Best Dota Hero for Beginners

Now all of your friends are playing Dota and you are practically left out. Eventually, you want to learn how to play dota as well. Being a beginner dota player is extremely difficult, there are a lot of dota heroes to choose from and also, you need to learn the items that comes with it. Plus, you need to master the skill sequence of your dota hero.

Play dota with the pRO’s. This way, you are going to learn fast. When you are a beginner dota player, ask your friends to let you choose your own dota hero. If you want to learn how to play dota, focus first on a single dota hero. This way, you will get the feel on how to play dota and catches up how to play the game.

Without further ado, here are the dota hero for beginners. There are a lot of best dota hero for beginners and here are the top 10.

1. Kardel Sharpeye
For dota beginners, Kardel Sharpeye gives you range on attacking your enemies through its skill Take Aim which could widen your skill up to 220. Another good skill is Scatter Shot for farming golds. One scatter shot could kill a bunch of creeps, thus earning you lots of gold and experience. Kardel’s special skill, Assassinate could kill a single hero in one shot. It deals 655 damage at 2500 range at its maximum level. Just make sure your timing is perfect to accomplish all of these.

Primary: Agi
Special Skill: Assassinate - Deals 655 damage at 2500 range, 1.5 seconds casting time. (Level 3)

2. Razor - The Lightning Revenant

One of the best dota hero for beginners is Razor. His skills are Unholy Fervor, Chain Lightning, Frenzy, and Storm Seeker. Razor is also a range hero. Just cast chain lightning whenever a hero comes to you. The cooldown of this skills is only 11 seconds which gives you a lot of advantage.

Primary: Agi
Special Skill: Storm Seeker - Summons a storm that permenantly follows Razor. Every 3.25 seconds, it strikes Razor’s enemies within 500 AoE with savage lightning bolts.

3. Lion - the Demon Witch

Lion is a great hero to disable your enemies with it’s Voodoo skill that transforms enemy into random critter, disabling special abilities. Also, the impale skill that not only deals damage with the enemy but stuns it, then combo it with Lion’s special skill Finger of Death that deals 850 damage at level 3. Beat that. The Mana drain for the enemy just makes you more powerful to prevent heroes casting their special skill on you.

Primary: INT
Special Skill: Finger of Death - Deals 850 damage at level 3

4. Luna Moonfang
Another best dota hero for beginners is Luna Moonfang which is also a range hero. The Moon Glaive’s skill is perfect for gold farming since it could hit 5 enemies with every attack at level 5.

Primary: Agi
Special Skill: Eclipse - Calls to the moon’s magic, summoning a concentrated burst of Lucent Beams (without ministun) to damage targets within 450 AoE around Luna. Damage is equal to Lucent Beam level.

5. Zeus - The Lord of Olympia
Zeus primary skill is int so it deals high damage on a distance. Zeus skills are more of inflicting damages to enemies at a low cool down rate. Therefore, you could span these skills to your enemies as long as you have mana. Tips is to say close to your allies and partner up with them to kill enemy units.

Primary: Int
Special Skill: Thundergod’s Wrath - Strike down all non-invisible enemy heroes with bolts of lightning.
Will reveal an area of around 500 AoE to all enemy heroes.

6. Traxex - The Drow Ranger
Traxex focus more on agi attribute as well as its skills such as True Shot to increase Traxex’s range and Marksmanship which increases agi up to +36. The two other skills, Silence and Frost Arrows are more of disabling your enemies. With these skills, it is best to partner up with your allies that deals with high damage. You will disable the enemies and leave the killing to your allies. Frost Arrows is one of the perfect skill to immobilize your dota hero enemies.

This hero is very very good in farming gold

Primary: Agi
Special Skill: Marksmanship (M) - The Ranger’s accuracy has increased, giving her more agility.

7. Bone Clinkz
This dota hero for beginners focus more on attack speed. It is a good hero to begin with because of its attack speed that ables you to farm more gold. But the Special skill of this hero would be a little too hard to beginners to kill a friendly unit, returning a percentage of its life to this dota hero.

Primary: Agi
Special Skill: Death Pact - Kills a target friendly unit, returning a percentage of its life.

8. Lina Inverse - The Slayer
Lina Inverse is one of the best dota hero for beginners. Lina’s primary attribute is int to allow you to deal a lot of damage to enemies. Because of its attack speed, it allows you to farm for more golds. Lina’s Ultmate skill which increases your attack speed for 50% is a good skill to cast whenever you are pushing a tower. Lina’s special skill could even deal up to 950 damage killing soft dota heroes. Equip this girl with a Refresher Orb and you will be beyond godlike!

The downside is, Lina could not be able to defend herself whenever two heroes gang up on you.

Primary: INT
Special Skill: Laguna Blade - deals 950 damage

9. Bradwarden - The Centaur Warchief

The Centaur’s primary attribute is strength which gives you high hp and at the same time, you could deal a lot of damage to your enemies. This dota hero for beginners is really hard to kill because of it’s strength. Did I mention his special skill that adds + 36 to it’s strength? Only a few could survive this hero.

Because of this dota hero high survivability rate, it is one of the best hero for beginners. However, its skills are a little bit hard to master. Or because, you are a starter, you will probably be coward to stay close to your enemies.

Primary: Strength
Special Skill: Great Fortitude - Adds +36 Strength on level 3

10. King Leoric, The Skeleton King
The best thing about The Skeleton King is it’s special skill Reincarnation that allows you to return back to life immediately when you die which gives you a chance to go back at whoever kills you. The Skeleton King has high strength which gives you high survivability rate and able to tank. This is the best hero for beginners that wants to learn how to be a tank. However, it has a low attack speed but the damage it deals is totally awesome.

Primary: Strength
Special Skill: Reincarnation - When killed, this hero will come back to life at the cost some mana.

Here are my top 10 best dota hero for beginners, let me know what’s yours.

Ring of Basilius

Ring of Basilius Dota Item

Grants a 0.65 Brilliance Aura, a +3 Devotion Aura, and +6 damage. Works only on heroes. The Ring of Basilius can be disassembled using a Disassember. It does not stack with Crystal Maiden’s Brilliance Aura, but stack with Sven’s Devotion Aura. Get this dota item at the start of the game as a cheaper choice to regenerate your mana. Perfect for dota hero like Alleria the Windrunner.

Gold: 500


  • Ring of Protection
  • Sobi Mask

Required for:

  • Vladmir’s Offering - 1000

Where to buy Ring of Basilius Dota Item?

DotA Allstars 6.60b Released. Official Updated Map is Ready for Download

DotA Allstars 6.60b officially released. Updated map fixes some bugs and improves game quality. IceFrog said he would release “b” version very soon after main 6.60 and did it as promised. DotA 6.61 can be also released soon, let’s just wait and see.

Download DotA Allstars 6.60b

DotA Allstars 6.60b Changelog:

* Some minor performance optimizations
* Fixed a fatal error possible when 2 users with blademail active fight each other
* Fixed a desync bug when using -tips while other map languages are in the game
* Fixed Force Staff so it doesn’t push you into an impassable terrain
* Fixed some bugs with RS and other modes like RD
* Fixed a group memory bug
* Fixed camera from moving when you pick a hero in RD
* Fixed pink player from not being able to pick the furthest hero in -CD
* Fixed a bug that sometimes caused Echo Stomp to not get dispelled upon damage
* Fixed some issues with Treant Protector’s Eyes In The Forest
* Fixed a multiple quelling abuse
* Added a note in the tooltip about Kunkka not being able to use Quelling Blade
* Fixed a minor visual cooldown glitch with the MKB toggle
* Temporarily disabled -terrain snow. It was causing annoying visual side effects for all terrain modes when exploring terrain that had previously destroyed trees. I’ll restore this functionality as soon as I can.
* Fixed some typos

This is just a quick bugfix patch to fix exploits being abused. More changes and balance tweaks will come soon in the next patch.

DotA Allstars 6.60 Map Released

At last DotA 6.60 is here. You can download the map with the link above or read the very lengthy change log below. 2 new heroes, lots of additional items and countless updates! Happy gaming!

DotA Allstars 6.60 has a huge changelog list. So sit back and relax before read changelog of DotA 6.60 !! :)

Download DotA Allstars 6.60 map.

## Heroes ##

* Added a new hero Batrider to the Scourge [details below]
* Added a new hero Tauren Chieftain to the Sentinel [details below]
* Lightning Revenant: Reworked [details below]
* Medusa: Replaced Chain Lightning with a new ability Mystic Snake [details below]
* Medusa: Replaced Purge with a new ability Stone Gaze [details below]
* Netherdrake: Replaced Frenzy with a new ability Nethertoxin [details below]
* Rogue Knight: Replaced Toughness Aura with a new ability Warcry [details below]
* Slayer: Replaced Ultimate with a new ability Fiery Soul [details below]
* Twin Head Dragon: Replaced Autofire with a new ability Liquid Fire [details below]
* Troll Warlord: Replaced Rampage with a new ability Battle Trance [details below]
* Rogue Knight: Reworked how Stormbolt works [details below]
* Morphling: Reworked how Morphiling’s Adaptive Strike works [details below]
* Crystal Maiden: Replaced Frost Nova with a similar new ability Crystal Nova [details below]
* Phantom Assassin: Changed Blink Strike to a new ability Phantom Strike [details below]
* Ogre Magi: Reworked Multicast chance mechanism [details below]
* Sniper: Replaced Scattershot with a new ability Shrapnel [details below]
* Troll Warlord: Replaced Fervor Aura with a new ability Fervor (works like Beastmaster’s passive used to)
* Beastmaster: Replaced Beast Rage with a new ability Inner Beast (works like Troll’s old attack speed aura)
* Anti-Mage: Reworked Mana Void damage mechanism (now deals equal splash damage to units near the target)
* Silencer: Recoded Last Word to properly detect animation canceling and silence after a spell is casted
* Treant Protector: Reworked Eyes in the Forest [details below]

* Admiral: Lowered Agility (18->14) and Agility Per Level (1.7->1.3)
* Axe: Lowered Base Armor by 1 point (2.8->1.8)
* Bane Elemental: Improved cast range on Enfeeble (800->1000)
* Bristleback: Improved Base Intelligence growth by 0.6
* Bristleback: Improved side angles on Bristleback (90->110)
* Bristleback: Returned the Bristleback passive Quill Spray release cap back (300->250)
* Broodmother: Changed spiderling’s armor type from medium to normal and now take damage from first towers (50->100 %)
* Crystal Maiden: Lowered Brilliance Aura (0.75/1.5/2.25/3->0.5/1/1.5/2)
* Dark Seer: Improved Vacuum cast range (600->800)
* Dark Seer: Lowered Ion Shell cooldown (15->7 cd)
* Dark Seer: Vacuum no longer goes through magic immunity
* Dark Seer: Vacuum now drags the units in over 0.3 seconds rather than instantly
* Death Prophet: Witchcraft no longer gives movement speed bonus
* Geomancer: Changed Poof damage (60/80/100/120->50/80/110/140)
* Geomancer: Lowered Poof cooldown (20/18/16/14->16/14/12/10 cd)
* Invoker: Improved Alacrity duration (6->8)
* Keeper of the Light: Changed Mana Leak stun into a slow (2 seconds, 60 %)
* Keeper of the Light: You no longer lose control of your hero when knocked back with Blinding Light
* Lifestealer: Removed the initial stun effect from Open Wounds
* Lion: Voodoo duration reduced from 1/2/3/4 to 1.25/2/2.75/3.5 seconds
* Lone Druid: Added Battle Cry to all level of True Form and scaled the bonus damage/armor (20/2->20/2, 40/4, 60/6) and lowered duration (10->8 seconds)
* Lone Druid: Changed Spirit Bear’s ability progression (Lv1->Adds Inventory, Lv2->Adds Return, Lv3->Adds Entangle, Lv4->Adds Demolish and Spell Damage Reduction)
* Lone Druid: Improved True Form’s melee attack range (100->150)
* Lone Druid: Rabid now goes on both the Spirit Bear and Lone Druid when casted instead of requiring a target
* Lone Druid: Removed One from True Form
* Lone Druid: Spells now last the same duration on Spirit Bear as they do on heroes
* Lord of Avernus: Lowered Death Coil cooldown (7->6 seconds)
* Lord of Avernus: Gets the Mark of the Abyss buff on his first attack instead of on his second attack
* Luna: Increased Lunar Blessing aura range (300->900)
* Magnataur: Lowered Reverse Polarity cooldown (120->120/110/100 seconds)
* Magnataur: Improved attack animation time
* Magina: Undid recent buffs to base strength (21->16)
* Naga Siren: Reduced collision size (24->8)
* Naga Siren: Lowered Mirror Image cast time
* Naga Siren: Lowered Mirror Image cooldown (50->40 seconds) and manacost (85/105/130/150 to 70/80/90/100)
* Necrolyte: Rebalanced Heartstopper Aura from 0.5/0.75/1/1.25% to 0.4/0.6/0.8/1% and range from 700/800/900/1000 to 1000
* Necrolyte: Lowered Strength per level (2.0->1.5)
* Obsidian Destroyer: Lowered Astral Imprisonment cooldown (20->18/16/14/12 seconds)
* Pandaren Brewmaster: Improved Fire Panda’s Immolation (10/10/30->15/30/45)
* Pugna: Life Drain max range improved by 50 and its cast range is now equal to its max range
* Rhasta: Voodoo duration reduced from 1/2/3/4 to 1.25/2/2.75/3.5 seconds
* Rogue Knight: Improved Great Cleave damage (10/20/30/40->20/30/40/50 %)
* Sacred Warrior: Removed the cap on Burning Spears
* Shadow Fiend: Improved Presence of the Dark Lord armor reduction (1/2/3/4->2/3/4/5)
* Shadow Priest: Lowered Shallow Grave cooldown (80/60/40/20->54/40/26/12 cd)
* Silencer: Lowered Last Word duration (1/2/3/4->0.75/1.5/2.25/3)
* Slardar: Slithereen Crush damage type is now Physical type
* Spectre: Restored some vision back to Spectral Dagger path
* Spirit Breaker: Improved AOE on Empowering Haste and added 2% more movement speed bonus
* Stone Giant: Craggy Exterior now gives armor bonus (3/4/5/6)
* Stone Giant: Craggy Exterior now triggers off of units with 300 range rather than just based on melee classification
* Templar Assassin: Changed Refraction duration/cooldown (20/23->17/17)
* Templar Assassin: Changed Psi Blades spill range (80/160/240/320->320) and attack range bonus (50/100/150/200->40/100/160/220)
* Templar Assassin: Refraction is now an instant cast ability
* Terrorblade: Now gets a movement speed bonus during Metamorphosis (+20)
* Tinker: Restricted Black King Bar from refreshing
* Troll Warlord: Rebalanced Blind. Miss from 15/24/33/42 -> 20/28/36/44% and Cooldown from 8 -> 15/12/9/6 seconds
* Twin Head Dragon: Rescaled Ice Path (0.5/1/1.5/2->0.8/1.2/1.6/2 seconds)
* Undying: Lowered Base Armor by 3 points (6->3)
* Undying: Tombstone no longer spawns zombies to attack fogged units
* Ursa Warrior: Rescaled Overpower from 100/200/300/400% IAS with 5 attack count to a constant 400% IAS with 3/4/5/6 attacks
* Vengeful Spirit: Improved Strength Per Level by 0.5
* Vengeful Spirit: Improved Command Aura range (450->900)
* Vengeful Spirit: Improved Wave of Terror a little and added some minor damage (25/50/75/100). Lowered AOE slightly (350->300)
* Vengeful Spirit: Now has normal Base Attack Time (1.77->1.7)
* Windrunner: Lowered Base Attack Time (1.6->1.5)
* Zeus: Arc Lightning becomes available for casting immediately after cooldown rather than wait for the Lightning to finish traveling. Cooldown increased from 2 to 2.5 seconds.

## Items ##

* Added a new basic item Ghost Scepter [details below]
* Added a new basic item Quelling Blade [details below]
* Added a new basic item Talisman of Evasion [details below]
* Added a new recipe item Poor Man’s Shield [details below]
* Added a new recipe item Force Staff [details below]
* Added a new recipe item Khadgar’s Pipe of Insight [details below]
* Added a new recipe item Magic Wand [details below]

* Aghanim’s Scepter: New Recipe [details below]
* Manta Style: Reworked [details below]
* Diffusal Blade: Can be upgraded once. Original stats adjusted [details below]
* Maelstrom: Recipe and stats adjusted [details below]
* Linken Sphere: Rewrote parts of the following abilities to be compatible with Linken Sphere: Shackleshot, Brain Sap, Spirit Lance, Test of Faith, Malefice, Poison Touch, Shadow Word, Astral Imprisonment, Life Break, X Marks The Spot, Battle Hunger, Open Wounds, Electric Vortex, Paralyzing Casks, Multicast, Adaptive Strike Strength>Agility, Nether Swap, Rupture, Stifling Dagger, Sprout, Lightning Bolt, Lion’s Impale, Nerubian Assassin’s Impale, Ravage, Burrow Strike, Unstable Concoction, Mana Leak, Sven’s Storm Bolt, Reaper’s Scythe, Nether Strike, Gush.

* Assault Cuirass: Lowered recipe cost (2000->1500 gold)
* Assault Cuirass: Positive and negative armor auras now work on structures
* Blademail: Returns pure damage type
* Bloodstone: Lowered regeneration per charge (2->1.5) and passive regeneration (200->150 %)
* Cranium Basher: Uses Belt of Giant Strength along with a slight increase to stun duration (1.1->1.4 seconds). Total cost is unchanged.
* Divine Rapier: Improved damage (200->250 dmg)
* Eul’s Scepter of Divinity: Can be used to target yourself
* Eye of Skadi: Lowered recipe cost (1250->750 gold)
* Gem of True Sight: Lowered item cost (750->700 gold)
* Headress of Rejuvination: Lowered recipe cost (225->200 gold)
* Linken Sphere: No longer interrupts your teleportation when it blocks a spell
* Lothar’s Edge: Added 125 backstab damage
* Lothar’s Edge: Lowered cooldown by 2 seconds (20->18 cd)
* Lothar’s Edge: Requires Claymore instead of Mithril Hammer
* Magic Stick: Added a 25 second cooldown (it now has a buildup)
* Manta Style: Can now be disassembled
* Manta Style: Increased cooldown (40->50 cd)
* Mask of Madness: Lowered recipe cost (1050->1000 gold)
* Mithril Hammer: Lowered item cost (1610->1600 gold)
* Monkey King Bar: Now has an extra new passive ability True Strike that can be toggled on and off [details below]
* Phase Boots: Changed the duration/cooldown (5/10->6/12 seconds)
* Phase Boots: Lowered armor bonus (7->5 armor)
* Planeswalker’s Cloak: Lowered item cost (650->400 gold)
* Radiance: Removed the 8% evasion and improved burn damage (35->40), AOE (550->650 AOE), and recipe cost (1525->1350 g)
* Refresher Orb: Mana regen is now the total sum of its components (150->200%)
* Ring of Regeneration: Lowered item cost (375->350 gold)
* Sange and Yasha: Removed the recipe requirements
* Satanic: Changed Unholy Rage active (+15% lifesteal and +30 damage for 20 seconds -> +150% lifesteal for 3.5 seconds)
* Satanic: Now retains the bonus damage from Helm of the Dominator
* Stout Shield: Changed damage block system [see details below]
* Stout Shield: Lowered item cost (300->250 gold)
* The Butterfly: Now requires Talisman of Evasion instead of a recipe
* Vanguard: Improved block chances (65->70%)
* Vanguard: Improved health regeneration (5->6 hp)

* Heroes that use scepter now have the information about the upgrades they would get on their ultimate tooltips.

* Aghanim’s Scepter: Upgraded Chain Frost doesn’t improve bounce count, only damage
* Aghanim’s Scepter: Upgraded Eclipse cooldown no longer improves, only the Lucent Beam count gets upgraded
* Aghanim’s Scepter: Upgraded Laguna Blade level 3 damage reduced by 100
* Aghanim’s Scepter: Upgraded Life Drain cooldown removed and damage reduced (170/200/300->150/200/250)
* Aghanim’s Scepter: Upgraded Mass Serpent Wards bonus count nerfed (12->10)
* Aghanim’s Scepter: Upgraded Sonic Wave cooldown reduced from 120/100/75 to 110 (Still improves from original 135 cd and via damage)
* Aghanim’s Scepter: Removed from Ogre Magi (Might return it later after the rework has time to settle in first)

* Added Bane Elemental to Aghanim’s Scepter. Deals more damage
* Added Butcher to Aghanim’s Scepter. Deals damage based on his strength and aborbs that to heal himself. Damage from a constant 75/125/175 per second to 75/125/175 + 0.75 x Strength per second
* Added Clockwerk Goblin to Aghanim’s Scepter. Allows latching onto allies and reduces cooldown from 80/60/40 to 20 seconds
* Added Faceless Void to Aghanim’s Scepter. Lasts 1 second longer and slightly less cooldown
* Added Holy Knight to Aghanim’s Scepter. Dramatically reduces cooldown from 120 to 30
* Added Invoker to Aghanim’s Scepter. Improves Cooldown and Manacost (30/25/12/5-> 16/8/4/2 cd, 20/50/80/110->0 manacost)
* Added Juggernaut to Aghanim’s Scepter. Improves Slash Count and Cooldown (+2 slashes, -20 cd)
* Added Lord of Avernus to Aghanim’s Scepter. Increased duration by 2 seconds
* Added Nightstalker to Aghanim’s Scepter. Gives unobstructed vision at night
* Added Pandaren Brewmaster to Aghanim’s Scepter. Improves the power of the Pandas and adds more duration
* Added Sacred Warrior to Aghanim’s Scepter. Improves Damage and cooldown (50->65% damage, 45/30/15->24/16/8 Seconds)
* Added Sand King to Aghanim’s Scepter. Adds an extra pulse and lowers cooldown (+1 Pulse, -20 cd)
* Added Shadow Priest to Aghanim’s Scepter. Increased Weave duration by 6 seconds. Added 200 AOE
* Added Spiritbreaker to Aghanim’s Scepter. Dramatically reduces cooldown from 75 to 20 seconds
* Added Techies to Aghanim’s Scepter. Improves Damage and Cast Range (300/450/600->450/600/750 damage and 500->900 range cast range)
* Added Twin Head Dragon to Aghanim’s Scepter. Improves spawn time and damage (75/125/175->125/175/225 dmg)
* Added Vengeful Spirit to Aghanim’s Scepter. Improves Cooldown (45->10 cd)
* Added Windrunner to Aghanim’s Scepter. Does not reduce damage from secondary item effects. Cooldown from 60 to 15.

* Summary of heroes that now make use of Scepter: Lord of Avernus, Bane Elemental, Holy Knight, Clockwerk Goblin, Shadow Priest, Sacred Warrior, Invoker, Juggernaut, Tormented Soul, Slayer, Demon Witch, Moon Rider, Necrolyte, Nightstalker, Pandaren Brewmaster, Butcher, Oblivion, Queen of Pain, Shadow Shaman, Crystal Maiden, Spiritbreaker, Sand King, Twin Head Dragon, Vengeful Spirit, Venomancer, Faceless Void, Windrunner, Witch Doctor, Lord of Olympia.

## Misc Highlight ##

* Reorganized heroes into taverns based on hero class. There are now 3 taverns per class, the “good” tavern has the heroes that are easier to recognize as “good”, the evil tavern has the heroes that are easier to recognize as “evil” and the mix as the ones that are in between. In each tavern the heroes are organized inside of it by alphabet. The Taverns are colored according to the class. For example, the good Intelligence tavern is Blue with the color darkening as it goes to the evil side.

* Side shops are now organized independent from their item slot in their original stores. This also fixes hotkey conflict issues.
* Reworked the side shop item layouts. There are now two shops there, a Goblin Laboratory and a Goblin Merchant. New items have been added to these shops. Here is the complete listing of the items in there:
Goblin Laboratory: Scroll of Town Portal, Magic Stick, Sobi Mask, Stout Shield, Ring of Regeneration, Ring of Health, Cloak, Helm of Iron Will, Mask of Death
Goblin Merchant: Slippers of Agility, Boots of Elvenskin, Belt of Giant Strength, Robe of the Mage, Quelling Blade, Gloves of Haste, Blades of Attack, Quarterstaff, Talisman of Evasion, Kelen’s Dagger, Ultimate Orb
* Reorganized all the recipe shops. The goals are both to make room for the recently added items and more importantly to organize them in a manner that makes guessing correctly where an item is an easy task for both existing and new players. I know none of us like to relearn item layouts, but this is a good thing to do for the long run.
- There are 6 recipe shops now in the following order:
Gateway Relics: Misc items that are primarily early game upgrades
Supportive Vestments: Various support style items that you get for your team
Arcane Sanctum: Castable or spell heavy themed items
Protectorate: Has mainly defensive/survival style items
Enchanted Artificats: Mostly orb effect items (with the exception of Yasha)
Ancient Weaponry: All other weapon items.

Note: I’m aware that Aegis is no longer needed in the shops, but I’m keeping it there until we need the space to help new users be aware of its existance through Roshan.

## Modes & Commands ##

* Added a new game mode -cd (-CaptainsDraft) [details below]
* Added a new game mode -rs (-randomside) to randomize which side your team starts in. This does not shuffle the players. It just places a team randomly as either Sentinel or Scourge.
* Added -random Intelligence/Strength/Agility. It gives you 100 less bonus gold than the 250 bonus gold the regular -random gives you.

* Added a new -tips system.If you enter the command, the game will give you 5 pointers (at various stages in the game) that are unique to each hero to help you get the basics down. These are not intended to imply guideliens on how to play a hero, but rather as simple tips if you are new with that hero. These are a work in progress.
* Added -water random
* -water now supports any color combinations using -water r g b format

* You can now change the terrain using -terrain snow on a per user basis. It is no longer a game mode. The “-terrain” or “-terrain default” command reverts the terrain to its normal state. Some of the other terrain modes you guys have emailed me about are still being worked on. I disabled them from this version because of some glitches they cause that haven’t been fixed yet. I will work on them more in the future if you guys want them.

* Added -disablehelp to Force Staff
* Added a command to display bonus gold received from Goblins Greed (-gg)
* Added -aa (Arrow Accuracy) for Elune’s Arrow hit percentages
* -disablehelp now prevents items from being picked up by non-owners from the fountain area
* -oi is turned on by default in observer games. Using -oi will disable it instead.
* Added a sub command to -om that disables neutral spawns
* Added a player only command “rollhero” or “-rh” to randomly display a heroname. This has no actual functional effect in the game, just a small easy command that some players wanted for their play groups.
* AFK detection no longer considers a player to be AFK during the drafting phases of some game modes

* Switch is disabled by default. Added a new temporary game mode -switchon (-so). Haven’t developed a new replacement system for switch yet. There are a few ideas I experimented with but nothing final yet. Based on the feedback I’ve gotten, I think the best thing to do is to disable it by default and allow a mode for it until a more suitable usage of it can be implemented.
* Improved the text presentation of -switch a little bit so the text is less intrusive

## Gameplay & Performance ##

* Added a few new terrain paths. Here are the rough areas that a change has been done in:
- To the right of the Sentinel Secret Shop above the ramp
- Above the Sentinel Goblin Shop
- Between the forest and the top Scourge lane
- Right side of sent jungle
- To the right of the second top Sentinel tower
- Added a new tree to the Scourge jungle
- In the area between the pair of Scourge neutrals near the powerup

* Range rax no longer has extra regeneration
* Added a new regeneration armor mechanism for towers and rax.
- The “regen armor” is stripped away whenever there are nearby creeps (or corpses). It gets restored once 15 seconds elapse without a nearby unit.
- If a tower or rax takes damage without the regen armor, that life lost can never be naturally regenerated. If it does have the regen armor, then it will regenerate at a rate of 40hp/seconds and take only 25% damage from illusions.
- Flagged areas are 1) All places considered in or near base 2) second Top Tower 3) second Mid Tower 4) second Bot Tower.

* Increased the non-splitting portion of the xp/gold from 8/level xp & 40 gold to 12*level xp & 30+5*level
* The non-splitting xp/gold bonuses are now doubled for EM like the rest of the xp/bounty system is

* Changed the damage type of the first tower to be Siege like the rest of the towers. Adjusted the damage table to keep the damage creeps take in the laning phase unchanged.
* Tower does not regenerate from allied damage (when trying to deny)

## Cosmetic & Misc ##

* Added two new hero kill sounds for 4x and 5x kills
* Added hero and creep stats to the scoreboard title by default
* Deny visual effect is shown by default now. -cson/off toggles it on and off. -di functionalities (and some extras) are now enabled by default.
* The upgrade mechanism of courier has been changed. You no longer lose the hotkey bindings you have when it is upgraded to crow.
* Many passive icons have been replaced with proper passive borders (will do the remaining in the near future)
* Improved color/text presentation for runes
* Adaptive Strike now displays the stun duration as overhead
* Added a joke name to Dragon Knight
* Added a new ability on couriers “Return Home” that sends your courier back to base
* Added a new ability on couriers “Transfer Items” that transfers your items to your hero directly
* Added a new visual effect for Death Pulse
* Added a new visual effect for Last Word
* Added a new visual effect for Mana Void
* Added a warning message when an old unsafe version of Warcraft is detected
* Added a player only sound effect and a text message when your hero respawns
* Added allied-only text message when an ally bottles or picks up a rune
* Added Armor Aura to Neutral Creep Enraged Wildkin
* Added joke name to Axe
* Added text for observers to show what abilities heroes are leveling
* Added the “Allied hero has fallen” sounds
* Added the music that plays in single player when typing “TenthLevelTaurenChieftain” to “-music special”
* Adjusted neutral creep active abilities to all be on the bottom left most spot
* Blackhole now uses an AOE targetting interface
* Bottled Runes now show color coded icons
* Changed Bottle and Captured Rune Icons
* Changed Magic Stick Icon
* Reduced maximum AFK time from 10 to 5 minutes
* Changed Omnislash hotkey from N to E
* Changed the cosmetics on Razor’s attack
* Improved the Cooldown animation so it is much easier to tell when a long cooldown spell is available
* Lothars windwalk icon is now the same as the item
* Lycan’s attack while in Wolf Form now properly plays an attack sound
* Normal mode can now pick from their team’s heroes plus neutral heroes
* Removed Furion teleportation restriction into enemy base (no need because of the new regen system)
* Rot no longer triggers Last Word
* Rune of Regeneration now expires once it you reach max hp and mp
* Silencer Intelligence stealing is now displayed as green for the +1 and red for the -1
* Splitshot no longer automatically turns off when you get disabled
* Stout Shield has a new icon now. Poor Man’s Shield uses stout’s old icon.
* Terrain snow now morphs regular trees into special snow trees.
* Updated Illusion Rune tooltip
* Updated Morph’s tooltip to reflect the recent attributes bonus added to it
* You no longer lose vision if an ally or yourself that is targeted with Astral Prison
* Improved icon for Soul Steal (172705)
* Added a new icon for Sunder (172705)
* Added a new icon for Tombstone (263561)
* Added a new icon for Lycan’s Feral Heart (180452)
* Changed the icon for Ring of Protection
* Decreased model size of Spirit Bear and True Form slightly
* Added a new visual effect to God’s Strength
* Enigma returns to the Scourge alliance
* Linken Sphere now plays a sound when the cooldown is ready and its active on you

## Bugs ##

* Diffusal Blade automatically fixes itself to burn properly on images when it reaches 0 charges (you used to have to drop and pick it up)
* Fixed a bug with manavoid damage (it dealt less damage than it should at higher levels)
* Fixed a rare bug with Open Wounds allied lifesteal
* Fixed a bug with Open Wounds and Infest
* Fixed a Moonlight Shadow not working on allied magic immune units
* Fixed a rare suicide bug with Terrorblade
* Fixed a recently introduced bug with Ursa’s Enrage not properly triggering fury swipes
* Fixed -hhn to not get reset when a new hero enters the map
* Fixed some bugs with Last Word when Silencer was dead
* Fixed Illusions created from Bottle not showing bottle in inventory
* Fixed Meat Hook not interrupting channeling if the target is fogged
* Fixed Open Wounds heal not working properly with some custom spells
* Fixed Replicate not removing the image when it errors due to backdooring
* Fixed some minor potential bugs with Ion Shell
* Fixed some -switch issues when combined with -ah
* Fixed some very minor inconsistencies between Sentinel and Scourge buildings
* Fixed spells like Laser and Brainsap to work with Decrepify
* Fixed spells like Zeus’s Wrath of God from reseting the AFK counter
* Fixed the attachment effects on Invoker, Lina, Lich and Chaos Knight from disappearing and reapearing 1 second later after attack actions.
* Fixed the creep upgrade timer to be in sync with the recent game start time for modes
* Fixed Tiny’s Illusions appearing small

# Languages #

The game is now available in 9 languages (5 new ones). English, Russian, Traditional Chinese, Simplified Chinese, Korean, French, Czech, German, and Brazilian Portuguese.

# Details #

Captains Draft:
24 Heroes are randomly allocated in a circle (like RD). The 24 consist of 8 random Intelligence/Agility/Strength heroes, sorted in that order along the circle.

Each team has a total time bank of 2.5 minutes. Blue/Pink draft the heroes for their entire team.

Blue and Pink start off by alternating 1/1/1/1 ban picks.
It then goes into a 1/2/2/2/2/1 hero draft.

Once a hero picks/bans a hero, it immediately switches to the other player to act.
Your timer is shown in read when it is your turn to act.

I am considering implementing a new order for the bans for this mode in the future. The bans would not all happen before the pick process, it would be in between picks. I decided to keep it the traditional way for now and get some feedback on alternatives.

Quelling Blade:
+36% bonus damage to non-hero units (12% for ranged heroes)
Tree Chop
- Kills a Tree
- 40 Cooldown
Cost: 250
Has no sell price
Available at the Goblin Merchant

Can only carry one

Talisman of Evasion:
+25% Evasion
Cost: 1800

250 Gold
+60% to block 20 (10 for ranged)

Note: It has the same statistical value as before for melee.

Poor Man’s Shield:
(250) Stout Shield
(300) 2x Slippers of Agility

+60% to block 20 non-hero damage (10 for ranged)
+100% to block 20 hero damage (10 for ranged)
+6 Agility

Force Staff:
(900) Quarterstaff
(1000) Staff of Wizardry
(300) Recipe
Total: 2200

+10 Intelligence
+10 Damage
+10 Attack Speed
Force (active)
Cooldown: 30
Manacost: 100
Castrange: 800
Mechanic: Pushes a unit (enemy, allied or self) 500 units in the direction that unit is facing.

This does not interrupt channeling spells

Khadgar’s Pipe of Insight:
(2050) Hood of Defiance
(909) Natherzim Buckler
(800) Recipe

A powerful artifact of mysterious origin, this pipe gives the bearer the insight to summon fields of null energy which envelop nearby allies, protecting them from 400 spell damage. Buff lasts 8 seconds.

+30% Magic Resistance
+8 HP Regeneration
+5 Armor
Barrier (Active)
Cooldown: 60
Manacost: 100
AOE: 700
Mechanic: Provides a 400 damage magic damage shield on nearby allied units. Affects Heroes and non-player creeps. If a unit already has this buff when another barrier is casted, it will override the buff with the new one instead of stacking additively. Buff lasts 8 seconds

Note: The 400 damage is before any magic reductions, not after. So a 300 damage spell removes 300 life from the shield, and not the 225 basic spell resistance. It is taken off the shield before it hits you, thus before any magic resistance is taken into effect.

Ghost Scepter:
1500 Gold
Ghost Form (Active)
+7 All Attributes

Ghost Form: You change form for 4 seconds, taking 44% bonus damage from spells but being immune to physical attacks.
Duration: 4
Cooldown: 25

Monkey King Bar’s True Strike:
Makes your attacks never miss.

True Strike Does not stack properly with orb or chance abilities like Frost Arrows, Headshot, etc.

True Strike can be toggled on and off.

Note: MKB still has proc effect

Magic Wand:
(159) 3x Ironwood Branch
(200) Magic Stick
(125) Recipe
Total: 474

+3 All Stats
Energy Charge (15 Charges)

Aghanim’s Scepter:
(2000) 2 of any of Blade of Alacrity, Ogre Axe or Staff of Wizardry
(1200) Point Booster
(1200) Recipe
Total: 4400

+10 All Attributes
+200 HP
+150 MP
Improves Ultimates (see list of ultimates in log or on the ultimate tooltips for the heroes it improves)

Diffusal Blade:
(2000) 2x Blades of Alacrity
(450) Robe of the Magi
(850) Diffusal Blade Recipe
Total: 3300

22 Agility
6 Intelligence
Feedback (20 mana)
Purge 8 charges

Diffusal Blade Level 2:
(3300) Diffusal Blade
(850) Diffusal Blade Recipe
Total: 4150

26 Agility
10 Intelligence
Feedback (36 mana)
Purge 8 charges (upgrading to level 2 restocks your charges back to 8)

Note: You cannot restock charges by buying the recipe again. It only upgrades once.

Old Maelstrom:
1400 Claymore
1400 Recipe
450 Boots of Elvenskin
Total: 3250

+25 Damage
+6 Agility
Chain Lightning

1600 Mithril Hammer
900 Recipe
500 Gloves of Haste
Total: 3000

+24 Damage
+15 Attack Speed
Chain Lightning

Manta Style:
2250 Yasha
2100 Ultimate Orb
500 Recipe

+26 Agility
+10 Strength
+10 Intelligence
+15 Attack Speed
+10% Movement Speed
+Mirror Image (same as old one)
Images deal 33% (previously 40%)
Images take 350% (previously 300%)

Fires a ball full of shrapnel into the air. which promptly explodes, showering the target area. Enemy units that walk in this area get damaged and slowed. Deals 30% damage to buildings. Shrapnel lasts for 10 seconds.

AOE: 450
Slow: 15/20/25/30
Slow Duration: 2
DPS: 10/20/30/40

Cast Range: 900
Cooldown: 15
Manacost: 120

Crystal Nova:
AOE Damage: 80/130/180/230
AOE: 400
Slow Duration: 5
Attack Speed Reduction: 20%
Movement Speed Reduction: 30%

Cast Range: 700
Cooldown: 15
Manacost: 100/120/140/160

Adaptive Strike:
It now always stuns and damages.
The amount of the damage and stun varies depending on how much of each attribute you have relative to the other one.

If you have 50% more agility than strength, it deals the maximum of the damage and the minimum of the stun
If you have 50% more strength than agility, it deals the maximum of the stun and the minimum of the damage

Everything in between the two is a smooth transition from one to the other

Damage(lvl1): Min: 0.25x Agility Max: 0.75xAgi
Damage(lvl2): Min: 0.25x Agility Max: 1.5xAgi
Damage(lvl3): Min: 0.25x Agility Max: 2.25xAgi
Damage(lvl4): Min: 0.25x Agility Max: 3.0xAgi

Stun(lvl1): Min: 0.25 Max: 0.75
Stun(lvl2): Min: 0.25 Max: 1.5
Stun(lvl3): Min: 0.25 Max: 2.25
Stun(lvl4): Min: 0.25 Max: 3.0

Min Knockback distance is 100, Max is 300

Storm Bolt:
Targets an area around an enemy unit and releases a magical hammer dealing damage and stunning enemy units.

Damage: 100/175/250/325
Stun Duration: 2
AOE: 250
CD: 14
Manacost: 140
Cast Range: 600


With the righteous anger of one wielding justice, Sven lets loose a mighty Warcry, heartening his allies for battle. Sven and nearby allies gain movespeed and increased armor.

Movement Speed: 12%
Armor: 3/6/9/12
AOE: 350
Duration: 6
Cooldown: 36/30/24/18

Battle Trance:
Jah’rakal unconsciously uses dormant magic to awaken the savagery of every warrior on the battlefield. Greatly increases attack speed for a short duration, and lasts an additional 4 seconds on Jah’rakal.

Attack Speed Bonus: 60/80/100
Duration: 4 seconds
Cooldown: 20
Manacost: 75

Note: This is a global spell.

Liquid Fire:
Straight from the belly of the beast, Jakiro slowly harnesses Liquid Fire when he attacks to burn his victims (175 AOE), and slow their attacks.

Damage Per Second: 10/15/20/25
Attack Speed Reduction: 20/30/40/50
AOE: 175
Duration: 5 seconds
Cooldown: 20/15/10/5

Note: Works on buildings

Fiery Soul:
Whenever she casts a spell, she will gain temporary movement and attack speed bonus.

Duration: 5 seconds
Attack Speed Bonus: 20/30/40/50%
Movement Speed Bonus: 2/3/4/5%
Stacks with itself

Phantom Strike:
Teleports to a unit and attacks it. Gains 100% attack speed for 3 seconds while attacking that same target. Maximum of 4 attacks.

Cooldown: 30/20/10/5
Manacost: 50

Old Multicast:
lvl 1 - 20% for 2. [Scepter: 30% for 3]
lvl 2 - 20% for 3. [Scepter: 30% for 4]
lvl 3 - 20% for 4. [Scepter: 30% for 5]

New Multicast:
lvl 1 - 30% for 2.
lvl 2 - 45% for 2 or 22.5% for 3
lvl 3 - 60% for 2 or 30% for 3 or 15% for 4.

No scepter upgrades

Example: Level 2 has 50% chance for at least 2x and a 25% for 3.

This displays overhead showing which multiplier of multicast was achieved.

Eyes In The Forest:
Creates an enchanted tree at a target point, allowing Rooftrellen to see the tree’s surrounding area at all times. Vision improves slightly per level.

Cast Range: 100
Cooldown: 300/225/150/75
Manacost: 100/75/50/25

Note: Creates a regular tree if cast on the Sentinel side and a dead tree if cast on the Scourge side. The trees are slightly brighter when they are enchanted.

Passive. Adds bonus damage to your attacks based on how low the target enemy is.

Level 1: 80-100=>2 60-80=>4 40-60=>8 20-40=>16 0-20=>32
Level 2: 80-100=>4 60-80=>8 40-60=>16 20-40=>32 0-20=>64
Level 3: 80-100=>6 60-80=>12 40-60=>24 20-40=>48 0-20=>96
Level 4: 80-100=>8 60-80=>16 40-60=>32 20-40=>64 0-20=>128

The equation is rather simple, it starts off with 2/4/6/8 bonus damage, and doubles each 20% missing hp.

For example, if this is level 3 and the target has 30% health, then you have 48 bonus attack damage.
If this is level 4 and the target has 15% health, then you have 128 bonus attack damage.

Gives half the bonus against creeps and buildings.

Mystic Snake:
A mystic snake made of energy jumps from target to target dealing damage and stealing some energy. After it reaches its last target, it jumps back to Medusa to replenish her mana. The snake deals more damage and steals more mana per jump.

Jumps: 3/4/5/6
Damage: 60/100/140/180 + 20% each successful damage jump
Mana: 20/30/40/50 + 20% each successful mana drain jump

Target A: Unit with mana
Target B: Unit with no mana
Target C: Unit with mana
Target D: Unit with no mana
Target E: Unit with mana

At level 4:
Target A takes 180 damage and loses 50 mana
Target B takes 216 damage and loses 0 mana
Target C takes 252 damage and loses 60 mana
Target D takes 288 damage and loses 0 mana
Target E takes 324 damage and loses 70 mana

In this example, at level 4 cast spell, with a ranged creep and 2 heros both getting hit by it, you regenerate 50+60+70=180 mana

Manacost: 140/150/160/170
Cooldown: 12
Jump AOE: 475
Cast Range: 700

Stone Gaze:
Any enemy units staring at the Gorgon will slowly turn to stone, removing status buffs and slowing all speed properties.

Gaze Duration: 5
AOE: 800
Speed Factor: 2/3/5
Damage to summoned units: 600/800/1000
Cooldown: 70
Manacost: 100/50/0

Doesn’t affect units that are not able to see Medusa directly (if medusa is fogged or invisible, then enemy can’t see her).

Direct line of sight is required.

# Razor #

Strength: 17 +1.9
Agility: 22 +2.5
Intelligence: 19 + 2.2

Attack Range: 475
Movement Speed: 295

Plasma Field:
Razor releases a wave energetic plasma which grows in power as it extends outwards. Deals damage to units both on expansion and on contraction. The further the plasma is from razor the more energy it has.

Minimum Charge Damage: 40/60/80/100
Max Charge Damage:70/105/140/175
Speed: 800
AOE: 600

Cooldown: 16
Manacost: 125

Note: This can hit a unit once going out and once coming back in. Charge increases to max going outwards, then decreases to min coming inwards. This is a full circle AOE effect, a radius of small electrical effects travel outwards. It spawns from where you are and moves out with you.

Unstable Current:
Passive. Increases the movement speed and reflects a static charge whenever targeted, dealing damage and purging the unit briefly.

Movement Bonus: 3/6/9/12%
Damage: 40/60/80/100
Purge Duration: 0.3/0.6/0.9/1.2

Note: Does not trigger on attack orbs like Poison Attack or Frost Arrows

Static Link:
Taps into the energy of a target hero, creating a charged link between Razor and his foe. As long as this link is maintained, Razor will continue to steal damage from the target and adds it to his own.

Attack damage stolen per second: 5/10/15/20
Max link time: 10
Stolen duration: 13 seconds from link break.

Cast Range: 600
Break Range: 700

Manacost: 20/30/40/50
Cooldown: 45/40/35/30

Note: If you target a point on the ground, it will move in that path and lock onto the first hero it reaches. You have vision over the link itself.

Eye of the Storm:
The Lightning Revenant calls upon a powerful storm of crackling energy, which strikes weakened enemies with deadly bolts of lightning. The storm is charged with Razor’s malevolent will, and will seek out only the most injured targets for its armor shattering blasts.

Damage: 37.5/50/62.5
Interval: 0.85/0.75/0.6
AOE: 500
Armor reduction per hit: 1 (stacks)

Duration: 20/25/30
Manacost: 100
Cooldown: 80/70/60

Damage dealt is physical. Only targets units in your vision.
This storm stops if Razor dies. Targets the lowest HP unit in the area.

# Batrider #

Strength: 23 + 2.5
Agility: 15 + 1.5
Intelligence: 24 + 2.5

Attack Range: 375
Movement Speed: 290

Cast Point 0.3
Attack Point 0.5
Hero Class: Intelligence

Sticky Napalm:
Targets an area and drenches it in oil. Slows the movement speed and turn rate of units in that area. Extra casts of this on the same targets stacks.

Any fire damage from batrider will ignite the napalm, dealing damage for each stack.

Fire damage is any regular batrider attack, flamebreak or firefly

AOE: 375
Damage: 10/15/20/25
Slow: 3/5/7/9%
Turn rate reduction: 30%

Lasts 7 seconds (refreshes on hit)
Stack max: 10

Cast Range: 700
Manacost: 15
Cooldown: 3

Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon impacting with an enemy the missile explodes, dealing damage and knocking all nearby foes away from the impact. Any unit who has been Napalmed will take additional damage from the blast.

Knocks back all units in the explosion area proportionally to how far they were from the center

Damage: 75/150/225/300
Max knockback: 400
Explosion AOE: 375
Detection AOE: 100
Damage: 75/150/225/300
Travel Distance: 1600

Manacost: 80/100/120/140
Cooldown: 11

Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm. Nothing can take the skies from him.

Trees in your path are killed by the fire.
Gives you flying pathing

Damage: 20/40/60/80 per second
AOE: 200
Spell Duration: 15
Pathing: Flying

CD: 40
Manacost: 100

Flaming Lasso:
Snags a target with a constricting lasso, allowing the Batrider to drag them behind him as he moves.

Does not drag units over cliffs or impassable terrain.

If you TP or blink away or get ported away, the lasso breaks.

Cast Range: 175
Bind Range: 300
Manacost: 150
Cooldown: 130/90/50
Duration: 3/3.5/4

# Tauren Chieftain #

Strength: 24 + 2.7
Agility: 14 + 1.5
Intelligence: 23 + 1.6

Attack Range: 150
Movement Speed: 300

Cast Point 0.4
Attack Point 0.35
Hero Class: Strength

Since ancient times it has been prophesized by the Tauren elders that a Chieftain will come, strong as the mightiest warriors and wise as the eldest shamans. After many years of wandering the sacred lands, seeking wisdom from his forefathers, Cairne Bloodhoof has proven himself as the long awaited hero. Cairne carries with him the spirit of his mightiest ancestor, and now the ground shakes with the combined strength of the Chieftain and his guardian spirit. No physical nor magical barrier can reduce the power of his enchanted halberd, the weapon used by his guardian in ancient times. Such is the power of this axe that it can split the very earth itself. Seeking revenge for the ravaging of his homeland, Cairne will soon bring his wrath upon the Scourge.

Echo Stomp:
Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconcious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is seperated from you, it will still perform its part of the spell.

If you damage a knocked out unit, it no longer becomes knocked out/immobile.

There is a spirit version of you doing the stomp animation with you at the same time (you can see it as well). You deal physical damage and it deals magical damage.

Physical Damage: 80
Magical Damage: 80
Channel Time: 1.4 seconds
AOE: 500
Knockout duration: 2/3/4/5 seconds
Manacost: 100/115/130/145
Cooldown: 15

Only player based damage can wake heroes. Damage dealt during a brief period after the stomp will not awaken heroes (0.65)

Ancestral Spirit:
The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While seperate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck.

Magical Damage: 120/160/200/240
AOE: 275

Damage per creep: 3/6/9/12
movement speed per creep: 1%
Danage per hero: 10/20/30/40
movement speed per hero: 5%

Cooldown: 19
Manacost: 110
Max Charge Time: 8

If the spirit has not rejoined with you before that period, it will charge towards you to move back into you and enchant you.

Enchanted Time: 9 (The duration you have the buffs after the joining of the ancestral spirit)

Natural Order:

The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance.

AOE: 250
Percentage nullification: 25%/50%/75%/100%

Note: This exists on the spirit as well.

Ultimate - Earth Splitter:
Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds. Deals 35% of a unit’s maximum HP.

Cast Range: 1600
Travel speed: 600 ms
Delay after maturity: 0.5 seconds
AOE: 350
Damage: 35% of each unit’s maximum HP (half magical, half physical)
Slow Amount: 30/40/50%
Slow Duration: 3/4/5

Cooldown: 90/75/60
Manacost: 175

Example: You target a point, from where you are towards 1200 in the angle you click on, the split starts growing.
The split grows at 600 ms, so it takes 2 seconds to reach the end.
After it reaches the end, it plays an animation preparing for the implosion for 0.5 seconds and then it pulls everyone in and does the dmg/maim.

## Notes ##

Thanks to everyone that helped test this version and to all the players that have sent their feedback and requests in. There are many changes in this patch, some depend on the other one, so you’ll need to play it a bit to get a good idea for how things play out in practice. That being said, don’t hesitate to give me your first impressions and your overall feelings towards the update. There will probably be a Dota 6.60b or a Dota 6.61 to follow this one, so let me know any mistakes you find or any suggestions for stuff to change.

Juggernaut, Yunero Guide and Walkthrought

Yurnero is a DPS hero who is remarkably strong throughout the entire game, as opposed to many other Agility heroes. His Blade Fury is easily capable of killing enemy heroes early game with the combination of any other disable, and also allows him to escape readily with its Magic Immunity; in contrast, Healing Ward has the most potential of any healing ability in DotA, but is only truly effective late game. His most famous skill, however, is his Ultimate Omnislash, which can singlehandedly kill one or two enemy heroes if they're caught alone. Slicing through armor with the greatest of ease. Whirling, dancing like a dervish, swiping foes with a flick of the wrist. Poetry in motion, slashing enemy upon enemy in the blink of an eye. Yurnero seeks perfection. Seeks to become one with his blade. All to fulfill his destiny as the unstoppable Juggernaut.

I. Basics [Stats + Skills]
II. Skill-Build
III. Item Build
III-2. Alternative Items and Bad Items
IV. Strategy Section
V. Allies and Enemies
VI. Conclusion

I. Basics [Stats + Skills]

At Level 1:

Name: Yurnero Strength: 20 + 1.9
Affiliation: Sentinel Agility*: 20 + 2.85
Damage: 44 - 48 Intelligence: 14 + 1.4
Movespeed: 305 HP: 530 Range: 100 (melee)
Mana: 182 Attack Time: 1.42 (+20%)
Armor: 3.8

Slightly above average MS and decent starting HP. His starting damage is low, so it's a bit hard to last-hit.

At Level 25:
Name: Yurnero (This does not change)
Strength: 65 Agility*: 88
Damage: 112 - 116 Intelligence: 47
HP: 1385 Mana: 611
Attack Time: 1.10 (+88%)Armor: 13.5

Quick Facts:
Primary Role: Carry Hero
Secondary Role: Ganker
Survivability: Moderate, due to skills
Farming Ability: Decent
Disabling Ability: Nonexistent
Overall Skill Requirement: Low-Moderate


For more information, refer to the DotaPortal page; I will reference it.

Blade Fury

Causes a bladestorm of destructive force around Yurnero, rendering him immune to magic and dealing damage to nearby enemy units.
Lasts 5 seconds.

Level 1 - Deals 80 damage per second
Level 2 - Deals 100 damage per second
Level 3 - Deals 120 damage per second
Level 4 - Deals 140 damage per second

Cooldown: 30 seconds
Mana Cost: 110 mana

Bladefury can put out some serious damage earlygame if used properly. If Yurnero dual-lanes, it should be with a disabler; the two may be able to go for first blood.

This provides magic immunity, essentially like a decayed BKB with a better cooldown and some AoE damage. It can be used to escape.

Yurnero can apparently attack buildings while using this. This is a slight boon to pushing, because if you get surrounded with creeps, you can theoretically Blade Fury and still retain DPS on the tower or racks or one of those filler buildings in the bases. Note that the correlation does not imply causation; Your attack is damaging the building, not the Blade Fury.

You can use abilities during the duration of this; while it dispels buffs, you can activate... let's say, Boots of Travel or a TP scroll during the duration and escape. This makes it an excellent idea to keep some method of teleport on hand.

Healing Ward

Summons a Healing Ward that heals all nearby allied units' life.
Lasts 25 seconds.

Level 1 - Heals 1% of hit points per second
Level 2 - Heals 2% of hit points per second
Level 3 - Heals 3% of hit points per second
Level 4 - Heals 4% of hit points per second

Cooldown: 75 seconds
Mana Cost: 140 mana

Healing Ward can eventually increase the longevity of your team considerably: A 1500 HP hero will recover 60 HP per second at the maximum level, a 2000 HP hero will recover 80 HPS, and so on. This does not negate lategame damage, but it can allow a hero to live the extra 2-3 seconds required to pull off something drastic that turns the game around.

Healing ward can move at 150 MS; take advantage of it.

When playing AGAINST Jugg, make sure the Healing Ward dies. Otherwise, you're letting the other team dance on your grave.

Blade Dance

Yurnero's cunning blade gives him a chance to deal double damage on each attack.

Level 1 - 10% chance
Level 2 - 18% chance
Level 3 - 26% chance
Level 4 - 36% chance


Blade Dance improves your damage by 36%. This is not as immense as... let's say, Mortred's crits (45% total), but they come out much more often. It's nice.

Blade Dance should not be skilled early to make last-hitting easier.


Yurnero moves around the battlefield, slashing many enemies. Yurnero becomes invulnerable while Omnislashing.

Level 1 - Attacks 3 times. 200 mana, 130 sec cooldown
Level 2 - Attacks 5 times. 275 mana, 120 sec cooldown
Level 3 - Attacks 8 times. 350 mana, 110 sec cooldown

Omnislash is very powerful, but it's not your only way of killing.

With enough IAS, Yurnero can fit in his normal attack between Omnislash's normal hits. This considerably increases its damage.

Clear out any creeps before using Omnislash, otherwise Yurnero will most likely attack the creeps instead, pissing you off.

This skill is taken from Final Fantasy VII: It is Cloud's ultimate limit break. Whatever. It's deadly enough.

II. Skill-Build

1. Blade Fury
2. Stats
3. Blade Fury
4. Stats
5. Blade Fury
6. Omnislash
7. Blade Fury
8/9. Stats
11. Omnislash
12-15. Healing Ward/Blade Dance
16. Omnislash
17-20. Blade Dance/Healing Ward
21-25. Stats

Earlygame, Yurnero suffers from a mana problem, due to his low starting mana and intelligence growth. It's not major, but you have to manage your mana.

Blade Fury is maxed out immediately because it's your best source of damage earlygame, allowing you to deal several hundred points of damage to an area by level 7.
Healing Ward does not heal enough HP at the beginning of the game to be cost-effective. It's more useful later when your team pushes; Get it at 12-15 if your team has started pushing, otherwise get Blade Dance.

Blade Dance is often added lategame, when you have higher DPS. Some people advocate getting it earlygame to assist with last hits, but I'd rather get stats: Would you rather have 2 assured damage, 38 HP, 26 mana, and a bit of armor, or a small increase in your chance to crit? Besides, critchance isn't that great if you don't autoattack, and you shouldn't autoattack earlygame (See strategy section for explanation).

I have reconsidered. With the levels of stats provided, Yurnero has enough mana to do a Bladefury-Omnislash combo at level 6; adding Bottle + Bracers + further Stats solves his mana problems. Get this when whenever you can get it. Level 1 does damage somewhat comparable to level 4 Blade Fury early on, but costs more mana and has a much longer cooldown. It could net you an early kill or save your life.

III. Item Build

Generally, I would build Yurnero, a DPS hero, as a DPSer. Profound, isn't it?

Ring of Basilus is seriously considerable as a starting item. It's not worth upgrading to Vlad's, but the mana regen, armor, and damage are great. Personally, I don't feel it's worth in a lane, but it's an excellent jungling item. I usually go tangos/branches for my starting build, but what you get is up to you.

To resolve mana issues, I use a combination of Bottle + Stats. I get stats earlygame because Blade Dance is pointless without autoattack (Last-hit/deny allows you a much more favorable balance of gold and exp). The bottle + innate regen, when completely consumed, provides 210+ mana, more than enough for two Blade Fury castings, or nearly one Omnislash. I don't get Healing Ward until level 12-15, so I don't have to worry much about it. In addition, you can refill it with runes, so etc.

Yurnero's HP growth isn't that great. A pair of Bracers not only solve it, but aid last hitting, armor, and any residual mana problems you may have through the game. They're also dirt cheap, coming in at only 1020 for both.

In general, Treads are good on Yurnero. When you initially buy these, buy the STR recipe; once your HP hits... I'd say 1500, convert them (Right click) to Agility treads. Boots of Travel are an option too, as they add considerable mobility (Good for Blade Fury and escapes), and help with your farming, but Yurnero doesn't have an IAS-based steroid skill; Power Treads in AGI form can give 40% IAS. I choose Treads mainly for the statistical support and the IAS.

After these basics, which fortify your MP/HP, give you slight damage, and other useful benefits, you have to choose your core DPS item. I take into consideration not only raw DPS, but cost and other factors.

DPS is computed with a level 16 Yunero with level 4 Blade Dance and AGI power treads. Note: Attacks Per Second (APS) x Damage x Crits.

Attacks per second formula = (IAS + 100)/170
Critical hits add an average of 36% damage; 36% to deal 100% more damage (2x total).

At level 16, assuming you have two Bracers and Agility Power Treads:
([102 IAS + 100]/170) = 1.188 APS
1.188 attacks per second x 98 average damage * Blade Dance Crits (36%) = 158.4 average DPS.

The items I feel may benefit Yurnero the most Mjollnir, Butterfly, and Monkey King Bar.

MKB has 80 damage, 15 IAS, and 35% chance to deal 100 damage, which is averaged to 115 damage.
([117 + 100]/170) = 1.276 APS
1.276 APS X 213 average damage x BDCrit = ~369 DPS (MKB gives approx 211)
Costs 5400 gold. (2600 + 1400 + 1400), 0.039 DPS/gold
MKB also has a ministun.

Butterfly has 30 AGI + 30 damage/30 IAS. 60 damage/60 IAS.
([162 + 100]/170) = 1.541 APS
1.541 APS X 158 damage x BDCrit = 331.168 DPS (Butterfly gives approx 172.77)
Costs 6000 gold. (3300 + 900 + 1800), 0.029 DPS/gold
Also has 30% evasion.

Mjollnir has 35 AGI, 35 Damage, a 20% chance to proc a 200 damage Chain Lightning. The Chain Lightning will be reduced to 150, assuming 25% magic resistance. This will average out to 30 per attack on the first target after formula.
35 IAS, 70 damage, 30 magical after fact.
([137 + 100]/170) = 1.394 APS
(1.394 APS X 168 damage x 1.36BDCrit) + 30 average magical damage to initial target = 348.5 DPS (318.5 without counting lightning, 190 total)
Costs 6550 gold (3250 + 3300), 0.029 DPS/gold
Also has a Static Charge proc.
The actual damage is higher due to the fact that Chain Lightning hits more than one unit.

MKB has the highest damage and gold-efficiency, however it has a poor buildup and is slightly annoying to farm. It does have a ministun, to its credit.

Butterfly adds the least DPS, and is less gold-efficient, and is a bitch to farm (at least early-midgame). However, it adds evasion, armor, and much attackspeed to Omnislash.

Mjollnir is probably the easiest to farm up (Due to having Maelstrom as an ingredient), adds some armor-bypassing magic damage, has decent damage, and so forth. It chews up an orb effect and is slightly inefficient (mainly because Eaglehorn has a crappy DPS/gold ratio). Butterfly and Mjollnir add some degree of armor.

MKB provides the most efficient DPS/gold, doesn't chew up an Orb like Mjollnir, and so forth. It's your first DPS item. Note: The 6.58 change made MKB even better, so there's less contest.

I consider these items the core of the build; they only cost 8870 (barring any price changes), and everything is easy to farm (MKB has even been made slightly easier to farm with its recent buff).

Next, I buy Stygian Desolator. Desolator provides no IAS, but the armor reduction is handy, especially if you have to Omnislash in the middle of a 5v5. And you probably will. It's also quite cheap. The armor reduction on Desolator should add about 20-30% damage against most players; your mileage may vary with their armor development.

In most cases, this will be superior to Butterfly as a second DPS item. I assume, for these calculations that Yurnero is level 25, has all the items mentioned, and the next item bought.

([169 + 100]/170) = 1.582 APS
1.582 APS x 255 Damage per hit x 1.36BDCrit = 548.76 DPS

With Butterfly:

([229 + 100]/170) = 1.935 APS
1.935 APS x 315 DPH x 1.36BDCrit = 829.08 DPS
Remember, 30% evasion. Again, the DPS and armor are very handy, but remember that in spite of all its advantages, it doesn't build up well and provides lower DPS/gold than the other main Tier 4 DPS items.

With Desolator:

([169 + 100]/170) = 1.582 APS
1.582 APS x 315 DPH x 1.36BDCrit = 677.72 DPS
Looks a lot lower, but don't forget that armor factors in. Against an enemy with let's say... 10 armor, Desolator improves your damage by 34%

677.72 x 1.34 = 908.1448 DPS
Not all heroes have 10 armor, but it's much better than Butterfly when you factor in cost. To exceed Butterfly's DPS with this build, Desolator must increase your damage by about 23% or more, including its base damage. In fact, it will, except against enemies with extremely high armor (such as Dragon Knight, Lich, some AGI heroes, smart tanks, etc.)

Desolator isn't great as a first DPS item for most heroes because armor reduction essentially works on a percentage-based basis. If you have a lot of DPS, armor reduction will mean more; Increasing your damage 25% means more if you have 200 damage before as opposed to 100.

An interesting note: At this point, with level 25, maxed stats, and my item build, you will have 169% IAS, which translates to between 5/6 Omnislash hits. This is hard to exceed. (Sourced from the Wiki on DotA Allstars; check the Omnislash chart).

If the game continues (kind of doubt it), you may need considerable survivability investment. Since your armor is very high already, a Heart of Tarrasque will add tremendous EHP (effective HP, check the formula in the post linked at the bottom of the page) and decent regen.

Then, the Butterfly becomes even more useful, as you're running out of good damage items and the evasion will up your EHP further.

And if the game STILL continues, an Assault Cuirass will (while giving you overkill armor) increase your damage even further due to IAS and armor reduction, while allowing you to push lanes even faster (as if you weren't already fast enough).

If the game hasn't ended after that, I don't know what to tell you. Practice pushing earlier in the game, before things turn stalemated.


This is another possibility. The skill build stays the same, and you still start by buying a Bottle. This focuses on pumping Yurnero's ganking skills. You gain residual pushing and farming ability from the build. Remember, if you go this way, you'll have to run around a lot and set up a ton of ganks, which will interfere with your farming. Blade Fury will be your lover; a ganking Yurnero will want to milk everything he can get from it.


- You have higher DPS carry heros on your team, like Terrorblade or an imaging hero
- Your team has huge amounts of disables, allowing you to use Blade Fury to the maximum effect. These are likely to involve many earlygame heroes; so you'll want to end it earlygame and ganking comes in handy.

- The enemy team has chosen many heroes which have to be ganked frequently to slow them down, at risk of your team being overrun lategame.

You also get Bottle as a ganker; you'll need the regen to keep up your longetivity. Besides the heal, you can pick up runes to refill your bottle, and sometimes provide other benefits. When playing a ganker, you can benefit from all the runes, but Haste and Invisibility are the best as they directly improve your ability to damage opponents with Blade Fury. Illusion helps you decieve an opponent by sending out images to various places. Regeneration is like your bottle on steroids, while Double Damage will make you much scarier.

The first major item would be Boots of Travel; combined with your above-average movespeed, allows you to Blade Fury very effectively. The teleport improves your mobility further; you can stop pushes, join your teammates, and so forth.

For this build, I would suggest Radiance as your core item. This is basically your best option for damage if you play Yurnero as a ganker; there really aren't many other options, with the possible exception of Diffusal ->? Manta (Yurnero doesn't, however, really have the stats or synergies to be a Manta bearer) This will improve your ganking ability substantially, mainly due to the immolation (adding 35 DPS to your Blade Fury adds up to about 33% more damage if you consider magical resistance). You might be able to get in a melee hit while chasing, and the +60 damage will make it hurt a lot more. Get it before the 30 minute mark if you can, as the impact of Immolation dwindles with time.

Afterwards, work on items to improve your DPS and Omnislash. I would probably go for Butterfly here, as your IAS is rather low (we didn't focus on it) and needs improvement.

III-2. Alternative Items and Bad Items

Starting with the alternatives that can be used to good effect on Juggernaut, we go into the land of crap, and then finish with some speculation.

The number one point of possible dissent, and a very good item to consider. These shoes work just like the ruby slippers in Wizard of Oz; you click your heels together three times (or is it two now?) with closed eyes, and say "There's no place like [wherever you're teleporting to]". It has great synergy with Blade Fury; if you buy it, consider Radiance to enhance your chasing powers. The drawbacks though, include less stats, weaker Omnislash, and greater cost. It's up to you, but whatever you do, play to your footgear's strengths.

Good if you go for Boots of Travel. It has to be rushed to be effective, as enemy HP gains reduce its potency. BoT + Radiance trace out an effective ganking Juggernaut; you can chase effectively, and need not even hit the enemy to do some damage. The 60 damage and 8% evasion are decent additions to your power, too. Not to mention that you can farm and push nicely with this item.

Another high DPS item. The main problem with this is that Desolator is a better orb effect in many cases, although the magical damage can help against high armor types. The other problem is price--this is usually a rather inefficient source of damage. Still worth considering as it's easy to farm and has a multitude of benefits.

Not the worst thing you could buy. Juggernaut actually needs most of what this item provides, and likes the rest. It's also VERY easy to farm, as each part is very inexpensive. The main problem with this item is that it's very unfocused and doesn't, in my opinion, give enough of anything for most heroes. This will net you a grand total of 31% IAS, 28 damage, 304 HP, 12% IAS, a decent maim, but whatver. In my opinion, the quicker you can damage an opponent, the less time it has to react, escape, be rescued by friends. Still, some people like getting it: if you have frequent success with this item and you feel it's the cause, tell me. It definitely suits a ganking Yurnero; with this + BoT/Radiance, you will move very fast and keep your opponents slowed; especially nice with Blade Fury.

As I see it, the problem with this item is, assuming you build the way I did, that you already have everything this item provides, and better too. A bottle only costs 600 and allows you to regen substantially from it, not to mention the runes. The damage is really not that impressive (4785 for 65. How about 5400 for 80 + what averages out to 35?), and while the cleaves help with farming/pushing, Yurnero is already a good farmer (decent attack animation/damage, BLADE FURY). While cleaves + crit are a good combination, I'd rather not rely on my opponents standing where they can be cleaved. Personally, I get the feeling that most people get it just to see Yurnero jump up and down constantly as if he's critting. I've heard that extra attacks in Omnislash cleave, but it's counterproductive as usually you want all your Omnislashes to hit one opponent.

NOTE: if you have Engima or Magnataur, or another hero that can forcibly cluster heroes in a small area, Battlefury will suit you much better. In that case buy Perseverance instead of Bottle, and finish Battle Fury instead of building MKB.

In some cases, it may be a good idea to get this earlier on Yurnero, but it never is to rush it. The buildup is subpar and were it not for the evasion, it would have nothing over MKB and Buriza except IAS. What sets this apart is said 30% evasion which is, to put it simply, very good. The armor's also good, but not substantial. If you're facing a very physical-DPS based team, consider picking this up instead of Desolator (However, still see "Assassination" part of strategy section).

lol no--The damage and the bash are both subpar. I've seen the occasional recommendation for this, not sure why.

A controversial item in general. The movespeed and attackspeed are very useful to Yurnero, and the lifesteal is nice, but as I see it, there are three main problems to this.
1. Yurnero is fragile, so using MoM on him is quite dangerous. The 20% damage you take afterwards could kill you, and even with the survivability items we get on Yurnero, he's not a tank.
2. It chews up an orb effect. You have Healing Ward, which offsets your need to leech.
3. This really doesn't leech all that much. Let's say you had 100 damage per hit (an easy to obtain figure); you would only net 17 per hit from this. Worse is that you have to autoattack to gain the benefit of this; which is counterproductive untill you can at least out-DPS your own Blade Fury.

Honestly, it's not THE worst item you can get, but it's not a good choice.

This is the worst item. Not that you would consider it, but I do like to bash on Dagon. It just doesn't synergize with many heroes.

Popular and bad on most heroes. This is a good item for Yurnero, but only if someone else wears it. While this has 3 auras that could possibly be of interest to you, they really aren't worth it. Firstly, lifeleech is of little use to you for reasons already discussed--to this item's credit, it doesn't take up an orb. Secondly, Command Aura adds damage. But it doesn't add enough--If we had 100 damage, this would add 15. But we already get MKB, which adds 80 (+ 35 unreliably). A bit more efficient, even when you consider the damage per gold. Brilliance Aura is negated by our bottle. Devotion Aura is useless to Juggernaut. Leave this to the rare hero that can use it. In public games, leave it to every other sucker.

The "Dominate" ability intrigues me on this item, but does that justify getting it? I don't think so, but having a centaur War Stomp an enemy could come in handy for ganks. Try this item out, folks, tell me your opinions. It's better than Vladmir's Offering, or so I think. It can be upgraded to Satanic later.

IV. Strategy Section


In the earlygame, Yurnero is already fairly useful due to Blade Fury. This allows him to gank heroes, lane decently, or play in the forests.

When laning normally, buy 5 GG branches and 3 sets of tangos. If you randomed Yurnero, exchange 2 of your branches for circlets.

Where to Lane:
It's best to lane Yurnero with some sort of disabler--the lane control you will gain from this is considerable, and you may be able to go for an earlygame kill.

Don't solo with Yurnero if you can. He's not horrible at it, but he lacks fire-and-forget harassing like a ranged attack, an orbwalk, a targeted nuke. Blade Fury is dangerous, but someone like Lich or Warlock is more so earlygame.


Suffice it to say that Yurnero is a capable jungler, again due to Blade Fury. However, like everyone else, you will have pull creeps from your lane early on, at least for the first few levels.

Don't jungle if you have someone like Terrorblade, Chen, etc. in your lane.

The screwball text refers to Roshan. I apologize for my demented sense of humor.

The white circles are camps where you can easily pull your lane's creeps to early on. In fact, they seem to be the only place where it's worth doing, but I'm not sure about that. These contain most anything, but if you creep-pull well you can take them.

Buy a Ring of Basilus and some healing salves; the mana regeneration, armor, and damage will be extremely helpful in neuting. You also want to be able to recover from damage, and salves are great in the jungle, not to mention that you can save friends with them if need do.

Neutral creeps initially spawn 30 seconds into the game, and respawn every minute. If you have vision of a camp, it will not spawn creeps. From there on, it takes about [time? Please tell] seconds for your creeps to arrive. When your creeps are in the center of the lane (either center top or center bottom depending on your side), you lure the neutrals out (Be warned, you have to be fairly close to get them to attack you) into your lane. They WILL go back, but if you time it right, your creeps will attack and chase the bastards. They will act as tanks, and all you will have to do is last-hit the neutral creeps. It takes some time for the neutrals to respawn.

The second camp that I would hit would be the level 2 "weak" camp, which is indicated with a square on the map.
In my experience, one of five creep combos appears:
1. Forest Trolls + Priest
2. Forest Trolls + Kobold
3. Kobolds
4. Ghost + Felhounds
5. Gnolls

These are very easy to kill; one blade fury will leave them very weak. From then on, you should be level 2 (maybe closer to 3 in EM); once you reach level 3 and level Blade Fury to 2, you should take off.

If you have to go to the fountain, you have to go to the fountain. Remember, though, that you have clarity potions to chug, extending your longetivity. This is also why we do creep-pulls to avoid damage.

There is the possibility you will be ganked; very low in public games, but much higher in higher level play. If you get ganked, and you have Blade Fury up, use it as an escape tool; the magic immunity will save you from nasty disables.

Again, don't solo if you have the option of not doing so. Yurnero thrives in a dual lane with a disabler like Rhasta or Lion.

You will have to last-hit/deny. Yurnero has a decent attack animation, but his base damage is low. However, your damage grows quickly due to the fact you're pumping stats and have high AGI growth. He's got a bit of a backswing, so after executing an attack, spamclick on the ground somewhere to avoid it. If you don't last-hit, you'll miss out on lots of gold as creeps will steal your damage. If you don't deny, your opponents will level up faster and earn more gold; making them deadlier, earlier.

You also want to avoid using Blade Fury on lane creeps early on just for farming's sake. Blade Fury is a very potent pushing tool, but if you push earlygame you will make yourself vulnerable to ganks. If you're deep in enemy territory with little ability to escape, you can say goodbye to the money you earned from your tower kil/creep kills.


If you get ganked, Blade Fury may save you from whatever nasty nukes you're targeted with. 5 seconds of magic immunity from level 1 is nothing to scoff at. Standard escape rules apply--try to flee TOWARDS help, not away from it; if you can juke opponents by suddenly changing direction, consider it.

Yurnero does not openly seek out ganks (unless you build him as a pure ganker), but when the opportunity arises, he should consider it. When ganking, you want to sneak up on your enemy, and if possible, cut off their escape route. Yurnero should not initiate the gank, having no disables or snares. He should sneak up behind the opponent and cut off escape. Consult this diagram.

Yurnero has SOME 1v1 potential, but he's not a hero I would usually have "duel" a hero; i.e have them attack each other and not neccesarily have one running away from the start. Therefore, I generally feel that Yurnero needs to focus on his DPSing abilities, which is why I try to build up Yurnero's damage abilities quickly.

Let's say your core item was Sange and Yasha. Your chasing abilities would be great, and you'd be able to kill any hero in (for convenience reasons) 20 seconds. However, in 20 seconds, an enemy hero could easily come to your victim's rescue, possibly leading to your death. Now, let's say, instead of S&Y, you bought a Monkey King Bar. You would not chase as well, but you would be able to bring a hero down in (again for convenience reasons) 8 seconds. 8 seconds is much less time for enemies to save your victim from your wrath. The chances of them getting away are higher, but that's why they invented teamwork: Have a friend help you unless your opponent is truely unable to escape.


Carry Yurnero mainly needs to farm during this stage of the game. Ganker Yurnero needs to continue ganking, and kill creeps whenever he can. Both builds have an effective Blade Fury; this can take out an entire creep wave if you position it properly.

If your team is pushing agressively by this point, you need Healing Ward. If you don't have it, start leveling it. Try to lay it down just behind your team so that they get the full benefit, but it's difficult for enemies to get at and destroy. Remember that the ward can be moved, so as your push continues, bring the ward up. However, if nobody's really pushing, you can probably skill Blade Dance without fear of reprecussions. 36% increased DPS comes in handy if you have some items.

Continue to gank, either when you smell easy money as Carry, or all the time as Ganker. By now, you will have Omnislash, which will do a LOT of damage to one hero if you aim it properly. Essentially, that means make sure nothing's around. If you Omni in the lanes, watch out for creep waves. They spawn every 30 seconds, so you have to develop some awareness of the time. Of course, if you Omnislash in the jungle, you'll be a happier Yurnero (and maybe also a richer one).

In team battles, do not initiate. Yurnero is the type to go in while heroes are distracted and deal some heavy damage. Place a Healing Ward if possible/neccesary. You can use Omnislash to pick off stragglers and escapees, but you may not have the opportunity.


In general, midgame and lategame are similar for Yurnero, but in the lategame, Yurnero can be more aggressive due to his better DPS. Your lategame begins when you have some DPS items. You won't have much time to farm further most likely; team-battles will occur all the time.

If you went Carry Juggernaut, and have a desolator, an Omnislash can spread armor reduction to the enemy team very quickly. Obviously, you won't be doing mass damage to one hero, but if your team is DPS'ing the affected heroes, they'll be happy for you.

There is very little here to say that has not already been stated. Expect further expansion, though.

V. Allies and Enemies


1. Stuns and Slows:

These guys are ALWAYS your best friends. Happen to be laning against that pisshole Lich? Get Rhasta to shackle him, allowing you to position Blade Fury. Victims will either die or be horribly maimed.

2. Other Disablers:

Happen to be offended by the fact that Mortred's physical attack can wear you down during your Blade Fury? Have Drow slow her attack. Have Magnix offer it some beer. Have Axe take the pressure off you with a well placed Berserker's call. These people most likely help you just as much as category 1, albeit more subtlely. Great, innerit?

3. Damage Amplifiers:

As Yurnero lives to deal damage, any hero who can increase that is welcome. Slardar's Amplify Damage is GREAT for your physical attack. Pugna can decrepify an opponent, boosting the potency of your Blade Fury as well as rendering it harder to escape.


As examples.

1. Rhasta - With Shackles alone, Rhasta can hold a hero down for almost as long as your Blade Fury lasts.

2. Lich - Frost Nova serves to further your ganking ability, and by babysitting can ensure you an easy earlygame should you choose to lane.

3. Pugna - Earlygame, Pugna + Yurnero is an extremely scary lane. Decrepify + Nether Blast + Blade Fury will send everyone pissing their pants (or at least borrowed ones). Later, add Nether Ward for good times.


Yurnero does not have many hard counters, i.e. very few if any heroes can counter him completely on their own or without items. Here's some thoughts, though.

1. Mana Burn:

Sure, whatever. They're everyone's nightmare. Yurnero, by the way, is not the king of mana reserves, therefore, mana burn on him serves to deplete his mana more than kill him quicker. Either way, sucks, as you need that mana to use your cool abilities.

I'm not sure what else.

VI. Conclusion

Well, this section is sure conclusive, right?

Yurnero really IS a good hero. He IS at heart a carry, but he has some useful skills that expand him beyond mere farm-a-lot-of-items-and-then-ripthingstoshredsdom, and has a decent selection of items. His skills are just great. He's not overly difficult to play, try him out.

Get a good replay. If anyone wants to donate one, it'd be nice. Admittedly I don't generally play DPSers outside of pubs, so yeah.

Expand strategy section in general, as my knowledge improves.

Try out HotD and Blink Dagger. Both of them are cheap, useful items that provide another dimension to Yurnero; I don't know if they're worth expanding in that direction, but I should check.

Improve the "Ganker" build.

Wait till the fire turns green.


Firstly, diaz_leon for writing up some information on the inner mathematics of the game. I used the formulas to compute DPS and the table to get the figure with the Desolator. Check out the information at

Secondly, the official website's hero builder helped me determine an item build and compute DPS in some examples.

Thirdly, if you can see this statement, consider yourself acknowledged in advance. I need the readers' responses to improve the guide.

Fourthly, Fred Astaire, for being a better match for Yurnero than the usual Cloud Strife; that's the person depicted at the title.


1. Blade Fury is essentially a spinning dance. No musical number included, though.
2. Healing Ward, as Yurnero's dancing makes everyone feel better.
3. Blade Dance. Do I really have to explain this one?
4. Omnislash is essentially a big, elaborate, virtuoso dance sequence.
5. Yurnero lacks hair. Fred Astaire lost his with time.

"He's graceful, yet masculine. So it's OK for me to enjoy this."

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