Warding in Dota 2 is one of the most significant aspects of the game, and supports are mostly the ones in charge of it. When playing position 4, it is vital to pay close attention to where the enemy is warding, especially in the first ten minutes of the game. Most of the time, it is your responsibility to get wards out before the game starts if your hero has very high mobility. (e.g., Earth Spirit with Rolling Boulder). Besides showing the most common warding spots for both Radiant and Dire, Cr1t- also explains the way he thinks about warding. There are multiple types of Mid heroes that do different things, and you need to ward accordingly. If they play heroes like TA or Meepo that love to farm ancients, then you want to be warding that part of the map. However, if the enemy mid laner is more of a ganker, then it is more important to ward the river. In general, getting your vision out before the enemy gives you a significant advantage because it allows you to see where the enemy has vision. Paying attention to where the enemy has vision will make it easier for you to play position 4, and set yourself up for successful ganks. In the later stages of the game, if you happen to ward as position 4, it is mostly in grouped smokes. If your smoke breaks in this situation, you need to instantly drop a ward on high ground before initiating to ensure that your team has vision to follow up and team fight.
Lesson PlanAll the episodes you’ll ever need
1. Introduction To Andreas
Andreas “Cr1t-” Nielsen is one of the best support players in the world. Since the start of his career, he's won two majors while playing for OG back in 2015 and 2016 and has had a top-three finish at TI8 playing for Evil Geniuses. Welcome to Cr1t-’s GamerzClass!
4. Laning Phase Theory
The laning phase is a crucial aspect of the game, and it is essential to understand as position 4 where you want to be situated on the map. The main objective of your role is to ensure that at least one side-lane is winning. It doesn’t matter if it’s the safelane or the offlane, as long as one of your cores is getting farm.
6. Playing Ranged Support
In this episode, Cr1t- explains how to play position 4 as a ranged support effectively. Ranged heroes are, in general, slower than melee ones, and they don't have powerful initiation tools or any good ways of getting on top of heroes. For this reason, when playing ranged heroes in position 4, your role is mostly to apply pressure in lane and ensure that your position 3 is having a good time.
7. How To Play Melee Support
A crucial aspect of playing melee position 4 is saving your TP and not using it carelessly because when you teleport, you are giving away information. In this episode, Cr1t- dives into how to play melee support when you have to stick to one lane, and you can't roam around as much.
When playing position 4, it is vital to pay close attention to where the enemy is warding, especially in the first ten minutes of the game. Most of the time, it is your responsibility to get wards out before the game starts if your hero has very high mobility. (e.g., Earth Spirit with Rolling Boulder). Warding in Dota 2 is one of the most significant aspects of the game, and supports are mostly the ones in charge of it.
10. Transitioning Out Of Lane
Transitioning out of lane can be very different depending on how well it went for you. The main idea is to make sure that you have as little downtime as possible between the moment you finish laning and the moment you’re hero becomes active. In this episode, Cr1t- gives a quick overview of what is to come in the upcoming episodes and how you want to think about the mid-game.
11. Understanding Your Hero
When playing position 4 it is crucial to have a great understanding of what your hero is the best at and what you are supposed to do in the game. In this episode, Andreas explains how to get your resources to hit your power spikes. In general, you will either need gold or experience. To get it, you will most probably have to take over a lane at some point.
12. Team Fighting
Teamfighting as a position 4 player comes in many different forms. There are a lot of different things you need to be aware of when doing so. Depending on your hero, team composition, and role, you will have to either initiate, counter initiate, or provide value in team fights. In this episode, Cr1t- breaks down the team fighting aspect of position 4.
Although the word timing might sound like it’s related to the actual in-game time, it’s more about the items and experience you receive. Whenever you finish an item, you get stronger, and certain items significantly increase the power of your hero. In this episode, Cr1t- shows the two types of timings position 4 heroes can have.
17. Late Game Position 4
Most position 4 heroes are not great against heroes with BKB's, so if you are an initiator, you will still want to be the one jumping first. But, BKB's are something you have to adjust to. Similarly, in the late game, you have to pay attention to buybacks and keep track of their timings. In the late game, your role won't change much, but the way you play to have the most impact might change.