Talk:Monkey King Bar

MKB stacking
Checked 05 August 2015: Multiple MKBS do not proc on the same hit as tested with 6 MKBs on Juggernaut without critical strike leveled. Windranger was also tried, so melee/ranged seems not to matter.

Testing setup:

Juggernaut level 25, 10 levels in stats. 6 MKBs.

Centaur Warrunner level 25, 10 levels in stats. Two hearts, 4 shivas guards. (Magical damage is much easier to notice when the variance from the physical damage is minimized through armor.)

Hit log:

[17:28.29] Centaur Warrunner receives Bash debuff from Juggernaut. [17:28.29] Juggernaut hits Centaur Warrunner for 201 damage (4435->4234). [17:28.33] Centaur Warrunner loses Bash debuff. [17:28.86] Centaur Warrunner receives Bash debuff from Juggernaut. [17:28.86] Juggernaut hits Centaur Warrunner for 201 damage (4237->4036). [17:28.89] Centaur Warrunner loses Bash debuff. [17:29.43] Centaur Warrunner receives Bash debuff from Juggernaut. [17:29.43] Juggernaut hits Centaur Warrunner for 201 damage (4038->3837). [17:29.46] Centaur Warrunner loses Bash debuff. [17:29.99] Centaur Warrunner receives Bash debuff from Juggernaut. [17:29.99] Juggernaut hits Centaur Warrunner for 201 damage (3840->3639). [...continues for another 15 hits...]

104.232.113.196 07:52, 5 August 2015 (UTC)


 * Neat, looks like it got stealth-fixed. Re-tested it myself and can confirm. Thanks for pointing it out. Bu3ny (talk) 11:36, 5 August 2015 (UTC)

Minibash Damage Type
What damage type does the minibash do? In DotA, for ranged heroes the damage is physical, while for meelee heroes, the damage is magical.
 * In Changes from DotA says that "Bashes damage type and stun type doesn't depend on the range of the hero (used to be magical damage / physical stun on melee and the opposite for ranged). Instead, it depends on the source of the bash. Skills from heroes work like in DotA1, Monkey King Bar gives magical stun and damage, and Skull Basher works like melee". So probably it can bee true =) LEG 06:37, 25 October 2012 (UTC)

Truestrike on Blind
The following statement is not wholly true: True Strike does NOT make your attacks unable to miss against towers due to uphill miss chance or Blind. I tested with MKB but you can still hit an enemy when Tinker uses laser on you, Brewmaster uses Drunken Haze, or KoTL uses Blinding Light. However, I had a multiple misses trying to hit uphill, so that part is true. Calavoow (talk) 14:33, 27 August 2013 (UTC)

Motion Buffer Range
Some clarification would be nice for this sentence: "Does not prevent from attacks getting cancel when the target leaves the motion buffer range."

Many people won't understand what that means or they think they do but are in reality only guessing what it means.

Toggling

 * 6.60
 * Now has an extra new passive ability True Strike that can be toggled on and off. True Strike makes your attacks never miss.

When this was removed then? --151.29.177.211 15:11, 3 March 2015 (UTC)


 * Dota2 never had the toggle option. It was only a DotA1 thing. In DotA1, the True Strike is partly an unique attack modifier, so it has the option to get toggled, if you want to use other unique attack modifier. There is no work-around for that, so a toggle option is the best solution. In Dota2, it stacks with everything without any problems, so there is never a need to toggle it off. Bu3ny (talk) 15:22, 3 March 2015 (UTC)