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Leviathan the Tidehunter is a very durable STR Hero known for his gamebreaking ultimate,
Ravage: many players think he's a dedicated initiator and doesn't benefit from extra farm after buying his
Blink Dagger, but his built-in damage block and high natural STR growth make him a perfect candidate for risky initiations and chases. He can actually farm pretty fast thanks to
Anchor Smash, which not only makes last hitting in the hard lane very easy but also deals damage to ancient creeps, and his playing style varies according to the item build: a
Refresher Orb Tide can basically solo kill the entire enemy team, while going
Blink Dagger into
Force Staff makes you much more versatile as a scout and chaser (and sometimes makes you able to save your teammates, too!). Expensive auras like
Pipe of Insight,
Shiva's Guard and sometimes even a
Mekansm are money well spent on such a Hero, and he's also a good carrier for a
Gem of True Sight.
Support Tidehunter is still one of the strongest teamfight contributors between supports: as he doesn't need as much mana as an
Earthshaker does, he's fine with brown Boots until buying a
Blink Dagger, so he can come online much quicker than many other teamfighters. After completing Blink and Boots, his money are usually spent on
Observer Wards,
Sentry Wards and
Gem of True Sight, but big plays with
Force Staffs and
Heaven's Halberds are still seen if he gets extra farm. And remember that
Ravage usually grants many assists, so you'll rarely find a
Tidehunter with no gold.
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![]() As said above, since it's a single target spell and the slow isn't that good when trying to escape, it's usually skipped in the off-lane build. Also, you don't want to waste extra mana if you need to spam your ![]() ![]() Late game, use this ability on a key Hero (preferably a carry) that doesn't have a BKB or other forms of magic immunity: the magic damage is pretty low, but the negative armor still applies for a lot of time; this makes a fight between carries in your team's favor. |
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This passive is very underrated: it actually does a great job in the laning phase, as it deters a lot of harass damage, but remember it still makes you vulnerable to magic damage! Don't get caught in a 3vs1 situation feeling overconfident. How does this passive work in conjunction with a ![]() ![]() ![]() ![]() ![]() When maxed out, this skill basically gives you a free ![]() Lastly, don't forget about the best feature of this ability: after reaching a damage treshold, it removes all the debuffs affecting you! Again, this makes ![]() |
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![]() ![]() ![]() ![]() It's an AoE spell, so it can hit multiple enemies, but it has very low range. Because of this, it's a perfect follow up after your ![]() As it deals physical damage, you can use it to farm ancients: if you're having a hard time in the off-lane, you can still stack your ancient camp nearby and farm it to get some gold and experience. When off-laning, use it to hit creeps from a safer distance: as it deals much more damage than an average last-hit you should be able to get some gold even against a trilane. |
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The main reason why ![]() ![]() The biggest flaw of this skill is that it does nothing to magic immune Heroes: make every initation count, Blink in and stun before the enemy carry can react and activate his ![]() The damage and stun are not instantaneous: the more distant the enemies are, the more time it takes for the ![]() ![]() ![]() ![]() As the mana cost increases by quite a lot when levelling it up, you should consider keeping it at level 2 when building a ![]() ![]() ![]() ![]() ![]() ![]() Don't be afraid to use ![]() ![]() |
The off-laning position is the best way for a Tidehunter to come into fights as early as possible: if your team is very mid-game oriented a Tide in the suicide lane will do much more than a
Clockwerk or
Dark Seer. You'll get decent experience and maybe even some farm, and getting an early
Blink Dagger shouldn't be a problem if roaming and getting towers past level 6.
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These items are different than the usual off-laning starting set of two Tangos, a Salve and a Shield: this is because ![]() ![]() Six ![]() With the remaining gold, buy a ![]() ![]() |
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These items are more or less a no-brainer when playing ![]() ![]() ![]() A ![]() ![]() Lastly, the ![]() ![]() ![]() |
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If nobody in your team is going to buy it, get a ![]() ![]() This item is so good for early game-oriented strategies that people sometimes pick it up even before the ![]() |
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The ![]() ![]() ![]() Not only it helps you escape certain situations, it also makes you able to join or leave fights much quicker and adds mana to your relatively slow pool. It will save your life a lot of times, don't underestimate it. |
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This is a perfect item for ![]() On the other side, it's a gamechanging item if someone in your team can disable the enemies before you come in, so you can use it on the enemies before jumping in: ![]() ![]() ![]() |
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The ![]() ![]() ![]() Remember it also adds a bit of intelligence and a good amount of armor: being a STR Hero, ![]() |
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Lastly, another situational pickup is the ![]() If you're lucky enough, you might be able to apply the maim on an enemy after a ![]() ![]() |
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This item is required if your team is having troubles pushing tier 3 towers: the extra HP regeneration and especially the barrier blocking magic damage do a lot versus the majority of teams. Don't buy it if the enemies have little to no magic damage, though. The insane amount of HP regen and the magic resistance pair very well with your ![]() ![]() |
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The ![]() ![]() ![]() ![]() Another good reason to buy the ![]() |
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Do I really have to explain this? Double the ultimate, double the fun. As for all the other items, though, this isn't always the best choice: if the enemies are all squishy targets then take it, but if there are many BKB holders or tanky carries you might need to pick something that can help your carry like a Vlad's, Shiva's or Vyse. Remember that ![]() ![]() |
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![]() If you want to help your team but there isn't a precise enemy carry who dominates fights, lowering the attack speed of all of them is a really good way to give yourself an edge. Plus, the arctic blast works very well in conjunction with your ![]() |
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Many players consider this the best item in the game, and though it may not be true it's one of the best late game items for sure: using the hex on a carry makes him unable to attack or run away and also removes all his buffs (including evasion). Always buy one if the enemy hard carry is too farmed, it's the only way to stop him. This is a perfect item when you reach the very late game: by that time you should have a ![]() |
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Lastly, this is kind of a situational item, but at the end of the day every team needs one: 2050 gold for an aura that scales into late game and makes Roshan fights super easy, what else would you need? Normally, people don't buy it when they have no melee Heroes in their team, but if one of your team's core Heroes (excluding you) can benefit from the lifesteal then you should always think about getting it. But still, don't but it if one of your teammates already has one! Two ![]() |
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In the late game, being able to teleport back and forth between base and lane might save your team from a gg push or make you reach the frontlines just in time to land a counter-initiation: after buying a Shiva's or Vyse you won't need Arcanes anymore, so you can buy a pair of ![]() Consider buying it when all your towers are down and you already have a Shiva's and Vyse/Refresher, as you don't need much else to win the game. Usually, by the time you pick up BoTs you'll be 50-55 minutes into the game. |
Don't forget Tidehunter is still a good support: he can play the "hard support" role (the one who constantly buy Wards) and still find himself with enough money to purchase a
Blink Dagger in the mid game, as he can get easy gold from assists by just using his
Ravage in a clash. Too many players still buy
Arcane Boots first, but after the
Blink Dagger rework (which used to cost 75 mana per activation) they're no longer required for a good initiation. Saving 1000 gold for a quicker Dagger does change a game.
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As you should be playing hard support, most of the time you'll have to buy an ![]() ![]() A ![]() ![]() ![]() ![]() Lastly, a ![]() |
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This is the same starting build with some substitutions: if a support has already bought Courier and Wards, spending 300 gold on a ![]() ![]() If you aren't playing trilanes or your team's roaming duo isn't good, consider substituting the Smoke with Branches and Clarities. And if the other support bought a Courier but no Observers (or vice versa) substitute the Sentry Ward with the missing item plus a Clarity or Branch. |
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A ![]() ![]() A ![]() ![]() Lastly, rush a ![]() And for this reason, never forget about ![]() ![]() |
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On the other hand, if your team isn't heavily dependent on mana or there are two pair of Arcane Boots (or a ![]() ![]() |
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Most of the time, you should turn your Stick into a ![]() If you feel the Stick is unnecessary, just skip the Wand and sell it whenever you need inventory space. |
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The ![]() ![]() ![]() Not only it helps you escape certain situations, it also makes you able to join or leave fights much quicker and adds mana to your relatively slow pool. It will save your life a lot of times, don't underestimate it. |
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This is a perfect item for ![]() On the other side, it's a gamechanging item if someone in your team can disable the enemies before you come in, so you can use it on the enemies before jumping in: ![]() ![]() ![]() |
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This is kind of a situational item, but at the end of the day every team needs one: 2050 gold for an aura that scales into late game and makes Roshan fights super easy, what else would you need? Normally, people don't buy it when they have no melee Heroes in their team, but if one of your team's core Heroes (excluding you) can benefit from the lifesteal then you should always think about getting it. But still, don't but it if one of your teammates already has one! Two ![]() |
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Is there a Hero that doesn't benefit from a ![]() ![]() This item is very similar to the ![]() ![]() |
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If nobody in your team is going to buy it, get a ![]() Contrary to what you could do when off-laning, never buy it before the Dagger unless you want to be a sitting duck for the first half of the game. |
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This item is required if your team is having troubles pushing tier 3 towers: the extra HP regeneration and especially the barrier blocking magic damage do a lot versus the majority of teams. Don't buy it if the enemies have little to no magic damage, though. The insane amount of HP regen and the magic resistance pair very well with your ![]() ![]() |
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The ![]() ![]() If you're lucky enough, you might be able to apply the maim on an enemy after a ![]() ![]() |
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The ![]() ![]() ![]() ![]() If you want this item because the conditions above are met you have to get it early, very early: Blink- ![]() ![]() ![]() |
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The ![]() ![]() ![]() ![]() If you need vision, most of the time a ![]() ![]() |
Skill-wise, this Hero is very versatile: both Gush and
Anchor Smash offer good utility in the early game, depending on your needs. When playing support,
Gush is normally your priority because of the armor reduction, but many players (including me sometimes) still prefer maxing out
Anchor Smash because, since it deals physical damage, it usually does more damage than
Gush early on. Another reason to max
Anchor Smash first is because it's an AoE spell, so you can use it in conjunction with your ultimate and deal lots of extra damage.
Kraken Shell is a core skill for off-lane
Tidehunter, who needs at least one point in it (but I feel more comfortable with two points) and has to max out
Anchor Smash to kill creeps from a distance and maybe farm ancients.
Ravage should be taken at the standard levels unless you want to get a Refresher, in which case you have to keep it at level 2.
Many lanes benefit from a support Tidehunter, especially if stacking armor reduction; however, as Tide doesn't have any disables, you need at least one stun if you want to get kills. In teamfights, his ultimate pairs well with hard-to-land ultimates that deal high nuke damage or, on the contrary, can be used after another teamfight disable so you can get as many enemies as possible. Lastly, it's also a perfect counter-initiation tool, especially if the enemy spells don't disable for a long time.
9-6-2014: Improved the guide a little bit and edited the starting items of the off-lane build.
5-26-2014: Removed the Stout Shield in the off-lane build as suggested.
5-24-2014: Written the first part of the guide.
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