TI7

The Game Haus’ TI7 Regional Roulette – The Americas

 Welcome to day three of the TI7 regional roulette. Today we are looking at the land of the meme, home of the flame, the Americas.

THE AMERICAS – THE TEAMS

It came as no surprise when Valve announced that fan favorite EG would be receiving a direct invite to the International. What may have come as a surprise, however, was the level of competition in the North American qualifier. For the two North American Qualifier slots Cloud9 and Digital Chaos prevailed over TI6 runner up Planet Odd, and each came close to losing their spot to Team Freedom. On the other hand, Team Infamous stomped all their matches in the South American Qualifier, even against SG Esports who eliminated top seed Team Secret at the Kiev Major. In total, there are three North American teams and one South American team attending and they’re all going to be a pleasure to watch. Let’s take a look at who will be heading to Seattle.

Evil Geniuses – Direct Invite

TI7

Image courtesy of teamliquid.net

Roster:

Position 1 (Carry) – Arteezy

Position 2 (Mid) – SumaiL

Position 3 (Offlane) – UNiVeRsE

Position 4 (Support) – Zai

Position 5 (Support) – Cr1t-

 

This is a team built to win TI7, and we already know more-or-less what to expect from them. Arteezy has successfully adapted to playing carry sans-trilane, Sumail is consistently putting out superstar performances, Zai is perfectly suited to this meta, Universe remains the best offlaner in the world, and Cr1t is proving to be a masterful drafter. The question is, what surprises lay in store for them and will they be able to adapt in time?

One thing that is on EG’s side is history. Irrelevant of the players, in the last seven Valve events, EG have finished top four at six of them. EG are a championship team that show up when they need to. Cr1t- and the boys will be hoping to add another trophy to the cabinet. They have the skill, all they need to do is apply it.

Cloud9 (Formerly Team NP) – North American Qualifier

TI7

 

 

 

 

 

 

 

 

 

 

 

Image courtesy of teamliquid.net

Roster:

Position 1 (Carry) – EternaLEnVy

Position 2 (Mid) – FATA-

Position 3 (Offlane) – MSS

Position 4 (Support) – Aui_2000

Position 5 (Support) – pieliedie

If you have been living under a rock in the last month, the above picture will confuse you. Cloud9 have picked up team NP for their trip to The International. In what some are calling the most elaborate kick of all time— Eternal Envy has essentially recreated their 2014 lineup with MSS instead of Bone7. Joining them as a coach will be the brains behind Team Freedom, Stan_King. Hopefully he is able to help them step up their game and keep them in the running as long as possible, because there are few things more entertaining than watching Eternal Envy play.

Since replacing 1437 and SVG the team has been showing decent results, taking 3rd at the Manila Masters, 2nd at ZOTAC, and 4th at The Summit 7. An improvement over the past roster for sure, but not enough to warrant a direct invite— now they have a chance to cement themselves as one of the top teams in North America, deserving of direct invites to future Majors.

Digital Chaos (Formerly Team Onyx) – North American Qualifier

TI7

Image courtesy of teamliquid.net

Roster:

Position 1 (Carry) – Mason

Position 2 (Mid) – Abed

Position 3 (Offlane) – Forev

Position 4 (Support) – Bulba

Position 5 (Support) – DuBu

Team Onyx have now been picked up by Digital Chaos after they beat out Complexity and NP (now Cloud9) in the North American qualifier for the Kiev Major. After a last place finish at Kiev, changes had to be made, Bulba moved to support, Forev joined as offlane, and Demon was let go.

Mason is known for his independent carry play style, well suited to making an impact after being left alone while his team plays around their star-player Abed. Now that the pressure is off of Bulba, with the addition of one of the best offlaners in the world, he is able to focus on finding opportunities and making calls for the team. If they manage not to out-draft themselves we might just see them place better than several established teams and direct invites.

Infamous – South American Qualifier

TI7

Image courtesy of teamliquid.net

Roster:

Position 1 (Carry) – Benjaz

Position 2 (Mid) – Timado

Position 3 (Offlane) – Kingteka

Position 4 (Support) – Matthew

Position 5 (Support) – Accel

After stumbling in the Kiev Major playoffs, Infamous kept their safelane duo of Benjaz and Accel and brought in Timado, Kingteka, and Matthew. Up until their elimination from the Kiev Major qualifier Timado had been playing with Team Freedom and showing a lot of promise as a young and up-and-coming player. Kingteka on the other hand has been around for a while and is known as one of the best offlaners in South America, and for intentionally feeding in pubs.

Infamous are going into TI with a distinct advantage, since they are not seen as a big threat they are a favored practice partner of many top teams and those who don’t scrim them will probably choose to focus their study on teams they deem more dangerous. They are the jewel of the South American scene and as a result of the Valve’s decision to hold a separate SA qualifier have been given a chance to come in as the underdogs and show what the region is capable of.

THE AMERICAS – SUMMARY

Of all the regions, the Americas have the most interesting story-lines heading into Kiev. Firstly, it will be C9 vs Secret. Sure Puppy and EE may have moved on from their past disagreements but in the heart of fans the drama is still alive.

Secondly, EG come into the event with questions about the current roster. Results show they can put up a fight against the best of the best, but even top 6 is not a foregone conclusion. Will Arteezy and Zai get that TI win they missed out on when they left EG? Will Sumail and Universe be the first repeat TI winners? Will Cr1t outperform his former team, OG?

Where do you think the American teams will place when it’s all said and done? Let me know in the comments below.

Featured image courtesy of Dotabuff.

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Stoic Dota

Are Dota players in need of Stoicism? 3 Takeaways for Stoic Dota

Recently I was listening to an episode from one of my favorite podcasts, The Kevin Rose Show, and I was surprised by how applicable the several thousand years old philosophy of Stoicism can be to games of Dota being played today.

The episode consisted of an interview with author Ryan Holiday, who has written popular books about contemporary Stoicism like The Obstacle is the Way, Ego is the Enemy, and The Daily Stoic.

That said, here are my takeaways for us soon-to-be Stoic Dota players:

  1. Distinguish between what is in our control and what is not.

    For example when we’re mad about a teammate’s poor play ask ourselves: is this something I control, is getting mad about this making it better or worse, what could I be expending this energy on instead?

    Chances are that being upset about it isn’t going to improve the situation, and voicing our disappointment is only going to erode cooperation and create resentment on their end.

    We shouldn’t get mad about a missed spell, lost teamfight, or RNG that went against us. To be a good Dota players we have to detach ourselves from the results, focus on what we were supposed to do and whether we did it right.

    “All the information that I have right now says this is a good call, and I know i’m making this call for good reasons, you have to open yourself up to the possibility that you could be completely wrong or that fate could intervene and turn this obvious win into a huge loss and you cant take that home with you and feel like a huge failure.” — Ryan Holiday

  2. Realize the benefit of only focusing energy on those things inside our control.

    Instead of worrying about things outside our control, we can channel this energy into something we do control like our game play or leadership. Speaking of, and this is a bit of an aside, I encourage everyone reading this who wants to be a better in game leader to bind >Sorry to their chat-wheel and when something goes wrong look for a way to take the blame for whatever it is that happened.

    For example, maybe our carry Jugg wasted spin farming and died as a result, we can still apologize for not warning him all missing, apologize for not having placed a a lane ward for him, or apologize for not having TP Scroll ready to try and save him.

    Identifying all these things we could have done better to prevent a bad outcome is useful for improving as a player, and they make for sincere explanations when we take the blame— hopefully protecting our team mates from being flamed in addition to building trust and increasing cooperation.

    “The Duke men’s basketball coach has an expression he uses with his athletes – ‘Next Play’. Whether it’s a bad play or even a great one keep your head in the game and be ready for the next play. Those few moments you spend sulking or celebrating could lead to something worse.” /u/tzussu

  3. See an obstacle as an opportunity to be better, to do more things.

    If we accept that winning or losing shouldn’t be tied to our well being, we can see obstacles as opportunities to bring out the best in our ability— in other words the highest expression of our talent.

    Sometimes we just have to acknowledge that okay I’m in a horrible situation, what can I do for the people around me, what can I do for myself? For example when we’re playing offlane and the early game goes terribly and we have to figure out what we can still do, like standing on a high ground near mid to break smoke, scouting enemy stacks, or ganking before level 6 (with a TP ready in case the lane pushes in to your tower).

    Improving your inner-game takes deliberate practice so it can be very helpful to have a role model. Someone who is overall a good role model of Stoic Dota play and does a great job of focusing on what can still be done in a tough situation is Merlini, so check out his stream and >Don’t Give Up.

    “Ambition is tying your well being to what happens to you, self indulgence is tying your well being to what other people say, sanity is tying your well being to your own actions.” — Marcus Aurelius

Of course there’s a lot more to Stoicism than this, but hopefully it’s enough to help us win more games. Part of what makes Dota interesting is experimenting with different strategies, not just in gameplay, but also in personal mindset and team communications. I find personal development to be a fascinating subject and have thought about writing a series for Dota players where different authors main points are condensed with examples in a Dota setting, so let me know if you like the sound of that.

Featured image courtesy of actionforhappiness.org

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digitalchaos abed PGLesports

Top 5 Things We Learnt from NA Quals

1 0 , 0 0 0 M M R player Abed will be representing NA in Seattle this year, pictured above.

After seventy games of the finest Dota North America has to offer the TI 7 regional qualifier madness is over. To the surprise of many, TI 6 runner up Planet Odd didn’t make it. While dark horse of the qualifier, Team Freedom, nearly made it through and certainly exceeded everyone’s expectations.  When the dust settled two teams remained, NP and Digital Chaos will advance to the main event. With so much on the line its safe to say there was no saving of strats, so what did we learn from NA qualifiers? (note: some of these lessons while learned from the NA qual, apply to all regions)

digital chaos

image courtesy of twitter.com/DIGITALCHAOSgg

1) Digital Chaos able to overcome their ‘history’

Despite having Abed, the highest MMR player in the world, as their mid, DC were not favored to win the qualifier. After winning the Kiev Major NA qualifier under the moniker ‘Team Onyx’ they became known for having difficulty capitalizing on leads and in the lategame, especially in The Summit 7. After a weak 5W – 4L group-stage, Digital Chaos faced elimination in the 4th-5th tiebreaker, but made it to the playoffs and finished strong in the grand finals.

2) Camp mid with a melee pos 4 for the win

With the extra melee creep in mid and the exp given by denies, camping mid is back in style. This time it’s not with Bane or Undying like it was a year ago, and when their lane pressure is no longer needed the heroes being picked/banned are flexible enough to gank sidelanes, transition to a core role, or be given to the offlane player should the need arise for a different position 4 to be picked.

In descending order of North American qualifier win rate/times banned they are: Clockwerk, Nyx, Sand King, Night Stalker
Clockwerk— picked 21 times with a 66.67% win rate and banned 39 times.

Compared to the rest he has several advantages… Hookshot gives huge initiation range without having to farm blink, and a BKB piercing stun.

Rocket Flare allows for risk free lane pushing, vision (especially useful for scouting the Rosh Pit), and blink dagger canceling of enemy initiators ALL from across the map.

At level one he has the flexibility to chose between two viable options, to go for a wrap around kill with Battery Assault or to be annoying with Power Cogs for mana burn.

With all this in a single support pick, who cares if he doesn’t usually survive the Hookshot initiation. He’ll still end up pretty farmed thanks to the insane solo kill potential on other supports when they are isolated going for bounty runes.

Night Stalker— picked 19 times with a 57.89% win rate and banned 37 times.

Like Clockwork, he has the ability to initiate without a blink. The difference however is that Clockwerk has to wrap around or wait until level 6, whereas Night Stalker only needs to wait till night falls at minute 4.

While Night Stalker can cancel a TP with Void, once used he has nothing left to stop one. On the plus side, his long duration silence can prevent the escape of mobile cores in the early game and prevent them from right clicking with a 50% miss chance at night. Once cores have built an item (that he may have forced them into) to remove his silence, he can focus his efforts on the supports.

The vision he provides with Hunter In The Night’s active and with Aghanim’s Scepter is extremely well utilized by professional players and like Clock is crucial for scouting the Rosh Pit. On top of this Darkness reduces the enemy team’s vision, giving his team that much more information compared to the enemy team.

Sand King— picked 34 times with a 50.00% win rate and banned 28 times.

With the most reliable disable of the four, Sand King can sort of initiate without a blink he has a movement speed advantage and the right angle (though buying one is a top priority).

As the game progresses he can quickly push out lanes using Caustic Finale, and get away with it thanks to Sandstorm, Burrowstrike, Blink, and Eul.

Although he isn’t able to provide vision for his team, Sand King is overall a reliable pick that can set up his allies to follow up before an opponent can get anything off… and survive. (note: it could be argued that Sand King indirectly provides vision by pushing lanes)

Nyx Assassin— picked 15 times with a 46.67% win rate and banned 22 times.

At level one Nyx can cripple mids like QoP, Puck, or Lina by spamming mana burn— with no shrine for the first five minutes and without a bottle, their only hope would be to get a regen rune at minute two.

Nyx is quite level dependent for a support, but since he is meant to roam around the map with Vendetta instead of farming it works out. With some successful ganks and/or teamfights Nyx can get the gold and levels to have a huge impact.

Although he can’t scout in obvious sentry areas like the the Rosh Pit without risking death, he can get lots of information running around with Vendetta while finding and setting up for low risk pick-offs.

3) Use Lycan Howl bonus hp to counter Night Stalker ganks

Lycan was only picked four times in the NA qualifier, and won all three of the times it was picked in response to Night Stalker (the fourth game it was picked as a combo rather than a counter). Howl gives 50/100/150/200 bonus hp to all allied heroes, and has double the effect during the night. If Lycan maxes it first and keeps it ready to use, it becomes much harder for Night Stalker to gain momentum in the first two nights. Not to mention that Night Stalker’s Darkness makes it night more often, which Lycan doesn’t mind thanks to the double effect on Howl and being able to scout with Summon Wolves.

4) Team Freedom is the 4th strongest team in NA

dota team freedom

image courtesy of /u/non_clever_name

Team Freedom came extremely close to taking one of the two North American qualifier spots. Beating the eventual winners NP and DC in the group-stage, an unlikely loss to Team Red forced a bo1 1st place tiebreaker vs Team NP.

The second time these two teams faced off, team NP redeemed themselves and secured the first TI slot. Then in the playoffs Team Freedom beat DC in the winner bracket finals only to lose to them in the Grand Finals.

If anything, Freedom demonstrated that they can beat any other team in NA (aside from direct invite EG). While they may not have made it to TI they certainly won some fans, and hopefully they stay together and next time we get to see Yawar playing against his brother Sumail.

5) Team NP’s greedy passive style wins games

image courtesy of PGLesports

While not the most entertaining to watch, NP seems to have mastered a passive style where they pick multiple farming cores and sit back building a gold lead. The fact they had the lowest average player deaths (2.92 per player per game) of all regions reflects this. With few clashes and often ending the game building a massive lead then getting a crucial pickoff— its not the most flashy, but they have plenty of fans already.

For more stats check out /u/coronaria’s NA Competitive Meta Trends reddit thread. And for some cool infographics check out PohkaDota’s tweet. That about wraps it up, feel free to share what you learned from the NA Quals in the comments.

 

 

Featured image courtesy of PGLesports

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The Rise of Crystal Maiden

The Rise of Crystal Maiden: Why cm has become popular and some tips

After a long history of buffs, Rylai the Crystal Maiden (aka CM) has finally become popular and the nerfs have begun. Having reached ‘peak CM’, it feels like a good time to look back and see just how we got here, why she’s so popular, and what to do to play her like the pros.

Crystal Maiden: The ‘how’

If we had to narrow down the emergence of Crystal Maiden to one thing, it would be the change to root mechanics. Making her effective against 17 heroes with mobility spells that were formerly not prevented by Frostbite took her from situational to first pick material. However, even before then she was already becoming quite strong against the rest of the hero pool with constant buffs, most notably:

6.87 Reduced Crystal Nova cooldown to 12/11/10/9. (was 15 seconds three patches prior).
6.84 Reduced Frostbite cooldown to 9/8/7/6. (was 10 seconds two patches prior).
6.82 Frostbite total damage to 150/200/250/300 (was 70/140/140/210).

For level 4 Crystal Nova and Frostbite, dividing the duration by the cooldown before and after the buffs reveals a greatly improved uptime on Crystal Nova and Frostbite from 30% to 50% each (calculations shown below). Another way to see the cooldown buffs is as a 67% increase in the uptime of Crystal Nova AND a 67% increase in the uptime of Frostbite.

uptime maths

Cooldown changes aside, the 6.82 Frostbite level 1 damage increase from 70 to 150 went a long way towards allowing CM to zone offlane heroes despite her slow ms and weak right click. This is right where the recent nerf hit:

7.06d * Crystal Maiden: Frostbite manacost increased from 115/125/140/150 to 140/145/150/155

Increasing the mana cost of Frostbite at level one from 115 to 140 weakened the hero in an area she probably wasn’t meant to excel in while maintaining her strengths. So far drafts at ‘The Summit 7’ have shown this to be a fair nerf, sometimes being picked in the first or second phase and at other times being ignored. The 25 mana increase can be thought of as 6.6 seconds of clarity regen, 13% of the 190 mana provided for 50 gold. In other words each cast of frostbite costs ~7 extra seconds and ~7 extra gold (a grand total of ~37 seconds and ~37 gold worth of clarity regeneration per cast). However since patch 7.06 changed the shrines to start on cooldown, the 25 mana increase is more than mitigated by the reduced regeneration available to the offlane hero being harassed.

Crystal Maiden: The ‘why’

Aside from these buffs, why has Crystal Maiden become so popular? Perhaps it has something to do with a shift in playstyle— from position 4 to position 5.

Crystal Maiden DPS vs important targets

image courtesy of /u/phoenixfire2001

While it’s fairly common knowledge that it can be advantageous for her to pop into the jungle to get a quick level 2 before helping out in lane, people have been getting carried away and trying to play her as a full-time jungle/roam position 4 for years.

It is easy to end up quite farmed, have one’s judgment clouded by some glorious freezing fields, and then become convinced CM is ill-suited to position 5. Not that she isn’t strong with farm, it’s just that in the late game CM isn’t able to do any damage until BKBs wear off regardless of farm. While as a position 5— CM stands a cut above the rest of the options and makes for a remarkably stable and flexible pick that can be taken early in the draft.

Despite her offensive power, it seems she is too immobile to roam effectively as a position 4 without an ability to gap close. Farming alone in the jungle can leave her vulnerable and she is often too squishy to be one of the primary initiators. Instead, professional players have been drafting tanky position 4 heroes that can go in and get things started with a hard stun like Sand King, Earth Spirit, Tusk, etc.

She was the most popular position 5 hero at the Epicenter LAN, and tied for most popular with AA and Dazzle at The Summit 7 LAN despite the nerf. Here are just some of the reasons why:

  • Decent ability to secure a lane by wearing an enemy down with Frostbite and some clarity potions, even though the level 1 mana cost was increased by 25, as discussed earlier.

    image courtesy of /u/dragon_atf

  • Can get vision on highground with Crystal Nova, allowing for more effective dewarding with sentries. At higher levels of play some of the most common observer ward placements are just outside the radius of a sentry placed on a ward cliff, but easily dewarded by a sentry placed on lowground. When it comes to playing the vision game, not being able to easily check high grounds is like playing with one hand tied behind your back.
  • Well suited to playing reactionary because she can secure the lane, then farm pulls while keeping mana up to react with a TP instead of walking around with 275 base movement speed.
  • CM is never in a situation where she NEEDS to leech lane experience, since she can always fall back to the jungle when she is not needed, when it’s not possible to pull, or when its not possible to help the carry. This flexibility makes her a stable pick, and in a stagnant game she can even farm for a midas and turn into a serious lategame threat.
  • Since CM can always pop into the jungle for some quick gold, she is able to buy all the support items without completely halting item progression or worse having to ask for help with obs/sents (this enables your pos 4 to become a core, especially when you consider that Arcane Aura allows the pos 4 to forgo mana regen items and being able to stay on the map/ save on clarities).
  • She compares favorably to other popular pos 5 options: more damage than Treant, shorter cds than Warlock, more reliable than Rubick, doesn’t require +1 to be a threat like Disruptor, harder to counter than dazzle, etc.

Crystal Maiden: The ‘what’

So now that we know how and why Crystal Maiden became so popular, heres what you need to know to play her like a pro:

  1. Freezing Field’s 30% move speed slow is applied regardless of the ice explosions and can enable your team to chase, which is great in those situations where just a little slow makes it possible for your team to catch up in the nick of time.
  2. Wand is invaluable for mana in team fights where you otherwise wouldn’t be able to cast multiple spells. Out of mana mid-fight? Hp getting dangerously low? Wand is your panic button:
    CM 7.03 Patch Notes

    image courtesy of twitter.com

  3. While leveling Frostbite for the insane 3-second duration 6-second cd at level 4 is great when you don’t need wave clear, consider picking up the 2nd point in Frost Nova first since it increases the slow by 50% of the level 1 values.
  4. Speaking of skill builds, remember not to skill level 2 Freezing Field until you have a mana item! Also remember that even though you aren’t going to be right clicking much in fights, the level 10 +60 damage talent is great for farming and dewarding.
  5. DEFINITELY get urn if you want to end early, it can be the difference between your team having to back after fights or taking objectives. Also, the armor is nice and the buildup is convenient, though it’s fine if someone else on the team wants to get it instead.
  6. If your allies already have invis you’re probably better off with Solar Crest or Eul. Solar Crest is a borderline OP item that gives you the tankability to transition into a Blink BKB build. While Eul is great for precasting in fights, buying time when you get jumped, and even though it costs a decent chunk of mana it increases your mana pool which is more than can be said of Glimmer.
  7. When you’re not sure what to get, you can’t go wrong with Force Staff / Blink Dagger though there is probably a slightly better choice that depends on the game at hand.
  8. Freezing field does slightly more damage at the very center and is roughly constant up to a radius of 485, falling off after that. (see image, note this is before magic resistance, top line is old aghs)
    Freezing Field average DPS graph

    image courtesy of /u/currentscurrents

     

  9. If you are a pulling support you can get an extra 66-70 exp by landing the deny last hit on your pulled creep wave, if you’re lazy just make sure you deny the ranged for 30 easy experience.
  10. For some extra coin, stack ancients to spawn the easily killed prowler camps and small dragons, then stand around a corner about 500 range from the camp and cast Freezing Field.
  11. For an ideal start buy tango, 1 obs, 1 sentry, courier, 3 clarities, and a tp scroll — then use the tp to get a quick lane ward down so you can see where they place their obs for an easy deward. After that try to have your carry push every other wave so you can pull the hard camp at 0:53 as much as possible, all the while chugging clarities and spamming Frostbite on the offlaner. Eventually he runs out of regen and goes away, leaving you with a huge hard camp stack to farm.
  12. Watch out for an opposing support with gap close ability jumping when you come up to harass with Frostbite (think Earth Spirit/ Treant/ Bounty/ Riki/ Monkey King).
  13. Consider picking a different hero or jungling against offlane heroes with high base region like Nyx/ Nightstalker/ Batrider who can go even without help.

That about wraps it up peeps, drop your CM tips in the comments below!


Featured image courtesy of entroz.deviantart.com

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image courtesy of dota2.com

DotA Update 7.06: 11 Changes You Didn’t Notice

DotA’s 7.06 update saw some changes everyone noticed like the jungle respawning every minute, Sven’s improved god strength, Windranger’s lvl 20 invisibility, Magnus’ upgraded shockwave, and Furion’s lvl 25 no cooldown teleportation…

In light of the Manilla Masters and the pair of minor tweak patches that followed, here are a few changes from the original that you may have missed!

 

 1. DAGON COUNTERPLAY VS SPECTRE & MORPH

dagon counterplay 7.06

Dagon active now 1-shots haunt/replicate illusions

Haunt can be a big problem… the illusion does significant damage, cancels your blink, and gives Spectre the option to get right on top of your hero. Now you can solve that problem for less than 3000 gold by quickly zapping the illusion.

Morphling’s replicate illusion is hard to kill because unlike other illusions it takes 100% damage. With a Dagon handy there’s no need to split up and follow Morphling & his replicate when he uses it while being ganked. If he already has a replicate back in a safe location, the Dagon could also be used to pop his Linken’s Sphere instead. On top of that it can be useful when he makes an illusion of one of your allies with a strong aura, like Shadow Fiend’s presence of the dark lord.

 

2. OFFLANE ENIGMA IS EVEN MORE OP

Now that denies give 30% exp, Enigma can get +27 exp for each range creep he denies with conversion.

Keep an eye out for Enigma to become even more popular as a result of this change, and all the extra jungle farm on the map. Even without a shrine available for the first five minutes, offlane Enigma is still hard to punish and insanely strong when opponents lack a BKB-piercing disable.

 

3. NEW URN ‘RECIPE’ GIVES SUPPORTS OPTION TO BUILD CHEAP ARMOR

cheap armor dota 7.06

image courtesy of aliexpress.com

Costs: raindrop (225)+ circlet (165)+ ring of protection (175)+ recipe (310) = 875 gold total
Gives: +2 all stats +2 armor +1.0 mana regen

Since Tranquil Boots no longer give any, supports will still be walking around with < 3 armor well into the mid-game, unless they delay core items for a Buckler/Medallion. A couple armor from Urn is a welcome option, especially now that it is effectively 225 cheaper since everyone buys Infused Raindrop anyways (just be sure to put it in your backpack when it’s down to 1 charge).

 

4. DEATH PROPHET LATEGAME BUFFED

Refresh now replenishes charge-based abilities.

As it stands Death Prophet is the only hero with a charge based ability for which refresher was already a common purchase. Spirit siphon heals DP up to 33% of an enemy heroes max hp while also dealing the same amount in damage (before reductions), with a 45 second charge replenish time. Now when DP uses refresher she gets up to four additional charges on top of refreshing the rest of her kit: exorcism, Eul’s, BKB, Shivas, Ghost, etc. That is the equivalent of what would have been three minutes of siphon recharge time!

death prophet dota 7.06

images courtesy of dota2.gamepedia.com

 

5. COMBO GHOST SHIP WITH LOWER LEVELS OF X MARKS THE SPOT

Ghost ship now spawns the appropriate distance behind Kunkka to travel the full 2000 units to the targeted location.

Nerfs to torrent’s damage and cooldown that made it less of a value point contributed to Kunkka being forgotten, but having to max torrent is less painful now that you can combo with lower levels of x mark.

 

6. NIGHTSTALKER GANKS FROM UNEXPECTED ANGLES

nightstalker dota 7.06

Everyone probably read “Hunter in the Night can now be activated during the night to grant 1200 vision and flying movement for 2 seconds” and immediately thought of the potential for dewarding, vision in teamfights, and escaping over terrain…

BUT this also means Nightstalker can wrap around over impassable terrain instead of giving the gank target and their allies time to respond while he is running in.

 

7. TIDEHUNTER BACKSTROKES INTO THE META

tidehunter dota 7.06

Gush manacost rescaled from 120 to 90/100/110/120.

Aside from this making support Tidehunter less terrible. This change means that if supports rotate to your lane before you have Arcane Boots you’re more likely able to use gush, since it only costs 90 mana at level one. Having this four second 40% slow more available in the early game gives allied supports more options, and thus makes them less predictable and more successful in their rotations. Furthermore, Aghanim’s upgraded gush now gives vision on units it hits, which is completely game changing for getting vision for contesting Roshan.

8. ZEUS 0.7 SEC STUN DURATION ON BOLT MEANS NIMBUS IS NUTS

Replaced Respawn Talent: +0.5s Lightning Bolt Ministun (Level 20)

Nimbus does not cast a bolt every six seconds like Zeus does, but rather every 2.25 seconds. With a 0.7 second stun, that means a lone opponent would be stunned 30% of the time.

With an Octarine it is every 1.7 seconds, which is 42% uptime.

With an Octarine AND Refresher, if the casts are properly staggered, a single enemy in two nimbus clouds would be stunned for 84% of the time —  and this is disregarding the bolts from your hero!

 

9. WHEN A LVL 20 WARLOCK DIES IT DOESN’T JUST SPAWN A GOLEM…

Replaced Respawn Talent: Summons a Golem on death (Level 20)

The patch notes are a bit unclear in this regard so some confusion is to be expected. Effectively the talent casts ‘chaotic offering’ at Warlock’s death location, but does not benefit from Aghanim’s Scepter. If you’re within the 600 radius watch out, you only have HALF A SECOND to get out of the radius or you will be stunned.

 

10. FORMER VLADS + DESO HEROES CAN GO MORBID/ MADNESS/ SATANIC INSTEAD

deso lifesteal dota 7.06

images courtesy of dota2.gamepedia.com

Desolator is no longer a Unique Attack Modifier.

This will almost certainly change ‘the build’ on Phantom Assassin, allowing for the Vladmir’s Offering upgrade to be skipped in favor of a deso 1175 gold earlier. Leaving a a casual Morbid Mask to be upgraded into Satanic later in the game. This works out to a huge buff when you also consider that both Vlad’s and Deso would have previously been replaced in the lategame to transition into an ideal 6-slot with Satanic. Now that Desolator is no longer a Unique Attack Modifier, you’re saving gold in the early game AND in the lategame.

 

11. MORE DIFFICULT FOR OFFLANERS TO PEEL CREEPS ALL THE WAY TO THEIR TOWER

Creep aggro duration reduced from 2.5 to 2.3
Creep aggro cooldown increased from 2.5 to 3.0

Although peeling creeps back to the tower eventually pushes your lane, in the short term it can be a great way to get some exp in an otherwise tough situation. Now that there is a 0.7 second downtime after creep aggro expires before it can be reacquired, pulling these shenanigans puts you at greater risk.

 

That about wraps it up peeps, let us know which are your favorite changes of Dota 7.06 in the comments!

 

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