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SUNRISE – Azwraith, Phantom Lancer

// May 17th, 2007 // No Comments » // DoTA

Although his true name is unknown to his allies, Azwraith’s assigned name tells you enough. Like the Angel of Death, Azrael, he fights to rid the world of those who choose to embrace undeath. He is able to appear and disappear at will like a wraith, often appearing in many places at once. Azwraith is more than capable of dispatching the undead using his lance, each blow sending them closer to the spirit-realm. This lance is the source of his astounding ability to duplicate himself, whenever it draws blood he can use their life to create weaker copies of himself.


HERO ABILITY
























Spirit Lance

Throws a magical lance at a target, slicing it and slowing it down for 3 seconds.

Level 1 – Deals 110 damage and Cripples for 10%.
Level 2 – Deals 150 damage and Cripples for 20%.
Level 3 – Deals 215 damage and Cripples for 30%.
Level 4 – Deals 310 damage and Cripples for 40%.

Cooldown: 9 seconds.


Level 1: 140 mana, 9 sec cooldown.
Level 2: 140 mana, 9 sec cooldown.
Level 3: 140 mana, 9 sec cooldown.
Level 4: 140 mana, 9 sec cooldown.






Doppelwalk

Allows the Phantom Lancer to become invisible for a period of time, leaving behind a duplicate of himself to confuse enemies. 10% movement bonus at all levels.
Lasts 12 seconds.

Level 1 – 150 mana.
Level 2 – 120 mana.
Level 3 – 90 mana.
Level 4 – 60 mana.

Cooldown: 30/25/20/15 seconds.


Level 1: 150 mana, 30 sec cooldown.
Level 2: 120 mana, 25 sec cooldown.
Level 3: 90 mana, 20 sec cooldown.
Level 4: 60 mana, 15 sec cooldown.






Juxtapose

Whenever the Phantom Lancer attacks he will randomly create a duplicate of himself. Limit of 8 images.
Duplicates last 15 seconds.

Level 1 – 3% chance.
Level 2 – 6% chance.
Level 3 – 9% chance.
Level 4 – 12% chance.


Passive






Phantom Edge

Gives the Phantom Lancer an edge in combat by allowing him to evade attacks and increasing Juxtapose’s image generation. Additionally, it enables his images to generate their own images.

Level 1 – 5% evade, 3% chance illusions will duplicate, 2% increase in Juxtapose.
Level 2 – 10% evade, 5% chance illusions will duplicate, 4% increase in Juxtapose.
Level 3 – 15% evade, 7% chance illusions will duplicate, 6% increase in Juxtapose.


Passive


BUILDING STRATEGY


Level Skills (DPS Build)



  1. Spirit Lance [L1]
  2. Dopplewalk [L1]
  3. Spirit Lance [L2]
  4. Dopplewalk [L2]
  5. Spirit Lance [L3]
  6. Dopplewalk [L3]
  7. Spirit Lance [L4]
  8. Dopplewalk [L4]
  9. Phantom Edge [L1]
  10. Juxtapose [L1]
  11. Phantom Edge [L2]
  12. Juxtapose [L2]
  13. Juxtapose [L3]
  14. Juxtapose [L4]

Juxtapose: Don’t Get It Early-Game



  1. On the off chance that you even create an image (very, very, VERY hard to create one), it will die in 4-5 hits, as well as disappearing in 15 seconds; Which gives you no time to: Micro/Farm, harass, confuse, or hero kill.
  2. Images do a whopping 15-21 damage per hit (Azwraith Level 7;Juxtapose level 4)!
  3. You give up your only Nuke/Slow.

So, by maxing out your only escape mechanism, and only nuke/slow first, you will do the following throughout the game.



  1. Hero-kill more effectively with Spirit Lance.
  2. Run away more effectively with Doppelwalk.
  3. Hero-kill more effectively with Doppelwalk.
  4. Survive more effectively early-game.

For the better part of your early to middle game, your main job is to spam Spirit Lance.


Why get more than one level of Doppelwalk?


I know that Doppelwalk doesn’t change at all at level 1-4, other than MP cost and a shortened cooldown. But, in order to really use Doppelwalk well, you have to have enough MP to support it. 150 MP is most of your MP pool for early-game. If you only get one level of Doppelwalk, and put the rest in stats (while still maxing Spirit Lance), then you would have stronger images, and slightly more MP, but you lose a lot of early to middle game potential in messing with the enemies’ heads. I prefer the the active play style of using Doppelwalk whenever needed, but taking one level and then stats is definitely a viable alternative.


As of 6.36, level 4 Doppelwalk cuts its cooldown in half, as well as receiving the same MP reducing bonus.


Why do you max out Spirit Lance before Doppelwalk?


First of all, you have to realize that it’s just one level’s difference. Second, as you should have read, Doppelwalk has the same effect at every level, while Spirit Lance gets stronger every level. So, naturally the logical choice would to be to max out Spirit Lance first. If you argue that you need an escape mechanism at level 1, incapacitate yourself.


Why do you get Phantom Edge so early?


I find that images generate much faster with two levels of Phantom Edge and maxed Juxtapose. It can be argued that getting Attribute Bonus instead is more effective with providing extra stats for images. However, even though the small dodge percentage can be neglected, in this period of the game, spells are flying, tempers and hormones raging, and ganks/revenge being plotted. Also, in this period of the game you will have almost obtained Diffusal Blade, giving your images the Feedback orb. This greatly adds to your DPS. And since Phantom Edge significantly helps generate images and acts as a filler until Juxtapose and Diffusal, I prefer taking it earlier. However, Stats in substitution for Phantom Edge is not a bad idea either.


Item Build – DPS



  • Ring of Regeneration & Tangos
  • Bracer x2
  • Robe of Magi + Blade of Alacrity = Diffusal Blade
  • Boot of Speed
  • Diffusal Blade + Vitality Booster = Manta Style
  • Boot of Travel
  • Eaglehorn
  • Messerschimidt’s Reaver + Vitality Booster = Heart of Tarrasque
  • Quaterstaff = The Butterfly

COMBO Skill



  • Requiem of souls + Whacking + Shadowraze

Strategy Discussion (DPS)


Early Game


During early game, here is what you do. FARM! That’s all there is to say. You have nothing to do early game, other then to farm. Get last hits and deny whenever you can. When an enemy hangs back to accumulate experience, denying is priority over last hitting. When last hitting, the moment you hear the sound of your physical attack, right click back. This is one of the many forms of the oh-so-helpful animation canceling. It saves a little time, rather just standing there stupidly waiting for your lance to swing completely through (reducing the amount of time the enemy has to nuke/attack you). When you have level 3 or 4 Doppelwalk, here’s what you do when an enemy approaches you.


When an intelligence hero approaches you, you Doppelwalk IMMEDIATELY, and get the hell out of the way (step away from the area of your fake). Most intelligence heroes feel they have the responsibility to harass you. Whether it’s an Impale, or Light Strike Array, it is important to avoid all damage possible. And finally, once they have used up their arsenal of stuns, and nukes, use Spirit Lance. Now those pesky harassers have become the harassed. You can follow up with a few hits until the slow wears off (at your own risk). How can you tell if an enemy is trying to target you with a nuke? The enemy will most likely run up or past the line of creeps fighting. This is how to dodge AoE spells.


To dodge targeted skills (Storm Bolt, Chain Frost, Chain Lightning), you have to have good timing, and a wide knowledge of the movements and animations of each character. Therefore, this strategy was made for pros. However, there’s no harm in trying, as if you do get hit with the nuke, you will most likely want to Doppelwalk and run anyways. When you see the spell flying towards you, press “W” to activate Doppelwalk before it hits you. This will make it so you and your image don’t get damaged (or stunned). Practice this whenever possible, don’t get discouraged if you fail or mistime it.


Moving on, you should have gone to about #3 in the item build by the end of early game. If not, you’re behind, and you’re going to spend a lot of the game trying to catch up. This is the time to consider changing your build to accommodate your situation (read the alternative items). Try not to fall behind.


So you’re doing well; lane control, hero killing, and farming like a pro. Now is the time to watch out for ganks. The worst thing that can happen to you early game is die, denying of valuable experience and gold. So, that being said, don’t die. So, that being fresh in our minds, remember to call missing heroes in your lane. That usually keeps everyone happy, and allows you to yell at your team if you almost die from a gank, without sounding like a hypocrite.


At around level 6, people start using their ultimates, which of you are stripped away from. Remember, how you dodge nukes? Well, this is the same concept. There are two scenarios. One is that you are in a battle, and they are about to use their ultimate. Another is that you want to make them waste their ultimate, so you are safe for a period of time.


In a battle, to avoid massive damage from ultimates such as, Finger of Death or Laguana Blade, you must have knowledge of all enemies and their skills (which isn’t hard if you’ve played with or against all the characters). Usually, these ultimates make their appearances as a last hit; 2/10 players use this ultimate right away. So, using this to your advantage, when you and the enemy commence in a fight, both of you should have around the same HP. When you are in the low yellow HP, Doppelwalk. They will probably use their ultimate on you, emptying their arsenal. If it is an AoE ultimate, then get out of the way. Otherwise, proceed to Spirit Lance, and attack. He are probably dead. If not, chase them until Spirit Lance is out of cooldown. You have to be smart about the chase though, always think twice about diving past a tower. This strategy works all through the game.


Heros such as Goblin Techies and Bane Elemental depend on their skills, and ultimates. PL is the bane (bad pun) of their skills. This is because most Techies waste their time planting Remote Mines, hoping to get a kill, or two. Or they plant Land Mines, hoping for some unlucky wanderer to hit them. All you have to do is create an illusion (using Doppelwalk, or send a Juxtapose image), and move it towards the mine patch. And there you have it, Techies just wasted a lot of time. Proceed to laugh in all chat. Bane’s ultimate can be devastating for you. Lucky for you, you have Doppelwalk. When you see Bane trying to kill you, Doppelwalk RIGHT AWAY. He will probably use Fiend’s Grip, and good thing for you, he only has one disable without his ultimate. PL > Ultimate dependant heros.


Here’s a scenario with Luna (whose hero revolves around her ultimate and single target nuke) and I walking by each other.



  1. I spot Luna, Luna spots me.
  2. I quickly Doppelwalk.
  3. Luna uses her Ultimate
  4. I taunt her at a safe distance.

    You might say: But she’ll just wait for her cooldown to do this again. It doesn’t help anyone but you.

  5. Drow and Luna duke it out, but Luna’s normal Nukes reign supreme on the low HP Drow. Luckily she just wasted her Ultimate on me. Drow runs towards her teammate and creep wave, baiting Luna with her.
  6. All is at a happy ending, and Drow gets the kill.

PL is NOT an early game character. Most likely, not even a mid-game character. Most people know that he doesn’t start dominating until late game. So, remembering this, do not Rambo 2 enemies at the same time. If you see a hero in red, don’t chase pass the tower. You CAN get a lucky kill, but it WILL be based entirely on luck; at least early game. You really have no place in your team except for your slow. Farming is key in early game, same goes for any late game hero.


You can get hero kills early game though.



  1. Omniknight was running in to help Slardar. I Spirit Lance him.
  2. I kill Omniknight before he can heal himself, and move to help Tidehunter.
  3. With me, a few creeps, Tidehunter, and the tower attacking Slardar, Tidehunter manages to get the kill.


Middle Game


By now you should have Diffusal Blade. If not, you didn’t request a lane change early enough and should consider the alternative items listed before. Now, you should have enough HP to maintain a lane, and you can go hero killing agility and intelligence based heroes. Farming is still important, but not as huge as in early game. Now is your chance to earn a little extra gold and experience by, Hero Killing!


How? First you find a low HP character that is alone(usually agility or intelligence). Use the backstabbing areas (the areas in the forest, where they can’t see you). Run behind the enemy; Do NOT run into the enemy, run towards the path in which he will run back to (he will probably run towards his tower/fountain). Spirit Lance, and proceed to DOPPELWALK. He will probably use his disable/stun; Move out of the way if it’s an AoE. Attack him a few times and emerge from invisibility, and Purge. Keep attacking, and Spirit Lance, yet again. This should finish him off. Feel free to use your purges if you feel it is necessary.


Why do this in that order? Backstabbing is important in herokilling. They are MUCH more likely to die if they don’t see you coming, then if you charge them. Spirit Lance is for the slow. Doppelwalk is for avoiding the stun for damage and falling behind. Doppelwalk also makes the opponent stay a little longer, because once they hit the illusion, they will think they can win. Purging is for an extra slow, to attack and wait for the Spirit Lance cooldown. Do not forget to attack normally though. If you’re lucky you may get a few illusions triggered as well as burning MP.


Don’t forget to use your strongest weapon. Deception.



  1. I see Ursa with his buffs running towards me to backstab.
  2. I Doppelwalk, Ursa doesn’t notice.
  3. Ursa uses half his buffs on one creep, then uses the rest on the image.
  4. When I see the image at low yellow HP, I use Spirit Lance (not shown in image). Now I have my creeps, myself, and 1 illusion attacking him.
  5. My illusion got the last hit, and I collected my well-deserved bounty.

Again, this is a scenario of deception.



  1. I lure Pudge into using his Hook. He then uses his Dismember to “finish me off” (not shown on images).
  2. Six seconds later, I’m on his tail. He knows which PL is the real one, since I Spirit Lanced him to catch up. Unfortunately, he used Hook and Dismember to kill my illusion.
  3. I Purge him for further pounding.
  4. Pudge realizes he’s screwed, and begins to suicide with Rot. By now, he has no MP to do anything else.
  5. I finish him off with Spirit Lance before he can suicide.

Use ALL of your Purge charges. 10 charges should be about 6-7 kills. Use them wisely


So after you finally used up all the Purge charges, and farmed Manta Style at around level 15-17, you have a whole new set of strategies.
From here on, you will start to own. Since the nerf to the length of the images’ survival time, the images disappear right before you engage the next creep wave. So, when you are pushing a lane, you should be triggering at least 5-6 images very quickly. If not, curse your luck. Also, you should be getting most, if not all gold from every creep in your lane. You don’t even have to micro your last hits. Just auto-attacking works fine (although selecting all your images and focus firing one creep at a time usually works better). When you are near the tower, your images will probably disappear right when you reach it, or get 1 or 2 hits. First, you create 2 images with Manta. Then, you attack the tower. When the enemy creep wave reaches you, attack it. This should create plenty of images for you to destroy the tower. Be aware of heroes coming for you, though.


Hero killing goes down a step, but that’s only because not many heroes like to solo 8 Azwraiths. For the most part, you will be left alone. Be sure to help your team. Mid game is also when every player has an ally with them. If you do come in a hero killing situation, then…


Spirit Lance, and hope your ally has a stun. While in that period, Manta. Proceed to beating the computer animated body fluids out of the enemy. Spirit Lance whenever your cooldown is ready, as that is your only slow. If the situation is 1v1, they will probably get away in red HP with a warning of “don’t try that again.” If it’s 2v1, then either your ally or you will get the kill. If it’s 2v2, you may get 1 kill, or 2. Just remember to attack the same enemy as your ally. Make sure you kill the hero that can put out the most damage first (intelligence, agility, then strength). Tell your team the priority of heroes to focus fire on.


When you’re not hero-killing, you should be concentrating on casual pushing. This is second major source of gold, and it is good for the team. And Juxtapose sure makes you good at it. By casual pushing I don’t mean pushing to the second tower. Only push further than 3/5 of the lane if you think you can get a tower. Otherwise, you are just feeding the enemy creeps to kill, and providing them gold.


Late Game


Eaglehorn should be bought. More damage and attack speed for pushing. People will rightfully be afraid of you. They will avoid the lane you are in, without bringing an two allies, or one AoE stunner. Still, late game your objective is to push when you are able to, and when in team battles, you send in your images to focus fire the most dangerous enemy and create chaos. Not only does pushing win the game, but it brings in quite the gold accumulation. You should have HoT in no time.


For the most part, you can’t do anything, but push. Hero kills will usually come to you. When the other team pushes, you should participate in helping your team defend. You can’t Roshan, because Juxtapose doesn’t work with him. So you will be about useless. So, when your team decides to Roshan, then you push, while they Rosh, to not arouse any suspicions. This also keeps the enemies distracted and busy.


Every strategy in middle game should still be used late game. Pushing, creeping, and hero killing should be easier. As long as you have Butterfly by level 20-22, then you have a very high percentage of winning; unless your enemies are fed.


When your team decides to push, tell them that you’re going to push another lane. This makes it extremely hard to defend, and the whole enemy team will most likely go to the lane that your team is pushing in, leaving you wide open to wreak havoc on their towers/barracks.


Heart of Tarrasque will make you an unbelievably awesome tank. You won’t believe how well this works until you try it.


 

TWILIGHT – Nevermore, Shadow Fiend

// May 15th, 2007 // No Comments » // DoTA

A demon of the burning legion so abhorred that he makes the skin of even his fellow demons crawl, Nevermore is a creature of the shadows that consumes the souls of those around him. When the Shadow Fiend comes forth to battle, he augments his power with the souls he has consumed, bearing down on his enemies with spiritually enhanced attacks and powerful spiritual blasts. The Shadow Fiend is a terrifying opponent whom few have survived, and those who have perished under his tyranny have faced the most despicable fate of all.


HERO ABILITY
























Shadowraze

Gives the Shadow Fiend the power to desecrate regions in front of him at varying distances.

Level 1 – 75 damage
Level 2 – 150 damage
Level 3 – 225 damage
Level 4 – 300 damage

Cooldown: 10 seconds.


Level 1: 75 mana, 10 sec cooldown.
Level 2: 75 mana, 10 sec cooldown.
Level 3: 75 mana, 10 sec cooldown.
Level 4: 75 mana, 10 sec cooldown.






Necromastery

Whenever the Shadow Fiend kills a target, he stores the unfortunate soul inside of him. For each stored soul he gains 2 bonus damage until his own death releases half of them from bondage.

Level 1 – 16 damage limit.
Level 2 – 30 damage limit.
Level 3 – 46 damage limit.
Level 4 – 60 damage limit.


Passive






Presence of the Dark Lord

The presence of such a horrible creature terrifies nearby enemies, reducing their armor.

Level 1 – 1 armor reduction.
Level 2 – 2 armor reduction.
Level 3 – 3 armor reduction.
Level 4 – 4 armor reduction.


Passive






Requiem of Souls

Summons evil spirits around you dealing damage to units in the area. Number of spirits is related to the number of souls stored and the movement/damage reduction is related to the distance from the Shadow Fiend. Lowers movement speed and damage of nearby units. The closer the units are the greater the effect.

Cooldown: 120/110/100 seconds.


Level 1: 150 mana, 120 sec cooldown.
Level 2: 175 mana, 110 sec cooldown.
Level 3: 200 mana, 100 sec cooldown.


BUILDING STRATEGY


Level Skills (DPS Build)



  1. Necromastery [L1]
  2. Stats [L1]
  3. Stats [L2]
  4. Necromastery [L2]
  5. Necromastery [L3]
  6. Stats [L3]
  7. Necromastery [L4]
  8. Stats [L4]
  9. Stats [L5]
  10. Requiem Of Soul [L1]
  11. Requiem Of Soul [L2]
  12. Presence Of The Darklord [L1]
  13. Presence Of The Darklord [L2]
  14. Presence Of The Darklord [L3]
  15. Presence Of The Darklord [L4]
  16. Requiem Of Soul [L3]

Max up Necromaster First in this build. But why at level 1 and level 4 but not level and 3 ? It’s because you’ll rarely be able to gather enough of souls during the early games unless u are real good at deny and last hit. It can be switched as time goes by. Stats are for early survival during the early game despite your low hp. And why requiem of soul at level 10 and level 11? Simple. Will you rush to a target at level 6 to use it? Answer is NO. So I guess thats all i wanna say in this build. Easier than the RazeShadow build but must have a good early game match. Deny and Farm properly and it’ll bring this hellfire to heaven and make them perish


Level Skills (Caster Build)



  1. Necromastery [L1]
  2. ShadowRaze [L1]
  3. ShadowRaze [L2]
  4. Necromastery [L2]
  5. ShadowRaze [L3]
  6. Necromastery [L3]
  7. ShadowRaze [L4]
  8. Necromastery [L4]
  9. Stats [L1]
  10. Requiem Of Soul [L1]
  11. Requiem Of Soul [L2]

In this build, focusing on spellcasting is more important than your DPS. Therefore, max up shadowraze and necromastery first. Then go for requiem of souls. Reasons are the same as the DPS build. Only thing is that you switch Presence Of The Darklord with ShadowRaze. Why you say? Simple, coz it’s better than useless at mid/early game since you wont be attacking most of the time but using requiem and end them with shadowraze. Harder to master this build compared to the DPS build due to the difficulties to maximise the damage output of shadowraze but might be safer if played well since u dont need to do much and need not to rush infront for kills.


Item Build – DPS



  • Boot of Speed + Glove of Haste = Power Thread
  • Blink Dagger OR Lothar Edge
  • Mithril Hammer x2 = Stygian Desolator
  • Messchimidt’s Reaver + Vitality Booster = Heart of Tarrasque OR
  • Planeswalker’s Cloak + Platemail = Aegis Immortal
  • Broadsword + Blade of Attack = Crystalys
  • Crystalys + Demon Edge = Buriza do Kanyon
  • Quaterstaff + Eaglehorn = The Butterfly OR
  • Ogre Axe + Broadsword = Black King Bar

Item Build – Caster



  • Boot of Speed + Glove of Haste = Power Thread
  • Void Stone + Ring of Health = Preserverance
  • Blade of Alacrity + Claymore = Lothar Edge
  • Preseverance + Ultimate Orb = Linken Sphere
  • Ultimate Orb x2 + Point Booster = Eye of Skadi
  • Quaterstaff + Robe of Magi + Sobi Mask = Obvilion Staff
  • Preseverance + Obvilion Staff = Refresher Orb
  • Sacred Relic = Radiance

COMBO Skill



  • Requiem of souls + Whacking + Shadowraze

Strategy Discussion (DPS)


Early game  
Alright, lets go to the strategy part now. It’s early game, so what are you gonna do? It’s kinda simple actually during the early game but it’s the time where you need the most concentration. Why ? Because this will be the part you’ll be denying and harassing your enemies. Start at a solo lane. Top for sentinel and bottom for scourge because it’s nearer to the tower. So what are you gonna do there. Yes. Deny and harass. Lets talk about denying first.


Denying is very important for Nevermore as it’s very efficient in it. With the +60 damage from it. Almost all creep will be yours. Once your creep hp is getting to 1/4. Straight aim that creep. You’ll usually get to deny it easily. Just one thing, to deny. You’ll need to be freaking agressive. You might not be able to farm at first too since you’ll be harassing most of the time but it doens’t matter. If u think u can, rush into tower to deny too but make sure there is no stunner or you’ll be dead in 2 shots of tower and some attack from your enemy


Now about harassing. Thats the best part in using nevermore but it’s only limited to few factors. First is for weaklings melee heroes or a SINGLE ranged hero. Once there’s 1 range and 1 melee. Dont be too agressive but if both are melee’s. You can say GG before the game starts. Anywayz .. same thing applies. You can either forget about last hitting means let it free hit creep and wait for denies or harassment. When the melee heroes come near. Dump them. When theres creep dying. Eliminate them. When range heroes are standing, suprize them and chase all the way if u hav flasks.


Mid Game  
It’s in the middle game now. Most of your teammates will be ready for battles and starting to push. But what do you do ? Should you join them ? The answer is no. You shouldn’t join them at all. In fact, you shud get a free lane like top and bottom. Where theres no hero. Continue to farm there and run if theres danger. Buy scroll of town portals would be a good choice. Just one reminder. You should teleport back while hiding at a location if theres enemies around OR teleport back to your base to defend if your enemies are pushing. Reqiuem of Souls are needed for these battle.


Just go into the battle, use requiem and run back. If you are using razeshadow build. Spam your shadowraze. It’ll help a lot and u might even get some kills there. Make sure you tele back and defend or you’ll lose the game easily with tower down. Continue doing it until you get your requiem of souls level maxed and having a deso with dagger. Once you get that, you should be in the late game status.


Late Game
Late Game, Bwahahaha. It’s time to own says nevermore. At this moment of time. You should have your deso and dagger with other small stuffz and this is where you’ll get strong especially with a heart at your side. Main thing to do is to unleash your Requiem Of souls and finish them off nicely. But make sure you do it during the whole team clashes. First one to go in is not your role. Let the tankers go and then you blink in. Start casting your Requiem of souls while typing “gg” to your enemy. After that, get ready for some killing. Get the nearest one and hopefully it’s yours and try to shoot further ones with your shadow raze if you have it


Make sure you join ganks and gangs by this time. You’ll help your teammates a lot and will turn the tides even if you are losing. Imagine you inflicting more than 900 damage to every heroes in the map. And killing it 1 by 1. Bloodseeker from your team will be thirsting for this to happen. Continue doing it and then push to the rax. You are the one that should hit the rax despite your incredibly high Attack and attackspeed by this time. So guess that’s all that i can say now


Shadowraze Build Walkthrough


Early game  
Two walkthrough in one guide ? Wow, never expected this in a guide. Anywayz, 2 different build with different styles of playing requires different walkthrough. Thats why I’d write another walkthrough for the Shadowraze build for nevermore. Basically you’ll do every single thing the same with the one on the DPS build with minor changes


Denying. It’ll be almost the same to all players with any hero. Once the game start. Get a non-solo lane. This time you’ll need your teammates help. Deny those creeps of yours and lsat hit those creep. Continue doing this will allow you to get more souls for the extra damage. After your damage is boosted. Denying and Last Hitting should be simple for you.


Now about harassing. The way of harassing for this hero is kinda difference compared with the DPS build. Yes, you can do the same thing but take note that you will be in a 2 v 2 stance so unless your enemy is a melee. You can’t do anything againts them. So what can you do ? Simple. Just continue farming like usual and when u see any hero come near their ranged creep, aim on him and use shadowraze [C] which would most probably hit the target accurately if done correctly. Continue doing it and just keep farming all the way. Get someone to disable it to make things easier too.


Mid Game
It’s the mid game now. What can you do. Although it seems harsh but I’d like to say that you can do nothing. Without the uber high DPS damage and the mana of yours. You can do nothing. So therefore, go to free lanes and farm. Sense anything dangerous, teleport back wit your scroll of town portal or just windwalk away. Make sure to check your map often and prepare from any backstabs from the enemies side. Help out your teammates to defend too unless you wanna lose your tower AND your game


Just go into the battle, use requiem and run back.Spam your shadowraze to clear off those creep . Hopefully, some weaklings get hitted and will either be in red hp or you’ll be the proud player listening to the sound “killing spree”. Take note that you are not recommended to windwalk to the middle of the battle to use requiem anymore. It’s way too dangerous doing so. Instead, stay at your tower and wait for chance to do it. If there’s any problem you’re facing, windwalk back and just let your teammates do the job. It’s not your time of the game anywayz
Late Game  
At this time, you should have your linken sphere ready and you should be starting to make your skadi. At this moment, start joining ganks with your teammates. Start the battle by windwalking near the enemy and requiem them, then keep whacking them until you hear the sound “dominating” or “godlike” If they are too far from your range, press your [C] button for a far shadowraze. You’ll be glad of it and they’ll be sad if they thaught that they can easily run from you. Remember to target them before your use shadowraze.


Repeat and repeat the procedure and you should be owning. If they buy wards , get ward and destroy them. If they get gem, I’m so sorry to say that you’ll have to fite him face to face and kill him. If your team doesn’t want to push. Consider to continue farming since you can’t rush in front alone. Guess that’s all that I want to say now. Conclusion, you spend most of your time farming and will require the using of requiem to kill your enemy


Advanced Technique
Mass Deny and Harassment
 
Mass Denial
Alright, have you tried your game before you read this part of the guide ? I’d take that as a Yes since I know most of you can’t wait to play it after reading the first part of it ( If u ppl reads it ). I mention a lot about harassing during the walkthrough in the early game and mid games. But what do i actually mean about it ? Yeah, killing your own creep which would result your opponent exp denied and also gold denied. It’s totally a perfect way to outfarm and outlevel your enemy but too bad, icefrog nerf the amount of exp deny in 6.38 on the melee creep. Anyhow, gold is also another factor. You deny them well, they’ll never get anything unless they are a better farmer than u.


Denying creep somehow or rather is quite simple to do but the extra part is by denying in your tower or their tower which i can’t master it until now due to the usual 2 v 1 in my lane. Anyhow, there is some tips about it if you really wanna deny your hearts out which i learnt it from another guide from dotaportal. It come about like. The tower attacks your melee creep 4 times and it’ll allow you to deny it and 2 times for the ranged creep. However, this might not be working if you dont have the full level of necromastery maxed up wit full power. Just a piece of advice for you deniers. Never try to deny a nuker early game. With a combo skill and u are as good as a dead meat.


What you’ll need to deny them nicely is stated below.



  1. Maxed Powerups for necromastery ( 30 souls/60 damage+ )
  2. Maximum Safe-rambo mode of playing style 
  3. Daring enough to take high risk 
  4. He’s a darned melee hero OR a single ranged hero 
  5. Non-nuker – Crystal Maiden, Zeus, Lina Inverse 
  6. Takes place in side lanes 
  7. For xtra help, get observer wards ( Helps A LOT )

Harassment
Harass eh ? Harassing with this hero is somehow simple. Why ? I’ll tell you why. He have about 60 damage and from necromastery another 60 damage bonus. This will make you have 120 damage at the early game stages. Imagine it man. 120 damage !!! Yeap, you might say armor but thats not in the topic now. With this input of damage. I wonder who want withstand it ?Few hits and they’ll be crying and running back to their homes. They’ll be afraid of you so don’t worry and harass them nicely. Just take note of those creeps around you. It can be more hurting for you than him if you get hit by their creeps early game.


About how to harass with it so that you wont feel the pain from their creep. It’s simple. Wait until there is less than 2 melee creep around the area. Make sure u kill the ranged creep as your first kill since it’s free food for you. Then, move around near the side of your enemy. If he stands at the right, walk around the right part of the route. This is so bcoz if you were on the left part and you target him. You’ll have to walk to the creeps ( Middle part ) and the pain will be legendary. Thats for range heroes. For melee, simple. See him running for last hits ? DENY it and then change your target to him. He’ll either change lane, get another player to come, or leave the game if u really harass them correctly


What you’ll need to harass them nicely is stated below.



  1. Melee Heroes. ( Wow, melee heroes are tauhu’s for Nevermore eh ) 
  2. Non-nuker / Non-spammer. 
  3. Less than 2 remaining melee creep in the area. 
  4. Good Micro-ing skills. 
  5. Maxed up Necromastery to maximise the power. 
  6. Last but not least. A Noob as your opponent. Wait , a so-so opponent is enough.

Survivability Of Nevermore
There is something nice about nevermore which is high DPS. Theres also something bad about nevermore which is low hp. So, what can you do about it ? Yes, with item like dagger. You see a hero, you’ll be ready for a blink and let me tell you some stuffz about blink now. If your enemy comes from behind. Face him, and blink behind him and continue running. Usually they’ll be confuse about it and will forget about you. Otherwise, just run the other way which is quite risky of someone setting you up. Another way which is quite stupid and funny is to get a scroll with you while you farm. Either blink far away and tele back to base OR search for a group of trees which would stuck yourself. Blink into it and then tele back to base. Extremely good againts melee hero since they can’t target you.


Another way to survive is to get observer wards. Place it in areas around you, river, forest or even in front of your enemies to deny and harass them nicely. Get to know that some bad heroes coming for you, get your scroll and start teleporting. They’ll be sad to see it and will waste another 10 seconds running back to their lane. Then, you can start farming and bullying again. Anywayz , you shouldn’t play safe with nevermore. Be a bit rambo but don’t go for suicides because you’ll need to be agressive to make them cry. Instead of it, you can rambo all they way but make sure you plan your escape routes such as hiding in the forest near the bottom sentinel tower, top scourge tower, between the scourge and sentinel towerz and you could also make use of the “fog of war”. Lets take a look on how it’s done down here.

MORNING – Syllabear, Lone Druid

// May 15th, 2007 // No Comments » // DoTA

Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill. With his supreme strength, he is able to launch anything into the air, including huge amounts of soil to cause avalanches around his enemies. Because of his craggy exterior, enemies have a hard time attacking him. Over time, Tiny’s body will grow bigger as the magnetic forces deep inside his granite heart pull rocks and soil to his rugged stone form.

HERO ABILITY























Avalanche

Bombards an area with rocks stunning and damaging enemy land units.

Level 1 – 100 damage.
Level 2 – 180 damage.
Level 3 – 260 damage.
Level 4 – 300 damage.

Cooldown: 20 seconds.


Level 1: 120 mana, 20 sec cooldown.
Level 2: 120 mana, 20 sec cooldown.
Level 3: 120 mana, 20 sec cooldown.
Level 4: 120 mana, 20 sec cooldown.






Toss

Tiny grabs the nearest unit, friend or foe, and launches them at a location. Upon landing, the unit deals damage in an area as well as receiving 20% of that damage to themselves (this damage increases as your size increases). Cannot toss Elder Form DK.

Level 1 – 500 range, 75 damage.
Level 2 – 700 range, 150 damage.
Level 3 – 900 range, 225 damage.
Level 4 – 1100 range, 300 damage.

Cooldown: 15 seconds.


Level 1: 120 mana, 15 sec cooldown.
Level 2: 120 mana, 15 sec cooldown.
Level 3: 120 mana, 15 sec cooldown.
Level 4: 120 mana, 15 sec cooldown.






Craggy Exterior

Tiny’s body is made of solid granite, causing great pain to those who attack it. Whenever a melee unit attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.

Level 1 – 6% chance, 25 stun damage.
Level 2 – 12% chance, 35 stun damage.
Level 3 – 18% chance, 45 stun damage.
Level 4 – 24% chance, 55 stun damage.


Passive






Grow

Greatly increases Tiny’s power and size, but does so at the cost of his attack speed. Improves toss damage and slightly increases move speed.

Level 1 – 40 bonus damage, 20% reduced attack speed.
Level 2 – 80 bonus damage, 35% reduced attack speed.
Level 3 – 120 bonus damage, 50% reduced attack speed.


BUILDING STRATEGY


Level Skills



  1. Avalanche [L1]
  2. Toss [L1]
  3. Avalanche [L2]
  4. Toss [L2] 
  5. Avalanche [L3]
  6. Toss [L3]
  7. Avalanche [L4]
  8. Toss [L4]
  9. Grow [L1]

Item Build



  • Ring of Regeneration & 2x Potion Clarity
  • Void Stone + Eul Scepter
  • Boot of Speed
  • Blink Dagger
  • AEGIS (You need strong armor)
  • Heart of Tarrasque or Satanic (For Defensive)
  • Power Thread + Mask of Madness OR Boot of Travel + Hyperstone (Attack speed)
  • Burize (Damage item)

Note: MOM and Satanic DO NOT STACK


COMBO Skill



  • Avalanche + Toss = Creep Farming
  • Avalanche + Toss + Eul + Avalanche

Strategy Discussion


The Early Stages ( Levels 1 – 9)
Tiny, being a melee hero, is at a natural disadvantage when it comes to lane control. But within the confines of being a melee hero, you have every advantage. Massive base damage, disables, and two devastating AoE nukes.


Early game isn’t a huge problem for Tiny if you play it smart. Firstly, don’t call for solo. You don’t need it, you don’t want it, and you will get less kills because of it. Tiny works best with a teammate early on, preferably one with a disable or two. For the first few levels play conservatively. Don’t cast any spells, just concentrate on denying well and earning a solid amount of cash.


At level 5, it is entirely possible to get first blood. To take an example, lets assume you have a PotM in your lane. You have a number of strategies at your disposal: one is that the PotM can line up an arrow, whilst you then proceed to do an Avalanche + Toss combo. Alternatively you can open with avalanche and she can pull off a starfall. Co-ordinate a plan so you don’t wind up doing something silly like Tossing an enemy hero over an arrow.


At level 8 you have maximized your nuking power, and a simple Trampoline Act does in excess of 700 damage with melee hits included. Take advantage of this and concentrate on taking down anything with HP less than 500: that way if you Toss the wrong enemy the AoE damage should still earn you a kill. Often the simple things work best: such as stunning an enemy hero as your tower pelts him. Be creative.


During the later stages of the Early game you can play it two ways: you can either play like Pudge, running around the map earning kills under your belt with your combo, or, you can do Avalanche / Toss farming all the way through. It comes down to your motivation, as Tiny works well as an early game and a late game hero. If you intend to dominate throughout this stage of the game, go for a blink dagger. If not, save for the offensive or defensive items listed.


The Middle Stages (Levels 10 – 16)
This part of the game generally revolves around ganking and the like. Whether you choose to be the gankee or the ganker, is up to you, though I recommend the latter. Your spell combination now isn’t lethal, but it still hurts like nothing else. Here you should focus more on using the actual utility of Toss and Avalanche as spells than using them for raw damage as you did in the early game. Remember the variety of Tosses now at your disposal and use them to your advantage.


This also happens to be the stage in which your fate late game is decided. It is important that you both farm items and gain a significant level advantage: falling behind is a disaster for Tiny. Tiny does well farming neutrals: the kind in which there are many weak units as opposed to a few stronger ones. Use Toss to kill these units as it has a shorter cool down, does more damage (the bonus damage to a single unit) and keeps Avalanche available, which is your escape spell.


The early and mid games are also advantageous for Tiny for another reason: enemy creeps have less than 600 hit points. This is as important for Tiny as it is for the Goblin Techies. Enemy creeps gain hit points as the game progresses, and as they exceed 600 HP your Toss/Avalanche combo becomes less useful in clearing creeps. You really want to get an impressive creep count, so stay out of a few unnesecary pushes if you can.


Because you can kill enemy creeps so quickly, it is important that you do not stay in a single lane for too long. The reason is you will push far into enemy territory and will quickly find yourself castrated. Switch lanes often, or alternate between neutral creeps and enemy creeps accordingly. Always have a means of escape (a scroll or BoT) when farming behind enemy lines, which can be highly profitable if you can nab a tower kill with toss.


As for the effectiveness of Avalanche / Toss for farming, the cool down for Avalanche is 18 seconds, meaning you should be able to use it on every enemy creep wave. If you don’t have a Eul’s, no soup for you, because you can’t farm for squat.


Newb.


The Later Stages (Levels 17 – 25)
Its all about the pushing at this stage of the game. It’s a good thing you are a fantastic pusher: as well as a late game powerhouse. If you have invested in a few offensive and defensive items, you can really shine in this period of the game. On the other hand, if you have gone utility heavy, you will have to take a back seat.


Concentrate on setting up strong combos with Toss, not forgetting to put your massive physical damage to use. Once you get into the enemy base, the rest becomes history, because you wreck buildings very quickly. This is important to remember, as it is easy to carried away with obtaining hero kills. Tiny works well in the earlier stages of the end of the game, if you let the game roll on too long you will never be able to compete with an enemy Terrorblade.


Late game melee heroes such as Anti Mage or Naga Siren are going to have a hell of a time trying to take you down with craggy exterior. To take advantage of this, head straight for them. Having a giant golem smashing you with his fists is incentive enough to retaliate: often in vain.

SUNRISE – Tiny, Stone Giant

// May 11th, 2007 // No Comments » // DoTA

Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill. With his supreme strength, he is able to launch anything into the air, including huge amounts of soil to cause avalanches around his enemies. Because of his craggy exterior, enemies have a hard time attacking him. Over time, Tiny’s body will grow bigger as the magnetic forces deep inside his granite heart pull rocks and soil to his rugged stone form.

HERO ABILITY

 

Avalanche

Bombards an area with rocks stunning and damaging enemy land units.

Level 1 – 100 damage.
Level 2 – 180 damage.
Level 3 – 260 damage.
Level 4 – 300 damage.

Cooldown: 20 seconds.

Level 1: 120 mana, 20 sec cooldown.
Level 2: 120 mana, 20 sec cooldown.
Level 3: 120 mana, 20 sec cooldown.
Level 4: 120 mana, 20 sec cooldown.


 

Toss

Tiny grabs the nearest unit, friend or foe, and launches them at a location. Upon landing, the unit deals damage in an area as well as receiving 20% of that damage to themselves (this damage increases as your size increases). Cannot toss Elder Form DK.

Level 1 – 500 range, 75 damage.
Level 2 – 700 range, 150 damage.
Level 3 – 900 range, 225 damage.
Level 4 – 1100 range, 300 damage.

Cooldown: 15 seconds.

Level 1: 120 mana, 15 sec cooldown.
Level 2: 120 mana, 15 sec cooldown.
Level 3: 120 mana, 15 sec cooldown.
Level 4: 120 mana, 15 sec cooldown.


 

Craggy Exterior

Tiny’s body is made of solid granite, causing great pain to those who attack it. Whenever a melee unit attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.

Level 1 – 6% chance, 25 stun damage.
Level 2 – 12% chance, 35 stun damage.
Level 3 – 18% chance, 45 stun damage.
Level 4 – 24% chance, 55 stun damage.

Passive


 

Grow

Greatly increases Tiny’s power and size, but does so at the cost of his attack speed. Improves toss damage and slightly increases move speed.

Level 1 – 40 bonus damage, 20% reduced attack speed.
Level 2 – 80 bonus damage, 35% reduced attack speed.
Level 3 – 120 bonus damage, 50% reduced attack speed.

BUILDING STRATEGY

Level Skills

  1. Avalanche [L1]
  2. Toss [L1]
  3. Avalanche [L2]
  4. Toss [L2] 
  5. Avalanche [L3]
  6. Toss [L3]
  7. Avalanche [L4]
  8. Toss [L4]
  9. Grow [L1]

 

Item Build

  • Ring of Regeneration & 2x Potion Clarity
  • Void Stone + Eul Scepter
  • Boot of Speed
  • Blink Dagger
  • AEGIS (You need strong armor)
  • Heart of Tarrasque or Satanic (For Defensive)
  • Power Thread + Mask of Madness OR Boot of Travel + Hyperstone (Attack speed)
  • Burize (Damage item)

Note: MOM and Satanic DO NOT STACK

COMBO Skill

  • Avalanche + Toss = Creep Farming
  • Avalanche + Toss + Eul + Avalanche

Strategy Discussion

The Early Stages ( Levels 1 – 9)
Tiny, being a melee hero, is at a natural disadvantage when it comes to lane control. But within the confines of being a melee hero, you have every advantage. Massive base damage, disables, and two devastating AoE nukes.

Early game isn’t a huge problem for Tiny if you play it smart. Firstly, don’t call for solo. You don’t need it, you don’t want it, and you will get less kills because of it. Tiny works best with a teammate early on, preferably one with a disable or two. For the first few levels play conservatively. Don’t cast any spells, just concentrate on denying well and earning a solid amount of cash.

At level 5, it is entirely possible to get first blood. To take an example, lets assume you have a PotM in your lane. You have a number of strategies at your disposal: one is that the PotM can line up an arrow, whilst you then proceed to do an Avalanche + Toss combo. Alternatively you can open with avalanche and she can pull off a starfall. Co-ordinate a plan so you don’t wind up doing something silly like Tossing an enemy hero over an arrow.

At level 8 you have maximized your nuking power, and a simple Trampoline Act does in excess of 700 damage with melee hits included. Take advantage of this and concentrate on taking down anything with HP less than 500: that way if you Toss the wrong enemy the AoE damage should still earn you a kill. Often the simple things work best: such as stunning an enemy hero as your tower pelts him. Be creative.

During the later stages of the Early game you can play it two ways: you can either play like Pudge, running around the map earning kills under your belt with your combo, or, you can do Avalanche / Toss farming all the way through. It comes down to your motivation, as Tiny works well as an early game and a late game hero. If you intend to dominate throughout this stage of the game, go for a blink dagger. If not, save for the offensive or defensive items listed.

The Middle Stages (Levels 10 – 16)
This part of the game generally revolves around ganking and the like. Whether you choose to be the gankee or the ganker, is up to you, though I recommend the latter. Your spell combination now isn’t lethal, but it still hurts like nothing else. Here you should focus more on using the actual utility of Toss and Avalanche as spells than using them for raw damage as you did in the early game. Remember the variety of Tosses now at your disposal and use them to your advantage.

This also happens to be the stage in which your fate late game is decided. It is important that you both farm items and gain a significant level advantage: falling behind is a disaster for Tiny. Tiny does well farming neutrals: the kind in which there are many weak units as opposed to a few stronger ones. Use Toss to kill these units as it has a shorter cool down, does more damage (the bonus damage to a single unit) and keeps Avalanche available, which is your escape spell.

The early and mid games are also advantageous for Tiny for another reason: enemy creeps have less than 600 hit points. This is as important for Tiny as it is for the Goblin Techies. Enemy creeps gain hit points as the game progresses, and as they exceed 600 HP your Toss/Avalanche combo becomes less useful in clearing creeps. You really want to get an impressive creep count, so stay out of a few unnesecary pushes if you can.

Because you can kill enemy creeps so quickly, it is important that you do not stay in a single lane for too long. The reason is you will push far into enemy territory and will quickly find yourself castrated. Switch lanes often, or alternate between neutral creeps and enemy creeps accordingly. Always have a means of escape (a scroll or BoT) when farming behind enemy lines, which can be highly profitable if you can nab a tower kill with toss.

As for the effectiveness of Avalanche / Toss for farming, the cool down for Avalanche is 18 seconds, meaning you should be able to use it on every enemy creep wave. If you don’t have a Eul’s, no soup for you, because you can’t farm for squat.

Newb.

The Later Stages (Levels 17 – 25)
Its all about the pushing at this stage of the game. It’s a good thing you are a fantastic pusher: as well as a late game powerhouse. If you have invested in a few offensive and defensive items, you can really shine in this period of the game. On the other hand, if you have gone utility heavy, you will have to take a back seat.

Concentrate on setting up strong combos with Toss, not forgetting to put your massive physical damage to use. Once you get into the enemy base, the rest becomes history, because you wreck buildings very quickly. This is important to remember, as it is easy to carried away with obtaining hero kills. Tiny works well in the earlier stages of the end of the game, if you let the game roll on too long you will never be able to compete with an enemy Terrorblade.

Late game melee heroes such as Anti Mage or Naga Siren are going to have a hell of a time trying to take you down with craggy exterior. To take advantage of this, head straight for them. Having a giant golem smashing you with his fists is incentive enough to retaliate: often in vain.

DUSK – Vol’Jin, Witch Doctor

// May 11th, 2007 // No Comments » // DoTA

Vol’Jin is a risk-taker. Anyone who has ever crossed paths with him can tell you that. As a voodoo priest, you need a certain degree of it. It’s too bad he never learned the value of discretion. Vol’Jin’s experiments in jungle magic yielded brilliant results- the ability to mend wounds, casks filled with paralyzing combinations of herbs that could scatter for miles, and even a curse capable of stripping the life force from a living being. Of course, no amount of power gained goes without notice. As Vol’Jin’s experiments became more and more unstable and destructive, the Lich King made his move.

HERO ABILITY

 

Paralyzing Cask

Vol’jin launches a cask of paralyzing powder that bounces between foes, stunning those affected for a short period of time (1 sec on Hero, 5 on creeps). Deals damage per bounce to non-hero units.

Level 1 – 2 bounces. 75 damage.
Level 2 – 4 bounces. 100 damage.
Level 3 – 6 bounces. 125 damage.
Level 4 – 8 bounces. 150 damage.

Cooldown: 20/18/16/14 seconds.

Level 1: 140 mana, 20 sec cooldown.
Level 2: 140 mana, 18 sec cooldown.
Level 3: 140 mana, 16 sec cooldown.
Level 4: 140 mana, 14 sec cooldown.


 

Voodoo Restoration

Vol’jin focuses his voodoo magic to heal nearby allied units.
Drains 10 mana/sec until deactivated.

Level 1 – Restores 6 hp/sec.
Level 2 – Restores 12 hp/sec.
Level 3 – Restores 18 hp/sec.
Level 4 – Restores 24 hp/sec.

Level 1: 70 mana, 0 sec cooldown.
Level 2: 80 mana, 0 sec cooldown.
Level 3: 90 mana, 0 sec cooldown.
Level 4: 100 mana, 0 sec cooldown.


 

Maledict

Targets an area with an ancient voodoo curse. Cursed heroes will not only take damage over time, but they will be dealt bonus damage every 4 seconds based on how much hp they lost since the beginning of the curse. Lasts 12 seconds

Level 1 – Enemies lose 5 hp/sec, 10 bonus damage for every 100 hp lost during curse.
Level 2 – Enemies lose 10 hp/sec, 20 bonus damage for every 100 hp lost during curse.
Level 3 – Enemies lose 15 hp/sec, 30 bonus damage for every 100 hp lost during curse.
Level 4 – Enemies lose 20 hp/sec, 40 bonus damage for every 100 hp lost during curse.

Cooldown: 35 seconds.

Level 1: 120 mana, 35 sec cooldown.
Level 2: 120 mana, 35 sec cooldown.
Level 3: 120 mana, 35 sec cooldown.
Level 4: 120 mana, 35 sec cooldown.


 

Death Ward

Summons a deadly ward to attack enemy heroes.

Level 1 – 60 Chaos Damage.
Level 2 – 90 Chaos Damage.
Level 3 – 120 Chaos Damage. Bounces once.
Channeling

Cooldown: 90 seconds.

Level 1: 200 mana, 90 sec cooldown.
Level 2: 200 mana, 90 sec cooldown.
Level 3: 200 mana, 90 sec cooldown.

BUILDING STRATEGY

Level Skills

  1. Paralyzing Cask [L1]
  2. Maledict [L1]
  3. Paralyzing Cask [L2]
  4. Maledict [L2]
  5. Maledict [L3]
  6. Death Ward [L1]
  7. Paralyzing Cask [L3]
  8. Maledict [L4]
  9. Paralyzing Cask [L4]

Item Build

  • 3 Circlets. (If -em game, buy Tangos with the remaining cash)
  • Upgrade to 3 bracers and buy boots
  • Staff of wizardry + belt of giant str -> necronomicon 
  • upgrade necro to lvl 3 
  • Guinsoo
  • Agraham Scepter (recommended for extra target hit and higher mp)
  • BKB (Useful against tankers and maintaining Ulti use)

COMBO Skill

  • Paralyzing Cask + Maledict = Death Attack
  • Paralyzing Cask + Maledict + Death Ward = Ulti Combo

Strategy Discussion

Stun Casks + Maledict is deadlier. Many have underestimated the Stun Cask and that has led to many deaths. I assist my teammates with the Stun Cask and only start killing later on. Besides, Hero’s base damage is already gay enuf to last hit and KS… Maledict is the real power early game. The wards… mid to late i would say.

Note: Any damage dealt before the casting of Maledict is nothing