Best Heroes to Buy A Glimmer Cape in 7.33C Patch
| Tags: Dota 2
| Author Chetan Shekar
You can turn invisible using a Glimmer Cape to get more assists in the 7.33c patch for Dota 2,
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The Dota Plus update brings new rewards for Guild members that teams can play together to unlock. People can receive plenty of emoticons, sprays, and voice lines for their chat wheels by winning Guild games online with a Dota Plus membership. It also includes the newly introduced Summer 2023 Seasonal Treasure that has several fascinating sets for heroes like Zeus, Queen of Pain, Sand King, and Ember Spirit.
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Moving undetected on the New Frontiers map makes it easier to fight enemy heroes and protect allies in the 7.33c patch. Support heroes can buy a Glimmer Cape to turn invisible for 5 seconds, providing a barrier that absorbs up to 300 magical damage from spells cast by the enemy team. Glimmer Cape costs 2150 gold in the game. The item increases the magic resistance of heroes by 25%, reducing the damage taken from incoming spells throughout the match.
Take a look at the best heroes to buy a Glimmer Cape in Dota 2 to win more matches in the 7.33c patch.
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Bane
Bane is a Universal hero with a number of spells that you can cast to disable enemies. Most of his spells deal Pure damage to enemy heroes, penetrating their armor in battles. Bane can take the safe lane to farm more gold to buy a Glimmer Cape before he reaches level 10. He has a base mana pool of 351 and gains 2.5 attributes of Strength, Intelligence, and Agility per level, making him a well-balanced hero in the game.
You can cast Brain Sap on enemy heroes to drain up to 300 health per cast. Bane can regain his health with each instance of Brain Sap, letting him survive battles longer in lanes. Brain Sap has a cooldown of 11 seconds and needs 160 mana to be used per cast. You can reduce the cooldown of Brain Sap by 2 seconds at level 10 through the Talent Tree.
Purchasing a Glimmer Cape will help Bane use Brain Sap on enemy heroes without getting hit. The increased magic resistance granted by Glimmer Cape allows Bane to tank damage from various spells in Dota 2. He can rescue allies in team fights by using Nightmare on enemy heroes. Bane can put enemy heroes to sleep for up to 6.5 seconds using Nightmare, preventing them from moving, attacking, or casting any of their abilities for the duration of the spell. Nightmare has a cast range of 650 and lets Bane attack his target freely in battles.
He can use his ulti, Fiend’s Grip, on enemy heroes to disable them for 5.8 seconds. Bane deals 150 Pure damage per second (DPS) to his enemies by using Fiend’s Grip. He will not be able to attack other heroes while channeling his ulti, making Glimmer Cape an invaluable item for the Universal hero. Fiend’s Grip has a cooldown of 100 seconds and requires 400 mana to be used per cast. You can upgrade Fiend’s Grip by purchasing an Aghanim’s Scepter to create 2 illusions of Bane while using his ulti to distract enemy heroes.
You can buy a Veil of Discord for Bane to increase the damage dealt from his spells. Veil of Discord can be used to cast Magic Weakness on enemy units in a radius of 600. The effects of Veil of Discord can last for up to 16 seconds. The item can be bought for 1525 gold in the game, making it useful during the early game stage of a match. You can use Glimmer Cape to turn invisible and escape enemy encounters after losing a significant amount of health in team fights while playing
Bane in Dota 2.
Enigma
Enigma is a mighty hero that you can choose to push lanes and disable enemies in the 7.33c patch. He can be an amazing support hero who can stun enemy heroes in lanes using Malefice. Enigma can stun enemies 3 times in a row for 0.9 seconds using Malefice to deal 100 damage per instance. Malefice has a cooldown of 14 seconds and requires 130 mana. Enigma can cast multiple instances of Malefice in lanes to help his allies attack carry heroes with physical attacks.
His ulti, Black Hole, requires Enigma to channel his ability for 4 seconds. You can use Glimmer Cape after casting Black Hole to turn Enigma invisible for the duration of his ulti. Black Hole pulls all enemy heroes closer to the center, preventing them from moving or attacking your allies in battles. Enemy units caught in a Black Hole take up to 200 damage per second (DPS) in a radius of 420. Enigma can buy a Blink Dagger to initiate team fights without being noticed by enemy heroes.
You can cast Midnight Pulse on the map to amplify the damage dealt from his spells in a radius of 550. Midnight Pulse can deal up to 11% of their current health as DPS for 12 seconds. You can use Glimmer Cape to move around the map discreetly to jump enemy heroes in lanes with Enigma.
People can cast Demonic Conversion on enemy creeps and neutrals to create up to 3 Eidolons. These controlled units have 240 health, deal 47 damage per hit, and have an attack range of 500. Enigma can create an army of Eidolons by letting these units attack enemies in battles. The Universal hero can attack enemies disabled in a Black Hole with Eidolons to deal bonus damage to the enemy team.
Shadow Shaman
Shadow Shaman is a major disabler in Dota 2. He can nuke enemy heroes in lanes with Ether Shock to deal over 300 damage to multiple units. Shadow Shaman can wipe out entire waves of enemy creeps with Ether Shock to obliterate them in lanes. Ether Shock has a cooldown of 8 seconds and requires 145 mana to be used
per cast.
You can buy a Glimmer Cape for Shadow Shaman to increase his magic resistance. Shadow Shaman can turn invisible using Glimmer Cape to cast Shackles on enemy heroes. He can hold enemy heroes in place for up to 4.2 seconds to deal 270 damage in team fights using Shackles. Once an enemy hero is stunned using Shackles, Shadow Shaman can cast his ulti, Mass Serpent Ward, to summon up to 10 serpents that deal 120 attack damage to enemy heroes. These serpents can last for up to 45 seconds, making it harder for his enemies to escape battles.
Shadow Shaman can cast Hex on enemy heroes to disable them for 2.8 seconds. He can use Hex right after casting Mass Serpent Ward to deal maximum damage to disabled heroes. Hex has a cooldown of 12 seconds and needs 200 mana to be used. You can reduce the cooldown of Hex by 2 seconds at level 10. Hex also applies a break for the duration of the spell at level 20, preventing enemy heroes from using their passive abilities after being targeted by Hex.