Newcomer's glossary: Dota 2 terms
Words you will hear in your very first games — short and to the point.
Roles and lanes
- Carry (core) — a hero who grows with gold and decides the late game.
- Support — helps the team: wards, control, saves.
- Mid — the middle lane and the hero in it.
- Safe lane and offlane — bottom and top lanes for the Radiant, the other way round for the Dire.
- Roamer — a support who moves around the map helping different lanes.
Farm and economy
- Farm — getting gold: creeps, the jungle, towers.
- Last hit — the killing blow on a creep that gives gold. Deny — last-hitting your own creep.
- Stack — several groups of neutrals gathered in one camp. Pull — leading your own wave into the jungle.
- Buyback — an instant respawn for gold.
- Net worth — the hero's total value.
Map and actions
- Gank — a surprise attack of several heroes on one.
- Smoke — Smoke of Deceit, hides a group from wards and the minimap.
- Ward, dewarding — vision items and removing them.
- TP — the teleport scroll. Glyph — temporary invulnerability of buildings.
- High ground (HG) — the enemy base on the hill. Roshan and Aegis — a strong monster and the extra life for killing it.
- Split push — pressure on a far lane while the team is elsewhere.
Fights and abilities
- Initiation — starting a fight, usually with strong control.
- Stun — a disable. Silence — no spells. Hex — turning into a harmless creature.
- Dispel — removing effects. BKB — Black King Bar, temporary protection from magic.
- Feed — dying often and giving the enemy gold and experience.
- Timing — the moment a hero gets a key item or level and becomes noticeably stronger.
- Tactics
- Strategies