Dota-Allstars 6.50 Map Preview - Invoker is Back? (Beta 19)

Dota-Allstars 6.50 Map is indeed worth to be waited. I think uncle IceFrog is really working hard on this map. There are so many changes. I will give you some teaser and clues based on 6.50 Beta 19. And i will update this post as the new Beta available.

Invoker is Now Available?

Wow, is this real? We can use Kael the Invoker again? It still being constructed though, look at his story section ;) But i think IceFrog will nerf him and give him some balance issue if he really serious to make Invoker re-appear.



New Neutral Creeps

An extreme change on the neutral creeps. Watch the minimap! IceFrog changes the Scourge Neutral Creeps camps and layout. A lot of new Neutral Creeps created. That's mean i must reworked the Neutral Creeps guide.

New Neutral Creeps

Another new Neutral Creeps camp. Mud Golem? Ah, is it easier compared to Rock Golem?


New Neutral Creeps

Another new Neutral Creeps. Enraged Wildkin and 2 other level 1 Wildkin is ready to give you some gold.


New Neutral Creeps

Alpha Wolf has an aura and it will make this wolf group harder than before.


Euls is now infinite!

Infinite amount of Eul's. Watch closely, it's also give you 20 Movement Speed now!


Wow! Mystic Staff for Gynso.

Yeah, another better use of Mystic Staff and Ultimate Orb..

Warning:
This preview is based on Dota 6.50 Beta 19. Anything still could be changed and updated. I will try my best to keep pace with the latest change. You can download the Beta Map in this post. Enjoy..

Update: The official 6.50 map has released!

Read More……

Dota 6.50 Beta 24 Map Download, New!

dota allstars 6.50 Beta loading screen ImagesDota-Allstars 6.50 Beta 24 map leaked, free download in this blog as always. The latest Beta Map is great! You got to see what i already saw in this map. But if you are too lazy to see it by yourself, don't worry. I will give you some nice preview about the beta map. Just go to this post and watch the screenshot. The download link is at the end of the post. As usual, you must use nick "IceFrog" or the other beta tester nick name to play. Hmm.. Do you know another nickname? Tell me if you know :D Oh yeah, in this post i will also give you the detail change list from 6.50 Beta 1.

  • DotA Allstars v6.50 Betas 14-24 [Invoker Series]

    Beta 24:
    Invoker's tooltips fixed, -invokelist command
    Further work on -ah
    Beta 23:
    Visage Remade
    Some work on -ah done
    Beta 22:
    Scourge Terrain Changed (QFT)
    Beta 21:
    Scourge Terrain Changed (Yes, Again)
    Bug Fixes with Invoker
    Beta 20:
    Scourge Terrain Changed
    Dagger Reworked Again
    Bug Fixes with Invoker
    Beta 19:
    All Invoke spells present.
    Scourge Terrain Changed (Again).
    Beta 18:
    Misc bugs fixed.
    Beta 17:
    Added two Invoke spells.
    Increased Fountain regeneration by 10 Mana per second.
    Beta 16:
    Added an Invoke spell.
    Beta 15:
    Fixed bugs regarding Invoker.
    Beta 14:
    Invoker can now be selected from last scourge tavern
  • DotA Allstars v6.50 Betas 9-13

    Reworked Orchid (immolation effect)
    Reworked Euls (Infinite Cyclone Charges)
    Reworked Guinsoos (3-item recipe, no euls!)

  • DotA Allstars v6.50 Beta 8

    fixed various sell prices
    updated drow\'s story per volcove\'s suggestion
    * Reduced model size on Non-Ancient Golems
    buffed up murlocs a bit
    fixed ravage lvl 2/3 damage
    * Improved creep pathing on top Sentinel lane
    * Improved base int and growth on Visage

  • DotA Allstars v6.50 Beta 7

    Fixed Eidolons armor
    fixed mana shield cooldown
    fixed guin sell price
    fixed level 2 marksmanship
    * Fixed Dark Rift from using cooldown when cast incorrectly
    fixed impale effects to work on ancients
    fixed some visuals with impales
    fixed the stun to start timing after the unit lands from air
    range on na and lion impale is always full range
    added a minimum range for the impale effect on burrow strike so if you target
    yourself, it still impales nearby units
    fixed ravage damage
    * Added Ring of Health to the Goblin Shop
    lowered quarterstaff price
    fixed bottle cooldown (it was still 8 seconds, not 5)
    lowered euls cd a bit and reduced recipe
    tweaked guin/eul/orch a little, see feedback post for complete details
    * Reworked the trees/pathing near the small sentinel creep camp
    did lots of tweaks and changes to neutrals

  • DotA Allstars v6.50 Beta 6

    fixed kickafk giving you options for players that aren\'t afk
    fixed a pathing issue with the trees near the new ramp
    * Reduced cooldown on high level Shapeshift
    kickafk properly shares control on kick now
    increased quilbeast hp by 100
    undid marksmanship change, kept the agi gain nerf
    adjusted leap cd change from last version
    fixed apm command (it was actions per second before i think)
    undid potm base damage change change
    fixed morph courier hotkey
    removed guinsoo recipe
    * Reduced Gravechill manacost and cooldown a little
    * Recoded impale based effects completely, fixing various ramp bugs, stacking issues and lots of rare problems. (Burrowstrike, Impale (Lion), Impale (Nerubian Assassin), Ravage)
    * Removed manacost on Mana Shield
    * Added Javelin to the Goblin Shops
    * Added Quarterstaff to the Goblin Shops
    * Increased Perseverance damage from 7 to 10
    reduced tornado damage on buildings

  • DotA Allstars v6.50 Beta 5

    changed the removal of bottle sell cost to a small one (mainly cause of a problem I was having with it not displaying manacost)
    * Changed Leap cooldown to scale with levels
    * Lowered Mirana\'s base damage a little
    added magic resistance to quilbeast (75%)
    tried to fix the shukuchi issue with dealing damage twice again
    fixed ogres autocasting
    * Changed the pathing around the one of the neutral camp areas on the Scourge Side
    returned damage amplification to orchid and changed from 4.5 to 5 duration
    reduced cooldown and increased range on guinsoo
    * Increased Chainfrost bounce by 1
    * Fixed a bug introduced in the recent scepter changes on Crystal Maiden
    * Improved armor on Enigma\'s Eidolons
    * Removed the stack restriction on Shiva\'s Guard
    * Improved Juggernaut\'s movement speed
    * Implemented a better silencing mechanism in the Black Hole area
    reduced Drow\'s ultimate a little
    * Lowered Drow\'s Agility gain per level
    * Added a new command -apm to reveal your actions per minute
    -afkinfo and -kickafk now work properly fixed -neutrals test spawn command lowered guinsoo recipe cost * Couriers can now disassemble items (161180)
    * Added text descriptions for powerups (68307)

  • DotA Allstars v6.50 Beta 4

    Made linkens 20 seconds (for now..)
    refilling bottle and rune usage doesn\'t share cooldown with regen usage on it (so only regen follows the 8 sec cooldown)
    * Bottle is in full state at all the shops now (still thinking about this..)
    * Fixed Last Word triggering off of Linken Sphere usage
    fixed various typos
    fixed lothars sell cost

  • DotA Allstars v6.50 Beta 3

    Fixed Drow\'s ult
    Changed alpha wolf to a different color
    Reduced chances that the buff icon remains on Broodmother/Sven ults

  • DotA Allstars v6.50 Beta 2

    Made Lothar\'s 21/21 bonuses
    Fixed Lothar\'s cooldown
    Reduced lothar\'s manacost
    Fixed the alpha wolf not spawning properly
    Fixed aggro on new creeps
    * Neutral Ogres no longer auto-cast Frost Armor
    fixed tree types at the new scourge camp

  • DotA Allstars v6.50 Beta 1

    * Fixed Berserker Rage from triggering Essence Aura
    * Fixed Javelin\'s odds being slightly off
    * Increased Morphling\'s base damage
    * Macropyre cooldown no longer increases per level
    * Reduced Expulsion cooldown and manacost
    * Lowered Flying Courier HP to the same as regular Courier
    * Reduced Sprint\'s damage amplification from 20% to 10%
    * Improved Keeper of the Light\'s attack animation
    * Delayed the creep spawn time by 30 seconds in -vr
    * Fixed neutral spawn times in various modes
    * Improved Scattershot from 10-35 damage range to 20-35
    * Improved Alchemist base Intelligence and growth
    * Slightly improved Psi Blades spill width
    * Improved Lich\'s Frost Nova cast range by 100
    * Improved Vanguard hp regen by 1
    * Changed Lothar\'s recipe and stats
    * Increased Maledict AOE by 15
    * Improved Chemical Rage
    * Increased Phantom Lancer\'s STR gain
    * Improved lifesteal on Insatiable Hunger level 2 and 3
    * Reduced Replicate manacost and cooldown
    * Centered swap request notice is given to a player (182779)
    * Fixed an issue with the Cheese drop from Roshan
    * Reduced Vladmir\'s Offering recipe cost
    * Reduced Linken\'s Sphere cooldown
    * Increased Psi Blades range by 10 each level
    * Improved Troll\'s movement speed
    * Decreased Rampage movement speed bonus
    * Decreased Rampage cooldown
    * Removed stacking restriction from Bloodstone and improved it\'s stats
    * Improved Helm of the Dominator damage from 10 to 20
    * Improved Spirit Bear\'s Demolish
    * Improved Oblivion Staff mana regen by 25%
    * Increased Lightning Storm cooldown by 2 seconds
    * Reworked Eul\'s Scepter of Divinity completely
    * Reworked Orchid Malevolence completely
    * Reduced cooldown on level 4 Metamorphosis from 135 to 110
    * Reworked Guinsoo\'s Scythe of Vyse completely (check forums for details)
    * God\'s Strength is longer removed by cyclone
    * Insatiable Hunger is longer removed by cyclone
    * Quarterstaff price reduced
    * Improved Sand Storm
    * Fixed an issue with Forest Troll High Priest\'s pathing scale
    * Drastically lowered Quilbeast hitpoints
    * Improved range on Drow\'s Trueshot Aura
    * Fixed an exploit with Lanaya
    * Improved cooldown progression on Insatiable Hunger
    * Reduced Sven\'s base armor
    * Reduced the slow on Epicenter
    * Changed the locations and distribution of neutral creep camps
    * Fixed some text display problems when viewing replays (thanks DonTomaso)
    * Reduced Lina\'s movement speed by 5
    * Reduced Voidstone by 25 gold
    * Improved Enigma\'s movement speed
    * Modified initial projectile speed and effect on Paralyzing Casks
    * Improved Enfeeble
    * Improved Auto-Fire aoe and duration
    * Reduced Ring of Health by 25 gold
    * Fixed some color issues on the load screen
    * Reduced Queen of Pain\'s Blink range at early levels
    * Fixed some creep death time discrepancies (188461)
    * Improved Earthshaker movement speed
    * Reduced mana cost on dagger and increased cooldown (75->50 mana, 30->60 cooldown)
    * Added cooldown to Bottle usage and removed its sell cost
    * Added -afkinfo that displays how long each player has been idle for
    * Bottle purchased in base starts off full
    * Necronomicon icon now changes per level (190183)
    * Changed durations of some powerups (Haste 45->30, Illusion 60->75, Regen 45->30)
    * Fixed a very minor bug with Elder Form duration
    * Fixed a very minor bug with the damage mechanism on Shukuchi
    * Moon Wells now gather water during night and get drained during day. This has no gameplay impact (60920)
    * Zombies now give a bit less bounty
    * Improved cast range on Expulsion and Fire Storm
    * Change Drow Ranger\'s Marksmanship
    * Added a conditionally available -KickAFK command to boot idle players (171984)
    * Increased Neutral Centaur\'s aura by 5%
    * Added an Alpha Wolf in the wolves creep camp with a command aura
    * Added a new creep camp (1 Ghost w/Possession + 2 Fel Beasts)
    * Changed the Furbolg\'s Stomp to a Clap
    * Added a new creep camp (1 Enraged Wildken w/ Tornado + 2 Wildkins)
    * Added a new creep camp (1 Murloc Nightcrawler w/shadowmeld,1 sec ensnare + 1 Murloc Hunstman + Murloc Tiderunner)
    * Improved Satyr Hellcaller\'s Unholy Aura
    * Added a new creep camp (1 Dark Troll Warlord (Raise Dead), 2 Dark Trolls)
    * Recoded Neutral Creep code for some optimizations
    * Changed the location of one of the Scourge creep camps

Download Dota 6.50 Beta 24 via MediaFire

Enjoy!

Update: The official 6.50 map has released!

Read More……

Crixalis the Sand King Guide & Walkthrough

Crixalis the Sand King Guide, Walkthrough, Item Build and Skill Build.

Sand King

Crixalis was a normal scorpion in Kalimdor's deserts. For unknown reasons, he evolved much faster than his brothers, growing extremely large. Because he was still susceptible to the Sand King King's mind control, he was summoned and is now guarding the Frozen Throne. While much larger, Crixalis still possesses his scorpian abilities, such as the power to burrow into the ground and resurface elsewhere, impaling all in his wake. His tail contains a violent venom, which causes his enemies to explode. Scouts have discovered that he can create large tremors in the ground, killing anyone distracted enough to get near him.

Sand King

Base HP: 492
Base Mana: 208

Strength - 18 + 2.3 (Primary)
Agility - 19 + 2.1
Intelligence- 16 + 1.8

Base damage 43-59
Attack range of 128 (melee)
Base Armor 3.7
Movement speed of 300

Strengths and Weaknesses

Positives
Has a great AoE damage, can turn out the game with good placed Epicenter.
Not items
dependant.
Fast farming with Caustic Finale.


Negatives
Epicenter needs great timing and positioning.
Possibly targeted by all enemy hero after you initiate.

Skill Descriptions

Burrowstrike (E)

Shadow Strike

The Sand King burrows into the ground, tunnels forward impaling everything above him, then surfaces.

Level 1 - 100 damage, 400 maximum range.
Level 2 - 160 damage, 500 maximum range.
Level 3 - 220 damage, 600 maximum range.
Level 4 - 280 damage, 700 maximum range.

Mana Cost: 140
Cooldown: 11

A really usefull skills. Stun enemies in a row and in the same time moving yourself. Use it for initiate, chase and escaping.

Sand Storm (R)

Blink Strike

Sand King creates a fearsome Sand Storm. The storm blinds his enemies and he becomes invisible to them. In the same time his opponents take damage.

Level 1- 20 damage per second, 200 AOE, invisibility lasts 20 seconds, 0.3 second delay before revealed
Level 2- 40 damage per second, 250 AOE, invisibility lasts 40 seconds, 0.3 second delay before revealed
Level 3- 60 damage per second, 300 AOE, invisibility lasts 60 seconds, 0.9 second delay before revealed
Level 4- 80 damage per second, 350 AOE, invisibility lasts 80 seconds, 1.2 seconds delay before revealed

Channeling
Mana Cost: 60/ 50/ 40/ 30
Cooldown: 40

The damage isn't good for farming. The only reason you want to take it is for the invisibility. Sometime helpfull in a emergency situation.

Caustic Finale (L)

Blur

Each of the Sand King's attack injects a deadly venom that causes the target to explode violently on death, dealing damage in an area.

Level 1 - 90 damage.
Level 2 - 130 damage.
Level 3 - 170 damage.
Level 4 - 220 damage.

Orb effect
Mana Cost: N/A
Cooldown: N/A

Great passive skill for farming. You can kill a wave of creep in a couple seconds. The only drawback of this skill is it's Orb effect.

Epicenter (C)

Coup de Grace

Sends a disturbance into the earth, causing it to shudder violently. All caught within range will take damage, and their attack speed and movespeed slowed by 40%.

Level 1 - 2.0 second casting time, 6 pulses of 110 damage, each pulse has a 300 AoE.
Level 2 - 2.0 second casting time, 8 pulses of 110 damage, each pulse has a 350 AoE.
Level 3 - 2.0 second casting time, 10 pulses of 110 damage, each pulse has a 400 AoE.

Mana Cost: 175/ 250/ 325
Cooldown: 140/ 120/ 100

Magnificent skills! Massive damage and the same time slows enemies. For maximal results, often combined with Blink Dagger or Burrow Strike. The only problem is, the enemies will try their hardest to cancel this.

Skill Build

Level 1: Burrowstrike
Level 2: Sandstorm/Stats
Level 3: Burrowstrike
Level 4: Stats
Level 5: Burrowstrike
Level 6: Epicenter
Level 7: Burrowstrike
Levels 8-10: Stats
Level 11: Epicenter
Levels 12-15: Caustic Finale
Level 16: Epicenter
Levels 17-21: Stats
Levels 22: Stats/Sandstorm
Levels 23-25: Sandstorm

Burrowstrike is taken and maxed early for obvious reason. It will be your primary combo combined with Epicenter. When Burrowstrike already level 4, you are ready to ganking any hero. One point on Stand Storm can save you from early gank focused on you. Only take one level, you only want the invisibility, not the poor damage.

On early game, Stats is ways better than Caustic Finale. Stats will give you more HP and additional Mana for your combo. Taking Caustic Finale early will make you pushing too fast and make you vulnerable for ganked. The only chance you will want to take Caustic Finale early is when you are facing melee hero on your line. It will help you harass the melee enemy heroes while last hitting. On level 12-15, maxed Caustic Finale and you will farm like crazy.

Item Build

1. Gauntlet of Ogre Strength + Circlet of Nobility + Tangos
2. Empty Bottle
3. Finish Bracer
4. Blink Daggers
5. Boots of Speed
6. Second Bracers
7. Finish Boots of Travel

Your core item should be like this:

Bracers Bracers Power Treads Helm of Dominator Monkey King Bar

The most important thing about Epicenter is the positioning and timing. Blink Dagger is the perfect tools to meet the demand. In order to have an effective role throughout the game, you must be ready for ganking and initiating once you've prepared for your items.

Bracers will cover your lack of additional Stats item, while Bottle will cover your regeneration and make you stay longer in the line. After get the Dagger, to maximize Sand King role as ganker, upgrade your shoes into Boots of Travel. It will help you farming and initiate ganking in the same time.

Late Game Items

Heart of Tarrasque + Heart of Tarrasque + Assault Cuirass

Typical Sand King team battle role is to jump into the enemy with the Epicenter and then tanks all the damage. That's why in the late game you will need mass HP and armor boost.

Blink Dagger vs Black King Bar

Blink Dagger is better than BKB because Blink Dagger helps you gank (which is what Sand King would do besides farming, tanking and initiating battle) and gives the value of surprise when you deliver your Epicenter. Usually the enemies would scatter around if you get a BKB, activate avatar and cast burrow+epi, but with Blink Dagger comes the value of surprise. Without them knowing, you could deliver your Epicenter more effectively, and will help you much more in initiating battles.

But it seems the spell immunity of BKB is attracting a lot of people to buy it. But you must note several things. There are a lot of spells which go through avatar and deals a 0.1 second ministun, which cancels your Epicenter casting. You can just activate Avatar every 100 seconds while Blink Dagger can be activated every 25 seconds. And the last, BKB doesn't offer you anything to help you relocate, which can be used in a lot of things. Even so, if you indeed have a big trouble with Epi+Blink, this item still help you.

Strategy


Start off by going to the lane of your choice. The good thing about Sand King is he is an excellent solo hero, yet an excellent dual-lane assistant as well. So, it doesn't matter if you solo or not. Start off in the lane being very, very passive. Once you get in a lane, before the first wave comes in, try to creep block. It's alternately pressing move and stop in front of the creep wave to delay them in their arrival. This pushes your enemy creeps nearer your base, and gives you a wider capacity to quickly level up.

Don’t burrowstrike yet in level 1 unless the enemy is escaping with an uber low life to make a first blood. Like everything that happens, kill and last hit creeps, and level. Don't do anything to kill the enemy yet. Just farm and get your level up. Once you get to level 6, you are a killer with Burrowstrike + Epicenter. This period of the game, this simple combo can take out many enemies with their predictably low life, also mentioning this combo is devastating anytime.

When you encounter a normal stunner (Vengeful, Skeleton King), let them hit you or your ally with their stuns and do your thing. It’s better if they are stunning you while beside your tower. After all stuns are drawn, you do the burrowstrike, and then the usual epicenter. It’s a very easy task, but not as easy when you encounter two stunners. You may want to call some reinforcements. When facing stompers, it becomes harder because when you burrowstrike them, you have to go a little bit farther to them where you land to prevent getting stomped on, especially when casting your ultimate. And aside from the usual stun skills, there are some skills which deal a 0.1 ministun like Lunar Beam, Void, etc. So don't be fooled by those skills which you think are purely nukes. They might have a twitty stun to destroy your Epicenter casting.

Everytime you almost die with a very low life and the enemies don’t have a stun anymore, burrowstrike to retreat. Not to stun them forward. I’ve seen that sometimes that their Sand King just uses the Sand Storm (If they do have one) after landing. That's a very bad move.

There isn't really an "art" of Burrowstrike + Epicenter, as it isn't rocket science. Yet, it is one of the most effective "moves" in DotA. It usually never fails. First, find a spot that is in the fog of war or out of sight of enemy heroes. Be at most 900 units away from the enemies. Begin channeling Epicenter, and after the green light goes away and you start pulsing (You may miss 1 or 2 pulses if you are a begginner, it's ok) immediately blink into the center of the enemy Heroes. After your pulses are up, Burrowstrike the remainders (if there are any) to sweep easy double kills.

A common misconception is when you Blink in with Epicenter "on" you should immediately Burrowstrike the enemies - This is false. If you do this, the time the enemy heroes spend in the air for Burrowstrike, they enemies are invulnerable, which means, no Epicenter damage. Wait untl all pulses are clear OR you can get a kill with a Burrowstrike.

Some people like to Channel Epicenter and then Shift-click Blink dagger so they wont miss a pulse - I do not like this as the target you want to blink to 2 seconds ago may change in the 2 seconds of channeling.

Now you're leveling and maxing Caustic Finale with you, you're purely a farming machine. With the technique I explained earlier, you'd gain a lot of money in no time and you'd farm for your BoT, and your luxury items if you really are left alone to farm for yourself. In every 3 waves killed, you may have pushed far into the enemies' territory, so go neutral creeping for a while, then when the enemies counterpush, prepare in a spot to release an Epicenter + Blink to the team, while possibly calling your allies for reinforcements. Whenever you really find the enemies missing, warn your allies. They'd probably gank your allies in the other lanes, but mind your own business. Once you get near them, they've succeeded in killing the hero, and aswell preventing you from leveling up. Never let them succeed, so never get fooled.

The time you are ready to do the Epic + Blink, try to let the opponents push (While doing so, hide in a perfect spot), let an ally draw stun, cast Epicenter, and blink in. Usually you become the target of enemies so when you think you can’t handle them after 4 seconds, call your allies (Not necessary if you can handle them). While the enemies are trying to escape, chase them and if possible, do a burrowstrike. Your enemy should possibly be dead by now. However, some enemies might do the opposite. If they don't die, you should decide whether to chase them or to get away since you can still be harmed even if the enemies have a very small amount of life. Never chase heroes when you know they have higher movespeed than you (Unless they are in your burrowstrike range).

Before the mid game ends, some enemies may be fed up with hp increasing items. You should gank less since a single Epicenter won't do the trick to some heroes, whereas you can still live up to your killing power if the enemies are fully incapable of surviving any immense damage.

You are currently excellent in defending. Mind you, even if the creeps are those 833 hp/ 603 hp creeps pass by you, you can tank their 50+ damage, plus you may have an Cuirass. Don’t worry if you loose around 100 – 200 hp each wave as you regenerate fast. Usually, 3-4 kills per large creep wave solves a problem even if they are numerous. Do not fret.

After level 16, your epicenter is deeply flawed, and you may have to do other roles than initiating and tanking. You may have been doing less ganks since you have to defend your lanes. If someone else will take over defending lanes, you can not just defend, but push. You have the power, Burrowstrike + Caustic is a great pushing skill. Watch minimap when pushing and quickly teleport if most of your enemies is missing. Buy some luxury with the gold from pushing.

In the late game, you're a Damage Dealer and also Tank. Now with the crazy farming you've done, you may have even reached the gold to get a HoT. You are now extremely fat and ready to tank damage. You have many escape mechanisms, burrowstrike, blink, sandstorm. In the three, only sandstorm is purely to help you. Blink and (possibly) Burrowstrike is for initiating your combo. This way, we can say that Sand King only has one skill that is solely used for escaping, and the other two is for engaging in battle. When come to the team battle, pick a hiding spot. When your team ready, cast Epicenter and surprise the enemy by blinking them. They should be focus their damage on you. Brace yourself and face them, even if you die, you already do your role. By the time you tank the damage, your ally should do pretty much damage to the enemies and even get some kills.

Read More……

6.49c AIplus Dota-Allstars Map Free Download (Revision 7)

dota allstars 6.49c loading screen Images 6.49c AI+ Dota Allstars Map (free download) has been released several hours before i write this post. Looks like this map is importing Lazyfiend 6.48b AIplus 1.52 into 6.49c. Which means we can play Lazyfiend AI in the 6.49c version. The creator is BuffMePlz . Looks like he's trying his best to adopt the AI into the current version. I already try the map, it's great! The bots AI is just the same like the 6.48b AIplus. Plus, you can play Old Naix the Lifestealer, Old Nortrom and Kael the Invoker! Just type "-fun" before playing the games to unlock the Fun Tavern located in bottom right of the map.

Well, maybe you want to hear what he said about his AI:


Yeah, so I spent the long weekend porting lazyfiend's latest AI to the most recent version of DotA. Hopefully this will allow many of you who have been wanting to play the newest version of the map with some very well programmed bots.

I've imported all of the 6.49c content to the best of my ability, and have updated the AI bots so that they properly get Power Treads (the Agility version, it makes it easier), Vladmir's Offering, and Monkey King Bar, since the latest version changed the way these items were built. Aside from that, the AI has been unchanged, so it's still prone to any bugs that may have existed in the 6.48b version.

The AI probably has no means of determining how to play the new N'aix, and I didn't try to make it do something with it. Fortunately RGB did add a way to force the computer players to repick if necessary, so be sure to utilise it if they pick N'aix. Additionally, the AI will not try to get Orchid's Malevolence or Shiva's Guard, so if you're trying to figure out how to counter builds with these items, you're out of luck unless you play online.

Aside from that, I've added a little something special for everyone, but I'll let you see that for yourself. It's the product of a long project that got me into playing around with JASS and these maps in the first place. Just type in "-fun" to access the Fun Tavern and see for yourself.

Remember, that's

-fun

This is still AI+ version 1.52 because I'm not presumptuous enough to claim that I've actually updated anything. I just wanted to share this with the community because I feel like it's something that everybody can use/want, and maybe to stop all the messaging to lazyfiend for a 6.49c AI+ map.

So have fun and enjoy. If I do make any updates it will just be to the Fun Tavern, or to bugs specific to this version.

Thanks to lazyfiend for his hard work on this AI.

Cheers.


Here is the download link. You should note that this map has the same bug as 6.48b AIplus, read this post for further information. You can share your comment here after try it out :)

Update:
This map AI still have some bugs, but the creator is working hard to fix the every bug founds. If you find any bug, you can post it here or directly to the maker. It will help the development and the debugging process. Here is the newest version and the changelog:

Rev. 02: Fixed the texture on Templar Assassin's Psionic Traps, they should show up properly now.

Rev. 03: Fixed the infinite bottle bug.

Rev. 04: Fixed the dummy unit casting bug (hopefully), Siege Golems when using supercreeps, and picking from the Fun Tavern when -fun is not activated.

Rev. 05: Zeus's ult works, tree model restored, other tooltips corrected. AI Earthshaker now properly uses Fissure. Fixed bug with Bottled Runes. Added Old Silencer to Fun Tavern.

Rev. 06: Fixed Juxtapose and Doppelwalk.

Rev. 07:
-Power Treads now properly update on Meepo
-Fixed Dark Rift
-Changed the way AI dummy caster units work to prevent computer from controlling them and unnecessarily casting things they ought not to, which will hopefully fix the self-destructing AI problem.
-Added Gambler to the fun tavern.
-Reduced load and lag time on the map overall (I hope)

Download Dota-Allstars 6.49c AIplus 1.52 revision 7 via Mediafire

If you need Invoker skills guide, try this post.

Special Credit:
TempesT , thanks for your information update . I really appreciate it :)

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Bugs on Dota-Allstars 6.48b AIplus 1.52 Map

dota allstars 6.48b AIplus Bug As in my previous post, Dota-Allstars 6.48b AIplus v1.52 by RGB a.k.a. Lazyfiend is already done. After trying the Map, only one things pop up in my minds, "Thank you Lazyfiend for creating such a great AI map!" That map is just perfect for training. In Insane mode, the bots is almost perfect in denying and last hitting. If you play carelessly and just do auto-hitting the creeps, prepare yourself to have zero creep kill :D

However, there's still some bugs in that map. Lazyfiend also already admited that the map is still contain several bugs. The worst bug is when the fatal error message appears on your screen. The other is just some minor bugs. Here is Lazyfiends statement regarding the bug.


Yeah, 1.52 is a beta. Not only are there bugs, but there are also a ton of untested things and things that i don't give importance.

I may be inactive for a long time, but i will try to collect as much info here if i have time.

1) FATAL ERRORS!!!

I am already aware of Lanaya causing an error (i thought i fixed it, see my post on 6.43b AI+). I believe it's from Meld. As i have played 3 5v5 sh Lanaya game w/o fatal error when Meld is not used (AI and humans). I have a fatal error when Psi Trap is not used (but Meld is). The same for Refraction. The Error is from the hero, not from AI (so human or ai gets the error). Icefrog's code w/ Meld is clean enough, save for destroying an already destroyed trigger, which when i removed have played a 5v5 sh Lanaya game w/o errors. Well due to time constraints, i concluded that it is fixed (well now we know its NOT).

So does all fatal errors come from Lanaya? Axe, Ursa fixed??

If you ever experience an error, please do tell all heroes present. Not things like "after 30 minutes and w/ a record of [very high]-[very low] it crashed!! (its extremely common to own AI...)". I have recently discovered that a fatal error does not happen due to some action, but due to some leak created in an earlier action that sort of destroyed something that is accessed to the moment of the error, otherwise it is VERY EASY to detect.

For the map experts (i need help i still consider myself a novice w/ jass), anything that can cause errors?:
-I do not use vJass (i never am interested w/ map making)
-I never destroy any location or group (except w/ the ai commands), nor do I create them when i need them, i have pre-allocated locations/groups that i use.
-I use a 2 second and 1 second continous trigger that uses ExecuteFunc to give commands for the ai
-I never use TriggerSleepAction when setting an ability to become available and using them
-I use an array to hold many things, like 15+ different variables each for the ai hero - indexed by multiples of 16. (ex. somearray[160+GetPlayerId(someaiplayer)] to access something)
-let us say that an ai is trying to use a skill (order is done), then i set it to unavailable, will that be an error?

If you want to help, try to play 5v5 sh games w /some heroes you think that will crash the game.

A possibility of a crash due to the ai core engine may be possible, but unlikely since i and the betatesters have been playing with it and only experienced errors w/ lanaya.


2) Techies lay mines in the fountain
I have Techie lay a mine in front of vulnerable ally towers. LOL

3) Charging w/ 5 heroes etc.
Are they attacking weak enemies? Are they trying to do something? Are they ganked or something? It's not clear if i do not know what are they trying to do. I am trying to stop this problem.

4) 1 minute RD(or is it another mode?) laning delay.
Whoops sorry, i never play it.

5) Problem with -nb, -nm, -nt
Yes i know this (i choose not to give time to this). Sorry for not telling people. This AI have no support for these modes. -om works fine.

6) AI does not help you.
Try -aid. This is wierd since i merged ai's teamwork script from the human. Okay, i checked the code and they would only respond if you let the spell finish - meaning finish the casting animation. (Some spells do not wait for it, those spells that the bots cancel the animation). But i am sure that AI's have better teamwork w/ you here than 6.43b AI+.

7) AI (rarely) uses flask incorrectly
I just copied 6.40 AI+ codes from using flasks. I'll check it.

8) The crash w/o the crash screen error
I have to say it's in the coding, and unlike fatal errors, it happens on the spot the problem occurs (mostly an infinite w/ the triggers - and for me it only happens to "order" triggers). I'll check it if i have the time, but it's better if i have an idea to what every hero is doing before the crash.

Thank you to all who reported errors

The summary, this AI still contain several bugs. Especially if Lanaya is played, it will mostly produce fatal error. Nevertheless, this map is GREAT! Thanks again Lazyfiend!

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Official 6.48b AIplus Dota-Allstars Map Free Download

dota allstars 6.48b loading screen ImagesOfficial 6.48b AI+ Dota Allstars Map -very tough AI- has been released and you can free download it in this post. The creator of this AI map is the same person who born 6.43b AIplus v1.4, RGB a.k.a Lazyfiend. At last, after months we can play a decent AI map. Some people even says that his worst AI is better than the best AI exist now. Say goodbye to DAA AI injector! (at least for now)

Enjoy yourself and hope that Lazyfiend will still creating another Dota-Allstars AI maps in the future. Who knows that he might someday become 'lazy' enough and decided to retiring from create another masterpiece. Yay!

Here is some note from Lazyfiend:

*Handicap reduced from 120/150/200 to 115/140/180
*combined -tm with -test
*fixed problem with "-c"," c" not working w/ Scourge
*fixed ai heroes in -rv choosing two heroes
*fixed randoming problem with -dm
*fixed -pe and -pa with -random, removed -par and -per
*fixed denying towers that cannot be denied
*added notification and more effects when using -aid
*added swaphero capability with the bots
*added new mode "-dynaexp" or "-de", bots gain bonus exp rates when killed,
and loses bonus exp when the bots killed a hero

*fixed some problems with the defend routine
*human teamwork script is merged with ai teamwork script
*fixed bug about checking blink location targets
*bots uses shortcuts when retreating
*after using attack commands to bots, they will not automatically try to
defend or do neutral creeping for a while
*bots normally use flasks, but you can change it by inputting "-ctango" within
the first minute
*ai will prioritize defending over healing in the fountain
*bots cancels some casting animations

*fixed halting with Doppleganger
*fixed bugs concerning windwalk like abilities
*fixed Epicenter usage bug
*fixed Fiend's Grip and Dismember misusage
*balanced Thundergod's Wrath usage
*fixed aggressiveness with Primal Split, Storm panda uses windwalk when weak
*fixed Rain of Chaos usage, Shadow Word is used for healing more frequenly
*fixed some problems with mana shield
*fixed some problems with sprout
*uses Song of the Siren to save allies
*New Ignus Fatuus AI
*fixed blade fury usage when omnislashing
*more correct use of Echo Slam
*fixed wierd bot Assassinate cancels
*fixed multiple use of Earthbind
*Spectre can use Reality
*Alchemist can use Concoction
*revamped Techies behavior
*numerous item build and skill build changes

Known Issues:
*gank command (-ct) may not work 100% correct and it's not included inthe dialogue
*AI heroes are still not balanced (Pudge,Naix suck; Viper and friends still strong)
*fatal errors may still be present

You can download from these links:

Download Dota-Allstars 6.48b AIplus 1.52 via Mediafire
Download Dota-Allstars 6.48b AIplus 1.52 (zip) via Mediafire
Download Dota-Allstars 6.48b AIplus 1.52 (zip) via myfreefilehosting

Update:
This map still has a little bug on Lanaya, read this post for further information. There's also a 6.49c AIplus map, the creator is imports this 6.48b AIplus map into 6.49c. You can download it in here.

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Download Dota 6.50 Map Beta 11 Version, Leaked!

Dota-Allstars 6.50 Beta 11 map is leaked, free download in this blog. Actually this is the first time i posted Dota-Allstars beta version in this blog. I just got it by accident. Please give me feedbacks/comments after you try it :) Oh yeah, you must use nick "IceFrog" to play, because it is beta protected. The download link is at the end of the post.

Beta 11:
=======
Due to the random trees i forgot, here is a rushed beta 11. i added the immolation effect for orchid till we have something better. fixed ghost frost arrow range, fixed swapping/repicking/duplicates in -sd.

Beta 10:
=======

Notes:
-Do not use techies in games, he is still broken (unfinished recoding of land mines)
-fixed some issues with some neutral spots
-lowered range on NA and lion impales
-tweaked guinsoo again
-changed the ghost ability


Focus:
-test the new game mode -sd
-play around with the changed items
-keep playtesting and finding bugs
-give feedback on state of neutrals in beta 10 after you try them a bit

Unaddressed Issues:
-Bottle w/rune expiring when hexed (this isn't a new bug, its old. working on it)
-Euls movement bonus on morphing heroes (this is a new bug, i will get to it eventually, not a very high priority given since the heroes that would get it don't usually having morphing abilities)
-for some reason, -apm triggers -mute.. investingating this still, i'll figure it out before the end of the beta cycle, but not top priority

Beta 9:
=======

--Play around with guinsoo/euls/orchid
--Fixed various issues with impale (airtime and hitting magic immune like jugg in blade fury). Try to find other units that have magic immunity that it tosses up in the air.
--Do not use techies, his land mines are in the middle of a rewrite


Download Dota 6.50 Beta 11 via MediaFire
Download Dota 6.50 Beta 11 via RapidShare

Enjoy!

Update: The Beta 19 is available.

Update: The official 6.50 map has released!

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Official Dota-Allstars AI Map, Looking For This?

Already tired with poor-average Dota-Allstars AI maps released nowadays? I guess this statement below will make you happy :)

It's done (well not really "done" but you get what i mean).

For safety measures i just have my friends test it. If there are no lame bugs then that's it. Might be released by the end of the week if map is just fine.

It's just like an updated 6.43b. Many things like "communicating" AI, being aware of getting ganked, and knowing when to retreat correctly are left behind. Some things like the gank command is not 100% working.

It is Lazyfiend, the creator of 6.43b AIplus v1.4, who bring that statement on Dota-Allstars forums yesterday. That means (hopefully) in the end of this week, we can get a great Dota-Allstars AI map from him. He said the version will be 6.48b AI. It's ok Lazyfiend! Even tough the current map is already 6.49c, i'm still prefer playing your 6.43b AIplus than poor 6.49b AI/6.49c AI for my skill training. 6.49b AI is still usefull for trying new items. But for tough enemies, your map is currently the best!

Don't want to miss his release? You can subscribe and this blog will inform you by email when he release it. I will also post the download link in this blog when it is released. Can't wait until this weekend :)

Update: It's already released! See this post.

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Luna Moonfang The Moon Rider Guide & Walkthrough

Luna Moonfang The Moon Rider Guide, Walkthrough, Item Build and Skill Build.

Luna Moonfang

Luna Moonfang is a stalwart and devout follower of the Moon Goddess, Elune. She fights alongside the Sentinel in the neverending battle to cleanse the land of the unholy Scourge. Through her valiant efforts, she has been granted small portions of Elune's mystical power. Luna uses this gift to cut a swath through her enemies. It has been said that Luna is able to call down the very light of the moon, and is always surrounded by a glowing aura, as though in moonlight herself. Luna is a shining beacon for the Sentinel, an ever vigilant protector.

Luna Moonfang

Base HP: 435
Base Mana: 208
Strength - 15 + 1.75
Agility - 22 + 2.8 (Primary)
Intelligence - 16 + 1.85

Base damage 43 - 49
Attack range of 330
Base Armor 4.1
Movement speed of 320

Skills

Lucent Beam



Luna concentrates on the moon's energy and channels it forcefully to the surface, damaging an enemy unit.

Level 1 - 75 damage.
Level 2 - 150 damage.
Level 3 - 225 damage.
Level 4 - 300 damage.

Mana Cost: 95/ 110/ 125/ 140
Cooldown: 7

After Lucent Beam did not effect Eclipse damage, looks like everybody leave this skill when build battle Luna.

Moon Glaives




Allows Luna to attack extra enemies with each Glaive attack. Each enemy struck beyond the first incurs a 35% damage loss, per unit.

Level 1 - Luna hits 2 enemies with every attack.
Level 2 - Luna hits 3 enemies with every attack.
Level 3 - Luna hits 4 enemies with every attack.
Level 4 - Luna hits 5 enemies with every attack.

Mana Cost: N/A
Cooldown: N/A

A great skill, but for harassing melee hero while last hitting. Great skill for farming as Luna launches painful bouncing glaives, also work well for team battle.

Lunar Blessing



Nearby ranged units gain the power of the moon.

Level 1 - Increases base ranged damage by 6%.
Level 2 - Increases base ranged damage by 13%.
Level 3 - Increases base ranged damage by 20%.
Level 4 - Increases base ranged damage by 27%.

Mana Cost: N/A
Cooldown: N/A

Great skill and synergize with glaives. Also helping your team, especially when you got teammates like Viper or Traxec.

Eclipse




Calls to the moon's magic, summoning a concentrated burst of level 4 Lucent Beams(no matter whether what your lucent beam level is) to damage targets within 450 AoE around Luna.
If Luna dies while casting Eclipse, Lucent Beams will still be produced at the area where she dies.

Level 1 - Summons 4 Lucent Beams.
Level 2 - Summons 7 Lucent Beams.
Level 3 - Summons 10 Lucent Beams.

Mana Cost: 250/ 350/ 450
Cooldown: 140/ 120/ 100

This skill makes people fear to meet you one-by-one. Almost result in a sure kill when it used to fight one hero alone. Watch for the creeps when use this skill because the damage will be shared.

Skill Build

1. Stats/ Lucent Beam
2. Lunar Blessing/Moon Glaives
3. Stats
4. Lunar Blessing
5. Lunar Blessing
6. Eclipse
7. Lunar Blessing
8. Moon Glaives
9. Moon Glaives
10. Moon Glaives/Lunar Blessing
11. Eclipse
12. Moon Glaives
13-15. Stats
16. Eclipse
17-21. Stats
22. Lucent Beam/Stats
23-25. Lucent Beam

This build is designed to build battle Luna. Go for Stats and Lunar Blessing in early games. Those will makes you easily to get last hit while stats help your survivability. Take 1 level of Lucent Beam for the mini-stun if you're facing channeling heroes on your lane. Lucent Beam is maxed at your last levels because it doesn't give you lane control. If you max it first, Luna will lose it's effectiveness during mid and late game.

Moon Glaives is taken after Lunar Blessing, because Lunar Blessing gives you more damage for last hitting. Take
Moon Glaives early when you are facing melee hero for harassing while killing creeps or denying. Moon Glaives don’t give you lane controlling abilities, it just help you pushing and farming. A bit of Stats are gotten early as they’re still much better than Moon Glaives, and they give you a bit of everything you need.

Moon Glaives are gotten as soon as you maxed out Lunar Blessing, as you probably have enough overall damage to deal significant damage with your Bouncing Glaives. But if you're gonna for neutral creeps, take
Moon Glaives immediately as it will really help you kill neutrals faster. Eclipse is maxed out whenever you can, as it deals superb damage and you can kill any lone enemy you pass by, and it deals great damage in a teamfight.

Item Build

1. 2 Set of Tangos + Circlet of Nobility
2. Finish 1-2 Wraithbands
3.
Boots of Speed
4. Helm of Ironwill
5. Mask of Death (Helm of Dominator)
6. Finish Power Treads
7. Black King Bar (optional)
8.
Butterfly
9. Finish Satanic

Your items should be like this:



Optional



Get tangoes and some stats from circlets, tangoes is better than Ring of Regeneration since you will get Dominator. Wraithbands is better than bracers because you need fast damage boost for farming. Helm of the Dominator is probably better than any other item for Luna, as it gives Luna more capability to survive while farming. The leech helps Luna on jungling and the dominate ability will get you a Centaur/Furbols. Use them to stomp then Eclipse to get kills.

Black King Bar is an optional items. When you are facing so much nuker, it's advisable you buy this thing before Butterfly. If you're going extraordinary farming or your enemies are all DPS hero, rushing Butterfly will gives you better result. It gives you everything, damage, attack speed and especially the evasion.

Upgrade your shoes into Power Treads to boost attack speed After get some damage items, finish the Satanic. With the additional hp given and the additional lifesteal boost, you’re sure to survive much longer against enemy heroes, and Satanic’s active lifeleech gives you additional damage, plus the lifeleech, which gives you a lifesteal even on the bouncing glaives.

Strategy

Luna like the other agility heroes, is fragile early games. Your attack range is very short for a range hero. Try to get last hit and farming immediately. Don't bother for harassing, you will get a kill when you got your ulti's. When you get a Dominator, it's time for jungling since Luna skills makes jungling very easy.
You can go live in the forest and gain a lot of money in a short time. There’s no problem when you encounter any enemy hero, considering you can survive whatever they can take and that you can kill them with Eclipse and a few more hits.

Keep farming and farming. Luna is an exceptional farmer and you must maximize it's potential to rush your items. Only do ganking when they are close to your jungling position. If you are ganking too far, it means you’ll lose a lot of time farming and will delay your items. The most efficient way to kill heroes is to surprise eclipse them, offensively in a lane. When getting caught in a forest, you will turn out to be some sort of Anti-Gank, so it means you can kill them when you're getting harmed, just make sure they won't survive. If you're short of HP, don't bother and leech some creeps.

When it's times for team battles, the most important things is watch for enemies creeps. Don't waste your ulti's on creeps. Tell your teams to clear the creeps first. Raigor and QoP
ulti's are great way to clear the creeps. After the creeps clear, jump in and start Eclipse. They’ll receive a massive amount of damage, and all you have to do next is to attack them. Activate Unholy Rage if you have Satanic, start hitting the weakest hero and leech at the same time. Your Glaives will hurt a lots of hero and hopefully can bring you a 1-3 kill.

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Advertise Here

This blog is reaching 8000 Unique Visitors and about 18000 Page Views everyday. This blog also has pagerank of 3. You can see the statistic yourself via StatCounter, send me email and i will give you the detail statistics. And now, we are giving you opportunity to place your banner in this blog.

We are offering 468x90 banner space on the top post and 160x600 sidebar banner on every page in this blog. With only $75 a month and about 250000 page views monthly, that's mean you only charged $0.24 every 1000 page views. All the price is still negotiable. We only accept payment via Paypal at the moment. If you are interested, you can contact us on alief_5103100007[at]yahoo.com

Here is the available ad space:

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Dota-Allstars 6.49b Map Bug/Exploit

The Dota-Allstars 6.49b Bug/Exploit is on Lanaya. Whenever she Meld, use items and Meld again, the additional damage from Meld is STACKED. So if you doing that 10 times, you can get a hero instant kill. Yes, maybe i am little late. The bug already fixed now on 6.49c map. But if you stil playing 6.49b in your battlenet this trick could be usefull isn't it? You must remember, cheating is no fun and can ruin the game. So use it with your own risk ^-^
You can watch the video if you want to know more.

http://www.youtube.com/watch?v=1K4WioY0LY8

In that video, Lanaya is using Meld and Basillus over and over. After several times, she can instantly kill 1 full health Scourge creeps with a single hit! Too bad it's already fixed :p

You can share your information here. I will give you the credits, don't worry :)

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Free Download Dota-Allstars 6.49c Map

Download Dota-Allstars 6.49c Map for free now! It's just launched and fresh from the oven. Currently this is the latest official map available. You can download via these links:

Link 1
Link 2
Link 3
Link 4

Here is the 6.49c Changelog

Fixed a major exploit.

It couldn't wait for 6.50, too many people are abusing it.

Hope you like it :) If you want to know which exploit people are abuse? You can read it at this post.

PS: The links is the official link from http://www.getdota.com/

Update:
The 6.49c AIplus map is available. You can download it in here.

Read More……

Dota-Allstars Attack Speed Guide

Dota-Allstars Attack Speed Guide will be posted here. This guide is made by Malle from www.dota-allstars.com , all the credit belong to him.

( 1 + IAS ) / BAT = Attacks Per Game Second

BAT / ( 1 + IAS ) = Game Seconds Per Attack

BAT is Base Attack Time:
The time in seconds between attacks without any increased attack speed

IAS is Increased Attack Speed:
How much faster you attack (100% IAS = 1.00 IAS)

Each point of agility gives you 0.01 (or 1%) IAS.

IAS stacks additively
Gloves of Haste (15% IAS) and Hyperstone (55% IAS) will give you a total of 0.7 (55%+15%=70%) IAS.

Negative values (from something that slows you) is just removed from your IAS
Take the above example of 0.7 (70%) IAS but you get slowed by Untouchable lvl 3 for -0.90 (-90%) IAS, you end up at -0.2 (-20%) IAS.

The final IAS affecting your attack can range from -0.8 to 4. Anything less than -0.8 will act as -0.8, and anything more than 4 will act as 4.

Maximum attack speed is thus:
5 / BAT = Attacks Per Game Second
BAT / 5 = Game Seconds Per Attack

And minimum attack speed is thus:
0.2 / BAT = Attack Per Game Second
BAT / 0.2 = Game Second Per Attack


To see which is more effective to get, IAS or damage, you can use the following formula:

X = Y * ( 1 + IAS ) / DPA
Y = ( X * DPA ) / ( 1 + IAS )

DPA = Damage Point Average (the average damage per attack)
IAS = Increased Attack Speed
X = amount of IAS needed to equal Y damage
Y = amount of damage needed to equal X IAS

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Dota Guide - Dota-Allstars Guide

Dota Guide - Dota-Allstars Guide. All the guide and info besides Dota Hero Guides will be placed in here.

Dota-Allstars Game Command & Mode Guides
Want to know some game modes you never try?

Dota Item Guides
Read this to know all items in Dota-Allstars

Dota Recipe Guides
Read this to know all recipes in Dota-Allstars

Dota-Allstars Frequently Asked Question (FAQ)
Read this first before go to the next guides. Very informative.

Dota-Allstars Experience Guides
A guide about the experience you got from creep, denied creep, etc.

Dota-Allstars Orb Effect Guides
Orb priority and the effect are compiled in here.

Dota-Allstars Neutral Creeps Guide
Discover the most strong or profitable creeps.

Dota-Allstars Images Guides
All about the images and the item work for them.

Dota-Allstars Critical & Bash Guide
Curious about the Critical chance % calculation?

Dota-Allstars Spell Resistance Guides
What should we do to make us immune magic?

Dota-Allstars Triggered Spells Guides
Trigger it to know more!

Dota-Allstars Attack Speed Guides
Find how fast you can get!

Dota-Allstars Rune Guides
All about runes is here!

Some guides maybe outdated, feel free to notify me you want me to update it. Just leave a comment in the guide you want me to work on.

Read More……

Dota-Allstars Triggered Spells Guides

Dota-Allstars Triggered Spells Guides will be posted here. This guide is made by Tennis from www.dota-allstars.com , all the credit belong to him.

Triggered Spell Attack and Damage Type Table

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

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

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

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

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

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

Acid Spray (Alchemist)

* Attack type Spells, Damage type Normal

Adaptive Strike (Morphling)

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

Arcane Orb (Obsidian Destroyer)

* Attack type Hero, Damage type Magic

Backstab (Stealth Assassin)

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

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

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

Brain Sap (Bane Elemental)

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

Chaos Bolt (Chaos Knight)

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

Counter Helix (Axe)

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

Culling Blade (Axe)

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

Death Coil (Lord of Avernus)

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

Desolate (Spectre)

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

Diabolic Edict (Tormented Soul)

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

Dispersion (Spectre)

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

Double Edge (Centaur Warchief)

* Attack Type Spells, Damage Type Fire

Elune's Arrow (Priestess of the Moon)

* Attack type Spells, Damage type Magic

Empowering Haste (Spirit Breaker)

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

Enrage (Ursa Warrior)

* Attack type Hero, Damage type Normal

Fatal Bonds (Warlock)

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

Fiend's Grip (Bane Elemental)

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

Glaives of Wisdom (Silencer)

* Attack type Hero, Damage type Divine (Magical)

Greater Bash (Spirit Breaker)

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

Gravekeeper's Cloak (Necro'lic)

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

Gush (Tidehunter)

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

Impetus (Enchantress)

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

Kraken Shell (Tidehunter)

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

Laser (Tinker)

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

Last Will (Necronomicon Warrior)

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

Lvl? Death (Doombringer)

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

Maledict (Witch Doctor)

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

Mana Void (Anti-Mage)

* Attack type Spells, Damage type Magic

Meat Hook (Butcher)

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

Nightmare (Bane Elemental)

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

Nether Strike (Spirit Breaker)

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

Omnislash (Juggernaut)

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

Paralyzing Cask (Witch Doctor)

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

Penitence (Holy Knight)

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

Purification (Omniknight)

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

Quill Spray (Bristleback)

* Attack type Hero, Damage type Normal

Reaper's Scythe (Necrolyte)

* Attack type Spells, Damage type Fire (Magical)

Remote Mines (Techies)

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

Return (Centaur Warchief)

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

Reverse Polarity (Magnataur)

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

Rupture (Bloodseeker)

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

Sanity's Eclipse (Obsidian Destroyer)

* Attack type Spells, Damage type Magic

Scattershot (Sniper)

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

Shadowraze (Shadow Fiend)

* Attack type Spells, Damage type Death (Magical)

Shadow Wave (Shadow Priest)

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

Shadow Word (Warlock)

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

Shallow Grave (Shadow Priest)

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

Spectral Dagger (Spectre)

* Attack type Spells, Damage type Magic

Spirit Bear (Lone Druid)

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

Starfall (Priestess of the Moon)

* Attack type Spells, Damage type Magic

Static Field (Lord of Olympia)

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

Test of Faith (Holy Knight)

* Attack type Hero, Damage type Magic

Toss (Stone Giant)

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

Waveform (Morphling)

* Attack type Spells, Damage type Magic

Wild Axes (Beastmaster)

* Attack type Spells, Damage type Normal

Read More……

Dota-Allstars Spell Resistance Guides

Dota-Allstars Spell Resistance Guides will be posted here. This guide is made by gradenko_2000 from www.dota-allstars.com , all the credit belong to him.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Example: Any hero with Hood

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

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

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

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

Example: Netherdrake with Cloak and Corrosive Skin

S1 = 0.25
S2 = 0.15
S3 = 0.20

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

Read More……

Dota-Allstars Critical & Bash Guide

Dota-Allstars Critical Strike & Bash Guide will be posted here. This guide is made by Malle from www.dota-allstars.com , all the credit belong to him.

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

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

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

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

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

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

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

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

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

Read More……

Dota-Allstars Images Guides

Dota-Allstars Images Guides will be posted here. This guide is made by Gray the Grayte from www.dota-allstars.com , all the credit belong to him.

Item Effects on Images


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

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

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

The following items and effects DO work on images

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

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

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

Read More……

Dota Modes & Dota Commands Guides

Dota Commands & Dota Modes will be posted here. This guide is based on Dota-Allstars  Commands Guide made by lookyman, some of the credit belong to him.

I. Basic information on game modes


* The desired game mode has to be entered before 15 seconds mark, otherwise Normal Mode is selected.
* First available player may enter these commands, checking the player list from the top.
* Game modes are entered in a single line with no separation, like "-dmaridsc", or alternatively, they can be entered separated from each other, with a hyphen (-) in front of each mode, such as "-dm -ar -id -sc".
* The order doesn't matter. The game will handle it or (in case of incorrect combination) give you another chance.

II. Primary game modes
* Only one of these can be selected.
* Incompatible secondary game modes are listed as well.

Normal Mode --> Team Pick

This mode is selected when no other primary mode is during the first 15 seconds. Players may pick heroes from taverns belonging to their team.

-allpick / -ap --> All Pick

Everyone may pick heroes from any tavern.

-allrandom / -ar --> All Random

Every player gets a random hero from any tavern.

Incompatible with: Reverse Mode.

-teamrandom / -tr --> Team Random

Every player gets a random hero from the taverns belonging to their team.

Incompatible with: Reverse Mode, Death Match.

-moderandom / -mr --> Mode Random

Randomly picks a mode from All Random, All Pick, Team Random and Normal Mode.

Incompatible with: Reverse Mode, Death Match.
Added in v6.28

-leaguemode / -lm --> League Mode

All forms of random are disabled. 10 players required. The teams will pick in alternating orders, one team picking one hero, the other team picks two heroes, the first team picks two heroes, the other team picks two heroes, the first team picks their two last heroes, the other team picks their last hero (1-2-2-2-2-1). Each player has 20 seconds to pick a hero, otherwise one is randomed for him/her. The team which has the first pick is random. Can only pick from your side, Sentinel or Scourge, like Normal Mode.

Incompatible with: All secondary game modes except Shuffle Players, No Swap, No Repick, Terrain Snow.
Added in v6.21

-randomdraft / -rd --> Random Draft

Needs an even amount of players on each team to be activated. Goblin Techies cannot be picked in this mode. 22 random heroes are picked from all available ones and placed into 2 taverns (available for both Sentinel and Scourge). The remaining heroes are removed, as well as the rest of the taverns. Players then pick from those two taverns like in League Mode.

Incompatible with: Mirror Match, Death Match, All Agility, All Intelligence, All Strength, Same Hero, Reverse Mode.
Added in v6.39

-voterandom / -vr --> Vote Random

Three random matchups will be chosen, and each player gets to cast a vote on which of the three matchups they want, using -option 1/2/3. Needs an even amount of players on each team to be activated.
Read the V. Vote Random commands section for more information.

Incompatible with: Mirror Match, Death Match, All Agility, All Intelligence, All Strength, Same Hero, Reverse Mode.
Added in v6.35

-extendedleague / -xl --> Extended League

All forms of random are disabled. 10 players required. Both team leaders (blue for Sentinel, pink for Scourge) may remove up to 3 heroes each from all available ones in the first 20 seconds. Players then pick from the remaining heroes like in League Mode.

Incompatible with: All secondary game modes except Shuffle Players, No Swap, No Repick, Terrain Snow.
Added in v6.43

-singledraft / -sd --> Single Draft

Each player is presented with three random heroes, one agility, one strength, and one intelligence. They can then pick one of them using -pick 1/2/3 commands.
Read the VI. Single Draft commands section for more information.

Incompatible with: Mirror Match, Death Match, All Agility, All Intelligence, All Strength, Same Hero, Reverse Mode.
Added in v6.50

-captainsmode / -cm -> Captains Mode
Blue and Pink are the team captains. You start by alternating 1/1/1 in the ban phase. Each captain removes up to 4 heroes. Running out of time does not result in a random hero ban. After that you enter the 1/2/2/ pick phase. Each captain picks the heroes his team will use. If at any time you run out of time, you start to use up your extra time. If you run out and you are in pick phase, you get a random hero. Creeps spawn 90 seconds after the pick draft phase is over. Right after the hero pick phase ends, the 5 heroes for your team are presented with a checkmark on them (RD style) allowing players on your team to pick which one they want to be. The captain that starts this process is random. If you want to give the starting to Sentinel, type -cm 1 or -cm 2 for Scourge after the game mode is entered. Ban time is 40 seconds, pick time is 60 seconds and extra time is 45 seconds.
Read the VII. CAPTAINS MODE COMMANDS section for more information.

Incompatible with: All secondary game modes.
Added in v6.55

-cd / -CaptainsDraft  -> Captain Draft
 
24 Heroes are randomly allocated in a circle (like RD). The 24 consist of 8 random Intelligence/Agility/Strength heroes, sorted in that order along the circle.

Each team has a total time bank of 2.5 minutes. Blue/Pink draft the heroes for their entire team.

Blue and Pink start off by alternating 1/1/1/1 ban picks.
It then goes into a 1/2/2/2/2/1 hero draft.

Once a hero picks/bans a hero, it immediately switches to the other player to act.
Your timer is shown in read when it is your turn to act.

Incompatible with: All secondary game modes.
Added in v6.60

III. Secondary game modes

* Any number of these can be selected along with primary mode, however there are multiple restrictions (listed below).

-deathmatch / -dm --> Death Match

If you die, you will have to pick a new hero once you can respawn. If a random primary mode was selected, you will receive a hero according to that random mode. A team loses if it has 44 deaths (you can change this value with -lives # command), or if its ancient is destroyed.
Read the VI. Death Match commands section for more information.

Incompatible with: All Intelligence, All Agility, All Strength, Reverse Mode, Same Hero, Mirror Match.
Added in v6.21

-reverse / -rv --> Reverse Mode

The Sentinel's players pick the Scourge's team and the Scourge's players pick the Sentinel's team. Needs an even amount of players on each team to be activated.

Incompatible with: Death Match, Same Hero.
Added in v6.38

-mirrormatch / -mm --> Mirror Match

Requires that both teams have the same number of players. After one minute, each player pair (blue - pink, teal - gray, purple - light blue, yellow - dark green, orange - brown) will have their heroes replaced with either one of the two they had. In the end, each player pair has the same hero, and both teams have the same matchup.

Incompatible with: Same Hero, Death Match.
Restored in v6.30

-duplicatemode / -du --> Duplicate Mode

The same hero can be picked or randomed by multiple players.
Restored in v6.33

-shuffleplayers / -sp --> Shuffle Players

The teams will be randomly shuffled. This includes which colour you have and which side you are on. Also evens the number of players in both teams if possible.
Added in v6.29

-samehero / -sh --> Same Hero

All players will have the hero that blue picks.

Incompatible with: Mirror Match, Reverse Mode, Death Match.
Added in v6.33

-allagility / -aa --> All Agility

Only Agility heroes will be allowed.

Incompatible with: All Strength, All Intelligence, Death Match.
Added in v6.28

-allintelligence / -ai --> All Intelligence

Only Intelligence heroes will be allowed.

Incompatible with: All Strength, All Agility, Death Match.
Added in v6.28

-allstrength / -as --> All Strength

Only Strength heroes will be allowed.

Incompatible with: All Agility, All Intelligence, Death Match.
Added in v6.28

-itemdrop / -id --> Item Drop

When you die, a random slot in your inventory will drop whatever it holds. If that slot is empty, nothing happens. You no longer lose money when dieing.

-easymode / -em --> Easy Mode

Towers are weaker, experience is gained faster, and you get twice as much periodic gold (16 every 7 seconds, that is). Please refer to Nova's Guide to Experience for experience values and to Y0UR's All about Towers Guide for tower data.
Renamed from -shortmode / -sm in v6.33

-nopowerups / -np --> No Powerups

No runes will spawn.

-supercreeps / -sc --> Super Creeps

Every now and then, a super creep may spawn for each side and follow the creeps in either lane. The weakest supercreep is the Siege Golem, a bit stronger is the Scary Fish, and the Ancient Hydra is the strongest one.
Sorry for the overall vagueness here, I'm working on it.

-onlymid / -om --> Only Mid

Same as -ntnb, but towers in top and bottom lane are invulnerable.
Added in v6.42

-notop / -nt --> No Top

No creeps spawn at the top (left) lane. Towers there are still vulnerable.
Added in v6.44

-nomid / -nm --> No Middle

No creeps spawn at the middle lane. Towers there are still vulnerable.
Added in v6.44

-nobot / -nb --> No Bottom

No creeps spawn at the bottom (right) lane. Towers there are still vulnerable.
Added in v6.44

-rangeonly / -ro -> Range Only
Only range heroes will be allowed.

Incompatible with: Melee Only, Death Match.
Added in v6.58
-meleeonly / -mo -> Melee Only
Only melee heroes will be allowed.

Incompatible with: Range Only, Death Match.
Added in v6.58

IV. Tertiary Game Modes

* Any number of these can be selected.
-noswap / -ns --> No Swap

Swap commands do not work.
Read the VIII. Swap commands section for more information.
Added in v6.44

-norepick / -nr --> No Repick

-repick command does not work.
Added in v6.48

-terrainsnow / -ts --> Terrain Snow

This transforms the current terrain into a snow terrain. This is a very experimental mechanism and is still very much a WIP in the visuals department. The "-terrain" or "-terrain default" command reverts the terrain to its normal state. 
Added in v6.48 as game command -terrain snow
Renamed in v6.48b

-poolingmode / -pm -> Pooling Mode
This mode allows pooling (item sharing between players). For a list of how items are affected when this mode is not activated, see Thrall729's Pooling Items List.
Added in v6.52

-observerinfo / -oi -> Observer Info
Displays some extra information for game broadcasters/observers when you hover over player heroes.
Added in v6.52Since v6.60, -oi is turned on by default in observer games. Using -oi will disable it instead.

-miniheroes / -mi -> Mini Heroes
Heroes will be half the normal size.
Added in v6.54

-fastrespawn / -fr -> Fast Respawn
Causes respawns to take half as much time.
Added in v6.55-rs / -randomside -> Random Side Randomize which side your team starts in. This does not shuffle the players. It just places a team randomly as either Sentinel or Scourge.Added in v6.60


V. For fun game modes

* Must be entered separately, but still before 15 seconds mark.

-wtf --> What The Fuck Mode

Basically, all hero and item abilities have no cooldowns and cost 0 mana. When an ability is used, all cooldowns are reset and your mana is set to full. Certain triggered abilities will seem as if they have no cooldown, but will not have any effect until the time in which it would normally be cooled down has passed (one example is Borrowed Time).
Added in v6.36

VI. Vote Random commands

* Can be entered up to 30 seconds after Vote Random mode is selected.
* If no option is selected, one will be randomed. If the voting is a draw, one option will be randomed out of all three options, regardless of votes.
* Must be entered separately.
* You can use only one of these, i.e. you can't change your decision once you've voted.

-option 1 --> Option One

Vote for first presented matchup.
Added in v6.35

-option 2 --> Option Two

Vote for second presented matchup.
Added in v6.35

-option 3 --> Option Three

Vote for third presented matchup.
Added in v6.35
 
VII. Captains Mode Commands
* Must be entered separately.

-cm 1 -> Sentinel start
Sentinel captain starts the picking process.
Added in v6.55
-cm 2 -> Scourge start
Scourge captain starts the picking process.
Added in v6.55

VIII. Death Match commands

* First available player may enter these commands, checking the player list from the top.
* Can be entered up to 15 seconds after Death Match mode is selected.
* Must be entered separately.

-nd --> No Death Timer

There won't be any respawn time when a hero dies.
Added in v6.42

-lives # --> Maximum lives

Sets how many lives each side has. Replace # with the desired number. Minimum of 10, maximum of 44.
Added in v6.42

IX. Game commands

* Can be used repeatedly during whole game (with exceptions).
* Usable by everyone.

-matchup / -ma --> Display matchup

Displays which opponent controls which hero, and it's level. Also shows the time the player left the game (if he/she did).
Added in v6.13
-ma added in v6.21
Level support added in v6.39
Time support added in v6.45

-movespeed / -ms --> Display movespeed

Displays your hero's movement speed.
-ms added in v6.21

-creepstats / -cs --> Display creep stats

Shows how many creeps you have killed, as well as how many you have denied.
Added in v6.28

-cson --> Show Creep Stats scoreboard

Shows creep stats in the title of the default multiboard.
Renamed from -csboardon in v6.33

-csoff --> Hide Creep Stats scoreboard

Hides creep stats from the title of the default multiboard.
Renamed from -csboardoff in v6.33

-disablehelp --> Disable Help

Makes allied Chen's Test of Faith unable to teleport you. Makes allied Furion unable to cast Sprout on you. Makes allied Harbinger unable to cast Astral Imprisonment on you.
Added in v6.19b
Astral Imprisonment support added in v6.38
Sprout support added in v6.39

-enablehelp --> Enable Help

On by default. Toggles -disablehelp off.
Added in v6.19b

-unstuck --> Unstuck

Channels for 60 seconds, then moves your hero back to your base.

-recreate --> Recreate

Available for N'aix, Terrorblade, Dragon Knight and Banehallow. Use when close to the fountain if you have lost control of your hero (metamorphosis problem). 200 seconds channeling. Also usable with Leshrac, although he doesn't need it anymore.
Added in v6.05
Leshrac bug fixed in v6.48
IceFrog told me that with the possible exception of N'aix, this command is probably redundant now, especially after v6.49 N'aix remake.

-showmsg --> Show hero death messages

On by default. You see a text message when a hero dies.
Renamed from -unhidemsg

-hidemsg --> Hide hero death messages

Makes it so that there is no text displayed when a hero dies.
Added in v6.35

-showdeny --> Show deny notification

On by default for observers.
Every time you, an ally or an opponent makes a deny you see an exclamation mark in the color of the player that denied the creep.
Added in v6.39

-hidedeny --> Hide deny notification

On by default. Toggles -showdeny off.
Added in v6.39

-weather rain/snow/moonlight/wind/random/off --> Weather effects

Makes the desired weather.
-weather random randomly changes weather every 5 minutes.
-weather off switches off weather effects.
-weather rain/snow/off added in v6.39
-weather moonlight/wind/random added in v6.44

-denyinfo / -di --> Show deny info

Sets -showdeny and -cson.
Added in v6.41

-deathon / -don --> Show Death Timer board

On by default. Displays Death Timer when hero dies, which shows how much time is left to respawn.
Added in v6.42

-deathoff / -doff --> Hide Death Timer board

Toggles -deathon off.
Added in v6.42

-roll # --> Roll

Displays random integer between 0 (included) and #. Replace # with a number between 0 and 2000.
Added in v6.44

-rollhero / -rh -> Randomly display a heroname.
This has no actual functional effect in the game, just a small easy command that some players wanted for their play groups.
Added in v6.60

-hideheronames / -hhn --> Hide hero names

Hides hero's class displayed behind player's name in chat. If you want to squelch somebody, use this first, otherwise the /squelch command won't work.
Added in v6.45

-mute --> Mute kill sounds

Disables kill sounds.
Added in v6.48

-random --> Random

Gives you a random hero in modes where you have to pick one. Does not cost any gold.-random Intelligence/Strength/Agility It gives you 100 less bonus gold than the 250 bonus gold the regular -random gives you. Added in v6.60

-repick --> Repick

Gives you a new hero instead of the one you already have, at a cost. Can only be used once and only in the first minute, but not in league mode. Repick costs 100 gold normally, but in -ar and -tr it costs 400 gold. If you are playing a random game mode, you will receive a new random hero. If you are playing a pick game mode, you will have to pick a new hero.
Cannot be used when No Repick mode is enabled.

-gameinfo --> Game info

Displays some information on the different game modes that are used.

-afk --> AFK Info

Displays how long each player is inactive.
Added in v6.50

-kickafk # --> Kick AFK players

Kicks players that have been inactive for more than 10 minutes. Replace # with the number of idle player.
Added in v6.50

-apm --> Actions Per Minute

Displays your APM.
Added in v6.50

-courier --> Courier icon

Toggles displaying idle worker courier icon.
Added in v6.50

-clear --> Clear screen

Clears all game text messages from the screen.
Added in v6.50

-invokelist --> List Invoker's spells

Displays list of Invoker's spells.
Added in v6.50

-rollon -> Roll text on
On by default. When someone uses -roll command, the text will be displayed.
Added in v6.52

-rolloff -> Roll text off
No text will be displayed for you when someone uses -roll command.
Added in v6.52

-music # -> Play music
Plays the specified music. You must have music enabled to use these. Replace # with one of the following: off, random, nightelf1, nightelf2, nightelf3, human1, human2, human3, orc1, orc2, orc3, undead1, undead2, undead3, other1, other2, other3, other4, other5.
Added in v6.52

-water red/blue/green/random/default -> Water color
Customizes water color for local player.
Added in v6.54
Since v6.60 -water now supports any color combinations using -water r g b format 

-itemswap x y -> Swap inventory slots
Swaps items in inventory slots. Primarily for dealing with undroppable items or items in cooldown. x and y correspond to numpad locations.
This command has been temporarily disabled.
Added in v6.55

-quote #/random -> Play hero quote
Replace # with a number. Plays a hero quote.

-quote random plays a random hero quote.
Supported heroes are: Witch Doctor, Nightstalker, Alchemist, Silencer, Sniper, Rhasta, Ogre Magi, Techies, Blademaster and Panda.
Added in v6.55 - WD, Nightstalker, Alchemist, Silencer, Sniper and Rhasta
Ogre, Techies, Blademaster and Panda added in v6.57

-rickroll -> Rick Roll
You can use this max. 10 times.
Added in v6.57b

-mc -> Multicast Counter
Shows multicast rate of any Ogre Magi on the map.
Added in v6.58

-bonus -> Show bonus XP and gold
Since v6.55, heroes get a small XP and gold bonus for hero kills. This command shows how much you got so far.
Added in v6.55

-tips -> Show tips 
If you enter the command, the game will give you 5 pointers (at various stages in the game) that are unique to each hero to help you get the basics down. These are not intended to imply guidelines on how to play a hero, but rather as simple tips if you are new with that hero.
Added in v6.60 

X. Swap commands

* These are just another Game commands, but due to recent changes in swap system, they deserve their own section.
* Can be used multiple times, but only before 90 seconds mark.
* Cannot be used when No Swap mode is enabled.

-swaphero / -swap --> Display hero's numbers

Displays a list of heroes available for swapping along with their numbers, which can then be used in -swap command.
-swaphero (old version) added in v6.30
-swap added in v6.46

-swap 1/2/3/4/5 --> Swap

Swaps your hero with another player's hero. You can use this command multiple times and even swap with multiple players at once. The number of the player you want to swap with can be accessed via -swaphero / -swap command.
Added in v6.46

-swapcancel --> Cancel swap requests

Cancels all your swap requests. This includes both requests made by you and your allies.
Added in v6.46

-swapall --> Swap All

Sends swap requests to all your allies. Also disables -swapcancel.
Added in v6.50

XI. Hero specific commands

* Can be used repeatedly during whole game.

-fleshstr / -fs --> Flesh Heap Strength

Usable only by Pudge. Shows how much strength he gained from his Flesh Heap ability.
Added in v6.42

-ha -> Hook Accuracy
Usable only by Pudge. Shows the accuracy of his Meat Hook. Only counts enemy hooks (those that hit Pudge's enemies).
Added in v6.55
Doesn't count allied hooks since v6.58

-mines -> Land Mine Counter
Usable only by Goblin Techies. Shows how many Land Mines they have placed.
Added in v6.58

-aa -> Arrow Accuracy
Usable only by Priestess of the Moon. Shows the Elune's Arrow hit percentagesAdded in v6.60-gg -> Goblins Greed Usable only by Alchemist. Display bonus gold received from Goblins Greed

XII. TEST COMMAND
* First available player may enter this command, checking the player list from the top.
* Must be entered separately, but still before 15 seconds mark.
* Can only be used in Multi Player.

-test -> Test Mode
Enables single player commands to be usable in multiplayer for easier extensive testing.
Added in v6.48

XIII. Anti-MapHack system

* First available player may enter these commands, checking the player list from the top.
* Must be entered separately, between 15 and 60 seconds of game time.

-ah --> Anti-MapHack

Enables maphack protection.
Added in v6.50

XIV. Single Player commands

* Can be used only in Single player, or when Test Mode is enabled.
* Can be used repeatedly during whole game.

-lvlup --> Level up

Levels up your hero by 1 level.
Added in v6.38

-refresh --> Refresh

Refreshes the cooldown for all of your items and skills. Similar to using a Refresher Orb, except that it works for all of your skills and items. Also replenishes your hp and mana.
Added in v6.38

-spawncreeps --> Spawn creeps

Spawns creeps for both Sentinel and Scourge. Does not interfere with the normal creep spawn times.
Added in v6.38

-powerup --> Spawn runes

Spawns rune. Does not interfere with the normal rune spawn times. Note that rune won't spawn if there already is one, or was one less than 5 seconds ago.
Added in v6.42

-neutrals --> Spawn neutrals

Spawns neutral creeps in all camps that doesn't have units nearby. Note that corpses count as units. Does not interfere with the normal neutral creeps spawn times.
Added in v6.42

-kill --> Suicide

Kills your own hero.
Added in v6.38

-gold # --> Add gold

Gives you the amount of gold that you type in. Replace # with a gold amount.
Added in v6.38

-noherolimit -> Multiple heroes
Lets you get multiple heroes, primarily for video editors that have been requesting it. Has to be entered in the first 15 seconds of the game.
Added in v6.52

-killall -> Kill creeps
Kills all creeps.
Added in v6.52

-killsent -> Kill Sentinel creeps
Kills all Sentinel creeps.
Added in v6.52

-killscourge -> Kill Scourge creeps
Kills all Scourge creeps.
Added in v6.52

-time # -> Set time
Sets daytime. Replace # with a number.
Added in v6.52

-trees -> Regrow trees
Respawns all dead trees instantly.
Added in v6.55

Dota-Allstars Modes & Dota Commands Guides.
Latest update: Dota-Allstars 6.60b

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Dota-Allstars Orb Effect Guides

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

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

And as an information sticker:

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

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

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

IPB Image

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Dota-Allstars Experience Guides

Dota-Allstars Experience guides. All the question about experience and leveling up (hopefully) will answered with this post. This post is taken from Nova at www.DotA-Allstars.com guide and all the credits belong to him.

What is Experience and why is it so important? Experience is an extremely important part of the game. It's the sole thing that levels up heroes and makes them stronger and unlocks new skill points to use. There are many ways to gain experience, the following are all of them.

  1. Killing Creeps.
  2. Killing Neutral Creeps (Roshan Included).
  3. Killing Towers and Enemy Buildings.
  4. Killing Enemy Heroes.
  5. Killing Enemy Heroes' Summoned Units.
  6. Killing Special Creeps
  7. Getting Creep Denied by an Enemy.
Anyways some key things about experience.
  1. Experience is given in a 1000 AoE from the unit that was killed.
  2. Experience is sharely evenly among all allied heroes within that 1000 AoE
  3. In -EM All experience values are multiplied by 1.5
  4. Using the Bloodstone Item will give you experience in the area in which you died until you revive.
  5. Chen's dominated creeps will give regular Neutral Creep values, but if those creeps are Enchanted or Dominated via HoD, then their experience values will decrease (I'll add in the charts later).
  6. Techie's Wards/Mines and Pugna's Wards do not give Experience. Observer Wards and Sentry Wards do not either.
Now I'm sure you guys should have some idea of what "denying" is. If not I'll explain it to you with regards to experience. Denying refers to when you kill your own creep or building, to deny the enemy of getting experience as well as gold. Why is this important? Because if you constantly deny your enemy of experience, you'll end up at a higher level then them and you'll probably have more gold as well. As we all should know, outleveling a hero in your lane is definitely a good thing. Now on to the actual mechanics of "denying."
  1. First of all, there's no difference in Denial Experience if you're playing EM or Non-EM
  2. Denies grant XP ONLY if the killed unit is owned by scourge or sentinel, player owned units do NOT grant any XP, when denied. (Thanks Erazer)
  3. All denies grant the same amount of experience, but it varies if you're a melee hero or a ranged hero.
  4. A denied unit grants 36/n experience for melee heroes and 18/n for ranged heroes, where n is the number of heroes within a 1000 AoE.
  5. Other methods of denying such as Death Pact, Dark Ritual and Conversion will not grant experience to the enemy at all.
Now on to actual numbers. The following is pretty much the basic numbers to experience. What experience do you gain levels at, the amount of experience in between levels you need to level up, the amount of experience you gain for killing a level X hero etc.


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Now these are the experience values for the regular creeps that go in the lanes that try to push down the throne.

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Now, these values are for the neutral creeps that can be found as green dots on the mini-map. You can also find these creeps in the forest areas on the map.

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Now these creeps are "special" creeps. Roshan, Chicken/Crow, and Super Creeps are included.

IPB Image


These creeps are "summoned" creeps which refer to creeps summoned by items or hero skills.

IPB Image

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Dota-Allstars Frequently Asked Question (FAQ)

All the Frequently Asked Question (FAQ) about Dota-Allstars will be placed here. This post is based on www.Dota-Allstars.com and all the credit belong to them. I decided to place it here because i think this post will help you develop your skills a lot.

Q: How do I get lumber?
A: You do not need lumber for anything. All items which recipes cost one lumber do not need a recipe to be created. It will instead automatically merge when you have the listed items. The recipe merely functions as a way to see what you need to make the item, what it does, and so on.

Q: Why does the computer not do anything?
A: There is no support for computer controlled players in the official DotA Allstars. There is a sanctioned AI version (they have our permission, but the map is not supported by us) which can be found here.

Q: Does evasion stack?
A: No. Higher chance evasion overrides lower chance evasion. However, Faceless Void's Backtrack and Spectre's Dispersion stacks with evasion, with diminishing returns, in the sense of avoiding damage. Use the formula 1 - ( 1 - A ) * ( 1 - B ), where A and B is your chance to evade, as well as your chance to backtrack or disperse.

Example:
A is Butterfly's 30% evasion, and B is Faceless Void's Backtrack at level 3 at 20% chance.
1 - ( 1 - 0.3 ) * ( 1 - 0.20 ) = 0.44= 44% evasion.
You can copy+paste "1 - ( 1 - 0.3 ) * ( 1 - 0.20 ) =", without the quotes, into Windows Calculator, and it will compute it for you.

Q: How much spell resistance do heroes have?
A: Heroes have 25% spell damage resistance, without any skills or items. To calculate it with items, use 1 - ( 1 - A ) * ( 1 - B ) where A and B are the seperate spell damage reduction percentages. Spell damage resistance does not stack from multiple items.

Example:
A is hero type armour spell damage reduction of 25%, and B is Planeswalker's Cloak spell damage reduction of 15%.
1 - ( 1 - 0.25 ) * ( 1 - 0.15 ) = 0.3625 = 36.25% spell damage reduction.
You can copy+paste "1 - ( 1 - 0.25 ) * ( 1 - 0.15 ) =", without the quotes, into Windows Calculator, and it will compute it for you. 

Q: Spell damage? Magic damage? Is it not the same?
A: No, there are a few differences. Spell damage is usually reserved for offensive spells, and is only reduced by the target's spell resistance. Magic damage is, however, usually a normal attack type, which is reduced by the target's magic resistance as well as the target's armour value. Refer to the Triggered Spells Guide for a more in-depth explanation.

Q: How do critical strikes stack?
A: The damage from two critical strikes will never stack, but the chance to get a critical strike will. Use 1 - ( 1 - A ) * ( 1 - B ) to calculate your chance to critical strike, where A and B are the seperate chances to get a critical strike. For a more in-depth explanation, including how the damage is dealt, read Critical Strikes and Bashes

Q: Does Battlefury work on ranged heroes?
A: The cleave damage from the Battlefury will not work, but everything else will work as normal.

Q: Do orb effects stack?
A: You may only have one orb effect. For a more detailed explanation, refer to The Complete Orb Effect Priority Table

Q: How does increased attack speed work?
A: Increased attack speed (IAS) works as a multiplier on your attacks per second. If you have 10% increased attack speed (IAS), you will attack 10% faster than if you had no increased attack speed. If you have 20% IAS, you will attack 20% faster than if you had no IAS, etc. Refer to The Attack Speed Guide for a more thorough explanation.

Q: What is backdooring?
A: Backdooring is, generally, when a player attacks the opposing team's buildings, without the assistance of creeps. 

Q: What does one point of agility/strength/intelligence give me?
A: Each point of strength gives you 19 hit points and regenerates 0.03 hit points per second.
Each point of agility gives you 1% IAS and 0.14 armour points.
Each point of intelligence gives you 13 mana and regenerates 0.04 mana per second. 

Q: How does cleave damage stack?
A: Battle Fury's cleave damage will stack additively with any other cleave damage, be it from another Battle Fury or from an ability. Two Battle Furies will give you 70% cleave damage. Cleave damage is calculated before any reductions on the target but after modifications from the attacker (e.g. critical strikes). Cleave damage is dealt as the same type of damage your normal attack is. 

Q: Can you really windwalk (via Lothar's edge) while casting a channeling spell?
A: Yes. This requires some timing, but it is possible. (Hit wind walk immediately after the channeling spell.) This is not considered an exploit. The combination to make this famous is Vol'Jin and his channeling death ward while windwalking.

Q: How does Omnislash work?
A: Each of the slashes in Omnislash (we will refer to these as 'the omnislashes') deals 150 - 250 damage. There is about a quarter of a seconds wait in between each slash. During that wait time you have the possibility to use your normal attack, if your attack speed is high enough. The normal hits work exactly as your normal attacks do, as in that they can use orb effects, they can bash, they can achieve critical strikes, they can cleave damage, etc. while the omnislashes only deal the set amount of damage.

Q: How much experience do you get for a hero kill?
A: Level 1 to 5 gives you 100 / 120 / 160 / 220 / 300 experience, and each level after that adds another 100 experience, for a total of 2300 experience for killing a level 25 hero.

Q: When do runes spawn?
A: Runes spawn every 2 minutes, starting at 00:00, only if there is no rune already spawned. Whether it spawns in the upper part or the lower part of the river is random.

Q. How often are trees respawn?
A: Trees respawn every 5 minutes

Q. How often is a creep wave spawned?
A: Every 30 seconds game time starting from 00:00.

Q. How often do creeps get an increase to their hitpoints?
A: Creeps get 10 more maximum HP every 7 minutes and 30 seconds.

Q. How often is a creep added to the wave when increased?
A: Every 20 minutes for melee creep, Every 60 minutes for ranged creep.

Q. How much experience do creeps give?
A: Melee creeps give 62 XP before their barracks is destroyed and 41 XP after (Ancient of War/Crypt).
Ranged creeps give 41 XP before their barracks is destroyed and 25 XP after (Ancient of Lore/Temple of the Damned).
Siege creeps give 88 XP and are unaffected by barracks destruction.

Q. What is the rate of gold generation?
A: Players get 8 gold every 7 seconds. If the game mode is -em, players will receive an additional 8 gold every 7 seconds after -em was initially typed.

Q. What is the Gold gain based on the number of deaths or kills in a roll?
A: The amount of gold gained is 100 gold + 100 + 5/lvl of hero killed + bonus; Bonus ranges from 0-400 and increases in increments of 50 gold per each additional kill after the godlike status is achieved.

Q. What is the amount of gold loss for dying?
A: Gold lost for dying is 30*hero level.

Q. What is the maximum speed limit?
A: 522 movespeed

Q. Does Vladmir's Offering stack with N'aix's, Skeleton King's, Broodmother's, or Satanic's lifesteal?
A: Yes. Vladmir's Offering is not an orb effect. It is an aura. Auras stack with orb effects. Auras with different buffs stack.

Q: Where can I download the latest version?
A: www.getdota.com

Q: Where can I find the latest DotA patch notes?
A: www.getdota.com/changelog.txt

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Rikimaru The Stealth Assassin Guide, Build, Strategy and Walkthrought

Rikimaru The Stealth Assassin Guide, Build, Strategy and Walkthrought.



Born as the heir to the satyr dominion, Rikimaru was trained by the mightiest warriors of his race. However, the power of the Burning Legion managed to corrupt many of his kind, leaving them as mindless beasts in the forest. Vowing revenge against the Scourge, he sharpened his skills for battle. Using his small size to his advantage, he can render himself invisible, enabling him to stab his enemies in the back. He can also use thick smoke as a cover, to silence his enemies and become nearly untouchable.



Base HP: 473
Base Mana: 182

Strength - 17 + 2
Agility - 24 + 2.9 (Primary)
Intelligence - 14 + 1.3

Base damage 48 - 52
Attack range of 125 (melee)
Base Armor 6.4
Movement speed of 300

Skills

Blink Strike



Teleports to a unit and strikes it if it is a foe, dealing bonus damage.

Level 1 - 30 second cooldown, deals 30 extra damage.
Level 2 - 20 second cooldown, deals 60 extra damage.
Level 3 - 10 second cooldown, deals 90 extra damage.
Level 4 - 5 second cooldown, deals 120 extra damage.
Can now teleport to an ally.

Mana Cost: 50

Great skill for chasing and help last hitting in the early games.

Smokescreen



Throws a smoke bomb down in the area, silencing opponents and causing them to miss on most of their attacks. Also slows by 25% at all levels. Doesn't silence item spells.
Lasts 6 seconds.

Level 1 - 250 AoE, 40% miss.
Level 2 - 275 AoE, 50% miss.
Level 3 - 300 AoE, 60% miss.
Level 4 - 325 AoE, 70% miss.

Mana Cost: 75/ 80/ 85/ 90
Cooldown: 15

This skill is really usefull for team battle and ganking enemies. Silencing enemies and yet enemy almost cannot hit you. Smokescreen can also destroy trees, use it to kill Treant’s eyes or Furion’s Sprout if necessary. Smokescreen can’t silence item spells, which means any hero with Guinsoo’s Scythe of Vyse can hex you immediately after you’ve cast smokescreen.

Backstab



The Stealth Assassin isn't afraid to fight dirty, and specializes in attacking his opponents from behind.

Level 1 - Deals .25x the Agility of the SA to the target.
Level 2 - Deals .5x the Agility of the SA to the target.
Level 3 - Deals .75x the Agility of the SA to the target.
Level 4 - Deals 1x the Agility of the SA to the target.

This skill makes almost SA guide focusing on buy agility items. The bonus damage only given when you attack the enemies from behind. In certain angles, you can still get this bonus when you attack beside the enemies. Just watch the blood animation for the successful backstab.

Permanent Invisibility



Hero becomes permanently invisible when not attacking.
Level 1 - 3 second fade time.
Level 2 - 2.25 second fade time.
Level 3 - 1.5 second fade time.

Rikimaru’s unique skill. Permanent invisibility means you can slip away to enemy territory without worrying. Getting exp without harassed. Unfortunately, good enemies player will counter you with wards or gems.

Skill Build

1. Blink Strike
2. Smokescreen
3. Blink Strike
4. Backstab
5. Blink Strike
6. Permanent Invisibility
7. Blink Strike
8 – 10. Backstab
11. Permanent Invisibility
12-14. Smokescreen
15. Attribute Bonus
16. Permanent Invisibility
17 - 25. Attribute Bonus

Blink Strike is your primary skills for early games. It can be cast on both allies and enemies, which means you can always Blink Strike to your allied creeps if accident happens and to chase fleeing enemies if opportunity appears. You also need one level of Smokescreen to silence/ mini-stun enemies just in case and Backstab to help your last hit creeping.

Some people will say it is better to take Backstab than Blink Strike because it doesn’t need mana. But in reality, there is nobody outside that will let you hitting creeps from their back. Stealth Assassin will be harassed pretty much until he gains his invisibility. With Blink Strike, you can steal last hitting and getting some gold. The second reason, in the early games bonus damage given by Backstab is smaller compared to Blink Strike. Your agility is still small and your items is still nothing. That’s why we should max blink strike first. Invisibility is taken immediately for obvious reason.

Item Build

1.Ring of Regeneration and 2 – 3 Sapphire Water
2.Boots of Elvenskin
3. Blade of Alacrity
4. Robe of Magi
5. Finish Diffusal Blade
6. Boots of Speed
7. Vitality Booster
8. Blade of Alacrity
9. Finish Yasha
10. Finish Manta Style
11. Get another Yasha
12. More Yasha
13. Power Treads
14. Butterfly

Your items should be like this:



Ring of Regeneration is better than tangoes because Rikimaru has invisbility. He doesn’t have to return to fountain when his HP is low. Just stay invisible, regenerate and leech experience. That’s why the Ring of Regeneration is for. Water is also good for Stealth Assassin because after drink water you can stay invisible. And then problem begin, why we should buy Manta for Riki?

Manta Style is the best counter against gem carriers and all kinds of silence spells. Panic when Silencer/ Death Prophet/ Drow Ranger cast Silence on you, because you’re revealed? Use Manta to break the silence spells and confuse enemies! When Bounty Hunter or Slardar track you, split images to break it. While gem and silence spells are a counter to invisibility, illusions are a counter to gems and silence spells. In particular, using Manta can immediately counter all kinds of silence spells, because AoE silence cannot stop heroes from using item spells. Manta also gives you some sort of HP bonus. It is relatively easier to build up Manta because the most expensive part is the Diffusal Recipe that cost you 1550.

Why we got 3 Yashas??? Yasha is the single best item for Stealth Assassin even if you ignore the additional movement speed bonus. It gives you agility at a relatively low price and all your images benefit from Yasha immensely. Yasha is better than butterfly for several reason. Riki doesn’t need evasion too much, because he is invisible and has Smoke Screen. 3 Yashas also give 48 agility, which means 48 base damage, 48 backstab damage, 48*0.8 = 38.4 damage if you use Manta, plus 7 armor 48% bonus attack speed that almost as good as a hyperstone for you AND your images. Butterfly only gives half the agility, gives you a good but irrelevant bonus called Evasion, and other bonuses that don't apply to images. And the last reason is farming Eaglehorn is a lot harder for Riki comparing with farming Yashas. However, if you have 3 Yashas and the game still goes on, it doesn't harm to get a Butterfly since you have only 1 more inventory slot (throw away the Ring of Regeneration).

Strategy

Pick a solo lane because Stealth Assassin needs to level up to learn Permanent Invisibility as soon as possible. But if you facing a hard lineup and does not feel confident get a lane mate. Early game your own job is to survive and get last hit. Don’t try to be ambitious and harassing with Stealth Assassin. This simply doesn’t work. Your early game goal should be to gain last hit and survive. Unless the chances are really favorable and you’re sure that the enemies will be forced to retreat after you’ve cast a smokescreen, forget about harassing. In most cases, you’ll end up being harassed. Most Stealth Assassin players have serious problems in farming throughout the game. If you can stay in lane for a reasonably long time and take advantage of Backstab to do last hit creeping, you’ve already done half the task.

When your enemies place Sentry Ward on any particular lane, just get Scroll of Townportal and go to another lane. With just 135 gold, you can enjoy painless last hit creeping, so it is worth the price. In addition, do yourself a favor. Watch the timer right after you’ve spotted the Sentry Ward. You don’t want to go there again until the Sentry is gone.

When you reach midgame, continue to do last hit.It is boring and requires attention, but this is the sad fact of all Stealth Assassin players. When you hitting randomly, it means more time that you’re revealed in battlefield. Therefore you will be vulnerable and can easily got killed. With Level 4 Backstab, Blade of Alacrity and Boots of Elvenskin, you have +32 damage so it isn’t insanely difficult to gain last hit. Once you have your Diffusal Blade, help out your team by casting smokescreen and purge. However, before you have Manta, ask your teammates to avoid pushing the lanes that are with Sentry. By doing so you’re spending 200% effort with 50% reward. It is just not worth. Stealth Assassin can’t do anything substantial other than throwing smokescreens and a few occasional Blink Strikes unless he has a first major item, this should be common knowledge.

When your enemies starting to have Gem / Necronomicon it means they want to kill you before you can cast smokescreen in team battles. Smokescreen is very annoying especially in team battles. So, your main task is to throw a smokescreen on enemy heroes before you die. How to do that? The trick is to split images and march in with all the images. Yes the enemies will still see you, but they will be confused on which unit they should hit. That’s the thing you want! Now just cast Smokescreen and then whack your enemies together with your allies. Silence will break your invisibility, but fortunately Manta can break silence spells. Whenever you’re silenced, use Manta. When you are facing Gynsoo user, Manta first before engaging your enemies.Sometimes you also can have advantage with your invisibility by patrolling jungle. When you find enemies jungling, initiate ganking immediately.

In the late game, now that you have Manta and can afford to be aggressive. Continue to do last hit creeping when you’re not in major battles, and confuse the enemies/ protect yourself by images and smokescreens. Once you have Yasha/ Butterfly you can even engage in close combats with enemies, but before that you’re just a combo started/ chaser/ harasser, rather than the power house of your team. The most important thing you should remember, Stealth Assassin is not a 1 on 1 killer. His ultimates does not buff the hero's damage at all, definitely tells you that you should not focus on pumping his fire power. In fact, Stealth Assassin is an assassin and a team combo starter. The ability to blink and drop smokebomb implies that he's the person to set up combos for allies.

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