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Crypt Swarm is
Death Prophet's nuke, dealing 75/150/225/300 damage at each level in a cone shape. With a cooldown of 4 seconds with maxed
Witchcraft this allows
Death Prophet to farm creep waves and neutrals camps very easily. While you can target heroes directly with this spell is much more effective to ground target this spell. This is because the casting range (range you have to be within to use it) is smaller than the actual range that the swarm flies. With some practice you'll be able to hit enemies through trees without having to click on them directly.
With Crypt Swarm, you can get last hits and harass the enemy at the same time. You can auto attack a creep that is not being attacked by your creeps until it is low enough to nuke down, and then nuke from an angle that allows you to hit both creeps and the enemy.
Silence is
Death Prophet's only "crowd control" ability. It's very simple: it silences every enemy within a 425 radius circle upon casting for 3/4/5/6 seconds. This is devastating against heroes like
Storm Spirit or
Ember Spirit who need to use their abilities to fight and run away. Of course,
Black King Bar completely nullifies this ability, but you can always silence the enemy supports.
Witchcraft is a passive ability that improves
Death Prophet's other skills. It reduces the mana cost of
Crypt Swarm and
Silence by 10/15/20/25, and reduces the cooldowns by 1/2/3/4 seconds. This allows
Death Prophet to spam her skills in teamfights. And that's not all.
Witchcraft even increases
Death Prophet's movement speed by 5/10/15/20% and the
Exorcism spirits by 3/4/5/6. All these bonuses are why
Exorcism is maxed second.
Exorcism is
Death Prophet's ultimate and one of the best pushing abilities in the game. Upon use
Death Prophet unleashes 4/12/21 spirits (up to 27 spirits at level 16 with maxed
Witchcraft), each taking 0.1 seconds to appear.
Exorcism can be used to push really really hard, but it can also be used to take Roshan. If you win a fight without using
Exorcism it can be useful to take Roshan with
Exorcism instead of pushing if your team doesn't feel safe pushing.
Since each spirit has to return to Death Prophet after attacking, it can be a good idea to stand RIGHT next to a tower (or hero) if you feel safe enough, which will help you push down towers or kill enemies faster.
Tango are bought for early game regen. Simple stuff.
I get a Null Talisman for easier last hitting (6 int + 3 damage = 9 extra damage!), and to be able to use
Crypt Swarm just a bit more liberally to farm or push.
However if you really want to rush Bottle a
Tango + triple
Iron Branch bottlerush build can be good.
Bottle is the first item you should get.
Death Prophet has no easy ways to regen hp or mana early games, and can use most runes very effectively.
Phase Boots are the boots of choice. While some people like to go
Arcane Boots, I believe that
Phase Boots fit
Death Prophet's playstyle way too well to pass up. The phase active gives a large movement speed bonus, stacking with
Witchcraft, allowing
Death Prophet to go faster than most heroes in the game, while the +24 damage helps her push and fight. In addition
Arcane Boots are usually gotten to transition into
Bloodstone, which is an item I heavily dislike on
Death Prophet.
This right here is hands down the best item you can get for Death Prophet for under 3000 gold. The +40 movement speed means that
Eul's Scepter of Divinity adds more than 40 movement speed in conjunction with
Witchcraft. It also gives +10 int, and 150% mana regen. This allows
Death Prophet to actually farm and push with
Crypt Swarm without as much worry for mana.
Here is a list of what you can do with this amazing item:
The build up for a Scythe of Vyse is terrible (2700 gold
Mystic Staff and 2100 gold
Ultimate Orb), but
Death Prophet can farm very fast with all the tower gold she will get. Get this item if the enemy has carries that NEED to be shut down like Anti Mage or
Ember Spirit, or heroes with annoying evasion like
Phantom Assassin. This item will essentially solve all your mana problems, give you some stats, and solve
Death Prophet's lack of proper disables. Basically the best item for any int hero.
Assault Cuirass is actually a really good item for
Death Prophet. Like many int heroes she actually has decent right click damage, but no attack speed. This item gives her and her teammates armor, and reduces the armor of enemies around her, thereby increasing the damage of
Exorcism. If the enemy team has a lot of physical damage and no one else on the team is a very good holder, just go for it.
Death Prophet should be tanky enough with it so you don't die quickly and leave your team without the aura.
Refresher Orb is a great item for
Death Prophet, but should really only be bought once you reach late game and have 4-5 items already.
Death Prophet relies on
Exorcism to do damage once
Crypt Swarm beings to fall off, and you might need a
Refresher Orb to extend
Exorcism. You cannot "double ult", or have double the spirits at the same time.
Refresher Orb is bought so that once
Exorcism runs out
Death Prophet can re-use it and continue to fight or push.
If the game starts going late a Boots of Travel pick up is always a good idea. More movement speed and a free teleport to any of your creeps every 50 seconds? Yes please. If you die before using
Exorcism, buyback, teleport into the fight, and ult.
If the enemy team has a lot of disables and nukes, a Black King Bar is necessary for
Death Prophet to be able to use
Exorcism to its fullest potential. However don't get cocky with this item and run in thinking you can't die. If you went something like
Eul's Scepter of Divinity ->
Black King Bar you're still very squishy to physical damage.
Also keep in mind that you probably shouldn't buy this item against heroes with Black King Bar piercing disables like
Bane with his
Fiend's Grip or
Batrider with
Flaming Lasso
If you're thinking of buying a Black King Bar because of the enemy team has a lot of nukers, a
Pipe of Insight can be considered as a replacement. While you won't be immune to magic damage, your teammates will also get the spell shield. A decent pickup against heroes with lots of aoe spells like
Zeus or
Venomancer.
The quintessential hp boosting item, a Heart of Tarrasque will increase your hp pool by a whopping 1000 hp. This is also gives you a ton of hp regen, enough that you can use
Exorcism and stand in front of a tower. I'll get into why you might want to do this later.
If the enemy team has a lot of physical damage, and not a lot of magical damage, a Shiva's Guard is an amazing item. If you buy
Eul's Scepter of Divinity along with the
Shiva's Guard no one will ever be able to run from you with the arctic blast slow. If you get a fast
Shiva's Guard you'll be REALLY REALLY TANKY against right clicks. The +15 armor along with the -40 attack speed aura will make right clickers cry.
Eye of Skadi gives
Death Prophet about 700 hp, and 3.5 armor. The tankiness along with the
Black King Bar piercing 45 attack speed and 35% movement speed slow makes it a very good pick up on
Death Prophet. I recommend getting a
Eye of Skadi with an
Assault Cuirass to demolish melee carries. However in many games you are better off buying other items to help your teammates or yourself push.
The most important part of this item is that it makes your autoattacks pretty. Highly recommended for snowball fun.
Lots of people recommend going Bloodstone on
Death Prophet (it's the third most bought item on her according to dotabuff). However I heavily dislike this item on
Death Prophet. While the +500 hp and the insane mana regen help
Death Prophet a lot, the item costs 4900 gold. That's pretty much the cost of a Eul's Scepter of Divnity +
Mekansm combo (5050 gold), which gives you WAY more utility. Here's a comparison of the two:
Bloodstone
|
|
Eul's + Mek
|
Before the creeps spawn, you want to block the creeps since you are mid. This is so that the creeps end up closer to your side of the river, making it easier for you to farm, and harder for the opponent to do so as well.
IMPORTANT: If you want to block on radiant side you should do the "RTZ block." Basically, creeps on the radiant side spawn behind the tier 3 tower, so one creep always goes around the tower in one direction while the rest go in the other direction:
This basically ruins your block since you can't block the creeps in "single file" until the tier 2 tower. To prevent this we do the "RTZ block," which makes the creeps all go around in the same direction, making them "blockable" from the get go:
What happens is that Death Prophet's model "blocks" the space between the tower and the barracks, so the creeps cannot go through that way. This makes all the creeps go "under" the tower, and if you move forward at the right time you can get in front of the creeps who are now in "single file."
Note that the little circle underneath the hero can't be touching the circle that appears if you click on the tower.
Fortunately, the dire creepblock is A LOT easier. The creeps spawn in front of the tier 3 tower, so you can just stand a bit in front of the tower, or just behind the icon on the ground:
A good block should let you have the high ground advantage, which makes it harder for the enemy to last hit (if they're ranged, due to the uphill miss chance), and easier for you to last hit or harass. Most importantly for Death Prophet though, is that a good block makes it a lot harder for an enemy support to gank you (they can't walk through the river to get behind you). An example of a good block would be:
Some tips for laning:
Double damage is a very good rune for Death Prophet. It allows her to dominate her lane with easy last hits and denies, and can be used for good amounts of damage to the enemy tower.
Haste rune is probably the best possible rune for Death Prophet. With it, you can gank very easily, or run around fights, melting people with
Exorcism and spamming
Crypt Swarm.
Illusion runes are pretty useful for pushing down lanes, but a double damage is usually more useful for that. Illusions can also be used to bait spells if you weren't seen with the illusion rune. Just send one up top or down bot and see if the enemy supports will waste their spells on it. You lose nothing, while they lose mana.
The most productive way to use illusion runes is stacking camps. Send an illusion to a hard camp (so no stupid mud golems), and attack it at x:53 on the clock. This allows multiple neutral groups to spawn in one camp, which you can then Crypt Swarm for easy gold.
Probably one of the more useless runes for Death Prophet. You can use it for escaping a gank (supports probably won't carry dust unless you have invis heroes).
It can also be used to suddenly silence an enemy hero during a gank that would be able to escape with an ability, like Anti-Mage or
Storm Spirit.
While at first this may seem like the most useless rune (it really is), it has its merits. That tiny bit of experience can help you get to level 6 just that tiny bit quicker, and a full Bottle is a good bonus as well.
By this time you want to have some core items and level 2 Exorcism. Having
Exorcism at level 2 lets you push so much harder. I follow the general rule that level 1
Exorcism should take tier 1 towers, and level 2
Exorcism should take tier 2 towers. This won't apply to every game but you should be pressuring lanes hard enough that it won't be too difficult of a goal to reach.
With Phase Boots and
Eul's Scepter of Divinity along with
Town Portal Scrolls you should be all over the map, snatching runes and pressuring lanes. You'll dominate almost every fight with your
Silence and
Exorcism. Fly around fights with
Death Prophet's amazing movement speed melting heroes with
Exorcism, using
Silence on supports, and spamming
Crypt Swarm. If possible try to fight near enemy towers, so you can push down towers if you win fights.
If the game is going slowly it's perfectly fine to farm lanes or the jungle. Death Prophet, if farming fast enough, can stay relevant into the late game. Remember to farm, don't get caught up fighting or in those stupid standoffs that always happen in pubs where both teams just sit in one lane and watch each other. You don't all need to be in one lane, that's why we have
Town Portal Scrolls. Rotate, farm, and work towards your next big items.
When the game goes later, it becomes much harder for Death Prophet to stay alive, even with items like
Shiva's Guard and
Heart of Tarrasque. With
Black King Bars coming out, and heroes just becoming naturally tankier,
Death Prophet's skills start to fall off a bit. However her
Silence will always stay relevant, due to the fact that even after 40 minutes many supports will not have a
Black King Bar due to its cost and the need for items like
Force Staff.
Keep in mind that as the game goes on the importance of items like Scythe of Vyse increases, that 3.5 second disable might be all it takes to win a single teamfight. If you are six slotted, consider farming a
Refresher Orb to keep in your stash, so you can buyback, refresh
Exorcism, and teleport back into a fight.
If you are losing the game, and know that you can't fight 5v5, you can use Exorcism to chip away at towers. If you have
Boots of Travel, you can teleport to a lane that is pushed in,
Exorcism, and take a tower, teleporting out when people come to defend. This is more of a desperate move and shouldn't always be done. If you can, you should always fight with your team and take towers after winning fights. However in some games this won't be the case, and you'll need to rat a bit to buy some time. Don't underestimate the tower damage
Death Prophet can dish out in the time it takes for the enemy to run back to defend.
Heroes that reduce armor are best friends with Death Prophet, allowing
Exorcism to do more damage and continue to do so into the late game. These include
Dazzle,
Slardar, and
Shadow Fiend.
Death Prophet combos well with other pushing heroes, which should basically cause the enemy to lose all their towers in 20 minutes. Heroes with summons like
Nature's Prophet and
Enigma are particularly helpful because the summons can tank the tower while
Exorcism melts it.
Heroes that help Death Prophet avoid or simply tank more damage are also helpful. That means heroes like
Dazzle (again!),
Abaddon, even
Centaur Warrunner , who can take the brunt of the enemy team, allowing you to continue to move around. (
Stampede helps with this too!)
Heroes that can burst down Death Prophet before the full duration of
Exorcism is up will straight up ruin your day. This means heroes like
Lion or
Skywrath Mage in terms of magical damage, and
Phantom Assassin for physical damage. Buy a
Black King Bar against these heroes (even
Phantom Assassin, so she can't
Phantom Strike you then crit you to death).
Some heroes make Death Prophet A LOT less tanky, like
Slardar with his Amplify Damage or
Skywrath Mage with his
Ancient Seal. Again,
Black King Bar is very useful against these heroes.
Then there are heroes that straight up destroy you once it gets to late game, regardless of Black King Bar or not. These include hard carries;
Faceless Void (
Chronosphere goes through
Black King Bar),
Spectre (her
Haunt illusions combined with
Dispersion will end up hurting your team more than you hurt her), and heroes with cleave like
Kunkka or
Sven, due to the fact that armor does NOTHING against their damage.
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