Dota 6.75 Map - Official Dota-Allstars 6.75 DownloadNews and Update. DotA 6.74 maybe is not up yet, we already know that new contents will be added on the DotA 6.75! So, let IceFrog know what kind of new contents you will like on the DotA 6.75 :) Updates: March 1 2012 IceFrog confirm that DotA 6.75 will contains new contents. Check it out here. PS: Subscribe this blog and we'll email you if Dota 6.75 map already released ...
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12 Mart 2012 Pazartesi
Dota 6.75 Map - Official Dota-Allstars 6.75 DownloadNews and Update. DotA 6.74 maybe is not up yet, we already know that new contents will be added on the DotA 6.75! So, let IceFrog know what kind of new contents you will like on the DotA 6.75 :) Updates: March 1 2012 IceFrog confirm that DotA 6.75 will contains new contents. Check it out here. PS: Subscribe this blog and we'll email you if Dota 6.75 map already released ...
Dota Rune Guide, all about Dota-Allstars Rune. This guide will give you a brief explanation about Runes on Dota-Allstars. Let's check it out!
Rune can be found at 2 fixed locations on the river; 1 at the top side and 1 at the bottom side of the map. It first appear at 0:00 and once a rune was taken, it will appear again every 2 min of game time (2:00, 4:00, 6:00, 8:00 etc) at 1 of the 2 locations. Their spawning location is decided randomly and their type is decided randomly as well.
There are 5 types of runes with each of them give different effects:
Double Damage - Increase your attack damage by 100% and lasts for 45 sec. It only counts your base damage and damage you gain from your primary stats (eg: Your agi hero has 30 base damage and 50 agi so DD will increase your attack by +80 damage). Raw damage are not counted so don't expect divine rapier to give you +500 damage when you combo it with DD. DD is based on roar so it won't stack with other buff that is based on roar (battle cry, enchant totem).
Haste - Increase your mspd by 100% and lasts for 30 sec. Note that haste does not give you permanent 522 mspd, you still can be slowed! For example, you pick a haste rune then a viper use lvl 3 viper strike on you (80% slow). In this case, you only get 20% mspd increment from haste.
Regeneration - Increase your regen by 100 hp/sec and 67 mana/sec and lasts for 30 sec. The buff will be removed once you're damaged. Regen rune and bottle's regen do not stack.
Invisibility - Grant invisibility. Lasts for 45 sec or until youperform an attack or cast a spell.
Illusion - Create 2 illusion of your hero which deals 50% damage and receives 400% more damage. Lasts for 75 sec. Not limited to heroes, any units with inventory are able to pick up runes (chicken, spirit bear etc). Rune has 75 hp and can be attacked if you want to destroy it (they're immune to spells though). Some runes doesn't work well with magic immunity so please be careful with your repel/BKB. Using Runes Runes have multiple usage, depending on their types. Some runes are good for ganker while some runes are made for DPS-er. Sometime it's best to wait for your ally to take the rune but sometime you need to take the rune, even though you won't benefit much from it. Why? Because if you didn't take it, the opponent might take it later. Bottle users can benefit from any kind of runes because they can use it to replenish their bottle. A brief explanation on how to use each rune properly can be seen below: Double Damage - This rune was made for DPS-er but ganker can benefit from it as well. If you have carry with massive dps like PA or troll in your team, let them take this rune and see how they rape the enemy team single-handedly. Haste - This rune has two usage; chasing or escaping. Any ganker/DPS-er can use it for better chasing but the one who needs proper placement (centaur, ursa, techies etc) is the best candidate for it. Anyone can use it for escaping, especially the one with no escape abilities like blink or windwalk. Regeneration - Awesome rune for lane staying purpose. Nukers like Zeus or Leshrac can abuse this rune to spam their spells for 30 sec non-stop. Gankers can use it to replenish their hp/mana between ganks so they can continue ganking without any need to heal at fountain. Invisibility - Awesome rune for ganker, especially for the one who needs proper placing like centaur, magnataur or techies. Can be used for escaping purpose as well. Illusion - You can use this rune for either scouting or confusing your enemy. Control it like the real hero and see if your opponents fell for it and waste their spells on this illu. You can't use this illu to tank damage or deal some dps because they can't survive long in battle. Other than that, you can use your illu for some task depending on how creative you are and how good you micro them. If you lazy (like me), just leave your illu at the rune spot so they can scout for the next rune. Bottle
Sometime a rune is better kept rather than using it immediately. For example, you find a haste rune but you see no enemy to gank for or you're not in any situation to use it for escaping. If you take it and back to farming, it'll ended up wasted. If you didn't take it, your opponent might take it later. This is when bottle will do the trick. Not only you can store a rune for up to 2 min, whenever you use the rune, your bottle will back with full charges. Storing rune can become handy, depending on what kind of rune you keep. You can store a DD rune to be used in gank/team battle later on, you can store a haste/invi rune to escape from ganks, you can store a regen rune to be used when you run out of hp/mana and so on. Then you get your bottle with full charges, use it to replenish your hp/mana. Do not forget that after using invi rune, you're free to use 1 charge of bottle without breaking your invisibility. Rune Control Now we know that runes can give you some advantages and they become even more useful if you have bottle with you. However, do not forget this: if you can take advantage of runes, so do your opponents. It would be frustrating if you have a bottle but can't find any rune to refill it. It would be more frustrating to see your opponent use runes for their advantage and for worst case scenario; use it to pwn your entire team. So, how could we prevent this from happening? The answer: get vision of the rune spots. You can do this by using wards or other skills that provide vision. By doing this, your team gain full control of the runes and able take it whenever they spawn. Other than wards, you can use: Eye In The Forest Revenants Broodmother's web Psionic trap Watcher Remote mines Rexxar's hawk. Just place them over the rune spot and you'll be able to see if any rune has spawned there or not. Mid Soloer With bottle, they can abuse runes to refill it so they can stay at their lane with sufficient hp and mana. Compared to those who lane at btm/top lane, those who in mid lane can access both top and btm runes easily. All left is to rely on luck and hope you get to the right spot every 2 min. If your team has wards, it would be easier for them. Ganker/Roamer Ganking consumes mana and hp (due to tower dive). The best option for ganker to replenish their hp/mana is bottle. They'll spend a lot of times crossing river so there's a high chance they'll find a rune on their way. Runes can help them gank easier and once they use it, their bottle will back with full charges. Use the charges to replenish your hp/mana and go back to ganking.
There are 5 types of runes with each of them give different effects:
Double Damage - Increase your attack damage by 100% and lasts for 45 sec. It only counts your base damage and damage you gain from your primary stats (eg: Your agi hero has 30 base damage and 50 agi so DD will increase your attack by +80 damage). Raw damage are not counted so don't expect divine rapier to give you +500 damage when you combo it with DD. DD is based on roar so it won't stack with other buff that is based on roar (battle cry, enchant totem).
Haste - Increase your mspd by 100% and lasts for 30 sec. Note that haste does not give you permanent 522 mspd, you still can be slowed! For example, you pick a haste rune then a viper use lvl 3 viper strike on you (80% slow). In this case, you only get 20% mspd increment from haste.
Regeneration - Increase your regen by 100 hp/sec and 67 mana/sec and lasts for 30 sec. The buff will be removed once you're damaged. Regen rune and bottle's regen do not stack.
Invisibility - Grant invisibility. Lasts for 45 sec or until youperform an attack or cast a spell.
Illusion - Create 2 illusion of your hero which deals 50% damage and receives 400% more damage. Lasts for 75 sec. Not limited to heroes, any units with inventory are able to pick up runes (chicken, spirit bear etc). Rune has 75 hp and can be attacked if you want to destroy it (they're immune to spells though). Some runes doesn't work well with magic immunity so please be careful with your repel/BKB. Using Runes Runes have multiple usage, depending on their types. Some runes are good for ganker while some runes are made for DPS-er. Sometime it's best to wait for your ally to take the rune but sometime you need to take the rune, even though you won't benefit much from it. Why? Because if you didn't take it, the opponent might take it later. Bottle users can benefit from any kind of runes because they can use it to replenish their bottle. A brief explanation on how to use each rune properly can be seen below: Double Damage - This rune was made for DPS-er but ganker can benefit from it as well. If you have carry with massive dps like PA or troll in your team, let them take this rune and see how they rape the enemy team single-handedly. Haste - This rune has two usage; chasing or escaping. Any ganker/DPS-er can use it for better chasing but the one who needs proper placement (centaur, ursa, techies etc) is the best candidate for it. Anyone can use it for escaping, especially the one with no escape abilities like blink or windwalk. Regeneration - Awesome rune for lane staying purpose. Nukers like Zeus or Leshrac can abuse this rune to spam their spells for 30 sec non-stop. Gankers can use it to replenish their hp/mana between ganks so they can continue ganking without any need to heal at fountain. Invisibility - Awesome rune for ganker, especially for the one who needs proper placing like centaur, magnataur or techies. Can be used for escaping purpose as well. Illusion - You can use this rune for either scouting or confusing your enemy. Control it like the real hero and see if your opponents fell for it and waste their spells on this illu. You can't use this illu to tank damage or deal some dps because they can't survive long in battle. Other than that, you can use your illu for some task depending on how creative you are and how good you micro them. If you lazy (like me), just leave your illu at the rune spot so they can scout for the next rune. Bottle
Sometime a rune is better kept rather than using it immediately. For example, you find a haste rune but you see no enemy to gank for or you're not in any situation to use it for escaping. If you take it and back to farming, it'll ended up wasted. If you didn't take it, your opponent might take it later. This is when bottle will do the trick. Not only you can store a rune for up to 2 min, whenever you use the rune, your bottle will back with full charges. Storing rune can become handy, depending on what kind of rune you keep. You can store a DD rune to be used in gank/team battle later on, you can store a haste/invi rune to escape from ganks, you can store a regen rune to be used when you run out of hp/mana and so on. Then you get your bottle with full charges, use it to replenish your hp/mana. Do not forget that after using invi rune, you're free to use 1 charge of bottle without breaking your invisibility. Rune Control Now we know that runes can give you some advantages and they become even more useful if you have bottle with you. However, do not forget this: if you can take advantage of runes, so do your opponents. It would be frustrating if you have a bottle but can't find any rune to refill it. It would be more frustrating to see your opponent use runes for their advantage and for worst case scenario; use it to pwn your entire team. So, how could we prevent this from happening? The answer: get vision of the rune spots. You can do this by using wards or other skills that provide vision. By doing this, your team gain full control of the runes and able take it whenever they spawn. Other than wards, you can use: Eye In The Forest Revenants Broodmother's web Psionic trap Watcher Remote mines Rexxar's hawk. Just place them over the rune spot and you'll be able to see if any rune has spawned there or not. Mid Soloer With bottle, they can abuse runes to refill it so they can stay at their lane with sufficient hp and mana. Compared to those who lane at btm/top lane, those who in mid lane can access both top and btm runes easily. All left is to rely on luck and hope you get to the right spot every 2 min. If your team has wards, it would be easier for them. Ganker/Roamer Ganking consumes mana and hp (due to tower dive). The best option for ganker to replenish their hp/mana is bottle. They'll spend a lot of times crossing river so there's a high chance they'll find a rune on their way. Runes can help them gank easier and once they use it, their bottle will back with full charges. Use the charges to replenish your hp/mana and go back to ganking.
Dota-Allstars Attack Speed Guide will be posted here. This guide is made by Mallefrom www.dota-allstars.com , all the credit belong to him.
( 1 + IAS ) / BAT = Attacks Per Game Second BAT / ( 1 + IAS ) = Game Seconds Per Attack BAT is Base Attack Time: The time in seconds between attacks without any increased attack speed IAS is Increased Attack Speed: How much faster you attack (100% IAS = 1.00 IAS) Each point of agility gives you 0.01 (or 1%) IAS.
IAS stacks additively
Gloves of Haste (15% IAS) and Hyperstone (55% IAS) will give you a total of 0.7 (55%+15%=70%) IAS.
Negative values (from something that slows you) is just removed from your IAS
Take the above example of 0.7 (70%) IAS but you get slowed by Untouchable lvl 3 for -0.90 (-90%) IAS, you end up at -0.2 (-20%) IAS.
The final IAS affecting your attack can range from -0.8 to 4. Anything less than -0.8 will act as -0.8, and anything more than 4 will act as 4.
Maximum attack speed is thus:
5 / BAT = Attacks Per Game Second
BAT / 5 = Game Seconds Per Attack
And minimum attack speed is thus:
0.2 / BAT = Attack Per Game Second
BAT / 0.2 = Game Second Per Attack
To see which is more effective to get, IAS or damage, you can use the following formula:
X = Y * ( 1 + IAS ) / DPA
Y = ( X * DPA ) / ( 1 + IAS )
DPA = Damage Point Average (the average damage per attack)
IAS = Increased Attack Speed
X = amount of IAS needed to equal Y damage
Y = amount of damage needed to equal X IAS
( 1 + IAS ) / BAT = Attacks Per Game Second BAT / ( 1 + IAS ) = Game Seconds Per Attack BAT is Base Attack Time: The time in seconds between attacks without any increased attack speed IAS is Increased Attack Speed: How much faster you attack (100% IAS = 1.00 IAS) Each point of agility gives you 0.01 (or 1%) IAS.
IAS stacks additively
Gloves of Haste (15% IAS) and Hyperstone (55% IAS) will give you a total of 0.7 (55%+15%=70%) IAS.
Negative values (from something that slows you) is just removed from your IAS
Take the above example of 0.7 (70%) IAS but you get slowed by Untouchable lvl 3 for -0.90 (-90%) IAS, you end up at -0.2 (-20%) IAS.
The final IAS affecting your attack can range from -0.8 to 4. Anything less than -0.8 will act as -0.8, and anything more than 4 will act as 4.
Maximum attack speed is thus:
5 / BAT = Attacks Per Game Second
BAT / 5 = Game Seconds Per Attack
And minimum attack speed is thus:
0.2 / BAT = Attack Per Game Second
BAT / 0.2 = Game Second Per Attack
To see which is more effective to get, IAS or damage, you can use the following formula:
X = Y * ( 1 + IAS ) / DPA
Y = ( X * DPA ) / ( 1 + IAS )
DPA = Damage Point Average (the average damage per attack)
IAS = Increased Attack Speed
X = amount of IAS needed to equal Y damage
Y = amount of damage needed to equal X IAS
Dota-Allstars Triggered Spells Guides will be posted here. This guide is made byTennis from www.dota-allstars.com , all the credit belong to him.
Triggered Spell Attack and Damage Type Table
The way this works is that all triggered damage has two properties: attack type and damage type (well, all damage really does, but this is beside the point). Attack type is used by armor classes and includes Hero, Siege, Piercing, Normal, Spells, etc. Damage type is not actually used for calculating damage but more for determining if and how the target will be damaged. There are three main classes of damage types: Physical, Magical, and Universal. Some common Damage Types used in DotA are Normal (physical and reduces damage based upon armor) and Magic (magical and is unaffected by armor). Most damage types other than those two seem to be Magical, although there are some that are not, but Normal seems to be the only one that applies armor. Magic immune units cannot be damaged by abilities that use a magical damage type, but magical immunity makes no difference for the Spells damage type.
In short, for all practical purposes here, hero spell resistance will only be applied when the attack type is Spells. Armor will only be applied when the damage type is Normal.
Other important notes is that all damage done with Damage type Normal is considered physical, melee damage. This means that effects such as Centaur's Return and Lich's Frost Armor and items such as Blade Mail and Stout Shield will trigger off of this damage, even if the source of the damage is ranged.
This alphebetized list is provided as a reference to the damage reduction of each spell, along with some random notes about how the spells work.
All of this data was taken in 6.19 but should still hold true unless anything has been changed, and includes all of the heroes that deal damage directly through triggers. This list can help you counter or take advantage of certain abilities and help you with what to buy to help against some spells (For example, don't buy Aegis for spell damage reduction against Rupture). If you think I left something out, that some information is incorrect or requires clarification, or that a section is outdated, feel free to post it; I could've very easily missed something or made a mistake.
Acid Spray (Alchemist)
* Attack type Spells, Damage type Normal
Adaptive Strike (Morphling)
* Attack type Hero, Damage type Normal
* Adaptive Strike deals damage if Morphling's agility is greater than his strength, stun and knockback if his strength is greater than his agility, and both if they are equal.
Arcane Orb (Obsidian Destroyer)
* Attack type Hero, Damage type Magic
Backstab (Stealth Assassin)
* Attack type Hero, Damage type Normal
* Illusions play the graphic of Backstab, but deal no damage.
* Backstab will activate if the directions that the Stealth Assassin and his target are facing are within 105 degrees of each other.
Blink Strike (Chaos Knight, Phantom Assassin, Stealth Assassin)
* Attack type Normal, Damage type Normal
* Blink Strike deals the damage as stated, moves the caster to the position of the target, and tells the caster to attack the target. If the target is allied, there is a small pause added, the script deals no damage, and the caster is not issued an order.
Brain Sap (Bane Elemental)
* Attack type Hero, Damage type Magic
* Brain Sap heals Atropos for the full listed amount, even if the target had less HP than that amount.
Chaos Bolt (Chaos Knight)
* Attack type Spells, Damage type Magic
* Chaos Bolt deals a random amount of damage from 1 to 200 at all levels.
Counter Helix (Axe)
* Attack type Hero, Damage type Normal
* This passive deals full damage when triggered by illusions.
* AoE of 300
Culling Blade (Axe)
* If the target is at 300/450/625 HP or less, then Culling Blade deals 100000000 damage with Attack type Normal, Damage type Normal.
* Otherwise, its damage is by default Attack type Spells, Damage type Magic
Death Coil (Lord of Avernus)
* Self-damage has Attack type Hero, Damage type Magic
* Damage to enemies has Attack type Spells, Damage type Magic
Desolate (Spectre)
* Attack type Hero, Damage type Divine (Magical)
* Will activate if the attacked hero has no allies within 900 disance, including other heroes, creeps, summons, or illusions (but not towers).
Diabolic Edict (Tormented Soul)
* Attack type Spells, Damage type Normal
* This spell deals damage equal to 12.5 times the level of the spell to a random target within 500 of the caster ever quarter second.
Dispersion (Spectre)
* Attack type Hero, Damage type Magic
* Dispersion has a damage cap of Mercurial's max HP.
* The stun lasts 0.5 seconds on creeps, 0.01 seconds on heroes.
* AoE of 400.
Double Edge (Centaur Warchief)
* Attack Type Spells, Damage Type Fire
Elune's Arrow (Priestess of the Moon)
* Attack type Spells, Damage type Magic
Empowering Haste (Spirit Breaker)
* Attack type Hero, Damage type Normal
* This passive deals full damage when triggered by illusions and affects towers.
Enrage (Ursa Warrior)
* Attack type Hero, Damage type Normal
Fatal Bonds (Warlock)
* Attack type Spells, Damage type Magic
* This refers to damage dealt by Fatal Bonds due to damage received by linked units.
* Damage dealt to linked units is capped at the current HP of the unit receiving damage.
* Units with 1 HP will not take damage from Fatal Bonds
Fiend's Grip (Bane Elemental)
* Attack type Spells, Damage type Mind (magical)
* This is the damage the caster does to himself, not the damage done to the target (which is also, by default, Spells type damage).
Glaives of Wisdom (Silencer)
* Attack type Hero, Damage type Divine (Magical)
Greater Bash (Spirit Breaker)
* Attack type Spells, Damage type Unknown (Universal)
* Although this spell gains very little damage, each point into Greater Bash is effectively about another 0.2 seconds of the target being 'stunned.'
Gravekeeper's Cloak (Necro'lic)
* Attack type Hero, Damage type Magic
* This passive works in that whenever the hero is damaged, no matter what the source and even if he is killed, all units within 400 area of effect with the Gravekeeper's Cloak buff will take the listed amount of damage.
* This passive does not work when over 1400 damage is done to the hero at once. This is to prevent a spell such as Axe's ultimate, which deals a huge amount of damage when its target is under the amount of life listed, from obliterating all nearby units.
* This passive also reduces the damage done to the Visage whether or not any units are around, although, because it works much like the Bristleback's passive, it will not fully reduce an amount that is greater than Visage's missing HP.
Gush (Tidehunter)
* Attack type Spells, Damage type Cold (Magical)
* Yes, Gush's damage is trigger based.
Impetus (Enchantress)
* Attack type Hero, Damage type Divine (Magical)
* This spell's damage, as of 6.34, is determined by the positions of the caster and the target when the projectile hits, not when it's cast.
Kraken Shell (Tidehunter)
* All negative buffs are cleared from the hero every 10 game-time seconds after Kraken Shell is learned.
Laser (Tinker)
* Attack type Hero, Damage type Magic
* It now does deal precise damage against everything except fortified armour. This makes it the strongest single-target non-ultimate nuke in the game.
Last Will (Necronomicon Warrior)
* Attack type Hero, Damage type Magic
* This is the ability on the Necrominion summon that damages the unit or hero that kills it.
Lvl? Death (Doombringer)
* Attack type Spells, Damage type Normal
* This only applies to the 250 bonus damage done by the spell on the correct levels. The other damage is attack type spells and damage type magic by default, so it will only be affected by spell resistance.
Maledict (Witch Doctor)
* Attack type Spells, Damage type Magic
* Damage is based on the difference between the target's current HP and its HP when Maledict was cast.
Mana Void (Anti-Mage)
* Attack type Spells, Damage type Magic
Meat Hook (Butcher)
* Attack type Spells, Damage type Enhanced (Physical, but does not apply armor)
Nightmare (Bane Elemental)
* There is an extremely small initial 5 damage using attack type Spells and damage type Magic
* The 'damage' on top of that just takes the health directly from the target.
Nether Strike (Spirit Breaker)
* Attack type Spells, Damage type Normal
* This spell has a one second casting delay.
Omnislash (Juggernaut)
* Attack type Hero, Damage type Normal
* This applies to the 3/5/8 "triggered" slashes which deal 150-250 damage. If Yunero's attack speed is fast enough, he may make regular attacks between the slashes.
Paralyzing Cask (Witch Doctor)
* Attack type Spells, Damage type Normal
* This refers to the 75 damage that Paralyzing Cask deals to each non-hero unit that it hits.
Penitence (Holy Knight)
* Attack type Hero, Damage type Normal
* When Penitence is cast, it creates a temporary trigger that fires when its target is damaged. What's interesting about Penitence is that it does increase the damage done by spells, but when it does, the 32% bonus damage is dealt as physical damage that gets reduced by armor instead of by the hero's spell resistance. Desolator on Chen? Slardar or Nevermore and Chen a good combo? Maybe..
Purification (Omniknight)
* Attack type Spells, Damage type Normal
* Purification damage is trigger based. However, Purification damage becomes highly ineffective on heroes later on because it's affected by both hero spell resistance and hero armor.
Quill Spray (Bristleback)
* Attack type Hero, Damage type Normal
Reaper's Scythe (Necrolyte)
* Attack type Spells, Damage type Fire (Magical)
Remote Mines (Techies)
* Attack type Spells, Damage type Fire (Magical)
* Damage done by Remote Mines is triggered, and the area of the remote mines increases slightly from 425 to 435 to 450.
Return (Centaur Warchief)
* Attack type Hero, Damage type Normal
* This only applies to the damage done by triggers when the Centaur is attacked, not the initial damage done to melee units. This passive is extremely inneffective against Agility heroes because of their high armor and natural spell resistance.
Reverse Polarity (Magnataur)
* Reverse Polarity is a hard-coded War Stomp that moves all nearby units onto the caster when it resolves.
Rupture (Bloodseeker)
* Attack type Hero, Damage type Magic
* This attack and damage type applies to both the initial damage and the damage taken by moving.
* The distance the target has traveled is checked every quarter of a second.
* If the hero has traveled far enough to deal himself 200 damage, all of that damage is negated (1000/500/333.3~ is the minimum distance to avoid damage).
Sanity's Eclipse (Obsidian Destroyer)
* Attack type Spells, Damage type Magic
Scattershot (Sniper)
* This spell's damage is done by dummy units and not by triggers.
* The dummy units use attack type Piercing, and, by default, damage type Normal.
* Each pellet has 200 area of effect and strikes in a random spot in Scattershot's area of effect.
Shadowraze (Shadow Fiend)
* Attack type Spells, Damage type Death (Magical)
Shadow Wave (Shadow Priest)
* Attack type Hero, Damage type Normal
* This is the damage dealt to all enemy units within 180 AOE of the healed unit.
Shadow Word (Warlock)
* Attack type Hero, Damage type Divine (Magical)
* When cast on allies, Shadow Word also heals for the full stated amount.
Shallow Grave (Shadow Priest)
* Attack type Hero, Damage type Normal
* This is the damage dealt to the killer of a unit with the Shallow Grave buff if the killer is a hero
Spectral Dagger (Spectre)
* Attack type Spells, Damage type Magic
Spirit Bear (Lone Druid)
* Attack type Spells, Damage type Normal
* This is the damage dealt to the owner of the Spirit Bear when it dies. The damage is reduced by both spell resistance and armor, so killing that huge bear isn't really all that rewarding in that aspect.
* However, killing the bear makes his owner lose 1/1.3~/2/4% of his total experience.
Starfall (Priestess of the Moon)
* Attack type Spells, Damage type Magic
Static Field (Lord of Olympia)
* Attack type Spells, Damage type Magic
* Static Field's effects occur before those of whatever spell was cast to trigger it.
Test of Faith (Holy Knight)
* Attack type Hero, Damage type Magic
Toss (Stone Giant)
* Attack type Spells, Damage type Demolitions (Physical, but unaffected by armor)
* Toss picks a random unit within 275 of Tiny to be thrown. It throws it to the point targeted, not the unit. It overshoots seemingly randomly because of the inherent randomness in polled waits (if they worked out perfectly, it'd land exactly on the spot; polled waits are always longer than what they are set for) (I had misread the effects of Tiny the first time I posted about him).
* The thrown unit receives 20/35/50/65% of the stated Toss damage for levels 0/1/2/3 of Grow!. If the thrown unit is an enemy, it also receives the regular Toss damage.
Waveform (Morphling)
* Attack type Spells, Damage type Magic
Wild Axes (Beastmaster)
* Attack type Spells, Damage type Normal
Triggered Spell Attack and Damage Type Table
The way this works is that all triggered damage has two properties: attack type and damage type (well, all damage really does, but this is beside the point). Attack type is used by armor classes and includes Hero, Siege, Piercing, Normal, Spells, etc. Damage type is not actually used for calculating damage but more for determining if and how the target will be damaged. There are three main classes of damage types: Physical, Magical, and Universal. Some common Damage Types used in DotA are Normal (physical and reduces damage based upon armor) and Magic (magical and is unaffected by armor). Most damage types other than those two seem to be Magical, although there are some that are not, but Normal seems to be the only one that applies armor. Magic immune units cannot be damaged by abilities that use a magical damage type, but magical immunity makes no difference for the Spells damage type.
In short, for all practical purposes here, hero spell resistance will only be applied when the attack type is Spells. Armor will only be applied when the damage type is Normal.
Other important notes is that all damage done with Damage type Normal is considered physical, melee damage. This means that effects such as Centaur's Return and Lich's Frost Armor and items such as Blade Mail and Stout Shield will trigger off of this damage, even if the source of the damage is ranged.
This alphebetized list is provided as a reference to the damage reduction of each spell, along with some random notes about how the spells work.
All of this data was taken in 6.19 but should still hold true unless anything has been changed, and includes all of the heroes that deal damage directly through triggers. This list can help you counter or take advantage of certain abilities and help you with what to buy to help against some spells (For example, don't buy Aegis for spell damage reduction against Rupture). If you think I left something out, that some information is incorrect or requires clarification, or that a section is outdated, feel free to post it; I could've very easily missed something or made a mistake.
Acid Spray (Alchemist)
* Attack type Spells, Damage type Normal
Adaptive Strike (Morphling)
* Attack type Hero, Damage type Normal
* Adaptive Strike deals damage if Morphling's agility is greater than his strength, stun and knockback if his strength is greater than his agility, and both if they are equal.
Arcane Orb (Obsidian Destroyer)
* Attack type Hero, Damage type Magic
Backstab (Stealth Assassin)
* Attack type Hero, Damage type Normal
* Illusions play the graphic of Backstab, but deal no damage.
* Backstab will activate if the directions that the Stealth Assassin and his target are facing are within 105 degrees of each other.
Blink Strike (Chaos Knight, Phantom Assassin, Stealth Assassin)
* Attack type Normal, Damage type Normal
* Blink Strike deals the damage as stated, moves the caster to the position of the target, and tells the caster to attack the target. If the target is allied, there is a small pause added, the script deals no damage, and the caster is not issued an order.
Brain Sap (Bane Elemental)
* Attack type Hero, Damage type Magic
* Brain Sap heals Atropos for the full listed amount, even if the target had less HP than that amount.
Chaos Bolt (Chaos Knight)
* Attack type Spells, Damage type Magic
* Chaos Bolt deals a random amount of damage from 1 to 200 at all levels.
Counter Helix (Axe)
* Attack type Hero, Damage type Normal
* This passive deals full damage when triggered by illusions.
* AoE of 300
Culling Blade (Axe)
* If the target is at 300/450/625 HP or less, then Culling Blade deals 100000000 damage with Attack type Normal, Damage type Normal.
* Otherwise, its damage is by default Attack type Spells, Damage type Magic
Death Coil (Lord of Avernus)
* Self-damage has Attack type Hero, Damage type Magic
* Damage to enemies has Attack type Spells, Damage type Magic
Desolate (Spectre)
* Attack type Hero, Damage type Divine (Magical)
* Will activate if the attacked hero has no allies within 900 disance, including other heroes, creeps, summons, or illusions (but not towers).
Diabolic Edict (Tormented Soul)
* Attack type Spells, Damage type Normal
* This spell deals damage equal to 12.5 times the level of the spell to a random target within 500 of the caster ever quarter second.
Dispersion (Spectre)
* Attack type Hero, Damage type Magic
* Dispersion has a damage cap of Mercurial's max HP.
* The stun lasts 0.5 seconds on creeps, 0.01 seconds on heroes.
* AoE of 400.
Double Edge (Centaur Warchief)
* Attack Type Spells, Damage Type Fire
Elune's Arrow (Priestess of the Moon)
* Attack type Spells, Damage type Magic
Empowering Haste (Spirit Breaker)
* Attack type Hero, Damage type Normal
* This passive deals full damage when triggered by illusions and affects towers.
Enrage (Ursa Warrior)
* Attack type Hero, Damage type Normal
Fatal Bonds (Warlock)
* Attack type Spells, Damage type Magic
* This refers to damage dealt by Fatal Bonds due to damage received by linked units.
* Damage dealt to linked units is capped at the current HP of the unit receiving damage.
* Units with 1 HP will not take damage from Fatal Bonds
Fiend's Grip (Bane Elemental)
* Attack type Spells, Damage type Mind (magical)
* This is the damage the caster does to himself, not the damage done to the target (which is also, by default, Spells type damage).
Glaives of Wisdom (Silencer)
* Attack type Hero, Damage type Divine (Magical)
Greater Bash (Spirit Breaker)
* Attack type Spells, Damage type Unknown (Universal)
* Although this spell gains very little damage, each point into Greater Bash is effectively about another 0.2 seconds of the target being 'stunned.'
Gravekeeper's Cloak (Necro'lic)
* Attack type Hero, Damage type Magic
* This passive works in that whenever the hero is damaged, no matter what the source and even if he is killed, all units within 400 area of effect with the Gravekeeper's Cloak buff will take the listed amount of damage.
* This passive does not work when over 1400 damage is done to the hero at once. This is to prevent a spell such as Axe's ultimate, which deals a huge amount of damage when its target is under the amount of life listed, from obliterating all nearby units.
* This passive also reduces the damage done to the Visage whether or not any units are around, although, because it works much like the Bristleback's passive, it will not fully reduce an amount that is greater than Visage's missing HP.
Gush (Tidehunter)
* Attack type Spells, Damage type Cold (Magical)
* Yes, Gush's damage is trigger based.
Impetus (Enchantress)
* Attack type Hero, Damage type Divine (Magical)
* This spell's damage, as of 6.34, is determined by the positions of the caster and the target when the projectile hits, not when it's cast.
Kraken Shell (Tidehunter)
* All negative buffs are cleared from the hero every 10 game-time seconds after Kraken Shell is learned.
Laser (Tinker)
* Attack type Hero, Damage type Magic
* It now does deal precise damage against everything except fortified armour. This makes it the strongest single-target non-ultimate nuke in the game.
Last Will (Necronomicon Warrior)
* Attack type Hero, Damage type Magic
* This is the ability on the Necrominion summon that damages the unit or hero that kills it.
Lvl? Death (Doombringer)
* Attack type Spells, Damage type Normal
* This only applies to the 250 bonus damage done by the spell on the correct levels. The other damage is attack type spells and damage type magic by default, so it will only be affected by spell resistance.
Maledict (Witch Doctor)
* Attack type Spells, Damage type Magic
* Damage is based on the difference between the target's current HP and its HP when Maledict was cast.
Mana Void (Anti-Mage)
* Attack type Spells, Damage type Magic
Meat Hook (Butcher)
* Attack type Spells, Damage type Enhanced (Physical, but does not apply armor)
Nightmare (Bane Elemental)
* There is an extremely small initial 5 damage using attack type Spells and damage type Magic
* The 'damage' on top of that just takes the health directly from the target.
Nether Strike (Spirit Breaker)
* Attack type Spells, Damage type Normal
* This spell has a one second casting delay.
Omnislash (Juggernaut)
* Attack type Hero, Damage type Normal
* This applies to the 3/5/8 "triggered" slashes which deal 150-250 damage. If Yunero's attack speed is fast enough, he may make regular attacks between the slashes.
Paralyzing Cask (Witch Doctor)
* Attack type Spells, Damage type Normal
* This refers to the 75 damage that Paralyzing Cask deals to each non-hero unit that it hits.
Penitence (Holy Knight)
* Attack type Hero, Damage type Normal
* When Penitence is cast, it creates a temporary trigger that fires when its target is damaged. What's interesting about Penitence is that it does increase the damage done by spells, but when it does, the 32% bonus damage is dealt as physical damage that gets reduced by armor instead of by the hero's spell resistance. Desolator on Chen? Slardar or Nevermore and Chen a good combo? Maybe..
Purification (Omniknight)
* Attack type Spells, Damage type Normal
* Purification damage is trigger based. However, Purification damage becomes highly ineffective on heroes later on because it's affected by both hero spell resistance and hero armor.
Quill Spray (Bristleback)
* Attack type Hero, Damage type Normal
Reaper's Scythe (Necrolyte)
* Attack type Spells, Damage type Fire (Magical)
Remote Mines (Techies)
* Attack type Spells, Damage type Fire (Magical)
* Damage done by Remote Mines is triggered, and the area of the remote mines increases slightly from 425 to 435 to 450.
Return (Centaur Warchief)
* Attack type Hero, Damage type Normal
* This only applies to the damage done by triggers when the Centaur is attacked, not the initial damage done to melee units. This passive is extremely inneffective against Agility heroes because of their high armor and natural spell resistance.
Reverse Polarity (Magnataur)
* Reverse Polarity is a hard-coded War Stomp that moves all nearby units onto the caster when it resolves.
Rupture (Bloodseeker)
* Attack type Hero, Damage type Magic
* This attack and damage type applies to both the initial damage and the damage taken by moving.
* The distance the target has traveled is checked every quarter of a second.
* If the hero has traveled far enough to deal himself 200 damage, all of that damage is negated (1000/500/333.3~ is the minimum distance to avoid damage).
Sanity's Eclipse (Obsidian Destroyer)
* Attack type Spells, Damage type Magic
Scattershot (Sniper)
* This spell's damage is done by dummy units and not by triggers.
* The dummy units use attack type Piercing, and, by default, damage type Normal.
* Each pellet has 200 area of effect and strikes in a random spot in Scattershot's area of effect.
Shadowraze (Shadow Fiend)
* Attack type Spells, Damage type Death (Magical)
Shadow Wave (Shadow Priest)
* Attack type Hero, Damage type Normal
* This is the damage dealt to all enemy units within 180 AOE of the healed unit.
Shadow Word (Warlock)
* Attack type Hero, Damage type Divine (Magical)
* When cast on allies, Shadow Word also heals for the full stated amount.
Shallow Grave (Shadow Priest)
* Attack type Hero, Damage type Normal
* This is the damage dealt to the killer of a unit with the Shallow Grave buff if the killer is a hero
Spectral Dagger (Spectre)
* Attack type Spells, Damage type Magic
Spirit Bear (Lone Druid)
* Attack type Spells, Damage type Normal
* This is the damage dealt to the owner of the Spirit Bear when it dies. The damage is reduced by both spell resistance and armor, so killing that huge bear isn't really all that rewarding in that aspect.
* However, killing the bear makes his owner lose 1/1.3~/2/4% of his total experience.
Starfall (Priestess of the Moon)
* Attack type Spells, Damage type Magic
Static Field (Lord of Olympia)
* Attack type Spells, Damage type Magic
* Static Field's effects occur before those of whatever spell was cast to trigger it.
Test of Faith (Holy Knight)
* Attack type Hero, Damage type Magic
Toss (Stone Giant)
* Attack type Spells, Damage type Demolitions (Physical, but unaffected by armor)
* Toss picks a random unit within 275 of Tiny to be thrown. It throws it to the point targeted, not the unit. It overshoots seemingly randomly because of the inherent randomness in polled waits (if they worked out perfectly, it'd land exactly on the spot; polled waits are always longer than what they are set for) (I had misread the effects of Tiny the first time I posted about him).
* The thrown unit receives 20/35/50/65% of the stated Toss damage for levels 0/1/2/3 of Grow!. If the thrown unit is an enemy, it also receives the regular Toss damage.
Waveform (Morphling)
* Attack type Spells, Damage type Magic
Wild Axes (Beastmaster)
* Attack type Spells, Damage type Normal
Dota-Allstars Spell Resistance Guides will be posted here. This guide is made bygradenko_2000 from www.dota-allstars.com , all the credit belong to him. Spell resistance in DotA is a beautiful thing. It lets you take more of those nasty nukes flying towards your face and last longer in the battlefield. They're offered in three flavors: Cloak of the Planeswalker, which gives 15% more resistance Hood of Defiance, which gives 30% more resistance (among other things) and three skills from heroes. Now, how do we stack resistance? 1. If you do not have a spell resistance skill, you can either buy a Cloak or assemble a Hood and that's that. That's as high as it will ever go. Second Hoods and/or Cloaks will not offer additional bonuses to your resistance. 2. If you have a spell resistance skill, you may assemble the spell resistance item whenever you want. Previously (prior to 6.47), there was an issue with stacking spell resistance, but it is no longer an issue. So let me repeat that -- Item wheneveryou want, skill whenever you want.
Spell Resistance Stats from highest to lowest
===================================================
Heroes without spell resistance skills:
No Items: 25%
Cloak only: 36.25%
Hood only: 47.5%
===================================================
Anti-Mage:
Spell Shield level 4 gives 40% more spell resistance
No Items and skills: 25%
Cloak only: 36.25%
Hood only: 47.5%
Spell Shield only: 55%
Cloak and Spell Shield stacked: 61.75%
Hood and Spell Shield stacked: 68.5%
===================================================
Netherdrake:
Corrosive Skin level 4 gives 20% more spell resistance
No Items and skills: 25%
Cloak only: 36.25%
Corrosive Skin only: 40%
Hood only: 47.5%
Cloak and Corrosive Skin stacked: 49%
Hood and Corrosive Skin stacked: 58%
===================================================
Pudge:
Flesh Heap level 4 gives 16% more spell resistance
No Items and skills: 25%
Cloak only: 36.25%
Flesh Heap only: 37%
Cloak and Flesh Heap stacked: 46.45%
Hood only: 47.5%
Hood and Flesh Heap stacked: 55.9%
===================================================
Appendix A: Formula
How to calculate for the spell resistances:
A.) 2 Sources
This is for heroes without resistance skills or the 3 that do have it but do not choose to stack
Spell Resistance = (1 - (1 - S1) * (1 - S2)) * 100
The first source (S1) will always be your natural resistance of 0.25. The second source (S2) will be 0.15 for Cloak, 0.30 for Hood, 0.4 for Spell Shield, 0.2 for Netherdrake and 0.16 for Flesh Heap.
Example: Any hero with Hood
S1 = 0.25
S2 = 0.30
Spell Resistance = (1 - (1 - 0.25) * (1 - 0.30)) * 100
Spell Resistance = (1 - (0.75) * (0.70)) * 100
Spell Resistance = (1 - 0.525) * 100
Spell Resistance = 0.475 * 100
Spell Resistance = 47.5%
B.) 3 Sources
This is for Magina, Netherdrake and Pudge if they choose to stack an item with their resistance skill.
Spell Resistance = (1 - (1 - S1) * (1 - S2) * (1 - S3)) * 100
The first source (S1) will always be your natural resistance of 0.25. The second source (S2) will be 0.15 for Cloak or 0.30 for Hood. The third source (S3) will be 0.40 for Spell Shield, 0.20 for Corrosive Skin and 0.16 for Flesh Heap.
Example: Netherdrake with Cloak and Corrosive Skin
S1 = 0.25
S2 = 0.15
S3 = 0.20
Spell Resistance = (1 - (1 - 0.25) * (1 - 0.15) * (1 - 0.20)) * 100
Spell Resistance = (1 - (0.75) * (0.85) * (0.80)) * 100
Spell Resistance = (1 - (0.6375) * (0.80)) * 100
Spell Resistance = (1 - 0.51) * 100
Spell Resistance = 0.49 * 100
Spell Resistance = 49%
Spell Resistance Stats from highest to lowest
===================================================
Heroes without spell resistance skills:
No Items: 25%
Cloak only: 36.25%
Hood only: 47.5%
===================================================
Anti-Mage:
Spell Shield level 4 gives 40% more spell resistance
No Items and skills: 25%
Cloak only: 36.25%
Hood only: 47.5%
Spell Shield only: 55%
Cloak and Spell Shield stacked: 61.75%
Hood and Spell Shield stacked: 68.5%
===================================================
Netherdrake:
Corrosive Skin level 4 gives 20% more spell resistance
No Items and skills: 25%
Cloak only: 36.25%
Corrosive Skin only: 40%
Hood only: 47.5%
Cloak and Corrosive Skin stacked: 49%
Hood and Corrosive Skin stacked: 58%
===================================================
Pudge:
Flesh Heap level 4 gives 16% more spell resistance
No Items and skills: 25%
Cloak only: 36.25%
Flesh Heap only: 37%
Cloak and Flesh Heap stacked: 46.45%
Hood only: 47.5%
Hood and Flesh Heap stacked: 55.9%
===================================================
Appendix A: Formula
How to calculate for the spell resistances:
A.) 2 Sources
This is for heroes without resistance skills or the 3 that do have it but do not choose to stack
Spell Resistance = (1 - (1 - S1) * (1 - S2)) * 100
The first source (S1) will always be your natural resistance of 0.25. The second source (S2) will be 0.15 for Cloak, 0.30 for Hood, 0.4 for Spell Shield, 0.2 for Netherdrake and 0.16 for Flesh Heap.
Example: Any hero with Hood
S1 = 0.25
S2 = 0.30
Spell Resistance = (1 - (1 - 0.25) * (1 - 0.30)) * 100
Spell Resistance = (1 - (0.75) * (0.70)) * 100
Spell Resistance = (1 - 0.525) * 100
Spell Resistance = 0.475 * 100
Spell Resistance = 47.5%
B.) 3 Sources
This is for Magina, Netherdrake and Pudge if they choose to stack an item with their resistance skill.
Spell Resistance = (1 - (1 - S1) * (1 - S2) * (1 - S3)) * 100
The first source (S1) will always be your natural resistance of 0.25. The second source (S2) will be 0.15 for Cloak or 0.30 for Hood. The third source (S3) will be 0.40 for Spell Shield, 0.20 for Corrosive Skin and 0.16 for Flesh Heap.
Example: Netherdrake with Cloak and Corrosive Skin
S1 = 0.25
S2 = 0.15
S3 = 0.20
Spell Resistance = (1 - (1 - 0.25) * (1 - 0.15) * (1 - 0.20)) * 100
Spell Resistance = (1 - (0.75) * (0.85) * (0.80)) * 100
Spell Resistance = (1 - (0.6375) * (0.80)) * 100
Spell Resistance = (1 - 0.51) * 100
Spell Resistance = 0.49 * 100
Spell Resistance = 49%
Dota-Allstars Critical Strike & Bash Guide will be posted here. This guide is made byMalle from www.dota-allstars.com , all the credit belong to him. Both critical strikes and bashes stack with diminishing returns, as according to the formula: 1 - ( 1 - A ) * ( 1 - B ) * ( 1 - C ) .... ( 1 - X ) = Chance to bash / critical strike where A, B, C and so forth are the seperate chances for each item or skill that can bash / critical strike. When calculating damage from critical strikes, if two occur at once, only the last critical strike skill or item you achieved will have effect. Skills are only counted as achieved when they are learnt for the first time. When calculating bashes, it depends on whether you're a melee or ranged hero. It is universal though that if the bash time you should apply is less than the bash time the opponent currently has left, then no change in the bash time will be made.
Melee heroes' bashes stack fully, where if two bashes occur at once, the longest stun time from all of the bashes, and each and every seperate bash's damage will work. The damage is reduced by armour type spell resistance (and eliminated by magic immunity), but the stun is not blocked by magic immunity. The damage is counted as a seperate source, and does thus not affect lifesteal, nor is it affected in any way by criticals.
As for ranged heroes, if two bashes occur at once, only the bash time and damage from the last bash skill or item you got will work. The damage is hero type physical damage, that means it's not blockable by magic immunity and it's reduced by armour type hero resistance and armour value. The stun, however, is blockable by magic immunity. The damage is added as your normal damage, but will be skipped if a critical triggers after it (essentially the damage you deal will be BaseDamage*CritMultiplier). If the bash instead triggers after the critical, the damage will be added after the critical strike has multiplied the normal damage. (BaseDamage*CritMultiplier + BashDamage)
Note: As of 6.28, Banehallow does not count as a ranged hero in his ultimate form. As of 6.44, Ursa no longer counts as a ranged unit either.
As it seems some people have misinterpreted what I've said, I'll try to clarify a bit more.
When it comes to bashes on melee heroes, the formula above only tells you the percentage to get at least one bash on an attack. As melee heroes can get multiple bashes on each attack, all bashers can still trigger on the very same attack, meaning that they would all do their bonus damage, but only the longest stun time would be used. This in turn means that on melee heroes, the damage you get from a basher does not decrease if you get more bashers.
Melee heroes' bashes stack fully, where if two bashes occur at once, the longest stun time from all of the bashes, and each and every seperate bash's damage will work. The damage is reduced by armour type spell resistance (and eliminated by magic immunity), but the stun is not blocked by magic immunity. The damage is counted as a seperate source, and does thus not affect lifesteal, nor is it affected in any way by criticals.
As for ranged heroes, if two bashes occur at once, only the bash time and damage from the last bash skill or item you got will work. The damage is hero type physical damage, that means it's not blockable by magic immunity and it's reduced by armour type hero resistance and armour value. The stun, however, is blockable by magic immunity. The damage is added as your normal damage, but will be skipped if a critical triggers after it (essentially the damage you deal will be BaseDamage*CritMultiplier). If the bash instead triggers after the critical, the damage will be added after the critical strike has multiplied the normal damage. (BaseDamage*CritMultiplier + BashDamage)
Note: As of 6.28, Banehallow does not count as a ranged hero in his ultimate form. As of 6.44, Ursa no longer counts as a ranged unit either.
As it seems some people have misinterpreted what I've said, I'll try to clarify a bit more.
When it comes to bashes on melee heroes, the formula above only tells you the percentage to get at least one bash on an attack. As melee heroes can get multiple bashes on each attack, all bashers can still trigger on the very same attack, meaning that they would all do their bonus damage, but only the longest stun time would be used. This in turn means that on melee heroes, the damage you get from a basher does not decrease if you get more bashers.
Dota-Allstars Images Guides will be posted here. This guide is made by Gray the Grayte from www.dota-allstars.com , all the credit belong to him.
Item Effects on Images The following is an attempt to answer people's questions about what to buy for imager heros into one topic. These heros include terrorblade, naga siren, phantom lancer and chaosknight. Some items and orb effects work on images. Some do not. Therefore to maximise the potential of your imager hero it pays to do some research. If you build your imager hero right they are amongst the most powerful late game heros in Dota. If not you will just have one relatively weak hero that can only use their images for distraction purposes. I intend to update this page as more information comes to hand so any comments, corrections and information appreciated! The following items and effects DO work on images
(despite what the attack animation might suggest!)
Please advise if you test any of these out (include details of the test you carried out to prove it). Note: most of the below are auras but you should note that the image showing the aura icon or visual effect is NOT the same thing as it actually working on the image. The image will always show the aura icon regardless
Illusions can bash, but it works in a really strange way. First of, they won't deal any bonus damage.Secondly, if an image bashes a target, it will only be a fake bash. Everything will look as it would if a real hero bashed the target, but the target can still move and attack. If a real hero bashes the target while he is in such a "Fake bash state", the fake bash state will be prolonged. Vice versa, if a hero makes a real bash on the target, and an image bashes the target
Item Effects on Images The following is an attempt to answer people's questions about what to buy for imager heros into one topic. These heros include terrorblade, naga siren, phantom lancer and chaosknight. Some items and orb effects work on images. Some do not. Therefore to maximise the potential of your imager hero it pays to do some research. If you build your imager hero right they are amongst the most powerful late game heros in Dota. If not you will just have one relatively weak hero that can only use their images for distraction purposes. I intend to update this page as more information comes to hand so any comments, corrections and information appreciated! The following items and effects DO work on images
- Stat bonus items. Images gain hit points from strength, armour and attack speed from agility, and bonus to damage from your primary stat. I believe they also gain hitpoint and mana regeneration from stats as well.
- Feedback (Diffusal Blade/ Manta Style). Only works on melee images. Ranged images do not burn mana.
- Critical Strike (Crysallis / Buriza ). Just the critical strike ability is transferred to images not the bonus damage from the item.
- Evasion (Butterfly, Radiance)
- Raw movement speed gain items (Boots, Treads, Teleboots)
- % Movement Speed gain items (Sangeyasha, Yasha).
- True Sight (Gem of True Sight)
- Radiance burning aura (Radiance) - Note that while images get the burning aura only one such aura will apply to an enemy at a given time (i.e. 4 images do not mean 4xdamage from the burn aura). Also note that only the aura damage and evasion bonus transfers to images. The bonus damage from the Radiance item itself does not transfer.
- Direct Hit Point bonus items (Vitality Booster, Point Booster, Soul Booster, Heart of Tarresque, Manta Style)
- Direct Mana Point bonus items (Energy Booster, Point Booster, Soul Booster, etc)
(despite what the attack animation might suggest!)
- Direct bonus to damage items (i.e. items that say +x to damage do not give that bonus damage to images)
- Direct bonus to armour items (Chainmail, Platemail, Aegis etc). Note: Java's Premium Naga Siren Guide says the opposite so I am prepared to be corrected on this point!
- Direct regeneration items (Ring of Regen, Ring of Health etc)
- Increased Attack Speed percent (Hyperstone, Treads, Hand of Midas, Monkey King Bar, Butterfly)
- Lifesteal (Satanic, Mask of Madness, Mask of Death, Helm of Dominator)
- Frost Attack (Eye of Skadi)
- Chain Lightning (Maelstrom)
- Cleave - Percentage Splash Damage applied to nearby targets (Battlefury)
- Bash - % chance to stun (Cranial Basher). To be precise it is a bit more complicated than just saying it doesn't work - see notes below.
- Maim (Sange, Sangeyasha)
- % Chance for Microstun that disrupts concentration spells and gives bonus damage (Monkey King Bar)
- Corruption effect - minus to armour upon hit (Stygnian Desolator). Bear in mind however the images will benefit from the corruption given by your main hero so it's still a decent option
- Return damage % from melee attackers (Blademail)
- Damage block (Kraken Shell, Stout Shield, Vanguard)
- Spell items - images can't cast spells (Dagon, Ginsoo, Mechanism, Mantastyle, BKB etc)
- Magic resistance items (Planewalker Cloak, Aegis) - images only get innate hero resistance.
Please advise if you test any of these out (include details of the test you carried out to prove it). Note: most of the below are auras but you should note that the image showing the aura icon or visual effect is NOT the same thing as it actually working on the image. The image will always show the aura icon regardless
- Spell block (Linkens)
- Lifesteal Aura (from Leoric or Vladmir's Offering)
- Devotion Aura (Ring of Basilus or Vladmir's Offering)
- Brilliance Aura (Crystal maiden, Ring of Basilus or Vladmir's Offering)
- Toughness Aura (Sven)
- Healing Aura (Headress of Rejuvenation, Mechanism)
- Mechanism Heal Activation Effect
- Arcane Ring Mana Charge Activation Effect
- Buckler Activation Effect
- Attack Speed Buff Aura (Assault Cuirass)
Illusions can bash, but it works in a really strange way. First of, they won't deal any bonus damage.Secondly, if an image bashes a target, it will only be a fake bash. Everything will look as it would if a real hero bashed the target, but the target can still move and attack. If a real hero bashes the target while he is in such a "Fake bash state", the fake bash state will be prolonged. Vice versa, if a hero makes a real bash on the target, and an image bashes the target
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