Dota IMBA/Imba Version 7.01.3

XP Curve

 * XP Curve reworked: now no longer grants bonus XP - levels are changed from within.
 * 100% faster to get to level 6;
 * midgame (levels 7-30) is roughly 25% faster;
 * 30-35 ~14% faster
 * 35-40 ~10% slower
 * 40-60 now fixed rate and same as before.
 * 1-40 is 13% faster overall.

IMBA XP

 * A small new feature that our Chinese translator came up and worked hard to make it happen, including a database server of our own! The idea, in general, of that feature, is to give players some kind of incentive to stay in games instead of leaving. This will NOT solve the leaver problem; nothing will. It may just lower the chances of someone raging out in the first or second death.
 * IMBA XP is granted when playing a full game. This includes server crashes, so don't worry about those stealing your IMBA XP. When a game ends, for any reason, and you're there, you get it.
 * IMBA XP is saved and accumulated over games.
 * You can see yours and everyone else's IMBA XP and IMBA level on a small bar in the scoreboard.
 * Each game grants a small amount of IMBA XP to all players in the server.
 * Winning the game grants a 20% bonus to the IMBA XP that is granted to the players in the winning team (that hasn't left, of course). We're planning to add more rewards to IMBA XP, such as titles, awesome particles, statues and more. Right now it's strictly and simply bragging rights.
 * This is related to the Spectre model, though it actually doesn't have anything to do with Spectre right now. This would be the place where rewards are chosen in a game.

Heroes

 * Energy Blasts Max mana as damage from 5/5/5/5/10/15/20% to 5/5/5/5/6.5/8/9.5%.
 * Mana Distortion mana burn from blinking now has a limit of 150/150/150/150/300/450/600 mana per Blink instance.
 * Duration from 1.5/1.5/1.5/1.5/2/2.5/3 to 1.5.
 * Cooldown from 24 to 10.
 * Scepter cooldown from 12 to 6.
 * Duration from 1.5/1.5/1.5/1.5/2/2.5/3 to 1.5.
 * Cooldown from 24 to 10.
 * Scepter cooldown from 12 to 6.


 * Magic Overload (talent that delays Mana Void for 2s):
 * Mana point loss worth from 2 to 3.


 * Thick Hide
 * Damage reduction from 10% to 5%.
 * Tenacity bonus from 10% to 20%.
 * Return's damage is no longer amped by Spell amplification.
 * Bulging Hide's duration from 3.5 to 5 seconds.
 * Damage block per stack of Bulging Hide from 1/1/1/2/3/4/5 to 3/3/3/3/6/9/12.
 * Bulging Hide's stacks now have independent durations.
 * Cooldown from 90/75/60/57/54/50 to 90/75/60/60/60/60.
 * Stun duration from 1 to 0.75 seconds.
 * Scepter damage reduction from 75% to 40%. (parity with Vanilla DotA)
 * Stun duration from 1 to 0.75 seconds.
 * Scepter damage reduction from 75% to 40%. (parity with Vanilla DotA)


 * (basically - parity with vanilla):
 * Ice Path length from 1200/1400/1600/1800/1800/1800 to 1200.
 * Delay until the path is formed from 0.3 to 0.5.
 * Ice Path radius from 200 to 150.
 * Amount of trails of Macropyre from 4 to 3.
 * Angle of each trail from 10.5 to 8. (covers less space)
 * Radius of each trail from 180 to 120.
 * This essentially narrows the Macropyre's area denial to be just a bit wider than vanilla.
 * This essentially narrows the Macropyre's area denial to be just a bit wider than vanilla.


 * (our own, reworked version):
 * Mass Serpent Ward cooldown from 120/120/120/100/80/60 to 120/110/100/90/80/70.
 * Mass Serpent Ward Ward Count from 10/12/14 to 10.
 * Mass Serpent Ward Ward Damage from 50/90/140 to 60/100/140/160/180/200.
 * Mass Serpent Ward Ward Health from 2 to 2/2/2/3/4/5.
 * Mass Serpent Ward duration from 45 to 45/45/45/50/55/60.
 * Mass Serpent Ward Aghanim's Scepter bonus attack range from 325 to 250.
 * Mass Serpent Ward Aghanim's Scepter additional targets from 1 to 2.

Items

 * Mana cost from 50 to 100 (parity with Heaven's Halberd).
 * Cooldown from 20 to 18 (parity with Heaven's Halberd).
 * Armor reduction from 20 to 15.
 * Passive disarm chance from 20% to 15%.
 * Angelic Alliance passive disarm can no longer proc from attacking a target.
 * Passive disarm chance is now Pseudo Random chance. (this means it has less chance to trigger at the first and second attacks on you, but a higher chance to trigger afterwards. On average, it's still 15%.)
 * Passive disarm chance is now Pseudo Random chance. (this means it has less chance to trigger at the first and second attacks on you, but a higher chance to trigger afterwards. On average, it's still 15%.)


 * Ironleaf Boots
 * Base magic resistance from 35% to 25%.
 * Meditate no longer grants magic resistance.
 * Meditate move speed per stack from 1% to 1.25%
 * Meditate health regen per stack from 4 to 4.5.
 * Meditate efficiency when broken from 50% to 25%. (this means that, when boots are broken, Meditate's stats are reduced by 75%.)
 * Meditate max stacks from 30 to 25.
 * Leafwalk duration from 15 to 12.
 * Leafwalk now grants an additional 80% magic resistance for the duration of Leafwalk. This effect is separate from Leafwalk, and is not lost when losing Leafwalk early due to being attacked, attacking, or casting. However, unlike Leafwalk, it is purgeable.
 * Leafwalk trigger time from 3 to 2.25 seconds.
 * You can now enter Leafwalk immediately after a former Leafwalk ends if standing still long enough, renewing the buffs immediately.


 * Cooldown from 70 to 18.
 * Mana cost from 0 to 75.
 * Active Desolator projectile speed from 600 to 400.
 * Active Desolator projectile length from 1200 to 1600.
 * Active Desolator projectile radius from 225 to 275.
 * Active Desolator reworked: The orb now deals minor damage on very small intervals to nearby enemies. As long as the enemy is still touching the orb, it will keep on taking damage from it. The orb deals 180 damage per second.
 * The orb can no longer damage buildings.
 * The orb can no longer damage buildings.


 * Stygian Desolator
 * Cooldown from 70 to 18.
 * Mana cost from 0 to 75.
 * Armor reduction from 11 to 12.
 * Vision reduction from 350 to 500.
 * Active Desolator projectile speed from 600 to 400.
 * Active Desolator projectile length from 1200 to 1600.
 * Active Desolator projectile radius from 225 to 275.
 * Active Desolator reworked: The orbs now deal minor damage on very small intervals to nearby enemies. As long as the enemy is still touching an orb, it will keep on taking damage from it. Each orb deals 180 damage per second. Multiple orbs can damage a single enemy.
 * The orb can no longer damage buildings.

Hero Reworks

 * Strafe attack speed and attack range are now always gained when casting Strafe. When mounting, however, those bonuses are doubled!
 * Strafe's Attack range from 100/100/100/100/150/200/250 to 100/150/200/250/250/250/250.
 * Strafe's Attack speed from 130 to 130/150/170/190/200/210/220.
 * Strafe's duration from 4/6/8/10/12/14/16 to 4/6/8/10/11/12/13.
 * Strafe's duration from 4/6/8/10/12/14/16 to 4/6/8/10/11/12/13.


 * Searing Arrows's active burns the target. Each second that the target burns, it loses one armor per second, until the debuff is purged or expired.
 * Searing Arrows bonus damage from 30/40/50/60/65/70/75 to 30/45/60/75/100/125/150.
 * Searing Arrows active cooldown from 36/33/30/27/24/21/18 to 24.
 * Searing Arrows active duration from 3.5/4/4.5/5/6/7/8 to 10.
 * Searing Arrows active duration from 3.5/4/4.5/5/6/7/8 to 10.


 * When Clinkz uses Death Pact on a creep, that creep dies and becomes "spirited", forced to wander behind him for the duration. That creep grants Clinkz its own attack damage and armor. Spirited creeps die within 5 attacks on them, or when the duration ends. The bonuses from the spirit are lost (the normal pact bonus does not).
 * When using Death Pact on an enemy hero, killing him while it is under Death Pact's effect grants you the same bonuses until the end of the duration!
 * When using Death Pact on an enemy hero, killing him while it is under Death Pact's effect grants you the same bonuses until the end of the duration!

Talents

 * Removed talents:
 * +200 spook radius
 * +150 attack range on Strafe.
 * +35 Searing Arrows damage.
 * +80 Strafe attack speed.
 * +50% Death Pact bonuses.


 * New talents:
 * Death Pact spirits are now capable of firing at Clinkz's target, dealing damage.
 * When moving in Skeleton Walk, if Clinkz goes through an enemy, he loses the invisibility, but roots the enemy for 3 seconds.
 * Strafe can now be cast on yourself, rooting yourself for the duration, but gaining 4x the attack range bonus of Strafe.
 * Whenever Clinkz attacks, he gains a 20% chance to fire an additional Searing Arrow at the same target.
 * Moving near an enemy unit while in Skeleton Walk grants bonus move speed. This bonus goes through the maximum limit.


 * When Shallow Grave or Nothl Protection is active and the target takes fatal damage, the target gains 1 armor and 2% magic resistance per damage instance which lasts 5 seconds after Shallow Grave or Nothl Protection ended.
 * When Shallow Grave or Nothl Protection is active and the target takes fatal damage, the target gains 1 armor and 2% magic resistance per damage instance which lasts 5 seconds after Shallow Grave or Nothl Protection ended.


 * Shadow Wave can now be cast on an enemy unit as well. Doing so makes the wave bounce between enemies, dealing damage to them and healing allies that are near them. Allies can be healed multiple times per wave.
 * When a Shadow Wave deals damage to a Poison Touched enemy, all further enemies that the wave bounces to get affected by the debuff as well.
 * Shadow Wave heal/damage radius increased to 250.
 * Shadow Wave heal/damage radius increased to 250.


 * Every 4 seconds, Sub-Weaves are cast in the original location over the duration. Units that do not yet have the buff/debuff get it normally. Sub-Weaves instantly shifts the armor of the target. The armor keeps stacking normally until the duration ends.
 * Every 4 seconds, Sub-Weaves are cast in the original location over the duration. Units that do not yet have the buff/debuff get it normally. Sub-Weaves instantly shifts the armor of the target. The armor keeps stacking normally until the duration ends.


 * New scepter effect: Grants a new ability: Resurrection
 * Resurrection
 * Can only be cast on dead allies teammates, used through the player portraits on the top bar. After a 3 seconds delay, the teammate respawns with full health and mana. Resurrected heroes respawn near Dazzle's location. Cannot be used on Disable Help players.

Talents

 * Removed talents:
 * +175 Shadow Wave bounce distance
 * +65 Shadow Wave damage radius
 * -15 Weave CD.
 * +60 Shadow Wave damage/heal
 * -15 Nothl Protection CD.
 * -5 Poison Touch CD.
 * Shallow Grave costs no mana.


 * New talents:
 * Shadow Wave bounces in a 1 second delay between each target. However, each target can be healed again by a bounce if 5 seconds have passed. A maximum of 3 bouncing waves can exist at the same time.
 * Shadow Wave bounces on allies can heal surrounding allies in the damage radius.
 * All excess damage stored by Shallow Grave/Nothl Protection is released as a Healing Wave, healing all nearby allies for 50% of excess damage. This wave does not damage enemies.
 * After Poison Touch's poison has finished setting in, every 3% target's max health damage the target takes, it slows the target by 3%. Can scale up to 80%.
 * Enemies that interact in any way a unit that has the Poison Touch debuff get the debuff as well. Interactions are using a skill or an item on the target.
 * Nothl Protection is now applied on every allied hero in 900 AoE. Nothl Protection triggers automatically on a fatal strike and lasts 1.5 seconds. It needs to recharge for the same duration of Dazzle's own Nothl Protection.
 * Weave now fully affects buildings as well.

Talents

 * Removed talents:
 * +1 Frost Arrows duration
 * +6% Trueshot Aura damage
 * +400 Gust range
 * +250 Deadeye bonuses
 * +30 agility when ult is active


 * New talents:
 * Gust can be self cast, making a wave that moves Drow Ranger herself forward. This wave silences all enemies that it comes in contact with normally.
 * After casting Gust, all auto attacks hitting the target casts a small Gust for 5 seconds. This small gust wave pushes the target back 50 units, deals no damage, and does not silence.
 * Each Chilled enemy grants drow +10 flat move speed bonus for the duration. Stacks with itself, depending on amounts of Chill stacks on enemies.
 * While Trueshot Aura is active, Drow gains agility equal to 5% of every allied hero's agility.
 * While Marksmanship is active (not disabled by nearby enemies), Drow Ranger emits an aura on nearby allies that makes their attack chill their targets, slowing them by 15%.


 * Right now causes crashes, so he's disabled. We'll fix it and re-enable him tomorrow, probably.


 * Gravity Well
 * Removed entirely from the game.


 * Now always pulls target enemy towards the strongest source: Black Hole, then Midnight Pulse, then Enigma.
 * Each 25% health that the enemy has when applying Malefice on it increases the duration by 2 seconds.
 * Eidolons attacks causes the next instance of Malefice's stun to be increased by a small duration.
 * Eidolons attacks causes the next instance of Malefice's stun to be increased by a small duration.


 * Now always pulls all targets in range towards it, unless affected by Black Hole.
 * Eidolons in Midnight Pulse gain bonus health regeneration. This effect lingers for 3 seconds after they leave Midnight Pulse's AoE.
 * Eidolons in Midnight Pulse gain bonus health regeneration. This effect lingers for 3 seconds after they leave Midnight Pulse's AoE.


 * Black Hole constantly pulls all enemies in a 1200 AoE towards it. The closer they are to the Black Hole, the stronger the pull. The pull has a minimum of 75 pull power.
 * Each enemy hero that it caught within Black Hole increases Singularity stacks by 1 for each damage instance. Singularity stacks are consumed on the next Black Hole cast, increasing the pull power by 20 per stack, the Black Hole's AoE by 25, and the pull AoE by 50.
 * Each enemy hero that it caught within Black Hole increases Singularity stacks by 1 for each damage instance. Singularity stacks are consumed on the next Black Hole cast, increasing the pull power by 20 per stack, the Black Hole's AoE by 25, and the pull AoE by 50.

Talents

 * Changed talents:
 * Malefice to all enemies in an AoE from 215 radius to 400.


 * Removed talents:
 * +2 malefice duration
 * +225 black hole cast range
 * +15% eidolons stats
 * +80 Black Hole radius
 * +15% Gravity Well
 * +1 Black Hole duration


 * New talents:
 * Each Singularity stack consumed now decreases Black Hole's cooldown by 2 seconds.
 * When Enigma dies, a Blackhole is cast on its location of death with half duration. Does not consume Singularity stacks.
 * Midnight Pulse doubles its AoE over the duration.
 * Enigma has a constant AoE Midnight pulse around him. Stacks with regular pulse.
 * Malefice now triggers Black Holes instead of just stunning.
 * Whenever Enigma casts a spell, his void energy grants him magic immunity for one second. Duration stacks with itself.


 * Proccing Time Lock to an enemy affected by Chronosphere procs it on all enemies inside it.
 * Now adds one second to all of the enemy's cooldowns per enemy caught in Chronosphere.
 * Now adds one second to all of the enemy's cooldowns per enemy caught in Chronosphere.

Talents

 * Removed talents:
 * +1 backtrack time
 * +5% attack/move speed in time dilation
 * +600 Q cast range
 * +0.05 chrono duration
 * +0.5 chronocharges


 * New Talents:
 * Time Dilation grants Faceless Void 5% chance to backtrack damage instances per enemy ability spell affected, up to 50% chance. Lasts 6 seconds.
 * Time Locking enemies with the Time Dilation debuff increases their active spells' CD by 0.5s while decreasing all of Voids cooldowns by 0.5s.
 * Time Lock now causes mini chronospheres with 180 AoE, capable of freezing enemy units close to the main target.
 * Time Lord bonuses are doubled when Faceless Void is inside a Chronosphere.
 * Chronosphere causes Faceless Void attacks to cleave 600 units away.


 * Maximum radius from 400 to 500.
 * Maximum radius from 400 to 500.


 * Each stack increases magic resistance by 2%, up to 30%.
 * Each stack increases Meat Hook's damage by 5, up to 200.
 * Landing the killing blow grants two stacks of Flesh Heap.
 * Landing the killing blow grants two stacks of Flesh Heap.


 * Pudge always heals from Dismember, even if the target is spell immune. (parity with vanilla)
 * Pudge always heals from Dismember, even if the target is spell immune. (parity with vanilla)

Talents

 * Removed talents:
 * +200 Hook range.
 * +20% Flesh Heap Magic resistance.
 * +120 Rot damage
 * +1.75 strength per Flesh Heap stack
 * +2 Dismemeber duration.


 * New talents:
 * Meat Shield: Each 5 stacks of Flesh Heaps grants Pudge a stack of Meat Shield. When Pudge is attacked, he consumes one stack to block 100 damage from it. Meat Shield stacks recharge independently, 10 seconds after being depleted.
 * Rot deals 40 more damage for each 5% health pudge is missing.
 * Dismember disarms the target. The disarm duration scales with how long Dismember was channeled. Unpurgable.
 * Cleaver can now pierce through enemies, damaging and affecting all enemies in a straight line.
 * Meat Hooked units now destroy trees in the hook path. Each tree the hooked units go through deals 120 physical damage to them.

Item Reworks

 * Blink Boots and Spellfencer got a new icon, designed by DKamu! He promises to keep adding awesome designs over time to custom items.




 * OLD
 * +14 int
 * +6 hp regen
 * +8 armor
 * Passively provides a 900 radius aura that reduces magic resistance by 20%
 * Can be activated to double the aura's effect on a single target (8 sec duration, 20 sec cd)


 * NEW
 * +14 int
 * +6 str
 * +6 agi
 * +6 hp regen
 * +8 armor
 * +6 attack damage
 * Active: Magic Weakness: Cast a 600 radius blast that decreases enemies' magic resistance by 25% for 16 seconds. Also grants allies in the radius 10 spell power for 16 seconds. 20 seconds cooldown.
 * Passive: Magic Absolution: Grants an aura that reduces the magic resistance of enemies in a 900 radius by an additional 10%.




 * OLD
 * Can be cast to grant invisibility, flying movement and 300 night vision. Flying movement is disabled for 2 seconds upon taking hero-based damage.
 * Upon hitting to break invisibility, that attack will deal 175 additional damage.


 * NEW


 * Active: Shadow Walk: Makes you invisible for 14 seconds, or until you attack or cast a spell. While Shadow Walk is active, you move 20% faster and can move through units and terrain. Flying movement is disabled for 2 seconds upon taking hero-based damage.
 * If attacking to end the invisibility, you gain 175 bonus damage on that attack, and apply **Shadowy Panic** to the target.
 * Passive: Shadowy Panic: Attacking to break invisibility cripples the target's senses, slowing their turn rate by 80% for 2 seconds.




 * OLD
 * Can be cast to grant invisibility, flying movement and 600 night vision. Flying movement is disabled for 2 seconds upon taking hero-based damage.
 * Upon hitting to break invisibility, that attack will deal 175 additional damage and apply break to the target, reducing its damage by 50% and disabling its passives for 5 seconds.


 * NEW: (Lua)
 * Active: Shadow Walk: Makes you invisible for 16 seconds, or until you attack or cast a spell. While Shadow Walk is active, you move 20% faster and can move through units and terrain. Flying movement is disabled for 1 second upon taking hero-based damage.
 * If attacking to end the invisibility, you break the target, disabling their passives for 5 seconds, and reducing their damage output by 50%. **Additionally, you Shadow Rip**.
 * Passive: Shadow Rip: Attacking to end Invisibility rips the air apart, releasing panic-inducing clouds of darkness which engulf the target and enemies behind it. Shadow Rip deals 250 damage in a cone, disables enemies' passives, reduces their damage output by 50%, and slows their turn rate by 80% for 2 seconds.


 * (IMBA)
 * Stunning an enemy with Skull Basher grants the enemy a debuff for a few seconds. The debuff in itself doesn't do anything. However, stunning an enemy again with Skull Basher causes that enemy to be affected by Break, in addition to being stunned!


 * (IMBA)
 * Active: Always breaks the target for the same duration as the stun.
 * Stunning an enemy with Abyssal Basher has a 40% chance to immediately break its skull, breaking it. If it fails to break it, the target gets a debuff that ensures the break effect the on the next stun.

Bugfixes

 * Fixed Pudge's Cleaver not doing anything.
 * Fixed Bloodseeker's Rupture charges being consumed from the Bleeding Your Way Out talent.
 * Fixed Bloodseeker's Bleeding Your Way Out talent being reflected by Anti Mage back to Bloodseeker with full duration.
 * Fixed Bristleback's Quills not gaining bonus damage.
 * Fixed various issues with Anti Mage's tooltips.
 * Fixed Sand King's Sandstorm aura talent working on his corpse.
 * Fixed Nyx's Spiked Carapace doing an above-average amount of damage to Centaur Warrunner with the Gift from the Sabasteen talent.
 * Fixed not being able to shift queue Abaddon's Overchannel.
 * Pugna's Nether Ward no longer steals Zeus' Nimbus's Lightning Bolts due to a crash caused by it.
 * Fixed Shiva's Guard active not working.
 * Fixed the Boomstick having Dagon 9's values, and vice versa.
 * Fixed Pugna's Life Drain break range not increasing with cast range increases.
 * Fixed the 3 diffusal levels working on spell immune units.
 * Fixed Nyx's Spiked Carapace automatic stun when burrowed.
 * Fixed spell blocks reflecting/blocking Bloodseeker's Rupture from Bleeding Your Way Out talent.
 * Fixed Beastmaster not having cast responses on Boar/Hawk.
 * Fixed Sniper's Assassinate cast range being global.
 * Fixed Rupture's Haemophilia IMBA effect, which sets the target to precisely 75% if they are above it, working with spell amps. (which means the target will always be set at 75%).
 * Fixed Astral Imprisonment tooltip not showing duration.
 * Fixed a bug where if Rubick stole Lycan's Summon Wolves, he would retain the Wolf Pack buff even after losing the ability on death.
 * Fixed 3 bugs on Sniper's Take Aim:
 * It was always granting the extra range from Aimed Assault, even when on cooldown.
 * When manually cast, the skill would go on cooldown without firing the attack.
 * Attacking while on cooldown was resetting the cooldown as if it was just cast.
 * Fixed a talent of Legion Commander that was lowering "Press the attack" cooldown by 5 seconds instead of 8.
 * Fixed Pudge's Meat hook being able to affect normally invulnerable enemies. This also included Earth Spirit's stone remnants.
 * Fixed a bug where Silencer's Last Word was able to silence Juggernaut if he cast Blade Fury.
 * Fixed Slardar's and Void's bashes being an additional damage instance

QoL changes

 * Sniper now has a tooltip indicator for headshot attacks.


 * Tooltips have been completely reworked to match the new style:
 * Fixed some clipping with the cooldown/mana cost.
 * Each active and passive effect now has a name of his own.
 * Every "normal dota" Passive/active effect will now be in a normal font.
 * If part of the effect has a special imba effect, it will be shown in with an orange font.
 * Every "imba" effect will have its ability name will be shown in with an orange font.
 * Mana costs now show in a separate line than cooldowns, preventing them from being hidden.