Bottle is an early game item purchasable from the Consumables section in the Home Shop. It can also be bought from the Side Shop, but it will only have 1 charge. It is used to restore HP and Mana over a short period of time. The effect is lost if the user is attacked. Empty bottles refill near the fountain. Runes can also be stored in bottles to save for later use. After 2 minutes, stored runes will automatically activate. While a bottle is storing a rune, it is not droppable and cannot be shared.
Activating a stored rune refills the bottle. A powerup rune refills it fully while a bounty rune only refills it to two charges. A bounty rune always fills to two charges, even if there was one charge in the bottle beforehand. A courier carrying a non-full bottle moves 30% slower.
Bottle Crowing is a method by which the mid player calls the courier to come and ferry their bottle back to the fountain to refill it. This is efficient when the player is losing rune control against their opponent and can't regularly refill their bottle. This saves time so the player will not miss out on any farm while the courier refills the bottle for them.
If a hero was recently at the fountain, the fountain's aura will linger on them for 3 seconds. As long as a unit has the fountain aura on it, any bottle it holds will be refilled.
In this scenario after teleporting near a hero with a bottle, the bottle can be given to the recently teleported hero to refill it. This is due to the hero who teleported still having the fountain aura on it, and it had held the bottle before the aura faded away.
Maximizing Regeneration Efficiency
Because bottle will heal hp and restore mana by a flat amount, temporarily lowering your total hp and mana will increase your overall gains. This works because the percentage of current hp and mana is maintained.
- There is a hero with 100/1000 hp and 100/1000 mana (current/total). Normally using a bottle charge would give that hero 210/1000 hp and 170/1000 mana, which is inefficient.
- In a scenario to maximize efficiency, the hero drops a vitality booster lowering its 100/1000 hp to 100/750 hp, and an energy booster lowering its 100/1000 mana to 100/750 mana. Using bottle in this state, it now has 210/750 hp and 170/750 mana.
- The hero picks up both items it had temporarily dropped, and now has 314/1000 hp and 226/1000 mana, resulting in an overall gain of 79 hp and 56 mana.
- This is an efficient way to gain more regeneration than you normally would.
- This technique works because the percentage of hp and mana is maintained. For the mana in the example, 170 is 22.6% of the max 750. Increasing the max to 1000 keeps the 22.6%, thus increasing the current mana to 226.
- This works for all flat regeneration sources, not just bottle. Flat means it is a fixed amount with no changing value based on a percentage.
- Dropping items isn't the only way either. It can also be performed with Power Treads. By switching the attribute of treads to agility before using the bottle, you can maximize the amount of hp and mana regained from the bottle charge.
|Patch Version||Balance Changes|
WC3 DotA Version