Hello, friends! It’s your friendly Librarian Husky here, excited to join you on this deep dive into Dota 2’s latest patch, 7.37. We’ve got some fascinating updates to explore, and while it’s not a game-changer in terms of massive reworks, these small adjustments can shake up the meta in surprising ways. I’ll be here to help break down the details, guide you through the changes, and maybe even share a few tidbits on how these tweaks could impact your gameplay. So grab your notebooks, and let’s get started!
Arcane Boots Adjustments
Arcane Boots are now 100 gold more expensive and provide 0.25 less mana regeneration, in addition to restoring less mana overall. This change presents significant nerfs for these boots. While many heroes may still find them useful, it’s undoubtedly a big hit to the item’s efficiency.
Bracer Modification
The Bracer no longer doubles its bonuses at the 25-minute mark, which is quite a shift. Heroes that utilized this item early on for its eventual scaling power will feel the impact. While Bracer remains a strong choice in the early game, this change might lead some players to look elsewhere. Interestingly, similar adjustments were not applied to other items, making it an unusual choice.
Crimson Guard and Disperser Nerfs
Crimson Guard now has a one-second delay added, though it’s still a valuable item overall. However, Disperser has received a significant change: it no longer removes slows when used on the caster or allies. Instead, it grants slow resistance for the duration, which feels like a major drawback for this item, making it a less appealing choice.
Gleipnir Rework
Gleipnir now costs 300 gold more and suffers reductions in damage, attack speed, health bonus, and Chain Lightning damage. These changes heavily impact its effectiveness, signaling the end of Gleipnir as a powerful go-to. It was good while it lasted, but it’s safe to say this item will see much less playtime going forward.
Guardian Greaves and Stat Item Nerfs
Guardian Greaves are now 100 gold more expensive, reflecting the increased cost of Arcane Boots. Additionally, all stat-boosting items no longer double their bonuses at the 25-minute mark, marking a major shift. Previously, players relied on these items for a late-game boost, but now, early-game items like Raindrops and Fluffy Hats may gain popularity. While Bracers may still be purchased, players will likely buy fewer—perhaps only one instead of several.
Pavis and Solar Crest Adjustments
Pavis has seen its physical barrier decreased by 50, its block duration shortened by one second, and its mana cost raised by 25, resulting in a moderate nerf. Solar Crest also received multiple tweaks, including a 25 HP reduction, a shorter shine duration by one second, a smaller barrier, and a 10-point reduction in bonus attack speed. Despite these nerfs, both items retain value and remain viable in certain situations.
Pipe of Insight and Ring of Basilius Changes
The Pipe of Insight’s barrier duration has been reduced by two seconds, making it less durable, though still useful overall. Meanwhile, Ring of Basilius has seen a minor reduction in mana regeneration (0.25 less), which doesn’t significantly impact its value. However, considering that this item builds into Mana Boots, it does compound the overall reduction in mana efficiency.
Spirit Vessel and Neutral Items Update
Spirit Vessel now increases health restoration reduction on enemies from 50% to 60%, a notable enhancement. Additionally, its Soul Release now gains a charge upon the owner’s death, a beneficial change that wasn’t available in the past. The neutral item, Seeds of Serenity, had its duration decreased from 14 to 8 seconds, though it remains a viable choice.
Item and Hero Balance Updates
The item provides significant HP benefits, including a natural 4 HP regeneration. While it still offers 80 HP when placed on the ground, most players don’t stand in it for the full 14 seconds, so the shorter duration isn’t overly impactful. Overall, it remains a valuable item with situational use.
Anti-Mage Adjustments
Anti-Mage now benefits from a spell amplification increase when reflecting spells with Mage Bane’s mirror, which is now 10% more effective. Additionally, he gains a 3 HP regeneration talent at level 10, which could help with his sustainability, though it may not be enough to make him substantially stronger. Anti-Mage likely remains a weaker hero despite these tweaks.
Batrider’s Talent Change
Batrider’s level 20 talent now affects his Smoldering Resin duration, increasing it to 3.5 seconds from the previous 1.5 seconds. While this might sound beneficial, it is unlikely to improve his viability significantly, as players often prefer Flame Break charges at this level for more impactful gameplay.
Beastmaster Changes
Beastmaster’s Roar stun duration has been increased by 0.25 seconds at all levels, giving him more control in fights. The healing effect from Drums of Slum has been reduced, healing only 20% from heroes now instead of 25%. Additionally, the level 10 Inner Beast talent now grants 10% magic resistance instead of 5%, making it an incredibly strong choice, especially if it applies to allies, potentially outweighing the benefits of Amplify Stacks.
Bloodseeker and Bounty Hunter Adjustments
Bloodseeker’s Bloodrage ability no longer consumes mana, addressing one of his long-standing mana issues. For Bounty Hunter, the bonus damage on Janada has been rescaled: it’s higher at level 1 but slightly weaker at max level, though the change is minimal overall.
Chen’s Holy Persuasion and New Effects
Chen’s Holy Persuasion ability now triggers “on death” effects upon sacrifice, an interesting mechanic, though it’s unlikely that players will prioritize this for Chen. This update could open up niche scenarios, but overall, it remains a minor adjustment without much strategic impact.
Clockwerk’s Cog Mechanics
Clockwerk’s Cogs now have a different effect on trapped enemy heroes, as they’re no longer pulled toward the center of the formation. Instead, heroes are positioned as far from the center as possible without touching a cog, preventing the traditional “bouncing” effect that used to occur between cogs. This means players won’t be bounced from cog to cog, making escapes potentially easier if they keep calm.
Crystal Maiden and Frostbite Enhancements
Crystal Maiden received a minor agility increase and a boost to her level 15 talent. This talent upgrade presents two strong options, both highly impactful in different scenarios. Her Frostbite now has a 4.5-second cooldown reduction, which is impressive, adding a strategic layer to her abilities.
Dawnbreaker Buffs
Dawnbreaker, a hero in need of improvements, received a welcomed buff to Celestial Hammer. The mana cost has been reduced by 10 at all levels, and the speed is now 100 faster. While this doesn’t make her a top-tier choice, it addresses her mana issues and increases her ability utility.
Dazzle’s Attack Speed Talent Improvement
Dazzle’s level 15 talent saw an upgrade, with his attack speed talent increasing from 80 to 90. This change is particularly valuable for right-click Dazzle builds that utilize Poison Touch to spread poison stacks through multiple hits. With this increased attack speed, his utility in spreading poison is now even stronger, making him a more viable choice in offensive playstyles.
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Dazzle’s Poison Touch and Core Potential
Dazzle’s level 20 talent has increased Poison Touch DPS from 60 to 75, a substantial boost that synergizes well with his Poison Bloom facet and level 15 attack speed talent. This change allows Dazzle to stack multiple Poison Touch effects on opponents, enhancing his effectiveness as a core hero. More players should consider experimenting with Dazzle in this role, as his utility in fights has grown significantly.
Death Prophet’s Exorcism and Base Damage Buff
Death Prophet received a noteworthy buff to her base damage, with a +2 increase, alongside an enhancement to her Exorcism ability. The spirit count on Exorcism has been raised from 8 to 10 at level one, making her significantly more powerful in the early game. These changes contribute to her already strong presence, making her a more formidable force to contend with.
Doom’s Gluttony and Level Pain Adjustments
Doom’s Gluttony facet received a minor improvement, with the charge store time reduced from 90 to 85 seconds. Additionally, the Level Pain ability now explicitly applies only to Doom’s attacks. If Level Pain previously affected abilities, this change corrects a potential oversight, keeping its intended design intact.
Dragon Knight and Drow Ranger Changes
Dragon Knight’s cleave distance on his Fire Dragon form has been slightly reduced, though he remains a solid pick. Drow Ranger, on the other hand, received a boost with two additional agility points to her base stats, making her an even more reliable carry option for pub games.
Enchantress and Grimstroke Updates
Enchantress’s Overprotective Wisps received a nerf, as the threshold is now larger, reducing their effectiveness. Additionally, her Enchant ability has a reduced slow effect at early levels, and the cooldown on Sprink has been increased by 2 seconds. Grimstroke saw some improvements, with increased damage on Ink Swell, a buff to the Ink Swell DPS, and an enhanced level 20 talent, though the change feels somewhat arbitrary.
Gyrocopter and Hoodwink Changes
Gyrocopter received a minor buff of +2 base damage. While not groundbreaking, it’s a welcomed change for players. Hoodwink’s Shard now has an increased cast range by 200, which is a small improvement in usability. However, it’s not expected to have a major impact on the hero’s overall viability.
Invoker’s Ghost Walk Nerfs
Invoker faced significant nerfs to his Ghost Walk ability, with level 1 HP regeneration dropping from 10 to 3, and at max level from 45 to 24. Although his mana regeneration remains nearly the same, this considerable reduction in HP regeneration drastically affects his survivability when in Ghost Walk, making it a much riskier escape tool.
Juggernaut’s Duelist Talent Adjustment
Juggernaut’s Duelist talent received a small boost, with the bonus damage increasing from 10 to 12. This incremental change slightly enhances his potential in dueling scenarios, though it is not expected to have a transformative impact on his gameplay style.
Juggernaut Adjustments
Juggernaut received a buff to his bonus damage when facing opponents directly. Additionally, the mana cost of his Healing Ward was reduced at early levels, which is helpful for sustain in the early game. While these changes strengthen Juggernaut’s potential in lower skill brackets, his effectiveness at higher skill levels remains limited. Nevertheless, these buffs provide added value in certain matchups.
Kunkka Nerfs
Kunkka experienced significant nerfs, particularly to Admiral’s Rum, which previously granted 20% damage reduction and bonus movement speed for 10 seconds, now reduced to 6 seconds. Furthermore, his Ghost Ship ability saw a damage decrease from 400 to 350, reducing his early-game kill potential. With additional nerfs to Bracers, Kunkka’s survivability and utility have been impacted. Despite this, he remains a viable option, though these changes present challenges.
Lich’s Frost Shield Buff
Lich received yet another buff, with his Frost Shield now reducing damage by 45% at level 1, up from 30%, providing substantial protection for 5 seconds. These repeated buffs make Lich a potentially underestimated hero with strong win-rate statistics. His enhanced durability and support potential are worth acknowledging, and players may find renewed success with him.
Buffs to Lifestealer
Lifestealer received a minor buff with a 0.25% increase in his max health lifesteal and max health damage. This enhancement provides a slight edge, though it may not be enough to bring him into the meta, especially given recent nerfs to some of his core items. Still, it offers a bit more sustainability in fights, keeping Lifestealer viable in certain matchups.
Lone Druid’s Stat Bonus Nerf
Lone Druid saw a significant nerf, as his stat bonus no longer applies to items in the neutral slot. This change, along with reduced stat bonuses, drastically weakens the hero. This alteration is quite impactful, making Lone Druid’s previous build far less effective. As a result, players may need to explore alternative builds for him to remain viable.
Luna’s Moon Glaives and Eclipse Adjustments
Luna’s Moon Glaives no longer grant bonus damage when hitting illusions, and her damage per beam was slightly reduced by one per level. While these changes may seem minor, they do affect Luna’s Eclipse, as reduced Lucent Beam damage lessens the overall effectiveness of her ultimate. Despite these tweaks, Luna remains a solid choice, albeit with a small 1-1.5% decrease in effectiveness.
Marcy’s Sidekick and Ally Radius Nerfs
Marcy’s Sidekick ability now provides a reduced bonus base damage, dropping from 12 to 10 at level 1 and from 30 to 25 at max level, about a 5% decrease. Additionally, the ally bonus radius was reduced from 2500 to 1750, meaning allies must stay closer to Marcy to benefit from the buff. Although these changes diminish her support effectiveness slightly, they don’t render her unviable.
Mars and Medusa Adjustments
Mars received a minor nerf to his level 20 talent, slightly impacting his late-game potential. Medusa’s Mana Shield was adjusted to affect her damage absorption, which could impact her durability in engagements, especially in extended fights. These changes slightly reduce her tankiness, though she still retains her core defensive utility.
Blink Dagger Interaction with Mana Shield
Blink Dagger now disables if safety bubble is active on Dota, preventing the exploit where Blink wouldn’t cancel due to damage absorbed entirely by Mana Shield. Previously, damage directed at the Mana Shield didn’t count as HP loss, allowing continuous blink usage. This change corrects that oversight, making gameplay more balanced and eliminating the unintended advantage.
Mirana’s Solar Flare and Aghanim’s Shard Changes
Mirana’s Solar Flare ability has been weakened, with decreased attack speed and damage at all levels and a 2-second reduction in duration. Additionally, it no longer boosts daytime vision, reducing her scouting potential. The Aghanim’s Shard update prevents multiple secondary Starstorms from hitting the same target in one cast, a tweak that closes an exploit that could lead to overwhelming damage output on clustered enemies.
Muerta’s Pierce the Veil Duration Increase
Muerta’s Pierce the Veil duration was significantly buffed to a flat 8 seconds across all levels, up from its previous scaling. This extended duration greatly enhances her utility in fights, making her more viable without being overpowered. This change elevates Muerta’s strength as a hero and increases her potential as a pick in a wider range of situations.
Naga Siren Nerfs
Naga Siren has also seen adjustments to curb her effectiveness, with changes that decrease her impact, particularly in mid-to-late-game scenarios. These nerfs aim to balance her strength, especially as she continues to be a popular pick in high-level play.
Siren’s Deluge and Essence of the Siren Nerfs
The mana cost of Deluge has increased, making it 5 more at level 1 and 20 more at max level, which is significant for a hero already facing serious mana issues. Additionally, the max HP reach on Essence of the Siren has been reduced from 246 to 234, particularly weakening her in later stages of the game.
Nature’s Prophet Adjustments
Nature’s Prophet’s Treant damage has been reduced by 6 at level 1, though it remains unchanged at max level, and their movement speed has been decreased by 15. This brings Treants closer to standard units in effectiveness, making them less impactful in the laning phase. With max damage at 26 for large Treants and 17 for normal ones, these changes further align Treants with normal lane creep power.
Necrophos Buffs
Necrophos received notable buffs, including an increase in movement speed slow on Ghost Shroud from 10% to 16% at level 1, enhancing this ability’s utility. Additionally, Reaper’s Scythe cooldown has been reduced by 10 seconds, from 110 to 100 seconds, giving Necrophos more frequent opportunities to secure kills.
Omniknight’s Mana Cost and Movement Adjustments
Omniknight experienced minor nerfs, with a 5-point reduction in movement speed and a decrease of 1 base strength. Additionally, the mana cost for his Purification and Repel abilities has increased, along with a nerf to his Healing Hammer facet. Despite these changes, Omniknight’s overall strength remains viable, though he may feel a bit less resilient in sustained fights.
General Hero Buffs and Nerfs
Many heroes received adjustments to balance their gameplay, with notable nerfs and buffs impacting overall hero choices and strategies. These changes aim to refine each hero’s strengths and weaknesses, addressing game balance on both a strategic and mechanical level.
Pangolier’s Rolling Thunder Buff
Pangolier received an enhancement to his Rolling Thunder ability, potentially making it a more effective facet of his kit. This improvement could open up new strategies for Pangolier players, encouraging them to experiment with the buffed version to maximize his crowd control potential.
Phantom Lancer’s Illusory Armaments Change
Phantom Lancer’s Illusory Armaments now impacts the base damage bonus for illusions, meaning effects that previously didn’t apply to his innate bonus may now work with it. This update is especially significant for items like Vladmir’s Offering, potentially enabling unique item builds, although the viability of such builds remains to be tested.
Puck’s Dream Coil and Dodge Healing Nerf
Puck’s dodge-healing innate ability has been nerfed, along with a reduction in Dream Coil duration. Despite these changes, Puck retains much of his utility and likely remains a strong pick due to his mobility and crowd control, though players may need to adjust playstyles slightly to account for the reduced sustain.
Pugna’s Siphoning Ability Buff
Pugna’s Siphoning W ability now converts damage to mana at an increased rate, from 30% to 40%, providing a more efficient way to sustain his mana pool. This ability grants Pugna substantial sustain in fights, allowing him to stay active and use his abilities more frequently without worrying as much about mana depletion.
Riki’s Cloak and Dagger Adjustment
Riki’s Cloak and Dagger now allows him to toggle items without breaking invisibility, addressing a longstanding inconvenience for Riki players. This change, while minor, improves the flexibility of item usage, such as toggling Power Treads, making Riki a smoother and more efficient hero to play in stealth-centric builds.
Ring Master’s Nerfs and Impact
Ring Master has received significant nerfs, starting with a base strength reduction of two and a decreased strength gain by three, both of which heavily affect his durability. The cast range on Tame the Beast has also been reduced from a variable range to a flat 700. Additionally, his Escape Act ability can now be dispelled, making certain matchups, such as Shadow Demon, particularly challenging for him. Items like Nullifier will further counter Ring Master, especially in the late game, as they nullify his ability to escape effectively.
Wheel of Wonder Changes
The radius of Wheel of Wonder has been reduced from 600 to 500, making it significantly smaller. Moreover, the automatic explosion time has been decreased from 6 seconds to 4, causing it to detonate much faster and no longer linger on the ground as a persistent threat. These adjustments are expected to reduce Ring Master’s effectiveness, potentially lowering his win rate by about 3-4%.
Sand King’s Sandstorm Radius and Dust Devil Duration Nerfs
Sand King, currently one of the top heroes in Dota, has also faced nerfs. The radius of his Sandstorm ability is now reduced by 100 at all levels, limiting its area of effect. Additionally, the duration of Dust Devil has been decreased by 4 seconds at level 1 and by 7 seconds at max level. These changes heavily impact Sand King’s ability to sustain in fights and reduce his defensive capabilities, especially when he relies on Sandstorm to avoid damage.
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Sand King’s Viability After Nerfs
Sand King’s recent nerfs may significantly impact his playability. Although he can still farm quickly at max level, the reduced radius of Sandstorm forces players to build Bloodstone to compensate, and even then, the radius remains smaller than before. These changes create a challenging situation for Sand King players, as the hero feels considerably weaker despite his previously strong standing.
Shadow Demon Adjustments
Shadow Demon’s Promulgate ability saw a reduction in health loss, with values adjusted from a flat 20 to a scale of 9, 11, 13, and 15. Additionally, the vision radius on Shadow Poison was decreased. Despite these nerfs, Shadow Demon remains viable at higher skill levels due to his utility and ability to counter key items. While nerfs to items like Solar Crest slightly reduce his necessity, he still retains a solid role in high-level play.
Shaman’s Foul Play Buff
Shaman’s Foul Play ability has been buffed, increasing the invulnerability duration from 0.75 seconds to 1 second. This buff makes Foul Play even more challenging to counter, potentially creating frustrating situations for opponents. In addition, the cast range on his Full Boar ability was decreased by 100, slightly impacting his effective range in combat but not drastically altering his playstyle.
Snapfire’s Mortimer Kisses Buff
Snapfire’s Mortimer Kisses ability received a DPS increase from 20 to 25, enhancing her overall damage output. This talent is often chosen by professional players, such as Crit, who pair it with Shard to maximize damage against creeps and structures. The buff strengthens Snapfire’s role, especially when played as a core, and significantly boosts her mid-game impact in fights and farming efficiency.
Sniper’s Nerfs to Damage and Slow
Sniper saw substantial nerfs, with his base damage reduced from 120 to 90. Although it scales back up at max level, this early-game reduction hinders Sniper’s laning potential. Additionally, the slow effect from Headshot was reduced, which weakens his crowd control, particularly in support roles. Given these changes, Sniper’s viability as a support pick is greatly diminished.
Techies’ Proximity Mines Buff
Techies received a major buff to his ultimate, with the base charge restore time for Proximity Mines reduced to a flat 15 seconds across all levels, down from a scaling 19/17/15. This change allows Techies to deploy mines more frequently, increasing his map control and ability to zone opponents effectively.
Tidehunter’s Blubber and Ravage Improvements
Tidehunter’s Blubber ability now has a decreased damage threshold for dispel, reduced from 500 to 450. Furthermore, the damage on Ravage was increased by 25 across all levels, providing Tidehunter with enhanced crowd control potential and making his ultimate even more impactful in team fights.
Timbersaw’s Strength Reduction
Timbersaw suffered a minor nerf, with a reduction of 2 base strength. This change slightly reduces his early-game tankiness, which may affect his ability to dominate the laning phase, though it is unlikely to alter his overall playstyle significantly.
Timbersaw’s Viability Concerns
Timbersaw’s current state makes him less appealing, with recent adjustments further lowering his effectiveness. Players might find it more beneficial to avoid him for now, as his utility seems limited compared to other heroes.
Treant Protector’s Shard and Leech Seed Nerfs
Treant Protector, one of the most reliable supports, has received some adjustments to balance his utility. His Shard now grants 2% less movement speed, and Leech Seed does 5 less healing and damage at all levels. Additionally, Leech Seed now heals creeps for 50% less. These changes are expected to drop Treant’s win rate by about 1-2%, as Leech Seed is a core ability for his playstyle.
Troll Warlord Talent Buffs
Troll Warlord received some minor buffs to his talents, though nothing particularly game-changing. These updates offer a slight improvement in his performance but do not significantly alter his role or effectiveness.
Tusk’s Drinking Buddies and Tag Team Adjustments
Tusk’s Drinking Buddies ability has been nerfed, with the movement speed buff reduced from a flat 25% to a scaling 10-25% based on level, weakening his laning presence. Additionally, his ultimate’s cast range behavior is now limited to 50% of base spells, reducing its ease of use. These changes, combined with nerfs to Bracers and Solar Crest, are likely to significantly impact Tusk, making him less viable in pub games.
Underlord’s Rescaled Warrior Damage
Underlord, with a notably high win rate in average pubs, faced nerfs to balance his power. His warrior damage has been rescaled, with buffs at early levels but a decrease in later stages. Additionally, Last Will damage has been heavily reduced by 100 across all levels, aiming to tone down his overall impact, especially in late-game engagements.
Underlord’s Atrophy Aura and Abyssal Horde Adjustments
Underlord’s Atrophy Aura duration has been reduced by five seconds at all levels, slightly lowering his damage-reduction potential. The Abyssal Horde will now deal less damage if defeated early, making it slightly more manageable to counter. These changes subtly impact Underlord’s presence in extended fights.
Vengeful Spirit’s Nether Swap and Noxious Plague Changes
Vengeful Spirit’s Nether Swap cooldown has been improved at early levels, though the change is minor. Additionally, the Noxious Plague ability now has a minimum movement slow of 15% and no longer grants extra gold if the target dies before the projectile reaches them. Recall is now canceled if familiars are in Stone Form, adding an extra layer of complexity to her playstyle. Despite these adjustments, Vengeful Spirit remains viable, although players might miss out on a few kills due to these nerfs.
Windranger’s Aghanim’s Scepter and Invisibility Changes
Windranger’s Aghanim’s Scepter invisibility buff is now dispelled if the base Windrun buff is removed. This adjustment means her invisibility is more easily countered by heroes or items that dispel, reducing her effectiveness in sustaining mobility under pressure. Windranger’s reliance on uninterrupted Windrun is now more crucial than ever, making her a less formidable pick against teams with strong dispels.
Winter Wyvern’s Essence of the Blue Heart Buff
Winter Wyvern received a buff to the Essence of the Blue Heart ability, which now converts 24% of healing to mana, an increase from the previous 15%. This change makes mana-sustaining items like Holy Locket and Mekansm potentially too effective, especially when paired with mana-hungry allies like Bristleback. This combination could provide extensive sustain in lane, enabling aggressive strategies by constantly feeding mana and healing to heroes reliant on both.
General Patch Impressions
Overall, this patch featured fewer buffs than anticipated. Although some heroes received useful adjustments, there were few that stood out as particularly game-changing. Notable exceptions include Necrophos and Muerta, who saw significant improvements that make them more viable in average-level pubs. Muerta, in particular, appears to have gained substantial strength, positioning her as a hero to watch in upcoming games.
Key Heroes to Watch in the Patch
Monkey King is likely to become a strong pick in high MMR games, providing versatile impact. Lich stands out as a powerful support option; if you’re unsure which support to play, consider giving Lich a try. His recent changes enhance his utility significantly, especially for players who optimize his abilities.
Heroes Benefiting from Buffs
Juggernaut received helpful buffs that may raise his win rate, while Drow Ranger’s additional two base agility is a notable improvement, giving her a slight edge. Doom and Death Prophet also received substantial buffs, especially DP, whose level 1 ability buff makes her early game much stronger.
Overall Patch Reflection
This patch leaned heavily towards nerfs, with fewer buffs than anticipated. While Winter Wyvern’s new facet provides some interesting potential, the overall patch balance feels more restrained, focusing primarily on weakening over-performing heroes rather than introducing sweeping improvements. It’s a bit underwhelming for those hoping to see more heroes boosted.
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- Arcane Boots Adjustments
- Bracer Modification
- Guardian Greaves and Stat Item Nerfs
- Item and Hero Balance Updates
- Beastmaster Changes
- Crystal Maiden and Frostbite Enhancements
- Dazzle’s Poison Touch and Core Potential
- Enchantress and Grimstroke Updates
- Juggernaut Adjustments
- Buffs to Lifestealer
- Blink Dagger Interaction with Mana Shield
- Siren’s Deluge and Essence of the Siren Nerfs
- General Hero Buffs and Nerfs
- Ring Master’s Nerfs and Impact
- Sand King’s Viability After Nerfs
- Snapfire’s Mortimer Kisses Buff
- Timbersaw’s Viability Concerns
- Underlord’s Atrophy Aura and Abyssal Horde Adjustments
- Windranger’s Aghanim’s Scepter and Invisibility Changes
- Key Heroes to Watch in the Patch
- Arcane Boots Adjustments
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New Patch 7.37d Full Changes – Brutal Nerfs for Everyone