Draft and pick
pre-gameLook at the draft: who stands against you on the lane, who will gank you and what the enemy will catch you with in the mid-game. Think about who you can counter-pick: the enemy has

Medusa — take

Anti-Mage; you are against

Enigma — take

Gyrocopter.
The draft decides 50% of the match. You took a hero into a draft it does not fit — you are playing with a weight on your back.
Laning
0–10 minDead lane? Go into the jungle, do not stand on the lane. Think about it: the creeps are under the enemy's tower, two enemies zone you out, your support cannot help — what are you getting out of this lane?
You stand on a dead lane — you feed and you lose net worth. If you cannot go into the jungle, try to pull the small camp or call your teammates (your mid or your position 4) for help, but do not count on them coming.
Mid-game
10–30 minLost the lane? Know where to farm next: wave → camp → wave, any free lane. Farm the jungle in the windows between waves — when farming the wave is dangerous or the wave is far away. Do not run around the map randomly.
You run around randomly — you lose gold and experience every minute, your net worth goes down.
Farm the free lanes, not only the jungle. The jungle is for when the lanes are dangerous or already pushed.
You went into the jungle while the lanes were free — you gave the zone up to the enemy, you play passively and you farm fewer creeps than you could. The enemy will place deep vision for that, then use a

smoke on you and kill you. PUSH THE WAVE, then the JUNGLE.
Before you walk to the lane, check where the enemies are: look at the minimap, check where your vision is and which enemy has not shown up on the map for 30+ seconds. You do not see the dangerous heroes (

Legion Commander,

Skywrath Mage,

Storm Spirit,

Nyx Assassin…) — do not go for the wave, stay in your zone.
Dodging ganks is easy — you just need to know which hero on the map is dangerous and where that hero was seen last.
Do not go into a fight before your power spike: wait for the key item or the level, fight on your own timing. If a fight starts while you are still farming that spike, at least push the lanes deep, do not farm the jungle.
You went into a fight with no

Black King Bar and no spike — you dealt no damage, you died, and you ruin the mid-game and the late-game.
Use

Black King Bar at the right timing: not on the first spell thrown from far away, and not when you are already stunned. Think it through: if the enemy stuns or slows you, do they have enough damage to burst you down? If not — do not spend the

Black King Bar. If yes — use it in advance.
Used it too early — it is on cooldown when the moment comes; too late — you are already dead.
Splitpush with your head: with vision, with a teleport scroll, knowing where the enemies are. You have not seen the dangerous ones for more than 30 seconds — do not splitpush: hide in the trees, stay in your own zone and wait for them to show up. They are either looking for you under a

smoke or ganking your teammates.
Splitpush with no vision and no teleport scroll — you get ganked, your team fights 4 against 5, you let everyone down.
Hold your position in a fight: not too close, so you do not die first, and not too far, so you can deal damage. Ask yourself: do I HAVE TO TANK the enemy's damage, or does someone HAVE TO TANK IT FOR ME? You tank when you are tanky and you create position for your teammates. Your teammates tank for you when you are squishy and YOU need position to deal damage.
You position yourself wrong — your team fights without a carry.
Late-game
30+ minPush into the enemy high ground only at the right timing: with your teammates, with the

Aegis, with a siege creep, with the glyph or the

Roshan banner, and with your own power spike or a power spike from a teammate.
You went in with no power spike and no numbers advantage — you died on the enemy high ground and you ruin the late-game.
You hit your power spike — capitalize on it: take the objectives, call the fights, do not farm AFK. Look for chances on the map, catch the enemy at the anchors (a rune or a creep wave), go deep into the enemy jungle, create position for your teammates so they can place wards.
You keep farming with your spike up — you lose tempo and let the enemy level up and kill your teammates.
Item build
Build for the game, not by a guide. How are you going to solve your mana problem? Which farming item are you taking? Do you need a

Magic Stick on the lane, or are stats better? Early

Boots of Speed to run away and to chase, or

Gloves of Haste to speed up your farm? Do you need

Infused Raindrops? The enemy has a

Butterfly — do you need

Black King Bar? Or is

Manta Style better against

Treant Protector's ultimate?
An item that does not fit the situation is money thrown away: in a fight you never use it.
Situations: if — then
Ifyou lost the lane→go into your farming pattern: wave → camp → wave, and wait for your timing. If the enemy dives under your tower on another lane, be ready to teleport, but make sure you have the resources and your ultimate: this is your chance to come back.
Ifthe lane is dead→pull the small camp, call your mid or your position 4 for help, go into the jungle. A gamble: try to teleport to mid or to the offlane to gank the enemy with more players. Do it at your own risk.
Ifyou hit your power spike→do not keep farming: take the objectives, force the fights, take the enemy zone.
Ifthe enemies disappeared from the map→do not walk into the far zone: farm safely, check who you cannot see and where they showed up last, and keep your finger on
Black King Bar. Ifyou want to splitpush→check first: do you have vision? do you have a teleport scroll? do you know where the enemies are?
Draft and pick
pre-gameEnemy mid picked a melee hero? You can punish that pick with

Huskar,

Monkey King or

Shadow Fiend.
If your team has a greedy carry, picking

Templar Assassin or

Sniper is not the best idea — look at active mids instead:

Ember Spirit,

Primal Beast,

Queen of Pain,

Pangolier.
Look at the enemy supports and think: who will gank you, and where? Can the enemy kill you at the runes?
You can win with a bad draft, but it will take twice as much effort.
Laning
0–10 minTrade hits at the right timing and from a good position — take more HP off the enemy than you lose yourself.
A bad trade = you lose more HP than you take off the enemy, and you lose the lane.
Aggro the creeps at the right timing and in the right situation. Creeps on the enemy high ground = aggro the creeps, the enemy is trying to deny = aggro the creeps, low on resources and playing for farm = aggro the creeps.
Creep aggro is 90% of laning: you cannot aggro the creeps = you lose even a free lane.
Keep the creep wave on your high ground, but do not drag them under your tower — that way the high-ground advantage stays yours. Before the rune, push the wave into the enemy so you do not lose gold while you control the rune.
Dragged the wave under your tower = lost lane control; did not push the wave before the rune = lost net worth.
Convert your mana and HP into domination: full resources and no pressure means you are giving the enemy free farm.
Pressure you never applied is net worth the enemy took for free.
Control the power rune: push the wave, place vision, figure out which enemy you are afraid of, come in time, do not farm far camps right before the rune.
You skip the power runes — you fall behind in the mid-game.
Mid-game
10–30 minWon mid? Gank, build up your net worth or keep pressuring the enemy mid. Convert your lane advantage into an advantage on the map.
You won mid and now you stand AFK — your advantage melts with every minute.
Going for a gank? Know why. Ganking is an art: think about where you go, when you go and what resources you go with.
A bad gank is worse than no gank at all. Make sure the gank makes sense: does your carry need help? Do you have resources? Do your allies have resources? Where is the creep wave?
Build your net worth after the lane: push the wave first, then go for a camp, for a gank or into the jungle.
A bad farming pattern — your net worth drops and you are out of the game.
Look for kills at the anchors. An anchor is a creep wave or an active rune.
Stop looking for random kills — use the anchor.
Watch your position in a fight: know who focuses you, what the enemy will focus you with and from which side they will attack.
Died first in the fight = lost fight, objective given away.
Late-game
30+ minLearn to finish games. You are ahead — take the objectives:

Roshan,

Tormentor. Lock the enemy in their base and place deep vision. Gank the enemy on the far camps when they start to rat the map. Got a pickoff with the

Aegis? Push into the enemy high ground.
You drag the game out while you are ahead — you give the enemy time to build net worth, buy their key item and come back in a fight.
Item build
Build for the matchup and for your plan for this game, not by one guide for every game. Look at the heroes: who counters you, who you counter, which defensive item you need and which item you need for damage.
An item that does not fit the situation is money thrown away. Bought

Kaya and Sange for damage when you needed

Black King Bar? You die first in the fight and deal no damage.
Situations: if — then
Ifyou won the lane→do not sit in mid: gank, runes, jungle farm, towers — pressure the whole map.
Ifyou lost the lane→do not run around with no plan: wave → camp → wave, keep your net worth up, wait for your timing or for the moment your teammate needs help — you teleport in to save them, get a kill, and you are back in the game. Have resources, be ready.
Ifthe gank did not work→do not stand around the gank spot hoping it will work out in a second — go back to your farming pattern, restore your resources and play around the power runes. You will get a second chance.
Ifyou do not know where to get a kill→go to an anchor: a creep wave or an active rune — that is where the kills are. Place a
ward in advance and call your support to help you. Ifyou won a fight→convert it: tower, runes, pushed waves,
Roshan,
Tormentor. Ifyou lost a fight→think about why, what was missing? An item — go farm it and split the map. A teammate — wait for them next time. Do not fight outnumbered, force the fights where you have more players.
Ifa power rune is coming→push the wave, place vision, call your support to help, have resources, farm the camp closest to the rune so you get there in time.
Draft and pick
pre-gameLook at who stands against you: a dangerous lane like

Disruptor +

Ursa, or a free lane like

Oracle +

Phantom Lancer? Decide before the creeps: do you play aggressive for the kill or passive for farm. Think about how you can counter-pick the enemy carry:

Axe against

Phantom Lancer,

Beastmaster or

Enigma against

Ursa.
The draft decides 50% of the match. You took a hero into a draft it does not fit — you are playing with a weight on your back.
Counter-picks are in the hero card →Figure out your job in this draft and keep the balance between farming and fighting: if you are farming a timing item, skip the pointless fights, do not defend the tier 1 tower, and do not let your team push you into a bad fight, even when they are pressuring you to join.
You went into a pointless fight because the team pushed you into it — you lost the timing of your key item, when you could have farmed 1–2 more minutes and taken that fight with your power spike.
Laning
0–10 minPull the wave when the lane is lost, or when you are alone, with no resources, against two enemies, or after minute 6 — to farm the creep wave and the camp at the same time, faster. Stronger than the enemy? Do not pull the creeps away: stay on the lane, deny the wave and call your supports or your mid to you — your job is to kill the enemy carry and take their tower down.
You pull the wave away while you are stronger — you hand the carry two waves of free farm in a row and lose your advantage.
Choke the enemy carry: stand face to face, cut them off from the wave with your body. Aggro the enemy creeps onto your own

ranged creep, then deny it — it is taking creep damage now, so it dies fast. The enemy support left to pull or to deward — close the distance right away and knock the resources out of the enemy carry one on one. Call your own support to use spells on the carry.
You stand on the lane passively when the enemy position 5 has left the lane — the enemy carry farms alone for free and builds up net worth.
HP and mana on the lane are currency, and you have to spend it. Convert your resources into last hits and force the spells out of the enemy. Trade only when you are ahead on resources and position. Before you attack, click through the enemy inventory:

Magic Stick,

Blood Grenade,

Faerie Fire.
You took 300 HP off the enemy and you are left with 100 — that is a bad trade: you lose the wave and stand AFK under your tower.
Do not forget the Lotus at minutes 3 and 6. Push the wave before the Lotus, restore your resources, do not waste spells. Call your support to help you. If you are weaker at the Lotus — give it up without a fight, otherwise you lose the Lotus and your resources, or you feed on top of that.
The Lotus is an objective, the same as an active rune, a tower,

Roshan or the

Tormentor. You play around it and you do not forget about it.
Mid-game
10–30 minStart a fight only when you have more players, vision and your team's spells off cooldown. No

Blink Dagger — do not spend teleport scrolls on early fights: take the dangerous lane, push the waves out and keep pressuring the towers — that pulls the enemy into your zone and gives your teammates space.
You ran across half the map to fight with no vision, outnumbered and without your key timing — you took a bad fight and you fed.
Watch the minimap: the enemy mid has been missing for 15–20 seconds, or the mid wave is not pushed out — assume the worst, that the enemy is coming for you: scan the approach and move into the jungle in advance. Ask yourself: who am I afraid of? Which of the enemy supports can gank me? Where did I see the dangerous hero last?
You stand on the lane while the enemy walks at you under a

smoke — you are handing the enemy the gank.
Kills come from the anchors only: the power runes at minutes 14, 16 and 18, and the timing of your key item (

Blink Dagger,

Harpoon). Wait until the enemy comes down to the river for the rune or onto the lane for the creep wave — they come to you, you do not need to chase them.
You dive after the enemy under their tier 2 tower — you risk dying and giving away your advantage.
Late-game
30+ minKeep gold for a buyback before you buy the next item: your death with no buyback costs you the side lanes or the base. Go onto the enemy high ground only with the

Aegis, with buybacks and vision, after a pickoff and with more players alive.
You went onto the enemy high ground without the advantage — you ruined a won game.
If you play a tanky hero (

Axe,

Mars,

Underlord) — in the late-game you are the one who tanks: initiate the fight, take the enemy damage on yourself, give your auras, create position for your squishy allies.
The offlaner is often the tankiest hero on the team. This is exactly your job — to create position for your mid and your supports.
You forced the buyback out of the enemy key hero — take

Roshan right away. After a won fight do not stand around in a group: push the waves deep and call for

Roshan.
Winning the fight is not enough — you have to capitalize on the numbers advantage: pushed waves, towers,

Roshan, deep vision.
Item build
On the lane — stats and survivability (

Bracer,

Chainmail,

Soul Ring), not empty

boots with no kill potential. At low rating do not build team auras (

Mekansm,

Pipe) — take selfish items for burst, mobility and survivability:

Kaya,

Blink Dagger,

Black King Bar,

Aghanim's Scepter,

Desolator,

Shadow Blade. In the mid-game close the specific threats:

Lotus Orb against targeted control (

Pudge's ultimate,

Lina),

Black King Bar against stuns and magic damage. If the enemy has a way to break your

Blink (

Zeus) — consider

Harpoon.
Early

boots with no kill potential instead of a

Bracer — the enemy wins the resource trade against you. Buy

boots only if you are running away from the enemy or chasing them. Static lanes need stats.
Situations: if — then
Ifyou are alone against two enemies with no resources→pull the wave into the camp: the creeps stack up, the enemy wave pushes into your tower — you take the farm and the experience without dying.
Ifyou are stronger than your opponent→do not pull the creeps into the camps: stand face to face, deny, follow the enemy under their own tower and hit them with right clicks without taking the tower aggro.
Ifthe enemy support left the lane→close the distance to the enemy carry right away: squeeze them one on one, contest and deny every creep, and call your support to attack them together with you.
Ifthe wave has come to your own tower→keep the creeps IN FRONT of the tower and do not hit them more than you have to — otherwise the wave pushes back into the enemy and the enemy carry gets free farm.
Ifa dangerous hero has been off the minimap for 15–20 seconds→assume the worst — the enemy is coming for you: scan the approach, leave the lane for the jungle or stand in the trees until the enemy shows up.
Ifthe enemy showed up on the other side of the map→go deep into the enemy zone and push the wave into the enemy: the enemy carry has to expose themselves to clear it (an anchor), and your safe jungle stays for your team.
Ifyou forced the buyback out of the enemy key hero while pushing high ground→think it through: do you have enough resources to keep pushing? If not — pull back under your own vision, onto your high ground.
Draft and pick
pre-gameLook at how you will be useful: who to gank, who to

ward for, who to play with. Understand your job from the draft: tempo and aggression, or protecting your own cores and reacting to what the enemy does. Plan ahead how you will play the lane: static, or will you break the lane

equilibrium and pull the enemy creeps behind your own tower? Do you need to stack the camps on the offlane or control the water runes for your mid?
During the draft, look at both drafts and figure out what jobs you have to do in this game.
Before an early

smoke at minute zero, figure out how strong your draft is: weak picks — collect the

bounty runes safely; strong picks — go kill their most vulnerable hero. Do not try to gank heroes with an escape, like

Anti-Mage,

Weaver or

Queen of Pain.
You used the

smoke and went the wrong way — either you find no kill, or you die together with your team.
Laning
0–10 minLeave the lane only for the timings: 4:00 — the

water rune, 6:00 — the power rune. By 5:40 buy

Boots of Speed and an

Observer Ward, at 5:53 stack a camp on the way, and be in mid exactly at 6:00. Do not be afraid to leave your offlaner solo: playing for the timings wins more games than standing on a lane where you have no impact.
You stayed on a lane where you are not needed — that is wasted time.
Harass the enemy carry with right clicks all the time. Stand to the side of the lane and use the trees so you do not take the creep aggro. Do not sit on full mana — spend it on harass and on last hits: your mana regeneration has to be working. If the enemy carry does not expose themselves — hit the enemy support or help your offlaner deny the creeps.
On the lane you must NEVER stand AFK — always be doing something.
Block the camp by the matchup: a hard lane — block the enemy small camp with your body at level 1 (hide in the trees until second 55) or with a

Sentry Ward by 0:55, not earlier, or the enemy dewards it. Your lane is stronger and you will be pushing the wave into the enemy all the time — there is no point blocking that camp: if the enemy position 5 pulls, you dive them with the big wave behind you. If your lane is stronger, the priority is unblocking your own big camp, not blocking the enemy small one.
Place a

Sentry too early to block the small camp — the enemy has time to deward it. Block the first camp either with your body or with a

Sentry at 0:55. If the enemy support is stronger, then you have to block early — that is the exception.
The Lotus at minutes 3 and 6 is an objective: help your offlaner push the wave before the Lotus timing, and have resources. Weaker at the Lotus — give it up without a fight. Picked the Lotuses up — do not spend them on regular healing while you still have

Tango: save them for the trades and the fights.
The Lotus is an objective, the same as a rune: you play around it and you do not forget about it.
Place wards on the way, together with something else useful, and not on the obvious cliffs:

ward closer to the lanes and the approaches, on the paths the creeps walk. Where the enemy might already have a

ward — check the approaches with

Sentries first, or come in under a

smoke.
You put the

Observer on a default spot — the enemy broke your vision straight away.
Mid-game
10–30 minBefore a teleport or a rotation, check the resources of your teammates and of the enemies (HP, mana, Magic Sticks) and your kill potential. Ganks go by the timings: the runes at minutes 4, 6 and 8, level 6, the siege creep at minute 10. Go to mid always with a

Sentry, and attack when the enemy comes down to the river or loses their position.
You gank at the wrong timing — you only make it worse. Look at the map before you gank.
Read the enemy vision from their behavior: the enemy casts a spell out of the fog right onto you, or backs off while you sneak up — you are under an

Observer, put a

Sentry right where you stand. Creeps chase you through the fog of war longer than usual — you are still under an

Observer, check it with a

Sentry.
You ignore these signs — you are playing under enemy vision.
Deep wards are for kills and objectives, not to tick a box: place them 2–3 minutes before

Roshan and before the runes; after a won fight take the enemy zone and put the

Observer on the very edge of the spot, so a default

Sentry does not deward it. Then call your teammates to kill whoever walks into your vision.
You can see the enemy but you do not gank them? That

ward has zero impact.

Smoke after the waves are pushed out and always into an anchor: your initiator's

Blink Dagger timing, a rune, the

Roshan area. The target is the closest vulnerable enemy, and take an

Observer Ward with you. Buy your first

smoke by minute 5–6: that starts the shop restock cooldown.
You used the

smoke from a lane you have not pushed out — the enemy reads your gank and dodges you.
Power rune or lane: go for the rune by 6:00 if the lane is quiet, your offlaner is in a safe position and your mid has bought a

Bottle. No

Bottle, or your mid is standing on the lane with no resources — do not run for the rune, stay on the lane. Before the rotation save your mana and place a

Sentry in mid in advance, so the enemy does not see you.
You left your offlaner alone for a rune that gives you nothing? You made your own lane harder and changed nothing in mid.
Your position comes from your job: before the fight walk in front of your core through the fog — reveal the enemy

smoke, place a deep

ward. In the fight itself stand to the side and do not expose yourself to a

blink jump from the enemy carry or from an active mid like

Storm Spirit or

Queen of Pain. Your ally attacked first — do not attack the same target: wait until the enemy heroes use their spells and show themselves, otherwise you get burst down.
Do not forget: YOU ARE THE PRIORITY TARGET for the enemy. Assume they will always try to focus you first.
Late-game
30+ minAfter minute 30 play around

Roshan: during the day stay closer to the top side, at night closer to the bottom, and prepare the vision in that area in advance. Deep wards go into the farming zones of the enemy key heroes: get the kill before the objective.
No vision on the map when

Roshan respawns — you are giving away the key objective.
Do not call for

Roshan when your cores have no ultimates up, the area is not warded and your carry has gone to farm on the other side of the map.

Roshan is down — do not rush: restore your resources, wait for the ultimates to come off cooldown, and only then call for a

smoke into your deep

ward.
If you force a fight after

Roshan with no resources, the

Aegis will not save you.
When you push the base, put an

Observer on the edge of the enemy high ground — you will see how the enemy positions and you will make them spend extra

Sentries. Protect the siege creep with the glyph and with the

Roshan banner. Do not walk onto the enemy high ground from the low ground with no vision and no defensive items.
The main thing when you push high ground is not to lose your position.
Item build
Fill every slot with cheap stats and consumables:

Iron Branch,

Blood Grenade,

Faerie Fire, wards,

Dust of Appearance; but do not rush the

Magic Stick upgrade — for 150 gold it gives you +1 to stats, a bad investment. Buy

Boots of Speed first. Against control — brown

boots and a fast

Force Staff, Eul's

Scepter,

Glimmer Cape. Do not buy

Arcane Boots — in 90% of games they are useless. For tempo take

Essence Distiller — it gives you both mana and kill potential.
The main thing is to build for the situation. Figure out your job — are you attacking or defending? Build from that.
Situations: if — then
If3:40 — the wave stands in a safe spot and your mid has a
Bottle→at 4:00 leave for the
water rune, stack a camp on the way and leave the solo experience to your offlaner. Ifthe lane is completely lost→get to level 2 or 3, buy a
Blood Grenade and teleport to another lane for a 3 against 2 fight, or gank mid. Ifan enemy casts a spell out of the fog right onto you→there is an
Observer under you — put a
Sentry right on that spot. Ifthe enemy used a
smoke or walked into your half of the map→the enemy almost certainly placed a
ward on the way — check the high spots and the area the enemy played in with
Sentries before it costs you. Ifyour ally jumped into the fight first→do not attack the same target right after your ally — stay behind and wait until the enemy heroes use their control.
Ifyou won a fight or took a tower→take the enemy zone and place a deep
ward — it gives you vision on the enemy, and your team gets time to make a decision: attack or back off. Ifyour team is taking
Roshan→do not hit Roshan — go reveal the enemy
smoke and place deep vision. Get ready for the fight: the enemy usually comes to defend
Roshan.
Draft and pick
pre-gameUse the first two minutes — the draft and the time before the creeps — to look at both picks: your starting items, your skill build, the basic items for the first 15 minutes and a plan for rotations if the lanes are lost. Think about who you will play for, where your help will be needed, and whether you can go through a Twin Gate or control the

water rune at minute 4.
During hero selection and before the creeps, look at the draft and think your plan through. Preparation is part of the game too.
Your team has a passive draft with greedy cores — do not force early fights: play reactive — respond to what the enemy does instead of starting fights, reveal the enemy smokes and place vision so your cores can farm their key items. Once they have them, use the smokes or catch the enemy at the anchors (a creep wave, the runes).
You force the fights with a greedy draft — your cores fight without their spikes and feed.
Laning
0–10 minTrade only when you come out ahead: you hit the enemy once — strafe back behind your own creeps; the enemy walked into your wave or is backing off — attack and hit them in the back. A trade is good when you knock out far more than you lose: you took 300 HP off them and lost 50. The other way round is a bad trade.
Do not fight under a creep wave — you take double damage: from the enemy and from the creeps.
Keep your mana at 60–70%, not at 100%: your regeneration must not stand idle. Contest the

ranged creep and the flagged creep with your spells, and try to catch the hero with them. Do not waste abilities on an enemy at full HP under their own tower — you spend the mana you will need during a gank.
You stand on the lane with full mana and save your spells — your regeneration does nothing and the enemy farms for free. Your mana should never sit at 100%.
Harass from the side of the lane so you do not take the creep aggro. Block the neutral camp with your body at the timing when that matters more than a trade. Do not pull if the wave is already pushing into your tower, otherwise the enemy dives you with a double wave.
You pulled while the wave was pushing into you — now the double wave is your problem.
The Lotus at minutes 3 and 6 is your objective too: help your carry push the lane before the timing, and have resources. Weaker at the Lotus — give it up without a fight, do not feed.
You forgot the Lotus — you gave the enemy free resources.
Wards go up in advance, not after the fact: by the first night (5:00–5:30) on the entrances to your lane, and 2–3 minutes before

Roshan on the pit. Place them closer to the waves and to the approaches to the camps, not deep in the jungle where nobody walks.

Ward on the way while you go for a rune — running across half the map just to place a ward is a waste of time.
You place the

ward in advance, not when the enemy has already taken the zone.
Mid-game
10–30 minDo not teleport on autopilot: when the enemy is pushing your tower, wait until they go deep and use their key spells — then teleport into the trees and turn the fight around. Your ally is going to die anyway — do not try to save them: it makes sense to save a tanky hero or the one holding the

Aegis. During the 3 seconds of the animation think about your mana and the order of your spells, who you will use them on and what position you will hold.
You use the obvious teleport in the first seconds — the enemy sees the animation, backs off, and you have spent the scroll and the tempo.
Deward by reading the enemy: they cast a

hex out of the fog right onto you — there is an

Observer under you, put your

Sentry where you stand. Place your own Observers on the lanes, but not on the default cliffs — those get checked first. The best moment for a deep

ward is during a fight, when the enemy has no time to click around: it gives you the key vision in the teamfight and helps you take a good position.
You place

Sentries at random — the gold is wasted and the enemy still sees every move you make.
Keep in mind the enemies with

blink and control, which they will try to use on you: stand in the trees, strafe back from the danger. Do not stand AFK during a fight. Use

Force Staff on your core, and your spells on the enemy from maximum range.
Do not forget: YOU ARE THE PRIORITY TARGET for the enemy. You ran forward for a "kill" and the enemy bursts you down instantly.
The game is built around the objectives: the

smoke goes towards

Roshan, the deep vision goes there 2–3 minutes ahead, and you go in after a pickoff with more players.

Roshan is the main goal; the

Tormentor is a bonus after a won fight, not a reason to drag the whole team off their farm.
You call a

smoke onto an empty lane while

Roshan is up — you wasted the smoke and gave away the

Aegis.
Build your net worth: your cores went into the jungle — take the free lane, the solo experience and the gold are yours. Stack around the rune timings and on the way. Your core is in no danger — step away to stack a camp and place a deep

ward, and leave them the solo experience for a fast level 6.
Every second of your time has to have impact. Ask yourself: what is the most useful thing I can do right now?
After the lane play around your strongest teammate: whoever has their ultimate or a

Blink Dagger ready — buy a

smoke for their timing and call them to go into the enemy's zone together with you. At minute 10 group up with the siege creep on the strongest lane. No teleport scroll — do not walk to a fight on foot: push a creep wave and wait for the scroll.
In the mid-game the kills come easiest when you group up with a strong core who has kill potential —

Storm Spirit,

Queen of Pain,

Axe,

Mars.
Late-game
30+ minAfter minute 30 play around

Roshan: keep an

Observer for the pit area, and plan the

smoke around the deep vision for a pickoff. If you have a buyback, you can bait the enemy into killing you to create position for your teammates.
In the late-game the main thing is to always have a

smoke and to place the vision for the objectives.
If you are pushing high ground or taking

Roshan — capture the outpost, so you can teleport to it after a buyback.
Do not forget the outpost: without it you have to teleport to a far tower after your buyback and you will not make it back to the fight in time.
Item build
Do not save up for an expensive item before you have bought the cheap ones. Position 5 has no farm — take cheap team items with fast impact:

Solar Crest,

Glimmer Cape,

Force Staff. Defensive items:

Glimmer Cape against jumps and magic damage (

Puck,

Storm Spirit,

Queen of Pain),

Ghost Scepter against cores with a

blink (

Phantom Assassin,

Riki,

Anti-Mage,

Sven),

Force Staff against

Batrider and to get out of

Underlord's roots.

Solar Crest goes on your physical damage core.
Look at the draft and decide which item will help you counter the enemy spells.
Situations: if — then
Ifthe enemy is diving under your tower→do not teleport right away: wait until they go deep and use their spells, then teleport into the trees — you will catch them off guard.
Ifyour ally is going to die anyway→do not teleport onto a corpse: stay on the lane, push the waves out and place the deep vision you will
smoke into later. Ifan enemy casts a
hex out of the fog right onto you→there is an
Observer under you — check it with a
Sentry. Ifyour initiator bought a
Blink Dagger→buy a
smoke for their timing and call them to go into the enemy's zone together with you for an easy kill. Ifyour cores went to farm the jungle→take the free lane: a support needs net worth too. No free lane — farm the closest camp, or go reveal the enemy
smoke if the enemy is not showing up. If
Roshan respawns soon→place a deep
ward in the pit area 2–3 minutes ahead, gather your teammates and use a
smoke into that ward, get a pickoff and call for Roshan while you have more players.