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How I rapidly improved at Dota by following two simple rules

Hi all. I have played Dota 2 pretty casually with friends for about seven years. Over the course of this period I mostly played unranked, with occasional forays into ranked mostly when my Dota buddies were offline. I maintained an MMR of around ~2.6-3k (medal fluctuating between Archon 4 - Legend 1) and did not ever really improve much at the game.
Over the past month, I have been playing much more solo ranked, and I have improved fairly quickly. My medal shot up from Archon 5 to Ancient 1, and my MMR is now about 4k, hopefully with more improvement to come. During this time, I did not pay for coaching, practice my mechanical skills, figure out how lane mechanics work, change roles to play greedy mid/safelane carries, or spam any super meta heroes. I simply followed two rules:
1: Die less. 2: Do more.
Hopefully, by following these simple rules, others can improve as well.
I am fortunate to have a good friend who I play a lot of Dota with that is immortal ranked. Go watch his stream. At some point when discussing how to win at Dota, he said something like, "Just stop dying! Think about it: how many games do you lose where you have three or fewer deaths? I'm pretty sure if you have three deaths or fewer and you lose, it probably wasn't your fault."
Sounds like a pretty obvious message. But we teased it out some more. Every time you die, you lose time on the map. Time on the map is time you are getting gold, getting experience, and can be getting kills or objectives. Dying means none of that, plus you stop gaining experience, you lose any killstreak bonuses you've built up, you lose a bunch of gold, and you make it easier for your opponent to get further ahead because you aren't around to save your teammates or defend an objective.
Basically, every time you die, you aren't doing anything. Which means you aren't winning - you're losing. And if you aren't dying, you can be doing things. So just don't die! And take all the extra time you have on the map to do more. Go farm a camp, or stack it if you're supporting. Push out a wave. Smoke and place a ward. Get some damage on a tower. Etc.
Intrigued by this, I went to my OpenDota profile. Here it is, if you want to laugh at me: https://www.opendota.com/players/107109954
I went over to their nifty "Histograms" tab. You can poke through a bunch of different statistics and see how your winrate changes as the numbers change. Go over to your profile page - or use mine as an example, if you like - and pull up the "Deaths" histogram. Here's a picture of mine.
What I saw was incredibly compelling! In my average game, I had about 6.5 deaths. But the difference on either side of the average in terms of winrate was dramatic. In games where I died six times, I have a winrate of 54.86%. In games where I died seven times, I have a winrate of 46.07%.
That might not sound like much. But that difference in winrate is absolutely massive. If you go check out the hero winrates, you can see what I mean. In the Ancient bracket, the hero with the highest winrate is Visage, at 56.4%. The hero with the lowest winrate is Io, with 43.5%. Just a bit outside my six death/seven death winrates I just mentioned. Do you realize what that means?
How many times have you seen, when somebody asks how to improve their MMR, it suggested that they "spam a broken hero"? Or "stop picking those trash heroes"? "Learn the meta"? I've seen it quite a bit. But look: if I can keep myself to six deaths, it's about as good for my winrate as if I only spammed the most broken hero in this patch. And if I let myself die just seven times, it's as bad for my winrate as if the only heroes I played were complete dumpster tier.
Things change drastically on either end. If I die only five times, my winrate is a ridiculous 70%. A 15% improvement by saving one death! A winrate of 70% is going to rocket you up the ranks like nobody's business. Meanwhile, if I start feeding and die eight times, instantly my winrate drops to 40% - total garbage. At nine to ten deaths it's an average winrate of 30%. Three deaths or fewer, like my friend said? I have about a 91% winrate if I can keep myself that low.
What about the other rule - "do more"? There are a few stats I could pick as a proxy for "doing" things - GPM and XPM are reasonable alternatives - but I'm gonna choose "Assists", since it's an easier number to keep track of in-game. Here's my histogram. The critical number here is 11.5, and above that number (at 12 assists) I have a 53.5% winrate as compared to 45.5% at 11. Again, there's an 8% gap on either side of that average, which is two-thirds as much as the gap between the most highest- and lowest-winrate heroes in this patch. 15 or more assists gets me above a 70% winrate, whereas eight or fewer is below 30%.
This quick analysis gave me two easy goals for all of my games: die 6 times or fewer, and get 12 or more assists. If I can do that, I know I'm doin' good. If I miss one of those benchmarks? Well, I probably deserved to lose.
I went back through all of the ranked games I've played in the last month or so and checked against these simple goals. Here's the resulting album - it's not too long - where I circled all the misses that occurred in losses. In the past month I've lost 26 ranked games. In only two of those games did I meet both goals: 6 or fewer deaths and 12 or more assists. Probably my teammates were feeders. (In fact in the Phoenix game our position 1 AFKed before minute 10. I don't remember the Bristle game well.)
In the other 24/26 losses, I put myself in a position to lose! I died too much or didn't do enough. In fact, in 11 of the losses I both died too much and didn't do enough - unsurprising, given that the two are related to each other. No excuses! If I'm feeding and not contributing, that's probably an earned loss.
What about the 47 victories? In almost all of the them, I met at least one of these two goals. In fact I have only two winning game scores - a 3/10/11 and a 6/10/6, both on Pugna - where I missed both goals and still won. Shoutout to my teammates for definitely carrying my sorry butt over the finish line in those instances.
Meanwhile, in a full 27 of my victories, I met both goals. And in a couple number of the games where I didn't get enough assists, it was just because we finished the game too quickly.
To put it even more bluntly:
In games where I had 6 or fewer deaths AND 12 or more assists, I was 27-2.
In games where I had 7 or more deaths AND 11 or fewer assists, I was 2-11.
In games where I met one goal and failed one goal, I was 18-13 - reasonably close to even.
"But dude", I hear you saying, "die less isn't real advice. Do more isn't real advice. Of course I know I'm supposed to die less and do more, but just yelling it at me doesn't help me get better at all!"
When I first heard my friend tell me these things, I felt mostly the same way. But I can tell you for sure - when I stuck these two goals in my head, and I attached concrete numbers to them, and I kept reminding myself during my games - I have improved dramatically.
How many times did I overextend in lane before and die - maybe even getting a trade - and just think, "well, it happens", and TP back to lane? But now, that's one of my quota. Be careful!
How many times did I walk up a hill with no vision, find the entire enemy team, and die instantly? "Oops, lol, space created!" More like 15% drop to my winning chances...
How many times did I aimlessly click back and forth in my jungle, trying to decide what to do? Not anymore - do something! Pick a thing and just do it. Stack a camp, push a lane, hit a tower...just remember not to die :)
When I'm remembering that I should be doing something (but make sure not to die), all of a sudden everything about the game becomes clearer! Should I go farm their side of the map? Well they're all missing...I might die. Better go do something by taking the safe farm. By the way, it sure would be easier to not die if we had some more vision protecting our jungle...that's something for me to do. We're strong right now because I haven't been dying? Better do something - go push a lane! Go smoke toward their carry!
I will say, playing a bunch of games with an immortal player has made this a lot easier for me. Something I started to notice playing with my buddy is that he was always doing something! Normally, when the enemy team was preparing for a high ground push top, me and my teammates would all just stand around the tier 3 waiting for them. My friend? He's running to the bot lane, killing two waves of creeps, and TPing back when the fight starts. Our safe lane got ganked by 5? They're all busy, he's pushing mid. We're staring at each other bot in a drawn lane? He pushed his wave out mid, grabbed that haste rune, and came bot for two kills. And he was always doing things because he never died!
Don't have an immortal friend? The other thing that's helped me a lot is watching a fair bit of pro Dota. Especially - and I swear I'm not meming here - when BSJ is casting. Watching high-level teams play in a coordinated way helped me realize that "doing things" isn't just taking a tower, getting a kill, or going for Rosh. It's also putting pressure on lanes, getting good vision, staying off the map to threaten a rotation, and stacking before those critical neutral item timings. BSJ always seems to be calling that stuff out, which helped me make sure I was always doing things in my own games.
I don't pretend to have mastered the game or have all the answers. I'm still just a 3k scrub. But if you're anything like me, my suggestion is: remember to die less, and do more. If you do, I think you might be impressed with the results.
What do you think?
submitted by TheHiveMindSpeaketh to DotA2

Coaching 2.5k Slark Carry player

I am sitting at 6.5k in SEA server. I coached my student, who was uncalibrated at the time, but estimated to be around 2.5k MMR.
PART 1
⏱ Timestamps
0:00 Introduction
In the beginning, student prefaces by saying that he’s been playing dota for 4~4.5 years. He’s only playing Unranked, because the ranked gives him anxiety. He picks Slark. His starting itemization was 2 sets of Tango, Salve, Q-Blade, and Slipper of Agility. He has a position 5 Pudge supporting him in the safe lane, facing against Tiny + Chaos Knight.
5:30 Using the Level Advantage & 8:33 Directional Move
Unfortunately, he ended up pushing the first wave. It happens. What I didn’t like about the situation was while he had the right idea of making an attempt to side pull or vertical pull, he briefly stopped contesting the enemy when the lane equilibrium was made near the enemy tower. Because the first wave was heavily pushed in, both Slark and Pudge were level 2. Tiny and CK were level 1. Slark should have been mingling with them all the time. But he was mispositioned and gave them a good amount of comfort time to free farm.
Shortly after, he misses his Pounce. His pathway got screwed as he had to walk around the tree. I understand there are already dozens of videos talking about the importance of using the Directional Move. This is definitely something you ought to learn as a Slark or Shadow Fiend player. Learn that, master that, and eat your free +500 MMR.
12:10 Camera Movement
I was semi-yelling (not really) to my student because he did not go ham when I thought it was the right moment to go ham; and I was wrong. If he did, I think he would have died. So my student made the right call. But as a coach, I wanted to pay attention and point out his habit, which could potentially affect his game in the future. He had a terrible camera management in that moment.
18:10 What's your Itemization?
I ask if he had any specific plannings for his early-game itemization. After getting a value Wraith Band, he was aiming to get Phase Boots. While that is certainly viable, I disagreed with him for this match-up. It didn’t make any sense to me.
26:04 How do I win?
And I ask him the simplest, yet the hardest question to answer, how do you win this game? It’s asking about everything. His prediction about the hero's power-spike, based on itemization and timing. What would be your approach? How would you adapt your play-style? Midas? Blink Dagger? Shadow Blade? I wanted to know every little detail. He talks and I talk.
I go little crazy here and show him my thinking process of how I would have designed the game to win if I was playing Slark in that game.

PART 2
⏱ Timestamps
1:28 Rotation
The student had the right idea as a whole; he was aware of the importance of saving his tier 1 towers. I believe it was the right for him to rotate as well, but I would have made a small adjustment. He was sort of mindlessly jungling. It seemed like an auto-pilot. Also, I did not like the fact that he did not buy any Raindrops vs Tiny.
11:00 Silver Edge and 17:30 Heavens Halberd
He was literally rushing Silver Edge this game. Because the item is just so good in this meta right now, I wasn’t completely sure if it was a bad call. I remember calling it another-potentially-game-losing-mistake-itemization, but later I took it back.
I believe this was a game where Slark can benefit from getting Heavens Halberd. The enemy Faceless Void was quite farmed. Looking at the game as a whole, I could definitely see Slark winning the game as long as he is surviving the initial burst starting from the Chronosphere.
20:22 Muting all-chat
My student had a bit of anxiety issue like mentioned earlier. I felt like he could benefit a lot by just muting all chat. This is something I would 100% recommend to anyone playing a solo ranked game of dota. It’s a misbelief that you must have a microphone and fully communicate with your allies to win the game. All you need is the chat-wheels to command “Go”, “Back”, “Roshan”, and “Smoke”. I’ve seen more players consistently failing the game by over-communicating and making the wrong call. Also, we get distracted a lot if we spend too much efforts in using microphone.
25:25 Late-Game Itemization and 36:13 Boots of Travel for map pressure?
We then talk about getting Skadi vs Abyssal Blade vs Nullifier. It was kind of a surprise to me that the Nullifier was not even in his consideration. It’s a great item for Slark to secure the kill of any support and heroes with no BKB.
He later sold his Phase Boots to get Boots of Travel. His general logic was to apply more pressure in the map. I think it was an over-kill. It was not like he was facing against Tinker or Nature’s Prophet. Slark already is an extremely mobile hero. He should have just played the map with more efficiency in his movement.
Hope some of you staying around the same bracket find this video helpful.
Thanks for reading.
submitted by profHam to TrueDoTA2

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