Sunday, December 12, 2010

Ghost Form - The Life Saver for

Ghost Form

Makes you unable to attack or be attacked, but take 44% extra damage from spells.

Ends if you become magic immune and will have no effect if you are already magic immune.

Lasts 4 secs and has a 25 secs cooldown.

Updated for 6.63b
Advanced Mechanics of Ghost Form:

It dispels all physical buffs including net (i.e. naga siren’s ensnare), corrosive attack + other buff placers and also the poison nova debuff! (don’t use it before, but after you’ve been affected by it).

Due to hardcoded limitations/gameplay constants you’re not affected by fan of knives based skills namely echo slam, scream of pain, heat seeking missiles, spawn spiderlings and bladefury.

However, there are other spells which look like fan of knives or are even based on them but the damage is triggered, like death pulse or quill spray from bristleback. Of these, the ones which deal magical damage like death pulse damage ethereal units while physical damage dealing skills like quill spray do not.

Here’s the complete list of spells whose damage can be evaded by using Ghost Form:

Mortred – all her spells except stifling dagger
Juggernaut – all his spells
Tinker – Heat Seeking Missiles
Leshrac – diabolic edict
Queen of Pain – scream of pain
Dirge – soul rip
Meepo – earthbind
Pit Lord – Pit of Malice
Pudge – Hook
Nerubian Assassin – Vendetta
Brood – Spawn Spiderlings
Techies – land mines/suicide
Earth Shaker – Echo Slam
Naga Siren – Ensnare
Morphling – adaptive strike
Bristle back – Quill Spray
Beast – Wild axes
Alchemist – Acid Spray
Syllabear – Damage on death of Spiritbear
Sniper – Sharpnel
Dazzle – Shadow Wave
Slardar – Slithereen Crush
Axe – Counter Helix
Axe – KILLING BLOW of Culling Blade (i.e. negates the 10000000 physical damage if your hp is less than 300/450/600 however, the magical damage is dealt amplified)

Will be dispelled if teleporting.

A unit in Ghost Form can can’t be attacked by manual casting on it, but an ethereal unit itself can manually use these arrow affects.

Units in the etheral state can’t be attacked by any unit as long as it doesn’t have a magic attack type (e.g. Pugna’s second attack index… don’t worry if you don’t get what’s written. Most attacks don’t work) and can’t attack itself. Desolator, Sange & Yasha,Sange, Maelstorm and Mjollnir enable Pugna’s 2nd attack index which makes him able to attack and damage ethereal units.
Some Random Tips


Techies cannot suicide when he activates ghost form.

Ghost Scepter triggers Harbinger’s Essence Aura. Combine that with 25sec cooldown and 0 mana cost and you may use this item to gain mana.

Ghost Form/Decrepify amplifies only magic damage. Mixed damage doesn’t damage ethereal units because of physical damage type.


Frequency Ask About Ghost Scep....



Q. Ghost Form vs Hood: What is the exact magic damage percentage that a hero in ghost form takes? What’s the value if he has a hood?


A. For a hero with no extra resistance, he will receive [1.44 x ( 1 - 0.25) = 1.08] 8% extra damage of the written value. For a hero with hood, he will receive [1.44 x (1-0.25) x (1-0.3) = 0.756] 75.6% of the damage value.



Q. Ghost Form vs Life Drain: Can I increase the amount of heal through Life Drain (Pugna) if in Ghost Form?


A. No. Life Drain heal depends on the amount of damage the target takes. So being in Ghost Form yourself won’t increase the heal.



Q. Ghost Form vs Decrepify: Does the damage output increase if they both are used on the same target?


A. No. The target will receive damage amplified from one only… 44% amplification.



Q. Ghost Scepter vs BladeMail: What happens when I activate both simultaneously?


A. You won’t receive neither return physical damage while you will receive as well as return amplified magical damage.



Q. Ghost Scepter vs Berserker’s Call: What happens if I’m Axe and I ‘call’ when in Ghost Form? What happens if I’m in Ghost Form and ‘called’ by Axe?


A. Simply said, ghost form and berserker’s call do not stack.
When you’re Axe and call in Ghost Form, units won’t attack you so you won’t trigger helix.
When you’re ‘called’ by axe when in ghost form, you would try to but won’t be able to attack Axe. This also means you won’t trigger helix.


**********************************************************************

This kinda be a small piece of DotA but the piece itself may varies its important of the battle itself.

Be in minded that this item is a SITUATIONAL item. Which is not included in to hero core's item and according to the needs of war.

True. It saves lives. =D

Tuesday, August 10, 2010

Draft Games Picking Hero Str Part 2

HEROES COUNTER
STR HEROES 1/2]
by
Alan Francis Ang
July 16, 2009


Omniknight - Rexxar, Nerubian Assasin, Medusa, Mangix, Naga Siren
Omniknight has some of the best skills in DotA, but the only problem is that it is a bit too mana taxing for a Str Hero.
Rexxar can easily kill Omniknight - Every skill of Rexxar will go through Repel and push through Guardian Angel - Wild Axes go thrOmniknight - Rexxar, Nerubian Assasin, Medusa, Mangix, Naga Siren
Omniknight has some of the best skills in DotA, but the only problem is that it is a bit too mana taxing for a Str Hero.
Rexxar can easily kill Omniknight - Every skill of Rexxar will go through Repel and push through Guardian Angel - Wild Axes go through Repel. Quilbeast's slow goes through Repel. Mana Burners such as Nerubian Assasin and Medusa will take him out and render him useless easily. On a side note, Medusa's Stone Gaze will dispell Repel, and even Guardian Angel - A complete counter. Mangix can dispell Repel and Guardian Angel in his Primal Split using Dispel Magic with the Wind Panda. Mangix can also just cyclone Omniknight in the heat of the battle which will disable him to support his teammates - Another complete counter. Naga Siren can ensare Repelled Units. When Guardian Angel is cast, Naga Siren can use Song of the Siren until Guardian Angel wears off - Another complete counter.

Mangix - Lion, Rhasta, Na'ix. Enigma, Zeus, Necrolyte
Mangix is one of the most versatile hero, fulfilling many roles. That said, almost any hero can defeat him with proper approach but there are some exemptions regarding his weaknesses.
Mangix will suffer much from chain disablers which will prevent him from using Primal Split. Mangix will also get beaten by heroes that do percentile damage being a natural tank.

Sven - Razor, Medusa, Lion, Rhasta, Dirge, Mangix
Sven is one of the most non-item dependant Physical Damage Dealer. His God's Strength will potentially increase his damage by more than double.
Razor's passive skill will purge any Hero that targets a spell, so if Sven were to stun Razor, God's Strength will be dispelled. If Sven stunned first before using God's Strength, he will not be able to chase the speedy Revenant - more of a defensive counter. Medusa will dispell God's Strength with Stone Gaze, as well as slowing Sven amongst others into a crawl. Chain disablers will render Sven useless and will be taken down easily due to his low base armor. Dirge can just keep on spamming Decay which will decrease Sven's base Str. Since God's Strength bonus damage is based from Sven's Base Str, the bonus damage will keep on dropping per cast of Decay. Mangix can blind Sven ensuring he does not devastate the receiving team and Wind Panda can dispell God's Strength with Dispel Magic.

Tiny
- Nerubian Assasin, Medusa, Na'ix, Yurnero, Silencer, Alchemist, Bristleback, Rexxar
Tiny is one of the best chain nuker-ganker/intiator tank. Possesing 2 high damage nukes, a passive that stuns nearby attackers, the only drawback is that he has low base armor, low attackspeed, and therefore susceptible to physical attacks.
Nerubian Assasin and Medusa will keep Tiny at bay, ensuring safe laning. Na'ix will be trouble to Tiny during the whole game. Na'ix can use Rage to dodge Tiny's spells, and Tiny being a natural tank, will take large amounts of damage from Feast. Silencer can harass you early game with Glaives of Wisdom. He can cast Curse of the Silent on You to make sure you waste your mana, or you take damage. His Last Word will prevent Tiny from chain casting his devastating combo. And Global Silence will utterly render Tiny useless. Physical Damage Spells such as Alchemist's Acid Spray, Bristleback's Quill Spray, and Rexxar's Wild Axes will deal a high amount of damage on Tiny due to his low armor.

Cairne Bloodhoof
- Silencer, Viper, Morphling, Magina, Akasha
The Tauren Chieftain can be a real pain in the game. All his skills if fully utilized are very menacing. The only counter is to learn how to avoid his spells, and you're in safe grounds. The recent nerf on Tauren made him very easy prey to most heroes if they know how to dodge his spells.
Silencer will prevent Cairne from chain casting his spells and will save allies a lot. Viper is an effective counter measure as Cairne has no instant cast disable. Blinkers such as Morphling, Magina, Akasha, will easily dodge Cairne's bullet, which will decrease his effectivity and efficiency in the game.

Rooftrellen
- Zeus, Enigma, Na'ix, Slardar, Gondar
Rooftrellen is the most passive hero in DotA, doing nothing but supporting his allies. Having no offensive spells save for his ultimate, he is easy prey to almost any hero.
Percentile damage dealers such as Zeus, Enigma, and Na'ix will do large damage to Rooftrellen's uber high HP. Enigma can also destroy trees with Midnight Pulse which can be a counter measure for his Nature's Guise. Zeus's Lightning Bolt grants 5 seconds of true sight in a 1000 aoe. Slardar and Gondar will make sure Nature's Guise will be countered with Amplify Damage and Track.

Razzil Darkbrew
- Nerubian Assasin, Abbadon, Axe, Nerubian Weaver, Broodmother
Alchemist is a very underestimated heroes. He is the most item-dependent hero in DotA, but he has Goblin's Greed to make up for his weakness. He has an Acid Spray to help him farm early game and to weaken the Enemy in team battles. But his strongest(most say weakest) skill is Unstable Concoction - A 5 second stun. Drawback is 5 seconds of channelling. His low agility gain(meaning low armor and atkspeed) is compensated by his ultimate, Chemical Rage, which increases his HP, HP Regen, and decreases his BAT(Base Attack Speed).
Nerubian Assasin will be a bane to Razzil because of his Mana Burn. Alchemist is very mana dependent below level 6, and hitting hard early could shut him down quick. Abbadon could save any ally caught in Unstable Concoction with his Aphotic Shield(it removes stuns). Axe will deal large damage with Counter Helix due to Razzil's low base armor and will kill him instantly if Razzil reaches low hp, preventing him from regenerating it from Chemical Rage. Nerubian Weaver and Broodmother can easily turn invisible and then resurface, giving them an edge over Razzil since once a unit becomes invisible, Unstable Concoction won't hit. Broodmother will slow Razzil and his Spiderlings will deal a fair amount of damage to Razzil.

Bristleback
- Nerubian Assasin, Lion, Davion, Meepo, Atropos, Na'ix, Zeus, Enigma, Necrolyte
Bristleback is renowned for survivng impossible ganks, being chased throughout the map, and outliving all his enemies, but could be easily countered by one ironic factor - facing him.
Impale will make the affected targets face the caster of Impale. Davion has a 3.5 second stun that has a super short cooldown, high armor to tank Quill Spray, and will slow anything in Elder Dragon Form(3). Meepo will take down Bristleback simply because Bristleback cannot take down Meepo, lacking the power of short burst damage. Atropos will wreak havoc to Bristleback throughout the whole game with Nightmare and Fiend's Grip. Percentile damage dealers will reduce Bristleback's tankability, rendering him less effective thoughout the game.

Rattletrap
- Naga Siren, Lycanthrope, Yurnero, Na'ix, Meepo, Broodmother, Terrorblade
Rattletrap is one of the most mobile gankers around possesing a recessive semistun, a global nuke+ward, and a long range psuedo-blinkstrike.
Imagery Heroes or summoners will decrease the effectiveness of Battery Assault. Yurnero is not affected by battery assault while Bladestorm is in effect and Na'ix can easily chase without worry with Rage. Heroes with summons such as Broodmother will reduce the damage and ministun taken in by Battery Assault as some of the Spiderlings will absorb the fragmentation.

Knight Davion
- Lion, Rhasta, Tinker, Zeus, Leshrac, Lina
Knight Davion is one of the most battle hardy carry heroes. Possesing huge armor and bonus regeneration thanks to his Dragon's Blood, he can easily kill 5 heroes with BKB. Shutting him down early before this humble soldier turns into a wicked monster is a wise plan.
Any Chain Disabler and Chain nuker will do well against Davion.

Magnataur
- Spectre, Viper, Lycanthrope, Traxex
Magnataur's Shockwave keeps him away from harm's reach but still helps him farm, making him a very tough Hero to lane with. There are no natural counters to Magnataur but there are some weaknesses.
Spectre's Haunt will prevent Magnataur from blinking in the middle of a team battle and using Reverse Polarity, forcing him to walk. Any effective chaser will feed on Magnataur, as he has no disable save for his long-cooldown ultimate. Omniknight - Rexxar, Nerubian Assasin, Medusa, Mangix, Naga Siren
Omniknight has some of the best skills in DotA, but the only problem is that it is a bit too mana taxing for a Str Hero.
Rexxar can easily kill Omniknight - Every skill of Rexxar will go through Repel and push through Guardian Angel - Wild Axes go through Repel. Quilbeast's slow goes through Repel. Mana Burners such as Nerubian Assasin and Medusa will take him out and render him useless easily. On a side note, Medusa's Stone Gaze will dispell Repel, and even Guardian Angel - A complete counter. Mangix can dispell Repel and Guardian Angel in his Primal Split using Dispel Magic with the Wind Panda. Mangix can also just cyclone Omniknight in the heat of the battle which will disable him to support his teammates - Another complete counter. Naga Siren can ensare Repelled Units. When Guardian Angel is cast, Naga Siren can use Song of the Siren until Guardian Angel wears off - Another complete counter.

Mangix - Lion, Rhasta, Na'ix. Enigma, Zeus, Necrolyte
Mangix is one of the most versatile hero, fulfilling many roles. That said, almost any hero can defeat him with proper approach but there are some exemptions regarding his weaknesses.
Mangix will suffer much from chain disablers which will prevent him from using Primal Split. Mangix will also get beaten by heroes that do percentile damage being a natural tank.

Sven - Razor, Medusa, Lion, Rhasta, Dirge, Mangix
Sven is one of the most non-item dependant Physical Damage Dealer. His God's Strength will potentially increase his damage by more than double.
Razor's passive skill will purge any Hero that targets a spell, so if Sven were to stun Razor, God's Strength will be dispelled. If Sven stunned first before using God's Strength, he will not be able to chase the speedy Revenant - more of a defensive counter. Medusa will dispell God's Strength with Stone Gaze, as well as slowing Sven amongst others into a crawl. Chain disablers will render Sven useless and will be taken down easily due to his low base armor. Dirge can just keep on spamming Decay which will decrease Sven's base Str. Since God's Strength bonus damage is based from Sven's Base Str, the bonus damage will keep on dropping per cast of Decay. Mangix can blind Sven ensuring he does not devastate the receiving team and Wind Panda can dispell God's Strength with Dispel Magic.

Tiny
- Nerubian Assasin, Medusa, Na'ix, Yurnero, Silencer, Alchemist, Bristleback, Rexxar
Tiny is one of the best chain nuker-ganker/intiator tank. Possesing 2 high damage nukes, a passive that stuns nearby attackers, the only drawback is that he has low base armor, low attackspeed, and therefore susceptible to physical attacks.
Nerubian Assasin and Medusa will keep Tiny at bay, ensuring safe laning. Na'ix will be trouble to Tiny during the whole game. Na'ix can use Rage to dodge Tiny's spells, and Tiny being a natural tank, will take large amounts of damage from Feast. Silencer can harass you early game with Glaives of Wisdom. He can cast Curse of the Silent on You to make sure you waste your mana, or you take damage. His Last Word will prevent Tiny from chain casting his devastating combo. And Global Silence will utterly render Tiny useless. Physical Damage Spells such as Alchemist's Acid Spray, Bristleback's Quill Spray, and Rexxar's Wild Axes will deal a high amount of damage on Tiny due to his low armor.

Cairne Bloodhoof
- Silencer, Viper, Morphling, Magina, Akasha
The Tauren Chieftain can be a real pain in the game. All his skills if fully utilized are very menacing. The only counter is to learn how to avoid his spells, and you're in safe grounds. The recent nerf on Tauren made him very easy prey to most heroes if they know how to dodge his spells.
Silencer will prevent Cairne from chain casting his spells and will save allies a lot. Viper is an effective counter measure as Cairne has no instant cast disable. Blinkers such as Morphling, Magina, Akasha, will easily dodge Cairne's bullet, which will decrease his effectivity and efficiency in the game.

Rooftrellen
- Zeus, Enigma, Na'ix, Slardar, Gondar
Rooftrellen is the most passive hero in DotA, doing nothing but supporting his allies. Having no offensive spells save for his ultimate, he is easy prey to almost any hero.
Percentile damage dealers such as Zeus, Enigma, and Na'ix will do large damage to Rooftrellen's uber high HP. Enigma can also destroy trees with Midnight Pulse which can be a counter measure for his Nature's Guise. Zeus's Lightning Bolt grants 5 seconds of true sight in a 1000 aoe. Slardar and Gondar will make sure Nature's Guise will be countered with Amplify Damage and Track.

Razzil Darkbrew
- Nerubian Assasin, Abbadon, Axe, Nerubian Weaver, Broodmother
Alchemist is a very underestimated heroes. He is the most item-dependent hero in DotA, but he has Goblin's Greed to make up for his weakness. He has an Acid Spray to help him farm early game and to weaken the Enemy in team battles. But his strongest(most say weakest) skill is Unstable Concoction - A 5 second stun. Drawback is 5 seconds of channelling. His low agility gain(meaning low armor and atkspeed) is compensated by his ultimate, Chemical Rage, which increases his HP, HP Regen, and decreases his BAT(Base Attack Speed).
Nerubian Assasin will be a bane to Razzil because of his Mana Burn. Alchemist is very mana dependent below level 6, and hitting hard early could shut him down quick. Abbadon could save any ally caught in Unstable Concoction with his Aphotic Shield(it removes stuns). Axe will deal large damage with Counter Helix due to Razzil's low base armor and will kill him instantly if Razzil reaches low hp, preventing him from regenerating it from Chemical Rage. Nerubian Weaver and Broodmother can easily turn invisible and then resurface, giving them an edge over Razzil since once a unit becomes invisible, Unstable Concoction won't hit. Broodmother will slow Razzil and his Spiderlings will deal a fair amount of damage to Razzil.

Bristleback
- Nerubian Assasin, Lion, Davion, Meepo, Atropos, Na'ix, Zeus, Enigma, Necrolyte
Bristleback is renowned for survivng impossible ganks, being chased throughout the map, and outliving all his enemies, but could be easily countered by one ironic factor - facing him.
Impale will make the affected targets face the caster of Impale. Davion has a 3.5 second stun that has a super short cooldown, high armor to tank Quill Spray, and will slow anything in Elder Dragon Form(3). Meepo will take down Bristleback simply because Bristleback cannot take down Meepo, lacking the power of short burst damage. Atropos will wreak havoc to Bristleback throughout the whole game with Nightmare and Fiend's Grip. Percentile damage dealers will reduce Bristleback's tankability, rendering him less effective thoughout the game.

Rattletrap
- Naga Siren, Lycanthrope, Yurnero, Na'ix, Meepo, Broodmother, Terrorblade
Rattletrap is one of the most mobile gankers around possesing a recessive semistun, a global nuke+ward, and a long range psuedo-blinkstrike.
Imagery Heroes or summoners will decrease the effectiveness of Battery Assault. Yurnero is not affected by battery assault while Bladestorm is in effect and Na'ix can easily chase without worry with Rage. Heroes with summons such as Broodmother will reduce the damage and ministun taken in by Battery Assault as some of the Spiderlings will absorb the fragmentation.

Knight Davion
- Lion, Rhasta, Tinker, Zeus, Leshrac, Lina
Knight Davion is one of the most battle hardy carry heroes. Possesing huge armor and bonus regeneration thanks to his Dragon's Blood, he can easily kill 5 heroes with BKB. Shutting him down early before this humble soldier turns into a wicked monster is a wise plan.
Any Chain Disabler and Chain nuker will do well against Davion.

Magnataur
- Spectre, Viper, Lycanthrope, Traxex
Magnataur's Shockwave keeps him away from harm's reach but still helps him farm, making him a very tough Hero to lane with. There are no natural counters to Magnataur but there are some weaknesses.
Spectre's Haunt will prevent Magnataur from blinking in the middle of a team battle and using Reverse Polarity, forcing him to walk. Any effective chaser will feed on Magnataur, as he has no disable save for his long-cooldown ultimate. ough Repel. Quilbeast's slow goes through Repel. Mana Burners such as Nerubian Assasin and Medusa will take him out and render him useless easily. On a side note, Medusa's Stone Gaze will dispell Repel, and even Guardian Angel - A complete counter. Mangix can dispell Repel and Guardian Angel in his Primal Split using Dispel Magic with the Wind Panda. Mangix can also just cyclone Omniknight in the heat of the battle which will disable him to support his teammates - Another complete counter. Naga Siren can ensare Repelled Units. When Guardian Angel is cast, Naga Siren can use Song of the Siren until Guardian Angel wears off - Another complete counter.

Mangix - Lion, Rhasta, Na'ix. Enigma, Zeus, Necrolyte
Mangix is one of the most versatile hero, fulfilling many roles. That said, almost any hero can defeat him with proper approach but there are some exemptions regarding his weaknesses.
Mangix will suffer much from chain disablers which will prevent him from using Primal Split. Mangix will also get beaten by heroes that do percentile damage being a natural tank.

Sven - Razor, Medusa, Lion, Rhasta, Dirge, Mangix
Sven is one of the most non-item dependant Physical Damage Dealer. His God's Strength will potentially increase his damage by more than double.
Razor's passive skill will purge any Hero that targets a spell, so if Sven were to stun Razor, God's Strength will be dispelled. If Sven stunned first before using God's Strength, he will not be able to chase the speedy Revenant - more of a defensive counter. Medusa will dispell God's Strength with Stone Gaze, as well as slowing Sven amongst others into a crawl. Chain disablers will render Sven useless and will be taken down easily due to his low base armor. Dirge can just keep on spamming Decay which will decrease Sven's base Str. Since God's Strength bonus damage is based from Sven's Base Str, the bonus damage will keep on dropping per cast of Decay. Mangix can blind Sven ensuring he does not devastate the receiving team and Wind Panda can dispell God's Strength with Dispel Magic.

Tiny
- Nerubian Assasin, Medusa, Na'ix, Yurnero, Silencer, Alchemist, Bristleback, Rexxar
Tiny is one of the best chain nuker-ganker/intiator tank. Possesing 2 high damage nukes, a passive that stuns nearby attackers, the only drawback is that he has low base armor, low attackspeed, and therefore susceptible to physical attacks.
Nerubian Assasin and Medusa will keep Tiny at bay, ensuring safe laning. Na'ix will be trouble to Tiny during the whole game. Na'ix can use Rage to dodge Tiny's spells, and Tiny being a natural tank, will take large amounts of damage from Feast. Silencer can harass you early game with Glaives of Wisdom. He can cast Curse of the Silent on You to make sure you waste your mana, or you take damage. His Last Word will prevent Tiny from chain casting his devastating combo. And Global Silence will utterly render Tiny useless. Physical Damage Spells such as Alchemist's Acid Spray, Bristleback's Quill Spray, and Rexxar's Wild Axes will deal a high amount of damage on Tiny due to his low armor.

Cairne Bloodhoof
- Silencer, Viper, Morphling, Magina, Akasha
The Tauren Chieftain can be a real pain in the game. All his skills if fully utilized are very menacing. The only counter is to learn how to avoid his spells, and you're in safe grounds. The recent nerf on Tauren made him very easy prey to most heroes if they know how to dodge his spells.
Silencer will prevent Cairne from chain casting his spells and will save allies a lot. Viper is an effective counter measure as Cairne has no instant cast disable. Blinkers such as Morphling, Magina, Akasha, will easily dodge Cairne's bullet, which will decrease his effectivity and efficiency in the game.

Rooftrellen
- Zeus, Enigma, Na'ix, Slardar, Gondar
Rooftrellen is the most passive hero in DotA, doing nothing but supporting his allies. Having no offensive spells save for his ultimate, he is easy prey to almost any hero.
Percentile damage dealers such as Zeus, Enigma, and Na'ix will do large damage to Rooftrellen's uber high HP. Enigma can also destroy trees with Midnight Pulse which can be a counter measure for his Nature's Guise. Zeus's Lightning Bolt grants 5 seconds of true sight in a 1000 aoe. Slardar and Gondar will make sure Nature's Guise will be countered with Amplify Damage and Track.

Razzil Darkbrew
- Nerubian Assasin, Abbadon, Axe, Nerubian Weaver, Broodmother
Alchemist is a very underestimated heroes. He is the most item-dependent hero in DotA, but he has Goblin's Greed to make up for his weakness. He has an Acid Spray to help him farm early game and to weaken the Enemy in team battles. But his strongest(most say weakest) skill is Unstable Concoction - A 5 second stun. Drawback is 5 seconds of channelling. His low agility gain(meaning low armor and atkspeed) is compensated by his ultimate, Chemical Rage, which increases his HP, HP Regen, and decreases his BAT(Base Attack Speed).
Nerubian Assasin will be a bane to Razzil because of his Mana Burn. Alchemist is very mana dependent below level 6, and hitting hard early could shut him down quick. Abbadon could save any ally caught in Unstable Concoction with his Aphotic Shield(it removes stuns). Axe will deal large damage with Counter Helix due to Razzil's low base armor and will kill him instantly if Razzil reaches low hp, preventing him from regenerating it from Chemical Rage. Nerubian Weaver and Broodmother can easily turn invisible and then resurface, giving them an edge over Razzil since once a unit becomes invisible, Unstable Concoction won't hit. Broodmother will slow Razzil and his Spiderlings will deal a fair amount of damage to Razzil.

Bristleback
- Nerubian Assasin, Lion, Davion, Meepo, Atropos, Na'ix, Zeus, Enigma, Necrolyte
Bristleback is renowned for survivng impossible ganks, being chased throughout the map, and outliving all his enemies, but could be easily countered by one ironic factor - facing him.
Impale will make the affected targets face the caster of Impale. Davion has a 3.5 second stun that has a super short cooldown, high armor to tank Quill Spray, and will slow anything in Elder Dragon Form(3). Meepo will take down Bristleback simply because Bristleback cannot take down Meepo, lacking the power of short burst damage. Atropos will wreak havoc to Bristleback throughout the whole game with Nightmare and Fiend's Grip. Percentile damage dealers will reduce Bristleback's tankability, rendering him less effective thoughout the game.

Rattletrap
- Naga Siren, Lycanthrope, Yurnero, Na'ix, Meepo, Broodmother, Terrorblade
Rattletrap is one of the most mobile gankers around possesing a recessive semistun, a global nuke+ward, and a long range psuedo-blinkstrike.
Imagery Heroes or summoners will decrease the effectiveness of Battery Assault. Yurnero is not affected by battery assault while Bladestorm is in effect and Na'ix can easily chase without worry with Rage. Heroes with summons such as Broodmother will reduce the damage and ministun taken in by Battery Assault as some of the Spiderlings will absorb the fragmentation.

Knight Davion
- Lion, Rhasta, Tinker, Zeus, Leshrac, Lina
Knight Davion is one of the most battle hardy carry heroes. Possesing huge armor and bonus regeneration thanks to his Dragon's Blood, he can easily kill 5 heroes with BKB. Shutting him down early before this humble soldier turns into a wicked monster is a wise plan.
Any Chain Disabler and Chain nuker will do well against Davion.

Magnataur
- Spectre, Viper, Lycanthrope, Traxex
Magnataur's Shockwave keeps him away from harm's reach but still helps him farm, making him a very tough Hero to lane with. There are no natural counters to Magnataur but there are some weaknesses.
Spectre's Haunt will prevent Magnataur from blinking in the middle of a team battle and using Reverse Polarity, forcing him to walk. Any effective chaser will feed on Magnataur, as he has no disable save for his long-cooldown ultimate. Omniknight - Rexxar, Nerubian Assasin, Medusa, Mangix, Naga Siren
Omniknight has some of the best skills in DotA, but the only problem is that it is a bit too mana taxing for a Str Hero.
Rexxar can easily kill Omniknight - Every skill of Rexxar will go through Repel and push through Guardian Angel - Wild Axes go through Repel. Quilbeast's slow goes through Repel. Mana Burners such as Nerubian Assasin and Medusa will take him out and render him useless easily. On a side note, Medusa's Stone Gaze will dispell Repel, and even Guardian Angel - A complete counter. Mangix can dispell Repel and Guardian Angel in his Primal Split using Dispel Magic with the Wind Panda. Mangix can also just cyclone Omniknight in the heat of the battle which will disable him to support his teammates - Another complete counter. Naga Siren can ensare Repelled Units. When Guardian Angel is cast, Naga Siren can use Song of the Siren until Guardian Angel wears off - Another complete counter.

Mangix - Lion, Rhasta, Na'ix. Enigma, Zeus, Necrolyte
Mangix is one of the most versatile hero, fulfilling many roles. That said, almost any hero can defeat him with proper approach but there are some exemptions regarding his weaknesses.
Mangix will suffer much from chain disablers which will prevent him from using Primal Split. Mangix will also get beaten by heroes that do percentile damage being a natural tank.

Sven - Razor, Medusa, Lion, Rhasta, Dirge, Mangix
Sven is one of the most non-item dependant Physical Damage Dealer. His God's Strength will potentially increase his damage by more than double.
Razor's passive skill will purge any Hero that targets a spell, so if Sven were to stun Razor, God's Strength will be dispelled. If Sven stunned first before using God's Strength, he will not be able to chase the speedy Revenant - more of a defensive counter. Medusa will dispell God's Strength with Stone Gaze, as well as slowing Sven amongst others into a crawl. Chain disablers will render Sven useless and will be taken down easily due to his low base armor. Dirge can just keep on spamming Decay which will decrease Sven's base Str. Since God's Strength bonus damage is based from Sven's Base Str, the bonus damage will keep on dropping per cast of Decay. Mangix can blind Sven ensuring he does not devastate the receiving team and Wind Panda can dispell God's Strength with Dispel Magic.

Tiny
- Nerubian Assasin, Medusa, Na'ix, Yurnero, Silencer, Alchemist, Bristleback, Rexxar
Tiny is one of the best chain nuker-ganker/intiator tank. Possesing 2 high damage nukes, a passive that stuns nearby attackers, the only drawback is that he has low base armor, low attackspeed, and therefore susceptible to physical attacks.
Nerubian Assasin and Medusa will keep Tiny at bay, ensuring safe laning. Na'ix will be trouble to Tiny during the whole game. Na'ix can use Rage to dodge Tiny's spells, and Tiny being a natural tank, will take large amounts of damage from Feast. Silencer can harass you early game with Glaives of Wisdom. He can cast Curse of the Silent on You to make sure you waste your mana, or you take damage. His Last Word will prevent Tiny from chain casting his devastating combo. And Global Silence will utterly render Tiny useless. Physical Damage Spells such as Alchemist's Acid Spray, Bristleback's Quill Spray, and Rexxar's Wild Axes will deal a high amount of damage on Tiny due to his low armor.

Cairne Bloodhoof
- Silencer, Viper, Morphling, Magina, Akasha
The Tauren Chieftain can be a real pain in the game. All his skills if fully utilized are very menacing. The only counter is to learn how to avoid his spells, and you're in safe grounds. The recent nerf on Tauren made him very easy prey to most heroes if they know how to dodge his spells.
Silencer will prevent Cairne from chain casting his spells and will save allies a lot. Viper is an effective counter measure as Cairne has no instant cast disable. Blinkers such as Morphling, Magina, Akasha, will easily dodge Cairne's bullet, which will decrease his effectivity and efficiency in the game.

Rooftrellen
- Zeus, Enigma, Na'ix, Slardar, Gondar
Rooftrellen is the most passive hero in DotA, doing nothing but supporting his allies. Having no offensive spells save for his ultimate, he is easy prey to almost any hero.
Percentile damage dealers such as Zeus, Enigma, and Na'ix will do large damage to Rooftrellen's uber high HP. Enigma can also destroy trees with Midnight Pulse which can be a counter measure for his Nature's Guise. Zeus's Lightning Bolt grants 5 seconds of true sight in a 1000 aoe. Slardar and Gondar will make sure Nature's Guise will be countered with Amplify Damage and Track.

Razzil Darkbrew
- Nerubian Assasin, Abbadon, Axe, Nerubian Weaver, Broodmother
Alchemist is a very underestimated heroes. He is the most item-dependent hero in DotA, but he has Goblin's Greed to make up for his weakness. He has an Acid Spray to help him farm early game and to weaken the Enemy in team battles. But his strongest(most say weakest) skill is Unstable Concoction - A 5 second stun. Drawback is 5 seconds of channelling. His low agility gain(meaning low armor and atkspeed) is compensated by his ultimate, Chemical Rage, which increases his HP, HP Regen, and decreases his BAT(Base Attack Speed).
Nerubian Assasin will be a bane to Razzil because of his Mana Burn. Alchemist is very mana dependent below level 6, and hitting hard early could shut him down quick. Abbadon could save any ally caught in Unstable Concoction with his Aphotic Shield(it removes stuns). Axe will deal large damage with Counter Helix due to Razzil's low base armor and will kill him instantly if Razzil reaches low hp, preventing him from regenerating it from Chemical Rage. Nerubian Weaver and Broodmother can easily turn invisible and then resurface, giving them an edge over Razzil since once a unit becomes invisible, Unstable Concoction won't hit. Broodmother will slow Razzil and his Spiderlings will deal a fair amount of damage to Razzil.

Bristleback
- Nerubian Assasin, Lion, Davion, Meepo, Atropos, Na'ix, Zeus, Enigma, Necrolyte
Bristleback is renowned for survivng impossible ganks, being chased throughout the map, and outliving all his enemies, but could be easily countered by one ironic factor - facing him.
Impale will make the affected targets face the caster of Impale. Davion has a 3.5 second stun that has a super short cooldown, high armor to tank Quill Spray, and will slow anything in Elder Dragon Form(3). Meepo will take down Bristleback simply because Bristleback cannot take down Meepo, lacking the power of short burst damage. Atropos will wreak havoc to Bristleback throughout the whole game with Nightmare and Fiend's Grip. Percentile damage dealers will reduce Bristleback's tankability, rendering him less effective thoughout the game.

Rattletrap
- Naga Siren, Lycanthrope, Yurnero, Na'ix, Meepo, Broodmother, Terrorblade
Rattletrap is one of the most mobile gankers around possesing a recessive semistun, a global nuke+ward, and a long range psuedo-blinkstrike.
Imagery Heroes or summoners will decrease the effectiveness of Battery Assault. Yurnero is not affected by battery assault while Bladestorm is in effect and Na'ix can easily chase without worry with Rage. Heroes with summons such as Broodmother will reduce the damage and ministun taken in by Battery Assault as some of the Spiderlings will absorb the fragmentation.

Knight Davion
- Lion, Rhasta, Tinker, Zeus, Leshrac, Lina
Knight Davion is one of the most battle hardy carry heroes. Possesing huge armor and bonus regeneration thanks to his Dragon's Blood, he can easily kill 5 heroes with BKB. Shutting him down early before this humble soldier turns into a wicked monster is a wise plan.
Any Chain Disabler and Chain nuker will do well against Davion.

Magnataur
- Spectre, Viper, Lycanthrope, Traxex
Magnataur's Shockwave keeps him away from harm's reach but still helps him farm, making him a very tough Hero to lane with. There are no natural counters to Magnataur but there are some weaknesses.
Spectre's Haunt will prevent Magnataur from blinking in the middle of a team battle and using Reverse Polarity, forcing him to walk. Any effective chaser will feed on Magnataur, as he has no disable save for his long-cooldown ultimate.


Publish By Arc^Libra^
=x

Wednesday, July 7, 2010

Draft Games: Picking heros *Part 1*

Now To Draft Gaming Hero's. And Most probablily u think that what hero would able counter what hero? If you are on your own, time will most likely be consumed, becuase experince is needed. (And is quite diffrent compare to public-game type. Play draft is totally new experince.)

  • Player should have been experince lot kinds of hero before reading this tread.
  • Drafter (As the captain) Must have a quick mind on choose these hero. Wrong hero = wrong starting, guess what will be end?
  • Hero doesn't change all the battle though, having the right streategy is the best (Thats including choose hero @@)
Below here will be Alan Francis Ang Write.

Hey guys, today I'm going to be posting a list about all the Hero Counters and some Justifications.

/////////////////////////////////////
HEROES COUNTER
STR HEROES 1/2]
by Alan Francis Ang
July 16, 2009

Heroes that we will be talking about are colored GREEN
Heroes that counter GREEN heroes are colored ORANGE
Heroes that completely counter GREEN heroes are colored RED
////////////////////////////////////

Before I start this guide, I want everybody to know that every hero is unique in it's own right - there are some heroes that just scale average, some are very specialized. Most of the time, heroes that perfect a singular task/role are easily countered by many heroes and most of the average heroes aren't really directly countered for the sake of balance.

[Additional Note 7/28/09]
These counters are made with decent players carrying the counter heroes as well as the hero in hand. For example in regards to pipser's comment about chasers not being a counter to Kunkka, chasers that have decent awareness as well as decent instinct will at least dodge 50% of torrents unless held still by an X Marks the Spot.

Kunkka - Lion, Lina, Rhasta, Na'ix, Rattletrap, Tiny, Mangix, Lycanthrope, Viper
Kunkka has only 1 aoe disable and takes 2 seconds to take place, which is very unreliable when escaping. Kunkka can be easily shut down by chain disablers, chain nukers, or effective chasers. Chain Nukers will make sure that they focus fire Kunkka before giving him the chance to get that 50% damage resistance debuff on himself or allies. Chasers will hound on Kunkka as long as they can avoid his Torrent. Stunners work great but it is easier for Kunkka to land a Torrent when the enemy is still(Stun+autoattack, even pros do it, waste not time on animation cancel when you might target a creep).

Rexxar
- Vol'jin, Lich, Obsidian Destroyer
Rexxar is a very flexible hero, having a long range nuke to farm, a scout and slow compact skill, and a great aoe ultimate than stuns and slows. Given all these, there are only a few natural counters to Rexxar.
Vol'jin can get more stuns with Rexxar due to his Call of the Wild, giving him more time to cast Maledict and maybe a Death Ward. Lich can bounce his Chain Frost on Call of the Wild. Obsidian Destroyer easily destroys summoned units with his Arcane Orb.

Bradwarden - Necrolyte, Naix, Zeus, Enigma, Viper, Traxex, Obsidian Destroyer, Silencer, Vol'jin
Bradwarden is probably DotA's best tank. But despite this, he is an easy target because of his initiating gamestyle.
Necrolye will kill any hero below 45% hp. Tank Breakers that do percentile damage such as Na'ix, Zeus, Enigma. Orbwalkers do not take damage from Return if they manual cast it.

Earthshaker
- Nerubian Assasin, Silencer, Puck, Ezalor, Medusa, Lion, Batrider, Spectre
Earthshaker is renowned for his permastun combo. But taking out his mana is a smart way to take the Earthshaker down.
Mana Burners such as Nerubian Assasin and Medusa will render Earthshaker useless. Silencers will ensure Earthshaker doesn't do his thing. Batrider and his suicidal tactics will completely counter Earthshaker - Bkb, Blink, Firefly, Lasso Initiator, drag to allies, kill initiator. Spectre's Haunt will prevent you from blinking in a team battle and using your skills, forcing you to walk towards the skirmish.
Bradwarden - Necrolyte, Naix, Zeus, Enigma, Viper, Traxex, Obsidian Destroyer, Silencer, Vol'jin
Bradwarden is probably DotA's best tank. But despite this, he is an easy target because of his initiating gamestyle.
Necrolye will kill any hero below 45% hp. Tank Breakers that do percentile damage such as Na'ix, Zeus, Enigma. Orbwalkers do not take damage from Return if they manual cast it.

Earthshaker
- Nerubian Assasin, Silencer, Puck, Ezalor, Medusa, Lion, Batrider, Spectre
Earthshaker is renowned for his permastun combo. But taking out his mana is a smart way to take the Earthshaker down.
Mana Burners such as Nerubian Assasin and Medusa will render Earthshaker useless. Silencers will ensure Earthshaker doesn't do his thing. Batrider and his suicidal tactics will completely counter Earthshaker - Bkb, Blink, Firefly, Lasso Initiator, drag to allies, kill initiator. Spectre's Haunt will prevent you from blinking in a team battle and using your skills, forcing you to walk towards the skirmish.


Publish by Arc^Libra^
xD

Monday, May 31, 2010

Laning part 5 FOG Creep Kills and Warning!

1. Types of Attacks
In almost any guide you read it tells you about how constantly attacking is a bad idea. Here are the different styles, and the pros and cons related to them.

There are 3 styles of attacks that one can use.

Last Hit: This is when you time your attack to take out the last sliver of health a creep has. This should be used in almost any situation. The drawback to this is that it is quite slow. When pushing or defending, waiting for creeps to hit a certain point can take a very long time. That can be a very bad thing, especially when you need to get rid of them quickly.

Constant Attack with timing at end: Basically a middle point between last hit and continuously attacking.

In some situations you should be constantly attacking. That is because constantly attacking pushes the creeps further back, or pushes opponents away from towers and such.

Here are some situations you should be constantly attacking in:

When pushing a lane quickly: You want to push as fast as possible. To do that you must kill creeps quickly. Sitting around waiting for your creeps to get them to red life will take a very long time. This is one situation were constant attacks are a good thing.

When defending a lane: Your opponents are pushing quickly into your lane. They are going to be near the tower soon, and are going to deal heavy damage to the tower. Because towers are vital to winning a game, you always want to keep them as high as possible in life points. Allowing your opponents to push next to your tower is fine, but you do not want them actually attacking the tower. If they push a little too far in, you should start to continuously attacking to push them back.

As soon as they reach a safe position, you can resume last hitting again. Last hitting should be used in 90% of situations.

Constant Attack: This is the style most “Noobs” use and they get ridiculed for it. You should never be using this style of attacking. You should always be last hitting, and only using constant attack with timing at end in the certain situations. This form of attacking will get you owned against a good player.

2. Warning
Sorry for the lack of a better name, but this is one of the most important things in this guide. If you have yet to read the section on tower hugging, I suggest you switch over to that before reading this section.

Tower hugging is completely useless if you never had warning that the Nightstalker was missing in the first place. In any game you should always be warning your allies if a hero in your lane is missing.

Here are some quick quotes you can use to warn:

Bot missing (hero name/abbreviation for that hero)
Top missing (hero name/abbreviation for that hero)
Mid missing (hero name/abbreviation for that hero)

Top (Hero name/abbreviation for that hero) MIA (missing in action)
Bot (Hero name/abbreviation for that hero) MIA (missing in action)
Mid (Hero name/abbreviation for that hero) MIA (missing in action
)

(hero name) healing. (using on hero dead or hero back base)**

Warning in general is extremely important, but so is naming the hero that is missing. That is because you have a lot more to worry about from a Nightstalker at night, than you do from almost any other hero. Dieing because your ally did not warn you his/her lane hero was missing is a terrible way to go.

Remember that if a hero has taken a long time to come back from healing it is recommended that you warn your allies again.

(hero name) has been healing for awhile

If you are soloing a lane and are barely holding them back a third hero popping up will more than likely kill you. Ask your allies before a game to warn you about heroes missing, and say that you will do the same (if you dont think they normally would).

3. Ventrilo (Software comunication)
Obviously talking is much faster than typing. In higher level games, the players are usually talking with their teams on a program called Ventrilo. To do this you need a microphone, headset and to download Ventrilo.

DotA-Allstars ever has their own Ventrilo server that can be used by anyone who wants to use it.

Ventrilo is a small program actually. It has fairly good quality; there are 2 other types of talk programs that I know about. Skype, and Teamspeak.

Skype has the highest quality out of all 3 of them, but it has its limitations. For one it takes up a lot of hard drive space. So if you have a slow computer, playing DotA and having Skype on can be a problem. Also only 5 people may be in a chat room at a time, which makes a big clan or channel impossible to keep together.

With Teamspeak, you have much less quality than both Skype and Ventrilo, and it also uses up more hard drive space than Ventrilo weird.

C. Juking
What cannot be said about Juking. It is the art of deception used to either lose your opponents, or to trick your opponents. Either way is quite effective, and should be used whenever needed.

To juke, you must either force your opponents to lose sight of you, or force your opponents to lose you all together. There are many different ways to do this, but the most common is the sight juke (bad name but who cares).

A sight Juke is a Juke commonly used by running through trees. Depending on what lane you are in (this is were the lane control comes in) you might have to use your Juking location a lot. Here are the most common Juking Locations for Each Team (Sentinel and Scourge) divided into the 3 different lanes.

Red Outline = Sentinel Location
Green Outline = Scourge Locations
(Although they are all interchangeable, they are more commonly used by the appropriated color.)

[color=#CC0000 ]Sentinel[/color]

Top Lane
This image has been resized. Click this bar to view the full image. The original image is sized 816x513 and weights 666KB.
Technically this can be commonly used for either side (Sentinel or Scourge) but the top lane is severely lacking in good Juking spots (if anyone knows of a good Juking location for the top lane, located in the top lane and not around it, then please PM me it or just post it here. I will of course give credit to you). I cannot express in words how many times this spot has saved me. But I can however express it in numbers, 1345246213458589. Yeah, that is how good it is.


Middle Lane
This image has been resized. Click this bar to view the full image. The original image is sized 650x480 and weights 393KB.
This is by far the most commonly used Juking location. In almost any level of play you can see heroes trying to hide in this location to lose a hero, or to make a hero lose sight of them. That is because it is a great location. You can use this from any angle, and leave from any angel, making this a very versatile location, not limited by the usual 1 way in 1 way out.

Bottom Lane
This image has been resized. Click this bar to view the full image. The original image is sized 850x375 and weights 486KB.
Next to the middle lane Juking location for sentinel, this is the most commonly used Juking location. It is great because, depending on whether or not the tower is down, all you have to do is run back here, and unless your opponents are kamikaze, they cannot chase you without risk of dieing from the nearby tower.

Scourge

Top Lane
Not heavily used unless you are trying to avoid an attack or nuke. But that doesn’t mean it is useless. Using this spot correctly does not mean running straight to the back, but instead running in and out the other side. A common mistake people make is to run straight back as far as possible. This does nothing but trap you in between trees and your opponents.

Middle Lane
This image has been resized. Click this bar to view the full image. The original image is sized 600x493 and weights 448KB.
A fairly new Juking location, but its usefulness is already a staple in most team matches. You can commonly see hero’s running back through this to get as far away as possible from enemy heroes, which is exactly how it should be used.

Bottom Lane
As appose to most of the other Juking locations, this spot is not commonly used. Although it is a great Juking location, it is not commonly known for some reason. Again this is mainly used to force your opponents to lose sight of you, and to some extent to lose them altogether.

There is no current guide to Juking, although Kleech and I are in the process of writing one together. As soon as we are completed, I will link it to this guide.

--------------------------------------------------------------------
This might be the last part of the build for this laning things. After this i going to post the most important of dota in teamwork!!

THE ART OF DOTA is CLAN WAR GUIDES!!

No even myself knows all about the the clan war. Still learning will be essensial for all gamer xD

Exciting ? Join me for the next Clan war guides! =x

Publish By Arc^Libra^
=3

Sunday, April 25, 2010

Warcraft III Patcher Switcher! (1.24a ~ 1.24e)



After, damn long period == , finally get it done it =D quite confuse for the 1st time using this WVS ( Warcraft version switcher!!). Yes,it is done. The Steps are easy only you did stick REALLY CLOSE toward the steps. If not u might cry and finally get ur war3 lost into another version unable to reslove back. ><


The Link below Show a complete set of guild to 1.24a~ 1.24e. Use it wisely or crying over slip milk wont help. (If you really scare ur war3 corrupted, better backup one floder of it in a USB or website storage, USB user better pluck off it before trying to attempt cause this WVS might detect the war3 and switch it w/o even knowing == )
Link :












My WVS is as following Pictures:





Please Remember to Do a Version of your own Patcher before switch to a new one.

As below:



The Full Guide Are in the link also, Whenever problem came, you would like to restart by re-opying the war3 from your backup file just incase.
Publish By Arc^Libra^
=D

Sunday, April 4, 2010

Anniversary -- The Arc Clan

The Anniversary of Arc's Fatory
          At last, our Arc clan has been made for 1 year.We've been through 10 clan war fight and won 5 of it. Though as lost half of it, but we still have a long road to move on. I will need to thanks to those who help me with making this blog with me ArcLibra, and those who fight and cooperate with me together in any DotA.
I hope that we are able to continue our fight till we have no more power left.


Well, I will now explain what we need to understand the game we are playing.
DotA -- Defense of the Ancients
Defense of the Ancients (DotA) is a custom scenario for the real-time strategy video game Warcraft III: Reign of Chaos and its expansion, Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for StarCraft. The objective of the scenario is for each team to destroy the opponents' Ancients, heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters called "creeps". As in role-playing games, players level up their hero and use gold to buy equipment during the mission.[2]




The scenario was developed with the "World Editor" of Warcraft III: Reign of Chaos, and was updated upon the release of the expansion, The Frozen Throne. There have been many variations of the original concept; the most popular is DotA Allstars, which has been maintained by several authors during development. The current developer is known by his pseudonym as "IceFrog", and has been developing the game since 2005.



Since its release, Allstars has become a feature at several worldwide tournaments, including Blizzard Entertainment's BlizzCon and the Asian World Cyber Games, as well as the Cyberathlete Amateur and CyberEvolution leagues; Gamasutra declared that DotA was perhaps the most popular "free, non-supported game mod in the world".[3]

Saturday, March 27, 2010

The Laning process Part 4

F. Towers


Towers are by far your most important ally, at least earlier in the game, and are essential late game to survive.



Most people think of towers, as the thing that protects them in the back, having no real purpose other than that. In that thought you are right, but there is much more to towers.



Towers are roughly the equivalent of a level 11 hero (damage wise). And you should always be using that damage whenever possible.





In this image, THD is clearly dominating Naga early game (Range Nuker VS Melee). I believe he thought the same thing; he was overly aggressive even for a Range VS Melee match up. Notice in this image most of the creeps, save for 1 are dead.





In this image, THD is still nearly full life, and he is being attacked by the tower, and Naga casts net. Notice the obvious difference in our life.





Naga lets the net fly, as the tower commences in beating him down. He notices he is in trouble and tries to back up, but by that time it is far too late.





The tower and Naga attack the THD many times, beating him down to a pulp, notice our life points now.





THD dies, and Naga is 230 gold richer.


G. Tower Hugging


Tower hugging, is not to be confused with defending a tower. The art of tower hugging is to prevent you from getting ganked/attacked. An example would be Nightstalker is missing (and its night), so you should back up to your tower, simple, easy, and effective. Unless that Nightstalker is a crazy Rambo sociopath, he will not try to get to you (of course your life points factor into this also).

A tower is roughly the equivalent of a level 11-13 hero on your side; use it to your advantage. Obviously you’re most likely going to miss a few creep waves making sure you do not die. But this is minimal to what you could have lost had you died to that Nightstalker.

Em games are different from regular games, as the towers have less life and damage. This can be a problem when hiding next to one, as the tower will not kill a hero nearly as fast as it normally would.

Keep that in mind when hiding under a tower for protection, as an enemy hero can usually just run in and kill you without being severely hurt.

 
 *
Tower is a strong unit in early game as written, also to cross out the line for hero to farm in which part of the lane. Other than that, to enemy unit tower is a early money scouce for team.(especially for CW battles.)


Tower will attack you if you click on hero unit while the tower just kill a unit. (And in tower range), Beware when entering enemy tower range, always click beside of the Hero instead of clicking on hero.


Attacking tower with some technique willl avoid being aimed by tower. Attack tower when tower is attacking an unit of your creep, when creeps is going to die, move away ur hero and wait for tower to aim other creep of yours. After tower have it's aim , continue to attack tower. (** This rule will be exceptional when creep and hero unit is attacking the tower, this rule applied to when your creep attacking at enemy units one.**)

*
Publish by Arc|^Libra^|
=D
Thanks for reading =x

Friday, March 19, 2010

Lane-ing , Having the Right choice of lane.

E. Picking a Lane


The very first step to lane control would obviously be the lane you initially choose. Choosing a lane can be decided upon many things, whether that is your opponents, or your hero, or any hero combos you are trying.

Solo heroes are commonly heroes who have a very strong early or late game. It can also be someone who needs to get a certain point quick, to maximize his/her effectiveness for the team.

A quick example would be a Tinker. He can spam his nukes, and once he hits level 5-7 he can start ganking his opponents to help his allies control their lanes as well.

*Another example for solo hero would be a Nevermore. He can spam his skill, and he need creep kills to increase his damage, he higher his damage , he less worry he gonna his last hit. Combining All Skill he have he can deal up to 900 magical damage just for learning 1st! Well, he can start ganking his opponents and help other control lane.

This is but one example, other heroes include heroes such as Silencer, who have an active skill (Glaives). These allow for great harassing, to maintain dominate lane control over a lane. Because with active abilities you do not alert creeps when you attack, you can attack them multiple times, without fear of the creeps damaging you. Same goes to Drow Ranger for her ice arrow.

All of these things factor into whether or not you should solo.

The other factor is gold income, heroes who require a lot of gold to remain or become effective, usually like to solo. That is because you do not want to be in your lane, competing with an ally for creep kills.

The other factors, such as your allies and your hero, are usually decided by Hero Combos, such as which heroes go well with another hero. The most common, as I mention in the Hero Combos section, is Range + Melee combo. From there it goes further down, into Disable, stun, nuke, slow and so on.

It ultimately comes down to your allies choice (not your own), as to who will get what lane. Soloing is primarily Middle or Top (Sentinel) or Bottom (Scourge).

Always pick a lane who does not counter your own skills. If you are melee, try and get laned with another melee. If you are a lowlife agility hero, try not to get laned against a heavy nuke hero.

Usually melee heroes do not solo. That is because if you accidentally get laned against a range hero, you have a very high chance of being dominated. Of course that is not always the case. Melee hero's such as Terror Blade, Broodmother. All have great Melee lane control, from their ability to heal themselves.

If you do ever decide to solo a lane with a melee hero, who does not have an active healing ability, make sure to bring plenty of regeneration. If you get laned against a good range hero, you will be harassed often.

Remember that you can always switch if you do not like your current matchups. Just make sure to warn your allies before you switch. You do not want to leave any enemy hero's alone in a lane for any length of time.

*Runes Factor
----------------
Some people you would see that they just get themselves a bottle and dominate the whole battle. And why?
They hunt rune to support their gang skill. Rune such as Haste and Invi will giv potential of Position to gankers, while regen give one hero have the ability to nuke spells instead of regening with item. Inlusion rune have its use, they can use to push tower , tanks tower damage , or even faking on someelse to use their precious ulti. (Mindmaster game xD)
Mid lane will be the best choice on runes factor for the lane connecting to both rune top and bottom.
Wards will be the best choice on watching runes. So you wont get fustrated by the rune postition.
Tips on the rune: Rune will randomly out for every 2 minutes, so try to spend some of ur seconds and check on it, who know? maybe u wont been killed by someone =D

*Will be my extra on this part of guide xD

 Publish By Arc|^Libra^|
xD

Thursday, February 18, 2010

3rd part of the Lanning Skills

Melee VS Melee








This battle is extremely…………..slow. Unless your opponent is kamikaze, you both will most likely be sitting back and last hitting. This is a position were your creeps are your best friends. They will be what do the most damage. In an IH game both melee units will be sitting back waiting to last hit the creeps. This can make it difficult to score any hits on your opponent. Again to counteract this you must let an opportunity present itself. Letting their creeps die and running in after there mostly dead to score some hits, is about the only way to damage them.



In a public game on the other hand, this changes drastically. In most pubs no one is last hitting and are just letting themselves go all out on the creeps. If you’re trying to damage them I suggest you do the same. The best way to damage them is by using your creeps, and the only way of using your creeps (short of all your opponent’s creeps being dead) is by your opponent’s clicking on your hero. So for that to happen you have to put yourself in the position to be attacked.



So now were back at going at the creeps. By sitting there and attacking your creeps (technically you don’t need to be attacking you just need to be in a position to be attacked by your opponent) you give your opponent an opening. Because you’re both melee you should be right in the battle of the creeps. So if they do attack you this will pull all the creeps to them (smart huh).



What you can do is just like in the above strategy, by not clicking on them. But instead clicking right next to them. Since you are in the battle the chance that you will attack the hero is slight but there is still that chance. Your opponent will most likely think “OMG he’s attacking me, ATTACK BACK” , and will click on you to attack. This is of course what you wanted from the beginning.



Hopefully not to many creeps died while you were doing all of this. And now you have yourself and your creeps attacking one hero. Unless there damage is insane they will have to run or be killed.



You just won your first melee battle (Kudos to you).





Spell Harassment





Spell harassment is much different from regular harassment because you are usually not directly in the battle. Spells can be cast further outside of the battle, and usually does far more damage than regular harassment, to more easily damage an opponent.



Depending on what hero you are, will determine how you will harass with spells. Heroes such as Lich, Tinker, Crystal Maiden, and Twin Headed Dragon have an extremely easy time with spell harassing, as they all have a spell that has a fast cool down.



With AoE spells, such as THD Dual Breath, or Lich Frost Nova (yes it is AoE also) you always want to try and get as many units/heroes in the radius as possible. Of course it is easier with a spell like Dual Breath that has a larger AoE. But with practice you can time it just as effectively with Nova as well.



When targeting heroes with a spell, you always want to target the hero who is more of a threat to you and your allies.



Example:

Say you are laned against a Pudge, and a Crystal Maiden. Both are very powerful early game. With CM she requires items to be effective mid/late game, or she can be easily countered with a stun. Items such as BKB, DoE, Lothars (I don’t know who would go Lothars but you never know) are required for her to deal damage in a team battle.



With Pudge, his damage is in his spells. All he has to get is some regeneration, wait until level 7 and go off killing. So who should you target with your spells?



CM is the best option you want to kill her, or force her back to heal as much as possible to delay any items she might get. Pudge has a harder time of farming anyways, as he is a melee hero, and must get up close in the battle. For him you can harass with your regular attack.



Because CM is outside of the battle, she is harder to hit with a regular attack that will not alert the creeps to attack you.





D. Ideal positions in Lanes

You might be wondering, what? Some people will say just being in the right lane is the ideal position. Well I suppose that’s true, but there are ideal spots for you and your creeps to be to make your job a lot easier.



The best position mid lane is for you to be right above your ramp. This gives you a huge advantage over your opponent’s. One you get for of war on your side. And two you get an extremely high chance for evasion (don’t know exact number, it is around 25% I believe). (According do Arc|^Ahlia^| the actual number of percentage will be 40%. And IT is QUITE high =x talking advantage hiting from top to btm will be a nice choice instead.)





You do not want to be by your tower because it can take your creep kills from you. And you don't want to be by their tower for obvious reasons. You put yourself in a ganking position.



At either top or bottom lanes obviously your not going to have a ramp to use to your advantage. So for top, you want to be as far away from your opponents tower as possible.





This allows you a much safer and easier job in deny/last hitting.



For bottom, you want them to be as close to your tower as possible. So that your opponents have a harder time in deny/last hitting.


-----------------------------------------------------------------------------------------------------
This will be more advance Laning in public game or Clan war gaming. Plusing up what i said about the laning and it will be done pretty well on each lane. (Well...if you dead quite amount of times, that mean your oppenent is a quite experince of his hero or ganger is too good for you ) =x

P/s: Dont let creep atk you that much , THEY REALLY HURT IN THE EARLY GAME* @@

Publish by Arc|^Libra^|

Saturday, February 6, 2010

2nd part of the Lane-ing, And you might find useful.[Genosis Guide]

B. Creeps
This is actually fairly basic but I don't seem to see people using it to much. Whenever your opponent is attacking your creeps and only has a few creeps left on his side (meaning your opponents creeps), you should try and disable that hero with a stun or any type of disable spell.

Like say 1 or 2 creeps are opposing you along with your opponent’s hero. Wait until at least 1 of those creeps die if there are two left and the last is about to die. Stun your opponent so that your creeps have enough time to attack him once or twice. This is how you will damage your opponents the most early on in the game, not by your own hand but by your creeps.

C. Harassing
Harassing can be one of two things, regular attack harassing, or spell harassing. Either way it leads to the same thing. Lowering your opponents health low enough to either kill them, or force them back to heal. Both are effective, but obviously if you can kill them do so.

Here are the different ways to harass depending on which type you are (Melee or Range) versus what type of opponent you are facing.

Melee VS Range



There is an obvious advantage having a range attack to having a melee attack. A range unit will always has a natural advantage to a melee unit, one being they can attack you and get away before creeps attack them. Melee units do not have that luxury, but one thing they do have is damage.

A melee unit usually has a damage advantage over range units (not always). To avoid alerting creeps to your presence when trying to back off a range unit, do not click on that hero. Instead click right behind them (behind meaning were they would have to go to run away). This does not always work because the next unit that attacks you (if any) will be the unit you go for.

So before you attack that hero make sure no other unit is attacking you and go for it. Your hero (if your not attacked by anything else) will go to his default setting, which is to attack the nearest possible unit. And hopefully you go as close as possible, which should mean that enemy hero. This does not make the creeps attack you, and to get back to their tower they will have to go around you. All the while you are scoring hits on them. (Note- this is in a 1 vs. 1 situation, do not try this if there are multiple opponent’s).

Range VS Melee


Now that you have the advantage you might as well piss off your opponent’s as much as possible. You can attack them once and click back. The creeps will most likely come for you, but you should be fairly far from the battle so it will take them at least 1 second to get to you. And by clicking back you make sure they will not get to you. You might say what does attacking them once possible do? Well once not much, but you should be doing this at every opportunity, meaning it will add up, making your job when you decide to kill them a lot easier.

Range VS Range


The epic battle, those who can animation cancel the best will most likely win (excluding damage of course). Range vs. range is probably the hardest of all of them because you both have the advantage of being outside the battle. And if you try to attack them it puts you inside the battle. Letting your opponent attack you a couple times as you try and run back from that 1 hit you just scored on them. The best way to counteract this is to let the opportunity present itself. Let a lot of the creeps die and right before your own creeps start pushing forward. Take advantage and run in and score a couple hits. Knowing when to do this is key to winning a Range battle.

Actually i haven't even read  so i can't give comment for now =x

Publish by Arc|^Libra^|