Sunday, December 30, 2007
Happy New Year!!
Hi! I find it lately that Blogspot is using annoying comment mechanism. Therefore, i installed Halo in this blog to help you give your comment more easily. If you don't understand what i mean, just click any post beside the main page and you should notify the change in the comment section. I hope this could be my New Year present for you :) Enjoy this holidays and Happy New Year! May God bless you all and here we come 2008!!!
Saturday, December 22, 2007
Furion The Prophet Guide & Walkthrought
Furion The Prophet Guide & Walkthrought
The land is never safe. Furion, therefore, never rests. The leader of all Night Elves, Furion tirelessly works to protect the sanctity of his woods. It comes as no surprise that he who helped defeat Archimonde would be called upon once more in the Sentinel's hour of need. The fury of nature is at his disposal, the trees come to life at his command, the wind carries him to lands far away, and nature itself strikes all who defy his will. He is more than just a Keeper or a Prophet, he is a savior.
Base HP: 473
Base Mana: 169
Strength - 17 + 1.8
Agility - 15 + 1.5
Intelligence - 21 + 2.9 (Primary)
Base damage 39-53
Attack range of 600
Base Armor 4.1
Movement speed of 300
Skills
Sprout (T)
Sprouts 8 trees around a unit, trapping it in place.
Level 1 - Lasts for 3 seconds.
Level 2 - Lasts for 3.75 seconds.
Level 3 - Lasts for 4.5 seconds.
Level 4 - Lasts for 5.25 seconds.
Mana Cost: 115 / 140/ 165 /205
Cooldown: 12 seconds
This skill is very usefull for ganking, especially when ganking melee heroes. But you must watch for this countering measure!
Blink
There are two heroes in dota with blink and many heroes like to buy a blink dagger. Sprout is useless on them. Dont waste your time and mana. Later on when you have guinsoo you can disable them properly. There are also a bunch of other assorted "blinkers" like sand king, Darkterror, morphling and priestess of the moon. Some spells like rikimaru's smokescreen and beastmasters wild axes will also destroy trees.
Tango of Essifation
This can be used to counter sprout effectively. I wouldnt worry about it too much though because there is reaction time to consider and they arent going to carry a supply of tangos around for the entire game.
Teleportation (R)
Teleports to any explored point on the map.
Level 1 - 60 second cooldown.
Level 2 - 50 second cooldown.
Level 3 - 40 second cooldown.
Level 4 - 30 second cooldown.
Mana Cost: 75/ 65/ 55/ 50
Cooldown: 60/ 50/ 40/ 30
Very usefull for ganking. You can surprise your enemies by suddenly teleport to the blind spot and gank with your friends.
Force of Nature (F)
Converts trees in an area into Treants. Each tree is transformed to a treant. Treants have 550 hit points and deal 21-23 normal damage, and 0 heavy armor. Treants last 60 seconds.
Level 1 - Raises at most 2 Treants.
Level 2 - Raises at most 3 Treants.
Level 3 - Raises at most 4 Treants.
Level 4 - Raises at most 5 Treants.
Mana Cost: 160
Cooldown: 40 seconds
This skills is very usefull for pushing Furion. But, since this strategy is focused on build carry Furion, this skill only usefull for helping neutrals creeping.
Wrath of Nature (W)
Summons damaging energy to swath around the map and damage random enemies. Each enemy hit beyond the first adds 7% damage.
Level 1 - Deals 140 (155 with Scepter) base damage, hits 12 targets.
Level 2 - Deals 180 (211 with Scepter) base damage, hits 14 targets.
Level 3 - Deals 225 (275 with Scepter) base damage, hits 16 targets.
Mana Cost: 200/ 380/ 610
Cooldown: 90/ 60/ 60
Skill Build
1. Sprout
2. Teleport
3. Sprout/Stats
4. Stats
5. Sprout/Stats
6. Wrath of Nature
7. Sprout
8. Stats/Force of Nature
9. Stats/Sprout
10. Stats/Sprout
11. Wrath of nature
12. Teleport
13. Teleport
14. Teleport
15. Stats
16. Wrath of nature
17-20. Stats
21. Force of nature/Stats
22-25. Force of nature
Sprout first is needed to creep block. Maxing sprout early is recommended when you have a lane mate, because another 2.25 seconds will help you ganking. When you are soloing, choose stats to help you get last hit and survivability.
Wrath is taken at level 6. Even tought the damage is not significant, if you use it wisely you can still help your teams get a kill. Teleport is not maxed until mid game when the set lanes break down and you can teleport around rapidly and farm. During early game it will just be needed to tele/sprout gank and make fountain trips.
Force of nature is a great pushing skill but furion is better played as a ganker and carry hero. Due to mana and time restrictions you cant be a pusher and a ganker at the same time. You will also need the stats to buff up for a carry role. If you like to neutral creep I suggest adding a point of force of nature. It lets you creep without losing any HP at all.
Item Build
1. 2 circlets & 1 tango of essifation
2. Gloves of Haste
3. Finish Hand of Midas
4. Boots of Speed
5. Guinsoo's Scythe of Vyse + Bracers
6. Power Treads
Your items should be like this:
Start with 2 circlets and 2 tangos for a nice stats boost and some light regeneration. You can make easy fountain trips with teleport if tangos are not enough. The circlets will later be made to bracers. Now try your best to get the midas. It is imba but only if you get it very early. You will have a noticably buff late game, which is particularly important for furion and the attack speed is very good for a battle mage. If you can't finish the midas due to a very hard lane or you just suck at last hits and denies then skip it. No midas at all is better than a late midas in furions case. Guinsoo will come too late.
As you get spare change make a couple of bracers. If you're european go ahead and make 6 bracers. If you went a stats skill build you might not even want to bother. Teleport scrolls on furion are more than a little broken so make sure to abuse it as much as you can. If you get low on HP in a push or fight you can scroll back to base and teleport straight into the field again.
Guinsoo is your next best option because you are a ganker furion. With a 5 second sprout 3 second hex and teleport you can appear out of nowhere and hold a target down while you and your team rape them. This will also be your only means of countering the very frustrating teleport scroll. The mana bonuses here are very essential as well. Sprout costs a hefty 200 mana and later on you will need to constantly use wrath of nature to farm and it costs 600 mana. The damage you get from this is also equivilant to a sacred relic. A very good deal. Forget using the euls charges, just upgrade it to guinsoo as soon as you can. Euls has been well nerfed so the hex is much more useful. You have a 30 second cooldown teleport so you dont need BoT. Treads are then the perfect option for your battle furion, especially after the convenient buff from icefrog.
If the games last long enough, buy this great stuff:
OR +
Aghanim's Scepter will boost your ultimate. Whenever your ultimates active, use it immediately for fast gold and help your creeps pushes. Aghanim's will also gives you additional health and damage. If you are a good ganker, well farmed and lust for more damages, go for Desolator and Tarras. Those two items will makes you even more Godly.
Strategy
The first thing you need to do is choose your lane. I wouldnt reccommend any particular lane for furion. He can work well with an ally because of his very long disable and range and can often handle a solo lane. Just work with whatever strat your team is pulling. I often like to use the solo lane. If you can get your levels and money quickly you can start tele/sprout ganking much earlier which can absolutely destroy some teams. The downside to choosing solo though is that furion doesnt have the worlds best lane control. He will get heavily denied, outfarmed and possibly killed if versus a very strong lane combo (bane/necrolyte or lich/pugna). Use teleport and just adjust to the situation.
One thing you can do to give yourself a lane advantage is creep block. Its much easier with furion than any other heroes because of sprout. Just sprout as many creeps as you can on their way to their lane. Most of the time they lose their pathing and will just stop. This means the enemies completely miss out on exp and money from those creeps you manage to stop. Note that this is often illegal in leagues. If it is, just use conventional creep blocking, which is walking in front of the creep wave and slowing it down.
Furion doesnt have any nukes to speak of so you are just going to have to use your attack. Concentrate and fight hard for every last hit and deny and keep them at bay with your attack. Versus very hard lane opponents you may have to play very conservatively to avoid dying. When closer to your tower and with an ally you can play more aggresively. Sprout is an unusually long disable and its a strong possibility to snag a kill.
Furion has the very powerful ability to instantly teleport behind a target and sprout them for 5 seconds. You can turn a lane from 2v2 into 3v2 with the element of surprise. This is a very effective technique and can give your team a large advantage. You will have to watch the minimap diligently to see opportunites. Generaly you want to catch heroes away from their tower in a fogged area for a surprise gank. The little pink portal appears when you teleport so if you teleport right next to them they will just run away. You can also teleport in after fights to mop up.
I find the best way to avoid ganks is teleport. You should be watching the minimap carefully anyway for tele/sprout ganking so seeing the heroes go missing is easy. Even if you dont notice and get ganked you have a good chance of getting away with teleport. Often they wont have readily available stuns or won't react fast enough to stun you.
A useful thing you can do is run into the bush where there is heavy fog of war. This makes it very difficult for enemies to get in and target you with stuns. If teleport is on cooldown or gets cancelled you can try sprouting them and running away. It only really works against single enemies though. Later on when you get euls and guinsoo they are also options.
When reaching mid-game, the game ganking becomes slightly less effective as the set lanes break down. Start to focus a little more on farming and getting that guinsoo finished. Wrath of nature is now an avaliable tool. Between farming use your guinsoo teleport and sprout to make sure that the enemies arent farming. That is the core of a ganking lineup and strategy. Keep picking them off individually and dont let them farm. You need to establish a clear level and monetary advantage.
To farm you need to teleport around rapidly between lanes. The best defence against getting ganked while farming, is to use teleport every time it cools down. Dont give them the time they need to get organised and kill you. If there arent any free lanes to farm, get a point in force of nature, teleport to the sentinel creep camps and kill everything there.
When dealing with an aggressive pushing scourge there isnt a hell of a lot you can do. Defend your base by focusing key targets with sprout and teleport. The best defence against nasty pushes is to keep ganking, get an early kills advantage, keep them distracted from pushing and your lategame can then come into play.
Wrath of Nature increases in power the more enemies are shown on the map so you should only use it when you can see all three creep waves in the three different lanes. If you time it right you will find you get quite a few creep kills. If you plan to use it on heroes, use it on the creep wave and it should bounce around a little to gain some damage before hitting the hero.
Late game is going to be all about finishing luxury items, backdooring and pushing. Teleport gives you a massive advantage in this kind of gameplay. Use it whenever it cools down. Changing lanes every 30 seconds makes you almost impossible to get ganked and puts pressure on their base. Pushing constantly from all sides often keeps the enemy team distracted and locked up in their base trying to fend off the pushing. If they manage to mount a large push however make sure you are there to defend. Also if your team is mounting a large push, push with them.
The land is never safe. Furion, therefore, never rests. The leader of all Night Elves, Furion tirelessly works to protect the sanctity of his woods. It comes as no surprise that he who helped defeat Archimonde would be called upon once more in the Sentinel's hour of need. The fury of nature is at his disposal, the trees come to life at his command, the wind carries him to lands far away, and nature itself strikes all who defy his will. He is more than just a Keeper or a Prophet, he is a savior.
Base HP: 473
Base Mana: 169
Strength - 17 + 1.8
Agility - 15 + 1.5
Intelligence - 21 + 2.9 (Primary)
Base damage 39-53
Attack range of 600
Base Armor 4.1
Movement speed of 300
Skills
Sprout (T)
Sprouts 8 trees around a unit, trapping it in place.
Level 1 - Lasts for 3 seconds.
Level 2 - Lasts for 3.75 seconds.
Level 3 - Lasts for 4.5 seconds.
Level 4 - Lasts for 5.25 seconds.
Mana Cost: 115 / 140/ 165 /205
Cooldown: 12 seconds
This skill is very usefull for ganking, especially when ganking melee heroes. But you must watch for this countering measure!
Blink
There are two heroes in dota with blink and many heroes like to buy a blink dagger. Sprout is useless on them. Dont waste your time and mana. Later on when you have guinsoo you can disable them properly. There are also a bunch of other assorted "blinkers" like sand king, Darkterror, morphling and priestess of the moon. Some spells like rikimaru's smokescreen and beastmasters wild axes will also destroy trees.
Tango of Essifation
This can be used to counter sprout effectively. I wouldnt worry about it too much though because there is reaction time to consider and they arent going to carry a supply of tangos around for the entire game.
Teleportation (R)
Teleports to any explored point on the map.
Level 1 - 60 second cooldown.
Level 2 - 50 second cooldown.
Level 3 - 40 second cooldown.
Level 4 - 30 second cooldown.
Mana Cost: 75/ 65/ 55/ 50
Cooldown: 60/ 50/ 40/ 30
Very usefull for ganking. You can surprise your enemies by suddenly teleport to the blind spot and gank with your friends.
Force of Nature (F)
Converts trees in an area into Treants. Each tree is transformed to a treant. Treants have 550 hit points and deal 21-23 normal damage, and 0 heavy armor. Treants last 60 seconds.
Level 1 - Raises at most 2 Treants.
Level 2 - Raises at most 3 Treants.
Level 3 - Raises at most 4 Treants.
Level 4 - Raises at most 5 Treants.
Mana Cost: 160
Cooldown: 40 seconds
This skills is very usefull for pushing Furion. But, since this strategy is focused on build carry Furion, this skill only usefull for helping neutrals creeping.
Wrath of Nature (W)
Summons damaging energy to swath around the map and damage random enemies. Each enemy hit beyond the first adds 7% damage.
Level 1 - Deals 140 (155 with Scepter) base damage, hits 12 targets.
Level 2 - Deals 180 (211 with Scepter) base damage, hits 14 targets.
Level 3 - Deals 225 (275 with Scepter) base damage, hits 16 targets.
Mana Cost: 200/ 380/ 610
Cooldown: 90/ 60/ 60
Skill Build
1. Sprout
2. Teleport
3. Sprout/Stats
4. Stats
5. Sprout/Stats
6. Wrath of Nature
7. Sprout
8. Stats/Force of Nature
9. Stats/Sprout
10. Stats/Sprout
11. Wrath of nature
12. Teleport
13. Teleport
14. Teleport
15. Stats
16. Wrath of nature
17-20. Stats
21. Force of nature/Stats
22-25. Force of nature
Sprout first is needed to creep block. Maxing sprout early is recommended when you have a lane mate, because another 2.25 seconds will help you ganking. When you are soloing, choose stats to help you get last hit and survivability.
Wrath is taken at level 6. Even tought the damage is not significant, if you use it wisely you can still help your teams get a kill. Teleport is not maxed until mid game when the set lanes break down and you can teleport around rapidly and farm. During early game it will just be needed to tele/sprout gank and make fountain trips.
Force of nature is a great pushing skill but furion is better played as a ganker and carry hero. Due to mana and time restrictions you cant be a pusher and a ganker at the same time. You will also need the stats to buff up for a carry role. If you like to neutral creep I suggest adding a point of force of nature. It lets you creep without losing any HP at all.
Item Build
1. 2 circlets & 1 tango of essifation
2. Gloves of Haste
3. Finish Hand of Midas
4. Boots of Speed
5. Guinsoo's Scythe of Vyse + Bracers
6. Power Treads
Your items should be like this:
Start with 2 circlets and 2 tangos for a nice stats boost and some light regeneration. You can make easy fountain trips with teleport if tangos are not enough. The circlets will later be made to bracers. Now try your best to get the midas. It is imba but only if you get it very early. You will have a noticably buff late game, which is particularly important for furion and the attack speed is very good for a battle mage. If you can't finish the midas due to a very hard lane or you just suck at last hits and denies then skip it. No midas at all is better than a late midas in furions case. Guinsoo will come too late.
As you get spare change make a couple of bracers. If you're european go ahead and make 6 bracers. If you went a stats skill build you might not even want to bother. Teleport scrolls on furion are more than a little broken so make sure to abuse it as much as you can. If you get low on HP in a push or fight you can scroll back to base and teleport straight into the field again.
Guinsoo is your next best option because you are a ganker furion. With a 5 second sprout 3 second hex and teleport you can appear out of nowhere and hold a target down while you and your team rape them. This will also be your only means of countering the very frustrating teleport scroll. The mana bonuses here are very essential as well. Sprout costs a hefty 200 mana and later on you will need to constantly use wrath of nature to farm and it costs 600 mana. The damage you get from this is also equivilant to a sacred relic. A very good deal. Forget using the euls charges, just upgrade it to guinsoo as soon as you can. Euls has been well nerfed so the hex is much more useful. You have a 30 second cooldown teleport so you dont need BoT. Treads are then the perfect option for your battle furion, especially after the convenient buff from icefrog.
If the games last long enough, buy this great stuff:
OR +
Aghanim's Scepter will boost your ultimate. Whenever your ultimates active, use it immediately for fast gold and help your creeps pushes. Aghanim's will also gives you additional health and damage. If you are a good ganker, well farmed and lust for more damages, go for Desolator and Tarras. Those two items will makes you even more Godly.
Strategy
The first thing you need to do is choose your lane. I wouldnt reccommend any particular lane for furion. He can work well with an ally because of his very long disable and range and can often handle a solo lane. Just work with whatever strat your team is pulling. I often like to use the solo lane. If you can get your levels and money quickly you can start tele/sprout ganking much earlier which can absolutely destroy some teams. The downside to choosing solo though is that furion doesnt have the worlds best lane control. He will get heavily denied, outfarmed and possibly killed if versus a very strong lane combo (bane/necrolyte or lich/pugna). Use teleport and just adjust to the situation.
One thing you can do to give yourself a lane advantage is creep block. Its much easier with furion than any other heroes because of sprout. Just sprout as many creeps as you can on their way to their lane. Most of the time they lose their pathing and will just stop. This means the enemies completely miss out on exp and money from those creeps you manage to stop. Note that this is often illegal in leagues. If it is, just use conventional creep blocking, which is walking in front of the creep wave and slowing it down.
Furion doesnt have any nukes to speak of so you are just going to have to use your attack. Concentrate and fight hard for every last hit and deny and keep them at bay with your attack. Versus very hard lane opponents you may have to play very conservatively to avoid dying. When closer to your tower and with an ally you can play more aggresively. Sprout is an unusually long disable and its a strong possibility to snag a kill.
Furion has the very powerful ability to instantly teleport behind a target and sprout them for 5 seconds. You can turn a lane from 2v2 into 3v2 with the element of surprise. This is a very effective technique and can give your team a large advantage. You will have to watch the minimap diligently to see opportunites. Generaly you want to catch heroes away from their tower in a fogged area for a surprise gank. The little pink portal appears when you teleport so if you teleport right next to them they will just run away. You can also teleport in after fights to mop up.
I find the best way to avoid ganks is teleport. You should be watching the minimap carefully anyway for tele/sprout ganking so seeing the heroes go missing is easy. Even if you dont notice and get ganked you have a good chance of getting away with teleport. Often they wont have readily available stuns or won't react fast enough to stun you.
A useful thing you can do is run into the bush where there is heavy fog of war. This makes it very difficult for enemies to get in and target you with stuns. If teleport is on cooldown or gets cancelled you can try sprouting them and running away. It only really works against single enemies though. Later on when you get euls and guinsoo they are also options.
When reaching mid-game, the game ganking becomes slightly less effective as the set lanes break down. Start to focus a little more on farming and getting that guinsoo finished. Wrath of nature is now an avaliable tool. Between farming use your guinsoo teleport and sprout to make sure that the enemies arent farming. That is the core of a ganking lineup and strategy. Keep picking them off individually and dont let them farm. You need to establish a clear level and monetary advantage.
To farm you need to teleport around rapidly between lanes. The best defence against getting ganked while farming, is to use teleport every time it cools down. Dont give them the time they need to get organised and kill you. If there arent any free lanes to farm, get a point in force of nature, teleport to the sentinel creep camps and kill everything there.
When dealing with an aggressive pushing scourge there isnt a hell of a lot you can do. Defend your base by focusing key targets with sprout and teleport. The best defence against nasty pushes is to keep ganking, get an early kills advantage, keep them distracted from pushing and your lategame can then come into play.
Wrath of Nature increases in power the more enemies are shown on the map so you should only use it when you can see all three creep waves in the three different lanes. If you time it right you will find you get quite a few creep kills. If you plan to use it on heroes, use it on the creep wave and it should bounce around a little to gain some damage before hitting the hero.
Late game is going to be all about finishing luxury items, backdooring and pushing. Teleport gives you a massive advantage in this kind of gameplay. Use it whenever it cools down. Changing lanes every 30 seconds makes you almost impossible to get ganked and puts pressure on their base. Pushing constantly from all sides often keeps the enemy team distracted and locked up in their base trying to fend off the pushing. If they manage to mount a large push however make sure you are there to defend. Also if your team is mounting a large push, push with them.
Thursday, December 20, 2007
Syllabear The Lone Druid Guide & Walkthrought
Syllabear The Lone Druid Guide & Walkthrought
Syllabear was spared a time of great strife due to the deeds of his people. Sensing their settlement's impending destruction they turned their child into a bear and sent him into the wild. Syllabear grew up strong and savage, like the bears that inhabited the forests of his home. Using druidic powers, he can enter a state of almost rabid frenzy, and even call powerful bear companions to aid him. Awakened into his elven heritage by Furion the Prophet, Syllabear has regained his true elven form, and brings the bestial spirit of the bear to the battlefield.
Base HP: 473
Base Mana: 169
Strength - 17 + 2.1
Agility - 24 + 2.7 (Primary)
Intelligence- 13 + 1.4
Base damage 46-50
Attack range of 550
Base Armor 2.4
Movement speed of 305
Syllabear maybe a difficult hero to master since you must control two characters. But once you get used to it, he can wreak havoc to your enemies. He is supposed to be a carry hero, witch means hopefully he will be a hero killer.
Skill Descriptions
Spirit Bear
Summons a powerful Spirit Bear companion. At level 4, it randomly Entangles enemies that it attacks, which immobilizes an enemy for 3 seconds, dealing 40 damage per second. Spirit Bear deals 28 - 38 normal damage. Spirit Bear will automatically teleport back to Syllabear if it attempts to attack a unit while he is more than 1500 range away from Syllabear
Level 1 - 1400 hit points, Syllabear will lose 100 HP if Spirit Bear dies. Spirit Bear has 320 movespeed and Base Attack Time of 1.75.
Level 2 - 1800 hit points, gains Return, which allows it to teleport to Syllabear instantly (with 5 seconds cooldown), Syllabear will lose 200 HP if Spirit Bear dies. Spirit Bear has 320 movespeed and Base Attack Time of 1.65
Level 3 - 2300 hit points, has Return, Entangle and Demolish. Demolish allows Spirit Bear to deal 1.33 times damage to buildings, Syllabear will lose 300 HP if Spirit Bear dies. Spirit Bear has 330 movespeed and Base Attack Time of 1.55.
Level 4 - 2700 hit points, Entangles 16% of the time, has Return, Demolish, 33% Spell Damage Reduction, and can carry up to 6 items, Syllabear will lose 400 HP if Spirit Bear dies. Spirit Bear has 340 movespeed and Base Attack Time of 1.45
Mana Cost: 75
Cooldown: 180
This is Syllabear's signature skill and his best skill. The Spirit Bear is extremely powerful and can entangle heroes. The Spirit Bear is also great for tanking towers and is a good tower destroyer with Demolish. One thing which you may note is his extremely high health. When Syllabear is only level 7, Spirit Bear will have 2700 hit points. This is one of his greatest strengths. Spirit Bear is also insanely fast with a 340 base movespeed at level 4, which is boosted to 380 base movespeed by four points in Synergy.
Rabid
Syllabear can create an intense combative fury in either himself or any of his controlled unit.
Lasts 10 seconds.
Level 1 - Increases attack speed by 10% and movement speed by 5%.
Level 2 - Increases attack speed by 20% and movement speed by 10%.
Level 3 - Increases attack speed by 30% and movement speed by 15%.
Level 4 - Increases attack speed by 40% and movement speed by 20%.
Mana Cost: 50
Cooldown: 30
This is a great skill. It offers a heavy increase in chasing capabilities and damage per second. Most of the time you will be using Rabid on your Spirit Bear in the early game. In late game, it is highly advisable that you use Rabid on yourself because you will have more damage. Note that it only lasts 10 seconds. With four points in Synergy it lasts 50 seconds, that is why we don't get this skill early game.
Synergy
Increases the Lone Druid's synergy with his Spirit Bear with each level:
Spirit Bear - Adds 10 damage and 10 movement points.
Rabid - Increases the duration by 10 seconds.
True Form - Adds 100 HP per level
Mana Cost: N/A
Cooldown: N/A
This boosts the effectiveness of all of Syllabear's skills greatly. It gives Spirit Bear much more damage and movespeed; it gives Rabid a huge duration boost that it desperately needs; and it gives True Form an extra four hundred health, which is always useful.
True Form
Syllabear learns to morph himself into a brown bear. He can morph freely between human and bear form.
Level 1 - 250 bonus health.
Level 2 - 400 bonus health and has Battle Cry.
Level 3 - 600 bonus health and has One.
True Form's Mana Cost: 25
True Form's Cooldown: N/A
Battle Cry
Give Lone Druid and his units under his control within 900 AoE 20 bonus damage and 2 bonus armor.
Duration: Lasts 10 seconds
Cooldown: 30 seconds
Mana cost: 50 mana
One
Links Syllabear and up to 2 of his controlled units by the soul. Damage that they take is distributed equally between 2 or 3 of them.
Mana Cost: 80 mana Duration: 35 seconds
Cooldown: About 12 seconds
This gives a lot of extra health to Syllabear which you really need. If you cast it on Spirit Bear, then any damage that either Syllabear or Spirit Bear takes is equally distributed between the two units. One will work on any unit that you control. I use this skill early game to escape from ganks (Note: It doesn't increase your health by a flat bonus, the percentage of health you have relative to your maximum health will stay the same. So when using it to escape ganks, turn it on before they start attacking.) And in late game I use this skill to turn my hero into a beastly tank. One is a very useful skill that you receive by leveling this up and it makes Syllabear a monster tank.
Skill Build
1. Spirit Bear
2. Synergy
3. Spirit Bear
4. Synergy
5. Spirit Bear
6. Synergy
7. Spirit Bear
8. Synergy
9. True Form
10. Rabid
11. Rabid
12. Rabid
13. Rabid
14. Attribute Bonus
15. True Form
16. True Form
17. Attribute Bonus
18. Attribute Bonus
19. Attribute Bonus
20. Attribute Bonus
21. Attribute Bonus
22. Attribute Bonus
23. Attribute Bonus
24. Attribute Bonus
25. Attribute Bonus
Spirit Bear is your most important skill. Spirit Bear is obviously an amazing ability and it is by far Syllabear's best one. So if you disagree with this, don't comment, just stop playing DotA or read another guide. Spirit Bear has 2700 health with makes it a beastly tank, a really fast attack speed, a 380 movespeed which is ideal for chasing, and Entangle, which is a good disable. He's pretty much awesome in every respect.
Synergy is really good because it gives your bear a shitload of damage which you need early game. It also gives him a lot of movespeed. Rabid looks like it might be good early game, but the duration is so short without Synergy that it isn't worthwhile at all. The extra damage on your bear helps a ton in last hitting as well.
I don't get Rabid early because it won't last long enough and Synergy is just far more important because it will add about as much movement speed and it will add more damage per second. I get Rabid at levels 10-13 because the extra movespeed and attack speed that Rabid can give your Spirit Bear are far more important than +8 to stats. It gives your Spirit Bear close to 522 movespeed and a high attack speed which will allow you to chase down heroes extremely well.
True Form is the main point that I expect to take flak from. I don't advise you to use it before level 16 because the trade-off isn't very good until that point. The extra thousand health is well worth and the access to the One ability makes this skill well worth it, despite losing your range advantage. Range is most useful in early game lane control anyway. I don't advise using this skill until you get to at least level 15 or so unless you're just using it to run away. I get level one of this skill at level nine because you can use it when you anticipate being ganked.
Item Build
1. Ring of Regeneration and 2 Ironwood Branches (Sylla)
2. Boots of Speed (Bear)
3. Gloves of Haste (Bear)
4. Boots of Elvenskin (Bear)
5. Finish Power Treads (Bear)
6. Boots of Speed (Sylla)
(optional : Bracers for Sylla)
7. Sacred Relic (Bear)
8. Finish Radiance (Bear)
9. Finish Boots of Travel (Sylla)
Your core item should be like this :
Spirit Bear
Syllabear
+ (as needed)
Treads on your Spirit Bear provides a huge damage per second increase and greatly increases your chasing capabilities. With Treads, your Bear will be able to increase the amount of Entangles that it does and it will allow it to get more hits in on a running hero because of the large boost to movespeed. With level 4 Synergy, your Spirit Bear has 380 base movespeed. With Treads that becomes a whopping 445 movespeed. This should be enough to chase down most heroes.
Radiance on your Spirit Bear provide a large amount of damage. Radiance is the best damage per second item, and since your Spirit Bear will always be in the middle of battles, it almost ensures that most of the enemy team will be getting hurt by the Radiance area of effect damage. When chasing a hero, your Spirit Bear will get in many more hits than your hero will because he is much faster. Your Spirit Bear will also perform more attacks per second because you will Rabid him and put Treads on him. Radiance is put on the Spirit Bear which optimizes damage. You can harass a hero with your Spirit Bear even if your hero isn't around by moving around with him and not attacking.
Sylla maybe need health boosting items if facing chain nuker, but don't waste money other than 1 or 2 Bracers. The reason for not purchasing any is because you want to get that Radiance as quickly as possible so you are able to best utilize it. The earlier you get Radiance the better. True Form allows you to boost your health by 600 if you know that you are in a dangerous situation and are about to be ganked and such. Boots of Travel allow you to teleport all around. This allows you to farm in open lanes quickly and lets you get right into the thick of a team battle if one is about to occur and you are far away. This one is pretty obvious.
If the games last long, this is your luxury you should bought:
Syllabear
Spirit Bear
Hood of Defiance is to allow Syllabear to tank more, because at that point in the game you will most likely be the first hero focused. I get this item over Heart because 30% reduction from spells is really useful. A lot of the damage that you're going to take is going to come from spells. It's also a pretty cheap item, so it's going to help your survivability quite a bit. When you use True Form, you already have a large amount of health anyway, so that's why I prefer to get Hood.
Butterfly serves two purposes for Syllabear. First, it improves your damage by a lot, improving your attack speed by more than a Hyperstone and improving your damage by 60. It also improves your survivability, giving about 4 armor and a whopping 30% evasion. After the new buff to Butterfly, this item is pretty awesome. I prefer this item over other damage items because it's important to improve your survivability as well as damage. It's also a nice complement to Hood because Hood doesn't help against physical attacks.
Desolator is the next best straight damage item after Radiance. After Desolator, you should get a Heart. At this point of the game, you should have a ton of damage, so it isn't really that important to get more damage. Survivability will be more key at this point, because you're still going to be focused, so the longer you remain on the battle field, the more damage you're going to do.
Hyperstone and Bashers come next so your Spirit Bear can disable the enemy team more. By this time your item slots on your main hero will mostly be filled, so there isn't much other choice. I get Hyperstone before Bashers because it increases the amount of disabling that it will do by more than getting a Basher. The increased attack speed per gold from a Hyperstone and 4 Gloves of Haste are almost exactly the same that it's worth getting a Hyperstone to conserve your slots. If you get 4 Gloves of Haste, that only gives you room for one Basher.
Strategy
Firstly, if you want to do all of these techniques quickly and efficiently, you should definitely have three different hotkey groups. One group for the Syllabear and the Spirit Bear, one group for Syllabear only, and one group for the Spirit Bear only. Also toggle the button near your minimap that has a bunch of dots on it. You want it to look like the dots are all spread out instead of in a pyramid. That will ensure that the units in your selected group don't all move at the speed of the slowest unit.
You should request to solo. Since Spirit Bear can't Entangle until level 5, just do your best to farm your lane and only harass minimally. If you're level 5 and you do get an Entangle, just attack with both your hero and your bear and hoping for a kill. Last hitting should be really easy with Syllabear because you have huge combined damage with your Spirit Bear, so try to farm a lot. Whenever your creeps push out past the river, go farm the neutral camp. I also highly recommend that you creep the neutrals if you're having a tough time surviving in your line. Farming neutrals will still net you a decent amount of gold and experience, so even if you are forced to do this, you can still be on track for your Radiance. Remember that neutral creeps will spawn every minute, so try to take advantage of this when farming them.
Use the bear to tank a tower while tower diving a hero. Tower diving means that you are trying to kill a hero next to his tower. This can be dangerous early game because your hero will not have much health. The Spirit Bear will have a ton of health though, so this is a much safer method. Use the bear to follow a hero that is ganking as an observer ward or like Beast Master's Hawk. Entangle will never proc unless you issue an attack command to your Spirit Bear to attack (don't have your bear auto-attack anything.) Use the Spirit Bear as a chicken at level 7 because it can hold items for you. Whenever you send it back to heal, don't forget that you can buy items on it to then transfer to your hero.
You can also put a Gem on your Spirit Bear if your team needs a Gem holder. This isn't always the best idea, but if you are careful with your Spirit Bear, he will be difficult to kill because he is so fast and has Return. If you do this, you have to be really careful with your hero too, because if your hero dies, Spirit Bear will drop the Gem. When you are getting chased and your bear has treads, attack the hero that is chasing you, and there will be a good chance that your Spirit Bear will entangle him, allowing you to escape peacefully. (If you don't have your treads on bear yet, send your hero to the fountain while microing your Bear to block the hero as you would with a creep wave.)
When you are pitted against an extremely difficult lane combination you should put your hero out of nuke range but just at the edge of the experience range. Micro the bear to get gold/denies. That allows you to farm safely. When you have just chased really far into enemy territory after a hero and are returning to your side of the map there may be some creeps following you and your Spirit Bear. Use the Spirit Bear to attack the creeps while you run away so the enemy team doesn't know where you are. You can dodge them with this technique.
If you're sending your Spirit Bear back to the Fountain to heal, it's a good idea to transfer your Radiance to your hero until your Spirit Bear gets back. But make sure that you have an open item slot on your hero, or else you could drop it and an enemy might pick it up, costing you the game. If you're really having trouble with your lane, then it's really helpful to creep the neutral creeps near you. It's very effective with Spirit Bear. Also, if your creeps are attacking the tower, and you don't want to cross the river, you can just creep the neutral creep camp that has two trolls and a kobold taskmaster for some quick, safe experience. I highly recommend that you do this, because crossing the river is pretty risky, and these creeps are easy gold. If Spirit Bear Entangles a creep, focus another one because Entangle lasts a long time on creeps. Remember that neutral creep camps will respawn every minute, so try to take advantage of that and not be near the camps when creeps respawn.
You should have your Radiance by about 35 minutes in. It's really important that you do, but if you don't you really need to just power farm. If you are having trouble farming in your lane, farm ancients and regular neutrals. Once you have your Radiance, your Spirit Bear will be extremely strong. You should constantly have your Spirit Bear on Rabid and just try to chase down as many heroes as possible. When you have Radiance on your Spirit Bear, don't forget that even if Sylla isn't next to it, you can chase the enemy around with it while not attacking, and the immolation from Radiance will still damage them. You can also use this tactic to farm creeps while your hero is at the fountain. Your team might start pushing here or they might not, it depends on your strategy. If they are pushing, you should be leading your team with your Spirit Bear, and going for their weak intelligence heroes. If your team isn't pushing, just farm up a storm. With Radiance on your Spirit Bear, you should be last hitting pretty much every creep. Neutral creeping is also much faster once you have Radiance.
When you are level 16 you might want to always stay in bear form. You might want to use it only when you are being attacked like Morphling's morph stats, but it doesn't work because it has a casting time so your health goes down by a good percentage when you are transforming yourself. When you are level 16 use one whenever you are in True Form. This spell is so awesome, it makes you a huge tank. But, against a team with a lot of AoE this spell is useless so you might want to put the radiance on yourself and not on the bear, cast One, then move your bear out of the fight to tank as much as you can. One only lasts 30 sec so you need to press the hotkey for your bear, return, and use One again. You should be leading your pushes because you will be your team's tank at this point. Just go for those low health heroes. If it's really late in the game, use One with Spirit Bear and keep it out of the beginning of the battle, then bring it in towards the end to clean up. This will make you a monster of a tank.
Syllabear was spared a time of great strife due to the deeds of his people. Sensing their settlement's impending destruction they turned their child into a bear and sent him into the wild. Syllabear grew up strong and savage, like the bears that inhabited the forests of his home. Using druidic powers, he can enter a state of almost rabid frenzy, and even call powerful bear companions to aid him. Awakened into his elven heritage by Furion the Prophet, Syllabear has regained his true elven form, and brings the bestial spirit of the bear to the battlefield.
Base HP: 473
Base Mana: 169
Strength - 17 + 2.1
Agility - 24 + 2.7 (Primary)
Intelligence- 13 + 1.4
Base damage 46-50
Attack range of 550
Base Armor 2.4
Movement speed of 305
Syllabear maybe a difficult hero to master since you must control two characters. But once you get used to it, he can wreak havoc to your enemies. He is supposed to be a carry hero, witch means hopefully he will be a hero killer.
Skill Descriptions
Spirit Bear
Summons a powerful Spirit Bear companion. At level 4, it randomly Entangles enemies that it attacks, which immobilizes an enemy for 3 seconds, dealing 40 damage per second. Spirit Bear deals 28 - 38 normal damage. Spirit Bear will automatically teleport back to Syllabear if it attempts to attack a unit while he is more than 1500 range away from Syllabear
Level 1 - 1400 hit points, Syllabear will lose 100 HP if Spirit Bear dies. Spirit Bear has 320 movespeed and Base Attack Time of 1.75.
Level 2 - 1800 hit points, gains Return, which allows it to teleport to Syllabear instantly (with 5 seconds cooldown), Syllabear will lose 200 HP if Spirit Bear dies. Spirit Bear has 320 movespeed and Base Attack Time of 1.65
Level 3 - 2300 hit points, has Return, Entangle and Demolish. Demolish allows Spirit Bear to deal 1.33 times damage to buildings, Syllabear will lose 300 HP if Spirit Bear dies. Spirit Bear has 330 movespeed and Base Attack Time of 1.55.
Level 4 - 2700 hit points, Entangles 16% of the time, has Return, Demolish, 33% Spell Damage Reduction, and can carry up to 6 items, Syllabear will lose 400 HP if Spirit Bear dies. Spirit Bear has 340 movespeed and Base Attack Time of 1.45
Mana Cost: 75
Cooldown: 180
This is Syllabear's signature skill and his best skill. The Spirit Bear is extremely powerful and can entangle heroes. The Spirit Bear is also great for tanking towers and is a good tower destroyer with Demolish. One thing which you may note is his extremely high health. When Syllabear is only level 7, Spirit Bear will have 2700 hit points. This is one of his greatest strengths. Spirit Bear is also insanely fast with a 340 base movespeed at level 4, which is boosted to 380 base movespeed by four points in Synergy.
Rabid
Syllabear can create an intense combative fury in either himself or any of his controlled unit.
Lasts 10 seconds.
Level 1 - Increases attack speed by 10% and movement speed by 5%.
Level 2 - Increases attack speed by 20% and movement speed by 10%.
Level 3 - Increases attack speed by 30% and movement speed by 15%.
Level 4 - Increases attack speed by 40% and movement speed by 20%.
Mana Cost: 50
Cooldown: 30
This is a great skill. It offers a heavy increase in chasing capabilities and damage per second. Most of the time you will be using Rabid on your Spirit Bear in the early game. In late game, it is highly advisable that you use Rabid on yourself because you will have more damage. Note that it only lasts 10 seconds. With four points in Synergy it lasts 50 seconds, that is why we don't get this skill early game.
Synergy
Increases the Lone Druid's synergy with his Spirit Bear with each level:
Spirit Bear - Adds 10 damage and 10 movement points.
Rabid - Increases the duration by 10 seconds.
True Form - Adds 100 HP per level
Mana Cost: N/A
Cooldown: N/A
This boosts the effectiveness of all of Syllabear's skills greatly. It gives Spirit Bear much more damage and movespeed; it gives Rabid a huge duration boost that it desperately needs; and it gives True Form an extra four hundred health, which is always useful.
True Form
Syllabear learns to morph himself into a brown bear. He can morph freely between human and bear form.
Level 1 - 250 bonus health.
Level 2 - 400 bonus health and has Battle Cry.
Level 3 - 600 bonus health and has One.
True Form's Mana Cost: 25
True Form's Cooldown: N/A
Battle Cry
Give Lone Druid and his units under his control within 900 AoE 20 bonus damage and 2 bonus armor.
Duration: Lasts 10 seconds
Cooldown: 30 seconds
Mana cost: 50 mana
One
Links Syllabear and up to 2 of his controlled units by the soul. Damage that they take is distributed equally between 2 or 3 of them.
Mana Cost: 80 mana Duration: 35 seconds
Cooldown: About 12 seconds
This gives a lot of extra health to Syllabear which you really need. If you cast it on Spirit Bear, then any damage that either Syllabear or Spirit Bear takes is equally distributed between the two units. One will work on any unit that you control. I use this skill early game to escape from ganks (Note: It doesn't increase your health by a flat bonus, the percentage of health you have relative to your maximum health will stay the same. So when using it to escape ganks, turn it on before they start attacking.) And in late game I use this skill to turn my hero into a beastly tank. One is a very useful skill that you receive by leveling this up and it makes Syllabear a monster tank.
Skill Build
1. Spirit Bear
2. Synergy
3. Spirit Bear
4. Synergy
5. Spirit Bear
6. Synergy
7. Spirit Bear
8. Synergy
9. True Form
10. Rabid
11. Rabid
12. Rabid
13. Rabid
14. Attribute Bonus
15. True Form
16. True Form
17. Attribute Bonus
18. Attribute Bonus
19. Attribute Bonus
20. Attribute Bonus
21. Attribute Bonus
22. Attribute Bonus
23. Attribute Bonus
24. Attribute Bonus
25. Attribute Bonus
Spirit Bear is your most important skill. Spirit Bear is obviously an amazing ability and it is by far Syllabear's best one. So if you disagree with this, don't comment, just stop playing DotA or read another guide. Spirit Bear has 2700 health with makes it a beastly tank, a really fast attack speed, a 380 movespeed which is ideal for chasing, and Entangle, which is a good disable. He's pretty much awesome in every respect.
Synergy is really good because it gives your bear a shitload of damage which you need early game. It also gives him a lot of movespeed. Rabid looks like it might be good early game, but the duration is so short without Synergy that it isn't worthwhile at all. The extra damage on your bear helps a ton in last hitting as well.
I don't get Rabid early because it won't last long enough and Synergy is just far more important because it will add about as much movement speed and it will add more damage per second. I get Rabid at levels 10-13 because the extra movespeed and attack speed that Rabid can give your Spirit Bear are far more important than +8 to stats. It gives your Spirit Bear close to 522 movespeed and a high attack speed which will allow you to chase down heroes extremely well.
True Form is the main point that I expect to take flak from. I don't advise you to use it before level 16 because the trade-off isn't very good until that point. The extra thousand health is well worth and the access to the One ability makes this skill well worth it, despite losing your range advantage. Range is most useful in early game lane control anyway. I don't advise using this skill until you get to at least level 15 or so unless you're just using it to run away. I get level one of this skill at level nine because you can use it when you anticipate being ganked.
Item Build
1. Ring of Regeneration and 2 Ironwood Branches (Sylla)
2. Boots of Speed (Bear)
3. Gloves of Haste (Bear)
4. Boots of Elvenskin (Bear)
5. Finish Power Treads (Bear)
6. Boots of Speed (Sylla)
(optional : Bracers for Sylla)
7. Sacred Relic (Bear)
8. Finish Radiance (Bear)
9. Finish Boots of Travel (Sylla)
Your core item should be like this :
Spirit Bear
Syllabear
+ (as needed)
Treads on your Spirit Bear provides a huge damage per second increase and greatly increases your chasing capabilities. With Treads, your Bear will be able to increase the amount of Entangles that it does and it will allow it to get more hits in on a running hero because of the large boost to movespeed. With level 4 Synergy, your Spirit Bear has 380 base movespeed. With Treads that becomes a whopping 445 movespeed. This should be enough to chase down most heroes.
Radiance on your Spirit Bear provide a large amount of damage. Radiance is the best damage per second item, and since your Spirit Bear will always be in the middle of battles, it almost ensures that most of the enemy team will be getting hurt by the Radiance area of effect damage. When chasing a hero, your Spirit Bear will get in many more hits than your hero will because he is much faster. Your Spirit Bear will also perform more attacks per second because you will Rabid him and put Treads on him. Radiance is put on the Spirit Bear which optimizes damage. You can harass a hero with your Spirit Bear even if your hero isn't around by moving around with him and not attacking.
Sylla maybe need health boosting items if facing chain nuker, but don't waste money other than 1 or 2 Bracers. The reason for not purchasing any is because you want to get that Radiance as quickly as possible so you are able to best utilize it. The earlier you get Radiance the better. True Form allows you to boost your health by 600 if you know that you are in a dangerous situation and are about to be ganked and such. Boots of Travel allow you to teleport all around. This allows you to farm in open lanes quickly and lets you get right into the thick of a team battle if one is about to occur and you are far away. This one is pretty obvious.
If the games last long, this is your luxury you should bought:
Syllabear
Spirit Bear
Hood of Defiance is to allow Syllabear to tank more, because at that point in the game you will most likely be the first hero focused. I get this item over Heart because 30% reduction from spells is really useful. A lot of the damage that you're going to take is going to come from spells. It's also a pretty cheap item, so it's going to help your survivability quite a bit. When you use True Form, you already have a large amount of health anyway, so that's why I prefer to get Hood.
Butterfly serves two purposes for Syllabear. First, it improves your damage by a lot, improving your attack speed by more than a Hyperstone and improving your damage by 60. It also improves your survivability, giving about 4 armor and a whopping 30% evasion. After the new buff to Butterfly, this item is pretty awesome. I prefer this item over other damage items because it's important to improve your survivability as well as damage. It's also a nice complement to Hood because Hood doesn't help against physical attacks.
Desolator is the next best straight damage item after Radiance. After Desolator, you should get a Heart. At this point of the game, you should have a ton of damage, so it isn't really that important to get more damage. Survivability will be more key at this point, because you're still going to be focused, so the longer you remain on the battle field, the more damage you're going to do.
Hyperstone and Bashers come next so your Spirit Bear can disable the enemy team more. By this time your item slots on your main hero will mostly be filled, so there isn't much other choice. I get Hyperstone before Bashers because it increases the amount of disabling that it will do by more than getting a Basher. The increased attack speed per gold from a Hyperstone and 4 Gloves of Haste are almost exactly the same that it's worth getting a Hyperstone to conserve your slots. If you get 4 Gloves of Haste, that only gives you room for one Basher.
Strategy
Firstly, if you want to do all of these techniques quickly and efficiently, you should definitely have three different hotkey groups. One group for the Syllabear and the Spirit Bear, one group for Syllabear only, and one group for the Spirit Bear only. Also toggle the button near your minimap that has a bunch of dots on it. You want it to look like the dots are all spread out instead of in a pyramid. That will ensure that the units in your selected group don't all move at the speed of the slowest unit.
You should request to solo. Since Spirit Bear can't Entangle until level 5, just do your best to farm your lane and only harass minimally. If you're level 5 and you do get an Entangle, just attack with both your hero and your bear and hoping for a kill. Last hitting should be really easy with Syllabear because you have huge combined damage with your Spirit Bear, so try to farm a lot. Whenever your creeps push out past the river, go farm the neutral camp. I also highly recommend that you creep the neutrals if you're having a tough time surviving in your line. Farming neutrals will still net you a decent amount of gold and experience, so even if you are forced to do this, you can still be on track for your Radiance. Remember that neutral creeps will spawn every minute, so try to take advantage of this when farming them.
Use the bear to tank a tower while tower diving a hero. Tower diving means that you are trying to kill a hero next to his tower. This can be dangerous early game because your hero will not have much health. The Spirit Bear will have a ton of health though, so this is a much safer method. Use the bear to follow a hero that is ganking as an observer ward or like Beast Master's Hawk. Entangle will never proc unless you issue an attack command to your Spirit Bear to attack (don't have your bear auto-attack anything.) Use the Spirit Bear as a chicken at level 7 because it can hold items for you. Whenever you send it back to heal, don't forget that you can buy items on it to then transfer to your hero.
You can also put a Gem on your Spirit Bear if your team needs a Gem holder. This isn't always the best idea, but if you are careful with your Spirit Bear, he will be difficult to kill because he is so fast and has Return. If you do this, you have to be really careful with your hero too, because if your hero dies, Spirit Bear will drop the Gem. When you are getting chased and your bear has treads, attack the hero that is chasing you, and there will be a good chance that your Spirit Bear will entangle him, allowing you to escape peacefully. (If you don't have your treads on bear yet, send your hero to the fountain while microing your Bear to block the hero as you would with a creep wave.)
When you are pitted against an extremely difficult lane combination you should put your hero out of nuke range but just at the edge of the experience range. Micro the bear to get gold/denies. That allows you to farm safely. When you have just chased really far into enemy territory after a hero and are returning to your side of the map there may be some creeps following you and your Spirit Bear. Use the Spirit Bear to attack the creeps while you run away so the enemy team doesn't know where you are. You can dodge them with this technique.
If you're sending your Spirit Bear back to the Fountain to heal, it's a good idea to transfer your Radiance to your hero until your Spirit Bear gets back. But make sure that you have an open item slot on your hero, or else you could drop it and an enemy might pick it up, costing you the game. If you're really having trouble with your lane, then it's really helpful to creep the neutral creeps near you. It's very effective with Spirit Bear. Also, if your creeps are attacking the tower, and you don't want to cross the river, you can just creep the neutral creep camp that has two trolls and a kobold taskmaster for some quick, safe experience. I highly recommend that you do this, because crossing the river is pretty risky, and these creeps are easy gold. If Spirit Bear Entangles a creep, focus another one because Entangle lasts a long time on creeps. Remember that neutral creep camps will respawn every minute, so try to take advantage of that and not be near the camps when creeps respawn.
You should have your Radiance by about 35 minutes in. It's really important that you do, but if you don't you really need to just power farm. If you are having trouble farming in your lane, farm ancients and regular neutrals. Once you have your Radiance, your Spirit Bear will be extremely strong. You should constantly have your Spirit Bear on Rabid and just try to chase down as many heroes as possible. When you have Radiance on your Spirit Bear, don't forget that even if Sylla isn't next to it, you can chase the enemy around with it while not attacking, and the immolation from Radiance will still damage them. You can also use this tactic to farm creeps while your hero is at the fountain. Your team might start pushing here or they might not, it depends on your strategy. If they are pushing, you should be leading your team with your Spirit Bear, and going for their weak intelligence heroes. If your team isn't pushing, just farm up a storm. With Radiance on your Spirit Bear, you should be last hitting pretty much every creep. Neutral creeping is also much faster once you have Radiance.
When you are level 16 you might want to always stay in bear form. You might want to use it only when you are being attacked like Morphling's morph stats, but it doesn't work because it has a casting time so your health goes down by a good percentage when you are transforming yourself. When you are level 16 use one whenever you are in True Form. This spell is so awesome, it makes you a huge tank. But, against a team with a lot of AoE this spell is useless so you might want to put the radiance on yourself and not on the bear, cast One, then move your bear out of the fight to tank as much as you can. One only lasts 30 sec so you need to press the hotkey for your bear, return, and use One again. You should be leading your pushes because you will be your team's tank at this point. Just go for those low health heroes. If it's really late in the game, use One with Spirit Bear and keep it out of the beginning of the battle, then bring it in towards the end to clean up. This will make you a monster of a tank.
Friday, December 14, 2007
Tuesday, December 11, 2007
Purist Thunderwrath The Omniknight Guide & Walkthrought
Purist Thunderwrath The Omniknight Guide & Walkthrought
A former member of the Order of the Silver Hand, Purist has joined the Sentinel to avenge the death of the Order's leader, Uther the Lightbringer. Trained by Uther himself in the ways of the Paladin, Purist brings the power of the Holy Light to the battlefield. He can purify the souls of allies, harming any nearby Scourge in the process. Able to protect allies from harmful unholy magic, the mere presence of a man of the Holy Light atrophies any nearby enemies. In times of dire need, Purist can call upon God himself to protect him and his allies.
Base HP: 530
Base Mana: 221
Strength - 20 + 2.65 (Primary)
Agility - 15 + 1.75
Intelligence- 17 + 1.8
Base damage 51-61
Attack range of 100 (melee)
Base Armor 4.1
Movement speed of 300
Skill Descriptions
Purification (R)
Instantly heals a friendly unit and damages all enemy units 300 AoE within the target.
Level 1 - Heals/ damages for 90 hit points.
Level 2 - Heals/ damages for 180 hit points.
Level 3 - Heals/ damages for 270 hit points.
Level 4 - Heals/ damages for 360 hit points.
Mana Cost: 100/ 120/ 140/ 160
Cooldown: 12
This skill will heal you and the same time damage enemies nearby unit. Will help you greatly in the early game, but in the mid and late game this skill will less usefull.The way you have to use this spell is waiting for at least until your or an ally's HP drops to a level that if you healed, the target won't have full health pool. The only occiasion when you should be healing someone to full health is when you are harassing an enemy and especially if you can score a frag with Purification. If you need to farm, then you can use this skill for killing the ranged creeps instantly and damaging the melee ones heavily. But otherwise you should not be using it for farming, last hits will be enough if you can learn how to time it well.
Repel (E)
Creates a powerful divine ward that grants partial magic immunity from affecting a target unit.
Level 1 - Lasts 5 seconds.
Level 2 - Lasts 10 seconds.
Level 3 - Lasts 15 seconds.
Level 4 - Lasts 20 seconds.
Mana Cost: 60/ 70/ 80/ 90
Cooldown: 20
This skill is just like a free BKB. When you cast it on a hero, it will remove most of the casted buffs, doesn't matter if they are negative or positive ones. Most of the target spells won't work on the repeled unit and spell damage are fully negated. This skill is fit perfectly when you have a channeling spell heroes (Sandking, Crystal Maiden).
Degen Aura (U)
Greatly degenerates the movement capabilities of units that stray within 300 AoE.
Level 1 - Reduces movement speed by 7%.
Level 2 - Reduces movement speed by 14%.
Level 3 - Reduces movement speed by 21%.
Level 4 - Reduces movement speed by 28%.
Mana Cost: N/A
Cooldown: N/A
This passive skill is both an offensive and defensive ability. It will save your ass when some melee hero after you or when you want to block enemy heroes reaching your allies. It also will help out so well in chasing enemies. Using animation canceling is very important or else you might be slowed down so that you can't follow your target to keep the slow aura effect.
Guardian Angel (G)
Grants all friendly units within 1000 AoE 1000 armor and 25 HP/ second regeneration.
Level 1 - Lasts 5 seconds.
Level 2 - Lasts 7 seconds.
Level 3 - Lasts 9 seconds.
Mana Cost: 125/ 175/ 250
Cooldown: 150
Skill that gives 98% physical damage reduction and a 25 HP/sec regeneration with 1000 AoE. Repel removes Guardian Angel from target (!) It will be used in team fights when you jump on your enemies. Don't waste this spell, wait patiently for the perfect time.
Skillbuild
Level 01 - Purification
Level 02 - Degen Aura/Repel
Level 03 - Purification
Level 04 - Degen Aura/Repel
Level 05 - Purification
Level 06 - Guardian Angel
Level 07 - Purification
Level 08 - Degen Aura
Level 09 - Repel/Degen Aura
Level 10 - Repel/Degen Aura
Level 11 - Guardian Angel
Level 12 - Degen Aura
Level 13 - Repel
Level 14 - Repel
Level 15 - Attribute Bonus
Level 16 - Guardian Angel
17 to 25 - Attribute Bonus
This skill build is commonly met in many games, because there’s not much variation on his skill build. Purification is maxed first for obvious reason - it's a heal and your only damaging spell. The skill after Purification is depends on the enemies. If you're laning against nukers/combo heroes or heroes with damage over time spells, get one level of Repel early. Will help you stop consecutive stun and early death. Another situation would be when laning agianst Viper, Repel prevents orbwalking and nullifies the damage and the slow of Viper Strike when cast after it. If you’re facing Venomancer, you will need 10 seconds duration of repel to nullifies his ulti. So the choice is up to you. Guardian Angel should be taken whenever available, it may always save your or your allies when ganked or when diving a tower.
Item Builds
The Omniknight is being played in several different ways. The way you are playing him depends on your line-up and match-up, and of course the level of the game. But, basically what we think is that Omniknight is a support hero, that can become a hybrid in many ways. Give him some mana regeneration and then do whatever you want to do and needs to be done to him. If your team lacks a tank, then buy a Heart. If your team fails horribly at carrying and you have the possibility of buying a Radiance, then buy it. Adapt with the games.
1. Ring of Protection + Clarities or Chicken + Ring of Protection + Clarities
2. Energy Booster
3. Finish Arcane Ring
4. Bracers
5. Boots of Speed
6. Belt of Giant Strength
7. Staff of Wizardry
6. Finish Necronomicon
7. Finish Boots of Travel
Your core item should be like this :
Purist is need some form of mana regeneration since he is a STR hero with 3 active spells. You won't be spamming your spells, but when there's a big battle, you will spend a lot of mana in a considerably short time. Arcane Ring is made for you perfectly. TP scrolls is a must until you buy Boots of Travel. Power Treads seem like a better choice, but since you will be supporting BoT is suit you better. Movement speed is much more needed for you than attack speed. Bracers will needed when you are having trouble in surviving.
Necronomicon is a really great item on this hero. The MS aura that one of the demons give will allow you to chase more efficiently, the mana burn gives you high boost on damage as you will not be attacking too frequently. The attribute bonuses are both needed, a little STR and a nice amount of INT. Especially if no one else is heading for this item you are to be getting it as a Necronomicon 3 will allow you to destroy wards, detect mines and invisible heroes. Radiance will allows you to farm neutrals fast and speed-farm in lanes, so it becomes harder to catch you. In case you can farm up the 3800 golds early on, this will be a great addition to your inventory. Grab this items only when you are facing not-so-hard enemies and can farm greatly.
Optional Items
Heart of Tarrasque is a great item for Purist Thunderwrath when you are need to be a tank of your team. Also if there are no better heroes to cast Repel on, and it's you who get the benefits of magic immunity, then you need to be able to tank physical damage. Eye of Skadi is a great items, as the slow, the mana and health pool, everything is good for him. But since it highly cost you, buy this on fun game only. Assault Cuirass will boost your attack speed. With Repel on and an AC in your inventory you are basically unkillable. When you are low on health, then you just use Guardian Angel and there's no problem at all. After the core builds are complished and either there are no magical threats or you are a better repel-user than your allies, buy this item. Hood of Defiance is needed when you’re facing a lot of nuker and you need to cast Repel on your carry hero. Sange & Yasha is not a bad item on this hero, it's easy to farm up and you benefit from everything this item gives to you. The only problem is, that you can always find better alternatives. Guinsoo's Scythe of Vyse is used to be a very much liked item on the Omniknight. It was gotten on this hero because he needed some form of mana regeneration and manapool. The Cyclone and then the Hex abilities are really useful. The only problem is, that both Arcane Ring and Bottle are thousand times better to fix your mana problems and a Necronomicon suits this hero much more (giving STR, MS/AS auras, manaburn).
Strategies
Purist is a rather weak soloer, although against melee heroes he does really fine as he can adapt to any circumstances. However in organized games you will see him paired up with a ranged hero, who has a nuke, a stun or a slow at least, which will allow you to take the lane control. If you face troubles, you can always use Purification and Repel. Use the offensive Purification only when you take the lane control.
Omni isn't that good at soloing unless put against a melee hero. Ranged heroes are probably going to out-micro you and won't allow you to get any last hits/creep denies. Try to play conservatively against them and go in only for the last hits or when he is over-confident and makes a big mistake try to damage him with Purification. Against melee heroes you are going to max Degen Aura before putting points on Repel, as it allows you to harass the hell out of them and maybe score a kill. Heroes like Nerubian Assassin will be really harmful for you. Spam all your spells before he does much harm to you. Against Ogre Magi you might want to get Repel, because a hero might come over to help him and that will hurt you. Against many dual and especially tri-lanes, get 2 points on Repel, too. This all depends on wether you'll be nuked/disabled or not. You have to be observant.
When you see someone trying to gank you, or a spell is heading towards you, then immediately put Repel on yourself. After that run back to your tower and if needed, then heal. If you fail to cast Repel in time, cast Purification first, then Repel and then Guardian Angel. If you managed to cast Repel in time, but their physical damage is so hurting you, then cast Guardian Angel this case as well. If you don't have Repel, then try to juke you and/or ask for you ally's help. Try to calculate wether a guardian Angle will be in need or not and cast it in case it is needed. Try to get your Arcane Ring early, when you got it, it will be really boost to you. You can heal without worrying the mana. When you already have it, try to use Purification to help you farming by using it near creeps or neutrals. Just hit all of them as much as to getting them instantly killed by a single Purifitcation. This way you won't lose HP and you will clear a whole creep spawn.
After getting the Necro, you will be more agile and your damage output increase. Even so, don’t try to be hero. Purist is a lot better act as a support hero. Leave the hero kills for Motred or Trolls. When your team starting to push, stay aware of the situation and cast Repel on your carry hero if you get ganked. Use Guardian Angel wisely, to turn the tides of the battle. Don’t use it too early, it will make your opponent retreat until your Angel vanished. And the most important thing, don’t wait until your friends die, or even you! When trying to defend an outer tower, you will need to stay behind the tower and waiting for the best opportunity to initiate. If you have no problem keeping your carry hero or ulti-channeler repeled, then don't hesitate using it every time it cools down. With your repel, Crystal Maiden can cast her ulti’s without afraid being canceled. Heal the wounded hero and at the same time damages the enemy who hit them sometimes can turn the tide too. Final words, Purist is maybe the best support hero in Dota ever!
A former member of the Order of the Silver Hand, Purist has joined the Sentinel to avenge the death of the Order's leader, Uther the Lightbringer. Trained by Uther himself in the ways of the Paladin, Purist brings the power of the Holy Light to the battlefield. He can purify the souls of allies, harming any nearby Scourge in the process. Able to protect allies from harmful unholy magic, the mere presence of a man of the Holy Light atrophies any nearby enemies. In times of dire need, Purist can call upon God himself to protect him and his allies.
Base HP: 530
Base Mana: 221
Strength - 20 + 2.65 (Primary)
Agility - 15 + 1.75
Intelligence- 17 + 1.8
Base damage 51-61
Attack range of 100 (melee)
Base Armor 4.1
Movement speed of 300
Skill Descriptions
Purification (R)
Instantly heals a friendly unit and damages all enemy units 300 AoE within the target.
Level 1 - Heals/ damages for 90 hit points.
Level 2 - Heals/ damages for 180 hit points.
Level 3 - Heals/ damages for 270 hit points.
Level 4 - Heals/ damages for 360 hit points.
Mana Cost: 100/ 120/ 140/ 160
Cooldown: 12
This skill will heal you and the same time damage enemies nearby unit. Will help you greatly in the early game, but in the mid and late game this skill will less usefull.The way you have to use this spell is waiting for at least until your or an ally's HP drops to a level that if you healed, the target won't have full health pool. The only occiasion when you should be healing someone to full health is when you are harassing an enemy and especially if you can score a frag with Purification. If you need to farm, then you can use this skill for killing the ranged creeps instantly and damaging the melee ones heavily. But otherwise you should not be using it for farming, last hits will be enough if you can learn how to time it well.
Repel (E)
Creates a powerful divine ward that grants partial magic immunity from affecting a target unit.
Level 1 - Lasts 5 seconds.
Level 2 - Lasts 10 seconds.
Level 3 - Lasts 15 seconds.
Level 4 - Lasts 20 seconds.
Mana Cost: 60/ 70/ 80/ 90
Cooldown: 20
This skill is just like a free BKB. When you cast it on a hero, it will remove most of the casted buffs, doesn't matter if they are negative or positive ones. Most of the target spells won't work on the repeled unit and spell damage are fully negated. This skill is fit perfectly when you have a channeling spell heroes (Sandking, Crystal Maiden).
Degen Aura (U)
Greatly degenerates the movement capabilities of units that stray within 300 AoE.
Level 1 - Reduces movement speed by 7%.
Level 2 - Reduces movement speed by 14%.
Level 3 - Reduces movement speed by 21%.
Level 4 - Reduces movement speed by 28%.
Mana Cost: N/A
Cooldown: N/A
This passive skill is both an offensive and defensive ability. It will save your ass when some melee hero after you or when you want to block enemy heroes reaching your allies. It also will help out so well in chasing enemies. Using animation canceling is very important or else you might be slowed down so that you can't follow your target to keep the slow aura effect.
Guardian Angel (G)
Grants all friendly units within 1000 AoE 1000 armor and 25 HP/ second regeneration.
Level 1 - Lasts 5 seconds.
Level 2 - Lasts 7 seconds.
Level 3 - Lasts 9 seconds.
Mana Cost: 125/ 175/ 250
Cooldown: 150
Skill that gives 98% physical damage reduction and a 25 HP/sec regeneration with 1000 AoE. Repel removes Guardian Angel from target (!) It will be used in team fights when you jump on your enemies. Don't waste this spell, wait patiently for the perfect time.
Skillbuild
Level 01 - Purification
Level 02 - Degen Aura/Repel
Level 03 - Purification
Level 04 - Degen Aura/Repel
Level 05 - Purification
Level 06 - Guardian Angel
Level 07 - Purification
Level 08 - Degen Aura
Level 09 - Repel/Degen Aura
Level 10 - Repel/Degen Aura
Level 11 - Guardian Angel
Level 12 - Degen Aura
Level 13 - Repel
Level 14 - Repel
Level 15 - Attribute Bonus
Level 16 - Guardian Angel
17 to 25 - Attribute Bonus
This skill build is commonly met in many games, because there’s not much variation on his skill build. Purification is maxed first for obvious reason - it's a heal and your only damaging spell. The skill after Purification is depends on the enemies. If you're laning against nukers/combo heroes or heroes with damage over time spells, get one level of Repel early. Will help you stop consecutive stun and early death. Another situation would be when laning agianst Viper, Repel prevents orbwalking and nullifies the damage and the slow of Viper Strike when cast after it. If you’re facing Venomancer, you will need 10 seconds duration of repel to nullifies his ulti. So the choice is up to you. Guardian Angel should be taken whenever available, it may always save your or your allies when ganked or when diving a tower.
Item Builds
The Omniknight is being played in several different ways. The way you are playing him depends on your line-up and match-up, and of course the level of the game. But, basically what we think is that Omniknight is a support hero, that can become a hybrid in many ways. Give him some mana regeneration and then do whatever you want to do and needs to be done to him. If your team lacks a tank, then buy a Heart. If your team fails horribly at carrying and you have the possibility of buying a Radiance, then buy it. Adapt with the games.
1. Ring of Protection + Clarities or Chicken + Ring of Protection + Clarities
2. Energy Booster
3. Finish Arcane Ring
4. Bracers
5. Boots of Speed
6. Belt of Giant Strength
7. Staff of Wizardry
6. Finish Necronomicon
7. Finish Boots of Travel
Your core item should be like this :
Purist is need some form of mana regeneration since he is a STR hero with 3 active spells. You won't be spamming your spells, but when there's a big battle, you will spend a lot of mana in a considerably short time. Arcane Ring is made for you perfectly. TP scrolls is a must until you buy Boots of Travel. Power Treads seem like a better choice, but since you will be supporting BoT is suit you better. Movement speed is much more needed for you than attack speed. Bracers will needed when you are having trouble in surviving.
Necronomicon is a really great item on this hero. The MS aura that one of the demons give will allow you to chase more efficiently, the mana burn gives you high boost on damage as you will not be attacking too frequently. The attribute bonuses are both needed, a little STR and a nice amount of INT. Especially if no one else is heading for this item you are to be getting it as a Necronomicon 3 will allow you to destroy wards, detect mines and invisible heroes. Radiance will allows you to farm neutrals fast and speed-farm in lanes, so it becomes harder to catch you. In case you can farm up the 3800 golds early on, this will be a great addition to your inventory. Grab this items only when you are facing not-so-hard enemies and can farm greatly.
Optional Items
Heart of Tarrasque is a great item for Purist Thunderwrath when you are need to be a tank of your team. Also if there are no better heroes to cast Repel on, and it's you who get the benefits of magic immunity, then you need to be able to tank physical damage. Eye of Skadi is a great items, as the slow, the mana and health pool, everything is good for him. But since it highly cost you, buy this on fun game only. Assault Cuirass will boost your attack speed. With Repel on and an AC in your inventory you are basically unkillable. When you are low on health, then you just use Guardian Angel and there's no problem at all. After the core builds are complished and either there are no magical threats or you are a better repel-user than your allies, buy this item. Hood of Defiance is needed when you’re facing a lot of nuker and you need to cast Repel on your carry hero. Sange & Yasha is not a bad item on this hero, it's easy to farm up and you benefit from everything this item gives to you. The only problem is, that you can always find better alternatives. Guinsoo's Scythe of Vyse is used to be a very much liked item on the Omniknight. It was gotten on this hero because he needed some form of mana regeneration and manapool. The Cyclone and then the Hex abilities are really useful. The only problem is, that both Arcane Ring and Bottle are thousand times better to fix your mana problems and a Necronomicon suits this hero much more (giving STR, MS/AS auras, manaburn).
Strategies
Purist is a rather weak soloer, although against melee heroes he does really fine as he can adapt to any circumstances. However in organized games you will see him paired up with a ranged hero, who has a nuke, a stun or a slow at least, which will allow you to take the lane control. If you face troubles, you can always use Purification and Repel. Use the offensive Purification only when you take the lane control.
Omni isn't that good at soloing unless put against a melee hero. Ranged heroes are probably going to out-micro you and won't allow you to get any last hits/creep denies. Try to play conservatively against them and go in only for the last hits or when he is over-confident and makes a big mistake try to damage him with Purification. Against melee heroes you are going to max Degen Aura before putting points on Repel, as it allows you to harass the hell out of them and maybe score a kill. Heroes like Nerubian Assassin will be really harmful for you. Spam all your spells before he does much harm to you. Against Ogre Magi you might want to get Repel, because a hero might come over to help him and that will hurt you. Against many dual and especially tri-lanes, get 2 points on Repel, too. This all depends on wether you'll be nuked/disabled or not. You have to be observant.
When you see someone trying to gank you, or a spell is heading towards you, then immediately put Repel on yourself. After that run back to your tower and if needed, then heal. If you fail to cast Repel in time, cast Purification first, then Repel and then Guardian Angel. If you managed to cast Repel in time, but their physical damage is so hurting you, then cast Guardian Angel this case as well. If you don't have Repel, then try to juke you and/or ask for you ally's help. Try to calculate wether a guardian Angle will be in need or not and cast it in case it is needed. Try to get your Arcane Ring early, when you got it, it will be really boost to you. You can heal without worrying the mana. When you already have it, try to use Purification to help you farming by using it near creeps or neutrals. Just hit all of them as much as to getting them instantly killed by a single Purifitcation. This way you won't lose HP and you will clear a whole creep spawn.
After getting the Necro, you will be more agile and your damage output increase. Even so, don’t try to be hero. Purist is a lot better act as a support hero. Leave the hero kills for Motred or Trolls. When your team starting to push, stay aware of the situation and cast Repel on your carry hero if you get ganked. Use Guardian Angel wisely, to turn the tides of the battle. Don’t use it too early, it will make your opponent retreat until your Angel vanished. And the most important thing, don’t wait until your friends die, or even you! When trying to defend an outer tower, you will need to stay behind the tower and waiting for the best opportunity to initiate. If you have no problem keeping your carry hero or ulti-channeler repeled, then don't hesitate using it every time it cools down. With your repel, Crystal Maiden can cast her ulti’s without afraid being canceled. Heal the wounded hero and at the same time damages the enemy who hit them sometimes can turn the tide too. Final words, Purist is maybe the best support hero in Dota ever!
Tuesday, December 4, 2007
Darkterror the Faceless Void Guide & Walkthrought
Darkterror the Faceless Void Guide, Walkthrought, Item Build and Skill Build.
They say he was once human, but his background is shrouded in darkness, even to himself. What we know is that he was thrown into the Void between worlds and has emerged with the power of manipulating time. He can freeze his enemies in time and avoid hits by traveling a split-second back in time, right before receiving the blow. He can briefly rip apart the fabric of space-time to freeze both allies and opponents around him, yet remain free himself to act. It is rumored that he can instantly strike any man in a legion of soldiers, but nobody sees him move...
Base HP: 473
Base Mana: 195
Strength - 17 + 2.2
Agility - 21 + 2.65 (Primary)
Intelligence - 15 + 1.5
Base damage 58-64
Attack range of 128 (melee)
Base Armor 4
Movement speed of 300
Strengths and Weaknesses
Positives
Mediocre AGI gain for AGI hero
Low starting HP and melee range
Fragile early game
As with all melee heroes, prone to disable-lock
Negatives
Nice STR gain for an AGI Hero.
His Ulti’s means sure kill if you do it correctly
Has one of the greatest passive skill named Backtrack (25% chance deflect damage)
Has very synergize skills
Skill Descriptions
Time Walk
Quickly moves to a target location and slows the movement and attack of all units at the end of its path for 3 seconds.
Level 1 - 700 cast range. 10% slow. 120 Mana.
Level 2 - 900 cast range. 20% slow. 120 Mana.
Level 3 - 1100 cast range. 30% slow. 120 Mana.
Level 4 - 1300 cast range. 40% slow. 120 Mana.
Cooldown: 13 seconds
This skill is pretty much like Blink, has 3 uses, Initate, Escape, Chase. But you must note, that this skill has a difference from Blink. When you pointing this skill into a spot, he will walk until his cast range is enough. Unlike Blink that immediately blink away into your point direction. This is important, because if you point a spot outside your cast range, you will walk until you get into your cast range. Therefore, in that period you will be vulnerable to enemy attack. AoE Slow is about 200, which will very usefull to chase fleeing hero.
Back Track
Whenever damage is received, Faceless Void moves a moment back in time to try to dodge that damage. Can backtrack both physical and magical attacks.
Level 1 - 10% chance.
Level 2 - 15% chance.
Level 3 - 20% chance.
Level 4 - 25% chance
The Best Evasion skill in the game. With this skill you have a 25% chance to avoid any damage in the game. This will stack with Butterfly Evasion because Backtrack is actually different from evasion skill. You will make Lina crying when her Laguna Blade doesn’t do any harm thanks to your backtrack.
Time Lock
Gives a chance that an attack will do bonus damage and lock a unit in time for 1 second.
Level 1 - 10% chance per attack.
Level 2 - 15% chance per attack.
Level 3 - 20% chance per attack.
Level 4 - 25% chance per attack.
Passive
This skill is very nice to have. By 25% chance stun per attack, it is synergize very well with Darkterror other skills.
Chronosphere
Faceless Void creates a rip in spacetime causing all units in that area to become trapped for its duration. Faceless Void has a mysterious connection with spacetime that causes him to be unaffected by the sphere. Casting range increases per level.
Level 1 - 3 Seconds. 175 Mana.
Level 2 - 4 Seconds. 225 Mana
Level 3 - 5 Seconds. 250 Mana
Cooldown: 165 seconds
Creates a huge sphere that stop everything (allies, towers, creeps and obviously enemys) except you. You can be Hooked, Vaccumed (Dark Seer and Magnataur) and Swaped out of the Chronosphere. Won’t freeze things like Pulse Nova, Chain Frost, Eclipse, Exorsism and Omnislash after they have been cast. The most important thing you must remember when you are using this is your ALLIES is also get caught. You can kill your fleeing allies when you use this skill in the wrong time. So, timing will be very important when you are using this skills.
Skill Build
Level 1- Time Walk
Level 2- Back Track
Level 3- Back Track
Level 4- Time Lock
Level 5- Back Track
Level 6- Chronosphere
Level 7- Back track
Level 8- Time Lock
Level 9- Time Lock
Level 10- Time Lock
Level 11- Chronoshpere
Level 12- Time Walk
Level 13- Time Walk
Level 14- Time Walk
Level 15- Stats
Level 16- Chronosphere
Level 17-25- Stats
We get Time Walk in the first level because it can be used for escaping early gangbang. Back Track early game will help your fragility for last-hitting and denying. It will also helps you neutral creep a lot better and tower-dive. Chronosphere is taken early, because it will be additional skill that can save you from sudden gangbang. Furthermore, if your enemies are careless, this skill will help you to get an early frag.
Item Build
1. Circlet and Tangos
2. Bracers + Mask of Death
3. Boots of Speed
4. Finish Mask of Madness
5. Belt of Giant Strength
6. Glove of Haste
7. Finish Power Treads
8. Monkey King Bar
Your core items should be like this:
Late Game Items
or + +
If your games is long enough, you can grab butterfly for an additional evasion and give you more survivability. Or if your enemies have more than 3 nuker or disabler, Black King Bar will be synergizes greatly with your backtrack. Assault cuirass will give you even more destructive power inside your Chronos. The -5 armor aura and the attack speed boost will help you killing your target faster. Lastly, grab your HoT if your teams lack of tanker and all of your enemies focusing on you.
Strategy
Early game is the most important part, if you don't get a good early game, you will suffer later on. That means if you can't last-hit anything, get harassed like hell and/or get first blooded, you will get trouble in the late game. Get your Tangoes and Circlets and go to Bottom Lane if on Sentinel or Top Lane on Scourge. Its advised that your go with a teamate, a ranged ally who has great lane control and can breast feed you while you last-hit delivers the best outcomes.
Don't attempt at a first blood, let your teamate harass while you farm happily. By all means if the opportunity is starring at you in the face then take it, play aggressively but not greedily.
If the creeps are too far on the opponents side then go and neutral some creeps and let your ally get some last-hits. Neutral creeping is advised at about lvl6, or at least thats when I don't have much trouble with them.
Now by Mid Game you should already have your Bracers, Treads and MoM. This is where you can stop pushing and start neutraling like crazy, which means youll have to ask your allies to get wards for you. If theres a big team push you can go there to maybe get a lucky kill. Once you've got your MoM, you can push and neutral a lot better because of the MoM buff (75 IAS) and lifesteal.
You should now be trying to single out weak and fragile heros to feed on (Sniper comes to mind) so you can get your Monkey King Bar as fast as you can. If your Chrono is on cooldown, then just neutral but once you've got your Chrono, try to kill. Don't neutral farm the whole game like I used to do, dont be afraid to kill heros and participate in ganks after you've got your MoM.
You should have your Monkey King Bar and can solo most hero easily. Own anything you see, neutral, push hard and participate in team ganks and pushes. Play aggressively, but don't be a fool. You are now a force to be reckoned with and everyone should be scared of you and will try to gank the hell outta you, watch the mini-map and don't stay in one lane for too long. Push one side, whack the tower a little bit and then retreat to neutrals. Neutral everywhere on your territory and then go back to pushing, its an effective strategy.
Don't be afraid to initiate full life heros (even tanks) since you can most likely kill them. Don't under estimate yourself, that's a big mistake and could make you ended up with almost no kills and keep your potential burden.
In the late game war, use your chronos wisely! You can kill almost all of your friend if you miss-use Chronos. With all of your friends trapped by your chrono and a WTF Razor and Troll coming out, your 99% chance of victory will be gone with your Chronos into dust..
This guide is as much inspired from www.dotaportal.com , any constructing feedback will be gladly accepted.
They say he was once human, but his background is shrouded in darkness, even to himself. What we know is that he was thrown into the Void between worlds and has emerged with the power of manipulating time. He can freeze his enemies in time and avoid hits by traveling a split-second back in time, right before receiving the blow. He can briefly rip apart the fabric of space-time to freeze both allies and opponents around him, yet remain free himself to act. It is rumored that he can instantly strike any man in a legion of soldiers, but nobody sees him move...
Base HP: 473
Base Mana: 195
Strength - 17 + 2.2
Agility - 21 + 2.65 (Primary)
Intelligence - 15 + 1.5
Base damage 58-64
Attack range of 128 (melee)
Base Armor 4
Movement speed of 300
Strengths and Weaknesses
Positives
Mediocre AGI gain for AGI hero
Low starting HP and melee range
Fragile early game
As with all melee heroes, prone to disable-lock
Negatives
Nice STR gain for an AGI Hero.
His Ulti’s means sure kill if you do it correctly
Has one of the greatest passive skill named Backtrack (25% chance deflect damage)
Has very synergize skills
Skill Descriptions
Time Walk
Quickly moves to a target location and slows the movement and attack of all units at the end of its path for 3 seconds.
Level 1 - 700 cast range. 10% slow. 120 Mana.
Level 2 - 900 cast range. 20% slow. 120 Mana.
Level 3 - 1100 cast range. 30% slow. 120 Mana.
Level 4 - 1300 cast range. 40% slow. 120 Mana.
Cooldown: 13 seconds
This skill is pretty much like Blink, has 3 uses, Initate, Escape, Chase. But you must note, that this skill has a difference from Blink. When you pointing this skill into a spot, he will walk until his cast range is enough. Unlike Blink that immediately blink away into your point direction. This is important, because if you point a spot outside your cast range, you will walk until you get into your cast range. Therefore, in that period you will be vulnerable to enemy attack. AoE Slow is about 200, which will very usefull to chase fleeing hero.
Back Track
Whenever damage is received, Faceless Void moves a moment back in time to try to dodge that damage. Can backtrack both physical and magical attacks.
Level 1 - 10% chance.
Level 2 - 15% chance.
Level 3 - 20% chance.
Level 4 - 25% chance
The Best Evasion skill in the game. With this skill you have a 25% chance to avoid any damage in the game. This will stack with Butterfly Evasion because Backtrack is actually different from evasion skill. You will make Lina crying when her Laguna Blade doesn’t do any harm thanks to your backtrack.
Time Lock
Gives a chance that an attack will do bonus damage and lock a unit in time for 1 second.
Level 1 - 10% chance per attack.
Level 2 - 15% chance per attack.
Level 3 - 20% chance per attack.
Level 4 - 25% chance per attack.
Passive
This skill is very nice to have. By 25% chance stun per attack, it is synergize very well with Darkterror other skills.
Chronosphere
Faceless Void creates a rip in spacetime causing all units in that area to become trapped for its duration. Faceless Void has a mysterious connection with spacetime that causes him to be unaffected by the sphere. Casting range increases per level.
Level 1 - 3 Seconds. 175 Mana.
Level 2 - 4 Seconds. 225 Mana
Level 3 - 5 Seconds. 250 Mana
Cooldown: 165 seconds
Creates a huge sphere that stop everything (allies, towers, creeps and obviously enemys) except you. You can be Hooked, Vaccumed (Dark Seer and Magnataur) and Swaped out of the Chronosphere. Won’t freeze things like Pulse Nova, Chain Frost, Eclipse, Exorsism and Omnislash after they have been cast. The most important thing you must remember when you are using this is your ALLIES is also get caught. You can kill your fleeing allies when you use this skill in the wrong time. So, timing will be very important when you are using this skills.
Skill Build
Level 1- Time Walk
Level 2- Back Track
Level 3- Back Track
Level 4- Time Lock
Level 5- Back Track
Level 6- Chronosphere
Level 7- Back track
Level 8- Time Lock
Level 9- Time Lock
Level 10- Time Lock
Level 11- Chronoshpere
Level 12- Time Walk
Level 13- Time Walk
Level 14- Time Walk
Level 15- Stats
Level 16- Chronosphere
Level 17-25- Stats
We get Time Walk in the first level because it can be used for escaping early gangbang. Back Track early game will help your fragility for last-hitting and denying. It will also helps you neutral creep a lot better and tower-dive. Chronosphere is taken early, because it will be additional skill that can save you from sudden gangbang. Furthermore, if your enemies are careless, this skill will help you to get an early frag.
Item Build
1. Circlet and Tangos
2. Bracers + Mask of Death
3. Boots of Speed
4. Finish Mask of Madness
5. Belt of Giant Strength
6. Glove of Haste
7. Finish Power Treads
8. Monkey King Bar
Your core items should be like this:
Late Game Items
or + +
If your games is long enough, you can grab butterfly for an additional evasion and give you more survivability. Or if your enemies have more than 3 nuker or disabler, Black King Bar will be synergizes greatly with your backtrack. Assault cuirass will give you even more destructive power inside your Chronos. The -5 armor aura and the attack speed boost will help you killing your target faster. Lastly, grab your HoT if your teams lack of tanker and all of your enemies focusing on you.
Strategy
Early game is the most important part, if you don't get a good early game, you will suffer later on. That means if you can't last-hit anything, get harassed like hell and/or get first blooded, you will get trouble in the late game. Get your Tangoes and Circlets and go to Bottom Lane if on Sentinel or Top Lane on Scourge. Its advised that your go with a teamate, a ranged ally who has great lane control and can breast feed you while you last-hit delivers the best outcomes.
Don't attempt at a first blood, let your teamate harass while you farm happily. By all means if the opportunity is starring at you in the face then take it, play aggressively but not greedily.
If the creeps are too far on the opponents side then go and neutral some creeps and let your ally get some last-hits. Neutral creeping is advised at about lvl6, or at least thats when I don't have much trouble with them.
Now by Mid Game you should already have your Bracers, Treads and MoM. This is where you can stop pushing and start neutraling like crazy, which means youll have to ask your allies to get wards for you. If theres a big team push you can go there to maybe get a lucky kill. Once you've got your MoM, you can push and neutral a lot better because of the MoM buff (75 IAS) and lifesteal.
You should now be trying to single out weak and fragile heros to feed on (Sniper comes to mind) so you can get your Monkey King Bar as fast as you can. If your Chrono is on cooldown, then just neutral but once you've got your Chrono, try to kill. Don't neutral farm the whole game like I used to do, dont be afraid to kill heros and participate in ganks after you've got your MoM.
You should have your Monkey King Bar and can solo most hero easily. Own anything you see, neutral, push hard and participate in team ganks and pushes. Play aggressively, but don't be a fool. You are now a force to be reckoned with and everyone should be scared of you and will try to gank the hell outta you, watch the mini-map and don't stay in one lane for too long. Push one side, whack the tower a little bit and then retreat to neutrals. Neutral everywhere on your territory and then go back to pushing, its an effective strategy.
Don't be afraid to initiate full life heros (even tanks) since you can most likely kill them. Don't under estimate yourself, that's a big mistake and could make you ended up with almost no kills and keep your potential burden.
In the late game war, use your chronos wisely! You can kill almost all of your friend if you miss-use Chronos. With all of your friends trapped by your chrono and a WTF Razor and Troll coming out, your 99% chance of victory will be gone with your Chronos into dust..
This guide is as much inspired from www.dotaportal.com , any constructing feedback will be gladly accepted.
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