Dota 2 - Rubik Build Guide
0
BIO
Any mage can cast a spell or two, and a few may even study long enough to become a wizard, but only the most talented are allowed to be recognized as a Magus. Yet as with any sorcerer's circle, a sense of community has never guaranteed competitive courtesy.
Already a renowned duelist and scholar of the grander world of sorcery, it had never occurred to Rubick that he might perhaps be Magus material until he was in the midst of his seventh assassination attempt. As he casually tossed the twelfth of a string of would-be killers from a high balcony, it dawned on him how utterly unimaginative the attempts on his life had become. Where once the interruption of a fingersnap or firehand might have put a cheerful spring in his step, it had all become so very predictable. He craved greater competition. Therefore, donning his combat mask, he did what any wizard seeking to ascend the ranks would do: he announced his intention to kill a Magus.
Rubick quickly discovered that to threaten one Magus is to threaten them all, and they fell upon him in force. Each antagonist's spell was an unstoppable torrent of energy, and every attack a calculated killing blow. But very soon something occurred that Rubick's foes found unexpected: their arts appeared to turn against them. Inside the magic maelstrom, Rubick chuckled, subtly reading and replicating the powers of one in order to cast it against another, sowing chaos among those who had allied against him. Accusations of betrayal began to fly, and soon the sorcerers turned one upon another without suspecting who was behind their undoing.
When the battle finally drew to a close, all were singed and frozen, soaked and cut and pierced. More than one lay dead by an ally's craft. Rubick stood apart, sore but delighted in the week's festivities. None had the strength to argue when he presented his petition of assumption to the Hidden Council, and the Insubstantial Eleven agreed as one to grant him the title of Grand Magus.
INTRODUCTION
Rubik is a hero that is noted for his skill to steal others spell and use it for the benefit of his team. It is nice to steal some deathly ultimate and the use it to the enemy. He also have some other nice spell, like a chain lightning, a skill to lift up a target and stun on the landing area. An he also have magic resistence aura to help the team survive from a enemys magic skills.
STATS
ABILITIES
1. Telekinesis
Rubick uses his telekinetic powers to lift the enemy into the air briefly and then hurls them back at the ground. The unit lands on the ground with such force that it stuns nearby enemies.
Even the Grandest Magus may use his powers for enjoyment.
Lift a unit and stun the area in the landing AoE. a nice skill to disable a target and also disable an area around the target.
You can also use this to isolate a target into the hill.
You can make your target nearer from you so it will be easier to harass him.
Telekinesis Land
Chooses the location the target will land when Telekinesis finishes.
2. Fade Bolt
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage. Each jump deals less damage.
Rubick's favori. spell for dispatching would-be assassins is a rather simple conjuration.
This is your main skill for farming, controlling lane, harassing, and killing.
This skill is a jumping lightning that deals some damage and reduce the attack damage of the target who affected to it.
3. Null Field
Rubick's mastery of the arcane protects his allies against weaker magics, granting them magic resistance.
Not every magus can be a Grand Magus...
Gives a nice magic resistence to all allies nearby. A very good skill to increase team's defense in a teamfight so your team can survive in a though teamfight.
4. Spell Steal
Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for several minutes or until he dies.
...but even their lesser magics can be a source of much utility.
This is your most annoying skill for the enemy. You can steal a spell from a target and you can use the spell against the it's owner.
There so many possibilities from using this skill. You can steal some very nice ultimate like Ravage, Chain Frost, or Black Hole and use it against the owner of these spells.
The spell you got, is depends on what is the last spell casted by the target. So if an Enigma successfully casted Decomic Conversion right after he finished his Blackhole and you can't catch up, you will gain Demonic Conversion instead of a Blackhole, so be careful, try to use your hands quickly after he finishes the spell you want to steal.
SKILLBUILD
Level 1: Telekinesis
Level 2: Fade Bolt
Level 3: Fade Bolt
Level 4: Telekinesis
Level 5: Fade Bolt
Level 6: Spell Steal
Level 7: Fade Bolt
Level 8: Telekinesis
Level 9 : Telekinesis
Level 10: Null Field
Level 11: Spell Steal
Level 12: Null Field
Level 13: Null Field
Level 14: Null Field
Level 15: Stats
Level 16: Spell Steal
Level 17-25: Stats
Why take Telekinesis for level 1? You can use this for if you like to find firstblood with your friends, and also if you want to troll the enemy by taking him uphill so he can't come down.
Why maxed Fade Bolt first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Telekinesis before Null Field? You need more level of Telekinesis for longer lift duration and stun duration, and the the Null Field is important for the team on mid-late game teamfight to reduce enemy's magical damage.
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? This boots is needed because you have spammable skills. And this boots also replenish mana for your team.
3. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Why Force Staff? ForceStaff is useful on many purposes, you can initiate a teamfight with ForceStaff, or you can save somebody, or you can save yourself using forcestaff.
4. Guinsoo 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 by make him into a chicken.
5. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
Why Shiva's? Gives you an Arctic Blast (Slowing and a 200 damage) and gives you a slowing aura, and also gives you +15 armor which makes you tanky.
ALTERNATIVE ITEMS (FOR A SUPPORT)
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
2 Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Why Pipe of Insight? Gives barrier for all allies in AoE that Block 400 spell damage, very useful.
3. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
Why Eul? Can make you become more agile with Cyclone ability. You cannot be attacked for 2.5 seconds. Or you can cast it to the enemy and make your team can surround the target and harass him after landing on the ground.
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
Any mage can cast a spell or two, and a few may even study long enough to become a wizard, but only the most talented are allowed to be recognized as a Magus. Yet as with any sorcerer's circle, a sense of community has never guaranteed competitive courtesy.
Already a renowned duelist and scholar of the grander world of sorcery, it had never occurred to Rubick that he might perhaps be Magus material until he was in the midst of his seventh assassination attempt. As he casually tossed the twelfth of a string of would-be killers from a high balcony, it dawned on him how utterly unimaginative the attempts on his life had become. Where once the interruption of a fingersnap or firehand might have put a cheerful spring in his step, it had all become so very predictable. He craved greater competition. Therefore, donning his combat mask, he did what any wizard seeking to ascend the ranks would do: he announced his intention to kill a Magus.
Rubick quickly discovered that to threaten one Magus is to threaten them all, and they fell upon him in force. Each antagonist's spell was an unstoppable torrent of energy, and every attack a calculated killing blow. But very soon something occurred that Rubick's foes found unexpected: their arts appeared to turn against them. Inside the magic maelstrom, Rubick chuckled, subtly reading and replicating the powers of one in order to cast it against another, sowing chaos among those who had allied against him. Accusations of betrayal began to fly, and soon the sorcerers turned one upon another without suspecting who was behind their undoing.
When the battle finally drew to a close, all were singed and frozen, soaked and cut and pierced. More than one lay dead by an ally's craft. Rubick stood apart, sore but delighted in the week's festivities. None had the strength to argue when he presented his petition of assumption to the Hidden Council, and the Insubstantial Eleven agreed as one to grant him the title of Grand Magus.
INTRODUCTION
Rubik is a hero that is noted for his skill to steal others spell and use it for the benefit of his team. It is nice to steal some deathly ultimate and the use it to the enemy. He also have some other nice spell, like a chain lightning, a skill to lift up a target and stun on the landing area. An he also have magic resistence aura to help the team survive from a enemys magic skills.
| PROS | CONS |
| Can steal enemy's spell | Squishy |
| Have a chain lightning for early game harassment | Hard to play |
| Can lift up a target and place him in the unknown ground | Weird face |
| Have a magic resistence aura for the team | |
| Can fit in many gameplay | |
| A good lane control |
Ranged - Disabler - Nuker
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 511 | 910 | 1,575 | SIGHT RANGE | 1800 / 800 |
| MANA | 351 | 788 | 1,360 | ATTACK RANGE | 600 |
| DAMAGE | 44-54 | 78-88 | 122-132 | MISSILE SPEED | 1125 |
| ARMOR | 1 | 4 | 9 |
ABILITIES
1. Telekinesis
Rubick uses his telekinetic powers to lift the enemy into the air briefly and then hurls them back at the ground. The unit lands on the ground with such force that it stuns nearby enemies.
| MANA COST: 120/120/120/120 | COOLDOWN: 18 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| RADIUS: 325 / 325 / 325 / 325 | LIFT DURATION: 1.5 / 1.75 / 2 / 2.25 |
| STUN DURATION: 1 / 1.25 / 1.5 / 1.75 |
Lift a unit and stun the area in the landing AoE. a nice skill to disable a target and also disable an area around the target.
You can also use this to isolate a target into the hill.
You can make your target nearer from you so it will be easier to harass him.
Telekinesis Land
Chooses the location the target will land when Telekinesis finishes.
| ABILITY: POINT TARGET |
2. Fade Bolt
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage. Each jump deals less damage.
| MANA COST: 150/150/150/150 | COOLDOWN: 16/14/12/10 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: MAGICAL | DEBUFF DURATION: 10 / 10 / 10 / 10 |
| DAMAGE: 70 / 140 / 210 / 280 | JUMP REDUCTION: 4% / 4% / 4% / 4% |
| HERO DAMAGE REDUCTION: 14/ 20 / 26 / 32 | CREEP DAMAGE REDUCTION: 7/ 10 /13/ 16 |
This is your main skill for farming, controlling lane, harassing, and killing.
This skill is a jumping lightning that deals some damage and reduce the attack damage of the target who affected to it.
3. Null Field
Rubick's mastery of the arcane protects his allies against weaker magics, granting them magic resistance.
| ABILITY: PASSIVE | MAGIC RESISTANCE: 5% / 10% / 15% / 20% |
Not every magus can be a Grand Magus...
Gives a nice magic resistence to all allies nearby. A very good skill to increase team's defense in a teamfight so your team can survive in a though teamfight.
4. Spell Steal
Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for several minutes or until he dies.
| MANA COST: 25/25/25 | COOLDOWN: 20/18/16 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY HEROES |
| DURATION: 180 / 240 / 300 |
...but even their lesser magics can be a source of much utility.
This is your most annoying skill for the enemy. You can steal a spell from a target and you can use the spell against the it's owner.
There so many possibilities from using this skill. You can steal some very nice ultimate like Ravage, Chain Frost, or Black Hole and use it against the owner of these spells.
The spell you got, is depends on what is the last spell casted by the target. So if an Enigma successfully casted Decomic Conversion right after he finished his Blackhole and you can't catch up, you will gain Demonic Conversion instead of a Blackhole, so be careful, try to use your hands quickly after he finishes the spell you want to steal.
SKILLBUILD
Level 1: Telekinesis
Level 2: Fade Bolt
Level 3: Fade Bolt
Level 4: Telekinesis
Level 5: Fade Bolt
Level 6: Spell Steal
Level 7: Fade Bolt
Level 8: Telekinesis
Level 9 : Telekinesis
Level 10: Null Field
Level 11: Spell Steal
Level 12: Null Field
Level 13: Null Field
Level 14: Null Field
Level 15: Stats
Level 16: Spell Steal
Level 17-25: Stats
Why take Telekinesis for level 1? You can use this for if you like to find firstblood with your friends, and also if you want to troll the enemy by taking him uphill so he can't come down.
Why maxed Fade Bolt first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Telekinesis before Null Field? You need more level of Telekinesis for longer lift duration and stun duration, and the the Null Field is important for the team on mid-late game teamfight to reduce enemy's magical damage.
STRATEGY
Early Game
Rubik is useful since the early stage of the game. With the fadebolt and telekinesis + long ranged attack, Rubik can conveniently control the lane. Every lane you choose, it's ok, you can be a support or a solo laner. You have a strong nuke with the damage reducer and a n ok disable.
Also if your team needs you as a support, it's also ok, you can buy a support by buying courier and wards.
On the laning phase, if yu are a solo, try to last hit every creeps on the lane while denying once in a while. Use Fade Bolt to harass your enemy and also for double last hits. Remember that Fade bolt is also reducing enemy's damage so they will be harder in last hitting/denying.
Mid Game
Mid game is the time for al around ganking. You, as a nuker / disabler hero, should roam and help your friends on another lane. Tell your friend that you are ready to gank and ask him to help you, then you should come to the lane and use Telekinesis to disable the target, your friends and you can harass him while he is disabled, and then you can use the Fade Bolt to harass more, and also you should steal a skill from your target and use it to him. It is rather difficult to steal a skill you want from a target because the acquired skill is depend of what is the last skill casted by the target, luck is the key factor here. And if you are lucky, you will see your target using the skill you want so you can immediately steal it to benefir your team.
Late Game
On the late game, it is the time to party. Every enemy hero has already reached a high level, so you can steal their ultimate on the max level. Be careful on which skill you steal, make sure you steal the best skill to benefit more for your team. You need to stea; the best skill like Ravage (Tidehunter), Blackhole (Enigma), or Chain Frost (Lich). And if you successful of acquiring the top skill from the enemy, that's your time to shine. To use their ultimate for themselves.
Maybe you already acquired Sheepstick here. And if so, you should use it to initiate a teamfight. By using force staff / dagger and then cast the Hex on your enemy and then your team can come in and dominate the teamfight. The rule of dota is: the one who initiate first, will likely to win the teamfight, so initiating a teamfight is the determiner of your team victory, be quick and initiate carefully by using the sheepstick, or at least using a telekinesis.
ITEMS BUILD
Early Game
Rubik is useful since the early stage of the game. With the fadebolt and telekinesis + long ranged attack, Rubik can conveniently control the lane. Every lane you choose, it's ok, you can be a support or a solo laner. You have a strong nuke with the damage reducer and a n ok disable.
Also if your team needs you as a support, it's also ok, you can buy a support by buying courier and wards.
On the laning phase, if yu are a solo, try to last hit every creeps on the lane while denying once in a while. Use Fade Bolt to harass your enemy and also for double last hits. Remember that Fade bolt is also reducing enemy's damage so they will be harder in last hitting/denying.
Mid Game
Mid game is the time for al around ganking. You, as a nuker / disabler hero, should roam and help your friends on another lane. Tell your friend that you are ready to gank and ask him to help you, then you should come to the lane and use Telekinesis to disable the target, your friends and you can harass him while he is disabled, and then you can use the Fade Bolt to harass more, and also you should steal a skill from your target and use it to him. It is rather difficult to steal a skill you want from a target because the acquired skill is depend of what is the last skill casted by the target, luck is the key factor here. And if you are lucky, you will see your target using the skill you want so you can immediately steal it to benefir your team.
Late Game
On the late game, it is the time to party. Every enemy hero has already reached a high level, so you can steal their ultimate on the max level. Be careful on which skill you steal, make sure you steal the best skill to benefit more for your team. You need to stea; the best skill like Ravage (Tidehunter), Blackhole (Enigma), or Chain Frost (Lich). And if you successful of acquiring the top skill from the enemy, that's your time to shine. To use their ultimate for themselves.
Maybe you already acquired Sheepstick here. And if so, you should use it to initiate a teamfight. By using force staff / dagger and then cast the Hex on your enemy and then your team can come in and dominate the teamfight. The rule of dota is: the one who initiate first, will likely to win the teamfight, so initiating a teamfight is the determiner of your team victory, be quick and initiate carefully by using the sheepstick, or at least using a telekinesis.
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 |
3. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
| Active: Force - Pushes any target unit 600 units in the direction it is facing. Double click to self-cast. + 10 Intelligence + 3 HP Regeneration Manacost: 25 Cooldown: 20 |
4. Guinsoo Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
| Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
5. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
| Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds. Passive: Freezing Aura - Reduces attack speed on enemies. Multiple instances of Freezing Aura do not stack. + 30 Intelligence + 15 Armor AURA SLOW: 25% Manacost: 100 Cooldown: 30 |
ALTERNATIVE ITEMS (FOR A SUPPORT)
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
| Active: Restore - Heals 250 HP and gives +2 armor in an area. Passive: Mekansm Aura - Bonus HP Regen in an area. Multiple instances of Mekansm Aura do not stack + 5 All Attributes + 5 Armor BONUS HP REGEN: 4 Mana:150 Cooldown:45 |
2 Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
| Active: Barrier - Gives nearby friendly units a shield that blocks 400 spell damage. Multiple instances of spell resistance from items do not stack. + 11 HP Regeneration + 30% Spell Resistance Manacost: 100 Cooldown: 60 |
3. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
| Active: Cyclone - Target unit is swept up in a cyclone for 2.5 seconds, and is invulnerable. Flat movement speed bonuses from multiple Eul's Scepters do not stack. + 10 Intelligence + 150% Mana Regeneration + 30 Movement Speed Manacost: 75 Cooldown: 30 |
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
By : Unknown
Dota 2 - Bane Build Guide
0
BIO
When the gods have nightmares, it is Bane Elemental who brings them. Also known as Atropos, Bane was born from the midnight terrors of the goddess Nyctasha. A force of terror too powerful to be contained by sleep, he surfaced from her slumbers, fed upon her immortality, and stole his vaporous form from her inky blood. He is the essence of fear. Mortals who hear his voice hear their darkest secrets whispered in their ear. He calls to the hidden fear in every Hero's heart. Wakefulness is no protection, for Bane's black blood, continuously dripping, is a tar that traps his enemies in nightmare. In the presence of Bane, every Hero remembers to fear the dark.
INTRODUCTION
Bane is an INT hero that have a 4 single targetted skill. Those are: a nuke, a damage reducer, a skill to sleep the enemy, and a channeling dps ultimate. with his 2 disables, he can make 2 out of 5 enemy to be useless in the teamfight. And with the damage reducer, it will be 3 useless opponent in the teamfight, but it is all are not easy to use because you must precisely click the target, and that's not easy, you must use your eyes carefully and click the true target.
STATS
ABILITIES
1. Enfeeble
Weakens an enemy unit, reducing its physical damage. Lasts 20 seconds.
Even the mightiest of warriors crumble before the terror of Atropos.
This skill will reduce a physical attack damage from a single target, a nice skill to make a physical attacker become useless and can't do anything.
2. Brain Sap
Feasts on the vital energies of an enemy unit, dealing damage and gaining health equal to the damage dealt.
Atropos finds no greater pleasure than to harvest the fear he creates.
This is your main nuke for the early-mid game. You will need this to harass the enemy and also get kills.
3. Nightmare
Puts the target enemy or friendly Hero to sleep and deals damage per second. Sleeping units are awakened when attacked, but the Nightmare passes to the attacking unit. The nightmared unit instantly wakes up if it takes damage.
A stolen prowess from the goddess Nyctasha is to put his prey into forever sleep.
Make enemy to sleep and deal some damage. While enemy is sleeping, he cannot be attacked because the attacker is become the one who sleep, and the target will wake up. You can cast this for your self / team to make your ally cannot be attacked, but if the enemy is smart, the enemy will hit the sleeping target so his friends can attack the target again.
Nightmare End
Wakes you up from a nightmare.
4.Fiend's Grip
CHANNELED - Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every second based on the unit's maximum mana. Upgradable by Aghanim's Scepter.
Victims of Atropos are frequently torn apart by vivid conjurations of their own nightmares.
This is your main skill for the game. A long time disable that deal damage per second. This is a channeling skill so you can't move while channel the skill.
With the long time of disable, it is almost sure your target will die, whether its becaus your ultimate, your brain sap, or your friends whose help you attacking the target.
SKILLBUILD
Level 1: Enfeeble
Level 2: Brain Sap
Level 3: Brain Sap
Level 4: Nightmare
Level 5: Brain Sap
Level 6: Fiend's Grip
Level 7: Brain Sap
Level 8: Enfeeble
Level 9 : Enfeeble
Level 10: Enfeeble
Level 11: Fiend's Grip
Level 12: Nightmare
Level 13: Nightmare
Level 14: Nightmare
Level 15: Stats
Level 16: Fiend's Grip
Level 17-25: Stats
Why take Enfeeble for level 1? You need this to make your opponent in lane hard to last hit / deny.
Why maxed Brain Sap first? This is your main nuke, you will need this for ganking and killing onr early and mid game.
Why maxed Enfeeble before Nightmare? One level of Nightmare is enough for early-mid game, and Enfeeble will benefit the most if you cast this on their physical attacker on early-mid game because the reduced damage will be so low and make him can't attack your team.
When the gods have nightmares, it is Bane Elemental who brings them. Also known as Atropos, Bane was born from the midnight terrors of the goddess Nyctasha. A force of terror too powerful to be contained by sleep, he surfaced from her slumbers, fed upon her immortality, and stole his vaporous form from her inky blood. He is the essence of fear. Mortals who hear his voice hear their darkest secrets whispered in their ear. He calls to the hidden fear in every Hero's heart. Wakefulness is no protection, for Bane's black blood, continuously dripping, is a tar that traps his enemies in nightmare. In the presence of Bane, every Hero remembers to fear the dark.
INTRODUCTION
Bane is an INT hero that have a 4 single targetted skill. Those are: a nuke, a damage reducer, a skill to sleep the enemy, and a channeling dps ultimate. with his 2 disables, he can make 2 out of 5 enemy to be useless in the teamfight. And with the damage reducer, it will be 3 useless opponent in the teamfight, but it is all are not easy to use because you must precisely click the target, and that's not easy, you must use your eyes carefully and click the true target.
| PROS | CONS |
| Have many disables | Short ranged attack |
| A painful long time ultimate | Squishy |
| Can swap HP | High mana cost for his skills |
| Scary |
ROLE
Ranged - Disabler - Nuker - Support
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 568 | 1,127 | 1,206 | SIGHT RANGE | 1800 / 800 |
| MANA | 286 | 668 | 1,201 | ATTACK RANGE | 400 |
| DAMAGE | 55-61 | 84-90 | 125-131 | MISSILE SPEED | 900 |
| ARMOR | 4 | 8 | 14 |
ABILITIES
1. Enfeeble
Weakens an enemy unit, reducing its physical damage. Lasts 20 seconds.
| MANA COST: 95/105/115/125 | COOLDOWN: 10 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| REDUCTION: 30 / 60 / 90 / 120 |
Even the mightiest of warriors crumble before the terror of Atropos.
This skill will reduce a physical attack damage from a single target, a nice skill to make a physical attacker become useless and can't do anything.
2. Brain Sap
Feasts on the vital energies of an enemy unit, dealing damage and gaining health equal to the damage dealt.
| MANA COST: 125/150/175/200 | COOLDOWN: 14 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: PURE | DAMAGE: 90 / 160 / 230 / 300 |
Atropos finds no greater pleasure than to harvest the fear he creates.
This is your main nuke for the early-mid game. You will need this to harass the enemy and also get kills.
3. Nightmare
Puts the target enemy or friendly Hero to sleep and deals damage per second. Sleeping units are awakened when attacked, but the Nightmare passes to the attacking unit. The nightmared unit instantly wakes up if it takes damage.
| MANA COST: 165/165/165/165 | COOLDOWN: 15 |
| ABILITY: UNIT TARGET | AFFECTS: HEROES |
| DAMAGE: HP REMOVAL | DAMAGE: 20 / 20 / 20 / 20 |
| DURATION: 4 / 5 / 6 / 7 |
Make enemy to sleep and deal some damage. While enemy is sleeping, he cannot be attacked because the attacker is become the one who sleep, and the target will wake up. You can cast this for your self / team to make your ally cannot be attacked, but if the enemy is smart, the enemy will hit the sleeping target so his friends can attack the target again.
Nightmare End
Wakes you up from a nightmare.
| ABILITY: NO TARGET, TOGGLE |
4.Fiend's Grip
CHANNELED - Grips an enemy unit, disabling it and causing heavy damage over time, while stealing mana every second based on the unit's maximum mana. Upgradable by Aghanim's Scepter.
| MANA COST: 200/300/400 | COOLDOWN: 100 |
| ABILITY: CHANNELED, UNIT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: MAGICAL | MANA DRAIN: 5% |
| DURATION: 5 / 5 / 5 | DAMAGE: 100 / 155 / 215 |
| SCEPTER MANA DRAIN: 10% | SCEPTER DURATION: 7 / 7 / 7 |
| SCEPTER DAMAGE: 155 / 215 / 270 |
Victims of Atropos are frequently torn apart by vivid conjurations of their own nightmares.
This is your main skill for the game. A long time disable that deal damage per second. This is a channeling skill so you can't move while channel the skill.
With the long time of disable, it is almost sure your target will die, whether its becaus your ultimate, your brain sap, or your friends whose help you attacking the target.
SKILLBUILD
Level 1: Enfeeble
Level 2: Brain Sap
Level 3: Brain Sap
Level 4: Nightmare
Level 5: Brain Sap
Level 6: Fiend's Grip
Level 7: Brain Sap
Level 8: Enfeeble
Level 9 : Enfeeble
Level 10: Enfeeble
Level 11: Fiend's Grip
Level 12: Nightmare
Level 13: Nightmare
Level 14: Nightmare
Level 15: Stats
Level 16: Fiend's Grip
Level 17-25: Stats
Why take Enfeeble for level 1? You need this to make your opponent in lane hard to last hit / deny.
Why maxed Brain Sap first? This is your main nuke, you will need this for ganking and killing onr early and mid game.
Why maxed Enfeeble before Nightmare? One level of Nightmare is enough for early-mid game, and Enfeeble will benefit the most if you cast this on their physical attacker on early-mid game because the reduced damage will be so low and make him can't attack your team.
STRATEGY
Early Game
You can take any lane you want, top, mid, or bot, it's up to you and your team. You can solo or you can accompany your partner in the lane. Bane is quiet a strong early-game hero, on the early game is his maximum potential, you can control the lane easily here. You have enfeeble to make your enemy damage reduced so he can't last hit / deny or even harass you.
You have Brain Sap to harass your enemy and also recover your HP. Because of the Brain Sap's high damage, you can also gain early kills. If you want to do so, better to ask your friend to help because it will make your job easier.
You can also become a support hero for the team by buying wards, it will give vision to the team and help your team void enemy's gank.
Mid Game
Once you get your ultimate, you're ready to gank. Your ultimate is so strong especially on the early stage of the game, it make the target can'y move while receiving some damage, so your partner can easily harass him.
If you gank 2 heroes, use Nightmare for one of them, and then use your ultimate on the other, your friend can easily harass the targetted enemy, and then you can use Brain Sap too if the target still alive.
The key to use Bane is to precisely click on the right target, use your eyes carefully, and then click the desire enemy to maximize your skill potential. Practice makes perfect, so always practice your click is a good way to improve your precision of using a single targetted spell.
Late Game
On the late game, if you already acquired some gold, you should already have some nice items. You should maximize the use of all your items and skills. You should do the right skill / item on the right time. If you already buy a Sheepstick and a force staff/dagger, you can use it to initiate a teamfight by using forcestaff/dagger first and the use the Sheepstick to disable the enemy so your team can come in and dominate the teamfight. And then you should use all your other skills like, Nightmare to disable another hero, Enfeeble to reduce enemy's damage, and the last: your ultimate.
ITEMS BUILD
1. You need to buy courier and wards for the team. If someone already done it, you don't need to.
Courier: 150
Wards: 150
You are the kind of hero that doesn't need lots of farm, so you will have golds to buy this kind of items. Your team will rely on courier and wards to become good. Courier will faster item transportation, and wards is needed to avoid enemy's gank.
2. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? This boots is needed because you have spammable skills. And this boots also replenish mana for your team.
3. Blink Dagger
Cost: 2150
Why Blink Dagger?
1. Perfect for initiating a teamfight
2. Helps you escape
Recipe: Obilivion Staff + Preserverance + Recipe
Why Refresher Orb? It will gives you ability to cast all your abilities twice, especially Serpent Wards, a double wards is so good to deal lots of damage to enemies and tower.
double hex and Shackle is also powerful in the late game to disable many target.
5. Guinsoo 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 by make him into a chicken.
6. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
Why Shiva's? Gives you an Arctic Blast (Slow and 200 damage) and gives you a slowing aura, and also gives you +15 armor which makes you tanky.
OTHER SUPPORTIVE ITEMS
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
2. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
Why Eul? Can make you become more agile with Cyclone ability. You cannot be attacked for 2.5 seconds. Or you can cast it to the enemy and make your team can surround the target and harass him after landing on the ground.
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
Early Game
You can take any lane you want, top, mid, or bot, it's up to you and your team. You can solo or you can accompany your partner in the lane. Bane is quiet a strong early-game hero, on the early game is his maximum potential, you can control the lane easily here. You have enfeeble to make your enemy damage reduced so he can't last hit / deny or even harass you.
You have Brain Sap to harass your enemy and also recover your HP. Because of the Brain Sap's high damage, you can also gain early kills. If you want to do so, better to ask your friend to help because it will make your job easier.
You can also become a support hero for the team by buying wards, it will give vision to the team and help your team void enemy's gank.
Mid Game
Once you get your ultimate, you're ready to gank. Your ultimate is so strong especially on the early stage of the game, it make the target can'y move while receiving some damage, so your partner can easily harass him.
If you gank 2 heroes, use Nightmare for one of them, and then use your ultimate on the other, your friend can easily harass the targetted enemy, and then you can use Brain Sap too if the target still alive.
The key to use Bane is to precisely click on the right target, use your eyes carefully, and then click the desire enemy to maximize your skill potential. Practice makes perfect, so always practice your click is a good way to improve your precision of using a single targetted spell.
Late Game
On the late game, if you already acquired some gold, you should already have some nice items. You should maximize the use of all your items and skills. You should do the right skill / item on the right time. If you already buy a Sheepstick and a force staff/dagger, you can use it to initiate a teamfight by using forcestaff/dagger first and the use the Sheepstick to disable the enemy so your team can come in and dominate the teamfight. And then you should use all your other skills like, Nightmare to disable another hero, Enfeeble to reduce enemy's damage, and the last: your ultimate.
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 |
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. Refresher Orb
Total cost: 5300Recipe: Obilivion Staff + Preserverance + Recipe
| Active: Reset Cooldowns - Resets the cooldowns of all your items and abilities. + 5 HP Regeneration + 200% Mana Regeneration + 40 Damage + 6 Intelligence Manacost: 375 Cooldown: 160 |
double hex and Shackle is also powerful in the late game to disable many target.
5. Guinsoo 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. 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 |
OTHER SUPPORTIVE ITEMS
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
| Active: Restore - Heals 250 HP and gives +2 armor in an area. Passive: Mekansm Aura - Bonus HP Regen in an area. Multiple instances of Mekansm Aura do not stack + 5 All Attributes + 5 Armor BONUS HP REGEN: 4 Mana:150 Cooldown:45 |
2. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
| Active: Cyclone - Target unit is swept up in a cyclone for 2.5 seconds, and is invulnerable. Flat movement speed bonuses from multiple Eul's Scepters do not stack. + 10 Intelligence + 150% Mana Regeneration + 30 Movement Speed Manacost: 75 Cooldown: 30 |
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
By : Unknown
Dota 2 - Enchantress Build Guide
0
BIO
Aiushtha appears to be an innocent, carefree creature of the woods, and while this is certainly true, it is hardly the sum of her story. She well understands the suffering of the natural world. She has wandered far, and fared through forests bright and drear, in every clime and every season, gathering friends, sharing news, bringing laughter and healing wherever she goes. For in worlds wracked by war, forests are leveled for the building of ships and siege engines; and even in places of peace, the woods are stripped for the building of homes, and as fuel for countless hearths. Aiushtha hears the pleas of the small creatures, the furtive folk who need green shade and a leafy canopy to thrive. She lends her ears to those who have no other listeners. She carries their stories from the wood to the world, believing that her own good cheer is a kind of Enchantment, that can itself fulfill the promise of a verdant future.
INTRODUCTION
Enchantress is one of the best jungling hero in Dota. She can acquire some creeps in the jungle to push quickly and destroy towers on the early game. She can also become a reliable damager with her ultimate which will deal a painful damage from a long range attack.
STATS
ABILITIES
After attacking Aiushtha, most opponents are overwhelmed with guilt having attacked such a natural beauty.
This skill helps you survive while ganked or while in a teamfight because your opponenet will have their attack speed reduced while attacking you, so they will lose damage potential.
2. Enchant
Enchantress charms an enemy, bringing it under her control (if a creep) or slowing it (if a hero).
A true steward of the forest, Aiushtha befriends all within it - from lowly trolls to powerful centaurs.
This skill will gives you the ability to conquer the creeps in the jungle. On the early game, the big creeps like centaur, Wildkin etc are very strong. They will gives a massive amount of damage to enemy and towers. the creeps are also useful for ganking because it has some unique ability such as stun or tornado.
This skill can also become a slowing skill when casted on enemy's hero, very useful to catch enemy that tries to run away.
3. Nature's Attendants
A cloud of wisps heals Enchantress and any friendly units nearby. Lasts 10 seconds.
Whimsical spirits of the woods possess a healing power that is quite subtle, but gains strength in numbers.
A healing power come out and healing all nearby allies. A nice skill to helps team members to survive in the low Hp.
4. Impetus
Places an enchantment on each attack while activated, causing it to deal additional damage based on how far away the target is. The farther the target, the greater the damage dealt. Impetus is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers. Upgradable by Aghanim's Scepter.
While Aiushtha favors peaceful means, she is capable of a magical onslaught from a distance, her spears gaining energy from the natural life around her.
This skill is your main skill for harassing enemies. It is very painful skill for an INT hero like you. The further the lance moves, the more painful it will be.
SKILLBUILD
Level 1: Enchant
Level 2: Nature's Attendants
Level 3: Enchant
Level 4: Untouchable
Level 5: Enchant
Level 6: Impetus
Level 7: Enchant
Level 8: Nature's Attendants
Level 9 : Nature's Attendants
Level 10: Nature's Attendants
Level 11: Impetus
Level 12: Untouchable
Level 13: Untouchable
Level 14: Untouchable
Level 15: Stats
Level 16: Impetus
Level 17-25: Stats
Why maxed Enchant first? You need this to gather creeps from the jungle.
Why maxed Nature's Attendants before Untouchable? Nature's Attendants is more important than Untouchable because it will keeps your team survive in many situations in the game.
1. Power Thread
Total cost: 1900
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
Why Power Threads? Power threads is a flexible shoes, you can change it to STR, AGI, or INT for what you need.
6. Aghanim Scepter
Why Aghanim's Scepter? Increase the distance taht means +damages from your ultimate. Nice item to win a teamfight. And this item also gives you more survivability because of its + HP.
Aiushtha appears to be an innocent, carefree creature of the woods, and while this is certainly true, it is hardly the sum of her story. She well understands the suffering of the natural world. She has wandered far, and fared through forests bright and drear, in every clime and every season, gathering friends, sharing news, bringing laughter and healing wherever she goes. For in worlds wracked by war, forests are leveled for the building of ships and siege engines; and even in places of peace, the woods are stripped for the building of homes, and as fuel for countless hearths. Aiushtha hears the pleas of the small creatures, the furtive folk who need green shade and a leafy canopy to thrive. She lends her ears to those who have no other listeners. She carries their stories from the wood to the world, believing that her own good cheer is a kind of Enchantment, that can itself fulfill the promise of a verdant future.
INTRODUCTION
Enchantress is one of the best jungling hero in Dota. She can acquire some creeps in the jungle to push quickly and destroy towers on the early game. She can also become a reliable damager with her ultimate which will deal a painful damage from a long range attack.
| PROS | CONS |
| Has a big early pushing power | Squishy |
| Have a painful harassing skill | Acquired creeps have limited time |
| Have a nice healing skill | |
| Slowing the attacker of her |
ROLE
Ranged - Support - Pusher - Durable - Jungler
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 454 | 720 | 1,290 | SIGHT RANGE | 1800 / 800 |
| MANA | 208 | 718 | 1,342 | ATTACK RANGE | 550 |
| DAMAGE | 47-57 | 86-96 | 134-144 | MISSILE SPEED | 900 |
| ARMOR | 2 | 5 | 11 |
ABILITIES
1. Untouchable
Enchantress beguiles her enemies, slowing their attacks when she is attacked. Lasts 3 seconds.| ABILITY: PASSIVE | ATTACK SLOW: 20 / 50 / 80 / 110 |
This skill helps you survive while ganked or while in a teamfight because your opponenet will have their attack speed reduced while attacking you, so they will lose damage potential.
2. Enchant
Enchantress charms an enemy, bringing it under her control (if a creep) or slowing it (if a hero).
| MANA COST: 65/65/65/65 | COOLDOWN: 30/25/20/15 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| MOVE SLOW: 20% / 30% / 40% / 50% | ENCHANT DURATION: 80 / 80 / 80 / 80 |
| SLOW DURATION: 5.5 / 5.5 / 5.5 / 5.5 |
This skill will gives you the ability to conquer the creeps in the jungle. On the early game, the big creeps like centaur, Wildkin etc are very strong. They will gives a massive amount of damage to enemy and towers. the creeps are also useful for ganking because it has some unique ability such as stun or tornado.
This skill can also become a slowing skill when casted on enemy's hero, very useful to catch enemy that tries to run away.
3. Nature's Attendants
A cloud of wisps heals Enchantress and any friendly units nearby. Lasts 10 seconds.
| MANA COST: 125/140/155/170 | COOLDOWN: 45 |
| ABILITY: NO TARGET | HEAL PER SECOND: 10 / 10 / 10 / 10 |
| RADIUS: 275 / 275 / 275 / 275 | WISPS: 3 / 5 / 7 / 9 |
A healing power come out and healing all nearby allies. A nice skill to helps team members to survive in the low Hp.
4. Impetus
Places an enchantment on each attack while activated, causing it to deal additional damage based on how far away the target is. The farther the target, the greater the damage dealt. Impetus is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers. Upgradable by Aghanim's Scepter.
| MANA COST: 55/60/65 | COOLDOWN: 0 |
| ABILITY: AUTO-CAST, UNIT TARGET | AFFECTS: ENEMY UNITS |
| AFFECTS: ENEMY UNITS | DISTANCE DAMAGE: 15% / 20% / 25% |
| SCEPTER BONUS RANGE: 165 / 165 / 165 |
This skill is your main skill for harassing enemies. It is very painful skill for an INT hero like you. The further the lance moves, the more painful it will be.
SKILLBUILD
Level 1: Enchant
Level 2: Nature's Attendants
Level 3: Enchant
Level 4: Untouchable
Level 5: Enchant
Level 6: Impetus
Level 7: Enchant
Level 8: Nature's Attendants
Level 9 : Nature's Attendants
Level 10: Nature's Attendants
Level 11: Impetus
Level 12: Untouchable
Level 13: Untouchable
Level 14: Untouchable
Level 15: Stats
Level 16: Impetus
Level 17-25: Stats
Why maxed Enchant first? You need this to gather creeps from the jungle.
Why maxed Nature's Attendants before Untouchable? Nature's Attendants is more important than Untouchable because it will keeps your team survive in many situations in the game.
STRATEGY
Early Game
On early game, you should not go straight into the lane because you should acquire the creeps in the jungle to gank enemies and also for early pushing. You can stay in the jungle for a while in the early game while gaining more level and more creeps. If you already get 3 creeps, you can come to the lane and push the lane for early tower that gives gold advantages to the team.
try to use TAB to change between your creeps, try to maximiz every creeps ability like the Centaur's stun, Wildkin's tornado, etc.
Also remember to slow down enemy using enchant and also remember to heal allies using the Nature's Attendant.
Mid Game
Mid game is still the time to use all the creeps. You should try to maximize every creeps ability.
Use Wildkin's tornado to destroy's enemy's push wave, the damage is constant and not so painful, but with the time goes by, it will deal lots of damage to the pushing wave. Or you can use this tornado to push enemys lane.
Or, Use Centaur to stun the enemy. and Use Troll to net the target.
Roaming is your job in this stage of the game. Use your creeps to accompany you to kill all the enemy in every lane. It is good to kill enemy's carry to delay his farm and increase your team's chance to win the teamfight.
Late Game
Remember that you have the Impetus, it will help the team to deal physical damage in the late game teamfight. Although you are not 100% carry, this Impetus skill is so good to deal damage and harass all the enemy.
Also use Nature's attendant maybe still useful here, to keep all team members alive during a hard teamfight.
Maybe you can use some item you bought, like Sheepstick or Mekansm. All items are useful to keep your teams powerful in the teamfight.
ITEMS BUILD
Early Game
On early game, you should not go straight into the lane because you should acquire the creeps in the jungle to gank enemies and also for early pushing. You can stay in the jungle for a while in the early game while gaining more level and more creeps. If you already get 3 creeps, you can come to the lane and push the lane for early tower that gives gold advantages to the team.
try to use TAB to change between your creeps, try to maximiz every creeps ability like the Centaur's stun, Wildkin's tornado, etc.
Also remember to slow down enemy using enchant and also remember to heal allies using the Nature's Attendant.
Mid Game
Mid game is still the time to use all the creeps. You should try to maximize every creeps ability.
Use Wildkin's tornado to destroy's enemy's push wave, the damage is constant and not so painful, but with the time goes by, it will deal lots of damage to the pushing wave. Or you can use this tornado to push enemys lane.
Or, Use Centaur to stun the enemy. and Use Troll to net the target.
Roaming is your job in this stage of the game. Use your creeps to accompany you to kill all the enemy in every lane. It is good to kill enemy's carry to delay his farm and increase your team's chance to win the teamfight.
Late Game
Remember that you have the Impetus, it will help the team to deal physical damage in the late game teamfight. Although you are not 100% carry, this Impetus skill is so good to deal damage and harass all the enemy.
Also use Nature's attendant maybe still useful here, to keep all team members alive during a hard teamfight.
Maybe you can use some item you bought, like Sheepstick or Mekansm. All items are useful to keep your teams powerful in the teamfight.
ITEMS BUILD
1. Power Thread
Total cost: 1900
Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
| Active: Switch Attribute - Changes selected attribute between Strength, Agility and Intelligence. Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed + 8 Selected Attribute + 30 Attack Speed |
6. 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
Why Schyte of Vyse? Very good item to initiate a teamfight. or to defend against somebody.
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 |
Alternative Items
5. Orchid Malevolance
Total cost: 5025
Recipe: 2 x Ring of Obilivion + Recipe
Why Orchid? Orchid add damages and attack speed. And also gives a silence skill and amplify damage for a single target. Silence is very good for ganking purpose. A silenced target can't do anything so your team can easily harass enemies.
6. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
Why Shiva's? A good iteam to slow down and nuking enemies in the area. The slower ability will makes enemies have a hard time in moving and attacking, and the damage will reduce enemies Hp in the AoE.
The +Armor makes you become tanky and can survive in the though teamfight.
Also helps you chase enemies faster because this item will slow down your target. + Arctic Blast (More Slow and 200 damage)
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
Total cost: 5025
Recipe: 2 x Ring of Obilivion + Recipe
| Active: Soul Burn - Silences target unit for 5.0 seconds and amplifies the damage it takes by 30.0%. + 25 Intelligence + 30 Attack Speed + 30 Damage + 150% Mana Regeneration Manacost: 100 Cooldown: 18 |
6. 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 |
The +Armor makes you become tanky and can survive in the though teamfight.
Also helps you chase enemies faster because this item will slow down your target. + Arctic Blast (More Slow and 200 damage)
GOOD ALLIES
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.
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.
By : Unknown








































