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    Monday, May 25, 2020

    Artifact - The Beta Begins!

    Artifact - The Beta Begins!

    Link to Artifact - The Dota Card Game

    The Beta Begins!

    Posted: 25 May 2020 03:29 PM PDT

    Let's hope this ages badly

    Posted: 25 May 2020 02:09 PM PDT

    What everyone is thinking

    Posted: 25 May 2020 03:56 PM PDT

    The Replay System in Artifact 2.0 (YES THERE IS ONE!)

    Posted: 25 May 2020 06:55 PM PDT

    I'm staying up for the battle pass anw

    Posted: 25 May 2020 06:14 AM PDT

    Imperia, one of the new heroes is very likely to be Vengeful Spirit's sister.

    Posted: 25 May 2020 06:11 PM PDT

    Valve seems to be taking a new approach to rarity with 2.0. Cards appear to be of relatively higher complexity, the more rare they are, which is something people have complained a small bit about 1.0's handling of the matter.

    But there's something else they appear to be doing: Making the rarer cards correspond to heroes people will have more trouble recognizing. Artifact 2.0 has 3 new blue hero cards, with quite complex mechanics, at the higher or highest rarities: Pierpont, Vanessa and Imperia. Some of you may recognize the two names, they're characters brought to Dota's world from their cancelled fantasy game alongside Mazzie. Most probably have no idea who they are, and that's okay.

    But I think it's rather unanimous that none of us have ever heard of Imperia.

    But we have.

    I postulate that Imperia is Vengeful Spirit's sister.

    Imperia's hero card.

    Imperia's signature unit.

    Once a proud and savage Skywrath scion, Shendelzare was first in succession for the Ghastly Eyrie until a sister's treachery robbed her of her birthright. Snared in an assassin's net, Shendelzare tore free only at the cost of her wings, limping away in the ultimate humiliation: On foot. With her wings broken, she knew the Skywrath would never accept her as ruler; and in the highest roost of the Eyrie, inaccessible except by winged flight, her sister was untouchable.

    Reasons why I believe she fits this description:

    • Her Name: Imperia should have pretty obvious etymological roots. Imperial, Imperium, makes her related to regency. Absolute power over a realm.

    • Her ability name: skulduggery is a dishonest, underhanded act or behaviour. Much like how you'd describe someone who Scar'd Vengeful Spirit's Mufasa.

    • Her ability: This is what her ability does - it throws away one of the opponent's cards and replaces it, and powers her up the more important that card was. Just like how she replaced her sister's place in the throne and rose to power.

    • Her signature's name: Conspiracy of Ravens. Skywraths are bird people, and Imperia is likely a Skywrath. And this alludes to her as a conspirator. Vengeful spirit's wings, while never canonically seen, may have potentially been dark colored, as this is what color their replacements are normally seen as in cosmetics. And thus, so would her family's. However it's entirely possible they were white, but regardless, neither rules out that Imperia herself could have dark wings.

    • The signature's effect: The card is a unit, but the effect is likely attempting to resemble a story, a bit roughly. What the card does is - it destroys an ally and steals its stats, and then when it is damage, it reveals part of the opponent's plan. Imagine that Vengeful Spirit is the target. This card would be the snare that Imperia would have used on Vengeful, while both were on the same team. And as the snare is attacked, Vengeful comes to realize what "her opponent" was doing all along.

    I could easily be wrong of course. Quite a bit of this hero's design is not exactly serving flavorful lore I thought of (like the synergy with the unit and the ability). There's a number of background characters in the comic I may have missed. But this one doesn't feel too off the mark.

    submitted by /u/DrQuint
    [link] [comments]

    Heroes can have 3 different signatures instead of 3 copies - Lina's

    Posted: 25 May 2020 03:55 PM PDT

    Artifact's Mazzie as a Dota Hero

    Posted: 25 May 2020 10:48 AM PDT

    Guide to all 2.0 Heroes - 4/4 (Red)

    Posted: 25 May 2020 03:54 PM PDT

    As part of early playtesting, I have been playing Artifact 2.0 extensively over the last few weeks. Myself and one of the other playtesters have put together a guide to each of the heroes - this guide is hardly definitive, just our current impressions of each hero and some combos we like. We hope that this will be helpful to others as the beta ramps up, and that it will be an interesting read for the community at large.

    You'll notice a few heroes from 1.0 missing - Lion, Mazzie, Viper, Abbadon and Magnus. My understanding is that these are still being reworked and will rejoin the roster eventually.

    Note that the game has been rapidly evolving, so this guide won't stay current. For example, if you watched the recent gameplay video from Valve, you might notice that many heroes have since had their health increased by 1 point. The devs have been really good at listening to and responding to feedback.

    We're also going to stream some games, to give you an idea of what 'advanced' play looks like right now. You can find our twitch pages here:

    By the way: the game is excellent, and hugely improved over 1.0.

    Since the guide is very long, I've split it into a few posts:

    Green

    Blue

    Black

    Red

    Red Heroes

    Axe

    Stats: 3 / 2 / 6

    Abilities:

    Beserkers Call: Active Ability

    2 turn cooldown, 1 mana: Axe battles adjacent enemies.

    Signature:

    Culling Blade - 2 mana

    Slay a damage enemy hero with 3 or less health. Repeatable this round.

    Commentary:

    Axe is an interesting red hero, his 2 armor allows him to face up and trade hits with many other heroes and his culling blade means they never know when they might be about to die.

    To make best use of axe, he does require a little investment in the form of other cards to buff him up or to get gold for items.

    A great card to combo with axe can be Legion Standard Bearer, it provides Axe with +3 damage and Axe can protect it.

    Another great combination is Dark Seer + Axe. Dark Seer can place ion shell on Axe to give him more damage for beserkers call, but also, Dark Seer has vacuum, a quickcast spell, so you can use it to clear enemy creeps and pull your target right in front of Axe for a beserkers call.

    In the ideal lane formation you'll have Axe in the centre slot, with a legion standard bearer on his right side and Dark Seer on the rightmost slot, both heroes getting bonus attack damage for the tower and Dark Seer ready to vacuum any challengers over to Axe for the dunk.

    Beastmaster

    Stats: 3 / 7

    Abilities:

    Inner Beast: Continuous Effect

    Beastmaster has +2 attack per neighbouring loyal beast.

    Call Of The Wild: Active Effect.

    2 turn cooldown, 1 mana. Summon a loyal beast.

    Loyal Beast: 1 / 2 stats. +2 attack & +2 health when neighboring Beastmaster.

    Signature Card:

    Primal Roar - 3 mana

    Stun an enemy. Displace its neighbors.

    Commentary: Beastmaster is now a strong pushing hero, from the second turn in the game he can summon a beast which takes him up to 5/7 and gives him a 3 / 4 beast. He comes with a stun which can be used from turn 1, you can tactically use the displacement to either keep attackers off the beasts or keep attackers off Beastmaster.

    Beastmaster is quite tanky so you can play him in any lane.

    Bristleback

    Stats: 4 / 5

    Abilities:

    Bristleback: Continuous Effect

    When Bristleback takes non-battle damage, reduce that damage to 1, then activate Quill Spray

    Quill Spray: Active Ability

    3 turn cooldown, 1 mana: Deal 1 battle damage to adjacent enemies

    Signature Card:

    Viscous Nasal Goo (Spell - 3 mana):

    Give a unit -3 armour permanently.

    Commentary: Bristleback is a strong red hero, especially against decks that like to use a lot of cards for damage. There are a few cards in the red deck that can be particularly brutal when combined with him.

    Iron Sharpens Iron deals 1 piercing damage at the start of the round to a unit and grants 1 damage. When you use this on Bristleback, it triggers a quill spray each round.

    Veterans Insight gives a random option of +1 attack, +1 armor or +1 health every time you deal battle damage. As quill spray is battle damage, if you have this buff on Bristleback, he will gain the buff for each unit quill spray hits. If you hit a quill spray on 3 units with this buff it can be quite powerful. Zeus can end up terrified to cast spells around Bristleback.

    If Bristleback is positioned next to the creep wave with both these buffs up, he will gain a minimum +1 damage and a veterans insight buff every turn and will scale up quite fast.

    It can be wise to itemise a stormhall cloak for Bristleback so his health can scale up to offset Iron Sharpens Iron.

    Be aware of negative armor as his passive does not protect him from -armor. If you have Iron Sharpens Iron up and someone gives you a permanent -3 armor, then that is 4 damage taken at the start of each round.

    Centaur Warrunner

    Stats: 3 / 9

    Abilities:

    Stampede: Active Ability

    3 turn cooldown, 1 mana: Give your units Trample. (Trample means any damage you deal above your targets health goes to the tower)

    Signature Card:

    Double Edge - 1 Mana

    Give a red hero on either team +6 attack and -6 armor.

    Commentary:

    Centaur Warrunner is one of the strongest red heroes, purely because of his active. Stampede can, quite simply, be a game winning play. You will need hard hitting units to pair with Centaur to make the most of this effect, whether its creeps or heroes. Fortunately, Red has plenty of ways to buff up damage.

    An interesting unit to summon alongside Centaur is Hellbear Smasher. A 7 mana unit that has 18 / 9 stats, but is disarmed if unblocked. The only way to make it hit the tower is through Centaurs trample (or Twisted Path).

    Centaur can combine particularly well with Tusk. (See Tusk for more info)

    Keefe The Bold

    Stats: 3 / 8

    Abilities:

    Stop hittin' yourself: Active ability

    3 turn cooldown, 1 mana: Each unit pointing at Keefe the bold battles itself.

    Signature Card:

    Reckless Charge - 2 mana

    Swap caster to a neighbouring position. It taunts. Quickcast.

    Commentary:

    Keefe is a great utility hero for red and he counters hard hitting units very well. Any deck that summons big creeps or plans for high attack items will fear Keefe. His signature card gives him a taunt which synergizes naturally with his active ability. You can also use blademail as a way to force people to target him if the signature is unavailable.

    You can also pair Dark Seer alongside Keefe, similar to Axe. Keefe can make use of the taunt that ion shell provides or Dark Seer can vacuum units in front of Keefe.

    Legion Commander

    Stats: 4 / 1 / 5

    Abilities:

    Moment of courage: Passive Ability

    After battling a unit, heal 2.

    Signature Card:

    Duel - 2 mana

    Caster battles another hero. Give the winner +1 damage permanently.

    Commentary: Legion Commander heals after each time she battles. Therefore, it's important to make sure she survives each battle - her armour helps here, but can be further improved with an armour or health item. Note that her heal also triggers when she battles outside the combat phase, such as when using Duel. You can pair her with other 'instant battle' cards, such as Cursed Satyr or Punch It to trigger her passive multiple times in one round.

    Duel is a great way to pick off an enemy hero, or to clear away a unit blocking one of your heroes.

    Phantom Lancer

    Stats: 4 / 4

    Abilities

    Phantom Rush: Continuous Effect

    Aura: When Phantom Lancer is blocked, Phantom Lancer and Lancer Illusions have +1 attack and +1 armor.

    Juxtapose: Passive Ability

    After Combat: Summon a Lancer Illusion into the closest position.

    Signature Card:

    Lancer Illusion (Creep - 3 mana):

    Stats: 2/1

    After Combat: Summon a Lancer Illusion into the closest position.

    Commentary: Phantom Lancer is a unique hero who plays out similarly to Red Mist Pillager. His passive protects his illusions from 1 damage wave clear such as Timbersaw. Some people like to position Phantom Lancer on the creepwave so he is always blocked and let his illusions fill the lane, if uncontested it will result in four 3/1/1 illusions smacking the tower for 12 damage a turn.

    Pugna

    Stats: 3 / 6

    Abilities:

    Nether Blast - Active Ability

    2 turn cooldown, 1 mana: Deal 3 damage to an enemy tower. Dispel a random enchantment from it.

    Signature

    Life Drain - 3 mana

    Give an enemy +3 decay and an ally +3 regeneration.

    Commentary: Pugna is decent at pushing and great for removing enemy enchantments like Conflagration or that pesky Courier. He comes with a decent combat trick that can be played on turn 1 to reverse a hero battle, making your hero live and theirs die instead of vice versa. He is a mid range red hero. Probably will be popular when the meta around tower enchantments develops.

    Sven

    Stats: 4 / 5

    Abilities:

    Great Cleave - Continuous Effect

    Svens attack counts as Cleave in the combat phase. Sven still hits the tower if unblocked.

    Signature:

    God's Strength - Caster gains +3 attack permanently.

    Commentary: Cleave now triggers even if you're unblocked, and Sven and is much stronger for it. This allows him to hit the tower whilst killing units to his sides. For this reason, the enemy is much more willing to trade a life to kill Sven and be ready for nukes to be blown to kill him.

    A very nice combination for Sven is apparent when you put him in a 2-color deck with black and use the spell 'Beyond the Veil', this gives Sven the Quickstrike buff, which means that in the combat phase, Sven attacks before everyone else.

    If you have 3 enemy units in front of you, this means you can kill all 3 of them before they can attack. Sven makes a great centre unit in your lane as he can protect the 2 slots on both sides of him, so you can place vulnerable units like Death Prophet there, under Svens protection.

    You can also use Killer Instinct to keep Svens damage up.

    Tidehunter

    Stats: 2 / 1 / 10

    Abilities

    Kraken Shell: Passive Ability

    The first time Tidehunter takes damage each round, purge your opponent's effects from it.

    Ravage: Active Ability

    5 turn cooldown, 1 mana: Stun enemies up to 2 slots away.

    Signature

    Gush - 2 mana

    Deal 2 to a unit, give it -2 armor. Quickcast

    Commentary: Tidehunter is the tankiest red hero in the game. He can be very difficult to remove and deadly if his damage is beefed up. His passive, Kraken Shell can prevent debuffs from taking place if they are combined with damage. For example, if Dragon Knights stun is used on him, it will be purged because the damage from the stun triggers Kraken Shell.

    Positioning is important with Tidehunter as he stuns on both sides for 2 slots, so you generally want him in the middle of the lane so he stuns the entire lane.

    Tidehunter can be combined with buffs like Iron Sharpens Iron and Heroic Resolve due to his high HP and build him up to be a hard hitter in the late game.

    Timbersaw

    Stats: 4 / 1 / 7

    Abilities:

    Timber Chain: Active Ability

    3 turn cooldown, 1 mana: Move Timbersaw up to 5 slots away. Deal 1 damage to each enemy passed on the way. Cross-lane.

    Signature Card

    Whirling Death - 2 Mana

    Deal 2 damage to casters adjacent enemies and give them -2 attack.

    Commentary: Timbersaw is a versatile red hero with the ability to move around the map, due to this it is popular to put Timbersaw in the middle lane, giving you the option to travel to either the safe or offlane, should the opportunity arise.

    His whirling death is a great nuke card for red and can enable you to turn fights around. It is particularly good against Phantom Assassin in the early game due to the way her passive works.

    Tiny

    Stats: 2 / 4

    Abilities:

    Grow: Active Ability

    3 turn cooldown, 1 mana: Gain +4 attack/+4 health, permanently. (Changes card art each time!)

    Signature Card

    Toss - 4 mana

    Choose caster. Move another unit to an empty slot up to 5 slots away from the caster. Deal 1 to the new neighbours your opponent controls. Cross-lane.

    Commentary: Tiny is a strong hero, we'll start with his signature card. Toss is a unique ability that allows you to move enemy heros, even cross-lane. This makes Toss a great counter to blink dagger / blink scrolls. In late game situations you can close out games when your enemy attempts to blink into a lane only to have Toss played and throw them right back to where they came from.

    You can also use Toss to throw allied units to other lanes. If you have a Thunderhide Pack up and just finished taking a tower, you can throw it to another lane to continue its work if you prefer.

    Regarding Tinys active ability, it's very strong but because of the cooldown you will want to play Tiny in round 3 and ensure you have initiative on the turn that Tiny enters the board. It is very sad to lose Tiny to a nuke on his first turn, this delays you casting Grow the first time by another 2 turns and can set back Tiny's game immensely.

    Beware of Omniknight, his Repel can purge Grows stat benefits and reduce Tiny back to a sad 2 / 4 body.

    Tusk

    Stats: 4 / 6

    Abilities

    Walrus Punch - Active Ability

    3 turn cooldown, 1 mana: Double Tusks attack.

    Signature Card:

    Ice Shards Deal 1 to an enemy unit and displace it with Ice Shard.

    Ice Shard - 0 / 1. Feeble.

    Commentary: Tusk is a fun new hero. His active ability can be extremely strong under the right conditions and he relies on other cards to help make the most of him.

    One of the strongest combinations you'll first discover is Centaur + Tusk. Tusk can use his active to generate a high amount of attack, and Centaur can use Stampede to make sure Tusk deals damage to the tower.

    If safe to do so, double edge can be used on Tusk prior to activating walrus punch. With no items and one double edge and Walrus punch, Tusk can deal 20 damage.

    You can use cards like Punch It (Causes a red hero to battle an adjacent enemy hero) to clear enemies out of lane prior to using Double Edge, to ensure it is safe to do so.

    You can also use Flesh Of Iron, which gives the red caster damage immunity, to make it safe to cast Double Edge.

    Tusks Ice Shards can be clutch, either for displacing an enemy in front of you for a hit, or moving them out of the way to save a life.

    If you use Path Of The Bold (Blocked heroes have +1 attack), and have a lot of charges in an uncontested lane, you may want to summon an ice shard in front of tusk, this will cause him to be considered a blocked unit, but his ice shard is feeble so he will hit over the top and get the damage buff.

    Ursa

    Stats: 5 / 7

    Abilities:

    Give units who take battle damage from Ursa -1 armor permanently.

    Signature Card:

    Overpower - 3 mana.

    Repeat 3 times: Deal 1 battle damage to the enemy blocking the caster.

    Commentary: On first glance, Ursas signature card can sound quite weak, but when Ursa uses it, it's devastating and strong. Because it deals battle damage, this means each hit will give the enemy unit -1 armor. In total a 0 armor unit will take 5 damage from Ursa casting overpower and next turn will have a -3 armor debuff.

    Blade of the Vigil can still be quite strong on Ursa, causing multiple enemy units to lose armor and phase boots and blink scrolls can be very strong with him.

    His strong stats make him quite versatile, but he is often played in the safe lane so you can guarantee he faces off with another hero to start the game by weakening them. If you draw overpower, many heroes can be killed on turn 1 by casting it, so you get a kill and strike the tower.

    submitted by /u/FergusMac
    [link] [comments]

    The best Mo(o)ndays are yet to come!

    Posted: 25 May 2020 12:41 PM PDT

    What's this SHIT, Valve?

    Posted: 25 May 2020 07:34 PM PDT

    Beta 2.0 Email

    Posted: 25 May 2020 04:23 PM PDT

    Welcome new testers to the Artifact Beta 2.0!

    Feel free to play as you would like. If you want to jump into constructed you can build a deck with any of the cards in the game. To play against another player with your deck right-click on their name and you can challenge them to a match.

    We'd like to start getting data on player ranks and card unlock rate, so please try and play Hero Draft. To play a Hero Draft game click Play Artifact then Live Draft vs Human. There isn't much UI to show your rank yet but the backend should all be working. You can see your rank on the profile screen, here they are the ranks in ascending order. You need 5 stars in each rank to advance to the next level.

    Herald

    Guardian

    Crusader

    Archon

    Legend

    Ancient

    Divine

    Immortal

    Leaderboard

    See you in game!

    The Artifact Team

    submitted by /u/boomerandzapper
    [link] [comments]

    Guide to all 2.0 Heroes - 1/4 (Green)

    Posted: 25 May 2020 03:47 PM PDT

    As part of early playtesting, I have been playing Artifact 2.0 extensively over the last few weeks. Myself and one of the other playtesters have put together a guide to each of the heroes - this guide is hardly definitive, just our current impressions of each hero and some combos we like. We hope that this will be helpful to others as the beta ramps up, and that it will be an interesting read for the community at large.

    You'll notice a few heroes from 1.0 missing - Lion, Mazzie, Viper, Abbadon and Magnus. My understanding is that these are still being reworked and will rejoin the roster eventually.

    Note that the game has been rapidly evolving, so this guide won't stay current. For example, if you watched the recent gameplay video from Valve, you might notice that many heroes have since had their health increased by 1 point. The devs have been really good at listening to and responding to feedback.

    We're also going to stream some games, to give you an idea of what 'advanced' play looks like right now. You can find our twitch pages here:

    By the way: the game is excellent, and hugely improved over 1.0.

    Since the guide is very long, I've split it into a few posts:

    Green

    Blue

    Black

    Red

    Colourless Heroes

    Rix, Oathbound

    Stats: 3 / 3

    Abilities:

    Oathed (Continuous Effect): +3 Attack. Silenced.

    Assault (Continuous Effect): Rapid Deployment. On Deploy: Give your other allies +1 siege.

    Signature Card:

    The Twisted Path (Tower Enchantment - 3 mana):

    Active Ability, 1 round cooldown: Choose an ally. It battles the enemy tower. Slay that ally.

    Commentary

    That's right - Rix Oathbound is colourless. Because he is permanently silenced, he cannot play any cards. He can still equip items, although he can't use active abilities on them. Colourless cards, such as his signature card, can be played into any lane even if no hero is present.

    Rix Oathbound's high attack, siege buff, and rapid deploy means that he is an excellent tower attacker. Twisted Path is useful to let him fight the enemy tower even if all the slots are blocked - and then he can come back next turn and do it again. This is especially nasty because you can end the game before the combat phase. It's also useful for getting a big creep to fight the enemy tower. It's also fun to use with regular (non-Oathbound) Rix, as he gets stronger every time he dies.

    However, his low health makes him a prime target for getting picked off by your enemies. The fact that he can't use active abilities or play cards makes him fairly inflexible. The silence also means he cannot use Blink Scrolls. So make sure he doesn't get stuck somewhere where he isn't fighting someone useful, and also isn't dying.

    Great to splash into any deck, but especially nice to use Twisted Path on green and red creeps. He also combos well with The Oath from black, as he is silenced already.

    Green Heroes

    Chen

    Stats: 3 / 7

    Abilities:

    Holy Persuasion (Active 3 round cooldown): Steal an enemy creep

    Signature:

    Hand of God (5 mana - Spell): Give allied heroes in all lanes +4 temporary health. Cross Lane.

    Commentary:

    Chen's active is a hard counter to decks that rely on big creeps like Thunderhide Alpha or Fist of the Allseeing One. It's also a neat way to snatch utility creeps from your opponent, like Satyr Magician or Legion Standard Bearer. It can also be used defensively, to stop an enemy snatching your big creeps with Helm of the Dominator or Shifting Loyalties. Or, you can use it just to get rid of a blocking enemy creep at a crucial moment.

    Chen's signature was recently reworked and is still finding its place in the meta. It's a good counter to black and blue decks with lots of instant damage, or if your team is about to get wiped out in the combat phase by red heroes. It gives any regeneration effects you have time to work when confronted with instant damage spells.

    Dark Seer:

    Stats: 3 / 7

    Abilities:

    Vacuum (Active 3 round cooldown): Choose a slot. Deal 1 damage to enemies in lane then pull them toward the target slot. Quickcast.

    Signature:

    Ion Shell (3 mana - Spell): Give an ally +3 Retaliate permanently. It taunts.

    Commentary:

    Vacuum is perfect for clearing out a lane of weak creeps - a hard counter to Kanna's Hounds of War. It's also great for lining up enemies for Axe to use his Berserker's call - especially since it's quickcast. Ion Shell is also a great buff on Axe so he can retaliate against all combatants. It's generally useful to cast on a hero who will die anyway to soak up damage that would otherwise go on your tower.

    Vacuum can also be used to stick an enemy hero in the melee creep spawn slot (since the melee creep has 1 health, it will die from the damage of Vacuum, and then the hero will slide into their place). You can also just mess up enemy targeting - e.g. pull Phantom Assassin away from a hero she's blocking.

    Dazzle:

    Stats: 2 / 6

    Abilities:

    Shadow Wave (Active 2 round cooldown): Repeat 4 times: Heal a damaged ally 1 and deal 1 damage to the closest enemy unit. Jump left or right to a damaged ally.

    Signature:

    Weave (5 mana - Tower Enchantment): Aura: Allies have +1 Armour per round and enemies have -1 Armour per round. Dispel after 3 rounds.

    Commentary:

    Dazzle's active ability was recently completely reworked. It's a tricky ability to use, but is great when you line it up properly. It's kinda like Chain Frost, except less damaging and it heals your units. It only keeps jumping as long as you have damaged units, so it's wasted if you've only got 1 damaged unit. To get the best use out of it, combine Dazzle with units with high health, or give your units health buffs - so that they can survive being damaged long enough to wait for the Shadow Wave.

    Weave pairs great with Shadow Wave, but has to be timed right. If you use Shadow Wave when the enemy is on -3 armour, it can rip through them. Weave is also just a great all-purpose debuff to give you a leg up in a lane over 3 rounds. It combos well with any instant damage card, so Dazzle shines when paired with Black or Blue heroes.

    Dragon Knight:

    Stats: 2 / 6

    Abilities:

    Dragon Blood (Continuous Effect): +2 Regeneration

    Dragon Form (Active 3 round cooldown): Transform into a Dragon for one round.

    Dragon: Give towers and units you damage +3 Decay for 3 rounds.

    Signature:

    Dragon Tail (2 mana - Spell): Deal 2 and stun an adjacent enemy

    Commentary:

    Dragon Knight comes with 2 regen which makes him a durable hero who can play in any lane. His strength comes in his active ability, Dragon Form. It does damage slowly over 3 rounds, so you can't take out a big enemy straight away, but they'll slowly die off (all the while, you're regenerating). It's also a great hit to deliver to the enemy tower, for a total of 9 damage eventually.

    His signature is useful for stunning an enemy who's about to get clobbered by Dragon Form, to prevent them from running or fighting back.

    Drow Ranger:

    Stats: 3 / 5

    Abilities:

    Precision Aura (Continuous Effect - Aura): Drow Ranger's allies in all lanes have +1 Attack.

    Signature:

    Gust (3 mana - Spell): Silence an enemy and its neighbours

    Commentary:

    Drow's Aura is a powerful buff for your team - make sure you have enough creeps in your deck to take full advantage of it, especially since her signature isn't a creep.

    Drow is pretty squishy though, so you'll need to keep her safe - you usually want to deploy her in the safe lane, and try to include some disarms or stuns in your deck for when an enemy hero comes after her. Putting her in the right slot and casting Homefield Advantage is a great way to keep her safe.

    Gust is a great way to foil your opponent's plans at a key moment, so don't just cast it as soon as you draw it.

    She pairs well with other creep-buffing heroes, such as Lycan and Treant Protector, or Kanna.

    Enchantress:

    Stats: 3 / 4

    Abilities:

    Untouchable (Passive): When a unit deals battle damage to Enchantress, it is disarmed for the next combat. When Deployed: Disarm the enemy blocking Enchantress for the next combat.

    Signature:

    Enchant (4 mana - Spell): Choose a creep and an enemy. They battle each other. Allied creeps used this way deal +2 damage.

    Commentary:

    Untouchable is great for slowing down a big enemy hero. Deploy Enchantress in the safe lane or after round 1 to ensure she deploys across from someone. Then, as long as you can keep Enchantress alive, they'll only get to fight every second round. She's particularly nasty against Bristleback, since his Quill Spray does battle damage, thus disarming him. While the enemy is disarmed, it's the perfect time to use Enchant to get one of your creeps to kill them without taking any damage. Pairs well with big creeps to kill enemy heroes using Enchant.

    Farvhan the Dreamer:

    Stats: 3 / 6

    Abilities:

    Pack Leader (Continuous Effect): Farvhan has +1 attack for each ally in lane.

    Signature:

    Prowler Vanguard (3 mana - Creep):

    Stats: 2 / 4.

    Aura: Prowler Vanguard's neighbours have +1 armour.

    Commentary:

    Farvhan is green's heaviest hitter. If you fill out a lane with 5 units, he has an attack of 8. The Vanguard are great to help make this happen, with their high health and armour aura. Treant Protector is a great ally for Farvhan to give even more armour to keep the lane full. Farvhan is best deployed after round 1, so he can get into a lane that's already filling up.

    Lady Anshu:

    Stats: 4 / 4

    Abilities:Devoted Disciple (Continuous Effect): Rapid Deployment. On Death: Give your allies +2 health permanently.

    Signature:

    Hymn of St. Crella (3 mana - Spell): Slay caster. Deploy all heroes in your fountain to the first empty position in this lane.

    Commentary:

    Lady Anshu is a great blocker - throw her in front of the biggest enemy on the board, and when she dies your units in lane get a health buff and she deploys again next round. Be careful, as this does give your opponent 5 gold every time she dies. Make sure she's in a lane with allies when she dies, or her death effect is wasted. Also, try to avoid her getting stranded fighting the tower instead of blocking someone. Hymn of St. Crella is a great tool to recover if several of your heroes get killed at once. It's even better if you use it on a caster with a Death Shield, so they don't die when casting it.

    Lycan:

    Stats: 3 / 6

    Abilities:

    Feral Impulse (Continuous Effect - Aura): Lycan's allies up to 2 slots away in this lane have +2 attack.

    Signature:Savage Wolf (3 mana - Creep):

    Stats: 2/2.

    After Combat: Gain +2/+1 permanently.

    Commentary:

    Lycan's aura can give you a big advantage in a lane - best to put him in the middle slot to maximize its effect (or slot 4 if you don't care about buffing the melee creep spawn). He combos well with other green heroes that buff allies, like Treant Protector or Drow Ranger. He's also good to cross with red to buff up Sven or Axe's attack. Be careful playing his signature - the Wolf is better the longer you can keep it alive, but easily killed at first. Play it when your opponent is low on mana, or when they've got bigger concerns to deal with elsewhere.

    Omniknight:

    Stats: 3 / 9

    Abilities:

    Purification (Active 2 round cooldown): Heal an ally 3, and deal 1 piercing damage to each of its adjacent enemies.

    Signature:

    Repel (1 mana - Spell): Purge opponent's effects from a unit. Give it Magic Immunity (can't be targeted by enemy spells or abilities)

    Commentary:

    One of Green's better tanks - with 9 health and his heal, he and his allies can take a lot of damage. Best to deploy after round 1, to come in and heal a hero who got hurt in the first round. Or, stick him in a lane you're losing to serve as a roadblock. Don't underestimate the damage his heal does - if you can put negative armour on your opponents, it can do a fair chunk of damage. Repel is good to remove a nasty debuff, like Bristleback's Nasal goo. It's even better to use it on your enemies, to purge their buffs.

    Outworld Devourer:

    Stats: 3 / 4

    Abilities:

    Arcane Flux (Passive): On Round Start: Adjacent enemy heroes get -1 attack for 2 rounds. If there is at least one adjacent enemy hero, get +1 max Mana.

    Signature:

    Astral Imprisonment (Spell - 4 mana): Stun a unit and give it damage immunity until the start of next round. Deal 1 to adjacent enemies when this effect expires.

    Commentary:

    His statline is weak, but his passive ability is brutal. A hero who stays next to him for 2 rounds or longer will have -2 attack, gaining you extra mana all the while. Best deployed in the safe lane, to ensure he's adjacent to an enemy but not blocking them. His signature card is useful to stun an enemy hero, but it's also a nice defensive tool to use on Devourer himself to keep him around for another round if he's about to die. Devourer becomes a huge headache for your opponent if you can get some good buffs or items on him to keep him alive.

    Rix:

    Stats: 3 / 3

    Abilities:

    Relentless Rebel (Continuous Effect): Rapid Deployment. On Death: Gain +1 Attack permanently

    Signature:

    Act of Defiance (Spell - 2 mana): Silence a unit for two rounds

    Commentary:

    Rix is a great blocker in the early game, as you get him back every round. This means you can put him in front of the biggest threat anywhere on the board each round. Since he gains 1 attack every time he dies, by the late game he can be a powerful attacker, taking out an enemy hero each round. You want to make sure he keeps dying though, or his abilities are wasted. As with Lady Anshu, watch out for the gold advantage this gives your opponent. His signature is great for ruining an enemy hero's active ability - for example, if Centaur Warrunner has Trample ready, you can silence him so he has to wait 2 more rounds to use it (an eternity).

    Sand King

    Stats: 3 / 7

    Abilities:

    Burrow Strike (Active 4 round cooldown): Move up to 4 slots away in any lane. Stun and deal 1 to the new adjacent enemies. Cross Lane.

    Signature:

    Sandstorm (Spell - 3 mana): Give enemy units +2 decay. Randomize their combat targets, preferring units over the tower.

    Commentary:

    Sandstorm is effectively a lane-wide taunt, making enemies attack your units rather than the tower. It's great to save a tower that's about to be taken down by some heavy hitters. It also puts +2 decay on all enemies in lane, meaning that they hopefully won't survive to hit the tower again next round.

    Burrow Strike dovetails nicely with Sandstorm - if you've got a lane that you've been largely wiped out in, Sand King can zip across, stunning up to 3 enemies and damaging them. Then, he can randomize the combat targets of the non-stunned units, and give everyone decay.

    It can also sometimes be prudent to just move inside your lane with Burrow Strike, to stun the enemy heroes.

    Treant Protector

    Stats: 2 / 8

    Abilities:

    Branches of Iron (Continuous Effect - Aura): Treant Protector's allies up to 2 slots away in this lane have +2 Armour.

    Signature Card:

    Roseleaf Druid (Creep - 2 mana):

    Stats: 1/1

    Round Start: +1 Max Mana this round

    Commentary:

    Treant Protector's aura is a strong tool for protecting your allies. If you cover the leftmost slot with it (where the melee creep spawns), your melee creep will survive combat while the enemy's will die - meaning that Treant can fill out your lane with melee creeps over a few rounds. It's best to place Treant in the middle slot so that his aura covers all slots. Despite his high health,Treant himself is a bit vulnerable to attack, since your opponent will likely try to knock out the unarmored Treant rather than his armoured allies, and Treant's low attack means he won't likely kill any enemies fighting him.

    Treant is also great for shepherding creeps that grow stronger over time, like Rampaging Hellbear. His signature creep, Roseleaf Druid, is best placed under Treant's protection, given it only has 1 health, so that you can keep getting extra mana for as long as possible.

    Underlord

    Stats: 3 / 8

    Abilities:

    Dark Rift (Active 3 round cooldown): Move all your heroes in this lane to another lane.

    Signature Card:

    Atrophy Aura (Spell - 3 mana): Enchant Unit. Aura: Enemies up to 2 slots away have -1 attack. When one of them dies, gain +1 attack permanently.

    Commentary:

    Dark Rift is the most powerful movement effect in the game. Let's say you've killed the tower in the middle lane, and you're trying to kill the tower in the left lane to win - but then your opponent plays some strong blockers in left. You can then decide to abandon left and move multiple heroes over to right, where your opponent hasn't committed as many defences. Even the threat of this keeps your opponent on their toes. It's a bit of a double edged sword though, since it moves all of your heroes - you can't leave someone behind to play cards. Therefore, it requires careful setup to use for maximal effect.

    Atrophy Aura can grind an enemy's attack in a lane to a halt if cast on Outworld Devourer or Treant Protector. If cast on Shadow Fiend, it can let him build up a huge attack bonus. If cast on Axe, it both makes him better able to survive his Berserker's Call, and gives him a great buff after using it.

    Wraith King

    Stats: 4 / 3

    Abilities:

    Reincarnation (Passive): When Wraith King uses a Death Shield, heal to full and give enemies -2 attack for their next combat. On Deploy: Gain a Death Shield until death.

    Signature Card:

    Wraithfire Blast (Spell - 4 mana): Stun a unit. Give it +2 decay for two rounds.

    Commentary:

    Wraith King is Green's best tank, despite his low health. His death shield means that he can survive at least one combat round against any opponent. Then, every enemy gets a huge debuff to their attack for the next round and Wraith King heals, meaning that he can likely survive the following round too. Note that Wraith King is vulnerable to spell damage removing his shield before combat.

    Since he only gets one Death Shield per deploy, you may want to bounce him with another hero once it's been taken down. Even better, use a card like Cheating Death to re-apply it. You can get great mileage out of cards that slay the caster on Wraith King. For example, if you cast Hymn of St. Crella on Wraith King on round 1, you can get all 5 of your heroes on the board straight away.

    Be sure that Wraith King lines up against an enemy hero to ensure his abilities don't go to waste. Best to deploy him in the safe lane or after round 1 to accomplish this.

    Items or spells that buff health work great on Wraith King too, since he heals to full health when his Death Shield is used.

    submitted by /u/FergusMac
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    no news for today?

    Posted: 25 May 2020 02:29 PM PDT

    monday news please for langhaulers.

    submitted by /u/Arcky26
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    Guide to all 2.0 Heroes - 3/4 (Black)

    Posted: 25 May 2020 03:52 PM PDT

    As part of early playtesting, I have been playing Artifact 2.0 extensively over the last few weeks. Myself and one of the other playtesters have put together a guide to each of the heroes - this guide is hardly definitive, just our current impressions of each hero and some combos we like. We hope that this will be helpful to others as the beta ramps up, and that it will be an interesting read for the community at large.

    You'll notice a few heroes from 1.0 missing - Lion, Mazzie, Viper, Abbadon and Magnus. My understanding is that these are still being reworked and will rejoin the roster eventually.

    Note that the game has been rapidly evolving, so this guide won't stay current. For example, if you watched the recent gameplay video from Valve, you might notice that many heroes have since had their health increased by 1 point. The devs have been really good at listening to and responding to feedback.

    We're also going to stream some games, to give you an idea of what 'advanced' play looks like right now. You can find our twitch pages here:

    By the way: the game is excellent, and hugely improved over 1.0.

    Since the guide is very long, I've split it into a few posts:

    Green

    Blue

    Black

    Red

    Black Heroes

    Anti-Mage

    Stats: 5/4

    Abilities:

    Mana Break: Passive

    Burn 1 mana when Anti-mage deals battle damage to an enemy hero before combat.

    Blink Strike: Active, 3 round cooldown

    Move Anti-Mage up to 5 slots away. Deal 1 battle damage to the unit now blocking Anti-Mage. Cross-lane.

    Signature Card:

    Mana Void - 5 mana

    Deal damage to a unit and its neighbors equal to the Mana missing from the enemy player.

    Commentary:- Anti-mage is a well-balanced black hero who comes into the game with 5 base damage. There are 3 other black heroes who start with 5 damage, Tinker, Storm Spirit and Bloodseeker.

    Out of these, both Storm and Bloodseeker have more health, so I prefer to play Anti-Mage either safe lane or in round 2 or 3. If you put AM in the round 3 spot, he will come onto the board with blink available giving you flexible options when you place him.

    AM has a unique passive ability, being one of the limited abilities that can sap the enemy's mana. Using a blink strike on an enemy to deny their last mana point can be game winning.

    Anti Mage only burns mana when he does 'battle damage' to an enemy unit, so to take advantage of his passive you need cards that cause him to battle enemies.

    Bloodseeker

    Stats: 5/6

    Abilities

    Thirst: Continuous Effect

    Bloodseeker has +Attack equal to the highest missing health from an enemy hero in any lane. Cross-lane.

    Signature Card:

    Exsanguinate - 4 mana

    Choose Caster. Choose an enemy unit, reduce it to 3 health and heal caster for the amount removed.

    Commentary:- Bloodseeker was only reworked to be a black hero quite recently and is still being experimented with. He has the highest base stats of all black heroes at 5/6. You can play Bloodseeker in any position. Bloodseeker is a strong pushing hero and if you can position him to hit the tower and combine it with dropping his signature card on a tanky hero, he can do a devestating amount of damage.

    His signature card also combos very well with Sorla Khans, which makes units with 3 health feeble, so if you have assault towers up in the same lane you exsanguinate, you can go over the top of a unit and hit the tower.

    Bloodseeker is quite versatile and you can use him in any number of black strategies thanks to his stats, he probably works particularly well as a hard hitter in nuke-based black decks with Necrophos, that like to use spells to deal damage to enemy units.

    Bounty Hunter

    Stats: 4/5

    Abilities

    Track: Continuous Effect

    Bounty Hunter deals +3 damage when attacking tracked heroes.

    Deploy: Track bounty hunters target until it dies if it's a hero. Tracked heroes have +5 bounty.

    Signature Card - 2 mana

    Redeploy caster if it survives combat.

    Commentary:- Bounty Hunter fits well into any economy strategy and can fit into a ton of black decks. Because of the way his track works on deploy, you generally want to put bounty hunter in the safe lane so you can guarantee a track on his deploy. Most people want to get track ASAP so will put Bounty into the starting heroes.

    Be aware that if you fail to kill a hero on the first round of track, the enemy team can bounce the tracked hero and returning to the fountain will purge track.

    Syngergizes well with nuke cards or instant battle cards that help secure track kills.

    Death Prophet

    Stats: 3/3

    Abilities

    Spirit Siphon: Passive Ability

    Round Start: If blocked, gain +2 regeneration and deal 2 damage to the enemy blocking Death Prophet

    Signature Card

    Exorcism - 7 mana

    Enchant Caster. +3 Regeneration

    Play Effect: Deal 12 damage, evenly divided among adjacent enemies and their tower.

    Round Start: Repeat this effect.

    Commentary:- A unique hero who comes with one of the strongest spells in the game in her signature card, Exorcism. This card can be a great game closer. Because it deals it's damage on cast, you can win the game without allowing the combat phase to come along.

    Death Prophet's Spirit Siphon is also a powerful ability, when deploying her, be on the look out for any heroes at 2hp or lower and you can get an easy kill.

    Another neat trick with Death Prophet is to destroy your own creep and place her opposite the enemy creep. She will kill the creep automatically each round, thus freeing up another lane slot from which you can hit the tower. Additionally, this will cause your creeps to spawn to the right of death prophet as she is on the left most slot, so the creeps will act as blockers/add some small additional damage to the enemy tower.

    Now let's talk about Exorcism, the main reason you would pick Death Prophet. It will deal guaranteed damage to the tower, depending on how many adjacent enemies you have. The damage splits as follows:-

    3 enemies: Each takes 3 damage. Tower takes 3 damage.

    2 enemies: Each takes 4 damage. Tower takes 4 damage.

    1 enemy: Enemy takes 6 damage. Tower takes 6 damage.

    No Enemy: Tower takes 12 damage.

    If you position Death Prophet on the left side or right side slot on a lane with exorcism, then it is not possible to have more then 2 adjacent enemies, so you can guarantee higher tower damage from one of these slots. However, if you place Death Prophet on the left side, the melee creep that spawns each round will count as an enemy and reduce your tower damage, so if you use exorcism on Death Prophet herself, then it is most optimal to have her positioned on the right slot.

    Often you may end up using exorcism on another black hero and then use death prophet to slow down a particular lane by destroying its creep wave and causing your creep wave to 'fill out' across the lane

    Debbi The Cunning

    Stats: 4/4

    Abilities

    Scrapper: Passive Ability

    After Combat: If Debbi The Cunning dealt damage to a tower, give the tower -1 armor and give Debbi +1 armor permanently.

    Signature Card

    No Accident - 2 Mana

    Deal 2 damage to a unit and give it Feeble.

    Commentary:- Debbi is a decent pushing hero who is best played in the safelane or coming off the bench. If you can keep Debbi in the clear and get a few strikes on a tower, it synergizes quite well with abilities such as Trebuchet or Burning Pitch which will damage every round. Path Of The Cunning can synergize well to add extra negative armor and Bitter Enemies also combos well with negative armor as you'll always hit the enemy tower harder then you hit your own.

    Lich

    Stats: 3 / 5

    Abilities:

    Sacrifice: Active Ability

    Slay another ally and draw a card. Restore 2 Mana. 2 round cooldown.

    Signature Card

    Chain Frost - 6 Mana

    Deal 2. Repeat 7 Times: Jump left or right and deal 2.

    Commentary: Lich is very close to his Artifact 1 counterpart and still strong. You pick Lich for his amazing signature card and card draw. Since Sacrifice also gains you net +1 mana, it's a nice way to stall and see what your opponent does without running out of mana. Lich synergizes nicely with Cloak of Endless Carnage as you can place him next to the creep wave and when you slay a creep you will get 2 cards. Beware of the 10 card limit in Artifact 2.0

    Mirana

    Stats: 4 / 5

    Abilities:

    Leap: Active Ability

    Move Mirana up to 5 slots away. Give Mirana and new neighbors +2 attack. Cross Lane. 3 round cooldown

    Signature Card

    Choose Caster. Deal 2 to a unit in any lane +1 per lane traveled from the caster.

    Stun if a hero. Slay if a creep. Cross Lane.

    Commentary: Mirana is a very well rounded utility hero. Her signature card is very powerful being a global stun, but don't write off the fact it slays creeps. I have made game-winning saves by slaying Thunderhide Alphas with this card. Miranas leap is also a strong ability, not just for its movement but the fact it gives +2 damage to allies. You can also use her active while rooted to damage boost herself and her allies. Personally, I prefer to bring Mirana off the bench as her stats are not particularly great for being a starting 3 hero.

    Necrophos

    Stats: 3 / 6

    Abilities:

    Sadist: Passive Ability

    Restore 1 mana after Necrophos kills a unit.

    Reapers Scythe: Active Ability

    2 round cooldown. Deal damage to a unit equal to its missing health.

    Signature Card

    Death Pulse - 2 mana

    Heal Caster and its neighbors 1. Deal 1 damage to casters adjacent enemies. Repeatable this round.

    Commentary: Necrophos new Sadist passive appears a bit weak when you first glance at it, but it turns out it can be strong with the right deck around it. It makes his reapers scythe active basically a free cast if you kill someone with it, which you generally always do. His death pulse can be quite strong in the late game, especially if combined with certain cards from the blue deck.

    Casting Chain Frost with Necrophos can be devastating, remember you get back 1 mana for each unit you kill, so in some situations you can cast chain frost for just 1 mana (if you kill 5 units).

    Snipers Assassinate, Pick Off and Hip Fire all allow you to choose a caster, so you can guarantee Necrophos is the designated caster and get a 1 mana refund. If you use Slay, you'll get a 1 mana discount. There is a ton of potential for mana efficiency with Necrophos.

    Phantom Assassin

    Stats 4 / 6

    Abilities:

    Efficient Killer: Continuous Effect

    Double damage when attacking a hero.

    Signature Card: Coup De Grace - 5 mana

    Discard a random card. Slay a hero.

    Commentary: Phantom Assassin is very close to her Artifact 1 counterpart, except she now does double damage to enemy heroes. This has a 2fold effect, she is slightly stronger when she is itemised up, but in the early game, spells like Whirling Death can take her damage from 8 on the flop down to 4.

    PA synergizes well with the mobile ganking cards available in the black deck.

    One fun card is 'Knives in the dark' which reads: Give a unit -3 attack. It battles its adjacent enemies.

    It's like a reverse beserker's call for killing an enemy target, however if PA has high enough damage you can cast it on her and use it as a beserker's call to clear out enemy heroes.

    Shadow Fiend

    Stats: 3 / 5 (He starts with 1 charge in Necromastery, so will start the game 4/5)

    Abilities:

    Requiem Of Souls: Active Ability

    2 round cooldown: Repeat for each charge on Necromastery: Deal 1 to a random enemy.

    Necromastery: Continuous Effect

    Shadow Fiend has +1 attack per charge. Add 1 charge after an adjacent enemy dies.Death Effect: Halve the charges on Necromastery.

    Signature Card:

    Presence of the Dark Lord(Spell - 3 mana):Enchant caster. Adjacent enemy units have -2 armor.

    Commentary: One of my favorites of the new heroes added in Artifact 2. Shadow Fiend is a fun hero if you can build up his charges, however, he is extremely positioning dependent as he depends on units dying near him. Generally you will want to position him next to the creep wave so Shadow Fiend gains one damage each time an enemy creep dies.

    However, after your opponent has faced Shadow Fiend a few times, they will start positioning units next to the creep wave themself to block Shadow Fiend, and so the Shadow Fiend battle begins. You can combo him with red heroes who can protect him (Axe, Keefe, Sven) or Green heroes (Omniknight, Treant Protector).

    Shadow Fiend provides a hard counter to Kanna, because of the way her hounds work, Shadow Fiend will gain a ton of damage from them when they devour creeps. When facing Kanna, I recommend buying a hooked net if you can for Shadow Fiend so the hounds never damage him.

    Sniper

    Stats: 3 / 5

    Abilities:

    Headshot: Active Ability

    3 round cooldown: Deal 4 damage to a unit.

    Signature Card:

    Assassinate - 7 mana

    Choose Caster. Slay a unit in any lane.

    Commentary: Sniper is a fairly strong control unit, he can slay any unit in any lane with his assassinate, if there is a particular hero you want to keep off the board, Sniper can do it with this global cast spell. I prefer to bring him off the bench, preferably in round 3 when his active will be off cooldown.

    He can synergize well with Ristul Emblem which will boost the damage on his headshot.

    Assassinate is also useful for removing large creeps like Thunderhide Alpha, if you don't have a Mirana arrow or Slay card available.

    Sorla Khan

    Stats: 4 / 4

    Abilities:

    Warmonger - Continuous Effect

    Pillager (Steal 2 gold when you strike the tower)

    +2 damage when attacking a tower.

    Signature Card:

    Assault Ladders - 2 mana

    Enchant Tower

    Aura: Enemy units with 3 or less health are feeble.

    Aura: Allies deal +1 damage when attacking a tower.

    Commentary:

    Sorla Khan is no longer the tower basher she once was, she has traded some of his damage for an economic benefit, she is still a hero that prefers to be hitting the tower rather than battling other units. Sorla Khans signature card synergizes really nicely with Bloodseekers new signature card and the feeble effect can be game winning.

    You can't use cheap 1 cost creeps to block a lane when Sorla Khan is in town.

    Storm Spirit

    Stats: 5 / 5

    Abilities:

    Static Remnant: Passive

    Leave a Static Remnant behind when Storm Spirit moves from a slot.

    Static Remnant - 0/1, Feeble. +1 Decay. Death Effect: Deal 2 damage to static remnants enemy neighbors.

    Signature Card:Ball Lightning - 2 mana

    Move caster to any empty position in any lane. Cross Lane.

    Commentary: Storm Spirit is a solid all-round hero for black. His signature card adds a great deal of mobility to any black deck. Phase boots can be combined with other movement skills to spawn multiple Remnants in a lane to deal lots of damage to the enemy team. You can catch opponents off guard - they think they will be killing Storm Spirit in combat, but instead he runs away and they end up blowing themselves up fighting the Remnants. His stats mean he can be played in any position.

    Tinker

    Stats: 5 / 4

    Abilities:

    Laser: Active Ability

    3 turn cooldown, 1 mana: Deal 3 damage to a unit and disarm it.

    Signature Card:

    March of the machines - 4 mana

    Enchant Tower

    Round Start: Deal 2 to the enemy tower and each enemy unit. Dispel after 3 rounds.

    Commentary: Tinker remains a solid hero for black. His disarm is an invaluable tool that can be game winning and his march of the machines allows you to deal with an overloaded enemy lane. The disarm combos well with 'instant battle' cards like Gank or Knives in the Dark.

    Tinker is often deployed on round 3 because it synchronizes with his active being off cooldown, but he hits hard so you could put him in the safelane and position him to hit the tower.

    Winter Wyvern

    Stats: 4 / 5

    Abilities:

    Arctic Burn: Active Ability

    2 turn cooldown, 1 mana: move up to 3 slots. Give +2 decay to each enemy passed. +3 attack. Cross-lane.

    Signature Card:

    Winter's Curse - 5 Mana

    Stun an enemy. It is attacked by its allied neighbors.

    Commentary: Wyvern has an incredibly strong active ability, similar to Artifact 1. It can be used for potentially great wave clear if facing something like a stacked PL lane. Positioning is quite important on Wyvern as it only goes 3 slots, so if you think you want to use her ability to change lanes, then you need to position accordingly. The active is available every second turn which can make Wyvern hard to lock down. She's a powerful tower attacker given she can move and gain damage, just like in 1.0.

    Her signature card is a little situational, but if your opponents are packed in close you can kill a hero with it.

    submitted by /u/FergusMac
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    Guide to all 2.0 Heroes - 2/4 (Blue)

    Posted: 25 May 2020 03:49 PM PDT

    As part of early playtesting, I have been playing Artifact 2.0 extensively over the last few weeks. Myself and one of the other playtesters have put together a guide to each of the heroes - this guide is hardly definitive, just our current impressions of each hero and some combos we like. We hope that this will be helpful to others as the beta ramps up, and that it will be an interesting read for the community at large.

    You'll notice a few heroes from 1.0 missing - Lion, Mazzie, Viper, Abbadon and Magnus. My understanding is that these are still being reworked and will rejoin the roster eventually.

    Note that the game has been rapidly evolving, so this guide won't stay current. For example, if you watched the recent gameplay video from Valve, you might notice that many heroes have since had their health increased by 1 point. The devs have been really good at listening to and responding to feedback.

    We're also going to stream some games, to give you an idea of what 'advanced' play looks like right now. You can find our twitch pages here:

    By the way: the game is excellent, and hugely improved over 1.0.

    Since the guide is very long, I've split it into a few posts:

    Green

    Blue

    Black

    Red

    Blue Heroes

    Arc Warden

    Stats: 3 / 4

    Abilities:

    Tempest Double (Active 3 round cooldown): Temporarily clone Arc Warden along with its current equipment.

    The Double (Continuous Effect - on clones): This hero does not redeploy when slain. After 2 rounds, slay this hero for no bounty.

    Signature Card:

    Spark Wraith (Creep - 2 Mana):

    Stats: 0 / 1

    Whenever an adjacent enemy enters this lane, deal 3 damage to it and disarm it, then slay Spark Wraith.

    Commentary:

    Arc Warden's greatest strength is as an item doubler. When you clone him, you basically get a new copy of him - undamaged, without any effects transferring. The clone does, however, get all the items Arc Warden has. Arc Warden is usually paired with cards that give you extra gold income, such as Midas Greaves, so that you can amass a lot of gold and quickly work to unlock the higher item tiers. Once you've got a powerful item, put it on Arc Warden and clone him. You can get clever by bouncing an item off the clone with a cheap item just before the clone dies, so you get to keep the copy.

    Arc Warden is great paired with J'Muy, who can let Arc Warden clone himself more often - if you have Runic Instigation, you can spend a total of 4 mana (1 for Tempest Double, 2 for Runic, then another 1 on Tempest Double) to get 2 clones of Arc Warden.

    Spark Wraith is a fun, annoying trap to lay for your enemy. The first enemy who deploys next to it (or moves in from another lane) gets damaged and disarmed. This can help you protect a vulnerable hero, and makes it harder for your opponent to come back into a lane they've abandoned.

    Arc Warden is best deployed on Round 3, so that his clone ability is ready to go straight away.

    Crystal Maiden

    Stats: 1 / 4

    Abilities:

    Arcane Aura (Passive): Restore 2 mana the first time you play a spell or enchantment in any lane.

    Signature:

    Frostbite (Spell - 2 Mana):

    Deal 2 and disarm a unit.

    Commentary:Crystal Maiden's passive is very strong. Carefully consider the order in which you play your cards so that you don't waste the passive. Note that it doesn't trigger off playing creeps.

    However, she is very frail and your enemy will certainly try to take her out. Frostbite is useful to defend Crystal Maiden (or any of your blue casters). You'll probably want to get some health items for Crystal as well to keep her alive. You'll usually want to deploy Crystal in your safe lane, so she isn't ganked straight away.

    Crystal pairs really well with Ogre, so that you have enough mana to take advantage of his multicast.

    Earthshaker

    Stats: 1 / 6

    Abilities:

    Aftershock (Passive): Stun adjacent enemies for one action after you play a blue spell or enchantment in this lane.

    Fissure (Active - 3 round cooldown): Bounce allies in a line up to 3 slots away and summon Rocks in their place.

    Rock:

    Creep

    0/1

    Cannot move, attack, be damaged, or targeted by spells or abilities. Removed after combat.

    Signature Card:

    Echo Slam (Spell - 6 mana):

    Deal damage to each enemy equal to the number of enemies

    Commentary

    Earthshaker's active is one of the better blocking tools in the game. You can bounce to 3 allies - you have to pay to re-cast any creeps, but heroes simply go back to the fountain to be deployed next turn. This is a great way to save heroes (or utility creeps) that are about to get killed by your enemy. You can also use it to get your heroes out of a lane before you use a spell that damages both teams. Since the rocks are completely invulnerable, they also prevent your opponent from hitting the tower (even with Trample). Just be careful that Earthshaker isn't killed, as he can't bounce himself!

    Earthshaker is best deployed in slot 2 of a lane, so that Fissure can bounce everyone in slots 3 - 5.

    His passive allows you to prevent your opponent from reacting in between your actions. For example, if you want to chain a few damage cards without giving your opponent the chance to get away before they're killed.

    Echo Slam is a devastating lane clearer, turning your opponent's strong, packed lane against them. However, it won't help very much against solitary, high health heroes.

    Imperia

    Stats: 2 / 6

    Abilities:

    Skulduggery (Active 2 round cooldown): Choose a non-item card in your opponent's hand. They discard it then draw 1. Give Imperia +Attack equal to the discarded card's mana cost.

    Signature Card:

    Conspiracy of Ravens (Creep - 1 Mana)

    Stats: 0 / 2

    Devour, Feeble

    When Conspiracy of Ravens is dealt damage, reveal a random card in your opponent's hand.

    Commentary:

    Imperia is one of few blue heroes who has good combat damage, thanks to Skullduggery. She's pretty good as a tower attacker if you can get a high enough mana card from your opponent - it also lets you dispose of nasty cards you don't want your opponent playing. To ensure that you don't waste Skullduggery, make sure you've revealed some of your opponent's cards so you can pick a good one.

    Conspiracy of Ravens is one way to reveal cards. It's best cast over your melee lane creep, as it will then reveal 1 card per turn as the enemy melee creeps hit it. However, it will only have 3 health if you do this (2 base health + 1 devoured from your melee creep). It can be wise to get some armour on the Raven so it can reveal cards for longer. Putting it on your melee creep also means that your melee creep spawns will spill out into the lane and slowly fill it up.

    Some other tools to reveal cards are Pierpont's active ability, and the Gem of Truesight item. Note that locking cards also reveals them (although there aren't many lock effects).

    J'Muy the Wise

    Stats: 2 / 7

    Abilities:

    Wisdom of the Elders (Active, 4 round cooldown): Draw a card. Reduce cooldown by 1, but not below 1.

    Signature Card:Runic Instigation (Spell - 2 mana):

    Refresh all cooldowns on one of your units.

    Commentary:

    J'Muy gives you a little bit of extra card draw at first, but by late game he can be giving you a card each round - very helpful for decks with lots of mana.

    Runic Instigation pairs well with any hero with a long cooldown ability. Some choice picks are Tiny, Arc Warden, and Dragon Knight. You can also cast it on J'Muy himself to speed up his card draw ability.

    Don't forget you can also use Runic Instigation to refresh the cooldown on items.

    J'Muy is a solid blocker and can be deployed anywhere.

    Kanna

    Stats: 1 / 7

    Abilities:

    Bringer of Conquest (Continuous Effect): If you have three empty slots, your melee lane creeps are all deployed into this lane.

    Prey on the Weak (Passive): Whenever a creep enters this lane under your control, summon a Hound of War to devour it.

    Hound of War (Creep):Stats: 2 / 0

    Devour. Trample.

    Signature Card:

    Diabolic Conclusion (Spell - 1 mana):

    Give caster trample. Disarm your creeps and give their Attack to the caster.

    Commentary

    Where to begin? If you take Kanna, your deck will often revolve around her. I wouldn't be surprised if she sees some nerfs soon, as some of her combos are incredible.

    Every time you get a creep in her lane, it gets devoured by a Hound of War - meaning that the creep gets replaced by a Hound with the same stats but +2 damage. It also has Trample, so the excess damage goes through to the enemy tower.

    Getting Bringer of Conquest to trigger fills up Kanna's lane with Hounds, but it means your other lanes are starved of melee creeps - your opponents creeps will start to fill out those lanes.

    When a creep is devoured, it is killed. This means your opponent gets gold every time a Hound is summoned. But it's worth it - any card that has a death effect (or triggers off an ally dying) is great for Kanna.

    The fact that the Hounds Trample means summoning a big creep into Kanna's lane gives you an excellent tower killer. It's also fun to devour creeps that have some sort of negative ability (like Hellbear Smasher). On the flip side, you don't get to use any positive abilities on devoured creeps, and since you have to devour every creep in Kanna's lane, this can be a bit limiting.

    Diabolic Conclusion lets you deliver the coup de grace to the enemy tower once you have a strong pack of Hounds. Be careful your caster isn't disarmed or stunned after casting it though!

    Kanna's high health makes her a great blocker, and she can be safely deployed in your off lane.

    Important to note that when a hound is summoned, it kills the creep it eats. This counts as a death for anything that benefits from unit deaths. (Such as Underlords Atrophy Aura or Shadow Fiend Necromastery.)

    Shadow Fiend and Underlords atrophy aura can act as hard counters to Kanna. If Shadow Fiend is positioned in the middle of 3 hounds, he will gain 6 damage per turn if they all die. (3 damage when the creeps are summoned and turned into hounds and another 3 when the hounds die)

    Lina

    Stats: 2 / 5

    Abilities:

    Fiery Soul (Passive): The first time you play a blue spell or enchantment from this lane each round, deal damage to Lina's combat target equal to the number of charges of Fiery Soul and add 1 charge. (Starts with 2 charges)

    Signature Card:

    Lina has 3 signature cards, and gets 1 copy of each.

    Light Strike Array (Spell - 2 mana):Stun and deal 1 damage to a unit.

    Dragon Slave (Spell - 3 mana):Deal 3 piercing damage to an enemy and 1 piercing damage to its allied neighbours.

    Laguna Blade (Spell - 4 mana):

    Deal 5 piercing damage to a unit.

    Commentary:Lina's multiple signature cards mean it's a little harder to rely on drawing a particular card, but it gives you a diverse range of tools - it's a nice surprise when you draw the perfect one for the current situation.

    Her passive ability is a game-winner if you charge it up enough. It's useful right from the first turn - if an enemy deploys blocking Lina, she can take them down easily if you have a damage spell to cast, as she will do both the damage from the spell itself, and the damage from Fiery Soul. By the end of the game, you can often one-shot a hero blocking her just by casting any blue spell. Or, if she's unblocked, she can do instant damage to the enemy tower with Fiery Soul.

    Note that Fiery Soul (like all passives) still triggers if she's stunned or disarmed.

    Lina is pretty fragile, and if you can't killer her blocking opponent, then she will likely die herself. Make sure she's stocked up with lots of damage cards. She is usually ok to deploy in the off-lane, as you'll hopefully be able to kill a hero who deploys against her.

    Luna

    Stats: 2 / 6

    Abilities:

    Lucent Beam (Passive): On Round Start: Deal 1 piercing damage to a random enemy and add a charge to your Eclipse cards.

    Signature Card:

    Eclipse (Spell - 5 mana):

    Repeat one time for each charge: Deal 2 piercing damage to a random enemy. Starts with 1 charge.

    Commentary

    Luna is pretty straight forward - keep her on the board as long as possible, then choose the perfect moment to unleash her Eclipse. You'll want to deploy her in round 1, perhaps into the middle lane. Eclipse (and also Lucent Beam) is made even better if you can put negative armour on your opponents, and so she pairs well with Skywrath mage. Give her a health item to improve her survivability.

    Meepo

    Stats: 3 / 4

    Abilities:

    United We Fall (Continuous Effect): Soulbound (If one Meepo dies, all your Meepos die)

    Poof (Active, 2 round cooldown): Move Meepo to the first empty position in any Meepo's lane (including this one). Deal 2 damage to new adjacent enemies. Quickcast.

    Signature Card:

    Divided We Stand (Spell - 3 mana):

    Summon a Meepo

    Commentary:

    Meepo needs to be used carefully to survive, but he can pull off some pretty devastating maneuvers if you look after him. He has the best (unmodified) attack of any blue hero. Making a few copies of him can fill out your side with decent combatants. The real strength is that each Meepo can use Poof, allowing you to churn through low health enemies if used correctly, and reposition your Meepos to keep them alive. Since Poof is Quickcast, you can use Poof on each Meepo one after the other.

    Don't let all your Meepos get trapped in the same lane with little room to move. Abilities that move Meepo across lane are helpful, and it can be good to get another blue caster to summon a Meepo so that it's in a different lane from your existing Meepo.

    Of course, the downside to Meepo is that all copies die when one does - and your opponent gets gold for each Meepo. Therefore, you need to try to keep him away from instant damage, and make sure each copy is protected when combat happens. Cards that manipulate targeting are helpful for this. You'll also want to get a lot of health items, to buff each Meepo.

    Meepo is great paired with Ogre Magi, so that you can Multicast Divided We Stand for even more Meepos.

    Abilities that resurrect heroes are great to surprise your opponent after they think they've just gotten rid of all your pesky Meepos. Also, it's very powerful to play Time of Triumph on multiple Meepos.

    Meepo should be deployed on round 2 or 3 so that Poof is active, and he doesn't get ganked straight away.

    Ogre Magi

    Stats: 2 / 2 / 5

    Abilities:

    Multicast (Passive): The first blue spell or enchantment you cast from this lane can be repeated this round. 2 round cooldown.

    Signature Card:Ignite (Spell - 4 mana):

    Enchant Caster. On Round Start: Deal 1 piercing damage to each enemy.

    Commentary:

    Ogre Magi is one of the few heroes with native armour. This makes him very survivable for a blue hero, and a good light tank to deploy in the off lane.

    Multicast is great, but you need to plan carefully. If you don't have enough mana to use the second copy, you'll have wasted his ability and need to wait 2 rounds to use it again. Therefore, Multicast pairs well with cards that give bonus Mana, and Crystal Maiden is a great ally for Ogre. It's also best to have a nice supply of cheap spells for Ogre to multicast, such as Lightning Strike.

    Ignite is a good way to clear a lane of weak enemies, or slowly wear down armored opponents. The fact that it is now a caster enchantment instead of a tower enchantment means that it can be taken off the board if your hero dies, but on the flip side, you can re-deploy it to another lane when the caster comes back.

    Pierpont

    Stats: 1 / 6

    Abilities:

    Inspect (Active, 2 round cooldown): Increase the mana cost of two random cards in your opponent's hand. Reveal them. Quickcast.

    Signature Card:Sapphire Archon (Creep - 6 mana):

    Stats: 6 / 6

    Pierce

    Sapphire Archon has -1 mana cost per revealed card in your opponent's hand.

    Commentary:

    Pierpont's Inspect ability makes him a natural ally for Vanessa and Imperia, so they can target enemy cards better. It also throws off your opponent's plans when their card is suddenly more expensive (and an even juicer target for Imperia's Skullduggery).

    Sapphire Archon is Blue's toughest creep, and can take down enemy heroes. If you've revealed enough enemy cards, you can cast him for free.

    Pierpont is best deployed in round 2, so you can use Inspect straight away.

    Note that Locked cards in your opponent's hand are revealed, so Lock cards work well with Pierpont (although there aren't many lock effects).

    Prellex

    Stats: 2 / 5

    Abilities:

    Gather the Faithful (Continuous Effect): Lane creeps deploy to the right instead of the left, and are Mega Creeps instead of Melee Creeps. On Deploy: Redeploy your leftmost Melee Creep.

    Mega Creep (Creep):Stats: 2 / 3

    Signature Card:Barracks (Tower Enchantment - 3 mana):Aura: Your creeps have +1/+1

    Commentary:Prellex shakes up the melee creep combat. Instead of each side's melee creep killing each other, they spawn on opposite ends of the lane. This means that both sides will have their melee creeps start to fill out the lane - but your creeps are Mega Creeps, who are pretty solid combatants. Given a bit of time, Prellex can amass a nice force of Mega Creeps, and if you cast Barracks they get even better.

    Barracks is also useful in other lanes, as it will mean that your melee lane creeps won't die to the enemy melee creep (since they have 2 health). It's also just a good all-round buff for any creep card.

    When Prellex deploys, the leftmost melee creep instantly gets promoted to a Mega Creep and moves to the rightmost spot. This means you don't have to wait to start seeing the benefits of Prellex's ability.

    Any cards that normally spawn Melee Creeps will spawn Mega Creeps for Prellex.

    Prellex is a juicy target due to her low health and powerful passive, so you'll usually deploy her in the safe lane.

    Rubick

    Stats: 2 / 5

    Abilities:

    Telekinesis (Active, 2 round cooldown): Swap an enemy to another position. Quickcast.

    Signature Card:

    Spell Steal (Spell - 3 mana):

    Put a copy of the last non-item card your opponent played into your hand. That card is blue and costs 3 mana. Quickcast.

    Commentary:

    Spell Steal is a fun 'wildcard.' You want to pay careful attention when your opponent plays a really good card, and think about whether you'd pay 6 mana (total) for your own copy. It's quick cast too, so you can play the spell you copied before your opponent can react.

    Rubick himself is frail, but his active ability has a variety of tricky uses. You can swap an enemy hero into the lane melee creep spawn slot, so they're stuck fighting melee creeps each turn. You can swap them into range of Axe or Sven. If an enemy is blocking one of your heroes, you can move the enemy out of the way - either to save your hero, or to allow your hero a straight shot at the tower. Pairs great with Sorla Khan to let her attack the tower.

    Best deployed in round 2 so he's able to come in where he's most needed and swap someone straight away.

    Skywrath Mage

    Stats: 2 / 5

    Abilities:

    Concussive Shot (Active, 2 round cooldown): Give an enemy and its neighbours -3 armour. Quickcast.

    Signature Card:

    Mystic Flare (Spell - 4 mana): Deal 6 piercing damage evenly divided between an enemy and its neighbours.

    Commentary:

    Concussive shot turns even the weakest damage spell into a deadly attack. Nobody hits harder with spell damage than Skywrath Mage. On opponents with no armour, sending their armour negative opens them up to be cut down - if you hit 3 unarmored enemies with Concussive and then Mystic, they'll each take 5 damage. He can take out armoured heroes too, both with Concussive Shot and Mystic Flare, as it is piercing. The fact that Concussive is quickcast means you can cast the damage spell right after using it.

    Best deployed in round 2 or 3 so he can nuke his enemies before getting killed himself.

    Vanessa

    Stats: 1 / 7

    Abilities:

    Versatile Occultist (Active, 2 round cooldown): Reduce the mana cost of two random cards in your hand by 1. Change their colour to blue. Quickcast.

    Signature Card:

    Void Theft (Spell - 3 mana):Choose caster. Choose a non-item card from your opponent's hand and create a blue copy in your hand that costs 1 mana less. Replace theirs with an Eidolon.

    Eidolon (Creep - 1 mana):Stats: 1 / 1

    Feeble

    Commentary

    Versatile Occultist effectively gives you 1 bonus mana per 2 rounds - though you don't get to pick where it goes. This is a nice way to just get a little bit more mana. The colour change is the more interesting effect - this lets you open up unique combos by turning a card blue. Some fun examples are black movement cards, so you can move your blue casters around, green creeps (so they can be cast by Kanna or Prellex), or black damage spells like Chain Frost.

    Void Theft is very funny, stealing one of your enemy's cards and giving them an almost useless Eidolon in return. This works best when you have the ability to reveal some of your opponent's cards, so Vanessa goes well with Imperia and Pierpont.

    Venomancer

    Stats: 1 / 5

    Abilities:

    Venomous Nature (Passive Ability): After Combat: Summon a Plague Ward into the closest empty position.

    Plague Ward (Creep):Stats: 1 / 2

    Feeble

    On Round Start: Deal 2 piercing damage to a random adjacent enemy.

    Signature Card:

    Sow Venom (Spell - 4 mana):

    Summon two Plague Wards.

    Commentary:

    Venomancer's Wards can really clear out a lane when you have a few of them. Venomancer needs a bit of time to build them up - or he can just cast Sow Venom. Once there's a few out, you can combo with other start of round damage effects, like Conflagration or Ignite, to cut down any low health enemy before the spellcasting phase even starts. As the Wards are feeble, however, they don't make good blockers - so you want to make sure you're killing everyone before getting to the combat phase.

    Zeus

    Stats: 1 / 6

    Abilities:

    Static Field (Passive): Deal 1 piercing damage to each of Zeus' adjacent enemies after you play a blue spell or enchantment from this lane.

    Signature Card:

    Thundergod's Wrath (Spell - 6 mana):

    Deal 3 piercing damage to each enemy hero in all lanes.

    Commentary:

    To get the best out of Zeus' passive, you'll want to have a lot of low cost spells to cast in your deck. You can also pair him with Skywrath Mage or Dazzle to get some negative armour on your opponents to get a bit more use out of it. Path of the Wise is also a good combo for Zeus, such that Path and Zeus both do damage whenever a blue spell is cast. Zeus also runs well with other blue heroes who have an ability that triggers off a spell cast - such as Ogre Magi.

    Your opponent will probably try to avoid Zeus, so it can be wise to mix in a few position changing items or spells. Zeus is probably best deployed in the safe lane or a later round, so that he doesn't wind up blocking an enemy hero.

    Thundergod's Wrath is not as punishing as it was in 1.0. It's still a great tool to cull multiple enemy heroes when the timing is right.

    submitted by /u/FergusMac
    [link] [comments]

    LONG HAVE WE WAITED

    Posted: 25 May 2020 06:35 PM PDT

    Any beta players want to shed some light on how long it takes to unlock cards?

    Posted: 25 May 2020 07:08 PM PDT

    I saw on a stream that cards are still in packs, so it looks like you have to get lucky to get the cards you want. How many matches is it taking to get a pack, and is there a limit on how fast you can get them?

    submitted by /u/DownvoteHappyCakeday
    [link] [comments]

    Is the 2.0 happening now?

    Posted: 25 May 2020 11:17 AM PDT

    HAPPENING????!???

    Posted: 25 May 2020 03:22 PM PDT

    Anyone having troubles launching Artifact Beta 2.0?

    Posted: 25 May 2020 05:49 PM PDT

    So I got the key, but every time I try to launch the game it auto-closes. Funnily enough, the same happens for Dota 2 after today's Battle Pass update and I can't launch Dota 2 either.

    Does anyone have the same problem? Windows here (the majority of people having this problem at Dota are on MacOS).

    submitted by /u/melaocolia
    [link] [comments]

    Good luck and have fun to everyone getting into CBT this week!

    Posted: 25 May 2020 04:09 AM PDT

    It's that time of the year! Let's all be positive and constructive when we all get the chance to play the game!

    EDIT: NOT Cock and Ball Torture

    submitted by /u/MuscleCubTripp
    [link] [comments]

    Luna moondays in Artifact 2.0

    Posted: 25 May 2020 12:52 AM PDT

    Luna moondays make the long haul a lot better, give us hope in the hard times.

    I would love to see a Luna moonday event inside the game!

    Good luck all with the beta invite!

    submitted by /u/kalacaska
    [link] [comments]

    The first streamer on 2.0 is now up

    Posted: 25 May 2020 03:47 PM PDT

    No comments:

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