Diremage's In-depth Guide to Nyx Mid
diremage
February 21, 2013
Introduction
Are you tired of losing because your mid lane is a jerk and won't gank? Are you tired of playing
Templar Assassin but still want to stomp pubs? Do you love dagon? Look no further; the answer is right in front of you. Hello, my name is Diremage, and today I present to you my first guide ever.
This guide deals with a
MID Nyx Assassin. He has incredible survivability from the
+3.2 Base Health Regen and
Spiked Carapace, and once he reaches six, he could kill any lane easily.
Spoiler: Click to view
A while back, a long long time ago,
Nyx Assassin (Nerubian Assassin, in that case, for Dota 1)
was the top pick in the competitive scene. Why? He had a reliable stun (similar to
Lion), a good scaling nuke, and a skill that allowed him to spawn little beetles that could explode to do DOT and a 2 second silence. If timed perfectly, he possibly have a >5second aoe silence.
Now, all fine and dandy until
6.74 rolls out, and his Urna Swarm is replace with
Spiked Carapace, a totally different spell that, in theory, was considered a nerf. Urna swarm spawned beetles that could also "burrow" themselves, which served the same purpose as
Templar Assassin's traps; they allowed amazing control over chokepoints, runes, and roshan.
However, in my opinion, this skill has made him one of the most formidable laners in-game. Combined with a Dagon he can instagib nearly every non-tank hero in the game.
But why don't people pick him more often?
He was an absurdly strong ganker, and he still is today. People still dare not play him, remembering how Puppey's
Nyx Assassin pick during the finals at the International cost them the game. This created a baseless, insurmountable negative stigma around this extremely potential ganker; only recently have pro teams realized their mistake and started picking this assassin. Now, with the buffs on his
Mana Burn (int scaling from
4x to
5x) and
Vendetta (25 damage increase) he is easily the best single-target pubstomper in-game.
Pros and Cons
Pros
- Can burst supports without any major items
- Can kill anyone with dagon
- Did I mention that Dagon is a core item?
- Bane against intelligence carries
- Almost never die with Spiked Carapace
- Forces supports to waste gold on Sentry Ward
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Cons
- Countered by Sentry Ward
- Useless mid-game without dagon
- If you're silenced, you're dead
- You might get tired of winning every single game
- He has no cosmetic items
- Needs good mana-management
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Items
Starting Build
Nyx is fairly mana-dependent, and doesn't need TOO many items to be effective. Since you are taking mid,
Bottle-rushing is the most viable option. Once you hit level 6 you can start ganking (possibly with the help of a rune) if you bottle-*****.
One of the biggest taboos I've seen in pub games is when mid heroes go STRAIGHT for a Bottle.
That is a big
no-no. Why?
An early
Bottle is
bad because:
- There is no point in bottling the 0 minute rune
- You have no stats whatsoever, so you may miss crucial cs
- Other people will see your noob mistake and start flaming you, making your game far less enjoyable
That is why three
Iron Branch and one
Tango is the best build if you want to go bottle mid. Not only does it provide survivability, it gives you extra attack damage to get that one last hit before it is denied by your important. The ironwood branches can be built into a
Magic Wand, one of the most imbalanced items in the game for its burst heal/mana, and the
Tangois there so you at least have some regen before your bottle comes.
If you spent your money wisely you would have 602-(3*52 + 90)
356 gold left, and since you gain ~ 1 gold per second you would only need around four last hits to buy your
Bottle, just in time to bottle the 2 minute rune.
To recap, for starting items you should buy
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Three of these. Iron Branch help with last-hitting and surviving.
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One of this. Tango makes sure you don't get completely trashed mid before your Bottle comes.
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And save the remaining money for
this. Try to get Bottle before the two minute mark.
|
Laning Phase
Magic Wand
Getting this before
Boots of Speed is situational, but worth it if your opponent spams spells in the laning phase, like
Zeus or
Batrider.
Boots of Speed
Boots of Speed are core on any hero,
Nyx Assassin is no exception. Good to get first against heroes like
Drow Ranger or
Viper. Be sure to have these before the six minute mark so you can go ganking.
Null Talisman
If you are feeling confident and securing kills here and there, grabbing a quick null mantle is great to augment your pitiful mana-pool, as well as building up to the most core item dagon.
Urn of Shadows
This item is a good pick-up, but only get it if there is no other healing support/
Urn of Shadows-carrier on your team. Rushing Dagon is far more important. Also remember that
Urn of Shadows can be used offensively as well.
How about upgrading boots?
Nope. You are not a physical right-click carry, and you benefit from using your spells.
Items like
Power Treads and
Phase Boots grant additional DPS and some survivability. However, buying these items would delay you from getting your dagon, which is essential to get early so you can burst down heroes before they get too tanky.
Even though you are an
agility hero, you are a
caster.
Then how about Arcane Boots?
After playing quite a number of games with
Nyx Assassin, I found that going straight for Dagon after naked boots to be more effective. People argue that
Arcane Boots are a good pick-up, but after it got nerfed (a cd from 45->55) it is no longer viable. However, it is still core for a
side-lane Nyx Assassin, because the
Arcane Boots will still be useful for your laning partner. Frankly, with the regen from
Bottle-whoring and the added mana from the
Null Talisman it should be enough to keep you with enough mana. With the money you could use to buy
Arcane Boots, snagging a
Staff of Wizardry is a much more sensible choice.
Mid-Game
dagon
Yep. No questions. Just get it.
Ignore the fact that this is only used in "troll games" and for ksing wimps, but
Nyx Assassin is the only hero that dagon could be rushed on. It provides the
mana you need to spam your spells, and gives you a ~
225 damage nuke. When combined with
Vendetta and
Impale you can take down almost any hero in the game, especially squishy int supports.
Late-Game
Ghost Scepter
A
Ghost Scepter is amazing on
Nyx Assassin. It is good to build into
Ethereal Blade, and use it in combination with
Spiked Carapace to deal
TONS OF DAMAGE to
spellcasters.
Ethereal Blade
Upgrade this from a
Ghost Scepter late-game against hard-agility carries. It works wonders in combination to your
Mana Burn and dagon burst. Amazing utility but the cost is quite steep.
Blink Dagger
If your enemy supports bought 500
Sentry Ward, then this item makes sure you can still secure kills. Blink in with
Vendetta and it'll do the same thing as walking in. Except you won't die. Also useful for catching up with heroes with blinks, like
Anti-Mage
Necronomicon
A
Necronomicon is wonderful against lineups that need mana. Also, you can get it against invis heroes since a level three
Necronomicon provides
truesight.
Works great with aura heroes like
Beastmaster or Lycanthrope.
Dagon
Dagon
More Dagon??!?!?! That's right; upgrading Dagon decreases its cooldown, manacost, and increases its burst damage. This ensures you can still burst down any hero late-game.
Only get this if you're rollin' in cash.
Otherwise, there are better, cost-effective items that will increase your presence late-game.
Boots of Travel
You could upgrade you naked
Boots of Speed to provide amazing counter-ganking potential and to catch up to your enemies.
Orchid Malevolence
Get this against heroes with blink or blink-like skills, such as
Storm Spirit,
Queen of Pain, or Antimage. Amazing utility plus it's
25% damage amp.
Scythe of Vyse
Luxury item, get it late game usually after
Ethereal Blade. Always use it on the enemy hard carry.
Shiva's Guard
Great for escaping and initiating a teamfight after insta-gibbing an enemy hero. Get if the enemy has a lot of melee heroes.
Linken's Sphere
Get
Linken's Sphere if there are enemy silencers, like
Bloodseeker or
Night Stalker. Without
Spiked Carapace you are a dead bug; plus, it provides some sweet regen for spamming
Mana Burn.
Skills
Impale
Ye olde nuke/stun. Has a long casting animation though, so it's harder to land.
Mana Burn
An amazing spell that allows
Nyx Assassin to scale late-game. A killer to int carries/supports late-game, as well as mana-hungry heroes early-game.
Spiked Carapace
Quite possibly the best spell out of all. It allows you to solo-kill in the middle of 5 heroes and come out alive. Devastating against carries and nukes with long projectile animations.
Vendetta
Allows you to sneak around and set-up ganks without being detected.
Vendetta is an offensive spell, not a defensive
Shadow Blade, because it gives you extra damage coming out of invis.
Protip: Like
Bounty Hunter's
Shadow Walk,
Vendetta can be casted while channeling a
Town Portal Scroll. This is extremely useful in saving extra mana, since you will recover the mana
Vendetta uses from the fountain regen. You can shift-click
Vendetta AFTER tping, but it's inferior since you will lose mana at the lower levels of
Vendetta
OR
?
It actually depends on the enemy team lineup. Keep in mind that upgrading
Mana Burn doesn't increase its damage, but decreases its cooldown and mana-cost. If you are good at managing your mana and your enemy team is full of
intelligence heroes, max
Mana Burn over
Spiked Carapace. However, if you want to have a bigger teamfight presence, max
Spiked Carapace over
Mana Burn.
Mid Lineups
So you're a mid melee hero. How in the world are you going to match up with the other midheroes in this game?
Batrider
Difficulty: VERY ****ING HARD
You know what? You aren't gonna win this lane. Tower-hug once the
Sticky Napalm stacks reach 3 or more. Get an early
Magic Wand or
Boots of Speed and skip
Bottle, and instead save up for
Arcane Boots. Why? Because if you get
Boots of Speed early this ****ing hero will ****ing **** all of your ****ing face I'm not even joking because **** THIS GUY. **** HIM. You know what? ****. That's what. **** THIS ****TY GUY HE'LL DRAG YOUR ****ING *** ON A ****ING CLIFF WITH HIS ****ING BROKEN ULTIMATE
Flaming Lasso HE DESERVES TO DIE IN A ****ING HOLE. Remember that
Firefly has a ~40 second cooldown and take advantage of that. Try to spam
Mana Burn whenever it is off cooldown and steal all his runes so he'll be just a useless ranged creep. Otherwise, just enjoy low priority for a couple of hours.
Bloodseeker
Difficulty: Medium
Bloodseeker won't be able to solo-kill you mid before his ult, so take advatange to farm up. Be sure to always carry a
Town Portal Scroll by the time
Bloodseeker get his ultimate [h1]rupture. Be wary of his silence, since you won't be able to use
Spiked Carapace.
Clinkz
Difficulty: Medium
Clinkz has one of the worst attack animations so it's easy to reflect his flaming arrows. Grab a pair of sentry wards or dust to win your lane or to secure a first blood.
Invoker
Difficulty: Medium
Invoker's basic attacks have a huge projectile animation, so you can reflect those with
Spiked Carapace. You will have better last-hits than him for the first few minutes because of his low base damage. The only dangerous spell is
Cold Snap, so just activate your
Spiked Carapace and walk away. In this case it is worth it to take
Mana Burn a bit later since
Invoker isn't mana-dependent early-game.
Luna
Difficulty: Medium
Since
Luna will skill
Lunar Blessing at level 1, you will always get out-lasthitted because she has superior damage. However, take advantage of her short attack range: when she comes in to harass you pop
Spiked Carapace and she'll take extra damage from creep agro. This also applies when she starts
Eclipse to do massive reflect damage. Lastly, she is easily burstable at level 6, so take advantage of that.
outworld devourer
Outworld Devourer
Difficulty: Medium
Outworld Destoyer's strength comes from spamming
Astral Imprisonment and getting a ridiculously high base damage. However, it takes a lot of mana, and since
Outworld Destroyer has one of the highest starting
intelligence in the game, it is worth skipping
Impale at level 2 and going
Mana Burn first. Use
Spiked Carapace when he starts orb-walking with
Arcane Orb to draw creep agro on him.
Pudge
Difficulty: Medium
One
Mana Burn and he's out of mana for a hook. So you win the lane.
However, he will out-last-hit you with
Rot. Keep in mind that
Spiked Carapace won't prevent you from being pulled in by
Meat Hook.
Pugna
Difficulty: Very Easy
Pugna has the highest int gain in the game, so your
Mana Burn does an enormous amount of damage. Also, since his combo is Decripify ->
Nether Blast, use your
Spiked Carapace the moment you are Decripifyed to reflect an amplified
Nether Blast. You can kill him easily at level 3 if you follow up with
Impale.
Queen of Pain
Difficulty: Medium
You can dodge her
Shadow Strike with
Spiked Carapace; follow up with
Impale to do tons of damage with creep agro. You can solo-kill her before level 6 if you use
Mana Burn so that she can't
Blink away. Make sure to always activate
Spiked Carapace if she blinks in aggresively to reflect
Scream of Pain.
Shadow Fiend
Difficulty: Hard
Try to get as many denies as you can early game, so he can't get high damage with
Necromastery. It'll be easy because he has a ****py base damage at level one. Be sure to play defensive once he reaches level 5, as you will be dead to a couple of chained shadow raze. It is possible to dodge shadow raze since it has a fairly long casting animation, but he might just be getting the creeps instead of you. Kill him immediately once you get
Vendetta because he is squishy, and he loses half the stack of souls in
Necromastery.
Sniper
Difficulty: Medium
Low base damage but ridiculous attack animation. He won't be able to solo-kill you early, but will be a pain in the *** later on. Focus on getting to six and killing him with a
Vendetta combo. Once you see the
Assassinate debuff on top of your status bar, always use
Spiked Carapace, you have about a two second window to react. In many cases you can kill
Sniper himself.
Tiny
Difficulty: Hard
Tiny is the only hero with almost zero casting animation, and you won't have time to activate
Spiked Carapace against a close-range
Avalanche. Keep his mana down with
Mana Burn and keep an eye on his mana pool. He has an obscenely high base attack so he will last-hit you earlygame, and he'll be hard to solo-kill later on.
Viper
Difficulty: Hard
Activate
Spiked Carapace once he starts orb-walking so it will agro the creeps, and
Impale afterwards to do more damage. Just survive until you get 6 and you can solo-kill him.
Zeus
Difficulty: Easy
Since Zeus has a fairly horrible attack animation, he will last-hit using
Arc Lightning. Reflect it with
Spiked Carapace every time you see it bouncing between the creeps and you should win your lane easy.
Protip: If you're low hp and running back, and
Zeus hasn't used
Thundergod's Wrath yet, pay attention to his mana pool. Once it reaches near
225 immediately use
Spiked Carapace so you don't die.
Playstyle
Early Game
Your role early-game is to get stay alive until you get your ultimate,
Vendetta. Once you get it, you can start ganking.
Before your bottle
After buying your starting items, try to get at least
4 last-hits by the
1:30 mark to buy your
Bottle. To make sure you get last-hits, just go walk in with
Spiked Carapace activated. Don't fret if you get harassed, your
+3.2 base hp regen and your
Tango will keep you in check.
After your bottle
Once you get
Bottle, use up all charges if you're low and check for the
2-minute rune. Luckily, your supports must've warded for you, pick it up so you can continue laning. By now you can spam
Mana Burn to keep their mana pool low and deal a fair amount of damage. Continue to survive mid by
Bottle-whoring until you get six. By this point you should have
Boots of Speed and
Magic Wand in your inventory already. If not, practice your last-hitting with bots.
Bottle-Whoring
The biggest thing to remember is that the
2-minute rune is of utmost importance. Usually if you get the first rune, you can get ALL the runes after that! If you have double damage you can push the lane to get the runes. If you have illusion you can use your illusions to scout the runespots. If you have haste you can get there faster than the enemy mid. If you have
Invisibility you can set up ganks and have a back-up escape mechanism. A
Regeneration rune makes your opponent's life miserables since you can spam
Mana Burn and
Impale. Remember, try to aim for every rune, and each rune spawns every
two minutes. Getting the rune ensures that you can stay in lane longer and makes your opposing mid's life harder, forcing them to go back to base while you can suck up experience and gold. This is all to get your core items (dagon) and your ultimate,
Vendetta, faster, so you can start snowballing. A lucky rune such as haste can ensure a solo kill mid or in your side lanes.
Mid Game
Your goal mid game is to kill everything and everyone, shut down the supports, the hard carry, everything.
Your first gank
Usually, you gank once the timer reaches
6:00 for three reasons:
- It turns to night, so they can't see you coming
- The six-minute rune spawns
- You should have your ult at level 6, and they shouldn't
Bottle the 6-minute rune, and look for any targets below
three bars of health. Usually, you can solo-kill mid at this point with your harass and
Mana Burn, but if he's full/near the tower, go find some other lane to gank.
PING the enemy you want to gank so you can alert your allies.
Use
Vendetta in the fog, walk up to them and hit them once so you deal extra damage from the
Vendetta proc.
IMMEDIATELY use
Impale on the hero, and use a few right clicks here or there.
Clean it up with
Mana Burn or with some help from your allies. And boom, your first gank! Pick up a
Null Talisman or some observer wards and farm mid until your ult is back up again.
Picking up Steam
Continue the cycle and keep on ganking. You shouldn't be dying because
Spiked Carapace should be saving your ***, and save up for a dagon. An ideal dagon would be around the
15 minute mark so its is guranteed you can kill any non-tank on the map and snowball. Keep in mind that you are not the carry; try to not take farm from your carry and focus instead on
farming the enemy supports.
Teamfights
During teamfights you would ideally scout the fog with
Vendetta and potentially pick off any heroes before the fight starts, leaving it a 4v5. You will survive with
Spiked Carapace and walk away without harm. However, be wary of
Sentry Ward and pay attention to the inventories of enemy supports.
Late Game
By this time you should be farmed, with either a high-level dagon or other utility items like an
Ethereal Blade. Instead of picking off focus on trying to take down the enemy carry first.
Go Roam!
You can pick off any support by now, and you can be permanently invis thanks to your level 3
Vendetta cooldown. Just hang around the enemy jungle or your own and ping out potential targets you can pick off; or just kill them yourself if you are confident enough.
Teamfights
By now you should have a level 5 dagon, and due to its drastically low cooldown introduced by the latest patches, it has transformed into a finishing nuke to a poke at the beginning in the fight. Right before you are about to engage fully, just use dagon on the enemy carry it will take down ~1/4 of his health.
Now if they have a hero dependant on mana SPAM your
Mana Burn. It has an abysmally low cooldown (
4 seconds) and does
TONS OF DAMAGE.
IMO it is the most powerful spell late-game. For example, you can deal ~
800 dmg to
Queen of Pain late game and prevent her from using her blink. Use
Mana Burn of carries if they have an escape mechanism, or an imbalanced ultimate like
Reincarnation.
Use
Ethereal Blade on the enemy carry to make sure he can't use physical attacks.
To the Ancient!
If you have been doing your job correctly, your
600-gpm Drow Ranger should be demolishing everyone because you helped her shut down almost everyone on the team.
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