Core Strategy Modules
Seven decisions that decide most matches
Each module is written as match guidance: what to look for, what to do next, and what mistake to avoid.
Laning Phase Strategy
The first 10 minutes should create a playable map. Secure ranged creeps, trade around creep advantage, pull when the lane is pushing, and avoid using all resources for a kill that does not change the lane.
- Pull when your wave is too far forward and your carry cannot farm safely.
- Harass when your own creeps outnumber the enemy wave.
- Rotate only after the lane is stable or the enemy core can no longer be pressured.
0-10 minutesLane control
Mid Game Tempo
Most throws happen when players move before pushing waves. Push the lane first, then smoke, invade, or pressure a tower. A kill is only valuable if it becomes vision, tower damage, Roshan, or forced buyback.
- Move with a cooldown or item timing, not just because a hero is nearby.
- After a pickoff, ask which objective is closest and safest.
- If lanes are all pushing into you, defend first before smoking.
10-25 minutesTempo
Vision and Map Control
Vision should support the next objective, not decorate the map. Offensive wards belong near towers, enemy jungle entrances, and Roshan paths. Defensive wards belong where your farming core will actually play.
- Place vision after pushing a lane or winning a fight.
- Do not ward alone into missing enemies.
- Use smoke when entering dark areas near Roshan or enemy triangle.
Observer WardsSmoke routes
Roshan and Objective Timing
Roshan is safest when enemies are dead, showing far away, missing key ultimates, or unable to contest vision. Do not force Roshan with bad lanes unless your lineup kills it very quickly.
- Push at least one nearby lane before starting Roshan.
- Ward the entrances, not only the pit.
- After Aegis, hit the easiest outer objective before forcing high ground.
AegisObjective control
Teamfight Execution
Before a fight starts, decide who begins, who saves, and who must die first. A good initiation on a low-value hero is still bad if your carry dies to the enemy counter-initiation.
- Initiators should enter from fog or from a smoked angle.
- Supports should stay outside the first jump and save the core.
- Cores should hit the closest safe target unless a key backliner is exposed.
InitiationTarget priority
High Ground and Late Game
High ground is about patience. Push side lanes, force reactions, chip buildings with Aegis or long-range damage, and keep buyback status in mind. Diving past barracks often gives the enemy their only comeback chance.
- Do not hit high ground with side lanes pushing into your base.
- Save BKBs and buybacks for the real fight, not the first poke spell.
- If Aegis expires soon, reset instead of forcing one more wave.
High groundBuyback
Playing From Behind
When behind, the goal is not to win the whole map immediately. Defend high-value waves, protect the safest farming area, smoke from base when enemies overextend, and trade objectives instead of taking hopeless fights.
- Cut waves instead of defending every tower with five heroes.
- Use smoke to attack the hero showing alone, not the strongest group.
- Take bounty runes and neutral areas only after lanes are pushed.
ComebackRisk control