Tampilkan postingan dengan label ward. Tampilkan semua postingan
Dota 2 - Pugna Build Guide
0
BIO
In the realm of Pugna's birth, near the vents of the Nether Reaches, there stood a lamasery devoted to the Arts of Oblivion, which drew its power from the nether energies. The Grandmaster of the temple compound had himself passed into Oblivion several years prior, leaving his academy without a leader. From the moment of their master's death, the regents of the temple began rites of divination to identify their master's reincarnation, and eventually all signs converged on the immediate neighborhood. Several villages squatted in the shadow of the temple, their alleys and plazas full of the laughter of squalling children. Pugna, a mere thirteen months of age, was but one candidate among the local brats, and on the appointed day he was presented at the temple alongside two other promising tots. The lamas offered a jumble of worn relics to the children, treasured possessions of their former grandmaster. One boy reached for a porphyry wand that had belonged to the lama...and put it in his nostril. An impish girl pulled out an amulet that had also been the lama's, and immediately swallowed it. Pugna regarded the other two coolly, gave a merry laugh, and blasted them with gouts of emerald flame, reducing them to ashes in an instant. He then snatched up the wand and amulet, saying 'Mine!' The regents hoisted the beaming Pugna on their shoulders, wrapped him in their grandmaster's vestments, and rushed him to the throne before his mood could change. Within five years, the temple itself was another pile of ash, which pleased Pugna to no end.
INTRODUCTION
Pugna is a powerful nuking hero that is needed to deal massive magical damage to enemies. He have 2 powerful nukes, he also have a skill to amplify his magical damage,
He also have a skill to deal damage if enemies are casting spells
His magical damage is is painful on the early-mid game, so you must be aggresive on the early-mid game to reveal his maximum potential.
STATS
ABILITIES
1. Nether Blast
An exploding pulse deals damage to enemies and structures in the area. Deals 33% damage to structures.
The Arts of Oblivion include a deafening blast of emerald flames from the Nether Reaches.
Nether Blast is your skill for farming and killing for early game. The AoE damage is considered high and can easily destroy a creep wave. It is also a very good harassing skill, with 325 damage in level 4, your early game will be easy. Can also damaging building, so it is a useful skill for pushing towers.
2. Decrepify
A powerful banishing spell that slows a unit and renders it unable to attack or be attacked. Afflicted units take extra magic damage.
A now-mastered relic from his childhood, Pugna delights in banishing others into the Nether Realm, whether for good, evil, or simple enjoyment.
Make a target become a ghost form. It can attack nor attacked, but it will receive more damage from magic attack. So you can amplify your nuke damage. So cast this on a target and then use Nether Blast and also Life Drain to increase the damage. Can also save yourself from physical attacker by casting this to you or to the attacker. Can also saves you from Juggernaut's ultimate because it will not target a ghost unit.
3. Nether Ward
Pugna places a nether ward that fires mana flares at enemy heroes who dare to cast spells, while also preventing them from regenerating mana. Nether Ward deals damage equal to the damage multiplier times the mana spent by the enemy hero. Lasts 25 seconds.
While at the lamasery for the Arts of Oblivion, Pugna learned to dominate his classmates with a simple ward charged with Nether magic.
Deals damages to someone that cast a spell. The damage is high and can make the casters feel the pain. The AoE is wide, so you can hide this ward from enemy's sight and make them cast spells and feel the damages.
4.Life Drain
CHANNELED - While channelling Life Drain, Pugna siphons HP of the target enemy unit. Lasts 10 seconds. Upgradable by Aghanim's Scepter.
Pugna has truly become more powerful than even the grandmaster of Oblivion.
This is your most powerful nuke, you can cast this anytime with Aghanim Scepter so you can always drain tons of HP from your enemy. Use this in a teamfight and start draining enemy's HP until he death.
SKILLBUILD
Level 1: Nether Blast
Level 2: Decrepify
Level 3: Nether Blast
Level 4: Nether Ward
Level 5: Nether Blast
Level 6: Life Drain
Level 7: Nether Blast
Level 8: Decrepify
Level 9 : Decrepify
Level 10: Decrepify
Level 11: Life Drain
Level 12: Nether Ward
Level 13: Nether Ward
Level 14: Nether Ward
Level 15: Stats
Level 16: Life Drain
Level 17-25: Stats
Why maxed Nether Blast first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Decrepify before Nether Ward? Decrepify.is more useful because it will amplify your magic's damage so it will be easier to kill your target. And level 1 ward is enough for early game.
STRATEGY
Early Game
Early game Pugna is one of the easiest early game in Dota. You have an aoe spell to destroy a creep wave and also damaging your enemy on your lane, it will be so useful in laning phase to get multiple last hits and also harassing your enemy. And if someone is trying to gank you, you can use your Decrepify to somehow flee fro the gank. Maybe you can cast the Decrepify to your chaser and make his movement become slow so you can run away.
Mid Game
On mid game, usually people start to gank each other. What you need to do is to find the ewasy enemy to start killing for your team. Go to the target's lane and use Decrepify + Nether Blast + Life Drain to kill the target. And always tell your friend to help you because maybe your combo isn't enough to kill your target so your friend can help dealing more damage.
Late Game
On the late game you are become stronger than before. I assume you already have the Aghanim Scepter and ready to demolish enemies in the teamfight. Before the teamfight start, place your Nether Ward in a secret locations and make sure your enemy can't see it so the ward will deal damages and your opponent can't see it coming.
You can use Decrepify to their physical attacker and make him cannot attack your team, and then you can use the Nether Blast and also Life Drain to damaging your opponent.
ITEMS BUILD
1. 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.
2. 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.
3. Aghanim Scepter,
Why Aghanim's Scepter? Decrease the cooldown on your ultimate. Makes you become a decent initiator for your enemy team.
4. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Why Schyte of Vyse? Very good item to initiate a teamfight. 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.
In the realm of Pugna's birth, near the vents of the Nether Reaches, there stood a lamasery devoted to the Arts of Oblivion, which drew its power from the nether energies. The Grandmaster of the temple compound had himself passed into Oblivion several years prior, leaving his academy without a leader. From the moment of their master's death, the regents of the temple began rites of divination to identify their master's reincarnation, and eventually all signs converged on the immediate neighborhood. Several villages squatted in the shadow of the temple, their alleys and plazas full of the laughter of squalling children. Pugna, a mere thirteen months of age, was but one candidate among the local brats, and on the appointed day he was presented at the temple alongside two other promising tots. The lamas offered a jumble of worn relics to the children, treasured possessions of their former grandmaster. One boy reached for a porphyry wand that had belonged to the lama...and put it in his nostril. An impish girl pulled out an amulet that had also been the lama's, and immediately swallowed it. Pugna regarded the other two coolly, gave a merry laugh, and blasted them with gouts of emerald flame, reducing them to ashes in an instant. He then snatched up the wand and amulet, saying 'Mine!' The regents hoisted the beaming Pugna on their shoulders, wrapped him in their grandmaster's vestments, and rushed him to the throne before his mood could change. Within five years, the temple itself was another pile of ash, which pleased Pugna to no end.
INTRODUCTION
Pugna is a powerful nuking hero that is needed to deal massive magical damage to enemies. He have 2 powerful nukes, he also have a skill to amplify his magical damage,
He also have a skill to deal damage if enemies are casting spells
His magical damage is is painful on the early-mid game, so you must be aggresive on the early-mid game to reveal his maximum potential.
| PROS | CONS |
| One of the best tower destroyer | Low HP on early game |
| Does a lot of magical damage | No allies can right click the enemy while you ghost form him. |
| Can absorb HP from enemy | |
| Can counter enemy's nuker |
ROLE
Ranged - Nuker - Pusher - Support
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 473 | 792 | 1,400 | SIGHT RANGE | 1800 / 800 |
| MANA | 338 | 1,066 | 1,846 | ATTACK RANGE | 600 |
| DAMAGE | 45-53 | 101-109 | 161-169 | MISSILE SPEED | 900 |
| ARMOR | 1 | 3 | 7 |
ABILITIES
1. Nether Blast
An exploding pulse deals damage to enemies and structures in the area. Deals 33% damage to structures.
| MANA COST: 85/105/125/145 | COOLDOWN: 5.50 |
| ABILITY: POINT TARGET | DAMAGE: MAGICAL |
| DAMAGE: 100 / 175 / 250 / 325 | BLAST DELAY: 0.9 / 0.9 / 0.9 / 0.9 |
| RADIUS: 400 / 400 / 400 / 400 |
Nether Blast is your skill for farming and killing for early game. The AoE damage is considered high and can easily destroy a creep wave. It is also a very good harassing skill, with 325 damage in level 4, your early game will be easy. Can also damaging building, so it is a useful skill for pushing towers.
2. Decrepify
A powerful banishing spell that slows a unit and renders it unable to attack or be attacked. Afflicted units take extra magic damage.
| MANA COST: 100/100/100/100 | COOLDOWN: 12/10/8/6 |
| ABILITY: UNIT TARGET | SPELL RESISTANCE REDUCTION: 40% |
| SLOW: 50% / 50% / 50% / 50% | DURATION: 2 / 2.5 / 3 / 3.5 |
Make a target become a ghost form. It can attack nor attacked, but it will receive more damage from magic attack. So you can amplify your nuke damage. So cast this on a target and then use Nether Blast and also Life Drain to increase the damage. Can also save yourself from physical attacker by casting this to you or to the attacker. Can also saves you from Juggernaut's ultimate because it will not target a ghost unit.
3. Nether Ward
Pugna places a nether ward that fires mana flares at enemy heroes who dare to cast spells, while also preventing them from regenerating mana. Nether Ward deals damage equal to the damage multiplier times the mana spent by the enemy hero. Lasts 25 seconds.
| MANA COST: 80/80/80/80 | COOLDOWN: 35 |
| ABILITY: NO TARGET | DAMAGE: MAGICAL |
| RADIUS: 1600 | MANA REGEN: 1.5 / 3 / 4.5 / 6 |
| DAMAGE MULT: 1 / 1.25 / 1.5 / 1.75 |
Deals damages to someone that cast a spell. The damage is high and can make the casters feel the pain. The AoE is wide, so you can hide this ward from enemy's sight and make them cast spells and feel the damages.
4.Life Drain
CHANNELED - While channelling Life Drain, Pugna siphons HP of the target enemy unit. Lasts 10 seconds. Upgradable by Aghanim's Scepter.
| MANA COST: 125/175/225 | COOLDOWN: 22 |
| ABILITY: CHANNELED, UNIT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: MAGICAL | DRAIN PER SECOND: 120 / 160 / 200 |
| SCEPTER DRAIN PER SECOND: 180 / 240 / 300 | SCEPTER BONUS CAST RANGE: 50 |
This is your most powerful nuke, you can cast this anytime with Aghanim Scepter so you can always drain tons of HP from your enemy. Use this in a teamfight and start draining enemy's HP until he death.
SKILLBUILD
Level 1: Nether Blast
Level 2: Decrepify
Level 3: Nether Blast
Level 4: Nether Ward
Level 5: Nether Blast
Level 6: Life Drain
Level 7: Nether Blast
Level 8: Decrepify
Level 9 : Decrepify
Level 10: Decrepify
Level 11: Life Drain
Level 12: Nether Ward
Level 13: Nether Ward
Level 14: Nether Ward
Level 15: Stats
Level 16: Life Drain
Level 17-25: Stats
Why maxed Nether Blast first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Decrepify before Nether Ward? Decrepify.is more useful because it will amplify your magic's damage so it will be easier to kill your target. And level 1 ward is enough for early game.
STRATEGY
Early Game
Early game Pugna is one of the easiest early game in Dota. You have an aoe spell to destroy a creep wave and also damaging your enemy on your lane, it will be so useful in laning phase to get multiple last hits and also harassing your enemy. And if someone is trying to gank you, you can use your Decrepify to somehow flee fro the gank. Maybe you can cast the Decrepify to your chaser and make his movement become slow so you can run away.
Mid Game
On mid game, usually people start to gank each other. What you need to do is to find the ewasy enemy to start killing for your team. Go to the target's lane and use Decrepify + Nether Blast + Life Drain to kill the target. And always tell your friend to help you because maybe your combo isn't enough to kill your target so your friend can help dealing more damage.
Late Game
On the late game you are become stronger than before. I assume you already have the Aghanim Scepter and ready to demolish enemies in the teamfight. Before the teamfight start, place your Nether Ward in a secret locations and make sure your enemy can't see it so the ward will deal damages and your opponent can't see it coming.
You can use Decrepify to their physical attacker and make him cannot attack your team, and then you can use the Nether Blast and also Life Drain to damaging your opponent.
ITEMS BUILD
1. 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 |
2. 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 |
3. Aghanim Scepter,
| Passive: Ultimate Upgrade - Upgrades the ultimates of certain heroes. + 10 All Attributes + 200 Health + 150 Mana |
4. Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
| 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 |
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
Dota 2 - Lion Build Guide
0
BIO
Once a Grandmaster of the Demon Witch tradition of sorcery, Lion earned fame among his brethren for fighting on the side of light and righteousness. But adulation corrupts. With powers surpassed only by his ambition, the mage was seduced by a demon and turned to evil, trading his soul for prestige. After committing horrible crimes that marred his soul, he was abandoned. The demon betrayed him, striking better deals with his enemies. Such was Lion's rage that he followed the demon back to hell and slew it, ripping it limb from limb, taking its demonic hand for his own. However, such demonoplasty comes at a cost. Lion was transfigured by the process, his body transformed into something unrecognizable. He rose from hell, rage incarnate, slaying even those who had once called him master, and laying waste to the lands where he had once been so adored. He survives now as the sole practitioner of the Demon Witch tradition, and those who present themselves as acolytes or students are soon relieved of their mana and carried off by the faintest gust of wind.
INTRODUCTION
Lion is one of the best ganker in DotA. He have 2 kind of disables, a stun and a hex. He also have a deadly ultimate that can one-shot a low HP enemy hero until death.
You are considered a squishy hero, so don't trade blows with enemy' carries. Cause you will be death soon.
Lion is also considered an initiator for teamfights and ganks.
Blink Dagger will help you to initiate a teamfight or gank. You must Blink into near the opponent and then stun / hex him. And after he is being disabled, and you + friends must use all of your skills to kill him. that's it for the introduction of Lion.
Once a Grandmaster of the Demon Witch tradition of sorcery, Lion earned fame among his brethren for fighting on the side of light and righteousness. But adulation corrupts. With powers surpassed only by his ambition, the mage was seduced by a demon and turned to evil, trading his soul for prestige. After committing horrible crimes that marred his soul, he was abandoned. The demon betrayed him, striking better deals with his enemies. Such was Lion's rage that he followed the demon back to hell and slew it, ripping it limb from limb, taking its demonic hand for his own. However, such demonoplasty comes at a cost. Lion was transfigured by the process, his body transformed into something unrecognizable. He rose from hell, rage incarnate, slaying even those who had once called him master, and laying waste to the lands where he had once been so adored. He survives now as the sole practitioner of the Demon Witch tradition, and those who present themselves as acolytes or students are soon relieved of their mana and carried off by the faintest gust of wind.
INTRODUCTION
Lion is one of the best ganker in DotA. He have 2 kind of disables, a stun and a hex. He also have a deadly ultimate that can one-shot a low HP enemy hero until death.
You are considered a squishy hero, so don't trade blows with enemy' carries. Cause you will be death soon.
Lion is also considered an initiator for teamfights and ganks.
Blink Dagger will help you to initiate a teamfight or gank. You must Blink into near the opponent and then stun / hex him. And after he is being disabled, and you + friends must use all of your skills to kill him. that's it for the introduction of Lion.
| PROS | CONS |
| Have 2 strong disables | Squishy |
| Have a deadly single target ultimate | Ugly face |
| Doesn't need a much farm to be good | Low movement speed |
| Can drain enemy's mana | Low attck damage |
ROLE
Ranged - Disabler - Nuker - Lane Support - Support
STATS
ABILITIES
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
The Demon Witch exercises his demonic covenant, opening a fissure from hell.
This is your skill to stuns the enemy in a straight line in front of you. Careful! Because of the nature of the skill, it can miss sometimes. You must place this skill carefully. You must only cast this if your you are already beside your target. That's because if you already clicked this skill from far away, the miss rate will be high. A Blink dagger may helps you into a better initiation.
You need this skill for ganking. This is must skill to chase enemies and stun them. And a stunned enemy is your friends breakfast.
2. Hex
Transforms an enemy unit into a harmless beast, with all special abilities disabled.
Lion is compelled to share his transfiguration, twisting the essence of those who oppose him.
Makes your opponent becomes Frog and can't do anything. This skill is very powerful in an initiation. You come and make enemy becomes Frog, and that's your team's chance to kill him quickly. The accuracy of this skill is better than the Earth Spike because it is a targeted spell and cannot miss. So if you only facing a single opponent, it is recommended for you to use Hex first before the Earth Spike to make sure your enemy is being disabled.
3. Mana Drain
CHANNELED - Absorbs the magical energies of a target enemy unit by taking mana from it every second.
Lesser magi are nothing more than a source of magical restoration for the Demon Witch.
This ability will drains mana of one enemy. Can be casted on ranged lane creep or some neutrals. This skill is an almost "bad" skill to take. Without this and with just +stats you still be able to cast your other skills. And with +stats is more powerful because also adds +damage and +mana & mana regen from +int, and +HP from +str.
4. Finger of Death
Rips at an enemy unit, trying to turn it inside-out. Deals massive damage. Upgradable with Aghanim's Scepter.
Lion's disfigured hand is also the source of his greatest power, capable of flooding victims with malefic force
This is your ultimate, you can one-hit kill enemy with this skill. This skill has a decent single targeted damage that can lasthit enemy hero in one shot. If your carry cannot kill the target, that's your chance to get 1 kill, with this skill, is easy to kill 1 hero in low HP, especially in early-mid game. Very good to kill steal peoples, but not recommended to kill steal a carry in a competitive games. That will make your team's carry become poor and your team will be so weak.
SKILLBUILD
Level 1: Earth Spike
Level 2: Hex
Level 3: Earth Spike
Level 4: Hex
Level 5: Earth Spike
Level 6: Finger of Death
Level 7: Earth Spike
Level 8: Hex
Level 9 : Hex
Level 10: Stats
Level 11: Finger of Death
Level 12: Stats
Level 13: Stats
Level 14: Stats
Level 15: Stats
Level 16: Finger of Death
Level 17-21: Stats
Level 21-25: Mana Drain
Why you should maxed the Earth Spike first? This is the nuke you need for early-mid game. You need this for farming, harassing, and ganking. This can also provide you with a defense mechanism, while being ganked, immediately stun the enemies and makes yourself / team safe.
Why you should not taking the Mana Drain? Well it's not a bad skill at all but it will surely can't fit the fast phase in a teamfight, it takes long time to drains one's mana. Increasing the additional Stats is a better choice because it gives more HP, more mana pool, and more damage.
STRATEGY
Early Game
Usually, Lion takes a support role in a match. Support role is role that responsible to buy animal courier and some wards. You are capable of doing that because you do not need so much farm. You are a skill dependent hero that not need many luxury items to be good.
Mid Laner
Lion can also become a solo-mid, a solo-mid er don't need to buy the wards and the courier because a solo-mid needs to be the farther in terms of farming, to be the best in maps in terms of level and items.
Last hitting and harrassing is your main priority on the mid lane. Last hitting and harassing is rather easy for this hero. That's because you have a decent range of 600. That is considered far than other hero so that you can dominate enemy hero on farming phase. You can use Earth Spike once in a while for harassing and also last hitting the creeps.
Please keep an eye on the warded place. So you can retreat when you see the enemy is coming to kill you.
Support
If you have a carry partner in lane, you can helps him with denying the creeps. Please do not last hits or your carry will become poor. If he become poor, he cannot carry your team to win the late game.
If there are enemies trying to get firstblood by killing you or your friend, you can use Earth Spike immediately to stun them, and run for your safety.
Or you can get firstblood with Earthspike. Ask your partner to do it together. Focus on a target and your team will ge tthe kill.
Please replace the Observer Ward that is already expired with the new one. The team will always needs a vision of the fog of war. That will be needed to make sure your friend not being ganked so you can saves lives. Please ask your partner to keep their eye on the warded place for their own safety.
Mid Game
Mid game is the time for ganking activities. Once you already got your ultimate, you can choose a target to be ganked. Please confirm your friend about who your target is. Then together you can focus fire on him.
Check your target ability first. So if he can become invisible, make sure you bring the item needed to reveal them. You can buy a gem, sentry wards, or dusts.
If your target is only a single target, we recommend you to use the Hex first before the Earth Spike, it will 100% disable the target. Remember that the Earthspike can miss if the target moves. And then all your friends should come too and use their ability to the target. And if hasn't die, kill with Finger of Death. Don't use Finger of Death if he is 100% death without using it.
A Blink Dagger will really helps you in ganking. Blink in to the enemy and immediately stun/hex him and kill him using right click and Finger of Death.
Late Game
Late game is the time for decisive teamfights. Remember to keep calm here. A little mistake can cost you the game. As a support, better to always replace the expired wards. That is needed to keep an eye of every enemy's move.
Here you should make a wise decision to choose between 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.
In late game teamfight, your part is to disables enemy using your 2 skills, Earth Spike and Hex. You need to act quickly by using Dagger or Force Staff if you have one, and stun / hex one target and makes him get killed before the teamfight start. You are considered an initiator-support for the team, it is ok for you to give your life if that will makes your team to win the teamfight.
ITEMS BUILD
1. Bottle
Cost: 600
2. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? This boots provides mana for you & your team. Can replenish 135 mana for the team.
3. Blink Dagger
Cost: 2150
Why Blink Dagger?
1. Perfect for initiating a teamfight
2. Helps you escape
4. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
5 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.
6. 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.
7. Refresher Orb
Total cost: 5300
Recipe: Obilivion Staff + Preserverance + Recipe
Why Refresher? This item makes you can use your skills 2 times, 2x Stun, 2x Hex, and 2x Finger. Very powerful item to win a teamfight. 100 increasing the chance of winning a teamfight.
But before you buy this item, check your mana capacity first, if your mana is enough to use 2 times stun, 2 times hex, and 2 times finger, then you can buy this item.
GOOD ALLIES
1. Lina
Have a sweet ultimate combo with you. Laguna Blade + Finger of Death will gives opponent the true nightmare of instant kill. with about 2000 instant damage, this heroes combo is a true nightmare to all who dare to oppose them.
2. Carries
(Example: Magine, Void, Luna)
STATS
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 454 | 906 | 1,609 | SIGHT RANGE | 1800 / 800 |
| MANA | 286 | 832 | 1,482 | ATTACK RANGE | 600 |
| DAMAGE | 42-48 | 84-90 | 134-140 | MISSILE SPEED | 900 |
| ARMOR | 1 | 4 | 9 |
ABILITIES
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
| MANA COST: 100/120/145/170 | COOLDOWN: 12 |
| ABILITY: UNIT TARGET, POINT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: MAGICAL | DAMAGE: 60 / 130 / 200 / 260 |
| URATION: 1.02 / 1.52 / 2.02 / 2.52 | LENGTH: 825 / 825 / 825 / 825 |
This is your skill to stuns the enemy in a straight line in front of you. Careful! Because of the nature of the skill, it can miss sometimes. You must place this skill carefully. You must only cast this if your you are already beside your target. That's because if you already clicked this skill from far away, the miss rate will be high. A Blink dagger may helps you into a better initiation.
You need this skill for ganking. This is must skill to chase enemies and stun them. And a stunned enemy is your friends breakfast.
2. Hex
Transforms an enemy unit into a harmless beast, with all special abilities disabled.
| MANA COST: 125/150/175/200 | COOLDOWN: 15 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| DURATION: 1.75 / 2.5 / 3.25 / 4 | CONTOH: DIHAPUS6 |
Makes your opponent becomes Frog and can't do anything. This skill is very powerful in an initiation. You come and make enemy becomes Frog, and that's your team's chance to kill him quickly. The accuracy of this skill is better than the Earth Spike because it is a targeted spell and cannot miss. So if you only facing a single opponent, it is recommended for you to use Hex first before the Earth Spike to make sure your enemy is being disabled.
3. Mana Drain
CHANNELED - Absorbs the magical energies of a target enemy unit by taking mana from it every second.
| MANA COST: 10/10/10/10 | COOLDOWN: 20/15/10/5 |
| ABILITY: CHANNELED, UNIT TARGET | AFFECTS: ENEMY UNITS |
| CHANNEL TIME: 4 / 4 / 4 / 4 | MANA PER SECOND: 20 / 40 / 60 / 120 |
| BREAK DISTANCE: 1100 |
This ability will drains mana of one enemy. Can be casted on ranged lane creep or some neutrals. This skill is an almost "bad" skill to take. Without this and with just +stats you still be able to cast your other skills. And with +stats is more powerful because also adds +damage and +mana & mana regen from +int, and +HP from +str.
4. Finger of Death
Rips at an enemy unit, trying to turn it inside-out. Deals massive damage. Upgradable with Aghanim's Scepter.
| MANA COST: 200/420/650 | COOLDOWN: 160/100/40 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: MAGICAL | DAMAGE: 600 / 725 / 850 |
| SCEPTER DAMAGE: 725 / 875 / 1025 | SCEPTER MANA COST: 200 / 420 / 625 |
This is your ultimate, you can one-hit kill enemy with this skill. This skill has a decent single targeted damage that can lasthit enemy hero in one shot. If your carry cannot kill the target, that's your chance to get 1 kill, with this skill, is easy to kill 1 hero in low HP, especially in early-mid game. Very good to kill steal peoples, but not recommended to kill steal a carry in a competitive games. That will make your team's carry become poor and your team will be so weak.
SKILLBUILD
Level 1: Earth Spike
Level 2: Hex
Level 3: Earth Spike
Level 4: Hex
Level 5: Earth Spike
Level 6: Finger of Death
Level 7: Earth Spike
Level 8: Hex
Level 9 : Hex
Level 10: Stats
Level 11: Finger of Death
Level 12: Stats
Level 13: Stats
Level 14: Stats
Level 15: Stats
Level 16: Finger of Death
Level 17-21: Stats
Level 21-25: Mana Drain
Why you should maxed the Earth Spike first? This is the nuke you need for early-mid game. You need this for farming, harassing, and ganking. This can also provide you with a defense mechanism, while being ganked, immediately stun the enemies and makes yourself / team safe.
Why you should not taking the Mana Drain? Well it's not a bad skill at all but it will surely can't fit the fast phase in a teamfight, it takes long time to drains one's mana. Increasing the additional Stats is a better choice because it gives more HP, more mana pool, and more damage.
STRATEGY
Early Game
Usually, Lion takes a support role in a match. Support role is role that responsible to buy animal courier and some wards. You are capable of doing that because you do not need so much farm. You are a skill dependent hero that not need many luxury items to be good.
Mid Laner
Lion can also become a solo-mid, a solo-mid er don't need to buy the wards and the courier because a solo-mid needs to be the farther in terms of farming, to be the best in maps in terms of level and items.
Last hitting and harrassing is your main priority on the mid lane. Last hitting and harassing is rather easy for this hero. That's because you have a decent range of 600. That is considered far than other hero so that you can dominate enemy hero on farming phase. You can use Earth Spike once in a while for harassing and also last hitting the creeps.
Please keep an eye on the warded place. So you can retreat when you see the enemy is coming to kill you.
Support
If you have a carry partner in lane, you can helps him with denying the creeps. Please do not last hits or your carry will become poor. If he become poor, he cannot carry your team to win the late game.
If there are enemies trying to get firstblood by killing you or your friend, you can use Earth Spike immediately to stun them, and run for your safety.
Or you can get firstblood with Earthspike. Ask your partner to do it together. Focus on a target and your team will ge tthe kill.
Please replace the Observer Ward that is already expired with the new one. The team will always needs a vision of the fog of war. That will be needed to make sure your friend not being ganked so you can saves lives. Please ask your partner to keep their eye on the warded place for their own safety.
Mid Game
Mid game is the time for ganking activities. Once you already got your ultimate, you can choose a target to be ganked. Please confirm your friend about who your target is. Then together you can focus fire on him.
Check your target ability first. So if he can become invisible, make sure you bring the item needed to reveal them. You can buy a gem, sentry wards, or dusts.
If your target is only a single target, we recommend you to use the Hex first before the Earth Spike, it will 100% disable the target. Remember that the Earthspike can miss if the target moves. And then all your friends should come too and use their ability to the target. And if hasn't die, kill with Finger of Death. Don't use Finger of Death if he is 100% death without using it.
A Blink Dagger will really helps you in ganking. Blink in to the enemy and immediately stun/hex him and kill him using right click and Finger of Death.
Late Game
Late game is the time for decisive teamfights. Remember to keep calm here. A little mistake can cost you the game. As a support, better to always replace the expired wards. That is needed to keep an eye of every enemy's move.
Here you should make a wise decision to choose between 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.
In late game teamfight, your part is to disables enemy using your 2 skills, Earth Spike and Hex. You need to act quickly by using Dagger or Force Staff if you have one, and stun / hex one target and makes him get killed before the teamfight start. You are considered an initiator-support for the team, it is ok for you to give your life if that will makes your team to win the teamfight.
ITEMS BUILD
1. Bottle
Cost: 600
| Use: Regenerate - Restores HP and Mana over time. Effect is lost if unit is attacked. Empty Bottle refills near town fountain. You can also store runes in the bottle, to save for later use. After 2 minutes, stored Runes will be activated. HEALTH RESTORED: 135 MANA RESTORED: 70 DURATION: 3 |
Why Bottle? An early item that can fulfill your needs as a mid laner is a Bottle. It helps you to get some runes for ganking. it also refill your mana and HP for your daily needs. And bottle will makes your time regenerating HP and mana in fountain becomes less.
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 |
3. Blink 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 |
1. Perfect for initiating a teamfight
2. Helps you escape
4. 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 |
5 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 |
6. 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 |
7. Refresher Orb
Total cost: 5300
Recipe: 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 |
But before you buy this item, check your mana capacity first, if your mana is enough to use 2 times stun, 2 times hex, and 2 times finger, then you can buy this item.
GOOD ALLIES
1. Lina
Have a sweet ultimate combo with you. Laguna Blade + Finger of Death will gives opponent the true nightmare of instant kill. with about 2000 instant damage, this heroes combo is a true nightmare to all who dare to oppose them.
2. 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.
ANNOYING ENEMIES
1. Cloners
(Example: Phantom Lancer, Naga Siren, Chaos Knight )
You have a single targetted ultimate which is required to know which one is your real target, and cloners can makes you to waste your ultimate if you choose the wrong target. You also have hex that is a single targetted skill. But, you have Earth Spike to know the real self of enemy, by using Earth Spke on Cloner hero with his clones, the hero which have more HP left is the real hero, then you can focus on the real one.
By : Unknown














































