Dota 2 Glossary & Terminology
Dota 2 is a game rich with its own unique language and terminology. Understanding this glossary is essential for new players to comprehend discussions, guides, and in-game communication. This section breaks down common Dota 2 terms, helping you navigate the complex world of the game with confidence. From basic mechanics to advanced strategies, knowing the lingo is the first step to truly understanding the game.
General Terms
- Creeps: AI-controlled units that spawn periodically from each team's base and march down lanes, attacking enemy units and structures. They are a primary source of gold and experience.
- Last Hit: The final blow dealt to a creep or enemy hero, which grants gold and experience. Mastering last hitting is crucial for farming.
- Deny: Killing your own creeps or towers when they are at low health to prevent the enemy from gaining full gold and experience.
- Gank: A surprise attack on an unsuspecting enemy hero, usually by multiple allied heroes.
- Harass: Repeatedly attacking an enemy hero in lane to chip away at their health and force them to retreat or use regeneration items.
- Farm: The process of killing creeps and neutral creeps to accumulate gold and experience.
- Push: Advancing down a lane to destroy enemy towers and structures.
- Pull: Drawing neutral creeps from the jungle into your lane to disrupt enemy creep equilibrium or to gain experience and gold.
- Stack: Aggroing neutral creeps and then moving away before they attack, causing a new wave of neutral creeps to spawn in the same camp.
- Rosh/Roshan: A powerful neutral monster in the center of the map. Killing Roshan grants the Aegis of the Immortal, which grants a respawn.
- Fountain: The starting area for each team, where heroes regenerate health and mana rapidly and can buy items.
- High Ground: Areas of the map that are elevated. Heroes on high ground gain vision over lower ground and have an attack advantage.
- Low Ground: Areas of the map that are lower than the attacker.
- Vision: The ability to see units and the terrain. Provided by Observer Wards, Sentry Wards, and hero abilities.
- Ward: Observer Wards provide vision over an area of the map. Sentry Wards reveal invisible units and are consumed upon use.
- Smoke of Deceit: An item that makes allied heroes invisible and grants bonus movement speed for a short duration, useful for ganking.
Hero Roles & Positions
- Carry (Pos 1): The hero who needs the most farm and scales into the late game.
- Mid (Pos 2): The hero played in the middle lane, often with high impact potential.
- Offlane (Pos 3): The solo lane, often played by durable heroes who can create space.
- Support (Pos 4/5): Heroes who sacrifice farm to enable their cores, providing vision, crowd control, and utility.
- Core: Any hero that is not a dedicated support, typically focusing on farming.
Combat & Ability Terms
- AoE (Area of Effect): An ability that affects a radius around a target point or hero.
- CC (Crowd Control): Abilities that disable or hinder enemy heroes, such as stuns, slows, silences, and roots.
- Stun: An ability that incapacitates an enemy hero, preventing them from moving or attacking.
- Silence: An ability that prevents an enemy hero from casting spells.
- Root: An ability that prevents an enemy hero from moving but allows them to attack and cast spells.
- Dispel: An effect that removes buffs or debuffs from a hero.
- BKB (Black King Bar): A powerful item that grants spell immunity and status resistance.
- HP (Health Points): The measure of a hero's life. When HP reaches zero, the hero dies.
- Mana: The resource used to cast spells.
- HP Regen: Health regeneration, the rate at which a hero's HP is restored over time.
- Mana Regen: Mana regeneration, the rate at which a hero's mana is restored over time.
- HP Pool: The total maximum HP a hero has.
- Mana Pool: The total maximum mana a hero has.
Game State & Strategy Terms
- Tempo: The pace of the game, dictated by team actions and objective control.
- Snowball: Gaining a sificant advantage and using it to continuously pressure the enemy and extend the lead.
- Power Spike: A point in the game where a hero becomes sificantly stronger due to reaching a certain level or acquiring a key item.
- GG: Good Game, often typed at the end of a match.
- WP: Well Played.
- GL HF: Good Luck, Have Fun, typed at the start of a match.
- Farming Pattern: The efficient route a hero takes to maximize their gold and experience gain.
- Split Push: Pushing a lane away from the main group of heroes to draw enemy attention and create map pressure.
This glossary is a starting point. As you play more Dota 2, you'll encounter even more specialized terms and slang. Don't hesitate to ask teammates or look up terms you don't understand. The more familiar you are with the terminology, the easier it will be to learn and improve.