One week has passed since the new patch was released and we would like to have a look at how exactly it shook up the meta. There are definitely some obvious losers in this patch, but this isn’t particularly interesting: we all knew some heroes will get nerfed into oblivion. So instead of doing our regular Winners and Losers of a Patch blog post, we will instead concentrate on what is really good right now.
Spectre is easily among the biggest winners of the patch: her average winrate went up to 57%, with a very respectable 53% in Divine+ games. The hero is simply too good. 신광검 is cheaper, 리나 is out of the picture and everyone is still figuring out how to play the game optimally.
Late-game oriented carries thrive in situations like this and it shows, though we fully expect her winrate to fall slightly in the coming weeks, once patch is better figured out. It is unlikely to fall below 50% so the hero should remain a good pick for a while.
Another thing worth pointing out, outside of the obvious Radiance price decrease, is the new farming tool on Spectre — 유성 망치. The item is more or less everywhere right now, but as a 칼날 갑옷 substitute it works wonders. The farming speed is quite similar, Spectre gets a good boost to mana regeneration and, perhaps most importantly, she gets some much needed tower damage, for when she finds herself next to the enemy tower.
It might sound stupid, but if it is stupid and it works, then it isn't stupid. Give it a try, before they nerf Meteor Hammer.
Clinkz buff was seemingly small, but incredibly powerful in terms of life quality. Giving a Skeleton Archer on every Skeleton Walk usage might seem trivial: it is a 30% + Searing Arrows damage every 1.6 seconds, which isn’t particularly impressive damage-wise. Utility-wise though it is the only thing the hero truly needed: a way to always have a respectable Death Pact target.
Clinkz isn’t a transformation hero per se and he gets a 100% uptime on his Ultimate eventually. The problem was always finding a target at an opportune moment and that is the reason why Shard was almost mandatory on the hero: it gave you a Death Pact target on demand.
At the same time, spending an early 1400 gold on a tempo hero that is supposed to snowball is a big ask. With this Change Clinkz now gets to concentrate on all the things he wants: 송골매 검 for Mana regen, 혼돈의 망치 for farming speed and damage and ultimately 신령한 족쇄 and 칠흑왕의 지팡이.
Valve also removed a wonky interaction with Burning Barrage and 어둠의 검 that could potentially allow for a lot of extra damage. Not that it was particularly broken and players are no longer building extra invisibility on Clinkz, which is a net positive for the hero.
Jakiro received some pretty strong buffs to both Ice Path and Macropyre, while being an overall decent hero already. The end result is a very solid support that is an excellent first phase pick material due to his flexibility. Depending on his build he can fill in many different support roles, be it a teamfight machine, a lane babysitter or a cheeky and annoying pusher.
Surprisingly, most high level players opt for a very aggressive and damage-oriented build. Maxing out Dual Breath was considered wasteful just a couple of months ago, but it is hard to argue against one of the most efficient damaging spells in the game.
Ice Path scales with +0.3 Stun Duration, +0.5 Path Duration and -3 sec. Cooldown which is very respectable in its own right. It was the go-to ability to max out previously and depending on the game it might be better to concentrate on it after two “mandatory” Dual Breath levels for the laning stage.
If your team is lacking stuns or if you are playing against heroes with built-in Dispel mechanics that don’t really care about Dual Breath, Ice Path is the way to go. Just don’t max out Liquid Fire on a position five Jakiro. It is a very strong ability that can come in handy during downtime, and maybe even two levels in it are warranted, but the skill points on supports are a precious and rare resource that have to be spent with the team in mind.
Axe received a couple of small buffs making him an all-around better hero. Five extra movement speed, some extra range on Counter Helix and, hilariously, 유성 망치 buffs made the hero a lot more interesting to play.
선봉 방패 with Brown Boots into Meteor Hammer into 점멸 단검 seems to be the play right now. You can use an early Vanguard to survive and maybe even thrive during the laning stage: depending on the matchup both outcomes are possible. Then you use the same Vanguard to farm some Ancient stacks, get the gold for a very early Meteor Hammer by disassembling the Vanguard for 체력 반지 and reach a minute ~15 Blink Dagger.
At this point you Blink in, disable the enemy for ~2.8-3.2 seconds with a level three or four Berserker’s Call, immediately follow it up by an extra second of stun from Meteor Hammer and then feel good about yourself. Axe doesn’t really do much while being hit by the enemy, so Berserker’s Call is both a perfect setup and a natural complement to this surprisingly effective Hammer.
Later progression involves getting 칼날 갑옷, 칠흑왕의 지팡이 and the leftover 활력 강화석 from your Vanguard can go towards 팔색구. Don’t forget that 핏빛 수호 is an item, though: it can help your supports survive against heroes like 늑대인간 and 비사지.
The game doesn’t necessarily feel fresh, but there is definitely a light breeze of change in the air. As with everything in Dota, one small change can lead to many different outcomes so we won’t be surprised if there are even more meta developments down the line.
For now though, these are the biggest winners of the patch, who now have over 50% winrate and are good, solid or even devastating picks in pubs.
What other heroes do you have success with in your games? Share your thoughts and experiences in the comment section below.
Spectre is gigabroken right now. Too much damage, unkillable, has enough time to farm and comeback even if lost the lane.
Other heroes are not even comparable, yes they’re powerful, but they have clear strong and weak sides. Spectre just has too high numbers for her kit.
The surpising part is not much has changed for the hero directly. Memehammer and radiance aside, she is more or less the same. And I've casted several SEA pro games since then and most pro players skip the Radiance altogether, opting for a Blade Mail into Agh's rush.
Probably more so that characters like Lina and NP got nerfed, buying Spec more space and allowing her the time she needs to flourish. Last patch she was getting out tempo'd by other cores.
Special mention to DK, peeps in the lower brackets now love to spam DK meme hammer for dragon tail into guaranteed chain stun
against spec you can last pick alchemist who naturally counter her, and he also has cheaper radi
Nobody counters her. She presses R and makes more impact than any other hero. Needs hard nerf.
KawaiiSocks is fully regarded, why is he posting
100% agree with axe
Octarine core is an interesting one on Axe.
It's actually been a pro-game staple for a while. On your sixth slot you either go Refresher for double-call\blade-mail if the enemy won't necessarily die in a single call and will have turnaround potential (e.g. Morph/Gyro with Satanic) or you go Octarine for universal CDR on your BKB, Call and Blade Mail.