DotA 2 Transitioning Player Help

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SlimShadi12389

Junior Member

09-13-2014

Hey guys! This thread is dedicated to all my fellow ex-DotA players who braved the flame to join the LoL Community. First off, let's hi-light some of the major differences between League and DotA.

1: The Map
The maps look fairly similar but there are a few differences which really affect gameplay. Firstly, there are jungle camps on both sides of a team's half, eliminating the secret shop. There are bushes all over the map in which you are invisible UNTIL an enemy joins you inside of it or if they have vision (ie. wards). There are 2 major monster objectives. The one to the bottom half of the map is the Dragon and towards the top half is Roshan's counter-part, Baron Nashor. These objectives spawn at set times rather than random times so steals are a lot more organized. There are no in game runes. The runes you see on your profile are added buffs which have nothing to do with the map itself. Finally, all teams inhibitors (barracks) do respawn every 5 minutes.

2: The Team Layout
In DotA, a lot of the strats revolve around having a tri-lane in which you have 1 support, 1 utility, and one damage dealer. This usually eliminates the chances of having a jungler. However, in LoL, you are generally going to find a jungler in every single game (This is because of both sides having jungle camps). This means that you will only have one support/utility, one initiator (tank), one burst damage dealer(fighter/mage), one ganker (assassin) and one marksman/carry. The laning is fairly similar although the in game compositions change. For example, a strong team comp in league contains both ability power (AP) and attack damage (AD) in their line-up, as well as balancing the number of tanks-squishies they have on their team.

3: The Champions
The champions or heroes in League are very similar yet very different to DotA heroes. Ashe and Drow Ranger are practically identical, but in LoL you will find that even the carries have some mechanics and skillshots rather than just flat right clicks. This makes it so carries are strong at all levels of the game, especially if you combo with your support. Major differences between DotA and League characters are that there is little to no micro-management in League. Only a few champions have micro and these champions only require micro on their ultimate abilities.

4: The Profile Page
Masteries and Runes are both out-of-game buffs that you can create pages for to use in your games. They are specialty pages that can give certain attributes to certain champions. For example, I have a page for AD and AP assassins which I choose based on what type of champion I'm playing. Summoner Spells are selected in game and they are added in game abilities with large cooldowns that really help your gameplay. For example, heal gives your summoner a small amount of health and movement speed, while cleanse let's you remove all CC (Crowd Control) from your champion. Lastly, Item Sets are essentially hero builds, and can be used and selected in game through the rift store.

LoL Strategies:
In league, the main strategy is to pick off enemies and claim objectives. This usually forces a lot of teamfights and/or ganks. Since ganking is so important in league, shoving and roaming as either a mid or a top are usually common strategies. Since ganking is so crucial, all champions have the abilities to purchase a free warding totem, that can be used every 60-120 seconds. Objectives in LoL include taking buffs (equivalent of ancients but with added "powers"), pushing turrets, taking an epic monster (Dragon/Nashor) or invading an enemy jungle camp.

Individual Role Objectives:

Tanks: These champs are intended to absorb all the damage in a teamfight, and "peel" for their teams damage dealers. They usually don't do much damage themselves, but have tons of CC to make it easy for their team to kill.

Fighters: AD burst damage melee champions that can do tons of burst damage with their abilities. They are intended to follow up after the tanks and to hopefully kill the enemy before they get killed.

Mages: The AP equivalent of a Fighter. However, Mages are generally ranged so they control the fight from a distance making them less vulnerable.

Assassins: Champions that can quickly move through fights, allowing them to kill a high priority target and escape mostly unharmed. They do fairly decent damage without their ultimates but are intended for 1-shot combos when all their abilities are available.

Supports: In charge of protecting the team, especially the team's Marksman. Usually equipped with some soft of crowd control and a defensive spell. The utility champion.

Marksman: The carry. Weaker in the early game, strong as hell late. Always very squishy and lack the mobility of an assassin but usually have some sort of ability that allows them to kite/orb walk. Most carries are identified by a passive that either increases their attack range, damage, attack speed, or critical strike chance.

Well, that basically sums it up! If you have any other questions please feel free to ask in the thread below. Good luck, and have fun!


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stillserenity

Junior Member

09-13-2014

you forgot the free tb's to base


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Paster Yi

Junior Member

09-13-2014

I'm fairly sure DOTA 2 has no equivalent of AP, you may want to explain AP


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The Real Kowboy

Senior Member

09-14-2014

Lane control is a lot different too without denying and pull lanes


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OperaOfEmotion

Junior Member

09-15-2014

^ no cs denying or turret denying, or buyback


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Welcome2ATL

Junior Member

09-21-2014

lets not forget all the awful dark grey scale colors DOTA uses to make its game seem ugly and depressing.