New DotA Heo - Sun Wukong

Alright then! IceFrog has introduced yet another interesting hero! Don't forget to catch up.

Interesting Facts about Pudge's Hooks!

Go to Blogger edit html and find these sentences.Now replace these sentences with your own descriptions.

Dota v6.79 Released!

The much awaited new map has now been released and Beta downloads are not avaliable after nearly 5 months of v6.78

Razor - Lighting Ravent's Ultimate Build guide

This is one of the most popular builds for razor out there.You better know this.

Dota2 is now Free!

Great news to all fellow gamers! Dota2 is now free and Ultra better than Dota!

Warkey++ 6.8 Now Available! Support Windows 8!

Too late pressing the Mekansm because your Laptop doesn't have Numkeys? Or got killed while you're still typing missing lane in the chat? Don't worry, it won't happen again, because Warkey++ will help you cover that! All that problem are solved with this awesome tool. What's even more, this version is now support Windows 8!

Let's check out their main feature!


1. Numkeys Remapping
By default they are replacing Numkeys with [Alt] + [Q/W/E/A/S/D]
But personally, i like to replace it with Tab, Capslock, Shift and Ctrl key in the left area.
And the most awesome thing about this, it is automatically off when you are in chat mode.


2. Quick Chat
You can bind and pre-configure your chat and easily call it with [Alt] + [1] or [Alt] + [2] and so on.

3. Skill Key Remapping and Macro
You can remap the skill key as you like. There's also a macro tool which can help you using heroes like Invoker. But personally, i would never use this feature because it will give you unfair advantage.

So? Want to download it now? Get it in this link:

Download
Warkey++ 6.8 Download

How to Use
1. Download the file and save it wherever you like.
2. Open the Warkey and you will see small icon in your right tray.
3. Configure the Warkey and you ready to go!

Enjoy the new version of Warkey! And thanks JiaJia for this awesome tool!

Dota 6.78c Map - Official DotA 6.78c Download & Changelogs (Released!)

DotA 6.78c Download - Official Dota 6.78c Map. DotA 6.78c has just released with some minor balance changes. Some popular heroes like Na'ix, Gyro and Alchemist got the nerf stick pointed on them. IceFrog also made a slight change to the Captain Mode. Check out the full changelogs and download link below!

DotA 6.78c Changelogs
DotA 6.78c Changelogs

Dota 6.78b Download Link
Dota 6.78c Download - GameWebz Mirror

Note: Your friend playing DotA 6.78c before you? Subscribe our feed or follow our Twitter, Facebook or Google Plus so you won't miss the next map!

It seems now the DotA map cycle are first map to introduce new contents, version b to fix the bug and version c to balance them. Looking on that, unless there's a major bug found, i think this will be the latest series of DotA 6.78 before DotA 6.79 released. Enjoy the new map guys!

PS: For AI map updates, please check the DotA 6.78 AI page!

Dota 6.78c 6v6 Map Download

dota 6.78c 6v6Dota 6.78c 6v6 obviously made for those who want more guys playing in the map. And GodTony has just updated the map after IceFrog released the DotA 6.78c. And here you go, a map with 12 players in it! Check out the DotA 6.78c 6v6!

Dota 6.78c 6v6 Download Link
DotA_v6.78c_6v6.w3x via GameWebz
DotA_v6.78c_6v6.w3x via 6v6DotA

I hope you will love the map! And don't forget to say thanks to GodTony in here.

Nerif, the Oracle Guide, Build and Strategy

Nerif, the Oracle Guide Build and Strategy. The Oracle is a Sentinel Intelligence hero which is released in the DotA 6.78, together with Earth Spirit. Oracle has a unique skill set which need you properly cast one skill after another to get the maximum output. Thanks to that, Nerif can be both fit a nuker or support role.


Few have the knack for plucking the strings of fate, let alone seeing them for what they are. Fate is as mysterious as it is fickle, but for Nerif it has always been a burden. Those chosen must answer the call, and since boyhood he has been raised into the hallowed role of Oracle, proclaiming destiny's path to those worthy to hear of it. Though many of his ilk have chosen more peaceful routes to serving fate, he never felt that the future must be passively proclaimed. With the view of fate before him, his powers were suited by nudging and pulling threads and, where needed, severing them to better the life of all. It was inevitable that his abilities would culminate in deadly battle - he knew would come to pass, and he is ready to cut lives short to lengthen others.



Alliance: Sentinel
Type: Intelligence

Total Starting Damage: 45-51
Total Starting Armor: 2
Range: 620
BAT: 1.4
Movespeed: 305

Agility: 15 + 1.7
Strength: 18 + 1.9
Intelligence: 23 + 2.9

Nerif, the Oracle Skill

Fortune's End (Channeling, Enemy Target)
Channels Nerif's power into a bolt of scouring energy for up to 3 seconds. When released the bolt strikes the targeted enemy, dealing damage and purging in an AoE around them. The purge duration is equal to the time spent channeling.

Cast Range: 650
Damage: 75/150/225/300
AOE: 215
Purge duration: Up to 3 seconds

Cooldown: 12
Manacost: 130

Note: The purge happens before the damage and also removes Fate's Edict and Purifying Flames.

Fate's Edict (Target Ally/Enemy)
Nerif enraptures the target, rendering them unable to attack, granting them 100% spell resistance, and increasing the damage they take from other damage types by 50%. Can be cast on both allies and enemies.

Duration: 3/4/5/6
Cast Range: 700
Cooldown: 14
Manacost: 50

Purifying Flames (Target Ally/Enemy)
Burns away impurities from the target, dealing heavy damage and causing them to regenerate life each second for 9 seconds. Can be cast on both allies and enemies.

Damage: 90/180/270/360
Regeneration per second: 11/22/33/44
Duration: 9

Cooldown: 3
Manacost: 30/45/60/75
Cast Range: 750

Note: Damage is nonlethal on allies.

False Promise (Target Ally)
Temporarily alters the target ally's destiny, delaying all damage, healing and regeneration effects on them until False Promise ends. Ally is granted invisibility while attacking and moving. Removes all negative status effects when applied. The delayed healing is doubled when it is provided at the end of the duration.
Even Fountain cannot hurt you! (but after 9 seconds, you take all that damage..)
Cast Range: 1500
Duration: 7/8/9

Manacost: 100
Cooldown: 20

Note: All damage and healing happen immediately once the buff ends. This damage is lethal and is credited to the original damage sources.

Nerif the Oracle Item Build
Dagon, Bracer, Bracer, Magic Wand, Arcane Boots, Town Portal

Oracle is a support hero by nature and have a very flexible build. But one of the most popular build is Dagon. Combined with Purifying Flames, Fortune's End and Dagon, you can get a huge burst damage which can instantly kill heroes with less than 1000 hp! Other than that, if you want to truly be a supportive hero, buy Euls, Force Staff or Mekans, depending on what your team needs.

And you should note that this hero is really squishy, so grab 1 or 2 Bracers to pump your hp!

Nerif the Oracle Skill Build
1. Fortune's End
2. Fate's Edict/Purifying Flames
3. Purifying Flames
4. Purifying Flames/Fate's Edict
5. Purifying Flames
6. False Promise
7. Purifying Flames
8. Fortune's End
9. Fortune's End
10. Fortune's End
11. False Promise
12. Fate's Edict
13. Fate's Edict
14. Fate's Edict
15. Stats
16. False Promise
17-25. Stats

Fortune's End taken first as the purge can help you net a First Blood. The first skill to be maxed is Purifying Flame, as it can be a deadly nuke combined with Fortune's End and can be a strong heal combined with Fate's Edict. One thing you should remember, the Purifying Flames cooldown is really short (3 seconds!). So you can cast it twice to your enemy before combined it with Fortune's End. Or if you have Fate's Edict level 2 or above, you can cast the flame 2 times to heal your ally.

False Promise is taken whenever possible. It's a very strong skill. The problem is, many players tend to cast this to their self in a team clash. If you do that, please don't, cast this skill on your carry hero instead. You will want him survive and carry your team to the victory. But if you play as a nuker, use False Promise to initiate, they won't know what hit them before too late. False Promise, Flame, hit, Flame, Fortune's End and Dagon if you have it. This combo usually will kill most of them.


Nerif the Oracle Strategy
Positive Combo
Combo 1: Healing! (Fate's Edict + Purifying Flame)
Cast Fate's Edict before the Purifying Flame to your allies to let them get the heal without the initial damage. You can do this as long as the Fate's Edict duration not yet ended.

Combo 2: Damage! (Purifying Flame + Fortune's End)
Cast Purifying Flame to damage your enemies and immediately cast Fortune's End to remove the heal.

Combo 3: Immortal! (False Promise + Dazzle's Shallow Grave/Abbadon's Borrowed Time)
Use False Promise and when the duration is almost over, use Dazzle's Shallow Grave or Abbadon's Borrowed Time. Can also work with Reincarnate.

Bad Combo (Don't do this!)
Bad Combo 1: No Damage! (Fate's Edict + your allies magical damage)
Don't cast Fate's Edict to your enemies if you know your allies will cast another skill (Lion's Finger, Lina's Laguna Blade). They won't do any damage!

Bad Combo 2: Can't attack! (Fate's Edict + your hitter)
While Fate's Edict can save your allies from magical damage, never ever cast it in your hitter! Mortred or Void will be useless if they cannot hit the enemies.

Do you have different way on playing Nerif the Oracle? Please share it here :)

Kaolin, the Earth Spirit Guide, Build & Strategy

Kaolin, the Earth Spirit Guide, Build & Strategy.

When the blight of the Scourge threatened the isolated peak villages of the Crag Lands, their pleas for aid went unanswered. The strong villagers climbing ever higher up the mountains to seek refuge, leaving those too young or old to their fates. When the forces of evil fed upon the helpless, their innocent blood wet the stones of the foothills. Seeing this, the heart of the mountains wept, and forged it's own champion to face off against the teeming hordes. Hewed from the cliff face, Kaolin was born into our world. Wielding the strength of the mountain, he bends stone and metal to his fierce will.


Alliance: Sentinel
Type: Strength

Total Starting Damage: 46-56
Total Starting Armor: 4
Range: 128 (Melee)
BAT: 1.7
Movespeed: 305

Agility: 17 + 1.5
Strength: 21 + 2.9
Intelligence: 18 + 2.4

Kaolin, the Earth Spirit Skill

Innate: Stone Caller (Innate, Level 0, Target Point)

Kaolin raises a stone from the depths of the earth to aid him in battle. Creating a rock consumes a Stone Charge, and charges replenish at a rate of 1 per 25 seconds. The rocks last up to 2 minutes with a max 6 rocks active at a time. Rocks provide no vision.

Cast Range: 1400
Cooldown: 0

Note: This hero has an Innate ability that doesn't do anything on its own but is used by his other abilities.

Boulder Smash (Target ally, enemy or rock. Melee range)
Kaolin slams an ally, enemy, or Rock with his mighty stone, knocking them away from him, and damaging enemies the slammed target collides with. Slammed Rocks travel farther than fleshy targets and also silence impacted enemies.


Damage: 100/150/200/250
Slam Distance: 800 (3x when utilizing a Rock, 2400)
Slam Speed: 1200
Silence Duration: 5 seconds (only with a Rock)

Impact AoE: 225

Cast Range: 150

Manacost: 100
Cooldown: 22/18/14/10

Rolling Boulder (Short Channel, Target Direction)

Kaolin turns into a boulder and begins spinning in place to build up momentum. After 0.6 seconds, he launches himself 800 distance in the direction he is facing, damaging units he passes through but stopping if he collides with an enemy hero or is stunned. Rolling over a Rock will add momentum, increasing roll distance, speed, damage, and adding a slow to the hero you collide with.


Damage: 90/120/150/180 (+50% when utilizing a Rock, 135/180/225/270)
Rock Slow: 80% AS/MS for 2 seconds (only with a Rock)

Roll Distance: 800 (+100% when utilizing a Rock, 1600)
Speed: 800 (+100% when utilizing a Rock, 1600)

Impact AoE: 150
Manacost: 50
Cooldown: 16/12/8/4

Note: This skill will always go the full distance, you cannot choose a shorter distance. It stops on the opposite side of the first hero it impacts. The Rock is consumed when used as a boost for rolling.

Geomagnetic Grip (Target Ally or Rock)
Kaolin runs a magnetic charge through the targeted ally or rock, quickly pulling them to him. Enemies struck by the target being pulled will be stunned, and will also be dealt damage if the pulled target is a Rock.




AOE: 180
Stun: 1/1.5/2/2.5 seconds
Rock damage: 125

Pull Speed: 1000
Cast Range: 1400

Manacost: 75
Cooldown: 13


Magnetize (Active, No Target)

Magnetizes units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized heroes cause nearby rocks to become energized and explode, applying/refreshing the magnetize debuff on all units near the rock. This process can repeat multiple times. Rocks are destroyed in this process.

Magnetized heroes feel the effect of the Silence and Slow from Rock enhanced Boulder Smash and Rolling Boulder if one Magnetized hero is affected by them.




Cast AOE: 300
Rock Search AOE: 300
Rock Explode AOE: 600

Debuff duration: 6 seconds
DPS: 50/75/100

Cooldown: 80
Manacost: 100

Note: When a Rock is in an AoE of Magnetize, it doesn't immediately disappear, it becomes innert and then disappears after 5 seconds (can still be used by your other spells in the meantime)

Kaolin the Earth Spirit Item Build
Coming Soon!

Kaolin the Earth Spirit Skill Build
1. Rolling Boulder
2. Geomagnetic Grip
3. Boulder Smash
4. Rolling Boulder
5. Rolling Boulder
6. Magnetize
7. Rolling Boulder
8. Geomagnetic Grip
9. Geomagnetic Grip
10. Geomagnetic Grip
11. Magnetize
12. Boulder Smash
13. Boulder Smash
14. Boulder Smash
15. Stats
16. Magnetize
17-25. Stats


Kaolin the Earth Spirit Strategy
Coming Soon!

This guide is still on progress, if you have your way on playing Kaolin the Earth Spirit, please share it here :)