[Teleporting] - Small guide to item and ability interaction
Played around a bit in private lobby with sv_cheats and wtf-mode and wanted to once and for all clear my doubts regarding use of items and abilities while teleporting. Some of these are definitely useful and thought I'd share. There might be more abilities that can be used which I haven't noticed yet, although I believe almost none of them would be useful anyway.
Items
I'm not absolutely certain about it, but I believe that all of these have one thing in common. That is: the ability (wind walk) that is used to activate/toggle them in DotA, which probably is why they act in the same way. All of the items that can be used without cancelling a teleport can fit into one inventory (IMAGE OF THEM). They are listed below in an order which I believe to be descending relevance (i.e. most relevant at the top).
- Shadow Blade (and Shadow Amulet, to be precise) - Can be used while teleporting to prevent damage from being dealt to the caster, to dodge spells, to confuse the enemy or to just win a little time (e.g. in case the other team has dust).
^Note: Shadow Amulet has a 2.4 second channeling time, so if you activate it immediately after starting your teleport-channel, you're (at best) only going to be invisible for 0.6 seconds before disappearing.
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Armlet (toggle both on and off) - Armlet toggling can be abused just as usual. Definitely very useful if the enemy team has blown their stun but you're low on hp.
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Shiva's Guard - Can be used to deal unexpected damage, slow the enemy or as a final push-force as for instance Tinker.
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Phase Boots - If you're able to juke into the fog and you'd rather have them be able to pass by than to be stopped by your body, you can activate phase boots and help that they'll run past you while your teleport is quickly finishing it's channel.
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Radiance - Not exactly one of the most useful toggles to use, but could potentially trick a sharp eye. An opponent who keeps track of whether they have the radiance DoT-debuff on them might assume you've already teleported out (if they didn't see you start the channel or are simply very bad at estimating time) and abandon the chase if your radiance suddenly disappears from them. Especially useful in such a case if they're unaware of that you can toggle it while teleporting.
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Mask of Madness - Practically useless. In fact, you should probably avoid activating this unless you're really trying to die before finishing the teleport. MoM increases your damage taken and since you can't move while teleporting, you're not provided any benefits from activating it.
^Sidenote: Both the Phase Boots-buff and Shadow Blade-buff will instantly be removed if you use any item or ability. Not exactly related to teleporting, but definitely worth to keep in mind when the extra movement speed is crucial. Another thing worth mentioning, if it isn't obvious enough due to their absence above, power treads cannot be switched while teleporting. I've seen a lot of people do this unknowingly of the consequence and then flip shit when they just wasted 135 gold.
Abilities
Not only the items that work while teleporting have something in common. All(?) of these abilities were and are also activated with Wind Walk in DotA. Here I'll just list them in descending alphabetical order (that'd be A-Z).
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Blade Fury - Juggernaut
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Doppelwalk - Phantom Lancer
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Ghost Walk - Invoker
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Morph - Morphling
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Rot - Pudge
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Shadow Walk - Bounty Hunter
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Shukuchi - Weaver
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Skeleton Walk - Clinkz
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Sprint - Slardar
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Vendetta - Nyx Assassin
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Voodoo Restoration - Witch Doctor
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Whirling Death - Timbersaw
Final word/TL;DR
Most important thing to know from all of this information: Always carry tp. Always.
TL;DR: Wind Walk-activated items and abilities will not cancel teleports, all others will.
Posted Jun 30, 2013, 2:51 AM UTC · edited
Best use of activating invis while Tping that you didn't mention is using it offensively. While Tping out from base to a tower you can trick unaware people into thinking you canceled - especially useful if it's your first use of the shadowblade and the enemy team doesn't know you have it.
Similar use with shiva's guard: the expanding radius will follow you wherever you go, so if you TP into a fight and activate it beforehand you can show up and instantly cover the area.
The Shiva's will also instantly damage anything inside the radius as well, just in case anyone was unclear about that.
Yeah, I just wrote this up before going to bed last night and I kind of hoped this type of things would be explained in the comments. Thanks! :)
Also to add, offensive TP'ing with Nyx is great to save the Vendetta mana cost (other heroes obviously save mana, but I think Nyx benefits more than, say, a BH).
Well even if you pop vendetta right after tp'ing in, I think you still get all your mana back from the few seconds you're getting fountain regen.
Not at level 6. If you pop it immediately (at least almost), you'll have 311/364 mana when you've tp'd in, not counting items at all and presuming you don't put anything into stats.