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2 | 12 | 13 | 14 |
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15 | 17 | 18 |
This is my general build for Shadow Shaman.
It's is not a pro-build, I only play pub-games and am not familiar with the pro-scene. I just try to give my view about Shadow Shaman, and explain why.
If you have any comments please let me know.
Pros
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Cons
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Shadow Shaman is a solid hero in an aggresive team that is focused on pushing in the early midgame. The best lane for Rhasta is the safelane with an aggresive carry, especially heroes like Ursa or Juggernaut. Shadow Shaman can also be picked as an solo mid hero. Shadow Shaman looses his power a little in late game, so it's not the best hero if you want to drag the game very long and not want to push alot early game. Allthough Shadow Shaman can be an initiator, he is not that good until he has the right items, so make sure he isn't the only one that can start a teamfight.
To summarize, play Shadow Shaman when
Ether Shock is your basic nuke, that deals damage to multiple targets. This makes it useful for clearing creepwaves and harrassing enemies. It scales very well. it does 140 total magic damage on skill-level 1 for 95 mana and 2.240 total magic damage for 160 mana on skill-level 4. Early mid game it can kill creep waves fast. It's cooldown is 8 seconds so it can be used more then once in team fights. The reach is quite solid, it can bounce too a distance of 1.000, and it damages almost instantly. Tips: - If you are mid and have trouble lasthitting against a hero with a much faster missile speed like Sniper or Razor take Ether Shock at level 1 and use it. - Ether Shock can bounce further then it's cast range. So if you can't hit the intended target, but there is another enemy unit between you two, You might still reach him. |
Hex is one of your disables. Although it's duration is quite short, it allows you to attack the target. It slows the movementspeed of the target to 100, so it's more useful for escaping than Shackles. Shackles is very powerful in securing kills, the 2.75 seconds is most likely enough early on. Hex is just more powerful for fleeing and stopping ganks on your carry so therefor leveled earlier. Tips: - It's got a better range then Shackles if you are chasing a hero, Hex can slow the him down, so you can close in and use Shackles so your team mates can catch up. NOTE: THE LINK IS TO THE LION VERSION OF HEX, THE DURATION AND MANA COST IS NOT THE SAME. |
Shackles is the second disabler and has a long duration and deals light damage. The damage is almost always useless, but be careful so you don't killsteal with it. It's a channeling spell so you can be interrupted. Because of this it's not that useful for initiating. Chances are big you will be stunned the second you use this spell. It's better for keeping enemy heroes around for your allies or Mass Serpent Wards to kill. Tips: - If you got Blink Dagger this can be an escape if you are being chased by a single hero. Simply Shackles for 3 seconds and blink in to the forest or over a clif. |
Mass Serpent Ward is an excellent pushing tool, initiation spell, and with enough skill a third disable. Ward trapping is quite hard because the cast range is fairly short. Blink Dagger helps alot with that though. Ward trapping isn't a must though, but it makes it easier to keep a teamfight at one place optimizing your Mass Serpent Wards. Positioning this spell means winning or losing team battles. The bad point is that they cost alot of mana ( a whopping 600 on lvl 3) and got quite a long cool down. Don't waste it on ward trapping lone support heroes unless you are sure you won't need it soon for defending or pushing. You might be spending more then 1000 mana to kill a single target and have to wait almost two minutes to use your ultimate again. Tips: - The wards are stupid, the attack enemie creeps before towers or heroes, control them to use them optimal. - When attacking a base, place the wards a little bit beyond the tower almost between the barracks. This way they will automaticly attack the barracks afterwards and not some useless buildings. Don't place them to far, or the towers near the ancient can reach them. |
This is the basic Shadow Shaman build for mid, Rush a Bottle and some boots. After that Blink Dagger and some powerfull end game options.
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Normal items for a Bottle Rush. Three Iron Branches for early survivability and being able to last hit enough. 1 Tango is enough to survive until you get bottle. If no one wants to buy Observer Ward, buy them yourself, you really need vision on at least one rune spot to win the lane. |
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Bottle makes sure you can stay in lane for longer, especially if you can use the runes well. Always be prepared to rush to runes to fill your bottle. You are a very slow hero, so getting Boots of Speed early helps you alot. If you face a hero, that spams alot of spells, Magic Stick can help to counter this. It's very cheap and can be converted to a Magic Wand later. Arcane Boots are the best boots for Rhasta early on. It helps casting your own and teammates spells. If you have a Crystal Maiden and another Arcane Boots carrier choose Power Treads or Phase Boots instead. After that finish your Magic Wand. It's cheap item and it cleans up your inventory by bundling the Iron Branches. |
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Because of the short range of your skills Blink Dagger is very important on Shadow Shaman, being able to chase and disable fleeing heroes, getting in close range to other heroes without being hit, flee easy and disjoint some projectiles. Aghanim's Scepter is not a Core item essentialy, but most of of time the safest bet. It gives you a little more mana, health and armor and if you get it early enough really power up your Mass Serpent Ward. |
This is the basic Shadow Shaman safe lane support build, Early game you wont get that much gold, so build slowely to your Arcane Boots after that go for Blink Dagger and some late game items.
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As a support in your team you have to buy at least Observer Wards or the Animal Courier for the team. In alot of pub games, prepare to buy both Fill the rest with 1 Tango and 3 Iron Branches. With only one TangoYou are light on regeneration. If you, or the carry, need more buy them or use the Animal Courier later to get them. |
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The early game is the same as the solo mid build,but without the Bottle. Arcane Boots are the best option now, because you fulfill a support role now. The magic Wand is useful during early ganks and small team fights. Town Protal Scroll is the best item in the game. |
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Even as a support I would go for a Blink Dagger. It's just that good. Chances are big that you can't complete a Aghamin's Scepter fast, but a Point Booster is a useful item by itself giving you a little buff. Later on you can convert it to a Aghanim's Scepter or Bloodstone anyway. If you really need magic immunity you can switch it with an Ogre Axe to build a Black King Bar. |
Refresher Orb is the biggest item for Shadow Shaman's Mass Serpent Ward. Doubling the Wards makes it possible for Shadow Shaman to kill Towers and Barracks in seconds. It does give you alot of mana regeneration on top of that. The only problem is that it doesn't give you alot survivability and you might not have enough mana to use all your skills in quick succesion. |
Aghanim's Scepter is the cheaper option. It still makes the Wards very powerfull and give some useful stats too. If you really need some more survivability build this item. |
Sometimes you just need crowd control. Eul's Scepter of Divinity is the cheapest option for this. The Cycloon is very usefull for ward trapping. The range of 700 makes it perfect for getting closer to the enemy to disable lock him afterwards with Shackles and Hex. It's also a quite cheap answer to your mana problems. The problem is that it does't give any survivability. |
Scythe of Vyse is the king of Intelligence items. Massive stat boost and another Hex build in. If you got the gold for this baby go for it, you won't regret it. If possible start of with the Ultimate Orb because it really enhance your overall capability. |
If you need extra protection there are four items to choose from. The first being Black King Bar. This is just a very useful item if you are being nuked to death the moment you are in sight or stunned everytime you try to use Shackles. The Ogre Club gives a solid boost to Health too. |
If you are being right-clicked to death Ghost Scepter is another option. It gives some extra stats and if you are being killed by dps'ers before you can reach them Ghost Scepter is a very good option. |
Like Black King Bar Linken's Sphere blocks spells, only one every time it's off cooldown. Against some heroes this can be a lifesaver. The stats and regenaration it gives are also very good on Shadow Shaman. |
Bloodstone doesn't protect you against spells or physical damage. It does give you a nice portion of health, mana and regeneration. For quite some time, this item was Core for me, even before building Blink Dagger. But if you have very fast fingers and a solid team around you, you don't need this as core. |
Blink Dagger makes Force Staff not that good on Shadow Shaman. Sometimes you could really use the additional mobility though. Pushing enemies or allies in or out of battle makes Force Staff quite usefull though. |
Boots of Travel are your late game boots. I seldomly get them, only when I really need a extra spot in my inventory. The boots are very good on Rhasta though, making him lightning fast and able to split push or attack with Mass Serpent Wards and defend at the same time. |
The hard support will give you even less gold the utilitybuild. On top of that you will be buying Wards the entire game.
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The same as the #4 position, but expect to buy the Observer Wards and Courier now |
Mekansm can be build on Shadow Shaman if no one else does it and your team really needs it. Because you get the least amount of farm, it might take a while for you to build it. Build instead of Eul's Scepter of Divinity. It gives you some nice stats and a usefull active if you can get it fast enough |
Tranquil Boots are the cheapest boots. If you are not helping anyone with Arcane Boots and you have a really hard time you can make them. If you do, make sure you make Eul's Scepter of Divinity to make up for the loss of mana. |
I kinda like this item on Shadow Shaman if you are playing the full support role. Especially if you can build Arcane Boots too. This way you can play a medic who can heal the party in between battles. Make sure no one else buys it and buy it before the [[Eul's Scepter of Divinity]. |
The last build I used for a while is to rush the Bloodstone and Boots of Travel. These items solve most problems of Shadow Shaman: low mobility, mana issues and squishy. It's a little more straightforward approach to Shadow Shaman, not needing to use Blink Dagger. It works best if you can have a good early game and are able to snowball. Now I'm quite comfortable with Shadow Shamans low health and using Blink Dagger so I rarely use this build.
Solomid Build
The solo mid build takes Ether Shock for level 1. Although it's damage is quite weak and it doesn't bounce, you might need it for last hitting. If you are laning a Sniper or Razor with good refelexes, they will last hit everything due to your low missile speed. After that I like to take 1 level of each disable and after that the priority is Mass Sepernt Ward > Ether Shock > Hex > Shackles.
Ether Shock
Shackles
Ether Shock
Hex
Ether Shock
Mass Serpent Ward
Ether Shock
Hex
Hex
Hex
Mass Serpent Ward
Shackles
Shackles
Shackles
Stats
Mass Serpent Ward
Stats
Friends
Early game friends are heroes that can deal alot of damage to a single target early on. Rhasta's job is to keep the enemy heroes in place while they kill them. Heroes with spells that are difficult to land are also nice lane partners. Pudge and Legion Commander deserve special mention, because with your help those hero can rack up an insane amount of kills and snowball out of control.
In teamfights the heroes the real initiators combo with you nicely because you can do great follow ups with your disables and Mass Serpent Ward making sure the the battles stays around it.
Foes
Rhasta's foes are heroes who can burst him down, silence him or can become magic imune. Heroes that can drain mana, are dangerous too.
Doom Bringer
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14-03-2014: Added Mekansm build progress
17-03-2014: Rewritten Item builds
24-03-2014: Rewritten Gameplay, skil/item builds, added Solo mid build Thanks Peppo_oPaccio
25-03-2014: Added basic comboes
28-03-2014: Rewritten summary, pros /cons and skills
1-4-2014: Rerwritten rest. Made new build
6-4-2014: Changed build progress, renamed build
23-4-2014: Rewritten some parts, added solo mid build
14-4-2014: Updated a bit and spell checked
20-4-2014: Update on the skills
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