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Free DotA Allstars 6.52d Map Download And Changelog

Thursday, June 19th, 2008

Free Download Dota Allstars 6.52dhere.

Dota Allstars 6.52d Changelog

6.52d Changelog
================
* Fixed a major exploit that has been discovered very recently
Notes: Both 6.53 and the official map translation project (Korean/Chinese/Russian for now) are almost ready.

Dota Allstars 6.52d released, download it now for free!

Thursday, June 19th, 2008

Dota Allstars Loading ScreenIceFrog and Co release new version of Dota Allstars. This new map have very little changes, the main reason of 6.52d is to fix important bug and this is written in short changelog. Here it is:

6.52d Changelog
================
* Fixed a major exploit that has been discovered very recently

Notes: Both 6.53 and the official map translation project (Korean/Chinese/Russian for now) are almost ready

You cand download new version from these links:

Link 1
Link 2
Link 3
Link 4
Link 5
Link 6
Link 7
Link 8
Link 9

Neutral Creep Guide by MrX

Saturday, June 7th, 2008

You can find author of this guide here.

Special thanks to Beast_Pete, Ironfisto and shinlogen for helping me with information to update.smile.gif

NEW:

  • Updated Creep Locations
  • Added HoM values
  • Updated Bestiary
  • Had to remove Section 6 – Comparisons & Statistics due to space issues. Hopefully will be resolved soon.

CHANGES SINCE 6.48b:

  • Hand of Midas can now target level 6 Neutrals (Satyr Hellcaller and Dark Troll Warlord)
  • Change some of the Scourge’s top left forest area
  • Changed the locations and distribution of neutral creep camp groups
  • Fixed neutral spawn times in various modes
  • Reworked the trees and pathing near the small Sentinel creep camp
  • Increased neutral creep Centaur’s aura by 5%
  • Added an Alpha Wolf with a command aura in the wolves’ creep camp
  • Added a new creep camp group (1 Ghost with Frost Attack + 2 Fel Beasts)
  • Added a new ancient creep camp group (Jungle Stalkers)
  • Added a new creep camp group (1 Enraged Wildken with Tornado + 2 Wildkins)
  • Added a new creep camp group (1 Dark Troll Warlord with Raise Dead and 1.5 sec Ensnare + 2 Dark Trolls)
  • Changed the Furbolg’s Stomp to a Clap
  • Improved Satyr Hellcaller’s Unholy Aura
  • Neutral Ogre no longer autocast Frost Armor
  • Changed the location of some of the Scourge creep camps
  • Redid neutral creep spawner code for some optimizations

Warning: This guide is very image intensive. Please be patient and wait for them to load.

========================================


Table of Contents
Tip: Use CTRL+F and type in the index number to go straight to that section.

1.0 Introduction

2.0 Dominating Creeps

2.01 Helm of the Dominator
2.02 Aiushtha, Enchantress’ Enchant
2.03 Chen, Holy Knight’s Holy Persuasion


3.0 Useful Facts

3.01 General
3.02 Hand of Midas *UPDATED*
3.03 Purge
3.04 Brilliance Auras
3.05 Creep Pulling
3.06 Creep Upgrades


4.0 Spawnpoints *UPDATED*

4.01 Location
4.02 Groups


5.0 Creep Bestiary *UPDATED*

5.01 Treant/Ghoul, Druid of the Talon/Necromancer, Glaive Thrower/Meat Wagon
5.02 Alpha Wolf
5.03 Black Dragon
5.04 Black Drake
5.05 Blue Dragonspawn Overseer
5.06 Blue Dragonspawn Sorcerer
5.07 Centaur Khan
5.08 Centaur Outrunner
5.09 Dark Troll
5.10 Dark Troll Warlord
5.11 Elder Jungle Stalker
5.12 Enraged Wildkin
5.13 Fel Beast
5.14 Forest Troll Berserker
5.15 Forest Troll High Priest
5.16 Ghost
5.17 Giant Wolf
5.18 Gnoll Assassin
5.19 Granite Golem
5.20 Jungle Stalker
5.21 Kobold
5.22 Kobold Taskmaster
5.23 Kobold Tunneler
5.24 Mud Golem
5.25 Ogre Magi
5.26 Ogre Mauler
5.27 Polar Furbolg Champion
5.28 Polar Furbolg Ursa Warrior
5.29 Rock Golem
5.30 Roshan
5.31 Satyr Hellcaller
5.32 Satyr Soulstealer
5.33 Satyr Trickster
5.34 Wildkin
5.35 Supercreeps – Ancient Hydra, Scary Fish, Siege Golem


6.0 Comparisons and Statistics *TEMPORARILY REMOVED*

6.01 The Best Camp?
6.02 EHP per Gold
6.03 Best Creep to HoM
6.04 DPS per EHP


7.0 Closing Thoughts

7.01 Conclusion
7.02 Credits
7.03 Version History

========================================

1.0 Introduction
Ever wondered what creeps would be useful to dominate? Which would benefit you the most? Where are they located? Hopefully this simple guide will give you a good idea of the neutral creeps that spawn and the best choices to use.

========================================

2.0 Dominating Creeps
Currently, there are only 3 methods of dominating creeps.

2.01 Helm of the Dominator

Dota Allstars Helm Of Dominator
(image taken from DP)

Comments: Can be used by all heroes, which makes it a very versatile item. Lasts for 20 minutes (!) which is more or less a third of your normal one hour match. Only drawback is that it has an orb effect which might override other useful orbs and its 5 minute cooldown.

========================================

2.02 Aiushtha, Enchantress’ Enchant

IPB Image
Brings target unit under control of Aiushtha. If the unit cannot be converted, it will instead be slowed.

Level 1 – 30 second cooldown, 10% slow if unit cannot be converted.
Level 2 – 25 second cooldown, 20% slow if unit cannot be converted.
Level 3 – 20 second cooldown, 30% slow if unit cannot be converted.
Level 4 – 15 second cooldown, 40% slow if unit cannot be converted.

Comments: Doesn’t work on Ancients or Golems. Now that it lasts 2 minutes (since 6.33), it looks like it’ll be a decent option now. However, the creep dies after its time period ends, causing you not to gain experience and gold.

========================================

2.03 Chen, Holy Knight’s Holy Persuasion

IPB Image
Takes control of a target enemy unit.

Level 1 – 1 Unit Max. 75 HP Bonus.
Level 2 – 1 Unit Max. 150 HP Bonus.
Level 3 – 2 Unit Max. 225 HP Bonus.
Level 4 – 3 Unit Max. 300 HP Bonus.

Comments: The ham in Chen’s hamburger. The fact that it has a HP bonus and doesn’t have a time limit makes this the best choice if you’re going for a “creep dominating” built. Synergises very well with his other spells. Penitence to slow the enemy down while your creeps get into range, Test of Faith to instantly teleport your creep safety and Hand of God to fully heal your creeps. Even works with creeps dominated using the Helm of the Dominator. Only drawback is the unit cap.

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3.0 Useful Facts

3.01 General

  • Controlled creeps can be easily killed with Devour (Lucifer – Doom Bringer) and Hand of Midas.
  • Hand of Midas doesn’t work on creeps dominated with Helm of the Dominator
  • Creeps dominated by Helm of the Dominator can be heavily damaged by Purge (Diffusal Blade, Medusa – Gorgon and Satyr Trickster)
  • Dominated creeps can’t be seen on the minimap, making them ideal for ganking. Only some are shown on the minimap as small dots (these are the high leveled creeps, meaning the Polar Furbolg Ursa Warrior, Satyr Hellcaller and Centaur Khan).
  • Ancients and Golems can’t be dominated.
  • Placing wards (observer or sentry) and any friendly unit on the neutral creep camp will prevent them from spawning.
  • Roshan spawns immediately at the start of the game.
  • The rest of the creeps spawn when allied creeps at both lanes at the sides of the map (left and right) start attacking opponent’s creeps. Spawns at minute 2:00.
  • Neutral creeps always respawn at the minute mark (Roshan spawns 10 minutes after being killed). Meaning, for example, you kill a creep group at the 45th second of a minute. Quickly get out of the area and you just have to wait 15 seconds for the creeps in that area to spawn again. It is important you get a fair distance away though, else they won’t spawn. Very useful for timing neutral creep farming. (refer to 3.05 Creep Pulling for better explanation)
  • Being an Ancient doesn’t mean the creep is spell immune. Creeps that aren’t immune to all spells are the Black Drake, Dragonspawn Overseer and Sorcerer.
  • Creeps will not spawn at their camp spots if there are remains of any corpse. The trigger that’s used to activate spawning is that the area is completely empty.

Some tips in general on farming neutrals:

  • Creeps spawn at the minute mark from minute 2:00 onwards.
  • You have to be a fair distance away from the creep camp in order for them to spawn. (refer to 3.05 Creep Pulling for better explanation)
  • Higher level creeps eg Centaur, Furbolgs, Dragons, Roshan etc are often considered ’smarter’ creeps. They have higher target priority over enemies with low health. If you are low on health, be careful not to engage them. You might find them changing targets from and hit you instead. (thanks Ironfisto)
  • You can get vital and helpful tips for pulling and farming creeps by reading Creep Pulls and Jungling by Ironfisto (premium quality imo).
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3.02 Hand of Midas

IPB Image
(image taken from DP)

Hand of Midas is a very useful farming tool that can reap great monetary benefits if used properly with the correct creeps.

A detailed description of HoM as stated in the Item Ability Mana Costs, Cooldowns, Durations, etc. guide in the Mechanics section.

QUOTE
Hand of Midas – Mana Cost: 25; Cooldown: 100; Duration: N/A; Range: 600; Max level on target: 5; Gold given: 2 bounties + 40% of unit gold cost.

Though using it with normal creeps (Treant, Druid etc.) will still bring you in enough gold, what’s the harm in speeding the process up? The following table is a list of the average gold received from the highest to lowest.

IPB Image

As you can clearly see, unless you see a Satyr Hellcaller, Enraged Wildkin, Centaur Khan, Dark Troll Warlord, Polar Furbolg Ursa Warrior, Polar Furbolg Champion, Mud Golem or Ogre Magi it’s best to just use HoM on the Druids/Necros.

The recent update in 6.51 has meant that there are now more options that are of higher value Midased compared to the Druids/Necros.

========================================

3.03 Purge

Purge is found on the Satyr Trickster.
The recent removal of Abolish Magic in 6.42 has meant that there is now only one way to remove buffs and debuffs, which is through the Trickster. In-depth information on what can be and not purged can be found at sdfsdf’s Guide to Purge.

The following are ultimates that can be removed by purge(worth remembering).
IPB Image

  • Sven, Rogue Knight – God’s Strength
  • Slithice, Naga Siren – Song of the Siren
  • Rooftrellan, Treant Protector – Overgrowth
  • Gondar, Bounty Hunter – Track
  • Black Arachnia, Broodmother – Insatiable Hunger
  • Slardar, Slithereen Guard – Faerie Fire
  • Nevermore, Shadow Fiend – Requiem of Souls (slow effect)
  • Purist Thunderwrath, Omniknight – Guardian Angel

Other useful abilties that can be purged.
IPB Image

  • Ancient Tango of EssifationBuff will remain, but healing will be stopped.
  • Eul’s Scepter of Divinity – Cyclone
  • Guinsoo’s Scythe of Vyse; Rhasta, Shadow Shaman; Lion, Demon Witch – Hex/Voodoo
  • Barathrum, Spiritbreaker – Charge of Darkness – Must purge charged unit. If vision of the unit remains, will charge as normal. If vision is lost, it is removed.
  • Rooftrellan, Treant Protector – Eyes in the Forest – Tree can be purged.
  • Purist Thunderwrath, Omniknight – Repel

These can’t be removed.
IPB Image

Conclusions:
There is now no more debate as to which is better as Abolish Magic had been removed in 6.42. sad.gif
Thus, what’s left is only the use of the Satyr Trickster.

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3.04 Brilliance Auras

IPB Image

As requested by ncpfen01, here’s a short discussion on Brilliance Auras.

There are basically 3 ways to generate this aura which is through:

  • Ring of Basilius – 0.65
  • Vladimir’s Offering – 0.80
  • Brilliance Aura (Crystal Maiden) – 0.6/1.2/1.8/2.4

Ring of Basilius and Vladimir’s Offering will not stack with each other. However CM’s Brilliance Aura will (6.42).

As of 6.42, Brilliance Auras are listed actual regen rates, no more percentages.

As of 6.49, Crystal Maiden’s Brilliance Aura is global. (woot!)

So, to regen 100 mana, you’d have to wait:

  • Ring of Basilius – 2 min 34 sec
  • Vladimir’s Offering – 2 min 5 sec
  • Brilliance Aura (Crystal Maiden) – 2 min 46 sec/1 min 23 sec/56 sec/42 sec
  • Brilliance Aura (CM) w/ RoB – 1 min 20 sec/54 sec/41 sec/33 sec
  • Brilliance Aura (CM) w/ Vlad’s – 1 min 11 sec/50 sec/38 sec/31 sec
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3.05 Creep Pulling [6.49c]
A mini-guide to effective jungling. Thanks to Ironfisto for allowing me to use his pictures and info from his excellent Creep Pulls and Jungling Guide. smile.gif

Here are some pointers (quoted from Ironfisto):

  • Corpses takes approximately 15 secs to decay. 2 secs for the flesh to go to the ground, 12 secs for the bones to decay. If you have your finishing blow on the creep by the 45th sec, a new spawn will appear at the next full minute. Make sure you leave the area though.
  • You have to be approximately 500-1000 (in most cases) range away from a creep camp for them to respawn. This includes your own/allied/enemy creeps controlled. If you have a hawk which has vision on the spawn point but is than the range, the creeps will still respawn. However, if you have no vision on the camp but you are less than the range, the creeps will not appear.
  • A more correct explanation to re-spawns condition is that each camp has an area bounded by a rectangle. If there exist a unit within the area, it will thus not respawn. The fact that it is not a circular area means that the range required to pull it is not always 1000 but varies since the width/length of the rectangle varies.
  • All neutral creeps are set to “Guard mode” and have an Aggro of 300 (a more specific term is Acquisition Range). If you fall within that range, they will chase to hit you.
  • Their “Guard” range is 600, ie to mean if they will continue hitting you till they die. If you go beyond 600 range, they will still continue to chase/hit you for 3 secs before they make a 180 turn and head back to their original spot to “Guard”.
  • Given the 3 sec buffer time to lure the creeps out of the camp, it is possible to lure them out within a 500-1000 range and if done right, a new fresh creep spawn will appear in the abandoned camp. Once the original creeps return, you will have 2 sets of neutral spawns at the same spot. You can have 3 sets or more at the same spot too (but just for laughs only).
  • Your lane creeps (Ghoul/Necro or Treant/Talons) have an Aggro of 500 for melee and 800 for ranged. Therefore if there is any neutral creeps hitting/chasing you within that distance, your creeps will ignore their original pathing and help you out.

Creep Spawn Zones:
The following image should help you understand what is meant by the rectangular zones Ironfisto talks about.

Dota All Stars Map

So all you have to do basically is to lure the creeps out of those zones by the minute mark for a new batch to respawn at the camp. Sounds easy right? The following picture will give you the timings to make it even easier to pull off.

IPB Image

Conclusion:
So that’s basically it. Read Ironfisto’s guide for more indepth explanation with videos.

========================================

3.06 Creep Upgrades
The spawned creeps (ie. Treants, Druids, Glaives etc) undergo a number of upgrades throughout the game to allow the game to end faster. There are basically three different upgrades that will happen which are:

  • Periodical buff to HP and Damage
  • Increase in creep numbers
  • Buff resulting from destroyed Barracks

Periodical buff to HP and Damage
This upgrade happens every 7:30 minutes. This is indicated in the creep’s portrait like below:

IPB Image

Thus, after 15 minutes, the number will be 2 to indicate to levels of upgrades that have occurred.

Note that this upgrade only happens to Treants/Ghouls and Druids/Necros, not Glaives/Meat.

The buffs that happen are:

  • +10 HP
  • +1 min & max damage for Treant/Ghouls
  • +2 min & max damage for Druids/Necros

Illustration:
Here’s an illustration to help you better understand.

Initial HP of Treant: 550
Initial Dmg of Treant: 19-23

After 22:30 minutes (3 upgrades), the creep would have:
HP: 580
Dmg: 22-26

Increase in creep numbers
If you’ve been playing for a while, you might have noticed that the number of creeps increase as the game goes on.

  • Treants/Ghouls increase by one at minute 17:00 and increases every 16:30 minutes to a cap of 6 creeps.
  • Druids/Necros & Glaives/Meats increase by one at minute 45:00 to a cap of 2 creeps.

Illustration:
What it means is that throughout the whole game you can only have a maximum of 6 Treants/Ghouls, 2 Druids/Necros and 2 Glaives/Meats.

Thus, creep increments for Treants/Ghouls will only occur at minute 17:00, 33:30, 50:00.
Creep increments for Druids/Necros & Glaives/Meats will only occur at minute 45:00

In summary:

  • 1:30 – 3 Melee, 1 Ranged (1 Siege)*
  • 17:00 – 4 Melee, 1 Ranged (1 Siege)
  • 33:30 – 5 Melee, 1 Ranged (1 Siege)
  • 45:00 – 5 Melee, 2 Ranged (2 Siege)
  • 50:00 – 6 Melee, 2 Ranged (2 Siege)

* Siege initially spawns at minute 4:30 and every 7 waves
Note: This does not apply to -lm or -rd modes

Buff resulting from destroyed Barracks
When the barracks at the opponent’s lane is destroyed, the creeps in that lane will get an upgrade. In order to calculate the buff to the creep, the following formula is used:

QUOTE
Treants/Ghouls
HP = 150 + 9a
Min Dmg = 17 + a
Max Dmg = 21 + a
Armor = 1

where a = Upgrade Level

QUOTE
Druids/Necros
HP = 175 + 8a
Min Dmg = 20 + a
Max Dmg = 20 + a
Armor = 1

where a = Upgrade Level

Illustration:
If after 22:30 minutes, the middle lane’s barracks (for Treant) has been destroyed, the Treant’s stats would be:

HP = 580 + 150 + 9(3) = 757
Dmg = (22 + 17 + 3)-(26 + 21 + 3) = 42-50
Armor = 2 + 1 = 3

Mega Creeps
Mega creeps happen when all the barracks in the opponent’s base are destroyed. All your creeps will gain a level 30 upgrade.
Note that if middle lane has the last barracks that is destroyed, top and bottom lanes’ creeps would instantly upgrade to Mega level while the middle lane’s would only have upgraded creeps when they next spawn.

Conclusion:
Hope that helps you understand in more detail the process of creep upgrades. If you need clarification, I’d be happy to help explain it.

========================================

4.0 Spawnpoints

4.01 Location
The following image is the spawning locations of all the neutral creeps that you can find.

IPB Image

There are 5 tiers of creeps that can be found throughout the map.
Tier 1 units are the easiest and represented by the WHITE dots.
Tier 2 units are mid level and represented by the BROWN dots.
Tier 3 units are the hardest non-ancient creeps and are represented by the BLUE dots.
Ancients are represented by the PINK dots.
Roshan is represented by the YELLOW dot.

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4.02 Groups
Basically, certain groups of creeps spawn at certain locations. Each type of creep will spawn with another type of creep. The following images should illustrate what I’m trying to explain.

IPB Image

5.0 Creep Bestiary
Here’s the list of all the neutral creeps that spawn in alphabetical order.

5.01 Treant/Ghoul, Druid of the Talon/Necromancer, Glaive Thrower/Meat Wagon

Treant/Ghoul

IPB Image

EHP (starting): 616
Movement Speed: Fast
Attack Speed: Fast
Range: Melee
EXP (before): 62
EXP (after): 41
Gold (before): 33-53
Gold (after): 21-41
HoM Gold (before): ~133
HoM Gold (after): ~109
Upgrades: Increases health and damage every 7:30 minutes. Additional creep added initially at minute 17:00 and every 16:30 minutes to a max of 6 Treants/Ghouls.

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Druid of the Talon/Necromancer

IPB Image

EHP (starting): 300
Movement Speed: Fast
Attack Speed: Fast
Range: 500
EXP (before): 41
EXP (after): 25
Gold (before): 33-53
Gold (after): 21-41
HoM Gold (before): ~133
HoM Gold (after): ~109
Upgrades: Increases health and damage every 7:30 minutes. Additional creep added at minute 45:00.

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Glaive Thrower/Meat Wagon

IPB Image

EHP: 500
Movement Speed: Slow
Attack Speed: Fast
Range: 690
EXP: 88
Gold: 56-80
HoM Gold: None
Upgrades: Additional creep added at minute 45:00.
Comments: Non-organic unit, only physical spells affect it. Has priority to attack towers first. Always ignored by creeps and towers till it is the last unit.

Initially spawns at minute 4:30 and at intervals of 3:30 minutes.

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5.02 Alpha Wolf

IPB Image

EHP: N/A
Movement Speed: 350
Base Attack Time: 1.35
Range: 90
HP regen: 0.5/sec
EXP: 88
Gold: 37-45
HoM Gold: 134-150
Abilities: Command Aura that gives 30% extra damage to the attack of nearby friendly units.
Critical Strike that has a 20% chance to do 2 times normal damage.
Comments: -

========================================

5.03 Black Dragon

IPB Image

EHP: 2720
Movement Speed: 300
Base Attack Time: 1.5
Range: 300
HP regen: 2/sec
EXP: 155
Gold: 164-234
HoM Gold: None
Abilities: Attacks deal 50%(?) Splash Attack.
Comments: Unconvertable, it being an Ancient. Tough to kill at early levels. Gives the most gold for a single creep other than Roshan.

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5.04 Black Drake

IPB Image

EHP: 1064
Movement Speed: 350
Base Attack Time: 1.8
Range: 300
HP Regen: 0.5/sec
EXP: 62
Gold: 44-56
HoM Gold: None
Abilities: Unknown
Comments: Unconvertable, it being an Ancient. Slightly difficult to kill. Presence of the Black Dragon and another Black Drake makes it only more difficult to kill.

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5.05 Blue Dragonspawn Overseer

IPB Image

EHP: 1488 (taking into account +3 devotion aura)
Movement Speed: 300
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 119
Gold: 86-98
HoM Gold: None
Abilities:
Devotion Aura that adds 3 armor to friendly units around it.
Evasion that gives a 15% chance for the enemy to miss.
Comments: Unconvertable, it being an Ancient. Difficult to kill at early levels.

========================================

5.06 Blue Dragonspawn Sorcerer

IPB Image

EHP: 675
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 62
Gold: 74-82
HoM Gold: None
Abilities:
Evasion that gives a 15% chance for the enemy to miss.
Comments: Uncontrollable, it being an Ancient. Difficult to kill at early levels, especially with two other Overseer’s in the group.

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5.07 Centaur Khan

IPB Image

EHP: 1364
Movement Speed: 320
Base Attack Time: 1.65
Range: 100
HP Regen: 1/sec
EXP: 119
Gold: 76-88
HoM Gold: 224-248
Abilities:
Hoof Stomp (100 mana, 20 sec CD) that does 25 damage and stuns for 2 seconds in roughly 200 aoe.
Endurance Aura that increases the attack rate by 15% of nearby friendly units.
Comments: One of the most sought after creeps to convert. Spawns fairly often and is easy to find. Can be found in both Tier 2 and 3 camps (though does not spawn as often in Tier 2 camps apparently). Has an aoe stun and a decent aura to boot. Highly recommended. Seeing as the Furbolg now has War Stomp removed, this would definitely be one of the most used creeps now. It’s easier to find and has an extra ability, though less mana than the Furbolg now (as of 6.40).

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5.08 Centaur Outrunner

IPB Image

EHP: 616
Movement Speed: 350
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 41
Gold: 20-24
HoM Gold: 96-104
Abilities: None
Comments: Not worth your time. You would dominate the Centaur Khan that comes with him anyway.

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5.09 Dark Troll

IPB Image

EHP: N/A
Movement Speed: 270
Base Attack Time: 1.35
Range: 300
HP regen: 0.5/sec
EXP: 62
Gold: 26-33
HoM Gold: 100-114
Abilities: None
Comments: -

========================================

5.10 Dark Troll Warlord

IPB Image

EHP: N/A
Movement Speed: 320
Base Attack Time: 1.35
Range: 300
HP regen: 0.5/sec
EXP: 155
Gold: 54-62
HoM Gold: 224-240
Abilities: Ensnare (150 mana) that causes a target unit to be bound to the ground for 1.5 secs.
Raise Dead (50 mana) that raises 2 skeletons from a corpse.

IPB Image

Comments: -

========================================

5.11 Elder Jungle Stalker

IPB Image

EHP: N/A
Movement Speed: 320
Base Attack Time: 1.35
Range: 128
HP regen: 0.5/sec
EXP: 155
Gold: 152-170
HoM Gold: None
Abilities: None
Comments: -

========================================

5.12 Enraged Wildkin

IPB Image

EHP: N/A
Movement Speed: 320
Base Attack Time: 1.35
Range: 128
HP regen: 0.5/sec
EXP: 119
Gold: 67-87
HoM Gold: 250-290
Abilities: Tornado (200 mana) is summoned that is controllable and slows enemy units’ movement and attack speed while damaging them. Lasts for 30 seconds.
Comments: -

========================================

5.13 Fel Beast

IPB Image

EHP: N/A
Movement Speed: 350
Base Attack Time: 1.5
Range: 100
HP regen: 0.5/sec
EXP: 41
Gold: 20-23
HoM Gold: 90-96
Abilities: None
Comments: -

========================================

5.14 Forest Troll Berserker

IPB Image

EHP: 530
Movement Speed: 270
Base Attack Time: 1.6
Range: 300
HP Regen: 0.5/sec
EXP: 41
Gold: 22-26
HoM Gold: 104-112
Abilities: None
Comments: Not worth your time.

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5.15 Forest Troll High Priest

IPB Image

EHP: 450
Movement Speed: 290
Base Attack Time: 1.8
Range: 300
HP Regen: 0.5/sec
EXP: 41
Gold: 21-25
HoM Gold: 106-114
Abilities:
Heal (5 mana, no CD) that heals 15 hp.
Comments: Have never seen him being used before, though he has some decent abilities. However, he is too easy to kill and you would rather convert more tougher and useful creeps. The recent removal of Abolish Magic has more or less rendered this creep useless apart from its pitiful heal.

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5.16 Ghost

IPB Image

EHP: N/A
Movement Speed: 320
Base Attack Time: 1
Range: 300
HP regen: 0.5/sec
EXP: 62
Gold: 30-40
HoM Gold: 128-148
Abilities: Frost Attack (12 mana, 0 sec CD) that slows the enemy’s movement and attack speed by 20%.
Comments: -

========================================

5.17 Giant Wolf

IPB Image

EHP: 560
Movement Speed: 350
Base Attack Time: 1.35
Range: 90
HP Regen: 0.5/sec
EXP: 62
Gold: 27-31
HoM Gold: 114-122
Abilities:
Critical Strike that has a 20% chance to do 2 times normal damage.
Comments: Not worth it, even though the critical strike may look slightly appealing. 2 times normal damage would only give you around 42-48 damage which is really low. The very low hp also makes this creep a liability rather than an asset.

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5.18 Gnoll Assassin

IPB Image

EHP: 392.2
Movement Speed: 270
Base Attack Time: 1.6
Range: 300
HP Regen: 0.5/sec
EXP: 41
Gold: 26-34
HoM Gold: 116-132
Abilities:
Envenomed Weapons that does 2 damage per second for 20 seconds.
Comments: Weak ability, low damage and very low hp make this creep simply useless.

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5.19 Granite Golem

IPB Image

EHP: 2960
Movement Speed: 270
Base Attack Time: 1.35
Range: 128
HP Regen: 1.5/sec
EXP: 155
Gold: 107-121
HoM Gold: None
Abilities: Unknown
Comments: Unconvertable due to its immunity to magic. Really difficult to kill.

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5.20 Jungle Stalker

IPB Image

EHP: N/A
Movement Speed: 320
Base Attack Time: 1.35
Range: 128
HP regen: 0.5/sec
EXP: 119
Gold: 52-70
HoM Gold: None
Abilities: None
Comments: -

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5.21 Kobold

IPB Image

EHP: 240
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 25
Gold: 7-9
HoM Gold: 42-46
Abilities: None
Comments: Not worth your time.

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5.22 Kobold Taskmaster

IPB Image

EHP: 400
Movement Speed: 330
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 41
Gold: 31-37
HoM Gold: 126-138
Abilities:
Speed Aura that increases the movement speed of nearby friendly units by 12%.
Comments: The nerf has weakened this creep and weakened what used ot be ‘t3h-l33t-ms-stacking combo’ completely. Its worth is now greatly diminished. It can be slightly useful now if you still want to increase the movement speed of the team.

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5.23 Kobold Tunneler

IPB Image

EHP: 344.5
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 25
Gold: 17-19
HoM Gold: 90-94
Abilities: None
Comments: With Bash removed, this is really not worth it.

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5.24 Mud Golem

IPB Image

EHP: N/A
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP regen: 0.5/sec
EXP: 119
Gold: 54-62
HoM Gold: 180-196
Abilities: None
Comments: -

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5.25 Ogre Magi

IPB Image

EHP: 600
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 62
Gold: 43-49
HoM Gold: 162-174
Abilities:
Frost Armor (40 mana, 5 sec CD) that adds 8 armor and slows melee units attacking it for 5 seconds. Lasts 45 seconds.
Comments: After a buff to Lich’s Frost Armor in 6.45, the Ogre’s spell isn’t really any better compared to the Lich’s which adds 12 amor, lasts for 40 seconds, slows melee units attacking for 2 seconds and has a cooldown of 5 seconds at Level 4. Reduction in armor means it is now slightly easier to kill. Note that Frost Armor is no more autocasted since the Magi starts with zero mana.

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5.26 Ogre Mauler

IPB Image

EHP: 901
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 41
Gold: 23-47
HoM Gold: 110-158
Abilities: None
Comments: Not worth it.

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5.27 Polar Furbolg Champion

IPB Image

EHP: 1235
Movement Speed: 320
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 88
Gold: 60-70
HoM Gold: 193-213
Abilities: None
Comments: Not worth it, though its chaos damage is good. Save it for its partner, the Polar Furbolg Ursa Warrior which has an aoe stun.

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5.28 Polar Furbolg Ursa Warrior

IPB Image

EHP: 1364
Movement Speed: 320
Base Attack Time: 1.35
Range: 100
HP Regen: 1/sec
EXP: 119
Gold: 76-88
HoM Gold: 218-242
Abilities:
Thunder Clap (100 mana, 12 sec CD) that deals 150 damange to nearby units and slowing their movement and attack speeds by 25% for 3 seconds.
Comments: -

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5.29 Rock Golem

IPB Image

EHP: 992
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 119
Gold: 54-62
HoM Gold: None
Abilities: Unknown
Comments: Unconvertable due to its immunity to magic. Slightly difficult to kill.

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5.30 Roshan

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EHP (starting): 11700
Movement Speed: Average
Attack Speed: Fast
Range: Melee, 400
HP Regen: 20/sec (+20/sec everytime he respawns for a max of 220/sec)
EXP: 1184
Gold: 200 (all players on the team), 286-450 (individual)
HoM Gold: None
Abilities:
Spawns immediately at the start of the game. At every respawn 10 mins after it is killed: +2000 hp (max 29000 hp), +25 damage (max melee 351-358, range 440-448), +2 armour (max 25 armour), +20 hp/sec regen (max 220 hp/sec)
Hurl Boulder that deals 100 damage and stuns for 2 seconds. Has a 10 second cooldown, costs 100 mana and has a range of 800.
Slam that deals 70 damage and slows movement and attack speeds of units by 50% for 4(2) seconds. Has a 6 second cooldown, costs 90 mana and has an AoE of 250.
“Reflect Damage” that reflects 20% damage back to melee units attacking it. Only available at 4th respawn onwards.
“Destroys Illusions” that attack it instantly.
Spell Block that dispels some targeted spells once every 15 seconds.
Hardened Skin which makes him affected like heroes are. For example, he’s only stunned for 1 second by Paralyzing Cask.
Drops one charge of Aegis (stackable). It no longer gives any stat bonuses, armor or magic resistance bonuses. It is basically an ankh of reincarnation that is droppable and vanishes after use. Reincarnation means that you revive instantly after being killed without giving gold and exp to the other team, and without losing any gold as well.
Drops Cheese. Heals, for 5 mana, 2500 hp and 1000 mana. Only available at 3rd respawn onwards.
Comments: The huge change in Roshan recently has meant that he is now killable over and over again. Though he respawns every 10 mins, which means you’ll normally be able to kill him probably 4 or 5 times at the most in a game. He becomes bigger and stronger everytime you kill him, so it gets more difficult after a while.

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5.31 Satyr Hellcaller

IPB Image

EHP: 1100
Movement Speed: 290
Base Attack Time: 1.35
Range: 100
HP Regen: 1/sec
EXP: 155
Gold: 107-121
HoM Gold: 270-298
Abilities:
Shockwave (100 mana, 8 sec CD) that deals 100 damage to land units in a line (no damage to buildings as of 6.40).
Unholy Aura that increases hp regeneration by 3 hp/sec of nearby friendly units.
Comments: A good unit to have early. 3hp/sec regen aura is very useful early on. Now that it can’t use Shockwave to damage buildings, it’s not really useful for pushes anymore. But its still a worthy addon as it has more mana for an additional Shockwave which will help weaken creeps for a push. It is now Midas-able as well (6.50).

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5.32 Satyr Soulstealer

IPB Image

EHP: 636
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 88
Gold: 31-37
HoM Gold: 130-142
Abilities:
Mana Burns (50 mana, 18 sec CD) 100 mana of an enemy unit.
Comments: Mana Burn is good but still doesn’t encourage the use of this unit. Not recommended. Now that its initial mana has been reduced to 0, it isn’t as much as a pain to farm it anymore.

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5.33 Satyr Trickster

IPB Image

EHP: 240
Movement Speed: 300
Base Attack Time: 1.8
Range: 600
HP Regen: 0.5/sec
EXP: 41
Gold: 15-17
HoM Gold: 64-68
Abilities:
Purge (75 mana, 5 sec CD) that slows the movement speed of its target by a factor of 5 for 5 seconds. Also deals 400 damage to summoned units.
Comments: Too weak and easy to kill. Not recommended.

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5.34 Wildkin

IPB Image

EHP: N/A
Movement Speed: 300
Base Attack Time: 1.23
Range: 128
HP regen: 0.5/sec
EXP: 25
Gold: 15-20
HoM Gold: 92-102
Abilities: None
Comments: -

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5.35 Supercreeps – Ancient Hydra, Scary Fish, Siege Golem
Supercreeps spawn when the -sc game mode is activated. They spawn at the same time for both sides, at random intervals and at random lanes.

Ancient Hydra

IPB Image

EHP: N/A
Movement Speed: 310
Base Attack Time: 1.5
Range: 500
HP regen: 25/sec
EXP: 476
Gold: 111-1200
HoM Gold: None
Abilities: Unknown
Comments: Ancient creep, therefore most spells do not work against it.

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Scary Fish

IPB Image

EHP: N/A
Movement Speed: 270
Base Attack Time: 1.45
Range: 100
HP regen: 0.5/sec
EXP: 410
Gold: 158-950
HoM Gold: None
Abilities: Unknown
Comments: Ancient creep, therefore most spells do not work against it.

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Siege Golem

IPB Image

EHP: N/A
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP regen: 0.5/sec
EXP: 175
Gold: 106-700
HoM Gold: None
Abilities: Unknown
Comments: Ancient creep, therefore most spells do not work against it.

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6.0 Comparisons and Statistics
Temporarily removed due to available space for characters… sad.gif

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7.0 Closing Thoughts

7.01 Conclusion
Hopefully this guide has been useful to you as it was for me as I was compiling this. Please comment on how it can be improved, any errors, suggestions and the like. I would really appreciate it. smile.gif

I now realise how difficult and time consuming it is to put together a guide. Kudos to all other guide posters in the forum who have spent considerable amounts of time putting together their guides. Your work is not forgotten. biggrin.gif

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7.02 Credits
SonE, Qzip, mark2k2k2, josephlcs, VellRikI, Stunned_Mule, wakki, Jos, DoTA Allstars Mechanics Team, SsxDoTS, Genosis, gradenko_2000, Ironfisto, shinlogen

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7.03 Version History
Note: Only the logs of the last few versions will be posted as I seemed to have run out of text space. ohmy.gif

v3.5 – Posted on 8 July 2007. Update on Rock Golem’s change to non-ancient type for the pair group. Added Midas values for it. Added Warstomp aoe (rough value) and Ogre Magi notes due to Frost Armor buff on Lich.
v3.6 – Posted on 7 September 2007. Minor update. Added change for Druid and Necro mana.
v3.61 – Posted on 15 October 2007. Added new section, 3.05 Creep Pulling.
v3.7 – Posted on 16 November 2007. Added new section, 3.06 Creep Upgrades.
v3.71 – Posted on 29 January 2008. Added supercreeps info in Beastiary Section and changed the rectangular boxes map to corrected version. Refined Roshan info.
v3.8 – Posted on 14 March 2008. Minor minor update to creep locations and HoM values.
v3.81 – Posted on 22 March 2008. Bestiary updated. Temporarily removed section 6 due to character space issues.

Guide To Proper Blinking By Renegade

Saturday, June 7th, 2008

This guide provided by Renegade

Alright first off, blink is possibly the single best skill to have on a hero in dota allstars, and it makes me depressed when I see it used to badly so much of the time. This is why I decided to write this guide to blinking so people will acctually start using it the ways it was meant to be used.

First of all, I will discuss early-game blinking. Generaly since you will not have it maxed out, the cooldown is still pretty significant so you cannot yet use it to chase enemies forever. Generaly this is used early game just to make tower trips faster, to jump across the river to a shop, etc. The only heroes that I see using this offensively early game are Queen of Pain and Anti-Mage. For Queen of Pain you will want to run up to an enemy and be spamming your scream of pain, but after doing this a bit they will either make it difficult for you to get into range, or difficult for you to get out without taking heavy damage. This is where blink comes in. Remember that you DO NOT have to wait for a previous command to finish before using blink – for example if you are coming out from behind a line of trees to scream of pain an enemy and want to get out before you get hit by a stun hammer or something, tap the hotkey for scream of pain and then without waiting for it to go off, hit blink and your target. Unless you are under massive lag this will cause the scream of pain to come from where you disappear from right away, making it very difficult to catch you. If you are blinking into combat, give the command and tap the scream of pain hotkey and the scream will go out the instant you finish your blink. Using skills like this in quick succession with blink makes it a very effective skill.

Now once you do start using blink offensively, use it to harass just up until the point where you can get a sure hero kill. Try to deal just enough damage to give you the opportunity to get a kill, but not so much as to make them go home before you can do your kill combo. This can be done by purposely blinking into combat improperly, making it look like a crappy trap. remember that everyone will have a different threshhold where they will go back to heal, so test and find your opponent’s in every game you play a blinker in. When you are ready to finally take the kill, make sure that you blink behind them, and use shift click while the blink is in progress to start attacking, use a stunner, or whatever your killing plan is. Blinking to the side of someone WILL NOT WORK nearly as well as blinking directly behind them. This is because unless you leave an opening down the river they will try to turn straight around and go back towards their tower. This means that they do a half circle around you, allowing for more hits from both melee and ranged blinkers. If you are a ranged attacker do not blink to your full range behind them or they may be able to run in the direction you were before your blink because you are too far behind them. Force them to retreat to their closest tower and you will have the highest chance of success. If you have a stunner, do not use it directly after your blink unless your opponent is highly skilled and has no delay. You will catch them off guard can get in an easy hit before using stunner, adding just that one more bit of extra damage output.

When the game gets into being more heroes packed closer together, be careful about your blinking. Even though it has a short cooldown, it does have a cooldown and you have to be aware that it may not be ready when you need it to escape. It is generaly good practice to have allies engage a group of heroes first and then blink in behind your opponents and targetlow health casters or ranged agility heroes first while your opponent front line heroes are dealing with your allies. Most blinkers in the game are fairly low health so you have to be aware of what stunners can be cast on you – those are your bane.

When chasing an enemy hero with blink, be careful about going past a tower. A smart enemy will draw you on and as soon as one of your blinks takes you into tower range, you should expect to get hit by a stunner. This is something you want to avoid, so keep your blinks out of tower range unless they don’t have enough mana to use a stunner. Also a lot of the time you are blinking ahead of them, so try to know where their allies are because you are teleporting into the unknown, and for all you know to right beside a centaur thats ready to hoof stomp your ass into the ground.

In a lot of circumstances you will end up fighting one almost dead hero and one full health hero. Of course you will want to stay to finish the first kill, but you have to run some quick calculations with your damage and your own remaining health to see if it is possible. THE INSTANT you see your last attack LEAVE your hero, blink to safety. The attack will still hit even though you are gone, and escaping that split second earlier will throw off your opponents probable plans to kill you with a just-regenerated stunner or nuke. This is a very difficult thing to do, and the first couple times you get into this situation you will probably leave your enemy at something like 8 health, and be extremely pissed off at me telling you to blink before the attack finishes. Having a finishing nuke is also great to blink while casting because blink has basically no casting time you can have the nuke traveling to an opponent at the same time as you get the hell out of there.

If you are running from a high-speed chaser or another blinker, do not ever just blink down the lane in front of you! You are a blinker! Enemies will expect you to head the shortest way back towards your base, so suprise them. Blink once or twice down the lane, and then suddenly blink randomy into the trees beside the lane. This brings up something I forgot to say earlier – whenever you get the chance, explore behind trees to the side of your lanes to get a blink target, and also have all of the side paths explored or you might screw over a chase because you have nowhere to blink to except where your opponent is at that moment. If you try to blink there chances of you getting a hit are low because your opponent will of course be moving and will be gone from that spot.

The last section of this guide will show you a couple tricks that blink can help you accomplish, There is of course the commonly known blinking right as a shadow strike is heading towards you. It is great to avoid damage or the slow if you are afraid of death, but there are far better things you can use blink to do. Anti-Mage vs QoP. When the QoP uses scream of pain, the AM can acctually blink right beside the QoP, avoiding the damage from her scream if timed correctly and bringing him into attacking range. You can also blink over a venomancer’s poison nova very easily. Blinking behind a KoTL who is charging up is extremely effective, especially as anti-mage because for a second you will get free hits while the keeper decides how he wants to get out of the situation without wasting the blast hes charged up too much. There are a lot of other skills you can avoid damage by using blink for, but I will let you discover them for yourself. The last trick I absolutely love is running at someone like centaur or slardar, and at the last second blinking backwards from where you came from. They will stomp right as you are about to get into range and waste their mana and also get their skill into cooldown, which gives you a perfect attack opportunity as anti-mage because you can usually burn the remainder of their mana before the skill gets out of cooldown! Also if you see a stunner shooting at you try to blink to safety. Lots of times if you get the command off fast enough you may still get stunned, but at the end of your blink where you are safe from being attacked.

CLARIFICATION ABOUT SHIFT CLICKING: You can queue up commands by holding shift, just like when you use it to move around the map with waypoints. It works with most spell lineups, and is most effective with blinking and attacking the right target after the blink. Hold shift, target blink, and right click your victim. NOW release shift.

POSSIBILITY OF ERRORS: When I posted this for the (4th?) and last time, it was mostly just to get it up on the forums before I leave. Because of this I am giving a couple friends permission to edit this and change stuff like game logic changes, out of date references, etc. Anyways, I know there is probably a lot of stuff like that in here but the message remains whole.

Micro Guide – Improving Your DotA game by InDe_eD

Saturday, June 7th, 2008

This guide was created by InDe_eD


** Important – If you are completely new to DotA Allstars, or would like a nice grounding in the basics, I recommend this article. The basic stuff is… well… basic, but the advanced things are well worth the read even for more experienced players.**

Table of contents

Part I – Basics
1. Introduction
2. Farming
3. Denying
4. Harassing
5. Spells

Part II – Add-ons
6. Mini-map
7. Items
8. Using Multiple Units
9. Closing/Credits

Part I – Basics

1. Introduction

Micro is, in terms of ladder, how well you can manage your heroes/army. In DotA Allstars, it is the sole factor in determining how well you do. It is vital to your game, and I hope to show you how to improve it in this guide, even if it’s just by a little.

I realize that this guide is probably a massive wall of text to many, but I did attempt to use proper formatting to make it easier to read. I feel the information inside this guide is worth the lengthy read, although you may disagree.

2. Farming/Denying:

An introduction to farming.

Farming is the art of killing creeps, thereby earning gold. You only get credit for a kill if you score the last hit on a creep.

There are three ways to farm: Randomly attacking and hoping you get lucky, attacking constantly with good timing so you get the last hit on the creep, and timing it so that the only attack you make is the last one.

Do NOT use the first one. That is probably the first and most important lesson anyone can ever learn in DotA Allstars. Against a good player, you will be denied and outfarmed, and end up horrendously underleveled.

As for whether you use the second or third method, it’s a matter of preference. Personally, I like the third way best, for several reasons. First, doing this allows the enemy creeps to push further into your side of the field, minimizing the risk from ganking. Also, if there is an allied hero with you, and he is skilled at timing last hits, he will probably get most of the creep kills if you use the second method, and split them with you about 50-50 using the third. Both ways are fine, though, if you can time it correctly.

When trying to time last hits, note that the ranged creep (Necromancer/Druid) deals far more damage than the melee creeps do. Pay special attention to its attack, and time your own attack accordingly.

The ALT key is your friend. It shows the HP bar of everything onscreen when pressed. Learn to hold it down when creeps engage in battle, so you can time last hits without having to hover over every creep individually.

Heroes with damage boosting arrow abilities like Clinkz’ Searing Arrows and Necro’lic’s Soul Assumption can use it to farm more effectively. Use the hotkey and manually click the attack to score the last hit on enemy creeps.

You need to know your hero’s attack animation and base damage. What do I mean? Some heroes, like Lina and Witch Doctor, have an incredibly long “wind-up” before they attack, and need to time creeps several seconds earlier than most other heroes. Others, like Sniper and Shadow Fiend, are almost instant, and need to be timed almost a split second before the creep dies. The higher a hero’s damage, the bigger the margin of error you have for timing last hits.

For ranged heroes, if your projectile is especially slow, like Witch Doctor or Crystal Maiden, you want to move closer to the enemy creeps so your projectile has less distance to travel. This makes it much easier to time. Conversely, if you find that you’re attacking too fast, you might want to move to your maximium range so that your projectile needs to travel further.

Once you’re near your tower, you’ll probably notice that it seems to steal every kill with its massive damage. However, after several games of experience, you’ll notice that often creeps are left with just a sliver of HP left before the tower deals the final blow. This is when you want to attack for the last hit. Basically, treat the tower like a ranged creep that deals an obscene amount of damage, and you should be able to micro a decent amount of kills while near a friendly tower.

3. Denying:

Learning how to deny/deal with enemy heroes.

Once you are confident in your farming skills, it is time to work on denying. Denying is timing the last hit on your own creeps so that the enemy hero does not receive experience or gold for the kill. You’ll know when you do this properly because the gold coins that normally come out of a defeated creep will not appear.

You can deny a creep when it falls below half hp. Do not try this before that, since your hero will simply pause and not attack.

When you first get into a lane with an enemy, try to judge what kind of enemy he is. Most importantly, which method is he using to farm? Is he just randomly attacking? Timing last hits? Or simply not even farming at all? Is he trying to deny you, and is he doing it effectively? You should have a fairly good estimate of your opponent’s skill level in about 2-3 creep waves.

If he’s randomly attacking, simply treat him like an enemy creep, albeit one that deals more damage. You should have no problem snatching kills away from him with proper micro. Same goes for those who don’t farm at all, go a step further and make sure he gets no experience as well.

If he’s timing last hits and denying, it comes down to a micro war between you two. Generally, ranged heroes have an advantage here, but nothing that can’t be overcome with proper control. Try to estimate how much damage he does. Try to get to creeps before he can. If you see him attacking a creep for a last hit and you are fairly sure that the attack will not kill the creep, immediatly shift your focus to that creep. Your attack will land after his, scoring you that kill. Basically, outmicro your enemy.

Spells such as the Lich’s Dark Ritual and Enigma’s Conversion remove a friendly creep from battle, even at full HP. If you use these spells, you want to use it as soon as the cooldown is finished so that you can deny the maximium amount of creeps.

Some heroes get bonuses for denying creeps. These include Necrolyte (Mana with Sadist), Pudge (Strength Boost from Flesh Heap), Shadow Fiend (Souls from Necromastery), and Bloodseeker (HP from Bloodbath – very, very helpful). You should place more emphasis than normal on denying with these specific heroes.

Once towers fall below about 100 HP, they can be targetted by a friendly hero. It gives a massive gold bonus, so you always want to try to deny them. You generally want to wait until enemies are out of sight of the tower, since they will most likely rush in and try to get the kill themselves. However, if an enemy is already attacking the tower, do your best and hang around it, attacking only to try to score the last hit on the tower.

4. Harassing:

How to harass effectively, and how to counter it.

Harassing is dealing damage to your enemy so that he is either forced to return to the fountain to heal or play safely, thereby losing experience and gold.

Before I begin, a note about creep AI. Whenever you attack a hero by clicking directly on it, all enemy creeps/towers in the area will immediately shift focus to you, something you may have noticed. Note that spells/manual-casting of arrow abilities do not trigger this defensive response.

This puts ranged heroes at a huge advantage when compared to melee in terms of harassing, because they can simply shoot you once and then back off. As a rule, ranged heroes can dominate melee heroes early game with harassing, while melee heroes should play safe and focus on farming/denying.

If you want to attack the enemy hero with a melee hero, first click near the enemy hero, not directly on him. Remember, creeps shift agression to you as soon as you attack the enemy hero, so you want to be able to walk up to the enemy without getting hit by their creeps as well.

If you don’t have some form of natural defense/healing, you should definitely consider getting a Ring of Regeneration or salves to counteract early game harassing. This is especially important for melee heroes with a weak early game.

Whenever you’re in range of a friendly tower, try to harass your enemy as much as possible. If he tries to counterattack you, your tower will likely shift agression to him, meaning he takes a considerable amount of damage.

Since casting spells on heroes does not trigger creep agression, feel free to harass with them as you see fit. Certain spells like Frost Nova (on Lich combined with Dark Ritual) and Arc Lightning are incredibly spammable.

If it’s a range vs range harassment contest, whenever your enemy moves up to take a shot you want to shoot him back. If you try to run away, chances are that he will hit you anyway, so you might as well get in a shot of your own. An eye for an eye, as the saying goes.

Manual-casting arrows is clicking on the icon for an arrow ability (Frost Arrow, Searing Arrow, etc.) and then clicking on an enemy hero. Better yet, use the hotkey. This is a great way to harass because creeps will ignore it when you hit an enemy with it, since it counts as a “spell”. Make sure you manual cast each seperate arrow though, or the creeps will target you.

Do not overharass. By this I mean when you concentrate on harassing an enemy hero so much that you forget to farm/deny. Yes, supressing your enemy early game is vital, but getting gold for items later on in the game is far more important.

If you are being harassed severely, the best counter is to get HP regeneration and stay behind your creeps. When the enemy hero tries to attack you, he should draw creep agression and take more damage than he deals.

If the harassing gets to be too much, or if it is a completely unfair matchup (N’aix vs Sniper, etc.), call for either a gank or switch lanes with someone who can better deal with the enemy.

On the flip side, if you’re a very powerful early game harasser (Lich, Zeus), you may want to move past your enemy’s creep line and target him with solely spells. Any decent player will be forced to retreat, and then you can farm from his side of the field, keeping him away with spells if neccessary. By doing this, you don’t even need to deny to stop your opponent from gaining gold and experience, since he is forced to stay away.

5. Spells:

Proper usage of spells. Using “Shift” correctly.

Spells are an INT hero’s best friend, and a great help to AGI and STR heroes. Learning how to use them to their maximium potential can make a world of difference.

Nukes (Frost Nova, Carrion Swarm, etc.) on INT heroes should be combined with mana regen and spammed constantly. If there are two heroes in the lane, try to target it so that both heroes are hit by the spell, although if you have to hit one nuke the one which has less HP regen.

Always use a spell if your mana pool is full, so that your regeneration doesn’t go to waste. However, if your spell combo will take up most of your mana, and casting a spell means you can’t perform it, you may want to save your mana in favor of looking for an opportunity to get a kill.

AOE spells like Lina’s Light Strike and Leshrac’s Split Earth need to be positioned correctly. You want to target the circle behind the enemy hero, since they will likely try to run to dodge the spell. Make sure the enemy hero is barely within the outer radius of the circle when you are aiming it, you will see him glow green if your aim is correct.

Heroes who can chain disable (Lion with Impale/Hex, Crystal Maiden with Icebite/Nova) should cast their second disable right as the first one wears off. For example, Rylai icebites an enemy hero and starts attacking him. Right as it wears off, Nova him so that he is slowed when he tries to run.

The reason for this is because if you use the two spells too closely together the effect of the second is wasted. Again, in the Rylai example, if you icebite and then nova quickly, the enemy will be able to run at normal speed when bite wears off, and will probably escape.

Do not waste random-target spells such as Omnislash and Eclipse when there are enemy creeps around. The spell will more than likely target them instead of the hero and be an utter waste. Instead, try to force the enemy hero to run by moving close to him without attacking. A mediocre player will probably back off , away from the safety of his creeps, and that’s when you unleash your spell. Unfortunately, good players are unlikely to fall for this.

Do not waste most ultimates on enemy creeps. Yes, it may be tempting to use Epicenter on that approaching mass of enemy units, but you want to have your ultimate available for enemy heroes. Instead, opt to use basic spells, or simply micro every creep kill with your normal attack. However, if you really need the gold and are fairly certain that the enemy team will not attempt a 5-man push through the middle 10 seconds after you use your ultimate, then use your judgement whether or not to use it.

The exceptions to this are ultimates like Lesh’s Pulse Nova, which have no cooldown, and Furion’s Wrath of Nature, which is actually meant to be used as often as possible.

Try to memorize every spell effect, the graphic for it, and what the icon for it on your toolbar is. Knowing what exactly is affecting you and how to counter it will save you many, many times. Some spells you must learn quickly in order to counter are Doom, Battle Hunger, Mana Leak, and Curse of the Silent, among others.

You can hold “Shift” to queue commands. What this means is, when you hold it down whatever commands you input afterwards will all be performed one after the other after you release the key. Using Pudge as an example, you can hold shift, use Necromicon, Hook an enemy hero, then Dismember. After you release the button, Pudge will perform those spells in order, allowing you to micro the Necromicon for maximium effect. Make sure you turn on Rot, though, and that your own Necromicon summons don’t block the path of hook.

However, using Shift does have its drawbacks. If you miss with just one spell in the sequence, and the hero is undisabled, your hero will still perform the actions you input. This can spell disaster, as you may completely waste your spells if you don’t cancel the rest quickly (just click your hero and move it somewhere). Using Shift can be a great help to many heroes, but requires heavy practice before you incorporate it into your fundamentals.

Part II – Add-ons

6. Minimap:

How to use your Minimap effectively and Pinging.

The Minimap is in your lower-left hand corner, and displays vital map information. Try to keep half an eye (or something) on it at all times.

There are two different map modes: Colored, where each individual player’s colors are displayed, and Ally/Enemy, where there are only two colors: blue for allies and red for enemies. Pick whichever one you prefer.

Turn off Terrain. By the time you play a few games you should have the terrain memorized, and it just gets in the way of what you need to see.

Be wary of ganks. If you see hero dots missing from another lane, ask where they are. This can save your teammates as often as it can save yourself. Make sure you warn your allies when heroes are missing from your own lane, as well.

Hero dots are substantially bigger than creep dots. Learn how to notice that telltale dot quickly. If you see a hero somewhere suspicious, like in the river or hiding in the forest, quickly Ping that location.

Pinging can be annoying when overused, but is vital for quick team communication. Use [Alt + Click] to ping, since it’s much faster. Ping runes, heroes, large creep waves, etc. Make sure you include a short message telling your team what you’re pinging. “Techie with DD” is a hell of a lot less important than “Lycanthrope with DD”. Also, if you want to quickly center your map on the last ping, hitting the spacebar works.

7. Items:

A few basic item usage tips (no recommendations/builds or whatever, this is a micro guide.)

Put your usable items in the top slots of your inventory. Examples include Eul, Dagon, Guinsoo, Necromicon, and the like. The reason for this is that, since you need to click them in order to use them, they should be in a position where you can use them fastest. You right-click an item and then select another item in order to switch them.

You can also use the Number pad to use items. Make sure Num Lock is on, and hover your cursor over an item slot to see which number it corresponds to. You use the number pad on the right side of the keyboard for this, and it has the same effect as clicking on the item in your inventory. Experiment to find out which method of using items you prefer.

A note on Hand of Midas: the second the cooldown is done, you should find a creep to use it on. The faster you use it, the more times you can Midas during the game. Also note that using Midas on high level neutrals gives more of a gold bonus than simply using it on normal creeps.

A note on fighting Necromicon: Do not land the killing blow on the blue Demon that is summoned from the Necromicon, unless you are sure you can afford a considerable loss in HP. Although it gives a hefty 100 gold bonus, whichever unit lands the killing blow on it takes 200/400/600 damage in retaliation, depending on the Necromicon level.

8. Using Multiple Units:

A few tips on controlling multiple units, including hotkeying and tabbing.

Controlling multiple units, although rare to DotA, does happen from time to time, so you’ll want to know how to control them effectively.

If you want to select an individual unit from a group, click on its portrait in the status bar in the lower left.

You can use “Tab” to toggle between your active unit. First, you have to group all your units. Notice how your hero is the active unit, and that commanding him to use spells means he is the only one to react. If you “Tab” between units, you can use your units’ other abilities without deselecting the entire group. Very useful for using the Necromicon’s mana burn.

You can hotkey creeps for more convienent access to them. First, select the unit/group of units you want to assign to a key. Next, press CTRL + a number from 1-9. This group will now be hotkeyed, and can be reselected by simply pressing the number you chose.

Hotkeying a chicken is always a good idea. You can hit the hotkey, then click on the portrait to quickly center on the base for item buying.

Note that heroes do not need to be hotkeyed, since their innate hotkey is F1.

As a rule, you do not want to feed creeps such as Necro’lic’s revenants and Furion’s treants, since they provide gold/experience to the enemy. Keep an eye on their HP and pull them back when they get weak. Or, you can always try denying them.

9. Additional Stuff

Creep Blocking

Picture taken from the wcreplays article, because I suck at taking pictures.
Dota Allstars Pudge and Tower

Using Blink more effectively:

I would jabber on myself but… this guide covers it too damn well. dry.gif

Animation Cancelling:

Short Introduction COMPLETELY STOLEN FROM AKURYOU.

QUOTE
Animation canceling is used because most heroes have excessive casting animations that keep going after you cast the spell. If you issue another order during that time, the spell will still happen but you will save time.

For instance, go into single player, choose Maiden and get Frostbite as your first skill. First target a creep with Bite and immediately shift-right click, to que an attack command on that creep. Notice how much time she spends finishing the Bite animation before she starts attacking.

Now, cast Bite on another creep but as soon as she starts her casting animation, right click normally on the creep. She’ll skip almost the entire animation and start attacking right away, but the Bite will still happen.

This works with any sort of non-channeling spell and it’s much more important on some heroes than others. Maiden and Omni have some of the longest casting animations in the game, so it’s very important to learn for playing them. Lich is pretty bad too. It’s pretty short on Sven and many other heroes, but you can still save precious time by doing it.

Useful/Notable Links

Renegade’s Guide to Higher Level Play (_)
If you haven’t read this yet… do so now.

Playing to Win I by David Sirlin

Great gaming theory stuff. Entertaining AND insightful.

http://www.battle.net/war3/basics/unitcommands.shtml
http://www.battle.net/war3/basics/specialcommands.shtml

If you want an obscenely complicated explanation of WCIII group AI, here it is.

10. Credits/Closing:

If you have any questions or comments, feel free to post. Also, if I left out anything, tell so I can add it to the guide and give you credit.

Credit goes to:

Scron, for reminding me why it’s a silly idea to use ultimates on creeps. You rule, man.
Qzip, for the tip on using arrow abilities to farm.
Fat404, for the tip on paying especial attention to the ranged creep.
Josephlcs, for the tip on saving mana for expensive spell combos.
Pouncep, for the tip on harassing your enemy near a friendly tower.
Mikepham, for the tip on creeping near a friendly tower.
Wakk, for <takes a deep breath> the tips on delaying targetting on an enemy hero, moving closer to enemy units before killing them, counter-harassment, and super-agressive harassment. Kudos!
Rhw, for elaborating on the use of Ultimates to farm creeps.
Akuryou, for the entire Animation Cancelling section.
reiki_, for the spacebar-centering thingy.

Various people, for pointing out that I said 150 HP for denying a tower instead of 130 HP. I had no idea so many people knew that. And then, the day after I change it to that, 3 seperate people message me in the same day to tell me that towers are actually deniable at 10% of their HP. Whee.

v1.0 – Guide complete!
v1.1 – Added section on managing multiple units. Added several tips, fixed several errors.
v1.2 – Included several tips, some from myself, many from other posters. Expanded Credits section.
v1.3 – Added Minimap section.

v2.0 – Extensively revised for layout

Thanks for reading, and I hoped it helped you improve. Knowing I could help at least one player makes me feel all warm inside.