- Smoke of Deceit: 50 gold
- 45 s invisibility
- Broken within 1,025 units
- Shop stock 3, one per 7 min
Every smoke is a route and a clock.
- Target
- Enemy carry farming the safe lane, no TP shown recently
- Why now
- Night, their ward on the river path cleared, our initiator's ultimate up
- Pops it
- Pos 5, in the jungle near the river: everyone within 1,200 units
- Goes first
- Pos 4 with the stun; cores follow
- Abort if
- The target leaves, or a new ward spots us
- Then
- Their Tier 1 tower
An example, not a recorded game. Smoke's numbers are Valve's item data on patch 7.41f (read 8 November 2026); the route and the gank card are BoostPirate's advice.
A good smoke gank is the most efficient play in Dota 2: fifty gold, forty-five seconds, and the enemy loses a hero, a tower and the map around it. A bad one is four players wandering through the jungle, breaking their smoke on a ward and walking into the enemy team. The difference is almost never mechanics. It's knowing what Smoke of Deceit really does, choosing a moment worth it, planning the route and the first five seconds, and knowing when to give up. This guide covers all of that, and the other side: how to stop the enemy's smokes. Smoke's numbers are Valve's own item data on patch 7.41f, read 8 November 2026.
- Smoke hides you from vision, not from proximity: get within 1,025 units of an enemy hero or tower and it breaks.
- Sentries, Gem and Dust don't see it: Valve says the disguise "grants invisibility that True Sight cannot counter".
- The shop holds 3 and restocks one every 420 seconds (7 minutes): wasted smokes are gone for a while.
- Plan the first five seconds: who goes first, which stun, what you do when their TP arrives.
- Have a second target: if the gank fails, take a tower, a camp or vision instead of walking home.
What Smoke of Deceit actually does
Valve's item data for Smoke of Deceit, patch 7.41f. Each Smoke can be applied to an ally only once.
Read those numbers as rules. The application radius means everyone who's going must be together when it's used; a hero 1,300 units away isn't smoked. The join radius lets a late teammate catch up: while the caster is still disguised, an ally who comes within 300 units gets the buff too. And the break radius is the whole game: Smoke doesn't make you undetectable, it makes you invisible until you get close to an enemy hero or tower. Plan the route around that circle.
The most useful line in Valve's text is the last one: the disguise "grants invisibility that True Sight cannot counter". Sentry Wards, Gem of True Sight and Dust of Appearance reveal normal invisibility; they do nothing against a smoked team. The only ways to see a smoke coming are ordinary vision on the path and noticing who's missing.
Who buys and carries Smoke
Supports usually buy Smoke, but it's a team item: at 50 gold it costs the same as a Sentry Ward, and it can start a play worth thousands. The constraint is stock, not gold. The shop holds at most 3 and gets one back every 420 seconds, so a team that uses Smokes to walk safely to farm may not have one when Roshan is up.
Our rule of thumb: the pos 4 carries one from the moment they start roaming, the pos 5 carries another for objectives, and nobody uses one without saying so. Smoke works from the backpack, so it never costs a main slot.
When to smoke: moments worth 45 seconds
A smoke needs a reason to happen now and not in two minutes. These are the timings we look for.
Power runes spawn at 6:00 and every 2 minutes after (Dota 2 Wiki). Mids and supports walk to the river: a smoke waiting nearby catches them.
Shrines of Wisdom activate every 7 minutes (patch 7.38), and since 7.41 enemy heroes in the area reverse the countdown, so both teams send heroes.
Heroes see 1,800 units by day and 800 at night (Dota 2 Wiki). Fewer enemies see you coming at night.
Your support just removed the ward on the river path. The next minute is the safest time to walk it.
The enemy initiator used his ultimate in the last fight. You have a window before it's back.
Smoke into the pit area, or smoke to catch the heroes who come to check it.
Also look at where the enemy is on the map. Four enemies shown in one lane means the fifth is somewhere quiet, often the carry farming alone. The minimap at the moment you smoke tells you who can reach your target and how fast.
Plan the gank before you pop it
The gank card in the planner at the top is the habit: six answers, said in voice or chat, before anyone clicks. It takes ten seconds and saves the most common smoke failure, which is five players with five different plans.
- Target. One hero, named. "Their carry in the safe lane." Not "let's smoke and see".
- Why now. The timing from the list above. If you can't name one, don't smoke.
- Route. Which side of the river, which jungle path, which ward to avoid.
- Who pops it. One player, with everyone within 1,200 units.
- Who goes first. The hero with the stun or the initiation. Cores wait for it.
- Abort and backup. What makes you cancel, and what you take instead: a tower, a camp, a ward.
Routing around the break radius
Inside smoke you're invisible to enemy vision, so you can walk past their wards. What you can't do is walk within 1,025 units of an enemy hero or tower. A good route therefore stays away from towers, keeps distance from heroes who aren't the target, and arrives at the target from a direction that leaves them nowhere to run, usually from behind or from the side of their own jungle.
- Wide around enemy towers; stay well outside 1,025 units.
- Through the enemy jungle, where heroes don't expect you.
- Ending between the target and their tower or teammates.
- Short: the longer you walk, the more can change.
- Down the middle of a lane, past a tower.
- Next to a hero who isn't the target: breaking on the wrong one tells everyone.
- Arriving from the side the target can see, so they walk away.
- So long that the target has moved by the time you get there.
One timing detail: allies affected by smoke can't use another Smoke for 2 seconds after it's applied (patch 7.33). In practice that means one smoke per move. If yours breaks early, don't pop a second one in the same spot; the enemy already knows where you are.
The first five seconds after the smoke breaks
The moment the smoke breaks, the enemy sees you and starts reacting. What happens next is a race between your disables and their escape or help.
- 0 s First disable from the initiator, before the target moves.
- 1–2 s Second disable as the first ends; cores hit.
- 3 s Target should be dead or nearly.
- 0 s Target sees you; an escape spell or item if they have one.
- 0–3 s A teammate starts a Town Portal Scroll: a 3-second channel.
- 3 s+ Help arrives at the nearest building.
A Town Portal Scroll channels for 3 seconds and has an 80-second cooldown (Valve's item data), so a kill in the first three seconds usually lands before help does. Two consequences follow. First, the initiator must not miss: if your first stun lands on the wrong hero or the target escapes it, the rest of your team is now four players next to an enemy tower. Second, watch the TPs after the kill: if two enemies teleport in, you either fight them at the tower with the advantage or leave immediately. A support who saw an enemy core use their TP elsewhere a minute ago knows that core can't come back for the rest of that cooldown.
When to abort a smoke
- The target moved. Don't chase them into their team; switch to the backup.
- You broke the smoke on the wrong hero or a tower. Everyone knows where you are now.
- More enemies appeared than you planned for. A three-man smoke into four enemies is their gank, not yours.
- Someone fell behind. A four-man smoke can still work, but say it, and don't wait in the river.
Aborting isn't failing. A smoke that didn't find a kill but placed two wards in the enemy jungle and took a tower was a good smoke.
Smoking for objectives
Not every smoke is a gank. Three other uses win games:
Smoke into the pit so the enemy doesn't see you start it, or smoke near it to catch whoever comes to check.
Smoke onto a lane the enemy isn't watching, then show up with the wave. See the objectives guide.
When the enemy controls the map, a smoke lets a core walk to a safe camp or escape a bad position.
How to defend against smokes
You can't reveal a smoked team with True Sight, so defence is about information. These are the habits that stop most smokes:
- Count the enemies on the minimap. When three or more enemy heroes disappear at once, assume a smoke and say it: "four missing".
- Ward where they gather, not only where they walk. A smoked hero is invisible, so an Observer Ward won't show them on the way. It shows them before they smoke (four heroes grouping in their jungle) and the moment it breaks or runs out. See the warding guide for placements.
- Play near a building when you're the target. A carry farming next to their tower can be helped by TP faster.
- Keep your TP off cooldown when you're the defender. An 80-second cooldown spent on walking to a lane is a cooldown you don't have when a teammate gets smoked.
- Group when it's dark and they're missing. Night shrinks your vision to 800 units; that's when smokes come.
Treat "they're missing" as the warning and your wards as the confirmation. Against a team that smokes a lot, the best defence is often an attack: if four of them are walking around invisible, their lanes are empty, and a tower is free.
Common smoke mistakes
- Smoke without a target, then "look for something".
- Leave a teammate outside the 1,200-unit radius.
- Walk past a tower on the way in.
- Fight five enemies because the smoke was already used.
- Use the team's last Smoke to walk to farm.
- Name the target, the timing and the backup.
- Gather first, then pop.
- Let the initiator start; cores follow.
- Watch for TPs after the kill.
- Turn a failed gank into wards or a tower.
Smoke ganks connect the macro guides: you smoke into the cooldown windows your fights create, and a kill becomes a building through the objectives you take straight after. Supports looking for more of the job should read the soft support guide.
- Valve, item data (dota2.com datafeed, patch 7.41f, read 8 November 2026): Smoke of Deceit (cost, radii, duration, speed, True Sight note, stock and restock) · Town Portal Scroll (3 s channel, 80 s cooldown) · Sentry Ward · Observer Ward · Gem of True Sight · Dust of Appearance
- Valve, patch notes: 7.41 (24 March 2026: Wisdom Shrines and Lotus Pools reverse their countdowns) · 7.38 (18 February 2025: Shrines of Wisdom every 7 minutes) · 7.33 (20 April 2023: the 2-second Smoke lockout for allies) · patch list (7.41f still the newest)
- Community, read 8 November 2026: Dota 2 Wiki Runes (power runes from 6:00, every 2 minutes) · Vision (1,800 day / 800 night)
- The planner, the gank card, the timings list, routes, the five-second race, abort rules and defence habits are BoostPirate's coaching advice. Checked 8 November 2026.
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Common questions
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