
![]() |
![]() |
1 | 3 | 5 | 7 | ![]() |
![]() |
2 | 12 | 13 | 14 | ![]() |
![]() |
4 | 8 | 9 | 10 | ![]() |
![]() |
6 | 11 | 16 | ![]() |
![]() |
15 | 17 | 18 |
Pugna, the Oblivion, is one of the strongest INT Heroes in terms of carry potential and single target damage: while all his abilities are very different from most of the others, his signature one is probably the
Nether Ward, a (visible) ward that damages the enemy units based on the mana they spend to cast their abilities. If you consider that his ultimate,
Life Drain, deals a whopping amount of single target damage (especially when the enemy is Decrepified), gives you back health and mana and has a very short cooldown, you have plenty of reasons to pick him in your games. His INT gain is the highest of all, his attack range is pretty high and, even though his HP aren't that many, building the right core item (
Aghanim's Scepter or
Necronomicon) is enough.
Just to clarify, Pugna is not a support: his skills need levels to scale and be useful (a level 1
Life Drain does nothing if you're behind in levels) and
Aghanim's Scepter makes him so much stronger he kind of becomes a "different" Hero. Just like
Necrophos and all the mid laners, there are INT Heroes that aren't good at supporting:
Pugna is one of them.
Pros
|
|
Cons
|
![]() |
|
![]() This is a pretty good nuke for dealing damage to structures, especially towers: that's why ![]() Its damage at level 4 is pretty high already, but you can further improve it by casting ![]() ![]() You have to be very close to the place you want to activate ![]() |
![]() |
|
The main purpose of this skill is dealing more damage with your ![]() ![]() The 50% slow is also very convenient for your ![]() Remeber that you can ![]() ![]() Lastly, you can use it to save an ally or even yourself: if a lone enemy carry gets really dangerous, ![]() |
![]() |
|
This skill is one of the best "passive" (that don't require enemy prediction or coordination with teammates) spells for teamfights: the bigger the mana cost of a spell is, the more damage the ward deals: on some enemies with high mana costs and low HP it can be a real threat! Just think about Skywrath Mage, Lich, Queen of Pain and all the others. Make sure you place it before a teamfight starts: you don't want to get initiated on without using it. For the same reason, place it in a hard-to-reach spot (on high-grounds, cliffs or on your side of the tower) so that the enemies don't kill it prematurely. As it has a huge radius (1600), don't be afraid of putting it a bit behind if there's a good spot there, especially on high grounds. Lastly, remember that you can't directly click on the location you want to place it on, but it gets placed directly in front of you: sometimes it blocks your path or makes you unable to move, and you don't want it to happen. |
![]() |
|
![]() Even though it costs a lot of mana at level 3, you will have to get the other levels since the damage improvement is insane: it gets even better (50% better!) with an Agh's. As the ![]() ![]() Before using it, make sure you're very close to your enemy so that it lasts as much as possible: you can ![]() |
In the early matches after the 6.79 patch, competitive players used to pick and ban Pugna all the time because of his recent buffs (mana-leeching from
Life Drain, more damage on Decrepified enemies, a more resistant
Nether Ward) and the GPM increase that made many players build a
Hand of Midas on a lot of Heroes, including supports. Since the current meta is focused more on pushing and teamfighing rather than turtling with a super hard carry, having a Hero like
Pugna for the 1 role means a fast
Aghanim's Scepter which, in turn, makes early pushes (~20 minutes) very strong and difficult to counter because of the
Nether Ward.
![]() ![]() |
![]() ![]() |
![]() ![]() |
|
The triple ![]() A set of ![]() ![]() A ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
|
As said before, make a ![]() ![]() ![]() You then have to choose your Boots: many competitive players go for ![]() ![]() Lastly, the most important item: ![]() Always start from the ![]() |
![]() |
|
If nobody on your team is going to get a ![]() Also, remember to always buy ![]() ![]() ![]() |
![]() |
|
Another very good item for ![]() ![]() The Endurance is really convenient for this Hero since the movement speed increase helps his positioning when ![]() As the Drum is made from cheap components, you should consider buying it if you die too often: the improvements it gives are, as said before, quite a lot compared to its price. |
![]() |
|
Probably the best item you can get after the Aghanim's Scepter. Not only it grants a bit more survivability (thanks to the HP increase), but it also makes you immune to magical damage while ![]() ![]() |
![]() |
|
The ![]() ![]() ![]() While the Staff pick may seem too late to be useful, its utility is underrated: you can use it to escape, let your teammates escape, pull your enemies between your team or even push you on an enemy you'll ![]() ![]() |
![]() |
|
The ![]() ![]() ![]() This item only works in this build because, by rushing Agh's, you can make the most out of your killing potential: an unexpected Blink into your ![]() ![]() ![]() Remember that you can't Blink if you're getting hit! Most of the time a ![]() |
![]() |
|
If you think the HP from Aghanim's Scepter is not enough and you're getting fed, the ![]() ![]() ![]() This should solve most of (if not all) your mana issues, since it gives a whopping amount of intelligence (as much as a ![]() |
Dagon![]() |
|
If you're stomping really hard, a Dagon can ensure your victory: combining it with ![]() ![]() If you manage to get a level 5 Dagon your next option could be the ![]() ![]() ![]() ![]() ![]() |
If your team is focused on pushing with Heroes like Juggernaut,
Lone Druid or
Nature's Prophet and a safe lane carry is still needed, farming a
Necronomicon on
Pugna can make the game last very little time. After buying the common items everyone gets, building a level 3
Necronomicon makes pushing, which is already easy because of
Nether Blast, even easier.
![]() ![]() |
![]() ![]() |
![]() ![]() |
|
Same starting build as above: the ![]() ![]() ![]() As always, take as many ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
|
Again, buy a full ![]() Your choice of Boots is the same as above: the majority of players get ![]() ![]() After Boots (or before if you really need it), get a ![]() Lastly, the core item you want to get is the ![]() |
![]() |
|
If nobody on your team is going to get a ![]() Also, remember to always buy ![]() ![]() ![]() |
![]() |
|
Another very good item for ![]() ![]() The Endurance is really convenient for this Hero since the movement speed increase helps his positioning when ![]() |
![]() |
|
Probably the best item you can get after the Aghanim's Scepter: you won't always build it after the Necronomicon, but sometimes you'll have to. Most of the time you want to build an Agh's before, though. Not only it grants a bit more survivability (thanks to the HP increase), but it also makes you immune to magical damage while ![]() ![]() |
![]() |
|
The ![]() ![]() ![]() While the Staff pick may seem too late to be useful, its utility is underrated: you can use it to escape, let your teammates escape, pull your enemies between your team or even push you on an enemy you'll ![]() ![]() |
![]() |
|
If you think the HP nd mana from the Necronomicon are not enough and you're getting fed, the ![]() ![]() ![]() This should solve most of (if not all) your mana issues, since it gives a whopping amount of intelligence (as much as a ![]() |
Lastly, there's the typical way of playing Pugna: the mid lane. While giving free farm in the safe lane to a Hero that needs to rush an item is better, there are many other mids that need to quickly get a big item or levels in order to be effective (
Storm Spirit,
Invoker,
Tinker...); Pugna is no exception.
Your killing potential is pretty high if you manage to bring your enemy laner below half HP, and pushing when he's ganking is very easy and quick to do.
![]() ![]() |
![]() ![]() |
|
This is the typical "bottle rush" build, sometimes ran with just three ![]() ![]() As you only need (roughly) 300 more gold to buy a Bottle, you can go for the 2 minute rune as soon as you get it. For the same reason, you can be aggressive in the laning phase since you'll be able to replenish your health in 2 minutes. |
![]() ![]() |
![]() ![]() |
![]() ![]() |
|
This second choice is for when you're up against a strong mid with a high base damage: two HP regen items (![]() ![]() ![]() The ![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
|
These items are, really, just for your laning phase: the ![]() This time, you'll have to choose either ![]() ![]() Lastly, finish your ![]() ![]() |
![]() |
|
Rushing a ![]() ![]() Always remember to buy a pair of ![]() ![]() |
![]() |
|
The Drums are a good pickup in every case, especially with a pair of Phase Boots: the extra movement speed and aura will make pushing very easy early on; the active ability gives your team a higher chance of winning teamfights. Always start from the ![]() |
![]() |
|
Another item, which is more situational, is the ![]() ![]() ![]() ![]() Of course, if your team already has a Mekansm and a Drum of Endurance you should always get this item, unless you really want to rush that Agh's or your teammate is a pub player that doesn't use the active of the Drums. |
![]() |
|
Get some more single target damage, enlarge your mana and HP pool and set the cooldown of your ultimate to 0: now it's time to get kills and push Tier 3 towers. Unless you have major mana problems, consider selling your Bottle if your inventory is full. Start from the ![]() |
![]() |
|
Probably the best item you can get when reaching the late stages of the game: not only it grants a bit more survivability (thanks to the HP increase), but it also makes you immune to magical damage while ![]() Someone might argue it's not useful since Agh's sets the cooldown of the ultimate at 0, but think about this: if you get chainstunned before using your ultimate (or, worse, before placing your ![]() This is considered a core extension for safe lane builds. |
![]() |
|
If you don't have one, get it as soon as possible: as said in the Abilities chapter the improvements it gives are just too useful to be overlooked: more single target damage, some stats and no cooldown on ![]() A level 3 ![]() ![]() ![]() Always start from the ![]() This is considered a core item for the carry and the mid build. |
![]() |
|
The ![]() ![]() ![]() Most of the time you want to start building it from the ![]() Remember to use the Hex ability in teamfights! You can either cast it on enemies you want to ![]() ![]() |
![]() |
|
The other item made from a ![]() ![]() Remember to use its active ability whenever you can: again, the slow pairs well with your ultimate and ensures a full ![]() ![]() ![]() |
![]() |
|
First, keep in mind that when I generically talk about the "![]() The Necronomicon Warriors are very strong pushers and can be used to reveal invisible units: use this at your advantage invoking them in chokepoints (i.e. Roshan's lair) and when pushing towers. If you die, keep controlling the Warriors! An enemy might kill the melee one, get a ton of pure damage and, maybe, die. This is considered a core item for the pushing-oritented build. |
![]() |
|
If you think the HP from Aghanim's Scepter is not enough and you're getting fed, the ![]() ![]() ![]() This should solve most of (if not all) your mana issues, since it gives a whopping amount of intelligence (as much as a Mystic Staff) along with more HP and an active ability. This is considered a core extension for safe lane builds. |
![]() |
|
I personally don't like this item very much, but if the match lasts a lot more then expected and you need other items after Shiva's and Vyse, getting a ![]() ![]() Remember that the more charges you have the sooner you respawn after death: try to get a couple of charges before doing something suicidal. Talking about suicide, if you feel you have no way out because the enemies trapped you, double tap your ![]() If you have a pair of Arcane Boots, you should consider disassembling them. |
![]() |
|
A secondary choice instead of the Bloodstone, for when you need raw HP instead of a quicker respawn. Never buy this before getting a Shiva's, as you will need some armor to use the Heart at its best. The HP regen it gives is quite nice, and should make you able to steal more mana than HP with ![]() |
![]() |
|
The ![]() ![]() ![]() Use the Disarm every time you can: as soon as the enemy carry's BKB ends, cast it on him and fight! Always start from the ![]() |
![]() |
|
This item is very situational as it takes one slot in your inventory without giving that many improvements to your late game. But, if your team is teamfight-oriented or you simply have a Hero that benefits a lot from the magical damage amplification (![]() ![]() ![]() The ![]() The active ability, in fact, sets the magical resistance to enemies without items that increase magical resistance to 0: since every Hero starts with 25% resistance to magical damage, the spells will actually do as much damage as listed unless the enemies have Cloaks, a Pipe of Insight or Rubick's passive. The range of the Magic Weakness is huge: a radius of 600 units that can be triggered from 1000 units! It's ideal for when you're waiting for one of your teammates to initiate. |
![]() |
|
Together with the Bloodstone and the Heart of Tarrasque, this is the third choice for survivability: I don't think it can be nearly as useful as one of the others, but if your team has another carry that is really countered by kiting (Lifestealer, Ursa, Doom...) slowing the enemy carry with autoattacks is the way to go. Start from the ![]() Its slowing orb effect is very good for your ![]() |
Pugna has only one viable skill build to maximize his usefulness: taking full points in
Nether Blast by level 7 is recommended since it's your best scaling ability and will make early pushes very easy, while maxing out
Nether Ward second is always nice since, by that time, teamfights should be common. Take an early point in
Decrepify to save yourself (or your allies) and be able to perform a good combo or just Blast your foe, and don't forget to get
Life Drain at 6, 11 and 16!
Sometimes you might want to get stats instead of other levels of Decrepify, but still, the duration increase and (especially) cooldown reduction are always welcome.
06-18-2014: Cleaned up the item build.
12-07-2013: Added items and Hero skills in the "Friends and Foes" chapter.
12-06-2013: Written the first part of the guide.
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Copyright © 2019 DOTAFire | All Rights Reserved
Quick Comment (10) View Comments
You need to log in before commenting.