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Hey guys how’s it going.

So I had planned to write a few lines regarding general mistakes in gameplay in dota so that
we don’t make similar mistakes ourselves as a team. Most of these are related to ‘throws’
from the team that’s ahead, hence are mostly mid to late game scenarios but might apply in
early game sometimes.
Some of them might sound pretty obvious but believe me when I say about 90% of ‘throws’
and ‘comebacks’ happen due to these reasons.

1. Not completely backing off when a ‘Get back’ has been initiated: So someone will
always be lingering around even after the team has said to ‘get back’ from an area;
sometimes to farm one more lane creep, one more neutral camp and so on. Then they
end up getting caught and dies. There will also always be one guy trying to ‘save’ the
caught ally and ends up dying as well, potentially requiring two buybacks now instead
of one.
So please, when someone calls a ‘Get back!’, just get the fuck back as a team. And if
someone gets caught, so be it. No ‘save the ally syndrome’ unless you are pretty
confident that you can save the person and you yourself can run away unharmed.
(might depend on who has buyback and who doesn’t)

2. Underestimating high ground defense: This is probably the main reasons for
comebacks to happen, where a leading team will continuously throw their lead with
failed high ground attempts.
Please keep in mind that against some lineups (eg tinker, sniper, zues and so on), it is
almost close to impossible to go high ground without getting a pickoff first, no matter
how much lead you have. So, in that case, we should wait for Rosh, capture their
jungle, push lanes, limit their resources and wait for a pickoff. Camping in their
triangle is possible cuz someone usually comes up there to ward or farm.

3. Forcing unwinnable Rosh fights: If the enemy team is leading your team significantly
and are much stronger, its mostly a baaad idea to contest a Rosh fight. They will most
probably have better map control and vision already as they are leading, and can
easily counter gank the losing team at Rosh. This will lead to spending buybacks even
before the high ground defense starts.
So if we know that the enemies are Roshing and feel that we are not strong enough to
contest, we should be trying to push all lanes as much as possible at the time and hope
that they make the same mistake as stated in point number 2.

4. Not waiting for your team to respawn while defending tier 3 towers: If the enemies
are knocking at your tier 3’s and racks, but half your team is dead and respawning,
DO NOT linger around spamming spells when they can potentially blink/abyssal
initiate you; especially if you don’t have buyback yourself.
Sometimes it better to suck it up and let one set of racks go, while waiting for your
team in a SAFE AREA (which might literally be behind your tier 4’s or in the
fountain, depending on the enemies’ initiation capability), so that at least in the next
fight, you won’t have a numbers disadvantage.

5. Trying to defend Tier 2 towers when your team is weaker: If your team is strong, go
ahead, but if your team is behind, its mostly a game losing decision trying to defend a
tier 2, especially the side lane towers. The enemy is most likely to have ward on the
cliff, and will be sitting on the high ground, waiting to counter gank.
The time when Tiers 2s are taken is mostly in the mid-game when people usually
don’t save for buybacks. Which means, if you chain feed while trying to defend a Tier
2, the enemy can straight up continue forward and take Tier 3 and racks.
So it’s much better to just try to split push other lanes with your pushing/evasive
heroes and wait for a high ground defense.

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