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I think you could add
As always there is some flexibility in his skill builds, I'm not against a value point in
In the guide, is wrote that AA is very situational based from the 1-2 reason, but is there possible of any new meta build of AA? AA has skills that scales on specific situation, so the users must have good situation readers so AA can be effective, for example that maxing skills can be so variative.
that's form me, +1 if reply, i'm really looking forword your feedback, Sando :) thx
Edit again: As Peppo said, AA is very team dependent. If you're not doing well and you're playing from behind... I will go 4-1-0 and the rest stats. Then I will level my W back up when I feel we're back in the lead. When you're behind on AA, you're BEHIIIIND and it's hard to catch up. Getting some extra health and armor from the stats can make the difference between feeding, and barely surviving (Which means you still get to ult on your way back to the fountain).
Aaah, the good old stats build: I remember when competitive players would go 4-1-0 since the third skill was pretty bad. Also, as you mentioned armor, I remember hearing somewhere that AA has a pretty decent AGI gain if I recall correctly.
The enemies list I agree is somewhat strange - there are a few heroes in there that you both counter, and counter you. E.g.
Same with LC - I see what you're saying about how handy
Another AA build to consider is 1-1-4 in a tri lane. It's very good against aggressive tri lanes, as your Q forces one hero to back, and your E will give an unbelievable DPS boost to your lane when they commit. If you have a reliable stun (Like a CM bite or something), the ability to drop an E, and a W on top of a target that is held in place will almost certainly take over half of their HP if all 3 heroes target them for one volley of auto attacks.
Another support build that I go for pub games is 4-4-1. I know it sounds silly, but pub games rarely tri lane unless it's captains mode. I think dual laning greatly hinders the potential of E, so I don't pick it up really (Sometimes I don't even skill it to level 1). Since the damage is set, but the attack speed debuff is a percentage, the skill scales horribly. At level 1 50 damage is huge, and 15% isn't that much since your attack speed is awful. Late game, 80 damage is still okay, but the 15% will be taking a much larger chunk out of your carries DPS, and you may just end up breaking even in DPS rather than buffing it (You may even lower it).
Just some thoughts. Try those builds out though and see if they're worth mentioning in your guide. Overall though, really well rounded and complete guide. My friend and I were doing long lane earth shaker and I'd support short lane with AA. I went first item veil. After a stun, I'd veil... He'd combo, with my W on the carry in the fight and my ult since they're stunned for a few seconds. Good lawd it's a fun combo.
Edit: Also I'd change some of the "Enemy list". Two that I would take off is Legion Commander and Slark. When LC ults, she stands still which is perfect for your W and Q. Ulting on top of that not only does huge damage, but disables her E so she is unable to lifesteal for the remaining duration of the fight. I've had a lot of success playing AA to counter LC as long as my positioning is correct. LC's W will also not take off your ult. Slark relies on dipping in and out of the fog of war to regen health from his ult. Your ult disables this. Also his Q does not purge your ult.
Edit again: As Peppo said, AA is very team dependent. If you're not doing well and you're playing from behind... I will go 4-1-0 and the rest stats. Then I will level my W back up when I feel we're back in the lead. When you're behind on AA, you're BEHIIIIND and it's hard to catch up. Getting some extra health and armor from the stats can make the difference between feeding, and barely surviving (Which means you still get to ult on your way back to the fountain).
I do always like to have at least 1 point in
I'll add in
I also like your friends and foes section, but you're missing