"The map file is too big. Please choose a different map!"
Ever found this message when try to play a map? Especially the Dota AI map which has map size more than 4 Mega. Well, if you got this message, that means your Warcraft Patch is outdated. To play Warcraft map with file size of 4 Mega or more, you must use Warcraft Patch 1.24b or above.
To upgrade your patch into Warcraft 1.24b, i recommend you to use the Warcraft Version Switcher. That is the easiest way to upgrade your patch. But if you don't want use that, you can also check this link to upgrade using another way.
Hope this post can help you fix the "The map file is too big. Please choose a different map!" problem.
Showing posts with label Miscellaneous Guides. Show all posts
Showing posts with label Miscellaneous Guides. Show all posts
Monday, May 10, 2010
Sunday, February 28, 2010
Dota Advanced Jungling Guide - Choke Neutrals Creeps
Do you like jungling heroes like Nai'x or Troll Warlord? Well, you're lucky, i got a video which can greatly help improves your jungling skill. As you know, the different between jungling and creep pulling is your heroes is alone. Which means, you take all the damage from the neutral creeps. That's why every jungling guide always recommends you to buy Stout Shield.
However, with this technique, you can have less damage from the neutral creeps by only allows one of them to hit you while in the same time you hit them. Of course, this tricks is not for Axe or Dark Seer which want many enemies gather at once. I suggest Nai'x (Lifestealer) and Troll Warlord for practicing this trick. Ok, enough talk, let's just watch the video! ;)
The video show you how to spawn multiple neutral creeps and then defeat them one by one by trapped them on the choke point. Enjoy! ;)
However, with this technique, you can have less damage from the neutral creeps by only allows one of them to hit you while in the same time you hit them. Of course, this tricks is not for Axe or Dark Seer which want many enemies gather at once. I suggest Nai'x (Lifestealer) and Troll Warlord for practicing this trick. Ok, enough talk, let's just watch the video! ;)
The video show you how to spawn multiple neutral creeps and then defeat them one by one by trapped them on the choke point. Enjoy! ;)
Monday, July 6, 2009
Dota Rune Guide - Dota-Allstars 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.
Source: Mugen89 Rune Guide
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:





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

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.
Source: Mugen89 Rune Guide
Monday, April 28, 2008
Dota-Allstars Neutral Creeps Guide
Dota-Allstars Neutral Creeps Guide. This guide will help you locate neutral creeps and give you more detailed information about the neutral creeps.

General Knowledge


2 Forest Troll Berserker (Level 2)
HP 500, Damage 28-37, Range 500, Armor 1
Exp 41, Gold 22-26
Kobold Taskmaster (Level 2)
HP 400, Damage 24-27, Range 100, Armor 0
Speed Aura (+12% Movement Speed to Nearby Allies)
Exp 41, Gold 31-37
Total Exp: 123
Total Gold: 75-89

3 Gnoll Assassin (Level 2)
HP 370, Damage 28-36, Range 500, Armor 1
Envenomed Weapon - 2 damage for 20 seconds
Exp 41, Gold 26-34
Total Exp: 123
Total Gold: 78-102

Kobold Taskmaster (Level 2)
HP 400, Damage 24-27, Range 100, Armor 0
Speed Aura (+12% Movement Speed to Nearby Allies)
Exp 41, Gold 31-37
Kobold Tunneler (Level 1)
HP 325, Damage 14-15, Range 100, Armor 1
Exp 25, Gold 17-19
3 Kobold (Level 1)
HP 240, Damage 10-11, Range 100, Armor 0
Exp 25, Gold 7-9
Total Exp: 141
Total Gold: 69-83

2 Forest Troll Berserker (Level 2)
HP 500, Damage 28-37, Range 500, Armor 1
Exp 41, Gold 22-26
Forest Troll High Priest (Level 2)
HP 450, MP 300, Damage 25-32, Range 600, Armor 0
Heal (5 Mana) - Heal 15 HP
Exp 41, Gold 21-25
Total Exp: 123
Total Gold: 65-77

2 Fel Beast (Level 2)
HP 400, Damage 14-15, Range 100, Armor 1
Exp 41, Gold 20-23
Ghost (Level 3)
HP 500, MP 400, Damage 30-35, Range 300, Armor 1
Frost Attack (12 Mana) - Slow movement speed and attack speed 20%
Exp 62, Gold 30-40
Total Exp: 144
Total Gold: 70-86

Centaur Khan (Level 5)
HP 1100, MP 200, Damage 49-55, Range 100, Armor 4
Hoofstomp (100 Mana) - Stuns 2 seconds, 25 damage, 200 AoE
Endurance Aura (+15% Attack Speed to Nearby Allies)
Exp 119, Gold 76-88
Centaur Outrunner (Level 2)
HP 550, Damage 18-21, Range 100, Armor 2
Exp 41, Gold 20-24
Total Exp : 160
Total Gold : 96-112

2 Giant Wolf (Level 3)
HP 500, Damage 21-24, Range 90, Armor 2
Critical Strike - 20% chance 2x damage
Exp 62, Gold 27-31
1 Alpha Wolf (Level 4)
HP 600, Damage 30-33, Range 90, Armor 3
Critical Strike - 20% chance 2x damage
Command Aura - 30% extra damage to nearby allies
Exp 88, Gold 37-45
Total Exp : 212
Total Gold : 91-107

2 Satyr Soulstealer (Level 4)
HP 600, MP 400, Damage 24-27, Range 100, Armor 1
Mana Burns (50 Mana) - Burn 100 mana
Exp 88, Gold 31-37
2 Satyr Trickster (Level 2)
HP 240, MP 200, Damage 7-10, Range 600, Armor 0
Purge (75 Mana) - Slow by factor of 5 for 5 sec
Exp 41, Gold 15-17
Total Exp : 258
Total Gold : 92-108

2 Ogre Mauler (Level 2)
HP 850, Damage 24-27, Range 100, Armor 1
Exp 41, Gold 23-47
Ogre Magi (Level 3)
HP 600, MP 400, Damage 24-27, Range 100, Armor 0
Frost Armor (40 Mana) - Add 8 Armor, 5 sec slow melee attacker, 45 sec duration
Exp 62, Gold 43-49
Total Exp : 144
Total Gold : 89-143

2 Mud Golem (Level 5 - Unconvertable)
HP 800, MP 400, Damage 29-33, Range 100, Armor 4
Exp 119, Gold 54-62
Total Exp : 238
Total Gold : 108-124

Satyr Hellcaller (Level 6)
HP 1100, MP 300, Damage 49-55, Range 100, Armor 0
Shockwave (100 Mana) - 100 damage in a line
Unholy Aura (+3 HP regen to Nearby Allies)
Exp 155, Gold 107-121
Satyr Soulstealer (Level 4)
HP 600, MP 400, Damage 24-27, Range 100, Armor 1
Mana Burns (50 Mana) - Burn 100 mana
Exp 88, Gold 31-37
Satyr Trickster (Level 2)
HP 240, MP 200, Damage 7-10, Range 600, Armor 0
Purge (75 Mana) - Slow by factor of 5 for 5 sec
Exp 41, Gold 15-17
Total Exp : 284
Total Gold : 153-175

Polar Fulborg Ursa Warrior (Level 5)
HP 1100, MP 300, Damage 49-55, Range 100, Armor 4
Thunder Clap (100 Mana) - Slow 25% for 3 seconds, 150 damage, 200 AoE
Exp 119, Gold 76-88
Polar Fulborg Champion (Level 4)
HP 950, MP 200, Damage 39-44, Range 100, Armor 5
Exp 88, Gold 60-70
Total Exp : 207
Total Gold : 136-158

Enraged Wildkin (Level 5)
HP 950, MP 400, Damage 50-56, Range 128, Armor 4
Tornado (200 Mana) - Slow and damage an area for 30 seconds , channeling.
Exp 119, Gold 67-87
2 Wildkin (Level 1)
HP 350, Damage 20-25, Range 128, Armor 2
Exp 25, Gold 15-20
Total Exp : 169
Total Gold : 97-127

Dark Troll Warlord (Level 6)
HP 1100, MP 550, Damage 49-54, Range 300, Armor 1
Ensnare (150 Mana) - Bound target unit for 1.5 seconds
Raise Dead (50 Mana) - Raises 2 Skeletons (250 HP, 24-25 damage) from corpses
Exp 155, Gold 54-62
2 Dark Troll (Level 3)
HP 500, Damage 24-27, Range 300, Armor 0
Exp 62, Gold 26-33
Total Exp : 279
Total Gold : 106-128

Elder Jungle Stalker (Level 6 - Unconvertable)
HP 2000, Damage 56-78, Range 128, Armor 4
Exp 155, Gold 152-170
2 Jungle Stalker (Level 5 - Unconvertable)
HP 1300, MP 400, Damage 46-64, Range 128, Armor 2
Exp 119, Gold 52-70
Total Exp : 393
Total Gold : 256-310

Blue Dragonspawn Sorcerer (Level 3 - Unconvertable)
HP 675, MP 400, Damage 33-38, Range 100, Armor 0
15% Evasion
Exp 62, Gold 74-82
2 Blue Dragonspawn Overseer (Level 5 - Unconvertable)
HP 1200, MP 400, Damage 59-65, Range 100, Armor 1
Devotion Aura (+3 armor to Nearby Allies)
15% Evasion
Exp 119, Gold 86-98
Total Exp : 300
Total Gold : 246-278

Black Dragon (Level 6 - Unconvertable)
HP 2000, Damage 70-94, Range 500, Armor 6
50% Splash Attack
Exp 155, Gold 164-234
2 Black Drake (Level 3 - Unconvertable)
HP 950, Damage 49-56, Range 500, Armor 2
Exp 62, Gold 44-56
Total Exp : 279
Total Gold : 252-346

Granite Golem (Level 6 - Unconvertable)
HP 2000, MP 600, Damage 77-87, Range 128, Armor 8
Exp 155, Gold 107-121
2 Rock Golem (Level 5 - Unconvertable)
HP 800, MP 400, Damage 29-33, Range 100, Armor 4
Exp 119, Gold 54-62
Total Exp : 393
Total Gold : 215-245

Roshan
Movement Speed: Average
Attack Speed: Fast
Range: Melee, 400
EXP: 1184
Gold: 200 (all players on the team), 286-450 (individual)
HoM Gold: None
Abilities:
Spawns immediately at the start of the game.
At every respawn 10 mins after it is killed: +2000 hp, +25 damage, +2 armour
"Boulder" that deals 100 damage and stuns for 2 seconds.
"Thunder Clap" that deals 70 damage and slows movement and attack speeds of units for an amount of time.
"Reflect Damage" that reflects 20% damage back to melee units attacking it. Only available at 4th respawn onwards.
"Destroys Illusions" that attack it instantly.
Disentangle that dispels some targeted spells once every 15 seconds.
HP regen rate of 20 hp/sec.
Drops one charge of Aegis (stackable).
After 3rd respawn also drops Cheese (Heals, for 5 mana, 2500 hp and 1000 mana)
Highest Hand of Midas Gold Given
* Satyr Hellcaller - 284
* Enraged Wildkin - 270
* Centaur Khan - 236
* Dark Troll Warlord - 232
* Polar Furbolg Ursa Warrior - 230
* Polar Furbolg Champion - 203
* Mud Golem - 186
* Ogre Magi - 168
* Druid/Necro (before upgrade) - 143
The detailed neutral creeps information are provided from MrX of http://www.dota-allstars.com/

General Knowledge
- Controlled creeps can be easily killed with Devour (Lucifer - Doom Bringer) and Hand of Midas (doesn't work on Satyr Hellcaller).
- Hand of Midas doesn't work on creeps dominated with Helm of the Dominator
- Hand of Midas now work on level 6 Neutral Creeps
- Creeps dominated by Helm of the Dominator can be heavily damaged by Purge (Diffusal Blade, Medusa - Gorgon and Satyr Trickster)
- Dominated creeps can't be seen on the minimap, making them ideal for ganking. Only some are shown on the minimap as small dots (these are the high leveled creeps, meaning the Polar Furbolg Ursa Warrior, Satyr Hellcaller and Centaur Khan).
- Ancients and Golems can't be dominated.
- Placing wards (observer or sentry) and any friendly unit on the neutral creep camp will prevent them from spawning.
- Roshan spawns immediately at the start of the game.
- Neutral creeps spawn at the minute mark from minute 00:30 onwards.
- Neutral creeps always respawn at the minute mark (Roshan spawns 10 minutes after being killed). Meaning, for example, you kill a creep group at the 45th second of a minute. Quickly get out of the area and you just have to wait 15 seconds for the creeps in that area to spawn again. It is important you get a fair distance away though, else they won't spawn. Very useful for timing neutral creep farming.
- Being an Ancient doesn't mean the creep is spell immune. Creeps that aren't immune to all spells are the Black Drake, Dragonspawn Overseer and Sorcerer.
- Creeps will not spawn at their camp spots if there are remains of any corpse. The trigger that's used to activate spawning is that the area is completely empty.

Neutral Creeps Map
This is the complete list of neutral creeps and their location.
Easy Neutral Creeps

Groups 1
Location: A1, A22 Forest Troll Berserker (Level 2)
HP 500, Damage 28-37, Range 500, Armor 1
Exp 41, Gold 22-26
Kobold Taskmaster (Level 2)
HP 400, Damage 24-27, Range 100, Armor 0
Speed Aura (+12% Movement Speed to Nearby Allies)
Exp 41, Gold 31-37
Total Exp: 123
Total Gold: 75-89

Groups 2
Location: A1, A23 Gnoll Assassin (Level 2)
HP 370, Damage 28-36, Range 500, Armor 1
Envenomed Weapon - 2 damage for 20 seconds
Exp 41, Gold 26-34
Total Exp: 123
Total Gold: 78-102

Groups 3
Location: A1, A2Kobold Taskmaster (Level 2)
HP 400, Damage 24-27, Range 100, Armor 0
Speed Aura (+12% Movement Speed to Nearby Allies)
Exp 41, Gold 31-37
Kobold Tunneler (Level 1)
HP 325, Damage 14-15, Range 100, Armor 1
Exp 25, Gold 17-19
3 Kobold (Level 1)
HP 240, Damage 10-11, Range 100, Armor 0
Exp 25, Gold 7-9
Total Exp: 141
Total Gold: 69-83

Groups 4
Location: A1, A22 Forest Troll Berserker (Level 2)
HP 500, Damage 28-37, Range 500, Armor 1
Exp 41, Gold 22-26
Forest Troll High Priest (Level 2)
HP 450, MP 300, Damage 25-32, Range 600, Armor 0
Heal (5 Mana) - Heal 15 HP
Exp 41, Gold 21-25
Total Exp: 123
Total Gold: 65-77

Groups 5
Location: A1, A22 Fel Beast (Level 2)
HP 400, Damage 14-15, Range 100, Armor 1
Exp 41, Gold 20-23
Ghost (Level 3)
HP 500, MP 400, Damage 30-35, Range 300, Armor 1
Frost Attack (12 Mana) - Slow movement speed and attack speed 20%
Exp 62, Gold 30-40
Total Exp: 144
Total Gold: 70-86
Medium Neutral Creeps

Groups 6
Location: B1, B2, B3, B4, C1, C2, C3, C4Centaur Khan (Level 5)
HP 1100, MP 200, Damage 49-55, Range 100, Armor 4
Hoofstomp (100 Mana) - Stuns 2 seconds, 25 damage, 200 AoE
Endurance Aura (+15% Attack Speed to Nearby Allies)
Exp 119, Gold 76-88
Centaur Outrunner (Level 2)
HP 550, Damage 18-21, Range 100, Armor 2
Exp 41, Gold 20-24
Total Exp : 160
Total Gold : 96-112

Groups 7
Location: B1, B2, B3, B42 Giant Wolf (Level 3)
HP 500, Damage 21-24, Range 90, Armor 2
Critical Strike - 20% chance 2x damage
Exp 62, Gold 27-31
1 Alpha Wolf (Level 4)
HP 600, Damage 30-33, Range 90, Armor 3
Critical Strike - 20% chance 2x damage
Command Aura - 30% extra damage to nearby allies
Exp 88, Gold 37-45
Total Exp : 212
Total Gold : 91-107

Groups 8
Location: B1, B2, B3, B42 Satyr Soulstealer (Level 4)
HP 600, MP 400, Damage 24-27, Range 100, Armor 1
Mana Burns (50 Mana) - Burn 100 mana
Exp 88, Gold 31-37
2 Satyr Trickster (Level 2)
HP 240, MP 200, Damage 7-10, Range 600, Armor 0
Purge (75 Mana) - Slow by factor of 5 for 5 sec
Exp 41, Gold 15-17
Total Exp : 258
Total Gold : 92-108

Groups 9
Location: A4,B12 Ogre Mauler (Level 2)
HP 850, Damage 24-27, Range 100, Armor 1
Exp 41, Gold 23-47
Ogre Magi (Level 3)
HP 600, MP 400, Damage 24-27, Range 100, Armor 0
Frost Armor (40 Mana) - Add 8 Armor, 5 sec slow melee attacker, 45 sec duration
Exp 62, Gold 43-49
Total Exp : 144
Total Gold : 89-143

Groups 10
Location: B1, B2, B3, B42 Mud Golem (Level 5 - Unconvertable)
HP 800, MP 400, Damage 29-33, Range 100, Armor 4
Exp 119, Gold 54-62
Total Exp : 238
Total Gold : 108-124
Hard Neutral Creeps

Groups 11
Location: B1, B2, B3, B4Satyr Hellcaller (Level 6)
HP 1100, MP 300, Damage 49-55, Range 100, Armor 0
Shockwave (100 Mana) - 100 damage in a line
Unholy Aura (+3 HP regen to Nearby Allies)
Exp 155, Gold 107-121
Satyr Soulstealer (Level 4)
HP 600, MP 400, Damage 24-27, Range 100, Armor 1
Mana Burns (50 Mana) - Burn 100 mana
Exp 88, Gold 31-37
Satyr Trickster (Level 2)
HP 240, MP 200, Damage 7-10, Range 600, Armor 0
Purge (75 Mana) - Slow by factor of 5 for 5 sec
Exp 41, Gold 15-17
Total Exp : 284
Total Gold : 153-175

Groups 12
Location: C1, C2, C3, C4Polar Fulborg Ursa Warrior (Level 5)
HP 1100, MP 300, Damage 49-55, Range 100, Armor 4
Thunder Clap (100 Mana) - Slow 25% for 3 seconds, 150 damage, 200 AoE
Exp 119, Gold 76-88
Polar Fulborg Champion (Level 4)
HP 950, MP 200, Damage 39-44, Range 100, Armor 5
Exp 88, Gold 60-70
Total Exp : 207
Total Gold : 136-158

Groups 13
Location: C1, C2, C3, C4Enraged Wildkin (Level 5)
HP 950, MP 400, Damage 50-56, Range 128, Armor 4
Tornado (200 Mana) - Slow and damage an area for 30 seconds , channeling.
Exp 119, Gold 67-87
2 Wildkin (Level 1)
HP 350, Damage 20-25, Range 128, Armor 2
Exp 25, Gold 15-20
Total Exp : 169
Total Gold : 97-127

Groups 14
Location: C1, C2, C3, C4Dark Troll Warlord (Level 6)
HP 1100, MP 550, Damage 49-54, Range 300, Armor 1
Ensnare (150 Mana) - Bound target unit for 1.5 seconds
Raise Dead (50 Mana) - Raises 2 Skeletons (250 HP, 24-25 damage) from corpses
Exp 155, Gold 54-62
2 Dark Troll (Level 3)
HP 500, Damage 24-27, Range 300, Armor 0
Exp 62, Gold 26-33
Total Exp : 279
Total Gold : 106-128
Ancients

Groups 15
Location: D1, D2Elder Jungle Stalker (Level 6 - Unconvertable)
HP 2000, Damage 56-78, Range 128, Armor 4
Exp 155, Gold 152-170
2 Jungle Stalker (Level 5 - Unconvertable)
HP 1300, MP 400, Damage 46-64, Range 128, Armor 2
Exp 119, Gold 52-70
Total Exp : 393
Total Gold : 256-310

Groups 16
Location: D1, D2Blue Dragonspawn Sorcerer (Level 3 - Unconvertable)
HP 675, MP 400, Damage 33-38, Range 100, Armor 0
15% Evasion
Exp 62, Gold 74-82
2 Blue Dragonspawn Overseer (Level 5 - Unconvertable)
HP 1200, MP 400, Damage 59-65, Range 100, Armor 1
Devotion Aura (+3 armor to Nearby Allies)
15% Evasion
Exp 119, Gold 86-98
Total Exp : 300
Total Gold : 246-278

Groups 17
Location: D1, D2Black Dragon (Level 6 - Unconvertable)
HP 2000, Damage 70-94, Range 500, Armor 6
50% Splash Attack
Exp 155, Gold 164-234
2 Black Drake (Level 3 - Unconvertable)
HP 950, Damage 49-56, Range 500, Armor 2
Exp 62, Gold 44-56
Total Exp : 279
Total Gold : 252-346

Groups 18
Location: D1, D2Granite Golem (Level 6 - Unconvertable)
HP 2000, MP 600, Damage 77-87, Range 128, Armor 8
Exp 155, Gold 107-121
2 Rock Golem (Level 5 - Unconvertable)
HP 800, MP 400, Damage 29-33, Range 100, Armor 4
Exp 119, Gold 54-62
Total Exp : 393
Total Gold : 215-245

Roshan
Movement Speed: Average
Attack Speed: Fast
Range: Melee, 400
EXP: 1184
Gold: 200 (all players on the team), 286-450 (individual)
HoM Gold: None
Abilities:
Spawns immediately at the start of the game.
At every respawn 10 mins after it is killed: +2000 hp, +25 damage, +2 armour
"Boulder" that deals 100 damage and stuns for 2 seconds.
"Thunder Clap" that deals 70 damage and slows movement and attack speeds of units for an amount of time.
"Reflect Damage" that reflects 20% damage back to melee units attacking it. Only available at 4th respawn onwards.
"Destroys Illusions" that attack it instantly.
Disentangle that dispels some targeted spells once every 15 seconds.
HP regen rate of 20 hp/sec.
Drops one charge of Aegis (stackable).
After 3rd respawn also drops Cheese (Heals, for 5 mana, 2500 hp and 1000 mana)
Highest Hand of Midas Gold Given
* Satyr Hellcaller - 284
* Enraged Wildkin - 270
* Centaur Khan - 236
* Dark Troll Warlord - 232
* Polar Furbolg Ursa Warrior - 230
* Polar Furbolg Champion - 203
* Mud Golem - 186
* Ogre Magi - 168
* Druid/Necro (before upgrade) - 143
The detailed neutral creeps information are provided from MrX of http://www.dota-allstars.com/
Wednesday, March 19, 2008
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. You can see some great example of juking on this video.
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.
Update 2: Check the new Dota Juke Spot after Dota 6.60 update
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. You can see some great example of juking on this video.
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.







Still curious with another hiding or juking path? Recently, i just finish make the Dota-Allstars secret path map. In this map, i marked the secret path on the Dota-Allstars Map Layout so you can find it easily. Just wait a little bit. I will release it shortly. Cheers :)
Note: The pictures above is from totallnewbie guide on Dota-Allstars.com, the credits goes to him.
Update: I just released the Dota-Allstars Secret Path Map, give it a peek :D
Update 2: Check the new Dota Juke Spot after Dota 6.60 update
Monday, January 7, 2008
Dota-Allstars Attack Speed Guide
Dota-Allstars Attack Speed Guide will be posted here. This guide is made by Malle from www.dota-allstars.com , all the credit belong to him.
( 1 + IAS ) / BAT = Attacks Per Game Second
BAT / ( 1 + IAS ) = Game Seconds Per Attack
BAT is Base Attack Time:
The time in seconds between attacks without any increased attack speed
IAS is Increased Attack Speed:
How much faster you attack (100% IAS = 1.00 IAS)
Each point of agility gives you 0.01 (or 1%) IAS.
IAS stacks additively
Gloves of Haste (15% IAS) and Hyperstone (55% IAS) will give you a total of 0.7 (55%+15%=70%) IAS.
Negative values (from something that slows you) is just removed from your IAS
Take the above example of 0.7 (70%) IAS but you get slowed by Untouchable lvl 3 for -0.90 (-90%) IAS, you end up at -0.2 (-20%) IAS.
The final IAS affecting your attack can range from -0.8 to 4. Anything less than -0.8 will act as -0.8, and anything more than 4 will act as 4.
Maximum attack speed is thus:
5 / BAT = Attacks Per Game Second
BAT / 5 = Game Seconds Per Attack
And minimum attack speed is thus:
0.2 / BAT = Attack Per Game Second
BAT / 0.2 = Game Second Per Attack
To see which is more effective to get, IAS or damage, you can use the following formula:
X = Y * ( 1 + IAS ) / DPA
Y = ( X * DPA ) / ( 1 + IAS )
DPA = Damage Point Average (the average damage per attack)
IAS = Increased Attack Speed
X = amount of IAS needed to equal Y damage
Y = amount of damage needed to equal X IAS
( 1 + IAS ) / BAT = Attacks Per Game Second
BAT / ( 1 + IAS ) = Game Seconds Per Attack
BAT is Base Attack Time:
The time in seconds between attacks without any increased attack speed
IAS is Increased Attack Speed:
How much faster you attack (100% IAS = 1.00 IAS)
Each point of agility gives you 0.01 (or 1%) IAS.
IAS stacks additively
Gloves of Haste (15% IAS) and Hyperstone (55% IAS) will give you a total of 0.7 (55%+15%=70%) IAS.
Negative values (from something that slows you) is just removed from your IAS
Take the above example of 0.7 (70%) IAS but you get slowed by Untouchable lvl 3 for -0.90 (-90%) IAS, you end up at -0.2 (-20%) IAS.
The final IAS affecting your attack can range from -0.8 to 4. Anything less than -0.8 will act as -0.8, and anything more than 4 will act as 4.
Maximum attack speed is thus:
5 / BAT = Attacks Per Game Second
BAT / 5 = Game Seconds Per Attack
And minimum attack speed is thus:
0.2 / BAT = Attack Per Game Second
BAT / 0.2 = Game Second Per Attack
To see which is more effective to get, IAS or damage, you can use the following formula:
X = Y * ( 1 + IAS ) / DPA
Y = ( X * DPA ) / ( 1 + IAS )
DPA = Damage Point Average (the average damage per attack)
IAS = Increased Attack Speed
X = amount of IAS needed to equal Y damage
Y = amount of damage needed to equal X IAS
Wednesday, January 2, 2008
Dota-Allstars Triggered Spells Guides
Dota-Allstars Triggered Spells Guides will be posted here. This guide is made by Tennis from www.dota-allstars.com , all the credit belong to him.
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
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
Dota-Allstars Spell Resistance Guides
Dota-Allstars Spell Resistance Guides will be posted here. This guide is made by gradenko_2000 from www.dota-allstars.com , all the credit belong to him.
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%
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%
Dota-Allstars Critical & Bash Guide
Dota-Allstars Critical Strike & Bash Guide will be posted here. This guide is made by Malle from www.dota-allstars.com , all the credit belong to him.
Both 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.
Both 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.
Dota-Allstars Images Guides
Dota-Allstars Images Guides will be posted here. This guide is made by Gray the Grayte from www.dota-allstars.com , all the credit belong to him.
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
(despite what the attack animation might suggest!)
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
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.
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)
(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.
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)
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.
Dota Modes & Dota Commands Guides
Dota Commands & Dota Modes will be posted here. This guide is based on Dota-Allstars Commands Guide made by lookyman, some of the credit belong to him.
I. Basic information on game modes
* The desired game mode has to be entered before 15 seconds mark, otherwise Normal Mode is selected.
* First available player may enter these commands, checking the player list from the top.
* Game modes are entered in a single line with no separation, like "-dmaridsc", or alternatively, they can be entered separated from each other, with a hyphen (-) in front of each mode, such as "-dm -ar -id -sc".
* The order doesn't matter. The game will handle it or (in case of incorrect combination) give you another chance.
II. Primary game modes
* Only one of these can be selected.
* Incompatible secondary game modes are listed as well.
Normal Mode --> Team Pick
This mode is selected when no other primary mode is during the first 15 seconds. Players may pick heroes from taverns belonging to their team.
-allpick / -ap --> All Pick
Everyone may pick heroes from any tavern.
-allrandom / -ar --> All Random
Every player gets a random hero from any tavern.
Incompatible with: Reverse Mode.
-teamrandom / -tr --> Team Random
Every player gets a random hero from the taverns belonging to their team.
Incompatible with: Reverse Mode, Death Match.
-moderandom / -mr --> Mode Random
Randomly picks a mode from All Random, All Pick, Team Random and Normal Mode.
Incompatible with: Reverse Mode, Death Match.
Added in v6.28
-leaguemode / -lm --> League Mode
All forms of random are disabled. 10 players required. The teams will pick in alternating orders, one team picking one hero, the other team picks two heroes, the first team picks two heroes, the other team picks two heroes, the first team picks their two last heroes, the other team picks their last hero (1-2-2-2-2-1). Each player has 20 seconds to pick a hero, otherwise one is randomed for him/her. The team which has the first pick is random. Can only pick from your side, Sentinel or Scourge, like Normal Mode.
Incompatible with: All secondary game modes except Shuffle Players, No Swap, No Repick, Terrain Snow.
Added in v6.21
-randomdraft / -rd --> Random Draft
Needs an even amount of players on each team to be activated. Goblin Techies cannot be picked in this mode. 22 random heroes are picked from all available ones and placed into 2 taverns (available for both Sentinel and Scourge). The remaining heroes are removed, as well as the rest of the taverns. Players then pick from those two taverns like in League Mode.
Incompatible with: Mirror Match, Death Match, All Agility, All Intelligence, All Strength, Same Hero, Reverse Mode.
Added in v6.39
-voterandom / -vr --> Vote Random
Three random matchups will be chosen, and each player gets to cast a vote on which of the three matchups they want, using -option 1/2/3. Needs an even amount of players on each team to be activated.
Read the V. Vote Random commands section for more information.
Incompatible with: Mirror Match, Death Match, All Agility, All Intelligence, All Strength, Same Hero, Reverse Mode.
Added in v6.35
-extendedleague / -xl --> Extended League
All forms of random are disabled. 10 players required. Both team leaders (blue for Sentinel, pink for Scourge) may remove up to 3 heroes each from all available ones in the first 20 seconds. Players then pick from the remaining heroes like in League Mode.
Incompatible with: All secondary game modes except Shuffle Players, No Swap, No Repick, Terrain Snow.
Added in v6.43
-singledraft / -sd --> Single Draft
Each player is presented with three random heroes, one agility, one strength, and one intelligence. They can then pick one of them using -pick 1/2/3 commands.
Read the VI. Single Draft commands section for more information.
Incompatible with: Mirror Match, Death Match, All Agility, All Intelligence, All Strength, Same Hero, Reverse Mode.
Added in v6.50
-captainsmode / -cm -> Captains Mode
Blue and Pink are the team captains. You start by alternating 1/1/1 in the ban phase. Each captain removes up to 4 heroes. Running out of time does not result in a random hero ban. After that you enter the 1/2/2/ pick phase. Each captain picks the heroes his team will use. If at any time you run out of time, you start to use up your extra time. If you run out and you are in pick phase, you get a random hero. Creeps spawn 90 seconds after the pick draft phase is over. Right after the hero pick phase ends, the 5 heroes for your team are presented with a checkmark on them (RD style) allowing players on your team to pick which one they want to be. The captain that starts this process is random. If you want to give the starting to Sentinel, type -cm 1 or -cm 2 for Scourge after the game mode is entered. Ban time is 40 seconds, pick time is 60 seconds and extra time is 45 seconds.
Read the VII. CAPTAINS MODE COMMANDS section for more information.
Incompatible with: All secondary game modes.
Added in v6.55
-cd / -CaptainsDraft -> Captain Draft
24 Heroes are randomly allocated in a circle (like RD). The 24 consist of 8 random Intelligence/Agility/Strength heroes, sorted in that order along the circle.
Each team has a total time bank of 2.5 minutes. Blue/Pink draft the heroes for their entire team.
Blue and Pink start off by alternating 1/1/1/1 ban picks.
It then goes into a 1/2/2/2/2/1 hero draft.
Once a hero picks/bans a hero, it immediately switches to the other player to act.
Your timer is shown in read when it is your turn to act.
Incompatible with: All secondary game modes.
Added in v6.60
III. Secondary game modes
* Any number of these can be selected along with primary mode, however there are multiple restrictions (listed below).
-deathmatch / -dm --> Death Match
If you die, you will have to pick a new hero once you can respawn. If a random primary mode was selected, you will receive a hero according to that random mode. A team loses if it has 44 deaths (you can change this value with -lives # command), or if its ancient is destroyed.
Read the VI. Death Match commands section for more information.
Incompatible with: All Intelligence, All Agility, All Strength, Reverse Mode, Same Hero, Mirror Match.
Added in v6.21
-reverse / -rv --> Reverse Mode
The Sentinel's players pick the Scourge's team and the Scourge's players pick the Sentinel's team. Needs an even amount of players on each team to be activated.
Incompatible with: Death Match, Same Hero.
Added in v6.38
-mirrormatch / -mm --> Mirror Match
Requires that both teams have the same number of players. After one minute, each player pair (blue - pink, teal - gray, purple - light blue, yellow - dark green, orange - brown) will have their heroes replaced with either one of the two they had. In the end, each player pair has the same hero, and both teams have the same matchup.
Incompatible with: Same Hero, Death Match.
Restored in v6.30
-duplicatemode / -du --> Duplicate Mode
The same hero can be picked or randomed by multiple players.
Restored in v6.33
-shuffleplayers / -sp --> Shuffle Players
The teams will be randomly shuffled. This includes which colour you have and which side you are on. Also evens the number of players in both teams if possible.
Added in v6.29
-samehero / -sh --> Same Hero
All players will have the hero that blue picks.
Incompatible with: Mirror Match, Reverse Mode, Death Match.
Added in v6.33
-allagility / -aa --> All Agility
Only Agility heroes will be allowed.
Incompatible with: All Strength, All Intelligence, Death Match.
Added in v6.28
-allintelligence / -ai --> All Intelligence
Only Intelligence heroes will be allowed.
Incompatible with: All Strength, All Agility, Death Match.
Added in v6.28
-allstrength / -as --> All Strength
Only Strength heroes will be allowed.
Incompatible with: All Agility, All Intelligence, Death Match.
Added in v6.28
-itemdrop / -id --> Item Drop
When you die, a random slot in your inventory will drop whatever it holds. If that slot is empty, nothing happens. You no longer lose money when dieing.
-easymode / -em --> Easy Mode
Towers are weaker, experience is gained faster, and you get twice as much periodic gold (16 every 7 seconds, that is). Please refer to Nova's Guide to Experience for experience values and to Y0UR's All about Towers Guide for tower data.
Renamed from -shortmode / -sm in v6.33
-nopowerups / -np --> No Powerups
No runes will spawn.
-supercreeps / -sc --> Super Creeps
Every now and then, a super creep may spawn for each side and follow the creeps in either lane. The weakest supercreep is the Siege Golem, a bit stronger is the Scary Fish, and the Ancient Hydra is the strongest one.
Sorry for the overall vagueness here, I'm working on it.
-onlymid / -om --> Only Mid
Same as -ntnb, but towers in top and bottom lane are invulnerable.
Added in v6.42
-notop / -nt --> No Top
No creeps spawn at the top (left) lane. Towers there are still vulnerable.
Added in v6.44
-nomid / -nm --> No Middle
No creeps spawn at the middle lane. Towers there are still vulnerable.
Added in v6.44
-nobot / -nb --> No Bottom
No creeps spawn at the bottom (right) lane. Towers there are still vulnerable.
Added in v6.44
-rangeonly / -ro -> Range Only
Only range heroes will be allowed.
Incompatible with: Melee Only, Death Match.
Added in v6.58
-meleeonly / -mo -> Melee Only
Only melee heroes will be allowed.
Incompatible with: Range Only, Death Match.
Added in v6.58
-cp / -capturepoint --> Capture Point Mode
Playing with Capture Point mode enabled. For more details about how it works, check this post.
Added in v6.67
IV. Tertiary Game Modes
* Any number of these can be selected.
-noswap / -ns --> No Swap
Swap commands do not work.
Read the VIII. Swap commands section for more information.
Added in v6.44
-norepick / -nr --> No Repick
-repick command does not work.
Added in v6.48
-terrainsnow / -ts --> Terrain Snow
This transforms the current terrain into a snow terrain. This is a very experimental mechanism and is still very much a WIP in the visuals department. The "-terrain" or "-terrain default" command reverts the terrain to its normal state.
Added in v6.48 as game command -terrain snow
Renamed in v6.48b
-poolingmode / -pm -> Pooling Mode
This mode allows pooling (item sharing between players). For a list of how items are affected when this mode is not activated, see Thrall729's Pooling Items List.
Added in v6.52
-observerinfo / -oi -> Observer Info
Displays some extra information for game broadcasters/observers when you hover over player heroes.
Added in v6.52
Since v6.60, -oi is turned on by default in observer games. Using -oi will disable it instead.
-miniheroes / -mi -> Mini Heroes
Heroes will be half the normal size.
Added in v6.54
-fastrespawn / -fr -> Fast Respawn
Causes respawns to take half as much time.
Added in v6.55
-rs / -randomside -> Random Side
Randomize which side your team starts in. This does not shuffle the players. It just places a team randomly as either Sentinel or Scourge.
Added in v6.60
-zm / -zoommode - Zoom Mode (Observer Only)
Pulls the camera outwards to see more action at the same time.
Added in v6.67
V. For fun game modes
* Must be entered separately, but still before 15 seconds mark.
-wtf --> What The Fuck Mode
Basically, all hero and item abilities have no cooldowns and cost 0 mana. When an ability is used, all cooldowns are reset and your mana is set to full. Certain triggered abilities will seem as if they have no cooldown, but will not have any effect until the time in which it would normally be cooled down has passed (one example is Borrowed Time).
Added in v6.36
VI. Vote Random commands
* Can be entered up to 30 seconds after Vote Random mode is selected.
* If no option is selected, one will be randomed. If the voting is a draw, one option will be randomed out of all three options, regardless of votes.
* Must be entered separately.
* You can use only one of these, i.e. you can't change your decision once you've voted.
-option 1 --> Option One
Vote for first presented matchup.
Added in v6.35
-option 2 --> Option Two
Vote for second presented matchup.
Added in v6.35
-option 3 --> Option Three
Vote for third presented matchup.
Added in v6.35
VII. Captains Mode Commands
* Must be entered separately.
-cm 1 -> Sentinel start
Sentinel captain starts the picking process.
Added in v6.55
-cm 2 -> Scourge start
Scourge captain starts the picking process.
Added in v6.55
VIII. Death Match commands
* First available player may enter these commands, checking the player list from the top.
* Can be entered up to 15 seconds after Death Match mode is selected.
* Must be entered separately.
-nd --> No Death Timer
There won't be any respawn time when a hero dies.
Added in v6.42
-lives # --> Maximum lives
Sets how many lives each side has. Replace # with the desired number. Minimum of 10, maximum of 44.
Added in v6.42
IX. Game commands
* Can be used repeatedly during whole game (with exceptions).
* Usable by everyone.
-matchup / -ma --> Display matchup
Displays which opponent controls which hero, and it's level. Also shows the time the player left the game (if he/she did).
Added in v6.13
-ma added in v6.21
Level support added in v6.39
Time support added in v6.45
-movespeed / -ms --> Display movespeed
Displays your hero's movement speed.
-ms added in v6.21
-creepstats / -cs --> Display creep stats
Shows how many creeps you have killed, as well as how many you have denied.
Added in v6.28
-cson --> Show Creep Stats scoreboard
Shows creep stats in the title of the default multiboard.
Renamed from -csboardon in v6.33
-csoff --> Hide Creep Stats scoreboard
Hides creep stats from the title of the default multiboard.
Renamed from -csboardoff in v6.33
-disablehelp --> Disable Help
Makes allied Chen's Test of Faith unable to teleport you. Makes allied Furion unable to cast Sprout on you. Makes allied Harbinger unable to cast Astral Imprisonment on you.
Added in v6.19b
Astral Imprisonment support added in v6.38
Sprout support added in v6.39
-enablehelp --> Enable Help
On by default. Toggles -disablehelp off.
Added in v6.19b
-unstuck --> Unstuck
Channels for 60 seconds, then moves your hero back to your base.
-recreate --> Recreate
Available for N'aix, Terrorblade, Dragon Knight and Banehallow. Use when close to the fountain if you have lost control of your hero (metamorphosis problem). 200 seconds channeling. Also usable with Leshrac, although he doesn't need it anymore.
Added in v6.05
Leshrac bug fixed in v6.48
IceFrog told me that with the possible exception of N'aix, this command is probably redundant now, especially after v6.49 N'aix remake.
-showmsg --> Show hero death messages
On by default. You see a text message when a hero dies.
Renamed from -unhidemsg
-hidemsg --> Hide hero death messages
Makes it so that there is no text displayed when a hero dies.
Added in v6.35
-showdeny --> Show deny notification
On by default for observers.
Every time you, an ally or an opponent makes a deny you see an exclamation mark in the color of the player that denied the creep.
Added in v6.39
-hidedeny --> Hide deny notification
On by default. Toggles -showdeny off.
Added in v6.39
-weather rain/snow/moonlight/wind/random/off --> Weather effects
Makes the desired weather.
-weather random randomly changes weather every 5 minutes.
-weather off switches off weather effects.
-weather rain/snow/off added in v6.39
-weather moonlight/wind/random added in v6.44
-denyinfo / -di --> Show deny info
Sets -showdeny and -cson.
Added in v6.41
-deathon / -don --> Show Death Timer board
On by default. Displays Death Timer when hero dies, which shows how much time is left to respawn.
Added in v6.42
-deathoff / -doff --> Hide Death Timer board
Toggles -deathon off.
Added in v6.42
-roll # --> Roll
Displays random integer between 0 (included) and #. Replace # with a number between 0 and 2000.
Added in v6.44
-rollhero / -rh -> Randomly display a heroname.
This has no actual functional effect in the game, just a small easy command that some players wanted for their play groups.
Added in v6.60
-hideheronames / -hhn --> Hide hero names
Hides hero's class displayed behind player's name in chat. If you want to squelch somebody, use this first, otherwise the /squelch command won't work.
Added in v6.45
-mute --> Mute kill sounds
Disables kill sounds.
Added in v6.48
-random --> Random
Gives you a random hero in modes where you have to pick one. Does not cost any gold.-random Intelligence/Strength/Agility It gives you 100 less bonus gold than the 250 bonus gold the regular -random gives you. Added in v6.60
-repick --> Repick
Gives you a new hero instead of the one you already have, at a cost. Can only be used once and only in the first minute, but not in league mode. Repick costs 100 gold normally, but in -ar and -tr it costs 400 gold. If you are playing a random game mode, you will receive a new random hero. If you are playing a pick game mode, you will have to pick a new hero.
Cannot be used when No Repick mode is enabled.
-gameinfo --> Game info
Displays some information on the different game modes that are used.
-afk --> AFK Info
Displays how long each player is inactive.
Added in v6.50
-kickafk # --> Kick AFK players
Kicks players that have been inactive for more than 10 minutes. Replace # with the number of idle player.
Added in v6.50
-apm --> Actions Per Minute
Displays your APM.
Added in v6.50
-courier --> Courier icon
Toggles displaying idle worker courier icon.
Added in v6.50
-clear --> Clear screen
Clears all game text messages from the screen.
Added in v6.50
-invokelist --> List Invoker's spells
Displays list of Invoker's spells.
Added in v6.50
-rollon -> Roll text on
On by default. When someone uses -roll command, the text will be displayed.
Added in v6.52
-rolloff -> Roll text off
No text will be displayed for you when someone uses -roll command.
Added in v6.52
-music # -> Play music
Plays the specified music. You must have music enabled to use these. Replace # with one of the following: off, random, nightelf1, nightelf2, nightelf3, human1, human2, human3, orc1, orc2, orc3, undead1, undead2, undead3, other1, other2, other3, other4, other5.
Added in v6.52
-water red/blue/green/random/default -> Water color
Customizes water color for local player.
Added in v6.54
Since v6.60 -water now supports any color combinations using -water r g b format
-itemswap x y -> Swap inventory slots
Swaps items in inventory slots. Primarily for dealing with undroppable items or items in cooldown. x and y correspond to numpad locations.
This command has been temporarily disabled.
Added in v6.55
-quote #/random -> Play hero quote
Replace # with a number. Plays a hero quote.
-quote random plays a random hero quote.
Supported heroes are: Witch Doctor, Nightstalker, Alchemist, Silencer, Sniper, Rhasta, Ogre Magi, Techies, Blademaster and Panda.
Added in v6.55 - WD, Nightstalker, Alchemist, Silencer, Sniper and Rhasta
Ogre, Techies, Blademaster and Panda added in v6.57
-rickroll -> Rick Roll
You can use this max. 10 times.
Added in v6.57b
-mc -> Multicast Counter
Shows multicast rate of any Ogre Magi on the map.
Added in v6.58
-bonus -> Show bonus XP and gold
Since v6.55, heroes get a small XP and gold bonus for hero kills. This command shows how much you got so far.
Added in v6.55
-tips -> Show tips
If you enter the command, the game will give you 5 pointers (at various stages in the game) that are unique to each hero to help you get the basics down. These are not intended to imply guidelines on how to play a hero, but rather as simple tips if you are new with that hero.
Added in v6.60
X. Swap commands
* These are just another Game commands, but due to recent changes in swap system, they deserve their own section.
* Can be used multiple times, but only before 90 seconds mark.
* Cannot be used when No Swap mode is enabled.
-swaphero / -swap --> Display hero's numbers
Displays a list of heroes available for swapping along with their numbers, which can then be used in -swap command.
-swaphero (old version) added in v6.30
-swap added in v6.46
-swap 1/2/3/4/5 --> Swap
Swaps your hero with another player's hero. You can use this command multiple times and even swap with multiple players at once. The number of the player you want to swap with can be accessed via -swaphero / -swap command.
Added in v6.46
-swapcancel --> Cancel swap requests
Cancels all your swap requests. This includes both requests made by you and your allies.
Added in v6.46
-swapall --> Swap All
Sends swap requests to all your allies. Also disables -swapcancel.
Added in v6.50
XI. Hero specific commands
* Can be used repeatedly during whole game.
-fleshstr / -fs --> Flesh Heap Strength
Usable only by Pudge. Shows how much strength he gained from his Flesh Heap ability.
Added in v6.42
-ha -> Hook Accuracy
Usable only by Pudge. Shows the accuracy of his Meat Hook. Only counts enemy hooks (those that hit Pudge's enemies).
Added in v6.55
Doesn't count allied hooks since v6.58
-mines -> Land Mine Counter
Usable only by Goblin Techies. Shows how many Land Mines they have placed.
Added in v6.58
-aa -> Arrow Accuracy
Usable only by Priestess of the Moon. Shows the Elune's Arrow hit percentagesAdded in v6.60-gg -> Goblins Greed Usable only by Alchemist. Display bonus gold received from Goblins Greed
XII. TEST COMMAND
* First available player may enter this command, checking the player list from the top.
* Must be entered separately, but still before 15 seconds mark.
* Can only be used in Multi Player.
-test -> Test Mode
Enables single player commands to be usable in multiplayer for easier extensive testing.
Added in v6.48
XIII. Anti-MapHack system
* First available player may enter these commands, checking the player list from the top.
* Must be entered separately, between 15 and 60 seconds of game time.
-ah --> Anti-MapHack
Enables maphack protection.
Added in v6.50
XIV. Single Player commands
* Can be used only in Single player, or when Test Mode is enabled.
* Can be used repeatedly during whole game.
-lvlup --> Level up
Levels up your hero by 1 level.
Added in v6.38
-refresh --> Refresh
Refreshes the cooldown for all of your items and skills. Similar to using a Refresher Orb, except that it works for all of your skills and items. Also replenishes your hp and mana.
Added in v6.38
-spawncreeps --> Spawn creeps
Spawns creeps for both Sentinel and Scourge. Does not interfere with the normal creep spawn times.
Added in v6.38
-powerup --> Spawn runes
Spawns rune. Does not interfere with the normal rune spawn times. Note that rune won't spawn if there already is one, or was one less than 5 seconds ago.
Added in v6.42
-neutrals --> Spawn neutrals
Spawns neutral creeps in all camps that doesn't have units nearby. Note that corpses count as units. Does not interfere with the normal neutral creeps spawn times.
Added in v6.42
-kill --> Suicide
Kills your own hero.
Added in v6.38
-gold # --> Add gold
Gives you the amount of gold that you type in. Replace # with a gold amount.
Added in v6.38
-noherolimit -> Multiple heroes
Lets you get multiple heroes, primarily for video editors that have been requesting it. Has to be entered in the first 15 seconds of the game.
Added in v6.52
-killall -> Kill creeps
Kills all creeps.
Added in v6.52
-killsent -> Kill Sentinel creeps
Kills all Sentinel creeps.
Added in v6.52
-killscourge -> Kill Scourge creeps
Kills all Scourge creeps.
Added in v6.52
-time # -> Set time
Sets daytime. Replace # with a number.
Added in v6.52
-trees -> Regrow trees
Respawns all dead trees instantly.
Added in v6.55
Dota-Allstars Modes & Dota Commands Guides.
Latest update: Dota-Allstars 6.67c
I. Basic information on game modes
* The desired game mode has to be entered before 15 seconds mark, otherwise Normal Mode is selected.
* First available player may enter these commands, checking the player list from the top.
* Game modes are entered in a single line with no separation, like "-dmaridsc", or alternatively, they can be entered separated from each other, with a hyphen (-) in front of each mode, such as "-dm -ar -id -sc".
* The order doesn't matter. The game will handle it or (in case of incorrect combination) give you another chance.
II. Primary game modes
* Only one of these can be selected.
* Incompatible secondary game modes are listed as well.
Normal Mode --> Team Pick
This mode is selected when no other primary mode is during the first 15 seconds. Players may pick heroes from taverns belonging to their team.
-allpick / -ap --> All Pick
Everyone may pick heroes from any tavern.
-allrandom / -ar --> All Random
Every player gets a random hero from any tavern.
Incompatible with: Reverse Mode.
-teamrandom / -tr --> Team Random
Every player gets a random hero from the taverns belonging to their team.
Incompatible with: Reverse Mode, Death Match.
-moderandom / -mr --> Mode Random
Randomly picks a mode from All Random, All Pick, Team Random and Normal Mode.
Incompatible with: Reverse Mode, Death Match.
Added in v6.28
-leaguemode / -lm --> League Mode
All forms of random are disabled. 10 players required. The teams will pick in alternating orders, one team picking one hero, the other team picks two heroes, the first team picks two heroes, the other team picks two heroes, the first team picks their two last heroes, the other team picks their last hero (1-2-2-2-2-1). Each player has 20 seconds to pick a hero, otherwise one is randomed for him/her. The team which has the first pick is random. Can only pick from your side, Sentinel or Scourge, like Normal Mode.
Incompatible with: All secondary game modes except Shuffle Players, No Swap, No Repick, Terrain Snow.
Added in v6.21
-randomdraft / -rd --> Random Draft
Needs an even amount of players on each team to be activated. Goblin Techies cannot be picked in this mode. 22 random heroes are picked from all available ones and placed into 2 taverns (available for both Sentinel and Scourge). The remaining heroes are removed, as well as the rest of the taverns. Players then pick from those two taverns like in League Mode.
Incompatible with: Mirror Match, Death Match, All Agility, All Intelligence, All Strength, Same Hero, Reverse Mode.
Added in v6.39
-voterandom / -vr --> Vote Random
Three random matchups will be chosen, and each player gets to cast a vote on which of the three matchups they want, using -option 1/2/3. Needs an even amount of players on each team to be activated.
Read the V. Vote Random commands section for more information.
Incompatible with: Mirror Match, Death Match, All Agility, All Intelligence, All Strength, Same Hero, Reverse Mode.
Added in v6.35
-extendedleague / -xl --> Extended League
All forms of random are disabled. 10 players required. Both team leaders (blue for Sentinel, pink for Scourge) may remove up to 3 heroes each from all available ones in the first 20 seconds. Players then pick from the remaining heroes like in League Mode.
Incompatible with: All secondary game modes except Shuffle Players, No Swap, No Repick, Terrain Snow.
Added in v6.43
-singledraft / -sd --> Single Draft
Each player is presented with three random heroes, one agility, one strength, and one intelligence. They can then pick one of them using -pick 1/2/3 commands.
Read the VI. Single Draft commands section for more information.
Incompatible with: Mirror Match, Death Match, All Agility, All Intelligence, All Strength, Same Hero, Reverse Mode.
Added in v6.50
-captainsmode / -cm -> Captains Mode
Blue and Pink are the team captains. You start by alternating 1/1/1 in the ban phase. Each captain removes up to 4 heroes. Running out of time does not result in a random hero ban. After that you enter the 1/2/2/ pick phase. Each captain picks the heroes his team will use. If at any time you run out of time, you start to use up your extra time. If you run out and you are in pick phase, you get a random hero. Creeps spawn 90 seconds after the pick draft phase is over. Right after the hero pick phase ends, the 5 heroes for your team are presented with a checkmark on them (RD style) allowing players on your team to pick which one they want to be. The captain that starts this process is random. If you want to give the starting to Sentinel, type -cm 1 or -cm 2 for Scourge after the game mode is entered. Ban time is 40 seconds, pick time is 60 seconds and extra time is 45 seconds.
Read the VII. CAPTAINS MODE COMMANDS section for more information.
Incompatible with: All secondary game modes.
Added in v6.55
-cd / -CaptainsDraft -> Captain Draft
24 Heroes are randomly allocated in a circle (like RD). The 24 consist of 8 random Intelligence/Agility/Strength heroes, sorted in that order along the circle.
Each team has a total time bank of 2.5 minutes. Blue/Pink draft the heroes for their entire team.
Blue and Pink start off by alternating 1/1/1/1 ban picks.
It then goes into a 1/2/2/2/2/1 hero draft.
Once a hero picks/bans a hero, it immediately switches to the other player to act.
Your timer is shown in read when it is your turn to act.
Incompatible with: All secondary game modes.
Added in v6.60
III. Secondary game modes
* Any number of these can be selected along with primary mode, however there are multiple restrictions (listed below).
-deathmatch / -dm --> Death Match
If you die, you will have to pick a new hero once you can respawn. If a random primary mode was selected, you will receive a hero according to that random mode. A team loses if it has 44 deaths (you can change this value with -lives # command), or if its ancient is destroyed.
Read the VI. Death Match commands section for more information.
Incompatible with: All Intelligence, All Agility, All Strength, Reverse Mode, Same Hero, Mirror Match.
Added in v6.21
-reverse / -rv --> Reverse Mode
The Sentinel's players pick the Scourge's team and the Scourge's players pick the Sentinel's team. Needs an even amount of players on each team to be activated.
Incompatible with: Death Match, Same Hero.
Added in v6.38
-mirrormatch / -mm --> Mirror Match
Requires that both teams have the same number of players. After one minute, each player pair (blue - pink, teal - gray, purple - light blue, yellow - dark green, orange - brown) will have their heroes replaced with either one of the two they had. In the end, each player pair has the same hero, and both teams have the same matchup.
Incompatible with: Same Hero, Death Match.
Restored in v6.30
-duplicatemode / -du --> Duplicate Mode
The same hero can be picked or randomed by multiple players.
Restored in v6.33
-shuffleplayers / -sp --> Shuffle Players
The teams will be randomly shuffled. This includes which colour you have and which side you are on. Also evens the number of players in both teams if possible.
Added in v6.29
-samehero / -sh --> Same Hero
All players will have the hero that blue picks.
Incompatible with: Mirror Match, Reverse Mode, Death Match.
Added in v6.33
-allagility / -aa --> All Agility
Only Agility heroes will be allowed.
Incompatible with: All Strength, All Intelligence, Death Match.
Added in v6.28
-allintelligence / -ai --> All Intelligence
Only Intelligence heroes will be allowed.
Incompatible with: All Strength, All Agility, Death Match.
Added in v6.28
-allstrength / -as --> All Strength
Only Strength heroes will be allowed.
Incompatible with: All Agility, All Intelligence, Death Match.
Added in v6.28
-itemdrop / -id --> Item Drop
When you die, a random slot in your inventory will drop whatever it holds. If that slot is empty, nothing happens. You no longer lose money when dieing.
-easymode / -em --> Easy Mode
Towers are weaker, experience is gained faster, and you get twice as much periodic gold (16 every 7 seconds, that is). Please refer to Nova's Guide to Experience for experience values and to Y0UR's All about Towers Guide for tower data.
Renamed from -shortmode / -sm in v6.33
-nopowerups / -np --> No Powerups
No runes will spawn.
-supercreeps / -sc --> Super Creeps
Every now and then, a super creep may spawn for each side and follow the creeps in either lane. The weakest supercreep is the Siege Golem, a bit stronger is the Scary Fish, and the Ancient Hydra is the strongest one.
Sorry for the overall vagueness here, I'm working on it.
-onlymid / -om --> Only Mid
Same as -ntnb, but towers in top and bottom lane are invulnerable.
Added in v6.42
-notop / -nt --> No Top
No creeps spawn at the top (left) lane. Towers there are still vulnerable.
Added in v6.44
-nomid / -nm --> No Middle
No creeps spawn at the middle lane. Towers there are still vulnerable.
Added in v6.44
-nobot / -nb --> No Bottom
No creeps spawn at the bottom (right) lane. Towers there are still vulnerable.
Added in v6.44
-rangeonly / -ro -> Range Only
Only range heroes will be allowed.
Incompatible with: Melee Only, Death Match.
Added in v6.58
-meleeonly / -mo -> Melee Only
Only melee heroes will be allowed.
Incompatible with: Range Only, Death Match.
Added in v6.58
-cp / -capturepoint --> Capture Point Mode
Playing with Capture Point mode enabled. For more details about how it works, check this post.
Added in v6.67
IV. Tertiary Game Modes
* Any number of these can be selected.
-noswap / -ns --> No Swap
Swap commands do not work.
Read the VIII. Swap commands section for more information.
Added in v6.44
-norepick / -nr --> No Repick
-repick command does not work.
Added in v6.48
-terrainsnow / -ts --> Terrain Snow
This transforms the current terrain into a snow terrain. This is a very experimental mechanism and is still very much a WIP in the visuals department. The "-terrain" or "-terrain default" command reverts the terrain to its normal state.
Added in v6.48 as game command -terrain snow
Renamed in v6.48b
-poolingmode / -pm -> Pooling Mode
This mode allows pooling (item sharing between players). For a list of how items are affected when this mode is not activated, see Thrall729's Pooling Items List.
Added in v6.52
-observerinfo / -oi -> Observer Info
Displays some extra information for game broadcasters/observers when you hover over player heroes.
Added in v6.52
Since v6.60, -oi is turned on by default in observer games. Using -oi will disable it instead.
-miniheroes / -mi -> Mini Heroes
Heroes will be half the normal size.
Added in v6.54
-fastrespawn / -fr -> Fast Respawn
Causes respawns to take half as much time.
Added in v6.55
-rs / -randomside -> Random Side
Randomize which side your team starts in. This does not shuffle the players. It just places a team randomly as either Sentinel or Scourge.
Added in v6.60
-zm / -zoommode - Zoom Mode (Observer Only)
Pulls the camera outwards to see more action at the same time.
Added in v6.67
V. For fun game modes
* Must be entered separately, but still before 15 seconds mark.
-wtf --> What The Fuck Mode
Basically, all hero and item abilities have no cooldowns and cost 0 mana. When an ability is used, all cooldowns are reset and your mana is set to full. Certain triggered abilities will seem as if they have no cooldown, but will not have any effect until the time in which it would normally be cooled down has passed (one example is Borrowed Time).
Added in v6.36
VI. Vote Random commands
* Can be entered up to 30 seconds after Vote Random mode is selected.
* If no option is selected, one will be randomed. If the voting is a draw, one option will be randomed out of all three options, regardless of votes.
* Must be entered separately.
* You can use only one of these, i.e. you can't change your decision once you've voted.
-option 1 --> Option One
Vote for first presented matchup.
Added in v6.35
-option 2 --> Option Two
Vote for second presented matchup.
Added in v6.35
-option 3 --> Option Three
Vote for third presented matchup.
Added in v6.35
VII. Captains Mode Commands
* Must be entered separately.
-cm 1 -> Sentinel start
Sentinel captain starts the picking process.
Added in v6.55
-cm 2 -> Scourge start
Scourge captain starts the picking process.
Added in v6.55
VIII. Death Match commands
* First available player may enter these commands, checking the player list from the top.
* Can be entered up to 15 seconds after Death Match mode is selected.
* Must be entered separately.
-nd --> No Death Timer
There won't be any respawn time when a hero dies.
Added in v6.42
-lives # --> Maximum lives
Sets how many lives each side has. Replace # with the desired number. Minimum of 10, maximum of 44.
Added in v6.42
IX. Game commands
* Can be used repeatedly during whole game (with exceptions).
* Usable by everyone.
-matchup / -ma --> Display matchup
Displays which opponent controls which hero, and it's level. Also shows the time the player left the game (if he/she did).
Added in v6.13
-ma added in v6.21
Level support added in v6.39
Time support added in v6.45
-movespeed / -ms --> Display movespeed
Displays your hero's movement speed.
-ms added in v6.21
-creepstats / -cs --> Display creep stats
Shows how many creeps you have killed, as well as how many you have denied.
Added in v6.28
-cson --> Show Creep Stats scoreboard
Shows creep stats in the title of the default multiboard.
Renamed from -csboardon in v6.33
-csoff --> Hide Creep Stats scoreboard
Hides creep stats from the title of the default multiboard.
Renamed from -csboardoff in v6.33
-disablehelp --> Disable Help
Makes allied Chen's Test of Faith unable to teleport you. Makes allied Furion unable to cast Sprout on you. Makes allied Harbinger unable to cast Astral Imprisonment on you.
Added in v6.19b
Astral Imprisonment support added in v6.38
Sprout support added in v6.39
-enablehelp --> Enable Help
On by default. Toggles -disablehelp off.
Added in v6.19b
-unstuck --> Unstuck
Channels for 60 seconds, then moves your hero back to your base.
-recreate --> Recreate
Available for N'aix, Terrorblade, Dragon Knight and Banehallow. Use when close to the fountain if you have lost control of your hero (metamorphosis problem). 200 seconds channeling. Also usable with Leshrac, although he doesn't need it anymore.
Added in v6.05
Leshrac bug fixed in v6.48
IceFrog told me that with the possible exception of N'aix, this command is probably redundant now, especially after v6.49 N'aix remake.
-showmsg --> Show hero death messages
On by default. You see a text message when a hero dies.
Renamed from -unhidemsg
-hidemsg --> Hide hero death messages
Makes it so that there is no text displayed when a hero dies.
Added in v6.35
-showdeny --> Show deny notification
On by default for observers.
Every time you, an ally or an opponent makes a deny you see an exclamation mark in the color of the player that denied the creep.
Added in v6.39
-hidedeny --> Hide deny notification
On by default. Toggles -showdeny off.
Added in v6.39
-weather rain/snow/moonlight/wind/random/off --> Weather effects
Makes the desired weather.
-weather random randomly changes weather every 5 minutes.
-weather off switches off weather effects.
-weather rain/snow/off added in v6.39
-weather moonlight/wind/random added in v6.44
-denyinfo / -di --> Show deny info
Sets -showdeny and -cson.
Added in v6.41
-deathon / -don --> Show Death Timer board
On by default. Displays Death Timer when hero dies, which shows how much time is left to respawn.
Added in v6.42
-deathoff / -doff --> Hide Death Timer board
Toggles -deathon off.
Added in v6.42
-roll # --> Roll
Displays random integer between 0 (included) and #. Replace # with a number between 0 and 2000.
Added in v6.44
-rollhero / -rh -> Randomly display a heroname.
This has no actual functional effect in the game, just a small easy command that some players wanted for their play groups.
Added in v6.60
-hideheronames / -hhn --> Hide hero names
Hides hero's class displayed behind player's name in chat. If you want to squelch somebody, use this first, otherwise the /squelch command won't work.
Added in v6.45
-mute --> Mute kill sounds
Disables kill sounds.
Added in v6.48
-random --> Random
Gives you a random hero in modes where you have to pick one. Does not cost any gold.-random Intelligence/Strength/Agility It gives you 100 less bonus gold than the 250 bonus gold the regular -random gives you. Added in v6.60
-repick --> Repick
Gives you a new hero instead of the one you already have, at a cost. Can only be used once and only in the first minute, but not in league mode. Repick costs 100 gold normally, but in -ar and -tr it costs 400 gold. If you are playing a random game mode, you will receive a new random hero. If you are playing a pick game mode, you will have to pick a new hero.
Cannot be used when No Repick mode is enabled.
-gameinfo --> Game info
Displays some information on the different game modes that are used.
-afk --> AFK Info
Displays how long each player is inactive.
Added in v6.50
-kickafk # --> Kick AFK players
Kicks players that have been inactive for more than 10 minutes. Replace # with the number of idle player.
Added in v6.50
-apm --> Actions Per Minute
Displays your APM.
Added in v6.50
-courier --> Courier icon
Toggles displaying idle worker courier icon.
Added in v6.50
-clear --> Clear screen
Clears all game text messages from the screen.
Added in v6.50
-invokelist --> List Invoker's spells
Displays list of Invoker's spells.
Added in v6.50
-rollon -> Roll text on
On by default. When someone uses -roll command, the text will be displayed.
Added in v6.52
-rolloff -> Roll text off
No text will be displayed for you when someone uses -roll command.
Added in v6.52
-music # -> Play music
Plays the specified music. You must have music enabled to use these. Replace # with one of the following: off, random, nightelf1, nightelf2, nightelf3, human1, human2, human3, orc1, orc2, orc3, undead1, undead2, undead3, other1, other2, other3, other4, other5.
Added in v6.52
-water red/blue/green/random/default -> Water color
Customizes water color for local player.
Added in v6.54
Since v6.60 -water now supports any color combinations using -water r g b format
-itemswap x y -> Swap inventory slots
Swaps items in inventory slots. Primarily for dealing with undroppable items or items in cooldown. x and y correspond to numpad locations.
This command has been temporarily disabled.
Added in v6.55
-quote #/random -> Play hero quote
Replace # with a number. Plays a hero quote.
-quote random plays a random hero quote.
Supported heroes are: Witch Doctor, Nightstalker, Alchemist, Silencer, Sniper, Rhasta, Ogre Magi, Techies, Blademaster and Panda.
Added in v6.55 - WD, Nightstalker, Alchemist, Silencer, Sniper and Rhasta
Ogre, Techies, Blademaster and Panda added in v6.57
-rickroll -> Rick Roll
You can use this max. 10 times.
Added in v6.57b
-mc -> Multicast Counter
Shows multicast rate of any Ogre Magi on the map.
Added in v6.58
-bonus -> Show bonus XP and gold
Since v6.55, heroes get a small XP and gold bonus for hero kills. This command shows how much you got so far.
Added in v6.55
-tips -> Show tips
If you enter the command, the game will give you 5 pointers (at various stages in the game) that are unique to each hero to help you get the basics down. These are not intended to imply guidelines on how to play a hero, but rather as simple tips if you are new with that hero.
Added in v6.60
X. Swap commands
* These are just another Game commands, but due to recent changes in swap system, they deserve their own section.
* Can be used multiple times, but only before 90 seconds mark.
* Cannot be used when No Swap mode is enabled.
-swaphero / -swap --> Display hero's numbers
Displays a list of heroes available for swapping along with their numbers, which can then be used in -swap command.
-swaphero (old version) added in v6.30
-swap added in v6.46
-swap 1/2/3/4/5 --> Swap
Swaps your hero with another player's hero. You can use this command multiple times and even swap with multiple players at once. The number of the player you want to swap with can be accessed via -swaphero / -swap command.
Added in v6.46
-swapcancel --> Cancel swap requests
Cancels all your swap requests. This includes both requests made by you and your allies.
Added in v6.46
-swapall --> Swap All
Sends swap requests to all your allies. Also disables -swapcancel.
Added in v6.50
XI. Hero specific commands
* Can be used repeatedly during whole game.
-fleshstr / -fs --> Flesh Heap Strength
Usable only by Pudge. Shows how much strength he gained from his Flesh Heap ability.
Added in v6.42
-ha -> Hook Accuracy
Usable only by Pudge. Shows the accuracy of his Meat Hook. Only counts enemy hooks (those that hit Pudge's enemies).
Added in v6.55
Doesn't count allied hooks since v6.58
-mines -> Land Mine Counter
Usable only by Goblin Techies. Shows how many Land Mines they have placed.
Added in v6.58
-aa -> Arrow Accuracy
Usable only by Priestess of the Moon. Shows the Elune's Arrow hit percentagesAdded in v6.60-gg -> Goblins Greed Usable only by Alchemist. Display bonus gold received from Goblins Greed
XII. TEST COMMAND
* First available player may enter this command, checking the player list from the top.
* Must be entered separately, but still before 15 seconds mark.
* Can only be used in Multi Player.
-test -> Test Mode
Enables single player commands to be usable in multiplayer for easier extensive testing.
Added in v6.48
XIII. Anti-MapHack system
* First available player may enter these commands, checking the player list from the top.
* Must be entered separately, between 15 and 60 seconds of game time.
-ah --> Anti-MapHack
Enables maphack protection.
Added in v6.50
XIV. Single Player commands
* Can be used only in Single player, or when Test Mode is enabled.
* Can be used repeatedly during whole game.
-lvlup --> Level up
Levels up your hero by 1 level.
Added in v6.38
-refresh --> Refresh
Refreshes the cooldown for all of your items and skills. Similar to using a Refresher Orb, except that it works for all of your skills and items. Also replenishes your hp and mana.
Added in v6.38
-spawncreeps --> Spawn creeps
Spawns creeps for both Sentinel and Scourge. Does not interfere with the normal creep spawn times.
Added in v6.38
-powerup --> Spawn runes
Spawns rune. Does not interfere with the normal rune spawn times. Note that rune won't spawn if there already is one, or was one less than 5 seconds ago.
Added in v6.42
-neutrals --> Spawn neutrals
Spawns neutral creeps in all camps that doesn't have units nearby. Note that corpses count as units. Does not interfere with the normal neutral creeps spawn times.
Added in v6.42
-kill --> Suicide
Kills your own hero.
Added in v6.38
-gold # --> Add gold
Gives you the amount of gold that you type in. Replace # with a gold amount.
Added in v6.38
-noherolimit -> Multiple heroes
Lets you get multiple heroes, primarily for video editors that have been requesting it. Has to be entered in the first 15 seconds of the game.
Added in v6.52
-killall -> Kill creeps
Kills all creeps.
Added in v6.52
-killsent -> Kill Sentinel creeps
Kills all Sentinel creeps.
Added in v6.52
-killscourge -> Kill Scourge creeps
Kills all Scourge creeps.
Added in v6.52
-time # -> Set time
Sets daytime. Replace # with a number.
Added in v6.52
-trees -> Regrow trees
Respawns all dead trees instantly.
Added in v6.55
Dota-Allstars Modes & Dota Commands Guides.
Latest update: Dota-Allstars 6.67c
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