Kamis, 02 Juni 2011 di 04.57 Diposting oleh Dota Heroes Guide 0 Comments


Demnok Lannik the Warlock Guide



Demnok Lannik the Warlock Guide, Build & Strategy. Warlock is a great baby sitter for your team carry. But he also has great offensive power with his Infernal. This guide will share the build and strategy with Demnok Lannik the Warlock.

Demnok Lannik, the Warlock

Former cultist of the Blacksun, Lannik was among the first of many orcs enslaved by the wretched demons when the Legion's taint befell the lands of Kalimdor - a dire affliction that grew stronger over the years. Mannoroth's sudden and unexpected demise severed this Warlock's ties to demonology, and the absence of its corrupting influenced caused his body to wither onto the verge of death. In exchange for life beyond the grave, he bound a pact with the Lich King.

Strength 18 + 2.5
Agility 10 + 1
Intelligence 24 + 2.7

Affiliation: Scourge
Base Damage: 46 - 56
Base Armor: 2.4
Movespeed: 295
Attack Range: 600
Sight Range: 1800 / 800

Warlock Skills

Fatal Bonds
Bonds up to 5 enemy units together, causing damage dealt to any of them to be partially felt by the others.

120 mana cost, 30 seconds cooldown, 25 seconds duration, casting range of 600. The distance between each bounce may not be over 600.

Bonded units share 3.75/7.50/11.25/15.00 percentage of damage taken.

The damage is triggered HP removal which is not reduced by anything, blocked by spell immunity and not evaded by pseudo-evasion. Damage will not disable abilities or items like Kelen's Dagger which requires player based damage.

Usage: One of the reasons why you are so scary, this skill allows you to dominate in team fights and to surprise your enemies by amplifying your team's AoE potential. You can as well use it for clearing up waves faster, but that's rarer as you should be keeping it for the heroes. In teamfights, try to aim on a hero, to assure that it bounces to other heroes too instead of onto creeps.

Shadow Word
A single word causes powerful magics to envelop the target. Creates a healing mechanism on a friendly target or damages an unfriendly one. Does not dispel on attack.

90/110/130/150 mana cost, 24 seconds cooldown, 8 seconds duration, casting range of 500. Heals or damages target for 10/20/30/40 per second.

Deals Magical damage which is reduced by the target's Spell Resistance and is blocked by Spell Immunity. A hero affected by Shadow Word may be denied once it falls below 25% of its maximum health.

Usage: Your number one laning ability. With this you can stay alive even against the nastiest couples or can send back soloers inferior to your hero or your skill level. If you are in a really bad situation you may eat a tango next to using this skill and heal an insane amount of health points in a matter of just 8 seconds. Good for finishing off fleeing heroes or boosting your Infernal's survivalability.

Upheaval
Stirs up inert magic in a target area, channeling the force into a powerful slowing current that grows more powerful with every passing second it's channeled. Can channel up to 10 seconds and up to 84% slow.

100/110/120/130 mana cost, 20 seconds cooldown, duration 3 seconds, channel time 10 seconds, casting range of 700 and 650 AoE. Slows by 7/14/21/28 percentage per second up till 84%.

Does not slow units with Spell Immunity. Slow amount is calculating with duration of channel, not with how long enemy was in area of effect.

Usage: A skill that still so many people don't know how to use properly... not even the pros and not even me I have to admit. I have seen only two players so far in my life to use it to great ownage, but no one else before or ever after. I think it has great potentials, that people have to find out and I'm sure we will see it being used in the futured (that's also another reason why I'm posting this guide in the main strategy instead of the scourge guides section, so that we can discuss upheavel usage). What I saw before is infernal being dropped down, someone disabling the target or an AoE disable being used and meanwhile the Warlock casting Upheavel. This can be deadly, 80% of slow is already too much for the most not to mention the slower heroes like Rhasta or Techies.

Rain of Chaos (Ultimate)
Calls an Infernal down from the sky, dealing 100 damage and stunning nearby enemies for 1 second. The Infernal lasts 60 seconds, takes reduced damage from spells, has Permanent Immolation and a chance to Pulverize an area on attack.

Gold bounty 100/150/200, Experience Gain 98. The Infernal has 33% Spell Resistance and since the Infernal has 33% Spell Resistance and 25% Spell Resistance from its Hero-type armor, it has a total of: 49.75%.

Usage: your lil' flaming baby. This little monster will cause fear and havoc amongst the rows of your enemies. As I'm already going to focus a lot on this fire golem a lot below I am not writing anything else here.

Infernal Skils

Flaming Fists
Gives Infernal a 40% chance that an attack will deal 75/115/150 bonus damage to nearby units. 300 full damage AoE and 350 half-damage AoE.


Permanent Immolation
Burns Infernal's nearby enemy units for a certain amount of 20/30/40 damage per second.


Resistant Skin
Reduces the duration of negative spells and renders the Infernal immune to certain spells.


Warlock Skill Build

Solo

Level 1 - Shadow Word
Level 2 - Stats
Level 3 - Shadow Word
Level 4 - Stats
Level 5 - Shadow Word
Level 6 - Rain of Chaos
Level 7 - Shadow Word
Level 8 - 10 - Fatal Bonds
Level 11 - Rain of Chaos
Level 12 - Fatal Bonds
Level 13 - 15 - Fatal bonds
Level 16 - Infernal
Level 17 - 21 - Stats
Level 22 - 25 - Upheaval

Babysitter

Level 1 - Shadow Word
Level 2 - Fatal Bonds
Level 3 - Shadow Word
Level 4 - Fatal Bonds
Level 5 - Shadow Word
Level 6 - Rain of Chaos
Level 7 - Shadow Word
Level 8 - 9 - Fatal Bonds
Level 10 - Stats/Upheaval
Level 11 - Rain of Chaos
Level 12 - 14 Stats/Upheaval
Level 15 - Stats
Level 16 - Infernal
Level 17 - 21 - Stats
Level 22 - 25 - Upheaval/Stats

I don't really think that the skill build generally needs an explanation, Shadow Word and Rain of Chaos are rather obvious choices at their respective levels. But I am sad to see that several people are still stuck with the old Warlock builds getting Attribute Bonuses at the early levels... which is not bad if you are soloing and lack the power to dominate. But in a dual a lane and if you buy some circlets, Fatal Bonds will need to be leveled earlier, as you need it for team fights even in smaller ones.

Now comes Upheavel. Why even get it, noone uses it? And you are right, noone uses it, or barely anyone. But this is something WE have to change. I have seen some people use it properly and it was devastating. I could even see it being leveled instead of Bonds in early game for a gank-oriented Warlock, but I'm not sure if that works too well (it is definitely surprising though). So I'm not justifying this skill, but am challenging everyone else to justifiy it for all the DotA players.

Warlock Item Builds

Core Item



Luxury Items


(most versatile build fitting any level of game)


(clanwars, mid-high level IH games | ward/fighter, anti-invis)


(public games | carry build)



(public games | owning with infernals)



(clanwars | supporter, ward bitch)

Justifications

Warlock doesn't need much items to be useful for his team, that's why the Basilius+Mekansm build is getting so popular. And that's why the core build is RoB+BoS. A Sobi Mask will cover all your mana needs in early game you can even start with the sobi plus some tangos and branches if you like, but the hero generally isn't that mana dependent, just try to play wisely not spamming Shadow Word. The armor aura from RoB is quite useful at pushes and boosts your Infernal's EHP even further. Of course some circlets or even Bracers can do well, but you can decide it on how well you can survive.

The oldest build existing is the dual/infernal spitting machine build aka Refresher Orb. In that build having (additional) slow is always useful, that's why I advocate building your Shiva's Guard or Eye of Skadi afterwards. The slow allows your infernal to hit more, while the immolation can burn the souls of your target for greater good. Use it in pubs preferably or when your opponents "mass" diffusal blades against you... though other builds would still be prefered in such games.

Guinsoo's Scythe of Vyse is one of the strongest INT items in the game giving you a powerful disable namely Hex. It gives you decent DPS as well and allows you to spam your spells. It's no doubt that the Sheep Stick is the best possible choice you can get, only some game circumstances may force you to switch to another build.

Necronomicon should be none-brainer. If you have to take the lead in ward-fight, this book will help you greatly along with massing wards yourself, allowing all your other heroes spend their gold on their needed items. The Mekansm build's justication could go here as well, it's also about being the ward/bitch but not much need for clearing wards, more like healing your allies all the time and pushing early to mid game. It's for the faster games.

As Demnok Lannik has a high base damage, nice animation and an ability to bond heroes together, damage amplification could work out pretty well for him. If you are too tired, have a high delay in the game or just simply drank too much beer then this build can work really well. You don't need much micro, just hit and run. That's why the Deso+Cuirass build works so well for carrying public your games. For Power Treads, always set it to STR, as you need the HP much more than mana or AGI.

Alternative/Situational Items

Shiva's Guard - best used in AoE based teams. It is a pretty good item for countering your opposing carry heroes and increasing the AoE damage potential of your team and slowing fleeing heroes.


Orchid Malovalence - pretty obvious choice for INT carries. Nice amplification of damage and silence along with high attack speed... get it as second or third DPS item if you are farmed.


Black King Bar - obviously when you are being a carry hero who needs to stay close but needs to counter the massive amount of nukes and disables. Could work out even when you are not carry, but then you should be trying to stay behind more.


Warlock Techniques

Shadow Harass - use your Shadow Word offensively whenever you take advantage in denying and in physical harass. What's very important is always knowing when to use it offensively and when defensively. Typically pub gamers will not harass you too much, so against them use it most of the times.

Unkillable Word - this is the defensive usage of your second skill. And actually the hardcore one, when you are being ganked and need high regen. Eat a tree with a tango and cast Shadow Word on yourself. You will have a sick HP regen and if you are at least level 6 then you might as well throw your little baby to give some further more surprise.

Weather Control Device - rain of chaos, your firey potion. It is extremely important to learn when to cast your Infernal and when to rather keep it. It decides the outcome of a team fight or a flee/killing of a ganked hero several times during a game. Try to wait for your teammates to ALL of your teammates to come at least 1000 or 1500 range of you (dagger users are in advance) before you initiate. It happens many times that you drop your baby, but your allies are not around to continue the disabling you started and to pull out as much nukes and physical attacks as possible. If you screw up, then you will simply warn your opponents to back up...

Proper Bonding - ...also note, that Fatal Bonds should be cast only after Rain of Chaos, and immediately after it. Most of the times you won't be able to bond your opponents without getting disabled yourself, so you need that 1 second. But if you fail to link them together immediately, then most of your allies' spells' damage won't be increased. And as I stated before, always click on a hero to ensure that the next target's priority will be a hero as well.

Warlock Strategies

Soloing - this is recommended, when your team has two strong dual lanes or no better solos than you. Solo Warlock used to be a popular strategy but now it's just as common if not less than dual lane. If you are up against a weaker solo, try to harass the shit out of him while getting as much denies in as possible. This will ensure that you can take the lead and concentrate on farming more later on. If you are up against a similarly strong soloer like Shadow Fiend or Viper, then try to slowly find out what the playstyle of the player is and if he is too defensive, then go offensive, if he is agressive, then use Word mainly on yourself harassing with physical attacks only. In that case you need to wait until he becomes too confident and makes a mistake. You might need to eat a tango or even casting your Infernal, just make sure, you make a balance between the Word heal and the Tango heal, so you keep enough mana for Rain of Chaos.

Laning - currently babysitting is quite popular for Warlock similarly to the Shadow Priest's role. Void, Spectre, Rikimaru, Mortred... any hero who needs a little help at the beginning might become your partner in the lane. Concentrate on harassing and denying all the time. Don't forget that the key is getting your carry hero farmed up as early as possible and for that you need to let all the creeps for him. Buy several tangos (no basilius at start) so that you can eat tress for your own health and keep all the Shadow Words to heal your partner. When you are paired up with a strong laner, then you should be on the offensive, being as agressive as possible. Your key to victory is dominance, so try to dominate your lane and get some levels of advantage.

Getting ganked - as described before, eating a tree with a tango and casting Word on yourself will help you a lot (similar effects to Enchantress' healing). If you face a Viper in lane then holding a tp scroll all the time is necessary. Casting Infernal might turn the tides, if they run up to you under the tower. Also, start pinging on the map immediately, if you are not close enough to the tower, but not far either. Call an ally or two, so you can countergank immediately.

Ganking - when your allies call for a gank, make sure you come with enough mana to cover a word+infernal or even a word+infernal+bond combo (if there are creeps or more enemy heroes around). They of your success is when to drop down your little baby as I mentioned before. It doesn't need practise at all, it demands calmness and coldness. So be patient and cast Rain of Chaos when you are sure your allies can catch up and disable at least one of the targets. Also try to either heal your tanking ally or damage a fleeing target with Shadow Word. Always drop the Infernal behind your enemies, so they either get hit more times and blocked a bit or get hit by your own allies if they go the other way.

Agressive playstyle - is about pushnig and ganking a lot. Preferable if you have allies such as Keeper of the Light, Pugna, Earthshaker, Leshrac, Lina, Chen, Broodmother, Soul Keeper or Visage. Try to decide the game in mid game already by taking out all the outer towers and then pushing down one of the inner towers and later the raxes. In this case you will need AoE powers for clearing waves fast and to kill all or most heroes in a team collision. You will also need a Mekansm an Arcane Ring and a Necronomicon for even better results (that's when the Necro Build or the Support Build comes in).

Defensive situations - this is when you have to be even more cautious. When you are on the defense, then you are forced to play a style that you were not expected to play as a team that wants to win always considers a game to be theirs. But of course you cannot always win, and that's when you have to be creative. This is a bit difficult for you as you don't really have any spells to clear creep waves, so you have to wait for your nuking allies to do this job. However you shouldn't be sleeping because you need to wait for the time your opponents are initiating. Try to predict wether it's a false or real initiation as the wiser teams will try to get you cast the Infernal before the real attack. If it's clearly a real attack, then drop down your baby immediately, cast bonds and scream sparta then hit everyone and anyone you can. These are the times when massing Bracers and buying Power Treads instead of a Boots of Travel might be a better choice. this is of course up to your descration.

Do you have different build for Warlock? Share it here! ;)



Eredar the Shadow Demon Guide




Eredar the Shadow Demon Guide, Strategy & Build. Eredar is a help for the Intelligence heroes on the Scourge. This post will provide you with the Shadow Demon Skill Description, the Eredar Guide, the Shadow Demon Strategy, Eredar Item Build and Eredar the Shadow Demon Skill Build.



Long before the war of the Scourge and the Sentinel, an ancient demon named Eredar waged war on all creation. No champion of Light could match him, but he was betrayed and killed by his own underlings. However, the faintest sliver of his shadow survived; over the millenia Eredar regained a portion of his former being and grows stronger each day, but in a twist of fate his new form was that of a gnoll. Eredar's new form is not well suited to direct confrontation, but he knows a number of objurations and tricks to deal with his foes; his skills include banishment, poison, curses, and darker demonic arts.




Hero Class: Shadow Demon
Hero Name: Eredar

Alliance: Scourge

Strength: 17 + 1.9
Agility: 18 + 2.2
Intelligence: 26 + 2.7 (Primary)

Base Damage: 53-57
Starting Armor: 3
Movement Speed: 295
Attack Range: 500

Eredar the Shadow Demon Skill Descriptions

Disruption




Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 6 seconds.

Displacement duration: 2.5 seconds
Illusion Outgoing Damage: 30/40/50/60%
Illusion Incoming Damage: 150%
Illusion Duration: 6 seconds

Cast Range: 700
Manacost: 75
Cooldown: 16

Note: Can target enemy, ally or self.

Useful skill for confuse the enemies, start a gank, avoid skill like Epicenter and projectile like stun of Venge and skeleton king. Even for chasing enemies, just treat it as Eul :)

Soul Catcher



Eredar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take increased damage for 12 seconds.

Damage Amplification: 20/30/40/50%
AOE of Spell: 500

Cast Range: 600
Manacost: 50
Cooldown: 13

Similar to Chen Penitence, but with random target. If the enemy is alone, a sure hit is guaranteed. Cheap mana cost but a little useless if there's a lot of creeps.

Shadow Poison



Eredar casts forth a shadowy poison which deals 50 damage and afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. You have small vision over affected heroes.

Each stack increases the damage it would deal exponentially, up to 4 stacks.

Examples:
Level 1 Per stack: 20/40/80/160 + 50 each further stacks
Level 2 Per stack: 35/70/140/280 + 50 each further stacks
Level 3 Per stack: 50/100/200/400 + 50 each further stacks
Level 4 Per stack: 65/130/260/520 + 50 each further stacks

AOE: 150
Travel Distance: 1500

Cooldown: 3
Manacost: 50

Note: This has a sub ability to let you release the poison at any time.

This is what makes Eredar so scary. This skill is similar to Bristleback Quill Spray, it will stack the damage and you can released for instant damage. You can even stack the damage until 2000 if the enemy didn't know what happen with him.

Demonic Purge



Eredar casts a powerful demonic purge on a target enemy, removing all positive buffs. The purged target slowly regains its movement speed over 4 seconds. At the end of the purge the target takes damage.

Damage: 200/300/400

Cooldown: 50
Manacost: 200

Just a regular Purge but with damage at the end of duration. Nothing special here.


Eredar the Shadow Demon Skill Build


Level 1: Disruption/Shadow Poison
Level 2: Shadow Poison/Disruption
Level 3: Shadow Poison
Level 4: Soul Catcher
Level 5: Shadow Poison
Level 6: Demonic Purge
Level 7: Shadow Poison
Level 8: Soul Catcher
Level 9: Soul Catcher
Level 10: Soul Catcher
Level 11: Demonic Purge
Level 12: Disruption
Level 13: Disruption
Level 14: Disruption
Level 15: Stats
Level 16: Demonic Purge
Level 17-25: Stats

Here is my initial skill build for Eredar the Shadow Demon. Take Disruption first to help you safe from level 1 first blood attempt. But if you feel confident, feel free to take Shadow Poison first. Shadow Poison without a doubt is maxed first because it's your main weapon. With it, you can take a hold from two enemies alone.

Soul Catcher will your next skill. The damage amplification is really great, especially if you catch them alone. Demonic Purge without a doubt is always taken due to targetable damage and the Purge. And the last skill to maximize is the Disruption. Disruption will come handy on the late game when heroes already got their items and the attack damage is high. Until then, one level is as a tool for chasing and escaping.

You can also can contribute in the comment section :)


Eredar the Shadow Demon Item Build


1. 3x Ironwood Branch, Magic Stick, a set of Tango, and Animal Courier
2. Finish Magic Wand
3. Empty Bottle
4. Boots of Speed
5. Finish Power Treads

Eredar's core item should be like this:


Magic wand - Add some attributes and healing tool

Empty Bottle - fast mana regen for spell spammer like eredar and HP regen for survivability on early game

Power Treads - More damage, more HP or Mana, and more AS for fast killing. My recommended boots.

Arcane Boots - An alternative for Treads. It only provide you with mana and mana replenisher which already provided by Magic Wand and Empty Bottle. Choose this boots if you want to all out supporter.

Mekanism - When you want to be supporter hero you should get this. Its Aoe HP restore and additional armor are really helpful when the team clashes.

Necronomicon - Used to add your mana and EHP. Its Demonic Summoning is really hard to use. But if you can manage to control them, they must be very annoying to other team.

Ancient Janggo of Endurance - It has aura of AS and MS. Sure can effect your illusions of your Disruption and your allies as well. Consider to buy necronomicon because you can use it to boost up your Demonic Summoning.

Force Staff - Its a very useful when you know how to use it. For Eredar it can be used to land your soul catcher more accurately cause it can Force enemy to go out from bunch of creeps.

Here is core late game item for him:


Luxury late game items:


Orchid Malevolence - this item provide you with +20 int, +30% AS, +45 damage, +225% mana regen, and soul burn (silence spell). Your active silence will shut your opponent from casting spells while they trapped by your ulti. And your increased dps will kill him faster.

Guinsoo's Scythe of Vyse - The additional attributes are nice, mana regen, and HEX. Using Hex will make an enemy take damage longer than before. Use after 4 seconds of demonic purge.

Stygian Desolator - DPS booster. It will be perfect when combined with your demonic purge. Kill as fast as possible during 4 seconds effect of your ulti. But this item provide you with no EHP at all.

Manta Style - An alternative to Stygian Desolator. Also a DPS booster. Plus illusions to add your damage or distract your opponents.

Assault Cuirass - Increase EHP for survivability cause its armor. Very useful when comes to team clashes due to IAS and armor reducer.

Shiva's guard - An alternative to Cuirass. Aoe nuke and slow are this item specialities. Solve Eredar's armor problem too.


Eredar the Shadow Demon Strategy
You can pick this hero if your team needs anti-carry. Later He also can be a semi-carry or support hero.

You need to be supported by:
- Disabler:
If you want to stack your Shadow poison more accurately, ask their help.

Beware of his counter:
- Manaburner:
Make Eredar hard to cast his skills (anub'arak, medusa)
- Silencer:
No Disruption or Demonic Purge means no escape meka (lucifer, silencer)
- Magic-immune caster:
Resistant to all your skills (jaggernaut, Slark)
- Dps hero:
Once you caught unguarded by this kind of hero, especially when they have silence skill, youre deadmeat (Traxex, Stygwyr)
- Invulnerable caster:
When they cast on the right timing, your shadow poison and demonic purge damage will be screwed (morphling, puck)
- Hero with illusions and friends:
It's rather hard to kill them due to their skills. Illusions make you confuse to target the real one and hero's mate will screw you cause your skill only effective when theres only 1 hero targeted (Slytice, Nessaj, Syllabear, Meepo)

Playstyle

It's recomended to choose solo lane than dual lane, because eredar's skill will be more effective when it comes to 1 on 1 battle. So you can start buying items and move to your lane. On early level, play safe until you get lvl 2 Shadow Poison. Time to harass the opponent. Throw Shadow Poison on him and keep throwing whenever you get the chance, while you last hitting and denying creeps. When your Shadow Poison get the 4th stack, release the poison. It will make him hurt enough to backs off or even back to his fountain if his healing tool is depleted. Try to dominate the lane and get your level higher than your opponent.
If you get behind and the only option is dual-laning, be a babysitter and support your partner. It's rather hard to get the damage of shadow poison maximized because you face 2 hero at a time. Still you have to dominate the lane if you want to win this phase of the game.
When you get some level on you (lvl 6+), you can start to kill your enemy. Throw Shadow poison 2 times on same target. Use Disruption on him. Move forward to get a better vision. Throw Shadow poison again when he gets back. Follow with Demonic Purge and some normal attack. Shadow poisoning him again and when the Demonic Purge effect finishes, cast to release your Shadow poison. It will hurt him badly or even kill him. Ofcourse your teammate aid is always welcomed for better result.

You are made of glass, so better not wander around alone during mid game where ganks always happen. Keep safe while farming and stick your eyes to the map. You can try ganking, but always remember to do it with your friends for better efficiency. Gank your enemies by using disruption on an unguarded hero. Then let your partner take apart with their skills when he gets back. Demonic Purge to disable him.
Between ganks you should farm the lane to get more experience and gold by last hitting every creep as much as possible.
As a supporter, you can help your carry hero to gank the enemies using Disruption and Demonic Purge or even save her ass when she get ganked. Remember that Disruption's role same as Eul's.

Late game will change your role as semi-carry to anti-carry. Using Disruption which spawns 2 illusions of the strong enemy's late-carry hero should be a pain in their asses. Soul Catcher's damage amplification will make your team kill him faster. If there is a hero who manage to survive use Demonic Purge to disable him.
Still, you can be a supporter to your team by gives vision to some suspected places which the other team wander around before the team clashes begin. By doing this, your team will be more confident to land their combos and increase the probability of winning every battle.

Based on: Playdota guide

This post contain Eredar Guide & Build - the Shadow Demon Strategy. If you have different build or strategy, you can give your comments or make your own guide on the Shadow Demon forums.




Akasha the Queen of Pain Guide



Akasha Guide & Build, Akasha the Queen of Pain (QoP) Strategy. Akasha is the one who can annihilate creeps fastly, enter and leaving the combat as fast as she want and deal massive AoE damage. This post contains Akasha the Queen of Pain guide, item build, skill build and strategy.


Akasha is one of the many souls claimed by the blade, Frostmourne. Raised to serve the Lich King as a Banshee, she desired to become pure substance once more. Driving deep into the forests, she was able to subdue and possess a Succubus minion. Rightly bearing the title, Queen of Pain, she enjoys nothing more than inflicting massive damage on her foes, using both the poisonous strikes of her succubus host and the vicious howls retained from her Banshee nature. Akasha breaks her enemies' eardrums with torturing screams, some so loud they manifest into powerful waves that ripple across the lands, shattering all in their wake.






Strength - 16 + 1.7
Agility - 18 + 2
Intelligence- 24 + 2.5 (Primary)

Base damage 45-53
Attack range of 550
Base Armor 1.6
Movement speed of 300

Skill Descriptions

Shadow Strike (D)



Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its movement speed slowed for a short duration. Slow quantity increases per level.

Level 1 - 50 strike damage, 15 duration damage. 20% initial slow
Level 2 - 70 strike damage, 30 duration damage. 30% initial slow
Level 3 - 70 strike damage, 45 duration damage. 40% initial slow
Level 4 - 100 strike damage, 60 duration damage. 50% initial slow

Mana Cost: 80/100/120/140
Cooldown: 20/17/14/11

The main purpose to take this skill is for the slow. Cast it to the enemy who will run away from the death.

Blink (B)



Short distance teleportation that allows one to move in and out of combat.

Level 1 - 200 - 700 Range Teleportation
Level 2 - 200 - 850 Range Teleportation
Level 3 - 200 - 1000 Range Teleportation
Level 4 - 200 - 1150 Range Teleportation

Cooldown: 12/10/8/6
Mana Cost: 60

A really useful spell. You can use this to entering the cliff and even dodge spells like Skeleton King's Hellfire Blast. Be careful when use this skill for entering combat, she can die because can't run away while her next Blink has not ready yet.



Scream of Pain (F)


The Queen of Pain lets loose a piercing scream, damaging nearby enemies.

Level 1 - 85 damage per target
Level 2 - 165 damage per target
Level 3 - 225 damage per target
Level 4 - 300 damage per target

Cooldown: 7
Mana Cost: 140

This skill is used to harass the enemies with high damage & little cooldown. Really useful for farming. Remember the Scream range by watching the picture below.



Sonic Wave (W)



Creates a gigantic wave of sound which deals heavy damage to all units in a line.

Level 1 - 290 (340*) damage
Level 2 - 430 (530*) damage
Level 3 - 600 (725*) damage

Cooldown: 135 (120/100/80 *)
Mana Cost: 250/360/500
*) With Aghanim

This skill can be used for either opening or finishing a sequence of attack. It has huge AoE and can hit multiple heroes at once.



Akasha Skill Build

Level 1: Blink
Level 2: Scream of Pain
Level 3: Scream of Pain
Level 4: Shadow Strike
Level 5: Scream of Pain
Level 6: Sonic Wave
Level 7: Scream of Pain
Level 8: Shadow Strike/Blink
Level 9: Shadow Strike/Blink
Level 10: Shadow Strike/Blink
Level 11: Sonic Wave
Level 12: Blink/Shadow Strike
Level 13: Blink/Shadow Strike
Level 14: Blink/Shadow Strike
Level 15: Stats
Level 16: Sonic Wave
Levels 17-25: Stats

 In the early minutes, she can harass her enemies using Scream of Pain for big instant damage and little cooldown. Maxed it as fast as you can. Level 1 Blink and Shadow Strike are enough in the early minutes to avoid from ganking or strike suddenly. Using Sonic Wave, she can finish her enemies using two nukes combined with the Scream. While ganking, leveling the Shadow Strike is necessary. As time goes by, her enemies become stronger and hard to kill instantly, so she needs to move as fast as possible to keep herself alive, that's why leveling up Blink will help her. It's your choice wether you want to maxed Blink or Shadow Strike first.

Akasha Item Build

1. 3x Ironwood Branch + Mantle of Intelligence + 2 set of Tangos + 2 Clarity Potion or just empty Bottle
 2. Void stone if you can harass your enemies and can keep your hp full. Point booster / Ring of Health if you are harassed.
3. Point booster if you didn't have it + Boots of Speed + Finish Perseverance.
 4. Finish Power Treads (+ Town Portals) or Boots of Travel

Akasha's core item should be like this:


Perseverance is equipped for regenerating hp & mana. Point Booster is equipped to increase hp and mana little much more so she is little harder to die and can cast spells without lack of mana. Using Boots of Travel, she can help her friends killing enemies anywhere when needed. Empty Bottle (optional) is standard item in tourney game. It is used to restore hp and mana in few seconds and get the rune.

Luxury Items

+ + + +

Getting Linkens Sphere is your main target. With Linken and Blink, you will be really hard to kill. Aghanim is necessary to increase Sonic Wave's ability (increase damage and lower cooldown). If your team lack of disable, you can choose to get Guinsoo first. Eye of Skadi will be your luxury if the game dragged long enough. Shiva's guard increase her armor so she is harder to be killed and also to cast Arctic Blast for slowing enemies around her and clearing the way faster.

Akasha Strategy

You should pick this hero when your team need a good pusher, ganker and carry at the same time since she can clear the enemy creeps really fast, has Blink ability to enter or leaving the combat and can farm really quick. Try not to pick her when there are Doombringer, Enigma, Silencer, Traxex and/or Rooftrellen as your enemy.

She is needed in the mid game game to help your team harass/kill the enemy/enemies and clearing the way to reach tower. She need to level up as soon as possible. So, place her first in the solo lane.

In early minutes, harassing your enemy (if melee) using common attack is a good choice. Don't waste your mana, cast Scream of Pain to get lots of creeps kill and hurting your enemies at the same time. When she have reached level 6 or 7 and you're seeing enemy's hp is low enough to be killed, Blink near him, cast Scream of Pain, Shadow Strike and Sonic Wave. One thing that you must keep on your mind is beware of your mana capacity. When you Blinking in and you're miscalculated your mana, you maybe got in trouble.

In the mid game, you should start helping your team to gank the enemies. Cast Blink to initiate the gank, use Shadow Strike to slow your target and immediately cast Scream of Pain while attacking together with your team. You can use Sonic Wave for either opening or finishing attack. If your enemy try to run away with his low hp, follow him while attacking and waiting for the Scream of Pain & Blink cooldown which is very low. Most of the time you will get him killed for sure.

However, don't be too reckless. When you're Blinking in, that's mean you must wait another 6 seconds until you can Blinking out. A lot of Akasha players die because they taunted by the enemies and ended up dying because of the Blink cooldown. Observe the enemies heroes. If you don't see them anywhere in the map and someone with low hp just standing there in the wild, it could be a bait to kill you.

In the team clash, you should utilize Blink to make your enemies confused since it has little cooldown to make Akasha can either entering or leaving combat quickly. Depend on your team, you can use Sonic Wave as the opening attack (most of the time) or finishing attack. If there's Raigor on your team, let him open the attack because your Wave can clear the enemy creeps which is necessary for him. If you got Yurnero/Luna, use your wave to clear the creeps to let them deal massive damage to the enemy heroes with Omnislash/Eclipse.

After let your team initiator start the battle and once the enemies thrown all the ultimates, enter the clash and try to target their main carry. Cast Scream of Pain and Shadow Strike, cast Hex to the enemies carry and Arctic Blast if you have them. If they start focusing on you, use Blink to leave the combat while analyze the situation. Always, always, always try to think about your safety still though. Taking risks often results in your own death. You can entering combat again few seconds later, casting Scream of Pain and chase the low hp enemies. If the enemies is running away, you can chaseeasily using the Blink and finish them.

This post is contain Akasha Guide & Build - The Queen of Pain (QoP) Strategy. If you're having different thought about the build, feel free to comment. Don't forget, you can make your own guide at the Akasha the Queen of Pain forum.



Jinz'akk the Batrider Guide





Batrider Guide and Strategy. Jin'zakk the Batrider is one of the new hero that added on Dota 6.60 along with Tauren Chieftain, not forgetting Razor remake. In this post i will give you some peek about Batrider skills and ability along with the guide. This guide is still on proggress, so any feedback or suggestion from you is really helpfull :)

Base Stats
Strength: 23 + 2.5
Agility: 15 + 1.5
Intelligence: 24 + 2.5

Attack Range: 375
Movement Speed: 290

Cast Point 0.3
Attack Point 0.5
Hero Class: Intelligence

Sticky Napalm
Targets an area and drenches it in oil. Slows the movement speed and turn rate of units in that area. Extra casts of this on the same targets stacks.

Any fire damage from batrider will ignite the napalm, dealing damage for each stack.

Fire damage is any regular batrider attack, flamebreak or firefly

AOE: 375
Damage: 10/15/20/25
Slow: 3/5/7/9%
Turn rate reduction: 30%

Lasts 7 seconds (refreshes on hit)
Stack max: 10

Cast Range: 700
Manacost: 15
Cooldown: 3



See the status? They are ready to combust ;p


Woohooo!!

Flamebreak
Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon impacting with an enemy the missile explodes, dealing damage and knocking all nearby foes away from the impact. Any unit who has been Napalmed will take additional damage from the blast.

Knocks back all units in the explosion area proportionally to how far they were from the center

Damage: 75/150/225/300
Max knockback: 400
Explosion AOE: 375
Detection AOE: 100
Damage: 75/150/225/300
Travel Distance: 1600

Manacost: 80/100/120/140
Cooldown: 11


This skill can knockback your enemy.

Firefly
Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm. Nothing can take the skies from him.

Trees in your path are killed by the fire.
Gives you flying pathing

Damage: 20/40/60/80 per second
AOE: 200
Spell Duration: 15
Pathing: Flying

CD: 40
Manacost: 100


The coolest Batrider skill in my opinion. It looks like Windrunner ultimate when it still on Beta Stage. You can goes through trees and cliffs and burn whatever in your path for a while when activate this skill.

Flaming Lasso (Ultimate)
Snags a target with a constricting lasso, allowing the Batrider to drag them behind him as he moves.

Does not drag units over cliffs or impassable terrain.

If you TP or blink away or get ported away, the lasso breaks.

Cast Range: 175
Bind Range: 300
Manacost: 150
Cooldown: 130/90/50
Duration: 3/3.5/4


Ok, this skill is like Rhasta's skill but not channeling and you can move around drag your victim anywhere. In the Beta version you can even use Town Portal while lasso your enemies and drag him to the base ^^ But now TP/blink is cancelling this skill ;)

Skills Build
Lv 1 : Firefly
Lv 2 : Flamebreak
Lv 3 : Flamebreak/Stick Napalm
Lv 4 : Sticky Napalm/Flamebreak
Lv 5 : Flamebreak
Lv 6 : Flaming Lasso
Lv 7 : Flamebreak
Lv 8-10 : Sticky Napalm
Lv 11 : Flaming Lasso
Lv 12-14: Firefly
Lv15: Stats
Lv 16: Flaming Lasso
Lv 17-25: Stats

Firefly taken as first skill to help you avoid level 1 gank. Just go to the hill if they intend to do so. Next max either Sticky Napalm and Flame Break. Personally i prefer maxing Flame Break first because it has knockback. If you want to last hitting, getting Sticky Napalm offers you a better creep kill. Just cast 1-3 times will add 30-45 damage for 45 mana. Pretty cheap. Get the ultimate as soon as possible. This will be a great tool for ganking.

Skill usage
Sticky Napalm in lane to assist in last hitting.
Sticky Napalm + Firebreak = Farming combo
Firebreak + Firefly = Escape combo
Sticky Napalm + Firebreak + Flaming Lasso + Firefly = Combo that disorients enemy team and pulls one enemy into your team

Items Build
Core Items


This items build is for maxing your potential as a ganker. Since Phase Boots is not compatible, using Boots of Travel combined with Firefly is a great choice to chase the enemies while slowing them with Sticky Napalm. Bracers to add some HP and Void Stone will cover your mana regen. Force Staff is used to help catch the enemies. Flaming Lasso has short range cast. With Force Staff you can push enemies heroes to your range (need great timing) or push yourself to them (easier, but more risky as you're the one who come to them). Why not Dagger? I prefer Force Staff because it adds more Intelligence and relatively same purpose with dagger. Force Staff also add damage and attack speed which you're lack of.

Luxuries


Get Guinsoo for additional disable, great for ganking. Bloodstone also gives you health and mana, let you spam your skills on team battles. Shiva's Guard for additional AoE attack.

Other Items

Lothar is actually not a bad item for him. Windwalk and immediately pulling one heroes into your team is sure a good idea. The drawback is that it easily counterable with Dust/Gem.


Dagger is also viable for Batrider. Blink into your enemy and capture it. But i prefer Force Staff to help land his ulti though.


This guide is still improving and need some feedback. But what about you? Have different idea or skillsets?

 
Visage the Necro'lic Guide

Visage the Necro'lic Guide & Strategy. Dota 6.65 not only introduces 2 new heroes, but also remade Visage the Necro'lic. This post will help you to understand the new Visage and also place for Visage the Necro'lic Guide & Strategy.


Range: 600
Movement Speed: 295
Hero Type: Intelligence

Agility: 11 + 1.3
Strength: 20 + 2.2
Intelligence: 21 + 2.5

Grave Chill
=============
Visage drains the life from a target, slowing its attack and move speed by 32%. He then gets bonuses equal to those drained.



Stolen MS & AS: 32
Duration: 3/4/5/6 (for both you and the target)
Manacost: 70/80/90/100
Cooldown 10


Soul Assumption
=================
Visage sends out a surge of agony towards an enemy unit, echoing the suffering that nearby heroes (foe or allied) have taken. For each 130 damage taken around him, his soul counter increases by one for up to 6 seconds.

Deals 20 damage + 60 for each charge.

Max Soul Counters: 3/4/5/6
Cooldown: 7/6/5/4
Manacost: 100/120/140/160

Note: Does not count damage taken from creeps. Charges when either allied heroes or enemy heroes take damage. Damage only has a 6 second window.


Gravekeeper's Cloak
====================
Passive.

Visage surrounds himself with the magical energy of the dead, granting extra physical armor and magic damage resistance. However, the energy degenerates with every instance of damage taken and will require time to recover back to full strength. Has 4 layers.

Armor per layer: 2/3/4/5
Magic Resistance per layer: 4/8/12/16

Cloak Recovery: 14/12/10/8 seconds

Instances: 4

Note: This is only affected by player based damage.


Summon Familiars
==================
Visage conjures up two blind Familiars from the realm of death. Familiars have high attack power but each attack, up to 6, drains their power and temporarily weakens them.

Familiars can transform into stone, stunning nearby enemy units upon landing and regenerating their health and attack power. Familiars give a large bounty (150 each) if killed.

Level 1: Up to 72 attack damage, 300 HP, 1 second stun.
Level 2: Up to 90 attack damage 400 HP, 1.25 second stun.
Level 3: Up to 108 attack damage 500 HP, 1.5 second stun.

Familiars take reduced damage from spells.

Stoneform Cooldown: 30

Summon Cooldown: 160
Summon Manacost: 150

Note: Can only have 2 Familiars up at any point.
Note 2: Stoned familiars are temporarily immune to damage, but they revert to normal form after 7 seconds
Note 3: Familiars will not autoattack enemies on their own, as to not consume their limited attack energy

Do you already have new strategy for the new Visage the Necro'lic? Share it here :

Kaldr the Ancient Apparition Guide

Kaldr the Ancient Apparition Guide and Strategy. Dota 6.65 introduce 2 new heroes, one of them is Ancient Apparition, Kaldr. This guy has ice theme on his skill set. This post will help you to understand the Ancient Apparition skills.

Ancient Apparition Skills & Stats

Range: 600
Movement Speed: 295
Hero Type: Intelligence

Agility: 20 + 2.2
Strength: 18 + 1.4
Intelligence: 25 + 2.6





Cold Feet
The Apparition curses his foes with The Frozen Mark which will freeze enemies to the ground. Unless target enemy moves at least 740 away from the mark within 4 seconds he is frozen still.

Damage per second: 37.5/50/62.5/75
Stun duration if triggered: 1.25/2/2.75/3.5

Cooldown: 15/13/11/9
Manacost: 90

Single Target Spell

Note: Target takes damage per second until he is stunned or moves out of range.


Ice Vortex
Gathers ancient frost energy into one area to create a small, immobile ice vortex at a location. Whenever enemies are near it, their movement speed and magical resistance are reduced.

Movement Reduction: 18/22/26/30
Magic Resistance: -10/15/20/25
AOE: 275

Duration: 12
Cooldown: 6
Manacost: 80/90/100/110

Chilling Touch
Releases a gust of cold wind at a target area, enchanting allied heroes with bonus magical damage on their attacks. Lasts for a limited number of attacks up to a maximum of 40 seconds. While the enchanted heroes have this chilling touch, their attack speed is reduced by 15%.

Maximum number of attacks: 2/3/4/5
Bonus Damage: 40/50/60/70
Attack Speed Reduction: -15%

Cooldown: 50/46/42/38
Manacost: 140

Note: Damage only triggers on enemy heroes, not creeps.

Ice Blast
Ancient Apparition projects his presence out to make way for a powerful ripple of hailstone and dark magic. Once cast, it can release the spell to strike targets within 200 area of where his presence was upon release. It will deal damage to enemy units and apply a frostbite curse on them for 7 seconds where their health regeneration will be frozen and will shatter if they fall close enough to death. This spell has global range depending on how long you wait for the projections to move. Frostbitten units will take minor damage over time.

Impact Damage: 250/350/450
Shatter Threshold: 10/11/12%

Cooldown: 44/32/20
Manacost: 100/125/150

Note: You can charge (non-channeling, time based) this as long as you want if you want it to travel further outwards. Has an initial aoe of 200, but increases by a small amount the further it travels.

Ancient Apparition Item Build
Coming soon!

Ancient Apparition Skill Build 
1. Cold Feet
2. Ice Vortex
3. Cold Feet
4. Ice Vortex
5. Cold Feet
6. Ice Blast
7. Cold Feet
8. Ice Vortex
9. Ice Vortex
10. Chilling Touch
11. Ice Blast
12-14. Chilling Touch
15. Stats
16. Ice Blast
17-25. Stats

Justification

Cold Feet is taken early for obvious reason. Combined with a stun/slow, your enemies will likely captured frozen. This skills also can be used to get First Blood. Ice Vortex is the next skill as it synergies well with Cold Feet. The slow is very useful to ensure your Cold Feet success, not to mention the magic resistance reduce.

Ice Blast is taken whenever you can. It's one of the best global nukes, you will likely need some time though to be able to cast it on target. Chilling Touch is taken last because it more useful in a team fight which happen on mid-late game.

Do you already figured strategy and guide for Kaldr the Ancient Apparition? Share it here. For further discussion or if you wanna create your own guide, go to Kaldr the Ancient Apparition Forum :) 
Leshrac the Tormented Soul Guide


Leshrac Guide & Build, Leshrac the Tormented Soul Strategy. Leshrac has full area magic spells that can annihilating enemy creeps and destroying enemy tower with ease. The AoE damage afflicted is enormous and feared by the enemies. This post contains Leshrac the Tormented Soul guide, item build, skill build and strategy.


Torment around me. Torment in me. Torment be with me. And let us conquer our foes. They do not understand our pain. Do you? No. Not a soul can. And for that, We shall make them feel the torment... The torment that inhabits my soul.






Strength - 16 + 1.5
Agility - 23 + 1.7 (Primary)
Intelligence - 26 + 3

Base damage 45-49
Attack range of 600
Base Armor 3.3
Movement speed of 310


Skill Descriptions

Split Earth (T)


Splits the earth under your enemies' feet. Deals damage and stuns for a short duration.

Level 1 - Deals 70 damage and 1.25 seconds (heroes), 0.75 seconds (creeps) stuns
Level 2 - Deals 140 damage and 1.50 seconds (heroes and creeps) stuns
Level 3 - Deals 210 damage and 1.75 seconds (heroes), 2.25 seconds (creeps) stuns
Level 4 - Deals 280 damage and 2 seconds (heroes), 3 seconds (creeps) stuns

Mana Cost: 100/125/140/165
Cooldown: 9

This skill is pretty hard to land as an opening attack. If you are not sure, let your mate with easier stun to land the attack first, then your turn to cast it. But if you confident, cast it as you like.

Diabolic Edict (C)


Saturates the area around Leshrac with magic, causing random explosions to enemies. Lasts 8 seconds..

Level 1 - Weak explosions.
Level 2 - Moderate explosions.
Level 3 - Fairly strong explosions.
Level 4 - Very strong explosions.

Cooldown: 22 seconds
Mana Cost: 95/120/135/155

Cast this skill to destroy tower or kill enemy when enemy's creep has been cleared.

Lightning Storm (G)


Calls a lightning storm that hits nearby enemies.

Level 1 - Deals 80 damage. Jumps 4 times
Level 2 - Deals 145 damage. Jumps 6 times
Level 3 - Deals 205 damage. Jumps 7 times
Level 4 - Deals 265 damage. Jumps 8 times

Cooldown: 6
Mana Cost: 100/115/130/145

Cast this skill for farming, harassing and clearing the way. Note that the cooldown is really fast, so take advantage from it.

Pulse Nova (V)


Summons a Pulse Nova every second to damage nearby enemies.

Level 1 - 66 (88*) damage per nova
Level 2- 100 (133*) damage per nova
Level 3 - 144 (177*) damage per nova

Cooldown: 0
Mana Cost: 110 to active. 20/40/60 mana per second when activated
*) With Aghanim

Cast this skill for farming, clearing the way and killing enemies. Watch out for the mana as it will drained as long as you use it. Deactivate this skill if not needed.

Leshrac Skill Build

Level 1: Split Earth
Level 2: Diabolic Edict / Lightning Storm
Level 3: Diabolic Edict / Lightning Storm
Level 4: Lightning Storm / Diabolic Edict
Level 5: Diabolic Edict / Lightning Storm
Level 6: Lightning Storm / Diabolic Edict
Level 7: Diabolic Edict / Lightning Storm
Level 8: Lightning Storm / Diabolic Edict
Level 9: Lightning Storm / Diabolic Edict
Level 10: Pulse Nova
Level 11: Pulse Nova
Level 12: Split Earth
Level 13: Split Earth
Level 14: Split Earth
Level 15: Stats
Level 16: Pulse Nova
Levels 17-25: Stats

1.25 seconds stun is enough in the early minutes, so take Split Earth just 1 level. Pulse Nova waste her mana, so don't take it before level 10 if she hasn't equip item increasing mana and mana regeneration yet. Lightning Storm and Diabolic Edict are good combination to clear the way and destroy tower. Pulse Nova are good skill in a big war to clear opponent creeps so your team can focus to attack enemy heroes.

Leshrac Item Build

 1. 3x Ironwood Branch + Mantle of Intelligence + 2 set of Tangos + 2 Clarity Potion or just empty Bottle
 2. Void stone if you can harass your enemy/enemies and can keep your hp full. Point booster / Ring of Health if you are being harassed.
3. Point booster if you didn't have it + Boots of Speed + Finish Perseverance.
4. Finish Phase Boots (+ Town Portals) or Boots of Travel

Leshrac's core item should be like this:


Perseverance is bough for regenerating hp & mana. Point Booster to increase hp and mana little much more so he is little harder to kill and can cast spells without lack of mana. Boots of Travel will help you assist your friend and killing enemies anywhere when needed. Empty Bottle (optional) is standard item in tourney game. It is used to restore hp and mana in few seconds and to get the rune.

Luxury Items

+ + + +

In my opinion, Bloodstone is created for Leshrac aside of Storm. The hp boost and mana boost is welcomed , but the main advantage for having Bloodstone is the mana regeneration. If you can have enough charge, you can cast Pulse Nova without thinking about the mana. Aghanim is equipped to increase Pulse-Nova's damage.

Guinsoo is used to disable an enemy hero. Shiva's guard increase his armor so he is harder to kill and also to cast Arctic Blast for slowing enemies around him and clear the way faster. All of his skills are active so he doesn't need attack damage.

Being AoE damage dealer, he probably will be focused by enemy carry (which mainly rely on normal attack) on the clash, Ghost Scepter will be your way out. If you manage to get Ethereal Blade, you can banish both of him and his enemy and let you land your magic spells while the enemy can't give you any normal attack.

However, if your enemy also consist of AoE damage spells or chain nuker, get BKB instead. Your Ghost Scepter/Ethereal Blade won't help you in those situation. Get Blade Mail if you feel you won't survive even if you get those items. It will make them think twice before attack you and while they hesitate, you can give them some nice damage. If the enemy still focusing on you, well, at least you give him the return damage which is pretty hurt.

Leshrac Strategy

You should pick this hero when your team needs good pusher since he can annihilate creep and tower really fast. Avoid to pick him when there are Doombringer, Enigma, Silencer, Traxex and/or Rooftrellen as your enemy.

He is needed in the mid game to help your team harass/kill the enemies, clearing the way to the tower and destroy them. He need to level up as soon as possible to maximize his skills. So, get him the solo lane if possible.

In early minutes, cast Lightning Storm for farming and harassing. Cast Diabolic Edict when reaching tower and there is no enemy's creep in the way to destroy tower. When you are attacked suddenly by your enemy, cast Split Earth and try to kill your enemy with all of your skills or just run away if you are afraid about Leshrac's death.

In the mid game, you should help your team to harass/kill your enemy/enemies and destroy tower. Cast Lightning Storm, Split Earth, then Lightning Storm again (+ Pulse Nova and Diabolic Edict if necessary) to kill your enemies together with your team. If you have reached tower, cast Diabolic Edict to destroy it.

In a big war, cast all of your skills, especially Pulse Nova, as fast as you can, including Diabolic Edict before you get silenced or disabled. Clear enemy creeps as fast as possible so your team can focus to attack enemy heroes. Be careful about lack of mana. Deactivate Pulse Nova when there is neither enemy creep nor enemy hero. Cast Hex and/or Arctic Blast if you have Guinsoo and/or Shiva's Guard. Cast Ether Blast to an enemy's carry hero if you have Ethereal Blade.

This post is contain Leshrac the Tormented Soul Guide, Build and Strategy. If you're having different thought about the build, feel free to comment. Don't forget, you can make your own guide at the Leshrac the Tormented Soul forum.