Well map awareness should be there too, and accurate clicking, so that's a few mechanical skills that help. But a lot of dota mechanics rely on different concepts, for example a bunch of it is timing, both in very short windows of time(last hitting, landing skills on moving targets) or longer but less automated windows of time(pulling/stacking/rune control/night time etc but unlike a build order in SC2 which you drill practice until you hit your timings, this is different since the timings are independant of your actions in the game, you could be roaming or dead when the timing windows come).
And then there's the bulk of dota2 difficulty, knowledge of the game. Knowing every hero, every skill particularities(range, mana cost, effects, damage and so on), every item, understanding various interactions, strategies, flow of the game and all that shit. This just comes through a lot of practice. You can read the skill effects, but you won't get a good "feel" for them until you see them in action, either used against you or by you. Sure you know Power Shot is 2000range(or whatever it is too lazy to open wiki, 2500maybe nowadays), but how far is that exactly on the map, can you actually hit that guy or is he too far, what about compensating for cast time and charge time based on his current movement speed before he disapeared in the fog, is the damage going to be enough if you don't charge, and so on. Shit comes naturally once you've played with/against WR for hundreds of games, but before that you can't really judge accurately if you're safe from her or not, or if you can get that kill or not.
That's what makes dota so fun to learn imo, every fucking game you can learn a few more things, get a better understanding of the game and improve bit by bit. And then you can watch replays of you playing 2months before and see how fucking terrible you were.