Dota 2 Mars Guide: How to March Into Battle as the God of War

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  Mars has four abilities: Spear of Mars (Q), God’s Rebuke (W), Bulwark (Passive — E), and his ultimate, Arena of Blood (R).

  Damage — 100 / 175 / 250 / 325

  Impale Stun Duration 1.6 / 2 / 2.4 / 2.8

  Mana Cost: 100

  Cooldown 14 seconds

  Mars throws his spear in a straight line, hitting and knocking back every unit it hits. Heroes hit by the spear are pushed back and can be impaled on rocks and trees, leaving them stunned for a couple of seconds. Keep in mind that using the Iron Branch won’t work with the ability. However, you can impale enemy heroes using other abilities, like Nature’s Prophet and his Sprout, as well as in conjunction with Mars’ ultimate, Arena of Blood.

  Critical Damage: 160 / 200 / 240 / 280%

  Mana Cost: 55 / 60 / 65 / 70

  Cooldown: 16 / 14 / 12 / 10 seconds

  Mars stomps his abnormally large shield onto the ground, dealing critical damage to units caught in the area in front of him. The ability also has True Strike, which means, it will never miss, making it perfect for heroes who have evasion abilities, such as Phantom Assassin.

  Front Damage Reduction: 25 / 40 / 55 / 70%

  Side Damage Reduction: 12 / 20 / 27 / 35%

  This is pretty much like Bristleback’s, well, Bristleback skill, but instead of applying damage reduction to any type of damage, Bulwark only works against physical attacks. So, don’t get any wrong idea of tanking Lion’s Finger of Death, or Lina’s Laguna Blade. You’ll be in for a world of hurt if you do that.

  Spear Damage: 150 / 200 / 250

  Mana Cost: 200

  Cooldown: 90 / 75 / 60 seconds

  Being the God of War, Mars can do a lot of things, including, resurrect the dead. Or, at least, those who were part of his former army, the Ash Legion.

  Using Arena of Blood, the new Dota 2 hero can summon a circular arena that prevents enemies from going in and out of it. Any enemy attempting to go outside while the Arena of Blood is still active will get skewered for 150 / 200 / 250 damage.

  Mars is a hero that has excellent tank potential against certain lineups despite lacking a lot of items, and he’s got decent wave clear, allowing him to farm fast, both in the lane and in the jungle. Give him farm, and Mars is an absolute monster that can easily take over games , which makes the safe lane viable. However, the offlane feels like the natural position for this hulking brute.

  The thing is, Mars isn’t a squishy hero, nor is he hard enough of a carry to be able to benefit as much from a lot of farm priority. Putting Mars in the safe lane means putting your team on a timer, because he does fall off eventually.

  The middle lane is a good idea, albeit, when only against certain matchups. Mars can clear waves relatively fast, has decent attack damage, and is an excellent laner. The issue? Mars isn’t exactly the sort of hero to make rotations. He’s got limited mobility. He’s a hero best played as someone who forces rotations to come to him, therefore making space for his other teammates by drawing the attention of the enemy team. Even if you can do that in the middle lane, that’s a job that you can still do as effectively from the offlane.

  Not to mention, by playing Mars in the offlane, you can make life miserable for the opponent’s safe lane carry and force them to make rotations there, freeing your team’s other two cores.

  Spear of Mars: Levels 1, 3, 5, 7

  God’s Rebuke: Levels 2, 4, 8, 9

  Bulwark: Levels 11, 13, 14, 16

  Arena of Blood: Levels 6, 12, 18