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-AMAZING buffer especially to carries wth sustain
-INSANE lockdown with Rupture. 12 seconds is no joke.
-Okay ganking potential (the 30% is a huge nerf. I dont care bout' the per units buff, 30% is too low and the target will quickly regen back up)
-Also a decent pure damage nuke with silence. requires set up tho, but euls is the way to go.
Feel like he has some missed potentials here and there. He has a strong kill potential early to mid game and crazy utility throughout the game even ultra late where that pesky AM cant do **** with Blood Rite and Rupture.
Feel like jungle isnt gonna cut it... He needs levels and some farm and he is a slow jungler that needs levels and for jungle gankers i feel Chen and/or Enchantress is better. He is very slow and needs his core asap but after then rest is luxury,
I would play him most likely in the offlane (very situational most likely best facing a weak solo safelaner) but prolly best solo safelane as a UTILITY hero. Force and euls core rest is luxury.
Early game: treads/phase, soul ring
Core: blink, force, euls
Luxury: refresher maybe, ghost, bkb
No right click!!! Utility all the way.
Gonna love that AA combo. Venomancer Ancient Apparition Bloodseeker Shadow Fiend Phantom Assassin a mixed damage lineup strong mid game with stronk teamfight and some push. My example of lineup but prolly bad coz im noob at doto. Lategame isnt as favorable, but can still be a strong lineup.
Looking the lineup, thoughts?
EDIT: lol he dont need no tranqs all the sustain is from Bloodrage change to... Dunno treads or phase even for utility hero also added blink as core and changed tranqs
Ok so
Im in a dillemma
-the Bloodrage is too good at a dual/trilane
-but he need levels and a bit farm
Guys!!! Where should i lane him!!
Also jungling feels bad because... Weak lanes!!!
I guess he could begin the laning phase by pulling and giving Bloodrage to the carry to help him last hit whilst stacking neutrals. Later on, he can easily clear it out with Blood Rite.
I feel like Disruptor would be pretty good in combination with BS. A kinetic field can trap multiple opponents to be hit by blood rite. If that's not enough, he can also glimpse enemies back into the blood rite AoE. Coupling this with a few more disables and good tower-pushing power would spell the end of the enemy team.
I can't give a concrete line-up for you since every hero is somewhat situational, but I think a line-up that goes like this would be pretty good. Still, Bloodseeker should only really be a 4th or last pick, since it is easy to draft an aggro-tri against the weak tri-lane, but if they do, then a Lone Druid should defeat the opposing enemy solo-laner and get tons of gold and XP and destroy towers fast, especially with Bloodrage. It should work well, at least in pubs. I'll try it with my friends some other time :D.
He's still a pubstomper in low levels like Sniper or Riki, in which case you just snowball and get a butterfly and basher. In games where people are smart enough to not feed him, he's a good utility in #3 or #4. I truthfully haven't played him a lot since his change, but I think offlane is the way to go. He can sustain himself mana-free and has a nuke for last hitting and harass if he needs it. He's really slow and doesn't have any escapes, though, so you have to play conservatively. The damage boost can make your carry come online a lot faster, and pairs really well with early fight carries like Troll Warlord, Phantom Assassin, and Ursa (people who have the speed, but not the damage). Also any AoE lockdown goes good with him too.
I think Invoker is the single best ally to Blud in this patch. Tornado, Blood Rite, EMP means no spells and forces them to run. Ice Wall and Deafening Blast are also great for forcing enemies into the AoE of a huge nuke and silence. Not to mention the classic Thirst and Sunstrike combo.
Disruptor is probably second best, just because he's so good at containing enemies and relocating them out of position. I don't know if it works, but Rupture and Glimpse could mean crazy damage. I have no idea if you take damage from distance traveled if it's glimpse, but it's worth looking into. But yeah, if you time it right you're looking at a huge amount of time that the enemy team spends silenced and taking damage. When they run, just rupture for easy kills.
Lone Druid I know less about. As has been said, Admiral Bulldog made a great guide for the hero and everyone should watch it before they try the hero, imo. He makes a good point about laning. If you have a good, coordinated team to back you up, offlane is possible. If you're in a pub or with a couple of friends, Mid is the way to go. He goes from being really really strong to very meh, so it's all about how much damage you can do to the other team before that moment comes. The laning phase is the most important part of the game for the hero, so make sure you know what you're doing around that time.
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