Nightstalker is silly when you know what you're doing and the enemy team doesn't. 18/2/somethinglolhueg is not a score you should ever get.
ANYWAYS since we sort of have a few new players, and players who still aren't very good, how about some general advice?
I guess terms would be a good way to start.
autoattacking: right clicking an enemy and not controlling the flow of your attacks, resulting in a constant dps. Generally a bad idea, as it's less efficient than animation cancelling and results in lanes getting pushed early on.
animation canceling: using stop or move to 'cancel' out of the backswing on attacks or spells. Say you have Rubick, who has a 0.4s start up to attacks and a 0.77s delay afterwards. Animation cancelling is immediately moving after the 0.4s and the attack itself so as to save that 0.77s, which in Rubick's case can lead to almost two more attacks within that span of time if done absolutely perfectly.
easy lane/hard lane: more detailed descriptions of the lanes, generally known as top/mid/bot. The easy lane is the one that's next to your side's jungle, the hard lane is the shorter one. Generally you want to keep valuable heroes on the easy lane, like your carry, so that they don't get ganked; it's much easier to stay safe on your easy lane in comparison the hard lane because you can get attacked from the enemy jungle on the hard lane. Your easy lane is generally where your other solo is in case you have a jungler, as well.
pull/stack: abusing the creep camps, you draw aggro at around xx:53 from a neutral camp and run away; at this timing, the camp will have no nearby units at xx:00, where neutrals respawn, thus creating a 'stacked' camp. this can be done repeatedly for lolhueg chunks of gold and exp, which is useful for people with aoe and splash. pulling is attacking a neutral camp and dragging it near your lane creeps, thus causing them to fight; this delays your lane and 'pulls' the creeps back to your tower. Done on easy lane and occasionally Radiant's hard lane (thus bot for Radiant and top for both)
last hitting: refraining from attacking a target unless you are sure it will be the 'last', and thus give you the gold. one of the first important skills to learn for dota, as good last hitting gives you a TON more gold. also applies to heroes, which is kinda important for carries who need that chunk of gold.
harassing: using spells or attacks to lower the hp of enemy heroes or apply debuffs without much risk to yourself, making subsequent fights easier for you. A good example would be Shadow Demon's Shadow Poison. This however draws aggro from nearby creeps, which in fact can be used to your advantage because it brings creeps marginally closer to your tower.
laning: blanket term that refers to the early game phase, where the lane creeps dictate most actions because of hero weakness. this includes last hitting, auto attacking, pull/stack, and harassment. improving at all these makes your laning better.
remember! try to keep in a lane if you're not doing anything, and if you leave lane to do something try to succeed. time not spent laning or doing something successfully is time wasted.
remember! always try to pickoff someone solo, to make any following fights easier on you, and if you just teamwiped the enemy push or rosh! Unless you're all close to death
remember! wards save lives.
more stuff later I guess.
heros that you should try out if you're just starting:
skeleton king: gets you used to the very basics, because those are really the only things Skeleton King has beyond his stun.
antimage: easy effort, easy wins. also very basic, gets you used to using blinks.
cm/lich: eeezeee modo supports.
ursa: eeezzeee modo jungle