to bring a set of barracks down.

Overall, Necrolyte’s pushing strategy complemented with the new Aghanim’s buff is still a risky strategy, but if executed the right way, it could be very successful.


alchemist.dota.2.1Alchemist was a hero often neglected in the professional scene of Dota 2. Although he could outfarm any other carry due to his in-build Greevil’s Greed ability that gives Alchemist bonus gold for each creep killed, players argued that the hero simply needs too much time to farm in order to be an effective carry. This was partially due to a more farming-oriented Dota 2 item build – radiance, battle fury, hand of midas etc. Moreover, pros thought of him only as a carry is the safe lane – no other position would fit.  It took too long before Alchemist could join fights and contribute to 5 on 5 engagements.

Also, he does not have any in-built escape mechanism and is thus very susceptible to ganks. Therefore, it was though that he could not be played as solo mid, since he could be easily ganked and his farm would be “shut down”. Moreover, players thought that a solo mid Alchemist could not roam/gank, join fights early on to help out other lanes. A support Alchemist was just not regarded as a viable option. Dota guides suggested that a farming build would accelerate Alchemist’s farm and after 30-40 minutes he would become an unstoppable force. However, this was considered simply too late. The hero was good, but not good enough for the meta game.

Nowadays, players have started picking Alchemist more and more often. Furthermore, it now seems that alchemist is suited for other positions such as solo mid or even support.

In some situations Alchemist could be a viable solo mid, especially if you can predict that Alchemist can win his lane ( for instance versus another melee hero ). Moreover, mid players do not usually level-up greevil’s greed. Instead, they skill up acid spray and unstable concoction in order to harass the enemy solo mid hero. The fast shadow blade build helps Alchemist to be able to roam and gank and thus help out other lanes very early on. In particular, alchemist can start “brewing” or channeling his unstable concoction, then use shadow blade in order to sneak upon an enemy hero and stun him. With a maxed level of acid pray, which reduces armor by 6 at max level, the killing potential of Alchemist at relatively early levels is huge.alchemist.dota.2.2

Furthermore, players have realized that Alchemist can be a viable support in some situations. In particular, acid spray deals good damage and reduces the armor of enemy units and players, the effect goes through magic immune targets. Moreover, unstable concoction could potentially stun several targets if they stay close to each other ( range of the stun is 175). Alchemist can thus contribute greatly to team fights by providing reliable disable, dealing good damage and reducing enemies’ armor. Furthermore, Alchemist’s acid spray can be used to bring down Roshan faster, since the spell reduces his armor. In terms of survivability as a support, Alchemist could be particularly tanky, since his ultimate grants extra HP and regeneration. Alchemist’s weakness is that he is not very strong at early levels.   All things considered, Alchemist could be a very useful support.

Professional players have also altered his carry item builds – Alchemist would usually build shadow blade very fast in order to have reliable escape mechanism to avoid getting ganked and brought down. Moreover, Alchemist could even split push using acid spray to kill creep waves faster. Instead of radiance, battle fury and hand of midas, Alchemist would now choose only midas as a farming item, provided he feels that he would have enough space to farm freely.  A power treads into shadow blade,   armlet, black king bar, basher/ heart of tarrasque/ assault cuirass/ allows a carry alchemist to join fights relatively early.

Overall, Alchemist is one of the best farmers in the game due to his Greevil’s Greed spell. In terms of hard carry potential, Alchemist can be devastating in the late game, since his ultimate form’s bonus attack speed and HP grant him survivability and very high damage per second. If he is left unchallenged, he would outfarm almost any other hard carry and would have 2 or 3 times the net worth of anyone else on the map by the 30-40 minute mark. Hold tight, Alchemist is coming!

A thing Dota 2 teams have been trying out occasionally, especially in the east, is to create a tri-lane without a (semi)carry. Usually when playing with an aggressive 3-lane competitive Dota teams utilize a duo or tri core strat, with one of the farming carry heroes in the 3-lane. Some common heroes for this have been Life Stealer, Juggernaut or occasionally Chaos Knight. Having a 3-lane usually ensures that the other two solo (1v1) lanes will be relatively safe from ganks, which opens up the possibility to have multiple carry heroes. main goal of the aggressive 3-lane is to pressure the enemy defensive 3-lane. If kills are not possible, zoning out the enemy carry is also good, however it is sometimes not enough. The reason for this is that you are loosing experience- while the supports in the defensive 3-lane could pull and get experience in the jungle, aggressive 3-lane supports do not have this luxury. As a result, if you are not getting kills in your aggressive lane, you are probably loosing the lane. (fully zoning out the enemy carry is also a won lane, however this is almost impossible to do since the carry is tower hugging and the natural creep equilibrium spot is near the defensive 3-lane tower)

That’s why some teams have taken the aggressive lane idea to an extreme. In a lane without a semi carry farming is almost not necessary. The sole focus of such a lane would be to get kills. That’s why such 3-lanes are usually built from 3 heroes that are very strong at the early laning phase. If all 3 heroes in the lane have some form of control and nukes, they are likely to dominate their lane. In a game where there is a 3v3 lane winning it provides very big advantage. The defensive 3-lane is usually home to the hardest carry of the enemy team, and totally preventing this hero from farming and getting levels could lead to a very easy mid game.

Some of the most dominant early game heroes are Crystal Maiden, Visage, Venomancer, Lina and Leshrac. If three of those heroes are in the lane they are likely to have (at lvl 2) more than 4-5 nukes and control skills all together. Furthermore all of those heroes are ranged, which could mean that getting near the creep wave is impossible due to passive harass.

An important thing to note is that when you have no semi carry in the aggressive 3-lane, it is very vital that the two solo heroes are getting at least decent farm. When you have 3 utility/support heroes in the aggressive lane, even if you win it hard you still need a hero that will carry you through the later stages of the game. That’s why when you are running such a lane it is smart to pick very strong solo carries for the other two lanes. Examples would be Lone Druid, Shadow Fiend, Morphling, Templar Assasin or other farming heroes that could stand their ground 1v1.

treant.protector.dota.2.1Recently, especially after the western International qualifiers for Dota 2 Traent Protector started to see more and more play. Although the hero had questionable success initially it seems like teams are starting to understand the hero more and more. It is a very interesting fact that it was predicted by some players, like Na’Vi’s  Puppey, that Traent’s global Living Armor skill will be game changing and will make Traent first pick/bann material. This, however, did not happen after the prediction. For some reason the professional Dota 2 scene just ignored the hero for a long time. Now, however, Traent is starting to get more and more attention.

The problems of Traent

The way he is usually being played is as a 4th or 5th position (support). Unlike other strong supports, Traent neither gives control nor damage in the lane. In addition he doesn’t use farm well and farms slowly. Finally he loses his effectiveness later on in the game, although if used well his Overgrowth and Nature’s Guise could be useful for initiation and team fight control. This doesn’t sound as a tier 1 material hero, however Traent’s defensive capabilities in the lane are what is impressive.

The strength of Treant

Traent is unique among heroes with his ability to contribute majorly towards the winning of all three lanes. His low cool down global cast range Living Armor skill allows the solo heroes to be more aggressive and not pay for it. Furthermore trading hits and harass with living armor on one of the heroes is not possible- the other one needs to back off. Finally, the skill could get you out of very bad situations. A 60 damage block is incredibly powerful early game, as most heroes hit around (or even below) 60 anyway, so Living Armor makes you practically invulnerable. This could on theory even allow you to survive ganks- at least long enough to get under the safety of your tower. In a tri-lane versus tri-lane situation the living armor is also very powerful. In order to get kills the tri-lane should usually focus one hero in engagements. Living Armor, however, makes this almost impossible because it would make the initial target impossible to kill. The Leach Seed is also strong in a tri vs tri situation, as it heals multiple targets in the engagement.

The Traent + hard Carry combo



What is proving to be a very strong combination lately is Traent Protector plus a very hard carry from the likes of Specter,  Mortred etc. The i

dea is that Traent can babysit and defend the hard carry and make it almost unkillable while the carry farms. Later on, when the hard carry gets its items it can win the game. The reason this is very strong is that the right way to play against a very hard carry is to pressure it early on in the game, when it is at its weakest. This is partly why aggressive tri-lane

s are more popular nowadays. So, the plan versus the 4 protect 1 team is the stop the farm and development of the 1 role. With Traent in the team, however, this is almost not possible- it is incredibly hard to kill a Living Armored target early on in the game. And if you don’t stop the hard carry farming the game will become more and more difficult later on

Which hero in Dota 2 is the hardest one to play?
Although an interesting question, obviously there is no objectively correct answer. This article will try to talk shortly on why certain heroes are hard to play and will try to crown one of the contenders as the hardest hero to master in Dota.

Just to make clear, the main factors which will determine our decision will be:

Multiple Units:
Having to control multiple units, especially if you have to use different skills on the different units is understandably hard, therefore if a hero is micro intensive he earns points for being difficult to play.

Micro intensive Skills:
Having multiple spells that require fast reactions or careful use bring up the difficulty of the hero quite a bit.

Skill Shots:
Hitting moving targets with skill shots requires practice, especially bearing in mind that the way you aim w


ith different skills is different.

Enchantress & Chen

Both heroes have the ability to control multiple neutral creeps. The main difficulty is in the fact that each creep has unique skills, which means that to play well Ench or Chen you have to bear in mind more things than what you usually think about when playing Dota. You have to think about the positioning of each creep and mainly the hero, you have to decide when to use each skill to be efficient. Finally, the fact that you have to command multiple units means that you have to select one, give commands, select another and so on, which is technically difficult to do and means you have to possess good micro skills.


Windrunner has the skill shot Power Shot which takes practice to aim. On top of that shackle shot is a very difficult to hit skills, as the optimal use would be to shackle two enemy heroes, however for this perfect timing and positioning is required.


Although not an initially hinvoker.most.skill.demanding.hero.dota.2.3ard hero to play, as the game progresses and Tinker acquires multiple items that have active skills in combination with his ultimate that resets cool downs, a Tinker player could find himself in a situation where he has to think about and use 6-7 active skills multiplied by two if we take in mind the ultimate that resets the cool downs. Needless to say, this is challenging.


Manipulating the orbs of invoker to produce and use skills could be perplexing. Firstly you have to know all the possible (10) combination, secondly you have to be able to decide which skill you will need the most in the current situation out of the 10 possible. An Aghanim’s Sceptre complicates the situation further, as you have to do this without pause in an engagement. In addition the action of invoking a skill and using it afterwards requires 5 key clicks, instead of the usual just one, which needless to say is very micro intensive.

Mirana & Pudge

Both heroes have a skill shot which is vital for the hero to be effective. If a Pudge misses most of his hooks because of sloppy play instead of an enemy dodging, than he will most likely be almost useless in the game. Hitting the Arrow and Hook often requires practice and to an extend some luck.


Meepo combines two of the problems mentioned: he requires the control of multiple units and two of his skills are hard to aim and use. Firstly, controlling 4 (5 with Agh) heroes instead of one is needless to say hard. Secondly his Earthbind is hard to use because of its slow cast animation and slow projectile speed. Thirdly his Poof has a 1.5 delay before it takes effect, which means it requires good timing. If Meepo gets a Blink Dagger it could be argued that he is the most micro intensive hero in the game.

In conclusion, although we did not discuss some of the hard to play heroes like Puck or Ancient Apparition, we want to give the title ‘hardest hero to master’ to Meepo, because he combines multiple problems which need to be overcome by the player in front of the computer.

Dwarven Sniper

Categories: Dota 2
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Dwarven Sniper is a hero that we currently don’t see played in competitive Dota 2. Historically, he was occasionally used in 4 protect 1 strategies,

Carry Sniper Dota 2

especially in the east, however this trend died out- the reason being mainly that Sniper is one of the easiest heroes to stop farming. He has no escape mechanism and has a below average health pool.

Carry Potential

The reason why he was reasonably popular with 4 protect 1 strats is that he has amazing carry potential. He is an agility hero, so he naturally reaches very high levels of DPS with farm. However, unlike most carries, it is impossible to kite him. His giant range (highest in the game) means that in a team-fight he does not waste time trying to reach his targets- he just stands at the back of the fight and auto attacks. This means that even though he does not have as high a DPS as a hero like a PA, the ease with which he attacks uninterruptedly means that his total damage output in fights is higher. Additionally, his Headshot skill which provides ministuns with almost half of his attacks is a form of control. If Snoper’s attack speed is high enough actions like moving, turning, attacking or casting slow-cast-animation spells become hard and slow. If combined with a MKB, which provides another mini stun chance, the target of Sniper’s attacks is not likely to accomplish much. In such a situation it is likely that Sniper could win a man-fight with another carry that even has a bigger net-worth than him. So, it could be said that if Sniper gets fed, the game is likely over.


The problem is, however, that it is hard for this hero to get fed, especially if the enemy team concentrates its efforts on stopping him. He is probably the most gankable hero in the game. He has very slow movement speed, low HP, no control spells and no escape mechanism. If more than one enemy, and sometimes even only one, but strong enemy gets to sniper in the early stages of the game, he is likely dead. In order for a Sniper strat to be successful it is vital that Sniper farms and does not die, because he does not have the ability to flash farm and catch up. He has to farm continuously and uninterruptedly (often with the additional help of Hand of Midas) to be able to keep up with other faster farmers. Therefore, it lies entirely on the teammates of sniper to provide him the space to do that and to protect him from ganks, otherwise the game is likely lost.

The solution

Lately defensive supports, namely Traent Protector, have become a more common pick. Even though it has not been seen in a competitive game yet, Traent and Sniper are a very good combination. Traent’s Living armor skill makes its target almost unkillable in the early stages of the game. If Sniper gets ganked and Traent immediately reacts with Living Armor, this could buy enough time for the other heroes in the team to teleport to the carry and save it. Other heroes like a babysitting Omni Knight could also be used to provide the safety Sniper needs in order to successfully get through the early stages of the game. It could be argued that such defensive supports could make the hard carry impossible to gank and kill in the early stages of the game. This new way to play could in theory open the doors to high level Dota to many underused hard carries, who’s biggest flaw is that they are easy to stop in the early stages of the game, Sniper being one of them.