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Art of Support
A theoretical Approach on Dota Support Game-Play
Table of Contents
Table of Content s
Chapter I : Introduction
Table of Contents
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Table of Contents
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Table of Contents
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Image Contents
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Chapter I: Introduction
As the tiers progress, the more farm and levels they get. This shows that the two supports have the
lowest farming and level priority.
There are probably more but I think this should be enough to make my points later on.
2.5.1 Push
A lineup that relies heavily on pushing towers early to close the game out with the gained tower gold
advantage. These lineups are often used to counter four protect one lineups. Greedy supports
benefit a lot from pushing lineups.
2.5.2 Four -Pr otect-One
In this scenario you rely on one carry to become really fat to close out the game in the later stages of
the game. The goal is to out carry the opponent team. To make sure this happens 4 players try to
secure the carries farm. This lineup is often played with two defensive supports.
2.5.3 Two Cor e
A more dynamic approach is to have two heroes farming instead of one. You can basically say that
one core makes up for the other one and vice versa. Alone they are weak, together they are strong.
This lineup can have any form of supports in.
2.5.4 Tr i Cor e
The idea behind this concept is to spread your opponent. It is nearly impossible to shut down 3
people farming the map so there will be always one player that comes out farmed after the midgame
to prolong the game. That gives the other cores time to catch up. In this lineup any support type fits
in.
2.5.5 Gank
Gank lineups are usually used to counter greedy play in general. The goal is to achieve early kills.
These kills should force rotations from other lanes and or push the tower as a result. These lineups
can often fall off when early ganks fail. These lineups are usually played with aggressive supports.
2.5.6 One-Pr otect-Four
This is the most greedy tactical concept. You rely heavily on one support to fill the support role, while
the second support on position four moves to a core position due his jungle farming. Another option
is that the position four is on a roaming mission so he snowballs out of the kills taken or has to play
catch up when it fails which leaves the position five alone on his support job most of the time.
Greedy supports in general benefit from that tactical concept if you leave them time to farm.
Draft
Lanes
Support
Decisions
Early-GameImpact
2.7 Lanes
There are three different kind of lanes. In this section I will talk about the possible lanes, why they
are chosen and what supports do on these lanes.
Image 5: Lanes
2.8 Rotati on
The term "Rotation" is used when you leave your initial lane to make something happen on the map.
This can bring several benefits but also comes along with certain problems. This section will show you
which things happen when you decide to rotate.
2.8.1 Reason behind Rotations
Dota is not a static game. Lanes are not set in stone and several things can happen in a game which
make people leave their lanes to rotate somewhere else.
Common reasons:
Opponents off-lane left to rotate somewhere.
Aggressive tri-lane did not go well and has to be abandoned.
Opponents supports rotated.
Mid-lane rotates to gank.
Try to avoid random rotations with no reason. Do not walk around the map with no plan and keep
the effects of your rotations in mind.
2.8.2 Effects of Rotations
When people rotate on the map, usually space opens up in one or the other way. This space can be
used to your benefit but will also be used by your opponents.
Positive effects:
Experience and or farm distributed to other players.
Kill potential on other lanes.
Deny of ganks / possibility to counter gank.
Force rotations out of your opponent.
Negative effects:
Leaves the lane you left vulnerable to ganks / push.
Deny of experience and farm while rotating.
Opens farm and experience for your opponents.
2.8.3 Rotations - Conclusion
Rotations do often fail because certain circumstances have been ignored before the rotation started.
When this happens, you are pretty much behind. You lost experience and or farm and you give space
to your opponent. On gank heavy lineups, this can snowball out of control and result in a quick loss.
On the other hand, playing a greedy lineup and avoiding rotations gives you a huge advantage due to
the fact that you did not waste time and got what you want, experience and gold.
What does this mean to support players:
Think about the rotations you do. Are they necessary? Can they achieve a given objective? What is
the backup plan if it fails(if there is any)?Is it worth sacrificing my lane to rotate to win another?
In the following chapters you will get the information you need to solve these question on your own.
Defensive,Greedy
Greedy, Greedy
Aggressive,
Aggresive
Defensive,
Aggressive
Aggresive, Greedy
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General
Laneing
Rotation
Image 7: Pos 5 Tasks
Your job is to get all the support items needed. Also an early teleport scroll is nice to have since you
can leave a lane without losing much. Another important fact you need to understand is the
experience trade:
The Position 5 player basically always trades himself for the opponents Off-Laner. The reason for that
lies in the Position Model. An Off-Laner wants farm and experience since he is on the 3 position. A
position 5 priority is to get his support items going and that's it. That means that a position 5 player
can deny enemies experience and farm without a drawback.
A Safe-Lane Tri-Lane is won when the Off-Laner has the same or lower level then your Position
3.4.2 Items
Usually you are poor compared to all other positions. That means cheap but efficient items are they
way to go. You should not build in example Mekansm or other important core items. The reason lies
within the timing. In a normal scenario, you will be off certain timings for early pushes/early fights.
That is the reason why other position go for core items like Mekansm.
But there are two cheap and highly efficient items which you should aim for when you have an
average early game:
Urn of Shadow
Medallion of Courage
The timing of these two items does not matter. They are always good. If no one of your team has one
of these try to get at least one of these as early as possible. Sometimes they open up pushes or
Roshan. But there are exceptions. Some heroes highly benefit from Aghanim's Scepter. These can
slowly but steady build into it.
Examples: Ancient Apparition / Visage
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General
Laneing
Rotation
Image 8: Pos 4 Tasks
The main goal on Position 4 is to get core items up in time to achieve certain objectives like pushing.
5-maning or roshing. That means you usual do not zone Off-Laners or rotate to other lanes to
support them. Maximizing farm is the key but never forget that your main position is still support.
That means no experience or farm leech of the other three remaining positions. Do not forget to
communicate with your position 5 player for ganks and to make sure he is capable of buying all the
mandatory support items like wards/sentries/dusts.
3.5.2 Items
It is really hard to say which items you should buy on this position because it will differ heavily from
hero to hero. In general you will buy whatever is needed to make your hero work. If you do not need
anything to play your hero at full potential, then you usually aim for items like an early Mekansm or
Mana Boots if none of your other cores gets one of these.
Usual Position 4 Items:
Mana-Boots (One pair per team at least)
Blink Dagger (If you rely on initiation)
Hand of Midas (To Secure late game on greedy supports)
Force Staff (Very good versus certain heroes)
Mekansm (If cores will not get it)
Examples: Enchantress farms an early Force-Staff to counter a Clock-Work. Enigma gets a
Mekansm because his cores are not aiming for it.
Choose your items wisely. They can make a huge difference. Do not always stick to the same item
over and over again because you are used to it.
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Deny
neutral
Scout block
your
wood
Place
Wards
Secure
Rune
Move to
Lane
The image above applies for the Support- Duo. After you made sure your neutral creeps are not
blocked, one support moves to the rune, the other one stays to make sure the neutral spawns are
still not blocked.
While the supports do their job, your carry has to make sure the spawning creep wave is blocked
properly. This is needed to make sure the distance between where the creeps actual meet and the
opponents tower is a big a possible.
Why is this so important?
Space to zone opponents.
Space to chase opponents.
When this is not done properly and the lane pushes for any reason, the Off-Laner basicly won his
lane already. He will get experience and or farm and might be able to deny farm of your carry.
There will be heroes that have the ability to control your creep waves movement like Sylla-Bear or
Natures Prophet. When they pull your creep wave and take a walk, you have to do the same with
your opponents creep wave until another wave of yours arrives. This will make sure your creep wave
stays where it belongs.
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Timing is the key. Do not be late on your way out because this can throw everything off. You will
need about 30 seconds for the first blue path and another 10-15 seconds for the second path.
Being late can cause several problems:
Possibly get killed if multiple enemies moved into your forest.
Off-Laner / Aggressive Tri-Lanes places their desired wards.
Losing the rune to your enemies.
When you have a flexible draft that is capable of laneing in several ways, it is often smart to hide
your laneing intentions until the last second. In this scenario you will stay at your T2 tower hidden so
you will not get scouted. This will save you from lane swaps before the game started.
What each support does during the laning phase can be found in Chapter III.
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Secure Rune
Move to
Lane
Place Wards
Move as
3 to your
Tower
Move to
neutral
creep
camp
Let us have a look at the aggressive Tri-Lane. This time the whole Tri-Lane moves together to be safer
while approaching they enemy jungle. At your tower you make a quick stop to make sure the support
player with a disable moves in first. This will be crucial if you try to kill opponents which moved to
aggressive into their own jungle. At their neutral camp you usually stop. Stay there for a while,
someone might show up. Then place the wards you desire. The Support-Duo now moves to the rune
to contest it while the carry walks back to your base to get an optimal creep block off.
If you do not want to commit the duo to the rune because it is too dangerous, one scouts the rune
spawn, the other one also moves back with the carry helping to get a better block off.
Why is blocking as an aggressive Tri-Lane important? This will lower your space and makes your
opponents space bigger.
The following effects will occur:
Lesser way to your tower, longer way to opponents tower.
More room to take engage enemies.
Less room for opponents to take engagements.
After a successful deward supports have a longer way to support their carry after/while
pulling neutrals.
While you face their Tri-Lane, try to contest as many last hits as possible and their pulls. That means
that you take at least some of their pull experience. Take opportunities while they pull.
Keep in mind that an aggressive Tri-Lane is not always decided by kills. If you win the farm and
experience war you basically won your lane.
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The Safe-Lane rules also apply to the Off-Lane. You will need around 30 seconds for the first path and
another 15-20 seconds to the rune so watch the clock.
Do not be late or some of these things can happen:
Safe-Lane ward is placed without your knowledge.
Enemies are in position to deny your warding
Enemies are in position to engage you.
Rune gets picked before you scouted which rune actually spawned.
Sometimes you want to hide your aggressive Tri-Lane to avoid a lane swap since you want to face a
certain lane. In that case you just scout the top rune without being seen by your opponents.
This will open up the possibility to get first blood in the mid lane. After that you move to your lane.
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4.6. Dual-Lane Mi d
The Safe-Lane and Off-Lane patterns are also applied to Dual-Lanes. But one special part is still
missing. The Dual-Mid. In this certain case I will use the Radiant side as example. Everything can also
be applied if you are on the Dire side. There are two approaches. The support duo tries to work as a
duo as much as possible or both work on their own.
Deny
Neutral
Block
Place Wards
Secure Rune
Try
Firstblood
This approach makes a lot of sense when you have a duo with kill potential on level 1. In this scenario
you have the possibility to get an early lead and keep that lead by winning two out of three lanes due
to early support rotations.
Example: Lich and Sky-Wrath have a huge kill potential early on. After Lich got a quick level
two in his mid lane he can rotate efficient together with Sky-Wrath.
4.7.2 Suppor ts on their own
Scout your
Ancients
Deny
Warding
Place Wards
Scout and
contest
Rune
Move to
your Lane
Supports should interact on their own when there is no kill potential on level 1. This means just go to
your lanes and stay there. No fancy rotations.
Example: Whisp wants to get as much experience as possible to reach his level six. He will
stay at his lane and avoids movement as much as possible.
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The Bottom blue path shows the movement as a Duo, the top blue path shows the solo movement.
As in the previous movement examples timings are crucial. Everything that was said before also
applies for this example. The timings are kind of the same.