Every other keyboard game here pins your left hand to WASD and asks what it can still reach.
Dota does not have WASD — you move with the mouse — so the hand is free, and the question
inverts: how far does it travel, and which journey is actually costing you? Abilities on the
top row, items on the bottom, orders across the middle, two modifier layers under the thumb,
and combos that cross all of it.
Coloured from the verified layout behind
/controls/dota-2/ rather than drawn by hand, so a layout
change moves the picture. Note what is missing: no key here walks your hero.
QWERTY
ASDFGH
ZXCVBN
AbilitiesQ W E D F R Left Ctrl
The top row, plus the modifier that levels them. The only cluster that looks the same in every MOBA.
ItemsZ X C V B N 0 T
Six active slots on the bottom row, the teleport scroll on T and the neutral slot on 0 — so this cluster is not one row, it is three places at once.
OrdersMouse 2 A S H
Movement itself is the right mouse button, but attack-move, stop and hold position are keys — on the same hand that is already holding two other clusters.
And no WASDMouse 2
Walking is the right mouse button. That single fact is why this layout can spread across
three rows in the first place: there is no anchor to hold, so nothing here is a reach
problem in the sense the other labs on this site mean. It is a travel problem instead.
And two layers over the topLeft Ctrl + Q / W / E / R Level up abilityLeft Alt + Mouse 1 Ping / alertLeft Alt + G GlyphLeft Alt + F Scan
Left Ctrl and Left Alt both sit under the same hand that is holding all three rows, which is
the part no key list shows you.
02 / Travel bench
Which hop in your combo is slower than its distance
Type a combo the way you actually cast it. The page times every hop between keys and compares
it with how far apart those keys physically sit. A long hop that takes a long time is just
geometry and there is nothing to fix. A short hop that takes a long time is your hand
fighting itself — almost always the same finger asked for two keys in a row — and that is a
rebind rather than practice.
Ability, item, ability — spaces between keys.
Click here, then type the keys in order.
Type the combo
Press the keys in the order you would actually use them. The page times each hop and compares it with the distance it covered.
Total—
Travel—
Worst hop—
Cost there—
Against last time
—
Worth moving
—
What is modelled and what is measured
The distance between two keys is modelled, from the same board geometry the site’s other
reach tools use — it assumes a standard staggered layout and will be slightly wrong on an
ortholinear or split board. The time is measured: it is your own hand, through the browser.
The number that matters is the ratio, and anything over about 55 ms per
key-width is doing more than the distance explains.
03 / The question everyone asks
Why are items on Z, X, C, V, B, N and not the numbers?
The usual answer is that the number row is further from your abilities. Measure it and that is
simply not true — Q → 1 is a shorter hop than Q → Z, and the same
holds at the sixth slot. Both schemes also ask for the identical six fingers in the identical
order. So distance from your abilities is not the reason, and here is what is:
MeasuredZ X C V B N1 2 3 4 5 6
First ability to first slot2.071.06
First ability to sixth slot5.94.76
Spread across the six slots55
Average reach to Ctrl, Alt and Shift3.884.87
Sixth slot leaves the left handYesYes
All figures in key-widths, from the board model the bench uses, on a standard staggered layout.
Bottom row vs number row0.99 key-widths
closer to the Left Ctrl / Left Alt stack, averaged across the six
slots — the only measured advantage the shipped layout holds.
01
The modifiers decide it
Dota stacks two layers over the whole keyboard: Left Ctrl to level an ability
and Left Alt to ping, glyph and scan. Both live in the bottom-left corner.
Items on the bottom row sit right beside them — the one measured difference that favours
the shipped layout, and the one nobody gives as the answer.
02
Slot six leaves your hand either way
Under both schemes the sixth slot lands on the right index finger — the hand that is
issuing every move order and every camera grab, continuously. Neither row solves that.
It is the strongest argument on this page for moving one item bind somewhere else
entirely, and the bench above will tell you whether yours is costing you.
03
What this page will not claim
Beyond the numbers above, the rest is a design decision made at Valve and this site has
not verified the reasoning behind it, so it is not going to invent one. What can be
measured is measured here; what cannot, is said plainly.
The one thing worth taking away
A key two rows away on a different finger is faster than a neighbouring key on the same one.
Distance is the obvious cost and it is usually not the expensive one — which is exactly why the
bench above reports time per key-width rather than either number on its own.
Where to go next
This page times the hops your hand makes. These measure the hardware making them.
Why are Dota 2 items on Z, X, C, V, B, N instead of the number row?+
Not for the reason usually given. The common answer is that the number row is further from your abilities, and measured on a standard board it is the opposite: Q to 1 is a shorter hop than Q to Z, and that still holds at the sixth slot. Both schemes even ask for the same six fingers in the same order. What the bottom row actually wins is proximity to the modifier stack — Left Ctrl to level an ability and Left Alt to ping, glyph and scan all live in the bottom-left corner, and the item keys sit beside them instead of three rows away. That is the one measurable advantage, and the page shows the figures rather than asserting them.
What are the default Dota 2 keybinds?+
Abilities on Q, W, E, R with D and F for heroes with extra spells, items on Z, X, C, V, B, N, the TP scroll on T, Left Ctrl to level an ability and Left Alt to ping. Movement is not on the keyboard at all. Every verified binding, with the notes, is on /controls/dota-2/.
Should I rebind my Dota 2 item keys?+
Most players do, and the game expects it — but which key is worth moving is a measurement, not an opinion. The trap is assuming distance is the cost. A key two rows away on a different finger is faster than a neighbouring key on the same finger, because the same finger cannot begin the second press until it has finished the first. The bench here times your own hops and flags the ones that are slow relative to how far they travelled, which is the only kind you can fix by rebinding.
What is quick cast in Dota 2 and does it change my keys?+
Quick cast fires the ability at the cursor the moment the key goes down, instead of arming a cursor you then click with. It does not change which key does what — it changes how many hand actions each cast costs, which is why it feels faster without your binds moving. Advanced Quickcast lets you set a separate hotkey for the normal and quick versions of the same slot, and it also applies to items; it is not compatible with Legacy Keys.
What are Legacy Keys in Dota 2?+
The hotkey scheme from the original Warcraft III mod, where each ability is bound to a letter from its own name rather than to a fixed slot. Turning it on means ability hotkeys can no longer be altered, and it cannot be combined with Advanced Quickcast. It is worth knowing the trade before you switch, because it changes the geometry this page measures — every hero suddenly asks your hand for a different set of keys.
Does Dota 2 have controller support?+
Not in any form this site would call a control scheme, and the verified entry reflects that with an empty controller list rather than an invented one. Dota is a mouse game at its core: every move order, attack command and camera grab is the right hand on the mouse, continuously. That is also why the left hand ends up carrying three rows of keys, which is what this page is about.
Why does my combo feel slow even though I know the keys?+
Because knowing the order and executing the travel are two different problems. If every hop in your sequence costs roughly what its distance predicts, the combo is not awkward — it is just long, and that is fixed by moving a bind closer rather than by practising. If one hop costs far more than its distance predicts, that one is your hand fighting itself, almost always the same finger asked for two keys in a row. The bench separates those two cases, because the fix is different for each.
Does this page know anything about heroes or items?+
No, and that is deliberate. Nothing here depends on which hero you play or which item is in slot three — what is measured is your hand on the keys, which is the same whoever is on screen. This site has not verified hero or item data and will not invent it.
Unofficial
Keymap Labs is not affiliated with, endorsed by or sponsored by Valve. Dota 2 is a trademark of
Valve Corporation. Default bindings are read from the in-game settings screen and dated above;
the clusters and distances on this page are derived from them. No hero or item data appears
anywhere here — what is measured is your hand on the keys, which is the same whoever you play.
New: ask me anything about this siteWhich test to run, a game's default keybinds, what a result means.
KayeeKeymap Labs assistant
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.