Add Gem Slot Dota 2

  1. Dota 2 Gem Td Guide
  2. Dota 2 Prismatic Gem
  3. Kinetic Gems Dota 2

Cara Add Gems Dota 2 Reborn: Silahkan perhatikan langkah-langkah untuk melakukan Add Socket items Dota 2 Reborn di atas terlebih dahulu. Atau jika Anda memang sudah memiliki items yang socketnya masih kosong, maka berikut cara melakukan Add Gems Dota 2 Reborn: 1. The CIS team have announced the departure of offlaner Andrey “Ghostik” Kadyk from their active roster. The CIS Dota 2 scene is one of the most interesting ones to watch. After Virtus.Pro went through the drastic roster change, there isn’t a team that stands out anymore. Right now, every single. Dota 2 now has a gem and socketing system added to the game that will allow you to tweak and enhance your cosmetics in a number of ways. This guide will run you through all that is.

< Dota 2 Workshop Tools

This is a list of actions currently supported by Dota 2, as well as their IDs.

Action Name ID Notes
ACT_RESET 0
ACT_IDLE 1 May not work in Dota V
ACT_TRANSITION 2
ACT_COVER 3
ACT_COVER_MED 4
ACT_COVER_LOW 5
ACT_WALK 6
ACT_WALK_AIM 7
ACT_WALK_CROUCH 8
ACT_WALK_CROUCH_AIM 9
ACT_RUN 10
ACT_RUN_AIM 11
ACT_RUN_CROUCH 12
ACT_RUN_CROUCH_AIM 13
ACT_RUN_PROTECTED 14
ACT_SCRIPT_CUSTOM_MOVE 15
ACT_RANGE_ATTACK1 16
ACT_RANGE_ATTACK2 17
ACT_RANGE_ATTACK1_LOW 18
ACT_RANGE_ATTACK2_LOW 19
ACT_DIESIMPLE 20
ACT_DIEBACKWARD 21
ACT_DIEFORWARD 22
ACT_DIEVIOLENT 23
ACT_DIERAGDOLL 24
ACT_FLY 25
ACT_HOVER 26
ACT_GLIDE 27
ACT_SWIM 28
ACT_JUMP 29
ACT_HOP 30
ACT_LEAP 31
ACT_LAND 32
ACT_CLIMB_UP 33
ACT_CLIMB_DOWN 34
ACT_CLIMB_DISMOUNT 35
ACT_SHIPLADDER_UP 36
ACT_SHIPLADDER_DOWN 37
ACT_STRAFE_LEFT 38
ACT_STRAFE_RIGHT 39
ACT_ROLL_LEFT 40
ACT_ROLL_RIGHT 41
ACT_TURN_LEFT 42
ACT_TURN_RIGHT 43
ACT_CROUCH 44
ACT_CROUCHIDLE 45
ACT_STAND 46
ACT_USE 47
ACT_ALIEN_BURROW_IDLE 48
ACT_ALIEN_BURROW_OUT 49
ACT_SIGNAL1 50
ACT_SIGNAL2 51
ACT_SIGNAL3 52
ACT_SIGNAL_ADVANCE 53
ACT_SIGNAL_FORWARD 54
ACT_SIGNAL_GROUP 55
ACT_SIGNAL_HALT 56
ACT_SIGNAL_LEFT 57
ACT_SIGNAL_RIGHT 58
ACT_SIGNAL_TAKECOVER 59
ACT_LOOKBACK_RIGHT 60
ACT_LOOKBACK_LEFT 61
ACT_COWER 62
ACT_SMALL_FLINCH 63
ACT_BIG_FLINCH 64
ACT_MELEE_ATTACK1 65
ACT_MELEE_ATTACK2 66
ACT_RELOAD 67
ACT_RELOAD_START 68
ACT_RELOAD_FINISH 69
ACT_RELOAD_LOW 70
ACT_ARM 71
ACT_DISARM 72
ACT_DROP_WEAPON 73
ACT_DROP_WEAPON_SHOTGUN 74
ACT_PICKUP_GROUND 75
ACT_PICKUP_RACK 76
ACT_IDLE_ANGRY 77
ACT_IDLE_RELAXED 78
ACT_IDLE_STIMULATED 79
ACT_IDLE_AGITATED 80
ACT_IDLE_STEALTH 81
ACT_IDLE_HURT 82
ACT_WALK_RELAXED 83
ACT_WALK_STIMULATED 84
ACT_WALK_AGITATED 85
ACT_WALK_STEALTH 86
ACT_RUN_RELAXED 87
ACT_RUN_STIMULATED 88
ACT_RUN_AGITATED 89
ACT_RUN_STEALTH 90
ACT_IDLE_AIM_RELAXED 91
ACT_IDLE_AIM_STIMULATED 92
ACT_IDLE_AIM_AGITATED 93
ACT_IDLE_AIM_STEALTH 94
ACT_WALK_AIM_RELAXED 95
ACT_WALK_AIM_STIMULATED 96
ACT_WALK_AIM_AGITATED 97
ACT_WALK_AIM_STEALTH 98
ACT_RUN_AIM_RELAXED 99
ACT_RUN_AIM_STIMULATED 100
ACT_RUN_AIM_AGITATED 101
ACT_RUN_AIM_STEALTH 102
ACT_CROUCHIDLE_STIMULATED 103
ACT_CROUCHIDLE_AIM_STIMULATED 104
ACT_CROUCHIDLE_AGITATED 105
ACT_WALK_HURT 106
ACT_RUN_HURT 107
ACT_SPECIAL_ATTACK1 108
ACT_SPECIAL_ATTACK2 109
ACT_COMBAT_IDLE 110
ACT_WALK_SCARED 111
ACT_RUN_SCARED 112
ACT_VICTORY_DANCE 113
ACT_DIE_HEADSHOT 114
ACT_DIE_CHESTSHOT 115
ACT_DIE_GUTSHOT 116
ACT_DIE_BACKSHOT 117
ACT_FLINCH_HEAD 118
ACT_FLINCH_CHEST 119
ACT_FLINCH_STOMACH 120
ACT_FLINCH_LEFTARM 121
ACT_FLINCH_RIGHTARM 122
ACT_FLINCH_LEFTLEG 123
ACT_FLINCH_RIGHTLEG 124
ACT_FLINCH_PHYSICS 125
ACT_FLINCH_HEAD_BACK 126
ACT_FLINCH_CHEST_BACK 127
ACT_FLINCH_STOMACH_BACK 128
ACT_FLINCH_CROUCH_FRONT 129
ACT_FLINCH_CROUCH_BACK 130
ACT_FLINCH_CROUCH_LEFT 131
ACT_FLINCH_CROUCH_RIGHT 132
ACT_IDLE_ON_FIRE 133
ACT_WALK_ON_FIRE 134
ACT_RUN_ON_FIRE 135
ACT_RAPPEL_LOOP 136
ACT_180_LEFT 137
ACT_180_RIGHT 138
ACT_90_LEFT 139
ACT_90_RIGHT 140
ACT_STEP_LEFT 141
ACT_STEP_RIGHT 142
ACT_STEP_BACK 143
ACT_STEP_FORE 144
ACT_GESTURE_RANGE_ATTACK1 145
ACT_GESTURE_RANGE_ATTACK2 146
ACT_GESTURE_MELEE_ATTACK1 147
ACT_GESTURE_MELEE_ATTACK2 148
ACT_GESTURE_RANGE_ATTACK1_LOW 149
ACT_GESTURE_RANGE_ATTACK2_LOW 150
ACT_MELEE_ATTACK_SWING_GESTURE 151
ACT_GESTURE_SMALL_FLINCH 152
ACT_GESTURE_BIG_FLINCH 153
ACT_GESTURE_FLINCH_BLAST 154
ACT_GESTURE_FLINCH_BLAST_SHOTGUN 155
ACT_GESTURE_FLINCH_BLAST_DAMAGED 156
ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN 157
ACT_GESTURE_FLINCH_HEAD 158
ACT_GESTURE_FLINCH_CHEST 159
ACT_GESTURE_FLINCH_STOMACH 160
ACT_GESTURE_FLINCH_LEFTARM 161
ACT_GESTURE_FLINCH_RIGHTARM 162
ACT_GESTURE_FLINCH_LEFTLEG 163
ACT_GESTURE_FLINCH_RIGHTLEG 164
ACT_GESTURE_TURN_LEFT 165
ACT_GESTURE_TURN_RIGHT 166
ACT_GESTURE_TURN_LEFT45 167
ACT_GESTURE_TURN_RIGHT45 168
ACT_GESTURE_TURN_LEFT90 169
ACT_GESTURE_TURN_RIGHT90 170
ACT_GESTURE_TURN_LEFT45_FLAT 171
ACT_GESTURE_TURN_RIGHT45_FLAT 172
ACT_GESTURE_TURN_LEFT90_FLAT 173
ACT_GESTURE_TURN_RIGHT90_FLAT 174
ACT_BARNACLE_HIT 175
ACT_BARNACLE_PULL 176
ACT_BARNACLE_CHOMP 177
ACT_BARNACLE_CHEW 178
ACT_DO_NOT_DISTURB 179
ACT_SPECIFIC_SEQUENCE 180
ACT_VM_DRAW 181
ACT_VM_HOLSTER 182
ACT_VM_IDLE 183
ACT_VM_FIDGET 184
ACT_VM_PULLBACK 185
ACT_VM_PULLBACK_HIGH 186
ACT_VM_PULLBACK_LOW 187
ACT_VM_THROW 188
ACT_VM_PULLPIN 189
ACT_VM_PRIMARYATTACK 190
ACT_VM_SECONDARYATTACK 191
ACT_VM_RELOAD 192
ACT_VM_DRYFIRE 193
ACT_VM_HITLEFT 194
ACT_VM_HITLEFT2 195
ACT_VM_HITRIGHT 196
ACT_VM_HITRIGHT2 197
ACT_VM_HITCENTER 198
ACT_VM_HITCENTER2 199
ACT_VM_MISSLEFT 200
ACT_VM_MISSLEFT2 201
ACT_VM_MISSRIGHT 202
ACT_VM_MISSRIGHT2 203
ACT_VM_MISSCENTER 204
ACT_VM_MISSCENTER2 205
ACT_VM_HAULBACK 206
ACT_VM_SWINGHARD 207
ACT_VM_SWINGMISS 208
ACT_VM_SWINGHIT 209
ACT_VM_IDLE_TO_LOWERED 210
ACT_VM_IDLE_LOWERED 211
ACT_VM_LOWERED_TO_IDLE 212
ACT_VM_RECOIL1 213
ACT_VM_RECOIL2 214
ACT_VM_RECOIL3 215
ACT_VM_PICKUP 216
ACT_VM_RELEASE 217
ACT_VM_ATTACH_SILENCER 218
ACT_VM_DETACH_SILENCER 219
ACT_SLAM_STICKWALL_IDLE 220
ACT_SLAM_STICKWALL_ND_IDLE 221
ACT_SLAM_STICKWALL_ATTACH 222
ACT_SLAM_STICKWALL_ATTACH2 223
ACT_SLAM_STICKWALL_ND_ATTACH 224
ACT_SLAM_STICKWALL_ND_ATTACH2 225
ACT_SLAM_STICKWALL_DETONATE 226
ACT_SLAM_STICKWALL_DETONATOR_HOLSTER 227
ACT_SLAM_STICKWALL_DRAW 228
ACT_SLAM_STICKWALL_ND_DRAW 229
ACT_SLAM_STICKWALL_TO_THROW 230
ACT_SLAM_STICKWALL_TO_THROW_ND 231
ACT_SLAM_STICKWALL_TO_TRIPMINE_ND 232
ACT_SLAM_THROW_IDLE 233
ACT_SLAM_THROW_ND_IDLE 234
ACT_SLAM_THROW_THROW 235
ACT_SLAM_THROW_THROW2 236
ACT_SLAM_THROW_THROW_ND 237
ACT_SLAM_THROW_THROW_ND2 238
ACT_SLAM_THROW_DRAW 239
ACT_SLAM_THROW_ND_DRAW 240
ACT_SLAM_THROW_TO_STICKWALL 241
ACT_SLAM_THROW_TO_STICKWALL_ND 242
ACT_SLAM_THROW_DETONATE 243
ACT_SLAM_THROW_DETONATOR_HOLSTER 244
ACT_SLAM_THROW_TO_TRIPMINE_ND 245
ACT_SLAM_TRIPMINE_IDLE 246
ACT_SLAM_TRIPMINE_DRAW 247
ACT_SLAM_TRIPMINE_ATTACH 248
ACT_SLAM_TRIPMINE_ATTACH2 249
ACT_SLAM_TRIPMINE_TO_STICKWALL_ND 250
ACT_SLAM_TRIPMINE_TO_THROW_ND 251
ACT_SLAM_DETONATOR_IDLE 252
ACT_SLAM_DETONATOR_DRAW 253
ACT_SLAM_DETONATOR_DETONATE 254
ACT_SLAM_DETONATOR_HOLSTER 255
ACT_SLAM_DETONATOR_STICKWALL_DRAW 256
ACT_SLAM_DETONATOR_THROW_DRAW 257
ACT_SHOTGUN_RELOAD_START 258
ACT_SHOTGUN_RELOAD_FINISH 259
ACT_SHOTGUN_PUMP 260
ACT_SMG2_IDLE2 261
ACT_SMG2_FIRE2 262
ACT_SMG2_DRAW2 263
ACT_SMG2_RELOAD2 264
ACT_SMG2_DRYFIRE2 265
ACT_SMG2_TOAUTO 266
ACT_SMG2_TOBURST 267
ACT_PHYSCANNON_UPGRADE 268
ACT_RANGE_ATTACK_AR1 269
ACT_RANGE_ATTACK_AR2 270
ACT_RANGE_ATTACK_AR2_LOW 271
ACT_RANGE_ATTACK_AR2_GRENADE 272
ACT_RANGE_ATTACK_HMG1 273
ACT_RANGE_ATTACK_ML 274
ACT_RANGE_ATTACK_SMG1 275
ACT_RANGE_ATTACK_SMG1_LOW 276
ACT_RANGE_ATTACK_SMG2 277
ACT_RANGE_ATTACK_SHOTGUN 278
ACT_RANGE_ATTACK_SHOTGUN_LOW 279
ACT_RANGE_ATTACK_PISTOL 280
ACT_RANGE_ATTACK_PISTOL_LOW 281
ACT_RANGE_ATTACK_SLAM 282
ACT_RANGE_ATTACK_TRIPWIRE 283
ACT_RANGE_ATTACK_THROW 284
ACT_RANGE_ATTACK_SNIPER_RIFLE 285
ACT_RANGE_ATTACK_RPG 286
ACT_MELEE_ATTACK_SWING 287
ACT_RANGE_AIM_LOW 288
ACT_RANGE_AIM_SMG1_LOW 289
ACT_RANGE_AIM_PISTOL_LOW 290
ACT_RANGE_AIM_AR2_LOW 291
ACT_COVER_PISTOL_LOW 292
ACT_COVER_SMG1_LOW 293
ACT_GESTURE_RANGE_ATTACK_AR1 294
ACT_GESTURE_RANGE_ATTACK_AR2 295
ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE 296
ACT_GESTURE_RANGE_ATTACK_HMG1 297
ACT_GESTURE_RANGE_ATTACK_ML 298
ACT_GESTURE_RANGE_ATTACK_SMG1 299
ACT_GESTURE_RANGE_ATTACK_SMG1_LOW 300
ACT_GESTURE_RANGE_ATTACK_SMG2 301
ACT_GESTURE_RANGE_ATTACK_SHOTGUN 302
ACT_GESTURE_RANGE_ATTACK_PISTOL 303
ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW 304
ACT_GESTURE_RANGE_ATTACK_SLAM 305
ACT_GESTURE_RANGE_ATTACK_TRIPWIRE 306
ACT_GESTURE_RANGE_ATTACK_THROW 307
ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE 308
ACT_GESTURE_MELEE_ATTACK_SWING 309
ACT_IDLE_RIFLE 310
ACT_IDLE_SMG1 311
ACT_IDLE_ANGRY_SMG1 312
ACT_IDLE_PISTOL 313
ACT_IDLE_ANGRY_PISTOL 314
ACT_IDLE_ANGRY_SHOTGUN 315
ACT_IDLE_STEALTH_PISTOL 316
ACT_IDLE_PACKAGE 317
ACT_WALK_PACKAGE 318
ACT_IDLE_SUITCASE 319
ACT_WALK_SUITCASE 320
ACT_IDLE_SMG1_RELAXED 321
ACT_IDLE_SMG1_STIMULATED 322
ACT_WALK_RIFLE_RELAXED 323
ACT_RUN_RIFLE_RELAXED 324
ACT_WALK_RIFLE_STIMULATED 325
ACT_RUN_RIFLE_STIMULATED 326
ACT_IDLE_AIM_RIFLE_STIMULATED 327
ACT_WALK_AIM_RIFLE_STIMULATED 328
ACT_RUN_AIM_RIFLE_STIMULATED 329
ACT_IDLE_SHOTGUN_RELAXED 330
ACT_IDLE_SHOTGUN_STIMULATED 331
ACT_IDLE_SHOTGUN_AGITATED 332
ACT_WALK_ANGRY 333
ACT_POLICE_HARASS1 334
ACT_POLICE_HARASS2 335
ACT_IDLE_MANNEDGUN 336
ACT_IDLE_MELEE 337
ACT_IDLE_ANGRY_MELEE 338
ACT_IDLE_RPG_RELAXED 339
ACT_IDLE_RPG 340
ACT_IDLE_ANGRY_RPG 341
ACT_COVER_LOW_RPG 342
ACT_WALK_RPG 343
ACT_RUN_RPG 344
ACT_WALK_CROUCH_RPG 345
ACT_RUN_CROUCH_RPG 346
ACT_WALK_RPG_RELAXED 347
ACT_RUN_RPG_RELAXED 348
ACT_WALK_RIFLE 349
ACT_WALK_AIM_RIFLE 350
ACT_WALK_CROUCH_RIFLE 351
ACT_WALK_CROUCH_AIM_RIFLE 352
ACT_RUN_RIFLE 353
ACT_RUN_AIM_RIFLE 354
ACT_RUN_CROUCH_RIFLE 355
ACT_RUN_CROUCH_AIM_RIFLE 356
ACT_RUN_STEALTH_PISTOL 357
ACT_WALK_AIM_SHOTGUN 358
ACT_RUN_AIM_SHOTGUN 359
ACT_WALK_PISTOL 360
ACT_RUN_PISTOL 361
ACT_WALK_AIM_PISTOL 362
ACT_RUN_AIM_PISTOL 363
ACT_WALK_STEALTH_PISTOL 364
ACT_WALK_AIM_STEALTH_PISTOL 365
ACT_RUN_AIM_STEALTH_PISTOL 366
ACT_RELOAD_PISTOL 367
ACT_RELOAD_PISTOL_LOW 368
ACT_RELOAD_SMG1 369
ACT_RELOAD_SMG1_LOW 370
ACT_RELOAD_SHOTGUN 371
ACT_RELOAD_SHOTGUN_LOW 372
ACT_GESTURE_RELOAD 373
ACT_GESTURE_RELOAD_PISTOL 374
ACT_GESTURE_RELOAD_SMG1 375
ACT_GESTURE_RELOAD_SHOTGUN 376
ACT_BUSY_LEAN_LEFT 377
ACT_BUSY_LEAN_LEFT_ENTRY 378
ACT_BUSY_LEAN_LEFT_EXIT 379
ACT_BUSY_LEAN_BACK 380
ACT_BUSY_LEAN_BACK_ENTRY 381
ACT_BUSY_LEAN_BACK_EXIT 382
ACT_BUSY_SIT_GROUND 383
ACT_BUSY_SIT_GROUND_ENTRY 384
ACT_BUSY_SIT_GROUND_EXIT 385
ACT_BUSY_SIT_CHAIR 386
ACT_BUSY_SIT_CHAIR_ENTRY 387
ACT_BUSY_SIT_CHAIR_EXIT 388
ACT_BUSY_STAND 389
ACT_BUSY_QUEUE 390
ACT_DUCK_DODGE 391
ACT_DIE_BARNACLE_SWALLOW 392
ACT_GESTURE_BARNACLE_STRANGLE 393
ACT_PHYSCANNON_DETACH 394
ACT_PHYSCANNON_ANIMATE 395
ACT_PHYSCANNON_ANIMATE_PRE 396
ACT_PHYSCANNON_ANIMATE_POST 397
ACT_DIE_FRONTSIDE 398
ACT_DIE_RIGHTSIDE 399
ACT_DIE_BACKSIDE 400
ACT_DIE_LEFTSIDE 401
ACT_OPEN_DOOR 402
ACT_DI_ALYX_ZOMBIE_MELEE 403
ACT_DI_ALYX_ZOMBIE_TORSO_MELEE 404
ACT_DI_ALYX_HEADCRAB_MELEE 405
ACT_DI_ALYX_ANTLION 406
ACT_DI_ALYX_ZOMBIE_SHOTGUN64 407
ACT_DI_ALYX_ZOMBIE_SHOTGUN26 408
ACT_READINESS_RELAXED_TO_STIMULATED 409
ACT_READINESS_RELAXED_TO_STIMULATED_WALK 410
ACT_READINESS_AGITATED_TO_STIMULATED 411
ACT_READINESS_STIMULATED_TO_RELAXED 412
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED 413
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK 414
ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED 415
ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED 416
ACT_IDLE_CARRY 417
ACT_WALK_CARRY 418 May not work in Dota ^
ACT_DOTA_IDLE 419 Defined for almost everything in Dota 2, and what units will default to.
ACT_DOTA_IDLE_RARE 421 An idle animation played occasionally if available.
ACT_DOTA_RUN 422 Movement action.
ACT_DOTA_ATTACK 424
ACT_DOTA_ATTACK2 425
ACT_DOTA_ATTACK_EVENT 426
ACT_DOTA_DIE 427
ACT_DOTA_FLINCH 428
ACT_DOTA_FLAIL 429
ACT_DOTA_DISABLED 430 Animation played when an hero gets stunned.
ACT_DOTA_CAST_ABILITY_1 431 This is what animation is played when the ability in ability slot 0 is used.
ACT_DOTA_CAST_ABILITY_2 432 This is what animation is played when the ability in ability slot 1 is used.
ACT_DOTA_CAST_ABILITY_3 433 This is what animation is played when the ability in ability slot 2 is used.
ACT_DOTA_CAST_ABILITY_4 434 This is what animation is played when the ability in ability slot 3 is used.
ACT_DOTA_CAST_ABILITY_5 435 This is what animation is played when the ability in ability slot 4 is used.
ACT_DOTA_CAST_ABILITY_6 436 This is what animation is played when the ability in ability slot 5 is used.
ACT_DOTA_OVERRIDE_ABILITY_1 437
ACT_DOTA_OVERRIDE_ABILITY_2 438
ACT_DOTA_OVERRIDE_ABILITY_3 439
ACT_DOTA_OVERRIDE_ABILITY_4 440
ACT_DOTA_CHANNEL_ABILITY_1 441 This is what animation is played while the ability in ability slot 0 is channeled.
ACT_DOTA_CHANNEL_ABILITY_2 442 This is what animation is played while the ability in ability slot 1 is channeled.
ACT_DOTA_CHANNEL_ABILITY_3 443 This is what animation is played while the ability in ability slot 2 is channeled.
ACT_DOTA_CHANNEL_ABILITY_4 444 This is what animation is played while the ability in ability slot 3 is channeled.
ACT_DOTA_CHANNEL_ABILITY_5 445 This is what animation is played while the ability in ability slot 4 is channeled.
ACT_DOTA_CHANNEL_ABILITY_6 446 This is what animation is played while the ability in ability slot 5 is channeled.
ACT_DOTA_CHANNEL_END_ABILITY_1 447
ACT_DOTA_CHANNEL_END_ABILITY_2 448
ACT_DOTA_CHANNEL_END_ABILITY_3 449
ACT_DOTA_CHANNEL_END_ABILITY_4 450
ACT_DOTA_CHANNEL_END_ABILITY_5 451
ACT_DOTA_CHANNEL_END_ABILITY_6 452
ACT_DOTA_CONSTANT_LAYER 453
ACT_DOTA_CAPTURE 454 The animation that is played in the hero's portrait.
ACT_DOTA_SPAWN 455
ACT_DOTA_KILLTAUNT 456
ACT_DOTA_TAUNT 457
ACT_DOTA_THIRST 458
ACT_DOTA_CAST_DRAGONBREATH 459
ACT_DOTA_ECHO_SLAM 460
ACT_DOTA_CAST_ABILITY_1_END 461
ACT_DOTA_CAST_ABILITY_2_END 462
ACT_DOTA_CAST_ABILITY_3_END 463
ACT_DOTA_CAST_ABILITY_4_END 464
ACT_MIRANA_LEAP_END 465
ACT_WAVEFORM_START 466
ACT_WAVEFORM_END 467
ACT_DOTA_CAST_ABILITY_ROT 468
ACT_DOTA_DIE_SPECIAL 469
ACT_DOTA_RATTLETRAP_BATTERYASSAULT 470 npc_dota_hero_rattletrap - specific
ACT_DOTA_RATTLETRAP_POWERCOGS 471 npc_dota_hero_rattletrap - specific
ACT_DOTA_RATTLETRAP_HOOKSHOT_START 472 npc_dota_hero_rattletrap - specific
ACT_DOTA_RATTLETRAP_HOOKSHOT_LOOP 473 npc_dota_hero_rattletrap - specific
ACT_DOTA_RATTLETRAP_HOOKSHOT_END 474 npc_dota_hero_rattletrap - specific
ACT_STORM_SPIRIT_OVERLOAD_RUN_OVERRIDE 475
ACT_DOTA_TINKER_REARM1 476 npc_dota_hero_tinker - specific (level 1 rearm)
ACT_DOTA_TINKER_REARM2 477 npc_dota_hero_tinker - specific (level 2 rearm)
ACT_DOTA_TINKER_REARM3 478 npc_dota_hero_tinker - specific (level 3 rearm)
ACT_TINY_AVALANCHE 479 npc_dota_hero_tiny - specific
ACT_TINY_TOSS 480 npc_dota_hero_tiny - specific (also used by mystery_tiny_throw?)
ACT_TINY_GROWL 481
ACT_DOTA_WEAVERBUG_ATTACH 482 npc_dota_hero_weaver - specific (used for 'the swarm' bugs when they attach to a unit?)
ACT_DOTA_CAST_WILD_AXES_END 483 npc_dota_hero_beastmaster - specific
ACT_DOTA_CAST_LIFE_BREAK_START 484 npc_dota_hero_huskar - specific
ACT_DOTA_CAST_LIFE_BREAK_END 485 npc_dota_hero_huskar - specific
ACT_DOTA_NIGHTSTALKER_TRANSITION 486 npc_dota_hero_nightstalker - specific
ACT_DOTA_LIFESTEALER_RAGE 487
ACT_DOTA_LIFESTEALER_OPEN_WOUNDS 488
ACT_DOTA_SAND_KING_BURROW_IN 489
ACT_DOTA_SAND_KING_BURROW_OUT 490
ACT_DOTA_EARTHSHAKER_TOTEM_ATTACK 491
ACT_DOTA_WHEEL_LAYER 492
ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_START 493
ACT_DOTA_ALCHEMIST_CONCOCTION 494
ACT_DOTA_JAKIRO_LIQUIDFIRE_START 495
ACT_DOTA_JAKIRO_LIQUIDFIRE_LOOP 496
ACT_DOTA_LIFESTEALER_INFEST 497
ACT_DOTA_LIFESTEALER_INFEST_END 498
ACT_DOTA_LASSO_LOOP 499
ACT_DOTA_ALCHEMIST_CONCOCTION_THROW 500
ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_END 501
ACT_DOTA_CAST_COLD_SNAP 502
ACT_DOTA_CAST_GHOST_WALK 503
ACT_DOTA_CAST_TORNADO 504
ACT_DOTA_CAST_EMP 505
ACT_DOTA_CAST_ALACRITY 506
ACT_DOTA_CAST_CHAOS_METEOR 507
ACT_DOTA_CAST_SUN_STRIKE 508
ACT_DOTA_CAST_FORGE_SPIRIT 509
ACT_DOTA_CAST_ICE_WALL 510
ACT_DOTA_CAST_DEAFENING_BLAST 511
ACT_DOTA_VICTORY 512
ACT_DOTA_DEFEAT 513
ACT_DOTA_SPIRIT_BREAKER_CHARGE_POSE 514
ACT_DOTA_SPIRIT_BREAKER_CHARGE_END 515
ACT_DOTA_TELEPORT 516
ACT_DOTA_TELEPORT_END 517
ACT_DOTA_CAST_REFRACTION 518
ACT_DOTA_CAST_ABILITY_7 519
ACT_DOTA_CANCEL_SIREN_SONG 520
ACT_DOTA_CHANNEL_ABILITY_7 521
ACT_DOTA_LOADOUT 522
ACT_DOTA_FORCESTAFF_END 523
ACT_DOTA_POOF_END 524
ACT_DOTA_SLARK_POUNCE 525
ACT_DOTA_MAGNUS_SKEWER_START 526
ACT_DOTA_MAGNUS_SKEWER_END 527
ACT_DOTA_MEDUSA_STONE_GAZE 528
ACT_DOTA_RELAX_START 529
ACT_DOTA_RELAX_LOOP 530
ACT_DOTA_RELAX_END 531
ACT_DOTA_CENTAUR_STAMPEDE 532
ACT_DOTA_BELLYACHE_START 533 Used in tutorial maps for injured units?
ACT_DOTA_BELLYACHE_LOOP 534 ^
ACT_DOTA_BELLYACHE_END 535 ^
ACT_DOTA_ROQUELAIRE_LAND 536 Used for roquelaire perch system
ACT_DOTA_ROQUELAIRE_LAND_IDLE 537 ^
ACT_DOTA_GREEVIL_CAST 538 Frosivus - greevils use this for all spells (except the ones below?)
ACT_DOTA_GREEVIL_OVERRIDE_ABILITY 539
ACT_DOTA_GREEVIL_HOOK_START 540
ACT_DOTA_GREEVIL_HOOK_END 541
ACT_DOTA_GREEVIL_BLINK_BONE 542
ACT_DOTA_IDLE_SLEEPING 543 Sleeping action for neutral creeps
ACT_DOTA_INTRO 544 tutorial_m2 - related V
ACT_DOTA_GESTURE_POINT 545
ACT_DOTA_GESTURE_ACCENT 546
ACT_DOTA_SLEEPING_END 547
ACT_DOTA_AMBUSH 548
ACT_DOTA_ITEM_LOOK 549
ACT_DOTA_STARTLE 550
ACT_DOTA_FRUSTRATION 551
ACT_DOTA_TELEPORT_REACT 552
ACT_DOTA_TELEPORT_END_REACT 553
ACT_DOTA_SHRUG 554
ACT_DOTA_RELAX_LOOP_END 555
ACT_DOTA_PRESENT_ITEM 556
ACT_DOTA_IDLE_IMPATIENT 557
ACT_DOTA_SHARPEN_WEAPON 558
ACT_DOTA_SHARPEN_WEAPON_OUT 559
ACT_DOTA_IDLE_SLEEPING_END 560
ACT_DOTA_BRIDGE_DESTROY 561
ACT_DOTA_TAUNT_SNIPER 562
ACT_DOTA_DEATH_BY_SNIPER 563
ACT_DOTA_LOOK_AROUND 564
ACT_DOTA_CAGED_CREEP_RAGE 565
ACT_DOTA_CAGED_CREEP_RAGE_OUT 566
ACT_DOTA_CAGED_CREEP_SMASH 567
ACT_DOTA_CAGED_CREEP_SMASH_OUT 568
ACT_DOTA_IDLE_IMPATIENT_SWORD_TAP 569
ACT_DOTA_INTRO_LOOP 570
ACT_DOTA_BRIDGE_THREAT 571 tutorial_m2 - related ^
ACT_DOTA_DAGON 572 Used for nyx dagon item?
ACT_DOTA_CAST_ABILITY_2_ES_ROLL_START 573
ACT_DOTA_CAST_ABILITY_2_ES_ROLL 574
ACT_DOTA_CAST_ABILITY_2_ES_ROLL_END 575
ACT_DOTA_NIAN_PIN_START 576
ACT_DOTA_NIAN_PIN_LOOP 577
ACT_DOTA_NIAN_PIN_END 578
ACT_DOTA_LEAP_STUN 579
ACT_DOTA_LEAP_SWIPE 580
ACT_DOTA_NIAN_INTRO_LEAP 581
ACT_DOTA_AREA_DENY 582
ACT_DOTA_NIAN_PIN_TO_STUN 583
ACT_DOTA_RAZE_1 584
ACT_DOTA_RAZE_2 585
ACT_DOTA_RAZE_3 586
ACT_DOTA_UNDYING_DECAY 587
ACT_DOTA_UNDYING_SOUL_RIP 588
ACT_DOTA_UNDYING_TOMBSTONE 589
ACT_DOTA_WHIRLING_AXES_RANGED 590
ACT_DOTA_SHALLOW_GRAVE 591
ACT_DOTA_COLD_FEET 592
ACT_DOTA_ICE_VORTEX 593
ACT_DOTA_CHILLING_TOUCH 594
ACT_DOTA_ENFEEBLE 595
ACT_DOTA_FATAL_BONDS 596
ACT_DOTA_MIDNIGHT_PULSE 597
ACT_DOTA_ANCESTRAL_SPIRIT 598
ACT_DOTA_THUNDER_STRIKE 599
ACT_DOTA_KINETIC_FIELD 600
Retrieved from 'https://developer.valvesoftware.com/w/index.php?title=Dota_2_Workshop_Tools/Actions_List&oldid=225333'

The Birth of a Genre and Rise of Icefrog

With the advent of PC gaming countless game designers are pushing the envelope by creating new genres for the masses, and Dota 2 is no exception. While many players would love to tell you that Dota 2 is just a copy of League of Legends, this is in fact one of the biggest misunderstandings in the MOBA community in general. MOBA stands for Multiplayer Online Battle Arena, and while Riot Games / League of Legends may have coined that term as a genre the style of game has technically existed all the back on Blizzard’s Warcraft III: Frozen Throne as a custom game; they were just the first ones to bring the style to an upgraded platform engine. As Valve saw the huge popularity that LoL garnered as the first standalone, they decided to venture into the fray teaming up with the enigmatic Icefrog to stake their claim as the second. Eventually the direction and style of marketing strategies would prove to be the defining difference. Riot with a more “hands on” approach with their LCS leagues and Valve with a more community sourced “hands off” approach with later incarnations of The International after TI1’s $1 million prize pool which was unprecedented of at the time. The prize pool last year at TI8 topped $26 million with 1st place winning upwards of $10 million.

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Table of contents

Getting Started with the Basics

The basic concept of the game is pretty simple: kill the enemy’s Ancient before they kill yours. 2 teams of 5 players each have a pool of over 100 unique heroes to choose from when the game begins with 3 different “types”. Agility, Strength and Intelligence, each bringing different elements throughout the course of the entire game. Strength heroes are usually your tanky bruisers that want to absorb damage and be in the front setting up fights; Agility heroes want to buy items that efficiently increase their attack damage and attack speed though have generally lower HP; Intelligence heroes can vary between aggressive magical burst and defensive abilities mixed with some disabling skills that are essential to any lineup. Each hero has 4 skills to level up with their strongest being the “ultimate” which generally defines the hero and figuring out how to use them all in tandem with your team becomes the hard part.

On the left is a picture of the game map. There are 3 lanes with defensive towers that attack enemy units in range where waves of NPC minions are spawned and travel down, killing them nets you gold and experience points. Gold allows you to purchase items from the shops (of which there are tons to choose) and experience leveling up your character and abilities. This is also where hero tactics start to take effect, strategies are implemented and the game starts progressing.

Dota 2 Gem Td Guide

One of its biggest problems is the fact that the game is not new player friendly. There is a huge wall memorization that must be internalized and understood if you want to start climbing the ranks, and even before that learning all the game mechanics can seem nigh impossible at times. Though this could also be looked at as a strength in a way, since one of its main appeals is just how much brainpower you need. Humans have, and always will, want to use their brains to the fullest capacity. Dota 2 requires such masterful mix of mathematics, timings, variables, problem solving, predictions, theory crafting, teamwork, and intuition. Much like how the best Go players are considered intelligent and noble, the best Dota players in some aspect are considered geniuses. Making decisions in the span of milliseconds, millions of dollars on the line, hundreds of thousands of people watching, pressure mounting but somehow prevailing despite all odds.

Following the stories of teams and players is another reason why the community loves this game so much, every year getting the chance to chase the dream of winning The International and seeing the soul crushing emotions of those teams that are eliminated. This past year was no exception and could be hailed as the best TI ever. If you’re new to the scene and need a reason to fall in love with the game, just take a look at this video by theScoreEsports as they do a fantastic job telling the story of the now legendary run by Team OG and beloved captain N0tail:

This guide aims to teach you the application of important mechanics that are essential to every DotA 2 player and give you an edge over other beginner players and prepare you for your calibration games. Just have an open mind and positive attitude from which to build your core skills/mechanics upon.

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Newbie Guide to Controlling Heroes

Heroes are the units controlled by each player to which there are 10 total in any given game. Each is unique and how they are utilized is up to the individual.

This is a picture of how each heroes’ information will be displayed at any point in the game

  1. On the left is the portrait displaying the level which in this case is level 7/25. Each level-up allows you to increase the strength of your skills, 4 times for regular skills and at level 6 you can skill your “ultimate” ability at a maximum of 3 times. Skills cost mana or MP points to cast and have a waiting period between cast times called a “cooldown”. Working around these cooldowns is a big part of the game and figuring out when to use them at the correct times. A bit to the right are your attack damage, armor, movement speed and 3 attribute values (we will cover these in a bit). Most players use QWER for their 4 skill slot button hotkeys

  2. To the left of the skills you can see the “talent tree”. This allows you an option at level 10 and every 5 levels after to choose to between 2 talents that can provide more in-depth specialization that can bolster any number of things.

  3. On the bottom you’ll see 2 bars (green and blue) which show your Health Point and Mana Points, with regeneration values /per second slightly to the right

  4. At the top we have the “status bar” where you can see the icon for Crystal Maiden’s 3rd skill which provides global ally mana regeneration; positive buffs have the green circle, negative have the red circle around the icon.

  5. To the right are the ever-important inventory slots, of which you have 6, with the additional 3 backpack slots. Item usage has always been a huge part of the game whether it be activating them at the right times or even just making sure you adapt item builds to certain games. Setting up efficient hotkeys and creating the muscle memory is very conducive with playing at a higher level. Minimizing hesitation through confusion by pressing the wrong buttons; ironing these kinds of mistakes out takes discipline and practice more information below

  6. These are your hero values that include attack damage, armor, movement speed and attribute calculations. This was kept last as learning these exact values comes secondary to the previous numbers and will become more useful once you learn a bit more about the game

Making less unforced mistakes can give you an edge over other players through streamlined mechanics usage and improve at a much faster rate

Newbie Guide to Creeps and Towers

Learning the different NPC units in Dota is essential, not to say that you need to memorize every minute detail but a general understanding of them is necessary. For example being able to last hit them consistently or how to last hit them under a tower. Being able to consistently get gold and experience is the first step to improving your game as your journey progresses. Here is a list of the general ones:

Melee Creeps

  • 550 HP
  • 2 armor
  • 19-23 damage
  • 35-41 gold rewarded
  • 57 exp rewarded

Ranged Creeps

  • 300 HP
  • 500 Mana
  • 0 armor
  • 21-26 damage
  • 50-56 gold rewarded
  • 69 experience rewarded

Siege Creeps

  • 875 HP
  • 35-46 damage
  • 80% magic resistance
  • 66-80 gold rewarded
  • 88 exp rewarded
  • 250% extra damage to structures

Neutral Creeps

  • Random camps respawn every minute
  • Have abilities, auras and/or passives
  • Will attack when attacked
  • Sleeps at night

Ancient Creeps

  • Strongest neutral creeps
  • Magic resistant (few exceptions)
  • Highest armor
  • Highest HP
  • Have abilities, auras and/or passives
  • Will attack when attacked
  • Sleeps at night

Towers

  • +2 armor aura
  • Fortified armor type
  • Attacks enemies in range
  • 1,2,3,4 tiers
  • 110/152/152/152 damage
  • 17 / 19 / 19 / 29 armor
  • 100/120/140/160 gold rewarded to entire team
  • Provides no gold when denied
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Lane Mechanics Explained

Creep Score

When going to a lane it is important to remember that how fast you farm your favorite item is up to your timings also called a “CS” or Creep Score. Creeps you kill add +1 to the left side, denies on the right. Out timing enemy heroes is essential when attempting to acquire farm on core heroes and even supports.

What is a deny? When executed correctly an exclamation mark is animated over the head of the unit denied as seen on the right. This is meant as a confirmation that your timing was perfect, and that the enemy hero(s) received minimum experience points and no gold. You now get + bonus gold when denying your own creeps.

Getting denies is generally good but taking one over a creep kill or multiple creep kills is not wise. Creep kills provide much more gold and exp so when making the choice between the two it is advised to try and go for the creep kill, but when denies present themselves without the danger of missing a “CS”

Pulling

Occasionally you will sometimes see players doing this action, but beware as it is a double edged sword and can be implemented improperly thus ending up benefiting the enemy.

When the lane is pushed all the way to the enemy tower, it will greatly help your carry if you “pull” the lane back as it brings the wave back towards your own tower where it is much safer to farm.

Hero Strategy

As mentioned before there are 3 different categories that every hero falls into. All attributes give damage when hero attribute type matches

Strength – increases max HP and health regeneration as well as spell resistance

Intelligence – increases max MP and mana regeneration as well as spell damage

Dota 2 Prismatic Gem

Agility – increases Armor and basic attack speed as well as movement speed

Picking a hero is up to the player! And it is encouraged that you develop favorite ones as the hero will eventually become an extension of yourself from which to make changes into a Dota game

Here are 3 in game hero guides by the well-respected Torte de Lini; 1 for each hero type. It is good to have backup heroes in case someone picks your favorite, being able to play 1 of each type will make you much more flexible than say someone who only plays intelligence ones. Another aspect of learning the game is knowing what heroes on the other team are capable of, so the ability able to predict what enemies will do is huge as well as learning the limits of each hero which will eventually allow you to push those limits.

Whether you want to play mid, carry your team, make plays from the offlane or support your team finding your best role is akin to a sort of spiritual journey so don’t be afraid to try them all and see which is your strongest affinity

To use these guides in game just click “SELECT” on the left-hand side

Sand King

A tanky hero with a stun and an escape tool on top of having a 2 button stun-ultimate combo, can go invisible and creates damaging seismic waves that damage the enemy.

Crystal Maiden

As nuke heavy disabler she also provides bonus mana regeneration for the entire team and double values for yourself for more spell casting, helping all 3 lanes at the same time while alive

Sniper

A long-ranged damage dealer with a slow, and an ultimate with even longer range that can snipe enemy heroes that are fleeing.

Put Your Skills to the Test Against AI Bots

Playing against computers for training has long been considered practice in multiplayers games, Dota 2 is no different. Whether they’re the Valve bots or even Elon Musk’s OpenAI bots the core idea is the same only one pushes the extremes of cutting edge technology and science. Acclimating to the average player skill bracket is like climbing a wall built by these bots to test your abilities. Building your basics will start here and putting into practice the cumulative knowledge from this guide.

The More the Merrier

If some of your friends play that can just add to the excitement when your stack of friends beats another stack of friends. Getting to practice with the same group of people consistently is another way to hasten your growth period a bit. It can be hard to sync up with random people all the time and already having those anonymous barriers broken down is a huge plus and also boosts communication. The best teams in the world have designated positions such a mid, carry, offlane or support; you should be on the lookout to see if you enjoy a certain position over others. Most players will have an affinity for at least 1 but that doesn’t mean you can’t play the others but picking and sticking to a role is the best targeted approach to improving. Having a friend who has a rank already can join your party as a coach and offer tips/advice to improve.

How to Get into Ranked and Unranked Games?

Take a look at some popular Dota 2 streamers and youtubers such as BSJ or Purge before playing your required 10 calibration games. These players’ insight can help you learn the ins and outs of certain heroes or positions and better prepare you for the hardships of ranked

On the right hand side click on Play Game.

After calibration you will be assigned a rank, but for some this takes the fun out of the game and should not be your main focus if you are still a noob at the game. Be objective about your skill level and rank should come later.

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Want to Play? Here’s What you Need to Know

Learning this game is still going to be hard. But after changing your settings to the guide’s, the overall goal to make it less frustrating and set you up with solid tested mechanics that make efficient use of the left hand cutting and lowering the chance for basic errors through unfamiliar button mapping. This is what will give you the ability to be able to better focus on what is happening on the screen and spend less time pressing wrong buttons.

It is also important when wanting to learn a hero, to use Valve’s provided (for free) learning tools. At the top click on HEROES and select one.

Then click DEMO HERO by the skill icons.

Here you can test heroes out on a simulated mid lane and practice your hotkeys. This is the perfect environment to practice last hitting creeps, casting your spells and targeting enemy heroes.

Practicing is crucial to improve at anything, especially Dota

Choosing Your Strategy to Win

There are 3 principles that we’re going to cover as a crash course before you finally start your games. Concepts and terminology that you will again need to know. Pushing, farming and ganking.

Pushing: A concept that seems simple but eventually can become a headache. Taking towers is a form of pushing as it requires a siege, thus requiring multiple waves of creeps; taking too long can allow the enemy to group up and take advantage of bad positioning. Pushing alone can sometimes leave you to be caught out so there are bad times to push as well if your team is on the other side of the map. Occasionally the enemy will be pushing at the exact same time as you, so what do you do?

Farming: Widely considered the act/period of time where heroes are last hitting creeps. Also when needing to accrue farm in lane before making moves

Ganking: The act when 2 or more heroes collectively kill another hero(s). The word teamfighting and ganking can sometimes overlap but function in the same meaning if substituted.

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Lineups and Team Compositions

Add Gem Slot Dota 2
  1. Carry – usually farming in the “safe lane” that needs items before becoming strong and taking over a game.

  2. Mid – solo hero that gets the fastest levels and gold, can take over a game early.

  3. Offlane – hero in the dangerous lane that barely gets any farm or levels without help. Can also be a solo lane like mid.

  4. Support – generally a hero that makes plays on the map, ie helping mid secure runes. Needs gold over 5 position.

  5. Support – dedicated support hero, buys wards and using abilities in a mostly defensive manner. Lowest farmed units in the game

How Do I become Pro? Try Watching Some Real Ones!

Before you can start to critique yourself and your replays, check out some professional games under the WATCH tab. You can also drop in on top ranked players and watch the game from their perspective. Even opening up a stream on twitch, there are tournaments going on all the time! Being able to see a Professional Player’s point of view will drastically improve your game if applied.

Even Pros Watch their Own Replays, So Should You

At the end of each game there will be a screen that shows the summary of most of the data in the game. Clicking on each hero will bring up different information so play around with it to fully understand just how much post-game data there is

Gosu.AI Bot: The Next Evolution in Analysis and Macro-Data Breakdown

The end game screen only provides so much information about analyzing the game when websites like ours are pushing those limits through AI analysis and data collection. Signing up for access to the Gosu Bot is FREE! And provides a full blown account tailored spectrum of information from which to improve. Here is what you’ll see using the latest in replay analysis for just 1 game:

Another end game screen game summary

Tips and advice for your hero to take to heart

Overview of all deaths and escapes

Optimize your ganking patterns and see exactly how the game progressed from gank 1

Kinetic Gems Dota 2

Review if you’re killing the right targets and shorten stash/courier times

Is your warding up to snuff? See how it matches up against other players’

Hero control maximization, micro control and attack moving analysis

Gosu.AI is tailored to you. The player. Making it easier to be objective and is a great tool that you need to be using. AI has been changing the way we look at Dota 2, and even playing it!

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At TI8 Elon Musk’s OpenAI took on professional teams in a head to head 5v5 matchup and the results were jaw dropping to say the least. In the everchanging Dota landscape we are really able to make sense of all the Data and use it to our advantage, using every tool at your disposal is a no brainer for Pros and noobs alike. Check it out and see for yourself how Gosu.AI can explain in detail the areas you need to improve in.

FURTHER READING:

➡️ Dota 2 Auto Chess winning guide

➡️ The Best DOTA 2 Heroes for Beginners