Map and Strategy#
| Safe Lane | Bottom lane — carry farming | Top lane — carry farming |
|---|---|---|
| Mid Lane | Even for both sides | Even for both sides |
| Off Lane | Top lane — offlane pressure | Bottom lane — offlane pressure |
Vision Guide In Detail#
Recommended Ward Spots#
| Position | Ward Type | Effect |
|---|---|---|
| Junctions/crossroads | Observer Ward | Monitors multiple routes |
| Near towers | Sentry Ward | Clears enemy wards |
Ward Purchase Rhythm#
| Time | Support Purchase | Goal |
|---|---|---|
| 0-10 minutes | 4-6 wards | Key vision coverage |
| 10-20 minutes | 6-10 wards | Vision contests |
| 30 minutes+ | 10+ wards | Full-map vision control |
Vision Control Timetable#
| Stage | Vision Goal | Priority Spots |
|---|---|---|
| Laning phase | Mid + safe lane vision | Mid high ground + river |
Key Map Areas#
| Area | Importance | Control Method |
|---|---|---|
| Roshan pit | Very High | Wards + control + kill |
| Mid lane | Very High | AWP/wards + hero control |
| Jungle | High | Junglers + wards |
| Junctions | High | Wards + hero control |
| Towers | High | Defense + pushing |
Pushing Strategy#
| Strategy | Hero Combo | Timing |
|---|---|---|
| Push after fights | Any heroes | After winning a teamfight |
| High-ground assault | Team control + pushers | Late game |
High-Ground Offense and Defense#
| Stage | Strategy | Key Points |
|---|---|---|
| Attacking | Use vision advantage | Wards + chip damage + wait for openings |
| Defending | Use terrain advantage | High-ground vision + towers + skills |
| Teamfight | Initiate + focus | Control + damage + buyback decisions |
| Endgame | Buyback + chase | Buyback calls + hunting low-health stragglers |
Map Control Priority#
| Priority | Area | Why |
|---|---|---|
| Very High | Roshan pit | Aegis decides teamfights |
| Very High | Mid lane | Control mid = control the tempo |
| High | Enemy jungle | Limits enemy farming |
| High | Own jungle | Protects your farming |
| Medium | Junctions | Vision control |
Defensive Strategy In Detail#
| Strategy | Description | When to Use |
|---|---|---|
| High-ground defense | Hold the high ground with towers and terrain | When your high ground is pushed |
| Under-tower defense | Use tower damage and vision | When lanes are pushed |
| Distributed defense | Spread wards across key areas | Mid-late game |
Smoke Strategy#
| Strategy | Description | Timing |
|---|---|---|
| Smoke push | Smoke up and approach for pushes | When enemies are down players |
| Fake smoke | Smoke but don’t engage — create pressure | When enemies play cautiously |
Game-Phase Strategy#
| Phase | Goal | Key Actions |
|---|---|---|
| Laning (0-10 min) | Last-hit farming + rune control | Last hits/denies/runes/rotations |
| Late game (25-40 min) | High-ground offense and defense | Fights/buybacks/high-ground pushes |
| Ultra-late (40+ min) | One decisive engagement | Buyback calls/fights/pushing |
Teamfight Position Analysis#
| Position | Placement | Duty |
|---|---|---|
| Frontline tank | Frontmost | Absorb damage — initiate control |
| Mid-row cores | Middle | Deal damage — dive the backline |
| Backline supports | Rearmost | Protect cores — cast skills |
| Flank | Sides | Dive the backline — disrupt formations |
Vision Timetable#
| Time | Ward Count | Priority Spots |
|---|---|---|
| 0-10 minutes | 4-6 | Mid + safe lane |
| 20-30 minutes | 8-12 | All key positions |
Map FAQ#
| Question | Answer |
|---|---|
| How to choose lanes? | Pick safe/off lane by hero characteristics |
| How to push? | Push towers after winning teamfights |
| How to attack the high ground? | Vision advantage + chip damage + wait for openings |
| How to use smokes? | Whole team sneaks close — catch enemies off guard |
Common Map Myths#
| Myth | Truth |
|---|---|
| Defending one lane only | Full-map control is required |
| Wards are unnecessary | Vision is the key to winning |
| Pushing doesn’t matter | Pushing is the main objective |
| Teamfights matter most | Pushing matters more than kills |
Map FAQ#
| Question | Answer |
|---|---|
| How to choose lanes? | Pick safe/off lane by hero characteristics |
| How to push? | Push towers after winning teamfights |
| How to attack the high ground? | Vision advantage + chip damage + wait for openings |