It is just I was bored so I write these down there. Feel free to contribute some if you can. If it is from your experience in DotA, that should be better. Spoiler Any chance-based skill will certainly proc when the enemy (who has it) hits you, or when you (when you have it) hit the last-hit. This applies to non-PRD skills. In short, it will certainly procs when you least need it (example: http://puu.sh/1Y8kI, thanks to Cynthia Crescent for his awesome .gif) In matchmaking, there is always at least a noob on your side, and a pro at the other team. Russians are still more fair and square, since every team has at least one. So next time please don’t blame Russians. When a game loses, the most feeding teammate usually scolds the rest of your team. You are always end up being the flame magnet. Necrolyte gets kills either from Scythe, Dagon, or Heartstopper Aura. When you use Reaper’s Scythe on a retreating enemy so that your carry can get the kill, you will always end up killing it. Random is the reverse of counter pick. It gives the chance for enemies to counter you, even if you are the last one to pick. In your team if there are three –random, the chance to get 3 carries is always higher than getting any better heroes. Your team can get at most one mid-tier carry. The rests are low-tier, even shit-tier. Denying yourself with Rot is always easier for enemy, but not for you. When you use Nai’x or your team has Omniknight, an additional BKB is never enough. However, if your enemy has a BKB, it is a huge problem. Your BKB always ends faster than your enemy’s. Having BKB is actually you will be stunned when BKB is on, and get nuked when BKB ends. Having MKB is actually that you still miss your attack. Supports always have better chance to get kill than carries. When pushing tower with Techies that doesn’t use Land Mines nor have damage items, the tower kill is usually for Techies. Same when there is one illusion that pushes the tower while the main hero is not there, the owner of illusion will usually get the tower kill. So, a Techies’ illusion will unlikely miss a tower kill. Land Mines are super effective in where people rarely go into. The main use of Remote Mines is to nuke enemies. It is not a trap. Early Roshan always ends up your team gets counter-picked. Enemy early Roshan always ends up that your third-tier Mid Tower is down at fifth minute. An overpowered hero is actually not overpowered. The most dangerous things are global-projectiles. Example, global Storm Bolt. You will run when you get Ruptured. Strong items are always underrated and underused. Couriers are always unavailable when you need them. When you have the chance to use them, there will be a higher chance that there is anyone who interrupts your deliver. Your team never has a free-farming time. Your enemy team does. There is nothing as misused spells. They are absolutely dangerous as they will end up killing you. If you can see your enemy, either will your enemy. If you can’t see your enemy, they still can. Enemies appear when you make a mistake. When you are warding, it will be likely that you end up seeing at least three red dots surrounding you. Never wait for Wisp to return back from Relocate. He will return with a badass. One additional ally with stun is never enough. But two enemies with stun are always too much. The most beefy hero never tanks. The most fragile one is the tank. Damage magnets in the game are enemy tanks and allied carries/supporters. Every new thing in the new version always gets nerfed at the next version. PS: Search Wikipedia if you don't know Murphy's Law.