- Smoke of Deceit: 45 s, 3 in stock
- Camps respawn every minute
- Stacker keeps 30% of the XP
- Checked on patch 7.41f
Leave lane early. Arrive before the fight.
Position 4 is the team's roaming playmaker. Most of its best moves start the same way: a Smoke of Deceit, and a radius you must not cross.
45 seconds of invisibilityFor you and allies near you, with +15% movement speed. Attacking ends it.
3 in stock at most · 50 goldOne more every 7 minutes (420 s), shared by your team.
Breaks at 1,025Moving within 1,025 units of an enemy hero or tower ends the smoke for everyone near it.
Smoke of Deceit: Valve's item data, read 8 November 2026 on 7.41f. Radii drawn to scale; the enemy positions are an example.
Position 4, the soft support, is the most mobile player on a Dota 2 team. You start in the off lane next to your offlaner, take a little more farm than the hard support, and leave early to make plays: a gank on the enemy mid, a smoke into the enemy safe lane, a stun that turns a two-on-two into a kill. Pos 4s stack camps for their cores, contest Wisdom Shrines, and buy much of the team's Smoke of Deceit. This guide covers the lane, when to leave it, Smoke of Deceit in numbers, how stacking works, Wisdom Shrines after 7.41 and four playmaking supports from Valve's own hero data, on patch 7.41f.
- Your lane matters less than your timing. Leave when your offlaner can survive alone, not when the lane is boring.
- Smoke rules: invisible for 45 s, +15% speed, breaks within 1,025 of an enemy hero or tower; the shop holds 3.
- Stacks are farm you create: camps spawn every minute from 1:00, but only when the spawn box is empty.
- The stacker gets 30% of the experience from a stacked camp (community wiki).
- Wisdom Shrines grow in 7.41: 200, 500, 800… experience, and contesting one now rolls back the other team's countdown.
What a soft support does
Dota 2 players number positions by farm priority. Pos 4 is the fourth: a support, but one who takes a little more gold than the pos 5 and spends it on tools that change fights. Ranked is queued by position through Ranked Roles, and since Valve's 1 July 2026 update solo players need at least one of the high-demand roles ticked to avoid spending a Role Queue Game; Valve doesn't name them, but players generally read them as the supports.
The job has three parts. In lane, help your offlaner trade into the enemy carry and survive. Around the lane, rotate: to the middle lane, to the other side lane, to a rune, to a shrine. And all game, prepare fights before they happen: stacked camps for your cores, smokes for your team, and the stun or save that decides the first five seconds. The soft support who's always on the right side of the map at the right minute is the one teammates remember.
The off lane with your offlaner
You start beside your offlaner, against the enemy carry and hard support. That's two of the enemy's most important players, and the lane is where they want quiet. Your presence makes it loud. Harass the carry when they walk up for a last hit, stand where the enemy support can't reach you easily, and let your offlaner take the experience: according to the community Dota 2 Wiki, experience is shared among allied heroes within 1,500 units of a dying creep, so every minute you spend in the lane splits the offlaner's experience.
That's the hidden reason pos 4s leave early. Once your offlaner can hold the lane alone, your leaving gives them solo experience and gives you the whole map. Valve's 7.41 change to the lanes helps here: the lane creeps now meet closer to the offlane until 7:30, so your offlaner is nearer their own tower when you go. Read our offlane guide for what your partner needs from you in these minutes.
When to leave lane: rotations
A rotation is a trip with a purpose. The clock gives you structure: Liquipedia lists Power Runes from 6:00 and every 2 minutes after that, so even-numbered minutes are when the mids fight over the river and when ganks on the middle lane are most likely to find a target. BoostPirate's checklist for a pos 4 leaving lane:
- Offlaner is safe: healthy, near their tower, with a wave that isn't about to crash into it.
- A target exists: the enemy mid is pushed up, or the enemy safe lane has overextended.
- The cores know: your mid or the lane you're joining has been told you're coming.
- Something on the way: pull or stack a camp, check a rune or take a shrine on the path, so a failed gank still pays.
- A way back: you know where you'll go after the kill, and the offlaner knows when you'll return.
The common error isn't leaving too early or too late; it's leaving with nothing in mind and walking around the map. If the gank target isn't there, take the next-best value (a stack, a ward, a rune) and go back. The planned smoke ganks guide covers team-wide smokes in detail.
Smoke of Deceit in numbers
Valve's item data describes Smoke of Deceit precisely. Using it gives you and nearby allied heroes Disguise: invisibility and +15% movement speed for 45 seconds. It reaches allies within 1,200 units when used, and while you're still disguised, allies who come within 300 units of you also receive it (each smoke can be applied to an ally only once). Attacking, or moving within 1,025 units of an enemy hero or tower, ends the invisibility. The shop holds up to 3, with a new one every 420 seconds, at 50 gold each.
Team invisibility for a gank or a rotation. Pop it out of enemy vision, or the enemy sees where you went.
- Lasts
- 45 s
- Breaks
- 1,025
- Stock
- 3
Reveals invisible heroes within 1,050 units for 12 seconds and slows them 20%. The answer to invisible enemy heroes.
- Radius
- 1,050
- Lasts
- 12 s
Pushes any unit 600 units in the direction it faces: a save for an ally, an escape for you, or an extra jump into a gank.
- Cooldown
- 19 s
- Push
- 600
In practice: smoke from a spot the enemy can't see, walk the path that keeps you more than 1,025 units from their towers and heroes until you're ready, and decide the target before the smoke ends. Ping the plan in chat before you use it; four players following one smoke is a gank, four players wandering is a feed.
Stacking camps for your cores
A stacked camp is farm you create out of nothing. The community Dota 2 Wiki explains the rule: neutral creeps start spawning at 1:00 and respawn on every minute after that, but a camp doesn't spawn new creeps while units are inside its spawn box. Hit the camp just before the minute mark so its creeps chase you out of the box, and at the minute a fresh set spawns. The creeps walk back and the camp now holds two sets.
Two numbers from the same wiki page are worth knowing. The stacking player receives 30% of the experience from a stacked camp, so stacking pays the support too. And stacked creeps give the player who kills them 15% less gold and experience, so a stack isn't quite double. It's still the most farm a core can take in one trip, which is the point.
Which camps? Stack where your cores will actually farm: the jungle beside your carry's lane, or the camps on the mid player's way. Tell them, too; an unclaimed stack late in the game is just a stronger camp. Valve's 7.41 notes changed some camps (the ancient camps near the stream ends became medium camps, and trees were removed from two safe-lane camps), so older stacking guides may point at camps that no longer look the same.
Wisdom Shrines and Lotus Pools
Supports fall behind in levels because they give away farm, and shrines are one of the ways back. Liquipedia notes that Wisdom Shrines replaced Wisdom Runes in 7.38. Valve's 7.41 notes then changed the experience they give: no longer 280 each time, but 200 for the first and 300 more for each later one (200, 500, 800 and so on). The later shrines are therefore worth a real fight, and a pos 4 who takes them is catching up on levels the team needs.
The same patch changed how contesting works. The countdown on Wisdom Shrines and Lotus Pools now runs backwards while enemy heroes stand in it, rather than pausing. Arriving early and holding the area pays; arriving late and standing in it can undo the other team's work. Lotus Pools also moved slightly closer to the offlane towers in 7.41, which puts one near your starting lane.
Four playmaking supports from Valve's hero data
Each card shows the hero's complexity and role tags as Valve's hero data lists them on 8 November 2026, plus their innate ability. The notes are BoostPirate's advice, not a tier list.
Lion
- Support
- Nuker
- Disabler
- Initiator
Two disables (Earth Spike and Hex) and Finger of Death: the reliable gank hero. Rated 1 for complexity, so the hero is easy and the timing is the lesson.
Spirit Breaker
- Carry
- Disabler
- Durable
- Escape
- Initiator
Charge of Darkness crosses the map to a target you choose, so every rotation is one button. Valve rates him 1 for complexity.
Earthshaker
- Support
- Nuker
- Disabler
- Initiator
Initiator 3: Fissure cuts off escapes and Echo Slam wins grouped fights. A Blink Dagger turns him into a fight-starter.
Rubick
- Support
- Nuker
- Disabler
Complexity 3: Spell Steal copies the last spell an enemy cast, so his power depends on knowing every other hero's kit.
Start with Lion or Spirit Breaker, then add Earthshaker once you're comfortable with a Blink. Our beginner heroes guide lists more simple supports, and the Largo guide covers Dota's newest support hero.
Common soft support mistakes in ranked
- Staying in lane too long and splitting the offlaner's experience after they could hold it alone.
- Rotating with nothing in mind, walking around the map without a target, a stack or a shrine.
- Smoking in enemy vision, so the enemy knows exactly where the invisible team went.
- Breaking your own smoke by walking within 1,025 units of an enemy tower on the way.
- Forgetting the stack on the way past a camp at the minute mark.
- Dying first in every fight because you walked in front of the cores to cast a spell from max range.
A two-week soft support practice plan
- Stack timing. In a lobby, stack the same camp ten times in a row, then the camps near your safe lane. Learn where each spawn box ends.
- One planned rotation. In ranked, make one rotation before 10:00 using the checklist above. Note the outcome, even if it's only a stack.
- Smoke with a plan. Every smoke you use: say the target in chat first, use it out of enemy vision, keep the 1,025 radius clear.
- Review your rotations. In three replays, mark every time you left lane. What did each trip give the team?
Pos 4 works with every lane, so read the hard support guide for your fellow support's jobs, the mid guide for the hero you'll rotate with most, and the planned warding guide for vision.
Want an Immortal support's view of your games? A 1-on-1 coaching session goes through your rotations, smokes and stacks in your own replays. You can also order an MMR boost in position 4; read is Dota 2 boosting bannable? first.
- Valve, Dota 2: patch 7.41 notes (24 March 2026: lane-creep meeting point, Wisdom Shrine experience and countdowns, Lotus Pools, camps) · Dota 2 Update, 1 July 2026 (high-demand roles) · patch list (7.41f is the live patch)
- Valve item data: Smoke of Deceit · Dust of Appearance · Force Staff · Valve hero data: hero list · Lion · Spirit Breaker · Earthshaker · Rubick
- Community: Dota 2 Wiki Neutral creeps (spawn times, spawn-box rule, stacking rewards) · Experience (sharing radius) · Liquipedia Runes (Power Runes, Wisdom Shrines since 7.38)
- Checked 8 November 2026 on patch 7.41f. Item and shrine numbers change with patches: check the current notes.
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Common questions
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