Professional Documents
Culture Documents
How To Suck Less at Supporting
How To Suck Less at Supporting
Author
Gustavo Mattos @D2BOWIE
Sateanu Andrei-Vlad @mangusupma
January 4, 2021
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Contents
1 Introduction 1
2 Camps 2
2.1 Resetting a wave(stacked small camp pull) . . . . . . . . . . . . . . . 2
2.2 Poor man’s wave reset (single small pull) . . . . . . . . . . . . . . . 3
2.3 Half Pull . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
2.4 Some neutrals are better than others . . . . . . . . . . . . . . . . . . 4
2.5 Cut the trees! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3 Trades 9
3.1 What is trading in the first place? . . . . . . . . . . . . . . . . . . 9
3.2 Play in the lane or away from it ? . . . . . . . . . . . . . . . . . . . . 10
3.3 The "right side" of the lane and splitting combos . . . . . . . . . . 12
3.4 Monkeys together strong . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3.5 Pushing the lane is underated . . . . . . . . . . . . . . . . . . . . . . . 14
3.5.1 Level 2 Powerspike . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3.5.2 Choking the enemy 4 . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4 Types of lanes 17
4.1 Offlane types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
4.1.1 The push lane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
4.1.2 The Harass lane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.1.3 The kill lane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.1.4 The trade lane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
4.2 Safe lane types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
4.2.1 The kill lane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
4.2.2 The pull lane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.2.3 The push lane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
5 Movements 23
5.1 When should position 5 leave the lane? . . . . . . . . . . . . . . . . . 23
5.2 When should position 4 leave the lane? . . . . . . . . . . . . . . . . . 23
5.3 When should position 4 drag the wave? . . . . . . . . . . . . . . . . . . 23
5.4 Maximize the chance of taking your offlane tower . . . . . . . . . . . 24
5.5 Keep tabs on how many runes your mid is securing . . . . . . . . . . . 24
6 Wards 25
6.1 When should I block camps with wards ? . . . . . . . . . . . . . . . . . 25
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6.1.1 Against heroes that can either control creeps or kill them easily . . 25
6.1.2 Against lanes that can push wave too fast and you can’t contest
their pull . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
6.1.3 Against lanes that are weak . . . . . . . . . . . . . . . . . . . . . . 26
6.1.4 Against pos5 that is stronger than you . . . . . . . . . . . . . . . . 26
6.2 Stop using sentries on cliffs unless you REALLY need to . . . . . . 26
6.3 Use your courier for high ground vision . . . . . . . . . . . . . . . . 27
6.4 Help your mid with the level 1 ward . . . . . . . . . . . . . . . . . . . 28
6.5 Ward and deward based on what your team is doing . . . . . . . . . . . 29
7 Stacking+Jungling 31
7.1 When should I leave lane to stack then? . . . . . . . . . . . . . . . . 31
7.2 When should I jungle? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
8 Mid Game 33
8.1 Sit behind your most aggresive core . . . . . . . . . . . . . . . . . . . 33
8.2 Follow your core that plays off the map . . . . . . . . . . . . . . . . 33
8.3 Calls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
8.4 Smokes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
ii
Chapter 1
Introduction
Playing support in the past was a haunting experience for me. It always felt so open
ended that very few moves I made in a game felt like "the best thing" I could be doing at
any given time. That feeling existed because there were a lot of things support tutorials
and guides skipped over which I will do my best to try and cover.
This book is supposed to be a bunch of information that is condensed enough so that
lower MMR players can benefit from it, but at the same time approach harder topics(this
is a really hard thing to do ok).
I have never written a guide like this and neither is English my first language so bear with
me in case some parts are a little over the place or I skip over some concepts.
Hopefully at least, this guide will inspire you to change habits and think more about what
you’re doing. Supporting is divided in position 4 and 5 and the easiest way to differentiate
them at the start of the game is that one follows the offlaner at the begining (4) and the
(5) joins the carry in the safe lane but there is much more to it that we wil cover later
on.
I really like the way n0tail explains the role of Jerax as a "dog chasing a ball but sometimes
you don’t see the ball". Position 4 at least in comparison to 5 gets more resources, initiates
more and has much more freedom in how they shape the game by making decisions.
Support 5 on the other hand very often is a safety net for whatever core is the most
exposed. He usually has a save or counter initiation spell and should almost always be
hidden behind a core while trying to deal with wards around these strong heroes so that
they can protect each other.
Just in case you don’t know who the authors of this book are I(Bowie) am a 6.6k MMR
Youtuber/caster and Mangus is a 7.7k Player. We are really passionate about teaching
and distilling Dota knowledge that seems hard to explain/tackle and hopefully you’ll
benefit from this guide!
1
Chapter 2
Camps
Camps are probably the strongest tool available in lane for any support (4 or 5). They
can be used when your carry is struggling to fix equilibrium but they can also be a way
to deny experience when you have superior pushing power. In this chapter we will talk
about pulling camps by their functions but in the following chapters you will understand
when each function is best used. This guide also assumes you understand all types of
pulls and their timings (shouldn’t be hard to find them online).
2
2.2 Poor man’s wave reset (single small pull)
This is not a wave reset per se because it inevitably pushes the lane (lane creeps don’t die
and enemy creeps die under your tower). That said, if you haven’t been able to stack a
small camp yet and your carry is struggling really hard, this gives them a free wave under
tower instantly and since the wave pushes back it might buy time for a large camp pull
or a stack so that you can eventually fix the lane again.
Figure 2.2: Single small camp pull. Lane creeps outlast camp
Figure 2.3: No allied lane creeps means enemy creeps under tower
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Figure 2.4: Half pull (done on large camp)
These two camps are much stronger than the other 3 camps available (healer dude, kobolds
and harpies). Because of that, if you want to pretend you’re playing for OG when you
half pull you can actually try and drag 3 melee creeps instead of 1 ranged and 1 melee.
This denies more gold and experience than normal and it’s a small but real improvement
you can add to your gameplay.
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Figure 2.6: Half (fancy) pull
Denying 3 melee creeps creeps actually has big implications because the experience differ-
ence between ranged/melee is really small so you’re denying a ton doing this. For some
reason its much harder to pull this off with the "normal pull" so check the fancy pull in
Section 2.5 to understand how to pull this off.
Imagine there’s 3 groups of trees in this image - the left, center and right ones. The left
ones allow you to pull in what I call "the fancy way". This pull is faster and also harder
5
to contest because it keeps the creeps in a much deeper position. The enemy heroes will
have a harder time contesting you and all it costs is a couple of trees cut.
The middle ones are efficiency trees. When they are cut, you can see whether the small
camp was blocked much sooner, which might allow you time to get a sentry at min1 an
deward the camp before min2. It’s also great to spot pos4’s that usually want to hide
there and jump you. You can also attack and draw aggro from the small camp neutrals
much better, saving you time.
6
Figure 2.10: After cutting trees
The right trees are useful for maneuvering around the lane without being harassed/noticed
and for the large camp pull
Dire follows the same concept from the last image. The trees on the right side give you
the chance to go for the fancy pull; the trees close to the large camp and the one above it
give you unobstructed vision on whether the large camp is blocked/stacked/pulled from
a super safe position, as well as protect you from a common hiding spot pos4 players like
to use and finally allows for the large camp pull; the last tree on the left side is great for
trading and going in and out of the lane.
7
Figure 2.12: After cutting trees (dire)
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8
Chapter 3
Trades
Playing support without understanding this concept is really really hard. If you don’t
try to constantly think about trades in lane you will be forever guessing what to do next,
and since this is the moment when supports are stronger in comparison to other heroes,
you might just throw advantages away or lose lanes you didn’t have to. As the game
develops, you will always get less farm and experience whilst probably dying more than
cores. Supports are usually the most impactful in lane, so you should be confident in your
moves there.
Let’s look at a different example then: What about CM vs Earth spirit? Usually ES will
start the game with orb of venom and provided he hits the roll on CM, she will be run
down and take a LOT of damage, despite the spell she learns. If she stands her ground
and hits, she dies because ES has damage block, higher armor and hp. If she runs away,
she is not doing damage and will take damage until she reaches a safer position (tower,
allied hero). Regardless of the enemy offlaner or the allied safelane, CM in this case wants
9
to be either close to tower or playing close to her carry if she wants to trade effectively in
lane.
What if you’re playing Clock 5 against that same earth spirit? If he rolls on clock, he
can turn battery assault on and since roll is on cd, Earth Spirit will always take more
damage in comparison (unless Clock is in the wave). Also because of the way battery
assault works (damage is lower around a lot of units) Clock doesn’t really want to play
close to his ally in this case (close to the lane) and wants to be away to trade better.
Trading then is how a particular matchup 1x1, 1x2 2x2 will unfold in the specific context
of the lane and time of the game. Early lxl trading is very important to how a lane will
unfold especially pos5x4 trading. CM trades terribly vs ES in a vacuum, but if she is well
positioned close to the lane, allied hero and tower, not only can she hit ES without any
punishment when he is close, but if he rolls, then the 2x1 trade that arises is probably
not great for the enemy unless the enemy has a stun to chainlock with roll. ES doesn’t
trade well against Clock in a vacuum, but if he rolls on him close to lane creeps (ideally
when enemy creeps are almost dead and ally creeps are alive)and his ally is close, then the
trade can be good. When you understand these matchups and their nuance, you can then
understand what your positioning and goals should look like in each lane you play.
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Let’s take this n0tail game I watched on his stream. He is playing Phoenix with troll
against Io+Legion.
It’s no secret phoenix trades well against IO since usually IO will get tether and then
his E and the only damage he can output is physical which gets slowed by fire spirits.
That said when IO plays in the lane he can share his E with his lane partner making
whoever is trading against legion pretty sad. Phoenix can still land W on heroes but she
doesn’t want to be "in the lane" specially for denying ranged creeps because it increases
the overwhelming odds damage and when her spells are on cd she only trades decently if
she’s positioned like figure 3.5. (it’s not only about where phoenix is but the fact that
only IO can hit her and not IO+lane partner)
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There’s only two scenarios this positioning (fig 3.4)is fine (when enemy is lvl 1 and can’t
dispel Fire spirits) and when you have multiple fire spirits available. That said when your
W is on cd you want to be playing away from the lane (like fig 3.5) or pulling constantly so
that IO contests you making the lane easier for your carry since IO is aeons more useless
when he is alone.
This is another replay from n0tail this time playing Silencer vs Clock. This matchup is
quite similar to the CM vs Clock we talked about. Silencer has a shit slow and move
speed just like CM and doesn’t even want to learn the slow at lvl 1 most times so notice
how he is playing in lane but also separated from the WK to avoid tanking the Snapfire
"Q". This is specially important when ally ranged creep is low since Snapfire is the only
hero at lvl 1 in this lane that can secure it.
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a huge nuisance, but the bigger problem is pairing Lina with another stun. Playing away
from the lane in this scenario and separating these two is your TOP PRIORITY.
Any double stun lane, especially when one is ranged, can cause huge issues not only for
you but for your carry. The best way to separate the support from the core is constant
pulls (specially stacked pulls) and until Lina leaves, you have to tell your carry to draw
aggro away from the side Lina is in and to keep doing it even if she changes sides. This
move stops her right clicks from being a problem and also makes the double stun combo
less likely, since LSA from fog is much easier to land than Centaur walking up to your
carry.
What if you’re Witch Doctor with the same Spectre against Mars+Clockwerk? How do
you think you should play this lane?
Pretty obvious that Clock destroys WD 1x1 and we have also agreed that Clock deals less
damage "in the wave". This means that this lane is one you want to block camps with
wards and maximize the time you’re in lane and close to spec. If they cog+spear someone
can break cogs during stun duration and you can share the battery assault damage when
trading. Cask is also awful 1x1, meaning this is surely a lane in which you want to stick
with your core.
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Figure 3.8: Pull splits lane
While single pull isn’t ideal the scary combo is up from lvl 1 in this lane. If he buys
time there’s a chance the carry gets some extra items and lvl2 minimizing the chance of
death.
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Figure 3.9: kotl is popular to push wave as he harasses
This allows you to use that powerspike to either harass or kill people alongside your
superior wave of creeps and since the wave is pushing, enemies took more damage since
you’re lvl 2 (they got forced to use their lvl 1 spells to stop your aggression) and all creeps
are dead, you don’t need to babysit your carry anymore, meaning you can pull at 1.13
or stack small camp+block large camp (1.53) with the same movement, and later pull to
deny the experience.
Figure 3.10: You can pull this off on radiant and dire
You striked first, so the enemy will now be lower hp, and even if they get their lvl 2, you
will have your cooldowns again to fight, and your carry will be chilling with creeps under
his tower (if you single pull) without any chance of the enemy pulling themselves because
large camp got blocked.
Note though that you don’t have to literally hit creeps and forget about the enemy. Try to
hit creeps slightly more than you usually do and it should pretty much happen naturally
provided you have good heroes to secure the ranged creeps and the enemy doesn’t push
the wave much faster than you.
15
tower and creeps are dying much slower in comparison to tower hitting them. In case he
gives up on the creeps to stop your stack, the lane will get easier over time, because you
are getting more experience than him.
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16
Chapter 4
Types of lanes
What you’re about to read is something that I’ve never seen written anywhere. You
hear people talking about parts of the concepts here but the idea was to try and create
a general idea about "lane stuff" that is often too empirical to be taught. This is far
from being a perfect science but hopefully you can get a better hang of what you should
be focusing on in your games. Note that in your games some lanes might be a mix of
the concepts presented here, so don’t feel forced to strictly place your lane into a box
but rather understand how each set of heroes and abilities allows you to abuse different
mechanics of the game.
17
enemy; in case they try to contest, you can use your pushing spells on the camp, zoning
the enemy and increasing your farm. A good trick is to drag the enemy wave into the pull
and your pushing spell on both, making sure that the enemy wave doesn’t run by itself
into the tower because of the pull (if enemy wave goes under your tower you’re forced to
choose camp or wave).
4. Rotate the pos 3 to the enemy small camp and farm both the wave and the neutrals
with your spell, the support should make a pull with the big camp in this case so that
the enemy carry doesn’t get too much farm under tower. This is why blocking the small
camp isn’t an objective.
5. Kill the enemy (if possible depending on the matchup, lvls, items, hp) when they try
to contest a camp pull, or by diving together with your creep wave when they don’t have
one. Beware of tp ganks from enemy 4 or 2.
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Examples for this lane are Lina + SK, SK + Lesrack, CM + BS, Rubick + Centaur, Tusk
+ Slardar.
Objectives
1. Block the enemy small camp. The best way to do it is by using a sentry ward, since
you do not want to spend time that’s away from your offlaner because the enemy is not in
danger of dying then. It is ok to body block the camp only if the support matchup allows
it and the enemy carry is under tower, therefore you cannot use your combo on them
and you are not losing any xp. If your sentry gets dewarded, have another one ready and
place it just before the minute mark, so that the enemy cannot deward it again and have
a camp. Pulling the small camp even once will allow the carry to farm under tower, and
since your lane isn’t particularly good at shoving and then pulling, you don’t have any
other way of getting an advantage besides killing.
2. Keep the wave next to the big camp. This is the perfect place, since it is not too close
to the enemy tower for the enemy to be safe, and it is not too far away from the small
camp. If the wave gets too close to your tower, the enemy support can force the pos 4 to
move away from the creepwave, losing very precious xp and delaying kill opportunities.
It might also allow the enemy support to get a sneaky pull in that time or a kill on your
isolated support.
3. Do not let the enemy double wave you. They can use the creep advantage to deny
your kill opportunity, or even use the bonus experience from pushing the wave to kill you
with a lvl advantage, so use your combos on them and auto attack the enemy creepwave
in that case. Even if they do not kill you, a double wave under your tower means a lot
of time for the enemy to pull and force your support away from two waves of xp. As we
have already discussed, that’s not great for a kill lane.
4. Do not worry about the big camp, but try to keep it spawning if it’s easy. You can use
it to pull and deny creeps if you’ve pushed the lane from a kill attempt (make sure you
catch the next enemy wave and don’t let it get under tower, pull it on top of the camp)
and the enemy can use it to give their carry some free farm under tower with a pull, if
the lane is too close to your tower, so a little bit better for you to have it up. 5. Kill the
enemy by using on combo as much as your mana allows you, so buy a decent amount of
mangoes. Focus mostly on the carry, but don‘t let the support leave if they come close
to both of your heroes. You should use combos to get the enemy low and use combos to
kill. The best way to kill is by first using your combo once, pushing the lane and then
jumping them again, while you have more creeps and lane is still next to the big camp.
This way you will be able to deny a lot of the farm from the carry, since the wave will
push under their tower while they’re dead.
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ranged creeps, they hold a lot of the gold and xp bounty of the wave. Use your abilities
to secure last hits and team up with your lane partner to deny your creeps. Often it is
worth to use your disables so that the enemy cannot secure the last hit on your ranged
creep. A really good trick is taking aggro by clicking the enemy heroes; this will force 3
melee creeps on top of both ranged creeps, giving you the best opportunity to use your
low cost abilities on the enemy ranged creep and go for the double deny on yours. 2.
Do not let the enemy stack the small camp. It is good for you to block it, but only if
the support matchup allows it, since you don’t want to spend much time away from the
creep wave, otherwise, blocking it with a sentry around the min 1 mark is a good idea.
You are trying to win by out trading, therefore a pull into a stacked camp is something
you want to avoid, since it will deny many creeps and give the enemy carry farm under
tower. 3. Keep the creep wave next to the big camp, same as the kill lane example, that
is the place where the creeps can be controlled in the easiest way, that’s what this lane
is all about. 4. Do not let the enemy double wave you, since this will destabilise the lane
and give them an opportunity to gain a power spike and kill you. Best way to do that is
to instantly use your spells on the enemy ranged creep and kill it. This plus a few auto
attacks on the rest of the creep wave should stop the push. 5. Try to have one set of
creeps in the big camp. You will use this camp to restabilise the creep equilibrium, in
case the enemy executes a pull, or the creeps get under the enemy tower. If you see that
the camp is blocked with a sentry, you should deward it before the next minute mark, so
it’s good to check it at min 1 and buy a sentry instantly. If they are body blocking it and
the support cannot be zoned alone, it is the offlaner’s job to help as well. 6. Kill only if
they overextend and you have clear opportunities.
20
thing is that you are always ready to team up and jump the enemy.
5. Play around the enemy cooldowns. Many heroes might have escape abilities. You need
to force them and abuse their cooldowns.
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Objectives
1. Block the big camp by using your first sentry on it, remember, you don t have the
luxury of being greedy. You want your carry to get some farm under tower, that means
easy pulls for the enemy, using the big camp. Those pulls will deny farm and force your
carry in a place where he has a very high chance of dying. Don t be shy about instantly
blocking it back if it gets dewarded.
2. Make sure you deward your small camp, so buy 2 sentries after the min 1 mark.
3. Push the lane. Both heroes should try to draw the aggro of the creeps, forcing 3 melee
creeps to be on top of each ranged creep. Use all of your spells, first to secure the ranged
creep and then just to push the lane. There s not need for spells used in any other way,
since your objective is to avoid confrontation. Just the fact that you are in the safe lane
should help you manage to push a few waves without being in danger. Sometimes you
can even pull the enemy creeps into tower range. Try to push the wave the most in the
early minutes while they are lvl 1 or 2.
4. Do lots of single pulls, every chance you get. Do not worry about stacking, all you
want is to get your carry farm under tower and then make the lane push towards the
enemy, using your tower and the bonus creeps that survived from the pull. The fact that
the lane is pushed and the enemy will have to play far away from your tower for a bit,
means that you have some space to secure the spawn of the next small camp and pull it
afterwards. Once again the carry is not busy and can help zoning the enemy support and
securing the pull with you. Don t be afraid to leave the pull alone and help your carry
under the tower, if they need it.
5. Buy lots of salves for the carry to survive the harass and farming under tower. Some-
times you might need to buy some mangoes, if you re mana dependent when it comes to
pushing waves of sustaining will spells.
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22
Chapter 5
Movements
Position 4 is a hero that can rotate early (no wonder roaming is the name of his role often
times). Position 5, on the other hand, isn’t really a hero that wants to or should leave the
lane at all until around 8-9 mins (going for bounty doesn’t count as leaving lane).
23
That said, Lich has way too much slow to kite Tiny (even with boots), meaning you will
rarely get a good toss against a decent Lich whilst taking damage. This means that in
order to play your lane you need lvl 2. Thus, pulling the creeps even if you take some
damage for it can be beneficial, since up to lvl 2 your hero is a creep watching your offlaner
take damage from 2 heroes. When you drag creeps, you also separate the enemy lane,
usually giving your offlaner a better time than in a 2x2 lane. You can also drag the wave
against hero combinations that have too much kill potential (Ursa+CMm), (Jugger+slow
or stun). Level 1 lanes are usually strong because two specific heroes are together. When
you separate them, the 1x1 matchups are usually much easier to handle, and if you can
then accelerate your lvl 2, it means you will have more stats, more spells to deal with
their early powerspike.
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24
Chapter 6
Wards
People still think that pos5 players are the ones that ward the whole game, mainly because
when they used to cost gold pos5 actually meant ward slut. While pos5 is still (mainly)
the hero warding in the mid game up to min 12, it is actually pos4 that should ward the
map, so as a 5, you have to be careful not to buy 3 wards at min 6 because it might
severely impact your game in a negative way. If you don’t ward, then it’s harder for your
4 to hunt that Alchemist or Tinker in the jungle, and it’s also harder for your mid to
rotate to the offlane, since a ward behind the tower is not going to be there. If a ward
is there and you as 5 have actually rotated there, then you have probably griefed your
safe lane because of the aspects we discussed in Section 5.1. Position 4 naturally moves
around the map and thus they are in a much better position to dictate vision until the
laning stage breaks completely.
6.1.1 Against heroes that can either control creeps or kill them
easily
Against heroes that can either control creeps or kill them easily like Mirana, Doom, Ench
(block large camp with ward or body) or Chen (block small camp).
6.1.2 Against lanes that can push wave too fast and you can’t
contest their pull
Viper+pos4 is a good example. Since your carry will be under tower farming creeps
after Viper’s W pushed the wave, most pos5 heroes can’t do anything about the constant
large camp pulls that will follow, especially against two heroes (block large camp with
ward).
25
6.1.3 Against lanes that are weak
Imagine you’re a Rubick 4 against Spectre+Magnus. Magnus sucks at trading against
ranged heroes, so if he can’t stack and pull, his contribution to the lane will be minimal
(block small camp with ward or body).
Figure 6.1: Several wards get ignored with this cliff sentry
Most of the sentry range in this example covers a camp,a dense area of trees where no ward
is useeful and also low ground. Look how superior this other sentry is in comparison
26
Figure 6.2: One sentry covers most of the best areas to ward this region
The only benefit of warding cliffs with sentries is that you get vision of that high ground
area instantly (so do that when you’re in a hurry). If you have to sentry before warding,
you might be thinking, how should you acquire vision without placing it in the cliff?
Heroes like Phoenix, CM, Clock and Tusk do have low cd spells that allows them to get
vision and deward, but there’s another option that works with every hero in the game -
explained in the next section.
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Figure 6.3: Good sentry usage
Figure 6.5
That said let’s try to understand how we got here. This is how the game looked like 1
min prior to this
Figure 6.6
A fight is about to break in the mid lane and GH places a ward and a sentry to get a
better chance of winning it since its night time. They win the fight partly because of the
vision and true sight but once the mid t1 tower falls he still has a ward in his inventory
and this is how the map looks like
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Figure 6.7: Map after the fight is won
One thing that less experienced supports do very often is not use their victories to their
advantage when it comes to vision. For instance no one would ever say that having vision
in your triangle is a bad thing but since radiant got a team wipe in the mid lane there’s
no reason for GH to use his last ward defensively because you don’t get situations like
this that often.
So not only you should try to ward aggressively to literally "conquer" areas you won
fights around since there’s no enemies to see where you ward and your allies are there but
think about it, why ward the triangle where there’s absolutely no chance something bad
happens in the next 1-2 minutes? GH already has a ward that spots movements towards
his triangle unless the enemy smokes which you might also spot with a deep ward like the
one they have but what about an even deeper one?
As a general rule:
1. Prioritize grouping with your team over warding where you think its best
2. Ward to fight in good terms
3. If you win use that chance to go deeper into enemy lines and get vision
4. If you lose wait for the enemy to leave the area they invaded to deward (unless you
need to group somewhere)
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Chapter 7
Stacking+Jungling
Some support players overrate stacking way too much, to a degree that it actually jeop-
ardizes their games, especially after the deceiving buffs to it. Think about it this way:
the increased chance of your carry dying (or farming very little while being harassed)
when you leave lane early is almost never worth the increased farming speed stacks can
bring.
Remember what we talked about in Chapter 4 regarding pos5 leaving the lane? Stacking
usually means leaving the lane for a decent amount of time. You can obviously stack the
large or small camp close to the lane, but that’s an obvious stack that often times the
enemy offlane can use to deny waves, farm it or bring someone to farm it. Even if you
have a Sven he will not be able to farm a 3-4 large camp stack if the enemy is Sand King
+ Lina so be mindful of stacks like that.
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7.2 When should I jungle?
In general, don’t do it until the lanes break, and even then, be mindful of it.
Some position 4 heroes can farm the enemy small camp for a little bit of extra gold earlier
on: Shaker, SD, Lina, Kotl. Some can also farm large camps, like Mirana, but that should
never a goal; it should be more like the happy accident ofbeing close to a camp you can
quickly farm while nothing else is going on.
Once the laning stage breaks, fights become a function of cooldowns and then some
opportunities arise during which you can jungle without making your team sad. Let’s say
you get a 5x5 fight. All big cooldowns are used, 3 people die on each side. Thankfully,
you survived and there’s no objective to turn your attention to (carry is low hp, you can’t
rosh etc). As you walk back base to regen, it’s ok to use your remaining mana to jungle 1
or 2 camps, since the ults and abilities your team uses to fight will be on cooldown. But
never take more than 20-30s doing it.
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Chapter 8
Mid Game
Usually there will be 2 types of core heroes in your games and whether you will play with
each one has more to do with your hero than to whether you are playing 4 or 5.
8.3 Calls
As the game develops (in a perfect world) your cores should be the ones giving calls
because they will reach power spikes more often than you will. That said if they are not
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giving calls to use their power spikes you should be giving them. Let’s say your qop gets a
12 min orchid and she keeps playing the game passively. You should call your team or part
of them to play with qop (maybe even smoke to either get vision or to play around an area
you have vision). Another very important type of call anyone can give (including you) is
to group,rosh or fight when the enemy is missing a key item or ult powerspike.
One of the many reasons heroes like void, enigma seem so good in low mmr games is that
people are awful at abusing the cooldowns of these heroes. It’s ok if your team doesn’t
listen to your call but you have to say them whilst also expecting that if they don’t follow
you there will be other times in the game you can be the difference maker.
8.4 Smokes
For the love of god. If you don’t have at least 2 smokes at min 15, you are doing something
terribly wrong. In fact, regardless of being pos4 or 5, buy early smokes and don’t waste
them, so that you can actually debut your meaningful power spikes when it matters
(blinks, orchids,bkb,talents).
The best way to smoke is to combine two things: vision of an enemy area with a power
spike. Having vision greatly reduces the chances of you either wasting time or going up a
high ground where the whole team awaits you. In case vision is non-existent but you still
really want to use your powerspike, you can use it to regain territory. Whether you have
lost your triangle or big jungle or even an enemy part of the map by going there with a
couple of heroes, you have enough power to deward and occupy the area.
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