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DotA Phases Step-By-Step Process (DPSP) Assessment Sheet (CARRY)

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57 views19 pages

DotA Phases Step-By-Step Process (DPSP) Assessment Sheet (CARRY)

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© © All Rights Reserved
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By BalloonDota, DotA 2 coach

DotA Phases Step-by-step Process (DPSP) Assessment Sheet for CARRY

Phases Quick-Jump (Table of Content)

Phases
Laning........................................................................................................................................................................................ 2
Early Game................................................................................................................................................................................ 7
Mid-Late Game........................................................................................................................................................................12

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Hero: Replay ID:


Session Number: Date:
Total Score: ???/144

DotA Phases Step-by-step Process (DPSP) Assessment Sheet for CARRY

Phase Evaluation Criteria Score

Laning
Subsection 1: Start of Game Steps
Length of
phase:
7 to 10 mins
starting from 0
1 2 3 4 5
min 1. Starting steps after spawn
Does not do Does not do Does a few Does most Does every
(First 7-10 mins (Includes walking to Tier 1 tower, any steps and any steps and steps steps step
of game) pulling courier to below stairs, queuing dies at bounty sits by Tier 1
rune gank tower
all 8 items, cutting trees and creep
blocking)

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Subsection 2: Creep Management

2. Creep killing ability 1 2 3 4 5

Missing Able to secure Able to secure Able to secure Able to secure


(Includes ability to last hit and deny majority of last one last hit and one to two last two to three most last hits
creeps) hits and denies deny per wave hits and denies last hits and and denies per
per wave denies per wave
wave

3. Creep aggro ability 1 2 3 4 5

Not aggroing Aggroing once Aggroing every Aggroing a lot Aggroing


(Includes pulling enemy creeps, mainly at all in a blue moon now and then but not immediately
melee creeps to own ranged creep, immediately everytime with
global creep aggro) without global inclusion of
aggro global aggro

4. Wave positioning management 1 2 3 4 5

Pushes wave Manages wave Manages wave Manages wave Manages wave
(Includes where the wave stands in the up all the time once in a blue every now and frequently but everytime by
lane and whether player attempts without moon with then with wave wave pushes freezing lane
anything to change positioning of consideration wave frequently back and forth just outside
towards wave frequently pushing up own tower
management pushing up range

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wave, active killing and denying of


creeps, balancing of number of creeps)

Subsection 3: Harass Management

1 2 3 4 5
5. Amount of harass received
Taking too Taking a lot of Taking average Taking little Taking minimal
(Includes amount of damage taken much harass amount of amount of amount of
from enemy, overstepping, positioning, unnecessary harass harass harass
harass
taking unfavorable trades, often
caught in 1v2 scenarios)

1 2 3 4 5
6. Amount of harass given
Not harassing Going out of Harassing Harassing after Harassing only
(Includes dealing damage to enemy by at all way to force without managing after managing
taking favorable or unfavorable trades AND harass without managing wave but wave and
loses trades managing wave and frequently draws minimal
and losing lesser or more health than
often wave draws creep draws creep creep aggro
enemy in total, drawing creep aggro AND aggro aggro AND
AND AND

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when harassing, primarily abusing 2v1 loses trades loses trades sometimes always wins
scenarios as openings to trade) often often wins trades trades

Subsection 4: Sustain and Item Management

7. Amount of regen sent in lane 1 2 3 4 5

Not buying Buying minimal Buying average Buying Buying perfect


(Includes amount of regen sent, time regen at all amounts of amounts of sufficient amounts of
taken to send regen) regen and regen and amounts of regen with one
sending it late sending it late regen and set spare at all
sending it late time

8. Amount of health and mana in 1 2 3 4 5

lane Always low in Low in health Stays Stays at above Stays at full
health and and mana constantly at half health and health and
(Includes amount of health and mana mana most of the half health and mana more than
in lane at all points of time, whether time mana three quarters
mana at all
that be low, medium or high)
times

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9. Awareness of gold for buying 1 2 3 4 5

items Saves too Saves gold and Spends gold Spends gold Spends gold
much gold sends multiple the moment the moment the moment
(Includes time taken to purchase an before buying items an item can be an item can be an item can be
item and send to hero) items bought but in bought bought with
wrong order without consideration
consideration towards regen
towards regen and efficiency
and efficiency

Subsection 5: End of Laning Phase

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1 2 3 4 5
10. Timing to leave lane and
domination in lane Never leaves Leaves lane too Leaves lane Leaves lane Leaves lane at
lane late and does slightly late slightly early the perfect
(Includes transition towards early OR not return to and rarely and returns to time at the
gets stomped lane even returns to lane lane when slightest hint of
game phase, shoving, jungling and
in lane when wave has even when wave has threat and
open lanes at level 6/7/8 or when pushed into wave has pushed into returns to lane
enemy offlaner starts becoming a tower pushed into tower when wave has
threat, usually at 6 OR level of OR tower OR pushed into
dominance in lane) gets stomped OR dominates lane tower
in lane goes even in but does not OR
lane maximize dominates lane
advantage by and breaks
leaving lane tower
instead of
breaking tower

Total Score ??/50

Phase Evaluation Criteria Score

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Early Game
Subsection 1: Farming Efficiency
Length of
phase:
10 to 15 mins 1 2 3 4 5
starting from 1. Selection of farming route
based on priorities and efficiency Picks the Picks the Picks the Picks the Picks the right
8/9/10 mins wrong farming wrong farming wrong farming wrong farming farming route
route always route often route route rarely always
(10-25 mins of (Includes prioritization of waves, sometimes
deciding between jungle camps or
game or earlier
ancients based on ability to flash farm,
depending on
spawn timer of neutrals and waves,
time taken to and neutrals stacks
hit item timing)

2. Connecting the dots 1 2 3 4 5

Unable to Able to Able to Able to Able to


(Includes ability to identify dots on connect dots connect dots connect dots connect dots connect dots
minimap; i.e. neutral camps and creep at all but is very sometimes most of the perfectly all
waves) slow with time with the time
inconsistencies pauses in without pauses
between in between

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3. Amount of interruptions 1 2 3 4 5

present Gets caught up Gets caught up Gets caught up Seldom gets Never gets
in in in caught up in caught up in
(Includes disruption towards farming interruptions interruptions interruptions interruptions interruptions
flow by being caught in anything which every time frequently sometimes
is not part of farming that slows down
overall farming pace and item timing;
i.e. trading with enemy hero while
farming, chasing for kills, getting pulled
into fights)

4. Time taken to kill creeps 1 2 3 4 5

Does not use Seldom uses Sometimes Often uses Always uses
(Includes total time taken to kill jungle spells and spells and uses spells and spells and spells and
camps and shove waves by maximizing items to farm items to farm items to farm items to farm items to farm
spells and items whenever off creeps creeps creeps creeps creeps
cooldown, bringing all creeps to similar AND AND AND AND AND
does not does not Sometimes often always
health before killing to maximize
prioritize high prioritize high prioritizes high prioritizes high prioritizes high
damage output and save time) health creeps health creeps health creeps health creeps health creeps

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5. Clarities and TPs 1 2 3 4 5

Does not hold Seldom holds 2 Sometimes Often holds 2 Always hold 2
(Includes amount of clarities and TPs 2 clarities and or more holds 2 or or more or more
held at all points of time throughout 2 TPs at all clarities and more clarities clarities and clarities and
the early game phase and frequency of AND 2 TPs and 2 TPs 2 TPs 2 TPS
using clarities) does not keep AND AND AND AND
clarity running does not keep does not keep keeps clarity keeps clarity
clarity running clarity running running running
6. Ability to identify open lanes 1 2 3 4 5

Does not go to Goes to open Goes to open Goes to open Goes to open
(Includes going to open lanes, usually open lanes at lanes once in a lanes lanes a lot but lanes
in the form of TPs. Open lanes are all blue moon sometimes walks instead everytime by
defined as lanes that are free from either by mostly by of TPing even if TPing unless
threat and away from core teammates, walking or walking and lane is far lane is close
usually lanes that are close to towers TPing TPs sometimes (anything that enough to walk
exceeds 5 (anything that
that have no enemies or one enemy
seconds of exceeds 5
present which is not a threat) walking is seconds of
considered far) walking is
considered far)

7. Ability to identify clean ups 1 2 3 4 5

Does not show Shows up to Shows up to Shows up to Shows up to


(Includes frequent checking for fights up to clean ups clean ups once clean ups clean ups a lot every clean up
that happen near towers or within at all in a blue moon sometimes AND AND
close distance to player while farming OR OR OR does not show does not show
away from team, joining to clean up always shows frequently sometimes up to fights up to fights
and return to farming) up to fights shows up to shows up to that are not that are not
that are not fights that are fights that are clean ups clean ups
clean ups not clean ups not clean ups

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Subsection 2: Consideration Towards Safety

8. Threat identification 1 2 3 4 5

Unable to Able to identify Able to identify Able to identify Able to identify


(Includes farming path selection, identify threats threats but threats but threats and threats and
whether that be towards or away from farms towards farms towards farms away farms away
threats) threats every threats from threats from threats
time sometimes often majority of
time or all the
time

9. Usage of scan 1 2 3 4 5

Does not use Uses scan once Uses scan Uses scan Uses scan
(Includes frequency of using scan when scan at all throughout the twice thrice more than
pushing dangerous waves, damaging entire game throughout the throughout the thrice
towers or walking into dangerous entire game entire game throughout the
areas) entire game

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Subsection 3: End of Early Game Phase

10. Time taken to hit item timing 1 2 3 4 5

>25 minutes 24 minutes 22-23 minutes 20-21 minutes <20 minutes


(Includes time taken to farm for core
item timing such as BKB or equivalent
survivability items like Sange and
Yasha/Hurricane Pike/Manta, item
selection depends on hero)

Total Score ??/50

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Phase Evaluation Criteria Score

Mid-Late Subsection 1: Playing Off Item Timings and Itemization Choices


Game

Length of 1. Making full use of BKB or item 1 2 3 4 5


phase: equivalent uptime. Item timing Still passively Plays near Plays near Plays near Plays near
25 mins farms despite team when team when team when team when
onwards or (Includes map movement and pathing achieving BKB/ BKB/item BKB/item BKB/item BKB/item
earlier once selection when BKB or item equivalent item timing timing is up timing is up timing is up timing is up
OR BUT BUT BUT WITH
BKB or item is obtained, whether that be towards
goes too does not farm farms farms constant
timing is or away from enemies and teammates) aggressive anymore extremely little moderately shoving,
obtained when BKB is on farming then
cooldown moving into
(>25 mins or team

earlier if item
timing is 1 2 3 4 5
2. Itemization choices
obtained Does not Adjusts Adjusts Adjusts Adjusts
faster) (Includes itemizing according to the itemize itemization itemization itemization itemization
situation of the game and enemies and according to according to according to according to according to
teammates’ picks. Understanding of game situation game game game game
BUT BUT BUT WITH
adjusting build according to scenarios
for the wrong towards little towards correct
based on survivability, mobility or priorities priorities adequate reasoning and
damage items) priorities priorities

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Subsection 2: Decisions before Fights

1 2 3 4 5
3. Securing map control with
team with constant wave and Does not move Moves into Moves into Moves into Moves into
tower pressure into team at all team once in a team often team often team at the
AND blue moon BUT WITH correct times
still prioritizes AND misses the occasional map WITH
(Includes prioritizing moving into team farming and still prioritizes opportunity to pressure and perfect
on top of constant wave shoving and split pushing farming and apply pressure farm balance
tower pressure and map control over alone split pushing towards extra between wave,
enemy’s jungle with making plays alone waves or tower
towers pressure, farm
happen)
and fights

1 2 3 4 5
4. Securing Aegis
Does not take Takes Roshan Takes Roshan Takes Roshan Takes Roshan
(Includes taking down Roshan when Roshan at all when threats when threats when threats when threats
map control has been established with are missing are missing are missing but are showing
waves pushed in, jungle warded and without have shoved and identified
keeping lanes lanes out with waves
threats on map had been identified)
pushed out shoved out

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Subsection 3: Decisions in Fights

1 2 3 4 5
5. BKB usage in fights; for heroes
that buy BKB Does not use Uses BKB too Uses BKB Uses BKB Uses BKB
BKB at all in late in fights slightly late in during the during the
fights fights correct correct
(Includes overstaying or disengaging as moments in moments in
BKB is about to end, paying attention fights fights
towards BKB icon) BUT AND
overstays in does not
bad fights overstay in bad
fights

1 2 3 4 5
6. Hard commit and soft commit
Hard commits Hard commits Hard commits Hard commits Hard commits
(Includes understanding when to hard every time frequently based on based on and soft
commit to fights with intent to stay in AND AND correct correct commits based
dies in every dies in most scenarios and scenarios and on correct
fights and when to soft commit to
fight fights soft commits soft commits scenarios
fights with intent to stay outside fights rarely often AND
while still contributing to fights with AND AND survives all or
survivability as priority) dies in a few dies in very almost every
fights little fights fight

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7. Utilization of active items 1 2 3 4 5

Does not use Uses few of Uses almost Uses almost Uses every
(Includes usage of Blink Dagger, BKB, items at all many items every item every item item available
Manta, Hurricane Pike, etc) available available available AND
BUT BUT AND for the correct
for the wrong for the wrong for the correct reasons
reasons reasons reasons

8. Target prioritization 1 2 3 4 5

Always aims Frequently Seldom aims Frequently Always aims


(Includes which target the player goes the wrong aims the the wrong aims the right the right target
for when a fight happens; heroes that target wrong target target target
the player can kill, mainly backliners or
squishy cores rather than tanks)

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Subsection 4: Decisions after Fights

9. Taking advantage of won fights 1 2 3 4

and enemies’ deaths for decision Pushes towers Pushes towers Pushes towers Pushes towers
making without without without with advantage
advantage of advantage of advantage of of winning
winning fights winning fights winning fights fights
(Includes aggressive pushing and
AND BUT BUT AND
shoving after winning fights, securing without Aegis with Aegis with Aegis with Aegis
free towers without danger and with AND AND AND AND
appropriate threat assessment) insufficient insufficient sufficient items sufficient items
items items

Total Score ??/44

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Additional Criteria Score

<600 600 700 800 >900


GPM
-3 points 0 points +1 point +2 points +3 points

<700 700 800 900 >1000


XPM
-3 points 0 points +1 point +2 points +3 points

30 mins, 30 mins, 30 mins, 30 mins, 30 mins,


Last hits 150-170 170-190 190-210 210-230 250+++

-3 points 0 points +1 point +2 points +3 points

1K:1D 2K:1D 3K:1D 4K:1D 5K:1D


KDA ratio
-3 points 0 points +1 point +2 points +3 points

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TOTAL SCORE: ??/144


Overall grade:
- Gold Award (90%)
- Pass (70%)
- Fail (<70%)

Recommendation:
1)

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