The HitchHikers Guide to DotA
(All about DotA)
Note
If you've got any questions, make sure you check the following before asking:
DotA FAQ forum
Information about a lot of different things can be found here, and a lot of the
topics that are covered here are also covered there in more depth.
DotA Terminology, Commands and Allusions
Information about ingame commands and DotA slang can be found here.
DotA Questions forum
A lot of questions have been asked here already, and you may find your answer
and many other things that might interested you by browsing here.
Keep in mind that this might not be fully accurate, since not all of the changes
in each version have been noted. If you spot an error, tell me =)
Contents:
1.
Introduction to DotA
2.
Diminishing Returns
3. Magic
Resistance
4. Magic
Immunity
5.
Criticals
6.
Bash
7.
Orb
effects
8. Blade
Mails
9. Armour
10.
Cleaving
11.
Evasion
12.
Truesight
and Invisibility
13.
Images
14.
Movespeed
15.
Attack
Speed
1. Introduction to DotA
Things to
know before you can play
First and foremost, before you think about playing DotA, you're going to need to
download the map (easiest way to do this is just go to the Latest Versions
section on this site and download the latest one, or download it from
getdota.com). After you downloaded the map, move the file to:
(Main Drive) -> Program Files -> Warcraft 3 -> Maps -> Download
Note: If you don't play custom games, you might not have a downloads folder, so
you can just make one if you want, but I'm pretty sure leaving it in maps will
work anyway. Some people tell me this isn't true, but it's worked for me =) You
might as well be cautious anyway and put it in a folder called "downloads" just
in case.
Next, make sure you have the latest War3 patch (currently 1.21). You can either
download this from Blizzard, or try to get into Battlenet (this should
automatically update you, although I'm not sure if it's only an automatic update
if you have the previous patch... Just check the Blizzard site to be 100% safe).
Now you should be ready to play DotA. Probably the best way to introduce
yourself to DotA is by playing a game in Single Player mode (not on BNet).
First, no matter what mistakes you make, it doesn't matter and nobody will care,
and second, you can explore more if you're not worried about anything else in
the game.
When you create your game, your color is automatically Blue, which means you are
able to choose what the game mode is. For a list of possible game modes and
their commands, visit
this FAQ. Note that a mode command must be entered
before the 15 second mark or Normal Mode will be defaulted.
The
basics of DotA
DotA stands for Defense of the Ancients, so it's pretty obvious that you're
going to have to be defensive, but at the same time you and your team will need
to be offensive. In the game, there are 2 opposing sides with bases at
completely opposite sides of the map (Sentinel base is in the lower left hand
corner, Scourge base is in the top right hand corner), and there are 3 corridors
(or lanes), with 2 towers for each side in each lane. Creeps will spawn from
Barracks at 30 second intervals (starting from the 90 second mark) for each lane
and travel down their corresponding lanes until they meet opponents.
What is your role in all of this? Well, you get to pick a hero from a tavern and
join the battle to help your team win. Your hero starts off at level 1 and has a
skill point available for use... You'll also have gold at your disposal for
buying items (or reviving yourself when you die, although I do not recommend
this as it is almost always a waste of money). If you want to find out which
heroes are newbie friendly and how to play them, I suggest you check out the
DotA heroes sections (or experiment for yourself).
Apart from getting 8 extra gold every 7 seconds (not really that much), the only
way to get money (and experience) is by killing enemy creeps, neutral creeps or
enemy heroes. The important thing to note is that you only get money if you
actually kill the creep/hero, but you can get experience by being within 800
range of a creep/hero that gets killed by your team. You get anywhere between
30-60 gold for killing an enemy creep (less if you have lost a barracks in that
lane), and 100 gold + bonus for ending kill streaks, when killing an enemy hero.
But getting gold isn't anywhere near as important as getting experience early
on...
A good first item for beginning players is Boots of Speed, which will give you
increased movement speed. While it doesn't help with anything else, it can get
you places faster, as well as get you out of places faster (for example, if your
hero were about to die). Other good beginning items include rings of
regeneration (for health regeneration), sapphire waters (heals 400 HP over 20
seconds, but cancels if you are hit by anything), ironwood branches (+1 to all
stats is helpful early, and it only costs 57 gold) and circlets of nobility (+2
to all stats, costs 185 gold). A mix of these items is helpful early on (for
example, a RoR and 2 branches is affordable straight away and gives some nice
benefits, but then again, getting boots first has some upsides too... It depends
how you want to play)
Now choose a lane (middle, top or bottom) and head towards your last tower in
that lane. Don't go past that tower without your creeps! When your creeps come,
follow them to where they meet the other creeps. This is where the fun begins.
Now, depending on what hero you are, and who you're versing, you're going to
have to play with completely different styles. Some heroes are nuke spammers
(Nukes are any spell designed to deal a lot of damage to the hero, and most
heroes have at least one. Spammers are those that use them frequently!), some
heroes are late game heroes (with very little early game combat capability),
some heroes have regeneration/armor/HP skills for survival, some heroes are
melee (which are almost never going to be as good as ranged early game)... Well,
you get the idea; there are lots of different types of heroes in the game! It
may take a while to figure out which ones are good at what, but here are some
general rules:
If you're an intelligence hero, chances are you'll be able to use whatever nukes
you have more frequently than other heroes. Getting some mana regeneration items
(Sobi Mask: 325 gold, or Clarity potion: 50 gold, Void Stone: 900 gold), or
items which increase Intelligence/Mana (Mantle of Intelligence: 150 gold,
Circlet of Nobility: 185 gold, Energy or Point Boosters: 1000/1200 gold) are
good first items. Getting items that can combine into better items, like Void
Stone (which can be combined with items like Ring of Health to make
Perserverence - which can then be further combined, or Staff of Wizardry and
Robe of the Magi to make Eul's Sceptre of Divinity - which can be further
combined to make Guinsoo's) or Boosters (1 of each booster, Vitality, Energy and
Point, makes a Soulbooster, which for some Intelligence heroes can be further
combined into Aghanim's Scepter to increase their ultimate's power).
If you're a Strength hero, chances are you'll be able to tank (take a lot of
hits) a bit early game as well as possibly using whatever nukes you have (a lot
of Strength heroes have a stun or slow spell, but others have defensive spells
too so this may not always be an option). Getting items which increase health
regeneration so you can regenerate after taking hits (Ring of Health: 875, Ring
of Regeneration: 375, Sapphire Water: 100) or items which increase HP/Strength
(Gauntlets: 150, Circlet of Nobility: 185, Bracer (combination item): 175 + CoN
+ Gauntlets, Vitality Booster: 1100, Ogre Axe: 1000). Again, items which combine
into bigger, better items are good; for example, Ogre Axe (which can make Black
King Bar - Broadsword and BKB recipe) or Vitality Booster (for Heart of
Tarrasque - Messerschmidt's Reaver and HoT recipe).
If you're using an agility hero, it really depends on what you are. Some agility
heroes are purely late game, with little capability of performing well early on
- for example Phantom Assassin, Antimage and Stealth Assassin. Getting some
regeneration is probably your best option with them, since if you plan to do
anything early, chances are you'll need it! Others are good at farming early,
but not at hero killing - for example, Troll Warlord, Clinkz and Nerubian Weaver
(heroes that are ranged with no nuke, but good skills for farming). Getting some
damage, and possibly some regeneration items (because if you're versing a good
nuker you wont be able to fight back very effectively and they could potentially
dominate you) is good for them. Then you have agility heroes which are very
reliant on spells; these include Nerubian Assassin, Bounty Hunter and
Venomancer. Playing them like intelligence heroes is a good move (getting some
items for their mana pool since they can be very reliant on mana).
It's important to note though that if you're versing a nuker, it's best to not
try to farm like you would normally. Standing behind your ranged creep will
allow you to get experience from creep kills, but it will also (probably) keep
you out of the range of your enemy's spells. If you can, without getting hurt
too badly, kill creeps which are on low HP. Holding the ALT key will tell you
which units have what HP, so this can be handy. Also, if one of your creeps is
fairly low HP and you can kill it without causing harm to yourself, do that too!
This will deny your enemy experience.
The final tip about early game that I can give you is be cautious. Hero killing
is good but don't be too greedy; killing creeps is good but don't be too greedy;
keep an eye out for traps and ambushes (very frequent in DotA, especially around
the time heroes reach level 6).
Now for some technical details of DotA....
2. Diminishing returns
Whenever you hear this, what it means is that a certain effect has an increased
percentage, but not directly increased. If you have 20% of something, and an
item or skill that gives another 20% of that something, if it stacks
diminishingly, it will not equal 40%!
The way to work out diminishing returns is to use this formula:
T = C/100 + (100-C)/100 * E/100
T is the Total percent, C is the Current percent, and E is the Extra percent.
For example, if you have a melee hero with 25% bash and buy the item Cranium
Basher, the extra 15% bash stacks diminishingly. To work out the total
percent, use the formula:
T = 0.25 + (100-25)/100 * 0.15
= 0.25 + 0.75 * 0.15
= 0.25 + 0.1125
= 0.3625
The total bash percent would be 36.25%. If you added another Cranium Basher, to
work out the bash percentage, again apply the formula. Note that the Current
Percent is changed to 36.25%
T = 0.3625 + (100-36.25)/100 * 0.15
= 0.3625 + 0.6375 * 0.15
= 0.3625 + 0.095625
= 0.458125
The total bash percent would then be 45.8125%.
3. Magic Resistance
Every hero starts out with a natural 25% magic resistance to spells. A spell
that says it does 300 damage will only do 225 damage to heroes (75% of 300). On
top of that, there are items which give magic resistance, and even some heroes
that have skills which increase magic resistance. Getting extra magic resistance
stacks diminishingly, though.
When a hero buys a Planeswalker's cloak, which gives 15% magic resistance, to
calculate the total magic resistance we use the formula for Diminishing Return.
T = 0.25 + (100-25)/100 * 0.15
= 0.25 + 0.75 * 0.15
= 0.25 + 0.1125
= 0.3625
Total magic resistance with a Planeswalker's Cloak is 36.25%.
When a hero upgrades the Planeswalker's cloak to a Hood of Defiance, which gives
30% magic resistance, to calculate the total magic resistance we again use the
formula:
T = 0.25 + (100-25)/100 * 0.3
= 0.25 + 0.75 * 0.3
= 0.25 + 0.225
= 0.475
Total magic resistance with a Hood of Defiance is 47.5%. Note that the current
magic resistance was 25% because you no longer have the Planeswalker's cloak! If
the hero with a Hood of Defiance then buys another Planeswalker's cloak, the
magic resistance will not stack. Likewise, if the hero with a Hood of
Defiance then buys another Hood, the magic resistance will, again, not stack.
You may only buy one magic resistance item, and the Hood of Defiance will take
precedence over the Planeswalker's cloak (what this means is that you will
always have 47.5% magic resistance, no matter what items you buy after a Hood of
Defiance).
When a hero has a skill that increases magic resistance (only Antimage, Pudge
and Viper have skills that do this), to calculate the total magic resistance,
you again use the formula for Diminishing Return. But, it is important to note
that, like a Hood of Defiance and a Planeswalker's cloak, a hero's magic
resistance will not stack with items that give magic resistance, unless you
buy the magic resistance item before you get any points in magic resistance.
For example, if you buy a Hood of Defiance on Antimage, then later on start
leveling up his Spell Shield, when Spell Shield is level 4, the total magic
resistance is calculated like this:
T = 0.475 + (100-47.5)/100 * 0.4
= 0.475 + 0.525 * 0.4
= 0.475 + 0.21
= 0.685
Note that the current magic resistance was 47.5%, which is the resistance a hero
has with a Hood of Defiance. The total percent of magic resistance on an
Antimage, who got a Hood of Defiance before getting any points in Spell Shield,
is 68.5%. If, however, the Antimage drops the Hood of Defiance, the magic
resistance will not stack anymore, and only the Spell Shield will add magic
resistance!
For ease of reference:
Hero with no magic resistance items: 25% magic resistance
Hero with Planeswalker's Cloak: 36.25% magic resistance
Hero with Hood of Defiance: 47.5% magic resistance
Antimage with Planeswalker's Cloak: 61.75% magic resistance
Antimage with Hood of Defiance: 68.5% magic resistance
Viper with Planeswalker's Cloak: 49% magic resistance
Viper with Hood of Defiance: 58% magic resistance
Pudge with Planeswalker's Cloak: 46.4% magic resistance
Pudge with Hood of Defiance: 55.9% magic resistance
Magic
resistances calculated for Antimage, Viper and Pudge are worked out as stated
above
4. Magic Immunity
If a target is magic immune, it will take no spell damage whatsoever, and will
not be able to be targeted by a lot of spells. In DotA, there are several ways
to achieve Magic Immunity:
Heroes: Omniknight (Repel), Juggernaut (Bladefury, Omnislash; he cannot be
targetted and spells will not affect him for the duration of Omnislash), N'aix
(Rage), Voidwalker (Timewalk; he cannot be targetted and spells will not affect
him for the duration of the Timewalk)
Items: Linken's Sphere (Blocks one spell per minute), Black King Bar (Similar to
N'aix's rage, makes a target magic immune for a duration).
It is important to note that magic immunity only means immunity to magical
damage! You do not get full immunity to every spell, and any spell that does
physical damage, and some ultimates and skills that have effects other than
damage, will go through magic immunity. For example, spells that do physical
damage, like Juggernaut's Omnislash or Leshrac's Diabolic Edict, will still
damage a magic immune hero. Also, spells like Rootfellen's Overgrowth, Bane
Elemental's Fiend's Grip, Naga Siren's net, et al will affect magic immune
heroes but do no damage at all. It is important to note, though, that a
hero that activates magic immunity after a spell is used (happens automatically
with Linken's Sphere) will not be affected by the spell that was used, since
magic immunity gets rid of all buffs that are currently on a hero.
The one exception to the rule of magic immunity (that magic immunity grants
resistance to all magical damage) is Doombringer's ultimate, Doom. This spell
goes through magic resistance, and does full damage to a hero. It is the only
magic spell in the game that does damage to a hero with magic immunity.
5. Criticals
There is always much confusion about how Criticals work. Do Burizas stack? Does
a hero's Critical Strike skill stack with a Buriza's Critical? Do Crystalys and
Buriza stack?
First of all, multiple Burizas on a hero will cause the critical strike chance
to stack diminishingly. To calculate the chance to critical strike, for a hero
with two burizas, we use the Diminishing Return formula:
T = 0.20 + (100-20)/100 * 0.20
= 0.20 + 0.80 * 0.20
= 0.36
With two burizas, a hero has a 36% chance to Critical Strike.
A hero with Critical Strike as a skill who gets Buriza will be Critical Striking
a lot, but it is important to note that when the infamous "double critical"
occurs (when you see two criticals appear at one time, on your screen), they
do not stack. 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.
Example: If PA has Buriza at level 7, and she has learnt Coup de Grace at level
6, then throughout the whole game, whenever Buriza critical and Coup de Grace
critical occur at the same time, the Buriza critical will override Coup de
Grace's critical attack.
When a hero has a Crystalys and Buriza, again, when the infamous double critical
occurs, it doesnt really happen - the criticals do not stack! In this case, the
Crystalys's critical strike will take precedence over the Buriza's critical
strike, so you will actually deal less damage than you would have, had you just
got a Buriza alone. I do not recommend getting multiple Buriza anyway, since, if
youre looking for a higher chance to deal criticals and an item that gives
damage, you are better of getting something like a monkey bar, or even a
butterfly if you're an agility hero (since higher attack speed means more
criticals, and they give damage as well!).
6. Bash
As was said in part one, about Diminishing Return, Bash stacks diminishingly. To
calculate Bash, just use the formula for Diminishing Return.
One important thing to note about bash, however, is that there is a little trick
to it. If you are a melee hero that can turn into a ranged hero (Troll Warlord
with his Berserker skill, Lycanthrope with his ultimate, Dragon Knight with his
ultimate, Terrorblade with his Metamorphosis skill), and you buy the bash when
you are in melee mode, or pick up a basher when you are in melee mode, then
later change to ranged, you will still have a 15% chance to bash. Likewise, if
you buy the bash in ranged mode, or pick up a basher when you are in ranged
mode, then later change to melee, you will only have a 10% chance to bash.
There are two other passive skills which can stun for a short duration. The
first is Sniper's Headshot, which has a 40% chance to stun for 0.1 seconds. The
second is MKB, which has a 30% chance to stun for 0.1 seconds. It is important
to note that these skills will not stack with each other; if two bashes
occur at once, only the bash time and damage from the last bash skill or item
you got will work.
For easy reference:
On heroes without bash -
1 Cranium Basher : 15% bash
2 Cranium Bashers : 27.75% bash
3 Cranium Bashers : 38.5875% bash
4 Cranium Bashers : 47.79937% bash
5 Cranium Bashers : 55.62946% bash
6 Cranium Bashers : 62.28504% bash
On heroes with 25% bash (Timestopper, Slithereen Guard) -
1 Cranium Basher : 36.25% bash
2 Cranium Bashers : 45.8125% bash
3 Cranium Bashers : 53.94062% bash
4 Cranium Bashers : 60.84953% bash
5 Cranium Bashers : 66.7221% bash
6 Cranium Bashers : 71.71378% bash
On heroes with 10% bash (Troll Warlord) -
1 Cranium Basher : 23.5% bash
2 Cranium Bashers : 34.975% bash
3 Cranium Bashers : 44.72875% bash
4 Cranium Bashers : 53.01944% bash
5 Cranium Bashers : 60.06652% bash
6 Cranium Bashers : 66.05654% bash
7. Orb Effects
I'm sure you've all heard everything there is to know about Orb Effects before,
so what I'm about to tell you isn't really news. But I'll outline it all anyway.
This is a list of orb effects in the game:
Note:
Some of the following are not orb effects, and are listed as skills which do not
stack with orb effects!
- Lifesteal (lifesteal is only an orb effect on items, which include Mask of
Death, Helm of the Dominator, Mask of Madness and Satanic)
- Corruption (from the item Stygian Desolator)
- Maim (from the items Sange or Sange and Yasha)
- Frost (from the item Eye of Skadi)
- Feedback (from the items Diffusal Blade or Manta Style)
- Chain Lightning (from the item Maelstrom)
- Frost Arrows (Drow Ranger's skill)
- Searing Arrows (Bone Clinkz's skill. Although a lot of people consider this
not to be an orb effect, it should be noted that it does not stack with orb
effects that debuff a hero, apart from Skadi.)
- Moon Glaive (Luna Moonfang's skill. Also not considered an orb effect, but it
does not stack with orbs that debuff a hero.)
- Mana Break (Antimage's skill)
- Impetus (Enchantress's skill)
- Poison Attack (Viper's skill)
- Soul Assumption (Necrolic's skill)
- Poison Sting (Venomancer's skill. This will stack with orb effects that do not
debuff a hero.)
- Germinate (Nerubian Weaver's skill. This stacks with Skadi, but the Skadi will
only proc on the attack that Germinate procs.)
- Caustic Finale (Sandking's skill)
- Fury Swipes (Ursa's skill)
- Incapacitating Bite (Broodmother's skill)
Orb effects do not stack, with one exception: Eye of Skadi on a ranged hero. The
eye of skadi's Frost effect is based of the Frost Wyrms from ladder TFT, and
will thus stack with orb effects that do not debuff a hero. These include:
Lifesteal, Searing Arrows, Germinate and Maelstrom.
When the feedback effect takes precedence over any other orb effect, it only
takes precedence if the opponent has mana. When the opponent's mana is 0,
another orb effect has will occur. It is important to note, though, that, most
of the time, a hero will regenerate at least 1 mana faster than you can hit
them, so this is almost useless to know

Heroes with passive orbs will have them overridden by any and all orb effects,
with three exceptions.:
1) Venomancer's poison sting, which stacks with some effects like a Skadi
stacks.
2) Nerubian Weaver's germinate, which, as already mentioned, stacks with Skadi
(because of the ranged factor)
3) Antimage's Mana Break is not always overridden by Feedback effects. If an
Antimage gets a Diffusal Blade or Manta Style before any levels of Mana Break,
then Antimage's Mana Break will still take precedence over Feedback, and, in the
case of Manta Style, Antimage will have images that burn 64 mana. However, if
the Manta Style is dropped, or the position shifted, then he loses the bonuses,
and the Feedback takes precedence over Mana Break!
For more information on anything that I've left out, see this topic in the DotA
FAQ section:
Orb Effect Table
8. Blade Mails
Blade Mail's Return stacks directly, with other blademails and with skills of
heroes. 6 Blademails in the inventory of a hero will return 120% damage to an
opponent who hits you. A hero's skill that gives return, for example Nerubian
Assassin or Centaur, will also stack directly with blade mails. A Nerubian
Assassin with 4 levels of Spiked Carapace and 6 Blademails will return 160%
damage to all melee attackers!
Blade mails return magical damage, so damage is reduced by magic resistance,
but magic immunity will not stop return. Also, yet to confirm
this, but extra damage from Critical Strikes is, apparently, not part of the
return.
Correction by Bengal_Tigger: Magic Immunity WILL stop return damage. Also, to
clarify, Critical Strikes will indeed NOT increase damage returned. The attacker
will receive the same damage as normal - the damage that would have been
returned had he not gotten a critical.
For an example of how Blademails would work, consider the following scenario. A
level 25 Nerubian Assassin with Level 4 Spiked Carapace and 2 Blade Mails gets
hit by a melee hero who does 200 damage per hit. Nerubian Assassin's armour will
be 29, which equals a damage reduction of about 64%.
Return Damage = Damage * Return/100 * Magic Resistance/100
= 200 * 0.8 * 0.75
= 120 damage.
Damage taken by Nerubian Assassin = 200- (200 * Damage Reduction/100)
= 72 damage.
So with 2 Blademails and Level 4 Spiked Carapace, Nerubian Assassin will receive
72 damage from an attack that does 200 damage, and if his attacker is melee
(without magic resistance), they will receive 120 damage.
9. Armour
Armour reduces the damage of physical attacks, but not magic attacks. Armour
stacks diminishingly too, but since it's not percentage-wise, it is calculated
differently.
The chart to figure out damage reduction from armour is here:
Damage Reduction Tutorial
For the basics of how to figure out damage reduction, each point of armour
should add about 6% theoretical HP. Theoretical HP basically means you would
have certain amount of extra HP against physical attacks if the damage reduction
were 0.
For example, say you have 20 armour. This would give you 20 * 6% = 120% extra
theoretical HP. To figure out the damage reduction, we then divide 100 by 220
(total theoretical HP), which gives us 0.454545. This is how much damage you
will actually take (45.4545%), so to figure out the damage reduction, we just
say 100 - 45.4545 = 54.5454%. If you look at the chart in the URL, 20 armour
gives 55% reduction, so that's about right. This is a little too hard to figure
out on your own, so you're probably best just using the chart if you need it =).
If you're still unsure about anything to do with armour, check out this topic in
the DotA FAQ section:
What do armour type and attack type mean?
10. Cleaving
Cleaving can be achieved three ways in DotA. The first is by buying the the item
Battlefury, which gives 35% Cleave. The second is by using the hero Sven the
Rogue Knight, who has a skill called Great Cleave which gives 40% cleave at
level 4. The final way is by using the hero Magnataur, who has a skill called
Mighty Swing which gives 50% cleave at level 4.
Cleaving attack, like Blademail, stacks directly. 6 Battlefuries will give 210%
Cleave, but most people never bother doing this, since cleave is really only for
farming, and it seems a bit redundant too. Cleave from Battlefury also stacks
directly with the cleave from hero's skills.
Note: Some heroes have a special animation for when they have battlefury (these
include Phantom Lancer, Axe, Juggernaut, Doom, Tidehunter and others). For
Tidehunter, it looks like he is permanently using his Anchor Smash whenever he
attacks, but the truth of the matter is that it doesnt actually deal the extra
damage that Anchor Smash would unless it actually procs - you can only tell it
procs by looking careful at the extra damage dealt to surrounding units.
Juggneraut, too, looks like he's permanently using his Blade Dance whenever he
attacks, but he isn't actually getting critical strikes!
11. Evasion
There are two ways to get evasion: Through a hero that has a skill that gives
evasion (Phantom Assassin's Blur, Panda's Drunken Brawler or Bounty Hunter's
Jinada). The other way is to get either the item Butterfly, or the item Radiance
("blinding" effect counts as evasion; ta to Lionel for that).
Evasion never stacks. Period. Getting multiple butterflies, or a butterfly on a
hero that already has evasion does not do anything. The skill or item with the
highest evasion will always override all the skills or items with lower
evasions.
Note: Evasion is different from a skill that will cause a target or targets to
miss. Evasion stacks with spells that make a target/targets miss! Evasion of a
hero and accuracy loss of an opponent do stack together, diminishingly... For
example, a Troll Warlord with a butterfly would have 25% evasion on top of
making an enemy miss 42% of the time. His theoretical evasion would be:
TE = 42 + (100-42)/100 * 30
= 59.4%
Note that Backtrack (Voidwalker) is different from evasion. A butterfly on
Voidwalker will stack with his backtrack. The way it works is, first, the
Voidwalker will have a chance to evade the attack (25%). After this, if the
evasion doesn't proc, he will then have a chance to backtrack the hit (25%). So,
total evasion would be:
TE = 30 + (100-30)/100 * 25
= 47.5%
12. Truesight and Invisibility
Invisibility is a skill that can be achieved either through a hero's skill, the
item Lothar's Edge or by finding a rune of Invisibility. The skills that grant
invisibility, and often other bonuses, include Windwalk (possessed by Bone
Clinkz and Bounty Hunter), Shukuchi (Nerubian Weaver), Nature's Guise
(Rootfellen), Broodmother (after being in her web for a few seconds), Nerubian
Assassin (ultimate: Vendetta), Stealth Assassin (ultimate: Permanent
Invisibility), Phantom Lancer (Dopplewalk) and Priestess of the Moon (Moonlight
Shadow).
The only way to see an invisible unit is by either using a skill or item that
grants Truesight. The three items that grant truesight are Gem of True Sight,
which drops upon death, Necronomicon, which, with the blue melee summon, allows
truesight of the surrounding area, and Sentry Ward (not Observer Ward), which
lasts 6 minutes. The skills which allow you truesight include Spiritbreaker's
Charge of Darkness (single target only), Slithereen's Amplify Damage (single
target only), Naga Siren's Net (single target only), Rootfellen's Eyes of the
Forest (AOE), Rootfellen's ultimate Overgrowth (AOE), Bloodseeker's Strygwyr's
Thirst (all heroes) and Bounty Hunter's Track (single target only).
While invisible, a unit gains all auras, but surrounding units are not affected
by the aura/s of the invisible unit. While invisible, a unit takes full damage
from all AOE spells (however, if an AOE spell requires a visible target, like
Overgrowth (Treant), they will not be affected).
Also, Strygwyr's Thirst works in a weird way. If the target windwalks after
Thirst is activated, you will not be able to see the target, but their position
will still be indicated on the minimap and it is still possibly to target them.
For more information about Truesight, see this thread in the DotA FAQ section:
What Spells have Truesight on heroes?
13. Images
Images can be achieved in three ways: Through the use of a hero's skill, the
active cast from the item Manta Style, and the rune of Illusion. The heroes
which can use skills to create images are Naga Siren, Chaos Knight (ultimate),
Phantom Lancer (passive) and Terrorblade.
Illusions have the exact same attributes (HP, Armour, Agility, Strength and
Intelligence), but have a few differences:
- Images either take more damage and deal less damage, or just take more damage
- Images do not get as much in increases in attack speed from items
- Images do not get as much in increases in regeneration (mana or health)
from items
- You cannot lifesteal an image (I guess you could say they have no life to
steal). You do not get any money, experience or anything at all from killing an
image. They are 'illusions' and not real. (This includes no bonuses for skills
like Pudge's Flesh Heap, Necrolic's Soul Assumption. An exception would be
bloodseeker's blood bath, where you gain 20% of the illusion's max hp if you
kill it).
- The only orb effect that an image will retain if the hero has it, is feedback.
All other orb effects will not work, although the image will have the animation
so it appears like it works. However, ranged illusions do not have feedback.
Images have the same passive skills as their counterpart, except some times it's
just illusory and doesnt actually have the same effect. For example, if you have
a manta style and use images, your images will burn mana with the feedback
effect, on every attack, but if you had an Eye of Skadi instead, your images
would have the same animation (if you were ranged, a blue stream would come out
of your images when they attacked), but the frost effect would only work for the
real hero.
14.
Movespeed
Movespeed is how fast a hero moves, in units of warcraft, per second. Each hero
has a base movespeed, and this can be modified by skills or items that increase
movespeed. When a skill/item says that it increases movespeed by a certain % it
is refering to the base movespeed, not the total movespeed. Heroes with a skill
that increases movespeed include:
- Naix (Anabolic Frenzy)
- Troll Wardlord (Rampage)
- Bristleback (Warpath)
- Bounty Hunter (Track as of 6.20, Windwalk before then)
- Syllabear (Rabid)
- Ogre Magi (Bloodlust)
- Night Stalker (Hunter in the Night)
- Doom (Scorched Earth)
- Bone Clinkz (Windwalk)
- Razor (Unholy Aura)
- Slithereen (Sprint)
- Lycanthrope (Feral Heart)
- Necrol'ic (Grave Chill)
- Broodmother (Web)
- Nerubian Weaver (Shukuchi)
- Bloodseeker (Strywyr's Thirst)
- Spiritbreaker (Empowering Haste; Charge of Darkness)
Items which increase movespeed include:
- Sange and Yasha
- Yasha
- Mask of Madness (active: Frenzy)
- Lothar's Edge (active: Windwalk)
- Boots of Speed
- Power Treads
- Boots of Travel
Summons which increase movespeed include:
- Yellow Necro-minion (from the Necronomicon)
- Kobold Taskmaster (speed aura)
The maximum movement speed in DotA is 522. This can be achieved by finding the
rune of Haste or a combination of movement speed increasing skills and items.
The highest base movespeed in the game belongs to Chaos Knight, and is 325. The
lowest base movespeed in the game belongs to Techies, 270.
Converse to increasing movespeed, there are many heroes which decrease it too.
These include:
- Omniknight (Degen Aura)
- Bristleback (Nasal Goo)
- Rhasta (Voodoo)
- Drow (Frost Arrows)
- Panda (Thunderclap)
- Enchantress (Enchant)
- Crystal Maiden (Frost Nova)
- Stealth Assassin (Smoke Screen)
- Phantom Lancer (Spirit Lance)
- Ogre Magi (Ignite)
- Chen (Penitence)
- Medusa (Purge)
- Night Stalker (Void)
- Akasha (Shadow Strike)
- N'aix (Poison Sting)
- Viper (Poison Arrows; Viper Strike)
- Lich (Frost Nova)
- Venomancer (Shadow Strike; Poison Sting)
- Broodmother (Incapacitating Bite)
- Phantom Assassin (Shadow Strike)
- Necrol'ic (Grave Chill)
- Pugna (Decrepify)
- Leviathan (Gush)
- Pudge (Rot)
- Nevermore (Requiem of Souls)
- Sandking (Epicentre)
- Abbadon (Frostmourne)
- Lion (Voodoo)
Items which have abilities to decrease movespeed include:
- Guinsoo's Scythe of Vyse (Hex)
- Eye of Skadi (Frost)
- Sange and Yasha (Maim)
- Sange (Maim)
- Diffusal Blade (Purge)
15. Attack
Speed
Attack speed is how fast your hero attacks. Attack speed is usually calculated
in attacks per second or seconds per attack, which is determined by dividing 1
by the attack cooldown or vice versa. To do this, we first find the total
increased attack speed of a hero (from agility and attack speed increasing items
and skills), then we apply this formula:
AC = BAC / (1+IAS/100)
AC is the Attack Cooldown; BAC is the Base Attack Cooldown (usually 1.7, but can
differ on some heroes) and IAS is the Increased Attack Speed, determined by
finding the total agility of a hero and adding it to the increased attack speed
a hero gets from skills and/or items. To give an example, Troll warlord at level
25 (87 agility) with a Hyperstone (50% IAS), Level 4 Fervor (30% IAS), Level 3
Rampage (120% IAS) and +20 to all attributes will have an attack cooldown of:
AC = 1.7 / (1+(87+50+30+150+20)/100)
= 1.7 / (1+3.37)
= 0.389
This means that Troll Warlord attacks once every 0.389 seconds. To find out
attacks per second, divide 1 by that:
Attacks per second = 1/0.389 = 2.57
NOTE: This probably wont be useful in game, but outside of game you can use this
to calculate how fast a hero would attack if you had what items =)
How does attack speed work?
Short forms:
BAT: Base Attack Time
IAS: Increased Attack Speed
BAS: Base Attack Speed
DPS: Damage per Second
1 point of Agility gives +1% Increased Attack Speed, or IAS.
100% IAS = 1 IAS
( 1 + IAS ) / BAT = attacks per second
How do I know that BAT of my hero?
BAT is 1.7 for all heroes except:
Vengeful Spirit: 1.77
Soul Keeper: 1.5
Soul Keeper (Metamorphosis): 1.6
Troll Warlord (Berserker Rage): 1.55
Lone Druid (True Form): 1.6
Anti-Mage: 1.45
Lycanthrope (Shapeshift): 1.4
Alchemist (Chemical Rage Level 1): 1.45
Alchemist (Chemical Rage Level 2): 1.35
Alchemist (Chemical Rage Level 3): 1.25
How does IAS stack?
Increased attack speed stacks additively, not in compound amounts. Each point of
Agility gives +1% IAS. So a hero with 40 agility (+40% IAS), a hyperstone (+55%
IAS), and power treads (+30% IAS) has a total of 125% IAS.
What are the upper and lower limits to attack speed?
The upper limit is 500%, while the lower limit is 20%.
Technically, heroes can actually have negative attack speed; it ranges from -80%
to 400% IAS. The range of 20% to 500% is due to the additional 100% that is
added to IAS in the formula.
How exactly do I work out the attack speed of my hero?
A hero's total IAS is calculated by adding the hero's Agility to the sum of IAS
given by any IAS items. Remember, 1 point of Agility adds 1% IAS. So, a Troll
Warlord at level 1 (with 21 agility) equiped with a Hyperstone would have:
21% (Agility) + 55% (Hyperstone) = 76% IAS = 0.76 IAS
Jah'rakal has a BAT of 1.7 and thus, a BAS of:
1/1.7 = .5882352941 hits/second.
Therefore, Jah'rakal's current attack speed is:
(1/1.7 * (1 + 0.76)) == 1.035 hits/sec
And his current DPS is (assuming the Troll Warlord has an average of 50 damage):
50*1.035= 51.75 DPS
DPS is the number that really matters, and is what this calculation is for