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Jug & IO
As long as you draw them playing games is f-fine.
There's nothing wrong with the other skills, but I want to Concentrate your Focus on Bloodlust as this ability is very underestimated in pubs.
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Brew...!
Heroes that require numerous units haven't been very kind to the typical Dota participant. These are heroes with inherently high skill floors, compared to the"press R to win" heroes that generally dominate the very top of pub graphs. Brewmaster has been able to evade the curse of micro-intensive heroes, using a greater than 50% win rate across all ability mounts.
While we have seen aggressive teams select heroes which may be elastic in a heart or service role, there's been an evolution within this theory to even the most ordinary of offlaners. The two CompLexity Gaming and Team Secret have experimented using a 5 position Axe, in Addition to Brewmaster. CompLexity also dug Puck out of the dumpster and set it in the palms of Zfreek, their support player. Moving these traditional cores to support heroes also sidesteps the kind of attention opposing teams set on countering them. How much funds should one staff dedicate to close down a support hero?
These are personalities which scale well, so it might seem counter intuitive to put them reduced on farm priority. Nonetheless, it's the very same advantages that benefit them as supports. Puck has excellent right click cartoon, high base damage, and a freedom spell--amazing traits to possess either an offlaner or an service. The same goes with Brewmaster. Decent base stats and a good AoE slow makes him hardy in the lane against opposing support hero. Brewmaster is now adequate flex pick in the draft, leaving opponents guessing where lane the hero will property in. Team Secret has been a proponent of playing Brewmaster in the 5 place, with much success back at ESL Hamburg.
No business but war. No family but death. No mercy but the grave!
Axe
Long ago!
The top 10 most popular Dota 2 heroes in the mid lane during 7.19c. We will learn the best picks in the meta, how to play or counter them, and the patch changes.
“Zeus has been hurt by countless nerfs in the past six months, but he remains a monstrous menace for pub players maintaining a win rate above 55% in every MM bracket.” (c)
=/
This IGN article has a lot of new info about the Dota card game, Artifact,
AND A LOT OF REALLY GREAT ARTWORK
http://www.ign.com/articles/2018/03/09/valve-releases-first-details-about-artifact
No specific release date or price was set for Artifact, however, details are still coming in...
look at those colors!
What are the advantages of an early push oriented approach?
1) The draft must pick up pushing heroes while preventing the opponent from choosing noticeable counters. Antipushers, powerful solo side or solo mid heroes and powerful lane domination personalities should be kept away from the resistance.
2) Gaining lane control and amount advantages are critical. Perform ought to be smart and aggressive, concentrated on keeping map management and denying plantation and space to the opposing carry.
3) Map control has to be maintained. Taking towers ancient limits the opposing heroes and denies distance to farm and proceed while establishing ganking chances.
4) Suppressing the opposing carry and taking towers sets up harmful pushes in the game. Maintaining the resistance from building up adequate strength to clear away pushes easily is important. Hard carry personalities are ticking time bombs, and an early push plan must win until they move off.
These principles have been observed both in the xP game we already discussed and in The Retry's victory over NaVi in the Dota 2 Star Championships final. Getting ahead is key; the first 25 minutes are if a pushing strategy is in its strongest. The shortest average period of victory for a carry-oriented design is 37:24 for games involving the Dragon Knight, whose AE nuke and powerful ultimate make him fit into hybrid pushing strategies as well. Games with Antimage and Faceless Void as the victorious featured take clock in at about 39 minutes. The 15 to 20 minute mark is that the sweet spot, where compelling heroes have gotten the amounts that they need to be effective and communicates are still without essential core things.
Here at Dotabuff we love discussing meta, trends, and hero popularity. It provides players with some sense of direction, allows them to better understand the professional scene and helps incorporating this knowledge in their own games. Sometimes we even get carried away, calling out heroes for being unplayable or praising them too much.
Should we?
I dunno how to resize it =/
Life is a wheel with many revolutions
Earth Spirit
Dota 2 Strategy
In DOTA, two groups, each comprising 5 gamers, face-off against each other in a map that includes a river in the middle.The River separates the Radiant team(On the lower side of this map) in the Dire Team(On the top side of this map).
Each player controls a special unit called a Hero. Each hero has unique skills and attributes and thus every hero has their individual unique play-style. Each group has a base on opposite corners of the map, at the hearts of which lie their individual ancients. To win the match, every group wage warfare against each other for the sole purpose of ruining their opponent's ancient with Dota 2 Strategy in your mind, that's the only way to secure victory. But to achieve their opponent's ancient, players should agree on a Dota 2 Strategy to fight through the enemy lanes, each of which comprises 3 towers.
In terms of the opposing team who takes about the Radiant, they follow a Dota two Strategy knowing that the top lane would be the shortest (the off-road ) and the bottom lane is the longest (the safe lane).
For the dire, the off-road is the one in the base along with the secure lane would be the one in the very top.Between the lanes, lie the jungle camps. Each minutes, neutral creeps predominate in the jungle camps, assuming that the decks are empty to begin with.Each side also includes a jungle camp using higher degree creeps called the ancient creeps.In the right side of the river, is present a pit which the fearsome Roshan calls residence.Every 2 minutes, two runes predominate in the river which gives unique effects to the player based upon the rune, as soon as they're consumed.Through the Dota 2 Strategy gameplays, the heroes gain experience points and gold based on ruining towers and killing creeps, Roshan, enemy personalities, etc..
Then they utilize the experience points to generate their personalities stronger. The gold is used to purchase things that further reinforces the personalities.Due to its layout DOTA 2 isalso, by all means, a group game. Gamers must communicate and plan with each other a Dota two Strategy to outwit their enemies and win the conflict.Widely called hard to master, time consuming, etc..
DOTA 2 still holds its unofficial title among the very complicated games of its genre.However, that doesn't stop newer players out of being attracted to one of the greatest names in Esports, that's, DOTA 2.
Stay alive and cast Bloodlust
esportstales.com
...the Lord of Avernus...
In mid game Farming is still a priority but now, You are able to take part in teamfights and kill alone squishy heroes who can not nuke down you to pieces e.g. Lina and Lion. In teamfights cast one charge of Shrapnel on the zone having the most heat and assault the enemy heroes by a safe distance. Do Not be a hero and do not risk your life and gold for nothing.
Staying out of the enemies reach is the very first thing that you want to learn while playing Sniper. If the heat is coming to you, Move away, find a good position like high ground, jungle or beneath the tower and then strike again. Recall getting kills is not worth dying. In mid game you may start farming jungle cams and ancients. Cast Shrapnel on the camp and strike them. The slow from Shrapnel and Headshot procs combined with your high attack range guarantees they won't be even able to touch you.
At this time Shrapnel may clean a whole creep wave easily so you don't even need to be in the lane to farm it. Sniper is a hard carry and he highly benefits from damage and attack speed so with proper item build he can demolish the late game even though harder carries like Faceless Void, Medusa and Anti-Mage out farm you, they still don't have the attack range you have. You are not able to kill them in the manfights but you surely can punish them hard in teamfights.
Killing and pushing are your priorities in late game. Both Shrapnel and chain lightnings clear creep waves fast and with the high damage and attack speed, Sniper can melt down towers while standing out of their range. In late game teamfights Shrapnel is no longer as strong as what it was in the mid game but still it deals decent amount of damage and slow down the enemies so same as mid game, Cast it on the zone with the most heat and keep hitting and killing them from a safe distance.