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An INTRO to PLAYING DOTA 2 - Grubby

Transcribed Jun 17, 2026 Watch on YouTube ↗
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🔥 High Engagement

AI Summary

This video provides a comprehensive beginner's guide to Dota 2, explaining the core mechanics, roles, map layout, and strategic depth of the game. The speaker, Grubby, breaks down the five hero positions, the importance of vision and smoke, and the path to victory through tower destruction and map control. The guide emphasizes that Dota 2's complexity and comeback mechanics make it a deeply rewarding game to learn.

[0:00]
Introduction to Dota 2's Complexity

Dota 2 is a very complex game; it took the speaker 1500-2000 games to start independent thinking. Initially, copying guides and frameworks is helpful.

[1:40]
Map and Factions

The map is roughly symmetrical but not exactly. Radiant (green) has a slight advantage over Dire (red), similar to white in chess. The goal is to destroy the enemy's Ancient.

[2:44]
Hero Roles (1-5)

Positions: 1 (Safe Lane carry) - weak early, strong late; 2 (Mid Lane) - solo, levels fast, ganks; 3 (Offlane) - initiator, core; 4 (Soft Support) - helps offlane; 5 (Hard Support) - babysits carry, buys vision.

[7:00]
Support and Carry Dynamic

Position 5 is the babysitter for position 1 (the baby). Supports buy Observer and Sentry Wards for vision. Observer Wards see normal vision; Sentry Wards see invisible units.

[10:59]
Lane Assignments

Safe Lane is near the tower for protection. Off Lane is riskier. Radiant safe lane is bottom left; Dire safe lane is top right. The mid lane is solo.

[13:07]
Smoke of Deceit

A cheap item that grants team invisibility for 45 seconds. It breaks if near an enemy hero, tower, or if you attack. Spells can be cast while invisible.

[14:42]
Winning the Game: Tower Destruction

To win, destroy the enemy Ancient. This requires killing Tier 1, then Tier 2, then Tier 3 towers, then both Tier 4 towers. Backdoor protection makes towers nearly invincible without allied creeps nearby.

[15:49]
Comeback Mechanics: Glyph of Fortification

Glyph makes all buildings invincible for 7 seconds. It can be used every 5 minutes, and resets when a Tier 1, 2, or 3 tower is destroyed for the first time. This prevents snowballing.

[19:40]
Creep Cutting and Map Pressure

Killing enemy creep waves before they reach your tower (cutting) prevents the enemy from pushing. This creates strategic depth and allows comebacks.

[23:55]
Barracks and Mega Creeps

Destroying enemy barracks (melee and ranged) makes your creeps stronger (Mega Creeps). This applies immense map pressure and can win the game without directly killing the Ancient.

[25:24]
Roshan and Aegis

Roshan is a neutral boss. Killing him grants the Aegis of the Immortal, which allows a hero to respawn after 5 seconds with full health and mana. It's a key objective for momentum.

[27:00]
Game Length

Average game length is 25-55 minutes, with a golden average of 35-40 minutes. Lower-level games tend to be longer (50+ minutes).

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

Why DOTA 2 Takes 2000 Games to Learn

48s

High engagement from gamers relating to the struggle of mastering complex games, with a surprising personal anecdote about the learning curve.

▶ Play Clip

DOTA Map Is Not Symmetrical?!

58s

Controversial claim about map imbalance sparks curiosity and debate among MOBA fans, especially those from League of Legends.

▶ Play Clip

Supports Are Babysitters for Emotional Carries

60s

Humorous and relatable take on team roles goes viral for its witty comparison to parenting, resonating with DOTA players.

▶ Play Clip

3 Comeback Mechanics That Make DOTA Unique

60s

Educational value with a dramatic payoff—explaining why DOTA rarely needs a surrender button, appealing to strategists.

▶ Play Clip

One Hero Can Stall a Whole Team

60s

Exciting gameplay example of a solo play turning the tide, showcasing DOTA's depth and comeback potential, perfect for clip sharing.

▶ Play Clip

[00:00] so I wanted to explain DOTA to this one

[00:02] guy I don't know if he's still there but

[00:04] I know there's probably some yeah I'm

[00:06] here I stayed okay great Oscar fan Oscar

[00:09] fan said he's interested in Dota

[00:12] preliminarily but doesn't know left from

[00:14] right yet and he normally watches

[00:16] Warcraft 3 Dota 2 is a very complex game

[00:19] and if someone teaches you how Dota 2

[00:22] works you will start playing and you'll

[00:24] realize it doesn't always go as you've

[00:26] been taught which can be confusing it

[00:29] took me like 1500 to 2,000 games in Dota

[00:34] to be able to start doing independent

[00:37] thinking when you start playing a very

[00:39] complicated game it can be really good

[00:41] to initially copy from others to copy

[00:44] guides tips Frameworks for how to

[00:48] play and then in 1500 games you'll

[00:51] realize that people don't always follow

[00:54] this like I just had a bad support that

[00:56] you've heard me rant about a bit that

[00:58] he's not doing what he's supposed suppos

[01:00] to

[01:00] do it's kind of like playing basketball

[01:04] and learning that it's not a contact

[01:07] sport that you can block each other

[01:09] without touching each other and then

[01:10] they're not allowed to shoot and then

[01:12] you start playing and you get like

[01:14] bumped around in street basketball and

[01:15] like people are like bumping into you

[01:17] with their shoulder check and stuff you

[01:19] realize hey this is not how I've been

[01:21] taught the rules of the game so not

[01:25] having any physical strength and just

[01:26] aiming well is not enough so you work on

[01:29] your physical strength DOTA two you work

[01:30] on your mental strength and you try to

[01:32] be resilient when things don't go as

[01:35] like how you've expected them to be

[01:37] Tower okay let's give a little bit of a

[01:40] quick rundown on how Dota 2 works for

[01:41] those that don't

[01:42] know the green side on the bottom left

[01:46] as you see over here is called radiant

[01:48] and this is your ancient if the ancient

[01:52] blows up you lose the

[01:53] game the top right side is red and

[01:57] they're called dire it's radiant for

[01:59] versus dire the map is roughly

[02:02] symmetrical but actually not totally

[02:05] symmetrical at all if you notice this

[02:07] Tower is surrounded by scragged wood but

[02:12] here it's more dense and here there's in

[02:14] fact a ramp that isn't around here at

[02:16] all so the map is not symmetrical and in

[02:19] fact right now it's a little bit like

[02:21] chess and that white has an advantage

[02:23] over black and DOTA radiant the green

[02:26] one has an advantage over red but these

[02:29] things change what never changes is that

[02:32] it's radiant versus

[02:33] dire DOTA gets patches small and big

[02:36] throughout the year so how the game is

[02:38] played changes a lot but there's a

[02:39] couple of things that are currently true

[02:44] you have five versus five and these

[02:46] heroes are called 1 2 3 four and five

[02:51] one is also paraphrased to be called

[02:54] safe lane two is mid lane three is off

[02:58] Lane four is soft support and five is

[03:01] hard support very roughly what it means

[03:05] one is someone that can kill everyone

[03:07] that may have a weak early game but it's

[03:10] a monster mid to late

[03:12] game there are different definitions

[03:15] possible but that's kind of how you

[03:16] should see them they build to kill

[03:18] everyone and how is this done most of

[03:21] the value that the team can acrw on the

[03:23] map is tried to be funneled to them they

[03:26] are protected they are given space

[03:29] they're given money and

[03:31] experience and they're given time that's

[03:34] everything that the safe Lane the carry

[03:37] the one is given to ATT two is the mid

[03:41] lane mid lane in Dota 2 right now at

[03:43] least it wasn't always the case plays

[03:46] solo it's a 2 one2 formation two top one

[03:50] mid two bot and what that means is that

[03:53] you're not sharing experience with

[03:54] anyone else in this one-on-one matchup

[03:57] that means you'll be leveling up faster

[03:59] than other other people and because of

[04:01] that you're the first to reach your

[04:03] ultimate at level six and that ultimate

[04:06] can be used to bully people to get ganks

[04:08] and to get kills a gank is when you go

[04:10] to another Lane and you kill people that

[04:12] are there you help your two people that

[04:15] are there and you kill one of the two of

[04:17] the opponents it's not just your ult

[04:20] that you get earlier right because

[04:22] you're leveling faster on account of

[04:23] being solo you get all of your abilities

[04:25] at higher level than

[04:27] others your net worth growth is not

[04:30] necessarily better than other net worth

[04:32] being the amount of gold you get from

[04:33] creeps or hero kills it's not

[04:36] necessarily better but your levels

[04:38] higher so three is your offlane in the

[04:41] current meta but not always true offlane

[04:44] is someone that initiates

[04:46] fights that is also a strong farming

[04:49] core a core being one two three they are

[04:53] the Networth

[04:54] gaers and farming means when you hit

[04:56] neutral creeps or jungle creeps or and

[04:59] so on so the offlane is someone that

[05:02] also is a core but they are more

[05:06] subservient in some way to the mid lane

[05:09] and the safe Lane they often initiate

[05:12] start uh fights together with their

[05:14] supports and then the one watches from

[05:16] the Shadows until it's safe to go in and

[05:19] then strikes it's not always like this

[05:21] there are so many exceptions but this is

[05:24] often how it feels a bit number four

[05:27] Saft support three and four four go

[05:30] together to one lane they're quite close

[05:32] in their net worth acrel three is

[05:35] allowed to get net worth before four and

[05:38] that means if there's a last hit on a

[05:39] creep or a hero three should get it

[05:42] before four and the difference between

[05:45] these hero sometimes isn't big in their

[05:48] hero

[05:49] design but what is usually different is

[05:52] that the type of Heroes that play on

[05:54] three benefit a lot from the extra net

[05:56] worth as it gives them tankiness

[05:58] Mobility Dam damage and utility and the

[06:01] four usually and again this has

[06:04] exceptions the people that play support

[06:07] they play Heroes that are slightly less

[06:09] net worth Reliant than three that means

[06:12] their abilities are good even without

[06:15] adding a lot of gold items to it again

[06:19] major

[06:20] exceptions but four is supposed to be

[06:22] able to get things done without a lot of

[06:24] money compared to the

[06:26] three and there are a lot of exceptions

[06:29] but the idea is that at least in the

[06:31] first 10 minutes four is supposed to

[06:35] give a bit more space netw worth and

[06:37] comfort to the three so if the four is

[06:40] doing a very bad job then three will

[06:42] have a bad start then three cannot start

[06:44] to front line for the team or or create

[06:47] space for the team and then has to

[06:49] become more passive and become kind of

[06:51] like a second safe Lane carry Comfort

[06:53] player and that means there's very

[06:56] little pressure on the enemy team but

[06:58] this goes a little deeper

[07:00] understand at least that three and four

[07:01] go together and five heart support goes

[07:04] together with one the best metaphor for

[07:06] this is that five is the babysitter and

[07:09] one is the baby and you often find that

[07:11] this is also emotionally true for people

[07:14] that play safe Lane they usually have

[07:16] the emotional maturity of a baby and the

[07:18] five is supposed to feed them GRL in the

[07:22] form of Tangos they're supposed to feed

[07:25] them en Vision create space sacrifice

[07:28] themselves jump in Fr of a bullet right

[07:31] hand feed them kills like a mother Lion

[07:34] to their cups already a half mangled

[07:37] deer and like here go ahead you did it

[07:40] good job ruffle their hair so what kind

[07:43] of Heroes are fives fives usually are

[07:46] heroes that have good

[07:47] lockdown right they have some form of

[07:50] lockdown uh slows Roots stunts redirects

[07:54] silencers

[07:55] Etc and this lockdown helps the one in

[07:59] lane and even late game to uh get the

[08:03] kill or they can be safe supports which

[08:06] is to say when someone on your team gets

[08:09] engaged upon you can save them with a

[08:12] button that makes them invulnerable to

[08:14] damage makes them face out of existence

[08:16] makes them have a lot of armor a lot of

[08:18] healing Etc so in five you'll most often

[08:21] see Heroes that in other moas are

[08:22] considered a Healer like an Uther or

[08:25] brightwing and

[08:26] Huts or you'll see Heroes that have a

[08:29] lot of lockdown like Shadow Shaman you

[08:32] know lion a lot of stunts so that's kind

[08:35] of the rundown on what every hero is per

[08:39] role and then let's talk about why they

[08:41] go where they go if we go back to the

[08:44] start of this replay we see this I pause

[08:48] the game note where my camera is over

[08:50] here at the red face and the gray face

[08:53] right so this is called the red the dire

[08:57] safe Lane Tower actually I think it's

[09:00] better to go to a new replay and it I'll

[09:02] make it a little bit clearer we don't

[09:03] want as many hero clutter

[09:05] there all right

[09:08] so we pause for a bit and we see the

[09:12] following take a look at the mini map

[09:14] right if you see over here this is the

[09:18] safe Lane tower for red the dire this is

[09:21] the middle

[09:22] line on the map right this is the Middle

[09:26] Line This is where all the creep waves

[09:28] meet

[09:29] me so if the creep wave meets here and

[09:34] the tower is here which offers

[09:35] protection and it also offers armor ARA

[09:38] and regeneration of life then this is

[09:41] very close to this indeed and that makes

[09:44] it

[09:45] safe by comparison this Tower is much

[09:48] further from the Middle Line it makes it

[09:51] further away they call this the radiant

[09:53] green is radiant off Lane so part of the

[09:57] goal for green radiant is to pull this

[10:00] wave back here so that they continue to

[10:03] meet here instead of here which makes it

[10:06] far more risky for dire red to farm here

[10:10] as you can get reinforcements from your

[10:12] Tower you can get the tower shots you

[10:14] get the Regeneration and the armor from

[10:16] the tower and this is kind of like a

[10:18] little mini game but initially off Lane

[10:21] starts at risk and that influence the

[10:23] type of Heroes that are valid to be

[10:25] picked for radiant in the off Lane

[10:27] because you're more at risk

[10:29] the way back to the safety of your Tower

[10:31] is further the Symmetry is real on this

[10:35] side the green radiant Tower is near the

[10:37] middle point of the farm uh meeting the

[10:41] creep wave meeting and that's why the

[10:43] safe laner the carry the baby right the

[10:45] the lake game Insurance the the major

[10:47] Farmer they start position one starts at

[10:51] your safe Lane so that you're at a safer

[10:54] place to be at least initially later

[10:56] nothing is safe anymore right so the one

[10:59] and the five go here that means that the

[11:01] red dire three and four go here the twos

[11:05] meet in the middle and then on the other

[11:07] side it's flipped dire one and five

[11:09] against three and four so now you kind

[11:12] of know what kind of Heroes are picked

[11:14] where and why and that initially this

[11:16] Tower secures safety as the wave meets

[11:19] here and the tower is right here right

[11:20] and the tower can fire until

[11:23] here now you know why people go where

[11:26] they go and that's the initial DOTA

[11:30] supports are also in charge of buying

[11:33] Vision Vision can be purchased via

[11:35] observe rewards and Sentry warts

[11:38] Observer warts see things but they don't

[11:41] see invisible things but they see a lot

[11:43] of normal vision entry warts see

[11:46] invisible things but offer no natural

[11:49] vision so the combination of an observer

[11:52] and a Sentry W together in the same

[11:54] place offer invisible true sight and

[11:58] actual Vision so when you place the two

[12:00] of them you can be sure that there's no

[12:02] enemy there this is an example of an

[12:05] observer wart but some people did some

[12:07] trolling and they renamed their Observer

[12:10] W which you can do in

[12:11] gabes in dota's client you can rename it

[12:15] to Sentry wart but that's trolling it's

[12:17] very confusing for nublets but this is

[12:19] an observer wart and it took me a long

[12:21] time to recognize one from the other and

[12:23] then that's without that trolling yes so

[12:26] anyway this is an observer you see the

[12:28] eye and if you see like a Sentry word

[12:29] it's like more muted it's like a kind of

[12:31] a purple Dark Night Color glow this is a

[12:35] Sentry I mean I don't think it's very

[12:37] clear but I know this is Sentry you see

[12:39] like the little eye the purple eye above

[12:42] it Sentry this one doesn't have the

[12:44] purple it's an observer

[12:46] Ward but there's one exception to the

[12:49] whole Vision thing this Vision Ward is

[12:52] green as you see on the mini map it

[12:55] means it's a radiant Vision

[12:57] Ward dire will be seen if they're here

[13:01] but there's one exception there's a very

[13:03] special tool A Very Special Sauce in

[13:05] Dota to It's called The Smoke of the

[13:07] seat smoke of the seat is a team

[13:12] invisibility you you buy it it's very

[13:14] cheap you make your whole team

[13:16] invisible and you can move around very

[13:19] fast and invisible even invisible

[13:22] towards and there's only three things

[13:24] that make you visible four one it times

[13:27] out after 40 5 seconds so you got 45

[13:30] seconds to do a major incursion a major

[13:33] Invasion the second thing is if you're

[13:36] in proximity to an enemy hero suddenly

[13:38] boom smoke is gone right The Jig Is up

[13:41] you are seen the third one is if you're

[13:43] near to an enemy Tower you cannot go

[13:45] here with the smoke of the seed and

[13:47] still be

[13:49] unseen and the fourth one is if you

[13:52] perform a basic attack you do a basic

[13:55] attack you are allowed to cast spells

[13:58] and remain invisible though the

[13:59] opponents may catch the spell effect

[14:01] like seemingly out of

[14:03] nowhere those are the four things that

[14:05] will end it

[14:08] right so the smoke is a whenever you

[14:11] hear people about we should smoke can we

[14:14] smoke it always it never means tobacco

[14:17] it always means can we group up as a

[14:20] team either three people or two people

[14:22] or four or five and go somewhere

[14:26] invisibly and try to get a surprise

[14:28] attack on the opponent and it's

[14:29] sometimes the only way to travel the map

[14:32] especially a hostile

[14:34] map and and retain the element of

[14:37] surprise so now you understand a bit

[14:39] about the vision and then finally let's

[14:42] talk about how to win the game you win

[14:44] the game by killing the throne the

[14:46] ancient I should say the ancient can

[14:49] only be attacked when these two towers

[14:51] are dead these are called the tier four

[14:54] Towers both must be dead before you can

[14:56] attack the

[14:57] throne these towers are only attackable

[15:00] once one of these three towers is dead

[15:04] these are called the tier thre these are

[15:08] the tier

[15:09] fours you can only attack these towers

[15:13] if one of these three tier three towers

[15:15] is dead right these tier three towers

[15:19] are invincible until one of

[15:23] these Tier Two Towers is dead you get

[15:25] the point right there's layers to this

[15:27] onion and in finally those tier tws are

[15:30] invincible until one of these outer tier

[15:33] one starting towers are dead so the way

[15:37] to Victory is to get a tier one then a

[15:39] tier two then a tier three then get both

[15:41] tier fours and then the throne but

[15:44] there's a little bit more to it than

[15:46] that DOTA has comeback and slowdown

[15:49] mechanics every 5 minutes someone is

[15:52] allowed to use the glyph of

[15:54] fortification it will last 7 seconds on

[15:57] structures and 4 seconds on creeps it

[16:00] will make all buildings Invincible for 7

[16:05] Seconds you can use this once every five

[16:08] minutes and it makes every Tower except

[16:11] the first one multi-shot six

[16:18] targets it will respawn after 5 minutes

[16:21] but there's additional respawn

[16:25] reasons the first time you lose a tier

[16:27] one Tower any one of the three you gain

[16:30] a free reset on the cool down for Glyph

[16:32] of fortification that means it what it

[16:35] avoids it has many conclusions after

[16:38] that but what it avoids is that someone

[16:40] will kill your tier one Tower and

[16:42] immediately with the surge of momentum

[16:43] that they have also kill your tier two

[16:45] Tower this cannot happen because well

[16:49] you glyph this one once 7c delay they

[16:51] kill it they move here you have another

[16:53] glyph and usually that's enough to uh

[16:56] take the wind out of their sails

[16:59] and that's also true for the first time

[17:00] you lose a tier two Tower and it's true

[17:03] for the first time you lose your tier

[17:05] three Tower so you are guaranteed one

[17:08] Cliff at the start one after tier one

[17:10] that's two one after tier two that's

[17:13] three and one after tier two so you are

[17:16] guaranteed four glyphs per game but

[17:18] usually you'll see like five to 10

[17:20] glyphs used per game because of the cool

[17:22] down regeneration so that's a lot of

[17:24] slowdown on your opponent having some

[17:25] kind of push

[17:27] comp

[17:29] finally one of the most interesting

[17:31] things about Dota 2 is the uh Glyph of

[17:36] fortification minions are like walkers

[17:39] in The Walking Dead Lane minions Lane

[17:42] creeps I should say Lane creeps this

[17:44] green one and this red one they're like

[17:46] walkers in The Walking Dead every now

[17:48] and then they'll get a kill but mostly

[17:51] they serve to be killed in great numbers

[17:55] Cannon father a plot armor to show the

[17:58] drum of the show it would have been the

[18:01] same here initially creeps can do damage

[18:03] when you're level one and two but

[18:05] eventually you end up just blazing

[18:08] through the creeps look at the mid game

[18:10] the late game oh man you know those

[18:12] creeps they give you gold they give you

[18:13] XP and they give a lot of it actually a

[18:15] lot of gold and XP but you kill them

[18:18] with an afterthought you don't you

[18:20] certainly don't need them to kill a

[18:21] tower you could kill this Tower late

[18:23] game in 10 or 20 hits however there is a

[18:26] thing called back door protection

[18:30] structures take greatly reduced damage

[18:33] incredibly reduced damage and quickly

[18:36] regenerate any damage taken if there are

[18:40] no enemy creeps

[18:44] nearby and that means it is it is not

[18:47] impossible but it is virtually

[18:49] impossible to kill this Tower without

[18:53] Allied creeps nearby what's nearby like

[18:56] here like here or here or something when

[18:59] the creep when the creeps come here this

[19:01] Tower loses that insane regeneration and

[19:04] armor so what is that mean actually for

[19:07] how the game is played

[19:09] out well it means that you must kill the

[19:12] enemy creep wave and then you walk with

[19:14] your creep wave and then you attack

[19:16] Tower this creates a kind of

[19:18] pacing it also creates

[19:21] counterplay the opponent can kill your

[19:24] creep wave when it's here so that by the

[19:27] time you want to get here you can't take

[19:30] down the tower someone could be hiding

[19:31] in the bushes here and kill your creep

[19:33] wave and disappear and then kill your

[19:35] creep wave and disappear and they can do

[19:38] that over and over and this is called

[19:39] cutting

[19:40] creeps and that means that this Tower

[19:43] never becomes killable and this creates

[19:46] a miname of stealth Warfare on the

[19:50] map that goes far beyond the just

[19:54] bashing together of two stubborn goats

[19:57] their heads against each other and to

[19:58] see who's strongest it creates a level

[20:01] of tactician gameplay that is incredibly

[20:03] deep and satisfying to master or

[20:05] frustrating to get wrong sometimes your

[20:08] whole team is winning you kill all the

[20:09] enemy Heroes and you're just pushing and

[20:11] in Heroes of the Storm you would just

[20:13] push and win and in League of Legends

[20:14] you would just push and win because

[20:16] there's no back door protection there's

[20:18] no buyback right everyone is dead you

[20:21] have a lot of damage in League Hots you

[20:23] win the game but in Dota one enemy can

[20:26] start cutting waves they can start

[20:29] manipulating the map and suddenly your

[20:30] base becomes Untouchable there's also

[20:32] buyback of course there's also Glyph of

[20:35] fortification so there's three mechanics

[20:37] here that allow you to make a comeback

[20:39] and that means that DOTA does not have

[20:42] nor usually need a surrender

[20:45] function in an Ideal World what actually

[20:49] happens often is of course that people

[20:50] do lose heart they do lose courage or

[20:52] they are so far back that even all of

[20:54] these techniques cannot allow you to

[20:57] make a comeback

[20:58] also it's not always the best mood or

[21:01] morale in a public game to Stage a

[21:04] comeback because faith has been lost

[21:06] trust and amicability has been lost

[21:08] between public teammates to the point

[21:10] that people don't want to try anymore

[21:12] and this of course you know this this

[21:14] this happens and then people go AFK and

[21:16] they give the win and they call it let

[21:17] them

[21:18] end but every now and then you get games

[21:22] that are nearly impossible to win but

[21:24] you do an amazing set of macro plays

[21:26] that allow you to get back into the game

[21:29] and actually win the game we had a

[21:31] really cool game recently we were losing

[21:33] we were losing we were losing I was

[21:35] Enigma and I stood over here and I kept

[21:37] killing this creep wave and pressuring

[21:39] Tower this Tower kept taking damage and

[21:42] my team was hugging themselves together

[21:44] in the snow cabin hugging for For What

[21:47] Little warmth there could be in this

[21:49] Avalanche of hatred and aggression from

[21:51] our opponents our opponent stood here

[21:53] with the five of them they were much

[21:55] stronger than us they wanted to go up up

[21:58] here and attack and and and win the game

[21:59] we have been losing many fights and here

[22:02] I am just killing one wave and another

[22:04] and another ideally I would be cutting

[22:07] the bottom wave so that they can't push

[22:08] at all but I didn't dare to and that's

[22:10] not where I

[22:12] was they didn't make a lot of Headway on

[22:14] killing this Tower they would have loved

[22:16] for us to charge out of the gates like

[22:17] the rohim in the defense of Helms Deep

[22:20] but we didn't my team stayed here and

[22:22] the enemy stayed here eventually this

[22:25] pressure made them so impatient that a

[22:27] fight broke out it was messy it was

[22:29] dirty they had gotten frustrated that

[22:31] they started losing their Tower my team

[22:33] starts the fight it was half here half

[22:35] here and half here that's one and a half

[22:36] of a fight I know but it's weird but

[22:38] it's true I Town portal in we we fight I

[22:42] black hole their carry bam we won the

[22:44] fight and without split map pressure it

[22:48] would not have been possible because it

[22:49] would be simple for the opponent it'll

[22:51] be five versus five no one getting any

[22:54] Headway no one getting anything done

[22:55] Elsewhere on the map there is no m

[22:58] pressure no economic pressure they're

[22:59] not losing anything there's no risk they

[23:01] can stay here and go up or don't go up

[23:04] so by creating pressure by creating

[23:07] Stakes it forces the opponent's hand

[23:10] sometimes either they can leave and deal

[23:12] with me or he can go up and just Leroy

[23:16] Jenkins in and see what happens and this

[23:19] is a cliff there's Miss chance there's

[23:22] no Mis chance is there this is a cliff

[23:25] you need to funnel through the area of

[23:27] effect that the opponent can inflict

[23:28] upon you this is a stronger Tower than

[23:30] the other ones you don't initially have

[23:33] vision of The High Ground so there's

[23:34] lots of disadvantages against you when

[23:36] you walk up and attack these

[23:39] towers there is Mis chance oh yeah yeah

[23:42] there is Mis chance 25% yeah I've

[23:45] explained most of how a game of macro

[23:47] and how a game of Dota 2 works there's

[23:50] one more thing to explain maybe two

[23:52] maybe five maybe 20 these are called the

[23:55] barracks the range barracks and the

[23:56] melee barracks

[23:58] creeps are a great source of calcium

[24:00] protein Gold and

[24:02] experience and when you kill the enemy

[24:06] Barracks your creep of that same type

[24:08] let's say you kill the range Barracks

[24:10] your creep of that same type the range

[24:12] unit becomes big having double Health

[24:15] double damage and giving half the amount

[24:17] of

[24:19] gold do the same to the melee Barracks

[24:22] now both of your creeps are big very

[24:25] tanky a lot of damage hard to kill and

[24:27] right and not that rewarding and this is

[24:30] how you also additionally apply split

[24:33] map pressure to an opponent so that they

[24:36] can't as easily leave this Lane because

[24:39] eventually that lane they're called Mega

[24:41] creeps will push in so hard it will

[24:42] start to take down your tier four Tower

[24:44] without any other hero of that faction

[24:47] helping them kill all six

[24:51] barracks and you get mega Creeps in

[24:53] every lane that are super

[24:56] strong

[24:58] the dire has spawned Mega creeps it's a

[25:00] very scary message for everyone right so

[25:05] besides just killing Throne there are

[25:07] ways to subjugate your opponent to bring

[25:09] them to their knees and instead of

[25:12] trying to win you make it impossible for

[25:14] them to win and then your Victory shall

[25:17] follow sunu Art of

[25:20] War there is another way to get an

[25:23] advantage

[25:24] rashan rashan is the boss every MOA has

[25:27] a b boss sometimes it's called Baron

[25:29] nashor sometimes it's called the boss

[25:31] very simply in Hots of the

[25:33] storm right when you get this you get an

[25:36] ank of reincarnation one of your Heroes

[25:38] can pick up the Eis you respond with

[25:42] after 5 seconds with full health and

[25:44] Mana you also get a nice chunk of

[25:46] experience and gold for your whole team

[25:49] taking rashan as a power play that is

[25:52] essentially a neutral objective placed

[25:55] relatively neutrally and it's an

[25:57] objective to fight for it's an objective

[25:59] to protect it's an objective that can be

[26:02] snuck taken ninja style and it gives you

[26:05] momentum it means that you can play a

[26:07] lot more risky on that hero they need to

[26:09] so when we speak of objectives it means

[26:11] killing Towers killing racks and killing

[26:15] ran that's DOTA two in a nutshell and

[26:19] the depth of Dota 2 is why I enjoy the

[26:22] game so much you will try to work

[26:24] together with your four nitwit allies

[26:27] that fail to see your

[26:29] Genius and all together you try to come

[26:33] together and create a culmination of

[26:36] teamwork and critical

[26:38] Force to win against the

[26:42] opponents who are all using imbalanced

[26:45] and overpowered Heroes and here you are

[26:46] on your respectful and mannered and

[26:49] tasteful Heroes right you've got all the

[26:52] odds sticked against you one v9 you go

[26:55] Egoista mode you become strong and then

[26:58] you win and it's

[27:00] great the average length of a Dota 2

[27:02] game is between 25 to 55 minutes I would

[27:07] say the golden average is about 35 to 40

[27:10] minutes so it's definitely longer than

[27:13] the other moas here's an example of my

[27:16] game length recently as you get better

[27:19] game length becomes a little

[27:21] shorter especially at the highest level

[27:23] you've got a lot of 15minute games it's

[27:25] because they actually want to quit after

[27:28] they uh lose because sometimes it's very

[27:31] lopsided because of account buyers or

[27:33] Smurfs or something but on average 35

[27:37] minutes for me is normal but when I was

[27:39] lower level when I just started it was

[27:41] almost always 50 plus minutes here I've

[27:44] got a 1 hour 20 minute game there's a 22

[27:46] minute game got a lot of 26 minute games

[27:49] there here it's like 30 to 50 so

[27:52] definitely longer than uh Hots and do 2

[27:56] it's uh that's DOTA to if you have any

[27:59] other questions feel free to ask me at

[28:00] any time during the stream I explain

[28:02] this outside of playing a live game

[28:04] because it is far too complex to do

[28:06] while I'm also playing I hope you

[28:09] enjoyed and learned Dota 2 a little bit

[28:10] more and why it's such a great game

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