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Dota Allstars 6.55 (Beta): Alleria, la Guía Windrunner

Martes, 23 de septiembre 2008

Alleria la Guía Windrunner, Dota 6.55 nuevo héroe (Beta). Creo que este héroe será polémica. Alleria 's último convertirla en un tornado, que es una unidad completamente de vuelo, durante varios segundos. Unidad Flying significa que puede moverse sobre los árboles, colinas y tiene completa vista sobre ella. Esto significa que no puede juke de ella, mientras que ella está usando Windrunner. Ambos con Kunkka Almirante Proudmoore , son los grandes héroes adicionales. Y sí, ella es un héroe de la inteligencia, mucha gente error y asumir su tipo de agilidad. Creo que es porque la estamos vistos como Traxec ^ - ^

Alleria La Windrunner Alleria La Windrunner

Estas son sus habilidades.
1: Shackleshot - Siempre derriba al objetivo. Si el objetivo se realiza un grupo de unidades o un árbol, las unidades afectadas (incluyendo el objetivo) están aturdidos por 0/1/2/3 segundos. (700 unidad de distancia reparto)

2: Power Shot - Ofertas 100/200/280/360 daño a todos los enemigos en línea recta. La flecha tiene visión y derriba árboles en el proceso. (1200 unidad de distancia reparto)

3: Lucha en la sombra - Cada unidad en el objetivo AoE pierde 15/20/25/30% de su salud máxima después de 1 segundo. (600 unidad de distancia reparto)

4: Windrunner (última) - héroe se transforma en un ciclón y gana 100% la evasión y el aumento de 55/80/105 ms para 10 segundos. El héroe es efectivamente una unidad de vuelo, puede ver a través de los árboles, volar sobre ellos, etc Se puede utilizar todas sus habilidades, mientras que en esta forma.

Ella es muy buena en persecución y ganking. Su última, Windrunner, es increíble para perseguir y escapar de ganks. Ser capaz de ver y volar sobre los árboles significa que es imposible juke ella. Incluso sin su final, Foto de grillete y Potencia de disparo para hacer grandes habilidades persiguiendo. Potencia de disparo se puede utilizar para crear accesos directos a través de los árboles para alcanzar a su objetivo. "Pelea en la sombra 'es sin duda su peor habilidad. La AOE es patético, y el 25% de daño máximo de HP no es mucho teniendo en cuenta el tiempo de lanzamiento de largo. A Shot Grillete correctamente dirigido (para asegurar que el enemigo golpea otras unidades o árboles y se sorprendió) es necesaria para hacer pleno uso de esta habilidad. En definitiva, un divertido héroe. Le faltaba un poco de daño, pero lo compensa con habilidades interesantes. Gracias a redrach y Mr.Jag para este análisis completo de Alleria.

Alleria habilidades, lucharemos en la sombra Alleria habilidades, lucharemos en la sombra.

Windrunner Habilidades Alleria, Windrunner. Antes de usarlo.

Alleria habilidades, Windrunner Habilidades Alleria, Windrunner. Después de usarlo. Mira el repentino aumento de su vista.

Créditos: MrJag, redrach, pluginbaby y todos los contribuyentes

[Escrito por DOTA-allstars-blog.blogspot.com ]

Zeus, Señor de hacer en Olimpia por MYM | Merlini

Lunes, 11 de agosto 2008

Esta guía fue escrita por MYM | Merlini. Gracias.

Zeus sigue siendo uno de los héroes más populares de DotA. No sólo es muy divertido para jugar en los juegos públicos, pero se le considera tan poderoso que es ya sea una prohibición o primera selección en juegos organizados. A pesar de que no cuenta con un mecanismo de escape (más recientemente con el nerf Dagger), que es uno de los pocos héroes de inteligencia no paralizantes para ver el juego competitivo. Zeus no es demasiado complejo de un héroe: Tiene daño explosivo loco juego temprano, con grandes lategame escalado gracias a Campo estático, y un arma nuclear global que es quizás una de las habilidades más molestas en todos DotA.

Habilidades Héroe

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Rayo Arco

Lanza una descarga de arco de energía que ata a través de muchas unidades enemigas cercanas

Nivel 1 - Arcs 5 veces, trata 85 de daño.
Nivel 2 - Arcos 7 veces, ocupa 100 daños.
Nivel 3 - Arcos 9 veces, ocupa 115 daños.
Nivel 4 - Arcos 15 veces, ocupa 130 daños.

Cooldown: 2 segundos.

Nivel 1: 65 mana, 2 seg de reutilización.
Nivel 2: 72 mana, 2 seg de reutilización.
Nivel 3: 79 mana, 2 seg de reutilización.
Nivel 4: 86 mana, 2 seg de reutilización.

Un gran habilidad para acabar creeps, de acoso y control de un carril. Con campo estático el daño que hace es muy significativo.

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Lightning Bolt

Invoca un rayo del cielo para lograr un objetivo enemigo

Nivel 1 - Reparte 100 de daño.
Nivel 2 - Reparte 175 daño.
Nivel 3 - Reparte 275 daño.
Nivel 4 - Reparte 350 daño.

Cooldown: 7 segundos.

Nivel 1: 75 mana, 7 seg de reutilización.
Nivel 2: 95 mana, 7 seg de reutilización.
Nivel 3: 115 mana, 7 seg de reutilización.
Nivel 4: 135 mana, 7 seg de reutilización.

Una muy poderosa arma nuclear contra un solo objetivo, que no sólo hace 350 daños en el nivel 4, pero también da la verdadera visión.

IPB Imagen

Campo Estático

Cuando Zeus lanza un hechizo, se escandaliza todos los héroes enemigos cercanos durante un porcentaje de sus puntos de golpe actuales como daño.
Afecta a un área de efecto de 800.

Nivel 1 - Shocks de 5% de los puntos de golpe actuales.
Nivel 2 - Shocks para el 7% de los puntos de golpe actuales.
Nivel 3 - Shocks para el 9% de los puntos de golpe actuales.
Nivel 4 - Shocks para el 11% de los puntos de golpe actuales.

Pasivo

Esta habilidad permite a los hechizos de Zeus para escalar efectivamente lategame ya que hace un porcentaje de HP.
IPB Imagen

Ira de Thundergod

Derriba todos los héroes enemigos con un rayo.

Nivel 1 - Reparte 210 daño.
Nivel 2 - Reparte 335 daño.
Nivel 3 - Reparte 460 daño.

Cooldown: 120 segundos.

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

Un arma nuclear global que es extremadamente útil para combos, terminando héroes, otorgando la visión, y en peleas en equipo, añade eficaz "AoE".

Para una descripción más precisa de las competencias, por favor visite: Señor de Olympia - DotA Allstars Wiki

Habilidad Build

Nivel 1 - Rayo Arco
Nivel 2 - Campo estático
Nivel 3-5 - Lightning Bolt
Nivel 6 - Ira de Thundergod
Nivel 7 - Lightning Bolt
Nivel 8-10 - Campo estático
Nivel 11 - Ira de Thundergod
Nivel 12-15 - Atributo Bonos
Nivel 16 - Ira de Thundergod

Justificación : Tornillo y la ira están al máximo tan pronto como sea posible, ya que son sus más poderosos hechizos y estática se consigue después de añadir daño múltiplo objetivo durante las peleas en equipo. Algunas personas max Arco antes de 23-25, pero en realidad no siempre es bueno para el arco máximo porque sólo se puede volver a lances relámpagos de arco cuando el primero ya está hecho 'rebotar' y desde el nivel 4 hits 15 metas, el tiempo de reutilización se suele pasar antes el relámpago acaba rebotando. En raras ocasiones, a veces es posible que desee ir Stats / Perno / Tornillo / Estadísticas / Perno / Ult / Perno / static / arc / static / etc - Te lo explicaré más tarde que en los solos.

Core Artículos

IPB ImagenIPB ImagenIPB ImagenIPB ImagenIPB ImagenIPB Imagen

Nulos / Brazales : Comencé a tener 3 valores nulos en lugar de sonar arcano cuando Nerubian Assassin era popular. Siento que la máxima hp / mana es muy importante en héroes int frágiles: Siéntase libre de hacer brazales lugar.

Booster Point : Dado que una gran cantidad de batallas son 2v2 3v3 o lo que sea de plena salud hasta la muerte, hp masa es el factor más importante para la supervivencia. Point Booster proporciona gran hp / mana por su coste.

Botella : Permite controlar el carril, han Regen, y si usted está Soloing mediados, recogiendo runas es muy esencial para su juego.

Artículos de lujo

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Guadaña de Vyse de Guinsoo : Lategame, tener un Guinsoo hará maravillas para su equipo - grandes estadísticas, rango de IMBA y regeneración de maná, y por supuesto hexadecimal es una habilidad invaluable.

Boots of Travel : Es una opción estándar en Zeus para la movilidad y la velocidad de movimiento.

Otros artículos

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Anillo Arcano : Usted no ver muchas personas que van para regeneración de maná o arcano porque aquellos sólo ayuda con la fase de encarrilamiento y desde zeus es un cañón como el vidrio, que se centra a menudo en primer lugar.

Otros artículos lategame : Si cultivan más de un Guinsoo etc, que son probablemente la agricultura demasiado (quitando de acarreos) o no luchar lo suficiente, o ambos. Zeus es todavía al final del juego muy potente, pero se reserva la granja para los héroes de su equipo que son más dependientes de tema.

Jugar Zeus

Juego temprana: Para empezar, sus 4 ramas + 3 + Claridades comedores (tangos). Dado que tiendo a mediados solitario cuando juego Zeus, me apresuro botella para obtener la ventaja de carril rápido. Por lo general, mi generación es 3 nulos, botas, pergaminos tp y botella.

Animación de ataque: Su "wind-up" (frontswing) es muy larga, pero se puede utilizar eso a su ventaja en 's-cancelar su ataque y fuera lasthit tu oponente. Muchos jugadores confían en Arco de relámpagos demasiado.

Control de Lane: Empuja Arco del carril y también depende de las pociones de claridad, pero empujando el carril también le da tiempo libre para comprobar las runas, así que tienes que sopesar ambas opciones. Tanto Arco y pernos tienen un alcance de 700, lo que le permite mantenerse fuera de peligro al lanzar

Enemigos fuertes: Contra un buen laner, se necesita Perno / Estadísticas build a veces en contra de la sombra del demonio o silenciador. Es importante obtener primeros últimos éxitos contra SF, ​​y stats ayuda con las dos unidades aliadas / denegados (obviamente, Arc sólo funciona para fines ofensivos). Cuando se trata de un héroe realmente problemático como madre de linaje, asegúrese de mantener un pergamino tp en usted en el nivel 6 y, definitivamente, va Arco. Trate de runa whore con botella manteniendo centinelas hasta (de compañeros de equipo) y que debe hacer bien. Ir Gank los carriles laterales smile.gif ">

Oh, tal vez probar el build stats / perno de un par de veces para que pueda trabajar en la última de bateo con zeus wink.gif


IPB Imagen

El 5 MYM | Reglas de oro Merlini

1. Siempre Lightning Bolt antes de Arco
Puede parecer mejor al arco del rayo antes para conseguir el máximo efecto de campo estático pero si ARC primero puede perder su oponente en la niebla

2. Siempre vigile SIEMPRE su posicionamiento
Rayo tiene un infierno de largo alcance, la Ira de Thundergod tiene rango infinito y Arc tiene un rango muy muy larga también, así que no hay casi ninguna razón de ser "de cerca y personal" en la batalla a menos que usted está persiguiendo a los héroes

3. Ira de Vision
Al tratar de matar a los héroes poco HP (bajo, pero no lo suficientemente bajo como para ira solamente) en difícil de navegar áreas (por ejemplo, por debajo de la torre de la derecha inferior centinela), el uso de la ira para obtener la visión de tu enemigo para que pueda atornillar a la muerte.

4. Comparte el control con sus aliados
Comunicar a un compañero de equipo para hacer algo siempre es mucho más lento que hacerlo usted mismo
5. Abuso Range Perno
Pruebe en Ninja que perno extra en peleas en equipo antes de comenzar realmente - que tiene rango ridículo y ayuda en batallas mucho más de lo que piensas.

Repeticiones

Replay Descargar

Sentinel: lool.gif luna.gifdkni.gifthdr.giflich.gif
Plaga: broo.gifqopa.gifpotm.gifchen.gifskin.gif
Descripción: Se trata de un partido amistoso jugado recientemente donde yo solitario mediados contra QOP.

El Zeus Clip

Extras

Bien, alguien me señaló que algunas de las críticas más constructivas en el hilo y yo "Trataré de exponer algunos de los puntos más finos de Zeus. Algunas personas pueden decir que estoy "ocultando algo" en mi descripción de cómo se juega el Señor de Olimpia; Sin embargo, creo que esto es más de una referencia a mi estilo de juego personal. Hay muchas maneras diferentes de jugar Zeus y no quiero decir que un estilo particular es mejor que otro. Algunos juegos que Gank mucho porque el otro equipo tiene un montón de finales de juego, tienen buenos héroes ganking, y su jugador de apoyo es rudo en sacar salas enemigas. Algunos juegos que tienen que conformarse con la actividad agrícola durante los primeros 15-20 minutos ya que tus oponentes tienen una visión de conjunto de todo el mapa o tiene mejor tarde de juegos y se 'turtling' hasta altas horas de juego. Debido a que una gran parte del estilo de juego depende de la situación exacta del juego, decido no explicar los entresijos del juego que pueden cambiar de un juego a otro.

Zeus sólo tiene 3 bombas nucleares. Él no es un héroe muy difícil jugar en sí. ¿Qué tan difícil puede ser un héroe si no tienen ninguna 'difícil de usar' hechizos (Fisura de Earthshaker, redes de cadena / poofing de Meepo)? Algunas personas usan este mismo argumento para relegar Rey Esqueleto a un "héroe novato '. Después de todo, sólo tiene 1 habilidad activada (3 pasivos!?!?). Pero, por supuesto, es fácil notar la diferencia entre un rey Esqueleto con experiencia de un primerizo. Cosas a tener en cuenta incluyen la agresividad del jugador es, el momento de la paralizante real (son sus compañeros de equipo cercanos?), El objetivo del aturdimiento, blanco del ataque, mapa conciencia, etc, pero estas son cosas que vienen con muchos muchos partidos jugados, no es algo que puede ser fácilmente enseña en una guía. Sin embargo, tal vez hay algunas "maniobras expertas 'que se pueden enseñar en una guía, y voy a tratar de lo mejor de mi capacidad

1. Rayo tiene un muy corto mini-aturdimiento. Algunos usos son obvias - la cancelación de tp, la cancelación de los hechizos de largo canalizados (Agujero Negro, Grillete ...). Otros son menos obvios. Cancelación de animación abrir y cerrar de QOP. Interrumpir el delicado momento de la Earthshaker Blink Echo, Fisura, Enchant Totem combo. Cancelación de 1 de los ataques de su oponente. El último puede parecer ridículo, que se preocupa por un solo ataque? Mi argumento es que, en el carril en solitario, todo lo que importa. Uno de atacantes, uno ataque extra tirado, puede alterar el equilibrio en favor de una sola persona. Utilice el mini-paralizante para lograr la máxima eficacia!

2. Zeus es uno de los pocos héroes que pueden "ver" a un oponente en una pelea sin el oponente viendo Zeus. Otros héroes que pueden hacer esto son Bloodseeker, alquimista, etc Cuando usted trae una pelea a un lugar muy oscurecido por la niebla, Zeus tiene una gran ventaja si usted puede conseguir un Lightning Bolt o ira fuera. Puedes lanzar hechizos / ataque normalmente (al igual que sus aliados), mientras que su enemigo todavía está buscando para usted en la niebla. Es como crear su propia colina. Yo abuso de este aspecto de Zeus más que nadie, creo, y esto puede mejorar dramáticamente su juego Zeus.
3. Estar de acuerdo con el primer punto, Zeus sólo tiene una manera de cancelar de tp. Esto puede ser un problema cuando se está ganking héroes con relativamente alta hp izquierda debido a un enemigo necesita sentirse "amenazado" con el fin de tp. Típicamente usted comienza un ataque en masa con un combo Lightning Bolt / Arco de relámpagos, entonces refundición cada hechizo cuando se puede y la ira, si es necesario. Un hábil oponente acaba de tp después de su primer Lightning Bolt ... entonces eres una mierda de suerte por el tiempo de reutilización de 7. Si guarda perno para su tp, entonces él va a huir (y seguramente no va a morir contra spam Rayo Arco). A veces obligando a un oponente a tp out es casi tan bueno como matarlos. Pierden a cabo en un terreno de la finca y no van a ser capaces de ayudar a sus compañeros de equipo tp por otros 60 segundos. Pero si realmente quieres matar a alguien y piensas que van a tp a cabo de manera segura, en realidad se podría comenzar con la ira luego de arco, de "falso" a tu oponente en el pensamiento de que usted los atornilladas primera (la animación es lo mismo), a continuación, el perno cuando TP. No hay mini-aturdimiento en ira, pero si tu enemigo es tan observador que se da cuenta de eso, entonces probablemente se merece para sobrevivir de todos modos. La mayoría de la gente piensa, "Oh mierda, Zeus!" Y huyen en pánico
Voy a tratar de añadir más de estas descripciones detalladas de las características específicas si se me ocurre nada más. Buena suerte en sus esfuerzos de Zeus!
Q & A / Comentarios

¿Por qué no conseguir el nivel 2 del arco contra carriles duales?
Conseguir el nivel 2 Arco significa que usted tiene que sacrificar un nivel de Lightning Bolt o un nivel de campo estático antes del nivel 8 (que es un gran problema). Aconsejo a la espera hasta que unos pelos de punta mueren para que Arco golpeará los 5 objetivos en lugar de subir de nivel Arco en este caso.
¿Por qué no conseguir Arco / Perno / Tornillo / estático / Perno en lugar de Arco / estático / Perno / tornillo / perno?

Si usted comienza spamming en el nivel 3 (cuando la construcción es en realidad diferente), entonces mathcrafting que ...

Es 65 de maná por daño 85 + 5% de la actual CV (~ 25 CV) + casi una fluencia garantizado. 95 de maná por 175 de daño. Valoro la antigua elección a la segunda. Y no lo hago por lo general perno de spam hasta el nivel 5 de todos modos, a menos que estoy en plena mana (raro) o creo que puedo llegar a matarlos. Otro argumento a favor de estática en el nivel 2.
¿Cómo es Eul de Zeus?
Puedo ver Eul tiene un elemento muy adecuado para muy pocos héroes. Los héroes que más me gustan para ponerte manos son León y tal vez Rhasta. Creo que hay muchas mejores opciones de elementos para los héroes de inteligencia. Si usted está buscando para la supervivencia, el mismo oro (~ 3200 para Eul 's) se puede obtener un Orbe Ulti y Point Booster para grandes estadísticas ganan. Ofertas de Eul ninguna fuerza o CV, por lo que si usted lo consigue en Zeus, que son un int héroe muy frágil con un solo ciclón (no mucho), como un mecanismo de escape. Veo el casi 400 caballos de fuerza propuesta por el combo PB / Ulti Orb mucho más valioso, ya que le ayudará a sobrevivir aturdimientos cadena y permite "mucho más margen para el error" por así decirlo. A veces tienes que ser muy rápido en el ciclón de sobrevivir mientras hacia arriba HP te llevará a través de una gran cantidad de situaciones. Además, Oveja es incuestionablemente muy superior al ciclón (aunque cuesta casi el doble), y puesto que Zeus probablemente no será conseguir que muchos artículos, que trabajan en última instancia, hacia una Guinsoo le servirá mucho mejor que un Eul de en mi opinión. La comparación de regeneración de maná es casi inexistente - si usted está en necesidad de regeneración, puede obtener una Piedra Vacío temprano que ayudará a su guadaña también. Componentes de Eul son mucho más fáciles de la explotación; Sin embargo, si usted tiene problemas para la agricultura, yo sólo sugiero conseguir 4 brazales / nulos y pergaminos tp y aprender a luchar sin una gran ventaja material.
Resumen

En pocas palabras, Zeus es un cañón de vidrio. Su potencia de fuego es increíble, pero sus habilidades defensivas son insuficientes. Si usted es una de esas personas que creen que la mejor defensa es un buen ataque, entonces te encantará Zeus. Él es fácilmente enfocada hacia abajo cuando está fuera de posición (como son la mayoría de los héroes no de fuerza), pero si se hace un buen uso de la niebla, saber cuándo entrar y salir de la batalla, tienen muy buena conciencia de su entorno, y el amor por última bateo con una animación de ataque de mierda, entonces usted puede dar la amante de Zeus que tiene que cuidar de él en un verdadero trueno Badass.
Créditos
Especial gracias a rsfx por su increíble imagen de cabecera / firma!

Aiushtha, La Guía Enchantress Por Tucker

Viernes, 30 de mayo 2008

Esta guía proporcionada por Tucker

Dota Allstars Aiushtha, el arte Enchantress
Todo crédito a Dozzy para este arte.

Escrito por Tucker, actualizado para 6.46b. Se ve mejor en Dota Allstars piel.

"Voy a atraer al enemigo con mi llamada humana! Estoy tan perdido! Estoy tan waasstteed! ¡¡¡¡¡¡"

Introducción

Hola a todos, mi nombre es Tucker. Esta es mi primera guía así que por favor tengan paciencia conmigo. Me he decidido a escribir una guía para mi segundo héroe favorito, Enchantress. En mi guía me he puesto mis muchas experiencias con Enchantress a buen uso, tratando de informar al lector de todos los aspectos de cómo jugar, ella a su máximo potencial. Me he dado cuenta de una clara falta de guías para Enchantress en estos foros, lo que me entristece ya que está un poco pasada por alto por muchos jugadores.

Enchantress es un héroe muy versátil que puede jugar un papel de apoyo incondicional, o incluso llevar a su equipo a la victoria y ha visto un buen montón de juegos de la liga en los últimos tiempos. Trato de atender a todos los niveles de juego de Pubs y juegos de TDA a través de IH y juegos más serios. Ofrezco varios caminos de artículos para diferentes situaciones, así como la estrategia para hacer frente a esas situaciones, así como la que cubre el arte de usar Impulso y uso de Encantar a su máximo potencial. Espero que disfruten de su lectura tanto como yo lo hice escribiéndolo!

Tabla de contenido

  1. Descripción general héroe
  2. Habilidad Descripción
  3. Habilidad Build
  4. Artículo Builds
    • Core Build artículo
    • Caminos Artículo recomendado después de los artículos básicos
    • Otros artículos opcionales
  5. Productos no recomendados
  6. El juego general Tutorial
    • Juego temprano: (Niveles 1-10)
    • Juego Media: (Niveles 10-16)
    • Late juego: (Niveles 17-25)
  7. Los buenos aliados para tener
  8. Enemigos Bad To Face
  9. Mini-Guía para el uso Impulso
    • Acosar
    • Chasing
    • Cancelación de la Animación
  10. Usando Encantar a su pleno potencial
    • Creeps Neutrales para ganking
    • Creeps Neutrales para Empujar
    • Héroes de la imagen
    • Al girar el rumbo de la batalla por el robo de Citación
  11. Repeticiones
  12. Conclusión
  13. Créditos
  14. Q & A

1. Héroe general
IPB Imagen
Aunque todas las dríadas son hijas de Cenarius, Aiushtha se dice que es su primera y favorita. Debido a su relación directa con él, se ha prestado gran parte de sus poderes. Esto se demuestra por su control sobre los Jirones tímido que ella usa para curar a sus aliados, y su capacidad para llevar a un oponente bajo la voluntad del Sentinel. Prefiriendo el combate a distancia de cuerpo a cuerpo, ella formó una lanza que golpea con más fuerza cuanto más a su objetivo está lejos. Su agilidad es incomparable, y cualquier oponente de intentar matarla encontrará que ella salta por delante de ellos con una facilidad sorprendente.
A partir de HP : 454
A partir de Maná : 208
Rango de Ataque : 550
Velocidad Movimiento Base : 295
A partir Daño básico : 37-47
A partir Armor : 1,7

Fuerza : 16 2,0
Agilidad : 19 1,8
Inteligencia : 16 2.8
Ganancia total stat por nivel : 6.6

Advanced Data

Rango de Adquisición : 800
Punto de Fundición : 0.30
Backswing Cast : 0.51
Punto de Daño : 0.30
Backswing Ataque : 0.70
Velocidad del proyectil : 900
Base Tiempo de ataque : 1,7
A partir de ataque Enfriar : 1.43

Pros y Contras

Pros

  • Papel versátil en su equipo.
  • Armadura ignorando capacidad flecha.
  • Capacidad de control de carril fantástico.
  • Increíble carril poder de permanencia.
  • Alta ganancia general stat por nivel.

Contras

  • Susceptible a nukers.
  • Todo un débil final.
  • Por debajo del promedio la velocidad de movimiento de base.
2. Descripciones Habilidad

CITA
Impulso

IPB Imagen

Da fuerza a los ataques de la hechicera ", haciendo que se ocupan de un daño mayor cuanto más lejos del objetivo.

Nivel 1 - Reparte el 4% de la distancia en daño.
Nivel 2 - Reparte el 8% de la distancia en daño.
Nivel 3 - Reparte el 12% de la distancia en daño.
Nivel 4 - Reparte el 16% de la distancia en daño.

Cooldown: 6/5/4/0

Este es el pan y la mantequilla capacidad flecha Enchantress '. Hace daño al impactar sobre la base de la distancia entre la encantadora y su objetivo. Esta habilidad es fantástica para acosar juego temprano y aumenta su dps final del juego. También sinergiza fantásticamente con su propia lento, así como cualquier otro aliado lento en héroes huyen. Daños impulso ignora la armadura, lo que escala bien en términos de daños, en parte, a finales del juego. Una desventaja de este hechizo es que está en alguna parte ineficaz contra héroes cuerpo a cuerpo en etapas posteriores del juego, ya que requieren combate cuerpo a cuerpo a los daños que, perdiendo así su bonus de daño a distancia.

CITA
Encantar

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Trae unidad objetivo bajo el control de Aiushtha. Si la unidad no se puede convertir, en su lugar se ralentizará su lugar.

Nivel 1 - 30 segundos de tiempo de reutilización, el 10% lento si la unidad no se puede convertir.
Nivel 2 - 25 segundos de tiempo de reutilización, el 20% lento si la unidad no se puede convertir.
Nivel 3 - 20 segundos de tiempo de reutilización, el 30% lento si la unidad no se puede convertir.
Nivel 4 - 15 segundos de tiempo de reutilización, el 40% lento si la unidad no se puede convertir.


Enchant es un gran hechizo. Por un lado, es un fantástico lento entre lenta de Dota Allstars, (7 segundos PHWOARH!) Y, por otro lado, tiene la capacidad de dominar un canalla por 2 minutos a todos los niveles. Con un bajo tiempo de reutilización de 15 segundos en el nivel cuatro, puede masa un buen ejército de pelos de punta para empujar a una torre, la desaceleración empujones por el robo de sus pelos de punta, que utilizan para stompers o puede ignorar esa parte del hechizo y sólo lo utilizan como un frenar. La única desventaja de este hechizo en comparación con algunos otros brazos caídos es que se trata de un solo hechizo objetivo.

CITA
Los asistentes de la Naturaleza

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Libera un enjambre de mechones de curar a los aliados cercanos en un radio de 300. Cada brizna dura 10 segundos y cura 10hp/sec.

Nivel 1-3 Jirones.
Nivel 2-5 Jirones.
Nivel 3 - 7 Jirones.
Nivel 4-9 Jirones.

Cooldown: 45 segundos

Curación mechones es otra gran hechizo. Hace Enchantress un oponente carril frustrante en Dota Allstars que tratar. No sólo puede usted acosar mucho con ímpetu, pero cualquier intento de acosarla son inútiles ya que sólo puede curar a retirarse en cuestión de segundos. Mediados y finales de juego no pierde su efectividad, dando un 300 AoE sanar de 900hp que puede cambiar el rumbo de cualquier cosa, desde una pelea 1v1 a un gran equipo de batalla. Una desventaja de este hechizo es que no es un instante sanar, lo que significa que es inútil contra las armas nucleares en cadena.

La mecánica del hechizo son los siguientes. Tomado y modificado a partir de la explicación mecánica de Gradenko.

Asistentes de la llamada de la naturaleza 3/5/7/9 briznas por nivel, que duran 10 segundos a todos los niveles. Cada Wisp selecciona un objetivo al azar dentro de 300 AoE y cura de una vez por 10 HP, a continuación, selecciona un nuevo objetivo para el próximo segundo. Eso se resuelve a 300/500/700/900 HP curado de los 10 segundos en los 300 AoE. La sanación se dispara, por lo que yo sé que el gráfico está allí sólo para gráficos.

CITA
Intocable

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Cada vez que se ataca la hechicera, ella seduce la unidad en frenar su ataque.

Nivel 1 - 50% de reducción.
Nivel 2 - 70% de reducción.
Nivel 3 - 90% de reducción.

Pasivo

Tengo sentimientos encontrados acerca de algo intocable. Como último puede ser considerado algo débil. Retarda la NIC del héroe por esa cantidad indicada. Sin embargo esto no cambia su Tiempo de Ataque Base. Esto significa que su velocidad de ataque no puede ser frenado pasado -0,80 en total. NIC disminución proviene de artículos tales como Mano de Midas, Agilidad (base y de otro tipo) y las habilidades del héroe, como Rampage, Ansia de sangre o rabioso. No tiene ningún efecto en contra de las habilidades de flecha emitidos manualmente y una vez que sus enemigos se vuelven algunos agilidad y ataque artículos velocidad decente, la reducción es mínima en el mejor. Sin embargo, es muy eficaz contra creeps, Roshan, infernales y otras convocatorias. Todavía la uso en mi construye como a pesar de la velocidad de ataque real reducida no es tan grande, que todavía puede salvar la vida en algunas situaciones.

Si usted todavía no entiende cómo funciona, sólo pensar en él como el efecto inverso de Frenesí o ametrallar!

3. Build Habilidad

1. Impulso
2. Los asistentes de la Naturaleza
3. Impulso
4. Los asistentes de la Naturaleza
5. Impulso
6. Los asistentes de la Naturaleza
7. Impulso
8. Los asistentes de la Naturaleza
9. Intocable
10. Encantar / Estadísticas
11. Encantar / Estadísticas
12. Encantar / Estadísticas
13. Encantar / Estadísticas
14. Estadísticas
15. Intocable
16. Intocable
17. Estadísticas / Encantar
18. Estadísticas / Encantar
19. Estadísticas / Encantar
20. Estadísticas / Encantar
21-25. Estadísticas

Explicación de Habilidad Generar.

¿Por qué impulso max primero?

El gasto excesivo ímpetu por primera vez en esta versión es un pan comido. Es su capacidad flecha acoso. Que le permite dominar la mayoría de los duelos de carril, y posiblemente anotar una muerte temprana. Por nivel 7 el tiempo de reutilización es de 0, por lo que son capaces de "Orbwalk" desde allí.

¿Por qué los asistentes de max Naturaleza tan rápidamente?

Asistentes de la naturaleza es su cura. 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?

Por supuesto. 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?? ¡FALSO! 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”)

Farming

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

While Enchantress has the ability to net early game kills, losing your life just to try to get one isn't beneficial. You should be looking to aggressively control your lane and farm, as going for suicide kills will completely negate one of your main advantages; being able to stay in your lane for very long periods of time. 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 that instance you'll have to make the most of it. You can still do very well if you play smart and have a good lane partner.

To start off with, make sure you lane with another hero who has a disable of some sort. Coupled with Impetus it will make early kills possible. Make sure you pick up some mana regen items like clarities, tell your partner to pick up a 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.

Enchantress still has great harassing and lanestaying ability in a dual lane. Make sure you use this to your benefit so you level up consistently and farm decently. 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. General Gameplay Walkthrough cont.

Mid game : (Levels 10-16)

You should have farmed your way through to Boots of Travel around this stage. You could also be leveling Enchant now, so it becomes possible to leave your lane and help with ganks, pushes or whatever else your team is deciding to do.

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

Con Boots of Travel, algunos de regeneración de maná y el ímpetu toda su fuerza, matando a los enemigos ahora debe ser su prioridad. Si ningún equipo está empujando, empieza a buscar héroes gank con un compañero de equipo o si está seguro, por su cuenta. El impulso es muy fuerte en esta etapa y va a comer a través de HP de cualquier héroe en 4/5/6 éxitos de gama completa en esta etapa.

Cuando ganking, siempre es mejor que venir de atrás cortando su escape. Si ellos siguen tratando de funcionar de esa manera tendrán que correr más allá de usted, que es exactamente lo que quieres. Hit con unos cuantos impulso ', entonces Encantar ellos y seguir golpeando lejos. No se olvide de animación cancela cuando persigue, esto asegurará u estancia lo suficientemente cerca para seguir atacando. Si, por casualidad, correr en sentido contrario a continuación, usted tiene opciones. Ya sea un compañero cercano debe venir de esa dirección, perseguirlos para que pueda utilizar Encantar o ejecutar de nuevo alrededor de la otra manera de cortarles el paso de nuevo.

Trate de no te dejes engañar por un farol doble, alias Juked, cuando iba en una dirección falsa y una vez que haya pasado la vuelta para cortarles el paso de nuevo o bien volver al modo original que pueda de o se esconden en la selva y TP de nuevo a base. Esto puede ser embarazoso y deja que se salgan, es por eso que todo lo posible para tener un compañero de equipo que viene de la otra dirección.

Esperemos que esta pantalla editado pintura barata mostrará lo que quiero decir:

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Estos son algunos puntos generales gank usted querrá utilizar desde el punto de vista de los centinelas. Si ves a un héroe o dos agricultura por sí sola en cualquiera de estos puntos exigen un compañero o dos para ir con usted y la cabeza de la dirección en la que las flechas muestran. Ten cuidado, ya que si estás jugando contra la oposición decente que tendrán la mayoría de estos lugares con Guardia. Ellos serán conscientes de que vas a venir y, o bien recurrir a ayuda o teletransportarse a cabo. Usted puede contrarrestar esto consiguiendo pupilos de su propio y matando el suyo o una joya. Si lo prefiere puede simplemente rezar que no compraron ningún salas.

Empujar

Si su equipo está empujando, entonces es probable que usted se encontrará con un gran equipo de batalla. Nunca se debe iniciar el combate, quedando detrás de sus aliados hasta el inicio de la pelea. El papel de su equipo va a ser el uso de todos sus desactiva y AoE hechizos para causar el mayor daño a sus oponentes como sea posible, a continuación, tratar de proteger a usted para que pueda repartir el mayor daño posible. Si usted se encuentra siendo focalización, encienda el sanar tan rápido como sea posible y colgar alrededor de cualquiera de su equipo con un Mekansm o curar habilidad. Una vez que la batalla principal se ha producido es entonces su trabajo para entrar en las líneas del frente y perseguir a cualquier héroes escapan. Con bot, Enchant e ímpetu, persiguiendo y matando a los héroes debilitados debería haber ningún problema.

Agricultura

Una vez que sus Boots of Travel comienzan teletransportarse alrededor de donde se puede cultivar. Si usted ve una fluencia masiva agitando empujando un carril cerca de su torre o base luego teletransportarse allí y tomar la agricultura prioridad sobre sus compañeros de equipo. Encantar un kobold para el aura MS si te encuentras con uno mientras neutraling. Sólo dura dos minutos, pero puede ayudar si usted está persiguiendo a un héroe o escapar de un ataque en masa.

Nunca se debe dejar de cultivar. Si usted va a ayudar por un empujón o un gank, cultivar rápidamente algunos neutrales si su espera para su equipo para entrar en posición. Su ulti hace tanquear neutrales de una brisa. Una vez que usted ha empujado esa torre o ganked ese héroe, dirigirse inmediatamente a su carril, cultivando las neutrales que desea en el camino y continuar la actividad agrícola. Usted debe rara vez tienen que volver a la fuente para sanar sus mechones sanarán usted y ya sea con un Eul de una piedra o de vacío que deben tener el maná para lanzar cuando sea necesario.

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Usando Necronomicon

Si usted se fue de Necronomicon, puede utilizar la llamada a gank de manera efectiva en conjunto con su lento y otro neutralizador. Utilice su Necros generosamente, no sólo pueden ser utilizados en el equipo lucha para quemar mana y arma nuclear, pero que también le puede ayudar a la granja, así como scouts alrededor de los árboles e incluso acosar a sus enemigos si todavía estás laning. Usted puede utilizar sus Necrowarriors al tanque los neutrales por lo que no toma el daño. También puede encantar algunos neutrales al tanque de los daños para usted mientras está usando su Necros a explorar alrededor de los enemigos cercanos en calidad de observadores móviles.

En batallas en equipo, generar su Necros justo antes de la participación de la batalla y convertirse en el impulso de auto-cast para que no tengas que preocuparte por moldeo manual y animación cancelando durante el uso de su Necros. Apunta tus Necros en su más héroe depende de maná, como un Necrolyte o Bane. Mana les queman antes posible y luego continuar atacando por lo que el cuerpo a cuerpo Necrowarrior puede quemar incluso más maná con rotura de maná. Si alguno de ellos matan a su Necrowarrior con Last Will recibirán 200/400/600 daño dependiendo de qué nivel Necrobook que tiene, pero que dará 100 de oro por lo que no los alimente a sus oponentes si puede evitarlo.

Juego Late : (Niveles 17-25)

Si el juego dura este tiempo debe haber completado sus caminos de elementos. En esta parte del juego es el tiempo para su último partido de transporte / DPS héroe para brillar. Enchantress tiene la capacidad para llevar a su equipo a la victoria, probablemente menos eficaz que un verdadero héroe de transporte, pero su potencial está ahí. A menudo se refiere como un "Half-carry".

Si usted es el lategamer en su equipo, a continuación, su equipo debe estar usted protege a toda costa, mientras que usted trata a su daño. El impulso sigue siendo muy fuerte en esta parte del juego debido a su tipo de daño Divino.

Algunos ejemplos de los "verdaderos" héroes carry incluyen, Troll, Morph, silenciador, Viper, Clinkz o Terrorblade. Si su equipo tiene uno de esos héroes que se cultivan bien, entonces usted debe tomar un papel diferente. 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 :

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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 :

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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.

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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.

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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

Enchant is a multidimensional skill with more uses than many people care to know about. Most people tend to neglect the second part of the skill that allows you to dominate many things and just use it for the ownage 7 second slow. In doing this they are missing out on a large portion of what this skill can do for you in terms of ganking, turning the tide is battles and so on. In this next section I will attempt to explain most of the uses of this skill outside of just using it to slow.

Enchant only lasts for 2 minutes, so you shouldn't be aiming to play her like a Chen. Enchant has a fast cooldown so the idea when Enchanting creeps is to get them as you plan to use them. For example, if you were planning to gank bottom, run through the forest, quickly pick up the first useful creep you see and continue on your way to gank.

Neutral Creeps for Ganking

Enchanting neutral creeps is probably the most obvious of all things that can be Enchanted. There are many neutral creeps you can Enchant, from Gnoll Assassins right through to Satyr Hellcallers. However for the purpose of ganking there are only a few neutral creeps that are of any use.

# Centaur Khan
* Endurance Aura gives 15% increased attack speed.
* Warstomp ability the deals 25 damage and stuns for 2 seconds in a small AoE.

Probably the best neutral creep to enchant. It has reasonably high hp, a good aura and the stomp is the main reason you want this creep.

# Polar Furbolg Ursa Warrior
* Hoofstomp ability that deals 25 damage and stuns for 2 seconds in a small AoE.

About as good as the Centaur but it doesn't have an aura. It does have 100 more mana though, so that's 1 extra stomp you can perform over the Centaur.

# Kobold Taskmaster
* Endurance Aura gives 12% increased movement speed.

Who can argue that +12% MS isn't good for ganking? That's all you will use this creep for.

# Satyr Hellcaller
* Unholy Aura gives 2 hp/sec regen
* Shockwave that deals 100 damage to land units in a line.

An extra 100 damage nuke and some regen with this creep. It also deals about 60 damage per attack, coupled with a stomper and your slow it can deal a decent amount of damage early game.

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Neutral Creeps for Pushing

If your team is planning a push simply make your way through a forest and pick up as many creeps as you can. They don't have to be the ones mentioned above, however they do help more. If you run out of the bush with a Centaur, Hellcaller and an Orge to push a lane in the early stages of the game, unless you're facing their whole team it will be tough to stop you taking the tower. Do be cautious though as Enchanted creeps gain no extra HP and when they die they will be giving out bounty, so you don't want to just feed them to your opponents.

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Image Heroes

Another cool fact about Enchant is that it can also be used on Images(not geomancer however). When your facing Image heroes such as Naga Siren, Phantom Lancer, Terrorblade or Chaos Knight, you should always aim to Enchant one of their Images away from them when they use their Image abilities. This can seriously hamper a Chaos Knight, as his image skill is his ultimate and you are effectively making it 33% weaker by taking an image and turning it back against him, and a Terrorblade who, without Manta Style can only get 2 Images up.

Naga and PL are somewhat less effected as taking away 1 image from them wont hamper them too greatly as their images are easier to create than the one's mentioned above. However it can still be effective to have one of their images fighting against them.

Turning the Tide of Battle by Stealing Summons

In large team battles Enchant can be used to hopefully turn the tide in certain situations. If you are playing an -ap game, Enchant can be used on Chen's persuaded creeps. This will not only neutralise one third of his creep army, but can be used right back against him.

Another one worth mentioning is you can Enchant the Blue and Fire Panda when Pandaren uses Primal Split, the Earth Panda is Immune to magic so you can't Enchant him. When you Enchant one and kill the other two, it results in a suicide from Pandaren, but you get to keep the Enchanted Panda until the timer runs out, which is uber cool! (Thanks to Da.Waaagh for helping me test this!)

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Other examples of Enchanting summons that can help turn the tide of a battle, such as Lycan's wolves, Beast Master's animals, Morphling's Replicate and Necronomicon summons.

11. Replays

My nub replays

I got another recent replay. This game was in 6.42, IH game vs a clan. I didn't play solo / carry with Enchant, instead I played as a support / ganker / tank. The game isn't very high level, but it's around the level of a standard friendly IH with some friends.

Started off laned with Spirit Breaker against Bristleback + Magnus, I stupidly get 1stblooded a few minutes in while trying to block them from 1stblooding SB. After that I just try to harass and farm as much as I can while not dying. After a while we start ganking and pushing, I use a lot of the strategy from my guide in this game, the skill build, orb-walking, ganking, pushing and what I could get made of the item build before the game ended. Our Viper was the Radiance buyer which meant I didn't need to get it, so I finished Guinsoo after my core build and started to make Heart.

In the end we dominated them pretty easily with double their killscore, but I liked this replay because it shows most things in my guide and how they can be done in a normal, non league, non pro game which most of the guide readers play. smile.gif

Enjoy:

Archivo Adjunto Enchant_vs_mR.clan.w3g ( 997.25k )
(1.21)

Ok I have a 1.21 replay of me nubbing it up with Enchantress. The game is a pub game, however there are 5 of my friends (3 on sent, 2 on scourge+me) the mode is -ar. The NZ host (Im Aus) gives me a ping about 0.200. So with a small amount of delay I start the game fairly badly in terms of my -cs. After a while I got used to it and finally start to land a few last hits.

The teams were fairly lopsided in terms of early game and late game capability, ours having most of the early game capability while Sentinel side had a potentially strong late game. Knowing this we decided we needed to push hard and fast if we were to win, so farming opportunities were few and far between. The game is tense and there's a lot of team fighting. Can we push quick enough to win before sentinels superior late game takes over or will they hold off long enough to get the items they need?

All in all I didn't play particularly well, with an ending score of only 3-2, but I feel that this replay is a good one to put here, because it shows how the average dota player would play Enchantress, as opposed to just showing you replays of how pros play her in league games.

Enjoy:

Archivo Adjunto Enchant_Replay_1.21.w3g ( 902.59k )
(1.21)

Pro Replays

This replay is of Yoshi[P] playing a totally dominant Enchantress against TeG in a recent -ap draft match in semifinals of ESL. The reason I'm posting this replay is to show how Enchant can and will completely dominate her lane against heroes other than the top scourge soloers. Yoshi makes it impossible for his lane opponent to farm and keeps him underfarmed all game.

Another reason this replay is awesome, is because Yoshi shows how to totally counter an enemy Chen and pretty much render him useless other than his heal. Not a good replay if you're looking for “how to get out of a losing situation” because in this one he dominates start to finish with good strategy, a good build and abusing Enchant's strengths as much as possible.

Enjoy:

Archivo Adjunto ESL_PS_tPD_vs._TeG_3.w3g ( 1.44mb )
(1.21)

This replay I particularly enjoyed watching. It is of MYM|Maelk playing Enchantress in an IH -ap game. The reason I enjoyed this one so much was that he wasn't playing with the Imba 6.37 Sentinel team, thus making the performance stand out more than usual. Most of the strategy I depict in my guide is used to some degree in this replay(although he does most things 76 and a half times better than me), He buys MKB instead of Radiance because the Omniknight on his team already bought a Radiance, Otherwise the builds are much the same.

Enjoy:

Archivo Adjunto Maelk_s_IHCS_Enchantress.w3g ( 2.19mb )
(1.20)

12. Conclusion

Thanks for reading my guide, I hope you liked it. I would appreciate some constructive criticism to improve this one and any future attempts I make at writing a guide. Please no flames though!

I hope I've helped out some new players and more experienced players alike with some new and old builds, some decent strategy and a few high quality, enjoyable replays (along with the nubness of my own 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. Gracias compañero. smile.gif
Yoshi[P]: For letting me use your replay, as well as supporting me! Gracias de nuevo. wub.gif
Jogi: For suggesting the section about Using Enchant! Gracias!
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. ¿Qué piensa usted de eso?

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?

gracias



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

Introducción



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


IPB Imagen
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)

Reutilización: 20
Manacost: 100


IPB Imagen
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


IPB Imagen
Ice Wall QQE T
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

Reutilización: 20
Manacost: 125

IPB Imagen
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


IPB Imagen
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


IPB Imagen
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


IPB Imagen
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


IPB Imagen
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

Reutilización: 30
Manacost: 200

IPB Imagen
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
If the skill is in cooldown, it will remain in cooldown. The skill will not refresh if it is invoked again.
You will also falter every time you cast one of your reagents but this was not an issue with the old invoker.

Deafening Blast
Combination: QWE
Mechanics: The skill deals magical damage and knocks enemies back to about 100 range for a maximum of 1.75 seconds. Enemy heroes may still cast spells though after the knock back stun.
Strategics: This is both an offensive and defensive ability. This skill possesses an old skill called “pacifist†(Classic Necronomicon had this). It prevents enemies from attacking which helps greatly against heroes who rely more on their normal attacks (Phantom Assassin, Faceless Void, etc.). You should use this spell to initiate or to disrupt the battle flow.

Cold Snap
Combination: QQQ
Mechanics: A negative buff on enemy units and it lasts a maximum 6 seconds. 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.
Strategics: Enemy heroes can get permastunned with this coupled with you and an ally’s attack but don’t attack if you can invoke another skill. You can make use of this when your allies have their own means of generating attackspeed. With 6 seconds, you can potentially inflict 200 damage on a single target.

Ghost Walk
Combination: QQW
Mechanics: Invoker becomes invisible and can move freely slowing enemy units around him. The cooldown of invisisbilty is 100 seconds. You can break invisibility if you initiate an active command. The effect of Ghost Walk is easily recognized by the icy effects on opponents just like Radiance.
Strategics: Mainly used for escaping and backstabbing but is easily countered by truesight. You should use this skill together with 3 levels of Wex to achieve your maximum movespeed.

Ice Wall
Combination: QQE
Mechanics: Creates a wall of ice in front of Invoker, you cannot target its position. Ally units may pass this without a problem but enemy units are slowed by a large amount and receive very little damage from this.
Strategics: Great for escaping and great for stopping enemies in their tracks. This skill is more of a disable since they hardly escape making great use of AoE spells. If you have dagger, you can blink in front of heroes and use it to block enemy escape routes for a few seconds. I don't find this spell useful.

Alacrity
Combination: WWW
Mechanics: Affects ally units only and increases their attackspeed for 5 seconds.
Strategics: You can use this on yourself if you are better suited than the closest ally. Use it on heroes that revolve around their attack and use it when they are already attacking to make use of those 5 seconds. Tiny is a great example of an ally who will usually need it.

Tornado
Combination: WWQ
Mechanics: The longest range nuke in game with 3100. This skill needs two reagents to reach its full damage and lifts enemies into the air (2.2 secs max based on Quas).
Strategics: This is simple to use, use it with any combination of spells. You can also use this to snipe or scout large portions of the map. The skill revolves around Wex and Quas which is not a very helpful combination in the skill build. The skill needs to be maxed out for it to be deadly. I do not prioritize the use of this skill, it's useful late game because both Quas and Wex will be maximized by then.

EMP
Combination: WWE
Mechanics: Deals magical damage. It gives 300 damage and burns up to 400 mana and affects units within 700 range. Has a 2~4 second detonation where units within its range are pushed back to a certain degree.
Strategics: This is not meant for farming but rather the main point of this spell is to burn enough mana during team battles. The skill is more effective against heroes with low base mana such as Strength heroes. The spell is effective mid game where Wex will be at a decent level in burning mana. Use it in the middle of team battles to scatter opponents.

Sun Strike
Combination: EEE
Mechanics: Maximum damage is 450 and it deals magical damage; the 450 damage will split if there are more than 2 targets in an area of 200. The skill is global and you can target in unexplored or fogged areas.
Strategics: The skill is great to use once Invoke has been learnt where you should have 2 levels of Exort dealing 160 damage and so on. It is best used to help allies on the opposite lanes for harassment especially when your allies are single targeting stunners. But this has the longest cooldown of any of his nuking spells with 60 seconds because of it being global to avoid spamming. Compare this skill with Lina’s Light Strike Array or Leshrac’s Split Earth, good timing is all you need to land a perfect strike.

Chaos Meteor
Combination: EEW
Mechanics: It deals magical damage. It has a maximum range of 1550. The residual damage is the actual percentage of the impact onto the target and deals x%.
Strategics: This is your strongest spell in your arsenal and it is great for farming due to its damage overtime. This skill kills creeps instantly almost throughout the game so it never really runs out of power. Because of its damage overtime and the way the meteor moves, it forces enemy heroes to scatter during team battles.

Forge Spirit
Combination: EEQ
Mechanics: Look in Skills Descriptions. This skill revolves around summons that can be purged or dispelled. They decrease the armor of HEROES ONLY.
Strategics: I’d recommend the pushing strategy for this. They actually contribute more than the silly Eidolons because they deal full damage on almost anything. They can help last hit early although not important due to their time duration. Use these guys together with Necronomicon to achieve their full potential.

Skill Build with Justifications

Dota Allstars Invoker

These skill builds were meant to adapt to certain types of teams but due to your versatilty, the late stages of the game are always the same. Both Skill Builds concentrate on 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

IPB Imagen

Fuerza – 19 + 1.4 | Agility – 20 + 1.9 | Inteligencia – 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. Take advantage of this.

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.

Farming – 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; rinse and repeat. 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. Las posibilidades son infinitas.

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

Miércoles, 21 de mayo 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.

Tabla de contenido

  • Introducción

  • Pros y Contras
    The Lich's Role in the Team
    Estadística

  • All about Kel'Thuzad

  • Lich's Skills
    Items Info

  • How to play Kel'Thuzad

  • On to the build
    Habilidad Build
    Core Item Build
    Otros artículos
    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

  • Repeticiones

  • Preguntas más comunes

  • Actualizaciones

  • Palabras finales

Introducción


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

Pros

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

    Cons

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

    Statistics

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

    All about Kel'Thuzad

    Skills Info

    Frost Nova
    IPB Imagen

    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 Imagen

    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 Imagen

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

    Guau. 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 Imagen

    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 Imagen <— 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 Imagen – Mekansm = Optional

    Oregón

    IPB Imagen

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

    In Build Items

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

    Items to Avoid

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

    Skill Build

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

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

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

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

    General Walkthrough
    Nota: 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 Imagen <– 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 Imagen (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)
      Punto de refuerzo (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)
      Booster Vitalidad (1100)
      Booster Energía (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 Imagen

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

    Using Creeps

    IPB Imagen

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

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

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

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

    Ganking with allies

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

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

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

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

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

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

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

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

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

    IPB Imagen

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

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

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

    Allies and Enemies

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

    Chain Frost works normally in the Chronosphere.

    IPB ImagenIPB Imagen

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

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

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

    Enigma
    IPB Imagen
    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
    Su nombre lo dice todo. 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.

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    • Guide finished! 23/05/2007