Thursday, June 28, 2007

Dota 6.45 Is Up

Contributed by :
Harry Christian
http://harry-christian.blogspot.com


6.45 Changelog:
================
* Recoded Avatar on Black King Bar to fix various engine bugs (control loss, model glitches, etc)
* Fixed Lightning Storm tooltip
* Increased Barrier cooldown
* Improved cast range on Lightning Grapple
* Surge no longer purges target
* Increased Laser mana cost from 95/110/120/145 to 95/120/145/170
* Rebalanced Refraction
* Reduced the slow effect on Dirge's Plague
* Remade Pit Lord's ultimate
* Fixed Death Timer showing up after game is over
* Nightstalker's Crippling Fear now has a minor effect during the day
* Added an extra bounce to Scepter upgraded Chain Frost
* Lowered Meld mana cost
* Increased Templar's base attack range by 10
* Increased Refraction cooldown a little
* Fixed minor display glitch with -di
* Reduced Primal Split manacost from 150/225/320 to 125/175/225 and increased duration from 15 seconds to 15/20/25
* Improved Acid Spray AOE and Cast Range by 75
* Increased Drow's Silence AOE from 250 to 275
* Added new icon for Storm (148340)
* Improved Dragon Knight's Agility base and growth
* Lowered Overgrowth mana cost from 200/250/300 to 150/175/200
* Fixed Overgrowth to work on units in fog
* Changed Vengeful Spirit's Terror hotkey to E
* Improved Nightstalker cast animation time
* Fixed the canceling of Clarity Potion bug on Death Pulse
* Scroll of Town Portal can now target the World Tree/Throne
* Improved Sniper's Agility growth a bit
* Changed level 3 Chemical Rage Base Attack Cooldown from 1.25 to 1.20
* Improved Frost Armor
* Issues with droppable BKB resolved, it can now be dropped
* Reduced mana cost on Death Pact slightly
* Rebalanced Voodoo Restoration
* Fixed -unstuck bug at the end of the game
* Fixed some bugs with the display names of the courier killer
* Improved Vladmir's Offering recipe tooltip
* Fixed various Flying Courier tooltip errors
* Increased Vulture model size a bit
* Fixed Shadow Priest appearing in allstr and allagi
* Vastly increased Eyes in the Forest cast range
* Fixed the heal on Dirge's Zombies from canceling Clarity Potion
* Fixed various terrain glitches
* Changed Shadow Word damage type to Magical from Pure but adjusted the damage so it remains the same (unless you have extra magic resistance). The overall dps hasn't changed much, only its mechanics with different bonus resistances.
* Added code to prevent Couriers with invulnerability shield from entering enemy fountain areas to steal items
* Rewrote Smoke Screen to fix various minor visual glitches
* The time hero left at is now shown in -ma (146489)
* Fixed Ring of Basilius tooltip when you change its operating mode
* Fixed Stygian Desolator buff icon
* Changed Raise Revenant icon
* Added Victory Animations for units at the end of the game (150018)
* Clarified Gravekeeper's Cloak tooltip
* Rewrote Battle Hunger to fix an engine buff conflict with Gush and Hunger at same time
* Fixed various minor leaks
* Prioritized 2xror over roh in if you have all 3 in your inventory when creating Hood of Defiance so it doesn't use up your RoH
* Improved Living Armor a bit
* Fixed various other tooltip errors
* Clarified Eclipse tooltip
* Changed the Rock Golems that spawn in pairs (the ones that aren't in the ancient spawn points) to non-ancient type
* Fixed Sange and Yasha Maim buff icon
* Added new icons for Aftershock, Plague Wards, Overload and Grapple (thanks snork,Faust-,^SnakeZer0,1Raven and eva00r)
* Removed the dispell effect from Overload (too many undesired effects from both sides to be passively occuring)
* Bloodstone now gives you bonus health and mana regeneration for each charge it has on it
* Added new command -hideheronames to disable the new hero name display in chat functionaly. This is useful when you are trying to squelch someone and bnet won't let you.

Friday, June 8, 2007

Dota 6.44b released

Contribut by :
Harry Christian
http://harry-christian.blogspot.com


Download at http://www.getdota.com


6.44b Changelog:
================
* Fixed Pit of Malice tooltip
* Fixed issue with Templar taking Geomancer's spot as an Agi hero in -allagi
* Fixed a bug with Storm's Overload that made its attack counter inaccurate at higher attack speeds
* Fixed the issue that caused a checksum error to appear
* Killing a courier's image no longer announces the message as if it was real
* Fixed a bug with respawning that would respawn you faster if you had boughtback right before dying again
* Clarified Plague tooltip
* Fixed Cleave, Scattershot and various other spells from affecting Psionic Traps
* Fixed Boots of Travel working on Psionic Traps
* Fixed Vacuum from working on various exploitable areas
* Improved Plague visual effect
* Nerfed Plague damage amplification by 5% and changed the duration from 7/9/11 to 7/8/9 seconds
* Reduced Reverse Polarity mana cost and cd per level
* Lowered hp/armor on Raise Dead summons and increased bounty a little
* Fixed a bug that caused Plague to slow more than intended and said in the tooltip
* Displayed the player name when a tower is denied instead of his team name
* Clarified Life Break tooltip
* Nerfed str gain on Dirge
* Reduced Dirge model size very slightly
* Fixed Electric Rave from triggering Essence Aura, CotS
* Fixed Plague from giving the kill credit to the Dirge instead of the damage dealer
* Improved Luna base damage
* Fixed some issues with Meld
* Clarified Soul Rip tooltip
* Inner Vitality manacost is the same at all levels now (a nerf)
* Rebalanced Dark Portal. Aside from stat changes such as manacost/channeltime/duration, it cannot be cast from/to base and you can only transport through it once, not back and forth.
* Reduced the pause effect on vacuum considerably
* Added visual effect to transporting units through Dark Portal
* Changed the Storm soundset
* Fixed misc other minor issues

Monday, June 4, 2007

Dota 6.44 out now

Dota 6.44 is out now.
Download at http://www.getdota.com


6.44 Changelog:
================


==[Heroes]==

* Added a new Scourge hero: Dark Seer
* Added a new Scourge hero: Pit Lord
* Added a new Scourge hero: Undying
* Added a new Sentinel hero: Storm Spirit
* Added a new Sentinel hero: Templar Assassin
* Added a new Sentinel hero: Sacred Warrior (39888)
* New heroes are disabled in -lm/-xl
* Queen of Pain -> Reduced attack range from 600 to 550
* Queen of Pain -> Rebalanced how Shadow Strike levels up
* Dwarven Sniper -> Slightly increased base mana
* Ursa Warrior -> Is now a proper melee hero (recent patch fixed the issue, 137702)
* Shadow Priest -> Removed the duration nerf on Shallow Grave (it will now last until the target dies). Reduced cooldown. The respawn speed is nerfed instead.
* Troll Warlord -> Removed Berserker Rage mana cost
* Alchemist -> Increased casting range on Unstable Concoction a bit
* Alchemist -> Improved level 1 Chemical Rage health regeneration by 5
* Alchemist -> Minor buff to the damage on Unstable Concoction
* Doom Bringer -> Reduced Doom's Scepter upgrade duration by 2 seconds
* Moon Rider -> Eclipse no longer depends on Lucent Beam level
* Chen -> Increased movement speed from 290 to 295
* Spiritbreaker -> Nether Strike no longer depends on Greater Bash
* Bristleback -> Reduced max Quill Spray damage stack
* Bristleback -> Reduced movement speed by 5
* Bone Fletcher -> Changed Searing Arrows cooldown from 4/3/2/0 to 4/3/0/0
* Magnataur -> Improved his cast animation time
* Doom Bringer -> Due to popular demand, Level Death deals it's bonus damage on level 25 as well
* Syllabear -> Level 3 Spirit Bear has regained Entangle


==[Misc]==

* Various minor terrain improvements requested for league play
* Added hotkeys for all basic items (only a few had them before)
* Changed piercing damage to heavy armor to 75% from 100%
* Added -roll command (133304)
* Added a few new weather effects (-weather moonlight/wind)
* Added -weather random that will randomly change the weather for you (and only you) every 5 minutes
* Rewrote some item manipulation code to fix some exploits
* Added creep spawn modes -notop/-nomid/-nobot (-nt/-nm/-nb)
* You can now team kill units in other damage over time abilities like Curse of the Silent and Shadow Word
* You have to be below 25% health for an ally to be able to start denying you (assuming you can be denied of course)
* Removed the last melee creep count upgrade (the rest of the changes from last version are still the same)
* Recoded various resource intensive abilities for increased map stability
* Added new command -noswap (-ns)
* Satyr Trickster -> Increased movement speed


==[Item]==

* Wards -> Reworked Observer and Sentry wards again
* Bottle -> After rune usage, it returns a 2/3 Bottle instead of a fully refilled one
* Tango -> Price from 80 to 90
* Flask -> Heals over a period of 10 seconds instead of 20
* Flying Courier -> Removed Boots of Speed from requirements
* Flying Courier -> Added new ability (Courier Shield) and lowered vision


==[Cosmetics]==

* World Tree -> Added a new model (provided by Janzak @ janzak.deviantart.com)
* Chat messages now show hero name
* An announcement is now made when a tower is denied
* Considerably improved End Game Scoreboard and Observer Scoreboard presentation and content (total gold row coming in near future)
* Wrote gold cost on basic items like they are on recipes to allow for price checking before you go back to base
* The game now displays a kill message when a chicken dies
* End Scorescreen now lets you know when someone is no longer in the game
* Scoreboard now colors players differently if they have left the game
* Slithreen Guard -> Added new Sprint visual effect (126186)
* Goblin Techies -> New Remote Mine model (130285)
* Flying Courier -> Added unique scourge flying courier model
* When a team mate denies an ally, it now says his name (127161)
* Crystal Maiden -> Crystal Maiden's Scepter upgrade now gives a unique visual effect (128977)
* Chaos Knight -> Chaos Bolt now shows the random stun duration (130088)
* Keeper of the Light -> Added a new and more accurate Illuminate Wave effect provided by eva00r
* Shadow Fiend -> Added a special effect when Nevermore gains a soul (132731)
* Morphling -> Added text overhead to show the damage dealt by Adaptive Strike
* Camera now moves to the throne/tree when it dies. Added 1-2 second delay before scoreboard appears to show the death animations
* Added more flavor text to various items (130384)
* Added new icons for Freezing Field, Viscous Nasal Goo, Drow's Silence, Lightning Storm, Blur, Global Silence, Plague Wards (thanks snork and switch)
* Added new icon for Mirror Image (73303)
* Changed second secret shop name
* Improved visibility of scourge fifth recipe shop when not in base
* Improved movement speed items' tooltips (130948)
* Courier -> When purchasing a courier, Sentinel will get a random selection of Chicken, Raccoon or Penguin, while Scourge will get a random selection of Carrion Beetle, Dune Worm or Fel Boar.
* Listed damage type for Arcane/Impetus/Glaives
* Improved Demon Witch's Impale tooltip (107362)
* Changed the default missing icon on the scoreboard from the eye to another one
* Battle Fury -> now lists it as a melee item (139040)
* Sanity's Eclipse -> The damage dealt to units is now listed as an overhead text
* Added more flavor text to various abilities
* Improved various item tooltips to make it more user friendly
* Added reminder in -mm regarding hero switches
* Updated Bottle Tooltip to make it more obvious that rune bottle refilling is not a bug!
* Reduced how long the warning about disassemble lasts on the screen
* Improved dozens of tooltips
* Thanks to Eva00r and JetFango for various icons/effects


==[Various fixes]==

* Fixed the desync bug that happens when observers leave a game, causing some other players to disconnect
* Fixed another very rare respawn glitch
* Fixed Ignis Fatuus scepter upgrade not being on autocast by default
* Fixed a bug that caused sprout trees to sometimes respawn trapping the hero again
* Fixed Lothar's Edge icon(132136)
* Fixed a bug with custom replay data winner field
* Fixed Holy Persuation not showing level in tooltip
* Fixed Midnight Pulse killing mines
* Fixed Clarity Potion buff icon bug
* Fixed Mask of Madness buff icon (126834)
* Fixed Drunken Haze tooltip typo
* Improved some internal Observer Mode code
* Fixed Wrath of Nature typo
* Fixed a bug with Black Hole pulling in mines
* Fixed some memory leaks with Time Lapse and Poison Nova
* Fixed a rare bug with Toss
* Fixed Chronosphere tooltip
* Clarified some TDA quest menu rules
* Compressed various icons (thanks PGRu-Unexpect3D)
* Fixed a bug with Phantom Edge giving extra evasion
* Lots of optimizations to how Impetus/Glaives/Arcane abilities were coded
* Fixed Helm of Iron will giving 2 hp regen and not 3 hp
* Fixed the game clock continuing after the game has ended
* Fixed a rare bug with Adaptive Strike
* Fixed Rampage buff tooltip
* Fixed a rare bug with Greater Bash
* Fixed some bugs with -dm and various abilities that depended on unit state
* Fixed Silencer from stealing an INT from an ally deny
* Fixed Shockwave from hitting wards
* Gave unique codes to the following abilities make replay processing more straight forward: Phantom Assassin's Shadow Strike, Venomancer's Shadow Strike, Queen of Pain's Shadow Strike, Stealth Assassin's Blink Strike, Chaos Knight's Blink Strike, Lion's Voodoo, Rhasta's Voodoo, Razor's Frenzy, Viper's Frenzy, Sven's Storm Bolt and Leo's Storm Bolt.
* Fixed some item buying cooldowns that were still at 5 sec instead of 1
* Fixed Necromastery tooltip
* Fixed various other buggy tooltips


-- Thanks to all the fans for being patient in this long release.
Thanks to the following beta testers:
-very active: iNCQRiT, BeamCannon, unHOLYdoNUTS, LulaLula, Beast_Pete, Ro-Coco, Warsoft, Zethal, KI-HunterKiller, Apocalypse, sSerenity, StokesII, heftig, LordDready, kugelkind, arthur5863, Genosis, SokZ, eldorquo, Nova
-active: DarkMist67, IEatDeadPeoples, Infrisios, Dimitrii, Beary, Trozz_, Wretchingwretch, u-nL-ike, Severas, Naz), jmesch04, Zagruss5, 4nTr4xX, TheKitchenSink, Sarkahn, eBoS, Jewified., Switch, Kesy, HarbingeR-2.0-, HunterX2, HolyHuman, Gorzerk, Calf85, Shimmy]BT, Capnrawr, Damican., Qu33nZR3p1n9, phssy_galore, Terrorblaze, Idejder, Casperkid0923, GnS.Gauss, Minotaar, whifra, M3Th0dz, feared.slayer, 28awg, Rororo, CouchCushion, ThunderBolt_ and Tota-Domi

-- I am dedicating this version to Terrorblaze, Naz, Wuffle, Eva00r, Minotaar, arthur5863, Trystero and the late OzoneX for all their contributions to the overall DotA community.

-- If you find any bugs or have any comments, please let me know.

-- Once again, much thanks to all the beta testers that helped make this big release a possibility.

Thursday, May 31, 2007

Tips Of The Day

The very first few tips. All with pictures and colored text, easy learning laugh.gif

Enjoy~~~

------------------------------------------------------------------



Thanks Shinlogen sir for the correction.

------------------------------------------------------------------




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Today, we learn how to abuse the Fog of War! laugh.gif
You can see and hear through the fog of war.
Click here for details.

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Today, we learn how to abuse Empty Bottle(s)! laugh.gif
-Only valid for version 6.43b-
Click here to learn how to abuse Empty Bottle(s)

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-------------------------------------------------------------------


p/s: Healing is affected by Magic Resistance.

-------------------------------------------------------------------



-------------------------------------------------------------------


If you'd like the tower to focus fire on your hero/unit,
press "M" key and first click the tower, move your
hero/unit to zero distance between the tower, the tower
will pick on the nearest unit (that's your hero/unit)
after picking off the last one-of-the-many-foolish-creeps
who got randomly selected by being the clocest to tower
before you.

-------------------------------------------------------------------



If you're planning to get Soul Booster/Guinsoo.
Always get the basic items in this way, for
Soul Booster = Point > Vitality > Energy.
Guinsoo = Eul Scepter > Oblivian Staff

-------------------------------------------------------------------

>
Except for Morphling and Rikimaru who benefit
more from Wraith Band. Other heroes, ignoring
Str, Agi or Int base, should go for Bracer instead
of Null or Wraith. Basically you still survive when
your mana is depleted but you won't when your
hp hits 0. Regeneration and more hp is essential
in early game. Quit getting Null or Wraith Band,
get Bracer.

-------------------------------------------------------------------



Vengenful Spirit's Nether Swap is the best
disdrupting spell in Dota, it works exactly
100% against any heroes/units.
Also, a swapped unit's action is reseted,
thus a swapped unit will attacks the nearest
unit instead of the original one it's hitting.

-------------------------------------------------------------------


Magic Resistance items only stack with Magic
Resistance skills ONLY IF they are bought before
the skills are learnt.
Note: Buy the item before learning lv1 skill.
-------------------------------------------------------------------


Guess what, a picture of a hundreds words.
Yasha stacks directly with SnY.
Headress stacks directly with Mekasm.
The strongest Brilliance Aura (CM's one)
will take place.
Devotion Aura (stongest from items)
stacks with Toughness Aura.
Lv 3 Endurance Aura by Necromonicon
and GS makes it 10 buffs in total.
You can have as many auras/buffs as
you can but the status bar only shows
a maximum of 8 buffs.
When a team gets all the buffs above,
I call it gay. I'm gay cause I do that
often lol.

-------------------------------------------------------------------



Manta Style or any Mirror Image skills only work
with Chemical Rage. Other than that, if a
BKBavatared/metamorph-based skill-unit use
Manta/Mirror Image, it will return to the form before
BKB/avatared/metamorped.
eg. Dragon Knight transform into Dragon and used
Manta Style, later he'll splitted into 3 Knight Davion
instead of Arc Honist, therefore wasting the skill.

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Aphotic Shield is so gay that it could dispell
a negative buff upon cast, even do it's mana
leak, you'll removed it before it takes effect
therefore you won't lose mana. You can cast
it on allie to dispell too.. However, Doom, the
ultimate negative buff, can't be removed by
this skill.

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Doom goes through Rage, Repel and BKB. In fact,
Doom silences items. The only ways to counter
Doom is Linken Sphere and Kraken Shell (it nagates
all spells once in a while.)
Add on: Borrowed Time can debuff Doom when it auto-trigger, thank RaistlinMajere for the information.

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don't cancel
Silence and Bloodrage ONLY silence skills but NOT items,
therefore your can still escape from the mother's worst case
scenarios by teleportaing with a Town Portal Scroll or Boot
of Travel.


-------------------------------------------------------------------



Don't waste your precious Shallow Grave on heroes who
have Aegis or Reincarnation. Shallow Grave will be wasted
once they die, and their own skill/item will take effect.
When they revive, the Shallow Grave is no longer there.

-------------------------------------------------------------------

=+1STR
It's always good to suicide when necessarry for
Pudge because if you do so you'll gain a bonus
Strenght point and deny yourself from the enemy.

-------------------------------------------------------------------

+ = aura
By possesing a Headress and a Mekansm, your whole team
(including the creeps and you yourself) actually enjoys the
regeneration rate (10.56, I'd round it up to 11) of a Heart of
Torrasque for mere 3, 091 golds.

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If Sven/Magnus owns 6 Battlefurry, he'll deal more than
200% splash damage that means the surrouding targets
take more damage than the primary target does.

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Backtrack and Dispersion are the only evasion skill
that stacks with Butterfly's evasion.For other evasion
skills, the higher evasion rate will take over.

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If fired by using the hotkey, orb skills
will be considered as spells. Thus
- Ignore creeps aggro (good for harrassing)
- 40% chance to trigger Essence Aura
- Able to fire even do your hero is Frostbited/ Entangled
- Trigger Nether Ward
- Ignore Untouchable

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>
Besides Diffusal Blade which kills Infernal upon cast,
Obsidian is the best hero to counter Warlock, one
shot of Arcane Orb does 400 bonus
damage.
Level 1 Infernal dies in 2-3 hits
Level 2 Infernal dies in 4 hits
Level 3 Infernal dies in 5 hits

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damages

Purrification damages Juggy even do when he spins!

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These skills deal precise damage, they ignore
magic resistance and armor at all levels.

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cancels

Syllabear's Spirit Bear can cancels Juggernaut's Bladefurry if it
scores an Entangling Root.

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Lich's Chain Nova has a 0.01 second mini stun, it occurs once cast, that means even before the projectile hits the target, once cast you'll score a mini stun on the target. You can use it to prevent teleporting prey from escaping and disrupt any deadly channeling ultimate

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One of the best starting item build in AP game

6 Tangos = 1050 hp regen = 8 minutes and 45 seconds regeneration of a ring
5 Branches = half of an ulti orb

Friday, May 25, 2007

Linken's Sphere Guide, A list of what it blocks [6.41]

For DotA Allstars v6.41 by NekoChanX Allure- @ DotA-Allstars.com
IMPORTANT - Copying of this guide is fine by me as long as CREDIT IS GIVEN.

Questions have been asked several times about what Linken's does and does not block so I shall gather what I know and put them in a list according to the heroes and their spells.
Use Ctrl + F to search for the hero whose skills you are inquiring about. Example, Ctrl + F obsidian.

Yes = Linken's activates and spell does not take effect.
No = Linken's does not activate.
1* = Only if the hero targets you. (such as in Forked Lightning)
2* = Triggers linkens cooldown and spell still has its effect.
3* = Triggers linkens cooldown and spell has the first cast of its effect nullified.

All the information below has been tested and proved to be correct.
If any mistakes are found please pm me with the replay involving the spell's effect on Linken's Sphere.
Items and Neutral Creeps section will be introduced to the guide soon.

Sentinel:

Luna Moonfang, Moon Rider
Lucent Beam = Yes
Moon Glaive = No
Lunar Blessing = No
Eclipse = 3*

Kardel Sharpeye, Dwarven Sniper
Scattershot = No
Headshot = Yes
Take Aim = No
Assassinate = Yes

Jah'Rakal, Troll Warlord
Berserker rage = No
Blind = Yes
Fervor = No
Rampage = No

Rhasta, Shadow Shaman
Forked Lightning = 1*
Voodoo = Yes
Hero Shackles = Yes
Mass Serpent Wards = No

Rigwarl, Bristleback
Viscous Nasal Goo = 2*
Quill Spray = No
Bristleback = No
Warpath = No

Mangix, Pandaren Battlemaster
Thunder Clap = No
Drunken Haze = Yes
Drunken Brawler = No
Primal Split = No

Primal Split Pandas
Taunt = No
Cyclone = Yes
Hurl Boulder = Yes

Bradwarden, Centaur Warchief
Hoof Stomp = No
Double Edge = Yes
Return = No
Great Fortitude = No

Gondar, Bounty Hunter
Shuriken Toss = Yes
Jinada = No
Wind Walk = No
Track = Yes

Knight Davion, Dragon Knight
Breathe Fire = No
Dragon Tail = Yes
Dragon Blood = No
Elder Dragon Form = No

Magina, Anti-Mage
Mana Break = No
Blink = No
Spell Shield = No
Mana Void = Stun is nullified, damage still taken, c/d triggers

Traxex, Drow Ranger
Frost Arrows = No
Silence = No
Trueshot Aura = No
Marksmanship = No

Purist Thunderwrath, Omniknight
Purification = No
Repel = No
Degen Aura = No
Guardian Angel = No

Shendelzare Silkwood, Vengeful Spirit
Magic Missile = Yes
Terror = No
Command Aura = No
Nether Swap = 2*

Zeus, Lord of Olympia
Arc Lightning = Yes
Lightning Bolt = Yes
Static Field = No
Thundergod's Wrath = Yes

Aiushtha, Enchantress
Impetus = No
Enchant = Yes
Nature's Attendants = No
Untouchable = Yes

Morphling
Waveform = No
Adaptive Strike AGI = 2*
Adaptive Strike STR = 2*
Morph = No
Replicate = Yes

Rylai Crestfall, Crystal Maiden
Frost Nova = Yes
Frost Bite = Yes
Brilliance Aura = No
Freezing Field = No

Sven, Rogueknight
Storm Bolt = Yes
Great Cleave = No
Toughness Aura = No
God's Strength = No

Slithice, Naga Siren
Mirror Image = No
Ensnare = No
Critical Strike = No
Song of the Siren = Yes

Raigor Stonehoof, Earthshaker
Fissure = 1* and unpathable terrain still occurs
Enchant Totem = No
Aftershock = No
Echo Slam = No

Rikimaru, Stealth Assassin
Smoke Screen = No
Blink Strike = No
Backstab = No
Permanent Invisiblity = No

Lina Inverse, Slayer
Dragon Slave = No
Light Strike Array = No
Ultimate = No
Laguna Blade = Yes

Syllabear, Lone Druid
Summon Spirit Bear = No
Rabid = No
Synergy = No
True Form = No

Syllabear's Spirit Bear
Entangle = Yes

Yurnero, Juggernaut
Blade Fury = No
Healing Ward = No
Blade Dance = No
Omnislash = 2*

Nortrom, Silencer
Curse of the Silent = Yes
Glaives of Wisdom = No
Last word = 2*
Global Silence = No

Rooftrellen, Treant Protector
Nature's Guise = No
Eyes in the Forest = No
Living Armor = No
Overgrowth = Yes

Darchrow, Enigma
Malefice = Damage on first stun is blocked, stun still takes effect, remaining stuns continue, c/d triggers
Conversion = No
Midnight Pulse = No
Black Hole = No

Ezalor, Keeper of the Light
Illuminate Indirect = No
Illuminate Direct = 2*
Mana Leak = Yes
Chakra Magic = No
Ignis Fatuus = No

Ulfsaar/Fuzzy Wuzzy, Ursa Warrior
Earthshock = No
Overpower = No
Fury Swipes = No
Enrage = No

Aggron Stonebreaker, Ogre Magi
Fireblast = Yes
Ignite = Yes
Bloodlust = No
Multicast = No

Ogre Magi Multicast
Fireblast = 3*
Ignite Direct = Yes
Ignite Indirect = Yes

Boush, Tinker
Laser = Miss chance is blocked, damage goes through, c/d triggers
Heat Seeking Missile = No
March of the Machines = No
Rearm = No

Furion, Prophet
Sprout = 2*
Teleportation = No
Force of Nature = No
Wrath of Nature = Damage will be blocked, further bounces (if any) continues

Azwraith, Phantom Lancer
Spirit Lance = Slow is blocked, damage goes through, c/d triggers
Doppelwalk = No
Juxtapose = No
Phantom Edge = No

Tiny, Stone Giant
Avalanche = No
Toss = 2*
Craggy Exterior = Yes
Grow = No

Squee And Spleen, Techies
Land Mines = No
Statis Trap = No
Suicide Squad, Attack! = No
Remote Mines = No

Chen, Holy Knight
Penitence = Yes
Test of Faith = 2*
Holy Persuasion = No
Hand of God = No

Rexxar, Beastmaster
Wild Axes = No
Beast Rage = No
Call of the Wild = No
Primal Roar Direct = Stun and damage nullified, slowed, c/d triggers
Primal Roar Indirect = No

Jakiro, Twin Head Dragon
Dual Breath = Slow from ice portion nullified, damage from ice and fire and dps from fire goes through, c/d triggers
Icy Path = 2*
Auto Fire = No
Macropyre = No

Razzil Darkbrew, Alchemist
Acid Spray = No
Unstable Concoction = Yes
Goblin's Greed = No
Chemical Rage = No

Mirana Nightshade, Priestess of the Moon
Starfall = No
Elunes Arrow = Stun is blocked, damage goes through, c/d triggers
Leap = No
Moonlight Shadow = No

Scourge:

Medusa, Gorgon
Split Shot = No
Chain Lightning = Yes
Mana Shield = No
Purge = Yes

Balanar, Night Stalker Day
Void = Yes
Crippling Fear = Yes
Hunter in the Night = No
Darkness = No

Night Stalker Night
Void = Mini-stun and slow nullified, damage goes through, c/d triggers
Crippling Fear = Yes
Hunter in the Night = No
Darkness = No

King Leoric, Skeleton King
Storm Bolt = Yes
Vampiric Aura = No
Critical Strike = No
Reincarnation = No

Lucifer, Doom Bringer
Devour = No
Scorched Earth = No
Lvl? Death = Yes
Lvl? Death w Factor = 3*
Doom = Yes

Anub'Arak, Nerubian Assasin
Impale = 1*
Mana Burn = Yes
Spiked Carapace = No
Vendetta = No

Slardar, Slithereen Guard
Sprint = No
Slithereen Crush = No
Bash = No
Amplify Damage = Yes

Akasha, Queen of Pain
Shadow Strike = Yes
Blink = No
Scream of Pain = No
Sonic Wave = No

Bone Clinkz, Bone Fletcher
Strafe = No
Searing Arrows = No
Wind Walk = No
Death Pact = No
Breaking out of Wind Walk with attack = Yes

Darkterror, Faceless Void
Time Walk = No
Backtrack = No
Time Lock = No
Chronosphere = No

Viper, Netherdrake
Frenzy = No
Poison Attack = No
Corrosive Skin = No
Viper Strike = Yes

Razor, Lightning Revenant
Frenzy = No
Chain Lightning = Yes
Unholy Fervor = No
Storm Seeker = No

N'aix, Lifestealer
Feast = No
Poison Sting = No
Anabolic Frenzy = No
Rage = No

Terrorblade, Soul Keeper
Soul Steal = Yes
Conjure Image = No
Metamorphosis = No
Sunder = 2*

Leshrac, Tormented Soul
Split Earth = No
Diabolic Edict = No
Lightning Storm = Yes
Pulse Nova = No

Kel'Thuzad, Lich
Frost Nova = Yes
Frost Armor = No
Dark Ritual = No
Chain Frost = Damage on first hit to yourself is blocked, bounces still occur.

Krobelus, Death Prophet
Carrion Swarm = No
Silence = No
Witchcraft = No
Exorcism = No

Lion, Demon Witch
Impale = 1*
Voodoo = Yes
Mana Drain = Yes
Finger of Death = Yes

Lesale Deathbringer, Venomancer
Shadow Strike = Yes
Poison Sting = No
Plague Ward = No
Poison Nova = No

Magnus, Magnataur
Shockwave = No
Empower = No
Mighty Swing = No
Reverse Polarity = No

Visage, Necro'lic
Grave Chill = Yes
Soul Assumption = No
Gravekeepers Cloak = No
Raise Revenants = No

Nessaj, Chaos Knight
Chaos Bolt = 0.1 mini-stun occurs, damage taken, c/d triggers - Main stun does not occur
Blink Strike = No
Critical Strike = No
Phantasm = No

Banehallow, Lycanthrope
Summon Wolves = No
Howl = No
Feral Heart = No
Shapeshift = No

Black Arachnia, Broodmother
Spawn Spiderlings = Yes
Spin Web = No
Incapacitating Bite = Yes
Insatiable Hunter = No

Mortred, Phantom Assasin
Shadow Strike = Yes
Blink Strike = No
Blur = No
Coup de Grace = No

Pugna, Oblivion
Nether Blast = No
Decrepify = Yes
Nether Ward = No
Life Drain = Yes

Pugna's Nether Ward
Mana Flare = Yes

Leviathan, Tidehunter
Anchor Smash = No
Gush = Slow and armor reduction blocked, damage goes through, c/d triggers
Kraken Shell = No
Ravage = No

Atropos, Bane Elemental
Enfeeble = Yes
Brain Sap = 2*
Nightmare = Yes
Fiends Grip = Yes

Rotund'jere, Necrolyte
Death Pulse = No
Diffusion Aura = No
Sadist = No
Reaper's Scythe = Stun is nullified, damage still taken, c/d triggers

Pudge, Butcher
Meat Hook Direct = 2*
Meat Hook Indirect = No
Rot = No
Flesh Heap = No
Dismember = Yes

Barathrum, Spiritbreaker
Charge of Darkness = 2*
Empowering Haste = No
Greater Bash = No
Nether Strike = 2*

Anub'Seran, Nerubian Weaver
Watcher = No
Shukuchi = No
Geminate Attack = No
Time Lapse = No
Breaking out of Shukuchi to attack = Yes

Nevermore, Shadow Fiend
Shadowraze = No
Necromastery = No
Presence of the Dark Lord = No
Requiem of Souls = Slow blocked, damage goes through, c/d triggers

Crixalis, Sand King
Burrowstrike Direct = 2*
Burrowstrike Indirect = No
Sand Storm = No
Caustic Finale = No
Epicenter = No

Mogul Kahn, Axe
Berserker's Call = No
Battle Hunger = Yes
Counter Helix = No
Culling Blade = Yes
Culling Blade within killing zone = No

Strygwyr, Bloodseeker
Bloodrage = Yes
Blood Bath = No
Strygwyr's Thirst = No
Rupture = 2*

Abaddon, Lord of Avernus
Death Coil = 2*
Aphotic Shield = 2*
Frostmourne = No
Borrowed Time = No

Mercurial, Spectre
Spectral Dagger Direct = 2*
Spectral Dagger Indirect = No
Desolate = No
Dispersion = Stun blocked, damage goes through, c/d triggers
Haunt = No

Vol'jin, Witch Doctor
Paralyzing Cask = 2*
Voodoo Restoration = No
Maledict = No
Death Ward = No

Harbinger, Obsidian Destroyer
Arcane Orb = No
Astral Imprisonment = 2*
Essence Aura = No
Sanitys Eclipse = No

Demnok Lannik, Warlock
Fatal Bonds = If he targets you, 2* // If he targets creeps and it bounces to you, no
Shadow Word = 2*
Upheaval = First "series" of slow is nullified, c/d triggers (If you don't understand just take it as 2*)
Rain of Chaos = No
Infernal = No
Infernal Immolation and Pulverise = No

Meepo, Geomancer
Earthbind = No
Poof = No
Geostrike = No
Divided We Stand = No

Dazzle, Shadow Priest
Poison Touch = First slow is nullified, the rest works as usual
Weave = 2*
Shadow Wave = No
Shallow Grave = No





Items:

Dagon = No
Purge (Diffusal Blade) = Yes
Hex (Guinsoo's Staff of Vyse) = Yes
Cyclone (Eul's Sceptre of Divinity) = Yes
Monkey King Bar (Ranged Mini-stun) = Yes
Monkey King Bar (Melee Mini-stun) = No
Cranium Basher (Ranged) = Yes
Cranium Basher (Melee) = No
Mana Burn (Necronomicon) = Yes
Last Will (Necronomicon) = No
Lothar's Edge on Melee = No
Attack in WW with Lothar's Edge on Melee = No
Lothar's Edge on Ranged = Yes
Attack in WW with Lothar's Edge on Ranged = Yes
Criticals on Ranged heroes = Yes
Criticals on Melee heroes = No
Static Charge (Mjollnir) = No

Orb Effects:

Chain Lightning (Maelstrom/Mjollnir) = Yes
Corruption (Stygian Desolator) = No
Maim (Sange) = Yes
Maim (Sange and Yasha) = Yes
Frost Effect (Eye of Skadi) = No

Neutral Creeps:
Purge (Small Satyr) = Yes
Mana Burn (Medium Satyr) = Yes
War Stomp (Big Furbolg) = No
War Stomp (Centaur Warchief) = No
Ice Breath (Dragonspawn) = No
Hurl Boulder (Roshan) = Yes
Thunder Clap (Roshan) = No


Credits :
Allure-

Skills on Images

Glossary :
N/A = Not Applicable

Works = It works on images. If I say 'Works,' it means that every effect works. (note that an attack modifier, such as Critical Strike, Demolish, etc., gets reduced by the image attack damage penalty, but things such as Return, Craggy Exterior, Corrosive Skin, etc. aren't)

Doesn't Work = It doesn't work on images

Need Spells = The passive only works when casting spells. Since images can't cast spells, it doesn't work.




All heroes:
Stats = Works
Hero armor's magic resistance = Works


Sentinel units:

Shendelzare Silkwood, the Vengeful Spirit:
Magic Missile = N/A
Terror = N/A
Command Aura = Doesn't Work
Nether Swap = N/A

Zeus, the Lord of Olympia:
Arc Lightning = N/A
Lightning Bolt = N/A
Static Field = Need spells
Thundergod's Wrath

Aiushtha, the Enchantress:
Impetus = N/A
Enchant = N/A
Nature's Attendants = N/A
Untouchable = Works

Morphling, the Morphling:
Waveform = N/A
Adaptive Strike = N/A
Morph = Images can't use it, but they keep the stats of the original Morphling at the time of the split.
Morph = Images can't use it, but they keep the stats of the original Morphling at the time of the split.
Replicate = N/A

Rylai Crestfall, the Crystal Maiden:
Frost Nova = N/A
Frostbite = N/A
Brilliance Aura = Doesn't Work
Freezing Field = N/A

Sven, the Rougeknight:
Strom Bolt = N/A
Great Cleave = Doesn't Work
Toughness Aura = Doesn't Work
God's Strength = N/A

Slithice, the Naga Siren:
Mirror Image = N/A
Ensnare = N/A
Critical Strike = Works
Song of the Siren = N/A

Raigor Stonehoof, the Earthshaker:
Fissure = N/A
Enchant Totem = N/A
Aftershock = Need spells
Echo Slam = N/A

Rikimaru, the Stealth Assassin:
Smoke Screen = N/A
Blink Strike = N/A
Backstab = Graphic only; no damage
Permanent Invisibility = Works

Syllabear, the Lone Druid:
Summon Spirit Bear = N/A
Rabid = N/A
Synergy = N/A
True Form = N/A

Spirit Bear:
Entangle = Doesn't Work
Return = N/A
Demolish = (I would test it and crunch up the numbers, but Demolish doesn't seem to be working)
Spell Damage Reduction = Works

Lina Inverse, the Slayer:
Dragon Slave = N/A
Light Strike Array = N/A
Ultimate = N/A
Laguna Blade = N/A

Yunero, the Juggernaut:
Blade Fury = N/A
Healing Ward = N/A
Blade Dance = Works
Omnislash = N/A

Nortrom, the Silencer:
Curse of the Silent = N/A
Glaives of Wisdom = N/A
Last Word = Doesn't Work
Global Silence = N/A

Rooftrellen, the Treant Protector:
Nature's Guise = N/A
Eyes in the Forest = N/A
Living Armor = N/A
Overgrowth = N/A

Darchrow, the Enigma:
Maelfice = N/A
Conversion = N/A
Midnight Pulse = N/A
Black Hole = N/A

Ezalor, Keeper of the Light:
Illuminate = N/A
Mana Leak = N/A
Chakra Magic = N/A
Ignis Fatuus = N/A

Ulfsaar/Fuzzy Wuzzy, the Ursa Warrior:
Earthshock = N/A
Overpower = N/A
Fury Swipes = Images cannot add to the bonus damage counter, but the current bonus damage works for them.
Enrage = N/A

Aggron Stonebreaker, the Ogre Magi:
Fireblast = N/A
Ignite = N/A
Bloodlust = N/A
Multi Cast = Need spells

Boush, the Tinker:
Laser = N/A
Heat Seeking Missile = N/A
March of the Machines = N/A
Rearm = N/A

Furion, the Prophet:
Sprout = N/A
Teleportation = N/A
Force of Nature = N/A
Wrath of Nature = N/A

Azwraith, the Phantom Lancer:
Spirit Lance = N/A
Doppelwalk = N/A
Juxtapose = Works, due to ultimate: 3%/5%/7% chance to make image
Phantom Edge = Works for every applicable part

Tiny, the Stone Giant:
Avalanche = N/A
Toss = N/A
Craggy Exterior = Works
Grow = Only base damage works.

Squee and Spleen, the Goblin Techies:
Land Mines = N/A
Stasis Trap = N/A
Suicide Squad, Attack! = N/A
Remote Mines = N/A
Detonate = N/A

Chen, the Holy Knight:
Penitence = N/A
Test of Faith = N/A
Holy Persuasion = N/A
Hand of god = N/A

Rexxar, the Beastmaster:
Wild Axes = N/A
Call of the Wild = N/A
Beast Rage = Doesn't Work
Primal Roar = N/A

Jakiro, the Twin Head Dragon:
Dual Breath = N/A
Ice Path = N/A
Auto Fire = Works
Macropyre = N/A

Razzil Darkbrew, the Alchemist:
Acid Spray = N/A
Unstable Concotion = N/A
Goblin's Greed = Works. Each illusion has its own counter.
Chemical Rage = N/A (interesting note: if you use this skill and then get an illusion rune, the illusion will keep the bonus regeneration!)

Mirana Nightshade, the Priestess of the Moon:
Starfall = N/A
Elune's Arrow = N/A
Leap = N/A
Moonlight Shadow = N/A

Luna Moonfang, the Moon Rider:
Lucent Beam = N/A
Moon Glaive = Works
Lunar Blessing = Doesn't Work
Eclipse = N/A

Kardel Sharpeye, the Dwarven Sniper:
ScatterShot = N/A
Headshot = Fake bash
Take Aim = Works
Assassinate = N/A

Jah'rakal, the Troll Warlord:
Berserker Rage = N/A
Bash = Fake Bash
Blind = N/A
Fervor = Works for self only
Rampage = N/A

Rhasta, the Shadow Shaman:
Forked Lightning = N/A
Voodoo = N/A
Shackles = N/A
Mass Serpent Ward = N/A

Rigwarl, the Bristleback:
Vicious Nasal Goo = N/A
Quill Spray = N/A
Bristleback = Doesn't Work
Warpath = N/A

Mangix, the Pandaren Brewmaster:
Thunder Clap = N/A
Drunken Haze = N/A
Drunken Brawler = Works
Primal Split = N/A

Bradwarden, the Centaur Warchief:
Hoof Stomp = N/A
Double Edge = N/A
Return = Does the 5/10/15/20 physical damage to all; doesn't do the 10/20/30/40 magical damage to melee
Great Fortitude = Works

Gondar, the Bounty Hunter:
Shuriken Toss = N/A
Jinada = Works
Wind Walk = N/A
Track = N/A

Knight Davion, the Dragon Knight:
Breathe Fire = N/A
Dragon Tail = N/A
Dragon Blood = Armor does, hp regeneration doesn't
Elder Dragon Form = N/A

Magina, the Anti-Mage:
Mana Break = Works (If you get Manta Style before the first point in Mana Break, the images burn 36 mana. Your hero burns 16/32/48/64 mana. If you get Manta Style after the first point in Mana Break, your images and hero burns 36 mana.)
Blink = N/A
Spell Shield = Works
Mana Void = N/A

Traxex, the Drow Ranger:
Frost arrows = N/A
Silence = N/A
Trueshot Aura = Doesn't Work
Marksmanship = Fake bash

Purist Thunderwrath, the Omniknight:
Purification = N/A
Repel = N/A
Degen Aura = N/A
Guardian Angel = N/A


Scourge units:

Terrorblade, the Soul Keeper:
Soul Steal = N/A
Conjure Image = N/A
Metamorphosis = N/A
Sunder = N/A

Leshrac the Malicious, the Tormented Soul:
Split Earth = N/A
Diabolic Edict = N/A
Lightning Storm = N/A
Pulse Nova = N/A

Kel'Thuzad, the Lich:
Frost Nova = N/A
Frost Armor = N/A
Dark Ritual = N/A
Chain Frost = N/A

Lion, the Demon Witch:
Impale = N/A
Voodoo = N/A
Mana Drain = N/A
Finger of Death = N/A

Krobelus, the Death Prophet:
Carrion Swarm = N/A
Silence = N/A
Witchcraft = Doesn't Work
Exorcism = N/A

Lesale Deathbringer, the Venomancer:
Shadow Strike = N/A
Poison Sting = Doesn't Work
Plague Ward = N/A
Poison Nova = N/A

Magnus, the Magnataur:
Shockwave = N/A
Empower = N/A
Mighty Swing = Doesn't Work
Reverse Polarity = N/A

Visage, the Necro'lic:
Grave Chill = N/A
Soul Assumption = N/A
Gravekeeper's Cloak = Doesn't Work
Raise Revenants = N/A

Nessaj, the Chaos Knight:
Chaos Bolt = N/A
Blink Strike = N/A
Critical Strike = Works
Phantasm = N/A

Banehallow, the Lycanthrope:
Summon Wolves = N/A
Howl = N/A
Feral Heart = Works
Shapeshift = N/A

Black Arachnia, the Broodmother:
Spawn Spiderlings = N/A
Spin Web = N/A
Incapacitating Bite = Doesn't Work
Insatiable Hunger = N/A

Mortred, the Phantom Assassin:
Shadow Strike = N/A
Blink Strike = N/A
Blur = Only evasion works
Coup de Gra�e = Works

Gorgon, the Medusa:
Split Shot = N/A
Chain Lightning = N/A
Mana Shield = N/A
Purge = N/A
Split Shot = Doesn't Work

Balanar, the Night Stalker:
Void = N/A
Crippling Fear = N/A
Hunter in the Night = Doesn't Work
Darkness = N/A

King Leoric, the Skeleton King:
Storm Bolt = N/A
Vampiric Aura = Doesn't Work
Critical Strike = Works
Reincarnation = Doesn't Work

Lucifer, the Doom Bringer:
Devour = N/A
Scorched Earth = N/A
LVL? Death = N/A
Doom = N/A

Anub'arak, the Nerubian Assassin:
Impale = N/A
Mana Burn = N/A
Spiked Carapace = Doesn't Work
Vendetta = N/A

Slardar, the Slithereen Guard:
Sprint = N/A
Slithereen Crush = N/A
Bash = Fake bash
Amplify Damage = N/A

Akasha, the Queen of Pain:
Shadow Strike = N/A
Blink = N/A
Scream of Pain = N/A
Sonic Wave = N/A

Bone Clinkz, the Bone Fletcher:
Strafe = N/A
Searing Arrows = N/A
Wind Walk = N/A
Death Pact = N/A

Darkterror, the Faceless Void:
Time Walk = N/A
Backtrack = Doesn't Work
Time Lock = Fake bash
Chronosphere = N/A

Viper, the Netherdrake:
Frenzy = N/A
Poison Attack = N/A
Corrosive Skin = Works
Viper Strike = N/A

Razor, the Lightning Revenant:
Frenzy = N/A
Chain Lightning = N/A
Unholy Fervor = Doesn't Work
Storm Seeker = Doesn't Work

N'aix, the Lifestealer:
Feast = Doesn't Work
Poison Sting = Doesn't Work
Anabolic Frenzy = Works
Rage = N/A

Pugna, the Oblivion:
Nether Blast = N/A
Decrepify = N/A
Nether Ward = N/A
Life Drain = N/A

Leviathan, the Tidehunter:
Gush = N/A
Kraken Shell = Doesn't Work
Anchor Smash = Doesn't Work
Ravage = N/A

Atropos, the Bane Elemental:
Enfeeble = N/A
Brain Sap = N/A
Nightmare = N/A
Fiend's Grip = N/A

Rotund'jere, the Necrolyte:
Death Pulse = N/A
Diffusion Aura = Doesn't Work
Sadist = Works
Reaper's Scythe = N/A

Pudge, the Butcher:
Meat Hook = N/A
Rot = N/A
Flesh Heap = Can't gain strength; magic resistance works
Dismember = N/A

Barathrum, the Spiritbreaker:
Charge of Darkness = N/A
Empowering Haste = Damage works, bonus movement speed aura doesn't work
Greater Bash = Doesn't Work
Nether Strike = N/A

Anub'seran, the Nerubian Weaver:
Watcher = N/A
Shukuchi = N/A
Geminate Attack = Doesn't Work
Time Lapse = N/A

Nevermore, the Shadow Fiend:
Shadowraze = N/A
Necromastery = Images start with 0 souls; they can get souls and the green number rises, but they deal 0 damage per soul
Presence of the Dark Lord = Doesn't Work
Requiem of Souls = N/A

Crixalis, the Sand King:
Burrowstrike = N/A
Sand Storm = N/A
Caustic Finale = Doesn't Work
Epicenter = N/A

Mogul Kahn, the Axe:
Berserker's Call = N/A
Battle Hunger = N/A
Counter Helix = Works
Culling Blade = N/A

Strygwyr, the Bloodseeker:
Bloodrage = N/A
Blood Bath = Works
Strygwyr's Thirst = Doesn't Work
Rupture = N/A

Abaddon, the Lord of Avernus:
Death Coil = N/A
Aphotic Shield = N/A
Frostmourne = Doesn't slow; buff placer works (units attacking buffed unit get as/ms bonus)
Borrowed Time = Doesn't Work

Mercurial, the Spectre:
Spectral Dagger = N/A
Desolate = Works
Dispersion = Doesn't Work
Haunt = N/A
Reality = N/A

Vol'Jin, the Witch Doctor:
Paralyzing Cask = N/A
Voodoo Restoration = N/A
Maledict = N/A
Death Ward = N/A

Harbinger, the Obsidian Destroyer:
Arcane Orb = N/A
Astral Imprisonment = N/A
Essence Aura = Doesn't Work
Sanity's Eclipse = N/A

Demnok Lannik, the Warlock:
Fatal Bonds = N/A
Shadow Word = N/A
Upheaval = N/A
Rain of Chaos = N/A

Meepo, the Geomancer:
Earthbind = N/A
Poof = N/A
Geostrike = Doesn't work.
Divided We Stand = N/A

Dazzle, the Shadow Priest:
Poison Touch = N/A
Weave = N/A
Shadow Wave = N/A
Shallow Grave = N/A

Aghanim's Sceptre effects, Updated for 6.35

Information taken from the raw data of the map is bolded.
Information taken from tooltips are in italics.


Aggron Stonebreaker, the Ogre Magi
Chance to trigger multi cast
From: 20% / 20% / 20%
To: 30% / 30% / 30%

Number of times cast on multi cast
From: 2 / 3 / 4
To: 3 / 4 / 5


Akasha, the Queen of Pain
Damage
From: 290 / 430 / 600
To: 340 / 530 / 725


Ezalor, the Keeper of the Light
Amount of Ignis Fatuus summoned
From: 1 / 1 / 1
To: 2 / 2 / 2


Furion, the Prophet
Primary target damage
From: 140 / 180 / 225
To: 155 / 210 / 275


Kel'Thuzad, the Lich
Damage per target
From: 280 / 370 / 460
To: 370 / 460 / 550

Casting range
From: 750 / 750 / 750
To: 850 / 850 / 850


Lesale Deathbringer, the Venomancer
Damage per second
From 36 / 58 / 81
To: 58 / 81 / 108

Cooldown
From: 140 / 120 / 100
To: 140 / 120 / 60


Leshrac the Malicious, the Tormented Soul
Damage per second
From: 66 / 100 / 144
To: 88 / 133 / 177


Lina Inverse, the Slayer
Damage
From: 450 / 675 / 950
To: 600 / 875 / 1250

Mana cost
From: 280 / 420 / 680
To: 280 / 420 / 640


Lion, the Demon Witch
Damage
From: 500 / 650 / 850
To: 600 / 800 / 1025

Cooldown
From: 150 / 90 / 55
To: 150 / 90 / 50

Mana cost
From: 200 / 420 / 650
To: 200 / 420 / 625


Luna Moonfang, the Moon Rider
Amount of lucent beams
From: 4 / 7 / 10
To: 4 / 8 / 12

Max lucent beams per target
From: 4 / 4 / 4
To: 4 / 5 / 5

Cooldown
From: 140 / 120 / 100
To: 130 / 110 / 90

Mana cost
From: 250 / 350 / 450
To: 225 / 325 / 425


Pugna, the Oblivion
Damage per second
From: 95 / 140 / 185
To: 170 / 200 / 300

Mana cost
From: 125 / 175 / 225
To: 175 / 225 / 275

Range
From: 500 / 500 / 500
To: 550 / 550 / 550


Rhasta, the Shadow Shaman
Amount of wards summoned
From: 8 / 8 / 8
To: 12 / 12 / 12

Range
From: 350 / 350 / 350
To: 400 / 400 / 400


Rotund'Jere, the Necrolyte
Damage per hit point missing
From: 0.4 / 0.6 / 0.9
To: 0.6 / 0.9 / 1.1

Cooldown
From: 150 / 120 / 70
To: 120 / 70 / 70


Rylai Crestfall, the Crystal Maiden
Damage per nova
From: 105 / 170 / 250
To: 170 / 250 / 310

Vol'Jin, the Witch Doctor
Damage
From: 60 / 90 / 120
To: 90 / 120 / 150

Bounces
From: 0 / 0 / 1
To: 0 / 1 / 0

Targets hit at once
From: 1 / 1 / 1
To: 1 / 1 / 3

For a total of targets hit
From: 1 / 1 / 2
To: 1 / 2 / 3


Zeus, the Lord of Olympia
Damage
From: 210 / 335 / 460
To: 335 / 460 / 570

Evasion, Miss, and Dodge Stacking Guide

There are currently 4 types of methods to Dodge damage. These are Evasion, Miss, Terrain Advantage, and Triggered (a.k.a. Pseudo-Evasion, Heal). The way to calculate your total chance to Dodge damage is
P = 1 - (1 - E) * (1 - M) * (1 - T1) * (1 - T2)
Where P is your Probability to Dodge damage, E is your chance for Evasion, M is your opponent's chance to Miss, T1 is your opponent's chance to "miss" due to Terrain disadvantage, and T2 is your chance to avoid damage due to Triggered Evasion. Each of the four factors (Evasion, Miss, Terrain, and Triggered) work independently of each other. As such, a source of Evasion will always stack diminishingly with a source of Miss or Triggered.

To give precise definitions, "Dodge" refers to your total ability to avoid taking damage. "Evasion" refers to skills or items which gives a percent chance for Evasion. "Miss" refers to skills which cause an opponent to Miss on a certain percentage of attacks. "Terrain Advantage" refers to a ranged attacker being below the attacked unit. "Triggered" refers to a JASS triggered ability to avoid damage. "Normal attack" refers to a hero's attack command, i.e. pressing A and then clicking on a hero, or auto-acquiring a target.

Evasion
The first type of chance to Dodge is Evasion. Evasion comes from items like Butterfly and Radiance, and skills like Jinada (Bounty Hunter), Drunken Brawler (Panda), Blur (Phantom Assassin), Phantom Edge (Phantom Lancer). Evasion does not stack with other sources of evasion. The highest source of Evasion overrides all other sources of Evasion. So if Phantom Assassin with 4 levels of Blur (28% Evasion) obtains a Radiance (8% Evasion), she will have 28% chance for Evasion. If she obtains a Radiance (8% Evasion) and a Butterfly (30% Evasion), she will have 30% chance for Evasion. Evasion only works against normal attacks.

Miss
The second type of Dodge is Miss. Miss is typically a debuff on the opponent which causes them to miss. This comes from spells like Smoke Screen (Stealth Assassin), Laser (Tinker), Blind (Troll), Drunken Haze (Panda), Incapacitating Bite (Spider), Crippling Fear (Night Stalker). Laser, Drunken Haze, Incapacitating Bite, and Crippling Fear do not stack with each other, but they will stack with Smoke Screen and Blind. To calculate a total chance to Miss, use the same 1 - (1 - A)*(1 - B)*(1 - C) formula. Miss only works against normal attacks.

Terrain Advantage
The 3rd type Dodge chance to miss is Terrain Advantage. Terrain Advantage occurs when a ranged attacker attacks uphill. Currently, this is a 25% chance to miss. Terrain Advantage only works for normal, ranged attacks.

Triggered
The 4th and final chance to miss is Triggered, a.k.a. Pseudo-Evasion, a.k.a. Heal. Triggered evasion works different depending on the skill. Currently there are 5 skills on 4 heroes that have a triggered chance to miss damage.

Craggy Exterior on Tiny, the Stone Giant--Tiny has a skill known as Craggy Exterior, which gives a 6%/12%/16%/24% chance to stun a melee attacker when attacked. In the case of Craggy Exterior and another Dodge proccing on the same attack, Craggy Exterior will take precedence. Craggy Exterior only works against normal, melee attacks.

Backtrack on Darkterror, the Faceless Void--Darkterror has a skill known as Backtrack, which gives him a 10%/15%/20%/25% chance to heal him for the amount of damage that he would normally take. In the case of another non-Triggered source of Dodge proccing on the same attack, Backtrack will lose precedence. Backtrack works against all sources of damage, including spells and triggered damage.

Dispersion on Mercurial, the Spectre--Mercurial has a skill known as Dispersion, which has a 4%/8%/12%/16% chance to heal Mercurial for the amount of damage taken and also deal this damage back in a 400 AoE around her, as well as give a small stun. In order for Dispersion to work, the incoming damage must be greater than 5. If Dispersion procs on an attack which deals more damage than Mercurial's current HP, only her current HP will be reflected back. In the case of Dispersion and another non-Triggered source of Dodge occurring on the same attack, Dispersion loses precedence. Dispersion works against all sources of damage, including spells and triggered damage.

Aphotic Shield on Abbadon, Lord of Avernus--Aphotic Shield gives a 100% chance to heal over damage dealt to a unit. In the case of Borrowed Time and another non-Triggered source of Dodge occuring on the same attack, Aphotic Shield will lose precedence. Aphotic Shield works for all sources of damage, including spells and triggered damage.

Borrowed Time on Abbadon, Lord of Avernus--Aphotic Shield gives a 100% chance to heal over damage dealt to a Abaddon. In the case of Borrowed Time and another non-Triggered source of Dodge occuring on the same attack, Borrowed Time will lose precedence. Borrowed Time works for all sources of damage, including spells and triggered damage.

Notes
-The 4 heal type Triggered Evasions will only heal over the damage dealt in that attack. If the attack were say, a bash, or had a slow orb on it, they would still be bashed or slowed respectively. This is not the case with Craggy Exterior, as no attack actually lands on the hero.
-Craggy Exterior deals a stun (or has a chance to, rather) at the beginning of the attack animation. Other sources of Dodge are calculated at the attack point, which occurs after the start of the attack animation. This effectively means that Craggy Exterior takes precedence over all other sources of Dodge.
-In the case of a Heal-type Triggered Dodge proccing on the same attack as a non-Triggered Dodge proccing, the hero is healed for 0 damage. Note that this is below the minimum 5 damage for Dispersion to trigger, but will still give the animation for backtrack.
-For Dispersion, Aphotic Shield, and Borrowed Time, a rather lengthy series of triggers determines the correct amount to heal. This is not the case with Backtrack, where the heal is simply dealt before the damage is taken.
-For any of the Heal type Triggered Dodges, if an incoming attack deals more damage than the receiving hero's maximum HP, the hero will die.
-If two Heal type Triggered Dodges proc on the same attack (i.e. Abbadon has Borrowed Time and Aphotic Shield on, or if Mercurial Disperses while having an Aphotic Shield on), the hero's HP will rise. What happens is that the hero is healed twice for only one damage.
-In the case of Mercurial obtaining a Butterfly, Dispersion loses precedence to Evasion. What this means is that she has a 30% chance to Evade and an 11.2% chance to Disperse. This means that if her HP is 1000, and a series of 10-dmg attacks are dealt to her, without a Butterfly it would require approximately on average 119.05 attacks to kill her, and that 19.05 would be Dispersed. With a Butterfly, it would require 170.07 attacks to kill her, with 51.02 being Evaded and 19.05 being Dispersed. Note that she will disperse the same amount of attacks regardless of if she has a Butterfly or not. The loss of dps from Dispersion is perfectly balanced with her added survivability from Butterfly.

Original poster
ICallBotSolo in dota allstars forum.

Wednesday, May 9, 2007

Dota math guide

This article from www.dotaportal.com is very amazing. The creator must be genius in math :p


DotA Mathematics

This is a guide to show you the mathcraft of some commonly argued issues. Reading this will not instantly boost your DotA skills overnight, but will give you a rough idea on what to do and what not to do in more general situations. Having some forms of mathcraft in mind, you will make less logical mistakes in terms of selecting items and skills for heroes. The guide will be written in Q and A form. More important phrases and conclusions will be highlighted in ORANGE, and calculations to support the arguments will be separated so that those who trust me on the mathematics can skip those and read the conclusion. Enjoy!

Contents

1: Introduction to the concept of EHP (Effective Hit Points)

2: Introduction to the concept of Effective Damage

3: Introduction to the concept of DPS (Damage Per Second)

4: Application of EHP, Effective Damage, and DPS

5: The most argued topic: Buriza or Monkey King Bar?

6: How good is Hyperstone?

7: Armor reduction skills, how good/ bad are they?

8: How to optimize my DPS?

9: Maelstrom — n00b item or useful?


Topic 1: Introduction to the concept of EHP (Effective Hit Points)

Basic information regarding this question:
  • EHP is the single best measure of tolerance against attacks
  • The formula for EHP is HP*(1+0.06 * Armor);
  • Assume you have A HP, and B armor. If an item gives you X HP, the percentage increase in EHP is 100*X/A;
  • Assume you have A HP and B armor. If an item gives you Y armor, the percentage increase in EHP is 6*Y/(1+0.06*B )
  • Assume you have A HP and B armor, if an item gives you X HP and Y armor, the percentage increase in EHP is 100*X/A + 6*Y/(1+0.06*B ) + 6*X*Y/A*(1+0.06B )

How do I calculate EHP?

Quoting directly from The Official Blizzard site:

QUOTE
Damage Reduction or Increases for Armor
For positive Armor, damage reduction =((armor)*0.06)/(1+0.06*(armor))
For negative Armor, it is damage increase = 2-0.94^(-armor) since you take more damage for negative armor scores.

Although the formula for armor may look intimidating, it actually works out to mean that one point of armor means +6% HP. So a unit with 20 armor basically has 120% extra hitpoints -- 100 would become effectively 220.


Important note 1: Blizzard is wrong here. For negative armor, losing one point of armor does not mean -6% HP, or else a unit will die when it has -100/6 armor, which does not make sense. In other words, the concept of EHP only works when the unit has non-negative armor.

Important note 2: Fuck, Blizzard’s information is incomplete. There is another way to increase your EHP, which is to increase the chance of evading attacks. One of the most popular ways to increase evasion chance is to obtain a Butterfly. Since Butterfly gives you 25% to evade physical attacks, your real EHP will be A*(1+0.06B )/(1-25%). In general, if your evasion chance is C%, then the real EHP will be A*(1+0.06B )/(1-C%).

From now on, it is assumed that C is always 0 to avoid complications in calculations.

Examples of calculating EHP:

Consider a hero with 1000 HP, 25 armor. This hero’s EHP will be 1000 * (1+0.06*25) = 2500.

Consider a hero with 2000 HP, 4 armor. This hero’s EHP will be 2000* (1 + 0.06*4) = 2480.

From this example, we can see that the 1000 HP hero can actually withstand more physical attack than the hero with 2000 HP. Counter-intuitive?

If an item gives you X HP, and you have A HP, B armor, then you will have a 100*X/A % increase in EHP.

This can be easily verified. Without the item, your EHP is A*(1+0.06*B ). With the item, your EHP is (A+X)(1+0.06*B ), so the percentage difference is 100%*X(1+0.06*B )/A(1+0.06*B ) = 100*X/A

If an item gives you Y armor, and you have A HP, B armor, then you will have a 6*Y/(1+0.06*B ) % increase in EHP.

This can be easily verified. Without the item, your EHP is A*(1+0.06*B ). With the item, your EHP is A*(1+0.06*(B+Y)), so the percentage difference is 100%*A*0.06Y/A(1+0.06*B ) = 6*Y/(1+0.06*B )

If an item gives you X HP and Y armor, and you have A HP, B armor, then you will have a 100*X/A + 6*Y/(1+0.06*B ) + 6XY/A(1+0.06B ) % increase in EHP.

This can be easily verified. Without the item, your EHP is A*(1+0.06*B ). With the item, your EHP is (A+X)*(1+0.06*(B+Y)), so the percentage difference is 100*(A*0.06Y+X(1+0.06B )+0.06XY) /A(1+0.06*B ) = 100*X/A + 6*Y/(1+0.06*B ) + 6XY/A(1+0.06B )

Examples to calculate percentage difference in EHP:

Consider a level 10 Pudge, with no HP/ Strength item equipped. He has 1157 HP, 2.8 armor. His current EHP is 1157 * (1+0.06*2.8) = 1351.4

Now if he buys a platemail, his new EHP is 1157* (1+0.06*12.8) = 2045.6, % gain in EHP is 0.6/(1+0.06*2.8) = 51.4%

If he buys a Messerschmidt Reaver, his new EHP is 1632 * (1+0.06*2.8) = 1906.2, % gain in EHP is 475/1157 = 41.1%

Clearly, in terms of survivability, an early game Platemail is much better than a Reaver (considering that Platemail is much cheaper too).


Topic 2: Introduction to the concept of Effective Damage
  • There are different damage types. For details please consult The Triggered Damage Guide;
  • The concept of Effective Damage allows you to convert all kinds of damage type into one single type, that is, physical damage;
  • Assume the target has A armor and B% magic resistance. 1 point of physical damage means 1 point of effective damage;
  • Using the above assumptions, 1 point of magical damage means (1+0.06A)*(1-B%) points of effective damage.
  • Using the above assumptions, 1 point of exact damage means 1+0.06A points of effective damage.

Damage type? What is it?

All kinds of actions in DotA that deal damage have a certain damage type. They can be simplified to 3 types. Normal physical attack and certain spells belong to physical damage type. Most spells e.g. nukes belong to magical attack type. A very small number of spells belong to exact damage type.

Each damage type acts on a unit differently. Physical damage type can be reduced by armor; magical damage type ignores armor, but can be reduced by magic resistance, and completely negated by magic immunity. Exact damage ignores both armor and magic resistance, but can be negated by magic immunity.

For detailed information on the categorization of hero spells, please consult The Triggered Damage Guide.

Since different damage types work on a unit differently, it is clear that 1 point of physical damage is different from 1 point of magical/ exact damage. Moreover, in most DotA games we usually care about physical damage, therefore it is helpful to find a way to standardize all damage types. One way of seeing different damage types is to see them as different units e.g. kilograms, pounds, catty. It is very confusing to say “this item weighs 1 kilogram and 3 pounds plus half a catty”. Instead, we would want to say “this item weighs 2457 grams”.

How to convert all damage types into one single standard?

By convention, I will use physical damage type as the basis of conversion i.e. using the vocabularies in the example of weighing, I mean “I’m converting all weights into grams”. Therefore 1 point of physical damage equals 1 point of effective damage.

Since exact damage completely ignores armor, 1 point of exact damage of course is worth more than 1 point of effective damage as long as the unit has positive armor. Specifically, assuming the target has A armor, 1 point of HP means 1 + 0.06*A EHP, so 1 point of exact damage is equal to 1 + 0.06*A effective damage.

The difference between exact damage and magical damage is that the latter can be reduced by magic resistance. Assuming the target has A armor and B% magic resistance, 1 point of magical attack will be (1-B%) as effective as 1 point of exact damage. Therefore 1 point of magical damage equals (1+ 0.06*A)(1-B%) effective damage.

Sample calculation on how to convert different damage types

Suppose an Obsidian Destroyer has 100 base damage, level 4 Arcane Orb (deals 9% damage of current mana pool), 2000 mana, and level 1 Sanity’s Eclipse. It shoots a hero with 1500 HP, 15 armor, and 51.75% magic resistance (this is the magic resistance when the target has Aegis of the Immortal). Moreover. Assume that Obsidian Destroyer has 40 more intelligence than the target hero.

The target hero’s EHP will be 1500 (1+0.06*15) = 2850.

Now the Obsidian Destroyer hits the target with Arcane Orb, then use Sanity’s Eclipse. It will deal 100 (effective damage from physical attack) + 2000*0.09*(1+0.06*15) (effective damage from Arcane OrB ) + 40*10*(1+0.06*15)*(1-51.75%) (effective damage from Sanity’s Eclipse) = 808.7 effective damage.

Topic 3: Introduction to the concept of DPS (Damage Per Second)

Basic information regarding this question:
  • DPS is a single number that can summarize your damage and your attack speed. It is more representative to use DPS instead of damage or attack speed to evaluate your damage output;
    When considering items that are good for dealing damage, you should only consider the percentage increase in DPS. The higher the better;
  • Assume you have A average damage. If an item gives you X damage, then the percentage increase in DPS is X/A;
  • Assume you have B agility, items and skills that give you C% increase in attack speed. If an item or skill gives you Y% increase in attack speed, the percentage increase in DPS is Y/(100+B+C);
  • If an item gives you X damage and Y% attack speed, the percentage increase in DPS is X/A + Y/( 100 + B + C) + X*Y/ A(100+B+C).

How do I calculate DPS?

In order to calculate DPS, you need the following information:
  • The average of your damage. For example if your damage is 120 – 130, then your average is 120 + 130/ 2 = 125;
  • Bonus damage from items and weapons (the green number next to your base damage);
  • Your agility;
  • Bonus Attack Speed from items and skills (just move your mouse on the items/ skills and read the description;
  • Your hero’s Base Attack Speed. Usually it’s 1.7 second per hit. For details check THIS THREAD
Once you have all these numbers. This is how we calculate:
Assume your average damage is A;
Agility is B;
Bonus attack speed from items and skills is C;
Base Attack Speed is 1.7;
Your DPS will be (A)*(100+B+C)/170.

Sample calculations from real situations:

Level 25 Razor, with Power Treads, Sange and Yasha, Lothar’s Edge, and Radiance, and turn on Frenzy:

Average damage = (37 + 39)/ 2 + 2.5*24 (Agility gain per level) + 2*10 (Attribute Bonus) + 32 (Sange and Yasha) + 31 (Lothar’s Edge) + 70 (Radiance) = 251
Agility = 22 + 2.5*24 + 2*10 + 16 (Sange and Yasha) + 10 (Lothar) = 128
Bonus attack speed = 10 (Sange and Yasha) + 30 (from Treads) + 100 (from Frenzy) = 130

DPS = 251*(100 + 128 + 130)/ 170 = 528.6 damage per second.

If an item just gives you X damage, and your average damage is A, then you will gain X/A % in DPS.

This can be easily verified. Recall that DPS is A*(100 + B+ C) / 170. Your new DPS will be (X+A) * (100 + B + C)/ 170, so the percentage difference will be X/A%

If an item just gives you Y% increase in attack speed, and you have agility B, and items/ skills that give you C% bonus attack speed, then you will gain Y/(100 + B+ C) % in DPS.

This can be easily verified. Recall that DPS is A*(100 + B+ C) / 170. Your new DPS will be A * (100 + Y + B + C)/ 170, so the percentage difference will be Y/(100 + B + C)%

If an item just gives you X damage and Y% increase in attack speed, the percentage difference in DPS will be X/A + Y/( 100 + B + C) + X*Y/ A*(100 + B + C).

Recall that original DPS is A* (100 + B + C) / 170, and new DPS will be (A + X) * (100 + Y + B + C)/ 170. The percentage difference will be X/A + Y/(100 + B + C) + X*Y/ A*(100 + B + C).

Sample calculations:

Suppose a Stealth Assassin has a Yasha at level 8 (Ignore Backstab for the time being). His original base damage is (48 + 52) /2 + 2.9*7 = 70.3
His original attack speed is 24 + 2.9*7 = 44.3
DPS = 70.3* (100 + 44.3) / 170 = 59.7
Now with Yasha, the percentage gain in DPS will be 16/ 70 + 21/ (100 + 44.3) + 16*21/ (144.3*70.3) = 40.6%

Topic 4: Application of EHP, Effective Damage, and DPS

Many of you will wonder why I bother to bring up many topics with seemingly no connection to the game. The reason is that with this concept, you can theoretically calculate how much damage you will deal in a battle. Of course, it is impossible to predict whether you will kill/ die in every single battle, but when planning item builds for killers, you certainly want to make a build that can deal as much damage as possible. That’s why all these concepts can help you.

Example: You are Rhasta, and you have decided that your killing combo would be Mass Serpent Wards + Shackle + Forked Lightning. How effective is that? Here is the calculation:

Assume that you hold the units for 4.75 seconds (duration of Shackle). From the Basic Information of All Units FAQ, on average each level 1 Serpent Wards deal 41 piercing damage every 1.5 seconds.

So here are the calculations:

Assume the target hero has 25% magic resistance and 10 armor.

Effective Damage from Shackle: 40*4.75*(1+0.06*10)*(1-25%) = 228
Effective Damage from Forked Lightning: 300*(1+0.06*10)*(1-25%) = 360
Effective Damage from Serpent Wards, assuming that each ward hits the hero 4 times: 41*8*4*50% (piercing damage reduction) = 656.

In this case, if the target hero has less than 1244 EHP, then he’ll die. Given he has 10 armor, 1244 EHP means 777.5 HP.

Topic 5: The most argued topic: Buriza or Monkey King Bar?

Basic information regarding this question:
  • Assuming your average damage is A, Buriza will boost your DPS by (75/A + 24)%.
  • For a ranged hero, Monkey King Bar will boost his/ her DPS by (102/A + Y) %, where Y is usually 6 – 8 %.
  • For a melee hero, Monkey King Bar will boost his/ her DPS by ((75 + Z)/A + Y)%, where Z is usually 30 – 40, depending on the armor of the target.
  • A ranged hero will have higher DPS from getting a Buriza if he/ she already has Monkey King Bar and a tier 2/3 weapon e.g. Lothar’s Edge/ Sange and Yasha.
  • In general, Monkey King Bar is better than Buriza on a melee hero unless he/ she already has a Divine Rapier.

Who are the concerned heroes for this topic?

Generally speaking, all heroes that deal damage mainly by physical attack and do not rely on images are relevant in this topic.

Which hero killers MUST NOT get Monkey King Bar/ Buriza?

Some heroes have skills that will interfere/ be interfered by the bonus damage from Monkey King Bar and Buriza. Get other weapons for these heroes.

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Are there hero killers that should get Monkey King Bar over Buriza all the time?

Yes, and for these heroes, there is no need to consider this topic at all. The heroes are:

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These heroes have innate critical strike, which will be overridden by the critical strike from Buriza if both are triggered at the same hit. In particular, these heroes are all melee heroes, so it’s almost always better to buy Monkey King Bar instead of Buriza.

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Spirit Breaker’s Empowering Haste damage bonus is not amplified by critical attack.

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Slardar’s Amplified Damage does not amplify Monkey King Bar’s bonus damage.

Are there hero killers that should get Buriza over Monkey King Bar all the time?

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These heroes have splash attack (Dragon Knight in red and blue dragon form do 100% and 50% splash respectively), but the bonus damage from Monkey King Bar will not be splashed. Therefore Buriza is always better than Monkey King Bar for these units.

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Sniper has an innate mini-stun passive, and this stun will be overridden the Monkey King Bar mini-stun when both are triggered at the same time.

Mathematics section:

How do you come up with the number 102 in calculating the DPS of ranged hero with Monkey King Bar?

There is 30% chance to trigger Monkey King Bar’s 90 bonus damage, meaning on average you increase your damage by 27 just because of the mini-stun. Overall you gain 75 + 27 = 102 damage.

How do you come up with the number 24 when calculating the DPS increase in Buriza?

Buriza gives 20% chance to deal 2.2 times critical strike, which mean on average for every 5 hits, you will do the equivalent damage of 6.2 hits, representing a (6.2-5)/5 = 24% increase in DPS.

How do you come up with the number Z (30 – 40) in calculating the DPS of melee hero with Monkey King Bar?

As explained above, on average the bonus damage from Monkey King Bar increases your damage by 27. However, for melee hero, this damage is of MAGIC TYPE, and can only be reduced by magic resistance. Therefore, on the condition that heroes do not have magic resistance items, magic damage is better than physical damage, especially when heroes have high armor. For example, for a hero with 50% armor reduction, every 90 physical damage will cause the target to lose 45 HP, but every 90 magic damage will cause the target to lose 67.5 HP. In this case magic damage is 1.5 as effective as physical damage. In my calculation, I assume that Z is around 30 – 40, meaning magic damage is around 1.11 (=30/27) to 1.48 (40/27) times more effective than physical damage. In other words, I’m assuming that the heroes have around 8 – 16 armor, which is a reasonable assumption. However, it should be noted that magic immunity can negate melee heroes’ mini-stun damage. If the enemies are getting multiple Black King Bars, Buriza will be much more effective.

What if the enemies have Aegis of Immortality? Would Monkey King Bar be a worse item then?

Due to magic resistance, enemies will receive less damage from Monkey King Bar bonus damage. In particular, the hero’s armor reduction should be roughly the same as its magic resistance reduction, so you can use the ranged hero’s table to compare when Buriza is better than Monkey King Bar.

How do you come up with the number Y (6 – 8%) in calculating the DPS of Monkey King Bar?

From the attack speed FAQ, we know that a 15% increase in attack speed means a 15*100% /(100 + agility + items and skills that increase attack speed) increase in DPS. By choosing the number 6 – 8, I’m assuming that the hero’s agility + items and skills that increase attack speed is around 87.5 – 150, which is a reasonable guess.

Can you give me a reference on how much I gain from Monkey King Bar/ Buriza in terms of DPS at various levels?

Check the attached table. In this calculation, since the hero’s bonus attack speed does affect the calculation, I have set the bonus attack speed to be 80, 110, 140, and 220 respectively. Read the first row for example. It says that when a hero originally has 100 damage and 80 bonus attack speed (e.g. Power Treads + 50 agility), getting a Monkey King Bar will boost his DPS by 118.8% if he is a ranged hero, 127.5% if he is a melee hero. Getting a Burzia will boost his DPS by 99.9%.

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In this table, I’ve assumed that every 27 magic damage is equal to 35 physical damage.

If Monkey King Bar is so good according to your calculations, why is Buriza more expensive?

First, it is harder to farm for a Monkey King Bar. The two major components cost 2600 and 1650 respectively, whereas the components of Buriza are cheaper. If you farm for Monkey King Bar there is a higher risk that you will be killed and lose gold before you have enough gold to buy a major item. Second, most people first build up Crystalis before they get Buriza. Once you have Broadsword/ Claws of Attack, you can do last hit creeping much easier, and this will speed up your farming ability. Of course if you’re omfgbbqimba last hit gosu creeper, then this advantage doesn’t apply on you.

In short, if you’re confident on your basic DotA skills relative to your opponents, it is always better to get Monkey King Bar as the first major damage weapon.

Topic 6: How good is Hyperstone?

Basic information regarding this question:
  • For intelligence/ strength heroes that already have Power Treads, the first hyperstone increases their DPS by about 25 – 30%, depending on their levels;
  • For agility heroes that have Power Treads, but no skill that boosts attack speed e.g. Strafe, the first Hyperstone increases their DPS by about 23 – 27%, depending on their levels;
  • For agility heroes that have Power Treads and skill that boosts attack speed, the first Hyperstone increases their DPS by 16 – 20%, depending on their levels.
Read the table below for detailed information.

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I have divided the table into 3 sections. The yellow section is usually applicable to most intelligence and strength heroes (with around 15 – 20 initial agility, around 1.8 agility gain / level). The orange section is applicable to most agility heroes with no skill that boosts attack speed (with around 25 agility, 2.8 agility gain / level). The teal section is applicable to most agility heroes with skills that boosts attack speed.

The table reads like this: if your agility and bonus attack speed is 100 (e.g. Power Treads + 70 agility), then getting a Hyperstone will increase your DPS by 27.5%. With this number, you can easily compare the effectiveness between Hyperstone and other damage items.

For example, for a hero with 100 average damage and 100 bonus attack speed, getting a Demonedge will increase his/ her DPS by 36%, Hyperstone 27.5%. In this situation, it’s better to get a Demonedge first.

Topic 7: Armor reduction skills, how good/ bad are they?

Basic information regarding this question:
  • Reducing enemy’s armor is essentially increasing your DPS towards that particular unit;
  • The effectiveness of armor reduction is determined by the skills that you apply, and the target’s armor before the skill is applied;
  • There is an armor value which a particular armor reduction skill becomes the most effective. For that value, the percentage increase in DPS after applying the armor reduction skills is the largest. Before and beyond this value, the effectiveness of the skill gradually decreases and eventually becomes 0%.
  • Suppose you have a skill that reduces N armor. This skill becomes most effective if the target’s armor is 0.7N-0.3.
  • The claim that Desolator’s corruption is shit because Buckler can completely negate it is simply bullshit.

A review of all armor reduction skills:

Here is a complete list of all skills that reduce armor:

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Reducing enemy’s armor is the same increasing your DPS towards that particular enemy

Using the concept of DPS, it is very easy to explain what exactly armor reduction skills work. For example, before the armor reduction skill is applied, the enemy a certain amount of HP per second. After the armor reduction skill is applied, the enemy loses more HP per second. We can then say that the armor reduction skill increases your DPS by a percentage, which will be further discussed below.

Note: I have avoided using the concept of EHP to explain armor reduction, since the formula for EHP does not hold at negative armor values. For details please check topic 1.

The effectiveness of armor reduction is determined by the skills that you apply, and the target’s armor before the skill is applied

Suppose your DPS is X, and the target has armor B. Now you have an armor reduction skill that reduces N armor. By the Blizzard formula quoted in topic 1, before the armor reduction skill is applied, the target will lose X/(1+0.06B ) HP per second. Now it loses X/( 1+0.06(B-N)) HP per second if B is larger than or equal to N, X(2-0.94^(N-B )) HP per second otherwise, i.e. when the resulting armor is a negative number.

After some simplifications, it can be shown that:

If the resulting armor value is non-negative, the percentage increase in DPS will be 6N%/(1+0.06(B-N));

If the resulting armor value is negative, the percentage increase in DPS will be (1+0.06B )(2-0.94^(N-B ))-1


Since both equations only consist of N, B, and some constants, it is obvious that only the skill and the target’s original armor decide how effective the skill is. Our next step is to find out how to achieve the most effective result, that is, to reach the highest percentage reduction in EHP.

Mathematics Section: Warning! It is assumed that you have some basic college level math to understand this part. If you are confused, simply read the conclusion of the section!

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Conclusion: For an armor reduction spell that reduces N armor, it is most effective when the target has around 0.7 N – 0.3 armor before the spell is applied.

OK, so how effective are my armor reduction spells?

The following table summarizes the percentage increase in DPS of most commonly seen armor reduction combos.

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Column A has numbers from 1 – 30. These are the armor values of the target before any spell is applied. In rows 1 and 2, there are names of spells that can reduce armor. In row 3, some numbers e.g. N= 4 are listed. This is the armor value that is reduced by that spell. For example PDL (Presence of the Dark Lord) corresponds to N = 4.

This table shows you the % increase in DPS of the armor reduction spells at different armor values. The yellow slots are the maximum % increase of DPS for any particular spell. For example, cell H11 is 80.4%, which means if the enemy has 8 armor (cell A11), Howl and the corruption effect of Desolator means a 80.4% increase in DPS. This is the best percentage increase you can have for this combo.

In the last row (Row 29), I have listed the maximum percentage increase in DPS assuming the target has 0.7 N – 0.3 armor. Comparing the purple numbers and yellow numbers, and you can confirm that the approximation used above is valid.

Now you can confidently tell your friends how useful armor reduction spells are. For example, The corruption effect of Desolator can at most increase one’s DPS by 38.4%. This occurs when the enemy’s armor is around 4.

“The corruption effect of Desolator is shit because I can negate it with Netherezim Buckler”

Many people use this as a reason to argue that Desolator is shit. How true is this statement?

If you have a good understanding of EHP, and DPS, you will realize that this argument is completely bullshit. Why? Netherezim Buckler gives you +5 armor. Assume you have A HP and B armor, your original EHP is A*(1+0.06B ), your new EHP is A*(1+0.06(B+5)). The percentage gain in EHP is 30%/ (1 + 0.06B ). Note that this increase in EHP works against higher physical attack, critical attack, faster attack speed, and armor reduction bonus. In other words, with better armor, you will lose less HP per second even if the enemies have higher damage/ critical attack/ Hyperstone/ armor reduction spell. A Buriza basically increases your DPS by 24%. If a Buckler can increase your EHP by 30%/(1 + 0.06B ), then you can completely negate the effect of Buriza. Does this conclude that critical attack is shit?

In short, be fair to Desolator. Just because it is easier to observe the effect of armor reduction spells versus armor items, doesn’t mean that armor reduction spells are shitty.

Topic 8: How to optimize my DPS?

Basic information regarding this question:
  • There are 4 ways to increase your physical DPS: by increasing damage, attack speed, chance of critical attack, and reducing target’s armor.
  • The best way to optimize DPS is to obtain items that give you the HIGHEST percentage gain in DPS at any particular stage.
  • The percentage gains in DPS of the items are not static. They vary with your base damage, attack speed, and the enemy’s armor.
  • It is almost always wrong to concentrate on only pumping any one of the four attributes. Balanced growth is the best way to achieve DPS.

This topic is almost self explanatory if you understand the previous topics. The main idea is that, ultimately only DPS matters, because this is the single factor that determines how fast you can kill your targets. Most players are only concerned on pumping damage, and critical attack, because of the psychological thrill of seeing big red numbers popping up on the target’s heads. This is unfortunately not entirely correct. In this section I will point out some common myths/ misconceptions, and correct them using the concepts I have introduced.

One note though: while mathcraft can tell you how to optimize your DPS, it doesn’t say anything about the difficulty to obtain the items. Apparently Divine Rapier can optimize your DPS, but nobody will get it first. Read the mathcraft, evaluate your ability in getting good items, and then design the best item build for yourself. This is why your own gaming experience matters.

Common mistakes in boosting DPS.

Myth 1: Since Shadow Fiend can naturally reduce enemy’s armor, I should further amplify this advantage by pumping his damage.

Correction: This statement is wrong for two reasons.

First, Shadow Fiend has a passive that increases his damage to a maximum of 60. Any pure damage weapon is not that useful to him, because the percentage gain in DPS is determined by Y/X, where Y is the damage of the new weapon, and X is Fiend’s average damage.

Second, Shadow Fiend’s Presence of the Dark Lord is very bad against heroes. However, combined with Desolator, the percentage increase in DPS will be significantly increased. If DPS is all that matters, you should seriously consider getting Desolator for Shadow Fiend.

Myth 2: I think it is good to buy 5 Aghanim Scepter for Obsidian Destroyer, since it will then deal 700 + damage per hit…

Correction: this is again wrong. Every Scepter gives around 100 damage. When you can only do 100 damage per hit, getting an additional 100 damage means a 100% increase in DPS. However, when you already can do 500 damage per hit, an additional Scepter merely increases your DPS by 20%. On the other hand, Hyperstone can increase the DPS by 25% - 30%.

Myth 3: I think getting Buriza for Phantom Assassin/ Juggernaut etc. is good. Although critical strikes don’t stack, more chances of triggering critical strike never hurts…

Correction: While more chances of triggering critical strike never hurts, there are better ways to increase your DPS. If you get Buriza for these heroes, when both Buriza and the heroes’ innate critical strikes are triggered in the same hit, Buriza will override the innate critical strikes. Therefore the critical attack from Buriza gives you less than 24% increase in DPS. Are there other items that can boost your DPS better? What about Hyperstone? What about Desolator? Have you considered all possible options?

Topic 9: Maelstrom —— n00b item or useful?

Many people have claimed that Maelstrom is a completely shit item.

“It’s just a farming tool.”

“It doesn’t help you in team games.”

“The lightning is unreliable.”

At the same time, many other players have claimed that Maelstrom is useful, and said things like:

“The lightning is triggered 3 times in a team battle!”

To what extent are these claims true? With the concept of DPS, we are now able to unravel this myth.

Maelstrom gives 3 bonuses: 24 physical damage, 6 agility, and 20% chance to send a lightning that deals 150 magical damage to 3 units.

On average, the lightning gives the hero 30 bonus magical damage over 3 units per attack. As I have explained before, 1 magical damage is worth (1+ 0.06A)(1-B%) physical damage, where A is the target’s armor, B is magic resistance. Unless the target has Aegis of Immortal, usually 1 magical damage is worth more than 1 physical damage. Using the assumptions in the calculations of Monkey King Bar (Check Topic 5), we can assume that 30 bonus magical damage is roughly the same as 36 physical damage over 3 units. Therefore, we can say that Maelstrom gives the user around 60 physical damage and 6 agility at a cost of 3360.

From Topic 3, we have found out the formula for calculating percentage difference in DPS for items that gives X damage and Y attack speed is:

If an item gives you X damage and Y% attack speed, the percentage increase in DPS is X/A + Y/( 100 + B + C) + X*Y/ A(100+B+C).

Since most people who dislike Maelstrom argue that Maelstrom is shit in dealing damage, I shall just focus on the benefits of getting Maelstrom on attacking 1 unit, which means I’m ignoring the fact that the lightning can hit 3 units. It is an unfair comparison against Maelstrom, but let’s look at the result first:

In this formula, A is your average damage, B is your agility, C is bonus attack speed from items and skills. In this equation, X is 66 (assuming you’re an agility hero), Y is 6. Now let’s say you rush Maelstrom first (which is a reasonable assumption), and by the time you have completed Maelstrom, you have around 80 base damage, and around 50 agility, 30 bonus attack speed (from Power Treads). Putting these numbers into the formula, the percentage increase in DPS is 66/ 80 + 6/180 + 66*6/80(180) = 88.6%. Bad? I think not.

But… But… Maelstrom is unreliable, it only has a 20% trigger chance!

Again, this is an unfound biased argument against Maelstrom. The fact is, critical attack from Buriza has a 20% trigger chance; bonus damage from Monkey King Bar 30%, Cranium Basher 15%, Sange and Yasha 10%. Do you think it is fair to isolate Maelstrom from the other items and bash it for its “unreliability”? As long as you deal more than 5 hits on average in team battles, you should, on average, be able to throw a lightning. Then the argument that Maelstrom is unreliable will be complete nonsense.

If you claim that Maelstrom is THAT good, why not get Maelstrom for most heroes?

The major drawback for getting Maelstrom is that the lightning is an orb effect. By getting Maelstrom, you may not be able to use other orb effects that are more strategically useful, e.g. Frost Arrow, Impetus, Mana Break etc. For heroes with these skills, the Maelstrom recipe is completely wasted, and therefore they are not advised to get Maelstrom.