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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 - Elder Titan Build Guide
0
STATS
ABILITIES
1. Echo Stomp
Elder Titan and his Astral Spirit both stomp the ground, damaging and knocking nearby enemy units unconscious around their locations. The Elder Titan stomp deals physical damage, while the Spirit stomp deals magical damage. Unconscious enemies will wake if they take damage.
The force of creation still echoes in the stomp of the Titan.
This skill is considered an initiating skill. With this skill you can makes enmiy sleep your team can surround the enemy and then harass him. This skill also gives small damage.
Your Astral Spirit also performing this skill together with your real self. So you may use your 2nd first and send your Spirit on the enemy crowds, and then you can use Echo Stomp skill to make enemy becomesleep.
2. Astral Spirit
Elder Titan sends forth his Astral Spirit, damaging any units it passes through. When the spirit rejoins the Titan, it grants bonus damage and movement speed for each unit it damaged. The Astral Spirit possesses the Echo Stomp, Return Spirit, and Natural Order abilities.
Like the four fundamentals, Elder Titan exists across all planes at once and can draw other aspects of himself to assist in times of need.
This ability is considering a nuke. It gives nice damage in the early game. So cast this to damaging enemy on the early-mid game. You can also use this to farm some creeps.
If the Spirit touches the creeps and also the enemy heroes, it will gives you more movement speed and more damage after the Spirit come back to your real self. This can makes you become a decent right clicker and a decent chaser in the teamfight.
This skill can be combined with your 1st skill to perform a Stomp. So the Spirit and the real self will be performing Echo Stomp together.
2b .Return Astral Spirit
Returns the Astral Spirit to Elder Titan.
3. Natural Order
Reduces all elements to their basic levels, removing base armor and magic resistance from nearby enemy units.
As it was at the beginning, Elder Titan makes it so again.
Reduce enemy's armor and magic resistance. A very good skill that makes your whole team will produce more damage to every enemy hero in the teamfight.
4. Earth Splitter
Sends forth a jagged crack in front of Elder Titan. After 3 seconds, the crack implodes, slowing them while dealing damage based on the maximum life of units caught in the area.
That which he created, the titan tears asunder.
A skill that will crack the land in front of you in a very long range . So good initiating skill to make enemy become slowed and also damaged.
SKILLBUILD
Level 1: Astral Spirit
Level 2: Echo Stomp
Level 3: Astral Spirit
Level 4: Natural Order
Level 5: Astral Spirit
Level 6: Earth Splitter
Level 7: Astral Spirit
Level 8: Echo Stomp
Level 9 : Echo Stomp
Level 10: Echo Stomp
Level 11: Earth Splitter
Level 12: Natural Order
Level 13: Natural Order
Level 14: Natural Order
Level 15: Stats
Level 16: Earth Splitter
Level 17-25: Stats
Why maxed Astral Spirit first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Echo Stomp before Natural Order? On early-mid game, the enemy's armor and resitance are still considerably low. Better to increase the Echo Stomp to increase it's Sleep duration for initiating a teamfight.
BIO
Well may you ask, "How did this world take its form?" Why of all the worlds in creation, has this one its strange properties, its diverse and motley collection of creatures, cultures and lore? "The answer," One whispers, "lies with the Titans."
These original progenitors were there near the Beginning--if not actual witnesses to the creation, then born with it still echoing in their ears. Stamped with the earliest energies of the universe, they wished nothing more than to continue as creators themselves. Thus they bent to the task of shaping matter to their will: hammering and heating, bending and blasting. And when matter proved less challenging than they liked, they turned their tools upon themselves, reshaping their minds and reforging their spirits until they had become beings of great endurance. Reality itself became the ultimate object of their smithing. Yet, along the way, they sometimes erred. In cases of great ambition, mistakes are unavoidable.
The one we know as the Elder Titan was a great innovator, one who studied at the forge of creation. In honing his skills, he shattered something that could never be repaired, only thrown aside. He fell into his own broken world, a shattered soul himself. There he dwelt among the jagged shards and fissured planes, along with other lost fragments that had sifted down through the cracks in the early universe. And this is why the world we know resembles an isle of castaways, survivors of a wreck now long forgotten. Forgotten, that is, by all but the One who blames himself. He spends his time forever seeking a way to accomplish the repairs, that he might rejoin the parts of his broken soul, that we and the world alike might all be mended. This is the One we know as Elder Titan.
INTRODUCTION
Elder Titan is considered one of the best initiator in DotA. He have 2 initiating skill that will helps his team to initiate well in a teamfight. He also have a skill to reduce enemy's armor and resistance which will greatly increase his allies damage. He can also acquire a nice amount of damage from his Astral skill. Elder Titan: A beast the enemy should afraid of.
These original progenitors were there near the Beginning--if not actual witnesses to the creation, then born with it still echoing in their ears. Stamped with the earliest energies of the universe, they wished nothing more than to continue as creators themselves. Thus they bent to the task of shaping matter to their will: hammering and heating, bending and blasting. And when matter proved less challenging than they liked, they turned their tools upon themselves, reshaping their minds and reforging their spirits until they had become beings of great endurance. Reality itself became the ultimate object of their smithing. Yet, along the way, they sometimes erred. In cases of great ambition, mistakes are unavoidable.
The one we know as the Elder Titan was a great innovator, one who studied at the forge of creation. In honing his skills, he shattered something that could never be repaired, only thrown aside. He fell into his own broken world, a shattered soul himself. There he dwelt among the jagged shards and fissured planes, along with other lost fragments that had sifted down through the cracks in the early universe. And this is why the world we know resembles an isle of castaways, survivors of a wreck now long forgotten. Forgotten, that is, by all but the One who blames himself. He spends his time forever seeking a way to accomplish the repairs, that he might rejoin the parts of his broken soul, that we and the world alike might all be mended. This is the One we know as Elder Titan.
INTRODUCTION
Elder Titan is considered one of the best initiator in DotA. He have 2 initiating skill that will helps his team to initiate well in a teamfight. He also have a skill to reduce enemy's armor and resistance which will greatly increase his allies damage. He can also acquire a nice amount of damage from his Astral skill. Elder Titan: A beast the enemy should afraid of.
| PROS | CONS |
| His spell range is so wide | Skill difficulties |
| Good movespeed | Low AoE on his 3rd skill |
| Can acquire lots of damage fro the Astral Form |
ROLE
Melee - Initiator - Durable
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 606 | 1,218 | 2,035 | SIGHT RANGE | 1800 / 800 |
| MANA | 299 | 590 | 1,058 | ATTACK RANGE | 128 |
| DAMAGE | 47-57 | 79-89 | 122-132 | MISSILE SPEED | N/A |
| ARMOR | 3 | 6 | 11 |
ABILITIES
1. Echo Stomp
Elder Titan and his Astral Spirit both stomp the ground, damaging and knocking nearby enemy units unconscious around their locations. The Elder Titan stomp deals physical damage, while the Spirit stomp deals magical damage. Unconscious enemies will wake if they take damage.
| MANA COST: 100/115/130/145 | COOLDOWN: 15 |
| ABILITY: NO TARGET, CHANNELED | DAMAGE: COMPOSITE |
| CAST TIME: 1.4 | RADIUS: 475 |
| SLEEP DURATION: 2 / 3 / 4 / 5 | STOMP DAMAGE: 80 / 80 / 80 / 80 |
This skill is considered an initiating skill. With this skill you can makes enmiy sleep your team can surround the enemy and then harass him. This skill also gives small damage.
Your Astral Spirit also performing this skill together with your real self. So you may use your 2nd first and send your Spirit on the enemy crowds, and then you can use Echo Stomp skill to make enemy becomesleep.
2. Astral Spirit
Elder Titan sends forth his Astral Spirit, damaging any units it passes through. When the spirit rejoins the Titan, it grants bonus damage and movement speed for each unit it damaged. The Astral Spirit possesses the Echo Stomp, Return Spirit, and Natural Order abilities.
| MANA COST: 110/110/110/110 | COOLDOWN: 16 |
| ABILITY: POINT TARGET | DAMAGE: MAGICAL |
| RADIUS: 275 | DAMAGE: 120 / 160 / 200 / 240 |
| DURATION: 8 | BUFF DURATION: 9 |
| BONUS SPEED(CREEPS): 1% | BONUS SPEED(HEROES): 5% |
| BONUS DAMAGE(CREEPS): 3 / 6 / 9 / 12 | BONUS DAMAGE(HEROES): 10 / 20 / 30 / 40 |
This ability is considering a nuke. It gives nice damage in the early game. So cast this to damaging enemy on the early-mid game. You can also use this to farm some creeps.
If the Spirit touches the creeps and also the enemy heroes, it will gives you more movement speed and more damage after the Spirit come back to your real self. This can makes you become a decent right clicker and a decent chaser in the teamfight.
This skill can be combined with your 1st skill to perform a Stomp. So the Spirit and the real self will be performing Echo Stomp together.
2b .Return Astral Spirit
Returns the Astral Spirit to Elder Titan.
| COOLDOWN: 0 | ABILITY: NO TARGET |
3. Natural Order
Reduces all elements to their basic levels, removing base armor and magic resistance from nearby enemy units.
| ABILITY: PASSIVE, AURA | AFFECTS: ENEMY UNITS |
| RADIUS: 275 / 275 / 275 / 275 | BASE ARMOR REDUCTION: 25% / 50% / 75% / 100% |
| BASE RESIST REDUCTION: 8% / 16% / 25% / 33% |
Reduce enemy's armor and magic resistance. A very good skill that makes your whole team will produce more damage to every enemy hero in the teamfight.
4. Earth Splitter
Sends forth a jagged crack in front of Elder Titan. After 3 seconds, the crack implodes, slowing them while dealing damage based on the maximum life of units caught in the area.
| MANA COST: 175/175/175 | COOLDOWN: 100 |
| ABILITY: POINT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: COMPOSITE | DELAY: 3.14 |
| CRACK WIDTH: 300 | RANGE: 2400 |
| SLOW: 30% / 40% / 50% | SLOW DURATION: 3 / 4 / 5 |
| MAX HP AS DAMAGE: 35% |
A skill that will crack the land in front of you in a very long range . So good initiating skill to make enemy become slowed and also damaged.
SKILLBUILD
Level 1: Astral Spirit
Level 2: Echo Stomp
Level 3: Astral Spirit
Level 4: Natural Order
Level 5: Astral Spirit
Level 6: Earth Splitter
Level 7: Astral Spirit
Level 8: Echo Stomp
Level 9 : Echo Stomp
Level 10: Echo Stomp
Level 11: Earth Splitter
Level 12: Natural Order
Level 13: Natural Order
Level 14: Natural Order
Level 15: Stats
Level 16: Earth Splitter
Level 17-25: Stats
Why maxed Astral Spirit first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Echo Stomp before Natural Order? On early-mid game, the enemy's armor and resitance are still considerably low. Better to increase the Echo Stomp to increase it's Sleep duration for initiating a teamfight.
STRATEGY
Early Game
On early game, you should get lasthits and denies if your carry isn't in the same line as you. You may need to buy some items that will benefit the team. Last hits is quiet easy for you because you have a high base damage. And also you have the Astral Spirits to helps you get last hits by it's magical damage and also it eventually will gives you bonus attack damage that helps you get more last hits.
If you don't see any wards that will detect the enemy, you should buy it. Ward is a must item for the team. It gives a vision that preevents your teammates from enemys attempt on ganking.
Mid Game
Mid game is the ganking time! Everybody will roam around the map and find somebody to kill. It's your time to roam too. Don't forget to buy the Smoke of Deceit to hid from enemy's Observer Ward.
You have some ganking skill here. So if you want to initiate in a gank, what you need to do is:
1. Comunicate with your teammates about who should be ganked, you should focus fire on 1 hero in a gank, because if you don't communicate well you may attack the A person and your teammates attack the B person, and that is a bad gank and can lead to failure on getting the kill.
2. Prepare the items needed in the gank:
a. Use Smoke of Deceit
b. Prepare Dust, Sentry Wards, or Gem if you will gank an invisible hero like Rikimaru, Clinkz, or Nyx Assassin
c. Use the Astral Spirit
d. Use the Echo Stomp
e. Use your ultimate
Late Game
On late game. The teamfight will be very intense. Beware! if your team lose a single teamfight it may cost you the game.
You should already reached high level here so you have an all high level skill and also an already high sats, HP and damage. And so does ebverybody in the map. And also with the high level, that means a long respawn time. That means that every move is becoming more important and decisive. So keep focus and also don;'t panic at every sitaution. Always think clearly and use all you have.
Here you should make a wise decision to choose btween 2 options:
1. To save money for buyback
2. To buy your next item
How to choose between those two? you may see how important is your next item. You can see it by: If you don't buy that item immediately, your team's can't compete with the enemy's power so buy it immediately, but if the item is not that important, you should save for buyback.
Your role in the teamfight is an initiator. What you need to do is:
1. Casting Astral Spirit and the Echo Stomp to make emnemy become sleep
2. Cast your ultimate
3. Use any clickable item in your pocket, you may have Mekansm or Necronomicon.
And if your team won the teamfight, you have two options:
1. You can get the Aegis for your team's main hero or
2. Your team can push enemy base and destrouy their buildings. Choose wisely!
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 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.
3. Drum of Endurance
Total Cost: 1725
Recipe: Bracer + Robe of Magi + Recipe
Why Drums? It gives Movement Speed and Attack Speed aura for the whole team . The attack speed aura is for teamfight and the movement speed aura is for chasing and for escaping. Also increase all your attributes so you get stronger and tankier.
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 Sigil, the sloer will be so high and will likely to dominate enemy in every teamfight.
5. Heart of Tarrasque
Total cost: 5500
Recipe: Reaver + Vitality Booster
Why Heart of Tarrasque? The survivability from this item is the core of your survival during any teamfight. Buy this and keep alive from all enemy's force.
Early Game
On early game, you should get lasthits and denies if your carry isn't in the same line as you. You may need to buy some items that will benefit the team. Last hits is quiet easy for you because you have a high base damage. And also you have the Astral Spirits to helps you get last hits by it's magical damage and also it eventually will gives you bonus attack damage that helps you get more last hits.
If you don't see any wards that will detect the enemy, you should buy it. Ward is a must item for the team. It gives a vision that preevents your teammates from enemys attempt on ganking.
Mid Game
Mid game is the ganking time! Everybody will roam around the map and find somebody to kill. It's your time to roam too. Don't forget to buy the Smoke of Deceit to hid from enemy's Observer Ward.
You have some ganking skill here. So if you want to initiate in a gank, what you need to do is:
1. Comunicate with your teammates about who should be ganked, you should focus fire on 1 hero in a gank, because if you don't communicate well you may attack the A person and your teammates attack the B person, and that is a bad gank and can lead to failure on getting the kill.
2. Prepare the items needed in the gank:
a. Use Smoke of Deceit
b. Prepare Dust, Sentry Wards, or Gem if you will gank an invisible hero like Rikimaru, Clinkz, or Nyx Assassin
c. Use the Astral Spirit
d. Use the Echo Stomp
e. Use your ultimate
Late Game
On late game. The teamfight will be very intense. Beware! if your team lose a single teamfight it may cost you the game.
You should already reached high level here so you have an all high level skill and also an already high sats, HP and damage. And so does ebverybody in the map. And also with the high level, that means a long respawn time. That means that every move is becoming more important and decisive. So keep focus and also don;'t panic at every sitaution. Always think clearly and use all you have.
Here you should make a wise decision to choose btween 2 options:
1. To save money for buyback
2. To buy your next item
How to choose between those two? you may see how important is your next item. You can see it by: If you don't buy that item immediately, your team's can't compete with the enemy's power so buy it immediately, but if the item is not that important, you should save for buyback.
Your role in the teamfight is an initiator. What you need to do is:
1. Casting Astral Spirit and the Echo Stomp to make emnemy become sleep
2. Cast your ultimate
3. Use any clickable item in your pocket, you may have Mekansm or Necronomicon.
And if your team won the teamfight, you have two options:
1. You can get the Aegis for your team's main hero or
2. Your team can push enemy base and destrouy their buildings. Choose wisely!
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
| 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 |
3. Drum of Endurance
Total Cost: 1725
Recipe: Bracer + Robe of Magi + Recipe
| Active: Endurance - Gives bonus +10 attack and +10% movement speed to surrounding allies. Passive: Swiftness Aura - Gives bonus attack and movement speed to surrounding allies. Multiple instances of Swiftness Aura do not stack. + 9 All Attributes + 3 Damage AURA ATTACK SPEED: 5 AURA MOVE SPEED: 5% Cooldown: 30 |
3. 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 |
5. Heart of Tarrasque
Total cost: 5500
Recipe: Reaver + Vitality Booster
| Passive: Health Regeneration - Restores a percentage of max health per second. This ability is disabled if damage is taken from an enemy Hero or Roshan within the last 4 seconds if your hero is melee or 6 seconds if your hero is ranged. + 40 Strength + 300 Health HEALTH RESTORED: 2% Cooldown: 6 |
By : Unknown
Dota 2 - Sandking Build Guide
0
BIO
The sands of the Scintillant Waste are alive and sentient--the whole vast desert speaks to itself, thinking thoughts only such a vastness can conceive. But when it needs must find a form to communicate with those of more limited scope, it frees a fragment of itself, and fills a carapace of magic armor formed by the cunning Djinn of Qaldin. This essential identity calls itself Crixalis, meaning 'Soul of the Sand,' but others know it as Sand King. Sand King takes the form of a huge arachnid, inspired by the Scintillant Waste's small but ubiquitous denizens; and this is a true outward expression of his ferocious nature. Guardian, warrior, ambassador--Sand King is all of these things, inseparable from the endless desert that gave him life.
INTRODUCTION
Sandking is a decent initiator and a ganker hero that all of his skills is AoE. Sandking is an active ganker with high mobility.
He have a jumping stuns to initiate a teamfight. And more importantly he have a high damage AoE wich is his ultimate. Usually you need a Blink Dagger for this hero for easier and more range initiation.
ROLE
Melee - Initiator - Disabler - Nuker
STATS
ABILITIES
1. Burrowstrike
Sand King burrows into the ground and tunnels forward, damaging and stunning enemy units above him as he resurfaces.
Crixalis often lies in wait, burrowing under the surface to ambush his adversaries.
Your main ability for ganking purposes. You need this skill to stun the enemies and deal some damages. Very good ability to catach enemies, and makes the enemies get killed by your team. You can combine this ability with a Dagger, the initiation range will be so far. After using this skill you can either use Sand Storm or Epicenter. It is based on the situation and the cooldown.
2. Sand Storm
CHANNELED - Sand King creates a fearsome sandstorm that damages enemy units while hiding him from vision. The invisibility remains for a short duration after the sandstorm ends.
Some say Crixalis is a mirage; his carapace appearing then vanishing between the whirling sands of the Scintillant Waste.
Nice skill to harass the enemies and creeps. It does deal a decent damage per second to the enemies. You just need to wait under your Sand Storm and all the enemies who touched it will feel some pain. You are become invisible but your location is obvious because the Sand that comes out near your body. The enemy just need Sentry Wards or Dust to reveal you. Beware!
3. Caustic Finale
Sand King's attacks inject a venom that causes enemy units to explode violently upon death, spreading area damage. Caustic Finale is a Unique Attack Modifier, and does not stack with other Unique Attack Modifier.
An injection from Crixalis makes one brittle and as dry as the arid wastes, subject to implosive demise.
If you attack an opponent, makes your opponent to blast when he die and deal some damages. A very good skill for farming and harassing. Just hit every creeps 1 time, and wait until the creeps death, and you will gets a nice AoE damage.
4. Epicenter
CHANNELED - After channeling for 2 seconds, Sand King sends a disturbance into the earth, causing it to shudder violently. All enemies caught within range will take damage and become slowed. Each subsequent pulse increases the radius of damage dealt. Upgradable by Aghanim's Scepter.
Many an explorer was lost to the quicksands of the Scintillant Waste.
Your ultimate skill, will deal a high AoE damage to all enemies nearby.
Usually, you need Blink Dagger to position yourself into the middle of teamfight. First you need to channel this skill in the area where no enemies sees you, and after channeling is complete and pulses has already started, blink into the crowds of the enemies and deal tons of damages.
And then you can burrowstrike after you jump. And then you can use Sand Storm after Burrowstrike.
The weakneess is: You need channeling for this skill, and if you receive damage while doing channeling, this skill is cancelled and you must wait its cooldown, Actually you can use Black King Bar before channeling and makes yourself safe from channeling cancellation.
SKILLBUILD
STRATEGIES
Early game
You need to know your part in the game, are you a support? or there is no rule? If you are a support, you do not need to lasthit the creep. You should let your carry to last hits all the creeps. But if there is no rule, you need to lasthits the creeps and also denying.
If your enemy is on a low guard, you can initiate an attack with your Burrowstrike. For example: If there is an enemy who are surrounded by your creeps. And then you can knock him together with your friends.
Or you can defend yourself from a gank using the Burrowstrike either to
1. stun the enemy. or
2. go away from the enemy.
Mid Game
Mid game is the time for ganking. You need to patrol around the map and find an easy target you can kill easily.
You are one of the best ganker in dota. You have the combo Burrowstrike + Epicenter that will deal tons of damahe.
You need to coordinate a gank with your friends, and gank as much as you can.
So if you want to initiate in a gank, what you need to do is:
1. Talk with your teammates about who is the target. You should focus fire on 1 hero in a gank, because if you don't communicate well you may attack the A person and your teammates attack the B person, and that is a bad gank and can lead to failure on getting the kill.
2. Prepare the items needed in the gank:
a. Use Smoke of Deceit to be invisible from the Ward
b. Prepare a Dust, a Sentry Ward, or a Gem if you will gank an invisible hero like Rikimaru, Clinkz, or Nyx Assassin
Get ready to gank
3. Use Burrowstrike to stun the enemy
4, Cast the Epicenter, this will greatly reduce enemy's HP
5. Use the SandStorm
6. Right click until your target dies
7. if the enemy hasn't die yet, chase the enemy using Burrowstrike and Blink Dagger.
The more your team get kills, the more chance your team will win the match.
You will need Arcane Boots to provide you mana for ganking, this boots also helps to fulfill your teams mana. You also need Blink Dagger for faster mobility and more range for initiation You can Blink-Burrowstrike to initiate a gank, and then use Epicenter to kill the enemies.
Or if there are enemies that pushing your tower, you need to help your friend defending it.
Late Game
Here your main part is to initiate a teamfight. You need Epicenter the most in this stage of the game. You need a Blink Dagger to prepare the Epicenter. You+ your team can wait at the base or in the jungle secretly if the enemies are trying to push your base. You should cast epicenter in the fog of war and then jump using Blink Dagger and moves the pulse into the enemy's concentration, thats how you should started a teamfight. After epicenter, you need to Burrowstrike and then cast Sandstorm, and with the helps of your team I believe your team shold be OWNING.
And if your team won the teamfight, you have two options:
1. You can get the Aegis for your team's main hero or
2. Your team can push enemy base and destrouy their buildings. Choose wisely!
ITEM BUILD
3. Aghanim Scepter,
Why Aghanim's Scepter? Make an initiator more stronger because your ultimate skill damage will increase. Increase the chance of winning a teamfight.
4. Blade Mail
Total cost: 2200
Recipe: Broadsword + Chainmail + Robe of Magi
Why Blade Mail? After you initiate a teamfight, your opponent is likely to target you because they will hate you. So you can reflect their damege using this item.
5. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
Why Black King Bar? It makes you can channel your ultimate without afraid of getting cancelled. It also gives you survivability in a teamfight because you will get magic immunity during teamfight.
Why Shiva's? This item is very good in teamfights, With the slowing of attack speed and movement speed, the enemy will hardly move and attack on the teamfight. A nice defense mechanism for your team.
(Example: Magine, Void, Luna)
The sands of the Scintillant Waste are alive and sentient--the whole vast desert speaks to itself, thinking thoughts only such a vastness can conceive. But when it needs must find a form to communicate with those of more limited scope, it frees a fragment of itself, and fills a carapace of magic armor formed by the cunning Djinn of Qaldin. This essential identity calls itself Crixalis, meaning 'Soul of the Sand,' but others know it as Sand King. Sand King takes the form of a huge arachnid, inspired by the Scintillant Waste's small but ubiquitous denizens; and this is a true outward expression of his ferocious nature. Guardian, warrior, ambassador--Sand King is all of these things, inseparable from the endless desert that gave him life.
INTRODUCTION
Sandking is a decent initiator and a ganker hero that all of his skills is AoE. Sandking is an active ganker with high mobility.
He have a jumping stuns to initiate a teamfight. And more importantly he have a high damage AoE wich is his ultimate. Usually you need a Blink Dagger for this hero for easier and more range initiation.
| PROS | CONS |
| Have a decent stun to initiate a teamfight | Low mana pool |
| Have a decent ultimate with the high AoE damages | Slow attack speed |
| Have an all AoE abilities | Need a perfect timing for using his Epicenter |
| Sandstorm deal a decnt AoE damage | Not so good at tanking |
Melee - Initiator - Disabler - Nuker
STATS
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 492 | 1,184 | 2,058 | SIGHT RANGE | 1800 / 800 |
| MANA | 208 | 536 | 1,030 | ATTACK RANGE | 128 |
| DAMAGE | 43-59 | 79-95 | 125-141 | MISSILE SPEED | N/A |
| ARMOR | 3 | 7 | 13 |
ABILITIES
1. Burrowstrike
Sand King burrows into the ground and tunnels forward, damaging and stunning enemy units above him as he resurfaces.
| MANA COST: 110 / 120 / 130 / 140 | COOLDOWN: 11.0 |
| ABILITY: TARGET UNIT, TARGET POINT | AFFECTS: ENEMY HEROES |
| DAMAGE: MAGICAL | DAMAGE: 100 / 160 / 220 / 280 |
| STUN DURATION: 2.17 | RANGE: 350 / 450 / 550 / 650 |
Your main ability for ganking purposes. You need this skill to stun the enemies and deal some damages. Very good ability to catach enemies, and makes the enemies get killed by your team. You can combine this ability with a Dagger, the initiation range will be so far. After using this skill you can either use Sand Storm or Epicenter. It is based on the situation and the cooldown.
2. Sand Storm
CHANNELED - Sand King creates a fearsome sandstorm that damages enemy units while hiding him from vision. The invisibility remains for a short duration after the sandstorm ends.
| MANA COST: 60 / 50 / 40 / 30 | COOLDOWN: 40.0 / 30.0 / 20.0 / 10.0 |
| ABILITY: NO TARGET, CHANNELED | DAMAGE: MAGICAL |
| DAMAGE: 20 / 40 / 60 / 80 | INVISIBILITY DELAY: 0.3 / 0.6 / 0.9 / 1.5 |
| RADIUS: 275 / 325 / 375 / 525 |
Nice skill to harass the enemies and creeps. It does deal a decent damage per second to the enemies. You just need to wait under your Sand Storm and all the enemies who touched it will feel some pain. You are become invisible but your location is obvious because the Sand that comes out near your body. The enemy just need Sentry Wards or Dust to reveal you. Beware!
3. Caustic Finale
Sand King's attacks inject a venom that causes enemy units to explode violently upon death, spreading area damage. Caustic Finale is a Unique Attack Modifier, and does not stack with other Unique Attack Modifier.
| ABILITY: PASSIVE | DAMAGE: 90 / 130 / 170 / 220 |
| DAMAGE: MAGICAL | RADIUS: 400 |
If you attack an opponent, makes your opponent to blast when he die and deal some damages. A very good skill for farming and harassing. Just hit every creeps 1 time, and wait until the creeps death, and you will gets a nice AoE damage.
4. Epicenter
CHANNELED - After channeling for 2 seconds, Sand King sends a disturbance into the earth, causing it to shudder violently. All enemies caught within range will take damage and become slowed. Each subsequent pulse increases the radius of damage dealt. Upgradable by Aghanim's Scepter.
| MANA COST: 175 / 250 / 325 | COOLDOWN: 140.0 / 120.0 / 100.0 |
| ABILITY: NO TARGET, CHANNELED | DAMAGE: MAGICAL |
| PULSES: 6 / 8 / 10 | DAMAGE PER PULSE: 110 / 110 / 110 |
| SLOW: 30% / 30% / 30% | SCEPTER PULSES: 8 / 10 / 12 |
| SCEPTER COOLDOWN: 120 / 100 / 80 |
Your ultimate skill, will deal a high AoE damage to all enemies nearby.
Usually, you need Blink Dagger to position yourself into the middle of teamfight. First you need to channel this skill in the area where no enemies sees you, and after channeling is complete and pulses has already started, blink into the crowds of the enemies and deal tons of damages.
And then you can burrowstrike after you jump. And then you can use Sand Storm after Burrowstrike.
The weakneess is: You need channeling for this skill, and if you receive damage while doing channeling, this skill is cancelled and you must wait its cooldown, Actually you can use Black King Bar before channeling and makes yourself safe from channeling cancellation.
SKILLBUILD
Level 1: Burrowstrike
Level 2: Sand Storm
Level 3: Burrowstrike
Level 4: Sand Storm
Level 5: Burrowstrike
Level 6: Epicenter
Level 7: Burrowstrike
Level 8: Sand Storm
Level 9 : Sand Storm
Level 10: Caustic Finale
Level 11: Epicenter
Level 12: Caustic Finale
Level 13: Caustic Finale
Level 14: Caustic Finale
Level 15: Stat
Level 16: Epicenter
Level 17-25: Stats
Level 2: Sand Storm
Level 3: Burrowstrike
Level 4: Sand Storm
Level 5: Burrowstrike
Level 6: Epicenter
Level 7: Burrowstrike
Level 8: Sand Storm
Level 9 : Sand Storm
Level 10: Caustic Finale
Level 11: Epicenter
Level 12: Caustic Finale
Level 13: Caustic Finale
Level 14: Caustic Finale
Level 15: Stat
Level 16: Epicenter
Level 17-25: Stats
Why Burrowstrike should be maxed first? This is your main skill, you need it to stun your enemies to start the gank or a teamfight. You also can use this skill for defensive purpuse so that you can save lifes.
Why Sandstorm maxed second? To helps you with some damage per second after you initiate a teamfight, this also can provide invisibility to protect yourself against enemy.
STRATEGIES
Early game
You need to know your part in the game, are you a support? or there is no rule? If you are a support, you do not need to lasthit the creep. You should let your carry to last hits all the creeps. But if there is no rule, you need to lasthits the creeps and also denying.
If your enemy is on a low guard, you can initiate an attack with your Burrowstrike. For example: If there is an enemy who are surrounded by your creeps. And then you can knock him together with your friends.
Or you can defend yourself from a gank using the Burrowstrike either to
1. stun the enemy. or
2. go away from the enemy.
Mid Game
Mid game is the time for ganking. You need to patrol around the map and find an easy target you can kill easily.
You are one of the best ganker in dota. You have the combo Burrowstrike + Epicenter that will deal tons of damahe.
You need to coordinate a gank with your friends, and gank as much as you can.
So if you want to initiate in a gank, what you need to do is:
1. Talk with your teammates about who is the target. You should focus fire on 1 hero in a gank, because if you don't communicate well you may attack the A person and your teammates attack the B person, and that is a bad gank and can lead to failure on getting the kill.
2. Prepare the items needed in the gank:
a. Use Smoke of Deceit to be invisible from the Ward
b. Prepare a Dust, a Sentry Ward, or a Gem if you will gank an invisible hero like Rikimaru, Clinkz, or Nyx Assassin
Get ready to gank
3. Use Burrowstrike to stun the enemy
4, Cast the Epicenter, this will greatly reduce enemy's HP
5. Use the SandStorm
6. Right click until your target dies
7. if the enemy hasn't die yet, chase the enemy using Burrowstrike and Blink Dagger.
The more your team get kills, the more chance your team will win the match.
You will need Arcane Boots to provide you mana for ganking, this boots also helps to fulfill your teams mana. You also need Blink Dagger for faster mobility and more range for initiation You can Blink-Burrowstrike to initiate a gank, and then use Epicenter to kill the enemies.
Or if there are enemies that pushing your tower, you need to help your friend defending it.
Late Game
Here your main part is to initiate a teamfight. You need Epicenter the most in this stage of the game. You need a Blink Dagger to prepare the Epicenter. You+ your team can wait at the base or in the jungle secretly if the enemies are trying to push your base. You should cast epicenter in the fog of war and then jump using Blink Dagger and moves the pulse into the enemy's concentration, thats how you should started a teamfight. After epicenter, you need to Burrowstrike and then cast Sandstorm, and with the helps of your team I believe your team shold be OWNING.
And if your team won the teamfight, you have two options:
1. You can get the Aegis for your team's main hero or
2. Your team can push enemy base and destrouy their buildings. Choose wisely!
ITEM BUILD
1. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? With Arcana Boots, you can fill your mana for your skills. And also you can helps team to fulfill their mana.
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 Sandking for initiating purpose.
| Passive: Ultimate Upgrade - Upgrades the ultimates of certain heroes. + 10 All Attributes + 200 Health + 150 Mana |
Total cost: 2200
Recipe: Broadsword + Chainmail + Robe of Magi
| Active: Damage Return - Returns any damage you take to the unit that dealt the damage. Lasts 4.5 seconds. + 22 Damage + 5 Armor + 10 Intelligence Manacost: 25 Cooldown; 22 |
5. 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 |
6. 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 |
GOOD ALLIES
1. Carries(Example: Magine, Void, Luna)
Carries should come after you initiate a teamfight, and they should the right click and use all their skills to the enemies.
By : Unknown
Dota 2 - Centaur Build Guide
0
BIO
It's said that a centaur's road is paved with the corpses of the fallen. For the one called Warrunner, it has been a long road indeed. To outsiders, the four-legged clans of Druud are often mistaken for simple, brutish creatures. Their language has no written form; their culture lacks pictographic traditions, structured music, formalized religion. For centaurs, combat is the perfect articulation of thought, the highest expression of self. If killing is an art among centaurs, then Bradwarden the Warrunner is their greatest artist. He rose to dominance on the proving grounds of Omexe, an ancient arena where centaur clans have for millennia gathered to perform their gladiatorial rites. As his fame spread, spectators came from far and wide to see the great centaur in action. Always the first to step into the arena, and the last to leave, he composes a masterpiece in each guttering spray, each thrust of blood-slickened blade-length. It is the poetry of blood on steel, flung in complex patterns across the pale sands of the killing floor.
Warrunner defeated warrior after warrior, until the arena boomed with the cheering of his name, and he found himself alone, the uncontested champion of his kind. The great belt of Omexe was bestowed, wrapped around his broad torso, but in his victory, the death-artist found only emptiness. For what is a warrior without a challenge? The great centaur galloped out of Omexe that day with a new goal. To his people, Warrunner is the greatest warrior to ever step into the arena. Now he has set out to prove he is the greatest fighter who has ever lived.
INTRODUCTION
Centaur is a hero that have high STR and HP to tank all enemy's damage. Be the first who comes to every teamfights! You are a teamfights initiator. You have the AoE stun that makes you can start a teamfight.
We recommend you to buy tanker items like tarrasque or Blademail. Your part is to be the first to start a teamfight, you need to stun your enemy so that your friends can deal the damages to kill all the enemies.
ROLE
Melee - Durable - Disabler - Initiator
STATS
ABILITIES
1. Hoof Stomp
Slams the ground, stunning and damaging nearby enemy units.
Your main ability as a teamfight initiator. You will get every enemy around you to be stunned so your teams can attack them. You need to place yourself beside your opponent, so you may need initiator item like Dagger, Shadow Blade, or you can use your ultimate skill Stampede.
2. Double Edge
Centaur strikes a mighty blow at melee range, damaging both himself and a small area around the target. Centaur cannot die from Double Edge.
Your ability that have high damage to a target. This ability will also hurts you. But, because you almost 100% will have more HP that your opponent, it will be no problem. Very good to lasthit enemy heroes.
3. Return
Centaur immediately counters every attack, damaging the attacker based on a percentage of Centaur's strength.
Very good ability to defend yourself against carries who will hurts you with their physical attacks. It will deal more damage in the late game because of your high STR. Carry that right clicks you in late game, can die because of this skill. Your attacker will not feel it, but suddenly they will be in a low condition or if you're lucky he will death.
4. Stampede
Centaur leads all allies into a vicious charge causing them to move through units at max speed and stun enemy units they tread upon. Each enemy can be trampled once and takes damage based on the Warrunner's strength.
RUMBLERUMBLERUMBLE
Makes yourself and all of your teammates to move so fast in 3.75 second and can move through untits, and stunning and damaging the enemies. Very good ability to initiate a teamfight. With the bonus movement speed, your team can catch opponents easily and then stun them and makes teamfight to your teams favor.You also can use this ability on surprise gank from the jungle, and stun all the enemies you move through. After using this ability, you better use Hoofstomp to make the stun duration become longer, and the enemies can't do anything.
SKILLBUILD
It's said that a centaur's road is paved with the corpses of the fallen. For the one called Warrunner, it has been a long road indeed. To outsiders, the four-legged clans of Druud are often mistaken for simple, brutish creatures. Their language has no written form; their culture lacks pictographic traditions, structured music, formalized religion. For centaurs, combat is the perfect articulation of thought, the highest expression of self. If killing is an art among centaurs, then Bradwarden the Warrunner is their greatest artist. He rose to dominance on the proving grounds of Omexe, an ancient arena where centaur clans have for millennia gathered to perform their gladiatorial rites. As his fame spread, spectators came from far and wide to see the great centaur in action. Always the first to step into the arena, and the last to leave, he composes a masterpiece in each guttering spray, each thrust of blood-slickened blade-length. It is the poetry of blood on steel, flung in complex patterns across the pale sands of the killing floor.
Warrunner defeated warrior after warrior, until the arena boomed with the cheering of his name, and he found himself alone, the uncontested champion of his kind. The great belt of Omexe was bestowed, wrapped around his broad torso, but in his victory, the death-artist found only emptiness. For what is a warrior without a challenge? The great centaur galloped out of Omexe that day with a new goal. To his people, Warrunner is the greatest warrior to ever step into the arena. Now he has set out to prove he is the greatest fighter who has ever lived.
INTRODUCTION
Centaur is a hero that have high STR and HP to tank all enemy's damage. Be the first who comes to every teamfights! You are a teamfights initiator. You have the AoE stun that makes you can start a teamfight.
We recommend you to buy tanker items like tarrasque or Blademail. Your part is to be the first to start a teamfight, you need to stun your enemy so that your friends can deal the damages to kill all the enemies.
| PROS | CONS |
| Have a high survivability | Slow attack speed |
| Can stun the enemies to initiate a teamfight | Low mana pool |
| Can increase allies movement speed in a global range | His Double Edge is also damaging himself |
| Double Edge damage is so high for a non-ultimate |
Melee - Durable - Disabler - Initiator
STATS
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 587 | 1,598 | 2,700 | SIGHT RANGE | 1800 / 800 |
| MANA | 195 | 486 | 954 | ATTACK RANGE | 128 |
| DAMAGE | 55-57 | 108-110 | 166-168 | MISSILE SPEED | N/A |
| ARMOR | 3 | 7 | 13 |
ABILITIES
1. Hoof Stomp
Slams the ground, stunning and damaging nearby enemy units.
| MANA COST: 85 / 100 / 115 / 130 | COOLDOWN: 13.0 |
| ABILITY: NO TARGET | DAMAGE: MAGICAL |
| RADIUS: 315 | STUN DURATION 2 / 2.25 / 2.5 / 2.75 |
| STOMP DAMAGE: 100 / 150 / 200 / 250 |
2. Double Edge
Centaur strikes a mighty blow at melee range, damaging both himself and a small area around the target. Centaur cannot die from Double Edge.
| MANA COST: 0 / 0 / 0 / 0 | COOLDOWN: 8.0 |
| ABILITY: TARGET UNIT | AFFECTS: ENEMY HEROES |
| DAMAGE: MAGICAL | DAMAGE: 175 / 250 / 325 / 400 |
3. Return
Centaur immediately counters every attack, damaging the attacker based on a percentage of Centaur's strength.
| ABILITY: PASSIVE | DAMAGE: PHYSICAL |
| DAMAGE: 16 / 18 / 20 / 22 | STRENGTH BONUS DAMAGE: 26% / 34% / 42% / 50% |
4. Stampede
Centaur leads all allies into a vicious charge causing them to move through units at max speed and stun enemy units they tread upon. Each enemy can be trampled once and takes damage based on the Warrunner's strength.
| MANA COST: 80 | COOLDOWN: 120.0 / 90.0 / 60.0 |
| ABILITY: NO TARGET | CHARGE DURATION: 3.75 |
| STRENGTH MULTIPLIER DAMAGE: 1 / 2 / 3 | STUN DURATION: 1.25 / 1.25 / 1.25 |
Makes yourself and all of your teammates to move so fast in 3.75 second and can move through untits, and stunning and damaging the enemies. Very good ability to initiate a teamfight. With the bonus movement speed, your team can catch opponents easily and then stun them and makes teamfight to your teams favor.You also can use this ability on surprise gank from the jungle, and stun all the enemies you move through. After using this ability, you better use Hoofstomp to make the stun duration become longer, and the enemies can't do anything.
SKILLBUILD
Level 1: Hoof Stomp
Level 2: Double Edge
Level 3: Hoof Stomp
Level 4: Return
Level 5: Hoof Stomp
Level 6: Stampede
Level 7: Hoof Stomp
Level 8: Double Edge
Level 9 : Double Edge
Level 10: Double Edge
Level 11: Stampede
Level 12: Return
Level 13: Return
Level 14: Return
Level 15: Stat
Level 16: Stampede
Level 17-25: Stats
Level 2: Double Edge
Level 3: Hoof Stomp
Level 4: Return
Level 5: Hoof Stomp
Level 6: Stampede
Level 7: Hoof Stomp
Level 8: Double Edge
Level 9 : Double Edge
Level 10: Double Edge
Level 11: Stampede
Level 12: Return
Level 13: Return
Level 14: Return
Level 15: Stat
Level 16: Stampede
Level 17-25: Stats
Why Hoof Stomp should be maxed first? This is your main ability, you need to stun your enemy to start the teamfight. You also can use this skill for defensive purpuse so that you can save lifes.
Why Double Edge before Return? You need nukes in early games. Nukes will rech its maximum potential in early game where enemy's HP is still low. And return will rech its maximum potential in late game when your strength is already high, so no need to take Return in early game. One level of Return is enough for early game.
STRATEGIES
Early game
If your partner in line is not a carry, or if he is stupid, then you need to try to lasthit the creeps. You need gold too. If you feel need to kill the enemy, then, go to them and use Hoofstomp to them and then Double Edge and right click while your partner also use his skills.
Beware of enemy's gank attempt. You must see the fog area by using Wards. Retreat to your tower if you see the enemy that coming to you.
Beware of enemy's gank attempt. You must see the fog area by using Wards. Retreat to your tower if you see the enemy that coming to you.
Mid Game
Mid game is the time for ganking and finding weak opponent to kill. You need to see the minimap and find the alone opponent. So you can surprise gank him from the jungle.
Ask your friend to gank together with you. In the gank, you need to focus fire on one target. So communicate it with your friend. Choose the easiest target to start with.
You may also needs dust to reveal some invisible hero like rikimaru or Nyx.
After you come out of the jungle, immediately use Stampede and go Hoofstomp to stun the enemy, and then double edge and right click, your friends should also use his skills after the enemys is stunned. You should dominate the mid game that will means easier late game and more chance to win the teamfight.
Late Game
Your part is still the same, taht is to initiate the teamfight. You need to Stampede so that you and your teammate get attack speed to bump into the enemies so the enemies can be stunned before the teamfight. And then you should Hoofstomp to stun the enemies for longer time. And then use double edge after it, and if you have Blade mail use that too. Here in late game, I believe that your STR is already very high so you can tank damages and return some damages to hurts the enemy itself.
And if your team won the teamfight, you have two options:
1. You can get the Aegis for your team's main hero or
2. Your team can push enemy base and destrouy their buildings. Choose wisely!
ITEM 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? You can use Power Threads STR to makes you more tanky and deal more damage with Return. This boots also adds some attack speed to help you right click the enemy.
Power threads is also a flexible shoes, you can change it to STR, AGI, or INT for what you need.
INT Power Threads will be needed if you have insufficient mana for 1 ability and you just need about 20-30 more mana.
2. Vanguard
Total cost: 2225
Recipe: Ring of Health + Vitality Booster + Stout Shield
Why Vanguard. Will reduce physical attacks damage. So good for a tanker like Centaur. Really helps in a teamfight against some physical attacks.
3. Blade Mail
Total cost: 2200
Recipe: Broadsword + Chainmail + Robe of Magi
Why Blade Mail? After you initiate a teamfight, your opponent is likely to target you because they will hate you. So you can reflect their damege using this item.
4. Blink Dagger
Cost: 2150
Why Blink Dagger?
1. Perfect for initiating a teamfight
2. Helps you escape
Recipe: Reaver + Vitality Booster
Why Heart of Tarrasque? Bonus STR and HP makes you a super tank. Makes you can braved all obstacles that hurdles in your way. And the STR also gives you more Return damage for countering the physical attacks. In a very late game, you can sell Vanguard and change it into more Tarrasque.
GOOD ALLIES
2. Carries
(Example: Magine, Naga Siren, Luna)
Ask your friend to gank together with you. In the gank, you need to focus fire on one target. So communicate it with your friend. Choose the easiest target to start with.
You may also needs dust to reveal some invisible hero like rikimaru or Nyx.
After you come out of the jungle, immediately use Stampede and go Hoofstomp to stun the enemy, and then double edge and right click, your friends should also use his skills after the enemys is stunned. You should dominate the mid game that will means easier late game and more chance to win the teamfight.
Late Game
Your part is still the same, taht is to initiate the teamfight. You need to Stampede so that you and your teammate get attack speed to bump into the enemies so the enemies can be stunned before the teamfight. And then you should Hoofstomp to stun the enemies for longer time. And then use double edge after it, and if you have Blade mail use that too. Here in late game, I believe that your STR is already very high so you can tank damages and return some damages to hurts the enemy itself.
And if your team won the teamfight, you have two options:
1. You can get the Aegis for your team's main hero or
2. Your team can push enemy base and destrouy their buildings. Choose wisely!
ITEM BUILD
1. Power Threads
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 |
Power threads is also a flexible shoes, you can change it to STR, AGI, or INT for what you need.
INT Power Threads will be needed if you have insufficient mana for 1 ability and you just need about 20-30 more mana.
2. Vanguard
Total cost: 2225
Recipe: Ring of Health + Vitality Booster + Stout Shield
Passive: Damage Block - Gives a chance to block damage, depending on the type of hero you are. + 250 Health + 6 HP Regeneration BLOCK CHANCE: 70% RANGED BLOCK: 20 MELEE BLOCK: 40 |
3. Blade Mail
Total cost: 2200
Recipe: Broadsword + Chainmail + Robe of Magi
| Active: Damage Return - Returns any damage you take to the unit that dealt the damage. Lasts 4.5 seconds. + 22 Damage + 5 Armor + 10 Intelligence Manacost: 25 Cooldown; 22 |
4. Blink 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 |
1. Perfect for initiating a teamfight
2. Helps you escape
5. Multiple Heart of Tarrasque
Total cost: 5500Recipe: Reaver + Vitality Booster
| Passive: Health Regeneration - Restores a percentage of max health per second. This ability is disabled if damage is taken from an enemy Hero or Roshan within the last 4 seconds if your hero is melee or 6 seconds if your hero is ranged. + 40 Strength + 300 Health HEALTH RESTORED: 2% Cooldown: |
GOOD ALLIES
1. Enigma
After you initiate a temfight and all the enemies are stunned. He will then blinked in and use Blackhole to catch all of the enemies. A very nice combo in initiating a teamfight.(Example: Magine, Naga Siren, Luna)
Carries should come after you initiate a teamfight, and they should the right click and use all their skills to the enemies.
BAD ENEMIES
1. Naix
Naix will deal more damage the more its enemy HP has. You have a very big HP so it will makes his damage become more painful on attacking you.
2. Huskar & Necrolyte
BAD ENEMIES
1. Naix
Naix will deal more damage the more its enemy HP has. You have a very big HP so it will makes his damage become more painful on attacking you.
2. Huskar & Necrolyte
Huskar ultimate will reduce your HP from full to half
Necrolyte ultimate will reduce yours HP from half to empty
Your mega ultra high Hp will mean nothing to this combo.
By : Unknown































































