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Dota 2 Guides›Macrogame

TP scroll: why falling to defend is almost always wrong

The cost asymmetry that no one explains: the enemy comes walking, you spend TP, time and position. When TP pays, when he destroys your game and what to do instead.

By Filipe "Astini", three-time tier-1 champion coach·August 30, 2026·6 min read·Intermediate

In this guide

  1. Cost asymmetry
  2. Reacting is bad
  3. When TP pays
  4. What to do locally
  5. The case of position 5
  6. How to train this
  7. The other side: the TP as a weapon
  8. Before you press TP

There is one play that looks good in every mid bracket match and that, most of the time, is the moment when the match started to be lost: the defense TP.

The scene is always the same. An enemy hero appears crashing into your tier 2 tower. Two or three of your team fall from TP. You kill him. Everyone types "gg ez". And silently, you just paid dearly for nothing.

This guide is about why this happens, and what to do instead.

Cost asymmetry

Compare what each side spent on that exchange.

The opponentYou
DisplacementHe came walking. It was already in his planSpent teleport and left where he was
TimeNone: he was going to be there anyway15 to 40 seconds, plus the return
Gold050 per TP, times the number of heroes
TerritoryNone. He was attacking his territoryYou abandoned the piece of map you were using
ResultDied once, comes back in 40 secondsGot a kill that doesn't change the possession of anything

The math that almost no one does is the last line. You killed the hero once. He comes back and occupies the exact same space on the map. You don't kill him twice. What he was doing there (denying his wave, threatening the building, pulling his attention) is still available to him the next minute.

Meanwhile, what you were doing (clearing the big jungle, pushing the side lane, setting up the Roshan) won't be there anymore when you come back.

Reacting is bad

The short formulation of the doctrine we teach is this: falling from TP to react is bad in 99% of cases. Reacting is bad.

Not because the particular move fails, but because the structure of the exchange is unfavorable even when the move works. You are stuck with a game in which the opponent chooses the place and you pay for the transport.

The example we used in class: there's a Bristleback and he dives you. You have your mid, you've got a support, you kill Bristleback. Great. But he's back and he's in the same space on the map, uncontested, and you haven't fought for any wave, for any field. You're without resources and stuck in a bad part of the map.

When TP pays

TP is not bad. Reactive TP is bad. The situations in which he pays all have the same form: you are buying something with the commute, not returning something.

  1. TP to fight for numerical advantage. Three of your own are standing, two enemies are on top of them, and your TP makes four against two. This is initiative, not reaction.
  2. TP to take objective, not to save building. The enemy team is on the other side of the map and their tower is open. Then yes.
  3. TP to the place where you continue to play. If you TPa to the lane you were going to push anyway, the travel cost would be paid anyway. It's free.
  4. TP when the falling building is expensive and irreplaceable. Tier 3 and barracks change the map permanently. Tier 1 and tier 2, almost never.
  5. TP of smoke or angle. You fall where they don't expect it, with the team together, and the goal is the fight, not the building.

What to do locally

If you're not going to fall from TP, you need a ready answer. It's this:

Counterattack instead of defending. If they're taking your tower from below, you take their big jungle from above.

The question that replaces "are we going to defend?" is: which area do I contest now, which fields, which waves?

Notice that this question has an objective and verifiable answer, and "should I defend?" it doesn't: it's a question about an internal state, which becomes an impulse. Changing the question changes behavior.

The special case: what if I lose the tower?

Loses. A tier 2 tower is worth 1,000 to 1,400 gold to the enemy team and a piece of vision. Five heroes traversing the map to defend it, two of them dying and losing everyone's farming cycle, costs more than that.

The correct question is not "how much is this tower worth?", it is "how much is the alternative worth?". If while they take your tier 2 tower you took theirs on the other side and cleared the big jungle, you profited in the exchange, even though you "lost" the visible confrontation.

The case of position 5

The support is the one who drops the most TP and the one who can do the least. He has the lowest equity, the longest respawn time relative to the value he carries, and is the hero who changes the least in a five-on-five fight arriving late.

The rule of thumb: the 5 is the reinforcement TP, not the first response. If he falls first, he dies first and the defense turns four against five.

How to train this

In the next game, do only one thing: every time your hand goes to the TP to defend, count to three and answer out loud what you're buying with it. If the answer is "I'm preventing a rook from falling", don't use it. If it's "I'm going to have an advantage

And in the replay, look at your TPs one by one. To each one, answer: in the next two minutes, has territory possession changed? If it hasn't changed in any, you've found the biggest source of lost gold in your game.

The other side: the TP as a weapon

It's worth closing in the mirror, because the same reasoning that condemns defensive TP makes offensive TP one of the best plays in Dota.

If dropping TP to react is bad because you pay the carry and the enemy doesn't, so making the enemy pay the carry is good. That's what split push does: a core pushing a side lane forces two of them to spend TP, time and position to respond. You spent zero and gained space in the other two lanes.

Three ways to use this on purpose:

  1. Push the lane farthest from the next objective. If the next discussion is going to be at the top, push it down. Whoever answers will be far from where it matters.
  2. Push before grouping, never after. A team in five with stopped waves has no play, because nothing forces the opponent to appear. The wave is what creates the obligation.
  3. Don't respond to their split push with TP. Respond with your own: if each side spends a hero pushing, whoever has the map gets the trade, and the map is what you've been building.

The final reading is this: TP is money. Spending to defend is buying back what you already had. Spending to attack is buying what you didn't have.

Before you press TP

  • The opponent has been walking. For him, the commute is free and was already in the plan.
  • Killing the hero once does not take away his space: he comes back and occupies the same place.
  • TP pays when you buy a numerical advantage, goal or position. You don't pay when you return territory.
  • Tier 1 and tier 2 tower is market price. Tier 3 and barracks is another conversation.
  • The right question is not "defend?", it is "which area, which fields, which waves".
  • The 5 is reinforcement, never the first answer.
Filipe "Astini" Ribeiro

Written by

Filipe "Astini" Ribeiro

Coach profissional de Dota 2 e fundador do DOTAFLIX

  • Campeão da ESL One Bangkok 2024 como treinador
  • Campeão da ESL One Raleigh 2025 como treinador
  • Campeão da DreamLeague Season 26 como treinador
See profile and credentials

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