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I shall be the safechu.
While you lot shall go forward and melt with the crowds of Pokemon, I will languish behind.
And then I will use my icefrog pass as I usually do. But I will watch over you at the TI. Maybe you will catch a glimpse of me as I walk past you just as everyone would.
But anyway, good guide. I played AA a couple times recently because I needed to complete the compendium quest mainly. He was quite fun but I sucked pretttty bad with him so haven't touched him since. Maybe I'll try it out again sometime soon.
Maybe you should suggest different skill builds? I often max Q in tri lane scenarios... which brings me to say, you didn't even MENTION tri lanes with AA. Cyn pls :D
This may be the mother of all unreliable stuns, and is one of the more obvious proofs of my earlier point that Ancient Apparition is weak by himself, but amazing with teammates. This is a 3.5 second stun with 50% uptime at level 4... but the enemy can just walk away from the area you cast it in. They get four full seconds to do it too.
Paired with a second stun, however: a ganking partner like Vengeful Spirit, Lion, or even Kunkka], this ability becomes an insane amount of crowd control that does a fair bit of damage to boot. The slow from [[Ice Vortex, which we'll get to in a minute, can help land this skill (while boosting it's damage as well), but won't guarantee it. Also: this thing is basically useless against anyone with a Force Staff or mobility skill so... yeah. Teamwork needed to get the most out of it. If you have a solid ganking partner and can help snowball the game with early kills, max this first even if you're five position.
One final thing to note that does often get overlooked at first glance is that the cast range of this ability also increases with each level, rather than just the damage and stun duration. I know it's listed right there, but a lot of spells don't work like this in Dota, so I feel it's extra important to point out.
This is another one of those 'I literally just found out about this while writing this guide' things, isn't it?
All good, all good. I even went back and edited that section to talk about tri-lanes, just because it was a valid point. I should actually change build #2 to mention it as a tri-lane build as well.
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+1 for the skill builds, it's mostly what I goes to nowadays.
While you lot shall go forward and melt with the crowds of Pokemon, I will languish behind.
And then I will use my icefrog pass as I usually do. But I will watch over you at the TI. Maybe you will catch a glimpse of me as I walk past you just as everyone would.
But anyway, good guide. I played AA a couple times recently because I needed to complete the compendium quest mainly. He was quite fun but I sucked pretttty bad with him so haven't touched him since. Maybe I'll try it out again sometime soon.
Now I need to read it.
EDIT: Ok, now I've read it.
Maybe you should suggest different skill builds? I often max Q in tri lane scenarios... which brings me to say, you didn't even MENTION tri lanes with AA. Cyn pls :D
Also, no Weaver as friends?
This may be the mother of all unreliable stuns, and is one of the more obvious proofs of my earlier point that Ancient Apparition is weak by himself, but amazing with teammates. This is a 3.5 second stun with 50% uptime at level 4... but the enemy can just walk away from the area you cast it in. They get four full seconds to do it too.
Paired with a second stun, however: a ganking partner like Vengeful Spirit, Lion, or even Kunkka], this ability becomes an insane amount of crowd control that does a fair bit of damage to boot. The slow from [[Ice Vortex, which we'll get to in a minute, can help land this skill (while boosting it's damage as well), but won't guarantee it. Also: this thing is basically useless against anyone with a Force Staff or mobility skill so... yeah. Teamwork needed to get the most out of it. If you have a solid ganking partner and can help snowball the game with early kills, max this first even if you're five position.
One final thing to note that does often get overlooked at first glance is that the cast range of this ability also increases with each level, rather than just the damage and stun duration. I know it's listed right there, but a lot of spells don't work like this in Dota, so I feel it's extra important to point out.
This is another one of those 'I literally just found out about this while writing this guide' things, isn't it?
M-maybe. No, what? Yes, maybe, n-no. No! Shut up.