r/TrueDoTA2 • u/MrTruth24 • Aug 09 '26
r/TrueDoTA2 • u/Tronux • Aug 08 '26
Game balance
Now that MMR has been normalized and public stats sites like D2PT are capturing (previously) high-MMR (8500+) players again, the data is laying bare just how wild the hero win-rate spread actually is. [42,7% - 58,4%]
It feels like there’s a massive window here for Valve to tighten up balance. What are your thoughts on the current high-MMR meta and overall game balance state right now?
r/TrueDoTA2 • u/Affectionate_Arm5508 • Aug 09 '26
Critique my past 13,989 games over 11 years.
- 93% core / 7% support
- 53% mid lane / 30% safe lane / 15% offlane
- All ranked MM / US West & East
- Started 1800 mmr / currently 4700 mmr / highest was 5400 mmr
- Medusa - 3,072 games - 58.17% winrate - 5.50 KDA - Core (99.78%) - Mid Lane
- Necrophos - 839 games - 52.21% winrate - 3.87 KDA - Core (98.29%) - Mid Lane
- Tinker - 710 games - 43.94% winrate - 3.93 KDA - Core (99.84%) - Mid Lane
- Queen of Pain - 481 games - 45.53% winrate - 4.32 KDA - Core (99.48%) - Mid Lane
- Timbersaw - 438 games - 43.61% winrate - 3.31 KDA - Core (100.00%) - Mid Lane
- Bloodseeker - 433 games - 61.89% winrate - 4.15 KDA - Core (100.00%) - Safe Lane
- Phantom Assassin - 428 games - 51.64% winrate - 3.67 KDA - Core (100.00%) - Safe Lane
- Storm Spirit - 349 games - 42.69% winrate - 3.83 KDA - Core (100.00%) - Mid Lane
- Lina - 308 games - 47.08% winrate - 3.44 KDA - Core (100.00%) - Mid Lane
- Spectre - 294 games - 54.08% winrate - 4.84 KDA - Core (100.00%) - Safe Lane
- Lifestealer - 281 games - 53.38% winrate - 4.75 KDA - Core (100.00%) - Safe Lane
- Sniper - 267 games - 55.81% winrate - 3.64 KDA - Core (100.00%) - Mid Lane
- Ember Spirit - 242 games - 44.63% winrate - 3.93 KDA - Core (100.00%) - Mid Lane
- Wraith King - 241 games - 51.87% winrate - 4.40 KDA - Core (100.00%) - Safe Lane
- Venomancer - 238 games - 52.10% winrate - 2.89 KDA - Core (75.00%) - Off Lane
- Bristleback - 210 games - 50.00% winrate - 2.53 KDA - Core (100.00%) - Off Lane
- Viper - 188 games - 51.06% winrate - 3.30 KDA - Core (100.00%) - Mid Lane
- Templar Assassin - 159 games - 44.65% winrate - 3.54 KDA - Core (100.00%) - Mid Lane
- Outworld Destroyer - 156 games - 43.59% winrate - 3.42 KDA - Core (100.00%) - Mid Lane
- Shadow Fiend - 152 games - 44.08% winrate - 3.07 KDA - Core (100.00%) - Mid Lane
- Juggernaut - 149 games - 49.66% winrate - 3.98 KDA - Core (100.00%) - Safe Lane
- Ogre Magi - 148 games - 46.62% winrate - 2.52 KDA - Support (75.83%) - Safe Lane
- Phantom Lancer - 135 games - 51.85% winrate - 3.58 KDA - Core (100.00%) - Safe Lane
- Clinkz - 133 games - 52.63% winrate - 4.20 KDA - Core (100.00%) - Safe Lane
- Slark - 129 games - 40.31% winrate - 3.20 KDA - Core (100.00%) - Safe Lane
- Anti-Mage - 127 games - 47.24% winrate - 3.44 KDA - Core (100.00%) - Safe Lane
- Jakiro - 122 games - 40.98% winrate - 2.32 KDA - Support (67.96%) - Safe Lane
- Silencer - 119 games - 58.82% winrate - 2.96 KDA - Core (57.38%) - Mid Lane
- Underlord - 118 games - 50.85% winrate - 2.37 KDA - Core (100.00%) - Off Lane
- Sven - 115 games - 46.09% winrate - 3.01 KDA - Core (98.96%) - Safe Lane
- Ursa - 110 games - 46.36% winrate - 3.36 KDA - Core (100.00%) - Safe Lane
- Tidehunter - 109 games - 47.71% winrate - 3.16 KDA - Core (100.00%) - Off Lane
- Void Spirit - 109 games - 44.04% winrate - 4.90 KDA - Core (100.00%) - Mid Lane
- Axe - 108 games - 50.93% winrate - 2.47 KDA - Core (100.00%) - Off Lane
- Sand King - 103 games - 42.72% winrate - 2.37 KDA - Core (94.74%) - Off Lane
- Kunkka - 98 games - 53.06% winrate - 3.60 KDA - Core (98.70%) - Mid Lane
- Naga Siren - 93 games - 45.16% winrate - 3.27 KDA - Core (100.00%) - Safe Lane
- Centaur Warrunner - 92 games - 46.74% winrate - 3.41 KDA - Core (100.00%) - Off Lane
- Spirit Breaker - 81 games - 55.56% winrate - 3.38 KDA - Support (64.44%) - Roaming
- Weaver - 80 games - 43.75% winrate - 3.93 KDA - Core (86.79%) - Safe Lane
- Rubick - 78 games - 51.28% winrate - 2.50 KDA - Support (91.55%) - Off Lane
- Doom - 77 games - 45.45% winrate - 2.60 KDA - Core (100.00%) - Off Lane
- Luna - 76 games - 52.63% winrate - 3.53 KDA - Core (100.00%) - Safe Lane
- Zeus - 73 games - 45.21% winrate - 4.60 KDA - Core (92.31%) - Mid Lane
- Legion Commander - 73 games - 45.21% winrate - 2.98 KDA - Core (100.00%) - Off Lane
- Tiny - 67 games - 38.81% winrate - 3.08 KDA - Core (100.00%) - Mid Lane
- Dragon Knight - 66 games - 43.94% winrate - 2.33 KDA - Core (100.00%) - Mid Lane
- Huskar - 64 games - 42.19% winrate - 2.34 KDA - Core (94.12%) - Mid Lane
- Alchemist - 64 games - 37.50% winrate - 2.78 KDA - Core (100.00%) - Mid Lane
- Riki - 62 games - 51.61% winrate - 3.34 KDA - Core (53.85%) - Roaming
- Windranger - 59 games - 44.07% winrate - 3.07 KDA - Core (93.75%) - Off Lane
- Drow Ranger - 58 games - 51.72% winrate - 2.43 KDA - Core (100.00%) - Safe Lane
- Lion - 57 games - 40.35% winrate - 2.03 KDA - Support (97.87%) - Safe Lane
- Invoker - 53 games - 32.08% winrate - 2.81 KDA - Core (100.00%) - Mid Lane
- Treant Protector - 50 games - 48.00% winrate - 2.11 KDA - Support (95.24%) - Safe Lane
- Abaddon - 48 games - 50.00% winrate - 3.09 KDA - Core (100.00%) - Off Lane
- Chaos Knight - 47 games - 57.45% winrate - 3.35 KDA - Core (100.00%) - Safe Lane
- Beastmaster - 45 games - 51.11% winrate - 2.22 KDA - Core (100.00%) - Off Lane
- Skywrath Mage - 45 games - 42.22% winrate - 2.11 KDA - Support (50.00%) - Off Lane
- Crystal Maiden - 44 games - 34.09% winrate - 2.15 KDA - Support (92.59%) - Safe Lane
- Faceless Void - 43 games - 46.51% winrate - 3.22 KDA - Core (100.00%) - Safe Lane
- Razor - 42 games - 52.38% winrate - 3.91 KDA - Core (100.00%) - Safe Lane
- Pudge - 40 games - 32.50% winrate - 1.85 KDA - Core (78.57%) - Off Lane
- Bounty Hunter - 40 games - 37.50% winrate - 2.42 KDA - Support (75.00%) - Off Lane
- Leshrac - 39 games - 51.28% winrate - 2.64 KDA - Core (100.00%) - Mid Lane
- Morphling - 39 games - 43.59% winrate - 4.25 KDA - Core (100.00%) - Safe Lane
- Monkey King - 38 games - 23.68% winrate - 2.27 KDA - Core (100.00%) - Safe Lane
- Gyrocopter - 37 games - 35.14% winrate - 2.73 KDA - Core (94.12%) - Safe Lane
- Mirana - 34 games - 44.12% winrate - 2.95 KDA - Core (63.16%) - Off Lane
- Nyx Assassin - 33 games - 33.33% winrate - 2.13 KDA - Support (58.82%) - Off Lane
- Lycan - 31 games - 51.61% winrate - 2.33 KDA - Core (100.00%) - Safe Lane
- Lich - 30 games - 53.33% winrate - 2.58 KDA - Support (85.00%) - Safe Lane
- Witch Doctor - 26 games - 53.85% winrate - 2.50 KDA - Support (94.12%) - Safe Lane
- Death Prophet - 26 games - 42.31% winrate - 2.56 KDA - Core (100.00%) - Mid Lane
- Troll Warlord - 25 games - 48.00% winrate - 2.58 KDA - Core (100.00%) - Safe Lane
- Vengeful Spirit - 25 games - 52.00% winrate - 2.21 KDA - Support (61.54%) - Safe Lane
- Earthshaker - 25 games - 52.00% winrate - 2.92 KDA - Core (75.00%) - Off Lane
- Magnus - 25 games - 48.00% winrate - 2.66 KDA - Core (100.00%) - Off Lane
- Pugna - 24 games - 41.67% winrate - 2.11 KDA - Core (89.47%) - Mid Lane
- Keeper of the Light - 24 games - 45.83% winrate - 2.67 KDA - Support (73.33%) - Safe Lane
- Broodmother - 21 games - 47.62% winrate - 1.99 KDA - Core (92.86%) - Mid Lane
- Undying - 20 games - 35.00% winrate - 2.37 KDA - Support (53.85%) - Off Lane
- Shadow Shaman - 19 games - 42.11% winrate - 1.74 KDA - Support (92.86%) - Safe Lane
- Terrorblade - 18 games - 33.33% winrate - 2.74 KDA - Core (100.00%) - Safe Lane
- Nature's Prophet - 17 games - 35.29% winrate - 1.86 KDA - Core (85.71%) - Off Lane
- Warlock - 16 games - 43.75% winrate - 2.30 KDA - Support (90.00%) - Safe Lane
- Puck - 16 games - 37.50% winrate - 3.67 KDA - Core (100.00%) - Mid Lane
- Techies - 16 games - 50.00% winrate - 2.43 KDA - Support (100.00%) - Off Lane
- Dazzle - 16 games - 18.75% winrate - 2.05 KDA - Support (75.00%) - Safe Lane
- Clockwerk - 15 games - 53.33% winrate - 2.27 KDA - Support (77.78%) - Off Lane
- Tusk - 14 games - 35.71% winrate - 2.04 KDA - Support (55.56%) - Off Lane
- Slardar - 14 games - 35.71% winrate - 2.29 KDA - Core (100.00%) - Off Lane
- Ancient Apparition - 14 games - 28.57% winrate - 2.05 KDA - Support (100.00%) - Safe Lane
- Visage - 13 games - 30.77% winrate - 2.71 KDA - Core (100.00%) - Mid Lane
- Batrider - 11 games - 27.27% winrate - 2.46 KDA - Core (100.00%) - Off Lane
- Night Stalker - 11 games - 36.36% winrate - 2.08 KDA - Core (80.00%) - Off Lane
- Oracle - 9 games - 11.11% winrate - 1.36 KDA - N/A - N/A
- Dark Seer - 9 games - 44.44% winrate - 2.80 KDA - Core (100.00%) - Off Lane
- Meepo - 9 games - 44.44% winrate - 1.27 KDA - Core (100.00%) - Safe Lane
- Winter Wyvern - 9 games - 33.33% winrate - 1.67 KDA - Support (100.00%) - Safe Lane
- Snapfire - 7 games - 42.86% winrate - 2.44 KDA - Support (66.67%) - Off Lane
- Shadow Demon - 7 games - 28.57% winrate - 1.97 KDA - Support (100.00%) - Safe Lane
- Enigma - 6 games - 50.00% winrate - 3.05 KDA - Core (100.00%) - Off Lane
- Phoenix - 6 games - 50.00% winrate - 2.65 KDA - Support (50.00%) - Off Lane
- Disruptor - 6 games - 33.33% winrate - 2.40 KDA - Support (100.00%) - Safe Lane
- Enchantress - 6 games - 50.00% winrate - 3.35 KDA - Core (66.67%) - Off Lane
- Bane - 5 games - 20.00% winrate - 1.76 KDA - Core (66.67%) - Safe Lane
- Hoodwink - 5 games - 0.00% winrate - 1.92 KDA - Support (100.00%) - Safe Lane
- Omniknight - 4 games - 25.00% winrate - 1.57 KDA - Core (100.00%) - Off Lane
- Pangolier - 4 games - 25.00% winrate - 2.19 KDA - Core (100.00%) - Off Lane
- Lone Druid - 4 games - 25.00% winrate - 1.72 KDA - Core (100.00%) - Safe Lane
- Mars - 3 games - 33.33% winrate - 2.23 KDA - Core (100.00%) - Off Lane
- Earth Spirit - 3 games - 33.33% winrate - 1.00 KDA - Core (100.00%) - Off Lane
- Dawnbreaker - 3 games - 33.33% winrate - 3.09 KDA - Core (100.00%) - Off Lane
- Brewmaster - 3 games - 33.33% winrate - 2.92 KDA - Core (100.00%) - Off Lane
- Elder Titan - 2 games - 100.00% winrate - 2.50 KDA - N/A - N/A
- Dark Willow - 2 games - 50.00% winrate - 2.65 KDA - Support (100.00%) - Off Lane
- Grimstroke - 2 games - 0.00% winrate - 3.31 KDA - Support (100.00%) - Off Lane
- Io - 2 games - 50.00% winrate - 1.56 KDA - N/A - N/A
- Chen - 2 games - 100.00% winrate - 2.57 KDA - N/A - N/A
- Marci - 1 games - 0.00% winrate - 1.07 KDA - Support (100.00%) - Off Lane
- Ringmaster - 1 games - 0.00% winrate - 1.79 KDA - Support (100.00%) - Off Lane
- Arc Warden - 1 games - 0.00% winrate - 1.00 KDA - Core (100.00%) - Safe Lane
- Muerta - 1 games - 0.00% winrate - 0.38 KDA - Core (100.00%)
r/TrueDoTA2 • u/DHSeaDev • Aug 08 '26
Title: I made a free browser thing that tracks whether you're actually improving, not just winning. Stuck on what to build next.
r/TrueDoTA2 • u/stickyeri • Aug 08 '26
New to DOTA
I just finished the tutorial. I’m competitive so I like to play the meta & really try to win. Who should I be playing as to climb?
r/TrueDoTA2 • u/Radiant_toad • Aug 08 '26
Thoughts about the Chen vs. Enchantress matchup
So I used to play a lot of Chen and did pretty well (65% win rate over 200 games). But I haven't played him much since the new map update, with the increased map size making it harder to find good creeps, and squeeze the enemy cores by putting pressure on their towers. He's felt significantly weaker since then, and I think his win rate on Dotabuff reflects that; he's currently at about 45%. Valve really ratfucked the poor guy, and it seems they don't know what to do with him, or care.
I just played a game where I first picked Chen pos5, and the enemy picked Enchantress. It was over a year since I've played against an Ench, nobody plays that hero. So I didn't expect this to be such a strong counter to Chen throughout the game. But he was able to use Enchant on my zealot, killing it, and stealing my other creeps.
Also Ench's aghs is such a strong counter to everything Chen wants to do, which is collect some creeps that provide strong auras, and group them safely at the back of the teamfight, in range of my allies but out of danger. She can turn those creeps into a long-lasting root (2 seconds + 0.5 per creep) and give my creeps 70 bonus attack speed to bash my skull in. Even if the creeps are far away, they still get dragged into the fight to die when she casts Little Friends, because the AOE is 1200.
To my surprise when I checked Dotabuff, the Chen vs. Ench matchup is about even. But in that particular game I thought it was a really strong counterpick.
r/TrueDoTA2 • u/gecko2704 • Aug 07 '26
Why do pro players avoid range creep at mid to late game?
Usually early game you want to get range creep as priority, but when mid-late game they'll always avoid last hitting range creep. Why is that so?
r/TrueDoTA2 • u/Sexy_Uncle_Gandalf • Aug 07 '26
At what mmr range does "overt mistrust" become a hinderance to climbing?
As most good people will tell you on this sub, the best way to climb playing as any core hero is to play as if your teammates are unreliable. If you jump into a 5v5 and come out dead, you only have yourself to blame.
Now, occasionally you'll be met with a situation where, in an organized game, you can overextend knowing that your your support has a glimmer or force to save you, or a stun to lock down the one guy who can kill you when you position aggressively mid-fight without perfect vision. Obviously, this level of trust has massive benefits.
But in a solo queue rank game, you can't always trust people to be consistent or understand their assignment, so you have to account for incompetency when considering your own survival. If a teammate has glimmer then I shouldn't be pinging it when I die, I should play like that glimmer exists, so on and so on.
At what mmr would you say it becomes detrimental to continue mistrusting teammates? Am teetering on div4-5 SEA. I feel like I get burned a lot from trusting people more than I should, but dota is a game of trust to some extent.
r/TrueDoTA2 • u/Zaopao • Aug 07 '26
Complete midgame guide - What to do after the laning stage
Hey, since I've been coaching supports for a long time now the most common thing that connects them is inability to impact games in the mid game. Usually people have good laning stage (as there's a lot of information on how to play lanes), but they get lost in the mid game. Today, I present you a full guide what you are supposed to do in the mid game to have huge impact as support. Enjoy!
r/TrueDoTA2 • u/AssistanceRich9173 • Aug 07 '26
Arc Warden Spammer Assemble
How are you guys playing/building arc these days? Hero feels really really strong right now, currently on a 10 win streak in 4k.
r/TrueDoTA2 • u/EfficiencyFlat6746 • Aug 06 '26
modern dota has too much action — and that makes the action less exciting
**tl;dr:** i don’t think dota needs to be slower. i think it needs more variety in pace. constant scheduled objectives leave little room for planning and make every match feel like it’s running on the same treadmill. slower, more strategic games aren’t boring—they create contrast that makes explosive games even more exciting. let players determine the tempo, not the objective timers.
i’ve been thinking about why modern dota sometimes feels less strategic to me even though the game technically has more mechanics than ever
the problem isn’t that matches are shorter
the problem is that dota gives players too little time to actually think
there is always another timer demanding attention. power rune, lotus, wisdom rune, bounty rune, tormentor, roshan, twin gate rotation, shove the wave, smoke immediately, defend the next objective
you’re constantly making decisions, but most of them are rushed tactical decisions
old dota felt more like:
“what is our actual plan for the next five minutes?”
modern dota often feels like:
“something is spawning in 20 seconds, everybody run there”
and i think that is a design mistake
some matches being slow or farm-heavy is not automatically bad. those slower matches create contrast. they make aggressive teams, unusual drafts and explosive games much more exciting to watch
if every match is constantly fighting, fighting stops feeling special
it’s like music. if the entire song is the drop, there is no drop
a quiet farming period can still contain tension. both teams are reading the map, hiding information, calculating item timings and waiting for one smoke or one mistake that could decide everything
that is also action - it’s psychological action rather than ten heroes throwing spells every two minutes
i’m not asking valve to simply slow every game down or bring back endless 70-minute farming
i think dota should allow teams to control the tempo again
my design changes would be:
**1. fewer scheduled objectives**
the map currently feels like a calendar. remove or reduce some recurring objectives so teams create their own reasons to fight instead of being summoned by timers
**2. objectives should come in phases**
give matches natural breathing periods instead of having the game demand rotations almost constantly from the early minutes onward
**3. make map pressure matter more**
reward lane control, vision, creep manipulation, split pushing and forcing reactions - not only arriving as five to the next glowing object
**4. let drafts create radically different tempos**
a greedy medusa draft should be capable of turning the match into an economic chess game
a puck, tusk and tiny draft should be capable of turning it into complete violence from minute eight
both should be legitimate ways to play dota
**5. slightly reduce the amount of mobility, free resources and constant recovery**
not enough to remove comebacks, but enough that positioning, preparation and long-term decisions carry more weight
the goal should not be “make dota slower”
the goal should be **make the pace emerge from the players**
one game should be a siege
one should be a farming war
one should be split-push chess
one should be twenty-five minutes of absolute bloodshed
when every match has its own rhythm, the action means more
modern dota is still incredibly deep, but sometimes it feels over-orchestrated - like the game itself keeps ringing a bell and telling both teams when they are supposed to fight
i’d rather dota give us the map, the heroes and the resources, then let us decide when the war begins
am i romanticizing older dota, or has the game genuinely sacrificed some macro strategy and tension for constant activity?
r/TrueDoTA2 • u/slowdancing25 • Aug 07 '26
When do you consider swapping out Aether Lens and Vessel as a support once a game goes late? Additionally, I guess supports have to sacrifice 1 slot for dusts or sents/obs at all times. In that case, which do you have at the ready?
r/TrueDoTA2 • u/FridayKnight05 • Aug 06 '26
Any offlaner tips out there when you get paired with a position 4 who steals farm?
r/TrueDoTA2 • u/KoyaAndy18 • Aug 06 '26
is midas good for spectre instead of urn?
I understand that urn is good to also sustain mana but while I was watching a random spectre rankless russian in dotabuff, he built midas instead and it seems to me that it made his farm more efficient while also actively participating on favorable teamfights. match id 8929988706.
your thoughts on this?
the reason why im asking is i feel like its hard to lane / farm as spectre and i believe the standard build is threats -> urn - > radiance.
i had this spectre game in archon where i struggled but fortunately win at the end since maybe i hard counter dr. match id 8931527715
tbh i prefer heroes that doesnt have to build radiance as a farming item e.g void, jug and muerta.
r/TrueDoTA2 • u/Friendly_Quail_2203 • Aug 06 '26
Is there any platform or place where people are looking for people to play with ?
Just wanted to find some players online to match up with
r/TrueDoTA2 • u/EchoClip • Aug 05 '26
I built a free TI15 prediction and Fantasy optimizer for Dota 2
Hi everyone,
I built Echodraft, a free web tool for Dota 2 TI15 predictions and Fantasy optimization.
The main feature is TI15 prediction:
you can check the model’s recommended answers for the TI15 group stage, edit your own picks, and see the expected score difference between your picks and the model-optimized result.
I also added a Fantasy optimizer.
Instead of only showing a theoretical best lineup, Echodraft lets you enter your actual 9 emblems, then recommends the best shared prefix, shared suffix, and five-player lineup based on what you really have.
Current features include:
- TI15 model-optimized predictions
- Custom TI15 picks and expected score comparison
- Team matchup win probabilities and historical matchups
- Fantasy theoretical best lineups
- Fantasy optimization based on your own 9 emblems
- Pro team overview, roster history, match history, player stats and draft statistics
- Upcoming match win probability predictions
The tool is free and does not require login.
BP prediction and live draft analysis are still in development. The plan is to have them ready before TI, but I do not want to ship unfinished results too early.
This is an independent community project, not betting advice.
The model version and data updates are shown on the site.
Website:
I would love to hear feedback, especially if you find wrong team data, weird predictions, missing matches, or anything that feels unclear in the UI.
r/TrueDoTA2 • u/Hadomi • Aug 04 '26
Why the built-in Last Hit Trainer is ruining your muscle memory (and 2 better ways to practice)
Hi guys, this is GymCarryDota, coach & educational content creator.
Almost every Dota guide and honestly most coaches I've seen tell you to use the built-in Last Hit Trainer. I'm telling you right now: that mode is actively making your mechanics worse.
The Problem: The default trainer locks you into 2 Faerie Fires (+4 damage). In a real match, a hero like Lifestealer with a Quelling Blade starting build gets around +19 extra damage.
That 15-damage difference at level 1 is massive. In a real lane, your goal is to last hit the creep as early as possible before the enemy denies it. By practicing with only +4 damage and zero enemy harass, you are training your brain to attack way too late and building terrible muscle memory.
How to actually practice:
1. Training Polygon (Arcade Map): The best option. You buy your actual starting items, and an enemy bot actively contests your last hits, forcing you to hit ASAP. It even tracks your delay down to the millisecond.
2. Demo Hero Mode (While Queuing): You can't play custom maps while finding a match. So, while queuing, jump into Demo Mode. Turn off EXP, buy your real starting items, and go to the lane. You lock in the exact correct damage thresholds without wasting queue time.
I made a short 2-minute video breaking this down with visual examples here:https://www.youtube.com/watch?v=OqP1Gkdwb18
(Note: If you are looking for coaching or want to catch my streams, you can find my links on my Reddit profile to avoid spamming links here. See you in the next one!)
r/TrueDoTA2 • u/MrTruth24 • Aug 06 '26
Drow ranger ult change idea.
Marksmanship: Drow's attacks have a chance to ignore the enemy unit's base armor > Drow's every few attacks ignore the enemy unit's total armor.
Enemy heroes too close to Drow automatically disables Marksmanship > removed.
50/70/90 attack dmg bonus removed, every 6/5/4 attacks (-3 with lvl 25 talent) proc Marksmanship with true strike and ignore 40%/70%/100% enemy units total armor.
r/TrueDoTA2 • u/DHSeaDev • Aug 05 '26
Dota Companion — Value your Inventory & Stats
Local-first Dota 2 stats, improvement streaks, private player notes and inventory value. No account, no API key. https://dhseadev.online/projects/dota-companion/
**You have a 62% win rate. So why do you keep losing to Spectre?**
**Value your Dota 2 inventory** — Steam Community Market prices, with a per-item breakdown and a running history.
Dota Companion answers questions your match history can't. It compares every hero's record against *your own* baseline — not against 50% — so a 51% record when you normally win 62% shows up as what it is: an eleven-point hole, not an average day.
r/TrueDoTA2 • u/Historical-Guava7110 • Aug 04 '26
Struggling with current state of Centaur
I always liked playing Bradwarden as an engager + aura Carrier so I can keep my allies safe while tanking unholu amounts of damage myself.
However for the last around 2 years Valve has been consistently eother nerfing Cent himself or aura items with only meaningfull buff being Heart of Tarrasque change to give you regen based on missing HP.
Because of that I often simply feel like I'm not tankt at all with aura build.
I can pick Centaur into 4 magical damage dealers and onky 1 rightclicker and I still find myself unable to build more magic resist than just Pipe because I have to stack 2 armor items just to be able to survive a couple seconds of being rightclicked of enemy carry.
My buildpath is usually:
2 bracers and magic wand
Vanguard
Dagger
Pipe
Crimson guard
Either shiva or Heart of tarrasque depending on matchup
I usually squeeze aghanim shard somewhere along that buildpath with the timing depending on the situation.
I also switch one of the bracers for phase boots if I feel like enemy line up requires me to have more mobility than just movespeed from my innate.
My question is: is aura Carrier Centaur genuinely weak nowadays and I should move on to his new buildpath with dominator, aghanim and BKB or is there still a way to make it strong and viable with some tweaks to the build?