Dota and Chen as a whole has changed again.
And honestly, I haven't had the opportunity to give the new Chen a whirl.
Noteably, his divine favor skill gives an HP regen aura, and has become his TP skill once again.
Additionally, his command move gives commanded creep a max +32[52 with talent] damage boost to each creep he controls.
Chen (or anyone) can't control siege units anymore, but this change will definitely make large groups of creeps more effective and interesting. It makes getting an alpha wolf more enticing with its +% damage boost.
Between the last two patches, Chen lost the ability to give EVERYONE an attack damage buff.
Ah well.
Ursine Ideas
street fighter, dota, vampire savior, life.
Wednesday, June 19, 2019
Thursday, May 16, 2019
Creep Assessment/Mid Lvl 3 Creeps & combos
At level 3, Chen can opt for two levels in Command, allowing him to possess creeps of level 4 or below. He gains access to three new creep, and can start synergizing his minions.
-Red Hellbear
Red Hellbear does a lot of thing. especially early game. His aura give +15 or 20 attack speed, which adds up(and does not stack with itself). He has an AOE nuke that does 150 damage and slows.
Both are great at doing bursty damage and allowing your own creep to keep on the enemy. Hellbears can be used with other Hellbears or purple saytrs to easily clear creep waves, and are somewhat tanky.
-Blue Centaur
Blue Centaur is most valued for his 1.5s AOE stun, stomp. It has a noticeable cast time, and useful throughout the game - though very low damage(which is OK). The centaur is very straightforward in what it does, and it moves slow. Its ms combined with the delay in its stun require either really good micro, or coordination between it and other units(namely the troll's net). Chen can do interesting things with recall into stun. Popularly known is the chain stunning that you can do if you have multiple centaurs.
-Pink Eagle
The eagle has an armor aura and a DOT tornado that does from 11 to 3 dps. Important to note is that it does not aggro creep. Early game, a tornado can single handedly clear a multi-stack of creeps. Just as effective early game, a player can train the tornado on an enemy hero, forcing them to flee the DoT, which very noticeably chips away at their life. The tornado itself is very slow. mid-end game, it can be used to prevent ES from
Combos at level 3:
Hellbear & ghost
A really simple composition. With Chen's penitence, and a hellbear stomp, chen has really strong right-click potential. A 150 damage to start, and plenty of slows to allow the hellbear to get close and do it consistently.
Hellbear & purge satyr
In similar fashion to the ghost combo, except once you stomp with the hellbear, you will keep the satyr as the primary unit and purge them every time its off of cooldown, and right click away.
Hellbear & Harpy Hag.
An instant magic 290 damage, with 140 damage every 4 second will melt many heroes.
Hellbear & centaur
Two stomps. use Chen's slow and the hellbear to setup the centaur for a stun.
Centaur & wolf
Upfront very simple, but this pairing lets you have the advantage in a standup brawl.
Eagle & Eagle
Two tornados gives twice the coverage, OR twice the dps. The hitpoints that are melted off the opponent is noticeable
-Red Hellbear
Red Hellbear does a lot of thing. especially early game. His aura give +15 or 20 attack speed, which adds up(and does not stack with itself). He has an AOE nuke that does 150 damage and slows.
Both are great at doing bursty damage and allowing your own creep to keep on the enemy. Hellbears can be used with other Hellbears or purple saytrs to easily clear creep waves, and are somewhat tanky.
-Blue Centaur
Blue Centaur is most valued for his 1.5s AOE stun, stomp. It has a noticeable cast time, and useful throughout the game - though very low damage(which is OK). The centaur is very straightforward in what it does, and it moves slow. Its ms combined with the delay in its stun require either really good micro, or coordination between it and other units(namely the troll's net). Chen can do interesting things with recall into stun. Popularly known is the chain stunning that you can do if you have multiple centaurs.
-Pink Eagle
The eagle has an armor aura and a DOT tornado that does from 11 to 3 dps. Important to note is that it does not aggro creep. Early game, a tornado can single handedly clear a multi-stack of creeps. Just as effective early game, a player can train the tornado on an enemy hero, forcing them to flee the DoT, which very noticeably chips away at their life. The tornado itself is very slow. mid-end game, it can be used to prevent ES from
Combos at level 3:
Hellbear & ghost
A really simple composition. With Chen's penitence, and a hellbear stomp, chen has really strong right-click potential. A 150 damage to start, and plenty of slows to allow the hellbear to get close and do it consistently.
Hellbear & purge satyr
In similar fashion to the ghost combo, except once you stomp with the hellbear, you will keep the satyr as the primary unit and purge them every time its off of cooldown, and right click away.
Hellbear & Harpy Hag.
An instant magic 290 damage, with 140 damage every 4 second will melt many heroes.
Hellbear & centaur
Two stomps. use Chen's slow and the hellbear to setup the centaur for a stun.
Centaur & wolf
Upfront very simple, but this pairing lets you have the advantage in a standup brawl.
Eagle & Eagle
Two tornados gives twice the coverage, OR twice the dps. The hitpoints that are melted off the opponent is noticeable
Tuesday, March 26, 2019
Chen Reborn - 7.20
Welp, Chen is a new hero, and patch 7.20 adjusts his options to a crazy degree. Lets look at his changes and the impacts of the new patch.
Hp regen was changed to be sourced directly from the Strenth stat. This was to great benefit to Chen, as his regen went from 1.7 to 2.9 at level 1 with no items.
Mana regen as well has become a function of the Intelligence stat. For my playstyle, this hasn't seemed to affect Chen too much.
Penitence - No longer does Chen amplify damage. Instead allies who attack his target gain ridiculous attackspeed. So units won't hit harder, but hit more. This makes medallion a higher priority build I am thinking. Alternately, it makes diffusal blade and necronomicons even more potent, since the rapidness of the mana drain is that much more. Either way, I think the change is welcome and is fun. If only it worked on buildings.
Test of Fate - Gone. The core of Chen's rng nightmare. Its been replaced with Divine blessing, which gives an allied unit attack damage and regen. At level 15, this skill can be opted to be spammable and never has down time.
Command - Chen now has recall for the teleporting aspect of this skill. When cast on allied units, they can be dispelled out of it. He's essentially lost his ability to save other heroes in clutch situations. Additionally, there is a creep level cap associated with this skill now. At level one, eagles, hellbears, satyrs, centaurs and trolls are unusable.
So what has the impact of Chen's new skillset left him with?
His early game is highly volatile. At level 1, going with a summon build, Chen is totally dependent on the rng of creep generation.
His command cd was reduced to a flat 15s cooldown, with which seems like a nice compromise. The short cooldown allows for potential lvl 1/2 kills if he comes across a mudgolem camp, allowing him to command them consecutively and run around for a single hard hitting 3-shot nuke.
Regarding available creep, at level 1, the highest valued creep are most likely:
-harpy hags
-ghosts
-wolves
-purge/mana burn satyrs.
-frost armor orc
-mana/healing orc
Hp regen was changed to be sourced directly from the Strenth stat. This was to great benefit to Chen, as his regen went from 1.7 to 2.9 at level 1 with no items.
Mana regen as well has become a function of the Intelligence stat. For my playstyle, this hasn't seemed to affect Chen too much.
Penitence - No longer does Chen amplify damage. Instead allies who attack his target gain ridiculous attackspeed. So units won't hit harder, but hit more. This makes medallion a higher priority build I am thinking. Alternately, it makes diffusal blade and necronomicons even more potent, since the rapidness of the mana drain is that much more. Either way, I think the change is welcome and is fun. If only it worked on buildings.
Test of Fate - Gone. The core of Chen's rng nightmare. Its been replaced with Divine blessing, which gives an allied unit attack damage and regen. At level 15, this skill can be opted to be spammable and never has down time.
Command - Chen now has recall for the teleporting aspect of this skill. When cast on allied units, they can be dispelled out of it. He's essentially lost his ability to save other heroes in clutch situations. Additionally, there is a creep level cap associated with this skill now. At level one, eagles, hellbears, satyrs, centaurs and trolls are unusable.
So what has the impact of Chen's new skillset left him with?
His early game is highly volatile. At level 1, going with a summon build, Chen is totally dependent on the rng of creep generation.
His command cd was reduced to a flat 15s cooldown, with which seems like a nice compromise. The short cooldown allows for potential lvl 1/2 kills if he comes across a mudgolem camp, allowing him to command them consecutively and run around for a single hard hitting 3-shot nuke.
Regarding available creep, at level 1, the highest valued creep are most likely:
-harpy hags
-ghosts
-wolves
-purge/mana burn satyrs.
-frost armor orc
-mana/healing orc
Dota, Chen, Hotkeys & Theory
This post, I want to go into what my hotkeys are, why I use them, and some other micro related inputs I use when controlling units.
So, delving in, my hotkeys are as follows:
Numbers 1-9 = Command groups
[Q][W][E][R]
Ability 1, 2, 3, Ultimate
[D][F]
Alternate abilities 4 and 5
[alt+Q][alt+W][alt+E]
[alt+A][alt+S][alt+D]
Items in their corresponding slot.
What you'll notice off the bat, is that most of my keys are all in the same area, and the items are toggled simply by holding down alt.
This hotkeys promotes minimal hand movement across the keyboard, which makes inputs between abilities and items highly efficient. Its very difficult to lose finger placements and mis-input a keystroke.
Of slightly lesser importance, skills are upgraded with ctrl+Q, W, E, or R.
Regarding control groups, I will simply use three, (unless I'm playing meepo).
With Chen, I will use '1' to control solely him; '2' controls all creep(except the tornado); and '3' to control all units.
What's nice about Dota is that after the first few times doing it, the game remembers my control groups.
When controlling groups of units, theres also three unique ways to manage the abilities of the groups abilities.
[Tab] is important when multiple units are selected. It allows you to switch to the next unit in line to activate. This allows a player to penitence with chen, [tab] to switch to a troll, net, [tab] to a centaur and stun, [tab] to a hellbear and stomp, etc.etc.etc.
With characters like meepo, this method is used to poof efficiently with meepo.
[Shift] allows units to queue actions. This is effective on singular units too. It allows a unit to attack or move to multiple locations, or sequence abilities. For instance, you can split push with your pure creep group by holding down [shift], then pressing [a] then left click a location, then attack select another location. A similar key input can be done to abilities and movements.
[Ctrl] allows players to isolate the actions of a single unit in a control group. Where this has its highest utility are in scenarios where you have a group of creeps attacking a unit. One of your units may have low life. Rather than selecting the one unit, you can [with a group selected], tab to the unit with low life, hold [ctrl], and command it to move away.
The same keystroke inputs can be used to help chen be protected by a pudge hook, or dodge an arrow.
[Z] Direct pathing toggle.
Direct pathing is a hotkey that can be set in the settings menu. When the key is held down and you right click, your hero will move to that point regardless of any obstacles. This tool is most useful universally with push staff, allowing you to jump over cliffs that your hero would typically try to run around. Other non-targetable skillshot skills, such as Slark's leap, Mirana's arrow, or pudge's hook also benefit from using this skill.
The other lesser important commands:
[T] Mic on
[Y] Programmed txt
[~] scorecard
[spacebar] taunt - I could be using spacebar for a lot of other more useful commands, namely, select all controlled units, or buy what's in my queue - but taunting is important when I have the opportunity.
So, delving in, my hotkeys are as follows:
Numbers 1-9 = Command groups
[Q][W][E][R]
Ability 1, 2, 3, Ultimate
[D][F]
Alternate abilities 4 and 5
[alt+Q][alt+W][alt+E]
[alt+A][alt+S][alt+D]
Items in their corresponding slot.
What you'll notice off the bat, is that most of my keys are all in the same area, and the items are toggled simply by holding down alt.
This hotkeys promotes minimal hand movement across the keyboard, which makes inputs between abilities and items highly efficient. Its very difficult to lose finger placements and mis-input a keystroke.
Of slightly lesser importance, skills are upgraded with ctrl+Q, W, E, or R.
Regarding control groups, I will simply use three, (unless I'm playing meepo).
With Chen, I will use '1' to control solely him; '2' controls all creep(except the tornado); and '3' to control all units.
What's nice about Dota is that after the first few times doing it, the game remembers my control groups.
When controlling groups of units, theres also three unique ways to manage the abilities of the groups abilities.
[Tab] is important when multiple units are selected. It allows you to switch to the next unit in line to activate. This allows a player to penitence with chen, [tab] to switch to a troll, net, [tab] to a centaur and stun, [tab] to a hellbear and stomp, etc.etc.etc.
With characters like meepo, this method is used to poof efficiently with meepo.
[Shift] allows units to queue actions. This is effective on singular units too. It allows a unit to attack or move to multiple locations, or sequence abilities. For instance, you can split push with your pure creep group by holding down [shift], then pressing [a] then left click a location, then attack select another location. A similar key input can be done to abilities and movements.
[Ctrl] allows players to isolate the actions of a single unit in a control group. Where this has its highest utility are in scenarios where you have a group of creeps attacking a unit. One of your units may have low life. Rather than selecting the one unit, you can [with a group selected], tab to the unit with low life, hold [ctrl], and command it to move away.
The same keystroke inputs can be used to help chen be protected by a pudge hook, or dodge an arrow.
[Z] Direct pathing toggle.
Direct pathing is a hotkey that can be set in the settings menu. When the key is held down and you right click, your hero will move to that point regardless of any obstacles. This tool is most useful universally with push staff, allowing you to jump over cliffs that your hero would typically try to run around. Other non-targetable skillshot skills, such as Slark's leap, Mirana's arrow, or pudge's hook also benefit from using this skill.
The other lesser important commands:
[T] Mic on
[Y] Programmed txt
[~] scorecard
[spacebar] taunt - I could be using spacebar for a lot of other more useful commands, namely, select all controlled units, or buy what's in my queue - but taunting is important when I have the opportunity.
Friday, November 16, 2018
Chen - S1
I've been really enjoying playing Chen a lot lately. Playing him near exclusively has increased my mmr by 800 points in the last 6 weeks. With that said, I will be diving in on and off about all the random things I have been noting and taking advantage of with Chen. My style definitely breaks abit from the meta, but theres some sound logic behind where things are atypical.
Chen can make plays at level 1 and has a kiting ability that many don't realize he has due to his low play.
Chen has a 650 attack range, which is above the average 600. Only three other heroes outrange him at the early levels of the game (techies, ancient apparition, lina). He has a 310 movespeed as well, which allows him to outrun a majority of the cast. His attack speed is not notable, nor is his health pool. Early game, this is offset though by the plethora of creeps that aid him.
Theres many roaming things I'm still learning to take advantage of - but typically I will occupy a side lane, just behind the treeline of the main travel path in either the long or short lane. Dota's creep placement gives Chen a wide enough selection of creep for him to have options between heavy and light camps. The top of the map actually gives Chen slightly more options, since a medium camp is just on the opposite side of the light camp.
To start, with chen my initial items going in will be at the least:
-1 observer ward
-1 sentry
-poison orb.
From here, Chen has 150 gold. In an ideal situation, I would buy another sentry and courier. There is the occasion that the mid player may need a tango, or a smoke is desired for an early gank.
The most atypical thing that most will notice is that there are zero sustain items and much money is spent on that poison orb (275). Poison orb is substantially weaker on ranged heroes, but nonthaless, it adds to Chen's dps and kiting & chasing ability.
Due to his attack and movement speed and his reliance on creep, I use these perks of Chen to offset the lack of tangos or health potion. Chen has a 1.7 hp regen and that's typically enough for him to hold out for the first minute(for the first creep spawn).
More to come
Chen can make plays at level 1 and has a kiting ability that many don't realize he has due to his low play.
Chen has a 650 attack range, which is above the average 600. Only three other heroes outrange him at the early levels of the game (techies, ancient apparition, lina). He has a 310 movespeed as well, which allows him to outrun a majority of the cast. His attack speed is not notable, nor is his health pool. Early game, this is offset though by the plethora of creeps that aid him.
Theres many roaming things I'm still learning to take advantage of - but typically I will occupy a side lane, just behind the treeline of the main travel path in either the long or short lane. Dota's creep placement gives Chen a wide enough selection of creep for him to have options between heavy and light camps. The top of the map actually gives Chen slightly more options, since a medium camp is just on the opposite side of the light camp.
To start, with chen my initial items going in will be at the least:
-1 observer ward
-1 sentry
-poison orb.
From here, Chen has 150 gold. In an ideal situation, I would buy another sentry and courier. There is the occasion that the mid player may need a tango, or a smoke is desired for an early gank.
The most atypical thing that most will notice is that there are zero sustain items and much money is spent on that poison orb (275). Poison orb is substantially weaker on ranged heroes, but nonthaless, it adds to Chen's dps and kiting & chasing ability.
Due to his attack and movement speed and his reliance on creep, I use these perks of Chen to offset the lack of tangos or health potion. Chen has a 1.7 hp regen and that's typically enough for him to hold out for the first minute(for the first creep spawn).
More to come
Wednesday, November 14, 2018
0.1 Dota Basics - stats
0.1 - Just a reference post, Dota2 related. Each portion is broken down into bonuses given to heroes that don't have the attribute as their primary and those that do:
Currently as of 2018-11-14:
1 agility point gives:
(Non agi heroes)
0.16 armor
1 attack speed (ms)
0.05% move speed(ms)
(agi heroes)
1 attack damage
0.2 armor
1.25 as
0.0625 ms
1 intelligence point gives:
(Non int heroes)
12 mana
1.8% mana regen amplification
0.07% spell damage amplification
(Int heroes)
1 attack damage
15 mana
2.25 mana regen amplification
0.0875% spell damage amplification
1 strength point gives:
(Non str heroes)
18 health
0.55% hp regen amplification
0.08% magic resistance
(str heroes)
1 attack dmg
22.5 hp
.6875 hp regen amplification
.1 magic resistance
Currently as of 2018-11-14:
1 agility point gives:
(Non agi heroes)
0.16 armor
1 attack speed (ms)
0.05% move speed(ms)
(agi heroes)
1 attack damage
0.2 armor
1.25 as
0.0625 ms
1 intelligence point gives:
(Non int heroes)
12 mana
1.8% mana regen amplification
0.07% spell damage amplification
(Int heroes)
1 attack damage
15 mana
2.25 mana regen amplification
0.0875% spell damage amplification
1 strength point gives:
(Non str heroes)
18 health
0.55% hp regen amplification
0.08% magic resistance
(str heroes)
1 attack dmg
22.5 hp
.6875 hp regen amplification
.1 magic resistance
Thursday, August 30, 2018
How To Dota2 - 1-X Early game
Going to cover the options and methodology of how I play through Dota, starting with the early game.
1.1 Starting items
1.1 Starting items
1.2 initial item build.
1.3 skill focusing.
1.4. lethality/ when the switch is on/power spikes.
1.5 lane objectives based on position.
1.6 Item adjustment facilitating issues.
1.7 Support objectives/misc
1.8 Semi-carry objectives/misc
1.9 Roamer objectives/misc
1.10 Push objectives/misc
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