DotA is a team-oriented real-time strategy game which involves only two teams made of a maximum of five players each: The Sentinel (southwest corner) and The Scourge (northeast corner). The three houses in each corner all have 12 heroes each, totaling 72 heroes in the game. You can choose a hero at the start of the game. When your hero spawns, you will be surrounded by several shops (buildings) and your fountain, which regenerates hitpoints and mana points.
The objective of the game is to destroy the other team’s tree or frozen throne. If you’re Sentinel, that’s the big leafless tree in the southern corner of your base. If you’re Scourge, that’s the big frozen icicle a little bit outside your shops to the west. The two towers guarding the tree or throne must be first destroyed prior to attacking the actual tree or throne.
You have three lanes to get to your opponent’s base. They are typically called top, middle and bottom. Each lane has three towers, one of which is technically inside your base. You get some armies of your own in the lane called “creeps”, which spawn regularly from your base and run down the lane toward your enemy’s base and attack anything they see. The game starts off with three melee (short-ranged) creeps and ranged (long-ranged) creeps in each lane. As the game progresses and more towers get destroyed, you will acquire stronger and more melee creeps.
Your hero starts off at level 1. You gain experience points (and levels) by being in the presence of an enemy being killed (within a range of about 1000). This means that you can stand around behind your ranged creep and literally soak in experience points as they kill enemy creeps.
The final shot that kills the enemy creep must originate from someone on your team or one of your creeps, or it will not give you experience. What this means is that you can deny your enemy from gaining experience by getting in the last shot on your own dying creeps.
You share the experience gained from each kill between other heroes in the same range of 1000. This means that if you solo in a lane, you will soak in all experience points, while doubling up means you are sharing the experience with the other hero.
Equations
A lot of these equations pertain to Warcraft III in general. Where applicable they were simplified from the general Warcraft III form to DotA specific equations. Numbers are meant to be exact as how Warcraft III interprets them; when you see .14 it is not and approximation of 1/7.
Base stats
|
Variable |
Title |
Equation |
Meaning |
|
Str |
Strength Total |
Base Strength w/level + any items bonuses |
|
|
Agi |
Agility Total |
Base Agility w/level + any item bonuses |
|
|
Int |
Intelligence Total |
Base Intelligence w/level + any item bonuses |
|
|
Pri |
Primary Total |
The number total for the primary stat for the hero =(Str, Agi, Int) depending on hero |
|
|
ArmorB |
Armor base |
What a hero has w/o any stats or items** |
|
|
ACoolB |
Attack Cool down |
The number of seconds a hero has to wait to attack again after attacking w/o any stats or items |
|
|
Range |
Attack Range |
The distance a hero can attack |
|
|
MSpd |
Movement speed |
How fast a hero moves in DotA. Max w/modifiers is 522. |
|
|
DMnB |
Damage Base Min |
The minimum damage without stats nor items |
|
|
DMxB |
Damage Base Max |
The maximum damage without stats nor items |
|
Calculated stats*
|
Variable |
Title |
Equation |
Meaning |
|
HP |
Hit points max |
150 + (19 * Str) |
The maximum a hit points a hero can regenerate to |
|
HPReg |
Hit points Regeneration |
0.25 + (.03 * Str) |
How many hit points a hero regains per second |
|
Mana |
Mana Max |
13 * Int |
The resource used to cast spells & use abilites. |
|
MReg |
Mana Regeneration |
0.01 + (.04 * Int) |
How much mana a hero regains per second |
|
Armor |
Armor |
ArmorB + (Agi * .14) |
Armor w/stats & items |
|
DmgMn |
Damage Min |
DMnB + Pri |
The minimim damage with stats taken into account |
|
DmgMx |
Damage Max |
DMxB + Pri |
The maximum damage with stats taken into account |
|
IAS |
Increate in Attack Speed |
Agi |
The number of seconds a hero has to wait to attack again after attacking. Note when warcraft says "Increase attack speed x%" it means increate this varible by x. |
|
ACool |
Attack Cool down |
ACoolB + IAS |
The number of seconds a hero has to wait to attack again after attacking. |
|
AttSpd |
Attack Speed |
1 / ACool |
How many times a second a hero can attack. Note by the schema laid out here when Warcraft III says "Increase attack speed x%" it means change IAS by x which effects ACool which effects this variable. |
|
DRed |
Damage reduction |
1-{1/[1+(Armor*ADRM)]} |
An amount of damage less taken from non-magical attacks |
|
DPS |
Damage Per Second |
AttSpd*[(DmgMn+DmgMx)/2] |
The amount of damage a hero will do a second before armor and other effects are taken into account |
* Item modifiers & special hero modifiers are left out in the equations for the most past, but should be obvious with a little game play
** ArmorB is usually lower then what will show on a level 1 hero because of the agility modifier
Experience needed to level
Experience table
|
Lvl |
Total Exp |
Exp TNL |
|
1 |
0 |
200 |
|
2 |
200 |
300 |
|
3 |
500 |
400 |
|
4 |
900 |
500 |
|
5 |
1400 |
600 |
|
6 |
2000 |
700 |
|
7 |
2700 |
800 |
|
8 |
3500 |
900 |
|
9 |
4400 |
1000 |
|
10 |
5400 |
1100 |
|
11 |
6500 |
1200 |
|
12 |
7700 |
1300 |
|
13 |
9000 |
1400 |
|
14 |
10400 |
1500 |
|
15 |
11900 |
1600 |
|
16 |
13500 |
1700 |
|
17 |
15200 |
1800 |
|
18 |
17000 |
1900 |
|
19 |
18900 |
2000 |
|
20 |
20900 |
2100 |
|
21 |
23000 |
2200 |
|
22 |
25200 |
2300 |
|
23 |
27500 |
2400 |
|
24 |
29900 |
2500 |
|
25 |
32400 |
2600 |
Legend
|
Lvl |
Current Level |
|
Total |
Total experience needed to reach level |
|
Exp TNL |
Experience to next level from current |
Terminology (DotA and General)
|
Term |
Description |
|
afk |
away from keyboard |
|
bb |
bye bye |
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bbl |
be back later |
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brb |
be right back |
|
bs |
backstab (an ambush) |
|
buff |
make something better (an ability, stats, items etc) |
|
dw |
dont worry |
|
gj |
good job |
|
gl hf |
good luck, have fun |
|
gw |
good work |
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imba |
imbalanced |
|
lol |
laughing out loud |
|
nerf |
make something worse (an ability, stats, items etc) |
|
nm |
nvm = never mind |
|
ppl |
people |
|
b |
back = retreat |
|
bkb |
black king bar |
|
dd |
doubledamage |
|
dmg |
damage |
|
dota |
defense of the ancients |
|
eos |
eye of skadi |
|
def |
defend |
|
gg |
good game |
|
ks |
killsteal |
|
mkb |
monkey king bar |
|
pub |
public = public game |
|
rax |
barracks, if yours is destroyed the opposing team's creeps gets a |
|
regen |
regeneration |
|
rmk |
remake |
|
ror |
ring of regenation |
|
ulti |
a hero's ultimate spell |
|
ilu |
illusion |
|
roh |
ring of health |
|
rapier |
divine rapier ( weapon that adds 250 damage ) |
|
bd |
backdoor |
|
push |
concentrating on towers |
|
Feeder |
An ally who repeatedly dies to enemy granting opponents gold and experience points making them stronger as a result |
|
gank |
ganging |
|
Leech |
standing safe distance from attacks and gaining exp without combat |
|
Nuke |
Magical / "Physical" spells / ability that require casting which is used to hurt a enemy hero |
|
Owning |
Killing enemy heros repeatedly. |
|
burize |
burize-do-kyanon |
|
sheep |
ick = guinsoo's scythe's of vase |
|
aga |
aghanim's sceptor |
|
de |
demon edge |
|
link |
Linken's sphere |
|
Heart |
heart of tarrasque |
|
sny |
sange and yasha |
|
eul |
eul's sceptor of divinity |
|
basher |
cranium basher
|

