Tuesday, July 7, 2009

Warlock Guide, Build & Strategy - Demnok Lannik Guide

Demnok Lannik the Warlock Guide, Build & Strategy. Warlock is a great baby sitter for your team carry. But he also has great offensive power with his Infernal. This guide will share the build and strategy with Demnok Lannik the Warlock.

Demnok Lannik, the Warlock

Former cultist of the Blacksun, Lannik was among the first of many orcs enslaved by the wretched demons when the Legion's taint befell the lands of Kalimdor - a dire affliction that grew stronger over the years. Mannoroth's sudden and unexpected demise severed this Warlock's ties to demonology, and the absence of its corrupting influenced caused his body to wither onto the verge of death. In exchange for life beyond the grave, he bound a pact with the Lich King.

Strength 18 + 2.5
Agility 10 + 1
Intelligence 24 + 2.7

Affiliation: Scourge
Base Damage: 46 - 56
Base Armor: 2.4
Movespeed: 295
Attack Range: 600
Sight Range: 1800 / 800

Warlock Skills

Fatal Bonds
Bonds up to 5 enemy units together, causing damage dealt to any of them to be partially felt by the others.

120 mana cost, 30 seconds cooldown, 25 seconds duration, casting range of 600. The distance between each bounce may not be over 600.

Bonded units share 3.75/7.50/11.25/15.00 percentage of damage taken.

The damage is triggered HP removal which is not reduced by anything, blocked by spell immunity and not evaded by pseudo-evasion. Damage will not disable abilities or items like Kelen's Dagger which requires player based damage.

Usage: One of the reasons why you are so scary, this skill allows you to dominate in team fights and to surprise your enemies by amplifying your team's AoE potential. You can as well use it for clearing up waves faster, but that's rarer as you should be keeping it for the heroes. In teamfights, try to aim on a hero, to assure that it bounces to other heroes too instead of onto creeps.

Shadow Word
A single word causes powerful magics to envelop the target. Creates a healing mechanism on a friendly target or damages an unfriendly one. Does not dispel on attack.

90/110/130/150 mana cost, 24 seconds cooldown, 8 seconds duration, casting range of 500. Heals or damages target for 10/20/30/40 per second.

Deals Magical damage which is reduced by the target's Spell Resistance and is blocked by Spell Immunity. A hero affected by Shadow Word may be denied once it falls below 25% of its maximum health.

Usage: Your number one laning ability. With this you can stay alive even against the nastiest couples or can send back soloers inferior to your hero or your skill level. If you are in a really bad situation you may eat a tango next to using this skill and heal an insane amount of health points in a matter of just 8 seconds. Good for finishing off fleeing heroes or boosting your Infernal's survivalability.

Upheaval
Stirs up inert magic in a target area, channeling the force into a powerful slowing current that grows more powerful with every passing second it's channeled. Can channel up to 10 seconds and up to 84% slow.

100/110/120/130 mana cost, 20 seconds cooldown, duration 3 seconds, channel time 10 seconds, casting range of 700 and 650 AoE. Slows by 7/14/21/28 percentage per second up till 84%.

Does not slow units with Spell Immunity. Slow amount is calculating with duration of channel, not with how long enemy was in area of effect.

Usage: A skill that still so many people don't know how to use properly... not even the pros and not even me I have to admit. I have seen only two players so far in my life to use it to great ownage, but no one else before or ever after. I think it has great potentials, that people have to find out and I'm sure we will see it being used in the futured (that's also another reason why I'm posting this guide in the main strategy instead of the scourge guides section, so that we can discuss upheavel usage). What I saw before is infernal being dropped down, someone disabling the target or an AoE disable being used and meanwhile the Warlock casting Upheavel. This can be deadly, 80% of slow is already too much for the most not to mention the slower heroes like Rhasta or Techies.

Rain of Chaos (Ultimate)
Calls an Infernal down from the sky, dealing 100 damage and stunning nearby enemies for 1 second. The Infernal lasts 60 seconds, takes reduced damage from spells, has Permanent Immolation and a chance to Pulverize an area on attack.

Gold bounty 100/150/200, Experience Gain 98. The Infernal has 33% Spell Resistance and since the Infernal has 33% Spell Resistance and 25% Spell Resistance from its Hero-type armor, it has a total of: 49.75%.

Usage: your lil' flaming baby. This little monster will cause fear and havoc amongst the rows of your enemies. As I'm already going to focus a lot on this fire golem a lot below I am not writing anything else here.

Infernal Skils

Flaming Fists
Gives Infernal a 40% chance that an attack will deal 75/115/150 bonus damage to nearby units. 300 full damage AoE and 350 half-damage AoE.


Permanent Immolation
Burns Infernal's nearby enemy units for a certain amount of 20/30/40 damage per second.


Resistant Skin
Reduces the duration of negative spells and renders the Infernal immune to certain spells.

 
Warlock Skill Build

Solo

Level 1 - Shadow Word
Level 2 - Stats
Level 3 - Shadow Word
Level 4 - Stats
Level 5 - Shadow Word
Level 6 - Rain of Chaos
Level 7 - Shadow Word
Level 8 - 10 - Fatal Bonds
Level 11 - Rain of Chaos
Level 12 - Fatal Bonds
Level 13 - 15 - Fatal bonds
Level 16 - Infernal
Level 17 - 21 - Stats
Level 22 - 25 - Upheaval

Babysitter

Level 1 - Shadow Word
Level 2 - Fatal Bonds
Level 3 - Shadow Word
Level 4 - Fatal Bonds
Level 5 - Shadow Word
Level 6 - Rain of Chaos
Level 7 - Shadow Word
Level 8 - 9 - Fatal Bonds
Level 10 - Stats/Upheaval
Level 11 - Rain of Chaos
Level 12 - 14 Stats/Upheaval
Level 15 - Stats
Level 16 - Infernal
Level 17 - 21 - Stats
Level 22 - 25 - Upheaval/Stats

I don't really think that the skill build generally needs an explanation, Shadow Word and Rain of Chaos are rather obvious choices at their respective levels. But I am sad to see that several people are still stuck with the old Warlock builds getting Attribute Bonuses at the early levels... which is not bad if you are soloing and lack the power to dominate. But in a dual a lane and if you buy some circlets, Fatal Bonds will need to be leveled earlier, as you need it for team fights even in smaller ones.

Now comes Upheavel. Why even get it, noone uses it? And you are right, noone uses it, or barely anyone. But this is something WE have to change. I have seen some people use it properly and it was devastating. I could even see it being leveled instead of Bonds in early game for a gank-oriented Warlock, but I'm not sure if that works too well (it is definitely surprising though). So I'm not justifying this skill, but am challenging everyone else to justifiy it for all the DotA players.

Warlock Item Builds

Core Item



Luxury Items


(most versatile build fitting any level of game)


(clanwars, mid-high level IH games | ward/fighter, anti-invis)


(public games | carry build)



(public games | owning with infernals)



(clanwars | supporter, ward bitch)

Justifications

Warlock doesn't need much items to be useful for his team, that's why the Basilius+Mekansm build is getting so popular. And that's why the core build is RoB+BoS. A Sobi Mask will cover all your mana needs in early game you can even start with the sobi plus some tangos and branches if you like, but the hero generally isn't that mana dependent, just try to play wisely not spamming Shadow Word. The armor aura from RoB is quite useful at pushes and boosts your Infernal's EHP even further. Of course some circlets or even Bracers can do well, but you can decide it on how well you can survive.

The oldest build existing is the dual/infernal spitting machine build aka Refresher Orb. In that build having (additional) slow is always useful, that's why I advocate building your Shiva's Guard or Eye of Skadi afterwards. The slow allows your infernal to hit more, while the immolation can burn the souls of your target for greater good. Use it in pubs preferably or when your opponents "mass" diffusal blades against you... though other builds would still be prefered in such games.

Guinsoo's Scythe of Vyse is one of the strongest INT items in the game giving you a powerful disable namely Hex. It gives you decent DPS as well and allows you to spam your spells. It's no doubt that the Sheep Stick is the best possible choice you can get, only some game circumstances may force you to switch to another build.

Necronomicon should be none-brainer. If you have to take the lead in ward-fight, this book will help you greatly along with massing wards yourself, allowing all your other heroes spend their gold on their needed items. The Mekansm build's justication could go here as well, it's also about being the ward/bitch but not much need for clearing wards, more like healing your allies all the time and pushing early to mid game. It's for the faster games.

As Demnok Lannik has a high base damage, nice animation and an ability to bond heroes together, damage amplification could work out pretty well for him. If you are too tired, have a high delay in the game or just simply drank too much beer then this build can work really well. You don't need much micro, just hit and run. That's why the Deso+Cuirass build works so well for carrying public your games. For Power Treads, always set it to STR, as you need the HP much more than mana or AGI.

Alternative/Situational Items

Shiva's Guard - best used in AoE based teams. It is a pretty good item for countering your opposing carry heroes and increasing the AoE damage potential of your team and slowing fleeing heroes.


Orchid Malovalence - pretty obvious choice for INT carries. Nice amplification of damage and silence along with high attack speed... get it as second or third DPS item if you are farmed.


Black King Bar - obviously when you are being a carry hero who needs to stay close but needs to counter the massive amount of nukes and disables. Could work out even when you are not carry, but then you should be trying to stay behind more.


Warlock Techniques

Shadow Harass - use your Shadow Word offensively whenever you take advantage in denying and in physical harass. What's very important is always knowing when to use it offensively and when defensively. Typically pub gamers will not harass you too much, so against them use it most of the times.

Unkillable Word - this is the defensive usage of your second skill. And actually the hardcore one, when you are being ganked and need high regen. Eat a tree with a tango and cast Shadow Word on yourself. You will have a sick HP regen and if you are at least level 6 then you might as well throw your little baby to give some further more surprise.

Weather Control Device - rain of chaos, your firey potion. It is extremely important to learn when to cast your Infernal and when to rather keep it. It decides the outcome of a team fight or a flee/killing of a ganked hero several times during a game. Try to wait for your teammates to ALL of your teammates to come at least 1000 or 1500 range of you (dagger users are in advance) before you initiate. It happens many times that you drop your baby, but your allies are not around to continue the disabling you started and to pull out as much nukes and physical attacks as possible. If you screw up, then you will simply warn your opponents to back up...

Proper Bonding - ...also note, that Fatal Bonds should be cast only after Rain of Chaos, and immediately after it. Most of the times you won't be able to bond your opponents without getting disabled yourself, so you need that 1 second. But if you fail to link them together immediately, then most of your allies' spells' damage won't be increased. And as I stated before, always click on a hero to ensure that the next target's priority will be a hero as well.

Warlock Strategies

Soloing - this is recommended, when your team has two strong dual lanes or no better solos than you. Solo Warlock used to be a popular strategy but now it's just as common if not less than dual lane. If you are up against a weaker solo, try to harass the shit out of him while getting as much denies in as possible. This will ensure that you can take the lead and concentrate on farming more later on. If you are up against a similarly strong soloer like Shadow Fiend or Viper, then try to slowly find out what the playstyle of the player is and if he is too defensive, then go offensive, if he is agressive, then use Word mainly on yourself harassing with physical attacks only. In that case you need to wait until he becomes too confident and makes a mistake. You might need to eat a tango or even casting your Infernal, just make sure, you make a balance between the Word heal and the Tango heal, so you keep enough mana for Rain of Chaos.

Laning - currently babysitting is quite popular for Warlock similarly to the Shadow Priest's role. Void, Spectre, Rikimaru, Mortred... any hero who needs a little help at the beginning might become your partner in the lane. Concentrate on harassing and denying all the time. Don't forget that the key is getting your carry hero farmed up as early as possible and for that you need to let all the creeps for him. Buy several tangos (no basilius at start) so that you can eat tress for your own health and keep all the Shadow Words to heal your partner. When you are paired up with a strong laner, then you should be on the offensive, being as agressive as possible. Your key to victory is dominance, so try to dominate your lane and get some levels of advantage.

Getting ganked - as described before, eating a tree with a tango and casting Word on yourself will help you a lot (similar effects to Enchantress' healing). If you face a Viper in lane then holding a tp scroll all the time is necessary. Casting Infernal might turn the tides, if they run up to you under the tower. Also, start pinging on the map immediately, if you are not close enough to the tower, but not far either. Call an ally or two, so you can countergank immediately.

Ganking - when your allies call for a gank, make sure you come with enough mana to cover a word+infernal or even a word+infernal+bond combo (if there are creeps or more enemy heroes around). They of your success is when to drop down your little baby as I mentioned before. It doesn't need practise at all, it demands calmness and coldness. So be patient and cast Rain of Chaos when you are sure your allies can catch up and disable at least one of the targets. Also try to either heal your tanking ally or damage a fleeing target with Shadow Word. Always drop the Infernal behind your enemies, so they either get hit more times and blocked a bit or get hit by your own allies if they go the other way.

Agressive playstyle - is about pushnig and ganking a lot. Preferable if you have allies such as Keeper of the Light, Pugna, Earthshaker, Leshrac, Lina, Chen, Broodmother, Soul Keeper or Visage. Try to decide the game in mid game already by taking out all the outer towers and then pushing down one of the inner towers and later the raxes. In this case you will need AoE powers for clearing waves fast and to kill all or most heroes in a team collision. You will also need a Mekansm an Arcane Ring and a Necronomicon for even better results (that's when the Necro Build or the Support Build comes in).

Defensive situations - this is when you have to be even more cautious. When you are on the defense, then you are forced to play a style that you were not expected to play as a team that wants to win always considers a game to be theirs. But of course you cannot always win, and that's when you have to be creative. This is a bit difficult for you as you don't really have any spells to clear creep waves, so you have to wait for your nuking allies to do this job. However you shouldn't be sleeping because you need to wait for the time your opponents are initiating. Try to predict wether it's a false or real initiation as the wiser teams will try to get you cast the Infernal before the real attack. If it's clearly a real attack, then drop down your baby immediately, cast bonds and scream sparta then hit everyone and anyone you can. These are the times when massing Bracers and buying Power Treads instead of a Boots of Travel might be a better choice. this is of course up to your descration.

Do you have different build for Warlock? Share it here! ;)

Source: Beast Pete's Warlock Guide

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