This is a part of what I hope could be a series of speculations about the Dota 2 competitive scene: I won't probably post them regularly (actually, posting this is already a thing I didn't think I would have done) but I'll try to keep up the series as much as possible, if you like it.
So, let's start. After watching different competitive games and seeing how the meta has changed in the past month or two (especially after the 6.79 patch), I'm wondering why some Heroes didn't get considered at all: we saw
Hand of Midas on supports, a huge amount of
Elder Titan picks for a (relatively) small amount of time, the fall of
Batrider and
Io and, also, the rebirth of
Luna. Many Heroes including
Bristleback,
Mirana and
Slark became the trend of this period, but some others with (in my opinion) big potential just passed through the patch - some of them even untouched - without seeing any increase in their pick ratio.
The first Hero I want to talk about is
Centaur Warrunner . I'm pretty sure you all got pubstomped by him in the past, probably more than once, and after all this time wondering about the role he could fit in a match an idea popped out in my head: he can effectively
solo the off-lane. Think about it: he's like a mix between
Clockwerk and
Bristleback, in some ways. Like Rattletrap he can't get out alive from a chainstun but, if used at the right moment, his defensive mechanism (
Power Cogs, its counterpart being
Hoof Stomp) lets him run away safely from the enemy trilane. And, like Bristleback, he has a built-in ability that discourage the enemies from attacking him (
Bristleback and
Return, respectively); he also shares with both of them the STR attribute and is probably even more survivable than the two. His ultimate,
Stampede, is also a key ability for initiating fights and escaping smoke ganks, even more than
Mirana's
Moonlight Shadow! I'll draft him in my next CM matches no doubt.
The next one, as I've already talked/complained about in a forum thread, is
Ogre Magi: his potential is huge, he also has the second highest stat growth (after
Sniper) and, being a tanky INT support, neither has problems with mana after his
Arcane Boots nor has to adjust his item build for survivability purposes. Let's take a look at his skills:
Fireblast is an average stun that, unlike many others, has a
huge range and a fixed stun duration (1.5, pretty good at level 1!);
Ignite is a damage-over-time AoE spell (if you got at least one point in the ultimate) that doesn't look so useful but, as it slows for a decent amount of time (26% at level 4 makes the difference in fights), can discourage pushes/ganks and also ensure your team's ganks. Lastly,
Bloodlust looks like a
really good spell to me: in this meta where racecar builds are common, being able to outrun your chasers (or reach max movement speed with them in your team) and give a damage steroid to non-AGI carries like Outworld Devourer,
Lifestealer and
Doom is priceless. His ultmate is what makes him kind of a bad pick: the concept of Heroes that rely on luck is really a bad one in my opinion, especially if some extra luck can change the fate of a teamfight
that hard (a multicast does win teamfights, conversely to an extra second of the
Chaos Bolt or a lucky Critical Strike); the fact that he's melee doesn't simplify things either. Nonetheless, I think
Ogre Magi still has a lot of potential.
Lastly, believe it or not, there's one of the most underrated supports (no, it's not
Witch Doctor):
Dazzle. I say "underrated" while looking at the competitive scene, because "healers" like Dazzle and WD are pretty common in pubs; the main difference with the other supports of this kind, though, is that Dazzle actually
manipulates armor. This is so key for two things: winning fights versus 2/3 core lineups and killing Roshan; the latter can also lead to early attempts of what is called "rat Dota" which, even though is not fun to watch, is an easy way to win. About teamfights, casting
Weave on the enemies right before pushing a tower is
really scary; if they decide to go in anyway they're gonna need more luck than that
Ogre Magi above. Combining
Dazzle's
Poison Touch with common abilities reliant on physical damage like
Unstable Concoction or
Vendetta make this Hero have a relevant impact in the ganking phase, too.
Shallow Grave is also a really good spell if used correctly, especially with a multi-core lineup: while the #1 carry always has enough time to afford a
Black King Bar, a
Nature's Prophet or
Bristleback might not; that's when this spell comes in action and (hopefully) saves them.
Those are well-rounded Heroes that for some reason are overlooked by people (well, I can understand
Ogre Magi at the very least), but I don't think they have to share the same fate of objectively "useless" Heroes like
Sniper or
Witch Doctor: I can already picture someone using
Dazzle as a signature Hero like Aui_2000's
Visage or KuroKy's
Rubick and having good results.
Sorry for the "bad" formatting but I didn't really have time to plan this as it came out of my mind just recently. D:
Also, CM has dropped off a bit because she doesn't have good pushing power:
I think maybe
CM still has the advantage of her aura, AOE damage potential and jungling ability. Ogre's is mainly that he's much harder to bring down, and offers buffs to your carry.
Maybe he needs a little bit more again - I'd think either a slight buff to his movement speed and some scaling on his stun (+5/10 base movement, 1.5/1.6/1.7/1.8 on his stun time), or adding an active component to Multi Cast, say for 150-200 mana you're guaranteed at least a double cast on his spells for 5 seconds. Replacing
The other really important thing with Ogre is just how much base armour he has: nearly 6, equal to about 26% damage reduction vs physical, by level 5 he has over double CM's EHP. Even as a 5 you shouldn't be expecting to die as much unless you're making very risky plays. Certainly you're much more difficult to take down.
But yes, CM definitely has distinct advantages in some cases - and I agree with all of your points there. I'm sticking up for
Yes, he does need
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I like CM more, but I guess this is just personal preference.
I agree on the other parts though. Will try drafting ogre for my friend on our next team match.
I think maybe we'll see some "situational" pickups for him - as Xyrus said, maybe with heroes like
From now on I'll be waiting for a team to pick
You exactly understood my reasoning behind
As for
EDIT: that ninja-post by Sando, that's what I meant! Particularly, notice how
Ogre vs CM
Round 1: Stats
Str: 23 (+3.2) vs 16 (+1.7) OGRE WINS
Agi: 14 (+1.55) vs 16 (+1.6) CM WINS
Int: 17 (+2.4) vs 19 (+2.9) CM WINS
Base Armour: 5.96 vs 1.24 OGRE WINS
Base Move: 295 vs 280 OGRE WINS
Base Damage: 58-64 vs 38-44 OGRE WINS
Range: Melee vs 600 CM WINS
Round 2: Stun
Both 1.5 second stun at level 1, neither can be dodged directly, however blast prevents casting, while bite has a longer duration (3s) at higher levels.
Blast has a slightly longer range (600 vs 500).
Bite has a slightly faster initial cooldown (10s compared to 12s), however Blast is eventually reduced to 6s.
Blast is cheaper (75-215 mana) initially, while is more expensive once Multi Cast is heavily levelled, obviously this could lead to more damage/stuntime. Intel growth and
Damage: Blast = 80/145/210/275 (poss x2, x3, x4), Bite = 105/140/175/210. Bite can be used for more damage agaisnt creeps.
Round 3: AOE Slow
Damage: 130/254/296/400 vs 100/150/200/250
Round 4: Team Utility
CM has
Ogre provides
Lot to look at there - my 2c is that Ogre is a better roamer/ganker, gives more late game. Better survivability makes him a harder pick off for the other team. Suits aggressive teams, ranged or snowbally carries.
CM offers a pretty weak ranged attack, but at least you have the option and can try for denies/lane control without having to compromise your position so much.
As you can see, I've not even mentioned relying on multiple casts...
I was asking myself the exact same things until yesterday and my answer, as you can read above, is the offlane: enough farm to let you get your core and yet not between the 2 most farming-dependent Heroes in your team. He actually has many benefits compared to
Y'see I think
Ok, you lose the small damage reflection, but I don't think that's massively helpful anyway unless you can somehow pressure their health in other ways. They'll likely both run a
On the flip side:
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- Can super charge your carry for both farming and fighting
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About
Don't get me wrong, I like
I think maybe we'll see some "situational" pickups for him - as Xyrus said, maybe with heroes like
And about
I think that's a little unfair on
When I draft I like to run centaur and ogre, not dazzle tho.
I like centaur as a mid better than offlane tho.
I tried to play mid Centaur sometimes, it's good but many mids offer more than him:
I like centaur as a mid better than offlane tho.