Dota 2: Things to know about “Fault Tolerance”

Dota 2: Things to know about “Fault Tolerance”

When watching Dota2 tournaments, we often hear analyzes like “This squad is less punished for mistakes” or “This roster has little room for mistakes”. However, Chinese casters like to use the phrase “Fault Tolerance” when they evaluate the lineup. Fault Tolerance can be roughly understood as ‘forgivable wrongdoing’, for example, when a team is winning and suddenly one of the team members dies, we have to see if that member has great influence, and whether How much mistakes are allowed? If it’s a support, then obviously it won’t do much, but if it’s a carry and holding a Divine, the story is completely different. And this article is to help you understand what “Fault Tolerance” really is in DotA and how we can use it.

In general, there are 3 types of “Fault Tolerance” in Dota2:

1. Heroes’ “Fault Tolerance”

Let’s first take a look at some heroes and decide which hero has a higher fault tolerance

  • Earth Shaker or Shadow Fiend
  • Underlord or Sniper
  • Sven or Slark
  • Ogre Magi or Invoker

It’s easy to see that Earth Shaker, Underlord, Sven and Ogre have much higher fault tolerance than Shadow Fiend, Sniper, Slark, Invoker and you are absolutely right. The Fault Tolerance of a hero depends on how many mistakes you are allowed to make while playing the hero. Take Invoker as an example: Most of Invoker’s moves are directional or wide-target, which allows you to have very little room for mistakes, so when playing Invoker, players need to not only remember the combining the elements for each move but also having to choose the correct target, A missed Meteor may not be everything but a Tornado at the wrong time can cause the team to break a teamfight and even lead to the defeat of the whole game. . When playing Sniper, we also need to know the enemy team’s position very well because once we are within blink range of the enemy offlane, the possibility of getting on the board is very high. Usually a hero’s fault tolerance is determined by that hero’s role, difficulty, buff, and skill set:

Heroes with disable will have higher fault tolerance than heroes without;

Tanky heroes (Underlord, Tidehunter, Doom, Pudge) > Squishy heroes (Lina, Nature’s Prophet);

Heroes with single target skills (Ogre, Sven, Wraith King) > Heroes with area or directional skills or points (Puck, Invoker)

Hard carries > Semi carries

So that’s why when we first start playing we should choose strong, disable heroes rather than thin-wing carries. An Ogre newbie can still be effective as long as it can cast Bloodlust to the carry but a Shadow Fiend in a dim hand is almost useless.

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2. “Fault tolerance” of line up

Everyone has a different opinion on which type of formation has a higher fault tolerance. Some argue that a lineup with a lot of disables and damage has better fault tolerance while others argue that the key element of a lineup with a high fault tolerance is having a high chance of a comeback.

Both are true in different ways, in general, a stable, balanced lineup is more fault tolerant than an extreme roster. A perfect example to illustrate is the house push formation. It requires lane advantage and items like Mekansm will be up early from the first minute, then the match will be one-sided and completely overwhelming if everything is okay, but the bottom is also very clear: Stick Early game means level drop, and just 1 failed teamfight can make all early game advantage disappear and once the enemy team survives through the mid game, losing is almost nothing. is still time. The house push formation has low fault tolerance because it is so biased towards one aspect while having many other weaknesses, it can work if the whole team executes the strategy perfectly, but one or two mistakes can also be easy. It’s easy to make everything fall apart.

Here are some key factors that determine high fault tolerance:

Ability to lane, disable, initiate and counter initiate teamfights, tank, physical and magic damage, stack damage, push, high ground and late pull.

In fact, when playing, it is not necessary to always choose the squad that has all of the above factors, but we need to hold the above factors to make a decision to choose the right heroes to have. 1 formation with high fault tolerance.

3. Fault tolerance situation

This is quite simple. How many mistakes your team is allowed to make before you lose. The key factors here are targets (Rax, tower) and buybacks. When the error leads to the carry dying while there is no buyback money and so, the enemy team can easily win regardless of the previous network loss and how much less advantage. So remember this: In the late game, if there is an advantage, make sure the team has as many buybacks as possible and defend the goals to maximize your loss tolerance. If you’re losing, try to swap lives or turrets and rax and focus on enemy heroes that don’t have buybacks, because that’s the way to flip the bets…
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