Shadow Shaman POS5: a guide to control and pushing
When we catch Io, my buttons are only part of the play: the disable must give teammates time to deal damage. The aim is a team pickoff, not simply spending every spell.
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When we catch Io, my buttons are only part of the play: the disable must give teammates time to deal damage. The aim is a team pickoff, not simply spending every spell. They close it 37–30 at 38:27. Rhasta finishes 5/6/24, takes match MVP, and leads his own team in building damage with 11722.
Hero damage is 22271. Support gold is 1100. The ward line is 13 observers, 18 sentries, 4 smokes and 4 enemy wards removed. Final six: Blink Dagger, Arcane Boots, Magic Wand, Kaya, Aghanim’s Scepter, Aether Lens. Across the map: Necrophos, Ogre Magi, Monkey King, Io and Warlock.
Shadow Shaman POS5: a guide to control and pushing
When we catch Io, my buttons are only part of the play: the disable must give teammates time to deal damage. The aim is a team pickoff, not simply spending every spell.
What to take from the episode
This suits linking a long hold with tower damage after a won fight.
Shackles is a channel, and enemies in the second line can interrupt it. Without cover, snakes may fail to turn into a secured objective.
I choose a channeling position and identify interrupts beforehand. After success, I place snakes for a specific tower or to trap a target, not simply whenever they are off cooldown.
On the split push I take the tower and die. That does not make it a good trade every time: before dropping snakes I check vision, incoming enemies and an escape. A later push with a safe exit shows why that exit needs planning.
The build from this match
Item → purpose
This is the confirmed inventory from this match, not a mandatory build or a reconstructed purchase order. Purchase timestamps in the description use the match clock; chapters use video time. Check current effects in the client.
Charges provide health and mana on demand. Check them before going in: a little extra resource can let you make one more useful play, but will not save you from every focus fire.
Kaya appears in the final inventory. That is an observation from this game, not a mandatory slot: first decide whether the team needs reach, a save or resources.
Lets you use targeted abilities and items from a safer distance.
Spell order and catching Io
When we catch Io, my buttons are only part of the play: the disable must give teammates time to deal damage. The aim is a team pickoff, not simply spending every spell.
Blink Dagger: pick the jump
Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use. Shackles is a channel, and enemies in the second line can interrupt it. Without cover, snakes may fail to turn into a secured objective.
Split push: a tower for a life
On the split push I take the tower and die. That does not make it a good trade every time: before dropping snakes I check vision, incoming enemies and an escape. A later push with a safe exit shows why that exit needs planning.
Double kill, then high ground
Double kill, then high ground. Ogre Magi → Monkey King. This suits linking a long hold with tower damage after a won fight.
Hold Ogre and finish the throne
Hold Ogre and finish the throne. Hex → Shackles. I choose a channeling position and identify interrupts beforehand. After success, I place snakes for a specific tower or to trap a target, not simply whenever they are off cooldown.
For your next match
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Match facts and the build come from the official OOPS DOTA channel descriptions. Our analysis explains decisions; check abilities and item properties in the current client.