ACADEMY / YOUR NEXT MOVE

Dota 2 Academy: from your first game to team play

RUSLAN UKRAINSKYI / LEARNING WITH RODYA

Dota from scratch.
20 clear
steps.

One idea. A short exercise. A result you can check. A beginner course from controlling your hero to team play and reviewing your own match.

5 stages · independent practice · patch 7.41f context

Rodya at a desk with a game plan
TODAY’S PLANUnderstand one action.
Try it in-game.
YOUR ROUTE

0 / 20lessons marked by you

NEXT STEPYour first game: what are we actually trying to do?

Mark a lesson after practicing. Your progress is saved in this browser.

Open the first lesson Your checkmarks will stay
Rodya reviews a mistake
HOW WE LEARN

Understand. Try.
Draw a conclusion.

Each lesson has a clear explanation, a decision diagram, an in-game example and an exercise. Your checkmark records your practice; you can return to any step.

  1. 01
    Name the action

    What problem are you solving, and what should change?

  2. 02
    Check it in the client

    In the tutorial, Demo Hero or a bot match.

  3. 03
    Choose one adjustment

    Compare your intention with the result, then mark the lesson.

OOPS DOTA explainer

One lesson, one exercise

0:18
Explanation text

OOPS DOTA. Don’t try to learn all of Dota in one evening. Pick one lesson, try the exercise in the tutorial or against bots, and check the result. Mark the lesson after practicing: your progress stays in this browser. One clear adjustment beats ten guides that Rodya closed and forgot.

AI narration in the author’s voice
BEGINNER COURSE / 20 LESSONS

From your first click
to playing as a team.

Unfamiliar word? Open the glossary ↗
STAGE 01 / LESSONS 1–4

Controls and objectives

Get comfortable in the client and understand the map, roles and abilities.

0 of 4 marked
  1. 01
    READ ≈ 6 MINPRACTICE ≈ 8 MIN

    Your first game: what are we actually trying to do?

    Learn the match objective, controls and safe practice before your first game against people.

    Lesson goalControl your hero and receive your first purchase from the courier.

    Hitting buildings
    IN-GAME EXAMPLE
  2. 02
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    The map and match objective: from the fountain to the Ancient

    Learn the lanes, river, towers and base; connect an action on the map to your team’s objective.

    Lesson goalFind the main parts of the map and explain why your team advances along a lane.

    Base, ramp and low ground
    IN-GAME EXAMPLE
  3. 03
    READ ≈ 6 MINPRACTICE ≈ 7 MIN

    Positions 1–5: who does what on the map

    Carry, midlaner, offlaner and two supports: roles explained through tasks and resource priority.

    Lesson goalName your position, farm priority and one responsibility in lane.

    My Viper / position 4
    IN-GAME EXAMPLE
  4. 04
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    Your hero and abilities: understand your buttons

    Tell a normal attack, an active ability, a passive effect and an ultimate apart.

    Lesson goalUse one hero's abilities and explain their purpose, target and limitation.

    Freezing Field / CM
    IN-GAME EXAMPLE
STAGE 02 / LESSONS 5–8

Laning

Last hits, wave position and trades with a clear cost.

0 of 4 marked
  1. 05
    READ ≈ 6 MINPRACTICE ≈ 8 MIN

    Laning: creeps, last hits and trades

    How to earn gold in lane, avoid pushing without a reason and help your ally last hit.

    Lesson goalRecognise the last-hit timing and notice how extra attacks move the wave.

    Last hit → +38 gold
    IN-GAME EXAMPLE
  2. 06
    READ ≈ 6 MINPRACTICE ≈ 12 MIN

    Last hits and denies: practise the final attack

    Learn to recognise last-hit timing and distinguish it from constantly attacking the wave.

    Lesson goalDistinguish a last hit from a deny and compare two last-hit attempts using causes you can observe.

    Last hit → +38 gold
    IN-GAME EXAMPLE
  3. 07
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    Lane position and aggro: where creeps meet

    Understand how attacks, creep numbers and their attention change the safe area of a lane.

    Lesson goalNotice wave movement and explain the effects of constant attacks and creep attention.

    Lane creeps · Juggernaut
    IN-GAME EXAMPLE
  4. 08
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    Lane trades: pressure with a clear cost

    Distinguish useful harass from a chase that costs health, mana and creeps.

    Lesson goalAssess one trade through resources, positioning and your ability to keep laning.

    Poison Attack
    IN-GAME EXAMPLE
STAGE 03 / LESSONS 9–12

Items and resources

Purchases, regeneration, movement and working with creeps.

0 of 4 marked
  1. 09
    READ ≈ 6 MINPRACTICE ≈ 7 MIN

    Items: buy for a purpose, not a picture

    Consumables, boots, active items, the courier and a question to ask before an expensive purchase.

    Lesson goalChoose a purchase for a purpose and prepare to use it.

    Six main slots
    IN-GAME EXAMPLE
  2. 10
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    Health and mana: stay in lane with resources

    Distinguish regeneration, instant help and the point when you need to retreat.

    Lesson goalChoose regeneration for your specific problem and use it under suitable conditions.

    Magic Stick
    DOTA 2 / ITEM
  3. 11
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    Boots and TP: move with a plan

    Understand why movement speed and a teleport scroll matter before the chase begins.

    Lesson goalCheck TP conditions and choose a safe destination for your task.

    TP on low health
    IN-GAME EXAMPLE
  4. 12
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    Pulls and stacks: why move creeps away?

    The difference between a pull, a stack and a trip into the jungle that leaves your ally alone.

    Lesson goalDistinguish a pull from a stack, then safely try one of each.

    From camp to wave
    IN-GAME EXAMPLE
STAGE 04 / LESSONS 13–16

The map and its limits

Farming, vision, detection and what you can do while disabled.

0 of 4 marked
  1. 13
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    Neutral camps and farm: resources are never free

    Distinguish a wave from the jungle, and account for time, health and the team's resource priorities.

    Lesson goalChoose an available source of farm and explain the cost of leaving lane for the jungle.

    How a stack forms
    IN-GAME EXAMPLE
  2. 14
    READ ≈ 6 MINPRACTICE ≈ 8 MIN

    The map, vision and runes: see things sooner

    Fog of war, high ground, Observer/Sentry and a purposeful trip for a rune.

    Lesson goalPlace a ward for a specific question and avoid walking blindly up a ramp.

    Vision in my match
    IN-GAME EXAMPLE
  3. 15
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    Wards and invisibility: vision and detection

    Distinguish Observer, Sentry and Dust, and choose a tool for a specific question.

    Lesson goalChoose between normal vision and revealing invisibility, and check the result of placement.

    Obs
    DOTA 2 / ITEM
  4. 16
    READ ≈ 6 MINPRACTICE ≈ 8 MIN

    Damage and disables: why the button did not save you

    Stun, root, silence, dispel and BKB: understand the effect first, then buy an answer.

    Lesson goalDistinguish a disable's restrictions and choose an available action.

    Shallow Grave
    IN-GAME EXAMPLE
STAGE 05 / LESSONS 17–20

Your team and the next match

Defending, objectives, teamfights and one adjustment from your replay.

0 of 4 marked
  1. 17
    READ ≈ 6 MINPRACTICE ≈ 12 MIN

    Protection and dispels: what counters the disable?

    Distinguish repositioning, removing an effect and a protective window; do not expect one item to do everything.

    Lesson goalExplain the difference between a save, a dispel and protection, and choose a response to one effect.

    Manta Style
    DOTA 2 / ITEM
  2. 18
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    Objectives and timings: what to do after a good moment

    Connect a ready ability, a new item and an enemy death with an available team objective.

    Lesson goalChoose a team objective using information, resources and readiness, not only the fight's kill score.

    Roshan close up
    IN-GAME EXAMPLE
  3. 19
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    Your first teamfight: entry, exit, target

    How to keep your hero alive until you use your abilities and turn a won fight into team movement.

    Lesson goalChoose your first cast, position and action after the fight.

    My Viper / position 4
    IN-GAME EXAMPLE
  4. 20
    READ ≈ 6 MINPRACTICE ≈ 10 MIN

    Replay and your next match: one mistake, one adjustment

    Review a specific moment, separate the decision from execution and choose your next practice.

    Lesson goalReview one moment from your match and record one testable adjustment.

    Vision in my match
    IN-GAME EXAMPLE
ALREADY PLAYING? PICK A SPECIFIC TASK

The next level —
in your decisions.

4 standalone match breakdowns.
Choose a familiar situation.

Rodya prepares the next breakdown
WHAT’S NEXT / CHANNEL PLAN

Tutorial videos are planned.
Practice is already here.

I want to expand these lessons with full videos explaining things in-game. They’ll appear here after publication. For now, you can choose to watch the released matches and Shorts, and practice the exercises in the client.

Less fog. More answers.