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Dota 2 - Terrorblade Build Guide
0
STATS
ABILITIES
1. Reflection
Terrorblade brings forth an invulnerable dark illusion of the targeted enemy Hero. The enemy Hero is slowed and attacked by the illusion for a short duration.
In the fractal prison of Foulfell, Terrorblade learned the truth of this old tale: you are your own worst enemy. Now it is a lesson he teaches others.
This skill is a single target slower skill to set up a kill for you. When the enemy is slowed by this skill, you can coneniently attack him. Also you can use this to escape from enemy.
2. Conjure Image
Creates an illusion of Terrorblade that deals damage.
There's only one thing more dangerous than facing Terrorblade. Facing MORE Terrrorblades!
Creates a clone of yourself. When you are on metamorphosis mode, the clone is also in a metamorph model and has the big attack damage. You can create 1 illusion per 16 seconds so you can creates a total of 2 illusions. Use the clones to helps you destroy towers and also makes you wins some teamfights.
3. Metamorphosis
Terrorblade transforms into a powerful demon with a ranged attack.
Temper, temper. The rage rises up and takes control. Meet Terrorblade's own worst self.
This is your most powerful ability. When you click this ability, you instantly become a ranged demon that has ultra big damage. You can easily destroy towers in this form. Don't forget to make some illusions right after you become the demon.
4. Sunder
Severs the soul from both Terrorblade and a target Hero, then exchanges them, carrying a percentage of each units' life force. The target Hero is also dealt a ministun. Some hit points must remain.
You didn't need that life, did you? The demon marauder steals that which you hold most dear.
Swap Hp between you and a target hero. You can swap either enemy or friend. Use this when your HP is low and make your HP become full again. A very nice survivability skill that guarantee a longer life in a teamfight.
SKILLBUILD
Level 1: Metamorphosis
Level 2: Reflection
Level 3: Conjure Image
Level 4: Metamorphosis
Level 5: Metamorphosis
Level 6: Sunder
Level 7: Metamorphosis
Level 8: Conjure Image
Level 9 : Conjure Image
Level 10: Conjure Image
Level 11: Sunder
Level 12: Reflection
Level 13: Reflection
Level 14: Reflection
Level 15: Stats
Level 16: Sunder
Level 17-25: Stats
This build is focusing on maxing your Metamorphosis first for maximum damage. You can then max Conjure Image and Relfection after it.
4. Situational
Enemy to be aware of
BIO
Terrorblade is the demon marauder--an outlaw hellion whom even other demons fear. A cosmic iconoclast, he stole from the Demon Lords, ignored the codified rites that should have bound his behavior, and broke every law of the seven Infernal Regions. For his crimes, he was taught this lesson: even Hell has a hell. A short, brutal trial ensued, with many dead on all sides, and he was finally incarcerated in Foulfell, a hidden dimension where demonkind imprison their own.
But Foulfell is no normal prison. In this dark mirror of reality, demons are sentenced to gaze eternally into the twisted reflection of their own souls. But instead of suffering, Terrorblade made himself master of his own reflected worst self--a raging, thieving demon of unimaginable power. With his inner beast under sway, he destroyed the fractal prison walls and burst free to turn his terror loose upon all creation.
INTRODUCTION
Terrorblade main power lies in the Metamorphosis ability which gives him so much damage. While he is in demon form, he gain so much damage to be able to destroy everything. He also make lots of illusions that deal damages and also makes enemy confused. His ultimate is a skill that instantly swap HP with his target, makes him unkillable. His other ability is a slower that makes his target can't escape from him.
But Foulfell is no normal prison. In this dark mirror of reality, demons are sentenced to gaze eternally into the twisted reflection of their own souls. But instead of suffering, Terrorblade made himself master of his own reflected worst self--a raging, thieving demon of unimaginable power. With his inner beast under sway, he destroyed the fractal prison walls and burst free to turn his terror loose upon all creation.
INTRODUCTION
Terrorblade main power lies in the Metamorphosis ability which gives him so much damage. While he is in demon form, he gain so much damage to be able to destroy everything. He also make lots of illusions that deal damages and also makes enemy confused. His ultimate is a skill that instantly swap HP with his target, makes him unkillable. His other ability is a slower that makes his target can't escape from him.
| PROS | CONS |
| One of the best tower destroyer | Low HP on early game |
| Lots of illusions | His metaporphosis have a lot cooldown |
| Can swap Hp instantly | Sunder can be blocked by a linken sphere |
| A decent slower for a single target | Beware of some burst damage like Epicenter, dagon, etc. |
ROLE
Carry
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 435 | 940 | 1,681 | SIGHT RANGE | 1800 / 800 |
| MANA | 247 | 566 | 1,053 | ATTACK RANGE | 128 |
| DAMAGE | 48-54 | 93-99 | 145-151 | MISSILE SPEED | 900 |
| ARMOR | 7 | 13 | 21 |
ABILITIES
1. Reflection
Terrorblade brings forth an invulnerable dark illusion of the targeted enemy Hero. The enemy Hero is slowed and attacked by the illusion for a short duration.
| MANA COST: 50 | COOLDOWN: 22/18/14/10 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY HEROES |
| DURATION: 5 | ILLUSION DAMAGE: 40% / 50% / 60% / 70% |
| MOVEMENT SLOW: 60% | ATTACK SLOW: 60 |
This skill is a single target slower skill to set up a kill for you. When the enemy is slowed by this skill, you can coneniently attack him. Also you can use this to escape from enemy.
2. Conjure Image
Creates an illusion of Terrorblade that deals damage.
| MANA COST: 80 | COOLDOWN: 16 |
| ABILITY: NO TARGET | ADDITIONAL ILLUSION DAMAGE TAKEN: 200% |
| DURATION: 32 | ILLUSION DAMAGE: 30% / 40% / 50% / 60% |
Creates a clone of yourself. When you are on metamorphosis mode, the clone is also in a metamorph model and has the big attack damage. You can create 1 illusion per 16 seconds so you can creates a total of 2 illusions. Use the clones to helps you destroy towers and also makes you wins some teamfights.
3. Metamorphosis
Terrorblade transforms into a powerful demon with a ranged attack.
| MANA COST: 50 | COOLDOWN: 140 |
| ABILITY: NO TARGET | DURATION: 40 / 44 / 48 / 52 |
| TRANSFORMATION TIME: 0.35 | BASE ATTACK TIME: 1.6 |
| ATTACK RANGE: 550 | BONUS DAMAGE: 20 / 40 / 60 / 80 |
This is your most powerful ability. When you click this ability, you instantly become a ranged demon that has ultra big damage. You can easily destroy towers in this form. Don't forget to make some illusions right after you become the demon.
4. Sunder
Severs the soul from both Terrorblade and a target Hero, then exchanges them, carrying a percentage of each units' life force. The target Hero is also dealt a ministun. Some hit points must remain.
| MANA COST: 200/100/0 | COOLDOWN: 120/80/40 |
| ABILITY: UNIT TARGET | AFFECTS: UNITS |
| MINIMUM HP SWAP: 25% / 20% / 15% |
Swap Hp between you and a target hero. You can swap either enemy or friend. Use this when your HP is low and make your HP become full again. A very nice survivability skill that guarantee a longer life in a teamfight.
SKILLBUILD
Level 1: Metamorphosis
Level 2: Reflection
Level 3: Conjure Image
Level 4: Metamorphosis
Level 5: Metamorphosis
Level 6: Sunder
Level 7: Metamorphosis
Level 8: Conjure Image
Level 9 : Conjure Image
Level 10: Conjure Image
Level 11: Sunder
Level 12: Reflection
Level 13: Reflection
Level 14: Reflection
Level 15: Stats
Level 16: Sunder
Level 17-25: Stats
This build is focusing on maxing your Metamorphosis first for maximum damage. You can then max Conjure Image and Relfection after it.
STRATEGY
Early Game
As a carry, of course, you have to farm diligently in the early game. But unlike some other carry that usually are weak in the early game, you can be very strong because you have nice abilities. You can easily zoning enemy with these skills so enemy can't come close. When you are on a demon form, your enemy instantly afraid and runs away so you can farm conveniently. Either with your other 2 skills, when you use that, your enemy usually runs from you.
Mid Game
On mid game, you should focus on destroying towers. You can use metamorphosis and then conjure image to create some illusion and easily destroy towers.
Destroy towers means your team gets lots of golds and also get them map control. Since you successfully destroy some towers, you will gets tons of golds advantage so you better surround your opponent's jungle and siege them.
Late Game
As a carry, on the late game stage you should already acquire some good items and should be able to carry your team into victory. You have high damage, and also multiple illusions, so technically you will be able to deal tons of damage in every teamfight. Prepare for a big teamfight. Get ready to always metaporph and multiply yourself.
In a teamfight, always focus fire on enemy supports since it will be easier to kill them.
ITEM BUILD
1. Starting Items
2. Mid Game Items
3. Late Game Core items
Early Game
As a carry, of course, you have to farm diligently in the early game. But unlike some other carry that usually are weak in the early game, you can be very strong because you have nice abilities. You can easily zoning enemy with these skills so enemy can't come close. When you are on a demon form, your enemy instantly afraid and runs away so you can farm conveniently. Either with your other 2 skills, when you use that, your enemy usually runs from you.
Mid Game
On mid game, you should focus on destroying towers. You can use metamorphosis and then conjure image to create some illusion and easily destroy towers.
Destroy towers means your team gets lots of golds and also get them map control. Since you successfully destroy some towers, you will gets tons of golds advantage so you better surround your opponent's jungle and siege them.
Late Game
As a carry, on the late game stage you should already acquire some good items and should be able to carry your team into victory. You have high damage, and also multiple illusions, so technically you will be able to deal tons of damage in every teamfight. Prepare for a big teamfight. Get ready to always metaporph and multiply yourself.
In a teamfight, always focus fire on enemy supports since it will be easier to kill them.
ITEM BUILD
1. Starting Items
| Quelling Blade: for easier last hitting Stout Shield: to block some damage and makes you tankier on earliest stage of the game. Tango: to refill your health |
2. Mid Game Items
| Power Thread: Gives additional attack speed and some Hp for your carrying duty. (can switch into int for additional mana and agi for additional attack speed) Magic Wand: Can saves your life in a dangerous situation. Ring of Aquila:: Gives some nice mana regen and additional stats Drum: Gives some attack speed, and also movement speed. as well as gives some additional stats. |
3. Late Game Core items
| Manta Style: Gives additional illusion to help you push and also great in teamfight.t Skadi: Gives a powerful slower that makes enemy can't get away so you can kill them. Butterfly: Gives additional attack speed, damage and evasion. Perfect item for agility carry in the late game Satanic: Gives a nice survivability in a late game teamfight. |
4. Situational
a. Radiance
| If you have an enough space and time to farm, this iteam is a great choice for terrorblade. It gives an aoe of 40 dps for your illusions. With that you can push even faster and gets lots of farmability. |
Enemy to be aware of
1. Earthshaker
| He counters you because he have Echo Slam. So he can destroy all of your illusions at once. So be careful of him. |
By : Unknown
Dota 2 - Warlock Build Guide
0
BIO
As Chief Curator and Head of Acquisitions for the Arcane Archives of the Ultimyr Academy, Demnok Lannik was tireless in his pursuit of lost, rare and forbidden tomes. No cursed temple was so foreboding, no cavern path so treacherous, that any concern for his own survival could dissuade him from entering if rumors hinted that some pamphlet of primordial lore might still survive in its depths. However, so often did his investigations trigger the wrath of protector entities, that he finally found it necessary to master the arts of magic. He bent himself to learning sorcery with the same thorough obsessiveness that marked his quest for incunabula, becoming the most powerful Warlock of the Academy in less time than most practitioners required to complete a course of undergraduate work. Almost as an afterthought, he carved a staff of Dreadwood and summoned into it a captive spirit from the Outer Hells. And anticipating the day when he will have recovered every last lost spellbook, he has commenced writing his own Black Grimoire. It will undoubtedly be instructive.
INTRODUCTION
Warlock is a hero that have many useful and powerful abilities. From a healing skill to Summoning a powerful Golem. His abilities is all designed to be use in big clash.
He have a skill that will share damage among enemies, he have skill to deal continuous damage to enemy, and also a skill to slow down enemies in the area.around him.
STATS
ABILITIES
1. Fatal Bonds
Binds several enemy units together, causing 20% of the damage dealt to one of them to be felt by the others.
An ancient incantation that links the vital energies of multiple lifeforms into one collective body.
With casting this skill to enemies in the area. Enemy hero that have this buff, will receive the damage felt by the creeps and his allied that also receives this buff. So although the enemy that have this buff is running away,, you still can damaging him by damaging his allied that bonded with this skill.
Can be deadly to enemies in a big clash because the damage will be streamed from one enemy to another and all enemies will feel more damage in the teamfight.
2. Shadow Word
Demnok whispers an incantation, healing a friendly unit or damaging an enemy unit over time.
Warlock arcane arts have a myriad of uses, allowing them to be powerful friendly enchantments or damaging curses.
If you cast this aon ally, it will heal him. And if you cast this on enemy it will damaging him. So cast this on a red HP ally and also cast this on enemy to harass him.
3. Upheaval
CHANNELED - A powerful slowing current that grows stronger as it's channelled. Lasts up to 10 seconds, slowing enemies up to 84%. Enemies are slowed for 3 seconds after leaving the area or the spell ends.
Demnok manipulates space-time, impairing entire armies.
Slows all enemy in the AoE. THis skill is a channeling skill so you need to stand still while casting this skill. So better you already casted all your other spells before casting this spedd in the teamfight because you won't do anything for like 10 seconds after casting this skill.
The slowing is very powerful though. So the opponent can hardly move within the AoE of this skill and youe ally can easily damaging all enemies in the area.
4. Chaotic Offering
Summons a Golem from the depths, dealing 100 damage and stunning enemies for one second. The Golem lives 60 seconds, takes reduced damage from spells, has Permanent Immolation and Flaming Fists on attack. Upgradable by Aghanim's Scepter.
Demnok unleashes the captive spirit in his Dreadwood staff, causing destruction in enemy ranks.
This is your most powerful spell in the game. You call a monster that can damaging all enemies that touches him. Your team become much stronger with the presence of this golem because your team is like having additional hero to fight with. Your opponent will be confused whether to attack the golem or to attack your heroes. And that's your team's chance to win the teamfight.
With the Aghanim Scepter, you can summon one two Golems at once and that's so so powerful because if one Golem is already annoying, two is a hell annoying for the enemy.
And not just that, with Aghanim Scepter + the Refresher Orb you will not just can summon 2 Golems but an extra 2 more Golems, that means 4 Golems will be there to crush all enemis in seconds.
Golem can also be useful in crushing towers and barracks too. Your team will be faster in destroying enemy towers.
SKILLBUILD
Level 1: Fatal Bonds
Level 2: Shadow Word
Level 3: Fatal Bonds
Level 4: Shadow Word
Level 5: Fatal Bonds
Level 6: Chaotic Offering
Level 7: Fatal Bonds
Level 8: Shadow Word
Level 9 : Shadow Word
Level 10: Upheaval
Level 11: Chaotic Offering
Level 12: Upheaval
Level 13: Upheaval
Level 14: Upheaval
Level 15: Stats
Level 16: Chaotic Offering
Level 17-25: Stats
Why maxed Fatal Bonds first? With this skill, you can harass the enemies more. The power of the bond will slowly reduce your enemy's HP so you can easily control the lane on the mid game or you can use it to harass enemies more on a gank.
Why maxed Shadow Word before Upheaval? On early game you need Shadow Word mor than the Upheaval. The healing can keeps your teammates alive and the damage can easily harass your enemy in lane and in a gank. And Upheavel is a skill that need to be cast on a big clash which will be happening on a late game.
As Chief Curator and Head of Acquisitions for the Arcane Archives of the Ultimyr Academy, Demnok Lannik was tireless in his pursuit of lost, rare and forbidden tomes. No cursed temple was so foreboding, no cavern path so treacherous, that any concern for his own survival could dissuade him from entering if rumors hinted that some pamphlet of primordial lore might still survive in its depths. However, so often did his investigations trigger the wrath of protector entities, that he finally found it necessary to master the arts of magic. He bent himself to learning sorcery with the same thorough obsessiveness that marked his quest for incunabula, becoming the most powerful Warlock of the Academy in less time than most practitioners required to complete a course of undergraduate work. Almost as an afterthought, he carved a staff of Dreadwood and summoned into it a captive spirit from the Outer Hells. And anticipating the day when he will have recovered every last lost spellbook, he has commenced writing his own Black Grimoire. It will undoubtedly be instructive.
INTRODUCTION
Warlock is a hero that have many useful and powerful abilities. From a healing skill to Summoning a powerful Golem. His abilities is all designed to be use in big clash.
He have a skill that will share damage among enemies, he have skill to deal continuous damage to enemy, and also a skill to slow down enemies in the area.around him.
| PROS | CONS |
| Can summon powerful golems | Squishy |
| Have a decent damage sharing spell | Slow |
| Have a decent healing spell | His Upheavel needs channeling |
| Have a decent aoe-slowing spell |
ROLE
Ranged - Initiator - Support - Lane Support - Disabler
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 492 | 1,157 | 2,012 | SIGHT RANGE | 1800 / 800 |
| MANA | 312 | 803 | 1,414 | ATTACK RANGE | 600 |
| DAMAGE | 46-56 | 84-94 | 131-141 | MISSILE SPEED | 1200 |
| ARMOR | 2 | 4 | 9 |
ABILITIES
1. Fatal Bonds
Binds several enemy units together, causing 20% of the damage dealt to one of them to be felt by the others.
| MANA COST: 120/120/120/120 | COOLDOWN: 25 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: HP REMOVAL | DAMAGE: 0 / 0 / 0 / 0 |
| ENEMIES BOUND: 3 / 4 / 5 / 6 | DURATION: 25 |
With casting this skill to enemies in the area. Enemy hero that have this buff, will receive the damage felt by the creeps and his allied that also receives this buff. So although the enemy that have this buff is running away,, you still can damaging him by damaging his allied that bonded with this skill.
Can be deadly to enemies in a big clash because the damage will be streamed from one enemy to another and all enemies will feel more damage in the teamfight.
2. Shadow Word
Demnok whispers an incantation, healing a friendly unit or damaging an enemy unit over time.
| MANA COST: 90/110/130/150 | COOLDOWN: 16 |
| ABILITY: UNIT TARGET | AFFECTS: HEROES |
| DAMAGE: MAGICAL | DAMAGE: 15 / 25 / 35 / 45 |
| DURATION: 9 / 9 / 9 / 9 | CONTOH: DIHAPUS8 |
If you cast this aon ally, it will heal him. And if you cast this on enemy it will damaging him. So cast this on a red HP ally and also cast this on enemy to harass him.
3. Upheaval
CHANNELED - A powerful slowing current that grows stronger as it's channelled. Lasts up to 10 seconds, slowing enemies up to 84%. Enemies are slowed for 3 seconds after leaving the area or the spell ends.
| MANA COST: 100/110/120/130 | COOLDOWN: 50 |
| ABILITY: CHANNELED, POINT TARGET | DAMAGE: 0 / 0 / 0 / 0 |
| RADIUS: 650 / 650 / 650 / 650 | SLOW RATE: 7% / 14% / 21% / 28% |
Slows all enemy in the AoE. THis skill is a channeling skill so you need to stand still while casting this skill. So better you already casted all your other spells before casting this spedd in the teamfight because you won't do anything for like 10 seconds after casting this skill.
The slowing is very powerful though. So the opponent can hardly move within the AoE of this skill and youe ally can easily damaging all enemies in the area.
4. Chaotic Offering
Summons a Golem from the depths, dealing 100 damage and stunning enemies for one second. The Golem lives 60 seconds, takes reduced damage from spells, has Permanent Immolation and Flaming Fists on attack. Upgradable by Aghanim's Scepter.
| MANA COST: 200/250/300 | COOLDOWN: 165 |
| ABILITY: POINT TARGET | DAMAGE: MAGICAL |
| RADIUS: 600 | GOLEM HP: 900 / 1200 / 1500 |
| GOLEM DAMAGE: 75 / 100 / 125 | GOLEM ARMOR: 5 / 7 / 10 |
| DAMAGE: 100 | SCEPTER NUMBER OF GOLEMS: 2 |
| SCEPTER HP/DAMAGE REDUCTION: 25% | SCEPTER BOUNTY REDUCTION: 50% |
This is your most powerful spell in the game. You call a monster that can damaging all enemies that touches him. Your team become much stronger with the presence of this golem because your team is like having additional hero to fight with. Your opponent will be confused whether to attack the golem or to attack your heroes. And that's your team's chance to win the teamfight.
With the Aghanim Scepter, you can summon one two Golems at once and that's so so powerful because if one Golem is already annoying, two is a hell annoying for the enemy.
And not just that, with Aghanim Scepter + the Refresher Orb you will not just can summon 2 Golems but an extra 2 more Golems, that means 4 Golems will be there to crush all enemis in seconds.
Golem can also be useful in crushing towers and barracks too. Your team will be faster in destroying enemy towers.
SKILLBUILD
Level 1: Fatal Bonds
Level 2: Shadow Word
Level 3: Fatal Bonds
Level 4: Shadow Word
Level 5: Fatal Bonds
Level 6: Chaotic Offering
Level 7: Fatal Bonds
Level 8: Shadow Word
Level 9 : Shadow Word
Level 10: Upheaval
Level 11: Chaotic Offering
Level 12: Upheaval
Level 13: Upheaval
Level 14: Upheaval
Level 15: Stats
Level 16: Chaotic Offering
Level 17-25: Stats
Why maxed Fatal Bonds first? With this skill, you can harass the enemies more. The power of the bond will slowly reduce your enemy's HP so you can easily control the lane on the mid game or you can use it to harass enemies more on a gank.
Why maxed Shadow Word before Upheaval? On early game you need Shadow Word mor than the Upheaval. The healing can keeps your teammates alive and the damage can easily harass your enemy in lane and in a gank. And Upheavel is a skill that need to be cast on a big clash which will be happening on a late game.
STRATEGY
Early Game
Warlock is a strong hero on early game. He have the fatal bonds to always harassing his opponents in lane by casting this on enemy hero and also the creeps so while the creeps taking damages, the enemy hero will also feel the damage. And he also have the Shadow Word which can be use to heal himself and also allies that need HP recovery. Shadow Word can also be use for enemy to harass him in the lane.
Mid Game
Midg game is usually is the starting of ganking activities where our team and the enemy team both finding each other to get as many kills as we can. You can help your team's ganking party by using Fatal Bonds in the starting of the gank. That way all enemy will receive more damage from your team's damage. And then cast the Chaotic Offering to summon Golem to helps you in the teamfight. With the Golem on the field, the enemy team is usually afraid and immediately forced to retreat because the golem + your whole team damage can destroy them easily. And if the enemy are not afraid from the presence of your Golem, it will be so good because the Golem will make your enemy confuse whether to attack the Golem or to attack the heroes. And then while enemy is confused, your team can easily crush them.
After you successfully cast the Fatal Bond and summon the Golem, youc an choose to cast the Shadow Word for allies to increase his survivability in the teamfight or to cast this on one of the enemy to harass him. After you successfully casted 3 of your skill, you can cast your channeling skill Upheaval which needs you to stand still for the next 10 seconds. Remember to place the Upheaval in the middle of the enemy heroes in maximize it's potential. And with the slowing ability from Upheaval, the enemy will hardly move in the area so your friends can crush them easily.
Late Game
Late game teamfight strategy is still the same. You cast the Fatal Bond in the starting of the teamfight to increase the damage enemy will receive, and then summon your Golem to stun the enemy and then your Golem can deal damage per second to them. On this late game, you may already have the Aghanim and that's make your initiation more stronger because you now can call 2 Golems at once. And if you also have the Refresher Orb, 4 Golems will be too much for the opponent and your team can easily win the teamfight. With 4 Golems, it will be a total chaos on the land, and the enemy should be retread or to be crashed by the power of your Golem. if the enemy still want to fight, your team will have so many damage source and will be a quite easy teamfight for your team. And if they choose to retreat, your Golem should be easy to destroy their towers and base. So it's a win-win solution for your team.
Also remember to cast sthe Shadow Word to either ally or to one of the enemy. And finally you can cast the Upheaval to slow down all the enemies in the area of a teamfight.
After successful teamfight your team can choose whether to kill the Roshan or to push the enemy base. Choose wisely.
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. Aghanim Scepter,
Why Aghanim's Scepter? Increase your team's power by instantly summon 2 Golems in the teamfight.
Recipe: Obilivion Staff + Preserverance + Recipe
Why Refresher Orb? With this and also the Aghanim Scepter, it will totally summon up to 4 Golems in the field. So so powerful.
And if you choose to be more supportive you can choose these items:
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
2. Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Why Pipe of Insight? Gives barrier for all allies in AoE that Block 400 spell damage, very useful.
And if you want to be excel at initaiting a teamfight you can choose these items:
2. 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
Warlock is a strong hero on early game. He have the fatal bonds to always harassing his opponents in lane by casting this on enemy hero and also the creeps so while the creeps taking damages, the enemy hero will also feel the damage. And he also have the Shadow Word which can be use to heal himself and also allies that need HP recovery. Shadow Word can also be use for enemy to harass him in the lane.
Mid Game
Midg game is usually is the starting of ganking activities where our team and the enemy team both finding each other to get as many kills as we can. You can help your team's ganking party by using Fatal Bonds in the starting of the gank. That way all enemy will receive more damage from your team's damage. And then cast the Chaotic Offering to summon Golem to helps you in the teamfight. With the Golem on the field, the enemy team is usually afraid and immediately forced to retreat because the golem + your whole team damage can destroy them easily. And if the enemy are not afraid from the presence of your Golem, it will be so good because the Golem will make your enemy confuse whether to attack the Golem or to attack the heroes. And then while enemy is confused, your team can easily crush them.
After you successfully cast the Fatal Bond and summon the Golem, youc an choose to cast the Shadow Word for allies to increase his survivability in the teamfight or to cast this on one of the enemy to harass him. After you successfully casted 3 of your skill, you can cast your channeling skill Upheaval which needs you to stand still for the next 10 seconds. Remember to place the Upheaval in the middle of the enemy heroes in maximize it's potential. And with the slowing ability from Upheaval, the enemy will hardly move in the area so your friends can crush them easily.
Late Game
Late game teamfight strategy is still the same. You cast the Fatal Bond in the starting of the teamfight to increase the damage enemy will receive, and then summon your Golem to stun the enemy and then your Golem can deal damage per second to them. On this late game, you may already have the Aghanim and that's make your initiation more stronger because you now can call 2 Golems at once. And if you also have the Refresher Orb, 4 Golems will be too much for the opponent and your team can easily win the teamfight. With 4 Golems, it will be a total chaos on the land, and the enemy should be retread or to be crashed by the power of your Golem. if the enemy still want to fight, your team will have so many damage source and will be a quite easy teamfight for your team. And if they choose to retreat, your Golem should be easy to destroy their towers and base. So it's a win-win solution for your team.
Also remember to cast sthe Shadow Word to either ally or to one of the enemy. And finally you can cast the Upheaval to slow down all the enemies in the area of a teamfight.
After successful teamfight your team can choose whether to kill the Roshan or to push the enemy base. Choose wisely.
ITEMS BUILD
1. Arcane Boots
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. Aghanim Scepter,
| Passive: Ultimate Upgrade - Upgrades the ultimates of certain heroes. + 10 All Attributes + 200 Health + 150 Mana |
3. Refresher Orb
Total cost: 5300Recipe: 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 |
And if you choose to be more supportive you can choose these items:
1. 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 |
2. 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 |
And if you want to be excel at initaiting a teamfight you can choose these items:
1. Dagger
Cost: 2150
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.
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 |
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
You initiate a teamfight, they finishes the job by killing the target
By : Unknown
Dota 2 - Outworld Devourer Build Guide
0
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.
STATS
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.
Harbinger's outworldly knowledge allows it to tap into the ebb and flow of all spiritual energy, infusing it into his being.
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.
Locked away in the pocket between this world and the Outworld, victims realize their infantile knowledge and mortality.
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.
The crystals of the Outworld produce arcane power, and the Harbinger channels it into the world of mortals.
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.
When an Outworld crystal ruptures, cataclysmic energies are released, and the reverberations of this power are felt interdimensionally.
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.
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 |
ROLE
Ranged - Carry
| 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.
STRATEGY
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.
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.
And if you fail in the teamfight, run as fast as you can so the enemy cannot kill you, maybe you can use your force staff, or any item you have. Also don't forget to Imprison a hero that chase you using Astral Imprisonment.
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 attack speed, thats what you need, attack speed and damages. Power threads is laso a flexible shoes, you can change it to STR, AGI, or INT for what you need.
2. 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.
3. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Why Schyte of Vyse? Very good item to initiate a teamfight.
To increase your survivability you may need this item
4. 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)
Why Shiva's? The movement speed and attack speed reduction from this shivas guard will greatly reduces enemy's power in the teamfight. And combined with your Sanity Eclipse. it will deal massive amount of damage in terms of enemy's destruction.
Recipe: Obilivion Staff + Preserverance + Recipe
Why Refresher Orb? With this item, you can refresh your ultimate. And also it will refresh your Sheepstick and also Shiva's Guard.
ALTERNATIVE ITEMS
a. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
b Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Why Pipe of Insight? Gives barrier for all allies in AoE that Block 400 spell damage, very useful.
c. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
Why Eul? Can make you become more agile with Cyclone ability. You cannot be attacked for 2.5 seconds. Or you can cast it to the enemy and make your team can surround the target and harass him after landing on the ground.
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 |
5. Shiva's Guard
Total cost: 4700Recipe: Plate Mail + Mystic Staff + Recipe
| 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 |
6. Refresher Orb
Total cost: 5300Recipe: 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 |
By : Unknown


















































