Outworld Devourer
LINEUP:
2 tanky, 2 semi-tanky, and 1 squishy heroes.
2 STR and 3 INT heroes.
2 melee and 3 ranged heroes.
3 stuns, 2 slows, 1 disable, 2 heals, lots of nukes (and lots of pure damage nuke too).
Probably not a bad lineup.
COUNTERS:
Doom Bringer
Nyx burns INT heroes. Lifestealer shreds Alchemist. Razor saps OD. Doom, well, dooms INT. AM is annoying, but counterable. Pugna counters INT. Silencer too. Shadow Demon purges Warlock Golem. Omniknight repels magic (and pure) damage.
Probably more counters to my lineup, but i don't remember/not pro enough to notice. Help would be nice.
LANE:
2-1-2: well-balanced with the ward rotation. Probably need to counter trilane though.
3-1-1: Alchemist will suffer in lane, so probably not.
1-1-3: Timber can win solo lane if he's careful. Good too, because the support can rotate and help pull, even after nerf to trilane.
CORE ITEMS:
Outworld Devourer
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Cost: 7394 gold Force Staff for mobility, Atos for INT + HP. Possible extensions: |
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Cost: 6144 gold Self-explanatory, i think. -> via disassemble. Possible extensions: Armor: Non-armor tank: Misc.: |
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Cost: 4550 gold Ward rotation and utility mid allows for 2 farmed supports for wards and more support items. Possible extensions: |
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Cost: 4494 gold Ward rotation and utility mid allows for 2 farmed supports for wards and more support items. Possible extensions: |
GENERAL STRATEGY:
Position 1 is Alchemist, he's safelane carry.
Position 2 is OD, he's utility mid (NOT carry mid, needs only Force Staff/Atos and can get the other later while ganking)
Position 3 is Timbersaw, he's offlaner OR dual offlane cary if running dual lane setup.
Position 4/5 is Warlock + Rubick, with rotate warding so both can get farm.
You have to get a bkb on alchemist now as he needs some space for his regen to work, I agree that radiance is not needed on him.
And your aim is to give space for Alchemist to carry for late game. There are many carry's that can out carry alchemist so wasting your window of opportunity when he will be at his strongest.
And for the record, Shadow Demon cannot get rid of warlocks golems anymore, but a diffusal blade still can.
SB to help land stuns or escape. Midas + Radiance in ideal farm, if not then just get a pair of the extensions according to what's needed.
Radiance isn't really needed on an Alchemist. He already has Acid Spray, which is much better for farming since it lowers Armour and deals COMPOSITE damage (meaning it even works against Mud Golems and Ancients). Not to mention an Alchemist that's been given enough space to farm an early Hand of Midas should be able outfarm anything they throw at you. Getting Radiance will just force him to farm for longer to get his Core Items, while the rest of his Team try to protect him.
Also, Abysall Blade is useful for locking-down Carries after they've bought a Black King Bar, not for it's amazing 6 points of Strength ;D.
Outworld Devourer
Force Staff for mobility, Atos for INT + HP.
I would consider getting an early Mekansm on OD rather than Warlock, especially if you want Alchemist to be farming for quite a while. OD can easily rush a Mekansm in 7-10 minutes, whereas a Support Warlock will be hard pressed to manage it in 20. Not to mention, an OD with Mek 10 minutes in can Tower Dive Tier 1 Towers and barely take any Damage, allowing him to be more Aggressive, forcing attention away from your Farming Alchemist. Force Staff will only give him 3HP/s Regen, so boosting that to 8HP/s will allow him to stay in lane longer.
I would also consider a Scythe of Vyse more important than a Rod of Atos, it only provides 60 less HP, but the increased Armour will more than make up for that. Hex is generally much better than Cripple too, it does more for only 0.5 seconds less duration. The only downside is Sheepstick costs an extra 2575 Gold.
Ward rotation and utility mid allows for 2 farmed supports for wards and more support items.
Rather than trying to farm a Sheepstick on a Support, you might want to consider getting a Blink Dagger for Rubick as he is the only Hero on your Team that can Initiate with an AoE Disable from Spell Steal (unless an Unstable Concoction hits them while they huddled up).
Position 3 is Timbersaw, he's offlaner OR dual offlane cary if running dual lane setup.
Timbersaw should never be in a Dual lane, he needs Levels to be effective and having a Support will only slow him down, rotating them in to help him Gank might be necessary though.
Personally, I would change Warlock for a Support with a strong AoE Disable, like Nyx Assassin's Impale, Jakiro's Ice Path, perhaps even... Black Hole? 8D