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Slardar, the Slithereen Guard Guide by Dky

Thursday, September 11th, 2008

This guide was provided by Dky, thanks.

« The surface world will be mine, and I’ll start with dotathe swimming pools. »IPB Image
Updated for 6.52x

The mighty king of the Naga race, Slardar was awoken from the depths of the sea after the invasion of the Burning Legion. Finding the world consumed by chaos, he found it a perfect opportunity to strike down the hated Night Elves. Allying with the scourge, Slardar uses his immense strength and power to stun and crush his enemies, and his mighty trident can cleave the strongest armor with ease.

Too many people don’t understand Slardar very well, nor do they understand what is his real strength; I will try to change this with a precise argumentation.

What do we need to master him?
- Good last-hitting and denying skills.
- To be able to block and pull creeps.
- To know every single hero in the game.

Click to continue »

Bradwarden, the Centaur Warchief Guide by Rhyno_Payne

Tuesday, August 12th, 2008

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

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

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

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

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

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

I. Hero Overview:

IPB Image

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

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

A. Pros and Cons:


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


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

B. Skills:

IPB Image

Hoof S[t]omp

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

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

The Centaur’s bread and butter skill.

IPB Image

[D]ouble Edge

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

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

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

IPB Image


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

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

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

IPB Image

Great [F]ortitude

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

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

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

C. Skill Overview:

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

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

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


II. Skill Build:

Level 1:

Hoof Stomp

Level 2:

Double Edge

Level 3:

Double Edge

Level 4:

Hoof Stomp

Level 5:

Double Edge

Level 6:

Great Fortitude

Level 7:

Double Edge

Level 8:

Hoof Stomp

Level 9:

Hoof Stomp
Level 10:


Level 11:

Great Fortitude

Level 12:


Level 13:


Level 14:


Level 15:


Level 16:

Great Fortitude

Level 17-25:


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

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

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

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

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

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

Total Inventory Cost: = 3850 gold

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

C. Mid Game Items:

IPB Image Boots of Speed (500)

IPB Image Empty Bottle (700)

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

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

IPB Image Vanguard (2275)

Total Inventory Cost = 7975 gold


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

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

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

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

Boots of Travel (2700)

IPB Image Hood of Defiance (2350)

IPB Image Vanguard (2275)

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

Heart of Tarrasque (5500)

Total Inventory Cost = 14975 gold

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

E. Items to Consider

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

IPB Image OR  OR  OR IPB Image

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

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

IPB Image AND IPB Image

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

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

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

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

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

G. Other Items/Builds

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

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

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

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

H. Items Not to Get

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

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

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

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

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

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

IV. Function:

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

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

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

V. Early Game Walkthrough:

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

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

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

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

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


VI. Mid Game Walkthrough:

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

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

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

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

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

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

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

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


VII. Late Game Walkthrough:

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

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

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

VIII. Advanced Strategy:

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


IX. Good Allies:

Select Target Stunners

IPB Image

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

Disablers and Hexers

IPB Image

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

High Damage Nukers

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


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


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

Special Mentions

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

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

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

-———————————————————- X. Bad Enemies:

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

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

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

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

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

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

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

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

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

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

Thank you for reading my guide smile.gif

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

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

Sven, the Rogue Knight Guide By Hero_Frenzy

Saturday, May 31st, 2008

Author of this guide is Hero_Frenzy

What’s so good about Sven?

Sven is an awesome ganker in Dota Allstars. His Storm Bolt has an 8 second cooldown, so he is a great chaser, which helps during ganks. He also has a huge amount of HP, which allows him to tower dive with ease making him a very good ganker. Not only that, but with rune control and a Bottle he is one of the most feared heroes early game. Not to mention his huge base damage, a storm bolt which is very good to set up Lina or Leshrac which makes him one of the best laners in the game. Also, late game he can be a huge DPS hero with just a few items. He is an all around great hero, from pubs to the highest level of games.

Sven’s Skills

I am just going to comment on each of the skills. Here is a list of Sven’s skills:

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Storm Bolt – This spell is awesome like said before. It helps in ganks, it helps in chasing, it helps in laning, and it has a really short cooldown which allows you to do so much with it.

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Great Cleave – It’s not as good early game because you don’t have enough damage to make this spell worthwhile, but late game it can be a huge use in team fights, especially if you have a Mag/Enigma on your team.

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Toughness Aura – The boost to armor is pretty good for neutraling, helping you survive ganks, and increasing your survivability in team fights, and is by no means a bad skill. It’s best suited for mid-late game when people start doing physical damage.

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God’s Strength – This skill is the defining skill for Sven. It turns ganks around, it wins battles, and it’s very good for neutraling, ganking, and it makes Sven the huge DPS monster that he is.

Skill Setup

Level 1: Storm Bolt
Level 2: Stats
Level 3: Storm Bolt
Level 4: Stats
Level 5: Storm Bolt
Level 6: God’s Strength
Level 7: Storm Bolt
Level 8-10: Stats
Level 11: God’s Strength
Level 12-15: Toughness Aura
Level 16: God’s Strength
Level 17-20: Great Cleave
Level 21-25: Stats

Storm Bolt is maxed early for good lane control/ganks. It’s such an imba skill because of low cooldown, and it gives damage and a disable in one spell. Stats are good until level 10 because it gives you more HP to tank and mana to spam Storm Bolt. God’s Strength maxed first is normal stuff. It allows you to do tons of damage, and helps you gank, damage during team fights, siege towers, and neutral.

Now here’s the dilemma, Toughness or Cleave? The reason I chose Toughness is because until you become a DPS monster, cleave doesn’t really do much damage overall. Yes, it helps a little when farming, but it doesn’t make a big enough difference to get it. And anyway, it couldn’t hurt to get some armor. Just get Cleave levels 17-20 when you start becoming a huge DPS monster. And the obviously finish up with stats.

Pretty cookie cutter build. Nothing special.

Item Build

2x Tango + Circlet + 2x Branches + Clarity

Empty Bottle

Boots of Speed

2x Bracers

Power Treads

Black King Bar

Mask of Madness

TP Scrolls (all throughout)

Before I say anything more, here is the item descriptions if you need them:

This is just a flexible build which applies to most situations. I’ll discuss the different item choices below.

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Bottle – This item is awesome for Sven. It allows him to keep mana for early spamming of Storm Bolt. It allows you to get complete rune control, and it allows you to heal 200 HP and 100 mana over 3 seconds. It’s currently one of the best items in the game right now, and is a perfect choice for Sven.

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Bracers – This item gives him HP to tank, mana for Storm Bolt, and a bit of attack speed. It’s a no brainer item on him. Get it to tank towers and spam more Storm Bolts.

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Power Treads – Treads give you the attack speed you need when you turn on God’s Strength to deal huge amounts of damage. It also helps you when you are neutraling because it gives you more damage.

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Blink King Bar – Yeah, it’s kind of situational, but more often than not, there will be good disables on the other team, stopping you from doing full damage with God’s Strength. BKB nullifies those disables and allows you to deal full damage.

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Mask of Madness – This item allows you to deal a HUGE amount of damage with God’s Strength. The extra damage is pretty much nullified by BKB + the lifesteal when you have God’s Strength on, making this a very good item on Sven.

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TP Scrolls – Besides the first trip, you should never leave base without this item. It’s a pretty no brainer item on all heroes. It allows you to help gank, escape with really low HP, protect towers and raxes during pushes, and sometimes chase if the enemies are running to a tower.

Other Items to Consider

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Boots of Travel – Get this item instead of Treads if you find yourself with a lot of money early game from ganks, and you are going to be the primary carry in your team. It allows you to be in team fights, as well as farm which is a great thing to do if you are Sven.

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Blink Dagger – Some people always get this item on Sven, but I don’t really find it as useful on him. Usually other heroes will have it, allowing you to Stun, instead of you initiating. If you initiate, you get focused and die. Rather, I like to get this item against Blinkers, because it allows you to chase them and kill them, where they would have just Blinked away.

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Satanic – Some people like to go Heart in stead of Satanic on Sven, but I prefer to go Satanic, because when you turn on God’s Strength, you will have tons of damage, add that with the extra lifesteal from Satanic, and you are damn near impossible to kill. Get this item when you aren’t going BKB or MoM

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Assault Cuirass – This item gives you what you need. Attack speed, a -armor aura so your attacks deal more damage, extra armor for added tanking, and attack speed and armor aura for your allies which helps out the team.

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Heart of Tarrasque – Get this item after MoM in the BKB MoM build because you can’t go Satanic, as the Lifesteal doesn’t stack. It gives you extra damage and HP for tanking and doing damage.

Gameplay Walkthrough

First off is choosing a lane. You can solo, but you would rather not because you will simply get raped by the usual solo heroes (SF, Viper, Zeus, etc.), so pick a dual lane. Because you are melee, it’s good to lane with a ranged hero so they can harass, allowing you to go for the kill. The best heroes to lane with Sven are Lina or Leshrac, because their Stun, Stun, Nuke combo along with their harassing ability owns a lane. However, other heroes that lane well with Sven are Zeus, Viper, QoP, PotM, and THD. He also works well in any lane.

Early game you just want to last hit, to get your Bottle ASAP. Try to avoid as much harassment as possible. Just last hit and let your ally harass. If there is a good opportunity to kill someone, take it, but make sure you don’t waste your mana, because you have so little of it, and a double stun combination is huge with Sven.

Once you get your Bottle, start checking runes at every 2 minutes and ganking a lot. To do this, just check for rune, and regardless of whether or not you get the rune, try and gank the other lanes. Rune control is very important because it allows you to get the extra surprise or damage with him, and it allows you to heal, as well as denying the mid solo the ability to restore his HP and mana. Continue this process until mid game.

Once it’s mid game, just farm. You need to farm mid game or you will be useless late game. I have made the error of not farming enough mid game before, and it’s screwed me over many times, because I am not farmed enough lategame to abuse Sven’s imba DPS power. Yes, participate in pushes, and defending, but no more. Your allies should be able to handle it especially because you ganked every lane and got most of the runes. Remember to pay attention to the map to avoid ganks. Ganks will completely screw you over.

During lategame, go around with your team. Take part in ganks, team fights, defending towers, and team pushes. You should have enough farm by this time to be a huge threat to the enemy team. Remember to abuse your items to their full potential, and use your stuns effectively.

Yeah, I know this walkthrough is short, but Sven is such a simple hero. There’s only special techniques with him you need to know, and you can find this in the next section.

Techniques to a Better Sven

Stun with Backup – This technique isn’t hard to do, but there aren’t going to be many situations when you can do this, unless your opponent has no idea what he is doing. Basically what it is is when creeps are attacking your opponent between waves, stun them. The creeps will then damage him, along with yourself and your stun damage. If your ally has a stun as well, this can result in a quick first blood.

Backstabbing – A simple technique used with Storm Bolt. Basically, you run behind your opponent with the use of trees, allowing you to be right in front of him when you stun, allowing you to stun twice, and get in around 5 hits if not more. And it allows you to combo much easier with your lane partner.

Running and Stunning (Or Not) – You always want to be up as close to the enemy as possible, so usually you want to run up, then stun so you can get the most hits as possible. You usually want to do this, because if you don’t, you usually won’t get the kill anyway. Remember, you can run up, and not stun, to keep the enemy away from creeps, but only do that if you are against a solo, because if it’s a dual lane, they will just combo you to death.

Stun Block – Sometimes when you are chasing, if you are already really close to the enemy, you can stun, then block their pathing when they run, which allows you to get extra hits in, and slows the enemy so your ally can maybe land an AoE stun. This is a pretty difficult trick to master, but it’s devastating, especially when paired with God’s Strength.

God’s Strength Farming – Remember, you can use God’s Strength to farm neutrals. It allows you to neutral much quicker, especially when facing Golems, high level Saytrs, high level Furbolgs, and most importantly, Ancients. Just make sure you won’t need it by the cooldown time, because you always want to be able to have God’s Strength when you need it.

God’s Strength Blink – Remember you can use God’s Strength, then blink into the fight if you have it. It allows you to use more of the amount of time you have for God’s Strength, because every second of God’s Strength is important, because every hit that you do with God’s Strength does so much damage, and you should make full use of it.

Blink Stun – Basically, if you have Blink Dagger, and someone is going to get away, use Blink and Stun to catch them, and kill them. Not a tricky task, but can get you lots of kills, and stop people from getting away. Also helps when intiating ganks because they will not see you coming. Can also help stop TP’s and channeling spells.

Strategies to Make the Best of Your Hero

Laning – Laning with Sven is pretty simple. Just try to farm without getting harassed, and try to get your ally to harass. If you can kill the enemy, stun him, and allow your ally to combo with you, getting you the kill. Use some of the tactics stated above to make the most out of your lane. If the lane gets really tough, and you can’t farm in it, try and creep pull. If you are on sentinel bottom, pull that camp at X:15/45, where you attack it once, then rune down to your lane. It will bring your creeps over to the neutral camp, allowing you to farm it without taking any damage. If you have a tango, you can even pull the second camp for more money and experience without taking much damage. If you are on scourge middle, just attack the creeps at X:11/41 and your creeps will come to help you fight the gnolls. Immediately run up to the camp next to the one you are at and pull that to your creeps, getting you a good amount of gold in around 20 seconds.

Ganking – Basically, you want to get every time there’s a rune coming up. Leave your lane at around :50 if you have Bottle, and get try to get the rune. Regardless of whether you do or not, try and gank. When you gank, you always want to use the Backstabbing tactic if possible, because it allows you to have a higher chance of catching the enemy, and a higher chance of you getting the kill. Basically, the ideal gank is to come in with shadows from behind to stun the enemy, and have your ally run up and cast his spells, you stun again, and you both hit to finish him off. Don’t be afraid to gank from behind as well, because the element of surprise can prevent him from making a quick reaction.

Farming – If you are in a lane that’s back, you want to keep it back, so the enemy can’t farm, yet farm the lane. To do this, you should deny your creeps when they are at half health, and just last hit the enemy creeps. Also, when you neutral, be sure to make full use of the time. Remember, you can use God’s Strength to help you neutral. Also, one main thing to notice when you are neutraling is the time. If it’s X:53, then pull the camp away from the original location. This allows you to farm two times the amount of creeps you could have in the same amount of time.

Team Fights – Basically in team fights you are the DPS hero. You want to focus the low HP spellcaster. If you have BKB turn it on, and turn on God’s Strength and destroy their heroes. Try to use your items to your advantage. For example, use Blink to stop people from running, and use MoM to completely destroy your enemies once you have BKB. Never focus the tank. I know this is common knowledge, but people still tend to do this anyway. Go for the casters first, then the DPS hero, then the tank last. Team fights with Sven are pretty simple, but you just have to focus the right people.


PieMonger: His guide to shortening guides helped me a lot for guidewriting
Beast_Pete and disrup3: For making their layout which helped me make mine
Super_Chode: For his layout to his Sylla guide

Crixalis, The Sand King Guide By DamnNoHtml

Saturday, May 31st, 2008

This guide provided by DamnNoHtml

Table of Contents
a.)Skills / Abilities
-Early Game
-Mid Game
-Late Game
d.)Burrowstriking Perfectly
e.)Enemy Heroes
f.)Other Notes

The Sand King’s Abilities

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The Sand King burrows into the ground, tunnels forward impaling everything above him, then surfaces.
Level 1 – 100 damage, 400 maximum range.
Level 2 – 160 damage, 500 maximum range.
Level 3 – 220 damage, 600 maximum range.
Level 4 – 280 damage, 700 maximum range.

Notes :: One of my favorite spells. Allows you to not only stun and deal decent damage to a fairly wide area of effect, but allows you to jump into a combat situation or teleport up a hill for an escape / kill. I will get into using Burrowstrike perfectly later.

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Sand Storm
The Sand King creates a fearsome Sand Storm. The storm blinds his enemies and he becomes invisible to them. The storm also causes his opponents to take damage.

Level 1 – 20 damage per second, lasts 20 seconds, 0.3 second delay before visible.
Level 2 – 40 damage per second, lasts 40 seconds, 0.6 second delay before visible.
Level 3 – 60 damage per second, lasts 60 seconds, 0.9 second delay before visible.
Level 4 – 80 damage per second, lasts 80 seconds, 1.2 second delay before visible.

Notes :: Great for farming if you do this build, great for escaping death. I don’t use this ability too much.

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Caustic Finale
Each of the Sand King’s attack injects a deadly venom that causes the target to explode violently on death, dealing damage in an area.

Level 1 – 90 damage.
Level 2 – 130 damage.
Level 3 – 170 damage.
Level 4 – 220 damage.

Notes :: One of the best farming skills in the game. Nuff’ said.

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Sends a disturbance into the earth, causing it to shudder violently. All caught within range will take damage and slowed. The closer to the epicenter, the more damage taken.

Level 1 – 2.0 second casting time, 6 pulses of 110 damage.
Level 2 – 2.0 second casting time, 8 pulses of 110 damage.
Level 3 – 2.0 second casting time, 10 pulses of 110 damage.

Notes :: One of the key spells in any mass push / defense in any CAL game, or hell, any game of any kind for that matter. Good for solo kills, good for double kills, good to ward away, good to stop pushes, good for everything.

[Skill Build]

  1. Burrowstrike ——————-> ? : Stun Level 1 Always good
  2. Attribute Bonus / *Caustic Finale —————-> ? : Mana to Spam, Health to stay
  3. Burrowstrike
  4. Attribute Bonus / *Sand Storm
  5. Burrowstrike
  6. Epicenter
  7. Burrowstrike
  8. Attribute Bonus
  9. Attribute Bonus
  10. Attribute Bonus
  11. Epicenter
  12. Attribute Bonus / *Caustic Finale
  13. Attribute Bonus / *Caustic Finale
  14. Sand Storm ——————-> ? : 1 Point to Avoid Death in many circumstances
  15. Caustic Finale —————–> ? : Eventually get this to easen farming even more.
  16. Epicenter
  17. Caustic Finale
  18. Caustic Finale
  19. Caustic Finale
  20. Attribute Bonus
  21. Attribute Bonus
  22. Attribute Bonus
  23. Sand Storm
  24. Sand Storm
  25. Sand Storm

Note: Sometimes if you are alone with a melee enemy hero, getting Caustic instead of stats earlier can be more effective.

*: Sometimes it is better to get the ability proceeding the “*” first as they could better your situation.
EX: If you have a Level 6 Lycan in Wolf Form, you’re gonna most likley want a Sand Storm to make his ultimate useless. Or, if you are versing a melee hero alone in a lane, 90 damage per every creep is alot of harassment with Caustic.

It depends what you want – I have tried both methods, they work equally as effective in the right situation.

Item Build :
[Starting Items]

  • Gauntlets of Strength ——————————– Early HP Boost
  • Circlet of Nobility ————————————- Early HP + MP Boost
  • Flask of Sapphire Water —————————– Saves a trip to the Well
  • Clarity Potion —————————————– Saves a trip to the Well
  • Ironwood Branch
    [First Trip To Well - Should have at least 1000]
  • Bracer Scroll ——————————– Complete the earlier two
  • Circlet of Nobility ————————————- Early HP + MP Boost
  • Gauntlets of Strength —————————– Early HP Boost
  • Bracer Scroll —————————————– Complete the earlier two
  • Boots of Speed —————————————– (Duh)
  • Flask of Sapphire Water —————————————– In case you don’t have your first one.
    [Second Trip To Well]
  • Kelen’s Dagger of Escape —————————————– Completely vital
  • Filler Bracers —————————————– Always nice to have + stats.[Later Game] Defense Build
  • Aegis of the Immortal (Plate Mail + Stout Shield + Planeswalkers Cloak + Recipe)
  • Heart of Tarrasque
  • Heart of Tarrasque[Later Game] Offense Build
  • Monkey King Bar (Demon Edge + Quarterstaff + Recipe)
  • Heart of Tarrasque
  • Heart of Tarrasque


Heart : I actually underestimated this item when I first posted my SK guide. Heart is a very good item on SK, both defensive and offensive. It adds roughly 1000 HP and 35 damage, not to mention 11 HP / Sec regen. Combined with Aegis and perhaps another heart, it would take the Fire Well 11 seconds to kill you. Pretty damn nice Tank. It allows you to run in with Epicenter and STILL be targetted but live.

What about BKB? : Yeah, BKB makes sense right? Burrowstrike in, channel Epicenter, turn on BKB, and they can’t stop the channeling of the spell. Frankly I don’t like BKB too much. My reasons for this are that I get enough HP later with Heart, and if you have a Blink Dagger Epicenter will already be going off so there is no need to stop it. Plus, with BKB, if you Burrowstrike in and Epicenter, people will scatter and you will have less of an effect. With just Blink Dagger, they could be all together and not have time to react.

Only list a few items? : Yeah, late game you really can go whatever you want, there really is no bad item for the Sand King, with a few obvious exceptions (Scepter, Orb Effects). I only listed what I usually go, but I change alot so don’t go by it like its a bible.

Early Game

Start off by going to the lane of your choice. The good thing about Sand King is he is an excellent solo hero, yet an excellent dual-lane assistant as well. So, it doesn’t matter if you solo or not. Start off in the lane being very, very passive. Hold ALT and walk around with Crixalis until you see a creep with a small fraction of health remaining. As you see the creep start to lose all of its health, immidiately right click it, and go back to your walking around quickly. (To prevent auto attacking on creeps). This is a very common farming method and works amazingly well in the long run – though hard to master.

Sometimes at early levels you can bait yourself by rambo right-clicking the enemy hero (Don’t do this if you know it will be dumb AKA into Crystal Maiden and CK.) Get him to about 50% health (You should be probably around 25% health). Make him think he can kill you, and then use the power of your creeps to kill him instead. (View Image)

Dota Allstars Creeps
Dota Allstars Screenshot of the game

Once you hit Level 3 you can begin doing some damage, but don’t look for any kills yet. (Unless there is an allied stunner in your lane.) If you notice an enemy hero being attacked by at least 2 creeps, Burrowstrike him and attack him 2 times. The combination of your stun, your 2 attacks, and the 2 creeps attacking him add up to around 280-340 health taken away. Continue farming and being passive (Unless a stun opportunity occurs.

Level 5 is a pretty big level because Burrowstrike is now quite manueverable. You can start to strike up hills, down cliffs etc and the range is pretty long. Burrowstrike has more AoE than the actual spike effect shown.*
*As of 6.27b

Level 6 – Yay. Now you can easily, easily get double kills. There is an art to Burrowstrike – You need to think what the person you burrowstriked is going to do when they see the green glow come from your tail.

IPB Image

Try and think what your enemies will think.

Level 7-10 – Just farm, get a kill if you can. Work on that Blink Dagger money until you get it. Boring, yes. If an ambush comes, be prepared.

IPB Image

…Seconds Later…

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And finally…

IPB Image

Level 11-14 – Hopefully you have a Blink Dagger by now, and if you do, then now you must learn the art of Blink Strike + Epicenter. Look at these images and then I will explain further.

IPB Image

After the blink with Epicenter “on” :

IPB Image

There isn’t really an “art” of Burrowstrike + Epicenter, as it isn’t rocket science. Yet, it is one of the most effective “moves” in DotA. It usually never fails. First, find a spot that is in the fog of war or out of sight of enemy heroes. Be at most 900 units away from the enemies. Begin channeling Epicenter, and after the green light goes away and you start pulsing (You may miss 1 or 2 pulses if you are a begginner, it’s ok) immediately blink into the center of the enemy Heroes. After your pulses are up, Burrowstrike the remainders (if there are any) to sweep easy double kills.

A common misconception is when you Blink in with Epicenter “on” you should immediately Burrowstrike the enemies – This is false. If you do this, the time the enemy heroes spend in the air for Burrowstrike, they enemies are invulnerable, which means, no Epicenter damage. Wait untl all pulses are clear OR you can get a kill with a Burrowstrike.

Some people like to Channel Epicenter and then Shift-click Blink dagger so they wont miss a pulse – I do not like this as the target you want to blink to 2 seconds ago may change in the 2 seconds of channeling.

Later Levels – There is not much more that is new to the Sand King after Level 14. Sand Storm should be used for dire situations and you need to stall for allied heroes to rescue. There is a specific way you should farm with Caustic Finale. When you see a full creep wave, Burrowstrike every single unit. Immediately attack the necromancer of the wave, and then attack 1-2 ghouls. If you did this correctly, with Level 4 Caustic Finale, you should have killed the whole creep wave in a matter of seconds.

The Sand King is great for pushes – Do the Blink + Epicenter combo and it will totally screw up a team. Other than that, everything else just comes from practice. That is of course, once you can master the art of…

Mastering Burrowstrike

Burrowstrike is an incredibly versatile skill as you can transport to whatever location you want. It is especially useful for escaping by Burrowstriking up a hill.

Basics :There are times when you should and should not click a unit to Burrowstrike it. An example of when it is actually OK to click a unit is when you are both farming in the same lane. The good thing about clicking the unit is it will detect if he is in range, and if he leaves the range you won’t burrowstrike, which can be useful. DO NOT EVER click a unit if you are CHASING it, as you will always Burrowstrike behind the unit. You need to aim a bit ahead in the direction of the runner.

Let the Blue Ball represent the Sand King and the Red Ball Represent an enemy Hero who is fleeing. In this situation, you have to click ahead of the unit, at the green X, or you will Burrowstrike not far enough. This spell is NOT like Impale, where you can target it and it (usually) can’t miss.
IPB Image

Burrowstriking up a hill : To Successfully strike up a hill, you must be relatively close to the edge of the cliff you want to go up / come down. Click as close as possible away from you, but enough to be on the other side. If you click too far, the Sand King will try to run around the hard way and not strike up the cliff, which, will make you screwed very often.

IPB Image

Dota Allstars Crixalis the Sand King guide

Timing : Timing is essential with Burrowstrike since it is NOT a targetted spell like Impale. Estimate the speed of your target and their direction and time accordingly. This comes with practice. But once you master it, come on, how badass is it Burrowstriking down a cliff for a kill?

Burrowstrike / Epicenter :
This is the most famous combo of the Sand King. Burrowstrike a unit (or more than one) and then immidiately channel Epicenter, so that when the enemy is unstunned, they will be caught in the Epicenter. There are many ways you can totally screw up B/E combo. Here are some tips to prevent that from happening.

————- Disablers :
Disablers suck when it comes to Burrowstrike / Epicenter. If you Burrowstrike, say, Crystal Maiden, there is enough time for her as she is unstunned to Frostbite you and kill the Epicenter. Not only that, she might use Freezing Field and kill you. Unless their main disable is on cooldown, do not attempt to Burrowstrike Epicenter caster / disablers.

————- Late Game Strength Heroes :
Obviously if a Hero has 2400 HP, Epicenters roughly 1,000 damage at Level 16 wont do jack shit. Never try to just kill a Lone Centaur with it. Save it for a push when it will at least do some damage. Don’t get me wrong though, an early game 1000 HP centaur can be killed pretty easily provided you avoid his stun.

————- Blinkers / Heroes with Blink Dagger :
If you ever Burrowstrike and attempt to Epicenter an Antimage, I hate you. He will just blink away easily and you will look pretty dumb :-p. Exceptions are if you TOO have a Blink Dagger – You can see where they Blink and just blink right with them, always a funny situation. Also if the hero can blink w/o a dagger, having a teammate disable or silence him works.

————- “Hot Spots” :
I like to call certain areas of the map “Hot Spots.” Why? Because the Sand King can use Burrowstrike to go to this area and be completely safe from harm for as long as he would like. If you go to a Hot Spot, it is an area that the enemy cannot have a line of sight to, and that only Burrowstrike can be casted to. You can transport ANYWHERE within the range with Burrowstrike.
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Other Notes

-None : This is my first Guide and the First version of this one.

Good luck.


- Can you channel Epicenter and then Burrowstrike to an area, taking the Epicenter with you?

Though slightly less effective, yes, this does work, and is a good substitue if it is needed.

Yurnero, Juggernaut – The King of Blades Guide

Monday, May 19th, 2008
  1. Introduction
  2. Stats
  3. Skills
  4. Item Build
  5. Skill Build
  6. Early Game
  7. Middle Game
  8. Late Game
  9. Conclusion

Provided by Amplirage on

He comes and leaves swiftly, leaving death in his wake. Truly a master of his blade, the Juggernaut deserves his title. Cleaving through all who oppose him like a hot knife through butter, Yurnero knows exactly where his opponent’s weak points are. In a single slash, he can easily end a foe’s life by cutting its life line. Yurnero is certainly nobody to underestimate. This guide includes a complete item build breakdown, a creep blocking guide, good ward placement locations and useful juking spots.


Yurnero – The Juggernaut

Range: 100 | Move Speed: 305
Primary: AGI
Str: 19 + 1.9 | Agi: 22 + 2.85 | Int: 14 + 1.4
Damage: 46 – 50 | HP: 511 | Mana: 182
HP Regen: 0.76 | Mana Regen: 0.57
Attack Speed: 1.36 | Armor: 1

Blade Fury Blade Fury (F)
Causes a bladestorm of destructive force of 200 AoE around Yurnero, rendering him immune to magic and dealing damage to nearby enemy units and buildings.. Lasts 5 seconds.
Level 1 – Deals 80 damage per second.
Level 2 – Deals 100 damage per second.
Level 3 – Deals 120 damage per second.
Level 4 – Deals 140 damage per second.
Mana Cost: 110
Cooldown: 30
Comment: This skill should be maxed out ASAP as it is your: -Creep clearing skill -Spell immunity skill -Combo initiator or ender -High damage-medium cooldown spell.
Healing Ward Healing Ward (G)
Summons a Healing Ward that heals units` within 400 AoE. Ward can move slowly, has 5 HP and 0 medium armor.. Lasts 25 seconds.
Level 1 – Heals 1% of hit points per second.
Level 2 – Heals 2% of hit points per second.
Level 3 – Heals 3% of hit points per second.
Level 4 – Heals 4% of hit points per second.
Mana Cost: 140
Cooldown: 75
Comment: Has hp healing capabilities as good as the fountain. Imagine late game you and your team are pushing and you get into a big fight but fortunately nobody dies. You call for a slight retreat and place the ward in the fog. The whole team can just huddle around it for a few seconds and immediately get back to action. The healing potential is very very useful.
Blade Dance Blade Dance (C)
Yurnero`s cunning blade gives him a chance to deal double damage on each attack.
Level 1 – 10% chance.
Level 2 – 18% chance.
Level 3 – 26% chance.
Level 4 – 36% chance.
Mana Cost: N/A
Cooldown: N/A
Comment: Simple skill but this enables Yurnero to take down most opponents in a matter of seconds. Amazingly high rate of critical works really really well with battlefury and his ultimate. Increases Yurnero’s DPS significantly.
Omnislash Omnislash (N)
Unleash a number of blink strikes which deals variable physical damage between 150 – 250, slashing units in the battlefield. Yunero is invulnerable when he blink strikes. If Yunero has around 100% to 200% attack speed, he can deal additional hit (base on his own attack damage) in between every 1 to 2 blink strikes; if he has more than 200% attack speed, he can deal additional hit in between every blink strike. Special effects like Critical attack, orb effects can kick in in the additional strikes only.
Level 1 – Unleash 3 blink strikes.
Level 2 – Unleash 5 blink strikes.
Level 3 – Unleash 8 blink strikes.
Mana Cost: 200/ 275/ 350
Cooldown: 130/ 120/ 110
Comment: All there is to know about the ultimate is described by the above sentence. Now we ask ourselves what orb or attack modifiers are the best if they happen to be activated in the extra hit. This attack is great for finishing off those survivors in big team clashes and killing off heroes 1 on 1 and also 1 on 2 in the forest.

Skill Build:

1. Blade Fury
2. Blade Dance
3. Blade Fury
4. Blade Dance
5. Blade Fury
6. Omnislash
7. Blade Dance
8. Blade Fury
9. Blade Dance
10. Stats
11. Omnislash
12. Stats
13. Stats
14. Stats
15. Stats
16. Omnislash
17. Healing Ward
18. Healing Ward
19. Healing Ward
20. Healing Ward
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats

Item Build:

1.View Details for Battle Fury
Battle Fury
+150% Mana Regeneration
+6 HP/Sec Regeneration
+65 Damage
Passive: 35% Cleaving Attack (melee)
Claymore + Broadsword + Perseverance
2. Sange&Yasha
3.View Details for The Butterfly
The Butterfly
30% Evasion
+30 damage
30% increased attack speed
+30 Agility
Eaglehorn + Quarter Staff + The Butterfly Recipe Scroll
4.View Details for Heart of Tarrasque
Heart of Tarrasque
+300 Hit Points
+11 HP/Sec Regeneration
35 Strength
Messerschmidts Reaver + Vitality Booster + Heart of Tarrasque Recipe Scroll
5.View Details for Assault Cuirass
Assault Cuirass
+10 Armor
+5 Armor Aura
-5 Armor Aura
+40% Attack Speed
+15% Attack Speed Aura
Plate Mail + Hyperstone + Chainmail + Assault Cuirass
6.View Details for Boots of Travel
Boots of Travel
+85 Run Speed
Active: Teleport
60 Second Cooldown 4 Second Cast Time
Boots of Speed + Boots of Travel Recipe Scroll
7.View Details for Hood of Defiance
Hood of Defiance
+30% spell reduction
+8 hp regen
Planeswalker`s Cloak + Helm of Iron Will + 2x Ring of Regeneration or Ring of Health

Early Game:

Start Game

So you were lucky enough to random Yurnero. So what? Well, Yurnero is one of the most powerful heroes later in the game. Once he has farmed up his items, nothing can stop him. If you picked him, good choice. Follow this strategy to learn the secrets of the Juggernaut.

  • Yurnero is very weak in the beggining so he will be needing a babysitter such as Purist or Rooftrellen.
  • The biggest problem Yurnero faces early game are the harrasers. They will target him during this stage because of his potential late game.
  • To counter this, we will need to out-farm and out-class them.
  • Buy a courier and deploy it at your base before heading off to your lane.
  • Choose Sentinel bottom lane or Scourge top as by creep blocking, you can get them near to your tower.
  • From the first creep wave, you will recieve a 1 level advantage over your opponent.
  • Don’t forget the important codes the moment the game starts, -di,-don
  • These codes will display the amount of creep kills and denies you have made.
  • Another code, -ma is good for checking on your opponent’s levels and what heroes they are. This can help you decide whether your item build is suitable.

Your starting items should be(assuming this is a 5 on 5 game):

Animal Courier Ancient Tango of Essifation
Lesser Clarity Potion Gauntlets of Ogre Strength

Starting item build justification

  • The starting items are the items that you will be able to buy upon spawning at your fountain.
  • They are the items that will keep you alive during this stage of the game.
  • Animal courier is the most important of these. While enemies need to return to base to heal or to buy items, with this little devil can buy your items as well as health and mana potions for you to heal with. It would most certainly give you a level and gold advantage over your opponents as you get to stay and farm in your lane.
  • You only need to get one set of tangoes and two clarities as later on more can be supplied to you by your courier.The gaunlet is there for the additional hp that we will need. Building bracers will only slow down our item build which is a bad thing as we are trying to rush our items in order to survive mid-late game.
  • These items are not included in the main item build as they are the basic survivability items.

Skill Build Justification

Blade Fury

  • It is rather stupid if you do not max out blade fury as soon as possible as the damage output by blademaster is very high.
  • It is also your escape tool and your farming tool besides being your hero killing or weakening skill.
  • The damage of blade fury is as follows- at level4:

140 x 5 seconds= 700 spell damage. It is very dangerous even though the natural magic resistance all heroes have does cut a bit of the damage.

Healing Ward

  • A very useful spell late game to prolong big team pushes,
  • Can be used to heal the entire team after getting ganked.
  • Can move at about 100ms.
  • Very good to heal you when you are solo-ing Roshan or when your team is killing Roshan.
  • Only get it later game as you do not have the mana to support it yet.

Blade Dance

  • His main killing skill.
  • Sometimes simplicity is the best weapon.
  • High AS and damage only makes this skill more deadly late game.
  • Does not lose effectiveness as the game goes on.
  • Works very well with Battlefury as the critical is also cleaved.
  • I took it A.S.A.P after Blade Fury as the damage is strong for denying and last hitting. The creep is almost guaranteed yours whenever you last hit it.


  • Makes people yell “Wtf! I didn’t see him! Why didn’t you tell me he was missing!”
  • I find it works very well with S&Y because the damage is physical and maim can increase his omni slash’s power.
  • The less opponents are around, the better.
  • The skill has a certain psychological effect on opponents.
  • Chasers will be afraid to follow you into the jungle as they are scared you might turn back and unleash your omnislash on them, turning the tables instantly.
  • The search range of this skill has been decreased in later versions.
  • This is both good and bad
  • Good: When omnislashing, you don’t need to be so afraid of nearby creeps.
  • Bad: He can’t really omni-chase anymore as fast heroes and heroes with blinks can escape him(not much difference as lastime they could too and Kelens cant work if the user has been damaged in the past 3 seconds).
  • Should be taken at every opportunity possible as the damage is always around 250 per hit.
  • Useful at every stage of the game.

Item Build Breakdown

You may be asking why I put the item build again. Well, the strategy builder does not have a complete price breakdown so I took the effort to do it. Perhaps drew can add an item build breakdown to save other guidemakers’ time. I also find the database of items in DS inconsistent to that of Dota Allstars website. These items and prices follow DA.

Battle Fury


Void stone = 875                                                      Ring of health = 875

Claymore = 1400                                                    Broadsword = 1200

Battlefury is the first item you should get as it helps in farming a lot. Generally, it works with most heroes with criticals. The preseverance must be built up first before the damage items as early game you must concentrate on surviving and gaining a level advantage. The presevarance should be built together with yasha and be finished before sange.




yasha = 600(recipe)                                           sange = 600(recipe)

Blade of Alacrity = 1000                                                    Ogre axe = 1000

Boots of Evelskin = 450                                                      Belt of Giant Strength = 450

This item is very expensive but is now more worthid as it has been buffed in recent versions. Yasha should be built first as the IAS and agility bonuses benifit Yurnero much more than sange. Sange’s maim is still very little as it has not been buffed. Only once they have been combined into S&Y is maim useful.

Boots of Travel

Boots of Travel=2700

Travel recipe = 2200(recipe)                                         Boots of Speed = 500

Compliments his ganking abilities and his chasing abilities now that S&Y and Yurnero’s ms have been buffed. Also can teleport to ALL allied units on the map so you can teleport to your allie’s underlings that can be placed around the map. This would give you total control over the map. Boots of speed should be bought after completing BF but before completing S&Y. Upgrade to BoT after you have finished S&Y.

The Butterfly

The Butterfly = 6000

Butterfly = 1800(recipe)

Eaglehorn = 3300                                                    Quarterstaff = 900

Incredible item to get on agility heroes. Especially DPS specialists such as yurnero. Increases damage as well as attack speed tremendously. Should be built after BoT as it greatly increases your killing potential and survivability. 30% evasion is no laughing matter as it will certainly stop perma bashers and heroes that rely on a few hits to kill like ursa.

Assault Cuirass

Assault Cuirass = 6120

Hyperstone = 2100                                                     Platemail = 1400

Chainmail = 620                                                       Assault recipe = 2000(recipe)

Late game item. You can own without this item but this can add to your killing potential. Increased AS will only make your omnislash more powerful. The additional armor will be very good against DPSers and the auras will certainly help your team late game when the ultra huge pushes begin. The – 5 armor also contributes to your omnislash as it is physical damage type.

Heart of Tarrasque

Heart of Tarrasque = 5500

Reaver = 3200                                                     HoT recipe = 1200(recipe)

Vitality booster = 1100

Amazing survivability when fighting in the middle of a battle. Gives you enough time to cut your opponents down to size and help your team substantially.

Hood of Defiance

Hood of Defiance(situational) = 2350

Iron will = 950                                                        Planeswalker = 650

RoH = 875

Get this if more than 3 of your opponents are heavy nukers. Replace HoT with this as even the Heart cannot stop a few nuke combos.

Creep Blocking

  • Since you are weak in this period, you must do all in your power to help you farm.
  • This set of screenshots will show you the art of creep blocking which is actually a move to slow down your creeps from reaching your tower.
  • This will actually give you a 1 level advantage over your opponent if you did it correctly with the first wave.

Yurnero the Juggernaut and Blademaster Dota Allstars Creep Block 1

Yurnero the Juggernaut and Blademaster Dota Allstars Creep Block 2

Yurnero the Juggernaut and Blademaster Dota Allstars Creep Block 3

Yurnero the Juggernaut and Blademaster Dota Allstars Good Positioning

Yurnero the Juggernaut and Blademaster Dota Allstars Creep Block 4

The Importance of Courier

  • An animal courier has many uses that you can benifit from substantially for such a cheap price.
  • The items to get for your animal courier to bring to you besides items that form your main item build:
Flask of Sapphire Water Lesser Clarity Potion
Ancient Tango of Essifation
  • Bottles and clarity potions are to heal you as you do not want to return to the fountain.
  • The tangoes are for later use while fighting.
  • * Okay, so we have our item build and skills all explained together with the techniques to block creeps.
  • * So what Do we do when we are in the lane against the opponent.
  • * Well, the most important thing to know about Yurnero is play safe .
  • * Farm safely in your lane and don’t go ganking or pushing like mad or making sudden assaults on your lane opponent.
  • * You will end up at more loss than he is.
  • * Last hit and deny.
  • * Set this in your mind. For Yurnero, LAST HIT > DENY.
  • * Don’t push too far into your opponent’s base.
  • * Once you reach level six, don’t go and try to gank yet.
  • * Be careful as you r opponents might try to kill your courier.
  • * Always play safe. Only strike back when your opponent hits you(melee).
  • * If an irritating range opponent can’t stop harrasing you, first, look at your game time.
  • * The creeps spawn every 30 seconds.
  • * If you are sure your enemy creeps aren’t anywhere near your ranged opponent yet, blade fury and chase him down a bit, cutting his life down and then return to your farming.
  • * This way, you gain advantage by forcing him to return to the fountain while your animal courier can bring potions to you.
  • * If the opportunity to kill comes, take it but do not be stupid and tower dive or omnislash when you are not sure if you can kill him.

End of Early Game


Your goal in this stage is just to out farm and level your opponents. Do not let them harrass you.

  • The items you should at least have by the end of this stage:
Perseverance Blade of Alacrity
Boots of Elvenskin Boots of Speed
Gauntlets of Ogre Strength

Mid Game:

I usually consider levels 14-19 as mid game for Yurnero as he is an ultra late gamer.


  • Okay, so you have reached mid game hopefully with no deaths an perhaps 1 kill or so. Good.
  • Now, continue farming in your lane.(I assume you took either top or bottom lane)
  • Because of your heavy last hitting and your criticals, it is likely that you have pushed past their first tower. Good, now is the part where you have to be very map aware.
  • Beware of ganks as once the opponents realize how far you have  pushed, they are sure to come and get you.
  • Use and discuss simple map commands that are easy to type with your allies.
  • This can help save your team members and you from getting ganked.
  • Commands such as ‘mid mis, top mis, bot mis‘ are examples to convey a simple message to your team. The hero in that lane has dissapeared and is missing which could mean a few things.
  • First and foremost: a gank. Be careful and back down a bit.
  • What do you do when you are suspicious they are coming for you?
  • Farm neutrals in the nearby forest. Not a minute of your farming time is to be wasted. Get that in your head. Time is gold.
  • If you suspect they know you are neutral creeping and you see them searching, this is the time to utilise juking spots.
  • First, anticipate their moves. They will most likely use the ‘cut’ technique.
  • What is this ‘cut’ technique that I am talking about?
  • It is rather simple. Imagine a pincer attack. One comes for a direct lane attack while the other comes from behind you(somewhere in the jungle) and they kill you.
  • So, since they are sure  to  retreat after a certain period of searching time(nobody likes staying in a lane with  no backup and unfriendly creeps hacking their  backs), you can delay them by using the juking spots.

Juking Spots

So what is this ‘juking’ anyway?

It is a way for you to outmanuever your opponents or delay them from teaming up against you and killing you.

There are many important juking spots but generally there are two types.

  1. Fog of War juking spot
  • This juking spots are best used when your opponents are chasing you.
  • They are not so useful to yurnero as nobody in their right mind will follow you into the forest without backup.
  • Usually these juking spots are in the middle of trees and even near roshan or in a neutral creep camp.
  • These places are where you can safely teleport home with your boots of travel.
  • There are too many of them so I have not included screenshots of the places.

2.  Hiding juking spot

  • As far as I know, there are only two juking spots like this where you can hide out of the opponent’s range of sight.
  • These spots are much more reliable as they are certain to mask your whereabouts unless your opponents check the spot.
  • Though, it does ensure enough time for you to make a decision and either: Teleport home or place a healing ward and make a comeback.
  • These two spots are situated here:

Dota Allstars Juggernaut Juking spot 1

and here

Dota Allstars Yurnero Scourge juke spot

Wards And Couriers

  • Wards are often the best way to control the map.
  • Only by using wards can you anticipate ganks and intercept them.
  • Wards also allow you to get a peek on your enemy team’s movement and neutral creep spawns.
  • Wards also help you watch the status of couriers(this part will be explained later)
  • Since Yurnero is such  a great 1 on 1 hero, the best 1 on 1 conditions are in the jungle.
  • With your eyes in the jungle, you can instantly sniff prey or danger around you while neutral creeping.
  • Here are great ward positions for you to put your wards.
  • You need not put wards at ALL the locations but certainly those around the area where you are farming are most important. Remember that.

Dota Allstars Blademaster Ward placement 1
ward placement 2

Dota Allstars Juggernaut The Blademaster Yurnero Wp4




Roshan ward

  • The River wards are the most important and must be updated(buy a new one and replace the old one when it dissapears) frequently.
  • The Roshan ward can be taken later on as only later on do people usually go for Roshan.
  • Notice I put the wards up at high places, I put them there as they will not be prone to melee heroes and creeps. More of a hindrance.

Tricks on Courier

  • Couriers are exeptionally good for setting up ganks.
  • What?! Couriers can set up ganks? Yes, and they can help you intercept the ganks too. Kill off the ‘cutters’ before they can get together.
  • Now how is that possible? Get your ally to buy some couriers or lend some of his underlings to you. In exchange, you buy the wards for the team.
  • Get your friend to position the couriers near your wards.
  • Voila! You now have eyes and TP spots in the jungle.
  • With your wards, you can watch over the couriers.
  • Make sure the couriers are hidden in the fog or your team will lose money if your opponent sees them.
  • If you see the opponents setting up a gank, TP to one of the couriers using boots of travel and intercept and finish off the heroes one by one. Together they are strong, Alone, they are nothing to Yurnero.
  • Be careful though, do not sacrifice yourself to save your friend. It is just not worth it.


  • Now, when should we get aggressive and start intercepting ganks and killing heroes you see are alone in the jungle?
  • Here are the items that are needed for you to properly engage and kill the enemy heroes rather than being more of a liability and end up becoming a ‘feeder’.
Battle Fury Sange&Yasha
Boots of Speed
  • OMG you say. These items are too expensive!!
  • Not at all once you have finished your battlefury, farming will be a breeze

Battlefury Tips

How do you farm with BattleFury?

Certainly not running like a barbarian into the middle of a creep wave and hacking around.

  • Battlefury can splash critical damage.
  • So, who to hit? Hit the Melee creeps first. The splash damage from killing them will be more than enough to kill the ranged creep.
  • Scenario: You have two creeps on very low red life and one that has red hp. Who to hit?

Well, in one hit, you can kill all three of the creeps. Hit the red hp creep and the splash damage will hit the other two and instantly kill them.

  • Remember, the splash damage is 35% of the normal attack.
  • I see many people making this mistake and wasting two hits on kills that can be made with ONE hit.
  • This wastes time.
  • It might seem little but when it accumulates, it can make a big difference.
  • Battlefury also changes Yurnero’s attack animation to the critical slice animation where Yurnero jumps up and slices the opponent vertically.
  • It makes  opponents  have the image of you getting criticals every hit. They will think twice before coming to get you as the phsychological effect is quite good but not as good as tidehunter’s Anchor Swing.

End of Mid Game

Now you have finished the important and tedious part of the game. You are almost ready to run around casually and kill off opponents like flies.

Your items should at least look something like this:

Sange&Yasha Battle Fury
Boots of Travel Quarterstaff

If you farmed extra well:

Sange&Yasha Battle Fury
Boots of Travel Eaglehorn

Late Game:

Late game is lvls 20-25.


  • Yay Huzzah! Late Game!!
  • *Cough**Cough* On to the strategy now.
  • Late game is the time when you practically CONTROL the entire game.
  • Not much strategy during late game but there are certain points that I would like to point out.
  • Don’t act like a hero and jump in the middle of a stampede of creeps and heroes. You will only end up being sent back to the fountain and getting laughed at.
  • Let battle initiators like Raigor blast away everything first. Once the teams are converged in battle, make your entry and start killing.
  • It is realitively easy to get a doublekill and even a triple kill with Yurnero.
  • Finish off the fleeing heroes with an Omnislash.
  • Do not get greedy.

Yurnero’s roles late game

  • Crush those pesky backdoorers.
  • Add icing to the battles and end team clashes with a superb finish that will get your team respected.
  • Defend and decimate entire mobs and stampedes of creeps in mere seconds.
  • Though, it is very unwise to handle them without some of your creeps to take the hit for you.
  • Clear the jungles of heroes that stray too far.
  • Kill Roshan.

Killing Roshan

  • Very easy with Yurnero and can be done solo.
  • Start hitting Roshan and then wait for him to throw his stunning rock.
  • Hit him a while and place your healing ward behind you.
  • Continue hitting him without using blade fury or any skills.
  • He should be dead before your ward can even disappear.
  • You can replace your heart with Aegis but it is recommended you stick to the item build and give the Aegis to another ally.


  • Hunting for heroes is what Yurnero does best.
  • Just move around the map using your teleportation couriers and empty the opponent’s neutral creep camps.
  • Because your team is pushing so hard, the opponents won’t have a place left to farm so most likely you will bump into one or two of them farming the neutrals.
  • DO NOT start with omnislash just because you have the chance.
  • Here are the combos that you could try out.
  • Blade Dance signifies normal attack.

Blade FuryOmnislash


Blade FuryBlade DanceOmnislash


Blade DanceBlade Fury


Bladefury tips

  1. Effects from your attack still happen on enemies when you click on them.
  2. This is only used when you are fighting 1 on 1 in the jungle as clicking on the enemy hero when there are his creeps around will surely attract them to you.
  3. When in lane, always click beside the opponent.
  4. Bladefury is good for surprising the enemy when you come from the side, or from the fog.
  5. You just need proper positioning.
  6. The psychological effect of bladefury is astounding. When anyone sees a Yurnero blade-furying they usually tend to run.
  7. This can be used to your advantage.
  8. Check the timer. if the creeps haven’t spawned from his base anytime soon, this tactic is very useful.
  9. Spin near him and make it seen.
  10. If he stays to fight, you spin off all his creeps.
  11. Then omnislash to finish.
  12. If he runs, this is why bladefury can be used to an advantage, it can make others run.
  13. When they run, just chase, even though you are not damaging him.
  14. Usually they would run back to base. This puts a gap between them and their creeps.
  15. Allowing you to—-OMNISLASH and kill.


  • If something goes horribly wrong(very unlikely), you can escape by using bladefury.
  • Bladefury gives you magic immunity and gives you a 5 second space for you to run before the enemy throws stunning or slowing spells or killing nukes at you.

This happened quite early game for me but this screenshot is merely to show you the uses of Blade Fury to escape.

Creep Wave Timing.

  • Creep wave timing is an essential skill that is always good to be learnt by Yurnero players.
  • It is the art of estimating the time the next creep wave comes and is useful to time your Omnislash.
  • You could end up wasting your ultimate just because the fog of war blocked you from seeing the creep wave coming up.


  • Here is a table I made to estimate the creep waves.
  • Take note that they spawn every 30 seconds.


TOP 0 8s 17s
MIDDLE 0 6s 13s
BOTTOM 0 8s 25s
  • Those are for the Sentinel.
  • For the scourge, the third tower values for top and bottom are switched.
  • The time in between is self-estimated.

Team Pushes

  • Late game is when both teams are pushing themselves to the limit.
  • The towers will fall and blood will flow.
  • You can act as the team’s fountain because of your healing ward.
  • Simply retreat for a few seconds into the forest and huddle around the healing ward.
  • Make a comeback faster than the opponents can say ‘OMG’
  • You can support your team perfectly with your Assault Cuirass’ IAS and def aura.
  • You will actually be having such a fun time that you will not even want the game to be over.

Estimated Item Build

When the game ends. This is the best item build that this guide suggest.

Sange&Yasha Battle Fury
Boots of Travel Assault Cuirass
The Butterfly Heart of Tarrasque


Not that good because aegis does not give hp bonuses that will let you last longer in the battle.

Sange&Yasha Battle Fury
Boots of Travel The Butterfly
Assault Cuirass Aegis of the Immortal


  • Finally, once you have pushed hard enough, you destroy the Frozen Throne/World Tree.
  • Yay, you win….and this concludes my strategy guide.


Best Allies

Rigwarl - The BristlebackAtropos - The Bane ElementalTraxex - The Drow RangerKnight Davion - The Dragon KnightRooftrellen - The Treant ProtectorSven - The RogueknightAiushtha - The EnchantressShendelzare Silkwood - The Vengeful SpiritRaigor Stonehoof - The EarthshakerSlithice - The Naga SirenMagnus - The MagnataurDazzle - Shadow PriestBlack Arachnia - The BroodmotherLesale Deathbringer - The VenomancerBalanar - The Night Stalker

Powerful stunners, slowers and disablers to hold the enemies still while yurnero hacks away at them, easily earning you a double or triple kill.

Purist Thunderwrath - The OmniknightRooftrellen - The Treant Protector

Good babysitters needed early game. Rooftrellen’s overgrowth is also amazingly good with Yurnero.

Worst Enemies

Lion - The Demon WitchAtropos - The Bane ElementalPudge - The ButcherRylai Crestfall - The Crystal MaidenLina Inverse - The Slayer

Badass nukers and disablers. Also those who can pull off mad godly damage combos.

Items not to get

Buriza-do Kyanon

This will overide your critical..terrible compared to Blade Dance.
Refresher Orb

WTF! You don’t have enough mana to support this, no matter how appealing double omnislash might seem.
Any intelligence items like guinsoo and ahganims…


Empty Bottle

You don’t need this because you are using your courier to bring your heals. It isn’t too bad though, I guess it can be taken mid game- late game when you are ganking. CAN BE REFILLED BY CARRYING RUNES AND THEN CONSUMING THE RUNES.


Gives immolation which is kind of redundant since you have a battlefury. By all means, get it if you prefer immolation over the damage from battlefury.


Great item for Yurnero as it gives lifesteal, letting you go neutral creeping more often. Can replace SnY with it but then Yurnero will lack AS, a slow and sufficient MS to chase properly.

Last Words

Yurnero is an amazingly capable hero late game than can rake in kills for the team and crush the opponent team. But it takes skill to contend with harrasers early game and avoid getting focus fired. He works together with support heroes early but flies solo later on. I am sorry if anybody disagrees with this guide. I am also sorry if you expected action packed screenies showing kills and flashy stuff. This guide has been made to be newbie friendly and updated as of the 6.51 version. Spent 10 hours on this guide including making screenies and all those stuff. Not including the 5 hours that was thrown away because of my carelessness in not saving a backup copy in ‘notepad’ or ‘word’.


  1. Drew for making all this possible.
  2. The mods who go through and sieve through all the strategies everyday to find the good ones that are worthy of being in the database.
  3. for their item database resources.
  4. for all the facilities.
  5. My trusty computer for handling the hours of work I put it through.
  6. And YOU for reading the guide.

Good Luck DotA-ing ~~Amplirage