Garena Universal Maphack 9.1 - Latest Dota Maphack Working

Garena Universal Maphack
To all Garenadiktus out there the new Garena Universal Maphack 9.1 has been officially release as of Oct 24, 2010. This release doesn't need Garena crack or any alternative like old version. It supports the latest Warcraft Version 1.24e and also the old version of Warcraft. Currently Garena dont detect this hack so you can enjoy it to the fullest. Unlike the old GUMH 8.0. You can download it below. To get the latest updates of Garena Universal Maphack please subscribe to this blog by simply entering your e-mail address at the right pannel of this page.


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Dota Themes - In game theme

Are you bored with the  old dota forest theme?

well you better try this one

dota theme highland
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Dota-Allstars 6.69b Official Map Released - Dota 6.69b Map Download

Dota-Allstars 6.69b Official Map Released - Dota 6.69b Map Download
Click Here For larger view
Dota 6.69b Map Download - Dota-Allstars 6.6b9 Official Map has just released. The DotA 6.69 came with a cool quest inside it. And as usual, IceFrog is releasing the b version of the map which doesn't have the quest and of course also come with bug fixes from the DotA 6.69. Check out below for the DotA 6.69b changelogs and download links.
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New DotA 6.69 Quest Guide - Hidden Quest and Easter Egg

This post will cover anything about the Dota 6.69 Quest, Secret, Hidden Quest and Easter Egg.

To finish the quest, you must destroy the PreRune, the red Runes and then kill all the IceFrogs. You need Gem to kill the IceFrogs.

dota hidden quest dota secret quest


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Official Map Release of Dota 6.69 Map Download

Dota 6.69 Map Download - Dota-Allstars 6.69 Official Map finally released! As IceFrog promised before, there's a quest hidden on this map. Yeah! Let's find it and share it on the DotA 6.69 Quest post! Let's check out the download links and the Dota 6.69 changelogs below. See Dota 6.69 new hero

Dota 6.69 Changelogs:
The changelogs is really huge so i place it on Dota 6.69 Changelogs post.

Dota 6.69 Download Link

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Dota 6.69 Changelogs The Latest Release

Dota 6.69 Changelogs - Dota-Allstars 6.69 Complete Changelogs. If you don't have the map yet, go to this post to download it :) (not yet) Below is the full changelogs of DotA 6.69, behold!


Dota 6.69 Changelogs


This patch is focused primarily on balance improvements. Rather than wait until more content is finished for one bigger patch, I've decided to release a smaller patch first for general gameplay improvements while working on content for next patch. Let me know what you guys think and as always feel free to email me any requests.

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Warcraft 3 Advanced Video Settings Configurator

Warcraft 3 Advanced Video Settings Configurator is a small program for Warcraft 3 graphics settings developed by NoobHacker. It allows you to set your Warcraft 3 Video/Graphics settings without launching the game. Also, Warcraft 3 officially does not support Wide-screen monitors, this program can be used to set widescreen resolutions without entering Windows Registry Editor.


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DotA 2 and DotA 3 Trademark Filled by Valve

valve,dota 2,dota 3, valve trademarkValve has made another step about their DotA game. After a while ago they applied for the DotA trademark, recently they also filled the trademark for DotA 2 and DotA 3.


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New Loadscreen for the DotA 6.69!

dota loadsceen, dota 6.69
Bored with the current DotA loadscreen above? Don't worry, we just got a good news from IceFrog. He said that a new loading screen will likely be included on the next update (DotA 6.69). Great! It's about time we got a new loadscreen :) Check out below for the complete IceFrog post.
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Pie Cr3w Inventory+ Item Inventory Hotkeys and HP Bar Viewer

Pie Cr3w's Inventory+, Item Hotkeys and HP Bar Viewer

- This program has multiple functions, but mostly it will allow you to turn on HP bars by pressing "`", along with remapping inventory keys for you.
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Garena Universal MapHack v8.0 - GUMH 8.0

This is the updated version of Garena Universal MapHack - GUMH to support the new blizzard patch v1.24e. The Garena Universal MapHack 8.0 - GUMH v8.0 supports the following:

1.20e, 1.21, 1.23, 1.24b ,1.24c, 1.24d and 1.24e
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My Top 5 Dota Favorite Hero

mine:

1. Yurnero
2. Trent
3. Pudge
4. Slark?(imba)
5. Anti-Mage

what you u think? post your favorite too.. Tweet This

Dota 5vs5 line ups

This are some of the list of characters which is suited in Team Play in Dota
1.Sven (front liner)
2.Vengeful Spirit (switching)
3.Kardel Sharpeye(feeder and pusher)
4.King Leoric Tweet This

Dota 6.68d Map | Official Dota-Allstars 6.68d Download & Changelogs (Updates)

Dota 6.68d Map - Official Dota-Allstars 6.68d Download News and Update 


There's been so many bugs lately on DotA. I guess many contents means many bugs. Even though i hope that Dota 6.68c will be the last of DotA 6.68 series, there's still a possibilities for Dota 6.68d. Therefore, if you found got bug that still occur and wanna fix it on the Dota 6.68d, drop a comments. Tweet This

DotA 6.69 is Near to be Done

Good news guys! IceFrog has just made a new post and tell us that the DotA 6.69 is nearing completion. As we covered before, DotA 6.69 will include a quest and new loadscreen. Other than that, it will mainly contain balance and gameplay improvements. The new contents will be saved for DotA 6.70. Check out what he said:



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Dota 6.68c 6v6 Ver. 2 Map Download - Dota-Allstars 6.68c 6v6

dota 6 vs 6 map

Dota 6.68c 6v6 Ver. 2 at last released. Now you can play the Dota 6.68c with 6 players on each side. And looks like we got a new developer, FuBaSh. Check out the links below for the download links.

Dota 6.68c 6v6 Download Link

Download Links

Download Link 1 via GameWebz
Download Link 2 via 6v6DotA

Enjoi looserz hehe.. piz +_< Tweet This

Dota 6.65 6v6 Ver.1 Map Download - Dota-Allstars 6v6


Dota-Allstars 6.65 6v6 Ver.1 map has just released by God-Tony. This map is basically a Dota 6.65 map with one more player on each side. Enjoy the map!

Dota 6.65 6v6 Ver.1 Download Link

DotA_Allstars_v6.65_6v6_Ver.1.w3x via Gamewebz
DotA_Allstars_v6.65_6v6_Ver.1.w3x via RapidShare

If you find a bug on this Dota 6.65 6v6, report it directly in this post. Tweet This

DotA 6.69 Will Contain a Quick Update (And a Quest)

dota 6.69 questIceFrog has just made a new post on his blog, today. From the post, seems that the DotA 6.69 will contain a quick update, mostly balance i guess. Just a usual routine after a patch which contains a lot of updates like DotA 6.68. However, you must note that the next version is 6.69, which means there will be a hidden quest on that version!


If you didn't know, there's kind of a tradition on DotA that every 6.x9 version, there will be a hidden quest on it. Check out the previous quest for the reference, the DotA 6.59b hidden quest (Tauren Chieftain) and DotA 6.49's quest (Invoker). From the past quests, you should note that all the bosses are the new heroes for the next version. So, could this mean DotA 6.69 quest will have Phoenix as the boss?

Anyway, here what IceFrog said:

Development is underway on the next patch. It won't take as long to release as the previous version did. Please send me your feedback on 6.68 along with what you'd like to see in 6.69!

Make a comment in this blog post or send me an email with the feedback.

Way to go! Give your feedback guys! As well as what you wanna see in DotA 6.69. Can't wait for the easter egg :) Tweet This

Warcraft 1.24e Switcher | Warcraft Version Switcher 1.24e Patch Download & Guide

Warcraft 1.24e Version Switcher is now available. This Warcraft version switcher is great if you can not install Warcraft 1.24e Patch using the offline upgrade file of it. By using this amazing program you can easily switch between Warcraft 1.24d (1.24.3.6384) to 1.24e (1.24.4.6387) within few clicks without any errors. WVS 1.24e is currently a nice version of dotadiktus blog post download it here.


Warcraft 1.24e Version Switcher | Warcraft Version Switcher 1.24e Download:
WVS-124e-by-DotA-Utilities.rar (mirror 1)
WVS-124e-by-DotA-Utilities.rar (mirror 2)

If you already have the Warcraft Version Switcher, you can only download 1.24e Patch files. Just place it in WVS folder.

Warcraft 1.24e Patch Zip File for Version Switcher:
TFT Version 1.24e.zip (mirror 1)


WVS 1.24e, Warcraft 1.24e Switcher, Warcraft Version Switcher




I hope this Warcraft 1.24e Patch Version Switcher will help you in upgrading to Warcraft 3 TFT 1.24e patch, if you are facing any problems, just shoot a comment! Tweet This

Dota 6.68c Map - Official Dota-Allstars 6.68c Download Update and News


Dota 6.68c MapHey Dota-Diktus!, There are some Major Bugs Found in 6.68b. Therefore Dota 6.68c Download - Dota-Allstars 6.68c Official Map has just been Released! This map has fixed the previous bugs that are still found in Dota 6.68b. You can check the details on the Dota 6.68b Bug post. Below is the download links and the Dota 6.68c changelogs.





Dota 6.68c Changelogs:

* Fixed a few important bugs







Dota 6.68c Download Link

Dota 6.68c Download - (Mirror1)

Dota 6.68c Download - (Mirror2)

Dota 6.68c Download - (Mirror3)







I hope that this map will be Stable and Bugs Free. 




 





 



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Dota 6.67c Alleria Bug - Permanent Ultimate



Wow, after the Morphling bug, Kuarinofu has just found another bug on the Dota 6.67c map. This time, if you did it right, you will get permanent ultimate for Alleria (Windrunner). Check out the video above for the details. It's a little difficult, but the reward is neat! And as a bonus, i also attach the video below on how to maximize the Morphling bug to defeat Roshan with only 30 seconds on level 1.


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Dota 6.67c Attacking Crow Bug | The Flying Courier's Attack!

Wow, i'm actually amazed with this video. Nowadays, the Dagon courier is already a common sight, but this one is plain awesome! With this bug, your flying courier will be able to attack another unit(!). Unfortunately, since the crow is a flying unit, you can only attack another flying units :( But despite of that, it's still hilarious. Check out the video! :)




PS: Don't try this at a serious game or you will be screwed ;) Tweet This

Dota 6.68 Bug Infinite Goblin Techies Mines Bug!

Dota 6.68 Bug has been found pretty fast. And moreover, the bug is game breaking and really easy to reproduce.

Dota 6.68 Bug  Infinite Goblin Techies Mines Bug

Goblin Techies Infinite Remote Mines Bug


1. Choose Goblin Techies as your hero.
2. Try to get level 6 as fast as you can.
3. Take Remote Mines (Techies' Ultimate Skill).
4. Put your Remote Mines.
5. Detonate it.
6. Kabooom! But look, your Remote Mines is still there, why don't you detonate it again? ;)
7. Profit!

Actually, i already expect bugs on Dota 6.68 since it contains many changes, but i never thought that the bug will be so easily reproduce like this -_-

Anyway, if you find another bugs, feel free to share it here :) Tweet This

Dota 6.68c Roshan Abuse with Familiar

Seems Roshan abuse is like a never ending story. This time, with the help of the Visage's Familiar, you can kill Roshan with ease because he will busy chasing the Familiar and ignore your attack.




Here's the step:


1. Pick Visage
2. Get level 6
3. Summon Familiar
4. Attack Roshan with Familiar and place them just above the tree near Roshan
5. If you do it right, Roshan will keep trying attack the Familiar but he won't reach it
6. Now is the chance, secure the Aegis guys!

Compared to the Batrider bug, this exploit is pretty abusable. But the decision for the DotA 6.68d is lies on IceFrog completely. Hope this bug won't delay the DotA 6.69 development :) Tweet This

DotA 6.68c Bug - The Batrider Revenge!

Here's the step:

1. Choose Batrider.
2. Buy Manta
3. Shift Firefly and Manta
4. And there you go, you can attack or even kill your teammate.

This bug is really cool actually.. However, it won't give any benefits to your team and maybe only make your team gonna destroy each other or even leave ^_^ So, i think this bug is not an urgent issue that will require DotA 6.68d :) Tweet This

6.68c Changelog

Added a new hero (Wisp)


Hero Class: Guardian Wisp
Hero Name: Io

Range: 525
Movement Speed: 295
Hero Type: Strength
Starting Armor: 0
Starting Damage: 33-42

Agility: 14 + 1.6
Strength: 17 + 1.9
Intelligence: 23 + 1.7


Tether:
=======
Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be stunned. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.

Movement Bonus: 20/25/30/35%
Stun Duration: 1.25/1.5/1.75/2.0

Cooldown: 12
Manacost: 40

If you try to tether a unit that is a outside its range (by up to 900) Io will latch on and pull himself closer to the unit.

Tether transfers other states on the hero to the allied unit. This includes Overcharge, Relocate and any time you regenerate hp/mp.

Note: Has a sub ability that lets you break the tether.

Credit: Based on Tether from http://www.playdota.com/forums/215750/intel-sentinel-io-aurora-wisp/

Ability Code: A1TA


Spirits:
=========
Io summons 5 ancient Spirits over the course of 6 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging and slowing all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.

You have two sub abilities. One to move them outwards and one to call them back in. You can stop them at any distance by toggling the ability order.

Damage per Spirit: 25/50/75/100
Slow: 30%

Cooldown: 14
Manacost: 120/130/140/150

Ability Code: A1T8


Overcharge:
============
Io draws on more energy than he can safely handle, granting him bonus attack speed, but draining 2.5% of his current HP and MP per second. If Io is tethered to an ally the bonus attack speed is also granted to that ally.

This is a toggle ability.

Attack Speed: 60/80/100/120

Note: This bonus affects a tethered unit as well.

Ability Code: A1VO


Relocate:
=========
Io temporarily relocates himself, along with any tethered hero, to the target location for 12 seconds.

There is a casting delay and the enemy has visual indicators on the minimap and the world of the teleport before it happens.

Cast Delay: 2.5/2.25/2.0
Cooldown: 80/60/40
Manacost: 100

Note: If an allied hero is Tethered, that hero will teleported along with you. You can break the tether at any time to prevent that hero from returning back with you. -disablehelp is available for this ability.

Ability Code: A1TB


* Added a new hero (Thrall)


Hero Class: Far Seer
Hero Name: Thrall

Range: 600
Movement Speed: 300
Hero Type: Intelligence
Starting Armor: 1
Starting Damage: 49-53

Agility: 15 + 1.4
Strength: 19 + 1.9
Intelligence: 22 + 2.5


Thunder Strike:
===============
Thrall curses the target to be struck by thunder 3 times over 4 seconds. Foes nearby the victim will also be damaged.

Damage per strike: 50/75/100/125
Secondary AOE: 200

Cooldown: 16
Manacost: 100/110/120/130

Ability Code: A1TV


Glimpse:
========
Thrall forces the target back to it's previous position through a psionic rift. Sends the unit to where it was 4 seconds ago.

Cast Range: 600/1000/1400/1800

Cooldown: 60/50/40/30
Manacost: 160/130/100/70

Note: The glimpse effect has some travel time, the target isn't instantly moved back.
Credit: Based on Glipse from http://www.playdota.com/forums/242499/int-sent-sephael-spirit-arbiter/

Ability Code: A1SW


Kinetic Field:
==============
Thrall summons a circular barrier of kinetic energy, keeping enemies from walking in or out of it. The barrier has an aoe of 300.

Has a 1.2 second cast delay before the field is fully formed.

Duration: 2.5/3/3.5/4 seconds

Cooldown: 14
Cast Range: 900
Manacost: 70

Ability Code: A1SU


Static Storm:
==============
Creates an area of electric instability which damages and silences enemies in the area. The effect starts off weak and then intensifies over 5 seconds, dealing increasing amounts of damage, before disappearing.

Final DPS: 170/210/250
AOE: 375
Manacost: 125/175/225
Cooldown: 60

Note: The damage starts off slow and ramps up continuously until it reaches the max

Ability Code: A1U6




* Added a new hero (Eredar)


Hero Class: Shadow Demon
Hero Name: Eredar

Range: 500
Movement Speed: 295
Hero Type: Intelligence
Starting Armor: 3
Starting Damage: 53-57

Agility: 18 + 2.2
Strength: 17 + 1.9
Intelligence: 26 + 2.7

Disruption:
============
Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 6 seconds.

Displacement duration: 2.5 seconds
Illusion Outgoing Damage: 30/40/50/60%
Illusion Incoming Damage: 150%
Illusion Duration: 6 seconds

Cast Range: 700
Manacost: 75
Cooldown: 16

Note: Can target enemy, ally or self.

Ability Code: A1S8


Soul Catcher:
==============
Ererdar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take increased damage for 12 seconds.

Damage Amplification: 20/30/40/50%

AOE: 500
Cast Range: 600
Manacost: 50
Cooldown: 13

Ability Code: A1SB


Shadow Poison:
===============
Eredar casts forth a shadowy poison which deals 50 damage and afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. You have small vision over affected heroes.


Each stack increases the damage it would deal exponentially, up to 4 stacks.

Examples:
Level 1 Per stack: 20/40/80/160 + 50 each further stacks
Level 2 Per stack: 35/70/140/280 + 50 each further stacks
Level 3 Per stack: 50/100/200/400 + 50 each further stacks
Level 4 Per stack: 65/130/260/520 + 50 each further stacks

AOE: 150
Travel Distance: 1500

Cooldown: 3
Manacost: 50

Note: This has a sub ability to let you release the poison at any time.

Ability Code: A1S4


Demonic Purge:
===============
Eredar casts a powerful demonic purge on a target enemy, removing all positive buffs. The purged target slowly regains its movement speed over 4 seconds. At the end of the purge the target takes damage.

Damage: 200/300/400

Cooldown: 50
Manacost: 200

Ability Code: A1SA



* Added a new hero (Gyrocopter)


Hero Class: Gyrocopter
Hero Name: Aurel Vlaicu

Range: 375
Movement Speed: 305
Hero Type: Agility
Starting Armor: 2
Starting Damage: 41-51

Agility: 24 + 2.4
Strength: 18 + 1.8
Intelligence: 23 + 2.1


Rocket Barrage:
===============
Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds.

Damage per rocket: 10/12/14/16

Cooldown: 6.5
Manacost: 90

Note: The rockets can only hit units you have vision over.

Ability Code: A1SO


Homing Missile:
================
The Gyrocopter launches a homing missile that will follow the target until it impacts. The missile is inactive for 3 seconds upon launch and then begins slowly accelerating towards the target. Stuns the target for 2.5 seconds and deals damage based on how much it traveled. The missle can be destroyed by 3 attacks from a hero or tower.

Maximum damage is dealt at 2000 distance traveled (does not increase beyond that distance)

Maximum Damage: 100/200/300/400
Stun Duration: 2.5

Cooldown: 20/18/16/14
Manacost: 120/130/140/150
Cast Range: 900

Notes: Towers do half damage. Enemy has vision over the rocket once it starts moving.

Ability Code: A1SQ


Flak Cannon:
=============
The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 800 aoe. Lasts for a limited number of attacks or 15 seconds. Does not work with illusions.

Your attack range is still limited to 375 range.

Attacks: 3/4/5/6
Manacost: 50
Cooldown: 20

Ability Code: A1TW


Call Down:
===========
The Gyrocopter launches two missiles at the targeted area. The first missile strikes in 2 seconds, followed by the second missile at 4 seconds. Enemies in the area when a missile strikes are damaged and slowed.

Primary Missle Damage: 250/300/350
Primary Missle Slow: 20%
Primary Missle Slow Duration: 2

Secondary Missle Damage: 100/150/200
Secondary Missle Slow: 50%
Secondary Missle Slow Duration: 3

Cast Range: 1000

AOE: 400
Cooldown: 55/50/45
Manacost: 125

Note: The visual warning indicator is visible for allies only. The enemies can see the rockets fly out of you though.

Ability Code: A1T5 Tweet This

Official Dota-Allstars 6.69 Download News (Released!) - Dota 6.69 Map

Dota 6.69 Map - Official Dota-Allstars 6.69 Download News and Update. Icarus the Phoenix didn't make his way to Dota 6.68 and probably will be included on the next map which is Dota 6.69. Dota 6.69 will probably contains a lot of balances after the huge changes on Dota 6.68. This post will provide you with the latest Dota 6.69 updates.And if the map is already out,
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Dotadiktus Consecutive Kills

Consecutive kills

When one player kills a number of players without dying they get a 'bounty' on their head. The more players killed before dying the higher that bounty gets. Players are alerted in the game via sound. When someone finally kills that player they receive the bounty gold in addition to the regular 100 gold for killing a hero.


Kills Sound Bounty
 3 Killing Spree 50
4 Dominating 100
5 Mega-Kill 150
6 Unstoppable 200
7Wicked Sick 250
8 M-m-m-m....Monster Kill 300
Godlike 350
10+ Beyond Godlike/Holy Shit (somebody stop/kill him!) 400
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Dota-Allstars Country abbreviations

Country abbreviationsPlayers will talk about where a players is from via their country abbreviation (and in particular a program known as 'banlist' uses this terminology).


Abreviation Country
SG/SING Singapore
MY/MSIA Malaysia
BR/BRA     Brazil
PH/PINOY Philippines
AU Australia
CAL California,USA
TW Taiwan
HK     Hong Kong
CA     Canada
EU Europe
SK/SVK Slovak
CZ     Czech
EE     Estonia
NZ New Zealand
BR Bulgaria




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Dota Teminologies / GG Online Chatting

Dota Teminologies / GG Online Chatting

TermDescription
afk away from keyboard
bbbye bye
bbl be back later
brb be right back
bs backstab (an ambush)
buff make something better (an ability, stats, items etc)
dw dont worry
gj good job
gl hf good luck, have fun
gwgood work
imba imbalanced
lol laughing out loud
nerf make something worse (an ability, stats, items etc)
nm nvm = never mind
ppl people
b back = retreat
bkb black king bar
dd doubledamage
dmg damage
dota defense of the ancients(ofcourse !!)
eos eye of skadi
fend defend
gg good game
ks killsteal (are you?)
mkb monkey king bar
pub public = public game
rax barracks, if yours is destroyed the opposing team's creeps gets a
regen regeneration
rm remake
ror ring of regenation
ulti a hero's ultimate spell
ilu     illusion
roh ring of health
rapier /divine divine rapier ( weapon that adds 250 damage )
bd backdoor
push concentrating on towers
Feeder An ally who repeatedly dies to enemy granting opponents gold and experience points making them stronger as a result
gank ganging
Leech standing safe distance from attacks and gaining exp without combat
Nuke Magical / "Physical" spells / ability that require casting which is used to hurt a enemy hero
owning Killing enemy heros repeatedly.
buriza buriza-do-kyanon
sheep / tupa ick = guinsoo's scythe's of vase
aga aghanim's sceptor
de demon edge
linken     Linken's sphere
hot heart of tarrasque
sny sange and yasha
euls eul's sceptor of divinity
leave a comment if you have some more suggestion xD imba D Tweet This

Dota-Allstar Hero Experience Chart

Experience needed to level
Experience table
Lvl Total Exp Exp TNL
10200
2200300
3 500400
4 900500
5 1400600
6 2000 700
7 2700800
8 3500900
9 44001000
10 54001100
1165001200
12 77001300
13 90001400
14  104001500
15 119001600
16 13500 1700
17 152001800
18 170001900
19 189002000
20 209002100
21 230002200
22 252002300
23 275002400
24 299002500
25 324002600

Legend:

Lvl Current Level
Total Total experience needed to reach level
Exp TNL Experience to next level from current
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Dota-Allstars Juking Guide

After the recent nerf of the Kellen Dagger of Escape , one thing for sure. There's no longer such easy mechanism to escape from ganking. We must now depends on our brain and our skills. And basically, there is two skills to avoid death from ganking. That is Juking and Warding.

This post will focused on how to Juking and show some spot for juking. I will cover warding on the another post. Ok, let's get the idea. Maybe some of you still wondering, what Juking is. Generally, Juking is a way to fool and trick your enemies when they are chasing you. Successfull jukes will make the enemies to hit their spell in the wrong place, lose a step when chasing you or even lost their sight on you.

The most important thing on juking is to make the enemies move into the wrong direction. When the enemies got tricked, you can quickly use a Town Portal or escaping to other direction. There's several way to do that. The most easiest way but yet not too effectice against pro player is sudden change of direction. By suddenly move to different way will make the enemies lose a step. But a pro player is rarely got tricked by this one.

Another way is by using some hiding path to make the enemies lose their sight for while. This is very usefull and used in many high level games. To effectively use this trick, there is some common juking path you must know. Below is several place that used really often for juking the enemies.

This one is in the middle of Scourge tower. Use it to hide or even escaping from chaser hero like Dark Stalker when they come to your tower.



Above is in the top tower of the Scourge.



This one is on the near top tower of the Scourge. Use this to juking around when the enemies chase you.



This one is in the bottom tower of the Sentinel. Very usefull to escaping from the death :D




You can also use this to fleeing from chaser.




This is placed on the middle Sentinel tower. Very usefull for juking or even for Pudge hiding place before hooking.




The last picture, can you guess where it is? Yes, this is on the left side of Sentinel tower.
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Dota-Allstars Spell Resistance Guides

Spell resistance in DotA is a beautiful thing. It lets you take more of those nasty nukes flying towards your face and last longer in the battlefield.

They're offered in three flavors:
Cloak of the Planeswalker, which gives 15% more resistance
Hood of Defiance, which gives 30% more resistance (among other things)
and three skills from heroes.

Now, how do we stack resistance?
1. If you do not have a spell resistance skill, you can either buy a Cloak or assemble a Hood and that's that. That's as high as it will ever go. Second Hoods and/or Cloaks will not offer additional bonuses to your resistance.

2. If you have a spell resistance skill, you may assemble the spell resistance item whenever you want. Previously (prior to 6.47), there was an issue with stacking spell resistance, but it is no longer an issue. So let me repeat that -- Item whenever you want, skill whenever you want.

Spell Resistance Stats from highest to lowest
===================================================
Heroes without spell resistance skills:

No Items: 25%
Cloak only: 36.25%
Hood only: 47.5%

===================================================
Anti-Mage:
Spell Shield level 4 gives 40% more spell resistance

No Items and skills: 25%
Cloak only: 36.25%
Hood only: 47.5%
Spell Shield only: 55%
Cloak and Spell Shield stacked: 61.75%
Hood and Spell Shield stacked: 68.5%
===================================================
Netherdrake:
Corrosive Skin level 4 gives 20% more spell resistance

No Items and skills: 25%
Cloak only: 36.25%
Corrosive Skin only: 40%
Hood only: 47.5%
Cloak and Corrosive Skin stacked: 49%
Hood and Corrosive Skin stacked: 58%

===================================================
Pudge:
Flesh Heap level 4 gives 16% more spell resistance

No Items and skills: 25%
Cloak only: 36.25%
Flesh Heap only: 37%
Cloak and Flesh Heap stacked: 46.45%
Hood only: 47.5%
Hood and Flesh Heap stacked: 55.9%
===================================================

Appendix A: Formula
How to calculate for the spell resistances:

A.) 2 Sources
This is for heroes without resistance skills or the 3 that do have it but do not choose to stack

Spell Resistance = (1 - (1 - S1) * (1 - S2)) * 100

The first source (S1) will always be your natural resistance of 0.25. The second source (S2) will be 0.15 for Cloak, 0.30 for Hood, 0.4 for Spell Shield, 0.2 for Netherdrake and 0.16 for Flesh Heap.

Example: Any hero with Hood

S1 = 0.25
S2 = 0.30
Spell Resistance = (1 - (1 - 0.25) * (1 - 0.30)) * 100
Spell Resistance = (1 - (0.75) * (0.70)) * 100
Spell Resistance = (1 - 0.525) * 100
Spell Resistance = 0.475 * 100
Spell Resistance = 47.5%

B.) 3 Sources
This is for Magina, Netherdrake and Pudge if they choose to stack an item with their resistance skill.

Spell Resistance = (1 - (1 - S1) * (1 - S2) * (1 - S3)) * 100

The first source (S1) will always be your natural resistance of 0.25. The second source (S2) will be 0.15 for Cloak or 0.30 for Hood. The third source (S3) will be 0.40 for Spell Shield, 0.20 for Corrosive Skin and 0.16 for Flesh Heap.

Example: Netherdrake with Cloak and Corrosive Skin

S1 = 0.25
S2 = 0.15
S3 = 0.20

Spell Resistance = (1 - (1 - 0.25) * (1 - 0.15) * (1 - 0.20)) * 100
Spell Resistance = (1 - (0.75) * (0.85) * (0.80)) * 100
Spell Resistance = (1 - (0.6375) * (0.80)) * 100
Spell Resistance = (1 - 0.51) * 100
Spell Resistance = 0.49 * 100
Spell Resistance = 49% Tweet This

Dota-Allstars Triggered Spells Guides

Triggered Spell Attack and Damage Type Table


The way this works is that all triggered damage has two properties: attack type and damage type (well, all damage really does, but this is beside the point). Attack type is used by armor classes and includes Hero, Siege, Piercing, Normal, Spells, etc. Damage type is not actually used for calculating damage but more for determining if and how the target will be damaged. There are three main classes of damage types: Physical, Magical, and Universal.

Some common Damage Types used in DotA are Normal (physical and reduces damage based upon armor) and Magic (magical and is unaffected by armor). Most damage types other than those two seem to be Magical, although there are some that are not, but Normal seems to be the only one that applies armor. Magic immune units cannot be damaged by abilities that use a magical damage type, but magical immunity makes no difference for the Spells damage type.

In short, for all practical purposes here, hero spell resistance will only be applied when the attack type is Spells. Armor will only be applied when the damage type is Normal.

Other important notes is that all damage done with Damage type Normal is considered physical, melee damage. This means that effects such as Centaur's Return and Lich's Frost Armor and items such as Blade Mail and Stout Shield will trigger off of this damage, even if the source of the damage is ranged.

This alphebetized list is provided as a reference to the damage reduction of each spell, along with some random notes about how the spells work.

All of this data was taken in 6.19 but should still hold true unless anything has been changed, and includes all of the heroes that deal damage directly through triggers. This list can help you counter or take advantage of certain abilities and help you with what to buy to help against some spells (For example, don't buy Aegis for spell damage reduction against Rupture). If you think I left something out, that some information is incorrect or requires clarification, or that a section is outdated, feel free to post it; I could've very easily missed something or made a mistake.

Acid Spray (Alchemist)

* Attack type Spells, Damage type Normal

Adaptive Strike (Morphling)

* Attack type Hero, Damage type Normal
* Adaptive Strike deals damage if Morphling's agility is greater than his strength, stun and knockback if his strength is greater than his agility, and both if they are equal.

Arcane Orb (Obsidian Destroyer)

* Attack type Hero, Damage type Magic

Backstab (Stealth Assassin)

* Attack type Hero, Damage type Normal
* Illusions play the graphic of Backstab, but deal no damage.
* Backstab will activate if the directions that the Stealth Assassin and his target are facing are within 105 degrees of each other.

Blink Strike (Chaos Knight, Phantom Assassin, Stealth Assassin)

* Attack type Normal, Damage type Normal
* Blink Strike deals the damage as stated, moves the caster to the position of the target, and tells the caster to attack the target. If the target is allied, there is a small pause added, the script deals no damage, and the caster is not issued an order.

Brain Sap (Bane Elemental)

* Attack type Hero, Damage type Magic
* Brain Sap heals Atropos for the full listed amount, even if the target had less HP than that amount.

Chaos Bolt (Chaos Knight)

* Attack type Spells, Damage type Magic
* Chaos Bolt deals a random amount of damage from 1 to 200 at all levels.

Counter Helix (Axe)

* Attack type Hero, Damage type Normal
* This passive deals full damage when triggered by illusions.
* AoE of 300

Culling Blade (Axe)

* If the target is at 300/450/625 HP or less, then Culling Blade deals 100000000 damage with Attack type Normal, Damage type Normal.
* Otherwise, its damage is by default Attack type Spells, Damage type Magic

Death Coil (Lord of Avernus)

* Self-damage has Attack type Hero, Damage type Magic
* Damage to enemies has Attack type Spells, Damage type Magic

Desolate (Spectre)

* Attack type Hero, Damage type Divine (Magical)
* Will activate if the attacked hero has no allies within 900 disance, including other heroes, creeps, summons, or illusions (but not towers).

Diabolic Edict (Tormented Soul)

* Attack type Spells, Damage type Normal
* This spell deals damage equal to 12.5 times the level of the spell to a random target within 500 of the caster ever quarter second.

Dispersion (Spectre)

* Attack type Hero, Damage type Magic
* Dispersion has a damage cap of Mercurial's max HP.
* The stun lasts 0.5 seconds on creeps, 0.01 seconds on heroes.
* AoE of 400.

Double Edge (Centaur Warchief)

* Attack Type Spells, Damage Type Fire

Elune's Arrow (Priestess of the Moon)

* Attack type Spells, Damage type Magic

Empowering Haste (Spirit Breaker)

* Attack type Hero, Damage type Normal
* This passive deals full damage when triggered by illusions and affects towers.

Enrage (Ursa Warrior)

* Attack type Hero, Damage type Normal

Fatal Bonds (Warlock)

* Attack type Spells, Damage type Magic
* This refers to damage dealt by Fatal Bonds due to damage received by linked units.
* Damage dealt to linked units is capped at the current HP of the unit receiving damage.
* Units with 1 HP will not take damage from Fatal Bonds

Fiend's Grip (Bane Elemental)

* Attack type Spells, Damage type Mind (magical)
* This is the damage the caster does to himself, not the damage done to the target (which is also, by default, Spells type damage).

Glaives of Wisdom (Silencer)

* Attack type Hero, Damage type Divine (Magical)

Greater Bash (Spirit Breaker)

* Attack type Spells, Damage type Unknown (Universal)
* Although this spell gains very little damage, each point into Greater Bash is effectively about another 0.2 seconds of the target being 'stunned.'

Gravekeeper's Cloak (Necro'lic)

* Attack type Hero, Damage type Magic
* This passive works in that whenever the hero is damaged, no matter what the source and even if he is killed, all units within 400 area of effect with the Gravekeeper's Cloak buff will take the listed amount of damage.
* This passive does not work when over 1400 damage is done to the hero at once. This is to prevent a spell such as Axe's ultimate, which deals a huge amount of damage when its target is under the amount of life listed, from obliterating all nearby units.
* This passive also reduces the damage done to the Visage whether or not any units are around, although, because it works much like the Bristleback's passive, it will not fully reduce an amount that is greater than Visage's missing HP.

Gush (Tidehunter)

* Attack type Spells, Damage type Cold (Magical)
* Yes, Gush's damage is trigger based.

Impetus (Enchantress)

* Attack type Hero, Damage type Divine (Magical)
* This spell's damage, as of 6.34, is determined by the positions of the caster and the target when the projectile hits, not when it's cast.

Kraken Shell (Tidehunter)

* All negative buffs are cleared from the hero every 10 game-time seconds after Kraken Shell is learned.

Laser (Tinker)

* Attack type Hero, Damage type Magic
* It now does deal precise damage against everything except fortified armour. This makes it the strongest single-target non-ultimate nuke in the game.

Last Will (Necronomicon Warrior)

* Attack type Hero, Damage type Magic
* This is the ability on the Necrominion summon that damages the unit or hero that kills it.

Lvl? Death (Doombringer)

* Attack type Spells, Damage type Normal
* This only applies to the 250 bonus damage done by the spell on the correct levels. The other damage is attack type spells and damage type magic by default, so it will only be affected by spell resistance.

Maledict (Witch Doctor)

* Attack type Spells, Damage type Magic
* Damage is based on the difference between the target's current HP and its HP when Maledict was cast.

Mana Void (Anti-Mage)

* Attack type Spells, Damage type Magic

Meat Hook (Butcher)

* Attack type Spells, Damage type Enhanced (Physical, but does not apply armor)

Nightmare (Bane Elemental)

* There is an extremely small initial 5 damage using attack type Spells and damage type Magic
* The 'damage' on top of that just takes the health directly from the target.

Nether Strike (Spirit Breaker)

* Attack type Spells, Damage type Normal
* This spell has a one second casting delay.

Omnislash (Juggernaut)

* Attack type Hero, Damage type Normal
* This applies to the 3/5/8 "triggered" slashes which deal 150-250 damage. If Yunero's attack speed is fast enough, he may make regular attacks between the slashes.

Paralyzing Cask (Witch Doctor)

* Attack type Spells, Damage type Normal
* This refers to the 75 damage that Paralyzing Cask deals to each non-hero unit that it hits.

Penitence (Holy Knight)

* Attack type Hero, Damage type Normal
* When Penitence is cast, it creates a temporary trigger that fires when its target is damaged. What's interesting about Penitence is that it does increase the damage done by spells, but when it does, the 32% bonus damage is dealt as physical damage that gets reduced by armor instead of by the hero's spell resistance. Desolator on Chen? Slardar or Nevermore and Chen a good combo? Maybe..

Purification (Omniknight)

* Attack type Spells, Damage type Normal
* Purification damage is trigger based. However, Purification damage becomes highly ineffective on heroes later on because it's affected by both hero spell resistance and hero armor.

Quill Spray (Bristleback)

* Attack type Hero, Damage type Normal

Reaper's Scythe (Necrolyte)

* Attack type Spells, Damage type Fire (Magical)

Remote Mines (Techies)

* Attack type Spells, Damage type Fire (Magical)
* Damage done by Remote Mines is triggered, and the area of the remote mines increases slightly from 425 to 435 to 450.

Return (Centaur Warchief)

* Attack type Hero, Damage type Normal
* This only applies to the damage done by triggers when the Centaur is attacked, not the initial damage done to melee units. This passive is extremely inneffective against Agility heroes because of their high armor and natural spell resistance.

Reverse Polarity (Magnataur)

* Reverse Polarity is a hard-coded War Stomp that moves all nearby units onto the caster when it resolves.

Rupture (Bloodseeker)

* Attack type Hero, Damage type Magic
* This attack and damage type applies to both the initial damage and the damage taken by moving.
* The distance the target has traveled is checked every quarter of a second.
* If the hero has traveled far enough to deal himself 200 damage, all of that damage is negated (1000/500/333.3~ is the minimum distance to avoid damage).

Sanity's Eclipse (Obsidian Destroyer)

* Attack type Spells, Damage type Magic

Scattershot (Sniper)

* This spell's damage is done by dummy units and not by triggers.
* The dummy units use attack type Piercing, and, by default, damage type Normal.
* Each pellet has 200 area of effect and strikes in a random spot in Scattershot's area of effect.

Shadowraze (Shadow Fiend)

* Attack type Spells, Damage type Death (Magical)

Shadow Wave (Shadow Priest)

* Attack type Hero, Damage type Normal
* This is the damage dealt to all enemy units within 180 AOE of the healed unit.

Shadow Word (Warlock)

* Attack type Hero, Damage type Divine (Magical)
* When cast on allies, Shadow Word also heals for the full stated amount.

Shallow Grave (Shadow Priest)

* Attack type Hero, Damage type Normal
* This is the damage dealt to the killer of a unit with the Shallow Grave buff if the killer is a hero

Spectral Dagger (Spectre)

* Attack type Spells, Damage type Magic

Spirit Bear (Lone Druid)

* Attack type Spells, Damage type Normal
* This is the damage dealt to the owner of the Spirit Bear when it dies. The damage is reduced by both spell resistance and armor, so killing that huge bear isn't really all that rewarding in that aspect.
* However, killing the bear makes his owner lose 1/1.3~/2/4% of his total experience.

Starfall (Priestess of the Moon)

* Attack type Spells, Damage type Magic

Static Field (Lord of Olympia)

* Attack type Spells, Damage type Magic
* Static Field's effects occur before those of whatever spell was cast to trigger it.

Test of Faith (Holy Knight)

* Attack type Hero, Damage type Magic

Toss (Stone Giant)

* Attack type Spells, Damage type Demolitions (Physical, but unaffected by armor)
* Toss picks a random unit within 275 of Tiny to be thrown. It throws it to the point targeted, not the unit. It overshoots seemingly randomly because of the inherent randomness in polled waits (if they worked out perfectly, it'd land exactly on the spot; polled waits are always longer than what they are set for) (I had misread the effects of Tiny the first time I posted about him).
* The thrown unit receives 20/35/50/65% of the stated Toss damage for levels 0/1/2/3 of Grow!. If the thrown unit is an enemy, it also receives the regular Toss damage.

Waveform (Morphling)

* Attack type Spells, Damage type Magic

Wild Axes (Beastmaster)

* Attack type Spells, Damage type Normal Tweet This

Dota Rune Guide - Dotadiktus Rune Tutorial

Dota Rune Guide, all about Dota-Allstars Rune. This guide will give you a brief explanation about Runes on Dota-Allstars. Let's check it out!


Rune can be found at 2 fixed locations on the river; 1 at the top side and 1 at the bottom side of the map. It first appear at 0:00 and once a rune was taken, it will appear again every 2 min of game time (2:00, 4:00, 6:00, 8:00 etc) at 1 of the 2 locations. Their spawning location is decided randomly and their type is decided randomly as well.




There are 5 types of runes with each of them give different effects:


 Double Damage
 
 Increase your attack damage by 100% and lasts for 45 sec. It only counts your base damage and damage you gain from your primary stats (eg: Your agi hero has 30 base damage and 50 agi so DD will increase your attack by +80 damage). Raw damage are not counted so don't expect divine rapier to give you +500 damage when you combo it with DD. DD is based on roar so it won't stack with other buff that is based on roar (battle cry, enchant totem).


 Haste
 
 Increase your mspd by 100% and lasts for 30 sec. Note that haste does not give you permanent 522 mspd, you still can be slowed! For example, you pick a haste rune then a viper use lvl 3 viper strike on you (80% slow). In this case, you only get 20% mspd increment from haste.


Regeneration 
 
 Increase your regen by 100 hp/sec and 67 mana/sec and lasts for 30 sec. The buff will be removed once you're damaged. Regen rune and bottle's regen do not stack.


 Invisibility
 
 Grant invisibility. Lasts for 45 sec or until you perform an attack or cast a spell.



 Illusion
Create 2 illusion of your hero which deals 50% damage and receives 400% more damage. Lasts for 75 sec.






 Not limited to heroes, any units with inventory are able to pick up runes (chicken, spirit bear etc). Rune has 75 hp and can be attacked if you want to destroy it (they're immune to spells though). Some runes doesn't work well with magic immunity so please be careful with your repel/BKB.


 Using Runes
 Runes have multiple usage, depending on their types. Some runes are good for ganker while some runes are made for DPS-er. Sometime it's best to wait for your ally to take the rune but sometime you need to take the rune, even though you won't benefit much from it. Why? Because if you didn't take it, the opponent might take it later. Bottle users can benefit from any kind of runes because they can use it to replenish their bottle. A brief explanation on how to use each rune properly can be seen below:

 Double Damage - This rune was made for DPS-er but ganker can benefit from it as well. If you have carry with massive dps like PA or troll in your team, let them take this rune and see how they rape the enemy team single-handedly.

Haste - This rune has two usage; chasing or escaping. Any ganker/DPS-er can use it for better chasing but the one who needs proper placement (centaur, ursa, techies etc) is the best candidate for it. Anyone can use it for escaping, especially the one with no escape abilities like blink or windwalk.

Regeneration - Awesome rune for lane staying purpose. Nukers like Zeus or Leshrac can abuse this rune to spam their spells for 30 sec non-stop. Gankers can use it to replenish their hp/mana between ganks so they can continue ganking without any need to heal at fountain.

Invisibility - Awesome rune for ganker, especially for the one who needs proper placing like centaur, magnataur or techies. Can be used for escaping purpose as well.

Illusion - You can use this rune for either scouting or confusing your enemy. Control it like the real hero and see if your opponents fell for it and waste their spells on this illu. You can't use this illu to tank damage or deal some dps because they can't survive long in battle. Other than that, you can use your illu for some task depending on how creative you are and how good you micro them. If you lazy (like me), just leave your illu at the rune spot so they can scout for the next rune.


Bottle 
 Sometime a rune is better kept rather than using it immediately. For example, you find a haste rune but you see no enemy to gank for or you're not in any situation to use it for escaping. If you take it and back to farming, it'll ended up wasted. If you didn't take it, your opponent might take it later. This is when bottle will do the trick. Not only you can store a rune for up to 2 min, whenever you use the rune, your bottle will back with full charges. Storing rune can become handy, depending on what kind of rune you keep. You can store a DD rune to be used in gank/team battle later on, you can store a haste/invi rune to escape from ganks, you can store a regen rune to be used when you run out of hp/mana and so on. Then you get your bottle with full charges, use it to replenish your hp/mana. Do not forget that after using invi rune, you're free to use 1 charge of bottle without breaking your invisibility.

 Rune Control
 Now we know that runes can give you some advantages and they become even more useful if you have bottle with you. However, do not forget this: if you can take advantage of runes, so do your opponents. It would be frustrating if you have a bottle but can't find any rune to refill it. It would be more frustrating to see your opponent use runes for their advantage and for worst case scenario; use it to pwn your entire team. So, how could we prevent this from happening? The answer: get vision of the rune spots. You can do this by using wards or other skills that provide vision. By doing this, your team gain full control of the runes and able take it whenever they spawn.

Other than wards, you can use:
Eye In The Forest
Revenants
Broodmother's web
Psionic trap
Watcher
Remote mines
Rexxar's hawk


Just place them over the rune spot and you'll be able to see if any rune has spawned there or not.

Mid Soloer
With bottle, they can abuse runes to refill it so they can stay at their lane with sufficient hp and mana. Compared to those who lane at btm/top lane, those who in mid lane can access both top and btm runes easily. All left is to rely on luck and hope you get to the right spot every 2 min. If your team has wards, it would be easier for them.

Ganker/Roamer
Ganking consumes mana and hp (due to tower dive). The best option for ganker to replenish their hp/mana is bottle. They'll spend a lot of times crossing river so there's a high chance they'll find a rune on their way. Runes can help them gank easier and once they use it, their bottle will back with full charges. Use the charges to replenish your hp/mana and go back to ganking.



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Dota-Allstars Critical & Bash Guide

guidBoth critical strikes and bashes stack with diminishing returns, as according to the formula:

1 - ( 1 - A ) * ( 1 - B ) * ( 1 - C ) .... ( 1 - X ) = Chance to bash / critical strike

where A, B, C and so forth are the seperate chances for each item or skill that can bash / critical strike.

When calculating damage from critical strikes, if two occur at once, only the last critical strike skill or item you achieved will have effect. Skills are only counted as achieved when they are learnt for the first time.

When calculating bashes, it depends on whether you're a melee or ranged hero. It is universal though that if the bash time you should apply is less than the bash time the opponent currently has left, then no change in the bash time will be made.

Melee heroes' bashes stack fully, where if two bashes occur at once, the longest stun time from all of the bashes, and each and every seperate bash's damage will work. The damage is reduced by armour type spell resistance (and eliminated by magic immunity), but the stun is not blocked by magic immunity. The damage is counted as a seperate source, and does thus not affect lifesteal, nor is it affected in any way by criticals.

As for ranged heroes, if two bashes occur at once, only the bash time and damage from the last bash skill or item you got will work. The damage is hero type physical damage, that means it's not blockable by magic immunity and it's reduced by armour type hero resistance and armour value. The stun, however, is blockable by magic immunity. The damage is added as your normal damage, but will be skipped if a critical triggers after it (essentially the damage you deal will be BaseDamage*CritMultiplier). If the bash instead triggers after the critical, the damage will be added after the critical strike has multiplied the normal damage. (BaseDamage*CritMultiplier + BashDamage)

Note: As of 6.28, Banehallow does not count as a ranged hero in his ultimate form. As of 6.44, Ursa no longer counts as a ranged unit either.

As it seems some people have misinterpreted what I've said, I'll try to clarify a bit more.
When it comes to bashes on melee heroes, the formula above only tells you the percentage to get at least one bash on an attack. As melee heroes can get multiple bashes on each attack, all bashers can still trigger on the very same attack, meaning that they would all do their bonus damage, but only the longest stun time would be used. This in turn means that on melee heroes, the damage you get from a basher does not decrease if you get more bashers. Tweet This

Dota-Allstars Images Guides

Item Effects on Images

The following is an attempt to answer people's questions about what to buy for imager heros into one topic. These heros include terrorblade, naga siren, phantom lancer and chaosknight.

Some items and orb effects work on images. Some do not. Therefore to maximise the potential of your imager hero it pays to do some research. If you build your imager hero right they are amongst the most powerful late game heros in Dota. If not you will just have one relatively weak hero that can only use their images for distraction purposes.

I intend to update this page as more information comes to hand so any comments, corrections and information appreciated!

The following items and effects DO work on images
  • Stat bonus items. Images gain hit points from strength, armour and attack speed from agility, and bonus to damage from your primary stat. I believe they also gain hitpoint and mana regeneration from stats as well.
  • Feedback (Diffusal Blade/ Manta Style). Only works on melee images. Ranged images do not burn mana.
  • Critical Strike (Crysallis / Buriza ). Just the critical strike ability is transferred to images not the bonus damage from the item.
  • Evasion (Butterfly, Radiance)
  • Raw movement speed gain items (Boots, Treads, Teleboots)
  • % Movement Speed gain items (Sangeyasha, Yasha).
  • True Sight (Gem of True Sight)
  • Radiance burning aura (Radiance) - Note that while images get the burning aura only one such aura will apply to an enemy at a given time (i.e. 4 images do not mean 4xdamage from the burn aura). Also note that only the aura damage and evasion bonus transfers to images. The bonus damage from the Radiance item itself does not transfer.
  • Direct Hit Point bonus items (Vitality Booster, Point Booster, Soul Booster, Heart of Tarresque, Manta Style)
  • Direct Mana Point bonus items (Energy Booster, Point Booster, Soul Booster, etc)
The following items and effects do NOT work on images
(despite what the attack animation might suggest!)
  • Direct bonus to damage items (i.e. items that say +x to damage do not give that bonus damage to images)
  • Direct bonus to armour items (Chainmail, Platemail, Aegis etc). Note: Java's Premium Naga Siren Guide says the opposite so I am prepared to be corrected on this point!
  • Direct regeneration items (Ring of Regen, Ring of Health etc)
    Increased Attack Speed percent (Hyperstone, Treads, Hand of Midas, Monkey King Bar, Butterfly)
  • Lifesteal (Satanic, Mask of Madness, Mask of Death, Helm of Dominator)
  • Frost Attack (Eye of Skadi)
  • Chain Lightning (Maelstrom)
  • Cleave - Percentage Splash Damage applied to nearby targets (Battlefury)
  • Bash - % chance to stun (Cranial Basher). To be precise it is a bit more complicated than just saying it doesn't work - see notes below.
  • Maim (Sange, Sangeyasha)
    % Chance for Microstun that disrupts concentration spells and gives bonus damage (Monkey King Bar)
  • Corruption effect - minus to armour upon hit (Stygnian Desolator). Bear in mind however the images will benefit from the corruption given by your main hero so it's still a decent option
  • Return damage % from melee attackers (Blademail
  • Damage block (Kraken Shell, Stout Shield, Vanguard)
  • Spell items - images can't cast spells (Dagon, Ginsoo, Mechanism, Mantastyle, BKB etc)
  • Magic resistance items (Planewalker Cloak, Aegis) - images only get innate hero resistance.


The following items have not yet been tested. 

Please advise if you test any of these out (include details of the test you carried out to prove it). Note: most of the below are auras but you should note that the image showing the aura icon or visual effect is NOT the same thing as it actually working on the image. The image will always show the aura icon regardless

  • Spell block (Linkens)
  • Lifesteal Aura (from Leoric or Vladmir's Offering)
  • Devotion Aura (Ring of Basilus or Vladmir's Offering)
  • Brilliance Aura (Crystal maiden, Ring of Basilus or Vladmir's Offering)
  • Toughness Aura (Sven)
  • Healing Aura (Headress of Rejuvenation, Mechanism)
  • Mechanism Heal Activation Effect
  • Arcane Ring Mana Charge Activation Effect
  • Buckler Activation Effect
  • Attack Speed Buff Aura (Assault Cuirass)



 Extra note on bashing with images

Illusions can bash, but it works in a really strange way. First of, they won't deal any bonus damage.Secondly, if an image bashes a target, it will only be a fake bash. Everything will look as it would if a real hero bashed the target, but the target can still move and attack. If a real hero bashes the target while he is in such a "Fake bash state", the fake bash state will be prolonged. Vice versa, if a hero makes a real bash on the target, and an image bashes the target, the real bash will be prolonged.



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