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what's up everyone it's Scarce here
It's 2017 and I'm still updating this guide, which is full of completely dead memes, and struggled to work in a text form as opposed to video anyway?
Yeah, sorry to say it, but I am. While there are some limitations, like lens flares, audio files, and general video memes, I can still take the piss at whatever other memes have surfaced... and I know most of them.
Although, first and foremost this is supposed to be an informative guide, which makes my job considerably harder, since MLG montages always were about 15% gameplay and 85% editing. That said, I've a lot of work to do and I'm rambling again.
This is a guide to TERRORBLADE, one of the ballerest heroes in Dota 2. He's a hard carry with a focus on illusions and is essentially Naga Siren or Cancer Lancer for people that aren't *******. What does he do? Well, Terrorblade is one giant badass demon whose backstory has a deeper conspiracy afoot.
Summarised in not-meme form for once:
-Illusions nerfed pretty heavily, now giving a gold and experience bounty equal to 5+[level].
-Damage reduction to buildings increased from 30% to 50%.
I'm sorry, I need a moment, just...
Seriously, WHY WAS THIS NECESSARY
-Illusions now benefit from all attack speed bonuses instead of just Yasha and the Assault Cuirass aura.
-Magic resistance bonuses don't work on illusions now.
Nerfed against buildings, but buffed against heroes. It could be a lot worse, I'll be honest.
Terrorblade is a melee agility carry with the ability to summon a small number of powerful illusions. He also has a powerful slow, immense early-game kill potential and an ult which turns teamfights and 1v1s around. Terrorblade is such a baller that his voice itself is infused with purified dopesmoke and that is why he sounds so awesome.
Your starting items are important. Pick up some regen, a Stout Shield, and some Iron Branches for cost-efficiency. Why get Branches? Because they look like weed, and as we all know, if it looks like weed, it may very well be weed and weed is good.
First item on check is a Quelling Blade. This item lets you quickscope those creeps with +32% damage and an active. This translates to your illusions! 3 quickscopers > 1 quickscoper
Iron Talon isn't as good after the nerfed cooldown, and to be honest it was somewhat overrated on Terrorblade anyway.
So you have your Boots, Dragon Lance, and Yasha. Since nerfs (thanks IceFrog) to illusions have been big, your tower damage to tier 2s is considerably reduced, and to push them in a reasonable time, it's best to farm up some damage before resuming your insane deathball. As for hero damage, Terrorblade is a carry that, while vulnerable, has very high damage output at all stages of the game thanks to Metamorphosis. However, until you have some STRENGTH ITEMS, you're still very vulnerable.
What items give Terrorblade Strength? AMAZING ONES
You are an illusion hero. Illusion heroes are the best because they have many times the MLG of other heroes, but they need lots of stats as illusions do not benefit from straight +damage items like Basher or Divine Rapier. Terrorblade, however, doesn't have many illusions compared to other heroes (two compared to Chaos Knight's 4 and Phantom Lancer's 6 billion), and as such you need to go for a MANTA STYLE like the BALLER that YOU ARE.
Manta Style gives Terrorblade some STYLE to go with his SWAG. I've rejected Sange and Yasha because it's an item you'll have to disassemble lategame, and the two illusions from Manta Style give a massive boost to your DPS.
It's a picture of Anti-Fun but Terrorblade follows the same principle.
Eye of Skadi is your next item, because it eliminates your biggest issue, that is your lack of a health pool. What Skadi does is make you a monstrously effective siege machine. Usually, here, you can deathball the tier 2s that you hadn't taken by split-pushing, and even though Metamorphosis doesn't persist through death, Aegis of the Immortal is worth picking up as it allows you to fully commit to fights and high ground pushes. If you're up against a lineup that you're currently unable to push high ground against, then split push until you get a few more items.
Rat doto best doto.
Watching a really, really good Terrorblade like matrice or Zenoth... or me farm should leave you somewhat impressed albeit mildly nauseated from secondary inhalation of weedsmoke. Jungle changes in 7.00 were pretty cruel to farm vacuums like Terrorblade, who quite easily could clear the entire jungle and two lanes every minute. Now, you're going to be focused more on pushing lanes (which is why I also recommend an early Boots of Travel, as it not only makes it easier to push but saves a lot of gold on TP scrolls). It's risky to show yourself in the lane, so keep an eye on the map and know approximately where your opposing heroes are. Using your illusions, you can and should safely farm the enemy jungle as you yourself don't have to be there. It starves them of resources, and generates more for your team.
Don't AFK farm in the jungle. Pushing lanes is your primary goal. You'll require good micromanagement, especially early-game, when your illusions don't do a lot of damage and you're trying to last hit in two lanes at once. Conjure Image can be used on cooldown without mana issues, especially if you bought Power Treads. Don't avoid fights, either - a well-executed Terrorblade starves the enemy team of the farm they'll need to contest him, and this only gets amplified the longer the game goes and the more creeps the illusions can kill in their duration. As I said before, Terrorblade is the blessing Lord Gaben gave to Naga Siren players who hated being cancer. Says the guy writing an MLG guide.
">1.5 Strength gain is for weaklings!" - Gaben
Your team should be protecting you and allowing you to farm. Report any of them that try and take dosh.
"But you were on the other side of the map!" they complain. Travelboots next to them and render their argument invalid.
You are the team's hard carry, and it's your job to be an *******. With travelboots, your farming capabilities are almost omnipresent.
The general idea is that every time Metamorphosis is up, take an objective or a teamfight. Off a won teamfight, you can quite easily push a tower, or take Roshan.
playing Terrorblade
It's in the lategame
you're farmed
Since you've been keeping safe, you should emerge from the jungle,your side of the map looking somewhat like...
this.
Now is the time to start wrecking faces and pushing towers... well, more than you already were. A game will eventually get to the point where no matter how much of a scrub you are, Terrorblade reaches a critical mass and just can't be stopped. How long this takes depends on your farming rate, and Terrorblade farms pretty damn fast. #getmoredoshthanNatures
Get rekt Furion.
If you haven't already, now you definitely take Roshan and try to end. If this isn't possible, your next item should probably enable you. The entire idea of Terrorblade is to dominate the early game with superior push, and then choke the enemy through split push while you farm up enough items to end the game. No hero scales infinitely, and if the enemy supports start getting enough items they can cause you a lot of problems. As you've got total map control, it's not easy for them to get items, but it's still a concern you should always bear in mind.
With a nice cadre of items, and hopefully an Aegis, you're ready to resume the 5-man pushing you left off at 15 minutes.
You probably thought from looking at the Situational Items 'lol this guy iznt qwikskopr, he n00b skrub lel' and you're wrong.
First, three Eye of Skadi. Multiples of this item is absolutely legit and I usually get two in the course of the game. They're the best stat item in the game, and the best item to mitigate Terrorblade's sole weakness - poor durability. Consider it not as 25 damage from the Agility, but 55, since you have an additional 120% base damage in the form of Conjure Image.
Ethereal Blade gives you a mad nuke so you have a legit reason to scream outbefore you 1-hit KO someone with your absurdly high Agility. Synergises with... your stat gain, and the stats on E-Blade are pretty sikk in itself. Also a potential Ember Spirit counter, since you're unlikely to lock him down without lots of help and it can potentially stop his counterpush long enough to take high ground. Please don't do this often because it's honestly kind of bad, but situationally... might actually win you the game. Can also function as a less autistic Sunder-Dagon combo.
Get Linken's Sphere when you are up against Doom and his cohort of wankers, including but not limited to Batrider, Bane and Vengeful Spirit. Get this instead of the ever-reliable BKB.
Satanic is your general 6th item, as it allows you to manfight super well and lifesteal incredibly hard with your monstrous DPS. With a Satanic, you can go screaming through their team.
Silver Edge is your choice pick for dealing with evasion. It's become a stat item, and you can gank really hard with it and Reflection. Against unprepared enemies, it can also pass as an escape, but the main purpose of this item is for manfighting someone and reminding them that you had sexual relations with their mother last night as you beat them into the ground.
This is so wrong
Daedalus is the only pure damage item you'll ever need. Adding 81 damage to the primary hero is nice, and takes you up to over 500 a hit, but the critical strike that your illusions get is the real selling point. This item turns you from a tower-killer into a hero destroyer, with the highest single-target DPS in the game bar none. Not even Chaos Knight is close. Such ridiculous damage is usually overkill, so this'll be a rare purchase. Usually, it's better to tank up so you can push and siege more effectively.
Get this only against Elder Titan.
So good it's almost a core item. Pretty much mandatory if you want to try fighting without boots in the ultra-lategame (remembering Terrorblade scales to 9 slots thanks to the backpack). At worst, a well-statted Force Staff on a 14 second cooldown is still really good, and if you're clever you can use the targeted aspect of the active to make even better escapes. The only reason it's not core is because towers don't move, and your main job *is* to kill buildings.
6.80 - Terrorblade added to Dota 2. Is crazy OP, with a 5s 60% A&MS slow with an illusion. At level one.
6.81 - Reflection is now balanced and is actually worth skilling past 1 over stats since it now scales. Terrorblade now has even less HP with .50 less Strength gain per level. It hurts, but he still farms like a monster and carries harder than PL.
6.82 - Added to Captain's Mode. Sunder castpoint buffed. Meta becomes 'ban Terrorblade'.
6.82c - The expected (and probably deserved) nerf. Jungleblade is pretty much non-existant now with illusions taking so much more damage now. You're also slower in Metamorphosis, which pretty much only affects your laning. But srs Volvo stop nerfing my pets :(
6.83 - Reflection buffed, but this is outweighed by ALL illusions doing 25% less damage to towers.
6.84 - Reflection buffed again, but Terrorblade is still so far down the dumpster nobody cares. He's screwed against the meta heroes, and has so many glaring weaknesses he's barely worth picking unless you're a die-hard fan like me.
6.85 - DAYS OF GLORY ARE UPON US. Many, many changes, and flat buffs to basically everything. Perhaps he's finally good again.
6.86 - Added to Kappatain's Mode but otherwise unchanged. A niche, but viable pick, however he's extremely dominant in pubs if you're good at him.
6.87 - +3 base armour, giving him 10 at level 1, the highest in the game by 2. The general changes to Strength and HP pools were an indirect buff, as was the addition of that magic block item.
6.87c - Metamorphosis base attack time improved from 1.6 to 1.5. Conjure Image damage taken reduced from 425% to 400%.
6.88 - Conjure Image mana cost reduced to 70, and duration increased to 34. The duration is relatively minor, but the mana reduction alleviates your mana issues, allowing you to keep applying pressure. Terrorblade dominates the TI6 qualifiers, prompting nerfs to Metamorphosis persisting through Aegis and an increase to its mana cost in 6.88b.
7.00 - Talents added, illusions nerfed, somehow avoided nerfing Shadow Demon- Luna even though that was obviously the intent.
Many sikk plays on my channel. Like, favourite, subscrub 4 IceFraud.
Here's a replay cast. It's slightly out of date, so I might do another one.
Commending anyone who comments with 'song name'.
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