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Dota 2

14 years ago

Now that the dust has settled...



Jakiro
6.75 ChangesVODS
  • Liquid Fire AoE from 175 to 300
  • Ice Path Reworked: after a short delay a thin path of ice is created in front of Jakiro; anyone who touches this gets frozen until it disappears. 1/1.4/1.8/2.2 second duration.

Recent Statistics
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b181a55f34d8f1305d44e6efd0bc39f6967e1a38aefda604dafc0f9039.png

Why?
Jakiro has gone from zero to permanently picked hero almost instantaneously since his Ice Path remake, which transformed him from a clunky support with an unreliable stun and some pushing power to one of the most popular support heroes out. Was the Ice Path remake really that great? Well... yes. It was. Ice Path went from a dodgable, difficult-to-land stun to a devastating battlefield splitter. Now, a Jakiro can lay down a path in front of enemies to force them to change paths, freeze a line between heroes to divide them or just use it as a secondary disable to hold people in his ultimate. A less-lauded buff is the Liquid Fire AoE increase, which allows Jakiro to easily hit an entire creep wave or multiple heroes with the -50% AS and burn damage, boosting his killer pushing power.

In short, his major weakness (the clumsiness of Ice Path) has been fixed, allowing him to shine through his AoE power coupled with naturally high Intelligence and Strength as a perfect support hero.

6.76 increased the creation delay of Ice Path by 0.1 second (to 0.5 seconds) and the manacost by 15 (to 90). Will this hurt Jakiro's viability? Definitely not; Ice Path remains a powerful spell, especially due to Jakiro's fantastic Intelligence gain doing more than necessary to accommodate the mana cost increase.


Batrider
6.75 ChangesVODS
  • cast animation from 0.3 ? 0.2
  • strength growth from 2.0 to 2.7
  • turn rate from 0.4 to 1.0
  • Firefly duration from 15 to 18
  • Firefly damage trail no longer instantly disappears when Batrider dies


Recent Statistics
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32de8c39756c5d3c5e101ae1e5501037e59ae1c1b7c6897ec5c71f1ea8.png

Why?
During the advent of the mid-game domination route, Batrider was a popular pickup due to his mid-lane power, his BKB-penetrating disable and his overall mix of durability, mobility and damage. However, along with heroes like Clockwerk, Batrider fell from favour as the game shifted to favour late-game carries and mid-to-late game utility heroes like Invoker. Well, he's back, and he's pissed.

Many people fail to see the turn rate change, but combining the turn rate and the cast change together and it now allows Batrider to kite enemies with Sticky Napalm almost twice as fast. This gives him unprecedented mobility as he flits around teamfights, which is complemented by his increased strength gain, making him tankier and harder to deal with as the game progresses. Finally, the Firefly buff allows him to keep dealing that damage out, regardless of death or duration.

Something key to note about Batrider is his ability to devastate solo lanes, and even hold his own in dual lanes. Heroes like Templar Assassin generally get bounced off the walls by Batrider's DPS, while heroes like Invoker and even Queen of Pain always need to play with extreme caution. Even Magic Wand is only so helpful; if Batrider initiates you, he's going to deal more damage than wand will heal before you can even blink.

6.76 decreased the strength gain from 2.7 to 2.4. Will this hurt him? In a similar vein to Jakiro, I don't think so. A grand total of 7.5 strength lost at level 25 (translating into 142 HP) is not going to destroy Batrider's spree. The main buffs were not, in fact, to his stats, but instead to his turn rate, cast time and Firefly duration and persistence.


Undying
6.75 ChangesVODS
  • Decay steal duration from 21/24/27/30 to 25/30/35/40 (+4/+6/+8/+10)
  • Decay AoE from 300 to 325
  • Tombstone Deathlust requirement also triggers if target is below 5/10/15/20% HP

Recent Statistics
f2e86cbc5efa8d31aa550e66fe947402cd6f129b844bd758c3b4759ba6.png
fe322e6ab1ba53469af483322979df595be59b4fabb456586fc4b2b6a3.png

Why?
Undying has ramped up notably from being an uncommon pick to starring in approximately 10% of games. Pre-6.75, he was maimed with the drawback of tapering off greatly come late game, where his Decay stopped hurting as much, his Tombstone stopped being such a teamfight disruptor and his Soul Rip became his primary means of healing and harming. With the changes to Decay, as well as the Tombstone Deathlust buff, Dirge now stings late-game, filling the role of a tanky teamfight controller and Pipe carrier. fighting under the Tombstone is now suicide-by-zombie-zerg-rush at any stage of the game. Combine that with the strength of Soul Rip and the damage amplification of his ultimate, and Dirge fits in amazingly with heavy nuking and pushing lineups.

With a win rate just shy of 80%, Undying is really making an impression on the scene, and I'm hoping to see the killer Undying tri-lane rise back to popularity.


Shadow Fiend
6.75 ChangesVODS
  • Necromastery hero kill souls from 6 to 12
  • Presence of the Dark Lord armour reduction from 2/3/4/5 to 3/4/5/6
  • Requiem of Souls has a new passive component: triggers a half-ultimate on death

Recent Statistics
f2e86cbc5efa8d31aa550e66fe947402cd6f129b844bd758c3b4759ba6.png
266200db517ffb982bd851b679f32ffadd3cc85afeb894bd0bdcf467e7.png

Why?
Nevermore is one of those quintessential "skill" heroes who can deal out crazy levels of AoE damage and wipe out entire teams. However, he's been very unpopular ever since the appearance of Smoke of Deceit, as he represents the definition of a squishy mid hero with no escape mechanism. So, what has changed? While his soul bonus from hero kills in notable, along with the extra -1 armour per level of Presence, the real change is the passive added to his ultimate. With a final "screw you" upon death, heroes need to be far more cautious about ganking Nevermore once he gets his ultimate. Support heroes especially risk giving up kills, counteracting the gank. Furthermore, the ability to theoretically cast 1.5 Requiems during a single teamfight adds to the insane amount of damage Nevermore provides. Even though his early laning is still risky, Nevermore now provides enough AoE damage to make it worthwhile.


Bane Elemental
6.75 ChangesVODS
  • Fiend's Grid Aghanim's duration from 6 to 7
  • Enfeeble's damage reduction from 25/50/75/100 to 30/60/90/120 (+5/+10/+15/+20)
  • Enfeeble can no longer be dispelled

Recent Statistics
f2e86cbc5efa8d31aa550e66fe947402cd6f129b844bd758c3b4759ba6.png
f7347e828abb2ce87eff07dbef72a1f9b0d945c1a373fdbbc43f6ab686.png

Why?
Bane is the king of single target disables. With the ability to totally remove 2 heroes from a battle, as well as his Enfeeble which makes that terrifying DPS carry hit like a Crystal Maiden, Bane is now a viable hero due to his ability to destroy the damage of any hero, regardless of their possession of BKB or not. This makes him a huge counter to heroes like Chaos Knight, Anti-Mage, Faceless Void, Bounty Hunter and Tiny. His 5-second, BKB penetrating ultimate just reinforces his role as a carry devastator. With the ability to solo with ease, Bane is a strong addition to any team.

6.76 gives Bane further buffs, allowing him to dispel his own Nightmared state at any time, and decreasing the (already low) cooldown on Enfeeble by 2 seconds (to 10). These small changes will further boost his rising popularity as a powerful disabler and anti-carry hero.


Lifestealer
6.75 ChangesVODS
  • Rage duration from 2.5/3.25/4/4.75 to 3/4/5/6 (+0.5/+0.75/+1/+1.25)
  • Armlet: HP regeneration from 5 to 8
  • Armlet: lifedrain from 37 to 40
  • Armlet: toggle cooldown from 5 to 1 seconds

Recent Statistics
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2aafa834c90e18b65858376f97f51846029d1b77b16eb12fd25ded25c0.png

Why?
Rising in popularity from being completely unpicked, N'aix's main buffs lie not in his own buffs, but in the buffs Armlet received. With a reduced toggle time, as well as a bonus HP regen, Armlet is now a phenomenal item in combination with the chain-stun resistance given by Rage, making N'aix incredibly hard to kill if you're unable to deal 500 damage in a very short period of time. Tie it in with his natural ability to jungle or run aggressively and passively in a lane, as well as his team-benefiting Open Wounds which allows your entire team to regain health through nuking an enemy, one finds it understandable that a buff to his core item has boosted him into the competitive scene.


All stats taken from Dota-Academy. Take a look!