Attack/Chop Tree Command – Quelling Blade Late Game problems

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We are no artouro but we've been there. It is silly to just get locked even with bkb or force the carry to build fury (granted he is melee).

I slightly propose that we are able to attack trees that have sprouted from NP.

Or trees with sight (eyes in the forest aghs sub ability) from Treant. Needs cooldown adjustment if the trees are choppable without quelling.

3/5 attacks without quelling, instant when you have it.

The downside of adding a chop command is conflict with already good player key binds. Maybe a checkbox in the options something like "attack trees to chop".

Another downside is it could fuck with attack moving on trees to deal with jukes. In medium elo and above, players attack move on fog to attack as soon as a target is visible and within range.


A roundabout way to deal with this is to extend the build paths of quelling blade for melees, and force staff for mages.

A quelling blade build extension for heroes who do not need fury, or for ranged meme.

Force staff build extension for heroes who do not need dragon lance, or for melee meme.

Downside for this are de facto uber strong hp/armor based headaches.


The no head approach I think is a bit of modernization like create an attackable/destroyable nature themed spawned structure like vines from Genshin Impact or Yorick's Dark Procession from League.

Source: https://www.reddit.com/r/DotA2/comments/17px9hl/attackchop_tree_command_quelling_blade_late_game/

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