Every Midlaner in Dota 2 Explained - Part 2

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Take note that the Mid Lane pool is actually pretty big. In fact, a lot of the heroes that I talk about in the Offlaner series are perfectly viable as Midlaners, but I won’t cover them at all here because they usually don’t have any substantial gameplay difference worth mentioning, and I just really don’t want to repeat myself.

This includes:
Batrider
Brewmaster
Broodmother
Death Prophet
Dragon Knight
Kunkka
Magnus
Necrophos
Pangolier
Pudge
Razor
Tiny
Timbersaw
Viper
Visage
Windranger

Timestamps:
00:00 - Outworld Destroyer
03:32 - Puck
05:53 - Queen of Pain
08:18 - Shadow Fiend
10:30 - Snapfire
10:45 - Sniper
13:05 - Storm Spirit
15:23 - Templar Assassin
18:15 - Tinker
20:08 - Void Spirit
21:48 - Zeus
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Hey guys! Take note that these are just your typical picks in pubs and just who you'd normally face in the midlane. These can vary depending on elo and region, and some picks that I may not have mentioned in this part or in the last part are perfectly viable midlaners if played well.

Also, take note that I may have covered certain heroes as offlaners and I just don't want to repeat myself.

Check out the offlaners videos if you haven't already:

And the supports too:

Carries (and the end of the Dota half of this project with them) are on their way so I hope you guys are excited for them!

Acexron
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i want pudge in every video and im NOT kidding

LILLIASNIFFER
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Some extra Storm Spirit tips from a Storm main:

1. The pull remnant combo in lane is actually W -> walk forward -> auto -> q -> auto. This is because even with static slide, just standing in place means that your remnant can trigger on a nearer enemy creep before it even hits your target. The logic here is that the pull is only to give you an overload proc that slows, and that subsequent slow is what allows you to hit your next remnant + overload. You can also decide to pull -> walk forward -> auto -> auto -> remnant while auto is midair. This way you make use of getting a surprise overload proc and stack its damage instantly with your remnant, which is a good way to surprise enemy midlaners who are trying to hold out on using fairie fire / stick to survive, or on ekeing out the littlest amount of health by squeezing in a clutch salve/bottle charge in between the damage instances.

2. When assassinating someone in the sidelane/jungle or jumping a backliner in a teamfight, AS LONG AS YOU DON'T NEED TO INSTANTLY STUN THEM, you can hold off on using your pull, especially if you have Orchid. The max damage combo is Zip (on top) -> silence during jump -> auto during jump and before it ends -> remnant while they're slowed -> zip auto -> pull as silence ends -> auto -> q -> auto.

3. You don't always have to do the max combo, as stated in the previous example. If you need to pull immediately, just do that. Usually, these will be heroes who have or built dispels, and so just zip on top and pull immediately. Then again, these guys should never be your targets until they use it.

4. Storm has a lot of mana issues, but storm also builds an insane amount of int, and should always have either an orchid or a witch blade. This means that in fights, most of your damage is just pure right clicking and doing the midair overload trick from afar. In fact, unless you're specifically jumping someone to burst them, you should be using your jump to kite away at around your max auto attack range. Your damage is not from ult, and you should almost never use it as such in fights. You can, however, probably jump in and remnant to secure kills. Even in teamfight situations where you're jumping the backline, it might be wiser to jump from behind them away from the enemy team instead of on top of them. This way, you give yourself time to react with another jump if they turn, and your pull literally pulls them away from everyone else instead of in place.

5. Alt click the numbers on the right side of your portrait to display your attack range at the start of the game.

6. If in a pinch, remember where you're facing (just like puck and qop) and remember that ZIPPING THROUGH is the fastest way out, since zipping in any other direction requires Storm to turn first. He does have a fast turn rate though, and so if you watch a lot of Sumail and Abed clips, you'd probably see them zipping to side but angled a bit to the front, or to the side instead of backwards.

king_kunta_
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Ahhh Outsource Developer, my beloved. Outdoor Dining, my favorite hero. Obscure Demonstration is the Butterfield Cucumber of dota 2


Edit:that snapfire section lmao

Monte_Carlo
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I knew you wouldnt be able to resist on the Puck segment

Helyx
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Always nice to see my main girl Qop featured, honestly an underrated hero that can cause absolutely havoc if played well

ElderWrath
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I realized there are people watching this video who don't know what a Fus Roh Dah is

Gustavo-uibi
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Some extra trivia:
1. OD's Scepter upgrade can be completely negated by anything that applies break, because it is tied to Essence Flux. As long as his passives are disabled, he will not benefit from the shield. Keep that in mind if you're having trouble.
2. To clarify, Void Spirit's innate does NOT give a passive 25% all stats increase. It only increases secondary bonuses, which include health regen (strength), armor (agility), mana regen and magic resistance (intelligence). Health, attack speed and mana are considered primary bonuses of each respective attribute and remain unchanged.

Undead
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For anyone looking to pick up QoP, I recommend trying out the aghs build. It's reliably useful, and forces you to play on the outskirts of fights, whittling down foes, more, which in turn will help you improve on QoP. I always liked playing QoP, but going the old orchid build that required you to snowball hard made me a bit too yolo on the hero, and I was honestly pretty bad at her. Since picking up the aghs build I've improved a lot, and now feel like I can pick her more without potentially griefing my team. Also, my personal favorite iteration of the build is octarine into aghs. It's horribly greedy, but is just so much fun once it comes online.

Also I wouldn't say Zeus is necessarily bad late (unless you are into unwavering condition, but that's a rare scenario). Usually as the game goes late bkb durations fall off, meanwhile the power of global abilities, and how they let you play the map, goes up. Also access to more survivability items makes zeus a nightmare to kill, and of course the classic aghs refresher combo gives you some mean burst damage you can use to explode some hapless fool a teammate gets the jump on (or even one you get the jump on in some cases if they blindly wander into W range).

HeavensBane
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I’m from league and try to learn dota 2, your series is really helpful

phatinh
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Damn I'm way too early huh, nevertheless it's always a treat to watch these, despite me not playing dota 2 and only every played WoW.

jhonbenedicterese
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ah snapfire, the bane of all turbo games

Venomous-ex
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12:30 No comment there. I take the shrapnel cool reduction too. +50 range wouldn't make you beyond the enemy's reach but -30s cooldown allows more intel gathering. For a hero that is super squishy that is dead the moment enemy heroes are on top of you, you would want to know the situation ahead before moving anywhere.

Weigazod
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darling wake up its time to watch a acex2ron hero guide even tho you know all hero inside out

pockymatcha
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Please make the Pos 1 video asap. Really like how you explain each heroes with memes. xD

air_wlf
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Well at least this video was accurate for 1 day before the patch dropped

marvcollins
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Imagine Tinker in LoL, he would break league for sure

kentedward
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Just wanted to say you're one of my favorite content creators, I'm using your vids to convert my league friends

pooply
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Bro didn't even give snapfire a chance

thihamyat
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Kinda enjoyed especially my favourite obsidian devourer

renecart
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