Please verify that you are not a bot to cast your vote.
DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!
Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!
Go Ad-FreeDOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA heroβs build and strategy.
Copyright Β© 2019 DOTAFire | All Rights Reserved
Also, I suggest you build first
As it's probably obvious, I'm also a huge Crystal fan, and it's my most played hero. So I'm gonna leave you here my opinion on some stuff!
First and foremost, my skill and item build is different from yours, but I think we can always say it's because of different play styles/level of games played. In lower levels players tend to max
The only thing I really dislike about your guide: you say some things in a very definite tone that are not absolutely correct, in the sense that they are not right for higher level players (and ideally you want to aspire for that). For instance: there are actually more situations where maxing your
Other examples of this:
I think a good way for any of us to think of an item build that suits a hero is to go through a series of steps, including what your team needs too, but not only: your team maybe needs a Vlads but if the item doesn't help your hero at all then it's still gonna be a bad choice, as you want to have things that benefit both you and your team, to do your job better.
My personal list of CM needs is as follow:
1) Utility for your team;
2) Survivibility/Self Protection;
3) Mobility;
4) Damage/Disable.
In my opinion, you should try to get on her the items that fullfill the most options out of this list, hence why I dislike
Another example of not being complete in the info given would be what you say on
I'm known for very lenghtly comments specially regarding my beloved princess of ice, so I will end up here! :D I hope I hinted at some stuff that can help you though, and I think your guide has space for improvement while keeping your original idea - just give a look at other guides around and see what higher level players do with
Cheers!
ChiChi
I am in no way a pro but if you play it right a build in which you max out
You just have to use it to gank single targets or lock down the enemies main damage dealer.
Also: Never max
Even pros say that. You are basically throwing
There are cases in which just maxing the aura is good but those cases are so rare it's not even worth talking about them.
And at the end of the day it really comes down to your playstyle. I know players who reached 4k and just spammed
It's not wrong when you look at the pros and question your builds. But don't just follow them blindly. See what works for you and keep your eyes open for other possibilities, you will just slowly adapt your build into the right direction at some point.
I think
So I would say there are as much cases that you should max the aura as there are cases where you should max the root, or even less - people underestimate the aura in my opinion, to be honest, cause they are bad, so they don't see the subtle difference in having more mana regen constantly as opposed to having a longer disable. A maxed
So I think if we are not talking about exceptional cases (where you should max other skills in different orders), most of the times the build that goes Frostbite - Aura - Aura - Crystal N - Crystal N - Freezing F - Crystal N - Crystal N is the one that gives you, at the same time, the most utility for yourself and for the rest of your team (and coincidently this is the build pros have been doing for some time, and I think we usually should consider that an important factor, as they have their reasons and know better than us what they are doing).
Ofc this doesn't mean "follow blindly" this or that, just the opposite: Since I've been playing dota I changed my CM build tons of times, I still do it, I constantly rethink what is better at that moment both in general terms and for my specific play style. The best player is always the one that can adapt to the situation required of him, but that doesn't mean that there isn't some "comfort base" for every hero that you should take into account because most people consider it's the most efficient.
You might be right with the pros doing it all the time and the most likely have their reasons for it but how do you zone with that. Heck how do you even attempt to trade with that build. The only thing you will be able to do is jungle. With one level in
Tell me, how does this work?
I just don't see it...
I don't understand what you mean with trading either? You don't trade as CM, you annoy in the early with
My usual first 5 min: Access the lane and see if you have killing potential. If so use 1 Frostbite trying to achieve that. Pull and stack, try to get level 2 in the jungle with your 2 Frostbite, skill aura, use
In some situations I also go 1-1-1, if you see at level 3 you have killing potential in your lane or if you want to roam really early cause you have a trilane, for instance.
about the level-skill stuff
x=a+b+c+d
where x is your level and a,b,c and d your respective skills with d being your ultimate and a your first ability.
But now I see the main difference in our mindset.
When I start the game I kill the large creep at 30 seconds to get half of my level 2. Then I pull the wave at 0:53 maintaining the lane equilibrium and creating an xp advantage for my carry while also getting myself level 2.
If the offlaner tries to contest the lane my carry will come to reinforce and with me having
Then I will wrap around and start forcing the enemy offlaner to either take harass or chase after me/trade with me. I think you shouldn't try to dodge all of the harass dished out by enemies but instead keep the damage taken as small as possible while still keeping the enemy in check all the time.
If this doesn't work I will usually rotate out of the lane, advice my carry to swap lanes with our offlaner or hug the tower and pray for the midgame to come (this only happens if you can't gank anything, and your team is at a huge disadvantage throughout the early game)
If the forcing works I will rotate out if my carry can keep the enemy offlaner in check or I will stay if they could snowball out of controll and be a huge danger (
If it's a dual offlane it just comes down to you killing them first as CM or babysit and rotate. It's usually prefered to play agressive so you should seek a kill unless your laning partner has an innate weak early game (
A weak early game means you are forced to babysit and a defensive one means you are free to rotate after a few pulls (and therefore xp-advantage for your carry).
See your description fits quite well what I also think of an early game and a usefull CM. What I don't understand is what skil build do you use to allow you to "keep the enemy offlaner in check"? If it's just frotbitting them, then I think most will really just ignore it/you won't get to kill him/you'll put yourself in risk because of Frost's low cast range. If you don't have two aura points or at least one at that point, you'll also run out of mana for that pretty quick. So I do the same you said, including rotating or not, only I do it with maxing
I, uhm, I guess I just play around it. I always felt like
I wrap around the trees, slow them down with my level 1 Frost Nova or I let my ally engage first.
My basic thought is (I will completly ignore
I can use both skills once within 10 seconds and I have an enemy moving with 300dm/s (dotameters/second).
First case: 3 levels in
Average ms = (4.5*300*0.6+1.5*0+4*300)/10=201
Dmg = 200+150=350
Second case: 1 level in
Average ms = (4,5*300*0,8+2.5*0+3*300)/10=198
Dmg = 100+250=350
It seems minimal - I know. But this means that if I am able to hit
If my enemy could fight back it will also in most cases limit his options/decreasing his dps.
(Also the easier jungling and those sweet big creeps - they are basically screaming: Become able to afford brown boots and use the money to buy new wards anyways!)
Landing
Use the fog, force your enemy to do something stupid, get him out of position by pulling, aggravate him to make him careless.
In the end it really comes down to play style I guess. I am a strategist:
Communicating with my team and outsmarting my oponent is my way to victory.
As it is often in dota - it all comes down to your personal playstyle.
Just side note though, jungling doesn't become any easier with extra
Michi, it always lasts 10 seconds on creeps. And it deals constant damage, leveling it up will not make your jungling any smoother as it already is with a level one
God dammit...