2009-09-11

DotA Guide - DotA-Allstars Guide

DotARune 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.

DotA-Allstars Attack Speed Guide

DotA-Allstars Atack SpeedGuide 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

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: atack 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 alphabetized 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 have done 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%

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.

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 powerfull late game heros in Dota. If not you will just have one relatively weak hero that can only use their images for distraction purposes.

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

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

Please advise if you test any of these out (include details of the test you carried out to prove it). Note: most of the below are auras but you should note that the image showing the aura icon or visual effect is NOT the same thing as it actually working on the image. The image will always show the aura icon regardless
  • Spell block (Linkens)
  • Lifesteal Aura (from Leoric or Vladmir's Offering)
  • Devotion Aura (Ring of Basilus or Vladmir's Offering)
  • Brilliance Aura (Crystal maiden, Ring of Basilus or Vladmir's Offering)
  • Toughness Aura (Sven)
  • Healing Aura (Headress of Rejuvenation, Mechanism)
  • Mechanism Heal Activation Effect
  • Arcane Ring Mana Charge Activation Effect
  • Buckler Activation Effect
  • Attack Speed Buff Aura (Assault Cuirass)
Extra note on bashing with images

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

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.

Dota-Allstars Neutral Creeps Guide

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.
Dota-Allstars Neutral Creeps Guide
Neutral Creeps Map


This is the complete list of neutral creeps and their location.

Easy Neutral Creeps

Dota-Allstars Neutral Creeps Guide
Groups 1
Location: A1, A2

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


Dota-Allstars Neutral Creeps Guide

Groups 2
Location: A1, A2

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

Dota-Allstars Neutral Creeps Guide

Groups 3
Location: A1, A2

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

Dota-Allstars Neutral Creeps Guide

Groups 4
Location: A1, A2

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

Dota-Allstars Neutral Creeps Guide

Groups 5
Location: A1, A2

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

Medium Neutral Creeps
Dota-Allstars Neutral Creeps Guide

Groups 6
Location: B1, B2, B3, B4, C1, C2, C3, C4

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

Dota-Allstars Neutral Creeps Guide

Groups 7
Location: B1, B2, B3, B4

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

Dota-Allstars Neutral Creeps Guide

Groups 8
Location: B1, B2, B3, B4

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

Dota-Allstars Neutral Creeps Guide

Groups 9
Location: A4,B1

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

Dota-Allstars Neutral Creeps Guide

Groups 10
Location: B1, B2, B3, B4

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

Hard Neutral Creeps

Dota-Allstars Neutral Creeps Guide

Groups 11
Location: B1, B2, B3, B4

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

Dota-Allstars Neutral Creeps Guide

Groups 12
Location: C1, C2, C3, C4

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

Dota-Allstars Neutral Creeps Guide

Groups 13
Location: C1, C2, C3, C4

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

Dota-Allstars Neutral Creeps Guide

Groups 14
Location: C1, C2, C3, C4

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

Ancients
Dota-Allstars Neutral Creeps Guide

Groups 15
Location: D1, D2

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

Dota-Allstars Neutral Creeps Guide

Groups 16
Location: D1, D2

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

Dota-Allstars Neutral Creeps Guide

Groups 17
Location: D1, D2

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

Dota-Allstars Neutral Creeps Guide

Groups 18
Location: D1, D2

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



Dota-Allstars Neutral Creeps Guide

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

DotA-Allstars Orb Effect Guides

DotA-Allstars Orb Effect Guides. This guide will show you the all the orb effect and it's priority. The credits belong to Malle of www.dota-allstars.com

The two golden rules:
1: Orb effects will never stack.
2: You may only place one buff per attack.

And as an information sticker:
  • You will only get the effect that is listed in the box. If you get both, it says both. If there's some strange mechanics to it, it's listed in the legend.
  • Eye of Skadi will be a melee Eye of Skadi if the unit that picks it up is currently in melee form. It will be ranged if the unit that picks it up currently has a ranged attack. Switching forms may or may not affect the form of the Eye of Skadi, it depends on the ability that changes your range
  • Ursa Warrior is as of 6.44 a melee unit. Doombringer is a melee unit. As of 6.28, Banehallow remains as a melee unit in his ultimate form. Strength Morphling is no longer in the game.
Now, to the charts:

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Maim
: "Sange", "Sange and Yasha"
Lifesteal: "Mask of Death", "Mask of Madness", "Helm of the Dominator", "Satanic"
Feedback: "Diffusal Blade", "Manta Style"
Chain Lightning: "Maelstrom", "Mjollnir"
Corruption: "Stygian Desolator"
Cold Attack: Melee: "Eye of Skadi melee"
Cold Attack: Ranged: "Eye of Skadi ranged"

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A quick explanation on how to read an excel chart:
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As seen in the ranged part, an Eye of Skadi and a Stygian Desolator would give you the Corruption orb effect, regardless of any other circumstances. However, on melee heroes, it says "Place". Looking in the legend, it tells you that "Place" means that the item in the highest priority slot will take effect, as well as the inventory priority order. I realize that my previous explanation may have been a bit ambiguous, so here's an image of the priority order:

IPB Image