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May 21st, 2008

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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
    Statistics

  • 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

Introduction


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 Expect a lot of changes since this guide is incredibly out-of-date.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

Pros

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

    Cons

  • 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

    Statistics

    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

    OR

    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
    Dagger.

    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
    Bloodstone:
    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
    Guinsoo:
    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

    Gameplay
    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

    Gameplay
    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

    Gameplay
    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)

    Gameplay

    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
    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.

    Enigma
    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
    Anti-Mage
    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
    Tinker
    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
    10. Comments

    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:
    Cooldown:
    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:
    Cooldown:
    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:
    Cooldown:
    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
    (185)
    +2 all stats.
    2.View Details for Gauntlets of Ogre Strength
    Gauntlets of Ogre Strength
    (150)
    +3 str.
    3.View Details for Bracer
    Bracer
    (510)
    +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
    (175)
    +2 armor
    5.View Details for Energy Booster
    Energy Booster
    (1000)
    +250 mana
    6.View Details for Arcane Ring
    Arcane Ring
    (1700)
    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
    (1850)
    +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
    (1610)
    +24 dmg.
    9.View Details for Boots of Elvenskin
    Boots of Elvenskin
    (450)
    +6 agi.
    10.View Details for Maelstrom
    Maelstrom
    (3360)
    +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
    Eaglehorn
    (3300)
    +25 agility
    12.View Details for Mjollnir
    Mjollnir
    (6760)
    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
    (2300)
    +10 all stats.
    14.View Details for Linken`s Sphere
    Linken`s Sphere
    (5175)
    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
    (6250)
    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
    (5400)
    +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:

    INTRODUCTION

    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

    STAT GROWTH

    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.

    RANGE

    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.

    MOVEMENT AND ATTACK SPEED

    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.

    ROLE IN THE TEAM

    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%

    ITEMS TO START

    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

    OR

    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.

    ABOUT TEH SKILLS

    Starfall

    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

    Leap

    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.

    I

    MID LANE SOLO

    LANE ENEMIES

    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.

    GANKING

    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

    PUSHING

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

    FARMING

    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

    II

    TOP LANE SCOURGE + FAT TANK / BOTTOM LANE SENTINEL + FAT TANK

    Lane Enemies

    Best Case Scenario

    SAME

    Worst Case Scenario

    SAME

    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

    GANKING, PUSHING AND KILLING WITH YOUR TANK

    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.

    FARMING AT THE SIDE OF YOUR TANK

    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
    KILLING

    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

    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…

    PUSHING/DEFENDING

    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

    AVOIDING GANKS

    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!!!

    HOW TO USE MOONLIGHT SHADOW

    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

    HERO KILLING

    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

    DISABLERS

    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

    RANGE DPSERS

    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

    TANKS

    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

    PERMABASHERS

    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

    BIG SUPORT HEROES

    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…

    GAY HEROES

    Rikimaru - The Stealth AssassinGondar - The Bounty Hunter

    PUSHING

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

    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

    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…

    PURCHASES

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

    INVENTORY

    Power TreadsArcane RingMjollnirLinken`s SphereThe ButterflyMonkey King Bar

    OR

    Buriza-do Kyanon

    OR

    Radiance

    OR

    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

    ZOOM-IN

    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

    Conclusion:

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

    REMINDERS

    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

    CREDITS

    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:

    http://rapidshare.com/files/107981842/2miranareplays.rar.html