DotA 6.78 Heroes Leaked

Siraraz from PlayDota  found the unit data to unused heroes in the current map(DotA 6.77b) and made them accessible . There are total 6 heroes found with their complete skillset. These heroes have fully functional abilities and good hero models which can be a nice fit for next map.

If you are looking to play them, download it at :

Note: You need to enter "-clear" command in game to spawn heroes. They will appear in the middle of the map.  However, the following don't work:

  • Mortar Team's first three skills do nothing. Flash Bomb provides only an effect. Siege Form will crash the map if you buy an Orb Effect.
  • Ghost Revenant's Exhaustion - Actually is a global Thunder Clap.

Heroes list :

Dragonhawk – Intelligence

  • Conjure Force: Deals 300 damage and ensnares units in about between 600 AoE radius for 4 seconds .
  • Arcane Seal: Silences enemy unit and amplifies the damage done. Similar to Skywrath Mage 3rd spell.
  • Thrust: Force staff push combined with heal, can be target on self/allies.
  • Divine Wrath: Targets a single ally and causes the caster to begin to channel. The targeted unit takes no damage for the duration of the channel. At the end of the channel, Dragonhawk gains a sub ability that allows her to launch a projectile that deals the negated damage in an AoE.
  • Target Divine Wrath (Divine Wrath's Sub-Skill): Launches a missile in the targeted angle. Deals damage proportional to blocked damage. For best results, tank the fountain and then get a rampage.

Wyvern Outrider – Agility

  • Sonic Boom:Rushes towards target point up to x range away, but stops at the first enemy unit it makes contact with, stunning and dealing damage. This skill seems to be blocked by trees.
  • Wind Blast: Deals damage in a small AoE after a short delay based of a formula that seems to be partially derived off of the hero's AGI.
  • Wind Barrier: Banshee's Anti-magic Shell on a target ally as well as increasing their movement speed.
  • Prevailing Winds: Cyclones everything in the area of effect (except buildings). After the cyclone ends, friendly units gain bonus movement speed whilst enemy units are slowed. Wind Barrier seems to apply some extra armor and attack speed based on some ability information.

Priest – Intelligence

  • Holy Shackles: Sends out beams of light to nearby enemy units in a chain effect.
  • Chill: Silences and deals damage to a single enemy unit.
  • Focus: Increases damage by 100 on an allied target for x attacks, but also lowers their movement speed.
  • Divine Intervention: Makes the targeted unit invulnerable. Similar to Divine Shield from Warcraft III.

Mortar Team – Strength

  • Concussive Shot: Relevant information shows that it silences and slow enemy units.
  • Bomb Bomb: Unknown skill or incomplete skill
  • Flash Bomb: Relevant information shows it applies Drunken Haze that causes enemy units to miss 80% of their attacks.
  • Siege Form: A skill that toggles between two forms: base hero and Siege form. The toggle has a 4 second CD. Reduces ms of the Mortar team to 100 but also increases attack damage by 50/100/150 and raises attack range to 1000/1250/1500. The Mortar Team can be made to attack ground, and all attacks hit in an AoE. 

Ghost Revenant – Intelligence

  • Wraith: Puts the hero into the Ethereal state for x seconds, at the same time increasing MS. The skill can be cast again to end the Ethereal state early, although at max level the CD and duration of the skill seem to be the same, allowing for the skill to be on all time.
  • Blackjack: Fires 3 orbs in parralel line that each move at 800 units per second. These orbs deal damage and stunn any units caught at the tip of the AoE.
  • Miasma: Deals damage to all enemy units in an x AoE and applies a buff. This buff reveals invis units and deals damage over time (It's essentially Dust with damage).
  • Exhaustion: Reduces the MS of all enemy units on the map to 100(Global thunder clap)

Edgewalker – Intelligence

  • Death Watch: Targets an allied unit and places a buff on them for ~10 seconds. If the unit is killed by an enemy, the unit responsible for the killing blow takes damage and is stunned.
  • Reality Shift: Places a ward which causes nearby enemy units to become ethereal.
  • Fatal Attraction: Whenever Edge Walker casts a skill, all enemy units in an AoE of x are pulled y distance towards him.
  • Haunting Echos: This skill seems to passively spawn a wisp next to Edgewalker at intervals of x seconds. He can have up to a maximum of 3 wisps around him at a given time. Casting this skill destroys one of the wisps and silences and deals damage in a small AoE. The CD of this skill is very short, but it's limited by the wisp spawns.

credit to Siraraz-Playdota

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DarkTerror- Faceless Void DotA Guide

DarkTerror- Faceless Void DotA

The Roles of the Hero :
1. Carry(The Main Role)
2. Jungler

Capabilities :

  • Decent agility
  • Decent strength
  • Good escape mechanism
  • High base damage
  • Permabasher
  • Strong carry

Weaknesses :

  • Bad lane control
  • Low HP and EHP
  • Melee hero
  • Weak on early game
DotA  Darkterror Faceless Void's Skills :

Time Walk:

Level 1: 120 mana, 13 cooldown, 700 cast range, 300 AoE, 10% slow.
Level 2: 120 mana, 13 cooldown, 900 cast range, 300 AoE, 20% slow.
Level 3: 120 mana, 13 cooldown, 1100 cast range, 300 AoE, 30% slow.
Level 4: 120 mana, 13 cooldown, 1300 cast range, 300 AoE, 40% slow.
It has a short casting time when void raises his hands. When you travel you become invulnerable so you won’t take damage and cannot be targeted. It won’t remove rupture. Although the effect remains while you travel you won’t be damaged at all. This skill is similar to morphling’s waveform, but you won’t loose the control of the hero when you use it. When TW is finished there’s a small period when you cannot issue commands to faceless! Since you don’t have channeling spells just repeat the same command until void moves again. TW can be used under some spells like: ensnare/bite and those that are similar to these two.


Level 1: 10% chance.
Level 2: 15% chance.
Level 3: 20% chance.
Level 4: 25% chance.
Whenever faceless receives damage (if the damage is above 6) there’s a chance that this skill will trigger and that it will heal void back. It works against all types of damage except: sunder. This skill won’t evade stuns even if the damage is backtracked! Silence and Doom and hex won’t disable this skill! Actually nothing can. Bactrack is one of the most relaiable skills of dota! A disabled skill (most passives can be disabled) has a chane of 0% to work while BT 25% from level 7 till the end of the game.

Time Lock:

Level 1: 10% chance per attack. 40 damage.
Level 2: 15% chance per attack, 50 damage.
Level 3: 20% chance per attack, 60 damage.
Level 4: 25% chance per attack, 70 damage.
It is the same as melee bash. The damage it deals is magical and avatar can block it, but the stun effect will work even if it doesn’t deal damage. The effect lasts twice as long on creeps and half on Roshan. Since the damage is magical you won’t get return damage when it triggers (except your base damage). Doom disables this skill and any other basher in your inventory.


Level 1: 3 Seconds, 150 mana, 165 cooldown, 500 cast range, 425 AoE.
Level 2: 4 Seconds, 175 mana, 165 cooldown, 550 cast range, 425 AoE.
Level 3: 5 Seconds, 200 mana, 165 cooldown, 600 cast range, 425 AoE.
This spell has a 0.5 casting time and there’s another little pause before it will stop the units. This spell only stops units and will never stop spells. Of course it will stop channeling since it is the same as a long duration stun. Avatar won’t work against this either. This skill won’t stop: omnislash, wards and spirits (like Exorcism) after they’ve been casted.

Skill Build

  1. Time Walk
  2. Time Lock
  3. Backtrack
  4. Time Lock
  5. Time Lock
  6. Chrono
  7. Time Lock
  8. Time Walk
  9. Backtrack
  10. Backtrack
  11. Chrono
  12. Backtrack
  13. Time Walk
  14. Time Walk
  15. Stats
  16. Chrono
  17. 17-25 : Stats
We get one level of time walk, since better players will normally nuke the hell out of faceless. With this we can get to safety if that happens. The reason why we get it one the first level is simple: good teams may try to do a three man gank on level 1 to get an early first blood.

Starting Item

  • Ironwood Branches  3x
  • Ancient Tango of Essifation
  • Healing Salve
  • Stout Shield/Quelling Blade
Core Item
  • Mask of Madness
  • Power Treads
  • The Butterfly 
  • Battle Fury 
  • Buriza-do Kyanon 
  • Heart of Tarrasque
  • Poor Man’s Shield. It is cheaper alternative to Vanguard. 
  • Helm of the Dominator. Helm of the Dominator is a valid alternative to Mask of Madness. It’s really effective during the late game, upgrading it to Satanic.
  • Hand of Midas. Only get Hand of Midas if you’re able to farm it in timely manner or just skip it. 
  • Yasha. Yasha grants 16 agility (i.e. 16 damage and 16 IAS) and 15 AS, so it’s an item to consider. In case, Manta Style is the suggested upgrade, as it grants overall statistics and the Mirror Image ability. The clones won’t get stuck in the Chronosphere. On the other hand, the MS increase is totally useless.
  • Armlet of Mordiggian. It provides many useful bonus and has a strong synergy with Manta Style. Suggested for a very aggressive gameplay, since it more than doubles your DPS.
Choosing Lane

Take the upper lane on scourge, or the lower one if you are with the sentinel .

Early game's Strategy
You’re supposed to wait until the creepwawe reaches its safety zone (the tower), where you’ll be able to farm a bit. If the enemy group doesn’t play agressively, then you can play in the farming way. Concentrate on last-hits and deny. As long as no creep can be last-hitted, attack your own creeps under half HP to draw the lane towards your tower. There are some basic that i like (By : Oneatatime playdota Member) :

Creep Lure Technic:

If you are close to the melee creeps, and you issue an attack command against the enemy hero the creeps will start to attack you. Because of that your own creeps will attack the other creeps. If the creeps are close to you, and the tower isn’t attacking the enemy hero they will follow you even if the tower is hitting them. The towers priority is: those that attack the allied hero, the one that attacks the tower, the one that is close. This is all you have to know to accomplish the following movements:

If enemy creeps, are coming for the tower, and your creeps are still far, then: Stand next to the tower with the Hold Position key and when the creeps get close start to run backwards until you reach your own wave. If the enemy attacks the tower the tower will fight back, since no one else is hitting it, and you are already far away.

If the fighting is close to your towers attack range then you could lure the creeps by attacking the hero (you don’t need to hit him!) and running instantly backwards. This will draw all creeps towards your tower thanks to the simple AI. If you are close enough to the creeps they will attack you, even if you targeted the hero on the other side of the map.

Mid game's Strategy

At this time of the game, You can start to do gankingIf an enemy is farming on your lane, call for a gank or move to another one. You should be the one who has to kill, above all because of the expensive items you need to buy. 

When you do Pushing, Simply start Mask of Madness’ Berserk when the first creep gets below half HP: this will push your lane towards the enemy. As always, when you get close to the enemy, go back and farm neutral creeps. During this time, the enemies will most likely push back, and when the creepwave gets big enough, return, kill them all and repeat the aforementioned process. 

When you have nothing to do and all of your creepwave is already at the enemies’ tower then start to kill some neutral creep. Even if you’re ganked in the while, you’ll be able to escape and regenerate HP thanks to Time Walk and lifesteal.

Late game's Strategy

With a correct Chronosphere’s availment and good team members, you can defeat the enemy at their own towers. If the attack is finished, your team is retreating and you have at least half HP, then you should kill some ancient creep to regain it. It's carry's responsibility to drive his team to victory. In equally strong late game, The death of carry was very influential to the game. Don't be so proud of yourself and do committed suicide by come to the tiger's nest alone. XD

Okay, that's all for DarkTerror- Faceless Void Guide. Enjoy DotA Gamers ! 

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Kardel Sharpeye - The Dwarven Sniper DotA Guide

Kardel Sharpeye - The Dwarven Sniper  welovedotas.blogspot.comThe Roles of the Hero :

1. Carry(The Main Role)
2. Jungler

Capabilities : 

  • Have a Longest Attack Range
  • One of the best Carry on DotA
  • Easy to Last Hitting Creeps

Weaknesses :

  • Have a low Health Point and Mana Point
  • Assasinate(Sniper's Ultimate skill) consume a lot of mana


Pick Kardel Sharpeye - The Dwarven Sniper if :

1. Your team lack of Carry heroes.
2. None of your enemies picking nuker hero type
3. You want to learn how to "Last Hitting".

Don't Pick Kardel Sharpeye - The Dwarven Sniper if :

1. Many of your enemy picking Nuker and Ganker type.
2. You like killing enemies that are being pursued by your ally.
3. You haven't read this guide.

DotA Kardel Sharpeye - The Dwarven Sniper's Skills

1. Shrapnel


Fires a ball full of shrapnel into the air. which promptly explodes, showering the target area in explosive pellets, enemy unit that walk in this area get damage and slowed. Deals 30% damage to buildings. Shrapnel Lasts for 9 seconds
Level 1 - 15% slow. 10 DPS
Level 2 - 20% slow. 20 DPS
Level 3 - 25% slow. 30 DPS
Level 4 - 30% slow. 40 DPS
Cast Range: 1800
AoE : 360
Mana Cost : 120

2. Headshot


A shot to the head deals bonus damage and stuns for a short duration.
Level 1 - 40% chance to deal 15 damage and ministun. 0.25 second duration.
Level 2 - 40% chance to deal 40 damage and ministun. 0.25 second duration.
Level 3 - 40% chance to deal 65 damage and ministun. 0.25 second duration.
Level 4 - 40% chance to deal 90 damage and ministun. 0.25 second duration.

3.Take Aim

Take Aim-Kardel-DotA

Kardel uses his dwarf engineering skills to make modifications to his rifle, enhancing the range of his rifle.
Level 1 - Adds 75 range
Level 2 - Adds 150 range
Level 3 - Adds 225 range
Level 4 - Adds 300 range



Take time to draw a bead, and then deal a large amount of damage to the target at a huge range.
Level 1 - Deals 355 damage. Casting Range 2000. Mana cost 175. Cooldown 20 s.
Level 2 - Deals 505 damage. Casting Range 2500. Mana cost 275. Cooldown 15 s.
Level 3 - Deals 655 damage. Casting Range 3000. Mana cost 375. Cooldown 10 s.

Skill Build ( I like this build so much, just try it :D)

2.Take Aim
8.Take Aim
9.Take Aim
12. Shrapnel
13. Shrapnel
14. Take Aim
15. Stats
17.– 25. Stats

General Skill Build (I don't like this build cuz it cost a lot of mana to using shrapnel repeatly)

10.Take Aim
12. Take Aim
13. Take Aim
14. Take Aim
15. Stats
17.– 25. Stats

First Early Item

  • Slipper of Agility 2x
  • Tango 2x
  • Health potion 1x

2nd Early Item

  • Boot of Speed
  • Poor Man's Shield / Wraith Band 2x(If many of your enemy are melee, i prefer you to make poor man's shield)

Core Item

  • Power Tread's / Phase boots
  • Lothar Edge
  • MoM / Helm of Dominator
  • Yasha / Crysalys

Luxury Item

  • Monkey King Bar
  • Manta Style 
  • Buriza do Kyanon

Alternative Item

  • Magic Wand
  • Vanguard
  • Eye of Skadi
  • Mjolnir - Maelstrom
  • Boot of Travel

Read here if you think it is weird because i put Magic Wand on alternative item

Choosing Lane

You can choose on Mid lane or go with your team's babysitter.

Early game's Strategy

Mid Lane Strategy

In early game, Keep focus on farming. Last hitting creeps and sometimes hit your enemy. You have range advantage, that make you will be more profitable than the enemy in hitting case. But still, your priority is to farming. Hitting your enemy is just to make they afraid to come forward for farming.

Another Lane Strategy

When you go with your team's babysitter, you'll be more focused and easier for last hitting creeps. Lane Supports or Babysitters are Heroes who help their team's Carry control the lane in the early stages of the game. So usually, babysitters will harassing enemies heroes that are in your lane and ease you for farms.

Mid game's Strategy

When you have at least Lothar or Yasha+MoM it's time for you to show. When you do 1 on 1(Killing your enemy by your own), make sure your enemy doesn't have any disabler skill and most of your enemy is far away from you. This is the tips for you : You can see a little map on left bottom side, then see the big red dot. See is there many of your enemies are visibles on the map and far from you. The next condition is the place you want to do 1 on 1. Estimate the time that you need to kill your enemy with the time that the enemy's team need to come(See on the nearest tower that they could teleport on it).

War game's Strategy and Ganking's Strategy

Try to positioning yourself on the FoW. Your first target must be enemies disabler. If your team are the one who want to open the war, Do assasinate first from fog(Before your initiator open the war), then when the enemies disabler have use most of his skill, go ahead and kill all of them. If your enemy hitter(Usually Carry type) approaching you and the enemies disabler are dead, Just hit him if you have MoM/Dominator. I'm pretty sure you will win.(1 on 1 condition XD)

Late game's Strategy

When a long game are happen, change your boot's into boots of travel. It'll speed you up to defend after attack / attack after defend. When you attacking enemy base, use Shrapnel to enemies tower.

That's all for Kardel Sharpeye - The Dwarven Sniper DotA Guide.

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