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Dota 2 - Troll Warlord Build Guide
0
STATS
ABILITIES
1. Berserker's Rage
Allows the Warlord to use his throwing axes as melee weapons, gaining bonus damage, attack speed, movement speed, hitpoints, armor, and a chance to bash targets on attack. Berserker's Rage also changes the functionality of Whirling Axes.
Make you get more damage, HP, attack speed, armor and a stun attack by using a melee-mode.
This is your carry-mode. So in any teamfight, it is 100% must for you to use this mode.
2a. Whirling Axes (Ranged)
Troll hurls a fistful of five axes in a cone shape over 900 range, slowing and damaging enemy units.
A slowing skill that needed to chase enemy that runs away.
2b. Whirling Axes (Melee)
Troll hurls two axes around him in a close range area of effect, damaging enemy units and causing them to miss some attacks.
A nice damaging ability with low manacost and gives a miss chance to the enemy attack. So good to be cast ona duel with your enemy. And also can be use to farm.
3. Fervor
With each continuous blow on the same target, Troll gains increased attack speed. If Troll changes targets, the stacks drop to zero.
A nice skill that makes you get more attack speed on each attack by not changing your target. Needed to make you a decent carry on the late game. The more HP the enemy have, the more you will get the benefit from this ability. So Roshing and also fighting enemy carry on the late game will be easier because of this skill.
4. Battle Trance
Troll's presence on the battlefield increases the attack speed of himself and all allied heroes.
Increase your attack speed like crazy! A very good skill on anything. farming, jungling, Roshing, and also ganking and carrying.
Also gives the attack speed buff to all your friend globally.
SKILLBUILD
Level 1: Berserker's Rage
Level 2: Whirling Axes
Level 3: Whirling Axes
Level 4: Fervor
Level 5: Whirling Axes
Level 6: Battle Trance
Level 7: Whirling Axes
Level 8: Berserker's Rage
Level 9 : Berserker's Rage
Level 10: Berserker's Rage
Level 11: Battle Trance
Level 12: Fervor
Level 13: Fervor
Level 14: Fervor
Level 15: Stats
Level 16:Battle Trance
Level 17-25: Stats
Why take Berserker's Rage? With the increased damage in melee-mode, it will increase your chance for getting the last hits. Also can save you from enemy's attempt to get firstblood because in melee mode you gain bonus movement speed to run away and you also get more Hp to increase your survivability.
Why maxed Whirling Axes first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Berserker's Rage before Fervor? Attack Speed bonus from Fervor is a good late game booster. And you not need it to increase it early. You may need the Berserker's Rage more because it gives more stun duration to help you chase your target.
BIO
It's an easy thing to offend a troll. A prickly and contentious race, trolls thrive on argument and strife, missing no excuse to raise their voices in dispute. Males grow to maturity in subterranean chambers beneath their matriarch's domicile, feeding and amusing themselves while contributing nothing. Often they stay for years beyond the age of maturity, while the matriarch provides them with sustenance. When young trolls are finally pushed from their sub-chamber, they gather with others of their kind, forming roving gangs of malcontents who complain loudly about all manner of vexation.
As much as trolls love to argue, imagine how rare it is for a troll to be driven from his own kind for being too difficult to get along with. Such was Jah'rakal's fate, a monger troll from deep in the Hoven. So deluded was he, so bitter and abrasive, that even other trolls found his company intolerable. After one particularly vitriolic outburst in which he claimed the lion's share of loot from their latest raid, his cohorts finally snapped. They turned on him, beat him with clubs, and drove him from the encampment. Enraged at his banishment, he returned the next day, armed with steel, and slew them all, one by one. He then swore a blood oath: he would ever after be a fighting force unto himself. Now he roams the world as the Troll Warlord, bitter and angry, the Imperial high commander of an army of one.
INTRODUCTION
Troll is a carry hero that can change his attack range. He can choose to become a melee carry or to become a ranged carry. Melee means more damage and also can have the stunning ability and ranged means he can deal damage from a long range and can be use for chasing a running target if a melee attack can't catch up.
As much as trolls love to argue, imagine how rare it is for a troll to be driven from his own kind for being too difficult to get along with. Such was Jah'rakal's fate, a monger troll from deep in the Hoven. So deluded was he, so bitter and abrasive, that even other trolls found his company intolerable. After one particularly vitriolic outburst in which he claimed the lion's share of loot from their latest raid, his cohorts finally snapped. They turned on him, beat him with clubs, and drove him from the encampment. Enraged at his banishment, he returned the next day, armed with steel, and slew them all, one by one. He then swore a blood oath: he would ever after be a fighting force unto himself. Now he roams the world as the Troll Warlord, bitter and angry, the Imperial high commander of an army of one.
INTRODUCTION
Troll is a carry hero that can change his attack range. He can choose to become a melee carry or to become a ranged carry. Melee means more damage and also can have the stunning ability and ranged means he can deal damage from a long range and can be use for chasing a running target if a melee attack can't catch up.
| PROS | CONS |
| High attack speed | Squishy |
| Can become a melee | |
| Can do solo Roshan |
ROLE
Ranged - Carry
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 473 | 1,058 | 1,856 | SIGHT RANGE | 1800 / 800 |
| MANA | 169 | 351 | 741 | ATTACK RANGE | 500 / 128 |
| DAMAGE | 38-56 | 77-95 | 124-142 | MISSILE SPEED | N/A |
| ARMOR | 2 | 7 | 14 |
ABILITIES
1. Berserker's Rage
Allows the Warlord to use his throwing axes as melee weapons, gaining bonus damage, attack speed, movement speed, hitpoints, armor, and a chance to bash targets on attack. Berserker's Rage also changes the functionality of Whirling Axes.
| ABILITY: NO TARGET, TOGGLE | BONUS DAMAGE: 15 |
| BONUS MOVE SPEED: 20 / 20 / 20 / 30 | BASE ATTACK TIME: 1.55 |
| BONUS HP: 100 | BONUS ARMOR: 3 |
| BASH CHANCE: 10% | BASH DURATION: 0.8 / 1.2 / 1.6 / 2 |
| BASH DAMAGE: 20 / 30 / 40 / 50 |
This is your carry-mode. So in any teamfight, it is 100% must for you to use this mode.
2a. Whirling Axes (Ranged)
Troll hurls a fistful of five axes in a cone shape over 900 range, slowing and damaging enemy units.
| MANA COST: 50/50/50/50 | COOLDOWN: 20 |
| ABILITY: UNIT TARGET, POINT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: MAGICAL | AXE DAMAGE: 75 |
| SLOW DURATION: 3 / 3.75 / 4.5 / 5.25 | MOVEMENT SLOW: 30% |
2b. Whirling Axes (Melee)
Troll hurls two axes around him in a close range area of effect, damaging enemy units and causing them to miss some attacks.
| MANA COST: 50/50/50/50 | COOLDOWN: 12 |
| ABILITY: NO TARGET | DAMAGE: MAGICAL |
| DAMAGE: 125 / 175 / 225 / 275 | RADIUS: 450 |
| BLIND DURATION: 4 / 5 / 6 / 7 | MISS CHANCE: 60% / 60% / 60% / 60% |
| WHIRL DURATION: 3 |
3. Fervor
With each continuous blow on the same target, Troll gains increased attack speed. If Troll changes targets, the stacks drop to zero.
| ABILITY: PASSIVE | MAX STACKS: 2 / 3 / 4 / 5 |
| ATTACK SPEED PER STACK: 20 |
4. Battle Trance
Troll's presence on the battlefield increases the attack speed of himself and all allied heroes.
| MANA COST: 75/75/75 | COOLDOWN: 30 |
| ABILITY: NO TARGET | TRANCE DURATION: 7 |
| ATTACK SPEED: 60 / 120 / 180 |
Also gives the attack speed buff to all your friend globally.
SKILLBUILD
Level 1: Berserker's Rage
Level 2: Whirling Axes
Level 3: Whirling Axes
Level 4: Fervor
Level 5: Whirling Axes
Level 6: Battle Trance
Level 7: Whirling Axes
Level 8: Berserker's Rage
Level 9 : Berserker's Rage
Level 10: Berserker's Rage
Level 11: Battle Trance
Level 12: Fervor
Level 13: Fervor
Level 14: Fervor
Level 15: Stats
Level 16:Battle Trance
Level 17-25: Stats
Why take Berserker's Rage? With the increased damage in melee-mode, it will increase your chance for getting the last hits. Also can save you from enemy's attempt to get firstblood because in melee mode you gain bonus movement speed to run away and you also get more Hp to increase your survivability.
Why maxed Whirling Axes first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Berserker's Rage before Fervor? Attack Speed bonus from Fervor is a good late game booster. And you not need it to increase it early. You may need the Berserker's Rage more because it gives more stun duration to help you chase your target.
STRATEGY
Early Game
Use Berserker's Rage for easier last hits. It will increase your damage. Also use the Whirling Axe for multiple last hits. Beware of high damage nukes, you are one of the squishiest hero on the map. Also always keep an eye on your ward so you can see any movement from the enemy that may harm yourself. You need farm the most, so be focus in last hitting because you are the carry of your team.
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 Whirling Axe
d. Use your ultimate
e. Brutally attack their support
d. Chase the running enemy using Whirling Axe and you may use the Ranged mode if the enemy just need 1 more hit and you cannot catch up with him.
Keep farming and get as many gold as you can. As a carry, you need to boost 3 things;
1. Damage
2. Attack Speed
3. Survivability
Also always keep an eye on enemys movement and prepare yourself from any attempt to gank you.
Late Game
Late game is your time to shine. You should already reach high level here. It will gives you so much advantage from the additional HP and attack. And also I assume that you should already finished your core items. That means you are ready to crush enemy in the teamfight.
Your part here is:
1. Use Bkb
2. Use Whirling Axes
3. Use your ultimate
4. Kill all enemy
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. Quelling Blade
Cost: 225
Why Quelling Blade? Makes you easier to lasthit every creeps.
2. Phase Boots
Total Cost: 1350
Recipe: Boots of Speed + 2 x Blades of Attack
Why Phase boots? Gives you attack damage, and gives phase skill (+ms and can walk through creep/heroes).
3. Helm of the Dominator and upgrade it into Satanic Later.
Total Cost: 1850
Recipe: Morbid Mask, Helm of iron Will
This items gives you lifesteal and some additional damage. With lifesteal you can survive in a tough teamfight. With the additional lifesteal you can solo Roshan because you have a continuous increase in attack speed thanks to your passive.
This item also gives you the abiliy to dominate creeps, I recomtend you to dominate Alpha Wolf to increase your damage.
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.
4. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
Why Black King Bar? It gives you survivability in a teamfight because you will get magic immunity during teamfight.
5. Dominator > Satanic
Total Cost: 5850
Why Satanic? It will really helps you to survive in a hard condition in a teamfight. It will gives you lifesteal, Strength, and Armor, thats all what you need to survive in a teamfight. If your HP become low, immediately use the Unholy Rage, attack your enemy and your HP will full again in seconds.
6. Butterfly
Total cost:: 6000
Recipe: Talisman of Evasion, Eaglesong, Quarterstaff
Why Butterfly?
It gives you more damage and more attack speed that makes you become much more powerful. It also gives evasion to helps you survive in teamfight. Butterfly is always a good item for a carry.
Early Game
Use Berserker's Rage for easier last hits. It will increase your damage. Also use the Whirling Axe for multiple last hits. Beware of high damage nukes, you are one of the squishiest hero on the map. Also always keep an eye on your ward so you can see any movement from the enemy that may harm yourself. You need farm the most, so be focus in last hitting because you are the carry of your team.
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 Whirling Axe
d. Use your ultimate
e. Brutally attack their support
d. Chase the running enemy using Whirling Axe and you may use the Ranged mode if the enemy just need 1 more hit and you cannot catch up with him.
Keep farming and get as many gold as you can. As a carry, you need to boost 3 things;
1. Damage
2. Attack Speed
3. Survivability
Also always keep an eye on enemys movement and prepare yourself from any attempt to gank you.
Late Game
Late game is your time to shine. You should already reach high level here. It will gives you so much advantage from the additional HP and attack. And also I assume that you should already finished your core items. That means you are ready to crush enemy in the teamfight.
Your part here is:
1. Use Bkb
2. Use Whirling Axes
3. Use your ultimate
4. Kill all enemy
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. Quelling Blade
Cost: 225
| Active: Destroy Tree - Destroy a target tree. Passive: Quell - Gives bonus attack damage against non-hero units, depending on the type of hero you are. MELEE BONUS: 32% RANGED BONUS: 12% Cooldown: 5 |
2. Phase Boots
Total Cost: 1350
Recipe: Boots of Speed + 2 x Blades of Attack
| Active: Phase - Gives increased movement speed and lets you move through units. Phase is cancelled upon using another item or ability. Flat movement speed bonuses from multiple pairs of boots do not stack. PHASE DURATION: 4 PHASE MOVE BOOST: 16% + 55 Movement Speed + 24 Damage Cooldown: 8 |
3. Helm of the Dominator and upgrade it into Satanic Later.
Total Cost: 1850
Recipe: Morbid Mask, Helm of iron Will
| Active: Dominate - Take control of a non-hero, non-ancient target unit. Passive: Lifesteal - Gives lifesteal on attacks. Helm of the Dominator is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers. + 20 Damage + 5 Armor LIFESTEAL: 15% Manacost: 75 Cooldown: 60 |
This item also gives you the abiliy to dominate creeps, I recomtend you to dominate Alpha Wolf to increase your damage.
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 |
4. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
| Active: Avatar - Grants magic immunity. Duration and cooldown decrease with each use. Some Ultimate abilities are able to disable through Black King Bar. + 10 Strength + 24 Damage DURATION: 10/9/8/7/6/5 Cooldown: 80 |
5. Dominator > Satanic
Total Cost: 5850
Recipe: Tarrasque + Helm of the Dominator + Recipe
| Active: Unholy Rage - Increases Lifesteal by 175% for 3.5 seconds. Passive: Lifesteal - Gives Lifesteal on attacks. Satanic is a Unique Attack Modifier, and does not stack with other Unique Attack Modifier. + 20 Damage + 25 Strength + 5 Armor LIFESTEAL: 25% Cooldown: 35 |
6. Butterfly
Total cost:: 6000
Recipe: Talisman of Evasion, Eaglesong, Quarterstaff
| + 30 Agility + 30 Damage + 35% Evasion + 30 Attack Speed |
It gives you more damage and more attack speed that makes you become much more powerful. It also gives evasion to helps you survive in teamfight. Butterfly is always a good item for a carry.
By : Unknown
Dota 2 - Chen Build Guide
0
BIO
Born in the godless Hazhadal Barrens, Chen came of age among the outlaw tribes who eked out an existence in the shimmering heat of the desert. Using an ancient form of animal enthrallment, Chen's people husbanded the hardy desert locuthi, a stunted species of burrowing dragon that melted desert sands into tubes of glass where twice-a-year rains collected. Always on the edge of starvation and thirst, fighting amongst their neighbors and each other, Chen's clan made the mistake, one fateful day, of ambushing the wrong caravan.
In the vicious battle that followed, Chen's clan was outmatched. The armored Knights of the Fold made short work of the enthralled locuthi, who attacked and died in waves. With their dragons dead, the tribesmen followed. Chen struggled, and slashed, and clawed, and perished-or would have. Defeated, on his knees, he faced his execution with humility, offering his neck to the blade. Moved by Chen's obvious courage, the executioner halted his sword. Instead of the blade, Chen was given a choice: death or conversion. Chen took to the faith with a ferocity. He joined the Fold and earned his armor one bloody conversion at a time. Now, with the fanaticism of a convert, and with his powers of animal enthrallment at their peak, he seeks out unbelievers and introduces them to their final reward.
INTRODUCTION
Chen is a hero that is useful for jungling and pushing on early-mid game. He can control creeps and use the creeps abilities for his team. On the early game, his creeps power will be big so it can be useful for ganking and also destroying towers easily. He is also a masssive healer that will keep his teammates survive during teamfights.
ABILITIES
1. Penitence
Forces an enemy unit to move slower and take more damage from attacks and spells.
Although Chen's brand of animal enthrallment isn't quite strong enough to control the minds of enemy heroes, it still tests their resolve in combat.
Slowing and also amplify the damage for 1 enemy. You need this to gank an enemy hero. By slowing his movement speed your team can easily catch up your target. And with the amplifying damage, your team will easier to kill your target.
2a. Test of Faith
Deals random damage to test an enemy unit's faith.
Knights of the Fold possess a fanatical form of magic that is considered quite unwieldy by most other users of arcane arts.
Deal damage to 1 enemy. The damage is a random. Hope you can get the maximum damage to easily kill your target.
2b. Test of Faith
Teleports a friendly unit back to the base. Creeps are teleported instantly, Heroes have a delay before teleporting.
3. Holy Persuasion
Gives control of an enemy or neutral creep, and gives it bonus hit points.
Although they may not be knights, Chen incorporates beasts into the Fold in the same way he himself was converted.
Convert creeps to helps us in the teamfight. You need this to jungling on early game.
After you get the creeps, you can start using your creeps for ganking and pushing. Your creeps is so strong in pushing enemy towers on early game.
4. Hand of God
Fully regenerates any creeps under Chen's control and heals all allied heroes on the map. Upgradable by Aghanim's Scepter.
Using the mental link with his thralls, Chen calls down restoration and well-being to those who share his fanaticism.
Heals all allies on the map. A very nice survivability skill on a teamfight, this skill will helps your teammates to survive in a tough situation.
SKILLBUILD
Level 1: Holy Persuasion
Level 2: Test of Faith
Level 3: Holy Persuasion
Level 4: Test of Faith
Level 5: Holy Persuasion
Level 6: Hand of God
Level 7: Holy Persuasion
Level 8: Test of Faith
Level 9 : Test of Faith
Level 10: Penitence
Level 11: Hand of God
Level 12: Penitence
Level 13: Penitence
Level 14: Penitence
Level 15: Stats
Level 16: Hand of God
Level 17-25: Stats
Why maxed Holy Persuasion first? You need this skill to can survive in the jungle.
Why maxed Test of Faith before Penitence? The rule of DotA: Nukes for early game, physical damage for late game. Test of Faith is a nuke therefore should be maxed before the the Penitence. And also with the increaseing level of Test of Faith will decrease the delay of sending ally to the base.
Born in the godless Hazhadal Barrens, Chen came of age among the outlaw tribes who eked out an existence in the shimmering heat of the desert. Using an ancient form of animal enthrallment, Chen's people husbanded the hardy desert locuthi, a stunted species of burrowing dragon that melted desert sands into tubes of glass where twice-a-year rains collected. Always on the edge of starvation and thirst, fighting amongst their neighbors and each other, Chen's clan made the mistake, one fateful day, of ambushing the wrong caravan.
In the vicious battle that followed, Chen's clan was outmatched. The armored Knights of the Fold made short work of the enthralled locuthi, who attacked and died in waves. With their dragons dead, the tribesmen followed. Chen struggled, and slashed, and clawed, and perished-or would have. Defeated, on his knees, he faced his execution with humility, offering his neck to the blade. Moved by Chen's obvious courage, the executioner halted his sword. Instead of the blade, Chen was given a choice: death or conversion. Chen took to the faith with a ferocity. He joined the Fold and earned his armor one bloody conversion at a time. Now, with the fanaticism of a convert, and with his powers of animal enthrallment at their peak, he seeks out unbelievers and introduces them to their final reward.
INTRODUCTION
Chen is a hero that is useful for jungling and pushing on early-mid game. He can control creeps and use the creeps abilities for his team. On the early game, his creeps power will be big so it can be useful for ganking and also destroying towers easily. He is also a masssive healer that will keep his teammates survive during teamfights.
ROLE
Ranged - Support - Jungler - Pusher
STATS| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 530 | 929 | 1,594 | SIGHT RANGE | 1800 / 800 |
| MANA | 273 | 783 | 1,407 | ATTACK RANGE | 600 |
| DAMAGE | 43-53 | 82-92 | 130-140 | MISSILE SPEED | 1100 |
| ARMOR | 1 | 5 | 11 |
ABILITIES
1. Penitence
Forces an enemy unit to move slower and take more damage from attacks and spells.
| MANA COST: 100/100/100/100 | COOLDOWN: 14 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| DURATION: 7 / 7 / 7 / 7 | SLOW: 8% / 16% / 24% / 32% |
| BONUS DAMAGE: 8% / 16% / 24% / 32% |
Slowing and also amplify the damage for 1 enemy. You need this to gank an enemy hero. By slowing his movement speed your team can easily catch up your target. And with the amplifying damage, your team will easier to kill your target.
2a. Test of Faith
Deals random damage to test an enemy unit's faith.
| MANA COST: 175/175/175/175 | COOLDOWN: 24 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: PURE | DAMAGE MIN: 50 / 100 / 150 / 200 |
| DAMAGE MAX: 100 / 200 / 300 / 400 |
Deal damage to 1 enemy. The damage is a random. Hope you can get the maximum damage to easily kill your target.
2b. Test of Faith
Teleports a friendly unit back to the base. Creeps are teleported instantly, Heroes have a delay before teleporting.
| MANA COST: 200/200/200/200 | COOLDOWN: 24 |
| ABILITY: UNIT TARGET | AFFECTS: ALLIED UNITS |
| HERO TP DELAY: 6 / 5 / 4 / 3 |
3. Holy Persuasion
Gives control of an enemy or neutral creep, and gives it bonus hit points.
| MANA COST: 100/100/100/100 | COOLDOWN: 30/26/22/18 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY CREEPS |
| MAX UNITS: 1 / 1 / 2 / 3 | HEALTH BONUS: 75 / 150 / 225 / 300 |
Convert creeps to helps us in the teamfight. You need this to jungling on early game.
After you get the creeps, you can start using your creeps for ganking and pushing. Your creeps is so strong in pushing enemy towers on early game.
4. Hand of God
Fully regenerates any creeps under Chen's control and heals all allied heroes on the map. Upgradable by Aghanim's Scepter.
| MANA COST: 200/300/400 | COOLDOWN: 140/130/120 |
| ABILITY: NO TARGET | HEAL: 200 / 300 / 400 |
| SCEPTER COOLDOWN: 30 / 30 / 30 |
Heals all allies on the map. A very nice survivability skill on a teamfight, this skill will helps your teammates to survive in a tough situation.
SKILLBUILD
Level 1: Holy Persuasion
Level 2: Test of Faith
Level 3: Holy Persuasion
Level 4: Test of Faith
Level 5: Holy Persuasion
Level 6: Hand of God
Level 7: Holy Persuasion
Level 8: Test of Faith
Level 9 : Test of Faith
Level 10: Penitence
Level 11: Hand of God
Level 12: Penitence
Level 13: Penitence
Level 14: Penitence
Level 15: Stats
Level 16: Hand of God
Level 17-25: Stats
Why maxed Holy Persuasion first? You need this skill to can survive in the jungle.
Why maxed Test of Faith before Penitence? The rule of DotA: Nukes for early game, physical damage for late game. Test of Faith is a nuke therefore should be maxed before the the Penitence. And also with the increaseing level of Test of Faith will decrease the delay of sending ally to the base.
STRATEGY
Early Game
On early game, I recommend you to straight go into the jungle. Use your Holy Persuasion for the big creeps and start using it to jungling. If you feel need to gank the enemy, start going to the lane and use your creep's ability to stun or maybe net your target. This way your team may get firstblood or at least an early kill. Solo mid is the priority for early ganks, so you should go there and with the help of your solo-mid friend gank the enemy's solo.
Mid Game
With the big pushing power on your creeps, you can destroy towers easily. So on early game, at least you should get one or two of enemy towers. That way your team will get more money than the opposing team.
When your team want's to start ganking, you should also help by using your abilities:
1. Hand of God > to keep teammates alive
2. Penitence > to amplify the damage
3. Test of Faith > to nuke down enemy
Also remember to replace the wards because your team always needs the vision of crtain areas.
Late Game
On the late game, your job is mainly to cast your Hand of God in a big clash. You have the ability to keeps your teammates alive with it. And if you have farmed enough, you may already buy the Aghanim Scepter which dramatically reduces the cooldown and you can spam this skill to make sure nobody dies from your team.
And also remember to save your friend who is in danger with casting Test of Faith on him so he will be send to base immediately.
On the late game you may already have the Mekansm, and you should also cast this on a clash to helps your team survive in the teamfight.
ITEMS BUILD
1. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? You have spammable skills, so you need more mana, with this item, your mana will be fulfilled. And also to replenish mana of the team.
And if you choose to be more supportive you can choose these items:
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
2. Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Why Pipe of Insight? Gives barrier for all allies in AoE that Block 400 spell damage, very useful.
And if you want to be excel at initaiting a teamfight you can choose these items:
2. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Why Force Staff? ForceStaff is useful on many purposes, you can initiate a teamfight with ForceStaff, or you can save somebody, or you can save yourself.
3. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Why Schyte of Vyse? Very good item to initiate a teamfight. 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.
Or you can increase more armor for your allies and also decrease more armor for the nenemy by buying this item:
Aghanim Scepter
Why Aghanim's Scepter? Lower the cooldown on your ultimate so you can spam your ultimate to always heal your allies for ever 30 seconds.
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
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.
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
Early Game
On early game, I recommend you to straight go into the jungle. Use your Holy Persuasion for the big creeps and start using it to jungling. If you feel need to gank the enemy, start going to the lane and use your creep's ability to stun or maybe net your target. This way your team may get firstblood or at least an early kill. Solo mid is the priority for early ganks, so you should go there and with the help of your solo-mid friend gank the enemy's solo.
Mid Game
With the big pushing power on your creeps, you can destroy towers easily. So on early game, at least you should get one or two of enemy towers. That way your team will get more money than the opposing team.
When your team want's to start ganking, you should also help by using your abilities:
1. Hand of God > to keep teammates alive
2. Penitence > to amplify the damage
3. Test of Faith > to nuke down enemy
Also remember to replace the wards because your team always needs the vision of crtain areas.
Late Game
On the late game, your job is mainly to cast your Hand of God in a big clash. You have the ability to keeps your teammates alive with it. And if you have farmed enough, you may already buy the Aghanim Scepter which dramatically reduces the cooldown and you can spam this skill to make sure nobody dies from your team.
And also remember to save your friend who is in danger with casting Test of Faith on him so he will be send to base immediately.
On the late game you may already have the Mekansm, and you should also cast this on a clash to helps your team survive in the teamfight.
ITEMS BUILD
1. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
| Active: Replenish Mana - Restores mana in an area around the hero. Flat movement speed bonuses from multiple pairs of boots do not stack. + 60 Movement Speed + 250 Mana MANA RESTORED: 135 Mana Needed: 25 Cooldown: 55 |
And if you choose to be more supportive you can choose these items:
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
| Active: Restore - Heals 250 HP and gives +2 armor in an area. Passive: Mekansm Aura - Bonus HP Regen in an area. Multiple instances of Mekansm Aura do not stack + 5 All Attributes + 5 Armor BONUS HP REGEN: 4 Mana:150 Cooldown:45 |
2. Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
| Active: Barrier - Gives nearby friendly units a shield that blocks 400 spell damage. Multiple instances of spell resistance from items do not stack. + 11 HP Regeneration + 30% Spell Resistance Manacost: 100 Cooldown: 60 |
And if you want to be excel at initaiting a teamfight you can choose these items:
1. Dagger
Cost: 2150
Cost: 2150
| Active: Blink - Teleport to a target point up to 1200 units away. If damage is taken from an enemy hero, Blink Dagger cannot be used for 3 seconds. Manacost: 75 Cooldown: 14 |
Blink Dagger is a perfect item for you for initiating purpose. This item will make you can jump straint in front of your target so you can stun them immediately to make a way for your team to knock your enemy down. In a teamfight, who initiate first is usually become the winnner of the fight.
2. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
| Active: Force - Pushes any target unit 600 units in the direction it is facing. Double click to self-cast. + 10 Intelligence + 3 HP Regeneration Manacost: 25 Cooldown: 20 |
3. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
| Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
Or you can use this to defend against somebody by making him become chicken.
Or you can increase more armor for your allies and also decrease more armor for the nenemy by buying this item:
Aghanim Scepter
| Passive: Ultimate Upgrade - Upgrades the ultimates of certain heroes. + 10 All Attributes + 200 Health + 150 Mana |
Or you may need to slow down your enemies with this item
Shivs's GuardTotal cost: 4700
Recipe: 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)
They need more survivability in the teamfight, helps them!
By : Unknown
Dota 2 - Ancient Apparition Build Guide
0
BIO
Kaldr, the Ancient Apparition, is an image projected from outside time. He springs from the cold, infinite void that both predates the universe and awaits its end. Kaldr is, Kaldr was, Kaldr shall be...and what we perceive, powerful as it appears to us, is but the faintest faded echo of the true, eternal Kaldr. Some believe that as the cosmos ages and approaches its final moments, the brightness and power of Kaldr will also intensify--that the Ancient Apparition will grow younger and stronger as eternity's end draws nigh. His grip of ice will bring all matter to a stop, his image will cast a light too terrible to behold. An Apparition no longer!
INTRODUCTION
Ancient Apparition is a supportive-nuker hero that can helps the team to win teamfights with his spells. He has global spell that makes him can help his teammates that are far away from his position. He can control the lane, mid, or other lane quite easy. He has cold feet that can harass enemies he face with a mighty damage in the early game. He have a slower abilities for an area that will helps team to chase enemies.
STATS
ABILITIES
Kaldr's presence draws those around him into a frozen void, threatening to lock them in an icy prison for eternity.
Makes you can freeze your opponent can't move away 740 range from his location where he got this skill from you. This skill also deal some dagame per second. A very nice single targetted skill to chase enemy. He will be frozen so you can attack him easily.
If you have stunner or slower friends, they can helps you to make opponent can't move farther than 740 range and automatically get frozen. Very good to kill a single target.
2. Ice Vortex
Creates a vortex of icy energy that slows movement speed and increases magic damage done in its range. Lasts 12 seconds.
Frozen, caustic winds are at the whim of Kaldr, chilling the field of battle.
Makes a circle that can slow down any enemy that move into it. Will be good to block enemy with this skill and make him move through this circle because he can only run into this skill if he don't want to be killed by your team, and be slowed. He then have his magic resistance reduced so he will feel more magical damage for every magic he receive.
Makes your 1st skill Chilling Touch have more chance to freeze enemy. Because he will have a hard time to move for 740 range.
3. Chilling Touch
A frigid gust enchants allied heroes, granting them bonus magical damage for a given number of physical attacks, while slowing their attack speed slightly. Lasts 30 seconds.
The Ancient Apparition's eternal knowledge brings a frigid enchantment to his allies.
Gives a magical damage to a normal attack, with the cost of attack speed. This skill area is high so if 5 of your teams groups together in an area, all will receive it's buff. Useful in a teamfight where the additional damage will be received from all members, and will deal lots of damages to enemy's team. The bonus damage will be increased again from your 2nd skill, Ice Vortex if there are enemies in the AoE of the Vortex.
4. Ice Blast
An explosive ball of icy hail that can be used to strike targets anywhere on the map. On first use, Kaldr launches a tracer towards the targeted location. The second use marks the current location of the blast, upon which the actual projectile is launched - the greater the distance, the larger the radius affected. It deals damage to enemy units and applies a frostbite curse to units in and around the area that prevents regeneration or healing. Frostbitten units will take minor damage over time; if the units drop below a certain percentage of hitpoints, they'll instantly shatter.
Ice storms from ages past flow through Kaldr's frosty limbs, crashing into the world and turning its inhabitants into monuments to his eternal power.
This is your main skill for nuking enemies in the game. This skill gives some magical damage to enemies in it's blast. Will instantly kill enemies below 10,11, or 12% HP, based on this skill level. This is considered a global skill. You can cast this from far away, you can cast this from another lane or anywhere in the map. This skill is rather difficult to knock the enemies. You will cast the tracer first, it's a ball that run straight to the selected area, you can cast stop everywhere between you and your target, its a straight line, and the after you click to stop the tracer, you will cast the next ball that will explode in the place you stopped the first ball. , If you clicked the wrong position to stop the tracer, it will miss the target, your enemy may have just run away from their previous position and you will waste 1 skill. But don;t worry if you miss this skill, the cooldown is quite low, 45 second for an ultimate, you can cast it again in 45 second, its not long time in DotA.
Release
Releases the ice blast early at its current location.
Release the ball that will explode in the area where you clicked to stop the tracer.
SKILLBUILD
Level 1: Cold Feet
Level 2: Chilling Touch
Level 3: Cold Feet
Level 4: Ice Vortex
Level 5: Cold Feet
Level 6: Ice Blast
Level 7: Cold Feet
Level 8: Ice Vortex
Level 9 : Ice Vortex
Level 10: Ice Vortex
Level 11: Ice Blast
Level 12: Chilling Touch
Level 13: Chilling Touch
Level 14: Chilling Touch
Level 15: Stats
Level 16: Ice Blast
Level 17-25: Stats
Why maxed Cold Feet first? This is your main nuke in early mid game, useful for harassing enemy in lane and will helps in chasing enemy.
Chilling Touch or Ice Vortex? Chilling Touch in early game will helps you for easier last hitting and also helps you in harassing enemy, I recommed take 1 level in early game. Ice Vortex will be needed to slow down enemy and makes your team can kill your target, good for mid game ganking activities, I recommend you to maxed this before chilling touch for the preparation of mid game ganking activities. And Chilling Touch have a high manacost so you can't cast this frequently in early game. In late game Chilling touch will helps team to get additional damage in a teamfight.
Kaldr, the Ancient Apparition, is an image projected from outside time. He springs from the cold, infinite void that both predates the universe and awaits its end. Kaldr is, Kaldr was, Kaldr shall be...and what we perceive, powerful as it appears to us, is but the faintest faded echo of the true, eternal Kaldr. Some believe that as the cosmos ages and approaches its final moments, the brightness and power of Kaldr will also intensify--that the Ancient Apparition will grow younger and stronger as eternity's end draws nigh. His grip of ice will bring all matter to a stop, his image will cast a light too terrible to behold. An Apparition no longer!
INTRODUCTION
Ancient Apparition is a supportive-nuker hero that can helps the team to win teamfights with his spells. He has global spell that makes him can help his teammates that are far away from his position. He can control the lane, mid, or other lane quite easy. He has cold feet that can harass enemies he face with a mighty damage in the early game. He have a slower abilities for an area that will helps team to chase enemies.
ROLE
Ranged - Support - Disabler
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 492 | 864 | 1,510 | SIGHT RANGE | 1800 / 1400 |
| MANA | 325 | 798 | 1,396 | ATTACK RANGE | 600 |
| DAMAGE | 44-54 | 80-90 | 126-136 | MISSILE SPEED | 1250 |
| ARMOR | 2 | 6 | 12 |
ABILITIES
1. Cold Feet
Places a frozen hex on an enemy unit that deals damage over time, but can be dispelled by moving away from the initial cast point. If the enemy unit doesn't move outside of the given range, it will be stunned and frozen in place after 4 seconds.| MANA COST: 150/150/150/150 | COOLDOWN: 15/13/11/9 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: MAGICAL | DAMAGE OVER TIME: 37.5 / 50 / 62.5 / 75 |
| BREAK DISTANCE: 740 / 740 / 740 / 740 | STUN DURATION: 1.25 / 2 / 2.75 / 3.5 |
Makes you can freeze your opponent can't move away 740 range from his location where he got this skill from you. This skill also deal some dagame per second. A very nice single targetted skill to chase enemy. He will be frozen so you can attack him easily.
If you have stunner or slower friends, they can helps you to make opponent can't move farther than 740 range and automatically get frozen. Very good to kill a single target.
2. Ice Vortex
Creates a vortex of icy energy that slows movement speed and increases magic damage done in its range. Lasts 12 seconds.
| MANA COST: 80/90/100/110 | COOLDOWN: 6 |
| ABILITY: POINT TARGET | RADIUS: 275 / 275 / 275 / 275 |
| SLOW: 18% / 22% / 26% / 30% | DECREASE RESIST: 10% / 15% / 20% / 25% |
Makes a circle that can slow down any enemy that move into it. Will be good to block enemy with this skill and make him move through this circle because he can only run into this skill if he don't want to be killed by your team, and be slowed. He then have his magic resistance reduced so he will feel more magical damage for every magic he receive.
Makes your 1st skill Chilling Touch have more chance to freeze enemy. Because he will have a hard time to move for 740 range.
3. Chilling Touch
A frigid gust enchants allied heroes, granting them bonus magical damage for a given number of physical attacks, while slowing their attack speed slightly. Lasts 30 seconds.
| MANA COST: 140/140/140/140 | COOLDOWN: 50/46/42/38 |
| ABILITY: POINT TARGET | DAMAGE: MAGICAL |
| RADIUS: 525 | MAX ATTACKS: 3 / 4 / 5 / 6 |
| DAMAGE: 50 / 60 / 70 / 80 | ATTACK SPEED: 15% / 15% / 15% / 15% |
Gives a magical damage to a normal attack, with the cost of attack speed. This skill area is high so if 5 of your teams groups together in an area, all will receive it's buff. Useful in a teamfight where the additional damage will be received from all members, and will deal lots of damages to enemy's team. The bonus damage will be increased again from your 2nd skill, Ice Vortex if there are enemies in the AoE of the Vortex.
4. Ice Blast
An explosive ball of icy hail that can be used to strike targets anywhere on the map. On first use, Kaldr launches a tracer towards the targeted location. The second use marks the current location of the blast, upon which the actual projectile is launched - the greater the distance, the larger the radius affected. It deals damage to enemy units and applies a frostbite curse to units in and around the area that prevents regeneration or healing. Frostbitten units will take minor damage over time; if the units drop below a certain percentage of hitpoints, they'll instantly shatter.
| MANA COST: 100/125/150 | COOLDOWN: 45 |
| ABILITY: POINT TARGET | DAMAGE: MAGICAL |
| DAMAGE: 250 / 350 / 450 | FROSTBITE DURATION: 8 / 9 / 10 |
| FROSTBITE DAMAGE: 12.5 / 20 / 32 | HITPOINTS FOR KILL: 10% / 11% / 12% |
This is your main skill for nuking enemies in the game. This skill gives some magical damage to enemies in it's blast. Will instantly kill enemies below 10,11, or 12% HP, based on this skill level. This is considered a global skill. You can cast this from far away, you can cast this from another lane or anywhere in the map. This skill is rather difficult to knock the enemies. You will cast the tracer first, it's a ball that run straight to the selected area, you can cast stop everywhere between you and your target, its a straight line, and the after you click to stop the tracer, you will cast the next ball that will explode in the place you stopped the first ball. , If you clicked the wrong position to stop the tracer, it will miss the target, your enemy may have just run away from their previous position and you will waste 1 skill. But don;t worry if you miss this skill, the cooldown is quite low, 45 second for an ultimate, you can cast it again in 45 second, its not long time in DotA.
Release
Releases the ice blast early at its current location.
| COOLDOWN: 1 | ABILITY: NO TARGET |
SKILLBUILD
Level 1: Cold Feet
Level 2: Chilling Touch
Level 3: Cold Feet
Level 4: Ice Vortex
Level 5: Cold Feet
Level 6: Ice Blast
Level 7: Cold Feet
Level 8: Ice Vortex
Level 9 : Ice Vortex
Level 10: Ice Vortex
Level 11: Ice Blast
Level 12: Chilling Touch
Level 13: Chilling Touch
Level 14: Chilling Touch
Level 15: Stats
Level 16: Ice Blast
Level 17-25: Stats
Why maxed Cold Feet first? This is your main nuke in early mid game, useful for harassing enemy in lane and will helps in chasing enemy.
Chilling Touch or Ice Vortex? Chilling Touch in early game will helps you for easier last hitting and also helps you in harassing enemy, I recommed take 1 level in early game. Ice Vortex will be needed to slow down enemy and makes your team can kill your target, good for mid game ganking activities, I recommend you to maxed this before chilling touch for the preparation of mid game ganking activities. And Chilling Touch have a high manacost so you can't cast this frequently in early game. In late game Chilling touch will helps team to get additional damage in a teamfight.
STRATEGY
Early Game
You can take any lane you want. AA can also become a decent solo mid player, if you want to be a solo mid player, it is good for you. Before laning phase, I recommend you to block the creeps. This will make you can attack from uphill and enemies will forced to laning from downhill. Downhill is not favorable because it will makes your attack to miss! more. If you choose to lane in top or bot, you should help your carry players with denying the creeps, don't last hitting. You should harass opponent using Cold Feet and makes him unfomfortable in last hitting. You can also hunt for firstblood using Cold Feet, this skill have a decent damage in early game.
Mid Game
In mid game, you should participate in ganking activities. You have Cold Feet to freeze the enemy and Ice Vortex to helps you with a slowing abilities and increasing magical damage. Your friends that have stun or slow will makes your Cold Feet to can Freeze the enemy because he ca't move more than 740 range.
You should also use your ultimate to deal damages to enemy you want to kill. This skill have a nice area damage that can kill enemies. If you are far away from the enemy, you can use your ultimate Ice Blast to helps your friends.This skill will deal dmages and helps your friend to get some kill. You need the precision in clicking stop of the Ice Blast, so it will damages to enemy you want and not exploding before it reach the enemy.
Late Game
In late game you should full participate in teamfights. You should cast Chilling Touch while you and friends are grouping before the teamfight. That will makes your friends get additional damage for their attacks. Very good because the damage accumulation will be so high. And the magical damage will be amplified too because of Ice Vortex. Cast Ice Vortex in the crowds of enemies.
Also use Cold Feet to 1 target, and make him should move 740 away from his original position, maybe that can makes him should go out of combat.
And the most important, don't forget to cast your ultimate Ice Blast, and blast it to the middle of enemies.
Maybe you already have some supportive items like Guinsoo Schyte of Vyse ofr Mekansm, use all you have and make sure you give enough support to your teammates. Happy icing!
ITEM BUILD
1. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? You have spammable skills, so you need more mana, with this item, your mana will be fulfilled. And also to replenish mana of the team.
2. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Why Force Staff? ForceStaff is useful on many purposes, you can initiate a teamfight with ForceStaff, or you can save somebody that run from enemies, or you can save yourself.
3. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
4. Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Why Pipe of Insight? Gives barrier for all allies in AoE that Block 400 spell damage, very useful.
5. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
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.
GOOD ALLIES
1. Venomancer
His ultimake makes enemis in a very low HP but it can't kill enemies, it will be capped at 1 HP. That's your job to finish the enemies. Use your ultimate and makes opponents to shatter below 12% HP.
You also have slower and an amplifier for magical damage, Ice Vortex, that makes Venomancer's poison to slow more and deal more damage.
2. Carries
(Example: Magine, Void, Luna)
Early Game
You can take any lane you want. AA can also become a decent solo mid player, if you want to be a solo mid player, it is good for you. Before laning phase, I recommend you to block the creeps. This will make you can attack from uphill and enemies will forced to laning from downhill. Downhill is not favorable because it will makes your attack to miss! more. If you choose to lane in top or bot, you should help your carry players with denying the creeps, don't last hitting. You should harass opponent using Cold Feet and makes him unfomfortable in last hitting. You can also hunt for firstblood using Cold Feet, this skill have a decent damage in early game.
Mid Game
In mid game, you should participate in ganking activities. You have Cold Feet to freeze the enemy and Ice Vortex to helps you with a slowing abilities and increasing magical damage. Your friends that have stun or slow will makes your Cold Feet to can Freeze the enemy because he ca't move more than 740 range.
You should also use your ultimate to deal damages to enemy you want to kill. This skill have a nice area damage that can kill enemies. If you are far away from the enemy, you can use your ultimate Ice Blast to helps your friends.This skill will deal dmages and helps your friend to get some kill. You need the precision in clicking stop of the Ice Blast, so it will damages to enemy you want and not exploding before it reach the enemy.
Late Game
In late game you should full participate in teamfights. You should cast Chilling Touch while you and friends are grouping before the teamfight. That will makes your friends get additional damage for their attacks. Very good because the damage accumulation will be so high. And the magical damage will be amplified too because of Ice Vortex. Cast Ice Vortex in the crowds of enemies.
Also use Cold Feet to 1 target, and make him should move 740 away from his original position, maybe that can makes him should go out of combat.
And the most important, don't forget to cast your ultimate Ice Blast, and blast it to the middle of enemies.
Maybe you already have some supportive items like Guinsoo Schyte of Vyse ofr Mekansm, use all you have and make sure you give enough support to your teammates. Happy icing!
ITEM BUILD
1. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
| Active: Replenish Mana - Restores mana in an area around the hero. Flat movement speed bonuses from multiple pairs of boots do not stack. + 60 Movement Speed + 250 Mana MANA RESTORED: 135 Mana Needed: 25 Cooldown: 55 |
2. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
| Active: Force - Pushes any target unit 600 units in the direction it is facing. Double click to self-cast. + 10 Intelligence + 3 HP Regeneration Manacost: 25 Cooldown: 20 |
3. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
| Active: Restore - Heals 250 HP and gives +2 armor in an area. Passive: Mekansm Aura - Bonus HP Regen in an area. Multiple instances of Mekansm Aura do not stack + 5 All Attributes + 5 Armor BONUS HP REGEN: 4 Mana:150 Cooldown:45 |
4. Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
| Active: Barrier - Gives nearby friendly units a shield that blocks 400 spell damage. Multiple instances of spell resistance from items do not stack. + 11 HP Regeneration + 30% Spell Resistance Manacost: 100 Cooldown: 60 |
5. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
| Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
GOOD ALLIES
1. Venomancer
His ultimake makes enemis in a very low HP but it can't kill enemies, it will be capped at 1 HP. That's your job to finish the enemies. Use your ultimate and makes opponents to shatter below 12% HP.
You also have slower and an amplifier for magical damage, Ice Vortex, that makes Venomancer's poison to slow more and deal more damage.
2. Carries
(Example: Magine, Void, Luna)
Carries should be happy to receive your helps in a teamfight, and they should the right click and use all their skills to the enemies.
By : Unknown










































