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- Dota 2 - Outworld Devourer Build Guide
BIO
One of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Destroyer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger's place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough.
INTRODUCTION
Outworld Devourer is a hero that have high attack damage because of his Arcane Orb that deal pure damage. Arcane Orb damage is almost the same as a double damage for him. Not just that, he also have a mighty ultimate that deal massive AoE damage to all enemies. He is considered a hero that needs some farm and will be shine on the mid-late game.
PROS | CONS |
have a decent ultimate to bunt down enemies | Kinda squishy kind of carry |
Can steal intelligence | Hard to escape against multiple person ganks |
Has a massive attack damage | |
Can help filling allies mana |
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 511 | 1,003 | 1,735 | SIGHT RANGE | 1800 / 800 |
MANA | 338 | 939 | 1,628 | ATTACK RANGE | 450 |
DAMAGE | 49-64 | 95-110 | 148-163 | MISSILE SPEED | 900 |
ARMOR | 5 | 9 | 15 |
ABILITIES
1. Arcane Orb
Adds extra pure damage to Outworld Devourer's attacks, based on his remaining mana pool. Arcane Orb also does bonus damage to summoned units and illusions. Arcane Orb is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.
MANA COST: 100/100/100/100 | ABILITY: AUTO-CAST, UNIT TARGET |
AFFECTS: ENEMY UNITS | DAMAGE: PURE |
MANA POOL TO DAMAGE: 6% / 7% / 8% / 9% | ILLUSION DAMAGE: 100 / 200 / 300 / 400 |
This is your main skill on carrying your team. You will deal a massive pure damage to a target. The damage is so high and can destroy any squishy hero in seconds. The damage is almost the same as a double damage rune. So always use this in any teamfight and gank to destroy all your opponents. Focusing on a squishy hero first and get many kills!
2. Astral Imprisonment
Places a target allied or enemy hero into an astral prison. The hidden hero is invulnerable and disabled. When cast on an enemy Hero, Harbinger temporarily steals intelligence from that hero.
MANA COST: 120/140/160/180 | COOLDOWN: 18/16/14/12 |
ABILITY: UNIT TARGET | INTELLIGENCE STEAL: 4 / 6 / 8 / 10 |
STEAL DURATION: 60 / 60 / 60 / 60 | PRISON DURATION: 1 / 2 / 3 / 4 |
This skill is used to banish a target for several seconds. You can use this on the laning phase by banishing your opponent so he can't last hits properly. Not just that, you also steal your target's Intelligence, that means that you can drain the target's intelligence into almost 0 so he cannot cast any skill. It is very useful to defend yourself in the laning phase because you can feel save anytime because your opponent don't have mana to cast a skill.
3. Essence Aura
Whenever nearby allied Heroes or Outworld Devourer itself casts a spell, it gains a chance to restore 25% of its mana pool. Outworld Devourer also passively gains a bonus to its base mana pool. Several skills with no cooldown and toggled spells cannot trigger Essence Aura.
ABILITY: PASSIVE, AURA | AFFECTS: ALLIED HEROES |
RADIUS: 1000 / 1000 / 1000 / 1000 | BASE MANA: 75 / 150 / 225 / 300 |
RESTORE CHANCE: 10% / 20% / 30% / 40% |
Have a chance to recover some mana if you or nearby allied heroes are casting a spell. A very useful skill in mana recovery. Because you can always have your mana full at anytime. You can always cast your Arcane Orb and let this skill recover your mana pool automatically. Not just that, your friend also can recover their mana if they cast any spell near you.
4. Sanity's Eclipse
Deals damage to enemy Heroes in an area of effect based on the difference between Harbinger and the affected Hero's intelligence. If the Hero takes less than the damage threshold, that Hero loses 75% of its current mana. Sanity's Eclipse can hit units trapped in Astral Imprisonment. If an enemy hero has the same or higher Intelligence than Outworld Devourer, Sanity's Eclipse has no effect. Upgradable by Aghanim's Scepter.
MANA COST: 175/250/325 | COOLDOWN: 160 |
ABILITY: POINT TARGET | DAMAGE: MAGICAL |
RADIUS: 375 / 475 / 575 | RANGE: 600 / 650 / 700 |
DIFFERENCE DAMAGE MULTIPLIER: 8 / 9 / 10 | INTELLIGENCE THRESHOLD: 10 / 30 / 50 |
SCEPTER RANGE: 700 / 750 / 800 | SCEPTER DIFFERENCE DAMAGE MULTIPLIER: 9 / 10 / 11 |
This is your skill to damaging many enemy in a teamfight. All enemies in the AoE will receive so many damage , the calculation is based on the difference between your INT and the target's INT, and it will be multiplied by 8, 9, 10, or 11.
So cast this after the clash is started, and make sure it hist at least 2-3 enemies. It will reduce their HP my a much and help your team by a lots.
SKILLBUILD
Level 1: Astral Imprisonment
Level 2: Essence Aura
Level 3: Astral Imprisonment
Level 4: Essence Aura
Level 5: Astral Imprisonment
Level 6: Sanity's Eclipse
Level 7: Astral Imprisonment
Level 8: Arcane Orb
Level 9 : Essence Aura
Level 10: Essence Aura
Level 11: Sanity's Eclipse
Level 12: Arcane Orb
Level 13: Arcane Orb
Level 14: Arcane Orb
Level 15: Stats
Level 16: Sanity's Eclipse
Level 17-25: Stats
Why maxed Astral Imprisonment first? You need this the most on the early game so you can cast this repeatedly on your rival in lane so he will have a hard time last hitting and also he will have his mana become so low so he cannot use his skill.
Why maxed Essence Aura before Arcane Orb? Arcane Orb is for mid-late game and also Essence Aura is better to be maxed first if you want to always cast Arcane Orb because the max level of Essence Aura makes you can refill your mana while you auto cast the Arcane Orb.
Early Game
On the early game, always cast the Astral imprisonment when your rival in lane is about to last hit a creep, so he will fail in that last hit. And also he will have his mana to be so low and cannot cast a skill and you will be safe on farming. Always beware on gank from any side of the map. Remember to see the spot of where the gank usually comes and retreat immediately if someone is trying to gank you. Ward is always needed, so you can always see the important spot.
Mid Game
On the mid game, your damage is starting to rise up. And I strongly recommend you to keep farming to make you become stronger. Your job in the game is to farm 24/7, that is needed to collect the good items you need to carry your team into victory.
Meanewhile, if any gank happening, you can help your team by:
1. Cast your ultimate to reduce enemy's HP into minimum
2. Banish 1 hero if that hero looks too strong for the teamfight.
3. Attack squishy hero first, (Always activate Arcane Orb for your attack)
4. If there is no squishy heroes left, start attacking their main hero.
If your team lose the teamfight, retreat immediately, you can use the Astral imprisonment to banish 1 hero and maybe that can help you to escape safely.
Late Game
On the late game, I supposr you already have some nice items in your pocket and you area ready to fight. Usually you will have force staff and a Sheepstick to initiate a teamfight, so > if you see any hero coming up, use force staff imeediately and quickly hex him! And after that, use Arcane Orb to harass him until death. Your friend also should come for helping with their skill.
And in the teamfight your job is:
1. Pop the Bkb if you have one
2. Use forcestaff and a Sheepstick if you have one too
3. To cast Sanity's Eclipse in the starting of the teamfight
4. Banish a hero that will make a trouble to your team
5. Attack their squishy hero first, of course with your right click equipped with the Arcane Orb
6. Destrouty all the reamaining hero
If you succeed in the teamfight, you have 2 options;
1. Push their base, destroys their towers, barracks and ancients
2. Kill Roshan
Choose one that your team think will benefit the most.
Total cost: 1400
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
Active: Switch Attribute - Changes selected attribute between Strength, Agility and Intelligence. Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed + 8 Selected Attribute + 30 Attack Speed |
2. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Active: Force - Pushes any target unit 600 units in the direction it is facing. Double click to self-cast. + 10 Intelligence + 3 HP Regeneration Manacost: 25 Cooldown: 20 |
3. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
To increase your survivability you may need this item
4. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
Active: Avatar - Grants magic immunity. Duration and cooldown decrease with each use. Some Ultimate abilities are able to disable through Black King Bar. + 10 Strength + 24 Damage DURATION: 10/9/8/7/6/5 Cooldown: 80 |
Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds. Passive: Freezing Aura - Reduces attack speed on enemies. Multiple instances of Freezing Aura do not stack. + 30 Intelligence + 15 Armor AURA SLOW: 25% Manacost: 100 Cooldown: 30 |
Recipe: Obilivion Staff + Preserverance + Recipe
Active: Reset Cooldowns - Resets the cooldowns of all your items and abilities. + 5 HP Regeneration + 200% Mana Regeneration + 40 Damage + 6 Intelligence Manacost: 375 Cooldown: 160 |
ALTERNATIVE ITEMS
a. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Active: Restore - Heals 250 HP and gives +2 armor in an area. Passive: Mekansm Aura - Bonus HP Regen in an area. Multiple instances of Mekansm Aura do not stack + 5 All Attributes + 5 Armor BONUS HP REGEN: 4 Mana:150 Cooldown:45 |
b Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Active: Barrier - Gives nearby friendly units a shield that blocks 400 spell damage. Multiple instances of spell resistance from items do not stack. + 11 HP Regeneration + 30% Spell Resistance Manacost: 100 Cooldown: 60 |
c. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
Active: Cyclone - Target unit is swept up in a cyclone for 2.5 seconds, and is invulnerable. Flat movement speed bonuses from multiple Eul's Scepters do not stack. + 10 Intelligence + 150% Mana Regeneration + 30 Movement Speed Manacost: 75 Cooldown: 30 |