Callout watches your Dota 2 VOD and grades your whole game across every dimension, then shows you what to work on. Last-hitting, lane equilibrium, vision control, itemization, power-spike timing, teamfight positioning, and objective control. All of it, in one report.
// First analysis free. No credit card required.
Most Dota 2 players who plateau aren't losing to mechanical ceiling. They're losing to habits they've normalized: a lane that looks fine but is always in the wrong equilibrium, a BKB that goes off one second too late, an item completion that should have triggered a rotation five minutes ago.
Freezing a wave at the right distance denies the enemy safe farm and sets up a pull or a dive. Slow-pushing before a Roshan attempt is a different decision than slow-pushing into a tower. Most players let the wave go wherever it wants and then wonder why the lane phase feels chaotic. Intentional wave positioning is one of the highest-leverage fundamentals in Dota 2 and one of the most invisible to self-review.
Every missed last-hit is gold you surrendered. Every uncontested creep your opponent denies is experience you forfeited on top of that. Attack timing, swing-and-miss patterns, and deny counts compound across the laning phase into advantages that look like mechanical leads but are actually attention and timing leads. By the time the pattern is visible in a scorescreen, it's already shaped the game state.
The two to three minutes after completing a core item is when you're strongest relative to the enemy. Missing that window to keep farming means you're spending your power spike on creeps instead of towers, objectives, or fights. You'll still be ahead in farm, but the timing advantage you just earned disappears, and the game drags into a state where the item advantage matters less.
A won teamfight in Dota 2 gives you a window, not a victory. Roshan's timer is live. The enemy ancients are suddenly accessible. Towers are undefended. Most players win the fight, get distracted by buybacks that don't come, and lose the two-minute window that fight created. Converting won fights into structural advantages is a separate skill from winning the fight, and it's almost never practiced intentionally.
Two AI passes. One comprehensive report. Every dimension of your game graded with timestamped evidence from your actual match, not a generic MOBA template.
Drop in your screen recording or a video of your replay playback. Any game mode, any role. Carry, mid, offlane, and support grading all adapt to position. Callout reads the game you actually played, not a template.
Pass one scans the full VOD from laning through the final fight. It logs every key event: deny attempts and outcomes, wave state at each backing decision, ward placements and dewarding actions, item completion timestamps, fight initiations, BKB activations, Roshan approaches, and tower hits. Pass two cuts the highest-signal clips and reads them frame by frame. It checks your CS and deny counts at standard timing benchmarks, the exact wave equilibrium state when you backed or rotated, your BKB timing relative to incoming disables, your positioning relative to AoE threats and initiation angles in each teamfight, whether your item build addressed the actual enemy lineup, and what you did in the two minutes following every significant item completion.
You get a comprehensive report across all seven Dota 2 coaching dimensions. Each carries a letter grade backed by specific timestamps and patterns that appeared more than once in your game. Not a tip. Not a single takeaway. A complete picture of where your Dota 2 game currently stands, graded at the level of an experienced coach watching your VOD in full.
Seven dimensions. Real Dota 2 criteria. Every one graded with examples pulled from your match, not a generic coaching template borrowed from another game.
CS count, deny count, attack timing, and swing-and-miss patterns across the laning phase. Callout tracks every missed last-hit and every uncontested deny, not just the totals at the end of the game.
Intentional wave positioning: freezing, slow-pushing, pulling side camps, and bouncing the wave safely. Callout grades whether your wave position was deliberate or accidental, and whether it matched the situation.
Ward placement cadence, minimap read frequency, face-check deaths, and deward behavior. Callout tracks how often you had information before you needed it and how often you walked into a gap in your own vision.
Counter-item selection vs. enemy lineup, BKB timing, unspent gold in bank, and role-appropriate build choices. Callout checks whether your items addressed the actual threats in the game, not a default build for your hero.
Acting within minutes of completing a major item: rotating to fights, objectives, or Roshan rather than farming through the window. Callout grades how often your behavior changed when your hero's power state changed.
Initiation angle, BKB activation timing relative to enemy disables, target priority, and retreat decisions. Callout reads every significant teamfight frame by frame and grades the quality of each decision in sequence.
Converting won fights into towers, Roshan attempts with pit vision, timer tracking, and high-ground siege efficiency. Callout grades the two-minute window after each won fight and each item spike.
This is an illustrative sample showing what a Callout Dota 2 report looks like. Grades and patterns are based on the kinds of issues the AI finds most commonly, not a specific player's game.
Farming through the Black King Bar window. At 18:22 and again at 26:04, you completed a significant item while your team was pressuring the top lane and Roshan was available. Both times you returned to a jungle camp instead of rotating. The fight at 19:12 went 4v5 because you were still farming. Power-spike timing was the clearest gap in this game: the item purchases were good, the decisions immediately after them were not.
Wave left in a slow-push toward your own tower during offlane rotations. At 8:41, 11:06, and 13:50, the wave was left in a state that pushed itself into your tier-1 tower while you rotated to the mid rune. Each instance cost between 4 and 7 last-hits and put your tower under pressure that didn't need to exist. Bouncing the wave before rotating would have held the equilibrium without delaying the rotations.
BKB activated after the first disable landed, not before. In four of six teamfights with a BKB available, the BKB came off after you'd already eaten the enemy's primary stun. The BKB window was spent cleanly in each case, but the first 1.5 to 2 seconds of your fight contribution were lost each time. Activating BKB as you close range rather than after the first disable changes the math on how much of your window is actually usable.
Itemization adapted to the game state. The transition from a core Blink Dagger rush into a Pipe of Insight when the enemy Lina and Tinker both hit their spell upgrades was correct and well-timed. Unspent gold in bank stayed consistently low. The build path wasn't templated to the hero, it was built to the actual enemy lineup, which is the right approach and not one Callout sees consistently at this MMR bracket.
Callout accepts screen recordings captured with OBS, ShadowPlay, or any screen capture tool while you play or watch a Dota 2 replay. You can also use the Dota 2 in-client replay viewer, hit record in your capture software, and export the resulting video. MP4, MKV, and MOV all work. The native .dem replay file format is not required; a video recording is all Callout needs.
Callout is most useful for players in Herald through Archon, where lane fundamentals, vision habits, and itemization decisions are still forming. Crusader and Legend players see sharp improvements from the lane equilibrium and power-spike timing breakdowns, because those are the ranks where poor wave positioning and farming-through-item-windows become consistent, measurable drags on win rate. Ancient and Divine players get the most value from itemization counter-selection, BKB timing, and teamfight positioning analysis.
Yes. The rubric weights by role. For position 4 and 5 supports, ward placement cadence, deward behavior, lane pull timing, and initiation angle carry more weight. For carry and mid, last-hit and deny counts, power-spike rotation timing, and unspent gold in bank are graded more heavily. Every role gets a full report across all seven dimensions, with the most relevant sub-criteria surfaced first.
Educational content and pro replays teach general concepts or show how elite players handle situations. Callout grades YOUR specific game. You'll see your actual CS count at each back timing, the real timestamps where your wave was in a losing equilibrium you didn't adjust, the specific teamfights where your BKB activation was late, and an itemization grade showing whether your build addressed their lineup. General advice can't do that. Neither can watching someone else play.
Callout works with any Dota 2 game mode you can record: ranked all-pick, unranked, captains mode, and turbo. Turbo analyses carry a note that power-spike timing and late-game objective windows are compressed, but lane fundamentals, vision control, itemization choices, and teamfight execution are all still graded with full depth.