Selasa, 09 Desember 2008

Luna Moonfang The Moon Rider


Luna Moonfang

Luna Moonfang is a stalwart and devout follower of the Moon Goddess, Elune. She fights alongside the Sentinel in the neverending battle to cleanse the land of the unholy Scourge. Through her valiant efforts, she has been granted small portions of Elune's mystical power. Luna uses this gift to cut a swath through her enemies. It has been said that Luna is able to call down the very light of the moon, and is always surrounded by a glowing aura, as though in moonlight herself. Luna is a shining beacon for the Sentinel, an ever vigilant protector.

Luna Moonfang

Base HP: 435
Base Mana: 208
Strength - 15 + 1.75
Agility - 22 + 2.8 (Primary)
Intelligence - 16 + 1.85

Base damage 43 - 49
Attack range of 330
Base Armor 4.1
Movement speed of 320

Skills

Lucent Beam



Luna concentrates on the moon's energy and channels it forcefully to the surface, damaging an enemy unit.

Level 1 - 75 damage.
Level 2 - 150 damage.
Level 3 - 225 damage.
Level 4 - 300 damage.

Mana Cost: 95/ 110/ 125/ 140
Cooldown: 7

After Lucent Beam did not effect Eclipse damage, looks like everybody leave this skill when build battle Luna.

Moon Glaives




Allows Luna to attack extra enemies with each Glaive attack. Each enemy struck beyond the first incurs a 35% damage loss, per unit.

Level 1 - Luna hits 2 enemies with every attack.
Level 2 - Luna hits 3 enemies with every attack.
Level 3 - Luna hits 4 enemies with every attack.
Level 4 - Luna hits 5 enemies with every attack.

Mana Cost: N/A
Cooldown: N/A

A great skill, but for harassing melee hero while last hitting. Great skill for farming as Luna launches painful bouncing glaives, also work well for team battle.

Lunar Blessing



Nearby ranged units gain the power of the moon.

Level 1 - Increases base ranged damage by 6%.
Level 2 - Increases base ranged damage by 13%.
Level 3 - Increases base ranged damage by 20%.
Level 4 - Increases base ranged damage by 27%.

Mana Cost: N/A
Cooldown: N/A

Great skill and synergize with glaives. Also helping your team, especially when you got teammates like Viper or Traxec.

Eclipse




Calls to the moon's magic, summoning a concentrated burst of level 4 Lucent Beams(no matter whether what your lucent beam level is) to damage targets within 450 AoE around Luna.
If Luna dies while casting Eclipse, Lucent Beams will still be produced at the area where she dies.

Level 1 - Summons 4 Lucent Beams.
Level 2 - Summons 7 Lucent Beams.
Level 3 - Summons 10 Lucent Beams.

Mana Cost: 250/ 350/ 450
Cooldown: 140/ 120/ 100

This skill makes people fear to meet you one-by-one. Almost result in a sure kill when it used to fight one hero alone. Watch for the creeps when use this skill because the damage will be shared.

Skill Build

1. Stats/ Lucent Beam
2. Lunar Blessing/Moon Glaives
3. Stats
4. Lunar Blessing
5. Lunar Blessing
6. Eclipse
7. Lunar Blessing
8. Moon Glaives
9. Moon Glaives
10. Moon Glaives/Lunar Blessing
11. Eclipse
12. Moon Glaives
13-15. Stats
16. Eclipse
17-21. Stats
22. Lucent Beam/Stats
23-25. Lucent Beam

This build is designed to build battle Luna. Go for Stats and Lunar Blessing in early games. Those will makes you easily to get last hit while stats help your survivability. Take 1 level of Lucent Beam for the mini-stun if you're facing channeling heroes on your lane. Lucent Beam is maxed at your last levels because it doesn't give you lane control. If you max it first, Luna will lose it's effectiveness during mid and late game.

Moon Glaives is taken after Lunar Blessing, because Lunar Blessing gives you more damage for last hitting. Take
Moon Glaives early when you are facing melee hero for harassing while killing creeps or denying. Moon Glaives don’t give you lane controlling abilities, it just help you pushing and farming. A bit of Stats are gotten early as they’re still much better than Moon Glaives, and they give you a bit of everything you need.

Moon Glaives are gotten as soon as you maxed out Lunar Blessing, as you probably have enough overall damage to deal significant damage with your Bouncing Glaives. But if you're gonna for neutral creeps, take
Moon Glaives immediately as it will really help you kill neutrals faster. Eclipse is maxed out whenever you can, as it deals superb damage and you can kill any lone enemy you pass by, and it deals great damage in a teamfight.

Item Build

1. 2 Set of Tangos + Circlet of Nobility
2. Finish 1-2 Wraithbands
3.
Boots of Speed
4. Helm of Ironwill
5. Mask of Death (Helm of Dominator)
6. Finish Power Treads
7. Black King Bar (optional)
8.
Butterfly
9. Finish Satanic

Your items should be like this:



Optional



Get tangoes and some stats from circlets, tangoes is better than Ring of Regeneration since you will get Dominator. Wraithbands is better than bracers because you need fast damage boost for farming. Helm of the Dominator is probably better than any other item for Luna, as it gives Luna more capability to survive while farming. The leech helps Luna on jungling and the dominate ability will get you a Centaur/Furbols. Use them to stomp then Eclipse to get kills.

Black King Bar is an optional items. When you are facing so much nuker, it's advisable you buy this thing before Butterfly. If you're going extraordinary farming or your enemies are all DPS hero, rushing Butterfly will gives you better result. It gives you everything, damage, attack speed and especially the evasion.

Upgrade your shoes into Power Treads to boost attack speed After get some damage items, finish the Satanic. With the additional hp given and the additional lifesteal boost, you’re sure to survive much longer against enemy heroes, and Satanic’s active lifeleech gives you additional damage, plus the lifeleech, which gives you a lifesteal even on the bouncing glaives.

Strategy

Luna like the other agility heroes, is fragile early games. Your attack range is very short for a range hero. Try to get last hit and farming immediately. Don't bother for harassing, you will get a kill when you got your ulti's. When you get a Dominator, it's time for jungling since Luna skills makes jungling very easy.
You can go live in the forest and gain a lot of money in a short time. There’s no problem when you encounter any enemy hero, considering you can survive whatever they can take and that you can kill them with Eclipse and a few more hits.

Keep farming and farming. Luna is an exceptional farmer and you must maximize it's potential to rush your items. Only do ganking when they are close to your jungling position. If you are ganking too far, it means you’ll lose a lot of time farming and will delay your items. The most efficient way to kill heroes is to surprise eclipse them, offensively in a lane. When getting caught in a forest, you will turn out to be some sort of Anti-Gank, so it means you can kill them when you're getting harmed, just make sure they won't survive. If you're short of HP, don't bother and leech some creeps.

When it's times for team battles, the most important things is watch for enemies creeps. Don't waste your ulti's on creeps. Tell your teams to clear the creeps first. Raigor and QoP
ulti's are great way to clear the creeps. After the creeps clear, jump in and start Eclipse. They’ll receive a massive amount of damage, and all you have to do next is to attack them. Activate Unholy Rage if you have Satanic, start hitting the weakest hero and leech at the same time. Your Glaives will hurt a lots of hero and hopefully can bring you a 1-3 kill.

Ursa Warrior

Ulfsaar

Before the invasion of the Scourge, a race of intelligent bears called furbolgs cultivated a quiet spiritual society deep in the heart of Azshara. With most of their kind murdered and corrupted by the Undead, the normally isolated furbolgs were forced to flee to the Sentinel for protection. In return, the furbolgs have sent their mightiest Ursa Warrior into battle on the Sentinel behalf. Enraged by the defilement of his people's sacred land, Ulfsaar is able to channel his fury into a series of extremely quick and brutal swipes, using his razor-sharp claws to overpower his foes and literally tear them apart.

Ulfsaar

Strength - 23 + 2.9
Agility - 18 + 2.1 (Primary)
Intelligence- 16 + 1.5

Base damage 45-49
Attack range of 100 (melee)
Base Armor 4.5
Movement speed of 310


Earthshock

Earthshock

Ulfsaar Slams the ground, dealing damage to and slowing the movement speed of nearby enemy land units.
Lasts 4 seconds

Level 1 - 70 damage, 25% slow.
Level 2 - 120 damage, 35% slow.
Level 3 - 170 damage, 45% slow.
Level 4 - 220 damage, 55% slow.

7 seconds cooldown
75 mana cost
250 AOE

This skill has low cooldown and manacost. Your main weapon to keep enemy from escaping you. It has 0.5 second casting time required, so use it with great timing.


Overpower

Overpower

Sends Ulfsaar into a rage until he can expend his energy on a target. Lasts 15 seconds or 5 attacks.

Level 1 - 100% increased attack speed.
Level 2 - 200% increased attack speed.
Level 3 - 300% increased attack speed.
Level 4 - 400% increased attack speed.

10 seconds cooldown
45/55/65/75 mana cost

This ability will really help you slice your opponent. 5 hit in just about 2 seconds (when maxed) is great deal of damage. Especially when combined with Fury Swipes and Enrage. Use it wisely and you will be owning!


Fury Swipes

Fury Swipes

Each attack opens the wound deeper in the target, causing subsequent attacks to deal increased damage.

Level 1 - 6 bonus damage per attack.
Level 2 - 12 bonus damage per attack.
Level 3 - 18 bonus damage per attack.
Level 4 - 24 bonus damage per attack.

Orb effect

Fury Swipes will stack additional damage into a target. If you attack an enemy 10 times, you will have an additional 240 damages when fury swipes maxed! The counter will be repeated if you’re not attack your target in 3 seconds. It is an orb effect, so, do not use any other orb effect (Sange Yasha, Mask of Madness, Satanic) because Fury Swipes will override it. If you want the lifesteal, use vladmir’s instead.


Enrage

Enrage

When activated, greatly increases Ulfsaar's damage based on his current life.

Level 1 - 4% of Ulfsaar's current life is dealt in damage.
Level 2 - 5% of Ulfsaar's current life is dealt in damage.
Level 3 - 6% of Ulfsaar's current life is dealt in damage.

15 seconds duration
25 seconds cooldown
Mana Cost: None!

Ulfsaar ulti’s. With no mana cost and 25 seconds cooldown, you can use it for hero kills and neutral creeps without worrying your mana pool. The skill will give Ursa additional attack before his primary one. It is counted like a normal melee attack, therefore it will trigger Centaur return damage.


Skill build

1. Fury Swipes
2. Earthshock
3. Fury Swipes
4. Overpower
5. Fury Swipes
6. Enrage
7. Fury Swipes
8. Overpower
9. Overpower
10. Earthshock
11. Enrage
12-13. Earthshock
14. Overpower
15. Stats
16. Enrage
17-25. Stats

Explanation

Fury swipes taken first, since it will help you boost your damage early. We take Earthshock at level 2 to ensure you will have a mechanism to prevent your enemies from escaping. At level 4, Overpower taken to help you net a kill. Enrage maxed early since it use no mana and give you a nice bonus damage. Some people debating about taken the last level of Overpower, since 300% is already fast enough with Ursa agility and items. I leave the last level of Overpower to your own judgement, but in my build I will take it.


Item Build



1. Stout Shield, Tangos
2. Ring of Health
3. Vitality Booster (Finish Vanguards)
4. Boots of Speed
5. Belt of Giant Strength
5. Blink Dagger
6. Glove of Haste
7. Finish Power Treads
8. Ring of Basilius
9. Finish Vladmir’s Offering or rush
10. Heart of Tarrasque

Other Possible Items



Black King Bar

When there are more than 3 stunner, you can skip Vladmir's or Tarrasque. This item will keep you from disabler while keep your burst attack on.



The Butterfly

When the games hold long enough, buy this items. You got damage, attack speed and evasion. What else do you need? Your survival will increase highly. Especially when a lot of DPS heroes on the enemies.

Explanation

The core item for Ursa Warrior is Vanguards, Blink Dagger, and Boots. If you already farm Vanguards, you will rarely go back to fountain. Neutral creeping will be very easy, because you can kill them easily with Enrage and Overpower. Vanguards will block almost all their damage. If your lane mate has a slow or a stun, you can have an early kill. Just Overpower, and run straight at them while your Lane-mate slowing or stunning them. If they trying to escape, Earthshock is good enough to hold and finish them.

After you got your dagger and boots , you are ready to pawn some low HP heroes in mid-game. With Blink-Earthshock combo, you can finish a low HP hero before he realize what happened. For a better use of Overpower, after activate it, wait several seconds before approaching the enemies. Therefore, after 5 hits, your Overpower cooldown already over and you can give 5 hits again. If your enemy get careless, it is better to approaching him without using the dagger, therefore where the enemies try to escape or suddenly you have a gangbang, your dagger is ready.

After getting your treads, start builds your Vladmir’s. The lifesteal will help you winning a 1-1 battle since the Vampiric Aura is working well with Fury Swipes. You can solo Roshan easily with this items. In the Late-Game team war, don't get careless. Wait for a perfect timing. Let the war begin and choose your prey wisely. Some low HP heroes like Rhasta, Kardel will be your target. Prepare your Overpower, Enrage and then Blink, Earthshock and tear him apart. After it, you still can chase the other enemy. You can also act as tanker and tank the damage, since you will have a tons of HP with HoT. If your team don't have any other tanker, get your second one and you will be very hard to kill. And with your current HP, your ulti's will hurt them greatly. Overall, Ursa can be deadly with the right items and use his skill wisely.

Sabtu, 29 November 2008

motred

Mortred

Born into the reclusive Night Elf order known as the Wardens and shunned by mainstream Night Elf society, Mortred pledged allegiance to the Scourge to take revenge. A perfect blend of strength and speed, the years spent alone in the forests of Ashenvale allowed her to blend into the terrain, appearing phantomlike at times and striking when you least expect it. The deadly precision with which she carries out her attacks have made her a valuable member of the Scourge, and it is clear why she is known as the Phantom Assassin.

Mortred

Base HP: 473
Base Mana: 169

Strength - 17 + 2.05
Agility - 23 + 3.15 (Primary)
Intelligence- 13 + 1

Base damage 46-48
Attack range of 100 (melee)
Base Armor 4
Movement speed of 310

Strengths and Weaknesses

Positives
Strongest Critical in the game (4x!)
Has one of the greatest passive skill named Blur (28% evasion)
Most frightening hero if she got the right item
Has a skill to help farm early game

Negatives
Low starting HP and melee range
Fragile early game
As with all melee heroes, prone to disable-lock
Very low intelligence gain

Your most noticable weakness is your early game fragility. This guide's build will focus on items that will attempt to make the early game easier at an acceptable price, as well as being a worthwhile investment even in the later stages of the game.
Later in the game your power increases drastically through your critical, high Agility gain and chasing ability. If you survive early you will annihilate your foes later on.


Skill Descriptions

Stiffling Dagger

Stiffling Dagger

Hurls a dagger which deals minor pure damage and slow the unit's movement speed for a short duration. Deals half damage to heroes.

Level 1 - 40 Damage, 20% Slow. Lasts 2 seconds.
Level 2 - 80 Damage, 25% Slow. Lasts 2.75 seconds.
Level 3 - 120 Damage, 30% Slow. Lasts 3.5 seconds.
Level 4 - 160 Damage, 35% Slow. Lasts 4.25 seconds.

On the early games, use this skill to farm, farm and farm. IceFrog give this skill to Mortred at 6.51 only to help her farm. On the late game, this skill is still usefull to slow down the enemy while you chase it. This will be the skill that we will be maxing first.

Blink Strike

Blink Strike

Teleports to a unit and strikes at it if it is a foe, dealing bonus damage. Casting range improves per level.

Level 1 - 30 second cooldown, deals 30 extra damage.
Level 2 - 20 second cooldown, deals 60 extra damage.
Level 3 - 10 second cooldown, deals 90 extra damage.
Level 4 - 5 second cooldown, deals 120 extra damage.
Can teleport to an ally.

This is the skill you're going to be using just about all the time. It can be used for last hits, harassing, chasing, and even fleeing.

Blur

Blur

The Phantom Assassin becomes hard to see by blurring her body. Some enemy attacks miss.

Mortred unique skill. This skill somehow one of the best passive in the game. With 28% evasion, you will be hard to kill and since you became a giant dot, some noob won’t notify that you already attacked him. Unfortunately, this skill won’t help you against nuker on early game.

Level 1 - 7% dodge.
Level 2 - 14% dodge.
Level 3 - 21% dodge.
Level 4 - 28% dodge.

Coup De Grace

Coup de Grace

Mortred has refined her hero-killing skills to a high degree. She has a small chance to deal 4 times normal damage on an attack.

Level 1 - 15% chance to 2.0x critical.
Level 2 - 15% chance to 3.0x critical.
Level 3 - 15% chance to 4.0x critical

This ability gives you the highest DPS in the entire game. A Mortred critical is completely unmatched in strength- nothing compares to it. This is what makes your hero so feared!

Skill Build

Level 1: Blink Strike
Level 2: Stiffling Dagger
Level 3: Stiffling Dagger
Level 4: Blink Strike
Level 5: Stiffling Dagger
Level 6: Coup De Gras
Level 7: Stiffling Dagger
Levels 8-9: Blink Strike
Level 10: Blur
Level 11: Coup De Gras
Levels 12-14: Blur
Level 15: Stats
Level 16: Coup De Gras
Levels 17-25: Stats

Your first skill is blink strike, it will help you escape from level 1 ganking. We maxing Stiffling Dagger as fast as possible. This skill will be very usefull during early games. Like the other low HP agility hero, you’re gonna have a hard period of farming in early game. Especially when you’re facing nuker. When you do, use Stiffling Dagger to help you last hitting. Your main focus on early game is farming as much as you can (and don’t die!). Stiffling Dagger also a great skill for harassing. Even though the damage is poor, if you use it when the creeps chase the enemies heroes, the slow will give great damage.

After we max Stifling Dagger, Blink Strike is next. Those two is give pretty much damage with low mana cost. Since we skip stats, your hp will be low. But Bracers will fill this gap. Coup De Grace is taken early, because this is the one who make everybody feared her.

Item Build

1. Tangos + Gauntlet of Ogre Strength + Clarities
2. Ring of Health
3. Void Stone (Finish Perseverence)
4. Finish Bracer
5. Boots of Speed
6. Another Bracer
7. Belt of Giant Strength
8. Glove of Haste
9. Finish Power Treads
10. Claymore
11. Broadsword (Finish Battlefury)
12. Mask of Death
13. Helm of Ironwill (Finish Helm of Dominator)

Your core item should be like this:

Bracers Bracers Power Treads Battlefury Helm of Dominator

Late Game Items

Black King Bar or Satanic + Monkey King Bar + Assault Cuirass + Heart of Tarrasque

Basically, your core items will be enough to make your enemy fear you. Your damage output is already high enough. But when the games prolonged, then you will need to grab more items for your survivability, since the enemy is most likely focusing on you. Go for BKB, if your enemy have so many disabler (Rhasta is sucks indeed!). Your evasion won't save you from spells and nukers. Satanic will give you bigger lifesteal and HP, will help you against another DPS hero. Assault Cuirass will greatly increase you IAS and reduction to your enemy armor. Monkey King Bar will also add more damage output from you. Finally, HoT will make you even Godly. When you get all of this items, probably no one will beat you..

Strategy


Using Mortred means you will have to be very carefull to not let her die. Your primary mission is only to farm and survive. Don’t waste your time by looking early frag, you will get it in the late game. Now then, the first two build items are pretty self-explanatory. Alternatively you could buy a Chicken and Bracer parts/Flask, whatever suits you. Once you do reach your lane quickly take note of your enemy heroes. If you're against two heroes and one of them is a nuker then stay as far back as you can without losing experience.


If you're against just one hero or two weak early gamers then begin farming immediately. If you're against two heroes and at least one of them is a nuker then you will begin farming at level 3 with Stiffling Dagger (or level 1 if you have a great timing with the Stiffling Dagger). The idea behind this is simple- when an enemy creep hits the low red hit it with your Dagger. This will help you farm while stay away from their nuke. Maybe for the first time using this Dagger, you will miss the hit or didn't get the last hit. Stiffling Dagger need some timing to use it properly. After several shot, i'm surely sure you will get the timing.


Stiffling Dagger

The damage to the creep is not instant. It's like a range heroes attack, so you must use it with proper timing

The first major part of my build is the choice of Bracers. Put simply, Bracers are the best value item that Mortred could ever buy. The HP boost they give is invaluable and they're really, really easy to make. Bracers are for early game survival, and they fit the bill very nicely. Especially in Mortred's case they completely outdo Nulls and Wraiths, since you don't need much mana for Stiffling Dagger and +3 to Agility is pretty negligible. Bracers beat out items like Vanguard and the Point Booster as well, being composed of smaller, cheaper items giving you more control over when and how you purchase them.

Next comes the Ring of Health, which is used for your later Perseverance with Void Stone and give you HP & mana regen, which will now allow you to harass with Blink Strike and Stiffling Dagger. The best possible time to do this is at your tower when the enemy hero is starting to move back until the creeps push toward him again. When he moves away quickly cast Blink Strike on him followed by Stiffling Dagger and hit him in the back several times, then quickly run back to the safety of your tower. If you do it right then you'll take a good 200+ HP from your opponent at the cost of a small amount of mana. However, this takes practice to know when exactly you want to Blink Strike in. If you do it at the wrong moment your enemy will be prepared and will retaliate, which is bad. Practice will assist you greatly in learning this skill.

Your Perseverance shouldn't take very long to complete and with these items you are much easier to use your skill often. After getting Boots and Belt of Giant Strength, you'll have a lot of HP compared to a good many heroes and your HP regen probably outdoes anyone else on the map. It's possible to get kills at this point with nothing but Stiffling Dagger, Shadow Strike and a weak critical if you choose your target right. Look for weakened heroes and soft targets such as the Sniper. Try to get a kill or two here if you can, and if not then just go back and farm up to your Battlefury and Treads. It's very likely that you won't be able to kill anyone here. Don't think you've been doing something wrong because you can't. Stiffling Dagger is always available to you for assisting in ganking, remember.

With Perseverance, a level 2 Coup De Grace and maxed Stiffling Dagger & Blink Strike it becomes even more possible to kill heroes. If you face weak hero, just jump with Blink Strike, Stiffling Dagger, hit, another Blink Strike and Stiffling Dagger will make the enemies hardly escape from you. The low cooldown of both skills is the key for this scenario. If you're not sure about your target, don't hesitate. Don't risk you life. If you die too much, your late game will be ruined. Just go to forest and farms some creeps.


I should note now that I'm not going to go into specific ways of using Blink Strike to escape enemies. With Mortred (unless they changed it again) it's possible to Blink Strike your allies, allowing you to possibly escape what could be a fatal situation. This doesn't happen all that often- there will actually be instances where Blink Striking to a creep will slow you down rather than help you get away. Usually the only time Blink Striking to an ally will help you is if the unit is moving in the direction that you want to go or is not moving at all, otherwise it'll probably just slow you down. Just keep it in mind and if you see an opportunity to do it, then do it.

At this point in the game it's likely that some pushes will be happening as well. When the enemy team pushes you want to stick yourself onto the most fragile hero you can find and just whack at them. If an enemy attempts to flee then Stiffling Dagger him and chase him down, as that's what you're best at. You really aren't that strong when it comes to team fights but your slow will be a big help in these situations.

By the time you're level 16 with your Coup De Grace at level 3 you should have your Treads, Bracers and Battlefury. If you haven't been able to farm that much you're probably going to lose. With Battlefury, your criticals are going to be a major force to be reckoned with, and heroes are going to really start fearing your high damage. Battlefury will also help you fast farming and make great amount money for your luxury.

Your next item is Helm of Dominator and life leech the enemies. The leech will help you survive on battle since the HP regeneration is minor right now. After get your Helm of Dominator search for some Stomper and remember to have your Stomper with you. You'll want him around at all times because he may save your life or net you a kill. If a hero is foolish enough to be running around alone then show him no mercy- there isn't much that can handle you 1v1 at this point except for heroes with high DPS AND disables. As long as you can stick to the hero and keep leeching him he probably won't be able to kill you.

Your Battlefury will send your criticals to 450+ and you'll be getting them quite a lot because of your high Agility and decent IAS. Combine this with the life leech virtually no hero can handle you alone and few heroes can escape thanks to your slow and your Blink Strike. Your biggest fear here is ganks, and because Mortred has no reliable escape mechanism you're going to have to rely on intelligence to stay alive. Stick with your allies and watch your mini-map so that your foes can't stop your slaughterfest with a few ganks too many.

Your Battlefury will make you farm like hell and there are a couple of items you can consider. The first is to grab another strong item like Monkey King Bar, Assault Cuirass and the second is to get a survival item like Satanic or Black King Bar, depending on your enemies. Black King Bar helps against (you guessed it) disabler and further damage is generally purchased when you want some extra oomph on your criticals or need to defend against large creep pushes.

When it comes to team battle, hid yourself. Wait until the battle initiate and quickly jump to the weakest enemy heroes, like Snipers. In the middle of chaos, the enemy will hardly get a quick response to your attack. After get your target, quickly jump into the another enemies with lowest HP. Even if they are fleeing, with Stiffling Dagger and Blink Strike, you will get them in no time.

Kael, The Invoker

Kael the Invoker Images

You can have 3 total orbs out at at time.Unlike any other hero in DOTA, these skills can be maxed to a level of 7. That means that Quas can give you a maximum of 15.75 +hp regen per tick, Exort can give you 21% IMS and +42% IAS, and Exort can give you a max of +63 damage.

Switching between orbs is instant cast and mana cost free, without cooldown, so feel free to mix it up by throwing on x3 Quas when your HP is low, for instance, and Wex/Exort when fighting. And unlike other heroes, Invoker gets his "ult" at level 5, although his "ult" really is only the ability to cast spells.

Orb Bonuses:
=========

Each orb gives a special bonus when it is on active. They all scale linearly. You can have 3 orbs on you at any given point, and there are 7 levels, so 7*3=21 maximum level of power on any specific orb.

Kael skill Quas Images
Quas - 0.75 hp bonus regen per level per instance. With 3 instances of level 7 Quas you will have 15.75 hp regeneration with no additional items.

Kael skill Wex Images
Wex - 2% AS and 1% MS per level per instance. With 3 instances of level 7 Wex you will have 21% more movement speed and 42% attack speed.

Kael skill Exort Images
Exort - 3 damage per level per instance. With 3 instances of level 7 Exort you will have +63 damage.

Orb Combinations:
============
There are 10 combinations total. Order is not a consideration. So if you have 2 exort and 1 quas, thats all that matters, not which came first. It is more intuitive and usable than before. The abilities are based on which properties form them.

The 10 combinations are:
QQQ, QQE, WWQ, QQW, EEE, EEQ, EEW, WWW, WWE, QWE.

Kael skill Exort Images
Invoke:
======
As previously stated, this has 4 levels.. There is a new mechanic here that didn't exist before. Its dual invokes. This is allowed on higher levels of Invoke.

Level 1: 30 CD, 20 Manacost
Level 2: 30 CD, 40 Manacost, 2 Invokes
Level 3: 15 CD, 60 Manacost, 2 Invokes
Level 4: 5 CD, 80 Manacost, 2 Invokes

Current Invoke Spells:
=======================

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EEW - Chaos Meteor:
-------------------------

EEW - Chaos Meteor

This is mainly fire and aoe. It travels long distance based on Wex and damages based on Exort. Deals 80/110/140/170/200/230/260 damage per second in a 300 moving area. Damage is done in 0.5 intervals, it does not damage over time on the burnt ground, only on the meteor itself as it is moving. Distance goes from 500 up to 1550. Units that get hit by this have a damage over time fire on them. The damage over time is 1/5 of what the regual damage is, and lasts 2 seconds.

Great damaging AoE spells. With proper placed spells (maybe you can combine with Ice Wall/Deafening Blast), this skill give huge damages.

Cooldown: 30
Manacost: 200

WWE - EMP:
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WWE - EMP

Deals damage from 120 up to 300 in a 700 area, based on Exort. same for mana loss, but based on Wex. The speed of the detonation is 4 seconds, down to 2 on max Wex. This is a target point effect, you target a location and the charge builds up there.

This skills works well if you are facing spellcaster. Unfortunately, the detonate time will make this spell easy to dodge. Combine it with some disable or in a team battle.

Cooldown: 40
Manacost: 250

WWQ - Tornado:
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WWQ - Tornado

This is a long range fast moving semi-disable ability. It cyclones units in its path, then damages them when they land. Damage is from 175 to 350 based on Wex and Quas. Distance is from 700 to 3100 Wex based. Airtime is from 0.4 to 2.2 Quas based.

A great AoE disable with some nifty damage. Use it on fleeing targets, it has very long range.

Cooldown: 25
Manacost: 150

QQW - Ghost Walk:
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QQW - Ghost Walk

This is a wind walk variation. You become invisible, but you move slower. Enemy units near you move slower as well. The amount you are slowed by in wind walk is Wex based from 30% to 0% and the amount the enemies are slowed is Quas based from 10% to 40%.

Use this to slow down your enemies while your allies hit them. In the early game, this skills maybe your first choice to escape ganking.

Cooldown: 60
Manacost: 300

QWE - Deafening Blast:
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QWE - Deafening Blast

This is a line ability. A projectile flies and knockbacks units in its way, making them unable to attack for a period of time. Damage is Exort based, 40->280. Attack Silence duration is Wex based, from 1 to 4 seconds. Knockback duration is based on Quas, from 0.25 to 1.75. The attack silence effect starts after the knockback is done processing.

Very usefull skills for initiate and save your allies. The stun and the silence will give chance to kill before they use their spells.

Cooldown: 25
Manacost: 200

QQE - Ice Wall:
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QQE - Ice Wall

Slows based on Quas, not sure how meaningful numbers are here, it needs a visual test because of the way its implemented. Its basically the same as the old Ice Wall, except instead of making you crawl to a halt instantly at level 1, it now slows based on Quas level. The duration the icewall is alive is from 3 to 10 seconds. Deals 5->30 dps based on Exort.

The slow effect is huge and if you invest in Exort early game the damage isn't that bad either. Use it to escape from your chaser or even for chasing and ganking.

Cooldown: 20
Manacost: 125

EEE - Sun Strike:
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EEE - Sun Strike

Global cast range. Targets a 200 aoe area. Has 2 second cast delay. Deals aoe damage based on Exort from 75 to 450 damage. Spreads the damage over the number of units in the area.

Works like combined Zeus's ultimate and Mirana arrows. Always look on the map for a fleeing low hp enemy and aim this spell on their path.The 1.7 delay may make you miss some kills but with a bit of practice you'll get the hang of it.

Cooldown: 60
Manacost: 250

QQQ - Cold Snap:
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QQQ - Cold Snap

Single enemy target. This causes any damage dealt to the target to create a ministun effect (0.2). Duration is based on Quas, from 3 to 6 seconds. Triggers maximum once every .7/.65/.6/.55/.5/.45/.4 seconds. 1000 cast range. Deals 25 damage per freeze.

Use it when you're teaming with a fast atack speed hero or just want to stop a channeling spell.

Cooldown: 20
Manacost: 100

WWW - Alacrity:
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WWW - Alacrity

Targets an allied unit. Gives a surge of attack speed for a brief period. Lasts 5 seconds. Gives 40/60/80/100/120/140/160

Use it on your DPS allies like Mortred or even yourself.

Cooldown: 20
Manacsot: 125

EEQ - Forge Spirit:
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EEQ - Forge Spirit
EEQ - Forge Spirit

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

Mana Regen: 4
Movement Speed: 320

Melting Strike
Costs 40 Mana. This is an arrow effect. It has no cooldown. Upon impact on the target, lowers armor by 1. Stacks up to 10. Effect Lasts 5 seconds from the last sucessful melting strike hit. This hits heroes only. Starts off autocasted. It has 33% magic resistance. When Quas and Exort are maxed out, it spawns 2 instead.

The armor reduction will be a free Stygian for you. Use it with Ghost Walk or Cold Snap.

Summon Cooldown: 70
Summon Manacost: 200

Skills Build
Unlike the other heroes, Invoker skills build is unlimited. There is no best skill build. You can choose what are you want to be. It's all depends on your teams. If you want to deal huge damage, max out Exort. Want to support your team, get Quas. Want to be a DPS, grab Wex. But don't be greedy. If your skills build is not focused, you will likely gain nothing.

Wex/Exort
This build spins around maxing Wex and Exort early game. If you choose this build, you need some regeneration items to cover the missing Quas. You will got high damage early and attack speed-movement speed bonus from Wex. Best choice to make Invoker as DPS hero.

Quas/Wex
This build is based on maxing out Quas and Wex early on. You will got Tornado, Ice Wall and Cold Snap on your side. With so many disable, you can ganking easier. You won't have problems holding your lane since you'll achieve more regeneration with Quas.

Quas/Exort
The most common skills build. Quas ensure enough regeneration to keep you on your lane without any other items, while Exort gives you the posibility to last hit easier. This build also assures early access to Ice Wall to save you from chaser. If you are still not feel safe, get one point of Wex to access Ghost Walk.

Items Build
Invoker items build is really depends on your skill build. But basically, Invoker need mana regeneration and stats (since he doesn't have it). If you are going to be a DPS, get MKB. If you want to be a support, get Gynsoo and Shiva's Guard. You can cover stats and mana by getting Linken's. Still looking for the ideal build for him tough. Do you have any suggestion? Let's discuss it here :)

Spells Combo

The biggest problem when you are using Invoker is the limit of the spell you can invoke. With 2 maximal invoke's spells, you must choose and combine the right spells for better result. For optimal result, invoke the 2 spells you want to use and then prepare your next orb combination. Therefore, after spend your spells, you can immediately Invoke another spells quickly. 4 spells combo is possible, but need a lot of practice.

If you're still having difficulties memorize the spells, you can print this great card diagram from Anura. Click the image to view the full size and then you can print it :)

Invoker Skills


Ice Wall/Emp
Anti caster combo. Sneak behind enemy lines with Ghost Walk and Ice Wall them then quickly Emp next to the wall. Creates confusion and limits their nuking posibilities.

Chaos Meteor/Defeaning Blast
Nuking combo, use the Deafening blast to keep your enemies under your meteor.

Cold Snap/Alcatry/Forged Spirits
Use this combo when you are teaming with some nuker/high atack speed hero. If you have MKB you'll see a lot of short stuns and the Forged Spirit acts like a Stygian Desolator ensuring that he'll feel hurt.

Tornado/Sun Strike
Cast Tornado and then cast Sun strike at the location when Tornado almost ends. Assures a high damage combo.

Cold Snap/Ice Wall/Tornado/EMP
Use it on ganking and chasing. Don't use them Tornado immediately after Ice Wall. Wait until the slow effect is gone and then whack them with it.

Tornado/Chaos Meteor/Def Blast/EMP
Another Nuking Combo. Use meteor just after the effect of tornado is off, follow swiftly with Defeaning Blast. Need some practice to do it quickly.

Cold Snap/Ghost Walk/Forged Spirits
Use your Ghost Walk to keep your spirits landing some nice hits. Works great when you have Radiance and you already cast Cold Snap on the target.