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  • Dota 2 - Ember Spirit Build Guide

    0
    BIO
    Lost within the Wailing Mountains, the Fortress of Flares lay abandoned, its training halls empty, its courtyard covered in leaves and dust. Upon a dais in its sealed temple rests a topaz cauldron filled with ancient ash, remnants of a pyre for the warrior-poet Xin. For three generations, Xin taught his acolytes the Bonds of the Guardian Flame, a series of mantras to train the mind and body for the harsh realities beyond the fortress walls. However, in teaching a warrior's way he earned a warrior's rivals, and in his autumn Xin was bested and slain. His followers spread to the wind. Yet as years turned to centuries and followers to descendants, his teachings endured by subtle whisper and deed. Touched by the teacher's lasting legacy, the Burning Celestial, inquisitive aspect of fire, cast himself to the Fortress of Flares and reignited the pyre ash. From these glowing embers emerged an image of Xin, wreathed in flame, his thoughtful countenance prepared to train and to teach, and to spread the fires of knowledge to all who seek guidance.

    INTRODUCTION
    Ember Spirit is a hero who is not only lethal in the early game. He also has got a big potential to be a main carry for his team.
    In early game, he had a dps skill and a lock down for 2 target that is so painful, especially for squishy hero like crystal maiden and so on. While in the late game he has sleight of fist that can provide thousands of damages to the enemies. Surely he needs adequate farm  in the early and mid game so that he could be dangerous in the late game.
    PROSCONS
    Have strong nukes for early gameSquishy
    Have a deadly late game spell with a right itemLow base attack speed
    Have a shield that also useful for magic damageNeeds lots of mana
    Have a high mobility
    ROLE
    Melee - Carry - Nuker

    STATS
    LEVEL11525
    HIT POINTS5111,0431,803SIGHT RANGE1800 / 800
    MANA2605881082ATTACK RANGE128
    DAMAGE52-5677-81115-119MISSILE SPEEDN/A
    ARMOR1510

    ABILITIES
    1. Searing Chains
    Ember Spirit unleashes fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.
    MANA COST: 110COOLDOWN: 14/12/10/8
    ABILITY: NO TARGETDAMAGE: MAGICAL
    DURATION: 2 / 2 / 3 / 3RADIUS: 400
    DAMAGE PER SECOND: 40 / 60 / 80 / 100UNIT COUNT: 2
    You should spam this ability together with Sleight of Fist. Use Sleight of Fist first then quickly use this so while you Sleight of Fist, the enemy is bound and harassed.

    2. Sleight of Fist
    Ember Spirit dashes around with blazing speed, attacking all enemies in the targeted area of effect, then returning to his start location. Deals bonus damage to heroes, and less damage to creeps.
    MANA COST: 50COOLDOWN: 30/22/14/6
    ABILITY: POINT TARGETDAMAGE: PHYSICAL
    RADIUS: 250 / 350 / 450 / 550BONUS HERO DAMAGE: 30 / 60 / 90 / 120
    ATTACK INTERVAL: 0.2CREEP DAMAGE PENALTY: 50%
    A nice harassing skill for early game and a perfect DPS skill for the late game. This is becoming your main carrying ability for late game. (When equipped with BattleFuries it will much more gives damage because of the cleaves)

    3. Flame Guard
    Ember Spirit surrounds himself with a ring of fire that consumes incoming magic damage, leaving him unharmed. Flame Guard deals damage per second in an area around Ember Spirit while Flame Guard is active. If the shield is broken, the damage is also lost.
    MANA COST: 80/90/100/110COOLDOWN: 35
    ABILITY: NO TARGETDAMAGE: MAGICAL
    DURATION: 8 / 12 / 16 / 20RADIUS: 400
    MAGIC ABSORB: 50 / 200 / 350 / 500DAMAGE PER SECOND: 30 / 40 / 50 / 60
    A perfect DPS skill and also a shield that blocks magic damage.

    4. Fire Remnant
    Ember Spirit generates Fire Remnant charges every 35 seconds, with a max of 3 charges. Releasing a charge sends a Fire Remnant that runs to the target location at 2.5x Ember Spirit's speed. Using Activate Fire Remnant, Ember Spirit can dash out to his Remnants, exploding them for area of effect damage. The targeted Remnant will be arrived at last.
    COOLDOWN: 0ABILITY: POINT TARGET
    DAMAGE: MAGICALMAX CHARGES: 3
    CHARGE RESTORE TIME: 35DAMAGE: 100 / 150 / 200
    RADIUS: 450DURATION: 45
    Before engaging, prepare a remnant on the safe place, so you can jump to it for safety. Also prepare a remnant and then teleport back to fountain to regenerate health and mana, and then come back to remnant.

    Activate Fire Remnant

    Select the Fire Remnant to arrive at.
    MANA COST: 150COOLDOWN: 0
    ABILITY: POINT TARGETDAMAGE: MAGICAL

    SKILLBUILD
    Level 1: Searing Chains
    Level 2: Flame Guard
    Level 3: Flame Guard
    Level 4: Sleight of Fist
    Level 5: Flame Guard
    Level 6: Fire Remnant
    Level 7: Flame Guard
    Level 8: Searing Chains
    Level 9 : Searing Chains
    Level 10: Searing Chains
    Level 11: Fire Remnant
    Level 12: Sleight of Fist
    Level 13: Sleight of Fist
    Level 14: Sleight of Fist
    Level 15: Stats
    Level 16: Fire Remnant
    Level 17-25: Stats

    Why take Searing Chains  for level 1? For insurance so that we can lock down the enemy when they chase you.

    Why maxed Flame Guard first?  This is your main nuke, you will need this for ganking, farming, and killing on early-mid game. And also don't forget about the shield that will protects you from enemy's burst damage.

    Why maxed Searing Chains before Sleight of Fist? The rule of DotA: Nukes for early game, physical damage for late game. Searing Chains is a nuke that will  deal more damage on early-mid game. And Sleight of Fist is for physical attacks that will be the main source of damages for late game.


    STRATEGY
    Early Game
    Your main role here is farming. We recommend using a safe lane to farm. Farm rate will be maximized if you are protected by the kind of supports just like Shadow Shaman or Maiden. They will protect you from enemy harassment. Besides your team could also be more aggressive and look for first blood. If so, you can help with your Searing Chains + Flame Guard. Make sure to get enough farm in the early game, so mid game will be easier for your team.

    Mid Game
    In the midgame, your FlameGuard + Searing Chains should already reached maximum damage. Because of that, so you can occasionally helps the team to ganks. And that will makes you even richer than before. Start a gank with your Searing Chains and then deal damage using your FlameGuard. If you are being ganked, escape using your Remnant. Coordinate a gank with your partner so you will make sure to get at least 1 kill. Smoke of deceit your team before the ganks.

    And do not forget, as a carry, your main focus is the farm, do not use 100% of time to gank. When there is an empty lane use that opportunity to farm as much gold.  You can use the jungle for more leverage. For the purposes of the security in the farm, then prepare one remnant in a safe place so that you can farm a little away from your base, and when it seems some enemies who want to kill you, you can quickly move to your remnant that you've prepared in the harbor earlier .


    Late Game
    In the late game, you has the potential to carrying your team. The Sleight of Fist is your main skill here. Here you should already have all your core items ,at least you 've got Battlefury and also coupled with the high damage items like Daedlus and also Desolator so you can combine it with the Sleight of fist to make tons of damage in an area.

    At this time , if it happens teamfight then you should participate . Because if if not , then your team is certainly to lose . That's where the importance of the role of carry in the late game . To be the main damage dealer.

    You can farm if :
    1 . There are hiding your team near your farm. That way if it comes the enemy that ganks you then your friends will be ready to ambush them.
    2 . You can also farm by first preparing the remnant at the base to go back immediately if needed. Do this while your team waiting enemy to go high ground.

    Your team could also initiating by smoke of deceit , and 5 people should participate in it  ,then with a little luck you will find an opponent who is alone and kill him with ease.

    And for the formation in teamfight, you should hide and after enemys are all come and drops their ultimate, you can come out and finish them.

    ITEMS 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
    Bottle: To make you always have adequate mana and health in a teamfight.
    Phase Boots: Gives damage and also increase move speed by a lot.
    Magic Wand: Can saves your life in a dangerous situation.
    Drum: Gives survivability, mana, attack speed, and also movement speed.

     3. Late Game / Core / Damage items
    Battlefury: Gives cleave so if there is some enemy in an area, your sleight of fist makes you can cleave to all of them. BattleFury is stack so you can get 2-3 Fury that gives you so many cleave damage.
    Desolator: With your Sleight of Fist, you can reduce all of enemys armor in an area while damaging them.
    Daedlus: the damage from critical is very high, so it will makes your Sleight of Fist become deadly.
  • Dota 2 - Batrider Build Guide

    0
    BIO
    There is no such thing as harmony among the creatures of the Yama Raskav Jungle. By bite, or claw, or pincer, or hoof, even the slightest sign of weakness means a swift death. They say the Rider was just a lad cutting chaff in his family's field when he was taken, swept up by a massive morde-bat looking for take-out. But this boy had a better idea, and wriggled his way from his captor's grip, onto the beast's back, and hacked it down with his tools. Emerging from the bloody wreckage and intoxicated by the thrill of flight, the boy realized he'd found his calling. The boy grew, and every summer he'd return to his family's field, often setting out into the bush seeking to reclaim that first thrill of facing death in the form of jaws or a fatal fall. The years went on, but his fire only grew stronger. He studied the overgrowth, plunging deeper with each expedition, until finally he found his way to the caves at the heart of hostility. They say the Rider, on the eve of a scorching summer night, had nothing but a rope, a bottle of liquid courage and a burning determination to feel the skies once more, when he plunged inside...

    INTRODUCTION
    Batrider is an initiator hero that needed to kidnap 1 enemy hero and started a teamfight. He have a lasso to do that. If he can successfully catch a target then the teamfight will be more easier for his team. He have some fire skills that will set fire to the rain teamfight. And he also have a sticky napalm, a skill to reduce enemy's movement speed and also amplifly his fire damage.
    PROSCONS
    The most prominent kidnapper in dotaNeeds some items to be online
    Has a lot of magical fire damageLow attack damage
    Can decently slows down enemies
    Can fly through trees

    Batrider Jinzakk Dota 2
    ROLE
    Ranged - Initiator - Disabler - Nuker - Escape

    STATS
    LEVEL11525
    HIT POINTS5871,2252,061SIGHT RANGE1800 / 800
    MANA3127671,352ATTACK RANGE375
    DAMAGE48-5283-87128-132MISSILE SPEED900
    ARMOR2510

    ABILITIES
    1. Sticky Napalm
    Sticky Napalm - Dota
    Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies in the area. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks.
    MANA COST: 20/20/20/20COOLDOWN: 3
    ABILITY: POINT TARGETEXTRA DAMAGE: 10 / 15 / 20 / 25
    RADIUS: 375 / 375 / 375 / 375DURATION: 8 / 8 / 8 / 8
    MOVEMENT SLOW: 3% / 5% / 7% / 9%TURN RATE SLOW: 70% / 70% / 70% / 70%
    It's not uncommon to hear the Rider cackle while he increases the flammability of his opponents.
    A very good skill on early game. You can use this to slow down enemies and also amplify your damage. With the amplified, damage, you can easily last hits the creeps on early game. And with the slowing and amplifying ability, it will be so good to damaging and chasing enemies in a gank and in a teamfight. You should cast this multiple times to stack the effect, so you will have your damage amplified by a lot to your target, and also your target will move so slow because of this skill.

    2. Flamebreak
    Flamebreak
    Hurls an explosive cocktail that explodes when it reaches the target location, knocking back and dealing damage to enemies in the area.
    MANA COST: 80/100/120/140COOLDOWN: 11
    ABILITY: POINT TARGETDAMAGE: MAGICAL
    DAMAGE: 75 / 150 / 225 / 300RADIUS: 375 / 375 / 375 / 375
    STUN DURATION: 0.5 / 0.5 / 0.5 / 0.5
    A molotov cocktail is the weapon of choice for Batrider.
    Deal damage and knock back enemies in the AoE, a nice nuke to helps reduce enemies HP in a gank and in a teamfight. This skill is needed to break your enemy's concentration.

    3. Firefly
    Firefly
    Batrider takes to the skies, laying down a flaming trail from the air. While flying, the trail of fire destroys trees and damages enemies in its path, and Batrider gains the movement capabilities of a flying unit.
    MANA COST: 100/100/100/100COOLDOWN: 40
    ABILITY: NO TARGETDAMAGE: MAGICAL
    DAMAGE OVER TIME: 20 / 40 / 60 / 80RADIUS: 200 / 200 / 200 / 200
    DURATION: 18 / 18 / 18 / 18
    When an enemy escapes into the Yama Raskav Jungle, most would cut through the brush to find the fugitive. Batrider just chooses to destroy the jungle along with his foes.
    A skill to release fire in the area. It will deal damage per second. A very good skill to cast in a teamfight.

    4. Flaming Lasso
    Flaming Lasso
    Lassoes an enemy and drags them in Batrider's wake. Victims cannot be dragged over impassable terrain. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.
    MANA COST: 150/150/150COOLDOWN: 90/70/50
    ABILITY: UNIT TARGETAFFECTS: ENEMY UNITS
    DURATION: 3 / 3.5 / 4
    Few dare to ask to ride on the bat, as Batrider gives them free of charge.
    Catch an enemy and bind them in a lasso, make them can't move and you can drag him to any direction you want. A perfect initiating skill to start a gank.

    SKILLBUILD


    Level 1: Sticky Napalm
    Level 2: Firefly
    Level 3: Sticky Napalm
    Level 4: Firefly
    Level 5: Sticky Napalm
    Level 6: Flaming Lasso
    Level 7: Sticky Napalm
    Level 8: Firefly
    Level 9 : Firefly
    Level 10: Flamebreak
    Level 11: Flaming Lasso
    Level 12: Flamebreak
    Level 13: Flamebreak
    Level 14: Flamebreak
    Level 15: Stats
    Level 16: Flaming Lasso
    Level 17-25: Stats

    Why maxed illuminate first?  This is the most needed skill in your early game. To farm, and to slow down your enemy and amplify your damage in a gank.

    Why maxed Firefly before Flamebreak? Firefly is more useful because it will deal massive fire damage for 18 seconds.

    STRATEGY
    Early Game
    On early game, you must play with your Sticky Napalm. You can cast it to the creeps to increase your chance in last hitting. And you can cast it to the hero to make him become slow. If you can stack up to 5 times, immediately cast the 3rd skill Firefly and it will be a sure kill because your target movement speed can't catch up with your fire.

    Mid Game
    On mid game, you should active in any gank. Find an easy opponent and start your combo > Firefly combined with the Flaming Lasso. First, cast the Firefly and then continued with catching a target using the Flaming Lasso and drag your opponent in the fire and make him feel so much damage. You can amplifly the damage using sticky napalm, you should cast it multiple times in the teamfight. If you have the blink dagger, it will make your job easier. Your combo will be:
    1. Cast the Firefly
    2. Use dagger to jump near your target
    3. Catch your target using the Flaming Lasso
    4. Drag your target and cast Sticky Napal multiple times to your target
    5. You can drag more using the Force Staff
    After you successfully initiate a teamfight, your teammates will easily knock down the target and it will eliminates 1 enemy.

    Late Game
    On late game, it will be so important to catch any opponent from the enemy team. You should carefully using your combo > Firefly - Dagger - Lasso - Force Staff - Sticky Napalm. If you successfully eliminate 11 target, your team will be in condition where it is 4-5 fight,  and it will increase your team's chance to victory by a lot. You are the initiator, you are the decider of the teamfight, you success catch a target means your team will win the teamfight. And on the late game maybe you already have some nice items too! you should maximuze the usefulness of your items, like if you have the Sheepstick, you should cast it on enemy's most fierceful hero.

    ITEMS BUILD
    1. Arcane Boots
    Total cost: 1450
    Recipe: Boots of Speed + Energy Booster
    Arcane Boots, Dota 2 - Venomancer Build Guide
    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
    Why Arcane Boots? You have spammable skills, so you need more mana, with this item, your mana will be fulfilled. And also to replenish mana of the team.

    2. Dagger
    Cost: 2150
    blink dagger, Sandking, dota 2
    Active: Blink - Teleport to a target point up to 1200 units away. If damage is taken from an enemy hero, Blink Dagger cannot be used for 3 seconds.
    Manacost: 75   Cooldown: 14
    Blink Dagger is a perfect item for you for initiating purpose. This item will make you can jump straint in front of your target so you can stun them immediately to make a way for your team to knock your enemy down. In a teamfight, who initiate first is usually become the winnner of the fight.

    3. Force Staff
    Total cost: 2350
    Recipe: Staff of Wizardy + Ring of Regen + Recipe
    Force Staff, Dota 2 - Windrunner Build Guide
    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
    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)
    Anti Mage, Dota 2 - Shadow Shaman Build GuideFaceless Void, Dota 2 - Shadow Shaman Build GuideLuna, Dota 2 - Shadow Shaman Build Guide
    You initiate a teamfight, they finishes the job by killing the target
  • Dota 2 - Jakiro Build Guide

    0
    BIO
    Even among magical beasts, a twin-headed dragon is a freak. Equal parts ice and fire, cunning and rage, the creature known as Jakiro glides over charred and ice-bound battlefields, laying waste to any who would bear arms against it. Pyrexae dragon clutches always contain two fledglings. Famous for their viciousness even from the first moments of life, newly hatched dragons of this species will try to kill their sibling while still in the nest. Only the strongest survive. In this way is the strength of the Pyrexae line ensured. By some accident of nature, the freak Jakiro hatched from a single egg, combining in a single individual the full range of abilities found within the diverse Pyrexae species. Trapped within the armature of its monstrous body, the powers of ice and fire combine, and now no enemy is safe.

    INTRODUCTION
    Jakiro is a dragon that have 2 heads, one with an ice element and the other is a fire element. His skill is some fir and ice skill, with the nice nuke damage, he can deal massive damage in the area in front of him. Nuke is his main potential, all his nuke is useful and have a nice damage.
    PROSCONS
    Have some nice nukeLow attack range
    Have a long range aoe disable (make enemy frozen)Low movement speed
    TankyNeed a good placement for all his skills
    Scary attitude2 Headed
    A good pusher, counter-pusher
    All of his skill are an AoE skill
    Jakiro
    ROLE
    Ranged - Nuker - Pusher - Lane Support - Disabler

    STATS
    LEVEL11525
    HIT POINTS6061,2182,035SIGHT RANGE1800 / 800
    MANA3648741,498ATTACK RANGE400
    DAMAGE46-5485-93133-141MISSILE SPEED1100
    ARMOR259

    ABILITIES
    1. Dual Breath
    Dual Breath
    An icy blast followed by a wave of fire launches out in a path in front of Jakiro. The ice slows enemies, while the fire delivers damage over time.
    MANA COST: 135/140/155/170COOLDOWN: 10
    ABILITY: UNIT TARGET, POINT TARGETAFFECTS: ENEMY UNITS
    DAMAGE: MAGICALDAMAGE: 35 / 70 / 105 / 140
    START RADIUS: 200 / 200 / 200 / 200END RADIUS: 250 / 250 / 250 / 250
    BURN DAMAGE: 5 / 10 / 15 / 20MOVE SLOW: 30% / 30% / 30% / 30%
    DURATION: 4 / 4 / 4 / 4
    Pyrexae dragons have tremendously dangerous breath for each branch of the species; combining them is unimaginable.
    This is your main nuke for early-mid game. The damage is considered high, and also gives a nice slowing ability. The AoE is also good, can be used for harassing, killing, and for farming some creeps.

    2. Ice Path
     Ice Path
    Creates a path of ice that stuns and damages enemies that touch it.
    MANA COST: 90COOLDOWN: 12/11/10/9
    ABILITY: POINT TARGETAFFECTS: ENEMY UNITS
    DAMAGE: 0 / 0 / 0 / 0FORMATION DELAY: 0.5
    DURATION: 1 / 1.4 / 1.8 / 2.2RADIUS: 150
    DAMAGE: 25 / 50 / 75 / 100
    Jakiro's cunning right head calls upon its frozen heritage, glazing the earth with blistering cold.
    This is your main disable. A long range, and relatively wide disable. A very good skill to disable some enemies in area in front of you. All enemies in front of you will be stunned so your team can harass them easily.

    3. Liquid Fire
    Liquid Fire
    Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
    COOLDOWN: 20/15/10/5ABILITY: PASSIVE
    DAMAGE: MAGICALATTACK SLOW: 20% / 30% / 40% / 50%
    RADIUS: 300 / 300 / 300 / 300BURN DAMAGE: 10 / 15 / 20 / 25
    DURATION: 5 / 5 / 5 / 5
    The left maw of Jakiro opens, laying waste to any in its path.
    This is your worst skill. A fire that comes from your mouth for every several seconds. Gives a few damage and slowing the attack of the enemy. The only good about this skill is: this skill affects building, so it will faster your pushing.

    4. Macropyre
    Macropyre
    Jakiro lays down a line of flame in front of him, each dealing damage per second to enemy units in a wide area of effect. Upgradable by Aghanim's Scepter.
    MANA COST: 220/330/440COOLDOWN: 60
    ABILITY: UNIT TARGET, POINT TARGETAFFECTS: ENEMY UNITS
    DAMAGE: MAGICALDAMAGE: 100 / 140 / 180
    DURATION: 7 / 7 / 7SCEPTER DAMAGE: 125 / 175 / 225
    SCEPTER RANGE: 1350 / 1350 / 1350
    Ice and fire combine to rip the battlefield to shreds with extreme temperatures.
    This is your most damaging skill. With this skill, you can blast the area in front of you with a mighty fire that deals a massive damage per secon in the area. It will burn all enemies in front of you.
    A very nice skill to fight againt a crowded enemies in an area. It will deal a massive fire damage to them and make your team OWNING, we hope.

    SKILLBUILD
    Dota 2 - Jakiro Build Guide
    Level 1: Dual Breath
    Level 2: Ice Path
    Level 3: Dual Breath
    Level 4: Liquid Fire
    Level 5: Dual Breath
    Level 6: Macropyre
    Level 7: Dual Breath
    Level 8: Ice Path
    Level 9 : Ice Path
    Level 10: Ice Path
    Level 11: Macropyre
    Level 12: Liquid Fire
    Level 13: Liquid Fire
    Level 14: Liquid Fire
    Level 15: Stats
    Level 16: Macropyre
    Level 17-25: Stats

    Why maxed Dual Breath first?  This is your main nuke, you will need this for ganking, farming, and killing or early mid game.

    Why maxed Ice Path before Liquid Fire? Ice path will benefit more than Liquid Fire, ice path makes enemy to froze in a wide aoe, while Liquid fire is just slowing the enemy.

    STRATEGY
    Early Game
    Jakiro is a heavy nuker hero. Since the early game, you should use your skills to harass the enemy. Make your enemy recessive by always harasssing them. With the relatively high damage from your nuke, it is quiet easy to harass your enemy in the lane. Use Dual Breath constantly and make your enemy HP become less.
    If there is a carry in your lane, it is recommended to let the carry to farm while you can harass the enemy or denying the creep.
    If you are the support role for the team, it is recommended to buy a courier and wards to benefit the whole team. With wards, your team can avoid being ganked by the enemy.

    Mid Game
    Mid game is the time while ganking party is happening. Be careful of enemy's gank party. Your team may need wards to give a vision so your team can avoid enemy's surprise gank.
    You, as a nuker / disabler hero, should roam and help your friends on another lane. Tell your friend that you are ready to gank and ask him to help you, then you should come to the lane and use Ice Path to disable the enemy, your friends and you can harass them while they are disabled, and then you can use the Macropyre amd also use your Dual Breath to harass and get many kills.
    Dota 2 - Jakiro Build Guide

    Late Game
    On the late game, your part for the team is the same. to nuke all the enemy in area in front of you. because all your skills are area skills, it willl be so nice to deal damage to all the enemy in a time. Be careful to use the Ice Path, this is your main disable and make sure it hits at least 2-3 enemies, so you can land your ultimate and your other skill perfectly and deal a massive amount of damage.
    Although the effectiveness of nukes is reduced on the late game because enemys Hp and is already high, but all your skill damage combined is still good. Moreover if you buy an Aghanim Scepter, it will make your ultimate more painful for the enemy.

    ITEMS BUILD

    1. You need to buy courier and wards for the team. If someone already done it, you don't need to.
    Courier: 150
    Wards: 150
    Courier, Dota 2 - Venomancer Build GuideObserver Wards, Dota 2 - Venomancer Build Guide
    Courier: Transfer items from shop to heroes
    Wards: Scouting some important area to protect teams against some ganks.
    You are the kind of hero that doesn't need lots of farm, so you will have golds to buy this kind of items. Your team will rely on courier and wards to become good. Courier will faster item transportation, and wards is needed to avoid enemy's gank.

    2. Arcane Boots
    Total cost: 1450
    Recipe: Boots of Speed + Energy Booster
    Arcane Boots, Dota 2 - Venomancer Build Guide
    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
    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.

    3. Drum of Endurance
    Total Cost: 1725
    Recipe: Bracer + Robe of Magi + Recipe
    Drum of Endurance, Dota 2 - Venomancer Build Guide
    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
    Why Drums? It will gives you survivability with + STR and gives your team  +Attack speed and +Movement Speed that will benefit your whole team.

    3. Force Staff
    Total cost: 2350
    Recipe: Staff of Wizardy + Ring of Regen + Recipe
    Force Staff, Dota 2 - Windrunner Build Guide
    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
    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 using forcestaff.

    5.  Schyte of Vyse
    Total cost: 5675
    Recipe: Mystic Staff + Ultimate Orb + Void Stone
    Schyte of Vyse, Dota 2 - Venomancer Build Guide
    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
    Why Schyte of Vyse? Very good item to initiate a teamfight. You are considered a support, and this item is one of the best supportive items you can get. Or  you can use this to defend against somebody by making him become chicken.

    5. Shivs's Guard
    Total cost: 4700
    Recipe: Plate Mail + Mystic Staff + Recipe
    Shiva's Guard, Dota 2 - Shadow Shaman Build Guide
    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
    Why Shiva's? Gives you an Arctic Blast (Slowing and a 200 damage) and gives you a slowing aura, and also gives you +15 armor which makes you tanky.

    ALTERNATIVE ITEMS (FOR A SUPPORT)
    1. Mekansm
    Total cost: 2306
    Recipe: Headress + Buckler + Recipe
    Mekansm, Dota 2 - Shadow Shaman Build Guide
    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
    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
    Pipe of Insight, Dota 2 - Ogre Magi Build Guide
    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
    Why Pipe of Insight? Gives barrier for all allies in AoE that Block 400 spell damage, very useful.

    3. Eul's Scepter of Divinity
    Total cost: 2800
    Recipe: Staff of Wizardy + Sage Mask + Void Stone
    Eul's Scepter of Divinity, Dota 2 - Shadow Shaman Build Guide
    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
    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.

    GOOD ALLIES
    1. AoE Skills and Also High DPS Ultimate
    (Example: Invoker, Lich, Sandking)
     They have some nice AoE skills that requires enemies to be stick in an area. You have an all AoE skills in your pocket, combined with them, your team will deal a massive daname to the area.

    2. Carries
    (Example: Magine, Void, Luna)
    Anti Mage, Dota 2 - Shadow Shaman Build GuideFaceless Void, Dota 2 - Shadow Shaman Build GuideLuna, Dota 2 - Shadow Shaman Build Guide
    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. Silencer
    (Example: Silencer, Drow Ranger, Bloodseeker)
    You rely on your ability to cast all your skills. But, the Silencers, they will cancel your skill and make you can't use all your skills and become useless, BEWARE of them!
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