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Dota Allstars 6.55 (Beta): Alleria, der Windrunner Führer

Tuesday, 23. September 2008

Alleria Windläufer der Guide, Dota 6.55 New Held (Beta). Ich denke, dass dieser Held wird kontrovers sein. Alleria 's ultimative biegen sie in einen Tornado, der eine völlig Flugeinheit ist, für einige Sekunden. Flugeinheit bedeutet, dass Sie über Bäume, Hügel bewegen und hat die komplette Sicht auf sie. Es heißt, Sie können nicht von ihr, während sie juke mit Windrunner. Sowohl mit der Admiral Proudmoore Kunkka , sie sind große zusätzliche Helden. Und ja, sie ist ein Intelligenz Held, viele Leute Fehler und nehmen sie als Agility-Typ. Ich denke, das ist, weil wir sie als Traxec gesehen sind ^ - ^

Alleria Windläufer Der Alleria Windläufer Der

Dies sind ihre Fähigkeiten.
1: Shackleshot - klopft immer wieder das Ziel. Wenn das Ziel trifft eine Gruppe von Einheiten oder einem Baum, sind die Einheiten geschlagen (einschließlich der Ziel) für 0/1/2/3 Sekunden betäubt. (700 Einheit Guss Abstand)

2: Power Shot - Angebote 100/200/280/360 Schaden an allen Feinden in gerade Linie. Der Pfeil hat Vision und klopft Bäume in den Prozess. (1200 Einheit Guss Abstand)

3: Kampf im Schatten - jede Einheit in der Ziel AoE verliert 15/20/25/30% seiner maximalen Gesundheit nach 1 Sekunde. (600 Einheit Guss Abstand)

4: Windrunner (Ultimate) - Hero verwandelt sich in einen Zyklon und gewinnt 100% Flucht und 55/80/105 erhöht ms für 10 Sekunden. Der Held ist effektiv eine Flugeinheit kann über Bäume zu sehen, über ihnen fliegen, usw. Sie können alle ihre Fähigkeiten, während in dieser Form zu verwenden.

Sie ist sehr gut jagen und ganking. Ihre ultimative, Windläufer, ist unglaublich für die Jagd und Flucht aus ganks. In der Lage zu sehen und fliegen über Bäume bedeutet, dass es unmöglich ist, sie juke. Auch ohne ihre ultimative, Schäkel Shot und Power Shot sorgen für große Jagd Fähigkeiten. Power Shot kann verwendet werden, um Verknüpfungen zu erstellen, um durch die Bäume sich mit Ihrem target.'Fight im Schatten werden 'ist wohl ihre schlimmsten Geschick. Der AoE ist erbärmlich, und 25% max HP Schaden nicht viel angesichts der langen Zauberzeit. Ein richtig ausgerichtet notwendig Schäkel Shot (um zu gewährleisten, der Feind trifft andere Einheiten oder Bäume und wird betäubt) ist, vollen Gebrauch von dieser Fertigkeit zu machen. Alles in allem ein Spaß Held. Ein bisschen fehlt in Schaden, aber macht sich für sie mit interessanten Fähigkeiten. Dank für diese umfassende Analyse der Alleria redrach und Mr.Jag.

Alleria Fähigkeiten, Kampf im Schatten Alleria Fähigkeiten, Fight in den Schatten.

Windrunner Alleria Fähigkeiten, Windrunner. Bevor Sie es.

Alleria Fähigkeiten, Windläufer Alleria Fähigkeiten, Windrunner. Nach der Benutzung. Sehen Sie sich das plötzliche Erhöhung Ihrer Sicht.

Credits: MrJag, redrach, pluginbaby und alle Mitwirkenden

[Geschrieben von DOTA-allstars-blog.blogspot.com ]

Zeus, der Herr der Olympia Guide von MYM | Merlini

Monday, 11. August 2008

Merlini | Dieser Führer wurde von MYM geschrieben. Danke.

Zeus bleibt einer der beliebtesten Helden in DotA. Er ist nicht nur unglaublich viel Spaß, in der Öffentlichkeit spielen, aber er gilt als so mächtig, dass er entweder ein Verbot oder ersten Pick in organisierten Spiele. Obwohl er nicht eine Flucht-Mechanismus (in jüngerer Zeit mit dem Dolch Nerf) haben, ist er einer der wenigen nicht-stun-Intelligence-Helden, um Wettbewerbs spielen zu sehen. Zeus ist nicht zu komplex eines Helden: Er hat wahnsinnig Burst-Schaden frühen Spiel, mit großer Skalierung lategame dank Statisches Feld, und eine globale nuke, das ist vielleicht eine der nervigsten Fähigkeiten in allen DotA.

Held Fähigkeiten

IPB Bild

Blitzbogen

Schleudert einen Blitz aus Lichtbogenenergie, die durch viele feindliche Einheiten in der Nähe Schnürsenkel

Level 1 - 5 mal Arcs, beschäftigt 85 Schäden.
Level 2 - 7 mal Arcs, beschäftigt 100 Schaden.
Level 3 - 9 mal Arcs, beschäftigt 115 Schaden.
Level 4 - 15 mal Arcs, beschäftigt 130 Schaden.

Abklingzeit: 2 Sekunden.

Level 1: 65 Mana, 2 Sekunden Cooldown.
Stufe 2: 72 Mana, 2 Sekunden Cooldown.
Level 3: 79 Mana, 2 Sekunden Cooldown.
Stufe 4: 86 Mana, 2 Sekunden Cooldown.

Ein großes Geschick für die Fertigung weg kriecht, belästigend und Steuern einer Spur. Mit statischen Bereich der Schaden sie tut, ist von großer Bedeutung.

IPB Bild

Lightning Bolt

Beschwört einen Blitz vom Himmel, um ein Ziel Feind schlagen

Level 1 - Verursacht 100 Schaden.
Level 2 - 175 Angebote Schäden.
Level 3 - 275 Angebote Schäden.
Level 4 - 350 Schaden Angebote.

Abklingzeit: 7 Sekunden.

Level 1: 75 Mana, 7 Sekunden Cooldown.
Stufe 2: 95 Mana, 7 Sekunden Cooldown.
Level 3: 115 Mana, 7 Sekunden Cooldown.
Stufe 4: 135 Mana, 7 Sekunden Cooldown.

Eine sehr leistungsstarke Single-Target-Nuke, dass nicht nur 350 Schaden auf Stufe 4, sondern gibt auch wahre Sicht.

IPB Bild

Statisches Feld

Wann immer Zeus verzaubert, schockiert er alle Gegner in der Nähe Helden für einen Prozentsatz ihrer aktuellen Lebenspunkte als Schaden.
Betrifft eine Fläche von 800 Wirkung.

Level 1 - Stoßdämpfer für 5% des aktuellen Trefferpunkte.
Level 2 - Stoßdämpfer für 7% der aktuellen Trefferpunkte.
Level 3 - Stoßdämpfer für 9% der aktuellen Trefferpunkte.
Level 4 - Stoßdämpfer für 11% der aktuellen Trefferpunkte.

Passiv

Diese Fähigkeit ermöglicht Zeus Zauber effektiv zu skalieren lategame, da es auch einen Prozentsatz von HP.
IPB Bild

Thundergod Zorn

Erschlägt alle feindlichen Helden mit einem Blitz.

Level 1 - 210 Angebote Schäden.
Level 2 - 335 Angebote Schäden.
Level 3 - 460 Angebote Schäden.

Abklingzeit: 120 Sekunden.

Stufe 1: 225 Mana, 120 Sekunden Cooldown.
Stufe 2: 325 Mana, 120 Sekunden Cooldown.
Level 3: 450 Mana, 120 Sekunden Cooldown.

Eine globale nuke, die äußerst nützlich für comboing Garaus Helden, die Gewährung Vision ist, und in Team-Battles, fügt es wirksam "AoE".

Für eine genauere Beschreibung der Fähigkeiten, besuchen Sie bitte: Herr der Olympia - DotA Allstars Wiki

Skill Build-

Level 1 - Blitzbogen
Level 2 - Statisches Feld
Level 3-5 - Lightning Bolt
Level 6 - Thundergod Zorn
Level 7 - Lightning Bolt
Level 8-10 - Statisches Feld
Level 11 - Thundergod Zorn
Level 12-15 - Attribut-Boni
Level 16 - Thundergod Zorn

Rechtfertigung : Schraube und Zorn werden so bald wie möglich, da sie seinen mächtigsten Zauber sind ausgereizt und statische bekommen wird anschließend an mehrere Ziel Schäden während Teamkämpfe hinzuzufügen. Einige Personen max Arc vor 23-25 ​​aber es ist tatsächlich nicht immer gut, max Bogen, da Sie nur neu gegossen Blitzbogen, wenn der erste ist getan "Prellen" und seit Stufe 4 Treffern 15 Ziele, ist die Abklingzeit oft über vor der Blitz Prellen beendet. In seltenen Fällen manchmal möchten Sie vielleicht gehen Stats / Bolt / Schraube / Statistik / Bolt / Ult / Bolt / static / Bogen / static / etc - das werde ich später mehr in Solospiel zu erklären.

Kernpunkte

IPB BildIPB BildIPB BildIPB BildIPB BildIPB Bild

Nullen / Armschienen : Ich fing an, 3 Nullen statt der arkanen Ring, wenn Nerubischer Attentäter war beliebt. Ich fühle, dass maximale hp / mana ist zerbrechlich int Helden sehr wichtig: Fühlen Sie sich frei, Armschienen, anstatt zu machen.

Punkt Booster : Da viele Kämpfe sind 2v2 3v3 oder was auch immer aus voller Gesundheit zum Tod, ist der wichtigste Faktor für das Überleben Massen PS. Punkt Booster bietet eine große PS / Mana für seine Kosten.

Flasche : Ermöglicht Ihnen die Spur zu kontrollieren, haben Regen, und hat, wenn Sie solo sind Mitte, Sammeln Runen ist sehr wichtig, um Ihr Spiel.

Luxusartikel

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Guinsoos Scythe von Vyse : Lategame, mit einem Guinsoo wird Wunder für Ihr Team - tolle Statistiken, imba-Bereich und Manaregeneration, und natürlich Hex ist eine unbezahlbare Fähigkeit.

Boots of Travel : Es ist ein Standard für die Wahl auf Zeus Mobilität und Lauftempo.

Andere Artikel des

IPB BildIPB BildIPB Bild

Arcane Ring : Sie sehen nicht viele Menschen gehen für Manaregeneration oder Arkan, weil diese nur die Hilfe bei der Laning Phase und da ist so ein zeus Glaskanone, wird er oft erst konzentriert.

Andere Artikel Lategame : Wenn Sie bewirtschaften mehr als ein Guinsoo usw., sind Sie wahrscheinlich zu viel Landwirtschaft (wegzunehmen trägt) oder nicht genug zu kämpfen, oder beides. Zeus ist immer noch sehr potent gegen Ende des Spiels, aber die Farm behalten für Helden in Ihrem Team, die mehr Artikel abhängig sind.

Zeus spielen

Early Game: Für den Anfang, seinen 4 Niederlassungen + 3 + Klarheiten Esser (Tangos). Da ich eher solo Mitte, wenn ich spiele Zeus, eilen ich Flasche, um den schnellen Spur Vorteil zu bekommen. In der Regel meine Build 3 Nullen, Stiefel, tp Schriftrollen und Flasche.

Angriff Animation: Seine "Wind-up" (-Front) ist sehr lang, aber Sie können das zu Ihrem Vorteil nutzen, um 'S Ihren Angriff abzubrechen und aus-lasthit Gegners. Viele Spieler setzen auf Blitzbogen zu viel.

Lane Steuerung: Arc schiebt die Spur und ist auch abhängig von Klarheit Tränke, aber drängen die Spur gibt Ihnen auch freie Zeit, um die Runen zu überprüfen, so dass Sie beide Wahlen wiegen. Sowohl Arc und Bolt haben eine Reichweite von 700, so dass Sie aus der Gefahr bleiben beim Gießen

Starke Feinde: Gegen einen guten Laner, ist Bolt / Statistik Build manchmal gegen Schatten Fiend oder Schalldämpfer benötigt. Es ist wichtig, zu Beginn des letzten Treffer gegen SF zu bekommen, und Statistiken hilft mit beiden verbündeten / verweigert Einheiten (natürlich Arc funktioniert nur für offensive Zwecke). Beim Umgang mit einem wirklich problematisch Held wie Brutmutter, stellen Sie sicher, dass Sie ein TP blättern halten Sie auf der Stufe 6 und auf jeden Fall gehen Arc. Versuchen Sie es mit Runen Hure Flasche während Wachen bis (von Teamkollegen), und Sie sollten in Ordnung zu tun. Gehen gank die Seitengassen smile.gif ">

Oh, vielleicht versuchen, die stats / Bolzen bauen ein paar Mal, so dass Sie auf der letzten Schlagen mit zeus arbeiten können wink.gif


IPB Bild

Die 5 MYM | Merlini Goldene Regeln

1. Immer Lightning Bolt vor Arc
Es kann besser scheinen vor Blitzlichtbogen, um maximale Wirkung von statischen Feld zu bekommen, aber wenn Sie erste Bogen können Sie Ihre Gegner im Nebel verlieren

2. Immer Immer sehen Sie Ihre Positionierung
Lightning Bolt hat eine Hölle von einer langen Reihe, hat Thundergod Zorn unendliche Reichweite und Arc hat verdammt lange Strecke zu, so gibt es fast keinen Grund, sein 'hautnah' im Kampf sei denn, Sie jagen sind Helden

3. Wrath für Vision
Beim Versuch, niedrige PS-Helden (niedrig, aber nicht niedrig genug, nur Zorn) in schwer zugänglichen Bereichen zu navigieren (zB unter Sentinel unten rechts Turm) zu töten, Verwendung Zorn Vision des Gegners zu gewinnen, so kann man sie zu Tode Bolt.

4. Teilen Steuer mit Ihren Verbündeten
Kommunikation zu einem Mitspieler, etwas zu tun ist immer viel langsamer als es selbst zu tun
5. Missbrauch Bolt Bereich
Versuchen Sie, dass zusätzliche Riegel in Teamkämpfen vor ninja tatsächlich beginnen - es hat lächerlich Bereich und hilft im Kampf viel mehr als Sie denken.

Replays

Replay herunterladen

Sentinel: lool.gif luna.gifdkni.gifthdr.giflich.gif
Geißel: broo.gifqopa.gifpotm.gifchen.gifskin.gif
Beschreibung: Dies ist ein Freundschaftsspiel, wo ich vor kurzem Solo-Mitte gegen QoP gespielt.

Die Zeus-Clip

Extras

Okay, jemand zeigte mir, einige der mehr konstruktive Kritik in den Thread und ich "werde versuchen, auf einige der Feinheiten des Zeus zu erläutern. Einige Leute können sagen, dass ich "hält etwas zurück" in meiner Beschreibung, wie der Herr von Olympia zu spielen; Allerdings glaube ich, dass dies eher ein Hinweis auf meine persönliche Spielweise. Es gibt viele verschiedene Möglichkeiten, um Zeus zu spielen und ich will nicht sagen, dass einen bestimmten Stil ist besser als ein anderer. Einige Spiele, die Sie viel gank weil das andere Team hat eine Menge gegen Ende des Spiels, haben Sie gute ganking Helden und Ihre Unterstützung Spieler ist knallhart auf den Abschluss Feind Stationen. Manche Spiele muss man für die Landwirtschaft in den ersten 15-20 Minuten absetzen, weil Ihr Gegner haben Vision des gesamten Karte oder Sie haben besser spät Spiel und sind 'turtling' bis gegen Ende des Spiels. Da ein großer Teil der Spielweise hängt von der genauen Situation des Spiels, wähle ich nicht, um die Feinheiten des Spiels, die von Spiel zu Spiel ändern können erklären.

Zeus hat nur 3 Nukes. Er ist nicht eine sehr schwierige Held an sich zu spielen. Wie schwer kann ein Held sein, wenn sie über keine "schwierig zu bedienen" Zauber (Earthshaker der Riss, Meepo Kettennetz / poofing)? Einige Leute benutzen das gleiche Argument an Skelettkönig zu einem "Noob Helden verweisen. Schließlich hat er nur 1 aktiviert Geschick (3 Passive!?!?). Aber natürlich ist es einfach, den Unterschied zwischen einem erfahrenen Skeleton König von einem First-Timer zu erzählen. Dinge zu beachten sind, wie aggressiv der Spieler ist, der Zeitpunkt der tatsächlichen betäuben (sind seine Teamkollegen in der Nähe?), Ziel der Betäubung, Ziel des Angriffs, Karte Bewusstsein, etc. Aber das sind Dinge, mit vielen vielen Spiele gespielt kommen, nicht etwas, das leicht in einer Führung vermittelt werden können. Aber vielleicht gibt es einige "Fachkräfte Manöver ', die in einer Führungs gelehrt werden kann, und ich werde zu den besten meiner Fähigkeit versuchen

1. Blitz-Bolzen hat eine sehr kurze Mini-Elektroschocker. Einige Anwendungen sind offensichtlich - Cancelling TP, Abbrechen lange kanalisierte Zauber (Black Hole, Schäkel, ...). Andere sind weniger offensichtlich. Abbrechen blink Animation QoP. Unterbrechung der empfindlichen Zeitpunkt der Earthshaker Blink Echo, Riss, Verzauberung Totem-Combo. Abbrechen 1 von Angriffen deines Gegners. Der letzte scheint lächerlich, die über nur einen Angriff cares? Mein Argument ist, dass in der Solo-Lane, zählt alles. Ein Gank, einer zusätzlichen Angriff geworfen, kann das Gleichgewicht zugunsten einer Person aufgeregt. Verwenden Sie den Mini-Elektroschocker, um maximale Wirksamkeit!

2. Zeus ist einer der seltenen Helden, die "sehen" kann einen Gegner in einem Kampf ohne Gegner sehen Zeus. Weitere Helden, die dies tun können, sind Blutsucher, Alchemist, etc. Wenn Sie einen Kampf zu einem Ort stark von Nebel verdeckt zu bringen, hat Zeus einen großen Vorteil, wenn Sie einen Blitz oder Zorn kann aussteigen. Sie können Zauber / Angriff in der Regel werfen (wie auch Ihre Verbündeten), während Ihr Feind ist noch auf der Suche für Sie in den Nebel. Es ist wie das Erstellen eigener Hügel. Ich missbrauchen diesen Aspekt des Zeus mehr als jeder denke ich, und das kann dramatisch verbessern Ihre Zeus spielen.
3. Gehen zusammen mit dem ersten Punkt hat Zeus nur einen Weg, um den Vorgang abzubrechen TP. Dies kann ein Problem sein, wenn Sie ganking Helden mit relativ hohen PS verlassen, weil ein Feind muss, um zu fühlen, tp 'bedroht'. Sie beginnen in der Regel einen Gank mit einem Blitz / Blitzbogen-Combo, dann Neufassung jeden Zauber, wenn Sie können und Zorn, wenn nötig. Ein erfahrener Gegner wird nur tp nach dem ersten Blitzschlag ... dann Scheiße aus Glück, denn von der 7-Sekunden Abklingzeit sind Sie. Wenn Sie Bolzen für seine tp zu retten, dann wird er einfach weglaufen (und er wird sicher nicht von Blitzbogen Spam sterben). Manchmal zwingen einen Gegner aus tp ist fast so gut, wie sie zu töten. Sie verlieren auf eine Menge von landwirtschaftlichen und sie werden nicht in der Lage, tp unterstützen ihre Teamkollegen für weitere 60 Sekunden. Aber wenn Sie wirklich wollen, um jemanden zu töten, und Sie denken, dass sie sicher aus TP, könnten Sie tatsächlich beginnen mit Wrath dann Bogen, auf 'fake' deinen Gegner aus zu denken, dass man sie zunächst verschraubt (die Animation ist das gleiche), dann, wenn sie Bolzen TP. Es gibt keine Mini-Elektroschocker auf Zorn, aber wenn dein Feind so aufmerksam, dass er merkt, dass ist, dann wohl verdient er sowieso überleben. Die meisten Menschen denken, "Oh fuck, Zeus!" Panik und laufen weg
Ich werde versuchen, mehr von diesen detaillierten Beschreibungen der Besonderheiten, wenn ich denke, jeder mehr hinzuzufügen. Viel Glück bei Ihrer Bemühungen Zeus!
Q & A / Kommentare

Warum nicht der Stufe 2 Arc gegen die doppelte Bahnen zu bekommen?
Erste Stufe 2 Arc bedeutet, dass Sie auf ein Niveau von Lightning Bolt oder einem Niveau von Statikfeld vor Stufe 8 (das ist eine große Sache ist) opfern. Ich rate nur darauf warten, bis einige Gänsehaut sterben, damit Arc wird alle 5 Ziele statt Nivellierung Arc in diesem Fall getroffen.
Warum Arc / Bolt / Schraube / Static / Bolt statt Arc / Static / Bolt / Schraube / Bolt nicht erhalten?

Wenn Sie Spam auf der Ebene 3 (wenn der Build ist tatsächlich anders) starten, dann mathcrafting es ...

Es ist 65 Mana für 85 Schaden + 5% des derzeitigen HP (~ 25 PS) + fast einem garantierten kriechen. 95 Mana für 175 Schaden. Ich schätze den ehemaligen Wahl über die letztere. Und ich normalerweise nicht Spam Schraube bis Level 5 sowieso, es sei denn ich bin mit vollem Mana (selten) oder ich denke, ich kann einen Kill zu bekommen. Ein weiteres Argument für statische auf Ebene 2.
Wie ist Eul für Zeus?
Ich sehe Eul hat ein Element für sehr wenige Helden gut geeignet. Die Helden, die Ich mag es wild sind Löwe und vielleicht Rhasta. Ich denke, dass es viel besser Entscheidungen Artikel für Intel-Helden. Wenn Sie sich für die Überlebensfähigkeit suchen, können das gleiche Gold (~ 3200 für Eul) erhalten Sie eine Ulti Orb und Point Booster für große Statistik zu gewinnen. Eul Angebote keine Kraft oder PS, so dass, wenn Sie es auf Zeus bekommen, sind Sie ein sehr zerbrechlich int Held mit nur Cyclone (nicht viel) als Escape-Mechanismus. Ich die fast 400 PS durch die PB / Ulti Orb Combo viel wertvoller gegeben ansehen, weil es wird Ihnen helfen, zu überleben Betäubungen Kette und ermöglicht es "viel Raum für Fehler", so zu sprechen. Manchmal muss man wirklich schnell auf der Cyclone, um zu überleben, während gerade nach oben HP werden Sie durch eine Menge von Situationen. Auch ist Sheep zweifellos weit überlegen Cyclone (obwohl es kostet fast doppelt so viel) und da Zeus wahrscheinlich nicht bekommen, dass viele Produkte, Arbeits letztlich zu einer Guinsoo werden Sie viel besser als ein Eul in meiner Meinung zu dienen. Der Vergleich der Manaregeneration ist fast nicht existent - wenn Sie dringend Regen sind, können Sie einen frühen Void Stein, die auf Ihre Scythe helfen sowie zu bekommen. Eul Komponenten sind viel einfacher zu Hof; Allerdings, wenn Sie Probleme haben Landwirtschaft, ich würde nur vorschlagen, 4 Armschienen / Nullen und tp Schriftrollen und lernen, wie man ohne großen Artikel Vorteil kämpfen.
Zusammenfassung

Kurz gesagt, ist Zeus ein Glas Kanone. Seine Feuerkraft ist unglaublich, aber seine defensiven Fähigkeiten fehlen. Wenn Sie einer jener Menschen, die glauben, dass die beste Verteidigung ist ein guter Angriff sind, dann werden Sie Zeus lieben. Er ist leicht konzentriert nach unten, wenn aus der Position (wie auch die meisten Nicht-Stärke-Helden), aber wenn man gute Nutzung der Nebel machen, wissen, wann sich zu bewegen in und aus der Schlacht, haben extrem gute Umgebungswahrnehmung und lieben letzten Schlag mit einem beschissenen Angriffsanimation, dann können Sie die liebevolle Zeus geben die er braucht, um ihn zu einem wahren Donner Badass pflegen.
Credits
Ein besonderer Dank für seine erstaunliche header image / Unterschrift rsfx!

Aiushtha, die Zauberin Guide Von Tucker

Friday, 30. Mai 2008

Dieser Leitfaden bereitgestellt von Tucker

Dota Allstars Aiushtha, die Zauberin Kunst
Alle Kredit für diese Art Dozzy.

Geschrieben von Tucker, für 6.46b aktualisiert. Gesehen am besten Dota Allstars Haut.

"Ich werde den Feind mit meiner menschlichen Anruf zu gewinnen! Ich bin so verschwendet !! Ich bin so waasstteed !!!!!!! "

Einführung

Hallo an alle, mein Name ist Tucker. Dies ist meine erste Führungs also bitte Geduld mit mir. Ich habe beschlossen, einen Leitfaden zu meinem 2. Lieblingsheld, Enchantress schreiben. In meinem Führer habe ich meine vielen Erfahrungen mit Enchantress gut zu nutzen und versuchen, die Leser jeden Aspekt auf, wie man sie zu ihrem vollen Potenzial zu spielen zu informieren. Ich habe einen deutlichen Mangel an Führungen für Enchantress auf diesen Foren, die mich traurig macht, als sie etwas von vielen Spielern übersehen bemerkt.

Zauberin ist ein sehr vielseitiger Held, ein Hardcore-Unterstützung Rolle spielen kann oder sogar tragen ihr Team zum Sieg und hat eine ganze Reihe von Liga spielen in der letzten Zeit gesehen. Ich versuche, für alle Ebenen des Spiels von Pubs und TDA-Spiele bis hin zu IH und ernster Spiele gerecht zu werden. Ich biete mehrere Artikel Pfade für unterschiedliche Situationen, zusammen mit der Strategie, mit diesen Situationen umzugehen, als auch für den Kunst, mit Schwung und mit Verzauberung zu seinem vollen Potential. Ich hoffe, Sie genießen es zu lesen, so viel ich wollte es zu schreiben!

Inhaltsverzeichnis

  1. Held Übersicht
  2. Können Beschreibung
  3. Skill Build-
  4. Artikel Builds
    • Kernstück Körperbau
    • Empfohlene Artikel Wege nach Kernpunkte
    • Weitere optionale Elemente
  5. Artikel nicht empfohlen
  6. Allgemeine Gameplay Walkthrough
    • Early Game: (Stufen 1-10)
    • Mitte Spiel: (Stufen 10-16)
    • Ende des Spiels: (Stufen 17-25)
  7. Gute Verbündete zu haben
  8. Bad Enemies to Face
  9. Mini-Leitfaden zur Anwendung von Impetus
    • Harassing
    • Jagd
    • Animation Canceling
  10. Verwendung zu verzaubern, sodass das volle Potenzial
    • Neutral Creeps für Ganking
    • Neutral Creeps für Pushing
    • Bild Helden
    • Turning the Tide von Battle zu stehlen Beschwört
  11. Replays
  12. Abschluss
  13. Credits
  14. Q & A

1. Held Übersicht
IPB Bild
Although all Dryads are Cenarius' daughters, Aiushtha is said to be his first and favorite. Because of her direct relation to him, she has borrowed much of his powers. This is demonstrated by her control over the shy Wisps which she uses to heal her allies, and her ability to bring an opponent under the will of the Sentinel. Lieber Fernkampf auf Nahkampf, gestaltet sie einen Speer, die mit Streiks mehr Kraft, je weiter ihr Ziel entfernt ist. Her agility is unmatched, and any opponent attempting to kill her will find she skips ahead of them with surprising ease.
Starting HP : 454
Ab Mana : 208
Angriffsreichweite 550
Base Move Speed : 295
Starting Base Damage : 37-47
Starting Armor 1,7

Stärke : 16 +2.0
Beweglichkeit : 19 +1,8
Intelligenz : 16 2,8
Insgesamt stat Gewinn pro Level : +6,6

Advanced Data

Erfassungsbereich : 800
Gusspunkt : 0.30
Cast Rückschwung : 0.51
Schaden : 0.30
Angriff Rückschwung : 0.70
Projektil-Geschwindigkeit : 900
Grund-Angriffszeit 1,7
Ausgehend Angriff abkühlen : 1,43

Für und Wider

Vor-

  • Vielseitige Rolle in ihrem Team.
  • Rüstung ignorieren Pfeil Fähigkeit.
  • Fantastic lane controlling ability.
  • Unglaubliche Spur Atem.
  • Hohe Gesamt stat Gewinn pro Level.

Nachteile

  • Susceptible to nukers.
  • Quite a weak ultimate.
  • Unterdurchschnittlich Grundbewegungsgeschwindigkeit.
2. Skillbeschreibungen

ZITAT
Anstoß

IPB Bild

Gibt Kraft, um die Zauberin "Angriffe, wodurch sie größere Schäden je weiter weg das Ziel umzugehen.

Stufe 1 - Angebote 4% des Abstandes in Schäden.
Level 2 – Deals 8% of the distance in damage.
Level 3 - Angebote 12% der Strecke in Schäden.
Stufe 4 - Angebote 16% des Abstands zu Schäden.

Cooldown: 6/5/4/0

Dies ist Enchantress "Brot und Butter Pfeil Fähigkeit. Wenn es Schaden beim Aufprall auf der Grundlage der Entfernung zwischen Enchantress und ihr Ziel. Diese Fähigkeit ist fantastisch zu frühen Spiel zu belästigen und steigert Ihre dps gegen Ende des Spiels. Es wirkt synergistisch auch fantastisch mit ihren eigenen verlangsamen sowie jede andere langsam auf der Flucht Helden verbündet. Impetus Schaden ignoriert Rüstung, so dass es gut skaliert in Bezug auf Schäden im späten Teil des Spiels. Ein Nachteil dieses Zaubers ist, dass es irgendwo unwirksam gegen Nahkampf Helden in späteren Phasen des Spiels, als sie benötigen, um Ihnen den Nahkampf zu beschädigen, damit Sie Abstand Schadensbonus zu verlieren.

ZITAT
Enchant

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Setzt den Ziel-Einheit unter der Kontrolle des Aiushtha. Wenn das Gerät nicht konvertiert werden kann, wird stattdessen anstelle verlangsamt werden.

Level 1 – 30 second cooldown, 10% slow if unit cannot be converted.
Level 2 - 25 Sekunden Abklingzeit, 20% langsam, wenn Gerät kann nicht umgewandelt werden.
Level 3 - 20 Sekunden Abklingzeit, 30% langsam, wenn Gerät kann nicht umgewandelt werden.
Level 4 - 15 Sekunden Abklingzeit, 40% langsam, wenn Gerät kann nicht umgewandelt werden.


Verzauberung ist ein großer Zauber. Auf der einen Seite ist es ein fantastisches langsam unter der Dota Allstars langsam, (7 Sekunden PHWOARH!) Und auf der anderen Seite ist es die Fähigkeit, ein Kriechen für 2 Minuten auf allen Ebenen beherrschen hat. Mit einem geringen Abklingzeit von 15 Sekunden auf Stufe vier, können Sie Massen eine schöne Armee von kriecht zum Schieben einen Turm, Verlangsamung drückt durch Diebstahl ihrer kriecht, ihn für Stompers oder Sie können, dass ein Teil des Zaubers zu ignorieren und einfach verwenden, wie ein langsam. Der einzige Nachteil an diesem Zauber Vergleich zu einigen anderen verlangsamt ist, dass es eine einzige gezielte Bann.

ZITAT
Attendants der Natur

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Releases ein Schwarm von Strähnen Verbündeten in der Nähe in einem Umkreis von 300 zu heilen. Jede Strähne dauert 10 Sekunden und heilt 10 PS / sec.

Level 1-3 Strähnen.
Level 2-5 Strähnen.
Level 3-7 Strähnen.
Level 4-9 Strähnen.

Abklingzeit: 45 Sekunden

Heil Strähnen ist ein weiterer großer Bann. It makes enchantress a frustrating lane opponent in Dota Allstars to deal with. Not only can she harass you greatly with Impetus, but any attempts at harassing her are futile as she can just heal them off in a matter of seconds. Mitte bis Ende der Spiel es nicht ihre Wirksamkeit verlieren, so dass ein 300 AoE Heilung von 900hp, die die Flut der alles von einem 1vs1 Kampf zu einem riesigen Team-Kampf verwandeln kann. Ein Nachteil dieses Zaubers ist, dass es nicht eine sofortige heilen, was bedeutet, es ist nutzlos gegen Atomwaffen Kette.

Die Mechanik des Zaubers sind wie folgt. Taken and modified from Gradenko's mechanical explanation.

Natur Attendants Vorladung 3/5/7/9 Bündel pro Level, der 10 Sekunden auf allen Ebenen dauern. Jeder Wisp wählt eine zufällige Ziel in 300 AoE und heilt sie einmal für 10 PS, wählt dann ein neues Ziel für die nächste Sekunde. Das klappt auf 300/500/700/900 HP über 10 Sekunden in der 300 AoE geheilt. Die Heilung ausgelöst wird, so weit ich weiß die Grafik ist einfach nur da für Grafiken.

ZITAT
Untouchable

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Immer, wenn die Zauberin angegriffen wird, betört sie das Gerät in seinen Angriff zu verlangsamen.

Level 1 - 50% Ermäßigung.
Level 2 – 70% reduction.
Level 3 - 90% Reduktion.

Passiv

I have somewhat mixed feelings about Untouchable. As an ultimate it can be considered somewhat weak. It slows hero's IAS by that stated amount. However this does NOT change their Base Attack Time. This means their attack speed can't be slowed past -0.80 in total. IAS decrease comes from items such as Hand of Midas, Agility (base and otherwise) and any hero skills, such as Rampage, Bloodlust or Rabid. It has no effect against manually cast arrow abilities and once your enemies get some decent agility and attack speed items the reduction is minimal at best. It is however very effective against creeps, Roshan, Infernals and other summons. I still use it in my builds as even though the actual attack speed reduced isn't that great, it can still be lifesaving in some situations.

If you still don't understand how it works, just think of it as the reverse effect of Frenzy or strafe!

3. Skill Build

1. Impetus
2. Nature's Attendants
3. Impetus
4. Nature's Attendants
5. Impetus
6. Nature's Attendants
7. Impetus
8. Nature's Attendants
9. Untouchable
10. Verzaubern / Stats
11. Verzaubern / Stats
12. Verzaubern / Stats
13. Verzaubern / Stats
14. Stats
15. Untouchable
16. Untouchable
17. Stats / Verzaubern
18. Stats / Verzaubern
19. Stats / Verzaubern
20. Stats / Verzaubern
21-25. Stats

Explanation for Skill Build.

Why max Impetus first?

Maxing Impetus first in this build is a no brainer. It's your harassing arrow ability. It allows you to dominate most lane matchups, and possibly score an early kill. By level 7 the cooldown is 0, so you are able to “Orbwalk” from there.

Why max Nature's Attendants so quickly?

Nature's attendants is your heal. At level four it heals 900 hp over 10 seconds in 300 AoE. It helps you stay in your lane for longer amounts of time and allows you to tank some damage (Read: I can tank most ultimates and combos in the game with this skill, live, attack back and probably win!) while attacking back or fleeing.

When should I take Enchant?

This skill build gives you a choice at when you want to take Enchant.

If you are playing a ganking role, which is Enchantress' main strength during mid game, taking Enchant at levels 10-14 is the best option. Giving you a 7 second slow to go ganking with allows you to cut down most heroes in a matter of seconds, made twice as easy with BoT.

If your team needs you to be the late gamer and you have other ganking oriented heroes on your side, your main aim early-mid game should be farming and staying alive while calling ganks on your own lane for kills. By the time you reach level 17 when you are close to finishing the items you need, Enchant can be taken for use in ganks and team pushes.

Why not take Untouchable at 6&11?

This skill does little to improve your early game survivability against nukers or manually cast arrow abilities this is why you shouldn't take it at level 6. It is taken at levels 9/15/16 and not 11, as the leveling of the skill between 1 & 2 is not great, an extra -20% IAS for a level of an ultimate is poor IMO. Around level 9 in the game you can start expecting some “normal attack fire” to hurt when used in conjunction with nukes and disables. You can also use it to pull a creep wave off a tower and take minimal damage or tank some Neutral creeps. The actual attack speed reduction is only from items, agility or hero skills, so you can't slow a hero's attack speed past their base attack time.

Could I take some early Stats instead of Nature's Attendants?

Auf jeden Fall. If you are laning heroes such as Viper or Visage, their damage comes from orb-walking, which your heal is more beneficial to heal out their harassing. However if you are laning some strong chain nukers, such as Lina, Tinker or even a Lion, early stats would prove to be beneficial in staying alive than leveling your heal to it's max. I would still recommend two levels of Nature's Attendants so you can heal, then taking some stats while still maxing Impetus.

4. Item Build(s)
Core Item Build :
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Item order

:
1. Consumables: Tangos, clarities. However many you feel you will need. Also a few GGbranches (0-500)
2. Boots of speed (500)
3. Three or Four Null Talisman (1455-1940)****
4. Boots of Travel recipe (2200)
5. Void Stone (900) (Can be taken earlier if you really struggle to manage your mana)
6. Staff of Wizardry (1000)
7. Robe of the Magi (450)
8. Eul's Scepter of Divinity Recipe Scroll (450)

Total Cost: 7500 gold

Explanation :

I'll leave the early consumables and survival items up to your own play style and choices. These items include Pots, Tangos, RoR, Clarities, Circlets and GGbranches. Everyone has their own style and preferences about these items. Get Boots of Speed as soon as possible, as they are beneficial to escape early ganks and to harass with Impetus early game.

Three or Four Nulls should be taken as soon as possible. In most situations you wont need the extra HP from bracers, as long as you can get off heal off in time then you will most likely survive through chain nukes and chases. Enchantress's base damage is fairly low. She can harass the enemy with Impetus, but in terms of last hitting, Enchantress pales in comparison to most other good soloers. Even if you have plenty of mana regeneration, it won't help in releasing multiple Impetus in a row while trying to orb-walk someone. What you need is a pure mana boost. Three or four Nulls gives 18-24 damage, around 300 mana as well as some hp and agility, which is easily the most cost effective items for the benefits they give. And in 6.46b Nulls recipe cost was reduced which made them even better value for money!

The early BoT isn't for the teleports(although that is a bonus), it's for the MS. Having 385 MS to Impetus(orb)-walk against most other heroes (335-370 with just boots) when Impetus is at it's peak (after level 7 through to mid game) is the most beneficial offensive item you can get.

(Treads are an option now since Aegis was removed, you no longer have the need to suicide push + teleport to push again. The extra IAS is nice, they're cheap and it's an easy way to boost Enchantress' IAS early.)

The major item in this core build is Eul's Scepter. It's taken after BoT as it will not help you net kills nearly as much as BoT will. It helps out further with your mana regen requirements as well as a another decent damage boost. The 6 cyclone charges can be used to set up ganks, escape ganks or make early team fights 5v4 for an amount of time. The charges have many uses, but remember you only have six of them, so use them wisely.

**** If you're facing a tough opponent, either a significantly better skilled player or Heroes such as Viper and Tinker, Bracers can be taken for the extra survivability. Otherwise, Nulls are the better choice.

Recommended Item paths after core items :
The Guinsoo/Heart Path
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9. Quarterstaff (1150)
10. Robe of the Magi (450)
11. Sobi Mask (325)
12. Guinsoo's Scythe of Vyse Recipe (450)
13. Vitality Booster (1100)
14. Messerschmidt's Reaver (3200)
15. Heart of Tarrasque Recipe Scroll (1200)

Total cost: 15,375 gold

Explanation

This build is for a Later game Tanking and Damage Enchantress. It covers everything you need to fulfill this. You'll have the mana regen from your core build, you'll have a great damage output and you'll have great survivability from Heart of Tarrasque.

Upgrading your Eul's to Guinsoo's Scythe is a logical step once you've used up all your cyclones. Guinsoo's gives another nice damage boost as well and another 3 second disable with a low cooldown, on top of your slow. Heart is a given no matter if you get Radiance, Guinsoo or Necronomicon. Later game with Heart/Untouchable/NA you are probably one of the best pseudo-tanks in the game.

The Necronomicon/Guinsoo Path
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Note; In this build, Ignore the core build above and rush Necronomicon as the following order suggests:

1. Consumables: Tangos, clarities. However many you feel you will need. Also a few GGbranches (0-500)
2. Boots of speed (500)
3. Staff of Wizardry (1000)
4. Belt of Giant Strength (450)
5. Necronomicon Recipe (1300)
6. Necronomicon 2 Recipe (1300)
7. Necronomicon 3 Recipe (1300)
8. Boots of Travel recipe (2200)
9. Void Stone (900)
10. Staff of Wizardry (1000)
11. Robe of the Magi (450)
12. Eul's Scepter of Divinity Recipe Scroll (450)
13. Quarterstaff (1150)
14. Robe of the Magi (450)
15. Sobi Mask (325)
16. Guinsoo's Scythe of Vyse Recipe (450)

Total cost: 13,725 gold

Explanation

This build is for those situations when your team already has a carry hero, a good tank and is in need of disables and damage or you're facing invisible/wind walk heroes.

The items you get in this build will not only help your team in large team fights, it will still allow you to deal a decent amount of damage and have good survivability. If your building Necronomicon because your opposing team has invisible or WW heroes such as Bone Clinks or Stealth Assassin then I would recommend getting this before Eul's and possibly before BoT, as the true sight from level 3 necrowarriors will help immensely. This item synergizes well with your 7 second slow, allowing the warriors to get off a lot of manaburning attacks, as well as a 225 mana burn/nuke. The movespeed aura also helps chasing or escaping. You will also gain some nice stats with level 3 Necro adding to your survivability and mana pool.

Finally after you've used all your cyclone charges you can upgrade your Eul's Scepter into Guinsoo's Scythe, adding a nice damage boost, a 3 second disable with a low cooldown and even more mana regeneration.

Other Optional Items
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Hood of Defiance (2350)

A new item in 6.42 where Aegis has now been removed. This item is a great, cheap alternative for magic resistance. Since chain nukers are your greatest enemy for most of the game, this item will help you immensely. If you're having trouble early / mid game against casters I would recommend getting it after you complete your Boots of Travel, if you're surviving well enough then I would recommend getting it after Heart. If you're not against casters and nukers, then don't get this item.

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Radiance (5325)

Radiance is a good damage item, if you ARE the team's lategame hero. If you are in a team of general sentinel picks at the moment, there IS a high chance of that happening. (THD/BM/VS/Lina/CM/Enigma/Zues/Chen etc) The team needs a hero with lategame capability in that situation and you could do worse than Enchanty. Radiance would be my damage item of choice over MKB/Buriza etc, as Immolation is fantastic and you get a small evasion which can be helpful, it also doesn't have any effects which impede Impetus , which is the main reason.

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Linken's Sphere (5500)

Some people like to get Linken's sphere for the spell block, stats and regen. I personally would prefer heart, but Linken's certainly isn't a bad item. Spell block can save you from death on some occasions!

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The Butterfly (6350)

The Butterfly is another situational item. I would class this as a luxury item to be gotten after your core build and item paths. It gives nice IAS boost and the extra evasion will help against heroes who rely on physical attacks and/or any hero with a bash ability.

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Hyperstone (2350)

The most cost effective way to boost your IAS. Good for increasing your DPS after you've completed all your damage and survival items.

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Assault Cuirass (6320)

Another new item that you might think to try with Enchant since it's implementation. The armour bonus' are nice and the attack speed is very useful. It's one of those items that you only get 1 per team and if you have the time and spare cash and no one else on your team has one, then definitely consider it.

5. Items not recommended :

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Eye of Skadi

Eye of Skadi will be somewhat controversial as many people like it on Enchant for some reason. I would only ever suggest getting it when your team DESPERATELY needs another slow. It is overridden by auto-cast Impetus, but manually casting Impetus on alternate attacks can still make the slow work. It adds nice stats but really, there are better stat items for cheaper and better items for Enchantress.

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Maelstrom / Mjollnir

These items are agility based so your gain from them will be minimal. The orb effect also overrides Impetus when it procs. Best left for heroes like troll.

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Sange&Yasha

This item is pretty bad all round for Enchantress. It does give some decent str and agil but the price makes it not worth it and it doesn't give you any damage to speak of. The orb effect is also pretty useless at 10% chance and it overrides Impetus when it occurs. The MS and IAS increase is minimal.

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Stygian Desolator

Deso is a pretty good item for its Gold-per-damage, however Impetus overrides the orb effect on Manual and auto-cast. This means you will either be wasting the orb or wasting your Impetus, which isn't what you want to do!

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Monkey King Bar

Some people prefer MKB as a primary damage item. While this is fine and I can see their arguments as to why they like MKB with the attack speed and damage etc, I would personally never recommend this as the mini-stun overrides Impetus when it procs, which means you lose out of 30% of your Impetus! Definately not something you want.

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Manta Style

Manta Style may seem like something you want to try on Enchantress but I will tell you why you shouldn't. Impetus overrides the mana burn effect so you are wasting money on an orb your not using. Once you use your images, if you have Impetus on auto-cast only the real Enchantress will use Impetus and the other two wont, thus giving away your position a lot easier than normal.

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Dagon

Some people go by the mentality that they should buy dagon on any intel hero. Since Enchantress is an INT hero I should buy a dagon right?? FALSCH! Dagon is a waste of gold on Enchantress. You're not a nuker so you wont be able to chain it with anything, you will have no use for it other than using it to KS and you'll just be wasting 3k gold.

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Buriza-do Kyanon

Buriza is a decent enough item for damage however your attack speed isn't high enough to utilise the critical strikes. Not only that but if you learn Impetus first, then you buy buriza, critical will override Impetus, so you lose Armor piercing arrow for 1 double damage hit (and chances are the Impetus would have done around the same damage as the crit anyway).

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Lifesteal

Lifesteal overrides Impetus on manual cast, but Impetus overrides on auto-cast. Again you'll be wasting money on an orb you wont use or lose out on your Impetus and extra damage.

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Bloodstone

While this might seem like an item you would want to get on Enchant, I recommend avoiding it. It gives nice regen, hp & mana boost but to be honest, it doesn't suit your role as a mid game ganker and a late game DPS-tank. There are better items for Enchant, and this one is best left for supporting heroes such as Venge and Dazzle.

6. General Game play Walkthrough
Early game : (Levels 1-10)

To start off with, make sure someone on your team has a chicken they can share with you. This will save you fountain trips and will get your items out to you. Enchantress has incredible lanestaying ability, make sure you abuse it!

Get your preferred regen items and head to a solo lane. Mid works well, but basically head to the lane where the other team's solo is, (eg most higher levels solo mid – Most lower levels solo Top scourge and bottom sentinel) and if you run into a 2 lane, simply swap asap. Enchantress' lane control ability against another solo is pretty much only equaled by Viper and Warlock and if it's -ap, Tinker and Syllabear. Heroes like LoA, Leshrac and NA will give you a hard time with their respective abilities, but you should still be able to out lane them with smart play.

If mid is your lane, ask a teammate to grab some observer wards for you on the chicken so you can place one at the top of the scourge hill. Having sight up the hill allows you to farm better, orbwalk your opponent better and see them coming if they try to attack you. Also placing one ward at each rune spot allows you to avoid river ganks as well as seeing any useful runes you may want to use.

Lane Controlling (Solo)

Your ability to control a lane is the main reason that you will be soloing. Making it impossible for your lane opponent to farm should be your main aim, sending and keeping them out of farming range if you can. The extra experience also allows you to rush level 7, giving you 0 cooldown on Impetus. Impetus is your harassing and lane controlling tool. It costs 40/45/50/55 mana on it's respective levels, so it is somewhat costly in the mana department for an arrow ability. This is where your clarities and Nulls will help you. You should always make sure you keep enough mana for Nature's Attendants. Harass with your normal attack as much as you can while you regen some mana and keep them on their toes with the occasional Impetus.

(If you need to learn more about how to use Impetus, how to harass with it, what “orb-walking” is and how to Animation Cancel you should read the section later in the guide called “Mini-Guide to Impetus”)

Landwirtschaft

Your key to gaining the farming advantage is in your last hitting. Enchantress has a rather long backswing and lowish base damage as well as a slow projectile speed. Practice in single player mode until you get used to her animation. If you are controlling your lane well you will be able to move up closer to the creeps, meaning that your projectile has less distance to travel when you attack making last hitting much easier. You shouldn't leave your lane to gank other lanes just yet, however you can call a stunner or a nuker to your lane to kill or send your lane opponent back to the fountain so you gain that much needed level and farming advantage.

Killing

Während Zauberin hat die Fähigkeit, früh im Spiel net tötet, verlieren Ihr Leben nur um zu versuchen, eins zu bekommen ist nicht von Vorteil. Sollten Sie suchen, aggressiv steuern Sie Ihre Spur und Bauernhof, wie der Gang zum Selbstmord Kills komplett negieren einer Ihrer wichtigsten Vorteile; in der Lage, in Ihrer Spur für sehr lange Zeit bleiben. Once level 7 comes you should be able to orb-walk-kill your lane opponent in 4 or 5 shots, but again don't be suicidal, sometimes you have to settle for sending them back to the fountain with the feeling of “Just one more hit….” Mid game is where you're hero killing potential should be realised.

Dual Lane

You wont always get the solo with Enchantress if you're playing public games or less competitive game. In diesem Fall müssen Sie das Beste daraus zu machen. You can still do very well if you play smart and have a good lane partner.

Zum Auftakt mit, stellen Sie sicher, dass Sie mit einem anderen Helden, der ein Sperr irgendeiner Art hat Lane. Coupled with Impetus it will make early kills possible. Stellen Sie sicher, holen Sie einige Manaregeneration Gegenstände wie Klarheiten, informieren Sie Ihren Partner zu holen ein Ring of Basilius. You should pick up a headdress pretty quickly if your team has a shared chicken for the regen and to help your partner as well.

Zauberin hat immer noch große Belästigung und lanestaying Fähigkeit in einer Dual-Spur. Achten Sie darauf, diese zu Ihrem Vorteil nutzen, so dass Sie sich konsequent und Land anständig zu nivellieren. Combo your lane opponent with your lane partner's disable and throw your Impetus' when you know they'll be good. If you need to chase past a tower turn on your Nature's Attendants and don't be afraid to in this instance.

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6. Allgemeine Gameplay Walkthrough cont.

Mid game : (Stufen 10-16)

Sie sollten Ihren Weg durch den Boots of Travel, um dieses Stadium bewirtschaftet haben. Sie könnten auch Nivellierung Verzauberung jetzt, so wird es möglich, Ihre Spur zu verlassen und Hilfe bei ganks, schiebt oder was auch immer Ihr Team ist die Entscheidung zu tun.

When you finish your Eul's, use your cyclones sparingly as you only have 6. I would only recommend using it to escape ganks, make an early team battle into 5v4, or to set up a gank so your team has enough time to get into position.

Ganking

Mit Boots of Travel, etwas Manaregeneration und voller Stärke Impetus, sollte das Töten von Feinden jetzt Ihre Priorität sein. Wenn keines der beiden Teams drückt, beginnen die Jagd Helden Gank mit einem Teamkollegen oder wenn Sie sind zuversichtlich, auf eigene Faust. Impetus is very powerful at this stage and will eat through any hero's HP in 4/5/6 hits from full range at this stage.

Wenn ganking, ist es immer am besten, von hinten Abschneiden ihrer Flucht kommen. Wenn sie immer noch versuchen, auf diese Weise laufen müssen sie an dir vorbei laufen, das ist genau das, was Sie wollen. Traf sie mit ein paar Impetus ', dann Verzaubern Sie sie und schlagen immer wieder weg. Vergessen Sie nicht, Animation abzubrechen, wenn jagen, wird dies zu gewährleisten u bleiben nah genug, um anzugreifen. Wenn sie in die andere Richtung laufen passieren, dann werden Sie haben Optionen. Either a nearby teammate should be coming from that direction, chase them so you can use Enchant or run back around the other way to cut them off again.

Try not to get fooled by a double bluff, aka Juked, when they fake going one way then once you've gone around to cut them off again they either go back the original way you can from or hide in the bush and TP back to base. This can be embarrassing and lets them get away, this is why its best to have a teammate coming from the other direction.

Hopefully this cheap paint edited screen will show what I mean:

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Dies sind einige allgemeine Gank-Spots werden Sie vom Wächter Sicht verwenden möchten. If you see a hero or two farming alone in any of these spots call a team mate or two to come with you and head the direction that the arrows show. Be careful though as if you're playing against decent opposition they will have most of these spots warded. Sie werden wissen, dass Sie kommen und entweder in Hilfe zu rufen oder zu teleportieren aus. Sie können dies, indem sie Stationen der eigenen und ihnen einen Edelstein oder töten zu begegnen. Alternativ können Sie nur beten sie nicht kaufen keine Stationen.

Pushing

Wenn Ihr Team drängt, dann sind die Chancen Sie eine große Team-Kampf zu begegnen. Sie sollten niemals initiieren den Kampf, hinter Ihrem Verbündeten bleiben bis zum Beginn des Kampfes. Rolle Ihres Teams wird es sein, alle ihre behindertengerecht bedienen und AoE-Zauber, so viel Schaden, um Ihre Gegner wie möglich verursachen, dann versuchen, Sie zu schützen, so dass Sie zu tun, so viel Schaden wie möglich. Wenn Sie sich selbst als Targeting, schalten Sie heilen so schnell wie möglich und hängen herum alle Ihre Team mit einem mekansm oder Heilfertigkeit. Sobald der Hauptkampf stattgefunden hat, ist es dann Ihre Aufgabe, in die vorderen Linien zu bekommen und jagen keine Flucht Helden. With BoT, Enchant and Impetus, chasing down and killing weakened heroes should be no problem.

Landwirtschaft

Sobald Sie Ihre Boots of Travel starten teleportieren um, wo Sie bewirtschaften können. Wenn Sie sehen, eine massive Schleich winken schiebt einen Fahrspur der Nähe Ihres Turm oder Basis dann dorthin teleportieren und Vorrang der Landwirtschaft über Ihren Teamkollegen. Verzaubern Sie ein Kobold für die MS Aura, wenn Sie über einen kommen, während neutraling. Es dauert nur 2 Minuten, aber kann Ihnen helfen, wenn Sie jagen unten bist ein Held oder ein Gank entkommen.

You should never stop farming. Wenn du gehst, um einen Push oder einer Gank zu helfen, schnell zu bewirtschaften einige Neutralen, wenn Ihr wartet auf Ihr Team, um in Position zu bekommen. Ihre ulti macht tanken Neutralen ein Kinderspiel. Once you've pushed that tower or ganked that hero, immediately head back to your lane, farming any neutrals you wish on the way and continue farming. You should RARELY have to return to the fountain to heal as your wisps will heal you and with either a Eul's or a void stone you should have the mana to cast it when needed.

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Verwendung Necronomicon

Wenn Sie sich für Necronomicon ging, können Sie die Ladung zur Gank effektiv in Verbindung mit Ihrer langsamen und anderen Sperre zu verwenden. Use your Necros liberally, not only can they be used in team fights to burn mana and nuke but they can also help you farm as well as scout around trees and even harass your enemies if you're still laning. You can use your Necrowarriors to tank the neutrals so you don't take damage. You can also Enchant some neutrals to tank the damage for you while using your Necros to scout around for nearby enemies as mobile observers.

Im Team Schlachten, laichen Ihre Necros kurz vor dem Eingriff der Schlacht und drehen Impetus auf Auto-Cast, so dass Sie gewohnt haben, um über die manuelle Gießen und Animation Cancelling, während Sie Ihren Necros kümmern. Aim your Necros at their most mana dependant hero, such as a Necrolyte or Bane. Mana brennen sie so schnell wie möglich dann weiter angreifen, so dass die Nahkampf Necrowarrior können sogar mehr Mana Mana mit Pause brennen. If any of them kill your Necrowarrior with Last Will they will receive 200/400/600 damage depending on what level Necrobook you have, but they give 100 gold so don't feed them to your opponents if you can help it.

Ende des Spiels : (Stufen 17-25)

If the game lasts this long you should have completed your item paths. In diesem Teil des Spiels ist es die Zeit für Ihre späten Spiel Carry / DPS Held zu glänzen. Enchantress does have the ability to carry her team to victory, probably less effectively than a true carry hero, but her potential is there. Oft als "Half-Carry" bezeichnet.

Wenn Sie die lategamer in Ihrem Team sind, dann ist dein Team sollte schützen dich um jeden Preis, während Sie Ihre befassen Schäden. Anstoß ist immer noch extrem stark in diesem Teil des Spiels aufgrund seiner göttlichen Schadenstyp.

Some examples of “true” carry heroes include, Troll, Morph, Silencer, Viper, Clinkz or Terrorblade. If your team has one of these heroes who is well farmed, then you should take a different role. Your role should now be tanking for them at all costs, even if it means your death. They should possess a higher DPS than you, however most of them will be somewhat more fragile than you if you've followed my builds (there's a few exceptions).

Tanking

Late game Enchantress can be daunting for enemies to face, if you farmed well and got the right items. With Radiance, Heart and Hex, she can go toe to toe with some of the strongest late game heroes in the game. Her tanking ability with Untouchable, Nature's Attendants and Heart is really underestimated. She can heal off 1000 hp in 10 seconds while she continues to deal large amounts of damage.

If the game is dragging on and you find yourself being targeted by many disables and nukes you may want to invest into a BKB, Hood of Defiance or Linkin's sphere as these will all provide some form of magic defense.

Ganking

Ganks wont feature much in this part of the game due to both teams sticking in a group and pushing. If you do happen to see an opportunity to gank, take it, as a gank followed by a push can be game breaking. Use the same playstyle as stated above to gank heroes.

Pushing

In team pushes your goal is to deal as much damage as possible with Impetus and keep your carry hero alive as long as possible (if it's not you and have one of the aforementioned heroes on your team). Get in the fight before he does and don't be afraid to take the focus fire. This time turn on your heal and be vigilant that you stay within 300 AoE of your main DPSer so if he is taking damage, he'll get the full benefit from your heal. Don't forget to use hex if you have it. You can either target their main DPS/Carry hero with your hex, as this will stop his damage output for 3 seconds, or you can target their main disabler in an attempt to kill him off before he can cast anything. Again slow any escaping heroes so that your team can chase them down.

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7. Good Allies to have :
Single Target Disablers :

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These heroes are the kind of heroes you want to be laning with if you're not the solo. They have one or two abilities which is either a stun or a slow. They are also the kind of heroes you want to go ganking with. With their disables and/or nukes along with your slow and Impetus it will make early-mid game lane kills and ganks quick and effective.

Mass AoE Disablers :

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These allies come into their own around mid game when team fights start to happen more often. Their mass disables are mostly going to be their ultimate abilities and a well landed one can be game breaking. The mass disables allow you to attack freely with your Impetus, on whoever your team wants to take down first. If you went the Necro build you can burn a large amount of mana on their most mana dependant hero.

Healers :

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Coupled with Nature's Attendants further heals from your team mates will aid your team even more. This will allow your team to sustain a larger amount of damage without dying and it is often the difference between winning and losing.

8. Bad Enemies to face

Mana Burners :

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Mana burners are the bane to your existence. They will target you and you will despise them for it. Without mana you can no longer use your heal or slow and your damage output will be depleted without Impetus. I would suggest avoiding them at all costs early game, and gank them hard with 2 or more disables mid game.

Chain Disablers :

IPB BildIPB Bild

Chain disablers are bad enemies to face, simply due to the fact that they can stop you from casting Nature's Attendants while his team focus' fire on you. In a case of facing such heroes you may want to invest in a Linkin's Sphere or some other spell blocking items.

Chain Nukers :

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Chain nukers often get the better of Enchantress simply because it's a large amount of damage in bursts which doesn't allow her heal time to do it's job. If you are laned against these types of heroes, call an ally to help or simply swap lanes. Mid-late game when their nukes lose effectiveness you can make short work of them. One exception is Pudge, who can Hook/Rot/Dismember you early/mid/late game and then tank your damage quite easily, be careful of him and make sure you stick with some team mates.

Late game Assassins :

IPB BildIPB Bild

Late game assassins are lethal to Enchantress and most other heroes, late game. The only way to neutralise them is making sure they have such a terrible early game that they have no chance to farm at all. If you are facing WW heroes I would suggest rushing Necronomicon for the true sight ability. If they do farm well then your going to need a lot of wards and sticking with your team since you will have little chance of defeating them if they backstab you while you're on your own.

9. Mini Guide to Using Impetus

Impetus can be somewhat difficult to understand for an inexperienced player. You will probably be wondering how to use it properly and how to get the most effective results from using it. I will attempt to show you the basics of using Impetus to harass, to chase and to kill.

Impetus deals bonus damage based on a percentage of the distance at the time of impact between Enchantress and the target.

Harassing

First off, using Impetus to harass is crucial to dominating your lane matchups. Earlygame getting good Impetus' every time on enemy heroes is vital for establishing control in your lane. When a melee hero comes up to last hit a creep, timing the cast of your Impetus is important. Too early and you'll get a weak +50 dmg (lvl 4 Impetus), too late and he could be out of range all together. Waiting until he has hit the creep and just as he turns around to run away is the optimum time to let off an Impetus. Chances are he didn't see you throw it, if he did he's already clicked and is running away watching helplessly as the Impetus deals +160 dmg.

IPB Bild

If you're facing a ranged hero, wait until he is coming in to either harass you or last hit. Throw a few normal attacks at him to make him turn around and as he starts running back, throw an Impetus. If he runs closer to you after you threw your Impetus, attack him again and if you are level 5 or 7 with low cooldown Impetus, try to throw another one just to annoy him even more!

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Hint: After you've thrown an Impetus, if you know you wont throw another one straight away, immediately run in the opposite direction that you threw it. This will widen the gap slightly increasing the damage dealt. It may only increase it 10 or so damage, but if you do this every time it adds up.

Chasing

Chasing is where you will see the real power of the Impetus. It is not uncommon to see +200 dmg on Impetus when chasing fast heroes such as Bounty Hunter, Bloodseeker or Slardar. Coupled with Enchant's 7 seconds of slow it makes for lethal damage output in a short amount of time. A lot of people make the mistake of just turning Impetus on auto-cast, standing still and attacking. This will mean you wont be in a good position to chase down any escaping heroes. I find that manually casting Impetus at all times is more effective than auto cast. This allows you to cancel the “Cast backswing” more efficiently by immediately issuing another command after you throw your Impetus, aka Animation canceling.

IPB Bild

Keep in mind that the maximum damage on Impetus is +400. Which at level four is a distance of 2500 units.

Animation Canceling

When your hero casts a spell, the animation takes place. Once the effect of the spell has taken place(your Impetus arrow is projected), there is a “cast backswing” in the animation, which is just an extra bit of animation for aesthetics (eg CM waving her wand, Enchantress spins her spear over her head etcetc) In other words, IT WASTES TIME when you could be moving closer to your opponent for another attack, or casting another spell!

To animation cancel all you have to do, once the spell is cast/effect has taken place, immediately issue another command, either to move, or to attack. The command you issued, overrides the backswing of the animation and performs that command instead.

You may be thinking “But I'm not good enough to Animation cancel” or “I couldn't be bothered” but let me tell you Animation canceling is not something just for those advanced players you see in all those league replays. It is easy to do and improves your chasing ability tenfold, all you need a basic understanding of what it is and some practice! Heroes with 400+ MS with their S&Y's will be thinking “WTF why aren't I moving away from her!?!?” when you are running along side them throwing your Impetus' and canceling the cast backswing.

10. Using Enchant to it's Full Potential

Verzauberung ist eine multidimensionale Fähigkeiten mit mehr Einsatzmöglichkeiten als viele Menschen kümmern zu wissen. Die meisten Menschen neigen dazu, den zweiten Teil der Fähigkeit, die Sie auf viele Dinge zu beherrschen und einfach verwenden, für die ownage 7 Sekunden langsamer ermöglicht vernachlässigen. Dabei sind sie nicht auf eine großen Teil von dem, was diese Fähigkeit für Sie in Bezug auf ganking tun können, das Blatt zu wenden ist Schlachten und so weiter. Im nächsten Abschnitt werde ich versuchen, die meisten Verwendungen von dieser Fertigkeit außerhalb von nur benutzen, um langsam zu erklären.

Verzaubern Sie dauert nur 2 Minuten, so sollten Sie nicht mit dem Ziel, sie wie ein Chen spielen. Verzauberung hat eine schnelle Abkühlung, so die Idee, als Zauberhaftes Gruseln ist, sie zu erhalten, wie Sie sie verwenden möchten. Zum Beispiel, wenn Sie Gank Boden planten, durch den Wald laufen, schnell holen die erste brauchbare Kriechen Sie sehen und weiter auf dem Weg zum Gank.

Neutral Creeps für Ganking

Zauberhafte neutrale Creeps ist wahrscheinlich die offensichtlichste aller Dinge, die verzaubern kann. Es gibt viele neutrale Creeps Sie verzaubern kann, von Gnoll Assassins bis zum Satyr Hellcallers. Aber für die Zwecke der ganking gibt es nur ein paar neutrale Creeps, die vom Gebrauch sind.

# Centaur Khan
* Endurance Aura gibt 15% erhöhte Angriffsgeschwindigkeit.
* Stampfen Fähigkeit die Angebote 25 Schaden und betäubt für 2 Sekunden in einem kleinen AoE.

Wahrscheinlich das beste neutral Kriechen zu verzaubern. Es hat ziemlich hoher PS, eine gute Aura und die Stomp ist der Hauptgrund dieses Kriechen Sie möchten.

# Polar Furbolg Ursa Krieger
* Fähigkeit, die Hoofstomp 25 Schaden verursacht und betäubt für 2 Sekunden in einem kleinen AoE.

Über so gut wie der Centaur aber nicht eine Aura haben. Es hat 100 mehr Mana, obwohl, das ist also ein Extra stampfen Sie über die Centaur durchführen können.

# Kobold Taskmaster
* Endurance Aura gibt 12% erhöhte Bewegungsgeschwindigkeit.

Wer kann behaupten, dass + 12% MS ist nicht gut für ganking? Das ist alles, was Sie für dieses Kriechen zu verwenden.

# Satyr Höllenrufer
* Unheilige Aura gibt 2 PS / sec Regen
* Shockwave, die 100 Schaden Landeinheiten in einer Linie beschäftigt.

Eine zusätzliche 100 Schaden nuke und einige regen mit diesem kriechen. Es befasst sich auch etwa 60 Schaden pro Angriff, gepaart mit einem Stampfer und Ihren langsamen es eine anständige Menge an Schaden frühen Spiel umzugehen.

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Neutral Creeps für Pushing

Wenn Ihr Team plant einen Push-einfach Ihren Weg durch einen Wald und holen so viele Creeps wie Sie können. Sie haben nicht auf die oben genannten zu sein, aber sie helfen, mehr. Wenn Sie aus dem Busch mit einem Centaur, Höllenrufer und ein Orge, eine Spur in den frühen Phasen des Spiels drücken Sie laufen, es sei denn, du bist ihre ganze Team vor denen er hart werden Sie unter den Turm zu stoppen. Sie vorsichtig sein, wenn die verzauberte kriecht gewinnen keine zusätzliche HP und wenn sie sterben, werden sie aus werden geben Kopfgeld, so dass Sie nicht wollen, nur füttern, um Ihre Gegner.

IPB Bild
Bild Helden

Ein weiteres cooles Tatsache über Verzauberung ist, dass es auch auf Bilder (allerdings nicht geomancer) verwendet werden. Wenn Ihr Bild mit Blick auf Helden wie Naga Siren, Phantom Lancer, Schreckens oder Chaos Knight, sollten Sie immer darauf abzielen, einem ihrer Bilder Verzaubern Sie weg von ihnen, wenn sie ihre Fähigkeiten einsetzen Bild. Dies kann ernsthaft behindern eine Chaos Knight, als sein Bild Geschick ist seine letzte und Sie effektiv macht es 33% schwächer, indem sie ein Bild und Sie es wieder gegen ihn, und eine Schreckens, die, ohne Manta Stil kann nur noch 2 Bilder auf.

Naga und PL etwas weniger als Wegnehmen 1 Bild von ihnen gewohnt behindern sie zu stark erfolgt, wie ihre Bilder sind einfacher zu erstellen als die eigenen, oben erwähnt. Jedoch kann es immer noch wirksam ist, um eines ihrer Bilder Bekämpfung von ihnen haben.

Turning the Tide von Battle zu stehlen Beschwört

In großen Team-Battles können Verzauberung verwendet hoffentlich die Wende in bestimmten Situationen werden. Wenn Sie spielen ein Spiel -ap, können Verzauberung auf Chen überzeugt, kriecht verwendet werden. Dies wird nicht nur zu neutralisieren, ein Drittel seiner Armee Kriechen, kann aber gleich wieder gegen ihn verwendet werden.

Ein anderer erwähnenswert ist, können Sie das Blau und Feuer Panda Verzaubern, wenn Pandaren verwendet Primal Split, ist die Erde Panda Immun gegen Magie, so dass Sie ihn nicht verzaubern. Wenn Sie ein Verzaubern und töten die beiden anderen, kommt es zu einem Selbstmord von Pandaren, aber Sie bekommen, um die verzauberte Panda zu halten, bis die Zeit abgelaufen ist, die uber cool ist! (Danke an Da.Waaagh mir geholfen das zu testen!)

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Andere Beispiele von Enchanting Vorladung, die helfen, das Blatt zu wenden einer Schlacht, wie Lycan Wölfe, Beast Master-Tiere, Morphling replizieren und Necronomicon Vorladung kann.

11. Replays

Meine Noppen Replays

Ich bekam ein anderes den letzten Wiedergabe. Dieses Spiel war in 6,42, IH-Spiel vs Clan. Ich habe nicht solo spielen / tragen mit Verzauberung, sondern ich als Support / Ganker / Tank gespielt. Das Spiel ist nicht sehr hoch, aber es ist auf dem Niveau eines Standard freundlich IH mit einigen Freunden.

Begann mit Spirit Breaker gegen Borstennacken + Magnus spurig, ich dummer ein paar Minuten in bei dem Versuch, sie von 1stblooding SB blockieren 1stblooded bekommen. Danach habe ich nur versuchen, zu belästigen und Land so viel wie ich kann zwar nicht sterben. Nach einer Weile beginnen wir ganking und Schieben, verwende ich einen großen Teil der Strategie von meiner Führung in diesem Spiel, das Können zu bauen, Kugel-Walking, ganking, Schieben und was könnte ich der Sache gemacht zu werden bauen, bevor das Spiel beendet. Unsere Viper war der Radiance Käufer, die ich nicht brauchen, um es zu bekommen bedeutete, so beendete ich nach meiner Guinsoo Stumpfaufbau und fing an Herz zu machen.

Am Ende haben wir ihnen beherrscht ziemlich leicht mit Doppel ihre killscore, aber ich mochte auf diese Wiederholung, weil es zeigt, die meisten Dinge in meinem Führer und wie sie in einem normalen, nicht-Liga, nicht pro Spiel durchgeführt werden, die die meisten der Führungs Leser zu spielen. smile.gif

Genießen Sie:

Angehängte Datei Enchant_vs_mR.clan.w3g (997.25k)
(1.21)

Ok ich habe ein 1.21 Wiedergabe von mir nubbing es mit Enchantress. Das Spiel ist ein Kneipenspiel, aber es gibt 5 von meinen Freunden (3 auf gesendet, 2 auf Geißel + ich) der Modus -ar. Die NZ-Host (Im Aus) gibt mir einen Ping über 0.200. Also mit einer kleinen Menge von Verzögerungs ich das Spiel starten ziemlich schlecht in Bezug auf meine -cs. Nach einer Weile habe ich mich daran gewöhnt und endlich anfangen, ein paar letzte Treffer zu landen.

Die Teams waren ziemlich schief in Bezug auf die frühen und späten Spiel Spiel-Fähigkeit, uns mit die meisten der frühen Spielfähigkeit während Sentinel Seite hatte einen potenziell starken späten Spiel. Mit diesem Wissen haben wir beschlossen wir brauchten, um hart und schnell drücken, wenn wir gewinnen waren, so waren die Landwirtschaft Chancen dünn gesät. Das Spiel ist angespannt und es gibt eine Menge von Teamkämpfen. Können wir drücken schnell genug, um zu gewinnen, bevor Wächter überlegen gegen Ende des Spiels übernimmt, oder werden sie halten lange genug, um die Elemente, die sie brauchen?

Alles in allem habe ich nicht besonders gut zu spielen, mit einem End-Wert von nur 3-2, aber ich fühle, dass diese Wiederholung ist gut, hier zu setzen, weil es zeigt, wie die durchschnittliche dota Spieler würde Zauberin spielen, im Gegensatz zu nur zeigen Ihnen, Replays, wie Profis ihr spielen in der Liga-Spiele.

Genießen Sie:

Angehängte Datei Enchant_Replay_1.21.w3g (902.59k)
(1.21)

Pro Replays

Diese Wiedergabe ist von Yoshi [P] spielen eine völlig dominant Enchantress gegen TeG kürzlich in einem Entwurf -ap Spiel in Halbfinale der ESL. Der Grund, warum ich dieses Posting Replay ist zu zeigen, wie Verzauberung kann und wird vollständig ihre Spur gegen andere als die Top-Einzelspieler Geißel Helden dominieren. Yoshi macht es unmöglich für seine Fahrspur Gegner bis zum Bauernhof und hält ihn underfarmed alle Spiel.

Ein weiterer Grund, auf diese Wiederholung ist genial, weil Yoshi zeigt, wie man einen Gegner Chen völlig entgegenwirken und so ziemlich nutzlos machen ihn anders als seine heilen. Nicht eine gute Wiedergabe, wenn Sie suchen, "wie man aus einer Situation zu bekommen Verlierer", weil in diesem einen beherrscht er beginnen, mit gute Strategie, einen guten Körperbau und missbrauchen Verzauberung Stärken so viel wie möglich zu beenden.

Genießen Sie:

Angehängte Datei ESL_PS_tPD_vs._TeG_3.w3g (1,44 MB)
(1.21)

Diese Wiederholung Besonders gefallen hat mir gerade. Es ist von MYM | Maelk spielen Zauberin in einem IH -ap Spiel. Der Grund warum ich genoss diese einem so viel war, dass er nicht das Spiel mit dem Imba 6,37 Sentinel-Team, wodurch die Leistung zeichnen sich mehr als üblich. Die meisten der Strategie, die ich stellen in meinem Handbuch ist zu einem gewissen Grad in diesem Replay verwendet (obwohl er die meisten Dinge 76 und ein halbes Mal besser als ich tut), kauft er MKB statt Radiance, weil die Omniknight in seinem Team bereits eine Radiance gekauft haben, sonst die Builds sind sich sehr ähnlich.

Genießen Sie:

Angehängte Datei Maelk_s_IHCS_Enchantress.w3g (2.19MB)
(1.20)

12. Fazit

Vielen Dank für das Lesen meiner Anleitung, ich hoffe, es hat euch gefallen. Ich würde einige konstruktive Kritik, dieses eine und alle zukünftigen Versuche ich beim Schreiben eines Führungs verbessern zu schätzen wissen. Bitte keine Flammen aber!

Ich hoffe, ich habe einige neue Spieler und erfahrene Spieler gleichermaßen mit dazu beigetragen, einige neue und alte baut, ein paar anständige Strategie und ein paar hochwertige, angenehme Replays (zusammen mit dem nubness meiner eigenen Replay- happy.gif ).

Also, please, leave a comment on what you liked or didn't like… Even if you don't like it, let me know so I could possibly change some things… and if you do like it, let me know as well =) Thanks.

13. Credits

I'd just like to thank a few people who helped me write the guide, as well as the many people who've given me feedback on how to improve it.

Jasos: Thanks for all you're help and support (scotch) bro, couldn't have done it without you. wink.gifwub.gif
Da.Waaagh: Thanks for helping me test a lot of things regarding Enchant! Also thanks for owning my nub ass in Ladder the other day sad.gif
Heffa/Matt/Dave + rest of CdeG: Thank you guys for all the initial support and feedback! You guys are pretty own B)
Beast_Pete: Thanks Pete for your review and support. Helped me fix the layout and builds a bit. Appreciated.
TheJoe: Thanks Joe for the all the feedback. Helped me fix the core build and item build justifications among other things.
Farmasutra: For helping me correct information about Untouchable. Thanks mate. smile.gif
Yoshi[P]: For letting me use your replay, as well as supporting me! Danke noch einmal. wub.gif
Jogi: For suggesting the section about Using Enchant! Danke!
Yank-Fan: For giving me awards ^^
Everyone else who gave me feedback and support: Thanks everyone it's very much appreciated!

Changelog

v1.00: Guide Completed
v1.01: Replays Added
v1.02: New section added (Using Enchant)
v1.03: New 1.21 Replay added of me actually playing!!!
lol
v1.04: Editted some incorrect information about Untouchable (Thanks to Farmasutra for pointing this out)
v1.05: Changed the layout of the Item builds and the gameplay walkthrough. Fixed some colors
v1.06: Removed the DR/Aegis build after feedback. Fixed up some stuff on the other builds (changed Names, removed some items, fixed some strategy etc)
v1.07: Reinstated DR/Aegis as optional items rather than a Recommended item path. Changed Untouchable in the skillbuild to level 9. Fixed up some more layout issues. Added a replay of Yoshi[P]'s enchantress!
v1.08: Slightly Modified Core build. Removed a 1.20 Replay. Changed the order of two subsections. Removed Blinkpetus, as it was Silly.
v1.10: Updated for 6.42! Rewrote the whole strategy section to be more concise. Added a new 6.42 replay as well!
v1.11: Toned down colours a lot, it was causing many cases of bleeding eyes ^^ (don't send me your hospital bill please). Changed some item orders in core build. Added some more summons that Enchant is able to pursuade.
v1.12: Changed the order of some sections. Added more justification for all the item builds.
v1.13: Updated all the screenshots… They're now 53x better. Fixed a lot of strategy and information based on feedback from HGC judges. Changed one Item path from Radiance/Heart to Guinsoo/Heart.
v1.14: Updated for 6.46b. Changed nulls cost, re-did the Necronomicon build, so Necronomicon comes much earlier and added that treads are fine.

14. Q&A
I will attempt to answer any questions from readers posts in this section once I get some!

Q1.

QUOTE(TEHPWNZOR @ Jan 22 2007, 06:05 AM)

I'm just curious here, but what does “Acquisition Range: 800″ mean?


A: Acquisition range is the range an opponent has to be for Enchantress to automatically “aquire” them as enemies and attack without any command.

Q2.

QUOTE(MasterJoe @ Feb 26 2007, 09:23 AM)

There is that one replay I think TeG vs. TPD where Enchantress gets Treads. What do you think of that?

Well pretty much every guide in existance has the arguement about Travels VS Treads…. and pretty much it just comes down to opinions…. and no one's ever right, they just have their opinion.

The replay of Yoshi I put in my guide also shows Enchant getting Treads. Which I stated that I disagreed with, but wasn't going to make an arguement over it because thats just my opinion! and he played so well anyway.

I personally dont like treads at all, on any hero. I prefer map mobility and extra MS over 35% IAS, and I'd rather fill my inventory with items that'll help me survive longer in the fight over carrying a TP scroll all game… and im pretty sure if I did put treads in the guide there'd be people complain about that too wink.gif

Q3.

QUOTE(p33-3rr @ Mar 9 2007, 09:43 AM)

question – what is the best way to find out the 'advanced data' (eg acquisition range) for all heroes? can you give a definition for all the advanced fields?

Dank



Definitions
: (Taken from Mechanincs forums)
Acquisition Range : See above.
Damage Point : Damage point for ranged units is when the projectile is launched, not when it hits. Eg Enchantress releases her projectile 0.3 seconds after her attack animation begins.
Attack Backswing : The time it takes the animation that takes place after your projectile is launched, to be performed. Often refered to as “filler” animation, and can be canceled by issuing another command immediately, (aka Animation Cancelling.)
Projectile speed : The speed at which your animated projectile moves.
Cast Point : The same as Damage point, only it happens when you cast spells.
Cast Backswing : Same as Attack Backswing, only it happens when you cast spells.
Base Attack Time : The hero's Base attack time, before any IAS modifiers are added or subtracted. Cannot be altered.
Starting Attack Cooldown : The time it takes the hero to perform 1 attack on level 1, only calculating the IAS from base agility.

Q4.

QUOTE(eNdr @ Feb 9 2007, 06:28 AM)

Good Guide and Good job.i think many player's build MoM For Enc. and MoM very useful for Enchantress.


QUOTE(senritsu @ Mar 16 2007, 04:49 AM)

what about MoM?

MoM isn't a very good item and lifesteal isn't a very good orb.

You're either paying all that money for an orb you wont use in team fights (when this orb should be used, using it when farming isn't beneficial) or lose out on your Impetus which is just ludacris. She also takes +20% damage when its activated. She has a low hp pool, why would u want her to take even more damage than she should??? Her heal IS good, but it doesn't make you invincible.

The attackspeed and movespeed could be usefull, but shes not the hero where you need a “frenzy” type move. With BoT+Enchant, people will have a hard time getting away from her as it is… and the attack speed, while pretty good, only lasts for a short time and isn't worth the price of the item, especially when you're orbwalking/animation cancelling.

MoM would be the last item I would recommend for Enchantress, the negatives heavily outweigh the positives and it's really a waste of money and her potential! It makes me cringe every time I see it bought on her. : Ph34r:

Q5.

QUOTE(jutfory @ Apr 25 2007, 06:38 PM)

does Enchant slow attack speed?

To my knowledge it just slows movement speed. If it slowed IAS aswell, then combined with you're ulti it would be a bit imba.

Q6.

QUOTE(pro23456 @ Jul 2 2007, 01:55 AM)

What if you casted impetus then the enemy blinked away or used town portal
will the spear follow the enemy?

If they enemy blinks or teleports, the Impetus wont damage them, even though the animation of the Impetus still follows the target (after blinks). This is because when they blink they are Invulnerable for a short amount of time meaning that any targeted spells such as Assassinate, Impetus, Storm Bolt etc are all cancelled and don't do any damage. Town Portal recreates the hero at a different location, there are very few spells that follow an enemy through a teleport (Omnislash, Netherstrike) and even those would need to be cast with precise timing.

Kael, The Invoker Guide By HybridCore

Friday, May 30th, 2008

Author of this guide is HybridCore

Dota Allstars Invoker Kael Art Image

Einführung



The Invoker is an advanced skilled hero. Having three reagents with him, Quas, Wex & Exort and by combining them you form a new spell. He has disappeared from the DotA Allstars scene for almost 40 versions. He was the epiphany of imba and he still is! He is a combination of many heroes but being range, he shouldn’t really be tanking.

The Invoker is a caster with a bit of DPS on his hands. His reagents no longer provide him with attributes making him dependent on items to increase his health but the reagents do provide regen, attack speed and move speed, & damage. The Invoker does well in pushing lineups, can do very well in AoE lineups and can engage enemies with ease. Whatever your team needs, he can adjust.

You are a pseudo-carry hero as your main focus is to level up constantly by creeping and participating in ganks whenever possible. I will detail each spell and the combinations involve. But he is still, in a way, imbalanced in term of his style of play. This hero was never meant to be played with inexperience teammates so if your team can’t hold on till you reach level 20 then choosing this hero isn’t advisable.

Hero's Story

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N / A

Skills Description


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Quas (Q)
0.75 HP regen per level per instance.

Level 1 – 0.75 HP (02.25 HP)
Level 2 – 1.50 HP (04.50 HP)
Level 3 – 2.25 HP (06.75 HP)
Level 4 – 3.00 HP (09.00 HP)
Level 5 – 3.75 HP (11.25 HP)
Level 6 – 4.50 HP (13.50 HP)
Level 7 – 5.25 HP (15.75 HP)


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Wex (W)
Gives 2% AS and 1% MS per level per instance.

Level 1 – 02% AS and 1% MS (06% AS and 03% MS)
Level 2 – 04% AS and 2% MS (12% AS and 06% MS)
Level 3 – 06% AS and 3% MS (18% AS and 09% MS)
Level 4 – 08% AS and 4% MS (24% AS and 12% MS)
Level 5 – 10% AS and 5% MS (30% AS and 15% MS)
Level 6 – 12% AS and 6% MS (36% AS and 18% MS)
Level 7 – 14% AS and 7% MS (42% AS and 21% MS)


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Exort (E)
3 damage per level per instance.

Level 1 – 03 Damage (09 Damage)
Level 2 – 06 Damage (18 Damage)
Level 3 – 09 Damage (27 Damage)
Level 4 – 12 Damage (36 Damage)
Level 5 – 15 Damage (45 Damage)
Level 6 – 18 Damage (54 Damage)
Level 7 – 21 Damage (63 Damage)


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Learn Invoke®
Combines the properties of the elements currently being manipulated creating a new spell at Invoker’s disposal. The invoked spell is determined by the combinations of Quas, Wex, and Exort.

Level 1 – 1 Invoke, 30 CD
Level 2 – 2 Invoke, 30 CD
Level 3 – 2 Invoke, 15 CD
Level 4 – 2 Invoke, 05 CD

Cooldown: 30/30/15/05
Manacost: 20/40/60/80


Invoked Spells


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Deafening Blast QWE B
Invoker unleashes a mighty sonic wave in front of him, dealing up to 280 damage to any enemy unit it collides with based on Exort. The sheer impact from the blast is enough to knock those enemy units back for a maximum of 1.75 seconds based on Quas, in addition to preventing their attacks for a further 1-4 seconds based on Wex.

Quas – 0.25/0.50/0.75/1.00/1.25/1.50/1.75
Wex – 1.0/1.5/2.0/2.5/3.0/3.5/4.0
Exort – 40/80/120/160/200/240/280

Cooldown: 25
Manacost: 200


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Cold Snap QQQ Y
Invoker draws the heat from an enemy, chilling them to their very core for up to 6 seconds based on Quas. Any damage taken in this state will briefly stun them for 0.4 seconds and deal 30 damage. Triggers cooldown goes from 0.8 to 0.6 seconds based on Quas.

Quas – 3.0/3.5/4.0/4.5/5.0/5.5/6.0 (Duration)
Quas – 0.8/0.8/0.7/0.7/0.7/0.6/0.6 (Cooldown)

Cooldown: 20
Manakosten: 100


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Ghost Walk QQW V
Invoker manipulates the ice and electrical energies around him, rendering his body invisible. The elemental imbalance created as a consequence slows nearby enemies by up to 40% based on Quas, and Invoker from 30% to 0% based on Wex.

Quas – 10/15/20/25/30/35/40%
Wex – 30/25/20/15/10/5/0%

Cooldown: 60
Manacost: 300


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Ice Wall QQE G
Generates a wall of solid ice directly in front of invoker for up to 10 seconds. The bitter cold emanating from its greatly slows nearby enemies based on Quas and deals up to 30 damage each second based on Exort.

Quas – 20/40/60/80/100/120/140%
Wex – 5/10/15/20/25/30/35

Cooldown: 20
Manacost: 125

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Alacrity WWW Z
Invoker infuses an ally with an immense surge of energy, increasing their attack speed to a maximum of 160% based on Wex for 5 seconds.

Wex – 40/60/80/100/120/140/160%

Cooldown: 20
Manacost: 125


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Tornado WWQ X
Unleashes a fast moving tornado that picks up enemy units in its path, suspending them helplessly in the air shortly before allowing them to plummet to their doom. Deals 375 damage based on Wex and Quas, with distance up to 3100 based on Wex. Holds enemies in the air for up to 2.2 seconds based on Quas.

Quas – 85/110/125/140/157.5/172.5/187.5 (Damage)
Quas – 1.00/1.20/1.40/1.60/1.80/2.00/2.2 (Duration)
Wex – 85/110/125/140/157.5/172.5/187.5 (Damage)
Wex – 700/1100/1500/1900/2300/2700/3100 (Range)

Cooldown: 25
Manacost: 150


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EMP WWE C
Invoker builds up a charge of electromagnetc energy at a targeted location which automatically detonates after 2-4 seconds based on Wex. The detonation covers a 700 area, dealing up to 300 damage based on Exort and draining up to 400 mana based on Wex.

Quas – 100/150/180/210/240/270/300
Wex – 100/150/200/250/300/350/400

Cooldown: 40
Manacost: 250


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Sun Strike EEE T
Sends a catastrophic ray of fiery energy from the sun at any targeted location after 1.7 second delay, incinerating all enemies standing beneath it. Deals 75-450 damage based on Exort which is spread over all enemy units within its 200 AoE.

Wex – 75/160/200/250/320/400/450

Cooldown: 60
Manacost: 250


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Chaos Meteor EEW D
Invoker pulls a flaming meteor from space onto the targeted location. Upon landing, the meteor rolls forward dealing up to 260 damage per sec based on Exort for up to 1550 range based on Wex. Deals minor residual damage to units that get it.

Wex – 500/675/850/1025/1200/1375/1550
Exort – 80/110/140/170/200/230/260

Cooldown: 30
Manacost: 200

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Forge Spirit EEQ F
Invoker forges a spirit embodying the strength of fire and fortitude of Ice. Attack range, damage, and life is based on Exort while mana, duration, and armor is based on Quas. The elementals scorching attack is capable of melting the armor on enemy heroes by 1 each hit to a maximum of 10 for 5 seconds. By maxing Quas and Exort. Invoker is capable of creating 2 spirits instead of one.

Lava Spawn
Attack Range: 300/400/500/600/700/800/900 (Exort)
Hit Points: 300/400/500/600/700/800/900 (Exort)
Damage: 29/38/47/56/65/74/83 (Exort)
Armor: 1/2/3/4/5/6/7 (Quas)
Mana Base: 100/150/200/250/300/350/400 (Quas)
Duration: 20/30/40/50/60/70/80 (Quas)

Mana Regen: 4
Movement Speed: 320

Cooldown: 70
Manacost: 200

Invoked Spells & Usage

Dota Allstar Kael the Invoker
MAJOR CON
Wenn die Fähigkeit ist in Cooldown, wird es in Abklingzeit bleiben. Der Fachmann wird nicht aktualisiert, wenn es wieder aufgerufen wird.
Sie werden auch jedes Mal, wenn einer Ihrer Reagenzien Guss ins Wanken, aber das war kein Problem mit dem alten Aufrufer.

Ohrenbetäubende Explosion
Kombination: QWE
Mechanik: Die Kunst geht magischen Schaden und stößt Gegner wieder auf etwa 100 Bereich für maximal 1,75 Sekunden. Gegnerischen Helden können noch nach dem Schlag zurück betäuben Zaubersprüche aber.
Strategics: Dies ist sowohl eine offensive und defensive Fähigkeiten. Diese Fähigkeit besitzt eine alte Fertigkeit namens â € œpacifistâ € (Classic Necronomicon hatte diese). Es verhindert, dass Feinde angreifen, die stark gegen Helden, die mehr auf ihre normale Angriffe (Phantom Assassin Faceless Void, etc.) zurückgreifen können. Sie sollten diesen Zauber verwenden, um zu starten oder um den Kampf Fluss zu stören.

Plötzlicher Kälteeinbruch
Kombination: QQQ
Mechanik: Eine negative Buff auf feindliche Einheiten, und es dauert maximal 6 Sekunden. Alle Schäden in diesem Zustand übernommen wird kurz betäuben sie für 0,4 Sekunden und befassen sich 30 Schaden. Löst Abklingzeit geht 0,8-0,6 seconds basierend auf Quas.
Strategics: Enemy Helden können mit diesem gekoppelt mit Ihnen und einem Allya € ™ s Angriff aber dona € ™ t Angriff, wenn Sie ein anderes Geschick berufen permastunned bekommen. Sie können davon Gebrauch machen, wenn Ihre Verbündeten haben ihre eigenen Mittel zur Erzeugung von Angriffsgeschwindigkeit. Mit 6 Sekunden können Sie möglicherweise verursachen 200 Schaden auf ein einzelnes Ziel.

Ghost Walk
Kombination: QQW
Mechanik: Invoker wird unsichtbar und kann frei verlangsamt feindliche Einheiten um ihn herum zu bewegen. Die Abklingzeit von 'invisisbilty ist 100 Sekunden. Sie können Unsichtbarkeit brechen, wenn Sie einen aktiven Befehl initiieren. Die Wirkung von Ghost Walk ist leicht durch die eisigen Auswirkungen auf Gegner wie Radiance anerkannt.
Strategics: Hauptsächlich für die Flucht und hinterhältiger, aber verwendet wird, leicht von Truesight begegnet. Sie sollten diese Fähigkeit zusammen mit 3 Ebenen der Wex benutzen, um Ihre maximale Lauftempo zu erreichen.

Ice Wall
Kombination: QQE
Mechanik: Erstellt eine Wand aus Eis vor Rufers, können Sie seine Position nicht als Ziel. Ally Einheiten kann dies ohne Probleme passieren, aber feindliche Einheiten werden von einer großen Menge verlangsamt und erhalten sehr wenig Schaden davon.
Strategics: Great für die Flucht und große zum Stoppen Feinde in ihren Tracks. Diese Fähigkeit ist eher ein deaktivieren, da sie kaum entkommen und überzeugt mit AoE-Zauber. Wenn Sie Dolch haben, können Sie vor der Helden blinken kann und es verwenden, um feindliche Fluchtwege für ein paar Sekunden zu blockieren. Ich finde nicht, dieser Zauber nützlich.

Bereitwilligkeit
Kombination: WWW
Mechanik: Beeinflusst Verbündeten Einheiten nur und erhöht ihre Angriffsgeschwindigkeit für 5 Sekunden.
Strategics: Sie können diese auf sich selbst verwenden, wenn Sie besser geeignet als der engste Verbündete sind. Verwenden Sie es auf Helden, die um ihren Angriff zu drehen und es verwenden, wenn sie bereits angegriffen, von diesen 5 Sekunden zu machen. Tiny ist ein großartiges Beispiel für einen Partner, der in der Regel brauchen.

Tornado
Kombination: wwq
Mechanik: Die größte Reichweite in nuke-Spiel mit 3100 Diese Fertigkeit benötigt zwei Reagenzien zu seiner vollen Schaden zu erreichen und hebt Feinde in die Luft (2,2 Sekunden max basierend auf Quas).
Strategics: Dies ist einfach zu verwenden, verwenden Sie es mit einer beliebigen Kombination von Zaubern. Sie können auch verwenden, um Schnepfen oder erkunden große Teile der Karte. Die Fähigkeit dreht sich um Wex und Quas, die nicht ist eine sehr hilfreiche Kombination in der Fähigkeit zu bauen. Die Fähigkeit muss ausgereizt werden, damit es tödlich sein. Ich glaube nicht, die Verwendung dieser Fähigkeit zu priorisieren, ist es nützlich, weil beide gegen Ende des Spiels Quas und Wex wird dann maximiert werden.

EMP
Kombination: WWE
Mechanik: Angebote magischen Schaden. Es gibt 300 Schaden und verbrennt bis zu 400 Mana und wirkt sich Einheiten innerhalb 700 Bereich. Hat eine 2 ~ 4 Sekunden Detonation, wo Einheiten in seiner Reichweite sind wieder bis zu einem gewissen Grad geschoben.
Strategics: Dies ist nicht für die Landwirtschaft bedeutete, sondern die Hauptsache dieses Zaubers ist es, genug Mana während Team-Battles zu verbrennen. Der Skill ist effektiver gegen Helden mit niedrigen Grundmanas wie Festigkeit Helden. Der Zauber ist ab Mitte Spiel, wo Wex wird zu einem anständigen Niveau in brenn Mana sein. Verwenden Sie es in der Mitte des Team-Battles zu streuen Gegner.

Sun Streik
Kombination: EEE
Mechanik: Maximaler Schaden 450 und beschäftigt sich magischen Schaden; die 450 Schaden wird geteilt, wenn es mehr als 2 Ziele in einem Radius von 200. Die Kunst ist global, und Sie können in unerschlossene oder beschlagen Zielgebiete.
Strategics: Die Kunst ist toll zu benutzen, wenn Invoke gelernt wurde, wo Sie sollten 2 Ebenen von Exort Umgang 160 Schaden haben und so weiter. Es ist am besten verwendet werden, um Verbündete auf den gegenüberliegenden Fahrspuren für Belästigung vor allem, wenn Ihre Verbündeten sind Einzel Targeting stunners helfen. Aber das hat die längste Abklingzeit von einer seiner nuking Zauber mit 60 Sekunden, weil es als globale Spamming zu vermeiden. Vergleichen Sie diese Fertigkeit mit Linaa € ™ s Light Strike Array oder Leshracâ € ™ s Split Erde, ist gutes Timing alles, was Sie zu einem perfekten Schlag zu landen müssen.

Chaos Meteor
Kombination: EEW
Mechanik: Es befasst sich magischen Schaden. Es hat eine maximale Reichweite von 1550 Der Restschaden ist der tatsächliche Prozentsatz der Auswirkungen auf die Ziel und befasst x%.
Strategics: Dies ist Ihre stärkste Zauber in Ihrem Arsenal und es ist toll für die Landwirtschaft aufgrund seiner Schäden Überstunden. Diese Fähigkeit tötet kriecht sofort fast das ganze Spiel so ist es nie wirklich leer wird. Wegen seiner Beschädigung Überstunden und die Art, wie die Meteor bewegt, zwingt sie feindliche Helden, die während Team-Battles zu streuen.

Forge Geist
Kombination: EEQ
Mechanik: Schauen Sie in Fähigkeiten Beschreibungen. Diese Fähigkeit, die dreht sich um Vorladung gespült oder ausgeräumt werden können. Sie vermindern die Rüstung des HEROES ONLY.
Strategics: IA € ™ d empfehlen die Schub Strategie für diese. Sie haben tatsächlich mehr als die dummen Eidolons beitragen, weil sie vollen Schaden auf fast alles zu tun. Sie können den letzten Schlag frühen wenn auch nicht wichtig wegen ihrer Zeitdauer zu helfen. Mit diesen Jungs zusammen mit Necronomicon, ihr volles Potenzial zu erreichen.

Können Körperbau mit Begründungen

Dota Allstars Rufers

Diese Fertigkeiten-Builds waren zu, um bestimmte Typen von Teams anzupassen, sondern aufgrund Ihrer versatilty, sind die späten Phasen des Spiels immer das gleiche. Beide Fertigkeiten-Builds konzentrieren sich auf Exort!

The Aggressive Invoker
Quas – 2, 19,21,22,23,24,25
Wex – 4,7,9,12,14,17,18
Exort – 1,3,6,8,11,13,16
Learn Invoke – 5,10,15,20

We want at least one level of Quas, Wex & Exort in there in order to remain versatile the whole game. Exort and Wex are to be maximized first and then Quas. Learn Invoke whenever available and finally maximize Quas. One level of Quas is needed solely because of its combination involved to use certain spells. Quas’ bonuses are not as helpful as Exort and Wex. Exort provides damage which is good for last hit creeping while Wex’ usefulness comes into spells and the movespeed bonus is always helpful. Focusing on Exort and Wex allows you to damage and amplify the range of spells and the duration of some effects. Quas focuses more on a pushing style in regards to his summon and the ability to slow down enemies.

The Pushing Invoker
Quas – 2,7,8,11,13,17,18
Wex – 4, 19,21,22,23,24,25
Exort – 1,3,6,7,9,14,16
Learn Invoke – 5,10,15,20

We alternate between Exort and Quas while leveling Wex last. Leveling Quas early game is better than leveling it at mid game because the bonuses are pointless if left at level 1. The build focuses on Forge Spirit which means we will be concentrating on some heavy pushing. This strategy would include heroes like: Syllabear, Pugna, Rhasta, and Enigma although the list is not exclusive. The build follows Necronomicon as the Extension item. Not forgetting that maximizing both Exort and Quas gives you two lava spawns.

Item Build with Justifications

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Stärke – 19 + 1.4 | Beweglichkeit – 20 + 1.9 | Intelligenz – 22 + 2.5
Attack Range: 600 | Movement Speed: 280

Invoker’s lowest stat growth is his strength with 1.4 per level. He doesn’t gain any attribute bonuses to help him out so we can only fix this through items. His survivability is a question because you give enemies a lot of reasons to target you first. You seriously need health and mana items so if they revolve around Ultimate Orb then it will work in invoker’s favor.

Wards are essential for the team and they are essential to your survivability; buy them when necessary. Carry TP Scrolls if necessary and eventually acquire Boots of Travels . When you finish Travels, gold becomes abundant so buying wards for the team becomes your job.

Bracers – usually 3 circlets are enough but if surviving early game is easy then upgrading them is unnecessary and you can opt for a better item in Ultimate Orb or even a Point Booster . You should have at least 2 bracers to benefit from stats (to help keep your health above 1000) and 3 bracers for safety measures.

Guinsoo’s Scythe of Vyse – the new and improved but expensive sheepstick actually helps out due to that Ultimate Orb added into the recipe. The stats provided and the much needed Hex adds to your versatility for the team. The mana regen doesn’t make much of an impact since the majority of spells cost over 200 mana.

Linken Sphere – this is your first major stat item if you face a lot of single targeting stunner. The much needed survivability and the mana regen helps you remain with your teammates during team battles.

Some Further Item-Discussion

Dota All Star Invoker

The items added here are more of extension items than Luxury.

Eul’s Scepter of Divinity – a great item but Guinsoo’s Scythe of Vyse beats this due to the stat gain. In comparison, you don’t need the cyclones since it doesn’t complement your skills. You don’t need the movespeed since Wex can already provide it coupled with Travels and since Linken Sphere has better regen, you simply don’t need it. This is more of a utility item if your team needs the extra disable.

Eye of Skadi *Luxury* – if your teammates are not in need of Guinsoo’s Scythe of Vyse or Linkin Sphere then it might be more advisable to go for this. The components of Eye of Skadi are very helpful for the Invoker. Unlike most heroes who try to get this for its frost attack, Invoker makes use of the health, mana, armor, strength, agility and intelligence. You can become a DPS hero with Orchid Malevolence (not to ignore Guinsoo), survive longer with Satanic while invoking Alacrity on yourself and invoking Cold Snap on an enemy. Used mostly in pubs since DPS is everything in pubs.

Necronomicon – I recommend this item if you are moving towards being a pusher. With Quas and Exort, you can have your team focus more on pushing. The stats provide INT and the much needed STR for the Invoker. The Endurance aura is great since you will only have one level of Wex early on. The mana burn is of course just an added nuke to your arsenal and as an added plus, Necronomicon 3 gains truesight.

Orchid Malevolence – this is another utility item for the Invoker and just like Eul’s Scepter, you get it when your team needs it. The damage amplification can potentially kill a single target once focused fired and is actually helpful against heroes like Faceless Void. This item has become the alternative to AC in terms of IAS for INT heroes since the recipe change.



Invoker Spell Synergy & Techniques

Dota Allstars Invoker Guide

This list is not exclusive and may expand.

Battle Mage:
Although the term can be deceiving, you are half a battle mage and half a caster. You are also half a carry hero because of the constant leveling. At level 20 you become a formidable FoE.

Your play style is to be played like Earthshaker (You stop pushes and render enemies helpless) and Zeus (You stay away from enemy fire while casting your spells); both of these guys have one thing in common and that is to join a gank when you can and supporting your teammates. But you NEVER tank for the team, it is your teamss job to have you survive unless you are not the prime carry of the team

Animation-Canceling:
Invoker has no casting animation when casting a spell but he does laugh after he succeeds in doing so. Because he has no casting animation, this enables you to hit the opponent after casting a spell and you can move freely at the same time. Nutzen Sie diese.

Channel Disrupt:[
You can disrupt channeling spells with Deafening Blast and EMP due to their knock back effect although Deafening is highly favored. Tornado also works because of the cyclone so the same goes with Eul’s Scepter. You can also use Cold Snap for its mini-stun effect and of course if you have sheepstick, use it.

Rune Check:
Haste is great, in a way, that all you need is 3 levels of Exort and any two combinations of nukes with you. Double Damage is great since you all you need are 3 levels of Wex for the AS and MS. Regen is your greatest asset early game if you are low on mana. And get Invisibility to run away or set up Ice Wall or any other spell for that matter.

Combining Nukes:
This contains Deafening Blast, Chaos Meteor, & Tornado/Sun Strike. The only exception to this combo is Tornado because you need both Quas and Wex for it to do any real damage so in this case, we use Sun Strike as a finishing maneauver. Deafening Blast and Chaos Meteor should already be invoked. Open up with Chaos Meteor and then Deafening Blast for the knock-back effect. Tornado/Sun Strike will be a finishing blow or else an added nuke. EMP is neglected because opponents have an easy time dodging this spell. Of course, this all works even better when you have allies around.

Ghost Wall:
This contains Ice Wall and Ghost Walk. This combination is very helpful at slowing down opponents. You start off by using Ghost Walk to move ahead of opponents and casting Ice Wall afterwards for your teammates to catch up. Cast Deafening Blast to push back opponents as an added effect.

Ghost Hunting:
Simply activate Ghost Walk and hunt for victims with some of your deadly combinations (although limited before level 20) but be wary of True Sight. Ghost Walk lasts longer than the cooldown of the spell but your presence is easily recognizable by a frost effect on enemies and you need 3 levels of Wex to get your movespeed up early on. You can scout and escape with this.

Cold Snap-Alacrity:
This contains Cold Snap and Alactriy (…they really do). Cast Alacrity first and then Cold Snap and watch your ministuns fly. This combination lasts a few seconds but the cooldowns are short so an ally with a stun should be assisting. If an ally is better off with Alacrity then give it to him.

Forge Spirit Frenzy:
These are helpful against towers and they are BETTER than heroes early on (same concept with my Conversion/Malefice). This works by conjuring a Lava Spawn and casting Cold Snap on an enemy or casting Alacrity on the Lava Spawn, but either way the damage should hurt for a short time. Use the Pushing Invoker, you can have two of these guys by level 18 and they get a range of 900 and can outshoot towers and heroes. Cast Ice Wall if needed for added support. If you want IMBA, I’d wish these guys could replicate just as they do in ladder hahaha.


Invoker Strategies

Dota Allstars Invoker


Invoking – You can’t do much before level 10 because you can’t invoke more than one spell and it takes almost all your mana to cast two/three spells. After level 10, you have two spells and these two spells are there for you to adapt to the gameplay. In other words, if you are not going to use Ice Wall then invoke something else.

Invoking is split into stages based on Invoke and Skill Build:


Level 1 (1 Invoke, 30 CD): Your most favorable spells are Chaos Meteor, Cold Snap and/or Sun Strike but Ice Wall at this stage is decent. You can get FB with Chaos Meteor when paired with a disable, it costs 200 mana but is your highest damage spell at this point of the game. Cold Snap is simply made to assist your lane buddy in harassing the hero and it costs 100 mana and has a low cooldown which makes it easy for repetitive use. Sun Strike is used simply because of its global range and is an instant nuke on opposite lanes but is very hard to land. You do not have the mana to support a combination of spells at this time so one skill is advisable, if you want to change your skill, I suggest changing it at the fountain.

Level 2 (2 Invoke, 30 CD): Additional favorable spells are Deafening Blast and/or Ghost Walk . You can now combo two spells (Refer to Skill Synergy). Deafening Blast has decent damage and Ice Wall should be easy to use because of your stat growth and items. Ice Wall is much more favorable because you can now follow it up with another spell. *You can use Ghost Walk but it would cost way too much mana.

Level 3 (2 Invoke, 15 CD): Additional favorable spells are Forge Spirit, Tornado and/or EMP . With only a cooldown of 15 seconds, it is relatively easier to use hit and run tactics with your spells.

Level 4 (2 Invoke, 05 CD): You can spam all spells as long as you have your regen items here. At level 25, you can do almost anything with the exception of not tanking. Lava Spawns are your bodyguards and your added support because they last for about a minute.

Laning – You can reach level 5 with ease by lane denying your opponents by pulling neutrals against your creeps; this works only for the Scourge Top and Sentinel Bottom. Use Quas when you need the regen (combined with Tango), Wex to move more swiftly, & Exort for last hit creeping and harassing opponents until Invoke is available. Pair up with someone who can disable for strong lane control.

Soloing – You can solo against heroes that have no disables like Shadow Fiend, Troll, or any other range carry. Exort (and possibly Quas for lane stability) is the reason for this and you can take advantage by going in mid because of the hills although risky but you can’t solo against dual nukers.

Getting Ganked – Activate Wex for the movement speed bonus after you Invoke your main spell. Your main spell is either Ghost Walk or Ice Wall but early on, Ice Wall is enough because Ghost Walk costs 300 mana to cast. If you have an ally with you, you can try to go on the offense with Deafening Blast and Cold Snap. If your ally is reliant on physical attacks, cast Alacrity on him and assist.

Ganking – You should have Invoke Level 2. Your most favorable skill is Deafening Blast to open a gank and while they are pushed back. As soon as Deafening Blast hits, you should have either EMP or Chaos Meteor as the second Invoke for more added damage. Tornado/Sun Strike should be invoked as a final maneuver. Ghost Walk or run away if necessary.

Landwirtschaft – Farming is one of Invoker’s main strong points. Your strongest farming skill is Chaos Meteor plus any added nuke. If you jungle, invoke Forge Spirit for added support. For this to happen, you need Linken Sphere to continue farming efficiently. Don’t farm too much though; you should engage in ganking to earn more experience since what you are really after is level 20.

Pushing – Invoker is a good pusher and a great one when he maximizes Exort and Quas. With Forge Spirit, you can push early with your teammates. You can mow down creeps with Chaos Meteor and you can cast Ice Wall to slow down the opposition. With Deafening Blast in your arsenal, you are actually keeping your own creeps and allies alive when tower diving.

5v5 Battles (defensive) – With 10 Spells in your arsenal, you’d be giving enemies a difficult time. Ice Wall effectively annoys opponents and prevents them from doing anything beyond its border. Use two nukes to effectively kill creep waves. But as a warning, do not spam spells if Pugna and his Nether Ward are there!

5v5 Battles (offensive) – Your initiators should engage as fast as possible. As soon as they’ve done their job, it is time for you to do yours. Follow up with EMP as your first move and then Deafening Blast; spülen und wiederholen. If you have Guinsoo, hex the deadliest target and if possible, combine it with Cold Snap and have your teammates focus on him. Tornado any red health enemies, with its long range there should really be no problem. Cast Alacrity on your DPS hero and Ghost Walk. Ghost Walk on the offense, slows down opponents and allows your team to keep up with them. Die Möglichkeiten sind endlos.

Fun Facts

Dota Allstars Invoker


The Blood Mage


Invoker is based off Blood Mage of normal ladder although nothing like his counterpart since Blood Mages only concentrate on fiery spells. This hero was originally classic Lina in older versions of DotA before IceFrog took over the project. It makes sense since all of Lina’s Spells were based off the Blood Mage.

His Storyline

A powerful mage himself, the young Prince Kael is a loyal agent of the Alliance who holds their part of the pact to repay the humans for saving what was left of their race after the destruction of Quel'Talas.

However, he feels like their efforts to help are being ignored, and the mistreatment for the Blood Elves is humiliating. Being left to die near Dalaran, the Prince finds himself in the decision to live by allying with the Naga, or dying alone. They join the Naga, and are trapped as traitors by the alliance.

With the help of Lady Vashj, Kael rallies his people in a daring escape from Dalaran, and joins Illidan on his quest to destroy Magtheridon, and finally the Frozen Throne.

He was very likely killed during the assault on the Frozen Throne Tower, or killed in the aftermath.

Credits & Conclusion

Dota Allstars Invoker


“Arhat” for the great headers. He's taken much of his time just to make them and I appreciate all of his efforts.

“Baconzilla” for the great title header of Kael.

“Beast_pete” for introducing the new template.

“IceFrog and his crew” for bringing back the imba.

Hope you enjoyed reading the guide although more information could have been added but it would be totally unnecessary since you don't have to use all his spells in a single game. Every game is different so learn, adapt, use and abuse him and I ensure that your team should not be losing.

Kel'Thuzad, The Lich Guide by Suizida

Wednesday, 21. Mai 2008

This guide provided by Suizida .

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

Inhaltsverzeichnis

  • Einführung

  • Pros and Cons
    The Lich's Role in the Team
    Statistik

  • All about Kel'Thuzad

  • Lich's Skills
    Items Info

  • How to play Kel'Thuzad

  • On to the build
    Skill Build-
    Kernstück Körperbau
    Andere Artikel des
    In Build Items
    Items to Avoid
    Levels 1-7
    Levels 8-12
    Levels 12-16
    Levels 17-25

  • Important Strategies

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

  • Allies and Enemies

  • Good Supporting Heroes
    Tough Enemy Heroes

  • Replays

  • Häufig gestellte Fragen

  • Aktuelles

  • Final Words

Einführung


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

Vor-

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

    Cons

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

    Statistik

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

    All about Kel'Thuzad

    Skills Info

    Frost Nova
    IPB Bild

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

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

    Frost Armour
    IPB Bild

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

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

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

    Dark Ritual
    IPB Bild

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

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

    Note: Dark Ritual does not dispel Battle Hunger

    Chain Frost
    IPB Bild

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

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

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

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

    Core item build
    IPB Bild – Mekansm = Optional

    OR

    IPB Bild

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

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

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

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

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

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

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

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

    After Core Items

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

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

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

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

    Other Items

    The Other Item build:

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

    In Build Items

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

    Items to Avoid

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

    Skill Build

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

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

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

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

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

    Levels 1-7

    Kel'thuzad Dota Allstars Screenshot

      Skill order

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

      Item order

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

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

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

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

    Levels 8-12

    Dota Allstrs Kel'Thuzad The Lich Hero Screenshot

      Skill order

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

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

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

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

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

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

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

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

    Levels 13-16

    Dota Allstars Lich Screenshot

      Skill order

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

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

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

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

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

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

    Levels 17-25

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

      Skill order

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

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

    Gameplay

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

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

    Important Strategies

    Mini-guide to Chain Frost

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

    2 Running heroes

    IPB Bild

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

    Using Creeps

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

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

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

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

    Ganking with allies

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

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

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

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

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

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

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

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

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

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

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

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

    Allies and Enemies

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

    Chain Frost works normally in the Chronosphere.

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

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

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

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

    Tough Enemy Heroes

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

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

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

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

    Frequently Asked Questions

    Latest Updates

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

    Final Words

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

      Kredit geht an:

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