Showing posts with label Dota Guide. Show all posts
Showing posts with label Dota Guide. Show all posts

Wednesday, March 16, 2011

DotA Tuskarr Guide, Strategy & Build | Ymir the Tuskar


DotA Tuskarr: Ymir The Tuskarr Guide, Strategy & Build. Ymir is a Strength hero which added to the Sentinel in DotA 6.70. This post will provide you with the Tuskarr Skill Description, the Tuskarr Guide, the Tuskarr Strategy, the Tuskarr Item Build and the Ymir the Tuskarr Skill Build.

Hailing from the Borean Tundra, Ymir is one of the wisest Tuskarr warriors. Acquainted with years of warfare experience against raiding Ice Trolls and Nerubian Spiders that beset his village during his younger years, Ymir eagerly volunteered himself into the ranks of the Sentinel to help halt the notorious rise of the Lich King. A specialist in controlling the element of ice, Ymir's prowess lies in surprising enemies with frosty magics. His arsenal not only consists of propelling Snowballs and hurling shards of solidifying ice, but also conjuring massive Snowstorms that greatly impede his enemies' battle efficiency.



Alliance: Sentinel

Strength: 23 + 2.3 (primary)
Agility: 23 + 2.1
Intelligence: 18 + 1.7

Base Damage: 50-54
Starting Armor: 3
Movement Speed: 305
Attack Range: Melee

Ymir the Tuskarr Skill Descriptions

Ice Shards

Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.

Travel AOE: 200
Cast Range: 1500

Damage: 70/140/210/280
Shards Duration: 5

Manacost: 120
Cooldown: 18/16/14/12

Note: Shards block path

Has quite damage, but the ability to block the path is the most useful one. The range is high and allow you to harass from far away.

Snowball

Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.

The snowball moves at the relative move speed of the heroes within.

Damage: 40/80/120/160 ( +40 each level on the final target)
Stun Duration: 0.25/0.5/0.75/1.0 ( +0.25 each level on the final target)

AOE: 200 + 40 per second

Target Cast Range: 1250
Manacost: 75
Cooldown: 40

Note: Snowball stops traveling after 3.25 seconds. Can destroy trees and cross cliffs. Must target an enemy, cant target ally or ground.

A unique skill which maybe fit the best for the Christmas. Have a really long target range. A nice skill to initiate a gank.

Frozen Sigil

Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.


MS Slow: 10/15/20/25%
AS Slow: 30/40/50/60%

Movement Speed: 310 (Flying Unit)
Sigil HP: 300 (same as pugna's ward)
Bounty: 90/100/110/120

Duration: 30
Cooldown: 50
Manacost: 75

Note: Spawns infront of him and automatically follow tuskarr when no order given to it.

A really useful skill for team battle. Will slow down the enemies on the area targeted.

Ymir the Tuskarr Ultimate

Walrus Punch

Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.


Critical Strike: 2.5x (4x if the target is below 50% hp) (physical damage)
Landing Damage: 75/150/225 (magical damage)
Landing Slow: 40%
Landing Slow Duration: 2/3/4 seconds

Cooldown: 18/16/14
Manacost: 50/75/100

note: Walrus punch will end if you dont hit a target in 10 second

A cool move which a little similar to Tiny's Toss. It deals lots of damage, especially to the below 50% HP enemies.

Ymir the Tuskarr Skill Build
1. Snowball
2. Ice Shard
3. Ice Shard
4. Snowball
5. Ice Shard
6. Walrus Punch
7. Ice Shard
8. Snowball
9. Snowball
10. Frozen Sigil
11. Walrus Punch
12-14. Frozen Sigil
15. Stats
16. Walrus Punch
17-25. Stats

Snowball is for early ganking while Ice Shard is for your main nuke. Walrus always taken whenever without any question. Maximize Snowball and then Frozen Sigil. Sigil will be useful for team clash which usually happen on mid-late game, hence taken start on level 10.

Ymir the Tuskarr Item Build
1. Sobi mask, Gauntlets of Strength, and Tango
2. Finish Urn of Shadow
3. Boots of speed
4. Empty Bottle
5. Finish Power Tread
6. Bracer and finish Janggo of Endurance

Tuskarr's core item should be like this:


Urn of Shadow - It will be first to picked up cause you already have 2 of its components on your item slots. Gives you HP, damage, and mana regeneration which you need on early game.

Bottle - is the best source of regen on Tuskarr. Especially his lack of mana. Because he's a ganker and he will badly need a fast replenish item. One slot, 600 gold, fast regen (both HP and Mana), and a measure against mana burners, makes bottle more effective and cost-efficient than other early regen items.

Power Tread - Provide you with stats and damage as well. and ofcourse some good additional AS.

Janggo of Endurance - It has aura of AS and MS. its endurance can add more of AS and MS to your team. Perfect for gangking. Use it after your snowball hit your target. Its aura will be more useful if you gank with your teammates.

Preseverence - Solve the mana problem and can be upgraded to BFury.

Orb of Venom - Optional item. Get this item if you have a hard times chasing your enemies. Useful on early game when your sigil's level still low.

Vladimir's Offering - also optional item. You can get this item if you have a more melee hero in your team and your teammates dont intend to make it. Has a good support auras (lifesteal, damage, armor, and mana regeneration).


Here is core late game item for him:


Luxury late game items:


Battlefury - Additional damage and HP/Mana regeneration. It's ability to cleave is just a bonus for easy farming cause your ultimate stacks with it.

Monkey King Bar - Your mana problem has been solved, so its time to get more DPS to your Tuskarr. MKB has +88 damage which can add some very nice damage to Walrus Punch (4x critical if your opponent's HP less than 50%). Its IAS increases your DPS and minibash wil help you to chase when your sigil is activated.

Assault Cuirass - is a smart route to take, supporting the rest of the team with the positive and negative auras to shift the tides towards team's favor. IAS and Armor adds to DPS and survivability at the same time.

Sange & Yasha - An all in one item (provide additional HP, damage, AS, MS, and Maim ability). Your EHP is increase as well as your probability to chase and kill your enemies when combined with your skills).

Stygian Desolator - Boost your DPS. Thanks to +60 damage and -6 armor reduction. But no EHP at all.
note: You can combine this with vladimir to add your survivability.

Satanic - Gives you DPS (+45 damage) and more EHP (HP and lifesteal). Choose between this, stygian, or Sange & Yasha depend on your game's situation.


Ymir the Tuskarr Strategy

You can pick this hero when your team needs disabler, tanker, supporting chaser, team battle initiator, or chase assister.

You need to be supported by:
- Babysitters :
to get a good farming on early game
- Close Range Disablers :
Snowball can provide them with free kellen's dagger. Good disabler teammates can make an effective gank on every phase of the game.
- Close Range Nukers :
They (such as Nevermore and Crystal Maiden) can give a good combo. But in some circumstances only (no disabler).

Beware of his counter:
- Close Range Disablers:
The more you close to them, the more you close to death.
- Silencers and Manabreakers:
can't do anything except do normal attacks. You will choose to gank them real fast without fail if you want to success. Including Doom Bringer, a hero with an awesome spell which is troublesome for A spell depended hero like Tuskarr.
- Evaders:
Blinkers or windwalkers. Hard to chase and can pop-up from nowhere to gank you.

You can choose any starting lane. Just deny and farm by last hit as best as you can. try to harass and dominate the lane. You can do that with the help of your teammate. Don't push the lane unnecessarily. If you have been holding a solo lane and you are above level 7, you might want to go gank a low level hero. Don't do ganking alone because It will be more effective if you do that with your teammate. Before doing that at least you must have a boot and a bottle on your slots.

What you should be doing in mid game is ganking a lot with your partner. Because your main role is making enemy's carry hero suffer so they cant be threats to your team on late game. Try to find chances to gank every time you have in this phase of the game. Snowball can be the initiator, follow with ice shard which can be the nuke and the trap, finish with walrus punch. Some additional hit will be enough to make em dying. You can use frozen sigil to slowing down your targets if they still have HP remain on them. But normally use frozen sigil first before snowballing so you can prevent enemies for running away.

In the late game, your role is a bit different as Mid-Game's: to slow and pick off certain heroes. Use frozen sigil when the teams clashes to slowing enemy's team and focus on your remaining skill to carry heroes. But always remember to hit enemies heroes as much you can using Snowball and Ice shards (because they have an AOE damage). Walrus punch to kill them or at least disable them.

Based on: Playdota Guide

Sunday, February 27, 2011

DotA 6.70 New Items Detail – Dota 6.70 Ancient Janggo of Endurance , Dota 6.70 Medallion of Courage and Smoke of Deceit

DotA 6.70 New Items Detail – Dota 6.70 Ancient Janggo of Endurance , Dota 6.70 Medallion of Courage and Smoke of Deceit. Icefrog add 3 new amazing items in Dota 6.70, this detail of 3 new items hear. you can read the explain below, Happy playing Dota

Ancient Janggo of Endurance

=======================
Requires:
- Bracer (525)
- Robe of the Magi (450)
- Recipe (750)
Provides:
+ 8 All Stats
+ 8 Damage
+ 5% MS and AS Aura

Comes with 3 charges. When used, grants nearby player controlled units an extra 10% MS and AS buff. Lasts for 6 seconds.


Cooldown: 30
___________________

Medallion of Courage:
=================
Requires:
- Chainmail
- Sobi Mask
- Recipe (200)

Gives:
+ 6 Armor
+ 50% Mana Regeneration

Target an enemy unit, both you and the enemy lose 6 armor for a duration.

Cooldown: 7
Duration: 7
Cast Range: 800
___________________

Smoke of Deceit:
============
Consumable
Cost: 100
Charges: 1
Stackable in inventory

Store Stock Max: 3
Store Stock Replenish Time: 10 minutes

Places a buff on all allied player controlled units in 900 aoe. Makes them invisible, grants 10% movespeed bonus, and prevents them from appearing on minimap to enemy players.

If you get within 900 aoe of an enemy hero or tower, the buff wears off. If you attack creeps or Roshan, it dispells.

Buff lasts up to 40 seconds
90 Cooldown

Friday, February 18, 2011

How to Play Dota Allstars and Watch Dota Allstar at Garena (Step by Step)

How to Play Dota Allstars and Watch Dota Allstar at Garena (Step by Step)

You can start playing[Step by Step guide]
1- after joining your channel( should be war3TFT or dota channel) click the setting
2-in game setting choose war3 TFT from lan games and click browse

3-set the game path to war3.exe from your computer
4-click start game
5- click local area network
6- you can see the games, you can join or host
7-you need to update your patch to 1.22
to make sure if its 1.22 you have to check this!

8- if you dont have 1.22 patch please download it from here

Friday, July 23, 2010

Jin'zakk, the Batrider Guide and Walkthrought

Welcome to my Batrider guide. I decided to write this guide because Batrider is one my favourite heroes and I want to share the expirience of this devasting burning beast with you.
Jin'zakk is a hero with awesome early game DPS, lane control and mobility. He is an unusual intelligence hero in the way, that he has low range but pretty high strenght gain. His spell are mostly melee-ranged that means you have to throw yourself recklessly into a bunch of enemies and burn everything what stands in your way.
His playstyle is pretty suicidal and to be well executed, you always have to walk on a razor's edge. The more courage and insanity you have while playing Batrider, the better!
But enough talking, let's start with the guide.


Pros and Cons:


[+] Strong early game presence and damage
[+] Able to fly over obstacles and cliffs
[+] Stackable slow that makes your enemies crawl
[+] His disable goes trough magic immunity
[+] Good farmer
[+] High strenght gain for an intelligence hero

[-] Has to be almost in melee range to unleash his damage
[-] Has to stack Napalm to deal serious damage
[-] Low attackrange and movementspeed
[-] Needs a Blink Dagger to use his ultimate perfectly
[-] Gets weaker lategame


Skill Build

Level 1 - Sticky Napalm/ Firefly
Level 2 - Firefly/ Sticky Napalm (*)
Level 3 - Sticky Napalm
Level 4 - Firefly
Level 5 - Sticky Napalm
Level 6 - Flaming Lasso
Level 7 - Sticky Napalm
Level 8 - Firefly
Level 9 - Firefly
Level 10 - Flamebreak
Level 11 - Flaming Lasso
Level 12 - Flamebreak
Level 13 - Flamebreak
Level 14 - Flamebreak
Level 15 - Attribute Bonus
Level 16 - Flaming Lasso
Level 17+ - Attribute Bonus

Explanation:
Pretty straight cookie-cutter build. Napalm is maxed first to make use of the great damage amplification. The stackable slow and the enhanced damage are just to good to pass it up. Firefly is taken afterwards to maximise the damage you can deal by stacking Napalm and flying over your targets.
Flaming Lasso is of course taken whenever you can, because it lowers the cooldown and increases the duration. Always remember, it's one of the most reliable disables in the game.
Flamebreak is taken over stats because an additional nuke, that breaks chanelling and can be used to scout is never bad.
After level 16 it's your decision but i would suggest you take Stats rather than nothing. By god, I made this joke already in my Chen guide and it's still so funny.

(*) If you don't think you can score firstblood by level 2 with a Napalm - Firefly combo, because you are maybe facing a trilane or heroes with good escape mechanisms and stuns like PotM and Windrunner, you may want to take Firefly at level one to have an escaping mechanism yourself.
Always remember that Firefly makes you unchaseable because the enemies will permanently get damaged by following you and at level one even a 20 DPS firetrail can be devasting when paired with attacks from creeps and towers.


Item Build:
Starting Items:



Get a combination of those. Regeneration is always necessary, especially for suiciding rambos like Batrider. Magic Stick rocks, Gauntlets are cool and Branches are even cooler.
If your team does not have a chicken, buy it yourself, it's necessary and underestimated.
A Ring of Regeneration or Stout Shield can be bought if you don't have to provide a chicken for your team, but that's your decision.
DON'T GET BOOTS AT START. Even it may seem good on Batrider because of his strong chasing and low movementspeed you need other items to stay in lane long enough to establish your lane control. If you have to go back and get underleveled, you are nothing but a big, flying creep with a disable.

Core Items:

();/


Get Boots asap, finish get a Wand and and Urn. Boots are a no-brainer and Magic Wand is just to good to not get it.
Urn is a great item. It provides HP, manaregen and a heal or a damage over time debuff for your enemies. It's a perfect item for gankers like Bat that need HP and mana.
And FUCKING ALWAYS carry a TP scroll with you. Most important item in the game without any doubt.
After getting those items, work towards your fist big item. You will either get a Vanguard or a Hood of Defiance or both. Most of the time you will get both, believe me. You can get that item earlier, if you feel its necessary because of happily harassing enemies.
Normally, you should not get wards. You need your gold for other things, let your support provide wards. But If you face invisible heroes, Dust is recommended.

Extended Core Items:



Your first goal is to get beefy. Depending on whether the enemy's team consists of physical DPS or of nukers get either Vanguard or Hood first. Most of the time, it's a combination of both, therefore I recommend getting Vanguard most of the time first, as it provides raw HP and a way to lower the damage you take from creeps. But this really depends on the situation.
After getting your first tank item, most of the time you want to get the other one or work for a straight Blink Dagger. This, again, depends. I recommend getting both Vanguard and Hood before thinking of a Blink Dagger, as it's a rather expensive item in comparison to the parts of VanHood and getting killed is a heavy setback. Nevertheless, if you feel tanky enough, a Dagger is absolutely necessary as it enables the perfect use of Flaming Lasso.


Extended extended Core Items:
/
After gettting Vanguard, Hood and Blink, think of up upgrading your boots. If your doing well, it's never a bad decision to get Boots of Travel, but Power Treads (either Int or Str) are also a good item for Bat.

Luxury Items:

If you are doing well and you have spare money, a Guinsoo would be the first decision. It provides an additional Disable for your team and provides all the mana you will ever need. But as it's a very expensive item, only get it when you have everything else you need.
Linken's also provides enough mana so you won't need anything more but is also very expensive. VanHood is superior in terms of surviving, regarding the performance/ cost ratio. It offers a spell-block, that counters for example single-target disables or in the worst case, Doom.

Situational Items:

Pipe can be a good upgrade for your Hood if you face a heavy AoE-lineup.
About Force Staff, it can be used if you want to quickly drag your lasso'd enemy to your teammates or if you need an additional escape mechanism.
It's a pretty supportish item, that means get it for your team when you feel like it.

Rejected Items:

NEVER get Phase Boots. You don't need the damage they provide and the Phase ability malfunctions with your Firefly. If you activate it both at the same time, you won't be able to pass though creeps anymore what is very bad. Blink Dagger does the same thing and is way superior to Phase Boots.
Shiva's, while seeming good (and it really would be), should not be gotten because it does not work with your Napalm. It overrides the Napalm stacks on your target and therefore the enemies won't be superslowed nor take additional damage from your abilites anymore. A clear case of mechanic-fail, sorry IceFrog.
Radiance once was core on Batrider. But the sparkling AoE aura does not get amplified by your Napalm stacks anymore, therefore it's now a bad item for Bat.


Hero Synergy:
Again (as stated in my Chen guide), every hero profits from disables, I won't list every hero here. I'm only talking of exceptional synergy here.


Abaddon is one of the best laning partners for Batrider. He can babysit you as he does not need very much items to perform well while supporting your rambo-like suicide flys with his heal and shield. Your greatest weakness early game are enemies who can disable and outdps you. Abaddon makes this impossible. the same thing counts of course for Omniknight.


While being a great lanepartner for everyone, Witch Doctor works very, very well with Batrider. His stun enables you to quickly and safely engange the enemy and the combined power of Napalm, Firefly and Maledict kills even the strongest enemy. In addition, troll powa, man!


It's not only Enigma who greatly enhances Bat's performance, actually every jungling hero with disables, like Chen or Enchantress works well with Bat. They enable you to solo the long lane and can support you with ganks from the jungle. Nice one.


As a combo-breaker, Silencer can fuck up your initiating pretty much. Normally, you blink in, Lasso someone, activate Firefly and spam Napalm. When you have a Silencer against you, you have to wait a long, long time between every spell. Bah!


Early Game nukers, like Tinker (or Zeus) can fuck up your lane presence. You are vulnerable to nukes as long as you are not tanky enough to survive. We are lucky that those strong early game heroes most of the time go to the mid lane to have the rune and level advantage, there it does not happen very often that we have to face them.

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