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Hero hưởng lợi 7.25 Dota 2

Dota 2: Heroes benefiting the most from patch 7.25

Hero benefits 7.25 Dota 2
Dota 2 patch 7.25 came out earlier than expected and may be partly due to the Covid-19 epidemic. IceFrog thinks the new patch will give the Dota 2 community a boost.

Patch 7.25 is a very interesting patch, because usually patches are mostly nerf heroes. But 7.25 is patch buff with most heroes getting buffed up. The only heroes that were heavily disadvantaged were Batrider and Beastmaster, but even these two heroes weren’t handled too badly. There are a lot of heroes that benefit from this patch, but which hero has benefited the most from Dota 2 Patch 7.25? Let’s find out together:

Bounty Hunter icon.png BOUNTY HUNTER

  • Scepter remake. Now add Jinada to Shuriken Toss, increase cast range to 650 and reduce cooldown to 6

SHURIKEN TOSS

  • Shuriken Toss mana cost from 135 to 120/125/130/135

TALENT

  • Level 15 Talent changed from +50 Attack Speed ​​to +65 Shuriken Toss Damage (7.25a Shuriken Toss Damage reduction from +75 to +65)
  • Level 20 Talent changed from +125 Shuriken Toss Damage to +60 Attack Speed

Shuriken Toss deals 375 damage and is increased to 450 thanks to the new talent. Including Jinada, it deals a total of 610 magic damage. This is quite a large number when BH upgrade Scepter. If all 5 enemy heroes are tracked, Shuriken will fly into them all, dealing incredible magic damage and stealing 36 gold from each enemy hero (126 if Bounty takes the +65 Gold talent from Jinada). Offlane is considered a potential position for Bounty, with the ability to snowball thanks to Gold. To maximize skills and Scepter, Bounty needs to play mid, but that can only happen in pubs, not the pro arena.

Brewmaster icon.png BREWMASTER

PRIMAL SPLIT

  • Primal Split Fire brewing damage increased from 80/120/160 to 80/130/180
  • Primal Split Fire Permanent Immolation cooldown changed from 1 to 0.5

TALENT

  • Level 20 Talent increased from +1500 Health for Primal Split Units to +1750
  • Level 25 Talent increased from -65s Primal Slit cooldown to -75s

Brewmaster hasn’t been in the meta for a long time, and patch 7.25 is probably what the hero needs to make a comeback. Changes 3 and 4 are the main cause: +1750 health gives brewlings enough health and cooldown is reduced by 75 seconds, bringing level 3 Primal Split cooldown to 45 seconds. Ultimate lasts 20 seconds, which means the timeout is only 25 seconds. With such a strong ultimate, this will be an incentive for teams to pick this hero again.

Chaos Knight icon.png CHAOS KNIGHT

PHANTASM

  • Phantasm cooldown reduced from 145 to 145/135/125

REALITY RIFT

  • Reality Rift cast range increased from 475/550/625/700 to 550/600/650/750

In recent patches, Chaos Knight has been continuously buffed. For some reason, this hero is not popular in the professional arena. The level 3 Phantasm cooldown is now 125 and with the level 15 talent reducing the cooldown by 15%, that number is only 106.25 seconds. Phantasm lasts 30 seconds and with the level 20 talent, the duration is 40 seconds. That means the cooldown is only 66.25 seconds. This is not a very large number because the power of the illusions is so strong that there is no way to counter them in the game. In patch 7.23, illusions become stronger, as they cannot be erased by Hex, Mana Drain or Stone Gaze. Chaos Knight’s Illusion will leave opponents gasping for breath.

7.25 CK buffs - Emergenceingame
Chaos Knight has been buffed in the last three patches (dota2.gamepedia.com)

Clinkz icon.png CLINKZ

DEATH PACT

  • Death Pact no longer requires level neutral creep

BURNING ARMY

  • Burning Army damage increased from 28% to 30%

Removing the neutral barrier means Clinkz can get closer to the nearest large camp and cast Dark Pact on level 5 or 6 neutral creeps. The extra HP remains the same, but big creeps usually give a lot of gold and mostly experience. early game experience. This can be a great tool to gain an advantage in mid. It’s what Clinkz desperately needs because it’s hard for the hero to get stronger if he’s hit. The ideal way is to raise 1 Death Patch at level 2 and max out the other two. Cast on high level neutral creeps with one point for that skill enough to make Clinkz stronger faster. Not to mention the cooldown at all four levels is equal, so it doesn’t really make sense to increase the level of this skill. Alternatively, you can raise Dark Pact level 1 and go into the jungle. Increasing the Burning Army’s extra damage is also a nice change, but it doesn’t have a huge impact.

Earth Spirit icon.png EARTH SPIRIT

  • Agility gain per level increased from 1.5 to 2.4

TALENT

  • Level 10 Talent increased from +50 Damage to +65
  • Level 10 Talent increased from +300 Rolling Boulder Distance to +400
  • Level 20 Talent increased from +15% Spell Amplification to +20%

Remember the time when no matter how much IceFrog tried to nerf, Earth Spirit was always used? Now it’s the other way around – no buffs can help Earth Spirit get picked. But with the buffs from patch 7.25 and 7.24, this potential hero will gradually appear in professional games. More Agility means increased movement speed and armor, good for roaming. Like Chaos Knight, Earth Spirit has been buffed continuously for the last 3 patches, and then, teams will realize the time is right to pick this hero.

7.25 earth spirit buffs - Emergenceingame
Earth Spirit buffs in the last three patches (dota2.gamepedia.com)

Enigma icon.png ENIGMA

  • Base Intelligence increased by 3

BLACK HOLE

  • Black Hole damage increased from 50/100/150 to 100/150/200

TALENT

  • Level 15 Talent increased from +40 Malefice Instance Damage to +100

Enigma’s damage increased unbelievably. Start with Black Hole – channel duration is 4 seconds and damage is pure. At level 1, pure damage is increased from 200 to 400, and that’s AoE. The number is huge at level 6. With Black Hole level 3, it goes from 600 pure damage to 800 over 4 seconds.

Now let’s analyze to Malefice. At level 4, Malefice does 105 damage per Instance for a total of 3 instances. That is 315 magic damage. With the new talent +100 damage for Malefice instances, each instance increases to 205 damage and a total of 615 magic damage! This is a pretty big number. But wait, there’s more: at level 25, Enigma has the talent +5 Malifice instances, which increases the number of instances to 8 and the total damage is now 1,640. Even though it causes 14 seconds, this is still a very large number, with 1 second stun for each instance. Enigma to Veil of Discord can be a strong build direction.

Grimstroke icon.png GRIMTROKE

PHANTOM’S EMBRACE

  • Phantom’s Embrace rend damage increased from 80/170/260/350 to 120/200/280/360

TALENT

  • Level 15 Talent increased from +15% Spell Amplification to 20%
  • Level 20 Talent increased from +600 Stroke of Fate Cast Range to +800

Ink Swell max damage with level 10 talent is 500. At level 15 talent with 20% increased magic damage, that number increases to 600. This amount of damage is equivalent to level 3 Dagon, but cooldown is only 15 seconds. Grimstroke’s pick rate is increasing steadily after the last patch, but the win rate is not. With these buffs, Grimstroke could be a popular hero in the patch. Hero can be a formidable position 2 or 3 with the amount of burst damage he currently owns.

Pugna icon.png PUGNA

NETHER WARD

  • Mana drain from Nether Ward adjusted from 0.3/0.6/0.9/1.2% to 0.6/0.8/1/1.2%

LIFE DRAIN

  • Life Drain damage adjusted from 175/275/375 to 150/225/300
  • Lifedrain Cooldown reduced from 22 to 7
  • Life Drain Scepter now increases damage by 200/300/400
  • Life Drain break distance reduced from 1000 to 900

Life Drain damage may have been reduced, but with a 7 second cooldown, it’s as strong as holding a Scepter. While Scepter offers 0 cooldown and 100 bonus damage, it’s not motivating enough for us to ignore items like Veil of Discord and Kaya. Pugna can be strong in mid with these changes. In addition, the amount of mana absorbed from the Nether Ward in the early levels is quite good, because this is not the first skill that is maxed out. Just one level was enough to cause trouble for the opponent.

Sand King icon.png SAND KING

CAUSTIC FINALE

  • Caustic Finale slow duration increased from 3 to 3/3.5/4/4.5
  • Caustic Finale now also reduces attack speed

EPICENTER

  • Epicenter damage per recoil increased from 110 to 110/120/130

If you play melee hero against Sand King, Caustic Finale is one of the very annoying skills. Increasing the slow makes SK stronger in lane, and reducing your opponent’s attack speed ensures you can’t hit him back. The description doesn’t say how slow the attack speed is. The extra damage for Epicenter is just a little extra for fun. This buff can make the Sand King stronger in the offlane (or even mid if he meets the right opponent?)

Snapfire icon.png SNAPFIRE

  • Added skill Scepter: Gobble Up. Allows you to swallow an ally creep or hero and then spit it at an enemy, stun the area for 1.5 seconds and leave a puddle on the ground, dealing 100 DPS (100 damage/s) for 3 seconds. Pieces can stay in the dragon’s belly for up to 3 seconds. Radius on touch 400. Cooldown 40 seconds. Cast range 150.

SCATTERBLAST

  • Scatterblast cooldown increased from 10 to 13/12/11/10

Snapfire benefits a lot just from the presence of Aghanim’s Scepter. The hero can swallow and spit a hero within range of Mortimer’s Kisses – perfect for combos with Enigma or Tidehunter. Imagine Enigma being suddenly thrown into Roshan, being able to completely change the game with the Black Hole. This could be a very interesting Aghanim’s Scepter for Snapfire!

Terrorblade icon.png TERRORBLADE

METAMORPHOSIS

  • Metamorphosis Scepter is now a standalone skill acquired while you are in Metamorphosis. Cooldown 90.

TALENT

  • Level 10 Talent increased from +20 Movement Speed ​​to +25
  • Level 10 Talent increased from +15% Evasion to +20%
  • Level 15 Taletn increased from +250 Health to +300
  • Level 15 Talent increased from +25 Attack Speed ​​to +30
  • Level 20 Talent increased from -8s Reflection cooldown to -10s

There was a time, a year and a half ago, when Terroblade was picked or banned in most games. After being nerfed into oblivion, TB rarely shows up. But with buffs for most of the talent, this hero may be under consideration. Changing the Scepter is fine, but that doesn’t mean it’s an item worth picking up. It has a cooldown of 90 seconds, which can only be used once per Metamorphosis. It’s useful while running away from enemies, like Lone Druid’s skill, but it’s not worth the 4200 gold investment. The big buffs here are the +20% Evasion and +300 HP talents. TB has an insanely large starting armor which, combined with these two talents, will make this hero very difficult to kill against a physical damage lineup.

Ursa icon.png URSA

FURY SWIPES

  • Fury Swipes damage increased from 7/14/21/28 to 9/18/27/36 (7.25a reduced from 10/20/30/40 to 9/18/27/36)

OVERPOWER

  • Overpower count reduced from 4/5/6/7 to 3/4/5/6
  • Cooldown Overpower reduced from 16/14/12/10 to 15/13/11/9 (7.25a adjusted from 16/13/10/87 to 15/13/11/9)
  • Manacost Overpower reduced from 75 to 55/60/65/70

ENRAGE

  • Enrage no longer multiplies Fury Swipes
  • Enrage duration increased from 4 to 4/4.5/5 seconds
  • Cooldown Enrage reduced from 70/50/30 to 50/40/30
  • Enrage now grants +50% Status Resistance

TALENT

  • Level 25 Talent changed from Enrage +80% Status Resistance to +3 Overpower Attacks

Ursa has never lacked damage, so even without the Fury Swipes multiplier in Enrage, it’s fine. The problem is Ursa is ‘duck’ for the duration of Enrage – and this is what this update can fix. Enrage now adds 50% Status Resistance, so any disable only lasts half the time. If Ursa goes to Status Resistance with Sange and Yasha plus Satanic, the total Status Resistance with Enrage is up to 72%, almost as strong as BKB (unless you want to go). Since this patch came out, Ursa is gradually becoming more popular in high level pubs. Soon, Ursa will chop opponents in tournaments like straw.

7.25 ursa - Emergenceingame

Witch Doctor icon.png WITCH DOCTOR

  • Manacost Paralyzing Casks reduced from 110/120/130/140 to 80/100/120/140

DEATH WARD

  • Death Ward Scepter no longer limits the number of jumps

This is a big buff for Death Ward. Death Ward only jumps on heroes and illusions. Therefore, if there is a Phantom Lancer with a lot of illusions, it will jump continuously, hitting random illusions. With Aghanim’s Scepter, the Witch Doctor is much stronger, suitable for dealing with heroes that create illusions. Ward will jump on all illusions and even if it doesn’t kill the illusion, we can tell which is the real hero. Especially when facing the current Arc Warden. Not only is it unlimited, the Scepter also has True Strike, rendering the Magnetic Field useless.

With the next two DPC Majors canceled, it’s hard to know when professional Dota 2 will return. But Dota 2 will still happen thanks to WeSave! Charity Play and Chinese Dota 2 League have just been established recently. Both will take place in patch 7.25. If you’re at home and don’t know what to do, let’s play a few games of Dota 2 in the new patch while waiting for the tournament to start.

According to VPesports

Source link: Dota 2: Heroes benefiting the most from patch 7.25
– https://emergenceingames.com/

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