Saturday, May 15, 2010

[Updated] Garena Cracked By TDT_

He was the last version released GarenaHack: 5.28 *!

This new version works only with the new update is not Garena cqccyh resources.


Entire message bet cqccyh damage has been corrected a mistake, opening the main window of the delay.

Updated only hack update links (UO Easy-Share 4shared SendSpace).


Hi all CYA.

* PS: I dismiss 5:27 but after a while I noticed that an updated version I have is 5.28.

These words are the same TDT_
Downloads:




Friday, May 14, 2010

Sniper Guide - Kardel the Dwarven Sniper Build & Strategy

Kardel Sharpeye the Dwarven Sniper Guide, Build & Strategy. Sniper can be a great carry who has the longest range on Dota. Even though he doesn't have a reliable escape mechanism, he can be deadly if got his items. This post contains Kardel Sharpeye the Dwarven Sniper guide, item build, skill build and strategy.


Kardel Sharpeye is a testament to his name and race. Using only his finely honed skills of marksmanship and his trusty rifle, he systematically destroys his opponents from afar. Taking great care to aim for the most vulnerable of areas, he is capable of severely injuring an opponent, and with a little extra time, has been known to simply dispose of an enemy in a single shot. His rifle is equipped with a secondary barrel, capable of launching a short burst of shrapnel at close range, causing massive damage.



Strength - 16 + 1.7
Agility - 21 + 2.9 (Primary)
Intelligence- 15 + 2.6

Base damage 36-42
Attack range of 550
Base Armor 2
Movement speed of 290

Dwarven Sniper Skill Descriptions

Shrapnel (C)



Fires a ball full of shrapnel into the air. which promptly explodes, showering the target area in explosive pellets. Enemy units that walk in this area get damaged and slowed. Deals 30% damage to buildings. Lasts for 8 seconds.

Level 1 - 15% Slow / 10 DPS
Level 2 - 20% Slow / 20 DPS
Level 3 - 25% Slow / 30 DPS
Level 4 - 30% Slow / 40 DPS

• Damage type: Magical
• Casting range: 1200
• Area of Effect: 450

Mana Cost: 120
Cooldown: 15

This skill has good capabilities for fleeing, chasing and defending a tower. Has decent dps and the area slow effect can be very useful.

Headshot (O)



A shot to the head deals bonus damage and stuns for a short duration.

Level 1 - 25% chance to deal 30 damage and ministun.
Level 2 - 30% chance to deal 30 damage and ministun.
Level 3 - 35% chance to deal 40 damage and ministun.
Level 4 - 40% chance to deal 50 damage and ministun.

• Works on allied creeps.
• Stun is blocked by magic immunity.
• Duration: 0.01/0.1/0.2/0.2

Mana Cost: N/A
Cooldown: N/A

A very good skill, especially for canceling channeling skills like Epicenter, Black Hole or even Town Portal. Notice that when you last hitting the creeps, often times, your attack will trigger Headshot.

Take Aim (E)



Kardel uses his dwarf engineering skills to make modifications to his rifle, enhancing the range of his rifle.

Level 1 - Attack Range +65.
Level 2 - Attack Range +130.
Level 3 - Attack Range +195.
Level 4 - Attack Range +260.

• Level 3 and 4 of this skill allow Kardel to out-range towers.

Mana Cost: N/A
Cooldown: N/A

A skill unique to Kardel, gives you better lane control, harass and creeping capabilities. If you are good enough, you can harass the enemies and when you know they're gonna come at you, you can back away easily due the long range. Especially useful against short ranged and melee heroes.

Assassinate (T)



Take time to draw a bead, and then deal a large amount of damage to the target at a huge range.

Level 1 - Deals 355 damage.
Level 2 - Deals 505 damage.
Level 3 - Deals 655 damage.

Mana Cost: 175/275/375
Cooldown: 20/15/10

• Damage type: magical
• Crosshair on target is visible to allies only.
• Invisibility doesn't affect the effect of this skill.
• Interrupts channeling spells.
• Interrupt works on magic immune units.
• Takes 1.7/1.65/1.5 seconds to cast.
• Casting range: 1500/2000/2500

Assassinate has a very long range and decent damage. Usually used as the finishing move when the enemies are fleeing. With only 10 secs cooldown at lvl 3, it can be also used as a nuke.

Dwarven Sniper Skill Build

Lvl 1 - Headshot/Take Aim
Lvl 2 - Headshot/Take Aim
Lvl 3 - Headshot/Take Aim
Lvl 4 - Headshot/Take Aim
Lvl 5 - Headshot/Take Aim
Lvl 6 - Assassinate
Lvl 7 - Headshot/Take Aim
Lvl 8 - Headshot/Take Aim
Lvl 9 - Headshot/Take Aim
Lvl 10 - Shrapnel
Lvl 11 - Assassinate
Lvl 12 - Shrapnel
Lvl 13 - Shrapnel
Lvl 14 - Shrapnel
Lvl 15 - Stats
Lvl 16 - Assassinate
Lvl 17-25 - Stats

Maxing out Headshot or Take Aim first really depends on the player. Headshot is taken because of the additional damage for harass and creeping (as I have explained earlier Headshot has this effect of kicking in when youre about to last hit creeps ) while Take Aim is taken for range, preferably for harassing without getting harassed or for lane survivability.

Maxing any of these two really depends on you. His SS is taken when available, because obviously it’s the only nuke you’ve got. Use it to kill fleeing heroes at low life, if you have mana to spare, don’t be afraid to spam it, it has a very low cooldown for an SS. After this Shrapnel is taken, at about the time you get to this level it would be mid game and shrapnel would be useful for ganks and defending towers.

Dwarven Sniper Item Build

Dwarven Sniper's core item should be like this:
or

Power Threads is taken for attack speed, kardel doesn’t need to chase nor teleport, so phase boots and BoT wouldn’t be much useful. Lothars is taken early to avoid ganks, trust me this is where it all starts, get this as early as possible. Frankly, with no escape mechanisms, enemy heroes will be surely targeting you above all the others since you will be the easiest to kill. Lothars will help you escape these circumstances and avoid feeding the enemy team. The next item will be depending on you again.

Lifesteal will make you more versatile and will make you able to initiate. Maelstorm will give you good damage and speed and chain lightning, since you’re a fragile heroes, with this item you will have to come in last at ganks and kill of the nukers in the opposing team. Kardel is a good dps hero but has a very small health pool. Manta is built next even whether you are domi or maelstrom build.

Dwarven Sniper Luxury Items



Manta is a good item for kardel since it confuses the enemy of who to attack and gives hp and movespeed. MKB is a good luxury item because it is a massive dps dealer and goes with your headshot. It increases the mini stun probability of the hero and because it has a higher chance than bash, it can have almost the same effect. Basher is another luxury item because with headshot and MKB you will even seem more of a permabasher than troll who has a very small chance of bashing.

HoT or Linken is taken only in the maelstrom build, as you will need some kind of regen and life, take linken if there are a lot of disablers, especially if there’s a POTM and youre not a good dodger. For the Domi build, Satanic will cover your hp needs and lifesteal for regen. Butterfly is taken for attack speed, damage and evasion, which this hero critically needs.

Dwarven Sniper Strategy

At start game, buy boots and tangoes or healing salve. Getting boots early allows you to avoid early deaths. The early game is where kardel hides in his shell, you can either take bottom or top lane but avoid middle lane because you will probably not be able to take the heroes in this lane at the start. Make creeping your priority.

Kardel is a favorite hero of any good last hitter. If you can notice some heroes have a delay animation before attacking, for example, when drow attacks, she first pulls her arrow, and when she releases it, it again takes time for the arrow to reach the target. With no items, drow probably has an attack delay of about 1 sec., which makes it hard for her to last hit without any damage. When kardel attacks, the hit is almost instant. He last hits best among all other range heroes. Your job in early game is to dominate last hits and focus on the gold. Harass only if enemy heroes try to come close but after that go back to last hitting.

First item to focus buying is quatterstaff. Then buy claymore in your base then the recipe. If you’re a decent last hitter, you would be able to farm lothars before mid game starts. Now you can go solo in a lane without getting gangbanged. When in a lane, always stick to the side away from the jungle. When enemies gangbang you, you would be able to see them coming this way, use lothars then switch to another lane. Join ganks whenever possible, but be careful only to come out from invi after they initiate. Try to get last hits on fleeing heroes with assassinate. Slowly build up whichever luxury item you want. I suggest getting manta first for survivability.

When in a clash, just use lothars and go in after your allies initiate, use manta and finish of the nukers. This will help your team a lot since in gangbangs they mostly focus on the tank or the initiator, they leave alone the nukers to spend out all their nukes in a clash, which of course is a bad thing, much more so with disablers. Also, don’t forget to use shrapnel during ganks or clashes, the slow effect can really help a lot.

Well that’s about the only thing with kardel. He doesn’t require much strategy or skill combos but rather just some decent farming, avoiding getting killed and effectively participating in ganks.

Hope this guide helped. That’s all folks!... XD

This guide is written by glennlevi.

This post contain Sniper Guide & Build - Kardel Sharpeye the Dwarven Sniper Strategy. If you have different build or strategy, you can give your comments or make your own guide on the Dwarven Sniper Forum.

Wednesday, May 12, 2010

MeepoBot | Poof Bot for Geomaner, Meepo

MeepoBot is small program created for Geomaner, Meepo in DotA. It allows you to cast Poof to your clones in just 1 click. By using this program you can deal mass amount of damage to your enemies in one instant. MeepoBot is helpful for those players who don't like to play Meepo because it is hard to control him. Meepobot should help those players to enhance their gameplay with Geomancer.Download

This Week Dota Videos

Hello guys! Here are the Dota videos for this weeks. Check them out!

The first one is the DVKM: SWEAT LIKE US DotA Movie. A notable move is when Magnus blink to deny the tower while the Tinker projectile is moving on and yet still manage to kill Tinker.



The next one is House.of.DotA.vol.3. You will see the Familiar got a double kill. Awesome. Hope this video can help you spend the time while waiting Icarus the Phoenix on Dota 6.68. As usual, the videos is taken from Dota-Blog Media forums. Check out other awesome video there. Thanks .|c000000ffJK! ;)

Tuesday, May 11, 2010

Jakiro the Twin Head Dragon Guide & Walkthrought

Jakiro currently isn't used much, neither in competitive DotA nor in public games. That doesn't mean that he's a bad hero though. He is a fun hero to use, all his 3 active skills require some sort of aiming, positioning and timing for maximum effect. He is a very potent pusher and has loads of AoE-spells up his sleeve to create havoc in clashes. Unfortunately he has trouble with teams that focus on armor reduction, which are rather common these days... His teamfight-presence is easily countered by Blademails, Pipes and Hoods.


Skillbuild



Level 1: Dual Breath
Level 2: Ice Path
Level 3: Dual Breath
Level 4: Liquid Fire
Level 5: Dual Breath
Level 6: Liquid Fire
Level 7: Dual Breath
Level 8: Liquid Fire
Level 9: Liquid Fire
Level 10: Macropyre
Level 11: Macropyre
Level 12:Ice Path
Level 13: Ice Path
Level 14: Ice Path
Level 15: Stats
Level 16: Macropyre
Levels 17-25: Statsstatsstats...

Justification:

Dual Breath is ALWAYS maxed first. It's your best skill, its a strong AoE nuke, it slows. Nuff said.

Icepath vs. Liquid Fire: Liquid Fire is a superb pushing skill and doesn't even cost mana. If your team is running a push-strat this spell along with dual breath is gonna help a lot, the fact that it damages and slows tower attacks is invaluable. The first level of Ice Path disables a full second compared to 2 seconds with Ice Path maxed, thats why i threw a level in there. I consider this skill-build fairly balanced, you can ofc screw this proposed skill-build and do whatever the fuck you want. I'm serious, both skills have their uses, the one shines in pushing/farming, the other in ganking/clashes.

Macropyre has a pretty high manacost and little effect on lower levels, especially when you take into consideration that its best used in big clashes, which will not occurr at early stages of the game. After the buffs of 6.65, it isn't completely retarded to get it at 6, i still wouldn't advise it though. Adapt, if you somehow have too much mana (*cough* Maiden *cough*) or you can make good use of it for some reason (e.g. multiple enemies trying to get a tower early) feel free to level it earlier.

Note: Skill- or item builds are not set in stone. Except for Dual Breath. Dual Breath is ALWAYS (!!!) maxed first. Adapt to the game.


Itembuild



I already mentioned THD isn't item-dependant. Hence it doesn't really matter what you get. Get whatever your team needs. That being said, i still want to give you a general guideline, because even if you think your team needs a Battlefury, it probably doesn't. At least not on you.

Starting items:



Jakiro is most likely gonna be the designated support hero, so you will probably buy chicken or wards. the branches will be turned into wand later, and basic regen is self-explicable. In case you don't have to buy chicken or wards, just get a gauntlet for urn.

Core:

optional


Seems very cheap for a core, right? Well it is. You really dont necessarily NEED more for your hero to work. which is one of the reasons why you will most likely spend a good deal of your cash on wards. The obligatory wand for some cheap stats and its awesome active and the newly introduced Urn of Shadows. This item is the shit on pretty much every support hero, Jakiro is no exception. Manaregen, HP, and its active ability make it a worthwhile investment. Bottle is optional, only get it if you're soloing mid, ganking a lot or don't have any good bottle-carriers in your team. "Bottle-crowing" (using a crow to constantly refill your botte at the fountain) is a very cost-effective way to keep spamming Dual Breath during laning. Basilius is optional as well, get it when you really have trouble with physical damage and arent aiming for mek, or when youre aiming for vlads anyway.

Possible extensions:



Just because you don't NEED more doesn't mean you can't GET more. THD is a great farmer and will get some cash.

* Mekansm provides you with moar armor, and THDs intelligence is high enough to cope with the manacost. the most common extension for jakiro, you can't really go wrong with it. *RECOMMENDED*
* Vlads will make use of that basilius of yours, gives a little more armor, some pushing power and hopefully help some allied melee heroes.
* Pipe is gonna help Jakiro a lot against spells, he has high hp so the resistance will be more effective on him compared to most other supports, and the active is very useful against teams with lots of AoE nukes (like yourself for example)
* Blink is a great item, and nearly every hero can make good use of it. It's not crucial for Jakiro, but it certainly helps in landing his spells for maximum effect.
* Euls provides cheap manaregen, movement speed and the cyclone. not particularly great on Jakiro, but not terrible either.
* Necrobook is good to win ward wars and counter heroes that rely on invisibility, and Jakiro has no trouble rushing it.
* Arcane aids constant spamming, which can be crucial in push-strats. Only get it when your allies also benefit from it though.
* For THD himself a single voidstone should be enough regen to keep spamming very liberatly. Personal favourite. *RECOMMENDED*
* Force Staff is situationally really useful, and serves as some kind of substitute to blink. remember that you can use the force on EVERY hero, not just yourself.
* Boots of Travel are always welcome on heroes that clear creeps as fast as THD. Recommended if you plan on farming a lot or need the map-control/mobility. A must come lategame.


Note: ONE meka/vlads/pipe is really enough for a team, so ask your allies if they intend to buy one.

Possible luxuries:




So you had to steal all that farm from your carry, didn't you? Or you just killstealed like mad? Alright, no worries, still lots of items you can get.

* Shivas is great on THD. Moar armor, which makes you incredibly tanky for an intelligence hero, the -AS aura, and, last but not least, Arctic Blast synergizes so well with not only your skillset, but also your theme! Really helpful if those mean carries think they can 3-shot the lil support hero.
* Aghanims' stats are frankly not as useful on jakiro as on others because he has very good stats already, still, it improves your ult.The flamestrikes of Macropyre will be created faster, which helps in actually hurting ppl with it. After the release of DotA 6.65 however, this item isn't nearly is a good as before. I recommend to only get it when you have something like Void or Magnus in your team, which give you an easy time landing a full damage Macropyre.
* Hex is just a great item, and jakiro can farm it easily if its needed. you will never have mananeeds again. hexed targets are easy to burn! *RECOMMENDED*
* Blademail is situational, but considering you have to be rather close in clashes to cast your stuff, this might either save your life or deal significant damage when you're on the receiving end of some AoE spells. the armor helps as well.
* Ghost scepter is a good item if you are dealing with a fat carry that has either high hp or magic immunity, hence wont be affected much by a blademail. push the button and he cant touch you. careful though, dont get nuked into the ground while etheral.



Note: Even though THD is a great support hero by nature, he also happens to be a beastly farmer. This makes it perfectly viable to rush one of those luxury items on him. A fast guinsoo for example is always welcome. Just dont steal farm from heroes that need it more than you do.


Gameplay:



Laning:

Usually you shouldn't solo THD. he can do it np, but he doesn't really need the money and experience. He will, however, most likely be able to push the tower in no time. Jakiro shines in offensive lanes. He can make for some nasty dual-lane with Clockwerk, Juggernaut, Sand King, Sven, stuff like that. Especially clockwerk works great, creeps die so battery is more effective, enemies get slowed so he can reach them. You should usually be the one intiating due to Dual Breaths huge range, then wait for your ally to make his move and follow with Ice Path.
Jakiro is a very strong laner, i advise you to take advantage of that and not leave your lanepartner alone to solo-gank when there is no need for it, let alone roam.

Use Dual Breath rather liberately for harrass, but save mana to go for a kill with your ally if a good situation arises. Try to get at least one creep when harrassing a hero, or even better harrass both heroes with one breath. don't walk up to them like an idiot though, stay rather close to the creepwave and breath them when theyre moving in for a lasthit. That's pretty easy considering its huge range. Use the slow of dual breath to get some extra attacks in for harrass. Be careful with creep aggro, you only have 400 range and mediocre animation. Due to your low armor you might end up taking more damage from creeps than you dealt to your enemy with your attack.

In case you're trying to push towers fast there are other good lanepartners, like Pugna or Pit for example. Liquid Fire combined with creep advantage will get towers down in no time.

Ganking:

THD is a fairly decent ganker if you know how to aim your stuff. Dont forget that your spells are AoE, you can easily hit 2 targets with Dual Breath, same goes for a well aimed Ice Path.

Usually you'd want an ally to start the gank with a stun so you can chain Ice Path, if thats not possible try to start with Dual Breath so its easier to land Ice Path. Both Ice Path and Dual Breath have decent range, keep that in mind. You dont have to put yourself in too much danger to use them effectively. Use Macropyre when you're sure the target is gonna be disabled for some time and actually takes some damage, if the enemy hero isn't very tanky it's usually a waste against a single target.

Pushing:

Quite simple. Use Dual Breath to clear creeps, and always try to get Liquid Fire off on the tower, ideally on both the tower and the creepwave. Pushing is one of the few things THD can do completely on his own, a bit like Brood - just be more careful, you can't spin a web!

If the tower is going to die and your opponents are getting ready to deny, you can use Ice Path to keep them from doing so and gtfo. Alternatively you can blow out Macropyre and Dual Breath afterwards and go for a kill or two, depending on the situation.

Teamfights:

Don't initiate with Macropyre, at least not like your regular initiator (Tide/ES/SK/etc.). Try to read the battle. Do you have an allied AoE disabler? Drop Macropyre where he catched some, dual breath them and extend the disable with Ice Path. You do not have an allied AoE disabler? Well that blows. Jakiro really likes those. No worries though, you're still far from useless. Battles usually aren't stationary, try to foresee in which direction 2+ enemy heroes that are close to each other will move (works great if they are focusing one of your allies), and drop Macropyre there, dual breath before or after, dependant on the situation. Ice Path generally should be used after macropyre, if you cast Ice Path and Macropyre afterwards they will barely stand one second in it. Since 6.65 that isn't such a big deal anymore though.

Another good trick is to cast macropyre from fog and/or on narrow passages. Fights at roshan for example are great, there's little space and people have to stand in it. Same goes for fights at the base entries.
Try to get off Liquid Fire on carries to slow their attackspeed if possible, although that isn't as important as timing/aiming your spells correctly.

Warding:

This is an essential part of playing support in an organized game. However, its basically the same for every hero, you will not need to do it when playing public games and theres a very good guide that covers all the basics about warding on PD. Hence, im just gonna give you a link to this guide: Click HERE to visit Eumellein's Wardposition guide.

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