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Dota 2 high ground siege
Hard

High Ground

Towers, glyph, and the wipe that throws a won game.

High ground is the enemy base: T3 towers, barracks, and the paths between them. Diving it without a creep wave, without detection, and without buybacks is how 20k leads disappear. Glyph exists to waste your smash. You siege with a wave, you chip a melee rax, you leave if the fight is bad. Call which rax, whether glyph is down, and who has buyback.

Need
Wave + vision + Aegis or a won fight
Leave condition
Glyph used, two cores down, or no detection vs invis
Win
One rax, then reset — not five cores dead on the ramp

Key spots

  • T3 tower

    Takes a wave. Do not tank it as a support with no items.

  • Melee barracks

    The one that actually changes the game. Range rax is extra.

  • Ramps

    Where you get picked. Smoke and sentries before you walk up.

  • Fountain line

    The heal is real. Chasing into fountain is a highlight for them.

  • Shrines / base statues

    Heal and fight tools. Do not ignore them if the patch still has a base heal.

Play notes

  • One rax and a reset beats a greedy throne dive. Ancient last.
  • If their cores have buyback and you do not, you are the ones high-grounding on a timer.
  • Invis heroes on high ground need dust or sentries. Guessing is how the game extends 20 minutes.

Setups for High Ground