DOTA : COOLDOWN
BATTLE SIMULATOR BETA

Build. Battle. Compare.

Pick heroes and builds. Compare combat and DPS under the same conditions.

This beta is under development. Supported heroes, items and combat calculations are still being improved.

RULESET PATCHPATCH 7.41f
Switch between duels and target measurements.

01Heroes · quick setup

Skill points 15 · Equipped items 0 · Selected talents 0

Skill points 15 · Equipped items 0 · Selected talents 0

Skills, items & talents

Battle setup

Change settings before a battle or after resetting.

Left hero

Points 15/18
Items · talents · behavior

Equipment · 6 slots

0 / 6

Select a slot to replace it. Components and held Moon Shards support duplicates; effect items currently support one per type.

Chance effects use seeded independent rolls rather than Valve PRD. Vision, illusions and extra targets are excluded. Lightning measures the first target; Desolator starts without kill/assist stacks.

Talents

Behavior

Auto-use · priority

The first learned spell or equipped active item that meets every condition is used, from top to bottom. Other actions, attacks and movement continue while a condition is unmet.

  1. Use conditionsDefault conditions
  2. Use conditionsDefault conditions
  3. Use conditionsDefault conditions

Health 100% and mana reserve 0% add no restriction. Example: BKB at 60% own health; ultimate after 3 seconds. Conditions are checked when starting a cast; later health changes do not cancel it.

Range, mana costs, cooldowns, silence, taunts and existing buff checks still apply. These are user-defined experiment settings, not strategic game AI.

Exclude from Octarine reduction

Attack damage
121.0
Armor
10.3
Attack interval
0.99s
Magic resist
34.6%
Damage dealt 0Attacks 0Casts 0

Right hero

Points 15/18
Items · talents · behavior

Equipment · 6 slots

0 / 6

Select a slot to replace it. Components and held Moon Shards support duplicates; effect items currently support one per type.

Chance effects use seeded independent rolls rather than Valve PRD. Vision, illusions and extra targets are excluded. Lightning measures the first target; Desolator starts without kill/assist stacks.

Talents

Behavior

Auto-use · priority

The first learned spell or equipped active item that meets every condition is used, from top to bottom. Other actions, attacks and movement continue while a condition is unmet.

  1. Use conditionsDefault conditions
  2. Use conditionsDefault conditions
  3. Use conditionsDefault conditions

Health 100% and mana reserve 0% add no restriction. Example: BKB at 60% own health; ultimate after 3 seconds. Conditions are checked when starting a cast; later health changes do not cancel it.

Range, mana costs, cooldowns, silence, taunts and existing buff checks still apply. These are user-defined experiment settings, not strategic game AI.

Exclude from Octarine reduction

Attack damage
107.0
Armor
7.8
Attack interval
1.16s
Magic resist
29.5%
Damage dealt 0Attacks 0Casts 0

Random effects are seeded. Verified classifications use an increasing-chance PRD model after failures; this does not certify identical internal Valve randomness for every effect. Repeated runs describe this model.

Lina Lv.18

Idle
1440 / 1440
1227 / 1227
Dragon Slave4
Light Strike Array4
Fiery Soul4
Laguna Blade3

Axe Lv.18

Idle
1748 / 1748
615 / 615
Berserker's Call4
Battle Hunger4
Counter Helix4
Culling Blade3
Helix 0/4
Loading original 3D models and animations0%
Ready0.0s
BETA · RULES 9

Repeated runs · equipment A/B

Repeat the same setup with different seeds. Win shares describe this model, not real match win rates. Computation stays on this device without external API requests.

Baseline A

Complete a battle or DPS measurement to remember the first result as A. This baseline resets when you leave the page.

Verification & calculation detailsNative stat/spell observations, source JSON and hero-specific limits.
Patch 7.41f has no selectable facets.

Valve removed facets in 7.41. Official data and all 23 retired facet definitions across these fifteen heroes were checked. This ruleset uses current innates, Scepter, Shard and talents. Official Valve 7.41 patch ↗

15 supported heroes · verification scope

Simulates these fifteen heroes’ spells, ultimates, innates, talents and supported equipment. Allies, creeps, illusions, vision and terrain outside the 1v1 are excluded. Hero-specific limits appear below.

Lina

Existing models, abilities and native observations are retained. A 1v1 has no secondary cleave or allied-aura targets.

Axe

Existing models, abilities and native observations are retained. A 1v1 has no secondary cleave or allied-aura targets.

Sven

Existing models, abilities and native observations are retained. A 1v1 has no secondary cleave or allied-aura targets.

Sniper

Existing models, abilities and native observations are retained. A 1v1 has no secondary cleave or allied-aura targets.

Zeus

Current-health damage, Lightning Hands and Nimbus. Arc hits the single opponent; Nimbus is a fixed, indestructible area. Vision and invisibility checks are excluded.

Lion

Channeling, Hex, Finger and its fist buff. Each fight starts without earlier hero kills/deaths: permanent kill stacks and respawn amplification start at zero.

Lich

Shield, channeling and Chain Frost bounces via Ice Spire. Sacrifice needs an allied creep and is unavailable. The spire uses simple geometry. Enemy AI attacks/destruction, the death Chain Frost talent and other spells during Scepter channeling are modeled; not every interaction is natively certified.

Phantom Assassin

Strike charges, evasion, Deadly Focus and the active innate. Rolls use a seeded PRD model, without certification of identical Valve internal randomness. Blur vision/invisibility is not reproduced.

Viper

Poison autocast, resistance reduction, attack slows and Break. Against the fixed-health target, Predator follows its configured health percentage. Extra targets and buildings are excluded.

Bristleback

Goo, Quill stacks, Warpath and rear mitigation. Linear combat models front/back, not side angles or 2D turning. Scepter turns the hero away while releasing quills.

Juggernaut

Blade Fury, slashes, crits and Healing Ward in a1v1. Extra-enemy bounce paths, freely controlled ward movement, terrain and vision are not reproduced.

Ursa

Current-HP damage, Fury Swipes stacks, Overpower attack-attempt charges, Enrage damage reduction and status resistance. The opponent and Roshan follow distinct rules.

Slardar

Bash uses an attack counter; Haze uses signed armor reduction. Water bonuses apply only inside created puddles/trails, not across the arena.

Drow Ranger

Frost Arrows is a mana-costing attack modifier. Gust, Multishot and Marksmanship use the single opponent; no extra enemies are invented.

Lifestealer

Rage, max-HP-based healing, Open Wounds and Scepter Infest are distinct. Allied-creep/hero hosts are unavailable in this1v1; Scepter enemy-hero Infest has separate conditions.

The five additions use checked Valve7.41f data, game files, original models, equipment and animations. Expand the native observations below for isolated stat, spell and interaction measurements and remaining differences. Matching selected cases does not certify complete fights.

Valve · 5 Heroes · 7.41f · JSON ↘

Observations verify only the recorded conditions, not all loadout DPS, Valve PRD or every interaction. Earlier ruleset records are retained and are not directly compared with this ruleset.

Compare with the actual game

Native engine observations available

Compare unbuffed values with the same patch, level, items and talents. Manually entered observations stay in this page.

PATCH 7.41f · Game client version 6969 / 11175759
MetricWeb calculationActual game observationDifference
Max health1440.000.000 ✓
Max mana1227.000.000 ✓
Average attack damage121.000.000 ✓
Armor10.300.000 ✓
Magic resistance %34.600.000 ✓
Attack interval (s)0.9890.000 ✓

This condition has saved native observations. Editing a value switches that field to your input.

Isolated spell observations · 11

Level 18, no talents or attribute bonuses, max spell rank, against Sven. Damage includes burn. Only Flame Cloak uses Scepter. Damage is rounded up per hit; Lina burn uses the observed 1-second interval. Helix uses the health delta after four forced attacks. Timing samples the cast phase about every33ms. △ indicates a remaining difference.

AbilityDamage web / nativeMana web / nativeCast point web / native
Dragon Slave286.0 / 286.0 ✓120 / 120.00.35 / 0.367s
Light Strike Array253.0 / 253.0 ✓130 / 130.00.45 / 0.467s
Laguna Blade887.0 / 887.0 ✓450 / 450.00.30 / 0.300s
Flame Cloak0.0 / 0.0 ✓50 / 50.00.00 / 0.000s
Battle Hunger300.0 / 300.0 ✓80 / 80.00.30 / 0.300s
Berserker's Call0.0 / 0.0 ✓120 / 120.00.30 / 0.267s
Culling Blade475.0 / 475.0 ✓150 / 150.00.30 / 0.300s
Counter Helix160.0 / 160.0 ✓0 / 0.0—
Storm Hammer227.0 / 227.0 ✓110 / 110.00.20 / 0.200s
Warcry0.0 / 0.0 ✓45 / 45.00.00 / 0.000s
God's Strength0.0 / 0.0 ✓150 / 150.00.30 / 0.300s
Additional observations · movement and item interactions · 14

PATCH 7.41f · Game client version 6969 / 11175759 · 10/29/2026, 3:21:07 PM KST

Measured at level 18 without talents in a separate local practice map. Sven’s actual defenses were recorded, with regeneration and outside damage blocked. All 14 conditions kept both units alive. Movement values use Sven; the two movement cases ran separately after previous Shrapnel zones expired.

CheckWeb / native or applied values
Three isolated Lina damage spells286 / 286 · 253 / 253 · 887 / 887
Movement speed during 100% Headshot slow100 / 100
Speed after Headshot expires inside Shrapnel227.5 / 227.5
Speed after leaving Shrapnel325 / 325
Assassinate cast point · base / Scepter2.0s / 0.5s
Mask · Satanic passive / active lifesteal22% · 25% / 170%
Desolator · Assault armor reduction−6 · −5
Daedalus critical multiplier225%
Monkey King Bar Pierce bonus70 magic · rounded with the attack
Maelstrom lightning110 magic → 78 after observed resistance

Headshot and Shrapnel slows expire independently. Damage is rounded up per hit; lifesteal uses pre-rounding damage and preserves fractional precision. Native health displays integers, so accumulated healing was compared within 1.1 HP.

Pierce’s magic bonus uses magic resistance while the physical attack uses armor; their total is rounded together. Native events group both into one attack, so the event type alone does not identify every component. Crit and lightning combinations were also observed with normal attacks. This does not certify Valve PRD, full DPS across all loadouts, or innate melee damage block.

Download raw observations for all 14 conditions
Method and remaining differences

Base stats, items, mana, cooldowns and cast points are checked against Valve data. Damage, recovery and facet interactions without native observations are not marked as measured.

Download the native measurement Lua

Additional observations · movement, items & level-30 talents

PATCH 7.41f · 6969 / SourceRevision 11175759 · 10/29/2026, 7:03:32 PM KST

ConditionHealth · web / nativeDamage · web / nativeMove speed · web / native
Sniper · Phase Boots1286 / 1286109 / 109335.0 / 335.0
Sven · Phase Boots1946 / 1946175 / 175375.0 / 375.0
Sniper · both boot types1506 / 1506109 / 109335.0 / 335.0
Sniper · Phase active1286 / 1286109 / 109368.5 / 368.5
Sven · Phase active1946 / 1946175 / 175450.0 / 450.0
Sven · level 30, both talents2870 / 2870248 / 248325.0 / 325.0

Only the higher boot movement bonus applies. Melee/ranged Phase effects and all eight level-30 talents were compared. Headshot pushed outward despite reversed facing and caused no displacement during BKB. This does not certify exact native displacement or every other item combination.

Download raw observations for the eight additional conditions

Six added heroes · native verification

Local Workshop observations use the same build and patch. Target health, armor, resistance, suppressed regeneration and damage-event totals are recorded together. Counts are experiments, not actual-match samples or win rates.

Stat configurations
36
Compared stat metrics
432
Spell / status fixtures
37

PATCH 7.41f · 6969 / 11175759 · 10/30/2026, 10:38:54 AM KST

Download native observations ↘

Observations verify only the recorded conditions, not all loadout DPS, Valve PRD or every interaction. Earlier ruleset records are retained and are not directly compared with this ruleset.

Additional hero and interaction observations

Measurements from a dedicated local practice map, not match statistics or certification of complete fights. Initial observations affected by towers or leftover wards are excluded; comparisons use neutral-environment reruns.

PATCH 7.41f · Engine build 10938 · Client 6969 · Source revision 11175759 · 10/30/2026, 7:03:20 PM KST

Hero measurement setups 83 · Compared stat values 441/441 · Interaction setups 11

ComparisonNative observationWeb calculation / behavior
Blade Fury · isolated setup25 hits · 625 damage25 hits · 625 damage
Omnislash · plain / Treads8 / 9 attacks8 / 9 attacks
Scepter Infest · full4s5 internal attacks · exit raw4005 internal attacks · exit raw400
Slardar Shard · measured defensesArmor reduction, then418 damageSame order · 418 damage
Scepter Enrage · ordinary ordersAllowed while stunned; blocked by hex/silenceSame restrictions
Ursa30 · properly learned talent retestAverage attack174 · 3 real hits checkedAverage attack174
Multishot · level25 extra-wave talent5 hits · 695 damage5 hits · 695 damage
Physical bonuses · crit eligibility180 forced hits · formulas and HP checkedOne damage packet · source totals conserved
Impale · 25% status resistanceStun1.65sStun1.65s
Natural item-proc samplesIncomplete · game work pausedWeb PRD model · no native distribution certification

Scope and remaining differences

  • 441 of442 baseline values matched. Ursa30 attack163 from a forced-talent cache was excluded; proper-learning retest174 matches the web. The original163 is retained.
  • Of11 interaction setups:9 direct observations,1 limited postdeath-projectile observation and1 Scepter Gaze retest pending. Four natural-attack series are unfinished and not counted as validated.
  • Remaining scope includes the25/26-hit end-frame boundary, Multishot timing differences around20–40ms, ward/glacier geometry, Spire projectile flight and full loadout combinations.

Proc frequencies from ordinary attacks are finite samples. Seeds reproduce this web model, not Valve’s private random state or every item combination.

Main75 setups · Raw observations JSON ↘ · Comparison JSON ↘ · Measurement Lua ↘

Packet/talent retests4 setups · Raw observations JSON ↘ · Comparison JSON ↘ · Measurement Lua ↘

Ordinary orders4 setups · Raw observations JSON ↘ · Comparison JSON ↘ · Measurement Lua ↘

Paused interaction capture11 setups · Raw observations JSON ↘ · Comparison JSON ↘ · Measurement Lua ↘

How to read cast animation and channeling
Cast animation
The preparation before the spell begins. Moving into range, turning and command delivery latency are excluded.
Channeling
The time spent maintaining the spell after its cast animation. Movement or interrupts may end it; movement permissions and interruption effects vary by ability.
Total cast time
The sum of cast animation and channeling for a full cast. Abilities do not necessarily wait until the end to start taking effect.

Example: Elder Titan’s Echo Stomp has a 0.4s cast animation followed by 1.3s channeling, totaling 1.7s. The stomp takes effect when the cast completes without interruption.

Some abilities deal damage or apply effects while channeling. Projectile travel, separate effect delays, buff durations and stun durations are different from this total. Check the ability description for its effect timing.

A channeling time of 0s means no channeling. Not provided means the value is unverified. Passives show Not applicable.

These are base timings for the selected patch and ability rank. Octarine cooldown reduction does not shorten casting time. Talent or item changes to casting speed are excluded unless explicitly shown.

Attack animation is the time until a hit or projectile launch. Base attack interval is the cycle between attack starts. These values are before attack-speed modifiers.

Rules and sources

Simulates these fifteen heroes’ spells, ultimates, innates, talents and supported equipment. Allies, creeps, illusions, vision and terrain outside the 1v1 are excluded. Hero-specific limits appear below.

Combat uses a 0.02s step and may differ from animation frames. Terrain, vision, extra targets, unlisted items and Valve PRD are outside scope. Melee block subtracts16 from physical attacks with a seeded50% PRD model; enable it separately for the DPS target.

Random effects are seeded. Verified classifications use an increasing-chance PRD model after failures; this does not certify identical internal Valve randomness for every effect. Repeated runs describe this model.

Observations verify only the recorded conditions, not all loadout DPS, Valve PRD or every interaction. Earlier ruleset records are retained and are not directly compared with this ruleset.

Spells release after their cast animation without an extra forced recovery delay. Repeated attacks follow their attack interval. This does not predict real match win rates.

Patch, capture and source details

Hero data · PATCH 7.41f · 10/28/2026, 2:34:41 PM KST

Expanded equipment captured: 10/29/2026, 12:53:12 PM KST

This fixed ruleset is independent of the atlas patch selector. New patches require validation.

Models and animations: Valve game files. Battle logic and effects: implemented by this site.

Recent battle events

  1. Start a fight to see casts and hits.