SlashStrike

SlashStrike

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Hey there, my name is Stoyan! I'm a 26-year-old Bulgarian pro DotA player, and I'm here to enable you to get what you want out of this game. I've been playing DotA for over 15 years now, and apart from playing competitively I make highlight videos, stream, write guides, analyze drafts of the top teams, and of course coach people! Aside from all that, I love working out at the gym, going for walks, taking the time to socialize and spend time with friends and family, and am also an aspiring rapper. I'm also a bit of a language geek, and can coach you in not just English but also Bulgarian, Dutch and Spanish! Enough about me - why should you pick me as your coach, and what can you expect if you do? Every student that books me gets access to an online document where you can see exactly what we're working on in each lesson and how it all fits into the bigger picture, so that you can track your progress. As soon as I ask you some questions and get to know you a bit as a player, I will be able to personalize the document to fit you, giving you (optional) homework and tips between lessons, which will once again help show you what you need to improve on and what you're already pretty good at! When you book me, you also get access to my coaching discord, where you can ask me questions any time and also see answers to questions asked by other students. My main role is mid, but I have a lot of experience with the others and can coach you on every role and hero. Apart from mechanics, positioning, drafting, etc., we can also go over some matchmaking psychology - how to achieve the correct solo queue mentality, improve your confidence, avoid getting tilted, learn *how* to learn and improve better on your own, and even keep your pub teammates positive. Once again, all these things will be listed in the document and together we can choose which ones are most important for you to work on. These are the coaching methods we can follow (if you can think of one that's not listed, I'd love to hear it!): - Replay analysis (We go over a replay of your choice, I move through it while sharing screen on Discord) - Live coaching (You queue for a game with me in the coach slot, I guide your decision-making throughout the game) - Reverse live coaching (I queue for a game while sharing my screen, explaining my decisions and gameplay in real-time) - Laning practice in lobby (Explaining and trying different lane match-ups) - Duo queue (We play together) - Mock drafting (We draft against each other and then discuss the outcome) - Mechanics drills (We go in a lobby together and I help you practice combos/dodges/timings) I also offer Team Coaching, able to help your team in-game with strategy, drafting, gameplay etc. as well as outside of the game with communication, mentality, and fixing issues. I coach any region and my schedule is flexible, so if yours is tight let me know and we can probably work something out!

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Rapid Rise

Live Coaching

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Mock Drafting

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The Supreme Improvement Plan (LIMITED - 1 REMAINING)

15 min read

SlashStrike's Top 5 Concepts for Playing Better Dota

Read the full article here and read all other new articles & guides here Introduction Ever thought to yourself: "I wish somebody had simply written down 5 good dota gameplay ideas that I could apply to start playing better in all my matches" ? Well, even if you hadn't, now you have - and this article is the answer to all your questions. I'm SlashStrike, I've been playing Dota for 16 years, competed with and against TI winners, and over the last several years I've personally coached more than 1000 Dota players and teams ranging from 0 to 9000 MMR. Playing, watching and discussing Dota with people from all skill brackets and regions of the world has given me a wide perspective on the most common difficulties and mistakes that players face. This article compiles the most impactful and important lessons into five easily digestible concepts that will teach you how to outperform the average Dota player. I. Bad fast decisions always beat slow decisions Picture the following scenario: Your carry Faceless Void just finished his BKB and has his Chronosphere ready, so you figure it's a good time to make a move. You buy a smoke and send it out on the courier, running bottom towards Void. You ask your team to come, but Storm on the top lane wants to take another wave. "Fine, we can smoke towards him", you figure. But what's that? Your offlane Axe is also not coming - he's walking towards an ancient camp, pinging that he's out of mana. Sitting behind your tier 2 tower mid, you start thinking: You have Arcane Boots and two Mangoes, do you run towards Axe to give him mana and smoke him? Or do you smoke the Void and run towards Storm together? If you do smoke with Axe, do you guys then run towards Void or Storm? What would be a better position for a fight? Is it maybe better to wait and not smoke yet

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16 min read

The Comprehensive Guide to Drafting by SlashStrike

Introduction Playing Dota without drafting knowledge is like running laps blindfolded. You'll be on autopilot and may occasionally do fine, but the moment you run into anything unusual you'll fall dramatically. Anybody playing competitive Dota will tell you that the draft is half the game, and a complete outdraft can make the game damn near impossible. Being a good player and making the right decisions in any given game requires a solid understanding of the lineups in that game. In other words, understanding the draft. I'm also offering an interactive online course containing further examples, questions and exercises on drafting here: https://www.buymeacoffee.com/slashstrike/e/156737 Solo-Queue Drafting Now, you might be thinking: "I can only pick my own hero in solo-queue, so why would I care about drafting? Everybody just picks what they want to and we often end up with terrible lineups!" The fact that your solo-queue lineup will often have massive shortcomings is exactly why you should get good at drafting. You need to know what those weaknesses are so that you can adjust your playstyle and expectations of the game accordingly (and no, I don't mean "afk go next"). Example I Take a look at this example - seems like both lineups are fairly decent, right? Not great, not terrible. When you look closer, however, you'll notice that your team has zero stuns while the enemy team has four highly mobile heroes. When your lineup has zero disables and you're facing a bunch of mobile enemies, you need to fit an Atos / Orchid / Eul's / Hex into your build, even if it is not a regular item on your hero. If you don't, you will never be able to stop enemies from running away or running you over. In this particular example, more than one of these items will probably be necessary. - Warlock could build a Rod of Atos, for example after Arcane Boots and Glimmer - Omniknight could go for a Eul's as his second major item - Timber can aim for an early Eul's, or a 3rd item Scythe of Vyse - Zeus should consider a 3rd or 4th item Scythe of Vyse - Lifestealer should consider (apart from the usual Basher & Abyssal Blade) getting an

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9 min read

How to Make a Comeback

Read the full article here and read all other new articles & guides hereIntroduction (Why Comebacks Are Difficult)It's barely 6 minutes into the game and your mid already got solo killed twice, your offlaner is crying about the enemy carry free farming, and your "support" Mirana's only apparent goal in this game is to farm role queue tokens (just like she's farming neutral creeps every time Sacred Arrow comes off cooldown).Most players give up when the game gets to this point, mindlessly farming the jungle while using all chat to encourage the enemy team to finish the game quickly, ready to ctrl+v the disconnect command into the console which saves them 2.84 seconds before they can mash the "find match" button again.Most players are also convinced that these games are either completely unwinnable, or potentially winnable, but only after a gruesome 60+ minute slugfest. And yet, most of these players still wish they were able to achieve a higher MMR.The fact is that if

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13 min read

SlashStrike's Ember Spirit Guide

1. Introduction Welcome to the updated guide to playing Ember Spirit in patch 7.34b! As with most heroes, people tend to jump on a set build for Ember that they follow every game - but that is a silly approach to one of the most versatile core heroes in Dota2. If you’re looking for a guide that will tell you to buy x items and level y skills so that you can thoughtlessly repeat the same thing, this guide is not for you. If you want to understand the hero well and know about different builds, when to go for which one, and to be able to adapt to the game, then keep on reading. 2. Characteristics & Statistics Pros - Very mobile - Fast farmer - Flexible item build - Strong early-, mid- & late-game - Versatile playstyle Cons - Vulnerable laning stage - Farm-dependent One word is sufficient to describe Ember's base stats & stat gain: average. The usual 300 movement speed, the regular 100 base AS & 1.7 BAT (base attack time), an okay 3.7 starting armour and 604 starting HP. His strength, agility and intelligence are all middle of the pack. Perhaps the only thing that stands out a bit is his turn rate; at 0.8, it is better than the majority of heroes, meaning that Ember can turn around just a fraction of a second faster than most. His three basic spells have 0 cast time, making it easy to get them off quickly - only his ultimate has a 0.1s cast time, which is still nearly instant. 3. Matchups Good Versus Squishy Backliners Ember counters these by being very mobile and getting on top of them before they can react. Apart from your ability to jump them, you can also Sleight of Fist -> Searing Chain them from up to 1250 range away! Lack of Catch If the enemy team has little disable, you can play highly

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