Dota2 is a game of skill and strategy. No strategy or line up can be said as the best as all strategy has its pros and cons. However, some of the strategies can be said as more stable simply because they allow more room for mistake. For example, I wouldn't consider a 5 carries line up as a valid strategy because it would be impossible for the team to reach late game since their early game is terrible. Also, I don't like a no carry pusher team because if you fail to take a lane of rax before 20 minutes, you simply lose the game.
So, what is a good strategy? A good strategy simply has room for mistake, or we can say alternative plan. In this meta, many of strategies are viable. In other words, this meta is volatile. I will go through some strategies and explain in details.
Duo Cores (双核)
2 core means double carry, and usually this kind of line-up has 2 main damage dealer. The other 3 usually provide utility and disable in ganking and team fight. Usually this type of strategy has balanced amount of early game and late game which means it has more room for mistake. One of the advantages for this strategy is that when playing from behind, teams can simply switch from 3-protect-2 to 4-protect-1. When it has a great early start, this line up can also take the fight to opponent. This type of line up use the resource in the most reasonable way. This is because in most of the game, only 2 lanes can provide good farm (usually for position 1 and 2). Hence, an additional carry is often not an ideal choice since he won't get enough farm to come online in the mid game. Thus, make the team vulnerable to mid game aggression. However, this type of line up require decent laning phase to take it to the mid game. But, falling slightly behind in early game is still manageable. In this case, the team can try to play 4-protect-1 style to create space for the main carry. Then use the super-farmed 1 position to create space for the rest of the team. However, this is just doable but not ideal. Split pushing ability is important in this kind of line up. Usually, at least one great split pusher is needed in this type of line up. Split pushing is one of the best way to get farm and in the same time, create space for the rest of the team. Lastly, counter initiation is important too. Since the opponents will try to gank the cores, counter initiation can be crucial to survive the gank. This type of style is mostly used by team DK. There is 1 more thing to mention, the carries must be good in the late game or else this strategy will fall apart.
Best Against : 4-protect-1
Worst Against : none
4-protect-1 and duo cores has almost the same playstyle and both wish to take it late. However, duo cores has better late game due to having 1 more core. Hence, if the game is dragged to very late game, the single core will be out carried by the double cores. This makes the playstyle of 4-protect-1 very ineffective against duo cores. The duo cores has no particularly bad match up because of its sheer versatility. However, it can be caught off guard with intense early game aggression followed by huge pushing power.
Example : 1) Morphling
2) Viper
3) Tide Hunter
4) Minara
5) Lion
or
1) Tiny
2) Puck
3) Nature's Prophet
4) Treant Protector
5) Io
Tri Cores Rush Face(三核冲脸)
Basically, 3 cores itself has 2 styles and both of them are completely different. One of them is focused on mid-game aggression and the other one is considered super greedy late game strategy. Since the former is far more popular, we will only discuss about the mid-game aggression 3 cores. This style is first used by Newbee. I think that this style is actually very flexible and has enough fire power in early, mid and late game. This type of style does not require team to run hard carry. Instead, they run 3 semi carries. Also, at least 2 cores are tanky so that they can act as front line. This type of strategy rely on their support during the early game to make rotation to secure the early advantage. Then, they will force the fight and take down tower by tower. Hence, picking the aggressive support is one of the key to its success. One of the advantages of this strategy is that it is extremely strong in mid game and still can hold its ground in late game. Also, there is almost no boundary between position 1, 2 and 3. Meaning that the 3 cores can exchange their position on farm priority based on the need of the team. This is very different from 4-protect-1 and duo cores where the farm priority is clear. Also, the initiator is extremely important for this strategy. With powerful initiation, they can take the fight to opponent. With tanky core and powerful team fight, they will force the fight with initiation and once they win the fight, they will take down the tower. Lastly, Meka carrier is important in this strategy since they need to group up and fight very early on. Hence, in this type of strategy, the Meka carrier is often given farm in the early game to secure fast Meka timing. However, split push seems to be biggest weakness of this type of strategy. Tanky cores and initiators are usually not mobile and they tend to be bad split pusher. Split pushing can delay their mid game aggression and avoid the fight. Powerful counter initiation can also counter this type of playstyle effectively.
Best Against : greedy line up with 3 or more cores
Worst Against : split push with good late game
Usually, greedy line up lacks of counter initiation and counter push ability. This makes it weak against the rush face strategy. Also, in the early to mid game, tanky cores with early Meka are very hard to be brought down. Thus, they can group up and push down tower without fear. However, split push is one of the best counter to the rush face strategy.
Example: 1) Viper
2) Brewmaster
3) Doom
4) Enchantress
5) Rubick
or
1) Viper
2) Death Prophet
3) Tide Hunter
4) Enchantress
5) Shadow Shaman
4-Protect-1(四保一)
This used to be the "go to" strategy in TI2. But, with huge amount of changes to the game, this is no longer the case. Nowadays, the 4-protect-1 style no longer has the late game advantage. This is due to the popularity of duo cores and tri cores. These type of strategy can hold their own in the late game against 4-protect-1, and offer much more flexibility. As said by LD, never put all the egg in 1 basket, and this is the story of today. However, this is still doable given in the right situation. This type of style is mainly used by Fnatic and occasionally, team DK. In the early game, 4 players must be able to play 4 v 5 before the carry comes online. Hence, heroes choice is extremely important. Also, the picks must have really good synergy with the carry in order to have good late game. I will not try to explain in a very detailed way since this is considered out-dated and is commonly known by everybody.
Example: 1) Tinker
2) Brewmaster
3) Beastmaster
4) Visage
5) Treant Protector
or
1) Naga Siren
2) Puck
3) Elder Titan
4) Lion
5) Disruptor
Tuesday, July 1, 2014
Monday, April 7, 2014
Monday, January 27, 2014
TOWER DEFENSE
Arrow Shooting Tower
***
EARTH/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then add 1 "Tower" monster card from your deck to your hand except "Arrow Shooting Tower".
500/1700
Iron Wall Tower
***
EARTH/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then place 1 "Tower Counter" on this card (max 1). This card gains 300 DEF for each "Tower Counter" placed on this card. If a face-up defense position "Tower" monster would be destroy, you can remove 1 "Wall Counter" from this card instead.
300/1900
Freezing Tower
****
WATER/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then target 1 card on the field; return the target to the Deck.
800/2000
Flame Tower
****
FIRE/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then increase this card ATK by 500. During your Main Phase 1, you can tribute this card in face-up Defense Position to destroy 1 card your opponent controls, inflict 1000 damage to your opponent. If you do, it is the end phase of this turn. During your Standby Phase, if you control a face-up Defense Position "Tower" monster, you can add this card from your graveyard to your hand. This effect of "Flame Tower" can only be used once per turn.
2000/800
Laser Beam Tower
****
LIGHT/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then special summon 1 "Tower" monster from your deck in face-up Defense Position except "Laser Beam Tower".
1000/1600
Cannon Tower
****
EARTH/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then draw 1 card.
1200/1800
Holy Tower - Heaven Judgement
****
LIGHT/Rock/Xyz
2 Level 4 Rock-Type monsters
This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can special summon 1 "Tower" monster from your hand or Graveyard, then switch the attack target to that monster. If this card in face-up Defense Position would be destroyed, you can destroy other face-up defense position "Tower" monster instead. If this card has Xyz materials, your opponent cannot Special Summon monsters. During your Standby-Phase, you must detach 1 Xyz Material from this card, then increase this card DEF by 500.
1500/2500
Tower Blocked the Way
Normal Trap
This card can only be activated in your opponent's turn, if you control a face-up Defense Position "Tower" monster, change all monster your opponent currently controls to Attack Position and negate their effect until the end of this turn. All Attack Position monsters must attack if possible during this turn.
Tower Unpassable Defense
Counter Trap
This card can only be activated if you control a face-up Defense Position "Tower" monster, negate the activation of your opponent's Spell/Trap card.
***
EARTH/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then add 1 "Tower" monster card from your deck to your hand except "Arrow Shooting Tower".
500/1700
Iron Wall Tower
***
EARTH/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then place 1 "Tower Counter" on this card (max 1). This card gains 300 DEF for each "Tower Counter" placed on this card. If a face-up defense position "Tower" monster would be destroy, you can remove 1 "Wall Counter" from this card instead.
300/1900
Freezing Tower
****
WATER/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then target 1 card on the field; return the target to the Deck.
800/2000
Flame Tower
****
FIRE/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then increase this card ATK by 500. During your Main Phase 1, you can tribute this card in face-up Defense Position to destroy 1 card your opponent controls, inflict 1000 damage to your opponent. If you do, it is the end phase of this turn. During your Standby Phase, if you control a face-up Defense Position "Tower" monster, you can add this card from your graveyard to your hand. This effect of "Flame Tower" can only be used once per turn.
2000/800
Laser Beam Tower
****
LIGHT/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then special summon 1 "Tower" monster from your deck in face-up Defense Position except "Laser Beam Tower".
1000/1600
Cannon Tower
****
EARTH/Rock/Effect
This card is change to Defense Position when it is Normal Summoned or Flip Summoned successfully. This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can negate the attack, then draw 1 card.
1200/1800
Holy Tower - Heaven Judgement
****
LIGHT/Rock/Xyz
2 Level 4 Rock-Type monsters
This card can attack while it is in Defense Position. If you control this card in face-up Defense Position, all Spell and Trap cards you control cannot be destroyed by your opponent card's effect. Once per turn, if this card in face-up Defense Position is attacked by an opponent's monster, you can special summon 1 "Tower" monster from your hand or Graveyard, then switch the attack target to that monster. If this card in face-up Defense Position would be destroyed, you can destroy other face-up defense position "Tower" monster instead. If this card has Xyz materials, your opponent cannot Special Summon monsters. During your Standby-Phase, you must detach 1 Xyz Material from this card, then increase this card DEF by 500.
1500/2500
Tower Blocked the Way
Normal Trap
This card can only be activated in your opponent's turn, if you control a face-up Defense Position "Tower" monster, change all monster your opponent currently controls to Attack Position and negate their effect until the end of this turn. All Attack Position monsters must attack if possible during this turn.
Tower Unpassable Defense
Counter Trap
This card can only be activated if you control a face-up Defense Position "Tower" monster, negate the activation of your opponent's Spell/Trap card.
Saturday, January 18, 2014
NEW CARD IDEA BASED ON FLIP EFFECT
MAIN MONSTER
Masked Beast - Balrog Dog
**
DARK/Beast/Effect
FLIP: Destroy 1 card on the field. When this card is flipped face-up, destroyed it during the end phase of that turn.
1000/500
Masked Beast - Spirit Cat
**
DARK/Beast/Effect
FLIP: Select up to 2 cards on the field except this card, return the selected cards to the hand. When this card is flipped face-up, destroyed it during the end phase of that turn.
500/1000
Masked Beast - Dark Falcon
**
DARK/Winged-Beast/Effect
FLIP: Select 1 "Masked Beast" monster and special summon it to your field in face-down defense position except "Masked Beast - Dark Falcon". When this card is flipped face-up, destroyed it during the end phase of that turn.
0/1500
Masked Beast - Battle Ox
***
EARTH/Beast/Effect
FLIP: Draw 1 card. This card cannot be destroyed by battle. This card cannot attack your opponent directly. During your end phase, destroy this card if it is face-up on your field.
1500/500
Masked Beast - Baphomet
***
DARK/Beast/Effect
FLIP: Select 1 "Masked Beast" monster you control, change the level of all "Masked Beast" monsters you currently control to the level of selected monster. This card cannot be destroyed by battle. This card cannot attack your opponent directly. During your end phase, destroy this card if it is face-up on your field.
1300/700
Masked Beast - Underworld Serpent
***
DARK/Reptile/Effect
Flip: Special summon 2 "Masked Beast" monsters with the same level in your graveyard. Immediately after this effect resolves, xyz summon a "Masked Beast" xyz monster using those 2 monsters only. This card cannot be destroyed by battle. This card cannot attack your opponent directly. During your end phase, destroy this card if it is face-up on your field.
1100/900
Masked Beast - Ghost Fire Fox
**
DARK/Beast/Effect
During your main phase, you can send this card from your hand to your graveyard. If you do, up to twice per turn, you can change a face-down monster you control into face-up attack position. You can only activate the effect of "Masked Beast - Ghost Fire Fox" per turn.
750/750
BOSS MONSTER
Masked Beast King - Doom Unicorn
**
DARK/Beast/Xyz
2 x level 2 "Masked Beast" monsters
If you control face-down defense position monster, this card cannot be selected as an attack target and cannot be destroyed by card effects. This card gains 200 ATK for each face-down monster you control. Once per turn, you can detach 1 xyz material from this card, special summon 1 "Masked Beast" monster from your graveyard in face-down defense position. Each time a "Masked Beast" monster is flipped face-up, inflict 800 damage to your opponent.
1400/600
Masked Beast King - Shadow Lion
***
DARK/Beast/Xyz
2 x level 3 "Masked Beast" monsters
If you control face-down defense position monster, this card cannot be selected as attack target and cannot be destroyed by card effects. Once during either player's turn, you can detach 1 xyz material from this card to activates one of these effects:
- select 1 face-up monster and change it to face-down defense position.
- select 1 face-down monster and change it to face-up attack position.
Each time a "Masked Beast" monster is flipped face-up, inflict 800 damage to your opponent. During your end-phase, you can attach 1 "Masked Beast" monster to this card as xyz material, then draw 1 card. This effect can only be activated once per turn.
2000/1000
SPELL
Masked Beast Call
Normal Spell
Add 1 "Masked Beast" monster from your deck to your hand, if you do, you cannot normal summon or special summon monsters in face-up position until the end of this turn. You can only activate 1 "Masked Beast Reinforcement" per turn.
Masked Beast Draw
Quick-Play Spell
Activate this card only if you control a face-down monster or a "Masked Beast" monster (at least 1). Draw 2 cards, then send 1 "Masked Beast" card to your graveyard, and if you do not, skip your next 2 draw phases. You can only activate 1 "Masked Beast Draw" per turn.
TRAP
Masked Beast Mirror
Normal Trap
Special summon 1 level 3 or lower "Masked Beast" monster from your graveyard in face-down defense position. Immediately after this effect resolves, change it to face-up attack position. You can only activate 1 "Masked Beast Mirror" per turn.
Masked Beast - Balrog Dog
**
DARK/Beast/Effect
FLIP: Destroy 1 card on the field. When this card is flipped face-up, destroyed it during the end phase of that turn.
1000/500
Masked Beast - Spirit Cat
**
DARK/Beast/Effect
FLIP: Select up to 2 cards on the field except this card, return the selected cards to the hand. When this card is flipped face-up, destroyed it during the end phase of that turn.
500/1000
Masked Beast - Dark Falcon
**
DARK/Winged-Beast/Effect
FLIP: Select 1 "Masked Beast" monster and special summon it to your field in face-down defense position except "Masked Beast - Dark Falcon". When this card is flipped face-up, destroyed it during the end phase of that turn.
0/1500
Masked Beast - Battle Ox
***
EARTH/Beast/Effect
FLIP: Draw 1 card. This card cannot be destroyed by battle. This card cannot attack your opponent directly. During your end phase, destroy this card if it is face-up on your field.
1500/500
Masked Beast - Baphomet
***
DARK/Beast/Effect
FLIP: Select 1 "Masked Beast" monster you control, change the level of all "Masked Beast" monsters you currently control to the level of selected monster. This card cannot be destroyed by battle. This card cannot attack your opponent directly. During your end phase, destroy this card if it is face-up on your field.
1300/700
Masked Beast - Underworld Serpent
***
DARK/Reptile/Effect
Flip: Special summon 2 "Masked Beast" monsters with the same level in your graveyard. Immediately after this effect resolves, xyz summon a "Masked Beast" xyz monster using those 2 monsters only. This card cannot be destroyed by battle. This card cannot attack your opponent directly. During your end phase, destroy this card if it is face-up on your field.
1100/900
Masked Beast - Ghost Fire Fox
**
DARK/Beast/Effect
During your main phase, you can send this card from your hand to your graveyard. If you do, up to twice per turn, you can change a face-down monster you control into face-up attack position. You can only activate the effect of "Masked Beast - Ghost Fire Fox" per turn.
750/750
BOSS MONSTER
Masked Beast King - Doom Unicorn
**
DARK/Beast/Xyz
2 x level 2 "Masked Beast" monsters
If you control face-down defense position monster, this card cannot be selected as an attack target and cannot be destroyed by card effects. This card gains 200 ATK for each face-down monster you control. Once per turn, you can detach 1 xyz material from this card, special summon 1 "Masked Beast" monster from your graveyard in face-down defense position. Each time a "Masked Beast" monster is flipped face-up, inflict 800 damage to your opponent.
1400/600
Masked Beast King - Shadow Lion
***
DARK/Beast/Xyz
2 x level 3 "Masked Beast" monsters
If you control face-down defense position monster, this card cannot be selected as attack target and cannot be destroyed by card effects. Once during either player's turn, you can detach 1 xyz material from this card to activates one of these effects:
- select 1 face-up monster and change it to face-down defense position.
- select 1 face-down monster and change it to face-up attack position.
Each time a "Masked Beast" monster is flipped face-up, inflict 800 damage to your opponent. During your end-phase, you can attach 1 "Masked Beast" monster to this card as xyz material, then draw 1 card. This effect can only be activated once per turn.
2000/1000
SPELL
Masked Beast Call
Normal Spell
Add 1 "Masked Beast" monster from your deck to your hand, if you do, you cannot normal summon or special summon monsters in face-up position until the end of this turn. You can only activate 1 "Masked Beast Reinforcement" per turn.
Masked Beast Draw
Quick-Play Spell
Activate this card only if you control a face-down monster or a "Masked Beast" monster (at least 1). Draw 2 cards, then send 1 "Masked Beast" card to your graveyard, and if you do not, skip your next 2 draw phases. You can only activate 1 "Masked Beast Draw" per turn.
TRAP
Masked Beast Mirror
Normal Trap
Special summon 1 level 3 or lower "Masked Beast" monster from your graveyard in face-down defense position. Immediately after this effect resolves, change it to face-up attack position. You can only activate 1 "Masked Beast Mirror" per turn.
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%
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
>>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.
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