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游戏模式

• 5人队伍抵挡15波暗月大军。每一波产生不同的，更强的敌人。

游戏玩法

• 5名玩家防守北边的神庙，抵御来自四面八方从四个入口产生的一波波敌人。
• 几乎每一轮都有大量小型单位和几个拥有特殊技能的大型单位。
• 有两轮是奖励关卡，可以获得一定经济，还有两轮是boss关卡。
• 击杀单位可以获得经验(全地图共享)，并且死亡时也可以获得。
• 捡起敌人被击杀时掉落的金袋可以获得金钱。每一轮都有金钱获得上限。只要走过就能捡起金袋。
• 敌人也会随机掉落立即回复生命值或魔法值的药水，也是只要走过就能够捡起。
• 每一轮之间，玩家有30秒整顿时间，在下一轮开始之前购买物品。
• 遗迹被摧毁，或者在第15轮之前五名玩家全部死亡时，游戏就会提前结束。

建筑

• 想要查看建筑细节信息，请看这里
• 神庙位于地图的北边，它是目标的一部分，必须不被摧毁。
• 有八座防御塔保护着神庙，内外各分布着四座。
• 回合结束时存活的防御塔会给予额外金钱。
• 地图上有三座圣坛，每一个有180秒冷却。
• 所有防御塔和圣坛会在每一轮结束时复活。
• 地图上有两个商店，一个在中间，另一个在神庙上方。

复活

• 死亡时，玩家死亡的地方会留下一个墓碑。活着的队员可以右键点击墓碑复活该玩家。需要六秒持续施法时间。
• 对同一个墓碑持续施法的玩家越多，所需时间就越短。
• 可以使用买活，有一定冷却时间。
• 所有玩家都会在每一轮结束时以满额生命值和魔法值复活。

可选英雄

• 这次活动只有一些英雄可以选择。
• 一些英雄的技能会根据这次活动有所调整。
• 点击英雄图标查看其属性，微调/独特技能和此次活动的相关机制。

回合

• 每一回合之间会有30秒休息时间、
• 想要查看这些单位和他们的技能，请看这里.

• 座狼
• 头狼
• 270头座狼和36头头狼
• 40个金袋，每个金袋25金钱，总共1000金钱
• 每个敌人3经验，总共918经验
• 所有座狼都拥有
• 头狼也拥有，一个增加攻击力的光环

• 温顺枭兽
• 德尊侍僧
• 130只温顺枭兽和36个德尊侍僧
• 40个金袋，每个金袋27金钱，总共1080金钱
• 每个敌人6经验，总共996经验
• 德尊侍僧拥有，会治疗他的友军并且对周围的敌人造成伤害，施法时间较长
• 侍僧生命值低于50%并且周围有2个敌人时才会使用暗影波
• 达到上一个条件时，他们也会对受伤的枭兽使用

• 地狱之熊
• 狂热圣甲虫
• 144只地狱之熊和18只狂热圣甲虫
• 40个金袋，每个金袋30金钱，总共1200金钱
• 每个敌人9经验，总共1458经验
• 狂热圣甲虫拥有，一个直线的范围性爆发技能，移动弹道较慢
• 圣甲虫只有在周围有2个敌人时才会使用此技能，总是会对最近的敌人发射

• 小元素人
• 大元素人
• 147个小元素人和28个大元素人
• 40个金袋，每个金袋32金钱，总共1280金钱
• 每个敌人10经验，总共1750经验
• 大元素人拥有，一个直线的范围性爆发伪闪烁技能
• 元素人只有在周围有2个敌人时才会使用此技能，总是会对最近的敌人发射

• 公鸡
• 1只公鸡
• 100个金袋，每个金袋20金钱，总共2000金钱
• 0经验
• 公鸡会在地图中随机高速移动，无视大多数阻止移动的效果，包括眩晕
• 仍然受一些控制的影响(请查看贴士一节)
• 公鸡不会攻击，也不会死亡，对其造成伤害会让它掉落价值20金钱的金袋
• 公鸡会在出现的60秒后传送离开

• 迷魂傀儡
• 控魔师
• 84只迷魂傀儡和28个控魔师
• 40个金袋，每个金袋35金钱，总共1400金钱
• 每个敌人16经验，总共1792经验
• 单个迷魂傀儡是一个脆弱的单位，但是控魔师会给予非常高的加成
• 控魔师拥有，只会在受伤时对他们自身使用
• 控魔师还拥有，会对单个敌人的位置施放
• 控魔师还有一个，只影响迷魂傀儡，多个光环不叠加
• 光环会增加周围傀儡八倍生命值并且使他们的攻击力和模型大小加倍

• 狂热僵尸
• 暴怒噬魂兽
• 252只狂热僵尸和21只暴怒噬魂兽
• 40个金袋，每个金袋37金钱，总共1480金钱
• 每个敌人8经验，总共2184经验
• 狂热僵尸既不会掉落金袋，也不会给予经验
• 击杀狂热僵尸一次时会变成躯干，所以需要击杀两次
• 狂热僵尸躯干会拥有更高的攻击力和移动速度，并且魔法抗性非常高，但是生命值非常低
• 暴怒噬魂兽拥有，在周围有一个敌人时使用
• 暴怒噬魂兽还拥有，每次攻击能够获得治疗，并且使他们造成更多的伤害，两者都是基于目标生命值的

• 新兵
• 队长
• 舰队上将
• 食虾猎人
• 食鲨猎人
• 食鲸猎人
• 48个新兵，48个食虾猎人，12个队长，12个食鲨猎人，3个舰队上将和3个食鲸猎人
• 40个金袋，每个金袋40金钱，总共1600金钱
• 每个敌人18经验，总共2268经验
• 新兵没有技能，队长拥有
• 舰队上将拥有
• 洪流会在周围有一个敌人时对其使用，不会尝试击中更多敌人
• 幽灵船在有2个敌人靠在一起时使用，如果他们不走开的话就会击中他们
• 洪流和幽灵船的视觉标记对每一个人可见
• 由于没有单位是真正的英雄，所以幽灵船不会对他们施加朗姆酒效果
• X标记总是对周围的敌人使用，他们不会手动送回敌人，因此他们不会与其他技能形成combo
• 食虾猎人没有技能，食鲨猎人拥有
• 食鲸猎人拥有
• 巨浪与普通阿哈利姆神杖升级后的巨浪一样，会有一点击退效果
• 巨浪会在周围有一个敌人时对其使用，不会尝试击中更多敌人
• 毁灭会在范围内有至少3个敌人时才会使用

• 我是个小兵
• 混沌投石器
• 陷阱师
• 70只我是个小兵，70个陷阱师，14个混沌投石器
• 40个金袋，每个金袋42金钱，总共1680金钱
• 每个敌人16经验，总共2464经验
• 召唤的小兵和陷阱师既不会掉落金袋，也不会给予经验
• 混沌投石器拥有一个地面技能，会向敌人发射一个炮弹，造成巨额伤害并击退他们
• 他们不会正常攻击英雄，他们的攻击会有非常长的休整时间，并且只会对建筑攻击
• 混沌投石器可以额外的小兵和陷阱师
• 陷阱师拥有，会缠绕一个地方的敌人

• 肉山宝宝
• 60只肉山宝宝
• 6000个金袋，每个金袋7金钱，总共42000金钱
• 0经验
• 与他们的名字不同，他们实际上是小鸡，而不是肉山宝宝
• 小鸡会在地图中随机高速移动，无视大多数阻止移动的效果，包括眩晕
• 仍然受一些控制的影响(请查看贴士一节)
• 小鸡不会攻击，也不会死亡，对其造成伤害会让它掉落价值7金钱的金袋
• 小鸡会在出现的60秒后传送离开

• 窃魂者
• 猎手
• 深渊
• 240个窃魂者，20个猎手和6个深渊
• 40个金袋，每个金袋45金钱，总共1800金钱
• 每个敌人9经验，总共2394经验
• 猎手拥有，一个锥形范围性爆发技能，能够减速敌人并且极大地降低他们的视野，弹道移动速度较慢
• 猎手还拥有，增加移动和攻击速度，因为是永久的黑夜，因此这个技能总是会生效
• 深渊拥有
• 黑洞会在范围内有至少2个敌人时才会使用

• 小月骑
• 银夜行者
• 108个小月骑和26个银夜行者
• 40个金袋，每个金袋46金钱，总共1840金钱
• 每个敌人20经验，总共2680经验
• 小月骑拥有，能够使他们的攻击在敌人之间弹射
• 银夜行者拥有全地图视野，因此不可能绕他们树林
• 行者还拥有，每当可以使用时就会向敌人发射

• 金术士
• 6个金术士
• 6个金袋，每个金袋47金钱，总共282金钱
• 每个敌人467经验，总共2802经验
• 术士拥有，和
• 酸性喷雾会对单个敌人使用，不会尝试击中更多敌人
• 每当可以使用时，总是会使用不稳定化合物，并且在爆炸之前大约1-2秒尝试发射
• 检测到必须发射时会提前发射化合物(比如，预期目标跑开了)
• 损失大量生命值时会使用化学狂暴
• 总是使用

• 投弹手
• 突进手
• 104个投弹手和48个突进手
• 40个金袋，每个金袋50金钱，总共2000金钱
• 每个敌人20经验，总共3040经验
• 地雷既不会掉落金袋，也不会给予经验
• 投弹手拥有，一个高额伤害的地雷，在埋下的短暂延迟后引爆
• 只有在靠近敌人时使用，不会尝试击中更多敌人
• 突进手拥有，一个高额伤害的范围性伪闪烁爆发技能，施法者也会受到伤害
• 爆炸起飞会在周围有一个敌人时对其使用，不会尝试击中更多敌人

• 科瑞克斯学者
• 托纳鲁斯心智
• 加拉隆党羽
• 暗黑魔导师
• 1个科瑞克斯学者，1个托纳鲁斯心智和1个加拉隆党羽
• 3个金袋，每个金袋666金钱，总共1998金钱
• 每个敌人1067经验，总共3201经验
• 召唤的暗黑魔导师既不会掉落金袋，也不会给予经验
• 科瑞克斯学者会使用以下技能：
• 拥有的物品：(永远不会切换属性)，
• 托纳鲁斯心智会使用以下技能：
• 拥有的物品：
• 加拉隆党羽会使用以下技能：
• 拥有的物品：(永远不会传送)，
• 暗黑魔导师不会与其他敌人一起生成，而是在科瑞克斯，托纳鲁斯和加拉隆死亡时被召唤
• 暗黑魔导师会在地图中间产生，并且在被玩家激怒之前不会有任何动作，因此玩家可以有足够的准备时间对付暗黑魔导师
• 暗黑魔导师会使用之前科瑞克斯，托纳鲁斯和加拉隆提到的所有技能
• 除此之外，他还拥有一个非常强大的被动技能，，会在地图上造成巨大破坏，对敌人使用寒霜之足，产生强袭飓风，召唤混沌陨石，发送阳炎冲击
• 该技能还有一个根据当前状态对敌人造成减速，致盲和伤害的光环
• 周期性地在他周围被动地召唤熔炉精灵，与熔炉精灵技能本身独立
• 拥有的物品：
• 每个祈求者各自掉落价值666金钱的金袋

物品

被禁用的物品

 树之祭祀 /树之祭祀（共享） 动物信使 飞行信使 诡计之雾 圣剑 支配头盔

(查看回合一节了解更多细节)

贴士

I am a beacon of knowledge blazing out across a black sea of ignorance.

英雄

• is very strong at dealing with early level mobs. Simply kiting enemies around its AoE will be able to deal with massive groups in the early game.
• 's damage reduction can be very useful, and helps you and your team soak up more damage.
• is particularly useful on Underlord, as well as a later on in the game.
• is useful in taking out big enemies from a distance. It also have the ability to scatter its damage to the enemies behind targeted enemy.
• can be used to block off choke points, and help aggro enemies away from buildings.
• deals a great amount of damage to the Rooster in Round 5, especially when it is cornered. It also does great work against the chickens in round 10.
• pulling effect ignores disable immunity, so it can disable and pull the Rooster on round 5 and the chikens on round 10.
• holds large groups of enemies together for effective nuking. Also effective against Rooster in Round 5, chickens in Round 10.
• Taking cooldown reduction talent and purchasing can allow to almost permanently hold enemies in place. It also reduces Static Storm's cooldown, so that it's on the same level as Tiny's Avalanche.
• Medusa acts as a great scaling AoE damage dealer, thanks to and a great tank the longer the game goes, thanks to .
• petrifies enemies just like , but lasting longer than Stone Gaze's petrify (as a trade-off, it has maximum targets while Stone Gaze does not).
• However, since the petrify effect turns enemies immune to magical damage, it should be used with caution when having allies who try to nuke enemies down, as it will completely negate their damage.
• launches a flurry of daggers. It can be used to kill multiple targets at once from save distance, or kill or heavily damage a big target by concentrating them all on it by standing close enough.
• increases Phantom Assassin's survivability, due to the added evasion, and damage output, due to the chance of counter-attacks she can do.
• is useful in taking out large number or enemies in an area. While its damage diminishes its deadliness overtime, it can still apply slow debuffs to large crowds of enemies, and its range can let the player lure the enemies away from an area while using to safely navigate through terrain if the player gets cornered.
• can help your team last longer from larger creep waves. Note however that this will render the target immobile, leaving them helpless from magical damage or skills done by the enemy hero creeps and siege tanks.
• can be cast on your teammates and can help them get out any creep waves that have trapped them from every side. The spell also increases the attack range of any ranged hero as well as letting them apply frost burn.
• is a great crowd control skill that can help kill any special enemies of the player's choice. This spell's stun however does not work on the chicken of Round 5.
• None of Gyro's abilities have been modified for this mode making him a very weak pick.
• Techies' high defensive ability can often carry the team through a round.
• Lay down mines as early as possible to keep Towers defended.
• Can plant a lot of mines () and use , dealing a lot of damage to The Dark Magus.
• Easily clears wave of high HP creeps with his passive, as well with .
• The Dark Magus has 0% Magic Resistance, so can be useful.
• Can unleash huge AoE DPS, as well heal his teammates.
• does take damage from the creeps, but takes much more attacks to get destroyed. Therefore, it needs some planning to cast, as a mob of creeps can easily take it out.
• Consider getting a to take an ally with you.
• The attack speed reduction from greatly diminishes their damage dealt.
• has 25% Spell Lifesteal.
• or are perfect choices for in combination with .
• is replaced by , an active ability, which gives bonus movement speed and ability to stun and damage enemies that Tiny move through. The damage is based on his attack damage.
• can be useful in Round 6 against Demon Charmers and Enthralled Golems, as it spreads the golems around, potentially putting them out of the Demon Charmer's health aura range.
• can be used on buildings.
• 's protective layers have been increased tremendously for this map setting, having a maximum of 25 instances at skill level 4. Be wary that although it grants a lot more instances, the huge number of creeps in every wave can still chew through it very quickly.
• fully affects the chickens that spawn on Round 5 and 10. Be sure to cast the spell whenever you can to buy a few seconds worth of additional hits.
• works on bonus rounds, giving your team precious seconds to farm more gold.
• has been reworked for this gamemode, giving a percentage of lifesteal base on skill level on targeted allies hero.
• has the ability to leap forward and deal damage in a small area of effect.
• Only her ultimate has been changed.
• is great in the first few rounds. It will instantly kill groups of cluttered mobs. The move speed boost is also helpful to collect gold bags left lying around.
• is a good heal and damage per second boost. It also helps to hit faster in round 10 (baby roshlings).
• scales well as Legion gains damage. Because there are a lot of mobs, it triggers often and provides significant regeneration.
• Duel has been replaced with , an ability that temporarily sets up an arena inside which every hero deals increased damage. The more heroes inside the arena, the more damage for allied heroes.
• Information needed.
• Venomancer's range of abilities can help lessen the burden for the carries of your team to finish off large groups of enemies without fear of getting completely overwhelmed.
• 's range can slow down a line of enemies, making escaping and luring easier despite his low base movement speed.
• by you and your wards can severely cripple the movement speed of high-ranking creep heroes.
• Venomancer in this mode is given two warding skills, featuring the regular s and the Scourge Wards. These Scourge Wards can use their own at a lower range and without the slow debuff. These gales can stack with your own Venomous Gale, allowing the enemies to suffer twice the poison. Note however that multiple Venomous Gales from different Scourge Wards will not stack, and will simply refresh the poison timer.
• is a devastating AoE skill that can slowly lay waste to enemies from every direction. Note that enemies suffering from the Nova cannot die from it alone as it will stop damaging the units once they reach 1 HP.
• Using s, and on chicken levels will maximize the gold drop rate as the poison effect will be very effective in triggering it.
• Despite the poisonous advantage, Venomancer's skills diminish in effect against HP regeneration hero creeps, especially those regenerating for more than +30 HP/S, making his skills near-useless against Alchemist and Invoker.
• Also take note of Venomancer's early disadvantage of being soft, slow and mana-reliant.
• The s are cheap AoE nukes which can quickly clear waves. All razes combined can even take down the bigger enemies of the waves.
• Since there are so many enemy units in Dark Moon, is basically guaranteed to be always at maximum souls, granting Shadow Fiend a great attack damage boost throughout.
• is basically a free Assault Cuirass effect on enemies. Stacking armor reduction effects is very effective against big enemies like the Chemists and the 4 Invoker. Together with Desolator, Solar Crest and Assault Cuirass, enemies lose a huge amount of armor.
• is a very strong wave clearer on the early rounds thanks to its high damage, and a great survivability booster on later waves, as it grants Juggernaut high evasion.
• An early level significantly boosts Blade Fury's damage, as its damage can crit based on Blade Dance's level. In the lategame, Blade Dance greatly bosts Juggernaut's attack damage.
• is a very powerful heal. Since it comes from a ward, enemies usually do not attack it as long as a hero is within range. Its heal is also percentage-based, so that it scales very well as the game goes on.
• , which replaces Omnislash, allows Juggernaut to position himself while also dealing damage to enemies in a line. The invulnerability of it can be used to dodge enemy attacks and spells.
• Storm Spirit has a lot of magical damage burst with which allows him to clear early waves quite fast. The biggest advantage Static Remnant has is that it can be cast on the run, Storm Spirit neither needs to turn, nor to stop to cast it
• grants Storm Spirit a second area damage spell, which also heavily slows enemies for a short while. On top of that, Overload's effects are applied to Static Remnant, hitting all enemies hit by the Remnant's damage, meaning the remnant effectively deals more damage and slows enemies.
• is a very strong AoE disable which ignores enemy disable immunity. This means it can stop and pull Roosters and Chickens.
• Since Electric Vortex pulls enemies towards the center, it can serve as a poor man's Black Hole, creating combos with allied spells. Especially on the 10th round, it can pull and disable multiple chickens.
• is the best mobility spell available in Dark Moon. It allows Storm Spirit to quickly travel the map, while also dealing area damage around him. With the right items, he can roll over enemies and instantly kill smaller mobs while also damaging the bigger ones. Due to its lack of cooldown, he can avoid damage quite easily even when standing between enemy masses.
• Storm Spirit's items should include high intelligence items, like , and . Scythe grants an additional disable which is always useful, while Octarine Core allows Storm Spirit to cast Electric Vortex more often, on top of healing him from the damage his spells deal.
• is great on Storm Spirit for the same reason why it is great on him in default Dota. On top of this, Bloodthorn is extremely powerful in Dark Moon, making it the best item pick-up for Storm Spirit.
• summons very tanky treants which can take care of a lane on their own, although they cannot usually kill the waves, they can lure them for long enough to keep the tower alive
• The treants are ignored by spell-casting enemies, they only cast them on heroes. This makes them perfect for tanking enemies with disables while carries pick them off from afar.
• Since does not technically disable enemies, but traps them so they cannot move, it one of the very few abilities able to stop Roosters and chickens.
• The typical self-sprout + combo allows Nature's Prophet to escape sticky situations in which other heroes most likely would have died.
• Moving right on top of an allied grave and casting Sprout on self allows Nature's Prophet to safely resurect allies.
• hits many enemies and deals decent damage, but is still a rather weaker nuke as compared to other spells. However, once having , it becomes very powerful as it pumps the map full with treants. Greater Treants do not spawn though, since none of the enemies are considered heroes.
• Leshrac's massive area magic damage output makes him an excellent pick, as he can effectively damage an enormous amount of enemies, and also can deal with single big enemies on his own.
• Leshrac consumes large amounts of mana and is not too resilient. Therefore, players will usually include items that make up for this, such as or .
• and quench Lesh's glutton mana pool while providing helpful disables for alchemist and invoker rounds.
• is highly effective. It quickly tears through mobs. When facing the final boss, it is a perfect quell for the large number of fire minions.
• works on round 10 roshlings. The fact Leshrac can move while it is active is an advantage when compared to .
• has a low cooldown, so it can be spammed quite a bit. It aloso has a long stun duration against the smaller enemies, making it a decent gap creator for Witch Doctor, allowing him to resurrect allies more safely.
• is a potent heal, which can be kept active permanently with the right items.
• can potentially deal insane amounts of damage, especially against bigger targets. Since its damage scales exponentially and is based on how much damage the target took, it can quickly kill big enemies like Whale-eaters.
• Against the Dark Magus, Maledict has to be timed right. The best time to use it is immediately as the fight begins, and always directly after his tornado/sunstrike meteor spams end. If timed wrongly, Maledict may lose ticks due to the invulnerability the Dark Magus gets while spamming tornadoes/sun strikes and meteors.
• has very high dps and is able to attack multiple targets. Positioning is very important to cast this, since it is a channeled ability. Combined with Maledict, Witch Doctor can quickly kill big single targets even on his own.
• Since Witch Doctor soley relies on his spells, he needs mana regeneration. is very strong on him, as it allows him to keep Voodoo Restoration active during whole rounds, and allows him to cast his other spells more often. Maledict and Death Ward have an above average cooldown time, so that Octarine Core has a greater effect.
• In order to be able to safely channel Death Ward, a may be required.

物品

• An early can help keep heroes alive, as many charges are gained from enemy abilities.
• and are highly beneficial in early levels when you urge life or mana during the fight.
• Aura based items such as , , , and will benefit your team a lot more than single target / burst items.
• is the best single target item against wave bosses. The crit is distributed to the whole team and grants true strike.
• and are good for clearing large waves on physical attack heroes which lack area damage otherwise.
• Mobility items such as , and play only a minor role. Nonetheless they can be useful to regroup and help out at other fighting fronts.
• is very useful item on tanks like or

其他

• Sacrificing Towers may be acceptable, as all Towers respawn at the end of each round.
• This also means that whenever an outer tower is destroyed, it refreshes glyph.
• Regeneration and 吸血 items are crucial in sustaining your team.
• Remember to use to quickly intercept oncoming waves across the map. Buy extra scrolls if necessary.
• charges cannot be refilled.
• All enemies are considered 小兵s.
• This means regeneration items like and will not be interrupted.
• Subsequently, items such as and do not gain any charges.

积分

• 积分通过游戏获得。
• 每天的第一场游戏会获得日常加成。每次日常加成给予玩家35,000积分加上6倍游戏获得的积分。
• 日常加成只有在玩家通过回合5后才会发放。

奖励

• 战胜这次活动所有回合的玩家可以获得一个特殊的暗月聊天表情
• 消耗35,000积分可以旋转一次轮盘奖励。
• 轮盘会发放一个随机饰品
• 想要查看可以获得的所有奖励列表，请看暗月来袭掉落列表
• 暗月肉山宝宝是这次活动的独特奖励，可以通过轮盘非常小几率获得。

轮回

• 兵器库中的珍藏可以轮回获得20,000暗月来袭积分。
• 打开箱子后获得的物品不能轮回。

背景故事

 千年来，银夜森林的战士时刻都在警戒一心要让暗月降临的邪恶势力，在捍卫女神赛莉蒙妮的同时名利双收。但是现在，新月来临的夜晚，在她神庙的高墙后赛莉蒙妮选定之人进入神秘的沉睡，神庙也失去了护卫。赛莉蒙妮的势力变得微弱，而野兽们扭曲的阴影在她的领地间穿行，月之女神在此召唤五位新的保护者，代替她的守卫抵挡暗月大军的侵袭。你会响应这神圣的号召吗？

花絮

• 这次活动在游戏文件中被分类为New Bloom 2017
• 回合4的标题，""，来自中主角说的一句话
• 回合9的标题，""，可能来自暴雪娱乐系列中幽灵单位发射战术核打击所说的"Nuclear Launch Detected"
• 回合14的标题，""，来自粉丝圈中的一句话，通常被粉丝称为''，是该系列中召开大会而为人所知的
• ，是在2017年1月31日更新中加入到暗月来袭英雄池的，他们与2013年迎霜节/英雄出现的一样。这次活动的其他所有英雄都没有在2013年迎霜节中出现过