Archive for the ‘games’ Category

Soron – The Echoing Muse
Range: 425 | Move Speed: 320
Primary: INT
Str: 14 + 1.55 | Agi: 17 + 1.6 | Int: 18 + 3.15
Damage: 42 – 46 | HP: 416 | Mana: 234
HP Regen: 0.67 | Mana Regen: 0.73
Attack Speed: 1.43 | Armor: 2

Ungodly Scream (E)

Soron lets loose a piercing scream to shock her victims into submission. Enemies in a 325 AOE around Soron are damaged and stunned; the effect is doubled for enemies within 175 AOE of Soron. Level 1 – 65 base damage, 0.45 second base stun. Level 2 – 105 base damage, 0.65 second base stun. Level 3 – 145 base damage, 0.85 second base stun. Level 4 – 185 base damage, 1.05 second base stun. Mana Cost: 80/95/110/125 Cooldown: 14

Resonant Lance (R)

Soron projects a concentrated, invisibly thin stream of sound to incapacitate an enemy; the first enemy hero it contacts is damaged and silenced. Range and cooldown improve with level. The stream is 75 units across. Level 1 – 110 damage, 2.5 second silence, 700 range. Level 2 – 180 damage, 3 second silence, 850 range. Level 3 – 250 damage, 3.5 second silence, 1000 range. Level 4 – 320 damage, 4 second silence, 1150 range. Mana Cost: 130/140/150/160 Cooldown: 26/23/20/17

Whispersense (W)

Soron’s first task was to develop a sense of hearing so acute as to detect the actions of anything around her. To this end, she can instantly sense any enemy’s movement, even if they can’t be seen. Since she can hear what they are doing, Soron also has a small chance to prevent any source of damage dealt to her by enemy heroes. Level 1 – 600 AOE; 8% chance to prevent damage. Level 2 – 800 AOE; 10% chance to prevent damage. Level 3 – 1000 AOE; 12% chance to prevent damage. Level 4 – 1200 AOE; 14% chance to prevent damage. Sensed enemies are shown on the minimap, and have an indicator above their location on the actual map but are not revealed in fog-of-war otherwise. Mana Cost: NA Cooldown: NA

Sonic Boom (C)

Soron all but vanishes, and surges across the battlefield as a thundering sonic boom, dealing heavy damage to enemies in her path and disorienting any enemies in a 200 AOE of her destination. Soron re-materializes a second later at the destination. The main sonic boom is 200 units wide, enemies within 50 units of either side take half damage. Level 1 – 250 damage, 500 range, enemies at the destination are disoriented for 1.2 seconds. Level 2 – 420 damage, 750 range, enemies at the destination are disoriented for 1.5 seconds. Level 3 – 600 damage, 1000 range, enemies at the destination are disoriented for 1.8 seconds. Level 4 – Aghanim’s Sceptre – increases range by 500 and damage is dealt in full to the whole 300 unit diameter.

Phantom Lancer Guide

Posted: October 11, 2010 in games
Tags: , ,

Strength – 18 + 2
Agility – 23 + 2.8 (Primary)
Intelligence- 21 + 2

Base damage 45-67
Attack range of 100 (Melee)
Base Armor 3
Movement speed of 290

Phantom Lancer Skill Descriptions

Spirit Lance (T)

Throws a magical spirit from his lance at a target, damaging it and slowing it down for 3 seconds. An illusion is created attacking the target.

Level 1 – Deals 100 damage and Cripples for 10%. Illusion lasts 2 seconds.
Level 2 – Deals 150 damage and Cripples for 20%. Illusion lasts 4 seconds.
Level 3 – Deals 200 damage and Cripples for 30%. Illusion lasts 6 seconds.
Level 4 – Deals 250 damage and Cripples for 40%. Illusion lasts 8 seconds.

• The projectile can’t be evaded by blink or windwalk.

Mana Cost: 125 / 130 / 135 / 140
Cooldown: 7

This is a very good skill having many advantages:
– Damage and fast cooldown for harassing and nuking.
– Cripple for either chasing or escaping.
– Image generation for confusing enemy especially combined with his passive skills. The image automatically attacks the target of the spell, making image-controlling unnecessary.

Doppelwalk (W)

Allows the Phantom Lancer to become invisible for a period of time, leaving behind a duplicate of himself to confuse enemies. 10% movement bonus at all levels. Lasts 8 seconds.

Level 1 – 150 mana.
Level 2 – 120 mana.
Level 3 – 90 mana.
Level 4 – 60 mana.

Mana Cost: 150/120/ 90/ 60
Cooldown: 30/ 25/ 20/15 seconds

This skill provides an escape mechanism better than wind-walk because there is no transition time and it creates an image to confuse his enemy. It costs a lot of mana at first, so don’t use mana wastefully or this skill can’t be casted when needed.

Juxtapose (X)

Whenever the Phantom Lancer attacks he will randomly create a duplicate of himself. Limit of 5 images. Duplicates last 20 seconds.

Level 1 – 3% chance.
Level 2 – 6% chance.
Level 3 – 9% chance.
Level 4 – 12% chance.

• Illusion deals 25% damage and takes 450%.

Mana Cost: N/A
Cooldown: N/A

Best skill of PL. Although the clones only have 25% damage, 5 clones will do a lot especially if well farmed. What’s cool is that creating image is by chance which means no cooldown!

Phantom Edge (D)

Gives the Phantom Lancer an edge in combat by increasing Juxtapose’s image generation and increasing magic resistance. Additionally, it enables his images to generate their own images.

Level 1 – 10% magic resistance, 3% chance illusions will duplicate, 2% increase in Juxtapose.
Level 2 – 15% magic resistance, 5% chance illusions will duplicate, 4% increase in Juxtapose.
Level 3 – 20% magic resistance, 7% chance illusions will duplicate, 6% increase in Juxtapose.

Mana Cost: N/A
Cooldown: N/A

• Spell resistance stacks with that from items.
• Illusion deals 25% damage and takes 400%.

Shadow Demon Info

Posted: October 1, 2010 in games
Tags: , ,

Hero Class: Shadow Demon
Hero Name: Eredar

Range: 500
Movement Speed: 295
Hero Type: Intelligence
Starting Armor: 3
Starting Damage: 53-57

Agility: 18 + 2.2
Strength: 17 + 1.9
Intelligence: 26 + 2.7

Disruption

Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar’s control which last for 6 seconds.

Displacement duration: 2.5 seconds
Illusion Outgoing Damage: 30/40/50/60%
Illusion Incoming Damage: 150%
Illusion Duration: 6 seconds

Cast Range: 700
Manacost: 75
Cooldown: 16

Note: Can target enemy, ally or self.

Useful skill for confuse the enemies, start a gank, avoid skill like Epicenter and some other stuff. Just treat it as Eul 🙂

Soul Catcher

Ererdar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take increased damage for 12 seconds.

Damage Amplification: 20/30/40/50%

AOE: 500
Cast Range: 600
Manacost: 50
Cooldown: 13

Similar to Chen Penitence, but with random target. If the enemy is alone, a sure hit is guaranteed. Cheap mana cost but a little useless if there’s a lot of creeps.

Shadow Poison

Eredar casts forth a shadowy poison which deals 50 damage and afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. You have small vision over affected heroes.

Each stack increases the damage it would deal exponentially, up to 4 stacks.

Examples:
Level 1 Per stack: 20/40/80/160 + 50 each further stacks
Level 2 Per stack: 35/70/140/280 + 50 each further stacks
Level 3 Per stack: 50/100/200/400 + 50 each further stacks
Level 4 Per stack: 65/130/260/520 + 50 each further stacks

AOE: 150
Travel Distance: 1500

Cooldown: 3
Manacost: 50

Note: This has a sub ability to let you release the poison at any time.

This is what makes Eredar so scary. This skill is similar to Bristleback Quill Spray, it will stack the damage and you can released for instant damage. You can even stack the damage until 2000 if the enemy didn’t know what happen with him.

Demonic Purge

Eredar casts a powerful demonic purge on a target enemy, removing all positive buffs. The purged target slowly regains its movement speed over 4 seconds. At the end of the purge the target takes damage.

Damage: 200/300/400

Cooldown: 50
Manacost: 200

Dota Items

Posted: September 24, 2010 in games
Tags: , ,

Mask of Death
10% life steal (orb effects)
Buy 900 Sell 450
Used to make Helm of the Dominator, Mask of Madness, Vladmir’s Offering

Ring of Regeneration
+2 HP regen/seconds
Buy 350 Sell 175
Used to make Headdress of Rejuvenation, Vladmir’s Offering, Hood of Defiance, Soul Ring

Kelen’s Dagger
Blink (active) : Blink for up to 1200 distance

Cannot be used if you have been damaged by player based damage in the last 3 seconds
Cannot be used by Vengeful Spirit or Pudge
Buy 2150 Sell 1075
75 mana, 14 seconds cooldown

Sobi Mask
+50% mana regeneration
Buy 325 Sell 162
Used to make Ring of Basilius, Oblivion Staff, Eul’s Scepter of Divinity, Soul Ring

Boots of Speed
Increase movespeed by 50
Buy 500 Sell 250
Used to make Boots of Travel, Power Treads, Phase Boots

Gem of True Sight
Allow the bearer to see invisible unit within a small radius.
Drop upon death
Buy 700 Sell N/A

Planeswalker’s Cloak
15% spell resistance
Buy 500 Sell 250
Used to make Hood of Defiance

Magic Stick
Energy Charge (Does not stack)
When enemy casts a spell around you (1400), you gain 1 charge. Maximum 10 charges. When you cast the item, you instantly regenerate 15 hp and 15 mana for each charge. This does not trigger off of non-spells or attack orbs
Buy 200 Sell 100
Used to make Magic Wand

Talisman of Evasion
Add 25% Evasion
Buy 1800 Sell 900
Used to make the Butterfly

Ghost Scepter
+7 Attributes
Ghost Form (Active)
Ghost Form makes you unable to attack or be attacked, but you take 44% extra damage from spells. Ghost Form lasts 4 seconds and has a 25 second cooldown. Ghost Form ends if you become magic immune, and will have no effect if you are already magic immune.
Buy 1500 Sell 750
Used to make Ethereal Blade

Guardian Wisp Guide

Posted: September 21, 2010 in games
Tags: , ,

Io is a Strength hero which belong to the Sentinel since Dota 6.68. This post will provide you with the Guardian Wisp Skill Description, the Guardian Wisp Guide, the Io Strategy, the Io Item Build and the Io The Guardian Wisp Skill Build.

Originally nothing more than a lowly spirit of the trees, Io dwelt peacefully amongst his kind in the Great Forest. As the Great War spread across the land the creatures of the forest were forced to defend their home. The desire to protect his kin awoke power in Io he had not known he possessed. He discovered he was able to connect his life force to another creature to strengthen them or help them flee by instantly transporting them out of harm. Io became known amongst his people as the Guardian Wisp, a protector of the Spirits. All other spirits swore to assist him and can be summoned to his side to aid him in his battle. Uninterested in the battle between the Sentinel and the Scourge, Io fights only to protect his people.

Guardian Wisp Skill Descriptions

Hero Class: Guardian Wisp
Hero Name: Io

Range: 525
Movement Speed: 295
Hero Type: Strength
Starting Armor: 0
Starting Damage: 33-42

Agility: 14 + 1.6
Strength: 17 + 1.9
Intelligence: 23 + 1.7

Tether

Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be stunned. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.

Movement Bonus: 20/25/30/35%
Stun Duration: 1.25/1.5/1.75/2.0

Cooldown: 12
Manacost: 40

If you try to tether a unit that is a outside its range (by up to 900) Io will latch on and pull himself closer to the unit.

Tether transfers other states on the hero to the allied unit. This includes Overcharge, Relocate and any time you regenerate hp/mp.

Note: Has a sub ability that lets you break the tether.

This skill is what makes Io such a scary supporter. Combine him with Ursa and say goodbye to your target. However, this skill won’t do much if you don’t wanna be a support hero.

Spirits

Io summons 5 ancient Spirits over the course of 6 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging and slowing all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.

You have two sub abilities. One to move them outwards and one to call them back in. You can stop them at any distance by toggling the ability order.

Damage per Spirit: 25/50/75/100
Slow: 30%

Cooldown: 14
Manacost: 120/130/140/150

Cool skill!

Overcharge

Io draws on more energy than he can safely handle, granting him bonus attack speed, but draining 2.5% of his current HP and MP per second. If Io is tethered to an ally the bonus attack speed is also granted to that ally.

This is a toggle ability.

Attack Speed: 60/80/100/120

Note: This bonus affects a tethered unit as well.

Another support skill which should be combined with Tether for maximum benefits.

Relocate

Io temporary relocates himself, along with any tethered hero, to the target location for 12 seconds.

There is a casting delay and the enemy has visual indicators on the minimap and the world of the teleport before it happens.

Cast Delay: 2.5/2.25/2.0
Cooldown: 80/60/40
Manacost: 100

Note: If an allied hero is Tethered, that hero will teleported along with you. You can break the tether at any time to prevent that hero from returning back with you. -disablehelp is available for this ability.

An instant gank skill. Tether Ursa or Sven, kill your enemy quickly and you going back to your place before. Need some coordination with your partner to maximize the gank. Also useful during line phase to refill Bottle and buy something in your base with ease.

Thrall Information

Posted: September 16, 2010 in games
Tags: , ,

Being raised by humans as a gladiator, Thrall learned more about strategy and tactics as a youth than even experienced orcish warchiefs learned in their lives. After escaping from the human slavery and meeting Grom Hellscream, he found out he was a descendant of the Frostwolf clan. He traveled to his ancestors village, where he became familiar with the spiritual magics of the orcish shamans. Now he combines not only his control over thunder, but also his tactical abilities to turn fights in his favor using impenetrable walls of magic, areas of static energy, and even control over time.

Thrall - Far Seer Thrall – Far Seer
Range: 600 | Move Speed: 300
Primary: INT
Str: 19 + 1.9 | Agi: 15 + 1.4 | Int: 22 + 2.5
Damage: 49-53 | HP: 511 | Mana: 286
HP Regen: 0.82 | Mana Regen: 0.89
Attack Speed: 0.68 | Armor: 1

Thunder Strike Thunder Strike (C)
Thrall curses the target to be struck by thunder 3 times over 4 seconds. Foes nearby the victim will also be damaged.
Level 1 – 50 damage per strike
Level 2 – 75 damage per strike
Level 3 – 100 damage per strike
Level 4 – 125 damage per strike
Allies withing 200 aoe will also take damage
Mana Cost: 100/110/120/130
Cooldown: 16
Glimpse Glimpse (D)
Thrall forces the target back to it’s previous position through a psionic rift. Sends the unit to where it was 4 seconds ago.
Level 1 – 600 casting range
Level 2 – 1000 casting range
Level 3 – 1400 casting range
Level 4 – 1800 casting range
Glimpse has some travel time, the target isn’t instantly moved back.
Mana Cost: 160/130/100/70
Cooldown: 60/50/40/30
Kinetic Field Kinetic Field (E)
Thrall summons a circular barrier of kinetic energy, keeping enemies from walking in or out of it. The barrier has an aoe of 300.
Level 1 – Lasts for 2.5 seconds
Level 2 – Lasts for 3 seconds
Level 3 – Lasts for 3.5 seconds
Level 4 – Lasts for 4 seconds
Has a 1.2 second cast delay before the field is fully formed.
Casting Range: 900
Mana Cost: 70
Cooldown: 14
Static Storm Static Storm (R)
Creates an area of electric instability which damages and silences enemies in the area. The effect starts off weak and then intensifies over 5 seconds, dealing increasing amounts of damage, before disappearing.
Level 1 – Reaches 170 damage.
Level 2 – Reaches 210 damage.
Level 3 – Reaches 250 damage.
Mana Cost: 125/175/225
Cooldown: 60
The damage starts off slow and ramps up continuously until it reaches the max.
Total damage dealt in whole duration: 446.25/551.25/656.25
Area of Effect: 375

Ancient Apparition Skills & Stats

Range: 600
Movement Speed: 295
Hero Type: Intelligence

Agility: 20 + 2.2
Strength: 18 + 1.4
Intelligence: 25 + 2.6

Cold Feet
The Apparition curses his foes with The Frozen Mark which will freeze enemies to the ground. Unless target enemy moves at least 740 away from the mark within 4 seconds he is frozen still.

Damage per second: 37.5/50/62.5/75
Stun duration if triggered: 1.25/2/2.75/3.5

Cooldown: 15/13/11/9
Manacost: 90

Single Target Spell

Note: Target takes damage per second until he is stunned or moves out of range.

Ice Vortex
Gathers ancient frost energy into one area to create a small, immobile ice vortex at a location. Whenever enemies are near it, their movement speed and magical resistance are reduced.

Movement Reduction: 18/22/26/30
Magic Resistance: -10/15/20/25
AOE: 275

Duration: 12
Cooldown: 6
Manacost: 80/90/100/110

Chilling Touch
Releases a gust of cold wind at a target area, enchanting allied heroes with bonus magical damage on their attacks. Lasts for a limited number of attacks up to a maximum of 40 seconds. While the enchanted heroes have this chilling touch, their attack speed is reduced by 15%.

Maximum number of attacks: 2/3/4/5
Bonus Damage: 40/50/60/70
Attack Speed Reduction: -15%

Cooldown: 50/46/42/38
Manacost: 140

Note: Damage only triggers on enemy heroes, not creeps.

Ice Blast
Ancient Apparition projects his presence out to make way for a powerful ripple of hailstone and dark magic. Once cast, it can release the spell to strike targets within 200 area of where his presence was upon release. It will deal damage to enemy units and apply a frostbite curse on them for 7 seconds where their health regeneration will be frozen and will shatter if they fall close enough to death. This spell has global range depending on how long you wait for the projections to move. Frostbitten units will take minor damage over time.

Impact Damage: 250/350/450
Shatter Threshold: 10/11/12%

Cooldown: 44/32/20
Manacost: 100/125/150

Note: You can charge (non-channeling, time based) this as long as you want if you want it to travel further outwards. Has an initial aoe of 200, but increases by a small amount the further it travels.

Ancient Apparition Item Build
Coming soon!

Ancient Apparition Skill Build
1. Cold Feet
2. Ice Vortex
3. Cold Feet
4. Ice Vortex
5. Cold Feet
6. Ice Blast
7. Cold Feet
8. Ice Vortex
9. Ice Vortex
10. Chilling Touch
11. Ice Blast
12-14. Chilling Touch
15. Stats
16. Ice Blast
17-25. Stats

Justification

Cold Feet is taken early for obvious reason. Combined with a stun/slow, your enemies will likely captured frozen. This skills also can be used to get First Blood. Ice Vortex is the next skill as it synergies well with Cold Feet. The slow is very useful to ensure your Cold Feet success, not to mention the magic resistance reduce.

Ice Blast is taken whenever you can. It’s one of the best global nukes, you will likely need some time though to be able to cast it on target. Chilling Touch is taken last because it more useful in a team fight which happen on mid-late game.

Gyrocopter Information

Posted: September 13, 2010 in games
Tags: , ,

Hero Class: Gyrocopter

Hero Name: Aurel Vlaicu Range: 375

Movement Speed: 305

Hero Type: Agility

Starting Armor: 2

Starting Damage: 41-51

Agility: 24 + 2.4

Strength: 18 + 1.8

Intelligence: 23 + 2.1

Rocket Barrage: Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds. Damage per rocket: 10/12/14/16 Cooldown: 6.5 Manacost: 90 Note: The rockets can only hit units you have vision over.

Ability Code: A1SO

Homing Missile: The Gyrocopter launches a homing missile that will follow the target until it impacts. The missile is inactive for 3 seconds upon launch and then begins slowly accelerating towards the target. Stuns the target for 2.5 seconds and deals damage based on how much it traveled. The missle can be destroyed by 3 attacks from a hero or tower. Maximum damage is dealt at 2000 distance traveled (does not increase beyond that distance) Maximum Damage: 100/200/300/400 Stun Duration: 2.5 Cooldown: 20/18/16/14 Manacost: 120/130/140/150 Cast Range: 900 Notes: Towers do half damage. Enemy has vision over the rocket once it starts moving. Ability

Code: A1SQ Flak

Cannon: The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 800 aoe. Lasts for a limited number of attacks or 15 seconds. Does not work with illusions. Your attack range is still limited to 375 range. Attacks: 3/4/5/6 Manacost: 50 Cooldown: 20 Ability Code: A1TW

Call Down: The Gyrocopter launches two missiles at the targeted area. The first missile strikes in 2 seconds, followed by the second missile at 4 seconds. Enemies in the area when a missile strikes are damaged and slowed. Primary Missle Damage: 250/300/350 Primary Missle Slow: 20% Primary Missle Slow Duration: 2 Secondary Missle Damage: 100/150/200 Secondary Missle Slow: 50% Secondary Missle Slow Duration: 3 Cast Range: 1000 AOE: 400 Cooldown: 55/50/45 Manacost: 125 Note: The visual warning indicator is visible for allies only. The enemies can see the rockets fly out of you though.

Ability Code: A1T5

Defense of the Ancients

Posted: August 31, 2010 in games
Tags: , , ,


DotA is a team game that can be won based on skill, luck, and perhaps most importantly, teamwork. How much each character grows stronger will depend on how adept the player is controlling his or her own character. There are some characters that, when played well, can dominate the game and change the tide of battle.

Making a character stronger entails presence of mind. You have to be able to take in a lot of information and multi task. While last-hitting the creeps to earn gold and denying your own creeps to prevent your opponent from gaining gold and experience, you have to be aware of your life, the skills of your opponents and how much damage they can do to you, and at the same time keep track of the mini map in case anyone from the other team is planning a surprise attack. Also, making sure to notify your allies when an enemy disappears from the map will help to save their lives.

Before engaging in battle, check the life of your enemy, then do a bit of calculation for how much damage your spells can deal and make sure you have the right amount of mana for that. Take into consideration that heroes have 25% natural spell resistance, so if your spell has a 300 damage, then it will only deal 225 damage to a normal hero. Heroes such as Viper, Pudge, and Magina have increased spell resistance skills, so they take even less damage from spells.

Sometimes, it just happens that you have the best stats, items, and levels on your team, and sometimes, you’re the one with the most number of deaths. Unless you’re really good at DotA, you can’t really ensure that you’re the one on top.

Having a strong player on your side can greatly affect the game you play. When you’re sure that you can rely on your team mates, you can take risks and still get a good chance of success. Even when playing with team mates that you’ve never met before, sometimes it just happens. There are times when even if your team mates have just played for the first time, you act as one, as if you have one mind. When someone signals, the others follow. When there’s a battle, they know when to take risks and when they should escape. A team like that is really formidable.