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I actually did that offlane thing too (best draft)
and it kinda works like a Beastmaster.
You can stack with a Quelling Blade without being away to long and you actually get some bonus stuff.
So I dare say it is definetly an option.
Ummm...guys, of course junglers can be shut down by warding their jungle or ganking them, it's not more the case with ancient jungling than with standard jungling.
But just to be clear : any kind of roaming on you that doesn't result in a kill is a complete waste of time from the enemy team and is actually a favorable trade for you.
Because even if they manage to delay your jungling by 1 or 2 minutes by being annoying and sapping XP (you still get the last hits so you still get way more than them out of this), or placing a ward (you see them coming from miles away with your own ward, so just buy a sentry and deward it)...essentially the enemy team is devoting a hero full-time just to annoy you and delay you a bit while this hero is getting literally nothing.
To actually kill Necro, it would require a coordinated smoke gank from 2 heroes on your ancient camp. And even then there's no support duo that can reliably kill a Necro with boots on its own at level 1.
So no, I disagree that it's easy to shut down, it's very impractical to counter because the only way to shut it down is to set up a coordinated smoke gank on the camp with 2-3 heroes, and even then the gank can fail and be a huge waste of time and lots of space created for your other lanes.
Ummm...guys, of course junglers can be shut down by warding their jungle or ganking them, it's not more the case with ancient jungling than with standard jungling.
But just to be clear : any kind of roaming on you that doesn't result in a kill is a complete waste of time from the enemy team and is actually a favorable trade for you.
Because even if they manage to delay your jungling by 1 or 2 minutes by being annoying and sapping XP (you still get the last hits so you still get way more than them out of this), or placing a ward (you see them coming from miles away with your own ward, so just buy a sentry and deward it)...essentially the enemy team is devoting a hero full-time just to annoy you and delay you a bit while this hero is getting literally nothing.
To actually kill Necro, it would require a coordinated smoke gank from 2 heroes on your ancient camp. And even then there's no support duo that can reliably kill a Necro with boots on its own at level 1.
So no, I disagree that it's easy to shut down, it's very impractical to counter because the only way to shut it down is to set up a coordinated smoke gank on the camp with 2-3 heroes, and even then the gank can fail and be a huge waste of time and lots of space created for your other lanes.
Yeeah, see the interactions between Bounty Hunter and Chen is kinda proof that you can make roaming worthwhile without getting a kill, so long as you are suitably crippling or impacting the opponents item and level progressions relative to your own teams. Like, I don't see why you couldn't do the same thing against this; Bounty can contest this easily. He will sap EXP, which is fine because I'd rather have a levl 6 Bounty Hunter than a level 6 Necro at a fairly early point. He can steal last hits with Jinada which is even worse, and he can be in a position to be threatening to the enemy mid-laner, he can even just be ****ish and continually body block the camp from spawning. Essentially he will delay your timings till the pick-ups become less impactful.
Like, devoting a support to shuting down this 'semi-core' Necro is worth it, because the support is a support, and the Necro is a core. And crippling a cores level and item transition is well worth your support having a somewhat acceptable level progression instead.
Hell, if the strat becomes 'viable' enough, you'll just see the situation where a support gets an early TP scroll and some sentries, and TP's to block the camp before your ward is up.
Again I shan't deny the strat can probably works in pubs where co-ordination is low, but in any form of organised play this will stop working very quickly. And then you are just left with a regular laning Necrophos whose had a delayed start.
I think it's way too gimmicky. Mostly because all it takes is someone context you and you are suddenly in a horrible position. Like, an enemy support can just sit near you and sap EXP, and suddenly you are in a horrible position.
You can't contest an enemy support rotation at level 1, because you'll only have a point in Heartstopper, and no items to help you survive other than your boots, (And yes, it is worth the time of supports to shut your arse down, because a Necrophos without items or EXP is just awful. Like sure, he still has ulti, but it's still so meh)
Sure, this can probably be viable in pubs as a niche strat like other gimmicky ancient farming strats. But it can't work in an organised setting, because it sounds so greedy that it's incredibly easy to shut down.
So if I get your right, you run like a 2 position equivalent Necro, giving a lane to a support initially, and then take the lane again once you have Blink Dagger?
yeah supports are not affected by heartstopper aura too
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