Purist ThunderWrath The Omniknight Guide
A former member of the Order of the Silver Hand, Purist has joined the Sentinel to avenge the death of the Order's leader, Uther the Lightbringer. Trained by Uther himself in the ways of the Paladin, Purist brings the power of the Holy Light to the battlefield. He can purify the souls of allies, harming any nearby Scourge in the process. Able to protect allies from harmful unholy magic, the mere presence of a man of the Holy Light atrophies any nearby enemies. In times of dire need, Purist can call upon God himself to protect him and his allies.
Base HP: 530
Base Mana: 221
Strength - 20 + 2.65 (Primary)
Agility - 15 + 1.75
Intelligence- 17 + 1.8
Base damage 51-61
Attack range of 100 (melee)
Base Armor 4.1
Movement speed of 300
Skill Descriptions
Purification (R)
Instantly heals a friendly unit and damages all enemy units 300 AoE within the target.
Level 1 - Heals/ damages for 90 hit points.
Level 2 - Heals/ damages for 180 hit points.
Level 3 - Heals/ damages for 270 hit points.
Level 4 - Heals/ damages for 360 hit points.
Mana Cost: 100/ 120/ 140/ 160
Cooldown: 12
This skill will heal you and the same time damage enemies nearby unit. Will help you greatly in the early game, but in the mid and late game this skill will less usefull.The way you have to use this spell is waiting for at least until your or an ally's HP drops to a level that if you healed, the target won't have full health pool. The only occiasion when you should be healing someone to full health is when you are harassing an enemy and especially if you can score a frag with Purification. If you need to farm, then you can use this skill for killing the ranged creeps instantly and damaging the melee ones heavily. But otherwise you should not be using it for farming, last hits will be enough if you can learn how to time it well.
Repel (E)
Creates a powerful divine ward that grants partial magic immunity from affecting a target unit.
Level 1 - Lasts 5 seconds.
Level 2 - Lasts 10 seconds.
Level 3 - Lasts 15 seconds.
Level 4 - Lasts 20 seconds.
Mana Cost: 60/ 70/ 80/ 90
Cooldown: 20
This skill is just like a free BKB. When you cast it on a hero, it will remove most of the casted buffs, doesn't matter if they are negative or positive ones. Most of the target spells won't work on the repeled unit and spell damage are fully negated. This skill is fit perfectly when you have a channeling spell heroes (Sandking, Crystal Maiden).
Degen Aura (U)
Greatly degenerates the movement capabilities of units that stray within 300 AoE.
Level 1 - Reduces movement speed by 7%.
Level 2 - Reduces movement speed by 14%.
Level 3 - Reduces movement speed by 21%.
Level 4 - Reduces movement speed by 28%.
Mana Cost: N/A
Cooldown: N/A
This passive skill is both an offensive and defensive ability. It will save your ass when some melee hero after you or when you want to block enemy heroes reaching your allies. It also will help out so well in chasing enemies. Using animation canceling is very important or else you might be slowed down so that you can't follow your target to keep the slow aura effect.
Guardian Angel (G)
Grants all friendly units within 1000 AoE 1000 armor and 25 HP/ second regeneration.
Level 1 - Lasts 5 seconds.
Level 2 - Lasts 7 seconds.
Level 3 - Lasts 9 seconds.
Mana Cost: 125/ 175/ 250
Cooldown: 150
Skill that gives 98% physical damage reduction and a 25 HP/sec regeneration with 1000 AoE. Repel removes Guardian Angel from target (!) It will be used in team fights when you jump on your enemies. Don't waste this spell, wait patiently for the perfect time.
Skillbuild
Level 01 - Purification
Level 02 - Degen Aura/Repel
Level 03 - Purification
Level 04 - Degen Aura/Repel
Level 05 - Purification
Level 06 - Guardian Angel
Level 07 - Purification
Level 08 - Degen Aura
Level 09 - Repel/Degen Aura
Level 10 - Repel/Degen Aura
Level 11 - Guardian Angel
Level 12 - Degen Aura
Level 13 - Repel
Level 14 - Repel
Level 15 - Attribute Bonus
Level 16 - Guardian Angel
17 to 25 - Attribute Bonus
This skill build is commonly met in many games, because there’s not much variation on his skill build. Purification is maxed first for obvious reason - it's a heal and your only damaging spell. The skill after Purification is depends on the enemies. If you're laning against nukers/combo heroes or heroes with damage over time spells, get one level of Repel early. Will help you stop consecutive stun and early death. Another situation would be when laning agianst Viper, Repel prevents orbwalking and nullifies the damage and the slow of Viper Strike when cast after it. If you’re facing Venomancer, you will need 10 seconds duration of repel to nullifies his ulti. So the choice is up to you. Guardian Angel should be taken whenever available, it may always save your or your allies when ganked or when diving a tower.
Item Builds
The Omniknight is being played in several different ways. The way you are playing him depends on your line-up and match-up, and of course the level of the game. But, basically what we think is that Omniknight is a support hero, that can become a hybrid in many ways. Give him some mana regeneration and then do whatever you want to do and needs to be done to him. If your team lacks a tank, then buy a Heart. If your team fails horribly at carrying and you have the possibility of buying a Radiance, then buy it. Adapt with the games.
1. Ring of Protection + Clarities or Chicken + Ring of Protection + Clarities
2. Energy Booster
3. Finish Arcane Ring
4. Bracers
5. Boots of Speed
6. Belt of Giant Strength
7. Staff of Wizardry
6. Finish Necronomicon
7. Finish Boots of Travel
Your core item should be like this :
Purist is need some form of mana regeneration since he is a STR hero with 3 active spells. You won't be spamming your spells, but when there's a big battle, you will spend a lot of mana in a considerably short time. Arcane Ring is made for you perfectly. TP scrolls is a must until you buy Boots of Travel. Power Treads seem like a better choice, but since you will be supporting BoT is suit you better. Movement speed is much more needed for you than attack speed. Bracers will needed when you are having trouble in surviving.
Necronomicon is a really great item on this hero. The MS aura that one of the demons give will allow you to chase more efficiently, the mana burn gives you high boost on damage as you will not be attacking too frequently. The attribute bonuses are both needed, a little STR and a nice amount of INT. Especially if no one else is heading for this item you are to be getting it as a Necronomicon 3 will allow you to destroy wards, detect mines and invisible heroes. Radiance will allows you to farm neutrals fast and speed-farm in lanes, so it becomes harder to catch you. In case you can farm up the 3800 golds early on, this will be a great addition to your inventory. Grab this items only when you are facing not-so-hard enemies and can farm greatly.
Optional Items
Heart of Tarrasque is a great item for Purist Thunderwrath when you are need to be a tank of your team. Also if there are no better heroes to cast Repel on, and it's you who get the benefits of magic immunity, then you need to be able to tank physical damage. Eye of Skadi is a great items, as the slow, the mana and health pool, everything is good for him. But since it highly cost you, buy this on fun game only. Assault Cuirass will boost your attack speed. With Repel on and an AC in your inventory you are basically unkillable. When you are low on health, then you just use Guardian Angel and there's no problem at all. After the core builds are complished and either there are no magical threats or you are a better repel-user than your allies, buy this item. Hood of Defiance is needed when you’re facing a lot of nuker and you need to cast Repel on your carry hero. Sange & Yasha is not a bad item on this hero, it's easy to farm up and you benefit from everything this item gives to you. The only problem is, that you can always find better alternatives. Guinsoo's Scythe of Vyse is used to be a very much liked item on the Omniknight. It was gotten on this hero because he needed some form of mana regeneration and manapool. The Cyclone and then the Hex abilities are really useful. The only problem is, that both Arcane Ring and Bottle are thousand times better to fix your mana problems and a Necronomicon suits this hero much more (giving STR, MS/AS auras, manaburn).
Strategies
Purist is a rather weak soloer, although against melee heroes he does really fine as he can adapt to any circumstances. However in organized games you will see him paired up with a ranged hero, who has a nuke, a stun or a slow at least, which will allow you to take the lane control. If you face troubles, you can always use Purification and Repel. Use the offensive Purification only when you take the lane control.
Omni isn't that good at soloing unless put against a melee hero. Ranged heroes are probably going to out-micro you and won't allow you to get any last hits/creep denies. Try to play conservatively against them and go in only for the last hits or when he is over-confident and makes a big mistake try to damage him with Purification. Against melee heroes you are going to max Degen Aura before putting points on Repel, as it allows you to harass the hell out of them and maybe score a kill. Heroes like Nerubian Assassin will be really harmful for you. Spam all your spells before he does much harm to you. Against Ogre Magi you might want to get Repel, because a hero might come over to help him and that will hurt you. Against many dual and especially tri-lanes, get 2 points on Repel, too. This all depends on wether you'll be nuked/disabled or not. You have to be observant.
When you see someone trying to gank you, or a spell is heading towards you, then immediately put Repel on yourself. After that run back to your tower and if needed, then heal. If you fail to cast Repel in time, cast Purification first, then Repel and then Guardian Angel. If you managed to cast Repel in time, but their physical damage is so hurting you, then cast Guardian Angel this case as well. If you don't have Repel, then try to juke you and/or ask for you ally's help. Try to calculate wether a guardian Angle will be in need or not and cast it in case it is needed. Try to get your Arcane Ring early, when you got it, it will be really boost to you. You can heal without worrying the mana. When you already have it, try to use Purification to help you farming by using it near creeps or neutrals. Just hit all of them as much as to getting them instantly killed by a single Purifitcation. This way you won't lose HP and you will clear a whole creep spawn.
After getting the Necro, you will be more agile and your damage output increase. Even so, don’t try to be hero. Purist is a lot better act as a support hero. Leave the hero kills for Motred or Trolls. When your team starting to push, stay aware of the situation and cast Repel on your carry hero if you get ganked. Use Guardian Angel wisely, to turn the tides of the battle. Don’t use it too early, it will make your opponent retreat until your Angel vanished. And the most important thing, don’t wait until your friends die, or even you! When trying to defend an outer tower, you will need to stay behind the tower and waiting for the best opportunity to initiate. If you have no problem keeping your carry hero or ulti-channeler repeled, then don't hesitate using it every time it cools down. With your repel, Crystal Maiden can cast her u
lti’s without afraid being canceled. Heal the wounded hero and at the same time damages the enemy who hit them sometimes can turn the tide too. Final words, Purist is maybe the best support hero in Dota ever!
Kunkka the Admiral Guide
The coolest skill is his ultimate, using a ghostship to hit the enemies and gives buff to the allies. His first skills is make a water blown from the ground and damage the enemies. His second skill gives you bonus damage and splash every few hits. His third skill is mark the spot,marks a hero and leaves an X in its area, after 5 seconds the targetted hero moves back to the X mark.
Here is more explanation about his skills:
Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water errupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing damage and slowing movement speed by 30%.
Cooldown: 12
Manacost: 105
This skill pretty cool, gives 120/180/240/300 damage and the torrent last for 2/3/4/5 seconds.

Kunkka's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero increased damage and 500 AoE cleave for a single strike every once a while.
This skill is just like Leviathan's Anchor Smash and Weaver double damage combined. Gives 15/30/45/60 bonus damage every 16/12/8/4 seconds. Great for last hitting.

In order to make an assembly for his troops, Admiral Proudmoore targets a hero and marks its current position on the ground. After a few seconds, the hero will instantly return to the mark.
Cooldown: 60/50/40/30
Manacost: 110
Marks a hero and leaves an X in its area, after a 2/3/4/5 seconds the targetted hero moves back to the X mark with 500/650/800/950 cast range. Use this to make the blinker enemy cannot escape.

The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 30% bonus movespeed and numbness to incoming damage, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for damage and a brief stun when the ship crashes.
Cooldown: 100/80/60
Manacost: 150
Great skills to initiate battle and even for chasing enemies. It gives 300/400/500 crash damages and the CoCo's Rum last 5/6/7 seconds.
Skill Build
1. Tidebringer
2. Torrent
3. Tidebringer
4. Torrent
5. Tidebringer
6. Ghost Ship
7. Tidebringer
8. Torrent
9. Torrent
10. X Marks the Spot
11. Ghost Ship
12. X Marks the Spot
13. X Marks the Spot
14. X Marks the Spot
15. Stats
16. Ghost Ship
Tidebringer is maxed first period. I cannot see any reason why it should not be taken immediatly as it becomes available. It gives you a way to "nuke" quite effectively and constantly all-the-while helping you last hit and score gold.
Torrent is the next best thing besides picking your ultimate "Ghost Ship" at level 6. At the start of the game, use it when enemies go to last hit or deny--this is the best strategy. However, you will also use it to save yourself from damage, or worse: death. (ex: Pudge, Omni, VS, Veno.) Use it when your allies come to gank your lane.
Ghost Ship is excellent with the MS bonus, Nuke/Stun, and CoCo... just a great spell period.
XMtS becomes more relevant later on when you start to play in bigger groups and you are no longer attached to a particular lane. I wouldn't hold off on getting it though... stats are not worth it considering the increased range and duration XMtS gets with each level... yes with added mana cost but you do get mana regen item and bracers.
Item Build
Starting items
Core Items

Luxury Items
DPS
Support
Strategy
Early Game
Your hero can babysit or take up solo mid. Try to last hit with Tidebringer all the while hitting enemy with its AoE.
If you soloed mid, early Bottle is a must (to control runes). Start ganking around level 8. Prior to that, you should only leave your position to aid in a river/jungle kill. Early Boots of Speed is advisable.
Remember, at level 6, you now have a decent amount of potential to land a kill using Ghost Ship. If someone comes to gank make sure it is available. When ganking, having it available is very advisable.
Early game for Proudmoore is a lot of farming... I would say you are in good shape for mid game once you upgraded your boots and have a good mana source.
Mid Game
Ganking with intermittent farming. Farm jungle spots on the fly. Do not ignore the players' (allied and enemy) activities. You really should have good comm (vent if you are serious) or--at the very least--have some allies working with you.
Do not waste XMTS, use it with:
- Torrent
- Chasing
- Ghost Ship
Use XMTS it on:
- Channelers (right before the *time window* for them to use their combo arises)
- Disablers (that you wish to Torrent)
When ganking, try to use torrent w/o XMTS... this takes a lot of practice and it is best used when the enemy doesn't know you're there. XMTS and Torrent synergize extremely well but that does not mean to always use them together. I personally only use them together when I'm out in plain sight of the enemy (for instance a 1v1 situation or team battle) and want to guarantee the disable. Also, in big, complicated fights it is good to target the enemy with the disables and strong ultimates (before they get into position... so they get put back OUT of position) with this XMTS/torrent combo... it will put him back away from the fight and buy your team some time.
Always use XMTS on the enemy when he is alone and chasing you. Always use XMTS on yourself to juke if 2 or more are chasing you. Same goes if you are helping an ally being chased.
Initiating with Ghost Ship is the best (or most effective) use for this spell. If your team is fleeing (ie was ganked) and the enemy is already on top of you, then cast Ghost Ship in the direction you are all moving. If the enemy is chasing your team but are somewhat behind you, cast it in the opposite direction so that you get the 10% MS boost sooner.
If you are going to use Ghost Ship during a fight (after initiation), use it ASAP and target the disablers.
When you spells are on CD, position yourself to damage the most # of enemies with Tidebringer. Harass the disablers (or the hero your team is focusing) and try to get them to cast their spells on you. (Usually you want to walk behind the enemy disabler so that you are hitting the other enemies.)
When going into a battle, know who you are disabling, know who your team is focusing as well.
Late Game
Same as mid game, however Ghost Ship becomes more important... so I will say just one thing:
CAST GHOST SHIP AS SOON AS THE TEAM BATTLE BEGINS FOR KUNKKA. LEARN THE TIMING. FEEL IT. KNOW IT.
Important Points:
Torrent cancels Sand King's Sand Storm.
"X" does NOT cancel windwalk-type abilities.
"X" cancels Panda's Primal Split if cast before Primal Split.
Avatar, Jugg's Blade Fury, Rage, and Infest ALL cancel "X".
Use "X" on enemy. Have Rhasta cast Mass Wards on top of "X". Hit Return.
Use "X" before enemy Lothar's, Leaps, Runs from your tower.
Use "X" after enemy starts to cast Town Portal, Teleportation, Dark Rift.
Use "X" on enemy. Have ES cast fissure in such a way that you "trap" the "X" on the side closer to your base. Immediately hit Return. Kill. Works best in top or bot lanes.
"X" cancels enemy's channeling spells.
Cast "X" on enemy. Get POTM to fire arrow at "X". When arrow is about to reach "X", hit Return. While enemy is stunned, cast Torrent or Ghost Ship.
Cast "X" on friendly VS before Swap -or- cast "X" on swapped enemy after Swap.
"X" can be used to set up friendly Black Hole, Reverse Polarity, Epicenter, Pure Lesh (TS) Pwnage, etc...
Use "X" to prevent stray enemies from fleeing... free kill. Think about aftermath of big battles.
Use "X" on high MS / stunning chasers when fleeing.
Use "X" on enemies that require a high degree of positioning (ex: Lesh, Ursa, and Axe).
When you Cyclone an enemy, IMMEDIATELY place a torrent under him.
Feel free to give comment and notice me if i haven't credit you ^__^
Credits: kiwon14, JBnev3rEnD, redrach, pluginbaby and all the contributors :)Guide Source: Euquila Guide

A follower of the great God of Order, Paladine, Sven has sworn to uphold the rights of all. Born of a Knight and a Night Elf and ostracized since birth, Sven has lead a solitary existence of meditation and training. He has come out of his wanderings determined to guard the innocent against evil. Armed with his blessed cleaving blade Justice, and harnessing the power to strike down his enemies with the might of God's Strength, Sven's wrath toward the unjust is a sight to behold.

Strength - 23 + 2.7 (Primary)
Agility - 21 + 2
Intelligence- 14 + 1.3
Base damage 54-56
Attack range of 125 (melee)
Base Armor 1.94
Movement speed of 295
Sven Skill Descriptions
Storm Bolt (T)

Targets an area around an enemy unit and releases a magical hammer dealing damage and stunning enemy units. 250 AoE. Stun lasts 2 seconds.
Level 1 - 100 damage.
Level 2 - 175 damage.
Level 3 - 250 damage.
Level 4 - 325 damage.
Mana Cost: 140
Cooldown: 15
This skill remains the same mana cost, cooldown and duration, but the damage increases. This is a nice skill to work on. This skill can be used to:
- set up a gank,
- stall time for allies to arrive,
- finish off a Lothar's Sniper,
- cancel enemy's channeling spell
Great Cleave (C)

Sven strikes with such force that all nearby enemies take damage.
Level 1 - 20% damage is splashed.
Level 2 - 30% damage is splashed.
Level 3 - 40% damage is splashed.
Level 4 - 50% damage is splashed.
This skill is like to free battlefury. It is used for clearing the faster and will be more effective when Sven has big damage.
Warcry (W)

With the righteous anger of one wielding Justice, Sven lets loose a mighty Warcry, heartening his allies for battle. Sven and nearby allies gain 12% movespeed and increased armor for 6 seconds. 450 AoE.
Level 1 - 12% Movement Speed. + 3 Armor.
Level 2 - 12% Movement Speed. + 6 Armor.
Level 3 - 12% Movement Speed. + 9 Armor.
Level 4 - 12% Movement Speed. + 12 Armor.
Cooldown: 36/30/24/18
Mana Cost: 25
This skill can be used before or after team battles for the armor or for the extra ms to chase down fleeing heroes. Be sure to cancel the animation!.
God's Strength (R)

Sven gets pumped up! Adds bonus damage for 25 seconds.
Level 1 - Adds 100% damage
Level 2 - Adds 125% damage
Level 3 - Adds 150% damage
Cooldown: 80
Mana Cost: 100/150/200
This skill makes Sven superman giving him lots of extra damage. Be sure to cancel the animation!
Sven Skill Build
Level 1: Storm Bolt
Level 2: Stats
Level 3: Storm Bolt
Level 4: Warcry
Level 5: Storm Bolt
Level 6: God's Strength
Level 7: Storm Bolt
Level 8: Stats
Level 9: Stats
Level 10: Warcry
Level 11: Warcry
Level 12: Warcry
Level 13: Great Cleave
Level 14: Great Cleave
Level 15: Great Cleave
Level 16: Great Cleave
Level 17: God's Strength
Level 18: God's Strength
Levels 19-25: Stats
Storm Bolt is his main skill in early minutes. It has high damage, 2 seconds stun and 15 s cooldown. If you don't want him lack of mana to cast his skills, give him enough stats. Warcry is needed in early minutes for chasing enemy once in a while. But in mid game, he needs it more often, short cooldown of Warcry will help him. One level of God's Strength is enough in early and mid game because increasing level of god's strength will cause him store more mana and is not comparable with 25% increased damage. When he has enough big damage with BKB, Satanic or Armlet, then Great Cleave will help him farming or clearing the way more effective.
Sven Item Build
1. 2 Set of Tangos, 3 x Ironwood Branch, Clarity Potion, Animal courier.
2. Finish Magic Wand
3. Flying Courier, Boots of Speed
4. Urn of Shadows & Soul Ring,
5. Mask of Death, Finish Power Thread
6. Kelen's Dagger
7. Scroll of Town Portal
Sven's core item should be like this:





Magic Wand is the most imba item in the game. The burst regeneration is useful in so many circumstances such as escaping a gank, turning the tide of a battle, or gaining back just enough mana to to kill somebody. Urn of Shadows is great item for dusting up after a gank, very important for him. Soul Ring Used in conjunction with Urn of Shadows can replace and work better than Bottle.
He needs courier a lot for shopping many cheap items, and that measly little walking slave won't be enough. Ask an ally to give it wings, or do yourself. Everyone needs boots, and He is no exception. Low MS and melee attack range force Sven to grab boots early, even with Warcry. Power treads gives the versatility of switching between stats when necessary and more damage, even with God's Strength.
Who doesn't want to steal life? It can be upgraded into either MoM or Satanic, either of which are very good for him. Blink is invaluable, seriously consider getting this item if his team needs an initiation.
Sven Late Game Items



Mask of Madness is great item because it gives Sven a steroids skill. Since he is carry, MoM should be equipped because of the huge IAS it gives. But if he is tanking, Satanic should be preferred.
BKB's stats are great and the avatar ability is insane. Without BKB he run the risk of being chain disabled, nuked to death, or simply having his buffs purged off with a diffusual blade. Get BKB right after core.
Although the damage and critical from Buriza is great, God's Strength doesn't benefit from raw +dmg. The cost is also very high, but this item can advantageous him since he has Great Cleave. Great Cleave + Critical is amazing.
With Assault Cuirass, he can kill his enemy faster since it lowers enemy armor and gives IAS. He will also become harder to die caused by high armor.
Armlet is awesome item, good on almost all STR heroes, it's just a little too risky to use on Sven. Unholy strength increases Sven's damage a shit load, seriously consider this item in conjunction with MoM if his team has enough disables to keep him alive.
Sven Strategy
You should pick this hero when your team has enough support hero. These are the supports for Sven: Crystal Maiden, Lion, Witch Doctor, Ogre Magi, Magnataur, Vengeful, Darkseer.
Beware of his counters:
- Diffusual Blade carried by Phantom Lancer or Naga Siren,
- Rhasta or Athropos with their binding spell
- Krobelus with her ultimate, every melee hero should avoid her as enemy.
In early minutes, just farm as best as you can, maybe even try for firstblood if you have an ally with a disable help you. Try not to die and just last hit/deny those creeps. Don't push the lane unnecessarily. When you reach level 7, you should have most of your core by now and maybe a kill or two. You can leave your lane and start hardcore ganking, or if your the carry for your team you can try to get in a little more farm. This is the point in the game when you make the decision on whether to make dagger or BKB first.
In mid game, go around ganking, participate in all the team fights, and farm whenever you have time, this is the stage of the game where TP scrolls really shine so make sure you always have 2 on you. Try to get together a few kills and farm your core as quickly as possible.
In late game, push with your team, and make sure your there for every single one of the team fights, pick off farming heroes with your allies and kill Roshan. Most important phase of the game, you should be done with your core and working on one or two of your late game items.
In ultra late game, try backdooring or pushing multiple lanes to gain victory.
Based on: PlayDota Guide
This post contain Sven Guide & Build - The Rogue Knight Strategy. If you have different build or suggestion, you can leave your comments or make your own guide on Sven Forum.


Originally nothing more than a lowly spirit of the trees, Io dwelt peacefully amongst his kind in the Great Forest. As the Great War spread across the land the creatures of the forest were forced to defend their home. The desire to protect his kin awoke power in Io he had not known he possessed. He discovered he was able to connect his life force to another creature to strengthen them or help them flee by instantly transporting them out of harm. Io became known amongst his people as the Guardian Wisp, a protector of the Spirits. All other spirits swore to assist him and can be summoned to his side to aid him in his battle. Uninterested in the battle between the Sentinel and the Scourge, Io fights only to protect his people.
Guardian Wisp Skill Descriptions

Hero Class: Guardian Wisp
Hero Name: Io
Alliance: Sentinel
Strength: 17 + 1.9 (Primary)
Agility: 14 + 1.6
Intelligence: 23 + 1.7
Base Damage: 33-42
Starting Armor: 0
Movement Speed: 295
Attack Range: 525
Tether

Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be stunned. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.
Movement Bonus: 20/25/30/35%
Stun Duration: 1.25/1.5/1.75/2.0
Cooldown: 12
Manacost: 40
If you try to tether a unit that is a outside its range (by up to 900) Io will latch on and pull himself closer to the unit.
Tether transfers other states on the hero to the allied unit. This includes Overcharge, Relocate and any time you regenerate hp/mp.
Note: Has a sub ability that lets you break the tether.
This skill is what makes Io such a scary supporter. Combine him with Ursa and say goodbye to your target. However, this skill won't do much if you don't wanna be a support hero.
Spirits

Io summons 5 ancient Spirits over the course of 6 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging and slowing all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.
Spirits duration: 6 seconds
Min damage per spirit: 8/14/20/26
Max damage per Spirit: 25/50/75/100 (explode damage)
Min/max spread range: 100/875
Slow: 30% (only works on heroes)
Area of Effect: 300
Slow duration: 3 seconds
Cooldown: 20/18/16/14
Manacost: 120/130/140/150
Note: You have two sub abilities. One to move them outwards and one to call them back in. You can stop them at any distance by toggling the ability order.
Its primary use is for slowing and scouting. It can spread up to 875 range and each spirit has a sight range 300 Aoe. So you can scout around 1175 range Aoe from wherever you are.
Overcharge

Io draws on more energy than he can safely handle, granting him bonus attack speed, but draining 2.5% of his current HP and MP per second. If Io is tethered to an ally the bonus attack speed is also granted to that ally.
This is a toggle ability.
Attack Speed: 60/80/100/120
Note: This bonus affects a tethered unit as well.
Another support skill which should be combined with Tether for maximum benefits.
Relocate

Io temporary relocates himself, along with any tethered hero, to the target location for 12 seconds.
There is a casting delay and the enemy has visual indicators on the minimap and the world of the teleport before it happens.
Cast Delay: 2.5/2.25/2.0
Cooldown: 90/75/60
Manacost: 100
Note: If an allied hero is Tethered, that hero will teleported along with you. You can break the tether at any time to prevent that hero from returning back with you. -disablehelp is available for this ability.
An instant gank skill. Tether Ursa or Sven, kill your enemy quickly and you going back to your place before. Need some coordination with your partner to maximize the gank. Also useful during line phase to refill Bottle and buy something in your base with ease.
Io The Guardian Wisp Skill Build
Level 1: Tether
Level 2: Spirits
Level 3: Spirits/ Tether
Level 4: Tether/ Overcharge
Level 5: Spirits/ Tether
Level 6: Relocate
Level 7: Spirits
Level 8: Tether
Level 9: Tether
Level 10: Overcharge/ Tether
Level 11: Relocate
Level 12: Overcharge
Level 13: Overcharge
Level 14: Overcharge
Level 15: Stats
Level 16: Relocate
Level 17-21: Stats
Level 22-25: Stats
Here is my initial skill build for Io The Guardian Wisp. Tether is taken first as it will help you initiate or escape from first blood attempt. Spirits without a doubt is maximized first. It's your only nuke and give quite much damage if you manage to hit the enemy with all your spirit. The only exception is if you got Ursa/Slark on your line. You might want maximize Tether first. You can pick overcharge early to help your partner with +IAS for early kill.
Take Relocate whenever you can. This skill is like a global ganking tool. For maximum performance, get a ward on the enemies jungle and grab a friend to gank them. Don't forget that you can also recharge on the fountain with this skill.
Overcharge is maximize on the late game as on that time, attack speed hold important factor.
Io The Guardian Wisp Item Build
1. Gauntlets of Strength, Magic stick, some of Tangos or Healing salves
2. Get Sobi Mask and finish Magic Wand
3. Boots of Speed
4. Finish Urn of Shadows
5. Finish Power Treads
6. Get Mekanism after you get all core items
Io's core item should be like this:





Magic Wand - Very useful when the enemy has spell spammers. Don't need time to get healed and has some stats too. Combine with Tether to give your ally free healing.
Urn of Shadows - Pick this first if the other team doesn't have good spell users. Urn will give you strength for survivability and charges for healing ally or damaging enemy. You can using this with tether to heal your tethered ally.
Power Treads - Movement speed and 10+ strength stats which you badly need for gain more survivability or 10+ intel for mana stock.
Mekanism - Good support item for support hero like Io. Especially when you using Tether, your ally get not only 250hp healed but also additional 250hp. Total will be 500hp. It's really awesome. The other positive buffs will be useful when the teams clashes.
Bracer - An optional. Gives you good stats for early game. HP, armor, mana, and damage. Get this if you feel difficult dominating your lane.
Arcane Boots - Buy this for helping your nuker friends or spammers. A situational item.
Vanguard - Situational item for Io. You will need to survive when you or your partner get ganked by other team or gank the opposite team. It means you have the responsibility to save or help your partner's ass when the gank happens. Dont get this item if you still able to gank the enemies well.
Luxury late game items:




Heart of Tarrasque - Good item for survivability during battle because it gives huge amount of HP and HP regen. When it active you can share your 2% hp regen to your tethered ally.
Guinsoo's Scythe of Vyse - You are a support hero and need a good ability to disable enemies. Use hex and your target will do nothing in 3.5 sec. It's +35 intel stats dont do much for Io but it will help you using your Overcharge freely anytime you want. But still the other additional stats will be useful for survivability.
Kelen's Dagger of Escape - It can be used for escaping, ganking or chasing enemies. When you are tethering your ally, you can jump close to your target for stunning him.
Black King Bar - A survivability item and an anti-nuke ability will almost help you around. Especially when the opposite team has disabler or nuker units.
Eye of Skadi - Very expensive but will be very useful when you manage to buy this item. It can slow your enemy and add your survivability to survive in late game. Get this item if you have a lot of money to spent.
Io The Guardian Wisp Strategy
You can pick this hero when your team has a lot of gankers and needs supporter.
You need to support:
- Carries : You can speed up them, both their movement speed and attack speed. Tether them and use your Overcharge. They will be more deadly with you on their side. Such as mortred, traxex, na'ix or hero with stun and critical hit such as bara, skeleton king.
- Blinkers : Good positioning while Tethered is their ability. So your Tether's stun will absolutely land on your target. Gank with them will be easy if you do it right. Darkterror, magina, and rikimaru for example.
- Battle Initiator : Usually have mass disable skill. Relocate them in the middle of battle can change the tide or just give them a free kelen's dagger for initiate or gank. Such as Raigor, Bradwarden, and Magnus.
Beware of his counter:
- Nukers : They can blow you up in one combo. Especially in early game when you has little HP pool. Play safe and stay away from them. When their mana drained and you can try to kill them. Such as Lina, or Lion.
- Silencers and mana burners: Without your skill you cant do anything. Just stick to your partner to prevent enemies to get easy gold from killing you.
You need partner when it comes to laning. Usually players have the middle lane for solo hero. So you will choose up or bottom depend on your partner's hero. It will be good if you can support a carry hero which have a disable skill or slow skill. Always give priority to your partner so he can get his core item as fast as possible. Support him when he want to kill. But not forget to try harass and dominate your lane. Remember to get your target, as much as possible, killed by your partner. They need to lvl up and get more gold than you do.
Roam in early game will get you overleveled by your opponents. But your carry partners can get the advantage if you roam with him. Get tether and overcharge first if you want to do that.
Tri-laning using Io is possible. Prefer to lane with stuner or slower hero. When your partner initiate by stun or slow, tether your carry and overcharge for more easy kill the target.
Mid game will let the teams always ready to gank or be ganked. Relocate is very useful when it comes to this. But always bring your partner when you do that. Do as fast as possible to kill your target before you come back to your previous place. Give all the kill to your partner. Between ganking, you can help him farms faster. You should get your core items on this phase. Scouting is important in this phase of the game. Use your Spirits effectively to prevent being ganked.
The last phase of the game. Get your core items and at least 1 luxury item in your pocket. Support your team in when the battle occurs. Tether and overcharge a hard carry hero for letting him be more deadly with your additional AS and MS. Use tether and heal combination to give your partner more survivability while he continue to rapes enemy units. Its very possible your enemies target you first, but all you can do is support as much as you can before get killed.
Based on: Playdota Guide
This post contain Io Guide & Build - The Guardian Wisp Strategy. If you have different build or strategy, you can give your comments or make your own guide on Guardian Wisp forums.


Story
Since ancient times it has been prophesized by the Tauren elders that a Chieftain will come, strong as the mightiest warriors and wise as the eldest shamans. After many years of wandering the sacred lands, seeking wisdom from his forefathers, Cairne Bloodhoof has proven himself as the long awaited hero. Cairne carries with him the spirit of his mightiest ancestor, and now the ground shakes with the combined strength of the Chieftain and his guardian spirit. No physical nor magical barrier can reduce the power of his enchanted halberd, the weapon used by his guardian in ancient times. Such is the power of this axe that it can split the very earth itself. Seeking revenge for the ravaging of his homeland, Cairne will soon bring his wrath upon the Scourge.
Base Stats
Strength: 24 + 2.7
Agility: 14 + 1.5
Intelligence: 23 + 1.6
Attack Range: 150
Movement Speed: 300
Cast Point 0.4
Attack Point 0.35
Hero Class: Strength
Echo Stomp

If you damage a knocked out unit, it no longer becomes knocked out/immobile.
There is a spirit version of you doing the stomp animation with you at the same time (you can see it as well). You deal physical damage and it deals magical damage.
Physical Damage: 80
Magical Damage: 80
Channel Time: 1.4 seconds
AOE: 500
Knockout duration: 2/3/4/5 seconds
Manacost: 100/115/130/145
Cooldown: 15
Only player based damage can wake heroes. Damage dealt during a brief period after the stomp will not awaken heroes (0.65)

Ancestral Spirit

Magical Damage: 120/160/200/240
AOE: 275
Damage per creep: 3/6/9/12
movement speed per creep: 1%
Danage per hero: 10/20/30/40
movement speed per hero: 5%
Cooldown: 19
Manacost: 110
Max Charge Time: 8
If the spirit has not rejoined with you before that period, it will charge towards you to move back into you and enchant you.
Enchanted Time: 9 (The duration you have the buffs after the joining of the ancestral spirit)

Natural Order

AOE: 250
Percentage nullification: 25%/50%/75%/100%
Note: This exists on the spirit as well.

Earth Splitter (Ultimate)

Cast Range: 1600
Travel speed: 600 ms
Delay after maturity: 0.5 seconds
AOE: 350
Damage: 35% of each unit's maximum HP (half magical, half physical)
Slow Amount: 30/40/50%
Slow Duration: 3/4/5
Cooldown: 90/75/60
Manacost: 175
Example: You target a point, from where you are towards 1200 in the angle you click on, the split starts growing.
The split grows at 600 ms, so it takes 2 seconds to reach the end.
After it reaches the end, it plays an animation preparing for the implosion for 0.5 seconds and then it pulls everyone in and does the dmg/maim.

Skills Build
Lv 1 : Ancestral Spirit
Lv 2 : Echo Stomp
Lv 3 : Ancestral Spirit
Lv 4 : Echo Stomp
Lv 5 : AncestralSpirit
Lv 6 : Earth Splitter
Lv 7 : Ancestral Spirit
Lv 8-9 : Echo Stomp
Lv 10 : Natural Order
Lv 11 : EarthSplitter
Lv 12-14: Natural Order
Lv15: Stats
Lv 16: Earth Splitter
Lv 17-25: Stats
Max Ancestral Spirit for harassing and farming. You're a melee hero and Ancestral Spirit is help you harass and farm. Combine with Echo Stomp you can stun your enemies from distance. Earth Splitter taken as fast as possible because it's really a great skill with long cast range, huge area and decent damage.
Skill Usage
Remember, when your cast Ancestral Spirit, your spirit has your Natural Order aura and can Echo Stomp as well. Open the combo with Ancestral Spirit, place it into the middle of enemies, cast Echo Stomp and continue with Earth Splitter. After the Spirit join you, chase them with movement speed buff and bonus damage.
Items Build
Core Items
Tauren Chieftain is a versatile hero. At first, i thought he was like Earth Shaker (Raigor) who merely a spell caster. But after some games with him, i realize that he's more like Admiral/Kunkka. He has 3 active skills, but his DPS is high and his passive support this. With the bonus damage and movement speed from Ancestral Spirit, you can kill lot of heroes in the process. To maximize this potential, i suggest Battlefury and Power Treads as the core items. The Treads will give you attack speed and more movement speed to chase your opponent after your stun/slow. Battlefury is work nice as your spells is area and you will give huge damage at ease. Not to mention the mana regeneration.
Some Bracers for early last hitting and additional HP, if you farm well, you can skip this and buy Battlefury instead. Town Portal is a must to set a gank or helping team mates.
Luxuries
Sange Yasha is now cheaper and gives you more movespeed bonus. Tauren has high base movement speed (310), with Sange Yasha and Spirit bonus, almost every enemy get captured by him. Get a Refresher Orb to take 70% of enemies HP in an instant with double Earth Splitter. If you want to tank, go to Heart of Tarrasque instead. Shiva's Guard for more AoE damage and cover your lack of armor. Or if you want some DPS, get Assault Cuirass instead.
Why not Dagger?
Tauren Chieftain already have Ancestral Spirit to help land Stomp. Remember, you can place your spirit from far away! If you want to init, just cast your spirit from distance into the middle of enemies and immediately Stomp. His ulti also has long casting range. So personally i don't think Dagger is good item for him.
Strategy
Start of with 2 Healing Salve and Circlets. Your main priority is to last hit/deny and aim for your Ring of Health immediately. If you have a stunner lane mate, try to aim some kill with Ancestral Spirit and Stomp combo. If you don't, you still can harrass with your Spirit. Get your ulti as fast as possible.
After getting your RoH, you are hardly to harass and can stay a long time in the line. Aim your Void Stone to make Perseverance. After getting your boots and maybe some bracers, start ganking. With Spirit + Stomp combo and a decent team mate, you will likely net a kill. Start with Spirit and place it on the middle of your enemy. Immediately Stomp, only blinker enemy can evade this. While your enemies still sleep, use your ulti if you have it. Then go near him and finish it with your mate. Remember if a hero attack him, he will wake up. So think twice before attack the sleep enemies.
In the team fight, if you have a initiator(Ex: Magnus, Earthshaker, Tidehunter, Enigma), cast Earth Splitter as soon as your friend inits. If you don't have it, place Ancestral Spirit into the middle of your enemies (the distance you can cast the spirit is further than Blink Dagger range!). Cast Echo Stomp and continue with Earth Splitter. After that, start roaming with your Battlefury and the bonus movement speed. It's not strange to hear Triple Kill from Tauren in this version. So, before he got nerfed, enjoy your time ;)
Have different thought? Share it here :)

Rattletrap the Goblin Clockwerk Guide & Build, Dota-Allstars 6.53 New Hero. This new heroes is somewhat fun to use. I will give you some general overview of him.

Range: 125 | | Move Speed: 310 | Primary: STR
Str: 24 + 2.9 | Agi: 13 + 1.2 | Int: 17 + 1.7
Damage: 49 - 51 | HP: 606 | Mana: 221
HP Regen: 0.97 | Mana Regen: 0.69
Attack Speed: 1.48 (+ 13% IAS) | Armor: 4.8
Here are his skills:








Here is a recommended skill build/guide i found for Rattletrap - The Goblin Clockwerk. But since the hero still fresh from the oven, i believe this will be changed.
1) Battery Assault
2) Power Cog
3) Battery Assault
4) Rocket Flare
5) Battery Assault
6) Hookshot
7) Battery Assault (Max)
8) Rocket Flare
9) Rocket Flare
10) Rocket Flare (Max)
11) Hookshot
12) Power Cog
13) Power Cog
14) Power Cog
15) Stats
16) Hookshot (Max)
17) Stats
18) Stats
19) Stats
20) Stats
21) Stats
22) Stats
23) Stats
24) Stats
25) Stats
Get Battery first, it's an amazing AoE killer when used properly. Max it first.
Get one level of cage next to trap your opponent and then use battery for an easy first blood if possible.
Get Missle after one level of cage and max it, this is your 'normal nuke'. Max it.
Max cage after Missle, it will keep them close to your Battery longer.
Core Item Build:
1) Bracer(s) OR Vanguard
2) Strength Treads
3) Void(If Going Linkens) OR Bottle
4) TP scrolls (Buy as needed)
Luxury Items:
1) Radiance: Adds AoE Damage for a better battery assault.
2) SnY: Adds Health, Attack Speed, Speed, and Damage for better overall stats.
3) Shiva's Guard: Slow the enemy, add some EHP, and get some more mana.
4) Linken's Sphere: Blocks a disable while charging the enemy and get some more health and mana as well as mana regen.
5) Heart of Tarrasque: More Health, More Damage, More Tankability.
6) Assault Cuirass: More Tankability, More Support, More DPS.
Explanation:
Early game I'd grab two circlets and some tangos if your going bracers, or a stout and some tangos if you're going Vanguard.
I make Bracers or Vanguard first to get a quick health boost as I like diving into enemies (or hookshotting into them) to pull off my combos. Next, I grab boots for the obvious reasons, your speed will be 360 afterwards. That's pretty good.
Next I grab some mana regen because you're starting to gank and don't want to be waiting for any mana. Whatever you want for mana regen is fine, you don't need too much of it so a Bottle or Void usually covers it. Get the Void if you plan on making a Linkens.


Alliance: Sentinel
Strength: 23 + 2.3 (primary)
Agility: 23 + 2.1
Intelligence: 18 + 1.7
Base Damage: 50-54
Starting Armor: 3
Movement Speed: 305
Attack Range: Melee
Ymir the Tuskarr Skill Descriptions
Ice Shards

Travel AOE: 200
Cast Range: 1500
Damage: 70/140/210/280
Shards Duration: 5
Manacost: 120
Cooldown: 18/16/14/12
Note: Shards block path
Has quite damage, but the ability to block the path is the most useful one. The range is high and allow you to harass from far away.
Snowball

The snowball moves at the relative move speed of the heroes within.
Damage: 40/80/120/160 ( +40 each level on the final target)
Stun Duration: 0.25/0.5/0.75/1.0 ( +0.25 each level on the final target)
AOE: 200 + 40 per second
Target Cast Range: 1250
Manacost: 75
Cooldown: 40
Note: Snowball stops traveling after 3.25 seconds. Can destroy trees and cross cliffs. Must target an enemy, cant target ally or ground.
A unique skill which maybe fit the best for the Christmas. Have a really long target range. A nice skill to initiate a gank.
Frozen Sigil

MS Slow: 10/15/20/25%
AS Slow: 30/40/50/60%
Movement Speed: 310 (Flying Unit)
Sigil HP: 300 (same as pugna's ward)
Bounty: 90/100/110/120
Duration: 30
Cooldown: 50
Manacost: 75
Note: Spawns infront of him and automatically follow tuskarr when no order given to it.
A really useful skill for team battle. Will slow down the enemies on the area targeted.
Ymir the Tuskarr Ultimate
Walrus Punch

Critical Strike: 2.5x (4x if the target is below 50% hp) (physical damage)
Landing Damage: 75/150/225 (magical damage)
Landing Slow: 40%
Landing Slow Duration: 2/3/4 seconds
Cooldown: 18/16/14
Manacost: 50/75/100
note: Walrus punch will end if you dont hit a target in 10 second
A cool move which a little similar to Tiny's Toss. It deals lots of damage, especially to the below 50% HP enemies.
Ymir the Tuskarr Skill Build
1. Snowball
2. Ice Shard
3. Ice Shard
4. Snowball
5. Ice Shard
6. Walrus Punch
7. Ice Shard
8. Snowball
9. Snowball
10. Frozen Sigil
11. Walrus Punch
12-14. Frozen Sigil
15. Stats
16. Walrus Punch
17-25. Stats
Snowball is for early ganking while Ice Shard is for your main nuke. Walrus always taken whenever without any question. Maximize Snowball and then Frozen Sigil. Sigil will be useful for team clash which usually happen on mid-late game, hence taken start on level 10.
Ymir the Tuskarr Item Build
1. Sobi mask, Gauntlets of Strength, and Tango
2. Finish Urn of Shadow
3. Boots of speed
4. Empty Bottle
5. Finish Power Tread
6. Bracer and finish Janggo of Endurance
Tuskarr's core item should be like this:




Urn of Shadow - It will be first to picked up cause you already have 2 of its components on your item slots. Gives you HP, damage, and mana regeneration which you need on early game.
Bottle - is the best source of regen on Tuskarr. Especially his lack of mana. Because he's a ganker and he will badly need a fast replenish item. One slot, 600 gold, fast regen (both HP and Mana), and a measure against mana burners, makes bottle more effective and cost-efficient than other early regen items.
Power Tread - Provide you with stats and damage as well. and ofcourse some good additional AS.
Janggo of Endurance - It has aura of AS and MS. its endurance can add more of AS and MS to your team. Perfect for gangking. Use it after your snowball hit your target. Its aura will be more useful if you gank with your teammates.
Preseverence - Solve the mana problem and can be upgraded to BFury.
Orb of Venom - Optional item. Get this item if you have a hard times chasing your enemies. Useful on early game when your sigil's level still low.
Vladimir's Offering - also optional item. You can get this item if you have a more melee hero in your team and your teammates dont intend to make it. Has a good support auras (lifesteal, damage, armor, and mana regeneration).
Here is core late game item for him:

Luxury late game items:





Battlefury - Additional damage and HP/Mana regeneration. It's ability to cleave is just a bonus for easy farming cause your ultimate stacks with it.
Monkey King Bar - Your mana problem has been solved, so its time to get more DPS to your Tuskarr. MKB has +88 damage which can add some very nice damage to Walrus Punch (4x critical if your opponent's HP less than 50%). Its IAS increases your DPS and minibash wil help you to chase when your sigil is activated.
Assault Cuirass - is a smart route to take, supporting the rest of the team with the positive and negative auras to shift the tides towards team's favor. IAS and Armor adds to DPS and survivability at the same time.
Sange & Yasha - An all in one item (provide additional HP, damage, AS, MS, and Maim ability). Your EHP is increase as well as your probability to chase and kill your enemies when combined with your skills).
Stygian Desolator - Boost your DPS. Thanks to +60 damage and -6 armor reduction. But no EHP at all.
note: You can combine this with vladimir to add your survivability.
Satanic - Gives you DPS (+45 damage) and more EHP (HP and lifesteal). Choose between this, stygian, or Sange & Yasha depend on your game's situation.
Ymir the Tuskarr Strategy
You can pick this hero when your team needs disabler, tanker, supporting chaser, team battle initiator, or chase assister.
You need to be supported by:
- Babysitters :
to get a good farming on early game
- Close Range Disablers :
Snowball can provide them with free kellen's dagger. Good disabler teammates can make an effective gank on every phase of the game.
- Close Range Nukers :
They (such as Nevermore and Crystal Maiden) can give a good combo. But in some circumstances only (no disabler).
Beware of his counter:
- Close Range Disablers:
The more you close to them, the more you close to death.
- Silencers and Manabreakers:
can't do anything except do normal attacks. You will choose to gank them real fast without fail if you want to success. Including Doom Bringer, a hero with an awesome spell which is troublesome for A spell depended hero like Tuskarr.
- Evaders:
Blinkers or windwalkers. Hard to chase and can pop-up from nowhere to gank you.
You can choose any starting lane. Just deny and farm by last hit as best as you can. try to harass and dominate the lane. You can do that with the help of your teammate. Don't push the lane unnecessarily. If you have been holding a solo lane and you are above level 7, you might want to go gank a low level hero. Don't do ganking alone because It will be more effective if you do that with your teammate. Before doing that at least you must have a boot and a bottle on your slots.
What you should be doing in mid game is ganking a lot with your partner. Because your main role is making enemy's carry hero suffer so they cant be threats to your team on late game. Try to find chances to gank every time you have in this phase of the game. Snowball can be the initiator, follow with ice shard which can be the nuke and the trap, finish with walrus punch. Some additional hit will be enough to make em dying. You can use frozen sigil to slowing down your targets if they still have HP remain on them. But normally use frozen sigil first before snowballing so you can prevent enemies for running away.
In the late game, your role is a bit different as Mid-Game's: to slow and pick off certain heroes. Use frozen sigil when the teams clashes to slowing enemy's team and focus on your remaining skill to carry heroes. But always remember to hit enemies heroes as much you can using Snowball and Ice shards (because they have an AOE damage). Walrus punch to kill them or at least disable them.
Based on: Playdota Guide
This post contain Ymir Guide & Build - The Tuskarr Strategy. If you have different build or strategy, you can give your comments or make your own guide on the Tuskarr Forum.

Ancient scriptures spoke of seven sacred emanations of light, and of their convergence in great conflict. The collision of these rays upon the mortal realm created a pyre of the highest purity, giving birth to the mythical Phoenix. As a manifestation of divine flames, Icarus can discharge either flames of death and destruction, or of life and healing. The concentrated beam of energy that he can emit can incinerate whole armies from across the battlefield. Unafraid to utilize his own life-force in order to vanquish his enemies, Icarus can also harness the direct power of the sun to create a stellar explosion.

Alliance: Sentinel
Strength: 22 + 2.9 (Primary)
Agility: 12 + 1.3
Intelligence: 18 + 1.8
Base Damage: 56-64
Starting Armor: 0
Movement Speed: 290
Attack Range: 500
Icarus The Phoenix Skill Descriptions
Icarus Dive

Damage: 100/150/200/250
Disarm Duration: 2/2.5/3/3.5
Travel Range: 1400
Travel Width: 500
Total Travel Time: 2 seconds
Cooldown: 40
Manacost: 100
HP Cost: 10% of current HP
Note: You can also press the same hotkey or another skill or stop hotkey anytime to end the dive
A cool move which allow you to damage and yet gaining magic immunity for 2 seconds. It can also be used as escape mechanism, just immediately press the same hotkey to stop on desired location. Also an effective measure to ruin enemy gank by prevent them to attack for several seconds. Cost you some HP though.
Fire Spirits

Maximum Growth Time: 10 seconds
Spirit Minimum Damage/Heal:10/15/20/25
Spirit Maximum Damage/Heal: 40/60/80/100
Spirit AOE: 400
Subability Cast Range: 1200
Manacost: 75
Cooldown: 35
HP Cost: 10% of current HP
Note: The target subability fires off each spirit one at a time. It has no cooldown. If you let them expire without ordering them, they sacrifice themselves where they are.
Another unique skill from Phoenix. You can attack or healing with the spirits. You must direct each summon to your target. For maximum benefits, cast this and wait several seconds before engaging the enemy. Don't forget that the spirits AoE is pretty decent, so you can gather and heal several heroes at one time.
Sun Ray

Upon casting, you lose the ability to attack or move directly. Ray extends out to the first hero it finds and burns it and a very small area around it.
Can be toggled on and off.
Slow: 14/20/26/32%
Slow duration: 2 seconds
Damage per second: 10/20/30/40 + 4% of Target's Max Life
Activation Health Cost: 25% Current HP
Activation Mana Cost: 10
Overtime Mana Cost: 4% of Max
You have another sub ability that you can toggle to allow you to drift towards the direction of the ray.
PS: You control the direction of the ray using right click and the beam will move towards that angle. Automatically shuts off if you are silenced or stunned
This move is remind me of Cyclops from the X-Men. The damage is quite huge, however you won't be able to move freely when you cast this make the Sun Ray as the hardest Phoenix's skill to use.
Icarus the Phoenix Ultimate
Supernova

Hero Attacks Required (to kill sun): 5/7/9
Duration: 6
Burn AOE: 1000
Damage: 60/80/100 dps
Stun: 1.5/2/2.5
Cooldown: 110
Manacost: 200
We already saw this skill on DotA 6.69 Phoenix Quest. A situational skill which can either killed you or change the tide of battle. You can use it with another massive disable like Black Hole for maximum benefit. You can also use it on the fog to prevent the enemy hit you easily. Another combo is by using Icarus Dive before Supernova which prevent the enemies to hit you for several seconds.
Icarus The Phoenix Skill Build
1. Icarus Dive
2. Fire Spirits
3. Fire Spirits
4. Icarus Dive or Sun Ray
5. Fire Spirits
6. Supernova
7. Fire Spirits
8. Icarus Dive
9. Icarus Dive
10. Sun Ray or Icarus Dive
11. Supernova
12. Sun Ray
13. Sun Ray
14. Sun Ray
15. Stats
16. Supernova
17-25. Stats
Icarus Dive can be an escape mechanism on early game. Maximize Fire Spirits for a quick and massive heal. You can use it for early ganking too. Then choose to maximize Icarus Dive or pick a lvl 1 Sun Ray depend on your playstyle. Always take Supernova whenever it can be taken. The last part is maximizing Sun Ray and stats.
Icarus The Phoenix Item Build
1. 3x ironwood branch, Magic Stick, 4x Clarity Potion
2. Boots of Speed
3. Finish Magic Wand
4. Finish Arcane Boots
5. Medallion of Courage
Icarus' core item should be like this:



Magic Wand - Obviously used for instant regen (HP and Mana). Best when enemy has spell users.
Power Treads - Give some str (which mean HP and damage), MS, and AS. Good for increasing your dps but will reduce your spell usage cause your limited mana. Its not a problem cause you can change it onto int Treads everytime you want.
Medallion of Courage - Provide you with armor and mana regeneration which are you lack on early game. It also have an active ability for reducing an enemy's armor by 6. Very useful for ganking.
Boots of Travel - Using your Fire Spirits you can do easy farming in early game. Teleport to bunches of enemys creeps and ka-ching, your sacrificed Fire Spirits would turn into gold.
Arcane Boots - An alternative to Treads. You will need when you want to be a supporter. Use this to replenish your mana.
Bracer - an optional item. You can purchase this item for additional stats. Can be upgraded to Janggo of Endurance later which is good for positive aura.
Hood of Deviance - a situational item. Very useful when enemy's team has good nukers. Plus HP regen. Can be upgraded to Khadgar's of Insight.
Luxury late game items:






Shiva's Guard - Unlimited mana, Nice armor, Aoe nuke and slow. An absolute item for Icarus.
Assault Cuirass - Gives you armor and it's IAS is AOE. Plus armor reducer which make your enemies suffer. Perfect item for late game.
Heart of Tarrasque - good item for survivability during battle because it gives huge amount of HP. Also +40 damage boost for a strength hero like Icarus.
Buriza do Kyanon/ MKB - DPS items. No need further informations. Just choose one of these ancient Weapons and you can be a DPS machine.
Satanic - Another EHP boost item. Gives you lifesteal, HP, armor, and damage. Plus 3.5 seconds of 175% lifesteal is always welcomed.
Icarus The Phoenix Strategy
You can pick this hero when your team needs supporter, nuker, late carry, or supporting chaser.
You need to be supported by:
- Mass Disablers :
Just to make sure your Fire Spirits or ulti land into the right target without scratch on your body. It will be enemy's nightmare when Supernova lands together with Overgrowth or Blackhole. You can also combo your skills with Chronosphere.
Beware of his counter:
- Attack speed boosters:
such as Jah'rakal, Ursa, and Syllabear. They will ruin your ulti in no time.
- Silencers and Manabreakers:
can't do anything except do normal attacks. Including Lucifer the Doom Bringer, a hero with an awesome spell which is troublesome for a spell depended hero like Icarus. No escape or ulti means death.
- Dps heroes with silence skill:
such as Traxex or Rikimaru.
- Heroes with illusions ability (including manta carrier):
Their mirror's hit counted on your ulti. So be very-very careful if you fought this kind of heroes.
On early minutes, lane with your teammate. Or if theres no one want the mid just take it. Consider you are slow cause confused to pick a hero (-ap,-se,-rd mode) or items (-ar mode). lol. Focus on farming and denying. It will be best if you can harass and dominate the lane. Remember that Icarus dive is your only escape mechanism this phase of the game and its drain your mana a lot with little nuke damage, so dont use it too much. Instead use Fire Spirits to harass while healing you and your teammate. Try to not push the lane unnecessarily. If you go mid lane and get to above lvl 6, you can try to gank a lower level heroes. The combo is simple. Use your Fire Spirits in approximate 1200 range from your target. Wait for about 6 secs or above. Just before the spirits get big, then Icarus Diving and stop as close as you can from your target (max 400 range). If youre not close enough just walk into them. For maximum damage, dive then stop behind them and keep attack them while the clock ticking. For several seconds, your Fire Spirits will sacrifice themselves. Makes your enemies in range feel the damage and perhaps die. Of course It will be more effective with help of your teammates.
In the middle of the game, You can stop farming. Do gank almost every chance of this phase of time. You can go with your partner or solo if you see some low-HP heroes in the side lanes. Use your ulti effectively so you dont die when your Supernova is pop-up in the middle of battle. But in this phase you'll be dominator of the game if you can use the maxed Fire Spirits well. Still, farming is needed to gain gold and push the lanes. Use your Fire Spirits Aoe damage for fast killing creeps. When the other team feels their defense is in the pinch, they'll try to help. And this is your chance to send em back to their fountain (you always call this death :P).
Late game is the time for Icarus to change his strategy. He is not as strong as when he is in the mid-game. So stay safe and help your teammates when team clashes occurs. This phase of the game let you use your Sun Ray a lot. Cause when maxed, this skill is very powerful to make that enemy tank or carry burned to death. Or at least slowed him down so your carry teammate can easy kill him (exept for blinkers and windwalkers and escape mechanism carrier).
Based on: Playdota Guide
This post contain Icarus Guide & Build - The Phoenix Strategy. If you have different build or strategy, you can give your comments or make your own guide on the Phoenix Forum.
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