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The Tidehunter known as Leviathan was once the champion of the Sunken Isles, but his motives are as mysterious as those of his people. We all know the importance of the Drylanders' shipping lanes, how empires may rise and fall according to who controls the open water. Far less is known of the submarine lanes, and how the warring tribes of the Meranthic Diaspora have carved out habitations through endless undersea skirmishes. In the fragile treaties between the Mer and Men, we can glimpse the extent of the drowned empires, but their politics appear complex and opaque. It would seem that Leviathan tired of such petty strife, and set off on his own, loyal only to his abyssal god, Maelrawn the Tentacular. He stalks the shallows now in search of men or meranths who stray into his path, and with a particular loathing for Admiral Kunkka, who has long been his nemesis for reasons lost in the deepest trenches of the sea.
Gush
Summons a gush of water to damage an enemy unit, reducing their movement speed and armor. Lasts 4 seconds.
Kraken Shell
Creates a thick armor shell that reduces physical damage and removes negative buffs when damage received reaches a critical threshold. Kraken Shell does not stack with items that provide Damage Block.
Anchor Smash Anchor
Tidehunter swings his mighty anchor to damage nearby enemies and reduce their attack damage.
Ravage
Slams the ground, causing tentacles to erupt in all directions, damaging and stunning all nearby enemy units.
Blink Dagger probably the best item on Tidehunter gives you the chance to initiate and start a fight or to escape.
Arcane Boots or
Power Treads: Always go for Arcane Boots helps you and your team to have mana so you can keep cast spells without problem. You can go for Power Treads only if things going bad and you can't farm for Arcane Boots.
Pipe of Insight: This item give you 30% magic resistance witch is very good against magic damage spells and also its active gives to all allies in 500 AoE a shield that blocks 400 spell damage
Scythe of Vyse is very usefull to disabble an enemy hero and preventing him from casting spells.
Sentry Wards or
or
useful to detect stealthers.
Assault Cuirass is an item wich make you more tanky and its very helpfull to the team
Blade Mail is good for your survive ability cause it active reutrns any dmg back to the attacker
Black King Bar possible the best item against spell caster and magic damage dealers because of its active gives magic immunity.
Veil of Discord is a team fight item because of its debuff
This item is very good to silence and take disable a hero from using spells
Drum of Endurance is good team play item cause of it AoE aura and also because of its active witch gives attack & movement speed
Vladmir's is useful because it gives 4 AoE auras 1) +16% Lifesteal 2) +15% damage 3) +5armor 4)+0,8 mana regeneration
Smoke of Deceit is good to make you invisible and make a gang or initiation but also is good to make with you invisible your team so a gang can be more successful.
Observer ward. It costs 200 gold, and you get 2 stacks with one purchase. The shop will start off with 2 in stock, and that is the max. If the shop has less than 2, it will take 6 minutes for it to gain another stock.
Why do you get wards?
-1600 range vision around it to see important areas
-Block neutral camps from spawning
Keep in mind important areas change depending on how your game plays out. Are you going for a pushing/ganking/turtling strategy? How far in to the game is it? Which towers are down?
The 1600 range vision might not mean much to newbies, so I can also phrase it like this: most heroes have 1800 range vision during daytime. Whatever the ward will see is slightly less than whatever your hero will see from that same spot. And yes, that means wards also can't look through trees or uphill.
The support hero should be getting the wards, but someone better get it if they're not. It can help you gank or prevent ganks, decide when to push and back out safely, and gain overall map control.
RED - Rune Wards
Yellow - Upercliffs Wards
Pink - Lane/aggresive/defensive Wards
Green - Jungle Wards
Blure - Push Wards
White - Very Situational
Purple Lines - Block the pointed nutral camp from spawing
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