Thursday, July 2, 2009

Mirana Guide, Build & Strategy - Priestess of the Moon (PotM) Guide

Mirana Guide, Build & Strategy - Priestess of the Moon (PotM) Guide. One of the most pick/ban hero on the competitive games. Let's check Mirana Nightshade the Priestess of the Moon. 

A matriarch and high priestess of Elune's blessed order, Mirana Nightshade serves as a light in darkness for the front line of the Sentinel ranks, raining arrows and falling stars alike upon the shambling undead masses of the Undead Scourge, while her very presence is said to be so holy that it melts away the fatigue of nearby allies, giving them greater haste on the battlefield. In times of need however, she can fade herself and others around her into the safety of invisibility, making her a potent supporter matched by few.

Mirana Nightshade
Mirana is among few other heroes a character who needs practice and timing before she can be mastered thus making her harder to play than most other heroes but it's also makes available to spend much more time and games on to learn. Given the fact that she needs a lot of practice to control properly it also makes it much more fun to play her, especially when you reach the level where your enemy roars in despair and accuses you for having maphack and aimbot.

Pros
- Dominant throughout the entire game.
- High nukes and excellent lane and ganking capabilities.
- Has an escape mechanism that also gives you a good buff.
- Has a global spell that often turns out to be really effective and helpful.

Cons
- Has low health.
- Takes much practice to master intentionally.

Strength - 17 + 1,85
Agility - 20 + 2,75
Intelligence - 17 + 1,65

Attack range of 600.
Movement speed of 300.

Level 1 information:
- Health: 473
- Mana: 221
- Damage: 38-49
- Armor: 1,8
- Attack Speed: 1,42 sec.

Level 25 information (without any worn items):
- Health: 1689
- Mana: 988
- Damage: 104-115 +20
- Armor: 11,2 +2,8
- Attack Speed: 0,83 sec.

Abilities

Starfall
Calls down a wave of meteors to damage each nearby enemy. If enemy is farther than 600 range, it has a 60% chance to still hit him. One random enemy unit within 200 aoe will get hit again for half the damage.

Level 1 - 75 damage per wave.
Level 2 - 150 damage per wave.
Level 3 - 225 damage per wave.
Level 4 - 300 damage per wave.

Cooldown: 12 seconds.
Mana cost: 100/120/140/160.

Comment: An excellent damage tool as well as farming and pushing ability. This spell will mostly not be used to farm in the beginning, but later it's doing a great deal capping you a lot of creep kills and it also pushes really good. Throughout the game, but especially early on, Starfall is a great damage device. If you can get up on a lone hero (e.g. in the forest), hitting one twice with this is imbalanced.

Useful information: The random enemy unit within 200 aoe includes corpses, so if you cast it around a lot of dead people, hoping that Starfall will hit someone a second time can be rather naive.

Elune's Arrow
Fires an arrow to a location with deadly precision, dealing large damage and stunning the first unit it strikes. Stun duration increases based on how far the target is, ranging from 0.5 to 5 seconds.

Level 1 - Deals 90 damage.
Level 2 - Deals 180 damage.
Level 3 - Deals 270 damage.
Level 4 - Deals 360 damage.

Cooldown: 25 seconds.
Mana cost: 100.

Comment: This skill is where it gets complicated to play Mirana. Basically you click on the ground and an arrow launches, just like throwing a shockwave. The arrow flies for a great distance and stuns and damages the first target it collides with. This mean you might hit a wrong target or not hit anything at all. This is definatly not like throwing a Storm Bolt. On the other hand, it has a great damage and a crazy stun. If you hit someone on almost max distance, they will be stunned for 5 seconds from one single nuke. This skill, when mastered, is absolutely crazy and it's your main gate to all your kills, ganks and kills setups. Without mastering Elune's Arrow, Mirana is not a very fun nor good hero to play.

Useful information: The arrow flies 2600 range which is more than enough to hit distant targets. The stun duration is, as described, 0,5-5 seconds. The duration increases with 0,5 second by each 150 range the arrow travels and at a 1500 range (just about 60% of the full distance) it stuns for the maximum 5 seconds. This means that you don't have to hit your target from a maximum distance in order to stun it the longest. A mediocre arrow shot can also reach its full duration. It's not easy to use and sometimes it might seem even easier to hit a target farther away than a hitting target being very close.

Leap
Mirana's wild Frostsaber leaps forward into battle, empowering allies with a ferocious roar upon landing. Movement and Attack Speed bonus lasts 10 seconds.


Level 1 - 400 range. 4% speed increase.
Level 2 - 450 range. 8% speed increase.
Level 3 - 500 range. 12% speed increase.
Level 4 - 550 range. 16% speed increase.

Cooldown: 40/35/30/20 seconds.
Mana cost: 40/35/30/20.

Comment: Leap - Mirana's very reliable escape mechanism. Besides of it working just like a blink (with a slightly shorter range and a little longer cooldown) it gives you an excellent movement and attack speed buff. Not only to yourself but also your teammates around you. This means it can be used as an excellent escape device, it can be used for chasing and for buffing up your opponents in i.e. a team combat.

Useful information: The Leap is an activated-when-clicked ability, which it has no target. When you click it, Mirana leaps forward in her current facing angle. So if you want to leap somewhere, try to face that angle and then leap. Misleaping is common but can be quite dangerous.

Moonlight Shadow (Ultimate)
Turns Nightshade and all allied heroes invisible. If Invisiblity is broken, it gets restored after the fade time during the shadow duration.


Level 1 - Lasts 7 seconds. 2.5 second fade time.
Level 2 - Lasts 9 seconds. 2 second fade time.
Level 3 - Lasts 11 seconds. 1.5 second fade time.

Cooldown: 160 seconds.
Mana cost: 200/250/300.

Comment: A global invisibility for you and your allies. It's maybe not the strongest invisibility due to its duration and fade time (the time before you turn completely invisible), but it can be quite handy in many different situations. Set-ups, initiations, ganks, positioning, scouting and whatsoever. Most common is using it to escape though or avoiding getting initiated by strong aoe stun enemies (Tidehunter, Magnataur, Puck, Axe etc.).

Useful information: If it didn't appear clearly enough from the description, an hero will turn invisible again should he break it, if the duration of Moonlight Shadow is still active. The fade time is also important to remember because the enemies will still see you for 2.5/2/1.5 seconds after you've used the ability and/or have broken it. It's not an instant invisibility like Wind Walk or Vendetta for instance.

Skill order

Level 1 - Elune's Arrow/Leap
Level 2 - Elune's Arrow/Leap
Level 3 - Starfall
Level 4 - Starfall
Level 5 - Starfall
Level 6 - Elune's Arrow
Level 7 - Starfall
Level 8 - Elune's Arrow
Level 9 - Elune's Arrow
Level 10 - Leap
Level 11 - Moonlight Shadow
Level 12 - Moonlight Shadow
Level 13 - Leap
Level 14 - Leap
Level 15-24 - Stats
Level 25 - Moonlight Shadow

Skills explanation
Whether you're going to take Elune's Arrow or Leap at your first level depends on if you're going to shoot the arrow straight away, e.g. for a First Blood attempt. If not, take Leap because of the early game escape mechanism to dodge hostile First Blood attempts yourself. Elune's Arrow and Starfall are your main killing devices throughout most of the game thus skilling them is very important. Starfall will be taken over Elune's Arrow because the arrow's stun is the same at all levels. The 15-60 damage difference between the two abilities is not something extremely important and Starfall is much more reliable. Leaping in and using Starfall will in most cases guarantee a much higher damage output than missing your arrow and not getting to Starfall your target(s) at all. Atlast, Starfall is an aoe ability so it will help you more against a double lane or even a triple lane.. Leap is taken at level two though because its use is far away from negligible. Moonlight is skilled at level 11 and 12 where you have a level two Leap which makes it better than level 1 ( ). The reason why you want it to be atleast at level two is because level one is fine but it's not strong enough in the long run. However, Moonlight Shadow can be neat on some few occassions and you never know when you really have to use it. Having it as a backup (or for other purposes) ability is good. However, the last level is not really needed compared to Stats. The spell's duration is not very long and you're not supposed to use it and run around invisible for years like the Wind Walk ability, so extending its duration as well as its mana cost is not as smart as levelling Stats for more survivability which Mirana lacks a bit.

Item Build

The starting items



These are the items you ought to buy from start as soon as you've chosen your hero. The 3 x Slippers of Agility are for the last hit damage which will hopefully help you last hit better against nifty lane heroes (Nevermore, Viper and Warlock for example). As for the Ancient Tangoes of Essifations and the Clarity Potion you ought to buy 2-4 (depending on the mode) and 1 respectively.

The cookie cutter

Core item build



The Boots of Speed should be self-explanatory. The Bottle is excellent for controlling the rune spots giving you neat advantages during the early/middle game with haste, double damage and etc. The Slippers of Agility from the core starting items should be kept for as long as possible, but only as long as they don't take up important item slots too. For example, keeping a Scroll of Town Portal with you at all time is much more important than +3 damage. Also a Mithril Hammer is much more worth than one Slipper of Agility. Anyway, eventually you ought to upgrade them to Wraith Bands if you feel your health is too low, i.e. if you're against a lot of nukers. I mostly choose not to upgrade them but that's just because I'm so darn good . Anyway, it's pretty much up to your own judgement. If you're doing well with just the Slippers, there's no need spending extra money on upgrading them. Else go ahead and buy the extra health/damage.

Items afterwards



Boots of Travel are bought to give you better movement speed, higher ganking and capability and most importantly excellent map domination for both farming, escaping and ganking. Mjollnir gives you excellent damage and it lets you clear large creep waves within seconds. It's a huge damage boost and a great farming device. Eye of Skadi gives you an extremely helpful slow effect allowing you to chase nearly every hero. The frost arrows and chain lightning stacks on Mirana so you can easily get both items without one orb effect cancelling the other. Furthermore Eye of Skadi gives you a much needed survivability boost (a lot of health and some nice stats) as well as some damage. Finally, Butterfly is of course bought for its damage and increased attack speed, but the evasion buff is certainly not negligible either.

+
- Great map control.
- Huge damage.
- Excellent survivability.
- Good chasing capability.

-
- Very expensive build.
- Huge tier 4 items with few but expensive pieces.

The fast and furious

The reason this build is called "the fast and furious" is because it's fast and furious. It's still meant to be for a carry Mirana, however, this often takes less focused farming. You will mostly be able to buy your items faster instead of farming 30 minutes for a single item thus making you able to gain more damage quicker. It's very offensive though because it's weaker in terms of effective hit points which means you will be more of a glass canon when you fight. You are able to deal a high amount of damage but you shatter from taking a mediocre amount yourself.

Core item build



Unlike the cookie cutter, the fast and furious' build uses Power Treads (preferably with strength) and Wraith Bands instead of Slippers of Agility. This build also aims at high late game items that require much farm, though the pieces are lighter, fewer and more "accessible", but the change of items means you'll have less attack speed and less health thus making both Power Treads and Wraith Bands obligatory. During the build, one of the three Slippers of Agility can be sold to make space for more important items.

Items afterwards



The Stygian Desolator and Butterfly mix is becoming more populare nowadays. The orb effect from Stygian is great, the damage is high and Butterfly adds a lot of the missing attack speed as well as extra damage. Finally, the Buriza-do Kyanon is bought to make you a true late game dps with high damage and raping critical strikes.

+
- A cheap and simple build.
- Most of the piees are light and easy to farm and gives you fine stats in return.
- Gives you a very high damage output which is a mix of attack speed, armor penalty and critical strikes.
- Gives a good fallback opportunity with the cheap man's build.

-
- Mediocre map control.
- Mediocre farming capability.
- Weak survivability and health.

Cheap man's build

Whether you like it or not, it's almost certain that it will happen from time to time. Things don't go as you want them to. You're being outplayed, underleveled and ganked. You're farming poorly and you can't gank your enemies. The cheap man's build is a good semi fall-back build for when you fail and realize that you won't have time to farm the bigger items. This build reminds much of the fast and furious but it slightly different, yet it gives you a good chance to bring you back into the game and once again shred your enemies to pieces.

Core item build



The core build looks exactly the same as the fast and furious' but the justification is different. Power Treads are bought because they're cheap and gives you some neat, cheap health. The Slippers of Agility are also upgraded to Wraith Bands, also for the reason that it gives you some cheap damage and some more hit points which will help you survive longer. However, one of the three ought to be sold among the way to make space for new and better items.

Items afterwards


Stygian Desolator is a sweet item with high damage and a strong orb effect. As a bonus, the pieces are simple and easy to farm. It drags you back in the game as a good damage dealer and lets you dish out much damage. However, the downside is that it makes you a glass canon. You're able to blast your enemies but you will shatter from taking only few hits. This is why we recover the missing survivability by the Power Treads and Wraith Bands. Finally, if you're able to, farm a Heart of Tarrasque. It's not as good as Eye of Skadi but it's cheaper and gives you just about the same survivability which you will probably be needing if it's necessary going through the cheap man's build.

+
- A cheap and simple build.
- Most of the piees are light and easy to farm and gives you fine stats in return.
- Allows you to regain your lost strength in a game where everything seemed to go wrong.
- Gives a good opportunity for a come back into the fast and furious carry course.

-
- Mediocre map control.
- Mediocre farming capability.
- Not a complete late game damage dealer.

Optional items

Black King Bar is definatly an excellent choice; of course only if you fight against a lot of disablers or sheepsticks. I'd strongly recommend you to buy it after one or two main items (like Mjollnir or Stygian Desolator) if you're having problems against disables. This item will mostly give you 10 seconds of free fire on your enemies where they cannot touch you at all with their stuns or Guinsoo's'.

Linken's Sphere is another cool item, especially to counter some, but not horribly many, disables or strong nukes like Lina's Laguna Blade or Lion's Finger of Death. Your Linken's Sphere will mostly completely counter such spells and the item itself will also give you some neat stats and regeneration. However, I myself mostly choose not to get it versus heroes like Zeus or Sniper which are generally heroes that activates your spell block by doing frankly nothing (in this case Arc Lightning and Headshot). Against multiple disables or too many strong nukers I'd rather choose a Black King Bar, but you will have to judge that by the situation.

Assault Cuirass is a great item. It gives you good armor and a heavy attack speed bonus and it also removes your enemy's armor. An excellent mix of damage and survivability item. However, it's very expensive and you will rarely find time to buy it. Most suitable for the cookie cutter build.

Monkey King Bar is simply another huge damage item. There's not much to be described nor much to be said.




Even though Guinsoo's Scythe of Vyse gives the most mana boost, it also gives you some nice, cheap strength and agility. However, the main reason to get this item is because of its hex - obviously. Sometimes the sheepstick can turn out to be very handy, especially against those tricky late game damage dealers. This item will often give you the advantage in a 1 vs 1 situation but it's also really good for team fights as well as chasing heroes. Not adviced against Black King Bar though.

The Orchid Malevolence is excellent against heroes with either disables or any form of escape abilities like Blink and Time Walk. The item itself provides fine attack speed, great damage and it boosts your mana just perfectly - not too little and not too much. Finally, the silence helps you kill your enemies better and it prevents them from fleeing by turning invisible or blinking away for instance. Orchid Malevolence is definatly another recommended item.

I don't have space to buy Mithril Hammers or whatsoever because of the Slippers of Agility/Wraith Bands. What do I do?
Sell them. Let's say you're following the fast and furious path. Start with building the core items (Power Treads, Bottle, 3 Wraith Bands and Scrolls of Town Portal). You then have a strong foundation for your upcoming game. Then, eventually, when you have the money, sell one Wraith Bands and replace it with a Mithril Hammer. When you've got the money for another Mithril Hammer you can sell another Wraith Band and replace it by this 2nd hammer. Yes, you will lose some money in upgrading and then selling the Wraith Bands, however, to reach a good late game you need a good middle game. To reach a good middle game you need a good early game. If you keep getting killed because you can't be bothered to buy more health, it's not gonna benefit you obviously. Besides, the money lost is only a few creep kills which you can eventually get from the neutrals, a hero kill or some normal creeps.
Of course I hope it makes sense that if you get all your items bought, you can easily sell your Bottle and replace it by a last luxury item.

Items not to buy:
Mask of Death, Mask of Madness, Helm of the Dominator and Satanic are not recommended. Of all the orb effects lifesteal is prolly the worst one for Mirana. Some of these items' survivability boost might be okay but you can get the same survivability or even better on other items for around the same price as well as getting other neat bonuses.
Radiance is not recommended. It gives fine damage yes, but you don't really need the immolation for which Radiance is bought for. You can spend the 5325 gold better somewhere else.
Lothar's Edge is not recommended. Leap should be more than enough to escape and it lets you run almost just as fast as well as increasing your attack speed.

Strategy

Early game

When you've picked the Priestess, buy 3 Slippers of Agility, a pair of Ancient Tangoes of Essifation and a Clarity Potion then head of to a lane. As Mirana is a strong solo hero, a solo lane would be prefered, but a double lane isn't too bad either especially not if you lane with a disabler. Now, as all other heroes, start last hitting and denying. Try to harass your enemy(ies) by hitting them a few times on occasions. From level 3 you should start to look for an opening in your enemy's defense. If you see a good moment for an arrow, fire it off and try to kill him. A tip is to wait for your creeps to kill his creeps. In the moment they push, launch your arrow and stun him. Finish him off with Leap and Starfall. If you're good, lucky and/or fast you'll eventually claim the First Blood rather quick. If you're laneing with a disabler, try to let him throw his stun first so you're making almost sure that your arrow will hit. This requires a bit timing though and you need to communicate with your mate to succesfully do this.

Try to keep farming untill you're around level 6-7. Buy your Boots of Speed and a Bottle and start to look for opportunities to gank other lanes. Don't waste to much time roaming around in the river. Return to your original lane and if you see a good ganking lane, try to head off unnoticed and gank. When you've done so you ought to return to your lane again. Don't lose too much gold and experience trying to gank without succeeding. Eventually just kill your lane opponent(s) instead. Keep a constant flow between farming and ganking without roaming too much. Don't farm all your game away. Mirana's capability is too high to just stand passively and farm. But you also need items later so don't spend 5 minutes in the woods waiting for someone to arrive and kill. It may take a few games practice to get a good grip of when to farm and when to gank and also how to do it. Eventually you'll get the idea rather fast.

Middle game

Middle game will basically be the same as the early game to you. Like before, try to keep a constant flow between farming and ganking. Follow your team mates' gameplay and try to follow them in ganks. If there are any big fights going on, try to stay in the background throwing your Starfall and saving your Elune's Arrow. If you see a low healthed hero escaping, try to get to the flank and shoot him. Else, try to farm empty lane or run around killing enemies. If you're doing well you can still kill most enemies alone.

Late game

Actually, the late game will be pretty much the same drive as the early game. Follow your team mates in ganks and heavy pushes. Still try to stay in the background in fights dishing out damage. Help pushing and clearing creep waves with Starfall so you only need to worry about the heroes. Again, try to save your arrow for when someone low trys to escape. If you're against a strong initiation team (Warlock, Tidehunter, Magnataur, Earthshaker, Puck etc.) try to stay even further back than normal and the moment before the two fronts smash together (you need to learn to calculate this by practice too) activate Moonlight Shadow. Hopefully this'll make your enemies waste their aoe stuns and whatsoever and keep you and your allies safe in the invisibility form avoiding to get raped. Else just stand in the back and again just focus fire your enemies hoping to kill somebody. If the showdown turns out to your favour, you can Leap and aim for fleeing enemies. If you have your Eye of Skadi, escaping won't be easy anyway.

Mastering Elune's Arrow

Shooting Elune's Arrow is not like throwing a Storm Bolt. You have to aim and time it. The very first lesson is the most basic and important one:
Do not click directly on the target when you shoot your arrow. Always aim and time it and click on the ground.

Clicking on the target itself makes the arrow's trajectory odd and you will almost never hit it like this. Instead, time the arrow, think ahead of your enemy and guess where he's going to run. When you think you've got a clear shot and a correct estimation, shoot and (hopefully) hit. This technique is going to take a lot of practice but once you master it you can damage and stun your opponents over cliffs, hills, corners and whatsoever for a crapload amount of damage and stun them for nearly 5 seconds. Here are a some situations.


Situation: Direct, clear shot.


Description: This shot is prolly the most simple shot. It has a short distance, there are no enemies to block your shot and you are shooting directly at your enemy. This shot requires very little aiming. Just watch out your opponent doesn't suddenly change direction in order to avoid your arrow. That's pretty much the only thing you have to be aware of in this situation.


Situation: Using the creeps as a cover for your short.


Description: As you can see on the picture, my enemy's last creep is just about to die and he is just about to walk back. I fire my arrow a split second before the creep dies. By doing this, my enemy's attention will still be around denying his last creep and not so much about getting away. In the moment the Necromancer dies, my arrow hovers over the field and stuns the unprepared Shadow Fiend. If I have waited a few more seconds, Nevermore would have run into cover by his tower and I wouldn't have killed him. This is an excellent First Blood method. Not only do you catch your enemy unprepared, but your creeps also get a short moment to shoot on your target helping you taking him down. Just make sure you time your arrow so you don't hit the nearly-but-not-quite-dead last unit. This is of course most effective when your creeps are the pushing force.

Situation: Curved and/or long distanced arrows.


Description: It is here in a not-so-directly-shot situation where you need to be very judgemental. It's important that you take a lot of things into account before shooting. Your position. Your target's position, direction and movement speed. Possible detour routes near your target. Additional enemies and neutral creeps that can eventually block your shot. It's also important that you shoot a good distance ahead of your enemy. Aiming directly at him is wrong. Aiming behind him is of course a failure. Aiming in front of him but not enough is bad too. Make sure to aim your arrow perfectly in front of where he goes and also compared to where you stand. Giving it too little thruttle is one of the most common mistakes. Giving it too much also happens though, so don't overdo it, but in general people mostly don't aim it far enough.


Situation: Colliding and/or blocking enemies.

Description: It's not always you will have a clear arrow trajectory for your shot. Many times you will be blocked by other enemy heroes, neutral creeps or enemy creeps. Always be aware that your arrow might be blocked by appearing units. If you are being held back by some, either see if you can clear them fast with Starfall if they're at low health or else try to get around them to get a clear shot. Leaping over, running around, using openings - everything but just shooting a Ghoul mindlessly. Be aware that ancient creeps, invisible units and magic immunes will also block the arrow.

Situation: Predicting advanced blind shots.


Description: A few times you will get into very advanced but nonetheless situations. Many of these situations you won't have sight your hero for several seconds and the arrow will be a much blind shot. This requires very much practice, excellent aiming and perfect timing. You will prolly rarely hit in these situations unless you are very, very skilled. It's always worth the try, but don't bet your money on it. It doesn't only takes a lot of skills for such an arrow but also a bit of luck. As you can see on the picture, Death Prophet is running away from me with Haste. Knowing that I can't outrun her, I choose to position myself for a curved arrow. Judging from her high movement speed and knowing which way she's heading I throw my arrow a large piece in front of her. Without having sight of her for nearly 10 seconds I hit and kill her with a perfect shot.

Various tips when taking your aim:
Be patient. Waiting with shooting your arrow will many times be the best method. Most smart enemies will try to dodge your shot by running in curves, but they will lose track to you. After realizing you "won't" launch it at them they will mostly start running in a direct line to get away from your auto-attack shots. At this time launch your arrow and hit it. By shooting it too fast you're just wasting it and it will be too predictable. Always be a step ahead of your enemies and wait untill the right moment.

Sometimes, close-up shots are actually very difficult. If you let the enemies run a bit away before shooting you will have a much higher chance to hit because the degrees they can avoid it has been lowered significantly. The stun will also last much longer. Instead of stunning them for 0,5 seconds they will not be disabled for about 2 seconds if you do it perfectly. Again, patience is a keyword for timing it perfectly.

It can't be said enough. Have patience and wait untill the right moment before shooting your arrow. Give it a few seconds to predict where the enemy is moving. If you see two ways near him, wait for him to choose either one of them and then launch the arrow in his direction. Patience, patience, patience. Don't hessitate it.

Various tips for the remaining spells
Moonlight Shadow is good in many situations. Use it to save cornered allies. Use it to position your team just before a team fight. Use it to avoid being initiated and killed in a team fight. Use it to scout (e.g. Roshan). Use it to cover channeling allies like Crystal Maiden and her Freezing Field or Witch Doctor and his Death Ward. There are lots of other possibilities, just use your imagination. Just remember that you have it, that it is a team invisibility and that it is global.
Don't forget that your Moonlight Shadow has a fade time for which period you can still be seen. It lowers by level but it is rather long from the beginning so the invisibility process is slow.

As mentioned earlier, Leap is activated when clicked and not when targetted. You're leaping towards the direction you're facing and you and nearby allies gain the speed buff upon landing.

Use cliffs, hills, corners, shadow and trees to your advantage when leaping after enemies, away from enemies or just taking a shortcut. Watch out that you don't get stuck by miscalculating the Leap direction and distance though.
The general ganking pattern for Mirana is shooting your arrow, leaping in next to your target and use Starfall. Arrow -> Leap -> Starfall. You will eventually learn to follow this pattern in like 95 % of your ganks by time.

When you Starfall someone, especially during early/middle game ganks, placing yourself right next to your target is the best idea. If you're almost sticked together to your target when you cast Starfall there's a big chance (depending on the units around you) that it will hit him twice thus, obviously, increasing the spell's effect. However, you might want to take the situation into consideration before you act so. Towers and multiple enemies can obviously be a huge threat so use your head and judge if it's smart to place yourself right next to the target or if it's better to distance yourself from your target and use Starfall in order to stay safe.

Don't use Starfall to farm during the early game. It's a waste of mana, it's just pushing the lane and you need it for ganking and sudden situation.

Do you have different build & strategy for Mirana? Share it here! ;)

PS: Check also the Mirana's Arrow Training Map

Source: Ingolf's Mirana Guide

Bloodseeker Guide & Build - Strygwyr Guide

Strygwyr the Bloodseeker Guide, Build and Strategy. Bloodseeker is pure ganker but yet can carry a team, one of my favourite hero. Let's check him out! 

Strygwyr, The Bloodseeker 
 
An unusual hybrid of Demon and Orc, Strygwyr is an outcast amongst all mortal creatures. By thriving on and bathing himself with the blood of those he slays, Strygwyr can heal his wounds - even those that could prove fatal. Beware the fool who dares venturing alone, for Strygwyr can sense his blood miles away and gain vision through his helpless prey's eyes. Having ruptured the enemy with mighty blows in his bloodthirsty frenzies, Strygwyr corners his foe into making the impossible decision - bleed to death by trying to outrun the hasty demon, or be ripped to shreds in its awesome fury.

Base stats
Base Damage: 53 - 59
Base Armor: 5.4
Primary Attribute: Agility
Strength: 23 + 2
Agility: 24 + 2.6
Intelligence: 18 + 1.7
Movespeed: 305

He has slightly above movement speed which is good, a rather decent strength and agility gain which definatly helps and his intelligence gain isn't all that great but still, you only cast 2 spells and they don't take THAT much mana so it doesn't affect us.

Bloodseeker Skills

Bloodrage
Drives a unit into a bloodthirsty rage. That unit is unable to cast spells, has it's attack damage increased, and loses a small amount of hitpoints every second.


Level 1: Lasts 6 seconds, 20% damage increase, loses 20 HP per second.
Level 2: Lasts 9 seconds, 40% damage increase, loses 15 HP per second.
Level 3: Lasts 12 seconds, 60% damage increase, loses 10 HP per second.
Level 4: Lasts 15 seconds, 80% damage increase, loses 5 HP per second.

80 mana cost and 10 second cooldown at all levels.

Several things about this skill, first it damages the unit, secondly it increases the units damage, thirdly it silences the unit making it unable to cast spells. Now whether this is a good or bad thing is up to you, early game at level 1 it can be used to do 120 damage over 6 seconds to an enemy hero, at level 4 it can be used as MASSIVE damage increase to you or an allied hero. The uses for this skill vary depending on your situation or (sometimes) mood of what course of action to take.

Important notes:
It does higher damage at level 1 and lower at level 4, remember that when considering whether to cast it on allied or enemy units/heroes.
It silences the unit, meaning if you cast it on yourself you won't be able to cast any other spells. (Rupture)

Blood Bath
Whenever Strygwyr kills a unit, he bathes himself in blood, regenerating his life source.


Level 1: 10% of Heros max HP, 10% for creeps.
Level 2: 20% of Heros max HP, 15% for creeps.
Level 3: 30% of Heros max HP, 20% for creeps.
Level 4: 40% of Heros max HP, 25% for creeps.

Pretty amazing, actually, very amazing. A decent Strygwyr player won't even need tangos or salves if they can last hit like a pro, because in doing so, you heal. Some will say this is better then normal life steal and some will say it's worst. The best thing about this skill is it's a sign of no mercy, it means you won't stop till they're dead so you can recover your HP, you won't back down till they fall at your feet and when they do, you're home free to run away.

Important notes:
You heal if you KILL a unit or hero, that means get the gold, not just help.
You recover a higher percentage when killing heros, don't be afraid to fight till the death if you're sure of a kill.
If you kill a hero (especially strength based) you'll almost always recover to NEAR full HP.

Strygwyr's Thirst
Enables Strugwyr to sense the bleeding of an enermy hero below 40% HP, if it finds one, Strygwyr gains vision of that unit and increases movement speed.


Level 1: Area of effect: 1500, 11% movement speed.
Level 2: Area of effect: 3000, 22% movement speed.
Level 3: Area of effect: 4500, 33% movement speed.
Level 4: Area of effect: 6000, 44% movement speed.

Oh my favorite skill! This is what makes people fear you. This will send people running. (Literally!) I can't even begin to stress how deadly this skill is, at level 4 you control half the map with your insane movement speed and ability to see heros under 40% HP, if you see someone running away, chase that chicken. You gain FULL sight of them, that means they can't wind walk away, they have nothing to save them. Except of course, everyone's worst enemies; towers and disablers.

Important notes:
At level 4 it affects almost half the map of your current location.
At level 4 with power treads you get almost/max movement speed, so you can even catch lycan in his shapeshift form (since he'll run out of time and you won't )
After the hero with 40% or lower HP dies, the skill still takes effect for about 2-3 seconds after they've died, giving you a nice boost to get away.

Rupture (Ultimate)
Deals a mighty blow to the enemy causing any moment to result in bleeding and loss of life.


Level 1: Lasts 5 seconds, 150 mana cost, 150 damage, 20% of distance moved in damage.
Level 2: Lasts 7 seconds, 200 mana cost, 250 damage, 40% of distance moved in damage.
Level 3: Lasts 9 seconds, 250 mana cost, 350 damage, 60% of distance moved in damage.
70 seconds cooldown

Oh lawd, my other favorite skill. You know that situation "OMFG WHAT DO I DO?!" that's what people will be like if you use this skill on them, firstly in inflicts damage, secondly, the more they run, the quicker they die, thirdly if your opponent is sensible he'll stand still, giving you an open opportunity to run up and kill him for the gold AND EXP. (Since if he runs away off the screen you won't get the EXP:() This works great for team battles, if you see someone is badly hurt and is about to leg it away from the battle, cast this then go assist your team! They'll die in seconds due to the sheer awesomeness of this bad boy.

Skill Build
1. Blood Bath
2. Bloodrage
3. Strygwyr's Thirst/Blood Bath
4. Strygwyr's Thirst/Blood Bath
5. Strygwyr's Thirst/Blood Bath
6. Rupture
7. Blood Bath/Strygwyr's Thirst
8. Blood Bath/Strygwyr's Thirst
9. Blood Bath/Strygwyr's Thirst
10. Strygwyr's Thirst
11. Rupture
12. Bloodrage
13. Bloodrage
14. Bloodrage
15. Stats
16. Rupture
17-25. Stats

The typical Bloodseeker skill build, except for the point in Bloodrage at the start. This is used as a silence to escape some nasty spamming early kills like Zues or Lion and to silence and kill them. It shouldn't be used as a damage boost at level 1 though, it's just not worth it. Blood Bath is a no-brainer, you need this to stay in your lane almost forever. You don't have much damage at early levels so Bloodrage is maxed out after Thirst. At level 6 it becomes possible for a kill.

Well, Blood Bath and Strygwyr's Thirst can be taken wherever you feel under different circumstances. Sometimes I get Strygwyr's Thirst maxed earlier over Blood Bath because I am last hitting and denying well, going for some kills and on high health. I might get Blood Bath maxed earlier because I need the precious health to stay in my lane. There is no 'set skill build' at level 3 and over, just mix it up and do what you think is necessary.

Item Build
Starting Items


Stout is key, attack harass from the enemy hero while you go in for the last hits is something thta can really hurt even the best of BS players, Stout goes a long way to solving this problem, and also turns into something useful later on. Flask gives you room for error in your last-hitting, and is taken over tangoes because you'll only ever really need item regen if you're very low and can't get close to creeps without dieing.

Core Items

Phase Boots give you a lot of what you need. The Armour + Damage helps you become very hard to keep out of lane, and are stat bonuses that you'll use all game. But what's really invuable here is the phase for so many different reasons.

First off, you get a little movespeed bonus, this can often allow you to get 2-3 crucial hits on a running opponent to proc your thirst. Furthermore, it can allow you to jet away after making a kill. Being able to run through creeps is a massive bonus, especially with a playstyle like BS's, you can find yourself blocked by creeps fractions of hp away from a kill. Phase allows you to dive through unhindered.

On top of this, one of any melee carry's biggest problems is always gonna be making sure you can focus the right hero in a fight. Phase means you can rush through and get right to the casters and key heroes to take them out. 

This set of items is really important to my bloodseeker build. The conventional bloodseeker is a 800 hp moron who ruptures, rightclicks and then dies to tower. I try to mix things up a bit with my build, and instead of going for something retarded, Phase, 2 wraiths + Vanguard gives you a nice amount of hp (around 1.3-1.4k at ~lvl 11-13), LOADS of damage mitigation, with way above 15 armour as well as damage block. And still allows for some damage at the same time.

This sets you up to have some decent damage, loads of HP and loads of armour making you a seriuosly powerful diver and allowing you to survive until you get the kill.

The Damage

OR
As far as first damage item on bloodseeker goes i almost always take one of DIFFUSAL or DESOLATOR.

Generally, if the enemy has lots of weedy casters Diffusal is the better bet, giving you some extra chasing, fucktones of damage and purge. It should be taken against heroes such as Omni or Warlock for obvious reasons.

However, some heroes are not so vulnerable to a diffusal, str-tanks, in particular heroes like Lycan, Axe or Centaur, are not interested by your Diffusal, they can just turn and fight you in many cases. At times like this you'll want to go for a deso to increase your power when fighting head-to-head, as you won't have such an opportunity to use purge to make kills.

Both items have their perks, I don't really have a preference, you really have to read the game when deciding which one you make your choice.

Optional Core

Get BKB if you face heavily caster enemies. Yes, you got Bloodrage to silent your enemies, but if you're facing a lot of caster/stunner, BKB is a necessity.

Further items


I hesitate to build more HP than vanguard on Bloodseeker. The reason being that if you're killing in a fight then your HP levels should stay high and you can stay alive. So you're really best off making your hero deal a LOT of damage. By all means, make a BKB on him if circumstances dictate, but heart/satanic are just a no-no to me.

So now we have to decide on damage. Mathematically, and in most cases practically, Butterfly is the best thing you can get, phaseboots are not treads, and while you have a lot of + damage (especially with bloodrage on), your attackspeed leaves everything to be desired. The massive agility also gets amplified by your rage, which is obviously awesome.

However, there will be TIMES when you might want to go for radiance instead, these could be when you're up against something like Weaver, or perhaps a team with many dagger heroes where you want to make sure people aren't cheesing you out of kills with blink.

Now that we've got butterfly as core i'll discuss the other options you have. If you've gone diffusal originally then you'd probably want to complete your manta as soon as possible after Bfly, however, if opted for deso instead then you'll probably rather get hold of a Buriza to make use of low armour 1.1k crits (yes they are that high ).

Either build is ended with buriza/cuirass, both items are very powerful and at that stage in the game you really have to decide what you need yourself.

BKB is ASSUMED and you should always take it either straight after your first damage item (purge/deso) or straight after Bfly in games where it's necessary.

Tricks & Tips

Animation cancel, you are NOT lycan with 0.1 attack point, you have a big backswing, and if you cancel it you'll find yourself getting FAR more hits during a chase than if you rightclicked and went afk. -apm wins.

Bloodrage rapes casters SO hard, don't make the mistake of going into a gank/teamfight with it casted on yourself, trust me, zeus/QoP not being able to cast any spells for 16 seconds is FAR more important than a bloodseeker having + 80% damage. The second one can even go on a caster as well if you think it will win the fight, but often the damage can come on at that point as rupture is casted and you start getting up close and personal.

General stuff: Blood can't initiate teamfights by himself, so when drafting lineups you'll want to get hold of heroes with some AoE, having a hero like Tide/ES on your team who's beefy and can jump in with a dagger to get things started is invuable and gives you time to get a hold of the fight with some timely ruptures and bloodrages

Manta: If you're ever low and have a manta style, cast split and deny the images: straight to full hp. SO nice to run into fog with 400 hp and turn around and rape them when you're back with 2k. Since Dota 6.61, Bloodseeker no longer gain health from killing images :(

Well? What do you think about this Strygwyr Bloodseeker Guide & Build? Share your build here ;)

Source: banjkan3 BloodSeeker Mini Guide

Dota 6.61 6v6 Ver.1 Map Download - Dota-Allstars 6v6

Dota-Allstars 6.61 6v6 Ver.1 map has just released. Just like the previous Dota 6.60b 6v6, this map is a regular Dota 6.61 map added with 2 more players. So each team has 6 players instead of 5.

6 players on each side!

Download Link
Dota 6.61 6v6 via BanglaGamer.com
Dota 6.61 6v6 via Rapidshare

Fixed
RandomDraft gamemode now works

Known Bugs
Endgame Scoreboard is too big to fit all 12 players

Dota 6.61 6v6 is not made by IceFrog, so if you found any bug, report it to 6v6dota.com. I hope this map can be an alternative if you are bored with the usual 5v5 Dota, enjoy! ;)

Update: Dota 6.61b 6v6 is released!

Wednesday, July 1, 2009

Zeus Guide, Build & Strategy - Lord of Olympia Guide (MYM|Merlini)

Zeus Guide
Zeus Guide, Build & Strategy - Lord of Olympia Guide written by MYM|Merlini. Zeus remains one of the most popular heroes in DotA. Not only is he incredibly fun to play in public games, but he is considered so powerful that he is either a ban or first pick in organized games. Although he does not have an escape mechanism (more recently with the Dagger nerf), he is one of the few non-stun Intelligence heroes to see competitive play. Zeus is not too complex of a hero: He has insane burst damage early game, with great scaling lategame thanks to Static Field, and a global nuke that is perhaps one of the most annoying skills in all of DotA. 

Zeus the Lord of Olympia

Once a deity of unfathomable might, Zeus reluctantly sacrificed his much relished immortality in exchange for the chance to crush the sinister armies of the unholy undead. As his soul crossed into the mortal plane, his omnipotent powers withered greatly, yet not nearly enough to quell this destructive Thunder God's resolve for justice. With sheer precision, he cleanses through the enemy ranks with an impressive mastery of electrical discharge, smiting the fool hardy with formidable bolts of lightning from the heavens above. Ever vigilant in his relentless assault, the Scourge cowers in fear of incurring the fearsome wrath of the Lord of Olympia.

Strenght: 19 + 1.8
Agility: 15 + 1.7
Intelligence: 20 + 2.7

Base Damage: 41 - 49 
Base Armor: 2.1 
Movespeed: 295 
Attack Range: 350 
Sight Range: 1800 / 800

Hero Abilities

Arc Lightning
Hurls a bolt of arcing energy that laces through many nearby enemy units.



Level 1 - Arcs 5 times, deals 85 damage.
Level 2 - Arcs 7 times, deals 100 damage.
Level 3 - Arcs 9 times, deals 115 damage.
Level 4 - Arcs 15 times, deals 130 damage.

Cooldown: 2 seconds.Manacost: 65/72/79/86
Cast range 700, 500 AoE 

A great skill for finishing off creeps, harassing and controlling a lane. With static field the damage it does is highly significant. 

Lightning Bolt 
Summons a bolt of lightning from the heavens to strike a target enemy.



Level 1 - Deals 100 damage.
Level 2 - Deals 175 damage.
Level 3 - Deals 275 damage.
Level 4 - Deals 350 damage.

Cooldown: 7 seconds.
Manacost: 75/95/115/135

• Gives true sight within 900 range.
• Reveals the surrounding area (1000 and 750 range on day and night, respectively) for 3 seconds.
• Posseses a mini-stun, which allows Zeus to interrupt channeling spells and items with this ability.
 
A very powerful single-target nuke that not only does 350 damage at level 4, but also gives true sight.

Static Field (Passive)
Whenever Zeus casts a spell, he shocks all nearby enemy heroes for a percentage of their current hit points as damage.
Affects an area of effect of 800.

Level 1 - Shocks for 5% of current hit points.
Level 2 - Shocks for 7% of current hit points.
Level 3 - Shocks for 9% of current hit points.
Level 4 - Shocks for 11% of current hit points. 

• The damage from Static Field is dealt before the damage from the used spell.
• Using items does not trigger Static Field.

This skill enables Zeus's spells to effectively scale lategame since it does a percentage of HP.

Thundergod's Wrath
Strikes down all enemy heroes with a bolt of lightning.



Level 1 - Deals 210 (335) damage.
Level 2 - Deals 335 (460) damage.
Level 3 - Deals 460 (570) damage.

Cooldown: 120 seconds.
Manacost: 225/325/450

A global nuke that is extremely useful for comboing, finishing off heroes, granting vision, and in team battles, it adds effective "AoE".
• Reveals the surrounding area (1000 and 750 range on day and night, respectively) for 3 seconds.
• Gives true sight 900 range around each affected target for 3 seconds.
• If a target is invisible it will get revealed (both vision and true sight) but not damaged.
• Can be improved by Aghanim's Scepter

Skill Build

Level 1 - Arc Lightning
Level 2 - Static Field
Level 3-5 - Lightning Bolt
Level 6 - Thundergod's Wrath
Level 7 - Lightning Bolt
Level 8-10 - Static Field
Level 11 - Thundergod's Wrath
Level 12-15 - Attribute Bonuses/Arc Lightning
Level 16 - Thundergod's Wrath

Justification
Bolt and Wrath are maxed as soon as possible since they are his most powerful spells, and static is gotten afterwards to add multiple-target damage during team fights. Some people max Arc before 23-25 but it is actually not always good to max arc because you can only re-cast arc lightning when the first one is done 'bouncing' and since level 4 hits 15 targets, the cooldown is often over before the lightning finishes bouncing. Since Dota 6.60 you can cast Arc as soon as the cooldown finished, so now it's worth to level up arc. In rare occasions sometimes you might want to go Stats/Bolt/Bolt/Stats/Bolt/Ult/Bolt/static/arc/static/etc - I'll explain that more later in soloing. 

Item Build

Start Items


4 branches + 3 clarities + tangoes

Core Items



Nulls/Bracers: I started getting 3 nulls instead of arcane ring when Nerubian Assassin was popular. I feel that maximum hp / mana is very important on fragile int heroes: Feel free to make bracers instead.

Point Booster: Since a lot of battles are 2v2 3v3 or whatever from full health to death, mass hp is the most important factor for survival. Point Booster provides great hp/mana for its cost.

Bottle: Enables you to control the lane, have regen, and if you are soloing mid, collecting runes is very essential to your game.

Luxury Items


Guinsoo's Scythe of Vyse: Lategame, having a guinsoo will work wonders for your team - great stats, imba range, and mana regen, and of course hex is a priceless ability.

Boots of Travel: It is a standard choice on Zeus for mobility and movespeed.

Other Items


Arcane Ring: You dont see many people going for mana regen or arcane because those only help with the laning phase and since zeus is such a glass cannon, he is often focused first.

Other Lategame Items: If you farm more than a guinsoo etc., you are probably farming too much (taking away from carries) or not fighting enough, or both. Zeus is still very potent late game, but reserve the farm for heroes on your team who are more item dependent.

Playing Zeus

Early Game: For starters, its 4 branches + 3 clarities + tangoes. Since I tend to solo middle when I play Zeus, I rush bottle to get the quick lane advantage. Usually my build is 3 nulls, boots, tp scrolls, and bottle. 

Attack Animation: His 'wind-up' (frontswing) is very long, but you can use that to your advantage to 's- cancel your attack and out-lasthit your opponent. Many players rely on Arc Lightning too much.

Lane Control: Arc pushes the lane and is also dependent on clarity potions, but pushing the lane also gives you free time to check the runes, so you have to weigh both choices. Both Arc and Bolt have a range of 700, enabling you to stay out of danger when casting

Strong Enemies: Against a good laner, Bolt/Stats build is needed sometimes against Shadow Fiend or Silencer. It's important to get early last hits against SF, and stats helps with both allied/denied units (obviously, Arc only works for offensive purposes). When dealing with a really problematic hero like Broodmother, make sure you keep a tp scroll on you at level 6 and definitely go Arc. Try to rune whore it with bottle while keeping sentries up (from teammates) and you should do ok. Go gank the side lanes 

Oh, maybe try out the stats/bolt build a few times so you can work on last hitting with zeus  


The 5 MYM|Merlini Golden Rules

1. Always Lightning Bolt before Arc
It may seem better to arc before lightning to get maximum effect from static field but if you arc first you may lose your opponent in the fog

2. Always ALWAYS watch your positioning
Lightning bolt has a hell of a long range, Thundergod's Wrath has infinite range, and Arc has pretty damn long range too, so there is almost no reason to be 'up close and personal' in battle unless you are chasing down heroes.

3. Wrath for Vision
When trying to kill low hp heroes (low, but not low enough for wrath only) in hard to navigate areas (e.g. below sentinel bottom right tower), use wrath to gain vision of your enemy so you can bolt them to death.

4. Share control with your allies
Communicating to a teammate to do something is always much slower than doing it yourself

5. Abuse Bolt Range
Try to ninja that extra bolt in before team fights actually start - it has ridiculous range and helps in battles way more than you think

Zeus Video



Alright, somebody pointed me out to some of the more constructive criticisms in the thread and I''ll try to expound on some of the finer points of Zeus. Some people may say that I'm "holding something back" in my description of how to play the Lord of Olympia; however, I feel that this is more of a reference to my personal playstyle. There are many different ways to play Zeus and I don't want to say that one particular style is better than another. Some games you gank a lot because the other team has a lot of late game, you have good ganking heroes, and your support player is badass at taking out enemy wards. Some games you have to settle for farming for the first 15-20 minutes because your opponents have vision of the whole entire map or you have better late game and are 'turtling' until late game. Because a lot of the playstyle depends on the exact situation of the game, I choose not to explain the intricacies of play that may change from game to game. 

Zeus only has 3 nukes. He is not a very difficult hero to play per se. How difficult can a hero be if they don't have any 'difficult to use' spells (Earthshaker's Fissure, Meepo's chain netting/poofing)? Some people use this same argument to relegate Skeleton King to a 'noob hero'. After all, he only has 1 activated skill (3 passives!?!?). But of course, it is easy to tell the difference between an experienced Skeleton King from a first-timer. Things to note include how aggressive the player is, the timing of the actual stun (are his teammates close?), target of the stun, target of attack, map awareness, etc. But these are things that come with many many games played, not something that can easily be taught in a guide. However, maybe there are some 'skilled maneuvers' that can be taught in a guide, and I'll try to the best of my ability.

1. Lightning bolt has a very short mini-stun. Some uses are obvious - canceling tp's, canceling long channeled spells (Black Hole, Shackle...). Others are less obvious. Canceling blink animation of QoP. Interrupting the delicate timing of Earthshaker's Blink Echo, Fissure, Enchant Totem combo. Canceling 1 of your opponent's attacks. The last one may seem ridiculous, who cares about just one attack? My argument is that, in the solo lane, everything matters. One gank, one extra attack thrown in, can upset the balance in one person's favor. Use the mini-stun to maximum effectiveness!

2. Zeus is one of the rare heroes that can 'see' an opponent in a fight without the opponent seeing Zeus. Other heroes that can do this are Bloodseeker, Alchemist, etc. When you bring a fight to a place heavily obscured by fog, Zeus has a huge advantage if you can get a Lightning Bolt or Wrath off. You can cast spells/attack normally (as can your allies) while your enemy is still searching for you in the fog. It's like creating your own hill. I abuse this aspect of Zeus more than anybody I think, and this can dramatically improve your Zeus play.

3. Going along with the first point, Zeus only has one way to cancel tp's. This can be an issue when you are ganking heroes with relatively high hp left because an enemy needs to feel 'threatened' in order to tp. Typically you start off a gank with a Lightning Bolt / Arc Lightning combo, then recast each spell when you can and Wrath if needed. A skilled opponent will just tp after your first Lightning Bolt...then you are shit out of luck because of the 7 second cooldown. If you save bolt for his tp, then he'll just run away (and he surely won't die from Arc Lightning spam). Sometimes forcing an opponent to tp out is almost as good as killing them. They lose out on a lot of farm and they won't be able to tp assist their teammates for another 60 seconds. But if you really want to kill somebody and you think that they will tp out safely, you could actually start off with Wrath then arc, to 'fake' your opponent out into thinking that you bolted them first (the animation is the same), then bolt when they tp. There is no mini-stun on Wrath, but if your enemy is so observant that he notices that, then he probably deserves to survive anyways. Most people just think, "Oh fuck, Zeus!" and run away panicking  

Q&A / Comments

Why not get level 2 Arc against dual lanes?

Getting Level 2 Arc means that you have to sacrifice a level of Lightning Bolt or a level of Static Field before level 8 (which is a big deal). I advise just waiting until some creeps die so that Arc will hit all 5 targets instead of leveling up Arc in this case.



Why not get Arc/Bolt/Bolt/Static/Bolt instead of Arc/Static/Bolt/Bolt/Bolt?

If you start spamming at level 3 (when the build is actually different), then mathcrafting it...

It's 65 mana for 85 damage + 5% of Current HP (~25 hp) + almost a guaranteed creep. 95 mana for 175 damage. I value the former choice over the latter. And I don't usually spam bolt until level 5 anyways unless I'm at full mana (rare) or I think I can get a kill. Another argument for static at level 2.


How is Eul's for Zeus?

I view Eul has an item well suited for very few heroes. The heroes that I like to get it on are Lion and maybe Rhasta. I think that there are much better item choices for intel heroes. If you are looking for survivability, the same gold (~3200 for Eul's) can get you an Ulti Orb and Point Booster for huge stats gain. Eul's offers no strength or hp, so if you get it on Zeus, you are a very fragile int hero with just Cyclone (not much) as an escape mechanism. I view the almost 400 hp given by the PB/Ulti Orb combo far more valuable because it will help you survive chain stuns and it allows "much more room for error" so to speak. Sometimes you have to be really quick on the Cyclone to survive while straight up HP will get you through a lot of situations. Also, Sheep is unquestionably far superior to Cyclone (although it costs almost twice as much), and since Zeus probably won't be getting that many items, working ultimately towards a Guinsoo will serve you far better than a Eul's in my opinion. The comparison of mana regen is almost nonexistent - if you are in dire need of regen, you can get an early Void Stone that will help towards your Scythe as well. Eul's components are much easier to farm; however, if you have trouble farming, I would just suggest getting 4 bracers/nulls and tp scrolls and learn how to fight without a huge item advantage. There are certainly other opinions on this matter, but I would almost always not even consider getting a Eul's on Zeus.


Anyone else get stuck in no man's land after you get your point booster? It's hard to farm all the way to Guinsoo when you know that the other heroes should be farming instead. Any advice for this mid game stale period?

Guinsoo is a 'nice' item to have, but by no means is it necessary. You will inevitably die a lot as Zeus because you wreak so much havoc in team fights. I often find myself with just 2 Nulls, Point Booster, Bottle, TP scroll, and Boots (around 3400 gold total). But sometimes I'll get lucky and I'm able to switch out boots & tp scroll for BoTs and a branch or something (~ 2200 gold). And if I manage to get a sick nasty Godlike streak or get lucky with the kills, I "might" have my Guinsoo's (~5700). The sheep stick costs more than everything else in your inventory COMBINED, so obviously don't expect to get it every game. In competitive games, I'll probably get my Guinsoo once every 6/7 games, and on top of that, the game is usually 'decided' before I finish my Guinsoo - it's just the icing on top of the cake. But really, Zeus doesn't need items outside of the core build.


About your first golden rule, doesn't that only apply when your target is running? During big team fights (Or if you gank someone from behind, so there is no chance he will run into the fog) isn't it better to get Arc off first to get the max out of Static Field?

I believe that starting off with Lightning Bolt is still better because in team fights, it is imperative to have as much vision as possible. Having vision a third of a second earlier (or however long it takes you in between chain casting two spells + cast animation times) of vision may be crucial because of an ES hiding in the fog or something else relevant to the opponent's positioning. If you see something like that or any other Blink initiator just waiting to engage, you can use your ult and prevent them from blinking. This is HUGE advantage in battle compared to the meager benefits from casting arc before bolt (maybe 30 damage?) and preventing the initiator from blinking can be the main deciding factor of a team fight if your team follows through after you cast Wrath. This is just one scenario but my point is that knowing your opponent's position is far, far more important (to you and to your team) than the damage increase from casting arc before bolt.


Is orchid good on him for silence or no?

JustinKong puts it quite well: He does not benefit from the damage, or get any stats, and hex is a better effect overall, so while Orchid is good, Guinsoo is simply better.
***But regarding any other Tier 3/4 item suggestion, chow again also states it better than I can: The problem with other items such as scepter, refresher, orchid, bloodstone, shiva on zeus is that they are all good items but pales in comparison with guinsoo, zeus is an int hero without a stun/disable. therefore hex is a virtual necessity on him.


If you are having a hard time and can't farm and get owned a lot, would you consider getting Strength treads?

Yes, if you already filled up on your other slots (3 bracers + tp + boots + PB/Bottle) and you don't see yourself farming travels ever (your gold amount isn't rising above 700-800), then I would shoot for Strength treads and just keep my inventory at that, buying the occasional TP scroll and maybe even wards if you have a little extra money. Consider those your end game items and don't even bother farming for gold anymore. Let your teammates carry you!


Is point booster really worth it for that 1200 gold? Aren't bracers better? And should you be working on Guinsoo instead of buying an item that you're not gonna turn into anything?

Point booster gives 200 hp and only takes 1 slot. 2x Bracers cost slightly less and give 228 hp...so why not just get 2 bracers? My reasoning is that Point Booster only takes 1 slot (so effectively your 'paying' 200 gold for a slot - a bargain!) AND it gives more mana. If you don't understand this reasoning, think about how much you would pay to have SEVEN item slots instead of 6 (more than 200, right?). The 3 Bracer/Null and Point Booster build gives you maximum HP (and mana) for the amount of available slots you have. The only upside to bracers is that they come in pieces. Also, the argument that you aren't turning Point Booster into anything doesn't really work because you aren't turning your bracers into anything later, now are you
 

Why max Static Field at levels 8-10? Isn't the damage negligible?

You get Static Field instead of stats because a lot of team fights happen around those levels (9-13 let's say) and it is imperative that you have as much 'AoE' as possible so you can do maximum amounts of damage in team fights. It's kind of like why some people get Orb/Stats on Obsidian instead of Astral. Astral is way better early game (like stats on Zeus instead of Static), but the Orb/Stats build is superior after 15 minutes or so (like maxing Static on Zeus).


Are Phase Boots a good item choice for Zeus?

This guide was made before the invention of Phase Boots. I would definitely say that Phase Boots is a core item if you are in a dual lane with Zeus (provides much needed MS/armor and the 'Phase' Ability is very handy), while getting Phase Boots is situational if you are soloing. Just take a look at your team. If there are gankers on your team with BoT (such as Earthshaker, Tinker, etc.) then you should more than likely get BoTs as well to assist them in ganking. That is the only time I would say to 'definitely' get BoT over Phase Boots, and again, that is only if you are soloing and farming rather well. Otherwise, the choice is up to you. But if you get Phase Boots in 100% of your games, nobody is going to criticize your item selection. Just be at the right place at the right time, which is much easier said than done.
If you haven't know, MYM|Merlini is the most famous  Dota Zeus player in the world.  What do you think about this guide?

Source: MYM Merlini Zeus Guide