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Bradwarden, the Centaur Warchief Guide by Rhyno_Payne

Tuesday, August 12th, 2008

This guide was written by Rhyno_Payne. Good job, pal!

Gifted with a tremendous body and an ever-growing fortitude, Bradwarden’s courage is only matched by the size of his heart. Prophesized as a savior by the oracles of his tribe, Bradwarden is the living token of the allegiance of the centaurs to the Sentinel. He swings his axe with massive force, sometimes even hurting himself when doing so. The ground trembles every time he slams his hoof and his reflexes are impossible to surpass; allowing him to retaliate just after being attacked. Bradwarden is decided to fulfill his destiny, and he knows that the upcoming battle will become his ultimate challenge.

(as of 6.49b)
The Centaur Warchief is a natural tank and should be played like one. In this guide I will discuss the proper Item builds for Centaur, Skill builds, the Centaur’s function in Dota Allstars, how to play him at all stages of the game, Advanced tactics with the Blink Dagger as well as your good allies and bad enemies.
Table of Contents:

  1. Hero Overview
    1. Pros and Cons
    2. Skills
    3. Skill Overview

  2. Skill Build
  3. Item Build
    1. Starting Items
    2. Core Items
    3. Mid Game Items
    4. Late Game Items
    5. Items to Consider
    6. Situational Items
    7. Other Items/Builds
    8. Items Not to Get

  4. Function
  5. Early Game Walkthrough
  6. Mid Game Walkthrough
  7. Late Game Walkthrough
  8. Advanced Strategy
  9. Good Allies
  10. Bad Enemies
  11. Conclusion

I. Hero Overview:

IPB Image

Affiliation: Sentinel – Light Tavern
Starting HP: 587
Base HP Regen: 0.94
Starting Mana: 195
Base Mana Regen: 0.61
Starting Armor: 3.1
Starting Base Damage: 55-57
Attack Range: 100(melee)
Movement Speed: 300

Strength: 23 + 2.6
Agility: 15 + 2.0
Intelligence: 15 + 1.6

A. Pros and Cons:


  1. A natural tank, one of the best in the game
  2. Giant damage output in a short time
  3. One of the most powerful nukes in the game
  4. Good Initiator
  5. Great Survivability


  1. No real presence in battle
  2. Melee hero
  3. Spells are hard to master
  4. Under average Intelligence

B. Skills:

IPB Image

Hoof S[t]omp

Slams the ground, stunning and damaging nearby enemy land units.

Level 1 – 100 damage, 1.25 second stun.
Level 2 – 150 damage, 1.75 second stun.
Level 3 – 200 damage, 2.25 second stun.
Level 4 – 250 damage, 2.75 second stun.
Mana Cost: 85/100/115/130
Cooldown: 15 seconds. 300 AoE.

The Centaur’s bread and butter skill.

IPB Image

[D]ouble Edge

The Centaur summons a tremendous amount of inner strength and releases a very powerful attack. It can only be done at melee range, and it damages both the Warchief and the enemy unit.

Level 1 – Deals 175 damage.
Level 2 – Deals 250 damage.
Level 3 – Deals 325 damage.
Level 4 – Deals 400 damage.
Mana Cost: 75/90/105/120
Cooldown: 25 seconds.

As one of the highest damage nukes in the game, this spell comes with a price. The damage dealt to the enemy is also dealt to you

IPB Image


The Centaur Warchief immediately counters every attack against him with a swift strike.

Level 1 – Returns 12.5 damage.
Level 2 – Returns 25 damage.
Level 3 – Returns 37.5 damage.
Level 4 – Returns 50 damage.

With its recent change, Return now wreaks havoc to both melee and ranged units.

IPB Image

Great [F]ortitude

The Centaur Warchief’s mammoth body is capable of absorbing great amounts of punishment.

Level 1 – Adds +12 Strength.
Level 2 – Adds +24 Strength.
Level 3 – Adds +36 Strength.

Giving more strength than any singular item in the game, this is what makes you such an amazing tank.

C. Skill Overview:

Hoof Stomp: The Centaur’s bread and butter skill. A well placed Hoof Stomp can turn the tides in a battle. With an AoE of 300 units, it is only to be casted at melee range, and activates once selected. It can be used for farming (mid-late game), ganking, harassing and as an escape mechanism. When fighting against a hero at melee range, use this skill first, follow up with one or two attacks and use Double Edge to finish the combo. If your oponent seems to be trying to juke you, or runs away when you approach them, pull a mindgame (thanks totallnewbie!). Force them out of the experience range, or make your first couple of threats empty. By this I mean just attacking the enemy hero and not using spells. Wait for the enemy to commit to the fight, where he thinks running away will result in his death. Then combo him, if you will survive the Double Edge. In one on one situations, early-mid game, wait until the target is near half HP (you might be near half HP as well) and then use your combo. If you think you are going to die before this, by all means use your combo earlier, and possibly retreat. For heroes with escape tactics (blink and WW), use Hoof Stomp right away so they do not get a chance to escape or try to fake them into using their escape mechanism.
Double Edge: As one of the highest damage nukes in the game, this spell comes with a price. The damage dealt to the enemy is also dealt to you. A good thing about this ability if you know you are going to die and you are below 400 HP, you can use it on an enemy to kill yourself. Most of the time, Double Edge will be used at the end of Hoof Stomp’s stun duration or a bit sooner if you have Hoof Stomped a hero with an escape mechanism to ensure it hits. Since this spell deals a massive amount of damage to yourself, do not use Double Edge if you know you are in a losing battle for you need the HP to stay alive during your escape. If you think you can turn around and combo (Hoof Stomp+Double Edge) your chaser(s), then do so only if you think you can survive the ordeal.
Return: With its recent change, Return now wreaks havoc to both melee and ranged units. It can be used for farming (mid-late game) when you can tank an entire creep wave, and neutral creeping. It is also effective when being targeted or chased because your besiegers will take damage in the attempt to kill you.

Note that Return also deals double damage to Spirit Breaker, once he gets a skill point in Empowering Haste.

Great Fortitude: Giving more strength than any singular item in the game, this is what makes you such an amazing tank. At level 16, you earn a free 684 HP and 36 damage. This is a skill that should definitely be invested in whenever possible.
Note: Whenever in this guide I mention “your combo”, I am referring to Hoof Stomp + Double Edge.


II. Skill Build:

Level 1:

Hoof Stomp

Level 2:

Double Edge

Level 3:

Double Edge

Level 4:

Hoof Stomp

Level 5:

Double Edge

Level 6:

Great Fortitude

Level 7:

Double Edge

Level 8:

Hoof Stomp

Level 9:

Hoof Stomp
Level 10:


Level 11:

Great Fortitude

Level 12:


Level 13:


Level 14:


Level 15:


Level 16:

Great Fortitude

Level 17-25:


At level 1, there is always a possibly of a gank. Double Edge will not be of any use to you in this situation, so Hoof Stomp is the obvious choice. It can also land you a First Blood early, if your opponent is stupid enough. Additionally, if your team is the one ganking at level 1, Hoof Stomp is a great disable to help get the kill. Double Edge should be maxed first, because the damage increases between each level of Hoof Stomp is minimal, and the extra stun duration will not help you as much early as it will later due to your weak (and slow) early game attack. Great Fortitude is chosen whenever possible, because it increases your survivability, tank abilities, damage, and HP regeneration all in one. Added to these, the extra HP boost gives more flexibility with your Double Edge skill. Return is chosen after Hoof Stomp and Double Edge because- although it is a good skill early game, Hoof Stomp and Double Edge can not be replaced at this stage in the game. Stats should be selected before Return if you are having a tough time surviving, or if getting Stats first is your preference. Stats (minimally) increase every aspect of your hero, while Return’s function is purely offensive. Return is also chosen mid-game opposed to late-game, because it is an excellent farming tool for both enemy and neutral creeps.
III. Item Build:
A. Starting Items:

IPB Image Ring of Regeneration (375)
IPB Image Ironwood Branch (57)
IPB Image Ironwood Branch (57)
IPB Image Tango of Essification (90)

Total Inventory Cost = 579 gold
Note: If the game mode is non –em then you may not be able to afford both Ironwood Branches.
Note: Whenever the price of an item is in red, it means that you have already purchased this item

These items increase your survivability, and will allow you to remain in your lane for a long amount of time. Additionally, the Ring of Regeneration will be used for Hood of Defiance.
B. Core Items:

IPB Image Boots of Speed (500)
IPB Image Empty Bottle (700)
Stout Shield (300)

IPB Image Ring of Regeneration x2 (375 and 375) +  Planeswalker’s Cloak (650) +  Helm of Iron Will (950) =
IPB Image Hood of Defiance (2350)

Total Inventory Cost: = 3850 gold

Early game, nukers are your downfall, so Hood of Defiance and Bottle keep your HP at a safe level when laning against such enemies. Another reason for Bottle is to heal yourself after using your combo. Furthermore, Bottle is the ganking hero’s item, which you happen to be. I will explain your role as a ganker later in the guide. Stout shield increases your early game tanking, and should be bought whenever you have a spare 300 gold. I am not against buying more than one Stout Shield, but in the end, you really only need to have one. This will be used for Vanguard, which you can skip if the enemy doesn’t pose a threat physically. Additionally, the Ironwood Branches will be sold to either make room for other items, or as quick cash to purchase a situational item like Scroll of Teleportation. These will be explained later in this section.

C. Mid Game Items:

IPB Image Boots of Speed (500)

IPB Image Empty Bottle (700)

IPB Image Hood of Defiance (2350)
IPB Image Kelen’s Dagger of Escape (2150)

Stout Shield (300) + IPB Image Ring of Health (875) + IPB Image Vitality Booster (1100) =

IPB Image Vanguard (2275)

Total Inventory Cost = 7975 gold


Boots are self explanatory, but because of Blink Dagger, it is not necessary to upgrade this stage of the game. The Blink Dagger is probably the most versatile item in the game. It can be used for chasing, escaping/juking, initiating battle and retreating from battle, and most importantly, landing your Hoof Stomp. Since the AoE for Hoof Stomp is small, blinking directly in front of your target and then Hoof Stomp

ing immediately gives them no time to react, so your stun is almost guaranteed to hit. Always purchase Blink Dagger before Vanguard. This way, after testing out the Blink Dagger in the game situations, you will be able to decide whether or not to complete Vanguard.

Note: Kelen’s Dagger of Escape will always be referred to as Blink Dagger.
D. Late Game Items

IPB Image Boots of Speed (500) + IPB Image Recipe (2200) =

Boots of Travel (2700)

IPB Image Hood of Defiance (2350)

IPB Image Vanguard (2275)

IPB Image Kelen’s Dagger of Escape (2150)
Messerschmidt’s Reaver (3200) + IPB Image Vitality Booster (1100) + IPB Image Recipe (1200) =
IPB Image

Heart of Tarrasque (5500)

Total Inventory Cost = 14975 gold

Late game, Bottle is not as effective as any of your other core items, so it should be sold to make room for a better item, if the game drags on and on. The total cost of the first five of your final items is 14975. Boots of Travel is an obvious choice opposed to Power Treads, because of Map Control through teleportation, the extra Movement Speed, and the fact that the minimal strength boost and attack speed gain from Treads simply can not be valued as high as teleportation. Heart of Tarrasque is taken as your fifth item, as it gives 965 HP, 12.05 HP regeneration, and 35 damage. This increases your tanking ability the way no other item in the game can.

E. Items to Consider

You should notice that in your late game build only contains five items: Boots of Travel, Vanguard, Hood of Defiance, Blink Dagger and Heart of Tarrasque. This section is dedicated to you deciding on your sixth item, which varies depending on the game you are in. This will all be explained in this section. Your options inclue:

IPB Image OR  OR  OR IPB Image

For your last item, if no one on your team has bought a Radiance or Assault Cuirass yet, for the love of God, buy one of the two. Radiance should be bought if you want to be a carry hero late game, and radiance gives you a presence in battle because of the constant Radiance Damage Aura. (DO NOT buy radiance if someone on your team is already equipped with one.) Another pro of this item is the (8%) evasion it gives you, and the fact that the damage aura makes you a target, which is exactly what you want. I will explain that last part later. On the other hand, purchase the Assault Cuirass if your team does not have one. What the Cuirass brings that Radiance does not is attack speed and armor increases for allies and decreases for enemies. (DO NOT purchase Assault Cuirass if someone on your team is already equipped with one.) The Assault Cuirass is great for pushes, defending against pushes and team battles. Though Assault Cuirass does not give you a presence in battle, it does make you a target, for your enemies will do anything they can to get that annoying armor debuff off of them.

Note: If someone on your team already has an Assault Cuirass and you are constantly laning/pushing with them, I suggest purchasing Manta Style as your sixth item, because your ally’s auras will beef up your images without you having to spend a dime.

IPB Image AND IPB Image

The best part about your fifth item (Heart of Tarrasque) is that it buffs your images in every way it buffs you. Also, all of your stat bonuses – including Great Fortitude – work on your images. As an added bonus, before you complete your Manta Style, you have 10 purges, as part of Diffusal Blade. A purge is one of the easiest ways to land a Hoof Stomp, except for, perhaps, Blink Dagger. Additionally, it gives you an Orb Effect of Feedback, increasing your damage. Late game, your images will be very powerful with the added bonuses of HoT, and all your stat gains, definitely making it a good choice if you want to be an effective pusher.

Note: Do not complete your Manta Style until you have used every charge of Purge. Get a Diffusal Blade earlier if there is an enemy like Warlock that it greatly counters.
F. Situational Items

IPB Image Scroll of Town Portal – It is always smart to have one of these before your travel, so you can either teleport to defend or escape.

Note: Once you purchase Boots of Travel, there is no need for these anymore.

IPB Image Additional Stout Shield(s) – Increase your tank ability early game for a cheap price.

G. Other Items/Builds

IPB Image Bracer – Good survivability for a cheap price early.

IPB Image Satanic – Lifesteal and Strength is a good duo for any tank, although with this build for Centaur, it does not synergize well with the them. In essence, if you want Satanic, go for it, but a Heart would be much more worthwhile.

IPB Image The Butterfly – 30% evasion does wonders for your survivability and the armor Butterfly gives helps as well.

IPB Image Blade Mail – This DOES stack with Return so if melee heroes are giving you a hard time, get a few of these, and see the results.

H. Items Not to Get

IPB Image Sange and Yasha – The maim and agility are not useful because you are not a battle Centaur and the Strength gain is so little compared to the total price that it hardly even makes a difference.

IPB Image Black King Bar – You want the enemies to focus their spells on you and not your allies, but if you activate this, they will be forced to cast on your allies. Totally goes against the strategy (totallnewbie)

IPB Image Perseverance – I see Centaurs get this item early game and when I ask them why, they say because Perseverance gives them HP and mana regeneration quickly. Well, with this waste of money, you could almost afford a Blink Dagger or Vanguard. Unless you are aiming at building a Linken’s Sphere later in the game, this item by itself is overpriced, and the other items it is part of the recipe for, you do not need.

IPB Image
Battle Fury – You are not a battle Centaur, your attack damage is not what makes you a tank. Cleave does little with your pitiful IAS. Since your core item build gives you +0 attack damage, a cleave that only builds off of base damage would be very ineffective.

IPB Image Monkey King Bar – Does nothing to improve your role as a tank. The benefits to you are minimal for a large amount of gold.

IPB Image Lothar’s Edge – This trick might work once or twice, but after a while, your opponents will smarten up and get wards or a gem.

IV. Function:

The Centaur plays three vital roles, one for each stage of the game. From levels 1-7, your role is to stay alive, farm, and possibly gank once or twice. Centaur should not be a solo-er, because early game, if you really want to dominate your lane, you need a good nuker, preferably ranged, as your lane partner to help you get kills, harass enemy heroes, and survive. A good example is Vengeful Spirit, because she has a nuke/stun, which deals a large amount of damage, and provides enough stun time for you to get a successful Hoof Stomp off. This is just one example, and there are others that I will mention later.

When you are levels 7-9, you should have your Bottle and Boots. This is all you need to be a ganking Centaur, your second role. You should roam the map while communicating with your allies, setting up ganks, picking up runes on the way and getting loads of kills. If you allies are competent enough, almost every time you go for a gank, it should end up in a kill. Whenever you see a rune, and your Bottle charge is 2/3 or less, use the charges, and then store the rune. If your Bottle is full and you have full health, there is no point of using your bottle to store the rune, unless it is a rune you want to save. Basically, your early and middle roles interconnect into one thing: making money. You need gold to successfully become a tank to fulfill your last and most important role: the instigator.

This is where your Blink Dagger shines. Your late-game role is to instigate battles and take the damage for your team. With Return and your stacked defense (Hood of Defiance, Vanguard and Heart), you should be able to take most of the nukes that your enemies throw at you without dying. If you think you are going to die, blink out when you have less than 300 HP remaining, and let your allies finish the work. Hopefully the enemy team is almost all out nukes that were casted on you, and your team can prevail. Stay in the experience range if possible, Bottle up, or pull mindgames if you wish. I am not going to lie; you will die many times using this strategy. However, if your team wins the majority of the battles, it is worth you dying.

V. Early Game Walkthrough:

Since the Centaur Warchief does have natural tankage until level 6, you need to play conservatively and stay generally close to your ranged creep. You should move constantly either to score a last hit or deny and to avoid being harassed. If a ranged hero such as Queen of Pain (with no Orb Walking skill) is harassing you, you can move back from your ranged creep and your creeps will attack her if she targets you. In essence, if you against a ranged hero with an Orb Walking skill (like Drow Ranger), then you might want to call for a lane swap or gank. Early game, any Orb Walker can successfully harass you and if you move up to Hoof Stomp them, they will likely run out of the AoE of Hoof Stomp and turn back after you miss it. This strategy for early game should only be used if you are against one or two ranged heroes or one Orb Walking ranged hero.

This conservative style of play will most likely keep you alive against any of these heroes but if you are laned against one or two melee heroes, you do not have to play as conservatively. There is no melee hero capable of Orb Walking, so if they decide to attack you, your creeps will defend you. Also, when fighting at melee range, you almost always have the advantage because of your two powerful melee spells. If there are two melee enemy heroes trying to harass you, don’t let them. When they are both in range, cast Hoof Stomp and your creeps should be pounding on them, because they targeted you with an attack. Next, Double Edge the weaker one (if your HP can support it safely), and you will likely land a kill.

Note: Make sure the two spells will be powerful enough to kill your enemy while keeping you alive. If your enemies are at full health, it is smart to Hoof Stomp. Do not Double Edge if you know it will not kill them, because although you will probably get that hero to heal, the other one will have an easy time pounding on you due to the damage you are receiving from Double Edge.

However, if you are facing two melee heroes, and the one you wish to kill (the weaker one) happens to be a hero with an escape Mechanism such as Anti Mage, adjust your combo slightly. Make sure you Double Edge near the middle of the Hoof Stomp stun duration so there is no chance of him blinking away before Double Edge hits.
Note: If your melee enemies are weak, but you miss your Hoof Stomp, and they are retreating to their tower, do not chase them. It will only result in your death. Even if you are lucky enough to get Double Edge off and kill the enemy hero, the remaining hero and tower will surely kill you if you do not kill yourself with Double Edge. If the enemies are not weak, and you miss your Hoof Stomp, do not consider giving chase; return to creeping.

If you are facing one melee hero, this is your time to shine. There is no single melee hero that can take you early game, except Axe with Stout Shields. You can even harass the enemy hero and force him away from experience range. Most of the time you do not need to Hoof Stomp to harass the enemy unless you want to score a kill or make him heal.
Note: These strategies are in the case that you are soloing, which you should rarely be. The dynamics of your strategy for each situation are completely different when laning with an ally hero. It depends on who your ally is, so I will leave it up to you to decide when you should play conservatively with a partner and when you should not.


VI. Mid Game Walkthrough:

Right now, you are hopefully around level 9 and you have a Bottle, Boots, a Stout Shield and some of your Hood of Defiance components. This is when you become a ganking Centaur. Your Bottle as well as who your ganking with plays a huge role in the ganking process. If you ever find a rune and your Bottle is 2/3 full or less, than use the remaining charges and store the rune in it. When you are ganking, it is always helpful to have a stored rune so whenever you store a rune, make sure it is used for a gank.

If you find an Illusion rune, send it back to your lane and make your real Centaur go to the lane you want to gank. Your enemies will not call you missing if you make the illusion seem like a real player, so the enemies you are ganking will not be as cautious.
Addtionally, you can use it to get rid of Fog of War in necessary places, so you can blink to those areas in the future. (totallnewbie)

If you get a Double Damage rune, it is smart to attack more after landing your Hoof Stomp, and thenDouble Edge.

If you find an Invisibility rune, you should usually store i in your Bottle, unless you are being chased and need it immediately. Your enemy will probably call you missing, but if your enemies can not see you, they will not be cautious until they do. By the time they are cautious, you- and one or two allies are already pounding on one or two heroes that are stunned by Hoof Stomp.

If you find a Haste rune it is your lucky day. Other than Diffusal Blade, Blink Dagger, and at times Invisibility runes, there is no better way to land your Hoof Stomp. Also, with Haste, you do not have to worry about the Double Edge casting range, because you move so fast it does not play a factor. By now you should be somewhat of a tank, so you should be able to tank the enemy tower if need be for the time it takes to kill your enemy. Haste allows for a quick escape afterwards.

Regeneration is a very helpful rune when you are ganking. If you are missing a large portion of either your health or mana, I suggest picking up the rune when you first see it, and then going in.

Note: If your Bottle is full, and your health and mana are full or near full, do not use the Bottle charges and then store the rune. Instead, just pick the rune up, or wait for enemies to come into sight, and then do so.

When ganking, usually (unless you find a rune) it is not smart to gank alone. Either arrange a gank with the allied hero(es) that are in the lane you want to gank, or with any hero that synchronizes well with you. I will mention these heroes later in the guide.
Note: If there are no enemy heroes in your sight, just farm until one enemy reveals themselves. If this is the case, you might want to check Roshan. Also, if none of your allies are available for a gank, then you should stay in your lane creeping and perhaps killing enemies in your lane


VII. Late Game Walkthrough:

By now you should have your Vanguard, Hood of Defiance, Blink Dagger, Boots of Travel, Bottle, and a Heart of Tarrasque. This means you are able to fulfill your final role as the initiator. If your team contains fragile heroes (except you, of course!), and even if it doesn’t for that matter, you should initiate every team battle. This means that you will take the majority of the damage for your team. To become a target (which we want to happen), you can either run in first, buy a Radiance (which gives you a presence in battle), buy an Assault Cuirass, split with your Manta Style or, if you’ve been owning all game, they will probably want you dead first anyways. In any case, you want all of the enemies’ spells and attacks for the early portion of team battles to be directed at you. Since you are equipped with Hood of Defiance and Vanguard, you are able to handle most of what your enemies can throw at you. In reality, you go in about one second before the rest of your team does. This will make the enemy team sense a free kill before the main battle has started, but you are actually the bait.

Note: If the enemy team has many disables, it is not wise to run in too early, or you may never have a time to use your Blink Dagger to escape.

You want the enemy team to use their entire arsenal of skills on you so you, instead of your teammates, take most of the damage. Again, I won’t lie; this will get you killed at times, before you master it. The trick is to evaluate the other team’s heroes, skills, and items, to see what they are capable of doing. If they have a few Guinsoo’s, for example, you should plan your escape earlier. While you are taking all the damage, your team should be ripping theirs to shreds. If you have a chance, when you see your remaining HP at around 700, you should use your Blink Dagger, to escape. Usually in the team battles, all you do is land a successful Hoof Stomp, a Double Edge (if you think you can get it off and still survive), a couple attacks, and most important, taking all the nukes and damage for your team. If your enemy team is full of disables, and you die taking all the damage, it is what it is. It is better that you took all the damage and died, than it be spread amongst the rest of your team. This way you can adjust your strategy for the next team battle, to plan an earlier escape, or enter battle a little later. Hopefully (and most of the time) the enemy team simply does not have enough stuns and nukes to take you down before you can blink away. If they know you are going to blink out and throw every spell they have at you, hopefully they will overkill you, and be defenseless against your teammates. You died, but so did most of the enemy team.
Note: You should never blink into a team battle. You will need this item to escape from them.

VIII. Advanced Strategy:

This section will be dedicated to the use of Blink Dagger on Centaur. The two most important uses of Blink Dagger on Centaur are to help land your Hoof Stomp and escape. If you are trying to escape, do not blink in the pathway that you are running. Blink somewhere your enemies will not expect you to, successfully juking them. If you want to blink right in front of someone and Hoof Stomp, it is not wise to just run at them and blink. When they see you running at them, it will put them on their guard and chances are they will move around to juke you. You should blink from the fog of war (behind trees, cliffs, over rivers etc.), anywhere that they cannot see you, so when you appear they will not have enough time to react as to get out of Hoof Stomp’s stun AoE. This followed up with a Double Edge will land you some kills against heroes lacking remaining HP. When you have to blink away, after taking damage for your team, blink out of the enemies sight range (fog of war), and not behind your allies. If you only have 500 HP remaining and you blink behind your allies, but not into the fog of war, your enemies could much more easily chase you down and finish the job. Of course, this will mean your enemies will take damage getting to you, so I will let you decide when it is appropriate to blink away from the enemies into the fog of war, or behind your allies to pull mind games (Read totalnewbie’s guide to Mindgames).


IX. Good Allies:

Select Target Stunners

IPB Image

Select Target Stunners can place a high damage nuke on an enemy and give you enough time to land your Hoof Stomp. It is definitely smart to lane with one of these heroes.

Disablers and Hexers

IPB Image

IPB Image These are the best kind of allies, because they are nukers, Hexers and damage dealers in one. This is the number one choice for a lane partner for Centaur. A special mention for Rhasta is that when Rhasta casts Shackles on an enemy hero, do not Hoof Stomp until the duration of the disable is over. Simply attack the disabled hero instead. For any hero with Hex, attack the critter once or twice and then run in front of its path and use your combo.

High Damage Nukers

IPB Image

IPB Image High Damage Nukers are very effective at weakening enemy heroes. When a hero gets weaker, they become more vulnerable to your combo. This will also make the enemy more cautious so make sure to Hoof Stomp before your ally starts nuking. When Hoof Stomp is combined with the nukes these heroes possess and your Double Edge on the stunned hero, there is no chance the enemy will escape (even with blink or WW).


IPB Image

IPB Image Each one of these heroes has a unique heal and gets a unique mention in my guide. Firstly, Omniknight’s Repel lets you take all the damage for your team minus the magical damage. Omniknight’s Guardian Angel and Purification is everything that a tank like you needs to survive the other team’s onslaught. Additionally, Omniknight’s Repel skill synergizes perfectly with you, because when you under the effect of Repel, you do not receive Damage when you Double Edge an enemy. Huskar’s heal is based on your base attribute, so since your Strength is so high, this healing spell is perfect for you. Warlock’s heal is a set number over time which is also very helpful to stay in a lane.


IPB Image

IPB Image Heroes that slow enemy heroes are very helpful to you when trying to land a Hoof Stomp. The slows also help you get into the casting range that Double Edge requires. Slows also assist in stalling an enemy hero to cover your escape in team battles.

Special Mentions

IPB Image Enigma gets a special mention because of his perfect synergy with you. Though he is not my first choice as a lane partner, Malefice, Hoof Stomp, Midnight Pulse, Black Hole and Double Edge in that order can kill almost any two heroes at one time. Personally, this combination has never failed me before.

IPB Image Everything Rooftrellen does is beneficial to you. A free Plate Mail and a free RoR is a perfect combination to put on a tank. If he Nature Guise’s you, you can easily land a combo on an enemy as they can not react to what they can not see. Overgrowth is a great combo with Hoof Stomp and Double Edge, as it holds enemies in one place.
Note: Let him initiate combat with his ultimate (Overgrowth), and right when his ultimate is finished, follow by a Hoof Stomp and Double Edge. This should be enough to kill a single hero, and possibly more than one.

IPB Image Crystal Maiden gets a special mention because the combination of Frostbite, Frost Nova, Hoof Stomp, Double Edge and Freezing Field in that order is almost a sure way to get multiple kills. Her Frostbite makes it extremely easy to land Hoof Stomp; her Brilliance Aura is now global, solving most of your mana problems no matter where she is when she is alive. She also has a very powerful nuke/slow, which helps to land Hoof Stomp as well.

-———————————————————- X. Bad Enemies:

IPB Image Necrolyte – The anti-tank. No matter how much health or magic resistance you pile up, once you are under half health, a single click and you are dead at level 16. He can completely ruin your strategy late game. Gank him as much as possible before this stage to keep his level and money low.

IPB Image Terrorblade – It is good for us that his Sunder is based on percentages of HP. However, even if he’s at 1/3 of his HP and you are at full HP (3000 for example), if he gets the Sunder off, you have just lost 2000 HP. If you ever see a Terrorblade with a Necrolyte on the same enemy team, do not pick Centaur. Those two together are the anti-tank SWAT team. Luckily, his Sunder needs to be casted at melee range, so hopefully you can combo and kill him before he can Sunder you.

IPB Image Doom Bringer – Doom literally brings you your Doom on a silver platter. Usually your strategy is to take all the damage and blink out of a team battle. However, if you are unable to use spells- or items due to his ultimate, you do not have this option. When you are Doomed in a team battle, and know you are going to die, do not try to run away, unless there is an allied healer nearby. Instead, use your attack to inflict as much damage as possibly for the remainder of your life for the good of the team.

Chen – Not only does he have a spell that makes you take extra damage and lowers your MS, but if he is a good micro-er, his converted creeps will stun you constantly. His Hand of God is no joke either.
Note: Other heroes like Nai’x and Slardar, who also have damage amplification spells, can also be your downfall.

IPB Image Troll Warlord – You may be a tank, but that doesn’t matter when you are permanently stunned. You will survive longer than most heroes, but, when alone against heroes like Troll that perma-bash, you will be owned. If against perma-basher(s), I suggest getting Blade Mails as they stack with Return.
Note: Troll is not the only perma-basher. Others include Faceless Void, Slardar, Spirit Breaker or any high DPS melee hero with Cranium Bashers. Troll is just the one I hate the most.

IPB Image Slardar – He takes away what makes you a tank (Amplify Damage), and he can easily become a perma-basher. If he is smart, you will always be under the effect of Amplify Damage. This means your enemies won’t fall for a gank (during the spell duration) and your tanking abilities are severely reduced.

IPB Image Tormented Soul – Your combo involves you wanting to be as close to the enemy as possible. The problem with this guy is that’s exactly where he wants you! His Pulse Nova will quickly destroy you if he has decent HP and Mana pools. In the end, if he has met these requirements, his combo will usually beat yours. Try to organize as many ganks on him as possible, as he will be hard for you to take down alone.

Bane Elemental – I have once been against a Bane Elemental, Tormented Soul, Troll Warlord, and Doom in one game. Having Doom’s ultimate on me, while being perma-bashed by Troll and being damaged by Pulse Nova was one thing. Fiend’s Grip is worse than any aspect of any one of those heroes. You cannot do anything except watch as your health is draining quickly, and Bane’s allies are ripping you to shreds. Ultimately, this hero needs to be ganked at all stages of the game, so he can not become a major threat late game. If you are laned against Bane, get a lane swap if possible.

Note: Heroes that have spells that provide temporary spell immunity such as Nai’x (Rage) and Omniknight (Repel), as well as heroes with a Black King Bar, are effective counters to this build for Centaur, as, for the time they are spell immune, you must rely only on your attack to damage them. Since this build does little until late game to improve your attack damage and speed, spell immune heroes can be a pain for you. -———————————————————- XI. Conclusion:

There are a variety of ways to play Centaur Warchief and it is up to you to decide which way suits you best. I can not tell you what to do in every single situation you will find yourself in, but I will tell you one thing: you are a tank, and that means, you should not do things like buying Sange and Yasha or Lothar’s Edge. You are not a DPS hero, so unless you are getting an Assault Cuirass, do not buy any item for its IAS increase. There are always exceptions to builds, and my greatest one can by getting Hood of Defiance. While it has seemed to help me in every game I played, it is not required to get if the enemy team only contains two or less casters. However, almost every hero produces some sort of spell damage, so the Hood is becoming more useful. No matter what build you go with Centaur, I will always suggest Blink Dagger.

Thank you for reading my guide smile.gif

6.50 UPDATE: Ok, now I know there has been some new changes, but I still recomend blink dagger. It is still a viable item on certain heroes, and Centaur is one of them. Instead now 90% of the time you will be blinking in, not blinking out. So now I suggest you use your blink right away to use your stun, to hell with the consequences! I really dont have the time in my life right now to completely change around the guide, so ill make the main changes in this paragraph. GET BLINK DAGGER. I dont care about the nerf, still get it. I kind of have a new build, IT STILL RECOMEND THE OLD BUILD, BUT I PERSONALLY USE THIS ONE 80% MORE THAN THE ONE IN MY GUIDE. (LOL) In theory, my old build may seem better (I know youre screaming at me) but I have a NEW build that I just cant stop. Jungle centaur. Return/Hoof Stomp (Leveling Return first) and getting your Ultimate of course! Whenever I jungle with cent (80 percent usually) I get 2 stouts at the beggining, then i farm a relic, finish rad. I then get boots, then dagger, then finish my Travels. Then i get manta style. IMO, this is the BEST Jungle centaur build possible. If your a lane Centaur, I would probably recomend the old build, but this build would work with Lane Centaur (im guessing, havent tried yet.) If you dont know, jungling is when you kill neutral for the first half of the game (roughly.) If you are a noob, try my new strategy on single player, or with AI’s! Ive heard a lot of chit chat about Shivas PWNING on centaur, and I would recomend Shivas for lane centaur. For jungle Centaur, all the gameplay turns around, and now instead of the tank, your the carry. I HIGHLY SUGGEST THAT ONLY PROS TRY MY JUNGLE CENTAUR STRATEGY. I will not bother explain the roles of carry Centaur, cause I hope only the pros who know what this is try Jungle Centaur. Dont get me wrong, anyone can try it, but in high level games, I wouldnt try Jungle Centaur unless I REALLY knew what I was doing. (If I was you.)

Yes its true, Jungle Centaur is a carry. After your done Manta, Rad, Blink, and Bot’s get a heart. After all’s said is done, you’ll have Lane Centaur, you’ll have Jungle Centaur, and you can choose which one you like better. Try jungling in a pub (NOT EM!!!) And see how it works for you. FROM THE NEW VERSION, I would have to recomend as an early game alternative to blink dagger (if you hate it THAT much) would be euls. Solving all his mana problems, gives him much needed MS, and infinite cyclones for an easy way to land a Hoof Stomp IS very appealing. I havent tried it yet, but I would imagine it the best alternative to blink dagger, if it is really that disliked.

Zeus, Lord of Olympia Guide by MYM|Merlini

Monday, August 11th, 2008

This guides was written by MYM|Merlini. Thanks.

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

Hero Abilities

IPB Image

Arc Lightning

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

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

Cooldown: 2 seconds.

Level 1: 65 mana, 2 sec cooldown.
Level 2: 72 mana, 2 sec cooldown.
Level 3: 79 mana, 2 sec cooldown.
Level 4: 86 mana, 2 sec cooldown.

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

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Lightning Bolt

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

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

Cooldown: 7 seconds.

Level 1: 75 mana, 7 sec cooldown.
Level 2: 95 mana, 7 sec cooldown.
Level 3: 115 mana, 7 sec cooldown.
Level 4: 135 mana, 7 sec cooldown.

A very powerful single-target nuke that not only does 350 damage at level 4, but also gives true sight.

IPB Image

Static Field

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

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


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

Thundergod’s Wrath

Strikes down all enemy heroes with a bolt of lightning.

Level 1 – Deals 210 damage.
Level 2 – Deals 335 damage.
Level 3 – Deals 460 damage.

Cooldown: 120 seconds.

Level 1: 225 mana, 120 sec cooldown.
Level 2: 325 mana, 120 sec cooldown.
Level 3: 450 mana, 120 sec cooldown.

A global nuke that is extremely useful for comboing, finishing off heroes, granting vision, and in team battles, it adds effective “AoE”.

For a more precise description of skills, please visit:Lord of Olympia – DotA Allstars Wiki

Skill Build

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

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

Core Items

IPB ImageIPB ImageIPB ImageIPB ImageIPB ImageIPB Image

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

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

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

Luxury Items

IPB ImageIPB Image

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

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

Other Items

IPB ImageIPB ImageIPB Image

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

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

Playing Zeus

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

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

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

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

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

IPB Image

The 5 MYM|Merlini Golden Rules

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

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

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

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

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


Replay Download

Sentinel: lool.gif luna.gif dkni.gif thdr.gif lich.gif
Scourge: broo.gif qopa.gif potm.gif chen.gif skin.gif
: This is a friendly game played recently where I solo mid against QoP.

The Zeus Clip


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

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

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

2. Zeus is one of the rare heroes that can ’see’ an opponent in a fight without the opponent seeing Zeus. Other heroes that can do this are Bloodseeker, Alchemist, etc. When you bring a fight to a place heavily obscured by fog, Zeus has a huge advantage if you can get a Lightning Bolt or Wrath off. You can cast spells/attack normally (as can your allies) while your enemy is still searching for you in the fog. It’s like creating your own hill. I abuse this aspect of Zeus more than anybody I think, and this can dramatically improve your Zeus play.
3. Going along with the first point, Zeus only has one way to cancel tp’s. This can be an issue when you are ganking heroes with relatively high hp left because an enemy needs to feel ‘threatened’ in order to tp. Typically you start off a gank with a Lightning Bolt / Arc Lightning combo, then recast each spell when you can and Wrath if needed. A skilled opponent will just tp after your first Lightning Bolt…then you are shit out of luck because of the 7 second cooldown. If you save bolt for his tp, then he’ll just run away (and he surely won’t die from Arc Lightning spam). Sometimes forcing an opponent to tp out is almost as good as killing them. They lose out on a lot of farm and they won’t be able to tp assist their teammates for another 60 seconds. But if you really want to kill somebody and you think that they will tp out safely, you could actually start off with Wrath then arc, to ‘fake’ your opponent out into thinking that you bolted them first (the animation is the same), then bolt when they tp. There is no mini-stun on Wrath, but if your enemy is so observant that he notices that, then he probably deserves to survive anyways. Most people just think, “Oh fuck, Zeus!” and run away panicking
I’ll try to add more of these detailed descriptions of specifics if I can think of any more. Good luck in your Zeus endeavors!
Q&A / Comments

Why not get level 2 Arc against dual lanes?
Getting Level 2 Arc means that you have to sacrifice a level of Lightning Bolt or a level of Static Field before level 8 (which is a big deal). I advise just waiting until some creeps die so that Arc will hit all 5 targets instead of leveling up Arc in this case.
Why not get Arc/Bolt/Bolt/Static/Bolt instead of Arc/Static/Bolt/Bolt/Bolt?

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

It’s 65 mana for 85 damage + 5% of Current HP (~25 hp) + almost a guaranteed creep. 95 mana for 175 damage. I value the former choice over the latter. And I don’t usually spam bolt until level 5 anyways unless I’m at full mana (rare) or I think I can get a kill. Another argument for static at level 2.
How is Eul’s for Zeus?
I view Eul has an item well suited for very few heroes. The heroes that I like to get it on are Lion and maybe Rhasta. I think that there are much better item choices for intel heroes. If you are looking for survivability, the same gold (~3200 for Eul’s) can get you an Ulti Orb and Point Booster for huge stats gain. Eul’s offers no strength or hp, so if you get it on Zeus, you are a very fragile int hero with just Cyclone (not much) as an escape mechanism. I view the almost 400 hp given by the PB/Ulti Orb combo far more valuable because it will help you survive chain stuns and it allows “much more room for error” so to speak. Sometimes you have to be really quick on the Cyclone to survive while straight up HP will get you through a lot of situations. Also, Sheep is unquestionably far superior to Cyclone (although it costs almost twice as much), and since Zeus probably won’t be getting that many items, working ultimately towards a Guinsoo will serve you far better than a Eul’s in my opinion. The comparison of mana regen is almost nonexistent – if you are in dire need of regen, you can get an early Void Stone that will help towards your Scythe as well. Eul’s components are much easier to farm; however, if you have trouble farming, I would just suggest getting 4 bracers/nulls and tp scrolls and learn how to fight without a huge item advantage.

In short, Zeus is a glass cannon. His firepower is incredible but his defensive abilities are lacking. If you are one of those people that believe that the best defense is a good offense, then you’ll love Zeus. He is easily focused down when out of position (as are most non-strength heroes), but if you make good use of fog, know when to move in and out of battle, have extremely good awareness of your surroundings, and love last hitting with a shitty attack animation, then you can give Zeus the loving he needs to nurture him into a true Thunder Badass.
Special thanks to rsfx for his amazing header image/signature!

Official Dota Allstars 6.54b Map Free Download and Changelog

Saturday, August 9th, 2008

Dota Allstars Image DotA Allstars 6.54b officially released. It shortly replaced v6.54 because of an serious exploit with Abaddon. There’s quite a large number of nice tweaks with heroes and graphic design. Enjoy it :)

You can download map at

Here’s DotA Allstar 6.54b changelog:

* Added extra dynamic replay data to help replay parsers present in-game data (see below)
* Rebalanced Invoker (see below)
* Reworked Shadow Priest (see below)
* Various changes to Phantom Lancer and Spirit Lance (see below)
* Changes to Aphotic shield and Borrowed Time (see below)

* Improved hero selection process in RD
* Added hotkeys for recipe stores
* Changed Elder Dragon Form MS Bonus from 10/35/60 to a constant 25
* Changed Freezing Field mechanics a bit. The slow now comes from the area rather than the explosions. Changed the distribution method on Freezing Field as well
* First Blood bounty is shared with the team if Sent/Scourge get the last hit
* Untouchable now triggers off being targeted by attacks or spells
* Rewrote Avalanche to fix various minor bugs
* Decreased Inner Vitality cooldown from 30 to 25 seconds
* Lowered Clockwerk’s strength gain
* Lowered early damage on Rocket Flare
* Added Internationalized text support for GameScore Board, EndScore Board and Observer Board
* Added extra data to end of replay (Player Gold, Assists, Neutral CS, Items)
* Improved Bloodrage a little
* Lowered base armor on Lycan’s Wolves from 5 to 2
* Minor reduction to Clockwerk’s base armor
* Rewrote Maledict for some optimizations
* Toss no longer uses manacost/cooldown if you make an invalid cast
* Toss now seeks its target
* You can now only -kickafk allied afk players
* Temporarily undid the movability of items in cooldown while some issues are being fixed
* Phantom Lancer’s images now create a dummy Spirit Lance effect when the primary casts it
* Player turn indicator for RD is made clearer
* Added extra orb effect notations to items and abilities (228748)
* Blur visual effect is now applied only to enemies (190092)
* Changed the name and icon for Flask of Sapphire Water (206885)
* Illuminate wave now gives vision (226661)
* Rewrote Devour. It now shows progress bar overhead and doesn’t reveal you (217291)
* Sentinel Ancients buildings are now in rooted model form (216494)
* Added a new fun mode -mi(miniheroes) that creates the hereos at half size
* Added a new command to customize water color for local player (-water red, -water blue, -water green or -water default)
* Displayed gold animation for First Blood bounty
* Winners are now displayed in Warcraft’s score screen (234657)
* Dummy lineup units in RD now show player name
* Improved Acid Spray visual effect
* Increased Spin Web visual transparency
* Increased the size of the recently added $ symbol for observers and replays
* New Sonic Wave visual effect
* New Maledict visual effect
* New Freezing Field visual effect
* New Black Hole visual effect
* New Spirit Lance visual effect
* New Flask of Sapphire Water visual effect
* New visual effect for units with Poison Nova buff
* New Weave cast visual effect
* Updated Hookshot tooltip
* Fixed a bug with casting March of the Machines on a cliff (DonTomaso)
* Fixed a bug with Feral Heart and swapping or repicking
* Fixed a minor bug with Grow
* Fixed a bug with Infest and Refresher-Necronomicon
* Fixed a bug with Melting Strike on Invoker
* Fixed a bug with Timewalk and Power Cogs
* Fixed a minor bug with Expulsion
* Fixed a rare glitch with Time Walk
* Fixed Armlet typo
* Fixed a rare bug with Borrowed Time where it sometimes doesn’t use cooldown when triggered
* Fixed Battle Hunger buff tooltip
* Fixed Bottle activating Mana Leak
* Fixed Enchant on neutral creeps with initially reduced mana
* Fixed Feral Heart buff level tooltip
* Fixed -fs text bug introduce last version
* Fixed -kickafk warning text not showing up
* Fixed some issues with Hookshotting someone near trees
* Fixed some targetting bugs with Lucifer
* Fixed Stifling Dagger not working properly when it hits a fogged unit
* Fixed various other tooltip errors

++ Invoker Changes:
- Invoke levels at 2/7/12/17 with cooldown from 30/30/15/5 to 30/25/12/5 and manacost from 20/40/60/80 to 20/50/80/110
- Sunstrike: cooldown 60->30, manacost 250->175
- Deafening Blast: cooldown 25->40
- Chaos Meteor: cooldown 30->70
- Forge Spirit: cooldown 70->30, manacost 200->75, casting with ones already on field kills old ones. Improved visual look slightly. If both elements are level 4 or higher, double spawn.
- Tornado: Airtime from 0.4/0.7/1.0/1.3/1.6/1.9/2.2 -> 0.6/0.85/1.1/1.35/1.6/1.85/2.2 Same final damage, 120 starting damage instead of 190
- Alacrity: Is now WWE, cooldown 20->15 Duration 5->6, manacost 125->50, Original IAS: 40/60/80/100/120/140/160. New IAS: 30/40/50/60/70/80/90. It now gives damage as well: 20/30/40/50/60/70/80.
- EMP: changed to pure Wex ability, WWW. 0.5 HP lost for each mana drained. Tweaked various other aspects such as cast range and manacost.
- Ice Wall: Rescaled duration from 4->10 to 3->12. Improved Exort based damage from 5/10/15/20/25/30/35 to 6/12/18/24/30/36/42

++ Shadow Priest:
- Changed Shallow Grave completely. It is now a basic ability
- Changed how Weave works. It is now an ultimate
- Reduced Shadow Priest’s cast point
- Shadow Wave can now bounce back to you at the last wave if you are in range. Also added an extra bounce at level 3 and 4

++ Phantom Lancer:
- Reworked Spirit Lance
- Phantom Lancer images now create a dummy Spirit Lance effect when the real one casts it
- Lowered Doppelwalk invisibility duration from 12 to 8
- Increased and Standardized all Phantom Lancer images’ percentage of damage taken
- Lowered maximum image count

++ Abaddon:
- Improved how Borrowed Time works and increased cooldown
- Reworked Aphotic Shield stats

++ New real-time replay data:
- When a hero dies: Hero<d>,<k> where d=dead player id and k=kill player id
- When a chicken dies: Courier<d>,<k> where d=dead player id and k=kill player id
- When tower dies: Tower<a><l><s>,<k> where a=alliance (0,1 0=sent, 1=scourge) l=level (1,2,3,4) s=side (0=top,1=mid,2=bot) and k=kill player id. for level 4 towers, s=1
- When rax dies: rax<a><s><t>,<k> where a=alliance (0,1 0=sent, 1=scourge) s=side (0=top,1=mid,2=bot) t=rax type (0,1 0=melee, 1=range) k=kill player id
- When Throne gets hurt: Frozen Throne,<p> where p=current percentage hp (75/50/25/10)
- When Tree gets hurt: World Tree,<p> where p=current percentage hp (75/50/25/10)
- When a player gets disconnected: CK<k>D<d>N<n>,<p> where k=creep kills, d=creep denies, n=neutral kills, p=player id of leaver

6.54b: Fixed an exploit with Borrowed Time

Darkterror, the Faceless Void Guide by Nekdolan

Saturday, August 9th, 2008
This guide was provided by Nekdolan. Thanks.
Darkterror Faceless Void Dota Allstars Art

Table of Contents:

  • Introduction
    • Links

  • Analysis
  • Mechanics
    • Items
    • Skills

  • Skill & Item Build
    • Skill Build
    • Item Build
    • Used Items
    • Situational items
    • Rejected Items
    • Dream Build

  • Strategy
    • Early Game
    • After MoM
    • After Butter
    • Using Time Walk
    • Proper Chronoing
    • Chrono Pictures
    • Art of Ganking

  • Teamplay section
    • Supporting heroes
    • Chrono heroes

  • Enemies and Things to Avoid
    • Things to Avoid
    • How to deal with?
    • Bans

  • Replays
  • Credits

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Updated soon….

I write this section because many people get the wrong idea about faceless. In short words: darkterror is a melee agility natural basher hero with a range of 128, and a blink ability. He also has a mass disable spell once in 2 minutes after level 6. The fact that he is an AGI hero with natural bash makes him the best hero for permastun. Every point of AGI has multiple effects towards damage, since it makes the bash occur faster. He has the time-walk ability so he can bash anyone, and position chrono perfectly. Faceless becomes truly imbalanced after midgame due to his passive abilities. Similar, but stronger than Naix, since he rapes naix easily. And like naix he has an extremely hard early game. He has no nuke, no ranged damage or healing ability. His passives are hardly effective on this level and TW doesn’t give any damage either. This isn’t a problem if you play pubs, and won’t be a problem in most IH-s, but when you face a fully cooperative team, you will mostly beg for boots in the end.

In Cal or in Clan wars you will get raped before you get your first item. Soloing is impossible, and the hero you team up with will have a hard time too since faceless will be a burden on him. For example: faceless teams up with lich, and goes against a tinker lina combo. The first time faceless tries to give a last hit he receives a stun, a laser, a rocket and 4 hits. That’s more than enough to kill a hero with low base hp. If you cannot be any help for your team early game at least don’t feed the enemy! With a little xp you can farm neutrals to get your first items, and also you can farm on empty lanes for a while. Faceless doesn’t need many items to become imba. He only needs the time to get the few important ones.

Thanks to our annoying permastun, and to the 5 second disable, along with the fact that we fight melee range, we will get the most concentrated fire. Even combos like CM+avatar or Enigma+avatar won’t work against faceless, because both his ulti, and melee bash works against magic immune units. Yes you can’t bash Engima since black hole sucks you in, but chrono still works against it! The enemy will disable us as fast as possible since they know we have time walk to escape. Stun, guinsoo, stun etc., and we will die if we concentrated on just damage items. Of course if we place our chrono properly we will rock with high dps, but what about the time when chrono is on CD? And what about our teammates? Our team benefits from chrono the same way as we do!

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Mask of Madness:

The buff lasts 12 secs for 25 mana and it has a CD of 30 sec. You will receive 20% extra damage when berserk is on. You will gain 75% IAS and 15% MS. This buff cannot be removed by purge (small satyr, diffu, or naga), or by magic immunity (BKB, repel)! Lifesteal is an orb effect that will override any other orb on faceless. It has top priority. The amount of life you steal depends on physical damage and it will increase if you get a critical. You cannot steal life from illusions.


Since its last buff, Butterfly gives 30 AGI 30 IAS and 30% of evasion. Evasion and Backtrack stacks with diminishing returns which mean when you are attacked there’s 47,5% (with lvl 3 Bactrack) chance that you won’t receive damage. Doom or hex will disable evasion!


Gives 20% chance to deal 2.2* of your normal damage. Critical is phisical damage so it incrieases the amount of lifesteal you recieve. When attacking a unit that has blade mails you won’t recieve extra damage, if you hit him with a critical strike. Criticals stack with diminishing returns just like backtrack and evasion in case you have two items or skills that gives the abbility. When both criticals occure on the same attack you will only get one of them, but both will be shown as red numbers in the game.


Time Walk:

  • Level 1: 120 mana, 13 cooldown, 700 cast range, 300 AoE, 10% slow.
  • Level 2: 120 mana, 13 cooldown, 900 cast range, 300 AoE, 20% slow.
  • Level 3: 120 mana, 13 cooldown, 1100 cast range, 300 AoE, 30% slow.
  • Level 4: 120 mana, 13 cooldown, 1300 cast range, 300 AoE, 40% slow.

It has a short casting time when void raises his hands. When you travel you become invulnerable so you won’t take damage and cannot be targeted. It won’t remove rupture. Although the effect remains while you travel you won’t be damaged at all. This skill is similar to morphling’s waveform, but you won’t loose the control of the hero when you use it. When TW is finished there’s a small period when you cannot issue commands to faceless! Since you don’t have channeling spells just repeat the same command until void moves again. TW can be used under some spells like: ensnare/bite and those that are similar to these two.


  • Level 1: 10% chance.
  • Level 2: 15% chance.
  • Level 3: 20% chance.
  • Level 4: 25% chance.

Whenever faceless receives damage (if the damage is above 6) there’s a chance that this skill will trigger and that it will heal void back. It works against all types of damage except: sunder. This skill won’t evade stuns even if the damage is backtracked! Silence and Doom and hex won’t disable this skill! Actually nothing can. Bactrack is one of the most relaiable skills of dota! A disabled skill (most passives can be disabled) has a chane of 0% to work while BT 25% from level 7 till the end of the game.

Time Lock:

  • Level 1: 10% chance per attack. 40 damage.
  • Level 2: 15% chance per attack, 50 damage.
  • Level 3: 20% chance per attack, 60 damage.
  • Level 4: 25% chance per attack, 70 damage.

It is the same as melee bash. The damage it deals is magical and avatar can block it, but the stun effect will work even if it doesn’t deal damage. The effect lasts twice as long on creeps and half on Roshan. Since the damage is magical you won’t get return damage when it triggers (except your base damage). Doom disables this skill and any other basher in your inventory.


  • Level 1: 3 Seconds, 150 mana, 165 cooldown, 500 cast range, 425 AoE.
  • Level 2: 4 Seconds, 175 mana, 165 cooldown, 550 cast range, 425 AoE.
  • Level 3: 5 Seconds, 200 mana, 165 cooldown, 600 cast range, 425 AoE.

This spell has a 0.5 casting time and there’s another little pause before it will stop the units. This spell only stops units and will never stop spells. Of course it will stop channeling since it is the same as a long duration stun. Avatar won’t work against this either. This skill won’t stop: omnislash, wards and spirits (like Exorcism) after they’ve been casted.

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    1. Time Walk
    2. Time Lock
    3. Backtrack
    4. Time Lock/Time Walk
    5. Time Lock
    6. Chrono
    7. Time Lock
    8. Time Walk/Time Lock
    9. Backtrack
    10. Backtrack
    11. Chrono
    12. Backtrack
    13. Time Walk
    14. Time Walk
  • Skill Build

We get one level of time walk, since better players will normally nuke the hell out of faceless. With this we can get to safety if that happens. The reason why we get it one the first level is simple: god teams may try to do a three man gank on level1 to get an early first blood. If we don’t want to help them in any way we should get time walk first. You can get another lvl of TW on lvl 4 or 3, if you think it’s necessary. Level 1 range is half of a blink, while lvl 2 is almost the same. Blink has a maximum range of 1000. Having time walk doesn’t mean you shouldn’t be cautious!
This is the standard offensive build. With a fast mom and boots we can own in 1v1 situations thanks to time lock. We get one level of backtrack just in case. It’s better than stats. We should get a level 2 TW if level 1 isn’t strong enough to survive! Some may disagree with maxing Time Lock first, but there’s no better skill build in my opinion. I tried to max bactrack first, but it doesn’t help much. For a nuker to kill us with one, or two spells doesn’t mean much. Even if you are lucky and bactrack the first nuke you would still die from the second. At this time of the game you don’t posess the HP and other items (BKB, Butter) to make use off this skill. Time Lock on the other hand helps with denying, last hitting and especially harassing. With the Heroes huge base damage and the added Time Lock damage (wich is magical) you can deplete the opponents hp in seconds. Even if you won’t get the chance to do that Time Lock is still more usefull to kill neutrals, since you can clear creep camps faster, and bash lasts twice as long on creeps than on heroes.

Item Build

This is my standard build I’ve been using for a year now. Wraiths, mom, treads were very unusual back than. Times have changed, but this guide is still the same. The concept is pretty obvious. Since faceless is a bad farmer we get cheap and effective items. Going for big ones is too risky. Of course not any cheap item will be qualified as good. As a bashing hero faceless needs IAS>MS>HP>DAMAGE. Faceless concentrates more on 1v1 and has to find a way to separate a hero from the enemy team so he can own it with bash. That’s where chrono and our temammates will help. Never forget that bash deals extra damage so IAS isn’t just for the stun effect, but to kill faster. In 1v1 we need IAS to dissable the enemy. Secondly we need MS so the opponent won’t run away (or if he does we can still catch it). We don’t need max MS just more than the enemy has since bashed targets won’t move. Still a target that is faster than faceless cannot be bashed. Also faceless is an AGI hero so he lacks hp, and even the most carefull player will be nuked by the enemy. (especially if the enemy is someone named zeus). We have to survive the first wawe of nukes and own the enemy while their spells are on CD. Even though the importance of HP and Damage are low we will start with wraiths since it incrieases our lane management abbilities. Boots is needed for obvious reasons. After that we get mom since it’s a core item and farming up 2000 gold without mom will be much more difficult later. With Frenzy and boots we will be much more faster than any hero that time can be. After that we complete treads since it’s to good for 1000 gold and doesn’t wastes item slots (like hyper). The main item is butterfly. I can’t imagine any situation where this item isn’t the best choice for faceless. It gives all the things faceless needs (except MS): IAS, damage and EHP (evasion, armor). Of course evasion and armor won’t work against nukes so the next item will be heart. If nukes aren’t difficult to handle (our team is filled with dissable, or the enemy has few strong nukers), than we should go for pure damage. In short: get buriza than!

Used Items
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Yes, yes ror is great, but not enough to survive. Tangoos regenerate faster and can be used for other purposes. Like destroyng eyes of the forest or eating yourself out of sprout. It can be used in curtain neutral creep camps to spwan more neutrals.

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You won’t time lock anyone if you don’t have the proper IAS to do it! Agility is very effective on this hero, while the difference in hp between the amount bracer and wraith gives, isn’t really needed! You could say that hp is better since I get mom, but the thing is faceless normally doesn’t have the luxury to use it! Even if he manages to survive with frenzy, that won’t be beacuse the incrieased hp from barcers. Faceless lacks offensive power and not deffensive!

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Do (real)pro players get MoM ? Yes they do! Check out the replay between MyM and SK located at the bottom of this guide. Why do they get it? Let me explain: Void is a bad farmer, and MoM is the cheapest possible IAS for him. 75% IAS for 1950 even beats treads! Time Walk costs too much mana (unlike blink), and slow doesn’t lasts long enugh for you to bash effectively. With frenzy & treads you are faster than any other hero with BoT (except Chaos Knight). Also chronosphere costs a lot of mana, that we cannot spend for TW. The lifesteal is good for lane control. Void can regain its hp by killing neutrals. What about the extra damage ? Okay there’s a very easy tactic to avoid the extra damage: don’t activate mom! WTF? Yes no extra IAS and MS that way. There are a lot of situational spells in Dota, that are really good dispite being situational. Double Edge or LVL? Death and the list can continue forever. Use it when it doesn’t means instant death, and you on the other hand can get the kill. Faceless void’s all four abbilities support the avoidance of the extra damage: time walk to escape, backtrack to avoid the damage, time lock since disabled target cannot hurt you and chrono for the same reason.

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Get treads later, if you can complete butter fast! Ok I understand, that BoT beats this item. Yes it does, but due to the need of other items the number of games you will get BoT is around zero. Sometimes you cannot use mom. For example when the enemy attacks in larger groups, or when chrono is on CD. If the attack is broken you can use mom to chase, but what happens till then? You get your ass kicked because you don’t have the IAS to bash? Or you run away ? Let’s pretend that you bought one of the components of butterfly instead of treads. Eaglehorn costs triple but gives 10% less IAS while quarterstaff costs the same but gives 25% less. You can stick to boots hoping that one day you will have the oppurtunity to upgrade it to BoT, but I will stick to treads. MoM has been buffed recently. I advise to go for the AGI, though switching to INT or STR before a large battle is reasonable. Have more HP when you have to tank, or mana if you need some to cast chrono/time walk.

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Butterfly is the best item for faceless. It gives IAS, damage and survability since backtrack stacks with evasion (47,5%). With frenzy, treads and butterfly our IAS will be enough to own anyone in 1v1. Also the 60 damage it gives helps a lot under chrono. Some people prefer radiance instead of this item. I think they make the wrong decission. Radiance is a very good item, but there are a lot of reason why you shouldn’t get it on void. First of all farming 3800 gold is risky and slow for void. Radiance gets weaker with every minute of the game. It gives no survability (7% evasion), and no IAS!

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You can get the vita booster any time of the game, if needed (lina/lion) What is more imba than 47% evasion and 2000 hp? 47% evasion and 3000 hp! Which means only about every second hit will damage us. 3000 hp with evasion is the same as 6000 hp. Like a big fat butcher with lots of IAS, life steal, and permabash. Nukes become weak late game too. Heart is the most effective item for us to become the ultimate hero of the game. We have the time to kill enemies due to ‘permabash’, and the only thing we should fear is dieing before that time ends. Think about a bristleback that has chrono, tw lifesteal and permabash and doesn’t have to turn its tail on you. Imba isn’t it? After heart I suggest you go for buriza!

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Heart will make faceless the best tanking hero of the game, but in case we alredy have a tank like Axe or Bristleback we should concentrate on damage. As long as you can use chrono effectively team battles will start from 4v5 or 3v5 from this point on, since noone can stand long against the damage of frenzy+treads+butter+buriza+time_lock. Remeber that you get double the amaount of lifesteal when you hit a critical strike! After buriza the game should have ended, but in case the enemy can still hold you back with mass dissabling spells you should get a BKB, so your strong damage potential won’t go to waste.

Situational Items
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You should buy it, if you manage to farm it in 12 minutes. I have my doubts doing that with the game’s worst farmer, but that’s just me. Remeber that going for midas first means getting mom second. Midas is a great item, but it delays the build even if it buys itself back!

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This item is needed! Unless we want to loose thanks to BD we will have to buy it. Always have one after you completed the base (mom+treads) item build. For defense purposes this item is better than travel since it gives 99999 armor to the tower where you land. When all item slots are filled sacrifice one of your items (or drop it at the fountain) so that you can have another scroll. If you still have one of the first towers you may use it for push. Remember blink (time walk in this case) in the forest and use tp scrolls to escape is great way to survive ganks.

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Gives 10 seconds of pawnage. This item would solve most of voids problems. It is up to the situation whether we should get it or not. If you don’t feed and become imba you won’t need it. If you feed you won’t have the money for it. That’s how I see it. I recomend to get it against chain stuners (disablers) like tauren or Rhasta!

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It costs a lot, but recent changers made this item worthy. Even so BKB is a better choice, but there are situations where BKB is actually a bad choice. Namely when omni supports you with repel. Why would you get 10 sec if you cen get 20? The real question is why would you get linkens when you have 20% of magic immunity!? The answere is simple. There are some spells that go through repel, but won’t go trough linken! Namely: purge (diffu or naga), Primal roar, Doom. Any kind of purge will remove repel, but if linken is charged repel will stay on you! Doom dissables evasion and passive bash (like timelock). You see Linkens spell block can be trigered with less potent spells, but if you have repel on that won’t happen!

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One of the best items of the game. The teleport is perfect for farming and for BD. It helps a lot. With frenzy on you will have godlike move speed. Since you have Bash, TW and Chrono you won’t really need the MS, but it’s still nice to be faster than any other hero. The only problem with this item is it’s cost and that it takes away the free slot for treads. For early game it’s better to have treads. You have more benifits from the IAS boost since you have a passive BASH. Later you may buy a travel and sell treads, but keeping both footware in your inventory is a good choice too.

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By Popular demand. This item is a solid DPS item and can be really usefull whenn we have a Dark Seer in our team. He casts vacuum after chrono and gives an Ion shell and ‘voala’, a tripple kill in less then 3 seconds. Remember that Cleave goes through armor, but depends on the primary targgets current armor. Try to target the hero with the lowest armor to get the most cleave damage! Having a Magnataur in your team also helps a lot to get heroes in the desired postition. Magnataurs damage buff is also a nice addition to cleaave more. Even without Magnus or Darkseer BF is still valid, if the opponent has many melee heroes. Get this item after Butterfly and remember that critical strike can be cleaved! So the next obviues choice would be Buriza, if you need more damage. Sidenote: you cannot lifesteal from cleave damage.

Rejected Items
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This item seems to be a winner, but it’s not! All heroes can carry with radiance, but 99% of them can get it faster than void. Question one: is radiance an item that can be delayed? Ok maybe we get it in time. In that case let’s compare it to butterfly. Butterfly gives damage IAS and survability while radiance only damage. Question number two: Did we pick void for its insane permabash and bactrack abbility, or to have a good carry for radiance? Yes, yes, but with radiance you can farm better! Void is a bad farmer so he needs it (interesting thing to say after 5K gold). With lots of IAS you will have all the last hits when creeps collide. Question number three: can you kill more creeps than all of them? With one butterfly and any kinf of lifesteal you can kill Roshan without loosing hp. Question number four: Can you do that with radiance? No you can’t and that shows how much stronger butterfly is compared to radiance.

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Among damage items it is the weakest and cheapest. Since we alredy have time lock the ministun effect isn’t needed. It’s not a bad item, but butterfly and buriza beats it. Butterfly because of evasion and IAS. Buriza because critical damage is phisical and it incrieases lifesteal. Ministun (like bash) is magical damage so no extra lifesteal is granted.

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Images won’t get stuck in Chronosphere, which is good. The fact that they trigger fake bash makes this item to be used only during chrono’s on. Melee bash cannot be blocked except for this method, and the units that make fake bash are illus (spotting the real hero is easy). You would rely on an ulti with one of the longest CD. Not good, and the orb effect suggests not to get MoM. Illus won’t get backtrack, only the evasion from butter. Still this item is as good on void as on any other AGI hero (since other AGI heroes don’t have bash, and you won’t have it either if you buy it)!

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Another item with an orb effect. Maim is totally useless thanks to our bash, and time walk ability. Frenzy gives 5% more MS, and because we have TW we can catch heroes even after it is over. Stats and damage is nice, but there are better items for same price. 5500 gold = heart !

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The following word will represent my opinion on this items, when it is bought in order to increase the chance of bash produced by faceless:


If you don’t agree, than first: Think about the fact that none of the faceless void guides support it. Second: 2 bashers on magina gives a total of 27% chance while voids passive gives 25%. Third: the bonus damage is magical that doesn’t synergies with anything. Four: perfect permabash is a lame idea that owns only in some pubs. There are at least 10 more reasons I could think of right now, but I don’t think it is necessary to write it all down.

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Very popular on void, but it’s not as good as many think. Compared to butterfly it gives less damage, less survability and less IAS for a hihger price. If that would not be enough, it is epecially weak on void thanks to backtrack and his high armor. If you get butterfly it will be weaker thanks to evasion. Also with treads+mom and butterfly you will have plenty of IAS. Basically it stupid to raise voids armor or magic resistant. Due to Bactrack and Butter’s evasion void’s EHP is increased by 25/47.5 percent, but it doesn’t stack fully with AC or Hood. When the damage is avoided (backtracked/evaded) the armor and resistance bonuses won’t count at all. The only good way to further inriease void EHP is to incriease his HP. So get vanguard,heart or amlet but not AC!

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Early Game

Take the upper lane on scourge, or the lower one if you are with the sentinel (If there’s no solo mid you can go there too!). The next thing you should know is creep controlling, which is essential for voids lane management. The most important thing next to denies, and last hit is this! Creep control is about to lure the creeps under your tower using their scripted AI. This will screw the enemies framing, since they won’t be able to last hit effectively. The next part is very important! There are only two guides including this that explains. Remember this is not creep pulling!

Creep Lure Technic:

Basics: creep, and tower AI: If you are close to the melee creeps, and you issue an attack command against the enemy hero the creeps will start to attack you. Because of that your own creeps will attack the other creeps. If the creeps are close to you, and the tower isn’t attacking the enemy hero they will follow you even if the tower is hitting them. The towers priority is: those that attack the allied hero, the one that attacks the tower, the one that is close. This is all you have to know to accomplish the following movements:

  • If enemy creeps, are coming for the tower, and your creeps are still far, then: Stand next to the tower with the Hold Position key and when the creeps get close start to run backwards until you reach your own wave. If the enemy attacks the tower the tower will fight back, since no one else is hitting it, and you are already far away.
  • If the fighting is close to your towers attack range then you could lure the creeps by attacking the hero (you don’t need to hit him!) and running instantly backwards. This will draw all creeps towards your tower thanks to the simple AI. If you are close enough to the creeps they will attack you, even if you targeted the hero on the other side of the map.
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    You can see that this trick is pretty useful. Sometimes I start it from halfway between the two towers, and end up farming at my own tower. I haven’t seen anyone do this in games, so I think players don’t really know about it. We may receive some hits by luring the creeps, but it is regenerated pretty fast and backtrack might evade it.

Depending on the heroes you face, and the players agression you have to play a passive or a farming style. Passive style is used to stay in XP range and out of spell/attack range. It’s a playstyle ment for calm players, who can wait until the creepwawe reaches their safety zone (tower) where they can farm a bit. When using this style you have to match your movement to the enemies and maintain the distance, as much as possible. Otherwise your ass will be owned by nukes. Time walk can save you one time, but it doesn’t give you any hp regen to stay in lane longer. Remember this: you may loose more by being greedy epecially when one creep kill means half of your hp! If the enemy group consists of melee heroes or if they don’t play agressively, than you can use the farming playstyle. Concentrate on lasthits and lane deny. As long as no creep can be last hitted attack your own creeps under half hp to draw the lane towards your tower! You can try to harass, but since void is a melee hero he may attract unwanted creep agro. To avoid this don’t attack the enemy until your in range and attack only once!! If it’s a bash than go behind the enemy and attack again when creeps won’t agro anymore. If it’s not a bash than go back farming and wait for another chance.
Help your ally if possible. You can time walk to an enemy slowing its move speed so that your friend might escape. Be careful this is a double edged sword, since the next target is obviously you! Never stand still! Move forward and back or move vertically, but try to remain in xp range. Standing units are targets. They get easily ganked, harassed, hooked. You can use time walk to avoid some annoying spell like the lich or Yurnero’s ulti, and it’s good (yet expensive) against impetus.

After MoM (mid game)

You can do three things at this time: push/farm neutrals/gank

With frenzy you should be able, to get some kills, and it is also perfect for killing creeps. If the wave is already at the enemies tower, than go and kill some neutrals. If they try to gank you while you are killing neutrals (they have wards), don’t worry! With time walk you should be able to get away. Help in team fights, but don’t die if possible! So how to farm with faceless exactly? If we are alone we use mom to get ALL of the creeps that come. Because of the high IAS we will get the money for the creeps without bothering with last hits. If you have time to farm, and you see no chance to be ganked than you can bother with last hits. If you don’t kill creeps enugh you won’t farm anithyng before you are ganked. Simply start frenzy when the first creep gets below half hp. This will push our lane towards the enemy. As I sad earlier when we get close to the enemy ,go back and farm neutrals. Remeber that farming neutrals actually heals void! The amount healed is atleast half of void’s total health, but usually more! During your period of neutral creeping, the enemies will most likely push back, and when the creepwave gets big enough go back there, and start the process all over. If someone is farming alone on your lane you should kill, or send him back to the fountain using TW, Chrono and frenzy. Or gank him if you are no match for him. Go back to the fountain if you need items or if you really have no other choice! If two heroes are farming in your lane than I suggest to choose another lane where you can dominate. Gank is optional at this time.

Farming neutrals:

The true power of mom is farming, and farming fast so that you can move on to the next creep camp. We will do this pretty often if there are no free lanes for pushing. The reason why mom is better than hom is that you can kill any neural without loosing hp at a relatively low level. Berserk can be used more often than transmute and you can kill bigger neutrals with it. Always keep one finger on “w”, so in case you are ganked you can escape instantly! The damage from ganks (if avoided with TW = you didn’t die) can (should) be regained by killing neutrals. After that go back to push…


Running away with MoM? It sounds stupid, but it’s pretty effective to save your ass. First you Time-walk away and after that you maintain the distance between you and the enemy with frenzy. Since it gives you insane MS and lasts as long as the time-walk’s CD you just have to run for 10 sec and TW again.

After Butter(late game)

Stick with the team! Towers and creeps, can no longer damage us so we should tank damage, so that our creeps will go to the enemy tower with full hp. With proper chronoing, and good team members we can defeat the enemy at their own towers. If the attack is finished and our team is retreating, and we have half of our hp, than we should kill some ancients to regain our hit points. It is unlikely for the enemy to go there, when they need to push back the creep waves, even if, they get there: you always have time walk.


With butter you can solo roshan without loosing 1 point of hp! That’s because roshan no longer has return damage, and the lifesteal from mom will be greater than roshan’s damage output. Roshan is the same as a strong carry hero late game. Killing roshan 1v1 without loosing hp shows the effectiveness of void against heroes of that type. If the enemy team is killing Roshan you can chrono them so you can kill him instead of the enemy. Do this when Roshan has nearly no hp left. Even if you cast chrono late you can steal the aegis and time-walk away. This is nasty, but actually void is nasty hero to begin with.

Using Time Walk

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When chasing an enemy use time walk to block his path. When running away, use any possible terrain obstacle to loose the heat. The slow effect can help you deploy chrono properly. Always think forward! Try to guess the enemies movements, and don’t use it if you are in disadvantage, because of hero numbers. Time walk makes you invulnerable, but you can still use items like MoM. Be a chicken! If you are ganked while having a teammate with you, then use it to get away, if the success rate of survival is below zero. That probably means, that your friends get killed, but loosing money is so bad for the lame farmer item dependent void, that we have to make sacrifices. Plus only heroes with blink abilities can be chickens, and void alone can decide the faith of the game.

Spell dodge: Dodging needs three things: no lag, good timeing and a lot off luck. Even though it’s hard to do it’s still more reliable than backtrack! Just remember that if you try to use time walk over the casting range void will start to walk instead of casting. Some spells may hit even if we manage to escape, iff the effect has a longer delay than the time faceless is invulnerable. On the other hand some spells can be avoided without having good timeing since they need to search for targets over time! Omnislash for example or chain frost. Some spells work on invulnerable heroes too! There are two that I know off: hook and Nether Strike.

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The difference between Time walk & blink:

Although time walk is similar to blink, the differences between the two spells are very important. Blink spells have lower CD, mana cost and no slow effect. In addition if a hero blinks in to fog of war the enemy won’t be able to trace him. Time-walk shows the direction in witch void travels, so fast heroes like balanar can still catch them! To avoid this there’s a simple, but effective trick: If you can travel to the other side of the forest, don’t do it instead TW in the forest itsealf! Since both the forest and the other side is in fog of war for the enemy, the will think that you escaped to the other side, and will continoue to pursue you there. When the coast is clear you can get out of the forest, or use a TP scroll before that. There are spots in forests and on hills, that can be only reached by time walk/blink and thoose around it cannot see this place (normally).

Proper Chronoing

Our goal is to freeze as many enemies as possible. If we can freeze a tower by freezing others, than we should do it, if it’s not ours. You should know that the chrono’s casting range is increasing by level, and there’s a little casting time when void raises his hands. Before you use it hit ‘c’ to see the area of effect, and then right click to cancel it. If you use it after Time Walk, than void might not cast it, because TW-s order canceling effect (the same reason, why level 1 sucks). To avoid this hit ‘c’ and after that left click, and repeat this until you see the bubble. Kind of a stupid way to do it, but it is effective and you can adjust the chrono every time you recast it. To adjust chrono don’t bother with the circle you see! Instead concentrate on the units highlighted in green. Because of the strange shape of the circle some highlighted units won’t be affected, since they aren’t in the circle. This only happened with me once, so don’t worry. The more time it takes to place chrono the less effective it will be. Don’t place it if the heroes are too far on the edge of the AOE. This ulti is too good to make one waste. Try to cast chrono so that your team will benefit the most. That means place it as far from than as you can. Ranged heroes can attack the hero in the middle. This is important, so never forget! Placing chrono so that your melee heroes can attack the enemy stuck on the edge is too risky. Always make sure that you catch all the heroes you wanted. If you miss one, than attack him, if your teammates can deal with those caught in chrono. With permabash you can own everyone in 1v1 so this is the best you can do, since chrono blocks the way for your teammates.

Who to attack first?

When chrono is placed, and we managed to capture more than one hero, we have to decide which one to get first. Even without chrono we can decide which enemy to attack, since we can get anywhere with time walk. With bash we can disable this hero, so which one to choose is important! So the list goes by this: I. Disablers/stunners, II. Damage dealers, III. Tanks, IV Heroes with Blink. You might also get a hint by reading the “things to avoid” section.
Chrono has great synergy with: Omnislash, Macropyre, Mass Serpent Ward, Exorcism, Poison Nova, Death Ward and with Epicenter plus blink. Here’s some extra inf thanks to Rémi “strikes_ is right about Radiance’s immolation, it doesn’t damage freezed units inside Chronosphere, regardless of the position of Radiance-equiped hero (inside or outside the sphere). The same for similar spells such as Infernal’s immolation, Razor’s Stormseeker, Leshrac’s Nova, Pudge’s Rot…”

Art of Ganking

First of all know that ganking won’t give you the same amount of money, which you would gain by farming. Gank is optional.. sometimes it worth it sometimes not. Since you have TW as an escape skill you can farm lanes in a relatively safe status. Ganking-time starts when you have mom. Ganking is not the same as freezing people with chrono. First of all chrono doesn’t last long enough, and secondly it costs too much mana which you will need for TW. Don’t start the gank with TW! Just go there, and start hitting one of your opponents. Since in ganks you have the advantage of numbers he (or them) will try to escape. If he doesn’t flees he will be owned by your teammates. If the enemy can overpower your team, than cast chrono. That is not necessary in most cases, so if you see that the enemy is trying to escape than activate berserk to catch them (no extra damage while you chase). If you still can’t get to them, than cast TW to slow them, and to bash them into tiny pieces. Remember this: never start with chrono unless it’s a team battle or you need it to overpower the enemy. You will loose many kills if you can’t support your timewalk spell with mana! Also if the enemy is lucky enough to reach their tower you will need chrono to freeze both the tower and the hero. You can’t do that if it’s on CD. With lifesteal you can regain much of your hp under chrono. This is the last reason why you shouldn’t rush casting it. Chrono will be great later when teams will move as one, and heroes will have insane DPS, but till than bash and time-walk is much more effective, because of the small number of heroes in one place. Don’t forget: the best way to make a successful gank is called cooperation!

Chrono Pictures

Chrono explained in high detail!

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Supporting heroes

Void is very weak early game, so he will need someone to look after him in higher level games. Most healers can support faceless, but some of them are better than the others. Void needs a pusher tactic to farm without problems so spells that can push a lane or destroy a tower are welcome as well!

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My personal favourite. He has a strong healing spell and can summon an infenal later. Rain of chaos can help you to deploy chrono easier or to finish the remaining heroes. Since other team members will concentrate on AOE damage fatal bonds is going to be deadly. He’s the best lane partner for void. Even with that sad he is also a good mid solo, so we should let him do that to get an early infernal!

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Another great healer. Sadly he doesn’t have the mana early game to help much, but later he will be very usefull. Not a good choice for a lane partner in my eye. With repel void won’t suffer from frenzy anymore, and he cannot be disabled by most of the stuns in the game. Phisical immunity is also neat, and the heal can save your ass if used right! Remeber that purge can remove repel (while it doesn’t affect avatar) so we should focus heroes with diffusal blades. Note that omni can cast repel on an infernal and if it gets purged it will survive!

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This guy is sick. He is a good lane partner, deny machine and healer. His ultimate works great on FV. Since darkterror is a lousy farmer to begin with loosing gold is the main problem in games. The poison and armor buff is also nice. One last thing: his heal works on units with magic immunity (like repel). Yes it does and it’s pretty good to use it that way!

Chrono heroes

Chrono heroes are the ones that need a long duration AOE disable to work properly, but in return they can deal lots & lots of damage. Since chrono can stop chanelling spells some heroes won’t work properly with faceless. Enigma or Cristal Maiden for example. Although Witch Doctor’s ultimate is also chaneling he can use it from the outside of chrono. Still he isn’t the best choice for a chrono kill! The problem is, his ultimate will only hurt heroes wich means the creeps there are unnafected. That may sound good, but we need to clear the creeps fast, so that Lich can finish the job with his ultimate. If not Lich that Juggernaut should be the one to end the combo, since he is unnafected during omnislash (no extra slashes though)!

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Good old sand king. In the old days chrono+epicenter was one of the best combos in dota. Today he’s only the third best damage dealer. First of all he needs 2 secs to chanell. Even at best he can only rely on chrono for five secs. After chrono is over epicenter won’t be finished and the enemy can bling away. Also he is a melee hero wich has the same disadvanteges as void during early game. And his stun cannot be used during chrono since it will make the targets invulnerable till your ultimate is over!

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He is absolutely the best! His ultimate lasts 5 secs on all levels, and he doesn’t have to blink in to use it! He can cast dual breath from the outside and can deal damage with his attack. Has a nice disable for the aftermath. The problem of his ultimate was always the long duration, and that it didn’t slowed or disabled the enemy (unlike epicenter). With the treant protector this ultimate is devastating, but chrono is better for the same purpose.

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Normally I wouldn’t suggest a hero with a channeling ultimate to be a good ‘chrono hero’, but Vol’Jin is an exception. As you should alredy know wards won’t be frozen under chronosphere, so Death Ward works perfectly as long as the hero is not inside of chrono’s AOE. This guy is probably the hardest hero off dota so I don’t recommend to be used by anyone. His curse and ward needs very good timeing to be effective, not to mention that he is a weak (low hp) hero to begin with. He has a dissable that can be used to push lanes and a healing spell so he can be good support like shadow priest.

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Things to Avoid

Disablers (silence, hex, stun, doom, smoke):

We won’t be able to cast TW to get to safety, if we get too many of these. We will loose our awesome Chronosphere too. Get BKB if this becomes too troublesome. Doom is an exception since it disables items too along with stun and evasion except backtrack (hallelujah). To tell you the truth I never bought BKB. Backtrack works fine, and if we concentrate on hp we should survive no matter how many stuns we receive. Disable can make you useless. A damage void can be easily killed outside chrono with the help of these. Remember that hit-points and backtrack are the only things you have in all situation. Silence, hex, doom, smoke cannot disable backtrack the n.o. skill of void.

Melee damage counters (blade mails, Kentaur, Tiny, Anubarak, Roshan):

This is a real pain especially if frenzy is on. Avatar blocks return damage according to the mechanics forum. So buy BKB if they go mass blade mails. Tried it, and worked pretty well, although normally a game won’t last long enough to get it. Buying Heart also helps with return damage and stuff. This is the main reason why a damage void will suck in higher level of games. Like PA he will die due to his own damage. As I sad avatar blocks it, but you won’t be able to get BKB if you go for damage, and you will have to activate it during chrono. Never forget that the damage from blade mails can be greater than your own damage! The armor blocks much of your damage, but you will get back the full amount (X percent of it) in magic damage!

How to deal with?
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Chrono freezes everyone, even invisible creatures. That’s good, but we can’t hit something we cannot see. Without true sight it is difficult to kill one of these heroes, but not impossible. Under chrono heroes cannot become invisible, not even Riki. We have to lower the opponent’s hp, so that when we cast chrono we can finish the job. Usually at half hp enemies won’t use their escaping skills, so wait until the enemy becomes orange.

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Most nukers are easy to take down. INT heroes with low hp are free food for void from mid game. I have pointed out everything people should now about early game, so I won’t include that part. Stuns are pretty bad for void, and nukes have pretty good damage too. Of course there’s always a chance to backtrack the damage, but don’t put your life on it if possible. Time walk is a more reliable skill to avoid spells especially nukes. How? I never saw someone place a nuke behind his own hero, so all we have to do is: 1. get in spell range 2. time walk behind the enemy 3. have perfect timing.

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The trick is similar like when we face invi heroes. We have to use chrono before or after the enemy produce illusions/splits. With ‘after’ I mean use it when the spell is over. Buy a gem when you face PL, and follow the earth panda since panda will be there when his ulti is over. PL’s illusions will die in chrono, because the time elapses. Cast it when you already know which one is the real. Naga has some annoying spells so the best would be is to kill her before chrono ends.


Acording to league rules teams can ban 3-3 heroes on each side, before they pick their own. It is safe to assume that, if you pick void into your team you will be relying on his late game power. To be effective late game we have to ban heroes that can prevent him from farming or heroes with powerfull disables:

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One really anying hero he is. His summons scouts the forests the place we will be 50% off the game. His piggy is a true pain in the ass, but the most problematic spell of his is Primal Roar. It drops heroes out of Chrono and stuns you even if you have avatar on! This hero is a: must ban! Still you should levae him second or last since the enemy might ban him before you.

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A gay lane controller and early game hero killer. His disables makes children cry and he can roam freely in our neutral camps thanks to his ultimate. He is a real threat to faceless early to mid game, but later on he is barely noticeable. NA should be the last ban since many teams will ban him first.

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There’s only one reason why this hero is a ‘must ban’: Global Silence! With Time Walk and Chorno’s level3 range you can disable anyone in 2000 range. Preventing him to do so is like preventing riki to become invisible without using true sight… It’s hard unles you have a global effect of neat silence. Silencer is usually my first ban since he is the less risky of them all and most teams today won’t pick or ban him.

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Supported replay I. Random CW on GGC

Same boring, but effective pick as always. Wl, lesh, sp, omni, fv VS zeus, potm, lina, sk, kenta. In the end after I completed my butterfly the opponent sad that lina had to leave in 5 minutes. So we decided to end the game in 5 minutes and I went beyond godlike. The End.

Supported replay II. Clan War with Void (6.48b)

This replay shows how faceless void and his team should play in high level games. Bans were: NA/BM/Silencer/Mirana (don’t remember the rest ). Both teams had one carry, luna and faceless. The opponent had an early game dominance tactic while we picked a push tactic. They had more kills, but we destroyed more towers. The game draged on with Sentinel pushing and Scourge dominating. Luna became strong thanks to her farming. She farmed twice as much as I did with faceless, but still I was stronger with half of the money she had!

Picks were: warl.gif tsou.gif spri.gif void.gif omni.gif vs lool.gif lina.gif sven.gif luna.gif tpro.gif Our pick was simple and effective. We had many push supporting spells like infernal, diabolic edict, guardian angel, shadow Wave. Thanks to theese heroes the lane was pushed forward while faceless could farm neutrals. Of course there are other major factors that led to this lineup: with repel and berserk (mom) faceless is unstopable. Repel can protect an infernal from atleast one purge charge (no damage, but repel is dissabled). Leshrac’s ultimate becomes really effective when used in combination with repel or chronosphere. And last, but not least we have shadow priest to protect faceless from unwanted harm and gold lost.

Supported replay III. Clan War with Void (6.48b)

Similar to the replay above. Picks were: warl.gif tsou.gif spri.gif void.gif omni.gif vs lool.gif lina.gif sven.gif gorg.gif potm.gif . This game was a bit harder than the previous. The enemy destroyed many off our towers in mid game, but the team managed to hold them off. Later my teamates attacked while I farmed in the forest and in the end carried us to victory. Even though we were behind with the kills we managed to win, again. This is the strength off this tactic!

unSupported replay MyM vs SK

TFL Playoffs Overall Finals : SK-Gaming (SK) vs. MeetYourMakers (MYM). This replay doesn’t represent my strategy. Well the playstyle is the same, but the itembuild is different. The build consists of pure damage items and MoM. That’s why I linked this replay here. MoM is viable for higher level games!! I get butter, heart to support mom, but in the replay team members support void. I’m not satisfied with the effectiveness of this build.

This game is the part of the tradtional games of the retech forum. You could say that it’s a high quality inhouse game (witch it is!). The game mode was -sprd shuffle players & random draft. I was lucky since I was able to get my hands on void. At first I lane with Chen, before he leaves to get some neutrals. After that I solo and hold back the enemy effectively. Later I gank the enemy with chen and pretty much dominate early game. Some well placed chronoes give us the advantage over the enemy, while the rest end in diseasters. I get seven kills before I complete butterfly, mainly thanks to the great work of Jakirto from my team. We push the main lane and reach the base of the enemy! We are winning, but sudenly my friend lags out, and we are pushed back pretty fast. Also acidentaly I buy eaglehorn isntead of messer wich becomes a fatal mistake and we loose in the end.

Huskar, the Sacred Warrior Guide by Eozm

Wednesday, August 6th, 2008

Huskar the Sacred warrior avatar

Updated for 6.53

Table of Contents

  1. Introduction
  2. Skill Build
  3. Item Build
  4. Burning Spear and Helm of the Dominator
  5. Skill Strategy
  6. Combat Strategy
  7. Laning
  8. Farming
  9. Jungling
  10. Ganking
  11. Team Battles
  12. Replays
  13. Conclusion
  14. Change Log
  15. Credits

1. Introduction

So far, there are two excellent Huskar guide. I’m sure that by the time you read my post, you already read theirs, so I’m guessing that you know the basics on how to play Huskar.

My previous Huskar guide focused on the generality of Huskar, including his stats, skill explanations, early to late game strategies, etc. However, through comparing my guide with the other two guides, I have realized that my guide was too similar to theirs and it was just a simple hybrid which wasn’t quite unique. This guide will focus more on the actual strategy section such as laning properly or how to gank/counter-gank, etc.

Due to shifting my focus on the strategies, I will not have many, if not, no images at all in this guide. This guide will also be text heavy. However, if you truly wish to improve your skill on Huskar, do proceed onto the guide. My second aim in this guide is that in the future, Huskar will be chosen more frequently in higher-level games.

If you wish to read a more detailed guide in terms of general Huskar, read Afterburn’s Guide to Huskar, the Sacred Warrior. If you wish to see an abridged guide on Huskar, read Complete Idiot’s Guide to Sacred Warrior.

2. Skill Build

For complete details about Huskar and his skills, click here.

Level 01 | Burning Spear
Level 02 | Berserker’s Blood
Level 03 | Berserker’s Blood/Burning Spear
Level 04 | Burning Spear/Berserker’s Blood (opposite of level 3)
Level 05 | Berserker’s Blood
Level 06 | Burning Spear/Life Break
Level 07 | Berserker’s Blood
Level 08 | Burning Spear/Life Break
Level 09 | Inner Vitality/Life Break/Burning Spear (do not take Burning Spear if you took Life Break earlier)
Level 10 | Life Break/Inner Vitality
Level 11 | Life Break
Level 12 | Inner Vitality
Level 13 | Inner Vitality
Level 14 | Inner Vitality
Level 15 | Stats
Level 16 | Life Break
Level 17-25 | Sats

This skill build is for people who loves to play aggressively and enjoys flexibility. Berserker’s Blood is maxed out first as the passive bonuses are great! With level 4 Berserker’s Blood, Huskar can have +56% attack speed and +56 damage at 58% health. Burning Spear will then be maxed to maximize the Huskar’s harassing cability. Some people prefer to take 1 level of Inner Vitality at 4, but I find this entirely useless as it only regenerates around 85 hp including Huskar’s natural regeneration. Furthermore, it can only be casted once. I prefer to take extra damage over time than a mere 85 hp regeneretion, since I recommend that you get 3 sets of tangoes. With this build, early game kill will be guranteed as long as you play smart or your allies stun/slow the enemy.

If you plan to jungle, then follow the skill build in the Jungling section.

3. Item Build

In my opinion, Huskar is a very flexible hero. He can either be a ganker, a semi-carry hero, a tank or a hybrid of everything. Therefore, Huskar’s item build may vary on personal preference. In terms of orb-effects, the only viable options seem to be lifesteal or corruption. The strategy I will focus on is both Burning Spear and lifesteal as they seem to be the best options for Huskar. The most important items on Huskar is Armlet of Mordiggian and Helm of the Dominator. As long as you get those two items, I don’t really mind which item you get for my strategy.

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Boots of Speed is a no-brainer. Bracers are gotten in order to keep your health high after you cast your Burning Spear or Life Break since the backfire damage does affect Huskar significantly. Helm of the Dominator is used for dominating creeps for easier kills as well as lifestealing your life back after ganks or when you have to fight a hero who has higher health. Armlet is just a must. It synergizes really well with Huskar. The additional 25 strength will allow his Inner Vitality to heal faster after deactivating the Armlet. Also, the attack speed bonus and damage bonus synergizes really with Huskar’s Berserker’s Blood. The degeneration can be countered by Inner Vitality or lifesteal.
Alternate/Luxury Item Build

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Personally, I prefer Boots of Travel over Power Treads. Boots of Travel will allow you to push/defend more easily as well as give you more mobiliy to farm or gank. Satanic is for higher lifesteal towards late game where you won’t have to dominate creeps for kills since there will be more team battles. Assault Curiass is for the armor bonus and negation and the nice attack speed bonus. Very useful for tanking damage and supporing allies with the aura. Get Black King Bar if you get focus fired by nukes and disables. With this item, it is possible to kill an entire team alone! The 3 damage item is up to you. Get Buriza if you want higher lifesteal from the critical. Get Monkey King Bar if there are channelers. Get Radiance if no one has it since it will help in pushes/defences.

Once again, I do not like to post an item build. This is what I typically get, so please do not argue with me about the item builds. I don’t really mind what you get, as long as you get Armlet and Helm of the Dominator.

4. Burning Spear and Helm of the Dominator

I have been frequently questioned about maxing Burning Spear when I suggest Helm of the Dominator as core items. Here is the reason why.

When Burning Spear level 1 hits a target 5 times, the additional damage will be 180 damage. However, at level 4, the additional damage is 360. The basic math craft is: 5 x [Burn damage (6, 8, 10, 12)] x 6 (time).
This is excluding the magic reduction and natural/item regeneration. For example, if you hit a target once who has Ring of Health, you will only do 4 additional damage per second or so. However, if you hit the same target twice, you will be able to do around 11 damage per second. And so on. What I’m saying is, 180 (125 for say with magic reduction and natural/item regeneration) is caused by level 1 Burning Spear. However, level 4 Burning Spear will deal around 315 damage when the target is hit 5 times minimum.

Since my item build suggests Helm of the Dominator, you will have a pretty decent disable. Go with troll as ensnare is the easiest disable as it locks the target down for 2.5 seconds and this skill is targeted. Not to mention your own disable: Life Break. Hitting your opponent with Burning Spear constantly until the hero dies is fairly easy. In addition, even if the hero gets away with 200 or so life, the maxed Burning Spear will most likely kill the hero.

Honestly, I rarely find that I have to retreat before actually killing the hero by damage over time, since my enemy just decides to fight me despite the burn damage, meaning that the burn damage can stack easily. Even if my enemy starts to run, I can easily disable them as long as they’re not super fast or goes invisible. Who knows, maybe the approximate 209 damage difference caused by maxing Burning Spear can actually get you a kill if your enemy does decide to go invisible or super fast at 200 life. Happened many times in my life!

I will try to get screen shots and matchcraft tables as soon as possible.

5. Skill Strategy

There are so many ways to use Huskar’s skills to their max potential. Here are some combination of skills that I’d like to point out. These are just basic skill strategies.
Dominate Disables

Make sure that you dominate neutral creeps with disables. Huskar’s only disable is his ultimate, so the dominated creeps are really beneficial for Huskar. Here are some neutral creeps and their abilities.

Centaur – Stun and Endurance Aura. Also can tank damage.
Furblog – Slow which gives 150 damage. Useful in early game. Also can tank damage.
Dark Troll – Ensnare and ability to raise skeleton armies.
Ghost – Frost attack. Very useful throughout entire game
Hellcaster – Very low life, but has purge. Get this guy against self-buffers or summoners.
Alpha Wolf – Not really a disable, but the command aura is nice.

Harass your enemies using Burning Spear. Either manually cast it or auto-cast it. Try not to auto-cast it during early game as it attracts creeps. Note that once you get lifesteal, or any other orb effect, Burning Spear can only take effect if you auto-cast it. Manually casting it will use the item orb such as lifesteal. My point is, once you get lifesteal, you must auto cast to harass.

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Notice how Afterburn (Huskar) used Burning Spear to attack his enemy Balanar. After getting hit by some spears, even if he was able to lose Afterburn, the damage over time from the Burning Spear granted Afterburn a kill! This is why I said Huskar loses too much harassing capability without his Burning Spear.
Burn and Blood

As you get damaged, your attack speed and damage will increase. Use it to your advantage! Harass your enemies and let them attack you. Never be afraid to let your blood spill.
Break, Blood and Burn

If you cast your ulti, you will lose life. This will give you bonus in attack speed and lifesteal. Also, the ultimate will provide you with a slow, so auto-cast your Burning Spear and harass them as much as possible.

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Afterburn (Huskar) casts Life Break on Lanaya then casts Burning Spear to damage her. With the slow and the damage, along with backfire, Afterburn was able to get a kill because of the burn damage and the increased damage from Berserker’s Blood.
Heal/Double Heal

You can either cast your Inner Vitality or just lifesteal. Inner Vitality is Huskar’s healing skill which requires mana. The heal is based on the primary stats, so the higher the primary stats, the better the heal. This should be casted on ally tanks or carries, or self for extra safety in team battles. If you want to regenerate really fast, cast Inner Vitality and lifesteal. Don’t forget that the regeneration rate will increase when the target’s health is below 40% health. In Huskar’s case, when he is below 40%, his Berserker’s Blood will be at max, so you will regenerate really really fast. Trust me.

In one-on-one combat, try to use this when you reach 40% of health, because if you cast it in the beginning, the enemy realizes your regeneration rate is high, so s/he might just run away. In addition, fighting without Inner Vitality in the beginning in 1 on 1 and dropping your health by 40% means that your opponent will think that he can own you as you only hav such few healths. Furthermore, if more enemies come after a 1 on 1 battle, the faster regen can keep you alive and you can either bait for your allies more safely, or just run away until the target gave up on you or whatever. Sometimes though, it is advisable to cast it in the beginning. I never found any reason to, so I rarely casted it in the beginning of a 1 on 1 fight. Don’t forget, if Armlet is on, you will have higher regeneration as Unholy Strength provides +25 strenght!
Golden Rule: Armlet of Mordiggian

This item will provide you +65 damage, +25% attack speed, +25 str, +475hp when activited. When deactivated, it will provide +9 damage, +15% attack speed, +5 armor, +3hp/sec. Always turn this on when you are fighting heroes. Also, this is a great Art of Mindgame tool. Use the 475hp to your advantage. When an enemy with low life is chasing you, use it and kill him! Furthermore, when running away, you can use this to get life boost and run like mad! Again, turn it on in a battle! Always turn it on!
Life Break

This is Huskar’s ultimate which will eat away 40% of your enemy’s current health. Thus, Huskar cannot kill using this skill as a nuke. This skill provides 50% slow for 5 seconds, which is great as Huskar can harass the enemy while he is slowed. Use it on tank or carries as they are number one priority in team battles. Golden rule is that when you are about to die, you either cast it on green hp hero, or cast it on any hero around you who will not die in next 2 seconds so that your ally/ies can pawn him.

6. Combat Strategy

A good player needs to know the abilities of every heroes in DotA. Also, a good player has good map awareness and know which allies are near you and which enemy heroes are missing. Most importantly, you must have experience. Here are some other imporatant facts which you must drill into your minds when playing Huskar.
Health Management

Always manage your life. Although Huskar is stronger when his life is low, this is only up to 58% of health. Even this might still be dangerous against nukers. Managing your health is as important as farming! Managing your health also means that you determine whether you are still good for one more fight, or whther you should return. Always try to bait for your allies. Don’t be a fool though! Manage your health!
Trading Hits

I see so many Huskar players run away when they have low health and are beinga attacked by enemies. That is no way to play Huskar. Never be afraid to trade hits with your enemy when the opportunity arises. Your stack damage from Burning Spear is very signifcant. Enemies will, in most cases, underestimate the burn damage and the Berserker’s Blood. The lower your life, the stronger you get. Use it to your advantage. There is no reason why Huskar should be afraid of getting hits! However, be reasonable and manage your health.

IPB Image

In this image, notice how Afterburn (Huskar) has critical health, but still approaches enemy Lich who has Frost Armour and half health. Afterburn stood ground and fought, and the outcome was that Afterburn was richer in experience and gold, while Lich died.
Studying Your Enemy

Know your enemy, his skills and his items. Also watch the way your enemy plays. Does your opponent last hit/deny very well? Does he know when to retreat when you go up to him? Determine the level of his skills. You need to empathize and predict your opponent’s movements. Always, constantly check his health, mana and items!
Aptitude, Assurance and Aggression

The three mental A’s you need to have. Aptitude. Be smart, and play smart. Know wheter you can fight your opponent. Predict your opponent’s move. Assurance. Be confident. Never be a chicken and back away when you can just stand your ground and still make it out a live by the last hit from Burning Spear. Aggression. Be aggressive. Never hesitate to harass when the opportunity arises.
Chasing Your Opponent

If you don’t have any disables, try to cancel your animation. If you don’t have lifesteal, this is much easier. Just manually cast your Burning Spear on your enemy and click where he will run to directly after Huskar attacks. If you must auto-cast, then as soon as Huskar attacks, click next to the hero or the hero again.
Animation Canceling/Orb Walking

Well the general idea is that when your hero casts a spell, the animation takes place. Once the effect of the spell has occured, there is some delay time from casting, such as backswing. This signifcantly wastes time when chasing or running away. In order to cancel the animation, you must issue another command such as moving or attacking. By doing so, the new command will cancel the delay and perform the new issued command. Orb walking is manually casting your spell that can be auto-casted to not attract creep aggravation.

For Huskar, since he only has an average movement speed, you should cancel the Burning Spear animation. Simply, after Huskar casts his spear, click on the designated location where your opponent will go to. Once he starts moving, click on your target again to cast another Buring Spear. He also has a small delay time after casting Inner Vitality/Life Break/Unholy Strength (from Armlet) and this might change his target. Make sure you click on your target after activting your skills.
Creep Advantage

Usually the case is, if your life is lower than your enemy’s, he will get greedy and chase you, regardless of your creeps attacking your enemy. Just try to let him attack you until your creeps arrive. When the creeps arrive, cast Inner Vitality if you have, Life Break your opponent and keep attacking the hero with your creeps using lifesteal. In most cases, you will live and receive +200 gold or so. Don’t forget the 3 A’s!

Don’t forget, Huskar has excellent regeneration. Not only from Inner Vitality but also from lifesteal. Use it properly as stated in the Combo section above.

7. Laning

Huskar is an overall a pretty balanced hero. I believe that he is capable of any lane situation as long as you play correctly. Huskar’s main role is harasser and farmer. Huskar does need to farm a bit for his items, such as Armlet of Mordiggian and Helm of the Dominator, etc. Honestly, there are just too many combinations of lane partner/enemy(ies) you can encounter. I can’t really cover much on laning. However, whatever the case is, always last hit/deny creeps. Here is the general concept.

1 on 1
This is probably the easiest. Just harass your opponents by manually casting Burning Spear so that you do not attract creeps. You will be able to dominate your lane if your enemy is a melee hero. You might also be out harassed if your enemy is a nuker or long ranged harasser such as Silencer, Enchantress, Leshrac, etc.

1 on 2
This might be tough or it could be really easy. If the lane is double nuker and double stunner, either ask for lane switch or lane partner as you will be out harassed. If the enemies are both melees, it will be much easier as you can just harass both. I cannot really cover much detail on this as there are too many combinations of heroes. Just basically play safe, smart and know when to harass. Watch your opponents and determine whether they have good cooperation or not. If they are very uncoordinated, the case usually is that you will be able to dominate your lane.

2 on 2 or 2 on 1
This is like 1 on 1 lane except you have an ally. Again, watch your opponents’ cooperation. Try to go for a kill if your ally is a disabler. Coordinate properly with your ally and try to go for a kill!

IPB Image

Afterburn (Huskar) was harassing Lanaya at level 1 using Burning Spear. She was forced to stay away from the creeps, making her unable to farm. This is why Huskar’s Burn is such a great skill early game to establish lane control.

8. Farming

Basically, there are three ways Huskar can farm.

Creep Killing
The general concept is that Huskar can farm better with lower life as Berserker’s Blood will increase his attack speed and damage, giving him better ability to farm. Huskar’s attack animation is nice and his base attack time is quite low as well. Make sure you can dominate your lane so that you can farm more easily.

Hero Killing
Hero killing isn’t really considered “farming” but I just included it here as killing heroes give you gold. Try to kill heroes as much as possible to get money for your items. But always work within limits! Don’t go killstealing without permission!

Neutral Creep Killing
I only do this when dominating creeps and killing the creeps that I have attracted or just simply getting my life back. However, if you decide to go jungling, then this will be your main early game farming method. See below to learn how to Jungle with Huskar.

9. Jungling

With the permission and help from Sonicspear and Xenterex, I have included a Jungling Section. I personally don’t do this, but if you really enjoy jungling, then go ahead. This requires a different Skill Build though, but still follows the Item Build recommended.

Assuming that your ally buys a chicken for the team, buy 3 Circlets of Nobility in the start. Creep pull the camp at x:45 and x:15. If you have any spare time, you can either kill the easy camp, or attack the hard camp. Sonicspear advises that you go for the easy camp unti level 3. In 15 minutes, you should be able to have 4 Bracers and Boots of Speed. Also, because of Huskar’s Berserker’s Blood, he is capable of taking the hard camps from lower level.

Here is the recommended Skill Build for Jungling Huskar.

Level 01 | Berserker’s Blood
Level 02 | Inner Vitality
Level 03 | Berserker’s Blood
Level 04 | Inner Vitality
Level 05 | Berserker’s Blood
Level 06 | Life Break/Inner Vitality
Level 07 | Berserker’s Blood
Level 08 | Inner Vitality

And so on. Raise Burning Spear when you decide to start ganking heroes. Sonicspear and I both agree that with this, you should follow the recommended Item Build suggested, which includes Helm of the Dominator as lifesteal is needed.

Here is a replay to help you by Sonicspear. Attached File Sonicspear_Huskar_Jungle.w3g ( 67.67k )

This is a replay by Xenterex, with normal mode. Attached File Huskar_Xenterex1.w3g ( 76.3k )

10. Ganking

Huskar is capable of solo ganking hero from level 1 due to his stackable orb-skill which. However, I suggest you farm your items up first before you go for hero kills. Also, use domination to your advantage. I see so many people in pubs get Helm of the Dominator and never dominate creeps. Disables are your friends! Huskar doesn’t have disables until level 6 or whenever you decide to get Life Steal.

Determining the Role
Huskar can have many different roles depending on his item build. He can either be a tank, a carry, a ganker, a supporter, or everything! This might depend on your allies and enemies. Just know which role you are going to be and adjust to that.

Before Ganks
Know your hero and know your enemy. Check his items, levels, skills he raised, health, mana. Those are the must. Also, see which hero is up against you. If he is a nuker, just play with aptitude. It’s always great to have allies such as dominated creep or actual ally!

During Ganks
As I have stated previously in the Combos and Combat Strategy sections, just trade hits and be smart. Predict your opponents movements. Heal yourself if you need to. Know which orb you want to use. Aptitude, assurance and aggression are the mental keys to your victory. Don’t forget, stupidity is not aptitude!

After Ganks
If there are enemy heroes missing, then either go back to the fountain if you have critical life or go near your ally for safety and/or Double Heal yourself. Mostly, the enemy heroes are coming to get you with greed. Now if it is one hero that is gone, and you know you can fight again, then do so. Enemy heroes will underestimate Huskar’s regeneration and will regret it.

11. Team Battles

Team Battles occur during big pushes, usually in the middle lane. Here are some helpful tips.

Determining the Role
Just like above. Huskar can have many different roles depending on his item build. He can either be a tank, a carry, a ganker, a supporter, or everything! This might depend on your allies and enemies. Just know which role you are going to be and adjust to that.

Before Team Battles
Know the roles of the enemies. Decide which hero to take out first. Just like ganking, know your opponents’ items, skills, health, mana, levels, etc. These are crucial as knowing these can affect your battle significantly. If there is tank or carry, know when to cast Inner Vitality before engaging. If this is unnecessary, save it for later.

During Team Battles
You will mainly use Life Break during this stage in order to take out either the carry or the tank. Most of the time, the carry will have BKB on, so either save it until it finishes or cast it on a different hero. Make sure that you take out the pesky carriers before you shift focus on anyone else. Don’t forget aptitutde, assurance and aggression!

After Team Battles
Heal your allies and heal yourself by lifestealing. Keep pushing and know when to return. If all enemies are alive and most of your enemies have regenerated, then stay. The cooldown time also affects them as much as they affect your teammates’. It is advisable that you push as much as possible before retreating.

12. Replays

The English spoken is quite different as I played Malaysians (I’m Korean).

The replay might not showcase my strategy, as I have hard time playing good games.

I was finally able to play an okay game. It had many noobish deaths. Check it out! Attached File Garena_Huskar.w3g ( 824.16k )

Here’s a 1.22 patch replay by ha107642 using my playstyle. I haven’t been able to obtain 1.22 patch as of yet. I’ll upload his replay. Attached File n1huskar.w3g ( 465.84k )

13. Conclusion

To me, Huskar is a very fun hero to play with. He isn’t your typical strength hero, nor is he your typical troll. He is the only troll with self confidence issues. If you wish to play well, you need good teammates who has great general knowledge of the game and knows what they are doing.

The main reason why I have changed my guide was because I wanted my Huskar guide to be focused more on the strategy. Many people tend to have this thing with not reading the “strategy” section of many guides as they are very dull and boring and doesn’t outline specific strategies. I hope that my guide helped you. However, if you disagree with my playstyle, then that’s fine with me. Don’t forget, this is my strategy. I strongly encourage you to try your own strategies and create different ways of playing this great hero.

I’m not sure if this quote exists in the world. Someone else probably said it, but this is why I thought of while writing this new guide. Practice makes Permanent. Keep practicing, but you’ll never be perfect, which is why you will practice forever. However, the skills you have obtained through your effort will be permanent. All you need to do is drill in the concepts in your mind and practice! I hope you enjoyed reading my text-heavy, image-less guide and still learned something out of it. Comments and feedbacks please! Thank you!

14. Change Log
5/25/2008 – Guide Finished
5/27/2008 – Edited Item Justification part along with the In-Depth Skill and Item Strategy, Inner Vitality part.
5/30/2008 – Edited In-Depth Skill section and added new replay!
5/31/2008 – Rewrote entire guide to shift focus on strategies more than anything else.
6/01/2008 – Changed text colors and re-formatted table of contents. Erased Enemies section.
6/02/2008 – Added Jungling section.
6/05/2008 – Added Burning Spear and Helm of the Dominator section.
6/07/2008 – Edited Laning section. Added Animation Canceling in Combat Strategy. Edited Conclusion.
6/18/2008 – Edited Animation Canceling/Orb Walking section in Combat Strategy section.
6/24/2008 – Added screen shots with permission from Afterburn.
7/06/2008 – Due to popular demand, added my Item Build.
7/26/2008 – Added a 1.22 replay that was played by ha107642. Many thanks to him.

15. Credits
All my friends for disliking Huskar which made me use him lol.
Kalorful for writing Complete Idiot’s Guide to Sacred Warrior.
Afterburn for writing Afterburn’s Guide to Huskar, the Sacred Warrior.
Afterburn, again, for providing me with screen shots.
Sonicspear and Xenterex for providing the Jungling section.
ha107642 for providing replay for 1.22 patch.
Gotank for the first actual in-depth criticism.
Jthy for moving the guide to appropriate location and adding my guide to list of complete guides.
All the people who read this guide and commented on it.