• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:50
CET 23:50
KST 07:50
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down20ISSL (IntoTheTV x SOOP SC2 League): Premier6Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League92
StarCraft 2
General
No more SC2 streamers on team liquid? Weekly Cups (October 19-25): Clem triples first in 5.0.17 How do you feel about the mass reverts in the 5.0.17 PTR? Evil Geniuses - shutting down REPORT: StarCraft 2: Remastered In Development
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL 2026 Offline Finals LCQ Sign-Ups Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
Bot on ladder SCHNAIL now supports Remastered Rollback Netcode in Brood War BW General Discussion [Megathread] Daily Funny Videos
Tourneys
[Megathread] Daily Proleagues [Women's StarCraft] MonstarZ vs BA 2026-10-30 Star Con San Diego 2026 Small VOD Thread 2.0
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes? General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread R I P Patrick Stewart European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9276 users

Simple Questions, Simple Answers - Page 295

Forum Index > Dota 2 Strategy
Post a Reply
Prev 1 293 294 295 296 297 1254 Next
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
January 09 2013 17:26 GMT
#5881
On January 09 2013 15:03 theaxis12 wrote:
Show nested quote +
On January 09 2013 13:37 TheYango wrote:
On January 09 2013 13:31 theaxis12 wrote:
I feel that the denial of xp and gold from the creeps killing your wave is the most important part of pulling because their carry needs farm, and as a support you can get buy without it. Whenever I have a stack that mauls the creeps I just keep pulling until they die without auto attacking except for the last hits. I love it when a stack can eat 3 waves of creeps or more, but be careful because your opponents are almost forced to fight you for the creeps at that point (which is also really good because that is just about as far from their tower as they can get).

The thing is, if you manage your pulls properly, it should never be either-or whether it kills the creep wave or you kill the stack. If you manage the camp's HP and the creep wave's HP properly you can always have them just about kill each other off at the same time.

Never killing the neutrals and always having the creep wave die is also inefficient because the neutrals never respawn. The most efficient way is to have the two die more or less at the same time, which is definitely doable.

I definately see your point, and I guess I just need to work on my pulling skills because I almost never have them kill each other. XD
This reminds me of a question I had about how to go about doing multi camp pulls because I always seem to time the second pull wrong. Are there any tips or tricks to chaining your pull from camp to camp?


The best thing you can have is the neutrals respawn while you are denying your own creeps with nothing inside the neutral spawn box xD some luck involved but is doable on some type of creeps, tips is your aggro timing and killing those ranged little satyr at the right timing etc.

The trick in chain pulling is dont be greedy on last hitting the last two neutrals (just let them go bro~), stay in the exp range of the dying neutrals but in position to aggro the next creep camp, go aggro when your last creep is at around 60% hp, for smaller creeps you may even need to aggro before the second last neutral die (like the orange/blue trolls).
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
TheYango
Profile Joined September 2008
United States47024 Posts
January 09 2013 17:48 GMT
#5882
The timing is also slightly different depending on which camps you're pulling from/to based on the distance.

Personally I think the Sentinel double pull is easier, but this could just be because I'm used to it.
Moderator
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
January 09 2013 17:50 GMT
#5883
The Sentinel double pull seems a bit easier to me too, because you have to pull the neutrals a shorter distance
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
MSGHero
Profile Joined December 2012
United States147 Posts
January 10 2013 02:00 GMT
#5884
On January 09 2013 23:51 Qbek wrote:
For KOTL it's 100 per second of charge. For WR it's proportional to channel time, from 0 to max damage , each 0.01 sec of charge is 1% damage I THINK

Powershot damage maxes out at 60% charge time = .6 sec
ahswtini
Profile Blog Joined June 2008
Northern Ireland22213 Posts
January 10 2013 03:16 GMT
#5885
On January 10 2013 11:00 MSGHero wrote:
Show nested quote +
On January 09 2013 23:51 Qbek wrote:
For KOTL it's 100 per second of charge. For WR it's proportional to channel time, from 0 to max damage , each 0.01 sec of charge is 1% damage I THINK

Powershot damage maxes out at 60% charge time = .6 sec

I think that's because there is a .4s cast time that is also counted?
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
MSGHero
Profile Joined December 2012
United States147 Posts
January 10 2013 03:23 GMT
#5886
On January 10 2013 12:16 ahswtini wrote:
Show nested quote +
On January 10 2013 11:00 MSGHero wrote:
On January 09 2013 23:51 Qbek wrote:
For KOTL it's 100 per second of charge. For WR it's proportional to channel time, from 0 to max damage , each 0.01 sec of charge is 1% damage I THINK

Powershot damage maxes out at 60% charge time = .6 sec

I think that's because there is a .4s cast time that is also counted?


It was in the most recent dota2 mythbusters. If you cancel it when it's 60% charged, it does full damage.

Ever since my first game of cm, I've been having trouble playing the other modes. I expect a courier and wards. If there are no wards on the map, I play like crap. It affects me psychologically to the point where I can't even get last hits. If there's no courier, I don't even know what to do, especially if I'm mid. Aside from playing support or buying your own set of wards and losing exp by placing them, how do you guys deal with the lack of organization in all pick and other modes?
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
January 10 2013 05:10 GMT
#5887
If your allies are bad enough to not get wards or courier then your enemies should be bad enough that you can still succeed as your team's mid hero or carry if you just buy them yourself. Just focus on individual improvement until you get your mmr to the point where everyone understands their role and the supports get wards and courier.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
MSGHero
Profile Joined December 2012
United States147 Posts
January 10 2013 05:19 GMT
#5888
They understand that we need wards: they don't buy any. It's not so much that I'm at a low mmr (I don't think I am ~800 games), the guy who supports is just a dick, or everyone randoms after I buy my items and no one gets wards.
akatama
Profile Blog Joined July 2010
Romania982 Posts
January 10 2013 06:41 GMT
#5889
Ok, how the heck are you supposed to play Bfury carries? Getting a fast Bfury is not a problem, i can usually get it 13 - 16 mins in (varies with how many towers are down) if I have a decent support on lane, but after that I just can't seem to find the space to farm properly. My usual farm pattern post Bfury is:

-> enemies don't push => push lane -> jump to jungle -> back to lane;
-> enemies push => split push like a mad man since I feel I'm useless before I get up at least 1-2 more big items.

The issue is that somehow I lose momentum at some point due to a gank (lack of vision/smoke + somewhat greedy play) while farming my second big item, and the team does not seem to handle 4v5 situations after 20 mins in the game.

I would love some input please.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-01-10 06:52:25
January 10 2013 06:50 GMT
#5890
On January 10 2013 15:41 akatama wrote:
Ok, how the heck are you supposed to play Bfury carries? Getting a fast Bfury is not a problem, i can usually get it 13 - 16 mins in (varies with how many towers are down) if I have a decent support on lane, but after that I just can't seem to find the space to farm properly. My usual farm pattern post Bfury is:

-> enemies don't push => push lane -> jump to jungle -> back to lane;
-> enemies push => split push like a mad man since I feel I'm useless before I get up at least 1-2 more big items.

The issue is that somehow I lose momentum at some point due to a gank (lack of vision/smoke + somewhat greedy play) while farming my second big item, and the team does not seem to handle 4v5 situations after 20 mins in the game.

I would love some input please.

The biggest part that people screw up on Battle Fury carries is recognizing fights that they can actually TP to and win.

You can't choose to ditch your team on principle. While a lot of the time, pub teams get caught, it's just as often that the other team will get antsy from your split-push and initiate sloppily. While it is true that you are poor at defending pushes and are not that useful in the opening part of a teamfight, you still actually do a lot of damage, and once the initial round of spells have been blown, you often have a lot of room to start doing damage and cleaning up kills.

You have to be able to judge which fights to go to, and which ones you can't. It's not good enough to ditch your team on principle. Especially since playing that way makes you fed, but your team gets poorer and poorer, meaning you getting caught once means your team has no way back because no one else is farmed enough to bring the game back if you lose your momentum.
Moderator
akatama
Profile Blog Joined July 2010
Romania982 Posts
January 10 2013 07:08 GMT
#5891
I have no issue coming to a fight after the initiation and after the first round of AoE spells has been thrown. If I come before that the enemy team either disengages (if they haven't initiated yet) or get slaughtered by nukes due to my low health pool (if I go in before the first round of AoE).

The problem is that the team often gets wiped during that initial round and by coming in I do nothing but stop any possible trades and maybe even give away a kill.

Maybe I should be looking at more raw stats in my skill build, but strangely enough I don't feel comfortable going for a stat heavy build. It feels safer to just get another hero that peaks earlier (at the cost of late game power) and compensate for that with a doom push to get a gold advantage on the supports (since you won't be able to outfarm the split-pushing Bfury carry in any way shape or form).

Ill try to post some replays the next time I play such a hero if I do, maybe some advice on actual games would help more.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-01-10 08:06:58
January 10 2013 08:06 GMT
#5892
On January 10 2013 16:08 akatama wrote:
The problem is that the team often gets wiped during that initial round and by coming in I do nothing but stop any possible trades and maybe even give away a kill.

If this is the case, then what I said is true. The rest of your team is already so far behind that you dying once is essentially tantamount to losing the game.
Moderator
WladimirUN
Profile Joined February 2005
Germany67 Posts
January 10 2013 08:33 GMT
#5893
some more questions by me:
1. does reflect dmg (blade mail or nyx skill) go through bkb?
2. does stun/silence stop spells like batriders rope thing?
3. why is undying baned in almost every competitive game in the first ban phase?

thanks a lot
FetTerBender
Profile Blog Joined September 2010
Germany1393 Posts
January 10 2013 09:19 GMT
#5894
On January 10 2013 17:33 WladimirUN wrote:
some more questions by me:
1. does reflect dmg (blade mail or nyx skill) go through bkb?
2. does stun/silence stop spells like batriders rope thing?
3. why is undying baned in almost every competitive game in the first ban phase?

thanks a lot


1. Nope, when BKB is active you wont get damaged.
2. It doesnt stop the spells, once cast they are active. It stops channeling spells however, like enigmas ulti.
3. Undying has a massive slow & damage potential due to his skills, he can heal and gank very good, and when used by a pro player, is nasty to counter.
There's a fine line between bravery and stupidity.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
January 10 2013 11:38 GMT
#5895
On January 10 2013 16:08 akatama wrote:
I have no issue coming to a fight after the initiation and after the first round of AoE spells has been thrown. If I come before that the enemy team either disengages (if they haven't initiated yet) or get slaughtered by nukes due to my low health pool (if I go in before the first round of AoE).

The problem is that the team often gets wiped during that initial round and by coming in I do nothing but stop any possible trades and maybe even give away a kill.

Maybe I should be looking at more raw stats in my skill build, but strangely enough I don't feel comfortable going for a stat heavy build. It feels safer to just get another hero that peaks earlier (at the cost of late game power) and compensate for that with a doom push to get a gold advantage on the supports (since you won't be able to outfarm the split-pushing Bfury carry in any way shape or form).

Ill try to post some replays the next time I play such a hero if I do, maybe some advice on actual games would help more.


You know your stuffs there and is good that you have some rough idea what should you look at in future so keep doing some trial and errors until you find what hero/playstyle suits your better.

The other thing is communication with your team. Tell your team not to fight at X tower or go gank as 4 or just def until you get items etc. Make sure they know that you cant be with them 24/7 (because you need to farm) and they need to fight wisely by considering if you would arrive in time to help. Playing a carry is basically about being the 'big bro' in the team, you win game regardless how shitty the team does but in higher level game you cant win without teamwork.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
taldarimAltar
Profile Blog Joined April 2011
973 Posts
January 10 2013 11:57 GMT
#5896
How as a team do we ensure that our carry has a free lane to farm in the mid to late game. I saw several gleague matches where this occurred I think around the 15 to 30 min mark maybe earlier. Do we threaten to gank and push? Why doesn't the opposing team go and kill the free farming carry?
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
January 10 2013 12:37 GMT
#5897
On January 10 2013 17:33 WladimirUN wrote:
some more questions by me:
1. does reflect dmg (blade mail or nyx skill) go through bkb?
2. does stun/silence stop spells like batriders rope thing?
3. why is undying baned in almost every competitive game in the first ban phase?

thanks a lot

Undying is very good in offensive trilane due to his tombstone and decay. Aka tanky hero capable of early towerdiving and punching your weak nuts (due to decay)
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
akatama
Profile Blog Joined July 2010
Romania982 Posts
January 10 2013 12:44 GMT
#5898
On January 10 2013 20:57 taldarimAltar wrote:
How as a team do we ensure that our carry has a free lane to farm in the mid to late game. I saw several gleague matches where this occurred I think around the 15 to 30 min mark maybe earlier. Do we threaten to gank and push? Why doesn't the opposing team go and kill the free farming carry?


Threatening with trades is the best thing to do. Make them choose between chasing/killing your carry and protecting their own carry/towers. Always remember if they do kill your carry they should have to blow some big spells in order to secure the kill, so if you take the trade (again, it doesn't matter if it's towers or enemy carry) and then TP back chances are you will be able to catch some stragglers.

Still it is only a part of the full story. In the end it depends on team composition and how well each side scales into the lategame. Obviously the team with the better lategame composition will win if the game drags on. Note that it is not only about who has the hardest carry, but team synergy should also be considered.

A farmed up Void is scary not only because he is hard to kill and deals damage, but a great Chrono can turn a fight gone bad to a 5-to-nothing engagement. The team with such composition is better off being in a more defensive position (hold towers).

On the other hand AM is a weaker late-game carry on his own and does not have any interesting team synergy (maybe with Naix if we talk about them in a vacuum, but that is not the point). His greatest strength comes from his ability to quickly farm after he gets his Bfury up. If you are up against him I would consider slowing down his farm rate to be more important, since his niche role is to get a huge gold lead and then simply push with the team to end it before the other team catches up.

In the end the whole game revolves around trades. You trade farm (gold and xp) on heroes who do ok without it to those who scale much better with plenty. If you let the enemy get away with something without getting anything else in return you fall behind. There is no clear answer. That is why you sometimes get in these weird scenarios where both teams move around the map looking to catch the other team off-guard.
taldarimAltar
Profile Blog Joined April 2011
973 Posts
January 10 2013 17:58 GMT
#5899
Thanks for the answer.

Why do pros lane ward the safe lane?
TheYango
Profile Joined September 2008
United States47024 Posts
January 10 2013 18:01 GMT
#5900
On January 11 2013 02:58 taldarimAltar wrote:
Thanks for the answer.

Why do pros lane ward the safe lane?

In order to track the movement of the enemy off-laner and protect the safe lane from TP ganks.

The carry is going to be freezing the lane right in front of his tower, so unless you lane ward, you're not going to have vision of the enemy tower or the entrance to your jungle from the lane.
Moderator
Prev 1 293 294 295 296 297 1254 Next
Please log in or register to reply.
Live Events Refresh
OSC
07:00
Masters Cup #151: Group D
davetesta22
Liquipedia
The PiG Daily
05:30
Best Games of SC
herO vs Rogue
GuMiho vs ShoWTimE
Clem vs herO
PiGStarcraft317
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft317
Nina 86
EmSc Tv 23
StarCraft: Brood War
ProTech190
White-Ra 147
910 65
LancerX 15
Dota 2
syndereN377
PGG 204
LuMiX1
League of Legends
JimRising 739
Counter-Strike
Fnx 1262
Heroes of the Storm
Grubby3406
Other Games
summit1g7347
Liquid`RaSZi1829
FrodaN1499
shahzam470
XaKoH 256
ToD235
KnowMe194
Liquid`Hasu179
mouzStarbuck169
Maynarde48
JuggernautJason44
Trikslyr42
PPMD22
Organizations
StarCraft 2
WardiTV520
Other Games
ComeBackTV 308
gamesdonequick26
StarCraft 2
EmSc Tv 23
EmSc2Tv 23
Other Games
BasetradeTV10
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 84
• musti20045 36
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3867
• Jankos3794
• Scarra1483
Other Games
• imaqtpie422
Upcoming Events
Replay Cast
10m
CranKy Ducklings3
Sparkling Tuna Cup
11h 10m
WardiTV Invitational
13h 10m
Epic.LAN
14h 10m
IPSL
17h 10m
eOnzErG vs McRibbed
LancerX vs StRyKeR
AI Arena Tournament
18h 10m
OSC
1d 15h
Yamato Cup
1d 16h
IPSL
1d 18h
Artosis vs RiceHat
Kyrie vs Sony
Map Test Tournament
2 days
[ Show More ]
WardiTV Weekly
2 days
Ultimate Battle
2 days
Rush vs BeSt
Replay Cast
3 days
Rogue vs Classic
Patches Events
3 days
PiGosaur Cup
4 days
Kung Fu Cup
4 days
The PondCast
5 days
KCM Race Survival
5 days
Liquipedia Results

Completed

Proleague 2026-10-28
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
Proleague 2026-10-30
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.