A few points of my own to chip in on this.
Laning Phase (from Level 1 until the lanes break up)
Laning phase is not primarily about killing the opposing team or grinding down that creep wave into dust. It's about sustaining a steady income of cash and XP until you feel you can comfortably take care of the match-up against you in your own lane. There are a few things which could use improvement.
First off, by attacking the opposing creeps you are weakening your position - every point of damage a hero does to an enemy creep will push the lane closer to the opposing tower, thus giving the opponents more options to gank you from behind and your laning opponents a safer position to farm from. You absolutely want to avoid this, thus the best thing you can do is
nothing in this respect. Keep your distance from the enemy creeps to make sure they are attacking your creeps and not your heroes, and only last hit them to minimize the push you exert on the lane. Your own creeps, on the other hand, are fair game - the moment any of them goes below 50% HP they become deniable, and you should immediately do this as it will bring the lane closer to your own safe place. Remember to use your
H key frequently. It orders your hero to Hold Position (stand still without attacking), a thing which frequently should be done during laning.
While keeping your improvement safe and steady you should also aim for minimizing the growth for the opponents. Melee heroes are usually not suited for this task, however ranged support heroes are perfect for this task. If you find yourself to be a ranged support in the lane of a melee carry, you should sacrifice your own farm to allow the carry to take as many last hits as possible. Use the extra attacks you are liberated from by this to harass the opposing melee hero in the lane, but only with auto attacks. It might seem like you're not doing any damage to them, but it all adds up if they're too cocky. This might not sound like very fun, however on the long run it will benefit the team to the point where you will earn so much assist gold out of a fed carry that you're much further ahead than if you took all those last hits you could. On the flipside, be careful, as AI units adhere to a strict aggro priority (
attack dudes who attack heroes > attack dudes who attack towers > attack dudes who attack creeps > attack dudes standing still) and there is nothing more dangerous on levels 1-6 in your lane than being attacked by a bunch of creeps.
Another thing about lanes, and this is rather important as this is another thing that makes or breaks a lane: do
not waste mana on harassing opponents, only ever waste mana on going in for the kill. This is especially noticable in the first few levels - most people will burn all their mana on repeatedly hitting that dude with their level 1 skill. It
only tickles them but you're going to be out of mana for a while - so do not do it unless you are positive it will end up with the other dude dying. But when
should you go in for the kill?
- Middle comes to gank and is going to arrive shortly behind the enemies.
- You are two versus a single hero of equal or lower level to both of you if strength, perhaps a few levels higher if melee agility or intelligence and he has no escapes or area stuns and you have at least two stuns or a stun and a slow available, with some high damage nukes except if it's Roman or Bits unless he is............. Yes. There are a lot of factors.
Or in other words, when it feels like that you are going to be able to kill the enemy or at the very least horse him to go home and recuperate. Any time he is forced to spend out of the lane is good.
The more important case is when
not to go in for a kill. Trying for a kill has a lot of factors to observe, not trying for one has at least a million reasons to bring up though. Some of the more outstanding ones:
- Again. Super important. You are level 1. As much as it looks like you're going to go right ahead and just kill him, it won't happen, 90% of the time you will end up dying, losing first blood to the other team. Do not hang around near your enemy and absolutely don't waste mana on that sweet level 1 skill that does up to 50 damage for 33% of your mana pool.
- Middle is missing. If you find yourself in a position where you're winning the lane (getting far more gold and XP out of it than your opponents), it is the obligation of the middle hero to gank said lane. Thus you should not attempt to go in for the kill in these cases because while you are focused on the fight you are more than likely to be ganked from behind by a hero who is much higher level than you are.
- You are middle. In the 1v1 of middle, the balance is more delicate and there is nobody to pull you out of the shit there. On the other hand, there is nobody to pull your opponent out of the shit there either, however, unless he is making obvious mistakes, it is never, ever warranted to go two towers deep for killing something, especially in middle. Focus instead on hitting 6 before your opponent, which gives you a huge advantage over him for the matter of a minute, and either attempt to kill at that point, or save it for a gank.
Finally, some words about the role of middle. The middle hero can make or break a game in a number of ways. As middle, you should keep an eye on both lanes at all time - how they're doing, if there is an important carry on your team dying or an important carry on their team getting freefarm (an absolutely unobstructed flow of creeps and thus cash). In most balanced games, a carry will be on the long lane getting relatively good farm - as mid, it is your job to upset this balance and set him back by a few minutes in his farm, which is enough to get the edge over them. The best opportunity to gank a sidelane is right after grabbing a newly spawned rune. Note that rune spots are commonly warded and thus you should take alternate routes to sidelanes unless you want to be noticed.
Who should be middle?
The order of middle heroes can more or less be explicitly defined. There are three categories of heroes that should be middle if any of them are available in the game - high attack damage melee gankers or low attack damage ranged gankers who depend on getting levels much faster than side heroes (such as Tiny, Bloodseeker, Nyx Assassin, Spiritbreaker, Queen of Pain), very good pushers (such as Death Prophet) and heroes whose unique dynamics and low base damage make it difficult for them to play against two heroes (Shadow Fiend). Sending a carry or damage sink tank middle will probably benefit him a bit but on the long run it hurts the team as there is nobody to assist if the sidelanes suffer.
Hero roles
A few pointers to the playstyles of different hero roles. Loosely following these guidelines when you are of one of these roles will both make team dynamics better and should push you towards winning. Roles are given to heroes because it suits them, not because someone felt it should be that way.
- Ranged Support: (Notable examples: Shadow Shaman, Dazzle, Witch Doctor, Lich, Zeus, Warlock, Venomancer, Vengeful Spirit)
Ranged support heroes are almost always the best babysitters. Babysitters generally inhabit the same lane as a carry, taking minimal creep kills and keeping the enemy heroes from harassing the carry at all costs. Supports are not only responsible for buying the courier, but also a thing I rarely, if ever saw in our games - warding. Vision is almost the most important information a person may have about the game. The lack of thereof makes you susceptible to ganks, random Roshan kills by the other team, and a carry who you've never seen before farming for 20 minutes without interruption and now he utterly demolishes your team singlehandedly. If another support is handling warding, you should instead do the counter-warding: use sentry wards to find enemy observer wards and destroy them. Common ward spots are on the image at the end of this post.
- Melee Support: (Abaddon, Earthshaker, Ogre Magi, Omniknight)
A small category, melee support heroes are usually known for being very durable, high utility heroes with little to no ability to solo kill a hero of equal farm. Melee supports are usually much less expected to ward or buy the courier, unless there is no ranged support available on the team. They are also unable to babysit the way a ranged support hero does.
- Ganker/Nuker (Tiny, Lina, Lion, Luna, Queen of Pain, and a LOT more)
Gankers are characterized by either having a combo of abilities which can be used to do a metric shitton of damage to a single target under a very short period of time or a single ultimate that does the same thing, or any linear combination of the two. Gankers which do not double as support (such as Queen of Pain, Nyx, Bloodseeker, Tiny) should primarily be the ones to take the middle lane, as a high level ganker makes a huge difference in sidelanes.
- Initiator (Enigma, Axe, Earthshaker, Sven, etc.)
Initiators should, as the name suggests, initiate teamfights because they have a skill appropriate to do this. For example, Enigma's ultimate (Black Hole) can be used to collect a group of enemy heroes and stun them for up to 4 seconds, Axe's taunt disables anyone it affects from using skills for a while and contribute to his spinning, and Earthshaker has three AOE stuns at his disposal which he can fire off in quick succession. Initiators are not only heroes which can jump enemies, but also heroes who can horse a teamfight by dragging an enemy into an unwanted position, such as Vengeful's ultimate the hero swap. Initiators are universally known to be made better by buying a Blink Dagger. There is no initiator which does not benefit from it.
- Disabler (Shadow Shaman, Lion, Earthshaker, etc.)
Disablers are a secondary role which must meet a single criteria: be able to take one or more enemy heroes out of a fight for a prolonged duration. This includes heroes with ridiculously long single target disables, such as Shadow Shaman, or multiple multi-target stuns (Earthshaker) which cumulatively add up to a lot of disable time, or the ability to manipulate pathing (Earthshaker again). In the case of these heroes, you are also encouraged to obtain a Blink Dagger, as you can jump in and disable a dangerous enemy hero until your team's heroes with serious killing power (carries, gankers) arrive.
- Semi-Carry (Shadow Fiend, Mirana, Venomancer, Bloodseeker)
Semi-carries are, as the name suggests, not real carries. They are characterized by dealing an unusually high damage through auto-attacks, however they fall just short of the carry status usually because of the lack of an ability that scales perfectly with a primary attack attribute (damage or attack speed). This does not mean they are unable to carry, it just means they will need to have a lot more serious farm than a proper carry to be able to do it. Most semi-carries are known to benefit from a similar set of items - Sange & Yasha or Desolator, Mjollnir, Black King Bar. Semi-carries are usually ranged agility heroes (with some notable exceptions) or heroes which otherwise primarily qualify as gankers.
- Carry (Faceless Void, Naix, Riki, Anti-Mage, Razor, Clinkz, Weaver, and a lot more)
Carries are heroes who have a skill (such as a chance-based stun or critical strike) which benefits from a primary attack attribute (damage or attack speed) or primary attribute (strength/agility/intelligence), or otherwise the ability to overwhelmingly reduce the physical defense of an opponent while not completely inept at dealing damage (Razor & his ultimate). Carries make or break the game past 35 minutes, so if you don't have one, you better be finished or overwhelmingly winning by then. They are characterized by an ability to devastate an enemy team with support from disablers if left unchecked and to farm. Carries are generally melee agility heroes with no other notable role, and are known to be close to useless if they are denied from farming. A notable shortcoming of carries is that they are inevitably focused in a teamfight and thus spend most of a teamfight disabled. It is absolutely essential to rectify that with a Black King Bar.
Key:
Magenta is jungle ward, used to observe one or more jungle creep camps.
Green is jungle spawn blocker, used to prevent a creep camp from spawning creeps for the duration of the ward - a very common laning phase tactic is to block the pull camp (the camp with the two green spots) of the opponent's long lane to prevent creep denying by pulling neutral creeps.
Yellow is rune ward, commonly throughout the game - in early game, the non-hybrid spots are used as those spots are also good for seeing if middle is coming your way, and in late game usually the hybrid spots are used as they have an extra function (such as seeing the enemy big creeps and/or Roshan). The two
teal spots are the most common ward spots used to observe the enemy ancient creeps. They are both also rune ward spots. Finally, the
red spots are forward wards on the enemy short lane, usually used by teams of roaming gankers for better vision. These are two high ground spots and thus have a large vision range, but what also makes them special is that they have vision of a common juking spot of their respective opposing sides.
(
Juking: Using the enemy's lack of vision to your advantage. There are a large amount of long, narrow, low vision routes among the trees. Knowing these and their intersections is a great advantage because at each intersection if you go the way your opponent wouldn't expect you to, it might help you escape a gank.)
Two other things to note about the map: the yellow-teal hybrid spot at the bottom rune is the single best place to observe Roshan, the Dire ancient creeps and the bottom rune spot. It is important to keep a ward up here. The yellow-magenta hybrid at the top rune is notable because it is a jungle ward with high flexibility. The adjacent creep camp's ward checking range actually extends to the high ground where you place the ward, so if you place it "to the right but not too to the right", you can both see the rune from that ward and block creeps from spawning in that camp.