2 | 4 | 8 | 9 |
1 | 3 | 5 | 7 |
10 | 12 | 13 | 14 |
6 | 11 | 16 |
15 | 17 | 18 |
Hello and welcome to my guide on support Alchemist. This is my first guide so feel free to provide constructive criticism. This is guide and should not be followed without question. Mix and match items, skill builds and playstyle depending on the game. Also note that my opinions may not match your opinions.
Link to clan_iraq's original support alchemist guide if you don't want to read a wall of text.
Alchemist is traditionally played as a hard carry but support and solo mid Alchemist has seem much more competitive and pub plays starting from 6.79. He works very well as a support with his Unstable Concoction and Acid Spray combo, which deals an absurd amount of damage, as well as a lengthy stun duration. His tankiness and massive hp regen from Chemical Rage allows him to do well in games against heroes such as Zeus and Nyx Assassin.
Consider picking him when:
Pros
+ Chemical Rage provides strong hp and mana regen. + Unstable Concoction is one of the stongest stuns in the game and the damage is increased by -armour. + Acid Spray has a massive AoE. + Greevil's Greed helps farm lategame support items or transition into a carry. + Strong killing power starting from level 2. + Can farm ancients/neutrals with Acid Spray. |
|
Cons
- Mana starved at early levels. - Can stun himself. - Melee. - Countered by silences. |
Type: Targets: |
Active Enemy Units |
Sprays high-pressure acid across a target area. Enemy units who step across the contaminated terrain take composite damage per second and have their armor reduced. |
Level 1 2 3 4 |
Mana 130 140 150 160 |
Cooldown 22 22 22 22 |
Range 900 900 900 900 |
AoE 625 625 625 625 |
Duration 16 16 16 16 |
Effect 14 damage per second, reduces armour by 3. 20 damage per second, reduces armour by 4. 26 damage per second, reduces armour by 5. 32 damage per second, reduces armour by 6. |
Level 1 2 3 4 |
Mana 120 120 120 120 |
Cooldown 16 16 16 16 |
Range 775 775 775 775 |
Stun AoE 175 175 175 175 |
Max Stun Duration 1.75 2.5 3.25 4 |
Max Damage 150 220 290 360 |
Level 1 2 3 4 |
Mana N/A N/A N/A N/A |
Cooldown N/A N/A N/A N/A |
Base Bonus Gold 4 6 8 10 |
Bonus Gold Per Kill 1 2 3 4 |
Duration 25 25 25 25 |
Type: Targets: |
Active Self |
Alchemist causes his Ogre to enter a chemically induced rage, reducing base attack cooldown and increasing movement speed, HP and mana regeneration. |
Level 1 2 3 |
Mana 50 100 150 |
Cooldown 45 45 45 |
Bonus HP Regen 50 75 100 |
Bonus MP Regen 3 7.5 12 |
Bonus Move Speed 30 40 60 |
BAT Change 1.4 1.2 1 |
Duration 25 25 25 |
Early Game
Safelane Support
During this stage as support Alchemist, you generally want to gank often and chain pull the creeps. Once you get to level 2, you may want to consider ganking their mid, preferably with another support. If your offlaner(s) have good kill power, you may want to consider ganking their lane as well. You do not want to babysit your carry throughout the entire laning stage as it will waste your early game potential.
Offlane Support
Sometimes, you will be forced to go to the offlane. Leech exp until level 2 and start ganking mid or kill someone in their lane. You are not accomplishing anything leeching exp from the lane. You can also stack ancients or even ancient jungle and proceed to gank at 10 minutes with your Blink Dagger, Soul Ring and be close to a Medallion of Courage.
Defensive Trilane Support
You will need prior knowledge on how to trilane properly. Generally chain pull/stack and pull camps and try kill their offlaner(s) or offensive trilaners. Once you have secured your carry's farm, proceed to gank other lanes with your other support. Use your spells to zone out the offlaner if possible as you are melee.
Offensive Trilane Support
You will need to kill their defensive trilaners often or your trilane will fail. It is quite easy with a proper setup, a fully charged Unstable Concoction and a carry with a nuke. Proceed to gank the offlane or mid after your carry's farm has been secured. You may also want to farm their jungle with you Acid Spray if their positioning is perfect.
The Flying Courier and Boots of Speed are cores for every game.
Medallion of Courage: You generally will want this item every game. Don't build your Magic Stick into a Magic Wand before you get this. You may want to skip the Magic Stick as well for the earliest possible Medallion of Courage. Skipping this item is a viable choice is you're behind and the 15 minutes has passed.
|
Blink Dagger: The best initiation items for support Alchemist. Radiance may cause problems and Shadow Blade or Force Staff are decent alternatives. |
Bracer: Get this item for some extra hp if you're falling behind. |
Cloak: If a/some spellcaster(s) are causing problems, a cloak can increase your EHP by a good amount. |
Gem of True Sight: If an invis focused hero (like Weaver and Riki) is causing some massive problems, get this item. |
Blade mail: You are quite tanky for a support. Get this item to deal with carries focusing you. Strong against glass cannons but don't get this item once they get Black King Bar. Alternatively, you can use this items to counter AoE spells. |
Ghost Scepter: An amazing item to negate physical damage from enemy carries. Also blocks damage from your Unstable Concoction and other physical nukes.
|
Mekansm: Support Alchemist is a great holder of the Mekansm. You have the mana regen and mana pool for it. Get this item after your cores if no one else want to purchase it.
|
Orb of Venom: 12% Perma Slow for 275 gold is amazing. The problem is having inventory slots to support it. |
Phase Boots: Very good boots for Alchemist as it allows you to catch up to your enemies to cast Throw Unstable Concoction.
The active is dispelled when you use items and cast spells. |
Power Treads: A good item if you are falling behind or close to feeding (1-3 early deaths). Also good to deal some extra dps in ganks. |
Soul Ring: Allows you to jungle ancients. Also good for some burst of mana early into the game. |
Dust of Appearance: Buy this item against invis heroes. If you are up against Phantom Lancer, use dust preemptively to prevent yourself from stunning an illusion.
|
Drum of Endurance: Very good item for chasing, pushing and providing an edge in teamfights. Do not build this item every game as there are better items you can buy most of the time. |
Black King Bar: A strong item for semi carry transition. Very greedy pickup however and provides no utility for your team. |
Boots of Travel: Get this item late game so you can fill that item slot with another item. Also good for split pushing Acid Spray.
+Shares cooldown with Town Portal Scroll. +You cannot teleport around towers like Town Portal Scroll. Only right on top of them. |
Eul's Specter of Divinity: Using this item on yourself will dispel negative debuffs, including silence. Get this item if you are stunning yourself. You can also Cyclone enemies for a stronger Unstable Concoction or to shift queue Blink Dagger.
+Shift queue Blink Dagger to survive most situations. |
Necronomicon: Get this item for some good anti AoE and splitpush.
+Level three Necronomicon Warriors have True Sight. |
Scythe of Vyse: Arguably the best item ingame. Prevents their carry from activating Black King Bar. If they have a good reaction time, shift queue. |
Tranquil Boots: The 12 hp per second isn't great as you have Chemical Rage. Get this item for the amazingly cheap +4 armour and move speed. Generally not a great item on Alchemist though. |
Heaven's Halberd: Get this item against carries that don't build Black King Bar. The evasion and extra health is amazing.
|
Arcane Boots: Not amazing boots for Alchemist. Amazing boots for the team, though. Get this item if your team is cast intensive. |
Pipe of Insight: Strong anti-AoE item. Great if there are plenty of AoE spells on the enemy team or if there's a Keeper of the Light. |
Orchid Malevolence: Get this item if there is a rampant Storm Spirit or mobile heroes. Generally better for the carry and mid as you will get it late and the enemy hero can get a Black King Bar or any sot of purge. |
Dagon | Dagon: Dagon is surprisingly good on support Alchemist. If you can get this item by 15-20 minutes, go ahead. Ignore this item otherwise. Great for bursting down squishies. |
Diffusal Blade: Get this item to counter Omniknight. If there are certain buffs and debuffs you may want to purge, go for this item as well. Treating this item as a glorified slow is a bad idea. |
Vanguard: Vanguard is not a great item. If your team has no Mekansm, don't get this item. Get this item around or before the 20 minute mark for stonger impact until the the 30 minute mark. Building utility items are a better choice most of the time. |
Helm of the Dominator: Decent pickup if you want to backdoor their base, create a place to tp to with Boots of Travel or for the spells of neutrals. |
Vladmir's Offering: A good item if you need to push. This makes breaking the highground easier and provides melee heroes with lifesteal, a damage boost, armour and mana regen. The Ring of Basilius is not a good pickup on Alchemist, however. |
Assault Cuirass: A decent pickup if the game goes very late and your team needs a considerable edge in teamfights to win the game. Also great for pushing. Most items outshine this item, however. |
Rod of Atos: Really expensive item but provides really good stats and an active. Great pickup for mid game gank-centric lineups.
|
6.80
Night Vision decreased from 1400 to 800
Unstable Concoction
Maximum shaking duration decreased from 7 seconds to 5.5 seconds.
No longer gets stronger while in the air.
6.79
Chemical Rage:
No longer provides 250/500/750 bonus HP.
HP regen increased from 15/30/60 to 50/75/100.
6.78c
Chemical Rage bonus HP reduced from 300/600/900 to 250/500/750.
6.76
Unstable Concoction now explodes around you if you are killed while charging it up.
Greevil's Greed cap increased from 26 to 30.
6.75
Acid Spray:
Damage per second increased from 8/16/24/32 to 14/20/26/32.
Manacost rescaled from 160 to 130/140/150/160.
Unstable Concoction:
Max damage increased from 130/200/270/340 to 150/220/290/360.
No longer displays the countdown numbers to enemies.
Always affects a 175 area around where it explodes (Includes when it explodes on Alchemist).
Greevil's Greed:
Counter duration increased from 20 to 25 seconds.
Bonus gold scaling adjusted from 2/4/6/8 + 2 to 4/6/8/10 + 1/2/3/4.
Chemical Rage Base Attack Time decreased from 1.45/1.3/1.15 to 1.4/1.2/1.0.
12/02/2014
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 (9) View Comments
You need to log in before commenting.