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Medieval II : Total War by SEGA – Strategy : Special attacks and formations

// September 22nd, 2007 // No Comments » // Medieval II

1.2…………….. Special attacks and formations
Q: How do I get my longbowmen to deploy stakes?

A:

1. Stakes must be deployed during the Deployment Phase.
2. Stakes cannot be placed on obstacles or hard surfaces like roads. You have to place stakes on soft ground. At least from what I have seen, I couldn’t place stakes during a bridge battle since it was a road so I had to place it next to it.
3. Cavalry running through will be instantly killed.
4. Usually infantry running through will be slowed down.
5. Cavalry can bypass stakes by walking through them.

Note: Janissary and Lithuanian archers also get stakes.

You can, of course, deploy the stakes, then move the archers back and replace them with decent melee infantry to guard the stakes.


Q: When should I use the Cantabran circle formation?

A:

It’s useful only if you are getting hit hard by enemy missiles. Usually, with a large superiority in missiles of a pure HA army, it’s better simply to sit in squares and flank with the units so your units sit in a circle around their army shooting. Multiple horse archers in circles collide with each other any how.

Q: When should I use flaming arrows in a field battle?

A: Flaming arrows have a larger effect on morale, but cause less casualties since they fire more slowly. Use them when you want to weaken the enemies morale (e.g. preparatory to a decisive melee), rather than just shoot them to death. The issue is discussed here:
http://forums.totalwar.org/vb/showthread.php?t=73879

BigTex hypothesises, based on BI, that flaming arrows may be more accurate at night time (they are on by default in night battles). They may be less accurate in day time.

Flaming arrows also seem to cause more casualties if they hit. They may be better to use against heavily armoured targets.


Q: When is the schiltrom formation useful?

A: It is a defensive formation against melee attack – it will not kill many enemies, but it should reduce casualties against a charge (perhaps especially from cavalry). It can be useful to deploy at the front, to take the initial hit of a charge. You can then send in other units kept in a second line to counter-attack the AI.

Schiltroms seems particularly vulnerable to missiles. An effective tactic in BI was to menace AI spearmen with cavalry to induce them to form schiltrom and then shoot them down with your archers.

1.3…………….. Sieges

Q: Should I sit out a siege or launch an assault?

A: Sitting out a siege reduces the number of tiresome siege battles you have to fight and also paces your expansion, perhaps producing a more challenging game since the AI has more time to build up. However, storming settlements may bring you closer to victory for the reasons RickooClan articulates:

I have read some guides which suggesting saving your troops by sitting out the siege but honestly i think that is a very bad move. The reasons are:

1. Siege battle is the best place to clear out your low-tech troops such as militia which could give room to maintain better troops.

2. Each settlement at least give you 700 forin per turn which could recruit 2~3 low tech troops. Lets say you sit for 5 turns on a sieging a settlement you actually lost 4~5k forin potential income. By comparing the cost of the troops you may lost in battle, it does not worth it. [You will only lost 40~100 militia men in early game by taking a settlement even on VH/VH, and they only cost around 700 forin.]

3. Sitting on siege is a waste of your army force, especially for France you have lots of bother to defend.

4. Time is important, the faster to take the settlement, the quicker you establish your power and develop your faction. At least this is true for France.

Q: How can I set fire to rams and siege towers? They never burn!

A:

I always try to defend with at least 4-6 units of longbows or above and nearly always successfully burn anything that comes close.
And:

I’m playing Spain now, and although peasant archers … in sufficient quantities they have also managed to set fire to well over half of the rams and towers that they have come up against.

I also park a unit of my best melee troops in the space between the gate towers in such situations. I don’t think the area is wide enough for archers to be that effective, but a melee unit is fairly safe there and will be well positioned to rush to the walls on either side of the gate towers as the need arises.

Q: Can I re-use ladders and siege equipment, e.g. after taking down the outer wall?

A:

You can re-use ladders. You just need to wave your cursor around the bottom of one of the ladders until it turns into a hand cursor; the same one that lets you pick up the ram. For some reason my screengrab doesn’t show my cursor, so I’ve added some arrows to show you where to put your cursor.





…ladders and rams can move through gateways. In addition, I have managed to move catapults through them as well. It also appears that anything (including trebuchets) can move through wall breaches, though I have yet to try that with a siege tower.

It appears that the restriction on gateways is limited to units that are too high. In addition to trebuchets, the tall Venetian morale-boost standard (Carrocio or something) cannot move through gateways.

I can also confirm that ladders can be moved after being placed. I have not done so myself, but I have seen the AI take a ladder down from an outer wall to assault an inner wall after capturing the outer wall and gateway.


… it is not necessary to break any wall or gate after having taken the first ring since all rings are interconnected and troops can pass from one outlying ring to the next inner ring.

Note: in my experience, attackers on the walls cannot alway pass from outlying rings to inner rings (1.2 unofficial leaked patch).


Q: How do I assault settlements without taking heavy losses?

A: For good insights into siege artillery and siege tactics, read SMZs faction-specific guide to siege warfare:
http://forums.totalwar.org/vb/showpo…88&postcount=1

Making or threatening multiple points spaced well apart in the settlement is useful, as explained here:

During a siege when playing single person, having multiple ladders can be extremely useful. I have gotten into the habit of attacking any castle or city from all sides at once and it seems the AI is not good at dealing with this tactic.

I will normally use one or two infantry units to do scaling per side and I normally have missile troops to back them up. The AI will generally concentrate on stopping one attack and allow the others to get in. This tends to cause the AI to retreat (if possible) to the center while allowing me to get the rest of my army inside to attack with. Then I can surround the AI’s troops and move in for the kill.

Note: multple rams rather than ladders will also work when used against cities (castles have only one gate). Having some redundancy and bringing more than one ram helps deal with the risk of it being set on fire.

Didz outlines his approach to sieges in detail:
Spoiler Alert

:Assuming you have the battle timer off I would recommend a systematic approach to any seige or assault.

Breach the walls (Not the gate) preferrably opposite one of the main raods to the settlement centre. If you have any artillery take out any dangerous looking towers first.

Having made the breach move forward your missile troops and place them as close to the breach as possible so that they fire through it into the defenders on the other side. (You will probably need to limit firing to one unit at a time, otherwise you are wasting missiles.)

If the enemy bunch on the approaches to the city centre as they sometimes do then then use massed fire arrows to thin their ranks and panic them.

If the enemy fall back from the breach and approachs to the town centre then move your best heavy infantry through the breach and order them to block the approach roads, remembering to cover the approaches from right and left not just the main route to the centre (especially if the enemy has cavalry). Choose this location with care preferably just behind a point where the street narrows and never with a side road just behind one of your flanks (unless you have a spare unit to block that too).

Having established a foothold inside the walls move selected units of missile troops through and deploy them just ahead of your blocking force on the road to the town centre. (Don’t let them fire at will, they will just waste arrows in house walls, choose deliberate targets and use fire arrows if the fire is parabollic)

Move the blocking force and missile screen forward slowly preferably using the overwatch system where one group stands firm and the other moves.

Let the missile unit trigger counter attacks by the defenders along the street and then kite the attackers onto the heavy infantry or spearmen and let them deal with the attack. (Remember to switch ‘Skirmish mode off’ on the missile unit otherwise it will do really weird things, and don’t leave your withdrawal too late as missile troops tend to dither before running.)

Rinse and repeat, until your assault group reaches the town centre or the enemy runs out of troops, or both. Upon reaching the town centre don’t move anything inside the flagged objective area. Move forward and deploy your heavy infantry around the edge and then march any remaining missile units forward and empty the rest of your missiles into the defenders clustered around the objective.

If you run out of arrows before killing them all bring up your cavalry to deliver the ‘coupe de gras’ or merely have your infantry finish them.

I find this minimises my casualties during an assault and the only real threat is usually the General’s Personal Bodyguard who can normally chew up the blocking force if its formation isn’t solid enough to prevent penetration.

The AI seems to do best when the human player rushes the breach and then attempts to rush on to the town centre. Units get very distended in the narrow streets and if not allowed to reform regularly become easy meat for defending cavalry. Its much better to force the defenders to come to you and suffer this disorganisation themselves instead.

More discussion here:

http://forums.totalwar.org/vb/showthread.php?t=83930

Artillery can be very useful in sieges. Even ballista can knock down the gates of any settlement and wreck terrible damage on enemy troops massed in the centre of the settlement. See Forward Observer’s account here:

http://forums.totalwar.org/vb/showpo…3&postcount=39

For my tips on sieges, read:

http://forums.totalwar.org/vb/showthread.php?t=74367

Note: wall towers provide powerful missile fire if the defenders have a unit stationed nearby. An important use of attacking artillery is to destroy those towers.
Hust found out – the assasins can sabotage ballista/cannon towers too

Q: How can I fire diseased sheep?
A:

Well so far I think only trebuchets can do that.
It is pretty simple, you simply click the special ammo button.
You start with the normal ammo, you click once and you get your exploding rocks and then you click again and you get your diseased cows.

Can point out that the cows uses a seperate ammo then the others.
When you have selected the cows your ammo bar turns green.
And once that’s empty you will still have the other ammo.

This causes a big morale effect on the battlefield.

Green flashing banners mean that your/the enemies troops are affected by the disease from dead cows launched by trebuchets.

Q: How do you know if you have captured a tower in a siege?

A:

You “own” a tower when the flag disappears from the top, but it’s not ownership in the sense of RTW where it will fire at the enemy. You’re just turning it off so it doesn’t shoot at your men.

And the dynamic for this is different too. You have to clear all the enemy units near the tower, not just on the walls but also at the base of the walls and nearby streets. You can’t just run troops through the tower to turn it off, if there are still enemy units anywhere nearby. Anyway, check for a flag on the tower. If there’s a flag there, it’s still shooting at you.

Q: Sometimes I lose a siege when my catapults have no more ammunition. Why?

A: This is a bug/feature with castles with more than one wall (fortresses/citadels). The computer thinks you can’t get through the inner wall (even though they are often connected to outer walls). Build a ladder or just save the lost round of your artillery.


Q: What makes a good garrison to defend a settlement?

A: Issue is discussed here:
http://forums.totalwar.org/vb/showthread.php?t=78177


1.4…………….. After the battle

Q: Should I ransom, execute or release prisoners after the battle?

A: See discussion in a poll thread on this question:
http://forums.totalwar.org/vb/showthread.php?t=75806

Generally releasing raises chivalry; executing raises dread so it partly depends on how you want to develop your general. It is generally better to have either dread or chivalry, so you may want to accentuate the current leanings of your general rather than reduce them by acting contrary to his nature. If the number of captives is less than 80, your choice will not affect your traits. Releasing raises your reputation and executing lowers it. Ransoming is neutral.

Ransoming is good when you need the cash and/or when the captured enemy troops are relatively low grade types, who you don’t mind eating up the AIs budget. It is particularly profitable if you capture a general. Kings fetch 10000 florins; family members 5000 or so. Note: often the AI factions cannot afford the ransom, so it is way of executing without penalty.

Releasing may be an attractive way to boost chivalry or reputation when the prisoners are not seen as much of a threat.

Executing is sensible if you are in a really tight spot or when you have captured an enormous amount of prisoners and fear the AI can afford the ransom.


Q: How do I control reinforcements?

A:

On the screen where you get to choose whether to fight it manually, autocalc, or withdraw, you should see checkboxes for reinforcement armies. Uncheck all the boxes if you want to control your reinforcements.

Reinforcements will arrive until you have 20 units on the field (that’s the max). If you want another unit from the reinforcements, you need to withdraw one of the units currently in battle. This is best for missiles troops that ran out of ammo, for example.

Q: How does unit experience raise combat stats?

A: From inspecting the unit cards in my VH/VH campaign:

experience 1: no effect
experience 2-3: +1 attack, +1 defence
experience 4-6: +2 attack, +2 defence
experience 7+: +3 attack, +3 defence

There may be morale effects, but these are not visible. Experience effects seem somewhat smaller than those in earlier TW games.

Curiously, after a crusade, all my units were rewarded with going from zero to one experience and this single point did raise their attack and defence.

Unlike RTW, missile attack is not raised by experience, but experienced archers do get more kills. Tests by CaptainSolo reveal that three gold chevrons of experience roughly doubles the kills from longbowmen and Genovese crossbows against Scottish noble pikemen:
http://forums.totalwar.org/vb/showpo…36&postcount=1


Q: When I retrain my a depleted unit, are the replacements of the same experience as the unit?

A: Yes. That quirk of RTW is unchanged (one might imagine replacements have zero experience.)


Q: How can I shuffle unit cards to get them in an intuitive order?

A: There is no easy way to do this (you can’t drag them from place to place).

On the battlefield, you can group and ungroup them to switch their order.

On the campaign map, you can control click them in an army or town and click for them to move somewhere. They will form a stack in the order you clicked them. However, IIRC, you cannot do this for all units – one must be left behind.


Q: Can I retrain mercenaries and Crusader units back to full strength?

A: Yes, under some circumstances.

You can retrain all mercs as long as its possible to buy the same kind of merc in the region youre in, oh and there needs to be some available otherwise you cant retrain you will need to wait like when training your normal units.




Medieval II : Total War by SEGA – Strategy

// September 22nd, 2007 // No Comments » // Medieval II


Index


Chapter 1: Combat
1.1…………….. How to use the various combat arms
1.2…………….. Special attacks and formations
1.3…………….. Sieges
1.4…………….. After the battle

Chapter 2: Managing your kingdom
2.1……………..Ships
2.2……………..Managing unrest and the economy
2.3……………..Training and recruitment
2.4……………..Buildings
2.5……………..Guilds
2.6……………..Diplomacy

Chapter 3: Characters and agents
3.1……………..Generals
3.2……………..Kings
3.3…………….. Princesses
3.4…………….. Assassins
3.5………….. …Spies
3.6…………….. Merchants
3.7…………….. Priests
3.8…………….. Inquisitors
3.9…………….. Miscellaneous Agents

Chapter 4: Specific historical aspects of the campaign
4.1…………….. The Pope
4.2……………..Crusades and jihads
4.3…………….. The Mongols and Timurids
4.4…………….. The Plague
4.5…………….. Gunpowder units
4.6…………….. America

Chapter 5: Settings
5.1……………..Settings
5.2……………..Miscellaneous
5.3……………..Bugs
5.4……………..Useful links



Chapter 1: Combat


Chapter Sub-headings:
1.1…………….. How to use the various combat arms
1.2…………….. Special attacks and formations
1.3…………….. Sieges
1.4…………….. After the battle



1.1…………….. How to use the various combat arms

Q: I don’t know what the heck I’m doing in regards to what units do what and what the unit stats are also. RTW is easier to understand than this era!

A: What I recommend is pick your faction and start a campaign. Go to the building browser for a settlement and right click on the troop producing buildings. They will list what troops you can get at what level. If you right click on the unit, it will pull up the unit card with a full description and the key stats. That way you can see your entire unit line up and what buildings you need to get them.

Beyond that, M2TW is not that dissimilar from other Total War games. For example, here’s a breakdown of the English roster.

Spoiler Alert

You have the following types:

Missiles – pretty much the same as in RTW; for England in M2TW, these are a key strength.

Swords – relatively more powerful than RTW, although I guess you could say armoured swordsmen are England’s cohorts. Perfect for sieges (attacking or defending). Arguably the toughest units in the game.

Polearms – AP heavy infantry without shields; higher attack, lower defence than swords. Good flankers.

Spears – best for receiving a cavalry charge, but otherwise pretty lousy for England.

Cavalry – devastating charge like RTW, but much less robust to counter-attack

Artillery – I haven’t played around much with these, but helps reduce losses in sieges: blast towers, units on walls etc before sending in the breaching parties.

Within each category, just shoot for the best in class. This makes billmen pretty redundant, for example, when you have dismounted English knights. Purchase price may be a good summary statistic, as it is supposed to be balanced for MP.

Other factions have more “exotic” (to English eyes) stuff – pikes, halberds, missile cav, skirmishing infantry etc. But most of that was in RTW.

But to be honest, I would not worry about stats. Use the units as they should be used historically. (Then come back here and start grumbling when they don’t perform as you expect… )

FAQs
Q: Where can I find a list of unit stats?


A: R’as al Ghul has produced a list here:
http://forums.totalwar.org/vb/showthread.php?t=76702

Yas has created a nice tool here:
http://www.totalwar.co.kr/

Brandybarrel has created the improved FAUST v1.2 (Faction And Unit Stat Tables) and
the new FUSIL v1.2 (Faction Unit Stat Illustrations) for Update 1.2, available here:

the FAUST v1.2 is in improved TABULAR form: (1 MB, 25 pages):
http://files.filefront.com/the_FAUST.http://jefflhlow.multiply.com/fileinfo.html

the FUSIL v1.2 contains all unit PICTURES !!! (5 MB, 25 pages):
http://files.filefront.com/the_FUSIL.http://jefflhlow.multiply.com/fileinfo.html

You need Adobe Reader (free download) to read the PDF files.


Q: Which stats matter and how much?

A: In earlier Total War games, a good summary measure of unit combat effectiveness was their attack stat and their combined defence stat (armour+shield+defence skill). The chance to kill was driven by the difference between attack and defence stats, so each could be regarded as roughly of equal importance. In STW and MTW, a one point difference in the (attack – defence) differential led to an increase in the kill rate of about 20%. In RTW, the stats differed more and the corresponding increase was about 10%. In M2TW, we have no hard information yet but since the game uses a modified RTW engine, a 10% effect seems plausible.

However, in M2TW (and also RTW), the attack animations of the units also play a role, so the stats alone do not tell the whole story. This was seen most visibly in 1.0 and 1.1 when many two handed units could not damage cavalry much due to their animations. Due to differences in the animations, some units may hit more rapidly than others.

Beyond the attack and combined defence stats, the player should consider a range of other factors:
– Unit size: as Stalin said, quantity has a quality all of its own.
– Charge stat: this is particularly important for cavalry (it adds to their attack value if “charging” or if following through on a charge)
– Morale: on VH, militia will often prove fragile due to low morale
– The range, rate of fire and ammunition limit of any missiles
– Unit speed (this is especially important for cavalry wanting to catch routing enemy cavalry, e.g. defeated generals!)
– Armour piercing weapons: this may halve the effect of enemy armour.
– Spears vs swords? Spears are more effective against cavalry, less effective against infantry.
– Does the unit have a special formation? Phalanxes make pikes almost invulnerable to frontal melee attack on level ground. etc

General’s bodyguards have two hit points making them twice as hard to kill. They also regenerate losses between battles.

In MP, the purchase price of the unit is the cost and should represent CA’s assessment of the unit’s overall combat effectiveness. However, in SP, upkeep is likely to have a much bigger effect on the overalll cost of a unit (providing surival prospect are not too grim). Upkeep is not closely tied to combat effectiveness and so some units are clear bargains (e.g. England’s armoured swordsmen are more effective than the more expensive Dismounted Feudal Knights and cost about the same as far inferior militia).


Q: What is the difference between armour, defence skill and shield?

A: A unit’s overall defence – if attacked frontally in melee – is the sum of its armour, defence skill and shield values. However, there are some differences in the way these three factors work.

Armour and shield influence both melee and missile combat; defence skill affects only melee.

The contribution of armour is reduced (halved?) if attacked by armour piercing weapons.

The position of the attacker relative to the defender also affects the contribution of these three stats in different ways:

You get 100% of the Shield defense at the front, and 50% at each side (nothing at the back).

Defence Skill you get 100% at front and at each side, nothing at the back.

Armour defence is 100% all round.


Q: What is the “ultimate stack”?

A: You tell us:
http://forums.totalwar.org/vb/showthread.php?t=73708


Q: How should I deploy my troops? Archers at the front, cavalry on the flanks or what?

A: Some suggestions about how to deploy various armies are here:

http://forums.totalwar.org/vb/showthread.php?t=73103


Q: Can I dismount cavalry?

A: Sadly, no. You can train “dismounted” units – like dismounted Feudal Knights – but not dismount mounted cavalry.


Q: My cavalry attack without being described as “charging”. How do I get off a good cavalry charge?

A: Jason from CA has explained how charging works:
Regarding the new charge mechanic, there are two charges available to a cavalry unit: a formed charge which allows for most of the unit to charge into a target; and an unformed charge which stops the charge after 10% of the soldiers within that unit have made contact with the target. In RTW this wasn’t as much of an issue because cavalry did not have long lances and as such did not require two significantly different charge abilities. The M2TW charge system allows you to have a very powerful charge if you do everything right and a light charge if you don’t.

The triggers for a formed (powerful) charge include:

Line up the cavalry parallel to the target
Utilize a long straight run up toward the target
Prioritize stationary targets as moving targets may result in a last second turn and reform

The triggers for an unformed (weak) charge include:

The unit is spread out just before charging
The charge is issued while too close to the target
The charge is issued when the unit isn’t facing the target
The player changes direction just before the charge• The target moves and turns just before being hit

http://totalwarcommunity.blogspot.com/


In order to get a good charge going:
(1) you need to have a decent sized gap between your cav and your target
(2) Stop your cav to let them form up if need be (i.e. if youve had them running around).
(3) Target your enemy, but WALK DONT RUN. If you run your charge will lose cohesion
(4) Leave em to it. At the correct distance your cav will break into a charge.
If youre defending against elite heavy cav or bodyguards with normal (i.e. non-spear etc) infantry then expect to get slaughtered. This is as it should be.
Use spearmen and ensure theyre in guard mode, in formation, and NOT MOVING.


For further advice on how to get off a good cavalry charge, read Hashashiyyin’s tips:

http://forums.totalwar.org/vb/showpo…41&postcount=1

And yet more discussion here:
http://forums.totalwar.org/vb/showthread.php?t=73535

Q: Which cavalry units are faster?

A: According to tests by Dopp and CBR, there are three horse speeds:

Fast: 630 metres/minute. (19% faster than normal)
This covers fast ponies.
Includes Alans, jinettes, stradiots, border horse, albanian light cavalry, most horse archers, Skys, Vards

Normal: 530 metres/minute
This covers heavy horses and ponies. Basically all horses that are not “fast ponies” and don’t have any armour.
Includes mailed knights, mercenary Frankish knights, demi-lancers, Latinkons, Byzantince cavalry, lancers, hobilars, Danish scouts, French mounted archers

Slow: 420 metres/minute (21% slower than normal)
This covers mailed, barded and armoured horses.
Includes feudal and Chivalric knights, Italian men-at-arms, gendarmes, kataphracts. Sipahis?

Fast cavalry will have that mentioned in their unit description. For slow cavalry, you have to look at the picture of the horse – it will have armour or be covered by barding.

Note – there are also three infantry unit speeds: 157/215/255 metres per minute.


Q: Which infantry units are faster?

Notes:
– May be incomplete; I did not test all infantry units
– Does not take into account slowdown due to straggling or fatigue
– The armour levels below refer to the base armour level, not what it can be upgraded to
– Upgraded armour has no effect on speed

Marching Speeds:

  • Very Slow
    – All spearwall polearm units
  • Slow
    – All pike units
  • Normal
    – All other infantry and missile infantry units
Running Speeds:

  • Very Slow
    – Dismounted Gothic Knights
  • Slow
    – All infantry units with partial or full plate armour except Obudshaer
    – All 2H Sword units except DGK
  • Normal
    – Most infantry units
    – Most mid to upper-tier missile infantry units
    – All spearwall polearm units
  • Fast
    – All unarmoured missile infantry
    – All missile infantry with padded armour except Norse Archers
    – All gunpowder infantry except Handgunners
    – Aventuriers and Naffatun
    – Sudanese Tribesmen and Highlanders
    – Most Aztec infantry

Comments:
– It may be better to completely ignore DCK’s in favor of DFK’s. DFK’s have better availability, faster running speed and lower recruitment price at the cost of only one armour point.
– If cavalry is completely unavailable, infantry units with the “fast” running speed may be used to chase routing infantry, especially if they are “slow” or “very slow.”

http://forums.totalwar.org/vb/showthread.php?t=84334

Q: What bonuses do spear and pike units get against cavalry?

All spear and pike units get +8 attack against Cav, plus a further unspecified bonus from having the Spear Attribute.

they also get an unspecified defense bonus vs. charging Cav from their spear attribute and an unspecified penalty vs. infantry from the same source.

Based on the fact that (with fixed Shields or working pikes), many Cav seem to die on impact, I also suspect a reflected charge value.

More detail here:
Spoiler Alert

The formed charge is NOT a push-back type effect at all. A Cav-man that impacts somebody will inflict an attack on them (how this is calculated is unclear). If they survive it and are directly in front of the Cav-man, (he can hit those to the side as he plows into a unit), the Cav man then sometimes drops dead so the man hit must always get a kind of free attack in. I’d guess spears/pike get to reflect charge too as they seem much more successful than their performance in general melee vs. Cav suggests they should be.based on the fact that Spears will also often kill an enemy charging Cav man even if he kills them I would also say it is probable that in addition to reflect charge giving a Cav bonus, it also gives the model with it a free attack back regardless of weather the Cav man kills him or not. I’m not 100% sure of how this works, but based on the functioning of various units I believe the free attack of the spearman and the attack of the formed Cav charge are resolved simultaneously for them, rather than the Cav man going first and the impacted infantryman, (if they are not a spearman/pikeman), getting a free attack back if the survive If the Cav man survives the free attack back, then he may be stopped or he may inflict another hit on the guy he has collided with and even get it reflected back again. This is probably where momentum comes in in M2TW, and probably also mass as it would be that that determines momentum. Naturally the attack and defense of both the charging Cav and defending soldier are considered in this, but high defense is far more important for receiving a charge than high attack. If your defense isn’t above a particular value (varies with the type of attacking Cav), you haven’t got a chance full stop of stopping them.

A note on pikes: The formed charge effects seem to mostly rely on the Cav man hitting or passing extremely close to their target. Normally coming into contact with a targets weapon will also cause the model holding it to take a formed charge hit.

However, this is not the case with pikes against Cav charges. In this case the Cav man does not inflict a hit on the pikeman, but the Pikeman does inflict a hit on the Cav man. It is also clear that even if the Cav man survives this hit, he will not inflict a hit on the pikes.

On the other hand a Cav man that hits or passes very close to the pikemans actually body will inflict a hit on him. So it’s clearly related to either the Spear-Wall or Long Pike attributes. I’ll need to do more tests to confirm which attribute is responsible though.

However it’s clear that Cav that do a formed charge into braced pikes are unable to inflict any formed charge attacks on the pikemen despite being in contact with their weapons. However, it is equally clear that the pikes can hit the Cav, and with some kind of reflected attack, and that doing so, (if it doesn’t kill the Cav), doesn’t always stop him from continuing to count as charging.

Most likely, (based on observational evidence), their is a line of code in either the spear wall formation or the long pike attribute that reads something like, “can_suffer_attacks_from_formed_charges=false” , and it is set to true for all other weapons, attributes, and circumstances. This would explain how the Cav can count as charging, whilst the pikemen still don’t suffer any damage from it in a situation where for the effects of reflect charge they are in contact with the Cav.

Extra Reflect charge info: it’s quite clear from the fact that only pikes attacked head on and spears hit head on actually get to reflect the charge, (and that spears and pikes that are moving and thus holding their spears/pikes up in the air), that the reflect charge ability is localized to only affect enemy that come into contact with the units actual weapon, and not just those that come into contact with the unit whilst it has that weapon out.

The defense bonus from spears appears to be quite large as fixed Spear militia with Gold Armour (base defense of about 14), are about as charge resistant as DFK (defense 21) so it looks like the bonus is about 50% extra to the defense score.

Q: How should I use missile cavalry?

A: Some tips from Doug-Thompson:

http://forums.totalwar.org/vb/showpo…28&postcount=1

Some key points:
(a) unlike RTW, skirmishing cavalry have the “skirmish” mode switched back on automatically after they come out of melee. This reduces micromanagement.
(b) The “Parthian shot” – shooting at a purusing unit – appears less deadly than in RTW.
(c) Javelin armed cavalry have rather long ranges, although limited ammo makes switching off “fire at will” mode recommended.

Doug is also working on a guide to missile cavalry units:
http://forums.totalwar.org/vb/showpo…58&postcount=1

Here are the boiled-down useful points:

Spoiler Alert
1. Get to high ground.
2. Know the enemy’s weak spots. Exploit them.
3. Create cross fire.
4. Don’t get pinned.
5. Attack morale at least as much as units.
6. If enemies aren’t dying, get closer.

Now, thumbnail explanations of what those mean:

1. Get to high ground. That’s self-evident. If there’s a hill you can get to and fire from, get there first with the most men. If the enemy holds high ground, find the gentlest slope and go up it instead of riding directly at them. Missile cavalry are among the fastest units in the game. Use that.

============

2. Know the enemy’s weak spots. Exploit them. These spots are, in priority order:

a. From the back.
b. On the enemy’s “weapon hand,” his right flank. This matters less with units that have no shield, like peasants, but most units have shields.
c. The other side, “shield side.”
d. In front, from the “weapon” or right end. If you are in the enemy’s “2 o’clock” position, you get at least some of the raking effect.
e. In front, “shield” end.
f. Dead ahead.

(See the link to enfilade fire below)

Note that the ability of missile cavalry to get to those spots is its greatest advantage over missile infantry.

=============

3. Create cross fire. Shields can only face one direction at a time. Even shieldless, unarmored units present a smaller target when facing you. This is particularly true of horses and camels. This level of detail is apparently present in the game. Give units more than one direction to face. You will find that horses and camels make particularly inviting targets from the side. Also, see the tactics guide or this thread for an opinion on enfilade fire.

===========

4. Don’t get pinned. Battle map corners and sides are almost as big a threat as the enemy. Those borders are the anvil. The enemy is the hammer. Don’t get close to the anvil without a compelling reason, and keep a way of escape in mind. Also beware of getting one of your units surrounded and terrain obstacles like rivers or structures. See the main tactics thread.

=============

5. Attack morale at least as much as units. Nothing helps win a battle like a dead enemy general. Javelin cavalry are the best general-killers available. Also, note that having your missile cavalry behind and flanking units create big morale penalties for your opposition. Use it. If your melee units can rout one unit, the rest may soon follow.

==========

6. If enemies aren’t dying, get closer. Self-explanatory.

Q: What is the rate of fire of missile units – e.g. longbows compared to crossbows?


I tested how many volleys the different missile units could fire within a minute.

English longbowmen = 6 volleys
Genose crossbowmen(arbalest) = 3 volleys
Crossbowmen = 3(almost 4) volleys
Archer = 5(almost 6) volleys
Composite archer = 5(almost 6) volleys

This info gave me a pretty clear view of how the game mechanics work.
1)Bows fire about twice as fast as crossbows.
2) Theres almost no difference between different types of crossbow units.
3)Theres almost no difference bewteen different types of archer units.

Miracle has collected similar data:

Notes:
– The following states the average time in seconds between the start of the firing animation of an individual soldier or artillery piece
– Gunpowder infantry are assumed to be in a two-rank dense line formation and in fire-by-rank mode
– Flaming, exploding or rotting ammo have no effect on artillery firing rate
– The larger the unit size, the more the firing rate may vary
– In some cases an individual may skip a volley even though there is a target in range and in clear line-of-sight

Infantry

Javelin 19
Bow 11/22
Crossbow 17
Naphtha Bomb 9
Gun 32

Cavalry

Javelin 9
Bow 11.5
Crossbow 14
Jezail 13.5
Pistol 14
Elephant Gun 11
Elephant Artillery 13.3

Artillery

Ballista 17.75
Catapult 22
Trebuchet 29
Bombard 30
Grand Bombard 30
Cannon 20
Culverin 20
Basilisk 20
Monster Bombard 26
Mortar 23
Serpentine 21.5
Ribault 25.5
Monster Ribault 30.5/88
Rocket Launcher 41.5

Here’s a related test by Zpartan’s:

Did all tests on grassy plain in clear weather against Papal Guard. Always placed missle units 3 rows deep (don’t know if that matters).

1. Retinue Longbowmen(90) – missle 8
1 minute = 5 volleys and 17 kills
1 minute = 5 volleys and 16 kills

2. Aventurier(90) – missle 14
1 minute = 3 volleys and 12 kills
1 minute = 3 volleys and 13 kills

3. Janissary Musketeers – missle 17
1 minute = 4 volleys and 38 kills
1 minute = 4 volleys and 37 kills

http://forums.totalwar.org/vb/showpo…73&postcount=1


Dopp notes that Janissaries actually have a lower rate of fire, although this is masked by their reloading by ranks.

Q: Are missiles more accurate in thinner formations?

A: No, it makes no difference whether you spread them out in a thin line two wide, or form them up into a dense square:

http://forums.totalwar.org/vb/showpost.php?p=1354924

Note: missiles are affected by terrain, so sometimes a very narrow (deep) formation is more accurate as fewer men may be obstructed by terrain (e.g. use a column of archers to fire through a city gate).


Q: Can crossbows fire over the heads of intervening friendly units?

A: Yes, but their accuracy is so low, they are useless deployed like that. It is better to give them a clear shot.


Q: My archers don’t do enough damage defending settlement walls – they fire high up into the air, rather than directly down to their targets. How can I fix this?

A: Lusted proposes reducing the max angle to 45 in this thread:

http://forums.totalwar.org/vb/showthread.php?t=83719


Q: How much ammunition do missile units have?

Javelin Cavalry – 8
Crossbow Cavalry – 30
Archer Cavalry – 25
Gun Cavalry – 20

Javelins – 8
Crossbows – 30
Archers – 30
Handguns – 20

Q: How do I get my archers to stop firing?

A: Hit “backspace” will cancel a fire order. Make sure “fire at will” is off, too.


Q: How do I get units with a missile attack to enter a melee attack?

A:Press “Alt” and right click (double right click if you want them to run to the destination).

Q: How I use firearm units effectively? A lot of times, they would just reform and reform without doing anything.

A: This may be a bug.

…deploying your gunpowder units in two ranks fixes the reforming problem for most gunners.

Q: What is the best anti-personnel artillery?

A: Some recommendations here:
http://forums.totalwar.org/vb/showthread.php?t=76167


Q: Is there anyway to detach artillery crews from their war machines?

A: Yes, ALT+click on an enemy will do this (it also happens automatically when they are out of ammo). This can be useful it you want to retreat the crews behind melee troops in the face on an AI attack. Selecting the crew and right clicking on their war machines will re-attach them. (This idea was originally suggested by Usurper on the twcenter.net forums).


Q: How do I kill elephants?

A: Missiles (esp. javelins) and artillery seem the safest bet:

http://forums.totalwar.org/vb/showpost.php?p=1338083


Q: How do I set waypoints on the battlefield?

A: Hold down “shift” and right-click.


Medieval II : Total War by SEGA – The Overview

// September 13th, 2007 // No Comments » // Medieval II

 256px-Medieval2-coverMy Review
It’s been kinda boring to play games that require you to build stuff and then group your troops and calvary to attack your enemy. I’ve played Civilization and Age of Empire before and I get bored of it after I finish the whole mission.

How Did I Get To Know?
This game called Medieval II : Total War was recommended by my trustable game consultant at Mid Valley Megamall, Mr Rocky. He highly recommended this game to me as it was in the news and also in the top ranking for many months. He also told me that this game is easy to play and very challenging mission that prompt suddenly. That’s is what he says. 

First Impression
It didn’t take long for installation and I get the game starting. The graphics is awesome as I start playing the tutorial.

It teach me how to organise my troops and play a strategy move to defeat my enemy. Well.. The tutorial is over and I get the foundamental to run the game and survive with the basic. I start to play in NORMAL mode and choosing ENGLAND as my tools to dominate the game.
This is the time where the knights is awesome character. They were all holding sword and helding large shield in heavy armour riding an armoured horse. Those archers and light infantry are on their helmet with their spears, bow and small shield. These kind of character really cool.

Religion War
It had so many country to choose from but mainly is about religion war and land conquering. It’s kinda thrilling as you need to train up your priest to went into religion battle to convert the people through prophesy.The major religions in the game are Roman Catholicism, Orthodox Christianity, and Islam. From time to time, Crusades (for Catholics) and Jihads (for Muslims) may be called at the request of factions to rule mainly Jerusalem.

Battlefield
This is the best part to dominate the game, when you engage with a battallion of troop the game will prompt for your action. You can choose either AUTO AI or MANUAL. If you choose AUTO, you have to make sure your blue bar is longer than the red bar as that is the indication of power estimated by the game. If you have fair or shorter, you might want to use MANUAL as I mainly will win using my own strategy. If you win the battle, you will be prompt Victory message and also an action to execute. You have captured the enemy troop or known as PoW(Prison of War), you can get ransom from your enemy or execute them or release them.


You can also set siege a city by sending your batallion into the city. Once you win the battle, you are given an action to execute. You can occupy the settlement but with resistant or you can kill all resistant or you loot the settlement valuable resources. 

Addictive Content Added
I thought of giving up during the half way if I play according the rules. I mean like we have a prosper country and everything is going smoothly. We have good diplomatic with other country and we are favoured by the Pope. It’s bored! BUT it change my mind when one of the country doesn’t leave my teritorry and keep killing my merchant. I get furious and I attack everyone in the region and I even set sailed and conquer like the ROMANS. Hahhaa.. This is where I got additicted.

This game is good to kill some boredom and also learn up your battle skill. I am not sure but somehow it teaches me to conserve the troop and set a surprise ambush for the enemy to taste. It also teaches me to take care every detail unit and location to gain great victory.The best part is I manage to win over my enemy, Roman while I am using England. They had 1,000 unit soldier and I only have 300 soldier. However I had 100 armored archers and 200 knight horseman. I set my archer at front line and bring my split my horseman into 2 company to attack them from the side and behind.my archer keeps marching forward and kill everyone in sight. My horseman keeps riding to chase the running troops. It was a heroic victory as I lost many troops as well.


Synopsis
After more than seven years in development, Medieval 2: Total War™ is the fourth instalment of the award-winning Total War series of strategy games. Take command of a massive army — featuring an unprecedented 10,000 dynamic characters — on epic 3D battlefields, while reigning over some of the greatest medieval nations of the Western and Middle Eastern world.

medieval-2-total-war-003

Spanning the years 1080-1530 — the most turbulent period in European history — your quest for power takes you through Europe, Africa, and the Middle East — and even onto the shores of the New World.
Leadership on and off the battlefield is paramount. With the turn-based campaign map, you’ll control everything from building and improving cities to recruiting and training armies. Employ diplomacy to manipulate allies and enemies, outsmart the dreaded Inquisition, and influence the Pope. Lead the fight in the Crusades and bring victory to Islam or Christianity in the Holy War.
With detail-rich graphics, an expanded, historically accurate campaign and a fully redesigned multiplayer mode, Medieval 2 lets you experience the most cinematic, epic and brutal real-time battles ever seen in the genre. 

Faction
The campaign map is divided by a large number of factions including the English and French in Europe, the Egyptians and Moors in Africa and the Aztecs in the New World. They’ll be 21 factions in total, 17 of which are fully playable in the campaign game.
 

Features

Bigger battles with fine-tuned details.
Command massive numbers of meticulously detailed troops – all of which feature heraldic finery and the distinctive colours of medieval warfare.
New epic campaign.
Explore three continents and sail across to the Americas to confront the Aztecs on their home soil.
Greater accessibility.
Experience a faster multiplayer mode on the battlefield and keep the online conflict raging.
New settlements.
Build through six levels of settlement ranging from humble villages and vast cities to wooden forts and stone fortresses.
History in the making.
Obey the demands of the Papal States or take a stand against the Pope? The stakes are high and strategy is as critical as the sword.

Worth A Click URLs

SUNRISE – Azwraith, Phantom Lancer

// May 17th, 2007 // No Comments » // DoTA

Although his true name is unknown to his allies, Azwraith’s assigned name tells you enough. Like the Angel of Death, Azrael, he fights to rid the world of those who choose to embrace undeath. He is able to appear and disappear at will like a wraith, often appearing in many places at once. Azwraith is more than capable of dispatching the undead using his lance, each blow sending them closer to the spirit-realm. This lance is the source of his astounding ability to duplicate himself, whenever it draws blood he can use their life to create weaker copies of himself.


HERO ABILITY
























Spirit Lance

Throws a magical lance at a target, slicing it and slowing it down for 3 seconds.

Level 1 – Deals 110 damage and Cripples for 10%.
Level 2 – Deals 150 damage and Cripples for 20%.
Level 3 – Deals 215 damage and Cripples for 30%.
Level 4 – Deals 310 damage and Cripples for 40%.

Cooldown: 9 seconds.


Level 1: 140 mana, 9 sec cooldown.
Level 2: 140 mana, 9 sec cooldown.
Level 3: 140 mana, 9 sec cooldown.
Level 4: 140 mana, 9 sec cooldown.






Doppelwalk

Allows the Phantom Lancer to become invisible for a period of time, leaving behind a duplicate of himself to confuse enemies. 10% movement bonus at all levels.
Lasts 12 seconds.

Level 1 – 150 mana.
Level 2 – 120 mana.
Level 3 – 90 mana.
Level 4 – 60 mana.

Cooldown: 30/25/20/15 seconds.


Level 1: 150 mana, 30 sec cooldown.
Level 2: 120 mana, 25 sec cooldown.
Level 3: 90 mana, 20 sec cooldown.
Level 4: 60 mana, 15 sec cooldown.






Juxtapose

Whenever the Phantom Lancer attacks he will randomly create a duplicate of himself. Limit of 8 images.
Duplicates last 15 seconds.

Level 1 – 3% chance.
Level 2 – 6% chance.
Level 3 – 9% chance.
Level 4 – 12% chance.


Passive






Phantom Edge

Gives the Phantom Lancer an edge in combat by allowing him to evade attacks and increasing Juxtapose’s image generation. Additionally, it enables his images to generate their own images.

Level 1 – 5% evade, 3% chance illusions will duplicate, 2% increase in Juxtapose.
Level 2 – 10% evade, 5% chance illusions will duplicate, 4% increase in Juxtapose.
Level 3 – 15% evade, 7% chance illusions will duplicate, 6% increase in Juxtapose.


Passive


BUILDING STRATEGY


Level Skills (DPS Build)



  1. Spirit Lance [L1]
  2. Dopplewalk [L1]
  3. Spirit Lance [L2]
  4. Dopplewalk [L2]
  5. Spirit Lance [L3]
  6. Dopplewalk [L3]
  7. Spirit Lance [L4]
  8. Dopplewalk [L4]
  9. Phantom Edge [L1]
  10. Juxtapose [L1]
  11. Phantom Edge [L2]
  12. Juxtapose [L2]
  13. Juxtapose [L3]
  14. Juxtapose [L4]

Juxtapose: Don’t Get It Early-Game



  1. On the off chance that you even create an image (very, very, VERY hard to create one), it will die in 4-5 hits, as well as disappearing in 15 seconds; Which gives you no time to: Micro/Farm, harass, confuse, or hero kill.
  2. Images do a whopping 15-21 damage per hit (Azwraith Level 7;Juxtapose level 4)!
  3. You give up your only Nuke/Slow.

So, by maxing out your only escape mechanism, and only nuke/slow first, you will do the following throughout the game.



  1. Hero-kill more effectively with Spirit Lance.
  2. Run away more effectively with Doppelwalk.
  3. Hero-kill more effectively with Doppelwalk.
  4. Survive more effectively early-game.

For the better part of your early to middle game, your main job is to spam Spirit Lance.


Why get more than one level of Doppelwalk?


I know that Doppelwalk doesn’t change at all at level 1-4, other than MP cost and a shortened cooldown. But, in order to really use Doppelwalk well, you have to have enough MP to support it. 150 MP is most of your MP pool for early-game. If you only get one level of Doppelwalk, and put the rest in stats (while still maxing Spirit Lance), then you would have stronger images, and slightly more MP, but you lose a lot of early to middle game potential in messing with the enemies’ heads. I prefer the the active play style of using Doppelwalk whenever needed, but taking one level and then stats is definitely a viable alternative.


As of 6.36, level 4 Doppelwalk cuts its cooldown in half, as well as receiving the same MP reducing bonus.


Why do you max out Spirit Lance before Doppelwalk?


First of all, you have to realize that it’s just one level’s difference. Second, as you should have read, Doppelwalk has the same effect at every level, while Spirit Lance gets stronger every level. So, naturally the logical choice would to be to max out Spirit Lance first. If you argue that you need an escape mechanism at level 1, incapacitate yourself.


Why do you get Phantom Edge so early?


I find that images generate much faster with two levels of Phantom Edge and maxed Juxtapose. It can be argued that getting Attribute Bonus instead is more effective with providing extra stats for images. However, even though the small dodge percentage can be neglected, in this period of the game, spells are flying, tempers and hormones raging, and ganks/revenge being plotted. Also, in this period of the game you will have almost obtained Diffusal Blade, giving your images the Feedback orb. This greatly adds to your DPS. And since Phantom Edge significantly helps generate images and acts as a filler until Juxtapose and Diffusal, I prefer taking it earlier. However, Stats in substitution for Phantom Edge is not a bad idea either.


Item Build – DPS



  • Ring of Regeneration & Tangos
  • Bracer x2
  • Robe of Magi + Blade of Alacrity = Diffusal Blade
  • Boot of Speed
  • Diffusal Blade + Vitality Booster = Manta Style
  • Boot of Travel
  • Eaglehorn
  • Messerschimidt’s Reaver + Vitality Booster = Heart of Tarrasque
  • Quaterstaff = The Butterfly

COMBO Skill



  • Requiem of souls + Whacking + Shadowraze

Strategy Discussion (DPS)


Early Game


During early game, here is what you do. FARM! That’s all there is to say. You have nothing to do early game, other then to farm. Get last hits and deny whenever you can. When an enemy hangs back to accumulate experience, denying is priority over last hitting. When last hitting, the moment you hear the sound of your physical attack, right click back. This is one of the many forms of the oh-so-helpful animation canceling. It saves a little time, rather just standing there stupidly waiting for your lance to swing completely through (reducing the amount of time the enemy has to nuke/attack you). When you have level 3 or 4 Doppelwalk, here’s what you do when an enemy approaches you.


When an intelligence hero approaches you, you Doppelwalk IMMEDIATELY, and get the hell out of the way (step away from the area of your fake). Most intelligence heroes feel they have the responsibility to harass you. Whether it’s an Impale, or Light Strike Array, it is important to avoid all damage possible. And finally, once they have used up their arsenal of stuns, and nukes, use Spirit Lance. Now those pesky harassers have become the harassed. You can follow up with a few hits until the slow wears off (at your own risk). How can you tell if an enemy is trying to target you with a nuke? The enemy will most likely run up or past the line of creeps fighting. This is how to dodge AoE spells.


To dodge targeted skills (Storm Bolt, Chain Frost, Chain Lightning), you have to have good timing, and a wide knowledge of the movements and animations of each character. Therefore, this strategy was made for pros. However, there’s no harm in trying, as if you do get hit with the nuke, you will most likely want to Doppelwalk and run anyways. When you see the spell flying towards you, press “W” to activate Doppelwalk before it hits you. This will make it so you and your image don’t get damaged (or stunned). Practice this whenever possible, don’t get discouraged if you fail or mistime it.


Moving on, you should have gone to about #3 in the item build by the end of early game. If not, you’re behind, and you’re going to spend a lot of the game trying to catch up. This is the time to consider changing your build to accommodate your situation (read the alternative items). Try not to fall behind.


So you’re doing well; lane control, hero killing, and farming like a pro. Now is the time to watch out for ganks. The worst thing that can happen to you early game is die, denying of valuable experience and gold. So, that being said, don’t die. So, that being fresh in our minds, remember to call missing heroes in your lane. That usually keeps everyone happy, and allows you to yell at your team if you almost die from a gank, without sounding like a hypocrite.


At around level 6, people start using their ultimates, which of you are stripped away from. Remember, how you dodge nukes? Well, this is the same concept. There are two scenarios. One is that you are in a battle, and they are about to use their ultimate. Another is that you want to make them waste their ultimate, so you are safe for a period of time.


In a battle, to avoid massive damage from ultimates such as, Finger of Death or Laguana Blade, you must have knowledge of all enemies and their skills (which isn’t hard if you’ve played with or against all the characters). Usually, these ultimates make their appearances as a last hit; 2/10 players use this ultimate right away. So, using this to your advantage, when you and the enemy commence in a fight, both of you should have around the same HP. When you are in the low yellow HP, Doppelwalk. They will probably use their ultimate on you, emptying their arsenal. If it is an AoE ultimate, then get out of the way. Otherwise, proceed to Spirit Lance, and attack. He are probably dead. If not, chase them until Spirit Lance is out of cooldown. You have to be smart about the chase though, always think twice about diving past a tower. This strategy works all through the game.


Heros such as Goblin Techies and Bane Elemental depend on their skills, and ultimates. PL is the bane (bad pun) of their skills. This is because most Techies waste their time planting Remote Mines, hoping to get a kill, or two. Or they plant Land Mines, hoping for some unlucky wanderer to hit them. All you have to do is create an illusion (using Doppelwalk, or send a Juxtapose image), and move it towards the mine patch. And there you have it, Techies just wasted a lot of time. Proceed to laugh in all chat. Bane’s ultimate can be devastating for you. Lucky for you, you have Doppelwalk. When you see Bane trying to kill you, Doppelwalk RIGHT AWAY. He will probably use Fiend’s Grip, and good thing for you, he only has one disable without his ultimate. PL > Ultimate dependant heros.


Here’s a scenario with Luna (whose hero revolves around her ultimate and single target nuke) and I walking by each other.



  1. I spot Luna, Luna spots me.
  2. I quickly Doppelwalk.
  3. Luna uses her Ultimate
  4. I taunt her at a safe distance.

    You might say: But she’ll just wait for her cooldown to do this again. It doesn’t help anyone but you.

  5. Drow and Luna duke it out, but Luna’s normal Nukes reign supreme on the low HP Drow. Luckily she just wasted her Ultimate on me. Drow runs towards her teammate and creep wave, baiting Luna with her.
  6. All is at a happy ending, and Drow gets the kill.

PL is NOT an early game character. Most likely, not even a mid-game character. Most people know that he doesn’t start dominating until late game. So, remembering this, do not Rambo 2 enemies at the same time. If you see a hero in red, don’t chase pass the tower. You CAN get a lucky kill, but it WILL be based entirely on luck; at least early game. You really have no place in your team except for your slow. Farming is key in early game, same goes for any late game hero.


You can get hero kills early game though.



  1. Omniknight was running in to help Slardar. I Spirit Lance him.
  2. I kill Omniknight before he can heal himself, and move to help Tidehunter.
  3. With me, a few creeps, Tidehunter, and the tower attacking Slardar, Tidehunter manages to get the kill.


Middle Game


By now you should have Diffusal Blade. If not, you didn’t request a lane change early enough and should consider the alternative items listed before. Now, you should have enough HP to maintain a lane, and you can go hero killing agility and intelligence based heroes. Farming is still important, but not as huge as in early game. Now is your chance to earn a little extra gold and experience by, Hero Killing!


How? First you find a low HP character that is alone(usually agility or intelligence). Use the backstabbing areas (the areas in the forest, where they can’t see you). Run behind the enemy; Do NOT run into the enemy, run towards the path in which he will run back to (he will probably run towards his tower/fountain). Spirit Lance, and proceed to DOPPELWALK. He will probably use his disable/stun; Move out of the way if it’s an AoE. Attack him a few times and emerge from invisibility, and Purge. Keep attacking, and Spirit Lance, yet again. This should finish him off. Feel free to use your purges if you feel it is necessary.


Why do this in that order? Backstabbing is important in herokilling. They are MUCH more likely to die if they don’t see you coming, then if you charge them. Spirit Lance is for the slow. Doppelwalk is for avoiding the stun for damage and falling behind. Doppelwalk also makes the opponent stay a little longer, because once they hit the illusion, they will think they can win. Purging is for an extra slow, to attack and wait for the Spirit Lance cooldown. Do not forget to attack normally though. If you’re lucky you may get a few illusions triggered as well as burning MP.


Don’t forget to use your strongest weapon. Deception.



  1. I see Ursa with his buffs running towards me to backstab.
  2. I Doppelwalk, Ursa doesn’t notice.
  3. Ursa uses half his buffs on one creep, then uses the rest on the image.
  4. When I see the image at low yellow HP, I use Spirit Lance (not shown in image). Now I have my creeps, myself, and 1 illusion attacking him.
  5. My illusion got the last hit, and I collected my well-deserved bounty.

Again, this is a scenario of deception.



  1. I lure Pudge into using his Hook. He then uses his Dismember to “finish me off” (not shown on images).
  2. Six seconds later, I’m on his tail. He knows which PL is the real one, since I Spirit Lanced him to catch up. Unfortunately, he used Hook and Dismember to kill my illusion.
  3. I Purge him for further pounding.
  4. Pudge realizes he’s screwed, and begins to suicide with Rot. By now, he has no MP to do anything else.
  5. I finish him off with Spirit Lance before he can suicide.

Use ALL of your Purge charges. 10 charges should be about 6-7 kills. Use them wisely


So after you finally used up all the Purge charges, and farmed Manta Style at around level 15-17, you have a whole new set of strategies.
From here on, you will start to own. Since the nerf to the length of the images’ survival time, the images disappear right before you engage the next creep wave. So, when you are pushing a lane, you should be triggering at least 5-6 images very quickly. If not, curse your luck. Also, you should be getting most, if not all gold from every creep in your lane. You don’t even have to micro your last hits. Just auto-attacking works fine (although selecting all your images and focus firing one creep at a time usually works better). When you are near the tower, your images will probably disappear right when you reach it, or get 1 or 2 hits. First, you create 2 images with Manta. Then, you attack the tower. When the enemy creep wave reaches you, attack it. This should create plenty of images for you to destroy the tower. Be aware of heroes coming for you, though.


Hero killing goes down a step, but that’s only because not many heroes like to solo 8 Azwraiths. For the most part, you will be left alone. Be sure to help your team. Mid game is also when every player has an ally with them. If you do come in a hero killing situation, then…


Spirit Lance, and hope your ally has a stun. While in that period, Manta. Proceed to beating the computer animated body fluids out of the enemy. Spirit Lance whenever your cooldown is ready, as that is your only slow. If the situation is 1v1, they will probably get away in red HP with a warning of “don’t try that again.” If it’s 2v1, then either your ally or you will get the kill. If it’s 2v2, you may get 1 kill, or 2. Just remember to attack the same enemy as your ally. Make sure you kill the hero that can put out the most damage first (intelligence, agility, then strength). Tell your team the priority of heroes to focus fire on.


When you’re not hero-killing, you should be concentrating on casual pushing. This is second major source of gold, and it is good for the team. And Juxtapose sure makes you good at it. By casual pushing I don’t mean pushing to the second tower. Only push further than 3/5 of the lane if you think you can get a tower. Otherwise, you are just feeding the enemy creeps to kill, and providing them gold.


Late Game


Eaglehorn should be bought. More damage and attack speed for pushing. People will rightfully be afraid of you. They will avoid the lane you are in, without bringing an two allies, or one AoE stunner. Still, late game your objective is to push when you are able to, and when in team battles, you send in your images to focus fire the most dangerous enemy and create chaos. Not only does pushing win the game, but it brings in quite the gold accumulation. You should have HoT in no time.


For the most part, you can’t do anything, but push. Hero kills will usually come to you. When the other team pushes, you should participate in helping your team defend. You can’t Roshan, because Juxtapose doesn’t work with him. So you will be about useless. So, when your team decides to Roshan, then you push, while they Rosh, to not arouse any suspicions. This also keeps the enemies distracted and busy.


Every strategy in middle game should still be used late game. Pushing, creeping, and hero killing should be easier. As long as you have Butterfly by level 20-22, then you have a very high percentage of winning; unless your enemies are fed.


When your team decides to push, tell them that you’re going to push another lane. This makes it extremely hard to defend, and the whole enemy team will most likely go to the lane that your team is pushing in, leaving you wide open to wreak havoc on their towers/barracks.


Heart of Tarrasque will make you an unbelievably awesome tank. You won’t believe how well this works until you try it.


 

TWILIGHT – Nevermore, Shadow Fiend

// May 15th, 2007 // No Comments » // DoTA

A demon of the burning legion so abhorred that he makes the skin of even his fellow demons crawl, Nevermore is a creature of the shadows that consumes the souls of those around him. When the Shadow Fiend comes forth to battle, he augments his power with the souls he has consumed, bearing down on his enemies with spiritually enhanced attacks and powerful spiritual blasts. The Shadow Fiend is a terrifying opponent whom few have survived, and those who have perished under his tyranny have faced the most despicable fate of all.


HERO ABILITY
























Shadowraze

Gives the Shadow Fiend the power to desecrate regions in front of him at varying distances.

Level 1 – 75 damage
Level 2 – 150 damage
Level 3 – 225 damage
Level 4 – 300 damage

Cooldown: 10 seconds.


Level 1: 75 mana, 10 sec cooldown.
Level 2: 75 mana, 10 sec cooldown.
Level 3: 75 mana, 10 sec cooldown.
Level 4: 75 mana, 10 sec cooldown.






Necromastery

Whenever the Shadow Fiend kills a target, he stores the unfortunate soul inside of him. For each stored soul he gains 2 bonus damage until his own death releases half of them from bondage.

Level 1 – 16 damage limit.
Level 2 – 30 damage limit.
Level 3 – 46 damage limit.
Level 4 – 60 damage limit.


Passive






Presence of the Dark Lord

The presence of such a horrible creature terrifies nearby enemies, reducing their armor.

Level 1 – 1 armor reduction.
Level 2 – 2 armor reduction.
Level 3 – 3 armor reduction.
Level 4 – 4 armor reduction.


Passive






Requiem of Souls

Summons evil spirits around you dealing damage to units in the area. Number of spirits is related to the number of souls stored and the movement/damage reduction is related to the distance from the Shadow Fiend. Lowers movement speed and damage of nearby units. The closer the units are the greater the effect.

Cooldown: 120/110/100 seconds.


Level 1: 150 mana, 120 sec cooldown.
Level 2: 175 mana, 110 sec cooldown.
Level 3: 200 mana, 100 sec cooldown.


BUILDING STRATEGY


Level Skills (DPS Build)



  1. Necromastery [L1]
  2. Stats [L1]
  3. Stats [L2]
  4. Necromastery [L2]
  5. Necromastery [L3]
  6. Stats [L3]
  7. Necromastery [L4]
  8. Stats [L4]
  9. Stats [L5]
  10. Requiem Of Soul [L1]
  11. Requiem Of Soul [L2]
  12. Presence Of The Darklord [L1]
  13. Presence Of The Darklord [L2]
  14. Presence Of The Darklord [L3]
  15. Presence Of The Darklord [L4]
  16. Requiem Of Soul [L3]

Max up Necromaster First in this build. But why at level 1 and level 4 but not level and 3 ? It’s because you’ll rarely be able to gather enough of souls during the early games unless u are real good at deny and last hit. It can be switched as time goes by. Stats are for early survival during the early game despite your low hp. And why requiem of soul at level 10 and level 11? Simple. Will you rush to a target at level 6 to use it? Answer is NO. So I guess thats all i wanna say in this build. Easier than the RazeShadow build but must have a good early game match. Deny and Farm properly and it’ll bring this hellfire to heaven and make them perish


Level Skills (Caster Build)



  1. Necromastery [L1]
  2. ShadowRaze [L1]
  3. ShadowRaze [L2]
  4. Necromastery [L2]
  5. ShadowRaze [L3]
  6. Necromastery [L3]
  7. ShadowRaze [L4]
  8. Necromastery [L4]
  9. Stats [L1]
  10. Requiem Of Soul [L1]
  11. Requiem Of Soul [L2]

In this build, focusing on spellcasting is more important than your DPS. Therefore, max up shadowraze and necromastery first. Then go for requiem of souls. Reasons are the same as the DPS build. Only thing is that you switch Presence Of The Darklord with ShadowRaze. Why you say? Simple, coz it’s better than useless at mid/early game since you wont be attacking most of the time but using requiem and end them with shadowraze. Harder to master this build compared to the DPS build due to the difficulties to maximise the damage output of shadowraze but might be safer if played well since u dont need to do much and need not to rush infront for kills.


Item Build – DPS



  • Boot of Speed + Glove of Haste = Power Thread
  • Blink Dagger OR Lothar Edge
  • Mithril Hammer x2 = Stygian Desolator
  • Messchimidt’s Reaver + Vitality Booster = Heart of Tarrasque OR
  • Planeswalker’s Cloak + Platemail = Aegis Immortal
  • Broadsword + Blade of Attack = Crystalys
  • Crystalys + Demon Edge = Buriza do Kanyon
  • Quaterstaff + Eaglehorn = The Butterfly OR
  • Ogre Axe + Broadsword = Black King Bar

Item Build – Caster



  • Boot of Speed + Glove of Haste = Power Thread
  • Void Stone + Ring of Health = Preserverance
  • Blade of Alacrity + Claymore = Lothar Edge
  • Preseverance + Ultimate Orb = Linken Sphere
  • Ultimate Orb x2 + Point Booster = Eye of Skadi
  • Quaterstaff + Robe of Magi + Sobi Mask = Obvilion Staff
  • Preseverance + Obvilion Staff = Refresher Orb
  • Sacred Relic = Radiance

COMBO Skill



  • Requiem of souls + Whacking + Shadowraze

Strategy Discussion (DPS)


Early game  
Alright, lets go to the strategy part now. It’s early game, so what are you gonna do? It’s kinda simple actually during the early game but it’s the time where you need the most concentration. Why ? Because this will be the part you’ll be denying and harassing your enemies. Start at a solo lane. Top for sentinel and bottom for scourge because it’s nearer to the tower. So what are you gonna do there. Yes. Deny and harass. Lets talk about denying first.


Denying is very important for Nevermore as it’s very efficient in it. With the +60 damage from it. Almost all creep will be yours. Once your creep hp is getting to 1/4. Straight aim that creep. You’ll usually get to deny it easily. Just one thing, to deny. You’ll need to be freaking agressive. You might not be able to farm at first too since you’ll be harassing most of the time but it doens’t matter. If u think u can, rush into tower to deny too but make sure there is no stunner or you’ll be dead in 2 shots of tower and some attack from your enemy


Now about harassing. Thats the best part in using nevermore but it’s only limited to few factors. First is for weaklings melee heroes or a SINGLE ranged hero. Once there’s 1 range and 1 melee. Dont be too agressive but if both are melee’s. You can say GG before the game starts. Anywayz .. same thing applies. You can either forget about last hitting means let it free hit creep and wait for denies or harassment. When the melee heroes come near. Dump them. When theres creep dying. Eliminate them. When range heroes are standing, suprize them and chase all the way if u hav flasks.


Mid Game  
It’s in the middle game now. Most of your teammates will be ready for battles and starting to push. But what do you do ? Should you join them ? The answer is no. You shouldn’t join them at all. In fact, you shud get a free lane like top and bottom. Where theres no hero. Continue to farm there and run if theres danger. Buy scroll of town portals would be a good choice. Just one reminder. You should teleport back while hiding at a location if theres enemies around OR teleport back to your base to defend if your enemies are pushing. Reqiuem of Souls are needed for these battle.


Just go into the battle, use requiem and run back. If you are using razeshadow build. Spam your shadowraze. It’ll help a lot and u might even get some kills there. Make sure you tele back and defend or you’ll lose the game easily with tower down. Continue doing it until you get your requiem of souls level maxed and having a deso with dagger. Once you get that, you should be in the late game status.


Late Game
Late Game, Bwahahaha. It’s time to own says nevermore. At this moment of time. You should have your deso and dagger with other small stuffz and this is where you’ll get strong especially with a heart at your side. Main thing to do is to unleash your Requiem Of souls and finish them off nicely. But make sure you do it during the whole team clashes. First one to go in is not your role. Let the tankers go and then you blink in. Start casting your Requiem of souls while typing “gg” to your enemy. After that, get ready for some killing. Get the nearest one and hopefully it’s yours and try to shoot further ones with your shadow raze if you have it


Make sure you join ganks and gangs by this time. You’ll help your teammates a lot and will turn the tides even if you are losing. Imagine you inflicting more than 900 damage to every heroes in the map. And killing it 1 by 1. Bloodseeker from your team will be thirsting for this to happen. Continue doing it and then push to the rax. You are the one that should hit the rax despite your incredibly high Attack and attackspeed by this time. So guess that’s all that i can say now


Shadowraze Build Walkthrough


Early game  
Two walkthrough in one guide ? Wow, never expected this in a guide. Anywayz, 2 different build with different styles of playing requires different walkthrough. Thats why I’d write another walkthrough for the Shadowraze build for nevermore. Basically you’ll do every single thing the same with the one on the DPS build with minor changes


Denying. It’ll be almost the same to all players with any hero. Once the game start. Get a non-solo lane. This time you’ll need your teammates help. Deny those creeps of yours and lsat hit those creep. Continue doing this will allow you to get more souls for the extra damage. After your damage is boosted. Denying and Last Hitting should be simple for you.


Now about harassing. The way of harassing for this hero is kinda difference compared with the DPS build. Yes, you can do the same thing but take note that you will be in a 2 v 2 stance so unless your enemy is a melee. You can’t do anything againts them. So what can you do ? Simple. Just continue farming like usual and when u see any hero come near their ranged creep, aim on him and use shadowraze [C] which would most probably hit the target accurately if done correctly. Continue doing it and just keep farming all the way. Get someone to disable it to make things easier too.


Mid Game
It’s the mid game now. What can you do. Although it seems harsh but I’d like to say that you can do nothing. Without the uber high DPS damage and the mana of yours. You can do nothing. So therefore, go to free lanes and farm. Sense anything dangerous, teleport back wit your scroll of town portal or just windwalk away. Make sure to check your map often and prepare from any backstabs from the enemies side. Help out your teammates to defend too unless you wanna lose your tower AND your game


Just go into the battle, use requiem and run back.Spam your shadowraze to clear off those creep . Hopefully, some weaklings get hitted and will either be in red hp or you’ll be the proud player listening to the sound “killing spree”. Take note that you are not recommended to windwalk to the middle of the battle to use requiem anymore. It’s way too dangerous doing so. Instead, stay at your tower and wait for chance to do it. If there’s any problem you’re facing, windwalk back and just let your teammates do the job. It’s not your time of the game anywayz
Late Game  
At this time, you should have your linken sphere ready and you should be starting to make your skadi. At this moment, start joining ganks with your teammates. Start the battle by windwalking near the enemy and requiem them, then keep whacking them until you hear the sound “dominating” or “godlike” If they are too far from your range, press your [C] button for a far shadowraze. You’ll be glad of it and they’ll be sad if they thaught that they can easily run from you. Remember to target them before your use shadowraze.


Repeat and repeat the procedure and you should be owning. If they buy wards , get ward and destroy them. If they get gem, I’m so sorry to say that you’ll have to fite him face to face and kill him. If your team doesn’t want to push. Consider to continue farming since you can’t rush in front alone. Guess that’s all that I want to say now. Conclusion, you spend most of your time farming and will require the using of requiem to kill your enemy


Advanced Technique
Mass Deny and Harassment
 
Mass Denial
Alright, have you tried your game before you read this part of the guide ? I’d take that as a Yes since I know most of you can’t wait to play it after reading the first part of it ( If u ppl reads it ). I mention a lot about harassing during the walkthrough in the early game and mid games. But what do i actually mean about it ? Yeah, killing your own creep which would result your opponent exp denied and also gold denied. It’s totally a perfect way to outfarm and outlevel your enemy but too bad, icefrog nerf the amount of exp deny in 6.38 on the melee creep. Anyhow, gold is also another factor. You deny them well, they’ll never get anything unless they are a better farmer than u.


Denying creep somehow or rather is quite simple to do but the extra part is by denying in your tower or their tower which i can’t master it until now due to the usual 2 v 1 in my lane. Anyhow, there is some tips about it if you really wanna deny your hearts out which i learnt it from another guide from dotaportal. It come about like. The tower attacks your melee creep 4 times and it’ll allow you to deny it and 2 times for the ranged creep. However, this might not be working if you dont have the full level of necromastery maxed up wit full power. Just a piece of advice for you deniers. Never try to deny a nuker early game. With a combo skill and u are as good as a dead meat.


What you’ll need to deny them nicely is stated below.



  1. Maxed Powerups for necromastery ( 30 souls/60 damage+ )
  2. Maximum Safe-rambo mode of playing style 
  3. Daring enough to take high risk 
  4. He’s a darned melee hero OR a single ranged hero 
  5. Non-nuker – Crystal Maiden, Zeus, Lina Inverse 
  6. Takes place in side lanes 
  7. For xtra help, get observer wards ( Helps A LOT )

Harassment
Harass eh ? Harassing with this hero is somehow simple. Why ? I’ll tell you why. He have about 60 damage and from necromastery another 60 damage bonus. This will make you have 120 damage at the early game stages. Imagine it man. 120 damage !!! Yeap, you might say armor but thats not in the topic now. With this input of damage. I wonder who want withstand it ?Few hits and they’ll be crying and running back to their homes. They’ll be afraid of you so don’t worry and harass them nicely. Just take note of those creeps around you. It can be more hurting for you than him if you get hit by their creeps early game.


About how to harass with it so that you wont feel the pain from their creep. It’s simple. Wait until there is less than 2 melee creep around the area. Make sure u kill the ranged creep as your first kill since it’s free food for you. Then, move around near the side of your enemy. If he stands at the right, walk around the right part of the route. This is so bcoz if you were on the left part and you target him. You’ll have to walk to the creeps ( Middle part ) and the pain will be legendary. Thats for range heroes. For melee, simple. See him running for last hits ? DENY it and then change your target to him. He’ll either change lane, get another player to come, or leave the game if u really harass them correctly


What you’ll need to harass them nicely is stated below.



  1. Melee Heroes. ( Wow, melee heroes are tauhu’s for Nevermore eh ) 
  2. Non-nuker / Non-spammer. 
  3. Less than 2 remaining melee creep in the area. 
  4. Good Micro-ing skills. 
  5. Maxed up Necromastery to maximise the power. 
  6. Last but not least. A Noob as your opponent. Wait , a so-so opponent is enough.

Survivability Of Nevermore
There is something nice about nevermore which is high DPS. Theres also something bad about nevermore which is low hp. So, what can you do about it ? Yes, with item like dagger. You see a hero, you’ll be ready for a blink and let me tell you some stuffz about blink now. If your enemy comes from behind. Face him, and blink behind him and continue running. Usually they’ll be confuse about it and will forget about you. Otherwise, just run the other way which is quite risky of someone setting you up. Another way which is quite stupid and funny is to get a scroll with you while you farm. Either blink far away and tele back to base OR search for a group of trees which would stuck yourself. Blink into it and then tele back to base. Extremely good againts melee hero since they can’t target you.


Another way to survive is to get observer wards. Place it in areas around you, river, forest or even in front of your enemies to deny and harass them nicely. Get to know that some bad heroes coming for you, get your scroll and start teleporting. They’ll be sad to see it and will waste another 10 seconds running back to their lane. Then, you can start farming and bullying again. Anywayz , you shouldn’t play safe with nevermore. Be a bit rambo but don’t go for suicides because you’ll need to be agressive to make them cry. Instead of it, you can rambo all they way but make sure you plan your escape routes such as hiding in the forest near the bottom sentinel tower, top scourge tower, between the scourge and sentinel towerz and you could also make use of the “fog of war”. Lets take a look on how it’s done down here.

MORNING – Syllabear, Lone Druid

// May 15th, 2007 // No Comments » // DoTA

Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill. With his supreme strength, he is able to launch anything into the air, including huge amounts of soil to cause avalanches around his enemies. Because of his craggy exterior, enemies have a hard time attacking him. Over time, Tiny’s body will grow bigger as the magnetic forces deep inside his granite heart pull rocks and soil to his rugged stone form.

HERO ABILITY























Avalanche

Bombards an area with rocks stunning and damaging enemy land units.

Level 1 – 100 damage.
Level 2 – 180 damage.
Level 3 – 260 damage.
Level 4 – 300 damage.

Cooldown: 20 seconds.


Level 1: 120 mana, 20 sec cooldown.
Level 2: 120 mana, 20 sec cooldown.
Level 3: 120 mana, 20 sec cooldown.
Level 4: 120 mana, 20 sec cooldown.






Toss

Tiny grabs the nearest unit, friend or foe, and launches them at a location. Upon landing, the unit deals damage in an area as well as receiving 20% of that damage to themselves (this damage increases as your size increases). Cannot toss Elder Form DK.

Level 1 – 500 range, 75 damage.
Level 2 – 700 range, 150 damage.
Level 3 – 900 range, 225 damage.
Level 4 – 1100 range, 300 damage.

Cooldown: 15 seconds.


Level 1: 120 mana, 15 sec cooldown.
Level 2: 120 mana, 15 sec cooldown.
Level 3: 120 mana, 15 sec cooldown.
Level 4: 120 mana, 15 sec cooldown.






Craggy Exterior

Tiny’s body is made of solid granite, causing great pain to those who attack it. Whenever a melee unit attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.

Level 1 – 6% chance, 25 stun damage.
Level 2 – 12% chance, 35 stun damage.
Level 3 – 18% chance, 45 stun damage.
Level 4 – 24% chance, 55 stun damage.


Passive






Grow

Greatly increases Tiny’s power and size, but does so at the cost of his attack speed. Improves toss damage and slightly increases move speed.

Level 1 – 40 bonus damage, 20% reduced attack speed.
Level 2 – 80 bonus damage, 35% reduced attack speed.
Level 3 – 120 bonus damage, 50% reduced attack speed.


BUILDING STRATEGY


Level Skills



  1. Avalanche [L1]
  2. Toss [L1]
  3. Avalanche [L2]
  4. Toss [L2] 
  5. Avalanche [L3]
  6. Toss [L3]
  7. Avalanche [L4]
  8. Toss [L4]
  9. Grow [L1]

Item Build



  • Ring of Regeneration & 2x Potion Clarity
  • Void Stone + Eul Scepter
  • Boot of Speed
  • Blink Dagger
  • AEGIS (You need strong armor)
  • Heart of Tarrasque or Satanic (For Defensive)
  • Power Thread + Mask of Madness OR Boot of Travel + Hyperstone (Attack speed)
  • Burize (Damage item)

Note: MOM and Satanic DO NOT STACK


COMBO Skill



  • Avalanche + Toss = Creep Farming
  • Avalanche + Toss + Eul + Avalanche

Strategy Discussion


The Early Stages ( Levels 1 – 9)
Tiny, being a melee hero, is at a natural disadvantage when it comes to lane control. But within the confines of being a melee hero, you have every advantage. Massive base damage, disables, and two devastating AoE nukes.


Early game isn’t a huge problem for Tiny if you play it smart. Firstly, don’t call for solo. You don’t need it, you don’t want it, and you will get less kills because of it. Tiny works best with a teammate early on, preferably one with a disable or two. For the first few levels play conservatively. Don’t cast any spells, just concentrate on denying well and earning a solid amount of cash.


At level 5, it is entirely possible to get first blood. To take an example, lets assume you have a PotM in your lane. You have a number of strategies at your disposal: one is that the PotM can line up an arrow, whilst you then proceed to do an Avalanche + Toss combo. Alternatively you can open with avalanche and she can pull off a starfall. Co-ordinate a plan so you don’t wind up doing something silly like Tossing an enemy hero over an arrow.


At level 8 you have maximized your nuking power, and a simple Trampoline Act does in excess of 700 damage with melee hits included. Take advantage of this and concentrate on taking down anything with HP less than 500: that way if you Toss the wrong enemy the AoE damage should still earn you a kill. Often the simple things work best: such as stunning an enemy hero as your tower pelts him. Be creative.


During the later stages of the Early game you can play it two ways: you can either play like Pudge, running around the map earning kills under your belt with your combo, or, you can do Avalanche / Toss farming all the way through. It comes down to your motivation, as Tiny works well as an early game and a late game hero. If you intend to dominate throughout this stage of the game, go for a blink dagger. If not, save for the offensive or defensive items listed.


The Middle Stages (Levels 10 – 16)
This part of the game generally revolves around ganking and the like. Whether you choose to be the gankee or the ganker, is up to you, though I recommend the latter. Your spell combination now isn’t lethal, but it still hurts like nothing else. Here you should focus more on using the actual utility of Toss and Avalanche as spells than using them for raw damage as you did in the early game. Remember the variety of Tosses now at your disposal and use them to your advantage.


This also happens to be the stage in which your fate late game is decided. It is important that you both farm items and gain a significant level advantage: falling behind is a disaster for Tiny. Tiny does well farming neutrals: the kind in which there are many weak units as opposed to a few stronger ones. Use Toss to kill these units as it has a shorter cool down, does more damage (the bonus damage to a single unit) and keeps Avalanche available, which is your escape spell.


The early and mid games are also advantageous for Tiny for another reason: enemy creeps have less than 600 hit points. This is as important for Tiny as it is for the Goblin Techies. Enemy creeps gain hit points as the game progresses, and as they exceed 600 HP your Toss/Avalanche combo becomes less useful in clearing creeps. You really want to get an impressive creep count, so stay out of a few unnesecary pushes if you can.


Because you can kill enemy creeps so quickly, it is important that you do not stay in a single lane for too long. The reason is you will push far into enemy territory and will quickly find yourself castrated. Switch lanes often, or alternate between neutral creeps and enemy creeps accordingly. Always have a means of escape (a scroll or BoT) when farming behind enemy lines, which can be highly profitable if you can nab a tower kill with toss.


As for the effectiveness of Avalanche / Toss for farming, the cool down for Avalanche is 18 seconds, meaning you should be able to use it on every enemy creep wave. If you don’t have a Eul’s, no soup for you, because you can’t farm for squat.


Newb.


The Later Stages (Levels 17 – 25)
Its all about the pushing at this stage of the game. It’s a good thing you are a fantastic pusher: as well as a late game powerhouse. If you have invested in a few offensive and defensive items, you can really shine in this period of the game. On the other hand, if you have gone utility heavy, you will have to take a back seat.


Concentrate on setting up strong combos with Toss, not forgetting to put your massive physical damage to use. Once you get into the enemy base, the rest becomes history, because you wreck buildings very quickly. This is important to remember, as it is easy to carried away with obtaining hero kills. Tiny works well in the earlier stages of the end of the game, if you let the game roll on too long you will never be able to compete with an enemy Terrorblade.


Late game melee heroes such as Anti Mage or Naga Siren are going to have a hell of a time trying to take you down with craggy exterior. To take advantage of this, head straight for them. Having a giant golem smashing you with his fists is incentive enough to retaliate: often in vain.

SUNRISE – Tiny, Stone Giant

// May 11th, 2007 // No Comments » // DoTA

Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill. With his supreme strength, he is able to launch anything into the air, including huge amounts of soil to cause avalanches around his enemies. Because of his craggy exterior, enemies have a hard time attacking him. Over time, Tiny’s body will grow bigger as the magnetic forces deep inside his granite heart pull rocks and soil to his rugged stone form.

HERO ABILITY

 

Avalanche

Bombards an area with rocks stunning and damaging enemy land units.

Level 1 – 100 damage.
Level 2 – 180 damage.
Level 3 – 260 damage.
Level 4 – 300 damage.

Cooldown: 20 seconds.

Level 1: 120 mana, 20 sec cooldown.
Level 2: 120 mana, 20 sec cooldown.
Level 3: 120 mana, 20 sec cooldown.
Level 4: 120 mana, 20 sec cooldown.


 

Toss

Tiny grabs the nearest unit, friend or foe, and launches them at a location. Upon landing, the unit deals damage in an area as well as receiving 20% of that damage to themselves (this damage increases as your size increases). Cannot toss Elder Form DK.

Level 1 – 500 range, 75 damage.
Level 2 – 700 range, 150 damage.
Level 3 – 900 range, 225 damage.
Level 4 – 1100 range, 300 damage.

Cooldown: 15 seconds.

Level 1: 120 mana, 15 sec cooldown.
Level 2: 120 mana, 15 sec cooldown.
Level 3: 120 mana, 15 sec cooldown.
Level 4: 120 mana, 15 sec cooldown.


 

Craggy Exterior

Tiny’s body is made of solid granite, causing great pain to those who attack it. Whenever a melee unit attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.

Level 1 – 6% chance, 25 stun damage.
Level 2 – 12% chance, 35 stun damage.
Level 3 – 18% chance, 45 stun damage.
Level 4 – 24% chance, 55 stun damage.

Passive


 

Grow

Greatly increases Tiny’s power and size, but does so at the cost of his attack speed. Improves toss damage and slightly increases move speed.

Level 1 – 40 bonus damage, 20% reduced attack speed.
Level 2 – 80 bonus damage, 35% reduced attack speed.
Level 3 – 120 bonus damage, 50% reduced attack speed.

BUILDING STRATEGY

Level Skills

  1. Avalanche [L1]
  2. Toss [L1]
  3. Avalanche [L2]
  4. Toss [L2] 
  5. Avalanche [L3]
  6. Toss [L3]
  7. Avalanche [L4]
  8. Toss [L4]
  9. Grow [L1]

 

Item Build

  • Ring of Regeneration & 2x Potion Clarity
  • Void Stone + Eul Scepter
  • Boot of Speed
  • Blink Dagger
  • AEGIS (You need strong armor)
  • Heart of Tarrasque or Satanic (For Defensive)
  • Power Thread + Mask of Madness OR Boot of Travel + Hyperstone (Attack speed)
  • Burize (Damage item)

Note: MOM and Satanic DO NOT STACK

COMBO Skill

  • Avalanche + Toss = Creep Farming
  • Avalanche + Toss + Eul + Avalanche

Strategy Discussion

The Early Stages ( Levels 1 – 9)
Tiny, being a melee hero, is at a natural disadvantage when it comes to lane control. But within the confines of being a melee hero, you have every advantage. Massive base damage, disables, and two devastating AoE nukes.

Early game isn’t a huge problem for Tiny if you play it smart. Firstly, don’t call for solo. You don’t need it, you don’t want it, and you will get less kills because of it. Tiny works best with a teammate early on, preferably one with a disable or two. For the first few levels play conservatively. Don’t cast any spells, just concentrate on denying well and earning a solid amount of cash.

At level 5, it is entirely possible to get first blood. To take an example, lets assume you have a PotM in your lane. You have a number of strategies at your disposal: one is that the PotM can line up an arrow, whilst you then proceed to do an Avalanche + Toss combo. Alternatively you can open with avalanche and she can pull off a starfall. Co-ordinate a plan so you don’t wind up doing something silly like Tossing an enemy hero over an arrow.

At level 8 you have maximized your nuking power, and a simple Trampoline Act does in excess of 700 damage with melee hits included. Take advantage of this and concentrate on taking down anything with HP less than 500: that way if you Toss the wrong enemy the AoE damage should still earn you a kill. Often the simple things work best: such as stunning an enemy hero as your tower pelts him. Be creative.

During the later stages of the Early game you can play it two ways: you can either play like Pudge, running around the map earning kills under your belt with your combo, or, you can do Avalanche / Toss farming all the way through. It comes down to your motivation, as Tiny works well as an early game and a late game hero. If you intend to dominate throughout this stage of the game, go for a blink dagger. If not, save for the offensive or defensive items listed.

The Middle Stages (Levels 10 – 16)
This part of the game generally revolves around ganking and the like. Whether you choose to be the gankee or the ganker, is up to you, though I recommend the latter. Your spell combination now isn’t lethal, but it still hurts like nothing else. Here you should focus more on using the actual utility of Toss and Avalanche as spells than using them for raw damage as you did in the early game. Remember the variety of Tosses now at your disposal and use them to your advantage.

This also happens to be the stage in which your fate late game is decided. It is important that you both farm items and gain a significant level advantage: falling behind is a disaster for Tiny. Tiny does well farming neutrals: the kind in which there are many weak units as opposed to a few stronger ones. Use Toss to kill these units as it has a shorter cool down, does more damage (the bonus damage to a single unit) and keeps Avalanche available, which is your escape spell.

The early and mid games are also advantageous for Tiny for another reason: enemy creeps have less than 600 hit points. This is as important for Tiny as it is for the Goblin Techies. Enemy creeps gain hit points as the game progresses, and as they exceed 600 HP your Toss/Avalanche combo becomes less useful in clearing creeps. You really want to get an impressive creep count, so stay out of a few unnesecary pushes if you can.

Because you can kill enemy creeps so quickly, it is important that you do not stay in a single lane for too long. The reason is you will push far into enemy territory and will quickly find yourself castrated. Switch lanes often, or alternate between neutral creeps and enemy creeps accordingly. Always have a means of escape (a scroll or BoT) when farming behind enemy lines, which can be highly profitable if you can nab a tower kill with toss.

As for the effectiveness of Avalanche / Toss for farming, the cool down for Avalanche is 18 seconds, meaning you should be able to use it on every enemy creep wave. If you don’t have a Eul’s, no soup for you, because you can’t farm for squat.

Newb.

The Later Stages (Levels 17 – 25)
Its all about the pushing at this stage of the game. It’s a good thing you are a fantastic pusher: as well as a late game powerhouse. If you have invested in a few offensive and defensive items, you can really shine in this period of the game. On the other hand, if you have gone utility heavy, you will have to take a back seat.

Concentrate on setting up strong combos with Toss, not forgetting to put your massive physical damage to use. Once you get into the enemy base, the rest becomes history, because you wreck buildings very quickly. This is important to remember, as it is easy to carried away with obtaining hero kills. Tiny works well in the earlier stages of the end of the game, if you let the game roll on too long you will never be able to compete with an enemy Terrorblade.

Late game melee heroes such as Anti Mage or Naga Siren are going to have a hell of a time trying to take you down with craggy exterior. To take advantage of this, head straight for them. Having a giant golem smashing you with his fists is incentive enough to retaliate: often in vain.

DUSK – Vol’Jin, Witch Doctor

// May 11th, 2007 // No Comments » // DoTA

Vol’Jin is a risk-taker. Anyone who has ever crossed paths with him can tell you that. As a voodoo priest, you need a certain degree of it. It’s too bad he never learned the value of discretion. Vol’Jin’s experiments in jungle magic yielded brilliant results- the ability to mend wounds, casks filled with paralyzing combinations of herbs that could scatter for miles, and even a curse capable of stripping the life force from a living being. Of course, no amount of power gained goes without notice. As Vol’Jin’s experiments became more and more unstable and destructive, the Lich King made his move.

HERO ABILITY

 

Paralyzing Cask

Vol’jin launches a cask of paralyzing powder that bounces between foes, stunning those affected for a short period of time (1 sec on Hero, 5 on creeps). Deals damage per bounce to non-hero units.

Level 1 – 2 bounces. 75 damage.
Level 2 – 4 bounces. 100 damage.
Level 3 – 6 bounces. 125 damage.
Level 4 – 8 bounces. 150 damage.

Cooldown: 20/18/16/14 seconds.

Level 1: 140 mana, 20 sec cooldown.
Level 2: 140 mana, 18 sec cooldown.
Level 3: 140 mana, 16 sec cooldown.
Level 4: 140 mana, 14 sec cooldown.


 

Voodoo Restoration

Vol’jin focuses his voodoo magic to heal nearby allied units.
Drains 10 mana/sec until deactivated.

Level 1 – Restores 6 hp/sec.
Level 2 – Restores 12 hp/sec.
Level 3 – Restores 18 hp/sec.
Level 4 – Restores 24 hp/sec.

Level 1: 70 mana, 0 sec cooldown.
Level 2: 80 mana, 0 sec cooldown.
Level 3: 90 mana, 0 sec cooldown.
Level 4: 100 mana, 0 sec cooldown.


 

Maledict

Targets an area with an ancient voodoo curse. Cursed heroes will not only take damage over time, but they will be dealt bonus damage every 4 seconds based on how much hp they lost since the beginning of the curse. Lasts 12 seconds

Level 1 – Enemies lose 5 hp/sec, 10 bonus damage for every 100 hp lost during curse.
Level 2 – Enemies lose 10 hp/sec, 20 bonus damage for every 100 hp lost during curse.
Level 3 – Enemies lose 15 hp/sec, 30 bonus damage for every 100 hp lost during curse.
Level 4 – Enemies lose 20 hp/sec, 40 bonus damage for every 100 hp lost during curse.

Cooldown: 35 seconds.

Level 1: 120 mana, 35 sec cooldown.
Level 2: 120 mana, 35 sec cooldown.
Level 3: 120 mana, 35 sec cooldown.
Level 4: 120 mana, 35 sec cooldown.


 

Death Ward

Summons a deadly ward to attack enemy heroes.

Level 1 – 60 Chaos Damage.
Level 2 – 90 Chaos Damage.
Level 3 – 120 Chaos Damage. Bounces once.
Channeling

Cooldown: 90 seconds.

Level 1: 200 mana, 90 sec cooldown.
Level 2: 200 mana, 90 sec cooldown.
Level 3: 200 mana, 90 sec cooldown.

BUILDING STRATEGY

Level Skills

  1. Paralyzing Cask [L1]
  2. Maledict [L1]
  3. Paralyzing Cask [L2]
  4. Maledict [L2]
  5. Maledict [L3]
  6. Death Ward [L1]
  7. Paralyzing Cask [L3]
  8. Maledict [L4]
  9. Paralyzing Cask [L4]

Item Build

  • 3 Circlets. (If -em game, buy Tangos with the remaining cash)
  • Upgrade to 3 bracers and buy boots
  • Staff of wizardry + belt of giant str -> necronomicon 
  • upgrade necro to lvl 3 
  • Guinsoo
  • Agraham Scepter (recommended for extra target hit and higher mp)
  • BKB (Useful against tankers and maintaining Ulti use)

COMBO Skill

  • Paralyzing Cask + Maledict = Death Attack
  • Paralyzing Cask + Maledict + Death Ward = Ulti Combo

Strategy Discussion

Stun Casks + Maledict is deadlier. Many have underestimated the Stun Cask and that has led to many deaths. I assist my teammates with the Stun Cask and only start killing later on. Besides, Hero’s base damage is already gay enuf to last hit and KS… Maledict is the real power early game. The wards… mid to late i would say.

Note: Any damage dealt before the casting of Maledict is nothing