Thursday, December 26, 2013

6.80 SUGGESTION

STR

Brewmaster
- base INT increased by 4

Treant Protector
- Leech Seed cast range increased from 350 to 500

Beastmaster
- STR increased from 2.2 to 2.6
- Armor increased by 1

Lycan
- Lycan wolf HP increased from 200/240/280/320 to 240/280/320/360
- Lycan wolf base damage increased by 5

Undying
- Decay damage rescaled from 20/60/100/140 to 35/70/105/140
- Tombstone cooldown reduced from 60 to 45

AGI

Juggernaut
- Base movement speed increased from 305 to 315

Morphling
- Adaptive Strike damage increased from (20/40/80/80 + 0.25 to 0.5/1/1.5/2 x AGI) to (25/50/75/100 + 0.25 to 0.5/1/1.5/2 x AGI)
- Base damage increased by 4

Spectre
- Spectral Dagger damage type changed to pure damage

Slark
- Shadow Dance bonus movement speed reduced from 30/35/40% to 25/30/35%






Sunday, August 25, 2013

DOTA 6.79 SUGGESTION

Alchemist
>>Unstable Concotion
-damage rescaled from 150/220/290/360 to 120/200/280/360
-cooldown rescaled from 16 seconds at all levels to 22/20/18/16 seconds

Batridder
>>Sticky Napalm
-mana cost increased from 20 to 30
-turn rate slow rescaled from 70% to 40/50/60/70%

Beastmaster
-STR gain increased from 2.2 to 2.6
>>Call of the Wild
-boar attack range increased from 550 to 650 

Brewmaster
-base INT increased by 4

Crystal Maiden
>>Frostbite
-range increased from 500 to 600

Dragon Knight
>>Dragon Tail
-Stun duration rescaled from 2.5/2.75/3/3.25 to 1.75/2.25/2.75/3.25

Faceless Void
-BAT improved from 1.7 to 1.6
>>Time Walk
-slow duration increase from 3 seconds to 4 seconds

Gyrocopter
-base armor reduced by 2
>>Call Down
-cooldown rescaled from 55/50/45 to 75/60/45

Invoker
-base damage increased by 4

Io
>>Tether
-bonus movement speed reduced from 17% at all levels to 11/13/15/17%
-can no longer be used on creep

Juggernaut
-movement speed increased by 10

Lifestealer
-base STR reduced by 2
>>Infest
-now has maximum duration of 40/50/60 seconds

Lone Druid
>>Summon Spirit Bear
-Spirit Bear's bounty rescaled from 300 to 200/250/300/350

Luna
>>Lucent Beam
-damage increased from 75/150/225/300 to 100/175/250/325
>>Eclipse
-cooldown reduced from 160/150/140 seconds to 160/140/120 seconds

Lycanthrope
>>Summon Wolves
-Lycan wolf's hit points increased from 200/240/280/320 to 250/300/350/400
>>Shapeshift
-bonus armor increased from 1 at all levels to 1/3/5

Morphling
-base damage increased by 6

Naga Sirem
-movement speed reduced by 5
-base armor reduced by 2

Nature's Prophet
>>Nature's Call
-Treant's bounty increased from 21-26 to 38-43

Spectre
-base STR increased by 2

Tiny
>>Avalanche
-range increased from 600 to 750

Undying
>>Decay
-damage rescaled from 20/60/100/140 to 30/60/90/120
-STR stolen rescaled from 4 at all levels to 3/4/5/6

Venomancer
>>Venomous Gale
-mana cost reduced from 125 to 110
-cooldown reduced from 22 seconds to 17 seconds

Visage
>>Soul Assumption
-cooldown rescaled from 4 seconds at all levels to 7/6/5/4 seconds

Weaver
-base damage reduced by 4
>>Time Lapse
-mana cost increased from 150/75/0 to 150 at all levels

Zues
>>Arc Lightning
-mana cost reduced from 65/70/75/80 to 50/55/60/65
>>Lightning Bolt
-cooldown reduced from 6 seconds to 5 seconds
-cast range increased from 700 to 850
>>Thundergod's Wrath
-sight/true sight duration increased from 3 seconds to 6 seconds
-cooldown reduced from 90 seconds at all levels to 90/75/60 seconds


Wednesday, June 19, 2013

CARRY HERO ANALYSIS

The Changes of Meta

During 6.72, the meta were more about split push and 4 pretect 1 strategy. The top carry heroes of that time were Anti Mage and Spectre. Occasionally, Weaver and Faceless Void were picked up by teams. All of those carry have 1 thing in common, mobility. Mobility for carry heroes was so important in 6.72 meta because teams liked to pick single core line-up. As we know, a carry without mobility can be kited easily with items like Force Staff and Ghost Scepter. Mobility also serves as escape mechanism. In the early game, teams liked to just sit back and farm up their carry. Anti Mage wa the dominating carry in because of his ability to farm and split push. Spectre is also very mobile, and is considered one of the best team fight carry.

When 6.74 came out, the meta had changed significantly. The meta game of that time was more pushing oriented. The top carry heroes of that time are Morphling, Lycan, Lone Druid and Naga Siren. The meta game had sped  up compared to previous version. This forced teams to pick up carry heroes that are capable to fight in early game. Morphling is considered very powerful even in early game with high burst damage and insane escape machanism. Lycan and Lone Druid are very good pushers hence they can help their team to take down towers and secure their gold advantage. Naga Siren was picked for her insane team fight set-up as well as being a counter pick to Lycan. In late 6.74 Anti Mage was picked up quite a lot to counter Morphling.

During 6.75, deathball meta was born. The meta game was about early game team fight and aggression. With this kind of fast-paced meta, traditional hard carry like Anti Mage and Spectre simply need to much farm to come online and their popularity decreased. Teams switched to some carry heroes with great early game presence such as Luna, Lone Druid and Lifestealer. Phantom Lancer was picked occasionally by some teams. Anti Mage was still popular among chinese team.

For 6.77, the meta was basically the same as 6.75. Gyrocopter was being discovered and quicky gained his popularity. Gyrocopter is strong in all stages of game, and he has insane team fight contribution. Spectre had made a return to the meta game because she get some nice buff to her spell. She can basically just sit back and farm and use her ultimate whenever the team fight occurs. Alchemist was also picked by some teams. In this meta, teams usually picked at least 2 carry and tried to farm up both. For example, Lone Druid and Lifestealer combo was used a lot by team IG.

Meta Game of Today
We are now playing the 6.78 version. Meta game of today is similar to the deathball, but with more variation to it. Early game aggression is even becoming more common. Teams like to play aggressive trilane to shut down their enemy. Teams are more focused on gaining the map control and tried to force out early game team fight. Ganking is big part of this meta game as killing a hero now give much more assist gold. Duo-core or tri-core line-up are always picked up. 4-protect-1 strategy is just too risky because teams will tried to shut down that 1 position carry as much as possible. Most of the popular carry heroes are very good laner by themselves or they can contribute in early game team fight.

Now, let's go through the popular carry of 6.78


Gyrocopter










This hero is kinda hot now. His early game is unmatched by any other carry with his high nuking power. Rocket Barrage deals huge damage in the early game. This makes him a very good trilane carry. He can also provide a much needed follow-up stun. His ultimate is very strong team fight ability and can completely turn the fight if used correctly. Not to forget, his ultimate go through magic immunity (slow only). Flak Cannon is very good in both farming and team fight. Although this spell get a cooldown nefted recently, it is still insanely good. In my opinion, this hero completely outshine Luna with higher reliability throughout the game.


Alchemist










This hero is very versatile as he can be played by several different ways. If he get a free farm lane, he can max his Greevil's Greed and get massive farm advantage. If he faces against enemy trilane, he can max his stun and try to help his allies. If he faces against pushing line-up, he can max his Acid Spray for defensive purpose. His ultimate is one of the transformation spell, giving him huge HP bonus, regeneration and insane attack speed. As we see, he can easily get 6-slotted around 25-30 minutes and become completely unstoppable. However, he is not very good in very late game because he is not very mobile. 


Spectre










This hero make a return to meta game because she get some huge buffs in previous version. Teams no longer play her as passive farming hero until she get Radiance. The meta game is not allowing it anymore. Today, players like to build Phase Boot, Drum into Diffusal Blade. This build allow her to participate in early game team fight. Haunt is such a good spell that it even deserved its spot as one of the best ultimate. It make spectre can keep on farming and she can choose to help her team whenever she wants. She also has superior mobility to keep on chasing her victim down. She is very hard to gank due to good escaping ability as well as being tanky. This hero is probably one of the best late game team fight carry if she get enough farm. However, she is weak before her level 6 and this means that she need a lot of protection before that.


Lone Druid










This hero was one of the most picked and banned hero in 6.77 version. He get some nefts in the latest version. Although not huge, but is enough to knock him down from top tier. He still has his strength and is still a worthy pick. He is one of the strongest laner and doesn't need any help in 1 vs 1 situation. Hence, supports are free to rotate. He is also extremely tanky after level 6, it means that he is not vulnerable to gank. His Spirit Bear is probably the strongest summon in the game. By using his Spirit Bear, his team can stay back and kinda slow siege towers. This is actually his biggest strength because his team can push with minimum risk. However, he can no longer buy Armlet on his bear. Hence, teams are forced to go for Radiance or MaelStrom build. 

Wednesday, May 15, 2013

6.78 CHANGELOG (SUGGESTION)

Alchemist
- Chemical Rage's bonus HP increased from 300/600/900 to 400/700/1000

Axe
Berserker's Call duration increased from 1.5/2/2.5/3 to 2/2.5/3/3.5

Beast Master
- STR gain increased from 2.2 to 2.6

Crystal Maiden
-Froze Bite duration increased from 1.5/2/2.5/3 to 2/2.5/3/3.5 seconds

Enigma
-Blackhole now last for 4/5/6 seconds

Invoker
-Base damage increased by 8

IO
-Tether mana cost increased from 40 to 60
-Overcharge HP/mana drain decreased from 3.5% to 3%

Lone Druid
- Spirit Bear now has 250 gold bounty

Luna
-Lucent Beam damage increased from 75/150/225/300 to 120/160/240/300

Lycan
- Summon Wolf mana cost reduced from 145 to 115/125/135/145

Magnus
-Skewer mana cost increased from 80 to 120
-Reverse Polarity stun duration rescale from 2.25/3/3.75 to 2.5/3/3.5 seconds

Morphling
-Morph mana cost reduced from 30 to 25
-Adaptive strike damage increased to 25/50/75/100 + 0.25 to 0.75/1.25/1.75/2.25 x AGI
-Base damage increased by 4

Nyx Assassin
-Spike Carapace mana cost increased from 40 to 40/50/60/70

Phantom Assassin
-Leveling ultimate now give her an active spell
Fatal Blow
Next attack has 100% to deal critical damage that ignore 75% armor. After the attack, ultimate is disabled for 6 seconds. Last 10 seconds and has 25 seconds cooldown. Mana cost is 75/100/125.

Phantom Lancer
- AGI gain decreased from 4.2 to 3.5
- Juxtapose illusion bonus damage taken increased from 350% to 400%

Shadow Shaman
-Hex mana cost reduced from 110/140/170/200 to 110/130/150/170

Spectre
- Haunt's cooldown improved from 120 seconds to 120/110/100 seconds
- Spectral Dagger mana cost decreased from 130/140/150/160 to 110/120/130/140

Tiny
- Toss mana cost reduced from 120 to 100

Undying
-Decay damage increase from 20/60/100/140 to 35/70/105/140
-Soul Rip heal/damage per unit increase from 25 to 30
Witch Doctor
-Paralyzing Cask stun duration increased from 1 to 1.25 seconds

Zues
-Lightning Bolt cooldown reduced to 5 seconds




Wednesday, March 20, 2013

NEW CARD IDEA

Dino Weapon - Twin Blade
****
EARTH/Dinosaur/Effect
You can equip this card from your hand or field to a face-up "Dino Fighter" monster you control. The equiped monster gain 800 ATK When the equiped monster attacks a defense position monster, deal piercing damage to your oponent.
1700/1000

Dino Weapon - Windrunner Bow
***
WIND/Dinosaur/Effect
You can equip this card from your hand or field to a face-up "Dino Fighter" monster you control. The equiped monster gain 500 ATK. You can send this card from your S/T zone to the graveyard to destroy 1 S/T card on the field.
1300/500

Dino Weapon - SpinoAxe
******
WATER/Dinosaur/Effect
You can equip this card from your hand or field to a face-up "Dino Fighter" monster you control. The equiped monster gain 1500 ATK. If the equiped monster is targeted by opponent's card effect, you can send this card from yout S/T zone to the graveyard instead. Then select 1 "Dino Weopon" monster other than "Dino Weopon - SpinoAxe", equip the selected card to that monster.
2400/2000

Dino Weapon - Head Knuckler
**
EARTH/Dinosaur/Tuner/Effect
You can equip this card from your hand or field to a face-up "Dino Fighter" monster you control. The equiped monster gain 300 ATK. If this card is used as synchro material for "Dino-Weopon" synchro monster, you can use other synchro materials from your hand. This card can only be used as tuner to summon dinosaur-type synchro monster.
800/1500

Dino Weapon - Horned Sheild
**
EARTH/Dinosaur/Effect
You can equip this card from your hand or field to a face-up "Dino Fighter" monster you control. the equiped monster gain 1500 DEF. If equiped monster is attacked, you can change it to defense position. You can banish 1 "Dino" monster from your graveyard to add this card from your graveyard to your hand. This effect can only be used once per turn.
0/2000


Dino Fighter - Weapon Master
****
EARTH/Warrior/Effect
When this card is normal summoned, you can select 1 level 4 or lower "Dino Weopon" monster from your deck and equip to this card. If you control "Dino Weapon" synchro monster, you can special summon this card from your hand.
1600/1200

Dino Fighter - Ambusher
***
EARTH/Warrior/Effect
When a "Dino Weopon" monster is special summon to your field, you can special summon this card from your hand or graveyard. If this card is special summoned this way, it is banished when it leaves the field. When a "Dino Weopon" card is equiped to this card, draw 1 card. You can only use this effect once per turn.
1200/800

Dino Fighter - Knight Shadow
***
DARK/Warrior/Effect
Once per turn you can select 1 "Dino Weopon" monster in S/T zone, special summon that card as monster to your field. If you control "Dino Weapon" synchro monster, you can special summon this card from your hand.
1400/700

Dino Fighter - Destiny Knight
*****
LIGHT/Warrior/Effect
Once per player turn you can send 1 "Dino Weopon" card in S/T zone to the graveyard, destroy 1 monster your opponent controls and deal half of the monster's ATK as damage to your opponent. If you control "Dino Weapon" synchro monster, you can special summon this card from your hand.

Dino Weapon - Raptor Sword
****
Dinosaur-type tuner + 1 or more Warrior-type non-tuner
FIRE/Dinosaur/Synchro/Effect
You can equip this card to a face-up "Dino Fighter" monster you control. The equiped monster gain 1500 ATK. When this card is treated as equip spell card, it can not be destroyed by opponent's card effect. You can send this card from S/T zone to the graveyard to negate the special summon of a monster.
1500/1500

Dino Weopon - DiploWhip
*****
Dinosaur-type tuner + 1 or more Warrior-type non-tuner
EARTH/Dinosaur/Synchro/Effect
You can equip this card to a face-up "Dino Fighter" monster you control. The equiped monster gain 1800 ATK. This card can not be destroyed by opponent's card effect when treated as an equip spell card. If the equiped monster would be destroyed, you can send this card from S/T zone to graveyard instead. After that, select 1 level 4 or lower "Dino Weopon" monster in graveyard and equip a face-up "Dino Fighter" monster. The equiped monster gain the following effect:
Once per player's turn, this card is not affected by opponent's S/T card's effect. When this card destroys a monster by battle, deal half of that monster's ATK as damage to your opponent.
1800/1800

Dino Weopon - AnkyloSpear
******

Dinosaur-type tuner + 1 or more Warrior-type non-tuner
EARTH/Dinosaur/Synchro/Effect
You can equip this card to a face-up "Dino Fighter" monster you control (it is treated as an equip spell). The equiped monster gain 2000 ATK and 2000 DEF. This card can not be destroyed by opponent's card effect when treated as an equip spell card. If the equiped monster would be destroyed, you can send this card from S/T zone to graveyard instead. Then, you can select 1 level 4 or lower "Dino Weopon" monster and equip it to a face-up "Dino Fighter" monster. The equiped monster gain the following effect:
Once per player turn, you can negate the activation of opponent's card effect and destroy that card. Then, increase this card's ATK and DEF by 500.











Wednesday, February 13, 2013

BURNING KNUCKLE

Monster(18)
Burning Knuckler - Glassjaw
3 Burning Knuckler - Headgear
Burning Knuckler - Spar
3 Burning Knuckler - Switchhitter
2 Burning Knuckler - Counterblow
2 Photon Thrasher
2 Effect Veiler 

Spell(13)
3 Mystical Space Typhoon
2 Pot of Duality
2 Forbiden Lance
1 Reinforcement of the Army 
1 Book of Moon 
1 Monster Reborn
1 Dark Hole
1 Foolish Burial
1 Heavy Storm

Trap(10)
2 Solemn Warning
2 Torrential Tribute
2 Compulsory Evaculation Device
2 Fiendish Chain 
1 Solemn Judgement

Extra(15)
Burning Knuckler - Restrained Barbaric Soldier, Leadblow
Blade Armor Ninja
1 Heroic Champion - Excalibur
Vylon Disigma
Lavalval Chain
Maestroke the Symphony Djinn
Number 16: Shock Master
Number 39: Utopia
Number C39: Utopia Ray
Number 50: Blackship of Corn
Number 91: Thunder Spark Dragon
Number 106: Huge Rock Palm, Giant Hand
Leviair the Sea Dragon



Thursday, January 31, 2013

DOTA 2, THE POPULAR CARRY OF DIFFERENT VERSION (ANALYSIS)

6.72 : DOMINATION OF ANTI-MAGE (敌法称霸)

Anti-Mage 










Reason : 
He started to get his reputation in The International 2011. He was picked and banned in 90.38% of the games and he won 70.59% of them. After The International 2011, people feared him and he was consistently banned. In fact, he is very annoying to play against. His main strength is:
1) Most mobile hero in the game.
2) The fastest farmer in the game.
3) Very hard to burst him down due to Spell Shield.
4) His right click power is decent even in early game.
5) Manta Style having Mana Break.
6) Low BAT (Base Attack Time) resulting in very high attack speed.
No doubt, he is a very powerful hero on his own. However, he also fitted the meta very well which is based on farming and split pushing as he is probably the best split push carry. Also, small hero pool contributed to his popularity as most of his counter was not yet introduced in DOTA 2 at that time. 


6.73 : ANTI-MAGE VS FACELESS VOID (敌法战虚空)

Anti-Mage










Reason : 
Due to him being overpowered, he was nefted in 6.74 which:
1) BAT increased from 1.35 to 1.45.
2) Reduced base armor by 1.
However, he still had superior BAT compared to most of the heroes (most heroes have 1.7 BAT). The nefts had not affected his popularity at all since he received very minor nefts. The main strength of this hero still remained. He is capable of getting over 700 GPM in late game with Battlefury and able to get 1 or 2 tier 4 items ahead of enermy carry hero. He can also push safely with high mobility without risking his life. 

Faceless Void










Reason : 
He was picked as a counter to Anti-Mage. Since Anti-Mage basically dominated the meta and there was no proper counter to Anti-Mage, people gave him a try. He is one of the few hero that is able to fight Anti-Mage head on. Unlike Anti-Mage which carry with massive farm, he is still able to provide something for his team even without farm through his powerful ultimate. Chronosphere, which is a BKB piercing 5 seconds AOE disable, is said to be one of the best ultimate in the game. He is also very mobile with Time Walk, thus hard to be kited and can hit his target effectively. However, he mostly failed as counter pick to Anti-Mage as:
1) Farm slower than Anti-Mage.
2) Reliant on both ultimate and Black King Bar to fight effectively.
3) Can not split push effectively.


6.74 : RETURN OF WATER-MAN (水人回归)

Morphling










Reason : 

He became popular due to huge buff in 6.73 and 6.74. Chinese teams basically dominated The International 2012 with him. Western teams just had to ban him against chinese teams. One of the most overpowered things about him is that Morph can be activated even when he is stunned. This makes him almost unkillable since healing rate of 152HP/second is too hard to overcome. He is the only hero with 3 escape mechanism with Waveform, Morph and Replicate. Waveform provides good burst damage in early game engagement as well as being mobility spell. This makes him good in early game as well as late game. In late game, he is the highest damage dealer in the game, capable of having more than 300 AGI points, able to instantly kill a support hero with his Ethereal Blade combo. Just like Anti-Mage, he is very good split push carry but also provides some utilities to his team. 

Naga Siren










Reason : 
She was the 2nd most banned hero in The International  2012. The combination of Naga Siren + Dark Seer + Tide Hunter was said to be invincible. This combination allows her to use her ultimate as initiation, then win every team fight with Dark Seer's Vacuum and Tide Hunter's Ravage. Song of the Siren serves as an reliable escape mechanism and initiation tool. Also, her level 3 ultimate has very short cool down of 60 seconds. She has a lot of utilities as a carry hero. Ensnare is very powerful since it stops her target from moving for 5 seconds and able to counter some popular heroes at that time such as LycantheropeRipe Tide and Mirror Image are very powerful spells and makes her very good in farming and split pushing. However, she lost most of the games and teams started to realize she will get outcarried in once late game hit in. Navi also proved that she is beatable with amazing counter pick.

Anti-Mage










Reason : 
He was no longer the god tier carry hero in this version. The meta game of early 6.77 was more about pushing and he can't deal with that. The meta of that time required carry heroes to be able to contribute in early game engagement. Since Anti-Mage can't do that, he lost his popularity in early 6.77. However, teams tried to pick him up again to counter Morphling and he did that very well. Anti-Mage can easily survive Morphling's shotgun combo and can chase Morphling down with superior mobility. Mana Break is also very good against Morphling since Morphling is very mana dependent. He can also better farmer and split pusher
than Morphling. He also proved that he is still very stable carry pick and won most of the game in The International 2012.


6.75 & 6.76 : THE DEATH BALL (死亡舞会)

Luna











She was brought into competitive scene by IG in The International 2012. The meta of 6.75 was about ganking and team fighting. Unlike most of the carry heroes, she has a very long range spamable nuke. Her ultimate also makes her powerful in early to mid game team fight. She is also very good in trilane since her aura makes her and her teammates hit very hard. Her aura also contributes in pushing down towers. She can get online relatively fast compared to other carry heroes. She can also farm very fast with Moon Glaive. In late game, it is very hard to defend against her since Moon Glaive will bounce between units. However, she has several weakness:
1) No escape mechanism.
2) Easy to burst down.
3) Loses power in late game.

Sven










Reason : 
He was picked due to his great skill set. He received continuous buff since 6.72 and became much more stronger than previous version. He is very good in trilane with his AOE stun and Warcry. Warcry provides massive armor bonus for his team and is great in tower diving. Great Cleave is also very good against illusion and lets him farm and push faster. He deals massive damage with his ultimate even without farm. However, he doesn't scale that well with item and get outcarried late game. He is also very reliant on Black King Bar in order to take fight. Besides that, he is not a mobile carry, hence he get kited easily late game.


6.77 : AGE OF DIVERSITY (多元化时代)

Lone Druid










Reason : 
Here comes the bear. He was picked or banned in 100% of the games in G-League 2012, which showed his popularity. In laning stage, he can solo against any hero and still win the lane. Hence, this allows versatility in terms on laning. He can crush any off lane hero without need of support heroes, hence supports are free to rotate. He is also very tanky even without item with his ultimate, hence hard to be ganked. He also do not need to put himself in danger since he can always stay back and let his Spirit Bear fight. Once he get Radiance on his bear, he can split push very well. In early to mid game, his bear is very hard to focus down since it has so much HP. His bear also provides powerful lock down and pushing power, allow his team to push tower safely with bear tanking in the front line. He and his bear both move very fast with Rabid on them, hence he can chase down his target and burn them with Radiance. He is just overall very versatile and stable carry, there is no reason not to pick him.

Luna










Reason : 
She is still picked frequently, however she is challenged by several carry heroes such as Lone Druid and Anti-Mage. She often go for Tranquil Boots and Ring of Aquila for some cheap regeneration, then rush Black King Bar. After that, her team will group up and search for team fight or push down towers. This is really effective strategy and teams had won many games with her.

Anti-Mage










Reason : 
This just shows that he is very stable carry. In my opinion, he is the most stable carry hero in the game. He is still very good in doing his job. In fact, he has 64% win rate in G-League 2012 which is considered very high.

Faceless Void










Reason : 
Teams pick him mainly for his Chorosphere, as well as good late game power. He has 60% win rate in G-League 2012, which is respectable. He is stronger than ever since Rubick can't use his ultimate against him anymore. 


Sources
http://dota-academy.com/home/
http://www.dota2wiki.com/wiki/User:Reaverxai
http://www.playdota.com/

Thursday, January 24, 2013

TIPS IN PICKS AND BANS IN 6.77

Before I start, I need to tell you the Do's and Don'ts as well as Tips in drafting.

Do's
1) Always prepare more than 1 line-up, each person around 5 - 9 heroes, depends on position in team. Normally support hero is easily replaced hence support player need to know more heroes, whereas long lane hero is fairly limited in number hence long lane player need to know less heroes. 

2) You do not need to fixed your position in your team, however it is good to do so. For example, a carry player can exchange position with other player if that player is suitable to play certain carry hero. But you should try to fix your position to get used to it.

3) Always try to have back-up plan in your mind if your strategy fails.

Don'ts
1) Picking with only counter picking in mind. This is fine but it won't take you too far. You need to have versatility in your line-up. This will be explained further in following section.

2) Picking without consider laning advantage. Some are too focused in picking so called OP heroes but never have the proper way to lane them.

3) Copying competitive player blindly without having the skill to play certain strategy.

4) Overestimate and underestimate strength of heroes. For example, public players tend to think that HuskarShadow Fiend, and Bloodseeker are very strong picks while underestimate the truly powerful heroes. You can get to recognize some good heroes by watching competitive replay. 

5) Picking so called OP heroes but do not have clear synergy between them. For example, picking Dark Seer in split push line-up is a common mistake since Dark Seer excels in team fight.

Tips
1) You can try to fool your opponent by last picking your key hero, however it's often not possible to do so.

2) If you know your opponent very well, you can ban and pick according to their play style. If you know nothing about them, standard pick and ban is the way to go.


Steps in Picks & Bans

First Ban Stage
1) You have two ban slot.

2) If you are on Radiant, you are 1st to go.

3) If you know your opponent well, then you can either ban their best hero or go for the standard ban. If not, standard ban is the safer choice.

4) Below are some examples of standard ban for 6.77 version.

Batridder











He is one of the most banned hero in this version. You can see it from G-League where he was banned or picked every single game. He is so popular right now for several reasons:
a) Very versatile in laning. This hero can go for solo long lane, solo mid, even doing stacks in jungle then clear jungle creeps with Firefly.
b) Wins the lane against almost any solo hero.
c) Reliable escape mechanism with Firefly.
d) One of the best initiator with Blink Dagger
e) Counter Magic Immunity as Lifestealer and BKB carries such as Luna are getting popular.

Nyx Assassin










He is very very annoying to play against, so annoying that you just have to ban him. He is just too hard to kill for a support hero. His stun is above average (2.77s) in terms of duration, his mana burn can easily deal over 500 damage to INT heroes in late game. If you wan to kill him, you must first have invi-detection. However, a well timed Spiked Carapace ruins your day and lets him escape safely. But, he has some weaknesses that set him back, he is too level and item dependent as a support, melee and his mana issue.

Magnus










His ulti makes Enigma's ulti a joke. 3.75 seconds AOE stun with no channeling and short cool down of 100 seconds is totally broken. He is very hard to kill with 1200 range Skewer. He can defend pushes decently due to his spamable Shockwave. He can go for solo mid or long lane solo.


5) If none of your team member knows how to play them, it is always better to ban them.

6) However if you have the 1st pick (means that you are on Radiant), you can let one of them get through so that you will get him.

7) Drafting is very dynamic, you can do your draft in other way as long as it works.

8) For example: if your opponent ban Tinker in this stage, they might be going for pushing strategy as Tinker is very good in defending base. So it is nice for you to pick up some AOE spamable spell to defend your base in the picking stage. However  you are not very sure of your opponent mind, hence versatility in your picks is highly important.

First Pick Stage
1) You can pick 3 heroes in this stage

2) Carry heroes are not easily replaced whereas support heroes can be replaced since support heroes share much more similarities. For example, Lone Druid is a very unique hero and you can't replace it with Anti-Mage as the pick works differently. However, Jakiro can be easily replaced with Leshrac or Lina and it won't affect the line-up that much.

3) If possible, pick your carry in this stage unless you are very confident and you have a plan in your mind. Why? If you do not pick your carry in this stage, your opponent will just ban good carry heroes and you are left with some medicore carry heroes. Good carry heroes are quite few right now compared to support heroes.

4) A good carry hero has 5 major characteristics: (Very Important)
- Mobility
- Escape Mechanism
- Survivility
- Damage
- Late Game Scaling

5) However, do not confine yourself with characteristics above since drafting is highly dynamic. For example: Naga Siren lacks of mobility, however her net can hold her target in place for 5 seconds so that she can hit her target effectively.

6) Picking long lane hero first is highly encouraged, as you will have more choices in your next pick. For example, first pick Dark Seer is quite a good choice since he is a very versatile hero and he is one of the best long lane hero. He can even go to jungle if things go horible for him.

7) If you are on Dire, you pick 2nd but you can pick 2 heroes at once. So you can get afford to get 2 heroes that works very well in the same team such as Brewmaster + LunaDark Seer + Lone Druid or Shadow Demon + Chen.

8) Always make sure your heroes can at least hold their own in lane. Laning is important since it decides your mid game, when larger scale fights start to happen frequently.

9) Picking melee hero for mid solo is not always a bad idea, since melee hero get more experience even if the creep is denied. Besides that, most melee hero are naturally tanky and can stand against harassment quite well. Some good candidates are Brew Master, Night StalkerBeastmaster and Magnus. However, if possible try to pick some powerful lane controller such as Queen of Pain and Templar Assasin so that you can win mid lane.

10) Do not pick easy to ganked hero as solo mid as it only take 1 smoke gang to destroyed your mid lane control. Shadow Fiend is no longer picked as solo mid since he stands no chance against smoke gang, whereas hero like Queen of Pain can escape with Blink.

11) You can pick support in this stage if you think that certain support is very important to your line-up, however you are advised to pick your long lane and carry hero first.

Second Ban Stage
1) You can ban 3 heroes in this stage, but do not worry since this is the easiest stage.

2) You just need to ban what opponent lacks of or what they might pick. For example, your opponent lacks carry in their pick, so you just have to ban some good carry to limit their option. That is why picking carry in 1st pick stage is highly encourage since if you do not, your opponent is going to ban all of them.

3) Banning long lane heroes is quite easy too since long lane heroes are very few. Some example of good long lane heroes are Batridder, Magnus, Dark Seer, Windrunner and Bounty Hunter. Most of them are quite likely to get banned or picked in first ban and first pick stage, hence it is very important to pick your long lane hero in first pick stage.

4) Just to remind, just ban watever your opponent lacks of unless you haven't pick that type of hero yet.

5) Banning support and solo mid heroes is a little bit tricky since the number is quite large compared to long lane and carry heroes. Just ban what you think your opponent will pick. You can also focus on banning some versatile and good heroes to limit opponent's laning option.

6) Certain heroes are just too powerful in the same line-up that you have to ban. For example, it is not wise to let your opponent get Dark Seer + Lone Druid. Spirit Bear with Radiance and Ion Shell is impossible to fight against in 20 minutes mark since your heroes will just melt to this combination. Hence, you can either ban or pick one of them so that your opponent do not get both of them.

7) Banning counter to your heroes is another good choice. For example, if you already pick Lifestealer, it is wise to ban Naga Siren since she is hard counter to Lifestealer. However, some heroes although being decent counter, is not ban worthy. For example, Blood Seeker can counter Anti-Mage to a point, but he is just not a reliable hero and banning him is a waste of ban.

8) Sometimes, it is not necessary to ban a hero that your opponent can't lane. For example, if you already pick Morphling, Anti-mage is Morphling counter as Anti-Mage can easily survive Morphling's shotgun with Spell Shield and can burn Morphling's mana and chase Morphling down with superior mobility. However if your opponent already selected their hard carry such as Lone Druid, you do not need to ban Anti-Mage.

Second Pick Stage
1) You can pick 2 heroes at this stage.

2) Normally primary support heroes are picked in this stage. Secondary support and solo mid heroes are often picked in this stage too.

3) At this stage, both you and your opponent already show picture of your line-up. So it is very easy to figure out what your opponent is trying to do.

4) These 2 picks should cover the weakness of your previous pick. For example, if you lack some lock down, pick it now.

5) Amount of reliable lock down is very important in your line-up so that you can lock down and kill your target. A team without stunner often faces huge problem later on, especially against opponent's carry.

6) Another important aspect is to pick some form of spamable AOE if your team lacks that. It is because that, sometimes you are force to stall the game by using AOE spell. A team without AOE takes too long to clear the creep wave and often faces problem in defending and pushing. AOE spells also contribute to team fight by alot.

7) Just to remind, you should pick the type of hero you lack, and your picks should cover the weakness of your previous picks.

8) Your line-up should be able to execute your strategy. For example a 4 protect 1 line-up revolving around Anti-Mage should be able to fight while Anti-Mage farms. The line-up should be able to defend base by themselves while Anti-Mage doing his split push to force opponents to back off. If the line-up fails, base will be destroyed and Anti-Mage will fail to carry.

9) Primary support should be farm dependent and level dependent. For example, Shadow Priest is not a good candidate for primary support since low leveled Shadow Priest is bad. However, some good support hero such as Leshrac and Shadow Demon is very good even at level 1.

Predicting the Lane
1) This is actually the final stage in drafting.

2) You should already do the following things:
- Pick your carry, solo mid, long lane, secondary support and primary support heroes. Assign each hero to their player.
- Make sure your heroes have laning advantage, or at least hold their own.
- Make sure your line-up is quite balanced in several aspect and versatile.
- Make sure you have back-up plan if your strategy fails.

3) For example, an early game push with 5 INT heroes is very risky as if the push fails, they will get outcarried easily late game. Hence, having some back-up plan is very crucial. Normally, carry hero acts as insurance for your team. If anything bad happens, you can still come back late game.

4) Now I will touch on this topic about lane prediction. The main purpose of lane prediction is to make sure you can get some crucial experience and level on your heroes. If possible, you can shut down opponent's key heroes.

5) The traditional 2-1-2 laning is very bad outside of public game, hence you should avoid that if possible.

6) Consider you are now on Radiant, try to lane your heroes with 1-1-3 or 1-1-2 + 1 jungle is a recommended way to go.

7) If your off lane solo stands no chance against opponent's trilane, do not hesitate to abandon the lane. For example, Dark Seer will get nothing against Chaos Knight + Jakiro + Rubick trilane. It is wise for Dark Seer to totally abandon the lane and get some farm and level inside the jungle. After that, go back to off lane to defend the tower. If not, you will end up with level 1 Dark Seer in 10 minutes.

8) 2-1-2 laning is bad because duolane stands no chance against trilane and will be forced out of experience range. If that happens, you will end up with 2 level 1 hero. With 1 hero going solo long lane, at worst you have only 1 hero getting totally shut down instead of both.

9) This section is very complicated and will never be explained this way. You can get more details by watching competitive replay.


Practical Example

Example 1:
Radiant Pick
Magnus, Luna, Brewmaster, Rubick, Lina
Dire Pick
Nature's Prophet, Night Stalker, Shadow Fiend, Shadow Shaman, Enigma

Which team has the better pick? It is very clear that Radiant's pick is better. How is Dire take fight against Radiant 20 minutes in? Once Luna get her BKB and Brewmaster get his Blink Dagger, the game is already over. Dire just can't take fight against Brewmaster's ultimate. Unless the Dire totally outplaying the Radiant, it is almost certain that the Radiant will win. However Enigma can turn the game around, but this is not a reliable way.

Example 2:
Radiant Pick
Lone Druid, Rubick, Queen of Pain, Windrunner, Lina
Dire Pick
Magnus, Anti-Mage, Jakiro, Vengeful Spirit, Templar Assassin

The picks are very even for both team. However lane prediction gives you huge advantage. First we assume that we are on the Radiant. We can 100% sure than Anti-Mage will always go for safe lane farming, it is very likely to be defensive trilane with Anti-Mage + Jakiro + Vengeful Spirit. If we go for standard way of laning, Windrunner will go solo top against the trilane. However we can do Windrunner + Rubick + Lina trilane against Dire's trilane. By this way, we can shut down Anti-Mage farm since we have 3 range heroes. however, our trilane will ends up underleveled since Dire can do pull and stack jungle creeps to get level on their support. So we should ward their pulling spot and always try to steal their pull or even pull our own so that our support get some level. Lone Druid will get almost free farm against Magnus since his laning is very powerful. Mid lane is almost even.

Hence we get:
a) Free farm on our Lone Druid while shut down Anti-Mage's farm.
b) Get good amount of farm on Windrunner resulting fast Mekansm and Force Staff

However:
a) Magnus not getting completely shut down.
b) Our support being underleveled.


Special Thanks
Alvin Seng
Khoo Khai Yuen
Alston Ang
Ezzen Lee
Tobi Wan 


Sources
http://dota-academy.com/home/
http://www.dota2wiki.com/wiki/User:Reaverxai
http://www.playdota.com/









Monday, January 21, 2013

DOTA 2, THE POPULAR SUPPORT FOR DIFFERENT VERSION

Hello, I'm here to post some analysis on the popular support hero since 6.72. What I posted here is purely based on statistic. If you do not agree with me, please kindly reply and state your opinion.

6.72

Lich










Reason:
The games were much slower and based on mobile agility hard carry such as Anti-Mage and Spectre. Hence, Lich shined as one of the best laning support for the carry. He can control the creep equilibrium by denying so that the creep wave always near to the tower to ensure carry safe farming as well as denying enermy farm and experiences. However, he faded away in 6.73 due to:
1) weak ganking
2) weak against pushes
3) completely countered by pipe and meka

Ancient Apparition











Reason:
He was picked for his laning power, as well as his ultimate. He is also an amazing trilane support to provide follow-up stun. He had one of the best ultimate in the game. He can assist gank globally as well as being one of the best team fight support with his ultimate. His ultimate also completely shut down meka, Chen's ultimate and magic stick/wand burst heal.  In 6.73, his popularity dropped due to competition from other support.


6.73 

Venomancer










Reason:
He is the most successful support hero in the late history of dota. He was picked for his versatility. He has several advantages over other support:
1) Strong at level 1 with Venomous Gale
2) Ward is very good against push
3) Ward provides good vision as well to protect his team
4) His ultimate is good even in late game
5) Able to get himself some farm by using his ward
Even if enermy tried to focus him down, as long as he cast his ultimate before dying, he has done his job. Just to remind, his level 3 ultimate is able to deal 1215 magical damage to each enermy hero.

Chen










Same as Venomancer, he is the most successful support hero in recent history of dota. Unlike other support, he can farm very fast in the jungle, resulting very fast meka for his team. One of his selling point is his ultimate, global burst heal can safe his teammate no matter where he is. If he get a good creep, he can start ganking with another support and start pushing down tower. One of the most overpowered ability with him is his ability to send back his teammate. 


6.74

Venomancer










Reason:
2nd most picked and 3rd most banned support hero in The International 2012, this alone justified his position. He was also picked and banned frequently in most major tournaments.

Chen










Reason:
1st most banned support hero in The International 2012.

Leshrac 











Reason:
1st most picked support hero in The International 2012. Actually he was ignored for very long time despite being very strong hero. In 6.74, games were shorter and push strategy was very dominant. Hence, having skill to clear creep wave is very important. Leshrac is one of the strongest pusher in the game due to Diabolic Edict as well as having huge amount of AOE burst damage. He is simply too versatile not to be picked. His stun is easier to land than Lina's and deal very good damage at level 1. He can even transition to semi-carry if given the farm.


6.75

Jakiro










Reason:
Ice Path was reworked in 6.75 from an unreliable weak spell, into a spamable long range AOE stun with low mana cost. His popularity rised also because of neft on popular support, including Chen, Leshrac and Venomancer. His aoe and team fight potential is pretty much insane. His ulti is not reliable but can be used together with some chain stun, dealing huge amount of damage in team fight. He is also tanky with natural high base STR.

Rubick










Reason:
He was actually much more popular in 6.74. But he was not played as support hero, but solo mid position instead. He was picked due to his versatility as well as his broken ultimate. He has some anti-push on his own, a very reliable disable, and very useful aura for his team. He can transition into utility hero if given the farm.


6.76-6.77

Keeper of the Light










Reason:
He was picked to shut down the push, as well as being one of the best trilane support. Chakara Magic can refill mana for the trilane. Mana leak as well as his ultimate, provide some utility to his team as well. The main strength of this hero is that Illuminate can clear all the creep wave no matter how big they are, and he alone can cause big issue if his enermies try to push. Unlike other support, he can actually get his farm and buy utility item in mid to late game.

Shadow Demon










Reason:
This hero was picked mainly for his Disruption. This spell can set-up gank, safe his teammate, provide aditional dps by creating illusion of carry. His Soul Catcher make tanking impossible. He can also provide scouting tools with Shadow Poison as well as some nice damage. His ultimate works on magic immunity is one of his selling point since BKB carries like Luna and Sven is seeing a lot of picks.


Sources
http://dota-academy.com/home/
http://www.dota2wiki.com/wiki/User:Reaverxai
http://www.playdota.com/