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Hi everyone. I'm bringing you a guide to Outworld Devourer. This is my first guide ever. I really appreciate every feedbacks and (polite) critics. Oh and i am not a native english speaker so forgive me if there are some grammar error (and tell me plz)
The reason why i choose Outworld Devourer as my first guide is because of his rework since patch 6.86 where the way some of his skill works has been changed. Outworld Devourer is a pretty powerful hero right now but people who keep spamming Astral Imprisonment and build the good old Aghanim's Scepter and Refresher Orb or worst,people who never uses Arcane Orb because they're afraid of running out mana even though they have a maxed Essence Aura will ruin OD's potential to snowball really hard (i've seen things man).
Apparently 6.87 as expected nerf OD even though it wasn't as hard as Arc Warden (bye cancer lmao) but he is still pretty good here are some "nerf" to OD:
- Arcane Orb mana cost increases as you level it and the amount of stolen intelligence are reduced by 1
-Early levels Astral Imprisonment cast range reduced
- Rod of Atos no longer has a chance to true strike the target (The accuracy increase has been deleted from the item)
I think the biggest nerf is the Rod of Atos part since you now need a Monkey King Bar to counter evasion but overall he's still pretty good.
Playing OD isn't really hard by the way.I rate him 2 out 5. But those who are not familiar with him might get a little confused with his spells but it's actually pretty simple.
His role of course is a Carry. More of an Anti-Carry actually. He can counter some Hard Carries quite well (ex: Anti-Mage and Medusa. And a carry who can deal pure damage right clicks and always bring a Schyte of Vyse and Rod of Atos when 6th slotted is scary. And worst is he active rather early.And i don't know why i've seen a lot of OD playing Support.What a waste of potential for such a powerful hero (hey i love supports,but not OD supports)
Oh yeah recent changes to Arcane Orb makes him more of a Slark type hero.
Here's a short way on how to play OD:
1)Max Essence Aura first (Important)
2)And Arcane Orb after that
3)Blast enemy heroes with Arcane Orb as much as y ou can
4)Stay away or Astral Imprisonment Yourself if they pop Black King Bar and other Magic Immunity
5) Sanity's Eclipse When you stole enough INT and they are grouping up (when their bkb's are down of course)
6) Arcane Orb the hell out of them again if there are survivors
7)Win
Pros:
-Can be hard to stop if snowballed
-Pure damage right clicks
-His voice bruh...
-He looks cool too
-Core items involved some of the best items to counter carries that is usually bought by support
-His Ult "scales"
Cons:
-Very squishy
-None of his spell pierce magic immunity
-Useless if silenced
-Beware of high INT growth enemy heroes ( Silencer and Pugna especially)
Strength:19+2,3
Agility:24+2
Intelligence:26+2,7
1. Arcane Orb (Q) or (Alt+Q to autocast)
Cast Range:450
Current Mana As Damage:6%/7%/8%/9%
Summons And Illusions Extra Damage:100/200/300/400
Intelligence Steal:1/2/3/4
Steal Duration:60
Mana Cost:100/120/140/160
Cooldown:0
Ability Type:Target Unit/Autocast
Affects:Enemies/Self
Damage Type:Pure
What you need to know:
-It's a PURE DAMAGE
-It's a UNIQUE ATTACK MODIFIER meaning you can't lifesteal with Morbid Mask based item or use Desolator/ Eye of Skadi
-Steal your enemiesINTELLIGENCE (This is the most important)
-It doesn't pierce Spell Immunity and doesn't work when you are Silenced (duh)
-Use it to harrass your enemy during the laning phase
-Don't be afraid to spam it because you have Essence Aura especially if it's on level 4
-Cast it manually to prevent creep aggro (This is useful during laning phase)
-The pure damage is based on the percentage of your mana. In other words if you are low on mana (which rarely ever happen unless you don't upgrade Essence Aura) the pure damage is rather low.
-It also checks Outworld Devourer mana upon impact which means increasing or reducing mana before the projectile hits,Affect the orbs damage
2. Astral Imprisonment (W)
Cast Animation:0,25+0,4
Cast Range:225/350/475/600
Damage Radius:400
Damage:75/150/225/300
Imprison Duration:4
Mana Cost:120/140/160/180
Cooldown:22/18/14/10
Ability Type:Target Unit
Affects:Enemies/Allies
Damage Type:Magical
What you need to know:
-As of patch 6.86 IT NO LONGER STEALS INTELLIGENCE
-It can now be casted on creeps
-It deals magical damage after the imprison duration ends. Deals no damage to allies
-However if you imprisoned an ally and enemies are near the radius when Astral ends,enemies wwill take damage
-Imprisoned units are invulnerable. Meaning you can dodge stuffs like Assassinate, Laguna Blade, Thundergod's Wrath,etc. (And God please safe your teammate from those if they are low on health)
-Since it deals damage,now it disables Blink Dagger
-And since it's 4 second duration imprison at all levels. You could actually keep it at level 1 and take stats instead until you really need the faster cooldown of the spell
-Imprison your teammate if they are Dueled by Legion Commander so that you can kill the LC.Good God don't imprison the LC.
-The same applies to Pudge if he's Dismembering your teammate especially if he's alone.(Adapt to the situation)
-Imprisoned enemies are vulnerable to and takes full effect of Sanity's Eclipse
3.Essence Aura (E)
Radius:900
Proc Chance:40%
Max Mana Restored:10%/15%/20%/25%
Base Mana Bonus:75/150/225/300
Ability Type:Passive
What you need to know:
-Every time you cast a spell you have a chance to restore your mana
-Teammates near you also get the benefits
-Skills with no cooldown,toogle(ex:Aghs upgraded Life Drain, Medusa Mana Shield) and item abilities won't proc the skill
-Acitve Attack Modifier won't proc it too except Arcane Orb
-When you have level 4 Essence Aura DO NOT BE AFRAID TO RUN OUT OF MANA AND KEEP CASTING Arcane Orb ON ENEMY HEROES
4. Sanity's Eclipse (R)
Cast Animation:0,25+0,4
Cast Range:700
Effect Radius:375/475/575
Intelligence Difference Damage Multiplier:8/9/10
Max Mana Burned:40%
Ability Type:Target Area
Affects:Enemies
Damage Type:Magical
Mana Cost:175/250/325
Aghanim's Scepter Upgrade:Apply the current level of Astral Imprisonment to enemies caught in the radius
What You Need To Know:
-The damage is based on the difference of Intelligence of Outworld Devourer and his enemies
-In other words,you hit them as much as you can with Arcane Orb and when you stole enough Intelligence blow them up
-And it burns 40% of enemies mana. Meaning it's powerful against heroes like Wraith King and Medusa who depends on mana for survival.
-Due to it's long cooldown for such a powerful ultimate. Try to caught as much as enemies as you can in the radius
-It doesn't pierce spell immunity :(
- Aghanim's Scepter Upgrade is rather trash because you no longer steal Intelligence from Astral Imprisonment
-And this skill is also the reason why you need to build item that gives a lot of Intelligence
-If enemies Intelligence are higher than yours.They don't take any damage :(
Midlane:
The best lane for him.Gives him level advantage and rune control. Astral Imprisonment is a really good way to contest rune This lane is your priority. He also counters melee midlaners pretty hard.Oh and he is almost always as a mid laner
Dual safelane:
Tbh i love playing safelane carry with a support (usually Terrorblade and Shadow Shaman duo with my brother). If you're in a typical pub game or low mmr bracker like me where you call for mid but then someone said "AKO NA MID". Then you could still play him as a safelane carry.Lane with someone that has a stun or disable to snatch some kills.
Solo Offlane:
I never tried this tbh. And it's better if you leave it to the initiators
Dual offlane:
So you're playing pubs or low mmr like me eh ? Where safelane and offlane isn't different ? Where Phantom Assassin and Anti-Mage laning together in the offlane ? WBhile Lion and Crystal Maiden going together in the safelane because they are real life buddies ?.(ehem) anyway if you go with a support and sure that you can still snowball,then proceed
Jungle:but you can clear it quite fast later on with Arcane Orb (But not ANCIENT CREEPS)
Trilane:
I never tried a trilane before seriously
Lots of items doesn't fit OD here are some of them:
Desolator:
You can't combine 2 different UAM and no INT whatsoever.Besides... your damage is pure right ? why do you need armor reduction ?
Mjollnir:
While the attack speed boost looks deceiving again... the lightning proc is a UAM. If you need attack speed, Buy Moon Shard cheaper and gives more attack speed
Eye of Skadi:
I'm actually a fan of skadi (especially since i'm a Terrorblade spammer LMAO) but this one is not for you. The slow is UAM and it's better if you build Rod of Atos Scythe of Vyse or Shiva's Guard For slow
Morbid Mask based item:
You can't lifesteal the damage of Arcane Orb.(If you don't know the item: Mask of Madness, Helm of the Dominator,Vladimir's Offering and Satanic
Radiance:
You're not gonna AFK farm right ? ( Arcane Orb can clear camps fast enough man)
Assault Cuirass:
No... Okay you benefit the armor and attack speed but you deal PURE DAMAGE. Armor reduction doesn't mean a thing. It's a 5k worth of item that you could just spent on Shiva's for more devastating effects.
Aghanim's Scepter:
The Sanity's Eclipse Upgrade is trash right now. It no longer steals intelligence in an aoe like it used to since Astral Imprisonment reworked in patch 6.86. Instead it just adds 325 magical damage before reduction. AND DONT BUILD THE OLD AGHS+REFRESHER COMBO.
Echo Sabre:
This item is for melee heroes. Seriously.
Dagon:
Plz
Okay,there are lots of mistakes in this guide. Feedbacks and critics are appreciated. Tell me if there is something that i miss. Hope you enjoy it :)
V1:Guide Published
V1.1:Added invis-ganker to foes and some minor changes
V1.2:6.87 is out !. Some item changes and nerfs
V1.3:Update for 6.88
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