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Now available ingame!
https://steamcommunity.com/id/Eddnamed/myworkshopfiles/?section=guides
Hello, I'm Eddnamed, and I wrote this guide for one of my favorite heroes of all time in DotA: Lyralei the Windranger.
The main goal of this guide is to introduce new and veteran players alike to the intricacies of playing Windranger, as her skillset allows for a very versatile style of play, by no means simple.
As such, most of the effort has been focused on the use of her abilities, alongside the standard builds I use, and upon which you will learn a jack-of-all-trades playstyle.
Don't forget that the builds detailed in this guide are not set in stone, and rather you should develop your own builds and playstyle.
More info about me:
Steam profile: http://steamcommunity.com/id/Eddnamed
DOTABUFF: https://www.dotabuff.com/players/108442315
"You don't even have a 50% winrate on Windranger, why should I listen to you?"
Windranger is my most played hero by far, and to you I reply practice makes perfect. I can confidently say she is my best hero, because by continuous trial and error (mostly error), I've learned a lot and improved my general playstyle.
Now, let's get started.
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Windranger Name: Lyralei In WarCraft 3 DotA: Alleria Windrunner Also known as: Windrunner (before 2013-10-21 patch) Roles: Carry, Support, Disabler, Escape, Nuker Abilities: Shackleshot, Powershot, Windrun, Focus Fire |
Pros
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Cons
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Type: Targets: |
Active Enemies |
Shackles the target to an enemy unit or tree in a line directly behind it. If no unit or tree is present, the stun duration is reduced to 0.75. |
Type: Targets: |
Buff Debuff Self Enemies |
Increases movement speed and adds evasion from all physical attacks, while slowing movement of nearby enemies. |
I've found Windranger to have quite balanced talent choices all around, especially at levels 10 and 15, since they can have a very meaningful impact on the way you play a certain role through the mid game.
In general, you should try to look at your team's situation when presented with you talent choices, and pick one based on the impact you want to have from that point onwards.
+30% Windrun Slow
Recommended for: Any role, especially Offlane. It's effect is most noticeable when using Windrun offensively to catch up to enemy heroes, but it also increases your escape capabilities, especially against enemy melee heroes, since it lingers for 2.5 seconds after they leave the AoE. The total 60% slow (for potentially 8.5 seconds) can help land Shackleshot, or your allies's skillshots. Even if you only have one level in Windrun, a 45% slow for up to 5 seconds must not be underestimated. |
+3 Mana Regen
Recommended for: Any role. The dream of any hero, a personal Arcane Aura which stacks with Arcane Aura. If you find yourself always running out of mana on the least appropriate moment, this is your talent. It enables spamming Powershot to farm, Windrun to move around, and the ocassional Shackleshot or two in every teamfight. If you take this talent, you can skip mana regen items and go straight into mobility/damage items. |
+125 Attack Range
Recommended for: Core. The equivalent of a Dragon Lance in attack range (minus 15), this talent is quite situational. Sure, it brings your attack range up to 725 from 600 without the gold or item slot investment, but if you already have a Force Staff you might as well complete the Hurricane Pike for the same effect. This talent will help you when chasing escaping heroes and when kiting the enemy melee heroes. Other than that, the benefit is minimal if your item build does not support Focus Fire yet, in which case you want to consider the other talent. |
+125 Powershot Damage
Recommended for: Any role. The equivalent of an extra skill point into Powershot, with an extra 25 damage on top, for a total of 575 magic damage. This talent will help you speed up farming lane and jungle creeps, as well as increase your burst damage. |
Windrun Grants Invisibility
Recommended for: Any role. The go to pick of this tier, this talent grants you with a full 6 seconds of invisibility on a 12 second cooldown whenever you cast Windrun. It can make your escape ability viable even after your enemies have bought purge items. You will break invisibility whenever you attack or use an item. On the flip side, you can also use Windrun to set up Shackleshot without the enemy knowing about your position. Be wary though, as better opponents might find your aura slow as a pretty obvious tell if you wander too close. Whenever you're ambushing, stay at range, and act (or retreat) fast and decisively! You only have 6 seconds of invisibility after all, and probably no other escape option. |
+1s Shackleshot Duration
Recommended for: Support. This talent grants increases the full stun duration of Shackleshot to a whooping 4.8 seconds. Provided, of course, that you land it in the first place. Absolutely disastrous for the enemy team if you land it on 2 enemy heroes during a teamfight. Get this talent if you are confident on your positioning and Shackleshot skills, since you will not be hard pressed to escape from a stunned (or dead) enemy. Otherwise, the alternative talent at this level provides a much better option utility-wise. |
30% Cooldown Reduction
Recommended for: Any role. There's simply no way you're not taking this talent. Basically a free, more powerful Octarine Core passive for the lategame, this brings down Shackleshot's cooldown to 7 sec., Powershot's to 6.3 sec., Windrun's to 8.4, and Focus Fire's to 49 sec. without Aghanim's Scepter or 10.5 with it. Plus, it works with items AND stacks with Octarine Core. At this point in the game, you should have more than enough mana to spam every single one of your abilities at will, with or without this talent. |
+35% Ministun Focus Fire
Not quite recommended, very situational. With this talent, a third of your attacks will proc a 0.01 second stun. Useful for annoying slow autoattack cores (uncommon during the lategame) or channelers (your Shackleshot/ Black King Bar should protect you from them. Other than that, the opportunity cost (and the winrate difference according to DOTABUFF statistics) is too high to pick this. |
Lyralei is a very versatile hero, capable of holding her own in any lane, either as a core or as a support. Traditionally, she is played as a solo offlaner, eventually transitioning into a semicarry.
Her versatility is her strength, being able to adapt to almost any lineup and to fulfill any required role can often confuse your enemies during the drafting phase, and provides a wide array of options for your team to pick from.
With an attack range of 600, she is able to easily harass the enemy heroes during the laning phase, and with Powershot being one of the most damaging early game nukes her enemies quickly run out of Tangos and Healing Salves, allowing for easy kills with Shackleshot should they overextend.
Windrun can be either an offensive or a defensive ability, depending on whether she wants to slow the enemy, or run away from them.
Focus Fire can be used to burst down an enemy hero or tower, provided she has enough damage.
What really defines which role she's playing is her item build. As a core, she will often get damage items, while as as support, she will get more caster items. In any role however, mobility items are always in the mix.
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Enough regen and stats to stay in the offlane. If possible, ask your support for the Observer Ward, and use it to either block the pull camp or provide vision from the other side of the trees to avoid getting ganked. Do not hesitate to buy HP/Mana regen in the form of Healing Salve/ Clarity if the offlane is particularly difficult. |
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Completing the Null Talisman is just natural considering you started with 2 out of its 3 components. Pick up a Magic Stick and then complete the Magic Wand. It can save you in clutch moments and provide enough mana for your skills. Take your Bounty Rune whenever possible (e.g. lane is pushed). Eventually, complete your choice of boots: Phase Boots for extra mobility and damage, or Arcane Boots if your team doesn't have them already on a support. |
OR/AND
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Depending on how well you're doing, you might be able to pick up a fast Blink Dagger into a Monkey King Bar. You can buy a Force Staff or a Maelstrom instead, if you're not doing so good. In general, rush a mobility item and then go for damage. |
Both choices are meant for Focus Fire. Aghanim's Scepter is definitely the best option, since it will allow you to Focus Fire multiple times during a teamfight. |
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Black King Bar if you find yourself being disabled too much. Linken's Sphere if there are annoying single target spells like Rupture. Orchid Malevolence if you can't kill those annoying spellcasters, like Storm Spirit. Diffusal Blade if you think you could use the mana burn or the purge slow, like against Wraith King. |
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At this point in the game, your itemization is up to you. Replace your Town Portal Scroll with Boots of Travel for an extra slot in which to fit your needs. Upgrade Crystalys or Orchid Malevolence into a Bloodthorn for even more single target damage. Expand your team's disable arsenal with a Scythe of Vyse. Or grab a Satanic for the lifesteal sustain during teamfights. |
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Kindly ask your supports for Tango (Shared). Circlet and Mantle of Intelligence provide much needed stats and can be easily upgraded into a Null Talisman. When needed, plant your Iron Branch and immediately use your Tango (Shared) on it to maximise your regen. Don't hesitate to use your Faerie Fire for the burst heal at the last possible moment if you're escaping a gank. As usual, block the creeps. If required, ask your supports for an Observer Ward on the enemy highground. |
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Get your Bottle delivered ASAP, but don't neglect bringing Healing Salve and Clarity if you need them badly. You have to stay on the lane. Eventually, get your Phase Boots and transition into your desired core items. If the enemy midlaner is quite the spellcaster, you can have the courier bring you a Magic Stick or Magic Wand for the burst heal when needed. |
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Pick up your Blink Dagger ASAP and then invest into a Monkey King Bar. Keep up with the ganks to rack up gold. Use your Blink Dagger to help setup Shackleshot. Monkey King Bar provides the highest DPS increase to your Focus Fire. |
Maelstrom is a cheaper alternative to Monkey King Bar if your farm is not on point. It will also speed up your farming on lane and jungle creeps, but it does not provide the same DPS. |
Your best bet for more damage: add crits on top of Focus Fire to burst down enemy heroes much faster. |
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Black King Bar if you find yourself being disabled too much. Linken's Sphere if there are annoying single target spells like Rupture. Force Staff if the enemy heroes are focused on disabling your Blink Dagger or as another escape option. Orchid Malevolence if you can't kill those annoying spellcasters, like Storm Spirit. Diffusal Blade if you think you could use the mana burn or the purge slow, like against Wraith King. Hand of Midas if you are really ahead, but keep in mind the opportunity cost of delaying your core items. |
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At this point in the game, your itemization is up to you. Replace your Town Portal Scroll with Boots of Travel for an extra slot in which to fit your needs. Upgrade Crystalys or Orchid Malevolence into a Bloodthorn for even more single target damage. Expand your team's disable arsenal with a Scythe of Vyse. Or grab a Satanic for the lifesteal sustain during teamfights. |
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Buy your preferred mix of support items. Make sure your team has an Animal Courier and both Observer Wards are out of stock. If your supporting partner has not done so already, share Tango with your midlaner. If you have leftover gold, consider buying Sentry Ward and Smoke of Deceit. Otherwise, feel free to pick up more regen in the form of Tango/ Clarity, stats as a Circlet or movespeed with a Wind Lace. |
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Buy them throughout the whole game, trying to split the responsibility between you and the other support. The Tome of Knowledge should generally go to the lowest leveled hero of the team, but if nobody is buying it you might as well do it yourself. Use Smoke of Deceit with your support partner to gank during the laning phase, and later on to gank the enemy jungle. Never neglect Sentry Wards, even if there are no invisible heroes in the enemy team, use them to deward at least the most common warding spots. Buy Dust of Appearance if your cores won't do it. |
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Getting Boots of Speed is your absolute priority, but don't hesitate on getting a Magic Stick earlier if you need it. Try to always have a Town Portal Scroll ready in case you need to respond to a gank in another lane. Every couple of minutes, go pick up your Bounty Rune if your support partner hasn't already. |
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If your supporting partner has the Arcane Boots covered, feel free to pick up Tranquil Boots or even Phase Boots. A Magic Wand can help you keep up with the HP and mana. Optionally, get an Urn of Shadows for healing after teamfights, or to stop Blink Daggers on the enemy team, if your team doesn't have one already. If your team lineup has several spellcasters, consider picking up a Crown in anticipation of a Veil of Discord. |
Pick either one, or both if you want. In teamfights, mobility is the key to your positioning. And positioning can make the difference when trying to land that crucial Shackleshot. |
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Depending on what your team needs, you might find yourself buying one or several of these. Solar Crest is great when your team has a lot of physical damage. Conversely, Veil of Discord is great when your team has a lot of magic damage. Mekansm can help turn around teamfights, and Eul's Scepter of Divinity can disrupt the enemy's placement, purge you from silences and other debuffs, purge enemy buffs, or save you from certain death by giving you a couple more seconds for Blink Dagger, Force Staff or Windrun to come off cooldown. Kaya can help with your mana management, while Spirit Vessel can help cover your team's HP needs (or be used against enemies). The Glimmer Cape is a great pickup if the enemy team is magic heavy, and can be another escape alternative if you picked the +1 Shackleshot duration talent at level 20. |
Aghanim's Scepter enables your transition from a support spellcaster to a semi-carry, so consider it as an option when your team starts lacking damage. The investment is high since you also need damage items for Focus Fire to come online, so choose carefully. |
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Black King Bar if you find yourself being disabled too much. Heaven's Halberd if there is no other way to control the enemy carry. Lotus Orb gives you the utility of a basic dispel, allowing you to remove silences and other basic debuffs from you and your teammates, in addition to reflecting single target spells back to the caster. Orchid Malevolence if you can't control those annoying spellcasters, like Storm Spirit. Rod of Atos for the fast heroes that can dodge up your Shackleshot, like Dark Seer or Bloodseeker. Pipe of Insight if the enemies deal a lot of magic damage and if your team does not already have one. |
At this point in the game, your itemization is up to you. Combine your Arcane Boots with Mekansm into Guardian Greaves. Expand your team's disable arsenal with a Scythe of Vyse. Or grab an Octarine Core for survivability and ability spamming. There's also the option to transition into more physical damage items. |
Best versus:
Congratulations! You've made it to the end of my wall of text. I hope you enjoyed reading it as much as I enjoyed writing it. By this point, you should have a pretty good idea of how to play Windranger in any role, but don't forget: practice makes perfect! Experiment until you feel comfortable with your build and playstyle, and remember: the path to victory is not set in stone.
Feel free to leave your feedback, and thank you for your support!
See you on the battlefield!
Eddnamed
Loading screens' credits go to their respective artists.
2019-02-14 Updated for patch 7.21
2019-05-01 Updated ability stats
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