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DotA 2 research material

The research data collected from replays in-game pro player vods and
competitive scene aims to bring a deeper and never known before
knowledge about the game. The research material conjunctively tries to
bring knowledge into the perspective of ranked games hoping that by the
end of it the user has a higher understanding of the way things work in
the world of DotA 2. The research starts off as a blog with day by day new
discoveries of theories from ranked gaming. These theories can be
updated as the time goes on and modifi ed to suit expanded knowledge of
the user. The research also has an attached spread sheet that collects
data from the games on the go.

Finding #1 Counter initiation


The way DotA team fights work most of the time is that one team initiates on the
other teams hero and the other team counters the initiation with their own abilities.
Provided that there are exceptions such as back off and hysterical initiations we will
only use the counter initiation scenario for our analysis. The baffling part of the pro
DotA scene was that how teams used to burst down enemy heroes with everything
they have in their arsenal. To a low mmr player it seems like a waste of spells,
because in his mind the proper use of such abilities such as an Echo Slam is against
multiple enemy heroes not an individual one. Fact is that bursting down the enemy
hero makes the team fights easy or the next objective easier to take. Also the
greater reason and the reason of this article is the fear of counter initiation. When
you jump on an enemy target and hesitate in bringing him down there is a chance
that the enemy team is waiting just by the side lines to blink in stun and counter the
initiation. That is why heavy spells and even ultimate such as brewmaster split are
committed to kill of one hero in the fear of counter initiation from the enemy team.
Some tools for counter initiation are as follows
Shadow Blade
Slitheren Crush
Echo Slam
Ravage
Black King Bar

Finding #2 Hesitation
Hesitation in itself is okay and not that big of a deal. The real problem with
hesitation is the combined lag that makes the doubting moment so disastrous. The
whole stopping when making a move can be game changing since battle turns in
seconds in the world of DotA. Pro players dont make these mistakes. The amount of
damage and the moves that are required to win the battle are inside the involuntary
part of their brain and works on its own. They dont have to think to make a move
the involuntary part of their brain makes the decision on its own. All they have to do
is act. When a person is experienced knowledgeable and trained enough he will
make decisions involuntarily think when he has to think and act when he has to act.

Finding#3 Mastering one thing at a time


Suppose one is playing a hero such as Tinker. It is easy to master map awareness
with tinker and way too easy to forget teleport efficiency. It is natural too look over
and decide what and where to teleport and when to back out but it is easy to forget
the fact that not every hero can rearm or not every hero can make timely fountain
visits. Whenever you are mastering something you are probably forgetting
something from the other end.

Really need to end the 3k mmr goal by the end of feburary by whatever means
possible
Improve tinker game
Analyze a replay
Restrict total number oof people are way ahead in the racef games played
Its getting too late

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