2009-09-08

Zeus Guide, Build & Strategy - Lord of Olympia Guide (MYM|Merlini)

Zeus Guide, Build & Strategy - Lord of Olympia Guide written by MYM|Merlini. Zeus remains one of the most popular heroes in DotA. Not only is he incredibly fun to play in public games, but he is considered so powerful that he is either a ban or first pick in organized games. Although he does not have an escape mechanism (more recently with the Dagger nerf), he is one of the few non-stun Intelligence heroes to see competitive play. Zeus is not too complex of a hero: He has insane burst damage early game, with great scaling lategame thanks to Static Field, and a global nuke that is perhaps one of the most annoying skills in all of DotA.

Zeus the Lord of Olympia

Once a deity of unfathomable might, Zeus reluctantly sacrificed his much relished immortality in exchange for the chance to crush the sinister armies of the unholy undead. As his soul crossed into the mortal plane, his omnipotent powers withered greatly, yet not nearly enough to quell this destructive Thunder God's resolve for justice. With sheer precision, he cleanses through the enemy ranks with an impressive mastery of electrical discharge, smiting the fool hardy with formidable bolts of lightning from the heavens above. Ever vigilant in his relentless assault, the Scourge cowers in fear of incurring the fearsome wrath of the Lord of Olympia.

Strenght: 19 + 1.8
Agility: 15 + 1.7
Intelligence: 20 + 2.7

Base Damage: 41 - 49
Base Armor: 2.1
Movespeed: 295
Attack Range: 350
Sight Range: 1800 / 800

Hero Abilities

Arc Lightning
Hurls a bolt of arcing energy that laces through many nearby enemy units.



Level 1 - Arcs 5 times, deals 85 damage.
Level 2 - Arcs 7 times, deals 100 damage.
Level 3 - Arcs 9 times, deals 115 damage.
Level 4 - Arcs 15 times, deals 130 damage.

Cooldown: 2 seconds.Manacost: 65/72/79/86
Cast range 700, 500 AoE

A great skill for finishing off creeps, harassing and controlling a lane. With static field the damage it does is highly significant.

Lightning Bolt
Summons a bolt of lightning from the heavens to strike a target enemy.



Level 1 - Deals 100 damage.
Level 2 - Deals 175 damage.
Level 3 - Deals 275 damage.
Level 4 - Deals 350 damage.

Cooldown: 7 seconds.
Manacost: 75/95/115/135

• Gives true sight within 900 range.
• Reveals the surrounding area (1000 and 750 range on day and night, respectively) for 3 seconds.
• Posseses a mini-stun, which allows Zeus to interrupt channeling spells and items with this ability.

A very powerful single-target nuke that not only does 350 damage at level 4, but also gives true sight.

Static Field (Passive)
Whenever Zeus casts a spell, he shocks all nearby enemy heroes for a percentage of their current hit points as damage.
Affects an area of effect of 800.

Level 1 - Shocks for 5% of current hit points.
Level 2 - Shocks for 7% of current hit points.
Level 3 - Shocks for 9% of current hit points.
Level 4 - Shocks for 11% of current hit points.

• The damage from Static Field is dealt before the damage from the used spell.
• Using items does not trigger Static Field.

This skill enables Zeus's spells to effectively scale lategame since it does a percentage of HP.

Thundergod's Wrath
Strikes down all enemy heroes with a bolt of lightning.



Level 1 - Deals 210 (335) damage.
Level 2 - Deals 335 (460) damage.
Level 3 - Deals 460 (570) damage.

Cooldown: 120 seconds.
Manacost: 225/325/450

A global nuke that is extremely useful for comboing, finishing off heroes, granting vision, and in team battles, it adds effective "AoE".
• Reveals the surrounding area (1000 and 750 range on day and night, respectively) for 3 seconds.
• Gives true sight 900 range around each affected target for 3 seconds.
• If a target is invisible it will get revealed (both vision and true sight) but not damaged.
• Can be improved by Aghanim's Scepter

Skill Build

Level 1 - Arc Lightning
Level 2 - Static Field
Level 3-5 - Lightning Bolt
Level 6 - Thundergod's Wrath
Level 7 - Lightning Bolt
Level 8-10 - Static Field
Level 11 - Thundergod's Wrath
Level 12-15 - Attribute Bonuses/Arc Lightning
Level 16 - Thundergod's Wrath

Justification
Bolt and Wrath are maxed as soon as possible since they are his most powerful spells, and static is gotten afterwards to add multiple-target damage during team fights. Some people max Arc before 23-25 but it is actually not always good to max arc because you can only re-cast arc lightning when the first one is done 'bouncing' and since level 4 hits 15 targets, the cooldown is often over before the lightning finishes bouncing. Since Dota 6.60 you can cast Arc as soon as the cooldown finished, so now it's worth to level up arc. In rare occasions sometimes you might want to go Stats/Bolt/Bolt/Stats/Bolt/Ult/Bolt/static/arc/static/etc - I'll explain that more later in soloing.

Item Build

Start Items


4 branches + 3 clarities + tangoes

Core Items



Nulls/Bracers: I started getting 3 nulls instead of arcane ring when Nerubian Assassin was popular. I feel that maximum hp / mana is very important on fragile int heroes: Feel free to make bracers instead.

Point Booster: Since a lot of battles are 2v2 3v3 or whatever from full health to death, mass hp is the most important factor for survival. Point Booster provides great hp/mana for its cost.

Bottle: Enables you to control the lane, have regen, and if you are soloing mid, collecting runes is very essential to your game.

Luxury Items


Guinsoo's Scythe of Vyse: Lategame, having a guinsoo will work wonders for your team - great stats, imba range, and mana regen, and of course hex is a priceless ability.

Boots of Travel: It is a standard choice on Zeus for mobility and movespeed.

Other Items


Arcane Ring: You dont see many people going for mana regen or arcane because those only help with the laning phase and since zeus is such a glass cannon, he is often focused first.

Other Lategame Items: If you farm more than a guinsoo etc., you are probably farming too much (taking away from carries) or not fighting enough, or both. Zeus is still very potent late game, but reserve the farm for heroes on your team who are more item dependent.

Playing Zeus

Early Game: For starters, its 4 branches + 3 clarities + tangoes. Since I tend to solo middle when I play Zeus, I rush bottle to get the quick lane advantage. Usually my build is 3 nulls, boots, tp scrolls, and bottle.

Attack Animation: His 'wind-up' (frontswing) is very long, but you can use that to your advantage to 's- cancel your attack and out-lasthit your opponent. Many players rely on Arc Lightning too much.

Lane Control: Arc pushes the lane and is also dependent on clarity potions, but pushing the lane also gives you free time to check the runes, so you have to weigh both choices. Both Arc and Bolt have a range of 700, enabling you to stay out of danger when casting

Strong Enemies: Against a good laner, Bolt/Stats build is needed sometimes against Shadow Fiend or Silencer. It's important to get early last hits against SF, and stats helps with both allied/denied units (obviously, Arc only works for offensive purposes). When dealing with a really problematic hero like Broodmother, make sure you keep a tp scroll on you at level 6 and definitely go Arc. Try to rune whore it with bottle while keeping sentries up (from teammates) and you should do ok. Go gank the side lanes

Oh, maybe try out the stats/bolt build a few times so you can work on last hitting with zeus


The 5 MYM|Merlini Golden Rules

1. Always Lightning Bolt before Arc
It may seem better to arc before lightning to get maximum effect from static field but if you arc first you may lose your opponent in the fog

2. Always ALWAYS watch your positioning
Lightning bolt has a hell of a long range, Thundergod's Wrath has infinite range, and Arc has pretty damn long range too, so there is almost no reason to be 'up close and personal' in battle unless you are chasing down heroes.

3. Wrath for Vision
When trying to kill low hp heroes (low, but not low enough for wrath only) in hard to navigate areas (e.g. below sentinel bottom right tower), use wrath to gain vision of your enemy so you can bolt them to death.

4. Share control with your allies
Communicating to a teammate to do something is always much slower than doing it yourself

5. Abuse Bolt Range
Try to ninja that extra bolt in before team fights actually start - it has ridiculous range and helps in battles way more than you think


Alright, somebody pointed me out to some of the more constructive criticisms in the thread and I''ll try to expound on some of the finer points of Zeus. Some people may say that I'm "holding something back" in my description of how to play the Lord of Olympia; however, I feel that this is more of a reference to my personal playstyle. There are many different ways to play Zeus and I don't want to say that one particular style is better than another. Some games you gank a lot because the other team has a lot of late game, you have good ganking heroes, and your support player is badass at taking out enemy wards. Some games you have to settle for farming for the first 15-20 minutes because your opponents have vision of the whole entire map or you have better late game and are 'turtling' until late game. Because a lot of the playstyle depends on the exact situation of the game, I choose not to explain the intricacies of play that may change from game to game.

Zeus only has 3 nukes. He is not a very difficult hero to play per se. How difficult can a hero be if they don't have any 'difficult to use' spells (Earthshaker's Fissure, Meepo's chain netting/poofing)? Some people use this same argument to relegate Skeleton King to a 'noob hero'. After all, he only has 1 activated skill (3 passives!?!?). But of course, it is easy to tell the difference between an experienced Skeleton King from a first-timer. Things to note include how aggressive the player is, the timing of the actual stun (are his teammates close?), target of the stun, target of attack, map awareness, etc. But these are things that come with many many games played, not something that can easily be taught in a guide. However, maybe there are some 'skilled maneuvers' that can be taught in a guide, and I'll try to the best of my ability.

1. Lightning bolt has a very short mini-stun. Some uses are obvious - canceling tp's, canceling long channeled spells (Black Hole, Shackle...). Others are less obvious. Canceling blink animation of QoP. Interrupting the delicate timing of Earthshaker's Blink Echo, Fissure, Enchant Totem combo. Canceling 1 of your opponent's attacks. The last one may seem ridiculous, who cares about just one attack? My argument is that, in the solo lane, everything matters. One gank, one extra attack thrown in, can upset the balance in one person's favor. Use the mini-stun to maximum effectiveness!

2. Zeus is one of the rare heroes that can 'see' an opponent in a fight without the opponent seeing Zeus. Other heroes that can do this are Bloodseeker, Alchemist, etc. When you bring a fight to a place heavily obscured by fog, Zeus has a huge advantage if you can get a Lightning Bolt or Wrath off. You can cast spells/attack normally (as can your allies) while your enemy is still searching for you in the fog. It's like creating your own hill. I abuse this aspect of Zeus more than anybody I think, and this can dramatically improve your Zeus play.

3. Going along with the first point, Zeus only has one way to cancel tp's. This can be an issue when you are ganking heroes with relatively high hp left because an enemy needs to feel 'threatened' in order to tp. Typically you start off a gank with a Lightning Bolt / Arc Lightning combo, then recast each spell when you can and Wrath if needed. A skilled opponent will just tp after your first Lightning Bolt...then you are shit out of luck because of the 7 second cooldown. If you save bolt for his tp, then he'll just run away (and he surely won't die from Arc Lightning spam). Sometimes forcing an opponent to tp out is almost as good as killing them. They lose out on a lot of farm and they won't be able to tp assist their teammates for another 60 seconds. But if you really want to kill somebody and you think that they will tp out safely, you could actually start off with Wrath then arc, to 'fake' your opponent out into thinking that you bolted them first (the animation is the same), then bolt when they tp. There is no mini-stun on Wrath, but if your enemy is so observant that he notices that, then he probably deserves to survive anyways. Most people just think, "Oh fuck, Zeus!" and run away panicking

Q&A / Comments

Why not get level 2 Arc against dual lanes?

Getting Level 2 Arc means that you have to sacrifice a level of Lightning Bolt or a level of Static Field before level 8 (which is a big deal). I advise just waiting until some creeps die so that Arc will hit all 5 targets instead of leveling up Arc in this case.



Why not get Arc/Bolt/Bolt/Static/Bolt instead of Arc/Static/Bolt/Bolt/Bolt?

If you start spamming at level 3 (when the build is actually different), then mathcrafting it...

It's 65 mana for 85 damage + 5% of Current HP (~25 hp) + almost a guaranteed creep. 95 mana for 175 damage. I value the former choice over the latter. And I don't usually spam bolt until level 5 anyways unless I'm at full mana (rare) or I think I can get a kill. Another argument for static at level 2.


How is Eul's for Zeus?

I view Eul has an item well suited for very few heroes. The heroes that I like to get it on are Lion and maybe Rhasta. I think that there are much better item choices for intel heroes. If you are looking for survivability, the same gold (~3200 for Eul's) can get you an Ulti Orb and Point Booster for huge stats gain. Eul's offers no strength or hp, so if you get it on Zeus, you are a very fragile int hero with just Cyclone (not much) as an escape mechanism. I view the almost 400 hp given by the PB/Ulti Orb combo far more valuable because it will help you survive chain stuns and it allows "much more room for error" so to speak. Sometimes you have to be really quick on the Cyclone to survive while straight up HP will get you through a lot of situations. Also, Sheep is unquestionably far superior to Cyclone (although it costs almost twice as much), and since Zeus probably won't be getting that many items, working ultimately towards a Guinsoo will serve you far better than a Eul's in my opinion. The comparison of mana regen is almost nonexistent - if you are in dire need of regen, you can get an early Void Stone that will help towards your Scythe as well. Eul's components are much easier to farm; however, if you have trouble farming, I would just suggest getting 4 bracers/nulls and tp scrolls and learn how to fight without a huge item advantage. There are certainly other opinions on this matter, but I would almost always not even consider getting a Eul's on Zeus.


Anyone else get stuck in no man's land after you get your point booster? It's hard to farm all the way to Guinsoo when you know that the other heroes should be farming instead. Any advice for this mid game stale period?

Guinsoo is a 'nice' item to have, but by no means is it necessary. You will inevitably die a lot as Zeus because you wreak so much havoc in team fights. I often find myself with just 2 Nulls, Point Booster, Bottle, TP scroll, and Boots (around 3400 gold total). But sometimes I'll get lucky and I'm able to switch out boots & tp scroll for BoTs and a branch or something (~ 2200 gold). And if I manage to get a sick nasty Godlike streak or get lucky with the kills, I "might" have my Guinsoo's (~5700). The sheep stick costs more than everything else in your inventory COMBINED, so obviously don't expect to get it every game. In competitive games, I'll probably get my Guinsoo once every 6/7 games, and on top of that, the game is usually 'decided' before I finish my Guinsoo - it's just the icing on top of the cake. But really, Zeus doesn't need items outside of the core build.


About your first golden rule, doesn't that only apply when your target is running? During big team fights (Or if you gank someone from behind, so there is no chance he will run into the fog) isn't it better to get Arc off first to get the max out of Static Field?

I believe that starting off with Lightning Bolt is still better because in team fights, it is imperative to have as much vision as possible. Having vision a third of a second earlier (or however long it takes you in between chain casting two spells + cast animation times) of vision may be crucial because of an ES hiding in the fog or something else relevant to the opponent's positioning. If you see something like that or any other Blink initiator just waiting to engage, you can use your ult and prevent them from blinking. This is HUGE advantage in battle compared to the meager benefits from casting arc before bolt (maybe 30 damage?) and preventing the initiator from blinking can be the main deciding factor of a team fight if your team follows through after you cast Wrath. This is just one scenario but my point is that knowing your opponent's position is far, far more important (to you and to your team) than the damage increase from casting arc before bolt.


Is orchid good on him for silence or no?

JustinKong puts it quite well: He does not benefit from the damage, or get any stats, and hex is a better effect overall, so while Orchid is good, Guinsoo is simply better.
***But regarding any other Tier 3/4 item suggestion, chow again also states it better than I can: The problem with other items such as scepter, refresher, orchid, bloodstone, shiva on zeus is that they are all good items but pales in comparison with guinsoo, zeus is an int hero without a stun/disable. therefore hex is a virtual necessity on him.


If you are having a hard time and can't farm and get owned a lot, would you consider getting Strength treads?

Yes, if you already filled up on your other slots (3 bracers + tp + boots + PB/Bottle) and you don't see yourself farming travels ever (your gold amount isn't rising above 700-800), then I would shoot for Strength treads and just keep my inventory at that, buying the occasional TP scroll and maybe even wards if you have a little extra money. Consider those your end game items and don't even bother farming for gold anymore. Let your teammates carry you!


Is point booster really worth it for that 1200 gold? Aren't bracers better? And should you be working on Guinsoo instead of buying an item that you're not gonna turn into anything?

Point booster gives 200 hp and only takes 1 slot. 2x Bracers cost slightly less and give 228 hp...so why not just get 2 bracers? My reasoning is that Point Booster only takes 1 slot (so effectively your 'paying' 200 gold for a slot - a bargain!) AND it gives more mana. If you don't understand this reasoning, think about how much you would pay to have SEVEN item slots instead of 6 (more than 200, right?). The 3 Bracer/Null and Point Booster build gives you maximum HP (and mana) for the amount of available slots you have. The only upside to bracers is that they come in pieces. Also, the argument that you aren't turning Point Booster into anything doesn't really work because you aren't turning your bracers into anything later, now are you


Why max Static Field at levels 8-10? Isn't the damage negligible?

You get Static Field instead of stats because a lot of team fights happen around those levels (9-13 let's say) and it is imperative that you have as much 'AoE' as possible so you can do maximum amounts of damage in team fights. It's kind of like why some people get Orb/Stats on Obsidian instead of Astral. Astral is way better early game (like stats on Zeus instead of Static), but the Orb/Stats build is superior after 15 minutes or so (like maxing Static on Zeus).


Are Phase Boots a good item choice for Zeus?

This guide was made before the invention of Phase Boots. I would definitely say that Phase Boots is a core item if you are in a dual lane with Zeus (provides much needed MS/armor and the 'Phase' Ability is very handy), while getting Phase Boots is situational if you are soloing. Just take a look at your team. If there are gankers on your team with BoT (such as Earthshaker, Tinker, etc.) then you should more than likely get BoTs as well to assist them in ganking. That is the only time I would say to 'definitely' get BoT over Phase Boots, and again, that is only if you are soloing and farming rather well. Otherwise, the choice is up to you. But if you get Phase Boots in 100% of your games, nobody is going to criticize your item selection. Just be at the right place at the right time, which is much easier said than done.
If you haven't know, MYM|Merlini is the most famous Dota Zeus player in the world. What do you think about this guide?

Source: MYM Merlini Zeus Guide

Silencer Guide, Build & Strategy - Nortrom Guide (DotA 6.61 Update)

Nortrom the Silencer Guide, Build & Strategy. Silencer is having another buff on Dota 6.61. While Nerubian Weaver got a skill remake, Nortrom has a change on his first skill and a buff on his Last Word aura. Now, every enemy heroes that dies within his aura range (950 AoE), will give him a permanent +1 intelligence. Wow! It's pretty cool since usually we must got the kill to do so. The first skill changes, Curse of the Silent also tempted me to level up it. Before, CotS is a skill that never taken since it halt Silencer damage. Well, let's check out the new skills and plan a new build for Nortrom the Silencer.


Hailing from the magical community of Quel'Thalas, Nortrom is one of the strongest Elven warriors defending the integrity of the lands. Mastering the ancient art of glaive-throwing, and combining it with the volatile nature of the Blood Elves' arcane magic, he is able to disrupt the magical energies in his enemies. By binding his magical powers to his glaive, he is able to cause damage beyond devastation, gaining intelligence from every kill. Concentrating all his energies, he can cause chaos within his enemies' magical pools, making them unable to cast spells. He is determined to fend off the Scourge and their demon magic until he has breathed his last.

Strength 17 + 1.7
Agility 16 + 2.1
Intelligence 21 + 2.5

Affiliation: Sentinel
Base Damage: 39 - 61
Base Armor: 1.3
Movespeed: 290
Attack Range: 600
Sight Range: 1800 / 800

Curse of the Silent
Afflicts enemies with the Curse of the Silent. The target will lose hp and mana per second until it casts a spell.

Reduce 50 HP and 25 Mana for 2/4/6/8 seconds
Cooldown: 20 seconds
Manacost: 105/115/125/135
700 casting range and 350 AoE

• It will be removed when the target dies or begins the effect of a spell.

Glaives of Wisdom
Nortrom's Glaives are enchanted by his experience in magic. Dealing extra damage based on his Intelligence.

Deals 15%/30%/45%/60% of your intelligence in bonus damage
Cooldown: 3/2/1/0 seconds
600 casting range

• Damage type: pure

Last Word (Passive/Aura)
Causes any unit under the effect of this aura to become silenced after it finishes casting a spell.

Silences unit if it casts anything for 0.75/1.5/2.25/3 seconds

• The aura will be disabled when Nortrom is silenced.
• Channeling skills will activate this even if they are canceled.
• Silencer will permanently steal 1 Intelligence from any enemy hero that dies within 950 range.

Global Silence (ultimate)
Stops all enemies on the map from casting spells.

Duration: 3/4/5 seconds
Cooldown: 160 seconds
Manacost: 250/350/450

• This skill works on invisible units.
• Silence works on magic immune units.

Nortrom the Silencer Skills Build

Level 1 - Curse of the Silent
Level 2 - Glaives of Wisdom/Last Word
Level 3 - Curse of the Silent
Level 4 - Last Word/Glaives of Wisdom
Level 5 - Curse of the Silent
Level 6 - Global Silence
Level 7 - Last Word
Level 8 - Last Word
Level 9 - Last Word
Level 10 - Glaives of Wisdom
Level 11 - Global Silence
Level 12 - Glaives of Wisdom
Level 13 - Glaives of Wisdom
Level 14 - Curse of the Silent
Level 15 - Stats
Level 16 - Global Silence
Level 17 - 25 - Stats

Justification

Curse of the Silent is taking first as it will help you drain your enemies mana and will save you from enemies spells.

If you're laning against someone that can easily couter cots you might want to skip it (zeus, storm), if you're laning against someone that can hardly cancel it (viper, leo) you can go ahead and max it.

The skill build is focused on CotS + Lastword. CotS is much stronger compared to your Glaives, either in lane or in ganks. CotS is not as easily counterable as most makes it to be, it is common sense to cast it after your opponent had casted their spell. CotS will deal major dmg due to:
1) opponent spell on cd
2) they have no mana to cast a spell (CotS drains mana, and hero starts with pitiful mana pool)
3) casting it while in a chase

After you steal sufficient Int, you can pile on the hurt with Glaives. It's more important to control your lane and get as many free Int from enemy deaths earlier now.

Nortrom the Silencer Items Build

Starting Items

+ Void Stone
Nortrom is very fragile, so we get the Bracer parts early to boost his HP. If you're in the side lane (which i recommend), get the Magic Stick as soon as possible. If you use CotS and your enemies cast their spells, you will got some free charges for your stick ;)

Core Items

MekansmVoid Stone
The new Silencer build should capitalize on his survivability. Put it this way. The longer he survives in a battle:
1) the longer his aura can disrupt opposing's combo
2) the better the chance he can steal enemy's int and add it to his own
3) the longer he can DPSAnd this core is for survivability.

Phase Boots will help you escape from gank and chasing while Meka will support your team. Bracers is needed as your HP is low and you're not getting stats. Void Stone for mana regen which can be turned into either Eul's or Guinsoo.

Luxury Items

OR + +

If you farm poorly, convert your Void Stone into Eul's. But if you got a lot of money, get sheep stick instead. After get either Eul's or Guinsoo , start aiming for Heart of Tarrasque and Shiva's Guards component.

Silencer Strategy

Start with the above items and pick top/bottom lane with a partner. The new Silencer is more fit on dual lane. Get CotS and start casting it on your enemies since level 1. It will screw your enemies more than you thought. Cast it especially to low mana stunner like Sven or SK. And don't forget, it's area spells, aim to get 2 target at once if possible.

Get Last Word on level 2 if you feel you can get early kill. If you're not sure, get Glaives instead for free creep aggro harass. Get Magic Stick as soon as possible, it work perfectly with your CotS. Keep playing cool and cast CotS on enemies stunner.

At the middle game, start ganking and helps your friend. You're know getting free Int if the enemies died within your range. Maximize this! Don't forget that your enemies will suffer from the permanent -1 Int.

When it come to team clash, maintain your distance. Hide behind your tanker but still keep your Last Word aura in range. Cast CotS on low pool mana hero with deadly spells if you have the chance. Keep your self safe while throwing your Glaives. Use Global Silence in the right time. It can cancel channeling spells like Epicenter and Blackhole. In the opposite, if you have a friend with channeling spells, you can make a great combo. As soon as they started the channeling spells, use Global Silence.

Overall, DPS Silencer was from 6.48b. A lot have changed since then. Silencer just doesn't fit in the DPS carry field anymore, other carry heroes had been discovered and new heroes with imba stats, such that Glaives + Stats pales in comparison. To be picked in the new version, Silencer has to play an unique role that no others can do, and this capitalize on all out support with Last Word.

What do you think of the new Silencer? Honestly, he is one of my favourite hero. I hope with this changes, he is more viable on the competitive game. Well, share your build here. Do you keep the old way, skip CotS and going to stats, or leveling CotS to get some kills? Share your thought here...

Windrunner Guide & Build - Alleria the Windrunner Strategy

Alleria the Windrunner Guide & Buils, a hero that was introduced on Dota 6.55. She was an extreme hero when she first appear on beta version. Her old ultimate make her as a totally flying unit that can walk over trees and hills, awesome! But her skills got changed on later beta and the official one. Both with Kunkka the Admiral, they are great additional heroes. And yeah, she is an Intelligence hero, lot of people mistake and assume her as Agility type. I think that's because we've seen her as Traxxex.

Alleria The WindrunnerAlleria The Windrunner

These are her skills.
ShackleshotShackleshot
Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.
Cooldown: 14
Manacost: 90/100/110/120
Always knocks back the target. If the target hits a group of units or a tree, the struck units (including the target) are stunned for 1.4/2.1/2.8/3.5 seconds. (700 unit cast distance)

Power ShotPower Shot
Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels 1700 distance, dealing damage and destroying trees in its path. The damaged dealt is greatest to the first target of it hits and is reduced by 10% with each other it passes through.
Cooldown: 12
Manacost: 90/100/110/120
Deals 120/200/280/360 damage to all enemies in straight line. The arrow has vision and knocks down trees in the process.

WindrunnerWindrunner
Imbues her body with the essence of wind, increasing her movement speed by 50% and giving her the ability to evade all physical attacks for short period of time. Additionally, the gusts of wind around her impairs the movement of nearby enemies, slowing their movement speed in a 300 AoE around her.
Cooldown: 65/50/35/20
Manacost: 100
Say goodbye to this Imba cyclone skill, now it only gives you 50% ms increase, and 100% evasion for 2.75/3.5/4.25/5 seconds and 8/16/24/30 % slow.

Focus Fire (ultimate)
Alleria channels wind throughout her body to surge an excess of adrenaline, giving her maximum attack speed on one target for 10 attacks. Damage is reduced in this state.
Cooldown: 60
Manacost: 200/300/400
Now, her ultimate has been nerfed. No longer IMBA flying unit. Now it seems to give max attack speed for 10 attacks as long as your attacking the target. Your damage get reduced on 50/40/30 % while using this skill.

She is very good at chasing and ganking. Shackle Shot and Power Shot make for great chasing abilities. Power Shot can be used to create shortcuts through trees to catch up with your target.A properly aimed Shackle Shot (to ensure the enemy hits other units or trees and gets stunned) is necessary to make full use of this skill. Windrunner makes you easily catch up with fleeing enemies. Her ultimate aim you to be a damage dealer. All in all, a fun hero. A bit lacking in damage, but makes up for it with interesting abilities. Thanks to redrach and Mr.Jag for this complete analysis of Alleria.

Power ShotPower Shot! It's damages whatever it's through. It's also cut the trees. After the update, there's short delay before the arrow released.

Shackle ShotShackle Shot, it will 'link' two units together and stun them both, hence, shackles. It wont stun nearly as long if there is no unit near by..

WindrunnerWith 100% evasion and 50% movement speed boost, Windrunner is the ultimate fleeing and chasing skill!

Skill Build
Level 1 - Windrunner
Level 2 - Powershot
Level 3 - Powershot
Level 4 - Shackleshot
Level 5 - Powershot
Level 6 - Shackleshot
Level 7 - Powershot
Level 8 - Shackleshot
Level 9 - Shackleshot
Level 10 - Focus Fire
Level 11 - Windrunner
Level 12 - Windrunner
Level 13 - Windrunner
Level 14 - Focus Fire
Level 15 - Stats
Level 16 - Focus Fire
Level 17-25 - Stats

Windrunner will be taken at level 1 so you can avoid potential first blood ganks on you. From here, Powershot will be levelled over Shackleshot; Shackleshot is too unreliable at the beginning to be truly effective. Powershot's damage is tremendous so it's much better to rely on and it also allows you to harass your enemies much better. Finally it helps finishing off escaping enemies in ganks and whatsoever should you get in a such situation. However, Shackleshot will be maxed directly after because you will hit it in many situations once you learn to use it effectively and its duration is terrific once it activates correctly.

Add 1 level of Focus Fire after you've maxed Powershot and Shackleshot. 1 level is good because you can use it to shoot towers and other huge resting things (hi Roshan!), but leveling it from here is overdoing it. The 10% extra damage is not a negative thing, but a lower cooldown and longer duration on Windrunner is more important right here. Max that ability fast and get the rest of your skill points in Focus Fire when you're available.

Item Build

Starting items

Core item build

Luxury items afterward


Justifications
Two Mantles of Intelligence, a Circlet of Nobility and a set of Ancient Tangoes of Essifation will be bought as your starting items because they give you good damage for last hitting purposes + some health and mana to harass/withstand harass. The Ancient Tangoes of Essifation will of course be used to neglect harassers too, so you can stay in your lane longer.

Later you will upgrade your two Mantles to Null Talismans so you have more health and mana for ganking + some extra damage to last hit and "general attacking" as well. Boots of Speed are mandatory as always.
Guinsoo's Scythe of Vyse will then be bought so you can (almost) perfectly set up ganks yourself without having to rely too much on other disablers. Once you have your Guinsoo's Scythe of Vyse, positioning Shackleshot will be ten times easier hence this is why this item is your corner stone.

Once you have your sheepstick, you should buy Orchid Malevolence because it gives you excellent damage and attack speed, which is just what you need to fight with and without Focus Fire. Buying pure damage is not a completely good choice because you will shoot too slow when you don't use Focus Fire which of course you won't be able to all the time, hence you need attack speed too. Finally the buffer effect it gives neglects Focus Fire's reduced damage very well. This is also why you should buy a pair of Power Treads later when you feel like you can squeeze them in your build. Boots of Travel are good but not completely necessary; Windrunner will give you 518 movement speed when you have Boots of Speed alone, so you don't need the extra movement speed from Boots of Travel + you can get around more easily when you blaze fast. The attack speed on the Power Treads is really what we're looking for so you can deal greater damage "outside" Focus Fire.

Finally Stygian Desolator gives you excellent damage for your ultimate as it penalties a part of your target's armor, giving you more direct, raw damage.

Gameplay walkthrough

Early game

For lane assignments I usually prefer to either solo somewhere, or lane with a stunner, but it doesn't matter terribly much though.
Once you're in it, you should try to harass your enemies with Powershot from time to time when you're level 3 and above. If you're laning with a stunner, you can try to go for kills at level ~3-4 and above where he stuns first so you can position yourself for a Shackleshot.

See if you can stay in your lane for awhile and farm some gold for your items, but once you're level ~6-7 and above, you should begin to look for opportunities to gank. Try not to spend too much time roaming so you lose too much gold and experience without really succeeding in anything. Try to look for "obvious" gank opportunities with allies and something that you can finish successfully and quickly.

When you're not ganking you should try to farm a little gold for your Guinsoo's Scythe of Vyse. Don't spend all your time running forth and back because it will make you horribly outfarmed later.

Middle game

Still try to look for opportunities to gank. Ganking on your own is often not very smart because you won't have the capability to take your enemy down. Ganking with one or more allies (preferably someone with a stun) is way better, hence you should try to follow your allies around in ganks to make them successful.
Try not to get yourself in the spotlight; you're vulnerable to nukes and disables so getting in the front and in the center of the combats every time is mostly a bad idea. Try to let your teammates walk first and let them initiate. Then wait for a correct moment to catch someone with Shackleshot and/or finish them off with Powershot.

When you aren't ganking with your teammates and if you aren't pushing either, you ought to farm (lanes preferably) for your Guinsoo's Scythe of Vyse. In a decent game with decent farm and decent opponents, I usually have it around the 30th minute to compare. Getting it before is very common, but getting it later is not uncommon either. Just try not to get it delayed too much. If you get close to no gold and experience at all, you should stop attempting and failing too many ganks and instead try to farm a bit so you aren't completely no fool.

Late game

Around this time you will often have your Orchid Malevolence. Your job in the late game is to look for heroes in combats to disable with Shackleshot. It would of course be best if you could disable the ones that need focus, but seeing that it's not always possible, disabling anyone (or even double-disabling them) to nullify their combat powers for awhile is fine. You can and should use your Guinsoo's Scythe of Vyse on the enemy that needs to be disabled (e.g. their carry hero or whatsoever, someone that is a great threat to your team).
When you fight, try to use your Orchid Malevolence first and then activate Focus Fire, because the amplified damage will neglect the reduced damage on Focus Fire greatly. Try to focus the hero that your team wants focus on. Mostly it will stand out in the combats whom you are focusing hence you should be able to determine it rather fast.

Again, try to avoid being focused when you fight. Don't stand in the middle of everything, don't be the first to run in and try to avoid as many bad ultimates and other abilities as possible. Try to stand from as far range as you can and do not get reckless. Survival is vital.

Your main job in the combats is basically trying to disable as many heroes as possible while using Orchid Malevolence/Focus Fire on a good target while staying safe from a distance.

Shackle Shot Guide


A successfull shackle shot result on a full duration stun


A failed shackle shot, only stun your target for a short time


The maximum range of shackle shot


A perfect shackle shot example, estimate your opponent movement!


You can also stun your enemies by shackle shot the creeps


Powershot Guide


You can use Powershot to create a path in trees


Powershot has a long distance, use it for your advantages