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Note on your BKB description that your auto attacks will deal SO much more damage later on in the game than your spin. BKB allows you to be magic immune, while putting out max damage with those crits and what not.
While Divine Rapier CAN swing a game, there are much better choices for that kind of gold.
Puppey pointed this out during the mTw vs. mouz, that the distinction for a semi-carry is really unnecessary. There are all ready carries, and then there are hard carries.
I do agree with you though, Juggernaut's late game compared to harder carries is definitely weaker, as such it's generally better to take advantage of his early-mid game dominance and push in hard.
Divine Rapier could swing a losing game though, you never know. Sometimes you just have to man up.
You might also want to mention that, although Juggernaut is at least a semi-carry, he isn't a top tier threat late game (even with big farm) and tends to be outcarried by Antimage, Lycan, Morphling, Faceless Void and the like if the game drags on long enough.
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Very nice guide, good work.
Puppey pointed this out during the mTw vs. mouz, that the distinction for a semi-carry is really unnecessary. There are all ready carries, and then there are hard carries.
I do agree with you though, Juggernaut's late game compared to harder carries is definitely weaker, as such it's generally better to take advantage of his early-mid game dominance and push in hard.
Divine Rapier could swing a losing game though, you never know. Sometimes you just have to man up.
You might also want to mention that, although Juggernaut is at least a semi-carry, he isn't a top tier threat late game (even with big farm) and tends to be outcarried by Antimage, Lycan, Morphling, Faceless Void and the like if the game drags on long enough.