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    The Dota 2 Dictionary - Abbreviations, Slang and Language Modifications
The Dota 2 Dictionary - Abbreviations, Slang and Language Modifications
Dota 2 art. Source: YouTube

The Dota 2 Dictionary - Abbreviations, Slang and Language Modifications

Dota 2 is well-known for its challenging gameplay and complex language. It can be difficult for a novice to understand the conversations in the first matches. Even seasoned gamers can benefit from brushing up on the latest terms, as understanding Dota 2's unique vocabulary is crucial. Below is the second part of the Dota 2 Dictionary. Here you will find abbreviations, role-specific language deviations and other essential elements of the Dota 2 lexicon.

Town Portal Scroll in use. Source: https://steamcommunity.com/ 
Town Portal Scroll in use. Source: https://steamcommunity.com/

Special Abbreviations

  • BKB (Black King Bar): This item grants the hero temporary immunity to most magic spells and effects, making it essential for carriers and initiators to survive team fights.
  • TP (Teleport Scroll): Allows a hero to teleport to any allied structure. It is vital for defending towers, escaping dangerous situations, or quickly joining a team fight.
  • GG (Good Game): Typically used at the end of a match as a sign of sportsmanship. However, it can also indicate surrender when used during a game, signifying that a team feels they can no longer win.
  • RNG (Random Number Generator): Refers to elements in the game that have a probabilistic outcome, such as critical hits or item drops. RNG can significantly affect the game's flow and outcomes.
  • AoE (Area of Effect): This term describes spells or abilities that affect multiple units within a specified area. AoE abilities are crucial in team fights and to hit multiple enemies.
  • DOT (Damage Over Time): Refers to abilities or effects that deal damage in increments over a period rather than instantaneously. Understanding DOT effects is essential for calculating the potential damage output and survival chances.
  • CC (Crowd Control): Abilities that limit or remove the control a player has over their hero, such as stuns, slows, or silences. Effective use of CC is critical in team fights and securing kills.
  • XP (Experience Points): Gained from killing creeps, heroes, or Roshan, XP is essential for levelling up heroes and strengthening their abilities. Efficient XP gain is a vital part of progressing in the game.
  • CD (Cooldown): Time needed for the ability or item to recharge. Managing cooldowns effectively can determine the outcome of fights and the overall game.
  • GPM/XPM (Gold/Experience Per Minute): These metrics indicate the rate at which a player gains gold or experience. High GPM and XPM indicate a player is effectively utilizing the map and contributing to the team.
  • KS (Kill Steal): Refers to an instance where one player secures the last hit and thus the kill credit on an enemy hero that another player was likely to kill. This can be a point of contention among team members.
  • MIA (Missing In Action): Used to alert teammates when an enemy hero is missing from their lane, suggesting they might be planning a gank or securing an objective.
  • OOM (Out of Mana): Indicates that a hero cannot perform any more abilities that require mana, which could affect their effectiveness in upcoming engagements.
  • Rosh (Roshan): Abbreviation for Roshan, the powerful neutral creep. Securing a kill on Roshan can provide a significant advantage, making this a frequent area of contest.
Snowball. Source: https://estnn.com/
  • Farming: Act of killing creeps for gold and experience. Efficient farming is essential for carries to gain the advantage needed to dominate in later stages of the game.
  • Feed: Dying repeatedly often gives enemies a significant advantage in gold and experience. Feeding can be unintentional or due to poor play and is highly discouraged as it compromises team strength.
  • Rat Dota: Strategy that avoids direct team fights and focuses instead on pushing lanes to damage or destroy enemy structures. Named after a rat's "sneaky" nature, this tactic can be frustrating to play against.
  • Kiting: Manipulating enemy movements by staying out of reach while attacking. This technique helps handle melee heroes with ranged characters, minimizing the damage taken while maximizing output.
  • Snowball: A hero that gradually becomes more powerful throughout a game, often following an early advantage. Heroes that snowball well can usually single-handedly determine the outcome of a game if not checked.
  • Juke: Evade pursuing enemies by using the fog of war and map terrain. Juking involves tricking opponents into thinking you've gone one way while you escape another.
  • Backdoor: Attacking enemy buildings without the support of your team's creeps nearby. This usually involves teleporting or sneaking into the enemy base to take down structures before the enemy can react quickly.
  • Nuke: Spells or abilities that deal a large amount of damage instantly or rapidly. Heroes with strong nukes are feared for their ability to eliminate opponents quickly.
  • Wipe: When an entire team is killed during a confrontation. A team wipe can lead to significant strategic gains, including capturing critical objectives like Roshan or pushing towards the enemy base.
  • Blink: Quickly moving a short distance instantly, typically using an item like a Blink Dagger or abilities such as Anti-Mage's Blink. It is essential for initiating or escaping battles.
  • Split Push: The tactic of pushing multiple lanes at once to spread the enemy thin and make it difficult for them to defend. This strategy can lead to gaining multiple objectives simultaneously.
  • Tank: A highly durable hero that can absorb a lot of damage. Tanks are typically placed in the front lines to shield the rest of the team during engagements.
  • Glass Cannon: A hero with high damage output but low survivability. These heroes can deal a lot of damage in fights but need to be protected from enemy attacks.
  • CCG (Creep Camp Gank): Act of ambushing an enemy hero while they are attempting to farm neutral creeps. This can be a strategic move to deny resources and weaken an opponent.
Spirit Breaker - typical Initiator. Source: https://www.gamersdecide.com/ 
Spirit Breaker - typical Initiator. Source: https://www.gamersdecide.com/

Language Modifications by Roles

  • Offensive Support: Traditionally, supports were primarily seen as defensive roles. The term "offensive support" has emerged to describe supports who are active in setting up kills, harassing enemy laners, and initiating fights. These heroes often have aggressive abilities that can disrupt enemy formations, such as Earth Spirit or Skywrath Mage.
  • Utility Carry: A carry hero not solely focused on dealing with damage but offers a range of benefits, such as - crowd control, tanking capabilities, or special utilities that can be pivotal during team fights. Heroes like Vengeful Spirit or Sven can serve as utility carries, providing crucial stuns or buffs alongside high damage output.
  • Semi-Carry: This role refers to a hero who can transition into a more damaging role later in the game but starts with a focus on support or utility. Semi-carries are expected to scale with items and levels that contribute significant damage in addition to their initial supportive duties, such as Mirana or Windranger.
  • Flex Support: Flex supports are versatile heroes who can switch between aggressive and defensive roles. These heroes are characterized by their ability to adapt their play style based on the game's flow and the needs of their team. Heroes like Rubick or Puck can fulfil this role, providing both offensive capabilities and defensive rescues.
  • Initiator: Although not a new term, the initiator role has been more clearly defined as heroes whose primary function is to start team fights. They often have abilities to control large areas or multiple enemies, making it easier for their team to follow up with more damage or control. Heroes like Tidehunter or Axe exemplify this role.
  • Disabler: Heroes with the abilities that can significantly hinder or stop multiple enemy heroes during engagements. Examples are Lion or Shadow Shaman, with their numerous stuns and hexes.
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