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Dota 2 - Earth Spirit Build Guide
0
STATS
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.
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.
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.
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.
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.
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
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
Early Items
Core Items
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.
ROLEWhat 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.
PROS | CONS |
Versatile | Slow attack speed |
High damage ultimate | Must 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 |
Melee - Carry - Nuker
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 549 | 1,320 | 2,251 | SIGHT RANGE | 1800 / 800 |
MANA | 234 | 671 | 1,243 | ATTACK RANGE | 128 |
DAMAGE | 46-56 | 87-97 | 136-146 | MISSILE SPEED | N/A |
ARMOR | 3 | 6 | 11 |
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: 100 | COOLDOWN: 22/18/14/10 |
ABILITY: UNIT TARGET, POINT TARGET | AFFECTS: HEROES |
DAMAGE: MAGICAL | RADIUS: 225 |
DAMAGE: 125 | KNOCKBACK SPEED: 1200 |
SILENCE DURATION: 3.5 / 4 / 4.5 / 5 | DISTANCE(UNIT): 500 / 600 / 700 / 800 |
DISTANCE(STONE): 2000 | STUN DURATION: 0.75 / 1.25 / 1.75 / 2.25 |
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: 50 | COOLDOWN: 16/12/8/4 |
ABILITY: POINT TARGET | DAMAGE: MAGICAL |
RADIUS: 150 | SPEED: 800 |
SPEED(STONE): 1600 | DAMAGE: 90 |
DAMAGE(STONE): 135 | DISTANCE: 800 |
DISTANCE(STONE): 1600 | SLOW DURATION: 2 |
SLOW: 80% |
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: 75 | COOLDOWN: 13 |
ABILITY: UNIT TARGET, POINT TARGET | AFFECTS: ALLIED UNITS |
DAMAGE: MAGICAL | RADIUS: 180 |
STONE DAMAGE: 100 / 150 / 200 / 250 | PULL SPEED: 1000 |
SILENCE DURATION: 2 / 3 / 4 / 5 |
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: 0 | ABILITY: POINT TARGET |
MAX CHARGES: 6 | CHARGE RESTORE TIME: 25 |
DURATION: 120 |
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: 100 | COOLDOWN: 80 |
ABILITY: NO TARGET | DAMAGE: MAGICAL |
RADIUS: 300 | ROCK SEARCH RADIUS: 300 |
ROCK EXPLOSION RADIUS: 600 | DEBUFF DURATION: 6 |
DAMAGE PER SECOND: 50 / 75 / 100 |
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..
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. |
By : Unknown
Dota 2 - Skywrath Mage Build Guide
0
STATS
ABILITIES
1. Arcane Bolt
Skywrath launches a slow-moving bolt of arcane magic, dealing damage to an enemy unit based on Skywrath's intelligence.
This is your most fierceful skill on the early game. You need to always spam this skill since the earliest stage of the game and keep your opponent on low health. That way you will have more laning opportunity because as your opponent is in low health, they should not come near you and they cannot farm well so you can last hits and denies easily.
2. Concussive Shot
Skywrath sets off a long range shot that hits the closest hero within a long range. Upon impact, it deals damage and slows in an area of effect.
An auto-searching for target ability. So you click this ability, and then comes a bolt from you that finds the nearby enemy. The range is so high: 1600, So if you see any enemy on your screen, you can immediately slow down him and also damaging him with this skill. Needed to initiate a fire to the opponent, After you cast this sability, your enemy is slowed down and you can use your other 3 abilities. Also your friends can easily harass the opponent. The slow down effect can also be use on a run.
3. Ancient Seal
Skywrath seals the targeted unit with an ancient rune, silencing it and causing it to take additional damage from spells.
Silence down a target. And also gives the target a magical damage amplifier. One of your two initiating skill beside the Conssive Shot. Use the two skill combined and get the max result.
4. Mystic Flare
Skywrath uses his ultimate magical ability to conjure a precise and violent mystical field that lays waste to his adversaries. Deals massive damage distributed evenly among any Heroes in the area over 2 seconds.
Your most damaging ability. A bit hard to use because the radius is so small. So you may need a helping ability from your friend. You need a lock down ability that makes enemy can't move so he will receive a full damage from this skill.
SKILLBUILD
Level 1: Arcane Bolt
Level 2: Concussive Shot
Level 3: Arcane Bolt
Level 4: Ancient Seal
Level 5: Arcane Bolt
Level 6: Mystic Flare
Level 7: Arcane Bolt
Level 8: Concussive Shot
Level 9 : Concussive Shot
Level 10: Concussive Shot
Level 11: Mystic Flare
Level 12: Ancient Seal
Level 13: Ancient Seal
Level 14: Ancient Seal
Level 15: Stats
Level 16: Mystic Flare
Level 17-25: Stats
Why maxed Arcane Bolt first? This is your main nuke, you will need this for ganking and killing on early mid game.
Why maxed Concussive Shot before Ancient Seal? The rule of DotA: Nukes for early game, physical damage for late game. Concussive Shot is a nuke so it will be more effective on late game since enemies HP are still relatively low.
BIO
A highly placed mage in the court of the Ghastly Eyrie, Dragonus lives a troubled existence. Sworn by birth to protect whoever sits within the Nest of Thorns, he hates the current Skywrath queen with all his soul. As a youth, high-born, he was a friend and companion to the eldest Skywrath princess, Shendelzare, first in line for the Nest. He had loved her warmly and unshakably, but as his studies took hold, his mind turned to arcane learning and the mastery of Skywrath sorcery.
Obsessed with matters aetherial, he missed the mundane signs of courtly treachery that hinted at a plot against Shendelzare, and lost his chance to foil it. When the court was shaken by a swift and violent coup, he emerged from his studies to discover his oldest and dearest friend had been lost to him. The Nest of Thorns now belonged to Shendelzare's ruthless younger sister, and Dragonus could do nothing. The magic of the Skywrath Mage serves only the sworn protector of the Skywrath scion, so to act against the Nest would render him helpless. He clings to his post, believing it to be the best hope of one day restoring his true love to her rightful place. Meanwhile, his secret is known only to the goddess Scree'auk, whose magic it was transformed Shendelzare from a crippled physical creature into an embodiment of pure vengeful energy.
While he dreams of restoring his beloved queen to the Ghastly Eyrie, he dreams even more desperately of restoring Shendelzare herself to a fully healed physical form. The duplicity of his role at court tortures him, for he is a noble and good-hearted creature; but the worst torture of all is imagining the hatred that Vengeful Spirit must hold in her heart for him.
INTRODUCTION
Skywrath mage is one of the best nuker in Dota. He have spammable skills that will knock down enemy in seconds. since the earliest of the game, he already have a skill to harass his enemy and can drain enemy's HP easily. He also have a Powerful high damage ultimate on his pocket. Not just that he is also have a silencing and slowing skill to destrouy his opponent. So if you want to play a hero that can dominate enemy from the beginning, you can choose Skywrath Mage.
Obsessed with matters aetherial, he missed the mundane signs of courtly treachery that hinted at a plot against Shendelzare, and lost his chance to foil it. When the court was shaken by a swift and violent coup, he emerged from his studies to discover his oldest and dearest friend had been lost to him. The Nest of Thorns now belonged to Shendelzare's ruthless younger sister, and Dragonus could do nothing. The magic of the Skywrath Mage serves only the sworn protector of the Skywrath scion, so to act against the Nest would render him helpless. He clings to his post, believing it to be the best hope of one day restoring his true love to her rightful place. Meanwhile, his secret is known only to the goddess Scree'auk, whose magic it was transformed Shendelzare from a crippled physical creature into an embodiment of pure vengeful energy.
While he dreams of restoring his beloved queen to the Ghastly Eyrie, he dreams even more desperately of restoring Shendelzare herself to a fully healed physical form. The duplicity of his role at court tortures him, for he is a noble and good-hearted creature; but the worst torture of all is imagining the hatred that Vengeful Spirit must hold in her heart for him.
INTRODUCTION
Skywrath mage is one of the best nuker in Dota. He have spammable skills that will knock down enemy in seconds. since the earliest of the game, he already have a skill to harass his enemy and can drain enemy's HP easily. He also have a Powerful high damage ultimate on his pocket. Not just that he is also have a silencing and slowing skill to destrouy his opponent. So if you want to play a hero that can dominate enemy from the beginning, you can choose Skywrath Mage.
PROS | CONS |
Have a deathly, spammable skill | Squishy |
Have an ultra high damage ultimate | His ultimate aoe is small, difficult to deal it's maximum damage |
Have a long ranged slower | His silence is only a single targetted skill |
Have a silence skill | |
Have high mana gain |
ROLE
Ranged - Nuker - Support
LEVEL | 1 | 15 | 25 | ||
---|---|---|---|---|---|
HIT POINTS | 511 | 910 | 1,575 | SIGHT RANGE | 1800 / 800 |
MANA | 351 | 933 | 1,609 | ATTACK RANGE | 600 |
DAMAGE | 39-49 | 84-94 | 136-146 | MISSILE SPEED | 1000 |
ARMOR | 1 | 2 | 6 |
ABILITIES
1. Arcane Bolt
Skywrath launches a slow-moving bolt of arcane magic, dealing damage to an enemy unit based on Skywrath's intelligence.
MANA COST: 70/70/70/70 | COOLDOWN: 5/4/3/2 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
DAMAGE: MAGICAL | BASE DAMAGE: 60 / 80 / 100 / 120 |
INT DAMAGE MULTIPLIER: 1.6 |
2. Concussive Shot
Skywrath sets off a long range shot that hits the closest hero within a long range. Upon impact, it deals damage and slows in an area of effect.
MANA COST: 110/110/110/110 | COOLDOWN: 20/18/16/14 |
ABILITY: NO TARGET | DAMAGE: MAGICAL |
SHOT RANGE: 1600 | DAMAGE RADIUS: 200 |
DAMAGE: 50 / 100 / 150 / 200 | SLOW DURATION: 4 |
SLOW: 40% |
3. Ancient Seal
Skywrath seals the targeted unit with an ancient rune, silencing it and causing it to take additional damage from spells.
MANA COST: 80/90/100/110 | COOLDOWN: 11 |
ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
MAGIC RESISTANCE REDUCTION: 18% / 24% / 30% / 36% | DURATION: 3 / 4 / 5 / 6 |
4. Mystic Flare
Skywrath uses his ultimate magical ability to conjure a precise and violent mystical field that lays waste to his adversaries. Deals massive damage distributed evenly among any Heroes in the area over 2 seconds.
MANA COST: 350/575/800 | COOLDOWN: 60/40/20 |
ABILITY: POINT TARGET | DAMAGE: MAGICAL |
RADIUS: 170 | DURATION: 2 |
DAMAGE: 600 / 900 / 1200 |
SKILLBUILD
Level 1: Arcane Bolt
Level 2: Concussive Shot
Level 3: Arcane Bolt
Level 4: Ancient Seal
Level 5: Arcane Bolt
Level 6: Mystic Flare
Level 7: Arcane Bolt
Level 8: Concussive Shot
Level 9 : Concussive Shot
Level 10: Concussive Shot
Level 11: Mystic Flare
Level 12: Ancient Seal
Level 13: Ancient Seal
Level 14: Ancient Seal
Level 15: Stats
Level 16: Mystic Flare
Level 17-25: Stats
Why maxed Arcane Bolt first? This is your main nuke, you will need this for ganking and killing on early mid game.
Why maxed Concussive Shot before Ancient Seal? The rule of DotA: Nukes for early game, physical damage for late game. Concussive Shot is a nuke so it will be more effective on late game since enemies HP are still relatively low.
STRATEGY
Early Game
You should start harassing enemy on your lane with the Arcane Bolt. It gives massive damage to your enemy. Don't let them can farm easily, make their laning phase as hard as possible. You may also denying the creeps to delay enemy's gold and exp. Don't dorget to also buy some wards to ward the fog of war so you can prepare yourself if enemy is trying to gank you. As a supportive hero you may not greedy in getting lst hits. let the carry get the farm, he need gold more than a support like you.
Mid Game
Mid game is the ganking time! Everybody will roam around the map and find somebody to kill. It's your time to roam too. Don't forget to buy the Smoke of Deceit to hid from enemy's Observer Ward.
You have some ganking skill here. So if you want to initiate in a gank, what you need to do is:
1. Comunicate with your teammates about who should be ganked, you should focus fire on 1 hero in a gank, because if you don't communicate well you may attack the A person and your teammates attack the B person, and that is a bad gank and can lead to failure on getting the kill.
2. Prepare the items needed in the gank:
a. Use Smoke of Deceit
b. Prepare Dust, Sentry Wards, or Gem if you will gank an invisible hero like Rikimaru, Clinkz, or Nyx Assassin
3. Use the Concussive Shot
4. Use Ancient Seal
5. Use your ultimate
6. Spam your 1st ability.
7. If there is a running away enemy, you should chase him, your Cuncussive Shot may hels here
On mid game, what you need to do is ganking 24/7. Always see if there is any possible hero to gank and straight gank him.
Late Game
Late game teamfight is the most intense teamfight from all teamfight. It will be so much action here.
Stay calm and don't afraid of opponent. Your magic damage is not painful here. But you still can use your silence and also your slower. Keep targetting their carry .
Also always use all items you have. Like Sheepstick, Orchid, or something you have.
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
As a prime support in the team you should buy some supportive items like Courier and Wards.
1. Animal Courier
Cost: 150
Why Animal Courier? It is a must item for a team in DotA. If any teams not buy this item, that means they are noobs.
2. Observer Wards
Cost: 150
Why Observer Wards? You are a support, it is your job to buy this. This is a must item to observing some area.
3. 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.
4. 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.
5. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
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.
7. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Why Schyte of Vyse? Very good item to initiate a teamfight. or to defend against somebody.
Early Game
You should start harassing enemy on your lane with the Arcane Bolt. It gives massive damage to your enemy. Don't let them can farm easily, make their laning phase as hard as possible. You may also denying the creeps to delay enemy's gold and exp. Don't dorget to also buy some wards to ward the fog of war so you can prepare yourself if enemy is trying to gank you. As a supportive hero you may not greedy in getting lst hits. let the carry get the farm, he need gold more than a support like you.
Mid Game
Mid game is the ganking time! Everybody will roam around the map and find somebody to kill. It's your time to roam too. Don't forget to buy the Smoke of Deceit to hid from enemy's Observer Ward.
You have some ganking skill here. So if you want to initiate in a gank, what you need to do is:
1. Comunicate with your teammates about who should be ganked, you should focus fire on 1 hero in a gank, because if you don't communicate well you may attack the A person and your teammates attack the B person, and that is a bad gank and can lead to failure on getting the kill.
2. Prepare the items needed in the gank:
a. Use Smoke of Deceit
b. Prepare Dust, Sentry Wards, or Gem if you will gank an invisible hero like Rikimaru, Clinkz, or Nyx Assassin
3. Use the Concussive Shot
4. Use Ancient Seal
5. Use your ultimate
6. Spam your 1st ability.
7. If there is a running away enemy, you should chase him, your Cuncussive Shot may hels here
On mid game, what you need to do is ganking 24/7. Always see if there is any possible hero to gank and straight gank him.
Late Game
Late game teamfight is the most intense teamfight from all teamfight. It will be so much action here.
Stay calm and don't afraid of opponent. Your magic damage is not painful here. But you still can use your silence and also your slower. Keep targetting their carry .
Also always use all items you have. Like Sheepstick, Orchid, or something you have.
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
As a prime support in the team you should buy some supportive items like Courier and Wards.
1. Animal Courier
Cost: 150
Creature that carries items to and from your base. |
2. Observer Wards
Cost: 150
Use: Places an Observer Ward to give sight of the surrounding area. Lasts 6 minutes. |
3. 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 |
4. 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. 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 |
6. 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 |
7. 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 |
By : Unknown