Melhores Guias Dota

Herói inteligente

... agora navegando por tag

Dota Allstars 6.55 (Beta): Alleria, the Windrunner Guide

Tuesday, September 23rd, 2008

Alleria the Windrunner Guide, Dota 6.55 New Hero (Beta). I think this hero will be controversial one. Alleria ’s ultimate turn her into a tornado, which is a completely flying unit, for several seconds. Flying unit means you can move over trees, hills and has complete sight over it. It means you cannot juke from her while she is using Windrunner . Both with Kunkka the Admiral Proudmoore , they are great additional heroes. And yeah, she is an Intelligence hero, lot of people mistake and assume her as Agility type. I think that's because we're seen her as Traxec ^-^

Alleria The Windrunner Alleria The Windrunner

These are her skills.
1: Shackleshot – Always knocks back the target. If the target hits a group of units or a tree, the struck units (including the target) are stunned for 0/1/2/3 seconds. (700 unit cast distance)

2: Power Shot – Deals 100/200/280/360 damage to all enemies in straight line. The arrow has vision and knocks down trees in the process. (1200 unit cast distance)

3: Fight in the Shade – Each unit in the target AoE loses 15/20/25/30% of its maximum health after 1 second. (600 unit cast distance)

4: Windrunner (ultimate) – Hero morphs into a cyclone and gains 100% evasion and 55/80/105 increased ms for 10 seconds. The hero is effectively a flying unit, can see over trees, fly over them, etc. She can use all her skills while in this form.

She is very good at chasing and ganking. Her ultimate, Windrunner , is incredible for chasing and escaping from ganks. Being able to see and fly over trees means that it is impossible to juke her. Even without her ultimate, Shackle Shot and Power Shot make for great chasing abilities. Power Shot can be used to create shortcuts through trees to catch up with your target.'Fight in the shade' is arguably her worst skill. The AoE is pathetic, and 25% max HP damage isn't much considering the long cast time. A properly aimed Shackle Shot (to ensure the enemy hits other units or trees and gets stunned) is necessary to make full use of this skill. All in all, a fun hero. A bit lacking in damage, but makes up for it with interesting abilities. Thanks to redrach and Mr.Jag for this complete analysis of Alleria.

Alleria skills, Fight in the Shade Alleria skills, Fight in the Shade.

Windrunner Alleria skills, Windrunner. Before using it.

Alleria skills, Windrunner Alleria skills, Windrunner . After using it. Watch the sudden increase of your sight.

Credits: MrJag, redrach, pluginbaby and all the contributor

[written by ]

Zeus, Lord of Olympia Guide by MYM|Merlini

Monday, August 11th, 2008

This guides was written by MYM|Merlini. Obrigado.

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

Hero Abilities

IPB Image

Arc Lightning

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

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

Cooldown: 2 seconds.

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

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

IPB Image

Lightning Bolt

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

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

Cooldown: 7 seconds.

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

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

IPB Image

Static Field

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

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


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

Thundergod's Wrath

Strikes down all enemy heroes with a bolt of lightning.

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

Cooldown: 120 seconds.

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

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

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

Skill Build

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

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

Core Items

IPB ImageIPB ImageIPB ImageIPB ImageIPB ImageIPB Image

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

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

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

Luxury Items

IPB ImageIPB Image

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

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

Other Items

IPB ImageIPB ImageIPB Image

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

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

Playing Zeus

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

Animação de Ataque: Seu "wind-up '(frontswing) é muito longa, mas você pode usar isso a seu favor para' s- cancelar seu ataque e out-lasthit seu oponente. Muitos jogadores confiam em Arc relâmpago demais.

Pista de controle: Arc empurra a pista e também é dependente de poções de clareza, mas empurrando a pista também lhe dá tempo livre para verificar as runas, então você tem que pesar ambas as escolhas. Ambos Arc e parafuso têm um alcance de 700, permitindo-lhe para ficar fora de perigo quando casting

Inimigos fortes: Contra um bom laner, Parafuso / Stats compilação é necessária às vezes contra Shadow Fiend ou Silencer. É importante começar cedo últimos sucessos contra SF, e as estatísticas ajuda com ambas aliadas / unidades negados (obviamente, Arc só funciona para fins ofensivos). Quando se tratar de um herói realmente problemático como Broodmother, certifique-se de manter um rolo tp em você no nível 6 e definitivamente ir Arc. Tente runa prostituir-lo com uma garrafa, mantendo-se sentinelas (de companheiros) e você deve fazer ok. Ir gank as pistas laterais smile.gif ">

Oh, talvez experimentar as estatísticas / parafuso construir algumas vezes para que você possa trabalhar em última bater com zeus wink.gif

IPB Imagem

Os 5 MYM | Merlini Regras de Ouro

1. Sempre Lightning Bolt antes Arc
Pode parecer melhor ao arco antes relâmpago para obter o máximo efeito de campo estático, mas se você primeiro arco você pode perder o seu adversário na névoa

2. Sempre SEMPRE ver o seu posicionamento
Relâmpago tem um inferno de um longo intervalo, a ira de Thundergod tem alcance infinito, e Arc tem belos extremamente longo alcance também, então não há quase nenhuma razão de ser "de perto e pessoal" no campo de batalha, a menos que você está perseguindo heróis

3. Wrath de Visão
Ao tentar matar heróis cv baixas (low, mas não suficientemente baixas por apenas ira) em difícil de navegar áreas (por exemplo, abaixo sentinela torre canto inferior direito), o uso ira para ganhar visão do seu inimigo para que você pode trancar-los à morte.

4. Controle Compartilhe com seus aliados
Comunicando-se a um companheiro de equipe para fazer alguma coisa é sempre muito mais lento do que fazê-lo sozinho
5. Abuso de Bolt Gama
Tente ninja que parafuso extra antes das lutas da equipe realmente começar - ele tem uma gama ridículo e ajuda de batalhas de maneira mais do que você pensa.


Repetição download

Sentinela: lool.gif luna.gifdkni.gifthdr.giflich.gif
Scourge: broo.gifqopa.gifpotm.gifchen.gifskin.gif
Descrição: Este é um jogo amigável, disputado recentemente onde eu sozinho meados contra QoP.

O Zeus Clipe


Tudo bem, alguém me apontou para algumas das críticas mais construtivas no segmento e eu "vou tentar expor sobre alguns dos pontos mais delicados de Zeus. Algumas pessoas podem dizer que eu sou "escondendo alguma coisa" na minha descrição de como jogar o Senhor da Olympia; No entanto, sinto que esta é mais uma referência ao meu estilo de jogo pessoal. Há muitas maneiras diferentes de jogar Zeus e eu não quero dizer que um estilo particular é melhor que outro. Alguns jogos você gank muito, porque o outro time tem um monte de jogo atrasado, você tem bons heróis ganking, e seu leitor de apoio é fodão em tirar enfermarias inimigas. Alguns jogos que você tem que se contentar com a agricultura para os primeiros 15-20 minutos porque seus adversários têm uma visão de todo o mapa inteiro ou você tem jogo melhor tarde e são 'turtling' até o último jogo. Porque um monte de o estilo de jogo depende da situação exata do jogo, eu optar por não explicar os meandros do jogo que podem mudar de jogo para jogo.

Zeus tem apenas 3 armas nucleares. Ele não é um herói muito difícil jogar por si mesmo. Quão difícil pode ser um herói se eles não têm qualquer tipo de "difícil de usar feitiços ('Fissura do Earthshaker, de Meepo cadeia de compensação / poofing)? Algumas pessoas usam esse mesmo argumento para relegar Skeleton King a um "herói do noob '. Afinal, ele só tem uma habilidade ativada (3 passivos!?!?). Mas, claro, é fácil dizer a diferença entre um experiente Skeleton King de um marinheiro de primeira viagem. Coisas a nota incluem o quão agressivo o jogador é, o momento do atordoamento real (são seus companheiros de equipe perto?), Alvo do stun, alvo de ataque, a consciência mapa, etc. Mas estes são coisas que vêm com muitos jogos, não algo que pode ser facilmente ensinado em um guia. No entanto, talvez existam algumas 'manobras' especializados que podem ser ensinadas em um guia, e eu vou tentar o melhor de minha capacidade

1. Parafuso de relâmpago tem um muito curto mini-choque. Alguns usos são óbvios - tp cancelamento de feitiços, cancelando longo canalizados (buraco negro, Manilha ...). Outros são menos óbvios. Cancelamento de animação piscar de QoP. Interrompendo o momento delicado do Earthshaker Blink Echo, Fissura, Enchant Totem combinação. Cancelamento de um dos ataques do seu oponente. O último pode parecer ridículo, que se preocupa com apenas um ataque? Meu argumento é que, na faixa solo, tudo importa. Uma gank, um ataque extra jogado dentro, podem perturbar o equilíbrio em favor de uma pessoa. Use a mini-choque para a eficácia máxima!

2. Zeus é um dos heróis raras que podem 'ver' um oponente em uma luta sem o adversário vendo Zeus. Outros heróis que podem fazer isso são Bloodseeker, Alquimista, etc. Quando você traz uma luta para um lugar muito invisível devido ao nevoeiro, Zeus tem uma enorme vantagem se você pode obter um Lightning Bolt ou Wrath off. Você pode lançar magias / ataque normalmente (como pode seus aliados), enquanto seu inimigo ainda está procurando por você no nevoeiro. É como criar seu próprio morro. Eu abusar desse aspecto de Zeus mais do que ninguém eu acho, e isso pode melhorar drasticamente a sua Zeus jogar.
3. Indo junto com o primeiro ponto, Zeus só tem uma maneira de cancelar tp de. Isso pode ser um problema quando você está ganking heróis com relativamente alto hp esquerda porque um inimigo precisa se sentir "ameaçada", a fim de tp. Normalmente você começa um gank com um combo Lightning Bolt / Arc relâmpago, então reformular cada magia quando você pode e Wrath, se necessário. Um oponente hábil só vai tp após a sua primeira Lightning Bolt ... então você está sem sorte por causa do segundo cooldown 7. Se você salvar parafuso para sua tp, então ele só vai fugir (e ele certamente não vai morrer de Arc relâmpago spam). Às vezes forçar um oponente para fora tp é quase tão bom como matá-los. Eles perder em um monte de fazenda e eles não serão capazes de ajudar os seus companheiros de equipe tp por mais 60 segundos. Mas se você realmente quer matar alguém e você acha que eles vão tp com segurança, você realmente pode começar com Wrath, em seguida, arco, para 'fake' o seu adversário para fora em pensar que você aparafusada-los primeiro (a animação é a mesma), então parafuso quando tp. Não há mini-atordoamento em Wrath, mas se o seu inimigo é tão observador que ele percebe que, em seguida, ele provavelmente merece sobreviver de qualquer maneira. A maioria das pessoas só pensam, "Oh merda, Zeus!", E fugir em pânico
Vou tentar adicionar mais dessas descrições detalhadas das especificidades se eu consigo pensar em mais nada. Boa sorte em seus esforços de Zeus!
Q & A / Comentários

Por que não começar o nível 2 Arc contra pistas duplas?
Começar Nível 2 Arc significa que você tem que sacrificar um nível de Lightning Bolt ou um nível de campo estático antes de nível 8 (que é um grande negócio). Eu aconselho apenas esperando até que alguns arrepios morrer para que Arc vai bater todos os 5 alvos em vez de nivelamento por cima Arc neste caso.
Por que não começar Arc / Parafuso / parafuso / Estático / Parafuso em vez de Arc / Estático / Parafuso / parafuso / parafuso?

Se você começar a enviar spam no nível 3 (quando a compilação é realmente diferente), então mathcrafting isso ...

É 65 mana por 85 dano + 5% da atual HP (~ 25 hp) + quase um deslizamento garantida. 95 mana para 175 dano. Eu valorizo o ex-escolha sobre a segunda. E eu não costumo parafuso de spam até o nível 5 de qualquer maneira, a menos que eu estou em pleno mana (raro) ou eu acho que posso começar a matar. Outro argumento para estático no nível 2.
Como é do Eul para Zeus?
Eu vejo Eul tem um item adequado para muito poucos heróis. Os heróis que eu gostaria de obtê-lo em são Leão e talvez Rhasta. Eu acho que há muito melhores opções de itens para heróis da Intel. Se você está à procura de sobrevivência, o mesmo ouro (~ 3200 para Eul de) você pode obter um Ulti Orb e Ponto impulsionador para ganhar enormes estatísticas. Ofertas de Eul nenhuma força ou hp, então se você obtê-lo em Zeus, você é um herói int muito frágil com apenas Cyclone (não muito) como um mecanismo de fuga. Eu ver a quase 400 hp dado pela combinação PB / Ulti Orb muito mais valioso porque ele vai ajudá-lo a sobreviver atordoa cadeia e permite que "muito mais espaço para erros" por assim dizer. Às vezes você tem que ser muito rápido no Cyclone para sobreviver enquanto em linha reta até HP vai chegar através de uma série de situações. Além disso, Ovelha é, sem dúvida, muito superior ao Cyclone (embora custa quase o dobro), e desde que Zeus, provavelmente, não vai ter que muitos itens de trabalho, em última análise, no sentido de uma Guinsoo irá atendê-lo muito melhor do que um Eul de na minha opinião. A comparação de mana regen é quase inexistente - se você está na extrema necessidade de regeneração, você pode obter uma pedra Vazio cedo que contribuirá para o seu Scythe também. Componentes de Eul são muito mais fáceis de fazenda; no entanto, se você tiver problemas para a agricultura, gostaria apenas de sugerir a obter 4 braceletes / nulos e pergaminhos tp e aprender a lutar sem uma vantagem enorme ponto.

Em suma, Zeus é um canhão de vidro. Seu poder de fogo é incrível, mas suas habilidades defensivas estão faltando. Se você é uma daquelas pessoas que acreditam que a melhor defesa é um bom ataque, então você vai adorar Zeus. Ele é facilmente focado para baixo quando fora de posição (como são a maioria dos heróis não-força), mas se você fizer bom uso de nevoeiro, saber quando entrar e sair da batalha, tem extremamente boa consciência de seu entorno, e ame last hit com uma animação de ataque de merda, então você pode dar a Zeus amoroso que ele precisa para nutrir-lo em um verdadeiro trovão Badass.
Agradecimentos especiais para rsfx por sua incrível imagem de cabeçalho / assinatura!

Aiushtha, O Guia Enchantress por Tucker

Sexta-feira 30 maio, 2008

Este guia fornecida por Tucker

Dota Allstars Aiushtha, o Art Enchantress
Todo o crédito para Dozzy para esta arte.

Escrito por Tucker, atualizado para 6.46b. Melhor visto em Dota Allstars pele.

"Eu vou atrair o inimigo com meu apelo humano! Eu estou tão perdido !! Estou tão waasstteed !!!!!!! "


Olá a todos, meu nome é Tucker. Este é o meu primeiro guia então por favor, tenha paciência comigo. Eu decidi escrever um guia para minha segunda herói favorito, Enchantress. Na minha guia que ponho as minhas muitas experiências com Enchantress para uma boa utilização, tentando informar o leitor sobre todos os aspectos de como jogar ela para seu pleno potencial. Tenho notado uma nítida falta de guias para Enchantress nestes fóruns, o que me entristece como ela está um pouco esquecido por muitos jogadores.

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!

Table of Contents

  1. Hero Overview
  2. Skill Description
  3. Skill Build
  4. Item Builds
    • Core Item Build
    • 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. Replays
  12. Conclusão
  13. Créditos
  14. Q & A

1. Hero Overview
IPB Image
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
Attack Range : 550
Base Move Speed : 295
Starting Base Damage : 37-47
Starting Armor : 1.7

Força : 16 +2.0
Agility : 19 +1.8
Inteligência : 16 +2.8
Overall stat gain per level : +6.6

Advanced Data

Acquisition Range : 800
Cast Point : 0.30
Cast Backswing : 0.51
Damage Point : 0.30
Attack Backswing : 0.70
Projectile speed : 900
Base Attack Time : 1.7
Starting Attack Cool down : 1.43

Pros and Cons


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


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


IPB Image

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.


IPB Image

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.

Nature's Attendants

IPB Image

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.


IPB Image

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.


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 / Estatísticas
11. Enchant / Stats
12. Enchant / Stats
13. Enchant / Stats
14. Stats
15. Untouchable
16. Untouchable
17. Stats / Enchant
18. Stats / Enchant
19. Stats / Enchant
20. Stats / Enchant
21-25. Stats

Explanation for Skill Build.

Why max Impetus first?

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

Why max Nature's Attendants so quickly?

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

When should I take Enchant?

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

Se você estiver jogando um papel ganking, que é a principal força Enchantress 'durante meados de jogo, tendo Enchant em níveis 10-14 é a melhor opção. Dando-lhe uma segunda 7 lento para ir com ganking lhe permite reduzir a maioria dos heróis em questão de segundos, fez duas vezes mais fácil com BoT.

Se o seu time precisa de você para ser a tarde gamer e você tem outros heróis orientada ganking do seu lado, o seu principal objectivo início de meados jogo deve ser cultivar e manter-se vivo ao chamar ganks em sua própria pista para a mata. Com o tempo você atingir o nível 17 quando você está perto de terminar os itens que você precisa, Enchant podem ser tomadas para uso em ganks e equipe empurra.

Por que não levar Untouchable às 6 e 11?

Esta habilidade faz pouco para melhorar o seu jogo de sobrevivência precoce contra nukers ou habilidades de seta expressos manualmente é por isso que você não deve tomá-lo no nível 6. É tomado em níveis 9/15/16 e não 11, como o nivelamento do habilidade entre 1 e 2 não é grande, uma IAS extra de 20% para um nível de uma final é pobre IMO. Cerca de nível 9 no jogo você pode começar a esperar algum "fogo de ataque normal" doer quando usado em conjunto com armas nucleares e desativa. Você também pode usá-lo para puxar uma onda de fluência de uma torre e ter o mínimo de danos ou tanque alguns arrepios neutros. A redução real de velocidade de ataque é apenas a partir de itens, agilidade ou herói habilidades, então você não pode retardar a velocidade de ataque de um herói passado seu tempo de ataque base.

Eu poderia tomar algumas estatísticas iniciais, em vez de Atendentes da Natureza?

Definitivamente. Se você está laning heróis como Viper ou Visage, seu dano vem do esfera-pé, que o seu curar é mais benéfico para curar a sua assédio. No entanto, se você está laning alguns nukers cadeia fortes, como Lina, Tinker ou até mesmo um leão, os primeiros estatísticas iria revelar-se benéfica em ficar vivo do que o nivelamento do seu curar a ele é max. Eu ainda recomendar dois níveis de Atendentes da Natureza para que possa curar, em seguida, tomando algumas estatísticas enquanto ainda estourar o limite Impetus.

4. Desenvolver item (s)
Núcleo item Envergadura :
IPB Imagem

Fim do Item

1. Consumíveis: Tangos, claridades. No entanto, muitos você sente que você vai precisar. Também em alguns GGbranches (0-500)
2. Botas de velocidade (500)
3. Três ou Quatro Null Talisman (1455-1940) ****
4. Botas da receita Travel (2200)
5. Vazio Stone (900) (pode ser tomada mais cedo se você realmente lutam para gerir a sua mana)
6. A equipe de Magia (1000)
7. Robe dos Magos (450)
8. Cetro de Eul da Divindade Receita Scroll (450)

Custo total: 7500 ouro

Explicação :

Vou deixar os primeiros itens consumíveis e de sobrevivência até o seu próprio estilo de jogo e opções. Esses itens incluem Panelas, Tangos, RoR, Compreensões, Circlets e GGbranches. Todo mundo tem seu próprio estilo e preferências sobre esses itens. Obter Boots of Speed, logo que possível, como elas são benéficas para escapar início ganks e para assediar com Impetus jogo cedo.

Três ou quatro Nulos devem ser tomadas o mais rapidamente possível. Na maioria das situações que você não vai precisar da HP extra a partir de braçadeiras, contanto que você pode sair curar fora no tempo, então você provavelmente irá sobreviver através da cadeia de armas nucleares e perseguições. Dano base do Enchantress é bastante baixa. Ela pode assediar o inimigo com Impetus, mas em termos de última bater, Enchantress empalidece em comparação com a maioria dos outros bons soloers. Mesmo se você tem uma abundância de regeneração de mana, isso não vai ajudar na liberação de Impetus múltiplos em uma fileira ao tentar esfera-caminhada alguém. O que você precisa é de um impulso mana puro. Três ou quatro Nulos dá 18-24 danos, cerca de 300 mana, bem como alguns hp e agilidade, que é facilmente os itens mais rentáveis para os benefícios que eles dão. E em 6.46b custo receita nulos foi reduzido o que os tornava ainda melhor valor para o dinheiro!

O BoT precoce não é para os teleportos (apesar de que é um bônus), é para o MS. Tendo 385 MS a Impetus (ORB) -Caminhe contra a maioria dos outros heróis (335-370 com apenas botas) quando Impetus está no seu pico (após o nível 7 até meados jogo) é o item mais benéfico ofensiva você pode começar.

(Passos são uma opção agora desde Aegis foi removido, você não tem mais a necessidade de suicídio impulso + teletransporte para empurrar novamente. O IAS extra é bom, eles são baratos e é uma maneira fácil de aumentar IAS Enchantress 'cedo.)

O item importante nesta compilação do núcleo é Cetro do Eul. É tomada após BoT, pois não irá ajudá-lo a kills líquidos quase tanto como BoT vontade. Ele ajuda a mais com suas necessidades regen mana, bem como um outro impulso dano decente. Os 6 encargos ciclone pode ser usado para configurar ganks, evitar ganks ou fazer equipa no início lutas 5V4 para uma quantidade de tempo. As acusações têm muitos usos, mas lembre-se que você só tem seis deles, então use-os com sabedoria.

**** Se você está enfrentando um adversário difícil, seja um jogador ou Heróis como Viper e Tinker significativamente melhor qualificados, Braçadeiras podem ser tomadas para a capacidade de sobrevivência extra. Caso contrário, Nulos são a melhor escolha.

Caminhos item recomendado após itens fundamentais :
O Guinsoo / Caminho do Coração
IPB Imagem

9. Quarterstaff (1150)
10. Robe dos Magos (450)
Máscara 11. Sobi (325)
Scythe de 12. Guinsoo de Vyse Receita (450)
13. Vitalidade impulsionador (1100)
Reaver de 14. Messerschmidt (3200)
15. Coração de Tarrasque Receita Scroll (1200)

Custo total: 15.375 ouro


Esta compilação é para um Tanking jogo e danos Enchantress Later. Ele cobre tudo que você precisa para cumprir isso. Você terá a mana regen de sua compilação do núcleo, você terá uma grande produção de dano e você vai ter uma grande capacidade de sobrevivência do Coração de Tarrasque.

Atualizando seu Eul de a Scythe de Guinsoo é um passo lógico, uma vez que você usou todos os seus ciclones. Guinsoo de dá outra agradável danos impulso bem e outros 3 desativar o segundo com um cooldown baixo, em cima do seu lento. O coração é um dado, não importa se você receber Radiance, Guinsoo ou Necronomicon. Jogo mais tarde com coração / Untouchable / NA você é provavelmente um dos melhores pseudo-tanques no jogo.

O Necronomicon / Guinsoo Path
IPB Imagem

Nota; Nesta compilação, Ignore a construção do núcleo acima e apressar Necronomicon como a seguinte ordem sugere:

1. Consumíveis: Tangos, claridades. No entanto, muitos você sente que você vai precisar. Também em alguns GGbranches (0-500)
2. Botas de velocidade (500)
3. O pessoal de Magia (1000)
4. Cinto de Força gigante (450)
Receita 5. Necronomicon (1300)
6. Necronomicon 2 Recipe (1300)
7. Necronomicon 3 Recipe (1300)
8. Botas da receita Travel (2200)
9. Vácuo Stone (900)
10. A equipe de Magia (1000)
11. Robe dos Magos (450)
Cetro de 12. Eul da Divindade Receita Scroll (450)
13. Quarterstaff (1150)
14. Robe dos Magos (450)
15. Máscara Sobi (325)
Scythe de 16. Guinsoo de Vyse Receita (450)

Custo total: 13.725 ouro


Esta compilação é para aquelas situações em que sua equipe já tem um herói de transporte, um bom tanque e está na necessidade de desabilita e danos ou você está enfrentando heróis caminhada invisível / vento.

Os itens que você começa nesta compilação não só vai ajudar a sua equipe em grandes lutas da equipe, ele ainda vai permitir-lhe enfrentar uma considerável quantidade de dano e têm boa capacidade de sobrevivência. Se o Necronomicon edifício porque a sua equipe adversária tem heróis invisíveis ou WW como Clinks osso ou Furtivo Assassino então eu recomendaria isso antes de Eul e possivelmente antes BoT, como a verdadeira visão a partir do nível 3 necrowarriors irá ajudar imensamente. Este item synergizes bem com seu 7 segundo lento, permitindo que os guerreiros para sair um monte de ataques manaburning, bem como um 225 mana queimar / nuke. A aura movespeed também ajuda a perseguir ou fugir. Você também vai ganhar algumas estatísticas agradáveis com nível 3 Necro adicionando à sua sobrevivência e de mana.

Finalmente, depois de você já usou todos os seus encargos ciclone você pode atualizar Cetro do seu Eul em Scythe de Guinsoo, acrescentando um bom dano impulso, a 3 desativar o segundo com um cooldown de baixo e até mesmo a regeneração mais mana.

Outros itens opcionais
IPB Imagem
Hood of Defiance (2350)

Um novo item em 6,42 onde Aegis agora foi removido. Este artigo é uma ótima alternativa, barato para a resistência à magia. Desde nukers cadeia são o seu maior inimigo durante a maior parte do jogo, este item irá ajudá-lo imensamente. Se você está tendo problemas no início / meados jogo contra rodízios Eu recomendaria começá-lo depois de concluir seus Boots of Travel, se você está sobrevivendo bem o suficiente, então eu recomendaria começá-lo depois do Coração. Se você não é contra rodízios e nukers, então não obter este item.

IPB Imagem
Radiance (5325)

Radiance é um bom item de dano, se você é herói lategame da equipe. Se você está em uma equipe de picaretas sentinela gerais, no momento, há uma grande chance de isso acontecer. (THD / BM / VS / Lina / CM / Enigma / Zues / Chen etc) A equipe precisa de um herói com lategame capacidade nessa situação e você poderia fazer pior do que Enchanty. Radiance seria o meu item de dano de escolha sobre MKB / Buriza etc, como Immolation é fantástica e você terá uma pequena evasão que pode ser útil, ele também não tem quaisquer efeitos que impedem Impetus , Que é a razão principal.

IPB Imagem
Esfera de Linken (5500)

Algumas pessoas gostam de obter esfera de Linken para a magia bloco, estatísticas e regen. Eu, pessoalmente, preferiria coração, mas Linken de certamente não é um item ruim. Bloco feitiço pode salvá-lo de morte em algumas ocasiões!

IPB Imagem
The Butterfly (6350)

A borboleta é outro item situacional. Gostaria classe como um item de luxo para ser obtido depois que seus principais itens de construção e caminhos. Dá bom impulso IAS ea evasão extra vai ajudar contra os heróis que dependem de ataques físicos e / ou qualquer herói com uma capacidade bash.

IPB Imagem
Hyperstone (2350)

O custo maneira mais eficaz para impulsionar suas IAS. Bom para aumentar suas DPS depois de ter concluído todos os seus danos e sobrevivência itens.

IPB Imagem
Couraça de Assalto (6320)

Outro novo item que você poderia pensar em tentar com Enchant uma vez que é a implementação. O bônus de armadura 'são agradáveis ea velocidade de ataque é muito útil. É um daqueles itens que você só obter 1 por equipe e se você tiver tempo e dinheiro de sobra e mais ninguém em sua equipe tem um, então definitivamente considerar isso.

5. Itens não recomendado :

IPB Imagem
Eye of Skadi

Eye of Skadi será um tanto controverso como muitas pessoas como ele no Enchant por algum motivo. Eu apenas iria sugerir começá-lo quando seu time precisa desesperadamente de uma outra lento. Ele é substituído por impulso auto-cast, mas lançando manualmente Impetus em ataques alternados ainda pode fazer o trabalho lento. Acrescenta estatísticas agradáveis mas realmente, há melhores itens de estatísticas para melhores e mais baratos itens para Enchantress.

IPB ImagemIPB Imagem
Maelstrom / Mjollnir

Esses itens são agilidade base para que o seu ganho a partir deles será mínimo. O efeito orbe também substitui Impetus quando procs. Melhor esquerda para heróis como troll.

IPB Imagem
Sange e Yasha

Este item é muito ruim para todo Enchantress. Ele dá alguns str decente e agil, mas o preço faz com que não vale a pena e não dar-lhe qualquer dano para falar. O efeito orbe também é bastante inútil em 10% de chance e ele substitui Impetus quando ele ocorre. O aumento MS e IAS é mínima.

IPB Imagem
Desolator Stygian

Deso é um bom item para o seu ouro-per-danos, no entanto Impetus substitui o efeito orbe no Manual e auto-cast. Isto significa que você quer ser desperdiçar o orbe ou perdendo seu impulso, o que não é o que você quer fazer!

IPB Imagem
Monkey King Bar

Algumas pessoas preferem MKB como um item de dano primário. While this is fine and I can see their arguments as to why they like MKB with the attack speed and damage etc, I would personally never recommend this as the mini-stun overrides Impetus when it procs, which means you lose out of 30% of your Impetus! Definately not something you want.

IPB Image
Manta Style

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

IPB Image

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

IPB Image
Buriza-do Kyanon

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

IPB Image

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

IPB Image

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

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

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

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

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

Lane Controlling (Solo)

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

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


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


While Enchantress has the ability to net early game kills, losing your life just to try to get one isn't beneficial. You should be looking to aggressively control your lane and farm, as going for suicide kills will completely negate one of your main advantages; being able to stay in your lane for very long periods of time. Once level 7 comes you should be able to orb-walk-kill your lane opponent in 4 or 5 shots, but again don't be suicidal, sometimes you have to settle for sending them back to the fountain with the feeling of “Just one more hit….” Mid game is where you're hero killing potential should be realised.

Dual Lane

You wont always get the solo with Enchantress if you're playing public games or less competitive game. In that instance you'll have to make the most of it. You can still do very well if you play smart and have a good lane partner.

To start off with, make sure you lane with another hero who has a disable of some sort. Coupled with Impetus it will make early kills possible. Make sure you pick up some mana regen items like clarities, tell your partner to pick up a Ring of Basilius. You should pick up a headdress pretty quickly if your team has a shared chicken for the regen and to help your partner as well.

Enchantress still has great harassing and lanestaying ability in a dual lane. Make sure you use this to your benefit so you level up consistently and farm decently. Combo your lane opponent with your lane partner's disable and throw your Impetus' when you know they'll be good. If you need to chase past a tower turn on your Nature's Attendants and don't be afraid to in this instance.

IPB Image
6. General Gameplay Walkthrough cont.

Mid game : (Levels 10-16)

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

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


With Boots of Travel, some mana regen and full strength Impetus, killing enemies should now be your priority. If neither team is pushing, start hunting heroes to gank with a team mate or if you're confident, on your own. Impetus is very powerful at this stage and will eat through any hero's HP in 4/5/6 hits from full range at this stage.

Quando ganking, é sempre melhor para vir de trás cortar sua fuga. Se eles ainda tentar executar dessa forma eles terão de correr por você, que é exatamente o que você quer. Bata-os com alguns Impetus ', em seguida, encantá-los e manter a bater de distância. Não se esqueça de animação cancelar quando perseguia, isso irá garantir u ficar perto o suficiente para manter a atacar. Se acontecer de funcionar a outra maneira, então você terá opções. Ou um companheiro de equipe nas proximidades deve estar vindo daquela direção, persegui-los para que você possa usar Enchant ou correr de volta ao redor da outra maneira de cortá-los novamente.

Tente não se deixe enganar por um blefe duplo, aka Juked, quando falso indo em uma direção, em seguida, uma vez que você tenha ido ao redor para cortá-los novamente que quer voltar a forma original você pode partir ou se esconder no mato e TP de volta para base. Isso pode ser embaraçoso e deixa-los fugir, é por isso que o seu melhor para ter um companheiro de equipe vindo de outra direção.

Esperemos que esta pintura editado tela barato vai mostrar o que eu quero dizer:

IPB Imagem

Estes são alguns pontos gerais gank você vai querer usar a partir do ponto de vista sentinelas. Se você vê um herói ou dois agricultura sozinho em qualquer um desses pontos chamar um companheiro de equipe ou dois para ir com você e siga a direção que as setas indicam. Mas cuidado, se você estiver jogando contra a oposição decente eles terão a maioria destes pontos warded. Eles vão estar ciente de que você está vindo e quer recorrer a ajuda ou se teletransportar para fora. Você pode contrariar esta situação, obtendo enfermarias do seu próprio país e matando deles ou uma jóia. Alternativamente, você poderia apenas rezar para que eles não comprar nenhum alas.


Se sua equipe está empurrando, então as chances são que você vai encontrar uma grande batalha equipe. Você nunca deve iniciar o combate, ficando atrás de seus aliados até o início da luta. O papel de sua equipe será usar todos os seus desativa e AoE feitiços para causar o máximo de danos a seus oponentes como possível, em seguida, tentar protegê-lo para que você possa lidar fora tanto dano possível. Se você encontrar-se ser segmentação, ligue o seu curar tão rápido quanto possível e pendurar em torno de qualquer de sua equipe com um Mekansm ou curar habilidade. Uma vez que a principal batalha teve lugar então é seu trabalho para entrar na linha de frente e perseguir quaisquer heróis escapam. Com BoT, Enchant e Impetus, perseguir e matar heróis enfraquecidos não deve ser problema.


Depois de conseguir seus Boots of Travel iniciar teletransportar em torno de onde você pode fazenda. Se você ver um verme enorme ondulação empurrando uma pista perto de sua torre ou base então teleportar para lá e tomar a agricultura prioridade sobre seus companheiros de equipe. Encantar um kobold para a aura MS, se você se deparar com um, enquanto neutraling. Ele só dura dois minutos, mas pode ajudá-lo se você está perseguindo um herói ou escapar de um gank.

Você nunca deve cessar a actividade agrícola. Se você estiver indo para ajudar a por um impulso ou um gank, rapidamente cultivar alguns neutros se o seu à espera de sua equipe para entrar em posição. Seu ulti faz neutros tank uma brisa. Uma vez que você empurrou aquela torre ou ganked aquele herói, cabeça imediatamente de volta para sua pista, agricultura quaisquer neutros que você deseja no caminho e continuar a cultivar. Você deve raramente têm de voltar à fonte para curar como os seus tufos vai curar você e com qualquer um de Eul ou uma pedra vazio que você deve ter a mana para lançá-lo quando necessário.

IPB Imagem
Usando Necronomicon

Se você foi para Necronomicon, você pode usar a intimação para gank efetivamente em conjunto com o seu lento e outro disabler. Use sua Necros liberalmente, não só eles podem ser usados em equipe luta para queimar mana e armas nucleares, mas eles também podem ajudá-lo a fazenda, bem como olheiro ao redor de árvores e até mesmo perseguir seus inimigos se você ainda está laning. Você pode usar seus Necrowarriors para tanque os neutros para que você não tomar dano. Você também pode Encantar alguns neutros para o tanque o dano para você enquanto estiver usando seu Necros para exploração em busca de inimigos próximos, como observadores móveis.

Em batalhas de equipe, desovar seu Necros pouco antes do acoplamento da batalha e vire Impetus em auto-cast para que você não precisa se preocupar com vazamento manual e animação cancelamento durante a utilização da Necros. Objetivo suas Necros no seu mais mana herói dependente, como um Necrolyte ou Bane. Mana queimá-los o mais rápido possível, em seguida, continuar a atacar assim que o corpo a corpo necrowarrior pode queimar ainda mais mana com quebra de mana. Se algum deles matar o seu necrowarrior com Last Will eles receberão 200/400/600 danos dependendo do nível Necrobook que você tem, mas eles dão 100 de ouro por isso não alimentá-los para seus adversários se você pode ajudá-lo.

Jogo final : (17-25) Níveis

Se o jogo dura esse tempo você deve ter concluído os seus caminhos item. Nesta parte do jogo é o tempo para o seu final de jogo carry / DPS herói para brilhar. Enchantress tem a capacidade de transportar sua equipe à vitória, provavelmente menos eficaz do que um verdadeiro herói de transporte, mas o seu potencial está lá. Muitas vezes referido como um "Half-carry".

Se você é o lategamer em sua equipe, em seguida, sua equipe deve estar protegendo-o a todo o custo, enquanto você lidar fora o seu dano. Impetus ainda é muito forte na parte do jogo devido à sua tipo de dano Divino.

Alguns exemplos de "verdadeiros" heróis carry incluem, Troll, Morph, Silencer, Viper, Clinkz ou Terrorblade. Se sua equipe tiver um desses heróis que está bem de criação, então você deve ter um papel diferente. Seu papel deve ser agora tancagem para eles a qualquer custo, mesmo que isso signifique a sua morte. Eles devem possuir um DPS mais elevados do que você, no entanto a maioria deles vai ser um pouco mais frágil do que você, se você seguiu minhas compilações (há algumas exceções).


Jogo Enchantress tarde pode ser assustador para os inimigos para enfrentar, se você viveiro bem e tem os itens certos. Com Radiance, coração e Hex, ela pode ir de igual para igual com alguns dos mais fortes heróis do jogo no final do jogo. Sua capacidade de tancagem com Intocável, atendentes e coração da natureza é realmente subestimado. Ela pode curar off 1.000 hp em 10 segundos, enquanto ela continua a tratar grandes quantidades de dano.

Se o jogo está se arrastando e você está sendo alvo de muitas desativa e armas nucleares você pode querer investir em um BKB, capa da esfera de Defiance ou Linkin como estes todos irá fornecer alguma forma de defesa mágica.


Ganks não vai possuem muito nesta parte do jogo devido às duas equipas que fura em um grupo e empurrando. Se você fizer acontecer para ver uma oportunidade de gank, levá-la, como um gank seguido por um impulso pode ser jogo de quebrar. Use o mesmo estilo de jogo como dito acima para gank heróis.


Na equipe empurra seu objetivo é lidar tanto dano como possível com Impetus e manter o seu herói carry vivo o maior tempo possível (se não é você e ter um dos heróis acima mencionados em sua equipe). Obtenha na luta antes que ele faz e não tenha medo de tomar o fogo foco. Este por sua vez, em seu tempo curar e estar vigilantes para que você permanecer dentro de 300 AoE de sua DPSer principal por isso, se ele está tomando dano, ele vai obter o pleno benefício de seu curar. Não se esqueça de usar hex se você tem isso. Você pode direcionar a sua principal DPS / Carry herói com o seu hex, pois isso irá parar a sua produção de dano por 3 segundos, ou você pode direcionar sua principal disabler em uma tentativa de matá-lo antes que ele pode lançar qualquer coisa. Novamente retardar quaisquer heróis escapam para que sua equipe pode persegui-los.

IPB Imagem
7. bons aliados para ter :
Único alvo Disablers :

IPB ImagemIPB Imagem

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 :

IPB ImageIPB Image

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 :

IPB ImageIPB Image

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 :

IPB ImageIPB ImageIPB Image

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

Chain Disablers :

IPB ImageIPB Image

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 :

IPB ImageIPB Image

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

Late game Assassins :

IPB ImageIPB Image

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.


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

IPB Image

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!

IPB Image

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

IPB Image

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.

IPB Image
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.

IPB Image
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!)

IPB Image

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


Attached File Enchant_vs_mR.clan.w3g ( 997.25k )

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.


Attached File Enchant_Replay_1.21.w3g ( 902.59k )

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.


Attached File ESL_PS_tPD_vs._TeG_3.w3g ( 1.44mb )

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.


Attached File Maelk_s_IHCS_Enchantress.w3g ( 2.19mb )

12. Conclusion

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

I hope I've helped out some new players and more experienced players alike with some new and old builds, some decent strategy and a few high quality, enjoyable replays (along with the nubness of my own replay happy.gif ).

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

13. Credits

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

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


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!!!
ri muito
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!


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.


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


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?


: (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.


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:


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.


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

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

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

Kael, The Invoker Guide By HybridCore

Friday, May 30th, 2008

Author of this guide is HybridCore

Dota Allstars Invoker Kael Art Image


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

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

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

Hero's Story

IPB Image
N / D

Skills Description

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

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

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

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

IPB Image
Exort (E)
3 damage per level per instance.

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

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

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

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

Invoked Spells

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

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

Cooldown: 25
Manacost: 200

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

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

Cooldown: 20
Manacost: 100

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

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

Cooldown: 60
Manacost: 300

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

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

Cooldown: 20
Manacost: 125

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

Wex – 40/60/80/100/120/140/160%

Cooldown: 20
Manacost: 125

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

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

Cooldown: 25
Manacost: 150

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

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

Cooldown: 40
Manacost: 250

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

Wex – 75/160/200/250/320/400/450

Cooldown: 60
Manacost: 250

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

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

Cooldown: 30
Manacost: 200

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

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

Mana Regen: 4
Movement Speed: 320

Cooldown: 70
Manacost: 200

Invoked Spells & Usage

Dota Allstar Kael the Invoker
Se a habilidade é em cooldown, ele permanecerá em cooldown. A habilidade não irá atualizar se ele é chamado novamente.
Você também vai vacilar toda vez que você lançar um de seus reagentes mas isso não foi um problema com o velho invoker.

Explosão ensurdecedor
Combinação: QWE
Mechanics: A habilidade causa dano mágico e derruba os inimigos de volta para cerca de 100 gama para um máximo de 1,75 segundos. Heróis inimigos ainda podem lançar feitiços embora após a bater para trás de choque.
Strategics: Isto é tanto uma ofensiva e capacidade defensiva. Esta habilidade possui uma habilidade velho chamado â € œpacifistâ € (Necronomicon clássico tinha este). Isso impede que os inimigos de atacar o que ajuda muito contra heróis que confiam mais em seus ataques normais (fantasma assassino, Faceless Vazio, etc.). Você deve usar essa magia para iniciar ou interromper o fluxo de batalha.

Onda de frio
Combinação: QQQ
Mecânica: Um lustre negativo sobre unidades inimigas e dura um máximo de 6 segundos. Qualquer dano recebido neste estado irá chocar-los brevemente para 0,4 segundos e lidar 30 de dano. Desencadeia cooldown vai de 0,8 a 0,6 segundo com base em Quas.
Strategics: heróis inimigos pode se permastunned com isso juntamente com você e um Allya ataque € ™ s, mas donâ € ™ t ataque se você pode chamar uma outra habilidade. Você pode fazer uso deste quando seus aliados têm os seus próprios meios de gerar attackspeed. Com 6 segundos, você pode potencialmente causar 200 de dano em um único alvo.

Ghost Walk
Combinação: QQW
Mecânica: Invoker se torna invisível e pode se mover livremente retardando unidades inimigas em torno dele. O cooldown de invisisbilty é de 100 segundos. Você pode quebrar a invisibilidade se você iniciar um comando ativo. O efeito de Ghost Walk é facilmente reconhecido pelos efeitos geladas sobre os adversários apenas como Radiance.
Strategics: usado principalmente para escapar e traições, mas é facilmente combatida por truesight. Você deve usar essa habilidade, juntamente com 3 níveis de Wex para atingir o seu máximo movespeed.

Muralha de Gelo
Combinação: QQE
Mecânica: Cria uma parede de gelo na frente do Invoker, você não pode direcionar a sua posição. Ally unidades podem passar isso sem um problema, mas as unidades inimigas são retardados por uma grande quantidade e receber muito pouco dano com isso.
Strategics: Ótimo para escapar e grandes inimigos para parar em suas trilhas. Esta habilidade é mais um disable, uma vez que dificilmente escapar fazendo grande uso de AoE feitiços. Se você tem punhal, você pode piscar na frente de heróis e usá-lo para bloquear as rotas de fuga inimigo por alguns segundos. Eu não encontrar esta magia útil.

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

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

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

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

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

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

Skill Build with Justifications

Dota Allstars Invoker

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

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

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

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

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

Item Build with Justifications

IPB Image

Força – 19 + 1.4 | Agility – 20 + 1.9 | Inteligência – 22 + 2.5
Attack Range: 600 | Movement Speed: 280

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

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

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

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

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

Some Further Item-Discussion

Dota All Star Invoker

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

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

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

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

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

Invoker Spell Synergy & Techniques

Dota Allstars Invoker Guide

This list is not exclusive and may expand.

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

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

Invoker has no casting animation when casting a spell but he does laugh after he succeeds in doing so. Because he has no casting animation, this enables you to hit the opponent after casting a spell and you can move freely at the same time. Take advantage of this.

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

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

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

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

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

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

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

Invoker Strategies

Dota Allstars Invoker

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Fun Facts

Dota Allstars Invoker

The Blood Mage

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

His Storyline

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

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

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

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

Credits & Conclusion

Dota Allstars Invoker

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

“Baconzilla” for the great title header of Kael.

“Beast_pete” for introducing the new template.

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

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

Kel'Thuzad, The Lich Guide by Suizida

Wednesday, May 21st, 2008

This guide provided by Suizida .

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

Table of Contents

  • Introdução

  • Prós e contras
    The Lich's Role in the Team

  • All about Kel'Thuzad

  • Lich's Skills
    Items Info

  • How to play Kel'Thuzad

  • On to the build
    Skill Build
    Core Item Build
    Outros itens
    In Build Items
    Items to Avoid
    Levels 1-7
    Levels 8-12
    Levels 12-16
    Levels 17-25

  • Important Strategies

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

  • Allies and Enemies

  • Good Supporting Heroes
    Tough Enemy Heroes

  • Replays

  • Perguntas frequentes

  • Atualizações

  • Palavras Finais


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


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


  • Below average starting stats
  • Below average movement speed
  • No escape mechanism
  • Terrible strength gain
  • Kel'Thuzad's Role in the Team
    Kel'Thuzad's role in the team now-days is to do all the damage he can, support and die. É simples assim. 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


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

    All about Kel'Thuzad

    Skills Info

    Frost Nova
    IPB Image

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

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

    Frost Armour
    IPB Image

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

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

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

    Dark Ritual
    IPB Image

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

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

    Note: Dark Ritual does not dispel Battle Hunger

    Chain Frost
    IPB Image

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

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

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

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

    Core item build
    IPB Image – Mekansm = Optional


    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

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

    Other Items

    The Other Item build:

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

    In Build Items

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

    Items to Avoid

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

    Skill Build

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

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

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

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

    Geral Passo a passo
    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

    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

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

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

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

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

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

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

    Levels 13-16

    Dota Allstars Lich Screenshot

      Skill order

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

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

    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)


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

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

    Important Strategies

    Mini-guide to Chain Frost

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

    2 Running heroes

    IPB Image

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

    Using Creeps

    IPB Image

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

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

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

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

    Ganking with allies

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

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

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

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

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

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

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

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

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

    IPB Image

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

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

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

    Allies and Enemies

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

    Chain Frost works normally in the Chronosphere.

    IPB ImageIPB Image

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

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

    IPB Image
    Vol'Jin 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.

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

    Tough Enemy Heroes

    IPB ImageIPB Image

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

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

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

    IPB Image
    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.

    perguntas frequentes

    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