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%
Thursday, December 26, 2013
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
>>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.
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
- 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.
****
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)
3 Burning Knuckler - Glassjaw
3 Burning Knuckler - Headgear
3 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)
3 Burning Knuckler - Restrained Barbaric Soldier, Leadblow
1 Blade Armor Ninja
1 Heroic Champion - Excalibur
1 Vylon Disigma
1 Lavalval Chain
1 Maestroke the Symphony Djinn
1 Number 16: Shock Master
1 Number 39: Utopia
1 Number C39: Utopia Ray
1 Number 50: Blackship of Corn
1 Number 91: Thunder Spark Dragon
1 Number 106: Huge Rock Palm, Giant Hand
1 Leviair the Sea Dragon
3 Burning Knuckler - Glassjaw
3 Burning Knuckler - Headgear
3 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)
3 Burning Knuckler - Restrained Barbaric Soldier, Leadblow
1 Blade Armor Ninja
1 Heroic Champion - Excalibur
1 Vylon Disigma
1 Lavalval Chain
1 Maestroke the Symphony Djinn
1 Number 16: Shock Master
1 Number 39: Utopia
1 Number C39: Utopia Ray
1 Number 50: Blackship of Corn
1 Number 91: Thunder Spark Dragon
1 Number 106: Huge Rock Palm, Giant Hand
1 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)
Reason :
Reason :
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 Lycantherope. Ripe 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/
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 Lycantherope. Ripe 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/
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