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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 - Disruptor Build Guide
0
BIO
High on the wind-ravaged steppes of Druud, a gifted young stormcrafter called Disruptor was the first to unlock the secrets of the summer squalls. Constantly under assault from both seasonal storms and encroachment from civilized kingdoms to the South, the upland Oglodi have for centuries struggled to subsist atop the endless tablelands. They are the fractured remnant of a once-great civilization--a fallen tribe, their stormcraft strange and inscrutable, cobbled together from scraps of lost knowledge which even they no longer fully understand. For those on the high plain, weather has become a kind of religion, worshiped as both the giver and taker of life. But the electrical storms that bring life-sustaining rains arrive at a cost, and many are the charred and smoking corpses left in their wake.
Although small for his kind, Disruptor is fearless, and driven by an insatiable curiosity. As a youth, while still unblooded and without a stryder, he explored the ruins of the ancestral cities--searching through collapsed and long-moldering libraries, rummaging through rusting manufactories. He took what he needed and returned to his tribe. Adapting a coil of ancient design, he harnessed the power of electrical differential and now calls down the thunder whenever he wishes. Part magic, part craftsmanship, his coils hold in their glowing plates the power of life and death--a power wielded with precision against the landed castes to the South, and any interlopers who cross into ancient Oglodi lands.
INTRODUCTION
Disruptor is a kind of nuker-support hero that have some nice skill to help the team to win a teamfight. His skill is so unique, an come in handy. a thunder storm to harass on early game, a skill to make an enemy hero to come back to their previous position, a cage skill, and an aoe damage + silence skill.
STATS
ABILITIES
1. Thunder Strike
Repeatedly strikes the targeted unit with lightning. Each strike damages nearby enemy units in a small radius.
Disruptor's charged coils occasionally overload, and a singed armor plate or tuft of fur is the enemy's result.
This is your main skill for harassing enemy on early-mid game. The thunder damage is considering high on early-mid game. With this skill, your opponent will feel a painful thunder and can't stay near from you.
The strucked target receive an aoe lightning three times, and nearby opponent from the target will also feel the damage. So, if there are some enemy that is stick in, you can damaging them simultaneusly.
2. Glimpse
Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions.
Playing with electricity can have unexpected results.
This skill is a very annoying spell for the enemy because it move back enemy to where it was 4 seconds ago. Imagine you are using teleport to a location and then you receive this skill, so you must go back to your previous position, very annoying. Also a nice skill to chase a target because your team then can harass the target easily and the target can't escape. Also can be use to escape from a chaser, just cast it on the chaser and he will forced back and you're safe
3. Kinetic Field
After a short formation time, creates a circular barrier of kinetic energy that enemies can't pass.
The stryder is immune to the gale-force winds that will consume its adversaries.
A cage that prevents enemy to come out of it, a very good to confine enemies and then you and your team can harass the prisoned enemy easily.
4. Static Storm
Creates a damaging static storm that also silences all enemy units in the area for the duration. The damage starts off weak, but increases in power over the duration.
A summer squall in Druud is a hardship that only an Oglodi can survive.
This is your ultimate, a DPS skill that also silence the area for quiet a long time. Combined with your 3rd skill, your enemy will feel so much pain and your team will receive a lot of benefit. A very good skill in the teamfight.
SKILLBUILD
Level 1: Thunder Strike
Level 2: Glimpse
Level 3: Thunder Strike
Level 4: Kinetic Field
Level 5: Thunder Strike
Level 6: Static Storm
Level 7: Thunder Strike
Level 8: Glimpse
Level 9 : Glimpse
Level 10: Glimpse
Level 11: Static Storm
Level 12: Kinetic Field
Level 13: Kinetic Field
Level 14: Kinetic Field
Level 15: Stats
Level 16: Static Storm
Level 17-25: Stats
Why maxed Thunder Strike first ? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Glimpse before Kinetic Field ? Glimpse is more useful in the mid game, because it is needed in ganking to avoid enemy to escape from your team. And 1 level of Kinetic Field is enough for early-mid game, and it will be good on late game for the teamfight that requires an AoE skill.
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 stik in an area, and your Kinetic Field + Static Storm will lock down all enemies in the AoE and make your allies that have the nice AoE skill will easy to use their skill on the center of the enemy.
2. Carries
(Example: Magine, Void, Luna)
High on the wind-ravaged steppes of Druud, a gifted young stormcrafter called Disruptor was the first to unlock the secrets of the summer squalls. Constantly under assault from both seasonal storms and encroachment from civilized kingdoms to the South, the upland Oglodi have for centuries struggled to subsist atop the endless tablelands. They are the fractured remnant of a once-great civilization--a fallen tribe, their stormcraft strange and inscrutable, cobbled together from scraps of lost knowledge which even they no longer fully understand. For those on the high plain, weather has become a kind of religion, worshiped as both the giver and taker of life. But the electrical storms that bring life-sustaining rains arrive at a cost, and many are the charred and smoking corpses left in their wake.
Although small for his kind, Disruptor is fearless, and driven by an insatiable curiosity. As a youth, while still unblooded and without a stryder, he explored the ruins of the ancestral cities--searching through collapsed and long-moldering libraries, rummaging through rusting manufactories. He took what he needed and returned to his tribe. Adapting a coil of ancient design, he harnessed the power of electrical differential and now calls down the thunder whenever he wishes. Part magic, part craftsmanship, his coils hold in their glowing plates the power of life and death--a power wielded with precision against the landed castes to the South, and any interlopers who cross into ancient Oglodi lands.
INTRODUCTION
Disruptor is a kind of nuker-support hero that have some nice skill to help the team to win a teamfight. His skill is so unique, an come in handy. a thunder storm to harass on early game, a skill to make an enemy hero to come back to their previous position, a cage skill, and an aoe damage + silence skill.
PROS | CONS |
Have a nice aoe cage skill | Squishy |
Have a nice aoe dps skill | Slow motion |
Can make enemy to move back | |
Have a nice harassing skill |
ROLE
Ranged - Nuker - Support - Initiator - Disabler
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 511 | 1,016 | 1,757 | SIGHT RANGE | 1800 / 800 |
MANA | 286 | 741 | 1,326 | ATTACK RANGE | 600 |
DAMAGE | 49-53 | 84-88 | 129-133 | MISSILE SPEED | 1200 |
ARMOR | 1 | 4 | 9 |
ABILITIES
1. Thunder Strike
Repeatedly strikes the targeted unit with lightning. Each strike damages nearby enemy units in a small radius.
MANA COST: 130/130/130/130 | COOLDOWN: 16 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
DAMAGE: MAGICAL | DAMAGE: 50 / 75 / 100 / 125 |
RADIUS: 200 / 200 / 200 / 200 | STRIKES: 3 / 3 / 3 / 3 |
DURATION: 4 / 4 / 4 / 4 |
This is your main skill for harassing enemy on early-mid game. The thunder damage is considering high on early-mid game. With this skill, your opponent will feel a painful thunder and can't stay near from you.
The strucked target receive an aoe lightning three times, and nearby opponent from the target will also feel the damage. So, if there are some enemy that is stick in, you can damaging them simultaneusly.
2. Glimpse
Teleports the target hero back to where it was 4 seconds ago. Instantly kills illusions.
MANA COST: 160/130/100/70 | COOLDOWN: 60/50/40/30 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY HEROES |
CAST RANGE: 600 / 1000 / 1400 / 1800 |
This skill is a very annoying spell for the enemy because it move back enemy to where it was 4 seconds ago. Imagine you are using teleport to a location and then you receive this skill, so you must go back to your previous position, very annoying. Also a nice skill to chase a target because your team then can harass the target easily and the target can't escape. Also can be use to escape from a chaser, just cast it on the chaser and he will forced back and you're safe
3. Kinetic Field
After a short formation time, creates a circular barrier of kinetic energy that enemies can't pass.
MANA COST: 70/70/70/70 | COOLDOWN: 14 |
ABILITY: POINT TARGET | RADIUS: 300 / 300 / 300 / 300 |
FORMATION TIME: 1.2 / 1.2 / 1.2 / 1.2 | DURATION: 2.5 / 3 / 3.5 / 4 |
A cage that prevents enemy to come out of it, a very good to confine enemies and then you and your team can harass the prisoned enemy easily.
4. Static Storm
Creates a damaging static storm that also silences all enemy units in the area for the duration. The damage starts off weak, but increases in power over the duration.
MANA COST: 125/175/225 | COOLDOWN: 85 |
ABILITY: POINT TARGET | DAMAGE: MAGICAL |
RADIUS: 375 / 375 / 375 | MAX DAMAGE PER SECOND: 170 / 220 / 270 |
DURATION: 5 / 5 / 5 |
This is your ultimate, a DPS skill that also silence the area for quiet a long time. Combined with your 3rd skill, your enemy will feel so much pain and your team will receive a lot of benefit. A very good skill in the teamfight.
SKILLBUILD
Level 1: Thunder Strike
Level 2: Glimpse
Level 3: Thunder Strike
Level 4: Kinetic Field
Level 5: Thunder Strike
Level 6: Static Storm
Level 7: Thunder Strike
Level 8: Glimpse
Level 9 : Glimpse
Level 10: Glimpse
Level 11: Static Storm
Level 12: Kinetic Field
Level 13: Kinetic Field
Level 14: Kinetic Field
Level 15: Stats
Level 16: Static Storm
Level 17-25: Stats
Why maxed Thunder Strike first ? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Glimpse before Kinetic Field ? Glimpse is more useful in the mid game, because it is needed in ganking to avoid enemy to escape from your team. And 1 level of Kinetic Field is enough for early-mid game, and it will be good on late game for the teamfight that requires an AoE skill.
STRATEGY
Early Game
On the early game, it is convenient to increase Thunder Strike first because this is your main skill for harassing and ganking for early game. The Thunder Strike damage is one of the greatest non-ultimate in Dota. So just use this skill on enemy's squishy hero and he can't stay calm on the lane.
If your enemy's HP is at a low level, you can right click or use the Thunder Strike again to finish him.
you can use Glimpse to chase the running enemy, or you can also use the Kincetic Field to cage the enemy.
Disruptor is a very utility hero, he have so many usefulness foe the team, just use your skill in the right time and your team will receive lots of benefits from you.
Mid Game
Mid game is the time for ganking. You need to roam around the map and find enemies in other lanes. So you can gank them and get some kills to benefit your team. Before the gank, ask your friend in the lane to help you gank the enemy. Tell your friend, which target you want to gank, so you and your partner can focus fire on him. If you already acquire your ultimate and your 3rd skill, you should combo those 2 skills. by using the Kinetic Field first and then casting your ultimate after it. The combo will make the enemy to be trapped, silenced, and receive some DPS, and then while they are trapped, you and your friends can harass them easily, you with your Thunder Strike and right click, and your frriends with their own skill. And this should be enough to kill the target. If you cant to catch the running enemy, you can use your 2nd skill Glimpse so your team can catch with the enemy.
Late Game
Late game is the time for teamfight that will decide the fate of the team because a late game teamfight is very deciding. The one who won a late game teamfight, can rax the enemy base quickly and increase the chance to win the teamfight by a much. You need to be 100% focus to win the fight in this late game stage. Use your eyes carefully, and click precisely. As an initiator, what you need to do is, first, find a sticked enemy, and the more enemy the better so you can cast the Kinetic Field on the enemy and then cast your ultimate after that. If you succeeed in doing this, your team will easily harass the trapped enemy and your team will likely to win the teamfight. The key is teamwork. Communication and chemistry is a big factor that will decide the result of the teamfight. So try to calm in every teamfight and enjoy the owning dota.
ITEMS BUILD
1. You need to buy courier and wards for the team. If someone already done it, you don't need to.Early Game
On the early game, it is convenient to increase Thunder Strike first because this is your main skill for harassing and ganking for early game. The Thunder Strike damage is one of the greatest non-ultimate in Dota. So just use this skill on enemy's squishy hero and he can't stay calm on the lane.
If your enemy's HP is at a low level, you can right click or use the Thunder Strike again to finish him.
you can use Glimpse to chase the running enemy, or you can also use the Kincetic Field to cage the enemy.
Disruptor is a very utility hero, he have so many usefulness foe the team, just use your skill in the right time and your team will receive lots of benefits from you.
Mid Game
Mid game is the time for ganking. You need to roam around the map and find enemies in other lanes. So you can gank them and get some kills to benefit your team. Before the gank, ask your friend in the lane to help you gank the enemy. Tell your friend, which target you want to gank, so you and your partner can focus fire on him. If you already acquire your ultimate and your 3rd skill, you should combo those 2 skills. by using the Kinetic Field first and then casting your ultimate after it. The combo will make the enemy to be trapped, silenced, and receive some DPS, and then while they are trapped, you and your friends can harass them easily, you with your Thunder Strike and right click, and your frriends with their own skill. And this should be enough to kill the target. If you cant to catch the running enemy, you can use your 2nd skill Glimpse so your team can catch with the enemy.
Late Game
Late game is the time for teamfight that will decide the fate of the team because a late game teamfight is very deciding. The one who won a late game teamfight, can rax the enemy base quickly and increase the chance to win the teamfight by a much. You need to be 100% focus to win the fight in this late game stage. Use your eyes carefully, and click precisely. As an initiator, what you need to do is, first, find a sticked enemy, and the more enemy the better so you can cast the Kinetic Field on the enemy and then cast your ultimate after that. If you succeeed in doing this, your team will easily harass the trapped enemy and your team will likely to win the teamfight. The key is teamwork. Communication and chemistry is a big factor that will decide the result of the teamfight. So try to calm in every teamfight and enjoy the owning dota.
ITEMS BUILD
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 stik in an area, and your Kinetic Field + Static Storm will lock down all enemies in the AoE and make your allies that have the nice AoE skill will easy to use their skill on the center of the enemy.
(Example: Magine, Void, Luna)
By : Unknown
Dota 2 - Witchdoctor Build Guide
0
BIO
A wiry silhouette hitches forward--uneven of feature and limb, bizarre of gait, relentlessly criss-crossing the battlefield in search of that vital weak point where his talents can do most good, and most harm. Whether broken or mismade it is not clear, but still, none can doubt the power carried in his twisted physique. A long staff thumps the earth as Zharvakko the Witch Doctor advances, deploying a terrifying arsenal of fetishes, hexes and spells. It is a body of magical knowledge learned and perfected over several lifetimes in the island highlands of Arktura, now wielded with precision accuracy against his enemies. Zharvakko can be your best friend or your worst enemy--healing allies and laying waste to all who oppose him.
INTRODUCTION
Witchdoctor is a heavy-support hero which is usually played to buy wards, courier, etc. He have some nice skill like a bouncing stun, AoE heal, or a deathly ward. His aoe heal can help the team to survive in a tough teamfight. and his other skills are all for damaging the enemy. His stun is also useful to stun several target.
STATS
ABILITIES
1. Paralyzing Cask
Launches a cask of paralyzing powder that ricochets between enemy units, stunning and damaging those it hits.
The Witch Doctor recycles the bones of fallen friends and foes, using the powder as part of his arsenal of charms and alchemy.
This is your main skill to disable enemy in the ganking or in a teamfight. A bouncing stun makes enemy receive short stun with some damage. If the target is just 2 heroes, it will be a perfect skill to disable these heroes, with just bouncing between 2 heroes, these 2 heroes will receive lots of damage and stuns. The more the hero in the area, the less effective this skill become.
2.Voodoo Restoration
Witch Doctor focuses his magic to heal nearby allied units.
Zharvakko's hocus pocus is not limited only to hexxing his opponents and is quite adept at curing ailments.
This skill gives a massive healing aura for all allies nearby. While using this skills, all nearby allies will receive a +HP regeneration to recover his health.
While in a though teamfight, this will increase the survivability of all allies so your team can win the teamfight,
This skill does absorbs your mana for every second this skill is active. So you need many mana regeneration to be able to cast this skill frequently.
3. Maledict
Curses all enemy Heroes in an area, causing them to take damage every 4 seconds, adding bonus damage for every 100 HP lost since the curse began.
Certain voodoo magics can make an enemy regret engaging the Witch Doctor.
Maledict is a skill that will deal damage in a duration the target is affected with this skill. The damage is considered a rather high for a non ultimate skill, but unfortunately the AoE of this skill is too small, so it will be hard to cast this properly on a several target.
4. Death Ward
CHANNELED - Summons a deadly ward to attack enemy heroes. The Death Ward has attack range of 700, and attacks every .25 seconds. Level 3 Death Ward bounces once. Lasts 8 seconds. Upgradable by Aghanim's Scepter.
Witch Doctor performs a ritualistic dance, one that haunts the dreams of those who live to recount it.
Summon a ward that release many pulses that deals damage to a random target nearby. the damage is considered high, so the enemy receives the damage will feel some pain and can be dead quickly.
You should channel this skill and cannot move or use the other skill so this skill will keep damaging the enemy. And you also can't receive any disable from the enemy, beware of stun, hex, etc.
SKILLBUILD
Level 1: Paralyzing Cask
Level 2: Maledict
Level 3: Maledict
Level 4: Paralyzing Cask
Level 5: Maledict
Level 6: Death Ward
Level 7: Maledict
Level 8: Paralyzing Cask
Level 9 : Paralyzing Cask
Level 10: Voodoo Restoration
Level 11: Death Ward
Level 12: Voodoo Restoration
Level 13: Voodoo Restoration
Level 14: Voodoo Restoration
Level 15: Stats
Level 16: Death Ward
Level 17-25: Stats
Why take Paralyzing Cask for level 1? You need Paralyzing Cask to escape if enemy wants to get firstblood by killing you, so you can stun them and run for your life. And also if your team are the one who wants to get the firstblood, this skill will disable enemy to helps your team harass the target.
Why maxed Maledict first? This is your main nuke, you will need this for ganking and killing on early mid game.
Why maxed Paralyzing Cask before Voodoo Restoration? Paralyzing Cask is more important that the Voodoo restoration because the stun is needed for the gank and also in a teamfight, to disable and give some damage. And the Voodoo Restoration will be useful for late game teamfight where team needs the survivability in a though teamfight so you will provide the team with a +HP regeneration and make them be able to survive in every teamfight.
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.
4. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
Why Black King Bar? It will makes you can channel your ultimate without getting interrupted. It also gives you survivability in a teamfight because you will get magic immunity during teamfight.
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.
6. Aghanim Scepter
Why Aghanim's Scepter? Increase damages from your ultimate. Nice item to win a teamfight. And this item also gives you more survivability because of its + HP.
If you need a better initiation you can buy
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
A wiry silhouette hitches forward--uneven of feature and limb, bizarre of gait, relentlessly criss-crossing the battlefield in search of that vital weak point where his talents can do most good, and most harm. Whether broken or mismade it is not clear, but still, none can doubt the power carried in his twisted physique. A long staff thumps the earth as Zharvakko the Witch Doctor advances, deploying a terrifying arsenal of fetishes, hexes and spells. It is a body of magical knowledge learned and perfected over several lifetimes in the island highlands of Arktura, now wielded with precision accuracy against his enemies. Zharvakko can be your best friend or your worst enemy--healing allies and laying waste to all who oppose him.
INTRODUCTION
Witchdoctor is a heavy-support hero which is usually played to buy wards, courier, etc. He have some nice skill like a bouncing stun, AoE heal, or a deathly ward. His aoe heal can help the team to survive in a tough teamfight. and his other skills are all for damaging the enemy. His stun is also useful to stun several target.
PROS | CONS |
Have a nice aoe heal | Squishy |
Have a deathly ward | Doesn't have a natural escape mechanism |
A nice bouncing stun | Slow |
Maledict is a painful skill for the enemy | Ugly |
Easy last hit animation | |
Relatively high attack damage for an INT hero |
Ranged - Support - Disabler
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 454 | 933 | 1,655 | SIGHT RANGE | 1800 / 800 |
MANA | 321 | 840 | 1,477 | ATTACK RANGE | 600 |
DAMAGE | 51-56 | 92-102 | 141-151 | MISSILE SPEED | 1200 |
ARMOR | 1 | 4 | 8 |
ABILITIES
1. Paralyzing Cask
Launches a cask of paralyzing powder that ricochets between enemy units, stunning and damaging those it hits.
MANA COST: 110/120/130/140 | COOLDOWN: 20/18/16/14 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
DAMAGE: MAGICAL | DAMAGE: 75 / 100 / 125 / 150 |
HERO STUN DURATION: 1 / 1 / 1 / 1 | CREEP STUN DURATION: 5 / 5 / 5 / 5 |
HERO DAMAGE: 50 / 50 / 50 / 50 | BOUNCES: 2 / 4 / 6 / 8 |
This is your main skill to disable enemy in the ganking or in a teamfight. A bouncing stun makes enemy receive short stun with some damage. If the target is just 2 heroes, it will be a perfect skill to disable these heroes, with just bouncing between 2 heroes, these 2 heroes will receive lots of damage and stuns. The more the hero in the area, the less effective this skill become.
2.Voodoo Restoration
Witch Doctor focuses his magic to heal nearby allied units.
MANA COST: 25/50/75/100 | COOLDOWN: 0 |
ABILITY: NO TARGET, TOGGLE | MANA PER SEC: 8 / 14 / 20 / 26 |
RADIUS: 350 / 350 / 350 / 350 | HEAL: 16 / 24 / 32 / 40 |
This skill gives a massive healing aura for all allies nearby. While using this skills, all nearby allies will receive a +HP regeneration to recover his health.
While in a though teamfight, this will increase the survivability of all allies so your team can win the teamfight,
This skill does absorbs your mana for every second this skill is active. So you need many mana regeneration to be able to cast this skill frequently.
3. Maledict
Curses all enemy Heroes in an area, causing them to take damage every 4 seconds, adding bonus damage for every 100 HP lost since the curse began.
MANA COST: 120/120/120/120 | COOLDOWN: 35 |
ABILITY: POINT TARGET | DAMAGE: MAGICAL |
DAMAGE: 5 / 10 / 15 / 20 | BONUS DAMAGE: 16 / 24 / 32 / 40 |
RADIUS: 150 | DURATION: 12 |
Maledict is a skill that will deal damage in a duration the target is affected with this skill. The damage is considered a rather high for a non ultimate skill, but unfortunately the AoE of this skill is too small, so it will be hard to cast this properly on a several target.
4. Death Ward
CHANNELED - Summons a deadly ward to attack enemy heroes. The Death Ward has attack range of 700, and attacks every .25 seconds. Level 3 Death Ward bounces once. Lasts 8 seconds. Upgradable by Aghanim's Scepter.
MANA COST: 200/200/200 | COOLDOWN: 80 |
ABILITY: CHANNELED, POINT TARGET | DAMAGE: PHYSICAL |
DAMAGE: 60 / 90 / 120 | SCEPTER DAMAGE: 90 / 120 / 150 |
Summon a ward that release many pulses that deals damage to a random target nearby. the damage is considered high, so the enemy receives the damage will feel some pain and can be dead quickly.
You should channel this skill and cannot move or use the other skill so this skill will keep damaging the enemy. And you also can't receive any disable from the enemy, beware of stun, hex, etc.
SKILLBUILD
Level 1: Paralyzing Cask
Level 2: Maledict
Level 3: Maledict
Level 4: Paralyzing Cask
Level 5: Maledict
Level 6: Death Ward
Level 7: Maledict
Level 8: Paralyzing Cask
Level 9 : Paralyzing Cask
Level 10: Voodoo Restoration
Level 11: Death Ward
Level 12: Voodoo Restoration
Level 13: Voodoo Restoration
Level 14: Voodoo Restoration
Level 15: Stats
Level 16: Death Ward
Level 17-25: Stats
Why take Paralyzing Cask for level 1? You need Paralyzing Cask to escape if enemy wants to get firstblood by killing you, so you can stun them and run for your life. And also if your team are the one who wants to get the firstblood, this skill will disable enemy to helps your team harass the target.
Why maxed Maledict first? This is your main nuke, you will need this for ganking and killing on early mid game.
Why maxed Paralyzing Cask before Voodoo Restoration? Paralyzing Cask is more important that the Voodoo restoration because the stun is needed for the gank and also in a teamfight, to disable and give some damage. And the Voodoo Restoration will be useful for late game teamfight where team needs the survivability in a though teamfight so you will provide the team with a +HP regeneration and make them be able to survive in every teamfight.
STRATEGY
Early Game
Usually Witch Doctor is playing a support role for the team. By buying the courier you will support your team with the courier to helps all members transport their items. And by buying some wards you will helps the team to avoid being ganked by the enemy. Wards is also useful to control the rune, to check if there any rune and what rune is appearing on the rune spot.
Witch doctor is usually playing as a lane-support. This job requires you to deny the creeps and makes enemy don't get their last hits. Don't worry about the last hits, because your carry will take care of it.
If enemy comes near and wants to get some kills, you need to cast Paralyzing cask immeidately and run for your life. And you can harass the enemy once in a while using the right click and also using the Maledict. If you harass the enemy correctly, they will have a hard time in the lane so your team will lead in farming.
Mid Game
Mid game is the time for ganking. You need to roam around the map and find enemies in other lanes. So you can gank them and get some kills to benefit your team. Before the gank, ask your friend in the lane to help you gank the enemy. And the you come and use the Paralyzing cast to disable the target, and the you can use the Maledict and the the last, is you should use your ultimate and deal malicious damage to your enemy.
And then after you finished casting your ultimate, if you already increased a Voodoo Restoration, you can use it to recover your team's health.
Late Game
On the late game teamfight, you must do your part that is:
1. Casting a Voodooo restoration before the teamfight, this skill will keeps your team survive during the though teamfight.
2. Cast the Paralyzing Cask and let the stun bounce around the enemy
3. Cast the Maledict to possible target nearby
4. Channel the ward, and let your team fight will you holding your ward of death, and let your ward seeks enemy heroes and deal a massive damage in the teamfight.
That's it, you should follow the step carefully and click carefully during the teamfight. Keep calm and win the teamfight.
ITEMS BUILD
Early Game
Usually Witch Doctor is playing a support role for the team. By buying the courier you will support your team with the courier to helps all members transport their items. And by buying some wards you will helps the team to avoid being ganked by the enemy. Wards is also useful to control the rune, to check if there any rune and what rune is appearing on the rune spot.
Witch doctor is usually playing as a lane-support. This job requires you to deny the creeps and makes enemy don't get their last hits. Don't worry about the last hits, because your carry will take care of it.
If enemy comes near and wants to get some kills, you need to cast Paralyzing cask immeidately and run for your life. And you can harass the enemy once in a while using the right click and also using the Maledict. If you harass the enemy correctly, they will have a hard time in the lane so your team will lead in farming.
Mid Game
Mid game is the time for ganking. You need to roam around the map and find enemies in other lanes. So you can gank them and get some kills to benefit your team. Before the gank, ask your friend in the lane to help you gank the enemy. And the you come and use the Paralyzing cast to disable the target, and the you can use the Maledict and the the last, is you should use your ultimate and deal malicious damage to your enemy.
And then after you finished casting your ultimate, if you already increased a Voodoo Restoration, you can use it to recover your team's health.
Late Game
On the late game teamfight, you must do your part that is:
1. Casting a Voodooo restoration before the teamfight, this skill will keeps your team survive during the though teamfight.
2. Cast the Paralyzing Cask and let the stun bounce around the enemy
3. Cast the Maledict to possible target nearby
4. Channel the ward, and let your team fight will you holding your ward of death, and let your ward seeks enemy heroes and deal a massive damage in the teamfight.
That's it, you should follow the step carefully and click carefully during the teamfight. Keep calm and win the teamfight.
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 |
4. Black King Bar
Total cost:: 3900
Recipe: Ogre Axe, Mithril Hammer, Recipe
Active: Avatar - Grants magic immunity. Duration and cooldown decrease with each use. Some Ultimate abilities are able to disable through Black King Bar. + 10 Strength + 24 Damage DURATION: 10/9/8/7/6/5 Cooldown: 80 |
5. 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 |
6. Aghanim Scepter
Passive: Ultimate Upgrade - Upgrades the ultimates of certain heroes. + 10 All Attributes + 200 Health + 150 Mana |
If you need a better initiation you can buy
7. Blink Dagger
Cost: 2150
Cost: 2150
Active: Blink - Teleport to a target point up to 1200 units away. If damage is taken from an enemy hero, Blink Dagger cannot be used for 3 seconds. Manacost: 75 Cooldown: 14 |
Blink Dagger is a perfect item for initiating purpose.
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.
2. Disabler
(Example: (Lion, Tiny, Rhasta)
Beware of them, they can cancel your channeling ultimate, you need BkB to counter their disanle.
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.
2. Disabler
(Example: (Lion, Tiny, Rhasta)
Beware of them, they can cancel your channeling ultimate, you need BkB to counter their disanle.
By : Unknown