Na’vi dota 2 lineup

Na’vi dota 2 lineup

Na'vi dota 2 lineup

Dota 2: The International 2019 Lineup is Complete

It’s been a long wait, but it’s finally over – The International 2019 lineup is complete.

Teams from around the world will be competing for one of the biggest rewards in esports. With the prize money currently sitting at over $29.5 million and rising, we are hyped for the start of TI.

Read on and find out who has made it through from the Regional Qualifiers to join the other 12 teams. Also, find out if we predicted the Regional Qualifier results correctly…

Europe: Chaos Esports Club

Did we predict this one correctly? Yes!

Image courtesy of Chaos Esports Club

The first region on our list is Europe. Those of you immersed in the Dota 2 pro scene will no doubt have noticed that Lasse Aukusti “MATUMBAMAN” Urpalainen recently left Team Liquid. We covered this at The Game Haus as it happened, but new details have come to light courtesy of fellow Dota 2 pro, Jesse “JerAx” Vainikka. Na’vi dota 2 lineup

In a recent YouTube video, JerAx said, in no uncertain terms, that MATUMBAMAN was actually kicked from Team Liquid. The whole affair came as a huge disappointment to fans of MATU, who expected not to see him at TI.

Well, those same fans were in for a treat when MATUMBAMAN subsequently enrolled with Chaos Esports Club. With MATU leading the charge, Chaos went on to dazzle in the European Regional Qualifiers. They subsequently qualified for one of the remaining six spots. We’re desperately hoping for a Chaos vs Liquid showdown on the main stage.

North America: Forward Gaming

Did we predict this one correctly? Yes!

Image courtesy of Forward Gaming

While Forward Gaming as a Dota 2 organization is relatively new to the scene, having been founded in late 2018, they do boast some veteran talent. Seasoned professionals with TI experience like Johan “pieliedie” Åström and Quinn “CCnC” Callahan make up their roster. They were certainly the favorites going into the North American Regional Qualifiers.

In the grand final of the NA Qualifiers, Forward Gaming faced off against J. Storm. Another relatively new organization, J. Storm also features veteran talent like Clinton “Fear” Loomis. Showing their pedigree, J. Storm took the first game in the best of five. However, Forward Gaming was not to be beaten. Galvanized by the early defeat, they fought back to take the series 3 – 1.

South America: Infamous Gaming

Did we predict this one correctly? Yes!

Image courtesy of Infamous Gaming

We’ll be the first to admit that this prediction was a stab in the dark. If, like us, you’re not up to speed on your South American Dota, then you can be forgiven for not having heard of Infamous Gaming before. However, they do actually have International experience under their belt. The team qualified for TI 2017 but were unable to place higher than 13th.

Since that early exit, they have reshuffled their roster pretty comprehensively. They now enter TI 2019 with a largely Peruvian lineup. The exception being Adrian “Wisper” Cespedes Dobles, the first player from Bolivia to ever qualify for TI.

The roster shuffle has obviously done some good. Infamous Gaming qualified 1st in the South American Regional Qualifiers and now form part of The International 2019 lineup.

Southeast Asia: Mineski

Did we predict this one correctly? Yes!

Image courtesy of Mineski

Despite not having achieved much mainstream success, Mineski has been around in the Dota 2 pro scene for some time. One of their first major tournaments was The International 2011 where they finished 9-12th. At the time, this wasn’t enough to earn them any prize money, but it did kick-start their career on the pro scene.

At The International 2018, they once again finished 9-12th. However, due to the increase in the tournament’s popularity and mainstream appeal, this was enough to net them some decent prizemoney. $382,983, to be exact.

Now, for the second year in a row Mineski have qualified for TI. They are now ready to give it their all on the main stage against the giants of the esports scene.

China: Royal Never Give Up

Did we predict this one correctly? No.

Image courtesy of Royal Never Give Up

We thought for sure it was going to be CDEC on this one.

It was a close one, though. Royal Never Give Up faced off against CDEC in the China Regional Qualifiers Grand Final. While we would have loved those extra 500 Battle Pass points, the best team on the day won it.

You might recognize talent such as Tue “ah fu” Soon Chuan among their squad. As a support player, ah fu actually served time at fellow Chinese Dota team, LFY. During his time with the squad, they placed an incredible 3rd at The International 2017. This was a year when Chinese teams dominated the podium positions, and only Team Liquid could keep them from winning the tournament.

While the organization might be less than a year old, RNG might be a team to watch in The International 2019 lineup.

CIS: Natus Vincere

Did we predict this one correctly? No.

Image courtesy of Natus Vincere

And we’re a little bit ashamed.

We’re sure if you’d asked most people who their favorite team was about eight years ago, they’d have told you Na’Vi. They leaped to fame as the winners of the first ever International tournament back in 2011.

The team boasted household names like Danil “Dendi” Ishutin and Clement “Puppey” Ivanov – a then-iconic pairing. It was these pros that brought us the unforgettable (and quite broken) Fountain Hook.

Now, however, there’s no sign of these legends in Na’Vi. Puppey now captains the dominant Team Secret and Dendi is a successful Dota 2 streamer. The team brings a whole new roster to The International 2019 and we wish them every success.

We think everyone is a closet Na’Vi fan, so we’re sure a lot of people are very happy to see the organization represented at The International this year.

Final Thoughts

Now that The International 2019 lineup is complete we can finally start looking forward to the tournament. We can also start making those predictions in the compendium. If you asked us, we’d say Team Secret are strong contenders to take the Aegis this year. However, as we all know, anything can happen in the game of Dota 2.

Our Predictions
Image courtesy of Valve

Did your favorite team fail to make it through the Regional Qualifiers? Want to share your predictions with fellow esports enthusiasts? Why not do so in the comments below? They’re there for a reason, guys.

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Na'vi dota 2 lineup

Choke point dota 2

Choke point dota 2

Choke point dota 2

Choke Point

Definition [ edit ]

A choke or a choke point is a location on the map where open terrain narrows down into a smaller path, hence constricting unit movement and preventing surrounds. Spawn locations almost always have one to two choke points before opening up to the rest of the map. Most common among these are ramps, connecting higher and lower ground. Chokes can be a natural part of the map or artificially created by buildings or Force Fields.

A choke point makes it possible to create a wall off either with buildings, units or both and in this way blocking off your opponent.

Contents

Strategic Advantage [ edit ]

General [ edit ]

Controlling a choke point gives you a strategic advantage since you can get a better concave around the other player’s units. By positioning your units in firing range of the choke point you will have less idle units than the attacker in a battle moving through the choke. This can be used to defend the entry point to a base or to block a player from exiting the choke at your opponent’s base, and this way a smaller army can hold off a much larger army that has to move through a choke.

Video Example [ edit ]

Tactical Advantage [ edit ]

Placing a unit or building with detection close to the choke point is a cost effective way of protecting your base from stealthy attacks.

Natural Choke Point [ edit ]

Any narrow path or enclosed area can be deemed a choke point, so long as it forces units to funnel together, rather than being able to travel abreast. Most maps have choke points at the entrance to the spawn locations as well as natural expansions. In addition, maps like Incineration Zone and Kulas Ravine have multiple choke points throughout the map, which players will try to position their forces near. These positional arrangements are subtle but can allow smaller armies to hold their own against larger armies. Ranged units have the advantage over lesser ranged at choke points.

Artificial Choke Point [ edit ]

An artificial choke point is a choke point that results from buildings, forcefields, units, invisible units, (etc.). A smaller area means that it is easier create a choke point.

Protoss [ edit ]

Buildings [ edit ]

Protoss can use buildings to further narrow an existing choke point, usually down to 1-2 squares wide. This is normally done to deny entry to high mobility light units like Zerglings and Hellions, and can be defended with fewer units. Zealots, set to “hold,” can be incorporated into the wall to create a dynamic wall forcing melee units to have to focus fire the Zealot before they can pass. Photon Cannons can sometimes be a part of the wall or placed one square behind it utilizing the range advantage against melee and short-ranged units. In some cases (such as when the first Gateway is not complete), Protoss can use additional Pylons to create a complete wall-off, then cancel or destroy the Pylon later in order to move out.

In conjunction with Pylons, a cannon can also be used to create an offensive wall-off at the opponent’s base.

Force fields [ edit ]

Protoss are able to create an artificial choke when they have Sentries on the field. The Sentry can use its force field ability to block, narrow, and even create new choke points. In big army battles, this frequently is an essential part of Protoss tactics.

Terran [ edit ]

Terran has the most flexible way to gain tactical advantage from using buildings in choke points. With the ability to float off buildings and lower Supply Depots, a Terran player can fully control the size of the choke and can create a gate that selectively walls off a choke point. Since the range of a unit determines how many of its type can fire into a choke at the same time, the long ranged Siege Tanks are excellent units for controlling and defending chokes.

Zerg [ edit ]

Zerg is the race with the least capabilities to create wall-off’s or controlling chokes. Zerg players normally block and control choke points with units, preferably sturdy and cheap ones such as Roaches or Queens.

On maps like Lost Temple, Zerg players like to position Spine Crawlers and Evolution Chambers at the outside of the ramp to their Natural, forcing enemy units to swing around these structures and through a tight corridor blocked on the other side by a Hatchery.

Because Fungal Growth immobilizes enemy units, Zerg players can use the spell to defend choke points in a manner similar to Force Field. These “fungal fields” constrict or block movement in a choke point, deal damage, and allow for superior unit positioning.

Choke point dota 2

Dota 2 pseudo rngesus

Dota 2 pseudo rngesus

Dota 2 pseudo rngesus

Pseudo Random Distribution

Pseudo Random Distribution (shortened PRD) is a mechanic ported to Dota 2 which originated from the Warcraft 3 engine. Pseudo-random distributions are used to calculate chance based skills including critical strike, bash, and evasion abilities. In more common random distributions, every possible check has the same chance of activation regardless of any prior checks. In pseudo-random distribution streaks of activation or streaks of no activation are less likely, but the overall probability remains the same.

Summary [ edit ]

The PRD works by increasing the percentage chance for an activation by a certain amount every time it didn’t activate until the chance for activation is over 100%. On the other side right after an activation the chance for another activation is significantly lower than the chance stated in the skill/item description. This means that skills such as critical strike will occur more consistently than they would in more common standard random distributions. Significantly streaks of “good luck” or “bad luck” are less likely to occur, making the game less luck dependent.

The base and incremental chances were precalculated and accessed from table because the calculations needed to produce those chances for each probability under PRD are taking up much more processor runtime than those for the same probability under standard random distribution. The values in Warcraft 3 were in 5% steps and, curiously, incorrect for chances of 15% and higher. These errors increase for each step and become noteworthy from 35% onward. It is assumed that these errors were ported over to Dota 2 for parity reasons.

The chance for an activation on first hit/check is also the amount by which the chance is incremented each time no activation occurs. The chance will not increase by an event in which an activation cannot occur. This makes abusing the PRD difficult, because, for example, hitting a building will not increase the chance of a critical strike, because you critical strike do not work against buildings in the first place.

In the following table, P(E) is the probability that the PRD is trying to mimic. Theoretical C is the value the PRD table should use to result in the correct probability. Actual C is the value used by the Warcraft 3 engine (and presumably Dota 2), resulting in a skewed probability. Max N is the number of attacks after which the chance for an activation(C*N) reaches 100%. P(A) is the actual probability of an activation occurring.

P(E) Theoretical C Actual C Theoretical Max N Actual Max N P(A)
5% 0.00380 0.00380 263 263 5.0%
10% 0.01475 0.01475 67 67 10.0%
15% 0.03222 0.03221 31 31 15.0%
20% 0.05570 0.05570 17 17 20.0%
25% 0.08474 0.08475 11 11 24.9%
30% 0.11895 0.11895 8 8 29.9%
35% 0.15798 0.14628 6 6 33.6%
40% 0.20155 0.18128 4 5 37.7%
45% 0.24931 0.21867 4 4 41.8%
50% 0.30210 0.25701 3 3 45.7%
55% 0.36040 0.29509 2 3 49.3%
60% 0.42265 0.33324 2 3 53.0%
65% 0.48113 0.38109 2 2 56.6%
70% 0.57143 0.42448 1 2 60.1%

The following graphics show how the distribution for a 15% chance differ between PRD and standard random distribution.

Dota 2 pseudo rngesus

Ogre dota 2

Ogre dota 2

Ogre dota 2

Dota 2 Ogre Magi Solo Offlane Gu >

Dota 2 Ogre Magi Solo Offlane Guide by el1enkay

Ogre is a great offlane hero in 6.82 due to his high (2.5) base regen, good starting strength (23) and 6.96 starting armour. With this item and skill build you can bully the enemy carry, trade right clicks favourably, and maybe even get a kill if the enemy isn’t careful. As an offlane you’ll be able to buy items and remain strong through to the lategame.

This item and skillbuild does not apply to support Ogre.

Staring Items

Stout Shield, Ring of Protection, Iron Branch, Tangos

This item build gives you 10(!) starting armour, which along with a stout and your high regen makes you stupidly tanky for a level 1 hero.

Skill build

Max Ignite, then fireblast, then bloodlust, taking a point in ult whenever you can. This gives you the most reliable damage early game and increases duration and slow, while fireblast only goes up in damage. At level 4, fireblast does 240 damage, or 480 on a 2x cast, while ignite always does a reliable 400. At level 7 you want to be 2-4-0-1 and at level 10 4-4-1-1.

Laning

You are very tanky and have a strong 59-65 base damage. Don’t be afraid, go up to the creepwave and punch people! Your damage and animation should let you lasthit easily. If you are against a ranged dual lane, or a difficult trilane, or just taking a lot of right click harassment upgrade your stout shield to a poor man’s shield. When you can buy an Orb of Venom. This makes trading hits even better, especially when people realise they can’t and start running away. Don’t be afraid to use the occasional ignite and run at people, especially against a dual lane. With an orb of venom, PMS, and levels in ignite, you should be able to bully most people out of lane if you’re not being trilaned.

Items

As stated before, in lane get an Orb of Venom if you are trading/bullying, and also consider a Poor Man’s Shield.

Arcane Boots should be your first major purchase.

Tranquil Boots and Soul Ring are a good alternative to Arcane Boots.

Aghanim’s Scepter is a core item on offlane Ogre. You should get this first unless it’s a game where you need a force or a blink. The second stun and nuke is simply too good to pass up. Also, the 6.82 nerf to fireblast damage does not apply to unrefined fireblast!

Vladmir’s Offering is an item to consider if you have a lot of melee carrys who don’t naturally build lifesteal. If so, build your Ring of Protection into a Ring of Basilius and then get a vlads later on.

Blink Dagger is for instant initiation with fireblast. Great if you have no way to initiate, or if you have others on your team with a blink.

Eul’s Scepter of Divinity gives you amazing mana regen, another disable and a way to save yourself. If you can’t afford a sheep, or need to avoid Skywrath ult etc. get this.

Force Staff is always a good item. Get this if you you need an escape or need to help allies e. g. against skywrath or clockwerk.

Scythe of Vyse gives you great mana regen for your spells and if you already have an Aghs, a ridiculous amount of single target lockdown.

Shiva’s Guard is what to get if you’re dying a lot to lategame physical damage.

Pros

  • Really good against dual lanes, especially against heroes who are a little squishy
  • Stupidly tanky early on and able to bully most carrys out of lane.
  • High regen and armour means you’re not that likely to have to go back to base.
  • Scales well into the lategame thanks to Aghs.
  • Good at roaming on mid (get smokes sometimes!)
  • Can buff your carry lategame with Bloodlust. So even if you’re super poor and lost your lane, you can be relevant.

Cons

  • Weak vs trilanes with a lot of magic damage
  • Useless if zoned out of exp range, as he’s melee.
  • To be able to get a kill in lane, generally requires people to make stupid mistakes
  • People might demand you play support and take offlane.

Ogre dota 2

Dota 2 vs wow pvp vendors

Dota 2 vs wow pvp vendors

Dota 2 vs wow pvp vendors

World of Warcraft >

It’s not too late to reroll.

PvP (player-vs-player) is a broad term when it comes to World of Warcraft Classic. Each class and specialization has a different niche, with some thriving in battlegrounds and others in World PvP and duels.

Gear is an important factor to take into consideration in Classic. The best classes and specs on the list aren’t as powerful without best-in-slot (BIS) gear or the appropriate enchants.

Here’s our class tier list for WoW Classic PvP. If a class is at the very bottom of the list, it doesn’t necessarily mean it’s bad. A highly-skilled player should still be able to carry their weight in most situations and become a master of PvP.

S Tier

Mage, Rogue

Mage and Rogue are the premier classes in WoW Classic. They’re exceptionally strong in battlegrounds, World PvP, and duels, each having the ability to take on multiple targets with ease.

Frost Mages have some of the best crowd control in the game, combined with tons of snares and fierce damage. They can simply polymorph one target, freeze the other, and burst them down while kiting them around in circles. With the right amount of skill, a Mage is untouchable.

Rogues are in a similar situation. They have some of the best burst damage available in the game, but most importantly, they have an endless supply of stuns. It requires very little skill to stun lock a target and whittle them down to death. The best Rogues in Classic, though, will practically be gods.

A Tier

Warrior, Shadow Priest, Warlock, Holy Priest, Holy Paladin

Warriors are off to a slow start in Classic. They’re the worst levelers and they’re damage is nothing to write home about. Their only real redeeming factor is their top-notch tanking ability. This quickly changes when they get their hands on the right gear, though.

Fury is a subpar spec, but Arms is one of the best in the game. Once Warriors have scaled, Mortal Strike deals massive damage and their dynamic kit allows them to survive, outmaneuver, and overcome almost anything. In battlegrounds and World PvP, they’ll be almost immortal with a pocket healer or two. Their only real weakness is dueling. They’re a class that’s severely vulnerable to kiting.

Warlocks were extremely underrated in WoW Vanilla. A Destruction Lock with decent gear and good pet control could easily outplay their opponents. The class has one of the highest skill caps in the game, but once they’re mastered, they’re one of the best. Fear, Deathcoil, and an endless amount of dots give Warlocks the means to thrive in Classic.

Priest is another strong class. Shadow, Holy, and Discipline are all viable in one way or another, and if they’re not doing insane single-target damage, they’ll be healing to their heart’s content.

Shadow Priests, in fact, have one of the highest single-target DPS (damage per second) in the game. They’re not great in PvE, but they’re fantastic in battlegrounds, World PvP, and duels. They have the ability to dish out damage and crowd control and they’re self-reliant with healing.

Holy Priests and Holy Paladins are two of the best PvP classes where healing is concerned. They have the highest single-target healing, easily beating out Resto Druids and Shamans. Both of their kits are also great, allowing for shields, bubbles, and crowd control. They’ll also do well in duels, having the means to outlive their opponents.

B Tier

Hunter, Elemental Shaman, Restoration Druid

If it wasn’t for Hunter’s Dead Zone, they’d most likely be higher on this list. They’re a strong ranged class with mid-to-high damage, a wide selection of crowd controls, movement increases, a versatile pet, and the longest range in the game. But when an enemy hits the five-yard mark, they’re useless. They can’t use their melee or ranged abilities and have to rely solely on their pet. They’re powerful against a new player or a target without knowledge. When their Dead Zone is used against them, though, they can quite easily be outplayed.

Elemental Shamans have some of the best burst damage in WoW Classic. The Horde-only class has a good mixture of healing and damage along with a wide selection of totems, shocks, and healing spells. With the right set of gear, an Ele Shaman will have the ability to burst down an enemy with just a few spells.

Druids are unfortunately one of the weakest classes in WoW Classic. A skilled player will be able to power their way through enemies in battlegrounds and do a thing or two in duels. But generally, they’re weak. Resto Druid is one of the only exceptions. They have some of the best mobility in the game and combined with their instant spells, their HoTs (heal over time), and their CC, they’re extremely slippery targets. The spec isn’t quite as good as what it became in later expansions, but it’s still a good option for PvP play.

C Tier

Restoration Shaman, Feral Druid, Retribution Paladin

There’s nothing wrong with Resto Shamans. They’re great in PvE, but their immobility and long cast spells mean they’re vulnerable. They have the resources to aid their team and keep them topped off, but they just aren’t quite as good as Priests or Paladins.

Feral Druids are terrible at DPS in Classic. They’re a worse version of Rogue without damage or sufficient CC. They do have high mobility and healing, though, giving them a few options. A tanky Feral Druid in bear form is a different story. They’re fantastic for carrying flags in Warsong Gulch, but that’s about it.

Retribution Paladins rely on gear. A decked-out Paladin with full raiding gear will wreak havoc, but anything less is lackluster. Most of their damage is white and if they don’t have a hefty weapon, they’ll hit practically nothing. They’re slow targets and are easily snared and CC’d to death.

D Tier

Enhancement Shaman, Balance Druid

Enhancement Shamans are similar to Ret Paladins in that they require a good amount of gear to excel. Windfury can proc off of itself, adding up for a ton of damage. But without a good weapon or gear, they’re underwhelming. They have decent heals and a great snare, but there’s always going to be better classes.

There’s a good reason Balance Druids were nicknamed Oomkins. They have decent damage, CC, and healing, but their mana is a huge issue. Balance was never optimized in Vanilla, and because of this, they’re at the bottom of the list.

Dota 2 vs wow pvp vendors

Dota 2 pudge sayings

Dota 2 pudge sayings

Dota 2 pudge sayings

Pudge/Sounds

Dota 2 Sounds

Contents

Attacks [ edit ]

  • Pre attack sound plays during the attack animation (70-100% vol).
    • Link▶️ Pre attack 1
    • Link▶️ Pre attack 2
    • Link▶️ Pre attack 3
    • Link▶️ Pre attack 4
  • Impact sounds play when the attack successfully hits a target. Each attack uses 1 of main impact sound, additional impact sound and chains sound.
    • Link▶️ Main impact 1 (50%-100% vol)
    • Link▶️ Main impact 2 (50%-100% vol)
    • Link▶️ Main impact 3 (50%-100% vol)
    • Link▶️ Additional impact 1 (50%-100% vol)
    • Link▶️ Additional impact 2 (50%-100% vol)
    • Link▶️ Additional impact 3 (50%-100% vol)
    • Link▶️ Chains 1 (0%-90% vol)
    • Link▶️ Chains 2 (0%-90% vol)
    • Link▶️ Chains 3 (0%-90% vol)
    • Link▶️ Chains 4 (0%-90% vol)

Movement [ edit ]

  • Play on each step while moving. Consists of one footstep sound and one chains sound.
    • Link▶️ Footstep 1 (50% vol)
    • Link▶️ Footstep 2 (50% vol)
    • Link▶️ Footstep 3 (50% vol)
    • Link▶️ Footstep 4 (50% vol)
    • Link▶️ Chains 1 (30%-60% vol)
    • Link▶️ Chains 2 (30%-60% vol)
    • Link▶️ Chains 3 (30%-60% vol)
    • Link▶️ Chains 4 (30%-60% vol)
  • Replace the default chain foley sounds (60%-100% vol)
    • Link▶️ Chains 1
    • Link▶️ Chains 2
    • Link▶️ Chains 3
    • Link▶️ Chains 4
    • Link▶️ Chains 5

Abilities [ edit ]

Meat Hook [ edit ]

  • Link▶️ Chain sound plays twice, once upon throwing and extending, and once again upon and while retracting.
  • Link▶️ Impact sound plays when the hook latches on a unit.
  • Link▶️ End sound plays when the hook fully retracted.
  • Link▶️ Full sound example, without latching.
  • Link▶️ Full sound example, with latching.
  • Link▶️ Streak sound plays on Pudge whenever hitting an enemy hero while on a streak.

Rot [ edit ]

  • Link▶️ Loop sound plays on Pudge while Rot is active.

Flesh Heap [ edit ]

  • Flesh Heap does not use any sound effects.

Dismember [ edit ]

  • Blood spatter sounds play on each damage tick on the target.
    • Link▶️ Blood 1
    • Link▶️ Blood 2
    • Link▶️ Blood 3
  • Swing sounds play with a certain pattern on Pudge.
    • Link▶️ Swing 1
    • Link▶️ Swing 2
    • Link▶️ Swing 3
  • Link▶️ Full sound example on hero (3 seconds duration)
  • Link▶️ Full sound example on non-hero (6 seconds duration)
  • Link▶️ Cast sound plays on Pudge upon cast.
  • The default swing sounds play at 80% volime, instead of 100% volume.
  • Gore sounds play together with the swing sounds (50% vol).
    • Link▶️ Gore 1
    • Link▶️ Gore 2
    • Link▶️ Gore 3
  • These play along with the swing sounds, at different times during the animation.
    • Link▶️ Hook whoosh 1
    • Link▶️ Hook whoosh 2
    • Link▶️ Hook whoosh 3
  • These replace the default damage sounds.
    • Link▶️ Damage 1
    • Link▶️ Damage 2
    • Link▶️ Damage 3
    • Link▶️ Full sound example.

Other [ edit ]

  • Link▶️ Death sound (unused).
  • Link▶️ Idle sound plays permanently on Pudge (20% vol)
  • Link▶️ “Pudge. Background” (unused)
  • Foley sounds play while shaking (30%-60% vol).
    • Link▶️ Chains 1
    • Link▶️ Chains 2
    • Link▶️ Chains 3
    • Link▶️ Chains 4
  • Footstep sounds play while turning 180° twice (50% vol)
    • Link▶️ Footstep 1
    • Link▶️ Footstep 2
    • Link▶️ Footstep 3
    • Link▶️ Footstep 4
  • Link▶️ Stomping sound plays upon stomping the ground at the end.
  • Link▶️ Full sound example.
  • Sounds of the rare idle and rare walk animations (80%-100% vol).
    • Link▶️ Hooks scraping ground 1
    • Link▶️ Hooks scraping ground 2
  • Link▶️ Reveal/intro sound played as Pudge with the Arcana appeared in the dashboard when the game was launched the first time and whenever the Arcana was viewed after the update.
  • Link▶️ Drum sounds play on Pudge during the taunt.
  • Link▶️ Whoosh sound plays on Pudge on each rotation the chains make around him.
  • Link▶️ Fart sound plays on Pudge at the end of the taunt, on every second use.
  • Link▶️ Full sound example
  • The sounds stay exactly the same even when not having the arcana equipped.

Dota 2 pudge sayings

Dota 2 best counter to phantom lancer

Dota 2 best counter to phantom lancer

Dota 2 best counter to phantom lancer

How to counter Phantom Lancer: Items, heroes, and tips

Countering Phantom Lancer requires to identify the real hero, have enough AoE damage to deal with the illusions, and kill him before he can reset the fight.

In the current meta, Phantom Lancer is a tier 1 hero in competitive, and a powerful opponent at all ranks. He isn’t successful only against newbies: his pick rate spikes to 16% in the highest area of the matchmaking, while maintaining an impressive 55% win rate.

Valve started dealing with him only recently. From 7.16 Doppelganger can no longer be cast while rooted, which is a huge debuff against heroes with that crowd control effect, but still not enough to limit his dominance in pub and pro gaming.

PL is a strong hero even without his illusions. He enjoys good stats, lots of armor and agility (29 + 2.8 gain), a slow that works also as a nuke in the early/mid game, a tool to engage the target (Phantom Rush), and an escape (Doppelganger).

Countering his illusions is mandatory, but don’t forget that if you let him farm too much, the hero alone can punish easily most lineups. As usual, disablers are always welcomed to stop any physical dps.

Items

As an auto-attacker, you need items to gain or boost your AoE damage: Battle Fury and Maelstrom are the obvious choices. The Mjollnir’s active ability is useful if placed on a hero that PL will be forced to attack, such as Axe due to his taunt.

Radiance and Shiva’s guard are reliable choices for AoE magic damage. The former deals constant damage (to spot the illusions) and also causes the opponents to miss 17% of their attacks. The latter is helpful for the burst damage, the movement and attack speed slow aura, and the extra armor to limit PL’s damage.

Silence prevents any escape via Doppelganger, so you can use also the Orchid Malevolence. Heaven’s Halberd and Silver Edge block the spawn of more illusions, and also place an undispellable debuff on the hero, which helps to identify him during the fight.

I love the Crimson Guard because the 60 damage block is absurdly good against illusion-based heroes. Via the active “Guard”, you can extend the benefit to all allies during a teamfight for 12 seconds.

Heroes

Phantom Lancer relies on his army of illusions for survivability. He is able to generate them at an insane speed, so single-target attacks are pointless: you need to figure out who is the real hero, and destroy him before he can reset the fight with Doppelganger.

There are some abilities that ignore illusions and target automatically the real PL, such as Zeus and Spectre’s ultimate, Bloodseeker’s Rupture, and Skywrath’s Concussive Shot. The number is limited, and you can’t just rely on them to defeat him.

AoE is your best friend. Illusions generated by Juxtapose receive 500% extra damage, so you can easily spot PL among them. Instead, illusions spawned by Doppelganger might still cause issues because one of them is as tanky as the real hero.

Dota 2 best counter to phantom lancer

Dota 2 gtx 670mx

Dota 2 gtx 670mx

Dota 2 gtx 670mx

Dota 2 Benchmarks

Auf vielfachen Wunsch haben wir Dota 2 zu unserem Benchmark-Parcours hinzugefügt. Der League of Legends Konkurrent kann bereits eine große Fan-Basis um sich scharen. Dieser Artikel widmet sich speziell dem Hardware-Hunger.

Wie wir testen

Dank der eingebauten Replay-Funktion (im Hauptmenü unter »Watch«) sind Geschwindigkeitsmessungen in Dota 2 besonders komfortabel. Nach einer kurzen Suche haben wir uns für das Finale der »International Dota 2 Championships« entschieden (Match ID 271145478, siehe Screenshot). Dieses wird per Zeitleiste zum Endkampf vorgespult. Mit dem Tool Fraps zeichnen wir ab 52:30 die Bildwiederholrate auf. Der Benchmark endet, wenn der Schriftzug »Dire Victory« erscheint (53:38). Die gesamte Sequenz dauert also knapp 70 Sekunden. Wegen der vielen Einheiten kann man von einer recht anspruchsvollen Passage sprechen.

Settings

Die Grafikoptionen lassen sich direkt im Spiel ändern. Das Menü »General« offenbart Regler für das Seitenverhältnis, die Auflösung, den Bildschirmmodus, die Helligkeit und die vertikale Synchronisation. Per »Advanced« können weitere Anpassungen vorgenommen werden. Abgesehen von der Render-Qualität (50-100 %) und den Schatten respektive Texturen (Low, Medium, High) warten bei allen Optionen nur »On«- bzw. »Off«-Schalter. Unsere Benchmark-Einstellungen sehen Sie auf den unteren Bildern.

Analyse der Benchmarks

Wie erwartet ist Dota 2 nicht sonderlich wählerisch, was die Grafikkarte angeht. So reicht für 1.366 x 768 Bildpunkte, mittlere Details und 75 % Render-Qualität bereits eine leistungsschwache Prozessor-GPU wie die Intel HD Graphics 3000 oder 4000. Für 1.920 x 1.080 Pixel und maximale Optionen sollte es zumindest ein Grafikbeschleuniger aus der oberen Mittelklasse (GeForce GT 750M) oder dem unteren High-End-Bereich (GeForce GTX 660M) sein.

Laut unseren Benchmarks schneidet AMD momentan besser als Nvidia ab. Trotz der schwächeren Gesamtleistung kann sich die Radeon HD 7970M im Ultra-Setting vor der GeForce GTX 780M und der GTX 680M positionieren. Beim Einsatz von niedrigen Auflösungen und Einstellungen limitiert häufig die CPU – egal, welche Grafikkarte im Notebook verbaut ist. Über 120 fps zeigt Dota 2 auch mit deaktiviertem VSync nicht an.

Hinweis an alle LoL-Fans: League of Legends werden wir voraussichtlich nicht testen, da – soweit wir das beurteilen können – keine komfortablen Benchmarks möglich sind (das externe Replay-Tool wirkt langsam und fehleranfällig).

# started gpulist at www. notebookcheck. com took 0s on source +0s . 0s

#1 initialized values +0.0007s . 0.0007s

#2 get uncached data as no gamecheck data found in cache for bench u >+0.0002s . 0.0009s

#3 loaded uncached gpu/cpu infos +1.8734s . 1.8743s

#4 loaded uncached benchmarks +14.6584s . 16.5327s

#5 Interpolated values for background color of the gaming list. +0.0101s . 16.5428s

#6 added benchmark program data +0.0009s . 16.5437s

Dota 2 gtx 670mx

Dota 2 lich set dota2

Dota 2 lich set dota2

Dota 2 lich set dota2

LichAbilities

Talent Tree
Chain Frost Unlimited Bounces Frost Shield Provides +60 HP Regen
+3s Frost Shield Duration +200 Cast Range
-4s Frost Blast Cooldown +120 Damage
+20 Movement Speed +200 Health

ABILITY: Unit Target

AFFECTS: Enemy Units

DAMAGE TYPE: Magical

PIERCES SPELL IMMUNITY: No

Blasts the target enemy unit with damaging frost, dealing area damage and slowing movement and attack rates for [ 4 ] seconds. The primary target receives both base and area damage.

ABILITY: Unit Target

AFFECTS: Allied Units

DAMAGE TYPE: Magical

PIERCES SPELL IMMUNITY: No

Applies a magical frost shield around the target, reducing damage from attacks against you. While the shield is active, ice magic will affect nearby enemy units every 1.0 seconds, dealing minor damage and slowing them.

Spell-immune enemies are not affected by the damage or slow.

Frost Shield can be cast on buildings.

ABILITY: Channelled, Unit Target

AFFECTS: Enemy Units

PIERCES SPELL IMMUNITY: No

CHANNELED – Hypnotizes an enemy unit, causing it to move towards a point between the two of you and drains a percentage of its current mana. Dota 2 lich set dota2

ABILITY: Unit Target

AFFECTS: Enemy Units

DAMAGE TYPE: Magical

PIERCES SPELL IMMUNITY: No

Releases an orb of frost that bounces between nearby enemy units up to [ 10 , 10 , 10 ] times, slowing and damaging each time it hits. Each bounce increases the damage for the subsequent bounces.

Upgradable by Aghanim’s Scepter.

Chain Frost cannot be disjointed.

Chain Frost has a movement speed of %projectile_speed%.

Chain Frost doesn’t bounce to Zombies.

Last Updated 2019-12-03

Hero Talents

Talent Tree
Chain Frost Unlimited Bounces Frost Shield Provides +60 HP Regen
+3s Frost Shield Duration +200 Cast Range
-4s Frost Blast Cooldown +120 Damage
+20 Movement Speed +200 Health

Hero Attributes

20 +2.1 15 +2.0 24 +4.1
Movement speed 295
Sight range 1800/800
Armor 1.1
Base attack time 1.7
Damage 50 – 59
Attack point 0.46

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Dota 2 lich set dota2

Dota 2 rubick friendship

Dota 2 rubick friendship

Dota 2 rubick friendship

Rubick

Nível Base 1 15 25
Vida 200 620 1 180 1 580
Regen. de vida 0 2,1 4,9 6,9
Resis. mágica 25% 26,26% 27,94% 29,14%
Mana 75 375 891 1 263
Regen. de mana 0 1,25 3,42 4,97
Amp. mágica 0% 1,75% 4,79% 6,96%
Armadura -1 2,68 8,28 12,28
Atq / Seg 0,59 0,72 0,93 1,08
Amp. de mov. 0% 1,15% 2,9% 4,15%
Dano 22‒32 47‒57 90‒100 121‒131
Velocidade de movimento 290
Velocidade de ataque 100
Taxa de rotação 0.7
Alcance de visão 1800 / 800
Alcance de ataque 550
Velocidade de projétil 1125
Animação de ataque 0.4 + 0.77
Tempo base de ataque 1.7
Tamanho de colisão 24
Pernas 2
Tipo de gib Padrão

Rubick, o Grande Mago, é um herói de Inteligência que ataca a longo alcance.

Índice

Biografia [ editar ]

Habilidades [ editar ]

  • Ergue por um total de 0.8/1.2/1.6/2 segundos no ar e 0.3 segundos de queda. Dota 2 rubick friendship
  • A un >Roshan , no entanto ele sofrerá atordoamento pela duração do erguimento.
  • Substitui Telecinese até a queda da unidade erguida. Dota 2 rubick friendship
  • Permite que o Rubick decida onde a unidade erguida cairá. Não finaliza prematuramente o erguimento.
  • Alvejar além do alcance permitido irá lançar o alvo 375 de distância na direção do ponto alvo.
  • A unidade se move em direção do ponto alvo durante os últimos 0.3 segundos do erguimento, por isso a velocidade varia entre 0 e 1250 ( 2250), dependendo da distância selecionada. Dota 2 rubick friendship
  • Pode ser lançada múltiplas vezes durante o erguimento. A unidade será lançada no último ponto selecionado.
  • O centro da área alvo é marcado com partículas verdes, que é visível somente para unidades aliadas.
  • Choque Enfraquecedor não tem limite de saltos. Tem um intervalo de 0.25 segundos por salto. Cada salto diminui o dano da habilidade por? value5#.
  • Não salta entre unidades afetadas por invisibilidade ou unidades na Névoa de Guerra. Dota 2 rubick friendship
  • Nunca irá acertar a mesma unidade duas vezes por uso da habilidade.
  • Considera ilusões e Criaturas heroicas como heróis.
  • Este é o cálculo de quanto de dano os primeiros 15 saltos irá causar em cada nível (antes de reduções):
    • Level 1: 80 / 73.6 / 67.7 / 62.3 / 57.3 / 52.7 / 48.5 / 44.6 / 41.1 / 37.8 / 34.8 / 32 / 29.4 / 27.1 / 24.9 de dano, 713.7 de dano total, 54 saltos para chegar a 1 de dano
    • Level 2: 160 / 147.2 / 135.4 / 124.6 / 114.6 / 105.5 / 97 / 89.3 / 82.1 / 75.5 / 69.5 / 63.9 / 58.8 / 54.1 / 49.8 de dano, 1427.4 de dano total, 62 saltos para chegar a 1 de dano
    • Level 3: 240 / 220.8 / 203.1 / 186.9 / 171.9 / 158.2 / 145.5 / 133.9 / 123.2 / 113.3 / 104.3 / 95.9 / 88.2 / 81.2 / 74.7 de dano, 2141.1 de dano total, 67 saltos para chegar a 1 de dano
    • Level 4: 320 / 294.4 / 270.8 / 249.2 / 229.2 / 210.9 / 194 / 178.5 / 164.2 / 151.1 / 139 / 127.9 / 117.7 / 108.2 / 99.6 de dano, 2854.8 de dano total, 71 saltos para chegar a 1 de dano
  • O primeiro salto aplica o dano, para depois aplicar a redução de dano.
  • O Buff Choque Enfraquecedor é um buff oculto necessário para o salto do raio.

Dota 2 rubick friendship