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Yeah,glad to see you do write this guide which I searched through Google.XD.Its quite outdated but still useful to those who are new to Dota(perhaps everyone?).Await for the update.XD
I know it's been a while since you wrote this guide, but you should really update it. Like, no more universal damage, and some spells have Agh's upgrades now, etc.
No love for Sonic Wave in team fights? Unleashing it onto a well placed Chrono or Black Hole can yield great results, has obvious synergies with any AOE stuns.
I think many of Invoker spells (etc. Tornado, EMP, Chaos Meteor) are crucial in teamfights, since it can inflict high damage and some of it can disable enemies. So , I think you should put this into your guide also.
This is really a great guide. I knew you have done many hard work to complete this guide.
+1
I agree. EMP will drain most of the enemy's mana, and a long-ranged Tornado can be perfect setup for others. Just be careful not to Deafening Blast enemies out of Black Holes and stuff.
I think many of Invoker spells (etc. Tornado, EMP, Chaos Meteor) are crucial in teamfights, since it can inflict high damage and some of it can disable enemies. So , I think you should put this into your guide also.
This is really a great guide. I knew you have done many hard work to complete this guide.
+1
Update: Added Stampede (now in Captain's Mode). Primal Roar is a good team fight ability, but is primarily single target (even if it does have a light AOE component in some situations), so doesn't quite make it in.
Actually i would recommend you to add [Beastmaster's Ultimate, Primal Roar and Centaur's Ultimate Stampede, since these skill are very helpful in teamfights.
Thanks for your kind words guys, they're what keep me writing :D
Totally agree Peppo, a lot of the stuff in here is theoretical to a point - but I did find it a very useful exercise to write it (hopefully that comes across when you read it) as it made me look at things in a broader way, and think that could potentially make some difference when picking/drafting. There's certain combos that had never really come to mind before that actually make a lot of sense.
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I know it's been a while since you wrote this guide, but you should really update it. Like, no more universal damage, and some spells have Agh's upgrades now, etc.
Thanks!
Sofa
I think many of Invoker spells (etc. Tornado, EMP, Chaos Meteor) are crucial in teamfights, since it can inflict high damage and some of it can disable enemies. So , I think you should put this into your guide also.
This is really a great guide. I knew you have done many hard work to complete this guide.
+1
I agree. EMP will drain most of the enemy's mana, and a long-ranged Tornado can be perfect setup for others. Just be careful not to Deafening Blast enemies out of Black Holes and stuff.
This is really a great guide. I knew you have done many hard work to complete this guide.
+1
Totally agree Peppo, a lot of the stuff in here is theoretical to a point - but I did find it a very useful exercise to write it (hopefully that comes across when you read it) as it made me look at things in a broader way, and think that could potentially make some difference when picking/drafting. There's certain combos that had never really come to mind before that actually make a lot of sense.
Kinda wanna try a ridiculous physical damage team now... Shadow Fiend mid, Medusa carry, Dazzle and Witch Doctor supports, Elder Titan offlane :). Pretty daft in various aspects but could be deadly...