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Maybe this is just a major difference I see in the way sniper is played. Now, he is almost never picked up in professional games, so there is no concrete examples of items or playstyles that sniper would "normally" go.
But the reasons he isn't played in pros have been explained by the teams themselves. He is slow, squishy, item dependent, easily gankable, and provides very little to team fights. You could potentially, as you often see in low/mid level pubs when you see sniper, use him as lane harass as you suggest in your guide. The issue with that isn't a problem with Naga Siren and more a problem with sniper. Sniper needs protection, and of the two heroes, one of them is very often played a support (
Dignitas is my favorite team based on their extremely greedy playstyle. They love their 4 core lineup and I love the way they pull it off so often. That said, they don't get [[Vanguard]. Evil Geniuses and Team Liquid I have never seen get a vanguard either. I don't know much about fanatic.na, I usually see Fanatic.eu, but I am pretty sure they don't get Vanguard either.
It's an item that has lost effectiveness, not because of a change in how the item itself works... but because the game mechanics have changed. Ganking and tower pushes became worth more, so hard farming for the third game and then winning with 1 hero doesn't work as often. Early aggression is more rewarded. So
I have honestly not seen vanguard in a long time, though I am a huge supporter of the item on most tanky carries whose damage is based on staying alive in the teamfight (so heroes like
Also, I don't like using dotabuff for information of that type. win rates is fine and how often a hero is played is similarly good and wholesome information, but win rates based on items is a pretty iffy way to go about it. 98% of heroes who get a
As above, I would love to see examples of this. I have not seen naga siren get linken's. I have seen many skip diffusal, but never have I seen her go straight linken's. Weaver I have seen rush linken's, but usually because a natural
As of 6.78, the update that brought naga back into the meta by changing Riptide back to a flat 10 second cooldown, one of the updates was as follows:
" Level 11 XP requirements reduced from 6500 to 6000
* Level 12 XP requirements increased from 7700 to 8200"
This means that it costs 500 less experience to get to level 11, which allows more ultimate oriented heroes to get to their second level of ult more easily. It also costs 500 more experience to get to level 12. Overall, the total experience is the same, but the time between 11 and 12 is far longer.
After further playtesting and experience, I conceed the most of your points and will alter the guide soon. However, Linken's Sphere is core on more than just Morphling- Medusa and Weaver to name a few others.
Maybe this is just a major difference I see in the way sniper is played. Now, he is almost never picked up in professional games, so there is no concrete examples of items or playstyles that sniper would "normally" go.
But the reasons he isn't played in pros have been explained by the teams themselves. He is slow, squishy, item dependent, easily gankable, and provides very little to team fights. You could potentially, as you often see in low/mid level pubs when you see sniper, use him as lane harass as you suggest in your guide. The issue with that isn't a problem with Naga Siren and more a problem with sniper. Sniper needs protection, and of the two heroes, one of them is very often played a support (
Dignitas is my favorite team based on their extremely greedy playstyle. They love their 4 core lineup and I love the way they pull it off so often. That said, they don't get [[Vanguard]. Evil Geniuses and Team Liquid I have never seen get a vanguard either. I don't know much about fanatic.na, I usually see Fanatic.eu, but I am pretty sure they don't get Vanguard either.
It's an item that has lost effectiveness, not because of a change in how the item itself works... but because the game mechanics have changed. Ganking and tower pushes became worth more, so hard farming for the third game and then winning with 1 hero doesn't work as often. Early aggression is more rewarded. So
I have honestly not seen vanguard in a long time, though I am a huge supporter of the item on most tanky carries whose damage is based on staying alive in the teamfight (so heroes like
Also, I don't like using dotabuff for information of that type. win rates is fine and how often a hero is played is similarly good and wholesome information, but win rates based on items is a pretty iffy way to go about it. 98% of heroes who get a
As above, I would love to see examples of this. I have not seen naga siren get linken's. I have seen many skip diffusal, but never have I seen her go straight linken's. Weaver I have seen rush linken's, but usually because a natural
As of 6.78, the update that brought naga back into the meta by changing Riptide back to a flat 10 second cooldown, one of the updates was as follows:
" Level 11 XP requirements reduced from 6500 to 6000
* Level 12 XP requirements increased from 7700 to 8200"
This means that it costs 500 less experience to get to level 11, which allows more ultimate oriented heroes to get to their second level of ult more easily. It also costs 500 more experience to get to level 12. Overall, the total experience is the same, but the time between 11 and 12 is far longer.
The reason
In pubs, song of the siren is an escape mechanism almost exclusively until level 16, in which case you would use it to initiate for yourself and hope your teammates don't pop
Why get multiple points in net and getting such early points into illusions? The net increases in mana by quite a bit for only 1 second increase in duration. 2 seconds is still massive for a level 1 spell, and often good enough, while allowing you to conserve a lot of mana. The illusions... don't do anything... at least not until you get stats (later in the game after leveling) or diffusal blade (after farming it)
Also, I noticed you forwent the second level of
First I want to say thank you for actually leaving a critical reply instead of saying "Oh looks great" or "Oh this is a piece of ****."
I'm going to look at each of your problems with this build as they appear in order to reduce confusion.
First, I believe I do say that you use song as an escape mechanism until later in the game. I'll double check and correct myself if I forgot to mention that, nut I don't believe I did.
Thanks for giving me more info about Dazzle, I don't know him very well. I'll be sure to add the Weave point.
You are probably right about Drow, I was most likely being too exited about her slow and silence that help you. I don't think she is a horrible lane partner though, because you leave very early in the game with this guide, so she can get her farm. I'll remove her. Sniper, Howeever, I disagree with you on. Yes, he is a carry and needs farm, but very early in the gameplay section and again when i talk about Sniper, I mention that you have to communicate that you will leave early and they will make up any farm lost from your presence. Sniper isn't item dependent early, has helpful abilities for your ganking, and gets more farm after you leave. You just have to tell him that you need at least 60 percent of the last hits early.
As far as the items go, I specifically mention that the Power Treads are better in almost every situation than the boots. The only reason they are listed next to them is because it is core that you upgrade your Tranquils into one or the other. Also, you mention that they should only be bought late. Your boot upgrade does come late in this guide, so I believe this to be a non issue. I might move those to Other Options though.
Many Asian teams rush a Linken's Sphere with Naga in most games, sometimes even skipping a Diffusal Blade. The reason the pro teams do this is because it solves many of her issues (Squishiness, Silence/Stuns, and Mana regen). This guide is meant to be a sort of best of both worlds thing, and has proven itself through rigorous testing. I should probably mention that in the intro though, so thank you. The point is, some teams do have Linken's as core for Naga, as does this build. It's required for it to work properly. Just because it isn't core in the "typical" American build, doesn't mean it can't be core in any build.
The Vanguard is not outdated. If you ever see an American player playing, he will always go for the Vanguard if he doesn't get a Heart of Tarrasque. Additionally, a Vanguard is the third most often built item on Naga Siren (in pub games) compared to the Poor Man's Shield's 17th. Also, the winrate on the Vanguard is 55.66%, compared to the Poor Man's Shield's 39.28%. Info from here http://dotabuff.com/heroes/naga-siren/items
I do have the Poor Man's listed for those who want to go that route, btw.
With the Blink Dagger, I do have it listed for the specific purpose of "If your team NEEDS someone to be a walking Ultimate intitiator." You only get it for that reason, so I don't see your point there. You have a good point about it being better for counterinitiation, though. I'll be sure to mention that.
You're completely right about the Dust/Sentry Wards. I don't know what I was thinking. Thanks for bringing that up.
As for the Skill Build, the early points in illusions are because you spend a LOT of time jungling in this guide. You need at least level two illusions to do that. You're probably right about the second level of net, though, that can be saved for later. I had it listed to help you escape ganks, but forgot that you are really fast. I do max out riptide first, so I'm not sure what your complaint there is, but taking out the net will allow me to max it faster, so thanks for that. I'll also probably move the final illusion level until after when you normally finish your first Diffusal Blade, as they aren't completely necessary. Doing so will allow me to move the second level of Song to level eleven. Lastly, it wasn't a tyupo, I wanted to finish my other skills first, but I'll be changing it because of the update you're talking about. I hadn't heard of that before now, so perhaps you could elaborate further on why it's now harder to get to level 12?
Once again I want to thank you for leaving a really critical response. It helped realize a lot of minor flaws in this guide that I hadn't seen before, Even if I don't agree with you on some of your points. Thanks.
Vanguard? That thing is plain useless for Naga, getting a PMS would be way better while you rush Diffusal. Vanguard delays your diffusal too much to be effective. Never really consider Soul Ring on Naga, since Soul Ring is best effective in early game, it's pointless since Naga is naturally very squishy.
Unless your team has a Sand King or something that has a very awesome nuke but us hard to land, you normally won't need Dagger. Then again, other initiators like Tidehunter are way better than you.
Mm, about the combo. Both are generally used, except the Net => Mirror Image => Rip Tide is used when you can engage in close quarters with the possiblity on surrounding them, thus locking them in place. You need to adapt to the situation.
In pubs, song of the siren is an escape mechanism almost exclusively until level 16, in which case you would use it to initiate for yourself and hope your teammates don't pop
Why get multiple points in net and getting such early points into illusions? The net increases in mana by quite a bit for only 1 second increase in duration. 2 seconds is still massive for a level 1 spell, and often good enough, while allowing you to conserve a lot of mana. The illusions... don't do anything... at least not until you get stats (later in the game after leveling) or diffusal blade (after farming it)
Also, I noticed you forwent the second level of