1 | 3 | 5 | 7 |
2 | 4 | 8 | 9 |
6 | 13 | 16 |
10 | 11 | 12 | 14 | 15 | 17 | 18 |
Yes, you are not reading it wrong. This is a lion without Mana Drain.
The core idea of this build is PRUDENCE. Hence the lack of even a clarity potion and a late level 2 Finger.
This build is meant to allow you to gank early and support team mates. The mana will come from the Bottle, Magic Wand AND Rune control.
The disables are maxed out as soon as possible to help with ganking. After each fight replenish with Bottle.
Do not use Finger unless your team mate is unable to finish off the enemy or the situation absolutely calls for it. This is NOT a selfish build. You are not out to be the top killer. Leave the kills for your carry.
Position. Position. Position.
That's the reason you need the blink dagger. And even before that, you need to move into a good position. Do not give up your location to enemies easily. Stay out of sight.
From level 6 onwards, you should always stay with your carry or another team mate to start ganking lone enemy heroes.
Always initiate with Earth Spike. If done properly, you CAN potentially disable ALL 5 enemy heroes and at the very least 2 of them. Once you open, start counting in your head. When the stun is about to run out, Hex the hero your team mate is hitting. Now run away and stay out of sight until your Spike coolsdown. By now the first enemy hero should be dead, if there are other hero/es around, move into position again to Spike them. This is the reason you do not use Finger. The disables are much more useful than the Finger. Sure, the Finger will get you A kill. But the disables will allow your team to get MULTIPLE kills.
This is also why I get a few levels of stats before getting level 2 Finger. You need to make sure you have enough mana to get off 2 salvos of disable and a level 2 Finger before you take that level 2 Finger. If not there's no point getting the level 2. The Finger is too mana intensive.
This is also why you go for Scythe and Eul rather than Aghanim. Just imagine the kind of havoc you can wreck on the enemy with these. Open with Spike, Eul whoever you missed, Hex the enemy carry/disabler your team is focusing on. Say the enemy have tanks, Cyclone them. By the time they come down, your Spike has cooled down, move into position for another Spike and repeat. Replenish with Wand and Bottle whenever you have to.
The Shiva's Guard is there as a situational item if the enemy team is smart enough to realise how dangerous you are. In that case, give up the Eul and go for Shiva to increase survivability. Why Shiva? Cause of the high armor and it's also a area semi disable with the Arctic Blase.
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