Pezant's Musings

The Next Big Patch: Looking Over 6.82 – Heroes

The Next Big Patch: Looking Over 6.82 – Heroes

With the 6.82 patch for DotA 2 now on the horizon we have a ton to talk to about. It is bringing huge changes to the game and really shifting it towards more of a later game focus (something which I am kind of fond of given that I tend to play more late game oriented heroes). In order to avoid writing a 5000 word manifesto I am going to break out the changes into different groups to make reading through all of the analysis a bit more bearable. We’ll start with heroes because that’s what this game is all about and it’s also one of the portions of the patch that I am most excited about! I won’t be going over every change in detail as some of them are less significant than others but if you are interested  in reading over every single change you can see the full patch notes here.


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

Slight buff to Abbadon’s early game.


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

Negative armor is always good. Makes Alch slightly stronger.


Anti-Mage – Base strength increased from 20 to 22

Gives AM an extra 38 health and 0.06 regen/second.


Axe- Counter Helix chance to activate increased from 17% to 20% | Culling Blade no longer ignores Linken’s Sphere

Counter Helix chance to activate increase makes his spin more relevant and a bit better of an ability to pick.

Culling Blade no longer ignoring Linken’s reduces his effectiveness against heroes who tend to pick it up (Weaver, Morph, etc).


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

This is a really cool buff! I love Bane but he is too easy to shiv when ulting. This gives him a great opportunity to hold a target in place and avoid being killed instantly whilst doing it. EDIT: Based on some tests my friends have done the Nightmare effect isn’t avoidable even when using BKB. This means you must use some type of spell or item effect to get through to the purple bastard. Though the Nightmare can be avoided by using BKB this makes it much more difficult to interrupt him without using a spell. Agh’s was already an item that I liked picking up on him and this results in it making even more sense.

Try and stop my channeling now! Art by Cryotube at

Try and stop my channeling now!
Art by Cryotube at


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

Batrider’s effectiveness later on is slightly curtailed.


Beastmaster – Wild Axes damage type from Composite to Physical | Wild Axes damage reduced from 90/120/150/180 to 70/100/130/160

Primal Roar side knockback radius increased from 250 to 300| Primal Roar side damage same as primary damage now (100/200/300 to 200/250/300)

Primal Roar push distance increased from 240 to 300| Primal Roar side push duration increased from 0.4 to 0.6

A bunch of changes for BM. Ult buffed, Axes nerfed. This affects BM’s Ancient stacking which weakens him more than the improvement on his ult strengthens him.


Bloodseeker – Removed from Captain’s Mode | Base movement speed from 300 to 290

Reworked Bloodrage

New Bloodrage:
Amplifies all damage taken and dealt (including spells)

A hero affected by the Bloodrage buff who kills a unit will be healed for 25% of the dying unit’s max HP, however heroes affected by Bloodrage when killed will heal 25% of their max health to their killer

– This no longer dispels the target

– Buff can be dispelled

– Duration: 9/10/11/12
– Amplified Damage: 25/30/35/40%
– Mana Cost: 0
– Cooldown: 12/10/8/6

– Cast Point: 0.2

Can target Spell Immune (but Spell Immunity does remove it)

Notes: This no longer silences or does damage over time.

If there were some award for # of changes to a hero, Bloodseeker would definitely be up there. This change to Blood Rage really opens up the potential for a support BS role. With a 40% damage increase buff (on both ends) it will create some really crazy situations. With the 12 second duration and 6 second CD at level 4 there is some potential for some huge combos. Would love to see the new BS paired with huge burst heroes like Zeus and Lina. Just think of how disgusting Zeus’ ult + this ability + refresher would be. I like the 40% increase to both sides of the equation. Creates some interesting scenarios where there is a potential trade-off if you aren’t able to dish out your damage quickly enough or get jumped on unexpectedly.

Replaced Blood Bath with a new active ability, Blood Rite

Blood Rite:
Targets an area. An effect that is visible to enemies appears on the ground. After 3 seconds, enemies in the area are damaged and silenced.

Area of Effect: 600
Cast Range: 1500
Silence: 3/4/5/6
Damage : 120/160/200/240 Pure Damage

Mana Cost: 100
Cooldown: 29/26/23/20

Some fancy area control. Huge cast range and large area of effect. Will give Bloodseeker a pretty huge presence during team fights. Nice timing interaction with the 3 second delay. Now Bloodseeker will be a contender for Rosh Pit battling!

Creepy!  Image Credit:

Image Credit:

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

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

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

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

Thirst is no longer just great against pretty much anyone. The 30% makes it pretty good for invis heroes but is a nerf towards everyone else. Proportional scaling on Thirst always keeps Bloodseeker under control a bit more when there are multiple heroes with low health. The debuff and effect will make it more obvious when you’re being spotted out (and in turn make the ability a little less powerful). Speed and damage bonus increases are nice but obviously less significant than the nerfs. Kind of needed given the addition of Bloodseeker’s powerful new abilities.


Rupture no longer deals initial damage

Rupture duration increased from 7/8/9 to 12

Rupture cooldown reduced from 70/60/50 to 60

Rupture now less of a insta-gib ability and more of a disable/team fight ability. Bloodseeker definitely moving towards more of a team fight role. Will definitely be trying him out.


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

I love Bounty Hunter so much. This’ll give me a bit more to do during team fights and provide more of an incentive to get multiple tracks off and those shurikens out!

[gfycat data_id=”InconsequentialImmediateCapeghostfrog”]

Snipufin put together this excellent demonstration of Bounty Hunter’s new abilities.


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

This makes Brew a little bit more reasonable early on. Guaranteed dodge + crit on a 10 second timer at lvl 1 was quite strong.


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

This lets BroodMama build out her web highway on the go. A nice little buff for her as she is not entirely dependent on previously constructed web networks.

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

THANK GOD. I hated the nibble and then disappear. This way you can hit her back in a more substantial fashion before she slips away.

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

Vroom vroom along the web highway. Helps to balance out the increased fade time by letting her get away VERY quickly once she fades.

Spin Web phasing and speed bonuses now work on Spiderlings

To help those beloved little Spiders be even more frustrating.

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

Allows for much better management of webs.

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

This is a very interesting change as it gives Broodmother an opportunity to set up her webs as she sees fit before she moves over to wherever it is she is going. Could even do sneaky stuff like leave a web near Rosh and then spawn a group of them into pit to get sight on the enemy team doing Roshan.

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

Keeps her from getting stuck in trees once she’s been revealed. Tis a shame, was quite the delight boxing her in. Also helps with chasing her down through trees though, :).

Now even more annoying! Source:

Now even more annoying!


Centaur Warrunner – Stampede mana cost increased from 80 to 100

Centaur you’re too strong and annoying. Here’s another slight nerf. Starting to add up to the point  (with the increase in cost for Stomp as well) where he will really be running into mana problems.


Chaos Knight – Phantasm Illusion duration increased from 24 to 34

I love CK, ^_^. So much fun insta-gibbing people with a boatload of illusions and reality rift. This is quite a large buff and it extends the presence of his illusions substantially. They need to be killed or will likely last through the entirety of a team fight. Also means that he’ll be able to rack on the base damage even more significantly than before.



Chen my most/least favourite hero to random. You know sometimes I just don’t feel like doing Chen things. Anywho, he was the target of a great number of positive changes.

Penitence duration rebalanced from 7 to 5/6/7/8 | Penitence slow and damage amplification rebalanced from 8/16/24/32 to 14/18/22/26

2 seconds shorter at level 1 but 6% more damage and slow (a buff to his early game). Level 2 stronger than old level 2 and then longer but less potent at 3 and 4. This is a buff overall as Chen is especially dangerous in the early game and the longer duration is arguably more useful than the slow/damage amp differential.

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

This means that the damage is dealt immediately instead of being calculated and then redealt. Also removes the armor block that Physical damage runs into.

Penitence cast range increased from 600 to 800

Chen is now going to make you repent from 33% further away. Very significant when swinging in from the jungle for a gank.

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

This mean Chen can now make Mud Golems his minions.

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

Everyone is raving about this one, and for good reason. The Huge HP pools of the Dragons and Mud Golems and Chen’s new ability to take control them add a great deal to his ability to scale into the late game and push into T3s. Chen will no longer be just sending people back to base and healing from time once the game passes the 30 minute mark. He has some really powerful creeps at his disposal if he can gather them together to push with.

Chen, now the king of dragons and golems too. Source:

Chen, now the king of dragons and golems too.


Clinkz – Searing Arrows is no longer an Attack Modifier

This opens up a ton of possibilities for  Lifesteal, Skadi, Diffusal, etc. A significant buff to Clinkz in the late game as he no longer has to choose between arrows or a UAM.


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

I actually ran into this issue the other day and thought I’d simply messed up my hook. A nice little buff for Clock as it gives him the opportunity to hook over to a neutral camp to try and catch up or distance himself from a hero. Big plays incoming!



Crystal Maiden 

Frostbite damage interval from 70 per 1 second to 50 per 0.5 seconds (total damage now 150/200/250/300) [?] | Freezing Field explosion radius increased from 230 to 250

Crystal maiden now does 150/200/250/300 compare to 140/210/210/280 before. Although not a huge buff it does make her damage a little higher and go through a bit faster. Freezing field explosion radius increase gives her a bit more of an area to cover it with.


Dark Seer – Vacuum cooldown rescaled from 28.0 seconds to 28 seconds



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

Dazzle~! Anything that has this awesome guy showing up more often is a plus to me!


Death Prophet – Exorcism cooldown increased from 115 to 135

DP needed this nerf. She had a bit too much pushing power and those ghosts were just too much to deal with on a constant basis. This is enough of a nerf to make her slightly less competitive but not so much that she has become unplayable.


Doom – Doom now requires Aghanim’s Scepter to disable passives | Doom ability cast point increased from 0.3 to 0.5

Another much required nerf. Doom was just far too strong and warranted a pretty significant nerf. The preservation of passives (until Agh’s is upgraded) and the increased cast point brings him a bit into line. The increased cast point will give that much more time for the other team to react and leave him exposed for that much longer before he is able to cast. Happy to see changes like these. Enough to bring the hero into line but still a viable pick in the right situation.


Now the sound of Doom ulting you isn't going to be quite as terrifying. Source:

Now the sound of Doom ulting you isn’t going to be quite as terrifying.

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

Same impact at level 4 but makes her arrows bite slightly more up until then. A nice little change as one of the most unique things that Drow brings to the lane is her ability to slow and harass the enemy team.


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

Enchant Remnant:
Converts an allied or enemy hero (not self) into a Stone Remnant for 3 seconds. The target behaves like a Stone Remnant fully until the duration is over. When the duration ends, the Remnant shatters, releasing the hero while dealing 300 damage in a 300 radius.

Cast Range: 600
Mana Cost: 150
Cooldown: 45

Note: The Enchanted Remnant is like his other Remnants, they cannot do anything on their own, they are invulnerable, and they can be used with his skills.

This actually means a great deal for Earth Spirit. Having this as an Agh’s upgrade gives him a ton of utility in the mid and late game.  He can save allies, trap enemies and manipulate them as if they were remnants. It is a bit worrying as this buff brings back memories of when Earth Spirit was absolutely broken but this isn’t adding back to what used to be his broken early game. We’ll see how things develop!


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

Removed the buggy interactions with towers and the like.

Geomagnetic Grip silence rebalanced from 2/3/4/5 to 2.5/3/3.5/4 |Geomagnetic Grip damage rebalanced from 100/150/200/250 to 50/125/200/275 | Geomagnetic Grip pull speed on allies reduced from 1000 to 600

Silence increase but damage reduction means that ES’ control has been increased but his burst has been reduced. Pull speed reduction also means that he won’t be able to rescue allies in quite the same expedited fashion.

Stone Remnant drop range reduced from 1400 to 1100 | Fixed Stone Remnant being unable to travel as a projectile through Chronosphere | Fixed Stone Remnants not appearing in fog of war

Some minor Stone Remnant nerfs.

Magnetize search radius increased from 300 to 400 | Magnetized Stone Remnants disappear after 8 seconds instead of 5

Pretty significant buffs to Earth Spirit’s ult. I don’t know too much about Earth Spirit compared to the other heroes so this section is a bit sparse but I think we’ll be seeing him in play a lot more than we did before.


Earthshaker – Fissure no longer has unit targeting | Fissure is no longer blocked by Linken’s Sphere

This makes the hero a little bit more difficult to play. But it’ll help with being able to place fissures better as they will no longer randomly target onto the hero if you click too closely. Fissure no longer being blocked by Linken’s Sphere is nice as well. Basically, this is a buff for the skilled Earthshaker players who were placing fissures without unit targeting anyways.


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

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

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

More buffs for Elder Titan. Earth Splitter is starting to be a pretty disgustingly powerful ult. This in combination with the increases in magic and armor reduction in the early levels of Natural Order means he is coming pretty close to wrecking ball status if he can get his combo off successfully. He’s lost some of his potency as an offlaner due to the reduction in the damage of his spirit but this may be enough to put him back into contention against teams that are dependent on auto attack damage.


Enchantress – Base movement speed increased from 310 to 315




Midnight Pulse cooldown increased from 25 to 35

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

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

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

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

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

A few changes to Black Hole make it deal a little less damage at the lower levels so that it isn’t quite as easy to shiv someone once you get to level 6. Will make Enigma’s early game less powerful. Still a good pick though!


Faceless Void

Chronosphere area of effect reduced from 450 to 425

Chronosphere flying vision area reduced from 1000 to 425

Chronosphere no longer disables passives

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

This is the patch of no more passive disabling. Faceless Void’s Chronosphere was just too strong. You completely disabled a hero and basically rendered them helpless. Now that passives are no disabled heroes like PA will be able to weather the effects of Chrono a little bit better. The AoE has been reduced slightly, the vision has been reduced and the issue with it lingering an extra 0.5 seconds has also been fixed.

Faceless Void is still a very good hero but he won’t be quite as overwhelmingly powerful now.


If Faceless Void had a face he'd be frowning right now. Source:

If Faceless Void had a face he’d be frowning right now.

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

Max Homing Misslers rejoice! The damage is going up even more. 500 damage at level 4 is not something to scoff at. I doubt we’ll be seeing too much of Gyrocopter regardless but those who do like to play him in this fashion will certainly be having a good time.



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

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

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

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

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

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

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

A ton of changes to Huskar. Inner Vitality is now much more spammable. If you wanted the attack speed from Beserker’s Blood you can just go for the first level. Life Break is now castable pretty much at any time and you can use it to initiate without entirely marking yourself for death.  With this revamp to his toolkit we might see him played as a support from time to time. He’s got a heal, a ton of survivability with his magic resistance and a great initiation. Here’s to Huskar’s newest incarnation!


Huskar, coming soon to a support role near you. Source:

Huskar, coming soon to a support role near you.


Invoker – Tornado flying vision area reduced from 1200 to 600 | Tornado damage from 2*Wex+Quas to 3*Wex

Thank god. I hate Tornado. And I hate Invoker. Most Invoker players don’t put too many points into Wex so Damage will likely be reduced overall and a reduction to the flying vision makes it a little less strong as an initiation tool.


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

A little bit weaker at level 1 but much more effective at higher levels. Starting to get pretty potent when stacked with Liquid Fire as well. Jakiro going to be burning and slowing fools!


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

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

Significant buff to Juggernaut. Blade Fury is going to protect him against some really potent spells and the cooldown has been decreased as well. Pushing him more towards a Na’ix kind of play style with his magic immunity becoming more reliable.


Keeper of the Light

Mana Leak mana removal percentage increased from 3.5/4/4.5/5 to 5 | Mana Leak duration increased from 4/5/6/7 to 5/6/7/8

Recall can now target invulnerable allies (e.g. allies affected by Song of the Siren) | Blinding Light knockback distance from 250 to 400

Now it is no longer Lich that is gonna have yo’ mana. Nice to see Mana Leak being buffed a bit as it isn’t really picked enough. Really good to get just one level in it now.

Recall targeting invulnerable allies allows for some super clutch saving scenarios and Blinding Light knockback distance being increased to 400 gives KotL even more teamfight control and some more survivability. With all of these buffs (together with the ones from the previous patch) we might even start to see him in competitive matches again.


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

Minor change, will encourage further use of this ability.


Legion Commander – Enabled in Captain’s Mode

With LC’s introduction to Captain’s Mode her level of bullshit has been ratcheted down ever so slightly,

Duel no longer disables passives

Thank goodness! Similar to Faceless Void and Doom disabling of passives meant that they were good against everything and couldn’t really be countered. This makes LC good but not completely broken.

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

This ability was just crazy strong in lane. Nerfing the damage down a bit makes it more reasonable. Still worth skilling and using though.

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

Yet another LC ability was just a bit too strong. This makes it significantly less spammable and more of a decision as to whether or not to use it when it comes off cooldown.

A bundle of changes that leave LC viable but not completely broken (similar to Faceless Void and Doom’s changes).


Still going to be annoying . But not nearly as annoying. Source:

Still going to be annoying . But not nearly as annoying.


Pulse Nova damage increased from 80/120/160 to 100/130/160; Aghanim’s Scepter damage from 100/160/220 to 160/190/220 | Pulse Nova activation cost reduced from 110 to 70/90/110

Pulse Nova was too ineffective and too much of a drain on Leshrac’s mana. This makes him hit a lot harder and more of a contender to be picked in games and targeted in team fights.


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

A slight buff.


Lina – Light Strike Array cast range increased from 600 to 625 | Light Strike Array stun duration increased from 1.6/1.7/1.8/1.9 to 1.6/1.8/2/2.2

This makes it a bit easier for Lina to set up her stun, and if she does the duration is more consequential at later levels. Still won’t be picked too much as a result of her stun being too difficult to get off successfully.


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

Perhaps this slight buff will push Lion into contention to be picked more often? If you can find the right team comp to synergize with him and his Earth Spike and Finger Agh’s combo it can be quite devastating.


Lone Druid – Spirit Bear now has 300 mana 

This lets the bear use some active items that require mana and opens up interesting possibilities.

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

This reduces the micro burden of running LD as you no longer have to transfer the HoM back to LD to make sure you get the XP. Hopefully this doesn’t encourage double Midas play on LD.



Shapeshift no longer grants 1.5 Base Attack Time | Shapeshift cooldown increased from 100/70/40 to 120/90/60

Shapeshift speed increased from 522 to 650 | Shapeshift now has a 1.5 seconds transformation time

Huge nerf to Lycan. Rather than crush his ability to push. They have targeted his ability to push without consequence. Now with the 1.5 second transformation time on Shapeshift he can no longer dart off scot free from an engagement or gank. This really brings Lycan back to ground and he will no longer be first pick/ban material.


I'd be scowling too if I was no longer to escape from any situation scot-free. Source:

I’d be scowling too if I was no longer to escape from any situation scot-free.


Magnus –  Empower is no longer removed by Spell Immunity | Empower mana cost increased from 40 to 30/40/50/60

Magnus no longer has to worry about his pesky carries activating BKB and purging away his buff. A nice little livability/utility buff.



Medusa has such an incredibly weak early game that it is very difficult to justify her being picked in most lineups. These changes are aimed at making her slightly more viable.

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

This helps Medusa tank even more damage with her Mana Shield and helps her throughout the game.

Mystic Snake outgoing speed increased from 633 to 800 | Mystic Snake return speed reduced from 833 to 800

Mystic Snake will now be more difficult to anticipate and react to.

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

The increase in mana steal means that if you get a good Mystic Snake off you’ll likely be able to get most of your mana back.

A nice little set of changes that will help Medusa with her early game but will not be enough to propel her into being a competitive pick.


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

This helps with hotkeys for item slots on Meepo’s clones. A nice livability touch by Valve for Meepo players.


Mirana – Leap speed reduced from 2000 to 1600 | Leap distance rebalanced from 630/720/780/870 to 600/700/800/900

Leap was a little bit too reliable as an escape tool at the early levels. This reduces Mirana’s effectiveness as an offlaner just a little bit (maybe enough to encourage the introduction of other heroes to that role).


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

This makes it much easier to fight off NP pushes as well as harass from treants. Nature’s has always been a really good pick so this brings a bit more of a balance to the hero with some more risk/reward to his pushes.


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

Let’s do some math.

Respawn time is = 4 * Player Level with a potential for an extra 25% on top of that if they bought back before that death.

Without buyback the new constant 30 seconds is strictly better. With buyback the old 30% is better if the target bought back and is level 21 or higher. However, the time gained ranges from an extra 1.5 seconds at level 21 to an extra 7.5 seconds at level 25. Considering that the constant 30 provides an increase of 18 seconds when the target is at level 10 (a typical midgame point) and doesn’t equalize until level 25 without buyback being included I conclude that overall the change favours Necrolyte except for some niche outlying scenarios in the very late game.

Level Add 30 Times 1.3 “+ / -“ WBB Add 30 WBB Times 1.3 “+/-“
1 34 5.2 28.8 35 6.5 28.5
2 38 10.4 27.6 40 13 27
3 42 15.6 26.4 45 19.5 25.5
4 46 20.8 25.2 50 26 24
5 50 26 24 55 32.5 22.5
6 54 31.2 22.8 60 39 21
7 58 36.4 21.6 65 45.5 19.5
8 62 41.6 20.4 70 52 18
9 66 46.8 19.2 75 58.5 16.5
10 70 52 18 80 65 15
11 74 57.2 16.8 85 71.5 13.5
12 78 62.4 15.6 90 78 12
13 82 67.6 14.4 95 84.5 10.5
14 86 72.8 13.2 100 91 9
15 90 78 12 105 97.5 7.5
16 94 83.2 10.8 110 104 6
17 98 88.4 9.6 115 110.5 4.5
18 102 93.6 8.4 120 117 3
19 106 98.8 7.2 125 123.5 1.5
20 110 104 6 130 130 0
21 114 109.2 4.8 135 136.5 -1.5
22 118 114.4 3.6 140 143 -3
23 122 119.6 2.4 145 149.5 -4.5
24 126 124.8 1.2 150 156 -6
25 130 130 0 155 162.5 -7.5


Hmmmm~, yes. Do the math. I'm that much more frightening now! Source:

Hmmmm~, yes. Do the math. I’m that much more frightening now!

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

Slight attack speed buff gives him more of an impact later on.

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

Increased darkness duration gives him more time to kill in the early game.

Nice little buffs give Night Stalker a boost in the early and late game. ^_^, now I can be hunting through the night for even longer and attacking even faster! We’re unlikely to see him in competitive play but with these buffs perhaps he’ll start moving towards being considered.


Ogre Magi – Base HP regeneration increased from 0.25 to 2.5

This base HP regen boost is quite a significant increase as it represents about 4 points in strength. This will help OM be even tankier and bothersome in lane.

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

Fireblast damage reduction is a pretty big hit to the Progre Magi players out there. Perhaps there will be less of a focus on instantly killing people and more on holding them in place with multicast and finishing them off as a result of the stuns.

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

Multicast increase helps a bit with offsetting the damage reduction of Fireblast but still doesn’t quite make up for the loss of those fantastic moments where you blow someone out of the sky with a huge multicast.

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

The multicast spread interval increase means that the spells will be slightly staggered (I think). This will help with keeping targets stunned for a little longer and ignite multicasts being distributed more evenly.


Omniknight – Base armor increased by 1 | Purification damage area of effect increased from 240 to 260

Slight increase in tankiness and reach for Omniknight. Unlikely to make a huge difference overall.


Outworld Devourer

Essence Aura chance to activate increased from 10/20/30/40% to 40%  | Essence Aura percentage of mana restored reduced from 25% to 10/15/20/25%

Essence Aura chance has been increased with the percentage of mana drastically reduced. Overall I think this will be more beneficial as it’s hinging less on praying that you get a proc and get half your mana back instead it happens more often but you get less mana at a time (initially).

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

A nice buff for OD. Now he is no longer dependent on having a great deal more intellect than his opponent’s if he is holding onto Aghanim’s Scepter.


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

This change is a pretty sweet one for PA as she is now much more difficult to find on the map. Though players can obviously move their camera to go and check on her whereabouts they will have to devote that extra bit of attention to do so. Additionally, with all the nerfs to Doom, FV and LC she will be much better off as she is quite dependent on her passives. Though those changes weren’t a direct buff to PA they will help a lot with her viability against other top tier carries.


PA, we'll be seeing a whole lot more of you! Source:

PA, we’ll be seeing a whole lot more of you!

Phantom Lancer – Removed from Captain’s Mode

Agility gain reduced from 4.2 to 3.0 | Base Agility increased from 23 to 29 | Base Strength increased from 18 to 21

My beloved Phantom Lancer has been entirely reworked. No longer the late game powerhouse that he once was he is now a skirmish type fighter who thrives in the mid game. Though I haven’t had a chance to play as him yet, I still shed tears for what was lost. I have heard good things about his reworked skillset. Obviously it is of concern that his agility gain dropped 1.2 points but he did have his base agility increased substantially along with a slight increase to his base strength.

Reworked Phantom Lancer:


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

 Phantom Rush:


Passive with cooldown. Triggers when issuing an attack order on an enemy unit outside of attack range. Grants bonus movement speed and Phase until Phantom Lancer strikes his target.


Minimum distance to trigger: 300

Maximum distance to trigger: 600/700/800/900

Cooldown: 16/12/8/4


Note: Illusions also have this passive.

Note: If the attack order on the original target is canceled, the speed bonus is lost.

This is a really cool ability (they are all to be honest). This helps PL with one of his issues which was closing in on enemy heroes. I experienced the effectiveness of this skill in a game I was playing yesterday  where I was fleeing from a PL but he kept using Phantom Rush to close and then lance to continue to slow me down. He managed to whittle me down eventually but it certainly wouldn’t have happened had he had his old skillset. This skill is somewhat akin to Chaos Knight’s Reality Rift in that it ensures that your illusions will be able to strike the target you are after.

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



Target an area. Phantom Lancer and all nearby illusions will disappear for 1 second, then have their positions shuffled into the target area. This also creates two illusions of opposite types.


Illusion 1: Deals 0% damage and takes 100% damage.

Illusion 2: Deals 20% damage and takes 600% damage.

Illusion duration: 8 seconds


Cast Range: 600

Target Area Radius: 325

Illusion Gather Range: 900


Mana Cost: 50

Cooldown: 25/20/15/10


Note: This ability dodges incoming projectiles.

Note: Allies can see which illusion takes 100% damage.

This ability is pretty nasty. I was a huge fan of Doppelwalk as it allowed for sweet jukes but now that PL’s purpose has been altered this suits him perfectly. Honestly it is surprisingly difficult to pick out and eliminate the PL that you think is the actual one because of the way that it throws in illusions that take 100% damage. It also allows for some awesome dodges on a range of abilities (somewhat akin to Ember Spirit’s Sleight of Fist).

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



Grants Phantom Lancer, and his illusions, a chance to create an illusion when attacking.


Max Illusions: 6/8/10

Illusion Duration: 8 when created by the Phantom Lancer, 4 when created by his illusions

Hero Chance: 40/45/50%

Illusion Chance: 8%

Illusion Damage Taken: 500%

Illusion Damage Dealt: 16%


Note: Juxtapose illusions attack the target that the passive triggered on.

It brings me sadness that I no longer get my magic resistance or extra illusions that I can push the lane with. BUT, this new version of PL seems promising. After the nerf to the strength of his illusions PL was really falling behind Naga in terms of his ability to serve as a heavy farmer and pusher and now that he’s been changed up to serve a different purpose he has a chance to carve out his own respected role in the game.


Perhaps it'll now be his time to shine. Source:

Perhaps it’ll now be his time to shine.

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

A cute little addition to Phoenix. Somewhat sketchy but plenty of opportunities for nice plays.


Pudge – Turn Rate improved from 0.5 to 0.7

Important buff for Pudge as turn rate is very important for his ult and hook. He’s going to be spinning around like a ballerina now!


Puck – Dream Coil no longer ignores invisible units or Illusions

Interesting change to Dream Coil here. Can no longer use it to pick out illusion heroes but it will also pick up invis heroes so a bit of a trade off there.

Aghanim’s Scepter Dream Coil snap stun now pierces Spell Immunity | Aghanim’s Scepter Dream Coil snap stun duration increased from 1.5/2.25/3 to 1.5/3/4.5

Finally! A reason to get Aghanim’s for Puck. Beforehand, getting Agh’s on Puck was a huge joke. But snap stun through spell immunity and a 1.5 second stun increase at level 3 is a large enough benefit to consider picking it up.


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

Plenty of jokes about Pugna now being the medic from TF2 as a result of this change. Brings some more relevance to Pugna in team fights as with Agh’s he has enough range to support from a distance with his ward, blasts and his ultimate. Nice buff for him!


Queen of Pain – Base Attack Time improved from 1.7 to 1.6

A BAT increase is a pretty huge change as it affects the speed that the hero attacks at throughout the game. This will help QoP a lot as a mid laner and will contribute further to her excellent auto attack capability later in the game.


Removed unit targeting from Sonic Wave | Sonic Wave final area of effect increased from 300 to 450

Sonic Wave had such a large delay that it was rarely unit targeted anyways and the 50% increase in AoE makes it much more effective in team fights. Icefrog is clearly looking to give people a reason to play QoP these days!



Razor, our favourite broken-ass mid hero that we saw so much of during TI4. Alas, he was the recipient of a range of nerfs that will definitely bump him back to the level of the other mortals.

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

This makes Plasma Field much more dependent on being able to catch them on the edge of the ring. Otherwise it is barely worth casting the ability.

Static Link no longer ignores Linken’s Sphere | Static Link mana cost from 20/30/40/50 to 50

Going through Linken’s Sphere was ridiculous and it is going to be a lot more difficult justifying spamming level 1 Static Link in lane as well now.

Eye of the Storm no longer lingers through aegis reincarnation

Not a huge change but was significant with an Agh’s Razor pushing up onto T3s or in team fights. Another little nerf to his effectiveness.


Riki – Base movement speed reduced from 300 to 290 | Base damage reduced by 10 | Base HP regeneration reduced from 1.5 to the default 0.25

With a huge rework on Riki (permanent invisibility as a basic ability!!) his stats have been adjusted accordingly. The thing that stands out the most is his base HP regeneration being dropped by 1.25. However that is compensated for with his increased regen while invisible.

Permanent Invisibility is now a basic ability | Permanent Invisibility fade delay from 3/2/1 to 8/6/4/2

Madness! Riki is returning to his DotA 1 roots where he had invisibility as a basic ability. He is going to be even more of a scourge of the pub scene than he was before. Really interested to see how he pans out with these changes. With his invis at level 4 he’ll only be fading one second slower than before.

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

A really nice option to have in lane for regen (even if you only put one point in it). Additionally, this going to help a lot with regenerating Rikimaru’s health as he passes between lanes (for ganks and the like).

Blink Strike is now an Ultimate and can target Spell Immune | Blink Strike bonus damage from 30/60/90/120 to 50/70/90

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

Blink Strike mana cost reduced from 50 to 40 | Blink Strike cast range increased from 700 to 800

This change to Blink Strike adds a lot to Riki’s ganking capability and his scaling into the late game. With charges, going through Spell Immunity and 90 damage + backstab + attack damage he has the potential to do a ton of damage. He won’t be as dependent on Diffusal Blade either as he’ll be able to dart in and backstab his opponent as they attempt to flee multiple times.


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

Nice little mechanic change that just makes sense.

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

I haven’t had a chance to try out Agh’s Shadow Demon but I really like the change to charges and the addition of a charge means you can slow 3 of your opponents to almost nothing during a teamfight!


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

This’ll help Shadow Fiend a lot in the early last hitting phase as he won’t have to devote as many levels to Necromastery and be able to put those points into Raze a little earlier on.

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

Requiem of Souls slow increased from 20% to 25%

Slight buff to Requiem of Souls, should make it a bit more effective!

Another change that is surely going to result in us seeing more Shadow Fiend play is  his remodel and arcana.




Shadow Shaman – Shackles mana cost rebalanced from 110/130/155/185 to 140/150/160/170 | Mass Serpent Ward cooldown increased from 110 to 120

Na-ya-tay-yuh unda-awwww~. SS isn’t quite as overpowered as he used to be. Still a super ballin’ support but he’s going to be struggling with the mana cost of his level 1 shackle and increased cooldown on his wards. I love this hero but I must acknowledge and he was just a bit too powerful early on so this change makes sense.


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

Silencer carry here we come! I love getting Glaives on Silencer and this is going to make him that much more powerful later on if you can get some int stacked onto him.

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

Given the amount of int that Silencer has it makes sense to have his ult cost a bit more mana. A slight tweak, shouldn’t result in too much change.


Skywrath Mage

Concussive Shot movement slow rebalanced from 40% to 30/35/40/45% | Concussive Shot is now disjointable

This spell was just too strong at level 1. Meant a free kill most of the time if you were in a tri-lane and set it up properly. Being able to disjoint it is a big nerf too as before you were guaranteed it was going to hit and provide you with sight of your target. Reasonable changes to make this hero a bit more reasonable.

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

Makes the huge amount of damage being dealt by his ult a little less lethal and might save some folks in those edge cases where they would have just barely survived.


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

Holy. Getting that stuff off early on in lane is going to be pretty huge now for Slardar with this change.


Slark | Slark is no longer visible inside Chronosphere during Shadow Dance

Faceless Void is getting smacked with nerfs all over the place. This is another one of them. Not sure how often Slark is going to be in Shadow Dance as he gets ulted but it will certainly be a nice moment for him when it does occur.


Sniper – Headshot now causes a 0.5 second 100% MS and AS slow instead of a 0.25 second stun | Shrapnel area of effect increased from 400 to 450

Sniper has gone the way of Io with the removal of his mini-stun. Headshot was just a little bit too strong in lane and later on in the game. Would expect to see less of that type of play from Sniper players now. With Shrapnel AoE being increased the case continues to be made for more favoring of that skill in the early stages. It actually does quite a lot of damage when it’s been leveled up and the slow is super annoying so hopefully we’ll get to see more of it.


Spectre –  Spectral Dagger movement speed change increased from 5/9/14/18% to 8/12/16/20% | Spectral Dagger projectile speed reduced from 857 to 800

Spectre will now be able to flee slightly quicker. She was already pretty strong so this’ll help her further increase her presence in the competitive scene. With the changes to bounties she also benefits a huge amount from her ability to pick up a ton of assists.


Spirit Breaker

Charge of Darkness cooldown reduced from 35 to 12 | Charge of Darkness cooldown is now triggered when Charge hits its target or is cancelled, instead of when cast

Could this be the return of the Space Cow? Charge of Darkness CD being significantly reduced means that SB is going to be able to charge around the map a lot more often and even use it in lane to close in and do some damage.

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

This change (though it comes with a trade-off of 50% less afterwards) really favours SB’s ability to gank and pick off solo targets.

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

A huge buff to Greater Bash is going to give SB players a good reason to go for move speed. A bit of a return to SB’s earlier versions. These changes make him a lot more dangerous early on and gives him great potential for snowballing.


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

This change makes short jumps more expensive and longer jumps slightly less expensive. Huge jumps into battle are favoured with this change with zips around for overload charges being nerfed ever so slightly as a result of the change.


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

Now everyone can join in on the roid rage fun! On a more serious note, this is going to be great for teams that move and fight together (and have heroes that thrive on auto attack damage).



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

Land Mine cooldown is very nice for Techies and helps in the late game. The change to the damage type does hurt their farming ability (but helps with their killing power).

Stasis Trap stun duration from 3/4/5/6 to 2.5/3/3.5/4 | Stasis Trap activation area now matches stun area (200->450) | Stasis Trap duration from 270/300/330/360 to 360

Statis Trap now easier to stun heroes with. Rather than hope they catch the smaller radius and it stuns around it, now it will stun whoever enters into the stun radius.

Remote Mine duration increased from 8 to 10 minutes | Remote Mines vision reduced from 900 to 700 | Remote Mines area from 400/410/425 to 425

Some other minor buffs for Remote Mines.

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

This reminds me of how Techies worked in DotA 1 where flying units didn’t get hit by mines. Only super significant for Flying Couriers as they can no longer get randomly shived by land mines.

With reduced cooldowns, increased radius’ and the change to damage type Techies will be pretty well off later in the game and be able to do more to defend towers and lanes. I still think they are a bad pick in the majority of cases but this does help.


Templar Assassin – Psionic Trap cooldown from 11/9/7 to 11/8/5

5 seconds at level 3 gives TA the ability to really throw these down in fights and slow people fairly often.


Terrorblade – Enabled in Captain’s Mode

Widely decried as OP by many players TB has made it into Captain’s Mode and also got buffed while they were at it. Honestly, I don’t think he is that much of a problem as long as he isn’t allowed to farm interrupted for the first 20 minutes of the game. But really, if you let anyone farm uninterrupted for the first 20 minutes you’re likely to be running into issues with them anyways.

Sunder cast point improved from 0.5 to 0.35

This’ll help a lot with getting off those clutch Sunders.


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

That’s right Tide! Screw you! 60% was just too strong in lane right from the start. Scaling it up to 60% still allows him to do ancients but also makes him a bit more reasonable in lane.


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

T-Chainz! Love this Agh’s upgrade.Slow ’em with one, Slice ’em with the other. Or, if you like, tear down all the trees on one side of the map, :P.


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

Thank god. This ability was so ridiculous and was at the root of the absurd strength of Tinker. March of Machines bypassing Spell Immunity meant that Tinker could stack and do ancients and defend lanes/towers with far too much power. He’s still going to be a great hero but he won’t be incredibly broken and near-impossible to push against.

Hopefully this change wipes the smirk off his face. Source:

Hopefully this change wipes the smirk off his face.


Treant Protector

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

Nice little livability improvement for our good friend Treant Protector.

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

Eyes In The Forest:
Treant Protector enchants a target tree. Enchanted trees grant 800 unobstructed vision. If Overgrowth is cast by Treant Protector, units near an enchanted tree will be ensnared and damaged.

If the enemy has true sight, they will be able to see visual effects on both the affected tree and the 800 area of effect around it.

Cast range: 160
Cooldown: 55
Overgrowth Bonus Damage: 135 damage per second (3/4/5 ticks)
Mana Cost: 100

Note: Overgrowth only does damage if it comes from an Enchanted Tree.

I used to hate seeing Treant Protector picked for my team as he would always tail off so hard once the early/mid game ended (unless he was able to land his ult very effectively). Now, with this Agh’s upgrade he remains relevant and is in fact extremely powerful later on in the game. With the ability to place wards and have sight throughout the map he now has the capabilities that he used to have back in DotA (and with bonus damage for his ult too!). Sight is one of the most important resources in this game and with wards in limited stock the team with Treant Protector is almost certainly going to have a sight advantage heading into the game at the 45 or 50 minute mark. Awesome change! Can’t wait to try it out.


 Troll Warlord

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

Slight buff will also TW to chase slightly better.

Acquisition Range increased from 600 to 800 [?]

A mechanical change meant to bring TW up to par with other ranged heroes.



Ice Shards no longer stops when it hits a hero | Ice Shards now travels until the cast location and creates its blockade there | Ice Shards cast range increased from 1500 to 1800 | Ice Shards no longer destroys trees

Ice shards can now be cast strategically. With an improved cast range, the ability to hit multiple heroes and no longer destroying trees, Ice Shards now has a lot more potential as a zoning spell and skillshot than it did before. Granted it will be more difficult to trap a single hero (given that it doesn’t automatically surround them) but it will be a great setup for a kill and opens up some pretty sweet opportunities to cut off paths and alter teamfights.

Snowball bonus speed per hero increased from 75 to 100 | Allies can now click in the snowball to jump into it

A 25 move speed increase is nothing to scoff at and giving allies the option to click on the snowball to jump in removes some of the micro burden from Tusk players as they busy setting everything else up for their impending engagement.



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

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

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

These changes make Agh’s a much better purchase for Undying. Flesh Golem is buffed significantly as well as the slow will almost always be higher than9 9% on his intended target as he is in the midst of things running after people and beating on them. Tombstone AoE adds to the strength of Undying’s team fight. These changes will help him carry through into the late game just that bit better. With the Damage Amp hitting 40% with Agh’s at max level that’s a lot of extra damage that will be coming out against his foes.


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

Slight boost to Nether Swap range at the lower levels helps her actually be able to reach heroes to use it.


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

Very nice buff for Veno allowing him to bypass BKB and the like during teamfights. Means he can cast his ult at will rather than having to time around various types of magic immunity.


Viper – Corrosive Skin now only affects enemies within 1400 area of effect |Corrosive Skin damage cannot be reflected multiple times

Global range on Corrosive Skin was a bit silly (heroes with low health and globals rejoice!) and it is no longer being reflected multiple times makes sense as well.


Visage – Familiar Stone Form cooldown from 30 to 26

Visage is going to be able to stun and heal his birds a bit more often. Seeing how crucial this skill is during teamfights this will help him out a good little bit.



Fatal Bonds now shares the same damage type that is dealt to it, before it is reduced [?] | Fatal Bonds damage percentage from 20% to 25%

Fatal Bonds damage type being the same as the type dealt means that that it will be more effective with certain kinds of damage (based on the scenario) but the damage percentage increase should help offset the cases where it is magic damage and it is being reduced by the innate magic resist (25% base).

Golem attack range increased from 100 to 225 | Golem Base Attack Time improved from 1.35 to 1.2 | Golem HP regeneration increased from 15/20/25 to 15/30/45 | Golem Immolation area of effect increased from 250 to 300 |Golem Flaming Fists chance reduced from 60% to 40%

The Golems have been made a lot more dangerous with further reach, better BAT, better regen (a LOT better), and greater immolation range. Flaming Fists has been reduced by 20% to lessen the situations where you suddenly get beat to death by a golem but the rest of the buffs definitely outweigh the slight nerf to that proc chance.


You won't be scoffing at my golems now! Source:

You won’t be scoffing at my golems now!


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

Shukuchi no longer ignores invisible units | Shukuchi damage reduced from 90/110/130/150 to 75/100/125/150

Geminate Attack can now proc items | Geminate Attack cooldown increased from 6/5/4/2.5 to 6/5/4/3

Weaver gets buffs to the abilities that weren’t strong enough (the Swarm) and nerfs to the abilities that were a bit too strong Shukuchi. Geminate Attack got a bit of an increase on the level 4 cooldown but that was traded off with the ability to proc items so maybe we’ll see more more diverse item pickups on Weaver as a result!


Windranger -Shackleshot max latch distance from 525 to 575

Slight buff to WR. Shackleshot can be tricky to land and this will help with tying people down to trees in lane as that extra 50 range is quite significant there.

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

Small increase to Windrun duration will help Windranger a bit for sure.


Witch Doctor – Maledict area of effect increased from 165 to 180

Maledict is a great spell but it was difficult to land so this will help WD with getting his combo off.

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

Nice buff to WD as he no longer has to worry about Death Ward bounces killing him off.

Wraith King

Reincarnation mana cost increased from 140 to 160

Makes WK a little bit less strong and forces him to consider his mana pool a bit more. A good change!


Zeus – Static Field area of effect increased from 1000 to 1200

Not too significant.


That was quite the task going through all of the hero patch notes. Some really interesting and significant changes contained within. We’ll definitely be seeing less of Void, Doom, Razor, Lycan, Legion Commander and the like. I really like the hero reinventions (Bloodseeker, Phantom Lancer and Rikimaru) and look forward to seeing how they play out in game. Just these hero changes on their own would be considered a huge patch but we also have map changes, rune changes, item changes and bounty changes to look at as well! Icefrog and Valve outdid themselves this time. They have definitely swung for the fences. Nice to see them responding to community feedback and tweaking the bounty formula so quickly as well.

That’s all for now. Have a pezant day!



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