10 | 12 | 13 | 14 |
2 | 3 | 5 | 7 |
1 | 4 | 8 | 9 |
6 | 11 | 16 |
15 | 17 | 18 |
"As a grunt in the Army of Red Mist, Mogul Khan set his sights on the rank of Red Mist General. In battle after battle he proved his worth through gory deed. His rise through the ranks was helped by the fact that he never hesitated to decapitate a superior. Through the seven year Campaign of the Thousand Tarns, he distinguished himself in glorious carnage, his star of fame shining ever brighter, while the number of comrades in arms steadily dwindled. On the night of ultimate victory, Axe declared himself the new Red Mist General, and took on the ultimate title of 'Axe.' But his troops now numbered zero. Of course, many had died in battle, but a significant number had also fallen to Axe's blade. Needless to say, most soldiers now shun his leadership. But this matters not a whit to Axe, who knows that a one-man army is by far the best." -DotA 2 Lore
"Axe chopped off their heads. Good day sir!" -tl;dr version
BERSERKER'S CALL
"Axe taunts nearby enemy units, forcing them to attack him, while he gains bonus armor during the duration."
Radius: 275
Bonus Armor: 40
Duration: 1.5/2/2.5/3
Cooldown: 10 seconds
Mana Cost: 75/85/95/105
Notes:
- Berserker's Call affects invisible units, as well as units with magic immunity.
- Enemies who are taunted by Berserker's Call will be frozen for the duration if Axe dies.
BATTLE HUNGER
"Enrages an enemy unit, causing it to be slowed and take damage over time until it kills another unit or the duration ends. Axe gains movement speed for each unit affected with Battle Hunger."
Duration: 10/13/16/19
Movement Slow: 8%
Bonus Movement Speed: 8%
Damage Per Second: 15/21/27/33
Cooldown: 20/15/10/5 seconds
Mana Cost: 75/85/95/105
Notes:
- Heroes affected with this buff cannot be denied when their HP is low.
- Killing illusions, destroying buildings, or denying will also remove the spell.
- Has a maximum range of 900.
COUNTER HELIX
"When attacked, Axe performs a helix counter attack, dealing damage to all nearby enemies."
Radius: 275
Chance to Helix: 17%
Damage: 100/135/170/205
Cooldown: 0.65/0.6/0.55/0.5 seconds
Notes:
- Counter Helix checks for triggering whenever an attack against Axe begins, not when Axe is actually damaged by said attack.
- Does not affect mechanical units.
CULLING BLADE
"Axe spots weakness and strikes, dealing moderate damage but instantly killing an enemy unit with low health. When an enemy unit is killed in this way, Axe and nearby allied units gain bonus movement speed."
Kill Threshold: 300/450/625
Damage: 150/250/300
Range: 150
Bonus Movement Speed: 25%
Movement Speed Radius: 600
Movement Speed Duration: 6
Cooldown: 75/65/55 seconds
Mana Cost: 120/160/200
Aghanim's Scepter: 6 sec cooldown (all levels)
Notes:
- Damage type: magical (regular), 100000000 physical (killing blow)
- The killing blow goes through magic immunity.
- The killing blow removes all buffs (*-even Shallow Grave) from the target unit before killing it.
Pros:
- Extremely Durable
- Great Initiator
- Snowballs Well
- Counter Helix
- 627 Battle Hunger Damage
- He's here to Kick Axe and Chew Bubblegum
Cons:
- He's all out of Bubblegum.
- Situational Pick
- Poor Late-Game
- Requires Farm/Gold
- Strength Hero with THREE Active Abilities
- Illogical Play-style
- Pubs Only Hero
- Has Legs
Skills:
Start with a level of Counter Helix.
Max Battle Hunger by Level 7.
Max Counter Helix second.
Get Culling Blade at 6, 11, and 16.
Max Berserker's Call last.
There is no need to level Stats early.
For an Advanced Breakdown (including Berserker's Call at Level 1) see the SKILLS OVERVIEW Section.
Items:
1. Rush Vanguard.
2. Get Arcane Boots.
3. Blink Dagger.
4. Make a Soul Booster by breaking down your Arcane Boots.
5. Bloodstone***.
6. Boots of Travel.
^- Situational Items can be bought when necessary at any point.
Help your support when you have an excess of gold especially after you have Blink Dagger.
Wards are essential to your ability to track enemy movements and that helps you better determine the best time to initiate a big team fight.
So helping your support with wards (when possible) will greatly benefit Axe in the end.
That does not mean buy wards every single time they're up!
***-(if you'd like to know my thought process PLEASE read the ITEM BUILD tab below BEFORE posting a comment about Bloodstone on Axe)
Laning Phase:
You are about to fulfill a semi-jungler role. Head to your safe lane (Radiant Bottom Lane or Dire Top Lane) and DO NOT block the creeps on your way to the tower. At 0:40 game time leave lane and head to your pull camp. At 0:52 stack the creeps. Then at 1:15 pull the lane. Start your game this way EVERY SINGLE TIME.
At every appropriate X:40 time interval leave the lane to stack and pull your camp.
After your Blood Hunger is Level 2 start using it aggressively on the enemy heroes AFTER the creeps have fought and there's no readily deniable creeps within their range.
See that enemy creep wave heading towards you?
By playing Axe you should also hear a submarine alarm in your head...
Along with the Captain screaming "DIVE! DIVE! DIVE!"
Every chance you have to aggro the enemy creeps and move in on an enemy hero DO IT!
Try to rush a Vanguard as soon as possible.
When you have it play more aggressively in lane and farm neutral camps when the enemy heroes are dead or missing UNLESS there is no carry in your lane. In that case farm the enemy creeps by leading just ahead of your own creep wave.
When you get Arcane Boots spam Battle Hunger reasonably often to keep your movespeed high enough to charge the enemy heroes when they start to get low.
For more Advanced Tips See the STRATEGY Section.
Mid-to-Late Game:
BLINK DAGGER! THE END. Just kidding. But not really.
Do everything in your power to get Blink Dagger! BD is absolutely essential to catch enemy heroes out of position and force team-fights that end in your favor.
DO NOT blink in and expect your team to come to the rescue. Ping about 10 seconds before.
Get Vitality Booster and Point Booster. Then disassemble your Arcane Boots and grab the Energy Booster to make Soul Booster.
Use your Soul Booster along with a Perseverance to make Bloodstone***.
Now that you can survive initial damage a little longer than you could before start being much more bold with your initiations. By this point your team should be roaming freely.
Be the head of the spear. ALWAYS be the first one in when the time comes.
***-(if you'd like to know my thought process PLEASE read the ITEM BUILD tab below BEFORE posting a comment about Bloodstone on Axe)
When you see an Enemy
SPAM BATTLE HUNGER.
Let me say it again
SPAM BATTLE HUNGER.
In a big team-fight when your team is with you and an enemy hero's HP falls below the Kill Threshold use Culling Blade on them.
Watch your team go ZOOM ZOOM ZOOOOOOOOM for 6 seconds and catch all the stragglers.
Get Boots of Travel next and roam with your team or high-DPS heroes.
NEVER go by yourself, EVER.
For more Advanced Tips see the STRATEGY Section.
PvE... errr Jungling:
This is (in my opinion) the most conservative and therefore weakest way to play Axe.
Skills are different. Max Counter Helix ASAP. Get two levels of Berserker's Call early.
Then get three levels in Battle Hunger to help you gank the lanes.
Jungling with Axe IS NOT like jungling with Ursa, Lycan, etc.
After you've farmed a Vanguard you have to come out of the jungles and gank your lane if you want to win.
Axe is not a "let my team 4v5 all game and we'll win at 40 minutes" hero
COMING OUT OF THE JUNGLE IS NOT OPTIONAL.
At the start move to the easiest creep camp in the jungle.
At 0:52 stack the easy neutral camp and use that to level up.
Try to get your lane to set up a quick gank if you can before 1:40.
At 1:40 stop what you're doing and head to the pull camp.
Tell your allies you're going to pull.
At 1:52 stack the pull camp.
At 2:15 pull the creeps.
When the enemy heroes come to harass you at the pull try to get them with Berserker's Call.
If your allies set up properly you should be able to get First Blood if it hasn't happened by now.
This basically outlines the whole jungle strategy.
1. You stack the neutral camps.
2. You kill the neutral camps for gold.
3. You look to your lane to try to get ganks.
Rinse & Repeat.
I know what you're thinking.
"Kasan0va, I should get 5 Battlefuries and a Quelling Blade because those are all axes!"
No fellow Dota Players, you shouldn't.
For reference - https://dotabuff.com/heroes/axe/items
EARLY GAME ITEMS:
Vanguard, The End.
Seriously you have to rush Vanguard. You don't need anything more than basic Boots of Speed at first but you DEFINITELY need Vanguard. It is hands down Axe's most important item. DO NOT go for anything else except Vanguard at first NO MATTER WHAT.
This should always, Always, ALWAYS, ALWAYS be the first item you make.
ARCANE BOOTS vs TRANQUIL BOOTS
Before we go any further let's discuss Win Rates on both of these items.
Arcane Boots: in 82,647 games this month it won 55.94% of the time.
Tranquil Boots: in 416,084 games this month it won only 46.46% of the time.
Why does an Axe with Arcane Boots win almost 10% more often than an Axe with Tranquil Boots?
I think this is for a couple reasons.
- Arcane Boots helps out a lot with Axe's very, very limited mana pool.
- Arcane Boots refills 135 mana which is 30 more mana than you need for either Berserker's Call or Battle Hunger
- Arcane Boots helps your allies too!
- Tranquil Boots does give 80 movespeed until you're hit THREE times... Axe NEEDS to get hit to proc Counter Helix. So this will not help you initiate because as soon as the creeps start hitting you there is no way for you to chase down heroes.
-Tranquil Boots WILL NOT heal you when you need it to in a fight. You have to stand away from the fray for 10 seconds (standing away from combat is bad on Axe).
-Tranquil Boots only heals 170 health over 10 seconds. To put this in perspective a Healing Salve heals 400 health over the same time frame.
- Neutrals and regular creeps will not stop Tranquil's heal so for that reason it is the better jungling item.
For lane harassment purposes Arcane Boots is better.
If you're in the jungle Tranquil Boots is better.
CORE ITEMS:
By 'Core Items' I mean the Items that you should generally go for every game.
You don't have to have them (except for Vanguard) but 80% of the time you should be going for these items.
Always remember I have Situational Items too that you can grab if you need them.
Let's start with the item that I feel will be the most controversial.
I will eventually add helpful pictures and what-not here when I manage to get some more time.
I'll also start expanding all of this stuff out more.
WHEN DO I PICK AXE?!
Axe doesn't get picked in tournies because as a whole he's really not a good hero.
In Pubs!
Axe is a good hero if you need a beefy initiator.
He can fulfill the role of a jungler BUT! I prefer to play him as a lane harassment pseudo-jungler.
In other words I like to sit in lane about 80% of the time so I can make use of Battle Hunger and Counter Helix harass. The other 20% of the time I am in the jungle stacking creeps to pull or to get that last bit of gold towards a Core Item.
Axe isn't necessarily a hard-lane (Top for Radiant, Bottom for Dire) hero but in Pubs he can do it.
You just need a good nuker in your lane to help set you up.
Do not lane him against Windrunner, Dark Seer, Keeper of the Light, or anyone else that can easily get creep kills with long-range nukes.
You can use him to harass melee hard carries in the early game! Just make sure you make it extremely taxing for them to try to last-hit. In other words keep rushing them at the creep line and DO NOT let them get into a comfortable rhythm.
He doesn't always do well against Ranged heroes but he can if you know what you're doing. Two ranged heroes in a lane can be pushing it unless you have someone like Dark Seer or Wisp in your lane.
Match-Ups - https://dotabuff.com/heroes/axe/matchups
COUNTERS TO AXE
- Jakiro. The Mother of all Axe counters. If you look closely at Axe you can see him shed a single tear when Jakiro is picked. You effectively depend on standing in one place for Berserker's Call to work; Jakiro will just use Macropyre to take advantage of this and now your initiation is ruined because you're going to have to run away. He'll usually hit you with Ice Path at that point and his team will easily finish you off.
- Dazzle. He will watch you run up to the creep waves and laugh as you take tons of Shadow Wave damage. Weave makes you lose A LOT of armor as well.
- Dark Seer. He'll use Ion Shell on the creeps and there's no way you'll be able to get close to him.
- Silencer / Obsidian Destroyer. Pure damage hurts Axe a lot and there's no way for him to counter it. In the WC3 days I remember I could press W and use that to attack and it would force Counter Helix not to proc. I have no idea if that works anymore.
- Necrolyte. He says "Look at all that damage you're taking! LOLOLOLOL REAPER'S SCYTHE."
- Ancient Apparition. If he hits you with his ultimate you can't regenerate or be healed.
HELPFUL ALLIES
- Dark Seer. If you look closely after picking you will see Axe bro-fisting Dark Seer. Seriously one of the best lane wombo combos in the game. Dark Seer casts Ion Shell and you just murder the enemy lane with Counter Helix and Berserker's Call. This is one time where I would max Call first because Dark Seer can vacuum the enemy heroes close to you OR use Surge to speed you up.
- Wisp. Tether will help you in the lane tremendously. Charge straight at them with your buffed movespeed and roll face on keyboard as the enemy heroes die. This is another combo where Call first might not be a bad idea especially when Wisp starts Relocating you to gank other lanes OR to initiate.
- Disruptor. I love this combination for the spam. Thunder Strike and Battle Hunger is usually way too much damage for any hero to handle early. If they come in to last hit the creeps usually Disruptor will just Kinetic Field them. He can also bring a fleeing hero back to you with Glimpse.
- Jakiro. Hey look my dragon friend! I stuck everyone in one place for you!
- Magnus. His ultimate and Berserker's Call both stack quite nicely.
- Witch Doctor. Another great lane partner who benefits from at least one level of Call. Battle Hunger + Maledict = dead hero.
10/24/2012
Published
THINGS TO ADD:
- Pictures.
- Make the Hero Matchups less text and more pictures.
- Add helpful advice from the comments.
- More jungling info.
- Add deeper explanations and descriptions of aggroing creeps and diving to Strategy tab.
- Mudkips, Old Gregg, etc
- LOLOLOLOLOLOL!
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 (16) View Comments
You need to log in before commenting.