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TopicA ranking topic: Isq rates Dota heroes for fun and time-killing.
Isquen
03/28/22 2:44:55 AM
#140:


A Primer: Neutral Abilities
I refer to these a lot in writeups, and for good reason: jungle mobs, while not entirely valuable to farm en masse compared to laning, each has a passive or active ability that, if you "borrow" the creep in some way, you get to use instead.

This "borrowing" could be merely powering it up and subjugating it (Chen and Enchantress specialize in this early, but any hero can do it with a Helm of the Dominator or Helm of the Overlord) or consuming it to gain its ability/abilities (Clinkz with a talent, Doom, Lifestealer with Infest [although they control it *before* consuming it.])

These abilities and passives will be static, though - they are just as powerful at minute 1 as they are at minute 60 of a game, but it doesn't make them *useless.* Patch 7.31 added oodles more of actives and passives; any "aura" effects have a 1200 unit radius. Neutral camps will occasionally use active abilities against you in creative ways if aggressive, and knowing these can deny the enemy a kill and its benefits if you run into the forest on low health.

Small camps
Prospecting Aura - Kobold - Passively provides heroes 20 extra reliable gold per minute.
Steal Weapon - Kobold Soldier - Passively causes every third connected attack while not on cooldown to disarm the struck unit for 3 seconds.
Speed Aura - Kobold Foreman - Passively provides hero-controlled units 12% base additional movespeed.
Break- Hill Troll Berserker - Causes Break status for 3 seconds on attack, cooldown of 10 seconds.
Heal - Hill Troll Priest - Heals 100 health on a target. 10 second cooldown, 60 mana. Priests will not use this unless player-controlled.
Heal Amplification Aura - Hill Troll Priest - Passively amplifies allied healing (but not lifesteal) in the radius by 15%.
Envenomed Weapon - Vhoul Assassin - Passively causes autoattacks to lower natural health regeneration by 75%. Lasts 2 seconds on heroes, but has no cooldowns.
Vex - Fell Spirit - Silences a target for 3 seconds when the projectile strikes them. 15 second cooldown, 75 mana.
Frost Attack - Ghost - Slows a target on attack for 1.5 seconds by 25% (movespeed/attackspeed)
Take Off - Harpy - Toggleable ability with a 10 second cooldown after cancel - disarms and slows the movespeed of the user, giving them flying movement. Costs 20 mana to initiate, and uses 2.5% max mana per second while active.
Chain Lightning - Harpy Stormcrafter - Active: deals 140 magical damage targeted nuke that bounces to hit three targets, striking each one only once. Each target beyond the first takes 25% less damage. Stormcrafters will use this on low health units if aggroed.

Medium Camps
Cloak Aura - Centaur Courser - Passively provides 15% magic resistance to heroes, and 30% to allied creeps.
War Stomp- Centaur Conquerer - Active: deals 25 damage in a 250 radius around the user, stunning units for 2/3 seconds (2 for heroes, 3 for other units.) Conquerers will use this automatically if aggressive if there are 3 or more units in the radius. 12 second cooldown, 50 manacost.
Intimidate - Giant Wolf - Active: debuffs enemy total attack damage by 50% for 4 seconds in a 300 radius from the user. Giant Wolves will use this when they drop below half health. 16 second cooldown, 50 manacost.
Critical Strike - Giant Wolf Packleader - Passively provides unit with 20% critical chance for 200% damage.
Packleader's Aura - Giant Wolf Packleader - Passively provides units with 30% additional base attack damage.
Purge - Satyr Banisher - Active: applies a basic dispel on the target (removes debuffs for allies, buffs for enemies.) Enemies are also slowed for 5 seconds. 3 second cooldown, 120 manacost. Banishers will use this on heroes if they have had a dispellable buff for at least 5 seconds.
Mana Burn - Satyr Mindstealer - Active: targeted unit loses up to 100 mana and takes the same amount as magical damage. 600 cast range, 18 second cooldown, 50 manacost.
Mana Aura - Satyr Mindstealer - Passively provides 2.5 Mana regeneration per second. It's really good.
Ogre Smash! - Ogre Bruiser - Active: after a long (like, nearly 3 second) windup, stuns a 200 radius area in front of the caster for 2 seconds, dealing 200+8% current health magic damage. Ogre Bruisers will randomly use this. 12 second cooldown, but no manacost.
Frost Armor - Ogre Frostmage - Active: buffs a unit for 45 seconds with 5 armor. Units attacking someone with the buff are slowed by 25% for 5 seconds. 4 second cooldown, 40 manacost.
Hurl Boulder - Mud Golem/Shard Golem - Active: throws a rock at a unit, stunning them for about half a second and dealing 75 hero/150 nonhero damage. 30 second cooldown. Golems will randomly cast this on enemies nearby.
Shard Split - Mud Golem - Passively causes the Golem (or Doom) to split into two on death; both of these units are only able to cast Hurl Boulder, have 250 HP, and deal 10 damage.

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[The Artist Formerly Known as Earthshaker.]
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