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Razor is a rather tanky AGI-Hero known for being a good "anti-carry": his skill set not only grants a very wide AoE nuke that can be used to deal the killing blow to fleeing enemies and scout the surroundings, it also makes you able to soak up all the damage from an enemy and keep up with them when they're running away! He's a pretty good semi-carry that doesn't need damage items to become effective, as he takes the one of the enemies; for this reason, he's also very strong in the late game. His passive,
Unstable Current, makes survivability items and auras much more appealing than damage items.
After being quite popular as a safe lane Hero, now he's usually played mid, though his potential in aggressive trilanes is not to be overlooked. He's usually put into the "anti-carry" category because, even though this is not a true role, it shows what Razor is good against and when it's best to pick him. Not many Heroes fit in this category (most notably
Razor,
Brewmaster and someone even says
Bloodseeker), but Razor is probably the one with the most balanced carry potential, which means he's not only good in the mid game but - most of the time - in the late game, too.
Creep blocking: | to place yourself in front of the incoming creep wave so that when they will reach the enemy creeps you'll be closer to your tower. Video. |
Animation cancelling: | to attack while moving in order to increase your damage per second (DPS) and chase fleeing enemies. |
Ganking: | to kill an enemy Hero (or two) in a numbers advantage. |
Pros
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Cons
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Razor is best picked if you expect that the enemy carry is going to be fed (maybe if your enemies have a good trilane) and if you either need a solo/mid laner with high mobility or a trilane carry that can win the lane. Remember, though, that this Hero can't stun or disable enemies in any way, so don't pick him blindly.
Razor focuses on using the strength of an enemy to his advantage: he has a powerful nuke which has a very wide range and hits twice (useful for farming, too), a non-channeling spell that literally absorbs the strength of an enemy Hero and an interesting passive which slows and damages the attacking enemies while increasing Razor's speed. His ultimate continuously hits any enemy low on health near him through a cloud over his head.
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![]() ![]() Players usually cast it to last hit enemies while ganking or to initiate a teamfight after an AoE stun such as ![]() ![]() ![]() ![]() You can hit enemies while they're in the fog of war, too: if you think you're being ganked, use it to deter incoming gankers or as a defensive tool before running away. If the enemy is not very low and you think you won't be able to kill him with a ![]() |
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![]() ![]() Mind, anyway, that it has a pretty big range and you can still autoattack or cast spells while linking: if used on the right Hero, it can turn the tide of a fight in your favor. Always use it on carries or, generally, Heroes with low mobility so that you can absorb damage for the full duration of the skill. Remember that even if skills like ![]() ![]() ![]() ![]() ![]() ![]() Max this skill first in a 1v1 scenario (like in the mid lane) or, sometimes, if you're performing an aggressive trilane and trying to prevent their carry from farming. The ![]() |
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This is ![]() The main reason to get early points of this skill is if you're solo laning: a 1 second slow duration, but even 0.5 seconds, can make the difference between life and death! The extra movement speed, paired with items like ![]() ![]() ![]() |
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This ultimate is powerful if used at the right moment, but your enemy can easily make you waste it: try to use it when a teamfight is going to happen. Early on, don't use it for pushing as it will make your last hitting a lot more difficult and won't deal damage to structures (unless you have an ![]() Mind that the mana cost will be increased by 50 when levelling it up, so, if you are low on mana, always keep an eye on its cost if you want to use it. The Agh's upgrade is very powerful, but at the same time you don't always need it: if you're stomping in the early game, a "basic" ![]() |
As a Razor, your team expects you to build both survivability and mobility items. Since this Hero is a semi-carry, you'll probably play in a mid game-oriented team, in which case an early
Mekansm works wonders: 15 minutes into the game 250 HP and 2 extra armor points is huge, not to mention the passive HP regen. a
Drum of Endurance adds more movement speed, another good aura and the possibility to win even more mid game fights.
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Generally speaking, every hero should carry at least one ![]() ![]() |
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When starting with Razor, make sure you buy a ![]() ![]() You need the three ![]() As ![]() ![]() |
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As said before ![]() ![]() As you might have realized, you could buy a third ![]() |
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As said before, if you started with a Ring of Protection don't forget to buy a ![]() Don't take the ![]() Talking about Boots, it's personal preference: some players prefer ![]() ![]() ![]() |
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The ![]() ![]() Next, buy a ![]() ![]() ![]() ![]() |
If there's already someone building a Mekansm in your team, or if the enemy team is lacking stuns, maximizing your mobility would be a good idea. Not many supports can run away from a normal Hero with
Phase Boots, so imagine what you can do with
Sange and Yasha while using your
Static Link! Stuns are a bigger problem with this build, so always use it when you know you can exploit your mobility as much as possible.
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When starting with Razor, make sure you buy a ![]() ![]() You need the three ![]() As ![]() ![]() |
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As said before ![]() ![]() This time you could buy a third ![]() |
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Again, the ![]() Early ![]() ![]() ![]() ![]() |
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The ![]() The ![]() Lastly, finish your ![]() ![]() ![]() ![]() |
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An item that gives you many good things: the ![]() ![]() It's a rather expensive item compared to the others, but it's definitely worth it if you need to push in little time: more HP, pushing power and even teamfight contribution! It's like a late game Drum of Endurance. |
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Never underestimate the power of a ![]() ![]() Magic immunity should be enough to push down tier 3 towers, so always get a BKB when doing so if you have money and your core is ready. Remember to use its active carefully, as the duration decreases the more you use it. |
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This should be your item of choice if the enemy has a powerful carry that doesn't build a BKB or is left with a low-duration one: especially versus Heroes that focus on burst damage like ![]() ![]() ![]() Remember that ![]() ![]() |
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This item is usually underrated on Razor: if you get lots of stats, your illusions will benefit from them, too. They will deal little damage (as they can't absorb the damage from ![]() ![]() If you already have a ![]() ![]() |
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Lastly, an underrated item, the ![]() ![]() Since it's INT-based and ![]() ![]() ![]() |
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When playing a late game ![]() ![]() Don't forget about the active ability, which slows the opponents so much that they won't be able to chase down your teammates (another reason why Shiva's is better than the Cuirass for countering carries). Despite being INT-based, it's actually one of the best pickups on ![]()
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There are actually a couple of valid skill builds for Razor: mainly 3, but two of them can be condensed into one. The first one is more suited for solo laning and 1 vs 1 scenarios:
Unstable Current makes you able to survive early ganking combos, and and early point of
Static Link grants you easier last hitting and prevent the enemy carry from harassing you and getting last hits.
If you're mid, you might want to drop the first point in Unstable Current for an extra point in
Plasma Field. On the contrary, in the off-lane, getting a second level of
Unstable Current at 4 maxing your nuke by level 9 is understandable.
06-16-2014: Made the item and skill builds easier to look at and improved the guide a little.
02-05-2014: Cleaned up the guide a little bit.
05-04-2014: Completely re-written the guide from scratch... Again.
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