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Also Ethereal blade by reducing the targets magic resistance(allthough its a bit different to spell damage amp, because for example Pure damage is obviously not affected by Magic resistance, also spells that cause physical damage won't work with eblade) and some neutral items I never remember their names lol.
How about you do some reading, kiddo?
Your generation relies to much on people telling you obvious things.
Google is your friend. And if it isn't, reading is.
Don't bother other people just because you are to lazy to inform yourself, young man.
As for dps Int heroes, some of the better ones gain more damage or can be more active the more Int they have. Silencer steals the Int of enemies hit and killed near him, amplifying his glavies damage by a lot. Outworld Destroyer deals a percent of his current mana as damage, while stealing some from enemies through Astral Inprisionment, then deleting anyone with less mana than him with his ult. An odd example would be Tinker, he has insanely powerful and spamy spells, but has to tp back to base to continue doing much, more mana means less down time
If you feel like it, you can check out Dota Buff, they've got an insane amount of infomation on many of the more powerful Int heroes, check for the Mid lane or Core role Int heroes.
Hope this helped!
However with the spell amp items, hold ALT and hover over spells to see increase damage numbers.
However, there are two big ways to increase spell power in Dota that don't exist in LoL: Aghanim's, and Talents. Aghanim's Shard (cheap, no stats) and Aghanim's Scepter (expensive, provides stats) either grant you a new ability, or upgrade one of your existing ones. What those items do is different for every hero, so there's a lot of room for experimentation. For example, on my favourite hero Ogre Magi, Scepter grants him Unrefined Fireblast (essentially a second use of his stun with a separate CD), while Shard grants him Fire Shield (a buff that reduces incoming attack damage, provides a counterattack, and can be applied to buildings). Talents are the other big one, and are assorted stat buffs or spell upgrades you can take every 5 levels. Carries generally get small stat buffs (+damage, +attack speed, etc.), while casters generally get significant improvements to one of their spells. For example, Venomancer's level 20 and 25 Talents both upgrade his Poison Nova. Level 20 adds 5 seconds of duration (a 33% increase in potential damage over a base of 15), while level 25 adds +640 AoE (since it's a radial nova, that works out to a tripling of the area affected).
Basically, casters in Dota don't directly increase in damage, but they DO increase in utility (greater range, shorter CD's, additional spells, etc.), and while they won't win in raw DPS numbers, a fed 'support' can be a massive nuisance (such as the aforementioned Venomancer applying massive slows and magic damage that cripple the enemy team, or Ogre Magi stunlocking them with Multicast disables).
This place is for discussion so stay quiet, no one is forcing you to read this thread.
BTW I googled something similar and found this thread helpful, so thank you OP your question was helpful not only to yourself.