Intro
Dota 2 is a scary game to newer players. They have to memorize skills, items, item builds, and almost everything. While it's true that almost all games need memorization of the mechanics, dota 2 is harder because of the 100+ heroes (400+ skills) AND items, and how to combine them. Well, with this, you just need to figure out the skill build, as almost every hero have a similar starting build, if not almost identical.
I'm not an expert in Dota 2, in fact i'm still a newbie. I feed constantly, sometimes i roflstomp in pub but those have only been 2 times. What i have, however, is theoretical knowledge i gained from reading articles and experimenting in the game. Regardless, i'll try to make this as good as possible.
Disclaimer
1. This is just theoretical analysis. In-game experience may (most likely will) vary.
2. This guide assumes a typical pub play, with its uniqueness and quirks.
3. This guide is very generalized, more so especially because this helps with using almost any hero (helpful for newbs).
4. Situational conditions need other considerations, and as such is not covered in this (generalized) guide, aside from some "typical situational", which is "general", in a sense.
Typical Starting Items
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Cost: 349 gold The philosophy behind starting items is that it gives you 3 components: 1. Regen, which is ![]() ![]() ![]() 2. Stats, which can be 1 (rare), 2 (sometimes), or 3 (preferred) ![]() ![]() ![]() ![]() ![]() ![]() 3. Utilities, which can be anything cheap while giving needed effects early game. This will be discussed below. You need all 3 components while maximizing your item slot usage. You can't go without regen or stats, as they are the important for survivability. Utilities you'll also need, to generally makes your life easier. Balancing the 3 parts is the key. |
Other items to buy
Now, you still have leftover gold (254 to be exact), so let's see at which utility items you can pick to fill in that slot:















Other items to (probably) buy
There's some more cheap items which you can buy with your remaining starting gold, but are more situational:
Additional




Additional


Other items to (probably not) buy
Some items are good in general situation. Some are good in situational condition. And then there are some which should not be bought from the start, since they don't provide much benefit.






Early-game items:
After you buy your starting items, you farm a little and buy these early-game items:



















Core and extension
Afterwards, proceed into mid-game and end-game. Make your core, sell your early-game to make core and extension, and win. Or lose, if you do.
There's not much to detail here, as the core items to every hero are different. Consult their respective guide to check the core items and extensions. This guide will only specify starting and early build, which is quite similar across heroes.
What if you random a hero?
If you randomed, then you'll get 250 gold more. With our typical build, that means you can fill in the empty slot with an item costing up to 504 gold. That's a very good advantage you have.
Important note: if you random, and no one else buys courier, then please get one! It's practically free, regardless of your role, and still fastens your core! (you still get 100 extra gold as a courier-buying carry)
Still assuming typical build, these are the items you can now buy:










Starting items you can buy if you random a hero, but shouldn't:












Starting Item Set
Random or not, here are some reliable typical builds that are easy to use and is flexible with any heroes' core.
Carry 1: Melee Aggressive
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Cost: 574 gold Recommended for str carries (since PMS won't give damage), hard carries (who extensively farm), or new carries (who can't lasthit properly yet). Works better with a support. |
Carry 2: Melee Defensive
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Cost: 599 gold Recommended for agi carries (who are more squishy early on and can gain damage from PMS), solo mid carries (works better against harassment), or junglers (switch the Salve for Tango to give place to rush ![]() |
Carry 3: Ranged
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Cost: 524 gold![]() ![]() ![]() |
Alternate Build 1: Urn Rush
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Cost: 596 gold If you want to make an ![]() |
Alternate Build 2: PMS Rush
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Cost: 596 gold An alternate build into ![]() Unfortunately, there are no builds using 2 ![]() ![]() |
Support 1: Courier
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Cost: 599 gold For supports who won't (or can't) ward, most likely position 4. |
Support 2: Wards
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Cost: 599 gold For supports who wards, most likely position 5. Leave one ![]() |
[random] Laning Build
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Cost: 799 gold Stats, regen, and early Boots is very strong. If you play carefully, you can even skip some early-game items and rush your core (other than ![]() |
[random] Jungling Build
[random] Tranquil Rush
[random] Bottle Rush
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Cost: 849 gold I'd like to imagine the Bottle as a combination of Salve, Clarity, and utility, so even if one slot is wasted, it's still good. If you need to go mid, grab this. |
Some sub-optimal starting items
Aside from the good example, there should be bad example. I'll try to give my reason why these builds are bad (or situational at best), but feel free to test them, if only to prove their suboptimality.
Boots Start
Basilius Start
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Cost: 590 gold First i stumbled on this when i was looking for ![]() ![]() ![]() |
QB Stout
Too Much Regen
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Cost: 589 gold As the name implies, too much regen. Buy a courier or Ward instead. Might work on very mana-heavy heroes, or heavy harassment, but usually it's due to bad play. |
Wand Start
Bottle Start
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Cost: 600 gold Please no. That's only as much regen as Salve and a couple of Clarities. Bottle crowing is also discouraged. No stats, you'll be lasthitting harder. |
HEADDRESS START LOL
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Cost: 603 gold (exactly your starting gold) *palmfaces* |
Other Tips
Enough with the starting item builds, we now move into tips on using item. These are mainly from my experience, which will be different than yours, but hopefully it can also be useful regardless.
With default control:
1. Put Tango in Slot 1 (shortcut Z) and Salve in Slot 2 (shortcut X). Put all passive items from slot 6 upwards since those shortcuts are the farthest from your WASD button.
2. After you finished building Wand, put it in Slot 3 (shortcut C) as an emergency button.
3. Boots are to always be placed in slot 1 replacing Tango. Slot 2 is for your main utility items (maybe BKB or Force Staff or Soul Ring or Mekansm, any item you think is the most important). If you have 2 or more, then you can also place Wand further into slot 4 to fit the second utility into Slot 3.
4. Every time you're dead, always check opponent's items whenever possible and report potentially dangerous items/heroes to your teammates. Often times you'll forget to do this when you're struggling to play your hero so you can miss something crucial.
5. Don't buy recipes first. The 2 exceptions are when building Wand (since you'll need both stick and recipe at the same time) or when you're almost dead (to use up your unreliable gold, potentially using it all up so none is wasted when you're dead).
Which boots?
There are 5 upgrade boots in the game, and you might face difficulties choosing one. Here's a helpful short tips to make your choice.







If you're still confused, then just answer these questions in order:
1. Are you a jungler/tank or are making Vlad? Get

2. Are you a support who needs mana for yourself or your lane partner? Get

3. Are you a ganker who chase off heroes? Get

4. Are you a carry who needs stats or don't need other boots? Get

5. Are you Tinker, or having excess money and already finished your core? Get

Conclusion
1. Good starting items need 3 components: regen, stats, and utilities.
2. Almost all heroes can use universal starting build. This will ease up newbies.
3. Almost all heroes build Boots (early game utility) and Wand (early game stats).
4. Randoming can ease up your early game farming, provided you know the randomed hero's skill build.
5. There are some suboptimal starting item builds.
6. There are tips to help item slot management, to ease up item usage.
7. There are 5 boots which can be used depending on the situation. 2 of them are common pick, though.
Credit
Thanks to Dr. D for his guide on formatting guide here.
Feedback
Some feedback have been included. I never see Ring + Stout start, and i don't know how to make one effecively (too expensive), so i excluded it. Anyone can help me?
For supports, items are not required. What is required is positioning and some survivability boosters. The logic of getting 4 branches is the same logic of getting more than 2 bracers as a support. It's cheap, but effective and fits what the hero needs.
As a general guide, this is actually fairly useful. However, this is dota, and so much situational things are to be considered.
1.
2. Sentry Wards are not always rejected. If you will face the likes of
3. Some item builds are legit for specific heroes, like tango basi for
4. I really think you're missing quite some possibilities regarding supports. For instance, it will be technically "ok" for a faceless void to get Gloves and branch first to rush midas so long as a support gets him a tango and salve. Anyway, a portion of your guide could use info about supports and their early game money's importance, as it and the ability to pass consumables between heroes actually affects the game to a degree.
^ I strongly agree with all of this.
I also think you should add the "Bottle Rush" starting items: 1 set of
Also, I just want to clarify that Tango Basilius IS viable on Broodmother at least (maybe on a few other heroes too, I don't know), though getting a stout shield and ring of protection is usually better for her, even though it decreases your base damage).
Lastly, I feel like you forgot to mention a Ring of Protection/Stout Shield opening at all, when it is actually pretty common aMing squishier heroes with spam ble nukes who need protection more than damage (like Broodmother, as I mentioned).
All in all, it's a really neat, well organized general guide with a really cool concept behind it. Keep up the good work, and next time I see this, I hope you will have expanded it. Thanks.
1.
2. Sentry Wards are not always rejected. If you will face the likes of
3. Some item builds are legit for specific heroes, like tango basi for
4. I really think you're missing quite some possibilities regarding supports. For instance, it will be technically "ok" for a faceless void to get Gloves and branch first to rush midas so long as a support gets him a tango and salve. Anyway, a portion of your guide could use info about supports and their early game money's importance, as it and the ability to pass consumables between heroes actually affects the game to a degree.