Dota IMBA


Gameplay

  • The goal of the game is to destroy the enemy ancient (10v10 or custom maps can have total number of kills by a team (20-150) as their objective);
  • Towers receive new abilities;
  • Gold and experience gain from creeps and structures ranges from 130%-400% of their normal values (depending on the mode played);
  • Roshan has been entirely reworked with added skills and stat changes to remain a difficult challenge;
  • Heroes available in Dota IMBA are divided into 2 categories:
    • IMBA heroes - heroes with (IMBA) at the end of their names. These heroes have their skill sets modified, additional properties are denoted in orange.
    • "Lazy" heroes - heroes that only received value changes or minor imbafication to their skills.
  • Items have been changed in a similar manner:
    • Some items have new properties, some have their attribute values changed;
    • Several new items exist in this game mode, including new upgrade paths

Info

Dota IMBA
IMBA2.png
Dota IMBA is a normal game of Dota, infusing heroes with abnormal power. Whether it be through adding new properties to existing abilities and items or creating these anew, Dota IMBA tries to balance heroes and items by making them imbalanced.
Workshop Dota IMBA
Players 10(20)
Teams 5v5, 10v10
Creator Firetoad, Hewdraw
Created 2015-05-09
Last update 2017-05-24
Latest version 7.00
Average duration 30-40 minutes
Github Unknown
Discord Unknown
Website Unknown


Dota IMBA is a custom game Custom Games are game modes that differ from standard Dota 2. Most custom games are created by the community with the Workshop Tools. Custom Game Passes can be purchased for some games, and will grant dota2 played on a regular Dota 2 map, with 10 or 20 players (5v5 or 10v10).

Videos

Heroes

The main emphasis of Dota IMBA are the changes made to heroes which promotes a unique gameplay that redefines the standard play of Dota 2 with new abilities in conjunction with new and reworked items. Heroes have different play styles which stem from their unique abilities and combinations of attributes.

Heroes are separated into two classes: IMBA Heroes and Lazy Heroes. IMBA Heroes have custom skills and enhanced mechanics, while Lazy Heroes have their numbers tweaked to make them stronger.

IMBA Heroes

IMBA Heroes use their regular Dota counterparts as a base, and are built on top of that, making them much more powerful in the process. IMBA heroes appear as " (IMBA)" to differentiate them from the "lazy heroes" below.

The abilities of IMBA heroes are tweaked such that every skill accentuates each hero`s strengths, whilst maintaining their weaknesses.

Strength Heroes

Unstable Concoction charges up to 10 seconds.

Greevil`s Greed has increased gold gain.

Chemical Rage greatly reduces base attack time.
Chaos Knight
Extremely random. Base damage from 1 to 99.

Chaos Bolt stun duration from 1 to 6 seconds

Chaos Strike crit chance decreases as it is leveled (but damage increases dramatically).

Phantasm creates has 3 illusions at all levels, which take less damage as the skill is leveled up.
Earthshaker
Fissure has a dramatically increased range.

Enchant Totem provides the same bonus damage through all levels. Cooldown scales.

Aftershock has increased damage.

Echo Slam has similar starting damage, but does much greater damage when more units are present.
Phoenix
All skills have increased values.
Legion Commander
Duel cooldown drastically reduced.
Bristleback
Viscous Nasal Goo has slightly increased armor loss and a higher max stack limit. Cooldown reduced from 1.5 seconds to 1 second.

Quill Spray has slightly increased radius with increased base damage and damage per stack. Cooldown rescaled from 3 to 2.75/2.5/2.25/2.

Bristleback has much higher damage resistance on both the sides and back of Bristleback. Damage threshold decreased from 230 to 225.

Warpath has a higher amount of max stacks, as well as increased damage and movement speed per stack.

Intelligence Heroes

Enfeeble reduces the target`s attributes.

Brain Sap drains mana in addition to health, and causes the target`s spells to cost extra mana to cast.

Nightmare spreads when a nightmared target is attacked, instead of ending.

Fiend`s Grip lasts for twice as long as the time it was channeled for (can be channeled for up to 2.5 seconds). Scepter increases maximum channel time (3.5 seconds), and causes enemies looking at Bane during the channel to become affected by Fiend`s Grip as well.
Crystal Nova will leave a lingering ice field when used, which damages and slows enemies, and increases allies` move speed.

Frostbite will automatically be used against enemies which damage Crystal Maiden.

Brilliance Aura grants bonus intelligence, and regenerates a percentage of each ally`s mana pool.

Freezing Field stuns enemies caught in it for the first few seconds. Scepter allows it to be cast anywhere in 1000 range of Crystal Maiden.
Poison Touch now has a fixed initial slow and duration. Each time the affected target takes damage, the slow will be increased. If the slow reaches 100%, the target will be briefly stunned and take bonus damage, and the slow will reset to 20% afterwards. The effects last until the duration of Poison Touch ends.

Shallow Grave triggers automatically if Dazzle is fatally wounded, and converts any fatal damage dealt during its protection to healing when it ends.

Shadow Wave increases affected allies` armor, and decreases damaged enemies` armor. This effect stacks. No bounce limit.

Weave instantly applies part of its total armor bonus/penalty. Scepter increases the armor change, and allows it to affect towers.
Enigma
Event Horizon increases stuns duration around Enigma.

Malefice has improved mana cost, duration and now pulls the target to Black Hole, Midnight Pulse and Enigma himself.

Demonic Conversion has improved duration and Eidolons become stronger has Enigma levels up. Eidolons can split up forever.

Midnight Pulse has improved radius and now pulls enemies toward the center of Midnight Pulse.

Black Hole has improved cast range, radius, damage and pulls enemies from far away. Every units in Black Hole make it stronger.

Aghanim`s Scepter adds 5.25% of enemies` max health as damage.
Dual Breath has been separated in two skills, Fire Breath and Ice Breath. Whenever one of the skills is used, Jakiro`s Q spell slot switches to the other one.

Each breath is a short-ranged aerial charge, applying a damaging debuff to any enemies caught in Jakiro`s path. Fire Breath deals more damage and slows attack speed, while Ice Breath deals lower damage and slows movement speed.

Ice Path has a greatly increased range, and deals a bit more damage.

Liquid Fire can be used from longer range, and is no longer a unique attack modifier.

Macropyre now covers a large cone-shaped area. Fire Breath, Ice Breath and Liquid Fire`s durations do not count down inside Macropyre. Scepter increases damage per second, and adds a freezing effect to the Macropyre, which stuns enemies caught in it initially, then slows them.
Frost Nova passively emits a Frost Aura which has a chance to blast enemies affected by it with a Frost Nova every second, and progressively slows them if they stay in the aura`s area of effect.

Ice Armor applies its slow to any enemy that deals damage to Lich (including spells).

Sacrifice can be used on allied, neutral or enemy creeps, and heals Lich with the excess hit points of the creep if his mana is full.

Chain Frost has no maximum amount of bounces, and will always prioritize heroes. Scepter dramatically increases the bounce range and projectile speed.
Dragon slave" secondary blasts after the main one at the target point. Secondary blasts deal less damage.

Light Strike Array launches several pillars of light in a line, each erupting shortly after the last one.

Fiery Soul can be activated to increase the mana cost of Lina`s spells in exchange for dramatically reducing their cooldown.

Laguna Blade deals damage to every enemy in a line between Lina and the target. Scepter adds 200% of Lina`s intelligence to the damage.
Death Pulse is a toggled ability which, when active, constantly emits pulses of healing/damage in short bursts. Being hit by Death Pulse increases magic damage taken, and being healed by it increases healing received by further instances of Death Pulse.

Heartstopper Aura has an increased effect to units under its effects, as long as they stay within its area of effect.

Sadist triggers on any unit dying around Necrophos.

Reaper`s Scythe deals damage based on the target`s maximum HP; this damage is increased by 1% for each 1% hp the target is missing. Scepter increases damage and prevents buying back.
Nyx Assassin`s primary attribute is now intelligence

Impale repeats part of the damage the target has taken on the last few seconds.

Mana Burn has improved multiplier and range.

Spiked Carapace reflects all instances of hero damage throughout its duration.

Vendetta stores the damage that Nyx Assassin takes, applying it to the next Vendetta attack`s target. Aghanim`s Scepter adds the Burrow ability and removes Vendetta`s damage storage limit.
Arcane Orb instantly destroys illusions and summoned units, steals more intelligence from its target on every hit and deals a higher percentage of damage.

Astral Imprisonment now deals pure damage (still doesn`t pierce spell immunity). Has maximum duration at all levels and steals intelligence equal to the amount you would steal with 0/1/2/3 hits of the current level of Arcane Orb.

Essence Aura restores a small amount of mana on every spell cast (no longer chance-based); it also lets OD gain intelligence temporarily when allies spend mana under Essence Aura`s effects, and grants him extra mana for every point of intelligence he has.

Sanity`s Eclipse now deals pure damage (still does not pierce spell immunity). Aghanim`s Scepter applies Astral Imprisonment to the targets before calculating damage.
Pugna
Nether Blast has improved cast range, radius and now explodes immediately. Addtionnal Nether Blasts explode after a delay, dealing less damage but slowing and decreasing the target`s magic resistance.

Decrepify now explodes and deal damage at the end of the effect based on damage taken while Decrepified.

Nether Ward has improved cast range, damage per used mana and can now copy enemies` spell and cast them when used around it.

Life Drain is no longer a channeled ability.

Aghanim`s Scepter adds 6% of the target current health as damage/heal and removes the ability cooldown.
A new innate ability, Delightful Torment, decreases the cooldown of her spells slightly every time she damages an enemy hero.

Poison Dagger targets are not affected by Shadow Strike will trigger it for free when they are attacked.

Blink has an increased range, and casts a half-damage Scream of Pain on its start and end points.

Scream of Pain briefly disorients targets. Disoriented targets will take damage when attacking or casting spells.

Sonic Wave deafens targets. Deaf targets will lose their balance and become unable to move properly, randomly switching directions mid-movement. Scepter causes each enemy hero hit by Sonic Wave to emit a Scream of Pain.
Land Mine will follow enemy heroes which enter their area of effect. They will slowly accelerate while following enemies. Scepter causes each mine to deal additional damage equal to 7% of the target`s HP.

Land Mine has a chance to be cast on each attack, exploding at the attacked target`s location.

Stasis Trap can be cast on creeps, and will cause a chain reaction when triggered. Scepter adds mana burn in the area of effect when the traps are activated.

Suicide Squad, Attack! will leave a parting gift to enemies on Techies` every death, in the form of one of each mine if already learned. Scepter causes two of each mine to drop on death instead of one.

Remote Mines can now be toggled to detonate automatically when creeps or heroes enter their area of effect.

Minefield Sign, when upgraded with Scepter, will make nearby mines immune to truesight. New mines placed gain the ability to be teleported to the Minefield Sign.
Tinker`s redesigned around his Rearm`s new mechanic, Overcharge. Whenever Tinker casts Rearm, he overheats his machinery, gaining a stack of Overcharge for a brief duration. Each stack continuously consumes mana, but increases Tinker`s spells` effects.

Laser does more damage with each stack of Overcharge, but has lower damage and range to start with.

Heat-Seaking Missile increases in number with each stack of Overcharge, buts has lower damage and range. Hits random enemies in range, but always prioritizes heroes. Inflicts a Flare debuff which provides vision over the target for 3 seconds.

Mar. of the Machines now spawns damaging drones from Spawner Machines, dealing twice the damage but at half the number. Each stack of Overcharge increases the number of Spawner Machines by 1.

Rearm is now instant cast and has a cooldown of 3/2/1 seconds, providing a stack of Overcharge upon each cast outside of the fountain.
Warlock
Fatal Bonds has improved search radius and max bonded units.

Shadow Word has improved cast point and cast range. Now reduces enemies` damage, attack and movement speed, the debuff becomes stronger as it lasts. When it ends, it spreads to every units around the target (but himself).

Upheaval has improved cast point, radius and is no longer a channeled ability. Summons a ward to slow every enemies around it. The slow affect attack and movement speed.

Chaotic Offering summons a Golem that can carry items. Golem`s health increases based on Warlock`s level.

Aghanim`s Scepter turn Chaotic Offering into a channeled ability which spawns weaker golems over the duration.

Lazy Heroes

Lazy Heroes` skills work exactly the same as in regular Dota, but with increased power overall - lower cooldowns, mana costs, higher damage, etc. They were put into the game so that the hero pool isn`t so limited as IMBA heroes take time to create.