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Bristleback:
Builds Mekansm ( i build it on bristle anyway ) and focuses on keeping enemies slowed and harassed so the OD can kill them / warding, denying, pulling camps, etc.
The reason I think this would be a good lane is the Essence Aura coupled with the constant casting of Quill Spray and Viscous Nasal Goo.
Do you think it could work and be a good lane? You have a pseudo stun, a very strong slow, armor reduction, constant harass, mana drain to keep them from casting. And as well the Bristle can keep enemies slowed enough to keep them from being able to go in for the kill with right clicks. Sounds good to me.
If you really want to play OD on dual lane with spamming support, I'd rather suggest something like Skywrath Mage, simply because Bristleback needs farm to make use of his passive. There's a reason why teams played him as position 1.
"When game is going full ******, you can only go with it. If you start going against it, if you start going half ******, you´re ****ing done for. When Aloha decides to go middle rubick you let him, and you start buying orb of venom on invoker. That's how dota works" -n0tail
The thing is, bristleback is **** without at least some farm. Sure, he could get levels, but he won't have any tanky items, he won't have any damage items, and his mana pool is utter ****. So if you compound that with mek, which has an active that costs 250 mana, he will struggle to use it and spam his spells. You could technically run him as a support(I have) but he is much more effective as a core, because he can tank and do damage. Also, he's not the best harasser in lane, because he the time he will have amassed damage with quills, he won't have any mana left.
Actually there is a way to do this kind of stuff without having to lane 2 farm-dependent carries together : Keeper of the Light + Bristleback. This gives you infinite quille but also infinite push, since you're laning two heavy pushers together which allows you to take T1 and T2 towers within 10 minutes.
Like, Chakra Magic with either of Bristles actives is really good, because the abilities benefit from being spamable. And the cooldown reduction is very noticable on the really short cooldowns as they are. Like two stacks of Goo within half a second? Yes please.
However, the problem is this kind of thing denies KotL your jungle, unless it's a dual safe-lane (Which is weird, because dual Bristle lanes are usually dual offlanes), which means the kotl is further behind than he should be. But I guess if your other support stacks you can make up for it.
Why would you even jungle with Kotl when you can get two free towers in the early game? Just push :)
I think that he meant something like stacking 2 camps and then eating them with blast for fast aghs, that's what kotls do nowadays.
By the way you can easily do this on dual offlane with bristle, especially radiant one, as taking T1 from enemy easy lane opens some of their jungle for you to farm.
"When game is going full ******, you can only go with it. If you start going against it, if you start going half ******, you´re ****ing done for. When Aloha decides to go middle rubick you let him, and you start buying orb of venom on invoker. That's how dota works" -n0tail
I know...but there's literally no point in doing that in this kind of lane. Applying heavy pressure in the early game and getting towers at 4 minutes is always better than AFK jungling a support.
KOTL will get his aghs anyways, and besides it's not like the hero is item-dependent xD
It depends on what the jungling goes towards, and on how that specific game seems like it's going to be paced.
If that jungling is going towards a sub 20 minute KotL Ag's then it is worth it. Because KotL's Ag's will make your subsequent push miles stronger than this 10 minute push window is (As well as your split push, and reaction to split push, and team-fight, and essentially entire game), and instead of pushing down just the tier 1 and tier 2, you can push down the racks as well for 20 minutes. Like you trade super early pressure for stronger early mid-game pressure.
Both give you economic advantages, but it's the choice between the advantage being focused on an extra core hero, or it being distributed almost evenly among 5 heroes. Not to mention, tower gold always exists, but creep spawns don't. You're getting more gold out of the map by killing jungle creeps than pushing the towers super early.
But I will admit, it's line-up dependent if nothing else. Like, if you can get away with just jungling KotL, I don't think it's ever a bad option, because early Ag's on that hero is stupid. But if you can't get away with that and/or need to apply early pressure instead then sure do this kind of thing.
EDIT; response to your edit;
I disagree that your push is so strong that you will get the tower by 4 minutes. It's not like you have a Pugna. Sure, by the time you have Warpath up, so you have the physical damage to force the tower, then you can do it with ease. But not consistently by 4 minutes. You can constantly force the creep wave under the tower and making cs'ing the tower a nightmate, but you need level 6 to have the physical damage to force the tower down in good order.
And KotL's ag's is significantly better the earlier you get it. I know that is technically true of almost all core items, but an early enough timing on the item means you can get extremely early racks without the opponent being able to do anything in response. (Neither split push nor actual base defence)
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