USES: This friendly creature will deliver items to and from allied players. Usually purchased by players acting in a support role, it allows players to stay in lane while still having access to items. Not just limited to delivery, the courier is often used by advanced players as a sort of mobile chest: switching out items in the early game depending on the situation.
INFO: An upgrade for the normal courier, the Flying Courier costs 220 gold, can fly over obstacles, and the option for a temporary speed boost. Can be purchased after 3 minutes.
USES: Same as the normal courier, but with a speed boost ability. Often used by heroes playing in the mid lane to quickly refill Bottle charges. In the original DoTA, the Flying Courier was called a 'crow'; heroes in a carry role will often ask for supports to purchase a crow as soon as it's available. Due to its ability to fly, crows are often used to scout out the map. However, if the courier is killed, it does not come back for 3 minutes; the items it was carrying inaccessible until it respawns.
INFO: Observer Ward. Provides vision in a 1600 radius that lasts for 7 minutes. Costs 150 gold, is invisible, and has 200 HP.
USES: Another item usually purchased by support heroes, this ward is used for map control, most commonly in the form of rune vision and gank protection. Though invisible to the enemy team, they can be revealed by True Sight, so it is often best in higher-level games to place them in unusual (yet hopefully still effective) spots. The shop will only carry 2 sets (each set containing two wards) of wards (though it only starts with 1), and the stock is replenished after 6 minutes.
INFO: Sentry Ward. Provides True Sight in a 800 radius that lasts for 4 minutes, as well as 150 ground vision for 12 seconds after placement. Costs 200 gold, and has 200 HP.
USES: Detection (a.k.a. revealing invisible heroes/wards). Unlike Observer Wards, Sentry Wards do not provide permanent vision--after the 12 seconds of initial vision, you will need another source of vision (hero, courier, Observer Ward) to see invisible objects. Usually used either in-lane to counter invisible heroes (Rikki, Bounty Hunter, Weaver, or heroes with the Invisibility Rune), or to remove enemy wards.

INFO: Dust of Appearance. Prevents enemy invisibility in a 1050 radius and applies a 15% movement speed slow for 12 seconds. Costs 180 gold and comes with 2 charges.
USES: Preventing/revealing invisibility on enemy heroes. Does not have any effect on wards. It's most common usage is in teamfights, preventing escape or discovering initiating heroes.
INFO: Gem of True Sight. Grants True Sight to the hero carrying it, and that hero's illusions. Costs 900 gold, and drops upon death. Cannot be destroyed.USES: Detection. This item is very situational; used in late game when the gold cost isn't that much of an obstacle, usually with the intent of pushing or preventing a push. As it drops on death (thereby allowing the enemy team to pick it up), and has a 10 minute purchase cooldown in the shop, care must be taken when deciding to purchase this item, as the ability to see invisible units can greatly influence the tide of battle.






