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Dota IMBA/Imba Version 7.01.4

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General[edit]

  • All random has been removed from all modes except IMBA Custom.
  • All modes: Level cap reduced from 60 to 40.
  • War Veteran buff completely removed from the game.
  • Every minute, the game decides which team is losing - a losing team is a team that is behind in both the sum of levels AND networth. This does not counts disconnected player's levels or their items, if they have any. The losing team, by this method, gets 100% bonus experience from all sources.
  • Deathstreaks are back!
  • New tower added! Tenacity Tower, which reduces Tenacity by 15/20/25% + 3% per hero, is now added to the list of tier 2 tower abilities. More towers to come later.


Balance Changes[edit]

Heroes[edit]

- Crystal Maiden and Witch Doctor has been reworked!

Crystal Maiden icon.png

Talents

  • Removed
    • +20% Freezing Field slow.
    • +175 Crystal Nova Radius.
    • +1.5 Frostbite duration.
    • -6 Icy Touch CD.
    • +260 Crystal Nova damage.
  • Added
    • Freezing Field's no longer drops projectiles - instead, Crystal Maiden channels for up to 10 seconds. When the channel ends (or interrupted), a huge icicle arrives at the cast area. The icicle explodes violenty, breaking into shards that are evenly distributed between all nearby enemies in range, dealing usual damage in the target's AoE. Each 0.1 seconds of a channel generates one shard.
    • Icy Touch causes a 100% movement speed slow that is slowly regained over 6 seconds.
    • Freezing Field constantly Frostbites enemies in it duration the duration of the spell - a unit is Frostbitten once every 3 seconds after the effect on it ended.
    • Enemies hit by Crystal Maiden's abilities gain a debuff that slows them by 15%/15 move/attack speed for 3 seconds. Can be refreshed.
    • Crystal Nova's Snowfield grants 25% damage reduction and increases health regeneration by 50.


Dazzle icon.png
  • Patient Shadow Talent wave prevention time from 5 to 3 seconds.


Night Stalker icon.png


Troll Warlord icon.png
  • Changed #7 Talent from +10% bash chance to +10 Ranged Whirling Axes, which are thrown in a huge arc in front of Troll Warlord.


Witch Doctor icon.png
  • Paralyzing Cask
    • Now only bounces to the team it was cast on: casting it on an enemy makes it bounce between enemies; casting it on allies makes it only bounce between allies.
  • Death Ward
    • Attack range from 700 to 700/750/800/825/850/875.

Talents

  • Removed
    • +70 maledict radius
    • +50 cask heal
    • +175 Death Ward range
    • +20 Voodoo healing per second
    • +4 casks max bounces
    • +8 Maledict duration.
  • Note: Voodoo Aura causes Voodoo Restoration talent to become a passive aura. level cap lowered to 20.
  • Added
    • Maledict spreads its bursts in 400 AoE around the cursed target.
    • When toggling Voodoo Restoration on, it applies the basic purge effect immediately. This effect can only occur once per 5 seconds. (same tier as Voodoo Aura)
    • Voodoo Restoration's purge is now a strong purge.
    • Paralyzing Cask spreads Maledict if it bounces from a cursed unit. This effect only occurs when bouncing from a cursed unit on the specific bounce. ** It does not spread the curse if a unit became cursed on this bounce.
    • Enemeies dying from death wards spawn Mini-Death Wards that deal half the damage.
    • When Maledict's curse bursts, health regen is completely disabled for one second.

Towers and buildings[edit]

  • Tier 1 towers health from 1400 to 1800, armor from 14 to 20.
  • Tier 2 towers health from 1600 to 2400, armor from 16 to 24.
  • Tier 3 towers health from 1600 to 2800, armor from 16 to 28.
  • Tier 4 towers health from 1600 to 3200, armor from 24 to 32.
  • Melee Barracks health from 1500 to 4000, health regen from 5 to 20, armor from 15 to 25.
  • Ranged Barracks health from 1200 to 3200, health regen from 0 to 10, armor from 10 to 20.
  • Tower abilities layout reworked:
    • Each ability that a tower holds is a unique ability. Those abilities are mirrored between each team on the same towers, but will not appear on other teams.
    • Tier 1 towers hold one Tier 1 ability as usual.
    • Tier 2 towers hold one Tier 1 and one Tier 2.
    • Tier 3 towers hold one Tier 1, one Tier 2, and one Tier 3 ability.
    • Tier 4 towers hold one Tier 2, one Tier 3, and on active ability.
    • Whenever any tower is destroyed, all other towers upgrade themselves. Each time this happens, the towers upgrade the first ability from the left. When it reaches max level, it upgrades the second one and so on.
    • Fountain's Relief Aura has been slightly reworked: now grants 75% damage reduction and Tenactiy (before: 50% Tenacity only). Disconnected players get 100% damage reduction instead and cannot be harmed inside the fountain.
    • Dealing damage to an enemy unit in any way causes you to be rejected from this buff for 10 seconds from the last instance of damage. This includes disconnected players.


  • New Towers Effects:
  • Sniper Aura Tower:
    • Base bonus range from 100/125/150 to 125/165/205.
  • Explosion Aura Tower:
    • Base splash damage from 15/20/25% to 25/35/45%.
    • Bonus splash damage per hero from 5% to 3%.
    • Splash radius from 225 to 285.
  • Replenishment Aura Tower:
    • Base cooldown reduction from 10/15/20% to 15/20/25%.
  • Aegis Aura Tower:
    • Base bonus armor from 2/4/6 to 6/10/14.
    • Bonus armor per hero from 2 to 3.
  • Toughness Aura Tower:
    • Base bonus health from 150/300/450 to 300/500/700.
    • Bonus health per hero from 150 to 100.
  • Star Tower:
    • Bonus vision per hero from 150 to 200/250/300.
  • Machinegun Tower:
    • Base bonus attack speed from 10/20/30 to 40/60/80.
    • Bonus attack speed per hero from 10 to 20.
  • Thorns Aura Tower:
    • Return damage from 20/25/30% to 30/35/40%.
    • Bonus return damage per hero from 5% to 3%.
    • Minimum damage from 15/20/25 to 40/80/120.
  • Spell Shield Aura Tower:
    • Base bonus magic resistance from 10/15/20% to 30/35/40%.
    • Bonus magic resistance per hero from 5% to 3%.
  • Spellmastery Aura Tower:
    • Cast range bonus from 100/125/150 to 175/225/275.
  • Vicious Aura Tower:
    • Base critical chance from 15% to 20/25/30%.
  • Atrophy Aura Tower:
    • Base damage reduction from 15/20/25% to 25/30/35%.
    • Damage reduction bonus per hero from 5% to 3%.
  • Mana Burn Tower:
    • Mana burn per attack from 15/25/35 to 40/55/70.
  • Plague Aura Tower:
    • Move speed/Attack speed slow from 15/20/25% to 25/30/35%.
    • Bonus move speed slow per hero from 5% to 3%.
  • Permabash Aura Tower:
    • Bash damage from 20 to 30/50/70.
    • Bonus bash damage per hero from 15 to 30.
  • Essence Drain Aura Tower:
    • Essence Drain duration from 8/12/16 to 20/30/40.
  • Protection Aura Tower:
    • Damage reduction from 12/16/20% to 18/22/26%.
  • Disease Aura Tower:
    • Stats reduction from 8/14/20 to 10/20/30.
    • Additional stats reduction per hero from 5 to 3.
  • Barrier Aura Tower:
    • Shield capacity from 100/130/160 to 200/300/400
    • Bonus capacity per hero from 25 to 50.
  • Soul Leech Aura Tower:
    • Life Drain/Spell Steal from 8/10/12% to 12/16/20%.
    • Bonus life drain/spell steal per hero from 2 to 4.
  • Frost Shroud Aura Tower:
    • Frost chance from 15% to 25%.
    • Duration from 3/4/5 to 6/8/10.
    • Move speed/Attack speed slow per Shroud stack from 10%/10 to 15%/15
  • Healing Tower:
    • Healing wave heal from 150 to 250/400/550.
    • Bounce radius from 600 to 700.

Creeps[edit]

  • Creeps now grow stronger every minute. The bonuses are doubled on Super and quadrupled on Mega, so you would like to not lose your barracks, or the creeps will eventually overwhelm you.
    • Normal melee creep's damage increases by 3 and health by 22 every minute.
    • Normal ranged creep's damage increases by 5 and health by 16 every minute.
    • Super melee creep's damage increases by 6 and health by 44 every minute.
    • Super ranged creep's damage increases by 10 and health by 32 every minute.
    • Mega melee creep's damage increases by 12 and health by 88 every minute.
    • Mega melee creep's damage increases by 20 and health by 64 every minute.

Items[edit]

  • All health regenerations are now reduced by 1. (still +1 compared to normal dota)
  • All health and mana bonuses are now reduced by 75. (still +75 compared to normal dota)
  • All health + mana bonuses on same item (Point Booster, Soul Booster, etc) bonuses are now reduced by 25. (still +50 compared to normal dota)
  • Ring of Regen icon.png Ring of Regen bonus health regeneration from 4 to 3.
  • Ring of Health icon.png Ring of Health bonus health regeneration from 8 to 7.
  • Energy Booster icon.png Energy Booster bonus mana from 400 to 325.
  • Vitality Booster icon.png Vitality Booster bonus health from 400 to 325.
  • Point Booster icon.png Point Booster bonus health and bonus mana from 250 to 225.
  • Soul Ring icon.png Soul Ringbonus health regeneration from 5 to 4.
  • Perseverance icon.png Perseverance bonus health regeneration from 8 to 7.
  • Aghanim's Scepter icon.png Aghanim's Scepter bonus health and bonus mana from 250 to 225.
  • Tranquil Boots (Active) icon.png Tranquil Boots bonus health regeneration from 16 to 15.
  • Force Staff icon.png Force Staff bonus health regeneration from 8 to 7.
  • Hurricane Pike icon.png Hurricane Pike bonus health regeneration from 8 to 7.
  • Helm of Iron Will icon.png Helm of Iron Will bonus health regeneration from 5 to 4.
  • Helm of the Dominator icon.png Helm of the Dominator bonus health regeneration aura from 14 to 12.
  • Headdress icon.png Headdress bonus health regeneration aura from 5 to 4.
  • Linken's Sphere icon.png Linken's Sphere bonus health regeneration from 10 to 9.
  • Refresher Orb icon.png Refresher Orb bonus health regeneration from 12 to 11.
  • Soul Booster icon.png Soul Booster bonus health and mana from 700 to 625.
  • Battle Fury icon.png Battle Fury bonus health regeneration from 8 to 7.
  • Mekansm icon.png Mekansm bonus health regeneration aura from 6 to 5.
  • Guardian Greaves icon.png Guardian Greaves bonus health regeneration aura from 6 to 5.
  • Vladmir's Offering icon.png Vladmir's Offering bonus health regeneration aura from 5 to 4.
  • Dota IMBA Vladmir's Blood icon.png Vladmir's Blood bonus health regeneration aura from 13 to 11.
  • Bloodstone icon.png Bloodstone bonus health and mana from 700 to 625.
  • Vanguard icon.png Vanguard bonus health regeneration from 10 to 9, bonus health from 400 to 325.
  • Crimson Guard icon.png Crimson Guard bonus health regeneration from 11 to 10, bonus health from 425 to 350.
  • Dota IMBA Calaminh's Tutela Plate icon.png Calaminh's Tutela Plate bonus health from 600 to 525, bonus health regeneration from 15 to 13.
  • Armlet of Mordiggian (Inactive) icon.png Armlet of Mordiggian bonus health regeneration from 7 to 8.
  • Veil of Discord icon.png Veil of Discord bonus health regeneration from 6 to 5.
  • Octarine Core icon.png Octarine Core bonus health and mana from 800 to 725.
  • Imba tranquil boots 2.pngIronLeaf Boots bonus health regeneration from 16 to 15.
  • Aether Lens icon.png Aether Lens bonus mana from 400 to 325.
  • Elder Staff bonus mana from 450 to 375.
  • Hood of Defiance icon.png Hood of Defiance bonus health regenartion from 8 to 7.
  • Pipe of Insight icon.png Pipe of Insight bonus health regenartion from 8 to 7.
  • Dota Imba mega treads.png Mega Treads reworked:
    • Mega Treads no longer grants stats increase. Instead, they grant a bonus, based on the mode you set them to:
      • Setting Mega Treads to Strength attribute symbol.png Strength grants 20% Tenacity.
      • Setting Mega Treads to Agility attribute symbol.png Agility grants 20% Evasion. (maybe 0.2 BaT reduction)
      • Setting Mega Treads to Intelligence attribute symbol.png Intelligence grants 200 cast range.
  • Heart of Tarrasque icon.png Heart of Tarrasque
    • Bonus strength from 40 to 30.
    • Strength aura from 10 to 12.
    • Out of combat regeneration is now 5 seconds cooldown for melee heroes, 7 seconds for ranged heroes.
    • Health regeneration percentage while in combat (broken heart) from 1.5% to 0.5%.
    • Bonus health from 500 to 575.
  • Skull Basher icon.png Skull Basher/Abyssal Blade icon.png Abyssal Blade
    • Break duration on a successful Skull Break from 1.4 to 3 seconds.
    • Abyssal Blade bonus health regeneration from 18 to 16, bonus health from 425 to 350.

Bugfixes[edit]

  • Fixed the game telling your "Enter the game" when loading, and "Loading!" when the loading is actually done.
  • Fixed Enigma's Malefice's Mini Black Hole talent earraping people left and right.
  • Fixed the buff/debuff bar being hidden by the talent manager, causing it to open instead of showing the modifier tooltips.
  • Fixed cast range talent not stacking with other sources of cast range.