Dota 6.77c Map | Download Dota v6.77c.w3x News and Update

Dota 6.77c Map - Download Dota Allstars v6.77c News and Update. DotA 6.77b Map has been released and came out with removed Christmas themed elements, fixed bugs for some heroes and fixed for some tooltips.

DotA 6.77 AI EN 1.1.8 | DotA v6.77 AI EN 1.1.8.w3x Plus Map

DotA 6.77 AI 1.1.8 – DotA Allstars v6.77 AI EN 1.1.8 Plus Map, has been released. DotA 6.77 AI En1.1.8 is un-official of DotA AI Maps, it’s support to DotA 6.77.

This is Dota 6.78 Map | Download Dota v6.78.w3x News and Update

Dota 6.78 - Dota Allstars 6.78 Map News and Update. All fans of Dota is waiting for new Dota 6.78 map.

This is Dota 6.77 Map | Download Dota v6.77.w3x and Changelogs

Dota 6.77 Map - Download Dota Allstars v6.77 (Released). with more changes to heroes and remakes skills on some heroes.

This is Dota 6.77b Map | Download Dota v6.77b.w3x and Changelogs

Dota 6.77b Map - Download Dota Allstars v6.77b (released) Came with lots of balance skills and stuff.

28/02/2013

Dota Hero Slardar The Slithereen

Dota Hero Slardar - The Slithereen, Item Guide Build and Strategy. Slardar rose from the depths of messed with his brothers to serve the mighty demon lord, Illidan Stormrage. Fanatically devoted to the purpose, this Naga fought valiantly along the side until he succumbed to fatal wounds in the heat of battle. Salvation finally seemed within grasp – that is until his fate became associated with the grim reach the Lich King. 
Slardar – The Slithereen
Range: 100 | Move Speed: 300
Primary: STR
Str: 21 + 2.8 | Agi: 17 + 2.4 | Int: 15 + 1.5
Damage: 51 – 59 | HP: 549 | Mana: 195
HP Regen: 0.88 | Mana Regen: 0.61
Attack Speed: 0.69 | Armor: 5

Sprint (T)
Slardar increases his movement speed dramatically, but takes 15% bonus damage. Lasts for 20 seconds.
Level 1 – Increases speed by 20%.
Level 2 – Increases speed by 27%.
Level 3 – Increases speed by 33%.
Level 4 – Increases speed by 40%.
• Activating this skill does not cancel channeling spells, meaning you can use Boots of Travel and then use this skill without canceling the teleportation.
• Does not stack with Mask of Madness.
• Amplified damage is the same type of damage dealt.
Mana Cost: 50
Cooldown: 40

Slithereen Crush (R)
Slams the ground, stunning and damaging nearby enemy land units. Slows enemy units by 20% for 2 seconds afterwards.
Level 1 – 50 damage, 1 second stun.
Level 2 – 100 damage, 1.5 second stun.
Level 3 – 150 damage, 2 second stun.
Level 4 – 200 damage, 2.5 second stun.
• Damage type: physical
• Area of Effect: 350 stun AoE, 360 slow AoE
Mana Cost: 80/95/105/115
Cooldown: 8

Bash (B)
Gives a chance that an attack will do bonus damage and stun an opponent for 1 second.
Level 1 – 10% chance per attack, 40 bonus damage.
Level 2 – 15% chance per attack, 50 bonus damage.
Level 3 – 20% chance per attack, 60 bonus damage.
Level 4 – 25% chance per attack, 70 bonus damage.
• Damage type: magical
• Stun works on magic immune units.
• Does not stack with Cranium Basher.

Mana Cost: N/A
Cooldown: N/A

Amplify Damage (G)
Amplifies physical damage against enemy units by reducing their armor. Lasts 25 seconds.
Level 1 – Reduces armor by 5.
Level 2 – Reduces armor by 10.
Level 3 – Reduces armor by 15.
Mana Cost: 25
Cooldown: 10
• Works on magic immune units.
• Provides True Sight on enemy unit.
• Casting range: 700

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Dota Hero Pudge The Butcher

Dota Hero Pudge - The Butcher, Item Guide Build and Strategy. A giant undead seemingly impervious to even the most potent magic, this starving abomination roam the battlefield,continually in search of prey alert. Lamentations agony echo in the distance, only to be drowned out by the Butcher’s insane laughter as he severs their limp bodies with great want. It is said his victims catch only a glimpse of the terrible frame as they are dragged them through the shadows, a dreadful omen for what is to come.
Pudge – Butcher
Range: 128 | Move Speed: 285
Primary: STR
Str: 25 + 3.2 | Agi: 14 + 1.5 | Int: 14 + 1.5
Damage: 52 – 58 | HP: 625 | Mana: 182
HP Regen: 1 | Mana Regen: 0.57
Attack Speed: 0.67 | Armor: 2

Meat Hook (T)
Launches a bloody hook at a unit or location. The hook will snag the first target it encounters, dealing pure damage then dragging the victim back to the Butcher.
Level 1 – Deals 90 damage and drags the victim to the Butcher.
Level 2 – Deals 180 damage and drags the victim to the Butcher.
Level 3 – Deals 270 damage and drags the victim to the Butcher.
Level 4 – Deals 360 damage and drags the victim to the Butcher.
• Damage type: pure
• Invisible units can be hooked. Damage is dealt but the ministun is not.
• Meat Hook can go through cliffs, trees, structures and siege creeps.
• The tip of the Meat Hook is what drags the units to the Butcher, so touching the Meat Hook in any other part than its tip will not trigger its effect.
• Meat Hook deals damage and a ministun to enemy units, effectively interrupting them. Allied units can be dragged too, but neither the damage nor the ministun will be dealt to them.
• Casting range: 550/700/850/1000
• Area of Effect: 125
Mana Cost: 110/120/130/140
Cooldown: 14/13/12/11

Rot (R)
Pudge releases the disease and filth inside of him, dealing intense damage and slowing surrounding enemies while hurting Pudge as well. Reduces enemy movement speed by 20%.
Level 1 – 25 damage per second.
Level 2 – 50 damage per second.
Level 3 – 75 damage per second.
Level 4 – 100 damage per second.
• Damage type: magical
• Rot can be activated while using Dismember without interrupting it.
• Deals damage and slows invisible units as well.
• If Pudge is silenced while Rot is activated, he will not be able to de-activate it until the silence wears off.
• Pudge can deny himself using this skill.
• Area of Effect: 250
• Duration: Until deactivated
Mana Cost: N/A
Cooldown: N/A

Flesh Heap (F)
Pudge is made of innumerable rotting corpses, giving him extra protection against spells as well as the chance to add more to his bulk.
Level 1 – Gives Pudge 4% extra resistance to spells. +0.9 STR for hero kills.
Level 2 – Gives Pudge 8% extra resistance to spells. +1.2 STR for hero kills.
Level 3 – Gives Pudge 12% extra resistance to spells. +1.5 STR for hero kills.
Level 4 – Gives Pudge 16% extra resistance to spells. +1.8 STR for hero kills.
• Spell resistance stacks with that from items.
• Gains strength for enemy heroes that die nearby (450 AoE), or if Pudge kills them.
• Flesh Heap is retroactive (meaning it keeps track of your kills and is always updating your str based on your current level of flesh heap)
Mana Cost: N/A
Cooldown: N/A

Dismember (D)
Chows down on a target, causing excruciating pain. Lasts 3 seconds.
Level 1 – 75 damage/second, 75 + 0.75x strength damage per second with Aghanim’s Scepter.
Level 2 – 125 damage/second, 125 + 0.75x strength damage per second with Aghanim’s Scepter.
Level 3 – 175 damage/second, 175 + 0.75x strength damage per second with Aghanim’s Scepter.
Mana Cost: 100/130/170
Cooldown: 30
• Damage type: magical
• Disable works on magic immune units, they will not take damage though.
• A unit affected by dismember will continue to be disabled and damaged even if it becomes invisible.
• Dismember is a channeling spell.
• Improved by Aghanim’s Scepter to heal Pudge the same amount as it deals damage.
• Casting range: 160

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Dota Hero Balanar The Night Stalker

Dota Hero Balanar - The Night Stalker, Item Guide Build and Strategy. Every step you take brings you deeper into the terrible reign of the horrible ruler of the dark. Balanar, elite dreadlord which brought total darkness Nether into this world, haunts these regions. There is no chance to fight, there is no way to run, and no place to hide – darkness is everywhere! You can pray, you can cry, but the darkness will not be stopped – until you die. Your heart will pump harder, your legs will shake, and your mind will cloud as the presence of a stalker hunting you.
Balanar – The Night Stalker
Range: 100 | Move Speed: 295
Primary: STR
Str: 23 + 2.8 | Agi: 18 + 2.25 | Int: 16 + 1.6
Damage: 57 – 61 | HP: 587 | Mana: 208
HP Regen: 0.94 | Mana Regen: 0.65
Attack Speed: 0.69 | Armor: 6

Void (V)
Creates a damaging void. If cast at night, slows the target for 4 seconds. If cast at day, slows the target for 2 seconds.
Level 1 – Deals 90 damage.
Level 2 – Deals 160 damage.
Level 3 – Deals 255 damage.
Level 4 – Deals 335 damage.
• Void contains a ministun which procs at the beginning of its cast cancelling the target’s channeling spell.
Mana Cost: 80/ 90/ 100/ 110
Cooldown: 8

Crippling Fear (F)
In the night, the Night Stalker can cause intense fear in enemy units, causing them to miss attacks and be unable to cast spells. This has reduced effect during the day.
Level 1 – Miss on 40% of attacks, slow by 4%. Lasts 5 seconds.
Level 2 – Miss on 40% of attacks, slow by 8%. Lasts 6 seconds.
Level 3 – Miss on 40% of attacks, slow by 12%. Lasts 7 seconds.
Level 4 – Miss on 40% of attacks, slow by 16%. Lasts 8 seconds.
• Causes 10% miss and silences for 3 seconds at all levels during daytime.
Mana Cost: 90
Cooldown: 12

Hunter in the Night (G)
The Night Stalker is at home at night. He attacks and moves more swiftly.
Level 1 – 15% movement speed, 20% attack speed.
Level 2 – 20% movement speed, 35% attack speed.
Level 3 – 30% movement speed, 55% attack speed.
Level 4 – 35% movement speed, 75% attack speed.
Mana Cost: N/A
Cooldown: N/A

Darkness (R)
Creates a period of darkness for the Night Stalker to thrive in.
Level 1 – Turns day into night for 25 seconds.
Level 2 – Turns day into night for 50 seconds.
Level 3 – Turns day into night for 80 seconds.
Mana Cost: N/A
Cooldown: 180/150/120
• This skill pauses the current time, so if it’s cast at night it prolongs it.
• With Aghanim’s Scepter the Night Stalker will get unobstructed vision at night, meaning that trees and terrain will not block his vision.
• In contrast to how Aghanim’s Scepter works with other heroes, this improvement does not have anything to do with his ultimate (Darkness), but instead is active all the time.

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Dota Hero Banehallow The Lycanthrope

Dota Hero Banehallow - The Lycanthrope, Item Guide Build and Strategy. Banehallow is anger animal avatar created by the scourge. Over the years he has been living in the forest dark world, hunting innocents wandering in it. Now he is called in to help his master. Some say it can even turn into a giant wolf, giving him more durability and the speed to deceive and injure with impunity close. He revels in blood and battle, using wolf persona to attract wild animals to his side and imbue his allies with flesh-shredding strength.
Banehallow – Lycanthrope
Range: 100 | Move Speed: 305
Primary: STR
Str: 22 + 2.75 | Agi: 16 + 1.9 | Int: 15 + 1.55
Damage: 53 – 57 | HP: 568 | Mana: 195
HP Regen: 0.91 | Mana Regen: 0.61
Attack Speed: 0.68 | Armor: 1

Summon Wolves (V)
Summons 2 Spirit Wolves to fight the Lycanthrope’s enemies. Wolves last for 55 seconds.
Level 1 – Summons 2 weak wolves.
Level 2 – Summons 2 wolves that have Critical Strike.
Level 3 – Summons 2 strong wolves that have Critical Strike.
Level 4 – Summons 2 very strong wolves that have Critical Strike and Permanent Invisibility.
• If wolves are summoned during the duration of Howl, they will receive the damage bonus until the duration is up.
• Critical Strike Multiplier is 1.7
Mana Cost: 125
Cooldown: 30 Seconds

Howl (W)
An eerie loud howl grants an inner strength to all player controlled units. Lasts for 12 seconds.
Level 1 – Adds 20 damage to heroes; 4 damage to units
Level 2 – Adds 30 damage to heroes; 8 damage to units
Level 3 – Adds 40 damage to heroes; 12 damage to units
Level 4 – Adds 50 damage to heroes; 16 damage to units
• Affects all allied player-controlled units, not just those under Lycanthrope’s control.
Mana Cost: 15/20/25/30
Cooldown: 50/45/40/35

Feral Impulse (I)
Increases the attack damage and attack speed of the Lycanthrope and his units.
Level 1 – 15% damage increase, 15% attack speed increase.
Level 2 – 20% damage increase, 20% attack speed increase.
Level 3 – 25% damage increase, 25% attack speed increase.
Level 4 – 30% damage increase, 30% attack speed increase.
• Affects all units under the Lycanthrope’s control, not just himself and his wolves.
Mana Cost: N/A
Cooldown: N/A

Shapeshift (F)
A Full Moon curdles the blood of the Lycanthropy. He transforms into a Wolf with extra hit points, Critical Strike, and increased attack speed. This gives him and his units the ability to move at a constant maximum speed and not be slowed.
Level 1 – 100 bonus hit points, lasts 18 seconds.
Level 2 – 200 bonus hit points, lasts 18 seconds.
Level 3 – 300 bonus hit points, lasts 18 seconds.
Mana Cost: 100
Cooldown: 100/70/40
• Cannot be slowed by any spell, including Purge.
• If hexed, Lycanthrope continues to move at maximum movespeed.
• Lycanthrope’s collision size is lowered in this state.
• While in this state, Lycanthrope will have a Base Attack Time of 1.4 seconds.

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27/02/2013

DotA 6.74c LOD v5d Map | Download DotA v6.74c LOD v5d.w3x

DotA 6.74c LoD v5d - Download DotA v6.74c LoD v5d Map. Main game modes: (ap, ar, sd, md) Sub modes: (d2, d3, d4, d5, s5, s6, os, ra, bo, ul, ss, ab, fn, ls) Fixed a critical bug where under certain conditions items would not appear, fixed -sp (-showpassive) disabling most passives, fixed a bug where a hero could reach a level >25 outside of -unlimitedlevel, Map by Lordshinjo.
DotA 6.74c LOD v5d Map Info
<> Size: 7.73 MB
<> Category: Other
<> Tileset: Felwood
<> Dimensions: 128×128
<> Playable Area: 118×120

Download DotA v6.74c LOD v5d.w3x

So guys! lets say thank to IceFrog as developers this awesome DotA 6.74c LoD v5d Map. We really appreciate and enjoy playing Dota with this Map, I hope you can make another popular Map in the future like DotA 6.74c LoD v5d Map.

So Dota Lover!, as always we need your comment to complete

DotA 6.74c LOD v5c Map | Download DotA v6.74c LOD v5c.w3x

DotA 6.74c LoD v5c - Download DotA v6.74c LoD v5c Map. this update the observer scoreboard now display the skills (with level) of each player, enabled reactive armor, enabled Rubick, Main game modes: (ap, ar, sd, md), more skills combination are available and the spells in each category.
DotA 6.74c LOD v5c Map Info
<> Size: 7.75 MB
<> Category: Other
<> Tileset: Felwood
<> Dimensions: 128×128
<> Playable Area: 118×120

Download DotA v6.74c LOD v5c.w3x

So guys! lets say thank to IceFrog as developers this awesome DotA 6.74c LoD v5c Map. We really appreciate and enjoy playing Dota with this Map, I hope you can make another popular Map in the future like DotA 6.74c LoD v5c Map.

So Dota Lover!, as always we need your comment to complete

DotA 6.74c LOD v5b Map | Download DotA v6.74c LOD v5b.w3x

DotA 6.74c LOD v5b - Download DotA v6.74c LOD v5b Map. Modes game : (ap, ar, sd, md) Sub modes: (d2, d3, d4, d5, s5, s6, os, ra, bo, ul, ss, ab, fn). You can choose 3 skills and 1 ultimate into 1 unique hero, but you can basically create your own hero with almost all the skills of every hero in the game available for you.
DotA 6.74c LOD v5b Map Info
<> Size: 7.74 MB
<> Category: Other
<> Tileset: Felwood
<> Dimensions: 128×128
<> Playable Area: 118×120

Download DotA v6.74c LOD v5b.w3x

So guys! lets say thank to IceFrog as developers this awesome DotA 6.74c LoD v5b Map. We really appreciate and enjoy playing Dota with this Map, I hope you can make another popular Map in the future like DotA 6.74c LoD v5b Map.

So Dota Lover!, as always we need your comment to complete

26/02/2013

Dota Hero Axe The Mogul Khan

Dota Hero Axe - The Mogul Khan, Item Guide Build and Strategy. The leader of the tribe of Clan Axe Half-blooded, Mogul Kahn. In the war of Humans and Orcs that occurred long ago many Orcish warriors were corrupted by demonic influence and became tools of the outer darkness. Mogul killed by human Paladins but mysteriously, the battle was seen with the Scourge around the time Mannoroth started to command orcs in the war against Archimonde.
Axe - The Mogul Khan
Strength – 19 + 2.5
Agility – 22 + 2.2
Intelligence – 14 + 1.6

Learns Berserker’s Call, Battle Hunger, Counter Helix, and Culling Blade.

Attack range of 125 (melee).
Movement speed of 290.

Axe - The Mogul Khan Stats

Range: 100 | Move Speed: 290
Primary: STR
Str: 25 + 2.5 | Agi: 20 + 2.2 | Int: 14 + 1.6
Damage: 49-53 | HP: 625 | Mana: 182
HP Regen: 1 | Mana Regen: 0.57
Attack Speed: 1.42 | Armor: 3

Axe - The Mogul Khan Skills

Berserker`s Call (E)
Mogul Kahn focuses all of his enemies’ hatred on him, causing them to attack him at all costs. 300 AoE.
Level 1 – Lasts 1.5 seconds, 5 bonus armor.
Level 2 – Lasts 2 seconds, 10 bonus armor.
Level 3 – Lasts 2.5 seconds, 15 bonus armor.
Level 4 – Lasts 3 seconds, 20 bonus armor.
Mana Cost: 80/90/100/110
Cooldown: 14 seconds

Battle Hunger (R)
Afflicts a target with a terrible killing hunger. The target will take damage per second until it kills a unit.
Level 1 – 15 damage/second, lasts 10 seconds.
Level 2 – 15 damage/second, lasts 15 seconds.
Level 3 – 20 damage/second, lasts 20 seconds.
Level 4 – 25 damage/second, lasts 25 seconds.
Mana Cost: 75/85/95/105
Cooldown: 25/20/15/10 seconds.

Counter Helix (X)
Mogul Kahn counters some blows made to him dealing damage to all nearby enemy units.
Level 1 – 17% chance to counter with 100 damage.
Level 2 – 17% chance to counter with 125 damage.
Level 3 – 17% chance to counter with 150 damage.
Level 4 – 17% chance to counter with 175 damage.
Passive
Mana Cost: N/A
Cooldown: 0.7/0.65/0.60/0.55

Culling Blade (C)
Purges the weak from Mogul Kahn’s sight. Deals moderate damage, but will kill a target that is low on life.
Level 1 – Deals 150 damage, will kill if target is below 300.
Level 2 – Deals 250 damage, will kill if target is below 450.
Level 3 – Deals 300 damage, will kill if target is below 625.
Mana Cost: 120/160/200
Cooldown: 75/65/55 seconds.

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Dota Hero Lucifer The Doom Bringer

Dota Hero Lucifer - The Doom Bringer, Item Guide Build and Strategy. Lucifer was the leader of the Doomguard attack force burning legion in the first attack by the dark lord Sargeras. Lucifer grants eternal loyalty to the Scourge to finish what his lord once started. Lucifer does not take prisoners and making sure the people who persevere through his wrath die.
Devour (E)
Swallows an enemy unit for a short period of time, digesting it and dealing 20 damage per second. Each level decreases the cooldown and mana cost and gives bonus gold when the devoured unit is killed.
Gains the abilities of the target neutral creep has until you devour another creep with abilities to replace it.
cast range 300
Level 1 – Gives 40 bonus gold, can only devour enemy creeps or non-ancient neutral creeps that are no higher than level 2.
Level 2 – Gives 60 bonus gold, can only devour enemy creeps or non-ancient neutral creeps that are no higher than level 4.
Level 3 – Gives 80 bonus gold, and can only devour enemy creeps or non-ancient neutral creeps that are no higher than level 5.
Level 4 – Gives 100 bonus gold, and can only devour enemy creeps or non-ancient neutral creeps that are no higher than level 6.
• Everytime Lucifer devours a unit a bar is shown above his head showing the progress of the devouring process.
• If a neutral creep is targeted, you gain its abilities until you replace them with another creep’s abilities.
Mana Cost: 60
Cooldown: 60/55/50/45

Scorched Earth (T)
Blankets the ground in flames, damaging enemies and healing the Doombringer. Also increases Lucy’s movement speed by 16%. AOE: 600
Level 1 – Heals/Deals 12 damage per second. Lasts 8 seconds.
Level 2 – Heals/Deals 16 damage per second. Lasts 10 seconds.
Level 3 – Heals/Deals 20 damage per second. Lasts 12 seconds.
Level 4 – Heals/Deals 24 damage per second. Lasts 14 seconds.
• The flames follow Doombringer for the duration of the ability.
Mana Cost: 60/65/70/75
Cooldown: 60/55/50/45 Seconds

LVL Death (V)
Dissipates a piece of a target’s soul. Deals 250 bonus damage if the target’s level is a multiple of a specific number or 25. Can only cast on enemy heroes.
Level 1 – Deals 100 damage, 6 multiplier.
Level 2 – Deals 150 damage, 5 multiplier.
Level 3 – Deals 200 damage, 4 multiplier.
Level 4 – Deals 250 damage, 3 multiplier.
• Causes a mini-stun that can effectively interrupt enemy actions.
Mana Cost: 110
Cooldown: 8

Doom (D)
The target unit becomes inflicted with Doom. The afflicted unit cannot cast spells (including item spells) and will take damage per second. Lasts for 14 seconds.
Level 1 – Deals 30 damage per second.
Level 2 – Deals 50 damage per second.
Level 3 – Deals 70 damage per second.
Mana Cost: 150/ 200/ 250
Cooldown: 110
• Aghanim’s Scepter improves damage to 50/80/100 damage per second.
• Damage type: magic
• Unlike other silences, Doom prevents the target from using items and disables some passive abilities.
• Units afflicted by Doom can be denied by their allies when their HP drops below 25% of their maximum health.
• Cast Range: 550

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Dota Hero Skeleton The King Leoric

Dota Hero Skeleton - The King Leoric, Item Guide Build and Strategy. King Leoric is a major threat on the battlefield, after a noble knight protecting his kingdom, the man was thrown into Hell, where he was ripped apart over and over for centuries. Now, Lucifer has thrown back to the ground, broken and sloppy, as King Leoric, the Skeleton King. He marches, leading his minions with an unwavering gaze, knowing only one thing: the orders given to him by the dark lord himself. Able to cripple his opponents with a powerful magical hammer.
Skeleton  - The  King Leoric
Range: 128 | Move Speed: 300
Primary: STR
Str: 22 + 2.9 | Agi: 18 + 1.7 | Int: 13 + 1.6
Damage: 54 – 56 | HP: 568 | Mana: 169
HP Regen: 0.91 | Mana Regen: 0.53
Attack Speed: 0.69 | Armor: 4

Hellfire Blast (T)
Ignites the target on fire, dealing damage over time. Deals damage and stuns for 2 seconds followed by a 15% slow for 2 seconds.
Level 1 – 50 Impact Damage and 15 dps while slowed.
Level 2 – 100 Impact Damage and 30 dps while slowed.
Level 3 – 150 Impact Damage and 40 dps while slowed.
Level 4 – 200 Impact Damage and 60 dps while slowed.
• Total damage: 80 / 160 / 230 / 300
Mana Cost: 140
Cooldown: 8

Vampiric Aura (V)
Allied melee units within 900 AoE gain hit points when they hit enemy units.
Level 1 – Gains 15% of attack damage.
Level 2 – Gains 20% of attack damage.
Level 3 – Gains 25% of attack damage.
Level 4 – Gains 30% of attack damage.
Mana Cost: N/A
Cooldown: N/A

Critical Strike (C)
Gives 15% chance to do more damage on an attack.
Level 1 – 1.25 times normal damage.
Level 2 – 1.75 times normal damage.
Level 3 – 2.25 times normal damage.
Level 4 – 2.75 times normal damage.
Mana Cost: N/A
Cooldown: N/A

Reincarnation (R)
When killed, this hero will come back to life at the cost some mana.
Level 1 – 300 second cooldown. 5 second delay.
Level 2 – 220 second cooldown. 4.5 second delay.
Level 3 – 140 second cooldown. 4 second delay.
Mana Cost: 140
Cooldown: 300/ 220/ 140
• Will revive even if silenced on death.
• Will not revive if Skeleton King does not have required mana.
• Will not revive if he dies on unpathable terrain.
• If Skeleton King has an Aegis and Reincarnation is cooled down upon death, Reincarnation will trigger first.
• Revives with full HP and when full.

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Dota Hero Undying The Dirge

Dota Hero Undying - The Dirge, Item Guide Build and Strategy. Regarded as the specimens were very dirty and despised by everyone who met him, including his fellow zombies, Dirge has wandered in from the wastes outside to serve the Lich King in hopes of finally getting a Dead acceptance among the masses. unquestionably powerful and may just give the Scourge but they need to complete their unholy conquest once and for all.
Dirge – Undying
Range: 100 | Move Speed: 310
Primary: STR
Str: 22 + 2.1 | Agi: 10 + 0.8 | Int: 27 + 2.0
Damage: 57-65 | HP: 568 | Mana: 351
HP Regen: 0.91 | Mana Regen: 1.09
Attack Speed: 0.65 | Armor: 3

Decay (D)
Dirge saps away the strength of enemy heroes and retains it for a period of time.
Level 1 – 4 strength, 40 damage, lasts 21 seconds.
Level 2 – 4 strength, 80 damage, lasts 24 seconds.
Level 3 – 4 strength, 120 damage, lasts 27 seconds.
Level 4 – 4 strength, 160 damage, lasts 30 seconds.
• Damage type: magical
• Effect is stackable, but can’t set hero’s strength lower than 1.
• The strength loss takes effect before the damage.
• Casting range: 625
• Area of Effect: 300
Mana Cost: 70/90/110/130
Cooldown: 11/9/7/5

Soul Rip (R)
Redirects the flow of living energy through a target friend or foe, damaging them or healing them depending on how many units are near it.
Level 1 – Damages/Heals the target by 25 for each unit around; 5 units max.
Level 2 – Damages/Heals the target by 25 for each unit around; 10 units max.
Level 3 – Damages/Heals the target by 25 for each unit around; 15 units max.
Level 4 – Damages/Heals the target by 25 for each unit around; 20 units max.
• Damage type: magical
• Can heal Tombstone, but can’t heal or damage another buildings.
• Every counted unit, friend or enemy, is damaged by 25; it can kill (or deny) counted units.
• Casting range: 650
• Area of Effect: 1000
Mana Cost: 50/75/100/125
Cooldown: 25/20/15/10

Tombstone (T)
Unholy powers summon a cursed tombstone. Zombies will frequently spawn near each enemy unit and attack them. Zombies have a passive that additively slow their target by 7%. Zombies cannot be controlled.
Level 1 – 100 HP Deathlust requirement, lasts 15 seconds.
Level 2 – 200 HP Deathlust requirement, lasts 20 seconds.
Level 3 – 300 HP Deathlust requirement, lasts 25 seconds.
Level 4 – 400 HP Deathlust requirement, lasts 30 seconds.
• The zombies have the passive ability Deathlust, which grants the zombie an extra 50% movement and attack speed if its target has below 100/200/300/400 hp.
• Tombstone is magic immune, but can be healed by Soul Rip.
• Zombies won’t spawn to attack buildings.
• Casting range: 600
• Area of Effect: 600/800/1000/1200
Mana Cost: 120/130/140/150
Cooldown: 60

Flesh Golem (F)
Dirge’s hatred for all living beings allows him to transform into a monster. While he’s transformed he carries a plague that affects nearby enemy units. Strength of the plague depends on how close the enemy is. Amplifies damage enemy units receive and reduces their movement speed. When a plagued unit dies, its essence is transfered back to the Undying, healing it for 6% (10% *) (2% (3 *) if non-hero) of its maximum life. Lasts 30 seconds.
Level 1 – Gives 20% extra damage.
Level 2 – Gives 25% extra damage.
Level 3 – Gives 30% extra damage.
Mana Cost: 100
Cooldown: 90 Seconds
• The souls of units killed near Dirge will return to heal him even if he did not kill them.
• Plague Aura is strongest within 200 distance of Dirge (amplifies 20% / 25% / 30%) and decreases farther away from him (minimum of 5% / 10% / 15%).
• Movement Speed is reduced by 9% in a 750 Area of Effect
• Dying illusions do not trigger Plague Aura’s heal
• Area of Effect: 750
• Can be upgraded with Aghanim’s Scepter (* shows upgraded values)

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25/02/2013

Dota Hero Barathrum The Spiritbreaker

Dota Hero Barathrum - The Spiritbreaker, Item Guide Build and Strategy. Exiles from Spirithoof clan, Barathrum Spiritbreaker is more than a match for anyone. alone and miserable. Barathrum retreated in shame to the Ethereal Plane, feeding off wandering souls to sustain himself, and wandered aimlessly for centuries. With the abilty to close the distance between himself and a target in seconds.
Barathrum – Spiritbreaker
Range: 100 | Move Speed: 295
Primary: STR
Str: 23 + 2.8 | Agi: 17 + 1.7 | Int: 15 + 1.8
Damage: 45 – 55 | HP: 587 | Mana: 195
HP Regen: 0.94 | Mana Regen: 0.61
Attack Speed: 0.69 | Armor: 5

Charge of Darkness (C)
Barathrum takes a few seconds to charge up, then charges at his target , merging with the shadows at high speeds. Upon leaving the shadows, Barathrum shocks his opponent into an immobile state for some time. Enemies can only see the buff indicator when he is near his target.
Level 1 – Stuns for 1.4 second.
Level 2 – Stuns for 1.8 second.
Level 3 – Stuns for 2.2 second.
Level 4 – Stuns for 2.6 second.
• Target will become aware of the charge (a buff is visible in the status bar) when Barathrum is within 2500 distance.
• Gives vision on cast and true sight near the end over the target.
• Barathrum can run through units and trees, although he will still obey standard pathfinding through the terrain.
• Charges up in place for up to 4 seconds, then movement begins at a speed relative to how long you charged for. Displays a number above his head. Charge can be started by pressing a button.
• When maximum speed increase is achieved after 12 seconds, Barathrum becomes magic immune for the rest of the charge.
• Allies of Barathrum (and himself) will see an animation over the head of the target.
• Casting range: Global
• The movement speed bonus from Charge remains for 2 seconds after impact with the target.
Mana Cost: 75
Cooldown: 40

Empowering Haste (H)
Causes the Spiritbreaker to swing his weapon faster with higher movement speed, allowing him to deal extra damage. His presence increases the movement speed of nearby allied units.
Level 1 – Increases movement speed by 6% and damage by 4% of his movement speed.
Level 2 – Increases movement speed by 8% and damage by 8% of his movement speed.
Level 3 – Increases movement speed by 10% and damage by 12% of his movement speed.
Level 4 – Increases movement speed by 12% and damage by 16% of his movement speed.
• The bonus damage is added to Barathrum’s ordinary attack damage.
• Area of Effect: 900
Mana Cost: N/A
Cooldown: N/A

Greater Bash ()
Gives a 17% chance to bash enemies across the ground, doing more initial damage and damage as they skid.
Level 1 – Deals 25 damage, 140 knockback distance, lasts 0.95 seconds.
Level 2 – Deals 50 damage, 180 knockback distance, lasts 1.15 seconds.
Level 3 – Deals 75 damage, 220 knockback distance, lasts 1.35 seconds.
Level 4 – Deals 100 damage, 260 knockback distance lasts 1.55 seconds.
• Damage type: magical
• Greater Bash is triggered everytime Spiritbreaker initiates an attack, so it is not necessary to land the attack in order for Greater Bash to work.
• Disable works on magic immune units.
Mana Cost: N/A
Cooldown: 1.5

Nether Strike (E)
Moves you next to your target doing extra damage. Performs a greater bash hit. Casting range improves per level.
Level 1 – Moves Barathrum next to the target, deals 100 damage.
Level 2 – Moves Barathrum next to the target, deals 200 damage.
Level 3 – Moves Barathrum next to the target, deals 300 damage.
Mana Cost: 125/150/175
Cooldown: 75 (20 with Scepter)
• Damage type: magical
• Barathrum will move to the other side of the target seen from the point he casted it.
• Always performs a Greater Bash level 4 upon casting.
• Teleportation and damage is delayed 1 second while Barathrum is fading out, Barathrum is magic immune for this time period.
• Casting Range: 400/550/700 (550/700/850*)
• Aghanim’s Scepter dramatically reduces cooldown and improves casting range. It also causes enemies around the primary target to also be bashed upon teleporting.

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Dota Hero Huskar The Sacred Warrior

Dota Hero Huskar - The Sacred Warrior, Item Guide Build and Strategy. This reputation is well earned by their Sentinel representative Huskar. The Trolls of the Darkspear tribe, long exiled from their ancestral lands in Stranglethorn Vale, are considered by many to be the most savage race of creatures ever to grace the battlefield. Considered a blessed martyr by his people, the Sacred Warrior is not afraid of death, and will even run towards it willingly. sometimes desperately, in order to bring Dead Scourge ended.
Huskar – Sacred Warrior
Range: 400 | Move Speed: 300
Primary: STR
Str: 18 + 2.4 | Agi: 20 + 2.4 | Int: 18 + 1.5
Damage: 39 – 48 | HP: 492 | Mana: 234
HP Regen: 0.79 | Mana Regen: 0.73
Attack Speed: 0.75 | Armor: 2

Inner Vitality (V)
Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% health, it will regenerate faster. Lasts for 16 seconds.
Level 1 – 5(15*)% of main attrib + 2 hp regen per sec.
Level 2 – 10(30*)% of main attrib + 4 hp regen per sec.
Level 3 – 15(45*)% of main attrib + 6 hp regen per sec.
Level 4 – 20(60*)% of main attrib + 8 hp regen per sec.
• (*) These values are used if the target is below 40% of its maximum hp.
• The hp percentage is checked every second and the regeneration adjusted accordingly.
• Casting range: 400
Mana Cost: 170
Cooldown: 25

Burning Spear (R)
Using his own life force to set them aflame, the Sacred Warrior can cause his spears to deal stackable damage over time as they impact the foe. Lasts 6 seconds.
Level 1 – 4 damage per second.
Level 2 – 8 damage per second.
Level 3 – 12 damage per second.
Level 4 – 16 damage per second.
• Damage type: magical (target), HP removal (self)
• Burning Spears stacks additively when used multiple times on one target. There is no cap.
• If Huskar has less than 100 life this spell can still be cast, but will have no effect.
• Casting range: 400
Mana Cost: Health cost: 15
Cooldown: 0

Berserker`s Blood (B)
Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. First bonus starts at full health.
Level 1 – 3% IAS and 2 Damage.
Level 2 – 6% IAS and 4 Damage.
Level 3 – 9% IAS and 6 Damage.
Level 4 – 12% IAS and 8 Damage.
• There will be a special effect when Berserker’s Blood is giving a large bonus (49% missing health).
Mana Cost: N/A
Cooldown: N/A

Life Break (F)
Huskar reaches into the well of his own life force to heavily damage an enemy. The target takes damage equal to 50% of its hp. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his hp to cast this. Aghanim’s Scepter improves to 65% of target’s hp.
Level 1 – Huskar pays 35% of his current HP to cast.
Level 2 – Huskar pays 30% of his current HP to cast.
Level 3 – Huskar pays 25% of his current HP to cast.
Mana Cost: N/A
Cooldown: 40/30/15 (24/16/8 with Scepter)
• Damage type: magical (to both Huskar and the target)
• Slow works on magic immune units.
• Casting range: 135

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Dota Hero Leviathan The Tidehunter

Dota Hero Leviathan - The Tidehunter, Item Guide Build and Strategy. Formerly considered by the Old Gods as an oeuvre of the cosmos, Leviathan was thrown into the watery abyss after secretly with Titans alleged that they had fought against. Leviathan had sworn to disembowel everyone who would dare disturb his much valued freedom as he knocks them out with a power hit. He killed enslaver, took the shell as armor and the once loathed anchor became his weapon.
Leviathan – Tidehunter
Range: 100 | Move Speed: 310
Primary: STR
Str: 22 + 3 | Agi: 15 + 1.5 | Int: 16 + 1.7
Damage: 47 – 53 | HP: 568 | Mana: 208
HP Regen: 0.91 | Mana Regen: 0.65
Attack Speed: 0.68 | Armor: 3

Gush (G)
Summons a spirit of the tides to damage an enemy unit. Reduces the movement speed by 40% and armor of the enemy unit. Lasts 4 seconds.
Level 1 – Deals 110 damage, slows movement speed by 40% and reduces armor by 2.
Level 2 – Deals 160 damage, slows movement speed by 40% and reduces armor by 3.
Level 3 – Deals 210 damage, slows movement speed by 40% and reduces armor by 4.
Level 4 – Deals 260 damage, slows movement speed by 40% and reduces armor by 5.
• Damage type: magical
• Casting range: 700
Mana Cost: 120
Cooldown: 12

Kraken Shell (R)
Creates a thick armor shell around Leviathan that protects him against attacks. Additionally, this ability removes negative buffs when he has taken significant damage.
Level 1 – Reduces damage received by 7 and removes negative buffs every time 600 damage is taken.
Level 2 – Reduces damage received by 14 and removes negative buffs every time 600 damage is taken.
Level 3 – Reduces damage received by 21 and removes negative buffs every time 600 damage is taken.
Level 4 – Reduces damage received by 28 and removes negative buffs every time 600 damage is taken.
• Does not prevent damage from towers or magical damage
• Only damage from player owned sources is counted towards buff removal
• Damage counter for buff removal resets when you don’t take player based damage for 6 seconds
Mana Cost: N/A
Cooldown: N/A

Anchor Smash (C)
Leviathan swings his mighty anchor with a vengeance. Gives a 25% chance to deal bonus damage to nearby enemies.
Level 1 – Deals 75 damage.
Level 2 – Deals 115 damage.
Level 3 – Deals 155 damage.
Level 4 – Deals 200 damage.
• Damage type: magical
• Area of Effect: 200 (full damage)/325 (half damage)
Mana Cost: N/A
Cooldown: N/A

Ravage (V)
Slams the ground, causing waves of spikes to ring the hero in all directions. Deals damage and stuns.
Level 1 – Deals 250 damage and stuns for 1.5 seconds.
Level 2 – Deals 350 damage and stuns for 1.8 seconds.
Level 3 – Deals 450 damage and stuns for 2.25 seconds.
Mana Cost: 150/225/325
Cooldown: 150
• Damage type: magical
• Full damage and stun are dealt to invisible units.
• Area of Effect: 850/950/1050

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Dota Hero Pit Lord The Azgalor

Dota Hero Pit Lord - The Azgalor, Item Guide Build and Strategy. One of the many regents of Lord Archimonde who became stranded on the physical plane after the Legion fell in Kalimdor. After all, this Pit Lord is happiest when he conjures fire to explore his opponents from above. With such hateful power in the hands of a monster like this.
Dota Hero Pit Lord - The Azgalo

Str: 25 + 2.6
Agi: 12 + 1.3
Int: 17 + 2.6

Primary: STR

Azgalor Pit Lord Dota Hero Skills

Firestorm (F)
Calls down 6 waves of fire that damage enemy units in an area. Each wave deals initial damage and then burns enemies for 2 seconds.
Level 1 – 25 wave damage, 5 dps
Level 2 – 40 wave damage, 10 dps
Level 3 – 55 wave damage, 15 dps
Level 4 – 70 wave damage, 20 dps
Mana Cost: 100/110/120/130
Cooldown: 14 seconds

Pit of Malice (T)
A deadly pit is conjured at target location. Any unit that enters it becomes corrupted with malicious forces and are unable to move for some time.
Level 1 – 1.5 seconds
Level 2 – 2 seconds
Level 3 – 2.5 seconds
Level 4 – 3 seconds
Mana Cost: 100/115/130/145
Cooldown: 24/21/18/15 seconds

Expulsion (E)
Ignites the rotten gases of corpses, detonating them to cause damage to any enemy within the explosion radius. Each explosion fuels another until there are no more corpses in the area. Does a ministun on damaged units.
Level 1 – 20 damage per corpse
Level 2 – 40 damage per corpse
Level 3 – 60 damage per corpse
Level 4 – 80 damage per corpse
Mana Cost: 75
Cooldown: 10 seconds

Dark Rift (D)
Opens rifts that pass through the netherworld at his present position and a target unit simultaneously. Teleports your hero and nearby allied heroes through the rift.
Level 1 – 6 Second Casting Delay. Buildings only.
Level 2 – 5 Second Casting Delay. Units or Buildings.
Level 3 – 4 Second Casting Delay. Units or Buildings.
Mana Cost: 75/150/225
Cooldown: 180/160/140 seconds

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24/02/2013

Dota Hero Alchemist Razzil The Darkbrew

Dota Hero Alchemist Razzil - The Darkbrew , Item Guide Build and Strategy. Razzil Darkbrew remains steadfast in his calm, calculated approach, despite their constant wails of agony. Having enlisted under the ranks of the Sentinel for mere personal gain, the Alchemist’s quest for amassing wealth to fund his research is a tireless and relentless one. 
Alchemist Razzil - The Darkbrew

Range: 128 | | Move Speed: 300 | Primary: STR
Str: 26 + 2.7 | Agi: 17 + 1.5 | Int: 17 + 1.5
Damage: 54 – 63 | HP: 587 | Mana: 195
HP Regen: 1.03 | Mana Regen: 0.69
Attack Speed: 1.45 (+ 17% IAS) | Armor: 3.4

Alchemists’s Strengths:

1. Very high base damage
2. One of the best farmers in the game
3. Very high damage output

Alchemist’s Weaknesses:

1. Not that good at chasing
2. Unstable Concoction is not very useful
3. He can be defeated if you put a strong combo like Lich+Leo on his lane AND put wards everywhere in the forest…

Skill build

Acid Spray

Sprays high-pressure acid across a target area. Hostile units who step across the contaminated terrain take physical damage per second and have their armor reduced. Lasts 12 seconds.

Level 1 – 8 damage per second, reduces armor by 4.
Level 2 – 16 damage per second, reduces armor by 5.
Level 3 – 24 damage per second, reduces armor by 6.
Level 4 – 32 damage per second, reduces armor by 7.

Mana cost: 120 at all levels

Very high damage over time, very large area and a very high armour reduction.
Can you say “imba”?

Unstable Concoction

Taking a few moments to shake up some chemical vials, the Alchemist lobs one at the target, stunning it based on how long he shook it up.

Level 1 – Up to 2 seconds channel.
Level 2 – Up to 3 seconds channel.
Level 3 – Up to 4 seconds channel.
Level 4 – Up to 5 seconds channel.

Mana cost: 80/95/110/125

Not a very useful ability. Only useful when killing with an ally in early-game or for interrupting channelling-spells.

Goblin’s Greed

The Goblin converts the creep’s corpse into gold. You get more gold for every extra creep you killed in the last 20 seconds. Cap of 20 extra gold.

Level 1 – 2 bonus gold per enemy, 1 successive bonus gold.
Level 2 – 4 bonus gold per enemy, 2 successive bonus gold.
Level 3 – 6 bonus gold per enemy, 3 successive bonus gold.
Level 4 – 8 bonus gold per enemy, 4 successive bonus gold.

Enables him to farm better than other melee heroes in early-game and makes him a farming beast in mid- and late-game.

Chemical Rage

The Alchemist causes his Ogre to enter a chemically induced rage reducing base attack cooldown and increasing hitpoints and regeneration.
Lasts 20 seconds.

Level 1 – 1.4 Base Attack Rate and 200 Bonus HP and +9.75 HP/s Regeneration.
Level 2 – 1.3 Base Attack Rate and and 400 Bonus HP and +19.75 HP/s Regeneration.
Level 3 – 1.15 Base Attack Rate and 600 Bonus HP and +29.75 HP/s Regeneration.

The very essence of imbalance.
The BAT reduction means 21%/31%/48% increased damage which slightly better than Mortred’s Coup de Grâce while not limiting you in your choice of dps-items.
Bonus HP are always welcome for any hero, especially for a front liner like Alchemist. Due to this bonus hp you can do well without Bracers or Vanguard in early-game and go straight for your farming-items.
Extra regeneration, albeit not crucial, is also useful sometimes.

Skill Build:

1. Goblin’s Greed
2. Unstable Concoction
3-5. Acid Spray
6. Chemical Rage
7. Acid Spray
8-10. Goblin’s Greed
11. Chemical Rage
12-15. Attribute Bonus
16. Chemical Rage
17-22. Attribute Bonus
23-25. Unstable Concoction

Explanation of Skill Build

Acid Spray is a very useful ability for farming, but it is hardly effective before it is level 3, so you can start to learn it when you reach level 3 to be able to get the third level at level 5.

One level of Goblin’s Greed in early-game since there is nothing better to learn and one level of Unstable Concoction because it might aid your lane-ally in killing an opponent or save your ally from being killed. However if you are alone on your lane, it is useless in early-game, so just learn one level of Concoction at level 10.

Chemical Rage is worth learning at level 6 mainly for the regeneration (your base regeneration changes from 0.25hp/sec to 10 hp/sec, so it is pretty useful even just for the regeneration) and the small edge that 200 max-hp can give you in critical situations.

Item Build

Ring of Health
complete Perseverance
3*Circlet of Nobility (use an allies chicken if possibly, otherwise buy a chicken at your first fountain trip)
Boots of Speed
complete Battle Fury
Mask of Madness
Black King Bar(sell a Circlet)
Boots of Travel
Aegis of the Immortal (sell another Circlet)
Divine Rapier (sell the last Circlet)

Explanation of Item Build

Battle Fury is an excellent item for Razzil for the following reasons:

* Due to his enormous base damage, Alchemist is a good last hitter and denier, but he can be severely limited in doing this by harassment, so you need a lot of regeneration to counter this, so RoH is a good early-game item for him.
* As he wants to spam Acid Spray, he also needs mana regeneration. Because of his decent intelligence, Void Stone is an effective way of solving his mana issues.
* The damage that Battlefury provides is excellent for Alchemist since its effect is amplified by Acid Spray’s armour reduction and his low BAT with Chemical Rage.
* Due to Goblin’s Greed, Alchemist wants to kill a lot of creeps in a short amount of time to increase the extra bounty. Therefore he should not use common last hitting-techniques, but rather constantly attack creeps to kill as many as possible during 20 seconds. For such a way of farming, Battle Fury is an excellent item that significantly reduces the time you need for killing each wave of creeps or neutral camp.

* Mask of Madness is great for increasing Razzils dps since his IAS is rather low.
* Do not mix up his very good base attack time(BAT) with his pretty bad increased-attack-speed-value (IAS). The former simply evenly amplifies the effect of damage, attack-speed, critical strikes and armour reduction while the latter amplifies damage, critical strike and armour reduction.
* So even though Alchemist does attack quite fast due to his low BAT, he still needs more attack-speed.
* Frenzy is also a very good help for clearing creeps even faster, especially when combined with Battle Fury and Chemical Rage
* Due to being a melee-hero with very high LPS(loss of target’s hp per second), Life Steal is an excellent orb effect for Razzil.
* One of Razzil’s greatest weaknesses is being bad at chasing his prey, but Mask of Madness helps you in this aspect by giving you 15% increased movement-speed
* Razzil has a very high starting strength and relatively high strength-gain, so he should not have any problems to take 20% increased damage during Frenzy

With activated Frenzy and Chemical Rage you will deal so much damage that you will almost always be disabled in team-battles, so you need BKB to counter this. In case the opposing team has very few stuns at its command or consists of retards, you can skip BKB for now and buy it after you complete Rapier.

Due to being a high-hp hero with low armour, Aegis is an excellent way of increasing Razzil’s EHP (effective hit-points). Apart from that, Aegis is so overpowered that it must be purchased by next to every hero in late-game.

Since you now already have Aegis, Divine is of course the best choice for your last slot since its damage/cost ratio clearly outshines any other item.

Those final items have incredibly high synergy with each other, they are the dream of every damage-dealer. The only reason why not every damage-dealer goes for MoM, BKB, BoT, Aegis and Rapier is that this build is very expensive and most heroes are not able to complete it withing an average game.
However, due to how fast Alchemist farms, he would be able to finish this item-build within an hour in a normal game or even 50 minutes or less if he is owning.

Some examples for the synergy of those items:

* You can escape most ganks simply by activating avatar and teleporting away with BoT.
* In case you die, you will be revived by Aegis and be back at the scene of battle within a few seconds due to BoT.
* MoM gives you enough attack-speed to make good use of Divine Rapier’s damage
* BKB and Aegis protect you so that you can survive being focused after using Frenzy
* BoT gives you a high movement-speed which is then amplified by Frenzy
* Since you have Divine Rapier, your opponents will try to disable you, but Avatar protects you from most disables
* Due to your crazily high damage and attack-speed, you will leech a lot of life with Frenzy and Aegis makes every hit-point more effective, so you make better use of the life you steal than if you had went for HoT instead of Aegis.

Why certain Items are not recommended

There simply is no place for Midas since you need Battle Fury and Mask of Madness as soon as possible for farming. Getting a Hand of Midas in early-game would actually slow down your farming since Transmute only earns you about 1 gold per second while having your Battle Fury and Mask of Madness earlier would earn you much more gold.

There simply is no place for a Buriza since the final items already take six slots.
Throwing away BKB is not possible since you need to protect yourself from disables and throwing away MoM is not possible either as you need its attack- and movement-speed.

Battle Fury and MoM is already enough to get next to every creep, Radiance is not needed.
Replacing Battle Fury with Radiance is a bad idea since Immolation does not take advantage of the Alchemists crazily high dps whereas Cleaving Attack does.

Aegis is much more effective at increasing your EHP.

To prove this, let’s regard a level 20 Alchemist with BoT, Battle Fury, MoM and BKB and Chemical Rage activated. Razzil has 10.6 armour and 2707 HP in this situation. HoT would increase his EHP by 965/2707=35.6%.

(1+0.06*20.6)/(1+0.06*10.6)=1.367, so Aegis grants 36.7% more EHP against physical attacks and 1/(1-0.35)-1=53.8% more EHP against spells.

Yes, HoT does give you 35 damage, but three Reincarnation charges are five times more valuable.
The regeneration of HoT is useless for Alchemist since he has close to 40 HP/s with level 3 Chemical Rage and he also has 17% Life Steal.

Apart from that, Aegis is also significantly cheaper than HoT.

Why would you want to bash someone for ten seconds if you can as well kill him in three seconds?

Basher is good for owning heroes 1on1, but those random 1on1 encounters are pretty insignificant in the grand scheme of things. What really matters is how well you do in team battles, and smaller team skirmishes (e.g. 2on2/3on3), and in those your job is to deal damage, not to partly disable a single hero.

True, the slow effect is useful, but what about the rest?
Mana is completely insignficant in late-game. HP is useful, but as proven above in the comparision between Aegis and HoT, armour is a better way to increase your EHP. Agility is also useful, but for a non-agility hero it is cheaper to get your attack-speed and armour from seperate items.

Lastly, instead of getting Skadi, you could also have paid an extra 750 gold and bought a Divine Rapier which of course helps you a lot more.

And even the frost effect is not as great as it seems since Alchemist is a melee hero. Frost Attack only helps you while you are near your prey, but most heroes have some sort of disable which allows them to run out of your attack-range and once that happens, it is very hard to catch up to your target without Mask of Madness.

While Desolator works well with Alchemist, it does not allow you to buy Mask of Madness which is a better item for Razzil mainly because he needs the extra movement-speed and attack-speed of Frenzy.

To make up for the attack-speed, you could buy Treads and Hyperstone, but this would mean that you have no chance whatsoever to catch heroes that are running away.

Even if you chose BoT and Hyperstone, you will still not have enough movement-speed and you will also not have enough inventory space for BKB which is an absolutely crucial item for a melee damage-dealer.

How to use…

…Unstable Concoction?

* Use it if your lane-ally is in trouble to disable the most dangerous opponent
* Use it on the most fragile opponent if your lane-ally can execute a deadly combo

…Acid Spray?

* Use it on creep-waves and neutral creeps to farm whenever your have the mana
* Use it on enemies in open combat

…Chemical Rage?

* Use it for Farming and every direct combat
* Also useful for regeneneration

Team Battles
Wait for the tanks (e.g. Centaur Warchief) to engage the enemy, then use BKB, Frenzy and Chemical Rage and attack heroes in the following order of preference:

QUOTE
1. Heroes with strong channelling ultimates(e.g. Freezing Field) or crucial ultimates that can be cancelled by the casters death(e.g. Pulse Nova); if there are several, begin with the most fragile one.

2. Damage dealers with low ehp.

3. Everything that is left

Walkthrough

Early Game

Chose any side lane, share it with an ranged ally.

Play defensively in early-game; as soon as you are able to farm neutral creeps, do so. Your aim is to farm a Perseverance and then a Battle Fury.

Mid Game:

Now you will become a beastly farmer, so don’t participate in ganks, just farm unless your presence is required in team-battles.

Farming should go extremely fast now, so you should have at least Aegis by the start of late-game.

Late Game

Now your objective is to farm for Divine Rapier and then own everything.

After you have your Divine you should immediately start to push together with your team to end the game before your opponents also farm Rapiers.

Conclusion

Abuse the imbalance as long as possible for he will sure get nerfed next version.

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Dota Hero Rigwarl The Bristleback

Dota Hero Rigwarl - The Bristleback, Item Guide Build and Strategy. The quillboars was never interested in the affairs and wars of other races, but knew that the Scourge would eventually descend on their lands if left unchecked. Every time he releases a flurry of self or a lump of slime, he works himself into a frenzy that increases effectiveness drastically, and should he be in danger, feathers back will protect it from further damage.
Skill Build:

1. Quill Spray
2. Vicious Nasal Goo
3. Quill Spray
4. Bristleback
5. Quill Spray
6. Warpath
7. Quill Spray
8. Bristleback
9. Bristleback
10. Bristleback
11. Warpath
12. Vicious Nasal Goo
13. Vicious Nasal Goo
14. Vicious Nasal Goo
15. Attribute Bonus
16. Warpath
17-25. Attribute Bonus

Rigwarl – The Bristleback
Range: 100 | Move Speed: 295
Primary: STR
Str: 22 + 2.2 | Agi: 17 + 1.8 | Int: 14 + 2.8
Damage: 52 – 62 | HP: 568 | Mana: 182
HP Regen: 0.91 | Mana Regen: 0.57
Attack Speed: 0.69 | Armor: 3

Viscous Nasal Goo (G)
Covers a target in snot, causing it to have reduced armor and movement speed. Casts on the same target are cumulative. Lasts 5 seconds. Stacks up to 4 times.
Level 1 – -1 armor, 20% and 3% slow a cast.
Level 2 – -1 armor, 20% and 6% slow a cast.
Level 3 – -2 armor, 20% and 9% slow a cast.
Level 4 – -2 armor, 20% and 12% slow a cast.
Mana Cost: 30
Cooldown: 1.5

Quill Spray (R)
Sprays enemy units with quills dealing damage in a 650 AoE. Deals 30 extra damage for every time the unit was struck by a quill in the last 10 seconds.
Level 1 – 20 direct damage. 30 stacking damage.
Level 2 – 40 direct damage. 30 stacking damage.
Level 3 – 60 direct damage. 30 stacking damage.
Level 4 – 80 direct damage. 30 stacking damage.
• Damage type: physical
• Has a cap of 180 damage.
Mana Cost: 35
Cooldown: 3

Bristleback (K)
Rigwarl covers his back in spines, causing him to take reduced damage. Automatically releases a quill spray whenever his rear receives 250 damage.
Level 1 – 16% reduced from rear, 8% from sides.
Level 2 – 24% reduced from rear, 12% from sides.
Level 3 – 32% reduced from rear, 16% from sides.
Level 4 – 40% reduced from rear. 20% from sides.
• Does not reduce lethal damage
• Bristleback’s rear is considered to be within 70 degrees from the back.
• Bristleback’s side is considered to be within 110 degrees from the back.
Mana Cost: N/A
Cooldown: N/A

Warpath (W)
Everytime Rigwarl casts a spell, he works himself into a fury. Movement speed and damage increase on repeated spell casts. Lasts 10 seconds.
Level 1 – 10 damage/5% MS Base + 4 damage/1% MS Stack
Level 2 – 20 damage/7% MS Base + 8 damage/2% MS Stack
Level 3 – 30 damage/10% MS Base + 12 damage/3% MS Stack
Mana Cost: N/A
Cooldown: N/A

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Dota Hero Clockwerk The Goblin Rattletrap

Dota Hero Clockwerk - The Goblin Rattletrap, Item Guide Build and Strategy. Clockwerk Goblin old war closed going into storage for countless decades until the Sentinel found and reactivated him. Combat-wise, this goblin’s capabilities know few boundaries, his body filled with a huge array of armaments that destroy targets both near and far with ease. so he chose from individual targets with pin-point accuracy. The key signature can even extend itself like a hook.
Rattletrap – Clockwerk Goblin
Range: 125 | Move Speed: 315
Primary: STR
Str: 24 + 2.4 | Agi: 13 + 1.2 | Int: 17 + 1.3
Damage: 55-57 | HP: 606 | Mana: 221
HP Regen: 0.97 | Mana Regen: 0.69
Attack Speed: 0.66 | Armor: 3

Battery Assault (E)
Discharges high-powered shrapnel from openings in Rattletrap’s clockwork upon a random nearby target dealing minor magical damage and ministun every 0.75 seconds. Lasts 10 seconds .
Level 1 – Periodically deals 15 damage and ministuns.
Level 2 – Periodically deals 35 damage and ministuns.
Level 3 – Periodically deals 55 damage and ministuns.
Level 4 – Periodically deals 75 damage and ministuns.
• Damage type: magical
• Remains active even if Rattletrap is disabled.
• Area of Effect: 300
Mana Cost: 75
Cooldown: 32/28/24/20

Power Cogs (C)
The Clockwerk Goblin ejects pieces of his inner core to form a circular barrier around him, trapping nearby units in with him. These cogs require 3 attacks from an enemy to be destroyed before their expiration time. If an enemy unit with mana goes near an element from the outside it gets shocked for some hp and mana and is knocked back. An element powers down if it shocks a unit.
Level 1 – Drains 55 life and mana, lasts 3 seconds.
Level 2 – Drains 70 life and mana, lasts 4 seconds.
Level 3 – Drains 85 life and mana, lasts 5 seconds.
Level 4 – Drains 100 life and mana, lasts 6 seconds.
• Damage type: magical
• Cogs can shock magic immune and invisible units.
• Area of Effect: 200
Mana Cost: 50/60/70/80
Cooldown: 15

Rocket Flare (R)
Fires a fast moving missile at a target area on the map, revealing the targeted area. Upon impact it damages enemy units in the 600 AOE explosion. Reveals explosion location for 10 seconds.
Level 1 – Deals 80 damage.
Level 2 – Deals 120 damage.
Level 3 – Deals 160 damage.
Level 4 – Deals 200 damage.
• Damage type: magical
• Does not kill enemy animal couriers.
• Will stop neutral creeps from spawning near the revealed area.
• Casting Range: Global
• Area of Effect: 600
Mana Cost: 50
Cooldown: 20/18/16/14

Hookshot (T)
Fires a grappling, piston-like attachment at a unit or location. It will latch on the first non-neutral enemy target it encounters, pulling you to it. Any enemies whom you collide with while being reeled toward the target will take damage and be stunned.
Level 1 – 100 damage and a 1 second stun on collision.
Level 2 – 200 damage and a 1.5 second stun on collision.
Level 3 – 300 damage and a 2 second stun on collision.
Mana Cost: 150
Cooldown: 75/55/40 (20 with Aghanim’s Scepter)
• Damage type: magical
• The affected enemy will be paused until the hook retreats.
• Casting range: 2000/2500/3000
• Area of Effect: 150
• Aghanim’s Scepter allows hooking onto allies, the allied unit will not get disabled or damaged, and enemy units will still get damaged and disabled

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Dota Hero Crixalis The Sand king

Dota Hero Crixalis - The Sand king, Item Guide Build and Strategy. A guardian of the ancient Nerubian Kingdom of Azjol-Nerub, Crixalis fled to the desert Kalimdor in an attempt to escape the genocide of the Lich King. Sensing growing power, the Lich King look Crixalis and, unable to shake it, to kill in battle. Harsh climate transformed this warrior into a master of the earth, it can tear the skin from the vicious sand storms enemy.
Crixalis – Sand King
Range: 128 | Move Speed: 300
Primary: STR
Str: 18 + 2.6 | Agi: 19 + 2.1 | Int: 16 + 1.8
Damage: 43 – 59 | HP: 492 | Mana: 208
HP Regen: 0.79 | Mana Regen: 0.65
Attack Speed: 0.70 | Armor: 2

Burrowstrike (E)
The Sand King burrows into the ground and tunnels forward, impaling everything above him, then resurfaces. Burrowstrike stuns enemies for 1.65 seconds.
Level 1 – Deals 100 damage, 350 casting range.
Level 2 – Deals 160 damage, 450 casting range.
Level 3 – Deals 220 damage, 550 casting range.
Level 4 – Deals 280 damage, 650 casting range.
• Damage type: magical
• Hit units will fly for 0.52 seconds before the real stun is applied.
• Area of Effect: 175
Mana Cost: 110/120/130/140
Cooldown: 11 Seconds

Sand Storm (R)
Sand King creates a fearsome Sand Storm. The storm blinds his enemies and he becomes invisible to them. The storm also causes his opponents to take damage.
Level 1 – Deals 20 damage per second. 0.6 second delay before Sand King is revealed, lasts 20 seconds.
Level 2 – Deals 40 damage per second. 0.9 second delay before Sand King is revealed, lasts 40 seconds.
Level 3 – Deals 60 damage per second. 1.2 second delay before Sand King is revealed, lasts 60 seconds.
Level 4 – Deals 80 damage per second. 1.5 second delay before Sand King is revealed, lasts 80 seconds.
• Damage type: magical
• If the Sand King is magic immune at the moment of casting Sand Storm, it will not become invisible.
• Sand Storm is considered a channeling spell.
• Area of Effect: 300/350/400/550
Mana Cost: 60/50/40/30
Cooldown: 40/30/20/10

Caustic Finale (L)
Each of the Sand King’s attacks injects a deadly venom that causes the target to explode violently on death, dealing damage in an area.
Level 1 – 90 damage.
Level 2 – 130 damage.
Level 3 – 170 damage.
Level 4 – 220 damage.
• Caustic Finale is an Orb Effect.
• Damage type: magical
• Exploding units leave no corpse.
• Caustic Finale places a buff on the attacked unit that lasts 2 seconds. If a unit dies with the buff on it, it will still explode, regardless if Sand King delivered the killing blow or not.
• Does not work on denies (the buff is not placed on allied units).
• Area of Effect: 400
Mana Cost: N/A
Cooldown: N/A

Epicenter (C)
Sends a disturbance into the earth, causing it to shudder violently. All caught within range will take damage and become slowed. The closer to the epicenter, the more damage taken.
Level 1 – Emits 6(8*) pulses. Each pulse deals 110 damage and slows by 30%.
Level 2 – Emits 8(10*) pulses. Each pulse deals 110 damage and slows by 30%.
Level 3 – Emits 10(12*) pulses. Each pulse deals 110 damage and slows by 30%.
Mana Cost: 175/250/325
Cooldown: 140/120/100 (120/100/80 with Scepter)
• Damage type: magical
• Sand King channels for 2 seconds before activating this skill. Stopping the channeling will waste the cooldown and mana required for the skill.
• The pulses are centered on the Sand King’s current location, not where he first casted the spell.
• The AoE of the pulses is 300/350/400/450/500/550/600/675/700/725/(800*)
• Can be improved by Aghanim’s Scepter (* shows the improved values).

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22/02/2013

Dota Hero Knight Davion The Dragon

Dota Hero Knight Davion - The Dragon, Item Guide Build and Strategy. Abandoned and forsaken as a child, the Half-bred Dragon Davion sought refuge from the evils of the world. A master swordsman, Davion smites his foes in his raging frenzy – transforming at will into an Elder Dragon of destructive fiery rage to crush all those that threaten to vanquish his new home and from the uncontrollable power growing within himself.
Knight Davion – The Dragon Knight
Range: 125 | Move Speed: 290 | Primary: STR
Str: 19 + 2.8 | Agi: 17 + 1.7 | Int: 15 + 1.7
Damage: 46 – 52 | HP: 511 | Mana: 195
HP Regen: 0.82 | Mana Regen: 0.61
Attack Speed: 1.41 | Armor: 4

Knight Davion – The Dragon Knight Dota Hero Stats

Knight Davion – The Dragon Knight
Range: 125 | Move Speed: 290 | Primary: STR
Str: 19 + 2.8 | Agi: 17 + 1.7 | Int: 15 + 1.7
Damage: 46 – 52 | HP: 511 | Mana: 195
HP Regen: 0.82 | Mana Regen: 0.61
Attack Speed: 1.41 | Armor: 4

Knight Davion – The Dragon Knight Dota Hero Skills

Breathe Fire (F)
Breathes fire at enemy units which deals damage.
Level 1 – 75 damage.
Level 2 – 150 damage.
Level 3 – 225 damage.
Level 4 – 300 damage.
Mana Cost: 100/110/120/130
Cooldown: 12

Dragon Tail (T)
Knight Davion bashes a melee-range enemy target with the fury of a dragon’s tail swipe. Stuns the target and deals minor damage.
Level 1 – Deals 25 damage, Stuns for 2.5 seconds.
Level 2 – Deals 50 damage, stuns for 2.75 seconds.
Level 3 – Deals 75 damage, stuns for 3 seconds.
Level 4 – Deals 100 damage, stuns for 3.25 seconds.
Mana Cost: 100
Cooldown: 9

Dragon Blood (U)
Grants Dragon Knight blood from his ancient ancestral dragon heritage, which increases health regeneration and armor.
Level 1 – Increases hp regen by 1 and armor by 2.
Level 2 – Increases hp regen by 2 and armor by 4.
Level 3 – Increases hp regen by 3 and armor by 6.
Level 4 – Increases hp regen by 4 and armor by 8.
Mana Cost: none
Cooldown: none

Elder Dragon Form (R)
Transforms the Dragon Knight into a powerful elder dragon. Lasts 60 seconds. Cannot trigger Techie’s Proximity Mines, and cannot be tossed by Tiny.
Level 1 – Transform into a Green Dragon with a corrosive attack.
Level 2 – Transform into a Red Dragon with splash attack.
Level 3 – Transform into a Blue Dragon with an extremely powerful frost attack.

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DOta Hero Icarus The Phoenix

DOta Hero Icarus - The Phoenix, Item Guide Build and Strategy. It is a skill possessed Phoenix, Phoenix Guide, the Icarus Strategy, the Icarus Item Build and Icarus the Phoenix Skill Build.
Main Attribute: Strength
Alliance: Sentinel

Agility: 12 + 1.3
Intelligence: 18 + 1.8
Strength: 22 + 2.9

Starting Armor: 0
Movement Speed: 290
Attack Range: 500

Icarus Dive:
============
Phoenix dives forward in an arc with a fixed distance in the targeted direction, dealing damage and disarming any units he comes into contact with, and then orbiting back to his original position. If during the 2 second duration of this spell Phoenix casts another spell, the dive ends. Phoenix gains magic immunity for this brief dive period as well. Costs 10% of current HP to cast.

Damage: 100/150/200/250
Disarm Duration: 2/2.5/3/3.5

Travel Range: 1400
Travel Width: 500
Total Travel Time: 2 seconds

Cooldown: 40
Manacost: 100
HP Cost: 10% of current HP

Note: You can also press the same hotkey anytime to end the dive

Fire Spirits:
==============

Born out of his own life force, Icarus creates 4 fire spirits to fly alongside him. Each spirit slowly grows in power and can be used to damage his enemies or heal his allies. Costs 10% of your current HP to cast.

Maximum Growth Time: 10 seconds

Spirit Minimum Damage/Heal:10/15/20/25
Spirit Maximum Damage/Heal: 40/60/80/100
Spirit AOE: 400

Subability Cast Range: 1200
Manacost: 75
Cooldown: 35
HP Cost: 10% of current HP

Note: The target subability fires off each spirit one at a time. It has no cooldown. If you let them expire without ordering them, they sacrifice themselves where they are.

Sun Ray:
========

Drawing from his own inner fire, Icarus expels a huge beam of light at the cost of his own life energy. The beam slows and damages enemies for a percentage of their life. Costs 25% of current HP to activate.

Upon casting, you lose the ability to attack or move directly. Ray extends out to the first hero it finds and burns it and a very small area around it.

Can be toggled on and off.

Slow: 14/20/26/32%
Slow duration: 2 seconds
Damage per second: 10/20/30/40 + 5% of Target’s Max Life

Activation Health Cost: 25% Current HP
Activation Mana Cost: 10
Overtime Mana Cost: 4% of Max

You have another sub ability that you can toggle to allow you to drift towards the direction of the ray.

Note: You control the direction of the ray using right click and the beam will move towards that angle.
Note 2: Automatically shuts off if you are silenced or stunned

Supernova:
==========

The Phoenix willingly ends his current life for the chance to be reborn. Transforms into a burning sun that scorches enemies within 1000 range. The sun can be attacked by enemy heroes; if it is destroyed, the Phoenix dies as well. However, if the sun survives for 6 seconds all enemies in range will be stunned and the Phoenix will return to life fully regenerated.

Hero Attacks Required (to kill sun): 5/7/9
Duration: 6

Burn AOE: 1000
Damage: 60/80/100 dps
Stun: 1.5/2/2.5

Cooldown: 110
Manacost: 200

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Dota Hero Magnus The Magnataur

Dota Hero Magnus - The Magnataur, Item Guide Build and Strategy. Magnus is a hero who can do anything. Encourage, start, kill, support? He did all that effective, though not as effectively as heroes who specialize in these roles. He even had a single game.
Pros And Cons

-Gamebreaking ultimate
-Terrific damage
-One of the best nukes in the game
-Above average movespeed
-Base armour is good
-Does almost everything well

-BKB removes Empower
-Easy to click on due to large collision size
-Does not participate well in ganks because of the lack of a spammable disable
-Slow attack speed to semi-carry (easy to fix though)
-Needs frequent animation cancelling
-Damage range is a bit random (but this isn’t that big a factor)

Skills And Spells

Shockwave
One of the best nukes in the game. For only 90 mana, you get 300 damage, the range is solid, and the cooldown is awesome. Abuse it to control your lane and farm.

The casting range of Shockwave is deceiving, because the spell goes much further than that, 850 range instead of 500. If you are out of the casting range to hit a target, try targeting the ground instead.

Empower
With Empower, your damage jumps by alot. In teamfights, you can wreak havoc with your insane damage. The cooldown to duration also allows you to cast it on the hard carries to further boost their damage.

Never ever set this skill to autocast ever, because it will randomly buff units, and anyone with a working hand should be able to press E and click on the intended target anyway, so go that extra mile just not to screw up.

Note that you only benefit from stats with Empower.

Mighty Swing
Where we have awesome damage with Empower, Mighty Swing only serves to increase its potential even further. The end result after a few hits with Empower and Mighty Swing is extra cash.

Reverse Polarity
Then Icefrog thought, hey, it’s useless giving Magnus all this nice shit if he can’t keep his foes in place to rape them! So Magnus got a ‘raising my halberd and pulling the enemies towards me, after which they all get dizzied, leaving me to own them with my awesome damage’ skill, called Reverse Polarity.

Never ever underestimate the power of RP. It could turn from what could be a 3v1 situation when you are running red HP and getting raped into a triple kill. Don’t hesitate to use it even when you are using it to kill only 1 hero (unless there are signs of a team push that you need to stop). After all, if you never use it, it never goes into cooldown.

Animation Cancelling

This is very important to playing a good Magnus, because all of his active skills have a long backswing. You can cancel the rest of the animation by right-clicking ground to save some time. This is very important because it gives you a bit more time to chase after you Shockwave or to start attacking immediately after Reverse Polarity.

Proper Building

Skill Build

1. Shockwave
2. Stats/Empower
3. Shockwave
4. Empower
5. Shockwave
6. Reverse Polarity
7. Shockwave
8. Empower
9. Empower
10. Empower/Mighty Swing/Stats
11. Reverse Polarity
12. Mighty Swing
13. Mighty Swing
14. Mighty Swing
15. Mighty Swing/Stats
16. Reverse Polarity
17-25. Stats

Shockwave: One of the best nukes in the game, and if you don’t rush it first, your lane control gets screwed, so it’s natural to max it first.

Empower: Could be taken at level 2, or a level of stats first to boost your survivability and your mana to spam more Shockwaves. The reason why Empower is maxed faster is because the damage early game, no matter how little (like below 30 damage), will give you some last hitting advantage over your opponents. Also, by level 16 or so, we want to be ready with all our deadly tools to start raping team fights, so maxing all his skills by then is needed.

Mighty Swing: Taken last so as not to push too much early game, and later on when jungling becomes more viable.

Reverse Polarity: Obviously, taken whenever possible. Higher levels of this skill just makes it easier to screw around with your enemies.

Core Budgeting

Awesome for more damage. Generic for all melee DPSers.

Absolutely a core item for all heroes that can lane control well.

From 50% cleave to 85% cleave, which rounds up to almost splash damage. Gives you enough mana to keep spamming Shockwave as well as some decent regen to keep you going. The damage makes you all the more fearsome.

Serving your health and damage well for half the game.

What Magnus lacks is a form of burst attack speed, and it conveniently comes in the form of MoM. Magnus won’t have to worry about the extra damage taken, because all his targets will probably be dead, or nearly dead, after he and his team are done with them.

You can’t possibly expect to walk up towards 5 heroes and not get killed immediately. Try surprising them with this to land your ultimate.

Treads gives Magnus more DPS, which is exactly what he needs during those precious 4 seconds of stun, and gives him more survivability. Travels just allows Magnus more mobility to rice better, and therefore get more DPS later on with that farm. It depends on personal preference.

Luxuries

As your opponent’s health grows, your damage must scale along with it, or you won’t be able to kill them later on.

For hardcore farmers, and sparkling lights that damage.

Early on it could be good for burst damage. Turn on Armlet then cast Empower, so you get the damage bonus from the +25 STR. You can either turn Armlet off after that and just use Empower to farm, or proceed to kill a hero.

Another good item to increase Magnus’s DPS. The evasion will also ensure his survivability if the remaining heroes that didn’t get stunned attack him.

Better if someone else gets this actually, because you could be doing better with your money elsewhere. You could skip Dagger if someone gets this to help land your ultimate. Just make sure you didn’t disable help and tell him not to push you into the enemy fountain.

Only as the very last resort if the opposing team has a full arsenal of disables. Another alternative would be to keep your opponents busy with an even scarier carry that they need to take down first.

The Way Of Caster

So you decided that you didn’t want to be a DPS, but be a caster and support your team instead.

A 8 second stun certainly is good, but you won’t get to pull this off consistently with the long cooldown, not to mention you need 975 mana to pull of just RP > RF > RP.

As a support, you will be getting all the auras. Shiva’s works well with keeping your foes from fleeing.

And of course, the ultimate counter to any hero in the game, the only item that is viable to every hero in the game.

Proper Playing

The Correct Lane

When playing Magnus, try to get a solo mid if possible. Magnus is a great solo with his spammable nuke and good base damage. If he manages to runewhore successfully, he becomes even harder to dislodge from his lane, which means extra farming.

Of course, Magnus can also play as a babysitter to a certain extent, controlling the lane with Shockwave, buffing the carry so he can take more last hits with his epic damage. Be warned that if you choose to lane, you are already as good as playing the support role, because you lose out most of your farm already.

Early Game

Carry

If you got your mid solo, then you should be ricing up a bottle ASAP, and having the chick deliver it to you. With one rune, Magnus can easily spam up to 3 shockwaves, much more if the rune you picked up was a regen. At this stage, just passively farm, harassing your opponent with Shockwave when you hit level 3 whenever you can get a last hit (last hit creep and harass opponent with 1 Shockwave.

At this stage, it is advisable not to be too rambo, unless you are certain that target will die in 2 Shockwaves, in which case you can nuke him once, then chase until CD is over, and kill.

Support

If you didn’t get your mid solo, or decided not to, go along with a carry. Empower him, so that he gets more damage to last hit, and try your best to deter your opponents from hitting your carry, so he gets time to farm. However, due to your lack of a disable, unless your carry has a disable, it is not recommended to fish for kills early on.

Mid Game

Carry

You are not as powerful as you are yet, with Treads, 2 Bracers, and perhaps a Perseverance, but give it time. As soon as you complete your Bfury and MoM, and probably get yourself to level 14, it’s time to start owning.

Find lone heroes, or heroes farming in pairs. If you have a Dagger, your job is made much easier. If you don’t have one, it just makes it a bit harder to pull off your job.

To kill:

1. Activate Empower on yourself.
2. If necessary, turn on MoM for the movement speed burst to get closer to the target faster, so that the target has less time to react.
3. Activate Reverse Polarity.
4. Click on the target.
5. Profit!

Support

You will probably not be having too great of a time farming, but perhaps you still have your Treads, Bracers, and Perseverance. Upgrade your Perseverance to a Refresher Orb ASAP, and get your Dagger. You still need a decent mana pool for your combo though, so maybe you should consider Nulls over Bracers.

Your other job, which is also important, is to Empower every carry hero when you see them.

Late Game

Carry

Your killing potential starts to weaken at this stage as stronger carries emerge to take their rightful place. Still, you are a formidable force, being able to dish out about 1000 damage to every stunned hero you caught in your ultimate. If you are the only carry in your team, it’s time to end the game, before the stronger carries start to turn the tides.

Remember to Empower your teammates, as well as yourself.

Support

While you are extremely important in teamfights, you are virtually useless in 1v1 combats. The game depends mostly on your ability to land perfect Reverse Polarities and your carries to be able to take them down quick enough. If you didn’t have a carry on your team, perhaps it’s time to think, who was that retard who took my solo in the first place?

If your opponents push separately, it’s not over yet, though your power is drastically reduced. Go to the lane with the most opponent heroes coming, and help out there. Make sure you have an ally carry to kill them, and hope the other lanes can hold out.

As with mid game, Empower every carry hero constantly, and do not Empower yourself unless there are no more carries.

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