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Monday, 30 January 2012

[Moon Queen] .moon queen .mq .luna .moonfang (1.0.9)

Skill Build
1 - Lunar Glow
2 - Moon Beam
3 - Lunar Glow
4 - Stats
5 - Lunar Glow
6 - Moon Finale
7 - Lunar Glow
8 - Stats
9 - Stats
10 - Stats
11 - Moon Finale
12 - Multi Strike
13 - Multi Strike
14 - Multi Strike
15 - Multi Strike
16 - Moon Finale
17 - Stats+
23 - Moon Beam+

Justification / Modifications:
Moon Finale does no longer require Moon Beam to be maxed. Thus my preferred build is to go Lunar Glow/Stats with one level of Moon Beam for last hitting and stunning. You can still go the traditional route and get Moon Beam level 4, its just a different playstyle (I recommend this if going mid and picking up a bottle. Runecontrol and the resulting mana allow for nice harass with moon beam). The playstyle described here focuses on carrying.

Starting Items:

Runes of Blight, Healing Potion, 2x Duck Boots, 2x Minor Totem

(Bottle >>) Power Supply >> Steam Boots >> 2x Soulscream Ring >> Whispering Helm >> Shrunken Head
Bottle can be gotten if you are solo mid. Get Soulscream Rings for more stats and swap Steam Boots as needed (Int if laning, Agi if creeping and Str for ganks and team fights). As soon as you get Whispering Helm start stacking Ancients. You should be able to farm them easy.
Shrunken Head with all the other stats/hp items will help you over your squishy-ness, allow you to get your full Moon Finale off and thus is definitely core.

After Core:
Wingbow >> Symbol of Rage >> Geometer's Bane

Wingbow is the DPS item of choice. After that upgrade Symbol of Rage and then fill your last slot with a Geometer's Bane.

Roles: Hard Carry
Properties: Pusher, (Nuker)
Prefered Lane: Any. Is fine on long, can solo mid
Difficulty: 3 - Medium
Farming capabilities: 3 - Medium
Item dependancy: 4 - Heavy
- Early Game / Lane Control: 3 - Medium (Very High Base damage)
- Mid Game / Ganks: 4 - Strong (Her Ultimate shines in ganks and early teamfights)
- Late Game / Team Fights: 4 - Strong (If farmed well)

Noteable +/- and synergies:
Works best with fast creep clearers (behe, hag, ...)
+ fastest base move speed in game (320)
- short attack range (330)
- Moon Finale is weak against Heroes that control Minions

- Use Moon Beam to score last hits on creeps you would otherwise not get. Don't use it to harass (unless you actually decide to level it).
- Once level 7 go gank their long lane. Hide in the forest, go in with autoattack, if they run back finish with Moon Finale. Save Moon Beam if they try to TP or for the Killing Blow (you are allowed to KS as carry).
- Go for the Runes if you have Bottle. If you meet an enemy in the river use Moon Finale for a guaranteed kill.
- Don't use Moon Finale if your target can: go invis, go out of line of sight, go invulv (Shrunken Head and some abilities) or when multiple creeps are around.

- Any hero with minions will significantly weaken her ultimate. E.g. Ophelia, Warbeast, etc.
- You can build a Puzzlebox or Assassin's Shroud to take away from her ultimate.
- Its is very hard to counter a Moon Queen as she has both very high magic and physical damage. You can however outcarry her pretty easy.
- Regularly check or ward their ancient spot. Gank her if she starts farming them and steal the stack.

Friday, 27 January 2012

[Night Hound] .night hound .nh .riki .sa .stealth assassin (1.0.9)

Skill Build
1 - Smoke Bomb
2 - Pounce
3 - Pounce
4 - Backstab
5 - Pounce
6 - Invisibility
7 - Pounce
8 - Backstab
9 - Backstab
10 - Backstab
11 - Invisibility
12 - Smoke Bomb
13 - Smoke Bomb
14 - Smoke Bomb
15 - Stats
16 - Invisibility
17 - Stats+

Justification / Modifications:
Pounce for Last Hitting (don't use it to harass). Make sure to pounce-kill all siege engines. Smoke Bomb level 1 is enough for early game ganks/escapes.

Starting Items:
Runes of the Blight, Healing Potion, Logger's Hatchet, 3x Minor Totem

Item Build:
Power Supply >> Iron Shield >> Steam Boots >> Nullfire Blade >> Geometers Bane >> Wingbow

Nullfire in combination with Geometer's works nicely on Night Hound as they provide a lot of agility and good synergy (Manaburning images).


Roles: Carry, Ganker
Properties: None
Prefered Lane: Short
Difficulty: 2 - Easy
Farming capabilities: 2 - Weak
Item dependancy: 4 - Heavy
- Early Game / Lane Control: 1 - Very Weak (Some harass possible with pounce, but it is better used for last hitting)
- Mid Game / Ganks: 3 - Medium (Smoke Bomb brings a lot to teamfights, but he needs farm as most carries do)
- Late Game / Team Fights: 4 - Strong (Very Strong if not countered by Anti-Invis)

- Nullfire Blade's Purge and Geometer's Bane can both remove debuffs from you. Especially Dust and Swarm (Pestilence' Ult)!
- Cut down Eyes in the Forest with your Logger's Hatchet.
- Periodically check your opponents' gear for Bound Eye, Wards of Revelation or Dust so you don't get caught by surprise.
- Use Purge on your enemies under the Smoke Bomb; this will increase the time they are silenced and trying to run turning their back to you.

- The obvious counter to Night Hound are Invisibility revealing items: Dust, Wards of Revelation and Bound Eye. Dust is the best choice until later in the game when you can safely buy an eye and push.
- He has high physical damage so Armor and especially Barbed Armor will work very good.

Thursday, 26 January 2012


Skill Build
1 - Tormented Soul
2 - Hellfire
3 - Tormented Soul
4 - Hellfire
5 - Tormented Soul
6 - Wrath of the Pharaoh
7 - Tormented Soul
8 -Hellfire
9 - Hellfire
10 - Wall of Mummies
11 - Wrath of the Pharaoh
12 - Wall of Mummies
13 - Wall of Mummies
14 - Wall of Mummies
15 - Stats
16 - Wrath of the Pharaoh
17 - Stats+

Justification / Modifications:
Tormented Soul is taken at start in order to scout out the opponent's lanes (who's laning where) and for last-hitting purposes. In most lanes (especially solo mid) you want to max Tormented Soul first for lane control. If you are paired with a slower/stunner however you can max Hellfire over Tormented Soul and try to get some early kills. The damage from a full duration Hellfire is almost in the 4 digits!

One point in Wall of Mummies can be taken early if it synergizes with your lane-partner or you need means to escape. Else leave it for later and keep your mana for Hellfire/Tormented Soul.

Lane Starting Items:
1x Runes of the Blight, 1x Healing Potion, 1x Logger's Hatchet, 2x Minor Totem

Iron Buckler >> Bottle >> Power Supply >> Ghost Marchers

Remember, you are a ganker/initiator who is very reliant on having enough mana to pull off his moves/ganks.

After Core:

Puzzle Box >>
Shaman's Headdress (>> Barrior Idol) >> Behemoth's Heart

Puzzle Box adds a lot of DPS when the enemy can't run from your minions but the real power is to reveal heroes like scout, night hound, mandman, etc. once you catch them in your mummies.

Shaman's Headdress and eventually Barrior Idol will help you absorb much more magic damage and tank/chase longer.

Alternative Items:
Staff of the Master: Staff of the Master will reduce the cooldown on your ultimate down to 20 seconds and enables to target allies - transforming it to a stunning Portal Key!
Frostfield Plate: Raw armor and a slowing AoE nuke after your ultimate will seal the deal in team-fights.
Helm of the Black Legion: Old school Pharao. You can get this before/after Ghost Marchers. It can help when you are having a bad laning phase on a side lane where you need the HP/Reg to be less vulnerable to harass. It is also solid because you will often be the first target in teamfights simply because you initiate.

Roles: Initiator, Ganker
Properties: Tank, Pusher (Push any lane from anywhere)
Prefered Lane: Middle, Short
Difficulty: 3 - Medium
Farming capabilities: 3 - Medium (You can farm other lanes and stack creep camps from afar with Tormented Soul)
Item dependancy: 3 - Medium
- Early Game / Lane Control: 3 - Medium (Strong harassment)
- Mid Game / Ganks: 5 - Very Strong (Hellfire > Ulti > Wall of Mummies > Auto-Attack = Kill)
- Late Game / Team Fights: 4 - Good (Decent tank, Ulti still shines, Auto-attack damage decreases though)

Noteable +/- and synergies:
+ Hellfire's mini-stuns denies a lot of casters to pull off their spells
- Requires other players to roam with you

- You're alway the first hero to go in!
Hellfire > Ulti > Wall of Mummies preferably on casters to take them out asap and prevent them from pulling off any channeled abilites or spells with casting time.
- Keep map and rune control (Wards!) to keep your bottle filled and ensures you to roam/gank even longer. This means you have to buy Wards from time to time in pub-games.

- Tablet of Command. Seriously, if you are not carrying and playing against a Pharao get this item. It's ridiculous how much this will screw him. You can save allies by pushing them outside his mummies, you can push himself out of the mummies or you can frogleap the mummies when he tries to use them to escape. You can also escape should he catch you will hellfire.
- Power Supply as he will spam his Tormented Soul like there is no tomorrow.
- Standing behind your creeps will most of the time save you from being initiated on.
- If you are a squishy carry hero (Like FA, Arachna, Madman, etc) pharao will most likely try to initiate on you. Stay back and be prepared for it.

Wednesday, 25 January 2012


Skill Build
1 - Nymphora's Zeal
2 - Volatile Pod
3 - Volatile Pod
4 - Nymphora's Zeal
5 - Volatile Pod
6 - Teleport
7 - Volatile Pod
8 - Nymphora's Zeal
9 - Nymphora's Zeal
10 - Grace of the Nymph
11 - Teleport
12 - Grace of the Nymph
13 - Grace of the Nymph
14 - Grace of the Nymph
15 - Stats
16 - Teleport
17 - Stats+

Justification / Modifications:
The most common build for Nymph 2.0
If you go pure support or have some "broken" combo with Grace feel free to pick up some levels of it (usually at the expense of Zeal).

Lane Starting Items:
Monkey Courier or Wards, Mana Potion, 2x Crushing Claw, Minor Totem

(Power Supply >>) Marchers >> 2x Fortified Bracelet >> Wards of Sight

Nymphora doesn't need primary stats for starting as she will babysit and not lasthit. More important for her is staying alive. With this starting build you get 133 extra HP and you can directly build into Bracelets.
Get Power Supply depending on your lane, but now without Grace I think you should almost always get it.

After Core:
Wards of Sight >> Plated Greaves or Steam Boots

Astrolabe (Full Support Route)
- Staff of the Master (If your game is coordinated enough to make use of it)
- Kuldra's Sheepstick (Otherwise, or after one of the above)
- Charged Hammer (For all those Carry-Nymph players :>)

Get Plated Greaves only if no one else on your team does or if they have heavy armor reduction. Otherwise take Steam Boots on Strength. Keep buying wards as your Number 1 priority!
Then chose one of the three listed items, depending on your/their lineup.
(Example: If they have better carries go Astrolabe since you need to push early, otherwise prepare Sheepstick for the late game.)

Roles: Supporter, (Semi-Carry)
Properties: Babysitter, Pusher
Prefered Lane: Short/Long
Difficulty: 3 - Medium (Keep a good overview in hectic battle situations)
Farming capabilities: 4 - Good
Item dependancy: 1 - Very low
- Early Game / Lane Control: 5 - Very Strong (Heal and Mana Restoration + Stun)
- Mid Game / Ganks: 4 - Strong (Incredible Pushing- and Team-Staying Power)
- Late Game / Team Fights: 2 - Weak (Heals lose effectiveness, squishy hero)

Noteable +/- and synergies:
Works best with a mana reliant carry (e.g. Madman) or heavy nuker (e.g. Pebbles)

- Start using Volatile Pod on level 3. Place it offensive to increase your lane dominance. Place it with your creeps at full hp or out of your creeps' range to not push the lane too much.
- If not laning with a stunner use Volatile Pod right behind an enemy, then stun him as he is running away to ensure he takes the delayed damage.
- ALWAYS keep Grace of the Nymph on cooldown! If no one else needs mana use it on yourself. Even at level 1 it restores more mana than it costs!
- Use your Teleport Skill to countergank with an ally. This is very effective if played right!

- Carry Nymphs are easily outcarried and they are very very squishy.
- Always keep your ears open. If you hear the sound of some sparkling fearies, then Nymphora is trying to port near you (most likely behind you) and might bring some friends. React early!
- Don't Forget not to stand in her Violate Pods (The green "flowers" that appear).

Tuesday, 24 January 2012


Skill Build
1 - Whirling Blade
2 - Terrifying Charge
3 - Whirling Blade
4 - Taunt
5 - Whirling Blade
6 - Decapitate
7 - Whirling Blade
8 - Taunt
9 - Taunt
10 - Taunt
11 - Decapitate
12 - Terrifying Charge
13 - Terrifying Charge
14 - Terrifying Charge
15 - Stats
16 - Decapitate
17 - Stats+

Justification / Modifications:
One level of Terrifying Charge is enough for jungling, all that the 3 levels do is increase the duration from 4 to 7 seconds. The initial hit is irrelevant.

Starting Items:
Runes of the Blight, 2x Iron Buckler

(Helm of the Black Legion >>) Marchers >> Shamans Headdress >> Portal Key

Some like it, some hate it: Helm of the Black Legion is a controversial item not only on Legionnaire. I usually stack up 2-3 creep camps with 3 stacks each while farming the other camps. (The recent change to creep stacking being capped at 3 is a HUGE nerf for legio btw!!) When taking out tripple stacked camps use terrifying charge. Depending on your playstyle and your enemies get EITHER Hotbl OR Shamans Headdress and then get Portal Key. After that you can finish the other of the two tanking items if it makes sense. If you go headdress with no Hotbl you may consider getting Plated Greaves earlier as it helps a lot with jungling.

After core:
Plated Greaves OR Post Haste >> Barbed Armor >> Behemoth's Heart

Especially if you didn't build Hotbl you should have the money for Post Haste. But Plated Greaves are very good too.
Barbed Armor is kinda situational but in the majority of the games it is a very solid choice after you got your tanking core and blink. Heart is obvious.

Alternative Items:
- Fostfield Plate: Solves Mana Problems and is pretty good if used in a bulk of enemies. Not to mention it boosts your armor through the roof. So get if if facing a lot of physical damage.

Roles: Carry, Initiator
Properties: Tank
Prefered Lane: Jungle. He can lane now but Jungle is still prefered.
Difficulty: 3 - Medium
Farming capabilities: 5 - Excellent (Among the best)
Item dependancy: 3 - Medium (needs core)
- Early Game / Lane Control: Jungle, decent lane ganker
- Mid Game / Ganks: 2 - Weak (Gets stronger after core)
- Late Game / Team Fights: 4 - Strong (Good Initiator and Tank even if poorly farmed)

- If you want to jungle successfully with Legionnaire you need to master the art of creep stacking. He kills 5 Creeps faster and with less health loss than 2 Creeps. There are good written and video guides for this. This Premium Guide for example.
- Once you farmed 1 tanking item and Portal Key stop jungling! From now on you need to initiate team fights and ganks.
- Use a courier to send you health potions while jungling. It is always more efficient than running back to the fountain to heal.
- Help your mid to maintian rune control and gank your lane at level 6 for a rather easy kill.

- Legionnaire doesn't scale into lategame. Thats why his power will decrease drastically compared to other heroes (carries). This is his biggest weakness and the reason he is rarely seen these days.
- Spread out so Legio can't hit all of you with his taunt

Monday, 23 January 2012


Skill Build
1 - Shell Surf
2 - Take Cover
3 - Song of the Sea
4 - Song of the Sea
5 - Song of the Sea
6 - Kelp Field
7 - Song of the Sea
8 - Shell Surf
9 - Shell Surf
10 - Shell Surf
11 - Kelp Field
12 - Take Cover
13 - Take Cover
14 - Take Cover
15 - Stats
16 - Kelp Field
17 - Stats+

Justification / Modifications:
One level of Shell Surf for escaping.
One level of Take Cover to avoid Stuns/Nukes.
Max Song of the Sea first since it is much easier to hit than Shell Surf and 3 Seconds silence is incredibly good and much better than the 40 extra damage from Shell Surf.

Starting Items:
Monkey Courier or Wards of Sight, Runes of the Blight, Health Potion, 3x Minor Totem, Mana Potion

Bottle >> Marchers >> Power Supply >> 1-2 Fortified Bracers >> Post Haste OR Plated Greaves

Bubbles is a ganker and thus profits a lot from Bottle and Power Supply. Basic Marchers are enough for the start.
Get 1-2 bracers to help him over his squishy-ness.
Post Haste are the best boots on him to be able to TP around the map and help pushing/defending. If you can't afford them get Plated Greaves.
Also dont forget to keep buying wards.

After Core:
Get those 4 items in any order. Start with the ones you need most.
Frostfield Plate: If you need more initiation and if their team mainly consists of physical damage dealers.
Kuldra's Sheepstick: If they heavily rely on one hero to carry them.
Portal Key: Allows you to reliably escape after using Take cover.
Bloodstone: If none of the other options are a priority.

Roles: Ganker, Supporter
Properties: Nuker, Pusher, Babysitter
Prefered Lane: Any
Difficulty: 4 - Hard
Farming capabilities: 4 - Good
Item dependancy: 2 - Low
- Early Game / Lane Control: 4 - Strong
- Mid Game / Ganks: 5 - Very Strong (Strong Ganker)
- Late Game / Team Fights: 4 - Strong (Good initiation and Team fight presence)

- In the beginning you should usually not put Take Cover on autocast and use it manually to dodge spells. Later you can put it on autocast. Unless you have very high APM to actually use it effectively.
- Shellsurf, Teleport -> Song of the Sea -> Kelp Field is a very strong gank combo starting in midgame.
- If you have a Portal Key you can use Take cover to let the 3 second cooldown on PK wear off and then blink away safely.
- Try to initiate next to the caster heroes to silence them asap.
- Bubbles is very flexible and fits most lineups and thus is most of the time a solid pick.

- An early Mystic Vestments should help against the harassment.
- Bubbles has very low hp and can relatively easy be focused down.
- Bubbles is a ganking hero, so wards do a good job at seeing him coming and thus preventing you from getting ganked.
- Shell Surf can be dodged if you see it coming.
- Spread out in Team Fights so he can't hit all of you with his AoE Silence (500 AoE @ level 4)
- Vindicator's aura will make bubble's life hell. Not allowing him to TP to his shell and not allowing him to chain his spells.

Sunday, 22 January 2012


Skill Build
1 - Comet
2 - Stats
3 - Comet
4 - Aurora
5 - Comet
6 - Void Rip
7 - Comet
8 - Aurora
9 - Aurora
10 - Aurora
11 - Void Rip
12 - Dimensional Link
13 - Dimensional Link
14 - Dimensional Link
15 - Dimensional Link
16 - Void Rip
17 - Stats+

Justification / Modifications:
Straightforward build. You can leave Comet at 1 and go for Aurora + Link early for a more teamfight/teamgank oriented build (i've seen it in some high level games recently).

Lane Starting Items:
Monkey Courier/Wards, 2x Runes of the Blight, 2x Mana Potion, 2x Minor Totem

Marchers >> Power Supply >> Striders >> Fortified Bracelet >> Wards >> Wards

One or two Bracelets and Power Supply for stats allow more spamming of Comet and Aurora, Striders for imba roaming. Always get wards, its your highest Item priority. You can get a Bottle if you feel the need for it or if there are few Bottles on other heroes, but don't take away the runes from your mid-laner.

After Core:
Staff of the Master >> Portal Key (>> Nullfire Blade)

This stuff is luxury. You should not have much gold since you are warding and constantly roaming. It's not uncommon for an Andromeda to finish a 30+ minute game with nothing more than 2 Bracelets and Boots.
That being said, SotM and Portal Key are your two most useful items after the core. Get a Nullfire at any point if your team needs to counter Jeraziah, Hellbringer, Hammerstorm or Dark Lady.

Roles: Support, Ganker, Initiator
Properties: Roamer, Nuker, Disabler, Babysitter, Anti-Carry
Prefered Lane: long / short
Difficulty: 2 - Easy
Farming capabilities: 2 - Weak
Item dependancy: 2 - Low
- Early Game / Lane Control: 4 - Strong (Comet)
- Mid Game / Ganks: 4 - Strong (Good Initiator and Anti-Carry Hero, Very Good at ganking and roaming)
- Late Game / Team Fights: 2 - Weak (Late game her job is to single out and swap their carry)

- Gank a lot! That's your primary task. Let your carries get the kills if possible.
- Once you get Portal Key you can queue it up after Void Rip to teleport right back to your allies.
- You are responsible to keep wards up at all times. Delay your items to buy wards.

- Most Andromedas will play the roamer/supporter style described here. Gankers are best countered with vision, map- and rune control -> Wards.
- If you are facing a Carry-Andro get some armor and you should be fine. She is outcarried by almost every other carry in the game.


Skill Build
1 - Dragonfire
2 - Phoenix Wave
3 - Phoenix Wave
4 - Fervor
5 - Phoenix Wave
6 - Blazing Strike
7 - Phoenix Wave
8 - Fervor
9 - Fervor
10 - Fervor
11 - Blazing Strike
12 - Dragonfire
13 - Dragonfire
14 - Dragonfire
15 - Stats
16 - Blazing Strike
17 - Stats+

Justification / Modifications:
My preffered Skill Build is to get very early Fervor and leave Dragonfire at level 1. Its excellent for putting early pressure on towers and harassing enemy heroes. If you go for pure ganking you can level Dragonfire over Fervor.

Lane Starting Items:
Monkey Courier or Wards of Sight, Runes of the Blight, Health Potion, Mana Potion, 3x Minor Totem

(Bottle >>) Power Supply >> Steam Boots OR Striders >> Wards of Sight

Get Bottle if you lane mid, otherwise its debatable. Always get Power Supply and then Steam Boots or Striders (arguments can be made for both. As of now I say its a matter of taste and playstyle). Keep Wards up all the time!

After Core:
Manatube >> Portal Key >> Kuldra's Sheepstick >> Behemoth's Heart

Manatube for better regen, will build into Kuldra's later. Portal Key can be a very good item on Pyromancer if you know how to use it! (Otherwise don't get it). In a normal game you will probably not even finish Kuldra's since you need to continuously buy Wards. In case you do finish Kuldra's however, start working on a Heart.

Roles: Ganker, Supporter
Properties: Nuker, Pusher, Babysitter
Prefered Lane: Any
Difficulty: 3 - Medium
Farming capabilities: 4 - Good
Item dependancy: 1 - Very Low
- Early Game / Lane Control: 4 - Strong
- Mid Game / Ganks: 3 - Medium
- Late Game / Team Fights: 2 - Weak

- When possible avoid solo mid, you are much more useful with a partner (if that partner also stuns, the better!)
- You are not a carry. You are a Ganker and Supporter. Play accordingly.
- Gank mid whenever your ult is up.
- Never get Codex or Staff of the Master

- Get Mystic Vestments early and upgrade it later if needed.
- Try to evade his stun by moving unpredictable.
- If you are < 800 hp and their Pyro has a Portal Key you are marked for Death.

Saturday, 21 January 2012

[Keeper of the forest]

Skill Build Offensive
1 - Tree Sight
2 - Camouflage
3 - Tree Sight
4 - Nature's Protection
5 - Tree Sight
6 - Root
7 - Tree Sight
8 - Nature's Protection
9 - Nature's Protection
10 - Nature's Protection
11 - Root
12 - Camouflage
13 - Camouflage
14 - Camouflage
15 - Stats
16 - Root
17 - Stats+

Skill Build Devensive
1 - Tree Sight
2 - Camouflage
3 - Nature's Protection
4 - Nature's Protection
5 - Nature's Protection
6 - Root
7 - Nature's Protection
8 - Tree Sight
9 - Tree Sight
10 - Tree Sight
11 - Root
12 - Camouflage
13 - Camouflage
14 - Camouflage
15 - Stats
16 - Root
17 - Stats+

Justification / Modifications:
Rule of Thumb: Offensive Build if paired with a ranged hero, defensive build if paired with a melee hero. Also chose the defensive build if you get harassed too much even though having a ranged partner.

Starting Items:
Monkey Courier, Runes of the Blight, 2x Minor Totem, Guardian Ring

Item Build:
Logger's Hatchet >> Ring of the Teacher >> Marchers >> Nome's Wisdom >> Sustainer >> Restoration Stone >> Portal Key >> Post Haste >> Frostfield Plate

There is no need to split a core or after core build here, the build-up is fluent. Get Logger's and a Scarab from the outpost asap and then bring Marchers plus the rest of Nome's to you via the courier.
Feel free to buy wards if your eyes get destroyed or you can't place them at the places you wish to (altough this is rarely an issue).
After Restoration Stone get a Portal Key for optimal 2xRoot placement and then Post Haste (Luxury). Finally a Frostfield Plate to complement all the Lategame needs Keeper has.

Alternative Items:
- Mock of Brilliance: A popular choice especially in pubs where you can free farm your lane and reach a 20 min Mock. If you can do that - by all means go for it. It synergises well with Keeper.
- Tablet of Command: An alternative to Nome's (mostly if someone else is getting it already). This provides you with the same Mana you need for 2x ulti and is generally an awesome item.

Roles: Suporter, Initiator
Properties: Tank, (Jungler)
Prefered Lane: Long, (Can jungle if absolutely needed, Can go mid versus other melee heroes)
Difficulty: 2 - Easy
Farming capabilities: 3 - Medium (Very good base damage & attack animation)
Item dependancy: 3 - Medium
- Early Game / Lane Control: 3 - Medium (Good last hitter, hard to kill)
- Mid Game / Ganks: 2 - Weak
- Late Game / Team Fights: 4 - Strong (Good initiator)

- Your first task as Keeper, before the Laning phase even really begins, is to get an Eye onto the top rune ASAP. Usually you will be laning in the long lane (top for Legion, bottom for Hellbourne). This allows you easy access to your opponents jungle from an early level and makes accessing the Outpost easier as well.
- As soon as Tree Sight comes off cooldown ward your opponents pull spot.
- Always leave enough mana for an emergency Camouflage, especially if there is anyone missing, as you never know when you're going to need it.
- Always carry a Homecoming Stone! If a tower is under attack teleport there and cast Nature's Protection on it. This will not only increase its armor but will also heal it back up.
- Read this guide for the most important locations to put your eyes.

- If playing a melee hero you should pick up a logger's hatchet and cut down any Tree with an eye floating above it.
- You can put a hatchet on a courier to go kill eyes but do note that the eyes are now invisible unless a hero come within 450 range. So this is really only to save you a slot in your inventory.
- If you want to kill him, bring dust.
- As soon as Teamfights start happening bring along Wards of Revelation, place them down and kill him when he tries to initiate.
- Later in the game a Bound Eye can be considered.

Friday, 20 January 2012


Skill Build
1 - Stampede
2 - Might of the Herd
3 - Might of the Herd
4 - Horned Strike
5 - Might of the Herd
6 - Favor of Sol
7 - Might of the Herd
8 - Horned Strike
9 - Horned Strike
10 - Horned Strike
11 - Favor of Sol
12 - Stampede
13 - Stampede
14 - Stampede
15 - Stats
16 - Favor of Sol
17 - Stats+

Justification / Modifications:
My Skillbuild for Rampage, but i don't play him often. One level of Stampede for transport and stun. Maxxing Might of the Herd first for movespeed and most important last hitting.

Starting Items:
Runes of the Blight, Healing Potion, 2x Crushing Claw, 2x Minor Totem

Logger's Hatchet >> Steam Boots >> Elder Parasite >> Shrunken Head

EP is pretty good on Rampage and in combination with Shrunken Head you don't have to worry too much about the extra damage taken. It is exceptionally good to 1v1 other heroes as you will get a lot more bashes. It is possible to skip EP if you don't like the item at all.
Don't get ghost marchers, they suck on him. Post haste are an alternative if you farm fast.

After Core:
Insanitarious >> Warpcleft >>Daemonic Breastplate >> Behemoth's Heart

Insanitarious works very well with Elder Parasite. You get more max HP and you can significantly increase your base damage while EP is active (this stacks multiplicative). But you can just skip it and go for Breastplate directly.

Roles: Carry
Properties: None
Prefered Lane: Short
Difficulty: 2 - Easy
Farming capabilities: 3 - Decent (Good base damage)
Item dependancy: 5 - Very Heavy
- Early Game / Lane Control: 1 - Poor
- Mid Game / Ganks: 3 - Medium
- Late Game / Team Fights: 4 - Strong (Can carry if farmed)

- Rampage is - in my humble opinion - one of the worst heroes. He has almost no utility, a very confusing last hitting animation (horned striked screwing it up) and no escape mechanism short of his speed. Also his Horned Strike is too random to be reliable.
- You can't do much early game. Stay in your lane and farm. Don't charge on enemies, it is very dangerous to do early game! Your priority is to stay a live.
- Use stampede to save you the TP gold if you want to move back to your lane (charge a creep from the fountain/from another lane).

- Not much to say. You can't do more than stack some Armor and HP and hope he doesnt stunlock you to death.
- Always carry a TP. If you see him charging you and you are alone, INSTANLTY TP away!

Thursday, 19 January 2012

[Plague Rider]

Skill Build
1 - Extinguish
2 - Contagion
3 - Contagion
4 - Extinguish
5 - Contagion
6 - Plague Carrier
7 - Contagion
8 - Extinguish
9 - Cursed Shield
10 - Cursed Shield
11 - Plague Carrier
12 - Cursed Shield
13 - Cursed Shield
14 - Extinguish
15 - Stats
16 - Plague Carrier
17 - Stats+

Justification / Modifications:
Getting Extinguish at level 1 allows you to deny the ranged creep in the first creep wave. This will deny the enemy XP (he will reach level 2 significantly later than you if you lane middle) and it will push the wave to your tower. If paired with a very agressive hero (mostly stunners) you can take Contagion at level 1.
3 Levels of Extinguish are usually enough and this build allows you to get the Cursed Shield one level earlier.

Starting Items:
Monkey Courier or Wards of Sight, Runes of the Blight, Health Potion, 4x Minor Totem

Marchers >> Astrolabe >> Plated Greaves

Plague Rider is a pure support hero and should be played as such. Thus your main job will be warding! The gold that is left over will be invested in support items as listed above.

After Core:
Kuldra's Sheepstick >> Portal Key

Always keep buying wards, you don't need more items than your core. Instead of Kuldra's you can also go for a Puzzle Box, Nome's Wisdom or Staff of the Master depending on your teams needs.

Roles: Supporter
Properties: Nuker, Babysitter
Prefered Lane: Any
Difficulty: 3 - Medium (Ult not trivial to use)
Farming capabilities: 3 - Medium
Item dependancy: 1 - Very Low
- Early Game / Lane Control: 5 - Very Strong (One of the best harasser)
- Mid Game / Ganks: 5 - Very Strong (Devastating ultimate, strong ganker)
- Late Game / Team Fights: 3 - Medium (Ult and Armor still strong)

- If you are laning mid your reason-to-be is to gank. As soon as you hit level 6 head to the top or bottom lane and try to grab that double tap.
- If you are laning with a partner your job is to babysit. Focus on harassing over denying over lasthitting as with any babysitter except for that your harass actually is more than an annoyance.
- When to cast your ultimate (Plague Carrier): In the Woods with 2-3 Enemies, When ganking and you chase them back towards the tower away from the creeps, When one hero and 2 Creeps are standing very close (solo mid for example), you are about to die and might as well do some damage before you go.

- Barrier Idol. Absorbs the major damage of his ultimate.
- Magic Armor in general really helps.

Wednesday, 18 January 2012

[Accursed] .accursed .abbadon

Skill Build
1 - Fire Shield
2 - Cauterize
3 - Fire Shield
4 - Cauterize
5 - Fire Shield
6 - Flame Consumption
7 - Fire Shield
8 - Cauterize
9 - Cauterize
10 - Sear
11 - Flame Consumption
12 - Sear
13 - Sear
14 - Sear
15 - Stats
16 - Flame Consumption
17 - Stats+

Justification / Modifications:
Standard build for all situations. I don't think it is ever worth to delay your ultimate or to get an early level of sear.

Lane Starting Items:
2x Healing Potion, 2x Mana Potion, Guardian Ring, 2x Minor Totem

Ring of the Teacher >> (Power Supply >>) Marchers >> Nome's Wisdom OR Ring of Sorcery

Ring of the Teacher can be completed at the outpost. Then get either Nome's or Ring of Sorcery depending on your team. I prefer Nome's if no one else plans to get it. Power Supply is situational and can be skipped.
If you don't get Power Supply i recommend you get a Fortified Bracelet instead.

After Core:

Ghost Marchers OR Plated Greaves >> Astrolabe >> Barrier Idol >> Behemoth's Heart

The full support route.

Alternative Items:
- Abyssal Skull: Great item if you have other heroes on your team to profit from it. Get it after Astrolabe or Barrier Idol.

Roles: Babysitter, Supporter, Tank
Prefered Lane: Short/Long
Difficulty: 4 - Hard (Easy to learn, hard to master)
Farming capabilities: 3 - Decent
Item dependancy: 3 - Medium
- Early Game / Lane Control: 4 - Strong
- Mid Game / Ganks: 3 - Medium
- Late Game / Team Fights: 4 - Strong (Carry-Support, Tanking)

- Your Bread and Butter in the early game is to apply Fire Shield to yourself and then cast Cauterize on your enemies. This will blow up your Fire Shield and deal very high burst damage to your opponent.
- As long as you have enough mana, keep your lane partner's health topped.
- But try to always have mana for at least one Fire Shield.
- Remember that Fire Shield removes a range of debuffs, most importantly slow effects.
- Accursed is a pretty effective tower diver. Diving into tower range with a Fire Shield while right clicking your enemy will make sure the shield blows up and your enemy takes the damage. Using this can easily net you some early game kills.
- In team fights use your skills DEFENSIVELY!! Don't nuke spam cauterize, use it to keep your most fragile carry up!! You have the best burst heal in the game.

- There are heroes that can kill accursed without triggering his ultimate. This is achieved by dealing more damage than his remaining HP with one single spell while his ultimate is not yet activated. The following heroes can do this relatively easy: Legionnaire (Decapitate is instant kill even while his ulti is ON), Witchslayer, Pyromancer, Deadwood.
- The vast majority of Accursed you will meet will go this or a similar support route. You can't really counter that. He has no obvious weakness. Simply ignore him and kill his team mates first. He is a P.I.T.A. to kill as you need to do it twice.

Tuesday, 17 January 2012


[Swiftblade] .swiftblade .juggernaut .yunero (1.0.9)

Skill Build
1 - Blade Frenzy
2 - Stats
3 - Blade Frenzy
4 - Stats
5 - Blade Frenzy
6 - Swift Slashes
7 - Blade Frenzy
8 - Counter Attack
9 - Way of the Sword
10 - Way of the Sword
11 - Swift Slashes
12 - Way of the Sword
13 - Way of the Sword
14 - Counter Attack
15 - Counter Attack
16 - Swift Slashes
17 - Counter Attack
18 - Stats+

Justification / Modifications:
Blade Frenzy and stats are taken for the first levels. Mainly to have enough Mana for Blade Frenzy + Swift Slashes at level 6. Also stats are more useful than Way of the Sword early on as you won't be auto attacking.
One level of Counter Attack is taken at level 8. The first level gives you a 15% chance while the fourth level only gives a 30% chance to counter attack. You get 50% of the effect for 25% of the cost. Good Deal!
If laned versus two aggressive melee heroes you can take the first level of Counter Attack on level 4.

Starting Items:
Runes of the Blight, Healing Potion, 2x Mana Potion, Pretender's Crown, 2x Minor Totem

Item Build:
Logger's Hatchet >> (Power Supply >>) Ghost Marchers >> Runed Axe >> Whispering Helm >> Savage Mace >> Symbol of Rage >> Staff of the Master

Get a Logger's Hatchet from the Outpost asap. Power Supply is situational on Swiftblade, get it if you play against spamming opponents.
Ghost Marchers are better than Steamboots on Swiftblade (Activate + Spin). The rest is basic carry gear. If playing against Hammer/Hellbringer/DL/... consider a Nullfire Blade after Runed Axe for Purge. Alternative Items include Shieldbreaker + Abyssal Skull instead of Whispering Helm + Symbol.

Roles: Hard-Carry
Properties: None
Prefered Lane: Short/Long
Difficulty: 2 - Easy
Farming capabilities: 3 - Decent
- Early Game / Lane Control: 3 - Medium (Strong if paired with a disabler/slower)
- Mid Game / Ganks: 3 - Medium (Good ganking power with ult, but should farm instead of gank)
- Late Game / Team Fights: 5 - Very Strong (Needs decent farm)

Noteable +/- and synergies:
Very Strong with disablers or slowers (Glacius deserves special mentioning as his babysitter)

- Remember you can attack while spinning once you reach level 7. This will GREATLY increase your damage! It got nerfed as of 0.3.3 but it is still pretty good.
- You can spin and then use a homecoming stone to make sure they can't easily abort your TP.
- Early game you can use Blade Frenzy to force the enemy away from his creeps and then use Swift Slashes on him once is he far enough for the kill.
- Later in the game use Blade Frenzy like you would use a Shrunken Head. Thats pretty much what it is.

- Any hero that can blink or invis is able to avoid Swift Slashes
- Thus Assassins Shroud can be a solid pickup versus him.
- The best counter-item however is Void Talisman! Very underrated item that is EXCELLENT against a few heroes, including Swiftblade.
- Other than that he is not easy to counter. Barbed Armor is useless versus him and armor stacking will only take you so far.
- Check/Wards ancient spots.

Sunday, 15 January 2012

Wretched Hag - the babayaga of Newerth

Table Of Contents – To jump to a section, press ‘control-f’ and type in the code next to the section:
.1a Introduction
.2a Pros and Cons of Wretched Hag
.3a When Should I Pick Wretched Hag?
.4a Skills
.5a Core Analysis
.6a Skill Build
.7a Early item build and philosophy
.8a Playstyle Guide
.8b Mid Game and Beyond – Luxury items and more
.9a Replays
.10a FAQ!
.11a Wretched Hag 30 Second TLDR Guide
.12a Changelog and Credits
Introduction: .1a
Wretched Hag is based off the DOTA hero Akasha, Queen of Pain, with some subtle differences; most notably her Ultimate applying the Haunt debuff to its targets (mass aoe slow and DOT) and that her third skill, Sonar Scream, hits units that are fogged and invisible.
Wretched Hag is one of the most versatile heroes in the entire game. A strong nuking semi-carry with amazing chasing ability, she maintains relevance throughout the game, and she is one of the heroes that has the ability to step on the throat of the other team before their carries even have a chance to breathe. Should the early game go awry, she is one of the best ward hoes around.

This is my first guide, and I hope it is helpful. If you have any feedback, please let me know!
Pros and Cons of Wretched Hag: .2a

+Massively strong early and mid game
+Even scales well into late game!
+Good runewhoring abilities
+Hero is fun to play – highly mobile hit and run!
+Just about any item works good on her! Or no items!
+Great voice! Also carries a weird thing on her back!
+Very good chaser!

-Squishy! Even with lots of health she goes down quick in a stun
-Hard to play! Constant mana problems, not a great animation, and MASSIVE positioning requirements!
-Some people don’t like the model!
-No innate hard disable!
-Did I say that she’s squishy?
When Should I Pick Wretched Hag? .3a
Wretched Hag is a high burst damage ganker that has no innate stun. She requires a bit of early farm. Hag fits into lineups that need a semicarry, and that already have good crowd control.
Hag is especially punishing to squishy teams that lack immobilizing heroes. Hag is a stronger mid solo than many popular mids. Hag is a great pick if you have a hard carry, as she can counterpush well, and can fend off the enemy team while your carry farms. Hag also combos with any initiator, for example, with , the fight is over before it begun.
Immobilizations tend to last longer than straight stuns, and are especially brutal to Hag due to her requiring to be so close to the enemy. Heroes like Glacius and Puppet punish hag by shutting down her ability to blink. Vindicator cuts down Hag’s burst significantly just by being present – being silenced between casts is not a fun thing when you’re the Hag. Electrician’s long duration disable really hurts if your team isn’t there to stun him every time he does it, and unfortunately, Hag has no innate disable to counter him.
Learns Haunt, Flash of Darkness, Sonar Scream, Bat Blast
Haunt: The Wretched Hag haunts a target unit with a bat, slowing its movement speed and dealing periodic damage.
Target: Enemy Unit
Type: Magic
Range: 400
Mana cost: 80/100/120/140
Cooldown: 20/17/14/11 seconds

Deals 50/70/70/100 initial Magic damage, then applies Haunted to target for 15 seconds.
10/20/40/50 Magic damage inflicted every 3 seconds.
20/30/40/50% Movement speed initially, which wears off over 10 seconds.
Notes: Haunt is a scaling slow (meaning you need to get points into it for it to slow a lot) that does crap damage at low levels. It also has a short range. At max rank though, it does 350 damage and applies a brutal slow. The recent buff to her ultimate applies the haunted debuff to all targets hit, dependent on your level of Haunt.

400 range is really short.
Flash of Darkness: The Wretched Hag disappears in a flash of darkness, only to instantly reappear at a target location.
Type: Target position
Mana cost: 60 at all levels
Range: 800/900/1000/1150
Cooldown: 12/10/8/6 seconds
Teleports self to target position.
Notes: Hag’s playstyle is heavily dependent on positioning. Without blink, she would be a very poor pick. With blink, she can chase, initiate, blink into the woods and TP away, farm lanes, etc. This skill has a nice quick cooldown, but not quick enough so that you can blink in, unload, and blink out. You’re vulnerable for a few seconds in between.

The wards show distance for each rank of Flash of Darkness.
Sonar Scream: Unleashing a high frequency scream, the Wretched Hag damages all nearby enemies.
Target: Point Blank AOE -> affects nearby enemies
Type: Magic
Radius: 400/450/475/500
Mana cost: 140
Cooldown: 7 seconds at all levels
Deals 85/165/225/300 Magic damage to targets in radius.

Notes: This skill is what allows your early and mid game dominance. Note that the radius increases by 25% from Rank 1 to Rank 4. You can hit people from rather far away with this skill at Rank 4, as shown in my picture below:

Please note that unlike Hag’s counterpart in DOTA, this skill DOES hit units in the fog or stealthed. It goes through trees and cliffs. Combined with your blink and your haunt, nobody escapes the Hag.
Bat Blast (Called Bat Swarm when it’s boosted by Staff of the Masters): The Wretched Hag lets loose a torrent of magical bats in a target direction. Enemies caught within the blast are heavily damaged.
Target: Target Position
Range: 700
Mana cost: 250 / 350 / 500
Cooldown: 135 at all levels (120 / 100 / 80 with Staff)

Deals 290/430/600 (340/530/725 with Staff of the Master) and applies Haunted to targets in a line, up to 800 units away. Radius of the damaging line starts out at 100 and ends at 300.
Haunted Effects: Pretty much is just the debuff portion of Haunt with OUT the initial cast damage.
This picture shows Bat Blast range. Like our friend Sonar Scream, bat blast range is LARGE

Notes: This is the skill that will cause your enemies to mass mystic vestments. The skill is aimed similarly to Defiler’s Wave of Death, but does far more damage. Additionally, it applies haunt to your targets (though not the initial haunt cast damage, just the debuff), allowing you to slow their team. Haunt does stack with this ult, meaning if you ult someone, then haunt them, they will be taking a load of damage. You have to level haunt for the ult to apply the debuff to the target.
Finally, a quick note regarding targeting: If you target a point outside of where the ult would be able to reach, Hag will walk to a point where it would hit, and then cast. There is a small cast time on this skill, so be careful when you aim it or you’ll look like a big noob when you whiff it!

The enemy team found themselves in a poor position, enabling this ult initiation to get our team three easy kills.
Core Analysis: .5a
This is where we analyze hero-specific stuff like stat/stat gain and movespeed.
Wretched Hag’s starting stats are fairly average or below average. She has a good starting INT at 24, but a poor starting STR of 16. Both her INT gain and STR gain are poop, at 1.7 and 2.5, respectively.
Hag’s agility is an oddity in the INT world. She starts at a fairly good 18 and gains 2.0 per level. As Hag gains levels, and you start putting points in stats, her attack speed becomes quite decent.
Hag has 300 movespeed, low base damage, and crap armor. As if this wasn’t underwhelming enough, her range is 550, and her attack animation leaves something to be desired. Finally, sonar scream has a static mana cost, meaning you can’t spam it early to get last hits.
So what do we do with this hero, whom seemingly has so many beginning-of-the-game disadvantages? Hag is a ranged blinker that nukes fairly hard early and needs farm early. She needs the middle lane and thrives on runewhoring.
We will build and play Hag to compete in the mid lane, crush the other lanes, and farm enough to maintain relevancy in endgame. We will not waste our dominance. Our job is to own hard for the first forty minutes of play, and then hand a winning game over to a carry so they can right click end it for us.
Skill build: .6a
1: Flash of Darkness / Sonar Scream / Haunt
2: Sonar Scream / Flash of Darkness
3: Sonar Scream
4: Haunt / Flash of Darkness / Sonar Scream
5: Sonar Scream
6: Bat Blast
7: Sonar Scream (maxed out)
8: Haunt / Flash of Darkness
9: Haunt / Flash of Darkness
10: Haunt / Flash of Darkness
11: Bat Blast
12-14: Haunt / Flash of Darkness
15: Stats
16: Bat Blast (maxed out)
17-25: Stats

Explanation: Hag’s skill build really depends on what you are comfortable with, and the enemies you’re facing. If you are being forced into teamfights early, the mobility gained by extra ranks of Flash of Darkness is going to be key. If people are in lane and you’re laying down the ganks, extra damage and slow from Haunt (as well as the ult bonus) is wonderful. Many times, I’ll get two ranks of Flash of Darkness for a bit extra mobility, then finish maxing Haunt. A level of haunt at 4 is recommended, because it transfers a small slow to your ult.
Even the very first point is debatable. If you’re going for rune bloodlust, it’s possible that a super early rank in haunt or scream is good. If you’re against a strong mid, you might want that level 1 rank in sonar scream to grab a last hit you’d otherwise miss. Keep in mind when skilling Hag that your goal is early-mid game dominance, not just merely survival. You NEED those early last hits, you NEED that early gold, and you NEED to hit 7 before the enemy does. Period. If there is one thing you learn from this guide, learn that Hag is all about knocking down the enemy, then kicking them in the nuts. Have I repeated that enough?
Early item build and philosophy: .7a
Hag’s core is really simple: Bottle, Marchers, TP stones and early INT.
Thing is, Hag can farm. Hag has the best chasing mech in the game with blink, and a built in slow. Her sonar scream HURTS, and is spammable. She has a 2.0 agility gain, and will have a respectable autoattack later on.
What am I saying? This hero isn’t Glacius. You don’t buy bracers / wards and ’support’. You have to be aggressive through the entire game. This means farming open lanes, grabbing early kills, killing neutrals when nothing else is around. Hag isn’t the ‘ricing’ type carry where she sits safely near a tower for 20 minutes denying creeps. She blows apart a wave or two, then blinks around the map looking for more targets – preferably heroes.
Starting Build:

or / or (your preference!)
You can get runes of the blight instead of the healing pot, if you prefer
The two above permit an aggressive bottle rush, using sonar scream to grab last hits and harass, then use the pots to refill. Either way you go,= work towards your early game items.
Early Game items:

Once you get your bottle, you’re given more leverage for spamming sonar scream to get hits and harass your opponent. Your blink will let you get most of the runes, and if you’re still running dry on mana, feel free to crow the bottle back and forth. Get your . While you’re good for ganks now, you’ll need additional mana to cast multiple screams or to chain all spells together.

then to your CORE:

Bad farm? Are you needed right away?
Great farm? Want to try something different? Get . Always get . Get wards if necessary.

Exile stacking is a cheap and easy core build that will get you the mana you need, fast, and on a skeleton farm.

Alternatively, I have two options for early int that work if you’re getting a decent farm (i.e. maybe you got first blood and a double kill at 7). A quick rush on Hag would suffice as an alternate core. Nomes is fantastic on Hag, and really helps her early game mana problems, as well as adding good auto attack damage and armor. The problem with this is that it does nothing to solve your HP problem. Against poorer players, I tend to rush Nomes fast, but against better ones, I seem to do better with exile stacking or tablet. Personal preference. See how the game goes before committing to Nomes. If you are grabbing that farm, go for it!

Secondly, I’d like to discuss . The tablet is cheap, and far underrated, and it is my last option as an alternate “core”. It cancels enemy channels (even through their shrunken head!), so it’s great against heroes like pollywog, succubus, devourer, jester, panda, glacius, tempest, archer, magmus and the newly buffed electrician. It frees you from tree’s root and deadwood’s root. It gets you or teammates out of pharaoh mummies. It saves you from panda’s flick. It lets you hop up cliffs when blink is on cooldown. Hops you right out of Zephyr’s ult, and lets you save teammates from Chronos’ ult. Oh, and did I mention that it gives great stats at a cheap price and can be purchased instead of exiles? Yep, this is a quality item for Hag!
Luxury items will be discussed below!
Playstyle Guide .8a

Laning: Solo mid, baby. A Hag without a solo lane is an underleveled underfarmed shadow of what she could be. Hag isn’t a particularly great 2v1 hero, either, as she is vulnerable to harass and has weak starting damage. Finally, Hag’s ability to runewhore is among the best.
Hag might have some trouble vs a few other popular solos. Melee solos are particularly troublesome, as they can deny with hatchet. Against solos like you cannot afford to make a mistake. Clip the hero with your sonar scream, if you can, when you use it to last hit. Against , you’ll probably need help. Also of concern are popular mid solos like puppet and deadwood that have immobilizations. Your goal in the early early game is to NOT DIE and to get FARM! Use your mana potions and sonar scream to accomplish this! Hag’s early nuking is strong, and clipping a hero a few times with sonar scream can lead to a surprising bloodlust. Don’t overextend yourself, and get caught without an escape!
Once you get bottle and boots, it’s go time. Starting from level 7 onwards, every time your ult is up, use it to get a kill or two. A pair of level 5s have no chance against a level 7 hag that’s blinking in from the fog with her allies around. Remember that your blink likely has a 12 second CD at this time so don’t put your squishy self in a position you can’t escape from!
Between 7 and 14 you’re the God of the Battlefield. When you show up, people die. Do not waste this time free farming lanes!! Don’t be afraid to blow up creeps or neutrals if there’s no targets, but make your priority enemy heroes. Keep your mana topped off in case you’re needed to TP defend your carry, push a lane, or punish an opponent’s lane that’s pushed too far. Do not squander any opportunity to kill enemy heroes!
Team fights: Generally, you want to dump your ult onto as many as possible, but always try to get either the carry or a couple of squishy support. Follow your initiation hero, but don’t be afraid to initiate yourself if you see an opportunity that you can escape from! Don’t let people get away – especially enemy carries!

This screenshot shows the power of good positioning with Wretched Hag. I’ve nailed both with a sonar scream, and now the two enemies are prey to an easy ult. A couple auto attacks with my double damage rune and Archer’s toast. Chronos tries to juke me in the woods, but nobody escapes the Hag. Note two important things about this image: this is a level 6 gank on two carries, and that the archer in the screenshot was hit by Sonar Scream, even though the graphic of the spell is nowhere near her.

Mid Game and Beyond – Luxury items and more: .8b
Once you’re at the 15-20 minute mark or so, you really need to start assessing the game and where it’s heading, so that you can sap momentum from the opponents, or try to end the game if you’re dominating them. Hag cannot win a game herself, so it is important to pick your luxury items with this in mind.

Upgrade you boots: Do NOT get
Generally, steamboots are your only option. Ghost Marchers are trash on Hag. Trash!

Always a safe bet:

Dominating HARD? Only get this if it’s under 25 minutes:
An early STOM will allow you many more ults during the time they’re most effective – midgame. Get this too late, and your ult will be doing less significant damage, whether because of magic armor or just HP.
Are you GETTING dominated hard? Consider wards, cheap mana, and CC:

HORRIBLE farm? (not really recommended).
Items like barrier idol and Astrolabe are poor on Hag because she does not sit with her team in fights. She is an opportunist that skirts the edges of the field, clipping enemies when able, and chasing down runners. Hag will never be a good carrier of items that require your team to be near.
Also amazing on Hag as Luxury?

The mighty deserves a mention and a paragraph of its own. This item makes Hag into a terrific pusher, but it also adds a load of damage in teamfights. Please for the love of Christ, use the green dude’s mana burn. Please. An early puzzlebox can end a game almost as much as an early SToM, and its usefulness remains even when the enemy begins to get magic armor.

is probably my favorite item for Hag. This truly accentuates her role as a chaser, makes her Haunt slow by a ~LOT~, gives godly amounts of HP, MP, gives good autoattack damage, gives good agility, and so on and so forth. This item also uses a glowstone, which is something I like to get early anyway. If you have a good amount of money, but it’s too late to build staff, strongly consider this item.
Super Luxury – Survivability problem solved, buff your autoattack:
If the game got to this point, you just pick whatever you think will help the most.

Situational Items! Sometimes even Amelia Earhart had a detour:
- great against loads of magic damage
– People hate it, but it has GREAT hp for the price!
– Heard you like initiating?
Carries getting you down? Try one of these, or both!
Nullstone has been significantly buffed, and is a really solid choice for Hag at this point in time, especially with heroes like Polywog Priest and Thunderbringer receiving buffs. Good regen means you can get this as an alternate first item instead of something like Nome’s Wisdom.

A hag with her HP problem solved is a good bound eye carrier. She can also blink to popular ward spots to get sight of them easily.

NONO items for hag:
you have too much stuff to worry about early to rush this. go gank!
fun, but too expensive!
or neither one is not AWFUL, but you could do so much for the money. Sheep’s better than heart for regen, and Frostwolf trumps heart in overall usefulness. People like the CD reduction on Heart, but neglect to remember how little your 300 damage nuke really does late game against magic armored enemies. Buff your auto attack!!!!
people are going to buy magic armor against you anyway, so don’t buy this. Additionally, you’re not really a super hard carry, and can only semi carry due to your superior chasing mech. Finally, frostwolf skull is truly a good item on hag, and this item does not stack with the Frostwolf slow. Get a savage mace instead!!!!
see above about magic armor.. plus hag hits decently fast with her natural agi gain
why do i see people buying this on her? it’s trash! get nomes instead!
don’t even think about it!!! a double ult will cost you ungodly amounts of mana, thus ruining your ability to chase. why get this when you could get something more useful like sheep or frostwolf?
doesn’t add much damage, and you don’t need the movespeed. Get the frostbrand part + glowstone and work for DA WULF
You know, I see people get this all the time on hag at like the 35 minute mark or even later. It adds a whole 125 damage to your ult. The cooldown reduction IS significant, however, if you haven’t rushed this item, you won’t be needing the fast cooldown (later on, fights tend to be team vs team a few minutes apart, as opposed to frantic ganks earlier in the game that can happen at any time). Remember – this item is good for EARLY domination, where every cooldown of ult is additional kills. Later on, your ult is not going to be guaranteeing kills.

Remember! Your job is to carry the team for 40 minutes, so that your ‘real’ carry can take over! Stop their pushes, kill their carry, and be all over the map! Abuse your on demand damage and six second blink! Abuse your ability to farm out creep waves! Abuse the enemy that thinks she doesn’t need to stack bracers! If you do your job well, EVERYONE else’s job becomes cake!

a crafty tablet of command escape from a mean blood hunter while my blink’s cooling down!
Replays .9a
Match 23983450 – Decent hag play on my end, made a lot of mistakes but maintained relevancy throughout the game and ended up winning. Even 60 minutes in the game, hag is a lethal hero. Build: Tablet of Command -> Glowstone -> Wards -> Nullstone -> Frostwolf. Features raging by yours truly!
Match 23830598 Very poor beginning game, had to buy cheap items to turn it around and eventually win. Build: Exiles/Supply -> Glowstone ->Steamboots ->Nomes ->Frostwolf. Featuring an accursed that is totally stoned and KSs me a bunch!
Match 24187876 This is what I would consider a perfect laning phase as Hag. The game itself was poor, but the first twelve minutes of gametime in this replay are a very good example of how to survive against an aggressive mid using crow bottling and tangoes, ganking the side lanes, runewhoring, using the crow to scout the runes, and getting a kill vs the opponent solo when he moves just slightly out of position. If you need help laning mid, watch the first 12 game minutes of this replay (or around 12:50 on the replay clock).
I’ll try to get some more
FAQ .10a
(0.3.0) Look! Nullstone and Harkons are REALLY good on Hag!!!
Here’s the thing about Harkons – it doesn’t stack with any attack modifier. Frostwolf is going to do more for getting you kills than Harkons would, and it lets you stay in fights. As for Nullstone, I have to say that it really is a solid choice after its cost reduction and its indirect buffs through other heroes like Polywog entering the scene. If I were going nullstone, I’d go bottle->supply->steams->manatube->glowstone if needed->nullstone-> frostwolf.

Do Haunt and Bat Blast stack? What are the exact mechanics?
Here is the answer, Supplied by ElementUser:
Originally Posted by ElementUser View Post
The mechanics of Bat Blast & Haunt stacking is the following: -Bat Blast and Haunts’ individual DoT’s will tick on their individual timers.
-Applying Bat Blast after Haunt (or vice-versa) will reset the slow timer. This means that if you cast both spells on the target at once, they won’t be slowed for twice as much in the same duration (the slows still stack diminishingly though)
When should you dual-lane Hag? How does a Hag dual lane play out?
I’m so glad you asked! Dual laning Hag is not recommended for obvious reasons. There are only a few times when you’d dual lane hag. These times are:
*Blood Hunter or some other mid is destroying you.
*You have soulstealer on the team, or another person that’s even more mid-reliant than you (aka AR or SD or some BD games where you can’t have perfect lanes)
*I think that’s about it
In any situation, the person laning with Hag has to not gobble up all the farm. Getting Hag’s early int, early bottle, and early marchers are important no matter what lane she’s in. The lane has to play extremely defensively. If you have a Soulstealer mid, for example, our friend the Hag would likely be in the dangerous lane, and likely against double stunners.
Think about a lane such as vs . Even though Poly is capable of offensive plays vs the double stun, the Hag Wog lane will be more defensive since Pyro Magmus is offensive. Positioning (as always with this hero) is super important. The good thing about this is that Hag and Wog can unload a crazy amount of burst if they make a mistake. If magmus makes a poor charge or Pyro misses a stun, Wog can sheep the other and they can unload, with a good chance of a kill using blink. Remember that Hag, even in a side lane, is still a ganker, and try to get out of the lane ASAP and start roaming that map
ARG! I can’t win vs heavy nuker solo mids! Help!
To answer your question, against heavy nukers like Plague, Thunderbringer, and Pyro you harass when you can with your nuke, and use the monkey to ferry bottle back and forth. Items like mana battery are good, and you might need to get a second courier for your team if you are hogging the first too much.
Finally, don’t sit there going blow for blow with someone that’s got a chance to beat you. Ganking the sidelanes will give the game’s momentum to your and your team and null the effect of a strong mid against you.
Match 24187876 is a good example of what to do against enemy nukers that just don’t quit. Watch the first 12 game-time minutes (the first 13 on the replay control clock) to see how you handle someone. Pressure his other lanes and make him pay for his positional mistakes.
Against Vindicator, your blink costs 60 mana. His Sage’s Lore costs 75-135 depending on level, and has a 14 second cooldown at all ranks. Save your blink for his crap, and you’re good to go.
Why Sonar Scream first? I max Haunt first and it guarantees early ganks with your ult. Sorry bro, your skill build is wrong!
This is one I’ve seen pop up now and again, and I see Hags in game skilling Haunt first. Haunt first DOES make your ult hit harder, slow more, and do more total damage. The problem is that Haunt’s damage is done over fifteen seconds, in 3 second intervals. This means, if your opponent is good, they can sip bottles between ticks to stay alive, much like Slither’s poison nuke. Sonar Scream does its damage up front, and has a seven second cooldown. While Haunt may do more damage PER CAST than Sonar Scream, Sonar Scream does far more TOTAL because of its short cooldown.
Finally, if that isn’t good enough for you, Sonar Scream is AOE, and increases your farm by a million (yes that’s mathematically proven ).
The best build for Hag right now is Max scream at 7 with 1 point in blink and Haunt along the way. After that, it’s all personal preference.
Hey, this isn’t a question, but your wish is my command! Guide tidied up and pictures added

Wretched Hag 30 Second TLDR Guide! .11a
-> Solo mid. Start with stats and a bit of regen. Courier if necessary. If you HAVE to dual lane, play defensively and with someone who doesn’t need loads of farm.
-> Get bottle fast. Get lots of last hits through whatever means necessary.
-> Skill Built: Sonar Scream first then Haunt or Flash next depending on opposition. 2 ranks of blink then max haunt is good, too. Ult when able.
-> Grab marchers and gank hard all game. 7-14 are your money levels, make em count.
-> Ward / Counter-ward if necessary. Gank a lot.
-> Item Build: Early INT -> -> -> luxury. Work on autoattack dmg late game. Only get staff if you can rush it FAST.
-> Win!