[B]Explaining every mechanic in Dota is like a College Thesis, so I will be updating this thread all the time. If you have any questions before an answer is published here, you can drop a reply and the community can help you.[/B]
[img]http://i.imgur.com/51Y72.png[/img]
[url=http://www.dota2wiki.com/images/4/49/Announcer_welcome_01.mp3]Welcome to Dota![/url]
Probably where everyone screws up when they start playing such a high skill game is not understanding how the basic mechanics function and how they will affect you. This thread will be used as both a resource for people who are wanting to learn an Action-RTS/MOBA game, or to broaden their intelligence on how to manipulate the game to your own advantage. Please do feel free to reply if you want a better explanation to anything in the thread.
Lets get started!
[img]http://i.imgur.com/inUqu.png[/img]
[U][B]Attributes[/B][/U]
In Dota, every hero has three attributes that defines their role in the game. The attributes are Strength [img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img], Agility [img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img], and Intelligence [img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img].
Each point in [B]Strength[/B] will:
- Increase the max Hit Points of the hero by 19 points.
- Increase the Hit Point Regeneration of the hero by 0.03 HP/s.
Each point in [B]Agility[/B] will:
- Increase the hero's armor by 0.14.
- Increase the hero's attack speed by 1.
Each point in [B]Intelligence[/B] will:
- Increase the hero's max Mana by 13
- Increase the hero's Mana regeneration by 0.04 per second.
Even though every hero is affected by these attributes, they are classified by their "main" attribute of which has the largest gain per level. Each point a hero earns in their main attribute adds one (1) point of damage.
[U][B]How to increase Attributes?[/B][/U]
Every time you level up, your hero will earn a certain amount of attribute points (varied on the hero you are playing) that will instantly make you stronger. Items that are available from the shop can increase attributes directly also, and some hero abilities can passively (or activated) increase your attributes. Some easy examples of these are:
[img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Pudge[/b]'s Flesh Heap (0.9/1.2/1.5/1.8 STR) for any nearby (450 AOE) dying enemy hero or hero killed by Pudge outside the AoE
[img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Undying[/b]'s Decay (Temporarily saps 4 STR from Target)
[img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Centaur Warchief[/b]'s Great Fortitude (15/30/45 STR)
[img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img][b]Drow Ranger[/b]'s Marksmanship (15/30/45 AGI)
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][b]Silencer[/b]'s Last Word (Steals 1 INT from a dying enemy hero)
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][b]Outworld Destroyer[/b]'s Astral Imprisonment (2/4/6/8 INT stolen temporarily)
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img] [img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Murloc Nightcrawler[/b]'s Essence Shift temporarily steals 1 of each attribute from attacked hero, converts them to AGI.
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img] [img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img] Every hero except [b]Invoker[/b] has a fifth skill (Attribute Bonus) that increases all attributes by 2 points.
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img] [img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Morphling[/b]'s Morph (2/4/6/8 AGI can be transfered into STR per second and vice versa)
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img] [img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Invoker[/b]'s Quas/Wex/Exort (2 STR/AGI/INTper level of the skill)
[B](Props to The Mighty Boat for redoing this)
[/B]
[U][B]Experience[/B][/U]
Whenever a unit dies in Dota, all nearby heroes that are allied with the unit that killed it will gain an amount of experience dependant on the killed unit's level. Experience is shared equally among all allies, and the unit that landed the killing blow does not get any bonus experience. The experience range in Dota is 1200, and any hero kill that is done outside of this 1200 range area will give all the experience to the killer.
An easy way to give a visual on the experience range is Night Stalker's sight range, which is also 1200.
[img_thumb]http://i.imgur.com/U7gC0.jpg[/img_thumb]
[B][U]Denies[/U][/B]
Whenever a creep owned by the Radiant or a Dire gets killed by an allied player, it counts as a deny, and a reduced amount of experience is awarded to the heroes.
[B][U]Summons and extra hero experience[/U][/B]
Units that are created by the hero (Such as Lycanthrope's Wolves and Natures Prophet's Treants) or by items (Necronomicon) are considered Summons, and when killed will only award half of a lane creeps experience.
Heroes that are in a 1000 range area of a dying enemy hero will be granted a certain amount of XP, depending on the total amount of allied heroes within that range. Mathematically:
1 Hero: 120 + 20 x Level Of Dead Hero
2 Heroes: 90 + 15 x Level of Dead Hero
3 Heroes: 30 + 7 x Level of Dead Hero
4 Heroes: 15 + 6 x Level of Dead Hero
5 Heroes: 10 + 5 x Level of Dead Hero
[img]http://i.imgur.com/29Y5O.png[/img]
[U][B]Unit Types[/B][/U]
In Dota, there are several units of which you encounter regularly. For instance, you have the Hero of which is the primary unit of each player. Normally each player only controls one unit throughout the game, and everything else is controlled by the computer. All units give experience around them when they die, and give gold to the hero that scores the killing blow.
[U]Heroes[/U]
Heroes gain experience by being near enemy units when they are killed. Every hero starts the game at level one, and as they earn experience, they will increase their level, to a max of 25 levels. When a hero gains a level, it's attributes go up slightly, and it gains a new ability point to spend in it's skills. Heroes' abilities are very important, and shape the way they are played throughout the game.
[img]http://i.imgur.com/2RaZF.png[/img]
Your hero has three main skills and one "Ultimate" skill. Your Ability Points are able to be spent in any of these skills, or towards Attributes of which will make your hero stronger passively. Extra levels within a skill can be purchased every two levels; so to master a certain skill of your hero, you would spend your attribute point in that skill at levels one (1), three (3), five (5), and seven (7). Ultimates are only able to be skilled at level six (6), eleven (11), and sixteen (16) and are the heroes most powerful skill, so generally you want to take them as soon as possible.
[img]http://i.imgur.com/Hdii9.png[/img]
Invoker is an exception, as he can pick up his ultimate [B]Invoke[/B] at level two (2), seven (7), twelve (12), and seventeen (17), and his ability points are spent in the three attributes instead which lets him cast various spells.
[U]Normal Units[/U]
Normal units do not gain any experience or level up, and cannot hold any player items (with the exception of [B]Roshan[/B] and Lone Druid's [B]Spirit Bear[/B]). Normally these units are controlled by the computer, but there are heroes that are able to control their own Normal Units through spells, and the purchase of a Necronomicon. A great example is the Radiant and Dire owned creeps that run down the lanes fighting for you.
[U]Neutral Creeps[/U]
Similar to lane creeps, there are neutral units that spawn every minute within faction owned forests (or commonly named [B]Jungle[/B]) on each side of the map. These units are not controlled by a player, or either the Radiant and the Dire. They attack anything that comes near them.
[B][U]Buildings[/U][/B]
Buildings are special units within the game. There are many different types of buildings, and they are immune to almost every spell, which makes them strong early in the game. A picture of the mini-map is below us, showing how the buildings give safe ground for both teams to travel within.
[img]http://i.imgur.com/akMPy.png[/img]
[U]Towers[/U]
[img]http://i.imgur.com/d8nQB.png[/img][img]http://i.imgur.com/eK6Vu.png[/img]
Each faction has a total of 11 towers, on each lane there are three towers that get stronger after every tier you destroy. Every tower is invulnerable until you destroy the one before it, and the two towers beside the team's Ancient must be destroyed before the ancient is able to be attacked.
[U]Ancients[/U]
[img_thumb]http://i.imgur.com/z1kRy.png[/img_thumb][img_thumb]http://i.imgur.com/JdVLr.png[/img_thumb]
The main objective of the game is to destroy the enemy ancient in the middle of the enemies base. These buildings are invulnerable unless you destroy the towers that lead to them. They have a total of 4250 Hit Points and 15 points of armor.
[U]Barracks[/U]
[img_thumb]http://i.imgur.com/uEIHH.jpg[/img_thumb][img_thumb]http://i.imgur.com/7Qhhw.png[/img_thumb]
There are two structures at the end of each lane that affect the power of the enemies lane creeps. Depending on position on the map, the left barracks is Ranged and the right is Melee. For [B]bottom lane Radiant[/B] and [b]top lane Dire[/B], the top barracks is Ranged and the bottom barracks is Melee. Once killed, the enemy team will start spawning Mega Creeps, which are stronger and reward [U]less[/U] gold than normal lane creeps.
[U]"Buildings"[/U]
[img]http://i.imgur.com/CcAed.jpg[/img][img]http://i.imgur.com/NFqfj.png[/img]
"Buildings" (What they are specified as in Dota 2) are buildings that are not specific to victory and are really only there for looks. After the third tower is destroyed in a lane, these buildings are able to be taken down for a payment of 100-120 gold, and can be very valuable in a close game.
[U][B]Fountains[/B][/U]
[img_thumb]http://i.imgur.com/3eJgM.png[/img_thumb][img_thumb]http://i.imgur.com/HHIkU.png[/img_thumb]
Fountains are the regeneration areas for heroes in Dota, and normally is the safest place to heal back up and buy items. They act as a respawn area for each side, and help speed up the flow of the game. The fountain is immune to damage and almost all active skills. The fountain deals 190-199 physical damage and 800 attack range. The vision range is the same for both day and night.
The rate of HP regeneration is %4 per second and 14 MP per second. It should be noted that someone with higher health will heal at the same rate as someone with lower health, though Mana is a flat rate and dropping items giving intelligence will increase the speed of regeneration. Bottles that are not full will be automatically refilled upon entry to fountain, and can be used to regen in the fountain faster.
[U][B]Illusions[/B][/U]
Illusions are nerfed copies of another unit. They can look the same, act the same, run the same speed, attack the same speed, but they deal much less damage and usually die much faster.
[B][U]How to create Illusions[/U][/B]
There are two types of Illusions, Mirror Image Illusions and Single Target Casted Illusions.
[U]Mirror Image[/U]: Makes several copies of the hero and mixes them with the hero so others won't know which one is real.
[B]Mirror Image[/B] - [img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img]Naga Siren
3 Illusions
Deal 30%/35%/40%/45% damage
Take 600%/500%/400%/300% damage
Last 30 seconds
[B]Phantasm[/B] - [img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img]Chaos Knight
1/2/3 Illusions
Deal 100% damage
Take 200% damage
Last 20 seconds
[B]Manta Style[/B] - Melee
2 Illusions
Deal 33% damage
Take 350% damage
Last 20 seconds
[B]Manta Style[/B] - Ranged
2 Illusions
Deal 28% damage
Take 400% damage
Last 20 seconds
These skills give invulnerability during cast, and they are also able to purge debuffs and disjoint projectiles so they can avoid being recognized.
[U]Single Target Illusions[/U]: Some skills use an ability that provides an illusion without cancelling current orders, since most of the time the hero doesn't use the skill himself. These skills do not give any invulnerability time, and it's easy to know which one is real or fake.
[B]Metamorphosis[/B] - [img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img]Soul Keeper
0/1/1/2 Illusions
Deal 0%/10%/15%/20% damage
Take 350% damage
Last 30 seconds
[B]Reflection[/B] - [img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img]Soul Keeper
1 Illusion per enemy in the AoE
Deal 35%/45%/55%/65% damage
Take no damage
Last 5 seconds
[B]Wall of Replica[/B] - [img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img]Dark Seer
1 Illusion per each enemy [U]non-meepo[/U] clone that passes through the barrier.
Deal 70%/80%/90% (100%/120%/130% with Aghanim's Scepter) damage
Take 300% damage
Last 15/30/45 seconds
[B]Illusion Rune[/B]
2 Illusions
Deal 35% damage
Take 300% damage
Last 75 seconds
[B]Replicate[/B] - [img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img]Morphling
1 Illusion
Deal 50% damage
Take 100% damage
Last 30/45/60 seconds
[B]Juxtapose[/B] - [img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img]Phantom Lancer
Chance to get 1 Illusion on attack
Deal 25% damage
Take 450% damage
Last 20 seconds
[B]Doppelwalk[/B] - [img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img]Phantom Lancer
1 Illusion
Deal 25% damage
Take 400% damage
Last 20 seconds
[B]Haunt[/B] - [img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img]Spectre
1 Illusion per enemy hero
Deal 40% damage
Take 200% damage
5/6/7 seconds including the 1 second fade time
[B]Disruption[/B] - [img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img]Shadow Demon
2 Illusions
Deal 30%/40%/50%/60% damage
Take 150% damage
Last 5/6/7/8 seconds
[B][U]The difference between an illusion and the real unit[/U][/B]
Illusions cannot use any active abilities, though passives will work. Abilities that illusions can use:
-Evasion
-Critical Strike (it should be noted that the red number is before the illusion reduction)
-Feedback (only works on melee illusions)
-Movement speed (flat and percentage)
-Attribute bonus (Strength, agility and intelligence)
-Flat HP or mana
-True Sight
-Radiance burn aura (the aura still will not affect units already affected by a different Radiance aura)
-Endurance Aura
-Spell resistance from abilities, and base spell resistance
-Quelling Blade's Demolish
Passive abilities that illusions cannot use:
-Raw damage or armor
-HP or mana regeneration
-Orb effects (except Feedback on melee illusions)
-Cleave
-Bash (This includes the mini-bash on Monkey King Bar)
-Damage block
-Spell resistance from Cloak, Hood of Defiance or Pipe of Insight
-Backstab
[U][B]Auras on Illusions[/B][/U]
Aura abilities and items do work on illusions, everything around the illusions but itself will benefit from the aura bonus. Exceptions are Endurance Aura (from Drum of Endurance) and [img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img]Beastmaster's Inner Beast.
[U][B]Roshan[/B][/U]
[img]http://i.imgur.com/3UBAA.png[/img]
Roshan, sometimes known as "Roshan the Immortal", is the most powerful Neutral creep in Dota. It outmatches most heroes in one to one combat, and a team generally waits until later in the game where the damage dealers have better items, or take on Roshan as a team.
[U]Stats[/U]
Level: 30 (1789 experience)
HP: 7500 (20 HP/s regen)
Mana: 2000 (10 MP/s regen)
Attack Damage: 65
Armor: 3
Move Speed: 270
Attack Speed: 1
Damage point/backswing: 0.3/0.3
Casting point/backswing: 0.47/0.56
Vision day/night: 1400/1400
Acquisition range: 150
Type: Ancient
Bounty: 105-600
Every five minutes (starting at the first lane creep spawn) Roshan gets stronger, gaining +500 HP, +10 Damage and +0.5 Armor (given by an aura). He will reach his maximum strength at the 45 minute mark, which is:
HP: 12000
Attack Damage: 155
Armor: 8
[U]Respawning[/U]
Like all other creeps, Roshan respawns. However, he does not respawn at the fixed rate but instead [U]EXACTLY[/U] 10 minutes after he was killed. His respawning cannot be stopped by playing wards and/or standing within his pit.
[U]Abilities[/U]
[B]Spell Block:[/B] Roshan will block one targeted spell every 15 seconds.
[B]Spell Resistance:[/B] Roshan has a 75% spell resistance.
[B]Bash:[/B] Roshan has a 16% chance to deal 50 bonus damage and stun for 1.65 seconds on an attack.
[B]Slam:[/B] Roshan can slam the ground, slowing the attack speed and movement speed of units and heroes in a 250 Area of Effect for 2 seconds on heroes, and 4 seconds on units. Slam also deals 70 damage and costs Roshan 90 MP to cast. Roshan will not cast slam unless there are 3 or more units near him.
[B]Illusion Prevention:[/B] Any illusion that attacks Roshan will be instantly destroyed.
[B]Devotion Aura:[/B] Roshan has a Devotion aura that increases his armor. The aura starts at +0.5 armor, and increases by +0.5 every 5 minutes from the first creep spawn. Roshan's aura has a maximum increase of +5 armor.
[U]Aegis and Cheese[/U]
When Roshan is killed, he will drop an [U]Aegis of the Immortal[/U]. Once picked up, this item cannot be dropped or given to another hero. When the carrier of the Aegis is called, a tombstone will spawn on the corpse. After five seconds, the hero will respawn with full mana and health on top of it, and the Aegis will be consumed. If Roshan respawns before the Aegis is consumed, the hero will lose possession of the Aegis, to return back to Roshan.
Beginning with the third respawn of Roshan, he will also drop an item called [U]Cheese[/U]. The Cheese can be shared with allies, or sold at the shop for 500 gold. When used, it will instantly give the hero 2500 health and 1000 mana.
[U]Protected Area[/U]
To attack Roshan, the units must be within his spawning location, Roshan on the other hand can attack anyone anywhere if you happen to lure him away. The vision into the spawning location is restricted, and you have to physically be inside his pit to have vision of him and any other unit inside. Observer wards and Sentry wards cannot be placed inside his pit, so a team is generally safe from being spotted while fighting Roshan (Exceptions include [B]Spin Web[/B] from [img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img]Broodmother and [B]Psionic Trap[/B] from [img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img]Lanaya.)
[img]http://i.imgur.com/tZ1Zb.png[/img]
[B][U]Cooldown[/U][/B]
Cooldown is the amount of time that passes between the activation of a skill and the moment it's usable again.
After you issue the order to use a skill and the cast time passed, the skill will enter an unusable state until it's cooldown has passed. This means that for channelling skills, the cooldown will start at use instead of the end of the effect, as compared to cancelling a skill while it is still casting, which will not cause it to go into cooldown. If you use any active skill of any item, and you have more than one of that certain item; they will all go into cooldown at use. This is most apparant for the Dagon series; even if they are not the same item, they're in the same cooldown group.
When a skill is on cooldown and you level it up, the current cooldown will not be affected at all. There are no skills that can reduce a [U]current[/U] cooldown time by a percentage or a fixed number. This was due before to the Warcraft III engine only allowing a skill on cooldown to be refreshed completely, and no plans has Valve made to change this creating Dota 2.
Some of these skills that refresh the cooldown completely are:
- [B]Refresher Orb[/B] - Upon activation resets the cooldowns of all skills and starts it's own.
- [B]Refresh[/B] - [img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img]Tinker - Works on all of his skills and most of his items, except:
- Helm of the Dominator
- Necronomicon 1/2/3
- Hand of Midas
- Refresher Orb
- Arcane Boots
- Black King Bar
- With cheats enabled in a private lobby, -wtf immediately after a spell is casted, the cooldowns are refreshed and your mana is replenished.
add centaur's great fortitude to the attribute increase list, just for the sake of it being there when hes added
[editline]3rd June 2012[/editline]
[img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Pudge[/b]'s Flesh Heap (0.9/1.2/1.5/1.8 STR) for any nearby (450 AOE) dying enemy hero or hero killed by Pudge outside the AoE
[img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Undying[/b]'s Decay (Temporarily saps 4 STR from Target)
[img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Centaur Warchief[/b]'s Great Fortitude (15/30/45 STR)
[img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img][b]Drow Ranger[/b]'s Marksmanship (15/30/45 AGI)
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][b]Silencer[/b]'s Last Word (Steals 1 INT from a dying enemy hero, 2 INT if he lands the last hit)
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][b]Outworld Destroyer[/b]'s Astral Imprisonment (2/4/6/8 INT stolen temporarily)
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img] [img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Murloc Nightcrawler[/b]'s Essence Shift temporarily steals 1 of each attribute from attacked hero, converts them to AGI.
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img] [img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img] Every hero except [b]Invoker[/b] has a fifth skill (Attribute Bonus) that increases all attributes by 2 points.
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img] [img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Morphling[/b]'s Morph (2/4/6/8 AGI can be transfered into STR per second and vice versa)
[img]http://www.dota2wiki.com/images/thumb/1/1f/Icon_Int.png/24px-Icon_Int.png[/img][img]http://www.dota2wiki.com/images/thumb/b/ba/Icon_Agi.png/24px-Icon_Agi.png[/img] [img]http://www.dota2wiki.com/images/thumb/f/f9/Icon_Str.png/24px-Icon_Str.png[/img][b]Invoker[/b]'s Quas/Wex/Exort (2 STR/AGI/INTper level of the skill)
complete list of all abilities that increase or decrease attributes, permanently or non-permanently
[QUOTE=The Mighty Boat;36176071]add centaur's great fortitude to the attribute increase list, just for the sake of it being there when hes added
[editline]3rd June 2012[/editline]
complete list of all abilities that increase or decrease attributes, permanently or non-permanently[/QUOTE]
I just wanted to give a simple description of common bonuses, but I will add that instead.
-snip- didn't read it all the way
The good ol' [URL="http://www.purgegamers.com/welcome-to-dota-you-suck"]Welcome to dota, you suck[/URL]
[QUOTE=aydin690;36176708]The good ol' [URL="http://www.purgegamers.com/welcome-to-dota-you-suck"]Welcome to dota, you suck[/URL][/QUOTE]
No, this thread is mechanics only. Not going to tell you how to specifically play.
[QUOTE=aydin690;36176708]The good ol' [URL="http://www.purgegamers.com/welcome-to-dota-you-suck"]Welcome to dota, you suck[/URL][/QUOTE]
what does this have to do with mechanics
[QUOTE=BackSapper;36176722]No, this thread is mechanics only. Not going to tell you how to specifically play.[/QUOTE]
Whoops, wasn't paying attention. Add damage types to the op. Magic, physical, mixed, pure, piercing, etc.
[editline]2nd June 2012[/editline]
and a section for orb effects?
[editline]2nd June 2012[/editline]
or perhaps a section for what's blocked by bkb/linken sphere and what goes through it.
Add that Silencer steals 2 INT if he gets the last hit on the enemy
[QUOTE=aydin690;36178006]Whoops, wasn't paying attention. Add damage types to the op. Magic, physical, mixed, pure, piercing, etc.
[editline]2nd June 2012[/editline]
and a section for orb effects?
[editline]2nd June 2012[/editline]
or perhaps a section for what's blocked by bkb/linken sphere and what goes through it.[/QUOTE]
You can't read the first sentence of the thread? Everything is being put in here. It already took me three hours to type that today and I am continuing tomorrow.
EDIT: nevermind
Gonna start showing this to friends who are new. Thanks boat & Back
[QUOTE=OutOfExile2;36178299]Add that Silencer steals 2 INT if he gets the last hit on the enemy[/QUOTE]
And that the hero has to be within a certain radius in order to steal 1 INT if silencer doesn't kill them.
Dota2PortalTV have an entire series of videos dedicated to this
Here is the first one
[video=youtube;cQfn-mRYMuk]http://www.youtube.com/watch?v=cQfn-mRYMuk[/video]
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