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Tessar is a tactical hero who commands droids to do his bidding, primarily wiping out the enemy. Detonate Bomb Drones to soften and push around enemies, Warp to Teleporter Drones to engage or escape, and summon Barriers with Shield Drones to cut off opponents while striking them down. These abilities have rather short ranges to fully utilize, but he can first Tag targets with Radar Drones to commence a barrage from afar. Whether he's manipulating and picking apart positions on the battlefield or dropping corpses safely from afar, creative use of his arsenal can make the Drone Lord and his army formidable foes to overcome.
Stats
Role: Disabler, Ganker, Carry, Nuker, Support
Strength: 18 + 2.0 Agility: 20 + 2.5 Intelligence: 22 + 3.0 Base Damage: 30 – 40 Base Armor: 1 Attack Range: 600 Movement Speed: 300
Lore
While the Keen Folk are known to tinker and experiment on most occasions, few spent as much time doing so as Tessar. Partially due to his awkward personality and less than attractive features, he could never find kinship with others of his kind aside, not even his family. Thus, he found a safe haven in mechanical design where he could do as he pleased safe from the judging eye of others. To make up for his loneliness, Tessar invented Drones that acted as his companions that provided assistance in his work and interaction to keep his sanity from failing. Eventually though, even this shy and introverted Keen desired intimacy. However, years spent locked up in his workshop did not exactly help him reconnect with society. Learning that fighting for the Ancients was becoming a more revered and respected role, Tessar shifted all his attention into re-purposing his Drones for combat purposes. He firmly believed that if he showed how great he could be, everyone would love and shower him with appreciation. So, he would show them all.
Primary Abilities
Detonate
Send a Bomb Drone to explode at an area, knocking away enemies.
They will also take damage and have their armor reduced for 3 seconds.
While he won't admit it, the Drone Lord has developed quite the god complex, even going so far as to create Radar Drones to simulate omnipresence.
Notes
Improves attack range to 700, 800, 900.
Grants shared vision of the target but not True Sight.
Successive attacks refresh the duration.
Does not affect item spells.
Other Abilities
Polarity
Attach a Magnet Drone to an ally, granting him and them speed while moving towards each other. If the ally is nearby him when he blinks with a Teleporter Drone, it will blink along with him.
Only one ally can be affected by a Magnet Drone at a time.
Ability: Target Unit Mana Cost: 150 Cooldown: 45 Range: 600 Radius: 1800 Move Speed: 40%
In the off chance that he'd ever find companionship, Tessar made and tucked away these Magnet Drones.
Casting Polarity on a new target removes the mark from the previous one.
Speed is granted to the target that is moving in the direction of the other.
Hero Talents
+175 Barrier Attack Speed
25
Barrier Attack Speed Aura
+150 Detonate Damage
20
50% Detonate Blind for 3s
60 Damage
15
+4s Warp Slow
15% Evasion
10
30% XP Gain
Explanation for Tag
What does 'His spells can be cast around these targets' mean?
Basically he extends the cast range of his basic spells to the area around enemies marked by his ultimate. For example, Detonate can be targeted and deployed 450 units around affected enemies. Warp can be cast on a point or unit 750 units around affected enemies, including themselves. Barrier can be placed 450 units around affected enemies as well. Even Polarity can be cast using this method. If he wishes, he can still target them around himself, just that he has more options the more enemies he can Tag.
Hope that clears things up!
Discussion
Detonate is his primary nuke and crowd control ability, similar to Flamebreak. Maxing it first is a great way to deal as much damage early on but comes with a higher cost, so the one level value point can be just as good if you just need the displacement. Place it near him to shove enemies away or place it behind enemies to push them into his team’s waiting arms, though the latter is harder to achieve due to the cast range.
Warp gives Tessar as a ranged hero low cooldown mobility, pretty good considering how disruptive he can be. However, it comes with both a short range as well as a delay, keeping its power in check. Leaving it up as an escape tool in a pinch is great but engaging with the slow can help him a lot. Since it can be placed on a unit to follow them, he can coordinate with allies for even more plays or directly target an enemy to guarantee the slow at the risk of letting them control your movement.
Barrier is a versatile spell that can impede enemy movement either from reaching or escaping him. Placing it well is great for control but committing to stay near the wall greatly increases his damage output, so firing and forgetting can be detrimental. Be careful of how you place it though as while Tessar can blink over it, a bad wall can harm allies like Fissure.
Polarity through Aghanim’s Scepter is a cool pickup for a more supportive playstyle, opening up the option for even more mobility. The movement speed is simple, requires coordination but is rather easy to achieve. When combined with Warp, he can help allies initiate or even escape from a fight. If another ally has Boots of Travel, he can Warp to them with the marked ally in tow to suddenly bring in multiple people. This plus the move speed bonus has the potential to effectively relieve the need for that ally to purchase boots, freeing up an item slot.
Tag is an exceptional ultimate that seems standard at first until you realize how many paths it opens up for him to use his other spells. Using Detonate to pick enemies out of position becomes much easier, as well as securing kills with its damage after they leave the fight. Warp suddenly gains massive range to engage with, or even as a slick escape in certain situations. Barrier extends its possibilities to cut off access points, but placing it further away can make it harder to access the attack speed. Polarity can also mark allies from further range and since the effect radius is so large, can still let them benefit from the speed and teleportation. The bonus attack range and reveal just help facilitate this, but are not weak either. With this passive, he has the choice between continually attacking the same target to keep up the duration or to spread its effects to as many targets as possible.
His spells can work together to great effect. Push enemies into a tight spot with Detonate and then keep them in there with Barrier, or place down a Barrier first and then Detonate to knock nearby enemies over the wall to the other side. Warp in aggressively to slow enemies before landing an easy Detonate, or Detonate enemies into a guaranteed hit from Warp. Confuse enemies by remaining mobile and out of reach with a combination of Warp and Barrier, throwing Detonate into the mix whenever you can.
Overall, Tessar’s kit grants him immense safety and playmaking. Though as a carry, his damage is definitely lacking and as a support, he does not have as many ways to benefit allies. His playstyle allows him to either reserve his spells for saving his life or to set up enemies for their demise, so build accordingly for which situation he will be needed for most. As a carry, focus on building a lot of damage to take advantage of his high attack range. Durability and safety items aren’t as needed due to the nature of his spells. As a support, acquire more utility items to set up more kills or save his allies. His costs aren’t too high given their cooldowns and his respectable Intelligence, so he will usually have enough mana to spare. Similarly, select talents that faciliate his intended playstyle. The left side of the tree focuses on improving his own power while the right side offers more utility options. Level 25 is especially interesting, choosing between super boosting Barrier's attack speed for himself or letting it affect allies.
Thanks to /u/JakeUbowski for help on balance and the contest
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