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[HoN/DotA] Let's Play~!! - Page 420

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paper
Profile Blog Joined September 2004
13196 Posts
June 10 2009 01:41 GMT
#8381
Here it comes
Submitted by IceFrog on Tue, 06/09/2009 - 18:39

Hey guys. I plan on uploading 6.60 tonight or early tomorrow unless a critical issue occurs, but right now it looks very likely.

I'll edit this post here with another update in a few hours



get ready ...
Hates Fun🤔
Elemenope
Profile Blog Joined March 2006
Burkina Faso1704 Posts
Last Edited: 2009-06-10 01:57:40
June 10 2009 01:56 GMT
#8382
[image loading]
In DotA you could
Alventenie
Profile Joined July 2007
United States2147 Posts
June 10 2009 02:08 GMT
#8383
On June 10 2009 09:21 Judicator wrote:
Show nested quote +
On June 10 2009 08:47 Humbug wrote:
How does pulling help though? From what I can tell, it draws your creeps to fight the neutrals, pushing your lane near your tower so that the other hero can free kill the creeps, and lets you get gold from neutrals. Then, after the neutrals die, your creeps go out and the lane gets pushed pretty far because there are two waves of creeps.


Yes, it does help, if you watch good players play their lanes, their actions are almost always dictated by the position of the creep line. Having 2 waves of creeps (less than 2 actually since you almost always lose 1-2 creeps to the neutrals) prevents them from playing aggressive on the hero you left in the lane, the exception to this are orb walkers like Viper and very aggressive lanes. Sure you pushed out your lane, but two heroes have to deal with creeps at the tower (competing for already lesser farm), while your lane essentially had 2 free waves since you had the neutral camp (more if you know how to chain pull) plus 2 waves of creeps that the other team has an issue guarding against.

Honestly though, I think the reason everyone wards those spawns is because they watch replays of true pros. At that level, not warding those spawns means with the right heroes, they can pop out of the forest after the first pulled wave to come out at level 3 or 4. The average player can't analyze lanes much less players in that dumping 200 gold automatically on those spots turns out more of a waste than anything useful.

That guide is very misleading as pulling does give a narrow window in the lane for the other team to go on the solo hero. It also is a prime time for people to rune fuck mid. Basically pulling is more situational than the guide is letting on.



Much of what judicator said is true, pulling is not something that you can just "do" and all of a sudden be higher level and more money just because you pulled once or twice.

I don't think that guide is very good at explaining alot of things, mostly because its written by a guy who is not a pro (he played in IHL and he is a meh player imo). You should take into consideration the line up as well as lanes to how you should ward/play. No one game plan will fit every game and being really good at the game is all about how you can adapt and execute. If you are pulling, you have to be able to last hit effectively or the opposing team may gank your puller and at least steal a few creeps from the pull (ive done it and had it happen to me as well).
OmgIRok
Profile Blog Joined June 2008
Taiwan2699 Posts
June 10 2009 02:14 GMT
#8384
On June 09 2009 12:13 JeeJee wrote:

F2::
SendPlay, O_o
SendPlay, {ENTER}
SendPlay, /¯¯¯/_______________
SendPlay, {ENTER}
SendPlay, | - - - - WOMBO COMBO!!! - - - -
SendPlay, {ENTER}
SendPlay, \__\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SendPlay, {ENTER}
return


Do you have any other codes I can borrow?
"Wanna join my [combo] clan?" "We play turret d competitively"
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
June 10 2009 03:05 GMT
#8385
On June 10 2009 11:14 OmgIRok wrote:
Show nested quote +
On June 09 2009 12:13 JeeJee wrote:

F2::
SendPlay, O_o
SendPlay, {ENTER}
SendPlay, /¯¯¯/_______________
SendPlay, {ENTER}
SendPlay, | - - - - WOMBO COMBO!!! - - - -
SendPlay, {ENTER}
SendPlay, \__\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SendPlay, {ENTER}
return


Do you have any other codes I can borrow?


;for uther party
z::
loop 30{
SendPlay, {DOWN}
}

^____^
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
June 10 2009 04:00 GMT
#8386
6.60 mear minutes from being released
SAY YES TO STIM KIDS!!! XD
paper
Profile Blog Joined September 2004
13196 Posts
Last Edited: 2009-06-10 04:27:38
June 10 2009 04:15 GMT
#8387
failed to connect to getdota.com

rofl l2mirror icefrog >:o

http://files2.getdota.com/eng/DotA


if anyone gets the map, upload plz :D




[url blocked]
(dont know how legit the link is)




http://www.yousendit.com/download/MnFnYUorUzdGR0VLSkE9PQ
(i DLed off a guy's game and uploaded)

Hates Fun🤔
radmax86
Profile Joined September 2004
United States437 Posts
June 10 2009 04:33 GMT
#8388
what server is everyone on? ggc's like mega split or somethin
TheMusiC
Profile Joined January 2004
United States1054 Posts
June 10 2009 04:33 GMT
#8389
OMG 6.60
CompX
Profile Blog Joined October 2008
Canada216 Posts
June 10 2009 04:39 GMT
#8390
Here u go guys I am lucky to dl it: DotA Allstars v6.60.w3x
man, I am tiny the stone GIANT!! ┌██┘
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
June 10 2009 05:04 GMT
#8391
if someone gets ahold of the changelog, copy/paste it plz
SAY YES TO STIM KIDS!!! XD
TL-GazeRocker
Profile Joined December 2008
Canada61 Posts
June 10 2009 05:05 GMT
#8392
6.60 Changelog
===============


############
## Heroes ##
############

* Added a new hero Batrider to the Scourge [details below]
* Added a new hero Tauren Chieftain to the Sentinel [details below]
* Lightning Revenant: Reworked [details below]

* Medusa: Replaced Chain Lightning with a new ability Mystic Snake [details below]
* Medusa: Replaced Purge with a new ability Stone Glaze [details below]
* Netherdrake: Replaced Frenzy with a new ability Nethertoxin [details below]
* Rogue Knight: Replaced Toughness Aura with a new ability Warcry [details below]
* Slayer: Replaced Ultimate with a new ability Fiery Soul [details below]
* Twin Head Dragon: Replaced Autofire with a new ability Liquid Fire [details below]
* Troll Warlord: Replaced Rampage with a new ability Battle Trance [details below]
* Rogue Knight: Reworked how Stormbolt works [details below]
* Morphling: Reworked how Morphiling's Adaptive Strike works [details below]
* Crystal Maiden: Replaced Frost Nova with a similar new ability Crystal Nova [details below]
* Phantom Assassin: Changed Blink Strike to a new ability Phantom Strike [details below]
* Ogre Magi: Reworked Multicast chance mechanism [details below]
* Sniper: Replaced Scattershot with a new ability Shrapnel [details below]
* Troll Warlord: Replaced Feror Aura with a new ability Fervor (works like Beastmaster's passive used to)
* Beastmaster: Replaced Beast Rage with a new ability Inner Beast (works like Troll's old attack speed aura)
* Anti-Mage: Reworked Mana Void damage mechanism (now deals damage to units near the target equal to the damage of the initial target took from the mana void)
* Silencer: Recoded Last Word to properly detect animation canceling and silence after a spell is casted
* Treant Protector: Reworked Eyes in the Forest [details below]

* Admiral: Lowered Agility (18->11) and Agility Per Level (1.7->1.3)
* Axe: Lowered Base Armor by 1 point (2.8->1.8)
* Bane Elemental: Improved cast range on Enfeeble (800->1000)
* Bristleback: Improved Base Intelligence growth by 0.6
* Bristleback: Improved side angles on Bristleback (90->110)
* Bristleback: Returned the Bristleback passive Quill Spray release cap back (300->250)
* Broodmother: Changed spiderling's armor type from medium to normal and now take damage from first towers (50->100 %)
* Crystal Maiden: Lowered Brilliance Aura (0.75/1.5/2.25/3->0.5/1/1.5/2)
* Dark Seer: Improved Vacuum cast range (600->800)
* Dark Seer: Lowered Ion Shell cooldown (15->7 cd)
* Dark Seer: Vacuum no longer goes through magic immunity
* Dark Seer: Vacuum now drags the units in over 0.3 seconds rather than instantly
* Death Prophet: Witchcraft no longer gives movement speed bonus
* Geomancer: Changed Poof damage (60/80/100/120->50/80/110/140)
* Geomancer: Lowered Poof cooldown (20/18/16/14->16/14/12/10 cd)
* Invoker: Improved Alacrity duration (6->8)
* Keeper of the Light: Changed Mana Leak stun into a slow (2 sec, 60 %)
* Keeper of the Light: You no longer lose control of your hero when knocked back with Blinding Light
* Lifestealer: Removed the initial stun effect from Open Wounds
* Lion: Voodoo duration reduced from 1/2/3/4 to 1.25/2/2.75/3.5
* Lone Druid: Added Battle Cry to all level of True Form and scaled the bonus damage/armor (20/2->20/2,40/4,60/6) and lowered duration (10->8)
* Lone Druid: Changed Spirit Bear's ability progression (Lv1->Adds Inventory, Lv2->Adds Return, Lv3->Adds Entangle, Lv4->Adds Demolish and Spell Damage Reduction)
* Lone Druid: Improved True Form's melee attack range (100->150)
* Lone Druid: Rabid now goes on both the Spirit Bear and Lone Druid when casted instead of required a target
* Lone Druid: Removed One from True Form
* Lone Druid: Spells now last the same duration on Spirit Bear as they do on heroes
* Lord of Avernus: Lowered Death Coil cooldown (7->6 cd)
* Lord of Avernus: Gets the Mark of the Abyss buff on his first attack instead of on his second attack
* Luna: Increased Lunar Blessing aura range (300->900)
* Magnataur: Lowered Reverse Polarity cooldown (120->120/110/100 cd)
* Magnataur: Improved attack animation time
* Magina: Undid recent buffs to base strength (21->16)
* Naga Siren: Reduced collision size (24->8)
* Naga Siren: Lowered Mirror Image cast time
* Naga Siren: Lowered Mirror Image cooldown (50->40 cd) and manacost (85/105/130/150 to 70/80/90/100)
* Necrolyte: Rebalanced Heartstopper Aura from 0.5/0.75/1/1.25% to 0.4/0.6/0.8/1% and range from 700/800/900/1000 to 1000
* Necrolyte: Lowered Strength per level (2.0->1.5)
* Obsidian Destroyer: Lowered Astral Imprisonment cooldown (20->18/16/14/12)
* Pandaren Brewmaster: Improved Fire Panda's immolation (10/10/30->15/30/45)
* Pugna: Life Drain max range improved by 50 and it's cast range is now equal to its max range
* Rhasta: Voodoo duration reduced from 1/2/3/4 to 1.25/2/2.75/3.5
* Rogue Knight: Improved Great Cleave damage (10/20/30/40->20/30/40/50 %)
* Sacred Warrior: Removed the cap on Burning Spears
* Shadow Fiend: Improved Presence of the Dark Lord armor reduction
(1/2/3/4->2/3/4/5)
* Shadow Priest: Lowered Shallow Grave cooldown
(80/60/40/20->54/40/26/12 cd)
* Silencer: Lowered Last Word duration (1/2/3/4->0.75/1.5/2.25/3)
* Slardar: Slithereen Crush damage type is now Physical type
* Spectre: Restored some vision back to Spectral Dagger path
* Spirit Breaker: Improved AoE on Empowering Haste and added 2% more movement speed bonus
* Stone Giant: Craggy Exterior now gives armor bonus (3/4/5/6)
* Stone Giant: Craggy Exterior now triggers off of units with 300 range rather than just based on melee classification
* Templar Assassin: Changed Refraction duration/cooldown (20/23->17/17
dur/cd)
* Templar Assassin: Changed Psi Blades spill range (80/160/240/320->320) and attack range bonus (50/100/150/200->40/100/160/220)
* Templar Assassin: Refraction is now an instant cast ability
* Terrorblade: Now gets a movement speed bonus during Metamorphosis (+20)
* Tinker: Restricted Black King Bar from refreshing
* Troll Warlord: Rebalanced Blind. Miss from 15/24/33/42 -> 20/28/36/44 and Cooldown from 8 -> 15/12/9/6
* Twin Head Dragon: Rescaled Ice Path (0.5/1/1.5/2->0.8/1.2/1.6/2)
* Undying: Lowered Base Armor by 3 points (6->3)
* Undying: Tombstone no longer spawns zombies to attack fogged units
* Ursa Warrior: Rescaled Overpower from 100/200/300/400 with 5 attack count to a constant 400 with 3/4/5/6 attacks
* Vengeful Spirit: Improved Strength Per Level by 0.5
* Vengeful Spirit: Improved Command Aura range (450->900)
* Vengeful Spirit: Improved Wave of Terror a little and added some minor damage (25/50/75/100). Lowered AoE slightly (350->300)
* Vengeful Spirit: Now has normal Attack Cooldown Time (1.77->1.7)
* Windrunner: Lowered Base Attack time (1.6->1.5)
* Zeus: Arc Lightning becomes available for casting immediately after cooldown rather than waiting for the chain lightning to finish traveling. Cooldown increased from 2 to 2.5 seconds.


###########
## Items ##
###########

* Added a new basic item Ghost Scepter [details below]
* Added a new basic item Quelling Blade [details below]
* Added a new basic item Talisman of Evasion [details below]
* Added a new recipe item Poor Man's Shield [details below]
* Added a new recipe item Force Staff [details below]
* Added a new recipe item Khadgar's Pipe of Insight [details below]
* Added a new recipe item Magic Wand [details below]

* Aghanim's Scepter: New Recipe [details below]
* Manta Style: New Reworked [details below]
* Diffusal Blade: Can be upgraded once. Original stats adjusted [details below]
* Maelstrom: Recipe and stats adjusted [details below]
* Linken Sphere: Rewrote parts of the following abilities to be compatible with Linken Sphere: Shackleshot, Brain Sap, Spirit Lance, Test of Faith, Malefice, Poison Touch, Shadow Word, Astral Imprisonment, Life Break, X Marks The Spot, Battle Hunger, Open Wounds, Electric Vortex, Paralyzing Casks, Multicast, Adaptive Strike Str>Agi, Nether Swap, Rupture, Stifling Dagger, Sprout, Lightning Bolt, Lion's Impale, Nerubian Assassin's Impale, Ravage, Burrow Strike, Unstable Concoction, Mana Leak, Sven's Storm Bolt.

* Assault Cuirass: Lowered recipe cost (2000->1500 gold)
* Assault Cuirass: Positive and negative armor auras now works on structures
* Blademail: Returns pure damage type
* Bloodstone: Lowered regeneration per charge (2->1.5) and passive regeneration (200->150 %)
* Cranium Basher: Uses Belt of Giant Strength along with a slight increase to stun duration (1.1->1.4 dur). Total cost is unchanged.
* Divine Rapier: Improved damage (200->250 dmg)
* Eul's Scepter of Divinity: Can be used to target yourself
* Eye of Skadi: Lowered recipe cost (1250->750 gold)
* Gem of True Sight: Lowered item cost (750->700 gold)
* Headress of Rejuvination: Lowered recipe cost (225->200 gold)
* Linken Sphere: No longer interrupts your teleportation when it blocks a spell
* Lothar's Edge: Added 125 backstab damage
* Lothar's Edge: Lowered cooldown by 2 seconds (20->18 cd)
* Lothar's Edge: Requires Claymore instead of Mithril Hammer
* Magic Stick: Added a 25 second cooldown (it now has a buildup)
* Manta Style: Can now be disassembled
* Manta Style: Increased cooldown (40->50 cd)
* Mask of Madness: Lowered recipe cost (1050->1000 gold)
* Mithril Hammer: Lowered item cost (1610->1600 gold)
* Monkey King Bar: Now has an extra new passive ability True Strike that can be toggled on and off [details below]
* Phase Boots: Changed the duration/cooldown (5/10->6/12 dur/cd)
* Phase Boots: Lowered armor bonus (7->5 armor)
* Planeswalker's Cloak: Lowered item cost (650->400 g)
* Radiance: Removed the 8% evasion and improved damage (35->40 dmg), AoE (550->650 AoE), and recipe cost (1525->1350 g)
* Refresher Orb: Mana regen is now the total sum of its components
(150->200%)
* Ring of Regeneration: Lowered item cost (375->350 gold)
* Sange and Yasha: Removed the recipe requirements
* Satanic: Changed Unholy Rage active (+15% lifesteal and +30 damage for 20 seconds -> +150% lifesteal for 3.5 seconds)
* Satanic: Now retains the bonus damage from Helm of the Dominator
* Stout Shield: Changed damage block system [see details below]
* Stout Shield: Lowered item cost (300->250 gold)
* The Butterfly: Now requires Talisman of Evasion instead of a recipe
* Vanguard: Improved block chances (65->70%)
* Vanguard: Improved health regeneration (5->6 hp)

* Heroes that use scepter now have the information about the upgrades they would get on their ultimate tooltips.

* Aghanim's Scepter: Upgraded Chain Frost doesn't improve bounce count, only damage
* Aghanim's Scepter: Upgraded Eclipse cooldown no longer improves, only the Lucent Beam count gets upgraded
* Aghanim's Scepter: Upgraded Laguna Blade level 3 damage reduced by 100
* Aghanim's Scepter: Upgraded Life Drain cooldown removed and damage reduced (170/200/300->150/200/250)
* Aghanim's Scepter: Upgraded Mass Serpent Wards bonus count nerfed (12->10)
* Aghanim's Scepter: Upgraded Sonic Wave cooldown reduced from
120/100/75 to 110 (Still improves from original 135 cd and via damage)
* Aghanim's Scepter: Removed from Ogre Magi (Might return it later after the rework has time to settle in first)

* Added Bane Elemental to Aghanim's Scepter. Deals more damage
* Added Butcher to Aghanim's Scepter. Deals damage based on his strength and aborbs that to heal himself. Damage from a constant 75/125/175 per second to 1/2/3x Str per second
* Added Clockwerk Goblin to Aghanim's Scepter. Allows latching onto allies and reduces cooldown from 80/60/40 to 20 seconds
* Added Faceless Void to Aghanim's Scepter. Lasts 1 second longer and slightly less cooldown
* Added Holy Knight to Aghanim's Scepter. Dramatically reduces cooldown from 120 to 25
* Added Invoker to Aghanim's Scepter. Improves Cooldown and Manacost (30/25/12/5-> 16/8/4/2 cd, 20/50/80/110->0 manacost)
* Added Juggernaut to Aghanim's Scepter. Improves Slash Count and Cooldown (+2 slashes, -20 cd)
* Added Lord of Avernus to Aghanim's Scepter. Increased duration by 2 seconds
* Added Nightstalker to Aghanim's Scepter. Gives unobstructed vision at night
* Added Pandaren Brewmaster to Aghanim's Scepter. Improves the power of the pandas and adds more duration
* Added Sacred Warrior to Aghanim's Scepter. Improves Damage and cooldown (50->65% dmg, 45/30/15->24/16/8 cd)
* Added Sand King to Aghanim's Scepter. Adds an extra pulse and lowers cooldown (+1 Pulse, -20 cd)
* Added Shadow Priest to Aghanim's Scepter. Increased Weave duration by
6 seconds. Added 200 AoE
* Added Spiritbreaker to Aghanim's Scepter. Dramatically reduces cooldown from 75 to 20
* Added Techies to Aghanim's Scepter. Improves Damage and Cast Range (300/450/600->450/600/750 damage and 500->900 range cast range)
* Added Twin Head Dragon to Aghanim's Scepter. Improves spawn time and damage (75/125/175->125/175/225 dmg)
* Added Vengeful Spirit to Aghanim's Scepter. Improves Cooldown (45->10 cd)
* Added Windrunner to Aghanim's Scepter. Does not reduce damage from secondary item effects. Cooldown from 60 to 15.

* Summary of heroes that now make use of Scepter: Lord of Avernus, Bane Elemental, Holy Knight, Clockwerk Goblin, Shadow Priest, Sacred Warrior, Invoker, Juggernaut, Tormented Soul, Slayer, Demon Witch, Moon Rider, Necrolyte, Nightstalker, Pandaren Brewmaster, Butcher, Oblivion, Queen of Pain, Shadow Shaman, Crystal Maiden, Spiritbreaker, Sand King, Twin Head Dragon, Vengeful Spirit, Venomancer, Faceless Void, Windrunner, Witch Doctor, Lord of Olympia.


####################
## Misc Highlight ##
####################

* Reorganized heroes into taverns based on hero class. There are now 3 taverns per class, the "good" tavern has the heroes that are easier to recognize as "good", the evil tavern has the heroes that are easier to recognize as "evil" and the mix as the ones that are in between. In each tavern the heroes are organized inside of it by alphabit. The Taverns are colored according to the class. For example, the good int tavern is Blue with the color darkening as it goes to the evil side.

* Side shops are now organized independent from their item slot in their original stores. This also fixes hotkey conflict issues.
* Reworked the side shop item layouts. There are now two shops there, a Goblin Laboratory and a Goblin Merchant. New items have been added to these shops. Here is the complete listing of the items in there:
Goblin Laboratory: Scroll of Town Portal, Magic Stick, Sobi Mask, Stout Shield, Ring of Regeneration, Ring of Health, Cloak, Helm of Iron Will, Mask of Death Goblin Merchant: Slippers of Agility, Boots of Elvenskin, Belt of Giant Strength, Robe of the Mage, Quelling Blade, Gloves of Haste, Blades of Attack, Quarterstaff, Talisman of Evasion, Kelen's Dagger, Ultimate Orb
* Reorganized all the recipe shops. The goals are both to make room for the recently added items and more importantly to organize them in a manner that makes guessing correctly where an item is an easy task for both existing and new players. I know none of us like to relearn item layouts, but this is a good thing to do for the long run.
- There are 6 recipe shops now in the following order:
Gateway Relics: Misc items that are primarily early game upgrades
Supportive Vestments: Various support style items that you get for your team
Arcane Sanctum: Castable or spell heavy themed items
Protectorate: Has mainly defensive/survival style items
Enchanted Artificats: Mostly orb effect items (with the exception of
Yasha)
Ancient Weaponry: All other weapon items.

Note: I'm aware that aegis is no longer needed in the shops, but I'm keeping it there until we need the space to help new users be aware of its existance through Roshan.


######################
## Modes & Commands ##
######################

* Added a new game mode -cd (-CaptainsDraft) [details below]
* Added a new game mode -rs (-randomside) to 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 -random int/str/agi. It gives you 100 less bonus gold than the 250 bonus gold the regular -random gives you.

* Added a new -tips system.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 guideliens on how to play a hero, but rather as simple tips if you are new with that hero. These are a work in progress.
* Added -water random
* -water now supports any color combinations using -water r g b format

* You can now change the terrain using -terrain snow on a per user basis. It is no longer a game mode. The "-terrain" or "-terrain default"
command reverts the terrain to its normal state. Some of the other terrain modes you guys have emailed me about are still being worked on.
I disabled them from this version because of some glitches they cause that haven't been fixed yet. I will work on them more in the future if you guys want them.

* Added -disablehelp to Force Staff
* Added a command to display bonus gold received from Goblins Greed (-gg)
* Added -aa (Arrow Accuracy) for Elune's Arrow hit percentages
* -disablehelp now prevents items from being picked up by non-owners from the fountain area
* -oi is turned on by default in observer games. Using -oi will disable it instead.
* Added a sub command to -om that disables neutral spawns
* Added a player only command "rollhero" or "-rh" to 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.
* AFK detection no longer considers a player to be afk during the drafting phases of some game modes

* Switch is disabled by default. Added a new temporary game mode -switchon (-so). Haven't developed a new replacement system for switch yet. There are a few ideas I experimented with but nothing final yet.
Based on the feedback I've gotten, I think the best thing to do is to disable it by default and allow a mode for it until a more suitable usage of it can be implemented.
* Improved the text presentation of -switch a little bit so the text is less intrusive


############################
## Gameplay & Performance ##
############################

* Added a few new terrain paths. Here are the rough areas that a change has been done in:
- To the right of the sentinel secret shop above the ramp
- Above the sentinel goblin shop
- Between the forest and the top scourge lane
- Right side of sent jungle
- To the right of the 2nd top sentinel tower
- Added a new tree to the scourge jungle
- In the area between the pair of scourge neutrals near the powerup

* Range rax no longer has extra regeneration
* Added a new regeneration armor mechanism for towers and rax.
- The "regen armor" is stripped away whenever there are nearby creeps (or corpses). It gets restored once 15 seconds elapse without a nearby unit.
- If a tower or rax takes damage without the regen armor, that life lost can never be regenerated. If it does have the regen armor, then it will regenerate at a rate of 25hp/sec and take only 25% damage from illusions.
- Flagged areas are 1) All places considered in or near base 2) 2nd Top Tower 3) 2nd Mid Tower 4) 2nd Bot Tower.

* Increased the non-splitting portion of the xp/gold from 8/level xp & 40 gold to 12*level xp & 30+5*level
* The non-splitting xp/gold bonuses are now doubled for EM like the rest of the xp/bounty system is

* Changed the damage type of the first tower to be Siege like the rest of the towers. Adjusted the damage table to keep the damage creeps take in the laning phase unchanged.
* Tower does not regenerate from allied damage (when trying to deny)


#####################
## Cosmetic & Misc ##
#####################

* Added two new hero kill sounds for 4x and 5x kills
* Added hero and creep stats to the scoreboard title by default
* Deny visual effect is shown by default now. -cson/off toggles it on and off. -di functionalities (and some extras) are now enabled by default.
* The upgrade mechanism of courier has been changed. You no longer lose the hotkey bindings you have when it is upgraded to crow.
* Many passive icons have been replaced with proper passive borders
* Added two new hero kill sounds for 4x and 5x kills
* Improved color/text presentation for runes
* Adaptive Strike now displays the stun duration as overhead
* Added a joke name to Dragon Knight
* Added a new ability on couriers "Return Home" that sends your courier back to base
* Added a new ability on couriers "Transfer Items" that transfers your items to your hero directly
* Added a new visual effect for Death Pulse
* Added a new visual effect for Last Word
* Added a new visual effect for Mana Void
* Added a warning message when an old unsafe version of warcraft is detected
* Added a player only sound effect and a text message when your hero respawns
* Added allied-only text message when an ally bottles or picks up a rune
* Added Armor Aura to Neutral Creep Enraged Wildkin
* Added joke name to Axe
* Added text for observers to show what abilities heroes are leveling
* Added the "Allied hero has fallen" sounds
* Added the music that plays in single player when typing "TenthLevelTaurenChieftain" to "-music special"
* Adjusted neutral creep active abilities to all be on the bottom left most spot
* Blackhole now uses an aoe targetting interface
* Bottled Runes now show color coded icons
* Changed Bottle and Captured Rune Icons
* Changed Magic Stick Icon
* Reduced maximum afk time from 10 to 5 minutes
* Changed Omnislash hotkey from N to E
* Changed the cosmetics on Razor's attack
* Improved the Cooldown animation so it is much easier to tell when a long cd spell is available
* Lothars windwalk icon is now the same as the item
* Lycan's attack while in wolf form now properly plays an attack sound
* Normal mode can now pick from their team's heroes plus neutral heroes
* Removed furion teleportation restriction into enemy base (no need because of the new regen system)
* Rot no longer triggers Last Word
* Rune of Regeneration now expires once it you reach max hp and mp
* Silencer Int stealing is now displayed as green for the +1 and red for the -1
* Splitshot no longer automatically turns off when you get disabled
* Stout Shield has a new icon now. Poor Man's Shield uses stout's old icon.
* Terrain snow now morphs regular trees into special snow trees.
* Updated Illusion Rune tooltip
* Updated Morph's tooltip to reflect the recent attributes bonus added to it
* You no longer lose vision if an ally or yourself that is targeted with Astral Prison
* Improved icon for Soul Steal (172705)
* Added a new icon for Sunder (172705)
* Added a new icon for Tombstone (263561)
* Added a new icon for Lycan's Feral Heart (180452)
* Changed the icon for Ring of Protection
* Decreased model size of Spirit Bear and True Form slightly
* Added a new visual effect to God's Strength
* Enigma returns to the Scourge alliance
* Linken Sphere now plays a sound when the cooldown is ready and its active on you



##########
## Bugs ##
##########

* Diffusal Blade automatically fixes itself to burn properly on images when it reaches 0 charges (you used to have to drop and pick it up)
* Fixed a bug with manavoid damage (it dealt less damage than it should at higher levels)
* Fixed a rare bug with Open Wounds allied lifesteal
* Fixed a bug with Open Wounds and Infest
* Fixed a Moonlight Shadow not working on allied magic immune units
* Fixed a rare suicide bug with Terrorblade
* Fixed a recently introduced bug with Ursa's Enrage not properly triggering fury swipes
* Fixed -hhn to not get reset when a new hero enters the map
* Fixed some bugs with Last Word when Silencer was dead
* Fixed Illusions created from Bottle not showing bottle in inventory
* Fixed Meat Hook not interrupting channeling if the target is fogged
* Fixed Open Wounds heal not working properly with some custom spells
* Fixed Replicate not removing the image when it errors due to backdooring
* Fixed some minor potential bugs with Ion Shell
* Fixed some -switch issues when combined with -ah
* Fixed some very minor inconsistencies between sentinel and scourge buildings
* Fixed spells like Laser and Brainsap to work with Decrepify
* Fixed spells like Zeus's Wrath of God from reseting the AFK counter
* Fixed the attachment effects on Invoker, Lina, Lich and Chaos Knight from disappearing and reapearing 1 second later after attack actions.
* Fixed the creep upgrade timer to be in sync with the recent game start time for modes
* Fixed Tiny's Illusions appearing small


#############
# Languages #
#############

The game is now available in 9 languages (5 new ones). English, Russian, Traditional Chinese, Simplified Chinese, Korean, German, French, Czech and Portuguese.


###########
# Details #
###########

Captains Draft:
===============
24 Heroes are randomly allocated in a circle (like RD). The 24 consist of 8 random Int/Agi/Str 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.

I am considering implementing a new order for the bans for this mode in the future. The bans would not all happen before the pick process, it would be inbetween picks. I decided to keep it the traditional way for now and get some feedback on alternatives.


Quelling Blade:
================
+36% bonus damage to non-hero units (12% for ranged heroes)
Tree Chop
- Kills a Tree
- 40 Cooldown
Cost: 250
Has no sell price
Available at the Goblin Merchant


Talisman of Evasion:
====================
+25% Evasion
Cost: 1800


Stout:
======
250 Gold
+60% to block 20 (10 for ranged)

Note: It has the same statistical value as before for melee,


Poor Man's Shield:
==================
(250) Stout Shield
(300) 2x Slippers of Agility

+60% to block 20 non-hero damage (10 for ranged) 100% to block 20 hero
+damage (10 for ranged)
+6 Agility


Force Staff:
============
(900) Quarterstaff
(1000) Staff of Wizardry
(300) Recipe
Total: 2200

+10 Intelligence
+10 Damage
+10 Attack Speed
Force (active)
Cooldown: 30
Manacost: 100
Castrange: 800
Mechanic: Pushes a unit (enemy, allied or self) 500 units in the direction that unit is facing.

This does not interrupt channeling spells


Khadgar's Pipe of Insight:
==========================
(2050) Hood of Defiance
(909) Natherzim Buckler
(800) Recipe
Total:3759

A powerful artifact of mysterious origin, this pipe gives the bearer the insight to summon fields of null energy which envelop nearby allies, protecting them from 400 spell damage. Buff lasts 8 seconds.

+30% Magic Resistance
+8 HP Regeneration
+5 Armor
Barrier (Active)
Cooldown: 60
Manacost: 100
AOE: 700
Mechanic: Provides a 400 damage magic damage shield on nearby allied units. Affects Heroes and non-player creeps. If a unit already has this buff when another barrier is casted, it will override the buff with the new one instead of stacking additively. Buff lasts 8 seconds

Note: The 400 damage is before any magic reductions, not after. So a 300 damage spell removes 300 life from the shield, and not the 225 that you might think if you considered basic spell resistance. It is taken off the shield before it hits you, thus before any magic resistance is taken into effect.


Ghost Scepter:
==============
1500 Gold
Ghost Form (Active)
+7 All Attributes

Ghost Form: You change form for 4 seconds, taking 44% bonus damage from spells but being immune to physical attacks.
Duration: 4
Manacost: 75
Cooldown: 25


Monkey King Bar's True Strike:
==============================
Makes your attacks never miss.

True Strike Does not stack properly with orb or chance abilities like
Frost Arrows, Headshot, etc.

True Strike can be toggled on and off.

Note: MKB still has proc effect



Magic Wand:
===========
(159) 3x Ironwood Branch
(200) Magic Stick
(125) Recipe
Total: 474

+3 All Stats
Energy Charge (15 Charges)



Aghanim's Scepter:
==================
(2000) 2 of any of Blade of Alacrity, Ogre Axe or Staff of Wizardry
(1200) Point Booster
(1200) Recipe
Total: 4400

+10 All Attributes
+200 HP
+150 MP
Improves Ultimates (see list of ultimates in log or on the ultimate
tooltips for the heroes it improves)



Diffusal Blade:
===============
(2000) 2x Blades of Alacrity
(450) Robe of the Magi
(850) Diffusal Blade Recipe
Total: 3300

22 Agility
6 Intelligence
Feedback (20 mana)
Purge 8 charges


Diffusal Blade Level 2:
=========================
(3300) Diffusal Blade
(850) Diffusal Blade Recipe
Total: 4150

26 Agility
10 Intelligence
Feedback (36 mana)
Purge 8 charges (upgrading to level 2 restocks your charges back to 8)

Note: You cannot restock charges by buying the recipe again. It only
upgrades once.



Old Maelstrom:
==============
1400 Claymore
1400 Recipe
450 Boots of Elvenskin
Total: 3250

+25 Damage
+6 Agility
Chain Lightning


Maelstrom:
==========
1600 Mithril Hammer
900 Recipe
500 Gloves of Haste
Total: 3000

+24 Damage
+15 Attack Speed
Chain Lightning



Manta Style:
=============
2250 Yasha
2100 Ultimate Orb
500 Recipe

Gives:
+26 Agility
+10 Strength
+10 Intelligence
+15 Attack Speed
+10% Movement Speed
+Mirror Image (same as old one)
Images deal 33% (previously 40%)
Images take 350% (previously 300%)

Shrapnel:
==========
Fires a ball full of shrapnel into the air. which promptly explodes,
showering the target area. Enemy units that walk in this area get
damaged and slowed. Deals 30% damage to buildings. Shrapnel lasts for 10
seconds.

AOE: 450
Slow: 15/20/25/30
Slow Duration: 2
DPS: 10/20/30/40

Cast Range: 900
Cooldown: 15
Manacost: 120


Crystal Nova:
==============
AOE Damage: 80/130/180/230
AOE: 400
Slow Duration: 5
Attack Speed Reduction: 20%
Movement Speed Reduction: 30%

Cast Range: 700
Cooldown: 15
Manacost: 100/120/140/160


Adaptive Strike:
================
It now always stuns and damages.
The amount of the damage and stun varies depending on how much of each
attribute you have relative to the other one.

If you have 50% more agility than strength, it deals the maximum of the
damage and the minimum of the stun
If you have 50% more strength than agility, it deals the maximum of the
stun and the minimum of the damage

Everything in between the two is a smooth transition from one to the other

Damage(lvl1): Min: 0.25x Agi Max: 0.75xAgi
Damage(lvl2): Min: 0.25x Agi Max: 1.5xAgi
Damage(lvl3): Min: 0.25x Agi Max: 2.25xAgi
Damage(lvl4): Min: 0.25x Agi Max: 3.0xAgi

Stun(lvl1): Min: 0.25 Max: 0.75
Stun(lvl2): Min: 0.25 Max: 1.5
Stun(lvl3): Min: 0.25 Max: 2.25
Stun(lvl4): Min: 0.25 Max: 3.0

Min Knockback distance is 100, Max is 300



Storm Bolt:
============
Targets an area around an enemy unit and releases a magical hammer
dealing damage and stunning enemy units.


Damage: 100/175/250/325
Stun Duration: 2
AOE: 250
CD: 16
Manacost: 140
Cast Range: 600

Warcry:
=======

With the righteous anger of one wielding Justice, Sven lets loose a
mighty Warcry, heartening his allies for battle. Sven and nearby allies
gain movespeed and increased armor.

Movement Speed: 12%
Armor: 3/6/9/12
AoE: 350
Duration: 6
Cooldown: 36/30/24/18



Battle Trance:
===============
Jah'rakal unconsciously uses dormant magic to awaken the savagery of
every warrior on the battlefield. Greatly increases attack speed for a
short duration, and lasts an additional 4 seconds on Jah'rakal.

Attack Speed Bonus: 60/80/100
Duration: 4 seconds
Cooldown: 20
Manacost: 75

Note: This is a global spell.




Liquid Fire:
============
Straight from the belly of the beast, Jakiro slowly harnesses Liquid
Fire when he attacks to burn his victims (175 AoE), and slow their attacks.

Damage Per Second: 10/15/20/25
Attack Speed Reduction: 20/30/40/50
AoE: 175
Duration: 5 seconds
Cooldown: 20/15/10/5

Note: Works on buildings




Fiery Soul:
=============
Passive
Whenever she casts a spell, she will gain temporary movement and attack
speed bonus.

Duration: 5 seconds
Attack Speed Bonus: 20/30/40/50%
Movement Speed Bonus: 2/3/4/5%
Stacks with itself


Phantom Strike:
===============
Teleports to a unit and attacks it. Gains 100% attack speed for 3
seconds while attacking that same target. Maximum of 4 attacks.

Cooldown: 30/20/10/5
Manacost: 50



Old Multicast:
==============
lvl 1 - 20% for 2. [Scepter: 30% for 3]
lvl 2 - 20% for 3. [Scepter: 30% for 4]
lvl 3 - 20% for 4. [Scepter: 30% for 5]


New Multicast:
==============
lvl 1 - 30% for 2.
lvl 2 - 45% for 2 or 22.5% for 3
lvl 3 - 60% for 2 or 30% for 3 or 15% for 4.

No scepter upgrades

Example: Level 2 has 50% chance for at least 2x and a 25% for 3.

This displays overhead showing which multiplier of multicast was achieved.


Eyes In The Forest:
===================
Creates an enchanted tree at a target point, allowing Rooftrellen to see
the tree's surrounding area at all times. Vision improves slightly per
level.

Cast Range: 100
Cooldown: 300/225/150/75
Manacost: 100/75/50/25

Note: Creates a regular tree if cast on the Sentinel side and a dead
tree if cast on the Scourge side. The trees are slightly brighter when
they are enchanted.


Nethertoxin:
=============
Passive. Adds bonus damage to your attacks based on how low the target
enemy is.

Level 1: 80-100=>2 60-80=>4 40-60=>8 20-40=>16 0-20=>32
Level 2: 80-100=>4 60-80=>8 40-60=>16 20-40=>32 0-20=>64
Level 3: 80-100=>6 60-80=>12 40-60=>24 20-40=>48 0-20=>96
Level 4: 80-100=>8 60-80=>16 40-60=>32 20-40=>64 0-20=>128

The equation is rather simple, it starts off with 2/4/6/8 bonus damage,
and doubles each 20% missing hp.

For example, if this is level 3 and the target has 30% health, then you
have 48 bonus attack damage.
If this is level 4 and the target has 15% health, then you have 128
bonus attack damage.

Gives half the bonus against creeps and buildings.



Mystic Snake:
=============
A mystic snake made of energy jumps from target to target dealing damage
and stealing some energy. After it reaches its last target, it jumps
back to Medusa to replenish it with mana. The snake deals more damage
and steals more mana per jump.

Jumps: 3/4/5/6
Damage: 60/100/140/180 + 20% each successful damage jump
Mana: 20/30/40/50 + 20% each successful mana drain jump

Example:
Target A: Unit with mana
Target B: Unit with no mana
Target C: Unit with mana
Target D: Unit with no mana
Target E: Unit with mana

At level 4:
Target A takes 180 damage and loses 50 mana
Target B takes 216 damage and loses 0 mana
Target C takes 252 damage and loses 60 mana
Target D takes 288 damage and loses 0 mana
Target E takes 324 damage and loses 70 mana

In this example, at level 4 cast spell, with a ranged creep and 2 heros
both getting hit by it, you regenerate 50+60+70=180 mana

Manacost: 140/150/160/170
Cooldown: 14
Jump AOE: 475
Cast Range: 700





Stone Gaze:
===========
Any enemy units staring at the Gorgon will slowly turn to stone,
removing status buffs and slowing all speed properties. Deals more
damage to summoned units per level.

Gaze Duration: 4/5/6
AoE: 700
Cooldown: 25
Manacost: 100

Doesn't affect units that are not able to see medusa directly (if medusa
is fogged or invisible, then enemy can't see her).

Direct line of sight required.


#########
# Razor #
#########

Strength: 17 +1.9
Agility: 22 +2.5
Intelligence: 19 + 2.2

Attack Range: 475
Movement Speed: 295



Plasma Field:
-------------
Razor releases a wave energetic plasma which grows in power as it
extends outwards. Deals damage to units both on expansion and on
contraction. The further the plasma is from razor the more energy it has.

Minimum Charge Damage: 40/60/80/100
Max Charge Damage:70/105/140/175
Speed: 800
AoE: 600

Cooldown: 16
Manacost: 125

Note: This can hit a unit once going out and once coming back in. Charge
increases to max going outwards, then decreases to min coming inwards.
This is a full circle aoe effect, a radius of small electrical effects
travel outwards. It spawns from where you are and moves out with you.


Unstable Current:
----------------
Passive. Increases the movement speed and reflects a static charge
whenever targeted, dealing damage and purging the unit briefly.

Movement Bonus: 3/6/9/12%
Damage: 40/60/80/100
Purge Duration: 0.3/0.6/0.9/1.2


Static Link:
------------
Taps into the energy of a target hero, creating a charged link between
Razor and his foe. As long as this link is maintained, Razor will
continue to steal damage from the target and adds it to his own.

Attack damage stolen per second: 5/10/15/20
Max link time: 10
Stolen duration: 13 seconds from link break.

Cast Range: 600
Break Range: 700

Manacost: 20/30/40/50
Cooldown: 45/40/35/30


Note: If you target a point on the ground, it will move in that path and
lock onto the first hero it reaches. You have vision over the link itself.



Eye of the Storm:
------------------
The Lightning Revenant calls upon a powerful storm of crackling energy,
which strikes weakened enemies with deadly bolts of lightning. The storm
is charged with Razor's malevolent will, and will seek out only the most
injured targets for its armor shattering blasts.

Damage: 37.5/50/62.5
Interval: 0.85/0.75/0.6
AoE: 500
Armor reduction per hit: 1 (stacks)

Duration: 20/25/30
Manacost: 100
Cooldown: 80/70/60

Damage dealt is physical. Only targets units in your vision.
This storm stops if Razor dies. Targets the lowest HP unit in the area.




############
# Batrider #
############

Strength: 23 + 2.5
Agility: 15 + 1.5
Intelligence: 24 + 2.5

Attack Range: 375
Movement Speed: 290

Cast Point 0.3
Attack Point 0.5
Hero Class: Intelligence


Sticky Napalm:
==============
Targets an area and drenches it in oil. Slows the movement speed and
turn rate of units in that area. Extra casts of this on the same targets
stacks.

Any fire damage from batrider will ignite the napalm, dealing damage for
each stack.

Fire damage is any regular batrider attack, flamebreak or firefly

AOE: 375
Damage: 10/15/20/25
Slow: 3/5/7/9%
Turn rate reduction: 30%

Lasts 7 seconds (refreshes on hit)
Stack max: 10

Cast Range: 700
Manacost: 15
Cooldown: 3



Flamebreak:
==========
Hurls a highly explosive cocktail of dangerous chemicals at the target
position. Upon impacting with an enemy the missile explodes, dealing
damage and knocking all nearby foes away from the impact. Any unit who
has been Napalmed will take additional damage from the blast.

Knocks back all units in the explosion area proportionally to how far
they were from the center

Damage: 75/150/225/300
Max knockback: 400
Explosion AOE: 375
Detection AOE: 100
Damage: 75/150/225/300
Travel Distance: 1600

Manacost: 80/100/120/140
Cooldown: 11



Firefly:
===========
Flies high leaving a burning trail behind. Enemies who dare follow will
get burned by the fiery napalm. Nothing can take the skies from him.

Trees in your path are killed by the fire.
Gives you flying pathing

Damage: 20/40/60/80 per second
AoE: 200
Spell Duration: 15
Pathing: Flying

CD: 40
Manacost: 100


Flaming Lasso:
===============
Snags a target with a constricting lasso, allowing the Batrider to drag
them behind him as he moves.

Does not drag units over cliffs or impassable terrain.

If you TP or blink away or get ported away, the lasso breaks.


Cast Range: 175
Bind Range: 300
Manacost: 150
Cooldown: 130/90/50
Duration: 3/3.5/4



####################
# Tauren Chieftain #
####################

Strength: 24 + 2.7
Agility: 17 + 1.8
Intelligence: 23 + 1.6

Attack Range: 150
Movement Speed: 300

Cast Point 0.4
Attack Point 0.35
Hero Class: Strength


Since ancient times it has been prophesized by the Tauren elders that a
Chieftain will come, strong as the mightiest warriors and wise as the
eldest shamans. After many years of wandering the sacred lands, seeking
wisdom from his forefathers, Cairne Bloodhoof has proven himself as the
long awaited hero. Cairne carries with him the spirit of his mightiest
ancestor, and now the ground shakes with the combined strength of the
Chieftan and his guardian spirit. No physical nor magical barrier can
reduce the power of his enchanted halberd, the weapon used by his
guardian in ancient times. Such is the power of this axe that it can
split the very earth itself. Seeking revenge for the ravaging of his
homeland, Cairne will soon bring his wrath upon the Scourge.


Echo Stomp:
============
Calls upon the spirit of his ancestors to join him in an
earth-shattering echo, rendering nearby foes unconcious. The spirit and
Tauren Chieftain both deal 80 damage in the area, the Spirit dealing
magical damage and the physical form dealing physical damage.
Unconscious enemies will wake if they get hit. If the spirit is
seperated from you, it will still perform its part of the spell.

If you damage a knocked out unit, it no longer becomes knocked out/immobile.

There is a spirit version of you doing the stomp animation with you at
the same time (you can see it as well). You deal physical damage and it
deals magical damage.

Physical Damage: 80
Magical Damage: 80
Channel Time: 1.4 seconds
AOE: 500
Knockout duration: 2/3/4/5 seconds
Manacost: 100/115/130/145
Cooldown: 15

Only player based damage can wake heroes. Damage dealt during a brief
period after the stomp will not awaken heroes (0.65)


Ancestral Spirit:
=================
The Tauren Chieftan sends forth his guardian ancestor to bring ruin upon
his foes. While seperate from the Chieftan, the spirit will mimic his
movement and damage any unit it passes through. When it rejoins the
Chieftan, it grants him bonus damage and movement speed for each enemy
it has struck.


Magical Damage: 120/160/200/240
AoE: 275

Damage per creep: 3/6/9/12
movement speed per creep: 1%
Danage per hero: 10/20/30/40
movement speed per hero: 5%

Cooldown: 19
Manacost: 110
Max Charge Time: 8

If the spirit has not rejoined with you before that period, it will
charge towards you to move back into you and enchant you.

Enchanted Time: 9 (The duration you have the buffs after the joining of
the ancestral spirit)



Natural Order:
==============
Passive.

The Tauren Chieftain uses wisdom gathered throughout the ages to reduce
everything to it's most basic level. Removes base Magic and Physical
resistance.

AoE: 250
Percentage nullification: 25%/50%/75%/100%

Note: This exists on the spirit as well.


Ultimate - Earth Splitter:
==========================
Using his mighty axe, the Tauren Chieften rends the very earth itself,
sending a jagged crack under the feet of his enemies. After several
seconds the earth implodes, sending his foes tumbling inwards. Any unit
caught in the implosion will take damage based on their maximum life and
have their speed slowed for a short time. Implodes after 3 seconds.
Deals 35% of a unit's maximum HP.

Cast Range: 1600
Travel speed: 600 ms
Delay after maturity: 0.5 seconds
AOE: 350
Damage: 35% of each unit's maximum hp (half magical, half physical)
Slow Amount: 30/40/50%
Slow Duration: 3/4/5

Cooldown: 90/75/60
Manacost: 175

Example: You target a point, from where you are towards 1200 in the
angle you click on, the split starts growing.
The split grows at 600 ms, so it takes 2 seconds to reach the end.
After it reaches the end, it plays an animation preparing for the
implosion for 0.5 seconds and then it pulls everyone in and does the
dmg/maim.
feathers
Profile Blog Joined November 2008
United States236 Posts
June 10 2009 05:14 GMT
#8393
dling now cant wait.
SK.Testie
Profile Blog Joined January 2007
Canada11084 Posts
June 10 2009 05:26 GMT
#8394
TERRORBLADE
IS
BACK=]
Social Justice is a fools errand. May all the adherents at its church be thwarted. Of all the religions I have come across, it is by far the most detestable.
paper
Profile Blog Joined September 2004
13196 Posts
June 10 2009 05:49 GMT
#8395
basically i outleveled everyone as shadow fiend by at least 5 levels with farmed items and died to noob ass batrider and chieftain cos that shit is imba as fuck
Hates Fun🤔
Naib
Profile Blog Joined November 2004
Hungary4889 Posts
Last Edited: 2009-06-10 06:34:53
June 10 2009 06:34 GMT
#8396
new heroes always imba and SF isn't the sturdiest hero ever created either

I'll hopefully have time to give this a try soon ;>
Complete the cycle!
[TYG]Transcend
Profile Joined March 2008
679 Posts
June 10 2009 06:59 GMT
#8397
That's a huge change log. >_>''
Welcome to a new era of DotA.
I still want to live in pre-blink nerf era though.
DiceToss
Profile Joined February 2008
Croatia62 Posts
June 10 2009 07:13 GMT
#8398
Is the fact that tauren chieftain's ulti completely removes trees in the area where it is casted intended?
GOGOG
Alventenie
Profile Joined July 2007
United States2147 Posts
June 10 2009 07:27 GMT
#8399
yes, and neither of the new heroes are as overpowered as pirate was when he came out.
stanley_
Profile Blog Joined December 2007
United States816 Posts
June 10 2009 08:45 GMT
#8400
slow with that batshit and the burning fire plus the chieftan is freakin strong as hell
hoorah
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