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Among all the various skill shots in the game, Pudge's Hook, Mirana's Arrow, and Slark's Pounce are the hardest skills to land, but which is the hardest? None of them have a horribly convinient setup to land a good one, and each requires a bit of timing and aim to land without a set up.
If we are talking about all the skills, even the unreleased one, I would go with Supernova.A proper Supernova can win you teamfights, while a bad one can just make you get killed.
If we are talking about released one, Sun Strike would be in the top for sure.
I don't think Ancient Apparition's is hard at all to use effectively. Has a huge AoE at long range, at fight rarely move THAT much unless it's a chase, and if they're so close that the AoE isn't huge, it takes less time for the blast to get there.
I'm going with Sun Strike. Very small AoE, fairly large delay time, damage split between units, though it does a lot of damage. I, for one, can't land Sun Strikes at all. Maybe 1/8 I will hit. I can play Invoker pretty decently but when it relies on using Sun Strike, I'm just not reliable enough. It seems that whenever I hit a spot that is a bit unexpected, they are running the most obvious route back to fountain, and whenever I place it along the obvious path to the fountain, they are juking through trees trying to avoid it.
Another worthy mention is Shackleshot. It has to be one of the best non ults in the game, but it's so skill heavy. She can put TWO people out of a fight for nearly 4 seconds. That's insane, but she has to be able to land them right.
And what are you talking about with Supernova? That **** has a 1000 AOE and is almost always used at low HP as a ditch effort to get a free aegis. Maybe you're thinking about Sun Ray or whatever it's called, but even that isn't that hard to land.
I wouldn't say boat because of the stupidly large aoe and easy setup that X marks the spot provides, and while sunstrike does have a significant delay it has a global range and a deceptively large aoe. Ice Blast has a fast travel time but because of the two seperate shots can be hard to land despite the aoe it provides as well as frostbiting anyone it passes through. Having never played Dota 1, i've never dealt with Supernova, so I can't really form an opinion on it.
I'd have to say Slark's pounce with just a little bias because of the short range and inability to aim it exactly where you want to which all of these other skills have, while also having a surprisingly small aoe.
EDIT:
Also, Tornado/Icewall/Cold Snap into Sunstrike, anyone?
Rather than using AOE and those given quantitative values as the main factor in judgment, I will agree with Sun Strike due to the nature of the skill itself and the hero using it.
Sun Strike is used by Invoker to either finish off a target that is out of range, kill steal from your allies, or deal high single target damage.
If we ignore the KS part, the first will be held as the main reason to use this skill. However, in doing this there will be several factors that hinder you.
The fact that there is an Invoker on the enemy team alerts people who are at least half decent to never go on low health levels. In the case that going low is inevitable, they will instantly try to juke your Sun Strike by moving in unpredictable ways, making it near impossible to hit the enemy without memorizing how exactly the juke which adds up to the already small AOE of Sun Strike, the 30 second cooldown, the long delay and the damage distribution system. Therefore, using Sun Strike against semi-decent and more people (especially those you don't know) is very ineffective.
Additionally, QW Invoker is considered the best invoker at the moment, which means you'll be getting a maximum of 2 points in Exort early on, and staying that way until late game. Normally, you would just get 1 point in a QW build so Sun Strike will prove to be ineffective anyway.
Dealing high single target damage is made possible with euls and other setups, but this isn't what Invoker is supposed to do. In the late game, it could be viable to finish off enemies that were left off (which is still hard to do) but in most parts of the game, using Invoker's other skills, specifically those with AOE will benefit your team more and will generally give more total damage.
I don't think Ancient Apparition's is hard at all to use effectively. Has a huge AoE at long range, at fight rarely move THAT much unless it's a chase, and if they're so close that the AoE isn't huge, it takes less time for the blast to get there.
I'm going with Sun Strike. Very small AoE, fairly large delay time, damage split between units, though it does a lot of damage. I, for one, can't land Sun Strikes at all. Maybe 1/8 I will hit. I can play Invoker pretty decently but when it relies on using Sun Strike, I'm just not reliable enough. It seems that whenever I hit a spot that is a bit unexpected, they are running the most obvious route back to fountain, and whenever I place it along the obvious path to the fountain, they are juking through trees trying to avoid it.
Another worthy mention is Shackleshot. It has to be one of the best non ults in the game, but it's so skill heavy. She can put TWO people out of a fight for nearly 4 seconds. That's insane, but she has to be able to land them right.
And what are you talking about with Supernova? That **** has a 1000 AOE and is almost always used at low HP as a ditch effort to get a free aegis. Maybe you're thinking about Sun Ray or whatever it's called, but even that isn't that hard to land.
The stun of the nova is really hard to hit.And no, I just use it as an initiation tool and then you can ask someone like winter wyvern to put you to sleep.Problemo solved.And the stun is really hard to hit because people will just run away from you 9/10 cases.
I'm not an Invoker player so can't really comment on his skills. Personally I find Sacred Arrow and Shackleshot the most difficult to land consistently - think to a point they're both kinda dependent on the opposition moving as you expect (in line with Sun Strike), so to some degree you're always guessing/anticipating unless another power sets you up. Think it's also because you can land a "better" version (very long distance arrow, 2 man shackle etc) which makes you want to push the limits.
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