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Sven, the Rogue Knight, is a powerful STR Hero known for his high carry potential: while there are many items that can work on him, as he needs a couple of minutes (~20) to become really strong you want to maximize your early game advantage and get the most cost-efficient items. Not only this guide will cover one of the most effective ways to get an early lead with him, it also shows three different - both because of the skill build and the situation you should use them in - builds for any type of game.
The hard carry build is something I've worked on for quite some time, and I'm very happy about the results: stacking ancients with a Helm of the Dominator not only is easy and useful, but it also makes the "afk-farming role" more exciting to play. The second build is for when you want to play with two core Heroes in your lineup - may it be another carry like
Luna or
Lifestealer or someone with high carry potential like
Shadow Fiend or
Lone Druid - and your team lacks mid game power; very useful if you're playing mid (
Storm Hammer is actually very good for lane control) or in an aggressive trilane, especially in team matches. The last one is the good old support
Sven that I still find pretty strong with an appropriate partner (e.g.
Leshrac,
Enchantress,
Crystal Maiden...) to gank with.
Since there are three builds, I'll actually list the pros and cons of all of them that will cover both Sven's capabilities and the usefulness of the builds themselves:
Pros
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Cons
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Cons
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Cons
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Carry Sven isn't one of those situational carries, but as he still needs a bit of time to farm his core you have to let him play an easy laning phase. He's good at all stages of the game, though he shines when your items are more than the enemy carry's (mid-late game) and, as his HP is pretty high, you'll never have the "squishy lineup" issue.
Summarizing, play hard carry Sven if:
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Even if its level 1 damage is poor (100), his stun duration is 2 at all levels: getting early kills, even at level 1, should be pretty easy with good follow-up damage. At level 4 it deals a whopping amount of damage: a 2 second AoE stun with 325 damage makes ![]() Use the stun before engaging a teamfight, then activate your skills ( ![]() ![]() ![]() ![]() ![]() ![]() Don't be afraid to "waste" it if all the enemies are clumped up in one spot: being able to deal such AoE damage to 2-3 Heroes is pretty efficient for its mana cost at level 4. Its cooldown time makes you able to use it even twice in the same fight: throw your ![]() |
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Sometimes, you might want to max it out by level 10 (and get the second level of ![]() Remember when you assembled a ![]() This is a great ability to have because if you manage to initiate with a 3 or 4-man ![]() |
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![]() 16 extra armor is huge: always activate it in conjunction with ![]() Don't forget about the 12% movement speed increase! Stacking movement speed with items such as ![]() ![]() ![]() ![]() This skill, along with your stun, is your go-to spell when playing support: a Hero that can do a 2 seconds (potentially AoE) stun and then speed up his team like a ![]() ![]() ![]() |
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This ultimate is very particular and can be used for two purposes, depending on your role:
As it has an 80 second cooldown, you can easily use it to ensure a kill on a Hero you're ganking (as said above) and, probably, still have it up for the next teamfight. The mana cost is pretty high for such a Hero, especially if you want to cast your other abilities first: always double check your mana before throwing a ![]() Remember that the extra damage depends on your STR points, not on your damage points: only the extra strength from stat-based items ( ![]() ![]() ![]() |
This is a mid-game oriented build: Sven has many built-in damage steroids and can get away with buying a
Blink Dagger in the mid game without sacrificing damage. A Blink-stun initiation ensures you can start a fight before getting initiated on or chainstunned to death and grants easy kills on lone Heroes. In the late game, if you played it well, if the enemy has one of those hard carries like
Spectre or
Phantom Assassin you should have been able to shut them down, while if they have a more mid-game oriented carry like
Slark or
Juggernaut your net worth should be higher than theirs.
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Again, the typical starting items: you can also get a ![]() ![]() ![]() ![]() Again, you can buy a ![]() |
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If you're going mid, I suggest taking a ![]() ![]() ![]() If you think you'll be facing a very strong mid like ![]() ![]() ![]() ![]() |
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If you're mid, always rush a ![]() ![]() ![]() What Boots should you get? I almost always go for ![]() ![]() A ![]() ![]() ![]() Now, build your ![]() ![]() ![]() Last but not least, don't forget your ![]() ![]() ![]() |
As said in the introduction, the main problem of all hard carries is that this meta is mid-game oriented and doesn't have enough room for the most farm-depentent Heroes to farm their core: that's why you get an early Helm of the Dominator, so that you can easily get a tri or quad stack and farm it to get a big chunk of your
Black King Bar (or your next core item). The core build is a mixture of the most cost-efficient items (
Armlet of Mordiggian for example) and some staples that should never miss on a carry in a serious match like the
Black King Bar.
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These are the usual starting items for basically every melee carry: a ![]() ![]() At least a ![]() ![]() Some players pick up a ![]() |
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This starting set says "I want to freefarm!": the ![]() ![]() Be careful, as you don't have a ![]() |
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As usual, get your ![]() You should take a ![]() ![]() ![]() Lastly, build a ![]() ![]() Remember to dominate a jungle creep and use it to stack ancients! If you don't know how to do it, you can just hit them with your dominated creep at X:53 and run away, so when they come back another group of creeps gets spawned, too. Read here for further information. Then, get a ![]() |
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This is what my inventory looks like after building up my core: disassemble your ![]() ![]() ![]() ![]() The ![]() ![]() If you haven't yet, go farm the ancients you should've stacked: as your level of ![]() |
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![]() ![]() ![]() ![]() Go for it if you had a good time farming and you're sure the enemy carry won't be able to kill you despite of the damage amplification. Do not buy it if the enemies have a strong single target BKB-piercing disabler like ![]() ![]() |
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Vlad's is the other choice for when you want to build your ![]() This item is good at all stages of the game, its cheap aura scales well into late game. It's even more appealing if you have one or two more melees in your team, as the lifesteal only applies to them (and you). |
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The ![]() While the extra damage doesn't get multiplied by your ultimate, the crits get amplified by your ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() Consider getting this instead of an ![]() |
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The ![]() ![]() If what you need is survivability, never buy a Heart before getting an ![]() ![]() Consider starting from the ![]() ![]() |
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One of the most common late game items for melee carries: the ![]() ![]() ![]() Consider buying this for outcarrying a stronger Hero like ![]() ![]() |
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One of my favourite items on ![]() ![]() The ![]() ![]() |
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If you're six-slotted and just waiting to buy a new BKB to refresh its cooldown, consider getting ![]() ![]() |
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Linken's is actually a situational item, but as it gives overall good stats I think it's always a nice item to have. The buildup is expensive but not too much (2100 + 2100 + 875 + 875 + 1325; many late game items have components that cost 2400 or more), and the extra regen isn't that bad. Consider getting this instead of the BKB if the enemies have no crowd control abilities but just single target BKB-piercing spells like ![]() ![]() ![]() The +15 STR gets translated into damage: 55 (considering the extra damage) isn't that much, but it's still 1 more than the BKB you're substituting. |
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The ![]() ![]() ![]() ![]() ![]() ![]() Always start from the ![]() |
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I usually don't buy a Halberd on ![]() ![]() ![]() The Disarm, along with the evasion, is the best feature of this item: if you can evade hits and prevent your enemy from attacking at the same time, nothing can stop you. |
First things first: what does "position #4 support" mean? In a normal team you have two supports, one called the "hard support" (also known as he "position #5 support") who buys most of the Observer Wards and is left with very little gold throughout the game, and one called the "semi-support" (i.e. the "position #4 support") who benefits from extra gold and can be a Hero with carry potential like
Silencer,
Mirana and
Tusk. The number means the farm priority of the Hero, so the team's carry will be the position #1, the mid laner the position #2 etc. This means that Sven should be played much like a snowballing Hero instead of a passive support, since given enough money he can actually outcarry the enemy Heroes.
I personally like playing support Sven, I think he has a lot of hidden potential: his first two abilities are definitely support-oriented (or, still, good for both carries and supports), and his third one ensures he can transition into a decent damage dealer in the late game. Don't forget he's one of the very few supports that can grant extra survivability (and even movement speed!) to his team, and for this reason I consider him a very solid pick.
God's Strength even gives him extra damage for teamfights and makes smoke ganks (even without the full team) a piece of cake. He's also one of the best roaming supports, as not everyone has a 2 second high-damage stun and a movement speed buff.
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As said many times in this build, ![]() ![]() ![]() ![]() ![]() A single ![]() A ![]() |
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Your secondary choice if someone in your team has already bought both Courier and Observers: ![]() ![]() If your team has a Courier but doesn't have Wards (or vice versa), consider delaying the Sentries and buying the other item: always prioritize those two unless someone's already bought them. You can drop a ![]() ![]() ![]() |
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Typical early game items for mana-intensive supports like ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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One of my two favourite items to rush straight after your "core": it consists of very cheap components and gives both mana regen and the ability to heal teammates (or yourself). With this item, ![]() Remember you can use the Urn charge on enemies, too: it's especially useful if they're low on HP and/or your team has other DoT spells to combo it with. Spells that deal damage-based damage (yes, you read that right) like ![]() ![]() ![]() |
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This is my secondary choice: if one of my teammates already has an Urn, I tend to pick it (or, rarely, just skip it). Actively using the Valor on a target enemy makes them much more squishy, and the extra mana regen is always welcome. It's also very useful for fighting Roshan, since the armor reduction applies to him and makes him so much easier to kill. If my team's strategy includes actively fighting Roshan, I make sure I get a ![]() |
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Last but not least, the ![]() ![]() ![]() Even if there's another initiator in your team, if you're getting fed and stomping the enemies being able to chase down everyone is invaluable. Especially if gotten when the enemy supports are still squishy, ganking with a Blink-stun initiation is really scary. |
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If your laning and ganking phase went perfectly, you won't have any problems snowballing into late game with a big gold income, especially if taking lots of early towers: a BKB is the perfect item if you managed to keep your damage high with early level advantage. As said before, the extra HP makes you stronger both survivability-wise and damage-wise: add the extra damage from the ![]() ![]() |
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The ![]() ![]() ![]() Its components give you a variety of things: armor, damage and mana. It's a pretty good investment if you can keep up with the enemies, but if the enemy carry has a BKB or you simply can't stay in the frontlines you'd better not take it. |
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This is already a pretty good item for AGI or INT-based supports, but it's even more effective on strength Heroes: extra survivabilty and evasion make you much harder to deal with, but the extra HP also translates into extra damage. Again, I suggest taking this if you aren't doing that well because it's made from relatively cheap components (except for the ![]() Although the Maim won't be that useful, the Disarm is what you're looking for: use it on the enemy carry after he activates his BKB, if he has one. He will probably wait for your Disarm and then pop it, but if you let him use it before and your team survives the first part of the teamfight you can render him useless. |
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This is the perfect item for when you didn't succesfully transition into a carry role and you're left behind: what you're looking for is the strong ultimate upgrade and relatively cheap stats, and you should be able to farm at least the first two components in little time by jungle farming. Remember to always start from the ![]() ![]() |
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If your team keeps getting towers and you manage to get a quick Blink Dagger, a ![]() Don't use the active when you're teamfighting unless you have a BKB or you need to chase fleeing Heroes: you'll take 30% extra damage from enemies, which will make you die right after landing two or three swings. On the contrary, if you have magic immunity, the benefits surpass the downsides, as the huge attack speed increase synergizes extremely well with ![]() |
When playing carry I think the best skill build is only one, and it's basically copypasted from Luna: you obviously have to max out your
Storm Hammer first, but since you won't need the
Great Cleave before the laning phase ends (on the contrary, it pushes the wave which is a terrible mistake) you get two points in
Warcry and leave it last. You will need full levels on your Cleave by level 12 because by that time you should be killing ancients and jungle creeps to get extra gold, not to mention it's also very strong in early teamfights. As always, max
God's Strength as soon as possbile since there's no reason to skip it besides the (negligible) mana cost.
11-23-2014: Done some cleanup, again.
6-15-2014: Done some cleanup and edited the semi-carry build.
2-6-2014: Written the first part of the guide.
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