Channel clan DIHL (clan HIGH) on useast/azeroth realm (We usually are at channel clan HIGH since it is the usual gathering place for many)
Bot server location:
useast/uswest (LA, NY, Chicago)
-Vouched: Meet the League's acceptable/minimum DotA skill level
-Not banned from ENT
-No behavioural issues
-Willing to share, learn, and improve
-Mumble: Must have mumble installed to communicate with others during inhouse games http://www.mumble.com/mumble-download.php
-Gproxy: No one likes when himself or others disconnect. You may not be able to avoid all disconnections, but it is possible to minimize incidents. Gproxy will give you reconnection capabilities.
DotA v6.83d by Icefrog
Season Length: Approximately 2 months. The season depends on number of active players and depends on number of captain games between one another. The rule of thumb is that all captains must have played one another equal times.
Rules and Enforcement:
1) Two players with similar rating or skill amongst participants will be chosen as captains to play one another or captains from a list of designated selected pool will cap one another.
2) One of the captains will !flip to decide first or second pick order.
3) 1-1-1-1-2-1 player picking system will be used.
Captains Mode: Each captain has 5 bans 5 pick from AP pool
Captains Draft: Each captain has 2 bans 5 pick from random drafted pool
*Note, we autoban meepo, arc, and oracle at all times. Sometimes we may autoban additional heroes to further creativity with captain picks.
Suicidelane - Midlane - Safelane including jungle - (Roam)
1-1-3 Defensive(safe) Trilane
3-1-1 Aggressive(suicide) Trilane
2-1-2 Common pub set up
1-1-1-(2) Duo roamers require good combo spells (ex. cm + sven, global heroes), must be able to effectively gank + jungle in between ganking
1-1-2-(1) One roamer is usually done with a good disable + mobility hero
1-2-2 2 mid is sometimes used to babysit a weak mid hero or against a strong mid hero
*Tri-lane: Usually consists of a carry who hugs cs, a ranged support/creep denier/hero harasser(should be ranged hero to zone out enemy hero), and a jungler/puller/ganker. Combination of crowd-control abilities (stun/disable + slow/stun) is recommended.
Hard carry: kill/farm up to rampage and "carry" team to victory
Support: create space and aid team overall (buys wards and courier/distract/decoy/baby-sit)
Jungler: gank in between or rush dagger (axe, doom, enig, axe, etc)
Off-laner: goal should be to level up and take advantage of faster level 6 while not dying and killing if possible.
Tank: able to attract focus and tank nukes/disables to benefit team fight. Should be annoying to kill. (spect, cent, medusa, sk, bristleback, etc)
Initiator: able to initiate teamfights (bat, axe, cent, tide, puck, etc)
Turtler: able to help team turtle by limiting enemy from pushing. (pugna, shredder, etc)
Pusher: able to effectively bring down towers especially early game. (ex. pugna, death prophet, lycan, syllabear, rhasta, enigma, etc)
Disabler: able to disable/crowd-control enemy (ex. cm, aa, rhasta, lion, etc)
Depending on hero lineup, as a captain, you will have to pre-plan whether:
-to constantly gank with mobile heroes keeping pressure
-to create space for hard carry to farm and carry later on
-to push towers early/rax/end game
-to split push lanes
Pull camp at 51-53 seconds to stack them with a new spawn
Tip: to stack multiple camps at once, you will need a quelling blade to cut down trees to be able to multi-pull.
Tip: If anyone on the team owns a helm of dominator, dominate a high lvl neut and use it to pull camps especially ancients for extra gold/exp.
Pull to single camp, then aggro them to 2nd/3rd camp
*Note: single pulling is usually bad because you will stack two lane-creep-waves = easy exp/gold for opponent offlaner at his tower. Unless you are planning to take down a tower with stacked lane creeps, you should not single pull. Therefore, you should usually double/triple pull or stack then pull.
Double pulling guide: https://www.youtube.com/watch?v=frNJ4sN4OOs
Ancient stacking/Mid pulling: https://www.youtube.com/watch?v=whMytvvuK-U
Multi Stacking: https://www.youtube.com/watch?v=BwQCn1ZB62s
-Manipulating Creep Aggro:
Pull enemy creepwave towards you by positioning your hero (elaborate) and attack command. You should also take advantage of hero positioning to to manipulate aggro.
-Manipulating Tower Aggro:
Attack ally creep or deny a creep to change tower aggro away from you.
Creep aggro: https://www.youtube.com/watch?v=lOXljong68E
Tower aggro: https://www.youtube.com/watch?v=ynlRK-ayQTg
Keeping lane creeps back towards safe ground versus an offlaner.
Damage+Deny, not only last hit deny + only last hit
Effectively zone out + keep your lane pulled back: https://www.youtube.com/watch?v=Sxq1La1ViZI
Day/Night Vision difference:
Spawns every 2 minutes, mid/supports/junglers/roamers should try to pick one of the runes.
Red - Rune wards
Yellow - Uppercliffs
Pink - Lane/aggressive/defensive/ wards
Green - Jungle wards
Blue - Push wards
White - Situational wards
Purple lines - Blocks the pointed neutral camp from spawning
+1 point for win
-1 point for loss
+1 additional points if win as captain
-1 penalty points if lose as captain
Best/Worst Heroes during season:
For each hero recognized for best usage during season will be rewarded with +3 points
For each hero recognized for worst usage during season will be given -3 points
*Points will be added at the end of season
Bodybag: If you 2-0 a person that's a bodybag. The captain with the most bodies by the end of the season will be rewarded with +5 points.
DIHL stats: https://entgaming.net/dihl/scores.php
DIHL game history: https://entgaming.net/openstats/dihl/games/
DIHL Stats Spreadsheet: https://docs.google.com/spreadsheets/d/ ... sp=sharing
Captains Head to Head stats: https://docs.google.com/spreadsheets/d/ ... sp=sharing