Dota Underlords - contact@rockpapershotgun.com (Ollie Toms)

Much like Dota itself, the roster of Dota Underlords heroes is sublimely complex. Do you pick heroes based on their potential alliances, or their high DPS, or their excellent abilities? How should you alter your build based on the heroes you do pick? At what stage of a match does a hero excel or fall off? All these questions are answered below in our Dota Underlords heroes guide – and we’ve also included a handy Dota Underlords cheat sheet which contains essential info on every single hero, all viewable on a single screen.

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Dota Underlords - contact@rockpapershotgun.com (Matt Cox)

Oh, I’d missed doing this: combing through reams of arcane patch notes, jointly audibly reacting as you and your friends stumble across change after change that unravels your understanding of a game you’re invested in. Valve are upending Dota Underlords this weekend. Neutrals will be nastier, spells will no longer target (most) summons, over half the heroes are due to be rejigged and – most interestingly of all – re-rolling the hero shop will never cough up a hero that was just on offer.

What does it all mean! Good things, mostly.

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Dota Underlords - Finol


GENERAL:
  • Added Loot Round tips and tricks to the Season Info tab
  • Added Battle Pass Loadout. You can now change your equipped items
  • Added Path to Sunbreeze custom board
  • Fixed high CPU utilization on macOS
  • Removed code that caused crashes and kept code that doesn't cause crashes
  • Buffed Battle Pass XP rewards for playing matches:
    • 1st: 120->150
    • 2nd: 80->120
    • 3rd: 60->100
    • 4th: 50->90
    • 5th: 30->80
    • 6th: 20->70
    • 7th: 10->60
    • 8th: 10->50

  • Increased Battle Pass XP rewards for the different tiers of daily challenges:
    • 250->400
    • 500->800
    • 1000->1600

MOBILE:
  • The work continues on increasing performance on iOS and Android devices
  • Improved battery usage on iOS

GAMEPLAY:
  • Combat persists while some abilities complete their attacks (Lich, Witch Doctor, etc)
  • Summons are no longer included in targetting for spells. Except for special summons like Arc Warden and Spirit Bear
  • Fixed boxed in Assassins not jumping toward their enemies
  • Assassins that have an enemy in their attack range will attack instead of jumping
  • Changed the length of the preparation phase for the first 3 rounds from 25 seconds to 15 seconds
  • Don't target healing-disabled units for heals
  • There is now a notification when someone completes their win streak
  • You won't see heroes from the previous shop whenever you re-roll the shop

ALLIANCE CHANGES:
  • Warlock Alliance now targets the unit with the lowest health % not lowest health value
  • Warlock Alliance lifesteal changed from [50%, 100%, 150%] to [50%, 80%, 130%]
  • Troll Alliance Tier 1 now provides 10% attack speed bonus to ALL allies.
  • Knight Alliance changed from [ -15, -20, -30 ] to [ -15, -20, -25 ]
  • Bloodbound Alliance extra damage changed from +100% to +125%
  • Heartless Alliance changed from [-5, -10, -20] to [-5, -10, -15]
  • Primordial Alliance now also has a 10% chance to disarm ranged attackers for 4 seconds
  • Scrappy Alliance now takes 2 units per level (down from 3) :
    • Level 1 - A random scrappy unit is granted +9 Armor and +8 HP regeneration
    • Level 2 - All scrappy units are granted +9 Armor and +8 HP regeneration
    • Level 3 - All allies are granted +9 Armor and +8 HP regeneration
    • [Armor and HP are doubled if you start the fight with less units than your opponent] is changed to [Armor and HP are doubled whenever you have fewer units alive than your opponent does].

HERO CHANGES

Abaddon:
  • Attack Damage Minimum changed from [45, 90, 180] to [45, 90, 216]
  • Attack Damage Maximum changed from [55, 110, 220] to [55, 110, 264]
  • Aphotic Shield:
    • Damage Absorb changed from [100, 300, 500] to [100, 300, 600]
Arc Warden:
  • Attack Speed changed from 0.59 to [0.59, 0.67, 0.77]
  • Maximum Health changed from [600, 1100, 2200] to [600, 1100, 2650]
  • Attack Damage Minimum changed from [75, 150, 250] to [75, 150, 300]
  • Attack Damage Maximum changed from [85, 170, 290] to [85, 170, 350]
Clockwerk:
  • Armor changed from [5, 7, 9] to [5, 7, 10]
  • Maximum Health changed from [700, 1400, 2800] to [800, 1600, 3200]
  • Attack Damage Minimum changed from [45, 90, 180] to [55, 110, 220]
  • Gold Cost changed from 1 to 3
  • Draft Tier changed from 1 to 3
  • Attack Damage Maximum changed from [55, 110, 220] to [65, 130, 260]
  • Battery Assault:
    • Damage Tick Rate changed from 0.7 to [0.7, 0.7, 0.35]
Enigma:
  • Alliance changed from Primordial Warlock to Primordial Shaman
  • Midnight Pulse:
    • Radius changed from [2, 3, 4] to [1, 2, 3]
Kunkka:
  • Ghostship:
    • Damage changed from [150, 250, 350] to [50, 150, 250]
    • Cooldown changed from 10 to 15
Lina:
  • Laguna Blade:
    • Damage changed from [500, 750, 1000] to [500, 750, 1200]
Lone Druid:
  • Maximum Mana changed from 100 to 60
  • Summon Spirit Bear:
    • Mana Cost changed from 100 to 60
Spirit Bear:
  • Alliances changed from Savage to Savage Druid
Lycan:
  • Maximum Health changed from [750, 1500, 3000] to [750, 1500, 3600]
  • Attack Damage Minimum changed from [50, 100, 200] to [50, 100, 240]
  • Attack Damage Maximum changed from [60, 120, 240] to [60, 120, 288]
  • Summoned Wolves now have phased movement and can run through other units
Medusa:
  • Gold Cost changed from 4 to 5
  • Draft Tier changed from 4 to 5
  • Split Shot:
    • Damage Modifier changed from -40% to -20%
    • Extra Shots changed from 2 to [2, 3, 4]
Mirana:
  • Maximum Mana changed from 100 to 70
  • Attack Damage Minimum changed from [55, 110, 220] to [66, 132, 264]
  • Attack Damage Maximum changed from [65, 130, 260] to [78, 156, 312]
  • Sacred Arrow:
    • Mana Cost changed from 100 to 70
Morphling:
  • Attack Speed changed from 0.77 to 0.91
  • Maximum Mana changed from 100 to 75
  • Waveform:
    • Cooldown changed from [10, 8, 6] to [8, 6, 4]
    • Mana Cost changed from 100 to 75
Nature's Prophet:
  • Nature's Call:
    • Cast Animation length changed from 1.97 to 1.0
Lesser Treant:
  • Now spawn near Nature's Prophet
  • Attack Speed changed from 0.67 to 0.83
  • Maximum Health changed from [300, 500, 700] to [350, 600, 800]
Necrophos:
  • Death Pulse:
    • Cooldown changed from 5 to 7.5
Omniknight:
  • Maximum Health changed from [700, 1400, 2800] to [700, 1400, 3360]
  • Attack Damage Minimum changed from [40, 80, 160] to [40, 80, 190]
  • Attack Damage Maximum changed from [50, 100, 200] to [50, 100, 240]
  • Purification:
    • Heal changed from [200, 400, 600] to [200, 400, 720]
Phantom Assassin:
  • Attack Damage Minimum changed from [70, 140, 280] to [70, 140, 300]
  • Attack Damage Maximum changed from [90, 180, 360] to [90, 180, 400]
  • Coup de Grace:
    • Crit Chance changed from 10 to [15, 20, 25]
Puck:
  • Maximum Mana changed from 100 to 60
  • Illusory Orb:
    • Mana Cost changed from 100 to 60
Queen of Pain:
  • Armor changed from 0 to 5
Razor:
  • Maximum Health changed from [750, 1500, 3000] to [500, 1000, 2000]
  • Attack Damage Minimum changed from [50, 100, 200] to [40, 80, 160]
  • Gold Cost changed from 3 to 1
  • Draft Tier changed from 3 to 1
  • Attack Damage Maximum changed from [60, 120, 240] to [50, 100, 200]
  • Plasma Field:
    • Max Damage changed from [100, 175, 250] to [50, 100, 150]
Sand King:
  • Maximum Health changed from [550, 1100, 2200] to [750, 1500, 3200]
  • Attack Damage Minimum changed from [45, 90, 180] to [70, 140, 270]
  • Gold Cost changed from 3 to 4
  • Draft Tier changed from 3 to 4
  • Attack Damage Maximum changed from [60, 120, 240] to [80, 160, 320]
  • Caustic Finale:
    • Attack Slow changed from -30 to -35
    • Attack Slow duration changed from 3 to 3.5
    • Damage on expiration changed from [45, 90, 180] to [55, 100, 190]
    • Damage on kill changed from [50, 100, 150] to [60, 110, 160]
    • Burrow Strike now displaces the target unit from its cell.
Shadow Fiend:
  • Attack Damage Minimum changed from [70, 140, 280] to [70, 140, 336]
  • Attack Damage Maximum changed from [80, 160, 320] to [80, 160, 384]
Slark:
  • Maximum Health changed from [500, 1000, 2000] to [500, 1000, 2400]
  • Attack Damage Minimum changed from [50, 72, 105] to [50, 72, 126]
  • Attack Damage Maximum changed from [60, 92, 145] to [60, 92, 174]
Sniper:
  • Attack Speed changed from 0.63 to [0.63, 0.63, 0.77]
  • Maximum Health changed from [450, 900, 1800] to [450, 900, 2160]
  • Attack Damage Minimum changed from [125, 180, 330] to [125, 180, 396]
  • Attack Damage Maximum changed from [150, 210, 360] to [150, 210, 432]
Techies:
  • Remote Mines:
    • Radius changed from 4 to [3, 3, 4]
Terrorblade:
  • Maximum Health changed from [650, 1300, 2600] to [650, 1300, 3120]
  • Attack Damage Minimum changed from [45, 90, 180] to [45, 90, 216]
  • Attack Damage Maximum changed from [65, 130, 260] to [65, 130, 312]
Tidehunter:
  • Alliance changed from Scaled Hunter to Scaled Warrior
  • Maximum Health changed from [950, 1900, 3800] to [850, 1700, 3400]
  • Gold Cost changed from 5 to 4
  • Draft Tier changed from 5 to 4
  • Health Regeneration changed from 5 to 0
  • Ravage:
    • Radius changed from [2, 3, 4] to [1, 2, 3]
    • Damage changed from [150, 250, 350] to [100, 150, 250]
    • Duration changed from [2, 2.5, 3] to [2, 2.25, 3]
Tinker:
  • Maximum Health changed from [500, 1000, 2000] to [750, 1500, 3500]
  • Attack Damage Minimum changed from [40, 80, 160] to [50, 100, 225]
  • Gold Cost changed from 1 to 3
  • Draft Tier changed from 1 to 3
  • Attack Damage Maximum changed from [50, 100, 200] to [60, 120, 275]
  • Heat-Seeking Missile:
    • Cooldown changed from [8, 6, 4] to [8, 6, 0.5]
    • Damage Per Missile changed from [250, 350, 450] to [350, 450, 450]
    • Targets changed from 3 to [2, 3, 4]
Treant Protector:
  • Maximum Health changed from [650, 1300, 2300] to [750, 1500, 2500]
  • Gold Cost changed from 2 to 3
  • Draft Tier changed from 2 to 3
  • Leech Seed:
    • Damage changed from [60, 90, 120] to [80, 110, 150]
    • Radius changed from 3 to 1
    • Expires when the target dies
Troll Warlord:
  • Attack Speed changed from 0.91 to 1.0
  • Maximum Health changed from [900, 1800, 3600] to [1200, 2000, 4000]
  • Attack Damage Minimum changed from [90, 180, 360] to [180, 360, 520]
  • Gold Cost changed from 4 to 5
  • Draft Tier changed from 4 to 5
  • Attack Damage Maximum changed from [100, 200, 400] to [200, 400, 600]
Tusk:
  • Maximum Health changed from [650, 1300, 2600] to [700, 1400, 2800]
Venomancer:
  • Maximum Health changed from [550, 1100, 2200] to [500, 1000, 2000]
  • Gold Cost changed from 3 to 1
  • Draft Tier changed from 3 to 1
  • Attack Damage Maximum changed from [60, 120, 240] to [55, 110, 220]
  • Plague Ward:
    • Number of wards changed from [1, 2, 4] to [1, 1, 3]
Plague Ward:
  • Armor changed from 5 to 0
  • Maximum Health changed from 200 to [200, 200, 240]
  • Attack Damage Minimum changed from 50 to [50, 80, 120]
  • Attack Damage Maximum changed from 100 to [55, 100, 140]
Viper:
  • Maximum Health changed from [550, 1100, 2200] to [550, 1100, 3000]
  • Attack Damage Minimum changed from [50, 100, 150] to [50, 100, 240]
  • Attack Damage Maximum changed from [60, 120, 240] to [60, 120, 360]
Windranger:
  • Maximum Health changed from [550, 1100, 2200] to [550, 1100, 2300]
  • Attack Damage Minimum changed from [60, 120, 240] to [50, 100, 230]
  • Gold Cost changed from 3 to 2
  • Draft Tier changed from 3 to 2
  • Attack Damage Maximum changed from [65, 130, 260] to [60, 120, 260]
  • Powershot:
    • Damage changed from [400, 600, 800] to [200, 400, 600]

ITEM CHANGES:

Alliance Item rework

Alliance items no longer have an inherent Tier and are in their own Alliance category.

At the start of every game Alliance items are randomly assigned a tier: 1, 2, or 3 and are then mixed into the item pool and awarded as normal.

Each player can have Alliance items appear at different tiers. For example, player A could be offered Strange Bedfellows at tier 1 where it would provide a +30% bonus while player B could be offered Strange Bedfellows at tier 3 where it would provide a +50% bonus.

Likewise, in the same game, player A could be offered Elusive Targets at tier 2 with a duration of 3s while player B could be offered Elusive Targets at tier 1 with a duration of 2s. All players will have the same number of Alliance items per tier in their item pool.


Alliance Item changes:

  • Unstable Reactor – explosion damage changed from 20% to 10/20/30% of Max Health
  • Coordinated Assault – attack speed buff changed from +25 to +10/20/30
  • Check the Bodies – gold production chance changed from 20% to 10/20/30%
  • Forged in Battle – Max Health bonus changed from +50 to +25/50/75
  • Strange Bedfellows – bonus damage changed from +30% to +30/40/50%
  • Retaliate – damage per second changed from 80 to 30/45/60
  • Age of Chivalry – damage reduction for both physical and magical damage changed from -10 to -7/-10/-12.5 per adjacent Knight
  • Completing the Cycle – heal percentage changed from 5% to 3/5/7% of max health and heal range changed from 1 cell to 2 cells
  • Tooth and Claw – Bleed damage per stack changed from 10 to 7/10/13
  • Unstoppable – Invulnerability duration changed from 2 to 1/2/3
  • Wicked Intent – Heal prevention percentage changed from 25% to 10/15/25% per Heartless unit
  • Dragon’s Hoard – Damage percentage per gold changed from 1% to 0.5/1.0/1.5%
  • Final Flash – Remaining health percent trigger changed from 30% to 10/20/30%
  • Hunter’s Focus – Damage bonus per Hunter attacking the target changed from 10% to 5/7/10%
  • Soul Sucking Syphon – Spell lifesteal percentage changed from 25% to 25/35/50%
  • Indomitable Will – Debuff resistance changed from 50% to 25/50/75%
  • Elusive Targets – Invisibility changed to 100% evasion for 2/3/4s
  • Pocket Sand – Effect duration changed from 2s to 1/2/3s
  • Shaman Pluck – Hex chance changed from 17% to 7/12/17%
  • Font of Creation – Primordials now produce higher rank Eidolons based on the tier of Font of Creation. Eidolon stats affected:
    • Health changed from 240 to 300/400/500.
    • Damage changed from 50-80 to 40-70/50-80/60-90


Maelstrom:
  • Tier changed from 4 to 3
Vicious Intent:
  • Tier changed from 4 to 3
Force Staff:
  • Tier changed from 3 to 2
Radiance:
  • Tier changed from 4 to 5
Silver Lining:
  • Can only have one.
  • Charges start at 1.
Daedalus:
  • Crit Multiplier changed from 235 to 200
  • Damage changed from 80 to 70
Arcane Boots:
  • Range changed from 1 to 2
Eye of Skadi:
  • Tier changed from 3 to 4
Battle Fury:
  • Damage added as 70
  • Cleave % changed from 30 to 35
Summoning Stone:
  • Attack Speed Bonus changed from 30 to 45.
Chainmail:
  • Bonus Armor changed from 10 to 7
Mask of Madness:
  • Tier changed from 2 to 3
  • Attack Speed increased from 40 to 60
  • Lifesteal increased from 10 to 20
Completing the Cycle:
  • Range changed from 1 cell to 2 cells.
Recruiter:
  • Changed from 'First Reroll is Free' to 'Rerolls now cost 1 gold".
  • Tier changed from 5 to 4
A Higher Class of Criminal:
  • Tier changed from 3 to 5
Shaman Pluck:
  • Ignores magic-immune enemies

LOOT ROUNDS:
  • Losing to a neutral creep wave no longer removes 2 options from your item choices.
  • Losing to a neutral creep wave results in being offered rewards from the previous creep wave's tier (Losing to the first creep wave has no penalty)

Round 10:
  • Big Golem:
    • Maximum Health changed from 2000 to 1500
  • Small Golem:
    • Maximum Health changed from 1500 to 1000

  • Golems now have the Mega-Warrior alliance keyword.
  • Mega-Warrior - 2 units: Allied Mega-Warriors gain 20 armor.

Round 15:
  • Big Wolf:
    • Attack Damage changed from 100-200 to 200-250
    • Armor changed from 10 to 5
    • Maximum Health changed from 2500 to 2000
  • Small Wolf:
    • Maximum Health changed from 1500 to 1250

  • Wolves now have the Mega-Assassin alliance keyword.
  • Mega-Assassin - 2 units: Allied Mega-Assassins have a 25% chance to Critical hit for 300% damage

Round 20:
  • Tomato:
    • Armor changed from 0 to 25
  • Potato:
    • Magic Resistance changed from 0 to 50%

  • Tomato and Potato now have the Mega-Bloodbound alliance keyword.
  • Mega-Bloodbound - 2 units: Whenever an allied Mega-Bloodbound unit dies, other Mega-Bloodbounds get +500% damage

Round 25:
  • Revtel Wildwing:
    • Attack Damage changed from 500-700 to 300-500
  • Wildwing Hatchling:
    • Attack Damage changed from 400-650 to 200-450

  • Wildwings now have the Mega-Elusive alliance keyword.
  • Mega-Elusive - 2 units: Allied Mega-Elusive units have 75% evasion.

Round 30:
  • Thunderhide Alpha:
    • Now has 100 mana and casts Bloodlust.
    • Attack Damage Maximum changed from 200-1000 to 200-1500
  • Thunderhide:
    • Now has 100 mana and casts Bloodlust.
    • Attack Damage Maximum changed from 200-800 to 200-1200

  • Thunderhides now have the Mega-Warlock alliance keyword.
  • Mega-Warlocks - 2 units: Whenever a Mega-Warlock casts a spell, they form a link with the Ally who has the lowest health for 3 seconds. When either linked unit deals damage, both units are healed 200% of the damage dealt.

Round 35:
  • Black Dragon:
    • Black Dragon splash attack now deals 100% splash damage.

  • Black Dragon now has the Mega-Scaled alliance keyword.
  • Mega-Scaled - 1 unit: Allied Units get 75% magic resistance

Round 40:
  • Dark Troll Buddy:
    • Attack Damage changed from 200-300 to 200-400.
  • Dark Troll Priest:
    • Attack Damage increased from 200-500 to 550-650.
    • Maximum Health changed from 5000 to 10000.
  • Dark Troll Boss:
    • Attack Damage increased from 200-500 to 400-800.
    • Maximum Health changed from 5000 to 10000.

  • Dark Trolls now have the Mega-Troll alliance keyword.
  • Mega-Trolls - 3 units: Allied units have +50 attack speed.

Round 45:
  • The Year Beast:
    • Magic Resist increased from 50 to 80

  • The Year Beast now has the Mega-Demon alliance keyword.
  • Mega-Demon: - 1 unit: Allied Mega-Demons get +100% pure damage.

Round 50:
  • Roshan:
    • Attack Damage changed from 500-1500 to 750-1500
    • Attack Speed changed from 0.5 to 0.67
    • Roshan is now spell immune.
Dota Underlords - contact@rockpapershotgun.com (Ollie Toms)

Learning about gold in Dota Underlords is integral to success. It seeps through all the other interlocked lattices of complexity in the game like a chocolate sauce through the layers of a crushed viennetta; and you’ll need to understand all about how to create a bangin’ economy if you’re to have any hope of keeping pace with your opponents. Fortunately, this Dota Underlords gold guide will walk you through how gold is accrued each round, along with tips and strategies on how to maximise your gold gain throughout a match.

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Dota Underlords

If you've played both Dota 2 and Dota Underlords, you've probably noticed that most of Dota 2's heroes haven't made their way into the autobattler yet. That's about to change, according to a recent datamine of the latest client update.

Tyler McVicker, who runs the unofficial Valve News Network YouTube channel, went through the changes introduced in the latest patch. Perhaps the biggest news gameplay-wise for Underlords is the inclusion of references, skins, and models for 16 Dota 2 heroes. These include, alphabetically: Chen, Clinkz, Dark Seer, Dazzle, Earthshaker, Pangolier, Riki, Rubick, Spectre, Storm Spirit, Sven, Undying, Vengeful Spirit, Weaver, and Zeus.

Where exactly they'll all fit into the Underlords ecosystem remains a mystery, and it seems as though some are much closer to implementation than others—notably Storm Spirit, who has a model and skin in the game files now.

The datamine has also unearthed indications that Underlords will at some point be getting a replay feature and a "Turbo mode" that is rumored to be sped-up version of the game that has faster animations and lets you amass units quickly.

There are also hints at the Underlords themselves, which McVicker reckons will eventually replace the couriers from the original Dota Auto Chess mod. How those will function is still unknown.

In the meantime, you can enjoy Underlords' first battle pass now for free.

Dota Underlords - contact@rockpapershotgun.com (Ollie Toms)

Dota Underlords goes big on basically everything it does, with 60 different heroes, 23 different alliances – and 68 different items to help your army triumph over your seven opponents. Whether they’re equippable items that bestow great benefits upon a single hero, or Global items that offer an army-wide passive buff, you need to have a working knowledge of the best items you can procure if you want to succeed. Our Dota Underlords items guide will walk you through the very best items you can find in Dota Underlords, along with stats and explanations of every single item currently in the game.

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Dota Underlords - contact@rockpapershotgun.com (Ollie Toms)

As if the 60 heroes weren’t already enough, there are currently 23 different alliances in Dota Underlords, each with between 1 and 3 stages of power which you can use to augment your autobattling army. But it’s not as simple as picking one or two alliances at the start of a match and collecting as many heroes of that type as possible; you have to be flexible and balanced in your approach. Our Dota Underlords alliances guide features in-depth explanations of each alliance currently in the game, along with a tier list of the best alliances to build around and use to turn your army into a match-winning force.

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Dota Underlords - contact@rockpapershotgun.com (Ollie Toms)

Dota Underlords may have simplified heroes and simplified systems compared with its perplexing, ponderous progenitor Dota 2, but Dota 2 never had over 100 heroes battling each other simultaneously. Yes, in case it’s not clear from that pesky “Dota” prefix, Dota Underlords is a tremendously complex game – but it’s also an extremely fun one. So we’ve put together the below Dota Underlords strategy guide, packed with beginner-friendly tips and explanations of everything that goes on in a match, from heroes and alliances to gold accrual, early-game vs late-game dominance, and much more.

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Dota Underlords

Valve is taking an interesting approach with Dota Underlords battle pass. In the lead up to Underlords' Season 1 Battle Pass, Valve is giving away a free prototype battle pass to everyone playing the beta.

Valve is treating its "Proto Pass" like a test, but its cosmetic rewards are very real. Through a mix of daily and weekly challenges, players unlock new game boards, win streak and respawn effects, banners, victory fireworks, and more.

"Like many aspects of the beta, the Proto Pass is a learning experience for the Underlords team—so please keep the feedback coming so that we can adjust plans for our Season 1 Battle Pass accordingly," the announcement posts reads.

Since Underlords is free, its first real battle pass will set the tone for how the game will balance its money-making versus keeping players happy. After the event that was Artifact, I bet Valve is treading cautiously this time around.

Additionally, Dota Underlords' Friday update cleaned up parts of the UI, improved matchmaking, and made a bunch of balancing changes. Check out the full patch notes to see more.

If you're diving into the burgeoning autobattler genre, check out our big comparison of Dota Underlords, Teamfight Tactics, and Auto Chess to find out which you should try.

Dota Underlords

Dota Underlords now has a prototype battle pass.

Valve's take on the burgeoning auto chess genre is giving the Proto Pass, as it's called, out to beta testers for free. The idea is Valve gets feedback on how it works so it can make the Dota Underlords Season 1 Battle Pass as good as it can be.

"Like many aspects of the beta, the Proto Pass is a learning experience for the Underlords team," Valve said in a post on the Underlords website, "so please keep the feedback coming so that we can adjust plans for our Season 1 Battle Pass accordingly."

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