True Dota 2 - Quick guide to double-stacking ancients as TA on Radiant


Quick guide to double-stacking ancients as TA on Radiant

Posted: 16 Feb 2018 01:56 AM PST

Currently, TA's traps deal damage when allowed to fully charge. As long as the traps activate while TA is within 1800 radius of the neutrals, they will be aggro-ed towards her, allowing her to take advantage of this to stack the camps.

There is a spot in Radiant mid lane where both ancients are barely within a 1800 radius AoE of TA.

Top Ancient

Bottom Ancient

To successfully pull, you need to activate the trap at the bottom ancient between :49 and :50, followed by the top trap at around :51. As the camps get bigger you might want to activate the trap slightly earlier, the bottom camp can usually be triple or quad stacked without too much issue, while the top camp has a little more pathing issues and will require some luck just getting a triple stack.

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Posted: 16 Feb 2018 01:55 PM PST

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7.09 Analysis and thoughts

Posted: 15 Feb 2018 06:28 PM PST

Before I start, I'll just say I've never done anything like this before but I'm a divine 5 player and a friend told me a good way to improve in the game more is to trying teaching it to others so I thought I'd give it a shot with the new patch. I won't cover everything, just important stuff I might have thoughts on. Also this is just my impressions so I might be super wrong since I've only played 2 matches so far.

Lane creeps now have a minor knockback based on the amount of hero damage in the killing blow

Seems pretty pointless but this actually helps a lot for mid players. Before you would have to predict how many CS the opposing mid has for item timings but now it makes it slightly easier if you're paying attention.

Fixed Flesh Golem heal not taking into account temporary increases to max HP

Buff/bug fix to his ult is nice. Nothing that special though, you'll recover 4/10 more hp per decay stack.

Courier cost reduced from 200 to 50, Starting gold is reduced from 625 to 600, Tangoes now come with 3 charges and cost 90 gold

Very solid 5 pos support buffs. The 25 gold will be hardly missed when you're saving 150 on the courier. With 2 sets of tangos it's now a total of 95 gold saved from the previous patch, which now allows you to actually get 2x tangos, 2 wards, 1 clarity and 1 smoke.

Initial bounty rune now gives +40 gold to all heroes instead of 100 to the hero that picks it up (those bounty runes look slightly different)

Think Valve is trying to encourage mid blocks while also rewarding contesting runes more often. 200 gold for the team is eqivalent to 1/3 of a T1 tower at minute 0, which might not seem like a lot of but is huge when you factor in there are 4 of them potentially available.

Killing a neutral camp stack now gives a bonus 15% gold bounty to the hero that stacked it. No bonus is given if the stack is cleared by an enemy or the hero that stacked it. (New audio is now played once a stack is successful. Stacked neutrals have a buff with the stacker's hero icon on it)

Tier 1 mid lane towers are now a bit closer to the river

I wanna group these 2 together because I think it's encouraging the same type of play as 7.06. They're trying to discourage the current 2v2 or 3v3 mid lanes that are super previlant but the trade off is that now mid is much harder to kill since the hero has 2 extra armor and is much easier to play safe on ranged heroes. This might increase the mid pool again but it also might just lead to super safe play coming from both teams since the 4's job is now a lot less defined. Instead of sort of staying near mid, it's much more likely that a 4 will just stack and try to help other lanes.

Range creep attack acquisition range reduced from 800 to 600

This helps in so many ways. Firstly you shouldn't get randomly aggroed by a range creep while in the woods but it also means its harder to detect wards when a range creep has vision of you. Secondly the offlane range creep chain deny is impossible now which is nice for safelaners. Lastly the offlane pull in general is slightly harder now since I've noticed the range creep has a tendency to deaggro now after a hit and it may not follow your hero uphill.

Edit: formatting and typos.

submitted by /u/Iseeyoulookin
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Offlaner Starting Items

Posted: 16 Feb 2018 03:30 PM PST

So I play mainly offlane and recently on almost every hero I've played (LC, Brew, Underlord, Aba etc) in 7.07 I have been going 1 set of tangos, stout shield, and 2 gauntlets, to rush soul ring ASAP, and it served me very well, but now I feel at a complete loss for starting items. Going for that build still works, but I definitely don't want to miss out on 2 tangos, however picking up 2 sets with that build puts you over the limit. So does getting even just 1 iron branch, which is something I've been using for extra regen on other heroes. Is ditching soul ring rush the only option? I wouldn't have worried normally because I normally pick up the 100 gold rune and go for even earlier ring, or a fast boots/early quelling, but that is gone too. Is the fastest, viable soul-ring-rushing build 1 gauntlet, 2 sets of tangos, a stout and a branch? or ditch soul ring altogether and get something classic like 2 tangos, salve, stout and a mango/2 branches? or just screw tangos as a whole and go 2 gauntlets, stout, and a salve instead? What do you guys think?

submitted by /u/Tziltopf
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I have 80%+ Win rate with enigma after 7.07 patch, here are some times

Posted: 15 Feb 2018 09:58 PM PST

Dotabuff

Enigma is a super strong hero right now, I can't actually believe how much pressure can he put in an offlane. The only counter I've got so far is Gyrocopter and only Gyrocopter. No other hero can destroy your Eidolons in the laning-stage as easily as Gyro and his Flak Cannon.

Early Game:

Starts with Boots, a ward from support (optional), 1 set of tangoes and 2 clarities as of 7.09

Sneak to the enemy jungle and hold the enemy creep wave by taking their aggro and drag them into mid lane (optionally, you can also block the small camp). At this point, you can either TP or suicide by the tower. It will only give around 1 last hit worth of bounty and no experience at all.

After TPing into the lane, deny the ranged creep. This will guarantee that the lane will be pushed against you. And harass the enemy using your Eidolon if the enemy carry is trying to hold the creep. Make sure that you don't feed your (W)Eidolons, unless you harass a tango worth of damage per dying eidolon. You will be under the tower and facing against a huge creep wave. The enemy might contest, so it's better to take a value point in your (E)Midnight Pulse. This also means that you can clear the trees to give a better vision against the enemy supports rotation.

Prioritize denying. Because you have an ability to deny your own creep already, this will make the safelane to be starving for experiences while also keeping the creep equilibrium to be close to your tower.

I find myself to be outlevelling the enemy safelane by a huge margin since you can last hit and deny reliably with your Eidolons.

I go 4-4-1-0 build, completely ignoring black hole until level 10. BH costs too much mana and has a 200 CD. It's not worth getting a BH kill compared to keeping the pressure by using a level 3-4 Malefice in the lane.

Talent: 50/50 between MS or Magic resistance (you decide) > CD reduction > +70 Eidolons damage > and +eidolons demonic conversion. Never take the other talents, period.

Never go Soulring. It doesn't build into anything; Arcane has about the same costs with an Aeon Disk/Lens/Octarine/Greaves build up.

Now the biggest core item on Enigma Offlane: Helmet of the Dominator

It makes you push, farm, sustain, and fight better. Midas almost gives you nothing compared to HotD.

Focus on farming and keep pressuring your lane. Go TP to fight occasionally. Your objective is to push really fast with HotD infused Eidolons.

Typical Progression until mid game goes as Wand + few clarities > Arcane > Helmet > Drum Drum gives your summon an additional 35 aspd when a charge is used, it's massive whenever you are hitting towers with 6 Eidolons.

Then finish off with Necro 3. At that point, the game will be close to an end already. My match averages on 35 Mins according to dotabuff. Choose your needed items like BKB or Blink.

For a replay, this match 3731710984 is a perfect example of how my game works.

Thanks for reading.

submitted by /u/Ab_RF
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What does the knock back when creeps die in the new patch actually do? I can see the graphics in game but what does that actually change game play wise?

Posted: 16 Feb 2018 04:22 AM PST

Invoker vs Storm Spirit Details and nuances of the match up

Posted: 16 Feb 2018 04:45 AM PST

I lost mid to an invoker while playing storm. I feel like both heroes are rather passive laners who enjoy farming the lane, but invoker has superior harass with cold snap and naturally higher rightclick damage. This led to him zoning me from the wave while freely farming at certain times in the lane. How should I play in this match up.

Also would double waving be a good idea in this case?

submitted by /u/Epicgeorge
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Brewmaster Offlane Guide - Part1

Posted: 16 Feb 2018 07:48 AM PST

Hi Guys this is Part1 of my 4k Brewmaster offlane guide

Ive played dota for around 10 years now, so yeah im not really good considering mmr/time spent. I always went up and down from 3.5k to 4.5k. And after the new mmr calibration I went from 4.1k to 3.4k what made me angry and I decided to spam a hero to get back to my previous mmr.
So I spammed a hero I always loved, since way back to W3 FT, my dear panda, Mangix the brewmaster. In a month I got back to 4k mmr, thats 600mmr, but please be aware that the current meta seems to be really well suited for brewmaster. Now lets get into it

Early game

Level One you already have a big decision to make: either go brawler or drunken haze. I personnaly prefer brawler, but I might decide to go haze instead depending on the matchup
Why I go brawler : well you have a crit and a miss chance in one spell. On the first wave it can achieve several things: you can either lasthit easily your first creep or you crit the support and make him question his will to actually go 1v1 to harass you. psychologically for a support to lose almost 1/4 of his life on one hit will make him way more carefull on going trading hits with you. Also you have a guaranted miss chance, this is espacially good vs support dark willow who will often try to land her crit on you, same goes for jaki who will waste his passive on you. Also for me the first wave is the most important. If you mess up the block and/or the aggro, you will mess up equilibrium for a long and important time. You dont want their supports to have more levels than you in those early minutes, a support with two spells can wreck you easy if your still lvl1. Therefore you might not want to make the carry miss on the creeps, since it will slow the equilibrium to come towards you.
Why I go haze: supports like shaman or silencers, will hit you really hard several times. Sure you will dodge the first auto attack but in the end they will win the trade.
Level 2 i get the other one Then I max clap

My starting items:
Items will have their own separate part later on, but I give here the items I will the most often go for. My 3.4k goto items were boots+tango+clarity. Makes you trade with supports easily, allowing you to close distance and land your crits. At this mmr I would always go arcane blink radiance afterwards, so going for boots first would allow me to get arcane min 5 or so, increase my farming potential by spamming clap. Then I tried new stuff, and this one is for me the build that allows you to play him however you want afterwards. I now start with gauntlet+regen ring (obviously to go soul ring) and tangoes. you will have very good regen with the ring + the force stats given by the gauntlet +hp + damage. I then proceed to go soul ring , power treads and blink, occasionnaly a ring of basilius.

Pre 6:
As mentionned before creep aggro & lane equilibrium are things that you should master. I will not discuss it too much since there are plenty of other topics explaining it better than I would. But I need to mention some important things about haze and how to use it. I personnaly really dislike to give it another point before my clap is maxed up since you only need some good timing to have it really efficent lvl1. You should not spam it inconsiderately, wait for creeps to be actually mid life or lower. I said mid life because you should be aware of the travel duration, it is kinda slow and also it is not instant once it hits him(but its just a feeling i didnt really check). If you wait the last seconds to haze him he will often have enough time to get the last hit before beeing affected.
As mentionned before you might some times want the ennemy to hit on the creeps (not often I give you that), so try to have your spell on cooldown during phases in which creeps are full life, carry will often hit creeps just to feel good about not missing. The effect lasts for 4.5s and your cooldown is 11s, they have 6.5s to hit. Also sometimes in between lanes there is only a catapult left and their creeps are stuck fighting it. You can use haze on them or the carry to pull them towards you and get the equilibrium nearer to your tower.
If facing supports like the ones I mentionned before, the likes of shaman or silencer, dont hesitate to use it on them instead if you feel that you get zoned out too much. I case of silencer ,of course ,dont if he already first spelled you. Last thing that I use haze for is pulling. This is just a small trick but I found it usefull in some situations. As an offlaner as you probably already now, you can pull their big camp into your wave (x:16 or x:46) but some times for timing reasons or because you dont wanna go under the stairs just haze the camp creep, they will come towards you. BUT PLEASE BE AWARE: try to spot in which order they will come towards you and haze the one that will come last, if you haze the first one he will often block the other ones and will make your pull fail.

Okay you're level 6:
If you are on a lower mmr and you try out the boots fist build I suggested, you might already have made a kill on the support who went out of position, by clapping crit him and just follow/hit him But in most cases here is where the killing begins :) Try to warn your team a little before you hit 6 to come and kill, in most games your roamer will be more than happy to come and get those guaranteed kills. Why warn your team a little bit before ? Because when the ennemies realise you're 6 they will shit their pants, back off, and play way more carefully . If they dont, they should. What you want is beeing able to clap->crit->ult.U know your almost lvl 6 ? go in the wave, lose some hp, bait them. The perfect scenario is bait them around you, you clap/crit killing creeps and hitting them, you hit lvl 6, and ult while they are still slowed.

Now lets talk about the ult:

I dont know maybe this is the first guide you read on brew and you never played him , let me just assume that you know what each of its brewling's spell does. Otherwise go read them. So if you never played brew or read another guide about him here is what you need to do once pressed your ult: Let me just add for those of you who dont play him that when ytou press ult you will have all 3 brewlings selected IN THAT ORDER: earth, wind, fire.

1:Stun
So once you press ult the first thing you will see is your earth brewling and you will be able to use his pells directly, and that is exactly the first thing you should do, use your hurling boulder to stun someone, you chose the person you want to kill. This will have a complete part on just how to select heroes on which you wanna go. Then TAB, i know your not used to tab, only a few heroes need it, but that is the only thing you will need to train. If your not into tab and already use groups to select and micro brewlings, you are already way above micro skills. Lets assume you use tab since using separate groups is something that is on another level or really usefull when facing heroes like axe (pretty rare in this meta) Your now on the wind brewling, this dude has 3 really usefull spells: dispel, cyclone, and windwalk.

2:cyclone
What you need to do really quick after the stun is cyclone the other guy (its like saying "wait here ill get back to you once im done with this guy"), in 6 seconds he will be exactly where you let him.

3:stun & windWalk crit spam, and follow
wind brewling is often underrated, I really rarely see people use windwalk agressively (to be honest I rarely see brewmaster players at all, first because I spam him but even before), but he is a really good source of damage during those early fights. So once you stuned and cycloned, you need to kill the first guy you stuned. you currently should have your wind brewling selected since you just cycloned someone, so now press wind walk and hit the other guy -> boom 100 damage crit, TABTAB stun TAB windwalk, hit Wind walk and stun both have a 5sec cooldown on a 16sec ult, meaning you usually can hit 3 stuns (since its the first spell you do and right after pressing ult), 2 crits (3 if you either dont cyclone or if your really really fast but cyclone cast animation is actually pretty long)

Your boulder has a 800 range, thats really far (pudge hook is 1000 lvl1), so you only need vision, for that you need your fire spirit to always stick to the guy your trying to kill. Fire spirit and wind spirit in windwalk have amazing movement speed and you should never let me him go out of sight. Your fire spirit needs to max the damage output of his immolation by always sticking to the ennemy and wind spirit needs to land all the crits he can. So since you have all three selected just right click the guy and fire&wind spirits will get him, you just tab through to repeat stun and crit. The only difficult part is to not tab too fast, and miss the one you wanted to land on. boulder deals 503=150 damage, windwalk crit 1002=200, and lets not forget fire spirit his immolation deals 15dam/s=240, total = 590 only with spells Usually and especially if one teammate of yours came to help, you will have killed one guy before the other one gets out of cyclone. That also really depends on wether you landed your clap->crit before.

That was the perfect scenario, now lets discuss, what else you can do. They have a range carry, or they have supports who will completly forbid you to even dream to get near enough to land a clap or a crit on neither of them. None of your teammates wants to come. Well if thats the case I assume you would want the situation to change, because this means that you also cant get near creeps. You could want to go kill on another lane but since you dont have a blink yet if they see a tp on their lane, usually people will back off and you will still not kill. Furthermore their carry has free last hists and at this stage of the game sometimes your tower. I would recommend tp in only one occasion, if there is a really highly fed, high networth enemy + an enemy support who rotated (+ of course if all their team tped) diving under one of your towers to kill your carry or mid, but well thats pretty rare. Otherwise well simple dont clap, dont crit, just ult. You lose efficiency, but you will get a kill, meaning u'll have some space afterwards. But CHOOSE A TARGET before, you will have to decide on wether to kill the carry or support. Decision making is super important with brew, and as already mentioned it will have its own section. To do that try to get (unseen) the closest possible to the ennemy and ult before they can see you and do exactly as described before. The only difference here is that because you didnt slow and crit, and because they might have spotted you when you ulted, they will back way faster and be further from you. You can absolutely dive towers, thats really not the problem, the problem here is time! You have to remember that the hurling boulder has a really low travel speed, meaning that if not slowed one can run a pretty long distance before beeing hit by it. This distance represents a time during which your brewlings will have to come close to the ennemy, and in which they dont deal damage. Distance is also what will allow them to survive (yes im sorry but they can survive even if I told you ull get a kill). The closer to an enemy you can get the more guaranteed the kill will be.

6 to blink:

Ok now what you need to understand is that your game will follow the rythm of your ult. Really similar to night time for a NS or so. NEVER EVER fight without your ult. I would really recommend to you to read this guide https://www.reddit.com/r/DotA2/comments/729m6v/decision_making_the_though_process_of_a_6k_player/ Your not a carry but the thought process is the same. If you dont have your ult , if you dont have dagger, you will only be feeding material, so FARM. Please read the guide mentioned before if you dont seem to be able to farm effciently. But always keep an eye on your ults cooldown and try to predict where team fights will occur in order to be around when ult is off cd. TeamFights: You dont have blink yet, so be in front. thats part of the reason I like treads+soulring+basilus(+stoutshield (i know its a must have but yeah you know I kinda dont like it)) allows you to get hp, damage, regen and be a decent front liner.

blink to ?:

Ok now the world is yours. Go crazy, do whatever you want, nobody can stop you, go show them boy! Thanks for reading.

No seriously now you can go crazy, now everything is situational. go invi if you need a silver edge,go lotus orb, go blademail, go battlefury if you faceoff illusions, go s&y , go linkens, go hex, go basher , go hot, go bloodthorn(seriously its really fun), go bkb, go force staff if vs clock(I would actually get it before blink), go armlet. Now before you close this page thinking this just all bullshit. Offcourse RADIANCE, VLAD, AC ...
Let me just stress this out because it is the reason why I play this game for so long: everything is possible, you dont need to follow a build. And brewmaster is I think the hero on which its true the most
But yeah most of my games I will go radiance and vlad, usually game ends before i get AC, and I often get more utility Item (bkb, linkens...) before I would go for AC.
Radiance is great, so much damage output, improves your crits, improves your evasion (actually its their miss chances not your evasion but you get the point), when you ult its on a perma bkb brewling which most of people dont even bother hitting, and if they do it gets on your free escape/chase brewlings.
vlad is super cool, early basilus gives the little mana regen you gonna need, also the armor you want. Makes your brewlings hit harder. Everything good in this item I will explain how I decide on whether to get radiance or vlad first , but I personnaly prefer games where I get radiance before.
In fact by rereading this I would suggest to not get Radi in only one situation: if you have a better radiance carrier in your team (spectre).
Radiance besides the fact that it increases a lot the dame dealt during ur ult, adds a passive misschance on enemies.
To be clear: your brawler gives you evasion (you dodge attacks) , radiance applies misschances on enemies(they miss attacks), there is a difference!, and those two totally stack. Radiance definetly is a must have imo.

Now let us discuss the touchy part: Talents
lvl10:+30damage but pick whatever you like, both are good
lvl15:+3s clap slow -> this is trully amazing , you can now just slowly right click him to death for 7sec
.
.
.
lvl20: +100 AS !!! I love it !!! Let us stay on this one for a litlle while since I know this is where people will get mad
So yeah I like to build a semi carry brew. I mean at that point you probably have around 2500hp, you have vlads lifesteal and another fighting item, or radiance, you have crit, you have evasion, the only thing missing is of course Attack Speed.
Dont get me wrong I will pick the +1500hp on brewlings when its needed, but when is it needed ? When facing a luna for example, when facing that recent pl bf trend, when facing axe, that kind of heroes.
And even then they need to have already an advantage on us to make me go the hp talent.
Late game your ult has 3 purpose: push, cyclone, keep you alive
They dont gain stats with every level as you do, they dont benefit from items aside from auras, they dont scale anymore... you hit lvl20 and finish, they are at their strongest.
I dont want to rely the rest of the game only on an ult that wont scale up anymore. I want to be free, I want to be a strong, independent bear.
Seriously yes that hp will save your life in some cases and certain situation, but that means your game is already really dire. It means that the game is so dire that you cant even escape with your invi, +50%mov speed wind spirit.
No honestly for me its just usefull when you need to have like "stones" planted in the middle of their team during team fights to slow them stomping u. And yes in that case I would pick it.
You will basically be a source of auras and radiance. And Then you go talent 25: -65sec cd, and your basically ONLY your utilty brewlings now. You stay around hoping that your team can use the advantage you give them.
You are here hoping really, realy, realy strongly that they know what they do.
I mean if you're slacks i guess you should.
Also its no fun
lvl25:-65s cd, "WHAAAAAT ? This noob just sht a fucking paragraph to tell us how semi carry brew sht is viable and now he fucking doesnt go for crits/evasion and 15sec cd on low hp shit brewlings???? F*k this idiot!"
Yeah I still go for the 15s cd ult, I mean who wouldnt, that sh
t is just amazing! You are now unkillable!
I dont pick it to spam it, I pick it to have it ready all the time, I pick to rat, back, rerat 15sec after. Also if you pick the +1500hp talent they will never manage to kill your 4500 hp earth brewling before you turn back to your real form, whereas without the talent, you can make the earth brewling hit and tank the tower, you can let their team kill him while you let your wind bear in the back, safe.
(Here a side note for people who really discover brew: after your ult finishes you reapear in your earth brewling, if his dead in the wind, if dead in the fire. To counter brew its often best not to kill the earth brew and stay around him until its finished)

Side note on pushing: A badly know ability is demolish on your earth brew :+90/180/270 damage to buildings. If you need to push, just pop ult make the earth one hit building and use the other two to zone people out, mostly with cyclone.

When not to pick Brew

Never
Well once you played him enough
Honestly I picked him against any match up, I always try to mark the offlane first, usually its not really contested, and people are usually happy to see a brew in their team. There is no real matchup in which having a brew is a disadvantage, there are of course matchups in which its harder to play him than others, but if you manage to adapt your playstyle you will always be a threat
That is what i meant by "once you played him enough", you need to know the different playstyles that you can adopt and when to play them. That is the reason why I love him, you can play him in a lot, a lot, of different ways. But here is a list of heroes that I found difficult to play against:

-SkywarthMage: if played correctly will force you to go bkb, linkens or lotus
-disru:same
-clock: will force you to get forcestaff or bkb
-CK:stun too strong, and nuke crits will get you
-luna: will wreck ur brewlings
-sven: well only once he gets bkb, i could have said the same for luna, but shes less of a front liner and usually thats the one you want to cyclone
-axe: If like me u play with your brewlings grouped, he will always at least catch the wind one and ur fucked
-Juggernaut: can escape ur ult spells easily, can disregard misses by spining , can kill ur brewlings with bf

 My lazy ass didnt want to go further, I will do part 2 soon 
submitted by /u/Mafrax
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Core Venge questions/discussion

Posted: 15 Feb 2018 09:06 PM PST

I played a game where our team ended up randoming dusa and venge so I decided to go core venge for a non greedy safelane. I ended up going for shadow blade then just built small items like drums and vlads and I really felt like I was playing a sort of sacrificial farming hero. I put most of my gold in to just making my team and specifically the dusa stronger with all the auras and buffs and it ended up working extremely well. Is this how venge core should be played or should I focus more on my own damage? I feel like I didn't lack damage at all with my item build but still benefited my team and overall did more than I would going MoM-->Pike or something along those lines.

submitted by /u/Pintobag
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Click spell on hero icon

Posted: 15 Feb 2018 08:27 PM PST

Hello guys! I was practicing tusk ice shards cliff thingy and decide to check GH replay. And i was surprised that he use the trick in his own way - he uses ice shards on his hero icon instead of hero circle. So i spend 10 min in a lobby and realize that it so random because it can throw you in a random direction, no matter where are you looking at. So i wonder how this thing work, i know techies mines goes on top of each other but how it's actually working in tusk case? any ideas ? (Sorry for bad englando)

submitted by /u/ommmee
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Meteor Hammer on Windranger?

Posted: 15 Feb 2018 05:12 PM PST

Has anyone tried Meteor Hammer on WR? For solo offlane/support/utility WR. I always forget the new items, so i never tried it. I am just theory crafting here.

Pros:

  • WR has a build in setup

  • Better Splitpush/Tower-damage

  • Good manaregen (1.5)

  • Farming item (more waveclear, more farm)

Cons:

  • contributes nothing to her rightclick-damage

  • Dead end item

I can imagine that you can Splipush way better (serious tower damage) and catching WR is always kind of anyoing. You can even Power shot urself through the trees to get near the tower. I mostly build forcestaff, when i am playing utility WR, but this could be an option.

submitted by /u/Wiseli
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