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Dota 2 - Lion Build Guide
0
BIO
Once a Grandmaster of the Demon Witch tradition of sorcery, Lion earned fame among his brethren for fighting on the side of light and righteousness. But adulation corrupts. With powers surpassed only by his ambition, the mage was seduced by a demon and turned to evil, trading his soul for prestige. After committing horrible crimes that marred his soul, he was abandoned. The demon betrayed him, striking better deals with his enemies. Such was Lion's rage that he followed the demon back to hell and slew it, ripping it limb from limb, taking its demonic hand for his own. However, such demonoplasty comes at a cost. Lion was transfigured by the process, his body transformed into something unrecognizable. He rose from hell, rage incarnate, slaying even those who had once called him master, and laying waste to the lands where he had once been so adored. He survives now as the sole practitioner of the Demon Witch tradition, and those who present themselves as acolytes or students are soon relieved of their mana and carried off by the faintest gust of wind.
INTRODUCTION
Lion is one of the best ganker in DotA. He have 2 kind of disables, a stun and a hex. He also have a deadly ultimate that can one-shot a low HP enemy hero until death.
You are considered a squishy hero, so don't trade blows with enemy' carries. Cause you will be death soon.
Lion is also considered an initiator for teamfights and ganks.
Blink Dagger will help you to initiate a teamfight or gank. You must Blink into near the opponent and then stun / hex him. And after he is being disabled, and you + friends must use all of your skills to kill him. that's it for the introduction of Lion.
Once a Grandmaster of the Demon Witch tradition of sorcery, Lion earned fame among his brethren for fighting on the side of light and righteousness. But adulation corrupts. With powers surpassed only by his ambition, the mage was seduced by a demon and turned to evil, trading his soul for prestige. After committing horrible crimes that marred his soul, he was abandoned. The demon betrayed him, striking better deals with his enemies. Such was Lion's rage that he followed the demon back to hell and slew it, ripping it limb from limb, taking its demonic hand for his own. However, such demonoplasty comes at a cost. Lion was transfigured by the process, his body transformed into something unrecognizable. He rose from hell, rage incarnate, slaying even those who had once called him master, and laying waste to the lands where he had once been so adored. He survives now as the sole practitioner of the Demon Witch tradition, and those who present themselves as acolytes or students are soon relieved of their mana and carried off by the faintest gust of wind.
INTRODUCTION
Lion is one of the best ganker in DotA. He have 2 kind of disables, a stun and a hex. He also have a deadly ultimate that can one-shot a low HP enemy hero until death.
You are considered a squishy hero, so don't trade blows with enemy' carries. Cause you will be death soon.
Lion is also considered an initiator for teamfights and ganks.
Blink Dagger will help you to initiate a teamfight or gank. You must Blink into near the opponent and then stun / hex him. And after he is being disabled, and you + friends must use all of your skills to kill him. that's it for the introduction of Lion.
PROS | CONS |
Have 2 strong disables | Squishy |
Have a deadly single target ultimate | Ugly face |
Doesn't need a much farm to be good | Low movement speed |
Can drain enemy's mana | Low attck damage |
ROLE
Ranged - Disabler - Nuker - Lane Support - Support
STATS
ABILITIES
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
The Demon Witch exercises his demonic covenant, opening a fissure from hell.
This is your skill to stuns the enemy in a straight line in front of you. Careful! Because of the nature of the skill, it can miss sometimes. You must place this skill carefully. You must only cast this if your you are already beside your target. That's because if you already clicked this skill from far away, the miss rate will be high. A Blink dagger may helps you into a better initiation.
You need this skill for ganking. This is must skill to chase enemies and stun them. And a stunned enemy is your friends breakfast.
2. Hex
Transforms an enemy unit into a harmless beast, with all special abilities disabled.
Lion is compelled to share his transfiguration, twisting the essence of those who oppose him.
Makes your opponent becomes Frog and can't do anything. This skill is very powerful in an initiation. You come and make enemy becomes Frog, and that's your team's chance to kill him quickly. The accuracy of this skill is better than the Earth Spike because it is a targeted spell and cannot miss. So if you only facing a single opponent, it is recommended for you to use Hex first before the Earth Spike to make sure your enemy is being disabled.
3. Mana Drain
CHANNELED - Absorbs the magical energies of a target enemy unit by taking mana from it every second.
Lesser magi are nothing more than a source of magical restoration for the Demon Witch.
This ability will drains mana of one enemy. Can be casted on ranged lane creep or some neutrals. This skill is an almost "bad" skill to take. Without this and with just +stats you still be able to cast your other skills. And with +stats is more powerful because also adds +damage and +mana & mana regen from +int, and +HP from +str.
4. Finger of Death
Rips at an enemy unit, trying to turn it inside-out. Deals massive damage. Upgradable with Aghanim's Scepter.
Lion's disfigured hand is also the source of his greatest power, capable of flooding victims with malefic force
This is your ultimate, you can one-hit kill enemy with this skill. This skill has a decent single targeted damage that can lasthit enemy hero in one shot. If your carry cannot kill the target, that's your chance to get 1 kill, with this skill, is easy to kill 1 hero in low HP, especially in early-mid game. Very good to kill steal peoples, but not recommended to kill steal a carry in a competitive games. That will make your team's carry become poor and your team will be so weak.
SKILLBUILD
Level 1: Earth Spike
Level 2: Hex
Level 3: Earth Spike
Level 4: Hex
Level 5: Earth Spike
Level 6: Finger of Death
Level 7: Earth Spike
Level 8: Hex
Level 9 : Hex
Level 10: Stats
Level 11: Finger of Death
Level 12: Stats
Level 13: Stats
Level 14: Stats
Level 15: Stats
Level 16: Finger of Death
Level 17-21: Stats
Level 21-25: Mana Drain
Why you should maxed the Earth Spike first? This is the nuke you need for early-mid game. You need this for farming, harassing, and ganking. This can also provide you with a defense mechanism, while being ganked, immediately stun the enemies and makes yourself / team safe.
Why you should not taking the Mana Drain? Well it's not a bad skill at all but it will surely can't fit the fast phase in a teamfight, it takes long time to drains one's mana. Increasing the additional Stats is a better choice because it gives more HP, more mana pool, and more damage.
STRATEGY
Early Game
Usually, Lion takes a support role in a match. Support role is role that responsible to buy animal courier and some wards. You are capable of doing that because you do not need so much farm. You are a skill dependent hero that not need many luxury items to be good.
Mid Laner
Lion can also become a solo-mid, a solo-mid er don't need to buy the wards and the courier because a solo-mid needs to be the farther in terms of farming, to be the best in maps in terms of level and items.
Last hitting and harrassing is your main priority on the mid lane. Last hitting and harassing is rather easy for this hero. That's because you have a decent range of 600. That is considered far than other hero so that you can dominate enemy hero on farming phase. You can use Earth Spike once in a while for harassing and also last hitting the creeps.
Please keep an eye on the warded place. So you can retreat when you see the enemy is coming to kill you.
Support
If you have a carry partner in lane, you can helps him with denying the creeps. Please do not last hits or your carry will become poor. If he become poor, he cannot carry your team to win the late game.
If there are enemies trying to get firstblood by killing you or your friend, you can use Earth Spike immediately to stun them, and run for your safety.
Or you can get firstblood with Earthspike. Ask your partner to do it together. Focus on a target and your team will ge tthe kill.
Please replace the Observer Ward that is already expired with the new one. The team will always needs a vision of the fog of war. That will be needed to make sure your friend not being ganked so you can saves lives. Please ask your partner to keep their eye on the warded place for their own safety.
Mid Game
Mid game is the time for ganking activities. Once you already got your ultimate, you can choose a target to be ganked. Please confirm your friend about who your target is. Then together you can focus fire on him.
Check your target ability first. So if he can become invisible, make sure you bring the item needed to reveal them. You can buy a gem, sentry wards, or dusts.
If your target is only a single target, we recommend you to use the Hex first before the Earth Spike, it will 100% disable the target. Remember that the Earthspike can miss if the target moves. And then all your friends should come too and use their ability to the target. And if hasn't die, kill with Finger of Death. Don't use Finger of Death if he is 100% death without using it.
A Blink Dagger will really helps you in ganking. Blink in to the enemy and immediately stun/hex him and kill him using right click and Finger of Death.
Late Game
Late game is the time for decisive teamfights. Remember to keep calm here. A little mistake can cost you the game. As a support, better to always replace the expired wards. That is needed to keep an eye of every enemy's move.
Here you should make a wise decision to choose between 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.
In late game teamfight, your part is to disables enemy using your 2 skills, Earth Spike and Hex. You need to act quickly by using Dagger or Force Staff if you have one, and stun / hex one target and makes him get killed before the teamfight start. You are considered an initiator-support for the team, it is ok for you to give your life if that will makes your team to win the teamfight.
ITEMS BUILD
1. Bottle
Cost: 600
2. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? This boots provides mana for you & your team. Can replenish 135 mana for the team.
3. Blink Dagger
Cost: 2150
Why Blink Dagger?
1. Perfect for initiating a teamfight
2. Helps you escape
4. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
5 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.
6. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Why Schyte of Vyse? Very good item to initiate a teamfight. or to defend against somebody.
7. Refresher Orb
Total cost: 5300
Recipe: Obilivion Staff + Preserverance + Recipe
Why Refresher? This item makes you can use your skills 2 times, 2x Stun, 2x Hex, and 2x Finger. Very powerful item to win a teamfight. 100 increasing the chance of winning a teamfight.
But before you buy this item, check your mana capacity first, if your mana is enough to use 2 times stun, 2 times hex, and 2 times finger, then you can buy this item.
GOOD ALLIES
1. Lina
Have a sweet ultimate combo with you. Laguna Blade + Finger of Death will gives opponent the true nightmare of instant kill. with about 2000 instant damage, this heroes combo is a true nightmare to all who dare to oppose them.
2. Carries
(Example: Magine, Void, Luna)
STATS
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 454 | 906 | 1,609 | SIGHT RANGE | 1800 / 800 |
MANA | 286 | 832 | 1,482 | ATTACK RANGE | 600 |
DAMAGE | 42-48 | 84-90 | 134-140 | MISSILE SPEED | 900 |
ARMOR | 1 | 4 | 9 |
ABILITIES
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
MANA COST: 100/120/145/170 | COOLDOWN: 12 |
ABILITY: UNIT TARGET, POINT TARGET | AFFECTS: ENEMY UNITS |
DAMAGE: MAGICAL | DAMAGE: 60 / 130 / 200 / 260 |
URATION: 1.02 / 1.52 / 2.02 / 2.52 | LENGTH: 825 / 825 / 825 / 825 |
This is your skill to stuns the enemy in a straight line in front of you. Careful! Because of the nature of the skill, it can miss sometimes. You must place this skill carefully. You must only cast this if your you are already beside your target. That's because if you already clicked this skill from far away, the miss rate will be high. A Blink dagger may helps you into a better initiation.
You need this skill for ganking. This is must skill to chase enemies and stun them. And a stunned enemy is your friends breakfast.
2. Hex
Transforms an enemy unit into a harmless beast, with all special abilities disabled.
MANA COST: 125/150/175/200 | COOLDOWN: 15 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
DURATION: 1.75 / 2.5 / 3.25 / 4 | CONTOH: DIHAPUS6 |
Makes your opponent becomes Frog and can't do anything. This skill is very powerful in an initiation. You come and make enemy becomes Frog, and that's your team's chance to kill him quickly. The accuracy of this skill is better than the Earth Spike because it is a targeted spell and cannot miss. So if you only facing a single opponent, it is recommended for you to use Hex first before the Earth Spike to make sure your enemy is being disabled.
3. Mana Drain
CHANNELED - Absorbs the magical energies of a target enemy unit by taking mana from it every second.
MANA COST: 10/10/10/10 | COOLDOWN: 20/15/10/5 |
ABILITY: CHANNELED, UNIT TARGET | AFFECTS: ENEMY UNITS |
CHANNEL TIME: 4 / 4 / 4 / 4 | MANA PER SECOND: 20 / 40 / 60 / 120 |
BREAK DISTANCE: 1100 |
This ability will drains mana of one enemy. Can be casted on ranged lane creep or some neutrals. This skill is an almost "bad" skill to take. Without this and with just +stats you still be able to cast your other skills. And with +stats is more powerful because also adds +damage and +mana & mana regen from +int, and +HP from +str.
4. Finger of Death
Rips at an enemy unit, trying to turn it inside-out. Deals massive damage. Upgradable with Aghanim's Scepter.
MANA COST: 200/420/650 | COOLDOWN: 160/100/40 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
DAMAGE: MAGICAL | DAMAGE: 600 / 725 / 850 |
SCEPTER DAMAGE: 725 / 875 / 1025 | SCEPTER MANA COST: 200 / 420 / 625 |
This is your ultimate, you can one-hit kill enemy with this skill. This skill has a decent single targeted damage that can lasthit enemy hero in one shot. If your carry cannot kill the target, that's your chance to get 1 kill, with this skill, is easy to kill 1 hero in low HP, especially in early-mid game. Very good to kill steal peoples, but not recommended to kill steal a carry in a competitive games. That will make your team's carry become poor and your team will be so weak.
SKILLBUILD
Level 1: Earth Spike
Level 2: Hex
Level 3: Earth Spike
Level 4: Hex
Level 5: Earth Spike
Level 6: Finger of Death
Level 7: Earth Spike
Level 8: Hex
Level 9 : Hex
Level 10: Stats
Level 11: Finger of Death
Level 12: Stats
Level 13: Stats
Level 14: Stats
Level 15: Stats
Level 16: Finger of Death
Level 17-21: Stats
Level 21-25: Mana Drain
Why you should maxed the Earth Spike first? This is the nuke you need for early-mid game. You need this for farming, harassing, and ganking. This can also provide you with a defense mechanism, while being ganked, immediately stun the enemies and makes yourself / team safe.
Why you should not taking the Mana Drain? Well it's not a bad skill at all but it will surely can't fit the fast phase in a teamfight, it takes long time to drains one's mana. Increasing the additional Stats is a better choice because it gives more HP, more mana pool, and more damage.
STRATEGY
Early Game
Usually, Lion takes a support role in a match. Support role is role that responsible to buy animal courier and some wards. You are capable of doing that because you do not need so much farm. You are a skill dependent hero that not need many luxury items to be good.
Mid Laner
Lion can also become a solo-mid, a solo-mid er don't need to buy the wards and the courier because a solo-mid needs to be the farther in terms of farming, to be the best in maps in terms of level and items.
Last hitting and harrassing is your main priority on the mid lane. Last hitting and harassing is rather easy for this hero. That's because you have a decent range of 600. That is considered far than other hero so that you can dominate enemy hero on farming phase. You can use Earth Spike once in a while for harassing and also last hitting the creeps.
Please keep an eye on the warded place. So you can retreat when you see the enemy is coming to kill you.
Support
If you have a carry partner in lane, you can helps him with denying the creeps. Please do not last hits or your carry will become poor. If he become poor, he cannot carry your team to win the late game.
If there are enemies trying to get firstblood by killing you or your friend, you can use Earth Spike immediately to stun them, and run for your safety.
Or you can get firstblood with Earthspike. Ask your partner to do it together. Focus on a target and your team will ge tthe kill.
Please replace the Observer Ward that is already expired with the new one. The team will always needs a vision of the fog of war. That will be needed to make sure your friend not being ganked so you can saves lives. Please ask your partner to keep their eye on the warded place for their own safety.
Mid Game
Mid game is the time for ganking activities. Once you already got your ultimate, you can choose a target to be ganked. Please confirm your friend about who your target is. Then together you can focus fire on him.
Check your target ability first. So if he can become invisible, make sure you bring the item needed to reveal them. You can buy a gem, sentry wards, or dusts.
If your target is only a single target, we recommend you to use the Hex first before the Earth Spike, it will 100% disable the target. Remember that the Earthspike can miss if the target moves. And then all your friends should come too and use their ability to the target. And if hasn't die, kill with Finger of Death. Don't use Finger of Death if he is 100% death without using it.
A Blink Dagger will really helps you in ganking. Blink in to the enemy and immediately stun/hex him and kill him using right click and Finger of Death.
Late Game
Late game is the time for decisive teamfights. Remember to keep calm here. A little mistake can cost you the game. As a support, better to always replace the expired wards. That is needed to keep an eye of every enemy's move.
Here you should make a wise decision to choose between 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.
In late game teamfight, your part is to disables enemy using your 2 skills, Earth Spike and Hex. You need to act quickly by using Dagger or Force Staff if you have one, and stun / hex one target and makes him get killed before the teamfight start. You are considered an initiator-support for the team, it is ok for you to give your life if that will makes your team to win the teamfight.
ITEMS BUILD
1. Bottle
Cost: 600
Use: Regenerate - Restores HP and Mana over time. Effect is lost if unit is attacked. Empty Bottle refills near town fountain. You can also store runes in the bottle, to save for later use. After 2 minutes, stored Runes will be activated. HEALTH RESTORED: 135 MANA RESTORED: 70 DURATION: 3 |
Why Bottle? An early item that can fulfill your needs as a mid laner is a Bottle. It helps you to get some runes for ganking. it also refill your mana and HP for your daily needs. And bottle will makes your time regenerating HP and mana in fountain becomes less.
2. 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 |
3. 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
4. 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 |
5 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 |
6. 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 |
7. Refresher Orb
Total cost: 5300
Recipe: Obilivion Staff + Preserverance + Recipe
Active: Reset Cooldowns - Resets the cooldowns of all your items and abilities. + 5 HP Regeneration + 200% Mana Regeneration + 40 Damage + 6 Intelligence Manacost: 375 Cooldown: 160 |
But before you buy this item, check your mana capacity first, if your mana is enough to use 2 times stun, 2 times hex, and 2 times finger, then you can buy this item.
GOOD ALLIES
1. Lina
Have a sweet ultimate combo with you. Laguna Blade + Finger of Death will gives opponent the true nightmare of instant kill. with about 2000 instant damage, this heroes combo is a true nightmare to all who dare to oppose them.
2. 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.
ANNOYING ENEMIES
1. Cloners
(Example: Phantom Lancer, Naga Siren, Chaos Knight )
You have a single targetted ultimate which is required to know which one is your real target, and cloners can makes you to waste your ultimate if you choose the wrong target. You also have hex that is a single targetted skill. But, you have Earth Spike to know the real self of enemy, by using Earth Spke on Cloner hero with his clones, the hero which have more HP left is the real hero, then you can focus on the real one.
By : Unknown
Dota 2 - Keeper of The Light Build Guide
0
BIO
Upon a pale horse he rides, this spark of endless suns, this Keeper of the Light. Ezalor long ago escaped the Fundamental plane, separating from the other ancient forces to which he was bound within the great Primordial harmony. He is a power grown sentient in the dawn of the universe, and now rides forth in all planes at once, one step ahead of pursuing chaos, bearing his gift with him at the end of a radiant staff. His majestic truth lies hidden beneath the outward appearance of a slightly doddering old man who barely stays in the saddle. However, when faced with the challenge of chaos, or the forces of darkness, his primordial light bursts forth, and his full power is revealed, transforming him once again into a force to be reckoned with.
INTRODUCTION
Keeper of the Light is a nuker that his job is to push and also counterpush the enemy. He should do that by using his Illuminate that deal tons of AoE damage.
He also can drain mana of the enemies. Not just that, he also can restore mana to allies.
He have additional skill in Spirit mode, that is make enemy to miss on each attack.
He also can call a friend who his position is far away from teamfight area.
Very good to choose this hero if your teams focus is on pushing tower.
SKILLBUILD
Level 1: Illuminate
Level 2: Chakra Magic
Level 3: Illuminate
Level 4: Mana Leak
Level 5: Illuminate
Level 6: Spirit Form
Level 7: Illuminate
Level 8: Chakra Magic
Level 9 : Chakra Magic
Level 10: Chakra Magic
Level 11: Spirit Form
Level 12: Mana Leak
Level 13: Mana Leak
Level 14: Mana Leak
Level 15: Stats
Level 16: Spirit Form
Level 17-25: Stats
Why maxed illuminate first? Illuminate is your main nuks. This is what you need for harrassing and destroying creep waves.
Why maxed Chakra Magic before Mana Leak? Chakra magic is very important to spam illuminate and to restore mana for allies. This is important for early game when Ally's mana is still low and need a fast restoration.
Mana leak is skill to harass enemies, and stun him. This is the kind of skill to chase enemy that needed for mid game.
You can use this from the early game to makes enemy always lack of mana.
STRATEGY
Early Game
You have 2 options in early game.
1. The pusher type
You can harass enemies and push quickly using Illuminate all the time. (You can hide in the fog to cast Illuminate secretly) or
2. Lane support type
You can support you partner by denying, creep pulling, or even restore his mana, you can also drain enemy's mana
I believe the stronger one will be the pusher type. With this you can earn gold fast, but this strategy is not recommended for competition where you should give your farms to your carry and you must support him by not killing the creeps. Except if your competitive team's needs to push as quick as possible with your illuminate, then it's ok for the competitive.
On early game always beware of enemy's gank attempt. Your team always needs ward to spot the runed area where ganks may come from.
Mid Game
Your part is to always cast illuminate in every teamfight. Illuminate will deals lots of damage to enemies. This will helps your carry to kill enemies in an already low HP. You should also cast binding light in the middle of teamfight to make opponent to miss their attacks.
And if one of your friends is still far away from the teamfight area, you should call him to the teamfight area using Recall in your Spirit Form.
Remember to always use Illuminate if your team needs fast pushing. Illuminate is the best skill for destroying creeps waves at pushing.
Late Game
In late game you should already bought some supportive items like mekansm or Schyte of Vyse, or something else to helps the team. Remember your part in teamfight.
You have the same job in every teamfight.
1. If one of your friends is still far away from the teamfight area, you should call him to the teamfight area using the Recall
2. You shouuld also cast binding light before the clash, to make opponent to miss their attacks
3. Cast illuminate into the middle of teamfight that helps your carry to kill enemies in low HP
4. Use your supportive items, like mekans, Schyte of Vyse, Pipe.
Late game teamfight is the dependant of how the game will ends. If your team can win the teamfight. That means your team will win the game. And don't give enemy's any chance to fight you back.
ITEM BUILDS
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
2. In early Game, I recommend you to buy Boots of Speed, and upgrade it into Boots of Travel later
3. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights
4. 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.
5. 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.
6. Necromicon
Why Necronomicon? You can summon 2 demons with reliable power. This demon is so powerful, and other advantage is that if you die, your demons will not automatically die so you still can play your demons if you die. This demons can helps you in pushing and destroying towers. Also helps in teamfights.
GOOD ALLIES
1. Magina
He will gain benefit for your skill mana leak that drains opponent's mana, so he can deal more damage with his ultimate.
2. Bloodseeker
He have skill that similar to your skill mana leak, he have rupture that drains enemy's hp if he moves. So if the enemy receive rupture and mana leak together, he then will lose both his HP and mana at the same time and he will be stunned when his mana empty.
3. Carries
(Example: Magine, Void, Luna)
Upon a pale horse he rides, this spark of endless suns, this Keeper of the Light. Ezalor long ago escaped the Fundamental plane, separating from the other ancient forces to which he was bound within the great Primordial harmony. He is a power grown sentient in the dawn of the universe, and now rides forth in all planes at once, one step ahead of pursuing chaos, bearing his gift with him at the end of a radiant staff. His majestic truth lies hidden beneath the outward appearance of a slightly doddering old man who barely stays in the saddle. However, when faced with the challenge of chaos, or the forces of darkness, his primordial light bursts forth, and his full power is revealed, transforming him once again into a force to be reckoned with.
INTRODUCTION
Keeper of the Light is a nuker that his job is to push and also counterpush the enemy. He should do that by using his Illuminate that deal tons of AoE damage.
He also can drain mana of the enemies. Not just that, he also can restore mana to allies.
He have additional skill in Spirit mode, that is make enemy to miss on each attack.
He also can call a friend who his position is far away from teamfight area.
Very good to choose this hero if your teams focus is on pushing tower.
PROS | CONS |
Very good pusher and counter-pusher | Need a lot of time to cast his Illuminate |
Can make enemy to miss their attack | Squishy |
Can drain mana | Low HP |
Can restore mana to allies | Low attack speed |
Can call a friend who is far away. |
ROLE
Ranged - Nuker - Support - Lane Support
STATS
ABILITIES
You can cast illuminate before the maximum casting time. You need this if the enemy you are targetting is trying to move out of the area of this skill. So he still receive the damage.
Makes enemies who receive this skill to miss their attack for 3,4, or 5 seconds based on Spirit Form's skill level. Very good in teamfight to fight against some right clieker hero.STATS
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 454 | 933 | 1,655 | SIGHT RANGE | 1800 / 800 |
MANA | 286 | 796 | 1,420 | ATTACK RANGE | 600 |
DAMAGE | 40-54 | 79-93 | 127-141 | MISSILE SPEED | 900 |
ARMOR | 1 | 4 | 9 |
ABILITIES
1. Illuminate
Channels a ball of light energy, building power the longer it's channeled. Once released, the ball deals damage and gives vision in a line. The longer it is channeled, the more damage dealt.
MANA COST: 150/150/150/150 | COOLDOWN: 10 |
ABILITY: CHANNELED, POINT TARGET | DAMAGE: MAGICAL |
DAMAGE PER SECOND: 100 / 100 / 100 / 100 | RADIUS: 400 / 400 / 400 / 400 |
RANGE: 1600 | MAX CHANNEL TIME: 2 / 3 / 4 / 5 |
Ezalor's hidden light reveals itself in marvelous fashion.
This is your main nuke. You must channel this for some time ro rech it's maximum damage. Or > if the enemy is try to run before you finish the channeling you can release the illuminate before the maximum casting time.
The damage is so damn high and the radius is so damn long and wide. It is possible to destroy 1 wave of creeps including it's siege units with just 1 Illuminate.
If you use this in teamfights, it will deal tons of damage, but you need the best placement for you to hide from the enemy.
Before the teamfight start, you must predict where the center of the teamfight is,and cast illuminate to that area.
In spirit mode, your spirit is casting this skill, so you can do something else while the spirit is casting this skill. Maybe you can attacking or use another skill.
This skill is very good for pushing and counter pushing because it will deal tons of AoE damages for the enemy's army. This skill is also good for harassment in early game. You can cast this skill from the fog and hiding in the jungle and makes your opponent surprised with the instant high damage he received.
The damage is so damn high and the radius is so damn long and wide. It is possible to destroy 1 wave of creeps including it's siege units with just 1 Illuminate.
If you use this in teamfights, it will deal tons of damage, but you need the best placement for you to hide from the enemy.
Before the teamfight start, you must predict where the center of the teamfight is,and cast illuminate to that area.
In spirit mode, your spirit is casting this skill, so you can do something else while the spirit is casting this skill. Maybe you can attacking or use another skill.
This skill is very good for pushing and counter pushing because it will deal tons of AoE damages for the enemy's army. This skill is also good for harassment in early game. You can cast this skill from the fog and hiding in the jungle and makes your opponent surprised with the instant high damage he received.
Release Illuminate
Release the channel early.
ABILITY: NO TARGET |
2. Mana Leak
Weakens an enemy's magical essence, causing them to lose mana as they move. If the enemy loses all of its mana, it will be stunned.
MANA COST: 75/75/75/75 | COOLDOWN: 16 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
LEAK DURATION: 4 / 5 / 6 / 7 | MANA LEAK PERCENT: 3.5% / 4% / 4.5% / 5% |
STUN DURATION: 1.3 / 1.6 / 1.9 / 2.2 |
Ezalor disrupts Primordial harmony, draining magical energy from those with poor constitution.
Drain enemy's mana. Enemy's mana is more drained the farther he walked. Very good so he can't move if he don't want his mana to be drained, or if he keep moving, he will have himself stunned. If he not move, that is you team's chance to kill him.
3. Chakra Magic
Restores mana to the target unit.
MANA COST: 25/45/65/85 | COOLDOWN: 19/18/17/16 |
ABILITY: UNIT TARGET | AFFECTS: ALLIED UNITS |
MANA RESTORE: 75 / 150 / 225 / 300 |
In the same vein, Ezalor bestows his harmony among others.
Restore mana for a single ally or even self. Very good to keep ally or self from lack of mana. This skill makes you can spam illuminate anytime you want. Or if you cast this to ally, he can then spam his skills because he will have lots of mana.
4. Spirit Form
Ezalor turns his body luminescent temporarily, gaining various abilities. Illuminate is now channeled by a separate spirit, and gains the Blinding Light and Recall abilities.
MANA COST: 100/100/100 | COOLDOWN: 80/70/60 |
ABILITY: NO TARGET | DURATION: 40 / 40 / 40 |
In a flash of light, Ezalor reveals his true nature.
Makes Ezalor become a spirit form. He can now cast illuminate without channeling. And he can still do something while the spirit channels the illuminate. He then gain 2 additional skill, Recall and Binding Light:
a. Recall
After a short delay, teleports the targeted friendly hero to your location. If the targeted friendly hero takes player based damage during this time, the ability is interrupted.
MANA COST: 100/100/100 | COOLDOWN: 15 |
AFFECTS: TARGETTING ALLIES | TELEPORT DELAY: 5 / 4 / 3 |
ABILITY: NO TARGET, CHANNELED, UNIT TARGET |
Call 1 allies from his position to Ezalor's position. very good to call a carry if he is still farming at far away while you and another teammates area ready for teamfight. or you can cast this to save allies from enemy's attack if he is being chased.
b. Blinding Light
A blinding light flashes over the targeted area, knocking back and blinding the units in the area, causing them to miss attacks.
MANA COST: 50/50/50 | COOLDOWN: 20/16/12 |
ABILITY: POINT TARGET | RADIUS: 675 / 675 / 675 |
DURATION: 3 / 4 / 5 | MISS CHANCE: 80% / 80% / 80% |
KNOCKBACK DISTANCE: 250 / 250 / 250 |
SKILLBUILD
Level 1: Illuminate
Level 2: Chakra Magic
Level 3: Illuminate
Level 4: Mana Leak
Level 5: Illuminate
Level 6: Spirit Form
Level 7: Illuminate
Level 8: Chakra Magic
Level 9 : Chakra Magic
Level 10: Chakra Magic
Level 11: Spirit Form
Level 12: Mana Leak
Level 13: Mana Leak
Level 14: Mana Leak
Level 15: Stats
Level 16: Spirit Form
Level 17-25: Stats
Why maxed illuminate first? Illuminate is your main nuks. This is what you need for harrassing and destroying creep waves.
Why maxed Chakra Magic before Mana Leak? Chakra magic is very important to spam illuminate and to restore mana for allies. This is important for early game when Ally's mana is still low and need a fast restoration.
Mana leak is skill to harass enemies, and stun him. This is the kind of skill to chase enemy that needed for mid game.
You can use this from the early game to makes enemy always lack of mana.
STRATEGY
Early Game
You have 2 options in early game.
1. The pusher type
You can harass enemies and push quickly using Illuminate all the time. (You can hide in the fog to cast Illuminate secretly) or
2. Lane support type
You can support you partner by denying, creep pulling, or even restore his mana, you can also drain enemy's mana
I believe the stronger one will be the pusher type. With this you can earn gold fast, but this strategy is not recommended for competition where you should give your farms to your carry and you must support him by not killing the creeps. Except if your competitive team's needs to push as quick as possible with your illuminate, then it's ok for the competitive.
On early game always beware of enemy's gank attempt. Your team always needs ward to spot the runed area where ganks may come from.
Mid Game
Your part is to always cast illuminate in every teamfight. Illuminate will deals lots of damage to enemies. This will helps your carry to kill enemies in an already low HP. You should also cast binding light in the middle of teamfight to make opponent to miss their attacks.
And if one of your friends is still far away from the teamfight area, you should call him to the teamfight area using Recall in your Spirit Form.
Remember to always use Illuminate if your team needs fast pushing. Illuminate is the best skill for destroying creeps waves at pushing.
Late Game
In late game you should already bought some supportive items like mekansm or Schyte of Vyse, or something else to helps the team. Remember your part in teamfight.
You have the same job in every teamfight.
1. If one of your friends is still far away from the teamfight area, you should call him to the teamfight area using the Recall
2. You shouuld also cast binding light before the clash, to make opponent to miss their attacks
3. Cast illuminate into the middle of teamfight that helps your carry to kill enemies in low HP
4. Use your supportive items, like mekans, Schyte of Vyse, Pipe.
Late game teamfight is the dependant of how the game will ends. If your team can win the teamfight. That means your team will win the game. And don't give enemy's any chance to fight you back.
ITEM BUILDS
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: Transfer items from shop to heroes Wards: Scouting some important area to protect teams against some ganks. |
2. In early Game, I recommend you to buy Boots of Speed, and upgrade it into Boots of Travel later
Cost: Boots of Speed: 450 > Boots of Travel Recipe: 2000
Recipe: Boots of Speed + Recipe
Boots of Speed | Boots of Travel |
Flat movement speed bonuses from multiple pairs of boots do not stack. + 50 Movement Speed | Active: Teleport - Teleports you to an allied non-hero unit or structure. Flat movement speed bonuses from multiple pairs of boots do not stack. + 100 Movement Speed Manacost: 75 Cooldown60 |
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. 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 |
5. 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 |
6. Necromicon
Total cost: 2700
Recupe: Staff of Wizardy, Belt of Giant Strength + Recipe
You can upgrade by buying the recipe again, can be upgraded 2 times, into lv3.
Active: Demonic Summoning - Summons a Necronomicon Warrior and a Necronomicon Archer to fight for you. Their strength and abilities increase as Necronomicon increases in level. Lasts 35 seconds. + 15/21/24 Intelligence + 8/12/16 Strength Manacost: 50 Cooldown: 80 |
GOOD ALLIES
1. Magina
He will gain benefit for your skill mana leak that drains opponent's mana, so he can deal more damage with his ultimate.
2. Bloodseeker
He have skill that similar to your skill mana leak, he have rupture that drains enemy's hp if he moves. So if the enemy receive rupture and mana leak together, he then will lose both his HP and mana at the same time and he will be stunned when his mana empty.
3. Carries
(Example: Magine, Void, Luna)
Carries should be thankful for you for your support. After enemy's Hp is low after your illuminate, or after enemy is being stunned after mana leak, or after enemy can't attack because of your binding light. And carries should the right click and use all their skills to the enemies.
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