1. | Introduction |
2. | Index |
3. | Questions to ask yourself |
4. | Examples |
5. | Basic Considerations |
6. | Nuker |
7. | Slow |
8. | Hard Support |
9. | Disablers |
10. | Healers |
11. | Escapes |
12. | Pushers |
13. | Harassers |
14. | Late Game |
15. | AOE Damage |
16. | AOE Disable |
17. | Miscellaneous |
18. | Trilanes |
Quite often in both pubs and captain's mode you see players picking support heroes seemingly at random, rather than trying to get the maximum possible synergy for their team and lane partner.
While the amount of choice in DOTA can seem overwhelming at times, when you group up the heroes into categories, it can become a lot clearer what kind of abilities you're looking for. This guide will explore the options and help you understand when to pick particular heroes...
Please note, this guide is still WIP and will need some additions and refinements. I've also only included the most commonly chosen support heroes to try and keep the lists managable...please make any suggestions in the comments section!
This index allows you to quickly skip to the various hero types and see at a glance which heroes belong in the various categories:
Healers Warlock Dazzle Witch Doctor Treant Protector.......... Omniknight |
Windranger Puck Dark Seer Dazzle Omniknight................. |
Bane Shadow Shaman Lion Earthshaker . |
Once you've learnt a good range of support heroes, you start to have choices about which ones to pick for different situations. Here are some questions you can ask yourself to help guide you towards the right options.
Some issues with team composition can be sorted out ingame - for example a team that lacks disable can eventually buy a Scythe of Vyse to help fix that. It may be too late by that point, but it's possible.
Other issues are harder to solve and best avoided. Having a heavily farm dependent team will cause issues early-mid game as nobody wants to buy the necessary support items. Lack of team fight abilities can't be fixed by buying specific items - all you can try to do is brute force the fights or try to avoid them through ganks and split pushes.
Work through the most important questions first and it will quickly narrow down your options to a much more managable set of choices!
Crucial Questions:
Is the rest of your team very farm dependent?
+ Hard Support
Does your team have some good AOE damage or lack team fight?
+ AOE Disablers
Do the opposition have some potentially killer lane combinations, jungler or nasty gankers?
+ Escapes
+ Healers
I'll take you through some sample selections now to hopefully help illustrate how this all works:
Example 1:
The rest of your team have picked Pudge, Spirit Breaker, Queen of Pain and Faceless Void. This means that you're going to pick a safe lane support, and probably have to buy the courier and ward all game.
This means you need to pick from the hard support heroes list.
You're going to have a melee lane partner, so a ranged support would be preferable. He's not particularly aggressive early game, so you want to avoid pushers and you probably won't get a lot of early game kills unless your mid comes to gank.
Next up, the rest of your team is fairly ganky, with a hard carry, reasonable stuns and a good AOE disable. The big AOE disable is probably the most interesting feature, meaning any big AOE damage would help, and having a stun or slow available will help you setup for other team mates if the opportunity arises.
This leaves us with a choice between Witch Doctor, Jakiro and Lich.
The first consideration you have as a support hero is whether to pick a ranged or melee hero.
As a general rule, melee heroes offer you more damage and survivability, but also mean you're likely to take more harassment when trying to deny, and will struggle to return hits on enemy ranged heroes.
Ranged heroes generally don't hit as hard and have less armour. However, they can also dish out damage and denies more easily, and can generally position themselves better in the lane.
The main thing is to avoid having two melee heroes in the same lane (unless you have a very specific combo in mind) - this can make it very difficult for your carry to farm and you to deny = a lost lane.
Also be aware of having a short ranged hero with a melee against two ranged opponents - this can lead to similar problems.
Wherever possible, I've tried to keep the groups as tidy as possible to give you definite choices rather than covering too many shades of grey. There are a few heroes and abilities that do not sit comfortably in the other categories however:
Rubick - Jack of all Trades
A strong hero with a variety of abilities, he doesn't fit securely in any category due to his ultimate, Spell Steal - which allows him to use enemy abilities against them. Although this can work against a variety of heroes and in most situations, primarily he's picked to steal/counter big enemy team fight powers.
Omniknight/ Dazzle - Unusual team fight abilities
Their ultimates are both big team fight powers that don't fit in either of the big AOE categories. Both offer some degree of protection (partial or complete) to enemy right click attacks, while one also can weaken enemies armour. Essentially both are good against teams with strong right-clickers.
Chen/ Enchantress - Jungling Pushers
Both these heroes provide some degree of ganks and pushes from the jungle, occasionally providing wards and other utility equipment. They both require your team to have a hero who can solo, and tend to be picked for early pushes.
Trilanes are common in organised games, but much rarer in pubs. The idea is to setup a strong lane that guarantees farm for the carry, while also getting kills and starving the enemy heroes of anything.
Trilanes are always much more successful when they manage to get kills - this helps balance out the loss of levels that the heroes involved will suffer otherwise. Because of this, getting the right balance and combinations are key for a good trilane.
You generally want heroes who have good kill potential at level 1 - either full effect nuke/slows or nuke/stuns that can allow you to focus down and kill off an enemy hero. It's important to have this early on, as surprise is a key element in getting that first blood.
The lane carry is important - if they have early kill power (e.g. Kunkka or Chaos Knight) then your support heroes can get away with less. If they have little to no damage or stun outside of their right-click (e.g. Anti-Mage or Faceless Void), then your supports need to step in with more to ensure a kill. If your allies have unreliable slows or stuns, ensure you have a reliable stun to make sure they can hit.
Example 1:
Your team has randomed a Crystal Maiden and an Anti-Mage, and decided you will run a tri-lane to maximise their impact. You have a hard support and a hard carry, which means you ideally want a semi-support stacker/neutral farmer to go with them. CM already has a good early slow and stun, but AM will probably need a bit more help than that to bag the kill.
In this situation I'd look at Sand King, Earthshaker, Tidehunter, Lina or Leshrac - all have good nuke/stuns/slows, and can benefit from more farm. The exact choice would depend on what the rest of your team needs, enemy team, etc.
Example 2:
Your team has a Kunkka who will be the carry - you and a friend are looking at picking lane supports to go with him. His Torrent is a very effective level 1 spell, offering good damage and a slow, but is unreliable to hit with. At least one of his supports needs a reliable disable that is long enough to guarantee he can hit.
Common choices would include Shadow Demon, Ogre Magi, Lion and Crystal Maiden. Some strong slowers like Venomancer and Tidehunter could potentially do a job here too.
Any kind of additional slow or stun should be enough to get the kill, so you have plenty of choice on your 3rd hero pick.
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