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  • Dota 2 - Earth Spirit Build Guide

    0
    BIO
    Deep amid the Upland crags and cliffs there runs a seam of sacred jade long foresworn by highland minders. From this rare material, the likeness of the great general Kaolin was carved and buried at the head of a stone funerary army ten thousand strong--a force of soldiers and holy men, jesters and acrobats, carved by crafstmen and entombed for millennia in the dark embrace of the Earth.

    What the craftsmen had not known was that within the strange seam of jade flowed the spirit of the Earth itself--an elemental force at one with the planet. When the force within the carved jade found itself cut off from the life's blood of the world, it gathered its strength over the course of a thousand years and dug itself free and into the light. Now the great Kaolin Earth Spirit strides the Upland roads, fighting for the spirit of the Earth; and in times of need calls forth remnants of his buried army still locked in the loving embrace of the soil.

    INTRODUCTION
    Earth Spirit is a hero who is very much versatile. From stunning, slowing, silencing, and also initiating though, this hero is able to cover all of it. And with the skill that has a short cooldown, add to the perfection of this hero. Correct use of the skill will determine your success in using this hero, so first learn how to do the tricks and optimize its skills and you will be IMBA.
    PROSCONS
    VersatileSlow attack speed
    High damage ultimateMust use all of his abilities carefully. If can't then you will be so useless.
    Have a skill to roll and make him can position himself easily
    Have a decent silence
    Have a decent stun
    A perfect initiator hero
    ROLE
    Melee - Carry - Nuker

    STATS
    LEVEL11525
    HIT POINTS5491,3202,251SIGHT RANGE1800 / 800
    MANA2346711,243ATTACK RANGE128
    DAMAGE46-5687-97136-146MISSILE SPEEDN/A
    ARMOR3611

    ABILITIES
    1. Boulder Smash
    Earth Spirit smashes the target enemy, ally, or Stone Remnant, knocking it back in the direction he is facing. The knocked back target deals damage to all units it hits. If the target was a Stone Remnant, damaged targets are also stunned, and the travel distance is improved.
    MANA COST: 100COOLDOWN: 22/18/14/10
    ABILITY: UNIT TARGET, POINT TARGETAFFECTS: HEROES
    DAMAGE: MAGICALRADIUS: 225
    DAMAGE: 125KNOCKBACK SPEED: 1200
    SILENCE DURATION: 3.5 / 4 / 4.5 / 5DISTANCE(UNIT): 500 / 600 / 700 / 800
    DISTANCE(STONE): 2000STUN DURATION: 0.75 / 1.25 / 1.75 / 2.25
    It is with the power of a mountain that Earth Spirit strikes his enemies.
    Skill is a bit difficult for those who are still unfamiliar with this hero.
    With this skill you can kick:
    -stone
    -hero / creep
    Enemies whose hit by the stone will be exposed to stun and damage.
    The direction of the kick is straight, then make sure your position and the position of the target is a straight line and then you can launch a kick. With the number of times you use this hero you will surely understand by yourself. So keep practicing and become better.

    2. Rolling Boulder

    After a 0.6s delay, Earth Spirit becomes a boulder, rolling in the direction he is facing and damaging enemy units, stopping if he collides with an enemy hero or is stunned. If the boulder rolls over a Stone Remnant, the Stone Remnant is consumed and travel distance and speed are improved, and impacted enemies have their movement and attack speed slowed.
    MANA COST: 50COOLDOWN: 16/12/8/4
    ABILITY: POINT TARGETDAMAGE: MAGICAL
    RADIUS: 150SPEED: 800
    SPEED(STONE): 1600DAMAGE: 90
    DAMAGE(STONE): 135DISTANCE: 800
    DISTANCE(STONE): 1600SLOW DURATION: 2
    SLOW: 80%
    Calling upon his connection to the land, the Earth Spirit draws loose stone to him, which forms a protective ball that he can use to roll short distances.
    You will roll and will stop when there is an enemy getting hit by you, then the enemy will be slowed.
    Make sure you roll on the rock so that you will roll on a maximum distance, because if there is no stone, it will be a short distance. This skill is quite good for initiating, then you will be rolling into the middle area of ​​the opponent, and then start the teamfight.

    3. Geomagnetic Grip
    Earth Spirit pulls the target allied unit or Stone Remnant to his location. Enemies struck by the flying target will be stunned, and take damage if the flying target is a Stone Remnant.
    MANA COST: 75COOLDOWN: 13
    ABILITY: UNIT TARGET, POINT TARGETAFFECTS: ALLIED UNITS
    DAMAGE: MAGICALRADIUS: 180
    STONE DAMAGE: 100 / 150 / 200 / 250PULL SPEED: 1000
    SILENCE DURATION: 2 / 3 / 4 / 5
    Like calls to like. Even the minerals found in the blood and bones of living beings are not immune to the call of the Earth Spirit.
    You can pull the rock / friendly hero  at you and the enemy crushed will be silenced. Skills are good enough to start a gank or a teamfight.
    When the enemy is silenced, your team can easily beat him. Also useful when your friend is in trouble and you can pull him to the farthest from the enemy who pursued him.

    Stone Remnant
    Call a Stone Remnant at the target location. Stones Remnants have no vision and are invulnerable, and can be used with Earth Spirit's abilities. Calling a Stone Remnant consumes a charge, which recharge over time.
    COOLDOWN: 0ABILITY: POINT TARGET
    MAX CHARGES: 6CHARGE RESTORE TIME: 25
    DURATION: 120
    Put the stone. Stone is an element of every skill you have. All of them need stone.

    4. Magnetize
    Magnetizes units in a small nearby area, causing them to take damage over time for a short duration. Any magnetized heroes cause nearby Stone Remnants to become energized and explode, applying/refreshing the magnetize debuff on all units near the Stone Remnant. This process can repeat multiple times. Stone Remnants are destroyed in this process. If an enemy hero is affected by silence or slows as a result of Rolling Boulder or Boulder Smash, all magnetized heroes share the effects.
    MANA COST: 100COOLDOWN: 80
    ABILITY: NO TARGETDAMAGE: MAGICAL
    RADIUS: 300ROCK SEARCH RADIUS: 300
    ROCK EXPLOSION RADIUS: 600DEBUFF DURATION: 6
    DAMAGE PER SECOND: 50 / 75 / 100
    Deal damage to enemies around you. With the stone, dps will increase.
    If multiple enemies at the same time exposed by the Magnetize, it is enough to silence one person and the friends will also be affected by the silence. Similarly as the Rolling Boulder slow, then all enemies will be exposed to slows as well.
    This principle does not apply to stun.

    SKILLBUILD

    Level 1: Boulder Smash
    Level 2: Rolling Boulder
    Level 3: Boulder Smash
    Level 4: Geomagnetic Grip
    Level 5: Boulder Smash
    Level 6: Magnetize
    Level 7: Boulder Smash
    Level 8: Geomagnetic Grip
    Level 9 : Geomagnetic Grip
    Level 10: Geomagnetic Grip
    Level 11: Magnetize
    Level 12: Rolling Boulder
    Level 13: Rolling Boulder
    Level 14: Rolling Boulder
    Level 15: Stats
    Level 16: Magnetize
    Level 17-25: Stats

    Why Boulder Smash taken first? 125 damage at level 1 is good to herass enemy in the lane. And if want to hunt firstblood, his stun will be needed. 

    Why Boulder Smash need to be maximized first? the more damage and also the decreases of cooldown which will benefit to for stunning and damaging more in the gank and teamfight.

    Why increase Geomagnetic Grip before the rolling Boulder? Silence will be needed for ganking, and the increasing silence duration would trigger ganking success.

    STRATEGY

    Early
    At the beginning of the game, your role will depend on your position in the team, whether you are here as a support, or you as a solo offlane or you as a solo mid lane? 
    Will now be discussed one by one on all three roles above. 

    1. As a support. 
    As a means of support in your lane, there will be a carry that will do the last hits, and here you are guarding him. In case your carry is attacked by the enemy, you should immediately stun them with Geomagnetic grip, or you can pull your friend for safety using Geomagnetic Grip.
    If you want to act rather aggressively, then you can roll towards the enemy and then stun and silence him then take him down with your friend..

    2. As a solo offlane.
    As a solo offlaner, then all it takes is patience because it is very difficult for solo offlaner to  get gold and exp.Because the enemy will do to pull his creep wave and making us not get anything. It takes patience. Do not be too far away from your tower. If there is a chance and 100% safe from a gank then you can try to last-hits.
    Keep playing safe until someone is coming into your lane and gank the enemy! Or maybe you can leave your lane and gank the enemy on the other lane.

    3. As a solo mid.
    As a solo mid, the skills for last hitting and denying will be more needed than the other roles. Keep calm! and occasionally harass the enemy. Also, on the mid lane you will need a bottle. Bottle is needed to get runes for ganking other lanes.
    Once you're level 6 or above, start to move to another lane to gank the enemy. Look for the kill as much.

    Mid Game
    In the mid game , your ganks will determine the success of your team . You have steady abilities, either stun or silence to defeat enemies . Before doing gank , prepare items that may be needed , such as dust , or smoke . And do not forget to coordinate the gank with your friends ,remember to focus on one target, and kill him first and then you can switch to another target . Highly recommended to chain stun ,waiting for the completion of the stun before casting the next stun.

    For initiation using Earth Spirit , use the Rolling Boulder to advance towards the enemy , do not forget shortly after rolling , place the stones so that the farther distance performance. And then you can cast stun( Geomagnetic Grip) and then use ulti, and also don'tforget to use silence ( Boulder Smash ) . Ifyour combo is right then the enemy will dither and his Hp will become little, and friends can easily defeat the enemy .

    Late Game
    In the late game your main role is as an initiator to make some space for your teammates . As always use the Rolling Boulder to roll towards the enemy , then stun , then ulti and Silence . If all goes well, after you do a teamfight initiation, all enemies will be exposed to damage by 20-30% of their hp, besides that they will be stunned and silenced. And it would open widen the way for the carry to finish them off.

    ITEM BUILD

    Starting Item
    Branches: You need the branches to be build into Magic Wand later.
    Tangoes: for recovering health,
    Clarities: for mana, and don't forget to buy the
    Wards: for scouting.

    Early Items
    Arcane Boots: You need the mana boots for your mana pool. you are a spammer hero who spams your every abilities on a teamfight. So you needs lots of mana to be able to do full action.
    Magic Wand: And the magic wand if for a situation when you are almost getting killed, and you can save your life by using the charge.

    Core Items
    Veil: Increase magic damage received by enemies. This item will increase the damage from your ultimate and also all magical damage from your teammates. Pretty much needed to ensure the death of all enemies.
    Mekans: Heal allies in the AoE. every team needs this, ensure the survivability of your teammates.
    Pipe: Increase magic resistance for the team. With this item, your team is more tanky.
    Drum: Increase attack speed and movement speed for the team.

    Luxury Items:
    Bkb: gives magic immunity during teamfights. pretty much increase your defense during every single teamfight.
    Sheepstick: Increase the quality of your initiation. 
    Shivas: Decrease enemys attack speed and movement speed.
    Hellberd: Make 1 enemy to can't attack for some time. Pretty much needed for enemy that mainly attack using physical damage.
  • Dota 2 - Elder Titan Build Guide

    0
    BIO
    Well may you ask, "How did this world take its form?" Why of all the worlds in creation, has this one its strange properties, its diverse and motley collection of creatures, cultures and lore? "The answer," One whispers, "lies with the Titans."

    These original progenitors were there near the Beginning--if not actual witnesses to the creation, then born with it still echoing in their ears. Stamped with the earliest energies of the universe, they wished nothing more than to continue as creators themselves. Thus they bent to the task of shaping matter to their will: hammering and heating, bending and blasting. And when matter proved less challenging than they liked, they turned their tools upon themselves, reshaping their minds and reforging their spirits until they had become beings of great endurance. Reality itself became the ultimate object of their smithing. Yet, along the way, they sometimes erred. In cases of great ambition, mistakes are unavoidable.

    The one we know as the Elder Titan was a great innovator, one who studied at the forge of creation. In honing his skills, he shattered something that could never be repaired, only thrown aside. He fell into his own broken world, a shattered soul himself. There he dwelt among the jagged shards and fissured planes, along with other lost fragments that had sifted down through the cracks in the early universe. And this is why the world we know resembles an isle of castaways, survivors of a wreck now long forgotten. Forgotten, that is, by all but the One who blames himself. He spends his time forever seeking a way to accomplish the repairs, that he might rejoin the parts of his broken soul, that we and the world alike might all be mended. This is the One we know as Elder Titan.

    INTRODUCTION
    Elder Titan is considered one of the best initiator in DotA. He have 2 initiating skill that will helps his team to initiate well in a teamfight. He also have a skill to reduce enemy's armor and resistance which will greatly increase his allies damage. He can also acquire a nice amount of damage from his Astral skill. Elder Titan: A beast the enemy should afraid of.
    PROSCONS
    His spell range is so wideSkill difficulties
    Good movespeedLow AoE on his 3rd skill
    Can acquire lots of damage fro the Astral Form
    Elder Titan
    ROLE
    Melee - Initiator - Durable

    STATS
    LEVEL11525
    HIT POINTS6061,2182,035SIGHT RANGE1800 / 800
    MANA2995901,058ATTACK RANGE128
    DAMAGE47-5779-89122-132MISSILE SPEEDN/A
    ARMOR3611

    ABILITIES
    1. Echo Stomp
    Elder Titan and his Astral Spirit both stomp the ground, damaging and knocking nearby enemy units unconscious around their locations. The Elder Titan stomp deals physical damage, while the Spirit stomp deals magical damage. Unconscious enemies will wake if they take damage.
    MANA COST: 100/115/130/145COOLDOWN: 15
    ABILITY: NO TARGET, CHANNELEDDAMAGE: COMPOSITE
    CAST TIME: 1.4RADIUS: 475
    SLEEP DURATION: 2 / 3 / 4 / 5STOMP DAMAGE: 80 / 80 / 80 / 80
    The force of creation still echoes in the stomp of the Titan.
    This skill is considered an initiating skill. With this skill you can makes enmiy sleep your team can surround the enemy and then harass him. This skill also gives small damage.

    Your Astral Spirit also performing this skill together with your real self. So you may use your 2nd first and send your Spirit on the enemy crowds, and then you can use Echo Stomp skill to make enemy becomesleep.

    2. Astral Spirit
    Elder Titan sends forth his Astral Spirit, damaging any units it passes through. When the spirit rejoins the Titan, it grants bonus damage and movement speed for each unit it damaged. The Astral Spirit possesses the Echo Stomp, Return Spirit, and Natural Order abilities.
    MANA COST: 110/110/110/110COOLDOWN: 16
    ABILITY: POINT TARGETDAMAGE: MAGICAL
    RADIUS: 275DAMAGE: 120 / 160 / 200 / 240
    DURATION: 8BUFF DURATION: 9
    BONUS SPEED(CREEPS): 1%BONUS SPEED(HEROES): 5%
    BONUS DAMAGE(CREEPS): 3 / 6 / 9 / 12BONUS DAMAGE(HEROES): 10 / 20 / 30 / 40
    Like the four fundamentals, Elder Titan exists across all planes at once and can draw other aspects of himself to assist in times of need.
    This ability is considering a nuke. It gives nice damage in the early game. So cast this to damaging enemy on the early-mid game. You can also use this to farm some creeps.
    If the Spirit touches the creeps and also the enemy heroes, it will gives you more movement speed and more damage after the Spirit come back to your real self. This can makes you become a decent right clicker and a decent chaser in the teamfight.
    This skill can be combined with your 1st skill to perform a Stomp. So the Spirit and the real self will be performing Echo Stomp together.

    2b .Return Astral Spirit
    Returns the Astral Spirit to Elder Titan.
    COOLDOWN: 0ABILITY: NO TARGET

    3. Natural Order
    Reduces all elements to their basic levels, removing base armor and magic resistance from nearby enemy units.
    ABILITY: PASSIVE, AURAAFFECTS: ENEMY UNITS
    RADIUS: 275 / 275 / 275 / 275BASE ARMOR REDUCTION: 25% / 50% / 75% / 100%
    BASE RESIST REDUCTION: 8% / 16% / 25% / 33%
    As it was at the beginning, Elder Titan makes it so again.
    Reduce enemy's armor and magic resistance. A very good skill that makes your whole team will produce more damage to every enemy hero in the teamfight.

    4. Earth Splitter

    Sends forth a jagged crack in front of Elder Titan. After 3 seconds, the crack implodes, slowing them while dealing damage based on the maximum life of units caught in the area.
    MANA COST: 175/175/175COOLDOWN: 100
    ABILITY: POINT TARGETAFFECTS: ENEMY UNITS
    DAMAGE: COMPOSITEDELAY: 3.14
    CRACK WIDTH: 300RANGE: 2400
    SLOW: 30% / 40% / 50%SLOW DURATION: 3 / 4 / 5
    MAX HP AS DAMAGE: 35%
    That which he created, the titan tears asunder.
    A skill that will crack the land in front of you in a very long range . So good initiating skill to make enemy become slowed and also damaged.

    SKILLBUILD


    Level 1: Astral Spirit
    Level 2: Echo Stomp
    Level 3: Astral Spirit
    Level 4: Natural Order
    Level 5: Astral Spirit
    Level 6: Earth Splitter
    Level 7: Astral Spirit
    Level 8: Echo Stomp
    Level 9 : Echo Stomp
    Level 10: Echo Stomp
    Level 11: Earth Splitter
    Level 12: Natural Order
    Level 13: Natural Order
    Level 14: Natural Order
    Level 15: Stats
    Level 16: Earth Splitter
    Level 17-25: Stats

    Why maxed Astral Spirit first?  This is your main nuke, you will need this for ganking, farming, and killing on early mid game.

    Why maxed Echo Stomp before Natural Order?  On early-mid game, the enemy's armor and resitance are still considerably low. Better to increase the Echo Stomp to increase it's Sleep duration for initiating a teamfight.

    STRATEGY
    Early Game
    On early game, you should get lasthits and denies if your carry isn't in the same line as you. You may need to buy some items that will benefit the team. Last hits is quiet easy for you because you have a high base damage. And also you have the Astral Spirits to helps you get last hits by it's magical damage and also it eventually will gives you bonus attack damage that helps you get more last hits.
    If you don't see any wards that will detect the enemy, you should buy it. Ward is a must item for the team. It gives a vision that preevents your teammates from enemys attempt on ganking.

    Mid Game
    Mid game is the ganking time! Everybody will roam around the map and find somebody to kill. It's your time to roam too. Don't forget to buy the Smoke of Deceit to hid from enemy's Observer Ward.

    You have some ganking skill here. So if you want to initiate in a gank, what you need to do is:
    1. Comunicate with your teammates about who should be ganked, you should focus fire on 1 hero in a gank, because if you don't communicate well you may attack the A person and your teammates attack the B person, and that is a bad gank and can lead to failure on getting the kill.
    2. Prepare the items needed in the gank:
    a. Use Smoke of Deceit
    b. Prepare Dust, Sentry Wards, or Gem if you will gank an invisible hero like Rikimaru, Clinkz, or Nyx Assassin
    c. Use the Astral Spirit
    d. Use the Echo Stomp
    e. Use your ultimate

    Late Game
    On late game. The teamfight will be very intense. Beware! if your team lose a single teamfight it may cost you the game.
    You should already reached high level here so you have an all high level skill and also an already high sats, HP and damage. And so does ebverybody in the map. And also with the high level, that means a long respawn time. That means that every move is becoming more important and decisive. So keep focus and also don;'t panic at every sitaution. Always think clearly and use all you have.

    Here you should make a wise decision to choose btween 2 options:
    1. To save money for buyback
    2. To buy your next item
    How to choose between those two? you may see how important is your next item. You can see it by: If you don't buy that item immediately, your team's can't compete with the enemy's power so buy it immediately, but if the item is not that important, you should save for buyback.

    Your role in the teamfight is an initiator. What you need to do is:
    1. Casting Astral Spirit and the Echo Stomp to make emnemy become sleep
    2. Cast your ultimate
    3. Use any clickable item in your pocket, you may have Mekansm or Necronomicon.

    And if your team won the teamfight, you have two options:
    1. You can get the Aegis for your team's main hero or
    2. Your team can push enemy base and destrouy their buildings. Choose wisely!

    ITEMS BUILD
    1. Power Threads
    Total cost: 1400
    Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
     Power Threads, Dota 2 - Kunkka Build Guide
    Active: Switch Attribute - Changes selected attribute between Strength, Agility and Intelligence.
    Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed
    + 8 Selected Attribute   + 30 Attack Speed
    Why Power Threads? It will gives you attack speed, thats what you need, attack speed and damages. Power threads is laso a flexible shoes, you can change it to STR, AGI, or INT for what you need.

    3. Drum of Endurance
    Total Cost: 1725
    Recipe: Bracer + Robe of Magi + Recipe
    Drum of Endurance, Dota 2 - Chaos Knight Build Guide
    Active: Endurance - Gives bonus +10 attack and +10% movement speed to surrounding allies.
    Passive: Swiftness Aura - Gives bonus attack and movement speed to surrounding allies.
    Multiple instances of Swiftness Aura do not stack. + 9 All Attributes
    + 3 Damage    AURA ATTACK SPEED: 5    AURA MOVE SPEED: 5%
    Cooldown: 30
    Why Drums? It 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.

    3. Shiva's Guard  
    Total cost: 4700
    Recipe: Plate Mail + Mystic Staff + Recipe                                                  
    Shiva's Guard, Sandking, dota 2
    Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds.
    Passive: Freezing Aura - Reduces attack speed on enemies.
    Multiple instances of Freezing Aura do not stack.
    + 30 Intelligence   + 15 Armor    AURA SLOW: 25%
    Manacost: 100   Cooldown:   30
    Why Shiva's? The movement speed and attack speed reduction from this shivas guard will greatly reduces enemy's power in the teamfight. And combined with your Sigil, the sloer will be so high and will likely to dominate enemy in every teamfight.

    5. Heart of Tarrasque
    Total cost: 5500
    Recipe: Reaver + Vitality Booster
    Heart of Tarrasque, Dota 2 -  Spectre Build Guide
    Passive: Health Regeneration - Restores a percentage of max health per second.
    This ability is disabled if damage is taken from an enemy Hero or Roshan within the last 4 seconds if your hero is melee or 6 seconds if your hero is ranged.
    + 40 Strength   + 300 Health     HEALTH RESTORED: 2%    Cooldown: 6
    Why Heart of Tarrasque? The survivability from this item is the core of your survival during any teamfight. Buy this and keep alive from all enemy's force.
  • Dota 2 - Tusk Build Guide

    0
    BIO
    It had been a brawl to remember. There stood Ymir, the Tusk, the Terror from the Barrier, the Snowball from Cobalt, the only fighter to have bested the Bristled Bruiser in a fair fight, and now the last man standing in Wolfsden Tavern. What started as a simple bar bet of supremacy ended with four regulars, a blacksmith, and six of the Frost Brigade's best soldiers writhing against the shards and splinters of almost every bottle, mug, and chair in the building. The Tusk boasted and toasted his victory as he emptied his brew.

    No sooner had the defeated regained consciousness than the cries for double-or-nothing rang out. The Tusk was pleased at the prospect, but none could think of a bet bigger than the one he just conquered. Horrified at the damage to his tavern and desperate to avoid another brawl, the barkeep had an idea. As skilled as he was, Ymir had never taken part in a real battle, never tested himself against the indiscriminate death and chaos of war. He proposed a wager to the fighter: seek out the biggest battle he could find, survive, and win it for whichever side he chose. The stakes? The next round of drinks.

    INTRODUCTION
    Tuskar is an initiator hero that needed to start a clash. He have a skill to roll together with his friends and then knock down his target. He have a mighty punch to deal massive damage in each clash. he also have a wall to prevent enemy from escaping. And finally he have a skill to reduce enemy's speed.
    PROSCONS
    A great initiatorSlow attack speed
    Have a nice slowing skillNeed partner
    He can initiate well with lots of heroesThe Frozen Sigil gives some bounty to the enemy

    Dota 2 - Tusk Build Guide
    ROLE
    Melee - Initiator - Durable

    STATS
    LEVEL11525
    HIT POINTS5871,1992,016SIGHT RANGE1800 / 800
    MANA23454301,024ATTACK RANGE128
    DAMAGE50-5482-86125-129MISSILE SPEEDN/A
    ARMOR3713

    ABILITIES
    1. Ice Shards
    Tusk compresses shards of ice into a ball of frozen energy that damages all enemies it comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.
    MANA COST: 120/120/120/120COOLDOWN: 18/16/14/12
    ABILITY: POINT TARGETAFFECTS: ENEMY UNITS
    DAMAGE: MAGICALRADIUS: 200
    SHARD DAMAGE: 70 / 140 / 210 / 280SHARD DURATION: 5
    This skill is needed to block enemy's way in your gank. So enemy can't escape from your team.

    2. Snowball
    Tusk and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes extra damage and extra stun duration. The snowball moves at a percentage of Tusk's current movement speed.
    MANA COST: 75/75/75/75COOLDOWN: 21
    ABILITY: UNIT TARGETAFFECTS: ENEMY UNITS
    DAMAGE: MAGICALRADIUS: 200
    RADIUS GROW: 40DAMAGE: 40 / 80 / 120 / 160
    STUN DURATION: 0.25 / 0.5 / 0.75 / 1DURATION: 3
    This is your initiating skill. You may combo this skill with your friend's skill for exaple with centaur's stun. So you need to stick with your friend and roll together and then after it arrive at your target, centaur should immediatelt stun the enemy. It will so deadly to the opponent.

    3. Frozen Sigil
    Tusk summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.
    MANA COST: 75/75/75/75COOLDOWN: 50
    ABILITY: NO TARGETRADIUS: 600
    DURATION: 30MOVEMENT SLOW: 10% / 15% / 20% / 25%
    ATTACK SLOW: 30% / 40% / 50% / 60%
    This skill will slow down attack speed and also movement speed of your enemy near the sigil. The movement speed slow can be use to chase the escaping enemy, and the attack speed slow is a nice defense against enemy attack. Cast this in every teamfight and you will save your friends live because enemy will have their attack speed become slow.

    4. Walrus PUNCH!
    Tusk prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage. More damage is dealt if the target is below a certain percentage of HP.
    MANA COST: 50/75/100COOLDOWN: 30/24/18
    ABILITY: NO TARGETBUFF DURATION: 10
    CRIT MULTIPLIER: 300%THRESHOLD CRIT MULTIPLIER: 400%
    HP THRESHOLD: 50%AIR TIME: 1
    SLOW DURATION: 2 / 3 / 4
    This skill is a skill to knock down enemy in the starting of a teamfight. usually, you combo this skill with the Snowball so you can punch your enemy after he is stunned by the Snowball. The 300% damage from your attack will reduce enemy's Hp by a lot so your carry can finish him easily.

    SKILLBUILD
    Level 1: Snowball
    Level 2: Ice Shards
    Level 3: Ice Shards
    Level 4: Snowball
    Level 5: Ice Shards
    Level 6: Walrus PUNCH!
    Level 7: Ice Shards
    Level 8: Snowball
    Level 9 : Snowball
    Level 10: Frozen Sigil
    Level 11:Walrus PUNCH!
    Level 12: Frozen Sigil
    Level 13: Frozen Sigil
    Level 14: Frozen Sigil
    Level 15: Stats
    Level 16:Walrus PUNCH!
    Level 17-25: Stats

    Why take Snowball for level 1? This is needed if your team want to find the level 1 firstblood, so you can roll with your partner and then get the easy firstblood.

    Why maxed Ice Shards first?  This is your main nuke, you will need this for ganking, farming, and killing on early mid game. And the damage is bigger than the Snowball.

    Why maxed Snowball before Frozen Sigil?  Frozen Sigil is a teamfight skill for late game where enemy have the high attack speed so you can slow them down. And Snowball is a ganking skill, therefore should be maxed on the mid game.

    STRATEGY
    Early Game
    On early game, you may need some farm to buy some items. But if you becoming a support for the carry, just danying the creeps is enough. If you are the farmer, a Quelling Blade may help you get more last hits and denies.
    If you see that your enemy is in a bad position, like if your team have stacked 2 wave of creeps or he is late to move from your creeps wave, then you can initiate a gank by using the Snowball to the targetted enemy hero. And then after the Snowball hit the target, you can block enemy's way to run by using the Ice Shards.
    Also keep your eye on the area where enemy may gank you, so you can retread immediately fi they want to gank you. Observer Ward is needed here, so your team's support should provide it.

    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 then 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 item 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
    3. Prepare the gank by assemble in one place with your team because you and your partner will roll together in the Snowball. Keep in mind that you can't always roll together with your ranged carry, it will be too dangerous for her/him.
    4. Cast your ultimate: the Walrus Punch so after you arrive on your target you can immedately punch enemy in the face
    5. You can cast the Ice Shards to block the enemy's way and  prevent him to run away.
    6. Roll toward your target. if your target is too far, the ball will stop before it hit the target, so make sure the range between you and your enemy isn't too far away.
    7. The time the Snowball hits your target, he will be stunned, and that's the time to kill him, so now you can straight to punch your enemy in the face. And also your partner should harass the target too!

    I believe that your target should be dead now, and if not, chase him until your team gets him.

    If your team is outnumbered, you can gank the enemy, and if you are less in number, do not bother to attack them. This is the Sun Tzu's the Art of War.
    Late Game
    Late game is the time where all the heroes should already farmed, and that's the time for the decisive teamfight that will decide who will win the match. Be careful here because if your team lose the teamfight, it may means that your base will be raxed and you will lose the game. So ask your support player to always place the wards to spot the invisible area. It makes your team can keep an eye to the opponent's movement around the map. It is better to also place sentry wards that can detect enemy in the Smoke of Deceit. Sentry Wards can also detect enemy's Ward so your team can destroy it if there is any,  also remember to place one near the Roshan's pit.

    You should already reached high level here so you have an all high level skill and also an already high sats, HP and damage. And so does ebverybody in the map. And also with the high level, that means a long respawn time. That means that every move is becoming more important and decisive. So keep focus and also don;'t panic at every sitaution. Always think clearly and use all you have.

    Here you should make a wise decision to choose btween 2 options:
    1. To save money for buyback
    2. To buy your next item
    How to choose between those two? you may see how important is your next item. You can see it by: If you don't buy that item immediately, your team's can't compete with the enemy's power so buy it immediately, but if the item is not that important, you should save for buyback.

    Now about your role in the late game teamfight. Your role is still the same as the mid game strat above. That is to initiate the teamfight. Roll together with your friends, stun your target, and then kncok him with your Walrus Punch!, an then block enemy's way using  the Ice Shards. And finally knock him down using your attack.

    Also don't forget to cast the Frozrn Sigil before the teamfight. It will slow down enemy's attack speed and movement speed that means a very good defensive skill that makes your teammates survive in a tough teamfight.

    And if your team won the teamfight, you have two options:
    1. You can get the Aegis for your team's main hero or
    2. Your team can push enemy base and destrouy their buildings. Choose wisely!

    ITEMS BUILD
    1. Power Threads
    Total cost: 1400
    Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
     Power Threads, Dota 2 - Kunkka Build Guide
    Active: Switch Attribute - Changes selected attribute between Strength, Agility and Intelligence.
    Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed
    + 8 Selected Attribute   + 30 Attack Speed
    Why Power Threads? It will gives you attack speed, thats what you need, attack speed and damages. Power threads is laso a flexible shoes, you can change it to STR, AGI, or INT for what you need.

    3. Drum of Endurance
    Total Cost: 1725
    Recipe: Bracer + Robe of Magi + Recipe
    Drum of Endurance, Dota 2 - Chaos Knight Build Guide
    Active: Endurance - Gives bonus +10 attack and +10% movement speed to surrounding allies.
    Passive: Swiftness Aura - Gives bonus attack and movement speed to surrounding allies.
    Multiple instances of Swiftness Aura do not stack. + 9 All Attributes
    + 3 Damage    AURA ATTACK SPEED: 5    AURA MOVE SPEED: 5%
    Cooldown: 30
    Why Drums? It 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.

    3. Shiva's Guard  
    Total cost: 4700
    Recipe: Plate Mail + Mystic Staff + Recipe                                                  
    Shiva's Guard, Sandking, dota 2
    Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds.
    Passive: Freezing Aura - Reduces attack speed on enemies.
    Multiple instances of Freezing Aura do not stack.
    + 30 Intelligence   + 15 Armor    AURA SLOW: 25%
    Manacost: 100   Cooldown:   30
    Why Shiva's? The movement speed and attack speed reduction from this shivas guard will greatly reduces enemy's power in the teamfight. And combined with your Sigil, the sloer will be so high and will likely to dominate enemy in every teamfight.

    5. Heart of Tarrasque
    Total cost: 5500
    Recipe: Reaver + Vitality Booster
    Heart of Tarrasque, Dota 2 -  Spectre Build Guide
    Passive: Health Regeneration - Restores a percentage of max health per second.
    This ability is disabled if damage is taken from an enemy Hero or Roshan within the last 4 seconds if your hero is melee or 6 seconds if your hero is ranged.
    + 40 Strength   + 300 Health     HEALTH RESTORED: 2%    Cooldown: 6
    Why Heart of Tarrasque? The survivability from this item is the core of your survival during any teamfight. Buy this and keep alive from all enemy's force.
  • Dota 2 - Bristleback Build Guide

    0
    BIO
    Never one to turn his back on a fight, Rigwarl was known for battling the biggest, meanest scrappers he could get his hands on. Christened Bristleback by the drunken crowds, he waded into backroom brawls in every road tavern between Slom and Elze, until his exploits finally caught the eye of a barkeep in need of an enforcer. For a bit of brew, Bristleback was hired to collect tabs, keep the peace, and break the occasional leg or two (or five, in the case of one unfortunate web-hund).

    After indulging in a night of merriment during which bodily harm was meted out in equal parts upon both delinquent patrons and his own liver, Bristleback finally met his match. "Your tusks offend me, sir," he was heard to drunkenly slur to one particularly large fellow from the northern wastes whose bill had come due. What followed was a fight for the ages. A dozen fighters jumped in. No stool was left unbroken, and in the end, the impossible happened: the tab went unpaid. Over the weeks that followed, Bristleback's wounds healed, and his quills grew back; but an enforcer's honor can be a prickly thing. He paid the tab from his own coin, vowing to track down this northerner and extract redemption. And then he did something he'd never done before--he actually trained, and in so doing made a startling discovery about himself. A smile peeled back from his teeth as he flexed his quills. Turning his back to a fight might be just the thing.

    INTRODUCTION
    Bristleback can be considered atanker and also can be build to be acarry hero. A tanker because he have the ability to reduce enemy's damage he receive. And he can also become a carry because he have the ability to increase his damage, and he also have the slow ability to help him chase his target.
    PROSCONS
    TankyHave spammable skill which will trigger enemy's Magic Wand
    A great slower / chaserHave no disable
    Low cooldown on spells
    Dota 2 - Bristleback Build Guide
    ROLE
    Melee - Durable - Initiator - Disabler

    STATS
    LEVEL11525
    HIT POINTS5681,1531,951SIGHT RANGE1800 / 800
    MANA1826921,316ATTACK RANGE128
    DAMAGE51-6283-93125-135MISSILE SPEEDN/A
    ARMOR3712

    ABILITIES
    1. Viscous Nasal Goo
    Covers a target in snot, causing it to have reduced armor and movement speed. Multiple casts stack and refresh the duration.
    MANA COST: 30/30/30/30COOLDOWN: 1.50
    ABILITY: UNIT TARGETAFFECTS: ENEMY UNITS
    DURATION: 5ARMOR LOSS: 1 / 1 / 2 / 2
    BASE MOVEMENT SLOW: 20%SLOW PER STACK: 3% / 6% / 9% / 12%
    STACK LIMIT: 4CONTOH: DIHAPUS10
    Having caught a cold while stuck in the snow, Bristleback turns it to his advantage.
    This skill is a great chasing skill. With stacking this skill into one enemy, you can harass hime asily because he will have a very slow movement and cannot run away.

    2. Quill Spray
    Sprays enemy units with quills dealing damage in an area of effect around Bristleback. Deals bonus damage for every time a unit was hit by Quill Spray in the last 14 seconds.
    MANA COST: 35/35/35/35COOLDOWN: 3
    ABILITY: NO TARGETDAMAGE: PHYSICAL
    RADIUS: 625QUILL BASE DAMAGE: 20 / 40 / 60 / 80
    QUILL STACK DAMAGE: 30STACK DURATION: 14
    MAX DAMAGE: 400
    An enforcer's honor can be a prickly thing. So can his quills.
    This skill is spammable. Deal small damage but will become a painful nuke because you always cast this every time. This will also trigger your ultimate which increase your damage to harass enemies more.

    3. Bristleback
    Bristleback takes less damage if hit on the sides or rear. If Bristleback takes 250 damage from the rear, he releases a Quill Spray of the current level.
    ABILITY: PASSIVESIDE DAMAGE REDUCTION: 8% / 12% / 16% / 20%
    BACK DAMAGE REDUCTION: 16% / 24% / 32% / 40%
    Turning his back to a fight might be just the thing.
    This is your defense skill to become a tank. With this skill, your body will become hard and enemy will have a hard time knocking you down. And also you will automatically release your Quill Spray if you receiva damages.

    4. Warpath
    Bristleback works himself up into a fury every time he casts a spell, increasing his movement speed and damage. The first stack (base) provides larger bonuses.
    ABILITY: PASSIVEBASE DAMAGE BONUS: 20 / 25 / 30
    DAMAGE PER STACK: 20 / 25 / 30BASE MOVEMENT BONUS: 5% / 7% / 10%
    MOVEMENT PER STACK: 1% / 2% / 3%STACK DURATION: 10 / 10 / 10
    MAX STACKS: 5
    'Temper, temper,' his mum always chided. But in a fight, a temper can come in handy.
    You get bonus damage and movement speed each time you cast any skill. So you must spam your Quill Sray and the Nasal Goo to increase your damage and movement speed.

    SKILLBUILD


    Level 1: Quill Spray
    Level 2: Viscous Nasal Goo
    Level 3: Quill Spray
    Level 4: Viscous Nasal Goo
    Level 5: Quill Spray
    Level 6:  Warpath
    Level 7: Quill Spray
    Level 8: Viscous Nasal Goo
    Level 9 : Viscous Nasal Goo
    Level 10: Bristleback
    Level 11: Warpath
    Level 12: Bristleback
    Level 13: Bristleback
    Level 14: Bristleback
    Level 15: Stats
    Level 16: Warpath
    Level 17-25: Stats

    Why maxed Quill Spray first?  This is your main nuke, you will need this for ganking, farming, and killing on early mid game.

    Why maxed Viscous Nasal Goo before Bristleback?  You need Viscous Nasal Goo more than the Bristleback because you will need to chase enemy hero on early-mid game.


    STRATEGY
    Early Game
    Try to spam your skill Quill Spray once in a while. It will harass your enemy on the lane. Also don't forget to get the last hits and deny. You need golds to buy some items. And if you feel your enemy needs to be harass more, you need to cast Viscous Nasal Goo too and attack him. Beware from enemy's gank. You may buy some wards and place it on the rune spot to view if there is any enemy comes to you and you should retreat immediately if you see enemy is coming. Last hitting as Bristleback is not so hard, you have a nice early damage to do it, so keep focus and last hits the low HP creep.

    Mid Game
    Mid game is the ganking time! Everybody will roam around the map and find somebody to kill. So always keep your eye on the important place from where the enemy can comes up and always be careful. Always remember to replace the ward if the time is up and also always keeps an eye on the vision from the wards.
     You have some ganking skill here. So if you want to also participate 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 A and your teammates attack B, and that is a bad gank and can lead to failure on getting the kill.
    2. Use the Nasal Goo to slow down the enemy, and also reduce his armor
    3. Use Quill Spray for every 3 seconds to increase your damage and also harass enemy with the Spray damage
    4. Attack the enemy with your increased attack damage from your ultimate
    5. If you fain in the gank, retreat immediately, I believe you can escape because you have reduced enemy's damage from your 3rd skill
    7. If there is enemy that is run away, you can chase him with your Nasal Goo
    8. Remember to push enemyy's tower after a successful gank
    9. Remember that your spamming skill trigger enemy's magic wand so they will got the charge maxed easily.

    Late Game
    Late game is the time for big teamfights. What you need to do is apamming all your skills. Spam the Viscous Nasal Goo into squishy enemy first. And also don't forget to spam your Quill Spray to increase your damage more. And then after that you can right click the enemy.
    If you already bought good item, always use it on every teamfight. You may already bought a Blademail so don't forget to activate it through the battle. With the more stacking of Viscous Nasal Goo, your target become so much more vulnerable. it will be good for your teammates because the outcoming damage will increase dramatically.
    Remember that you are the tanker for your team. You should become the man that is in the front line of your team's line-up. And should be brave to attack everything in the way. You may also buy some survivability items like Tarrasque to increase your defense more. And if you are terribly lose the teamfight, retreat immediately.

    And if your team won the teamfight, you have two options:
    1. You can get the Aegis for your team's main hero or
    2. Your team can push enemy base and destrouy their buildings. Choose wisely!

    ITEMS BUILD
    1. Power Threads
    Total cost: 1400
    Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
     Power Threads, Dota 2 - Kunkka Build Guide
    Active: Switch Attribute - Changes selected attribute between Strength, Agility and Intelligence.
    Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed
    + 8 Selected Attribute   + 30 Attack Speed
    Why Power Threads? It will gives you attack speed, thats what you need, attack speed and damages. Power threads is laso a flexible shoes, you can change it to STR, AGI, or INT for what you need.

    2. Blade Mail
    Total cost: 2200
    Recipe: Broadsword + Chainmail + Robe of Magi
    Blade Mail, Dota 2 - Sandking Spirit Build Guide
    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
    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.

    3. Black King Bar
    Total cost:: 3900
    Recipe: Ogre Axe, Mithril Hammer, Recipe
    Black King Bar, Dota 2 - Sandking Build Guide
     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
    Why Black King Bar?  It  gives you survivability in a teamfight because you will get magic immunity during teamfight.

    4. Shiva's Guard  
    Total cost: 4700
    Recipe: Plate Mail + Mystic Staff + Recipe                                                  
    Shiva's Guard, Sandking, dota 2
    Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds.
    Passive: Freezing Aura - Reduces attack speed on enemies.
    Multiple instances of Freezing Aura do not stack.
    + 30 Intelligence   + 15 Armor    AURA SLOW: 25%
    Manacost: 100   Cooldown:   30
    Why Shiva's? The movement speed and attack speed reduction from this shivas guard will greatly reduces enemy's power in the teamfight. And combined with your Sigil, the sloer will be so high and will likely to dominate enemy in every teamfight.

    5. Heart of Tarrasque
    Total cost: 5500
    Recipe: Reaver + Vitality Booster
    Heart of Tarrasque, Dota 2 -  Spectre Build Guide
    Passive: Health Regeneration - Restores a percentage of max health per second.
    This ability is disabled if damage is taken from an enemy Hero or Roshan within the last 4 seconds if your hero is melee or 6 seconds if your hero is ranged.
    + 40 Strength   + 300 Health     HEALTH RESTORED: 2%    Cooldown: 6
    Why Heart of Tarrasque? The survivability from this item is the core of your survival during any teamfight. Buy this and keep alive from all enemy's force.

    GOOD ALLIES
    1. Carries
    (Example: Magine, Void, Luna)
    Anti Mage, Dota 2 - Shadow Shaman Build GuideFaceless Void, Dota 2 - Shadow Shaman Build GuideLuna, Dota 2 - Shadow Shaman Build Guide
    You initiate the teamfight and also tank the damages, and the will deal damages to the enemy!
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