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英雄 (单位类型)

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Spawning[编辑]

All heroes spawn once at the beginning of the match after the picking phase, but only if the player locked in their pick.

The only heroes which spawn later on are hero clones, which can only be created by 3 heroes: Meepo minimap icon.png 米波, who can gain up to 4 permanent clones of himself by leveling 分则能成, which all die together when any of them dies (including the prime Meepo), Arc Warden minimap icon.png 天穹守望者, who can create a temporary clone of himself by casting 风暴双雄, which expires like a regular summon, and Monkey King minimap icon.png 齐天大圣, who can create an army of temporary clones with 猴子猴孙, which are uncontrollable and only attack heroes. Like heroes, these clones do not disappear when dying (or expiring). Meepo's clones respawn like regular heroes, while Arc Warden's and Monkey King's clones respawn whenever Tempest Double or Wukong's Commmand is cast again. These hero clones are almost fully treated like regular heroes, with a few special interactions with some spells for fairness. However, since Meepo's clones and Arc Warden's clone work fundamentally differently (Meepo clones being permanents like heroes, and death to one means death to all, while Arc Warden's clone is rather similar to a summon or an illusion), each have different unique interactions. Monkey King's clones rather act like a spell effect and cannot be interacted with in any way. They stand at set locations and attack nearby enemy heroes automatically until the spell expires.

Illusions are also hero-type units, but unlike heroes, they do not respawn, but despawn completely after dying, like other units and summons. Each spell which creates illusions spawns completely new illusions on recast. Illusions are basically hero-based summons, copying the hero, but acting like a summon.

Killing and dying[编辑]

The killing streak banner as seen in-game.
The multi-kill banner as seen in-game.

Killing a hero grants players much bigger bonuses than killing almost any other unit. Heroes grant scaling gold based on their level and their current killing streak, and scaling experience based on their level. Heroes also gain killing streaks upon killing heroes. A killing streak increases the hero's bounty, increasing its value for the enemy. A killing streak starts with 3 hero kills without any deaths in-between, and is capped at 10 kills. A streak longer than 10 has the same worth as a 10 killing streak. A hero's current streak is globally announced whenever it makes a kill.

Streak length Streak name Streak value
0, 1, 2 N/A N/A 0 金钱
3 播放 Player is on a killing spree 60 金钱
4 播放 Player is dominating 120 金钱
5 播放 Player is on a mega Kill streak 180 金钱
6 播放 Player is unstoppable! 240 金钱
7 播放 Player is wicked sick 300 金钱
8 播放 Player is on a monster kill streak 360 金钱
9 播放 Player is GODLIKE 420 金钱
10+ 播放 Player is beyond GODLIKE, someone kill them!! 480 金钱
Announcer responses are customizable

The very first hero kill of the match, called the 播放 First Blood!, also grants an additional gold 150 to the killing hero. A hero's bounty uses the following formula:

100 + streak value + (hero level × 8) (+ first blood)

A hero is only granted this gold if it actually killed the enemy (i.e. did killing blow). Otherwise, the hero either only gets assist gold and experience, or no gold and experience at all, based on how much time passed since the last time it damaged the target, and how far away the hero is if too much time passed.

Killing a hero also grants experience based on the hero's level. Up to level 5 the experience bounty grows by 20 per level, starting at 100 on level 1 and reaching 180 on level 5. From level 6 and onward, each level increases the experience bounty by 100, starting with 280 on level 6, reaching 2180 on level 25.

Killing multiple heroes in quick succession also results in a multi-kill. However, unlike a killing streak, a multi-kill has no gameplay influence and merely servers for aesthetics. Multi-kills do not require the hero to stay alive in-between the kills, if the hero dies, the multi-kill can still continue. A multi-kill occurs when killing a second hero within 18 seconds of the first kill. The multi-kill can be extended by killing even more heroes, all within 18 seconds of the previous kill. Like a killing streak, a multi-kill has no limit, but is "soft-capped" at 5, repeating the same line for 5 and more kills. The multi-kill stages are:

Kills Announcement Announcement with killing streak
1 N/A N/A N/A
2 播放 Player got a double kill! ... with a double kill!
3 播放 Player has a TRIPLE kill! ... with a TRIPLE kill!
4 播放 Player earned an ULTRA KILL! ... with an ULTRA KILL!
5+ 播放 RAMPAGE!!! ...RAMPAGE!!!
Announcer responses are customizable

A hero's death has a much bigger impact than the death of almost any other unit. When a hero dies, it stays dead for an amount of time based on its level and the player loses gold based on the hero's level, losing 30 gold per each level they have. There is no way to directly reduce or avoid this gold loss. However, only unreliable gold is lost, reliable gold is not lost on death, meaning if a hero has almost no unreliable gold but a lot of reliable gold, dying does not cost as much as it would with much unreliable gold and little reliable gold. Dying also results in the loss of any ongoing killing streak the hero has. As mentioned before, a death also grants gold and experience to nearby enemies and the killer. However, gold and experience is only granted to the enemy, and streaks are only lost when dying to an enemy.

Dying to neutral creeps, or getting denied by an ally or oneself neither grants the enemy any bounty, nor ends the current killing streak. Heroes do not lose experience on death. Dying to a neutral creep results in a minimum death time of 26 seconds.

A table showing how much gold a hero grants and loses on death can be found here. A table showing how much experience a hero grants on death can be found here.

复活[编辑]

After the first spawn, a hero does not spawn again. However, what heroes do instead is respawning. After a hero dies, it comes back to life after an amount of time based on its level. Upon respawning, the hero gets instantly moved to the fountain area, with its health and mana reset. Cooldowns are unaffected and buffs and debuffs are not cleared upon respawning.

Several abilities and items are able to affect the respawn timer and the respawn location.

When affected by respawn time changing effects, the buyback penalty is applied first, followed by 死神镰刀's increment and Bloodstone icon.png 血精石's reduction. Lua错误 模块:Ability_ID的第48行:无法找到"绝冥再生"的Cargo数据 and the Aegis of the Immortal icon.png 不朽之守护 always set the respawn timer to their values, disregarding any reducing or increasing effect.

Furthermore, dying to neutral creeps sets respawn time to a minimum of 26 seconds.

The respawn times can be seen in the following table.

等级 默认复活时间 With 死神镰刀 level 1 With 死神镰刀 level 2 With 死神镰刀 level 3
1 5 20 35 50
2 7 22 37 52
3 9 24 39 54
4 13 28 43 58
5 16 31 46 61
6 26 41 56 71
7 28 43 58 73
8 30 45 60 75
9 32 57 62 87
10 34 49 64 79
11 36 51 66 81
12 44 59 74 89
13 46 61 76 91
14 48 63 78 93
15 50 75 80 95
16 52 67 82 97
17 54 69 84 99
18 65 80 95 110
19 70 85 100 115
20 75 90 105 120
21 80 95 110 125
22 85 100 115 130
23 90 105 120 135
24 95 110 125 140
25 100 115 130 145

买活[编辑]

Buyback icon, located below the hero icon after a buyback
播放 Buyback stinger

在死亡的时候,玩家可以选择使用“买活”,花钱以立即在泉水重生。 然而,买活有420秒的冷却时间,并且每次买活成本都会增加。买活费用首先从可靠金钱中扣除,由于可靠金钱在玩家死亡时也不会丢失,这使得玩家可以通过积累足够的可靠金钱来确保买活。 买活的基础成本为100金,其余基于英雄财产总额使用以下公式计算:

100 + 财产总和 / 13


除了可能较高的金钱成本外,买活也会增加25秒到下一次死亡的重生时间内。


Due to the high cooldown, high gold cost and heavy penalties, using buyback should be a thoroughly thought through action, as it can backfire and cause more harm than good. Scenarios where a buyback may be a good idea is when a crucial team fight starts while one is dead, in order to join the fight. Another crucial moment is when the base needs defending, or when having died during a team fight which your team still won and is going for a final push. Buyback should generally not be used to skip death timing to farm, as the gold cost is usually too big to make it ever worth it. Also, the death time penalty gets added on the next death. Especially on high levels, an early or ill-fated buyback can easily lead to a 120 seconds or longer death time on the next death.

Cooldown and lack of gold are the only things able to prevent a buyback.

Displays

Buyback status is displayed in 3 different locations, on the HP bar while dead, in the gold tooltip at any time, and below the hero icon while dead

The buyback button is only accessible while dead. It is located on the right side of the death bar. The death bar replaces the HP bar while the hero is dead and shows the respawn time. On its right, the Buyback button is located. The button has 3 different statuses: Ready, not enough gold, and on cooldown. When ready, the button is grey and heightened. On the button, it reads "BUYBACK" in white, and it also displays the current buyback cost. When having not enough gold, the button is red and pushed back. The "BUYBACK" text turns red, and it still displays the current cost. When on cooldown, it looks like when having not enough gold, but the gold cost is replaced by a cooldown timer, showing the remaining cooldown.

The buyback status can also be seen by allies, below the hero icon at the top bar. If the flag has a golden border, that hero has buyback ready and can use it. If there is no golden border, the player has either not enough gold, or it is on cooldown. Like the death bar, this is only visible while dead.

Lastly, the buyback status is also displayed in the gold tooltip, which can be accessed by hovering the mouse over the gold. It displays the currently required amount of gold for the buyback, its cooldown status, and how much gold the player still needs for the buyback, or how much surplus gold they have.

When a hero buys back, a string sound plays ( buyback sound) which is audible to everyone, and a gold symbol appears below the hero's top bar icon, which stays there for several seconds, visible to everyone. The hero also responds to the buyback. Unlike their responses on a regular respawn, which are only audible to the player, a buyback response is audible to everyone. This means no matter what setting a player uses, there is always a cue revealing that a hero bought back.

Level Game time 0:00 Game time 5:00 Game time 10:00 Game time 15:00 Game time 20:00 Game time 25:00 Game time 30:00 Game time 35:00 Game time 40:00 Game time 45:00 Game time 50:00 Game time 55:00 Game time 60:00 Game time 65:00 Game time 70:00 Game time 75:00 Game time 80:00 Game time 85:00 Game time 90:00 Game time 95:00 Game time 100:00
1 101.5 176.5 251.5 326.5 401.5 476.5 551.5 626.5 701.5 776.5 851.5 926.5 1001.5 1076.5 1151.5 1226.5 1301.5 1376.5 1451.5 1526.5 1601.5
2 106 181 256 331 406 481 556 631 706 781 856 931 1006 1081 1156 1231 1306 1381 1456 1531 1606
3 113.5 188.5 263.5 338.5 413.5 488.5 563.5 638.5 713.5 788.5 863.5 938.5 1013.5 1088.5 1163.5 1238.5 1313.5 1388.5 1463.5 1538.5 1613.5
4 124 199 274 349 424 499 574 649 724 799 874 949 1024 1099 1174 1249 1324 1399 1474 1549 1624
5 137.5 212.5 287.5 362.5 437.5 512.5 587.5 662.5 737.5 812.5 887.5 962.5 1037.5 1112.5 1187.5 1262.5 1337.5 1412.5 1487.5 1562.5 1637.5
6 154 229 304 379 454 529 604 679 754 829 904 979 1054 1129 1204 1279 1354 1429 1504 1579 1654
7 173.5 248.5 323.5 398.5 473.5 548.5 623.5 698.5 773.5 848.5 923.5 998.5 1073.5 1148.5 1223.5 1298.5 1373.5 1448.5 1523.5 1598.5 1673.5
8 196 271 346 421 496 571 646 721 796 871 946 1021 1096 1171 1246 1321 1396 1471 1546 1621 1696
9 221.5 296.5 371.5 446.5 521.5 596.5 671.5 746.5 821.5 896.5 971.5 1046.5 1121.5 1196.5 1271.5 1346.5 1421.5 1496.5 1571.5 1646.5 1721.5
10 250 325 400 475 550 625 700 775 850 925 1000 1075 1150 1225 1300 1375 1450 1525 1600 1675 1750
11 281.5 356.5 431.5 506.5 581.5 656.5 731.5 806.5 881.5 956.5 1031.5 1106.5 1181.5 1256.5 1331.5 1406.5 1481.5 1556.5 1631.5 1706.5 1781.5
12 316 391 466 541 616 691 766 841 916 991 1066 1141 1216 1291 1366 1441 1516 1591 1666 1741 1816
13 353.5 428.5 503.5 578.5 653.5 728.5 803.5 878.5 953.5 1028.5 1103.5 1178.5 1253.5 1328.5 1403.5 1478.5 1553.5 1628.5 1703.5 1778.5 1853.5
14 394 469 544 619 694 769 844 919 994 1069 1144 1219 1294 1369 1444 1519 1594 1669 1744 1819 1894
15 437.5 512.5 587.5 662.5 737.5 812.5 887.5 962.5 1037.5 1112.5 1187.5 1262.5 1337.5 1412.5 1487.5 1562.5 1637.5 1712.5 1787.5 1862.5 1937.5
16 484 559 634 709 784 859 934 1009 1084 1159 1234 1309 1384 1459 1534 1609 1684 1759 1834 1909 1984
17 533.5 608.5 683.5 758.5 833.5 908.5 983.5 1058.5 1133.5 1208.5 1283.5 1358.5 1433.5 1508.5 1583.5 1658.5 1733.5 1808.5 1883.5 1958.5 2033.5
18 586 661 736 811 886 961 1036 1111 1186 1261 1336 1411 1486 1561 1636 1711 1786 1861 1936 2011 2096
19 641.5 716.5 791.5 866.5 941.5 1016.5 1091.5 1166.5 1241.5 1316.5 1391.5 1466.5 1541.5 1616.5 1691.5 1766.5 1841.5 1916.5 1991.5 2066.5 2141.5
20 700 775 850 925 1000 1075 1150 1225 1300 1375 1450 1525 1600 1675 1750 1825 1900 1975 2050 2125 2200
21 761.5 836.5 911.5 986.5 1061.5 1136.5 1211.5 1286.5 1361.5 1436.5 1511.5 1586.5 1661.5 1736.5 1811.5 1886.5 1961.5 2036.5 2111.5 2186.5 2261.5
22 826 901 976 1051 1126 1201 1276 1351 1426 1501 1576 1651 1726 1801 1876 1951 2026 2101 2176 2251 2326
23 893.5 968.5 1043.5 1118.5 1193.5 1268.5 1343.5 1418.5 1493.5 1568.5 1643.5 1718.5 1793.5 1868.5 1943.5 2018.5 2093.5 2168.5 2243.5 2318.5 2393.5
24 964 1039 1114 1189 1264 1339 1414 1489 1564 1639 1714 1789 1864 1939 2014 2089 2164 2239 2314 2389 2464
25 1037.5 1112.5 1187.5 1262.5 1337.5 1412.5 1487.5 1562.5 1637.5 1712.5 1787.5 1862.5 1937.5 2012.5 2087.5 2162.5 2237.5 2312.5 2387.5 2462.5 2537.5

Leveling[编辑]

Several heroes leveling up, indicated by the light beam on them
播放 Level up sound
主条目:经验技能

Every hero starts off at level 1 and can level up 24 times, up to level 25. Each new level grants the hero some attribute points (different values for each hero) and an ability point which they can use to level up 技能 or a 天赋. Some abilities and abilities levels require the hero to be on certain levels. Most basic abilities have 4 ability levels and can be leveled on level 1, 3, 5 and 7. Talents can be upgraded at levels 10, 15, 20, and 25. Ultimates usually have 3 levels and can usually be leveled up at level 6/12/18. The exceptions are 米波, who requires different levels for his ultimate, and 祈求者, who has unique different ability scheme.

Heroes level up through the means of experience, which is gained by killing enemy units, or by being within proximity of an enemy unit while an ally kills that enemy unit. The required distance to gain experience is 1300 if the kill is not done by the hero, or if the killed unit was not a hero. Killing other heroes always grants experience, regardless of distance. When multiple heroes are within range of an enemy unit which gets killed, the experience gets evenly split among the heroes. This includes every single clone of 米波, but excludes 天穹守望者's Tempest Double. If a hero is already on max level, it still gets its share of experience when within range, even though it has no use for it anymore, causing it to get wasted. A hero cannot gain and does not get its share of experience while dead.

A level up is indicated by a visual effect, an angled yellow light beam from the sky shining on the hero. This light beam is visible to everyone. A sound effect is also played, which is only audible to the player.

技能相互作用[编辑]

就像其他所有单位类型一样,英雄单位类型与技能会产生不同的作用。一些技能完全不能影响英雄,还有一些在对英雄使用的时候会有不同的效果或数值。

以下技能不能对英雄使用或不影响英雄:

相对地,这些技能只能对英雄使用或只影响英雄:

以下技能在英雄上有着不同的作用:

版本历史[编辑]

版本
改动
  • 重新增加并重做了Bloodseeker minimap icon.png 血魔

画廊[编辑]