Questions about MK ult. | True Dota 2


Questions about MK ult.

Posted: 25 Dec 2016 10:30 AM PST

So I have a few questions about monkey kings ultimate that's I'm hoping people will be able to answer here as I haven't been able to tell on some , or haven't had the Match up to know.

First, Does this ultimate work inside of chrono or are the soldiers frozen ?

Second, Does echo sabres double attack / move slow apply from soldiers, and if so do they each have separate cool downs or is it shared?

Third, If a target is blademailed during the ultimate does the damage reflect to MK or is the spell considered its own special damage source ?

Fourth , if you have a wk with scepter on your team and MK dies , but goes to wraith form during the ultimate does it stop when he switches forms , or stay until the actual death of your wraith ?

And last, when you have battle fury is the cone for cleave based on the orientation of the soldier attacking , or the orientation of monkey King in relation to the target like with ember ?

All answers would be appreciated , and merry Christmas / happy holidays.

submitted by /u/HailCthulhu
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Monkey king 4-hit 3000 physical damage combo.

Posted: 25 Dec 2016 12:17 PM PST

The build is echo saber, desolator, phase boots. Get the 40 damage talent and the 100% boundless strike crit.

Hit 4 times on a target. Each hit does ~300-400 damage. With echo saber and his agi gain you can get 4 hits in around 2 seconds.

Press q, and do 1800+ physical damage up to 1350 range.

At lower levels you don't do quite as much damage (without the level 25 talent your boundless strike only does 1400 physical damage if my math is right- I only tested with level 25).

Also with echo saber, your ult does 100% slow to everyone in the aoe, while reducing armor, and doing around 400 damage every 2 seconds with the +90 damage bonus.

Example: http://i.imgur.com/ncLinA3.jpg Invoker had some armor which reduced the ~1800 damage to 1600 damage.

submitted by /u/True_Stock_Canadian
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QoP in 7.01

Posted: 25 Dec 2016 01:40 PM PST

Hello everyone. I don't go on this sub very often but with the new patch I've seen and heard of different qop builds with items like blademail and octarine with her lvl 25 talent. Would any of you mind explaining to me the build in depth and why it is good(if so)?

submitted by /u/memesarethecure
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tracking enemy players

Posted: 25 Dec 2016 03:53 PM PST

I realized I am having problems tracking enemy heroes 24/7 as I only seem to be able to do it when Im 100% focused. Sometimes when Im a bit tired or whatever I kind of "miss out" on info and I dont pay attention/am oblivious. Any advice?

submitted by /u/fistiano_analdo
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Is T1 Mid still the most important T1 Tower to keep alive?

Posted: 25 Dec 2016 06:52 PM PST

Hello, I have always been led to believe that the T1 mid tower was the most important of the three T1's. I could visually see this was an important tower because losing T1 mid gave a new access point into your jungle and weakened your hold over important areas like the rune / ancients / secretshop / roshan (dire) a little bit. And having another access point into the jungle allowed for easier ganking of the safelane carry and contesting his jungle farm.

Here's an image for an example with the old map Losing Tier 1 Mid pre 7.00.

But now thanks to the two shrines being implemented the map now looks like this: 7.00 Map No Towers Lost. I have marked the relative areas that I think it is safe to be because if you run into trouble in these areas, a support/core could rotate relatively close by to provide assistance.

However if you look at the next image 7.00 All T1's Lost, does it not look like T1 safelane is more crucial to map control than the other T1's? With the primary jungle shrine being so close to Mid T1, losing Mid T1 feels less significant. However if you look at the distance between all of the structures, losing safelane T1 means that you lose hold over a much larger area of the map, and on top of that 2 jungle camps I've highlighted seem way more risky to farm.

I was wondering what everyone else thought, mostly because in my pubs people still place so much emphasis on defending mid but won't be as interested in defending the safelane T1 and it seems a little off to me.

submitted by /u/Fisti91
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Why doesn't lina work right now?

Posted: 25 Dec 2016 06:13 PM PST

Just curious. I was looking on dota buff and saw she has an awful winrate in every aspect right now. like mid 40s

submitted by /u/HailCthulhu
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Question about shadow fiend's ult

Posted: 25 Dec 2016 12:05 PM PST

If you ULT while on someone, directly on them, for the maximum nuke damage, are multiple damage instances applied or is it all put together as one instance?

Example of why I'm trying to understand - I ult under a refracted TA. Does she lose all of her shields, as in is the damage split into multiple instances, or is it one flat instance?

Shouldn't it be multiple instances, if it's not? Doesn't that make sense considering the nature of the spell? Or would it all count as one instance because it's instantaneous damage?

What if someone was slightly to one side - would they take multiple instances then in that case as there is a slight delay in the released souls reaching them at angles? Or is the radius of each souls individual damage too large for that, would they have to be further out?

submitted by /u/posrednik_
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Undying and Pitlord 7,00 guides

Posted: 25 Dec 2016 10:25 AM PST

I got some pms requesting i post this here for discussion, i originally posted it on the main dota sub.

I'm in top 100 on Dotabuff for both heroes (i know it doesn't mean much considering how bad the algorithm is and how easy it is to get there by abusing parties). 7.00 and 7.01 Pitlord matches. Average mmr for those games is 4200-4800.


UNDYING the Dirgelator


What did 7,00 bring to the hero ? More teamfight, easier xp and gold gain, and some of the best talents in the game. His tier 1 talent is so good, it justifies him being run as a core again.

Guide will generally focus on position 3 and 4 Undying, 3 i think is viable if you are able to heavily contest enemy safelane, either through it being weak, or running a dual lane with a support or a roamer that can facilitate dumpstering that lane. Passive offlaner Undying unfortunately is not that good, i've tried it a few games, it does very little, better to run it as a position 4, going from lane to lane, picking up bounties and ricing that Midas. Midas you say ? Midas is the core of 7.00 Undying. I got 450 gpm despite having negative winrate, i imagine it goes close to 500 gpm with a good streak of games. Let's get started :

Starting items

As offlane - Stout - Ward - Tango - Mango - Branch x2

As support - Ward - Wind Lace - Clarity - Tango

Skill build

Initially i played with a build of my own, but it was shit so i reverted to Lanm's build. You do the same build regardless of role.

  • Decay - Rip - Rip - Decay - Tomb - Flesh Golem - Tomb - Tomb - Tomb - +90 GPM - Rip - Rip - Decay - Decay - +300 HEALTH - Flesh Golem - Flesh Golem - +10 ALL STATS - +12 Armor

Reasoning for the skill build - Tomb is absolutely useless unless your team can protect it or you're using it in a situation where the enemy cannot contest it. Not only is it useless, but it feeds a large amount of gold and does very little early, so we skip it until 5. Do not underestimate 2-3 decay stacks into level 2 Rip nuke, i got many kills on enemies believing they are safe. Be careful not to feed Tomb gold like a retard. The reason we leave ult at 1 for so long is because it scales like shit.

As for the talent selection, the tier 1 selection is a no brainer not only is Undying only one of the few heroes that gets a tier 1 gpm talent, but he has a unique value, this is the main reason we go Midas, reach 10 as fast as possible, and from that point forward, we are set in terms of xpm and gpm for the rest of the game, one of the very large problems Undying had, he was unable to flash farm, and relied on game snowballing to make items, otherwise he was relegated into a support with no farm who spammed Soul Rip to heal his cores.

The tier 2 selection is a bit harder to decide, 20ms vs +10 to all stats, but i choose the stats since you really need them, the tankier he is the more effective he is, the larger mana pool he has, the more he remains useful in a teamfight.

Tier 3 with my build is a no brainer, extra % XP vs 300hp, you're already level 15, and you got Midas, you really don't need the extra xp, but that chunk of health ? Gimme that shit !

Tier 4 also no brainer, extra zombie dmg is shit 40-60 min into the game, block, high armor and high regen will take care of it, i would rather have liked for Tomb to have more hp or cd to get lower, w/e, just not this, so we take the extremely powerful +12 armor.

Item Build

This is not final, since patch is young, but i get brown boots, Wand, usually a Raindrop, then save for Midas, always get a point booster next. From that point on, build is not really defined yet, you could choose to upgrade your boots to tranqs, or phase or treads even, what i do is stay on brown boots and rush Aghs.

Undying is very versatile itemization wise, Greaves, Pipe, Vlads, Medallion/Solar Crest, Atos, Eul's, Lotus, Veil, Shivas, these are all great items you can build and fit him well. One item i really wanna highlight is Armlet, god damn it's good on this hero, especially if you got some regen from some previous items and got the +300 health talent.


PITLORD the Vroglosian Abyssal Underlord


What did 7,00 bring to the hero ? Fokin nerfs mate ! You don't believe me ? Look at the patch page, he's crying. That being said, this patch is teamfight heavy, and teamfight is what Pitlord here does. So what did the nerfs do ? They gutted Pit of Malice, i've rarely seen a skill so molested ever, it no longer does damage, no longer interrupts, no longer goes through bkb, and has a garbage cd, especially at lower levels. Oh and they also lowered the root duration.

They did give you some crumbs in return, now the skill is easier to land due to cast time buffs, larger and most importantly the root is no longer a once per cast disable, it can affect a target multiple times, this gets augments by the longer duration, so the skill went from a Firestorm dps combo and a lategame bkb counter to more of a area of denial skill, different, but still very strong, coupled with the fact that the hero is still a beast, he is imo one of the best pub heroes of the patch, regardless of bracket. Just like Undying i recommend playing him as a 3 or 4, but this time he's a a very good offlaner, and not a situational one like Undying.

Starting items

As offlane - Stout - Ward - Tango - Ring of Protection

As support - Stout - Ward - Tango (as a support you wanna immediately stack some camps, get a soul ring and start farming them, your kill/roam potential is pretty weak with nerfed Pit of Malice, Pitlord as a support is more of a greedy jungler type of play rather than a proper lane support or roamer)

Skill build

Here is gets kinda tricky since the patch nerfing Pit of Malice, normally the build was 1-1-1 then you maxed Firestorm followed by Pit, i don't think this is optimal anymore.

You still go Atrophy Aura at 1, then Firestorm. At 3 you have 3 choices, does the Pit help at all in that lane ? Get it, otherwise get Atrophy Aura if you focus on lane control and cs, or Firestorm if you think you will get dived or you think you can go for a kill. Generally you should have either Firestorm or Atrophy Aura maxed at 7, i suggest Firestorm since it's more versatile, how ever, if enemy has a lot of damage from abilities and not that much right click, the old build where you max Firestorm followed by Pit still works best, i would say just look at enemy, look at what you're doing (fighting or farming) and decide. Pit gives you teamfight, Atrophy Aura gives you very fast jungle clear. You take ulti as a free tp when you feel necessary, the insanely long duration does not make it viable as an escape or a save reaction to another lane, it simply takes too long.

Talents :

  • +4 Armor or +2 Mana Regen

We make Soul Ring, so we don't need the mana regen, we get the armor

  • +200 Health or +8% Spell Amplification

This is something you decide on a game by game basis, my Pitlord build is more spellcaster oriented, so the Amp is the normal choice, but 200 hp is no joke, judge as you see fit.

  • +50 Attack Speed or +100 Cast Range

My build will take the cast range, how ever for a more rightclick oriented Pitlord, the IAS is great

  • +0.4s Pit of Malice Root or +50 Health Regen

Get the regen, regardless of what build you are

Item Build

  • Tranqs - Wand - Soul Ring - Raindrop if needed

  • Veil

  • Atos (explained here why)

  • Greaves/Pipe/Crimson/Eul's/Lotus/Shivas/Octarine/Dagon/Hex/Blink/Vlads

You know what these items do, pick the ones the game needs.

Same thing as Undying, once you get some regen or get close to that level 25 regen talent, get Armlet, it's core now basically.

Here is where i would link the steam guides, but the system is broken as usual, and i cannot edit them, which is sad since the Undying one has 100k subs.

submitted by /u/DRHST
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What do you do with Bounty Hunter now?

Posted: 25 Dec 2016 05:53 AM PST

With his new scepter and some of his tree, it feels like he should be spamming his shuriken more than he used to. But I'm not sure what to build exactly.

submitted by /u/Doctor-Amazing
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New Meta? Troll Warlord

Posted: 25 Dec 2016 07:29 PM PST

So now that ancients are no longer magic immune whirling axes miss chance now works on ancients. Troll can effectively take down ancient camps at level 8 or so with simply a quelling blade and phase boots. Pop whirling axes, pop battle trance, and you can take down ancient camps with taking very minimal damage. If you get too low you can simply use one of the many sanctuaries in base or on the map and then tp into a lane, push it and force rotations, then run back to ancients and farm a core item like bkb or whatever counters the enemy. I've rushed straight into bkb with skipping entirely all other items like a yasha, life steal, aquila, dragon lance etc. no need just a quelling blade will be enough lol.

submitted by /u/ericjlima
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Getting the most out of your 17% (Spirit Breaker 7.01)

Posted: 25 Dec 2016 12:25 AM PST

The spacecow is one of my favorite heroes, and I thought y'all may be interested in a bit of theorycrafting I've done with his build. Notably for 7.00/7.01, the movespeed cap was raised from 522 to 550, so the potential damage on his Greater Bash procs has gotten even better. At max level with max movespeed, Greater Bash does 253 (magic) damage.

As a baseline, Spirit Breaker, with +45 movespeed boots (brown boots, treads, phases w/o active) is 335 move speed, and Empowering Haste scales (lv1: 345-365, lv4: 365-425) depending on cooldown. With just the above, no additional items specific to speed, Greater Bash will do 158-195 damage. Despite popular belief, Charge of Darkness movespeed is not used for the movespeed to damage aspect of Greater Bash. The Greater Bash damage is the most important aspect for HD on Spirit Breaker as it is, in addition to when it procs off your regular attacks, applied to every hero/creep you hit during your charge as well as that you hit during your ult.

Before 6.87, Spirit Breaker was a hero starved for attack speed, struggling to stick on a target after the early game without a lucky bash and would therefore typically be looking at a treads into drum build. But with Wind Lace, for cheap stacking move speed, and Echo Sabre, this probably is all but eliminated; what boots I have been playing with, and seems to be even better than treads ever were, is Phase boots. The 24% speed buff on Phases active, which can be activated right before impact on Charge without canceling it, directly buff the Greater Bash damage and stacks with Empowering Haste. The phase active also means that you can continue to rundown your target without ever being body blocked or to disengage after the kill for a cleaner get away. With W maxed, and Wind Lace (387-451 MS) and Phase boots activated (480-550+ MS), Greater Bash becomes 220-253 damage.

In addition to buffing your MS, you can also take advantage of the PND before you charge in to increase your chances of getting a Greater Bash in your first 2 attacks. You can read more about it here but I try to get 3 attacks without a Greater Bash on creeps before charging to significantly increase my chances. Especially on early game ganks, increasing your chances of getting a bash on the enemy hero can make or break the gank.

Item builds are pretty flexible, but aside from Wind Lace, Echo Sabre and Phase Boots, fitting an Urn, Magic Stick or Midas (with several successful ganks) keeps you alive, on the map and ganking. Shadowblade/Silver Edge as well as Mask of Madness also increase the damage of Greater Bash without canceling your charge, so I try to keep them in mind as I build through the mid game. An Aether Lens can also be nice for ensuring that you land your ult on a retreating enemy, which hopefully hits right as Echo Sabre comes off cooldown from your initial charge for the additional hit and Bash opportunity. Aghs is also an excellent item for 20 second cooldown on ult.

If anyone has any other thoughts on our spacecow, feel free to comment. Happy Holidays y'all.

submitted by /u/N34TXS-BM
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How the hell do you build lycan now?

Posted: 24 Dec 2016 10:27 PM PST

Title says it, Some people say Helm of the dominator is the core now some stick to Vlad's, some argue that necro is a complete waste and armlet is better some would rather get an echo sabre

Some say 15% evasion tree path is better others like the CDR more and so on

Can a Lycan spammer or someone that knows well this kind of things give me an explanation for why do you build it like this or like that please?

submitted by /u/JesusChristCope
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How should you play/build void in 7.01?

Posted: 24 Dec 2016 10:02 PM PST

Title says it all. Trying to learn void but am curious as to where to lane, the play style and what to build.

submitted by /u/SweetGenius_
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Could you play a Timbersaw without building Bloodstone?

Posted: 24 Dec 2016 09:13 PM PST

I had a game as Timbersaw earlier, and it struck me that he could benefit from a lot of items. I was dealing with mobile heroes like QOP and WR, and it was difficult locking them down to deal damage in the mid game. Items like the new Atos, Blink, or even a Eul's could've benefitted me greatly in fights.

Has anyone tried not building a Bloodstone? Do you get enough mana to function?

submitted by /u/HereToOverreact
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