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Dota 2 - Ember Spirit Build Guide
0
STATS
ABILITIES
1. Searing Chains
Ember Spirit unleashes fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.
You should spam this ability together with Sleight of Fist. Use Sleight of Fist first then quickly use this so while you Sleight of Fist, the enemy is bound and harassed.
2. Sleight of Fist
Ember Spirit dashes around with blazing speed, attacking all enemies in the targeted area of effect, then returning to his start location. Deals bonus damage to heroes, and less damage to creeps.
A nice harassing skill for early game and a perfect DPS skill for the late game. This is becoming your main carrying ability for late game. (When equipped with BattleFuries it will much more gives damage because of the cleaves)
3. Flame Guard
Ember Spirit surrounds himself with a ring of fire that consumes incoming magic damage, leaving him unharmed. Flame Guard deals damage per second in an area around Ember Spirit while Flame Guard is active. If the shield is broken, the damage is also lost.
A perfect DPS skill and also a shield that blocks magic damage.
4. Fire Remnant
Ember Spirit generates Fire Remnant charges every 35 seconds, with a max of 3 charges. Releasing a charge sends a Fire Remnant that runs to the target location at 2.5x Ember Spirit's speed. Using Activate Fire Remnant, Ember Spirit can dash out to his Remnants, exploding them for area of effect damage. The targeted Remnant will be arrived at last.
Before engaging, prepare a remnant on the safe place, so you can jump to it for safety. Also prepare a remnant and then teleport back to fountain to regenerate health and mana, and then come back to remnant.
Activate Fire Remnant
Select the Fire Remnant to arrive at.
SKILLBUILD
Level 1: Searing Chains
Level 2: Flame Guard
Level 3: Flame Guard
Level 4: Sleight of Fist
Level 5: Flame Guard
Level 6: Fire Remnant
Level 7: Flame Guard
Level 8: Searing Chains
Level 9 : Searing Chains
Level 10: Searing Chains
Level 11: Fire Remnant
Level 12: Sleight of Fist
Level 13: Sleight of Fist
Level 14: Sleight of Fist
Level 15: Stats
Level 16: Fire Remnant
Level 17-25: Stats
Why take Searing Chains for level 1? For insurance so that we can lock down the enemy when they chase you.
Why maxed Flame Guard first? This is your main nuke, you will need this for ganking, farming, and killing on early-mid game. And also don't forget about the shield that will protects you from enemy's burst damage.
Why maxed Searing Chains before Sleight of Fist? The rule of DotA: Nukes for early game, physical damage for late game. Searing Chains is a nuke that will deal more damage on early-mid game. And Sleight of Fist is for physical attacks that will be the main source of damages for late game.
BIO
Lost within the Wailing Mountains, the Fortress of Flares lay abandoned, its training halls empty, its courtyard covered in leaves and dust. Upon a dais in its sealed temple rests a topaz cauldron filled with ancient ash, remnants of a pyre for the warrior-poet Xin. For three generations, Xin taught his acolytes the Bonds of the Guardian Flame, a series of mantras to train the mind and body for the harsh realities beyond the fortress walls. However, in teaching a warrior's way he earned a warrior's rivals, and in his autumn Xin was bested and slain. His followers spread to the wind. Yet as years turned to centuries and followers to descendants, his teachings endured by subtle whisper and deed. Touched by the teacher's lasting legacy, the Burning Celestial, inquisitive aspect of fire, cast himself to the Fortress of Flares and reignited the pyre ash. From these glowing embers emerged an image of Xin, wreathed in flame, his thoughtful countenance prepared to train and to teach, and to spread the fires of knowledge to all who seek guidance.
INTRODUCTION
Ember Spirit is a hero who is not only lethal in the early game. He also has got a big potential to be a main carry for his team.
In early game, he had a dps skill and a lock down for 2 target that is so painful, especially for squishy hero like crystal maiden and so on. While in the late game he has sleight of fist that can provide thousands of damages to the enemies. Surely he needs adequate farm in the early and mid game so that he could be dangerous in the late game.
INTRODUCTION
Ember Spirit is a hero who is not only lethal in the early game. He also has got a big potential to be a main carry for his team.
In early game, he had a dps skill and a lock down for 2 target that is so painful, especially for squishy hero like crystal maiden and so on. While in the late game he has sleight of fist that can provide thousands of damages to the enemies. Surely he needs adequate farm in the early and mid game so that he could be dangerous in the late game.
PROS | CONS |
Have strong nukes for early game | Squishy |
Have a deadly late game spell with a right item | Low base attack speed |
Have a shield that also useful for magic damage | Needs lots of mana |
Have a high mobility |
ROLE
Melee - Carry - Nuker
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 511 | 1,043 | 1,803 | SIGHT RANGE | 1800 / 800 |
MANA | 260 | 588 | 1082 | ATTACK RANGE | 128 |
DAMAGE | 52-56 | 77-81 | 115-119 | MISSILE SPEED | N/A |
ARMOR | 1 | 5 | 10 |
ABILITIES
1. Searing Chains
Ember Spirit unleashes fiery bolas that wrap around nearby enemies, anchoring them in place and dealing damage each second.
MANA COST: 110 | COOLDOWN: 14/12/10/8 |
ABILITY: NO TARGET | DAMAGE: MAGICAL |
DURATION: 2 / 2 / 3 / 3 | RADIUS: 400 |
DAMAGE PER SECOND: 40 / 60 / 80 / 100 | UNIT COUNT: 2 |
2. Sleight of Fist
Ember Spirit dashes around with blazing speed, attacking all enemies in the targeted area of effect, then returning to his start location. Deals bonus damage to heroes, and less damage to creeps.
MANA COST: 50 | COOLDOWN: 30/22/14/6 |
ABILITY: POINT TARGET | DAMAGE: PHYSICAL |
RADIUS: 250 / 350 / 450 / 550 | BONUS HERO DAMAGE: 30 / 60 / 90 / 120 |
ATTACK INTERVAL: 0.2 | CREEP DAMAGE PENALTY: 50% |
3. Flame Guard
Ember Spirit surrounds himself with a ring of fire that consumes incoming magic damage, leaving him unharmed. Flame Guard deals damage per second in an area around Ember Spirit while Flame Guard is active. If the shield is broken, the damage is also lost.
MANA COST: 80/90/100/110 | COOLDOWN: 35 |
ABILITY: NO TARGET | DAMAGE: MAGICAL |
DURATION: 8 / 12 / 16 / 20 | RADIUS: 400 |
MAGIC ABSORB: 50 / 200 / 350 / 500 | DAMAGE PER SECOND: 30 / 40 / 50 / 60 |
4. Fire Remnant
Ember Spirit generates Fire Remnant charges every 35 seconds, with a max of 3 charges. Releasing a charge sends a Fire Remnant that runs to the target location at 2.5x Ember Spirit's speed. Using Activate Fire Remnant, Ember Spirit can dash out to his Remnants, exploding them for area of effect damage. The targeted Remnant will be arrived at last.
COOLDOWN: 0 | ABILITY: POINT TARGET |
DAMAGE: MAGICAL | MAX CHARGES: 3 |
CHARGE RESTORE TIME: 35 | DAMAGE: 100 / 150 / 200 |
RADIUS: 450 | DURATION: 45 |
Activate Fire Remnant
Select the Fire Remnant to arrive at.
MANA COST: 150 | COOLDOWN: 0 |
ABILITY: POINT TARGET | DAMAGE: MAGICAL |
SKILLBUILD
Level 1: Searing Chains
Level 2: Flame Guard
Level 3: Flame Guard
Level 4: Sleight of Fist
Level 5: Flame Guard
Level 6: Fire Remnant
Level 7: Flame Guard
Level 8: Searing Chains
Level 9 : Searing Chains
Level 10: Searing Chains
Level 11: Fire Remnant
Level 12: Sleight of Fist
Level 13: Sleight of Fist
Level 14: Sleight of Fist
Level 15: Stats
Level 16: Fire Remnant
Level 17-25: Stats
Why take Searing Chains for level 1? For insurance so that we can lock down the enemy when they chase you.
Why maxed Flame Guard first? This is your main nuke, you will need this for ganking, farming, and killing on early-mid game. And also don't forget about the shield that will protects you from enemy's burst damage.
Why maxed Searing Chains before Sleight of Fist? The rule of DotA: Nukes for early game, physical damage for late game. Searing Chains is a nuke that will deal more damage on early-mid game. And Sleight of Fist is for physical attacks that will be the main source of damages for late game.
STRATEGY
Early Game
Your main role here is farming. We recommend using a safe lane to farm. Farm rate will be maximized if you are protected by the kind of supports just like Shadow Shaman or Maiden. They will protect you from enemy harassment. Besides your team could also be more aggressive and look for first blood. If so, you can help with your Searing Chains + Flame Guard. Make sure to get enough farm in the early game, so mid game will be easier for your team.
Mid Game
In the midgame, your FlameGuard + Searing Chains should already reached maximum damage. Because of that, so you can occasionally helps the team to ganks. And that will makes you even richer than before. Start a gank with your Searing Chains and then deal damage using your FlameGuard. If you are being ganked, escape using your Remnant. Coordinate a gank with your partner so you will make sure to get at least 1 kill. Smoke of deceit your team before the ganks.
And do not forget, as a carry, your main focus is the farm, do not use 100% of time to gank. When there is an empty lane use that opportunity to farm as much gold. You can use the jungle for more leverage. For the purposes of the security in the farm, then prepare one remnant in a safe place so that you can farm a little away from your base, and when it seems some enemies who want to kill you, you can quickly move to your remnant that you've prepared in the harbor earlier .
Late Game
In the late game, you has the potential to carrying your team. The Sleight of Fist is your main skill here. Here you should already have all your core items ,at least you 've got Battlefury and also coupled with the high damage items like Daedlus and also Desolator so you can combine it with the Sleight of fist to make tons of damage in an area.
At this time , if it happens teamfight then you should participate . Because if if not , then your team is certainly to lose . That's where the importance of the role of carry in the late game . To be the main damage dealer.
You can farm if :
1 . There are hiding your team near your farm. That way if it comes the enemy that ganks you then your friends will be ready to ambush them.
2 . You can also farm by first preparing the remnant at the base to go back immediately if needed. Do this while your team waiting enemy to go high ground.
Your team could also initiating by smoke of deceit , and 5 people should participate in it ,then with a little luck you will find an opponent who is alone and kill him with ease.
And for the formation in teamfight, you should hide and after enemys are all come and drops their ultimate, you can come out and finish them.
ITEMS BUILD
1. Starting Items
2. Mid Game Items
3. Late Game / Core / Damage items
Early Game
Your main role here is farming. We recommend using a safe lane to farm. Farm rate will be maximized if you are protected by the kind of supports just like Shadow Shaman or Maiden. They will protect you from enemy harassment. Besides your team could also be more aggressive and look for first blood. If so, you can help with your Searing Chains + Flame Guard. Make sure to get enough farm in the early game, so mid game will be easier for your team.
Mid Game
In the midgame, your FlameGuard + Searing Chains should already reached maximum damage. Because of that, so you can occasionally helps the team to ganks. And that will makes you even richer than before. Start a gank with your Searing Chains and then deal damage using your FlameGuard. If you are being ganked, escape using your Remnant. Coordinate a gank with your partner so you will make sure to get at least 1 kill. Smoke of deceit your team before the ganks.
And do not forget, as a carry, your main focus is the farm, do not use 100% of time to gank. When there is an empty lane use that opportunity to farm as much gold. You can use the jungle for more leverage. For the purposes of the security in the farm, then prepare one remnant in a safe place so that you can farm a little away from your base, and when it seems some enemies who want to kill you, you can quickly move to your remnant that you've prepared in the harbor earlier .
Late Game
In the late game, you has the potential to carrying your team. The Sleight of Fist is your main skill here. Here you should already have all your core items ,at least you 've got Battlefury and also coupled with the high damage items like Daedlus and also Desolator so you can combine it with the Sleight of fist to make tons of damage in an area.
At this time , if it happens teamfight then you should participate . Because if if not , then your team is certainly to lose . That's where the importance of the role of carry in the late game . To be the main damage dealer.
You can farm if :
1 . There are hiding your team near your farm. That way if it comes the enemy that ganks you then your friends will be ready to ambush them.
2 . You can also farm by first preparing the remnant at the base to go back immediately if needed. Do this while your team waiting enemy to go high ground.
Your team could also initiating by smoke of deceit , and 5 people should participate in it ,then with a little luck you will find an opponent who is alone and kill him with ease.
And for the formation in teamfight, you should hide and after enemys are all come and drops their ultimate, you can come out and finish them.
ITEMS BUILD
1. Starting Items
Quelling Blade: for easier last hitting Stout Shield: to block some damage and makes you tankier on earliest stage of the game. Tango: to refill your health |
2. Mid Game Items
Bottle: To make you always have adequate mana and health in a teamfight. Phase Boots: Gives damage and also increase move speed by a lot. Magic Wand: Can saves your life in a dangerous situation. Drum: Gives survivability, mana, attack speed, and also movement speed. |
3. Late Game / Core / Damage items
Battlefury: Gives cleave so if there is some enemy in an area, your sleight of fist makes you can cleave to all of them. BattleFury is stack so you can get 2-3 Fury that gives you so many cleave damage. Desolator: With your Sleight of Fist, you can reduce all of enemys armor in an area while damaging them. Daedlus: the damage from critical is very high, so it will makes your Sleight of Fist become deadly. |
By : Unknown
Dota 2 - Jakiro Build Guide
0
BIO
Even among magical beasts, a twin-headed dragon is a freak. Equal parts ice and fire, cunning and rage, the creature known as Jakiro glides over charred and ice-bound battlefields, laying waste to any who would bear arms against it. Pyrexae dragon clutches always contain two fledglings. Famous for their viciousness even from the first moments of life, newly hatched dragons of this species will try to kill their sibling while still in the nest. Only the strongest survive. In this way is the strength of the Pyrexae line ensured. By some accident of nature, the freak Jakiro hatched from a single egg, combining in a single individual the full range of abilities found within the diverse Pyrexae species. Trapped within the armature of its monstrous body, the powers of ice and fire combine, and now no enemy is safe.
INTRODUCTION
Jakiro is a dragon that have 2 heads, one with an ice element and the other is a fire element. His skill is some fir and ice skill, with the nice nuke damage, he can deal massive damage in the area in front of him. Nuke is his main potential, all his nuke is useful and have a nice damage.
STATS
ABILITIES
1. Dual Breath
An icy blast followed by a wave of fire launches out in a path in front of Jakiro. The ice slows enemies, while the fire delivers damage over time.
Pyrexae dragons have tremendously dangerous breath for each branch of the species; combining them is unimaginable.
This is your main nuke for early-mid game. The damage is considered high, and also gives a nice slowing ability. The AoE is also good, can be used for harassing, killing, and for farming some creeps.
2. Ice Path
Creates a path of ice that stuns and damages enemies that touch it.
Jakiro's cunning right head calls upon its frozen heritage, glazing the earth with blistering cold.
This is your main disable. A long range, and relatively wide disable. A very good skill to disable some enemies in area in front of you. All enemies in front of you will be stunned so your team can harass them easily.
3. Liquid Fire
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
The left maw of Jakiro opens, laying waste to any in its path.
This is your worst skill. A fire that comes from your mouth for every several seconds. Gives a few damage and slowing the attack of the enemy. The only good about this skill is: this skill affects building, so it will faster your pushing.
4. Macropyre
Jakiro lays down a line of flame in front of him, each dealing damage per second to enemy units in a wide area of effect. Upgradable by Aghanim's Scepter.
Ice and fire combine to rip the battlefield to shreds with extreme temperatures.
This is your most damaging skill. With this skill, you can blast the area in front of you with a mighty fire that deals a massive damage per secon in the area. It will burn all enemies in front of you.
A very nice skill to fight againt a crowded enemies in an area. It will deal a massive fire damage to them and make your team OWNING, we hope.
SKILLBUILD
Level 1: Dual Breath
Level 2: Ice Path
Level 3: Dual Breath
Level 4: Liquid Fire
Level 5: Dual Breath
Level 6: Macropyre
Level 7: Dual Breath
Level 8: Ice Path
Level 9 : Ice Path
Level 10: Ice Path
Level 11: Macropyre
Level 12: Liquid Fire
Level 13: Liquid Fire
Level 14: Liquid Fire
Level 15: Stats
Level 16: Macropyre
Level 17-25: Stats
Why maxed Dual Breath first? This is your main nuke, you will need this for ganking, farming, and killing or early mid game.
Why maxed Ice Path before Liquid Fire? Ice path will benefit more than Liquid Fire, ice path makes enemy to froze in a wide aoe, while Liquid fire is just slowing the enemy.
Even among magical beasts, a twin-headed dragon is a freak. Equal parts ice and fire, cunning and rage, the creature known as Jakiro glides over charred and ice-bound battlefields, laying waste to any who would bear arms against it. Pyrexae dragon clutches always contain two fledglings. Famous for their viciousness even from the first moments of life, newly hatched dragons of this species will try to kill their sibling while still in the nest. Only the strongest survive. In this way is the strength of the Pyrexae line ensured. By some accident of nature, the freak Jakiro hatched from a single egg, combining in a single individual the full range of abilities found within the diverse Pyrexae species. Trapped within the armature of its monstrous body, the powers of ice and fire combine, and now no enemy is safe.
INTRODUCTION
Jakiro is a dragon that have 2 heads, one with an ice element and the other is a fire element. His skill is some fir and ice skill, with the nice nuke damage, he can deal massive damage in the area in front of him. Nuke is his main potential, all his nuke is useful and have a nice damage.
PROS | CONS |
Have some nice nuke | Low attack range |
Have a long range aoe disable (make enemy frozen) | Low movement speed |
Tanky | Need a good placement for all his skills |
Scary attitude | 2 Headed |
A good pusher, counter-pusher | |
All of his skill are an AoE skill |
ROLE
Ranged - Nuker - Pusher - Lane Support - Disabler
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 606 | 1,218 | 2,035 | SIGHT RANGE | 1800 / 800 |
MANA | 364 | 874 | 1,498 | ATTACK RANGE | 400 |
DAMAGE | 46-54 | 85-93 | 133-141 | MISSILE SPEED | 1100 |
ARMOR | 2 | 5 | 9 |
ABILITIES
1. Dual Breath
An icy blast followed by a wave of fire launches out in a path in front of Jakiro. The ice slows enemies, while the fire delivers damage over time.
MANA COST: 135/140/155/170 | COOLDOWN: 10 |
ABILITY: UNIT TARGET, POINT TARGET | AFFECTS: ENEMY UNITS |
DAMAGE: MAGICAL | DAMAGE: 35 / 70 / 105 / 140 |
START RADIUS: 200 / 200 / 200 / 200 | END RADIUS: 250 / 250 / 250 / 250 |
BURN DAMAGE: 5 / 10 / 15 / 20 | MOVE SLOW: 30% / 30% / 30% / 30% |
DURATION: 4 / 4 / 4 / 4 |
This is your main nuke for early-mid game. The damage is considered high, and also gives a nice slowing ability. The AoE is also good, can be used for harassing, killing, and for farming some creeps.
2. Ice Path
Creates a path of ice that stuns and damages enemies that touch it.
MANA COST: 90 | COOLDOWN: 12/11/10/9 |
ABILITY: POINT TARGET | AFFECTS: ENEMY UNITS |
DAMAGE: 0 / 0 / 0 / 0 | FORMATION DELAY: 0.5 |
DURATION: 1 / 1.4 / 1.8 / 2.2 | RADIUS: 150 |
DAMAGE: 25 / 50 / 75 / 100 |
This is your main disable. A long range, and relatively wide disable. A very good skill to disable some enemies in area in front of you. All enemies in front of you will be stunned so your team can harass them easily.
3. Liquid Fire
Jakiro burns his enemies in an area of effect with fire added to his attack, while slowing their attacks.
COOLDOWN: 20/15/10/5 | ABILITY: PASSIVE |
DAMAGE: MAGICAL | ATTACK SLOW: 20% / 30% / 40% / 50% |
RADIUS: 300 / 300 / 300 / 300 | BURN DAMAGE: 10 / 15 / 20 / 25 |
DURATION: 5 / 5 / 5 / 5 |
This is your worst skill. A fire that comes from your mouth for every several seconds. Gives a few damage and slowing the attack of the enemy. The only good about this skill is: this skill affects building, so it will faster your pushing.
4. Macropyre
Jakiro lays down a line of flame in front of him, each dealing damage per second to enemy units in a wide area of effect. Upgradable by Aghanim's Scepter.
MANA COST: 220/330/440 | COOLDOWN: 60 |
ABILITY: UNIT TARGET, POINT TARGET | AFFECTS: ENEMY UNITS |
DAMAGE: MAGICAL | DAMAGE: 100 / 140 / 180 |
DURATION: 7 / 7 / 7 | SCEPTER DAMAGE: 125 / 175 / 225 |
SCEPTER RANGE: 1350 / 1350 / 1350 |
This is your most damaging skill. With this skill, you can blast the area in front of you with a mighty fire that deals a massive damage per secon in the area. It will burn all enemies in front of you.
A very nice skill to fight againt a crowded enemies in an area. It will deal a massive fire damage to them and make your team OWNING, we hope.
SKILLBUILD
Level 1: Dual Breath
Level 2: Ice Path
Level 3: Dual Breath
Level 4: Liquid Fire
Level 5: Dual Breath
Level 6: Macropyre
Level 7: Dual Breath
Level 8: Ice Path
Level 9 : Ice Path
Level 10: Ice Path
Level 11: Macropyre
Level 12: Liquid Fire
Level 13: Liquid Fire
Level 14: Liquid Fire
Level 15: Stats
Level 16: Macropyre
Level 17-25: Stats
Why maxed Dual Breath first? This is your main nuke, you will need this for ganking, farming, and killing or early mid game.
Why maxed Ice Path before Liquid Fire? Ice path will benefit more than Liquid Fire, ice path makes enemy to froze in a wide aoe, while Liquid fire is just slowing the enemy.
STRATEGY
Early Game
Jakiro is a heavy nuker hero. Since the early game, you should use your skills to harass the enemy. Make your enemy recessive by always harasssing them. With the relatively high damage from your nuke, it is quiet easy to harass your enemy in the lane. Use Dual Breath constantly and make your enemy HP become less.
If there is a carry in your lane, it is recommended to let the carry to farm while you can harass the enemy or denying the creep.
If you are the support role for the team, it is recommended to buy a courier and wards to benefit the whole team. With wards, your team can avoid being ganked by the enemy.
Mid Game
Mid game is the time while ganking party is happening. Be careful of enemy's gank party. Your team may need wards to give a vision so your team can avoid enemy's surprise gank.
You, as a nuker / disabler hero, should roam and help your friends on another lane. Tell your friend that you are ready to gank and ask him to help you, then you should come to the lane and use Ice Path to disable the enemy, your friends and you can harass them while they are disabled, and then you can use the Macropyre amd also use your Dual Breath to harass and get many kills.
Late Game
On the late game, your part for the team is the same. to nuke all the enemy in area in front of you. because all your skills are area skills, it willl be so nice to deal damage to all the enemy in a time. Be careful to use the Ice Path, this is your main disable and make sure it hits at least 2-3 enemies, so you can land your ultimate and your other skill perfectly and deal a massive amount of damage.
Although the effectiveness of nukes is reduced on the late game because enemys Hp and is already high, but all your skill damage combined is still good. Moreover if you buy an Aghanim Scepter, it will make your ultimate more painful for the enemy.
ITEMS BUILD
1. You need to buy courier and wards for the team. If someone already done it, you don't need to.
Courier: 150
Wards: 150
You are the kind of hero that doesn't need lots of farm, so you will have golds to buy this kind of items. Your team will rely on courier and wards to become good. Courier will faster item transportation, and wards is needed to avoid enemy's gank.
2. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? You have spammable skills, so you need more mana, with this item, your mana will be fulfilled. And also to replenish mana of the team.
3. Drum of Endurance
Total Cost: 1725
Recipe: Bracer + Robe of Magi + Recipe
Why Drums? It will gives you survivability with + STR and gives your team +Attack speed and +Movement Speed that will benefit your whole team.
3. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Why Force Staff? ForceStaff is useful on many purposes, you can initiate a teamfight with ForceStaff, or you can save somebody, or you can save yourself using forcestaff.
5. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Why Schyte of Vyse? Very good item to initiate a teamfight. You are considered a support, and this item is one of the best supportive items you can get. Or you can use this to defend against somebody by making him become chicken.
5. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
Why Shiva's? Gives you an Arctic Blast (Slowing and a 200 damage) and gives you a slowing aura, and also gives you +15 armor which makes you tanky.
ALTERNATIVE ITEMS (FOR A SUPPORT)
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
2 Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Why Pipe of Insight? Gives barrier for all allies in AoE that Block 400 spell damage, very useful.
3. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
Why Eul? Can make you become more agile with Cyclone ability. You cannot be attacked for 2.5 seconds. Or you can cast it to the enemy and make your team can surround the target and harass him after landing on the ground.
GOOD ALLIES
1. AoE Skills and Also High DPS Ultimate
(Example: Invoker, Lich, Sandking)
They have some nice AoE skills that requires enemies to be stick in an area. You have an all AoE skills in your pocket, combined with them, your team will deal a massive daname to the area.
2. Carries
(Example: Magine, Void, Luna)
Early Game
Jakiro is a heavy nuker hero. Since the early game, you should use your skills to harass the enemy. Make your enemy recessive by always harasssing them. With the relatively high damage from your nuke, it is quiet easy to harass your enemy in the lane. Use Dual Breath constantly and make your enemy HP become less.
If there is a carry in your lane, it is recommended to let the carry to farm while you can harass the enemy or denying the creep.
If you are the support role for the team, it is recommended to buy a courier and wards to benefit the whole team. With wards, your team can avoid being ganked by the enemy.
Mid Game
Mid game is the time while ganking party is happening. Be careful of enemy's gank party. Your team may need wards to give a vision so your team can avoid enemy's surprise gank.
You, as a nuker / disabler hero, should roam and help your friends on another lane. Tell your friend that you are ready to gank and ask him to help you, then you should come to the lane and use Ice Path to disable the enemy, your friends and you can harass them while they are disabled, and then you can use the Macropyre amd also use your Dual Breath to harass and get many kills.
Late Game
On the late game, your part for the team is the same. to nuke all the enemy in area in front of you. because all your skills are area skills, it willl be so nice to deal damage to all the enemy in a time. Be careful to use the Ice Path, this is your main disable and make sure it hits at least 2-3 enemies, so you can land your ultimate and your other skill perfectly and deal a massive amount of damage.
Although the effectiveness of nukes is reduced on the late game because enemys Hp and is already high, but all your skill damage combined is still good. Moreover if you buy an Aghanim Scepter, it will make your ultimate more painful for the enemy.
ITEMS BUILD
1. You need to buy courier and wards for the team. If someone already done it, you don't need to.
Courier: 150
Wards: 150
Courier: Transfer items from shop to heroes Wards: Scouting some important area to protect teams against some ganks. |
2. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Active: Replenish Mana - Restores mana in an area around the hero. Flat movement speed bonuses from multiple pairs of boots do not stack. + 60 Movement Speed + 250 Mana MANA RESTORED: 135 Mana Needed: 25 Cooldown: 55 |
Total Cost: 1725
Recipe: Bracer + Robe of Magi + Recipe
Active: Endurance - Gives bonus +10 attack and +10% movement speed to surrounding allies. Passive: Swiftness Aura - Gives bonus attack and movement speed to surrounding allies. Multiple instances of Swiftness Aura do not stack. + 9 All Attributes + 3 Damage AURA ATTACK SPEED: 5 AURA MOVE SPEED: 5% Cooldown: 30 |
3. 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 |
5. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
5. 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 |
ALTERNATIVE ITEMS (FOR A SUPPORT)
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Active: Restore - Heals 250 HP and gives +2 armor in an area. Passive: Mekansm Aura - Bonus HP Regen in an area. Multiple instances of Mekansm Aura do not stack + 5 All Attributes + 5 Armor BONUS HP REGEN: 4 Mana:150 Cooldown:45 |
2 Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Active: Barrier - Gives nearby friendly units a shield that blocks 400 spell damage. Multiple instances of spell resistance from items do not stack. + 11 HP Regeneration + 30% Spell Resistance Manacost: 100 Cooldown: 60 |
3. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
Active: Cyclone - Target unit is swept up in a cyclone for 2.5 seconds, and is invulnerable. Flat movement speed bonuses from multiple Eul's Scepters do not stack. + 10 Intelligence + 150% Mana Regeneration + 30 Movement Speed Manacost: 75 Cooldown: 30 |
GOOD ALLIES
1. AoE Skills and Also High DPS Ultimate
(Example: Invoker, Lich, Sandking)
They have some nice AoE skills that requires enemies to be stick in an area. You have an all AoE skills in your pocket, combined with them, your team will deal a massive daname to the area.
(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. Silencer
(Example: Silencer, Drow Ranger, Bloodseeker)
You rely on your ability to cast all your skills. But, the Silencers, they will cancel your skill and make you can't use all your skills and become useless, BEWARE of them!
BAD ENEMIES
1. Silencer
(Example: Silencer, Drow Ranger, Bloodseeker)
You rely on your ability to cast all your skills. But, the Silencers, they will cancel your skill and make you can't use all your skills and become useless, BEWARE of them!
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