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Dota 2 Mechanics

DOTA 2 MECΗ ΑΝIC s HERO TYPES ●X● STRENGTH HEROES - Tanks Melees - High Health AGILITY HEROES E.g. - High Attack Speed - High Armor HEROES o- NATURE'S PROPHET Unique Characters. Every player controls his own Hero and any units that a Hero controls. Heroes will gain experience when enemy units are killed nearby. They start the game at level one, and as they earn experience, will eventually level up. Each level a Hero earns attributes and learn 19+ 1.8 The Radiant INTELLIGENCE HEROES - High “Mana" pools - Spell Masters - Supports 18 + 1.9 21 + 2.9 new abilities. ABILITIES 7 set of skills use for ether defensively or offensively. - 4 or more skills - 1 ultimate - powerful game changing - Consumed "Mana" - Cooldown (seconds) E ATTRIBUTES E.g.: D 19 + 1.8 18 + 1.9 21 + 2.9 ABILITY RANK - Level 1 Every Level Up: - Level 2 - Level 3 - Level 4 STRENGTH Increase * MAX health by 19 * Health regen, of 0.03 / sec * Based Damage by 1 HERO LEVEL FOR AGILITY REGULAR ABILITY - Increase * Armor by 0.14 * Attack speed by 1 * Based Damage by 1 - Level 1 - Level 3 · Level 5 - Level 7 INTELLIGENCE Increase * Mana by 13 * Mana regen. by 0.04 / sec. * Based Damage by 1 HERO LEVEL FOR ULTIMATE - Level 6 note: "Items" can give additional effect and enhance each - Level 11 attributes and skills. - Level 16 ** EXPERIENCE O----- A hero need to level up When an enemy unit dies, experience are given to all heroes nearby. - 1200 AoE - Area of Effect V ARMOR O------ = LEVELING Reduces / increase physical damage taken LVL. CREEP CONTROL UNIT ARMOR - Default armor - mostly non- Hero unit's armor 1 200 100 25 TOTAL EXPERIENCE REQUIRED LAST HITTING - The only way to get gold from creeps and towers. 2 200 300 120 41 XP. NEEDED FOR NEXT LEVEL FORTIFIED ARMOR 3 500 400 160 62 HERO KILL EXPERIENCE - mostly on Building's armor DENYING - Preventing your enemies from getting the last hit. - Denies your enemy from getting both gold and experience. HERO ARMOR 4 900 500 220 88 UNIT KILL EXPERIENCE - All heroes 5 1400 600 300 119 Damage Reduction/Increase 2000 700 - Damage Reduction = (6 % × Armor) ÷ (1 + 6 % × Armor) 400 155 note: Start denying when health goes under 40%. 7 Damage Increase = 1 - (1 ÷ 94 %)(Armor) 2700 800 500 196 CREEP BLOCKING physically blocking the creep's path with a hero. - Keeps the equilibrium of the lane towards your side. 8 3500 900 600 242 MAGICAL RESISTANCE 4400 1000 700 293 - Reduce magical damage taken. All heroes possess 25% magic 10 5400 1100 800 349 resistance. CREEP STACKING - A hero draws neutral creeps away from their camp, allowing the new wave of creeps respawns. The more neutral creep the greater the Gold and experience to be acquired. 11 6500 1200 900 410 MAGICAL DAMAGE Caused mostly by spells. - it is reduces by MAGICAL RESISTANCE 12 7700 1300 1000 476 13 9000 1400 1100 547 Damage Reduction/Increase 14 10400 1500 1200 623 Spell Damage × (1 - 25 % Native Resistance) × (1 – Magic Resistance of Item) × (1 - Magic Resistance of Abilities) × (1 + Magic Amplification) = Current Damage CREEP PULLING 15 1300 704 To pull a group of neutral creeps into the lane causing them to attack their lane creeps. Denying friendly creeps and preventing the enemy from earning experience. 1900ו 1600 16 13500 1700 1400 790 17 15200 1800 1500 881 18 17000 1900 1600 977 19 18900 2000 1700 1078 20 20900 2100 1800 1184 DAMAGE TYPES PHYSICAL DAMAGE 21 23000 2200 1900 1295 - Hero attacks Piercing - Siege - Chaos 22 25200 2300 2000 1411 23 27500 2400 2100 1532 MAGICAL PURE 24 29900 2500 2200 1658 MIXED 25 32400 N/A 2300 17890 HP REMOVAL WHAT ROLE TO PLAY? BUILDINGS / STRUCTURES THE ROOT OF ALL WINS ROLE BUILDINGS GOLD Define the way a hero can be played given their Attributes, Skills and Player. - Buildings are specials units that are immune in almost all - Currency used in the game Used to pick a hero, buy item and revive a hero instantly GOLD spells. MAJOR ROLE: ANCIENTS - The most powerful structures - The main goal of each team to destroy RELIABLE GOLD CARRY Carry the team into victory - Dependent on items - Late game player - A bounty given in killing enemy hero 4250 Health and 15 Armor UNRELIABLE GOLD Guarded by 2 "Towers" that must be destroyed before it can be damaged - Taken from killing creeps, neutrals and destroying structures SUPPORT - Keeping allies alive - Giving opportunities to allies to gain more gold and experience STARTING GOLD 4265 Gold as starting gold and splits into number of players in the team TOWERS Defensive structure that guards the lane - Fires high damage projectiles at nearby enemies. GANKER - Offensive player - Early game killers - Prevents enemy carry units in farming properly - Responsible in harassing enemy heroes PERIODIC GOLD - Each player gets 5 gold every 4 seconds FOUNTAINS - Regenerates both hero's health and mana in a short period of time - Rapidly attack enemy heroes in range dealing 190 - 199 damage Fills bottles (bottle item) INITIATOR - Engage first Mostly are disabler - Initiate team fights THE CREEPS BARRACKS CREEPS - Located inside each faction's base - 2 types of Barracks * Melee Creep Barracks * Ranged Creep Barracks PUSHER Characters that a player can interact with - Responsible in building creep wave Can be killed for GOLD and -To put pressure on the enemy team - Mostly are summoners EXPERIENCE JUNGLER - Jungle neutral creeps at the start of the game - Mostly are summoners LANE CREEPS - Lane creeps are aligned with 1 faction - Attack enemy including neutral creeps - Lane creeps come in varieties YOU NEED RUNES TANK Insane amount of health - Can take high amount of damage RUNES MELEE CREEPS - Special items - Powerful effect in a short time - Located in two location - 2 minutes respawn More health - Less damage - Large group RANGED CREEPS More damage to other creeps Less damage on Heroes Have mana RUNE OF DOUBLE DAMAGE - 100% damage for 45 sec. - Affect only attack damage RUNE OF HASTE .+100% movement speed in 30 seconds SIEGE CREEPS Deals more damage to buildings - Have more health Spawn every 6 wave RUNE OF REGENERATION 100 HP/second NEUTRAL CREEPS - 67 MANA/second - 30 seconds Dangerous creeps that appear in the forest / Camps - Alternative source of Gold and Experience RUNE OF INVISIBILITY - Invisible in 45 seconds - Deactivated when attacking, using skills or using items SMALL CREEPS - The weakest of the Neutral Creeps - Gives very little Gold - 65-102 GOLD 123-44 EXPERIENCE RUNE OF ILLUSION - 2 illusions for 75 seconds - |llusions deals 50% and takes 400% damage MEDIUM CREEPS - Slightly tougher enemies Deals more damage More health - Have ABILITIES - 81-155 GOLD note: "Bottling Runes" Runes can be picked up and stored in an (empty bottle). Stored runes are automatically used after 2 minutes. Bottles cannot be dropped or transferred if they have rune in them. 160-258 EXPERIENCE LARGE CREEPS - Difficult enemies Access to some dangerous ABILITIES 86-161 GOLD 160-284 EXPERIENCE ANCIENT CREEPS - Very powerful - Magic resistant - 215-346 GOLD - 279-393 EXPERIENCE ROSHAN Drops * AEGIS OF IMMORTAL * CHEESE - 105-600 GOLD - 1789 EXPERIENCE http://dota2wiki.com/wiki/Dota_2_Wiki -------. DOTA 2 MECΗ ΑΝIC s HERO TYPES ●X● STRENGTH HEROES - Tanks Melees - High Health AGILITY HEROES E.g. - High Attack Speed - High Armor HEROES o- NATURE'S PROPHET Unique Characters. Every player controls his own Hero and any units that a Hero controls. Heroes will gain experience when enemy units are killed nearby. They start the game at level one, and as they earn experience, will eventually level up. Each level a Hero earns attributes and learn 19+ 1.8 The Radiant INTELLIGENCE HEROES - High “Mana" pools - Spell Masters - Supports 18 + 1.9 21 + 2.9 new abilities. ABILITIES 7 set of skills use for ether defensively or offensively. - 4 or more skills - 1 ultimate - powerful game changing - Consumed "Mana" - Cooldown (seconds) E ATTRIBUTES E.g.: D 19 + 1.8 18 + 1.9 21 + 2.9 ABILITY RANK - Level 1 Every Level Up: - Level 2 - Level 3 - Level 4 STRENGTH Increase * MAX health by 19 * Health regen, of 0.03 / sec * Based Damage by 1 HERO LEVEL FOR AGILITY REGULAR ABILITY - Increase * Armor by 0.14 * Attack speed by 1 * Based Damage by 1 - Level 1 - Level 3 · Level 5 - Level 7 INTELLIGENCE Increase * Mana by 13 * Mana regen. by 0.04 / sec. * Based Damage by 1 HERO LEVEL FOR ULTIMATE - Level 6 note: "Items" can give additional effect and enhance each - Level 11 attributes and skills. - Level 16 ** EXPERIENCE O----- A hero need to level up When an enemy unit dies, experience are given to all heroes nearby. - 1200 AoE - Area of Effect V ARMOR O------ = LEVELING Reduces / increase physical damage taken LVL. CREEP CONTROL UNIT ARMOR - Default armor - mostly non- Hero unit's armor 1 200 100 25 TOTAL EXPERIENCE REQUIRED LAST HITTING - The only way to get gold from creeps and towers. 2 200 300 120 41 XP. NEEDED FOR NEXT LEVEL FORTIFIED ARMOR 3 500 400 160 62 HERO KILL EXPERIENCE - mostly on Building's armor DENYING - Preventing your enemies from getting the last hit. - Denies your enemy from getting both gold and experience. HERO ARMOR 4 900 500 220 88 UNIT KILL EXPERIENCE - All heroes 5 1400 600 300 119 Damage Reduction/Increase 2000 700 - Damage Reduction = (6 % × Armor) ÷ (1 + 6 % × Armor) 400 155 note: Start denying when health goes under 40%. 7 Damage Increase = 1 - (1 ÷ 94 %)(Armor) 2700 800 500 196 CREEP BLOCKING physically blocking the creep's path with a hero. - Keeps the equilibrium of the lane towards your side. 8 3500 900 600 242 MAGICAL RESISTANCE 4400 1000 700 293 - Reduce magical damage taken. All heroes possess 25% magic 10 5400 1100 800 349 resistance. CREEP STACKING - A hero draws neutral creeps away from their camp, allowing the new wave of creeps respawns. The more neutral creep the greater the Gold and experience to be acquired. 11 6500 1200 900 410 MAGICAL DAMAGE Caused mostly by spells. - it is reduces by MAGICAL RESISTANCE 12 7700 1300 1000 476 13 9000 1400 1100 547 Damage Reduction/Increase 14 10400 1500 1200 623 Spell Damage × (1 - 25 % Native Resistance) × (1 – Magic Resistance of Item) × (1 - Magic Resistance of Abilities) × (1 + Magic Amplification) = Current Damage CREEP PULLING 15 1300 704 To pull a group of neutral creeps into the lane causing them to attack their lane creeps. Denying friendly creeps and preventing the enemy from earning experience. 1900ו 1600 16 13500 1700 1400 790 17 15200 1800 1500 881 18 17000 1900 1600 977 19 18900 2000 1700 1078 20 20900 2100 1800 1184 DAMAGE TYPES PHYSICAL DAMAGE 21 23000 2200 1900 1295 - Hero attacks Piercing - Siege - Chaos 22 25200 2300 2000 1411 23 27500 2400 2100 1532 MAGICAL PURE 24 29900 2500 2200 1658 MIXED 25 32400 N/A 2300 17890 HP REMOVAL WHAT ROLE TO PLAY? BUILDINGS / STRUCTURES THE ROOT OF ALL WINS ROLE BUILDINGS GOLD Define the way a hero can be played given their Attributes, Skills and Player. - Buildings are specials units that are immune in almost all - Currency used in the game Used to pick a hero, buy item and revive a hero instantly GOLD spells. MAJOR ROLE: ANCIENTS - The most powerful structures - The main goal of each team to destroy RELIABLE GOLD CARRY Carry the team into victory - Dependent on items - Late game player - A bounty given in killing enemy hero 4250 Health and 15 Armor UNRELIABLE GOLD Guarded by 2 "Towers" that must be destroyed before it can be damaged - Taken from killing creeps, neutrals and destroying structures SUPPORT - Keeping allies alive - Giving opportunities to allies to gain more gold and experience STARTING GOLD 4265 Gold as starting gold and splits into number of players in the team TOWERS Defensive structure that guards the lane - Fires high damage projectiles at nearby enemies. GANKER - Offensive player - Early game killers - Prevents enemy carry units in farming properly - Responsible in harassing enemy heroes PERIODIC GOLD - Each player gets 5 gold every 4 seconds FOUNTAINS - Regenerates both hero's health and mana in a short period of time - Rapidly attack enemy heroes in range dealing 190 - 199 damage Fills bottles (bottle item) INITIATOR - Engage first Mostly are disabler - Initiate team fights THE CREEPS BARRACKS CREEPS - Located inside each faction's base - 2 types of Barracks * Melee Creep Barracks * Ranged Creep Barracks PUSHER Characters that a player can interact with - Responsible in building creep wave Can be killed for GOLD and -To put pressure on the enemy team - Mostly are summoners EXPERIENCE JUNGLER - Jungle neutral creeps at the start of the game - Mostly are summoners LANE CREEPS - Lane creeps are aligned with 1 faction - Attack enemy including neutral creeps - Lane creeps come in varieties YOU NEED RUNES TANK Insane amount of health - Can take high amount of damage RUNES MELEE CREEPS - Special items - Powerful effect in a short time - Located in two location - 2 minutes respawn More health - Less damage - Large group RANGED CREEPS More damage to other creeps Less damage on Heroes Have mana RUNE OF DOUBLE DAMAGE - 100% damage for 45 sec. - Affect only attack damage RUNE OF HASTE .+100% movement speed in 30 seconds SIEGE CREEPS Deals more damage to buildings - Have more health Spawn every 6 wave RUNE OF REGENERATION 100 HP/second NEUTRAL CREEPS - 67 MANA/second - 30 seconds Dangerous creeps that appear in the forest / Camps - Alternative source of Gold and Experience RUNE OF INVISIBILITY - Invisible in 45 seconds - Deactivated when attacking, using skills or using items SMALL CREEPS - The weakest of the Neutral Creeps - Gives very little Gold - 65-102 GOLD 123-44 EXPERIENCE RUNE OF ILLUSION - 2 illusions for 75 seconds - |llusions deals 50% and takes 400% damage MEDIUM CREEPS - Slightly tougher enemies Deals more damage More health - Have ABILITIES - 81-155 GOLD note: "Bottling Runes" Runes can be picked up and stored in an (empty bottle). Stored runes are automatically used after 2 minutes. Bottles cannot be dropped or transferred if they have rune in them. 160-258 EXPERIENCE LARGE CREEPS - Difficult enemies Access to some dangerous ABILITIES 86-161 GOLD 160-284 EXPERIENCE ANCIENT CREEPS - Very powerful - Magic resistant - 215-346 GOLD - 279-393 EXPERIENCE ROSHAN Drops * AEGIS OF IMMORTAL * CHEESE - 105-600 GOLD - 1789 EXPERIENCE http://dota2wiki.com/wiki/Dota_2_Wiki -------. DOTA 2 MECΗ ΑΝIC s HERO TYPES ●X● STRENGTH HEROES - Tanks Melees - High Health AGILITY HEROES E.g. - High Attack Speed - High Armor HEROES o- NATURE'S PROPHET Unique Characters. Every player controls his own Hero and any units that a Hero controls. Heroes will gain experience when enemy units are killed nearby. They start the game at level one, and as they earn experience, will eventually level up. Each level a Hero earns attributes and learn 19+ 1.8 The Radiant INTELLIGENCE HEROES - High “Mana" pools - Spell Masters - Supports 18 + 1.9 21 + 2.9 new abilities. ABILITIES 7 set of skills use for ether defensively or offensively. - 4 or more skills - 1 ultimate - powerful game changing - Consumed "Mana" - Cooldown (seconds) E ATTRIBUTES E.g.: D 19 + 1.8 18 + 1.9 21 + 2.9 ABILITY RANK - Level 1 Every Level Up: - Level 2 - Level 3 - Level 4 STRENGTH Increase * MAX health by 19 * Health regen, of 0.03 / sec * Based Damage by 1 HERO LEVEL FOR AGILITY REGULAR ABILITY - Increase * Armor by 0.14 * Attack speed by 1 * Based Damage by 1 - Level 1 - Level 3 · Level 5 - Level 7 INTELLIGENCE Increase * Mana by 13 * Mana regen. by 0.04 / sec. * Based Damage by 1 HERO LEVEL FOR ULTIMATE - Level 6 note: "Items" can give additional effect and enhance each - Level 11 attributes and skills. - Level 16 ** EXPERIENCE O----- A hero need to level up When an enemy unit dies, experience are given to all heroes nearby. - 1200 AoE - Area of Effect V ARMOR O------ = LEVELING Reduces / increase physical damage taken LVL. CREEP CONTROL UNIT ARMOR - Default armor - mostly non- Hero unit's armor 1 200 100 25 TOTAL EXPERIENCE REQUIRED LAST HITTING - The only way to get gold from creeps and towers. 2 200 300 120 41 XP. NEEDED FOR NEXT LEVEL FORTIFIED ARMOR 3 500 400 160 62 HERO KILL EXPERIENCE - mostly on Building's armor DENYING - Preventing your enemies from getting the last hit. - Denies your enemy from getting both gold and experience. HERO ARMOR 4 900 500 220 88 UNIT KILL EXPERIENCE - All heroes 5 1400 600 300 119 Damage Reduction/Increase 2000 700 - Damage Reduction = (6 % × Armor) ÷ (1 + 6 % × Armor) 400 155 note: Start denying when health goes under 40%. 7 Damage Increase = 1 - (1 ÷ 94 %)(Armor) 2700 800 500 196 CREEP BLOCKING physically blocking the creep's path with a hero. - Keeps the equilibrium of the lane towards your side. 8 3500 900 600 242 MAGICAL RESISTANCE 4400 1000 700 293 - Reduce magical damage taken. All heroes possess 25% magic 10 5400 1100 800 349 resistance. CREEP STACKING - A hero draws neutral creeps away from their camp, allowing the new wave of creeps respawns. The more neutral creep the greater the Gold and experience to be acquired. 11 6500 1200 900 410 MAGICAL DAMAGE Caused mostly by spells. - it is reduces by MAGICAL RESISTANCE 12 7700 1300 1000 476 13 9000 1400 1100 547 Damage Reduction/Increase 14 10400 1500 1200 623 Spell Damage × (1 - 25 % Native Resistance) × (1 – Magic Resistance of Item) × (1 - Magic Resistance of Abilities) × (1 + Magic Amplification) = Current Damage CREEP PULLING 15 1300 704 To pull a group of neutral creeps into the lane causing them to attack their lane creeps. Denying friendly creeps and preventing the enemy from earning experience. 1900ו 1600 16 13500 1700 1400 790 17 15200 1800 1500 881 18 17000 1900 1600 977 19 18900 2000 1700 1078 20 20900 2100 1800 1184 DAMAGE TYPES PHYSICAL DAMAGE 21 23000 2200 1900 1295 - Hero attacks Piercing - Siege - Chaos 22 25200 2300 2000 1411 23 27500 2400 2100 1532 MAGICAL PURE 24 29900 2500 2200 1658 MIXED 25 32400 N/A 2300 17890 HP REMOVAL WHAT ROLE TO PLAY? BUILDINGS / STRUCTURES THE ROOT OF ALL WINS ROLE BUILDINGS GOLD Define the way a hero can be played given their Attributes, Skills and Player. - Buildings are specials units that are immune in almost all - Currency used in the game Used to pick a hero, buy item and revive a hero instantly GOLD spells. MAJOR ROLE: ANCIENTS - The most powerful structures - The main goal of each team to destroy RELIABLE GOLD CARRY Carry the team into victory - Dependent on items - Late game player - A bounty given in killing enemy hero 4250 Health and 15 Armor UNRELIABLE GOLD Guarded by 2 "Towers" that must be destroyed before it can be damaged - Taken from killing creeps, neutrals and destroying structures SUPPORT - Keeping allies alive - Giving opportunities to allies to gain more gold and experience STARTING GOLD 4265 Gold as starting gold and splits into number of players in the team TOWERS Defensive structure that guards the lane - Fires high damage projectiles at nearby enemies. GANKER - Offensive player - Early game killers - Prevents enemy carry units in farming properly - Responsible in harassing enemy heroes PERIODIC GOLD - Each player gets 5 gold every 4 seconds FOUNTAINS - Regenerates both hero's health and mana in a short period of time - Rapidly attack enemy heroes in range dealing 190 - 199 damage Fills bottles (bottle item) INITIATOR - Engage first Mostly are disabler - Initiate team fights THE CREEPS BARRACKS CREEPS - Located inside each faction's base - 2 types of Barracks * Melee Creep Barracks * Ranged Creep Barracks PUSHER Characters that a player can interact with - Responsible in building creep wave Can be killed for GOLD and -To put pressure on the enemy team - Mostly are summoners EXPERIENCE JUNGLER - Jungle neutral creeps at the start of the game - Mostly are summoners LANE CREEPS - Lane creeps are aligned with 1 faction - Attack enemy including neutral creeps - Lane creeps come in varieties YOU NEED RUNES TANK Insane amount of health - Can take high amount of damage RUNES MELEE CREEPS - Special items - Powerful effect in a short time - Located in two location - 2 minutes respawn More health - Less damage - Large group RANGED CREEPS More damage to other creeps Less damage on Heroes Have mana RUNE OF DOUBLE DAMAGE - 100% damage for 45 sec. - Affect only attack damage RUNE OF HASTE .+100% movement speed in 30 seconds SIEGE CREEPS Deals more damage to buildings - Have more health Spawn every 6 wave RUNE OF REGENERATION 100 HP/second NEUTRAL CREEPS - 67 MANA/second - 30 seconds Dangerous creeps that appear in the forest / Camps - Alternative source of Gold and Experience RUNE OF INVISIBILITY - Invisible in 45 seconds - Deactivated when attacking, using skills or using items SMALL CREEPS - The weakest of the Neutral Creeps - Gives very little Gold - 65-102 GOLD 123-44 EXPERIENCE RUNE OF ILLUSION - 2 illusions for 75 seconds - |llusions deals 50% and takes 400% damage MEDIUM CREEPS - Slightly tougher enemies Deals more damage More health - Have ABILITIES - 81-155 GOLD note: "Bottling Runes" Runes can be picked up and stored in an (empty bottle). Stored runes are automatically used after 2 minutes. Bottles cannot be dropped or transferred if they have rune in them. 160-258 EXPERIENCE LARGE CREEPS - Difficult enemies Access to some dangerous ABILITIES 86-161 GOLD 160-284 EXPERIENCE ANCIENT CREEPS - Very powerful - Magic resistant - 215-346 GOLD - 279-393 EXPERIENCE ROSHAN Drops * AEGIS OF IMMORTAL * CHEESE - 105-600 GOLD - 1789 EXPERIENCE http://dota2wiki.com/wiki/Dota_2_Wiki -------. DOTA 2 MECΗ ΑΝIC s HERO TYPES ●X● STRENGTH HEROES - Tanks Melees - High Health AGILITY HEROES E.g. - High Attack Speed - High Armor HEROES o- NATURE'S PROPHET Unique Characters. Every player controls his own Hero and any units that a Hero controls. Heroes will gain experience when enemy units are killed nearby. They start the game at level one, and as they earn experience, will eventually level up. Each level a Hero earns attributes and learn 19+ 1.8 The Radiant INTELLIGENCE HEROES - High “Mana" pools - Spell Masters - Supports 18 + 1.9 21 + 2.9 new abilities. ABILITIES 7 set of skills use for ether defensively or offensively. - 4 or more skills - 1 ultimate - powerful game changing - Consumed "Mana" - Cooldown (seconds) E ATTRIBUTES E.g.: D 19 + 1.8 18 + 1.9 21 + 2.9 ABILITY RANK - Level 1 Every Level Up: - Level 2 - Level 3 - Level 4 STRENGTH Increase * MAX health by 19 * Health regen, of 0.03 / sec * Based Damage by 1 HERO LEVEL FOR AGILITY REGULAR ABILITY - Increase * Armor by 0.14 * Attack speed by 1 * Based Damage by 1 - Level 1 - Level 3 · Level 5 - Level 7 INTELLIGENCE Increase * Mana by 13 * Mana regen. by 0.04 / sec. * Based Damage by 1 HERO LEVEL FOR ULTIMATE - Level 6 note: "Items" can give additional effect and enhance each - Level 11 attributes and skills. - Level 16 ** EXPERIENCE O----- A hero need to level up When an enemy unit dies, experience are given to all heroes nearby. - 1200 AoE - Area of Effect V ARMOR O------ = LEVELING Reduces / increase physical damage taken LVL. CREEP CONTROL UNIT ARMOR - Default armor - mostly non- Hero unit's armor 1 200 100 25 TOTAL EXPERIENCE REQUIRED LAST HITTING - The only way to get gold from creeps and towers. 2 200 300 120 41 XP. NEEDED FOR NEXT LEVEL FORTIFIED ARMOR 3 500 400 160 62 HERO KILL EXPERIENCE - mostly on Building's armor DENYING - Preventing your enemies from getting the last hit. - Denies your enemy from getting both gold and experience. HERO ARMOR 4 900 500 220 88 UNIT KILL EXPERIENCE - All heroes 5 1400 600 300 119 Damage Reduction/Increase 2000 700 - Damage Reduction = (6 % × Armor) ÷ (1 + 6 % × Armor) 400 155 note: Start denying when health goes under 40%. 7 Damage Increase = 1 - (1 ÷ 94 %)(Armor) 2700 800 500 196 CREEP BLOCKING physically blocking the creep's path with a hero. - Keeps the equilibrium of the lane towards your side. 8 3500 900 600 242 MAGICAL RESISTANCE 4400 1000 700 293 - Reduce magical damage taken. All heroes possess 25% magic 10 5400 1100 800 349 resistance. CREEP STACKING - A hero draws neutral creeps away from their camp, allowing the new wave of creeps respawns. The more neutral creep the greater the Gold and experience to be acquired. 11 6500 1200 900 410 MAGICAL DAMAGE Caused mostly by spells. - it is reduces by MAGICAL RESISTANCE 12 7700 1300 1000 476 13 9000 1400 1100 547 Damage Reduction/Increase 14 10400 1500 1200 623 Spell Damage × (1 - 25 % Native Resistance) × (1 – Magic Resistance of Item) × (1 - Magic Resistance of Abilities) × (1 + Magic Amplification) = Current Damage CREEP PULLING 15 1300 704 To pull a group of neutral creeps into the lane causing them to attack their lane creeps. Denying friendly creeps and preventing the enemy from earning experience. 1900ו 1600 16 13500 1700 1400 790 17 15200 1800 1500 881 18 17000 1900 1600 977 19 18900 2000 1700 1078 20 20900 2100 1800 1184 DAMAGE TYPES PHYSICAL DAMAGE 21 23000 2200 1900 1295 - Hero attacks Piercing - Siege - Chaos 22 25200 2300 2000 1411 23 27500 2400 2100 1532 MAGICAL PURE 24 29900 2500 2200 1658 MIXED 25 32400 N/A 2300 17890 HP REMOVAL WHAT ROLE TO PLAY? BUILDINGS / STRUCTURES THE ROOT OF ALL WINS ROLE BUILDINGS GOLD Define the way a hero can be played given their Attributes, Skills and Player. - Buildings are specials units that are immune in almost all - Currency used in the game Used to pick a hero, buy item and revive a hero instantly GOLD spells. MAJOR ROLE: ANCIENTS - The most powerful structures - The main goal of each team to destroy RELIABLE GOLD CARRY Carry the team into victory - Dependent on items - Late game player - A bounty given in killing enemy hero 4250 Health and 15 Armor UNRELIABLE GOLD Guarded by 2 "Towers" that must be destroyed before it can be damaged - Taken from killing creeps, neutrals and destroying structures SUPPORT - Keeping allies alive - Giving opportunities to allies to gain more gold and experience STARTING GOLD 4265 Gold as starting gold and splits into number of players in the team TOWERS Defensive structure that guards the lane - Fires high damage projectiles at nearby enemies. GANKER - Offensive player - Early game killers - Prevents enemy carry units in farming properly - Responsible in harassing enemy heroes PERIODIC GOLD - Each player gets 5 gold every 4 seconds FOUNTAINS - Regenerates both hero's health and mana in a short period of time - Rapidly attack enemy heroes in range dealing 190 - 199 damage Fills bottles (bottle item) INITIATOR - Engage first Mostly are disabler - Initiate team fights THE CREEPS BARRACKS CREEPS - Located inside each faction's base - 2 types of Barracks * Melee Creep Barracks * Ranged Creep Barracks PUSHER Characters that a player can interact with - Responsible in building creep wave Can be killed for GOLD and -To put pressure on the enemy team - Mostly are summoners EXPERIENCE JUNGLER - Jungle neutral creeps at the start of the game - Mostly are summoners LANE CREEPS - Lane creeps are aligned with 1 faction - Attack enemy including neutral creeps - Lane creeps come in varieties YOU NEED RUNES TANK Insane amount of health - Can take high amount of damage RUNES MELEE CREEPS - Special items - Powerful effect in a short time - Located in two location - 2 minutes respawn More health - Less damage - Large group RANGED CREEPS More damage to other creeps Less damage on Heroes Have mana RUNE OF DOUBLE DAMAGE - 100% damage for 45 sec. - Affect only attack damage RUNE OF HASTE .+100% movement speed in 30 seconds SIEGE CREEPS Deals more damage to buildings - Have more health Spawn every 6 wave RUNE OF REGENERATION 100 HP/second NEUTRAL CREEPS - 67 MANA/second - 30 seconds Dangerous creeps that appear in the forest / Camps - Alternative source of Gold and Experience RUNE OF INVISIBILITY - Invisible in 45 seconds - Deactivated when attacking, using skills or using items SMALL CREEPS - The weakest of the Neutral Creeps - Gives very little Gold - 65-102 GOLD 123-44 EXPERIENCE RUNE OF ILLUSION - 2 illusions for 75 seconds - |llusions deals 50% and takes 400% damage MEDIUM CREEPS - Slightly tougher enemies Deals more damage More health - Have ABILITIES - 81-155 GOLD note: "Bottling Runes" Runes can be picked up and stored in an (empty bottle). Stored runes are automatically used after 2 minutes. Bottles cannot be dropped or transferred if they have rune in them. 160-258 EXPERIENCE LARGE CREEPS - Difficult enemies Access to some dangerous ABILITIES 86-161 GOLD 160-284 EXPERIENCE ANCIENT CREEPS - Very powerful - Magic resistant - 215-346 GOLD - 279-393 EXPERIENCE ROSHAN Drops * AEGIS OF IMMORTAL * CHEESE - 105-600 GOLD - 1789 EXPERIENCE http://dota2wiki.com/wiki/Dota_2_Wiki -------. DOTA 2 MECΗ ΑΝIC s HERO TYPES ●X● STRENGTH HEROES - Tanks Melees - High Health AGILITY HEROES E.g. - High Attack Speed - High Armor HEROES o- NATURE'S PROPHET Unique Characters. Every player controls his own Hero and any units that a Hero controls. Heroes will gain experience when enemy units are killed nearby. They start the game at level one, and as they earn experience, will eventually level up. Each level a Hero earns attributes and learn 19+ 1.8 The Radiant INTELLIGENCE HEROES - High “Mana" pools - Spell Masters - Supports 18 + 1.9 21 + 2.9 new abilities. ABILITIES 7 set of skills use for ether defensively or offensively. - 4 or more skills - 1 ultimate - powerful game changing - Consumed "Mana" - Cooldown (seconds) E ATTRIBUTES E.g.: D 19 + 1.8 18 + 1.9 21 + 2.9 ABILITY RANK - Level 1 Every Level Up: - Level 2 - Level 3 - Level 4 STRENGTH Increase * MAX health by 19 * Health regen, of 0.03 / sec * Based Damage by 1 HERO LEVEL FOR AGILITY REGULAR ABILITY - Increase * Armor by 0.14 * Attack speed by 1 * Based Damage by 1 - Level 1 - Level 3 · Level 5 - Level 7 INTELLIGENCE Increase * Mana by 13 * Mana regen. by 0.04 / sec. * Based Damage by 1 HERO LEVEL FOR ULTIMATE - Level 6 note: "Items" can give additional effect and enhance each - Level 11 attributes and skills. - Level 16 ** EXPERIENCE O----- A hero need to level up When an enemy unit dies, experience are given to all heroes nearby. - 1200 AoE - Area of Effect V ARMOR O------ = LEVELING Reduces / increase physical damage taken LVL. CREEP CONTROL UNIT ARMOR - Default armor - mostly non- Hero unit's armor 1 200 100 25 TOTAL EXPERIENCE REQUIRED LAST HITTING - The only way to get gold from creeps and towers. 2 200 300 120 41 XP. NEEDED FOR NEXT LEVEL FORTIFIED ARMOR 3 500 400 160 62 HERO KILL EXPERIENCE - mostly on Building's armor DENYING - Preventing your enemies from getting the last hit. - Denies your enemy from getting both gold and experience. HERO ARMOR 4 900 500 220 88 UNIT KILL EXPERIENCE - All heroes 5 1400 600 300 119 Damage Reduction/Increase 2000 700 - Damage Reduction = (6 % × Armor) ÷ (1 + 6 % × Armor) 400 155 note: Start denying when health goes under 40%. 7 Damage Increase = 1 - (1 ÷ 94 %)(Armor) 2700 800 500 196 CREEP BLOCKING physically blocking the creep's path with a hero. - Keeps the equilibrium of the lane towards your side. 8 3500 900 600 242 MAGICAL RESISTANCE 4400 1000 700 293 - Reduce magical damage taken. All heroes possess 25% magic 10 5400 1100 800 349 resistance. CREEP STACKING - A hero draws neutral creeps away from their camp, allowing the new wave of creeps respawns. The more neutral creep the greater the Gold and experience to be acquired. 11 6500 1200 900 410 MAGICAL DAMAGE Caused mostly by spells. - it is reduces by MAGICAL RESISTANCE 12 7700 1300 1000 476 13 9000 1400 1100 547 Damage Reduction/Increase 14 10400 1500 1200 623 Spell Damage × (1 - 25 % Native Resistance) × (1 – Magic Resistance of Item) × (1 - Magic Resistance of Abilities) × (1 + Magic Amplification) = Current Damage CREEP PULLING 15 1300 704 To pull a group of neutral creeps into the lane causing them to attack their lane creeps. Denying friendly creeps and preventing the enemy from earning experience. 1900ו 1600 16 13500 1700 1400 790 17 15200 1800 1500 881 18 17000 1900 1600 977 19 18900 2000 1700 1078 20 20900 2100 1800 1184 DAMAGE TYPES PHYSICAL DAMAGE 21 23000 2200 1900 1295 - Hero attacks Piercing - Siege - Chaos 22 25200 2300 2000 1411 23 27500 2400 2100 1532 MAGICAL PURE 24 29900 2500 2200 1658 MIXED 25 32400 N/A 2300 17890 HP REMOVAL WHAT ROLE TO PLAY? BUILDINGS / STRUCTURES THE ROOT OF ALL WINS ROLE BUILDINGS GOLD Define the way a hero can be played given their Attributes, Skills and Player. - Buildings are specials units that are immune in almost all - Currency used in the game Used to pick a hero, buy item and revive a hero instantly GOLD spells. MAJOR ROLE: ANCIENTS - The most powerful structures - The main goal of each team to destroy RELIABLE GOLD CARRY Carry the team into victory - Dependent on items - Late game player - A bounty given in killing enemy hero 4250 Health and 15 Armor UNRELIABLE GOLD Guarded by 2 "Towers" that must be destroyed before it can be damaged - Taken from killing creeps, neutrals and destroying structures SUPPORT - Keeping allies alive - Giving opportunities to allies to gain more gold and experience STARTING GOLD 4265 Gold as starting gold and splits into number of players in the team TOWERS Defensive structure that guards the lane - Fires high damage projectiles at nearby enemies. GANKER - Offensive player - Early game killers - Prevents enemy carry units in farming properly - Responsible in harassing enemy heroes PERIODIC GOLD - Each player gets 5 gold every 4 seconds FOUNTAINS - Regenerates both hero's health and mana in a short period of time - Rapidly attack enemy heroes in range dealing 190 - 199 damage Fills bottles (bottle item) INITIATOR - Engage first Mostly are disabler - Initiate team fights THE CREEPS BARRACKS CREEPS - Located inside each faction's base - 2 types of Barracks * Melee Creep Barracks * Ranged Creep Barracks PUSHER Characters that a player can interact with - Responsible in building creep wave Can be killed for GOLD and -To put pressure on the enemy team - Mostly are summoners EXPERIENCE JUNGLER - Jungle neutral creeps at the start of the game - Mostly are summoners LANE CREEPS - Lane creeps are aligned with 1 faction - Attack enemy including neutral creeps - Lane creeps come in varieties YOU NEED RUNES TANK Insane amount of health - Can take high amount of damage RUNES MELEE CREEPS - Special items - Powerful effect in a short time - Located in two location - 2 minutes respawn More health - Less damage - Large group RANGED CREEPS More damage to other creeps Less damage on Heroes Have mana RUNE OF DOUBLE DAMAGE - 100% damage for 45 sec. - Affect only attack damage RUNE OF HASTE .+100% movement speed in 30 seconds SIEGE CREEPS Deals more damage to buildings - Have more health Spawn every 6 wave RUNE OF REGENERATION 100 HP/second NEUTRAL CREEPS - 67 MANA/second - 30 seconds Dangerous creeps that appear in the forest / Camps - Alternative source of Gold and Experience RUNE OF INVISIBILITY - Invisible in 45 seconds - Deactivated when attacking, using skills or using items SMALL CREEPS - The weakest of the Neutral Creeps - Gives very little Gold - 65-102 GOLD 123-44 EXPERIENCE RUNE OF ILLUSION - 2 illusions for 75 seconds - |llusions deals 50% and takes 400% damage MEDIUM CREEPS - Slightly tougher enemies Deals more damage More health - Have ABILITIES - 81-155 GOLD note: "Bottling Runes" Runes can be picked up and stored in an (empty bottle). Stored runes are automatically used after 2 minutes. Bottles cannot be dropped or transferred if they have rune in them. 160-258 EXPERIENCE LARGE CREEPS - Difficult enemies Access to some dangerous ABILITIES 86-161 GOLD 160-284 EXPERIENCE ANCIENT CREEPS - Very powerful - Magic resistant - 215-346 GOLD - 279-393 EXPERIENCE ROSHAN Drops * AEGIS OF IMMORTAL * CHEESE - 105-600 GOLD - 1789 EXPERIENCE http://dota2wiki.com/wiki/Dota_2_Wiki -------.

Dota 2 Mechanics

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