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Dota 2 - Enigma Build Guide
0
BIO
Nothing is known of Enigma's background. There are only stories and legends, most of them apocryphal, passed down through the ages. In truth, Enigma is a mystery for whom the only true biography is description: he is a universal force, a consumer of worlds. He is a being of the void, at times corporeal, other times ethereal. A beast between the planes.
There are stories that say he was once a great alchemist who tried to unlock the secrets of the universe and was cursed for his arrogance. Other legends tell that he is an ancient being of strange gravity, the abyss personified-a twisted voice from out the original darkness, before the first light in the universe. And there are older legends that say he is the first collapsed star, a black hole grown complicated and sentient-his motivations unknowable, his power inexorable, a force of destruction unleashed upon existence itself.
INTRODUCTION
Enigma is one of the best initiator in DotA. He has Black Hole that will suck all nearby enemies and damaging them. While all enemies are being sucked, your team can easily harass - kills all enemies.
He is a great jungler on early game, with his ediolons. He can stay in the jungle until he gets all items he need to be ready for the action.
ABILITIES
1. Malefice
Focuses Enigma's hatred on a target, causing it to take damage and become repeatedly stunned for multiple instances. An instance strikes every 2 seconds.
The presence of Enigma causes a sensation of the nether pulling at one's very existence.
Stun enemy every 2 seconds. A good skill to helps you catch enemy. The damage is not so big but it's ok to help damaging your target.
2. Demonic Conversion
Splits a creep into three malevolent aspects of itself, all under Enigma's control. Repeated successful attacks cause them to multiply again; when this happens, the eidolons have their health restored.
Enigma is capable of tearing a being into another dimension - the result is a trio of ethereal eidolons that haunt the corporeal plane.
This is your jungling skill, you converts a small jungle creeps into eidolons that will tank the damage from jungle creeps and also helps killing them. Can't converts big jungle creeps like Centaur or Wildkin.
3. Midnight Pulse
Steeps an area in black magic, damaging enemy units based on their max HP.
A section of the world slowly descends into the void.
A skill that will damaging enemy that stand in the Aoe of this skill. The damage is considered good. a 3%-6% of max HP per second. A nice skill for harassing enemies in the teamfight.
4. Black Hole
CHANNELED - Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells. The closer units get to the center, the more damage is dealt.
The world trembles as Enigma channels the ethereal vortex of destruction, bringing it into the world of mortals.
This is the strongest ultimate in the game. A Black Hole that sucks all nearby enemies and also damaging them. If you can cast this successfully and at least catch 2-3 heroes inside your Black Hole, it is almost a guarantee that your team will win the teamfight because while the enemy is being sucked by the Blackhole, your allies can easily harassing them.
SKILLBUILD
Level 1: Demonic Conversion
Level 2: Malefice
Level 3: Demonic Conversion
Level 4: Malefice
Level 5: Demonic Conversion
Level 6: Black Hole
Level 7: Demonic Conversion
Level 8: Malefice
Level 9 : Malefice
Level 10: Midnight Pulse
Level 11: Black Hole
Level 12: Midnight Pulse
Level 13: Midnight Pulse
Level 14: Midnight Pulse
Level 15: Stats
Level 16: Black Hole
Level 17-25: Stats
Why maxed Demonic Conversion first? You need it for jungling, to raise creeps and use it for tanking and damaging the jungle creeps.
Why maxed Malefice before Midnight Pulse? Malefica is a targetted stun that is more needed on early- mid game in ganking activities. and the Midnight Pulse is more useful on the late game to damaging enemies in the teamfight.
Nothing is known of Enigma's background. There are only stories and legends, most of them apocryphal, passed down through the ages. In truth, Enigma is a mystery for whom the only true biography is description: he is a universal force, a consumer of worlds. He is a being of the void, at times corporeal, other times ethereal. A beast between the planes.
There are stories that say he was once a great alchemist who tried to unlock the secrets of the universe and was cursed for his arrogance. Other legends tell that he is an ancient being of strange gravity, the abyss personified-a twisted voice from out the original darkness, before the first light in the universe. And there are older legends that say he is the first collapsed star, a black hole grown complicated and sentient-his motivations unknowable, his power inexorable, a force of destruction unleashed upon existence itself.
INTRODUCTION
Enigma is one of the best initiator in DotA. He has Black Hole that will suck all nearby enemies and damaging them. While all enemies are being sucked, your team can easily harass - kills all enemies.
He is a great jungler on early game, with his ediolons. He can stay in the jungle until he gets all items he need to be ready for the action.
PROS | CONS |
Have the best ultimate in the game | Kinda need a perfect positioning for Blackhole |
A very good jungler | The longest cooldown for the utimate |
Good pusher | Doesn't have an escape mechanism |
A decent teamfight controller | Squishy |
Slow |
ROLE
Ranged - Disabler - Initiator - Jungler - Pusher
STATSLEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 473 | 1,032 | 1,811 | SIGHT RANGE | 1800 / 800 |
MANA | 260 | 879 | 1,581 | ATTACK RANGE | 500 |
DAMAGE | 42-48 | 90-96 | 144-150 | MISSILE SPEED | 900 |
ARMOR | 4 | 6 | 10 |
ABILITIES
1. Malefice
Focuses Enigma's hatred on a target, causing it to take damage and become repeatedly stunned for multiple instances. An instance strikes every 2 seconds.
MANA COST: 110/130/150/160 | COOLDOWN: 15 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
DAMAGE: MAGICAL | STUN DURATION: 1 / 1 / 1 / 1 |
DAMAGE PER HIT: 40 / 40 / 65 / 65 | INSTANCES: 1 / 2 / 2 / 3 |
Stun enemy every 2 seconds. A good skill to helps you catch enemy. The damage is not so big but it's ok to help damaging your target.
2. Demonic Conversion
Splits a creep into three malevolent aspects of itself, all under Enigma's control. Repeated successful attacks cause them to multiply again; when this happens, the eidolons have their health restored.
MANA COST: 170/170/170/170 | COOLDOWN: 35 |
ABILITY: UNIT TARGET | ATTACKS TO MULTIPLY: 6 / 6 / 6 / 6 |
EIDOLON HP: 180 / 200 / 220 / 240 | EIDOLON DAMAGE: 20 / 28 / 38 / 47 |
This is your jungling skill, you converts a small jungle creeps into eidolons that will tank the damage from jungle creeps and also helps killing them. Can't converts big jungle creeps like Centaur or Wildkin.
3. Midnight Pulse
Steeps an area in black magic, damaging enemy units based on their max HP.
MANA COST: 95/110/125/140 | COOLDOWN: 25 |
ABILITY: POINT TARGET | DAMAGE: MAGICAL |
RADIUS: 400 / 400 / 400 / 400 | DAMAGE PER SECOND: 3% / 4% / 5% / 6% |
DURATION: 8 / 8 / 8 / 8 |
A skill that will damaging enemy that stand in the Aoe of this skill. The damage is considered good. a 3%-6% of max HP per second. A nice skill for harassing enemies in the teamfight.
4. Black Hole
CHANNELED - Summons a vortex that sucks in nearby enemy units. Enemies affected by Black Hole cannot move, attack, or cast spells. The closer units get to the center, the more damage is dealt.
MANA COST: 250/350/450 | COOLDOWN: 200/190/180 |
ABILITY: CHANNELED, POINT TARGET | DAMAGE: MAGICAL |
RADIUS: 500 / 500 / 500 | MIN DAMAGE: 30 / 50 / 70 |
MAX DAMAGE: 60 / 100 / 140 | DURATION: 4 / 4 / 4 |
This is the strongest ultimate in the game. A Black Hole that sucks all nearby enemies and also damaging them. If you can cast this successfully and at least catch 2-3 heroes inside your Black Hole, it is almost a guarantee that your team will win the teamfight because while the enemy is being sucked by the Blackhole, your allies can easily harassing them.
SKILLBUILD
Level 1: Demonic Conversion
Level 2: Malefice
Level 3: Demonic Conversion
Level 4: Malefice
Level 5: Demonic Conversion
Level 6: Black Hole
Level 7: Demonic Conversion
Level 8: Malefice
Level 9 : Malefice
Level 10: Midnight Pulse
Level 11: Black Hole
Level 12: Midnight Pulse
Level 13: Midnight Pulse
Level 14: Midnight Pulse
Level 15: Stats
Level 16: Black Hole
Level 17-25: Stats
Why maxed Demonic Conversion first? You need it for jungling, to raise creeps and use it for tanking and damaging the jungle creeps.
Why maxed Malefice before Midnight Pulse? Malefica is a targetted stun that is more needed on early- mid game in ganking activities. and the Midnight Pulse is more useful on the late game to damaging enemies in the teamfight.
STRATEGY
Early Game
On the early game, I recommend you to straight go into the jungle. Enigma is a nice jungler. He has Demonic Conversion to convert a creep into 3 Eidolons that can multiply itself and make you can stay in the jungle to farms on the early game. I recommend you to first stay on the easy camp until you have a level 2 Demonic Conversion that is stronger to be able tobeat the big creeps.
You may also needs a ward to gives you vision to the jungle entrance. So you can see if there is enemy going into your jungle and can immediately retreat.
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. If there is more than 1 enemy, imeediately come near your target,a and cast the Blackhole
3. If there is just 1 enemy and not their carry, Blackhole is not needed, you can just use the Malefice + Midnight Pulse
Late Game
You are the determinants for your team whether your team will have a good teamfight or not. Your Black Hole, that is the key of your team's success in every late game teamfight. If you successfully cast a Blackhole for 4 people, your team is 100% will dominate the enemy and win the teamfight easily.
ITEMS BUILD
1. Soul Ring
Total cost: 800
Recipe: Ring of Regen + Sage's Mask
Why Soul Ring? It will meake your skill 'Spawn Spiderlings' more spammable in every situation in early game (to create more spiders, or to harass and get kills)
3. Boots of Speed
Cost: 450
Why this default boots? Well you need to save your gold foe Blink dagger and Bkb. So it will be wise to use this brown boots.
4. Dagger
Cost: 2150
5. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
Why Black King Bar? It gives you survivability in a teamfight because you will get magic immunity during teamfight. By magic immunity, you can keep fighting and cannot be interrupted (except from Beastmaster's Roar or Batrider's Lasso)
If your team still haven't got this item, then you must buy one for them.
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.
Recipe: Obilivion Staff + Preserverance + Recipe
Why Refresher Orb? It will gives you ability to cast Blackhole 2 times that can demolish all of the enemies.
9. Boots of Travel
Total cost: 2450
Recipe: Boots of Speed + Recipe
GOOD ALLIES
1. Dark Seer
2. Tidehutnter
3. Naga Siren
Early Game
On the early game, I recommend you to straight go into the jungle. Enigma is a nice jungler. He has Demonic Conversion to convert a creep into 3 Eidolons that can multiply itself and make you can stay in the jungle to farms on the early game. I recommend you to first stay on the easy camp until you have a level 2 Demonic Conversion that is stronger to be able tobeat the big creeps.
You may also needs a ward to gives you vision to the jungle entrance. So you can see if there is enemy going into your jungle and can immediately retreat.
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. If there is more than 1 enemy, imeediately come near your target,a and cast the Blackhole
3. If there is just 1 enemy and not their carry, Blackhole is not needed, you can just use the Malefice + Midnight Pulse
Late Game
You are the determinants for your team whether your team will have a good teamfight or not. Your Black Hole, that is the key of your team's success in every late game teamfight. If you successfully cast a Blackhole for 4 people, your team is 100% will dominate the enemy and win the teamfight easily.
ITEMS BUILD
1. Soul Ring
Total cost: 800
Recipe: Ring of Regen + Sage's Mask
Active: Sacrifice - Consume 150 HP to temporarily gain 150 Mana. Lasts 10 seconds. + 3 HP Regeneration + 50% Mana Regeneration Cooldown: 30 seconds |
2. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
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 |
3. Boots of Speed
Cost: 450
+ 50 Movement Speed |
4. 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 you for initiating purpose. This item will make you can jump straight into enemy's concentration so you can do a perfect Blackhole.
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 |
If your team still haven't got this item, then you must buy one for them.
6. 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.
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 |
7. 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 |
8. Refresher Orb
Total cost: 5300Recipe: 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 |
9. Boots of Travel
Total cost: 2450
Recipe: Boots of Speed + Recipe
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 Cooldown: 60 |
Boots of Travel is a Recommended for late game, for fast defense. Good item for support and initiator like you
GOOD ALLIES
1. Dark Seer
His Vacuum + Your black Hole is the worst nightmare for all the enemy team |
His Ravage + Your black Hole is a perfect initiating combo. |
His Song + Your black Hole is a perfect setup for every teamfight |
By : Unknown
Dota 2 - Enchantress Build Guide
0
BIO
Aiushtha appears to be an innocent, carefree creature of the woods, and while this is certainly true, it is hardly the sum of her story. She well understands the suffering of the natural world. She has wandered far, and fared through forests bright and drear, in every clime and every season, gathering friends, sharing news, bringing laughter and healing wherever she goes. For in worlds wracked by war, forests are leveled for the building of ships and siege engines; and even in places of peace, the woods are stripped for the building of homes, and as fuel for countless hearths. Aiushtha hears the pleas of the small creatures, the furtive folk who need green shade and a leafy canopy to thrive. She lends her ears to those who have no other listeners. She carries their stories from the wood to the world, believing that her own good cheer is a kind of Enchantment, that can itself fulfill the promise of a verdant future.
INTRODUCTION
Enchantress is one of the best jungling hero in Dota. She can acquire some creeps in the jungle to push quickly and destroy towers on the early game. She can also become a reliable damager with her ultimate which will deal a painful damage from a long range attack.
STATS
ABILITIES
After attacking Aiushtha, most opponents are overwhelmed with guilt having attacked such a natural beauty.
This skill helps you survive while ganked or while in a teamfight because your opponenet will have their attack speed reduced while attacking you, so they will lose damage potential.
2. Enchant
Enchantress charms an enemy, bringing it under her control (if a creep) or slowing it (if a hero).
A true steward of the forest, Aiushtha befriends all within it - from lowly trolls to powerful centaurs.
This skill will gives you the ability to conquer the creeps in the jungle. On the early game, the big creeps like centaur, Wildkin etc are very strong. They will gives a massive amount of damage to enemy and towers. the creeps are also useful for ganking because it has some unique ability such as stun or tornado.
This skill can also become a slowing skill when casted on enemy's hero, very useful to catch enemy that tries to run away.
3. Nature's Attendants
A cloud of wisps heals Enchantress and any friendly units nearby. Lasts 10 seconds.
Whimsical spirits of the woods possess a healing power that is quite subtle, but gains strength in numbers.
A healing power come out and healing all nearby allies. A nice skill to helps team members to survive in the low Hp.
4. Impetus
Places an enchantment on each attack while activated, causing it to deal additional damage based on how far away the target is. The farther the target, the greater the damage dealt. Impetus is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers. Upgradable by Aghanim's Scepter.
While Aiushtha favors peaceful means, she is capable of a magical onslaught from a distance, her spears gaining energy from the natural life around her.
This skill is your main skill for harassing enemies. It is very painful skill for an INT hero like you. The further the lance moves, the more painful it will be.
SKILLBUILD
Level 1: Enchant
Level 2: Nature's Attendants
Level 3: Enchant
Level 4: Untouchable
Level 5: Enchant
Level 6: Impetus
Level 7: Enchant
Level 8: Nature's Attendants
Level 9 : Nature's Attendants
Level 10: Nature's Attendants
Level 11: Impetus
Level 12: Untouchable
Level 13: Untouchable
Level 14: Untouchable
Level 15: Stats
Level 16: Impetus
Level 17-25: Stats
Why maxed Enchant first? You need this to gather creeps from the jungle.
Why maxed Nature's Attendants before Untouchable? Nature's Attendants is more important than Untouchable because it will keeps your team survive in many situations in the game.
1. Power Thread
Total cost: 1900
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
Why Power Threads? Power threads is a flexible shoes, you can change it to STR, AGI, or INT for what you need.
6. Aghanim Scepter
Why Aghanim's Scepter? Increase the distance taht means +damages from your ultimate. Nice item to win a teamfight. And this item also gives you more survivability because of its + HP.
Aiushtha appears to be an innocent, carefree creature of the woods, and while this is certainly true, it is hardly the sum of her story. She well understands the suffering of the natural world. She has wandered far, and fared through forests bright and drear, in every clime and every season, gathering friends, sharing news, bringing laughter and healing wherever she goes. For in worlds wracked by war, forests are leveled for the building of ships and siege engines; and even in places of peace, the woods are stripped for the building of homes, and as fuel for countless hearths. Aiushtha hears the pleas of the small creatures, the furtive folk who need green shade and a leafy canopy to thrive. She lends her ears to those who have no other listeners. She carries their stories from the wood to the world, believing that her own good cheer is a kind of Enchantment, that can itself fulfill the promise of a verdant future.
INTRODUCTION
Enchantress is one of the best jungling hero in Dota. She can acquire some creeps in the jungle to push quickly and destroy towers on the early game. She can also become a reliable damager with her ultimate which will deal a painful damage from a long range attack.
PROS | CONS |
Has a big early pushing power | Squishy |
Have a painful harassing skill | Acquired creeps have limited time |
Have a nice healing skill | |
Slowing the attacker of her |
ROLE
Ranged - Support - Pusher - Durable - Jungler
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 454 | 720 | 1,290 | SIGHT RANGE | 1800 / 800 |
MANA | 208 | 718 | 1,342 | ATTACK RANGE | 550 |
DAMAGE | 47-57 | 86-96 | 134-144 | MISSILE SPEED | 900 |
ARMOR | 2 | 5 | 11 |
ABILITIES
1. Untouchable
Enchantress beguiles her enemies, slowing their attacks when she is attacked. Lasts 3 seconds.ABILITY: PASSIVE | ATTACK SLOW: 20 / 50 / 80 / 110 |
This skill helps you survive while ganked or while in a teamfight because your opponenet will have their attack speed reduced while attacking you, so they will lose damage potential.
2. Enchant
Enchantress charms an enemy, bringing it under her control (if a creep) or slowing it (if a hero).
MANA COST: 65/65/65/65 | COOLDOWN: 30/25/20/15 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
MOVE SLOW: 20% / 30% / 40% / 50% | ENCHANT DURATION: 80 / 80 / 80 / 80 |
SLOW DURATION: 5.5 / 5.5 / 5.5 / 5.5 |
This skill will gives you the ability to conquer the creeps in the jungle. On the early game, the big creeps like centaur, Wildkin etc are very strong. They will gives a massive amount of damage to enemy and towers. the creeps are also useful for ganking because it has some unique ability such as stun or tornado.
This skill can also become a slowing skill when casted on enemy's hero, very useful to catch enemy that tries to run away.
3. Nature's Attendants
A cloud of wisps heals Enchantress and any friendly units nearby. Lasts 10 seconds.
MANA COST: 125/140/155/170 | COOLDOWN: 45 |
ABILITY: NO TARGET | HEAL PER SECOND: 10 / 10 / 10 / 10 |
RADIUS: 275 / 275 / 275 / 275 | WISPS: 3 / 5 / 7 / 9 |
A healing power come out and healing all nearby allies. A nice skill to helps team members to survive in the low Hp.
4. Impetus
Places an enchantment on each attack while activated, causing it to deal additional damage based on how far away the target is. The farther the target, the greater the damage dealt. Impetus is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers. Upgradable by Aghanim's Scepter.
MANA COST: 55/60/65 | COOLDOWN: 0 |
ABILITY: AUTO-CAST, UNIT TARGET | AFFECTS: ENEMY UNITS |
AFFECTS: ENEMY UNITS | DISTANCE DAMAGE: 15% / 20% / 25% |
SCEPTER BONUS RANGE: 165 / 165 / 165 |
This skill is your main skill for harassing enemies. It is very painful skill for an INT hero like you. The further the lance moves, the more painful it will be.
SKILLBUILD
Level 1: Enchant
Level 2: Nature's Attendants
Level 3: Enchant
Level 4: Untouchable
Level 5: Enchant
Level 6: Impetus
Level 7: Enchant
Level 8: Nature's Attendants
Level 9 : Nature's Attendants
Level 10: Nature's Attendants
Level 11: Impetus
Level 12: Untouchable
Level 13: Untouchable
Level 14: Untouchable
Level 15: Stats
Level 16: Impetus
Level 17-25: Stats
Why maxed Enchant first? You need this to gather creeps from the jungle.
Why maxed Nature's Attendants before Untouchable? Nature's Attendants is more important than Untouchable because it will keeps your team survive in many situations in the game.
STRATEGY
Early Game
On early game, you should not go straight into the lane because you should acquire the creeps in the jungle to gank enemies and also for early pushing. You can stay in the jungle for a while in the early game while gaining more level and more creeps. If you already get 3 creeps, you can come to the lane and push the lane for early tower that gives gold advantages to the team.
try to use TAB to change between your creeps, try to maximiz every creeps ability like the Centaur's stun, Wildkin's tornado, etc.
Also remember to slow down enemy using enchant and also remember to heal allies using the Nature's Attendant.
Mid Game
Mid game is still the time to use all the creeps. You should try to maximize every creeps ability.
Use Wildkin's tornado to destroy's enemy's push wave, the damage is constant and not so painful, but with the time goes by, it will deal lots of damage to the pushing wave. Or you can use this tornado to push enemys lane.
Or, Use Centaur to stun the enemy. and Use Troll to net the target.
Roaming is your job in this stage of the game. Use your creeps to accompany you to kill all the enemy in every lane. It is good to kill enemy's carry to delay his farm and increase your team's chance to win the teamfight.
Late Game
Remember that you have the Impetus, it will help the team to deal physical damage in the late game teamfight. Although you are not 100% carry, this Impetus skill is so good to deal damage and harass all the enemy.
Also use Nature's attendant maybe still useful here, to keep all team members alive during a hard teamfight.
Maybe you can use some item you bought, like Sheepstick or Mekansm. All items are useful to keep your teams powerful in the teamfight.
ITEMS BUILD
Early Game
On early game, you should not go straight into the lane because you should acquire the creeps in the jungle to gank enemies and also for early pushing. You can stay in the jungle for a while in the early game while gaining more level and more creeps. If you already get 3 creeps, you can come to the lane and push the lane for early tower that gives gold advantages to the team.
try to use TAB to change between your creeps, try to maximiz every creeps ability like the Centaur's stun, Wildkin's tornado, etc.
Also remember to slow down enemy using enchant and also remember to heal allies using the Nature's Attendant.
Mid Game
Mid game is still the time to use all the creeps. You should try to maximize every creeps ability.
Use Wildkin's tornado to destroy's enemy's push wave, the damage is constant and not so painful, but with the time goes by, it will deal lots of damage to the pushing wave. Or you can use this tornado to push enemys lane.
Or, Use Centaur to stun the enemy. and Use Troll to net the target.
Roaming is your job in this stage of the game. Use your creeps to accompany you to kill all the enemy in every lane. It is good to kill enemy's carry to delay his farm and increase your team's chance to win the teamfight.
Late Game
Remember that you have the Impetus, it will help the team to deal physical damage in the late game teamfight. Although you are not 100% carry, this Impetus skill is so good to deal damage and harass all the enemy.
Also use Nature's attendant maybe still useful here, to keep all team members alive during a hard teamfight.
Maybe you can use some item you bought, like Sheepstick or Mekansm. All items are useful to keep your teams powerful in the teamfight.
ITEMS BUILD
1. Power Thread
Total cost: 1900
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
Active: Switch Attribute - Changes selected attribute between Strength, Agility and Intelligence. Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed + 8 Selected Attribute + 30 Attack Speed |
6. Aghanim Scepter
Passive: Ultimate Upgrade - Upgrades the ultimates of certain heroes. + 10 All Attributes + 200 Health + 150 Mana |
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. or to defend against somebody.
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 |
Alternative Items
5. Orchid Malevolance
Total cost: 5025
Recipe: 2 x Ring of Obilivion + Recipe
Why Orchid? Orchid add damages and attack speed. And also gives a silence skill and amplify damage for a single target. Silence is very good for ganking purpose. A silenced target can't do anything so your team can easily harass enemies.
6. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
Why Shiva's? A good iteam to slow down and nuking enemies in the area. The slower ability will makes enemies have a hard time in moving and attacking, and the damage will reduce enemies Hp in the AoE.
The +Armor makes you become tanky and can survive in the though teamfight.
Also helps you chase enemies faster because this item will slow down your target. + Arctic Blast (More Slow and 200 damage)
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
Total cost: 5025
Recipe: 2 x Ring of Obilivion + Recipe
Active: Soul Burn - Silences target unit for 5.0 seconds and amplifies the damage it takes by 30.0%. + 25 Intelligence + 30 Attack Speed + 30 Damage + 150% Mana Regeneration Manacost: 100 Cooldown: 18 |
6. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds. Passive: Freezing Aura - Reduces attack speed on enemies. Multiple instances of Freezing Aura do not stack. + 30 Intelligence + 15 Armor AURA SLOW: 25% Manacost: 100 Cooldown: 30 |
The +Armor makes you become tanky and can survive in the though teamfight.
Also helps you chase enemies faster because this item will slow down your target. + Arctic Blast (More Slow and 200 damage)
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.
BAD ENEMIES
1. High Instant Damage
(Example: Lina, Lion, Tiny)
They are all have deathly instant damage. And because you are squishy, you can instantly die, beware of them.
BAD ENEMIES
1. High Instant Damage
(Example: Lina, Lion, Tiny)
They are all have deathly instant damage. And because you are squishy, you can instantly die, beware of them.
By : Unknown
Dota 2 - Bloodseeker Build Guide
0
BIO
Strygwyr the Bloodseeker is a ritually sanctioned hunter, Hound of the Flayed Twins, sent down from the mist-shrouded peaks of Xhacatocatl in search of blood. The Flayed Ones require oceanic amounts of blood to keep them sated and placated, and would soon drain their mountain empire of its populace if the priests of the high plateaus did not appease them. Strygwyr therefore goes out in search of carnage. The vital energy of any blood he lets, flows immediately to the Twins through the sacred markings on his weapons and armor. Over the years, he has come to embody the energy of a vicious hound; in battle he is savage as a jackal. Beneath the Mask of the Bloodseeker, in the rush of bloody quenching, it is said that you can sometime see the features of the Flayers taking direct possession of their Hound.
INTRODUCTION
Bloodseeker is a hero that is noted for blood for all of his activities. From killing creeps until his ultimate that will continuously drain blood from his target. He can detect enemies that the HP is low and can chase him using a very high movement speed. He also is a silencer that can make his target can't use spells. Bloodseeker, from his name we know that he is always thirst of blood.
STATS
ABILITIES
1. Bloodrage
Drives a unit into a bloodthirsty rage, during which it has higher attack damage, but cannot cast spells and takes damage every second.
Strygwyr shares his animalistic thirst for bloodshed.
This skill is a double edged sword. This skill gives damage while also Silencing the target and deal DPS to the target.
On early game, you can cast this to harass a target, or make him can't use his skill.
On mid game, it is a perfect skill to use on a hero after you use your rupture on him. That will make him can't use skill and if he run, he will loss his health.
On late game, you can use this to yourself and increase your damage like crazy.
Always remember that if you do this on enemy, he will receive additional damage, be careful to use it on some carry who the damage is depend on physical attack like Magina, Ursa etc. because it will be a backfire.
Also don't use it on self on early game to maintain your health.
2. Blood Bath
Bloodseeker revels in combat, gaining health with every unit he kills. The health gained is a percentage of the killed unit's maximum HP. If a hero dies within a radius of 225 of Bloodseeker and he is not the killer, he is healed for half the normal hero kill effect.
Flayed ones bathing in the blood of the recently fallen is a terrifying sight on the field of battle.
This skill makes you to get some HP if you successfully kill creeps or hero. This can help you to maintain your HP to always full on early game. And this also will helps you become a jungler and not killed by neutrals.
If you catach a target and you are on a low HP, this skill can helps you to recover your HP.
3. Thirst
Enables Bloodseeker to sense enemy Heroes with health below a certain percentage, giving him vision of that unit and increased movement speed. Bloodseeker gains True Sight of enemy heroes below half their visiblity threshold.
Strygwyr becomes frenzied when blood is spilled.
This is your detector skill. If there is an enemy who is low HP. he will be visible in the in your eyes. Go to him and use Rupture immediately to kill him. Also use Bloodrage to Silence him. This way your team can get an easy kill.
4. Rupture
Causes an enemy unit's skin to rupture, dealing massive damage. If the unit moves while under the effect of Rupture, it takes a percentage of the distance traveled as damage.
When the Bloodseeker hunts you, injuries become fatalities.
This skill is what makes you called a Bloodseeker. This is the trademark of you. All enemies are afraid of this skill because they don't like to be targetted by Rupture. Because it will difficult to him who is your target, Enamy will face a difficult siuation to run and HP become 0 or to stay and get harassed by you and your team.
Use this to your target who are away from his tower so he must run and cannot run. And now with the latest update, Rupture affects a magic immune unit, and this makes you become so much powerful, because you can use Rupture on Bkb-ed unit.
SKILLBUILD
Level 1: Blood Bath
Level 2: Bloodrage
Level 3: Blood Bath
Level 4: Bloodrage
Level 5: Thirst
Level 6: Rupture
Level 7: Bloodrage
Level 8: Blood Bath
Level 9 : Bloodrage
Level 10: Blood Bath
Level 11: Rupture
Level 12: Thirst
Level 13: Thirst
Level 14: Thirst
Level 15: Stats
Level 16: Rupture
Level 17-25: Stats
Why take Blood Bath for level 1? You need this to maintain your HP. Keep alive by absorbing the blood by getting last hits and denies.
Why maxing Bloodbath and Bloodrage together? Bloodbath and Bloodrage is your main skill for early game. Bloodbath is needed to maintain HP by lasthits the creeps while Bloodrage needed to harass enemies. Bloodbath can also useful for jungling. Jungling will faster your earnings.
On early game, You need to increase Thirst by 1 level to give you the sighting ability if there are any enemy who is on a low HP. And then your team will know it and can kill him. This will also increase your movement speed while chasing your taget which is on a low HP.
STRATEGY
Early Game
Keep your health always full by always last hitting and denying the creeps using Bloodbath. Your enemy will have a hard time harassing you because you can always fulfill your HP using Bloodbath. Quelling blade also comes in handy here. With quelling blade, it is easier to get the last hits because it gives additional damage to creeps. Quelling blades makes your gold and HP always good on early game. You can also harass their nuker with Bloorage. It will deals small damage. If you are by a sudden being ganked, quickly press the Bloodrage and use it to the ganker. Bloodrage silences the enemy. A good defense for early game.
Mid Game
In this stage of the game, you should already learned Rupture. This skill is one of the most feared skill in DotA. You cast this on your enemy, and he will be depressed because if he move he will loss the blood, and if he not moving, you and your friends will kill him. Be careful not to use Rupture near their tower because the tower can defend the hero youa are targetting. And of course if he already to far diving near your tower, cast Rupture there, and he will suffer from tower or the Rupture.
Your ganking method will be like this:
1. Use Bloodrage to silence your target
2. Use Rupture to your target
3. You and your friends come and kill him
Blade Mail is one of the good alternative here. Because now your enemy can't attack you or use his skills.
Or force staff: It will force your target to move and lose his blood.
Jungling is one of your option. Because you have the Bloodbath, you can always fulfill your Hp by killing the Neutrals.
Late Game
Late game depends on your performance on early-mid game. If you already get many kills using Rupture on early-mid game, then late game will be easy for you. That is because you already have the nice items you need to be good on late game. You may buy some items like Radiance or Butterfly or some DPS items. All items of that are good for you. You considered a carry on a late game, so us eyour potential wisely.
It is recommended to use Bloodrage on self. It will increase your damage by 120%. A decent increase for a late game. It will gives 100+ damages on late game. Use your with focusing on a target, and if he already dead or become too far, the you should chane your target. The key of a successful carry is to can click ok enemy while in crowds, and not clicking the creeps.
After winning a teamfight your team have 2 options, to push or to Rosh. Thaose 2 options is both good choice. Just need to choose it base on your leader or based on vote.
ITEMBUIILD
2. Poor Man's Shield
Total cost:: 550
Recipe: Stout Shield + 2 x Slippers of Agility
Why Poor Man's Shield?
With this item, your farming ability become more powerful. You can last hits easily or jungling easily.
3. Power Threads
Total cost: 1400
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
Why Power Threads? It will gives you attack speed, thats what you need, attack speed and damages. Power threads is laso a flexible shoes, you can change it to STR, AGI, or INT for what you need.
STR for Survivability, AGI for damage and attack speed, and INT for mana.
4. Sange & Yasha
Total cost: 4100
Recipe: Sange (Ogre Axe, Belt of Giant Strength) + Yasha (Blade of Alacrity + Boots of Elvenskin)
Why Sange & Yasha? It will makes you more tanky, more damage, more attack speed and more movement speed + gives a slower with you attack. Very good item for a carry-chaser like you.
5. Radiance
Total cost: 5150
Recipe: Sacred Relic + Recipe
Why Radiance? Helps yo to deal some constant damage in teamfights. Also helps in farming creeps.
ALTERNATIVE ITEMS
6. Blade Mail
Total cost: 2200
Recipe: Broadsword + Chainmail + Robe of Magi
Why Blade Mail? After you use Rupture on your target, there is no choice for your target, and he should fight you, then with this item, you will reflect his own damage to damaging him!
7. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Why Force Staff?
Use this for your Ruptured enemy. He then will forced to move and automatically loss his blood.
ForceStaff is useful on many purposes, you can initiate a teamfight with ForceStaff, or you can save somebody, or you can save yourself.
11. Butterfly
Total cost:: 6000
Recipe: Talisman of Evasion, Eaglesong, Quarterstaff
Why Butterfly?
The agility will increase your backstab damage more. and also: It gives you more damage and more attack speed that makes you become much more powerful. It also gives evasion to helps you survive in teamfight. Butterfly is always a good item for a carry.
And don't forget this for the late game
12. Boots of Travel
Total cost: 2450
Recipe: Boots of Speed + Recipe
Why Boots of Travel? With the creeps becoming more powerful in pushing your base, you need fast teleport to save your Ancient.
Also, this item will give you 1 free slot that is saved for Teleport Scroll if you don't have this Boots
GOOD ALLIES
1. Pugna
You have a combo with this hero, he have a Life Drain that need the target to stand still to deal damage, and you have Rupture that needs enemy to move to deal damage. The if these 2 skills is casted together on a target, then he can't run because of Rupture, and he also can't stand still because of Life Drain, how's that!
2. Hero that can make the enemy to move:
Example: (Pudge, Venge, Batrider)
Pudge: Ruptured target is forced to move because is being pulled by this hero. A nice combo.
For more scary combo= Also include Chen or Exalor to cast his Back to base skill to Pudge and the Ruptured target will die instantly. :D
Venge: Her Swp makes the ruptured target to move 1200 range. So good Rupture damage will be achieved.
Batrider: His lasso can pull enemy.
ENEMIES
1. Teleport Scroll
Every enemy can ecape from Rupture easily by using this item
2. Large HP-ed Heroes
(Example: Centaur, Ursa, Axe)
They have the large HP and hard to solo kill them.
3. Blademail
Ruptured target move? you can feel the damage too.
FANART
Strygwyr the Bloodseeker is a ritually sanctioned hunter, Hound of the Flayed Twins, sent down from the mist-shrouded peaks of Xhacatocatl in search of blood. The Flayed Ones require oceanic amounts of blood to keep them sated and placated, and would soon drain their mountain empire of its populace if the priests of the high plateaus did not appease them. Strygwyr therefore goes out in search of carnage. The vital energy of any blood he lets, flows immediately to the Twins through the sacred markings on his weapons and armor. Over the years, he has come to embody the energy of a vicious hound; in battle he is savage as a jackal. Beneath the Mask of the Bloodseeker, in the rush of bloody quenching, it is said that you can sometime see the features of the Flayers taking direct possession of their Hound.
INTRODUCTION
Bloodseeker is a hero that is noted for blood for all of his activities. From killing creeps until his ultimate that will continuously drain blood from his target. He can detect enemies that the HP is low and can chase him using a very high movement speed. He also is a silencer that can make his target can't use spells. Bloodseeker, from his name we know that he is always thirst of blood.
PROS | CONS |
A good detector | Low attack speed for an Agility Carry |
Can refill HP when get kills, will save life | His ultimate can easily countered by a TP Scroll |
High movement if someone in low HP | |
Can jungle quite easily |
Melee - Carry - Jungler
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 587 | 1,119 | 1,879 | SIGHT RANGE | 1800 / 800 |
MANA | 234 | 543 | 1,024 | ATTACK RANGE | 128 |
DAMAGE | 53-59 | 95-101 | 145-151 | MISSILE SPEED | N/A |
ARMOR | 3 | 9 | 16 |
ABILITIES
1. Bloodrage
Drives a unit into a bloodthirsty rage, during which it has higher attack damage, but cannot cast spells and takes damage every second.
MANA COST: 80/80/80/80 | COOLDOWN: 12/10/8/6 |
ABILITY: UNIT TARGET | AFFECTS: HEROES |
DAMAGE: MAGICAL | DAMAGE: 20 / 20 / 20 / 20 |
DURATION: 6 / 7 / 8 / 9 | DAMAGE INCREASE: 30% / 60% / 90% / 120% |
This skill is a double edged sword. This skill gives damage while also Silencing the target and deal DPS to the target.
On early game, you can cast this to harass a target, or make him can't use his skill.
On mid game, it is a perfect skill to use on a hero after you use your rupture on him. That will make him can't use skill and if he run, he will loss his health.
On late game, you can use this to yourself and increase your damage like crazy.
Always remember that if you do this on enemy, he will receive additional damage, be careful to use it on some carry who the damage is depend on physical attack like Magina, Ursa etc. because it will be a backfire.
Also don't use it on self on early game to maintain your health.
Bloodseeker revels in combat, gaining health with every unit he kills. The health gained is a percentage of the killed unit's maximum HP. If a hero dies within a radius of 225 of Bloodseeker and he is not the killer, he is healed for half the normal hero kill effect.
ABILITY: PASSIVE | HERO KILL: 10% / 20% / 30% / 40% |
UNIT KILL: 10% / 15% / 20% / 25% |
This skill makes you to get some HP if you successfully kill creeps or hero. This can help you to maintain your HP to always full on early game. And this also will helps you become a jungler and not killed by neutrals.
If you catach a target and you are on a low HP, this skill can helps you to recover your HP.
3. Thirst
Enables Bloodseeker to sense enemy Heroes with health below a certain percentage, giving him vision of that unit and increased movement speed. Bloodseeker gains True Sight of enemy heroes below half their visiblity threshold.
ABILITY: PASSIVE | RADIUS: Global |
VISIBILITY HEALTH: 50% | MOVEMENT SPEED: 15% / 25% / 35% / 45% |
This is your detector skill. If there is an enemy who is low HP. he will be visible in the in your eyes. Go to him and use Rupture immediately to kill him. Also use Bloodrage to Silence him. This way your team can get an easy kill.
4. Rupture
Causes an enemy unit's skin to rupture, dealing massive damage. If the unit moves while under the effect of Rupture, it takes a percentage of the distance traveled as damage.
MANA COST: 150/200/250 | COOLDOWN: 70/60/50 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
DAMAGE: HP REMOVAL | DAMAGE: 150 / 250 / 350 |
DURATION: 7 / 8 / 9 | MOVE DAMAGE: 20% / 40% / 60% |
This skill is what makes you called a Bloodseeker. This is the trademark of you. All enemies are afraid of this skill because they don't like to be targetted by Rupture. Because it will difficult to him who is your target, Enamy will face a difficult siuation to run and HP become 0 or to stay and get harassed by you and your team.
Use this to your target who are away from his tower so he must run and cannot run. And now with the latest update, Rupture affects a magic immune unit, and this makes you become so much powerful, because you can use Rupture on Bkb-ed unit.
SKILLBUILD
Level 1: Blood Bath
Level 2: Bloodrage
Level 3: Blood Bath
Level 4: Bloodrage
Level 5: Thirst
Level 6: Rupture
Level 7: Bloodrage
Level 8: Blood Bath
Level 9 : Bloodrage
Level 10: Blood Bath
Level 11: Rupture
Level 12: Thirst
Level 13: Thirst
Level 14: Thirst
Level 15: Stats
Level 16: Rupture
Level 17-25: Stats
Why take Blood Bath for level 1? You need this to maintain your HP. Keep alive by absorbing the blood by getting last hits and denies.
Why maxing Bloodbath and Bloodrage together? Bloodbath and Bloodrage is your main skill for early game. Bloodbath is needed to maintain HP by lasthits the creeps while Bloodrage needed to harass enemies. Bloodbath can also useful for jungling. Jungling will faster your earnings.
On early game, You need to increase Thirst by 1 level to give you the sighting ability if there are any enemy who is on a low HP. And then your team will know it and can kill him. This will also increase your movement speed while chasing your taget which is on a low HP.
STRATEGY
Early Game
Keep your health always full by always last hitting and denying the creeps using Bloodbath. Your enemy will have a hard time harassing you because you can always fulfill your HP using Bloodbath. Quelling blade also comes in handy here. With quelling blade, it is easier to get the last hits because it gives additional damage to creeps. Quelling blades makes your gold and HP always good on early game. You can also harass their nuker with Bloorage. It will deals small damage. If you are by a sudden being ganked, quickly press the Bloodrage and use it to the ganker. Bloodrage silences the enemy. A good defense for early game.
Mid Game
In this stage of the game, you should already learned Rupture. This skill is one of the most feared skill in DotA. You cast this on your enemy, and he will be depressed because if he move he will loss the blood, and if he not moving, you and your friends will kill him. Be careful not to use Rupture near their tower because the tower can defend the hero youa are targetting. And of course if he already to far diving near your tower, cast Rupture there, and he will suffer from tower or the Rupture.
Your ganking method will be like this:
1. Use Bloodrage to silence your target
2. Use Rupture to your target
3. You and your friends come and kill him
Blade Mail is one of the good alternative here. Because now your enemy can't attack you or use his skills.
Or force staff: It will force your target to move and lose his blood.
Jungling is one of your option. Because you have the Bloodbath, you can always fulfill your Hp by killing the Neutrals.
Late Game
Late game depends on your performance on early-mid game. If you already get many kills using Rupture on early-mid game, then late game will be easy for you. That is because you already have the nice items you need to be good on late game. You may buy some items like Radiance or Butterfly or some DPS items. All items of that are good for you. You considered a carry on a late game, so us eyour potential wisely.
It is recommended to use Bloodrage on self. It will increase your damage by 120%. A decent increase for a late game. It will gives 100+ damages on late game. Use your with focusing on a target, and if he already dead or become too far, the you should chane your target. The key of a successful carry is to can click ok enemy while in crowds, and not clicking the creeps.
After winning a teamfight your team have 2 options, to push or to Rosh. Thaose 2 options is both good choice. Just need to choose it base on your leader or based on vote.
ITEMBUIILD
1. Quelling Blade
Cost: 225
Why Quelling Blade? Makes you easier to lasthit every creeps. With easier last hits, you can maintain your HP to always full, thanks to Bloodbath.
Cost: 225
Active: Destroy Tree - Destroy a target tree. Passive: Quell - Gives bonus attack damage against non-hero units, depending on the type of hero you are. MELEE BONUS: 32% RANGED BONUS: 12% Cooldown: 5 |
2. Poor Man's Shield
Total cost:: 550
Recipe: Stout Shield + 2 x Slippers of Agility
Passive: Damage Block - Blocks physical attack damage, depending on the type of hero you are. Poor Man's Shield will always block attacks from enemy Heroes, but has a chance to block damage from creeps. MELEE BLOCK: 20 RANGED BLOCK: 10 BLOCK CHANCE: 60% + 6 Agility |
With this item, your farming ability become more powerful. You can last hits easily or jungling easily.
3. Power Threads
Total cost: 1400
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
Active: Switch Attribute - Changes selected attribute between Strength, Agility and Intelligence. Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed + 8 Selected Attribute + 30 Attack Speed |
STR for Survivability, AGI for damage and attack speed, and INT for mana.
4. Sange & Yasha
Total cost: 4100
Recipe: Sange (Ogre Axe, Belt of Giant Strength) + Yasha (Blade of Alacrity + Boots of Elvenskin)
Passive: Greater Maim - Gives a chance on attack to slow movement speed for 4.0 seconds. Percentage based movement speed bonuses from multiple items do not stack. + 12 Damage + 16 Strength + 16 Agility + 15 Attack Speed + 12% Movement Speed MAIM CHANCE: 15% SLOW: 30% |
5. Radiance
Total cost: 5150
Recipe: Sacred Relic + Recipe
Active: Toggles Burn Damage on or off. Passive: Burn Damage - Deals damage per second in a 650 radius. + 60 Damage BURN DAMAGE: 45 |
ALTERNATIVE ITEMS
6. Blade Mail
Total cost: 2200
Recipe: Broadsword + Chainmail + Robe of Magi
Active: Damage Return - Returns any damage you take to the unit that dealt the damage. Lasts 4.5 seconds. + 22 Damage + 5 Armor + 10 Intelligence Manacost: 25 Cooldown; 22 |
7. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Active: Force - Pushes any target unit 600 units in the direction it is facing. Double click to self-cast. + 10 Intelligence + 3 HP Regeneration Manacost: 25 Cooldown: 20 |
Use this for your Ruptured enemy. He then will forced to move and automatically loss his blood.
ForceStaff is useful on many purposes, you can initiate a teamfight with ForceStaff, or you can save somebody, or you can save yourself.
As a melee-carry you need this too
8. Battlefury
Total Cost: 225
Recipe: Broadsword, Claymore, Preserverance
Why Battlefury? It is your job to deal a damage to all of the enemy. This items gives you an AoE attack that will deal damage to all the enemy.
And for Survivability, you may need this
9. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
Why Black King Bar? It gives you survivability in a teamfight because you will get magic immunity during teamfight.
And for late game
10. You can increase your DPS more. Choose your own DPS items.As a carry, damage is your priority.
Total Cost: 225
Recipe: Broadsword, Claymore, Preserverance
Passive: Cleave - Deals a percent of attack damage in a 225 AoE around the target. Does not work on ranged heroes. Cleave damage on non-primary targets is not reduced by armor values. + 65 Damage + 6 HP Regeneration + 150% Mana Regeneration CLEAVE DAMAGE: 35% |
And for Survivability, you may need this
9. 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 |
And for late game
10. You can increase your DPS more. Choose your own DPS items.As a carry, damage is your priority.
DAEDLUS | MKB | ABYSSAL | DIVINE RAPIER | |
---|---|---|---|---|
DAMAGE | 81 | 88 | 100 | 300 |
ABILITY | CRITICAL 2.4 | 100% HITS | STUN | NONE |
CHANCE | 25% | MINIBASH 35% DAMAGE: 100 | MELEE: 25 % RANGE: 10% | NONE |
OTHER | NONE | +15 ATK SPEED | +10 STRENGTH 2 SEC STUN | NONE |
DAEDLUS: Daedlus will provide you with a powerful Critical Strike.
MKB: 100% HITRATE will helps you to fight some evasion heroes like Mortred or Rikimaru.
ABYSSAL: A decent +100 damage and makes you become a Stunner
RAPIER: Be careful if you choose to hold this. 1 hit kill is a sure. 2-3 hits is the worst. Need protection from your support. Must come if the situation is clear safe for you to come inside the teamfight. Need some disabler friends.
11. Butterfly
Total cost:: 6000
Recipe: Talisman of Evasion, Eaglesong, Quarterstaff
+ 30 Agility + 30 Damage + 35% Evasion + 30 Attack Speed |
The agility will increase your backstab damage more. and also: It gives you more damage and more attack speed that makes you become much more powerful. It also gives evasion to helps you survive in teamfight. Butterfly is always a good item for a carry.
And don't forget this for the late game
12. Boots of Travel
Total cost: 2450
Recipe: Boots of Speed + Recipe
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 |
Also, this item will give you 1 free slot that is saved for Teleport Scroll if you don't have this Boots
GOOD ALLIES
1. Pugna
You have a combo with this hero, he have a Life Drain that need the target to stand still to deal damage, and you have Rupture that needs enemy to move to deal damage. The if these 2 skills is casted together on a target, then he can't run because of Rupture, and he also can't stand still because of Life Drain, how's that!
2. Hero that can make the enemy to move:
Example: (Pudge, Venge, Batrider)
Pudge: Ruptured target is forced to move because is being pulled by this hero. A nice combo.
For more scary combo= Also include Chen or Exalor to cast his Back to base skill to Pudge and the Ruptured target will die instantly. :D
Venge: Her Swp makes the ruptured target to move 1200 range. So good Rupture damage will be achieved.
Batrider: His lasso can pull enemy.
ENEMIES
1. Teleport Scroll
Every enemy can ecape from Rupture easily by using this item
2. Large HP-ed Heroes
(Example: Centaur, Ursa, Axe)
They have the large HP and hard to solo kill them.
3. Blademail
Ruptured target move? you can feel the damage too.
FANART
By : Unknown