1 | 3 | 5 | 7 |
2 | 8 | 9 | 10 |
4 | 12 | 13 | 14 |
6 | 11 | 16 |
15 | 17 | 18 |
Sticky Napalm
Key Bind: Q
Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies in the area. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks.
Range: 700
Area of Effect: 375
Extra Damage: 10 / 15 / 20 / 25
Duration: 8
Movement Slow: 3% / 5% / 7% / 9%
Turn Rate Slow: 70%
-- This is a great move to apple to creeps for last hitting. Also note that the slowing effect does not stack. So don't keep applying it to hope to slow someone down even more its only the damage.
Flamebreak
Key Bind: W
Hurls an explosive cocktail in a line that explodes on the first enemy unit it hits, stunning that unit while knocking back and dealing damage to enemies in the area.
Range: 1500
Area of Effect: 375
Damage: 75 / 150 / 225 / 300
Stun Duration: 0.5
Mana Cost: 80 / 100 / 120 / 140 Cooldown Time: 11
-- If used correctly it will give time catch up to the enemie champ. Also a great way for creep killing at a higher level when farming a wave. The distance on it is really far, so when comfortable enough with it you can use it to bounce them closer to the party as they are running away.
Firefly
Key Bind: E
Batrider takes to the skies, laying down a flaming trail from the air. While flying, the rail of fire destroys trees and damages enemies in its path, and Batrider gains the movement capabilities of a flying unit.
Damage Over Time: 20 / 40 / 60 / 80
Radius: 200
Duration: 15
Mana Cost: 100 Cooldown Time: 40
-- This spell is extremely strong when they have Sticky Napalm applied to them.
Flaming Lasso
Key Bind: R
Lassoes an enemy and drags them in batrider's wake. Victims cannot be dragged over impassible terrain. Dragging units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.
Range: 175
Duration: 3 / 3.5 / 4
Mana Cost: 150 Cooldown Time: 90 / 70 / 50
-- Casting this on someone will give you alot of time to lower their hp. If used correctly you can pull them into your team.
A great way to last hit creeps is to stack Stick napalm on them since you should have enough mana regain to not be bothered by spamming that spell it. and when their hp is about the right number to last hit go at it.
IF on the longer lain don't forget to train the neutral creeps into your wave to kill them and to keep that lain from being pushed to far. Do not keep doing this if your partner cant hold the lain without you. Or if you have a jungler killing creeps
Force Staff - Is a great way to start the fights. If you dont have the movment speed to catch somone with stack of sticky napalm on them t hen this will give you the distance needed to ultthem and pull him into the fire while hitting them.
Shadow Blade - Shadowblade is one of the most interesting items you can ever get on BatRider. This is because if you cast FireFly and go wind walking from shadow blades effect. The fire you lay on the ground is not visible to the other team until you come out. i think... i know they cant see it but i don't know if its all see able once you get out of Wind Walk.
Sange and yasha - are mainly for the slowing effect as well as the bonus moment speed. the health given from the strength is a bonus but not the true reasons for getting this item. i get yasha first since it gives attack speed and moment speed.
Assault Cuirass - Is for attack speed and armor. Since bat rider is in no real need for damage since he has sticky napalm attack speed and survival stats are best.
Heart - Just i like said on the other items survival is the key with BatRider. Heart will give him a great amount of bonus hp on top of amount of hp he already had from other items.
The alt items are obvious on why you would get them.
A combo i have sued that seems to work out well mid game is put 2 stacks on napalm on the target(s) normaly when they see 2 on them they start to run. So run out of sight like into the trees cast FireFly, click shadow blade and run back in un seen and dealing damage. once shadow blade is almost out of effect you may either attack them for the extra damage given from its effect or grab them if you fear of a get away. once they are grabed you need to pull them into your fire. I find it best to run ahead of them(if they are running away) so that when you ult them you can quickly use Force Staff to get them away from an alli, tower, creep wave, ect. The staff will also pull them with you.
If fighting someone,its best to kite them in the fire first. When they notice the fire is killing them they will either run away or take a different rout. This will give you time to apply sticky napalm and poke them. If they are running just follow them and attack while clicking after each attack to stay up with them.
For people who do not know... The clicking and running strat is common for ranged characters. You attack then click in the direction you think they will be going. After about .5 seconds click them again. This is because once your attack you have a cool down on another attack and if you are faster then them then you can just keep up with them.
The fact that you can not see the fire effect on the ground in shadow blade's effect is not a bug to the way i see it. Because it was the same in dota 1 if i remember correctly. One thing that was a bug in dota 1 but i am sure they fixed it in this game was the fact radiance would "burn" the target and use the extra damage from napalm. feel free to try this and if the radiance still works then ill update my Guide.
This guide is not for the newest to bat rider. This guide is to fully use batriers potential and if you are unable of doing this with champions then batrider might be out of your league.
Also i do not condone this but their are spots in the game you can drag someone to get them stuck.. I would only do this if someone was an *** on the other team and the game was our win in the first place.
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