Wednesday, December 21, 2011

Guide To Life Stealer, Naix



Table of contents

I. Introduction
II. Stats' analysis
III. Skills
IV. Skill Build
V. Starting Items
VI. Core Build
VII. Situational Items
VIII. Luxury Items
IX. Rejected Items
X. Best Allies/Worst Enemies
XI. Game Walkthrough
XII. Replays
XIII. Special Thanks


I. Introduction

Quote:
There's absolutely no reason for us to assume that the Germans opponents are mounting a major offensive.

The weather is awful. Their supplies are low. The German opponents' Army hasn't mounted a winter attack since Frederick vigoss the Great.

Therefore, I believe that's exactly what they're going to do.
As predicted by a brilliant general who was advised by a very good G-2 (intelligence officer), the enemy smashed through our lines, spearheaded by heavy tanks, creating a "bulge". Fog is everywhere, the situation is catastrophic and the enemy keeps advancing.

But plans were already laid for moving your Tank Destroyer (TD) battalion from one battlefield to another very quickly, and as planned, you've got to stop these tanks at all costs and drive them back to where they've launched their attack, Germany the enemy fountain !

Being a TD needs to ask oneself the following questions in order to ensure victory :

1) Do I know my TD's abilities and stats ?
2) What's my role in the combined arms team ?
3) Is deploying the TD a good choice depending on my Army Group's deployed units and the enemy's units ?
4) Am I reasonably good at dealing killing blows (last hitting) ?
5) Do I know there's no "I" in TEAM and that combined arms is the only way to win ?
6) Do I have that "Yankee ingenuity" in order to adapt to every situation I might encounter on the battlefield ?
7) Every TD crew has some basic mathematical knowledge, so do I know what are a logarithm, an exponential and a derivative ?
8) Do I realize that the officer who wrote this Field Manual (the guide writer) has more than enough experience to know that conventional weapons (Kelen's Dagger/Stygian Desolator) are most of the time inferior to newly developed weapons and tactics ?

If you answered no to a question, especially questions 7) and 8), stop reading, don't vote at all and return playing your subpub DotA servers. Otherwise, continue.

Every unit on the battlefield has its pros and cons, and the TD is no exception :


PROS :

- The skill that allows you to fight heavy tanks and survive to tell about it
- The skill that grants you magic immunity and attack speed
- The skill that slows the enemy and heals anyone who attacks the enemy
- The skill that hides you in creeps, allows you to kill them, regenerate HP and nuke in a 700 AOE
The skill that... Very decent Agility and Intelligence growth
- Superb casting animation
- Good starting Strength (Only Doom and Treant Protector have a better starting Strength in DotA...)
- Rather easy last hits
- Above average movespeed ; you're a TD after all !
- Destroying enemy tanks is a huge ego and morale booster !

CONS :

- In order to improve armor penetration, fights enemy tanks at effective range for its attacks, i.e. is melee
- Rather low Strength gain for a Strength hero
- No true escape mechanism
- No stun
- Low starting armor



II. Stats' Analysis

Here are the TD's raw stats :

* Strength: 25 + 2.4
* Agility: 18 + 1.9
* Intelligence: 15 + 1.75

* Attack Animation: 0.39 / 0.44
* Damage: 57 - 67
* Casting Animation: 0.01 / 0.01
* Armor: 1.52
* Base Attack Time: 1.7
* Movespeed: 315
* Missile Speed: Instant
* Attack Range: 128(melee)
* Sight Range: 1800 / 800

These stats are pretty decent for a Strength hero, except for the Strength growth, which is a bit under average (for a Strength hero), which means there may be a small lack of Strength late game, though you've got multiple skills to make up for it.

The Attack Animation is rather good, though you can cancel the Backswing Animation. Though there is some variance, Damage is good, and because you're melee, every time (okay, 90% of the time...) you hit a creep for a last hit/deny, you should be successful. Casting Animation is one of the shortest in DotA. Armor is low for a melee hero, so don't take too many hits early game. Base Attack Time is average, while Movespeed is above average.



III. Skills



Quote:
Rage



N'aix goes into a maddened rage, becoming immune to magic spells and gaining increased attack speed.

Level 1 - 30% increased attack speed and magic immunity, 2.5s duration.
Level 2 - 45% increased attack speed and magic immunity, 3.25s duration.
Level 3 - 60% increased attack speed and magic immunity, 4s duration.
Level 4 - 80% increased attack speed and magic immunity, 4.75s duration.

Level 1: 75 mana, 15 sec cooldown.
Level 2: 75 mana, 15 sec cooldown.
Level 3: 75 mana, 15 sec cooldown.
Level 4: 75 mana, 15 sec cooldown.
Your free Black King Bar, furnished with a temporary Hyper-Hyperstone ! Because you have an ultra-low casting animation, you can press on Rage's hotkey at the last moment in order to avoid that projectile spell.

This skill, combined with Feast and the right items, allows you to deal effectively with heavy tanks, carries and support heroes, as I'll elaborate later.


Quote:
Feast



Regenerates a portion of an enemy's current HP and deals the same portion per attack.

Level 1 - 4%.
Level 2 - 5%.
Level 3 - 6%.
Level 4 - 7%.

Notes

• Damage type: physical
• Does not work on Roshan.
• Works against magic immune units.
• The heal is independent of the damage.
The skill that makes Lifestealer a...lifestealer. Read carefully the notes ; every time you attack a target (except Roshan), 2 things happen.

The first is an additional bonus damage that is added through a trigger to your attack, which means it can't be used for lifesteal (Helm of the Dominator, Vladimir's Offering, etc.), nor cleaved, nor augmented by Command Aura, nor boosted by Quelling Blade for last hitting. Neither is Feast affected by a Critical Strike. Of course, that damage will be reduced by armor. Also note that it's proportional to the enemy's current HP, which means that on average, it can lead to devastating DPS, especially with very high attack speed. For those who had that idea, sorry, Feast doesn't pass to illusions. The added damage is also a slight help for last hitting.

The second is whatever kind of target you're attacking, whether heavily or lightly armored, you'll be healed for a percentage of their current HP ; it doesn't matter if you're attacking a hero that has -20 of armor or +50, you'll be healed for exactly the same value. Consequently, there is only one way to maximize that healing effect ; reach the +400 IAS !

Another advantage of Feast is that it works when you attack illusions.



Quote:
Open Wounds



N'aix rends the enemy, slowing his movespeed and allowing his allies to feast on his life force, regenerating a portion of the damage dealt. The victim slowly recovers movement speed over 8 seconds.

Level 1 - Slows enemy ; marks target for Open Wounds effect of 15% heal-on-attack.
Level 2 - Slows enemy ; marks target for Open Wounds effect of 20% heal-on-attack.
Level 3 - Slows enemy ; marks target for Open Wounds effect of 25% heal-on-attack.
Level 4 - Slows enemy ; marks target for Open Wounds effect of 30% heal-on-attack.

Level 1: 110 mana, 24 sec cooldown.
Level 2: 110 mana, 20 sec cooldown.
Level 3: 110 mana, 16 sec cooldown.
Level 4: 110 mana, 12 sec cooldown.

Notes

• Open Wounds slows by 80% / 70% / 60% / 50% / 30% / 10% / 10% / 10%, the slow decreasing one step per second.
• All damage dealt will steal life, including damage from spells.
Another trademark skill, it slows any enemy significantly and heals every allied hero, including you, that is dealing damage at the enemy, even non-physical damage. Note that the main use is the slow, the healing being a nice bonus.

Another advantage of Open Wounds is that it works when you attack illusions.


Quote:
Infest



The Lifestealer tears its way into the unfortunate body of a target unit, laying dormant and undetectable inside its living frame until he is ready to come to form. When he comes out of the unit, he deals damage to all nearby enemy units. If the infested unit is an enemy, the Lifestealer will devour it first, gaining the health the unit currently has.

Level 1 - 150 damage
Level 2 - 275 damage
Level 3 - 400 damage

Level 1: 50 mana, 100 sec cooldown.
Level 2: 50 mana, 100 sec cooldown.
Level 3: 50 mana, 100 sec cooldown.

Allowed Targets :

Level 1: Enemy non-hero units, allied units
Level 2: Enemy non-hero units, allied units
Level 3: Enemy non-hero units, allied units

Casting Range : 150

AOE : 700
A semi-escape mechanism, as you need to be very near of a creep in order to use it. If you're using it to replenish your HP, target an enemy creep that has a very high CURRENT HP and consume it fast.

This skill can also be used to surprise the enemy by infesting one of your creeps (or allied hero...), and when that creep gets near him, pop out of the creep and eat that enemy !

If you use it in order to survive, try to cast it on an enemy creep that has more than half HP ; while in that creep, all the enemy can do is watch you traveling in the creep till it dies, whether by your team's damage or by your sudden need to consume it !

Because of 6.72's constant 100 second cooldown, this skill isn't that great for jungling, and should be used only when really necessary.

Since 6.72, this skill also deals a not-so-negligible AOE nuke ; in the case the enemy is out of your melee range, but low on HP and there's a friendly unit/enemy creep near you, just Infest and nuke the area...



IV. Skill Build

As the battlefield is fluid, skill builds too are fluid and should be adapted according to what you're facing and with whom you're laning, or if you're jungling.

The laning build :

1. Rage/Open Wounds/Feast
2. Feast/Rage/Open Wounds
3. Feast/Rage
4. Open Wounds/Rage
5. Feast/Rage
6. Infest
7. Feast/Rage
8. Rage/Feast
9. Rage/Feast
10. Rage/Feast
11. Infest
12. Open Wounds
13. Open Wounds
14. Open Wounds
15. Stats
16. Infest
17-25. Stats

This skill build is pretty straight-forward ; at level 1, you essentially have to choose whether you need that magic immunity to evade that First Blood attempt, or whether you need that slow so YOU can make that First Blood. If none of these are desired, Feast is the remaining logical choice. At level 4, you have at least 1 level of Rage and Open Wounds, so you have enough flexibility for a kill/saving your ass. Then, the first skill to be maxed is either Feast or Rage. Maxed Feast gives you that little extra HP regen if you occasionally hit a full HP creep/hero, and gives you the possibility to go jungling a bit if necessary, while a maxed Rage is in case the lane where you are is full of stunners/disablers or you're very aggressive and have some help to pwn your laning enemies. Finally, Open Wounds is maxed for the lower cooldown and for the greater healing that can make you outlast some carries.

However, that skill build is completely inadapted for jungling, so here's one for jungling :

Jungling build :

1. Feast
2. Rage
3. Feast
4. Open Wounds
5. Feast
6. Infest
7. Feast
8. Rage
9. Rage
10. Rage
11. Infest
12. Open Wounds
13. Open Wounds
14. Open Wounds
15. Stats
16. Infest
17-25. Stats



V. Starting Items



Any combination of these items is good for early game.

My personal favorite starting items are the following :



The reasons why these items are my favorite is because you're pretty tanky early game against any type of damage, the damage is quite good for last hitting and you've got plenty of HP regen with 1 Tango kit and 1 Salve.

But when jungling, you need one of the 2 following combos :



or



As you can see, there's either 2 Stout Shields or a Stout Shield and a Ring of Protection. The reason is without at least 2 of these protective items, the neutrals are gonna hurt you more than you can heal with Feast, resulting in the embarrassing situation often seen by my mates :

Quote:
Kenshiro has been killed by Neutral Creeps.
Another reason for this happening was that I use choke point jungling. So have 2 Stout Shields or a Stout Shield and a Ring of Protection, and you'll have eliminated a cause for receiving the Rise of the Noobs award !


Because your Army Group has support units (heroes), a supply truck (courier) should be available so you have at least the following inventory :



The STR Power Treads are the obvious boots of choice because it gives survivability, and the IAS has a wonderful synergy with Feast. As a side note, abuse from stats manipulation with Power Treads ; if you need to regenerate some HP/mana, put it in Agility to get more from your Tangoes/Salves/Magic Wand. Magic Wand is a great item for the burst HP regen. TP scroll is mandatory for surviving/ganking/farming in a free lane.



VI. Core Build

This is the Core Build you should have :



Plus one of the following :



BCT and AIT are finished, Soldier, you and your TD crew can now hunt enemy tanks (carries and support heroes are also possible targets). Armlet of Mordiggian is here to make you tankier and significantly boosts your DPS. Hyperstone is for the wonderful synergy with Feast (DPS and self-healing) and because it upgrades into Mjollnir or Assault Cuirass, 2 great items on the TD. Note that if you plan on getting Mjollnir AND Assault Cuirass, you can get the 2 Hyperstones before upgrading them, as it's a very cost-effective solution as shown later.

Urn of Shadows, Medallion of Courage and Ring of Basilius all serve one purpose ; to help you keep enough mana for a kill. Depending on your playstyle and the current in-game situation, choose which item fits best your needs.

WTF WHERE IS THAT STYGIAN DESOLATOR ? NOT IN THE CORE. Indeed, as I'll prove a bit later, Stygian Desolator is bested by at least 2 other items (hint : They're based on an Hyperstone...).

WTF WHERE IS THAT KELEN'S DAGGER ? NOT IN THE CORE. Indeed, as I'll prove a bit later, the real question is whether you get a Kelen's Dagger OR an Hyperstone, and what counts isn't getting instantly or not at the enemy, it's in a given time and depending on the reaction possibilities (stun, blink, running away, etc.) of the enemy, what kills him the fastest. Also remember question 5), and you'll see that you don't necessarily need Kelen's Dagger for maximum efficiency.



VII. Situational Items





If you're a jungling god that manages to get that item extremely fast (a commonly accepted value is before the 8-10th minute mark) AND you think that you can delay a bit your core items, you can take that item, as N'aix is one of the few heroes that can fully benefit from the Transmute and the +30 IAS because of jungling and Feast respectively.





OMG, Kelen's Dagger in Situational Items, this guide is n00b, 1/10. As explained above, Kelen's Dagger allows you to cut a few to several seconds depending on how the targeted enemy reacts to seeing you (stun, slow, running away, or on the contrary, running TOWARDS you) when you attack them. These seconds can be lost considering the alternative, cost and inventory slot wise, of getting an early Hyperstone, depending on how beefy the enemy is, your attack speed, your damage, armor reduction, etc.

Defensively, it offers little to no benefits IF you and your team are coordinated a little bit, and supposing the enemy team is coordinated too. With Observer Wards (and maybe Sentry Wards), a good percentage of the incoming ganks are gonna be detected, so you don't need Kelen's Dagger to survive ; a simple TP scroll will do the job, especially coupled with Rage.

If for some reasons the gank went unnoticed, the probability that you could use Kelen's Dagger to get out of harm's way is also pretty small, as a well done gank will come from multiple directions at the same time, offering little to zero time of reaction, rendering Kelen's Dagger nearly useless. In that case, all you can do is maybe hit the enemy when you're not stunned, and Rage plus Hyperstone plus Feast makes you live for quite a long time, while giving you a very high chance to kill the hero you've got in your sights.

However, later in the game, Kelen's Dagger gets more interesting ; the reason is, depending on what kind of heroes you're facing, getting additional IAS or damage won't cut as much the time between first look-first kill as closing the distance instantly with Kelen's Dagger. Of course, place your team's interests FIRST, and if your team's interests are requiring you to kill as quickly as possible someone through your damage only, i.e. they want to focus someone else and don't need any kind of additional team-oriented item you could buy and wield for them, Kelen's Dagger is the answer.





If your team needs an additional slow, feel free to get the cheap yet useful Orb of Venom. It also makes juking attempts by enemy Kelen's Dagger users near impossible because of the 4-second Poison Attack.





Although it rarely happens, you sometimes need more than 4.75s of magic immunity, and that's the answer. Note that the red warning is an old issue that isn't relevant anymore.





Linken's Sphere is for even more specific cases ; it's useful when some particular heroes have spells that can get through your magic immunity, like Doom or Fiend's Grip, which are stopped by Linken's Sphere. Surprisingly, it's a very effective counter to Naga Siren's Ensnare, as the spell is blocked but Linken's Sphere isn't placed on cooldown !






Very useful if there's an annoying blinker or a very dangerous spellcaster that can disable a whole team ; remember question 5), you don't want to be the last surviving guy in your team !





It may be an option, because you benefit fully from everything it gives ; the Agility and raw IAS are better used than on any other Strength hero, because of Feast. With the Core items, you should have a quite high attack speed in order to proc the Greater Maim. Note however that this item is truly useful only if your team lacks in stuns/slows, and that it's inferior DPS wise than other options.





If for whatever reason you need to make an even tankier Lifestealer than he already is, Satanic is the best choice because of his rather high DPS, although sadly Feast's damage can't be used for lifesteal.




Heart of Tarrasque is very situational ; in fact, I consider it almost rejected. The main reason you'd get that item is for increased beefiness ; the question then is against what kind of damage. Against physical damage, Assault Cuirass and Butterfly, even Satanic make a better job besides being better for the DPS. Against magical damage, it might be an option if your team (and probably you too) fail so much that you always get focused by nukers in teamfights so quickly that you don't even have the time to activate Rage and/or Armlet. And even in that case, Satanic serves you probably better in most cases as the HP difference with Heart of Tarrasque is more than compensated with a few seconds of Unholy Rage.




Eye of Skadi is nearly as situational as Heart of Tarrasque, for the same reasons about tankiness. At least, it's superior because +25 AGI and +25 STR is better for the DPS most of the time than +40 STR, you've got a very good slow, and it's easier to farm as the costliest component is more than a grand cheaper.




VIII. Luxury Items

Besides your standard M82 APC-T (Armor Piercing Capped-Tracer) projectiles, Ordnance Department can supply you additional materiel :




Improved training allows your crew to fire shells much faster at the enemy, with 25% of the shells being M71 HE for AOE effects. Additional MG mounts (Static Charge) allows you to defend yourself on some attacks.

Definitely the best item for the TD in most cases and on par with the following item in the other cases. If you plan to get Mjollnir, you can skip the Hyperstone to get Maelstrom first for pushing purposes, faster jungling or simply faster farming. If you see an enemy farming a Radiance, get Mjollnir so he can taste Static Charge !





Widespread distribution of T30E16 HVAP-T (Hypervelocity Armor Piercing-Tracer) through your TD platoon improves armor penetration. At the same time, your dedicated training with your TD platoon boosts its firing rate. And your security-concerned attitude about your whole TD platoon makes you order all the crews to add appliqué armor for enhanced protection.





Your TD crew has the chance of getting a few T33 AP-T shots, the best you can get for piercing armor.

Although Stygian Desolator makes every hit hurt a lot, it's not as good as the 2 previous items for 4 reasons ; the self-healing isn't as good because there's no IAS, and the time needed to kill someone isn't as good because of the very nature of N'aix, whose Feast is the equivalent of such great damage, though variable, that it emphasizes on IAS and not that much on damage. The -armor debuff is only useful to your team at the conditions that you hit one enemy with it, AND your team wants to hit that enemy, 2 conditions that are absolutely not needed with Assault Cuirass/Medallion of Courage. Finally, it's an orb effect and buff placer, meaning you can't use Orb of Venom. The only advantage Stygian gives is a faster tower-razing, as it now reduces the buildings' armor.





M71 HE on every shot for greater AOE effect.

This item should be considered if Mjollnir alone doesn't do the job of clearing tight enemy groups. Don't forget that the cleave doesn't care about the armor value.





Enhanced training and brand new sights provides you a higher probability to achieve mobility and firepower kills, which can lead to catastrophic kills.

This item is the best option for dealing with carries, as they most of the time have a Black King Bar, being therefore near-invulnerable to spells, and rely on lifesteal and their DPS to keep them alive. Frequent bashes thanks to Rage and the core items lead to a drastic reduction in their DPS, and therefore their survivability. It also raises your team's survivability significantly as a side effect.





Improved camouflage give the enemy a hard time estimating your position, making them miss some of their shots.

This is the item you should get if you don't go for an Assault Cuirass, as it's the best item for survival against physical damage, as proved below :



If you compare what Assault Cuirass and what Butterfly gives you for the survivability side, you have to compare the effect of +15 armor versus +30% Evasion.

The damage coefficient in the positive armor value region is :

C(A) = 1/(1 + 0.06*A), where C(A) is the damage coefficient, A the armor.

One wants to know at which value of armor the +30% Evasion effect is equal to +15 of armor, so one gets the following equation :

C(A+15) = 0.7*C(A)

With a few manipulations, it's easy to find the armor value :

1/(1+0.06*(A+15)) = 0.7/(1+0.06*A)

=> 1+0.06*A = 1.33 + 0.042*A
=> 0.018*A = 0.33
=> A = 18.33

It seems to be quite a big value for N'aix. Indeed, a naked level 25 N'aix has only 10.7 of armor.

But the problem above favors Assault Cuirass by neglecting one important fact ; to be more accurate, one has to take into account that Butterfly also adds armor through the +30 Agility, so one has to start with the following equation :

1/(1+0.06*(A+15)) = 0.7/(1+0.06*(A+0.14*30))
=> A = 4.33

This calculation shows that when the Tank Destroyer reaches 4.33 of armor, getting an Assault Cuirass grants as much survivability as getting Butterfly. Beyond that value, Butterfly is simply better, and you go beyond that value because you do get Armlet. The only case I can think of where getting Assault Cuirass is BETTER than getting Butterfly for the survivability is when there's massive armor reduction coupled with a carry with Monkey King Bar with True Strike activated, such as when an enemy Slithereen has cast Amplify Damage on you and then Phantom Assassin attacks you with a Monkey King Bar in her inventory.


For the DPS side, Butterfly can be superior to Assault Cuirass depending on how much damage you deal and the enemy's armor. Check Malle's wonderful armor reduction/damage amplification, found in EcceLex's Slardar guide if you want to calculate a bit. Of course, if someone else on your team is already wearing an Assault Cuirass, Butterfly is superior to Assault Cuirass for the DPS.

Note that if no one gets Assault Cuirass, it's better that you get it for the sake of the team.

Another note about Butterfly ; the Talisman of Evasion only costs 1800 gold and already grants you an impressive +25% Evasion. It is not always necessary to complete Butterfly immediately, as it "only" grants you an additional +30 damage, +30 Agility, +30 Attack Speed and +5% Evasion. The 4200 gold you've saved can be reinvested somewhere else (Battlefury costs only 4350 gold, Stygian 4400 gold, Maelstrom 2700 gold, etc.)





If the enemy uses camouflage to evade your incoming shots, a new set of higher-power binoculars and your excellent gunner's eyes will prove them that every of your shots hits the mark !





A fresh new gun barrel makes your shots more accurate, giving you a high probability to hit a critically weak spot on the enemy tank.

This item should be considered only very late in the game, as raw damage (The Critical Strike can be considered as additional raw damage.) gets effective only after you have a pretty high IAS on N'aix.





In order to win the war once and for all, you've been supplied secret experimental ammo, that's highly effective against all kinds of targets. Its power is so great that if it were to fall into hostile hands, reverse engineering would allow them to use it against you !

That's the kind of "5-6th inventory slot" item you can consider, because once you've got a very high IAS, +250 damage will make more bang for the buck than more IAS.




"In 48 hours !" Amazing speed gets you on the battlefield quicker than ever recorded in History !


BUT I WANT TO UNDERSTAND WHY THE ENGINEERS (AND A LATER-FAMOUSLY-KNOWN THEORETICAL PHYSICIST) AT ABERDEEN RECOMMEND ME TO USE THEIR NEWLY TESTED ORDNANCE AND NOT BATTLE-PROVEN EQUIPMENT (I.E. STYGIAN) ALL THE TIME ! YOU GOT THAT G.I. BILL SO GO TO THE UNIVERSITY AT THE END OF THE WAR ! READ THE FOLLOWING BOX !




IX. Rejected Items

HQ cares for its Soldiers and forbids the following things, as they are counterproductive/dangerous :



Though the increased attack speed and the movespeed bonus are highly appreciated, the increased received damage is absolutely not welcomed. Even with 4.75s of Rage, you're still susceptible to enemy fire, and it's not guaranteed you'll kill everyone during your magic invulnerability, so stuns/nukes after Rage will simply kill you. The other problem is because you're going to use Armlet of Mordiggian, the degen coupled with Berserk already hurts a lot.




Rage ? Armlet juke ? These 2 rhetorical questions tell you why you don't need these items...





Sacrificing your DPS is definitely not a good idea, even more if your team's picks are physical damage oriented (It should be the case if N'aix is chosen...).





Instaheal with Open Wounds ? OMFG imba ! If you thought a little bit about how much damage you deal with Feast each second, there's no need for Dagon, unless you're a member of LGD.sGty and you're on a rampaging pubstomp with your team !

I probably forgot some other items that merit to belong to the "Hall of Shame" for Lifestealer, but you get the idea ; most non-DPS items are rejected.




X. Best Allies/Worst Enemies


Best Allies

Here is a complete list of heroes that get better when the TD is on their team :

All of them.


More specifically, these kinds of heroes fit well with you :

Chain Stunners/Disablers



Note that Demon Witch and Shadow Shaman have 2 disables by themselves, and Tinker is here because of the Rearm-Guinsoo trick ; his burst damage is also very good.


Initiators



Self-explanatory.


DPS amplifiers



Your DPS gets, well, AMPLIFIED.


Carries



Which carry doesn't appreciate your Open Wounds ?


And now, what I consider as the ultimate friends :




Avalanche for the stun and burst damage + one of you will get Assault Cuirass which greatly benefits both + that superb Toss so you don't need Kelen's Dagger at all = WIN-WIN SOLUTION !




A stun + 2 heroes that synergize with each other so they are nearly unkillable ? Sounds pretty good for me.




Initiator ? Check.
IAS through Inner Beast ? Check.
Greater Hawk and Quillbeast to Infest and use some ninja techniques ? Check.




Paralyzing Cask for the stun, that's nice. Even better is Maledict ; because you remove the most HP in the first hits, it's pretty easy to remove enough HP in the first 4 seconds before the first "tick" and let the enemy die slowly later. And Death Ward, coupled with Mjollnir, that's simply massive deadly AOE damage !




A few of your hits + Reaper's Scythe = DEAD ENEMY !




2 skills for slowing can be handy, but what's most interesting is that when your DPS drops because the enemy's HP drops, Viper's DPS grows !




A superb initiator that regroups all your enemies so you can whack them with Mjollnir, and simply wipe them out when coupled with Empower !




This hero is so awesome that everyone ought to make a BEARD cult ! Imagine Kelen's Dagger + Berserker's Call + Static Charge + a few hits + Culling Beard = AT LEAST ONE ENEMY DEAD !


Worst Enemies

Do spellcasters pose a problem to you ? No, you've got Rage.

Do carries pose a problem ? Not really, provided you use a Cranium Basher on them.

Illusions ? It depends ; if they are numerous, you may lose a lot of time finding the real hero, and you may die. However, you know that Mjollnir is more than a valid option, and Feast works on the illusions.

Well, the heroes that may pose you a problem are the following :

ZSMJ's best farming hero



The low HP plus Mana Shield combo means you'll take quite a long time to kill her. The other problem is that even if you target the original hero, her illusions can decimate your team if you didn't take care of them.


Numerous illusion heroes




Permabashers



If they hit you first and you don't have a Cranium Basher, you're pretty much screwed !


Heroes who renders your Rage totally useless (i.e. their ultimates don't care about magic immunity)




Ghost/Ethereal form



If the enemy uses that kind of item on himself, that means you can't attack him. It is however not a complete problem ; if a support hero uses it, it means he's more vulnerable to spells, and your team ought to have some. If you're such a threat that a heavy tank or carry has to use Ghost Scepter/Ethereal, then they pretty much fail at doing there job and you've won.


OMG-IMBA-WTF-UBERIMBA-SET.LIFESTEAL(0)-HERO



Probably one of your worst nightmares, for a single reason ; Ice Blast can get through your Rage and, more or less, disables all possibilities to be healed, as your HP can't go higher than the previously stored HP value, that is refreshed every 0.1s. You can get more details here.


Omnigay



Repel makes you can't use Open Wounds on someone, or worse, remove it if you've already cast it. The Degen Aura slows both your movespeed and your attackspeed. Guardian Angel renders your attacks completely useless !

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