The much-awaited Dota 2 Outlanders Update has been released and there is so much to break down, that the game looks and feels completely different now.
Included in the update are all the notable Hero Changes, along with all the buffs, nerfs, and reworked heroes. Here are all the important changes we noticed from the 7.23 patch notes. If you’re looking for the Aghanim’s Scepter buffs, head here instead.
Heroes that received buffs:
Razor‘s new Storm Surge ability, along with the newly reworked Static Link will let him make an impact in the middle lane. It’s similar to Gyrocopter’s Side Gunner Aghanim’s Scepter upgrade, but, Static Link will be available at level 1.
- Replaced Unstable Current with Storm Surge. Passive Aura. Provides 4/6/8/10% movement speed to nearby allies. Has double values on your hero.
- Eye of the Storm now passively shocks every unit in a 500 radius around you for 80/110/140 damage every 3 seconds. It still has an active component.
- Static Link now causes Razor to continuously attack the linked target. You cannot attack other targets during this time. Your attack happens automatically while you are moving without interruption (as long as it’s legal to attack).
Treant Protector has lost its global cast range for Living Armor, but the armor increase together with the heal makes him a more viable support hero. The new Nature’s Grasp ability also gives the hero better support options on the side lanes.
- Living Armor has been reworked. It is now a 700 cast range spell. It always lasts 8 seconds. Provides 7/10/13/16 Armor and restores 60/120/180/240 health over the duration.
- Leech Seed has been reworked. It is now a self-cast spell. Drains the life from a random nearby enemy within 700 range every 0.5 seconds and restores your life. Enemies affected by this are slowed by 26/34/42/50% for 0.5 seconds for each pulse. Prioritizes heroes. Lasts 5 seconds. Lifedrain per second: 15/30/45/60. Duration: 5. Cooldown: 16. Manacost: 80.
- Nature’s Guise has been replaced with Nature’s Grasp. Targets a location, creating vines along the way. If any vine touches a tree, all the vines have a 50% better effect. Vines slow down enemy heroes by 25/30/35/40% and deal 30/40/50/60 damage per second. Deals half damage to creeps. Vines last until up to 12 seconds. Cast Range: 1,500. Cooldown: 20. Manacost: 60/70/80/90.
Luna’s stats increases will set up the hero for success in the laning stage. And, the changes to Moon Glaive and Lunar Blessing will be critical abilities that will have an effect during team fights.
- Base strength increased by 2, base intelligence increased by 2.
- Base damage increased by 3.
- Moon Glaive now works with critical strikes.
- Lunar Blessing reworked. Now provides allied player units +10/15/20/25% Attack Damage and +10/15/20/25% Total Armor Bonus. Provides Luna with 200/400/600/800 night vision.
Ursa‘s new Earthshock is very similar to Slark’s Pounce, but Ursa will have much more kill potential in the early stages of the game with the Overpower and Fury Swipes abilities.
- Earthshock now causes you to jump forward 250 units and slam the ground.
Medusa‘s reworked Mystic Snake and Stone Gaze will help the hero deal more damage during team fights by slowing and chasing down key targets when the heroine activates Stone Gaze.
- Mystic Snake now applies a 30% movement slow and a 50% turn rate slow for 3 seconds. Mystic Snake no longer steals mana from the enemies (but still provides it for you).
- Stone Gaze now provides you with a 25% movement speed increase and range increased from 1,000 to 1,200.
Puck was already incredibly mobile even before the patch, but with the new Waning Rift, the hero will now be much harder to lockdown.
- Waning Rift now has a 350 cast range (moves you to that location and silences there).
Magnus‘s changes have dramatically nerfed the hero as a Position 4 and Position 5 support. But, as a core, the hero will be able to farm much faster with the double effect Empower on himself. With a Blink Dagger and a Refresher Orb, Magnus is still one of the best initiators in Dota 2’s roster.
- Shockwave pull distance increased from 100 to 150.
- Empower cleave damage reduced from 14/34/54/74 to 15/25/35/45%.
- Empower damage reduced from 10/20/30/40% to 10/15/20/25%.
- Empower duration increased from 40 to 38/42/46/50.
- Empower now provides double effect when cast on yourself.
Heroes that received nerfs:
Earthshaker‘s Aghanim’s Scepter upgrade for Enchant Totem can now be interrupted. This means the hero will not have a guaranteed leap initiation anymore. This nerf will also affect the very popular Morphling-Earthshaker combo.
- Enchant Totem Scepter leap will now be interrupted if you are stunned or rooted.
Chen‘s abilities will now cost more mana, and his level 10 Talent “+30% experience gain” is now gone. This means the hero will have a difficult time keeping up in levels.
- Holy Persuasion minimum health reduced from 1000 to 700/800/900/1000.
- Holy Persuasion mana cost increased from 70/90/110/130 to 90/110/130/150.
- Hand of God mana cost increased from 200/300/400 to 250/350/450.
- Level 10 Talent changed from +30% XP Gain to +200 Health.
Faceless Void‘s Chronosphere ultimate cooldown has been increased and it cannot be lowered by an Aghanim’s Scepter upgrade anymore. Instead spending 4,200 gold on the Scepter gives you an initiation disable instead. But, maybe this could work well in team fights once opponents no longer have Spell Immunity abilities.
- Chronosphere cooldown increased from 140 to 160.
- Scepter has been reworked. Now applies a Time Lock proc on units at the destination of the Time Walk within 250 AoE. Does not pierce Spell Immunity.
Morphling has finally been nerfed. Players can no longer switch health and mana with their Morphed form targets, which means the hero will now be easier to take down.
- Morph no longer has two different health and mana amounts. The percentage of health and mana is maintained between both forms.
Pugna‘s tower pressure and timing push strategies will be a bit more difficult to pull off. Instead of the Nether Ward dishing out damage based on mana percentage of the spells used, it now has a base 50 damage.
- Nether Ward now applies a base 50 damage to spells that trigger it.
- Nether Ward now only procs against things that affect Magic Stick.
Tiny as a roamer will be much more difficult now compared to the previous patch. With lesser base damage and decreased move speed with the Tree Grab, harassing lanes and ganking heroes will be harder to pull off.
- Base damage reduced by 15.
- Tree Grab now causes you to move 25 speed slower.
- Tree Grab building damage reduced from 80/120/160/200% to 50/80/110/140%.
Venomancer‘s Poison Sting is no longer a damage per second ability. The passive skill will now instead reduce regeneration by 30%. The skill is good against heroes with burst health regeneration abilities like Alchemist, but other heroes will be fine with losing regen instead of losing actual hit points.
- Poison Sting now reduces regeneration by 30%.
Heroes that were reworked:
Drow Ranger no longer has Precision Aura, which means players can no longer activate the Aura with Catapult waves to chip away enemy Tower’s health points. It has been replaced with Multishot, which lets Drow Ranger do quick burst damage. Allied ranged heroes will still receive an agility bonus that could still be used for tower pressure.
- Replaced Precision Aura with Multishot. Channels for up to 1.75 seconds. During that time, it releases a flurry of arrows in continuous salvos. Releases 12 total arrows over 3 waves. Arrows deal 95/125/155/185% of your base damage and apply Frost Arrow slow for 1/2/3/4 seconds. Travel distance is twice your attack range. Cooldown: 32/28/24/20. Manacost: 50/60/70/80.
- Marksmanship no longer instantly kills creeps.
- Marksmanship now also provides bonus agility to you and nearby ranged heroes equal to 25/30/35% of your agility.
Lone Druid‘s newly reworked Spirit Bear will now scale alongside the hero. The hero’s True Form is now a proper ultimate with a health and armor bonus.
- Spirit Bear armor and attack type changed from Basic to Hero.
- Spirit Bear no longer has Defender.
- Spirit Bear Demolish, Return and Entangle is now available at level 1.
- Spirit Bear Return is now a 3 second channeling ability. Cooldown: 30.
- Spirit Bear now levels up when your hero does and gains +5 damage and +75 HP per level.
- Spirit Link is now passive and no longer heals the spirit bear when Lone Druid deals damage.
- Reworked True Form. 100 Cooldown. Transforms into a melee bear. Gains 500/1000/1500 Health (healed on cast as well), +10/15/20 Armor. Grants you Spirit Bear’s Entangling Roots and Demolish. Sets your melee attack range to 225. Duration: 40. Manacost: 200.
- Savage Roar now occurs both your hero and the Spirit Bear when cast on either.
Riki has been reverted back to the original version of the hero from Dota 1. The hero is now a vulnerable target up until the player reaches level 6, since Cloak and Dagger is now an ultimate.
- Smoke Screen no longer slows (previously was 8/12/16/20%) and no longer reduces vision.
- Blink Strike now has 2 charges (with 25/20/15/10 replenish rate).
- Cloak and Dagger is now the Ultimate. Has 4/3/2 fade delay. No longer has health regen bonus. Backstab damage is 1/1.5/2x.
- Tricks of the Trade is now a basic ability. Attacks 4 times over 2 seconds, dealing 55/70/85/100% of your damage. Hits random units, including creeps. Cast Range: 400. Radius: 450. Cooldown: 21/18/15/12. Mana cost: 50.
Shadow Fiend‘s ultimate no longer reduces the enemy hero’s attack damage. The ultimate has been reworked to force targets to run away, which will give Shadow Fiend and allied heroes an advantage in team fights when used properly.
- Requiem of Souls final radius reduced from 425 to 350.
- Requiem of Souls no longer reduces attack damage.
- Requiem of Souls now causes units to run away from Shadow Fiend for 0.6 seconds per wave impacted (up to 2.2 max). Does not happen on death Requiem.
Undying‘s change is Valve’s way to make the hero a more playable character. Instead of just throwing a Tombstone and spamming spells, players can be more creative with the hero now that his ultimate slows and applies damage per second to enemy heroes on attacks.
- Flesh Golem has been reworked. Now increases your strength by 30/40/50%. Your attacks slow the enemy by 30/35/40% and deal 15/25/35 DPS for 5 seconds. Zombies do double damage to a unit under the effect of the attack debuff. Cooldown: 125. Duration: 30. Manacost: 100/125/150.
Viper is still going to be a viable mid-lane hero pick. The hero will still be able to zone out opponents with the Nethertoxin and Poison Attack abilities.
- Poison Attack has been reworked. Reduces magic resistance by 3/5/7/9%, movement speed by 6/8/10/12% and deals 4/8/12/16 dps. The debuff now can be incremented up to 5 times, each time refreshing the duration (not independent debuffs). Lasts 4 seconds. Mana cost: 20. Cooldown: 0.
- Nethertoxin now deals with an increasing amount of damage the longer the target remains continuously in the area. Base damage of 15/20/25/30 DPS up to 60/80/100/120. Requires 4 seconds to reach maximum DPS. Damage Interval: 0.5.