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Raijin Thunderkeg, the Storm Spirit Guide by cam_miles2003

Monday, March 9th, 2009

cam_miles2003 created this guide, thanks a lot pal!

Try to take a break in between reading the parts of this guide. This guide is meant to be a lexicon of
ideas regarding storm spirit as such it contains a lot more detail than the average guide.


Table of Contents


Hero Description
Hero Stats
Hero Story Line/ Role in Game Play
Hero Skills

Static Remnant

Electric Vortex
Overload

Ball Lightning
Damage Calculation
Facts about Ball Lightning
Abilities which counter Ball lightning
Disables that Storm Spirit can escape from

SKILL BUILD
Leveling up Ball Lightning
ITEM BUILD
Extension Items

Fail Items
Facts
Creep wave destroying Combo
Laning and Pushing
Preventing pushes
Use on invisible heroes

Facts about electric vortex
Interesting facts about Storms Ultimate.
Distance to mana calculation and mana expended.
REPLAYS


Raijin Thunderkeg

A celestial being summoned to aid the Sentinel in their darkest hour; the Storm Spirit chose to manifest itself in the life essence of a humble elementalist, Raijin Thunderkeg. Though the Pandaren’s soul perished during the profound surge of pure electrical essence, the divine entity even now seeks refuge in Raijin’s body, unable to thrive on its own. However, despite its mortal imprisonment, the Storm Spirit is far from being limited of its tremendous powers. Able of manipulating vast, inexhaustible sources of energy in mysterious ways, it swiftly hails destructive sparks of lightning upon the Sentinel’s adversaries, eradicating all that dared to cross its path.

Damage: 45 – 55
Armor: 5.1
Hp: 473
Mp: 299

Strength: 17 + 1.5
Agility: 22 + 1.8
Intelligence: 23 + 2.6
Range: 600 (ranged)
Attack Time: 1.45 (+17%)

Role In Game Play


The new storm is a jack of all trades. He’s an anti early game pusher since static remnant + overload can own spiderites, wolves, zombies and creep waves. He’s a pusher as well since he can take out an entire creep wave before your allied creeps arrive. He’s a ganker by virtue of his ultimate which can place you right beside the enemy hero. He’s a semi disabler since he can prevent heroes from escaping via electric vortex. He’s a chaser since his ultimate can out pace even slardar and he’s an escape artist since with good map awareness he’s nigh impossible to gank.

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Improving at DotA Guide by m1LkmaN

Tuesday, January 6th, 2009

Thanks for that guide goes to m1LkmaN. Good job pal!

Topics of Discussion: Attitude, Teamwork, Skills, Practice, Conclusion

1. Introduction
This guide is written to help anyone who wants to get into competitive DotA or move towards the mid-upper tiers of players. As the leader of BVD for over a year now, I have seen my team move from losing to pub teams to one of the best in Australia and New Zealand. Many people ask to join my clan, some of which I accept and some of which I reject because of a number of reasons. This guide is aimed at those people looking to join or improve a team, especially their role in the team. I will go through a number of methods in which players can improve, not specific techniques as they have been discussed ad nauseam (I will link to some of the most important and helpful guides).

2. Attitude

I know it has been said before, but success is not easy. You will not improve as much as others if you do not put effort in. This does not mean that DotA becomes a job, it simply means that when you play, you aim to have fun by playing your best and ultimately winning. Improvement does not come quickly nor easily, so it is vital that you remain patient and are happy with slow, steady improvement. As long as you can keep that in mind, you will become a good player in time. One thing to always remember is that you are not the best, and there is always room for improvement, no matter how good you think you are. You should listen to other players and take their opinions and advice into account, especially those better than you, but should always think and make decisions for yourself instead of mindlessly copying those better than you. Some ways to play better and win more games are explained in the next three chapters, but before we get into those, you must ensure that you and the people you play with want to improve. If they are not willing to put in the effort required, then you are better off staying a pub player or looking for a different team of players.

3. Teamwork

Joining a Team
To find or start a good team, you need to put yourself out there and play with a wide variety of people on different platforms, as well as searching forums as to find out which teams are recruiting. When joining a team, first and foremost you must like the people and enjoy playing with them, or else you will not fit in and play well. If you like the players, then ensure that their attitude is right and their skill level is somewhat close to yours. Most importantly, if you find a team that you enjoy playing with and share similar views with, commit to staying with them and do the most you can to improve as a team, and keep the team together.

Team play
Teamwork is most probably the hardest aspect in DotA to perfect. Not only do you have to start again every time you join a team, but need great communication and similar thought processes even when playing online. Ventrilo is an absolute must for every team, no matter the skill. You can improve teamwork by playing together, mainly in scrims (clan wars). By calling missing, communicating during ganks and teamfights, deciding early who is going for which item (eg who gets a diffusal against warlock), you can not only better your chances of winning that particular game, but improve long term teamwork. In the event that players do not have microphones, are capped etc and are unable to use Ventrilo, then you must call missing and for ganks, as well as communicating as to what you need to do to win while players are respawning or regenerating at base.

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Chen, the Holy Knight Guide by killing you softly

Monday, October 6th, 2008

This guide was written by killing you softly, really good job!

Chen, the Holy Knight

IPB Image

Introduction

This guide is not targeted at newer players and is focused more on strategy.

Chen has often been the target of changes in new maps, not only because of direct changes to the hero itself but the neutral creeps and terrain as well. Before the 6 series, Chen’s gameplay does not revolve around creeps. After which, he underwent a remake where he has new skills, most notably Holy Persuasion. In 6.50, Chen received major buffs because he was too weak. Buffs that are so major that Chen rose from a nobody to a top pick or a common ban instantly in competitive plays.

He is definitely not an easy hero to play and excel in and I believe you agree too. But contrary to what most people think, micromanagement is not that difficult. As micro is a skill like all others, you will improve as you play more Chen games.

In order to play Chen at his peak level, you need to at least:

  • to know when to gank.
  • to be able to control your creeps well in team battles.
  • to keep an eye, literally on the minimap every non-engaging moment for your global heal

And a battle Chen is ridiculous.

Skills

IPB Image Penitence

Forces a unit to accept punishment for its sins, causing it to move slower and accept more damage from attacks and spells.
Lasts 7 seconds.

Level 1 – 8% movement speed reduction, and 7% increased damage taken.
Level 2 – 16% movement speed reduction, and 14% increased damage taken.
Level 3 – 24% movement speed reduction, and 21% increased damage taken.
Level 4 – 32% movement speed reduction, and 28% increased damage taken.

Cooldown: 14 seconds.

Level 1: 100 mana, 14 sec cooldown.
Level 2: 100 mana, 14 sec cooldown.
Level 3: 100 mana, 14 sec cooldown.
Level 4: 100 mana, 14 sec cooldown.

A powerful slow and damage amplification spell, often used in initiating ganks and letting your creeps chase up to your target.
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Demnok Lannik, the Warlock, Wheat Beer Guide by Beast_Pete

Friday, October 3rd, 2008

This guide was created by Beast_Pete, good job!

Discuss this post in forums here.

I wrote this guide for promoting the new way of writing guides that I found out last summer. I see more and more people adapting to this style which makes me glad, but there are still so many people stuck with long guides with too many frivilous information, that I thought we have to change something and fast!

As I’m staying in the Netherlands now at my clanmate’s house, I’m not gonna create my common banners yet. Also I’m not able to post my replays either, so gonna link in some from my tournament, the East European DotA Championship, if I find something good. (back from the Netherlands, so you have a replay of me too)

The problem with the past guides have always been, not being able to write shortly yet keeping all the necessary information. Most of the guides were too long, boring to read and could not catch the reader’s attention except for the nice screenshots. However a hero guide should not be about pretty pics, but more about teaching the basics of the hero and how to play him/her in different gameplay circumstances it being public, inhouse, clanwar or more INT, more lategamers, more gankers etc.

What I’m trying to achieve is showing that writing a short guide does not mean you can’t teach others how to play a hero properly. I am presenting a new sample, which everyone and anyone may copy freely, because that’s what I want others to do. I hope I’ll succeed and Strategy can finally raise its level even higher.

Demnok Lannik, the Warlock

1: Hero Description

For detailed information about the hero’s stats and story, please refer to this link.

I have always liked using this hero being imbalanced from the start and still being one of the powerhouses no matter the level of play. He can become the carry of publics and supporter of clanwars. His attack animation is so nice that you can easily outdeny and outfarm anyone in 1v1. His Shadow Word allows him to harass a weaker soloer or give hope against a strong dual lane. Not to mention his “little” baby, which so many people love… to see dead. These are the main reasons why I decided to write a guide on him, he is easy to use, but in a more experienced player’s hands he can be godly even in higher levels.
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Rylai Crestfall, The Crystal Maiden Guide by key_

Thursday, October 2nd, 2008

This guide was written by key_, thanks!

By: key_
Updated for Dota: 6.54b
Artwork by: irving-zero (irving-zero.deviantart.com)
Introduction

Hi there, I’m key_ (aka strikes_) and this is my first guide. It will talk about the many aspects of Rylai, the Crystal Maiden.
I’ve chosen to write a Crystal Maiden guide because the only guide even close to being up to date is TheJoe’s guide… and since that’s like 10 versions out of date and no other guides have been made it’s about time there be one. That and I wanna try my hand at guide writing. This guide will mention different skill builds but focus on the recommended (cookie-cutter skill build) which will work for all levels of play.

Contents:

I. A closer look at Rylai
II. Her skills
III. Skill builds
IV. Item Build
V. Other Mentionables
VI. Gameplay, General Tips and Spell Strategy
VII. Things to watch out for
VIII. Early Game
IX. Mid Game
X. Late Game
XI. Replays
XII. Conclusion

I. A Closer look at Rylai


Rylai Crestfall – The Crystal Maiden
Range: 600 | | Move Speed: 280 | Primary: INT
Str: 16 + 1.7 | Agi: 16 + 1.6 | Int: 21 + 2.9
Damage: 38 – 44 | HP: 454 | Mana: 273
HP Regen: 0.73 | Mana Regen: 0.85
Attack Speed: 1.43 (+ 16% IAS) | Armor: 1.2

Looking at her stats, she doesn’t have much to offer beyond her range does she? and good intel growth… but that’s about it. Why play Rylai? she has two strong single target spells and the classic OMGWTF TRIPLE KILL!! ultimate. Oh, and she’s fun to play tongue.gif Since her spells lose effectiveness (damage wise) later on, it is important to utilize those skills as much as possible earlier in the game.
Conclusion: She has pretty decent lane control and she is a very strong ganker. She should be trying to gank a lot.
II. Skills

Frost Nova (V)

Blasts a target enemy unit with ice while also damaging units in 200 AoE while slowing movement speed and attack speed by 40% for 4 seconds. Deals magic damage.
Level 1 – 50 target damage and 75 nova damage.
Level 2 – 100 target damage and 100 nova damage.
Level 3 – 125 target damage and 125 nova damage.
Level 4 – 175 target damage and 125 nova damage.
Mana Cost: 100/ 130/ 155/ 185
Cooldown: 11

This is a strong nuke with high mana cost, and relatively low cooldown. The target will take ‘target’ damage and ‘nova’ damage, units within the AoE take ‘nova’ damage and will also be slowed.
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