Showing posts with label dota hero guide. Show all posts
Showing posts with label dota hero guide. Show all posts

Friday, July 26, 2013

Sagardota's guide to TINY: The Stone Giant

1.INTRODUCTION & FOREWORD


Tiny, The Stone Giant is one of the best high damage hero u have ever seen. He is ta!!, Fat n rocky, still showing his innocence in his nature, making him one of the most favourite hero of all times. This is my first guide in PlayDota. I saw that there are no guides for Tiny - The Stone Giant so I made it for U all to see(guide) and watch(videos) whenever u play with Tiny.








2. THE HERO

PLAYSTYLE

Tiny is one of the best competitive tanks out there. With the ability to mass stun a group of enemies easily, Tiny’s supporting and initiating capabilities are very high. Tiny is also very fun to use, because Toss makes you think creatively. You can toss anything anywhere, and there is no limitation to UR imagination.



Sunday, June 2, 2013

New Dota Hero : Nerif the Oracle



 Nerif the Oracle
Alliance: Sentinel
Type: Intelligence

Total Starting Damage: 45-51
Total Starting Armor: 2
Range: 620
BAT: 1.4
Movespeed: 305

Agility: 15 + 1.7
Strength: 18 + 1.9
Intelligence: 23 + 2.9




Fortune's End:
===============
(Channeling, Enemy Target)

Channels Nerif's power into a bolt of scouring energy for up to 3 seconds. When released the bolt strikes the targeted enemy, dealing damage and purging in an AoE around them. The purge duration is equal to the time spent channeling.

Cast Range: 650
Damage: 75/150/225/300
AOE: 215
Purge duration: Up to 3 seconds

Cooldown: 12
Manacost: 130

Note: The purge happens before the damage and also removes Fate's Edict and Purifying Flames.


Fate's Edict:
=============
(Target Ally/Enemy)

Nerif enraptures the target, rendering them unable to attack, granting them 100% spell resistance, and increasing the damage they take from other damage types by 50%. Can be cast on both allies and enemies.

Duration: 3/4/5/6
Cast Range: 700
Cooldown: 14
Manacost: 50


Purifying Flames:
==================
(Target Ally/Enemy)

Burns away impurities from the target, dealing heavy damage and causing them to regenerate life each second for 9 seconds. Can be cast on both allies and enemies.

Damage: 90/180/270/360
Regeneration per second: 11/22/33/44
Duration: 9

Cooldown: 3
Manacost: 30/45/60/75
Cast Range: 750

Note: Damage is nonlethal on allies.


False Promise:
==============
(Target Ally)

Temporarily alters the target ally's destiny, delaying all damage, healing and regeneration effects on them until False Promise ends. Ally is granted invisibility while attacking and moving. Removes all negative status effects when applied.

The delayed healing is doubled when it is provided at the end of the duration.

Cast Range: 1500
Duration: 7/8/9

Manacost: 100
Cooldown: 20

Note: All damage and healing happen immediately once the buff ends. This damage is lethal and is credited to the original damage sources

Monday, July 30, 2012

dark_phoenix96's Guide to Rikimaru the Stealth Assassin



Table of Contents:



I. Guide Introduction
II. Hero Introduction and Story
III. Pros and Cons
IV. When(not) to pick Rikimaru
V. Skills and its Usage
VI. Skill Builds and Item Builds
VII. Game Strategy
VIII. Hero Synergy and Counters
IX. Conclusion
X. Replays
XI. Credits
XII. Channel Log



I. Guide Introduction



This is my third guide. Now I'll show you how to use Rikimaru in my own style. Again, take note that this guide does not show you how to play Rikimaru professionally, it shows you some tips and tricks on how to play Rikimaru in my personal way. For those people who red my Barathrum Guide "Mother Earth Guide Me" and my Lina Guide "Click me baby, One more time", I want to thank you for reading it. By the way my Lina Guide was deleted because 1/2 of its content wasn't saved because my DSL crashed! So I decided to make this as its "Reincarnation". No offending comments or insults in this guide; otherwise, I'll add you in my ignore list. Ok then, let's begin....


Sunday, July 29, 2012

Dota Hero : Juggernaut Guide


Agility, Sentinel




Table of Contents


Prelude

Let me show you why I wanted to make this guide.



Juggernaut is fun to play which is why I like picking him so much. He may not be a part of the current meta-game, but that can change.

Juggernaut remains one of the most popular heroes in DotA. Juggernaut is a strong early game carry who given enough farm can spiral into late game domination. But any other carry given equal farm would still probably out-do Juggernaut. That's not where Juggernaut shines, he fits into specific team line-ups and strategies.

Juggernaut fits well into early and mid game line-ups. Due to the relative ineffective nature of his abilities late game, he wont be able to carry unless you are already dominating.

Juggernaut can provide a team with amazing pushing capabilities and incredible right-click carry potential as well as an ultimate that can shut down certain enemy line-ups given a level advantage.

Juggernaut runs circles around low HP heroes that get shut down by his Omnislash. This makes him a counter pick against heroes like ES, CM, Lesh, and Enigma since he can constantly kill these heroes and quickly make a 5v5 situation into a 4v5 situation, which is perfect for a team push.

Given that the enemy does not pay attention to him, Juggernaut can take down a tower. Healing Ward can keep the creeps alive to siege a tower and Blade Fury can wipe out a creep wave.

Juggernaut's healing ward can be used for an early five man push strategy. This strategy involves microing the healing ward behind the five members of your team in order to take down enemy towers. The enemy can't easily defend against this because your team is always max HP and even if they spend their AoE nukes on you to try to defend, your team is just brought back to max HP.

Juggernaut can be counter picked by heroes that negate his ultimate or his spin (blinkers, bashers, summoners).