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valid points. he's not as good as i made him out to be,but still Death Ward is one of most damaging spells in the game,it's great for holding highground and has pretty low cd so it can be used for solo pickoffs.
on the forum discussion,what do you guys think about Treant Protector, Keeper of the Light, Silencer(he can be pos 1-2 but it's extremly rare), Disruptor, Bloodseeker and Tusk?
The main issue about Witch Doctor in the late game is not so much that Death Ward damage falls off a bit (which it does, since both high armor and evasion from Butterfly hard counter the skill), but it is that the counters to channeling skills are getting more and more easy to get.
In the mid game WD just needs a Black King Bar and nobody can cancel his ult. in the late game where every carry has an Abyssal Blade, people can just jump him and abyssal him to cancel his ult, and he's screwed.
Keeper of the Light
Really bad in late game. Honestly, one of the worst late game heroes in dota. Mana Leak is a semi-decent disable but it can be purged. Blinding Light is his only contribution to teamfights but as soon as people buy Black King Bars, Monkey King Bars and purge items like Manta Style, this skill does literally nothing.
So, you're left with Recall. That's literally it...you're a walking Boots of Travel for your carry with the ability to clear creep waves. Bleh.
Silencer
Solid late game support if you rush a Refresher Orb ASAP.
He's kind of a walking ultimate, but luckily his ult is really good and can win teamfights on its own.
His impact is kind of lineup-dependent, since he's only really good against "wombo combo" teamfight lineups to silence big teamfight ultimates. Against pure right-click carries he's completely worthless since he doesn't even have a disarm anymore.
Really good against combo teams with lots of casters, useless against right-clickers.
Disruptor
This guy is actually really good with farm and scales pretty well into late game. While his damage is pretty low and doesn't scale well, his CC is good at any stage of the game and gets more powerful and easier to land the longer the game goes. Glimpse is just absurd. Literally free kills, or at least force people to waste their BKB just to save their *** which is almost as valuable anyways.
But the best thing is Static Storm + Kinetic Field which if landed well can literally trap the entire enemy team for 4.4 seconds, silence them, and prevent them from activating their Black King Bars. AOE Doom, which wins teamfights on its own if you can silence that annoying Enigma or Omniknight before they can use anything - and there's nothing they can do about it.
But he needs items to land his combo : Blink Dagger, Aghanim's Scepter, and generally Shiva's Guard for the AOE slow to make sure people are well trapped in the Kinetic Field while it's forming.
Once you have that stuff...teamfights become easy.
Bloodseeker
This guy is more a ganker than a suppport, since he's very level-dependent and is a pretty bad comeback hero.
He's definitely mid-game oriented, and he's not that good in late game teamfights since poeple can simply get rid of Blood Rite with BKB or dispels, and Rupture is only good to pick off single targets.
He can be decent in late game as a core, but as a support without farm...meh. Unless you're abusing Bloodrage on a guy like Ember Spirit that is.
Tusk
Support Tusk in late game? Honestly, completely worthless.
Zero lockdown. Zero damage. Pretty much...nothing.
Even core Tusk starts falling off once he can't oneshot people with Walrus Punch anymore...support Tusk is only useful in the early game for pickoffs and that's essentially it.
Only thing he can do is abuse every clutch play from Snowball for initiation, saving allies or whatever...but by that time a support Naga Siren has 1 minute cooldown on song which is a billion times better, heals her entire team with it, has a 5 second disable on top of it...and even makes sense as a semi-carry with diffusal while Tusk really doesn't.
In 6.84 it got a bit less bad with his Walrus Kick Aghanim's Scepter, which is kind of the offensive version of Nether Swap with a blink (if he doesn't get chainstunned before that is), but...I think there's still some buffs needed to the hero -_-
When you think of heroes that have solid late game, but not carries, you are looking at heroes with great utility and teamfight presence, without having to right click.
For purposes of this argument, I'll assume that your "late-game-non-carry" hero doesn't go right-click heavy build.
Magnus - This guy, in my opinion, is the lord of late game. Double Reverse Polarity is a game-changing late game ability. Add in Empower to make your carry scary, and you have a great utility late gamer that isn't a carry himself.
Enigma - Pretty much the same idea as Magnus. The fact that he can be a jungling support means that, during the end game, your Enigma will have had plenty of farm. A refresher Black Hole combo is as good as (or sometimes better than) the double RP. Add in the Midnight Pulse which does scaling HP removal, teamfighting against an Enigma that has his ultimate up is really scary in the late game.
Batrider - This hero has been hit by nerf-after-nerf, and still remains a viable pick in competitive, mainly because of his ultimate, Flaming Lasso. In coordinated teamfights, the ability to single out a hero and start the teamfight 5v4 is extremely strong. Late game Batrider is pretty strong in this regard.
Doom - Refresher Doom can instantly turn a 5v5 fight into a 5v3 which can make Doom a scary late gamer. However, I'd consider Doom a carry unless you're playing a situational jungling 4 position Doom, in which case he is a strong contender.
Nature's Prophet - Watch AdmiralBulldog's games on this hero to see what I mean. Even when your team is losing fight after fight, the fact that you are busy pushing their tier 3 top while they are 5-manning your mid lane can make the enemy turn back.
Necrophos - Reaper's Scythe with Aghanim's Scepter is an insane ability. Disabling a hero's buyback during the late game is borderline broken, in my opinion. If you manage to catch the enemy carry with this during the late game, it's pretty much gg.
To be useful in late game, magic immunity piercing and non-dispellable skills are essential, skills like Ice Blast, Winter's Curse, Reverse Polarity, Doom are pretty useful at all stages of the game.
Besides of game-breaking skills, split-pusher are also essential. 5-stack trying to end the game by pushing mid? while they are busy besieging the barracks and engaged in teamfights, your Nature's Prophet are already attacking their ancient. Without much mobility in late-game you will be sitting duck and become very passive, and often end up 2 heroes defending the base while only 3 heroes pushing the lane.
Naga Siren
If you are playing he as a pos3 she is really strong. With Agh's she heals like a boss. Also she can farm it very fast with the illusions. A 5 seconds BKB piercing root which prevents blinks and invis? **** yeah.
Bounty Hunter
Yes the invisibility is easily countered, but he snowballs very hard(with the recent dmg buff of Shuriken Toss and Track).
He is an aura carrier. This means that he carries auras. Jinada scales really good with damage. This crit is crazy bruh.
He can see enemy gold with Track? Dunno how this can help. Someone explain please...
He can see enemy gold with Track? Dunno how this can help. Someone explain please...
Hey what's this? A Spectre with no items and 3000 gold in the bank? An Earthshaker with no items and 1800 gold in the bank? Sounds like interesting kills xD
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