Basics: lanes, positions and roles
How the map works and who does what in a team of five.
The map and the goal
- Two teams of five heroes — the Radiant and the Dire. The bases sit in opposite corners and are linked by three lanes: top, middle and bottom. Creep waves walk the lanes, guarded by towers. To win, break through the towers and barracks and destroy the Ancient in the enemy base.
- Between the lanes lie the jungle with neutral creeps and the river with runes. The safe lane is bottom for the Radiant and top for the Dire; the offlane is the opposite one.
Five positions
- Position 1 — carry. Plays the safe lane, takes the most gold and becomes the team's main strength in the late game.
- Position 2 — mid. Alone in the middle lane, gets levels early and is the first to influence the map: ganks, runes, early fights.
- Position 3 — offlaner. Survives the hard lane against the enemy carry, disrupts their farm, later initiates fights and soaks damage.
- Position 4 — soft support. Roams, helps lanes, places wards; often the one with Blink Dagger and initiation items.
- Position 5 — hard support. Gives gold to the team, buys wards and save items, protects the carry in lane.
Hero roles
- A position is a place in the team; a role is what a hero is good at. Valve and statistics sites describe heroes by roles: carry (scales with items), support, nuker, disabler, initiator, durable, escape, pusher. A good lineup covers every important role and does not stack the same weakness.
- Each hero's roles are on their knowledge base page, and the Team builder shows which roles a game plan needs and which are missing.
- Team builder
Gold and experience
- Gold comes from last hits, kills, destroyed buildings and bounty runes; experience comes from creeps and heroes dying near you and from wisdom runes. A deny is a last hit on your own creep, so the enemy gets no gold and less experience.
- A team's economy is about splitting the farm: the carry and mid take more, supports less, and in return provide vision and safety.