tag:blogger.com,1999:blog-66534765630972387742024-02-07T02:02:03.579-08:00DisarcadeAndreyhttp://www.blogger.com/profile/04429811266045424251noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-6653476563097238774.post-25982226512893871142016-06-19T02:11:00.003-07:002016-06-19T02:17:21.135-07:00Unit Damage - New and Improved!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiODhTao6ZeujY73Z66YTCDIgh-Oz4dGJ0eq7JeeUy0MASYTpQYL6HjZC-lcz6dDp_8sQjZIpfUwloP0-RFv8ATB0To2ijztgiIzbG7B4cfzftjra9ueqfklEuRpWCWpptN9AaglVbb4FA/s1600/creepsheader.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="139" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiODhTao6ZeujY73Z66YTCDIgh-Oz4dGJ0eq7JeeUy0MASYTpQYL6HjZC-lcz6dDp_8sQjZIpfUwloP0-RFv8ATB0To2ijztgiIzbG7B4cfzftjra9ueqfklEuRpWCWpptN9AaglVbb4FA/s320/creepsheader.png" width="320" /></a></div>
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It's hard to believe it's been two years since my last post. And yet, so much has changed! Some things that I considered too core to the game have changed, and the numbers and the data in the previous posts are now out of date. Well, we can't have that can we. Let's get things up to date!<br />
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Over the next few pages, you will see - jungle creeps, Roshan, lane creeps, and various summons. All of them will have damage stats as it applies to various target types.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNJyMdKHUpmR32-4pGeskF2rFPOmMIkqeZ81dpCWwmeYI-8nIqHLaVu-IWZklGmaI-X81wMp-NrnkhiPpVhyphenhyphenRWEH2I1vVOzBpmmI1hFhKCCTW5Bv-h6wok7DLV7G5hIfwfiuB7KIiR7dQ/s1600/dragonaix.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNJyMdKHUpmR32-4pGeskF2rFPOmMIkqeZ81dpCWwmeYI-8nIqHLaVu-IWZklGmaI-X81wMp-NrnkhiPpVhyphenhyphenRWEH2I1vVOzBpmmI1hFhKCCTW5Bv-h6wok7DLV7G5hIfwfiuB7KIiR7dQ/s200/dragonaix.png" width="200" /></a></div>
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<span style="font-size: xx-small;">Just a normal ancient creep. I swear.</span></div>
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Some notable changes you will see:<br />
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<li><b>Damage type reshuffle</b> - Damage was simplified to Basic/Hero/Siege and units had many values changed</li>
<li><b>Aura reshuffles</b> - Some auras were moved around, others added. Unit values were adjusted to compensate, more or less</li>
<li><b>New Abilities</b> - all over the jungle and beyond, Ice Frog has bestowed many new toys to our lovely units!</li>
<li><b>Ancient Creeps</b> - changes to various heroes, such as Lifestealer and Chen, made the Ancient creeps much more relevant. This resulted in multiple balance pass-overs.</li>
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As a result, I expanded the range of creeps covered by this overview, and improved the readability of the whole thing. Relevant information should be a lot easier to see now.</div>
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Before we dive any deeper, here are a few DOTA 2 unit basics:</div>
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<li>There are four damage types - basic, hero, piercing, and siege</li>
<li>There are three armor types - basic, hero, and structure</li>
<li>Most small units do basic damage, which is okay against everything</li>
<li>Most ranged units do piercing damage, which is good against small units and nothing else</li>
<li>Most large units do hero damage, which is good for killing heroes and creeps</li>
<li>Structures take massively reduced damage from everything except catapults</li>
<li>Units have several attack statistics - minimum damage, maximum damage, base attack time, attack speed bonus, attack animation wind-up and wind-down. </li>
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<li>For our purposes, we ignore the animation as it doesn't affect DPS. </li>
<li>The higher the BAT, the slower each attack can occur. </li>
<li>Attack Speed bonuses benefit everyone equally, roughly acting as damage multipliers</li>
<li>Damage bonuses scale with lower BAT values, so the lower the BAT, the more benefit there is from +damage</li>
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<li>Other than damage type, units also have armor which provides damage resistance on a curve.</li>
<li>There is no way to pierce armor with physical damage. However, armor can be reduced by a variety of effects.</li>
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Ultimately, most of my information comes from the wonderful DOTA 2 wiki. Here is some additional reading if you are interested:</div>
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<li><a href="http://dota2.gamepedia.com/Damage_types">http://dota2.gamepedia.com/Damage_types</a></li>
<li><a href="http://dota2.gamepedia.com/Armor">http://dota2.gamepedia.com/Armor</a></li>
<li><a href="http://dota2.gamepedia.com/Damage_manipulation">http://dota2.gamepedia.com/Damage_manipulation</a></li>
<li><a href="http://dota2.gamepedia.com/Attack_damage">http://dota2.gamepedia.com/Attack_damage</a></li>
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Still with me? Good. How about some numbers?</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGKQrVzOfwDcYo5YvBL1mV3IZ-2ypXZ45C6UVo5tjFs_xRCaMnqdWI5UGuNbPN1pjSM9zS-9EaHFyRUCGhQRJAZJfYon3ZDTi7p9KBotPdA8U14zYrgA73KZe-TjmDeJaNU4Wf8RuqSwY/s1600/ogre.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGKQrVzOfwDcYo5YvBL1mV3IZ-2ypXZ45C6UVo5tjFs_xRCaMnqdWI5UGuNbPN1pjSM9zS-9EaHFyRUCGhQRJAZJfYon3ZDTi7p9KBotPdA8U14zYrgA73KZe-TjmDeJaNU4Wf8RuqSwY/s400/ogre.png" /></a></div>
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<span style="background-color: white; font-family: sans-serif; line-height: 22.4px; text-align: left;"><span style="font-size: xx-small;">What comes after two?</span></span></div>
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First, the light hitters. Here are the new small creeps:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPydEfCZ6bDtFvm8v1ZNx2IQgRoKw7zx8qLLhA2TTOAJ-_UiQJTpIaYm1bBEJhR-h_dTbpYgtl0q0oodDZJRuXmvaztwttzWWIly1EXHHL2LdiT2C8eCxPiVtluW87c3s8ZX32hLtG3GU/s1600/creeps1.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPydEfCZ6bDtFvm8v1ZNx2IQgRoKw7zx8qLLhA2TTOAJ-_UiQJTpIaYm1bBEJhR-h_dTbpYgtl0q0oodDZJRuXmvaztwttzWWIly1EXHHL2LdiT2C8eCxPiVtluW87c3s8ZX32hLtG3GU/s1600/creeps1.png" /></a></div>
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Overall, the small camps now do the same or more damage. The Ghost remains an outlier, doing a ridiculous amount of damage to other creeps, as well as hitting heroes harder than many other units. Other than that, the units here are mostly useful for their abilities which we will cover later. Vhouls and Ghosts remain the chief killers of lane creeps, so keep an eye out for those when you're pulling.</div>
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Next up are the medium camps:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCs9UcZ4VCwmi-Nwix01CsEFOnwd4aMQospo8F9ZAzcgrm3c5Mm42xIhK4EQkZf2zhHK-L02jvFLkd7flFSfxTCJVQsJp8ptgjkStx1hqOzw45x4qeYl5IIjKAzRwdHJPzeIAVYs9DUYA/s1600/creeps2.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCs9UcZ4VCwmi-Nwix01CsEFOnwd4aMQospo8F9ZAzcgrm3c5Mm42xIhK4EQkZf2zhHK-L02jvFLkd7flFSfxTCJVQsJp8ptgjkStx1hqOzw45x4qeYl5IIjKAzRwdHJPzeIAVYs9DUYA/s1600/creeps2.png" /></a></div>
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The Centaur Conqueror lost his amazing aura, which means medium camps are now weaker on average. However, the Centaur Courser gained his new, stacking, magic resistance aura, which makes the whole thing all sorts of annoying for junglers that rely on magic damage.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4FsOnlvFbPLD-pbZCrdw6j3wyzkDx0DPnkkY0aDqvrj2frF0uXZyoLNaUHdTcF4NLso88aY9DRcOyLVx2zv8bNlBW2ROGi6aIwYmNFrW68povdNXowdEQLMmdjbRUDnH4y7lGDfV3rGs/s1600/cmface.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="" border="0" height="169" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4FsOnlvFbPLD-pbZCrdw6j3wyzkDx0DPnkkY0aDqvrj2frF0uXZyoLNaUHdTcF4NLso88aY9DRcOyLVx2zv8bNlBW2ROGi6aIwYmNFrW68povdNXowdEQLMmdjbRUDnH4y7lGDfV3rGs/s200/cmface.png" title="Ice Frog why" width="200" /></a></div>
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<span style="font-size: xx-small;">Icefrog why</span></div>
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Other than that, those coming here for reasons other than sweet, sweet jungle gold will most likely look for creeps based on their abilities. The Alpha Wolf remains the most versatile, and arguably valued, creep from the bunch, and in a pinch it can do a reasonable amount of damage to anything - including towers!</div>
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Next up are the Large camps:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiapJ3CP3ROQgFgfONqFy5nbnrv2xbmxrqgLI6oUZ2hilyshaCmLeayqzLYOhNaLS31YkU-JjPc3jSkDM1EJbjJ0oXDXITlDsfeZTo7BnMFxWQvTaNoo-lARPdL0zntsxUENQu-CcPyj_I/s1600/Creeps3.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiapJ3CP3ROQgFgfONqFy5nbnrv2xbmxrqgLI6oUZ2hilyshaCmLeayqzLYOhNaLS31YkU-JjPc3jSkDM1EJbjJ0oXDXITlDsfeZTo7BnMFxWQvTaNoo-lARPdL0zntsxUENQu-CcPyj_I/s1600/Creeps3.png" /></a></div>
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Things got shuffled up noticeable here. The Centaur camp lost their aura, but gained magic resistance AND another centaur. The Hellbears got the missing attack speed aura, and consequentially got a nerf bat to their stats. The Hellbear is now pretty much worthless.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3ojWhYYwjTTu4QcDgKG28KR5vYRM-__bCugTZOQlyTnB7iedfSPAzFIH_oXH4aK0dtvBu4unqkWTaiNi-np2EIpxYXMIBjpdX87xWgi_dmLEiw75FqROUrCBUvB3ECruLMO8pk4hC49s/s1600/potato.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="166" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3ojWhYYwjTTu4QcDgKG28KR5vYRM-__bCugTZOQlyTnB7iedfSPAzFIH_oXH4aK0dtvBu4unqkWTaiNi-np2EIpxYXMIBjpdX87xWgi_dmLEiw75FqROUrCBUvB3ECruLMO8pk4hC49s/s200/potato.png" width="200" /></a></div>
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<span style="font-size: xx-small;">Potatoes contain many essential nutrients for young junglers</span></div>
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A change that surprised me was the Dark Troll Summoner damage type change - he went from a Pierce powerhouse to a ranged Hero damager. While this massively reduced his damage to other creeps, this makes the Troll a slightly more potent pusher, and a much more potent hero killer.</div>
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As before, the puny Skeleton Warriors pack a surprising punch, and can melt towers in literal seconds when in numbers. Two Troll Summoners can have a total of 8 skeletons at a given time, which is 136 damage per second to the poor, defenseless tower. Their numbers, and their expendable status, make them absolutely incredible.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCDTp_Y9SxoSaRNgpgpLvXSYc-gQBrLgdAaPLxgKrwGXxjJ4FXI9Nj6omRHrHifPHkPLkhNmLfQUT3Q6pgjUUM9o-tleDcIiAIqZyx13WBc29KggGsuHvsT1jasmgx8TcpOkyUsUH8IC4/s1600/250px-Dark_Troll_Summoner_Skeleton_Warrior_model.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCDTp_Y9SxoSaRNgpgpLvXSYc-gQBrLgdAaPLxgKrwGXxjJ4FXI9Nj6omRHrHifPHkPLkhNmLfQUT3Q6pgjUUM9o-tleDcIiAIqZyx13WBc29KggGsuHvsT1jasmgx8TcpOkyUsUH8IC4/s400/250px-Dark_Troll_Summoner_Skeleton_Warrior_model.png" /></a></div>
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<span style="font-size: xx-small;">Look at me. I'm the hero now.</span></div>
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Past the Large Camp, I would like to present to you the numbers for Ancient creeps:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp9q8UgE9lsUkb1VBP0kgupQOyET-H-dZNcwc8SQwnU1EZ17fdjr08RbBVxEaHLWQ-gF1no0TuhRmdTX86BaRWeV382I3cU2uX6g7DgupnnO12efGjKcnLD6Zj9YgM21b9PUl-T6M_H_w/s1600/creeps4.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp9q8UgE9lsUkb1VBP0kgupQOyET-H-dZNcwc8SQwnU1EZ17fdjr08RbBVxEaHLWQ-gF1no0TuhRmdTX86BaRWeV382I3cU2uX6g7DgupnnO12efGjKcnLD6Zj9YgM21b9PUl-T6M_H_w/s1600/creeps4.png" /></a></div>
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It probably comes as no surprise, but the Ancient creeps are indeed quite powerful. Beyond their raw numbers, they have powerful and overlapping auras as well as unique abilities. In general terms, the smaller ancients are just fodder. The Dragon is a great pusher due to its AOE attacks, the Granite Golem is a great frontliner due to excellent health and damage, and the Thunderhide is a fragile aura/buff machine. </div>
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All in all, they are all magic immune, hard to kill, and pack quite the punch. Except the Rumblehide. That thing sucks.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUsbwnqndM9lGw-UqGQ70XG_gLszXTUEo8QNCGGN7yuWZFHGobydp3WpYdNHItgfj3ozoVwoo37TLutridG7RRlntUR1o30AUBysPQjWeREIMNp3_eXA8eG4tEZEAZtUey8C0Pp-4RLBY/s1600/rumble.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUsbwnqndM9lGw-UqGQ70XG_gLszXTUEo8QNCGGN7yuWZFHGobydp3WpYdNHItgfj3ozoVwoo37TLutridG7RRlntUR1o30AUBysPQjWeREIMNp3_eXA8eG4tEZEAZtUey8C0Pp-4RLBY/s1600/rumble.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUsbwnqndM9lGw-UqGQ70XG_gLszXTUEo8QNCGGN7yuWZFHGobydp3WpYdNHItgfj3ozoVwoo37TLutridG7RRlntUR1o30AUBysPQjWeREIMNp3_eXA8eG4tEZEAZtUey8C0Pp-4RLBY/s200/rumble.png" width="170" /></a></div>
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<span style="font-size: xx-small;">I think it's too stupid to care, though.</span></div>
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Next up is our dear Roshan. I wanted to showcase how much damage our friend does at different points in the game. As you might know, Roshan gains in all stats every 4 minutes. Here he is for the first 48 minutes... I don't think it matters much past that.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUw8dQKHhka3TATCIYkDS7t7ibStmTzLf7ERlMW1cXPoUZLV7P3wB37AwpHqKyOdij1BSSNt8coajIfnHTo62jWcfAUcRUhyphenhyphenKaAFrwa4W31uECBpoUHkSKOB65VLkziAWpDKmF_iB6toc/s1600/creeps5.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUw8dQKHhka3TATCIYkDS7t7ibStmTzLf7ERlMW1cXPoUZLV7P3wB37AwpHqKyOdij1BSSNt8coajIfnHTo62jWcfAUcRUhyphenhyphenKaAFrwa4W31uECBpoUHkSKOB65VLkziAWpDKmF_iB6toc/s1600/creeps5.png" /></a></div>
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As time goes on, Roshan's percentage growth is smaller and smaller, which is one of the reasons why he becomes less and less of a threat. Still, he's always a force to be reckoned with. Unless you're ursa. I guess bears are superior to Roshan.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyV3-hllqvr2Ss1x3rfea2a7pqsEnzYwTUUKkwLYVekSuvjP674wbGV5MhqFIIoGmzlbna-m2uLWq6RGWvpuOXWuL0Ev-xoPpc2IJE94u1MOoLs7iC9-KBMdcGmCWm_E0NVX6lyWy8Hfs/s1600/ursaroshan.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyV3-hllqvr2Ss1x3rfea2a7pqsEnzYwTUUKkwLYVekSuvjP674wbGV5MhqFIIoGmzlbna-m2uLWq6RGWvpuOXWuL0Ev-xoPpc2IJE94u1MOoLs7iC9-KBMdcGmCWm_E0NVX6lyWy8Hfs/s400/ursaroshan.png" /></a></div>
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<span style="font-size: xx-small;">Much more fashionable than the Alpine outfit</span></div>
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With the many unit changes, the regular lane Catapult has become quite popular. I was never a fan, so I decided to have a look at what the various lane creeps do:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRnKTCuz2iQOtTG8RQyLDYvIxL5bNcEFYXMibtvkUfZWxtoCrWJPHpJ5n_6eQYTTe4E6pUHQxR-6BooDJ74BTgmjQQ_JSz7laJxnnvX65q2sj0UVZ8gCQ51zS02ae5crhyAcFd8PTDCSI/s1600/creeps6.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRnKTCuz2iQOtTG8RQyLDYvIxL5bNcEFYXMibtvkUfZWxtoCrWJPHpJ5n_6eQYTTe4E6pUHQxR-6BooDJ74BTgmjQQ_JSz7laJxnnvX65q2sj0UVZ8gCQ51zS02ae5crhyAcFd8PTDCSI/s1600/creeps6.png" /></a></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
I was actually pleasantly surprised by the damage output of the creeps, given how plentiful they are. The Catapult, thanks to its unique Siege damage, is in fact one of the best units to hit towers with. I'm still not a fan... but the numbers speak for themselves.</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
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<div style="margin-left: 1em; margin-right: 1em; text-align: center;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaCXIUtvnI3cdFydIgl3ri8O97DKh7EBjjM3d5UJ81mLfm54M_IU2c1uZO0VWMNqbwBM6r05W-FNNL26b9-kUGxUUxGEYsl_kVxSr3LAE2dc_hYqQLHunUiLJ-SnKjVhiE5fHKcYscG3g/s1600/carty.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaCXIUtvnI3cdFydIgl3ri8O97DKh7EBjjM3d5UJ81mLfm54M_IU2c1uZO0VWMNqbwBM6r05W-FNNL26b9-kUGxUUxGEYsl_kVxSr3LAE2dc_hYqQLHunUiLJ-SnKjVhiE5fHKcYscG3g/s400/carty.png" /></a></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: center;">
<span style="font-size: xx-small;">The legend of Carty lives on</span></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
With all the common creeps out of the way, I decided to dive into the many, many summons in the game. Here is part 1:</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW2_msvPoSVZLQ7umeceZibQ7SwRGt2DENWhuDuhmDXdtd2vBNojaCQkrwcrmjvH4WRTti0Fs__4KnH6UMmp5GEzZqMdqqYamNQracn-Ekmo3ot-hfNm4GLGDw1tP-5LP-mPpDMnU4cWc/s1600/creeps7.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW2_msvPoSVZLQ7umeceZibQ7SwRGt2DENWhuDuhmDXdtd2vBNojaCQkrwcrmjvH4WRTti0Fs__4KnH6UMmp5GEzZqMdqqYamNQracn-Ekmo3ot-hfNm4GLGDw1tP-5LP-mPpDMnU4cWc/s1600/creeps7.png" /></a></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
Quite the list, no? There's a lot going on there, so let me try to cover it all:</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
Necro units remain incredible. They do a lot of damage, they burn mana, they provide all sorts of utility... it's an incredible thing. The low BAT makes them benefit greatly from all sorts of auras, too.</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
Brewlings were recently changed, giving them all Hero damage. This actually made them a lot deadlier to heroes and towers, and I think many players still underestimate them. With more recent armor buffs, they are something to watch out for.</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
Warlock golems are OP on paper. Seriously. They were changed quite heavily, and now ALWAYS do their bonus, AOE, BKB-piercing damage on hit. As such, I included this in basic & hero damage tables and well.. see for yourself!</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvmF0oWzlrNguyD-GWP0BlUs-eT5siZaeIZDEE8HMlt3_SX_Vgmi1OfJ-v4M8HN29560m0He20xM6qZoh23SsOKyxmLvO7TdUOoX7fGsy-B-QAHNZDh4vpuo6GCqLkCSZVdnZSpbRth0w/s1600/warlockgolem.png" imageanchor="1"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvmF0oWzlrNguyD-GWP0BlUs-eT5siZaeIZDEE8HMlt3_SX_Vgmi1OfJ-v4M8HN29560m0He20xM6qZoh23SsOKyxmLvO7TdUOoX7fGsy-B-QAHNZDh4vpuo6GCqLkCSZVdnZSpbRth0w/s200/warlockgolem.png" width="200" /></a></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: center;">
<span style="font-size: xx-small;">Maybe if we get MORE FIRE they'll pick us...</span></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
Visage Familiars weren't really affected by much. They are deadly under regular conditions, and are extremely potent with any +damage buffs -- such as the famous Drow Ranger aura combination. Because of their extremely low BAT, they attack very quickly, delivering that bonus damage faster than anything else.</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
Venomancer wards were affected by recent changes, effectively increasing their overall effectiveness. Not only do they do more damage, they are now even deadlier to most creeps - jungle or otherwise.</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdQiHPchhDTT6EoiVY5Ls4RnEPIg_YkNzcygdQy7Bb3afQS276HYXqYiVlesuGfImpYB3mL5h3W040ndxJFCaIocNuE-uQegRJmfSMkOr2q8-2Hwr9KksvcPik9Rs3z4AWNz2hAPPMa8c/s1600/venoling.png" imageanchor="1"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdQiHPchhDTT6EoiVY5Ls4RnEPIg_YkNzcygdQy7Bb3afQS276HYXqYiVlesuGfImpYB3mL5h3W040ndxJFCaIocNuE-uQegRJmfSMkOr2q8-2Hwr9KksvcPik9Rs3z4AWNz2hAPPMa8c/s200/venoling.png" width="200" /></a></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: center;">
<span style="font-size: xx-small;">When I grow up, I want to be a jungler!</span></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
Part 2:</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_kV0MSmWAamxBJrUCglWcsKbAY_g4Iu0F2enlHuJaFN0Bze4QE7_itExP8kotqUBH9krFczXDTRnt-sbi68mtkyzlB-9dlrYizCFE6X5ZMM547XS-oDkbnWj5FgblD8L7aQL9erYPRRQ/s1600/creeps8.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_kV0MSmWAamxBJrUCglWcsKbAY_g4Iu0F2enlHuJaFN0Bze4QE7_itExP8kotqUBH9krFczXDTRnt-sbi68mtkyzlB-9dlrYizCFE6X5ZMM547XS-oDkbnWj5FgblD8L7aQL9erYPRRQ/s1600/creeps8.png" /></a></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br />
The summons here are commonly used to push, and they are very good at it. A relative newcomer, the Greater Treants are absolutely incredible! If you manage to get one, treat it well and sic it at a nearby tower. You won't regret it.</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
A notable unit on the list, the Eidolons are absolutely fantastic at pushing due to their Basic damage type. Yet another thing that makes Enigma a fantastic pick.</div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj17JsamnM0NZ9UfeFL_jjU58fXkvTiyCwTianHioFMILUAkxoL2fZfjdC7iS3Oqz0MVvTw7YNPS9IreikwYWT0YWU7YfxNvRhEfq_yB5V-gPhKUx9o0WCbIWRw9M2J8y6MbwkqoTFYJj0/s1600/enigma.png" imageanchor="1"><img border="0" height="187" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj17JsamnM0NZ9UfeFL_jjU58fXkvTiyCwTianHioFMILUAkxoL2fZfjdC7iS3Oqz0MVvTw7YNPS9IreikwYWT0YWU7YfxNvRhEfq_yB5V-gPhKUx9o0WCbIWRw9M2J8y6MbwkqoTFYJj0/s320/enigma.png" width="320" /></a></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: center;">
<span style="font-size: xx-small;">Still gotta play it right, though.</span></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
<br /></div>
<div style="margin-left: 1em; margin-right: 1em; text-align: left;">
And that's it! Thank you for reading, and I hope the graphs and blurbs add that much to your DOTA 2 experience! And well, next time you clear out a camp... give a thought to how complex and wonderful the creeps you kill are.</div>
<br />
<div>
</div>
Andreyhttp://www.blogger.com/profile/04429811266045424251noreply@blogger.com0tag:blogger.com,1999:blog-6653476563097238774.post-70040265954525123852014-07-30T23:04:00.000-07:002014-07-30T23:04:26.457-07:00GG Go Next: The Future of the BlogHi folks!<br />
<br />
It's been some time since my last post, and I apologize for the delay. Specifically, the delay on the second (and probably third) part of the unit ability analysis.<br />
<br />
For my part, I've had an unpleasant concoction of real-life events affecting my ability to do pretty much anything. Things like stress and anxiety are not fun. But, I'm not here to complain.<br />
<br />
As with a bad match, sometimes you just need to wrap it up and go to the next one. As such, you can expect regular updates to resume. I am hoping to produce an article every second Thursday, and you might see intermediate content as conversations online and emerging topics spring up.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg7fjRe72rLA7rb1hSOua1EncE0qb9fyIkhBuAWhor3-eScg7BVFvp43eU6Z-BDeCuZr8Cq2JjU-xe6BRA5AdmZ1HjkFUl6GLI-cgBYPtA0s_noMYuE5rDYEMEhlqIqJPkFt4ofcNvE5E/s1600/queue.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg7fjRe72rLA7rb1hSOua1EncE0qb9fyIkhBuAWhor3-eScg7BVFvp43eU6Z-BDeCuZr8Cq2JjU-xe6BRA5AdmZ1HjkFUl6GLI-cgBYPtA0s_noMYuE5rDYEMEhlqIqJPkFt4ofcNvE5E/s1600/queue.png" /></a></div>
<br />
<br />
Here is what I have planned for the near future:<br />
<br />
<ul>
<ul>
<li>Part 2 and Part 3 of Unit Ability Analysis. 2 parts have grown to 3 - there are many abilities in DOTA 2, and I want to keep the articles a reasonable size</li>
</ul>
</ul>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUnhuBKuu0o7og0dTpPJQvuNkfSeSciMZwepJjZp2b4xSiZ98RLwK4cSPgf-aoaWVn-OQdXejI14vtZcrYuq2i6UfhV_WSu7k1N9tKwsmCLG-eez3h02GUe2e_STwtmQO3uv9Vd5oYfLA/s1600/SOB-Chen.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUnhuBKuu0o7og0dTpPJQvuNkfSeSciMZwepJjZp2b4xSiZ98RLwK4cSPgf-aoaWVn-OQdXejI14vtZcrYuq2i6UfhV_WSu7k1N9tKwsmCLG-eez3h02GUe2e_STwtmQO3uv9Vd5oYfLA/s1600/SOB-Chen.png" height="145" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Creeps are hard</td></tr>
</tbody></table>
<div>
<br /></div>
<ul>
<ul>
<li>Visage/Drow Ranger interaction analysis. </li>
</ul>
</ul>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTVI7izTN6NCsG0lhXjvzZrWnPkZSmdahjlavELGuZ_pXK1PJerBu8mXa_NIGGVU7YGeeXFtsoqbET6LC0sKLXk3pDnvd6yeOPSZ2vErbzwotUD4O6ppqz-dwlIJHsjKWvS5BgF8LZKzY/s1600/SOB-Visage.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTVI7izTN6NCsG0lhXjvzZrWnPkZSmdahjlavELGuZ_pXK1PJerBu8mXa_NIGGVU7YGeeXFtsoqbET6LC0sKLXk3pDnvd6yeOPSZ2vErbzwotUD4O6ppqz-dwlIJHsjKWvS5BgF8LZKzY/s1600/SOB-Visage.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://youtu.be/feSQXluAQTw">Nuclear Launch Detected</a></td></tr>
</tbody></table>
<div>
<br /></div>
<ul>
<ul>
<li>Crystal Maiden showcase, following her fall from grace in the competitive scene</li>
</ul>
</ul>
<div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNZVUsu5DHzxn8VPcNnObMOKu9A2hw6IRMAPXKKzQCcxEqGY4Fi9xlDAEoIF1PmdWb5_pS-dr8CIhAiS2CgpqZnGta6iZl49mXnvxvXNhlhXQhEE2Mkg4SBYFJswHKkZ3XrJeCA9FyoiU/s1600/SOB-CM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNZVUsu5DHzxn8VPcNnObMOKu9A2hw6IRMAPXKKzQCcxEqGY4Fi9xlDAEoIF1PmdWb5_pS-dr8CIhAiS2CgpqZnGta6iZl49mXnvxvXNhlhXQhEE2Mkg4SBYFJswHKkZ3XrJeCA9FyoiU/s1600/SOB-CM.png" height="160" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://hydra-media.cursecdn.com/dota2.gamepedia.com/7/7b/Cm_lose_03.mp3">What happened?</a></td></tr>
</tbody></table>
<br />
<br /></div>
<div>
Thanks for reading the blog, and I hope you stick around for what is to come!</div>
Andreyhttp://www.blogger.com/profile/04429811266045424251noreply@blogger.com0tag:blogger.com,1999:blog-6653476563097238774.post-63724763746846946582014-03-17T10:00:00.001-07:002014-03-21T10:23:40.834-07:00Unit Powers! 1/2<div class="MsoNormal">
The mighty heroes of DOTA come to the fight with four (or
more) powerful abilities. But the creatures of the land have tricks of the own!
From the lowly Spiderite to the mighty Roshan, the various non-hero units in
DOTA have a plethora of special abilities. Some are well known, while some are
obscure. I would like to take the time and analyze them all to give you a
better grasp of the options available, and how to take advantage of those
powers.</div>
<div class="MsoNormal">
<br />
<o:p></o:p></div>
<div class="MsoNormal">
The creep abilities frequently start out more powerful than
what heroes can do in the early game, and lose effectiveness as the game goes
on. Unlike heroes, they don’t know how to level up – or maybe they just never
live long enough. Also quite a few of them are not smart enough to use their
best abilities on their own; it usually takes divine persuasion or some
vile mind-control magic (or worse) to unleash those talents.<o:p></o:p></div>
<div class="MsoNormal">
<br />
In part 1, we will look at the small and medium Jungle
creeps. Those creeps generally don’t have the raw power of the larger units,
and their abilities are more complex or do less damage. But some of the best,
and less known, tricks live in what could have been 17 gold.<o:p></o:p></div>
<div class="MsoNormal">
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQEvXJXrWrlAIQl7S0YbEANy6IXws7LPfWk32jlSoeDxGO4cfB27GJzX7MN5paLJYVDBdzfYFn6yx9Sd23XUey2xCm-DxH-um5krBWMSxweEPRlHNxNdzUACyN6sB-mvsgngN_YC8cp0s/s1600/groupshot.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQEvXJXrWrlAIQl7S0YbEANy6IXws7LPfWk32jlSoeDxGO4cfB27GJzX7MN5paLJYVDBdzfYFn6yx9Sd23XUey2xCm-DxH-um5krBWMSxweEPRlHNxNdzUACyN6sB-mvsgngN_YC8cp0s/s1600/groupshot.png" height="254" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The whole gang!</td></tr>
</tbody></table>
<br />
<b>Small Camps</b></div>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Kobolds are the the basic creeps of the jungle, having a
combination of little HP, armor, damage and no special abilities. The notable
exception is the Kobold Task Master.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinFF5t9OnSAmVk7h1jPSg2L0ibMtCq79z__DxBpApKC2MpFE-1X68XtFITnJZljumTN-uIkBniHCDsunsr3jLxez8jOMkrrPwtyMkIGha6aWynXOhWjpxo4NYe_9T1e9FTwoliJU4SbWQ/s1600/200px-Koboldtaskmaster.jpg.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinFF5t9OnSAmVk7h1jPSg2L0ibMtCq79z__DxBpApKC2MpFE-1X68XtFITnJZljumTN-uIkBniHCDsunsr3jLxez8jOMkrrPwtyMkIGha6aWynXOhWjpxo4NYe_9T1e9FTwoliJU4SbWQ/s1600/200px-Koboldtaskmaster.jpg.png" height="200" width="177" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Kobold Taskmaster</td></tr>
</tbody></table>
<br /></div>
<table align="center" cellpadding="3" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRuPPi4TSx7Q2PVNpFL1dGdwV0wF5Am_uy_OI0foQ9wOS1XhhbA08DENLn2JcsVhkTX-DeZpObFuI5ZrcqNO88IULQh3he6vfqGTTkS0Z2z-kGmQ7XJidkdTxgWP39GqFvIDG0WbLICbc/s1600/SmallKoboldSpeed.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRuPPi4TSx7Q2PVNpFL1dGdwV0wF5Am_uy_OI0foQ9wOS1XhhbA08DENLn2JcsVhkTX-DeZpObFuI5ZrcqNO88IULQh3he6vfqGTTkS0Z2z-kGmQ7XJidkdTxgWP39GqFvIDG0WbLICbc/s1600/SmallKoboldSpeed.png" /></a></td><td align="left" valign="top" width="250"><b><u>Speed Aura</u></b>
<br />
<br />
<b>Movement Bonus:</b> 12% of current speed<br />
<b>Radius:</b> 900</td></tr>
</tbody></table>
<br />
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<br /></div>
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<i><br /></i></div>
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This aura is deceptively powerful – the increase is based on
percentage, meaning that faster heroes get even faster. At 12%, this is more
than twice more powerful than Drum of Endurance. Speed can be an incredibly
decisive factor at any point in the game, so this is a useful aura to have when
ganking or pushing as a team.<o:p></o:p></div>
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<br /></div>
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For Chen, Enchantress and Helm of the Dominator users, this
is a weak and fragile creep that is best kept behind just to provide his aura.
It’s something you want to bring along with you, but never put him on the front
lines as he is weaker than your average melee creep. For Doom, this really
depends on what’s necessary; this can be a great aura to compliment the
occasional Aghanim upgrade to doom, and to provide that extra mobility for the
entire team.<o:p></o:p></div>
<div class="MsoNormal">
<o:p><br /></o:p>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghMPqhDRyQJp-5JaRj_Nu5n8NfLiTl96g7GsJCDuA11aIgmkKMiuXHw2TuS-vA6y6PqzaJnElN2EVotmjV__bGnBO_1i9H7oJSDovr1XKR8c1THolWmhJMq2doGcoH9gXloMozFHs-F5c/s1600/200px-Foresttrollhighpriest.jpg.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghMPqhDRyQJp-5JaRj_Nu5n8NfLiTl96g7GsJCDuA11aIgmkKMiuXHw2TuS-vA6y6PqzaJnElN2EVotmjV__bGnBO_1i9H7oJSDovr1XKR8c1THolWmhJMq2doGcoH9gXloMozFHs-F5c/s1600/200px-Foresttrollhighpriest.jpg.png" height="200" width="171" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hill Troll High Priest</td></tr>
</tbody></table>
Hill Trolls are another more-or-less generic camp, sometimes
appearing with the Kobold Taskmaster and other times with the Hill Troll
Priest. The best feature of the Hill Troll Priest is that he is the ugliest,
lowest resolution creature in the game. Other than that, the Troll Priest is a
famously annoying creep as he is likely to stay in the camp healing – or even
doing nothing – and mess up pulls and stacks. He however comes with two
interesting abilities of his own.</div>
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<o:p></o:p><br />
<br /></div>
<div class="MsoNormal">
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<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4fUi2YOfuTZl9zGGHc0hE-rNsG08rUE6nWKV_Nt5P7i5peBQl1IYOYFYHaX-1wadZcJ-VVbpYh5uxWbjAf1dv6AfaInRu1CMfAZzRjgz6ajd4muf50GThND5tHK_-A1ywn8__l5V9euw/s1600/SmallTrollHeal.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4fUi2YOfuTZl9zGGHc0hE-rNsG08rUE6nWKV_Nt5P7i5peBQl1IYOYFYHaX-1wadZcJ-VVbpYh5uxWbjAf1dv6AfaInRu1CMfAZzRjgz6ajd4muf50GThND5tHK_-A1ywn8__l5V9euw/s1600/SmallTrollHeal.png" /></a>
</div>
</td><td align="left" valign="top" width="250"><b><u>Heal</u></b>
<br />
<br />
<b>Heal Amount:</b> 15<br />
<b>Range:</b> 350<br />
<b>Mana Cost:</b> 5<br />
<b>Cooldown:</b> 0.5 Sec</td></tr>
</tbody></table>
</div>
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</div>
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<br /></div>
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A minor heal, this ability is only really useful in the
early game to help with laning. It’s cheap and spammable, but only heals 15hp
per 5 mana used. It also has really wonky programming, and the troll will heal
the closest unit usually ignoring heroes. This is something you would bring
into the lane behind the lines, and have your teammate fall back to the troll
to get healed. He does provide 15hp per 1.5 seconds.<o:p></o:p></div>
<div class="MsoNormal">
<br />
By the way, there is a rumour that the troll will not auto-heal anymore. That's not true; as a matter of fact, he will heal over any other action such as moving or attacking. The catch here is that the healed target needs to be within the spell's short range; the troll will not seek out distant targets.</div>
<div class="MsoNormal">
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<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkzU8NuirfHNgQvK4d7qP3-vvLpileyy0T-_rknU2rWRNyiD4553CJS1ENN2wPRZriwyZI5nWCjGwMx19F6NBksK1Tw2lRQJq2rg1Mz9MoM2E5P6yudjUmaRWIzqlEMACChmz4hUFmrU4/s1600/SuggestedTrollIcon.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkzU8NuirfHNgQvK4d7qP3-vvLpileyy0T-_rknU2rWRNyiD4553CJS1ENN2wPRZriwyZI5nWCjGwMx19F6NBksK1Tw2lRQJq2rg1Mz9MoM2E5P6yudjUmaRWIzqlEMACChmz4hUFmrU4/s200/SuggestedTrollIcon.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>Mana Aura</u> </b><i>(Suggested Icon)</i><br />
<br />
<b>Mana Regeneration:</b> 2/sec<br />
<b>Radius:</b> 900</td></tr>
</tbody></table>
</div>
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<br /></div>
<div class="MsoNormal">
The less known ability of the troll, he provides a 2 mana
per second aura – this is 3 times more effective than Ring of Basilius. Early
on, this can provide a really nice mana boost to a jungler or in a lane. It
falls of quickly, does not stack with Basilius/Aquila/Vlad’s, but it is one of
the best mana regen sources in the early game. Even if it does not deserve its
own icon.<o:p></o:p><br />
<br /></div>
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Other than that, the Troll abilities are more useful the
earlier the game is. He is slow, weak and ugly but has the potential to keep a
hardliner or a mid player alive, the jungler from going back to base. If you
push in the early game, his aura can be great. Otherwise, forget about this
creep after about 20 minutes have
passed.<o:p></o:p></div>
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<br /></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiorp9tg_rn7FXC81fGHrbaArXYpSfNT8YK_RZAfYyoMQ6ygSNSjC6xzwqeMnM1JNR_iGaM0zSzc-BWD73KCSycgxEkWIogRVCucgOmdzWNLYedK8BHCRKwlsLiYLU22g5m7v60PBoK7sM/s1600/200px-Gnollassassin.jpg.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiorp9tg_rn7FXC81fGHrbaArXYpSfNT8YK_RZAfYyoMQ6ygSNSjC6xzwqeMnM1JNR_iGaM0zSzc-BWD73KCSycgxEkWIogRVCucgOmdzWNLYedK8BHCRKwlsLiYLU22g5m7v60PBoK7sM/s1600/200px-Gnollassassin.jpg.png" height="200" width="193" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Vhoul Assassin</td></tr>
</tbody></table>
Vhoul Assassins are an interesting creep in that they are
incredibly dangerous to creeps, but are relatively harmless to heroes – to a
large part, due to their poison.</div>
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<o:p></o:p></div>
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<i><br /></i></div>
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<br />
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<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4h8x5Eyf_UbAHlDKrlO1j3ZmXyU_ngfPClj2kgZmRx-UhYtKkHlwdvOg5RqoX5N658oMETIrfJEWAPVMRebW3lexfw8njHxA2nWB_Om7zHI-ScXJ5xhCI9dSyCrrvHAzgbYPODK1WxWQ/s1600/SmallVhoulEnvenomed.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4h8x5Eyf_UbAHlDKrlO1j3ZmXyU_ngfPClj2kgZmRx-UhYtKkHlwdvOg5RqoX5N658oMETIrfJEWAPVMRebW3lexfw8njHxA2nWB_Om7zHI-ScXJ5xhCI9dSyCrrvHAzgbYPODK1WxWQ/s1600/SmallVhoulEnvenomed.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>Envenomed Weapon</u></b>
<br />
<br />
<b>Damage:</b> 2/sec<br />
<b>Duration (Hero):</b> 10 sec<br />
<b>Duration (Creeps):</b> 20 sec</td></tr>
</tbody></table>
</div>
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<br /></div>
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A weak poison, it does last for quite some time. While
active, it deals 2 magical damage per second to all units and lasts 10 seconds
on heroes, 20 on creeps.(20/40 damage total) It does not dispel regen items,
and can rarely overpower natural regeneration. All in all, it’s a weak ability
for a hero to have; all it’s good for is for the Vhouls to clear lane creep
waves faster, and to annoy junglers.<o:p></o:p></div>
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<br /></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyWJpC5MwTa5evzmW4I84FmjAmQZSRzLsiBD1x2ZFHE0cLrEhEdJNcxtJq_PCs5-VuJ31UaqVewussNwEoVlToYRKON6sBXrgVmmfTXCpB81T29LtT_8RkWxmmv5ZVDBXYhIFhXLwtomY/s1600/ScrewNaix.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyWJpC5MwTa5evzmW4I84FmjAmQZSRzLsiBD1x2ZFHE0cLrEhEdJNcxtJq_PCs5-VuJ31UaqVewussNwEoVlToYRKON6sBXrgVmmfTXCpB81T29LtT_8RkWxmmv5ZVDBXYhIFhXLwtomY/s1600/ScrewNaix.png" height="237" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Screw you, Na'ix</td></tr>
</tbody></table>
<br />
Ghosts are a handy camp. The little guys are pure cannon
fodder, but the large Ghost has a surprisingly powerful slowing attack<br />
<br /></div>
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<o:p></o:p></div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEie6n_egtRe3E0UYVu6Tm8fGfBxsXQEan1ZDZccTW6Kc8egx84wRUsxDj6f2hAfabCz5lNBCmiG0FYO0MehJ1Ritl8pzpsyBCCDwwjkRptcFheXS5imVLJ9p4wLhz4dn_DFpgq8YAhbVvU/s1600/200px-Ghost.jpg.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEie6n_egtRe3E0UYVu6Tm8fGfBxsXQEan1ZDZccTW6Kc8egx84wRUsxDj6f2hAfabCz5lNBCmiG0FYO0MehJ1Ritl8pzpsyBCCDwwjkRptcFheXS5imVLJ9p4wLhz4dn_DFpgq8YAhbVvU/s1600/200px-Ghost.jpg.png" /></a></div>
<i><br /></i></div>
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<br />
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<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0DX9p7O6Wz6KEpNWms5jLj6OEMS7dyIlizN4IBJ6cmHF1uXZ4aPefxLrOKF9IOdbs9_iNCA7RUTnB_-1vHKr5fEycGOEzyqy1o-zzUtqjhBocUOYoBnKhYewPITKSJoplk6h6D-WgEfQ/s1600/SmallGhostFrost.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0DX9p7O6Wz6KEpNWms5jLj6OEMS7dyIlizN4IBJ6cmHF1uXZ4aPefxLrOKF9IOdbs9_iNCA7RUTnB_-1vHKr5fEycGOEzyqy1o-zzUtqjhBocUOYoBnKhYewPITKSJoplk6h6D-WgEfQ/s1600/SmallGhostFrost.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>Frost Attack</u></b>
<br />
<br />
<b>Slow (movement):</b> 20%<br />
<b>Slow (attack):</b> 20%<br />
<b>Duration:</b> 1.5 sec</td></tr>
</tbody></table>
</div>
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<br /></div>
<div class="MsoNormal">
This is a non-magical, non-orb ability that applies a 20%
movement and attack slow to all units and heroes it hits for 1.5 seconds.
Notably, this also applies to units that are magic immune such as a raging
Lifestealer. </div>
<div class="MsoNormal">
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhF0L3Cmapfo4ovqxg1V8IpkTCKZ3K_sXjAPNPRYWz39cNqnML2gdFlFdd32p_LfUlWfiGa2sVN22HxKiNPy2plXzA_YKb3NmE4-3eLXYgCB839RVRmkJ7TPD-CJYtqhYsqfkNVn15WT0s/s1600/ScrewNaix2.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhF0L3Cmapfo4ovqxg1V8IpkTCKZ3K_sXjAPNPRYWz39cNqnML2gdFlFdd32p_LfUlWfiGa2sVN22HxKiNPy2plXzA_YKb3NmE4-3eLXYgCB839RVRmkJ7TPD-CJYtqhYsqfkNVn15WT0s/s1600/ScrewNaix2.png" height="217" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Seriously. Screw you, Na'ix.</td></tr>
</tbody></table>
<br />
<br /></div>
<div class="MsoNormal">
This ability is more powerful than an Orb of Venom (which is 12%
on melee) and is closer to Skadi in its effectiveness (35%). Given an average
hero speed of 300, this completely nullifies anything other than Boots of
Travel. For example, 300 speed hero with 50 speed boots, this would reduce this
hero to 280 movement speed on hit.<o:p></o:p></div>
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<br /></div>
<div class="MsoNormal">
This is handy to have as a Chen or Enchantress when ganking
heroes, especially in situations where you need right-click damage from
yourself or your allies. For a Doom, this is a great ability to have when you
are ahead early and have potential for kills; other ganking abilities like
Warstomp or Thunder Clap have really high mana costs, while this one does not
and it synergizes well with Scorched Earth.<o:p></o:p></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL7gGJ8Trbl6cqd1OMcUs8yKSMYso1X7Gyv81u7daMOY5c8XZiJ09gyt-cCDD_7vS0PtQnNGOcKD62PAMK9OpyO5JLYoaupvtQe6SeOxXCParEb5_0aIVfuG8vfd66d5Y1hWh04wMPjRM/s1600/200px-Harpystorm.jpg.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL7gGJ8Trbl6cqd1OMcUs8yKSMYso1X7Gyv81u7daMOY5c8XZiJ09gyt-cCDD_7vS0PtQnNGOcKD62PAMK9OpyO5JLYoaupvtQe6SeOxXCParEb5_0aIVfuG8vfd66d5Y1hWh04wMPjRM/s1600/200px-Harpystorm.jpg.png" height="171" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Harpy Stormcrafter</td></tr>
</tbody></table>
<br /></div>
<div class="MsoNormal">
Last but not at all least of the small camps is the Harpy
Camp. The smaller harpies have nothing special about them, while the Harpy
Stormcrafter is one of the most unique creeps on the list.</div>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<i></i><br />
<i></i></div>
<div class="MsoNormal">
<br />
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<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUUbgbTbdy2vs8otHjZEjtuWlMhO3IGoYlhEJEm-4n-9Q565SUfKB7Xoy1DJFvgiITvp3YRGEDrA9HKJJ8ZwTlu7tZyOCozJagcQ2NarEVKpX3FX4hhdJp-xaPdRY64o-wuTnjeMrj7JY/s1600/SmallChainLightning.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUUbgbTbdy2vs8otHjZEjtuWlMhO3IGoYlhEJEm-4n-9Q565SUfKB7Xoy1DJFvgiITvp3YRGEDrA9HKJJ8ZwTlu7tZyOCozJagcQ2NarEVKpX3FX4hhdJp-xaPdRY64o-wuTnjeMrj7JY/s1600/SmallChainLightning.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>Chain Lightning</u></b>
<br />
<br />
<b>Damage:</b> 140<br />
<b>Range:</b> 900<br />
<b>Jumps:</b> 4<br />
<b>Reduction per jump:</b> 25%<br />
<b>Mana Cost:</b> 40<br />
<b>Cooldown:</b> 4 sec</td></tr>
</tbody></table>
</div>
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<br /></div>
<div class="MsoNormal">
This is a famous lane winner, as pioneered by some
professional games. It has a long range of 900, deals 140 damage on hit, arcs
on up to 4 targets with reduced damage, and has a low mana cost and cooldown.
This is absolutely spammable, and can annihilate heroes early and even into the
mid game.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
To put some numbers on it – the Harpy has a mana pool of
540, meaning the chain lightning can be cast 13 times. This is 1820 magical
damage to a single target in just 52 seconds, at a range exceeding most attack
and cast ranges. If the spell arcs, it deals 105/79/59/44 damage to consecutive
targets – for a grand total of 427 magical damage if all arcs connect. In an
ideal situation, the harpy can deliver 5552 magical damage to the lane over its
mana pool.<o:p></o:p></div>
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<br /></div>
<div class="MsoNormal">
To add to the spell’s power, the Harpy has a natural sight
range of 1800 during both the day and night; this is the same sight range as
Nightstalker at night, and farther than a regular ward. Overall, if you can get
a harpy and bring it to a lane, you easily win that lane at least for the
moment being. This can also be used by a doom player who has difficulty farming
a lane; this would both kill creeps, and quickly push enemies out of their
lane.<o:p></o:p></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGRsDUsrkb53t2z6WzXTjpIBQz2HxZiH5HVllX09W7brOGm9WPk2uyWXa27gzbNKxL5E-M9l2KLtMDA5r7k0JVRd1F_lRnuzvT0uPu8NunUoKJlsgzfAITB629IG8euLj589a6NtSn7fQ/s1600/HarpyDestroyer.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGRsDUsrkb53t2z6WzXTjpIBQz2HxZiH5HVllX09W7brOGm9WPk2uyWXa27gzbNKxL5E-M9l2KLtMDA5r7k0JVRd1F_lRnuzvT0uPu8NunUoKJlsgzfAITB629IG8euLj589a6NtSn7fQ/s1600/HarpyDestroyer.png" height="232" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I AM BECOME HARPY, DESTROYER OF LANES</td></tr>
</tbody></table>
</div>
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By the way, this is about on par with Zeus’ Arc Lightning.
It does not bounce to as many targets, but deals about the same raw damage as a
Zeus’ level 4 spell. Of course you can’t spam it as much, and you don’t get the
bonus of the Static Field, but it’s mostly free damage. Not even to mention
that this ability is approximately 300% more likely to frustrate and infuriate
the other team. It’s mostly countered by players not knowing it exists, or
forgetting to cast it in combat.<o:p></o:p></div>
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<br /></div>
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<b>Medium Camps</b><o:p></o:p></div>
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<br />
The Satyr Camp – perhaps the most varied ability-wise, the
Satyrs bring a lot of utility that many players overlook in favour of juicier
creeps.</div>
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<o:p></o:p></div>
<div class="MsoNormal">
<i><br /></i>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib0EqoviX5NWF2Lf6Dr4HNfLOKZhzL4ljicVYZbm2R-bahfsCU0GKf5EMyNBQhYQ_RrMPEOPVIIKhSDsIuSrk1fLwFyZ2Up_fOcbAZzcHgGjR6ZrNfN4O0GBaltc5Ovjadvt88IrJ4Nl0/s1600/200px-Satyr_Banisher.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib0EqoviX5NWF2Lf6Dr4HNfLOKZhzL4ljicVYZbm2R-bahfsCU0GKf5EMyNBQhYQ_RrMPEOPVIIKhSDsIuSrk1fLwFyZ2Up_fOcbAZzcHgGjR6ZrNfN4O0GBaltc5Ovjadvt88IrJ4Nl0/s1600/200px-Satyr_Banisher.png" height="200" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Satyr Trickster</td></tr>
</tbody></table>
<br /></div>
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<table align="center" cellpadding="3" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRbQItxWT2q8anxh_vVmkob7iLI5NJmPlQwGE16ZESKWv7EK95Rd1b-lX0TFlmfSM9MIsVdfpGIMHAzNCOchephECEg1CtlhtmdZuMKqWAmUVg8mDhp3OyKSEciNZqS2wOrkyLg7zi4DE/s1600/MediumSatyrPurge.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRbQItxWT2q8anxh_vVmkob7iLI5NJmPlQwGE16ZESKWv7EK95Rd1b-lX0TFlmfSM9MIsVdfpGIMHAzNCOchephECEg1CtlhtmdZuMKqWAmUVg8mDhp3OyKSEciNZqS2wOrkyLg7zi4DE/s1600/MediumSatyrPurge.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>Purge</u></b>
<br />
<br />
<b>Slow:</b> 100%<br />
<b>Recovery:</b> 20%/sec<br />
<b>Range:</b> 200<br />
<b>Duration:</b> 5 sec<br />
<b>Mana Cost:</b> 120<br />
<b>Cooldown:</b> 5 sec</td></tr>
</tbody></table>
</div>
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<br /></div>
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The lowly Satyr Trickster is perhaps the weakest of all the
creeps in the jungle, but he possesses one of the more unique spells. Purge is
one of the limited dispelling spells in the game – along with Blood Rage, Demonic Purge,
Unstable Current, Brewmaster’s Storm Dispel Magic, Diffusal Blade and Fortune’s
End from the upcoming Oracle. This operates in exactly the same way as Diffusal
Blade – incurs a massive slow that decays over time, removes many debuffs and
damages illusions. The slow only applies to enemy units, but the purge removes both positive and negative effects.<o:p></o:p></div>
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<br /></div>
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Notable spells that can be purged: Ghost Walk, Surge, Skeleton Walk, Amplify Damage, Guardian Angel, Track, Aphotic Shield,
Vendetta, Open Wounds, Insatiable Hunger, as well as all forms of Blind, Hex,
Ethereal Form, Silence.<o:p></o:p></div>
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<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPd0dPA_4ZO2_V9ZLATRHl8sSXK1yC4KpI1t5WAXwlD5_RqYkKW4jwSCg4dUqfF_rEmrcVgThZi-qcw7aBXvhxel-KncuzPETNxocuhj7pe0X17FZoZ1hy_AJjYugNxHHmg_Wh8WHQsOo/s1600/7kphf.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPd0dPA_4ZO2_V9ZLATRHl8sSXK1yC4KpI1t5WAXwlD5_RqYkKW4jwSCg4dUqfF_rEmrcVgThZi-qcw7aBXvhxel-KncuzPETNxocuhj7pe0X17FZoZ1hy_AJjYugNxHHmg_Wh8WHQsOo/s1600/7kphf.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Excuse Me Sir, Do You Have a Moment to Talk About Obelis?</td></tr>
</tbody></table>
</div>
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This will also deal 400 damage to summons, outright killing
weaker units like Lycan Wolves, Eidolons and more.<o:p></o:p></div>
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<br /></div>
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In other words, many significant buffs can be dispelled.
Purge can also be used to set up kills as it slows similar to Open Wounds from
Lifestealer. Unlike Open Wounds, the spell can be maintained permanently as the
duration matches the cooldown (5s). It also will remove many buffs that would
otherwise negate open wounds, such as Surge, Shukuchi and Haste. The catch here
is that the spell is expensive (120 mana), has a very short range of 200 (melee
range is 128) and the creep that carries it is very vulnerable and slow.<o:p></o:p></div>
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<br />
As a result, the practical application of the ability is
either by doom, or by keeping the creep in the rear to provide dispelling
services when really necessary. If used
by doom, this can guarantee kills on a pick-off, or prevent important buffs
from acting in the late game. If used by others, this is likely to be a rear
support unit.<o:p></o:p><br />
<br />
By the way, in DOTA 1 this ability would get used by the creep (maybe not anymore). You really should be grateful it's gone, a poorly-timed purge can really ruin your day.</div>
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<i><br /></i>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwFHq98pka2QsvOhNijVyqKpttI3joxNWbLhBtdQqNTGTgqFRZA06jWRT_BO53TKVIT6ODg2ZFyp2wAfOr2ImWVXaKUJ-LhHqpp4x0dFPgCDFAu6ltYjbKLKYK-V88ChxUSzDGLaSyQ_c/s1600/200px-Satyr_Mindstealer.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwFHq98pka2QsvOhNijVyqKpttI3joxNWbLhBtdQqNTGTgqFRZA06jWRT_BO53TKVIT6ODg2ZFyp2wAfOr2ImWVXaKUJ-LhHqpp4x0dFPgCDFAu6ltYjbKLKYK-V88ChxUSzDGLaSyQ_c/s1600/200px-Satyr_Mindstealer.png" height="200" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Satyr Mindstealer</td></tr>
</tbody></table>
<br /></div>
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<table align="center" cellpadding="3" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEickw3EhgLlN1ylpFcVQgyqCl2DQcJpNMalSOq6a5_hRR6ty1pPdp_ul5tPj3gnT3mkEK6Nq2tUnIAAZt2cpNjPbZkQcCFw4p_a6O1JdmwqXZYtYZVAAnYY5TZGVG_f2dPFwP6EjaezUDs/s1600/MediumSatyrManaburn.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEickw3EhgLlN1ylpFcVQgyqCl2DQcJpNMalSOq6a5_hRR6ty1pPdp_ul5tPj3gnT3mkEK6Nq2tUnIAAZt2cpNjPbZkQcCFw4p_a6O1JdmwqXZYtYZVAAnYY5TZGVG_f2dPFwP6EjaezUDs/s1600/MediumSatyrManaburn.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>Mana Burn</u></b>
<br />
<br />
<b>Mana Drained:</b> Up to 100%<br />
<b>Damage:</b> 100% of mana burned<br />
<b>Range:</b> 600<br />
<b>Mana Cost:</b> 50<br />
<b>Cooldown:</b> 18 sec</td></tr>
</tbody></table>
</div>
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<br /></div>
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Another utility spell, the Mana Burn is a fantastic ability
only hindered by its cooldown of 18 seconds.
For 50 mana and with a range of 600, this burns 100 mana from the
target. There are certain heroes, like Bristleback, who rely very heavily on
their mana pool and are virtually disabled when the mana is gone. This ability
is useful in winning lanes early on, and securing engagements at a point where
enemies have little mana available to them. A simple example is Queen of Pain –
she is likely to have 300-400 mana in the first few minutes of the game; this
creep can easily halve that in only two casts.<o:p></o:p></div>
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<br /></div>
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A good use of this for Chen or Enchantress is to send the
satyr into mid/hard lane to help your teammates win that lane; 100-300 mana
lost early on can severely disable someone’s escape or kill potential. For
Doom, this ability can be used early on to severely reduce the amount of threat
the enemy lane can offer, useful in anywhere if Doom is laning.<o:p></o:p></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJg4kHUyepbuF6M_f7BgVK7dlb0dN6MK9eMB4rlKEP1-HtEDerais0msOL9kVEcliSCGMjVGHCyT1AnHr_ezF7z2YtEjWxMq6Yz8UepX8AOnNGMH1AgGtya3OcqnKw1kq7K9oRQEAAi-c/s1600/200px-Centaur_Khan.jpg.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJg4kHUyepbuF6M_f7BgVK7dlb0dN6MK9eMB4rlKEP1-HtEDerais0msOL9kVEcliSCGMjVGHCyT1AnHr_ezF7z2YtEjWxMq6Yz8UepX8AOnNGMH1AgGtya3OcqnKw1kq7K9oRQEAAi-c/s1600/200px-Centaur_Khan.jpg.png" height="200" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Centaur Conqueror<br />
The popular kid</td></tr>
</tbody></table>
The Centaur Camp is a fairly well-known camp due to the high
desirability of the creep by junglers. The larger Centaur has very high HP, and
good abilities.</div>
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<o:p></o:p></div>
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<br /></div>
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<table align="center" cellpadding="3" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwa-QBZN96OzK0VhiUEHNm5LSUtz-2ByO9rktLmz01Qxpkjs6vvm_aXhifyScw2t_1HbeQndVj0EuVWHlSASZ_qYw1Mt7oXiMIKPdEf78An0G5fW5x-cQ0ucWzIgsbXslZhG5BnpRvWkY/s1600/MediumCentaurWarstomp.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwa-QBZN96OzK0VhiUEHNm5LSUtz-2ByO9rktLmz01Qxpkjs6vvm_aXhifyScw2t_1HbeQndVj0EuVWHlSASZ_qYw1Mt7oXiMIKPdEf78An0G5fW5x-cQ0ucWzIgsbXslZhG5BnpRvWkY/s1600/MediumCentaurWarstomp.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>War Stomp</u></b>
<br />
<br />
<b>Stun (Heroes):</b> 2 sec<br />
<b>Stun (Creeps):</b> 3 sec<br />
<b>Damage:</b> 25<br />
<b>Radius:</b> 250<br />
<b>Mana Cost:</b> 100<br />
<b>Cooldown:</b> 20 sec</td></tr>
</tbody></table>
</div>
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<br /></div>
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The better known aspect of the Centaur Conqueror, this is a
powerful 2s stun that can become significant when used well, especially in
combination with other hero abilities. It has a short range of 250 (melee range
is 128) and deals a measly 25 damage – but all this is irrelevant as this is a
free stun to the team, and can make a difference between a teamfight won or
lost, an enemy teleporting away and so on.<o:p></o:p><br />
<br />
Of note, this is one of the abilities that the creeps will use on their own. The way it works is if there are 3 or more targets within the casting range, the ability will activate. When jungling, if you'd like to avoid the stun, keep fewer targets in range. Alternatively, you can sometimes bait an enemy hero with their creeps into the centaur, and enjoy the free stun.</div>
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<i><br /></i></div>
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<br />
<table align="center" cellpadding="3" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwz-7cnIPwct1J9zoTrDSMuyEmly0fv4sq15JrUC592KXo5f2n0kJ5XP19d9isYsEJfcw2QNThg3S_PFtz2j9VbsxaoD4CL8HSihe73Y6JvPunQBEA62zM6i_i9qdfmnzElFeU1LJL6UY/s1600/MediumCentaurSwiftnessAura.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwz-7cnIPwct1J9zoTrDSMuyEmly0fv4sq15JrUC592KXo5f2n0kJ5XP19d9isYsEJfcw2QNThg3S_PFtz2j9VbsxaoD4CL8HSihe73Y6JvPunQBEA62zM6i_i9qdfmnzElFeU1LJL6UY/s1600/MediumCentaurSwiftnessAura.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>Swiftness Aura</u></b>
<br />
<br />
<b>Attack Speed Bonus:</b> 15<br />
<b>Range:</b> 900</td></tr>
</tbody></table>
</div>
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<br /></div>
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A somewhat minor aspect of the Centaur Conqueror, this is
still a very helpful ability. It will boost the DPS of non-hero units by as
much as 15%, helping with pushing and team fights. It also completely negates
the negative effects of Ancient Apparition’s chilling touch, and further help
heroes that need to hit fast. Then again, who doesn’t?<o:p></o:p></div>
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<br /></div>
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It’s really hard to overstate the Centaur Conqueror can provide!
Interrupting spells and teleports, negating initiation, securing kills
following your own initiation… A few simple examples are – leaving the centaur
on a cliff and running past it. When the other guys follow, they will not see
the centaur and get stunned. Or, a pesky Slark pounces you – just stomp on his
invisible tail and watch him lose half of his invisibility. You can even keep a
centaur in the back, to run up and annoy anyone with major channeling spells
such as Shackles, Black Hole or Assassinate.<o:p></o:p></div>
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<br /></div>
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This ability is sometimes picked up by Doom players to
provide that extra bit of ganking power. When caught out of position, 2 second
stun is an eternity. It’s also 265 gold for Doom.</div>
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<o:p></o:p></div>
<div class="MsoNormal">
<o:p><br /></o:p></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9t_HRfKw3D_e3dyWUN5MzH-lNQumWwW5zGkA97-r13XjzdU1p6ik0K5jCxZDpM_X7OfwaEz-MOehrFiWKclyDAhzbnHM-B0dgXnyOPaHCJagx0nKHDfkDWpJSKfrPReIc6NK4XTHd4Tk/s1600/200px-Ogre_Magi.jpg.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9t_HRfKw3D_e3dyWUN5MzH-lNQumWwW5zGkA97-r13XjzdU1p6ik0K5jCxZDpM_X7OfwaEz-MOehrFiWKclyDAhzbnHM-B0dgXnyOPaHCJagx0nKHDfkDWpJSKfrPReIc6NK4XTHd4Tk/s1600/200px-Ogre_Magi.jpg.png" height="200" width="152" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ogre Frostmage</td></tr>
</tbody></table>
<o:p><br /></o:p></div>
<div class="MsoNormal">
The Ogres are a fun little camp. They have a lot of health
but little damage, give good XP and gold, and carry one of the best abilities
in the whole wide jungle.</div>
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<o:p></o:p></div>
<div class="MsoNormal">
<i><br /></i></div>
<div class="MsoNormal">
<br />
<table align="center" cellpadding="3" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgur7t7kwez9AuhVzUXS8xk7ra0_F9SkdTw4zC-5a6aYxTY_l5yRjaY-9DSAtchq79BR1mG6i0BmbQiW2DaclvzljzCHUBKzinFiGERiAjzg3YcucAcyi0cACsmzW6NmJsmOt6gZTOOer4/s1600/MediumOgreIceArmor.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgur7t7kwez9AuhVzUXS8xk7ra0_F9SkdTw4zC-5a6aYxTY_l5yRjaY-9DSAtchq79BR1mG6i0BmbQiW2DaclvzljzCHUBKzinFiGERiAjzg3YcucAcyi0cACsmzW6NmJsmOt6gZTOOer4/s1600/MediumOgreIceArmor.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>Ice Armor</u></b>
<br />
<br />
<b>Armor Bonus:</b> 8<br />
<b>Slow (movement):</b> 30%<br />
<b>Slow (attack):</b> 20%<br />
<b>Slow Duration:</b> 5 sec<br />
<b>Duration:</b> 45 sec<br />
<b>Range:</b> 900<br />
<b>Mana Cost:</b> 40<br />
<b>Cooldown:</b> 5 sec</td></tr>
</tbody></table>
</div>
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<br /></div>
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This is essentially one of Lich’s most important abilities,
but on a lowly creep. It adds 8 armor, slows melee attackers’ movement by 30%
and attack by 20%, has a very long casting range and a tiny cooldown. This is
almost identical to Lich’s level 4 spell! Lich has 1 more armor and half effect
on ranged attacks, but actually costs more and lasts 5 seconds less. The frost
armor is very unobtrusive, and hard to spot at a quick glance – and can
massively increase the durability of any of your heroes. With a duration of 45
seconds and cooldown of 5, it’s easy to have it up on most or all of your team.
Seriously, this spell is fantastic and incredibly underrated.<o:p></o:p><br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhww3535Kal0GbIyMPQ5cmtN49umM47JnrvX8cBd4RTrr3k2EErpWvk_lHZOn5vipMntXA7-MOXJAJbNGzKB6MXUy9IdobgKpVCDSozMTplxFpqC2VgyDXy6qB8ONpWQPelvXhCIuP4iD4/s1600/OgreEquals.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhww3535Kal0GbIyMPQ5cmtN49umM47JnrvX8cBd4RTrr3k2EErpWvk_lHZOn5vipMntXA7-MOXJAJbNGzKB6MXUy9IdobgKpVCDSozMTplxFpqC2VgyDXy6qB8ONpWQPelvXhCIuP4iD4/s1600/OgreEquals.png" height="221" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">About the same thing, really</td></tr>
</tbody></table>
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
For that reason, it’s also a great pick for Doom! This can
actually be more beneficial than carrying the ability on the creep, as the Ogre
himself is disgustingly slow. He is, in fact, slower than the Wolves of
Icewrack. I guess we know what the wolves prey on. This in essence provides
most of the late-game benefit of Lich while still having the rest of Doom’s
toolkit.</div>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbMUBlVV-pkb8dl8lNC1kqh7rxDUEZsgByDAuat8fdZQRKrWPbO6qsERJPz5S5J3Gl8Vmm2RBhSvAfPblxQYnzbSjoLvbXDe8NTT9DdJISghyQnSZixutiphKnqHKI_g3ZtnAL-xFA0Kw/s1600/Alpha_Wolf.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbMUBlVV-pkb8dl8lNC1kqh7rxDUEZsgByDAuat8fdZQRKrWPbO6qsERJPz5S5J3Gl8Vmm2RBhSvAfPblxQYnzbSjoLvbXDe8NTT9DdJISghyQnSZixutiphKnqHKI_g3ZtnAL-xFA0Kw/s1600/Alpha_Wolf.png" height="200" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Alpha Wolf</td></tr>
</tbody></table>
Wolves have had a surge in popularity lately, as more and
more people are becoming aware of what the aura does.</div>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<table align="center" cellpadding="3" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij5a5HiZcOyNT7KCmDbXuJIH6DujLRyCP6pu-tlO1bRl0NOPJT3IYXp_VcJ_ie42NTE5-0LL9BSwZOi6JjZ0KQ9Fw3a7goF8PBiTrAVaJXRqD5bF4WB1Oxm-3LYN2W8vAqMGv9_0xnFOk/s1600/MediumWolfPackleaderAura.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij5a5HiZcOyNT7KCmDbXuJIH6DujLRyCP6pu-tlO1bRl0NOPJT3IYXp_VcJ_ie42NTE5-0LL9BSwZOi6JjZ0KQ9Fw3a7goF8PBiTrAVaJXRqD5bF4WB1Oxm-3LYN2W8vAqMGv9_0xnFOk/s1600/MediumWolfPackleaderAura.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>Packleader Aura</u></b>
<br />
<br />
<b>Damage Bonus:</b> 30%<br />
<b>Range:</b> 900</td></tr>
</tbody></table>
</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This provides an incredible 30% physical bonus damage in a
huge area (900). This is twice the damage bonus from a Vlad’s, and almost as
much as Vengeful Spirit’s level 4 aura. It applies to heroes, lane creeps and
summons vastly increasing the damage of your team. As a result, this makes the
creep very desirable by Chen players and Helm of Dominator users. One thing to
know is the bonus damage is calculated from base damage plus your main stat from
items, not bonus damage from items; your Rapier will not be affected by this.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Because of this ability, the Alpha Wolf is one of the better
pushing creeps, especially early when you rely more heavily on lane creep
damage. He remains useful as the game progresses, but loses strength as the
enemy heroes gain more damage and learn to kill the creeps ASAP. While this is
applicable to all creeps, this is more relevant with the Alpha Wolf who mainly
benefits the team by being alive and nearby.<o:p></o:p><br />
<br />
When jungling, this ability affects all other nearby neutral creeps - including wolves and other spawns. This can make a medium camp surprisingly dangerous; be sure to take this guy out asap if stacking.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<table align="center" cellpadding="3" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6qn5TnaGvsrwCSdW0Tb5XuwPyOu5J8yiRqRx55evFhlMmIwZHGJeNeKi7cfrZuSUuf28d_IM-0Bu_I-gGhjXfF2_e_kPfyJjf0nfHvnq3wTk5mb0HjO0dcKkjcgjN5FxWdJ7PZ15rY0I/s1600/MediumWolfCritical.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6qn5TnaGvsrwCSdW0Tb5XuwPyOu5J8yiRqRx55evFhlMmIwZHGJeNeKi7cfrZuSUuf28d_IM-0Bu_I-gGhjXfF2_e_kPfyJjf0nfHvnq3wTk5mb0HjO0dcKkjcgjN5FxWdJ7PZ15rY0I/s1600/MediumWolfCritical.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>Critical Strike</u></b>
<br />
<br />
<b>Critical Bonus:</b> 2x<br />
<b>Critical Chance:</b> 20%</td></tr>
</tbody></table>
</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Similar to Lycan’s wolves, the jungle wolves carry a 20%
chance to hit for twice the damage. In other words, this is a level 2
Juggernaut crit for free on the creep. This contributes quite significantly to
their individual DPS – as many junglers have discovered. It’s not very useful
on the creep though, as the wolf is usually brought along for the aura; you
can’t really afford to put it in the front lines to die, regardless of how
great a pusher the wolf may be.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The downside of the wolf is how fragile it is; as a result,
this is another fantastic pick for Doom as his superior survivability and speed
allow the aura to always be present for the team. Many doom players pick up the
Aura/Crit combination early on for ganks – and it works really well with Doom’s
speed, survivability and natural damage. <o:p></o:p></div>
<div class="MsoNormal">
<o:p><br /></o:p></div>
<div class="MsoNormal">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNl0fVT2itjDAWY8uAKxLy-1MsoVF91dIAlhXMJ4HLNJ2S1DTIz31FGR-uc9KFbb0hyphenhyphenRpuJg1CfOPAV0PLeh8SnhRLffFqMC82sF9e3dc3ybtJzuDlewiQr0rm8Qcr_8Aic57bVmNstbU/s1600/Mud_Golem.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNl0fVT2itjDAWY8uAKxLy-1MsoVF91dIAlhXMJ4HLNJ2S1DTIz31FGR-uc9KFbb0hyphenhyphenRpuJg1CfOPAV0PLeh8SnhRLffFqMC82sF9e3dc3ybtJzuDlewiQr0rm8Qcr_8Aic57bVmNstbU/s1600/Mud_Golem.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Just look at those beady eyes. They brim with hatred for all living things.</td></tr>
</tbody></table>
<br /></div>
<div class="MsoNormal">
And then, there are Mud Golems. Screw those guys! Hard to
kill, deal decent damage, immune to magic… I don’t even want to talk about
them. They just take up jungle space that could have been any other useful
creep.<o:p></o:p><br />
<br /></div>
<div class="MsoNormal">
<br />
<table align="center" cellpadding="3" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhekJU7PCenat_jjvu2Iy-of25nW93yKqc9-RUZ1-E3eZiE1QlMy0oXter94yzj_ndEZGR9Aj34LaNSxRb0fB3tgX8pLA3n2Z9Gq2dZdjkvfhP8vyBSVUMb3gLaIykcw8eHAQArygeg_Q/s1600/MediumGolemAsshole.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhekJU7PCenat_jjvu2Iy-of25nW93yKqc9-RUZ1-E3eZiE1QlMy0oXter94yzj_ndEZGR9Aj34LaNSxRb0fB3tgX8pLA3n2Z9Gq2dZdjkvfhP8vyBSVUMb3gLaIykcw8eHAQArygeg_Q/s1600/MediumGolemAsshole.png" /></a></div>
</td><td align="left" valign="top" width="250"><b><u>Magic Immunity</u></b>
<br />
<br />
<b>Effect:</b> Evokes an irrational hatred from Chen, Enigma and Enchantress among others</td></tr>
</tbody></table>
</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7STYLFEhatY_icpo7zERPu1x8agdBisw2kIJe3mrfoGT7zw1mRA-ILnkiHLIDXnBZssMUvChCI8QmyXuRhEILExUClpSfn5cxCsB5zLKLUtkS94VO94x8dMuKzefNhTAitkMpIhSCZBE/s1600/nooooooooooo.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7STYLFEhatY_icpo7zERPu1x8agdBisw2kIJe3mrfoGT7zw1mRA-ILnkiHLIDXnBZssMUvChCI8QmyXuRhEILExUClpSfn5cxCsB5zLKLUtkS94VO94x8dMuKzefNhTAitkMpIhSCZBE/s1600/nooooooooooo.jpg" height="266" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Noooooooooo.jpg</td></tr>
</tbody></table>
Andreyhttp://www.blogger.com/profile/04429811266045424251noreply@blogger.com4tag:blogger.com,1999:blog-6653476563097238774.post-80290750762920849022014-02-27T09:18:00.000-08:002014-02-27T20:12:54.807-08:00Summons by the Numbers<div style="margin-bottom: 0cm;">
With the jungle creeps fully analyzed,
it’s time to take a close look at the various player summons. From
Broodmother spiderlings through Warlock golems and to Shadow Shaman
wards, the units here are varied and versatile.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
For readability, I split the summons
into several categories. First are the major pushing creeps:</div>
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJSuHkHQaiwFTeNVUbwXFskCegzICxPiAYEJ2rcq4t27Pvs6Uzq6N1TImypSVahEzJPambv13nnSuNfvmoHIHgpmKE81vLwUHKXRNuaQdGrYaqDdPV1KKx-go6s46Rg66zBkoLTEike4U/s1600/PushingSummonsDMG.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJSuHkHQaiwFTeNVUbwXFskCegzICxPiAYEJ2rcq4t27Pvs6Uzq6N1TImypSVahEzJPambv13nnSuNfvmoHIHgpmKE81vLwUHKXRNuaQdGrYaqDdPV1KKx-go6s46Rg66zBkoLTEike4U/s1600/PushingSummonsDMG.png" width="950" /></a></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
As all units featured here have points
of interest, I will analyze them in order.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
The Broodmother spiderlings have very
interesting damage type split. The Spiderites are perhaps the best
unit to attack towers with – it is easy to get huge numbers of them
up, and they deal almost as much damage to towers as their larger
counterparts. At the same time, the Spiderlings can make more
spiderites and deal 2.5x damage to heroes and lane creeps.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigxxkWmo35hTAVi5GWNhOIT0Vnp4QkWJlYnaXapWypFMNoyebGsuyXelBKz8WDFiRRy-89SviKTP9xh0mNFFEOec8OdJFDmysQsc7k5rxNBdl1fSqi7X2OI-by094dUcfgPLZc5JU8nKY/s1600/77iqn.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigxxkWmo35hTAVi5GWNhOIT0Vnp4QkWJlYnaXapWypFMNoyebGsuyXelBKz8WDFiRRy-89SviKTP9xh0mNFFEOec8OdJFDmysQsc7k5rxNBdl1fSqi7X2OI-by094dUcfgPLZc5JU8nKY/s1600/77iqn.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Mother Comes</td></tr>
</tbody></table>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Enigma Eidolons are incredibly powerful
units all around, and just the normal 3-spawn does some of the
heaviest damage around. If the Enigma player is able to bring them to
split, the 6 Eidolons essentially outclass everything else in the
chart for pure damage.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Then there are the Lycan wolves. With
low BAT and their crit calculated in, their damage against tougher
enemies outclasses everything else. More specifically, they deal the
absolute most damage versus Roshan, and are some of the top pushers.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2GB6wAFfvBwof1QKnnjUL4ji13jJxsRslOU08gv2UOIaHjjZCJcGPsPhb7a0-pnkrUSbGTchRhWF9kIeBjv8QAzg7iD75YhCut0HA2qAKyfO_T_l0KEAH7L-QGEKlf_kIu9n8Err1fVQ/s1600/LycanandRoshan.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2GB6wAFfvBwof1QKnnjUL4ji13jJxsRslOU08gv2UOIaHjjZCJcGPsPhb7a0-pnkrUSbGTchRhWF9kIeBjv8QAzg7iD75YhCut0HA2qAKyfO_T_l0KEAH7L-QGEKlf_kIu9n8Err1fVQ/s1600/LycanandRoshan.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You ever feel bad for the big guy?</td></tr>
</tbody></table>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Prophet treants are nothing to write
home in terms of damage – but I doubt that would surprise anyone.
As always, they serve as a fantastic damage sponge and body blocking
unit.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Necronomicon Units are the last in this
list, and they bring forward great damage of their own. Paired up,
the necro 3 is one of the best pushing options. On their own, the
Necro warrior does heavy damage to all targets, burns heroes’ mana
and does solid building damage; the Necro Archer does absolutely
insane damage versus lane creeps, supports with the haste aura and
features the active mana burn.
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Next up, I prepared a separate list for
other major summons that don’t quite fall under the pushing
category:</div>
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6xDc6QOh9VcrZFg3BNnhTftRgiOKlRgOmdhuLFsy1mTQSBi0X2UeKQmLyDKhlzvG_Ytv3nVjAZ3krkh4ox54mr5qW1NJPNz2Sm8zmsKaI-6wyAOprQnflsk-PgYromJEqPlQLvRjzh14/s1600/OtherSummonDmg.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6xDc6QOh9VcrZFg3BNnhTftRgiOKlRgOmdhuLFsy1mTQSBi0X2UeKQmLyDKhlzvG_Ytv3nVjAZ3krkh4ox54mr5qW1NJPNz2Sm8zmsKaI-6wyAOprQnflsk-PgYromJEqPlQLvRjzh14/s1600/OtherSummonDmg.png" width="950" /></a></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br />
<br /></div>
<div style="margin-bottom: 0cm;">
As you can see, this list is full of
special rules.
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
The Beastmaster boars are nothing
special in terms of damage to anything but lane creeps, but they do
feature one of the best slows in the game – a reliable,
long-lasting, bkb-piercing movement AND attack slow. The greater boar
is about 2.5x more effective at slowing than Venomancer is with his
poison.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizXNqCcnSSXFTp6itUsoQ8QY1sGO7OfoyvLJoevtQmy8wvy6r4M_LFuDEo-7Czm5xXAZ9CtxeT3L3NHOmt6DMim36FfpXWL_TIWdGaq87nd9-UhJidVr7gdYzP4A1eBs0STJSr6BaUvmI/s1600/ImHelping.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizXNqCcnSSXFTp6itUsoQ8QY1sGO7OfoyvLJoevtQmy8wvy6r4M_LFuDEo-7Czm5xXAZ9CtxeT3L3NHOmt6DMim36FfpXWL_TIWdGaq87nd9-UhJidVr7gdYzP4A1eBs0STJSr6BaUvmI/s1600/ImHelping.png" height="267" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I'M HELPING!</td></tr>
</tbody></table>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Undying zombies are great, simply
because of the great numbers they spawn in. If you are able to
achieve the Deathlust effect, the zombies will truly turn the fight
around – the damage goes up by 50% and the stacking slow can bring
heroes down to a crawl.
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Veno Wards deal surprisingly good
damage, given how cheap and spammable they are. A single lvl4 ward
deals about the same as a Greater Boar while applying a similar
poison; but it’s easy to have up to 8 wards shooting at once.
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Then, we have the Warlock golem. To
explain the numbers there are separate calculations for physical
damage (black) and magical damage (red) dealt per 10 seconds. The
magical damage is applied at 100% to all creeps, and at 75% to
heroes. The magical damage is not dealt to buildings so it’s not
calculated there.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
There is a common stereotype of the
late game Warlock dying, and then collecting an Ultra Kill or a
Rampage; it’s easy to see why. While the level 1 golem is powerful
enough, a level 3 golem deals incredible damage. The golems’ damage
is a bit deceptive, as it’s split into three parts – their
physical attack is a relatively weak Chaos-damage attack, but each
hit has a 60% of proccing the Flaming Fist which deals a large amount
of magical damage in a small area (300 full splash, 350 half splash).
Furthermore, the Golems burn everything around them by simply
existing (250 radius). And seeing as both the passive and active
magical damage effects stack, it’s no surprise that adding
additional golems increases the power greatly. The 4 golems that the
Warlock is able to potentially spawn simply deal more hero damage
than anything else in the game; in essence, the 4 golems deal 690
damage per second to any hero unfortunate enough to be in their
reach. This is roughly the equivalent of being zapped with a level 3
Lion’s ultimate every second (637 damage after magic resistance).</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXZb5Cno4R9fwScdHMxjOd8UZH1tOEz4i6sHothKfxG3k41bzNKLCjGAa8LqzKMtoaiDAzP2qpeYojnSEvFmzc8Fs9jXxzZYXgVA_H4tZTNreLaFbOchCLK-xTAqu0PqLAKaYsyWKYnMg/s1600/ToHell.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXZb5Cno4R9fwScdHMxjOd8UZH1tOEz4i6sHothKfxG3k41bzNKLCjGAa8LqzKMtoaiDAzP2qpeYojnSEvFmzc8Fs9jXxzZYXgVA_H4tZTNreLaFbOchCLK-xTAqu0PqLAKaYsyWKYnMg/s1600/ToHell.png" height="268" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">To Hell... with that</td></tr>
</tbody></table>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Next up, I will be examining
individual, more complex summon cases. </div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
First up are the Visage
summons:</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnYUOJDD5hMiqlcrvMuB8CFclhCAcyP35vNxP5H_YhD3JAFbgzg9HquMEwQ6VARSA5uFs9ZSmca3OKaqDrANF3Pa1CrQRwmpbo6ieIqO2bPrilZETFb8aP8JLTka0IFvH1BvTO_Pp0Lo4/s1600/VisageFamiliarsDmg.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnYUOJDD5hMiqlcrvMuB8CFclhCAcyP35vNxP5H_YhD3JAFbgzg9HquMEwQ6VARSA5uFs9ZSmca3OKaqDrANF3Pa1CrQRwmpbo6ieIqO2bPrilZETFb8aP8JLTka0IFvH1BvTO_Pp0Lo4/s1600/VisageFamiliarsDmg.png" width="950" /></a></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
I was surprised by the decent damage
the Familiars are able to deal even without their stacks; the 10
damage they deal is deceptive, as they use one of the best damage
types in the game and have a stellar BAT of 0.4. This of course
changes dramatically if the familiars can have full stacks. The
familiars attack 2.5 times a second, and 7 max stacks means they are
able to deliver the bulk of their damage over the course of 3
seconds. This also shows why -armor items are so effective on Visage
– the physical burst damage benefits from the increase greatly.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrMb3U0VXoZN3YWTyTB6IKwrVgA1RDxLQApATY9SaE5ohfVIGbyhBkTcHXnsn48Fc6UbieKQrQXW3WrbUwJ4iD3IKKaeXkuEcofnMLoaxYiBJxs6gsQ8bVGckFhdiZiB_sQtmHwq1M36o/s1600/77ipl.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrMb3U0VXoZN3YWTyTB6IKwrVgA1RDxLQApATY9SaE5ohfVIGbyhBkTcHXnsn48Fc6UbieKQrQXW3WrbUwJ4iD3IKKaeXkuEcofnMLoaxYiBJxs6gsQ8bVGckFhdiZiB_sQtmHwq1M36o/s1600/77ipl.gif" height="109" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">"STRIKE FORCE FAMILIAR 1 COMMENCING BOMBARDMENT"</td></tr>
</tbody></table>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Next up are Invoker Forged Spirits:</div>
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcNy-xvhpwiwTS4q0IrePpBXlFqyCB3DDDQF6YveqEDXYnTWBDFkxguqUNlf1CmRlhI7l9VXK-xZZC3aGV239wP6VdVZG-I4NEKk4H8pRi1riZIik8KTQB7LOPrWTIEZgOcYqYlC6nJEQ/s1600/InvokerSpiritsDmg.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcNy-xvhpwiwTS4q0IrePpBXlFqyCB3DDDQF6YveqEDXYnTWBDFkxguqUNlf1CmRlhI7l9VXK-xZZC3aGV239wP6VdVZG-I4NEKk4H8pRi1riZIik8KTQB7LOPrWTIEZgOcYqYlC6nJEQ/s1600/InvokerSpiritsDmg.png" width="950" /></a></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
I included both single 4/5/6/7 and dual
4/5/6/7 options. As you can see, having the 4 levels in both Quas and Exort is very important to Forged Spirit damage as the increase
is massive; just leveling Exort to 4 damage increases damage by 19%;
Quas at 4 increases the damage by 138% or a difference or 119%.
Overall the forged spirits are great against everything that’s not
towers. Their tower damage is decent, but they are outclassed by all
other pushing options at a similar level.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Next is Lone Druid’s Spirit Bear:</div>
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiY6g_Z91eZZHaPU1hyphenhyphen_roZKlNbOjsJC1Tmqm2SClRq-Y1tROsVovKk8nkeCzT_O2Xsypyrandwt9Uehk50xhdrSCU6UPKAgx5VKDD6WDsNirKdsoY-pxXHU9gZKvefJvtrAsAXuVnxjIA/s1600/BearDmg.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiY6g_Z91eZZHaPU1hyphenhyphen_roZKlNbOjsJC1Tmqm2SClRq-Y1tROsVovKk8nkeCzT_O2Xsypyrandwt9Uehk50xhdrSCU6UPKAgx5VKDD6WDsNirKdsoY-pxXHU9gZKvefJvtrAsAXuVnxjIA/s1600/BearDmg.png" width="950" /></a></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
This case is a bit more complex, as
technically speaking all of Syllabear’s skills increase bear’s
damage. Notably though, Synergy has a more significant impact on raw
damage than bear levels do. In fact, even Rabid (not included) has a
greater early game benefit than bear ranks; When active, Rabid
increases attack speed by 10% per level and thus bear’s damage by
10% per level . This however decreases in effectiveness as the bear
purchases attack speed items. Bear ranks are important for the skills
they grant – return at 2, roots at 3 and demolish/magic resist at
4. My experience with Lone Druid is limited, but it is worth knowing
that Synergy is between 5x and 2.5x better than bear levels for raw
damage output. Arguably, bear level 4 should only ever be picked up
when you are able to push towers. Before that, every other skill
outdoes it in damage potential.
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-OqnUD-mM1m3xmY0bLAaZjBnI67qGz7fKHty_I3gUa3-tQTXGqISa8eUmNFHu8kXWYYsgSBS6w4JCNW0cFBGEkr4LxLjnI-KxsjRXQGtP02tmw0eVgfc4TZpfKRbEkor3Uf65QJIAtbk/s1600/Lone_druid.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-OqnUD-mM1m3xmY0bLAaZjBnI67qGz7fKHty_I3gUa3-tQTXGqISa8eUmNFHu8kXWYYsgSBS6w4JCNW0cFBGEkr4LxLjnI-KxsjRXQGtP02tmw0eVgfc4TZpfKRbEkor3Uf65QJIAtbk/s1600/Lone_druid.png" height="200" width="165" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bears are hard</td></tr>
</tbody></table>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
Next up are Shadow Shaman Mass Serpent
Wards:</div>
<div style="margin-bottom: 0cm;">
</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYqCexA7pwqpbrnzBa0qcoxaiU8jJzDuCBVRjvivyIlhr82LmzqQWr4LEoTSdf3ninjx0REF2Ulfxv_ziVzqos2-QDnmig5eg-4gg0Hgj6xlfWlXnr_snDtxuYOpok-Ys6vDxEYuVcb1E/s1600/ShadowShamanWards.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYqCexA7pwqpbrnzBa0qcoxaiU8jJzDuCBVRjvivyIlhr82LmzqQWr4LEoTSdf3ninjx0REF2Ulfxv_ziVzqos2-QDnmig5eg-4gg0Hgj6xlfWlXnr_snDtxuYOpok-Ys6vDxEYuVcb1E/s1600/ShadowShamanWards.png" width="950" /></a></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
A different kind of summon, they are
immobile but are able to dish out an incredible amount of damage very
quickly. Shadow Shaman himself is able to disable units for 8.5
seconds, which really shows the strength of the ward trap; it’s
easy to achieve the shown 10 damage potential. Aghanim’s Sceptre is
an incredible upgrade for Shadow Shaman, increasing damage by
whopping 93%/75%/75% by rank. Late into the game, if you need pushing
power, Aghanim serpent wards (perhaps with a refresher) are your
absolute best option.</div>
<div style="margin-bottom: 0cm;">
The Serpent Wards also have a special
rule for AOE. The range is limited, but they do have a varied splash.
They deal full splash in 50/75/85 radius from impact (average melee
range is 128); 40% splash damage is dealt in 75/100/110 radius and
20% splash is dealt in 150/200/220. It’s not much, but with their
great damage, clumped up targets are in for a lot of pain.</div>
<div style="margin-bottom: 0cm;">
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkMAOUUn3lV6B0vnuonKi_judTixb9Ytd8PHsKBdvtqvO8io6cd-I-8ygIdPGBg-2ZlrAncqTkrtY_z1aEp8PsNT_ebhCcCkCWtUSZfHvsNRcblxKWuFvF5aS21abw5ckQhJNUEdzXwXc/s1600/77ird.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkMAOUUn3lV6B0vnuonKi_judTixb9Ytd8PHsKBdvtqvO8io6cd-I-8ygIdPGBg-2ZlrAncqTkrtY_z1aEp8PsNT_ebhCcCkCWtUSZfHvsNRcblxKWuFvF5aS21abw5ckQhJNUEdzXwXc/s1600/77ird.gif" height="157" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I STRIKE YOU WITH THE POWER OF A THOUSAND SUNS!</td></tr>
</tbody></table>
<br />
<br /></div>
<div style="margin-bottom: 0cm;">
Last up is Witch Doctor’s Death Ward. As it only deals damage to heroes, that is the only number shown:</div>
<div style="margin-bottom: 0cm;">
<a href="https://www.blogger.com/null" name="_GoBack"></a></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizy4S0HvhTisE7TltB_IDv2AF-ZbqCQlTEL20M1tg5jQEbkfCbcCXE23Gs_Qj3d6zF9o3lH-64D_2ZP0NrjPtPxA71_4gKKtieeloEdUliF6ABB6t2K_y7BWoEcaitc6Nnr2LU4Z4x9lM/s1600/WDWardDmg.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizy4S0HvhTisE7TltB_IDv2AF-ZbqCQlTEL20M1tg5jQEbkfCbcCXE23Gs_Qj3d6zF9o3lH-64D_2ZP0NrjPtPxA71_4gKKtieeloEdUliF6ABB6t2K_y7BWoEcaitc6Nnr2LU4Z4x9lM/s1600/WDWardDmg.png" width="674" /></a></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
As you can see, the Ward is able to
dish out incredible damage over its duration of 8 seconds. The
Aghanim upgrade provides extra 50%/33%/25% damage but also provides 4
target bounce. If you get the chance for a full channel, very few
teams can survive 4800 damage over 8 seconds to each hero – or 600
damage per second. Notably, even if you can channel it for a few
seconds, the ward remains powerful. You deal 240/360/480 damage per
second without a scepter, and 360/480/600 damage per second with a
scepter. In essence, you are bombarding the enemy with a Visage’s
Soul Assumption every second.</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="225" src="//www.youtube.com/embed/nZEdUbFRNxU" width="400"></iframe></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Musical demonstration of 4800 team damage. Draxter also made it a mod <a href="http://youtu.be/cMIY3HOanGw">here.</a><br />
<i>Not my video, but the creator is awesome.</i></td></tr>
</tbody></table>
<div style="margin-bottom: 0cm;">
And that is all! Thank you for reading
this long list, please let me know if I got anything wrong or you
would like more information.</div>
Andreyhttp://www.blogger.com/profile/04429811266045424251noreply@blogger.com2tag:blogger.com,1999:blog-6653476563097238774.post-11766923638159044712014-02-20T09:30:00.000-08:002014-02-20T12:01:13.802-08:00Just How Tough Are The Creeps?<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUBZNRnZT3TabkcWGdwhiKuW53EO94WDhO15vKXEv0Fr71DhlqoXa3bBFeN4WlW6AEHBfVKsRQHE2_4zrQDwkrkAJZKnVF8H3a4yo_WofHSolLekVjjhAR-eUa7DEEYmLXA-JrHuLFtEc/s1600/71et2.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUBZNRnZT3TabkcWGdwhiKuW53EO94WDhO15vKXEv0Fr71DhlqoXa3bBFeN4WlW6AEHBfVKsRQHE2_4zrQDwkrkAJZKnVF8H3a4yo_WofHSolLekVjjhAR-eUa7DEEYmLXA-JrHuLFtEc/s1600/71et2.gif" /></a></div>
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<br /></div>
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<br /></div>
<div style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 13px;">
The second aspect to consider when it comes to jungle creeps is just how tough they are. This matters for a few reasons – how quickly can you kill them? How well with they hold up against other creeps? And how tough will they be when a Chen or an Enchantress or anyone with a Helm of the Dominator takes over? Well, let us have a look.</div>
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<br /></div>
<div style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 13px;">
First, we have the Small Camp.</div>
<div style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 13px;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxHJ01tGiZbjFHerPnXzl_qAq9zM5Kwl3PYv1X9LRgUkoE0O-1tafV04jrP9WbClda5cgkEYXIi53aaQ40_70NMQ4Kiv0HO2Ov2bD8NUm-N9rUGtsPaVIyhbUpO6ay1LAaPB-B9HGg-QU/s1600/SmallHP.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxHJ01tGiZbjFHerPnXzl_qAq9zM5Kwl3PYv1X9LRgUkoE0O-1tafV04jrP9WbClda5cgkEYXIi53aaQ40_70NMQ4Kiv0HO2Ov2bD8NUm-N9rUGtsPaVIyhbUpO6ay1LAaPB-B9HGg-QU/s1600/SmallHP.png" width="849" /></a></div>
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<br /></div>
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<br /></div>
<div style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 13px;">
As expected, the small creeps don’t post much of a challenge to either heroes or the creeps. However, the small camp is the only place where units with Medium armor are found. Medium armored units are much more durable against towers and ranged creeps; more on that soon.</div>
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<br /></div>
<div style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 13px;">
The Medium Camp:</div>
<div style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 13px;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXAz8mBxgSCkApsMsjZ4WHISP2d_XChlrBO0rH_Z3xC-OYX4EZ2ikLYH2KDN2eaqYTyX6wrACFCcHAd2SUmH9pI_6DtVEWJwiE19hrxuOWIEOd3PSy8w7pmmpckayUqfP0lP-w7byNq5Q/s1600/MediumHP.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXAz8mBxgSCkApsMsjZ4WHISP2d_XChlrBO0rH_Z3xC-OYX4EZ2ikLYH2KDN2eaqYTyX6wrACFCcHAd2SUmH9pI_6DtVEWJwiE19hrxuOWIEOd3PSy8w7pmmpckayUqfP0lP-w7byNq5Q/s1600/MediumHP.png" width="849" /></a></div>
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<br /></div>
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<br /></div>
<div style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 13px;">
Centaurs remain a standout here, as also seen in the damage charts. Also notable are the Ogres and the Golems – golems are a famous favorite of Naix, because of their great health pools; Ogres however have even more health amongst them, do barely more damage, and have less armor. Something else the Naix could use to salve himself up.</div>
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<br /></div>
<div style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 13px;">
Next is the Large Camp:</div>
<div style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 13px;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibUCF2gGt0FUjVKo5vBFqV0BP2nVoI-i7ph9eGSjN4yxu65w8gepq3Ousu2-EFfI4UXna8zx6F6rxWtpE_mFe5mOJiNe0-mNOkJmmBfsRAQXKtV-sesh6w4mq8GJbncIYhZ5r_CKO6OrQ/s1600/LargeHP.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibUCF2gGt0FUjVKo5vBFqV0BP2nVoI-i7ph9eGSjN4yxu65w8gepq3Ousu2-EFfI4UXna8zx6F6rxWtpE_mFe5mOJiNe0-mNOkJmmBfsRAQXKtV-sesh6w4mq8GJbncIYhZ5r_CKO6OrQ/s1600/LargeHP.png" width="849" /></a></div>
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As expected, the various large creeps are the hardest to kill – whether it’s by heroes, creeps or towers. Interestingly, the smaller Hellbear is actually noticeably tougher than its bigger cousin – or the Satyr Tormentor, for that matter. You can also see that armor makes a noticeable difference to the creep’s health.</div>
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Lastly, here is what the Ancient creeps look like:</div>
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Not much to note here, really. Ancient creeps are big, tough, and have a sizeable bounty on their heads. Do remember that the Black Drakes are not magic immune. They still resist many effects, such as Holy Persuasion, but they will take damage from all spells.</div>
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Here is a complete chart, with the least significant creeps removed for brevity:</div>
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Overall, the Centaur is the toughest creep in the jungle. The high HP and the high armor really go a long way. I also added a side chart to show how the creeps are able to stand up against the various towers (as their damage differs). One thing of note is the various Medium-armored creeps are very durable against towers. More to the point, the Harpy Stormcrafter is actually able to take more damage from the tower than the Centaur or anything else!</div>
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Next up, I took the same chart and adjusted it for Chen’s level 4 Holy Persuasion health boost. The chart is sorted by survivability versus towers, as I believe that’s the main time the creep durability really comes into effect:</div>
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As you can see, the Medium Armor modifier really comes into effect here. The Harpy Stormcrafter is actually able to survive 40% longer against a tower than the Centaur! Medium creeps now become the best way to tank a tower; even the puny Kobold Tunneler is more survivable than most common creeps. The medium creeps do little to no damage against the towers, meaning you would still want to bring along a wolf or a dark troll summoner or a wildwing to dish out the damage. </div>
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More on the same, additional armor really amplifies the survivability of creeps. Here is what the survival times look like for Chen-converted creeps with a Wildwing Ripper aura and Vladmir’s Offering aura:</div>
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As you can see, a Harpy Stormcrafter can survive an incredible 20 seconds against a T1 tower or 14 seconds against a T3/T4 tower – and this can happen relatively early into the game. This can go a long way to allow you to tower-dive heroes, or to quickly take towers without losing your key pushing ability.</div>
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All things combined, an ideal Chen/Enchantress pushing team would include a Harpy Stormcrafter, a Ghost or a Hill Troll Berserker to tank the tower; a Dark Troll Summoner to spawn skeletons to damage the tower, and either a Wildwing Ripper for more survivability or an Alpha Wolf for more damage.</div>
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Do remember that you need to control tower aggro to get the full benefit from the Medium creeps. They are mostly ranged, so you would want to bring them as close as possible to the tower. Furthermore, you might need to use aggro switching mechanics to keep the turret on the right target.</div>
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This concludes articles on jungle creeps. Going forward, I will be putting together similar articles for summoned creeps – such as Necronomicon summons, the Spirit Bear and Invoker’s Forged Spirits. Thanks for reading, hope to see you soon.</div>
Andreyhttp://www.blogger.com/profile/04429811266045424251noreply@blogger.com0tag:blogger.com,1999:blog-6653476563097238774.post-64772991685070808352014-02-19T20:59:00.000-08:002014-02-19T21:00:06.663-08:00Post 1 Follow Up - Jungling Details<div class="MsoNormal" style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 13px;">
During the discussion that ensued, a few additional questions were raised in regards to jungling as related to non-Chen/Enchantress players. The first bit was in regards to how the jungle damage looks like in regards to jungling heroes. Here is what I was able to come up with (large):</div>
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This chart estimates the amount of damage a player would be taking from the various camps, to show their impact. The D1, D2 and D3 are the damage/10 of the various kinds of creeps in the camp. This really showcases the importance of killing the biggest creep in the camp ASAP as the damage usually drops by 50% or more when they die.<br />
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Second subject that was brought up was the question in regards to Stout Shield effect. I have revised the math since I put up the original chart for significantly greater accuracy. The new chart accounts for quite a few factors:</div>
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<li>Included Vanguard for comparison</li>
<li>Included PMS; the numbers are identical to the Stout Shield</li>
<li>The damage block is governed by pseudo-random distribution, resulting in approximately 53% block chance for the stout shield/PMS and 66.7% block for Vanguard</li>
<li>Damage blocked is applied before any damage reductions from armor, which has a beneficial effect on final damage taken</li>
<li>Made the amount blocked be more realistic</li>
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Vanguard is not usually built for the purpose of blocking creep damage, but it has a dramatic impact on the amount of damage it’s able to block. This also illustrates precisely why the various large creeps hurt so much – their slow attack and chaos damage result in minimal damage reduction from what they are able to dish out.</div>
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While I was researching this, I discovered that stout shield is able to stack with itself with diminishing results. The final result of the blocking is approximately 83% chance to block 20 damage. Here is the comparison chart between 1 Stout Shield, 2 Stout Shields and a Vanguard:</div>
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Not sure if this will be relevant to anyone, but the damage reduction for very fragile junglers could be significant.</div>
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Thanks for reading!</div>
Andreyhttp://www.blogger.com/profile/04429811266045424251noreply@blogger.com0tag:blogger.com,1999:blog-6653476563097238774.post-62436114474995848992014-02-13T16:34:00.000-08:002014-02-13T16:34:37.169-08:00Jungle creeps by the numbers<div style="margin-bottom: 0cm;">
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<a href="http://hydra-media.cursecdn.com/dota2.gamepedia.com/thumb/7/78/Creeps.png/300px-Creeps.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://hydra-media.cursecdn.com/dota2.gamepedia.com/thumb/7/78/Creeps.png/300px-Creeps.png" /></a></div>
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Have you ever noticed that the various
denizens of the jungle act differently? Their various abilities are
common knowledge – armor aura on the big Wildwing, critical strike
on the small wolves and so on. But what else can they do? Why does
the Ghost camp annihilate lane creeps while kobolds sometimes fail to
kill a single one? Why is the large troll camp not very threatening?
There are differences between the various creeps, and I would like to
present those to you.</div>
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The subject being examined today is
damage type. This is a system that DOTA 2 inherits directly from the
origin of Warcraft 3 engine. Regular lane interaction is fairly basic
– heroes usually do regular/magical/pure damage, towers hurt and
catapults do more damage to towers. However, DOTA 2 features a full
system of damage type/armor type interplay and this can have
noticeable effects in effectiveness of various creeps. There are five
types of physical damage – Normal, Piercing, Siege, Hero and Chaos.
There are also six types of armor – unarmored (lane creeps), light
(unused), medium (most small creeps), heavy (large creeps, ancients,
Roshan and many summons), hero and fortified (buildings). You can
read about them here: <a href="http://dota2.gamepedia.com/Armor">Armor Type</a> and <a href="http://dota2.gamepedia.com/Damage_types">Damage Type</a>.</div>
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From what you will see in the lane,
melee creeps deal normal damage that is effective against most
targets; ranged creeps deal piercing damage that is only effective
against other creeps; siege creeps deal siege damage that really
hurts towers, and towers also deal siege damage that hurts most
targets.</div>
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Things get more interesting once you
dive into the jungle. Here is what the small creeps look like:</div>
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Before I go any further, all damage
numbers will have accompanying bars. They represent the relative
power of that particular creep against given type of armor amongst
all creeps; This helps us spot any outstanding cases.</div>
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A few other basic concepts of note –
all units have a Basic Attack Time, which is how long it takes the
unit to deal damage once. Because the speed varies, all damage is
averaged and then calculated over a period of 10 seconds.</div>
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In the small camp seen above, the only
individually noteworthy creep is the Ghost; Ghost is a ranged unit
that will absolutely devastate lane creeps. In the first 7 minutes,
it will only take 12 seconds for the Ghost to kill a melee creep (6
for ranged). As a matter of fact, the Ghost possesses the second
highest lane creep damage of all jungle options.</div>
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At the same time, the most damaging
pull camp is the Vhoul Assassin camp – they are ranged units that
deal a total of 927 damage to lane creeps every 10 seconds plus their
mild poison. If you need to lose a creep wave, this is by far your
best option.
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Last noteworthy point from the Small
Camp is that if you take over the Kobold Foreman, it is truly a
pitiful unit that does less damage than an individual melee creep.
Keep them out of combat so that you can get the most out of their
aura.</div>
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Next up, we have the Medium Camp:</div>
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First and foremost, you can see that
the Centaurs are truly an outstanding medium camp as the Centaur
Conqueror does significantly more damage than anything else. At the
same time, the Centaur does very little damage to towers.</div>
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Also, with their incredible 30% aura,
the Alpha Wolf actually does the most damage to towers (with one
notable exception you’ll see in the Large camp data). This is
important as jungle creeps normally do relatively little damage to
structures, and an enterprising Chen/Enchantress or anyone with a
helm of the dominator can use the superior damage plus the aura to
significantly speed up a tower push. Just on its own, the Alpha Wolf
will deal 8% of T1 tower’s health every 10 seconds.</div>
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Next up, we have the large camp:</div>
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The most significant addition here are
the Skeleton Warriors. They are small units that the Dark Troll
Summoner is able to conjure up out of corpses. I feel they are mostly
ignored by players, as they have tiny health pools and don’t seem
to do that much. However, the skeletons have an absolutely fantastic
BAT of 1 and come in pairs; two skeletons do significantly more
damage than virtually everything else. In an ideal situation, just a
pair skeletons can deal 47% of a T1 tower’s health over their short
40 second lifespan; four skeletons will do 24% of T1 damage over just
10 seconds.</div>
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The other outlier is the Dark Troll
Summoner – while he does pitiful damage to heroes and towers, this
guy absolutely annihilates lane creeps. If you need just one unit to
push a lane with, he is your guy.</div>
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Other than that, the data here is
predictable – the large creeps do more damage than any other
options. To anything that’s not a tower, that is. However with the
exception of the skeletons and the alpha wolf, they still do more
damage to buildings than all other options. Of all the options, the
Wildwing Ripper does marginally more damage to all targets.</div>
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To sum everything up, here is a chart
consisting of only the notable creeps:</div>
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Notable in this case includes anything
with decent damage, as well as anything with an ability that might be
taken over by the player. Another factor of note are the various
auras that could affect the creeps in question. Auras come in two
flavours – attack speed increase, and damage increase. For our
calculations, they are equivalent – both increase damage linearly,
and relevant auras are already included in the numbers for the Alpha
Wolf and Centaur Conqueror. For example, here is how the chart
changes if you are a Chen or an Enchantress and have both a Centaur
Conqueror and an Alpha Wolf under your control, as well as a
Vladmir’s Offering:</div>
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As you can see, this has a major
influence on the damage – in total, you see a 66% increase. (AS and AD stack multiplicatively; individually they stack additively; here, we have 1.15AS*1.45AD = 1.6675total bonus) Using
this example, a Chen with an Alpha Wolf, a Centaur Conqueror, a Dark
Troll Summoner and two skeletons would destroy a T3 tower in just 31
seconds without any damage from the hero himself or any other
assistance. (Assuming none of the units die to the tower damage)</div>
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To draw a few conclusions, when
jungling you need to watch out for the Hellbear Smashers, the Satyr
Tormenters and Wildwing Rippers as those guys do by far the most
damage. When pulling, Vhoul Assassins are able to almost completely
destroy early creep waves with some help while all forms of Kobolds
will do nothing. If using creeps yourself, the melee Large Creeps
remain the best option for jungling overall. When pushing though, the
Dark Troll Summoner is completely unrivaled due to his killing power
versus lane creeps, and his summoned skeletons’ damage versus
towers. Overall, if in doubt bring a Wildwing Ripper as they have a
nice aura, nice HP and the best overall damage – plus their tornado
ability can help you win a teamfight.</div>
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And that’s it for jungle creep
damage. I plan to do a series of similar stats, covering jungle creep
survivability as well as summoned creeps. Things like what the
various Lone Druid skills do for the bear’s damage, how effective
the various creeps are at tanking towers, and what does the absolute
most damage when it absolutely, positively has to die. Thank you for
reading, and don’t forget to ward!</div>
Andreyhttp://www.blogger.com/profile/04429811266045424251noreply@blogger.com0