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- As Morph gives +3 to both Agility and Strength with one level, it's a very strong skill to get at level 1.
- As Adaptive Strike scales with stats, it shouldn't be leveled until after Waveform is maxed and should be the last skill maxed out.
- Ethereal Blade
is the most common and recommended item for burst damage on Morphling.
By Morphing points into agility, he can cause massive damage with Ether
Blast, and then use the amplified magic damage to finish an enemy off
with Waveform and Adaptive Strike.
This is sometimes referred to as the "Shotgun combo". However, do not
build ethereal blade if Morphling lacks farm, as this item is most
effective midgame, building it too late would not be useful.
- Sometimes deciding which hero to choose for Replicate can be
difficult, however potential candidates for this spell include: a hero
with high DPS, those with favorable passives (such as Axe's Counter Helix) or even an enemy hero who has a Radiance or some other aura, which allows you to take advantage of receiving its effects for free.
- It can be difficult to determine whether a Morphling illusion
is real because it does not take any bonus damage unlike every other
illusion in the game. You can use this to try and fool opponents into
blowing long cooldowns.
- Morphling's early game damage is relatively high with Waveform and decent right click through Morph Agility Gain.
Consider laning with an aggressive support to grab some early game
kills so you can accelerate your farm and reach your late game faster.
- Morphling functions better as a carry in teams with a strong
front line. This allows him to remain in the fight with a high amount of
agility and hence right click or Adaptive Strike damage, without
feeling the pressure of being focused. Although he is good at soaking
damage through Morph Strength and items such as Linken's Sphere and Eye of Skadi, he is much more useful as your team's primary source of consistent damage.
source:
http://dota2.gamepedia.com/Morphling
- Doom has very poor Agility gain and one of the lowest starting armor in the game so it is essential to tank him up with armor items such as Assault Cuirass and Shiva's Guard to make his high HP go farther against physical attacks.
- Be aware of heroes that commonly build Linken's Sphere as casting Doom on them will result in it being completely wasted. Cast LVL? Death on them first to burn the Linken's Sphere cooldown before casting Doom.
- Cast Doom early in teamfights - the huge 15 second duration can render spell-dependent nukers such as Zeus or Lina virtually useless. Alternatively, if you can catch a hero carrying key support items like Mekansm and Pipe of Insight you can prevent those items from being used during the subsequent fight.
- Make use of Devour's
ability steal to give yourself and your team useful neutral creep
abilities like stuns, slows, ensnares, or different types of auras.
- Dark Troll Summoner is on the best creeps to devour for a jungling Doom in early game. It gives Raise Dead, allowing you to summon two skeleton warriors who can tank creeps for you.
- Another useful creep for jungling is Satyr Tormenter, its Unholy Aura
provides great health regeneration (4 health/second), and can also be
used while laning to help you and allies hold lane longer. The Shockwave
nuke is rather weak (125 magical damage) and high mana cost, but has
good range and moderate cooldown, which you can use to finish off
fleeing enemies with low health.
- Hill Troll Priest's
heal and mana regeneration aura are good for laning as well. The low
mana cost healing spell can be useful against heroes who deal damage
over time like Venomancer, Viper, Axe etc.
- In midgame, you may opt for more powerful spells such as War Stomp (from Centaur Conqueror), or Ensnare (Dark Troll Summoner). A Satyr Trickster gives you a Purge
spell on a very low (5 seconds) cooldown, it is a very versatile skill
and is another strong choice. Remeber that it has very short cast range
of 200, only a little over melee range.
- In lategame, one of the best options is an Alpha Wolf with passive critical hit chance (20% for 2x damage) and 30% bonus damage aura.
source:
http://dota2.gamepedia.com/Doom
- Wolves can be used to scout runes at the beginning of the match and during the laning phase to avoid losing gold and experience.
- Always Summon Wolves
in base when going out to jungle for the first time (at about the 0-10
second mark) since the wolves are fast enough that you can get a creep
camp killed without using any mana.
- When taking on Roshan, it is advised to use a Smoke of Deceit
to avoid being spotted by enemy observer wards. Teams facing a Lycan
will do their best to prevent early Roshan kills by planting observer
wards near the pit; given that a detected Lycan is easy prey while doing
battle with Roshan, slipping past those wards will do wonders for his
lifespan.
- Nature's Prophet has great synergy with Lycan, for several reasons. Howl
can drastically increase the combat effectiveness of Treants by
boosting their damage potential. This same advantage can also aid in
handling Roshan, allowing boosted Treants to tank him instead of Lycan.
Nature's Prophet is (like Lycan) a jungling and laning hero, so his
absence while fighting Roshan is not a great concern for his teammates.
Finally, the Prophet's ability to teleport directly into Roshan's pit
is also useful for avoiding enemy wards (using Nature's Call in Roshan's Pit with Sprout is advised, however, in order to remain undetected by said wards).
- At level 8, with items like Vladmir's Offering and Power Treads or Medallion of Courage,
Lycan can solo Roshan. Summon your Wolves and tank them alternately
with the hero, but not let them die until re-summon is ready. Keep
Shapeshift just in case the enemy comes for you, so you can escape.
- Shapeshift is a very strong and versatile Ultimate
to use. When activated, it gives Lycan hasted movement speed, allowing a
great deal of maneuverability in battle to chase down fleeing heroes or
to escape from potentially dangerous areas. While Shapeshifted, you are
immune to every Slow, including Hex, Purge and Slow Ultimates like Epicenter, Freezing Field, and Primal Roar (though if directly targeted by Primal Roar, the stun is still applied).
source:
http://dota2.gamepedia.com/Lycan
- Omniknight usually purchases a Mekansm and Arcane Boots to continually have heals during team fights and lane pushes.
- Other slows are able to stack on top of your Degen Aura so it is fairly common to purchase a Shiva's Guard to be able to slow your opponents down even more than what you normally could.
- If you are attempting to save an ally from death, use Purification before using Repel on them, because Repel will prevent you from using Purification on them.
- You can use Purification to deal a lot of damage early on, or even causing first blood, especially at level 3 and 5.
- Repel
can be used on enemies, you could use this to great effect if you want
to for example single out a priority target while your teams Naga Siren has used her Song of the Siren.
(Keep in mind you must use repel before song, as all heroes are
invulnerable to both buffs and debuffs while affected by the song.)
- Repel can completely block the effects of some ultimates, an example being Tidehunter's Ravage.
- Guardian Angel can turn the tide of many battles! Don't be too shy when deciding when to use it.
- Attacking an enemy who is running from you can give them time to escape Degen Aura.
To keep them slowed, run with them instead. Try to get ahead of them
if possible. Then you can hit them or heal while blocking their path.
- Omniknight's ultimate is very effective against any ability
that deals physical damage; for example, it can be used to negate
Juggernaut's ultimate.
- If you have to initiate, use Repel on the carry first, then
activate your Guardian Angel. This will give your team the upper hand in
a teamfight.
source:
http://dota2.gamepedia.com/Omniknight
- Try to wait on casting Death Ward in teamfights until the
enemies have already used some of their stuns, making it less likely you
will be interrupted.
- Casting Death Ward from a hidden position such as the trees, or uphill in the fog, makes it much harder to disrupt.
- At rank 1, Voodoo Restoration is the most efficient form of
AoE healing in the game based on mana-spent-per-hitpoints-gained. It is
often a good idea to invest a single point into this skill during early
laning and then max it later after your other abilities once you have
the mana regen to support the higher cost.
- Paralyzing Cask is most effective when there are just two
enemies close together. Under ideal conditions you can stun two enemies
for up to 4 seconds each with this skill.
- Casting Maledict on opponents will often immediately force
them to retreat for fear of taking crippling damage while under its
effects. You can use this to make enemies flee who would otherwise
easily kill you or your allies. If they do not flee, then at best
they're trading themselves for you.
source:
http://dota2.gamepedia.com/Witch_Doctor
- Timber Chain should be maxed out first because of its low cooldown, increased range, and guaranteed pure damage.
- When chasing, he can use it to catch up to heroes, especially against those who have quick escape abilities.
- When running away, he can also use this to escape. Make sure
to use the jungle as an escape path, since it contains numerous trees
for you to use.
- If you are ready to gank in a side lane and are behind trees, use your Chakram to destroy the trees in front of you, then use your Timber Chain on the other side of the lane; after this, a well placed Whirling Death can almost ensure a kill in many situations.
- If your team doesn't have an initiator, try initiating with Chakram, followed by Timber Chain and Whirling Death. Items like Pipe of Insight, Blade Mail and Shiva's Guard can aid you in initiating.
- One of Timbersaw's weaknesses is his lack of disrupting
spells; he suffers against heroes who excel at channeling spells to harm
their opponents. In this case, equip him with an item that has a quick
disable, such as Eul's Scepter of Divinity.
- When a hero is escaping through only one potential exit, use
Chakram to block that path; if successful, the enemy hero will be forced
to run through the blade, losing health immensely and slowing down in
the process. To further slow the hero down, cast Whirling Death while
the hero is in the middle of the Chakram, making sure that you don't
widen the enemy hero's escape path.
- When deployed, Chakram's movement is somewhat delayed; make sure to predict your target's path and cast it ahead of time.
- Aside for tanking damage in team fights, Reactive Armor
can also be used as a quick health regeneration boost. You can either
visit the easy creep camps since they do small damage and come in
groups, or tank lane creeps when no enemy hero is present. As long as
there are multiple targets attacking you in quick succession, the skill
will stack sooner, and you will be able to heal faster. Make sure you're
receiving damage that is lesser than what you are able to regenerate.
- Aside for escaping, Timbersaw's skill set also makes for good
chasing. Cut down trees that get in your way to widen your path and even
prevent juking.
- The trees summoned by
Nature's Prophet through Sprout
are still standard trees to Timbersaw. As an enemy, you can easily cut
it down to escape, or free allies who are trapped within it. As an ally,
this can be used to your advantage when escaping (as Prophet can summon
trees in a convenient location for you to use Timber Chain) or when
fighting (Prophet can summon trees closer to you when no other tree is
present, so that you can deal pure damage when casting Whirling Death).
source:
http://dota2.gamepedia.com/Timbersaw
- Take Soul Assumption at level 1 if you intend to first blood and have adequate slow/stuns in your lane to make it happen. If not, take Grave Chill instead at the beginning.
- A lot of Visage's strength comes from an early level 6 and a strong laning phase.
- You should max out Soul Assumption
as soon as possible as it is a very potent nuke with very low cooldown
allowing you to spam provided you or your allies are taking damage and
have sufficient mana. This skill is best utilized during a team fight
where a lot of damage is being exchanged between the two teams, make
sure to always keep an eye out for the charges of your Soul Assumption
and release them as often as possible during a fight as this skill along
with your familiars is the main source of your damage output.
- Summon Familiars should be taken at level 6, as their damage is of great assistance.
- Familiars deal significant damage early game and it can be
used to stun opponents or interrupt channeling spells like
teleportation. Be warned, the familiars have a very small line of sight
but still enough for you to scout ahead or keep track of an enemy that
is attempting to juke you.
- Familiars damage reduces after each attack and will reach to a
pathetic 10 damage after 7 attacks. You should start using them to stun
your opponents once they run out of charges.
- Fragile support heroes make the best targets for your
Familiars as you can cut down their HP very fast and give yourself
charges for Soul Assumption for the finishing touch.
- Stone form takes 1 second to form, this is quite significant
especially when chasing a moving hero. Stone form can also be used to
stun your opponents to help you escape sticky situations.
- Stone Form
can be cast in succession allowing you to 'chain-stun' your opponents.
Depending on your skills in micromanagement, you can AoE stun for a
lengthy 6 seconds by re-summoning familiars in the middle of the battle.
If you have Aghanim's Scepter you can lock down multiple targets for up to 9 seconds with proper micromanagement.
- Take great care not to let your familiars be killed, as they grant a 100 reliable gold bounty EACH.
- Familiars in the middle of the stone form animation (before
they reach the ground) can still be killed. They will still perform
their stun regardless of if they are killed during this animation.
- For new players, an easy way to learn Familiar micro is to
park your familiars over trees (where they can't be sniped) behind the
person you want to kill and fly them out when initiating. You can even
practice this to some degree against bots.
- Familiars do not expire unless killed or re-summoned.
- Do not let the bonuses gained from Gravekeeper's Cloak
deceive you into thinking Visage more durable than he actually is. The
layers of your cloak burn out very fast if you are being focused or are
struck by a Damage Over Time skill such as Venomancer's Venomous Gale and without the cloak Visage becomes a very fragile target if he does not possess durability enhancing items such as Mekansm or Shiva's Guard considering his miserable agility gain and base armor.
- source: http://dota2.gamepedia.com/Visage