Game phases and timings
A match has three stages, each with its own goals. Strong teams know when their lineup peaks and play around that moment.
Laning stage (about 0–10 minutes)
- Last hits, denies and levels come first. Every coin matters to the carry and mid.
- Supports control runes, place the first wards, pull creeps into the jungle to fix the lane and harass the enemy carry.
- First items: boots, Magic Wand, stats and regeneration. Strong early heroes look for kills already here.
Mid game (10–25 minutes)
- First big items appear: Blink Dagger, Black King Bar, Force Staff, push and save items.
- Teams group up, take outer towers, smoke-gank, kill Tormentors and Roshan.
- This is the time of initiators and mid-game heroes. A team that lost the lanes farms safely and avoids giving away deaths.
Late game (25+ minutes)
- Carries have five or six slots; dying is expensive — long respawns and costly buybacks.
- Fights happen at Roshan and on the high ground; one mistake can end the game.
- Always keep buyback gold and never go up the high ground without Aegis or a clear advantage.
Timings and power spikes
- A power spike is the moment a hero or team becomes noticeably stronger: level six with the ultimate, Blink Dagger on the initiator, Black King Bar on the carry, Aghanim's Scepter on a hero whose ultimate changes a lot.
- A good plan forces fights at your spike and avoids the enemy's. If your lineup is stronger early, push and take towers; if later, defend and farm.
- Strategies: five game plans