Showing posts with label Misc. Show all posts
Showing posts with label Misc. Show all posts

Thursday, March 6, 2014

6.80 Hero Pick Rates and Win Rates

Working from the data collected by Phantasmal at Dotametrics in this post I've put together some more infographics on the pick rates and win rates for 6.80 by skill bracket. The estimation of Very High corresponding to >4000 rating and Normal corresponding to <3200 rating is a bit iffy: I remember seeing some DOTA2 stats site make that correlation, by cross referencing players (added by a bot to survey ratings) against their matches and how it's flagged in the system. The flags for Normal / High / Very High are still present in the system but no longer accessible to players via the in game GUI. That being said the estimation I'm using "feels" right so far, and I'll continue using it until I see evidence to the contrary.

Enjoy!

Hero Pick Rates

Hero Win Rates

Note: Terrorblade and Phoenix are going to be highly picked this month because they've only just been introduced to the game, so they're anomalies.

Wednesday, November 20, 2013

Hiatus

Heading overseas with no internet for next 3 weeks. BRB.

Tuesday, October 29, 2013

Hearthstone vs MTG

Introduction

Hearthstone is the name of a much anticipated free to play online collectible card game being developed by Blizzard, and the name is genius in itself - in World of Warcraft, the hearthstone is a magical object that will instantly transport you home, no matter how far away you've traveled. Summoning a Murloc and hearing it go "Mrrraggglhlhghghlgh!" instantly took me back to my memories of leveling my first Night Elf in Darkshore, 8 years ago.

Fill the board with 1/1 Whelps? Sounds just like the Onyxia fight =)

Let me get this out of the way first: if Hearthstone succeeds, it will actually be on the basis of its rich sound and art design - the act of playing cards and attacking with them rewards the player with very satisfying sounds and animations. I can't help but contrast it to MTG online, which is a relatively spartan experience. In Hearthstone, your cards actually leap up and smack the opponent in the face, with more visual effect and force representing higher damage (and the crowd, presumably around your table, going "oooh!" if you get a particularly brutal hit), fireballs and arcane missiles fly through the air, minion cards all have different dialogues for being summoned, attacking and dying, and it's a visual and aural treat to see it all happen at once - there is such a sense of accomplishment in giving all the orders and letting them animate themselves. Forget the game design for a minute: the mechanical act of playing the game is simply joyful, and it sounds counter-intuitive but even if the game design itself was somehow lacking it will still achieve a measure of success.


What is Hearthstone?

Hearthstone is an online card game that drew most of its inspiration from MTG, but with a much more streamlined and simplified rule-set. You pick a hero and duel another player by summoning minions and unleashing spells at each other. While the rules differ slightly, all the common themes of card game mechanics come into play - aggro, control, removal, card advantage, tempo, etc. MTG players will feel right at home. Cinematic trailer here.

Upon completing the tutorial and playing some games with the practice AI, you are awarded a full set of basic cards for all 9 classes (corresponding to the 9 classes in WoW). Further cards can be obtained through opening packs or playing in the arena, for a gold cost - you gain gold by playing games and completing daily quests. There are two types of games - you can play Constructed, where you build a deck from the cards you've collected and challenge other players of similar ranking, and there is Arena play, where you build a deck from a completely randomized set of cards (including ones you haven't obtained yet), and then challenge others in an elimination series that only ends once you've either lost 3 matches or won 9. Arena play requires a gold entry fee, but will reward you with progressively greater prizes the more matches you win. Both these modes feed off each other: you will play some Constructed to earn gold, which you  can elect to spend on the Arena entry fee which then rewards you with more cards that you can use in Constructed.

See how simple the card design and text is. Also, bad memories of Gnomeregan...

You can spend money to buy in-game gold to accelerate your acquisition of cards. But thankfully many of the basic cards are extremely powerful anyway: there are some basic-only decks which players have taken to the highest bracket of play. Also, there is no option to trade or buy and sell cards - after Blizzard's disastrous foray into real money trading in Diablo 3, they have wisely decided to let each player create their own journey of card acquisition. Extra cards are "disenchanted" and turned into arcane dust which can be used  to craft cards you don't own. To put the card acquisition speed into perspective: if you do the daily quest every day, roughly taking half an hour on average, you gain about 40-50 gold. A pack of 5 cards costs 100 gold or $1.50.

The game is still in closed beta but the hype surrounding it has been feverish. Closed beta keys are being doled out by Blizzard for testing but they're not coming fast enough - fans have been reselling keys illegally online for $50 each.


Game Design versus MTG

As this is a game design blog I would like to compare Hearthstone with the giant in CCGs - Magic the Gathering. MTG is basically the WoW of the CCG world - many companies have attempted to overthrow them over the last decade, but none have come even remotely close. Their game design and artwork are completely unmatched. But by definition no one can imagine the king being unseated until it actually happens. A similar situation happened with DOTA and LOL - a former DOTA developer created a more casual friendly game, and now LOL has many more players than DOTA2.

   
MTG's art direction is simply gorgeous


World Building

MTG had a daunting task ahead of them - they needed to create an immersive world that draws the player in, using nothing but art and the flavour text on their cards. It's safe to say they've done an excellent job - they're set a nearly impossibly high bar for other CCG makers to aspire to.

  
MTG text is a little on the small side, especially for playing online

Hearthstone on the other hand, doesn't have to. The lore of the world and characters are well known to the target audience (former Warcraft and WoW players). The sound design and art design are all reused for nostalgia reasons. This allows them to skip the flavour text: it also allows them to skip a lot of explanation of card mechanics (since it's online only, the computer can handle the complicated interactions for you). Overall, this provides a much cleaner, simpler card design - much more ideal for online play since you can actually read what each card does without zooming in.


Mechanics: Mana Curve, Deck Size

In MTG, you need to play land cards (one per turn) and tap them for mana. It's possible to draw too many (or too few) lands in your opening hand, making this a complicating variable in deciding whether to mulligan. The second player to go gets compensated by having an extra card.
  
   
Everyone has bad memories of being mana screwed in MTG

In Hearthstone, you have a linear mana ramp - you automatically get one mana crystal a turn which you can drain for mana. This means your deck of 30 cards are all spells - compared to MTG's typical composition of about 35 spells and 25 lands. Your starting hand size is 3 or 4, compared to MTG's 7 or 8. The second player to go not only gets an extra card like in MTG, but also gets a single use spell that gives him one mana. Also, both players get to mulligan as many individual cards they like out of the starting hand in the hopes of drawing a more favourable starting hand - this makes it more viable to run less early game drops, because you have a cost-free way to improve your chances at getting them. Most critically, this helps the late game go smoother, because you're always drawing answers from your deck, rather than top-decking a useless land card.


Mechanics: Turn Order

In MTG, the attacker would declare his intention to attack, and the defender would assign blockers. Both players are active on either turn - even if it's not your turn, you can play instants and creature abilities, and you need to assign blockers for when the enemy attacks. In fact, due to the spell stack, every time you play an ability or card, you need to give the opponent a chance to respond. This really kills the fluidity of the game in my opinion. (I play a card. Ok? I use this ability. Ok? I attack. Ok? Damage is assigned. Ok? I use some ability. Ok? And so on.)

   
In MTG instants can be played during the opponent's turn, while sorceries can't

In Hearthstone, it's the opposite: the attacker gets to choose what he wants to attack. Things are a lot simpler - there's nothing to do when the enemy is running his turn, so you can sit back and relax. There are no instant speed abilities to run when it's the opponent's turn, and thus there's also no spell stack. This clear delineation of active / passive turn allows the game to resolve very quickly - if you know what you're doing, you can give all the orders in a few seconds and then pass the turn back to the opponent. The downside, of course, is that this removes a lot of player interaction and strategic depth from the game.


Mechanics: Persistent Damage

In MTG, damage is wiped at the end of every turn - if a creature didn't take lethal damage, it gets healed fully in the end step. This is because the mechanics of tracking damage counters across multiple creatures would be too difficult.

Again, the card design is so much cleaner and screen-friendly

In Hearthstone, damage is persistent, so it's possible to slowly ping a large creature to death across several turns. Having the computer calculate and keep track of things makes mechanics such as random damage or copying cards easier to implement.


Final thoughts

I like the new streamlined design of Hearthstone compared to MTG. The games play out a lot quicker. In all the areas that matter, I think the loss of strategy and depth has been outweighed by the gains in simplicity and convenience. Their version of drafting - Arena - doesn't have anywhere near the depth of strategy that MTG drafting does, but has the incredible convenience of letting the player build their deck and play their games out any time they want - the matchmaking system simply matches players with the same number of wins / losses (if you've gone 1-2 so far in the Arena, you'll probably get matched up with an opponent who also went 1-2). You could play one 10 minute game every two days if you wanted to, while in MTG you needed to commit a solid 3-4 hours to play a draft.

The ranking system in Constructed is also a great way to separate the player tiers - although this game is "pay to win" in some sense - some Legendary cards are particularly strong - it's also made irrelevant by the matchmaking system. If you decide to play a really basic deck with a low power level, you can have a completely good time playing in Bronze or Silver. In fact, some would argue it's an even better play experience there, as you will see a much larger diversity of classes and deck types. In short, paying money for Constructed cards is completely optional: if you decide not to, it's unlikely you'll be matched against opponents who did anyway.

Never thought I'd hear the sound of a Shield Slam again

There's of course some ongoing problems with the game, but I don't think it's anything unusual for something that's just getting started. The card pool is still really shallow - only 400 cards total - thus limiting the possible strategies for Arena and Constructed, but nothing that can't be fixed with the ongoing release of new card sets. Class balance and power level is an ever contentious issue. Still, even in its current form in closed beta I'm having a great time playing it and I think it's definitely already ready for release - having a game a little rough around the edges adds a little charm to it in my opinion.  

Friday, October 18, 2013

6.79 Changelog Highlights

Introduction

DOTA2 6.79 changelog

For the most part, changes that involve pure "number" tweaks - changing values on damage, cooldown, or mana cost - generally don't require a player to change their playstyle in response and thus can be more or less ignored if you're in a hurry.

Thus here's a "quick guide" to patch 6.79 - I'm going to summarize the key changes that force players to alter their playstyle and approach to the game.

Jungle Changes

* Non-Ancient Neutrals now split XP with all heroes in the AoE instead of just the team that killed them
* Swapped the medium pullable Neutral Camp with the small camp

This makes disrupting enemy supports trying to pull a lot easier, as you only need to be nearby to claim exp from the camp. Switching the camps around nerfs junglers who have to start with the easy camps, as doing so will disrupt your pull camp. The net result of these changes is to reduce the pool of possible junglers and make it more rewarding to lane instead: though, this doesn't affect specialist junglers like Nature's Prophet, Chen, Enchantress, or Enigma. I suspect Icefrog didn't like the passive jungle play that revolved around non-jungler specialists just clearing the easy camp over and over again. Some games would even devolve into a mid, safelane carry and 3 junglers passively farming away. Those specialist junglers typically have a kit that allows them strong gank potential and even the ability to offensive jungle.

---

  Tranquil Boots

Active Boots:
+ 85 Movement speed
+ 4 Armor
+ 10 HP Regeneration

Broken Boots:
+ 60 Movement speed
+ 4 Armor
Restores when you haven't attacked or been attacked in the last 13 seconds.

Cannot be disassembled

I honestly have no idea what will happen to these boots, except that these are excellent for gankers and roamers, which have fallen out of favour due to defensive trilaning. Now that Icefrog is trying to nerf defensive trilaning, the meta may shift towards roamers using these boots. They aren't useful for lane supports who harass the enemy and deny, and not useful for junglers. Especially not for heroes that would currently build these as early sustain and disassemble them into Vladmir's Offering or other items later. Or maybe they will be - who knows.

---

Mechanics Changes

* Can no longer orb-attack while attack restricted (such as Ethereal or Frostbite)

Orb change is primarily aimed at Huskar abusing Ghost Scepter to attack the enemy while being physical immune himself, but this is a large buff to Crystal Maiden and other heroes which can disable attacks (Treant, Invoker, Silencer) but couldn't disable manual-cast orb attacks before.

---

  Axe

- Culling Blade no longer goes on cooldown if it successfully kills a hero
- Culling Blade manacost reduced from 150/200/250 to 60/120/180

---

  Batrider

- Base damage reduced from 48-52 to 38-42

This reduces his overly strong laning phase, so he's not such a dominant solo. Note that his 50 damage previously was average to high, while 40 damage now is low - however a single stack of sticky napalm increases his damage by 10, so his laning phase isn't a complete loss but he is forced into skilling that first. 

---

  Brewmaster

- Drunken Haze affects a 200 AoE around the target
- Reworked Primal Split Aghanim upgrade.
No longer upgrades any stats, cd, duration, etc on Aghanim.
Instead, it now grants Thunderclap to Earth, Drunken Haze to Storm, and Drunken Brawler to Fire.

---

  Broodmother

- Spin Web AoE increased from 650 to 900
- Spin Web no longer destroys trees
- Broodmother now has completely unobstructed movement when under the web (can walk over cliffs, trees, etc)

Very nice thematic change here, strengthening her ability to play the solo offlane role.

---

  Disruptor

- Added Aghanim's upgrade: Static Storm silences items, and lasts an extra 2 seconds

This was necessary because Disruptor was completely countered by BKBs. Now if he gets the initiation off the enemy can't simply BKB, shrug off the silence then walk through the kinetic field.

---

  Nightstalker

- Darkness causes enemy vision to be reduced by 25% (affects heroes, creeps and wards)

This ability is probably in homage to the Dark Lady in HON and gives you an incentive to use Darkness even at night. It will work well to reduce the enemy team's situational awareness, especially given the nerfs to many heroes night-vision range in this patch.

---

  Phantom Assassin

- Stifling Dagger shares the same crit chance/factor as Coup de Grace

With max Coup de Grace a Stifling Dagger crit is devastating, doing about 405 pure damage. (in comparison, a level 1 Laguna Blade does only 338 damage after reductions)

---

    Pudge / Vengeful Spirit

- Can now use Blink Dagger

This was previously prevented because you could hook people into impassable terrain. Instead now heroes that get hooked into impassable terrain are able to walk through cliffs and trees for a few seconds to escape.

---

  Rubick

- Added Aghanim's upgrade: reduces cooldown from 20/18/16 to 5, increases cast range from 1000 to 1400 and makes all stolen spells be considered to have their Aghanim's upgrade

This actually makes Aghanim a core item on him similar to Invoker.

---

  Skeleton King

- Removed Mortal Strike active
- Vampiric Aura now provides full effectiveness on ranged units

---

  Slardar

- Sprint speed increased from 20/27/33/40% to 20/28/36/44%
- Sprint manacost removed (was 50)

This is a large buff to Slardar's ability to roam and gank. This will become a core element of his gameplay much like Phase Shift did on Puck when it lost its mana cost.

---

  Slark

- Shadow Dance duration reduced from 5.5 to 4
- Shadow Dance cooldown increased from 25 to 65
- Shadow Dance can no longer be revealed by Truesight

Players will need to use Ghost Scepters to counter Slark players instead of detection.

---

  Spiritbreaker

- Nether Strike now uses 1.2 Cast Time instead of a 1 sec magic immune delay (can be interrupted as a result)

Being able to interrupt this is pretty crucial: it will be similar to having a Sand King using Burrow-Strike, you have to be ready with the stun to cancel the Epicentre.

---

  Linken's Sphere
- Linken's Sphere can now be cast on an allied hero to transfer the buff

Friday, July 26, 2013

Probability of a 7 game win streak in DOTA2

Everyone has experienced win or loss streaks in DOTA2 that seem to go on forever. Is this luck, or skill, or just business as usual?

If you're feeling lucky, this is the hero for you 
(Valve Ogre Magi release art)


Probability Theory

Modelling the probability of a single streak is trivial. Most people seem to have a win / loss streak of about 7, and if each game was "well balanced" they'd have a 50% chance of winning - the chance of 7 wins in a row is 0.5^7 = 0.8%. Wow, so nearly everyone has experienced a 0.8% probability event on their account, that seems pretty unlikely.

Or is it?

Modelling the probability of a streak of length K occurring within a sample of N attempts is a lot harder. The chance of, say, a 4 win streak (probability 0.5^4=6.3%) in 20 games isn't simply 6.3% x 5... it's not even 1-(1-6.3%)^4. It's complicated because while each event is independent, what's being evaluated is not - we're evaluating each flip and checking if it's a successful streak, and this evaluation is dependent on the previous attempts. We need to delve into Markov Chains for this.

Fortunately, there is a simple formula that covers this, which involves K-Step Fibonacci Sequences. The regular Fibonacci Sequence we all learned about in school has K=2 where each successive integer is the sum of the two before it. For higher values of K, say 3, each integer is the sum of the 3 values before it, and so on.

The formula for determining the probability of a streak of length K occurring with a sample of N attempts is 1- (K Step Fibonacci Sequence of N+2) / (2^N). We can demonstrate this works on some trivial examples which we can hand calculate, for example, the probability of a 2 win streak occurring in 4 games. (skip this portion if you're not interested in the math and head on to the next...)

The denominator (2^N) is the number of total outcomes. (say A is win, B is lose)

4 Wins - AAAA
3 Wins - AAAB AABA ABAA BAAA
2 Wins - AABB ABBA BBAA ABAB BABA BAAB
1 Wins - ABBB BABB BBAB BBBA
0 Wins - BBBB

The 2 step Fibonacci Sequence is 1 1 2 3 5 8 13 21

I've bolded the ones above which have a 2 win streak (8 outcomes), total outcomes are 16, so the chance of a 2 win streak in 4 games is 50%. According the formula, the result of the Fibonacci Sequence for (N+2) is 8 as seen above, the value of 2^4 is 16, so the answer is 1-(8)/(16) = 50% which agrees with our result.

We can test this formula for a more complicated question, what's the probability of a 3 win streak in 5 games? 

5 wins - AAAAA
4 wins - AAAAB AAABA AABAA ABAAA BAAAA
3 wins - BBBBB AABBA ABBAAA BBAAA AABAB ABABA BABAA ABAAB BAABA BAAAB
2 wins - AABBB BAABB BBAAB BBBAA ABABB BABAB BBABA ABBAB BABBA ABBBA
1 wins - ABBBB BABBB BBABB BBBAB BBBBA
0 wins - BBBBB

The 3 step Fibonacci Sequence is 1 1 2 4 7 13 24 44

I've bolded the ones above which have a 3 win streak (8 outcomes), total outcomes are 32, so the chance of a 3 win streak in 5 games is 25%. According to the formula, the result of the Fibonacci Sequence for (N+2) is 24 as seen above, the value of 2^5 is 32, so the answer is 1-(8)/(32) = 25% which agrees with our result.


So about this 7 win streak...

Say the average player has 400 matches under his belt, and is wondering if his 7 win / loss streak is unusual. This means K=7 and N=400.

7 Step Fibonacci Sequence = 1 1 2 4 8 16 32 64 127 253 504 104 2000 3984 ...

Woah, we need to write this out until N+2 = 402 integers. Luckily computers can do it for us. Excel gives me a value of 5.2668E+119 for the 402th number in the sequence - that's a huge number, it is 119 digits long. I don't even know if we've invented a name for it. 12 digits long is "Trillion". 18 digits long is "Quintillion".

The denominator is 2^400. This is 2.5822E+120.

Finishing up the formula, 1-(5.2668E+119)/(2.5822E+120) = 79%.

This means that after 400 games, where the average win rate is 50%, there's 79% chance you will encounter at least one 7 game win streak. This means that out of a sample of 5 players, each of them with 400 games, 4 of them on average will have a 7 game win streak.

What this means is that a 7 game win (or loss) streak is not luck, or skill - it's just business as usual.

If you get up to 800 games played, there's a 79% chance you'll have an 8 game streak.

I couldn't calculate the equivalent 9 game streak chance for higher number of games because Excel apparently can't do numbers larger than 308 digits long (who knew).

If you have Excel or an equivalent (Google Spreadsheets, Open Office, etc) you can set up a K-Step Fibonacci sequence quite easily and calculate the various scenarios yourself.

No! It was not luck, but skill!
(The Celestial Starlight skin, created by Oni and Zaphk)

Thursday, July 11, 2013

Voice Acting in DOTA2 and LOL

Voice Acting in LOL


There's really not too much voice acting in LOL - a typical champion has about 17 different lines of dialogue, mostly related to moving and attacking. Some examples - Ahri, Nidalee, or Garen. There's no context related dialogue, or conditional dialogue (more on that later).


Voice Acting in DOTA2


There's a lot more voice acting in DOTA2. A typical hero has over 300 lines of voice acting, related to a variety of actions such as spawning, killing an opponent, getting first blood, using spells, dying, reviving, etc. There's even a whole host of lines related to actual chat (thanking someone, laughing), calling missing in your lane, expressing their disappointment at failing to connect with a skill shot or failing to kill a hero, and of course, special rival dialogue where your hero will taunt the enemy in a specific way related to their character after the kill.. Some examples - Juggernaut, Crystal Maiden, Bounty Hunter.

The main attraction, however, is the context specific conditional dialogue. The game is smart enough to detect certain unique events (whiffing with a skill, killing a specific rival, performing a special combo, buying a certain item) that is notable enough to warrant special dialogue that is quite often humorous in nature. Discovering these special lines of dialogue is always a fun and amusing exercise. I'm just going through the heroes that I know below, I'm listing down 24 special dialogue triggers that amuse me but there's obviously way more than this.


1. Juggernaut triggers town portal while using Blade Fury
(Bladefury renders Juggernaut magic immune for the duration, allowing him to escape with a Town Portal scroll safely as he cannot be stunned or interrupted)
  • Play I'm out of here.
  • Play Hate to hit and run.
  • Play I'll be back to finish this later.

2. Juggernaut fails to kill his enemy with Omnislash
(Omnislash is often sure kill, unless you mess it up and it hits too many targets or the enemy manages to dodge it)
  • Play What a waste!
  • Play Argh, I had such plans...

3. Juggernaut kills Lich
(Rival kill dialogue has a 25% of occuring, normally it just picks a random kill dialogue)
  • Play I'm the Juggernaut, Lich!

4. Axe executing opponent with Culling Blade
(His Culling Blade ultimate is an instant kill on opponents with low hp)
  • Play Culled!
  • Play Wheat before a scythe!
  • Play I said good day, sir!

5. Axe failing to kill with Culling Blade
(If the enemy HP is not low enough the instant kill effect will not happen)
  • Play Axe misjudged?
  • Play Axe misjudged?
  • Play You're tougher than Axe thought!

6. Axe using a blink dagger to catch up to the enemy, then killing him with Culling Blade
(... why not)
  • Play Not so fast!
  • Play You been blinked!
  • Play No escaping Axe!

7. Sven using Storm Hammer to stun a teleporting hero
(Sven can use his stun to prevent heroes from escaping by interrupting their teleport channel)
  • Play You look stunned.
  • Play Don't move.
  • Play Not so fast.
  • Play Stand and fight.
  • Play Stand your ground.

8. Windrunner missing her Shackleshot / Powershot
(Windrunner has two skill shots that many players find difficult to land)
  • Play Lucky you, slipped off the kebab.
  • Play Dang!
  • Play What the? I missed!
  • Play Unbelievable, I never miss!
  • Play What?

9. Witch Doctor about to kill with Maledict 
(The Witch Doctor has a strong damage over time spell called Maledict, if the game engine knows the enemy is about to die from it, he will say one of the following lines)
  • Play Wait for it…wait for it…
  • Play He's about to pop.
  • Play Dat make a big mess.

10. Ursa purchasing Vladmir's Offering
(With this item Ursa can easily solo Roshan, it's commonly made as soon as possible on him)
  • Play Behold Vladmir. In my claws, Roshan is undone.
  • Play Behold the offering. In my claws, Roshan is undone.
  • Play Roshan shall bow to me!
  • Play Roshan! I come to reclaim what you stole!

11. Troll Warlord meeting an ally
(The Troll Warlord's dialogue lines are parodies of bad mannered players in the game. (He is a troll, after all). Many of his lines involve insulting his allies. When he meets allies in the game, he might say one of the following.)
  • Play I'd be better off fighting alone.
  • Play Don't get in my way.
  • Play You've got to be kidding.
  • Play Why are my allies so weak and pathetic.
  • Play I can see I'll have to carry us to victory.
  • Play Try not to feed.
  • Play Just try not to feed.

12. Treant Protector using Tangoes
(Well, he is a Treant, and the tangoes are healing items that require you to destroy a tree to gain health... so naturally he feels quite bad about it)
  • Play Sorry, friend.
  • Play That was rude of me.
  • Play Apologies.
  • Play I'm sure you understand.

13. Timbersaw using Tangoes
(Timbersaw hates trees, so naturally when he uses tangoes he has something to say too)
  • Play Mm god I hate trees.
  • Play Another tree down.
  • Play Mmm splinters!
  • Play Delicious.
  • Play De-li-cious.
  • Play Won't need a toothpick.

14. Sniper killing a hero that used a bow
(Sniper is very proud of his gun, and naturally looks down upon people who use other weapons)
  • Play Oh, how cute!
  • Play Oh, feather bullets!
  • Play Heh, crummiest gun I've ever seen.
  • Play What's wrong, your string break?
  • Play Aw, isn't that quaint?
  • Play Get a gun, you'll live longer!
  • Play Guns are the future, my friend!
  • Play My gun is quick!

15. Sniper killing a hero that used a blade
(Sniper is very proud of his gun, and naturally looks down upon people who use other weapons)
  • Play Someone brought a knife to a gunfight!
  • Play You pull a knife, I pull a gun.
  • Play Someone brought a knife to a gunfight!
  • Play Inconceivable!

16. Slardar killing a hero after a long chase
(Slardar can sometimes score kills after an extended chase, due to his increased movement speed and ability to track his opponent's movements with Amplify Damage)
  • Play I cross the world to take you down.
  • Play I came a long way to see you die.
  • Play Tsee heeh heh he he heh heh.

17. Silencer stealing intelligence
(Enemy heroes dying near the Silencer have some of their Intelligence permanently stolen by him. That's bad enough, but it's insult to injury that Silencer taunts them as well)
  • Play Once a warrior, now a fool.
  • Play Your intelligence flows to me.
  • Play My intelligence grows.
  • Play Have you forgotten something?
  • Play Can you feel your grasp slipping?
  • Play Ha! How about a little brain damage?
  • Play Your mind is mine! Not like you were using it anyway.

18. Shadow Shaman trapping opponents with Serpent Wards
(Using Serpent Wards directly on an enemy hero can sometimes box them in completely, rendering them unable to move - it's something you always try to do, but don't always succeed at)
  • Play My serpents paralyze!
  • Play Entrapped.
  • Play You're not going anywhere.
  • Play Keep an eye on that one.
  • Play Hold that one fast!

19. Faceless Void using Chronosphere correctly
(The Faceless Void will say some bad-ass sounding lines if he manages to land Chronosphere on enemy heroes, trapping them in a bubble of stopped time)
  • Play Entombed by time.
  • Play Sealed your fate.
  • Play Like insects in amber.
  • Play Time's pendulum stops.

20. Faceless Void missing with Chronosphere
(Sometimes though.. he might misclick and cast Chronosphere on nothing...O GOD THESE LINES ARE TOO FUNNY especially the voice acting itself)
  • Play Nothing to see here.
  • Play How embarrassing.
  • Play Dear Gods, my mistake!
  • Play Forgive me my friends!
  • Play An eternity of embarrassment!
  • Play I can't bear to look.

21. Mirana hitting hero with Sacred Arrow
(This is a skillshot that is somewhat difficult to land)

22. Mirana hitting hero with Sacred Arrow for maximum stun
(If it travels at least 1500 range it deals the maximum 5 second stun)

23. Mirana accidentally hitting a creep with Sacred Arrow
(Creeps tend to get in the way a lot...)
  • Play Out of my way!
  • Play Who spoiled that shot?
  • Play Son of a...
  • Play Gaaah!

24. Mirana hitting Roshan with Sacred Arrow
(She often uses it against Roshan while the team is attacking, being an easy to land 5 second stun)
  • Play I could have hit Roshan with my eyes closed.
  • Play Poor Roshan.
  • Play An easy shot.