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May, 2008 browsing by month


Azwraith, The Phantom Lancer Guide by ~HoneY~

Thursday, May 29th, 2008

This guide was created by ~HoneY~

Dota Allstars Azwraith the Phantom Lancer

1. Introduction.
2. Stats.
3. Skills.
Manta Build-
4. Skill Build.
5. Core Item Build.
6. Justification of Item Build.
Skadi Build-
7. Skill Build.
8. Core Item Build.
9. Justification of Item Build.
10. Luxury Items.
11. Other Items.
12. General Strategy.
13. Best Enemies.
14. Worst Enemies.
15. Good Allies.
16. Screenshots.
17. Extra.
18. Replays.


Phantom Lancer Stats Dota Azwraith Phantom Lancer

Azwraith the Phantom Lancer is one of the best lategame heroes in Dota Allstars if played properly and an excellent pusher. Fragile and weak early game but capable of producing an army lategame. He is not the best hero-killer, however you can still get some kills.


Range: 100 | | Move Speed: 290 | Primary: AGI
Str: 18 + 1.5 | Agi: 23 + 2.8 | Int: 16 + 1.7
Damage: 45 – 67 | HP: 492 | Mana: 208
HP Regen: 0.79 | Mana Regen: 0.65
Attack Speed: 1.31 (+ 23% IAS) | Armor: 2.2

To check out Complete Stats click here.

-Cool model and icon based on Kimahri from FFX.
-Good survivablity thanks to Dopplewalk.
-Fun to confuse your enemies and make them waste their skills on illusions.
-Good base damage and agility growth.

-Low base movement speed.
-Weak early game.
-Low HP.

From this we learn that Phantom Lancer has a very good agility stat growth and consequently he has good armour and attackspeed. He also has an alright intel growth and his mana pool is sufficient for his two active abilities. On the negative side, his str growth is very low (one of the lowest in DotA Allstars) and so he also has very low HP.

Spirit Lance (T)Dota Allstars Phantom Lance

Throws a magical lance at a target, slicing it and slowing it down for 3 seconds.
Level 1 – Deals 110(82.5) damage and Cripples for 10%.
Level 2 – Deals 150(112.5) damage and Cripples for 20%.
Level 3 – Deals 215(161.25) damage and Cripples for 30%.
Level 4 – Deals 310(232.5) damage and Cripples for 40%.
Mana Cost: 140
Cooldown: 9

A good nuke and slow spell that deals decent damage. Helpful through out the game as the damage is still not too bad lategame and the slow is very helpful in both chasing heroes and preventing heroes from chasing you and your allies. Numbers in brackets refers to damage done after magic resistance.

Dopplewalk (W)

Azwraith Dopplewalk

Allows the Phantom Lancer to become invisible for a period of time, leaving behind a duplicate of himself to confuse enemies. 10% movement bonus at all levels.
The Dopplewalk image lasts 20 seconds, and invisiblity and movement bonus on Lancer lasts 12 seconds.
Dopplewalk image deals 25% damage and takes 300% damage.
Level 1 – 150 mana.
Level 2 – 120 mana.
Level 3 – 90 mana.
Level 4 – 60 mana.
Mana Cost: 150/ 120/ 90/ 60
Cooldown: 30/25/30/15

A very helpful surviving/chasing/ambushing skill with a low mana cost at level 4. The image created helps in making a large image army lategame. Care should be taken when using this skill as the duration of invisibilty is not as much as Windwalk and Vendetta, it is only 12 seconds. The cooldown is pretty long at early levels so take care not to use it much incase you need to suddenly escape, eg. you get ganked. This move should not be used as a harrassing skill early game except when you feel relatively safe and have a ally around, or the enemy hero has no stun skill. The speed boost is also helpful when chasing heroes.

Juxtapose (X)

Dota Juxtapose

Whenever the Phantom Lancer attacks he will randomly create a duplicate of himself. Limit of 8 images.
Duplicates last 15 seconds, deals 25% damage and takes 300% damage.
Level 1 – 3% chance.
Level 2 – 6% chance.
Level 3 – 9% chance.
Level 4 – 12% chance.
Mana Cost: N/A
Cooldown: N/A

A unique passive skill that causes confusion and chaos at lategame. Azwraith is usually able to create a large army of images very quickly thanks to this skill. It is very rare to see a good Phantom Lancer lategame without any images around him.

Phantom Edge (D)

Gives the Phantom Lancer an edge in combat by allowing him to evade attacks and increasing Juxtapose’s image generation. Additionally, it enables his images (including Juxtapose image, Dopplewalk image, and Manta Style image) to generate their own images.
Level 1 – 5% evade, 3% chance illusions will duplicate, 2% increase in Juxtapose.
Level 2 – 10% evade, 5% chance illusions will duplicate, 4% increase in Juxtapose.
Level 3 – 15% evade, 7% chance illusions will duplicate, 6% increase in Juxtapose.
Mana Cost: N/A
Cooldown: N/A

A nice passive ultimate that aids in your production of images greatly. Also gives decent evasion to both you and your images.

Manta Build.This build is more for pub games, where you can get some early-mid game kills by ambushing heroes that are farming alone. This build allows you to get some kills, but you must also farm to became the effective late game hero PL is. Neglecting farming and only going around trying to get kills is not recommended.

4.Skill Build.

Level 1:


Level 2:

Spirit Lance.

Level 3:

Spirit Lance.

Level 4:


Level 5:

Spirit Lance.

Level 6:


Level 7:

Spirit Lance.

Level 8:


Level 9:


Level 10:


Level 11:


Level 12:

Phantom Edge.

Level 13:

Phantom Edge.

Level 14:


Level 15:


Level 16:

Phantom Edge.

Level 17:


Levels 18-25:


Why did you get Spirit Lance and DoppleWalk early game ?Spirit Lance is learnt at early game as it does good damage and it is useful for harrassing and may also get you some kills if you have a lanebuddy. DoppleWalk is very good for escaping and ambushing and can be used for harrassing if you are near your own tower. Dopplewalk is learnt at level 1 for emergency use.

Why not just 1 level of Dopplewalk for escaping ?

The manacost of level 1 DoppleWalk is 150 and you may not have enough mana to use it in emergencies whereas level 4 DoppleWalk has a manacost of only 60. It also lowers the cooldown. Since this build focuses on getting some early kills, Dopplewalk needs to be maxed early on.

No Juxtapose early game ? ZOMG!!!11!!! you’re a n00b !!!

Why would you level up Juxtapose early game ? You’re barely attacking and so won’t produce any images. The images that you do produce will deal like 15 damage, which is worse than creeps.. dry.gif and they will die in two or three hits.

Why did you get only 2 levels of stats at levels 9 and 10 ? Leveling up more stats is much better than Juxtapose because your images are still too weak !!!

Although that may be true, images are very helpful in farming. When you have 3 or 4 units attacking a single creep it is almost guaranteed that you will get the last hit. They also greatly help in pushing and help you to take out towers and thus earn a large chunk of gold. They also help in neutral creeping, which is a necessary task for Azwraith.

Why did you get 2 levels of stats ? Juxtapose is much better !!!

It adds a nice boost to all attributes and helps increase your HP, damage attackspeed so that when you do get Juxtapose you create images much faster and they are stronger and more helpful.

Why did you learn only 1 level of Juxtapose and then Phantom Edge ?

Phantom Edge does not grant the real PL a chance to make illusions unless you already have atleast 1 level of Juxtapose. So learning 1 level of Juxtapose is worthwhile so that when you do learn Phantom Edge you get all the benefits possible from it.

5.Core Item Build.

Total Cost = 16 770 gold.

The basic order should be 2 Bracers, Boots of Speed, Diffusal Blade, Yasha, Reaver, finish Manta, Boots of Travel, finish heart. That is the usual order for when I play but It may differ slightely in each game depending on how well you are farming or how many Purge charges you have left.

*Note: Upgrade Diffusal Blade to Manta only after you have used up all the charges, or you feel that Purge is no longer helpful to your team and that you need the pushing power Manta gives you. Sometimes getting Heart before Manta is better.

6.Justification of Item Build.

Boots of Travel is good for PL. A great boost to your low movespeed, and the Teleport ability is very helpful for pushing and defending lategame. Much better than Treads.

Bracers for the extra HP and stats early game.

Yasha is the best way to increase the damage and attack speed of both you and your illusions. It also gives 2.3 armour and 5% movespeed to both you and your illusions. Very good item and very effective for its cost.

Diffusal Blade/Manta Style is the number one orb effect for PL and it is a must have. Your images burn mana. At lategame with 5 illusions and yourself attacking a target you will burn 6 x 36 = 216 mana for each attack. Purge from Diffusal Blade is also very helpful. The stats and HP from Manta also benefits illusions.

Heart is an excellent item, giving both you and your illusions what you desperately need, HP. Gives 965 hp and excellent regen. Makes your illusions stronger and able to tank towers/heroes/creeps for much longer.

Why not get Yasha first? Why get Diffusal Blade first?

Purge will be more helpful for both you and your allies than Yasha slight damage and MS boost.Upgrade to Manta Style only after you have used up all your purge charges or you feel that you no longer need purge and need extra images to start pushing better.

Why not get mass Yashas instead of a Butterfly ?

Yes, I know two Yashas are much better and cost effective than a Butterfly, however they take up 2 item slots and you need other items aswell by lategame. Why buy an extra one or two Yashas if they are going to be sold as soon as you can afford an Eaglehorn. People will also argue that you do not need the evasion from Butterfly as you already have 15% evasion from Phantom Edge, but why wouldn’t you want an extra 15% evasion for both you and your illusions?

Skadi Build.
This build is more for serious games, where you can support your allies with Spirit Lance. With this build you get no/few kills early game and your main goal is to rush your Radiance. After Radiance, money starts coming in real fast and you can build up your Skadi pretty quick. This build makes you an excellent pusher and you become one of your teams most important heroes lategame.
7.Skill Build.

Level 1:


Level 2:

Spirit Lance.

Level 3:

Spirit Lance.

Level 4:


Level 5:

Spirit Lance.

Level 6:


Level 7:

Spirit Lance.

Level 8:


Level 9:

Phantom Edge.

Level 10:


Level 11:

Phantom Edge.

Level 12:


Level 13:


Level 14:


Level 15:


Level 16:

Phantom Edge.

Level 17:


Level 18:


Level 19:


Level 20-25:


Why do you max Spirit Lance early game ?Spirit Lance is learnt at early game as it does good damage and it is useful for harrassing and may also get you some kills if you have a lanebuddy.It is your only nuke and is very effective early game.

Why just 1 level of Dopplewalk for escaping ?

Since this build does not focus on getting early kills/chasing heroes only one level of Dopplewalk is sufficient for escaping emergencies.

Why do you get stats at levels 4 and 6 ? Juxtapose is much better !!!

It adds a nice boost to all attributes and helps increase your HP, damage and attackspeed so that when you do get Juxtapose you create images much faster and they are stronger and more helpful. Survival is the most important part in this stage of the game and the extra HP from stats is needed to increase PL ’s low HP.

Why did you learn only 1 level of Juxtapose and then Phantom Edge ?

Phantom Edge does not grant the real PL a chance to make illusions unless you already have atleast 1 level of Juxtapose. So learning 1 level of Juxtapose is worthwhile so that when you do learn Phantom Edge you get all the benefits possible from it.

Why did you max Dopplewalk at levels 17,18 and 19? Why not leave it till levels 23,24,25 ?

This is the part of the game where you may need to chase fleeing heroes more often, after team battles/encounters. The much faster cooldown will will be necessary as you may find yourself in trouble more often than in earlygame. Also, you can use the Dopplewalk illusion to help you create many illusions much faster. By this stage of the game, you should have your Skadi, so your HP is pretty high hence getting stats is not that crucial.

8.Core Item Build.

Total Cost = 16 095 gold.

The basic order should be 2 Bracers, Boots of Speed, Radiance, Point Booster, Boots of Travel, finish Skadi. This is not a set order and should be modified to suit different conditions for each game.

9.Justification of Item Build.

Boots of Travel is good for PL. A great boost to your low movespeed, and the Teleport ability is very helpful for pushing and defending lategame. Much better than Treads.

Bracers for the extra HP and stats early game.

Radiance is excellent because of the Immolation. Images do not get the +60 damage but they do get the immolation. Excellent when pushing as immolation will cover the whole lane and all the enemies.

Skadi is for all the stats it gives, which makes PL and his illusions very versatile. Illusions do not slow but it is still worthwhile as illusions can hit the enemy while the real PL slows them down.

Starting Items.

For starting items I suggest 2 sets of tangos, 2 clarity potions, a gauntlet and an ironwood branch. Tangoes for hp regen, clarity potions to keep mana up to harrass with Spirit Lance. Gauntlet is better than more branches as it can later be upgrade to a bracer and PL does not really need anything early game besides HP. PL should not be buying chicken, let your teammates do that. PL needs to save as much gold as possible to farm for his late game items so he can own later np.

10.Luxury Items.

Buriza is worthwhile, but only after Heart and Butterfly. Images do critical, althouth the criticals deal much less damage (a % of the real PL’s critical depending on what type of illusion they are) You do not really have to worry about your higher critical damage giving you away because PL usually has so many images and it is very difficult to tell which PL got that certain critical, especially when all the PL’s are moving and other actions are occuring in battles.

Heart is an excellent item, giving both you and your illusions what you desperately need, HP. Gives 965 hp and excellent regen. Makes your illusions stronger and able to tank towers/heroes/creeps for much longer. A second Heart makes your images very tanky and pushing will be a breeze as illusions can tank so much tower/hero/creep attacks. A third Heart however, is not recommened because 3.5k HP is sufficient and other attributes such as Attack speed and Damage are also required to make PL fully effective.

Butterfly is good because it gives a nice 30 agility. The 30 agility results in 4.29 armour, 30 damage and 30% attack speed that both you and your illusions benefit from. Also gives evasion of 30%, higher than your evasion from Phantom Edge. Make sure you get Eaglehorn first, so that images get benefits aswell straight away. The 30 damage and 30 % attackspeed don’t help your illusions, but it still is a great item.

11.Other Items.Power Treads.


Boots of Travel are a necessity on PL. He needs the Teleport ability to defend/push and to increase his and his images pathetic base MS. Power Treads are not a good item for PL. The attack speed does not benefit his illusions, the movespeed is also too little. PL is a pushing hero and he has low base movespeed of 290. BoT are much better than Treads on PL.

But this item helps in making images faster in ealry game because of the attack speed increase !!!
Yes it does, but remember, we are not trying to make illusions early game and so it is not needed.

Cranium Bashers.

Not a good item on PL. Illusions do not benefit from the extra damage and the tiny extra HP is hardly noticable. Images do not Bash. The blue swirl thing appears, but the enemy is not stunned. For this item to be effective, you require more than one and why would you waste gold and item slots for items that only help in a 1vs1 situation. Do not get this item, you are not Magina nor are you Troll.

Nulls and Wraith Bands.


Bracers are much better than Null Talismans or Wraith Bands for almost every hero, including PL, in almost all situations. You have two active spells and together they use 200 mana, you have sufficient mana to use them without any extra intel items, hence Nulls are unnecessary. Bracers are much better as they give you much better survivability and HP, the thing PL desperately needs more of. However, if you are in a easy lane and do not get harrassed much then Wraith Bands will be a good option instead of Bracers as they provide good damage and are cheaper.


The empty bottle is a very good item that has become vastly popular in recent times. It provides excellent HP and Mana regen aswell as the ability to store ruins. Bottle is a good item for almost any hero and PL is no exception. Since rune whoring is left to the ganker of the team, (eg. Veno or Vengeful or w/e) it is not really a good idea to whore all the ruins with PL, nevertheless a decent regen item.


Vanguard is not really a great item for PL. PL’s main concerns are AoE spells which wipe out all his illusions and Vanguard does nothing to help this except for the increased HP which can be achieved by Bracers for a cheaper price and extra stat boosts aswell. The damage block is rather unneccessary, especially since illusions don’t get it. To sum it up, Vanguard is a early tanking item and PL is a lategame hero, it simply slows down his core items and is not needed.


Images do not benefit from the bonus damage, nor do they cleave. The HP and Mana regen is nice, but it is not wise to spend this much money on an item for such few benefits. Do not get this item.

Monkey King Bar.

Not a good item for PL. Images do not benefit from the 75 bonus damage in DotA Allstars, nor from the 15% attackspeed and they dont ministun and deal the bonus 100 damage. If you want to increase your DPS, get a Buriza. Do not get this item.

Dagger of Escape and Lothars Edge.

You already have Dopplewalk as your escape mechanism, you do not need either of these items.

Orb Effect Items.

Manta Style and Eye of Skadi are the 2 best orb effects on Phantom Lancer, getting any of these would be a sub par build and you wouldn’t be playing Phantom Lancer to his maximum potential.

Multiple Yashas.

Although the movespeed does not stack on neither you nor your illusions, an extra yasha is still alright. Yasha is the cheapest way to increase agility. Two yashas cost 4100 gold and give 32 agility whereas an Eaglehorn costs 3400 and gives 25 agility. Instead of getting a Butterfly, you may want to just get another Yasha, this is only when you think you can end the game quickly. If you think the game is going to last longer, do not waste money on a second yasha and just save up for an eaglehorn as it gives more benefits. Two extra Yashas is not very wise, as having 3 Yashas in your inventory is wasting half your item slots for only a little damage and attackspeed. If the game goes on for a long time, you will have to sell the Yashas to make room for better items, so it is a waste of gold.

Aegis Divine Combo.

Since you have to kill Roshan to get Aegis this combo is no longer viable. PL has great difficulty soloing Roshan because of Roshan’s anti-illusions aura, which owns PL like np.

Hand of Midas.

Images do not benefit from the attackspeed increase. By mid game, with your high base damage, good attack speed and a decent amount of images you will have no trouble farming. Do not get this item.

Vladmirs Offering.

Images do not lifesteal, even though they have the shiny animation on them. They do not benefit from the 5 armour. Asking a melee ally to get this item would be much better, as you need all your item slots to buff your images.

12.General Strategy.

Concerning lanes, PL should go either top or bottom.PL does not need to solo and would do much better with an ally.If you are very good at last hits/denies then you could solo if you want, but it is not really recommened.

Play safe, do not tank creeps and don’t rambo. Try to last hit and deny as with any other hero. Take note that PL’s attack is slightly delayed, meaning the damage he deals occurs slightly after he actually attacks.
Don’t spam spells early, use tangoes and mana potions whenever necessary, however be conservative. If your ally has some stun/slow/nuke, try to net some kills.

Basic Tips

It is possible to dodge targetted spells and any effects they cause with good timing. Spells like Magic Missile and Storm Bolt that have a projectile can be dodged by using Dopplewalk at just the correct time. If timed correctly, neither you nor illusion will be damaged or stunned. This rather difficult to time and you should practise dodging projectiles to become more profficient at it.

In battles with other heroes try and use Dopplewalk at the right time to make them waste spells on your illusions rather than on you or your allies. Since most players will use their ultimates only when they think they will get a kill, (eg. Finger of Death, Doom, etc) you should use Dopplewalk when you have yellow HP. If you Dopplewalk straight away then they will most likely not waste any spells as a few hits on the illusions and they will realise it is not the real PL. You can also evade spells by using Manta Style’s Mirror Image at the righ time, this requires practice aswell as good instincts.

If you get ganked, don’t Dopplewalk straight away unless you are being ambushed by multiple heroes that have many disables/stuns. Hit the hero a few times and then Dopplewalk as your HP starts to drop a little bit, this way they will use spells as they think it is the real PL and you will have caused them to waste their spells. Use Spirit Lance on them to fight back and if they have low HP you may be able to get a kill, show them that the predator has become the prey.

Spirit Lance has a pretty long animaton time, PL jumps in the air, throws his lance and then lands back down. You can animation cancel Spirit Lance to save time and help when chasing heroes, simply give PL another order as soon as the lance has been thrown and he will move straight away, saving time.

When getting chased after just having killed a hero during late game and you have an army of illusions with you do not send all the illusions back to base. Split your army up, send some illusions in each different direction and hide yourself among on of the groups. This will increase your chance of escaping as the enemies will not know which group to chase.

When pushing the towers/rax, most likely the enemy will be waiting for you and they will be ready to use their AoE spells to destroy your army of illusions. To counter this, send in your illusions in groups or spread them out a bit so that not all can be wiped out with a single AoE spell. Also, don’t forget to send your illusions to keep a look out in the area to prevent your team from being ganked by heroes hiding in the forest or coming from behind, etc.

By late game, PL will usually have atleast 3 or 4 illusions with him most of the time, you can use these illusions for blocking the path of the enemy if they try to chase your allies or to block their path when they try to run away, simply use the illusions to stand infront of their path and block their way the same way that you would creep block. This is rather difficult to do and requires heaps of practice aswell as good micro.

Manta Build.

Early Game. Levels 1-8.

If you are soloing and you are versing a low hp hero it is still possible to get First Blood. When the enemies HP is about 2/3 thanks to harrassing from Spirit Lance, Dopplewalk behind them. Make sure you control your Dopplewalk illusion so that they do not know you are invisible. Just send your Dopplewalk illusion back, but still in exp range, and make it hold position. Move it forward and back slightly to make him think it is the real you, not an illusion. Once the creeps have passed and start attacking each other, break invisibility by hitting him and use Spirit Lance, keep hitting and chase untill you can use Spirit Lance again. Hopefully this will get you First Blood or atleast an empty lane to farm in as they go back to heal.
Do not chase near tower, slow movement speed + low hp = certain death for you.

If you are solo and versing 2 heroes, just play defensivly and don’t go for early kills. Our goal at this point in the game is to stay in lane as long as possible and farm as much money as possible.

Mid Game. Levels 9-16.

By level 11/12 you should have your Boots of Speed, 2 Bracers and parts of/maybe all your Yasha. With average hp, decent movespeed, good attack speed and a nice nuke/slow you can get a few kills.
Using Spirit Lance twice on a hero will do 460 damage, AFTER magic resistance. This is about half of the total HP of most heroes at this time, not to mention it also gives you 6 seconds of slow to keep hitting them.

If you see heroes with low hp and no disable/slow (eg, Sniper, Razor, Zeus,etc.) then you can probably kill them. Dopplewalk when you are near them, but not near enough for them to see your illusion, we dont want them to know we are nearby, invisible or not. Once you are close to them just use Spirit Lance and keep hitting them, chase, use Spirit Lance again and another few hits will get you a kill most of the time.

If they are a low hp hero but have a stun or disable (eg, Vengeful Spirit, Crystal Maiden,etc.) then Dopplewalk and send your illusion to go near them at the same time as you. This will cause them to use their stun/disable on your illusion, after they do, Spirit Lance them and start hitting them. If they don’t use any skills on your illusion, then Spirit Lance and fight anyway, you have a good chance of winning and you can Dopplewalk away if things turn out bad.
Don’t try to ambush heroes with 2 or more disables ( eg, Lion, Rhasta, etc.) If there are no low HP heroes farming by themselves then simply go to a lane and farm. If the level 1 towers are already down, then go farm neutral creeps.
Don’t worry about getting ganked, simply Dopplewalk and run away if you do get ambushed. Try to get enemies to waste their spells on your illusions whenever possible. One way to do this is to use Spirit Lance and then very quickly Dopplewalk, they will think it is the real PL since you just used a spell. If the enemies get wards to counter your Dopplewalk, by yourself a gem and go ward hunting.

You can ambush/Gank but don’t make it your priority, keep in mind that you have to also farm so that you can be a monster when lategame comes. Of course this does not mean just farm farm farm, if your teamates ask for you to come help push or if the enemies are attacking your base towers then ofcourse go and help. Help your teammates in ganking heroes, you have 2 slows, use them. Don’t always use Spirit Lance to last hit, use it for the slow so your allies can whack the hero too, not just so you can last hit. Help your allies if they are being chased, slow the enemy with either Purge or, preferably, Spirit Lance as it is not limited to 10 charges.

Late Game. Levels 17-25.

After your 10 charges of Purge have been used up, or when you think its about time to get Manta, upgrade Diffusal to Manta. With Manta and Phantom Edge PL will be an insance pusher. With Boots of Travel and your illusions it is your job to teleport all over the map and push down towers and cause confusion in team battles, aswell as dealing damage.

Skadi Build.

Early Game. Levels 1-8.

Early game don’t try and get kills if you are soloing unless the enemy in your lane is not so good. If you are soloing against 2 heroes then definetly don’t try, PL is much to fragile early game. If you are with an ally you can get a few kills by using your skills together, communication is the key. Basically just try to farm as much as possible, the success of this build relies on how fast you can finish Radiance.

Mid Game. Levels 9-16.

By mid game, you should have saved up 2.8k or so gold, continue to farm untill you have your relic and eventually Radiance. Don’t go hunting heroes unless your allies come to your lane to gank, simply keep farming. If farming in your lane is not an option simply go to another lane or go neutrals. Use your Dopplewalk Illusion to tank the neutrals for you. If the enemy team are doing a 5man push, going to defend is not always the best option. PL early game is rather useless with no AoE and such low hp. Only go to defend if they are attacking the base tower and there is a chance they might take out your rax. If they are only pushing the first or second towers then continue to farm. The faster you finish Radiance, the better, you will become helpful after you have Radiance. After you have Radiance, you can contribute to your team’s pushes and you will be able to farm much quicker. In team battles, make sure either you or your illusions are directly in the mid of the battle so that all the enemy heroes will be hit by Radiance’s Immolation.

Late Game. Levels 17-25.

Skadi shouldn’t take too long to farm and once you have it you will be very strong. Buffed stats, frost attack, many illusions and Immolation will mean you will be a great pusher. Teleport around the map and push lanes, you illusions can survive after you TP away, just control them and make sure they are attacking the creeps and they should spawn more illusions, in this way you will be able to push 2 lanes at once. Basically here, just push, own take out rax, gg.

When you are killing a hero keep the real PL attacking him to slow him down and control half your illusions to also attack him. The other illusions should be sent infront of the hero to try and box him in, this is will allow you to have way more hits on the enemy and with Spirit Lance’s slow and Frost attack the enemy should rarely get away.

13.Best Enemies.

What makes him a threat is his range, when you Dopplewalk and go near him, he becomes very easy to kill. Low hp, no disable/stun and slow movespeed make him an easy target.


Low HP, slow ms, no stun/disable make him an easy target. Tricking him into wasting his spells on illusions by sending them in first is also a good idea.


Low HP, slow ms, no stun/disable make him an easy target. Lategame he can be a real threat though, especially with the Chain Lightning from Mjollnir, which is a popular item on him.


Low HP and damage means he is only strong when he is lifestealing. Attacking Illusions does not let you lifesteal so basically, as long as he is attacking an illusion, he should go down fast.


Low HP, slow MS and after you have burnt his mana away, useless. Send illusions to wherever you think there may be mines to trigger and waste them.

14.Worst Enemies.PL, like most illusion heroes fears AoE nukers the most and so they are his worst enemies. These are your specific problems though. Heroes with Cleaving/Splash damage are also a threat, as they can clear your images very quickly.

Although only seen once in every 90874908120938 games, this hero is a real problem for Azwraith. Shockwave is a spammable, AoE nuke with a low mana cost. Empower + Cleaving = Bye Bye images. Reverse Polarity also rapes all your images and stuns you for a long time for enemies to focus fire on you. At lategame, even if you burn all his Mana he will still be able to take you down because of cleaving and his high HP. Don’t try to take on Magnus by yourself.


His spells destroy all your illusions and deal considerable damage to you aswell.Without Mana hes pretty useless. Lategame, with Manta and Heart, your images should be strong enough to survive his combos and burn his mana rendering him relatively useless.

Tormented Soul.

With three AoE spells and another spell that hits multiple targets, hes a real threat to PL. Lategame he won’t be that much of a threat if your tank enough to survive his AoE spells for a bit because he doesn’t have that much HP nor armour and can be taken down pretty fast.


Early-Mid game his 2 AoE nukes will hurt you a lot and at lategame his craggy exterior will stun you and your images a lot due to your fast attack speed. By lategame he will have a base damage of +200 and armed with a Hyperstone or 2 he will plough through your images easily and can take you down even if you burn his mana. His high HP is also annoying. Don’t try and fight him alone.


Berserkers Call and Counter Helix together will absolutely rape you. The more images you have attacking him, the more times Counter Helix will trigger. Don’t try to fight him unless you have decent HP (+2500). His Culling Blade will also kill you instantly before you can Dopplewalk away.


All his skills deal damage to an area. His Burrowstrike + Epicenter combo will tear you and your images apart. Whenever you see him about to use Epicenter, quickly use Spirit Lance on him as it has a mini-stun which will cancel Epicenter. Lategame, when you have enough HP and good manaburn, you can fight him and force him to return to heal or use his Sandstorm.


God’s Strength and his cleaving attack is horrible for PL. Don’t forget to Purge him when he activates God’s Strength to negate his huge damage increase. His High HP and good armour make him hard to take down.


Every heroes worst nightmare. He will Bloodrage himself and tear your images apart, and for every illusion he kills he heals his HP thanks to Bloodbath. Rupture cannot be cancelled by neither Purge nor using Manta Style. Don’t try to fight him by yourself.

Nerubian Assassin.
His combo is painful and his manaburn prevents you from Dopplewalking away. Not only that, his Spiked Carapace results in you and your illusions taking lots of damage every time you hit him.

Dragon Knight.
He has a decent AoE spell and when he is in his Elder Dragon Form he has splash damage. (Red Dragon deals 100% splash damage and Blue Dragon deals 50% splash damage.)

Blademails and Battlefury(on melee heroes of course) are good counters for PL aswell. If the enemy heroes get a Blademail, be careful when attacking them as you will take considerable damage aswell.

15.Good Allies.Since PL has no disable/stun skill and has slow movespeed, heroes that can provide him with a disable are very good allies as it gives him time to burn the mana of the enemy and surround them with images. Here are some of his best allies.

Naga Siren.

Together you can form a large army and since she usually gets Manta Style aswell, you will have about 10-12 illusions that all burn mana. Her 5 second ensnare will provide you with enough time to attack and produce many images to surround the enemy hero. With all their mana gone and because they are surrounded by illusions, its a sure death.

Treant Protector.

Overgrowth is the best disable skill in the game. It provides you and your images 5 seconds to attack and keep attacking all heroes that were trapped, burning their mana and surrounding them with illusions.


Excellent pushing together with treants and illusions. Sprout an enemy hero with PL and watch chaos unfold as the enemy hero gets raped by numerous illusions.


In this pic, I just used Spirit Lance on the Enemy Lion and I begin my chase.

I continue to chase, even past the tower as I know I can use Spirit Lance again soon.

I Dopplewalk to chase slightly faster. He is about to enter his base when I throw the second Spirit Lance.

The lance leaves him with a tiny bit of HP and my Illusion gets the final hit and I level up.

I ambush a Veno and throw a Spirit Lance.

I chase and use Purge on him.

The cooldown of my Spirit Lance is finished and I use it again.

The result ? A dead Veno and 100 gold for me.


Here I will mention some extra tips to remember while using the Phantom Lancer.

-Don’t forget to use your illusions to keep an eye out for Runes in the river, if you are nearby.

-When you are playing a team with a Techies and your team is afraid of taking that DD rune in the river because it might be mined, simply send an illusion to run past and trigger any land mines or stun mines. Use your illusions to trigger any land/stun mines that may be on hills/cliffs and at your secret shop aswell.

-Purge is not only for slowing down an escaping enemy, it can be used to remove many positive buffs from enemies and many negative buffs from your allies. Some of these include God’s Strength on Sven, Amplify Damage from Slarder and Guardian Angel from Omniknight.

-Using Manta Style’s Mirror Image will also remove many negative buffs from yourself. It can remove Slarder’s Amplify Damage and you can free yourself from Naga’s Ensnare with it. It does not remove Rupture, you will still be ruptured after using Mirror Image, but your images won’t be ruptured. Does not remove Doom, you cannot even use item effects while doomed.

-Voodoo from Rhasta, Lion and Guinsoo’s will instantly kill an illusion.

-Roshan has an aura that kills all illusions and when you attack Roshan you will not create any illusions.

-Not all your illusions deal the same damage. Dopplewalk images deal 25% damage and last for 20 seconds, Juxtapose images deal 25% damage and last for 15 seconds and Manta Style images deal 40% damage and last for 20 seconds. All these images take 300% damage.

-Images don’t heal at the fountain nor do they get healed by Mekansm, however they still get the armour increase.

18.Replays.Here are some replays of me playing PL. Keep in mind that these are just pub games and I’m no chu or coL.fear so don’t expect super high level play. That been said, they are still alright and they show most of the skills required to play PL effectively. The PL.IH is of higher quality then the others and shows players with better skills.
Note that I have 3 accounts and I play the PL in each game, except the last one. The last game features Yoshi[P] from team Pandemic playing PL, it also features other famous players such as inDe_eD and MYM|Maelk. He goes a slightly different build of Radiance + Manta and note that this is a replay for version 6.41.

Attached File pl_shortgame.w3g ( 370.39K )
Attached File pl_long_game_.w3g ( 756.7K )

Attached File PL_average_game.w3g ( 516.57K )

Attached File pl_skadi_build_.w3g ( 414.33K )

Attached File PL.IH.w3g ( 714.5K )

Attached File Yoshi_P__PL.w3g ( 1.95MB )

Well thats my guide, I hope It was at least a tiny bit useful. Please post comments and replies, I’m open to suggestions and other opinions.

Everyone that will read or post in this guide.
MB for everything.
RuptureMan for helping me to test things and proof reading.
DotaPortal, for hosting this guide and being an awesome website.
Myself, I rock.

Guide to Runes by MasterJoe

Wednesday, May 28th, 2008

Guide provided by MasterJoe

Table of Contents

I. Introduction

II. The Runes

III. The Location of the Runes

IV. When Runes Spawn

V. Getting Two Runes at Once

VI. Conclusion

I. Introduction

I decided to write this guide because I couldn’t find any Miscellaneous Guide teaching anything about runes and how they spawn. I played a game where a Bone Clinkz on the enemy team kept on getting all the runes and owning the shit out of me. I decided to take a look at the replay, and he always got a rune everytime it spawned. At first thought, I thought he was hacking. However, I decided to take a look further into it and recorded a lot of observations to see if there was a pattern of how runes spawned. After one game, I expanded my knowledge about runes and learned a lot of new stuff that I had not known before. Without further ado, let’s get to my guide.

II. The Runes

This section is an area for those people who do not know all of the runes and what they do. If you do not need to know information about the runes, you can just skip this section.

Runic Powerups – – These powerups are shown on the minimap above by a Zod Rune from Diablo II and it grants indestructability to a socketed item, and is EXTREMELY RARE. In DotA Allstars however, this Zod Rune serves the purpose of simply illustrating the presence of something known as a Runic Power up. The runes when sighted appear in a different colour and are represent as such in each heading. Each runic power-up serves a different purpose and lasts 45 seconds {correct me if im wrong}.

Haste Rune

Haste – This rune increases the heroes movespeed to the maxiumum movespeed, 522.

Illusion Rune

Illusion – Creates an illusionary double of your hero which does very little damage but moves at the same pace.

The Illusion deals 40% of the hero’s base damage but receives 300% damage.

Invisibility Rune

Invisibility – Makes your hero invisible until an action other than moving is performed (attacking, spellcasting).

Double Damage Rune

Double Damage – Adds your base damage to your +damage.

Regeneration Rune

Regeneration – Regenerates your HP and Mana. Stops to regenerate once attacked.

This regenerates 6% of your max HP and mana pool.

III. The Location of the Runes

There are 2 areas where the runes are located. They are both located in the river, one in the upper river (North Rune) and the other in the lower river (South Rune). The screenshots below show the areas where the runes are located.

IV. When Runes Spawn

As some of you may have guessed, there is a pattern to how runes spawn.

Runes spawn every 2 minutes (starting from minute # 2), replacing those that have already been taken.

This means that a rune spawns every even minute, starting from minute number 2. If a rune has not been taken, a new rune won’t spawn.

According to my observations, the type of rune that spawns is COMPLETELY random and the area at which a rune spawns is also COMPLETELY random. You cannot predict whether it will spawn at the North or South, and which rune it will be.

There are several ways to keep track of when runes will spawn. The easiest way is to use your game clock. Open your score board, and use that clock to determine when a rune will spawn.

The next way requires you to use your gold on Observer Wards. Place an Observer Ward in one rune spot, and when a rune is set to spawn, look at the rune area where you set the Observer Ward. If there is a rune, then that is where the rune has spawned. If there is no rune there, it must mean that a rune has spawned in the other location.

An alternative is to check both spots. However, this might take long and it might not be worth it to lose EXP and gold. For this reason, I suggest using Observer Wards.

V. Getting Two Runes at Once

This is possible. What you must do is pick up a rune more than 5 seconds before the next rune is set to spawn. This means that you must pick up a rune at X:54 or before. Replace X with an odd number. If you do this correctly, another rune will spawn at Y:00 (replace Y with an even number). If you pick the next rune up, you will have buffs of both the runes.

However, if you pick up a rune at X:55 or after (replace X with an odd number), you will get the buff of the rune you picked up, but a new rune won’t spawn till the next 2 minutes. I will use an example to show you this.

Example: Success of getting 2 runes at once

Say it is 7:30 minutes into the game. I go into the river, and I see a rune. I want to have 2 runes at once. Therefore, I pick up a haste rune at 7:50, then a DD rune spawns at 8:00. I pick up the DD rune, so now I have both the buffs of Haste and Double Damage.

Example: Failure of getting 2 runes at once

Say it is 7:30 minutes into the game. I go into the river, and I see a rune. I want to have 2 runes at once. However, I pick up the rune at 7:56, then a new rune won’t spawn at both locations at the 8:00. Why? Like I stated above, you have to pick it up more than 5 seconds before. If I wanted to get 2 runes, I should have picked it up at 7:54 or earlier.

VI. Conclusion

Thanks for reading my guide. If you have anything to contribute, or if I have any information wrong, please feel free to leave a reply.

Shendelzare Silkwood, the Vengeful Spirit Guide by JooN-

Monday, May 26th, 2008
This guide provided by JooN-
Table of Contents

I. Introduction
1. Foreword
2. Hero Stats
3. Quick Overview

II. Skill Information
1. Hero Skills
2. Skill Overview
3. Skill Build
4. Justification for Skill Build

III. Item Build
1. Introduction to Item Build
2. Core Item Build
3. Core Item Build Justification
4. Items after Core Build
5. Justification for Items after Core Build
6. Rejected Items

IV. Strategy
1. Early Game
2. Mid Game
3. Late Game

V. Using Nether Swap
1. Basic Nether Swap Information
2. The Purpose of Nether Swap
3. Who do I Swap?
4. Stun + Swap VS. Swap + Stun
5. Tower Swap
6. Save Swap

VI. Miscellaneous Information
1. Replays
2. Conclusion
3. Acknowledgements
4. Changelog

I. Introduction

1. Foreword

This guide has come a long way since the 3rd HGC. This is my first guide that I take pride in and I hope it will change how people play VS. The main focus of my guide is for a more competitive setting like scrims and inhouses. I will warn you from this point on so please read this before you move on; you will not get godlike by following this guide. What you will get instead is heightening your chance of winning the game for your team. So I recommend against using this build if you’re in a pub game. The important thing with my build and strategy is teamwork. In pubs, teamwork rarely exists so you’ll be frustrated because you’ll die horrible deaths because of your noob teammates and you can’t do a thing without your teammates taking advantage of your support. This guide is more of an introductory guide towards players who wants to play VS in scrims and league games. No one starts off as a pro and this guide will help those people to step up their game from pub/tda to scrims/league games.

This guide is now updated for 6.43b and as such, I have also changed the concept a little from a ganker/support hero early to mid game to a backup carry hero late game. I hope to find a middle ground between those who plays a pure support VS and pure DPS VS into a more balanced gameplay that will hopefully prove to be more effective. Now, let’s move on to the real stuff.

2. Hero Stats

Base movespeed is 295.
Base STR is 16 + 1.8 per level.
Base AGI is 22 + 2.35 per level.
Base INT is 15 + 1.75 per level.
Base Damage is 34-48.
Base HP is 454.
Base Mana is 195.
Base Armor is 3.1
Attack Range is 400.

3. Quick Overview

Her stats are weak and mediocre at best in Dota Allstars, not as good as jakiro’s stats, but definitely better than weaver. Vengeful Spirit has decent starting armor, soso range, slightly below average movement speed, and somewhat average base damage. One of her biggest disadvantage is the fact that she can’t use blink dagger, or rather, she drops it after one use to prevent abuse. With only a 1.75 second stun and swap which can only be an escape mechanism under certain circumstances, not being able to use blink makes it tough for Vengeful Spirit.

To make up for her mediocre hero stats, her skills are simply great. Magic missile is a high damage stun/nuke that makes her potent early game; command aura is a great skill that helps you push and deal damage. Terror is great contrary to popular belief because it goes hand in hand with your command aura and boosts your teams’ survival to some extent and nether swap is perhaps one of the best team skill there is.

One quick look at her skills tells people two different things. A high damage stun nuke with nether swap screams out GANK and with that, Shendelzare Silkwood naturally became a support hero in the sense that she exclusively ganks and buys wards. On the other spectrum, a damage boosting aura and a skill that lowers armor screams out CARRY, mostly in pubs and lower level inhouses. Hopefully with this guide, I can find a middle ground that incorporates both aspects, fully utilizing her powerful early and mid game while salvaging her late game so that she can keep up with the game’s pace and hopefully not just feed horribly in every team battles.

II. Skill Information

1. Hero Skills

IPB Image

Magic Missile

A magic missile is thrown at an enemy unit, causing damage. Stuns for 1.75 seconds.

Level 1 – 100 damage
Level 2 – 175 damage
Level 3 – 250 damage
Level 4 – 325 damage

Mana cost: 95 / 110 / 125 / 140. 10 second cooldown at all levels.

IPB Image


Shendelzare lets loose a wicked cry, terrorizing nearby enemy units. Their armor and damage are reduced.

Level 1 – Reduces base armor by 2 and damage by 5%
Level 2 – Reduces base armor by 3 and damage by 10%
Level 3 – Reduces base armor by 4 and damage by 15%
Level 4 – Reduces base armor by 5 and damage by 20%

40 mana cost and 15 second cooldown at all levels.

IPB Image

Command Aura

Increases nearby units’ damage.

Level 1 – 12% damage
Level 2 – 20% damage
Level 3 – 28% damage
Level 4 – 36% damage

IPB Image

Nether Swap

Instantaneously swaps positions with a target Hero.

Level 1 – 600 range
Level 2 – 900 range
Level 3 – 1200 range

Mana cost: 100 / 150 / 200. 45 second cooldown at all levels.

2. Skill Overview

Like I explained in the quick overview section, her skills scream out two roles that conflicts with each other. Magic missile is a very potent stun, dealing above average damage all the while stunning your target. Going hand in hand with magic missile is nether swap, perhaps one of the best ganking spells in the game. Magic missile allows you to fulfill two things: nuking and chasing. Nether swap works with magic missile by immobilizing your target after a swap or swapping after a stun.

Command aura and terror allows her to be a damage dealer by boosting her damage and lowering the target’s armor. Terror creates a gap between Vengeful Spirit and the target by lowering their armor and lowering their base damage. While both of them separately seem to be insignificant, a combination of two allows VS to easily overwhelm targets that are stronger than her.

While the two sets of skill do seem to be contradictory, they do work together nicely. Stun allows you to catch up to your target or create a gap in which you can deal more damage. Terror can also be used as a support skill, lowering your target’s damage and armor while your own damage dealer takes advantage of that gap terror creates. While it is somewhat silly to assume you will always stay in 300 range of your allies, command aura does have the possibility to boost your allies damage in a team fight, also fulfilling its role as a support.

3. Skill Build

Level 1 - Magic Missile
Level 2 – Stats
Level 3 – Magic Missile
Level 4 – Stats
Level 5 – Magic Missile
Level 6 – Nether Swap
Level 7 – Magic Missile
Level 8-10 – Stats
Level 11 – Nether Swap
Level 12-15 – Command Aura
Level 16 – Nether Swap
Level 17-20 – Terror
Level 21-25 – Stats

4. Justification for Skill Build

Maxing out magic missile first is a no brainer since it is your very own stun nuke.

Stats are gotten at level 2, 4, and 8-10 in place of command aura because there is no need to boost your damage by a small amount when it can be done with stats. Stats also gives you health and mana which you will desperately need early game. Also command aura affects your creeps, which makes them push farther into the enemy’s base.

Nether swap is gotten whenever it is possible. Command aura is maxed out next so your teammates and you can benefit from the 36% boost in damage during mid game when you won’t have to worry about pushing too far.

Terror is maxed out from 17-20 as it is most effective late game. It lasts around 20 seconds which is very nice and if done right it can affect all 5 of your opponents. My original opinion about terror was absolutely wrong; the AOE of terror is nice (around 700 or so I believe) and it works well with your command aura since terror reduces their armor whereas your command aura boosts your team’s damage.

I would like to emphasize that there should never be a variation in this skill build. Magic missile must be maxed out by level 7 and you absolutely need the stats early game more than command aura. Command aura comes first before terror and I believe getting terror earlier than level 17 is a waste. The only possible variation I would think of is getting more stat points from level 12~15 if you are having a very difficult game.

III. Item Build

1. Introduction to Item Build

The main goal of my item build is to incorporate my basic concept: early ganker, late game damage dealer. With this build, your survivability and support as well as damage dealing elements are all fulfilled.

2. Core Item Build

IPB ImageBracers

Circlet of Nobility x 3 – 185 gold x 3
Gauntlets of Strength – 150 gold x 3
Bracers recipe scroll – 175 gold x 3

+18 to strength
+9 to intelligence
+9 to agility

Total cost: 1530 gold

IPB ImageHood of Defiance

Ring of Regeneration x 2 – 375 gold x 2
Planeswalker’s Cloak – 650 gold
Helm of Iron Will – 950 gold

+30% magic resistance
+8 HP regeneration

Total cost: 2,350 gold

IPB ImageBoots of Travel

Boots of Speed – 500 gold
Boots of Travel recipe scroll – 2,200 gold

+90 movement speed
Active ability: Teleport to any ally unit, excluding ally heroes, 60 second cooldown

Total cost: 2,700 gold

3. Core Item Build Justification

The three bracers early on will take care of any mana problems you will encounter and most of all, offer a cheap boost to HP. The agility boost is also very nice. You need exactly three, no more, no less. The pieces are all very small so you can get them on your chicken and have a consistent boost instead of waiting for one big item.

Hood of defiance is the next logical choice. It offers 30% magic resistance, boosting your survivability up a notch, making you beefy and hard to take down. So with the bracers and hood of defiance, we have taken care of our HP problem and nuke problem. Next is taking care of our mobility and map control. BOT allows you to move around the whole map to participate in quick team battles and ganks, all the while allowing you to jump lanes to farm and escape ganks and it allows you to push and defend. BOT quickly takes care of everything you need all in 2,200 gold (you always need boots so I took off 500).

4. Items after Core Build

IPB ImageThe Butterfly

Eaglehorn – 3,400 gold
Quarter Staff – 1,150 gold
The Butterfly recipe scroll – 1,800 gold

+30 agility
+30 damage
+30% increased attack speed
30% evasion

Total cost: 6,350 gold

IPB ImageAssault Cuirass

Plate Mail – 1,400 gold
Hyperstone – 2,300 gold
Chainmail – 620 gold
Assault Cuirass recipe scroll – 2,000 gold

+10 armor
+5 armor aura
+40% attack speed
+15% attack speed aura
-5 armor aura

Total cost: 6,320 gold

5. Justification for Items after Core Build

The Butterfly is the best item on VS for two reasons: huge improvement in DPS and survivability. The +30 agility boost works with your command aura, giving you a total of 41 damage (I rounded up, correct me if this is the wrong way to calculate damage). So that’s +71 damage, +60% attack speed, and the best part, 30% evasion. This item takes care of every problem VS faces in dealing damage. It gives her good damage, improves her low attack speed, and improves her survivability with the evasion. With the HP from bracers, magic resistance from hood of defiance and the evasion from the butterfly, your survivability has been taken care at every possible way.

Your build should have ended at the butterfly or even earlier at BOT, but in case the game drags on, the assault cuirass is the next best option. The assault cuirass takes care of your survivability and damage, just like the butterfly. The armor helps you take physical damage and the attack speed improves your DPS. The -5 armor aura works with terror, reducing a total of 10 armor to everyone around you, making it one of the best luxury item you can get.

6. Rejected Items

IPB ImageLothars Edge

Lothars edge works only a few times, after that your opponents will grab some sort of true sight to counter your windwalk, making it almost useless. You pay a big chunk of your money on the windwalk and wouldn’t you feel awful when you pay for nothing? The agility boost and damage boost is hardly any good considering the huge price tag. You can do better than this.

IPB ImageEye of Skadi

Great stat benefits and consistent and useful orb effect. But why avoid it? Skadi is great when you can finish it. However, this item is too expensive and while I do have other expensive items in my build, those two items are cheaper than eye of skadi and they work much better in the sense that they boost your survivability and damage without any unwanted benefits. Eye of skadi gives you a good boost to HP, damage, and mana but why do you need that huge boost to mana? The frost orb works but you already have two spells that takes care of anyone that tries to run away so why do you need the slow? You’re better off with a butterfly or assault cuirass after your core build.

IPB ImageMekansm

Mek is great in the sense that it gives you a quick 250 HP AOE heal. But guess what? You’re strained for mana using magic missiles and nether swap during early to mid game. It is kind of funny I use the mana argument to go against eye of skadi yet I use the same argument but I flip it over to say I don’t have enough mana to use the AOE heal. However, here’s the thing. Eye of skadi can be completed mid/late game when your mana problems are no longer existent and mek is the most effective from early/mid game. You will suffer mana problems IF you get the mek and by the time mana won’t be a problem, mek’s efficiency has just dropped a notch. You’re better off letting someone else get a mek and work on quick HP boosters.

IPB ImageHeart of Tarrasque

With aegis gone, many people would think that HOT is the best item to get for VS. After all, a 1k boost to HP sounds good for a hero who does swaps right? Well my answer lies in my strategy. With this guide, you will no longer do “suicide swaps” late game. HOT would be great if you’re going to continue just swapping but now this guide will cover a new aspect where you will be a backup carry in your games.

IV. Strategy

1. Early Game

Frankly I don’t care what you get at the start. I usually get tangos for uninterrupted, fast healing and 5 ironwood branches. There are times when I get chicken, but usually THD or chen gets it. IF you want, you can grab a RoR to use it as an ingredient for your hood of defiance, but I’m too used to grabbing tangos and branches but it’s personal preference.

After buying your starting items, head out to the top lane or bottom lane. Middle lane is usually for your team’s solo hero and generally not advisable for VS. Do not solo but pair up with a disabler like rhasta or another stunner like tiny or sven. Your stun is far more valuable with another teammate and so is your nether swap. I can’t emphasize how important it is to grab the right lane partner. You just don’t have the power to protect a late game hero such as PA or troll and you suck as a solo. You shine the most with a disabler, nuker, and a stunner.

ESTABLISH LANE CONTROL. Your stun paired with another stun or disable rapes. If your opponents are melee, never let them farm. Keep whacking them whenever they get near. Stun and combo them to death or send them to the fountain. Make sure they fear you and make them cry.

The story changes when you’re against two ranged nukers/combo’ers. Play conservatively by staying behind the ranged creep. Only move up once to last hit a creep or deny. Then quickly move back so they can’t harass you or initiate a combo. If you see one of them moving up towards you, be quick and STUN. Usually one stun is enough to deter their combo and perhaps even turn the tables so you and your lane partner can start your combo.

If you’re forced to solo or pair up with a late game hero, just cry and hope you don’t have to face something horrible like QOP and abaddon. If your opponents are shitty late game heroes like PA, be relieved and just farm, with the occasional harassment. If your opponents are somewhat decent but not enough to combo kill you, then farm safely. If you have to face strong lane controllers then just cry. Hug hug hug your tower. Make denying your priority so that you don’t push. Ask your teammates to gank your lane. However in most inhouses and scrims, this scenario will rarely happen if you guys are even remotely smart.

Before level 6, your goal is to chain two stuns together with your ally. It’s common sense, but make sure both of you focus on the same hero. Dispersing your nukes on two of them is a very bad idea. Also remember to animation cancel. When VS lets out a stun, she tends to stand around and look pretty. After giving the command to stun, immediately move forward. This will give you the opportunity to kill.

Dota Allstars Shendelzare Silkwood, the Vengeful Spirit game screentshot

You can see an opportunity for FB in this screenshot. I stun to catch enigma falling behind.

Dota Allstar Shendelzare Silkwood, the Vengeful Spirit game screentshot

This screenshot shows you the power of animation cancelling. Apart from stunning at the right moment, animation cancelling is crucial as it lets you get more hits in. Try and compare it with the first screenshot. You can see that I moved even before the stun actually hits enigma.

Dota All-stars Shendelzare Silkwood, the Vengeful Spirit game screentshot

Now see where I am in this screenshot. Compare it with the second screenshot. The distance between enigma and me is virtually the same as before. The only difference is I was able to squeeze in one or two hits while still maintaining the same distance. This shows you that animation cancelling is not solely applicable to spells, it is applicable to hitting also. The trick is to right click on your target, and immediately right click on the ground to move towards your target. If done correctly, you’ll be hitting your target AND be able to chase efficiently. Needless to say, drow was able to get the last hit in and get FB. If I didn’t animation cancel, enigma might’ve been able to run away with a sliver of his life left.

When you hit level 6, that’s when your opportunity for a sure kill arises. Stun and swap is a very powerful combo with your ally. The screenshots below will show how it works.

Dota Allstars Shendelzare Silkwood, the Vengeful Spirit game screentshot

This screenshot was taken before swap. You can see enigma harassing drow with stun and a couple of hits. What he fails to realize however, is that he was in swap range and I was in tower range.

IPB Image

Here you can see enigma swapped, stunned, and getting hit by drow, the tower, and me. Poor medusa can’t do anything here. This is precisely how you abuse swap. Moments like this are what you have to be looking out for. If you see an opportunity, don’t hesitate to catch it and take advantage.

If no one gets wards on your team, it’s your job to provide wards for map control. This is especially important for VS as she needs to constantly gank around. Put the wards on the river and for mid lane, on the hill so they can have vision. I recommend viewing my earlygamevs replay; I whored wards all game long and you’ll see how much of a difference it makes as we gain the upper hand in the game.

2. Mid Game

Now comes the tricky part: how do we gank while farming up for late game? The answer is a balance of both, ganking whenever you see an opportunity, yet increasing your farming time more than you did with the conventional support VS. Now items are a bigger priority than just purely ganking so farm while you can and gank whenever your team calls for it or you see an opportunity.

There are five things you need for a successful gank.

1. WARDS WARDS WARDS. Visit my guide to wards to grasp a better understanding on the importance and placement of wards. You need wards for three things. The first thing is knowing where your opponents are. A bad way to end a gank is by dying by a counter gank. Having vision of enemy heroes approaching to help your target will help you so many times that the observer wards will pay for itself. You always want to escape a sticky situation by anticipating a counter gank. The second thing it helps with is vision for swapping. Do you notice how it gets really dark and you can’t see far ahead? Well that really screws up your swaps, especially going up the hill towards the middle lane. Just pluck down a ward and gain full vision of that area for a surprise swap. However, don’t spend TOO much on wards, your team should be helping out on the cost. And the 3rd reason is…

2. RUNES. Grabbing a rune will help with your ganking tenfold. And what helps you grab runes? Vision of the river with the aid from wards. Every single rune will help you in ganking. Double damage rune helps you take down your target fast; invisibility rune helps you surprise your opponent by popping out with a hit and stunning and then finishing it off with a swap when they run away. Haste rune will help you move up for that stun and swap, and no one will be able to run away from you when you’re hasted. You can grab the illusion rune to help you take down your opponents or send it in first so that it tanks the tower for you and grabbing a regen rune after a gank lets you fully charge up for another round of fun ganking.

3. Coordination from your allies. You are not a solo killer. Using swap means nothing if there’s no one on the other side to greet that person. You do not want to waste a stun or disable by using them right away, you would want to stun first, whack a few times, swap, have your ally disable, whack some more, and finish it off with another stun if he’s still alive. You do not want to stun and have your ally immediately stun/disable him, wasting the initial stun duration. All of this requires coordination and practice with the people you play with. That’s one of the reasons why this guide is more suited towards inhouses and scrims where the people that are on your team are people you can trust and played with before.

4. Animation canceling and proper positioning. This is perhaps one of the most important part of VS that you need to know. When you stun your target, you need to move forward instead of just standing there and hitting him. You want to move to a spot where he would most likely run so that you can land more hits in and then swap when he’s about to run away. If you’re with an ally, this will prove to be very useful as he can’t run to your ally and that only leaves him with one choice, and that is running past you which helps you land more hits and eventually swapping him for the win.

5. Avoid tower diving. Even I do this and it has landed me into alot of troubles. Do not be greedy with kills, if it seems like a lost cause then back off and look for another opportunity. If your target is tower hugging or off to his base healing, then you have done your job of weaking your opponents and letting your allies farm.

Nether swap should be used for ganking and only in special circumstances in team battles which will be covered later. Whenever you’re not ganking, try your best to farm up so you can get your damage items. Neutrals are a good option since you have +8 HP regeneration from the hood of defiance so sweep through neutrals if you must.

3. Late Game

Late game your role has changed significantly. Swap is now pushed down as a chaser and picking off lone heroes or late game ganking. Other than that, there will be no such thing as suicide swapping. Suicide swapping worked with the conventional support VS because trading lives was worth it. Late game support VS really can’t do much, making it worthy to swap out a low worth hero for someone who can do alot of damage in team battles on your opponent side. The basic idea is this: do not swap if all 5 heroes are all bunched up and ready for anything. Swap should be used to catch someone by surprise, like a lone hero lagging behind or a hero who thinks he’s hiding in fog of war when you actually warded that area, taking him out first and then moving on to your other targets. If you guys are planning on ganking first and then pushing, swap is worth it since no matter how prepared your opponents are, covering a grand total of 1200 distance can quickly take care of your target.

If you’ve followed my build, then you should have your core items and the butterfly. By getting the butterfly, you are now able to dish out decent damage. Play like a typical carry hero. Stay behind your tanks but don’t be the last one in and first one out. You are still supportive meaning your carry hero should be the one who gets in last and gets out first. Use your stun to stop potentially devastating channeling ultimates like epicenter and freezing field. If there are none then use it to immobilize a target for your teammates to munch on. Use terror so that your DPS is boosted and use swap whenever you’re picking off heroes after winning a team battle.

V. Using Nether Swap

1. Basic Nether Swap Information

Swap is one of the most versatile skill in Dota Allstars and also very dangerous to you or your team if used incorrectly. If it is pulled off at the right moment then it is a death sentence to whoever was swapped. If used incorrectly you will be killed while the person you swapped gets away.

Some things to know about nether swap:

- Nether swap goes through avatar so if you see a naix running away with avatar on then feel free to swap him in.
- Spell block doesn’t block nether swap. I THINK it only blocks the mini-stun since it triggers spell block CD. I would need clarification on this.
- Nether swap is a mini-stun so use it to interrupt channeling spells when your stun is in cooldown.
- Nether swap has a slight casting time but once it goes through the hero will get swapped even if he goes into fog of war or outside of your swap range.
- Nether swap can negate Panda’s split if used right before he uses it.
- Spiritbreaker’s nether strike will be negated if you swap him.

2. The Purpose of Nether Swap

The purpose of nether swap is to shorten the distance between your target and your allies. This skill effectively eliminates any distance your target has covered and puts him in a dangerous situation. As I’ve said throughout the guide, nether swap will be used as a ganking tool all throughout the game and used to pick off heroes who lagged behind their teammates after losing a team battle or surprising a lone hero who thinks he is not seen.

3. Who do I Swap?

You generally want to swap heroes who are a bigger threat to your team. Late game if a pugna and visage is running away after a team battle, you should swap out the visage so that he loses gold and time farming. It all depends on how valuable your target is and how much your team can handle.

Even though I said in late game team battles you shouldn’t use swap to initiate, there are special instances where it is worth it to suicide swap. For instance, swapping a sand king channeling epicenter is definitely worth giving up your life. Swap’s ministun takes care of his channeling but if you do it too late, you’ll just give him a free blink. The key to stopping sand king is vision. You should always ward up your area before a push or defend. Beastmaster’s hawk also works nicely, giving you full vision of what sand king is doing.

There are also a number of instances where a suicide swap is definitely worth it. For instance, if for some reason one of your opponents got a naked rapier, then that rapier is worth more than your life so swap him out and pummel him to death. Make him regret making a naked rapier. It all depends on the situation and the value of your target and yourself. If the opponent can do more than you in team battles then by all means suicide swap him so he can’t help his team out. Your survivability is quite good so there is a chance you can live through the focus fire while your target dies off to your teammates.

4. Stun + Swap VS. Swap + Stun

Both of these techniques achieve the same results but based on different situations you must decide on which technique is more effective.

Stun + Swap is more suitable if you are going 1 versus 1. If you swap first then that person will just run away in the other direction but if you stun first you will shorten the gap between you and your opponent while giving a couple of whacks. If they decide to run then swap him to keep him in his place. If they still run away in the other direction chase him and just wait for your stun to cooldown and stun him again. If you have your BOT by this time chasing will be no problem for you. Also use this technique if they are close to you. Don’t be stupid and swap first when you are still in hitting range. Stun first then give a couple of whacks. If they run, that’s when you swap them in. Stun + Swap is generally effective when your swap level is at one since the range is only 100 more than your stun.

Swap + Stun on the other hand is useful when you want to shorten the gap between your victim and your teammates. This is more effective when picking out a lagger who is running away and initiating a team battle. Swap + Stun is effective late game when your swap is level three. The larger distance in nether swap level 2 and 3 allows swap + stun to be more effective than stun + swap.

So in summary only use swap + stun if you have an ally working with you and the opponent is out of hitting range.

5. Tower Swap

Tower swap is simple enough to grasp. The goal is to swap your opponent near your tower. This is very, very effective, particularly early game. Any AGI and INT hero without an escape mechanism WILL die.

Dota Allstars Shendelzare Silkwood, the Vengeful Spirit game screentshot

Look at medusa’s HP. Before this encounter, he was at full HP. Swapping him into tower range and stunning him instantly brought him down to less than 40%. I managed to get a few hits in but medusa purged me and ran away. However, I chased him and chained another stun in to give the finishing blow. You might want to remember that early to mid game, chaining two stuns is more effective than trying to hit. Your stun has a ten second cooldown so just chase your target and stun when CD is up. Always remember that your stun isn’t just a normal stun, it’s also a high damage nuke. Take advantage of that.

6. Save Swap

This is simple enough to grasp. Swap your own teammate from harm’s way, stun and run. Only do this if the teammate you are about to save can live through the use of your swap and you are also sure that you can live too. This is VERY useful when your ally is under a channeling spell such as fiend’s grip and dismember.

Dota Allstars Shendelzare Silkwood, the Vengeful Spirit game screentshot

This is a very dangerous situation for drow. He got swarmed by three people while stunned and purged. His HP is dangerously low and the worst part is, he just completed his DR/aegis.

Defens of The Ancients Allstars Shendelzare Silkwood, the Vengeful Spirit game screentshot

Well thanks to swap, drow gets to save his aegis charge. He makes a clean getaway and I manage to get away by activating BKB and running. What’s more amusing is drow actually kills enigma while they were chasing me. If I had lothars, I would’ve simply ran away while my opponents focuses on our luna backstabbing enchantress and tinker. But activating BKB and drawing attention allowed drow to take out one hero before he retreats. It may not look like it, but this save swap actually proves to be valuable. Drow had to farm up another aegis which means he used up all his charges. If he lost one charge from this incident, he might’ve dropped his rapier later on or forced to play conservatively instead of pushing.

VI. Miscellaneous Information

1. Replays

Kleech’s CAL-O VS replay

Kleech gave me the honor to use his CAL-O replay in my guide. He uses the core build, going for bracers, hood of defiance, and BOT with lots of wards. I really couldn’t wish for a better replay as wards played a major role in this game. I highly recommend viewing this replay as it shows all aspects of how to play VS correctly early/mid game.

Attached File earlygamevs.w3g ( 558.62k ) Number of downloads: 5014

Enigma + Sand King | SA + Furion

VS + Morphling | Leshrac

Syllabear | leviathan + Rhasta

This replay is an old replay where I play the conventional support VS. This game ends really fast; I think it ends around 35 mins or so. This replay should really emphasize how VS should be played early game to mid game. I almost never stopped to farm and constantly moved around the map placing wards and ganking every hero I see. I grabbed ROB in this game to spam stun on leshrac mid lane (lightning spam was irritating me), but that really wasn’t needed IMO. It was a bad call on my part. Basically view this replay if you really want to grasp how VS should be played and you don’t want to view a long replay tongue.gif

Please note, that I do not have a replay showing my full build. It will take some time to convince my clan members to let me use VS this way, but I am sure they will let me do it at least in inhouses.

Attached File earlygamegodlikevs.w3g ( 480.87k ) Number of downloads: 907

Zeus + treant | Slardar, Tinker

Furion | Silencer

BM + VS | Rhasta + Earthshaker

This is a shorter replay where I completely decimate them by going around the map and ganking. Earthshaker drops (28.8k and windy weather) and they basically FF towards the end. This was an inhouse between my clanmates. The only thing I did bad in this replay was not buying early wards. I had more than enough money to do so but I forgot about it =X Was having too much fun running around and ganking. View it to see how you should gank early to mid game.

2. Conclusion

I do realize that this is an unconventional build and it needs thorough testing before it is accepted by competitive players and pubbers alike. It incorporates two aspects that are at ends of each other. Some pubbers will not like the supportive element early/mid game and competitive players will most likely be used to the conventional support VS and scoff at the backup carry saying VS is not a good backup carry hero. However, the item build and strategy should work very nicely in making you fulfill both roles at different times in the game. Read through the guide carefully and actually give it a try before deeming it ineffective.

3. Acknowledgements

-Serados for his guide on writing guides. It really helped me out on a lot of stuff.
-JoMartin7 for letting me look at his guide as a guideline on how a guide should look like (Although my guide doesn’t look like his)
-chilln_1ce for the idea on manta style (no longer used but still thanks)
-The makers of DotA for making such an awesome game and providing me with pictures =X
-Big thanks to MasterJoe and mjmetro as well as many others who provided excellent feedbacks that improved this guide in its beginning stages.
-The 3rd HGC judges for providing me with reviews and helping me improve my guide.
-GreatCrusades for fixing my format before the end of the 5th HGC.
-Kleech for his awesome VS replay.

4. Changelog

9/17/06 – minor cosmetic improvements, added Morphling, Terrorblade, naga siren and chaos knight in good allies section and added bloodseeker in the enemies to avoid section.
9/18/06 – taken out bloodseeker in the enemies to avoid section. Added a detailed explanation on bloodseeker’s rupture with swap. Minor editting on foreword on the focus of this guide.
9/19/06 – Major revisions to skill build and item build. Second item build added and replay added.
9/20/06 – Revised strategy section to match the revised item build.
9/26/06 – Took out anti-focus build. Added butterfly and buriza for recommended items after core build; added divine rapier and radiance as items to avoid.
9/29/06 – Took out bloodseeker all together. Minor grammar correction; replaced some text with better words and changed description for some stuff. Added why I get tangos early game and recommended clarity potions for mid game.
10/12/06 – Major updates: Revised item build, more justification in skill build, added more acknowledgements
12/11/06 – Changed guide layout, updated for 6.38, took out radiance as an item to avoid.
12/13/06 – More edits to guide layout (can safely say it looks completely different from this guide prior to 12/11/06).
12/16/06 – Added more reasoning behind BKB, lothars, and skadi.
12/17/06 – Updated guide for 5th HGC entry.
12/23/06 – Updated with a new replay. Highly recommended to view it!
12/27/06 – Added another replay.
1/9/07 – Revamped guide AGAIN biggrin.gif
1/28/07 – Added vanguard and new replay.
1/29/07 – Added more screenshots.
2/22/07 – Demoted BKB to items after core build, changed some strategy.
3/3/07 – Added new replay, small mention about warding in early game section.
3/9/07 – Added wards into the core build; revamped mid game strategy.
4/15/07 – Major updates to item build and strategy.
4/17/07 – New replay added.

Kel’Thuzad, The Lich Guide by Suizida

Wednesday, May 21st, 2008

This guide provided by Suizida.

Here you can see items guide, skill guide, secrets and common strategy for Defence of the Ancients ( Dota ) Allstars hero Lich. Let’s See Kel’Thuzad Guide.

Table of Contents

  • Introduction

  • Pros and Cons
    The Lich’s Role in the Team

  • All about Kel’Thuzad

  • Lich’s Skills
    Items Info

  • How to play Kel’Thuzad

  • On to the build
    Skill Build
    Core Item Build
    Other Items
    In Build Items
    Items to Avoid
    Levels 1-7
    Levels 8-12
    Levels 12-16
    Levels 17-25

  • Important Strategies

  • Mini Guide to Chain Frost
    Knowing the creeps
    Wards and Blink around the map

  • Allies and Enemies

  • Good Supporting Heroes
    Tough Enemy Heroes

  • Replays

  • Frequently asked questions

  • Updates

  • Final Words


Hey guys, I’ve decided to re-write basically my whole Lich guide for the HGC. Expect a lot of changes since this guide is incredibly out-of-date. This is my 2nd guide and previously this guide spoke about Lich’s awesoem soloing skills. The fact of the matter is that Lich’s solo skills don’t fit into the ‘metagame’ that is DotA. This new version will focus more on the dual laning skills of Lich. I also used to have quite a long list for the item build. Lich doesn’t really need all those items, so I’m going to make the core items and you choose the rest, like in Tucker’s or De_dust’s guides.
Pros and Cons


  • Not-item dependant
  • An endless supply of mana
  • Game breaking ultimate


  • Below average starting stats
  • Below average movement speed
  • No escape mechanism
  • Terrible strength gain
  • Kel’Thuzad’s Role in the Team
    Kel’Thuzad’s role in the team now-days is to do all the damage he can, support and die. It’s that simple. Much like Venomancer he is in the majority of team-battles going to die. But him dieing isn’t what he goes into battles for, he goes into battles so he can create rip-shit riot with chain frost. So what do you do with a hero that dies a ton? simple support your allies and spend your $ to gain total map-control


    Range: 500 | | Move Speed: 295 | Primary: Intelligence
    Str: 18 + 1.55 | Agi: 15 + 2.00 | Int: 18 + 3.25
    Damage: 37 – 49 | HP: 492 | Mana: 234 | Armor: 1
    HP Regen: 0.79 | Mana Regen: 0.73 |Attack Speed: 1.48 (+ 15% IAS)

    All about Kel’Thuzad

    Skills Info

    Frost Nova
    IPB Image

    Blasts enemy units around a target enemy unit with a wave of damaging frost
    slows movement and attack rates for 4 seconds.
    Level 1 50 target damage and 75 nova damage. (Costs 125 mana, 9.25sec cooldown)
    Level 2 – 100 target damage and 100 nova damage. (Costs 150 mana, 9.25sec cooldown)
    Level 3 – 125 target damage and 125 nova damage. (Costs 175 mana, 9.25sec cooldown)
    Level 4 – 175 target damage and 150 nova damage. (Costs 190 mana, 9.25sec cooldown)

    Your sole nuke. Quite straight forward. This nuke does 175 to the targeted enemy and 150 nova damage to a 200 AOE. A common misconception is the Nova damage doesn’t hit the main target also, but that is incorrect. So technically, Frost Nova does 325 to one unit and 150 damage to the rest (level 4, before spell resistance). Coupled with Dark Ritual, there is an unlimited amount of times you can use it. This is the skill that gives you your lane dominance early game. Mid game Frost Nova is used in team battles as it damages and slows everyone and to assist ganks. Late game this is also used to assist ganks and farming. This skill will be maxed out first with Dark Ritual

    Frost Armour
    IPB Image

    Creates a shield of frost around a target friendly unit. The shield adds armour and slows attacking melee units for 2 seconds.
    Lasts 40 seconds. Cost: 50 mana. Cooldown: 6 seconds.
    Level 1 – Adds 3 armour.
    Level 2 – Adds 6 armour.
    Level 3 – Adds 9 armour.
    Level 4 – Adds 12 armour.

    As of 6.45, this skill is pretty good, but still situational. The increase in Armour is amazing for late game now. The slow is nice, but only works on melee heroes. It’s nice to have on when ganking, but sometimes you don’t have the opportunity to use it. The armour is also nice, but the fact it’s casted armour it is usually overlooked. Between Frost Armour and stats I usually choose stats. But now with the armour buff it can be taken instead of stats. With the buff recently upgrading the armour per level, Frost Armour can be taken straight over stats. Obviously the way the game is going and who your team is versing will make that decision.

    Note: Frost armour won’t slow Ursa warrior as he is considered a range hero. It will slow him if he has Enrage on As of 6.44 Ursa is MELEE.

    Dark Ritual
    IPB Image

    Sacrifices a target friendly unit to convert its hit points into mana.
    Cost: 25 mana.
    Level 1 – 15% of hit points to mana. Cooldown: 60 seconds
    Level 2 – 30% of hit points to mana. Cooldown: 55 seconds
    Level 3 – 45% of hit points to mana. Cooldown: 50 seconds
    Level 4 – 60% of hit points to mana. Cooldown: 45 seconds

    WOW. One of the best non-ultimate abilities in the game. This gives Kel’Thuzad his endless supply of mana. It also denies experience from the enemy. This together with Frost Nova gives Kel’Thuzad his awesome laning skills.

    Note: Dark Ritual does not dispel Battle Hunger

    Chain Frost
    IPB Image

    Releases a jumping breath of frost that jumps 6 times.
    Level 1 – Deals 280 damage per hit. Cost: 200 mana. Cooldown: 145 seconds
    Level 2 – Deals 370 damage per hit. Cost: 325 mana. Cooldown: 115 seconds
    Level 3 – Deals 460 damage per hit. Cost: 500 mana. Cooldown: 60 seconds
    Aghanims – Deals 550 damage per hit. Cost: 500 mana. Cooldown: 60 seconds, 7 bounces

    One of the best team ultimate’s in the game. The move that ensures that you can win a 1v2 situation. The projectile is a bit tricky as the Chain Frost jump will hit the enemy before it actually touches them. The bounces from the Chain Frost have a bounce range of 600 to hit another target. Coupled with an AOE stunner, it is a combo that promises some serious destruction.

    IPB Image<—Click me
    Here is a slideshow of how deceiving Chain Frost’s projectile is.

    Note: The casting range of Chain Frost is 750, with Aghanims it is 850

    Core item build
    IPB Image – Mekansm = Optional


    IPB Image

    Item Build Justifications
    As you can see now, there are 2 choices for core item builds. The only difference is the choice between Boots of Travel and Blink Dagger. Blink Dagger is used mostly for escaping, aiding teamates and setting up perfect Chain-Frosts. Boots of Travel is used for total map control and with the superior MS to help eenemies chase, support etc. So what do you choose? It comes down to 2 things. No.1 Preference. Some people prefer BoT over Dagger and Vice-Versa. No.2 The way the game is going. If your versing a massive pushing team then you would take BoT but if your versing a team that lusts on tema battles then you go

    A chicken is optional early game and 95% of the time I buy one. Since Lich buys all his items in little bits and he needs to by observer wards constantly, a chicken would seem mandatory on him. The Tango of Essifation is also an optional item, but he helps Lich’s lane control tremendously. A Ring of Regeneration is next to give Kel’Thuzad survival in his lane. Turn RoR into Headdress as soon as you can.

    Kel’Thuzad is one of, if not the best choice to put down Observer Wards for the Scourge. Since he doesn’t need expensive items to be effective he can use his spare change to have sight around the map. Ward-spots will be shown later in the guide.

    Mekansm suits Kel’Thuzad very well (as oppose to my previous thoughts on it :P ). Since Kel’Thuzad always has mana, he has no problem with holding it. It helps Kel’Thuzad and everyone in the team with pushing also. In a team battle Kel’Thuzad uses Frost Nova then Chain Frost, then DPS’s the rest. With Mekansm, you can seek out heroes who are in need of aid. Mekansm is now being deemed optional in the first build since Lich with a Blink Dagger early can rape almost any hero early.

    Blink Dagger is a great item on every hero, because it gives all heroes an escape mechanism. But it is better used for the heroes who can assist the DPS’ers or do massive burst damage. Kel Thuzad is a prime candidate for blink dagger. He has no escape mechanism, his Frost Nova assists allies taking down heroes. It is also used to get close to enemy heroes so he can use his Chain Frost. When Kel’Thuzad uses his ultimate, he will automatically be focused fire, using Blink Dagger to escape will cause confusion for the opposition and your DPS’ers and stunners can finish off what Chain Frost left. The amounts of uses for Blink Dagger are endless. The main usage for Chain Frost (which I actually forgot :D) is to get into position to pull off a perfect Chain Frost. Dagger helps out with this due to the slow movement speed of the first bounce in Chain Frost. The bounce is incredibly slow, so by getting Blink Dagger you can blink right next to the opponent thus eliminating the ugly process of waiting for the first bounce.

    Boots of Travel. I shouldn’t need to argue between Travel and Treads, but I will for pubbers sake. Treads cost 1530. They give 65+MS and 30%attack speed. Travels cost 2700. They give 90+MS and a 60 second teleport. Although Treads are considerably cheaper, Boots of Travel are still the better choice. Why? Kel’Thuzad needs as much movement speed as he can get. With his below average movement speed, he won’t be able to catch any hero with treads when they have treads and he won’t be able to outrun any heroes when he has Treads and they have Travels. The 30% attack speed from treads is a waste on Kel’Thuzad. He doesn’t need any attack speed and his base damage is nothging special as he is a spell casting hero. With proper animation cancelling, he can last hit fine. The extra 30+ movement speed from Boots of Travel gives Kel’ Thuzad the opportunity to catch up to enemies and slow them with Frost Nova. BoT coupled with Blink Dagger makes it very hard for enemies to catch you. These 2 items +Frost Armour will make it near impossible for any melee hero to catch you. The free teleport ensures map control, especially with Kel’Thuzad. Since he will be your lane solo’er, his level advantage + Travel will make it very hard for any heroes to establish dominance in a lane.

    With Mekansm in the build, it makes a lot of the items interchangeable. If you like to rush Mekansm like I do, then I rush everything ASAP. If you like to have more HP early, then get the Bracer after Headdress.

    As I said I like to rush Mekansm, but I don’t gank as frequently as others. If you are a constant ganker, then
    Blink Dagger takes priority over Mekansm. This is all a matter of preference.

    After Core Items

    IPB Image
    Necrominicon:For people who like to grab a couple more kills with Lich, then the Necrominion build is the one for you. Obviously to be able to use this build efficientelly your going to need sufficient micro. This build focuses around having your enemies constantly slowed with Frost Nova. The MS buff from your Range demon gives you a nice edge when chasing enemies. That coupled with Boots of Travel makes it tough to catch Lich. Also if the other team is constantly trying to gain Map-control with wards then you can use your minions, since the range one has true sight. If you want to learn more about this truly sexy item then check this guide by MightyDraenei.

    IPB Image
    Aghanims Scepter:
    Quite a nice boost to Lich’s MP and HP. Also the increase in damage and the extra bounce from Chain Frost is also strong

    IPB Image
    The debated item. Before my update I said that this item was shit since you would need to spend 900 gold on nothing (Void Stone). After trying it out it is quite good. As I said earlier in the guide, Lich tends to die, so why not take advantage of it? The benefits from dying are quite strong, especially for your team (400 HP aoe heal.) So if your team tend to be getting into a lot of team battles, this item will keep you and your team alive for that much longer.

    IPB Image
    Another item where the regeneration is a waste. But once again the benefits are to good to dismiss, the Cyclones/Hex is a great asset for the team

    Other Items

    The Other Item build:

    IPB Image
    If you are getting sick of the general core builds and feel like going on constant killing sprees then this is the build for you. This build is based mainly in pubs. If you manage to farm Dagon quickly (With Lich I would say about by 18min) then you go around and do some serious burst damage. Basically turn into a roaming hero and own lanes creating total map control, this can be done well since everytime you pass a lane, Dark Ritual a creep so you are constantly replenished. If you feel that you are lacking health in this build then throw in a Point Booster.

    In Build Items

    Hood of Defiance
    Ever since this item was introduced to DotA, it has been a favourite for basically every hero. Tanks who have enough HP use it, Agility and Intelligence heroes use it so they don’t die from nukes and for a very affordable price. Kel’Thuzad is no exception to this item. Like Mekansm if you’re being outnuked, skip the Bracers, stack branches and delay stat points. Just remember, that nukes do become harmless in the later stages of the game, so if you think you can handle the nukes early then just leave Hood. But if the majority of your enemies team are nukers, then by all means, this is the item for you.

    Items to Avoid

    Attack speed items
    Hyperstone, Midas, Treads etc. Kel’Thuzad is not a DPS hero. He is a spell caster and he supposed to be played as a spell caster.

    Skill Build

    Solo Lane/Dual Lane
    Frost Nova:1 or 2,4,5,7
    Frost Armour:10,17-19
    Dark Ritual:1 or 2,3,8-9
    Chain Frost:6,11,16
    Attribute Bonuses:12-15,20-25

    Babysitter Lane
    Frost Nova:1,4,7,8
    Frost Armour:10,17-19
    Dark Ritual:2,3,5,9
    Chain Frost:6,11,16
    Attribute Bonuses:12-15,20-25

    Skill Build Justification
    Dark Ritual is taken at level one so you can deny experience from the enemy. But if you are versing a team that you know will go for a level 1 gank or your team is going for one then Frost Nova is needed first. Frost Nova is your sole nuke so it needs to be maxed out ASAP. Chain Frost is taken at 6,11,16 because it increases his killing abilities buy a huge amount. Dark Ritual is maxed out at level 9 so you can have an endless supply of mana. One point of Frost Armour is taken at level 10. The armour is low at that level but the -MS stays constant between levels. From level 12 up (excl. 16) you have the choice between stats and Frost Armour. Depending on your team facing melee, DPS monsters (Spectre with Radiance) or even range DPS monsters mid game (for the armour buff) you will want to take Frost Armour then. If you’re still playing against the spell caster team (which the majority of the team will be) then get stats and level up Frost armour after.

    The baby sitter skill build is to be used when laning with heroes like Spectre or Faceless Lloyd. Level 1 Frost Nova is taken to ensure safety for your late-game-carry hero from ganks at level 1. 3 levels of Dark Ritual are taken early to keep your enemy harassed and away from your ally. The difference between Dark Ritual 2 and 3 compared to Frost Nova 2 and 3 is quite vast. With 3 levels of Dark Ritual you can have constant mana at the expense of a bit less damage. Since you’re are baby-sitting you and your ally will not be going much for hero-kills so the damage from Nova is negligent, but ensuring the safety of your ally is your top priority

    General Walkthrough
    Note:The strat is mainly based around buying Blink Dagger, so if you go the BoT route just disregard any tips about Dagger

    Levels 1-7

    Kel'thuzad Dota Allstars Screenshot

      Skill order

      Level 01 | Dark Ritual
      Level 02 | Frost Nova
      Level 03 | Frost Nova
      Level 04 | Dark Ritual
      Level 05 | Frost Nova
      Level 06 | Chain Frost
      Level 07 | Frost Nova

      Item order

      Ironwood Branch (57)
      Ironwood Branch (57)
      Bracer (510)
      Headress of Rejuvination (657)
      Boots of Speed (500)
      Observer Wards (215)
      Total Cost:1996

    The game has begun and you have picked/randomed Kel’Thuzad. Either go top or bottom for either Scourge and Sentinel. Lich is incredibly strong early game since his unlimited supply of mana and Frost Nova. So Lich’s role early is to either a. Dominate a lane with another early-game ownage hero (Pugna) or to be the babysitter for the carry hero (spectre, faceless Lloyd[it's lloyd since void rhymes with my name]). Once you have bought all your starting items wait in-front of your 1st tower. When the timer hits 1.29 (assuming it’s not RD) use Dark Ritual on the first melee creep. Since melee creeps give off the most exp and do less damage then the range creep, you won’t be tower hugging all the time. Once you have denied the creep start to creep block the rest. This is done by standing in front of your creeps and constantly pressing ‘H’. If done correctly you will have your tower hitting the first wave of Sentinel creeps and you would’ve denied experience from your enemy. Between levels 1-2, your objective is to last hit and deny as much as you can. Don’t auto-attack your enemy’s creeps, hold ALT and wait until your enemies creeps are under the threshold Hp for a last hit. It may take a few games to learn Kel’Thuzad’s projectile but once learnt it’s quite a simple task. You can also animation-cancel Kel Thuzad’s attack. When you see the projectile flying out, don’t just wait around until it hits the creep, issue another command cancelling the rest of the animation. Remeber kids, Lich’s attack damage is absolute shiza, so remeber when you attack creeps they have to have a tiny bit of HP, Lich is no-orb walker with nice damage. Try to gain lane-control so you can stand closer to the dieing creeps, effectively minimising the casting time.

    Between 3-5, you can start harassing your enemies more with your Frost-Nova and keep your mana regenerated with Dark Ritual. Whenever Dark Ritual is on cooldown, use it on a ful HP melee creep (unless you need to wait to use for a kill), this will keep the creeps closer in your territory and keep the XP and the money lower for the enemy. Keep last hitting and denying but if an enemy hero gets to close, make sure they pay with a Frost Nova. Make sure that when your mana is full you cast your Frost Nova on your opponent then use Dark Ritual. There is no point keeping your mana full when you can harass your enemy.

    Level 6 you gain a new weapon in your arsenal, Chain Frost. At level 6 you can kill an enemy hero, but it takes timing and precision. If you are versing 2 heroes, wait until there are no creeps around and use Chain Frost on the one with less HP. Hopefully, they will stay close and it will bounce until one of them dies. When the other one is trying to run, attack him until the slow from Chain Frost wheres off. At that stage you Frost Nova him, this is to ensure the maximum amount of slow possible. If done correctly you have a double kill and a lot more money to spend. If there is only one enemy hero in your lane, wait until they have one more creep left (if it is a range hero you are versing, then wait till their spell caster creep is the last one left. If it a Melee hero you are versing, wait until they only have one Treant left.) Cast Chain Frost on the enemy hero. Hopefully the enemy creep will be able to stay alive for 2 bounces so the enemy hero gets hit by 3 which should be enough to kill him. If it doesn’t kill the enemy do like in the other situation, wait for the slow to where off and Frost Nova guaranteeing a kill. Anywhere Between Levels 1-7 you can put down Observer Wards. Put 2 wards at either side of the river for now. Also put one Observer Ward on the top of the hill so you can see where there is usually fog. Later game when heroes are moving around more Observer Wards will be put in more places.
    IPB Image<–Click me

    Levels 8-12

    Dota Allstrs Kel'Thuzad The Lich Hero Screenshot

      Skill order

      Level 08 | Dark Ritual
      Level 09 | Dark Ritual
      Level 10 | Frost Armour
      Level 11 | Chain Frost
      Level 12 | Attribute Bonuses

      Item order
      Bracer (500)
      Chainmail (600)
      Netherezims Buckler Recipe (200)
      Mekansm Recipe (900)
      Observer Wards (215)
      Total Cost:2415

    From levels 8-12 your main priority is to finish off Mekansm and to ward the map. Kel’Thuzad needs to constantly suppply wards so your team can assume total-map control. Mekansm is essential in team battles so you can keep you and the rest of your team fighting. At this stage you can go around ganking and try keep everyone on the map underleveled while warding the map or stay in your lane and try and keep your enemy/s underleveled until a team battle emerges or a gank is being initiated. Both of them are viable strats.

    Your role in team battles is to do as much damage as possible to the whole collective group while focusing on one main target, This hero is usually a disabler/spell caster as they will have little HP and will be easy target for Kel’Thuzad. When a battle starts use Frost Nova on the hero you want to kill, then use Chain Frost on the same hero. Hopefully the bounces will continuously hit your main target and kill him and there will be more bounces left to damage the rest of the team. One thing that is taken for granted is the huge range on Chain Frost. When using it in a team battle use the range fully and/or over terain, so if/when you’re focused fired, you have a nice head start when you go into a Juking position.

    Make sure you always have a TP scroll on you, so if you push to far and see a free lane you can teleport there immediately. Since everyone is moving more freely around the map, more Observer Wards will need to be purchased so you can see around the map.

    IPB Image(Thanks to ResetX for letting me use his ward picture)

    The last place I would recommend putting a ward down is at Roshan. With the new changes to how Roshan works, teams will try to take him out when they have the chance, so a ward there would seem mandatory. Also in a team battle near Roshan would be one of the best places for Lich to fight, as there are no creeps for the Chain Frost to bounce to.

    Between the later levels here and going into the level 13 it is your duty to farm up Blink Dagger/BoT.

    Levels 13-16

    Dota Allstars Lich Screenshot

      Skill order

      Level 13 | Attribute Bonus
      Level 14 | Attribute Bonus
      Level 15 | Attribute Bonus
      Level 16 | Chain Frost

      Item order
      Observer Wards (215)
      Blink Dagger (2150)
      Point Booster (1200)
      TOTAL COST: 3565

    Level 13 to 16 are very important to Kel’Thuzad. Team battles and pushes are as rampant as ever. Like levels 8-12 your main objective is to put down wards and help out in team battles. Since there will be a lot of team pushes, make sure you walk around with a TP scroll. It is imperative that you have one, so you can lane jump and assume map control. If there are a lot of towers down and you need to lane jump constantly due to the enemy.

    In the early stages of 13-16, you should have Blink Dagger. You finally have a full-proof escape mechanism. Now you don’t have to rely on Juking spots to sneak up on your enemy, you can use a blink dagger to blink in or out of battles to keep yourself safe. Make sure you Blink effectively by:

    • Blinking into the correct positions for battles
    • Blinking 1000 yards and not over, so you use the full distance of the Blink
    • Blinking over Terrain to outrun your enemy
    • Blinking directly ontop of the enemy, stopping him from moving so you can get extra shots in

    Level 16 is a great time for you. The damage from Chain Frost has increased while the cooldown has reduced massively. Make sure you use this effectively, you don’t even need to wait for team battles, just use Chain Frost whenever you think it is appropriate.

    Levels 17-25

    Dota Allstars Kel'Thuzad The Lich Items and Skills build guide screenshot

      Skill order

      Level 17 | Frost Armour
      Level 18 | Frost Armour
      Level 19 | Frost Armour
      Level 20 | Attribute Bonus
      Level 21 | Attribute Bonus
      Level 22 | Attribute Bonus
      Level 23 | Attribute Bonus
      Level 24 | Attribute Bonus
      Level 25 | Attribute Bonus

      Item order
      Boots of Travel (2200)
      Vitality Booster (1100)
      Energy Booster (1000)
      TOTAL COST (4300)


    UUUH…any intelligence heroes worst nightmare in Dota Allstars, late game. Kel’Thuzad is no exception to the rule. To be honest, at this point of the game you are quite a liability. You fight, you Chain and you die…that’s why it is impreitive that you keep buying wards and pop them down all around the map.

    This is where Frost Armour finally becomes effective, when the DPS’ers start to run the game. Cast it on as many of your allies as you can, focusing on your tank or your main DPS’er unless someone is specifically being focused fired. When heroes are pushing and push to far either TP into the lane and counter the push or assist in ganking the enemy. If the game is going long then decide between the late-game items (explanations of which ones later). This is where you become more of a support hero, as your spells are becoming less and less effective. Still keep using your Chain Frost in team battles, even though it doesn’t seem to do much damage, it actually does a net damage of 2300. Also remember to use your Mekansm late game, as that has a net heal of 1250. While your chances of getting late game kills are slim, supporting your allies should be satisfying enough. Try and get your team to do mass-pushes so the game doesn’t end with everyone being level 25, thus making you ineffective.

    Important Strategies

    Mini-guide to Chain Frost

    I’ve decided to dedicate a mini-guide to Chain Frost as I’ve seen countless players using Chain Frost to recklessly or they are to cautious to cast it, in fear of it being wasted. So I hope to show how Chain Frost is meant to be used different situations.

    2 Running heroes

    IPB Image

    The best situation you will ever receive as Lich. 2 heroes running away, with no other enemies in sight. If you notice in the clip, the fleeing heroes are Meepo and Skeleton King while Pandaren Brewmaster and a bunch of creeps are chasing me. I could’ve shot my Chain Frost earlier, but I wanted to ensure my kill by isolating both heroes.

    Using Creeps

    IPB Image

    This strategy of Chain-Frost is primarily used early game. Since the enemy creeps can tank 1-2 of Chain Frost early make sure they are used effectively. Even though there was a Nevermore in this GIF, my intention was not to kill him (which I ended up doing :lol: ) but to kill the Bloodseeker. Make sure when using this strategy there is only 1 creep around for the Chain Frost to bounce off. If The Bloodseeker was next to the Necromancer at the start of the confrontation, I most likely would’ve not got any kills. Since most players tend to run when they see a Chain Frost being launched at them, the range that the Chain Frost jumps isn’t enough, resulting in less bounces. It is essential that the hero is a little bit in front so when he runs, he runs into another bounce.

    Chain Frost on a lone hero
    A technique that I use rarely to ensure kills, but it is effective. I suggest this technique only early game. This technique only works with harassing the enemy (which you should always be doing). If you establish lane control it makes this technique tons easier. Constantly nuke an opponent, keeping at 2/3rds health. At level 6-7 Frost Nova your target and hit him a few times, at this stage he will already be running backwards. When the slow from Frost Nova has warn off and the enemy is under 280 hp (before spell resistance) launch Chain Frost. While some may think this is an unneccesary technique, the fact of the matter is it does bag kills. What is the difference between using a creep to bounce off or one direct enemy if they both grab the kill.

    Chain Frost from Fog of War positions/Juking positions
    A technique that needs practice to make perfect, like all moves. Basically using the range of Chain Frost (750) and the Fog of War to your advantage. Get into a position where you can see the enemy but where they can’t see you and Chain Frost. obviously this technique is better used on 2 enemy heroes but if there is a creeps there, then use him as a reflector. I only suggest using this technique when you have your blink dagger. In the case where your Chain Frost doesn’t go as you planned, you will need to blink out ASAP and it’s better to be safe then sorry. For the people who don’t think that the 750 range on Chain Frost is enough, then I strongly suggest you play Dwarven Sniper and use his range to his full potential. Chain Frost is only 20 yards less then level 4 Take Aim.

    Juking has the same principle as the fog of war. When the enemy is chasing (preferably 2), use the trees or hills so you enter a position can’t see you and you can see them. When they start running around frantically looking for you, Chain Frost. Once again like Fog of War, only do this with a dagger in your inventory for precautions.

    Ganking with allies

    IPB Image
    In this GIF, you see Magnus and Darchrow get ready to gank. They blink in with Magnus stunning both heroes. Lich blinks in and gets a double kill since the bounce is recurring between them.

    Lich is a great ganker, that’s obvious. He manages to get a bunch of nice kills in 2v1 situations. But 2 or 3 heroes is always better then one. Lich’s Chain Frost when it comes to ganking is best used with an AOE stunner to clear everyone up. AOE stunners most of the time have blink dagger and in that case so should you.

    Chain Frost in team battles
    If you have realised, all the situations that I have used are meant for killing, In team battles though, Chain Frost can kill enemies but in most cases it is used to do as much damage to a team as possible. Chain Frost is a quick move that can affect a whole team in seconds.
    When using Chain Frost think about who you should aim at, this obviously depends on what section of the game it is. AOE disablers are always a primary target, the main DPS’ers are main targets are mid to late game. If there are neither (99.9999999999% not going to happen) pick the hero in the middle, so the maximum amount of bounces can be used.

    Nova, Chain, Nova vs. Chain, Nova, Nova
    2 separate ways fro Kel’Thuzad to use his attack. While they both do the same amount of damage (assuming Chain Frost bounces the same amount of times) they are 2 separate tacticts that are implemented for 2 separate situations.

    So when to use which?
    Nova, Chain, Nova (N/C/N) is the more commonly used technique. It allows to do some nice burst damage, Chain Frost and wait for the cool down on Frost Nova to cooldown, finishing them off. A very commonly used tactic for obvious reasons. This startegy is commonly used in team battles and taking out single heroes.

    Chain, Nova, Nova (C/N/N) is a less commonly known tactic. Why would anyone use this tactic? N/C/N lets you do something while Frost Nova is on CD. The problem is, if you are ganking 2 enemies, you are only going to damage one significatly enough while the other one will escape with a scratch. If you use the C/N/N it has an element of surprise, giving little to no time for your enemy/s to react. This technique is used more for ganking enemies. If you are having problems with catching fleeing enemies while your 2nd Frost Nova is on CD, you are either:

    • Using the first Frost Nova to early, not letting the Slow from CF take full effect.
    • Waiting for the full animation when you can animation-cancel
    • Letting your enemies go out of range

    The best way to counter these problems is to learn Kel’Thuzad’s animation and looking at your enemies status bar, to see if the cold attack is still in effect. Also, a lot of people tend to forget they have a Blink Dagger in their inventory. Dagger is a very critical part of chasing, always use it to your advantage.

    Knowing the creeps
    Admittedly, this part was taking Fat404’s guide to Juggernaut but the same principles apply to Kel’Thuzad’s Chain Frost. Creeps spawn every thirty seconds at either 1.29(AP,AR etc) or at 3(RD,LM etc) it is imperitive that you learn the motions of the creeps. Have you ever seen heroes go into the jungle and pull the creeps with them? this is due to the fact that have memorised the movements of the creeps and found a way to manipulate it. If you want to learn about manipulating the creeps then go to my Rexxar guide. But more importantly, creeps can fuck up a perfect Chain Frost. If they manage to walk and creeps are there, then you’ve just wasted you ultimate.

    IPB Image

    Until there are pushes and manipulations of creeps (this could include just creep killing) the DotA map when it comes to Sent/Scourge creeps is symetrical diagonally. For Eg. When the creeps hit the 3rd tower for Sent another spawn will occur, this principle will work for the top scourge. Try to remember the times of when creeps spawn and make sure you don’t interfere with it.

    Wards and Blink around the map
    Dota is a game where you must be aware of the terrain. Like most games you need to be aware of the map, who your are friendly with, enemies with etc. In DotA it is imperitive to have sight around the map so you can control it. It is also important to understand the terrain to take advantage of it. So here is a blown-up map of DotA with some handy ward places and blink areas.

    IPB Image
    Blue: Nice areas to blink
    Red: Areas to put observer wards

    Allies and Enemies

    Good Supporting Heroes
    IPB ImageIPB Image
    AOE Disablers
    These guys make Chain Frosting 1000x easier. A simple technique that needs little to no effort, with a maximum effect. All of these heroes can also buy a Blink Dagger (except Faceless Void of course) so a blinking gank is the most effective in this case. Just make sure that your ally does the disable first so the enemies can’t run away.

    Chain Frost works normally in the Chronosphere.

    IPB ImageIPB Image

    Late game DPS’ers
    These are 2 main candidates who work well with Kel’Thuzad late game. Why? Simple, while your moves are becoming less effective, there’s are getting stronger. While the damage from your moves are ineffective now, the slow is as powerful as it ever was. A 4 second slow from Frost Nova gives enough time for these heroes to use their steroid spell and take down a hero with ease.

    IPB ImageIPB Image
    Creep Clearers
    These 2 are heroes that can basically take down every enemy creep with one nuke. Although I’m recommending a solo Lich, he is also a great lane partner. The trick with one of these two is to get them to use their AOE’s and clear out a lane while hitting the enemy heroes. Straight after Kel’Thuzad unleashes Chain Frost. With 2 heroes completely unprotected by creeps this is a great way to grab kills.

    IPB Image
    Vol’Jin is the only other hero that prefers 2 v 1 battle. With Paralysing Cask, he can have 2 heroes stunned for 4 seconds respectively. With Kel’Thuzad also preferred against 2 enemies because of Chain Frost, this team can wreck up any team together.

    IPB Image
    One of the sexiest teams in DotA. These two can adapt to virtually any lane. The Lich Enigma combo has awesome lane denying abilities due to Conversion and Dark Ritual. This team can be put in mid together to shut down the late game carry (thanks to Ger- for that one). The Midnight Pulse+Black Hole combo is that much sweeter when you have a Chain Frost shot out.

    Tough Enemy Heroes

    IPB ImageIPB Image

    Heavy Tanks
    These heroes specifically harder to fight because of their extreme amounts of defence and HP. They also gain the HP incredibly quickly making your Chain Frost ineffective in an earlier stage of the game. If they have 3 or more tanks on their team, then Kel’Thuzad isn’t the choice for the game.

    IPB ImageIPB Image
    Omniknight, Storm Spirit
    Magic Counters
    These 2 heroes are your 2 major enemies. Repel completely makes Chain Frost and Frost Nova useless. While Barrier wastes Frost Nova and absorbs bounces from Chain Frost. Storm Spirit is going to be the next big solo’er IMO, so if he’s picked asked for a dual lane and get Viper or Visage to solo.

    IPB Image
    His name says it all. With his Mana Break – Mana Void combo it completely obliterate a hero that focuses on having mana, your not in a good position. Since he also has a blink with a longer range and a shorter cooldown, he makes your makes your Blink Dagger completely redundant. The only advice i can give to you when you fight him is to turn on your Frost Armour. Hopefully it will slow his IAS so your allies can come and help you.

    IPB Image
    One of the only heroes that can hold up in a lane against Kel’Thuzad. With his powerful nukes it makes it very hard for Lich to lane him. I suggest either an extra Bracer, 2 Rings of Regeneration and putting a sentry ward in the top of your hill. Smart Tinkers put an observer ward so he can see over the hill so they can use their heat-seeking missiles. By taking that away from them, you have taken away his most powerful nuke.

    Frequently Asked Questions

    Latest Updates

    • Guide finished! 23/05/2007
    • Guide actually finished, added in 2nd part of guide, added in skill build Justification 24/05/2007
    • Added in a replay, fixed up hyperlinks in Chain Frost pictures, fixed some spelling errors 27/05/2007
    • Various Changes, added Mekansm into core build, took out Syllabear and image-heroes in easy to counter heroes. Added Pugna and Death Prophet to allies(Thanks to Chillin’ Ice. Fixed up Early game strategy section. 1/06/2007
    • Fixed a ton of spelling mistakes, added in a description of Replay, further pointed out Travel>Treads 2/06/2007
    • Added in 6.44 heroes to allies/enemies. Added in a mini section to methods of Chain Frost and Frost Nova. Added Bottle to In-game items 08/06/2007
    • Massive Update. 6.45 ready. Changed item build around. Added in 2 new builds (Necro and Aghanims). Fixed up skills for the new map, same with aghanims. 29/06/2007
    • Took out hyperlinks out of pictures that aren’t needed 30/06/2007
    • Revamped whole guide, added in tons of new things, removed a few things too. 3 new replays. HGC ready 30/9/07

    Final Words

    Well, that’s the end of my Lich guide. I hope I have showed you what I have intended to do, to show how Lich is not powerless and doesn’t need expensive items to be a threat. Lich still has great soloing capabilities regardless of what others think. I would just like as much feedback as possible, so please your thoughts/criticism would be much appreciated and noted.

      Credit goes to:

    • Beast_Pete for answering all my PM’s, for all his suggestions and for letting me use his template
    • ThisisBob for making the best guide ever (Axe)
    • MasterJoe for making his guide on Tormented Solo, after trying it out it inspired me to play Intel heroes again
    • To all my mates that I play with. Scribe, Davo, Inferno, Nekid and everyone in CB
    • ResetX for letting me use his picture of wards spots
    • Genosis for making a long-awaited Juking guide
    • IronFisto for making a GIF guide per my request
    • MadCat for making a kickass banner

    Mirana Nightshade, the Priestess of the Moon Guide by Lestat9208

    Wednesday, May 21st, 2008
    Mirana Nightshade
    1. Introduction
    2. Stats
    3. Skills
    4. Item Build
    5. Skill Build
    6. Early Game
    7. Middle Game
    8. Late Game
    9. Conclusion

    Don’t know what items to buy for Mirana, or what skills to upgrade first? Here you can find answers!

    I hope that this guide will show you that Mirana isn`t made just for the suport other heroes of Dota Allstars. I am not god, do not follow my teachings like a religion, be flexible. Necessity often overrules tradition. Thank You.

    Mirana Nightshade

    Mirana Nightshade – Priestess of the Moon

    Range: 600 | Move Speed: 300
    Primary: AGI
    Str: 17 + 1.85 | Agi: 20 + 2.75 | Int: 17 + 1.65
    Damage: 38 – 49 | HP: 473 | Mana: 221
    HP Regen: 0.76 | Mana Regen: 0.69
    Attack Speed: 1.14 | Armor: 1

    Starfall 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.
    Mana Cost:
    Comment: Please, DO use it at farming and harassing, because it`s worth it, but only after you purchase items that give you Int/mana. Higly situational, you may be able to KS or even double/triple kill with this Basically, it`s your pushing/farming/harrassing ability. Not much to say about this, just that it`s a very good skill, with a 60% chance to hit an enemy in a 600-900 range. That`s beautiful:X
    Elune`s Arrow 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.
    Mana Cost:
    Comment: Your signature skill. A good initiator in ganking a single hero in a lane, and a good finishing skill for fleeing heroes in team clashes. 4 out of 10 throws you`ll throw it a little bit farther or hit a creep or someone else, in a newb scenario, but even a pro would miss 1/10 shot. There are no fixed spots to throw this arrow, I really can`t explain you with pictures or words, so I recomend you the allmighty YouTube, and try to practice. Pratice makes you perfect. Let me tell you how it works: It flies almost directly from your position to the aimed position. It works similar to Pudge’s Meat hook in that it works on the first target it comes to. Unlike Pudge’s Meat hook, it does not work on friendly units. It is directly proportional to to the distance the target is from the firing point. Similar to the Enchantress’ Impetus, except with stun duration. So getting on top of an opponent and casting it on him is not always a good idea. It goes anywhere from 0.5 seconds to 5 seconds
    Leap 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.
    Mana Cost: 40 / 35 / 30 / 20
    Cooldown: 40 / 35 / 30 / 20
    Comment: Ah, this is the most beloved escaping ability in DotA. Good Range, and a bonus in movement speed, now that`s something… The only thing that sucks is the long cooldown, and the nerfage since 6.49, when the invulnerability wich was available while you Mirana was in air has been disabled, GREAT loss… You`ll only be needing a pinch of it early game, and the rest of it mid-late game. Use it wisely, because it has a long cooldown. You might be trapped into trees, so don`t expose yourself. Escaping mechanism, on of them as you can see. This is easy to master… Just don`t jump in areas that has clifs/trees or you might get stuck. I`ve been killed once or twice because of this and I`ve learned my lesson. Beware, if you leap when ruptured, you`ll get the damage… The things I like about this skill is that it`s
    Moonlight Shadow Moonlight Shadow ()
    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.
    Mana Cost:
    Comment: A very good ultimate. Use it wisely, don`t be shy… This is a escapeing mechanism from team clashes you consider lost, or just jack the aegis and rape the enemy team going for roshan. 9/10 times, this is used deffensively… But when used offensively, it makes wanders… Imagine 5 heroes pushing, and suddenly, another 5 line-up pops up. Before you even notice, you`re DEAD.
    Skill Build

    Skill Build:

    1. Leap
    2. Elune`s Arrow
    3. Elune`s Arrow
    4. Starfall
    5. Elune`s Arrow
    6. Starfall
    7. Elune`s Arrow
    8. Starfall
    9. Starfall
    10. Moonlight Shadow
    11. Moonlight Shadow
    12. Leap
    13. Leap
    14. Leap
    15. Stats
    16. Stats
    17. Stats
    18. Stats
    19. Stats
    20. Stats
    21. Moonlight Shadow
    22. Stats
    23. Stats
    24. Stats
    25. Stats

    Item Build

    Item Build:

    1.View Details for Circlet of Nobility
    Circlet of Nobility
    +2 all stats.
    2.View Details for Gauntlets of Ogre Strength
    Gauntlets of Ogre Strength
    +3 str.
    3.View Details for Bracer
    +3 all attributes
    +3 Strength
    Gauntlets of Ogre Strength + Circlet of Nobility + Bracer Recipe Scroll
    4.View Details for Ring of Protection
    Ring of Protection
    +2 armor
    5.View Details for Energy Booster
    Energy Booster
    +250 mana
    6.View Details for Arcane Ring
    Arcane Ring
    A powerful jeweled ring that glows with intense magical energy. Gives +3 Armor and +300 Mana. Can cast Replenish to restore 135 mana to a 400 AoE around the caster (25 mana cost). 33 second cooldown.
    Ring of Protection + Energy Booster + Arcane Ring Scroll
    7.View Details for Power Treads
    Power Treads
    +65 Run Speed
    +35% Attack Speed
    +10 Selected Attribute
    Boots of Speed + Gloves of Haste + Boots of Elvenskin or Robe of the Magi or Belt of Giant Strength + Power Treads Recipe Scroll
    8.View Details for Mithril Hammer
    Mithril Hammer
    +24 dmg.
    9.View Details for Boots of Elvenskin
    Boots of Elvenskin
    +6 agi.
    10.View Details for Maelstrom
    +6 agi
    +25 dmg
    Orb Effect: Chain lightning (20% chance to cast on target, 150 dmg, hits 3 targets).
    Orb effects do not stack
    Boots of Elvenskin + Mithril Hammer + Maelstrom Recipe Scroll
    11.View Details for Eaglehorn
    +25 agility
    12.View Details for Mjollnir
    Thor’s magical hammer, made for him by the dwarfs Brok and Eitri. Gives +35 Agility, +35 damage, and a 20% chance to release a 200 damage Chain Lightning. When a hero with the Static Charge buff is attacked there is a 20% chance that a 200 damage Static Charge will strike the attacking unit. Static charge activates at most once per second (50 mana cost).
    Maelstrom + Eaglehorn
    13.View Details for Ultimate Orb
    Ultimate Orb
    +10 all stats.
    14.View Details for Linken`s Sphere
    Linken`s Sphere
    Blocks most targeted spells once every 20 seconds
    +6 HP regen/second
    +150% mana regen
    +15 Agility
    +15 Intelligence
    +15 Strength

    Perseverance + Ultimate Orb + Linken`s Sphere Recipe Scroll
    15.View Details for The Butterfly
    The Butterfly
    30% Evasion
    +30 damage
    30% increased attack speed
    +30 Agility
    Eaglehorn + Quarter Staff + The Butterfly Recipe Scroll
    16.View Details for Monkey King Bar
    Monkey King Bar
    +75 Damage
    +15% Attack Speed
    Passive: Bonus Damage
    100 Damage to Target 0.01 Second Stun 30% Chance
    The bonus damage is fixed regardless of any situations e.g. critical attack, armor, and will cancel any previous bash
    Demon Edge + 2 Javelins

    Early Game

    Early Game:


    A matriarch and high priestess… blah…. serves as light in darkness… the bottom line is she kills nooblets and feeds em to her pretty kitty. I wonder what kind of litter box it needs…..?

    To be honest, this isn`t your average “easy-to-play-with” hero. It`s stupid to think that. Mirana requires at least medium experience in DotA world, as well as patience.

    Let`s have a closer look at the item builds that have evolved on this hero, since her aparition on the DotA stage

    Mirana Nightshade apeared first in DotA Allstars v6.38 am I right? Well, the only thing that has changed at her IIRC is the Invulnerability when she`s leaping, which was a terrible nerf, I`ve feld it almost every time…

    Let`s see the common item builds on her

    a) The SnY Build (since 6.38 until 6.42) Cost: ~18075

    Commonly seen when she was young and people haven`t got much experience with her, including dear me:D We didn`t like her MS. We don`t like it now… The build looked like this

    Flaws: Well, this may be a poor try of a suporter hero, not the best aparently… At least it`s cost efficient, but Mirana can do much more

    b) The Manta Build (since 6.40/2 until 6.44/5) Cost: ~30800

    Initialy seen as a crazy build, this seemed to atract Mirana fans, including dear me :lol: and it looked like this

    Flaws: Mirana isn`t made for the big scene of the battle agi heroes, of course her DPS was very big and was feared by every single INT hero, but tanks could so easily destroy her… And it`s very expensive for a mana dependent Mirana

    c) The Perfect Mirana Suporter Build (since 6.42 until 6.44/5) Cost: ~20000

    This is a build I like for the perfect Mirana suporter. I loved this, simply loved this, but it kinda faded, since many tanks were nerfed

    Flaws: I can`t think of any flaws I this build. It`s cost eficient, and makes Mirana one of the best suporters, but the reason I gived up to this most beloved build is that Desolator wasn`t popular anymore, neither Mekansm, or it`s just made for Int like Ajushta [perfect unstopable healer], Silencer, Rotund`jere, Ezalor or STR guy Omniknight.

    d) The Skadi SnY animation canceling build [since 6.44 until 6.48] Cost: ~28800

    A very funny build, very usefull, and discouraging as well as tricky build. The whole idea was to get Skadi before SnY or just place them down, then pick up Skadi first, and then SnY, so that the frost animation was canceled, and people think you don`t benefit from the frost attack…

    Flaws: Aparently none, great stat boost, MS close to 500 with the help of Leap, increased survivability, decent DPS but something is missing: How the hell are you gonna farm this expensive item build with the lack of mana you got?

    e) The Stupid Lifesteal Build [Since like ever :lol: ] Cost: ~31100 gold

    Flaws: Many, starting from the fact that Mirana doesn`t have the damage to suport not even a decent lifesteal. Survivability isn`t increased by too much, and doesn`t make Mirana a suporter, nor a killer, nor a DPSer. This build is just stupid and very expensive… THE MOST EXPENSIVE

    f) Curent Build [from this strat, since 6.48b, the new stable map] Cost: ~27000

    Pros: Makes Mirana a killer DPSer, since we agreed I don`t like making Mirana a suporter anymore. The cost is decent, since she has enough mana for the spammability of Starfall. The survivability of Mirana increases decently, since she has evasion, hp boost from linken`s as well as hp and mana regen, and 2 escaping skills. I just love this build. Can you see the beauty in it? :X Gotta love it

    Cons: Still doesn`t make Mirana the hero that can match anyone. She`s food for permabashers and for fat tanks like Omniknight and Centaur [even if these 2 could`n kill her]. Come to think of it, everybody`s food for permabashers… And it doesn`t give you much HP, but, frankly, you don`t need iot. You need damage and attack speed, and sufficient MS so that you can flee from absolutely every lost team clash


    1.85/level on Strength is mediocre, but since she`s agi, we`ll not complain, at least I`m not going to

    2.75/level on Agility… Not bad, but not enough… I think it should compensate a bit more, look at Terrorblade…

    1.65/level on Inteligence is yet again, mediocre, since she depends on her skills, and her base damage, armor and HP does NOT compensate this lack of mana

    Her overview at the start of the game doesn`t give us much hope, does she?I`ve chosen her skills like this because, first of all, she isn`t focusing on having much mana, and since Elune`s Arrow`s mana cost is quite decent, even for Mirana, we will have to settle like this. We need at least a level of Leap early game, it`s self explanatory.Maxing out Starfall in early game is crucial, even if you won`t be spamming it, untill your arcane ring comes. You will feel the strong absence of stats, but if you consider that she needs the stats more than starfall, then so be it. This is how it works for me and it works great. It is only situational.


    Her range is 600, standard night elf/ high elf/human looking hero in DotA. Just kiddin`, don`t think this matters. Her range is more than suficient.


    Mirana is a relatively slow hero, but her Leap compensates this. Even if her ms isn`t spectacular, she is able to survive with it in a 5v5 match untill level 5-6 at least. Same with her ASPD, let`s face it, she`s far from beeing Luna like at this chapter.


    A close look at the skills, and we should see that she`s a suport hero, by all means necesary… Her starfall serves as an AoE nuke with the purpose of erasing the creep masses, her arrow serves as an initiating and finishing nuke with a more than decent stun, her Leap has a Speed Aura Effect, and her ultimate serves well as an escape/gank mechanism.Well, let`s not make her the suport hero everyone depends on, damn cry babies… Let`s take her to the other side, as a killer machine, because 80% of DotA players don`t have in their character the will of good aid, and I`m one of the 80%


    This is a 5v5 scenario, so be carefull, and choose other strategyes in 1v1, 2v2, 3v3 because it won`t work.Start with:

    Gauntlets of Ogre StrengthCirclet of NobilityRing of ProtectionAncient Tango of Essifation


    Ring of ProtectionRing of RegenerationAncient Tango of Essifation

    Choose mid lane and beg for solo for at least 7-8 minutes, or choose bottom lane if sentinel, with a melee tankish strength hero, or top lane with the same tankish melee strength hero. Why? First of all, you`ll need a tank to back you up if your team has chosen an other hero to solo the mid in order to be carry. Mirana along with Traxex, Sniper is the damage dealer behind the tanks [we`re not talking about raw hardcore BIG damage].Now that we`ve settled this, let`s see what is your gameplay in the two scenarios I`ve mentioned.



    Basically, it`s your pushing/farming/harrassing ability. Not much to say about this, just that it`s a very good skill, with a 60% chance to hit an enemy in a 600-900 range. That`s beautiful:X

    Elune`s Arrow

    Let me tell you how it works: It flies almost directly from your position to the aimed position. It works similar to Pudge’s Meat hook in that it works on the first target it comes to. Unlike Pudge’s Meat hook, it does not work on friendly units. It is directly proportional to to the distance the target is from the firing point. Similar to the Enchantress’ Impetus, except with stun duration. So getting on top of an opponent and casting it on him is not always a good idea. It goes anywhere from 0.5 seconds to 5 seconds


    Escaping mechanism, on of them as you can see. This is easy to master… Just don`t jump in areas that has clifs/trees or you might get stuck. I`ve been killed once or twice because of this and I`ve learned my lesson. Beware, if you leap when ruptured, you`ll get the damage… The things I like about this skill is that it`s casting time is 0.00 which means that you can leap from most of the disabling skills, like Dismember, or Black Hole.

    Moonlight Shadow

    9/10 times, this is used deffensively… But when used offensively, it makes wanders… Imagine 5 heroes pushing, and suddenly, another 5 line-up pops up. Before you even notice, you`re DEAD.




    Best case scenario

    Darchrow - The EnigmaShendelzare Silkwood - The Vengeful SpiritMorphling - The MorphlingSlithice - The Naga SirenEzalor - The Keeper of the LightFurion - The ProphetLuna Moonfang - The Moon RiderKardel Sharpeye - The Dwarven Sniper

    Traxex - The Drow RangerRazor - The Lightning RevenantBone Clinkz - The Bone FletcherKael - The InvokerMedusa - The GorgonNevermore - The Shadow Fiend

    There`s no way these hero could outstand/outsmart you, in case you`re a complet idiot, well, that`s a relief huh?

    Worst Case Scenario

    Lina Inverse - The SlayerAiushtha - The EnchantressSven - The RogueknightRylai Crestfall - The Crystal MaidenLion - The Demon WitchAnub`arak - The Nerubian AssassinHarbinger - The Obsidian DestroyerNortrom - The Silencer

    Basically, heroes with strong nukes, fat hp, or crazy DPSers will give you quite a hard time, which will discourage you, but be aware, the power of Elune is with you. I might`ve skipped a few heroes to fear, but I hope you got the point.

    You will rarely cross the river and hit once or two times the tower, but that`s just it, do not exagerate. You are not the greatest last hitter/denyer so you`ll be having a hard time in the first 4-5 levels. Don`t think of starting to kill, except if the oportunity hits you in the face, then, by all means, KILL!

    The main purpose is to control the lane as much as you can. You can easily controll your lane with starfall. Yep, preety good skill ain`t it?When it comes to harassing, you are not the best, but neither the worst. Harrass with your starfall+elune`s combo. A well throwed arrow might assure you the kill in the best case scenario, if not, you still might force your enemy to go back to the fountain and regen, and that means more experience to you, and the chance to hit again the tower once or twice. Slowly, you will have the necesary money to complete your Arcane Ring, this is the first item to complete , then buy a Boots of Speed, finish your Bracer, maybe get a Boots of Elvenskin if you got an early kill, and that`s just after the first trip to the fountain.Allways look at the minimap, maybe your enemy would consider ganking you, or just push the mid lane, well then, this is all about sinconizing… You should be smart enough to call your teammates first, gank the mid laner, push the first tower down and then just spread.


    Only gank when:

    It’s near You’re sure your CAN KILL HIM

    He’s fragile [the enemy, d`uh]

    Your Elune`s Arrow is Usable and have enough mana for a Leap, Starfall and another Arrow

    There are good allies [disables, nukes]

    When it comes to ganking, well, here`s your chance. Get to the top/bottom lane, and place strategicaly your arrow, of course, your teammates should be warned, to stay in touch with you. If you have succeeded in placing your arrow in the right place, leap towards your enemy, hit him hard, maybe a starfall, then let your teammate finish him


    You won`t be pushing too much alone, since you don`t have the damage, and you are kinda fragile


    Farming will be fun as soon as you max out Starfall, and that is at level 9. By then, you will have your Arcane Ring, so farming will be great. __________________________________________________________________________________

    I don`t think there will be any team clashes early game, so by the end of it, you should have, in the best case scenario:

    Boots of SpeedArcane RingBracerBoots of ElvenskinGloves of Haste

    Option 2:

    Boots of SpeedArcane RingBracerMithril Hammer

    or in the worst case scenario:

    Boots of SpeedArcane RingBracerBoots of Elvenskin



    Lane Enemies

    Best Case Scenario


    Worst Case Scenario


    I hope you get the point, but not to worry, hopely, your lanemate, the fat tank, will back you up.You have the same items as in case I but you have a teammate on your side. This is a little bit tuff, because you won`t be farming so well, only if you`re a master of last hitting, which would mean that your teammate wouldn`t farm at all. Any tank is blessed with Mirana on one side, and the best heroes to combo with her would be:

    Tiny - The Stone GiantRazzil Darkbrew - AlchemistRexxar - The BeastmasterMangix - The Pandaren BattlemasterKnight Davion - The Dragon KnightAzgalor - Pit LordCrixalis - The Sand King

    Needless to say, painfull AoEs, and stuns which will whipe out your enemyes


    Warn your teammate, if you have low HP, go back, so that your enemy would think you`re going home, come back through the forest, place a well made arrow on your enemy, which will stun him for at least 4 seconds, then leap forward him, starfall, hit hit, and let your teammate finnish him with a nuke. Be carefull to manage your skills, look at your enemyes hp, if the enemy is backed up, you do the hitting, and your tank will do the harrassing of the other one, with a little luck, you might kill them both. HARRASS! You are a well proportioned range chick no melee good-for-nothing will spoil your fun.


    Talk to your tank and manage every creep wave one at a time. Tell him to cast his AoE on the creeps, and you finish them with your starfall, give him mana, then you cast Starfall, and let him finish the next creep wave. In due time, you will both have the gold needed. It`s all about team play. Your mate will apreciate you, your enemyes will fear you. By the end of the early game in this scenario, you might have more items, or gold than in case [b]I[/b] if you are good with your teammate Best Case Scenario, with at least 2 kills and a tower down:

    Power TreadsArcane RingBracerMithril Hammer

    Worst Case Scenario, with 2 or 3 deaths and one of your tower down

    Power TreadsArcane RingBracerBoots of Elvenskin

    Middle Game

    Mid Game:

    This is the part where you shine baby XD

    Nobody stays in the same lane as in Early game, so there won`t be 2 situations [solo/fat tank asist]. If you want to have the fat tank beside you always, at all cost, you might not have all the desired items, so I sugest you should leave your fat tank, I know it`s hard, but they grow up so fast:X

    This is in the first part of Middle Game

    You have the items necesary to make you a decent pusher. This is where you get your most kills. And luckely, you have finished your Maelstrom, `cause it`ll help you a lot.

    1. Get near your tower, on one side.

    2. Aim and throw Elune`s arrow

    3. Leap towards your enemy -> Starfall -> hit -> chase -> hit -> hit [Chain Lightning hopely triggers]-> Leap -> Starfall -> DEAD [You will have enough mana for two starfalls and two Leaps].

    If he isn`t dead, stay out of the tower`s sight, and throw a quick arrow. This will not guarantee 100% the kill, but you`re likely to anticipate his moves. He will probably go a little bit right after he passed through his 3rd tower [particulary speaking in mid lane], so he`ll be so self confident that he`s safe, he`ll expose himself to the deadly arrow.

    Mana Replenishing

    Do not neglect your Arcane! Replenish Mana anytime you can, and try to replenish when allies are near, so they could benefit too.


    Ganking will not be a problem here… You know what your initiating spell is [Elune`s Arrow] so just follow the steps from Early Game.

    Elune`s Arrow -> Leap -> Hit -> Starfall -> Hit -> Hit [Chain Lightning triggers most of the times here, with many luck you`ll trigger 2 or 3] -> Kill…


    Your Starfall permits you to lane controll very well, and if enemy heroes are aproaching fast, just beep for aid. Pushing is easy for you, again, with the help of your Starfall


    When in Middle lane, you can throw an arrow in one side of the river, the side where your teammates have warned you for the miss. In this way, your arrow will reveal possible enemies, maybe hit one of the heroes, who knows. Same on side lanes lanes, that would be easier. Remember, Mirana has two escape mechanisms, one of them is global, I strongly suggest that you should use your ulti for yourself only if you have large amounts of gold and don`t want to lose them. Even though she has good escaping abilities, do not exceed river limits on side lanes solo, you`ll gonna be a sitting duck, WARDS ARE YOUR BEST FRIENDS!!!


    1. When you are about to gank with your teammates 2 or 3 enemies which push one side, in order to push back. Use your ultimate just before entering the lane, and just before it ends, start attacking. DO NOT attack immediately, there may be backup coming, and you do not want to be cought in the act and get killed. Engage your attack, clean the creep wave with your Starfall and start pushing

    2. If your teammates have planted wards, and there`s a strong chance that a team clash could come soon, activate your ultimate, spread out, and then aproach from two sides, engage the battle. BE CAREFUL not to be in the middle of the fight, let your tanks do that, you are the damage dealer behind them, remember.

    3. If your enemies aren`t around the minimap, or you just saw them because of your well placed ward, rush to Roshan, activate your ultimate when you see that Roshan is at 1/4 of his HP, engage the battle, CRUSH your enemies, finish off Roshan and get the Aegis. I`m talking at 2nd person, but I`m not refering directly to Mirana, I`m refering to the team:D


    Here`s where you suposevly have your Mjollnir, and Perseverance… You are now a strong feared DPSer. Initiate with your arrow, everything is focused around the proper usage of Elune`s Arrow, I can`t seem to stress this out enough. Then Leap towards your enemy, hit, Starfall [by this time the stun has gone] activate your static shield on you, hoopefully you`ll get a static charge. Hit again. You should`ve have triggered until now about 2 or 3 chain lightnings. This should finish off even the strongest of heroes, yet again, fear fat tanks and nukers, because you still don`t have enough HP. And beware of permabashers. By the end of the mid game, you should have at least:

    Power TreadsArcane RingMjollnirUltimate OrbPerseverance

    Best Case Scenario:

    Power TreadsArcane RingMjollnirLinken`s SphereEaglehorn

    Late Game

    Late Game:

    It is very similar to mid game, only killing is a little bit more harder, considering that your enemies as well DO grow up.

    Let`s take a look at what heroes you CAN handle


    Atropos - The Bane ElementalLion - The Demon WitchRhasta - The Shadow Shaman

    You will be able to handle them pretty easy, since their spells lose their effectiveness. The only thing you`ll be having trouble is the disable itself, but if you have your linken`s, probably will avoid it. Even if they manage to disable you, you have your leap, and the ms increase are no amtch for them. It`s going to be your pleasure in destroing them


    Pugna - The OblivionAnub`seran - The Nerubian WeaverViper - The Netherdrake

    Hard time with these guys, you could take them out only with a tank/suport by your side, because they can cut through your relatively tiny armor


    Bradwarden - The Centaur WarchiefMangix - The Pandaren BattlemasterRigwarl - The Bristleback

    Hard time with these guys, but you can take them because of your decent ASPD and static charge/change lightning, combined with your spells, I`d say you could take them, but I can`t guarantee that. And maybe with a little help from an ally. Still, if you can`t kill them, they can`t kill you either.

    Now, let`s take a look at the heroes you CAN`T handle


    Dark Terror - The Faceless VoidBalanar - The Night StalkerBarathrum - The SpiritbreakerJah’rakal - The Troll WarlordMagina - The Anti-Mage

    Stay out of their sight, as they will crush you in mear seconds


    Abaddon - The Lord of AvernusPurist Thunderwrath - The OmniknightAiushtha - The Enchantress

    You`re gonna have such a hard time with these guys… Such a hard time…


    Rikimaru - The Stealth AssassinGondar - The Bounty Hunter


    Pushing is quite easy now, just follow the mid game strategy. Use starfall as to farming, pushing, and defending.

    Again, use your ultimate in team battles. You might want to handle the disablers first, and leave the tanks for the tanks. Disablers and DPSers that don`t hit you are the ones you should focus. Finish fleeing heroes with Elune, but use it wisely


    Fleeing is easy for you, I can stress this out. You haven`t have anything to worry about. Mirana is the most versatile hero in the fleeing chapter. Just be carefull how you Leap… Nobody wants you up a hill or in trees for 20 seconds, as you will be food for AoE skill heroes…


    Complete ButterflyStart building MKB/Buriza/Radiance/DivineFinish game!


    Power TreadsArcane RingMjollnirLinken`s SphereThe ButterflyMonkey King Bar


    Buriza-do Kyanon




    Divine Rapier

    Monkey King Bar is for DPS boosting, Buriza do` Kyanon is for mor damage due to critical, Radiance is for farming capability way beyond your mortal belief, and Divine Rapier, erm… simply pure DAMAGE:XEveryone has it`s taste :D


    1. Is it possible to have those items? They look expensive

    Answer: For Mirana is very easy to have these items, since she`s capable of farming with Starfall, and with the aid of Mjollnir

    2. Why extend your build to Butterfly and not HoT?Answer: Butterfly asures your survivability. 30% evasion means 30% more life that isn`t wasted. You need damage and ASPD, not just plain old HP. HoT will just boost your HP, and you have Linken`s to boost it. It`s more than enough

    3. Why do you use Starfall as a farming tool? It sounds stupid, I don`t see how you could take the whole creep wave by last hitting, since Starfall alone will not kill the creeps.Answer: Starfall is made for pushing as well as for farming. As long as you have Arcane Ring farming is do-able, pushing is do-able, Double-KSing is do-able :lol: kiddin:D

    Maybe the game will end before even ending MKB/Buriza/Radiance/Divine, but still, you can try

    Other stuff


    What can I say? Mirana`s versatility can push far over the normal suport hero scenario.


    The only notable reminder is Elune`s Arrow beeing your signature skill. Use it for what it`s made:Initiate Finish/Chase nukeOr that little thing I told you that you can prevent ganks with it


    DS Team for the excelent work done here

    Orochi and his Strategy Contesta

    ngelic_tutpikz for being a worthy mirana offender.

    Look angelic, you got a spot in my strategy :lol: [if you don`t know what I`m talkin` about, just see the "Luna Moonfang vs. Mirana Nightshade" thread in the "Heroes" Section ]

    My wooden PC that gives me terrible head aches

    LAST WORDS[?!?!]

    I don`t see how adding pictures would help you, but I added a replay just to show you how to use well your skills, and the order of buying the items, as well as methods of farming. It`s not my greatest replay, because I`m not the replaysaver kind of guy, I prefer screenies of my scores:D and live witnesses :lol: but it`s a way of showing a different ways of teamplay with Mirana. There pub games, so don`t think about nasty 2 hour matches. I hope you like it. Get the replays at: