3 | 5 | 7 | 9 |
2 | 4 | 6 | 8 |
1 | 12 | 13 | 14 |
10 | 11 | 16 |
15 | 17 | 18 |
Windranger is a great hard support
-Good escape
-Good disables
-Hard to gank
-Easy to solo lane
-Great hard support
Combining moves is easy on Windranger, because she can just Shackleshot, powershot, either ult run or kill them.
Taking towers is easy as well, use ultimate when someone/thing tanks, then after its down, give it legs.
Powershot allows clearing the creep waves made easy, good for wasting enemies time.
Also, as A side note, when you read, remember it's my first build so please go easy. ;)
The western forests guard their secrets well. One of these is Lyralei, master archer of the wood, and favored godchild of the wind. Known now as Windranger, Lyralei's family was killed in a storm on the night of her birth-their house blown down by the gale, contents scattered to the winds. Only the newborn survived among the debris field of death and destruction. In the quiet after the storm, the wind itself took notice of the lucky infant crying in the grass. The wind pitied the child and so lifted her into the sky and deposited her on a doorstep in a neighboring village. In the years that followed, the wind returned occasionally to the child's life, watching from a distance while she honed her skills. Now, after many years of training, Windranger fires her arrows true to their targets. She moves with blinding speed, as if hastened by a wind ever at her back. With a flurry of arrows, she slaughters her enemies, having become, nearly, a force of nature herself.
When you start if you're in suicide lane (Bottom for dire and top for radiant) block creeps by weaving through creeps, try let range creep go through first so it pushes lane to you, if you are Safe lane (bottom for radiant and top for dire) you want to go to rune and see what it is, then after it has spawned either grab it, or leave (if it hasn't spawned) then you want to ward make sure you put one ward on rune, and one for your lane partner.
CASTING METHOD: ACTIVE
TARGETTING METHOD: UNIT
ALLOWED TARGETS: ENEMY UNITS
Shackles the target to an enemy unit or tree in a line directly behind it. If no unit or tree is present, the stun duration is reduced to 0.75.
Range: 800
Duration: 1.5 / 2.25 / 3 / 3.75
Mana Cost: 90 / 100 / 110 / 120 Cooldown Time: 12
CASTING METHOD: ACTIVE
TARGETTING METHOD: POINT
ALLOWED TARGETS: ENEMY UNITS/TREES
Windrunner charges her bow for up to 1 second for a single powerful shot. The arrow deals damage to enemy units and destroys trees in its path. Damage is greatest on first target, and reduces by 10% for each target it pierces thereafter. If the channeling is cancelled early, the shot will still occur but deal less damage.
Range: 1825
Damage: 120 / 200 / 280 / 360
Mana Cost: 90 / 100 / 110 / 120 Cooldown Time: 9
CASTING METHOD: ACTIVE
TARGETTING METHOD: INSTANT
ALLOWED TARGETS: SELF
Increases movement speed and adds evasion from all physical attacks, while slowing movement of nearby enemies.
Bonus Movement Speed: 50%
Enemy Slow: 8% / 16% / 24% / 30%
Duration: 2.75 / 3.5 / 4.25 / 5
Mana Cost: 100 Cooldown Time: 15
CASTING METHOD: ACTIVE
TARGETTING METHOD: UNIT
ALLOWED TARGETS: ENEMY UNITS
Windrunner channels the wind, gaining maximum attack speed on the enemy unit or structure, although with reduced damage, including damage from unique attack modifiers and item effects.
Duration: 20
Damage Reduction: 50% / 40% / 30%
SCEPTER UPGRADABLE: Reduces cooldown, and removes penalty from unique attack modifiers and item effects.
Mana Cost: 200 / 300 / 400 Cooldown Time: 60 (15*)
I love getting 2 gg branches over 3 because instead of making a wand with the branches aim for getting the mekansm, Tell your team that you will buy your items so you don't end up with 2XDrums, Mek, Phase boots, Sheep stick, and orchid. after your Phase boots, is the best time to buy the mek, then I like to buy sheep stick, but if you're struggling amassing gold, buy Orchid, then sheep stick, drums last. Also always always always carry a teleport scroll, for the reasons of support other lanes when needed.
Building these items should be in order, Phase boots, Mekansm, Sheep Stick, Orchid, Drums, Tpscroll <----(Always) and force stave if you need mobility over drums.
(On a side note) picking up the force staff isn't a bad idea if you plan on ganking, which usually requires you getting this item fast, if it's possible it can help with landing shackles and escaping/initiating.
Radiant
Blue-Defensive warding
Green-Basic Warding
Pink-Offensive warding
Dire
Blue-Defensive warding
Green-Basic Warding
Pink-Offensive warding
Carrys you will need to support heavy with are
Safe lane.
-Anti-mage
-Alchemist
-Faceless void
-Phantom assassin
-Spectre
-Phantom Lancer
-Weaver
-Etc
-Carrys that are chill to lane with
-Juggernaut
-Mirana
-Meepo :D:D:D
-Tiny
-Terrorblade
-Etc
When I solo Windranger, I like to still play support, but get items a lot faster because of last hit potential going up. Staying alive in a solo is important, making stupid mistakes can make you need to change the way you play the match, Depending if you have to hard support or semi-support, you want to deny like normal, Usually solo the suicide lane (Bot for dire, Top for Radiant), It's where their main carry will be, so deny as much as possible. If you have to ward, use one ward for rune and one for blocking their pull camp, if they pull, run to the back of the pull camp and stay their for exp, if they spot you wind-run away, the reason you stay behind the camp is because of patch 6.79 where you can gain experience if a enemy unit is killed in an area. If they are on the tower, Powershot the creeps, try your best to not lose bottom tower. Calling missing is extremely important as well, If your lane is missing and your carry's dies to the missing, it's 100% your fault he/she died. make sure you carry tps all the time, if theirs a team fight starting, its important you show up in time.
Pulling is important for your carry's to obtain farm when your creeps are on their tower.
Pull times are 42 on Radiant and dire now, (since patch 6.79)
Stacking allows a mass amount of creeps to spawn from neutrals, your carry's either want this or use it to pull lane and deny your enemies creeps.
stacking times are, 52 on the clock for some medium camps, and hard camps 53. (They have been changing lately due the patch 6.79 but those usually work)
Pros
-Good escape
-Great disables
-Nice supporting potential
-Can use powershot to scout
-Hard to gank.
Cons
-Will get wrecked if your not map aware.
-Hard to land a good Shackle.
-Ultimate is weak early
-Mana problems early
-Hard to get bigger items without ganks.
Once someone has initiated, Start with shackle, then pop drums and sheep stick their carry, after about half way through the fight focus supports and powershot whenever, mekansm mid fight or Phase if needed, Orchid big disablers/Nukers, and you should be able to win the fight.
youtubers
http://www.youtube.com/watch?v=cvPMQjsM-jQ
http://www.youtube.com/watch?v=701bTe1AV4s
My youtube (Ask me questions)
http://www.youtube.com/user/XCreamDogX
Me playing meeeeepo!
https://www.youtube.com/watch?v=TbY0YMkjSd0&feature=youtu.be
http://www.youtube.com/watch?v=fcPaWYDzgdE
I love Windranger for lots of reasons but if you can play her right, What reason is their not to? I hope this guide helps many, as it is my first but might not be my last.
Good luck to all.
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 (20) View Comments
You need to log in before commenting.