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  • Dota 2 - Earth Spirit Build Guide

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

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

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

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

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

    2. Rolling Boulder

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

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

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

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

    SKILLBUILD

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

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

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

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

    STRATEGY

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

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

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

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

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

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

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

    ITEM BUILD

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    You have some ganking skill here. So if you want to initiate in a gank, what you need to do is:
    1. Comunicate with your teammates about who should be ganked, you should focus fire on 1 hero in a gank, because if you don't communicate well then you may attack the A person and your teammates attack the B person, and that is a bad gank and can lead to failure on getting the kill.
    2. Prepare the item needed in the gank:
    a. Use Smoke of Deceit
    b. Prepare Dust, Sentry Wards, or Gem if you will gank an invisible hero like Rikimaru, Clinkz, or Nyx Assassin
    3. Prepare the gank by assemble in one place with your team because you and your partner will roll together in the Snowball. Keep in mind that you can't always roll together with your ranged carry, it will be too dangerous for her/him.
    4. Cast your ultimate: the Walrus Punch so after you arrive on your target you can immedately punch enemy in the face
    5. You can cast the Ice Shards to block the enemy's way and  prevent him to run away.
    6. Roll toward your target. if your target is too far, the ball will stop before it hit the target, so make sure the range between you and your enemy isn't too far away.
    7. The time the Snowball hits your target, he will be stunned, and that's the time to kill him, so now you can straight to punch your enemy in the face. And also your partner should harass the target too!

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

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

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

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

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

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

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

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

    3. Drum of Endurance
    Total Cost: 1725
    Recipe: Bracer + Robe of Magi + Recipe
    Drum of Endurance, Dota 2 - Chaos Knight Build Guide
    Active: Endurance - Gives bonus +10 attack and +10% movement speed to surrounding allies.
    Passive: Swiftness Aura - Gives bonus attack and movement speed to surrounding allies.
    Multiple instances of Swiftness Aura do not stack. + 9 All Attributes
    + 3 Damage    AURA ATTACK SPEED: 5    AURA MOVE SPEED: 5%
    Cooldown: 30
    Why Drums? It gives Movement Speed and Attack Speed aura for the whole team . The attack speed aura is for teamfight and the movement speed aura is for chasing and for escaping. Also increase all your attributes so you get stronger and tankier.

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

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

    0
    BIO
    Perched atop the entrance to the Narrow Maze sit the looming shapes of sneering gargoyles, the paths into the hereafter forever in their gaze. Beasts and birds, men and monsters, all creatures that die and choose to travel beyond must someday pass beneath their sight. For an untethered spirit, the decision to journey through the veil of death is irrevocable. When chance comes, and by craft or cunning some restless soul escapes their hells and heavens, it is the dreaded gargoyle Visage, the bound form of the eternal spirit Necro'lic, who is dispatched to reclaim them. Ruthless and efficient, unhindered by the principles of death and fatigue, Visage stalks its prey without mercy or end, willingly destroying all which may give shelter to the fugitive essence. That which flaunts the laws of the afterlife may never rest, for while it is true that the dead may be revived, it is only a matter of time before Visage finds and returns them to their proper place.

    INTRODUCTION
    Visage is a special hero, he can summon 2 familiars which will help stunning enemies in a teamfight so you need a microing in this scenario. Use Ctrl + 1 to select your first familiar and Ctrl + 2 to select your second familiar, and you finished making a first step in controlling your micro unit. And then press 1 to select a familiar and 2 to select the other one.
    PROSCONS
    The ultra high damage nukeNeed a little bit microing ability
    Tanky
    Very high damage on familiars
    ROLE
    Ranged - Nuker - Durable - Disabler

    STATS
    LEVEL11525
    HIT POINTS5681,2062,042SIGHT RANGE1800 / 800
    MANA3127671,352ATTACK RANGE600
    DAMAGE48-5883-93128-138MISSILE SPEED800
    ARMOR138

    ABILITIES
    1. Grave Chill
    Grave Chill
    Visage drains the movement and attack speed of the targeted unit, gaining it for itself.
    MANA COST: 70/80/90/100COOLDOWN: 10
    ABILITY: UNIT TARGETAFFECTS: ENEMY UNITS
    DURATION: 3 / 4 / 5 / 6MOVE SPEED DRAIN: 32% / 32% / 32% / 32%
    ATTACK SPEED DRAIN: 64%
    The warmth of the sun is never felt in the dark cold of the Narrow Maze.
    Absorbs a single enemy attack speed and movement speed.

    2. Soul Assumption
    Soul Assumption
    Visage damages the targeted unit based on the number of soul charges. Visage gains a soul charge when damage taken by all heroes around him reaches the damage threshold.
    MANA COST: 170/160/150/140COOLDOWN: 4
    ABILITY: UNIT TARGETAFFECTS: ENEMY UNITS
    DAMAGE: MAGICALBASE DAMAGE: 20
    SOUL DAMAGE: 65DAMAGE THRESHOLD: 110
    MAX SOULS: 3 / 4 / 5 / 6SOUL DURATION: 6
    ASSUMPTION RADIUS: 1375
    The collected souls of the dead reach out to bring another into their fold.
    This nuke is so scary on early game. One of the best nuke in the game.

    3. Gravekeeper's Cloak
    Visage generates a layered barrier that protects him from physical and magical attacks. If he receives damage from a player, one layer is removed, and takes time to recover.
    ABILITY: PASSIVEARMOR PER LAYER: 1 / 2 / 4 / 5
    RESIST PER LAYER: 3% / 6% / 12% / 16%MAX LAYERS: 4
    RECOVERY TIME: 12 / 10 / 8 / 6
    Visage's tough scales share equal properties of ghost and stone, making it nearly impervious to blade and magical assault.
    This skill makes you become a tanker.

    4. Summon Familiars
    Conjures up two blind Familiars to fight for Visage. Familiars have high attack power, but each attack drains a charge of damage that recharges slowly over time. Familiars possess the Stone Form ability, that allows them to turn into stone, stunning enemies upon landing. While in Stone Form, Familiars are invulnerable, and rapidly regenerate their health and damage. Familiars grant high bounty when killed. Upgradable by Aghanim's Scepter.
    MANA COST: 150/150/150COOLDOWN: 180/160/140
    ABILITY: NO TARGETFAMILIAR HP: 300 / 450 / 600
    FAMILIAR ARMOR: 0 / 1 / 2FAMILIAR SPEED: 380 / 390 / 400
    FAMILIAR MAX DAMAGE: 56 / 98 / 154
    Guardians of the Narrow Maze, Necro'lic's Familiars stand watch over his domain.
    This is your main skill on the game. Summon 2 strong familiars with a stunning ability.

    SKILLBUILD

    Level 1: Soul Assumption
    Level 2: Grave Chill
    Level 3: Soul Assumption
    Level 4: Grave Chill
    Level 5: Soul Assumption
    Level 6: Summon Familiars
    Level 7: Soul Assumption
    Level 8: Grave Chill
    Level 9 : Grave Chill
    Level 10: Gravekeeper's Cloak
    Level 11: Summon Familiars
    Level 12: Gravekeeper's Cloak
    Level 13: Gravekeeper's Cloak
    Level 14: Gravekeeper's Cloak
    Level 15: Stats
    Level 16: Summon Familiars
    Level 17-25: Stats

    Why maxed Soul Assumption first?  This is your main nuke, you will need this for ganking on early mid game.

    STRATEGY
    Early Game
    Visage is a nuker hero. He has a great nuke that can easily get kills on early game. Soul Assumption should be maxed before realeased, so you can get the maximum damage. Beware of a high damaged enemy, stay careful while farming. There will always be a high-damage enemy around you, so your team will need the vision that means your team will need a pair of  Observer Ward.

    Mid Game
    On mid game, visage is quite a strong hero. He have a strong nuke, a strong slower, and a pair of familiar to help you stun the enemy. If you want to start ganking, ask your friend to help because you can't solo kill a targe. You need friends to deal more damages. And the most important is: how you should stun your target and make sure he can't escape. To make a group of familiars, press ctrl + 1, and if you want to use that group, you just simply press the 1 button on your keyboard.


    Late Game
    On the late game your familiars should have it's damage maxed, it will make them more fierceful and help your team a lot. Don't forget to stun your target and use your slower ability, and finish them with the Soul Assumption plus your right click.

    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, Dota 2 - Venomancer Build GuideObserver Wards, Dota 2 - Venomancer Build Guide
    Courier: Transfer items from shop to heroes
    Wards: Scouting some important area to protect teams against some ganks.
    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
    Arcane Boots, Dota 2 - Venomancer Build Guide
    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
    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
    Drum of Endurance, Dota 2 - Venomancer Build Guide
    Active: Endurance - Gives bonus +10 attack and +10% movement speed to surrounding allies.
    Passive: Swiftness Aura - Gives bonus attack and movement speed to surrounding allies.
    Multiple instances of Swiftness Aura do not stack. + 9 All Attributes
    + 3 Damage    AURA ATTACK SPEED: 5    AURA MOVE SPEED: 5%
    Cooldown: 30
    Why Drums? It 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
    Force Staff, Dota 2 - Windrunner Build Guide
    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
    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
    Schyte of Vyse, Dota 2 - Venomancer Build Guide
    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
    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
    Shiva's Guard, Dota 2 - Shadow Shaman Build Guide
    Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds.
    Passive: Freezing Aura - Reduces attack speed on enemies.
    Multiple instances of Freezing Aura do not stack.
    + 30 Intelligence   + 15 Armor
    AURA SLOW: 25%
    Manacost: 100   Cooldown:   30
    Why Shiva's? 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.

    6. Aghanim Scepter,
    Aghanim, Sandking, dota 2
    Passive: Ultimate Upgrade - Upgrades the ultimates of certain heroes.
    + 10 All Attributes   + 200 Health   + 150 Mana
    Why Aghanim's Scepter? Add 1 more familiar to helps you stun and damaging the enemy

    ALTERNATIVE ITEMS (FOR A SUPPORT)
    1. Mekansm
    Total cost: 2306
    Recipe: Headress + Buckler + Recipe
    Mekansm, Dota 2 - Shadow Shaman Build Guide
    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
    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
    Pipe of Insight, Dota 2 - Ogre Magi Build Guide
    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
    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
    Eul's Scepter of Divinity, Dota 2 - Shadow Shaman Build Guide
    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
    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.
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