Hero page
Dota 2 ยท Heroes. All 128 Dota 2 heroes are supported. Every hero has its own page: a combo on a key (abilities and items at the target in a set order), an alternative combo, the orbwalk of the hero and its units, and the plans of summons and clones. This page describes the shared page template and lists the heroes with settings of their own.
Also searched as: combo, hero combo, auto combo, autocombo, automatic combo, combo for all heroes, aio, hero script, abilities on a key, items in combo, ability order, item order, lock, tiles, alternative combo, second combo, copy combo, orbwalk, orbwalker, hit and run, kite, orb attacks, danger range, units, summons, clones, illusions, dominated creeps, Helm of the Dominator, blink in combo, current hero, hero search, attribute filter, faded hero, may play wrong
Where to find it in the menuโ
Heroes โ <hero> โ Combo / Orbwalk / Units / Alternative combo
- The hero list is sorted alphabetically and grouped by primary attribute (Strength, Agility, Intelligence, Universal). Above the list are an attribute filter (icons) and the Search heroes box.
- The hero you are playing is pinned at the top as Current hero.
- The General and Kill steal rows stand above the heroes.
- A hero page's tabs stand along the top in this order: Combo, tabs only some heroes have (Spell by key, Hero modes, the hero's own tab), Orbwalk, Units (only for heroes with summons or clones), Alternative combo โ last.
Some heroes have settings of their own (their own ability options, modes, tabs); they are described on separate pages: Alchemist, Bloodseeker, Brewmaster, Disruptor, Earth Spirit, Earthshaker, Ember Spirit, Grimstroke, Invoker, Kunkka, Lone Druid, Magnus, Meepo, Phantom Assassin, Pudge, Rubick, Skywrath Mage, Terrorblade, Tusk, Undying, Vengeful Spirit, Windranger, Winter Wyvern, Witch Doctor, Zeus.
How to enableโ
- Turn on aio: Heroes โ General โ the State header toggle (off by default).
- Turn on the Humanizer (Settings โ Humanizer). While it is off, every tab of the hero page shows "Humanizer disabled" with an Enable button: the combo, orbwalk and aio's keys do not work. By default it is held off by the "Server anti-cheat" part of Safe mode.
- Open your hero's page and turn on the header toggle. The hero is off by default: the page shows "Hero disabled" with an Enable button.
- On the Combo tab, assign the Key (not set by default; the Hold or Toggle mode is left of the key). If Same keys for all heroes is on in the Keys tab of General, the key comes from there.
- Abilities and items are already on and in a working order. Point the cursor at an enemy and hold the key.
What it doesโ
Combo
- While the key is active, aio takes the enemy hero at the cursor as the target (the rules are on the Target tab of General) and keeps it until the combo ends.
- Abilities go in tile order: at every moment the first enabled ability that can be used is used. An ability on cooldown or without mana is skipped; if the target is out of range, the hero closes in.
- Disables are chained: the next stun, hex or root lands as the previous one ends, not on top of it. Nukes wait for their amplifier (Ethereal Blade, Veil of Discord, etc.) if it is already on its way. An ability with charges repeats while it has charges.
- If the target is in the fog, abilities cast at a point or an area are cast where the target is expected to be; abilities cast at a unit are not. If the target is lifted or banished (Eul's, Tornado, Astral Imprisonment), the hits are timed to land as it comes back.
- Toggled abilities and items (Rot, Armlet, etc.) are turned on by the combo and turned off at its end โ only those the combo turned on.
- Before a cast at a unit under Linken's Sphere, the combo pops the sphere first, and a cast that Lotus Orb would reflect waits for the shell to end โ by the Linken and Lotus tab of General.
- Between casts the hero and its units attack the target by the Orbwalk tab settings. In a combo every unit of yours within 4000 of the target attacks it.
- While the combo is leading your units, your own move, attack and unit-target cast orders to them are blocked (configured on the Orders page).
- The combo ends when the key is released (in Toggle mode โ pressed again), when the target dies and "Next target after a kill" is off, when aio, the hero or the humanizer is turned off, and on pause. The hero's death takes only the hero out of the combo: summons and clones keep fighting.
Abilities
- A row of tiles on the Combo tab. A click on a tile turns the ability on or off in the combo. All are on by default, except the ones that break this hero's combo (for example, Nature's Prophet's Teleportation).
- Abilities the hero gains during the game (from Aghanim's Scepter or Shard, stolen, invoked) get a tile automatically when they appear.
- Some abilities have settings of their own: the mark in the tile's corner or a right click on the tile opens Ability settings. A tile without settings has no mark.
- Save abilities (Borrowed Time, Shallow Grave, False Promise, Guardian Angel, Time Lapse, Cold Embrace, Living Armor, Dig, Shadow Dance, etc.) have Cast below health, %: the combo uses such an ability only when the health of the hero it saves is below this mark. An ability cast at a unit saves the first of your heroes, then of the allied heroes, below the mark within its range.
Order lock (Default order)
- The ability row and the item row each have a lock. Shut (default) โ the tiles stand in the order the combo works best in and cannot be dragged.
- A click on the lock opens it. If "Ask before unlocking a combo's order" is on in General, the question "Unlock the order?" appears first (Agree / Cancel / Don't show again). Open โ the tiles can be dragged, and the combo follows your order.
- Another click shuts the lock and brings the default order back; which tiles are on or off is kept.
Items
- The Items card on the Combo tab. The Items in the combo row shows the picked items; the "+" button opens the catalogue, where items are picked before buying them. Catalogue sections: Control, Debuffs and amplifiers, Damage, Combat buffs, Movement, Cooldown refresh, Neutral items.
- By default every catalogue item is picked, except those that get in the way of the hero's combo (for example, Axe's Ethereal Blade, Eul's Scepter, Heaven's Halberd). The combo uses only the items the hero has.
- Default order: first the items the hero puts first, then fight-opening buffs, Blink, control, amplifiers and debuffs, damage, other buffs, neutral items, Refresher Orb last. The row's lock works like the abilities' one.
- Items are used on their own when the combo casts nothing at that moment: control โ as the target's current control ends (after a Tornado or a cyclone โ as it lands); a nuke or debuff โ when it will hit; Ethereal Blade, Veil of Discord, Bloodthorn โ before the nukes; Black King Bar, Mask of Madness, Blade Mail โ by their conditions; Armlet is turned on; Blink, Force Staff, Hurricane Pike, Harpoon โ on the way to a step out of range.
- For an item with conditions, the mark in the tile's corner or a right click opens Item settings (table below).
Approach
- Settings in the Items card set how the hero gets to where the remaining combo steps reach the target from. A way longer than Walk no farther than is covered by a picked Blink, Force Staff, Hurricane Pike or Harpoon (or Force Staff, then Blink), or by the hero's own leap in the combo (for example, Mirana's Leap), if they leave no longer a walk than this. If it is still too far, the hero walks first, and casts at the target wait.
- Land no nearer the target than โ Blink or Force Staff never set the hero down nearer than this.
- Cast at a point no farther than โ a cast at a point (Tornado, Chaos Meteor, EMP, etc.) goes only if the target is no farther than this; otherwise the hero closes in first. 0 โ at any distance within range.
Alternative combo
- The hero's second combo on its own key: the same Abilities and Items rows with their own settings and order.
- The Copy from the combo button at the bottom of the tab copies the abilities and items of the Combo tab with their order and settings here; the key stays its own. It asks for confirmation first ("Copy the combo here?" โ Copy): what the alternative combo had is lost. If the alternative combo already matches the main one, the button is inactive.
Orbwalk
- There is no separate toggle: the orbwalk works while a combo runs.
- At the top of the tab is the "Units under control" note (its (?) icon explains how cards appear). Below it is the hero's card, then a card for every kind of your units: illusions, clones, each kind of summon (all levels of one summon share a card), each kind of creep dominated by Helm of the Dominator. A card appears with the first unit of its kind and keeps its settings from game to game.
- Units with no attack that cannot move either (mines, wards) get no card and do not orbwalk.
- Between attacks a unit moves to the target or to the cursor (Move to), stands still if the target stands within attack range, and steps away if the target comes closer than the Danger range.
- Orb attacks โ tiles of orbs (Frost Arrows, Glaives of Wisdom, Arcane Orb, etc.), shown only if units of the kind have such an ability. On by default: the attack goes as an orb.
Units
- The tab appears once the hero has a summon or a clone with abilities. At the top is the "Plans of the units" note.
- Each kind has its own page: clones โ one for all, summons โ per kind (all levels of one summon share a page), creeps from Helm of the Dominator โ per creep kind. Illusions get no page: they cast nothing.
- The page has an Abilities row with an order lock, like the hero's. In a combo every summon and clone of yours within 4000 of the target casts its abilities at it in this order, and its disables chain after the hero's.
- Tempest Double has its own items card: with Same items as the combo on, the double uses the main combo's items (those it has), otherwise the ones picked here.
- Some heroes (Arc Warden, Meepo, Lone Druid, Brewmaster) keep the cards of their clones and summons right on the Combo tab, so they can be set before the first summon.
Heroes aio is not sure about
- If a hero has no module of its own (for example, a new hero after a patch), its row in the list is faded, with an (i) icon by its name: "May play wrong โ No module of its own for this hero yet: aio plays it on the general logic". Such a hero can be turned on and set up as usual.
Settingsโ
Hero page header
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| State | Header toggle | Off | โ | Turns the hero on. While off, the page is covered by "Hero disabled" with an "Enable" button |
Combo and Alternative combo โ the same settings, each tab with its own values
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Key | Key + mode | Not set, Hold | Hold, Toggle | Starts this combo. Hidden while "Same keys for all heroes" is on |
| Abilities | Image selector | All on, except those that break the hero's combo | The hero's abilities | Which abilities to use and in which order |
| Default order | Row lock | Shut | Shut, Open | Shut โ working order, tiles do not drag. Open โ your own order by dragging |
| Ability settings โ Cast below health, % | Slider, % | 40 | 1โ100 | Save abilities only: use when the saved hero's health is below this. 100 โ as soon as the combo reaches the ability |
| Items โ Items in the combo | Image selector with catalogue | All, except those that get in the way of the hero's combo | Shop and neutral items | Which items to use and in which order |
| Items โ Default order | Row lock | Shut | Shut, Open | As for abilities |
| Items โ Walk no farther than | Slider | 280 | 0โ2000 | How far the hero walks to where it casts from; a longer way โ by Blink, Force Staff, Hurricane Pike, Harpoon or the hero's own leap |
| Items โ Land no nearer the target than | Slider | 0 | 0โ1500 | Blink and Force Staff never set the hero down nearer than this. 0 โ as near as the steps need |
| Items โ Cast at a point no farther than | Slider | 0 | 0โ2500 | A cast at a point goes only if the target is no farther than this. 0 โ at any distance within range |
| Copy from the combo | Button | โ | โ | Alternative combo tab only: copies the abilities, items, order and settings of the Combo tab |
Item settings โ opened from the tile of a picked item. Which settings an item has depends on what it does:
| Items | Setting | Default | Range | What it does |
|---|---|---|---|---|
| Control at the target: Scythe of Vyse, Rod of Atos, Abyssal Blade, Eul's Scepter, Orchid Malevolence, etc. | Before a control spell | On | โ | On โ goes ahead of a combo ability that also holds the target and keeps it held through that ability's cast. Off โ waits for that ability and goes as its control ends |
| Buffs and shields on yourself: Black King Bar, Blade Mail, Mask of Madness, etc. | Enemy heroes near | 1 | 0โ5 | Use once at least this many enemy heroes are near the hero. 0 โ no matter |
| same | Within | 1200 | 300โ2500 | How close to the hero an enemy counts as near |
| same | Our health below, % | 100 | 1โ100 | Use only while the hero's health is below this. 100 โ at any health |
| Pushing your hero: Force Staff, Hurricane Pike | Before a Blink | On | โ | When Blink alone falls short of the needed spot, this item goes first (the hero turns to the target), then Blink |
| Area, no target or at a point: Shiva's Guard, Meteor Hammer, etc. | Enemy heroes caught | 1 | 1โ5 | Use once the area would catch at least this many enemy heroes |
Other items (nukes and debuffs at the target, Blink, etc.) have no settings: their role decides when they go.
Orbwalk โ the hero's card and each unit kind's card have their own values
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Hit and run | Toggle | On | โ | Move between attacks. Off โ the unit only attacks |
| Move to | Dropdown | To target | To cursor, To target | Where to move between attacks |
| Stop if the target stands | Toggle | On | โ | Do not move while the target stands within attack range |
| Danger range | Slider | Ranged hero, summons and dominated units โ attack range / 1.6; melee, illusions and clones โ 0 | 0โ800 | If the target is closer than this, the unit steps away from it |
| In danger, walk to the cursor | Toggle | Off | โ | Inside the danger range, walk to the cursor without attacking |
| Orb attacks | Image selector | All on | Orbs of the kind's units | Which orbs to attack with instead of a plain attack. Shown only if the kind has an orb |
Units โ each kind's page
| Setting | Type | Default | Range / options | What it does |
|---|---|---|---|---|
| Abilities | Image selector + lock | All on, lock shut | Learned abilities of the kind's units | Which abilities the units use in a combo and in which order |
| Same items as the combo | Toggle | On | โ | Tempest Double only: On โ the main combo's items, Off โ the ones picked on this page (those the game gives the double) |
FAQโ
Which heroes are supported? All 128 Dota 2 heroes: each has its own page on the Heroes tab with a combo and orbwalk. Some heroes have extra settings of their own โ they are listed above.
I hold the key โ the combo does not work.
- Is aio on: Heroes โ General โ State (off by default).
- Is the hero on: the header toggle of its page (off by default).
- Is the Humanizer on: if the tab shows "Humanizer disabled", press Enable. It is held off by the "Server anti-cheat" part of Safe mode; turning that part off is at your own risk.
- Is the Key set (not by default)? If "Same keys for all heroes" is on, the key from General โ Keys works.
- The enemy must be near the cursor: within the Search radius (350 by default).
I can't drag ability or item tiles. The order is shut by the lock (Default order). Click the lock by the row and agree in the question โ the tiles become draggable. To bring the working order back, shut the lock again.
The combo uses items I didn't want. By default every catalogue item is picked in Items in the combo: the combo uses any of them once bought. Remove the extra ones via the catalogue ("+") or set conditions in the item settings.
The "Copy from the combo" button is grey. The alternative combo already matches the main one: there is nothing to copy.
The hero's row in the list is faded, with an (i) icon. The hero has no module of its own; aio plays it on the general logic and may make mistakes. It can be turned on as usual.