Minecraft Comes Alive (MCA) - Mods - Minecraft - CurseForge
Pure Chaos Spectres! Testing physical spectres with a 4W Triad Grip!
I thought it would be fun to try out a number of the Physical damage-based spectres with a 4 white socket Triad Grip gloves. I've recorded a little bit of gameplay with various spectres and linked to the videos below. These are not exhaustive experiments, but rather just cursory explorations. https://pathofexile.gamepedia.com/Triad_Grip This converts 100% of minion Physical Damage to Chaos. The easiest way (I've found) to get a 4W Triad grip is to use a Locus of Corruption in the Incursion Temple. It isn't guaranteed, but it is by far the easiest. I wouldn't bet on doing it in a SSF league, but in regular league, it would worth trying. You can also buy one, for a while they were around 4-5ex in SC blight. Recently, they have increased in price to around 7-8ex, though I think someone is currently trying to price fix them.
Why do this?:
The most obvious benefit is you no longer have to worry about reflect maps if your spectres/zombies/carrion golems/etc are doing chaos damage. Reflect maps are generally annoying to deal with when using most of the high tier meta spectres like Slave Drivers. Its not massive concern, but summoner builds already ignore most map mods, having one more to not have to worry about is helpful. Another benefit is that you're able to 'upgrade' a tier of specter damage by making use of physical spectres. In terms of specter base damage the general scheme is: elemental spectres > physical spectres > chaos spectres. This has to do with player resistances. Players tend to have more elemental resistance than physical resistance, and more physical resistance than chaos resistance. Mob damage is balanced around this fact with elemental mobs like Slave Drivers doing far more base damage than physical damage-based mobs like Undying Evangelists. In turn, chaos-based mobs generally have the least amount of base damage. Presuming we want chaos-based spectres, the 4W Triad Grips give us the ability to jump up to Physical spectres in the overall damage scheme by converting their physical damage to chaos damage. The last reason, of course, is to be a specter hipster.
Baseline Build:
I'm using a Guardian specter summoner for this build. I chose it because I don't have to do a lot of work to be tanky. Necromancer summoners generally do more damage than guardians, especially if they scale specter damage through gem levels, but that is an expensive proposition this league, usually requiring a meta crafted bow or a nice wand. Necromancer defenses are pretty solid, but require active use of spells and stuff to keep the many layers working in tandem. Guardians are generally just a fat brick of low life ES that doesn't require a lot of work. Guardians also require more upfront early league cost to go LL. The trade-off between Guardian and Necro is mostly loss of top-end damage for more a lazy playstyle. I use just two spells as I play (Flame Dash and Convocation) and stand around a lot in a totally unsafe way (don't be like me). Here is my baseline Slave Driver build. 3m shaper damage, 10k ES, 20k armour, with a decent animate guardian setup. https://pastebin.com/QRaLDXCK
The Modifed Build I'm Actually Using:
Here is a modified version I used for Physical -> Chaos spectres https://pastebin.com/CGm9mtub I've added Carrion Golems and the golems cluster, switched out my Shaper's Touches for the Triad Grips, and lost around 2k ES. I use a CWDT with desecrate and Spirit Offering for lots of extra Chaos damage. It would probably be best to hard cast Spiriting Offering, or have part of different automated setup. I used CWDT mostly out of laziness. I've also picked up Grave Intentions for the chance at Unholy Might. Triad Grip is currently not supported on PoB, though I'm sure it will be in the future. To show the chaos conversion from the Triad Grip in PoB you have to make a shield that converts 100% of Physical damage to chaos damage, then pick up the Necromantic Aegis node on the tree. After adding the shield, I move the stats from one of my Midnight Bargains, as well as the buffs from my animate guardian, to a flask so they are still represented in my damage. I used an Animate guardian with a Dying Breath, a Victario's Flight, and a rare -chaos res helm. I'm also using a Blasphemy+ Despair setup. I use Dread Banner and Flesh and Stone defensively. You might use a four-link zombie setup with Feeding Frenzy and Withering Touch, if you were super serious about maxing your chaos damage. Edit: Apparently there are a couple of easier ways to account for Triad Grips in PoB as noted down below. The Slashed Miscreations I've selected on PoB, with this build, do about 1m pure chaos damage to Shaper. I'm sure a Necromancer could do far more damage.
The Spectres I tried:
With each specter I tried, I recorded some video of them being used, as well as me trying a few different gem setups. I use a level 20 Clarity, so switching to Blood Magic isn't generally a huge boost, but I do try it from time to time. Sorry my computer is kind of a potato, but each video should give you an idea of what the specter plays like with the gloves. I primarily picked Dunes as a test map, and if they did well, I tried them in red maps. If you don't care about what gems I used, or the map mods, skip ahead 30 seconds or so in each video. Crazed Driver: These are a physical version of the Slave Drivers. They look pretty cool, but their base damage is significantly less than a Slave Driver, less than a third. Its pure phys, which we convert to pure chaos. They are about as good as Slave Drivers for clear, and are decent for bossing, but ultimately, the trade-off is lower damage for being reflect immune. https://poedb.tw/us/mon.php?n=Crazed+Driver Crazed Driver (Siege) Crazed Driver (Canyon) Sandworn Slaves: These are the cage guys who spin. They do a very slow moving phys damage spark spell that looks like a small dust storm. They will also spin from mob to mob, doing damage, leaving behind their sparks as they go. They have decent clear, but their single target is slow. If you link them to GMP, they leave behind more sparks. Conc effect is a must for damage. http://poedb.tw/us/mon.php?n=Sandworn+Slaves Sandworn Slaves (Dunes) Sandworn Slaves (Iceberg) Slashed Miscreations: These have fairly good damage. Their clear speed isn't amazing, but they do well enough to put them in range of Slave Drivers. They could be really good for a crit specter build or even a poison specter build. 4W Triad Gloves make spectre/golem/zombie minion poison builds more possible. Inc AoE & Feeding Frenzy -> conc effect + Death mark for bosses. Decay is a possibility for clear, but I couldn't tell much difference between that and void manip. I use Withering Touch for them because they not only cast Blade Vortex, but also attack in melee range fairly frequently with stacks wither. Technically Withering Touch shouldn't work for their blade vortex, but I can't tell if it does. I don't think so. I recorded more videos of the Slashed Miscreations because I liked the way they felt the best. I didn't really have trouble with them until I tried them in red Blighted Maps. Multiple bosses with chaos resistance can swamp you pretty quickly depending on the teir of the map. At the same time, since their clear isn't amazing, switching support gems for more single target damage against bosses mid-blight is hard to do. http://poedb.tw/us/mon.php?n=Slashed+Miscreation Slashed Miscreation (Canyon) Slashed Miscreation (Xoph's Breachstone) Slashed Miscreation (Esh's Breachstone) Slashed Miscreation (Delve Run) Slashed Miscreation (Desert Springs) Slashed Miscreation (Dark Forest) Undying Evangelist: The delayed blast makes clear a little awkward, but the proximity shield makes up for it. Boss damage is only so-so, and only OK if the boss is lazy and doesn't move around much. Still you can get their DPS in PoB up to about 1m shaper dps pure chaos. http://poedb.tw/us/mon.php?n=Undying+Evangelist Undying Evangelist (Dunes) Heretical Guardian: Low damage, no real single target, GMP spectral throw was weak and not often used. https://poedb.tw/us/mon.php?n=Heretical+Guardian Heretical Guardian (Dunes) Heretical Ward: Shield bash wasn't bad, might require melee splash for clear. Rarely use spectral throw, GMP not worth it. Helps to convoke at a distance from mobs often to reset spectres so they shield charge. https://poedb.tw/us/mon.php?n=Heretical+Ward Heretical Ward (Dunes) Heretical Adjudicator: They do a phys-based storm call, which is decent damage, but they don't cast it often enough, even with blood magic. Probably need a huge amount of cast speed, or more specific supports. https://poedb.tw/us/mon.php?n=Heretical+Adjudicator Heretical Adjudicator (dunes) Desecrated Saint/Gleaming Saint: These are skeleton spellcasters that cast a phys-based projectile. Gleaming Saints seemed better, even though their damage numbers are the same. I could be wrong, but Gleaming Saints seem to have to better cast speed/animation. Their overall damage, especially single target is a bit weak, but they could accompany a skeleton mage build maybe. I tried them both in the same Canyon map, and it really did seem like the Gleaming Saints spammed more spells in a wider angle than the desecrated saints. https://poedb.tw/us/mon.php?n=Gleaming+Saint Gleaming Saint (Dunes) Gleaming Saint (Canyon 1/2 Map) https://poedb.tw/us/mon.php?n=Desecrated+Saint Descerated Saint (Canyon 1/2 map) Bone Husk: These are always fun to try, they cast a number of physical spells rather quickly. They have a mortar that leaves behind little bits of wall, which explode into a bone nova of numerous physical projectiles. GMP is a must as it seems to affect the mortar and the bone nova projectiles. They lag the crap out of my potato, but I think they might be worth more testing and experimenting. They might also be good for a poison build as they do a massive number of hits in every direction. I'm not sure about their single target though. They lag me so badly it's hard to give them a fair test. https://poedb.tw/us/mon.php?n=Bone+Husk Bone Husk (Plateau) Living Memorial: You can't use Raise Specter on these, what a bummer. https://poedb.tw/us/mon.php?n=Living+Memorial Warped Regurgitator: These are a worse version of Avian Wretches. They consume corpses to throw projectiles. It is best if you Desecrete as you walk around so they always have ammo to throw. https://poedb.tw/us/mon.php?n=Warped+Regurgitator Warped Regurgitator (Dunes) Slave Catcher: I tried these because they technically do physical damage, and their net is good for support, but ultimately they aren't super useful by themselves. I had trouble clearing a single map with them. Not sure what I was thinking or why I even uploaded the video. https://poedb.tw/us/mon.php?n=Slave+Catcher Slave Catcher (Dunes) Deranged Slaver: These have a net they throw, and a slow-moving phys projectile that explodes at the end of its movement. They don't have much single target, and the clear speed is so-so, but they look real cool. There is a similar mob called a Depraved Slaver, but its weaker and only has the net. https://poedb.tw/us/mon.php?n=Deranged+Slaver Deranged Slaver (Dunes) Vaal Gargantuan: These do a kind of Wild strike that converts phys to a random element and then sends an extra arc/wave/explosion just like Wild Strike. They seemed to convert phys to elemental damage even with the 4W socket Triad Grip? I noticed some mobs getting shocked/burned/frozen from the extra arc/wave/explosion. Multistrike is helpful. They are pretty interesting. I'm sure there is a build out there that could use them if we knew more about how they worked exactly. You can't Desecrete them so you have to grab them directly from The Causeway (which is the best place to find them). Only one spawns per pack, so its a little tedious grabbing them all. http://poedb.tw/us/mon.php?n=Vaal+Gargantuan Vaal Gargantuan (Dunes) Devourer: Their AI is a bit wonky. They don't move around a lot. You have to convocation them around hoping they decide to kill stuff at range. Their projectile is good, but they will only melee attack while in melee range. https://poedb.tw/us/mon.php?n=Devourer Devourer (Cemetery) Avian Retch: These consume corpses to do a phys projectile. They have Farshot (they do more damage from further away). It is best to Desecrate as you go so the avians will stop on your corpses and bombard the nearest mob pack off-screen. Use Deathmark for bosses if you want them to focus fire, and convocation them so they are at a distance from the boss. https://poedb.tw/us/mon.php?n=Avian+Retch Avian Retch (Park) Kitava's Herald: Their mortar spell is pretty good. It is a red ball, that when it lands it does a big red X that damages enemies in an AoE. Their clear speed is a bit inconsistent as their AI is a bit strange. They don't stay at range, and often like to hop into melee range and stay there. They would benefit from a pure physical build as they have innate bleed procs. They worked best for me in Delve runs where the enemies were mostly in front of me. http://poedb.tw/us/mon.php?n=Kitava%27s+HeraldKitava's Herald (Delve Run)
Overall Thoughts:
I think that Pure Chaos spectres are certainly viable, especially with a Necromancer scaling gems levels or perhaps with an Occultist who centers around maxing chaos damage. I am not sure the DPS loss is worth the reflect immunity, unless you're talking about high-end Necro build where the trade-off would be 4m chaos DPS vs 6m Lightning DPS. In such a case the effectiveness of such high damage doesn't matter as much. I would also like to see what an Occultist can do with these sorts of spectres, though the loss of minions buffs from Ascendancies might be too much of a negative for it to be worthwhile. The difficulty of betting a 4W Triad Grip might make this always a purely hipster specter venture, but I think target farming the Locus of Corruption might be a decent league goal for an end-league Triad Grip build. Its something just about anyone who gets to maps can now do with the current master mission system. I think these gloves make poison spectres, and just minion poison builds in general, a lot more viable. This will probably be my next avenue of tesing. A number of long-time streamers have tried to make poison minions a thing in the past with uniques like United in Dream. As far as I know, only Animate Weapon builds ever really got the minion poison thing down. With Triad Grips any minion that does phys damage can now double benefit from -chaos res sources like Despair and -res helmets both through poison damage and through direct damage as well. https://pathofexile.gamepedia.com/United_in_Dream In terms, of the spectres I tried themselves. I favored the Slashed Miscreations quite heavily. They were about as fast as the Slave Drivers, but with less range. They did the best, in terms of blight maps, when they were clearing multiple lanes very close to each other. Slave Drivers always have a little bit of time between big spell casts, even with Spell Echo, the Slashed Miscreations pretty much murder anything in close range the second it spawns. They don't quite have the single target damage for red Blight maps though, at least with my build. The crazed divers work great, look great, but still don't quite have the punch that Slave Drivers do. You don't really feel the DPS loss until t15-16s or so, when bosses still die quick, but don't just poof out of existence. Sadly, PoB doesn't have Crazed Driver in their database, so it is hard to judge their damage. I would imagine its around 1.5m, but I could be wrong. Edit: I also think that a pure physical damage spectre setup is viable as well. With Pride, the Banners, Carrion Golems, Brutality, and the -res helmets, its very possible you might get more overall DPS than a pure chaos build. I also think that Crit spectres could be a thing, if we knew more about the crit chance of specific spectre spells. Overall, I would suggest you do your own experiments with various spectres. It is fun trying new gem combinations, and figuring out what kind of content certain spectres are best at. There can be a big difference between how a specter seems on PoEdb and how they actually perform. The spectres you try aren't usually as effective as whatever is most popular, but it definitely makes the game more interesting and engaging trying to make off-meta spectres work for you. Thank you for reading if you've made it this far!
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I'm playing on a custom modpack on an Aternos server, mod list will be in crash log below, configs changed: Thaumic Tinkerer imbued fires are off and AE2 channels are off. When reading the crash log I found out that my player was ticking, and this is why the game constantly crashed. Please, could somebody help me fix it? I can ask a friend to do something in the world if it helps.
---- Minecraft Crash Report ---- // I bet Cylons wouldn't have this problem. Time: 4/6/20 2:24 AM Description: Ticking entity java.lang.NullPointerException: Ticking entity at net.minecraft.potion.PotionEffect.func\_76455\_a([PotionEffect.java:105](https://PotionEffect.java:105)) at net.minecraft.entity.EntityLivingBase.func\_70679\_bo([EntityLivingBase.java:524](https://EntityLivingBase.java:524)) at net.minecraft.entity.EntityLivingBase.func\_70030\_z([EntityLivingBase.java:293](https://EntityLivingBase.java:293)) at net.minecraft.entity.Entity.func\_70071\_h\_([Entity.java:318](https://Entity.java:318)) at net.minecraft.entity.EntityLivingBase.func\_70071\_h\_([EntityLivingBase.java:1561](https://EntityLivingBase.java:1561)) at net.minecraft.entity.player.EntityPlayer.func\_70071\_h\_([EntityPlayer.java:288](https://EntityPlayer.java:288)) at net.minecraft.client.entity.EntityClientPlayerMP.func\_70071\_h\_(SourceFile:63) at net.minecraft.world.World.func\_72866\_a([World.java:2070](https://World.java:2070)) at net.minecraft.world.World.func\_72870\_g([World.java:2034](https://World.java:2034)) at net.minecraft.world.World.func\_72939\_s([World.java:1887](https://World.java:1887)) at net.minecraft.client.Minecraft.func\_71407\_l([Minecraft.java:2006](https://Minecraft.java:2006)) at net.minecraft.client.Minecraft.func\_71411\_J([Minecraft.java:973](https://Minecraft.java:973)) at net.minecraft.client.Minecraft.func\_99999\_d([Minecraft.java:898](https://Minecraft.java:898)) at net.minecraft.client.main.Main.main(SourceFile:148) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch([Launch.java:135](https://Launch.java:135)) at net.minecraft.launchwrapper.Launch.main([Launch.java:28](https://Launch.java:28)) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace: at net.minecraft.potion.PotionEffect.func\_76455\_a([PotionEffect.java:105](https://PotionEffect.java:105)) at net.minecraft.entity.EntityLivingBase.func\_70679\_bo([EntityLivingBase.java:524](https://EntityLivingBase.java:524)) at net.minecraft.entity.EntityLivingBase.func\_70030\_z([EntityLivingBase.java:293](https://EntityLivingBase.java:293)) at net.minecraft.entity.Entity.func\_70071\_h\_([Entity.java:318](https://Entity.java:318)) at net.minecraft.entity.EntityLivingBase.func\_70071\_h\_([EntityLivingBase.java:1561](https://EntityLivingBase.java:1561)) at net.minecraft.entity.player.EntityPlayer.func\_70071\_h\_([EntityPlayer.java:288](https://EntityPlayer.java:288)) at net.minecraft.client.entity.EntityClientPlayerMP.func\_70071\_h\_(SourceFile:63) at net.minecraft.world.World.func\_72866\_a([World.java:2070](https://World.java:2070)) at net.minecraft.world.World.func\_72870\_g([World.java:2034](https://World.java:2034)) -- Entity being ticked -- Details: Entity Type: null (net.minecraft.client.entity.EntityClientPlayerMP) Entity ID: 4272162 Entity Name: george\_error Entity's Exact location: 1354.56, 66.62, 235.80 Entity's Block location: World: (1354,66,235), Chunk: (at 10,4,11 in 84,14; contains blocks 1344,0,224 to 1359,255,239), Region: (2,0; contains chunks 64,0 to 95,31, blocks 1024,0,0 to 1535,255,511) Entity's Momentum: 0.00, -0.08, 0.03 Stacktrace: at net.minecraft.world.World.func\_72939\_s([World.java:1887](https://World.java:1887)) -- Affected level -- Details: Level name: MpServer All players: 1 total; \[EntityClientPlayerMP\['george\_error'/4272162, l='MpServer', x=1354.56, y=66.62, z=235.80\]\] Chunk stats: MultiplayerChunkCache: 441, 441 Level seed: 0 Level generator: ID 00 - default, ver 1. Features enabled: false Level generator options: Level spawn location: World: (-76,64,-148), Chunk: (at 4,4,12 in -5,-10; contains blocks -80,0,-160 to -65,255,-145), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1) Level time: 8283753 game time, 1367034 day time Level dimension: 0 Level storage version: 0x00000 - Unknown? Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false) Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false Forced entities: 90 total; \[EntityOcelot\['Ocelot'/5386306, l='MpServer', x=1420.56, y=65.00, z=177.97\], EntityWolf\['Wolf'/5386304, l='MpServer', x=1361.06, y=65.00, z=243.78\], EntityOcelot\['Cat'/5386305, l='MpServer', x=1370.69, y=65.00, z=240.03\], EntityOcelot\['Ocelot'/5386310, l='MpServer', x=1389.06, y=72.00, z=229.50\], EntityPig\['Pig'/5386337, l='MpServer', x=1431.50, y=66.00, z=277.53\], EntityZombie\['Zombie'/4790398, l='MpServer', x=-54.70, y=-17.62, z=-0.69\], EntityOcelot\['Cat'/5386258, l='MpServer', x=1353.34, y=79.00, z=175.31\], EntityBat\['Bat'/5459986, l='MpServer', x=1274.69, y=49.34, z=163.66\], EntityItemFrame\['[entity.ItemFrame.name](https://entity.ItemFrame.name)'/5386256, l='MpServer', x=1351.50, y=80.50, z=178.94\], EntityItemFrame\['[entity.ItemFrame.name](https://entity.ItemFrame.name)'/5386257, l='MpServer', x=1355.50, y=81.50, z=179.94\], EntitySpark\['Spark'/5386262, l='MpServer', x=1391.50, y=83.50, z=211.50\], EntityOcelot\['Cat'/5386266, l='MpServer', x=1370.69, y=65.00, z=234.00\], EntityWolf\['Wolf'/5386267, l='MpServer', x=1362.06, y=65.00, z=226.09\], EntityOcelot\['Cat'/5386264, l='MpServer', x=1370.69, y=65.00, z=239.13\], EntityOcelot\['Cat'/5386265, l='MpServer', x=1370.69, y=65.00, z=237.22\], EntityWolf\['Wolf'/5386270, l='MpServer', x=1355.31, y=65.00, z=230.16\], EntityWolf\['Wolf'/5386271, l='MpServer', x=1355.31, y=65.00, z=231.09\], EntityWolf\['Wolf'/5386268, l='MpServer', x=1370.63, y=65.00, z=232.84\], EntitySkeleton\['Skeleton'/4794385, l='MpServer', x=26.85, y=-41.45, z=-4.36\], EntityItemFrame\['[entity.ItemFrame.name](https://entity.ItemFrame.name)'/5386250, l='MpServer', x=1356.50, y=79.50, z=176.06\], EntityItemFrame\['[entity.ItemFrame.name](https://entity.ItemFrame.name)'/5386251, l='MpServer', x=1356.50, y=80.50, z=176.06\], EntityItemFrame\['[entity.ItemFrame.name](https://entity.ItemFrame.name)'/5386248, l='MpServer', x=1353.50, y=79.50, z=176.06\], EntityItemFrame\['[entity.ItemFrame.name](https://entity.ItemFrame.name)'/5386249, l='MpServer', x=1352.50, y=79.50, z=178.94\], EntityItemFrame\['[entity.ItemFrame.name](https://entity.ItemFrame.name)'/5386254, l='MpServer', x=1352.50, y=81.50, z=176.06\], EntityItemFrame\['[entity.ItemFrame.name](https://entity.ItemFrame.name)'/5386255, l='MpServer', x=1351.50, y=81.50, z=178.94\], EntityItemFrame\['[entity.ItemFrame.name](https://entity.ItemFrame.name)'/5386252, l='MpServer', x=1356.50, y=81.50, z=176.06\], EntityItemFrame\['[entity.ItemFrame.name](https://entity.ItemFrame.name)'/5386253, l='MpServer', x=1353.50, y=80.50, z=176.06\], EntityWolf\['Wolf'/5386290, l='MpServer', x=1361.31, y=64.00, z=200.31\], EntityWolf\['Wolf'/5386291, l='MpServer', x=1361.00, y=64.00, z=205.00\], EntityMinecartChest\['[entity.MinecartChest.name](https://entity.MinecartChest.name)'/5386288, l='MpServer', x=1296.50, y=38.34, z=218.91\], EntityWolf\['Wolf'/5386289, l='MpServer', x=1359.31, y=64.00, z=201.31\], EntitySpark\['Spark'/5386294, l='MpServer', x=1398.50, y=83.50, z=208.50\], EntitySpark\['Spark'/5386295, l='MpServer', x=1397.50, y=83.50, z=209.50\], EntityWolf\['Wolf'/5386292, l='MpServer', x=1366.38, y=64.00, z=204.16\], EntityWolf\['Wolf'/5386293, l='MpServer', x=1362.31, y=64.00, z=204.25\], EntitySheep\['Sheep'/5386298, l='MpServer', x=1386.38, y=69.00, z=290.47\], EntityOcelot\['Cat'/5386299, l='MpServer', x=1368.66, y=65.00, z=244.69\], EntityOcelot\['Cat'/5386302, l='MpServer', x=1364.72, y=65.00, z=244.69\], EntityOcelot\['Cat'/5386303, l='MpServer', x=1366.94, y=65.00, z=244.69\], EntityOcelot\['Cat'/5386300, l='MpServer', x=1361.56, y=65.00, z=244.69\], EntityOcelot\['Cat'/5386301, l='MpServer', x=1370.69, y=65.00, z=242.34\], EntityGolemBase\['Jack'/5386274, l='MpServer', x=1366.26, y=65.00, z=242.35\], EntityWolf\['Wolf'/5386272, l='MpServer', x=1355.31, y=65.00, z=229.25\], EntityOcelot\['Cat'/5386273, l='MpServer', x=1357.84, y=65.00, z=237.84\], EntityGolemBase\['Clay Golem'/5386279, l='MpServer', x=1397.63, y=63.00, z=204.56\], EntityBat\['Bat'/5435429, l='MpServer', x=1366.69, y=62.10, z=248.78\], EntityGolemBase\['Clay Golem'/5386282, l='MpServer', x=1397.66, y=63.00, z=205.53\], EntitySpark\['Spark'/5386283, l='MpServer', x=1397.50, y=83.50, z=207.50\], EntityBat\['Bat'/5435435, l='MpServer', x=1373.41, y=62.10, z=246.38\], EntityGolemBase\['Tallow Golem'/5386280, l='MpServer', x=1400.16, y=63.00, z=197.63\], EntityGolemBase\['Tallow Golem'/5386281, l='MpServer', x=1403.53, y=63.00, z=206.59\], EntityBat\['Bat'/5435433, l='MpServer', x=1367.53, y=63.10, z=242.53\], EntityOcelot\['Cat'/5386286, l='MpServer', x=1355.31, y=65.00, z=244.69\], EntityGolemBase\['Iron Golem'/5386284, l='MpServer', x=1377.41, y=63.00, z=194.47\], EntityBat\['Bat'/5435437, l='MpServer', x=1365.34, y=63.10, z=239.53\], EntityZombie\['Zombie'/4790485, l='MpServer', x=-43.27, y=-27.62, z=3.52\], EntitySpider\['Spider'/4790427, l='MpServer', x=-56.70, y=-18.62, z=14.31\], EntityOcelot\['Ocelot'/5437926, l='MpServer', x=1358.50, y=67.00, z=273.50\], EntityGolemBobber\['Golem Fishing Bobber'/5466712, l='MpServer', x=1379.84, y=62.91, z=196.06\], EntityZombie\['Zombie'/4790903, l='MpServer', x=19.21, y=-44.62, z=7.24\], EntityCaveSpider\['Cave Spider'/4909577, l='MpServer', x=27.71, y=-0.09, z=-16.50\], EntityBat\['Bat'/5462551, l='MpServer', x=1290.38, y=57.66, z=275.25\], EntityBat\['Bat'/5462553, l='MpServer', x=1300.75, y=59.00, z=275.25\], EntityBat\['Bat'/5462552, l='MpServer', x=1289.28, y=57.70, z=275.25\], EntityCaveSpider\['Cave Spider'/4909605, l='MpServer', x=33.36, y=-0.06, z=-4.29\], EntitySkeleton\['Skeleton'/4792881, l='MpServer', x=-2.05, y=-38.45, z=-41.98\], EntitySpider\['Spider'/4792880, l='MpServer', x=-2.05, y=-38.62, z=-41.98\], EntitySkeleton\['Skeleton'/4792999, l='MpServer', x=25.42, y=-24.08, z=-6.70\], EntityCaveSpider\['Cave Spider'/4873052, l='MpServer', x=21.96, y=-22.62, z=-12.70\], EntityWisp\['Wisp'/4789108, l='MpServer', x=-19.15, y=2.11, z=12.36\], EntityOcelot\['Ocelot'/5440283, l='MpServer', x=1420.50, y=65.00, z=274.50\], EntityCaveSpider\['Cave Spider'/4873088, l='MpServer', x=-21.48, y=-26.62, z=16.37\], EntitySkeleton\['Skeleton'/4795326, l='MpServer', x=-22.01, y=-11.18, z=-57.11\], EntitySkeleton\['Skeleton'/4789324, l='MpServer', x=6.61, y=-10.62, z=-10.69\], EntityCaveSpider\['Cave Spider'/4795480, l='MpServer', x=-14.75, y=-32.52, z=9.25\], EntityBat\['Bat'/5440591, l='MpServer', x=1318.50, y=37.77, z=199.16\], EntityCaveSpider\['Cave Spider'/4795493, l='MpServer', x=21.33, y=-25.62, z=-6.92\], EntitySkeleton\['Skeleton'/4795426, l='MpServer', x=21.71, y=-37.62, z=-19.48\], EntityBat\['Bat'/5448971, l='MpServer', x=1340.97, y=54.00, z=267.50\], EntityBat\['Bat'/5448970, l='MpServer', x=1329.69, y=54.40, z=285.22\], EntityBat\['Bat'/5448973, l='MpServer', x=1337.03, y=54.60, z=263.50\], EntityBat\['Bat'/5448972, l='MpServer', x=1327.03, y=54.00, z=283.47\], EntityItem\['item.item.actuallyadditions.itemHairyBall'/5408163, l='MpServer', x=1354.78, y=79.13, z=175.88\], EntityItem\['item.item.actuallyadditions.itemHairyBall'/5445172, l='MpServer', x=1351.72, y=79.13, z=177.63\], EntityOcelot\['Ocelot'/5451512, l='MpServer', x=1394.50, y=66.00, z=243.50\], EntityHat\['unknown'/4546289, l='MpServer', x=1354.56, y=66.62, z=235.80\], EntityClientPlayerMP\['george\_error'/4272162, l='MpServer', x=1354.56, y=66.62, z=235.80\], EntityOcelot\['Ocelot'/5467820, l='MpServer', x=1393.50, y=75.00, z=194.50\], EntityTrail\['unknown'/4546429, l='MpServer', x=1354.56, y=66.62, z=235.80\], EntityZombie\['Zombie'/4794274, l='MpServer', x=-46.32, y=-34.62, z=-26.73\]\] Retry entities: 0 total; \[\] Server brand: fml,forge Server type: Non-integrated multiplayer server Stacktrace: at net.minecraft.client.multiplayer.WorldClient.func\_72914\_a([WorldClient.java:373](https://WorldClient.java:373)) at net.minecraft.client.Minecraft.func\_71396\_d([Minecraft.java:2444](https://Minecraft.java:2444)) at net.minecraft.client.Minecraft.func\_99999\_d([Minecraft.java:919](https://Minecraft.java:919)) at net.minecraft.client.main.Main.main(SourceFile:148) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch([Launch.java:135](https://Launch.java:135)) at net.minecraft.launchwrapper.Launch.main([Launch.java:28](https://Launch.java:28)) -- System Details -- Details: Minecraft Version: 1.7.10 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0\_241, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 4185162960 bytes (3991 MB) / 6878658560 bytes (6560 MB) up to 6878658560 bytes (6560 MB) JVM Flags: 8 total; -Xmn128M -Xmx6548M -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95 FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 58 mods loaded, 58 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored UCHIJA mcp{9.05} \[Minecraft Coder Pack\] (minecraft.jar) UCHIJA FML{[7.10.99.99](https://7.10.99.99)} \[Forge Mod Loader\] (forge-1.7.10-10.13.4.1614-1.7.10.jar) UCHIJA Forge{10.13.4.1614} \[Minecraft Forge\] (forge-1.7.10-10.13.4.1614-1.7.10.jar) UCHIJA AM2-Preloader{0.0.2} \[AMCore\] (minecraft.jar) UCHIJA appliedenergistics2-core{rv3-beta-6} \[Applied Energistics 2 Core\] (minecraft.jar) UCHIJA CodeChickenCore{[1.0.7.47](https://1.0.7.47)} \[CodeChicken Core\] (minecraft.jar) UCHIJA NotEnoughItems{[1.0.5.120](https://1.0.5.120)} \[Not Enough Items\] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar) UCHIJA ThaumicTinkerer-preloader{0.1} \[Thaumic Tinkerer Core\] (minecraft.jar) UCHIJA {000} \[CoFH ASM\] (minecraft.jar) UCHIJA AnimationAPI{1.2.4} \[AnimationAPI\] (AnimationAPI-1.7.10-1.2.4.jar) UCHIJA arsmagica2{[1.4.0.008](https://1.4.0.008)} \[Ars Magica 2\] (1.7.10\_AM2-1.4.0.008.jar) UCHIJA CoFHCore{1.7.10R3.1.4} \[CoFH Core\] (CoFHCore-\[1.7.10\]3.1.4-329.jar) UCHIJA ActuallyAdditions{1.7.10-r21} \[Actually Additions\] (ActuallyAdditions-1.7.10-r21.jar) UCHIJA appliedenergistics2{rv3-beta-6} \[Applied Energistics 2\] (appliedenergistics2-rv3-beta-6.jar) UCHIJA backpacks16840{3.5.8} \[Backpacks!\] (backpacks+1.7.10+-+3.5.8.jar) UCHIJA BiblioCraft{1.11.7} \[BiblioCraft\] (BiblioCraft\[v1.11.7\]\[MC1.7.10\].jar) UCHIJA Baubles{[1.0.1.10](https://1.0.1.10)} \[Baubles\] (Baubles-1.7.10-1.0.1.10.jar) UCHIJA Thaumcraft{[4.2.3.5](https://4.2.3.5)} \[Thaumcraft\] (Thaumcraft-1.7.10-4.2.3.5.jar) UCHIJA Botania{r1.8-249} \[Botania\] (Botania r1.8-249.jar) UCHIJA BotaniaVisualizer{1.7.2-1.0a} \[BotaniaVisualizer\] (BotaniaVisualizer-1.7.2-1.0a.jar) UCHIJA BrandonsCore{[1.0.0.12](https://1.0.0.12)} \[Brandon's Core\] (BrandonsCore-1.0.0.12.jar) UCHIJA ForgeMultipart{1.2.0.345} \[Forge Multipart\] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar) UCHIJA chisel{[2.9.5.11](https://2.9.5.11)} \[Chisel\] (Chisel-2.9.5.11.jar) UCHIJA CarpentersBlocks{[3.3.8.2](https://3.3.8.2)} \[Carpenter's Blocks\] (Carpenter's Blocks v3.3.8.2 - MC 1.7.10.jar) UCHIJA craftingtweaks{1.0.88} \[Crafting Tweaks\] (craftingtweaks-mc1.7.10-1.0.88.jar) UCHIJA CreeperConfetti{1.0} \[CreeperConfetti\] (CreeperConfetti-1.0.jar) UCHIJA ThermalFoundation{1.7.10R1.2.6} \[Thermal Foundation\] (ThermalFoundation-\[1.7.10\]1.2.6-118.jar) UCHIJA ThermalExpansion{1.7.10R4.1.5} \[Thermal Expansion\] (ThermalExpansion-\[1.7.10\]4.1.5-248.jar) UCHIJA DraconicEvolution{1.0.2h} \[Draconic Evolution\] (Draconic-Evolution-1.7.10-1.0.2h.jar) UCHIJA endercore{1.7.10-0.2.0.39\_beta} \[EnderCore\] (EnderCore-1.7.10-0.2.0.39\_beta.jar) UCHIJA Waila{1.5.10} \[Waila\] (Waila-1.5.10\_1.7.10.jar) UCHIJA EnderIO{1.7.10-2.3.0.429\_beta} \[Ender IO\] (EnderIO-1.7.10-2.3.0.429\_beta.jar) UCHIJA evilcraft{0.9.13} \[EvilCraft\] (EvilCraft-1.7.10-0.9.13.jar) UCHIJA ExtraUtilities{1.2.12} \[Extra Utilities\] (extrautilities-1.2.12.jar) UCHIJA iChunUtil{4.2.3} \[iChunUtil\] (iChunUtil-4.2.3.jar) UCHIJA Hats{4.0.0} \[Hats\] (Hats-4.0.0.jar) UCHIJA inventorytweaks{1.59-dev-152-cf6e263} \[Inventory Tweaks\] (InventoryTweaks-1.59-dev-152.jar) UCHIJA IronChest{6.0.62.742} \[Iron Chest\] (ironchest-1.7.10-6.0.62.742-universal.jar) UCHIJA journeymap{5.1.4p2} \[JourneyMap\] (journeymap-1.7.10-5.1.4p2-unlimited.jar) UCHIJA malisiscore{1.7.10-0.14.3} \[MalisisCore\] (malisiscore-1.7.10-0.14.3.jar) UCHIJA malisisdoors{1.7.10-1.13.2} \[Malisis' Doors\] (malisisdoors-1.7.10-1.13.2.jar) UCHIJA Mantle{1.7.10-0.3.2.jenkins191} \[Mantle\] (Mantle-1.7.10-0.3.2b.jar) UCHIJA Mekanism{9.1.1} \[Mekanism\] (Mekanism-1.7.10-9.1.1.1031.jar) UCHIJA MekanismGenerators{9.1.1} \[MekanismGenerators\] (MekanismGenerators-1.7.10-9.1.1.1031.jar) UCHIJA MekanismTools{9.1.1} \[MekanismTools\] (MekanismTools-1.7.10-9.1.1.1031.jar) UCHIJA moreplayermodels{1.7.10b} \[MorePlayerModels\] (MorePlayerModels\_1.7.10b.jar) UCHIJA Natura{2.2.0} \[Natura\] (natura-1.7.10-2.2.1a2.jar) UCHIJA naturescompass{1.3.1} \[Nature's Compass\] (NaturesCompass-1.7.10-1.3.1.jar) UCHIJA Neat{GRADLE:VERSION-GRADLE:BUILD} \[Neat\] (Neat 1.0-1.jar) UCHIJA oreexcavation{1.1.134} \[OreExcavation\] (OreExcavation-1.1.134.jar) UCHIJA snad{1.7.10-1.6.01.31a} \[Snad\] (Snad-1.7.10-1.6.01.31a.jar) UCHIJA tcinventoryscan{1.0.11} \[TC Inventory Scanning\] (tcinventoryscan-mc1.7.10-1.0.11.jar) UCHIJA ThaumicTinkerer{unspecified} \[Thaumic Tinkerer\] (ThaumicTinkerer-2.5-1.7.10-164.jar) UCHIJA tlauncher\_custom\_cape\_skin{1.0} \[TLSkinCape\] (tlskincape1.7.10-1.4.jar) UCHIJA totemic{1.7.10-0.6.2} \[Totemic\] (Totemic-1.7.10-0.6.2.jar) UCHIJA witchery{0.24.1} \[Witchery\] (witchery-1.7.10-0.24.1.jar) UCHIJA McMultipart{1.2.0.345} \[Minecraft Multipart Plugin\] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar) UCHIJA ForgeMicroblock{1.2.0.345} \[Forge Microblocks\] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar) GL info: ' Vendor: 'Intel' Version: '4.3.0 - Build 20.19.15.4531' Renderer: 'Intel(R) HD Graphics 4600' CoFHCore: -\[1.7.10\]3.1.4-329 AE2 Version: beta rv3-beta-6 for Forge 10.13.4.1448 ThermalFoundation: -\[1.7.10\]1.2.6-118 ThermalExpansion: -\[1.7.10\]4.1.5-248 Mantle Environment: Environment healthy. Chisel: Errors like "\[FML\]: Unable to lookup ..." are NOT the cause of this crash. You can safely ignore these errors. And update forge while you're at it. EnderIO: Found the following problem(s) with your installation: * The RF API that is being used (1.7.10R1.0.2 from ) differes from that that is reported as being loaded (1.7.10R1.0.13 from EnderIO-1.7.10-2.3.0.429_beta.jar). It is a supported version, but that difference may lead to problems. * An unknown AE2 API is installed (rv3 from appliedenergistics2-rv3-beta-6.jar). Ender IO was build against API version rv2 and may or may not work with a newer version. This may have caused the error. Try reproducing the crash WITHOUT this/these mod(s) before reporting it. AE2 Integration: IC2:OFF, RotaryCraft:OFF, RC:OFF, BuildCraftCore:OFF, BuildCraftTransport:OFF, BuildCraftBuilder:OFF, RF:ON, RFItem:ON, MFR:OFF, DSU:ON, FZ:OFF, FMP:ON, RB:OFF, CLApi:OFF, Waila:ON, InvTweaks:ON, NEI:ON, CraftGuide:OFF, Mekanism:ON, ImmibisMicroblocks:OFF, BetterStorage:OFF, OpenComputers:OFF, PneumaticCraft:OFF Launched Version: lite LWJGL: 2.9.1 OpenGL: Intel(R) HD Graphics 4600 GL version 4.3.0 - Build 20.19.15.4531, Intel GL Caps: Using GL 1.3 multitexturing. Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported. Anisotropic filtering is supported and maximum anisotropy is 16. Shaders are available because OpenGL 2.1 is supported. Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map\_client.txt) Resource Packs: \[\] Current Language: English (US) Profiler Position: N/A (disabled) Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Anisotropic Filtering: Off (1)
This is meant to keep tabs on the weapons we've seen so far as well as their in-game origins. I'm willing to edit all of this as time goes on.
Dante
Rebellion: Sword left to Dante by his father, Sparda. Redesigned for 5. If Yamato can separate man from devil, what secret power does this broadsword store inside? Maybe stab Dante with it to find out. DEVIL SWORD SPARDA: Sparda's blade channeling unrivaled power. Picks the user it will bestow its power to, and said user must be strong in both mind and body. Formed by combining Force Edge and the Perfect Amulet. Redesigned for 5. Still transforms, though it just shares the same moveset as Rebellion. Balrog: The latest in a long line of gauntlets and greaves, this weapon seems to have the most fluid and free combat of any in the series. It sports two modes, Blow (punch), and Kick, and can be charged up to unleash more devastating fire based attacks by landing hits in Blow mode, or performing a battle dance in Kick mode. This charging ability is known as "Ignition" and lock outs moves like Real Impact unless fully charged. Dante acquired these before the events of 5 by besting a demon that Lucia was having trouble with. Cost him Cerberus to do so, but hey, occupational hazard. Cavaliere: This splitting motorcycle/chainsaw weapon originates from the knight Dante fights on his way through Redgrave (Aptly named Cavaliere Angelo). It provides super armor when attacking, electrocutes enemies with purple lightning, and with proper timing, leads to Dante grinding the weapon into enemies. Cavaliere R: An upgraded version of Cavaliere worked on by Nico. Said to be more powerful and stylish to more match the man in red. This alt. version gets an aerial "stinger" like move which initially cost you the armor that the original provided. Things have changed since this variant's announcement, as this weapon, in the final release of 5, retains all of the armor that the original gave. King Cerberus: This three headed Nunchaku brings the Cerberus clan back into the fray, with of course, some new twists. Not only does it have ice based properties, but now it sports the ability to transform into a flame-infused bo-staff, and a lightning powered chain-whip. Plus, Dante makes even more Bruce Lee-like noises when attacking with this beast. This weapon has further opened the door for previous weapons from the series returning through updates/dlc after the game launches in March. DEVIL SWORD DANTE : THE BIRD OF HERMES IS MY NAME, EATING MY WINGS TO MAKE ME TAME. can u say majin? how bout new sword? perfect maybe? Not a good DMC game until Dante gets stabbed with his own sword you say? Itsuno heard you, and now Dante's stabbing himself. Combining the power of Sparda, Rebellion, and Dante's own hybrid prowess, this sword is Rebellion's evolution. This sword is Dante. He gets summoned swords that match his style, a remixed moveset, and SIN DEVIL TRIGGER, which, holy hell.... Not a good DMC game until Dante is stabbed? This sword impales him in gameplay every time he activates SDT regularly. Plus, there's the most badass ability name to ever grace this franchise called Quadruple S. So good... Dr. Faust: Jojo must die indeed, or should I say MJ? Crafted through Agnus's research by his daughter Nico, this hat equips as a gun type weapon. It allows Dante to attack with the Red Orbs he's collected by firing them at enemies. He can also share his fashion with enemies by spawning hats on them as well. Plus the hat allows Dante to summon meteors and even deploy it as a sentry to fire off orbs while Dante attacks independently. This hat is meant to allow the player to gamble their currency in order to earn even more when defeating demons with it equipped. The hat comes with a spectral red scarf that grows longer the more orbs Dante has in his possession. But most importantly, it allows Dante to strike some SSStylish poses in the face of his foes. Get farming so you can buy those EX Provocations! Ebony and Ivory: Twin Pistols designed by Nell Goldstein; customized and assembled by Dante. Due to Dante's strength and speed, he'd go through ordinary and even customized guns like candy. These were designed to keep up with his power. Ebony was designed for left handed use and intended for accuracy and dealing heavy damage, while Ivory was meant for the right hand and for rapid fire. For the first time ever, these characteristics are displayed in DMC5 through gameplay, though it may only be when Dante uses his Gunslinger style. Standard shots seem to go off at even rate split between the pistols when not using the style. The signature misspelling on the twins has been amended by the time 5 rolls around, and by Nell's son if you can believe it. The prequel "Before the Nightmare" novel's got you covered on that. Coyote-A: Dante's trademark shotgun that as far as I know, officially got its name in 4 (Pretty sure). I could be mistaken, or this could be retconned, but Nell didn't work on this weapon. I'll peruse the light novel again to double check. Slight redesign for 5. Kalina Ann: Lady's signature weapon. This rocket launcher's got a grappling hook, homing missiles, and one hell of a bang. Named after her late mother, Lady is seldom seen without this powerhouse at her side. BTW, it's the only "secret weapon" in the game. Kalina Ann 2: Lady commissioned Nico to replace her lost rocket launcher. Dante's matters were a bit more pressing so he got to take it for a spin. Functions identically to the original, but its got one trick up its sleeve if its ever introduced to its predecessor. Devil Trigger: Dante's demonic power unleashed. Dante transforms into a demon and has even been shown to assimilate traits from his currently equipped Devil Arm (Circa 1 and 3). It is unconfirmed if Dante needs to be in possession of a Devil Arm in order to activate this form, but as far as I know, he hasn't been shown using DT without a DA at least nearby. I personally do have doubts on whether a DA is needed to activate DT after the events of DMC3. Obviously, as with every installment, redesigned.
Nero
Red Queen: Nero's heavily custom sword originally acquired from the Order of the Sword and modified by Nero himself. It possesses an engine and propellant system known as Exceed that allows Nero to ignite the blade and his foes with deadly blazes. The mods done to this blade make it nigh-impossible for just anyone besides Nero to wield. It has received a redesign, and presumably upgrade in DMC5. Blue Rose: Customized, massive, double-barrel over and under revolver that fires two bullets nearly simultaneously. In 4 Nero was able to fire rounds off at incredible speeds for a six-shooting revolver, and even channel the demonic energy of his Devil Bringer into the gun for charged shots that exploded his foes. During, DT, Nero would let off summoned swords in conjunction to firing the weapon. Heavily redesigned for 5, aesthetically and functionally (DOES NOT HAVE PURPLE MUZZLE FLASH ANYMORE. WT ACTUAL F?!?!?!?!?!!). In 5, the gun fires slower, and appears to hit harder. Nero, in lieu of his missing demon hand, loads special ammo into the gun (A skill known as Color Up) and is then able to fire off stronger shots (Known as High Shot) that have multi-hit and small explosive properties. Overture: The first Breaker designed by Nico to replace Nero's missing Devil Bringer. It utilizes electrical discharge attacks via the Battery move that varies depending on Nero's positioning relative to his enemies and has even been shown to parry physical attacks and can detach and be used as a sticky bomb that will detonate after a set time period or explode when fired upon by Nero, either of which result in a massive explosion akin to Charge Shot 3 in DMC4. This sticky bomb move is known as a Break Age attack, common among the Devil Breakers and as far as we know will always result in a destroyed Devil Breaker. Another move the Breakers have is called Break Away, which immediately blows up the currently equipped Breaker causing AoE damage to nearby enemies and providing Nero invulnerability during the move. Breakers can be acquired from Nico before missions, by finding her in the DMC Van-kun during a mission, or by collecting them in the mission environment. Be careful when trying to find them in the field. Breakers lying on the ground can be broken by enemy demons that run over them, or by the demons you knock back onto them. Gerbera: This breaker allows for high mobility via its Jockey move that unleashes a shockwave that blows lesser enemies away, catapults Nero across the field, or both. This move can also be used to reflect projectiles back at attacking enemies, including bosses. Gerbera's Break Age moves are Stamen Ray, a move in which Nero fires a devastating beam of energy at opponents, and Petal Ray, a move in which Nero fires several smaller energy beams that reflect off surfaces and grow stronger over time at the opposing demons. Buster Arm: This Breaker is meant to bring the Devil Bringer's Buster utility back in the fold. The Neo Buster move grapples enemies and delivers powerful blows, while the Super Buster Break Age move prevents Nero from staggering when attacked by an enemy upon activation, and unleashes a more powerful grab attack. Both variations can even be performed on Bosses, so that the player may choose to keep the Breaker after performing the grapple. Typically, a Breaker is destroyed when its attacks are interrupted. This Breaker negates that. Punch Line: A rocket arm that remotely seeks out and pulverizes demons and can even be ridden and tricked on by Nero. The duration Nero can ride the Breaker is increased alongside Style Ranking increases. These actions are known as Jet Gadget. It can also be sent to blow up and ruin any demon's day. Its Break Age is called Boost Knuckle, the uppercut to end all uppercuts and rivals Real Impact and Divine Dragon just in coolness factor alone, not to mention it can even knock bosses on their asses. The aerial version sends the missile arm rocketing to Earth. The resulting explosion upon touchdown is devastating to say the least. Ragtime: This Breaker can grind time to a halt. Think Za Warudo, as if DMC wasn't JoJo enough. Standard move appears to briefly stop/slow time directly in an an area directly in front of Nero, and its Break Age move slows all time around Nero to a crawl for a short period of time. Helter Skelter: An anti-demon drill that has three stages for its standard move, Drill Rig. I classify them as whisk, grind, and mince. Its Break Age move, Drill Master, is akin to Vortex from past titles, but with Nero's flair of course. RawHide: Whip it good. This Breaker is consists of a ludicrously long demonic metal chain whip that collapses into the size of a forearm. The ore that makes the weapon what it is, is Gilgamesh metal found in the demon world. The same stuff that made Dante's weapon from 4. Sidewinder slices up enemies with the whip, and its Break Age, Loop the Loop begins with a cyclone-esque attack from Nero, shredding the surrounding demons, followed by Nero scooping up an enemy, whipping them around whilst continuing to blend nearby foes, then concluding by slamming the poor scum into the ground. Wire Snatch mechanic is also improved when equipped. The Wire Snatch is a wire built in to the base of the Devil Breaker System that replicates the Devil Bringers Snatch ability from 4. This move originates from the base plate where the Breakers attach to Nero, an therefore can be performed without a Breaker equipped. TomBoy: This Breaker soups up Red Queen and Blue Rose allowing for devastating new attacks to be performed. The power boost is so substantial that Nero, as strong as he is must take care to fully control the upgrade. This is evidenced as the player is required to manually aim the incredibly potent shots unleashed from Blue Rose when combined with this hardy Breaker. Not only that, but Nero is unable to lock on when swinging Red Queen. Take care when using this Breaker. Its Break Age, Rendezvous allows Tom Boy's effects to last even longer. Mega/RockBuster: In honor of the Blue Bomber's return to the main stage of gaming, this Breaker can be acquired by opting for the Deluxe Edition of DMC5 for your desired platform. It retools Nero's jump, side roll, death and mission start animations. Sadly, it doesn't allow for any form of optional 2-D play (As of now *wink wink* *nudge nudge* Capcom and modders). The Buster fires blasts of various charge akin to those found in Megaman's own titles. Gerbera GP01: Inspired by legendary artist, Shoji Kawamori, this Breaker is a strengthened, more stylish version of Gerbera. Apparently, Nico asked the man personally for assistance in upgrading it. When this breaker was announced, the increased movement options it provided over the original Gerbera were mitigated by this weapon's inability to reflect/deflect projectiles. In the final release of the game, however, it still possesses all of the parry properties of the original. This arm replaces Gerbera's neutral jockey with a vertical one that can either send Nero straight up from the ground, or straight down from the air. Its shockwaves and lasers have also been changed to purple from the original's blue. Pasta Breaker: lel nero can't even eat right. new best southern gurl made it for clumsy punk cuz he suks and lost his hand and one of the most powerful devil arms evar. git gud. Made from spare Helter Skelter, Punch Line parts, and kitchen utensils. Surprise, surprise! This Breaker actually has combat utility! When activating this arm, Nero launches it at an enemy (In what looks like a similar animation to the Punchline's Jet Gadget startup). The damage dealt when it connects with an enemy is minimal, but . . . well, c'mon. Anywho, this Breaker rearranges the equipping order of holstered Breakers when activated and is said to be the only way Nero can change which Breaker is coming next after they are added to his inventory (Lookin at you modders). Sweet Surrender: For Kyrie. Girl's got needs. In combat, this Breaker heals Nero, cuz of course it does. Monkey Business: Alternate for Helter Skelter. Donkey Kong Crossover confirmed. Devil May Cry on Switch confirmed. Dante 4 Smash confirmed. Bayonetta players lose titles to new op ass character and join the ranks of players featured in SSB rage compilations confirmed. All the alt. weapons so far have certain spins put on them over the originals. This one's still a bit of a mystery. As for combat utility differences, I've yet to see any, but it does spit out banana guts when churning up enemies. That, or it squeezes fruit juice out of em? The Break Age may or may not be called Banana Split. Jury's still out. Promo video for this Breaker also seems to confirm that Helter Skelter's Break Age is indeed the Vortex like move seen in a trailer. Devil Bringer: The Bringer brings itself back from the brink of being brought to the end of this stupid pun. Nero's Buster, charge shot, Snatch, Hold, and even some new tricks are acquired when Nero awakens his latent power. Devil Trigger: Bang, bang, bang, baby! A full possession this time, sans Yamato. Nero gets an extra jump that he can use in human form, summoned swords, a powered up dual Buster, hold, and snatch, showdown, maximum bet, armor, wings, a phantom Yamato, spectral, ghost like abilities... and even longer hair! You'll enjoy this one. It was worth the wait.
Bird
Definitely isn't V's bitch. So far has proven more useful than V, hence why this majestic creature isn't under V's list... TGA has revealed that this sassy rhymey, lovable, son of a bitch, is actually a griffon, aka a thunderbird demon. That's right. V's three main combat demons are notorious DMC1 enemies. He can even take damage while his beasts fight for him, their combos going uninterrupted even if he's in danger if the player chooses. If the pets take too much damage however, they will enter a stasis period known as "stalemate" and need some time to collect their asses from the floor. The true nature of V's pets are that they are discarded fragments of Vergil's thoughts as Nelo Angelo. His demonic cast-offs that have taken shape and are hold up within V, who's struggling to survive with what little demonic power he's got left after Vergil split himself with Yamato. Urizen, you're reason, V, Vergil, ReConnect Devil May Cry.
V
Book of Memes: "___________________ ...... so it is written." Warning: For charging Devil Trigger and shitposting only. Cane-kun: Anxiously waiting for the return of Coin-kun. Sigh.. Might as well tell you how V actually utilizes his cane, gosh. Beats the shit out of demons, teleports, summoned canes. nuff said. Final blow must be landed with cane in order to kill enemies. Shadow: A panther demon originally seen from DMC1. It can shapeshift and create spikes/lances to impale and torture its foes. Those who've played 1 will most likely be embraced by sweet catharsis when they unleash the Shadow demon on enemies after fighting the fierce foe in 1. Nightmare: I don't.... I don't even know. Help?!?!? I mean it's so cool, but so different than 1, but also the same cuz it's goop and lasers, but it's a golem, and it's awesome and you ride it?!?!? and ermahgawd, yes! Should I even proof read this shit tonight? Goddamn it...
With all the new players I thought I would do a general outline of each class + ascendancy Marauder: The full strength class. easy access to health, armor and damage nodes for melee. However accuracy can be difficult to increase with them, so crit builds can be a bit difficult.
Juggernaut: The juggernaut is just an improvement over the basic marauder, consistent durability and pretty good damage, along with a massive flat accuracy boost. One of the best beginner classes.
Berserker: The berserker get rids of some of the marauder's durability to deal a lot damage along with life leech. Not the best class right now due being the only ascendancy with downsides and the rage system being hard to manage.
Chieftain: The chieftain is a strange upgrade to the marauder, focusing on fire damage and a grab bag of improvements to totems, strength and fire resistance. However this gives them options that over classes don't have, such as righteous fire totems and can make great use of strength stacking items.
Ranger: The full dex class, easy access to evasion, attack speed and damage to ranged weapons. Very high accuracy, but evasion is inconsistent compared to armor and energy shield.
Deadeye: The deadeye focuses on ranged damage. Gives ranged builds a lot of helpful stats either not on or very rare on the skill tree, such as pierce. Can also get a massive amount of move speed and evasion with tailwind to help them against kite enemies better.
Raider: The raider focuses on speed, both movement and attack. Give bonuses to a number of buffs, onslaught, phasing and frenzy charges. Very high evasion and phasing is a rare and powerful effect, but they need to kill something or hit a rare or boss monster before their main ascendancy bonuses kick in making them a bit more difficult to use in boss fights but their high attack speed means that getting the on hit effect is pretty easy.
Pathfinder: The pathfinder is another strange ascendancy, focusing mainly on flasks(potions) However the improvements they give to flasks are massive, charge generation, various powerful improvement while a flasks is in effect. Got a couple of passives focused on poison in delve. There only real roadblock is getting good flasks, as pathfinders can make great use of many unique flasks.
Witch: The full int class, easy access to various spell damage booster, energy shield and minion upgrades. Doesn't need accuracy because spells always hit however finding improvements to spell damage can be difficult to find compared to weapon damage.
Elementalist: The elementalist focuses on straight up damage spells, They gain element damage increases, improvements to element aliments, bonuses to elemental heralds(passive buffs) and golems(minions that give a buff to you while they are alive). Can struggle against resistance enemies, but they get can penetration against ele resists.
Necromancer: The Necromancer focuses on minions. They gain bonuses to minion stats, auras (aoe buffs) and corpse usage. If you want to try out a minion build necromancer is that in its purest form, generally lacking personal damage to just throw hundreds of minions. You gonna need hundreds because certain rare mods( such as near by allies cannot die) will not register to your minions and your lack of targeted damage means certain fights take far long than they should. They can double up as a support because they give a strong buff to every thing effect by their auras.
Occultist: The occultist is another weird ascendancy (most classes have one), focusing on curses, energy shield and chaos damage. You are quite durable for a witch. Which you need because most chaos spells are damage over times. Lucky you can get chaos damage on non-chaos spells when you kill a cursed enemy and curses can be extremely powerful if used right and amassing a giant energy shield is always fun.
Duelist: The strength/dex class. Compared to the other dual attribute classes duelist is easy to play. Starts near varied melee trees, a few ranged trees and a very good starting leech wheel( clusters of nodes that increase one stat).
Gladiator: The gladiator focuses on one-handed weapons. Block with two weapons and shields, bleeding, blind, and the ability to use your attack block as spell block. Gladiators are tanky, they can get a massive amount of block, even without a shield, and they can hit back for quite a bit. However a string of unlucky block failures can kill them very fast, unless they can stack endurance charges fast enough.
Slayer: The slayer focuses on two handed weapons. Massive amounts of life leech, aoe on all attacks and the ability to kill anything under 20% life. Even bosses. Slayers deal a lot damage and get more when they kill rares. Their main weakness is the fact that many of their strong passives need 4 ascendancy points but the passives are some of the strongest in the game.
Champion: Champion is the duelist's weird ascendancy, focuses on taunts and durability. The champ is like a juggernaut but is a bit more technical. Instead of just getting durability they either need fortify, been on low life, or taunt someone. However champions in a party can give everyone move speed and damage and increase the damage enemies take from everyone. If you want to play with friends champion is one of the best classes.
Templar: The Strength/int class. A bit harder to play than other classes due to intelligence not helping strength as much as dex. Starts near element damage and resists, life regen and a couple of melee and minion wheels. Has a very hard time getting accuracy, but has a lot of options.
Inquisitor: The inquisitor focus on element damage, but not to the quite to the extent of the elementalist, they also get bonuses for both attacking and casting spells, crits, and consecrated ground. The most common form of inquisitor is as a crit pure caster, as they can completely ignore resistances on crit and get massive bonuses to either crit damage or chance but accuracy makes their attacks unable to hit. However they can still get the bonus for attacking by using a movement skill, like leap slam or consecrated path. A melee build is possible, ignoring crit in favour of the bonuses of consecrated ground.
Guardian: Originally a pure support ascendancy, the guardian focus on support and durability. Before delve the guardian had no way to improve their damage output so they where, and still are, used as a pure support character, buffing everyone else with auras and powerful buffs, giving stacking defensive stas for each aura. Now however they have gain some minion support with herald of purity and improved minion trees, becoming a melee/summoner. They still are much better in a party, like champion, but they can function solo pretty easily.
Hierophant: This is the Templar's weird one, the hierophant focus on mana, totems and arcane surge. They get bonuses to max mana, lower mana use, use their mana to absorb some damage, and get more totems. The mana and totem effects work quite well together, you place your totems down and then don't need to cast any more spell for a while so you are fine losing some. Arcane surge however doesn't really fit in anywhere, you need to spend a certain amount of mana, but your spells cost less, and the buff doesn't last that long to really help your totems. add in the fact that arcane surge is a support gem and the passive that gives you arcane surge gives you the level one version of it, it can be hard to say these passives are good. All the other ones are great but.
Shadow: The int/dex class. Probably the hardest starting class to play, as int doesn't help dex and they don't get the life the templar gets from strength. The have a lot of crit near them, as well as physical and chaos damage, and a couple of dagger, claw and trap wheels. The shadow is a critting monster, able to quick amass both crit chance and damage, . However they can have a hard time get durability from their section of the tree.
Assassin: The assassin is all about crits. They're the only dual stat ascendency that only gives one type of charge, power charges, because they give you crit. The rest of the ascendency is the same, just crit chance, crit damage, on crit. They are one of the most narrow ascendency in the game, having literally every node with the words "critical strike" in them. However while their straight up damage is good, poison can give you a little more breathing room, as assassins can heal when killing poisoned enemies and poisoning an enemies increases the duration of future poisons applied shortly after, and each poison on an enemy give a flat crit chance, which is a very strong stat for crit builds, due to it being increased by your increased crit chance, so 2% flat crit is much higher for a crit build. So if you want to crit a lot play it, if not don't.
Saboteur: The saboteur is all about traps and mines. These both take a bit more finesse than most other skills, they both have an arming time. However they deal a lot of damage in an aoe, so they can be very strong. They also have some use full tricks to keep them alive, life regen after traps/mines detonate and auto blinding nearby enemies. if you want to use traps then saboteur your safest bet.
Trickster: The trickster the shadow's weird one. It focuses on evasion and energy shield, chaos damage and movement skill. A lot of the trickster stuff is weird, like you have a 25% 15% and 5% chance of adding increasing amounts of non chaos damage as chaos damage, so you can go for a crit build where you just all three proc at the same time for a laugh, You get energy shield based of the evasion of your body armor and evasion based on the energy shield of your helmet, increased attack speed if your energy starts recharging. Not all of it's weird, life, mana and energy shield on kill is pretty easy to understand, but still a lot of it's weird. But it helps out a lot with the shadow life span.
Scion/Ascendant : The middle woman, the strength/dex/int class. Not good at anything really, but not bad. The scion is very versatile, being able to do just about anything. The problem comes from trying to make her better than the specialists. The scion is very hard to build right, you really need to make use of her position and bonus skill points to become strong, which is why you have to unlock her. She has one ascendancy, ascendant that gives her stats, skill points, the ability to assign points from another classes start position, and a minor version of another ascendancy's abilities. However you everything but the minor ascendancy is rather hard to use, more stats aren't that great, skill points need to be managed well to and the new start position only comes online after the 3rd labyrinth, making it very hard to use unless you save some skill points. However you can have two minor ascendancies, allowing you to combined so very strong effects, like the slayer's over leech with the chieftains totem leech, the necromancer's aura buff with the guardian's aura buff. You can't take two ascendency from the same class but other than that you can have what every you want. If I missed any thing important call me a loser in the replys and I'll punch myself. EDIT: Patrincs gave me formatting advice. Kettlecorn gave some advice for poison assassins.
An Introductory Guide to DotA IMBA (7.06b) (Warning: Long)
Prepare for one of the biggest TL;DRs of your life. It doesn't need to be said, but skip around to sections that you feel would help you the most.
Overview
Custom games in DotA 2 tend to be pretty daunting to pick up and try, as there tends to be a lot of specialized mechanics that throws most of your standard knowledge of the game out the window. While DotA IMBA tends to lean more towards the vanilla side of things in comparison to many of the other full blown custom mods (at least in terms of overall gameplay), there are still many unintuitive mechanics that can leave newer players feeling completely lost and overwhelmed. To make matters worse, basic information or resources on how to best adapt to the gameplay are nearly nonexistent. As I’ve had similar experiences trying to branch into other custom games without much success, being completely lost while those more familiar with the mode would effortlessly run over everyone else, I feel as if writing a general guide for this gamemode could help many people looking into perhaps getting more comfortable with the environment here. This gamemode has been out for quite a while with a sizable community, being one of the more popular DotA custom games. It’s undergone a lot of changes in tandem with the standard patches, and while there’s definitely been sizable amounts of controversy over the direction of the gamemode, it’s undeniable that lots of work and dedication has been put into the project, and thousands of players drop by for many relaxing or hard fought games every day. With that said, DotA IMBA does have a lot to offer. For those that are unfamiliar with the gamemode, or perhaps even newer to DotA itself, I will attempt to shed some insight into the various intricacies of this fast paced MOBA derivative.
Table of Contents
What is DotA IMBA?
Differences between regular DotA and DotA IMBA
Heroes
Items
Map Breakdown
General Tips
Conclusion
1. What is DotA IMBA?
To borrow from the creators themselves, the Steam workshop submission description for DotA IMBA is as such:
Dota IMBA is the answer to the question: what would happen if every hero received nothing but buffs for 100 patches straight? Stupidly overpowered heroes? Speed-of-light DBZ-esque fights? Insane abilities which make no sense? IMBA has it all! Come check it out.
Essentially, DotA IMBA is a related derivative of the base game, using the standard map along with the usual objective of destroying the enemy’s ancient, but giving everything a rather sizable power boost, from the heroes, to the items, to the creeps, to the game itself!. As of this writing, the following game-modes are as follows:
Ranked 5v5
Ranked 10v10
Mutation 5v5
Mutation 10v10
Cavern (Underhollow)
Mutation 10v10 is the most popular mode by a sizable margin, and replaces Frantic mode in one of the more recent patches. For those that are familiar with mutation mode through the 2018 Battle Pass, the rules apply similarly here; instead of a major and two minor mutations, a positive, negative, and terrain based mutation from a currently small custom pool is implemented into your match, randomizing from game to game (rather than being static per day). There are some vanilla mutations, as well as some IMBA specific ones that can be the source of some extreme havoc. Map information will be expanded on in a later section.
2. Differences between regular DotA and DotA IMBA (List not All-Inclusive)
General
Gold/EXP rates are multiplied for even faster gameplay. Shorten that laning stage and get into teamfights and sieges more quickly!
Both teams start with a courier with massively boosted speed. Drastically cut down on wait time between deliveries!
Observer Wards are MUCH more accessible, costing 40 gold each, replenish one every 45 seconds, and the store can hold up to 6 at once. You can also plant wards at up to 800 range away, for safer and more strategic placements.
Mega creeps and buildings have been buffed to reflect the general increased power of all heroes, to prevent five minute deathballs (you can do eight minute deathballs though). Towers specifically have a host of additional buffs that fortify allied heroes around it and gives them more power to defend, such as burst heals, increased max health and regeneration, and tenacity (status resistance).
Heroes
Heroes have a max level of 42 rather than the standard 25; along with increased stat growth, heroes gain the War Veteran passive, which further boosts specific stats depending on their attribute:
Strength: Health regen/tenacity increased by 2/1 every level beyond 25.
Agility: Attack speed/move speed increased by 3/1 every level beyond 25.
Intelligence: Spell amp/magic resistance increased by 2 every level beyond 25.
Attack speed has a much higher cap than in regular DotA. On top of this, moonshards are infinitely stackable when consumed (at diminishing values), so with enough time and wealth, everyone can share the joys of rapid fire!
Roshan
Roshan is a lot more menacing, with increased stats, and a whole slew of exclusive abilities that can easily catch anyone off-guard with the amount of damage it does. Roshan’s arsenal includes the following:
Apocalypse: 3,000 damage Sun Strikes to every hero between 400 and 1,200 range of Roshan. CD 45 seconds.
Deafening Blast: 3,000 damage in an AoE after a 2 second wind-up. Roshan typically opens up with this move, so be sure to pop magic immunity or get out of the way! CD 30 seconds.
Breath Fire: High damage, arcing fire. CD 25 seconds.
Berserker’s Blood
Spell Block
True Sight (current iteration is global so all the jungle creeps will see you through invisibility too)
Unleashed Power: Stronger bashes with flying knockback. When Roshan is defeated, Aegis also has a 10 second delay before actually spawning, to allow for potential greater counterplay. Aegis also turns into a buff, and does not take any inventory slots. Successive Roshan kills will grant more cheese and more refresher shards.
Something that DotA IMBA DOES somewhat share in common with the standard game is that there is a Battlepass system implemented (at no cost), which allows you to unlock things like fountain, item, and even hero skins for certain heroes within IMBA. You can level up the Battlepass through a leveling and experience system, in which experience is granted upon staying until the completion of any match, win or lose. Note that there is a hefty experience loss for abandoning games.
3. Heroes
The core of the gamemode is upon what you choose as a playable character for that game, along with the synergy between your teammates versus your opponents. All heroes have received a massive buff with respect to their vanilla counterparts, and some heroes have completely different playstyles depending on such. Heroes are categorized into one of the three following traits: IMBA, Lazy, and Custom.
IMBA Heroes
These are the heroes that have been rewritten from the ground up, such that the developers would have the ability to add and alter mechanics and make a more mechanically interesting hero. While some IMBAfications accentuate the strengths of a hero even further, some changes can result in completely new ways to play the hero as compared to its vanilla counterpart. I won’t go over every single IMBA hero here as I would very quickly both lose your interest, as well as exceed any character counts that Reddit imposes, but I’ll touch on two “IMBAfied” heroes as an example of what you can generally expect coming into the game: Kunkka (older) and Ember Spirit (newer). Kunkka The first thing you’re likely to notice if you have a look at IMBA Kunkka is the fact that he has a fifth, innate skill that looks like a coloured tidal wave. This is Kunkka’s Ebb and Flow, a toggling skill that cycles through many different coloured waves, granting different types of effects to his other skills on a cooldown. It’s unlikely you’ll be memorizing all six different wave interactions (although they are generally consistent throughout his skills), but at minimum, I would recommend you keep an eye on Wave Break (green tide), which allows for instantaneous torrents. Beyond that, typically you’ll want to be cycling through Ebb and Flow outside of fights until you reach Tsunami; this superpowered wave which adds all five wave interactions together for your next skill. Beyond this overarching mechanic, his general skills have additional features as well: Torrent spawns secondary torrents around it for additional control, Tidebringer feeds into more flexible Ebb and Flow shifts, X Marks the Spot has a pseudo double-cast effect on enemies, keeping them in range for longer, and Ghostship has an additional powerful dragging effect, which can be used as a strong repositioning tool to pull unsuspecting enemies from the safety of their side of the map. Be mindful of things such as Strength War Veteran buffs or Tenacity Towers however, as enemies may be able to break out of full-duration drags early! Ember Spirit Ember Spirit’s IMBAfication introduces a massive power spike through the introduction of remnant spell relays, allowing any fire remnants on the field to copy whatever spells you cast around it. This most notably leads to the strategy of pumping multiple remnants into enemies from a distance and using Sleight of Fist, severely amplifying your damage with multiple attacks stacked onto any given area. To further assist with this strategy, remnants currently have no travel or retrieval time, allowing for instantaneous transportation, as well as a whooping 5 second recharge time without any talents (as opposed to “vanilla” DotA’s 38 second recharge time). With all of these additional upgrades, Ember Spirit is truly an explosive threat to whatever he lays his eyes, and remnants, on. Some other, more interesting mechanics added to IMBAfied heroes include the following (not an all-inclusive list):
Abbadon gets access to the Overchannel toggle, which increases the strength of his Mist Coil and Aphotic Shield at the cost of some of his health. A Level 20 talent also makes his shield invincible for a second after being cast, absorbing all damage to be converted to shield health and damage for insane amounts of damage block and destruction. Shield explosions also purge enemies around him.
Clinkz has the option to mount allies with his Strafe active, gaining additional attack speed and range while being at the whim of your ally’s movements. No projectile dodging though.
Dazzle has a passive Shallow Grave which goes by Nothl’s Protection, and both of these skills keep track of how much damage is dealt to you past lethal and gives you back that health upon spell end. A Level 25 talent lets you share Nothl’s Protection with all your allies within a large range, albeit at a reduced duration.
Doom's Ultimate is a self-casting aura, dooming EVERYONE within his radius so long as he stays within range. All his other skills are currently just vanilla upgrades.
Enigma’s Black Hole works off a Singularity system, which increases pull and stun radius for each stack (which is gained by successfully catching enemy heroes within the Black Hole and finishing your channel without interruptions). A Level 10 talent lets the stacks reduce the cooldown of Black Hole by 6 seconds per stack (up to a “reasonable” minimum), allowing near base wide disables if left unchecked.
Magnus gets Shockwaves that split on heroes through his Polarity mechanic, doing massive damage to clumped up enemies.
Mirana’s Leap is point target, and, contrary to what the tooltip says, has global range.
Night Stalker has infinite scaling potential with his Stalker in the Night passive, adding a stack of Hunter in the Night every time darkness falls.
Phoenix gets access to The Burning Wings toggle, which allows him to heal off of his own spells if inflicting damage with them. A talent also gives him access to a passive Supernova that toggles on supposed death, giving even more ridiculous amounts of sustain.
Pudge gets access to Power Hook and Swift Hook stack toggles, which let him either add more damage or more range to his Meat Hooks on the fly. Hooked targets also get moved to Pudge rather than to the initial hooked location, allowing strategies reminiscent to the Chen teleportation fountain hooks.
Pugna's Nether Wards mirror most enemy skills cast within its vicinity, and he is able to move while casting Life Drain, including multiple non-channeling links with Aghanim's Scepter (still interrupted by silences or stuns).
Queen of Pain and Lina gets access to passives that reduce the cooldowns of their skills on successful usages, allowing for even more devastating spell spam.
Warlock’s Chaotic Offering golem gains additional benefits depending on Warlock’s stats, and with Aghanim’s Scepter, spawns the golem along with five Ascension Demons that give the golem 100% damage reduction (removed when all demons are killed).
Witch Doctor’s Death Ward carries all attack modifiers from items, and with certain talents, you can easily wipe out an entire enemy team within two seconds.
Wisp / Io generally has massive boosts all around, with Spirits being given the option to silence or disarm heroes on impact, Overcharge also boosting attack range, cast speed, and missile speed, and Relocate being the old-fashioned cast delay one with controllable ports back.
Lazy Heroes
These are heroes that largely only have number tweaks to their skills, to bring them more in-line with the IMBA atmosphere. This includes things such as higher ability damage numbers, lower cooldowns, or more potent talents. As their abilities have not been mechanically modified, these heroes generally stick to the core of the hero without any particularly confusing gimmicks, but can still present very fast-paced and devastating gameplay. Some of the more broken effective Lazy Heroes include:
Spirit Breaker (GLOBAL range Nether Strike with Aghanim’s Scepter, along with much more accessible attack speed boosts)
Gyrocopter (Flak Cannon talent is still here! Plus instantaneously launching Homing Missiles when fully skilled)
Keeper of the Light (MASSIVELY boosted Illuminate damage and travel distance)
There is a rather long-term commitment to eventually change every lazy hero into an IMBA one, so the developers will have more control over creating wacky and overpowered abilities for everyone. In the meantime though, you’ll still be able to pick a familiar hero and jump right in.
Custom Heroes
IMBA also has a few unique heroes entirely separate from the original game, bolstering their own skills and playstyles. They are typically pretty easy to learn how to play so long as you read all the descriptions, and offer another layer of variety to gameplay. They have been fine-tuned to neatly fit within the general gameplay style of IMBA (including models and particles, so no suddenly jarring art differences for the most part), so it shouldn’t feel like there are any outstanding power differentials. The current custom heroes are as such (feel free to disagree with my descriptions as they are just rough outlines): Ghost Revenant (Intelligence) “Green Razor.” Typically plays like a rough mixture between Necrophos and Centaur Warrunner, in which you jump into the middle of fights, disable people with Blackjack orbs (Q), make yourself more difficult to hit with Wraith (W) turning yourself Ethereal with increased movement speed, chunking down large amounts of % HP with Miasma (E) and Ghost Immolation (Passive), and also halting escapes with massively movement slowing Exhaustion (R). A scepter upgrade also allows Exhaustion to purge buffs for even more doom and gloom. Helion (Intelligence) “Red Underlord.” Typically plays like a rough mixture between Bristleback and Batrider, in which you jump into the middle of fights, stack a bunch of damage amplifying curses through your Q (casting ground target on enemies) and your E (getting hit by enemy heroes), before using your Hellbolt (W) to deal massive damage to everyone in a large range around you and consuming the curses. Hurl Through Hell (R) functions much like a damage-less sceptered Sanity’s Eclipse (Outworld Devourer) that banishes goes through spell immunity, and inflicts random disables and curses upon return. Sly King (Intelligence) “Bluer Weaver.” Typically plays like a rough mixture between Sand King and Venomancer, in which you jump into the middle of fights, stun people with Burrowblast (Q; basically like Sand King’s Burrowstrike), and slow and freeze people with Frost Gale (W; basically like a more potent Venomancer’s Venomous Gale). Frozen Skin much works like Tiny’s old Craggy Exterior, mini-stunning and rooting people that attack you at a low chance, and Winterbringer (R) is a self-cast, AoE, screenshaking explosion of damage around you, pulling enemies in while being channeled. Sly King has one of the strongest early-games in the entire game mode through his Frost Gale, but isn’t as effective late-game, so typically you want to close out games fast and furious with him. Scaldris (Intelligence) “Dark (Headless) Invoker.” Typically plays like a rough mixture between Invoker and Lina, in which you jump near the middle of fights, spam through your arsenal of four ice and four fire spells, turning standard DoT damage that all his spells have, into massive burst by means of his passive Antipode when you swap between ice and fire. All of his non-ultimate spells are ground targeted, and can be thrown out extremely quickly if you cast them near your location (as some of his orbs spells are slow-moving). Both of his E spells allow for extreme amounts of mobility and escape, so it is best to get acquainted with them so you can effectively weave in and out of engagements. Probably one of the funnest heroes to play, and not very difficult to pick up despite having more spells than most other heroes. Sohei (Strength) “Indian Juggernaut.” My understand is that Sohei is a ported hero from Open Angel Arena, with some balancing adjustments to make him more suitable for the IMBA environment. Typically plays like a rough mixture between...nothing really? Sohei functions much somewhat like a hard-carry (in that he has a pretty terrible early-game), but has a unique concept of constantly pushing people around with his Momentum (E) attacks. His Dash (Q) works off a charge system and moves him a short distance forward, which also feeds into charging his Momentum, which deals critical damage (it is highly recommended for you to toggle and keep this on by right-clicking the skill). His Guard (W) can be activated through disables and works as a more potent Lotus Orb, also reflecting any projectiles for its duration. Finally his Flurry of Blows (R), after a pretty length cast time, banishes him within a channeling ring (similar to Riki’s Tricks of the Trade), constantly hitting a random enemy hero caught within it with Momentum and pushing them towards the center for more hits. Also a pretty fun hero to play, but you will have to be mindful of where you’re pushing enemies around when teamfighting. ...and more to come?
4. Items
Items have also received a general boost in power, with similarly upgraded attributes to those of heroes. Some have number tweaks, some have additional abilities associated with them (i.e. IMBAfied), and some are custom to the gamemode. Items tend to be one of the more confusing aspects of custom games due to the inclusion of many items not present in vanilla DotA, so I will try to go over some of the more important / useful ones here as go-tos.
”IMBA” Items
Some examples of additional abilities on items include the following:
Abyssal Blade
Grants additional attack range for melee heroes, and gives passive and active Break.
Aghanim’s Scepter
Upgradable into Aghanim’s Synth (with a rather hefty 8k cost recipe), so you can save an inventory slot without requiring on a friendly Alchemist gifting you one.
Eye of Skadi
Has an Active ability on a length cooldown, which instantly summons a cold field around you that damages, mini-stuns, and roots all enemies caught within it. Scales based on your stats, where strength increases range, agility increases damage, and intelligence increases root time.
Dagon
Upgradable to 10 levels instead of 5, in which the latter levels add bounce damage. If you're only using it for singular damage, leaving it at Level 5 is probably sufficient.
Divine Rapier
Has a magical equivalent in Arcane Rapier. Can be upgraded into Trinity RapieArchmage Rapier, which grants even more boosts at the cost of making yourself visible to the enemy team through fog of war. Trinity and Archmage can be combined to create Cursed Rapier, which grants slightly stronger effects of both along with strong damage reduction, at the cost of self, time-scaling HP drain.
Guardian Greaves
Automatically activates when your health drops below a certain threshold (and assuming that attack didn’t outright kill you), which can save you from lengthy disables.
Monkey King Bar
Grants additional attack range for melee heroes. Also bypasses enemy unit evasion much like the old version of this item.
Moonshard
As previously mentioned, Moonshards are infinitely stackable with diminishing returns, such that you can eventually get all heroes to extremely fast attack speeds given a long enough game.
Necronomicon
Upgradable to 5 levels instead of 3.
Shadow Blade / Silver Edge
The invisibility active lets you walk through terrain, allowing for easier escape and engagement. Attacking an enemy out of invisibility also greatly slows their turn rate for two seconds.
Custom Items
DotA IMBA also has a good host of custom items as well, much like most other games on the arcade. Instead of just being blatant upgrades and powerspikes of existing items ad infinitum though, these items provide unique effects that compliment with a large variety of situations, either giving your carries and nukes that additional IMBA edge, or to provide more flexible utility to the match. I won’t be listing off every single custom item, but here are some examples of the more prominent ones (sorted from least to most expensive):
Initiate’s Robe
Cost: 1000
Builds from:
Cloak (550)
Infused Raindrops (125)
Recipe (325)
Bonus:
+1 Mana Regeneration
20% Magic Resistance
Passive: Equivalent Exchange
Converts 100% of any mana you spend or lose into a magic shield, which absorbs all incoming damage. The magic shield can only stack up to 250, but can be recharged infinitely. Each stack absorbs one point of damage.
Examples of heroes you may buy this on:
Medusa
Queen of Pain
Witch Doctor
White Queen’s Cape (WQC)
Cost: 1385
Builds from:
Belt of Strength (450)
Blades of Attack (430)
Recipe (505)
Bonus:
+6 Strength
+9 Damage
Active: Lesser Avatar (CD 30 seconds)
Grants Spell Immunity and 100% Magic Damage Resistance for 2.5 seconds. Some Ultimate abilities are able to disable through White Queen Cape.
Examples of heroes you may buy this on:
EVERYONE! I personally buy this nearly every game, as you usually don’t need a full duration Black King Bar to either escape or dodge certain spells into safe initiation. Spot magic immunity at a lower cooldown in a fast paced game is invaluable.
Black Queen Cape (BQC)
Cost: 3810
Builds from:
White Queen’s Cape (1385)
Ring of Health (850)
Urn of Shadows (775)
Recipe (800)
Bonus:
+9 Strength
+3 Agility
+3 Intelligence
+3 Armor
+1.25 Mana Regeneration
+10 Damage
+8 HP Regeneration
Active: Decree of Protection (CD 22 seconds)
Targeted ally hero gains magic immunity for 3.5 seconds. Does not require charges. If there is at least one charge, it is spent, applying a healing effect (6 seconds duration for up to 800 health) on the ally. The healing effect is dispelled by any hero damage, unless the target is under the effect of Decree of Protection. Gains charges every time an enemy hero dies within 1400 units. Only the closest Black Queen Cape to the dying hero will gain a charge.
Examples of heroes you may buy this on:
EVERYONE! I personally buy this nearly every game, as you usually don’t need a full duration Black King Bar to either escape or dodge certain spells into safe initiation. Spot magic immunity at a lower cooldown in a fast paced game is invaluable. This is probably the ultimate support item at a very modest price, being able to give yourself or allies magic immunity and healing from a distance.
Spellfencer
Cost: 3900
Builds from:
Kaya (1750)
Oblivion Staff (1650)
Recipe (500)
Bonus:
+10% Manacost and Manaloss Reduction
+26 Intelligence
+10 Damage
+10 Attack Speed
+1 Mana Regeneration
+10% Spell Amplification
Toggle: Spellsword (CD 12 seconds)
While active, your attacks deal magical damage instead of physical, but your damage is reduced by 40%. Toggling Spellfencer on and off has a lengthy cooldown.
Passive: Soul Rend
Attacking enemies makes them more vulnerable to magic damage. Stacks up to 7 times.
Passive: Spirit Strike
30% chance to silence your target for 1 second with each attack. Has a cooldown of 5 seconds.
Examples of heroes you may buy this on:
Very situational item, so you'll want to consider this based on the enemy's composition. If they have extremely high amounts of armor through stuff like Doom's Ultimate, Lich's Frost Armor, or Sven's Warcry, having Spellfencer active may allow you to dish out more damage. Beware spell immunity though, as your right clicks will do 0 damage through them if Spellsword is active.
Haste Boots
Cost: 4020
Builds from:
Phase Boots (1360)
Occult Mask (2000)
Recipe (660)
Bonus:
+65 Movement Speed
+45 Damage
+8 Strength
Active: Demonic Haste
Grants the bearer phased movement, 30% movespeed bonus, and increases the move speed limit to 700. While phased, passing through units drains 120 health from them and grants it to the caster. Lasts 3 seconds.
Examples of heroes you may buy this on:
Bloodseeker
Night Stalker
Phantom Assassin
Spirit Breaker
Blink Boots
Cost: 4100
Builds from:
Blink Dagger (2250)
Boots of Speed (500)
Recipe (1350)
Bonus:
+80 Movement Speed
Active: Blink (CD 8 seconds)
Instantly teleport to a target point up to 1200 units away. If hero-based damage is taken, Blink Boots cannot be used for 3 seconds. You can also blink up to 1500 range, but blinking beyond 1200 range adds an additional 5 seconds to the cooldown.
Examples of heroes you may buy this on:
(Almost) everyone, if you are a fan of mobility. If you only buy boots for the additional movement speed, and don’t really care for the additional abilities most other boots give, Blink Boots are your most space-effective bet. Just be careful not to blink too far if you want to keep manageable cooldowns.
Arcane Nexus
Cost: 4250
Builds from:
Nether Ward (1250)
Nether Ward (1250)
Kaya (1750)
Bonus:
+16 Intelligence
+16% Spell Amplification
+16% Manacost and Manaloss Reduction
+16% Cooldown Reduction (Does not stack with other sources)
Mega Treads
Cost: 4450
Builds from:
Power Treads (1450)
Staff of Wizardry (1000)
Blade of Alacrity (1000)
Ogre Axe (1000)
Bonus:
+60 Movement Speed
+30 Selected Attribute
+35 Attack Speed
Active: Switch Attribute
Changes the selected attribute between Strength, Agility and Intelligence.
Passive: Source Boost
Grants a specific bonus based on the currently selected attribute: Strength grants 20% Tenacity, Agility Grants 20% Evasion, and Intelligence grants 200 Cast Range. You can have more than one effect applied by getting a second Mega Treads, but not a duplicate of the same effect.
Examples of heroes you may buy this on:
(Almost) everyone, if you are a fan of bulking up on stats. The Source Boost effect also gives an additional edge for your choice; some examples include getting this on Centaur or Bristleback to shrug off debuffs extremely quickly, or Crystal Maiden or Witch Doctor for further range Ultimate casts.
Reverb Sabre
Cost: 5450
Builds from:
Echo Sabre (2650)
Claymore (1400)
Claymore (1400)
Bonus:
+18 Intelligence
+18 Strength
+18 Attack Speed
+80 Damage
+0.75 Mana Regeneration
Passive: Superb Reverb (CD 4 seconds)
When off-cooldown, causes your attacks to hit three times in quick succession. Tri-attacks apply a 0.7 second 100% movement and attack speed slow. Does not work on ranged heroes.
Examples of heroes you may buy this on:
Essentially most melee strength heroes, as the triple attack gives them way more DPS outside of their usual slow normal attacks. Especially great on heroes like Brewmaster, Spirit Breaker, Sven, and Tiny. Note that unlike vanilla DotA, Echo Sabre and Reverb Sabre apply their extra attacks as soon as you start your attack, rather than when the first attack lands. This gives it much more potency in bursting at early levels when it would take a lot more time to get that initial swing out.
Stygian Desolator
Cost: 6700
Builds from:
Desolator (3500)
Demon Edge (2200)
Recipe (1000)
Bonus:
+100 Damage
Active: Reaping Desolation (CD 18 seconds)
Launches several slow moving orbs, each continually dealing minor physical damage (180) to enemies touching it and applies Desolation to them. Multiple orbs can damage the same enemy.
Passive: Desolation
Your attacks reduce the target's armor by 12 and vision range by 500 for 15 seconds.
Examples of heroes you may buy this on:
Almost all right clicking heroes that don't have a pure damage modifier The active is great for quickly dispatching of lane creeps or jungle stacks, and can also make quick work of heroes if you get enough orbs to connect.
Angelic Alliance
Cost: 6725
Builds from:
Heaven's Halberd (3150)
Solar Crest (2575)
Recipe (1000)
Bonus:
+30 Strength
+15 Armor
+45% Evasion
+30 Damage
Active: Angelic Light
Lose the passive armor, evasion and disarm effect, transferring them to the target:
Enemies lose 15 armor, are slowed, disarmed, and revealed to your team.
Allies receive 15 armor, bonus movement speed, and 100% evasion, but are revealed to the enemy team.
This effect cannot be purged.
Passive: Divine Vengeance
Being attacked grants a 15% chance to disarm your target/attacker. This effect cannot trigger more than every 6 seconds.
Examples of heroes you may buy this on:
This item is typically situational on any hero, and can be great at halting rampaging right clickers. The extremely high passive evasion (and 100% evasion active) and armor forces certain item builds from your enemies as well, and also has a chance to stop things like perma-bashes through its passive disarm chance.
Siege Cuirass
Cost: 6985
Builds from:
Drums of Endurance (1185)
Assault Cuirass (4500)
Recipe (1300)
Bonus:
+7 All Attributes
+7 Damage
+30 Attack Speed
+0.75 Mana Regeneration
+10 Armor
Active: Hellish Siege (CD 30 seconds)
Grants every ally in range bonus attack and movement speed, based on the amount of nearby allies. Heroes grant stronger bonuses.
Passive: Siege Aura
Grants bonus armor, attack and movement speed to nearby allies, while decreasing armor, attack and movement speed of nearby enemies by the same amount.
Examples of heroes you may buy this on:
Any hero that wants to siege towers through right clicking, as the additional active effect boosts sieging power of everyone around you even further. Tends to pair with Necronomicon (1st Edition).
Calaminh's Tutela Plate
Cost: 7500
Builds from:
Crimson Guard (3400)
Reaver (3000)
Recipe (1100)
Bonus:
+525 Health
+13 HP Regeneration
+2 All Attributes
+25 Strength
+8 Armor
Active: Bulwark (CD 45 seconds)
Temporarily grants nearby allies 5 bonus armor, 85 damage block, 10% damage reduction, and 20% tenacity. Does not stack with the passive bonuses.
Passive: Block
Blocks part of all incoming physical damage. Ranged heroes can only utilize 60% of the damage block
Passive: Greater Parry
Also reduces all incoming damage by 10% and grants 20% tenacity.
Examples of heroes you may buy this on:
Pretty much the de facto tank hero item, being a direct upgrade to Crimson Guard.
Starfury
Cost: 8725
Builds from:
Rusty Old Shotgun (6000)
Demon Edge (2200)
Eaglesong (3200)
Bonus:
+75 Damage
+20 Attack Speed
+65 Agility
Passive: Lightspeed
Grants a 10% chance per attack to increase your agility by 30% for a short duration. Does not stack with itself, but can refresh itself when procced again.
Passive: Fury of the Stars (CD 1 second)
When Starfury is off cooldown, each attack launches shooting stars towards all enemies in 700 range of the original target. Each star deals 50% of your current agility to its target."
Passive: Divine Vengeance
Being attacked grants a 15% chance to disarm your target/attacker. This effect cannot trigger more than every 6 seconds.
Examples of heroes you may buy this on:
Usually reserved for late-game agility right clickers due to its massive damage and agility boosts (along with even more agility boost through its passive), but some strength heroes may enjoy the greatly increased attack speed as well.
Hellblade
Cost: 8900
Builds from:
Curseblade (5150)
Reaver (3000)
Recipe (750)
Bonus:
+25 Agility
+10 Intelligence
+50 Strength
+14 Damage
Active: Hellish Curse (75 Mana, CD 25 seconds)
Curses an enemy, immediately transferring all dispellable debuffs on the wielder to it. While the curse is active, any debuffs on the wielder are transferred to the cursed target, while also slowing and draining its health and mana over time. Lasts 5 seconds. Debuffs are applied on the target with their full initial duration.
Passive: Hellcraft
Whenever you are attacked, grants a chance (20%) to automatically transfer a random dispellable debuff to the attacker. Debuffs transferred this way do not have their duration refreshed.
Passive: Doomed Spirits
Constantly deals magical damage to enemies in 500 radius around the wielder, sucking 40 health per second from each unforunate (sic) enemy and giving it to the caster."
Examples of heroes you may buy this on:
Typically purchased on tanky heroes that like to jump into a lot of enemies that attack you. If they focus heavily on a mixture of right clicking and dispellable disables, there is a very high chance you'll be able to throw them all back at the enemy, easily giving yourself the upper hand.
Jarnbjorn
Cost: 11550
Builds from:
Mjollnir (6000)
Battle Fury (4300)
Recipe (1250)
Bonus:
+90 Damage
+80 Attack Speed
+7 HP Regeneration
+2.25 Mana Regeneration
Active: Thunder Charge (125 Mana, CD 35 seconds)
Places a shield on the target ally which adds disarm immunity and has a 20% chance to activate (when attacked), launching a shocking bolt to all enemies in 900 range, damaging and briefly slowing them.
Passive: Chain Lightning
Grants a 25% chance to release a Chain Lightning on each attack, which bounces between enemies in up to 900 radius, dealing damage. Bounces until running out of targets.
Also has all the abilities of Battle Fury including tree cutting (not wards though...) and cleave.
Examples of heroes you may buy this on:
Any hero that generally benefits from Battlefury and/or Mjollnir. Note that due to its rather exorbitant cost, it's not really purchased as a farming item...however, it is by far the most potent item for dealing with mega creeps should that case arise, regardless of whether or not you're a melee hero.
In terms of actual item builds, I made a rough post of late-game skeleton builds in another thread. I recommend you try and experiment around with some items though, and look at other player's inventories and how they're performing to get an idea of what works well. Naturally, builds will very from hero to hero, as well as to counter specific enemies. Continued in the below post cause I wrote way too much and Reddit has a 40,000 character limit.
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