Last Month's Did u Know?

[1] (Mangix) If all 3 Primal Split pandas are killed, it will count as a suicide.
[2] Bashes from Cranium Basher and ministun from MKB do not stack. An MKB ministun cancels Bash.
[3] Images/Illusions do not benefit from buffs such as empower or aura such as command aura. However, they do get the visual changes.
[4] (Lucifer) Doom goes through magic immunity (both silence and damage).
[5] (Knight Davion) The extra damage from Corrosive Breath (20 damage/sec for 5 secs) is unreduced for buildings. This also means it will do the same damage even with glyph activated.
[6] (Juggernaut) With blade dance fully leveled, there cannot be more than 6 subsequent attacks without scoring a critical. [Based on Pseudo Random Distribution]
[7] Evasion does NOT stack. Only the highest evasion from item/skill is taken into account.
[8] (Venomancer) Poison Nova cannot kill units.
[9] (Undying) Extra damage from plague is unreduced.
[10] Images do not gain feedback skill from diffusal blade if it is at 0 charge. This can however be changed by re-picking the item.
[11] (Krobelus) Exorcism spirits heal Krobelus for 25% of the damage they dealt with a cap of 1000 heal.
[12] (Axe) Berserker's Call hits magic immune units.
[13] (Geomancer) Earthbind now does not work on magic immune units.
[14] (Neubian Weaver) Shukuchi increases movement speed by 1000% and cannot be brought below 522 practically.
[15] (Dazzle) Level 3 and 4 Poison touch has a 1 sec stun at the end of the spell.
[16] (Terrorblade) Sunder can be used on images.
[17] There is a 0.52 sec airtime involved with all kind of impales (Lion/NA/Tidehunter/Crixalis). Therefore, the actual disable time of an impale is 0.52 secs more than the actual mentioned duration.
[18] The resale value of a diffusal blade depends on the number of purge charges left on it. This means if you decide to sell a diffusal after using all its charges, you will sell it for 0 gold.
[19] When you die, you lose gold equal to 30 times your current level. The gold lost reduces if you have a bloodstone in your inventory.
[20] You can lose tower aggro by issuing attack to an allied unit.
[21] Attack range of a tower is 700 but its true sight range is 800.
[22] (Tidehunter) Anchor Smash has a full damage radius of 200 and half damage radius of 325.
[23] (Syllabear) Once entangled, the probability of subsequent entangles is much more than 20%.
[24] (Pugna) Using Lifedrain on a Decrepifed unit will deal more damage, as well as drain more hitpoints.
[25] Both The World Tree and The Frozen Throne have a 900 AoE true sight.
[26] Shallow Grave (Dazzle) would not save you from Culling Blade killing blow (Axe).
[27] Pudge can hook invulnerable enemies.
[28] Sentinel Towers have a 750 range motion buffer. Once an attack is started, the target unit could then move up to 750 range out of the tower attack range and the attack would still go off.
[29] Abaddon can use Death Coil to deny himself.
[30] (Atropos) Brain Sap deals pure damage.
[31] The revival time of a dead hero equals 4 times his level.

:)

Hex/Voodoo - the critters

Updated: March 27, 2009

This spell can be casted by the use of Guinsoo's Scythe of Vyse or by the two heroes - Lion and Rhasta via the skill Voodoo. Both are more or less the same but note that the cast range of hex via guinsoo is 600 while of Voodoo is 500. I'm not going to talk about the duration of hex or cooldown of the spell but about what are the characteristics of a hexed unit.

If I do miss some point please mention it in the comments. I'll be highly delighted.

The Critters:
Guinsoo's Scythe of Vyse will always transform the affected unit into a Sheep or Flying Sheep (if a hovering or flying unit). Rhasta's Voodoo and Lion's Voodoo will transform the target into any of the following critters at random:

Ground Critters
o Crab
o Frog
o Hermit Crab
o Pig
o Rabbit
o Raccoon
o Rat
o Seal
o Sheep

Aerial Critters (Seen only when real flying units like hawk is voodooed... not hovering units like Knight Davion in Dragon Form or Twin Head Dragon and so on...)

o Albatross
o Snowy Owl
o Vulture

Things that do not change for a hexed unit:
* Has the same amount and type of armor, the same amount of Health, Mana, Regeneration, Magic Reduction, and still have some passive skills.
* Magic resistance is not affected by hex.
* Skills unaffected by Hex:
- Axe's Counter Helix.
- Tiny's Craggy Exterior.
- Damage return abilities (Such as Centaur Warchief's Return and Nerubian Assassin's Spiked Carapace).
- Abaddon's Borrowed Time removes hex disable.
- Bristleback passive works.
- A metamorphed Lycanthrope hex has 522 ms whatsoever.
* Keeps all auras.
* Keeps all buffs/debuffs.

What a hexed unit loses:
* Can't attack or cast spells.
* Will not gain experience.
* Has its base Movement Speed reduced to 100.
* Can't use items.
* Can't deactivate De/activate abilities such as Pudge's Rot or Armlet of Mordiggian's Unholy Strength.
* Hex disables Radiance.
* Has damage reduction abilities like Kraken Shell and Vanguard disabled.
* Has all channeling spells interrupted.
* Passive abilities disabled by Hex:
- Evasion (except Pseudo-Evasion).
- Rikimaru's Permament Invisibilty.
- Broodmother's invisibility in the web.

Other interesting facts about hex/voodoo:
* Hex freezes the duration of morph skills, like Alchemist's Chemical Rage.
* Infernals cannot be hexed.
* If you sheep Spiritbreaker just after he uses his ultimate on you, it will not stop him, and you will be damaged and bashed back by a menacing sheep.
* When the mode -mi (Mini Heroes) is activated and a Hero gets hexed, when it returns to normal, they will have normal model size until they die.
* If Morphling Replicate a hexed unit, he gets a controllable critter. Same applies for Wall of Replica (Dark Seer).
* If Nerubian Weaver with activated Shukuchi is hexed, he will still have max Movement Speed.(Actually if you can slow the 1000% increased movement speed then the weaver won't run at maximum ms. Practically, weaver will move at max ms.)
* A hexed Bane Elemental has purple colour, Nevermore black, Viper green, and Lich blue. :D lolz. This happens because those hero models have been tinted.
* If Tormented Soul with Pulse Nova is hexed, the skill won't damage as well as won't consume mana for the duration. Same for Pudge's rot.
* A hexed flying unit will be transformed into a flying critter.
* If Witch Doctor with activated Healing Aura, he will lose mana but wont regenerate hp, even after Hex. It will have to be deactivated and reactivated to start the HP regen again.
* If hex is casted on an illusion/summoned unit, it will be immediately destroyed (won't affect permanent summons like Syllabear's Spirit Bear).
# Hex can be blocked by Linken's Sphere.
# Purge removes Hex status.

Changelog:
- Added aerial critters.

Special thanks to antiweltteilchen.
Source DAWiki.

OMG!!! Where did he go??? (Fog Updates)

Hello my lovely readers, I'm back from my busy schedule. Thanks for sticking with me and your wonderful support for the blog. You all must've already read about the release of 6.59d in 1-2 days at icefrog's blog... so, that means 6.60 would not be released soon. Anyways, let us continue with more dotasecrets... ;)

Thanks to Robzor at Dota-Allstars for this post...

In Warcraft3, there is a global "fog update constant" of 0.4 secs. The fog in Warcraft3 updates at regular intervals of 0.4 seconds, this means that when you move somewhere you may or may not gain vision in new areas (fog) until the 0.4 second interval is reached. This has three significances....

1. Many AoE spells like QoP's Scream of Pain, Earthshaker's echo slam, etc. do not damage units in fog. An example situation would be this case mDREAMm encountered where he blinked into a group of enemies with Earthshaker and used Echo Slam instantly, however, because he had not yet gained vision of the enemies none of them were hit by it. So, the next time you blink amongst enemies to use spells, try to make sure they are visible when you cast the spell.

2. Okay, so most people think that vision is always two sided i.e. if you can see me then I can also see you. WRONG! This is one of the reasons why escaping via teleport between trees is a very common technique. See the picture below:

In the above picture, warlock uses the advantage of fog between trees to teleport out of danger. The interesting point is that, even though warlock had the vision of both the enemies, the enemies wouldn't even see how warlock escaped! See the picture below,
3. This constant also applies to reappearance of fog in an area which you leave. So when running somewhere, you generally you have a longer vision at your back than at your front.

Keep the nice ideas coming... love you all.
:)