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First you have ta decide which lane you wish to go. Mid lane would be your best lane for Sniper trigger laning from Sniper all alone is very hard specially for melee heroes ( Bloodseeker is rather an exception) And Sniperdesire gold and levels to glow in mid and late match. But mid lane is not the only lane accessible for Sniperbut he's the most win rate on it. If there are other personalities on your group that do poorly on the side lanes like Shadow Fiend, then proceed to the safe lane. Laning as Sniper is easy, you have 650 attack array at level 2 and Shrapnel which allow you to zone and bully out the enemies in lane. Last strikes and denies are easy to get because of Sniper's almost instant attack projectile. That is 1 reason Sniper is advised for beginners. Farming is the top priority in early game, killing is not. So stay in your lane, farm and steer clear of fights unless you're are certain about getting a kill. Stay in your lane, keep some distance from the jungle edge and keep farming even when you hit level 6 and dismiss the desire to roam about and make your teammates to concentrate a bad enemy and Assassinate him. Maintain Ring of Aquila setting off to be able to prevents creep drive.
You are very vulnerable to ganks so ask your service (If you've got one!) To ward vital points to be able to deal with ganks.
Role Responsibilities in Five-Man Group Queue
Goal: To make high-stress team based activities more manageable by providing a simple accepted framework of what each player’s responsibilities are.
What's in a Role?
Roles are like jobs. Most of us have had one, and nobody likes doing somebody else's. The problem is, in DotA, unless something has been explicitly stated as our "job", most people will just pass the responsibility off to someone else instead. The mid and carry won't buy wards because it isn't their "job", and neither support will buy them because they each expect the other one to.
Who should this apply to?
This should be able to apply to each and every team, no matter what the composition is.
This helps alleviate arguments over what everyone else should be doing, and allows each player to better focus on their own role, while feeling secure that everyone else is as well.
We've all played with teammates that spend more time looking at their own teammate's inventories and flaming than actually playing the game. When you trust that everybody else is doing what they should be, focusing on your own job becomes much easier.
The Roles
Position OneSafelane Carry
Focus towers and objectives in fights
Focus on GPM
Do not get distracted by laning phase fights
Build damage items
Destroy the opposing tower
Out GPM the opposing carry
Position Two
Midlaner
Control tempo of the midgame by leading supports
Keep up on GPM
Cause chaos all over the map to make room for your carry
Always hold a TP scroll
Destroy the opposing tower
Control runes
Position Three
Offlaner
Initiate clashes during mid-late game
Disrupt opposing safelaner’s farm
Always hold onto a TP scroll
Farm enemy Jungle when possible
Keep up on GPM
Always carry detection against invisible heroes
Protect objectives
Destroy the opposing tower
Zone heroes off objectives
Position Four
Greedy Support
Initiate clashes when the offlaner can’t
Follow up on initiations/counter-initiations
Always carry TP
Always carry detection against invisible heroes
Maintain ward coverage
After winning a lane, rotate to go win another lane.
Gank mid
Secure runes
Position Four
Jungler
Gank the safe lane before the six minute mark
Initiate clashes when the offlaner can’t
Focus damage on objectives when the safelaner can’t
Follow up on initiations/counter-initiations
Always carry detection against invisible heroes
Maintain ward coverage
Position Five
Hard Support
Buy all wards/courier/flying/smoke
Always carry TP
Maintain ward coverage
Always hold onto detection against invisible heroes
Assist position four during the early game
Gank mid
Babysit the safe lane if needed
Secure runes
Try to stay alive at all costs
A friend forwarded me this, festive kojima, on a possible jungle strat for rubick on the radiant side, which suggests a 7 minute level 6 whist opening up a lane for exp in a lane and denying potential experience for the dire side. It also potentially provides a gold advantage for Rubick, especially compared to that of playing a hard support.
I'm interested to see how this actually works in practice of a game and will post results in a first 'battle report'