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#2052847 ·published 2011-05-02 13:14 UTC
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3. Rules regarding requirements
3.1 Understanding the basics of competitive DotA. The default mode is CD and seeing as CD is a competitive mode, games are to be played accordingly. 

3.2 Understanding the basics of competitive DotA includes: Understanding how the different roles of DotA are to be played. 
Supporters stealing their carrys farm are not welcome in IHL. 
Carries running around ganking are not welcome in clan IHL. 
Gankers farming on their initial lanes until the game ends are not welcome in IHL. 

3.3 Supporters: Supporters are such heroes as: Crystal Maiden, Ezalor, Lion, Vengeful Spirit, Chen, Warlock etc. The main goal of a supporter is to ensure that the carries of the team manage to farm as undisturbed as possible for the lategame phase of the game. 
The supporters do so by: Buying chicken, placing wards to ensure the survival of the carries, harrassing of the opponent heroes, TP saving the carries, letting the carries have all the creep kills on the lane, roaming so that the carries get more farm on lane. Depending on the captains strategy, supporters will be played differently. Listen to the captain and do things accordingly. 

3.4 Gankers: Gankers are such heroes as: Sand king, Vengeful spirit, Lion, Nerubian assassin, Earth shaker, Sven, Chen, Enchantress, Mirana and many many more. The main objective of the gankers is to keep the enemy heroes on top of their toes constantly. They do so by running around on the different lanes trying to get kills where ever they go. 
While roaming around they'll leave room for the carries on their team to gain more exp on their lanes when they are gone. A successful gank will also result in possible free farm for an ally on the lane where the gank was carried out. A gank hero is not to be immobile on its initial lane unless the team captain specifically says so.

3.5 Carries: Carries are such heroes as: Phantom lancer, Void, Medusa, Terror blade, Anti-mage, Chaos knight, Shadow fiend and many many more. The main objective of the carries is to farm as much as possible. By doing so he'll get an advantage in terms of items and level. This advantage will (if everything goes according to plans) eventually lead to a hero "carrying" the team. A carry often has a lategame potential. 
It could be certain skills or a certain stat growth that turns that specific hero into a more useful hero later on. A carry hero is not to die too much. Every team is extremely dependant on their carry, so failing your role as a carry will in many cases cause your team to lose the game.

3.6 An IHL player should understand competitive concepts (and be able to perform them somewhat efficiently) such as: Tri-laning (The strategy of having three heroes on the same lane, giving your team two solo heroes for a more concentrated exp share), Babysitting (See support), jungling (Killing neutral creeps AND in many cases also gank the lanes close to the forest), roaming (see ganker).

3.7 An IHL player should have basic ideas of item builds. Battlefury is not the best item on all heroes, it just isn't. Sometimes items can play a key role in the game. Listen to the team captain and buy items accordingly.

3.8 An IHL player should know the importance of playing as a team. This includes carrying TP's AT ALL TIMES and being at the right places at the right time. This is not easy and we don't demand perfect map awareness. A player never buying a TP, is, however, not welcome in IHL.

3.9 An IHL player should of course understand basics of DotA. This includes: Last hitting well, skilling the right spells, understanding how to adapt their gameplay on a certain lane (a tri-lane facing a solo SF is always to be played aggressively for instance, whereas the SF is to play extremely passively).