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Dota 2 - Earth Spirit Build Guide
0
STATS
ABILITIES
1. Boulder Smash
Earth Spirit smashes the target enemy, ally, or Stone Remnant, knocking it back in the direction he is facing. The knocked back target deals damage to all units it hits. If the target was a Stone Remnant, damaged targets are also stunned, and the travel distance is improved.
It is with the power of a mountain that Earth Spirit strikes his enemies.
Skill is a bit difficult for those who are still unfamiliar with this hero.
With this skill you can kick:
-stone
-hero / creep
Enemies whose hit by the stone will be exposed to stun and damage.
The direction of the kick is straight, then make sure your position and the position of the target is a straight line and then you can launch a kick. With the number of times you use this hero you will surely understand by yourself. So keep practicing and become better.
2. Rolling Boulder
After a 0.6s delay, Earth Spirit becomes a boulder, rolling in the direction he is facing and damaging enemy units, stopping if he collides with an enemy hero or is stunned. If the boulder rolls over a Stone Remnant, the Stone Remnant is consumed and travel distance and speed are improved, and impacted enemies have their movement and attack speed slowed.
Calling upon his connection to the land, the Earth Spirit draws loose stone to him, which forms a protective ball that he can use to roll short distances.
You will roll and will stop when there is an enemy getting hit by you, then the enemy will be slowed.
Make sure you roll on the rock so that you will roll on a maximum distance, because if there is no stone, it will be a short distance. This skill is quite good for initiating, then you will be rolling into the middle area of the opponent, and then start the teamfight.
3. Geomagnetic Grip
Earth Spirit pulls the target allied unit or Stone Remnant to his location. Enemies struck by the flying target will be stunned, and take damage if the flying target is a Stone Remnant.
Like calls to like. Even the minerals found in the blood and bones of living beings are not immune to the call of the Earth Spirit.
You can pull the rock / friendly hero at you and the enemy crushed will be silenced. Skills are good enough to start a gank or a teamfight.
When the enemy is silenced, your team can easily beat him. Also useful when your friend is in trouble and you can pull him to the farthest from the enemy who pursued him.
Stone Remnant
Call a Stone Remnant at the target location. Stones Remnants have no vision and are invulnerable, and can be used with Earth Spirit's abilities. Calling a Stone Remnant consumes a charge, which recharge over time.
Put the stone. Stone is an element of every skill you have. All of them need stone.
4. Magnetize
Magnetizes units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized heroes cause nearby Stone Remnants to become energized and explode, applying/refreshing the magnetize debuff on all units near the Stone Remnant. This process can repeat multiple times. Stone Remnants are destroyed in this process. If an enemy hero is affected by silence or slows as a result of Rolling Boulder or Boulder Smash, all magnetized heroes share the effects.
Deal damage to enemies around you. With the stone, dps will increase.
If multiple enemies at the same time exposed by the Magnetize, it is enough to silence one person and the friends will also be affected by the silence. Similarly as the Rolling Boulder slow, then all enemies will be exposed to slows as well.
This principle does not apply to stun.
SKILLBUILD
Level 1: Boulder Smash
Level 2: Rolling Boulder
Level 3: Boulder Smash
Level 4: Geomagnetic Grip
Level 5: Boulder Smash
Level 6: Magnetize
Level 7: Boulder Smash
Level 8: Geomagnetic Grip
Level 9 : Geomagnetic Grip
Level 10: Geomagnetic Grip
Level 11: Magnetize
Level 12: Rolling Boulder
Level 13: Rolling Boulder
Level 14: Rolling Boulder
Level 15: Stats
Level 16: Magnetize
Level 17-25: Stats
2. As a solo offlane.
As a solo offlaner, then all it takes is patience because it is very difficult for solo offlaner to get gold and exp.Because the enemy will do to pull his creep wave and making us not get anything. It takes patience. Do not be too far away from your tower. If there is a chance and 100% safe from a gank then you can try to last-hits.
Keep playing safe until someone is coming into your lane and gank the enemy! Or maybe you can leave your lane and gank the enemy on the other lane.
3. As a solo mid.
As a solo mid, the skills for last hitting and denying will be more needed than the other roles. Keep calm! and occasionally harass the enemy. Also, on the mid lane you will need a bottle. Bottle is needed to get runes for ganking other lanes.
Once you're level 6 or above, start to move to another lane to gank the enemy. Look for the kill as much.
Mid Game
In the mid game , your ganks will determine the success of your team . You have steady abilities, either stun or silence to defeat enemies . Before doing gank , prepare items that may be needed , such as dust , or smoke . And do not forget to coordinate the gank with your friends ,remember to focus on one target, and kill him first and then you can switch to another target . Highly recommended to chain stun ,waiting for the completion of the stun before casting the next stun.
For initiation using Earth Spirit , use the Rolling Boulder to advance towards the enemy , do not forget shortly after rolling , place the stones so that the farther distance performance. And then you can cast stun( Geomagnetic Grip) and then use ulti, and also don'tforget to use silence ( Boulder Smash ) . Ifyour combo is right then the enemy will dither and his Hp will become little, and friends can easily defeat the enemy .
Late Game
In the late game your main role is as an initiator to make some space for your teammates . As always use the Rolling Boulder to roll towards the enemy , then stun , then ulti and Silence . If all goes well, after you do a teamfight initiation, all enemies will be exposed to damage by 20-30% of their hp, besides that they will be stunned and silenced. And it would open widen the way for the carry to finish them off.
ITEM BUILD
Starting Item
Early Items
Core Items
BIO
Deep amid the Upland crags and cliffs there runs a seam of sacred jade long foresworn by highland minders. From this rare material, the likeness of the great general Kaolin was carved and buried at the head of a stone funerary army ten thousand strong--a force of soldiers and holy men, jesters and acrobats, carved by crafstmen and entombed for millennia in the dark embrace of the Earth.
What the craftsmen had not known was that within the strange seam of jade flowed the spirit of the Earth itself--an elemental force at one with the planet. When the force within the carved jade found itself cut off from the life's blood of the world, it gathered its strength over the course of a thousand years and dug itself free and into the light. Now the great Kaolin Earth Spirit strides the Upland roads, fighting for the spirit of the Earth; and in times of need calls forth remnants of his buried army still locked in the loving embrace of the soil.
INTRODUCTION
Earth Spirit is a hero who is very much versatile. From stunning, slowing, silencing, and also initiating though, this hero is able to cover all of it. And with the skill that has a short cooldown, add to the perfection of this hero. Correct use of the skill will determine your success in using this hero, so first learn how to do the tricks and optimize its skills and you will be IMBA.
ROLEWhat the craftsmen had not known was that within the strange seam of jade flowed the spirit of the Earth itself--an elemental force at one with the planet. When the force within the carved jade found itself cut off from the life's blood of the world, it gathered its strength over the course of a thousand years and dug itself free and into the light. Now the great Kaolin Earth Spirit strides the Upland roads, fighting for the spirit of the Earth; and in times of need calls forth remnants of his buried army still locked in the loving embrace of the soil.
INTRODUCTION
Earth Spirit is a hero who is very much versatile. From stunning, slowing, silencing, and also initiating though, this hero is able to cover all of it. And with the skill that has a short cooldown, add to the perfection of this hero. Correct use of the skill will determine your success in using this hero, so first learn how to do the tricks and optimize its skills and you will be IMBA.
PROS | CONS |
Versatile | Slow attack speed |
High damage ultimate | Must use all of his abilities carefully. If can't then you will be so useless. |
Have a skill to roll and make him can position himself easily | |
Have a decent silence | |
Have a decent stun | |
A perfect initiator hero |
Melee - Carry - Nuker
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 549 | 1,320 | 2,251 | SIGHT RANGE | 1800 / 800 |
MANA | 234 | 671 | 1,243 | ATTACK RANGE | 128 |
DAMAGE | 46-56 | 87-97 | 136-146 | MISSILE SPEED | N/A |
ARMOR | 3 | 6 | 11 |
ABILITIES
1. Boulder Smash
Earth Spirit smashes the target enemy, ally, or Stone Remnant, knocking it back in the direction he is facing. The knocked back target deals damage to all units it hits. If the target was a Stone Remnant, damaged targets are also stunned, and the travel distance is improved.
MANA COST: 100 | COOLDOWN: 22/18/14/10 |
ABILITY: UNIT TARGET, POINT TARGET | AFFECTS: HEROES |
DAMAGE: MAGICAL | RADIUS: 225 |
DAMAGE: 125 | KNOCKBACK SPEED: 1200 |
SILENCE DURATION: 3.5 / 4 / 4.5 / 5 | DISTANCE(UNIT): 500 / 600 / 700 / 800 |
DISTANCE(STONE): 2000 | STUN DURATION: 0.75 / 1.25 / 1.75 / 2.25 |
Skill is a bit difficult for those who are still unfamiliar with this hero.
With this skill you can kick:
-stone
-hero / creep
Enemies whose hit by the stone will be exposed to stun and damage.
The direction of the kick is straight, then make sure your position and the position of the target is a straight line and then you can launch a kick. With the number of times you use this hero you will surely understand by yourself. So keep practicing and become better.
2. Rolling Boulder
After a 0.6s delay, Earth Spirit becomes a boulder, rolling in the direction he is facing and damaging enemy units, stopping if he collides with an enemy hero or is stunned. If the boulder rolls over a Stone Remnant, the Stone Remnant is consumed and travel distance and speed are improved, and impacted enemies have their movement and attack speed slowed.
MANA COST: 50 | COOLDOWN: 16/12/8/4 |
ABILITY: POINT TARGET | DAMAGE: MAGICAL |
RADIUS: 150 | SPEED: 800 |
SPEED(STONE): 1600 | DAMAGE: 90 |
DAMAGE(STONE): 135 | DISTANCE: 800 |
DISTANCE(STONE): 1600 | SLOW DURATION: 2 |
SLOW: 80% |
You will roll and will stop when there is an enemy getting hit by you, then the enemy will be slowed.
Make sure you roll on the rock so that you will roll on a maximum distance, because if there is no stone, it will be a short distance. This skill is quite good for initiating, then you will be rolling into the middle area of the opponent, and then start the teamfight.
3. Geomagnetic Grip
Earth Spirit pulls the target allied unit or Stone Remnant to his location. Enemies struck by the flying target will be stunned, and take damage if the flying target is a Stone Remnant.
MANA COST: 75 | COOLDOWN: 13 |
ABILITY: UNIT TARGET, POINT TARGET | AFFECTS: ALLIED UNITS |
DAMAGE: MAGICAL | RADIUS: 180 |
STONE DAMAGE: 100 / 150 / 200 / 250 | PULL SPEED: 1000 |
SILENCE DURATION: 2 / 3 / 4 / 5 |
You can pull the rock / friendly hero at you and the enemy crushed will be silenced. Skills are good enough to start a gank or a teamfight.
When the enemy is silenced, your team can easily beat him. Also useful when your friend is in trouble and you can pull him to the farthest from the enemy who pursued him.
Stone Remnant
Call a Stone Remnant at the target location. Stones Remnants have no vision and are invulnerable, and can be used with Earth Spirit's abilities. Calling a Stone Remnant consumes a charge, which recharge over time.
COOLDOWN: 0 | ABILITY: POINT TARGET |
MAX CHARGES: 6 | CHARGE RESTORE TIME: 25 |
DURATION: 120 |
4. Magnetize
Magnetizes units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized heroes cause nearby Stone Remnants to become energized and explode, applying/refreshing the magnetize debuff on all units near the Stone Remnant. This process can repeat multiple times. Stone Remnants are destroyed in this process. If an enemy hero is affected by silence or slows as a result of Rolling Boulder or Boulder Smash, all magnetized heroes share the effects.
MANA COST: 100 | COOLDOWN: 80 |
ABILITY: NO TARGET | DAMAGE: MAGICAL |
RADIUS: 300 | ROCK SEARCH RADIUS: 300 |
ROCK EXPLOSION RADIUS: 600 | DEBUFF DURATION: 6 |
DAMAGE PER SECOND: 50 / 75 / 100 |
If multiple enemies at the same time exposed by the Magnetize, it is enough to silence one person and the friends will also be affected by the silence. Similarly as the Rolling Boulder slow, then all enemies will be exposed to slows as well.
This principle does not apply to stun.
SKILLBUILD
Level 1: Boulder Smash
Level 2: Rolling Boulder
Level 3: Boulder Smash
Level 4: Geomagnetic Grip
Level 5: Boulder Smash
Level 6: Magnetize
Level 7: Boulder Smash
Level 8: Geomagnetic Grip
Level 9 : Geomagnetic Grip
Level 10: Geomagnetic Grip
Level 11: Magnetize
Level 12: Rolling Boulder
Level 13: Rolling Boulder
Level 14: Rolling Boulder
Level 15: Stats
Level 16: Magnetize
Level 17-25: Stats
Why Boulder Smash taken first? 125 damage at level 1 is good to herass enemy in the lane. And if want to hunt firstblood, his stun will be needed.
Why Boulder Smash need to be maximized first? the more damage and also the decreases of cooldown which will benefit to for stunning and damaging more in the gank and teamfight.
Why increase Geomagnetic Grip before the rolling Boulder? Silence will be needed for ganking, and the increasing silence duration would trigger ganking success.
STRATEGY
Early
At the beginning of the game, your role will depend on your position in the team, whether you are here as a support, or you as a solo offlane or you as a solo mid lane?
Will now be discussed one by one on all three roles above.
1. As a support.
As a means of support in your lane, there will be a carry that will do the last hits, and here you are guarding him. In case your carry is attacked by the enemy, you should immediately stun them with Geomagnetic grip, or you can pull your friend for safety using Geomagnetic Grip.
If you want to act rather aggressively, then you can roll towards the enemy and then stun and silence him then take him down with your friend..
As a solo offlaner, then all it takes is patience because it is very difficult for solo offlaner to get gold and exp.Because the enemy will do to pull his creep wave and making us not get anything. It takes patience. Do not be too far away from your tower. If there is a chance and 100% safe from a gank then you can try to last-hits.
Keep playing safe until someone is coming into your lane and gank the enemy! Or maybe you can leave your lane and gank the enemy on the other lane.
3. As a solo mid.
As a solo mid, the skills for last hitting and denying will be more needed than the other roles. Keep calm! and occasionally harass the enemy. Also, on the mid lane you will need a bottle. Bottle is needed to get runes for ganking other lanes.
Once you're level 6 or above, start to move to another lane to gank the enemy. Look for the kill as much.
Mid Game
In the mid game , your ganks will determine the success of your team . You have steady abilities, either stun or silence to defeat enemies . Before doing gank , prepare items that may be needed , such as dust , or smoke . And do not forget to coordinate the gank with your friends ,remember to focus on one target, and kill him first and then you can switch to another target . Highly recommended to chain stun ,waiting for the completion of the stun before casting the next stun.
For initiation using Earth Spirit , use the Rolling Boulder to advance towards the enemy , do not forget shortly after rolling , place the stones so that the farther distance performance. And then you can cast stun( Geomagnetic Grip) and then use ulti, and also don'tforget to use silence ( Boulder Smash ) . Ifyour combo is right then the enemy will dither and his Hp will become little, and friends can easily defeat the enemy .
Late Game
In the late game your main role is as an initiator to make some space for your teammates . As always use the Rolling Boulder to roll towards the enemy , then stun , then ulti and Silence . If all goes well, after you do a teamfight initiation, all enemies will be exposed to damage by 20-30% of their hp, besides that they will be stunned and silenced. And it would open widen the way for the carry to finish them off.
ITEM BUILD
Starting Item
Branches: You need the branches to be build into Magic Wand later. Tangoes: for recovering health, Clarities: for mana, and don't forget to buy the Wards: for scouting. |
Early Items
Arcane Boots: You need the mana boots for your mana pool. you are a spammer hero who spams your every abilities on a teamfight. So you needs lots of mana to be able to do full action. Magic Wand: And the magic wand if for a situation when you are almost getting killed, and you can save your life by using the charge. |
Core Items
Veil: Increase magic damage received by enemies. This item will increase the damage from your ultimate and also all magical damage from your teammates. Pretty much needed to ensure the death of all enemies. Mekans: Heal allies in the AoE. every team needs this, ensure the survivability of your teammates. Pipe: Increase magic resistance for the team. With this item, your team is more tanky. Drum: Increase attack speed and movement speed for the team. |
Luxury Items:
Bkb: gives magic immunity during teamfights. pretty much increase your defense during every single teamfight. Sheepstick: Increase the quality of your initiation. Shivas: Decrease enemys attack speed and movement speed. Hellberd: Make 1 enemy to can't attack for some time. Pretty much needed for enemy that mainly attack using physical damage. |
By : Unknown
Dota 2 - Batrider Build Guide
0
BIO
There is no such thing as harmony among the creatures of the Yama Raskav Jungle. By bite, or claw, or pincer, or hoof, even the slightest sign of weakness means a swift death. They say the Rider was just a lad cutting chaff in his family's field when he was taken, swept up by a massive morde-bat looking for take-out. But this boy had a better idea, and wriggled his way from his captor's grip, onto the beast's back, and hacked it down with his tools. Emerging from the bloody wreckage and intoxicated by the thrill of flight, the boy realized he'd found his calling. The boy grew, and every summer he'd return to his family's field, often setting out into the bush seeking to reclaim that first thrill of facing death in the form of jaws or a fatal fall. The years went on, but his fire only grew stronger. He studied the overgrowth, plunging deeper with each expedition, until finally he found his way to the caves at the heart of hostility. They say the Rider, on the eve of a scorching summer night, had nothing but a rope, a bottle of liquid courage and a burning determination to feel the skies once more, when he plunged inside...
INTRODUCTION
Batrider is an initiator hero that needed to kidnap 1 enemy hero and started a teamfight. He have a lasso to do that. If he can successfully catch a target then the teamfight will be more easier for his team. He have some fire skills that will set fire to therain teamfight. And he also have a sticky napalm, a skill to reduce enemy's movement speed and also amplifly his fire damage.
STATS
ABILITIES
1. Sticky Napalm
Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies in the area. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks.
It's not uncommon to hear the Rider cackle while he increases the flammability of his opponents.
A very good skill on early game. You can use this to slow down enemies and also amplify your damage. With the amplified, damage, you can easily last hits the creeps on early game. And with the slowing and amplifying ability, it will be so good to damaging and chasing enemies in a gank and in a teamfight. You should cast this multiple times to stack the effect, so you will have your damage amplified by a lot to your target, and also your target will move so slow because of this skill.
2. Flamebreak
Hurls an explosive cocktail that explodes when it reaches the target location, knocking back and dealing damage to enemies in the area.
A molotov cocktail is the weapon of choice for Batrider.
Deal damage and knock back enemies in the AoE, a nice nuke to helps reduce enemies HP in a gank and in a teamfight. This skill is needed to break your enemy's concentration.
3. Firefly
Batrider takes to the skies, laying down a flaming trail from the air. While flying, the trail of fire destroys trees and damages enemies in its path, and Batrider gains the movement capabilities of a flying unit.
When an enemy escapes into the Yama Raskav Jungle, most would cut through the brush to find the fugitive. Batrider just chooses to destroy the jungle along with his foes.
A skill to release fire in the area. It will deal damage per second. A very good skill to cast in a teamfight.
4. Flaming Lasso
Lassoes an enemy and drags them in Batrider's wake. Victims cannot be dragged over impassable terrain. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.
Few dare to ask to ride on the bat, as Batrider gives them free of charge.
Catch an enemy and bind them in a lasso, make them can't move and you can drag him to any direction you want. A perfect initiating skill to start a gank.
SKILLBUILD
Level 1: Sticky Napalm
Level 2: Firefly
Level 3: Sticky Napalm
Level 4: Firefly
Level 5: Sticky Napalm
Level 6: Flaming Lasso
Level 7: Sticky Napalm
Level 8: Firefly
Level 9 : Firefly
Level 10: Flamebreak
Level 11: Flaming Lasso
Level 12: Flamebreak
Level 13: Flamebreak
Level 14: Flamebreak
Level 15: Stats
Level 16: Flaming Lasso
Level 17-25: Stats
Why maxed illuminate first? This is the most needed skill in your early game. To farm, and to slow down your enemy and amplify your damage in a gank.
Why maxed Firefly before Flamebreak? Firefly is more useful because it will deal massive fire damage for 18 seconds.
There is no such thing as harmony among the creatures of the Yama Raskav Jungle. By bite, or claw, or pincer, or hoof, even the slightest sign of weakness means a swift death. They say the Rider was just a lad cutting chaff in his family's field when he was taken, swept up by a massive morde-bat looking for take-out. But this boy had a better idea, and wriggled his way from his captor's grip, onto the beast's back, and hacked it down with his tools. Emerging from the bloody wreckage and intoxicated by the thrill of flight, the boy realized he'd found his calling. The boy grew, and every summer he'd return to his family's field, often setting out into the bush seeking to reclaim that first thrill of facing death in the form of jaws or a fatal fall. The years went on, but his fire only grew stronger. He studied the overgrowth, plunging deeper with each expedition, until finally he found his way to the caves at the heart of hostility. They say the Rider, on the eve of a scorching summer night, had nothing but a rope, a bottle of liquid courage and a burning determination to feel the skies once more, when he plunged inside...
INTRODUCTION
Batrider is an initiator hero that needed to kidnap 1 enemy hero and started a teamfight. He have a lasso to do that. If he can successfully catch a target then the teamfight will be more easier for his team. He have some fire skills that will set fire to the
PROS | CONS |
The most prominent kidnapper in dota | Needs some items to be online |
Has a lot of magical fire damage | Low attack damage |
Can decently slows down enemies | |
Can fly through trees |
ROLE
Ranged - Initiator - Disabler - Nuker - Escape
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 587 | 1,225 | 2,061 | SIGHT RANGE | 1800 / 800 |
MANA | 312 | 767 | 1,352 | ATTACK RANGE | 375 |
DAMAGE | 48-52 | 83-87 | 128-132 | MISSILE SPEED | 900 |
ARMOR | 2 | 5 | 10 |
ABILITIES
1. Sticky Napalm
Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies in the area. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks.
MANA COST: 20/20/20/20 | COOLDOWN: 3 |
ABILITY: POINT TARGET | EXTRA DAMAGE: 10 / 15 / 20 / 25 |
RADIUS: 375 / 375 / 375 / 375 | DURATION: 8 / 8 / 8 / 8 |
MOVEMENT SLOW: 3% / 5% / 7% / 9% | TURN RATE SLOW: 70% / 70% / 70% / 70% |
A very good skill on early game. You can use this to slow down enemies and also amplify your damage. With the amplified, damage, you can easily last hits the creeps on early game. And with the slowing and amplifying ability, it will be so good to damaging and chasing enemies in a gank and in a teamfight. You should cast this multiple times to stack the effect, so you will have your damage amplified by a lot to your target, and also your target will move so slow because of this skill.
2. Flamebreak
Hurls an explosive cocktail that explodes when it reaches the target location, knocking back and dealing damage to enemies in the area.
MANA COST: 80/100/120/140 | COOLDOWN: 11 |
ABILITY: POINT TARGET | DAMAGE: MAGICAL |
DAMAGE: 75 / 150 / 225 / 300 | RADIUS: 375 / 375 / 375 / 375 |
STUN DURATION: 0.5 / 0.5 / 0.5 / 0.5 |
Deal damage and knock back enemies in the AoE, a nice nuke to helps reduce enemies HP in a gank and in a teamfight. This skill is needed to break your enemy's concentration.
3. Firefly
Batrider takes to the skies, laying down a flaming trail from the air. While flying, the trail of fire destroys trees and damages enemies in its path, and Batrider gains the movement capabilities of a flying unit.
MANA COST: 100/100/100/100 | COOLDOWN: 40 |
ABILITY: NO TARGET | DAMAGE: MAGICAL |
DAMAGE OVER TIME: 20 / 40 / 60 / 80 | RADIUS: 200 / 200 / 200 / 200 |
DURATION: 18 / 18 / 18 / 18 |
A skill to release fire in the area. It will deal damage per second. A very good skill to cast in a teamfight.
4. Flaming Lasso
Lassoes an enemy and drags them in Batrider's wake. Victims cannot be dragged over impassable terrain. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.
MANA COST: 150/150/150 | COOLDOWN: 90/70/50 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
DURATION: 3 / 3.5 / 4 |
Catch an enemy and bind them in a lasso, make them can't move and you can drag him to any direction you want. A perfect initiating skill to start a gank.
SKILLBUILD
Level 1: Sticky Napalm
Level 2: Firefly
Level 3: Sticky Napalm
Level 4: Firefly
Level 5: Sticky Napalm
Level 6: Flaming Lasso
Level 7: Sticky Napalm
Level 8: Firefly
Level 9 : Firefly
Level 10: Flamebreak
Level 11: Flaming Lasso
Level 12: Flamebreak
Level 13: Flamebreak
Level 14: Flamebreak
Level 15: Stats
Level 16: Flaming Lasso
Level 17-25: Stats
Why maxed illuminate first? This is the most needed skill in your early game. To farm, and to slow down your enemy and amplify your damage in a gank.
Why maxed Firefly before Flamebreak? Firefly is more useful because it will deal massive fire damage for 18 seconds.
STRATEGY
Early Game
On early game, you must play with your Sticky Napalm. You can cast it to the creeps to increase your chance in last hitting. And you can cast it to the hero to make him become slow. If you can stack up to 5 times, immediately cast the 3rd skill Firefly and it will be a sure kill because your target movement speed can't catch up with your fire.
Mid Game
On mid game, you should active in any gank. Find an easy opponent and start your combo > Firefly combined with the Flaming Lasso. First, cast the Firefly and then continued with catching a target using the Flaming Lasso and drag your opponent in the fire and make him feel so much damage. You can amplifly the damage using sticky napalm, you should cast it multiple times in the teamfight. If you have the blink dagger, it will make your job easier. Your combo will be:
1. Cast the Firefly
2. Use dagger to jump near your target
3. Catch your target using the Flaming Lasso
4. Drag your target and cast Sticky Napal multiple times to your target
5. You can drag more using the Force Staff
After you successfully initiate a teamfight, your teammates will easily knock down the target and it will eliminates 1 enemy.
Late Game
On late game, it will be so important to catch any opponent from the enemy team. You should carefully using your combo > Firefly - Dagger - Lasso - Force Staff - Sticky Napalm. If you successfully eliminate 11 target, your team will be in condition where it is 4-5 fight, and it will increase your team's chance to victory by a lot. You are the initiator, you are the decider of the teamfight, you success catch a target means your team will win the teamfight. And on the late game maybe you already have some nice items too! you should maximuze the usefulness of your items, like if you have the Sheepstick, you should cast it on enemy's most fierceful hero.
ITEMS BUILD
3. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Why Force Staff? ForceStaff is useful on many purposes, you can initiate a teamfight with ForceStaff, or you can save somebody, or you can save yourself.
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
Early Game
On early game, you must play with your Sticky Napalm. You can cast it to the creeps to increase your chance in last hitting. And you can cast it to the hero to make him become slow. If you can stack up to 5 times, immediately cast the 3rd skill Firefly and it will be a sure kill because your target movement speed can't catch up with your fire.
Mid Game
On mid game, you should active in any gank. Find an easy opponent and start your combo > Firefly combined with the Flaming Lasso. First, cast the Firefly and then continued with catching a target using the Flaming Lasso and drag your opponent in the fire and make him feel so much damage. You can amplifly the damage using sticky napalm, you should cast it multiple times in the teamfight. If you have the blink dagger, it will make your job easier. Your combo will be:
1. Cast the Firefly
2. Use dagger to jump near your target
3. Catch your target using the Flaming Lasso
4. Drag your target and cast Sticky Napal multiple times to your target
5. You can drag more using the Force Staff
After you successfully initiate a teamfight, your teammates will easily knock down the target and it will eliminates 1 enemy.
Late Game
On late game, it will be so important to catch any opponent from the enemy team. You should carefully using your combo > Firefly - Dagger - Lasso - Force Staff - Sticky Napalm. If you successfully eliminate 11 target, your team will be in condition where it is 4-5 fight, and it will increase your team's chance to victory by a lot. You are the initiator, you are the decider of the teamfight, you success catch a target means your team will win the teamfight. And on the late game maybe you already have some nice items too! you should maximuze the usefulness of your items, like if you have the Sheepstick, you should cast it on enemy's most fierceful hero.
ITEMS BUILD
1. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? You have spammable skills, so you need more mana, with this item, your mana will be fulfilled. And also to replenish mana of the team.
2. Dagger
Cost: 2150
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Active: Replenish Mana - Restores mana in an area around the hero. Flat movement speed bonuses from multiple pairs of boots do not stack. + 60 Movement Speed + 250 Mana MANA RESTORED: 135 Mana Needed: 25 Cooldown: 55 |
2. Dagger
Cost: 2150
Active: Blink - Teleport to a target point up to 1200 units away. If damage is taken from an enemy hero, Blink Dagger cannot be used for 3 seconds. Manacost: 75 Cooldown: 14 |
Blink Dagger is a perfect item for you for initiating purpose. This item will make you can jump straint in front of your target so you can stun them immediately to make a way for your team to knock your enemy down. In a teamfight, who initiate first is usually become the winnner of the fight.
3. 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 |
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
You initiate a teamfight, they finishes the job by killing the target
By : Unknown
Dota 2 - Slardar Build Guide
0
BIO
Slardar is a Slithereen, one of the Deep Ones, guardian of the great wealth of sunken cities and the ancient riches buried there. In the lightless gulf of the great ocean abysses, the Slithereen Guard carries his lure-light with him through the secret treasure rooms. Subaqueous thieves (sent into the deeps by covetous dryland sorcerers) are drawn in by its friendly glow, never to return. He is utterly loyal, and his taciturn nature hides deep knowledge of the most secret places of the sea. He rises to the shallows in spite of the pain caused him by brightness, to commit reconnaissance, to make sure no one is conspiring against the depths, and sometimes in relentless pursuit of the rare few who manage to steal off with an item from the Sunken Treasury. Because he has spent his whole life at great pressure, under tremendous weight of the sea, Slardar the Slithereen Guard is a creature of great power.
INTRODUCTION
Slardar is a melee tanker, manly initiator hero. He has the amplify damage for the enemy that makes his target loss a big amount of armor and become as squishy as a paper. As an initiator, you need to be brave on playing this hero. No need to afraid of the crowds and jump straight to it to stun them all.
STATS
ABILITIES
1. Sprint
Slardar moves significantly faster, but takes bonus damage.
As Slardar has made the transition from the Deeps, it has been necessary to use his powerful tail for sprinting instead of swimming.
This is your chasing / escaping skill. Sprint like Usain Bolt!
Example:
Slardar run with maximum speed so he can easily catch his opponent
2. Slithereen Crush
Slams the ground, stunning and damaging nearby enemy land units. After the stun, the affected units are slowed.
A swift crush of might and water breaks even the toughest of defenses.
Crushing your enemy using a massive stunning ability. You need a blink dagger to land this skill properly. Bly placing yourself inside the crowds, you will land a perfect stun to initiate a teamfight.

A perfect skill for an initiator. Look at Dragon Knight that caught off position.
3.Bash
Grants a chance that an attack will do bonus damage and stun an enemy. The duration is doubled against creeps.
Thieves of the wealth of the Deep Ones meet the brutality of the Slithereen Guard in melee combat.
Get a stunning ability to your weapon. Makes you have a chance to stun your enemies in each attacks. This skill makes you become a decent late game carry for your team.
4. Amplify Damage
Reduces enemy armor to amplify physical damage and provides True Sight of the targeted unit, revealing invisibility.
Slardar's lure-light reveals even the most hidden of opponents, as well as their vulnerabilities.
This is your main skill in the game. low manacost, low cooldown, and a high armor reduction for your target.
Also gives vision to the target, which means it will always reveal riki, bounty hunter, clinks, or weaver. Can also useful for tracking a hero and keep an eye on him.
Example:
This is a good skill to reveal any invisible hero. And the most important is that the amplify damage can make enemy become squishy.
SKILLBUILD
Level 1: Slithereen Crush
Level 2: Sprint
Level 3: Slithereen Crush
Level 4: Bash
Level 5: Slithereen Crush
Level 6: Amplify Damage
Level 7: Slithereen Crush
Level 8: Sprint
Level 9 : Sprint
Level 10: Sprint
Level 11: Amplify Damage
Level 12: Bash
Level 13: Bash
Level 14: Bash
Level 15: Stats
Level 16: Amplify Damage
Level 17-25: Stats
Why take Slithereen Crush for level 1? Maybe you will need this to find a firstblood! Together with your friends, you need to lock down the enemy with this skill.
Why maxed Slithereen Crush first? This is your main nuke, you will need this for ganking, farming, and killing on early-mid game.
Why maxed Sprint before Bash? Chasing is the main thing to consider in the mid game. With a proper chasing skill, you will catch every hero and not let them escape from your team.
Slardar is a Slithereen, one of the Deep Ones, guardian of the great wealth of sunken cities and the ancient riches buried there. In the lightless gulf of the great ocean abysses, the Slithereen Guard carries his lure-light with him through the secret treasure rooms. Subaqueous thieves (sent into the deeps by covetous dryland sorcerers) are drawn in by its friendly glow, never to return. He is utterly loyal, and his taciturn nature hides deep knowledge of the most secret places of the sea. He rises to the shallows in spite of the pain caused him by brightness, to commit reconnaissance, to make sure no one is conspiring against the depths, and sometimes in relentless pursuit of the rare few who manage to steal off with an item from the Sunken Treasury. Because he has spent his whole life at great pressure, under tremendous weight of the sea, Slardar the Slithereen Guard is a creature of great power.
INTRODUCTION
Slardar is a melee tanker, manly initiator hero. He has the amplify damage for the enemy that makes his target loss a big amount of armor and become as squishy as a paper. As an initiator, you need to be brave on playing this hero. No need to afraid of the crowds and jump straight to it to stun them all.
PROS | CONS |
Good initiator | Small stun area |
An imba armor reductor | |
Tanky |
ROLE
Melee - Carry - Durable - Disabler - Initiator
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 549 | 1,294 | 2,206 | SIGHT RANGE | 1800 / 800 |
MANA | 195 | 468 | 923 | ATTACK RANGE | 128 |
DAMAGE | 51-59 | 90-90 | 138-146 | MISSILE SPEED | N/A |
ARMOR | 5 | 10 | 16 |
ABILITIES
1. Sprint
Slardar moves significantly faster, but takes bonus damage.
MANA COST: 50/50/50/50 | COOLDOWN: 40 |
ABILITY: NO TARGET | ADDITIONAL DAMAGE: 15% |
BONUS SPEED: 20% / 27% / 33% / 40% | DURATION: 20 / 20 / 20 / 20 |
This is your chasing / escaping skill. Sprint like Usain Bolt!
Example:
Slardar run with maximum speed so he can easily catch his opponent
2. Slithereen Crush
Slams the ground, stunning and damaging nearby enemy land units. After the stun, the affected units are slowed.
MANA COST: 80/95/105/115 | COOLDOWN: 8 |
ABILITY: NO TARGET | DAMAGE: PHYSICAL |
DAMAGE: 50 / 100 / 150 / 200 | RADIUS: 350 |
SLOW: 20% | SLOW DURATION: 2 |
STUN DURATION: 1 / 1.5 / 2 / 2.5 |
Crushing your enemy using a massive stunning ability. You need a blink dagger to land this skill properly. Bly placing yourself inside the crowds, you will land a perfect stun to initiate a teamfight.

A perfect skill for an initiator. Look at Dragon Knight that caught off position.
3.Bash
Grants a chance that an attack will do bonus damage and stun an enemy. The duration is doubled against creeps.
ABILITY: PASSIVE | DAMAGE: MAGICAL |
CHANCE: 10% / 15% / 20% / 25% | BONUS DAMAGE: 40 / 50 / 60 / 70 |
DURATION: 1 |
Get a stunning ability to your weapon. Makes you have a chance to stun your enemies in each attacks. This skill makes you become a decent late game carry for your team.
4. Amplify Damage
Reduces enemy armor to amplify physical damage and provides True Sight of the targeted unit, revealing invisibility.
MANA COST: 25/25/25 | COOLDOWN: 10 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
ARMOR REDUCTION: 8 / 14 / 20 | DURATION: 25 / 25 / 25 |
This is your main skill in the game. low manacost, low cooldown, and a high armor reduction for your target.
Also gives vision to the target, which means it will always reveal riki, bounty hunter, clinks, or weaver. Can also useful for tracking a hero and keep an eye on him.
Example:
This is a good skill to reveal any invisible hero. And the most important is that the amplify damage can make enemy become squishy.
SKILLBUILD
Level 1: Slithereen Crush
Level 2: Sprint
Level 3: Slithereen Crush
Level 4: Bash
Level 5: Slithereen Crush
Level 6: Amplify Damage
Level 7: Slithereen Crush
Level 8: Sprint
Level 9 : Sprint
Level 10: Sprint
Level 11: Amplify Damage
Level 12: Bash
Level 13: Bash
Level 14: Bash
Level 15: Stats
Level 16: Amplify Damage
Level 17-25: Stats
Why take Slithereen Crush for level 1? Maybe you will need this to find a firstblood! Together with your friends, you need to lock down the enemy with this skill.
Why maxed Slithereen Crush first? This is your main nuke, you will need this for ganking, farming, and killing on early-mid game.
Why maxed Sprint before Bash? Chasing is the main thing to consider in the mid game. With a proper chasing skill, you will catch every hero and not let them escape from your team.
STRATEGY
Early Game
Slardar, a melee carry hero that needs to be tanky and also brave to initiate a teamfight and start a clash. You are the army of the sea, make the sea proud of your strength, stay focus and hunts every hero on the game. On the laning phase you need to get last hits and deny as many as you can. By collecting lots of golds,you can buy the core items you need to be owning on the mid-late game.
Mid Game
After you get your first core item, which is a Blink Dagger, you can start ganking. Don't afraid of any hero that tries to kill you, be brave - stun him, knock him down!. Amplify damage takes a big part here, remember that on early game, your ultimate will makes the armor of your target become so low which means a lot amplify damage for him. And just by that, your team can team easier to wipe out your enemy.
Late Game
On the late game, you should already have Bkb equipped on your arm. Magic immunity is the most needed stuff in big clash on the hard late game teamfight. Stay calm and focusing on the squishy hero first, also remember to cast the amplify damage on each of your target. The armor reductuin will multiple your damage by a lot here and it will makes will makes your team's job easier.
ITEMS BUILD
3. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
Why Black King Bar? It gives you survivability in a teamfight because you will get magic immunity during teamfight. By magic immunity, you can keep fighting and cannot be interrupted (except from Beastmaster's Roar or Batrider's Lasso)
4. Desolator
Total cost:: 4100
Recipe: 2x Mithril Hammer, Recipe
Why Desolator? Amplify more damage, why not?
(Example: Magine, Void, Luna)
Early Game
Slardar, a melee carry hero that needs to be tanky and also brave to initiate a teamfight and start a clash. You are the army of the sea, make the sea proud of your strength, stay focus and hunts every hero on the game. On the laning phase you need to get last hits and deny as many as you can. By collecting lots of golds,you can buy the core items you need to be owning on the mid-late game.
Mid Game
After you get your first core item, which is a Blink Dagger, you can start ganking. Don't afraid of any hero that tries to kill you, be brave - stun him, knock him down!. Amplify damage takes a big part here, remember that on early game, your ultimate will makes the armor of your target become so low which means a lot amplify damage for him. And just by that, your team can team easier to wipe out your enemy.
Late Game
On the late game, you should already have Bkb equipped on your arm. Magic immunity is the most needed stuff in big clash on the hard late game teamfight. Stay calm and focusing on the squishy hero first, also remember to cast the amplify damage on each of your target. The armor reductuin will multiple your damage by a lot here and it will makes will makes your team's job easier.
ITEMS BUILD
1. Power Threads
Total cost: 1400
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
Why Power Threads? It will gives you the survivability you need with it's STR boost. And also with the additional attack speed, you can trigger more stun of your 3rd skill Bash. Power threads is also a flexible shoes, you can change it to STR, AGI, or INT for what you need. STR for survivability, AGI for more attack speed, and INT for more mana.
2. Dagger
Cost: 2150
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. Dagger
Cost: 2150
Active: Blink - Teleport to a target point up to 1200 units away. If damage is taken from an enemy hero, Blink Dagger cannot be used for 3 seconds. Manacost: 75 Cooldown: 14 |
Blink Dagger is a perfect item for you for initiating purpose. This item will make you can jump straint in front of your target so you can stun them immediately to make a way for your team to knock your enemy down. In a teamfight, who initiate first is usually become the winnner of the fight.
3. 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 |
4. Desolator
Total cost:: 4100
Recipe: 2x Mithril Hammer, Recipe
Passive: Corruption - Your attacks reduce target's armor for 15 seconds. Desolator is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers. + 60 Damage ARMOR REDUCTION: 7 |
GOOD ALLIES
1. Carries(Example: Magine, Void, Luna)
By : Unknown