Dota 2 - Item Discussion of the Day: Heaven's Halberd (July 4th, 2018) |
- Item Discussion of the Day: Heaven's Halberd (July 4th, 2018)
- BTS Summer Cup: Phase 2 - Day 7 Match Discussions
- Secret.Ace preparing for TI
- Bulldog formal complaint to Team Empire.
- FREE SKINS - Help Banning These Scammers from Workshop
- What is the most destructive Dota 2 spell?
- How to be better at Dota2 up to 7k. In-depth guide with AvDdota.
- I stole a cheese in a Turbo game and got the achievement “Claim the Big Cheese in the Underhollow”.
- how to beat morphling
- EternaLEnVy: I’ve been abandoning one game per week n forfeiting games since 2014. Whether it becomes a big deal on reddit is random.
- Me destroying my items in a pub
- Game crashes during pro match. Dota 2 Beta: 2011-Forever.
- Surrender to fire pigeon
- No[o]ne destroying items in a pub
- Patch 7.19 waiting room
- Queue time 3k mmr EUW, this is getting a little annoying now...
- Dota in 2006 - Photo from my parents' internet cafe
- Valve, theres a high possibility where there is something wrong with the Role Ranked server.
- Day9 Gets Level 6
- Lanaya, the Templar Assassin by Igor Artyomenko
- hex while pausing??
- Dear Valve, please invite the Pinoy casters (Lakad Matatag dudes) to cast the All-Star match on TI
- Do you guys remember us? MARA CUP, the “Japanese Oyster major” is back!!
- The TI7 Team Intro Music was really good Valve. I hope the TI8 Team Intro Music would be really good as well.
- why do you have 3 mids fam
- Found this pic while cleaning my phone. Fuck I miss the card-view
- Bot TI Schedule & Talent Announcement
Item Discussion of the Day: Heaven's Halberd (July 4th, 2018) Posted: 04 Jul 2018 01:33 PM PDT Heaven's HalberdThis halberd moves with the speed of a smaller weapon, allowing the bearer to win duels that a heavy edge would not.
Active ability: DisarmPrevents a target from attacking for 3 seconds on melee targets, and 5 seconds on ranged targets.
Passive ability: MaimEach attack has a 40% chance to reduce enemy hero movement speed by 26% and attack speed by 26 if the user is melee. Reduces enemy hero movement by 13% and attack speed by 13 if the user is ranged. Effect lasts 5 seconds.
Recent Changelog:7.17
7.14
7.06e
7.06
7.04
7.02
Previous DiscussionItem Discussion of the Day: Force Staff (June 27th, 2018) Dota2Wiki | Liquipedia | Dotabuff | Hero and item discussion archive [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
BTS Summer Cup: Phase 2 - Day 7 Match Discussions Posted: 05 Jul 2018 05:32 AM PDT BTS Summer CupOrganized by Beyond the SummitSee here for yesterday's resultsCoverageLiquipedia | JoinDota | Dotabuff | Eventvods StreamsRostersAlliance: qojqva, miCKe, Boxi, iNSaNiA, Taiga, Coach: Loda Double Dimension: Cooman, Pikachu, chshrct, VANSKOR, KingR ESPADA: iLTW, Nix, 633, Immersion, Misha Ex-Kinguin: Exotic_Deer, Nisha, Patos, kacor, eL lisasH Gang Squad: oliver, Nine, Buugi, AfrOmoush, rmN- The Final Tribe: Frost, Era, jonassomfan, Pablo, Handsken, Coach: Loomdun Vega Squadron: Palantimos, Dendi1, Mag, Solo1, CemaTheSlayeR Wind and Rain: ritsu, Bryle, FoREv, MiLAN, kitrak 1: Dendi and Solo are standing in for Vega Squadron Day 6 (Wednesday July 4)
Countdown times are in CEST. All times are subject to change based on the length of matches and delays. Other match discussions: /r/dota2 on Discord [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 05 Jul 2018 08:24 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Bulldog formal complaint to Team Empire. Posted: 05 Jul 2018 03:47 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||
FREE SKINS - Help Banning These Scammers from Workshop Posted: 05 Jul 2018 06:03 AM PDT Recently scammers have been creating dummy workshop items to scam users. They use deceiving names such as " 🎁 FREE SKINS 🎁 " to get the attention of the users. Then they ask you to comment a phrase such as "GIVEAWAY" and visit their website. When you do what they ask, the game is over. I personally never pay attention to these fake self promotions, but after a friend of mine lost his items, I've been constantly reporting both these workshop items and their creator's steam profile. If you haven't been noticing these items, or just passed by without paying attention, please take a moment from now and report them every time you see them in the steam workshop. An experienced user will not be deceived by such ads, but new users might. So until valve decides to add a proper way to block these, let us help keeping the workshop clean of the scammers. This is all we can do for now. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
What is the most destructive Dota 2 spell? Posted: 04 Jul 2018 08:43 PM PDT Hey Vsauce, Michael here, and while browsing through the Dota 2 subreddit, I found a discussion on which skillshot would be the most difficult to land in real life. It was a very fascinating question which got me into thinking about which Dota skill would be the most devastating in real life. The first suspect, the top answer on this particular thread, was clockwerks hookshot. By using conclusions reached by reddit user antezante on his thread "How big is the Dota map Really?", we can see that 1 unit is roughly around 0.01 meters. Now, according to the Dota 2 Wiki, we can see that clockwork, after he lands a hookshot, travels at a speed of 4000 units/s at level 1, which increases by a thousand units/s each level. Which means that, at level 3, clockwork hurls himself at the enemy at a speed of roughly 60m/s. That's pretty fast. Usian Bolt's world record for fasted recorded speed on land CLOCKED into a measly 12.42m/s. However, the fastest speed ever recorded on land was achieved in a Thrust SSC by British Royal Air Force pilot Andy Green, which is at an astonishing 763mph, or 341.1m/s, which is far faster than clockwerk's 60m/s. But, the most destructive part of clockwerk's hookshot is not its speed, it is its acceleration. For it is never the fall that kills you, its the landing. Acceleration is the change of speed, and clockwerks speed changes from a state of rest to 60m/s extremely quickly. Acceleration is a more accurate measure of how much actual force the hook puts on clockwork when it drags him into the enemy. And it is a LOT of force. If the hook were to instantaneously gain maximum velocity, like it seems to do in the game, it would mean that clockwork would be pulled with a force so large that it would literally rip his arm off, and bitchslap the guy unfortunate enough to be on the receiving end, who would also immediately die due to being hit by a 6-8 kilogram projectile (assuming clockwerks arm is all metal and some flesh) hurling towards him with the speed of a ship's cannonball. However, it doesn't even come close to things some of the other skills are capable of. Invoker can literally call upon a meteorite, that after burning through the atmosphere, is still the size of a small bus. Keeper of the Light can produce electromagnetic waves so strong that they can push you great distances with just van der Waals forces. Magnus can change the polarity of atoms in an area in front of him to instantly make all matter attracted to each other. Earthshaker can create S-class earthquakes instantaneously and Elder Titan can create shockwaves so strong that they can sunder the ground from beneath your feet. Luna can move the moon temporarily to call upon eclipses, and Phoenix can create mini suns that explode into stellar dust right in the field of battle. But none of these even come close to the most destructive skill in the game. That award will probably always remain to one single spell. You already know what it is. Every spell mentioned here pales in comparison to one spell. Enigma's black hole. Going back to measuring distance using units, we can see from the game that the approximate size of enigma's black hole is between 100-200 units, or 1-2 meters. Now, for something to be compressed to a ball that has a radius of 0.67m and still be considered a black hole, the mass of Enigma's shot put would have to be around 4.5 times 10^26kg, or 75 Earths. Only something that is that massive would have the required Schwarzschild radius (the maximum radius necessary for a set mass to form a black hole) of 0.67m or lower. But that's not all. A black hole, once formed, and if it has enough mass around it to sustain itself, would just continue sucking, forever. Once enigma casts the spell, he would immediately be sucked into the black hole, including everything around him. Nothing would be able to escape. The creation of such a large mass in such a low energy environment would cause so much thermodynamic chaos in so little time, that nothing will even get the time to react to be able to not get sucked into it. And after sucking everything and everyone in the solar system, finally, we will have found something that has sucked as many things as your mom. And as always, thanks for watching. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
How to be better at Dota2 up to 7k. In-depth guide with AvDdota. Posted: 05 Jul 2018 08:15 AM PDT Hey, everyone. AvDdota here. I'm playing dota2 for a while and I'm very serious about the game as I want to go pro. I'm a (Immortal-900 SEA) Pos-5 player and game sense is my strength and always will be. I think its time to share some of my knowledge with all you peeps who want to get better in the game and play this game seriously like me. I'm trying to write this article as comprehensive as possible. Feel free to discuss/ask me about anything. My Dotabuff - https://www.dotabuff.com/players/149165168 My stream - https://www.twitch.tv/avddotaIMO the quality of a Dota player can be judged on 2 aspects. First is the game sense(technical skill) and the 2nd is the mechanical skill (control) So if we can simultaneously improve these 2 skills then we will gradually start to improve in the game. Game sense improvement- Game sense is all we know about the game. Dota is a very complex game and there are so many things to be learned. The stronger our game sense is the better our in-game decision making will be. And know that, Dota is all about decision making. Let's discuss some very important sectors where we should focus to improve our game sense. Basics- As Dota is a very complex game of 100+ heroes, 3 lanes 5 roles and so many items. There are so many basic mechanisms to learn as the foundation of a dota player. If anyone can learn all the basics of the game and use them in-game, they should be able to get out of 3k tier. Let's talk about what are this basics? We need to learn what all the heroes are and what their spells are. Each and every single of them. How those spells work. What they do. The better we understand those, the better it is. We need to understand what are the heroes attributes. We need to have some rough idea about the spells cool-down timer and the leveling system. Then there are all the items. We need to know the details of each and every items and as well as how they work. As there are so many basic details, I cant discuss all of 'em here. Maybe I'll make another guide/video about em later. Drafting- Draft is very very very important in a game of Dota. In pro matches, it matters so much, especially when two teams are even. Even in pubs, it matters so much as most of the teams are balanced by MMR. We have to understand how to win draft even in pubs where no one knows each other. Let's say as an example, I play 5th pos and Most of the time I pick first without even knowing what opponent or teammates gonna pick. So there is no way I can counter their pic. So what I do is - I pick a very strong in-meta pos 5 hero(let's say warlock now) or I pick something very flexible so we can bend it later. Hero lock-in is also very important as it can tell your allies what you might pick and they can pick according to it. The entire idea about drafting is this- if you pick early then you want to give as less information as possible regarding how you gonna play that hero and if you pick later then you want to counter as much as possible. Let's say which core to pick earlier in between mid and carry? It depends. It depends on what lane your opponent might not pick yet. Let's say if you see opponents carry and offlane then there should be no reason to force your mid to pick without seeing opponents mid. Or if you see opponents mid and 4th pos, there should be no reason to force your carry to pick before you. All we want to do is gain as much advantage by drafting properly even before the match start. I guess you understand what I'm trying to say here. Lanning- Let's say we are done drafting and now start the lane phase. Every team's initial goal is winning 2 out of 3 lanes. No matter how good the draft and matchups are it always can be disrupted by lane swap and stuff like that. And there always be some sort of last pick surprise factors. Let's say the last pick husker or brood mother. Let's guess you picked a 4th and 5th pic tinker and spec and as there was no counter for Tinker such as Nyx or clock in your opponent and you guys picked Spec. All of a sudden they picked a last pic brood mother. So if we understand the matchups then we should know that tinker can't lane Brood. An advantageous draft turned into a disaster as Brood gonna start to push your TR3 in something like in the 10th-minute mark. So here comes the lane swapping and stuff. Let's say if we have something like BM, Tide or Magnus as offlane we can send that hero against brood and adjust other lanes according to the matchups. Another thing about winning lanes are creep equilibrium. Just by pulling the creep equilibrium, a lane can be won. Let's say as an example you are a Mirana and UD laninng against Spec+Warlock. Though you should win the lane by a good amount, if they can keep the lane creep at their tower and farm under tower, you cant do much. So in a lane, our goal should get the creep equilibrium at our advantage. There is so many ways to do this. Pulling creep agro, pulling natural creep etc. There is another very important thing in the lane which is consumable items/ regen items. I don't think I have to talk much about the importance of this as its so obvious. Let's say as an example if a support is out of mana he is totally useless in the lane and if he has to go back to the base all the way then his carry is open to the opponents harass and stuff. Even mid lane can be won just by out-regening someone. Map-control- Once the initial laning phase is over. The most important thing is map control. The team which can control over most part of the map will get a huge advantage. Now the map is divided in 4 jungle 3 lanes. Let's say if we can destroy mid TR1 and opponent safe lanes TR1, we can easily play around their safe lane jungle and their mid lane. While they are forced to play around their offlane jungle. You will have a better idea about this if you check BSJ's deadlane theory. And if we can control the map properly, Roshan is open to taking so is towers. Once you try to understand actively how to gain/ achieve most amount of map control while you watching or playing games, you will have some idea. Improving game sense regarding map control is so important to compete in the upper tier. Objective- Dota is an objective based game. I'm sure you hear this all the time. We must kill the throne to win the game and to kill the throne we need to kill the towers. Roshan is also a huge objective of the game. How much you can pressure the objectives depends on how much map control you have. It depends on game to game and situation to situation which objective is more important to take or protect. Sometimes a TR1 can be more important to protect or kill than a TR2. Sometime Roshan can be more important than a TR 3 or even racks. Once we can understand the exact importance of each objective in different situations. Our decision making regarding objective killing/taking will bound to improve. High-ground- I see so so many mistakes and an easily winnable match are thrown just because of poor high-ground push idea. Though we need to kill the throne to win the game, we shouldn't start to push HG like monkeys. Let's say as an example - you are pushing mid TR3 as 5 heroes.. while you are pushing mid as 5 and sharing gold and XP with 5 heroes maybe there is a jugg and invoker pushing your side-lanes and dealing damage to your TR2. Those 2 cores are gaining way more than your 2 cores and when you are hitting their TR3 they can just TP back or maybe they don't even have to as there is an Underlord just fire storming. So what I'm suggesting here is gaining map control before pushing TR3 is a must. Let's say another example - you forced all of your opponent's heroes in their base and all 5 of your heroes are playing in their side of the map. While they are stuck in their base your 3 cores are farming. In no time your opponent team will be in 10-15 k net worth behind while you can farm all your necessary items to push HG and even get Aggies. We only forcefully Push high-ground when we have a clear advantage over our enemy. Roles / positioning- We all know there are 5 roles in dota but these roles are not as simple as pos1 farm and supports don't farm or just buy wards. Ofc pos1 is the so-called carry and pos3 is the offlane but roles and positioning are a bit more complicated. Roles can be changed so many times in-game according to the situation. So is the positioning. Let's say as an example - Void is your safe lane carry and mirana is your offlane according to the draft but while in laning void is playing against a tri-lane and mirana is absolutely getting free farm then the role changed. It always depends on the game situation whos job is to do what. Positioning is very very important in a game of dota. So is who is showing in the map and who is not, in the map. Let's say there is an axe with blink in your team and as long as he's not showing in the map your opponent doesn't know where is he and just can't initiate on some hero as axe can be behind of that hero. Let's say as another example - at early laning phase If your opponent dont see your 2 support anywhere in the map then all the lanes are exposed to the gank. Even in a team fight, there will be some situation where your hero has to always initiate first or always have to stay out of opponents vision to counter initiate. Let's say you are an Enigma and nowhere to be seen then your opponent is always scared of you. And remember that sometimes an unused spell is the scariest spell. Same as an unseen hero can the most scariest hero. Reasoning- Dota is a real-time strategy game. Each and every player should try whatever they can according to the situation to gain whatever advantage for their team. But there have to be a reasoning to do each and every single move on dota. Let's say as an example - if you want to kill a hero then what is the reason for that? Do you want to slow down his farm or do you need to kill him to push some certain tower? If you want to push some tower then why you need that tower? Do you need to secure Roshan or do you need to gain some map control? If you want to defend one of the towers then you need to know why you want to defend it? If you don't want to fight then and want to split push then there have to be some reason for that. If you want to take a team fight then what is the reason for that? Are your team stronger than them in a team fight? We always have to ask these type of questions in a game many times in many different situations. And know that, each and every single hero answer these questions differently. So more actively we think about this aspect of the game, better we get over time. Watching pro's game and analyze your own replay will drastically improve your game sense in this area. Small details- Now we discussed most of the important aspect of dota. It's time to focus on something small yet the biggest secret to improve. Small details guys small details. IDK how I express the importance of small details in dota. In higher tier game of dota, most people know this basic stuff I talked about earlier and that's why they are in the leaderboard. Those players win most games who can focus on more small details. If you Grandgrant's stream then you should know he talks a lot about small details. What are this small details? Let's say an example- you are off laning against 2 heroes and opponents support is pulling the small camp. So if you notice this detail when he's absent in the lane and might pull the creep you can take precaution and gain a huge advantage. But if you notice when it's your creep don't meet opponent's creep and it's obvious by then. Maybe the opponent's support is double pulling the large camp and all the creeps are dead. There are so so so many small and tinny details like this. The more you know and focus on this stuffs the more you can use those to your advantage. I can talk entire day about this small details and it won't end. Maybe I'll make a detailed guide about this later. Mechanical skill improvement- Mechanical skill is important to improve to be a better player. Our reaction time depends on it. Let's say if a Clinz start to hit you out of invis and you need so many times to take your camera over clinz you are doomed. If you are in a rosh fight and agies on the ground. If your enemies clicking is way precise than yours then you will never be able to pic up the agies. Like this, if your opponents clicking and camera movements are way better than yours then they will outplay you here and there. Without further adu lemme point out some important things to gain an advantage in mechanical skill. camera speed - there is up to 8k camera speed in dota 2. Start increasing your camera speed bit by bit and you will know the benefit of it. camera grip- default camera settings for dota is edge pan and there is another camera setting which is called camera grip. You need to use a hotkey to use this setting. IMO this settings is better than edge pan as long as you can master it without mess up your hotkey settings. quick cast - which is better? Using 2 keys to cast a spell or one key? I guess you know the answer. other settings -go to options and check all the settings and try to understand what assistance they provide and if you can use em to your advantage or not. Player perspective - try to compare your player perspective to other good players and think how you can improve it. See what they are doing and you aren't. And try to understand why they are doing what. Gears- somewhat decent mouse, mouse pad, and keyboards are must for dota. Try to make sure you are not playing under 60 fps, higher is better. It's just no matter how good of a sword-man you are, you cant win a duel with a wooden sword. Remember the first sword of bravos? Lose to the fokken Meryn Trant (GOT) Last but not least- If you think this article has some value to the community then upvote and share. TIA [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
I stole a cheese in a Turbo game and got the achievement “Claim the Big Cheese in the Underhollow”. Posted: 05 Jul 2018 03:54 AM PDT I've never finished an Underhollow game and, yet I have this achievement. Can't bicker about it, just a fyi. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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Me destroying my items in a pub Posted: 05 Jul 2018 07:10 AM PDT Just kidding, enough of these worthless threads. Stop spamming my feed with this garbage. No one cares. Not Valve, not pro players, not I. Go away you mass of sensationalist teenagers with nothing better to do with your summer than to make sure you never miss your favorite players get moderately tilted. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Game crashes during pro match. Dota 2 Beta: 2011-Forever. Posted: 05 Jul 2018 06:22 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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No[o]ne destroying items in a pub Posted: 05 Jul 2018 12:19 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 05 Jul 2018 06:59 AM PDT Thursday patch is back to thursday! How many patches can we expect before TI? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Queue time 3k mmr EUW, this is getting a little annoying now... Posted: 05 Jul 2018 06:23 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Dota in 2006 - Photo from my parents' internet cafe Posted: 04 Jul 2018 02:34 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Valve, theres a high possibility where there is something wrong with the Role Ranked server. Posted: 05 Jul 2018 02:27 AM PDT maybe its only me, but it happened since yesterday. I usually queue for support or offlane (mostly offlane). The queues are relatively short compared to the other roles, mid or safe lane. 3 to 5 mins of search time. Yesterday however, I stayed as long as 30 mins to search for 1 game as an offlaner. Tried searching again and yet another 30 min search for an offlaner game. Tried selecting support, also had a long queue. Today morning, tried searching again. and still I had to wait for 10 mins and then I just cancelled my search and searched for normal Ranked mode. Am I the only one whos experiencing this? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 04 Jul 2018 01:26 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Lanaya, the Templar Assassin by Igor Artyomenko Posted: 04 Jul 2018 05:59 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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Dear Valve, please invite the Pinoy casters (Lakad Matatag dudes) to cast the All-Star match on TI Posted: 04 Jul 2018 10:54 PM PDT Bet it would be fun even though we don't understand tagalog. Also, please make this year's All-Star match more enjoyable and more fun-oriented than last year [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Do you guys remember us? MARA CUP, the “Japanese Oyster major” is back!! Posted: 04 Jul 2018 05:03 PM PDT MaraCup Season 3 # Mara Cup Season 3 aka the Oyster Major returns! Online qualifier starts this weekend on the July 6th and LAN finals at July 28th. The qualifier starts at 19:00 Tokyo Time (10:00 GMT, 05:00 EST)! Join 32 teams as they fight through to victory, fame, friendship and "Not Just oysters"! The LAN final will be placed at Tokyo. Will be started/streamed 17:00 (8:00 GMT 3:00 EST) Winner at MARA CUP gets 1. A Trophy 2. Oysters and other sea foods 3. Wagyu beef from "Tanimoto Farm" 4. Box full of peach from "Yamanashi fruits line" 5. Arctis pro + Dota2 Qck x5 from SteelSeries Not only that, anyone who attends the LAN final will be served in a buffet styled dinner. Be free to eat delicious Japanese food all you like! Also with a VERY SPECIAL SECRET! Stream: https://www.twitch.tv/dotamara2 Twitter: https://mobile.twitter.com/maradota2 Bracket: https://pbs.twimg.com/media/DhLwXG-U0AEGPlI.jpg webpage:http://team-enlife.jp/event.html *added time for the finals/ fixed typo "sea food" not "see food" This is Mara-san. The host, and the main organizer [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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Found this pic while cleaning my phone. Fuck I miss the card-view Posted: 04 Jul 2018 04:26 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Bot TI Schedule & Talent Announcement Posted: 05 Jul 2018 12:13 PM PDT For those unfamiliar with Bot TI, it is the most important TI event in July. Five copies of each hero will run at each other and teamfight. Matches last 30 seconds and are Best-of-3 (Game 1 bots are level 5, Game 2 level 15, Game 3 level 25) with skills and items that are most commonly skilled in pubs (DotaBuff). The first few matches of the Round of 128 at TI8 Hub. We will now play out the rest of the bracket and reveal the talent who will cast at Bot TI MAIN EVENT live from the BTS Office Arena on July 14-15. We hope you watch the earlier rounds as not all the heroes will make it to the main event and be on stage. We also are very excited and hope you will enjoy the extra content and ceremonies we will have for the MAIN EVENT. We are happy to report that none of the Easy Bots have had any visa issues to get into the US. Quick Links:
Schedule
Early Bracket Talent List
Main Event Talent List July 14-15
Detailed July 7-8 Round of 128 Broadcast Schedule July 7
July 8
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