[Update] Dota 2 Sri Lanka | linken dota 2 – Vietnamnhanvan

linken dota 2: คุณกำลังดูกระทู้

FROM THE STYGIAN PIT, THE STEALER OF SOULS IS REBORN. 

Shadow Fiend earns a frightful new look in Dota 2, ready as ever to let you turn the souls of the fallen against your enemies. Teach your foes the meaning of dread as you raze their forces to the ground. See them cower as your very presence eats away the defenses of those who dare come near. Feel your power and threat grow as you claim more and more souls, until at last you release your hoard in a terrifying explosion. All shall fear the Shadow Fiend, or be made into fuel for his victory.

6.82 CHANGE LOG

General 

Fountain area is now at a higher elevation level

Fountain vision increased from 1400 to 1800

Fountain attack range increased from 1100 to 1200

Fountain True Sight increased from 900 to 1200

Reworked terrain surrounding the Roshan area

Reworked terrain around the Dire bottom lane

Reworked terrain below the Top Radiant Tier 1 Tower

Reworked the area to the left of the bottom Dire Tier 2 Tower

Moved Dire bottom Tier 2 Tower back very slightly

Added an alternate path to the north of the bottom lane Side Shop

Added an alternate path to the right of the bottom Dire Tier 1 Tower

Added a new ward spot near the bottom Dire Tier 2 Tower

Added a new ward spot near the top Radiant Tier 2 Tower

Added a new ward spot between Roshan and the Dire bottom lane

Bottom Lane Dire creeps now arrive slightly closer to the Dire Tier 1 Tower

Top Lane Radiant creeps now arrive slightly farther from the Radiant Tier 1 Tower

Added a Bounty Rune [?]

Two runes now spawn in the river every two minutes. One of them will always be a Bounty Rune

Runes are replaced every two minutes if they are not picked up

Denied creeps now give less experience [?]

First Blood bonus gold decreased from 200 to 150

Reworked the bonus area of effect XP

Reworked bonus area of effect Gold and Streak ending

Glyph of Fortification cooldown is now refreshed whenever you lose a Tier 1 tower

Tier 2 Tower’s armor increased from 20 to 25

Tower bounty gold for destroying Tier 1/2/3/4 reduced from 264/312/358/405 to 160/200/240/280 (denied is 50%)

In Captain’s Mode, the 3rd ban phase order is swapped

Reworked how All Pick works in Ranked Matchmaking

Aegis duration decreased from 6 minutes to 5

Roshan’s Slam area of effect increased from 250 to 350

Roshan’s Slam damage increases by 20 every 4 minutes

Centaur Conqueror’s Swiftness Aura has been moved to Hellbear Smasher

Hellbear Smasher Attack Time increased from 1.35 to 1.55

Hellbear Attack Time increased from 1.35 to 1.5

Centaur Conqueror Attack Time improved from 1.65 to 1.5

Centaur Courser Attack Time improved from 1.35 to 1.3

Dark Troll Summoner’s Ensnare duration increased from 1.5 to 1.75

Satyr Banisher HP increased from 240 to 300

Satyr Banisher movement speed increased from 300 to 330

Satyr Banisher attack range reduced from 600 to 300

Satyr Banisher Base Attack Time improved from 1.8 to 1.7

Satyr Banisher’s Purge cast range increased from 200 to 350

Wildwing Ripper’s Toughness Aura now works on Siege units

Fixed some rare edge cases with pathing malfunctioning

The following abilities can now be cast on Spell Immune allies: Ice Armor, Surge, Alacrity, Nature’s Guise, Chakra Magic, Recall and Mist Coil

The following buffs are now properly dispellable: Chilling Touch, Thunderstrike, Inner Vitality, Alacrity, Chaos Meteor, Shadow Word, Liquid Fire, Shadow Strike, Warcry, Concussive Shot, Overpower, Mana Leak, Curse of the Silent, Press The Attack, Poison Touch, Flame Guard, Whirling Death, Viper’s Poison Attack, Sticky Napalm, DK’s Frost Breath, Whirling Axes, Walrus Punch’s slow

Dark Pact/Kraken Shell/Aphotic Shield/Press The Attack/Time Lapse no longer have a special condition for purging the following otherwise unpurgeable spells: Poison Nova, Heaven’s Halberd, Ensnare, Eye of Skadi slow

Heroes

Abaddon

Mist Coil mana cost rescaled from 75 to 50/60/70/80

Alchemist

Acid Spray negative armor increased from 3/4/5/6 to 4/5/6/7

Anti-Mage

Base strength increased from 20 to 22

Axe

Counter Helix chance to activate increased from 17% to 20%

Culling Blade no longer ignores Linken’s Sphere

Bane

Aghanim’s Scepter Fiend’s Grip now also causes anyone who attacks Bane while he is channeling to be afflicted with Nightmare

Batrider

Flaming Lasso cooldown increased from 90/70/50 to 90/75/60

Beastmaster

Wild Axes damage type from Composite to Physical

Wild Axes damage reduced from 90/120/150/180 to 70/100/130/160

Primal Roar side knockback radius increased from 250 to 300

Primal Roar side damage same as primary damage now (100/200/300 to 200/250/300)

Primal Roar push distance increased from 240 to 300

Primal Roar side push duration increased from 0.4 to 0.6

Bloodseeker

Removed from Captain’s Mode

Base movement speed from 300 to 290

Reworked Bloodrage

Replaced Blood Bath with a new active ability, Blood Rite

Thirst visibility and true sight are granted only when the target is at or below 30% HP (instead of 50/25% for vision/true sight)

Thirst now shows a debuff and a visible effect to the enemy when they are revealed

Thirst movement and damage bonuses are now proportional to how low the enemy’s health is [?]

Thirst movement speed and damage bonus increased from 5/15/25/35 to 10/20/30/40

Rupture no longer deals initial damage

Rupture duration increased from 7/8/9 to 12

Rupture cooldown reduced from 70/60/50 to 60

Bounty Hunter

Shuriken Toss now bounces to all Tracked units within a 900 range

Brewmaster

Drunken Brawler’s critical strike/evasion timer increased from 10 to 16/14/12/10 seconds

Broodmother

Spin Web now has 1/2/3/4 charges with a 40 second replenish time, instead of a 30 second cooldown [?]

Spin Web time to enter hidden mode after taking damage increased from 3 to 6 seconds

Spin Web movement speed bonus is doubled whenever Broodmother is in hidden mode (having not taken damage recently)

Spin Web phasing and speed bonuses now work on Spiderlings

Spin Webs are now selectable and have an ability to destroy themselves

Spin Web can now be cast from anywhere as long as the new web touches another

Whenever Broodmother is taken out of Spin Web’s free pathing, she destroys nearby trees

Centaur Warrunner

Stampede mana cost increased from 80 to 100

Chaos Knight

Phantasm Illusion duration increased from 24 to 34

Chen

Penitence duration rebalanced from 7 to 5/6/7/8

Penitence slow and damage amplification rebalanced from 8/16/24/32 to 14/18/22/26

Penitence now amplifies a damage source directly instead of attempting to re-deal a percentage of the damage taken as Physical damage

Penitence cast range increased from 600 to 800

Holy Persuasion is no longer restricted from targeting Spell Immune neutral creeps

Aghanim’s Scepter now allows Holy Persuasion to target Ancient Creeps (maximum 1 Ancient Creep per level of Hand of God)

Clinkz

Searing Arrows is no longer an Attack Modifier

Clockwerk

Hookshot now pulls Clockwerk to neutral creeps normally like any unit [?]

Crystal Maiden

Frostbite damage interval from 70 per 1 second to 50 per 0.5 seconds (total damage now 150/200/250/300) [?]

Freezing Field explosion radius increased from 230 to 250

Dark Seer

Vacuum cooldown rescaled from 28.0 seconds to 28 seconds

Dazzle

Aghanim’s Scepter Weave armor reduction per second increased from 1/1.25/1.5 to 1.25/1.5/1.75

Death Prophet

Exorcism cooldown increased from 115 to 135

Doom

Doom now requires Aghanim’s Scepter to disable passives

Doom ability cast point increased from 0.3 to 0.5

Drow Ranger

Frost Arrows slow increased from 11/24/37/60 to 15/30/45/60

Earth Spirit

Added Aghanim’s Scepter: Grants Earth Spirit a new ability, Enchant Remnant, which lets him temporarily convert a hero into a Stone Remnant.

Boulder Smash unit targeting now only selects units

Boulder Smash point targeting now knocks back the closest Remnant (within 200 area of effect) in the direction selected [?]

Geomagnetic Grip silence rebalanced from 2/3/4/5 to 2.5/3/3.5/4

Geomagnetic Grip damage rebalanced from 100/150/200/250 to 50/125/200/275

Geomagnetic Grip pull speed on allies reduced from 1000 to 600

Stone Remnant drop range reduced from 1400 to 1100

Fixed Stone Remnant being unable to travel as a projectile through Chronosphere

Fixed Stone Remnants not appearing in fog of war

Magnetize search radius increased from 300 to 400

Magnetized Stone Remnants disappear after 8 seconds instead of 5

Earthshaker

Fissure no longer has unit targeting

Fissure is no longer blocked by Linken’s Sphere

Elder Titan

Added Aghanim’s Scepter: Causes units that are pulled in by Earth Splitter to be disarmed in addition to being slowed. Slow/disarm duration increased from 3/4/5 to 4/5/6.

Natural Order armor reduction increased from 25/50/75/100% to 40/60/80/100%

Natural Order magic resistance reduction increased from 8/16/25/33% to 12/19/26/33%

Enchantress

Base movement speed increased from 310 to 315

Enigma

Midnight Pulse cooldown increased from 25 to 35

Black Hole max damage rebalanced from 60/100/140 to 50/100/150

Black Hole max damage area of effect increased from 150 to 200

Black Hole min damage rebalanced from 30/50/70 to 25/50/75

Black Hole min damage area of effect reduced from 500 to 400

Black Hole mana cost rebalanced from 250/350/450 to 275/350/425

Faceless Void

Chronosphere area of effect reduced from 450 to 425

Chronosphere flying vision area reduced from 1000 to 425

Chronosphere no longer disables passives

Chronosphere’s effects no longer linger for an extra 0.5 seconds (like normal auras do) at the end of its duration

Gyrocopter

Homing Missile Maximum damage increased from 110/220/330/440 to 125/250/375/500

Huskar

Inner Vitality cooldown reduced from 25 to 25/22/19/16

Berserker’s Blood attack speed bonus increased from 8/12/16/20 to 14/16/18/20

Life Break cooldown reduced from 45/30/15 to 12

Life Break damage reduced from 50% to 35% [?]

Life Break self damage rebalanced from 40/35/30% to 35%

Life Break slow duration rebalanced from 5 to 4/5/6

Lifebreak slow rebalanced from 50% to 40/50/60%

Invoker

Tornado flying vision area reduced from 1200 to 600

Tornado damage from 2*Wex+Quas to 3*Wex

Jakiro

Dual Breath movement and attack slow rebalanced from 30% to 28/32/36/40%

Juggernaut

The following abilities no longer cancel Blade Fury: Chronosphere, Toss, Black Hole, Global Silence, Doom.

Blade Fury cooldown from 30/27/24/21 to 30/26/22/18

Keeper of the Light

Mana Leak mana removal percentage increased from 3.5/4/4.5/5 to 5

Mana Leak duration increased from 4/5/6/7 to 5/6/7/8

Recall can now target invulnerable allies (e.g. allies affected by Song of the Siren)

Blinding Light knockback distance from 250 to 400

Kunkka

X Marks The Spot cooldown from 13 to 14/13/12/11

Legion Commander

Enabled in Captain’s Mode

Duel no longer disables passives

Overwhelming Odds base damage from 60/100/140/180 to 40/80/120/160

Press The Attack mana cost from 80/90/100/110 to 110

Leshrac

Pulse Nova damage increased from 80/120/160 to 100/130/160; Aghanim’s Scepter damage from 100/160/220 to 160/190/220

Pulse Nova activation cost reduced from 110 to 70/90/110

Lich

Ice Armor now slows ranged heroes for the full amount (instead of half)

Lina

Light Strike Array cast range increased from 600 to 625

Light Strike Array stun duration increased from 1.6/1.7/1.8/1.9 to 1.6/1.8/2/2.2

Lion

Earth Spike damage increased from 60/130/200/260 to 80/140/200/260

Lone Druid

Spirit Bear now has 300 mana

Spirit Bear using Hand of Midas now grants the XP to Lone Druid

Lycan

Shapeshift no longer grants 1.5 Base Attack Time

Shapeshift cooldown increased from 100/70/40 to 120/90/60

Shapeshift speed increased from 522 to 650

Shapeshift now has a 1.5 seconds transformation time

Magnus

Empower is no longer removed by Spell Immunity

Empower mana cost increased from 40 to 30/40/50/60

Medusa

Mana Shield damage absorption rate increased from 50% to 60%

Mystic Snake outgoing speed increased from 633 to 800

Mystic Snake return speed reduced from 833 to 800

Mystic Snake mana steal increased from 20/30/40/50 to 20/35/50/65

Meepo

Meepo clones’ boot item slots now match whichever slot Meepo Prime has his boots in

Mirana

Leap speed reduced from 2000 to 1600

Leap distance rebalanced from 630/720/780/870 to 600/700/800/900

Nature’s Prophet

Nature’s Call Treant magic resistance reduced from 20% to 0%

Necrophos

Reaper’s Scythe added respawn time penalty from 30% to a constant 30 seconds

Night Stalker

Hunter in the Night attack speed increased from 45/55/65/75 to 45/60/75/90

Darkness duration increased from 25/50/80 to 40/60/80

Ogre Magi

Base HP regeneration increased from 0.25 to 2.5

Fireblast damage reduced from 80/145/210/275 to 60/120/180/240

2x Multicast chance increased from 25/40/50 to 40/50/60%

Multicast spread interval increased from 0.3 to 0.4 (affects Ignite and Fireblast)

Omniknight

Base armor increased by 1

Purification damage area of effect increased from 240 to 260

Outworld Devourer

Essence Aura chance to activate increased from 10/20/30/40% to 40%

Essence Aura percentage of mana restored reduced from 25% to 10/15/20/25%

Aghanim’s Scepter Sanity’s Eclipse now always triggers the mana drain

Phantom Assassin

Blur minimap hide now has the opposite effect, and is active when no enemies are near

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Phantom Lancer

Removed from Captain’s Mode

Agility gain reduced from 4.2 to 3.0

Base Agility increased from 23 to 29

Base Strength increased from 18 to 21

Reworked Phantom Lancer:

Spirit Lance: unchanged

Phantom Rush: a passive basic ability for Phantom Lancer, or his illusions, to quickly close the distance to an enemy

Doppelganger: a new ability for dodging immediate danger, and confusing enemies with deceiving illusions

Juxtapose: now his Ultimate, and allows both Phantom Lancer and his illusions to create more illusions

Phoenix

Added Aghanim’s Scepter: Allows Phoenix to cast Supernova on an allied hero, bringing both into the Sun to be reborn together. This does not refresh either hero’s ultimate. 500 cast range. If the Sun is destroyed, both heroes will die.

Pudge

Turn Rate improved from 0.5 to 0.7

Puck

Dream Coil no longer ignores invisible units or Illusions

Aghanim’s Scepter Dream Coil snap stun now pierces Spell Immunity

Aghanim’s Scepter Dream Coil snap stun duration increased from 1.5/2.25/3 to 1.5/3/4.5

Pugna

Life Drain can now be targeted on allies, allowing Pugna to drain his own life into them

Queen of Pain

Base Attack Time improved from 1.7 to 1.6

Removed unit targeting from Sonic Wave

Sonic Wave final area of effect increased from 300 to 450

Razor

Plasma Field minimum damage from 60/100/140/180 to 30/50/70/90 [?]

Static Link no longer ignores Linken’s Sphere

Static Link mana cost from 20/30/40/50 to 50

Eye of the Storm no longer lingers through aegis reincarnation

Riki

Base movement speed reduced from 300 to 290

Base damage reduced by 10

Base HP regeneration reduced from 1.5 to the default 0.25

Permanent Invisibility is now a basic ability

Permanent Invisibility fade delay from 3/2/1 to 8/6/4/2

Permanent Invisibility now provides 4/5/6/7 HP regeneration while invisible [?]

Blink Strike is now an Ultimate and can target Spell Immune

Blink Strike bonus damage from 30/60/90/120 to 50/70/90

Blink Strike now has 3/4/5 charges, with a 30 second replenish time, instead of a 20/15/10/5 cooldown

Blink Strike mana cost reduced from 50 to 40

Blink Strike cast range increased from 700 to 800

Shadow Demon

Soul Catcher now amplifies damage by 20/30/40/50% instead of attempting to re-deal 20/30/40/50% of the damage as Pure damage

Aghanim’s Scepter Demonic Purge charges increased from 2 to 3

Shadow Fiend

Necromastery soul cap increased from 12/20/28/36 to 15/22/29/36

Requiem of Souls debuff is now applied when the wave hits units instead of in a slightly smaller area independently

Requiem of Souls slow increased from 20% to 25%

Shadow Shaman

Shackles mana cost rebalanced from 110/130/155/185 to 140/150/160/170

Mass Serpent Ward cooldown increased from 110 to 120

Silencer

Glaives of Wisdom percent intelligence to damage from 30/45/60/75 to 30/48/66/84

Global Silence mana cost from 250/350/450 to 250/375/500

Skywrath Mage

Concussive Shot movement slow rebalanced from 40% to 30/35/40/45%

Concussive Shot is now disjointable

Mystic Flare damage is now dealt over 2.2 seconds instead of 2 seconds

Slardar

Slithereen Crush stun duration increased from 1/1.5/2/2.5 to 1.6/1.9/2.2/2.5

Slark

Slark is no longer visible inside Chronosphere during Shadow Dance

Sniper

Headshot now causes a 0.5 second 100% MS and AS slow instead of a 0.25 second stun

Shrapnel area of effect increased from 400 to 450

Spectre

Spectral Dagger movement speed change increased from 5/9/14/18% to 8/12/16/20%

Spectral Dagger projectile speed reduced from 857 to 800

Spirit Breaker

Charge of Darkness cooldown reduced from 35 to 12

Charge of Darkness cooldown is now triggered when Charge hits its target or is cancelled, instead of when cast

Empowering Haste can now be cast to improve the Aura by 50% for 6 seconds. 20 second cooldown. After it is used, the aura is 50% weaker while the ability is on cooldown. [?]

Greater Bash damage from 10/20/30/40% to 22/28/34/40% of movement speed

Storm Spirit

Ball Lightning mana cost per 100 units from 10 + 1% to 12 + 0.7%

Sven

Added Aghanim’s Scepter: While activated, God’s Strength grants an allied aura (900 area of effect) for 40/60/80% of base damage. [!]

Techies

Land Mines cooldown from 25/20/15/10 to 19/16/13/10

Stasis Trap stun duration from 3/4/5/6 to 2.5/3/3.5/4

Stasis Trap activation area now matches stun area (200->450)

Stasis Trap duration from 270/300/330/360 to 360

Remote Mine duration increased from 8 to 10 minutes

Remote Mines vision reduced from 900 to 700

Remote Mines area from 400/410/425 to 425

Batrider in Firefly, Visage’s Familiars, Beastmaster’s Hawk, and Flying Couriers no longer trigger or get hurt by Land Mines

Templar Assassin

Psionic Trap cooldown from 11/9/7 to 11/8/5

Terrorblade

Enabled in Captain’s Mode

Sunder cast point improved from 0.5 to 0.35

Tidehunter

Anchor Smash damage reduction reduced from 60% to 45/50/55/60%

Timbersaw

Added Aghanim’s Scepter: Grants Timbersaw a second Chakram.

Tinker

March of the Machines no longer affects Spell Immune units [?]

Treant Protector

Nature’s Guise mana cost reduced from 90/80/70/60 to 60

Added Aghanim’s Scepter: Grants a new ability, Eyes in the Forest, which allows Treant to enchant trees to spy on his enemies and expand the area Overgrowth affects.

Troll Warlord

Ranged Whirling Axes cooldown from 20 to 20/19/18/17 seconds

Acquisition Range increased from 600 to 800 [?]

Tusk

Ice Shards no longer stops when it hits a hero

Ice Shards now travels until the cast location and creates its blockade there

Ice Shards cast range increased from 1500 to 1800

Ice Shards no longer destroys trees

Snowball bonus speed per hero increased from 75 to 100

Allies can now click in the snowball to jump into it

Undying

Tombstone area of effect increased from 400/600/800/1000 to 600/800/1000/1200

Aghanim’s Scepter Flesh Golem damage amplification increased by 5% at all levels, both min and max [?]

Flesh Golem slow aura increased from 9% to variable from 5% to 15%, based on distance to Undying (same mechanic as the damage amplification)

Vengeful Spirit

Nether Swap range increased from 650/925/1200 to 700/950/1200

Venomancer

Poison Nova applies its debuff on Spell Immune enemies [?]

Viper

Corrosive Skin now only affects enemies within 1400 area of effect

Corrosive Skin damage cannot be reflected multiple times

Visage

Familiar Stone Form cooldown from 30 to 26

Warlock

Fatal Bonds now shares the same damage type that is dealt to it, before it is reduced [?]

Fatal Bonds damage percentage from 20% to 25%

Golem attack range increased from 100 to 225

Golem Base Attack Time improved from 1.35 to 1.2

Golem HP regeneration increased from 15/20/25 to 15/30/45

Golem Immolation area of effect increased from 250 to 300

Golem Flaming Fists chance reduced from 60% to 40%

Weaver

The Swarm duration increased from 8/12/16/20 to 14/16/18/20

Shukuchi no longer ignores invisible units

Shukuchi damage reduced from 90/110/130/150 to 75/100/125/150

Geminate Attack can now proc items

Geminate Attack cooldown increased from 6/5/4/2.5 to 6/5/4/3

Windranger

Shackleshot max latch distance from 525 to 575

Windrun duration increased from 2.75/3.5/4.25/5.0 to 3/4/5/6

Witch Doctor

Maledict area of effect increased from 165 to 180

Death Ward bounces now behave the same as the Death Ward attacks with regards to Blademail (neither redirects damage to Witch Doctor)

Wraith King

Reincarnation mana cost increased from 140 to 160

Zeus

Static Field area of effect increased from 1000 to 1200

Items 

Armlet of Mordiggian

Recipe cost reduced from 700 to 600

Assault Cuirass

Assault Aura no longer displays its debuff on the enemy if the carrier is not visible

Black King Bar

Avatar spell immunity duration and cooldown are now tied to the hero, instead of the item [?]

Minimum immunity duration increased from 4 to 5

Blink Dagger

Gold cost increased from 2150 to 2250

Bloodstone

Now requires Soul Ring and a 800 gold recipe instead of Perseverance (1600 vs 1750 total gold)

No longer grants +10 damage (other bonuses stay the same)

Bottle

Gold cost increased from 650 to 700

Boots of Travel

Teleport cooldown reduced from 60 to 50

Butterfly

Butterfly now has an active ability, Flutter, which can be cast to trade Butterfly’s evasion for a 20% movement speed bonus for 8 seconds. 35 second cooldown. [?]

Cloak

Cloak, Hood and Pipe magic resistances now stack like all other normal magic resistance do

Crimson Guard

New Item that is formed from Vanguard and Buckler

Dagon

Intelligence bonus per level increased from 13/15/17/19/21 to 13/16/19/22/25

Energy Burst mana cost increased from 180/160/140/120/100 to 180

Diffusal Blade

Recipe cost reduced from 850 to 700

Agility bonus rebalanced from 25/30 to 20/35

Feedback rebalanced from 20/36 to a constant 25

Ethereal Blade

Ether Blast now has a projectile [?]

Ether Blast now only turns the caster ethereal if they target themself

Eye of Skadi

Frost Attack attack speed slow increased from 35 to 45

Flying Courier

Base movement speed increased from 350 to 430

Flying Courier now takes 50% extra damage from melee heroes

Flying Courier Speed Burst cooldown increased from 40 to 90

Flying Courier Speed Burst duration reduced from 20 to 4

Flying Courier Speed Burst speed increased from 522 to 650

Helm of the Dominator

Now provides +3 HP regeneration (to match its components)

Dominated units now have 250 bonus HP

Hood of Defiance

HP regeneration increased from 8 to 9 (to match its components)

Linken’s Sphere

Linken’s Sphere only blocks Wrath of Nature’s initial bounce, not subsequent bounces

Linken’s Sphere only blocks Lightning Storm’s initial bounce, not subsequent bounces

Nether Ward no longer triggers Linken’s Sphere

Lightning Bolt now triggers Linken’s Sphere when targeted at the ground

Maelstrom and Mjollnir no longer trigger Linken’s Sphere

Maelstrom

Recipe cost increased from 600 to 700

Manta Style

Mirror Image vision type changed from Unobstructed/Flying to Ground [?]

Recipe cost reduced from 900 to 800

Mask of Madness

Recipe cost reduced from 1000 to 900

Mekansm

Restore mana cost increased from 150 to 225

Pipe of Insight

HP regeneration increased from 8 to 9 (to match its components)

Refresher Orb

Reset Cooldowns cooldown increased from 160 to 185

Ring of Protection

Armor increased from 2 to 3

Gold cost increased from 175 to 200

Sentry Ward

True Sight area of effect increased from 800 to 850

Shadow Blade

Shadow Walk invisibility break damage increased from 150 to 175

Shiva’s Guard

Freezing Aura no longer displays its debuff on the enemy if the carrier is not visible

Town Portal Scroll

Gold cost reduced from 135 to 100

Damage Type Changes

A few abilities and damage type mechanics have been reworked. There are now three primary damage types and a Spell Immunity Piercing status with each. Each ability now carries a notation in the tooltip indicating these.

The three damage types are Physical, Magical and Pure.

Physical is affected by Physical Armor, Magical is affected by Magical Damage Resistance and Pure is affected by neither.

Magic Immunity has now been renamed to Spell Immunity. Spell Immunity only defines if Spells interact with it, not how damage itself is handled. This means that on its own Spell Immunity status does not reduce any damage.

Black King Bar, Repel, Rage and all other previous forms of “Magic Immunity” now grant Spell Immunity status and a 100% Magic Resistance bonus.

In the vast majority of cases, the interactions are still the same, however an example of a case that would be different is if an ability has both Spell Immunity exception and has Pure damage type. Previously the damage would not have any impact, however now it does.

Ability Tooltips now have these fields:

-Damage Type: Physical/Magical/Pure

-Pierces Spell Immunity: Yes/No

If the Damage Type is not Magical it will be colored differently to make it easier to notice. The same is true in cases where Pierces Spell Immunity is Yes.

There have been a few abilities rebalanced with these mechanics in mind. In some cases the intent is to maintain similar balance, in other cases as an adjustment to their balance.

Alchemist

Acid Spray damage type from Composite to Physical (still pierces Spell Immunity)

Acid Spray damage reduced from 14/20/26/32 to 12/16/20/24

Bane

Nightmare damage from HP Removal to Pure

Beastmaster

Wild Axes damage type from Composite to Physical (still pierces Spell Immunity)

Wild Axes damage reduced from 90/120/150/180 to 70/100/130/160

Brewmaster

Primal Split Earth Spirit’s Pulverize damage type from Magical that pierces Spell Immunity to Magical (No longer pierces Spell Immunity)

Doom

Doom damage type changed from Magical that pierces Spell Immunity to Pure that pierces Spell Immunity

Doom damage reduced from 30/50/70 to 20/35/50 (Aghanim’s Scepter from 50/80/110 to 40/60/80)

Earthshaker

Echo Slam initial attack is now the same Magic damage type as the rest of its damage (initial damage no longer pierces Spell Immunity)

See also  [NEW] Sylas | sylas wiki - Vietnamnhanvan

Enigma

Midnight Pulse damage type changed from Magical that Pierces Spell Immunity to Pure that Pierces Spell Immunity

Midnight Pulse damage reduced from 4/5/6/7% to 3/3.75/4.5/5.25%

Leshrac

Diabolic Edict damage type changed from Composite to Physical (still pierces Spell Immunity)

Diabolic Edict damage reduced from 12.5/25/37.5/50 to 9/18/27/36

Diabolic Edict now deals 40% more damage to towers (same overall damage per second as before)

Lina

Laguna Blade Aghanim’s Scepter damage type changed from Magical that Pierces Spell Immunity to Pure that Pierces Spell Immunity

Laguna Blade Aghanim’s Scepter no longer increases damage, only the damage type is changed [?]

Lone Druid

Spirit Bear death now deals 10% max health as Pure damage instead of 100/200/300/400 composite damage

Necrophos

Heartstopper Aura is now negative regeneration instead of HP Removal [?]

Techies

Land Mines damage type from Composite to Physical (still pierces Spell Immunity)

Land Mines damage reduced from 300/400/500/600 to 225/300/375/450

Suicide Squad, Attack! damage type from Composite to Physical (still pierces Spell Immunity)

Suicide Squad, Attack! damage reduced from 650/850/1150/1550 (350/400/450/500 partial) to 500/650/850/1150 (260/300/340/380)

Tinker

March of the Machines damage type changed from Magical that pierces Spell Immunity to Magical that does not pierce Spell Immunity

Vengeful Spirit

Wave of Terror damage type from HP Removal to Pure that Pierces Spell Immunity

Warlock

Fatal Bonds now shares the same damage type that is dealt into it, before it is reduced [?]

Fatal Bonds damage percentage from 20% to 25%

Flaming Fists damage type from Magical that pierces Spell Immunity to Magical (No longer pierces Spell Immunity)

Necronomicon

Last Will damage type from Pure to Magical (Still does not pierce Spell Immunity)

Last Will damage increased from 400/500/600 to 550/675/800

Urn of Shadows

Changed from HP Removal to Pure

Additional Notes:

1) Composite Damage: This damage type has been removed. There are no longer any abilities which use Composite Damage.

2) HP Removal: This is no longer considered a Damage Type, and its remaining uses are as an alternative cost to Mana for spells to use (Sunray, Burning Spears) or as functional HP modifications (Armlet, Sunder, etc). These are now considered usage costs in the game and are never lethal.

Additional Changes

API

Added more detailed data in the live combatlog streaming available with the dota_combatlog_file convar

BOTS

Added Shadow Fiend bot

Added Bloodseeker bot

Added Skywrath Mage bot

USER INTERFACE

When the courier receives a deliver order it will now morph into the courier of the player that requested delivery [?]

Net Worth Graph now includes consumable items

New Alt Clicks

Alt-Click the clock to print the current game time

Alt-Click on a bottle with a stored rune will print out the rune name

Alt-Click enemy hero abilities to warn your teammates

Alt-Click the quick buy to say much gold is needed to complete the item

New Chat Wheel Options

Good Game

Good game, well played

(All) Good game – Counts as calling GG in an official game

(All) Good game, well played – Counts as calling GG in an official game

What should I buy?

I’m retreating

Space created

Whoops

Destroy the tower, then get back

Destroy the barracks, then get back

Ward the bottom rune

Ward the top rune

Zeus Ult Now!

Fixed the item select dialog in the loadout not closing if you clicked shuffle

Fixed not being able to remove gems from a ward or hud skin with an Artificer’s Hammer

Fixed the Showcase Hero in the profile not using the correct Kinetic Gem animation

Snowball and X Marks the Spot now respect the disable help setting

[NEW] Hướng dẫn chi tiết cách chơi invoker dota 2 hiệu quả nhất 2021 | linken dota 2 – Vietnamnhanvan

Một trong những Heroes khó sử dụng nhất của DotA 2 là Ivoker. Vì sử dụng khó nên các đòn tấn công của anh ta lại vô cùng mạnh mẽ và dứt khoát. Người chơi cần có bộ não linh hoạt mới có thể ghi nhớ được sức mạnh của 3 quả cầu, cũng như luyện tập không ngừng nghỉ. Và bài viết này sẽ cung cấp cho bạn cách chơi invoker dota 2 hiệu quả nhất hiện nay, cùng khám phá nhé!

Tổng quan về tướng

Cách chơi invoker dota 2 bắt đầu từ sự khai sinh của tướng và ma thuật là sự khởi đầu cho một nghệ thuật trí nhớ.  Khác hoàn toàn với những vật hiện hữu ra đời bời khoa học kỹ thuật thì nó hoàn toàn phụ thuộc vào tâm trí của một pháp sư. Cũng vì lẽ đó mà mọi nghi thức hay thủ tục sẽ chỉ ;à phương thức hỗ trợ kẻ tập sự ghi nhớ những điều cần thiết trước khi tiến hành sử dụng ma thuật. Tuy nhiên mỗi pháp sư chỉ mang trong mình 3 đến 4 ma thuật bởi việc dùng nhiều sẽ khiến đầu óc điên cuồng bởi quá tải. Với những con người này thì được xem là thiên tài bởi lẽ đa số pháp sư chỉ nắm tối đa 2 ma thuật, ít hơn thì được xem là tầm thường tuy nhiên việc giữ cho được 1 ma thuật cũng được xem là điều may mắn.

tong-quan-ve-tuong

Tuy nhiên vẫn có 1 trường hợp ngoại lệ không ai khác chính là Invoker. Lúc còn trai trr anh đã sở hữu cho mình 10 loại ma thuật khác nhau. Đặc biệt mọi hành động của hắn luôn được xuất chiêu một cách nhanh chóng và dễ dàng. Càng về sau hắn cũng tích lũy cho mình nhiều ma thuật hơn, tuy nhiên có những phép quá vô dụng nên hắn cũng đã tự động xóa khỏi trí nhớ của mình nhằm nhường chỗ cho những ma thuật hữu ích hơn.

Nổi trội nhất trong các câu thần chú phải kể đến ma thuật của sự trường sinh – Sempiternal Cantrap. Nhờ ma thuật này mà ngay những ngày đầu tiên là đã sống khỏe đến tận bây giờ, hay nôm na hiểu rằng tuổi thọ bất diệt. Khác với những pháp sư khác luôn cố tình che dấu tuổi thọ của mình thì Invoker lị không như thế. Việc hắn sinh ra tựa như những câu thần chú mà mỗi lần hắn tự nghĩ ra xóa tan những chuỗi ngày nhàm chán và vô vị.

Thông số:

  • Sức mạnh: 17 + 1.7 mỗi cấp

  • Nhanh nhẹn: 20 + 1.9 mỗi cấp

  • Trí tuệ: 22 + 4 mỗi cấp

  • Máu: 511

  • Năng lượng: 286

  • Sát thương khởi điểm: 35‒41

  • Tầm đánh: 600

  • Giáp: 1.8

  • Tốc độ di chuyển: 280

  • Tầm nhìn ngày/đêm: 1800/800

  • Tốc độ tấn công khởi điểm: 0.7 phát/giây

Hệ thống kĩ năng

Tên Kĩ năng

Vai trò

Quas [Q]

Tăng thêm 1 HP regen cho mỗi nguyên tố với từng level. Nâng cấp kĩ năng này cho nhân vật thành +2 Strength.

Wex [W]

Cung 2% AS và 1% MS từng nguyên tố cho mỗi level. Nâng cấp kĩ năng này cho bạn 2 Agility

Exort [E]

Mỗi nguyên tố cho 3 damage đối với từng level. Nâng cấp kĩ năng này cho bạn thuộc 2 Intelligence

Invoke [R]

Kết hợp thành phần của các thuộc tính đã được thao tác, tạo ra những phép thuật mới cho Invoker. Phép thuật được xác định bằng thành phần chứa các thuộc tính của Quas, Wex, Exor

Ưu và nhược điểm của Invoker

Mang trong mình hơn 14 kỹ năng với các công thức phép thuật đa dạng khác nhau, Invoker chính xác là 1 pháp sư tối thượng khiến nhiều người chơi không thể không nhớ đến DotA 2.

Ưu điểm

  • Có khả năng dồn sát thương lên một mục tiêu

  • Vô hiệu hóa vượt bậc

  • Chúng vừa carry hoặc vừa đảm nhiệm tốt vị trí Hỗ trợ

  • Solo dài hạn

Nhược điểm

  • Di chuyển với tốc độ thấp và sát thương khi không có Wex hoặc Exort

  • Tấn công với tốc độ thấp

  • Cần chuyển đổi kỹ năng đúng nơi đúng chỗ

  • Invoker không phù hợp với người chơi mới

Cách tăng kỹ năng build đồ

tom-tăt-ki-nang-min

Cách tăng kỹ năng cho Invoker:

Cách 1: Các kĩ năng tụ Quas và Exort (chủ yếu là Sun Strike, Chaos meteor và bồi thêm 1 phát Defeaning Blast, cần thì thả luôn 2 con đệ ra đánh hội đồng và nhồi thêm Cold Snap) combo này thường đi kèm gậy lốc được hình thành bởi các build thiên về hướng combo phát chết luôn 1 mục tiêu dựa vào sát thương. Hơn nữa nó đánh tay đôi khá khoẻ, khả năng control lane tuyệt vời nhờ tạo đệ Forge Spirit tuy nhiên trong trường hợp muốn trốn thoát nếu như bị gank, build kiểu này chỉ mang tính chất giải quyết nhanh gọn lẹ cho 1 mục tiêu cũng như đánh khô máu mà thôi. Để có thể tạo ra 2 con đệ bạn cần lấy được đủ 4 điểm ở Quas, rồi sau đó sẽ tiếp tục nâng Wex và Exort lên mức tối đa.

Cách 2: Với cách này bạn cần ưu tiên nâng Quas và Wex, trong khi đó Invoker trụ đường rất tởm bựa, tốc độ đánh rất tốt, tuy nhiên sát thương tay sẽ không được tốt lắm (có thể lên 1 vài trang bị rẻ đầu game để khắc phục điều này). Nhờ nó mà Invoker đi gank rất khoẻ, và có thể gank được nhiều mục tiêu chứ không đơn thuần là bắt lẻ 1 mục tiêu như cách 1. Combo thường xuyên được ưu tiên đó là Tornado + EMP + Cold snap + đánh chay, ngoài ra bạn còn có cơ hội sống sót rất cao nhờ Ghost walk hoặc có thể lén lút đi gank. Bạn có thể chọn xu hướng max Exort hoặc Quas tiếp theo sau khi đã nâng đủ điểm Wex, tuy dù có build theo kiểu nào đi nữa, bạn cũng chỉ nên dừng lại ở 4 điểm Quas, max Wex và Exort thì sẽ mang lại ưu điểm toàn diện cho Invoker.

Cách lên đồ cho Invoker

cach-len-do-cho-invoker

Trang bị khởi đầu

Đầu game bạn cần farm cho được những item cơ bản đã bởi trang bị khởi đầu được xây dựng theo hướng gây sát thương về mid game và late game E-Sport,

Cách khởi đầu siêu cơ bản

Một cách khởi đầu khác, cái bao tay để sau này nâng cấp lên Hand of Midas, thích hợp với Build 1 kèm thêm tí sát thương phù hợp với build 2. Ngoài ra, nếu bạn muốn siêu tiết kiệm thì hãy sắm bottle sớm hơn.

Early game:

Tăng tốc độ farm bằng Hand of Midas

Urn of shadow: trang bị này có thể giúp bạn tối ưu hóa sát thương từ Cold Snap áp dụng với 2 cách build trên, đồng thời tăng khả năng hồi phục khi bạn có được những cuộc gank đẫm máu.

Để tăng sát thương kèm theo khả năng bứt tốc thì dùng Phase boots: giày này cực kì thích hợp cho Invoker.

Mid game

Combo bắt chết 1 mục tiêu, nhất định phải có 2 trang bị Eul’s Scepter of Divinity, Blink dagger 

Build 2: Orchid malevolance mang trong mình với khả năng đánh tay đôi cực tởm bựa nhờ cách build 2, việc sở hữu nó sẽ giúp bạn áp chế được hoàn toàn đối phương.

Aghanim’s Scepter: là món dành cho cả 2 đường, buộc phải có để bạn có thể rút ngắn thời gian combo chiêu

Late game

Refresh orb dùng combo 10 chiêu, sau đó combocho 10 chiêu tiếp theo.

Chỉ số của trang bị Scythe of Vyse này rất ngon lành: việc thêm 1 kĩ năng khống chế cũng đâu có bất lợi

Riêng Octarine core: hút máu phép + giảm thời gian hồi chiêu + 1 đống máu và mana

Để chống mấy thằng có sát thương tay khủng thì không thể thiếu Shiva’s guard: tuy nhiên việc kích hoạt nó cũng vô cùng khắm

 Eye of Skadi áp dụng ngay khi hết chiêu đánh chay, slow tụt quần đối thủ

Giày

Phase boots phù hợp với cách build 2

Power tread: phù hợp với cách build 1 nhiều hơn

Boots of travel đỉnh của chóp trong lúc late game

Bộ trang bị hoàn chỉnh

Trang bị chung cho cả 2 đường Build: Với bộ trang bị này, Invoker sẽ là 1 nuker, disable siêu khủng khiếp. Tất nhiên bạn có thể cân nhắc kĩ càng những trang bị này để hợp thành bộ trang bị chỉn chu. Điển hình như  Moon shard: slot đồ thứ 7, dư tiền thì mua

  • Tình huống:

Mua Ghost scepter nếu nghèo quá

Necronomicon: dùng để chống tàng hình + tăng khả năng đẩy đường push trụ

Aether lens: 96.96% (tính troll thôi) kĩ năng của Invoker đều được tăng tầm cast, tuy nhiên khá lởm chởm theo hình dung của chúng mình.

Linken’s Sphere: chống các kĩ năng chỉ định đơn đối với các mục tiêu nguy hiểm

Black king bar: dùng để bật lại những kẻ ghét mình

Monkey king bar: đối phó với bọn có evasion luôn chơi cộc tính nốt

Daedalus: không khác gì carry thuần

Sơ lược cách chơi invoker dota 2

Đồng đội và kẻ thù của Invoker

Đồng đội

Hắn có thể phù hợp với vô số đồng đội, tuy nhiên với bộ kĩ năng phong phú chiêu thức, thì đồng đội tốt nhất của hắn phải đề cập đến là các tanker và initiator, chỉ có như thế hắn mới cơ hội dùng được tất cả.

Riêng Axe, Centaur warrunner, Undying, Abaddon, Dragon knight, Tidehunter: gây hàng tấn hiệu ứng bất lợi lên đối phương, giúp Invoker rảnh tay mà dùng  Q W E R

Những heroes có khả năng dọn dẹp “đống rác” hay còn được biết đến với tên gọi thân thương là mảnh ghép còn thiếu: Sniper, Drowranger, Troll warlord, Phantom Assassin, Anti-mage, Clinkz: có khả năng vét rất tốt

Ganker mà kết hợp với ganker lại lên một tầm cao mới cụ thể vài gương mặt tiêu biểu như sau: Vengeful Spirit, Rubick, Nyx Assassin, Jakiro, Earthshaker

Kẻ thù 

Chúng ta cần quan tâm đó là: Doom, Anti-mage, Drowranger, Death prophet, Bloodseeker, Silencer, Phantom assassin, Phantom lancer, Riki, Clinkz, Nyx Assassin, Slardar, Spirit breaker, Bounty hunter

  • Trang bị khắc chế cần biết là: Orchid malevolance, Black king bar

Cách chơi Invoker dota 2 dành cho build 1 và 2

  • Cách combo thường ứng dụng tại build 1: kết hợp với gậy lốc là tối ưu nhất, mai này đủ cấp rồi thì có thể combo nhờ Tornado. Cụ thể như sau: Lốc mục tiêu lên => chờ tầm 0.5s => thả Chaos Meteor =>  thả Sun Strike, tạt Defeaning Blast, đổi chiêu sang Cold snap mà chơi tiếp nếu mục tiêu chưa chết hẳn. Khi ultimate của bạn vẫn còn trong giai đoạn hồi rất lâu bạn nên tạo trước 2 con đệ Forge Spirit rồi kéo theo nhằm tiết kiệm số lần sử dụng ultimate. Tóm tắt các bước cho anh em hình dung là: Eul’s Scepter + Chaos Meteor + Sun Strike + Deafening blast + Cold Snap.

Trường hợp chưa có đủ bộ chiêu thức (bạn chưa đủ cấp hoặc kĩ năng đang trong thời gian hồi), bạn có thể kết hợp Cold Snap + 2 con đệ Forge Spirit để gây sát thương nhằm thay thế cho bộ chiêu thức trên.

  • Cách combo chuyên dùng ở build 2:  bạn nên đặt EMP trước khi sử dụng chuỗi chiêu thức tiếp theo vì kĩ năng EMP có thời gian chờ nổ khá lâu (2.9s), còn Tornado thì chưa giữ đối phương được lâu nên ở đầu game, muốn sử dụng combo hiệu quả. Cụ thể: đặt EMP, dùng Tornado lốc mục tiêu lên ngay khi đối phương rơi xuống => đổi sang Cold snap để đánh tiếp. Lưu ý là khi dùng Cold snap anh em nên chuyển hết 3 hòn bi của mình sang Wex để đánh với tốc độ nhanh hơn. Tóm tắt chi tiết: EMP + Tornado + Cold Snap + Atk dmg. Bạn có combo khác: Tornado + EMP + Cold Snap + Atk dmg với trường hợpTornado của bạn đã nhấc đối phương được lâu hơn (tầm lv5 của Quas trở đi)

Ở build 2 để solokill khi các kĩ năng khác đang hồi bạn cũng có thể dùng Cold snap, nhớ chuyển bi sang Wex lấy tốc đánh, song song là chích Urn để tối ưu hóa sát thương và khả năng làm choáng.

Khi bộ kĩ năng đã nâng max các combo cần dùng là:

Tóm tắt: Tornado + Chaos Meteor + Defeaning Blast + EMP + Ice Wall. Để buff cho bản thân hoặc đồng đội vùi dập đối phương ngay khi hết chuỗi này thì có thể dùng Alacrity. Dùng Cold Snap để khoá các mục tiêu nguy hiểm nhưng không có bkb (tanker, nuker chẳng hạn). 2 con Forge Spirit thì dùng nó đi đánh mấy thằng máu gián. Riêng Sun Strike có vai trò vét mạng, và Ghost walk để chase, escape trốn thoát.

Cách chơi Invoker dota 2 giai đoạn đầu trận:

Mid lane dành cho bạn, thỉnh thoảng là solo hard lane (pub game thì có khi sẽ đi dual lane). Ở các cấp đầu tiên, bạn là 1 hero đi lane cực kì kém nên chỉ  tính từ lv3 trở đi bạn mới có thể control lane ổn định được. Nhiệm vụ chính vẫn là last hit, denied, lâu lâu được gank thì ăn mạng hoặc hưởng sự tương trợ. Với cách build 1 khi Sun Strike căn chuẩn thì bạn có thể ks từ rất xa, riêng cách build 2 thiên về trụ đường và gank khi đạt lv6 và 7. Nhớ check rune thường xuyên trong giai đoạn này nhé. Cách combo thì tiến hành tương tự như hướng dẫn ở trên.

Cách chơi Invoker dota 2 giai đoạn giữa trận

Giai đoạn này cần đi gank liên tục, và việc Hand of Midas đưa vào trang bị early là có lí do cả. Nếu như bạn chưa biết thì nó giúp bạn bù lượng tiền mà bạn bỏ farm đi gank, đồng thời tốc đánh mà trang bị đó mang lại cực tốt nhằm đánh gục đối thủ. Nếu như bạn không muốn quá phụ thuộc và đồng đội thì cách build 1 bạn có thể dồn sát thương đơn mục tiêu cực mạnh mà, nhưng dễ bị hụt ăn khi không kết hợp nhịp nhàng với nhau. Tất nhiên lợi thế cách buil 2 lại kết quả vượt trội hơn 1 nhờ độ cơ động và tính đa dụng của Invoker (EMP và Tornado sát thương diện rộng và sử dụng đơn giản hơn build 1. Minh chứng bằng tốc chạy tốc đánh khủng bố, kịch liệt, chase/gank/escape cực tốt). Món đồ không thể thiếu trong giai đoạn này phải kể đến đó là Town portal scroll.

Cách chơi Invoker  dota 2 giai đoạn cuối trận

1 bộ combo chuẩn xác của bạn sẽ đem lại nguy cơ tiềm ẩn rất lớn dành cho team bạn  ngay khi mà các cấp độ ngọc Quas, Wex, Exort của bạn đã ở mức cao và ultimate hồi nhanh (đặc biệt là khi có gậy xanh). Khi đối phương đang bị lốc lên bạn có thể mở combat cực xa nhờ Tornado, từ đó tanker, initiator của team bạn dễ dàng sắp đặt thế trận đồng thời chiếm lợi thế cho bước tiếp theo của combat. Để dùng thành công cách chơi invoker dota 2 việc còn lại chính là do khả năng của bạn thực hiện. Lưu ý ngay khi push trụ, nếu bạn muốn cấu rỉa máu trụ 1 cách an toàn, hãy thả 2 con đệ ra rồi buff Alacrity cho chúng, xong thì kéo team đập trụ, vừa an toàn vừa gây khó chịu tột cùng.

Trên đây là bài viết cung cấp thông tin hướng dẫn cách chơi invoker dota 2 hiệu quả nhất năm 2021. Hy vọng với những chỉ dẫn ở trên sẽ giúp bạn tích lũy thêm nhiều kiến thức trong việc chơi tựa game điện tử online đầy hấp dẫn này.

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NOONE Dota 2 [Morphling] SoloMid – Skip Linken’s Sphere


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MATUMBAMAN – Lone Druid Safelane | Aghanim BUILD | Dota 2 Pro MMR Gameplay #15


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