r/compDota2 10h ago

Discussion Skywrath Mage changes for core.

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0 Upvotes

r/compDota2 1d ago

Discussion new mechanic for building pushes for Casters.

0 Upvotes

ofc its assume towers effective hp need to be rebalanced for this.

idea for change is to make towers not magic immune but give them some % magic resist and add to heroes bonus on-hit dmg vs buildings based on % max mana so high int heroes with good attack speed can replace physical cores for pushing (since often int heroes can get to point where they have same or more mana than hp) can be game changer for drafts in pro play.


r/compDota2 1d ago

Discussion Phoenix rework for new mechanic.

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0 Upvotes

r/compDota2 2d ago

Discussion All players need to know that this spell was used- VALVe

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0 Upvotes

They sure love the idea of it all.


r/compDota2 3d ago

Discussion New Player Here. 1 bam wave in 13 years? Not 1 ban wave per week?

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0 Upvotes

r/compDota2 3d ago

Event Phoenix League Season 5 signups open! (SEA & AUS)

1 Upvotes

Phoenix Dota is an Australian- and SEA-based competitive community that's successfully hosted leagues for all skill levels since 2023.

Now, Season 5 of the Phoenix Dota League starts soon! All teams of any skill level across both regions are welcome and will be sorted into appropriate divisions in their chosen region.

Details:

  • Teams play one BO2 match a week at a flexible negotiated time

  • Signups close 9 August

  • The season starts on the 17th of August and ends with playoffs in October

  • Many matches are streamed by our amazing casters!

We also have an active recruitment channel where you can find more players or a team to play the league with :)

If you're interested, join our community discord here for more info and to sign up!


r/compDota2 3d ago

Discussion Timber rebalance

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0 Upvotes

r/compDota2 5d ago

LFT / EU / 5k LFT EU Coach/analyst

1 Upvotes

Got this post deleted few days ago, have no idea why, and got no answer about why so i will try it once more...

Hello everyone,

I’ve been involved with Dota for longer than I care to admit—starting way back in the Dota Allstars 4.XX days and staying connected with the game on and off until today.

When MMR was first introduced, I was around 4.5k (pros were 5.2k–5.6k), and later reached around 5.5k. However, my personal rank never told the whole story. Throughout my decade of competitive amateur Dota (mostly Tier 3 / Division 2), I was consistently recruited into teams where the other players were around 1k MMR higher than me. They brought me in specifically to be the Captain and the brain of the team—handling the drafts, macro strategy, and mid-game shot-calling, while they focused on mechanical execution. This experience taught me how to effectively guide, analyze, and earn the respect of players who are mechanically high-skilled but need structural direction.

Due to family commitments, I no longer have the time to grind solo MMR or play in a serious team environment. However, I still closely follow the pro scene, keep up with the meta, and possess a deep conceptual understanding of the game. I’m looking to channel this knowledge into helping a motivated team improve.

### What I can offer:

* **Detailed post-game analysis** (VOD reviews).

* **Deep dives into literally any aspect of Dota** (macro and drafts are just examples). I genuinely love breaking down and discussing everything from itemization and hero power-spikes to complex matchups, map reads, and the exact responsibilities each role has at different stages of the game.

* **Structure and systemic thinking** applied to your gameplay.

* **Bonus:** In my professional life, I work as a Team Leader for a large software development team. While I'm not a psychologist, I have extensive daily experience with team dynamics, mindset, communication, and managing conflict/ego.

### What I am NOT looking to do:

* Live coaching during drafts/matches (I simply don't have the schedule for it).

* Full-time commitment (I am looking to dedicate a few hours a week during evenings).

### What I expect from the team:

I don't have strict requirements regarding your exact MMR/Rank, as long as you are at least a decent, established stack. What I *do* require is commitment and an open mind. I am looking for a team that genuinely wants to improve, is willing to accept constructive criticism, and puts effort into their practice.

If you think my analytical approach and leadership can help you feel free to ping me here or at discord nazghul4226


r/compDota2 5d ago

LFP / SEA / 5K [SEA server Turbo] LF for people with the same mindset as me.

1 Upvotes

I'm a believer of "everything of any lineup can work" which most of the time gets pre-judged by your team mates as soon as you pick your hero.

In Rank match, I have no problem. I play normal support heroes like Pugna, Abbadon, etc.

It's in my Turbo games that I'm having a problem with because these people either grief or just cry all game just because I picked a hero on a role that they deem not to be played that way.

There are ofcourse times that when everybody just dont care what heroes are picked, that's when my games are peaceful, fun, and adrenaline-inducing.

For example:
PA support - this is a team mate insta-grief magnet
Weaver Tank offlane - "why didnt you build hitter weaver?"

My current Rank: Legend 4
I hover between Legend 2 and Ancient 4
The role I play frequently: Support-Escape Initiator into Support-Tank-Escape Initiator on my fun heroes:
Naga, Weaver, PA, Mirana, Dusa when the mana-tank thing was in meta, Enigma(offlane sustain into right-click dmg-dealer, NO dagger)
You get the IDEA

If you are someone who dont care about hero picks as long as your team play the roles they choose(map hero icon assignment during time-limited draft) or if you are someone who dont care about roles at all, and if you are someone who is in the game primarily for the thrills & adrenaline(I dont care about my kill stat, I often get 1/1/21 on my KDA), then you are my ideal party.

What's in it FOR YOU:.
You get to play pos1 Omni or pos3 Bane or pos2 CM, whatever, I dont care AT ALL.
Just play like a carry/mid/off, just play the role you want.
.

DM me, or add me on my Steam profile - dont forget to message me so I know.
EDIT: I play in Japan server too
EDIT 2: https://www.youtube.com/watch?v=Em05e8Y910Q so you get an idea


r/compDota2 6d ago

Discussion Underlord rework

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1 Upvotes

r/compDota2 7d ago

Discussion Is it time to rename roles maybe?

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1 Upvotes

r/compDota2 9d ago

Esports Lf pos 3 euw for 5 stack (divine - immortal)

2 Upvotes

Heya all as title says lf pos 3 in divine to low immortal range 5-6k

This is for regular 5 stack matches (we already have pos 1/2/3/4)

If interested pm me on discord with dotabuff and we can have some matches to see if we fit

Ideally would like to setup a couple nights a week where we can all Play together - we are all between 25-30 years old so are mature and go into games with a game plan and idea of what we want

My phone discord:
Noddy_97

Or my pc discord:
Noddy9068

Thanks


r/compDota2 9d ago

Discussion Bias in Valve balance for Competitive.

1 Upvotes

I take as example Zeus in all T1 events from start of 2026 up until now and here is start:

  • Blast Slam 6: not picked/not banned
  • Dream League s28: not picked/not banned
  • PGl Walachia s7: 1 game(lost)/1 ban.
  • ESl One Birmingham 2026: not picked/not banned
  • PGL Wallachia s8: 3 games (2 wins/1 lose)/0 bans
  • DreamLeague s29: 7 games (3 wins/4 loses)/5 bans
  • Blast Slam 7: 4 games (1 win/3 loses)/3 bans
  • Esports world cup 2026: 5 games (1 win/4 loses)/3 bans.

as you can see if we take all games on Zeus in t1 lvl he barely get contested by teams and even when he does he win so far 8/15 games at 53%. You might say this is solid win rate and hero is fine but taking into account that dota2 after like ~2016 had bias towards "stacking effective hp" on heroes since its safer to play that way when you can't be deleted. You would think such a spatialized hero would have low pick rate but ~70% win rate when picked in right games but since it doesn't happen most obvious solution is he just WAY underpowered for pro play. (example would be Symmetra in ow1, she was niche pick on some maps but if she got picked her win rate was one of highest in game and that is what zeus should be in my opinion)

Over the years it got way worst and now even 4k hp Pos1 at end of mid game not even surprising, the way i see it Zeus picked for 2 reasons: vision control + global presence. His vision part annoys me because i am convinced at this point Valve doesn't want certain heroes (sky/sand king/pa/zeus and other) to ever become strong at pro lvl. I think reason they "balance" Zeus around vision/jump is to not give him actual dmg you would be able to abuse at 4k mmr (the moment this heroes get popular they get nerfed instantly), most iconic part of zeus to me is not his global presence but his % hp dmg and guess what enemy heroes get magic resist/hp and ways to counter him way faster than he gain dmg so he become just bot that burn mana to deal dmg at all after 25 min, no one even scared of zeus melting your front line at pro lvl.

Have you notice that any time PA/SK etc get strong enough to compete with meta heroes they got nuked instantly and valve ok keeping them underpowered for years but if Tiny/NP/BM is weak instant buffs for 3 patches in a row. (hero like tiny can have negative win rate and till be objectively good if he is contested enough)

considering resent Zeus "work from home build" with Ynk/scepter/refresher/2+ rapiers he can solo kill enemy cores in his fountain if he farm enough, if next patch they nuke this build it would be just conformation that dota is not balanced for pros anymore, its game for casuals between 2-5k who doesn't like getting stomped in laning phase and even if they do they can always farm jungle minimum for 20 min because there million Glyphs to delay games.

I would rather they do something like this: stats change: attack range 380>450, str 21+2.1>22+2.5, Agi 11+1.2>14+2, int 23+2.3>20+2.8, Bat 1.7>1.8, Innate "Static field current % hp magic dmg" 3.45%+0.05%/lvl >2.25+0.15%/lvl (4.95%>6%).

Arc lightning cd 2 sec/10 bounces, dmg 105-180>125-215, cost 85-100>70-100, range 800>700. Shard add 50% Arc lightning dmg to attacks, reduce Bat to 1.6 (doesn't work on ilusions).

Lightning bold dmg 140-380>150-450, cd 6>12-6, cost 120-135>90-150, range 700-850>900 mini stun removed (only aoe true sight).

Heavenly jump replaced by Nimbus (scepter ability): global, 30/25/20/15 cd, cost 90/110/130/150, 4/6/8/10% missing hp as magic dmg (apply after innate and stun 0.1), 450 radius/4.5 duration/hp to kill removed (1st hit instant and every 2 sec, give in Aoe normal ground vision). New Scepter hitting enemy with spells debuff enemy for 10 sec, after 5 spells hit Zeus spell dmg vs units with debuff converted to pure dmg.

Thundergod's Wrath cd 130>120, base dmg 300-650 >400-800, mana cost 250-500 (not target invis/smoke/untargetable units anymore).


r/compDota2 13d ago

Other 7.5k Offlane LF coach

1 Upvotes

Hey all,

I’m an EU offlane player stuck bouncing between 7k and 7.5k MMR for a while now. I can grind games and climb short-term, but I keep getting pulled back down to the same bracket, which tells me the issue is macro gameplay and thought processes rather than mechanics.

i’m looking for a coach (ideally 10k+) or with pro / semi-pro experience to form an ongoing mentorship with, I love this game and would like to discuss ideas as well as reviewing some replays and/or spectating.

I am very happy to pay an hourly rate for this and am willing to negotiate price.

If this interests you please shoot me DM or comment.

Thank you

Stratz: https://stratz.com/players/130676269
Discord: plainoldmoose


r/compDota2 14d ago

LFT / EU / 5K POS 2 EU LFT

1 Upvotes

Hi guys,
Looking for people to play together n grind MMR. Let me know if you're interested in playing together.


r/compDota2 15d ago

Discussion PL phantom rush change suggestion

0 Upvotes

in 7.40 they remove from Phantom rush 10/20/30/40 agi so if you max it hero got 40 agi at lvl 7.

Then they buff Agi gain 2.8 > 3.4 (+0.6) so at lvl 30 if you can survive to that point he gain back 18 Agi, so he just lose 22 and gain useless evasion with not only work while he is running but if you get stunned bonus removed as well.

lower Agi gain to 2.8, what i suggest he should get is Phantom rush passivly give 10%/15%/20%/25% total Agi (so its more scaling passive if he buy lots of Agi items and good value point lvl 2), active no longer auto charge into units you click (800 ms/5 sec), its 550 ms/5 sec buff that give you haste so he can use it omnidirectional and not require for him to have vision for enemy, increase cd 15/11/7/3 > 16/13/10/7 so if you want permanent E uptime you need Octarine.

Current Pl feels like abuse victim, valve just put in random shit on phantom rush just to be there as place holder.


r/compDota2 16d ago

Discussion Battle fury rework

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1 Upvotes

r/compDota2 17d ago

Discussion physical/magic shields

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1 Upvotes

r/compDota2 19d ago

Esports Looking for team for qualifiers and regular scrims

1 Upvotes

I am pos 1, i would love to play in a team and practice to get better, i can play in EU and NA, we can sign up for qualifiers or tier 3 tournaments, currently sitting in 8.4k mmr


r/compDota2 19d ago

Community ALL 5 Automaton Personas Preview – Dark Carnival Event

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1 Upvotes

PLease help like and subscribe my new dota channel guys. I will upload more videos aboutdota game play and mechanics of dota in future. <3

https://youtu.be/ZL9o3pbBSRM


r/compDota2 21d ago

Esports Watching tournaments in the client is broken

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1 Upvotes

r/compDota2 24d ago

Esports 2/3 Role player needed US west/East

1 Upvotes

Looking for 2/3 role player preferably 4-5.5k MMR for consistent games. No set schedule yet.
We keep it real, unfiltered comms, no corporate/PC filter. If you’re chill but can handle straight talk, drop your dotabuff / info.

Thanks!


r/compDota2 27d ago

Discussion trying to fix Mirana kit

0 Upvotes

problems is see with her stats/skill set/role balance:

  • (ignoring that attack range should be balanced in increments of 25 and some heroes break it without reason) she has top 4 base attack range in game, Leap, Sacred arrow, moonlight shadow, low str/gain for hero that need to be close to enemy for Starstorm, and low int gain for hero who need to spam 4 spells a lot and as core need to stay in attack range to hit.
  • Awkward balance between support/core. (depending on patch she usually 1 or other and for core there is way better options so its like valve try to bait you playing this hero as core often. Kinda same they do with quartero free skins, release cool mars set and in game you spear/ult someone and press pipe and watch your team play the game instead of changing Mars to play aggressive like God of war).

change to spell/stats: attack range 630>600, base str 20>24, int/lvl 1.9>2.4, attack projectile speed 900>1200, if she can't allow to have good str/lvl because of mobility at least give her good base to not feel like glorified melee creeps and if she is core her attack doesn't feels like she throw stick instead of shooting bow.

Her innate is bait (max lvl hit vs high lvl heroes with 40%+MR does 90 dmg/hit, its nothing at 40+ min): it would make way more sense if after casting spell next hit do 8% max hp as magic dmg on-hit (3 charges), shard add 2 charges and buff max hp dmg by 4%.

Starstorm kind of breaking hero logic because everything else in her kit say to stay as far from enemy as possible, so if we change: 675 radius> 900 cast range/350 radius (she shoot arrow up and it fall down in area, remove turn rate/cast time. 0.75 channel so she can cast it while kiting enemy, 1st hit instant when arrow fall down, 2nd in 0.75 sec within radius for 80%>100 dmg, mana cost 80-110>60-120.

Secret arrow problems i think: lvl give beside base dmg nothing, game don't incentivize you to play around long range hits, 3k range/900 speed (its 3.3 sec on max distance). i would like: stun minimum duration 0.5/600 range, 5 sec stun at 1800 range (max range still 3k), projectile speed 900>1500, magic dmg 60-360 >100/600 range(+450 at 1800 range), cd 19-16>20 sec, hitting enemy hero reduce cd by 2 sec/400 range (after 600 minimum, between arrow cast spot and enemy), mana cost 90>100. lvl 25 multi shot i would replace with remove range on arrow so she can globally scout map with scepter.

lvl 15 talent 20% evasion on ult > +50% total attack dmg on Starstorm (its not bonus 50% physical, it add 50% dmg to magic spell).


r/compDota2 27d ago

Discussion Towers/Fountain dmg buffs

2 Upvotes

heroes over the years got power creeped to ridiculous degree but creeps/budling way to little in my opinion. what you think about making tower dmg physical > % max hp pure dmg?

t1 is 100 dps, t2/t3/t4 have 191 with not only doesn't make sense since offensive thread stop scaling past t2 but high hp/armor of heroes very early on can allow tower diving and tanking like 10 hits minimum before enemy need to leave.

if towers don't have manual re-agro (only on items/spells) + dealt ~9%/11%/13%/15% pure dmg vs heroes (vs creeps its 30% max hp for melee/range, catapult tank 15%) so they stay somewhat relevant over the game and you would need to be carefull about overextending during tower dives.

Fountain at this point should have infinite targets multi shot vs heroes/illusions and definitely 25% accuracy buffed > true strike.


r/compDota2 29d ago

Discussion Void spirit rework

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0 Upvotes