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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. Su turno Alleria 's final en un tornado, que es una unidad completamente volar, durante varios segundos. Unidad Volar significa que usted puede moverse sobre árboles, colinas y tiene completa vista sobre ella. Esto significa que usted no puede juke de ella mientras que ella está usando Windrunner. Ambos con Kunkka el Almirante Proudmoore , son grandes héroes adicionales. Y sí, ella es un héroe de la inteligencia, mucha gente error y asume su tipo agilidad. Creo que es porque la estamos vistos como Traxec ^ - ^

Alleria La Windrunner Alleria La Windrunner

Estos son sus habilidades.
1: Shackleshot - Siempre golpea de nuevo el objetivo. Si el objetivo realiza un grupo de unidades o un árbol, las unidades afectadas (incluyendo el objetivo) son aturdidos por 0/1/2/3 segundos. (Distancia fundido 700 unidad)

2: Power Shot - Promociones 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 elenco)

3: Fight in the Shade - Cada unidad en el objetivo AoE pierde el 15/20/25/30% de su salud máxima después de 1 segundo. (Distancia fundido 600 unidad)

4: Windrunner (última) - Hero 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 por encima 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 árboles de ponerse al día con su target.'Fight en la sombra 'es sin duda su peor habilidad. La AOE es patético, y el 25% de daño máximo HP no es mucho considerando el tiempo de lanzamiento de largo. Un Tiro Grillete correctamente dirigido (para garantizar el enemigo golpea otras unidades o árboles y se sorprendió) es necesaria para hacer pleno uso de esta habilidad. En definitiva, un héroe de la diversión. Un poco escaso en daños, pero lo compensa con habilidades interesantes. Gracias a redrach y Mr.Jag para este análisis completo de Alleria.

Alleria habilidades, lucha en la sombra Alleria habilidades, lucha 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 todo el contribuyente

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

Zeus, señor del de 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 increíblemente divertido para jugar en los juegos públicos, pero se le considera tan poderoso que es o bien una prohibición o primera selección en juegos organizados. A pesar de que no tiene un mecanismo de escape (más recientemente con el nerf Dagger), que es uno de los pocos héroes de inteligencia no paralizante para ver el juego competitivo. Zeus no es demasiado complejo de un héroe: Él tiene loco daño explosivo juego temprano, con gran escala lategame gracias a Campo estático, y un arma nuclear global que es quizás una de las habilidades más molestos en todos DotA.

Habilidades Héroe

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Rayo Arco

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

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

Tiempo de reutilización: 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.

Una gran habilidad para acabar pelos de punta, 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 - Promociones 100 de daño.
Nivel 2 - Deals 175 daño.
Nivel 3 - 275 daño ofertas.
Nivel 4 - Deals 350 daño.

Tiempo de reutilización: 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.

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Campo estático

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

Nivel 1 - Choques de 5% de los puntos de golpe actuales.
Nivel 2 - Choques de 7% de los puntos de golpe actuales.
Nivel 3 - Choques de 9% de los puntos de golpe actuales.
Nivel 4 - Choques 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.
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Ira de Thundergod

Derriba todos los héroes enemigos con un rayo.

Nivel 1 - Deals 210 daño.
Nivel 2 - Deals 335 daño.
Nivel 3 - 460 daño ofertas.

Tiempo de reutilización: 120 segundos.

Nivel 1: 225 mana, 120 seg de reutilización.
Nivel 2: 325 mana, 120 seg de reutilización.
Nivel 3: 450 mana, 120 seg de reutilización.

Un arma nuclear global que es extremadamente útil para combos, terminando héroes, conceder la visión, y en batallas 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 el daño múltiple de destino durante peleas en equipo. Algunas personas max Arco antes de 23-25, pero en realidad no es siempre bueno para un máximo de arco porque sólo se puede volver a emitir un rayo de arco cuando el primero se hace 'rebote' y desde el nivel 4 hits 15 objetivos, el tiempo de reutilización es a menudo más antes el relámpago acaba rebotando. En raras ocasiones, a veces es posible que desee ir Stats / Perno / Tornillo / Estadísticas / Perno / Ult / Perno / static / arco / static / etc - Te lo explicaré más tarde que en los solos.

Core Items

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Nulos / Brazales : Empecé a recibir 3 nulos en lugar de sonar arcano cuando Nerubian Assassin era popular. Siento que el máximo CV / maná es muy importante en héroes int frágiles: Siéntete libre de brazales lugar.

Punto Booster : Desde muchas batallas son 2c2 3c3 o lo que sea de plena salud hasta la muerte, hp masa es el factor más importante para la supervivencia. Punto Booster ofrece gran hp / maná de su costo.

Botella : Le permite controlar el carril, han Regen, y si usted está SOLOING mediados, recogiendo las 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 tu equipo - grandes estadísticas, gama IMBA y regeneración de maná, y por supuesto hexagonal 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 única ayuda con la fase de encarrilamiento y desde Zeus es un cañón como vidrio, que se centra a menudo en primer lugar.

Otros Artículos lategame : Si cultivan más de un Guinsoo etc., es probable que la agricultura demasiado (quitando de acarreos) o no luchar lo suficiente, o ambos. Zeus es todavía juego tarde muy potente, pero se reserva la granja para los héroes de su equipo que son más artículo dependiente.

Jugar Zeus

Juego temprana: Para empezar, sus 4 sucursales + 3 + claridades comedores (tangos). Desde 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 para 's- cancelar su ataque y fuera lasthit tu oponente. Muchos jugadores confían en Rayo Arco demasiado.

Control de Carril: Empuja Arco del carril y también depende de pociones claridad, pero empujando el carril también le da tiempo libre para ver las runas, así que hay que sopesar las dos opciones. Tanto Arco de pernos y 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 conseguir temprano últimos hits contra SF, ​​y las estadísticas ayuda con las dos unidades aliadas / negados (obviamente, Arc sólo funciona para fines ofensivos). Cuando se trata de un héroe realmente problemático como Broodmother, asegúrese de mantener un pergamino tp en usted en el nivel 6 y definitivamente ir Arco. Trate de runa putear con botella manteniendo centinelas arriba (de los compañeros de equipo) y que debe hacer bien. Ir Gank los carriles laterales smile.gif ">

Oh, tal vez probar las estadísticas / perno construir un par de veces para que pueda trabajar en última bateo con zeus wink.gif


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Los 5 MYM | Merlini Reglas de Oro

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

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

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

4. Control Compartir 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
Trate en Ninja que perno adicional 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 me solitario mediados contra QoP.

El Zeus videoclip

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 soy "ocultando algo" en mi descripción de cómo jugar 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 la visión de todo el mapa completo o si tiene mejor tarde de juegos y son 'turtling' hasta altas horas de juego. Debido a que una gran parte del estilo de juego depende de la situación exacta del juego, elijo no explicar las complejidades de 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, de Meepo cadena de malla / poofing)? Algunas personas usan el mismo argumento para relegar Rey Esqueleto de un 'héroe novato'. Después de todo, él 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 cerca?), El objetivo del aturdimiento, blanco de ataque, mapa conciencia, etc. Pero estas son cosas que vienen con muchos muchos juegos jugados, no es algo que puede ser fácilmente enseña en una guía. Sin embargo, tal vez hay algunas "maniobras hábiles '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 - tp de cancelación, la cancelación de los hechizos de largo canalizados (Agujero Negro, Grillete ...). Otros son menos evidentes. Cancelación de animación abrir y cerrar de QoP. Interrumpir el delicado momento de la Earthshaker Blink Echo, Fisura, Encantar 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 a favor de una persona. Utilice la mini-paralizante para 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 apagado. Usted puede 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 Zeus jugar.
3. Estar de acuerdo con el primer punto, Zeus sólo tiene una manera de cancelar tp de. Esto puede ser un problema cuando se está ganking héroes con relativamente alta hp se fue porque un enemigo necesita sentirse "amenazado" con el fin de tp. Normalmente usted comienza un ataque en masa con un combo de Lightning Bolt / Rayo Arco, entonces refundición cada hechizo cuando se puede y la ira, si es necesario. Un oponente experto simplemente tp después de su primer Lightning Bolt ... entonces eres una mierda de suerte debido a la segunda reutilización 7. Si guarda perno para su tp, entonces él va a huir (y seguramente no va a morir contra spam Rayo Arco). A veces forzando 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 empezar con ira luego de arco, de "falso" a tu oponente en el pensamiento de que usted los atornilladas primera (la animación es lo mismo), entonces perno cuando TP. No hay mini-paralizante sobre la ira, pero si tu enemigo es tan observador que se da cuenta de eso, entonces probablemente merece 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 detalles si se me ocurre nada más. Buena suerte en sus esfuerzos de Zeus!
Q & A / Comentarios

¿Por qué no conseguir el nivel 2 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 de nivel 8 (que es un gran problema). Aconsejo a la espera hasta que algunos pelos de punta mueren para que Arco llegará a los 5 objetivos en lugar de subir de nivel Arco en este caso.
¿Por qué no conseguir Arco / Perno / Tornillo / Estática / Perno en lugar de Arco / Estática / Perno / Tornillo / Perno?

Si usted comienza a enviar spam a nivel 3 (cuando la construcción es en realidad diferente), entonces mathcrafting que ...

Es 65 de maná para el 85 daños + 5% del actual HP (~ 25 CV) + casi una fluencia garantizado. 95 de maná de 175 daños. Valoro la antigua elección a la segunda. Y yo no suelo perno de spam hasta el nivel 5 de todos modos, a menos que estoy en plena maná (raro) o creo que puedo conseguir una muerte. 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 me gustan para ponerte manos a son León y tal vez Rhasta. Creo que hay mucho 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 Ulti Orb y Punto Booster para grandes estadísticas ganan. Ofertas de Eul ninguna fuerza o HP, por lo que si usted lo consigue en Zeus, que son un int héroe muy frágil con sólo Cyclone (no mucho) como 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 hay que ser muy rápido en el ciclón de sobrevivir mientras hacia arriba HP le conseguirá 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 extrema necesidad de regeneración, puede obtener una piedra Void temprano que ayudará a su guadaña también. Componentes de Eul son mucho más fáciles de granja; Sin embargo, si usted tiene problemas para la agricultura, me gustaría simplemente sugieren conseguir 4 brazales / nulos y pergaminos tp y aprender a luchar sin una gran ventaja artículo.
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 enfocado hacia abajo cuando está fuera de posición (como lo 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, tener muy buen conocimiento de su entorno, y el amor pasado bateo con una animación de ataque de mierda, entonces usted puede dar Zeus la cariñosa que necesita a él nutrir en un verdadero trueno Badass.
Créditos
Un agradecimiento especial 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 en buen uso, tratando de informar al lector de todos los aspectos de cómo jugar, ella a su máximo potencial. He notado una clara falta de guías para Enchantress en estos foros, que me entristece ya que está un poco pasada por alto por muchos jugadores.

Enchantress is a very versatile hero who can play a hardcore support role or even carry her team to victory and has seen quite a lot of league play in recent times. I try to cater for all levels of play from Pubs and TDA games right through to IH and more serious games. I offer several item paths for different situations, along with strategy to deal with those situations, as well as covering the art of using Impetus and using Enchant to its full potential. I hope you enjoy reading it as much as I did writing it!

Tabla de contenido

  1. Hero Overview
  2. Skill Description
  3. Habilidad Build
  4. Artículo Builds
    • Muñones artículo
    • Recommended Item paths after core items
    • Other Optional Items
  5. Items Not Recommended
  6. General Game play Walkthrough
    • Early game: (Levels 1-10)
    • Mid game: (Levels 10-16)
    • Late game: (Levels 17-25)
  7. Good Allies to Have
  8. Bad Enemies to Face
  9. Mini-Guide to Using Impetus
    • Harassing
    • Chasing
    • Animation Canceling
  10. Using Enchant to it's Full Potential
    • Neutral Creeps for Ganking
    • Neutral Creeps for Pushing
    • Image Heroes
    • Turning the Tide of Battle by Stealing Summons
  11. Repeticiones
  12. Conclusión
  13. Créditos
  14. Q & A

1. héroe general
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Although all Dryads are Cenarius' daughters, Aiushtha is said to be his first and favorite. Because of her direct relation to him, she has borrowed much of his powers. This is demonstrated by her control over the shy Wisps which she uses to heal her allies, and her ability to bring an opponent under the will of the Sentinel. Preferring ranged combat to melee, she fashioned a spear that strikes with more force the further her target is away. Her agility is unmatched, and any opponent attempting to kill her will find she skips ahead of them with surprising ease.
Starting HP : 454
Starting Mana : 208
Ataque a Distancia : 550
Base Move Speed : 295
Starting Base Damage : 37-47
Starting Armor : 1.7

Fuerza : 16 +2.0
Agilidad : 19 +1.8
Inteligencia : 16 2.8
Overall stat gain per level : +6.6

Advanced Data

Rango de Adquisición : 800
Cast Point : 0.30
Cast Backswing : 0.51
Damage Point : 0.30
Attack Backswing : 0.70
Projectile speed : 900
Base Tiempo de ataque : 1.7
Starting Attack Cool down : 1.43

Pros y Contras

Pros

  • Versatile role in her team.
  • Armor ignoring arrow ability.
  • Fantastic lane controlling ability.
  • Incredible lane staying power.
  • High overall stat gain per level.

Contras

  • Susceptible to nukers.
  • Quite a weak ultimate.
  • Below average base move speed.
2. Skill Descriptions

CITA
Impetus

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Gives strength to the Enchantress' attacks, causing them to deal greater damage the further away the target is.

Level 1 – Deals 4% of the distance in damage.
Level 2 – Deals 8% of the distance in damage.
Level 3 – Deals 12% of the distance in damage.
Level 4 – Deals 16% of the distance in damage.

Cooldown: 6/5/4/0

This is Enchantress' bread and butter arrow ability. It deals damage on impact based on the distance between Enchantress and her target. This skill is fantastic to harass early game and boosts your dps late game. It also synergizes fantastically with her own slow as well as any other allied slow on fleeing heroes. Impetus damage ignores armor , making it scale well in terms of damage in late part of the game. A downside to this spell is that it is somewhere ineffective against melee heroes in later stages of the game, as they require close combat to damage you, thus losing your distance damage bonus.

CITA
Enchant

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Brings target unit under control of Aiushtha. If the unit cannot be converted, it will instead be slowed instead.

Level 1 – 30 second cooldown, 10% slow if unit cannot be converted.
Level 2 – 25 second cooldown, 20% slow if unit cannot be converted.
Level 3 – 20 second cooldown, 30% slow if unit cannot be converted.
Level 4 – 15 second cooldown, 40% slow if unit cannot be converted.


Enchant is a great spell. On one hand it is a fantastic slow among slow of Dota Allstars , (7 seconds PHWOARH!) and on the other hand it has the ability to dominate a creep for 2 minutes on all levels. With a low cooldown of 15 seconds on level four, you can mass a nice army of creeps for pushing a tower, slowing pushes by stealing their creeps, using it for stompers or you can ignore that part of the spell and just use it as a slow. The only downside to this spell compared to some other slows is that it is a single targeted spell.

CITA
Nature's Attendants

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Releases a swarm of wisps to heal nearby allies in a 300 radius. Each wisp lasts 10 seconds and heals 10hp/sec.

Level 1 – 3 Wisps.
Level 2 – 5 Wisps.
Level 3 – 7 Wisps.
Level 4 – 9 Wisps.

Cooldown: 45 seconds

Healing wisps is another great spell. It makes enchantress a frustrating lane opponent in Dota Allstars to deal with. Not only can she harass you greatly with Impetus, but any attempts at harassing her are futile as she can just heal them off in a matter of seconds. Mid to late game it does not lose its effectiveness, giving a 300 AoE heal of 900hp which can turn the tide of anything from a 1v1 fight to a huge team battle. One downside to this spell is that it's not an instant heal, meaning it's useless against chain nukes.

The mechanics of the spell are as follows. Taken and modified from Gradenko's mechanical explanation.

Nature's Attendants summons 3/5/7/9 Wisps per level, which last 10 seconds at all levels. Each Wisp selects a random target within 300 AoE and heals it once for 10 HP, then selects a new target for the next second. That works out to 300/500/700/900 HP healed over the 10 seconds in the 300 AoE. The heal is triggered, so as far as I know the graphic is just there for graphics.

CITA
Untouchable

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Whenever the Enchantress is attacked, she beguiles the unit into slowing its attack.

Level 1 – 50% reduction.
Level 2 – 70% reduction.
Level 3 – 90% reduction.

Pasivo

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

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

3. Skill Build

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

Explanation for Skill Build.

Why max Impetus first?

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

Why max Nature's Attendants so quickly?

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

When should I take Enchant?

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

Si usted está jugando un papel ganking, que es la fuerza principal Enchantress "durante la mitad del juego, teniendo Encantar a niveles de 10-14 es la mejor opción. Dándole un 7 segundos lento para ir con ganking le permite cortar por la mayoría de los héroes en cuestión de segundos, hizo dos veces más fácil con bot.

Si tu equipo te necesita para ser el fallecido jugador y tienes otros héroes orientada ganking de su lado, su objetivo principal comienzos a mediados de juego debe ser la agricultura y mantenerse con vida mientras llama ganks en su propio carril por muertes. En el momento en que llegues al nivel 17 cuando estás cerca de terminar los artículos que usted necesita, Encantar se puede tomar para su uso en ganks y equipo empuja.

¿Por qué no tomar Untouchable a las 6 y 11?

Esta habilidad hace poco para mejorar su capacidad de supervivencia juego temprano contra nukers o habilidades de flecha emitidos manualmente es por eso que no debes tomarlo en el nivel 6. Se toma en niveles 15.09.16 y no 11, como la nivelación de la habilidad entre 1 y 2 no es genial, un extra -20% NIC para un nivel de una final es pobre OMI. Alrededor de nivel 9 en el juego se puede empezar a esperar algo de "fuego ataque normal" a doler cuando se utiliza junto con las armas nucleares y desactiva. También puede utilizarlo para tirar de una ola de fluencia de una torre y tomar un daño mínimo o tanque algunos pelos de punta neutrales. La reducción real la velocidad de ataque es sólo de artículos, agilidad o héroe habilidades, por lo que no puede ralentizar la velocidad de ataque de un héroe más allá de su tiempo de ataque base.

¿Podría tomar algunas estadísticas principios en lugar de los asistentes de la Naturaleza?

Definitivamente. Si está LANING héroes como Viper o Visage, su daño proviene de orbe-pie, que su cura es más beneficioso para curar a su acoso. Sin embargo, si usted está LANING algunas fuertes nukers cadena, como Lina, Tinker o incluso un león, primeras estadísticas demostrarían ser beneficiosa en permanecer vivo que nivelar el curar a él es máximo. Yo lo recomendaría dos niveles de Asistentes de la naturaleza para que pueda sanar, luego de tomar algunas estadísticas al tiempo que el gasto excesivo ímpetu.

4. Construir Artículo (s)
Muñones artículo :
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Artículo de la orden

:
1. Consumibles: Tangos, claridades. Sin embargo, muchos que sienten que necesitará. También unos GGbranches (0-500)
2. Botas de velocidad (500)
3. Tres o cuatro Null Talisman (1455-1940) ****
4. Botas de receta Viajes (2200)
5. Void Stone (900) (Se puede tomar antes si realmente lucha para gestionar tu maná)
6. El personal de Magia (1000)
7. Robe de los Magos (450)
8. Cetro de Eul de la Divinidad Receta de desplazamiento (450)

Coste Total: 7500 de oro

Explicación :

Voy a dejar la década de los consumibles y elementos de supervivencia hasta su propio estilo de juego y opciones. Estos artículos incluyen Ollas, Tangos, RoR, Claridades, Circlets y GGbranches. Cada uno tiene su propio estilo y preferencias acerca de estos artículos. Obtener Botas de velocidad tan pronto como sea posible, ya que son beneficiosos para escapar primeros ganks y acosar con impulso principio del juego.

Tres o cuatro nulos deben tomarse tan pronto como sea posible. En la mayoría de las situaciones, no necesitará el HP extra de brazales, siempre y cuando se puede bajar sanar fuera de tiempo, entonces lo más probable es sobrevivir a través de las armas nucleares en cadena y persecuciones. Daño base de Enchantress es bastante bajo. Ella puede hostigar al enemigo con ímpetu, pero en términos de última bateo, Enchantress palidece en comparación con la mayoría de los otros buenos soloers. Incluso si usted tiene un montón de regeneración de maná, no va a ayudar en la liberación de múltiples impulso en una fila al intentar orbe-pie a alguien. Lo que necesita es un impulso de maná puro. Tres o cuatro nulos da 18-24 daños, alrededor de 300 de mana, así como algunos caballos de fuerza y ​​agilidad, que es fácilmente los artículos más rentables para los beneficios que dan. Y en 6.46b costo receta nulos se redujo lo que los hacía aún mejor relación calidad-precio!

El BoT temprana no es para los telepuertos (aunque eso es un bono), es para la MS. Tener 385 MS a impulso (orbe) -Paseo contra la mayoría de los otros héroes (335-370 con sólo botas) cuando impulso se encuentra en su punto más alto (a partir de nivel 7 hasta mediados de juego) es el elemento de ofensiva más beneficioso que puede obtener.

(Los peldaños son una opción ahora desde Aegis fue retirado, ya no tiene la necesidad de suicidio empuje + telepuerto para empujar de nuevo. La NIC adicional es agradable, son baratos y es una manera fácil de aumentar la NIC Enchantress 'antes de tiempo.)

El tema principal en esta versión del núcleo es Cetro de Eul. Se toma después de BoT ya que no le ayudará kills netas casi tanto como voluntad BoT. Ayuda a cabo más lejos con sus requisitos de regeneración de maná, así como un nuevo impulso daño decente. Los 6 cargos ciclón se pueden utilizar para configurar ganks, escapar ganks o hacer peleas en equipo principios 5V4 para una cantidad de tiempo. Los cargos tienen muchos usos, pero recuerda que sólo tiene seis de ellos, por lo que se utilicen sabiamente.

**** Si te enfrentas a un rival difícil, ya sea significativamente mejor experto jugador o héroes como Viper y Tinker, Brazales se pueden tomar para la supervivencia extra. De lo contrario, valores nulos son la mejor opción.

Caminos artículo recomendados después de los artículos básicos :
La / el camino del corazón Guinsoo
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9. Bastón (1150)
10. Robe de los Magos (450)
Máscara 11. Sobi (325)
Guadaña de 12. Guinsoo de Vyse Receta (450)
13. Vitalidad Booster (1100)
Atracador de 14. Messerschmidt (3200)
15. Corazón de Tarrasque Receta de desplazamiento (1200)

Costo total: 15.375 de oro

Explicación

Esta versión es para un Tanking juego y daños Enchantress tarde. Cubre todo lo necesario para cumplir con esto. Tendrás la Regeneración de maná de su reconstrucción de muñones, podrás tener una gran capacidad de daño y tendrás gran capacidad de supervivencia del Corazón de Tarrasque.

Actualización de Eul a Guadaña de Guinsoo es un paso lógico una vez que usted ha utilizado todos sus ciclones. Guinsoo de da otro impulso daño muy bien y otro 3 segundos desactivar con un tiempo de reutilización de baja, en la parte superior de su lenta. Corazón es un hecho, no importa si usted consigue Resplandor, Guinsoo o Necronomicon. Juego tarde con el corazón / Intocable / NA usted es probablemente uno de los mejores pseudo-tanques en el juego.

El Necronomicon / Guinsoo Camino
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Nota; En esta compilación, haga caso de la reconstrucción de muñones arriba y correr Necronomicon como el siguiente orden sugiere:

1. Consumibles: Tangos, claridades. Sin embargo, muchos que sienten que necesitará. También unos GGbranches (0-500)
2. Botas de velocidad (500)
3. El personal de Magia (1000)
4. Cinturón de Fuerza Gigante (450)
Receta 5. Necronomicon (1300)
6. Necronomicon 2 Receta (1300)
7. Necronomicon 3 Receta (1300)
8. Botas de receta Viajes (2200)
9. Void Stone (900)
10. El personal de Magia (1000)
11. Robe de los Magos (450)
Cetro de 12. Eul de la Divinidad Receta de desplazamiento (450)
13. Bastón (1150)
14. Robe de los Magos (450)
Máscara 15. Sobi (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. Los productos que no se recomienda :

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Ojo de Skadi

Ojo de Skadi será algo controversial como muchas personas como él en Encantar por alguna razón. Yo sólo he sugeriría conseguir que cuando su equipo necesita desesperadamente otro lento. Se anulado por impulso automático a presión, pero echando manualmente impulso en ataques alternos todavía puede hacer el trabajo lento. Añade bonitas estadísticas, pero en realidad, hay mejores artículos de estadísticas para los artículos más baratos y mejores para la Hechicera.

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Maelstrom / Mjollnir

Estos elementos se basan agilidad para que su ganancia de ellos será mínima. El efecto orbe también anula impulso cuando se hace proc. Mejor izquierda para héroes como troll.

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Sange y Yasha

Este artículo es bastante malo para todo el Enchantress. Lo hace dar alguna str decente y agil, pero el precio hace que no vale la pena y que no le da ningún daño que hablar. El efecto orbe es también bastante inútil en el 10% de probabilidad y anula impulso cuando se produzca. El aumento de la EM y la NIC es mínimo.

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Desolador Stygian

Deso es un buen elemento para su oro-per-daño, sin embargo impulso anula el efecto orbe en manual y automático elenco. Esto significa que o bien estar perdiendo el orbe o perdiendo su impulso, que no es lo que quieres hacer!

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Rey Mono Bar

Algunas personas prefieren MKB como un elemento de daño primario. Si bien esto está muy bien y puedo ver sus argumentos de por qué les gusta MKB con la velocidad de ataque y daño etc, yo personalmente nunca recomendaría este hotel como el impulso anulaciones mini-paralizantes cuando entra en procs, lo que significa que pierde de un 30% de su impulso! Definitivamente no es algo que usted quiere.

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Manta Estilo

Manta estilo puede parecer como algo que desea probar en Enchantress pero voy a decir por qué usted no debe. Impulso anula los quemadura de maná efecto por lo que están perdiendo dinero en un orbe tu no usar. Una vez que utilice sus imágenes, si usted tiene impulso en auto fundido sólo el verdadero Enchantress utilizará impulso y los otros dos costumbre, dando así lejos su posición mucho más fácil de lo normal.

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Dagón

Algunas personas van por la mentalidad de que deben comprar dagón en cualquier héroe intel. Desde Enchantress es un héroe INT debo comprar un derecho dagón ?? MAL! Dagón es una pérdida de oro en Enchantress. Usted no es un nuker por lo que no será capaz de cadena con cualquier cosa, usted no tendrá ningún uso para él aparte de usarlo para KS y usted acaba de estar perdiendo el oro 3k.

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Buriza-do Kyanon

Buriza es un tema lo suficientemente decente para daño, pero su velocidad de ataque no es lo suficientemente alto como para utilizar los golpes críticos. No sólo eso, pero si aprendes impulso primero, luego de comprar Buriza, crítico será anular impulso, por lo que pierden Armor Piercing flecha de 1 hit doble de daño (y es probable que el impulso habría hecho todo el mismo daño que el crítico de todos modos).

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Robo de vida

Robo de vida anula impulso en yeso manual, pero anula impulso a la auto-cast. Una vez más usted estará perdiendo dinero en un orbe que usted no usa o pierde fuera en su impulso y daño extra.

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Sanguinaria

Si bien esto puede parecer como un elemento que se quiere conseguir en Encantar, recomiendo evitarlo. Da buena regeneración, hp y mana impulso pero para ser honesto, no adaptarse a su papel como medio ganker juego y un último partido DPS-tanque. Hay mejores elementos para encantar, y éste es mejor dejar para los héroes de apoyo como Venge y Dazzle.

6. Juego General de jugar Tutorial
Juego temprano : (niveles 1-10)

Para empezar, asegúrese de que alguien de su equipo tiene un pollo que pueden compartir con usted. Esto le ahorrará viajes estilográficas y conseguir sus artículos a usted. Enchantress tiene capacidad lanestaying increíble, asegúrese de abusar de ella!

Consiga sus artículos preferidos de regeneración y la cabeza a un carril en solitario. Mediados funciona bien, pero básicamente la cabeza al carril donde del otro equipo en solitario, es decir, (por ejemplo, la mayoría de los niveles más altos mediados solitario - La mayoría de los niveles más bajos en solitario Top flagelo y centinela inferior) y si llegas a tener un carril 2, sólo tiene que cambiar lo antes posible. Capacidad de control de carril Enchantress "contra otro solo está prácticamente sólo igualada por Viper y Warlock y si es -ap, Tinker y Syllabear. Héroes como loa, Leshrac y NA le dan un tiempo duro con sus respectivas habilidades, pero aún debe ser capaz de ellos carril con juego inteligente.

Si mediados es su carril, pídale a un compañero de equipo que consigan unas salas de observación para que en el pollo para que pueda colocar uno en la parte superior de la colina flagelo. Tener la vista de la colina le permite Granja mejor, orbwalk tu oponente mejor y verlas venir si tratan de atacarte. También la colocación de un pabellón en cada runa le permite evitar ganks fluviales, así como ver las runas útiles que puede que quiera usar.

Carril Controlling (Solo)

Su capacidad de controlar un carril es la razón principal por la que se le SOLOING. Por lo que es imposible que tu oponente carril a la granja debe ser su principal objetivo, el envío y mantenerlos fuera del alcance agricultura si se puede. La experiencia adicional también permite que usted prisa nivel 7, que le da 0 tiempo de reutilización de impulso. El impulso es su herramienta de acoso y control de carril. Cuesta 40/45/50/55 maná en él es respectivos niveles, por lo que es un poco costoso en el departamento de maná para una capacidad de flecha. Aquí es donde sus claridades y Nulos le ayudará. Usted siempre debe asegurarse de que mantener suficiente maná para los asistentes de la Naturaleza. Acosar con su ataque normal tanto como puedas mientras Regen algunos maná y mantenerlos en estado de alerta con el impulso ocasional.

(Si necesita más información sobre cómo utilizar impulso, cómo acosar con él, lo que "orbe-pie" es y cómo Animación Cancelar usted debe leer la sección más adelante en la guía llamada "Mini-Guía para Impulso")

Agricultura

Su clave para obtener la ventaja la agricultura se encuentra en su última bateo. Enchantress tiene un tiempo bastante largo backswing y daño base lowish así como una velocidad de proyectil lento. Practica en el modo de un solo jugador hasta que se acostumbre a su animación. Si controla su carril y usted será capaz de moverse más cerca de los pelos de punta, lo que significa que el proyectil tiene menos distancia para viajar cuando atacas haciendo última golpear mucho más fácil. Usted no debe salir de su carril para gank otros carriles por el momento, sin embargo, puede llamar a un aturdidor o un nuker a su carril para matar o enviar su oponente carril de vuelta a la fuente para que pueda obtener ese nivel y ventaja agricultura muy necesario.

Matar

Mientras Enchantress tiene la capacidad de producir neto juego temprano mata, perdiendo su vida sólo para tratar de conseguir uno no es beneficioso. Usted debe estar buscando para controlar agresivamente su carril y de la granja, como ir por las muertes suicidas negará completamente una de sus principales ventajas; ser capaz de permanecer en su carril durante largos períodos de tiempo. Una vez que el nivel 7 viene usted debería ser capaz de ob-ras de matar a su oponente carril en 4 o 5 tiros, pero una vez más no un suicidio, a veces hay que conformarse con enviarlos de vuelta a la fuente con la sensación de "Sólo una más éxito .... "Mediados de juego es donde te héroe potencial matanza se dio cuenta.

Dual Carril

Usted no siempre consigue el solo con Enchantress si estás jugando juegos públicos o juegos menos competitivos. En ese caso tendrás que sacar el máximo provecho de ella. Todavía se puede hacer muy bien si jugar de manera inteligente y tener un buen socio carril.

Para empezar, asegúrese de carril con otro héroe que tiene un bloqueo de algún tipo. Junto con impulso que hará que mata temprano posible. Asegúrese de recoger algunos artículos de regeneración de maná como claridades, dice a su pareja para recoger un anillo de Basilio. Usted debe recoger un tocado muy rápidamente si su equipo tiene un pollo compartida para la regeneración y para ayudar a su pareja también.

Enchantress todavía tiene un gran acoso y la capacidad lanestaying en un doble carril. Asegúrese de utilizar esto a su ventaja por lo que subas de nivel constante y granja decentemente. Combo tu oponente carriles con desactivación de su pareja carril y lanzar su impulso 'cuando se sabe que va a ser bueno. Si necesita perseguir pasado un giro torre en asistentes de su Naturaleza y no tenga miedo de en este caso.

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6. cont general Gameplay Tutorial.

Mediados de juego : (niveles 10-16)

Usted debe haber cultivado su camino a través de las botas de viajes en torno a este escenario. También podría ser la nivelación Encantar ahora, por lo que se hace posible dejar su carril y ayudar con ganks, empuja o cualquier otra cosa que su equipo está decidiendo que hacer.

Cuando termine su Eul de, utilizar sus ciclones con moderación, ya que sólo tiene 6. Sólo recomendaría usarlo para escapar ganks, hacer un equipo de batalla temprano en 5V4, o la creación de un ataque en masa para que su equipo tiene suficiente tiempo para llegar a la posición .

Ganking

Con botas de Viajes, algunos regeneración de maná y el ímpetu toda su fuerza, matar a los enemigos deben ahora ser su prioridad. Si ningún equipo está empujando, empieza a buscar a los héroes de atacantes con un compañero de equipo o si está seguro, por su cuenta. El impulso es muy poderosa 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.

When ganking, it's always best to come from behind cutting off their escape. If they still try to run that way they will have to run past you, which is exactly what you want. Hit them with a few Impetus' then Enchant them and keep hitting away. Don't forget to animation cancel when chasing, this will ensure u stay close enough to keep attacking. If they happen to run the other way then you will have options. Either a nearby teammate should be coming from that direction, chase them so you can use Enchant or run back around the other way to cut them off again.

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

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

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These are some general gank spots you will want to use from the sentinels point of view. If you see a hero or two farming alone in any of these spots call a team mate or two to come with you and head the direction that the arrows show. Be careful though as if you're playing against decent opposition they will have most of these spots warded. They will be aware that you're coming and either call in help or teleport out. You can counter this by getting wards of your own and killing theirs or a gem. Alternatively you could just pray they didn't buy any wards.

Pushing

If your team is pushing, then chances are you will encounter a big team battle. You should never initiate the combat, staying behind your allies until the commencement of the fight. Your team's role will be to use all their disables and AoE spells to cause as much damage to your opponents as possible, then try to protect you so you can deal out as much damage as possible. If you find yourself being targeting, turn on your heal as quick as possible and hang around any of your team with a mekansm or heal skill. Once the main battle has taken place it is then your job to get into the front lines and chase down any escaping heroes. With BoT, Enchant and Impetus, chasing down and killing weakened heroes should be no problem.

Farming

Once you get your Boots of Travel start teleporting around to where you can farm. If you see a massive creep waving pushing a lane close to your tower or base then teleport there and take priority farming over your teammates. Enchant a kobold for the MS aura if you come across one while neutraling. It only lasts two minutes but can help you if you're chasing down a hero or escaping a gank.

You should never stop farming. If you're going to help for a push or a gank, quickly farm some neutrals if your waiting for your team to get into position. Your ulti makes tanking neutrals a breeze. Once you've pushed that tower or ganked that hero, immediately head back to your lane, farming any neutrals you wish on the way and continue farming. You should RARELY have to return to the fountain to heal as your wisps will heal you and with either a Eul's or a void stone you should have the mana to cast it when needed.

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Using Necronomicon

If you went for Necronomicon, you can use the summons to gank effectively in conjunction with your slow and another disabler. Use your Necros liberally, not only can they be used in team fights to burn mana and nuke but they can also help you farm as well as scout around trees and even harass your enemies if you're still laning. You can use your Necrowarriors to tank the neutrals so you don't take damage. You can also Enchant some neutrals to tank the damage for you while using your Necros to scout around for nearby enemies as mobile observers.

In team battles, spawn your Necros just before the engagement of the battle and turn Impetus on auto-cast so you wont have to worry about manual casting and animation canceling while using your Necros. Aim your Necros at their most mana dependant hero, such as a Necrolyte or Bane. Mana burn them ASAP then continue attacking so the melee Necrowarrior can burn even more mana with mana break. If any of them kill your Necrowarrior with Last Will they will receive 200/400/600 damage depending on what level Necrobook you have, but they give 100 gold so don't feed them to your opponents if you can help it.

Late game : (Levels 17-25)

If the game lasts this long you should have completed your item paths. In this part of the game it is the time for your late game carry/DPS hero to shine. Enchantress does have the ability to carry her team to victory, probably less effectively than a true carry hero, but her potential is there. Often referred to as a “Half-carry”.

If you are the lategamer in your team, then your team should be protecting you at all costs while you deal out your damage. Impetus is still extremely strong in this part of the game due to it's Divine damage type.

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

Tanking

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

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

Ganking

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

Empujar

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. Apreciada.
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!

Historial de cambios

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

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

Q1.

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

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


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

Q2.

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

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

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

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

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

Q3.

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

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

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, La Guía Invocador Por HybridCore

Viernes, 30 de mayo 2008

Autor de esta guía es HybridCore

Dota Allstars Invoker Kael Art Image

Introducción



The Invoker is an advanced skilled hero.
Tener tres reactivos con él, Quas, Wex y Exort y combinándolos que formar un nuevo hechizo. He has disappeared from the DotA Allstars scene for almost 40 versions. Fue la epifanía de IMBA y todavía es! Él es una combinación de muchos héroes, pero siendo gama, él shouldnâ € ™ t realmente ser tanquear.

El invocador es un lanzador con un poco de DPS en sus manos. 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. El invocador no así en empujar alineaciones, puede hacer muy bien en alineaciones de área de efecto y puede involucrar a los enemigos con facilidad. Sean cuales sean sus necesidades de equipo, se puede ajustar.

You are a pseudo-carry hero as your main focus is to level up constantly by creeping and participating in ganks whenever possible. Voy a detalle cada uno de deletrear y las combinaciones implicar. Pero él sigue siendo, en cierto modo, desequilibrado en términos de su estilo de juego. Este héroe nunca fue pensado para ser jugado con sus compañeros inexperiencia lo que si su equipo canâ € ™ t aferrarse hasta llegar a nivel 20, entonces la elección de este héroe Isna € ™ t aconsejable.

La historia de héroe

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N / A

Habilidades Descripción


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

Nivel 1 â € "0.75 HP (02,25 CV)
Nivel 2 â € "1.50 HP (04,50 CV)
Nivel 3 â € "2.25 HP (06,75 CV)
Nivel 4 â € "3.00 HP (09,00 CV)
Nivel 5 â € "3.75 HP (11,25 CV)
Level 6 – 4.50 HP (13.50 HP)
Nivel 7 â € "5.25 HP (15,75 CV)


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Wex (W)
Da 2% AS y 1% por nivel de MS por instancia.

Level 1 – 02% AS and 1% MS (06% AS and 03% MS)
Nivel 2 â € "04% AS y 2% MS (12% AS y 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.

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


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Aprenda Invoke®
Combina las propiedades de los elementos que se están manipulados actualmente creando un nuevo hechizo a disposición € ™ s Invokerâ. The invoked spell is determined by the combinations of Quas, Wex, and Exort.

Nivel 1 â € "1 de invocación, 30 CD
Level 2 – 2 Invoke, 30 CD
Level 3 – 2 Invoke, 15 CD
Nivel 4 â € "2 de invocación, 05 CD

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


Hechizos invocado


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Ensordecedora QWE B
Invocador desata una onda sónica poderoso frente a él, tratar hasta 280 daño a cualquier unidad enemiga choca con base en Exort. El gran impacto de la explosión es suficiente para derribar esas unidades enemigas de nuevo por un máximo de 1,75 segundos basado en Quas, además de prevenir sus ataques durante otros 1-4 segundos basado en Wex.

Quas â € "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 â € "40/80/120/160/200/240/280

Tiempo de reutilización: 25
Manacost: 200


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Ola de frío QQQ Y
Invoker draws the heat from an enemy, chilling them to their very core for up to 6 seconds based on Quas.
Cualquier daño recibido en este estado será aturdir brevemente durante 0,4 segundos y tratar 30 de daño. Dispara tiempo de reutilización va desde 0,8 hasta 0,6 segundos, en dependencia 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)

Tiempo de reutilización: 20
Manacost: 100


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Ghost Walk Qqw V
Invocador manipula las energías de hielo y eléctricas a su alrededor, haciendo que su cuerpo invisible. El desequilibrio elemental creado como consecuencia ralentiza a los enemigos cercanos en hasta un 40% sobre la base de Quas y invocador de 30% a 0% basado en Wex.

Quas â € "10/15/20/25/30/35/40%
Wex â € "30/25 / 20/15/10/5/0%

Tiempo de reutilización: 60
Manacost: 300


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

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

Tiempo de reutilización: 20
Manacost: 125

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Prontitud WWW Z
Invocador infunde un aliado con una inmensa oleada de energía, aumentando su velocidad de ataque hasta un máximo de 160% basado en Wex durante 5 segundos.

Wex â € "40/60/80/100/120/140/160%

Tiempo de reutilización: 20
Manacost: 125


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Tornado WWQ X
Desata un tornado en movimiento rápido que recoge las unidades enemigas en su camino, suspenderlas sin poder hacer nada en el aire poco antes de lo que les permite caer en picado a su perdición. Ofertas 375 daño basado en Wex y Quas, con distancia de hasta 3100 basado en 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)

Tiempo de reutilización: 25
Manacost: 150


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

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

Tiempo de reutilización: 40
Manacost: 250


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Sun huelga EEE T
Envía un rayo catastrófica de energía ardiente del sol en cualquier ubicación de orientación después de 1,7 segundos de retardo, la incineración de todos los enemigos de pie debajo de ella. Ofertas 75-450 daño basado en Exort que se extiende sobre todas las unidades enemigas en su 200 AoE.

Wex â € "75/160/200/250/320/400/450

Tiempo de reutilización: 60
Manacost: 250


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Chaos Meteor EEW D
Invoker pulls a flaming meteor from space onto the targeted location.
Al aterrizar, los rollos de meteoros adelante tratar hasta 260 daño por segundo basado en Exort para un máximo de 1.550 intervalo basado en Wex. Deals minor residual damage to units that get it.

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

Tiempo de reutilización: 30
Manacost: 200

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Forge Spirit EEQ F
Invocador forja un espíritu que incorpora la fuerza del fuego y la fortaleza de hielo. Rango de ataque, daño, y la vida se basa en Exort mientras maná, la duración y la armadura se basa en Quas. El elementales abrasador ataque es capaz de fundir la armadura en los héroes enemigos en 1 cada golpe hasta un máximo de 10 por 5 segundos. Por el gasto excesivo Quas y Exort. Invocador es capaz de crear 2 espíritus en vez de uno.

Engendro Lava
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)
Armadura: 1/2/3/4/5/6/7 (Quas)
Mana Base: 100/150/200/250/300/350/400 (Quas)
Duración: 20/30/40/50/60/70/80 (Quas)

Regeneración de maná: 4
Movement Speed: 320

Cooldown: 70
Manacost: 200

Hechizos invocado y Uso

Dota Allstar Kael del Invocador
MAJOR CON
If the skill is in cooldown, it will remain in cooldown. The skill will not refresh if it is invoked again.
También fallan cada vez que lanzas una de sus reactivos, pero esto no fue un problema con el viejo invocador.

Ensordecedora
Combinación: QWE
Mecánica: La habilidad de daño mágico y derriba a los enemigos de nuevo a alrededor de 100 rango para un máximo de 1,75 segundos. Enemy heroes may still cast spells though after the knock back stun.
Strategics: Esto es a la vez una ofensiva y la capacidad defensiva. Esta habilidad posee una antigua habilidad llamada â € œpacifistâ € (Necronomicon Classic tenía esto). Evita que los enemigos de atacar a lo que ayuda en gran manera contra los héroes que confían más en sus ataques normales (Phantom Assassin, Faceless Void, etc.). Usted debe usar este hechizo para iniciar o interrumpir el flujo de la batalla.

Cold Snap
Combinación: QQQ
Mecánica: Un buff negativo en las unidades enemigas y tiene una duración máxima de 6 segundos. Cualquier daño recibido en este estado será aturdir brevemente durante 0,4 segundos y tratar 30 de daño. Dispara tiempo de reutilización va desde 0,8 hasta 0,6 segundos, en dependencia Quas.
Strategics: héroes enemigos pueden quedar permastunned con este junto con usted y un Allya ataque ™ € s pero dona € ™ t ataque si se puede invocar otra habilidad. Usted puede hacer uso de esto cuando sus aliados tienen sus propios medios de generar attackspeed. Con 6 segundos, puede potencialmente causar 200 de daño a un solo objetivo.

Ghost Walk
Combinación: 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.
El efecto de Ghost Walk se reconoce fácilmente por los efectos heladas sobre los opositores al igual Resplandor.
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.

Muro de Hielo
Combination: QQE
Mecánica: Crea un muro de hielo delante de invocador, no se puede apuntar a su posición. Unidades Ally pueden pasar esto sin un problema, pero las unidades enemigas se desaceleró por una gran cantidad y recibir muy poco daño de esto.
Strategics: Grande para escapar y grandes para detener enemigos en sus pistas. Esta habilidad es más de un bloqueo, ya que casi no escapan haciendo un gran uso de AoE hechizos. Si usted tiene daga, puede parpadear delante de los héroes y lo utilizan para bloquear las rutas de escape enemigo durante unos segundos. No encuentro este hechizo útil.

Prontitud
Combinación: WWW
Mechanics: Affects ally units only and increases their attackspeed for 5 seconds.
Strategics: Puedes usar esto en sí mismo si usted es más adecuado que el aliado más cercano. 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
Combinación: WWQ
Mecánica: El arma nuclear gama más larga de juegos con 3100. Esta habilidad necesita dos reactivos y obtención de su daño total y levanta a los enemigos en el aire (2,2 segundos como máximo basado en Quas).
Strategics: Esto es simple de usar, utilizarlo con cualquier combinación de hechizos. También puede usar esto para la agachadiza común o explorar gran parte del mapa. 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. Yo no priorizar el uso de esta habilidad, se acabó el juego tarde útiles porque ambos Quas y Wex serán maximizados para entonces.

EMP
Combinación: WWE
Mecánica: Ofertas de daño mágico. It gives 300 damage and burns up to 400 mana and affects units within 700 range. Tiene una segunda detonación 2 ~ 4, donde las unidades dentro de su gama son empujados hacia atrás hasta un cierto grado.
Strategics: Esto no es para la agricultura, sino más bien el punto principal de este hechizo es quemar suficiente maná durante las batallas de equipo. The skill is more effective against heroes with low base mana such as Strength heroes. El hechizo es eficaz juego mediados donde Wex estará en un nivel decente en la quema de maná. Use it in the middle of team battles to scatter opponents.

Sun huelga
Combination: EEE
Mecánica: Daño máximo es 450 y hace daño mágico; el daño 450 se divide si hay más de 2 objetivos en un área de 200. La habilidad es global y se puede orientar en áreas inexploradas o empañadas.
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
Combinación: PEE
Mecánica: Hace daño mágico. 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.
Esta habilidad mata pelos de punta al instante casi todo el juego por lo que en realidad nunca se queda sin energía. Debido a su tiempo extra daño y la forma en que los meteoros se mueve, que obliga a los héroes enemigos a dispersarse durante las batallas de equipo.

Forge Espíritu
Combinación: EEQ
Mecánica: Busque en Habilidades descripciones. Esta habilidad gira alrededor de citación que se pueden limpiar o disipadas. Disminuyen la armadura de HEROES SOLAMENTE.
Strategics: IA € ™ d recomiendan la estrategia de empujar para esto. Ellos en realidad contribuyen más que los Eidolons tontos porque tienen que ver el daño completo en casi cualquier cosa. Pueden ayudar último golpe temprano aunque no es importante debido a su tiempo de duración. Use these guys together with Necronomicon to achieve their full potential.

Skill Build with Justifications

Dota Allstars Invocador

Estos habilidad construye estaban destinadas a adaptarse a ciertos tipos de equipos, pero debido a su versatilty, las últimas etapas del juego son siempre los mismos. Both Skill Builds concentrate on Exort!

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

Queremos que al menos un nivel de Quas, Wex y Exort allí para seguir siendo versátil todo el juego. Exort y Wex Para optimizar primero y luego Quas. Aprenda Invoke siempre que estén disponibles y finalmente maximizar Quas. One level of Quas is needed solely because of its combination involved to use certain spells. Bonificaciones Quasa € ™ no son tan útiles como Exort y Wex. Exort ofrece daño que es bueno para el último golpe rastrero mientras utilidad WEXA € ™ entra en los hechizos y la bonificación de velocidad de movimiento es siempre útil. 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.

El invocador Empujar
Quas â € " 2,7,8,11,13,17,18
Wex â € " 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. Nivelación Quas juego temprano es mejor que la nivelación en la mitad del juego, porque los bonos no tienen sentido si se deja en el nivel 1. La acumulación se centra en Forge Espíritu que significa que vamos a concentrar en algunos empujando fuerte. This strategy would include heroes like: Syllabear, Pugna, Rhasta, and Enigma although the list is not exclusive. La construcción sigue Necronomicon como el elemento de extensión. Not forgetting that maximizing both Exort and Quas gives you two lava spawns.

Artículo Construir con Justificaciones

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Fuerza – 19 + 1.4 | Agilidad ⠀ "20 + 1.9 | Inteligencia ⠀ "22 + 2.5
Rango de Ataque: 600 | Velocidad de movimiento: 280

Crecimiento stat más bajo € ™ s Invokerâ es su fuerza con 1.4 por nivel. He doesn’t gain any attribute bonuses to help him out so we can only fix this through items. Su supervivencia es una cuestión porque das enemigos un montón de razones para que apuntar primero. Usted necesita seriamente artículos de salud y maná por lo que si giran en torno de Ultimate Orb después trabajará en invokerâ favor ™ € s.

Wards son esenciales para el equipo y que son esenciales para su supervivencia; comprar cuando sea necesario. Carry TP Scrolls if necessary and eventually acquire Botas de Viajes . Cuando termine de Viajes, el oro se convierte en abundantes salas así que comprar para que el equipo se convierte en su trabajo.

Brazales – 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 . Usted debe tener al menos 2 brazales para beneficiarse de las estadísticas (para ayudar a mantener su salud por encima de 1000) y 3 brazaletes de las medidas de seguridad.

Guinsoo’s Scythe of Vyse â € "el nuevo y mejorado pero caro sheepstick realmente ayuda a cabo debido a que la última Orb añade a la receta. Las estadísticas proporcionan y el Hex muy necesaria añade a su versatilidad para el equipo. La regeneración de maná del doesnâ € ™ t hacer mucho impacto ya que la mayoría de los hechizos cuestan más de 200 de mana.

Linken Sphere – this is your first major stat item if you face a lot of single targeting stunner. La capacidad de supervivencia muy necesario y la regeneración de maná le ayuda a permanecer con sus compañeros de equipo durante las batallas de equipo.

Algunos Además Tema-Discusión

Dota All Star Invocador

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

Eul’s Scepter of Divinity â € "un gran artículo, pero Guinsooâ € ™ s Guadaña de Vyse late esto debido a la ganancia de estadísticas. En comparación, que dona € ™ t necesita los ciclones ya que doesnâ € ™ t complementar sus habilidades. Usted dona € ™ t necesita la velocidad de movimiento desde Wex ya puede proporcionarla, junto con Viajes y desde Linken Esfera tiene una mejor regeneración, sólo tiene que dona € ™ t lo necesitan. This is more of a utility item if your team needs the extra disable.

Ojo de Skadi * Lujo * â € "si sus compañeros no están en necesidad de € ™ s Guinsooâ Guadaña de Vyse o Linkin Esfera, entonces puede ser más aconsejable ir por esto. Los componentes de los ojos de Skadi son muy útiles para el invocador. A diferencia de la mayoría de los héroes que tratan de conseguir esto para su ataque heladas, invocador hace uso de la salud, maná, armadura, la fuerza, la agilidad y la inteligencia. 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 â € "Recomiendo este artículo si usted se está moviendo hacia ser un empujador. 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. La quemadura de maná es por supuesto sólo un arma nuclear añadido a su arsenal y como un plus, Necronomicon 3 ganancias TrueSight añadido.

Orquídea Malevolence â € "Este es otro elemento de utilidad para el invocador y al igual que € ™ s Cetro EULA, usted lo consigue cuando su equipo lo necesita. La amplificación daño potencialmente puede matar a un solo objetivo, una vez enfocada despedido y es realmente útil contra héroes como Void sin rostro. Este artículo se ha convertido en la alternativa a la AC en términos de la NIC para héroes INT desde el cambio en la receta.



Invoker Spell Synergy & Techniques

Dota Allstars Guía Invocador

Esta lista no es excluyente y puede expandirse.

Mago de batalla:
Aunque el término puede ser engañoso, usted es la mitad de un mago de batalla y la mitad de un lanzador. You are also half a carry hero because of the constant leveling. En el nivel 20 se convierte en un enemigo formidable.

Su estilo de juego es para ser jugado como Earthshaker (Dejas empujones y renderizar enemigos indefensos) y Zeus (Aléjate del fuego enemigo mientras lanzas hechizos); both of these guys have one thing in common and that is to join a gank when you can and supporting your teammates. Pero nunca tanque para el equipo, es su trabajo teamss tener a sobrevivir a menos que usted no es el primer acarreo del equipo

Animación-Cancelación:
Invocador no tiene animación de lanzamiento al lanzar un hechizo pero no reírse después de que él logra hacerlo. 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. Tome ventaja de esto.

Canal Disrupt: [
Puede interrumpir la canalización de hechizos con Deafening explosiva y EMP debido a su efecto de llamar de nuevo aunque Deafening está muy favorecida. Tornado también trabaja por el ciclón por lo que el mismo ocurre con Scepter € ™ s EULA. También puede utilizar Cold Snap por su efecto mini-aturdimiento y, por supuesto, si usted tiene sheepstick, úselo.

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 Invocador


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.

Agricultura – 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; aclarar y repetir. 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 Invocador


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 Invocador


“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.

Espero que hayan disfrutado la lectura de la guía aunque más información se podría haber añadido, pero sería totalmente innecesario ya que usted no tiene que usar todas sus hechizos en un solo juego. Cada partido es diferente por lo que aprendo, adaptar, usar y abusar de él y me aseguro de que su equipo no se debe perder.

Kel'Thuzad, The Lich Guide by Suizida

Wednesday, May 21st, 2008

This guide provided by Suizida .

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

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
    Muñones artículo
    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
    |—————————————————–|

  • Aliados y Enemigos

  • Good Supporting Heroes
    Tough Enemy Heroes

  • Repeticiones

  • Preguntas más frecuentes

  • 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 y Contras

Pros

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

    Cons

  • Below average starting stats
  • Below average movement speed
  • No mecanismo de escape
  • 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

    Estadística

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

    All about Kel'Thuzad

    Skills Info

    Frost Nova
    IPB Image

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

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

    Frost Armour
    IPB Image

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

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

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

    Dark Ritual
    IPB Image

    Sacrifices a target friendly unit to convert its hit points into mana.
    Cost: 25 mana.
    Level 1 – 15% of hit points to mana. Cooldown: 60 segundos
    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

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

    Note: Dark Ritual does not dispel Battle Hunger

    Chain Frost
    IPB Image

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

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

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

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

    Core item build
    IPB Image – Mekansm = Optional

    Oregón

    IPB Image

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

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

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

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

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

    Otros Artículos

    The Other Item build:

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

    In Build Items

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

    Items to Avoid

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

    Skill Build

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

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

    Habilidad Build Justificación
    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 Image <– Click me

    Levels 8-12

    Dota Allstrs Kel'Thuzad The Lich Hero Screenshot

      Skill order

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

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

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

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

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

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

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

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

    Levels 13-16

    Dota Allstars Lich Screenshot

      Skill order

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

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

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

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

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

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

    Levels 17-25

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

      Skill order

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

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

    Gameplay

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

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

    Important Strategies

    Mini-guide to Chain Frost

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

    2 Running heroes

    IPB Image

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

    Using Creeps

    IPB Image

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

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

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

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

    Ganking with allies

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

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

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

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

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

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

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

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

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

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

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

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

    Allies and Enemies

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

    Chain Frost works normally in the Chronosphere.

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    Late game DPS'ers
    These are 2 main candidates who work well with Kel'Thuzad late game. ¿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.

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

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

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

    Tough Enemy Heroes

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

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

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

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    Gitano
    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.

    Preguntas más frecuentes

    Latest Updates

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

    Final Words

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

      Credit goes to:

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