Friday, August 13, 2010

My guide to Huskar

Howdy. This is my first guide to my beloved hero sacred warrior. I'm just sharing my experience with him, so please, I need your comments to build this guide . And note that english isn't my native language. I'm so sorry for my bad grammar

Hero Details :


Sacred Warrior
Huskar



__Strength___Agility__Intelligence_

__________

_18 + 2.4__20 + 2.4__18 + 1.5_


Affiliation : Neutral
Damage : 39 - 48
Armor : 1.9
Movement Speed : 300
Attack Range : 400
Attack Animation : 0.4 / 0.5
Casting Animation : 0.3 / 0.24
Base Attack Time : 1.6
Missile Speed : 1400
Sight Range : 1800/800

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Inner VitalityAbility Type: Active
Targeting Type: Unit
Ability Hotkey : V

____________________Magically unlocks the potential regenerative power within a target unit, healing it’s life force based upon it’s primary attribute. If the target is below 40% it will heal faster.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1170 Mana25 seconds Cooldown400 Range- 25 seconds Duration5(15*)% of main attrib + 2 hp regen per sec
2170 Mana25 seconds Cooldown400 Range- 25 seconds Duration10(30*)% of main attrib + 4 hp regen per sec
3170 Mana25 seconds Cooldown400 Range- 25 seconds Duration15(45*)% of main attrib + 6 hp regen per sec
4170 Mana25 seconds Cooldown400 Range- 25 seconds Duration20(60*)% of main attrib + 8 hp regen per sec

Notes:
  • The best healing spell in DotA (IMO) since it heals based on target's primary attribute and how small hp left on target, so it scales throughout the game.

Pros and Cons

Pros :
  • An early-mid monster with his burning spear and berserker's blood
  • Only has 1 consuming mana spell
  • The only ranged str-hero
  • Very Fast missile speed of 1400
  • Great Base Attack Time of 1.6
  • Can gank mid game, then tank late game
  • Superb lane control with Burning Spear
  • Fun to play with <3

Cons :
  • The only skill that requires mana, costs very much mana for a non-caster str hero
  • If not farmed early-mid game, you're just a walking meat.
  • You have to orb walk with him, If not then, you'll just wasting time with his backswing and animation.
  • Very little str-growth for a strength hero
  • Very low starting damage

Role in team :
In my opinion, the most viable role for him is ganker. Yes, he can carry sometimes. But sure, a true carry will definitely defeat him. Either in a team clash or 1 vs 1. (Unless the carry hasn’t farmed any of his core item lol). So, in this guide, I’ll write about ganker huskar only. If you're looking for a more carry-oriented huskar then this guide is not for you.

Skill Build :
  1. Burning Spear
  2. Berserker's Blood
  3. Burning Spear
  4. Berserker's Blood
  5. Burning Spear
  6. Life Break
  7. Burning Spear
  8. Berserker's Blood
  9. Berserker's Blood
  10. Inner Vitality
  11. Life Break
  12. Inner Vitality
  13. Inner Vitality
  14. Inner Vitality
  15. Attribute Bonus
  16. Life Break
  17. Attribute Bonus
  18. Attribute Bonus
  19. Attribute Bonus
  20. Attribute Bonus
  21. Attribute Bonus
  22. Attribute Bonus
  23. Attribute Bonus
  24. Attribute Bonus
  25. Attribute Bonus

Skill Build Justification :

We have to max Burning Spear ASAP! Why? Because Burning Spear itself is huskar's powerful tool to become an early-mid monster. Any early-mid game will surely has <1600 hp. And will die easily because of stacking Burning Spear on him.

Next is Berserker's Blood. Why? Because we'll need this so bad for it's IAS and +damage. This skill will give you a slight advantage over your enemy in a losig battle (Of course we assumed that both huskar and the enemy's item looks almost same and the enemy is not over-farmed :P).

Taken last, Inner Vitality. Yep, it's good to level up this as soon as possible if you're having a hard time in your lane (facing another orb-walker). But, a ring of regeneration or two will help you much better than this skill early game. Notice that Inner Vitality needs 170 mana and will heal based on your primary attribute. So, this skill won't help you that much early game. Because of your tiny starting strength and strength growth for a strength hero.

Life Break, has to be taken asap when available. Why? Because this skill is the only huskar's ganking-skill with it's 50% slow for 5 seconds that goes through magic immunity and a frustrating damage of the enemy's 50% current HP (65% when upgraded with Scepter).

Item Build :

Ganker Huskar Core Items : :




First item that a Ganker Huskar will need is Power Treads for it's little and cheap IAS, a little HP form str+, and the 65 ms.

Second, Hood of Defiance is also viable because of it's magical damage reduction (which synergies well with your ult so you won't take much damage. So here is the question. Q : "Hey, we know that we need our HP relatively but acceptable small to increase Berserker's Blood efficiency." A : "I agree, but, when you don't take this defiance in your build, after that let's say you leave your lane at 7'ish and meet a PoTM, what will you do? Of course life break her to make her depressed because of the slow and massive damage. But, guess what? Your HP is decreased much without +magical_resistance from Defiance. If that PoTM do realize this, she'll just Melee Arrow you then Starfall. Boom, you're just a Life-Break-Skilled creep for her. Without defiance, you'll become very fragile to nukes at early game. So what's the point not taking the Defiance?").

The third is Armlet of Mordiggian. Huskar will need this for it's massive DPS, and IAS for a cheap price. But it will give you a 35 hp degeneration per second while activated, and a massive str boost (+25 str), +31 damage, and +10 IAS.

The forth item, Kelen's Dagger (or just dagger), will give us a big opportunity in a gank. You just have to give a signal to an ally (usually disabler) to help you take down that unlucky hero. Then you blink next to that victim, life break him, after that your ally disable that victim. A definitely die for the victim.
 

Nevemore the Shadow Fiend




Nevermore The Shadow Fiend


Contents:

-1- Introduction
-2- My hero rating
-3- The hero
-4- The skills
-5- Skill build
-6- Starting Items
-7- Guide to Shadowraze
-8- Roles
-9- Items
-10- Itembuild
-11- Early game Strategy
-12- Mid game Strategy
-13- Late game strategy
-14- Team Fights
-15- Nevemore MEDIA
-16- Conclusion


-1- Introduction

This guide is a detailed guide about one of the most challenging heroes in Dota. Nevermore the Shadow Fiend.
The guide is seperated in sections which analyze every aspect of the characters gameplay, abilities, constants, builds.


-2- My Hero Rating



Base Damage: IIIII
Gang Capability: IIIII
Carry Capability: IIIII
Nuke Capability: IIIII
Spell Capability: IIIII
Support Capability: IIIII
Deffensive Capability: IIIII
Range: IIIII
Vision: IIIII
Speed: IIIII


-3- The Hero

Hero Introduction

Shadow Fiend's only defense lies in his superb offense. After each life he takes,
he traps their soul to empower his attack damage with Necromastery. This allows him
to amass high attack damage. His ultimate Requiem of Souls can summon these souls out
to inflict great damage and slow anyone close to Nevermore. His unique Shadowraze allows him
to blast opponents in small areas, at three separate distances. The Presence of the Dark Lord also
makes enemies vulnerable to physical damage, passively reducing their armor. Deadly from a number
of distances, and vulnerable if caught off guard, Nevermore's positioning in battle is of utmost importance.


Hero Backround


A demon of the burning legion so abhorred that he makes the skin of even his
fellow demons crawl, Nevermore is a creature of the shadows that consumes the
souls of those around him. When the Shadow Fiend comes forth to battle, he augments
his power with the souls he has consumed, bearing down on his enemies with spiritually
enhanced attacks and powerful spiritual blasts. The Shadow Fiend is a terrifying opponent
whom few have survived, and those who have perished under his tyranny have faced the most
despicable fate of all.


Statistics:


Strength: 15 + 2 (per level)

[Agility]: 20 + 2.4 (per level)

Intelligence: 18 + 2 (per level)


Advanced Statistics:


Affiliation: Scourge
Attack Animation: 0.5/0.54 (time for animating the attack sequence)
Damage: 35 - 41 (base damage)
Casting Animation: 0.67/0.4 (time for animating the cast sequence)
Armor: 1.9 (base armor)
Base Attack Time: 1.7 (time between attacks:base)
Movespeed: 300
Missile Speed: 1200 (Speed of the "hit" of nevermore)
Attack Range: 500
Sight Range: 1800 / 800 (Day/Night)


From the above Advanced Statistics, i will note the very poor base damage, the medium attack range, and the night-time sight range wich
is a little further than "long" Shadowraze distance



Sound



1 - The night beckons.
2 - Your soul is mine.
3 - Greetings.
4 - What, mortal?
5 - What is it now?
6 - I must hunt soon.
7 - That was my plan.
8 - Agreed.
9 - Very well.
10 - You thought of that?
11 - I hunger!
12 - Death rages!
13 - Die!
14 - If I have wings, why am I always walking?
15 - *ring* Yes? Argh, for the last time: I'm a Dreadlord, NOT a druglord!
16 - This is not a dress. It's the standard Dreadlord uniform.
17 - Dress to kill... bleh.
18 - *ring* Yes? Darkness, hey what's up? The Demon Hunter left you a message? No ! I don't have his number.
19 - And then, after I overthrow this fool... Oh, hello! I- I didn't know you where there.
20 - Imbecile!



-4- The Skills





Shadowraze:

Description:

Gives the Shadow Fiend the power to desecrate regions in front of him at varying distances.

Learning Hotkey: Z / Casting Hotkey(s) Z/X/C / Ability Type: Active / Targeting Type: Instant


[Z] "Short" Shadowraze:

Mana Cost:
75
Cooldown:
10
Casting Range:
200
Arrea of Effect:
275
Targets Allowed:
Enemies
Duration:
N/A

The above remain same for each level

Damage: 75-----150---225---300
Level: 1-------2-----3-----4



[X] "Medium" Shadowraze:


Mana Cost:
75
Cooldown:
10
Casting Range:
450
Arrea of Effect:
275
Targets Allowed:
Enemies
Duration:
N/A

The above remain same for each level

Damage: 75-----150---225---300
Level: 1-------2-----3-----4





[C] "Long" Shadowraze:


Mana Cost:
75
Cooldown:
10
Casting Range:
700
Arrea of Effect:
275
Targets Allowed:
Enemies
Duration:
N/A

The above remain same for each level

Damage: 75-----150---225---300
Level: 1-------2-----3-----4





Necromastery:

Description:

Whenever the Shadow Fiend kills a target, he stores the unfortunate soul inside of him.
For each stored soul he gains 2 bonus damage until his own death releases half of them from bondage.


Learning Hotkey: N / Ability Type: Passive / Targeting Type: N/A


Mana Cost:
N/A
Cooldown:
N/A
Casting Range:
N/A
Arrea of Effect:
N/A
Targets Allowed:
Any
Duration:
N/A

The above remain same for each level

Damage Limit: 16---30--46---60
Level: 1----2----3----4


Notes


• Heroes, denies and neutral creeps also provide Bonus damage through Necromastery.
• The more souls Nevermore has, the more powerful Requiem of Souls will be.




Pressence of the Dark Lord:

Description:

The presence of such a horrible creature terrifies nearby enemies, reducing their armor.

Learning Hotkey: P / Ability Type: Passive / Targeting Type: N/A


Mana Cost:
N/A
Cooldown:
N/A
Casting Range:
N/A
Arrea of Effect:
N/A
Targets Allowed:
Any
Duration:
N/A

The above remain same for each level

Armor Reduction: 2----3----4----5
Level: 1----2----3----4



Notes


• Fully stacks with other armor reduction abilities and auras.





Requiem of Souls:

Description:

Summons evil spirits around you dealing damage to units in the area.
Number of spirits is related to the number of souls stored and the movement/damage
reduction is related to the distance from the Shadow Fiend. Lowers movement speed and
damage of nearby units. The closer the units are the greater the effect.

Learning Hotkey: R Casting Hotkey: R / Ability Type: Passive / Targeting Type: Instant


Mana Cost:
150/175/200
Cooldown:
120/110/100
Casting Range:
N/A
Arrea of Effect:
1300/1325/1350
Targets Allowed:
Enemies
Duration:
5 seconds
Damage:
80/120/160
Effects:
15%/20%/25% Reduction


Notes



• Damage type: magical
• The amount of damage dealt is related to the number of souls captured with Necromastery.
• Requiem of Souls generates damaging lines around Nevermore, 1 per 2 souls stored, for a maximum of 30 lines.
• The closer the targeted unit is, the bigger the amount of lines affecting him.
• Reduces both movement speed and attack damage of units in a 700 AoE.
• This skill breaks invisibility a short time before it's released. (lothars casted)
• This skill has a 1 second cast time




For all spells all time depended constants are messured in seconds (s)



A few comments for the skills:


Shadowraze: Since i will analyze further this skill for now lets just say that it is your primary nuking spell.

Necromastery: An ability that balances Nevermore's poor base damage. This skill must be used with the knowledge of last hits, and denies. It is the second primary
skill after shadowraze. Not only it gives you extra damage which can be more helpfull with your last hitting/denying but it can be usefull in early game,
because you will be able to kill oponents, or harrass them more easily.

Pressence of the Dark lord: A late game ability. Combined with other armor reduction effects can be devastating in team fights. Reducing the armor of your opponent
is vital for more damage with your RoS (Requiem of Souls) ability as well with your psychical damaging ability (PDA, hits :P)


Requiem of Souls:
The biggest damage dealing spell in the game. Excellent AoE capability, supreme damage, great colldown, good mana cost, invaluable effect.
This spell not only mass damages your oponents but it also reduses their movement capability and their damage. Remember these reduction are effected on units
close to nevermore (700 range, aproximetly half of the spells AoE) A very usefull spell in team fights. Usually combined with either, Lothar's Edge, Black King Bar,
or Dagger of escape in order to either make a stealth cast, make an uninteruptable cast, make a sudden cast to surprize enemies.

But these items also have their cons which are:

Lothars Edge: Easily bendable with gem/dust/wards
Black King Bar: The enemies have visual of you from the time you begin to aproach the point which you decide to cast and your casting, so they
have time to run away.
Dagger of escape: Yes you make a surprizing entry but you will be visually seenable and vulnearable in stuns, and other CC's.

But there are some combinations for the perfect cast, such as:

Dagger of escape + Black king Bar
Lothars edge + Black King Bar
Dagger of escape + Linken's Sphere
Force Staff + Black King Bar

These are the best combinations for the most devastating casts.

Now you may have heard it before that the closed you are to Nevermore the more damage you will receive from RoS. But some of you may not have
understand that. In the screenshot bellow you will be able to fully understand why this happens


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-5- Skill build



In general every skill build is correct, but in nevermore to me there are only 2 skill-builds at which you can play this hero, without ruining him.
The first is the build i do in every nevermore-game because i am a semi-carry/ganger player and i just cant have a hero with the nuking abilities of
nevermore and not gang The second build if generally the same ecxept that you skill RoS faster. With this build you will have a not so strong RoS
but strong enough to defend your lane. So the second build i will present you is for stronger laning, and farming.



First (Gang based build) *Main Ganger*


Level 1: Necromastery (lvl 1)
Level 2: Shadowraze (lvl 1)
Level 3: Shadowraze (lvl 2)
Level 4: Necromastery (lvl 2)
Level 5: Shadowraze (lvl 3)
Level 6: Necromastery (lvl 3)
Level 7: Shadowraze (lvl 4)
Level 8: Necromastery (lvl 4)
Level 9: Requiem of Souls (lvl 1)
Level 10: Pressence of the Dark lord (lvl 1)
Level 11: Requiem of Souls (lvl 2)
Level 12: Pressence of the Dark lord (lvl 2)
Level 13: Pressence of the Dark lord (lvl 3)
Level 14: Pressence of the Dark lord (lvl 4)
Level 15: Attribute Bonus (lvl 1)
Level 16: Requiem of Souls (lvl 3)
Level 17: Attribute Bonus (lvl 2)
Level 18: Attribute Bonus (lvl 3)
Level 19: Attribute Bonus (lvl 4)
Level 20: Attribute Bonus (lvl 5)
Level 21: Attribute Bonus (lvl 6)
Level 22: Attribute Bonus (lvl 7)
Level 23: Attribute Bonus (lvl 8)
Level 24: Attribute Bonus (lvl 9)
Level 25: Attribute Bonus (lvl 10)




Second (Farm/laning based build) *Main Carry*


Level 1: Necromastery (lvl 1)
Level 2: Necromastery (lvl 2)
Level 3: Shadowraze (lvl 1)
Level 4: Necromastery (lvl 3)
Level 5: Shadowraze (lvl 2)
Level 6: Requiem of Souls (lvl 1)
Level 7: Necromastery (lvl 4)
Level 8: Shadowraze (lvl 3)
Level 9: Shadowraze (lvl 4)
Level 10: Pressence of the Dark lord (lvl 1)
Level 11: Requiem of Souls (lvl 2)
Level 12: Pressence of the Dark lord (lvl 2)
Level 13: Pressence of the Dark lord (lvl 3)
Level 14: Pressence of the Dark lord (lvl 4)
Level 15: Attribute Bonus (lvl 1)
Level 16: Requiem of Souls (lvl 3)
Level 17: Attribute Bonus (lvl 2)
Level 18: Attribute Bonus (lvl 3)
Level 19: Attribute Bonus (lvl 4)
Level 20: Attribute Bonus (lvl 5)
Level 21: Attribute Bonus (lvl 6)
Level 22: Attribute Bonus (lvl 7)
Level 23: Attribute Bonus (lvl 8)
Level 24: Attribute Bonus (lvl 9)
Level 25: Attribute Bonus (lvl 10)






Third (Laning/Gang/Farm based build) *Semi Ganger/Semi Carry*


Level 1: Necromastery (lvl 1)
Level 2: Shadowraze (lvl 1)
Level 3: Shadowraze (lvl 2)
Level 4: Necromastery (lvl 2)
Level 5: Shadowraze (lvl 3)
Level 6: Necromastery (lvl 3)
Level 7: Shadowraze (lvl 4)
Level 8: Necromastery (lvl 4)
Level 9: Attribute Bonus (lvl 1)
Level 10: Requiem of Souls (lvl 1)
Level 11: Requiem of Souls (lvl 2)
Level 12: Attribute Bonus (lvl 2)
Level 13: Attribute Bonus (lvl 3)
Level 14: Attribute Bonus (lvl 4)
Level 15: PotdL (lvl 1) [Pressence of the Dark Lord]
Level 16: Requiem of Souls (lvl 3)
Level 17: PotdL (lvl 2)
Level 18: PotdL (lvl 3)
Level 19: PotdL (lvl 4)
Level 20: Attribute Bonus (lvl 5)
Level 21: Attribute Bonus (lvl 6)
Level 22: Attribute Bonus (lvl 7)
Level 23: Attribute Bonus (lvl 8)
Level 24: Attribute Bonus (lvl 9)
Level 25: Attribute Bonus (lvl 10)



The above builds require different starting items thought and should be played as i described.
It will be stupid to max shadowraze in lvl 7 and not gang as it would be stupid to have lvl 2 shadowraze
at 7 and gang.


-6- Starting Items



603 gold as -all pick mode,
853 gold as -all random mode.

There different ways in which you can begin your game. I will show the correct items for soloing a lane from the "begginers" items to the most advanced items.

3x
1x
1x

3x150 + 1x100 + 1x50 = 450 + 100 + 50 = 600 gold

The above items ensure a greater last hit/deny chance because they boost nevermores poor base damage by (9) and they provide with mass hit points heal and good mana pool recovery.

2x
1x
2x
1x

2x150 + 1x53 + 2x100 + 1x50 = 300 + 53 + 200 + 50 = 603

This build provides less damage for boosting but it gives you much more stamina in the laning.

Third and most advance build of all is this,

3x
1x


This build is for the player that knows how last hits are done extremly well, and is for the player that knows to play safe and strike his enemy down bit by bit.
Best build to my opinion if you have the guts and experience to use it, because it saves a lot of money.


-7- Guide to Shadowraze


Shadowraze is one of the most challenging spells in Dota. To my opinion even more challenging than the Meat hook, or Elunes Arrow, or Powershot.
They require perceptive, experience, mind reading, fast thinking, fast reaction, flexability and map awarness.

As said before the shadow razes are instant spells that damage a location to the direction (angle) the caster is facing, at various distances,
which are mentioned. But there is an easier way to remember the distances.

"Short" Shadowraze (Z) is damaging an area in from in front of Nevermore to aproximately to his attack range.
Which is logic if you think that nevermore has a 500 yard attack range.
(Z) Shadowraze is casted 200 yards in front of the caster and damages an area of 275 AoE. 200 + 275 = 475 which is close to his attack range.

"Medium" Shadowraze (C) is damaging an area arround his attack range.
It casts the ability at 450 yards (500 is attack range) and damages an area of 275 as well, which is a little less and a little more than his attack range.

"Long" Shadowraze (X) is damaging an area beyond his attack range. Casts the spell in a 700 yard range and again with 275 AoE damage ratio. Which means,
that the "Long" shadowraze damages enemies close to the range of hook! ( Hooks range = 1000, (X) Shadowraze range = 700, + 275 = 975 range damage)

These are some easy ways for begginers to remember where the razes strike, since most of the time in game you are hitting things so you get used to,
the attack range.



Shadowraze's problems:

It requires really fast thinking, because for example if an enemy is the range of your "short" shadowraze, and he is escaping and running away from you,
you will need to cast the "medium" shadowraze in order to do massive damage to him.

They require a percission in their targeting, since the only way to control them is where your hero is facing. When you are in an open place with a lot of
movement capability an easy way is to just target the enemy you want to strike, and then strike him. This will cause your hero to face the enemy and cast the raze,
however in smaller terrains, which could include, narrow passages, trees, cliffs, units all arround you, you must be able to make the hero face to the same direction
as your target in order to get a hit. The easier way to do this is the following.

Lets assume that you are in a place with many trees blocking your path and as a consiquense your aiming. What you do to make your hero face where you want to?
Click some times RIGHT in front of your hero, just outside the green selection circle under your hero, to the direction you want him to turn.

This method requires a lot of experience and working in order to succeed.


You also need to be carefull in obstables.
What are these obstacles?
They are everything on the map that you cannot walk in, within or on to. These could be, cliffs, trees, some decorative such as some impaled corpses, units.
If you are standing in front of them or one of them gets in your pathe while walking and aiming your hero will turn in order to avoid them and if you wont
be cautious enough the raze will fail.
How to avoid those? In time and with experience all can be learnt, however the easier way to avoid the failed-raze is to "Stop" it.
Raze has a casting time, small one but enought to cancel the spell.

If you press either Z/X/C and then press S = "Stop" before nevermore finishes his casting move(the one who raises both his hands above his head like a dancing figure :P)
it will stop the raze and you will have stoped a mistake from happening.


Shadowrazes in Movement:


If you remember everything i told you at the beggining of this paragrafh of how to calculate the distances of the razes you could then easily calculate which raze
to use in order to strike an enemy on the run. If an enemy is running towards you or running from you then that is the easiest case to just strike the razes.

The hard case is when the enemy is running diagonaly or vertical to your facing, then you will have to turn your hero in the direction of the enemy in order to get him.

TIP: If you see that you can strike a vertically moving enemy only with your "Long" Shadowraze then turn the hero a little more in order, to cast the raze
not in the position of the enemy but a little bit in front of him. Thats because by the time nevermore turned and casted, the enemy will be go further than
he is now, so if you target the area in front of the enemy by that time he will go there and you will strike.


Dagger of Escape and Shadowraze:

Now shadowrazes if striked all deal aproximately 900 damage. Large ammount of spellpower for an agility hero. Now your enemy isnt stupid, he will not just
sit there and wait for you to go and cast your "short" raze and he isnt either going to do you the favor of running and givine you the chance to cast
"medium" and "long" after. They will try to avoid the razes by any means nesscesary.

Kelens Dagger is a good choise for your shadowrazes, since you can for example strike him with a "long" raze, before he reacts you can blink next to him and
strike him with the "short" raze and deal to him 600 damage. Now then he will either panic and run which is the best case (casting "medium" raze) or he will stun you
(if he is a stunner) or attack you. In any case you can either attack back and wait for the other razes, you can either chase after him waiting for the "long" raze
(if he stuns you :P) etc etc.


Shadowraze VS map creeps


Casting 2 Shadowraze spells can kill any enemy creep, which means that with only 2 razes you can wipe out a whole wave of the enemies forces. Good for
farming/pushing/defending.

There are some neutrals that will not be killed even with all three razes, such as centaurs, and furlogs. Any other neutrals are killed as easily as other creeps.



Shadowraze in laning


You must NEVER use your shadowrazes while they are still level 1, exept when there are 2 or more enemy creeps with less than 50 hit points and you do that
for kill them and get the gold/exp.
Shadowraze at that level does 75 damage, which is nothing. Also it costs 75 mp which is too much for nevermore's base mana pool.

You can start spamming the razes at your opponent when they reach lvl 2 and higher. In level 3 the razes deal 225 damage each, and can kill
almost any hero.


Shadowrazes VS stealthed enemies:


Razes are one of the easier skills to strike enemies stealthed because of they have the largest AoE, deal more damage and they are faster than any
other normal (not ultimates) spells that do AoE damage, such as lina's spells. So with a little experience and mind reading, you could pwn enemies even
while they are "safe" under their stealth abilities.


-8- Roles



In General Nevemore can take up to three different roles in a game.

-Main Carry

-Main Ganger

-Semi Ganger/Semi Carry




-Main Carry is the main farming hero which is susposed to farm the whole game in order to get the best of items and then deal the largest ammounts of damage.

Nevermore is often chosen for this role, for many reasons.

a.) He has a boosting damage ability
b.) He is an agility hero and a natural damage dealer
c.) He farms ridiculously easy
d.) He can also serve as a great spellcaster
e.) He needs items so he needs farm


-Main Ganger is on of the main roaming gangers in the game whos job is to gang enemies carry, and enemies in general.

Nevemore can fullfill this role because.

a.) Deals great ammount of damage in early game
b.) Despite roaming with 5 minutes of farm he will farm every creep in those 5 minutes so he will farm some medium items.
c.) His easy farm can make him a good warder
d.) He can damage multiple enemies at once


-Semi Ganger/Semi Carry is the player who gangs in early game, farms in middle game, and battles in late game.
This is the role i prefer to play and this is how i play Nevemore.

He can fullfill this role for the above reasons.

This style of nevermores gaming requires a solo middle laning, then at 5 level a gang top or bottom, then again at 7, and from that point,
he can go gangs until he goes 11 or 12.

Then he needs some good farming (until levels 15-16) and then he is ready to be a great damage dealer.

This way of gaming helps a lot a team and is the best to my opinion.





Game Strategy

Well your game strategy varies to the role you choose to play.
NOTE: Main Carry Role: = Second Skillbuild (paragraph -5-)
Main Ganger Role: = First Skillbuild (paragraph -5-)
Semi Ganger/Semi Carry: = Third Skillbuild (paragraph -5-)




-9- Early Game Strategy



Nevemore is one of the strongest heroes for soloing. It is also vital for him to solo a lane for the greater exp/gold
benefits. Under no circumastances can he be a "woods farmer" and very rarely he goes in a double lane.
So lets assume the best case you are soloing.

If you chose to play ganger or semi ganger then you must choose to
go in the middle lane. This is vital not only because from there you can access easily the other lanes but you can also
access easily the runes. Upseting in soloing the middle is that you lack the secret shops in the other lanes.


Now in order to fullfill the ganger/semi ganger role, you will need to keep in mind two simple things.

Lane Supremacy
Roaming

In order to be effective in the game if you are a ganger you will also need to make sure that your lane-opponent isnt
taking any advantage over you or your team-mates. For example if you just leave your lane empty in order to gang, your
enemy will have a free lane to farm gold/exp which is bad. Make sure you kill at leaste once your lane-enemy or make him
go back before you leave for a gang.

So, lane control via harass
And roaming gangs.

Now how to choose where you gang?

You should gang where your allies need help the most, and where there are allies with stuns/slows/disables. This makes
a sure kill.

NOTES: Warding is great for rune abusing which are a big advantage in gangs.

So in your early game you should just harass your oponent, make as many last hits/denies as possible (cant do a lot
of the harass you must do) and then at level 3 or 5 try to kill your enemy or send him back.

At level 5 you should be able to do your first gang.

Then just return to your lane farm, try to kill your oponent again, and then at level 7, begin to roam in other lanes
to ruin your allies lane-opponents.

TIP: Nevemore has poor health/mana pool, so some regens are a MUST-HAVE. Such as magical bottle,potions etc.


However you may choose to play as a Main Carry. In that case you will need to solo a diferent lane than middle
judging from your side. In public games you will likely have a double lane to go against but that should not worry you.

Level the skills as i indicated before, play as safe as you can and do not attemp to kill your enemies just make sure they
dont kill you and if nescessary damage them a bit. With Necromastery lvl 3 and RoS lvl 1 at level 6, you will be able to,
make a descend deffense by your self in nescessary.

Last hits/Denies are the A and the Omega of this game strategy. There is nothing else in your mind than farming and advancing
more than any other player in the game.

Let your goal be 800-1200 gold per 3 minutes



-10- Middle Game Strategy



Ganger Role: At this stage of the game which is arround level 10-11 to level 14-15 you should have ganged a lot, should
have farmed in a small rate but from the kills/assists (according to the new system) you will have made a descend farm
and you should have enough items to nuke the RoS in a team fight.

This time of the game is of utmost importance to you. You will need to "pick" enemies who farm alone and un protected,
and if possible you should try to claim the Aegis of Immortal, and push your oponents lanes at leaste to their second-line
of towers.

However teamfights should be done with extreme caution unless you have lead your oponents to the brink of leaving/ffing :P
In a normal game which is "won" at the early stage this is the stage for your opponents to make a dynamic comeback.

If you let your guard down your personal as well as your team game could be easily leveled.

Keep gangs, if not possible focus on farm, and try to avoid teamfights in open spaces.
About teamfights later on.


Semi Ganger/Semi Carry Role: By the time you reach middle game, you should have fullfilled your ganging duties allowing
your team to aquire lane controls and push their lanes. You should have made a decend farm from kills/assists and you
are ready now to take on your Carry Role. Let your team continue the gangs and pushes while you are farming everywhere you
can.

Farming is easy with nevermore and if you use a BoT you can easily farm every lane. By the time the game goes to late
(levels 16 ++ ) you will have farmed that much you will be able to make the difference in team fights


Carry Role: At this stage of the game you should have farmed a lot. And by a lot i mean at least 3 major recipes. In this
stage of the game you can either continue farming for onother 2-3 levels, or if you are so confident seak out team-fights
and lane-pushings in order to gain domination over the game.



-11- Late Game Strategy


In the late game (levels 16 ++ ) you have to seak out major team-fights, large lane pushings, and enemy base siege.

With the early and middle game strategies you will be able to be descent in all of these actions.

Try to end the game quickly for a certain victory. Gather your team, fight your enemies push them in retreat and raze their
base to the ground.



-12- Team Fights



Now in Team Fights nevemore is a cornerstone of an assured victory. However nevermore is a big thread for his enemies
so it is normal that yhey will focus their disables and their nukes to him. So in order for you to be of great damage to
them you need yo be carefull. In order to use RoS as more effective as possible try to cast it in the middle of the fight,
so it will do more damage to all enemies and slow them all down. A combination of items could be helpfull.


Nevemore after casting the RoS his job is to deal as much damage as possible using his nuking spells (razes) and his
massive damage hits.

Guide to Solo Wisp 5v5

Wisp is misjudged as a "pure" support hero. However, there are other ways to play Io.

This guide shows you how to turn wisp into a Surprise-attack hero. According to my experience this method is much more fun than the supporting-only Wisp. I usually prefer the Cornerstone-types rather than the sweeper-types but with wisp you can be both: Glass Cannon Style.
No I'm not a professional player. I don't even bother trying to last-hit or deny (but I'll try to learn that soon). I'm kind of somewhere in between.

Contents:
I - Starting
- Strategy
- Dealing With Heroes
II - Middle
- How To Gank
- Mid-Game Items
III - Late
- Late-Game Items
IV - Important
V - Ability Techniques
VI - Summary
- What to buy
- Allies
- Enemies
- Weaknesses
VII - Replay


Starting:
Situation: You're in the fountain with 603 gold in your pocket. You have 5 heroes on the Sentinel side and 5 on the scourge.
What do you buy?
My Choice: Ring of Basilius + Healing Salve
Other choices: Bottle

Personally i think the Ring of Basilius is a better choice because Io incidentally has a pretty low defense (ZERO!?). The Basilius provides you with enough damage reduction and a tiny attack boost. The mana regeneration is also quite valueable. I'll explain why a little later.

Now that you've picked your items you are ready to take on the middle lane.

Strategy:
This is how your ability-build will look like:
1-Spirits
2-Tether
3-Spirits
4-Tether/Overcharge/Attribute Bonus
5-Spirits
6-Relocate
7-Spirits

Once you max out Spirits, from level 8 onwards you can do as you like (I preferably max out Tether first).

Your first objective is to stay alive and scare the enemy away with your spirits ability. Pretty useful. Presently all the heroes I've played against are afraid to cross the Spirit's path. Bear in mind that you have to know how to control them.


Dealing with Heroes
Sometimes heroes like to blink themselves right next to you or use long-ranged abilities which deal damage. For this reason I never cross the river and neither should you. It's important to know your enemy's skills.
Here are some strategies against popular mid-laners:
One-shot aimers [Difficulty: IIIII]
(Missiles which hit the first target; example Mirana, Pudge)
Watch your enemy carfully, they can be very dodgy. To avoid arrows and meat hooks make sure you keep the foe in your line of sight. The spirits can provide you with a fairly good vision of the upper cliff on her side, otherwise walk up your own side of the cliff for a better view. Make sure that you have an allied creep in the angle between you and your foe.
Long Range Blasts [Difficulty: IIIII]
(Missiles which hit lines of foes; example Raigor, Windrunner)
These are pretty tricky to handle. If they begin spamming their Impales, Powershots and Fissures early on it could put a real dent on you. Perhaps what you could do is just let the creeps come to you, and use a fully pushed-out Spirits to ward the enemy away after they have finished casting. This is when your salve/bottle comes in handy. Bear in mind that you will be taking big hits by the time you reach level 4, But so will your enemy if you hit him with enough Spirits.
Single-target Blasts [Difficulty: IIIII]
(Missiles which specific designation; example Luna, Shendelzara)
The only way to avoid these is by staying outside cast range. Normally you should keep yourself 800 distance away or less. Thankfully your spirits reach farther than single-target abilities and can scare the enemy out of the circle.
Resilience Heroes [Difficulty: IIIII]
(Heroes which move easily around you; example Magina, Mortred)
If they get close to you you're in trouble. They will try to get closer to you by either teleporting or turning invisible. They will try to get closer to you and hurt you. If they do, however, manage to position themselves next to you try to Tether a creep. It causes 1.25/1.50/1.75/2.00 seconds of stun to anyone close to the Tethered target and yourself. Then follow-up with Spirits. This technique is quite risky but can really cripple your enemy and force them to flee if you havent taken much damage.
Blast Blinkers [Difficulty: IIIII]
Puck and Crixalis are two notably more difficult heroes to handle as they use Long Range Blasts in combination with teleportation to get closer to you. Since they use both resilience and Long-range Blasts, the difficulty will naturally be the total of both.


Middle:
Once you've reached level 6 it's time to head back home and assign someone else to the middle lane. You should have enough money by now to buy Blades of Attack. At this point of time you will be able to initiate your first gank.


How to Gank
Wisp is one of the best gankers I've ever seen.
I would like to introduce you to my very own "Slidestun" technique. This involves positioning yourself behind the enemy while he is preoccupied with the other hero in front. I will be using X to represent Io, Y to represent Ally and Z to represent Enemy.

Example:
This image has been resized. Click this bar to view the full image. The original image is sized 800x600 and weights 195KB.


Step 1: Find an enemy and an ally involved a struggle (Perhaps killing each other's creeps or Attacking each other).

Step 2: Relocate yourself behind the enemy and in front of your ally. Make sure the enemy doesn't notice.

Step 3: Activate Spirits then Tether to your Ally. This will cause you to slide past the enemy and stun it. Sliding past the enemy will also hit the enemy with Spirits.

Step 4: You have 12 seconds to kill the enemy. Tether will increase yours and your ally's move speed. Now that you are tethered, you and your ally should chase down the crippled enemy. If you stay right next to the enemy and block him (with your spirits at the right distance) you should be able to deal 25/50/75/100 to 125/250/375/500 damage and slow the enemy by 30% while your ally chases him down. 12 seconds later you are at the fountain again.

Success Rate: 79%

The secret is to surprise your enemies. Relocating yourself behind trees also helps. Your enemy will be surprised to see a lightning bolt shooting from behind them. There's very little the enemy can do against a sliding Wisp.


After your first kill you should concentrate on building a Dagon. This is a great item for ganking enemies. At the start of Middle-Game one of your allies should be assigned to the middle lane and you take over his lane. If you did a good job in warding away your foe on mid-lane they should be at least 1 level below you.

Mid-game items:
What do I buy next?: Dagon+Lothar's Edge

Strategy
Ganks:
Your teammates should have by now started making their core items. Your game now really depends on making ganks. You can deal the final blow when killing enemies with their health on the red by relocating yourself in their path. Use the Slidestun technique to get close enough for all your 5 spirits to hit. Dagon as early as you can. Level Dagon up to Level 5 as fast as you can. Killing enemies should be easy as long as they are deprived of gold and experience.


Late Game:
Late-Game Items: All you really need for lategame is your Level5 Dagon and your Lothar's Edge. Here are a few other items which you might need:
:linkens:
Linken's Sphere
Smart enemies will try to take down Wisp as fast as possible. Incidentally the easiest way to do just that is by inflicting one stun then focus fire. This is the worst situation for Io to be put in.
:bkb:
Black King Bar
Getting Silenced, Doomed, or Soul Burned is very BAD. There's no need for explanation here. Stay focused on AVOIDING focus. If you cannot then this is what you need.
:dagger:
Kelen's Dagger
If your ally is not familiar with the Slidestun technique you can blink yourself to the right position and Tether the right way.

IMPORTANT:
1) Avoid Focus; during team battles Io should be kept under constant care by the team. The Lothar's Edge should be activated after summoning your Spirits. This way you can walk around the field Spirit-blasting enemies like a Slark feeding in the shadows. Dagon when the opportunity comes and push out your Spirits for increased vision to search for that last runaway enemy.

2)Know your role. You are still a support. During team fights you are advised to stay outside the battle but close enough to it so that your Spirits can do their thing. Your Dagon and Spirits are sure to put at least 1 enemy out of action. If you wish to enter the battlefield you should have your Lothar's Edge in handy. Make sure you tether and summon your spirits BEFORE you turn invisible.

3)Positioning and timing are two major contributing factors in the game. Make sure that you aren't seen in the field before the battle begins. Once your team's initiator makes his move only then will you spring into action. More on Positioning and Timing later.

4)What you should be aiming for is to feed your allies. At the start it is more useful that you reach level 6 as quickly as you can while putting the enemy behind on experience. During the course of the game your teammates are supposed to have been well-fed with your help through ganking. There is no way YOU will end up being as strong as a Rampaging Traxex, Luna, Mortred, etc. That is your allies' job. You are just there to cause chaos in the game by dealing that extra damage, causing slows, tethering your team's Initiator, saving your allies and transporting your allies around the map. The only role you'll be playing is cornerstone. Help as much as you can.

5) Never go out alone. If you become the first target of the foe you won't be able to support at all.

6)The game does NOT depend on you. It depends on your teammates. Unlike other heroes if Wisp is mid he wont get ahead of the enemy like Nevermore or Mirana.You're like an item, an extra attachment...a weapon.


Ability Techniques
Using Spirits
The process is simple: Activate Spirits then imeediately push out. After that your enemy will either be within the circle or outside the circle. If your enemy is inside the circle Pull them in. If the's outside the circle you are free to kill the creeps.
If you want you can move in a little closer to make the enemy back away. Remember, it lasts 6 seconds. If you manage your mana right you can do 3-5 Spirits (18-30 seconds) until level 6. Spirits also make it difficult for the enemy to deny as they'll either be outside the circle waiting until the spirits disappear or inside the circle taking damage and getting slowed.
Remember that your Spirits ability has the potential of dealing large amounts of damage. Whenever a spirit explodes a new Spirit will regenerate. In the event that all spirits hit the enemy over the course of 6 seconds Io can generate up to 10 spirits. Ten spirits add up to a total of 250/500/7500/1000 damage. Bear in mind that it is difficult to make sure all spirits land a successful hit. Any misses will cancel out the regeneration of a new spirit and that means it cancels out 25/50/75/100 damage per miss. The only time when their damage would seem useless is if you fail to keep the enemy under-leveled.

Using Tether
Tether is your main ganking tool, but for the first portion of the game you will only be using this skill for defensive purposes. You can Tether yourself to a nearby allied creep. Use it when Blinkers try to position themselves next to you.
Tether is also your supporting ability. Not only does it stun enemies, share move speed, Overcharge attack speed, and Teleportation, but anytime you recover hp or mp your ally will recover as well. Anytime you use a replenishing item on yourself (Bottle, Salve, Tango, Mekanism, Arcane Boots), steal life (Mask of Death and its recipes), get healed by allies (Purification, Chakra Magic, Shadow Wave) or regenerate (Ring of Regeneration, Void Stone, Sobi Mask, Ring of Health, Strength bonuses, Intelligence bonuses, etc.), your ally will also benefit from the same recovery as you are. Omniknight, for example can heal himself by healing you while you are Tethered to him, so you both receive a heal. The Keeper of the Light can replenish his own mana by replenishing your Wisp's mana, so both of you replenish at the same time. Very valueable wouldn't you say?
Tether is a great escaping mechanism as well. I've been Nether Swapped, Fissure Trapped, Pounce Latched and Kinetic Field Bound. If your allies are around you can Tether away from the trap. The cast range is incredibly far.

Using Overcharge

Useless early in the game. The only time I use this is when i Relocate my ally and myself towards a Tower. I choose the one with the highest attack. Once we're at the tower we attack and attack and attack and do as much damage to the tower as much as we can for 12 seconds.
Sometimes i use it to out-battle the enemy while holding a Cranium Basher, or by Tehering myself to other Basher heroes (Slardar, Void) and heroes with Added effects to their attacks (Examples are Mana Breaks, Critical Strikes, Orb attacks and Auto-cast bonuses like Searing Arrows. Ice Arrows, Glaives of Wisdom and Impetus)

Using Relocate
Relocating is very Tricky business. You may try to relocate an ally out of battle and teleport them back to the fountain. But that only means you'll just go back to that place later. If you try to Relocate away from a fight there might be enemies waiting for you to come back. If you and the ally you just saved are worried about being tleported back to an area with awaiting heroes you had best bought a a Lothar's Edge. Once you are safely back in the fountain recover as fast as you can and use Lothar's Edge right before you are transported back, Don't forget to break the Tether link away from your ally, you wouldn't want him to go back for another beating would you?

Summary:
What To Buy
Core:
-Ring of Basilius
-Dagon
-Lothar's Edge

Other Mentions:
-Phase Boots/Boots of Travel/Arcane Boots/Power Treads (self-explanatory)
-Bracer (Buying this is not wrong. You're a STR hero anyway. You need the extra hp/hp regen/damage from the bonus strength and the stats. The regeneration from Stength bonuses can be passed on to your allies with Tether.)
-Khadgar's Pipe of Insight (Barrier is invalueable in my opinion)
-Black King Bar (If you want to avoid silencers and AoE abilities. There's also the hp/hpregen/damage bonus from the extra strength, meaning more regeneration passed on to your allies.)
-Linken's Sphere (Grants more hp/mp regeneration for sharing with a tethered ally and an escape from disables)
-Kelen's Dagger (The best way to get around and surprise enemies. Also great for positioning.)
-Bottle (Too obvious. Clearly doesn't need explanation)

Situational Items:
-Mekanism (The mekanism regeneration/heal your allies receive stack with the mekanism regeneration/heal you receive when you tether)
-Vanguard (Lets you last about 5 seconds longer maybe? Regeneration is shared too)
-Mask of Death/Mask of Madness/Helm of the Dominator/Satanic (Healing through lifesteal also heals a tethered ally)
-Eul's Scepter of Divinity/Guinsoo's Scythe of Vyse (You should know why)

Luxury Items:
-Bloodstone (A tethered ally also gets the hp/mp regeneration from your Bloodstone)
-Assault Cuirass/Shiva's Guard/Radiance (Standing by the clash? Casting auras really help. Do not buy if someone else already bought one of them or is buying one. Multiple units with similar auras don't have stackable effects. Again, stay outside the fight and let your spirits and auras do their part.)

Rejected Items:
-Blademail (who told you you were gonna tank all that damage? That's better used for a different build)
-Gem of Truesight (You cannot risk dropping this one; let someone else carry it)
-Stilgian Desolator(Again, no attack-damage boosting Items. Better use Strength Boosters instead. However, your teammates should have one of these.)
-Cranium Basher (Best left for other builds. This build does not involve you attacking much. I thought it was pretty useful earlier but now I realize that it doen't do much for this build)

Allies:
All heroes can benefit from Wisp. The best allies to pair Io with are those with Crowd-Controlling capabilities (Stone Giant, Naga Siren, Dark Seer, Far Seer, Earthshaker, Enigma, Axe, etc.) to take focus away from Io and Sweepers (Phantom Assassin, Shadow Fiend, Anti-Mage, Murloc Nightcrawler, Demon Witch, etc.).

Enemies
:
Actually Wisp is not that hard to kill which is why I highly recommend that you don't draw attention. Avoid being seen and spring into action only when the time is right.

Weaknesses

Io is easiest to kill in dual lanes if you Frostbite+Venomous Gale it.
However, Io can be difficult to counter in solo lanes unless the enemy hero has a Long-range Blast ability, AoE ability or a Single-Target Blast Ability. DarkTerror's long-duration ChronoSphere should be able to stop wisp from moving around. Centaur's Hoof Stomp is more or less capable of handling Io when followed up with a Double-Edge. Rhasta Should be able to cut Io away from his allies with his disables(That is...if he could get close enough to you. Good thing your allies are around.)

Replay:
This first replay shows my first game doing solo. Back then the Dagon was experimental. It was the second day ever since Io was released and I really picked up a number of techniques after this. Bear in mind that it was a casual game. There's no need for criticism.

On the second replay I tried building Lothars first. On the last bit you can see that being alone is not a good idea (I forgot Gondar could Track). It really is about making your team stronger. Face it, there's nothing you can do to wisp early-game (almost nothing...damnable long-range blasters).

A hero with 10 skills!

Hi guys, I always wondered what was that hero in the neutral intelligence house and I searched for him on youtube and I loved it.

But! as I searched for a proper guide, there wasn't any good response or guide on how to use him properly.
So! for those of you who want to use him, this is my guide.

lets start with the pros:
-can change personalities (the 3 balls flying on him)
-good range (600)
-10 available skills
-can help heroes, farm or push
-can damage multiple heroes at the same time
-don't need hp potions at the beginning if u r skilled

cons:
-needs a lot of mana at the beginning
-slow cool downs
-really late game hero
-hard to remember all skills
-hard to perform skills
-can't dps
-u don't need that much skills to kill a hero, probably 5 or 6 skills max and u will probably won't have enough mana or time to do so
-low hp
-looks a little gay prince

OK! so now that we know some features of him, lets learn his skills.
Unlike other heroes, 3 of his skills are able to be upgraded 7 times and doesn't upgrade stats.

-Invoke: R
To use any combination, u will need to press "r" to invoke the skill so u can use it by their respective hot keys. For example, u need to press qqq for cold snap, then invoke it by pressing "r" and then use the hot key which is "y".
This skill is like Kael's ultimate and unlike other heroes, u will be able to upgrade it 4 times on the levels 2, 7, 12 and 17
The first upgrade will allow u to have 1 skill available and then 2 skills. Each upgrade will give u less mana cost and less cool down.

-Quas: Q
This skill is very useful at the beginning of the game, since range opponent heroes will attack u if u get too close. u will get 1hp/s each time u upgrade it.
skills involving Quas are:
**QQQRY (cold snap) select = a tiny stun that doesn't last much but will be long enough for your allies to catch the foe or at least hit him like 1 or 2 times. Doesn't damage.
**QQWRV (ghost walk) instant = Kael disappears for a fair amount of time so u can escape. Usually u don't need to be invisible that much time, just go to a safe area where u can be seen and press www so you can move faster to the base.
**QQERG (ice wall) instant = an ice wall will appear in front of Kael; it will be perpendicular towards the way Kael is facing and will slow enemies for a fair amount of time. Doesn't damage.

-Wex: W
This skill makes Kael to attack and move faster. adds 2% attack speed and 1% movement speed each time u upgrade it. Excellent for destroying towers at the beginning since u will be able to hit several times before the tower starts hitting u. Also useful when escaping.
skills involving Wex are:
**WWWRC (EPM) aim = only works for units with mana. Has a detonation after a delay of 2~4 seconds depending on Wex and drains mana. Damage depends on how much mana is drained.
**WWQRX (cyclone) aim = it will cyclone any enemy in its path (which has a really long range). Perfect finisher skill or to farm. Does damage.
**WWERZ (Alacrity) select = increases attack speed and damage for up to 9 seconds. U can select urself or allies.

-Exort: E
Adds 3 damage each time u upgrade it.
Skills involving Exort are:
**EEERT (Sun Strike) aim = u can aim it anywhere in the map, even unexplored areas. It will have a delay of 1.7 seconds so u gotta be able to calculate the hero's speed. Usually used for finishing escaping heroes, u can also steal LOL. Damage depends on Exort; makes up to 475 damage.
**EEQRF (Forge Spirit) instant = creates 1 spirit, it has range and can take armor to other heroes. Once u upgrade many Quases and Exorts, u will be able to create 2 spirits. Their damage will increase as well as their range (further than Kael itself).
**EEWRD (Chaos Meteor) aim = brings a meteor shortly after the click that will fall to the ground and roll. This is probably the best damaging skill that Kael has. 145 damage will be done each 0.5 seconds (if Exort maxed) and enemies who where affected by the meteor will have 29 after damage per second. Meteor rolls at a speed of 300 and will roll up to a range of 1410 if Wex maxed.

**QWERB (Deafening Blast) aim = Deals 280 damage and will push enemies. Great skill for escaping or saving an ally and also interrupts channeling spells.

Items:
There are no specific set of items that Kael should take. However, I consider some items to be MUSTS.

Must items:
**Aghanim's Scepter = Since the cool down for the Invoke (R) skill is up to 5 seconds when upgraded all; u won't be able to perform skills quikly. Aghanim's Scepter reduces cool down to 2 seconds and eliminates mana cost.
**Orchid Malevolence = gives u a fair amount of intelligence, damage, attack speed and mana regeneration. Kael will be using a lot of mana and doing some physical attacks so every aspect of this item is useful for him. Also Soul Burn makes the selected enemy to take 20% more damage and gets silenced for a few seconds.

Option items:
**Boots of Travel, Power Treads, Phase Boots and Arcane Boots = Since u r able to control Kael's movement speed by pressing Wexes (W); speed is not a problem to Kael so any item giving u speed is fine.
**Dagon = Sometimes u won't be able to finish a hero after using ur combo (I will explain later on what combos there are) so Dagon deals a damage of 400 if u buy the recipe once. Buy the recipe at least 2 or 3 times so that u can finish a hero safely.
**Shiva's Guard = The active skill of this item is really useful to farm or finish heroes. It is strongly recommended for u to wear one of these.
**Guinsoo's Scythe of Vyse = At late game, Kael will be using a lot of mana. So, sometimes u will feel that Orchid won't give u enough mana regeneration. Besides giving u almost as much mana regen as Orchid, it gives u more intelligence. Also the active skill hex is very useful when escaping from enemies or finishing them.
**Bloodstone = Since Kael doesn't have much hp, bloodstone gives a mega boost on hp and mana.
**Mekansm = Some healing once in a while is good at early game.
**Refresher Orb = Only to buy if u r pwning the opponent. Most of Kael's skills have a really slow cool down, so refreshing the cool downs helps sometimes.

Not Recommended:
**Eul's Scepter of Divinity = The only reason people buy this item is because its a little cheap and gives u the active cyclone skill. Since Kael already has Cyclone and its way better than the item, u don't really need it.
**Heart of Tarrasque = Although having one is not a problem, by pressing all Queses (Q), u can get up to 21hp/s and a little hp boost is not worth it.
**Necronomicon = Its just lame, don't buy it for Kael nor for any hero really.
**Sange and Yasha = Kael plays by spells, not by doing physical damage.

Alright! Since now u know how to build ur hero, lets see how u can use it.

Upgrading Skills:
There r not a specific way to upgrade ur skills. However, something that u must take in mind is to upgrade the Invoke (R) skill whenever possible.
Some tips on how to upgrade skills depends on ur team and opponent or whether u want to push or help.
If you want to start by helping, upgrade ur skills by the following sequence:
1 wex, 1 quas, 1 exort, 1 wex, 1 quas having in mind to upgrade Invoke (R) whenever possible. So in 5 upgrades, u will get 2 wexes, 2 quases and 1 exort. And again 1 wex, 1 quas, 1 exort, 1 wex and 1 quas. This sequence makes Kael to be very difficult to be caught and helps heroes A LOT.
If ur team needs a little push, upgrade by the following sequence:
1 wex, 1 exort, 1 quas having in mind to upgrade Invoke (R) whenever possible. So in 3 upgrades, u will get 1 of each. This sequence makes Invoker to be very stable and balanced; however, can't kill nor help effectively but can be very intimidating.
Warning: Sequences that upgrades exort more than quases and wexes are not recommendable because it makes Kael to be an easy target.

Combos:
There are no specific skills for every situation but there is one combo for killing heroes.
**Killing a Hero = once u spot an enemy, use Chaos Meteor (EEWRD) and aim so that it strikes right in front of the hero. Right at the moment of the impact use Deafening Blast (QWERB) to push the hero (this will make the foe to take damage while it gets pushed away). If the hero survives, use Cyclone (WWQRX) to keep the enemy from fleeing. If u feel that the enemy will not die even with the Cyclone, once u release it, run as quickly as possible and make an Ice Wall (QQERG) and then use Forge Spirit (EEQRF). Hit the enemy as much as possible and if they still don't die, calculate the escaping foe's speed and use Sun Strike (EEERT). It seems really complicated to perform if u read it but once u r in that situation, u will totally get it. Usually the combo ends with the Cyclon.

Miscellaneous:
Some tips on how to use some skills:
-At the beginning, use Forge Spirit (EEQRF) to kill/deny creeps because Kael's damage will be low so u will need some extra help. Besides, the skill doesn't use much mana and the cool down is considerably good.
-When a lot of enemies are coming to push in one line, use Ice wall (QQERG) and once the effect fades away, use Cyclone (WWQRX). This helps retaining creeps and heroes for a considerably fair amount of time.

I hope this guide was useful for those of u who want to use Kael the Invoker.
Thanks for reading this!
I will post more guides on how to use some heroes.

Tinker Guide

 
Boush, The Tinker

Stats
Strength 17 + 2
Agility 13 + 1.2
Intelligence 27 + 2.2
Affiliation: Neutral
Attack Animation: 0.35 / 0.65
Damage: 49 - 55
Casting Animation: 0.53 / 0.5
Armor: 3.9
Base Attack Time: 1.7
Movespeed: 305
Missile Speed: 900
Attack Range: 500
Sight Range: 1800 / 800
Hero Introduction
Goblin engineering was always innovative, but Boush brought it to such extreme that most refuse to believe that his powers lie in machine and rather think that he fights with magic. He can shoot focused light and homing projectiles as powerful and as flashy as most destructive Elven Arcane spells. It is said that not even the best Necromancers can raise armies comparable to seemingly endless amount of clockwork goblins that Boush can easily summon. And while some refuse to believe in his machinery skills and other call him the master artist of engineering, none can deny the destructive force of this goblin.

Sound
1 - All parts accounted for.
2 - Warcry
3 - Whatya got?
4 - I'm all geared up.
5 - The engine's running.
6 - All systems go!
7 - Let's roll out.
8 - I'm on top of it.
9 - I can handle that.
10 - Yeah, baby!
11 - Death!
12 - You're terminated!
13 - You have ten seconds to ...
14 - Heyaaa!
15 - I'm more than meets the eye.
16 - *ding* Uh-oh! My tinker-bell!
17 - Yeah, it runs on 220, 221, ...
18 - She'll hold together. Hear ...
19 - *rattle* Bad noise! That's a ...
20 - *creak* *boom* Ooh, gonna ...
21 - I've got a rocket in my pocket.
22 - That guy is nuts, grab him.


Skill Build
Level 1-8-Laser/Homing Missles
Level 9-Stats
Level 10-Rearm
Level 11-Rearm
Level 12-15-March of Machines
Level 16-Rearm
Items

Starting Items

Core Items
x2
Luxury Items
For any more items, stick to two rules: More mana(regen), and items with active spells (e.g. Mekanism, Guinsoo, Dagon)
Justification
Skill Build
You don't HAVE to follow it, you can take MoM early for more lane control if you want. I don't recommend it. Laser and rockets early for ganking/possible first blood. With said combo you deal compareable damage to Lina's first two nukes together. Rearm becomes more viable once you have more mana, so you take it later.
MoM provides mid-to-lategame lane control, and helps against Roshan. 1 level of Stats before Level 10 is just to give a boost to mana and health, which helps support Rearm.
Items
Tinker is pretty good on his own, he just needs boots to add survivability and more speed for ganking. When you finish BoT, you still need health so grab a couple bracers and you're good to go. Rearm affects items, remember this fact. Mana is to support his massive mana consumption(duh).

Strategy
Stay back early game, harass but always keep enough mana for one spell. Gank a lot. You can roam well with BoT once you finish them, so go ahead. With BoT you can chase, but don't dive too far into the towers. Remember the unfair range on your missles, you can fire from behind trees, while chasing, you name it. If you play correctly, 1 pair of rockets can send enemy heroes scurrying back to base in fear of a gank. When it gets to that point, you've won. Congratulations