Please verify that you are not a bot to cast your vote.
Help SupportOur Growing Community
DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!
Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!
Shadow shaman is really ****ing good with a blink dagger, also imo you'd be better off with an early level of hex to help with ganking and arcane boots instead of travel
1) Have a single tango start
2) Have a Null Talisman Start (which builds into literally nothing and doesn't give the much needed HP he Rhasta needs in the first place)
3) Makes Boots of Travel core- a silly notion as to how expensive they are. Boots of travel are great as a late game item because they allow for a freed up slot for TP scrolls and more effective TPing to fights.
4) To *not* take arcane boots on a hero that is VERY mana dependent at a start of 200 mana (goes up pretty fast but all of his skills are 100 mana or more)
5) Take more than one level of shackle early (which is silly because it stops you from double-disabling and is *worse* than vodoo in most cases)
6) The ward trapping section suggests to ethershock last. If hex is maxed out (as it should be) you can hex -> Ward -> Shock -> then shackle, which would save you a bit of time and assure you more damage.
I think too much of this guide is based in a dotA1 mindset, because some of the choices for items and skills and the reasons for such just baffle me.
I used the first as a guide the first time I played Rhasta and it went pretty well!
I've made a few tweaks as I've been playing him more and more (he's quickly becoming my favorite hero). I usually give 1 level to ether shock, hex, and shackles, before determining how I can be most useful to my team. If I'm going to be full on support, I max hex and shackles, but still have the level of ether shock for a fight. I also have been going arcane boots, since I seem to be losing mana pretty quickly.
Another item that I think is a must have for team fights is a Vanguard. Especially if you're going to be using Shackles on a target. I usually try to get a Vanguard as my second first item. Makes him much more survivable. I might make a new guide if my build start differing anymore.
I disagree, I think this is a good build, build 1 clearly hasn't taken hex because it is used for a farming/team fight. You don't take hex because you would of farmed enough gold with Q to get the hexing staff, (edit: cyclone staff). Build 2 is a strict focus on team fight which I'm guessin would not be in a pub and more a private game where you have better communication with your team mates. It is a good guide and is a good guide for SS. :) thumbs up
Neither of your builds are viable. Build #1 doesn't take hex at all and instead takes 5 levels of Serpent Ward. Build #2 doesn't take any levels of ether shock. Your item build is questionable at best.
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.
1) Have a single tango start
2) Have a Null Talisman Start (which builds into literally nothing and doesn't give the much needed HP he Rhasta needs in the first place)
3) Makes Boots of Travel core- a silly notion as to how expensive they are. Boots of travel are great as a late game item because they allow for a freed up slot for TP scrolls and more effective TPing to fights.
4) To *not* take arcane boots on a hero that is VERY mana dependent at a start of 200 mana (goes up pretty fast but all of his skills are 100 mana or more)
5) Take more than one level of shackle early (which is silly because it stops you from double-disabling and is *worse* than vodoo in most cases)
6) The ward trapping section suggests to ethershock last. If hex is maxed out (as it should be) you can hex -> Ward -> Shock -> then shackle, which would save you a bit of time and assure you more damage.
I think too much of this guide is based in a dotA1 mindset, because some of the choices for items and skills and the reasons for such just baffle me.
I like plagiarism. Don't you?
I've made a few tweaks as I've been playing him more and more (he's quickly becoming my favorite hero). I usually give 1 level to ether shock, hex, and shackles, before determining how I can be most useful to my team. If I'm going to be full on support, I max hex and shackles, but still have the level of ether shock for a fight. I also have been going arcane boots, since I seem to be losing mana pretty quickly.
Another item that I think is a must have for team fights is a Vanguard. Especially if you're going to be using Shackles on a target. I usually try to get a Vanguard as my second first item. Makes him much more survivable. I might make a new guide if my build start differing anymore.