Sabtu, Oktober 12, 2013 Dani Kusuma 0 Comments

Puck Guide, Build & Strategy - the Faerie Dragon Guide. Puck is a versatile hero that can entering combat with ease and cause massive damage to the enemies. Let's check Puck the Faerie Dragon.

Puck the Faery Dragon

In Sentinel's search for heroes to aid them in the war against the Scourge, they discovered the lost lands of the mystical Faerie Dragons. Upon explaining the conflict to the Faerie Queen of Agrace, she sent forth Puck, a personal guardian, to turn the tides of war. Despite his small size and mischievous personality, the little dragon soon proved to pack more than his fare share of power on the battlefield, blasting through the enemy ranks with balls of magic, faerie dust, and the capability to stupefy an entire army with nothing more than his imagination. His foes all learned the hard way that size matters not in combat, and that appearences are, ultimately, deceiving.

Strength - 15 + 1,7
Agility - 22 + 1,7
Intelligence - 25 + 2,4

Attack range of 550.
Movement speed of 295.

Level 1 information:
- Health: 435
- Mana: 351
- Damage: 40-51
- Armor: 2
- Attack Speed: 1,39 sec.

Level 25 information (without any worn items):
- Health: 1575
- Mana: 1573
- Damage: 114-125 +20
- Armor: 8 +2,8
- Attack Speed: 0,93 sec.

Abilities

Illusory Orb
Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place. 1800 range, 225 AOE.

Level 1 - Deals 70 damage.
Level 2 - Deals 140 damage.
Level 3 - Deals 210 damage.
Level 4 - Deals 280 damage.

Cooldown: 15 seconds.
Mana cost: 125.

Comment: This spell works like the Keeper of the Light's "Illuminate", or the Warcraft III's standard Shockwave. As it says, the spell fires an orb in a straight 1800 range path, dealing damage to everything that comes within 225 range or closer to it. This spell is extremely good with just about rest of your spells. It's one of the most powerful escape mechanism. Some enemies might think they are smart and will just run after the orb when you cast it, but after all, you can choose just not to swap yourself which makes it an extremely good distraction. The enemies will never know if you are going to swap yourself or not. It's also a really powerful initiation spell in both ganks and team combats as you can pop literally out of nowhere. It's like Blink, just with damage and a longer range.

Ethereal Jaunt
Shifts into the Illusory Orb.
Cooldown: 0 seconds.
Mana cost: 25

Useful information: The Faerie Dragon can switch his position with the orb as long as it's alive. This swaps him instantly to wherever it is, but it kills the orb, which means it won't float any further. Compared to units' movement speed, the orb has about 550 movement. This means it will move faster than any hero at any time, but it's still hard to aim. The orb also gives you sight wherever you cast it. If you think you are about to get ganked, it can be worth to throw it into the forest to see if someone is approaching. The Orb floats for about 3 seconds in it's complete path. If you attempt to use this spell without an active Illusory Orb, it only returns a "No Illusory Orb found."-error. It doesn't burn mana.

Waning Rift
Releases Puck's mystical faerie dust around him dealing damage and silencing enemies. 400 AOE.


Level 1 - Deals 60 damage and Silences for 0.1 seconds.
Level 2 - Deals 120 damage and Silences for 1 second.
Level 3 - Deals 180 damage and Silences for 2 seconds.
Level 4 - Deals 240 damage and Silences for 3 seconds.

Cooldown: 20 seconds.
Mana cost: 100/110/120/130.

Comment: This spell is extremely powerful, especially combined with Illusory Orb. The damage itself is not quite cool compared to other nukers, but the 3 seconds silence can be devastating. E.g. in a team combat where everyone usually cluster, pop in with Illusory Orb and throw the silence. This gives your allies 3 seconds to throw their spells and ultimates. Mostly, 1 second would be fine, but 3 seconds can be devastating if you have the right teammates. It's also good to cancel channeling effects such as Crystal Maiden's Freezing Field, Sand King's Epicenter and Enigma's Black Hole.

Useful information: The diameter of the fully AoE circle it makes is fine, but the radius from Puck (center) and to the edge is rather low. "Only" 400 range. This means you will have to pop up almost next to any enemy that you want to hit. This is fairly easy in team combats, but it is not that easy in ganks where enemies have the time and overview to react.

Phase Shift (Auto-cast available)
Shifts the Faerie Dragon out of existence for a brief period, temporarily avoiding any further damage.


Level 1 - Up to 0.75 seconds.
Level 2 - Up to 1.5 seconds.
Level 3 - Up to 2.25 seconds.
Level 4 - Up to 3 seconds.

Cooldown: 6 seconds.
Mana cost: 50/40/30/20.

Comment: This spell can be manually activated by clicking on the icon or pressing "f", but it is also an auto-cast and it's an extremely powerful tool to avoid damage. Especially in team combats, you can avoid a crap load of it. Especially devastating ultimates like Epicenter, Black Hole, Poison Nova, Ravage, Freezing Field and Requiem of Souls can easily be avoided by one single click.

Useful information: Puck becomes invulnerable to all damage for an amount of time. Some spells can be avoided by having it on auto-cast (e.g. LVL? Death, Arc Lightning and Lightning Bolt) and some cannot (e.g. Ensnare, Storm Bolt and Doom). Spells that has a missile (e.g. Storm Bolt and Ensnare) can be avoided by manually activating Phase Shift just before the missile hits you. This will make you avoid both the damage and a possible stun/disable. I haven't found a pattern yet to which spells Puck can auto-cast avoid and which spells he needs to activate it manually to doge, but normal damage can be dodged by auto-cast too.

If Puck is ordered no other commands when he has it on auto-cast, he will immediately Phase Shift (unless he is hitten by e.g. Storm Bolt). During the Phase Shifted time, he can move if he wants and is therefore not forced by stay for the fully period. However, if he moves, he turn vulnerable again and the spell remains on cooldown. That means if you click immediately after Phase Shifting, you will only be Phase Shifted for a very short moment.

Dream Coil (Ultimate)
Puck's powerful imagination engulfs an area, creating coils of volatile magic that damages and stuns enemy units as it latches on to them. Stretching the coils beyond 600 range causes it to snap and deal additional damage and stun time. Lasts 5 seconds.

Level 1 - Initial: 100 damage and 0.5 seconds stun. Coil Break: 100 damage and 1.5 seconds stun.
Level 2 - Initial: 150 damage and 0.5 seconds stun. Coil Break: 150 damage and 2.25 seconds stun.
Level 3 - Initial: 200 damage and 0.5 seconds stun. Coil Break: 200 damage and 3 seconds stun.

Cooldown: 85 seconds.
Mana cost: 100/150/200.

Comment: This spell is extremely powerful, and is a very good followup to your other spells, but it also gives your allies time to tear your opponents apart. Especially with some comboes, this can be deadly. In a easier description, Puck throws a little ball at a place which only affects enemy heroes. As soon as it is casted it stuns enemy heroes for a short peroid and gives slight damage. If the enemies that get hitten by the coil move more than 600 range away from it during its duration (5 seconds), they will get stunned for a longer period as well as taking extra damage.

Useful information: The coil only affects the heroes that are inside the AoE range when you cast it. Heroes that come near the ball after you've casted it won't be affected. You can see which enemy heroes you hit because there is a weak visible link between the coil and them.

Skill order

The offensive
Level 1 - Illusory Orb
Level 2 - Waning Rift
Level 3 - Illusory Orb
Level 4 - Waning Rift
Level 5 - Waning Rift
Level 6 - Dream Coil
Level 7 - Waning Rift
Level 8 - Illusory Orb
Level 9 - Illusory Orb
Level 10 - Phase Shift
Level 11 - Dream Coil
Level 12 - Phase Shift
Level 13 - Phase Shift
Level 14 - Phase Shift
Level 15 - Stats
Level 16 - Dream Coil
Level 17-25 - Stats

Skill explanation

Illusory Orb is taken at 1 and 3 because it's the most safe spell to harass with and it also gives you an early escape mechanism just in case you should need it. Waning Rift is then taken at 2, 4 and 5. The reason why it's taken instead of Illusory Orb at level 5 is because it's around this level that you will begin to try to get kills in your lane. It only damages 30 less than Illusory Orb, but it silences for one morel second which is a huge difference. It's way better to swap in and silence them for an additional second than to damage them for an additional 30 which can be done through a single shot.

Dream Coil is taken as fast as possible because it damages the enemies a little when you throw it, but if they run they get stunned and even more damaged. Combined with Wanin Rift and Illusory Orb, this is very effective for ganking. After maxing your other abilities, Phase Shift is taken.

This build should be followed if you can be offensive without getting killed. If you're in a very hard lane or if jumping in with Etheral Jaunt means you get yourself killed, it makes sense that this is not very smart.

The cautious

Level 1 - Illusory Orb
Level 2 - Waning Rift
Level 3 - Illusory Orb
Level 4 - Waning Rift
Level 5 - Illusory Orb
Level 6 - Dream Coil
Level 7 - Illusory Orb
Level 8 - Waning Rift
Level 9 - Waning Rift
Level 10 - Phase Shift
Level 11 - Dream Coil
Level 12 - Phase Shift
Level 13 - Phase Shift
Level 14 - Phase Shift
Level 15 - Stats
Level 16 - Dream Coil
Level 17-25 - Stats

Skill explanation

Unlike the previous build, Illusory Orb is skilled over Waning Rift. This is done to let you harass in your lane with it in order to stay safe but still gain lane control. Sometimes you might experience that jumping in equals death thus making this kind of stupid. So instead of taking Waning Rift which you will prolly not use anyway in such situatioins, Illusory Orb is prioritized to gain more damage. Still, Phase Shift won't be skilled untill you've maxed both Waning Rift and Illusory Orb.
This build should be followed when you're against someone who doesn't make a huge threat to you if you stay distanced, but if you Jaunt in you risk losing your life. This means you can harass safer and better from your ranged position which will sometimes help you against semi-strong lanes.

The passive

Level 1 - Illusory Orb
Level 2 - Phase Shift
Level 3 - Illusory Orb
Level 4 - Waning Rift
Level 5 - Illusory Orb
Level 6 - Dream Coil
Level 7 - Illusory Orb
Level 8 - Waning Rift
Level 9 - Waning Rift
Level 10 - Waning Rift
Level 11 - Dream Coil
Level 12 - Phase Shift
Level 13 - Phase Shift
Level 14 - Phase Shift
Level 15 - Stats
Level 16 - Dream Coil
Level 17-25 - Stats

Skill explanation

This is the build to fight the most dangerous lanes. Sometimes you will face evil dual combos, people who stun and rape you, heroes you cannot do anything against. It's time to take Phase Shift into the early game to avoid stuns and hard nukes. Most stuns like Storm Bolt, Lightning Strike Array and Fissure can easily be avoided if you activate Phase Shift fast enough. Nukes like Lightning Storm and Dragon Slave are easy to dodge as well. This stage of the game can be really dangerous for you thus playing very passive with a maxed Illusory Orb to harass from distance and a point in Phase Shift to avoid nukes and disables to help you through makes this build the most helpful against hard hero comboes.

Item Build

Core item build



The first thing you want to buy is one or two Bracers. Puck has ridiculous low health so he needs to boost it asap in order not to die by 2 nukes. After that, buy a Bottle because it supports your mana and health very well which helps your gank effeciently. As a bonus, it also gives you incredible good rune control while ganking. Finally buy your Boots of Speed.

Items afterwards



When you have the money, you wanna start saving for Shiva's Guard. If the game hasn't ended yet, we're gonna start working on the Eye of Skadi. Even with 2 Bracers, you still have rather low health and armor, so additional health is not bad. Eye of Skadi is of course bought mainly for the +mana, +intilligence, +strength and +health, but the frost attack is definatly not bad either. With this item you almost make your health and armor acceptable. With Phase Shift as a supporting damage neutralizer and Shiva's Guard's -attack speed aura, you become rather hard to kill and very difficult to target.

After completing your Eye of Skadi, go ahead and buy Boots of Travel. Before this point, try to have a Scroll of Town Portal on you as often as possible so you always have a teleport.

Optional items

After getting your Eye of Skadi, Guinsoo's Scythe of Vyse might not be a bad idea. Disables are always a plus and it probably nullifies your last possibly mana issues. This sheepstick is my recommendation after you've finish your Shiva's Guard, Eye of Skadi and Boots of Travel.

Necromonicon is a good item on Puck. Not only has it got good team synergyzes with different kinds of attack speed and movement speed auras. It also gives you fine strength and intilligence to buff your health and mana. Best of all, if you use it just after Dream Coil you can Mana Burn nearly any hero you've captured with it. The heroes you capture can either stay and get mana burned or run, get stunned and then get mana burned. Just remember to use it after you've used your coil, quickly select the demons, find the mana burning dude and burn your target. Imbaness.

In the bottom line, Puck is a hero that teleports in, rapes and kills and gets raped and killed. Bloodstone gives you health, mana and some other neat stuffs that makes you able to rape. The item itself kind of makes it okay to get raped if you should do so.


Orchid Malevolence is a rather "cheap" item in terms of the pieces. It's very easy to build and its use is great. The silence is astounding, especially against heroes with crucial spells, escape mechanism and so on. Queen of Pain, Earthshaker and Magnus can be three very good examples but the list is much longer.

Wards are not very reliable in public games, but in games where people intend to teamwork the slightest, they are great. If noone of your teammates want to buy them, feel free to get some, either for map control (Observer Wards) or for spotting invisible units (Sentry Wards).

Where's the Dagon in your build? I think Dagon rocks hard!
As quoted from someone else and as said in this very own guide, Puck really needs early game Survivability. If you buy two Bracers, a Bottle and a pair of Boots, the Dagon comes really late and is much less effective. If you do it the other way (buying the Dagon before the survivability) you are too vulnerable against nukes, disables and multiple enemies while ganking because you run around with 700 health. Besides, a simple allie can replace the 2700 gold heavy Dagon by throwing a Storm Bolt or a Lucent Beam for instance. 2700 gold you can use on a Mystic Staff to start working on your Shiva's Guard for a 200 damage aoe slow.

Items not to buy
Black King Bar. You have your Phase Shift and later in the game with being invulnerable 50% of the time (theoretically), also being immune to magic. If you can't survive with Skadi, 3 Bracers, a Bottle and a 3 seconds lasting Phase Shift, Black King Bar probably won't help.

Kelen's Dagger of Escape is not recommended. Of course, the idea of popping in with Illusory Orb and Wanin Rift and then blink out is fun, but completely unnecessary. You have no reason to blink out in e.g. a team combat. Activate Phase Shift and force your enemies to target your teammates and then run away yourself in the right moment. In any other situations, you will have Illusory Orb to escape.

Lothar's Edge is not recommended. You do not need to stealth in among the enemies because you have your Illusory Orb and for the same reason as Kelen's Dagger of Escape, you do not need to get out, nor to have another escape mechanism.
Monkey King Bar, Mjollnir, Buriza-do Kyanon, Stygian Desolator and Divine Rapier are not recommended. Dishing out tons of damage is not your style. You need health, not damage to be effective.

Vanguard and Stout Shield are not recommended. You do not need a chance to block damage. If you don't block it you will receive full damage and even if you block it, you will still receive a lot. With such a low health pool, you need health instead of chance-to-block items.

Strategy

Early game

After you've chosen Puck, start with buying a couple of tangoes, a Circlet of Nobility and a Gauntlet of Strength. Then head up or down. Try not to get the the middle because you will most likely fight a strong solo hero or a strong double lane. E.g. if you fight solo against Tinker, Lich or Shadow Fiend, they will nuke you to death in no time because of your low health pool.

Try to lane with a friend that has some kind of nuke, slow or disable. Like any other hero, you should try to last hit and deny as much as possible without pushing the lane too far. When you are level 3 and have a level 2 Illusory Orb, start spamming it in such a way that you will never have full mana. The longer time your mana is full, the more mana regeneration you waste, so you want to throw at least one orb every time you are nearly full.

As soon as you are level 4 and especially 5 you can effectively try to get kills in your lane together with your mate by popping in with Illusory Orb and Waning Rift. However, if you face a strong lane, be careful as they might kill you when you appear. You can always soften up the enemies by casting a few orbs and in the right moment pop in, use Waning Rift and let your mate follow up with his nukes/disables too (if he has any of course). It's stupid to pop into two or more enemies alone, so unless they are at low health, don't attempt to do it.

During this stage, you should farm for 1-2 Bracers, your Bottle and your Boots of Speed.

Middle game

As soon as you are around level 6-7 or above and you have your Bottle, you should start to look for heroes to gank. Your total burst damage now is just fine. Most heroes only have a single strong nuke, but you have two decents that combined have a rather high damage + an AoE silence and you also have your ultimate, however, it has a little too much cooldown to be used in every single gank. Try not to gank someone alone unless he has low health. Instead wait for an allie to approach either from the site or from the front. If he can bait the enemy that would be best, because after all your Waning Rift is not a disable but only a silence. Standing too close to the enemy's tower can be dangerous. If the enemies run out, you have a higher chance to kill them because they then have a longer way back.

Continue like this during the middle game. Pop in a lane where your allie(s) are waiting and kill your foe. Refill your Bottle with runes if you can or at the fountain when you're back.

Again, try not to kill enemies on your own. You will most likely not have the nuking power to take them down on your own and you do not have enough health for an effective counter attack. It only takes the help of a single allie to succeed in most ganks.

Late game

It's time for the big team fights. Your job here is either to stay in the back or to stay hidden. Stay hidden is the smartest thing because it makes it harder for your foes to know when and where you appear. Use Illusory Orb when the enemies cluster (beforer the combat starts), pop in, silence, throw your coil, phase shift and let your allies take over. When the 3 seconds are over you are ready to run towards your team again, which should now have torn most of the enemies apart. It's important that you either initiate combats with your silence or follow up on initiators like Warlock's Rain of Chaos, Tidehunter's Ravage or Magnataur's Reverse Pulse. In other words, get the enemies silenced and captured in your Dream Coil before they throw their comboes.

When there are no team fights going on, you should try to farm as much as possible.

Using Illusory Orb

Okay, to sum up; it moves with about 550 unit-compared movement speed, meaning that no units can run faster than it. It has 225 AoE which is almost the ball's model range, so a rule of thumb is that where it looks like it hits, it hits. It takes about 3 seconds from it to start till it ends if you do not swap yourself with it. This is what the orb looks like and how long it moves:

Illusory Orb

Now, the hard part of using your orb is when you have to throw it. Like Meat Hook, Earthbind and Elune's Arrow, you have to aim and predict where you have to throw it because you cannot click on units. It is a ground targetted ability. Illusory Orb can be used for several situations. Some of the most common scenarios are:
Harass
Ganks
Escapes
Mindgames
Team battles

Harassing with Illusory Orb

Harassing with Illusory Orb is rather easy. It's essentially the same thing as throwing a Shockwave. This is mostly done during level 1-4. It's as simply as aiming it at the enemies and try to hit them. During level 1-4 you should only throw it once in a while and wait untill you have full or almost full mana and then throw it again, just to keep your mana not full so you don't waste the mana regeneration.

Illusory Orb in ganks

If you are shooting an orb parallel to an enemy e.g. in your lane, the most common place to aim is through him and behind him. If you pop in in front of him instead of behind him he has a ten times better chance to escape. If you pop up behind him he has to walk past you to get away.

If you are going to get them from a perpendicular angle to where he stands, you want to aim just at him because shooting next to him is too "risky". If he moves just a tiny bit, you might waste the damage from the orb. If he is moving, try to aim a little bit in front of him so you pop up just in front of him.

As you can see on the above scenarios, Illusory Orb can be extremely effective for tower diving, which means going behind the enemy's tower.

Using Illusory Orb to escape

When you use Illusory Orb to escape, there are two important things you want to remember. Firstly you want to swap you as late as possible, but still not waste the orb and get killed. Secondly you want to draw your enemies in another direction than your orb. Run wherever you want, just not towards the orb. This will make your enemies follow both you and the orb. If you split up from your orb, they will have to follow either of them. If they follow the orb, just don't swap yourself unless you cast it through cliffs or behind trees etc. If they follow you, which is most common, just swap yourself from a good distance. Let me show you:

Notice how I cast the orb as soon as Viper attacks me. I don't follow it but run right instead. When the orb has passed the trees, I swap myself and can now run safely away.

Always try to use the environment around you. Shoot your orb through trees and cliffs so your enemies can't follow you.

I shoot my orb over the cliff and appear on the other side of the river. Like this, my enemies won't have time to catch me again.

Again, when you have to escape, in most situations it's better to let the orb go as long as possible before swapping. However, you have to watch out not to let the orb die. The best way to keep an eye on when it dies is the cooldown on the icon.

Playing mindgames with Illusory Orb

An important thing to remember when you use Illusory Orb is that you can choose by yourself whether you switch positions with your orb or not. You will be swapping yourself in 90% of the cases, so every time your enemy sees the orb, his immediate reaction is that you will switch place with it. As an example, if you have to escape, you start with casting your orb.

Depending on your enemy, you now have two opportunities; most enemies will still hunt you and try to kill you. In this situation you want to swap yourself with the orb. The tricky part appears when your enemy thinks he is a step ahead and starts to follow your orb. In this situation you only need to use it as a distraction and then run away in another path yourself.

In other words, you can play mindgames with the orb by making the enemies think that you will appear when you don't. Making them think you won't appear when you do is extremely hard, because the common action is to pop in. This method is brilliant for escaping because you can decide which way you want to go and you will almost always get away from the enemy. It can also be used to brake your enemies if they e.g. are hunting your team if you are losing a battle. Send an orb towards your chasers and make them think you will appear and use Waning Rift. This will sometimes make your enemies run after the orb to kill you instead of hunting down your entire team.

I will get back to how to use Illusory Orb in a team battle situation later in the guide.

Using Phase Shift

As you may have noticed. Phase Shift can be manually activated, but it's also an auto-cast. As soon as it's activated, it makes you invulnerable for a given amount of time. You can deactivate it any time you want by giving Puck a new order such as to cast an ability, move or attack.

Now, the easiest solution is to have it on auto-cast and phase shift every time you take damage, but this is also the worst. If you have it on auto-cast you can never predict exactly when you will shift, and if you are doing something else like running you have a huge chance to cancel it right on the spot and when you finally need it for something huge like avoiding devastating ultimates you won't have it ready. Ergo you should always activate it manually. By activating it manually you can avoid missiles like Storm Bolt and other nukes, ultimates, attacks and focusing and you won't accidentally deactivate it because you know when you enable it.

Also, because Phase Shift forces your foes to target someone else, this is also extremely powerful to lose tower aggro. If a hostile tower is shooting on you, activate Phase Shift and it will shoot on something else.

Using Phase Shift with Illusory Orb

Combining Phase Shift with Illusory Orb can be a very strong move, especially when you have to escape. Many enemies will try to stun you when you use your orb in order to interrupt you in escaping. If you throw your orb and activate Phase Shift, you will be invulnerable as long as your orb is floating. You can then swap yourself into it without getting stunned or killed meanwhile.

Here's the Illusory Orb + Phase Shift method in action. Vengeful has swapped me into Earthshaker and Treant Protector and they've just killed my allie Zeus. Immediately I cast Illusory Orb and activate Phase Shift so Vengeful Spirit and Earthshaker cannot stun me. After 2,999999999 seconds, I swap myself out and teleport safely away.

Using Dream Coil

Dream Coil is a ground targetted spell and has an initiate damage and stun just like Warlock's Infernal, but in oppose to Rain of Chaos it only affects heroes (enemies of course). It isn't dropped from the sky like the Infernal but appears instantly after it has been casted. After that it will only affect the heroes which you casted it on. When these heroes move more than 600 range away from the coil, they will get stunned and damaged again for a longer period. If they don't move away, nothing more will happen to them. The initial AoE and the AoE of which the orb binds the enemies is the same as Waning Rift which is 400 AoE.

Dream Coil's (and Waning Rift's) area of effect

If you haven't thought of it yet, please notice that the snap range of the coil is a little longer than the range that binds the heroes (200 range longer), so the snap range is larger than the coil's initial AoE (see the picture).

Now, because the heroes who are outside the range when you cast the orb won't get affected by it, you want to hit as many as possible.

Using Dream Coil in ganks

When you use Dream Coil in ganks, you want to force the enemy to take the extra stun and damage when the coil "snaps" them. When you pop in with Illusory Orb, most enemies' reaction will be to run backwards untill they have a clear view of the situation. It's here you want to throw it at the opposite direction of where he is moving towards. The longer he is from the center of where you cast it, the bigger are the chances that he will snap it (take the extra stun and damage).

Combining your spells and items

It's time to explain the devastating combo and synergy between all Puck's abilities. Let me describe the spells' main purposes in this combo before describing the combo itself:

Illusory Orb: Used for suddenly and without warning pop in at the right spot at the right time - in other words to position yourself perfectly without danger.
Waning Rift: The initiation spell to silence and damage all the enemies near you. The condition is that you stand close to your enemies, which you will need Illusory Orb for.

Phase Shift: The target-me-not spell in order to let your teammates follow up on your silence and Dream Coil. Also used for distraction to get out when they can't focus you and therefore loses it from you.

Dream Coil: Used to either lock your enemies to one spot in order to let your teammates fire their nukes/disables/AoEs as long as they are silenced or making them split up and get further stunned and damaged so your teammates have a better chance to finish them off.

Shiva's Guard: Shiva's Guard's active ability works as a nova. The blast comes from "the inside. It's not a missile. It's more like a giant wave moving out in every direction from Puck himself, hitting anyone who stands close to him. In other words, the hero using Shiva's Guard, need to be up next to his enemies in order to make best use of it. Puck is the master of positioning with Illusory Orb. Infiltrating the enemies' ranks with Illusory Orb puts you in the most perfect position for this item's use. Shiva's Guard is used as an extra nuke and to make the enemies unable to escape and want to escape at the same time due to the aoe damage.

In every team battle you should start hided in the flanks or behind your team. Just before the battle starts and especially before your foes cast any spells, you should pop in between them all with Illusory Orb. Immediatley use Waning Rift so they don't have the chance to disable or nuke you. Instantly follow up with Dream Coil. Make sure to hit as many enemy heroes as possible. The more, the better. In this situation you don't have to think about who runs away from the coil or not, the main thing is to hit as many as possible.

After you've popped in, used Waning Rift, immediately activate Shiva's Guard. Then drop your Dream Coil and use Phase Shift. This shouldn't take more than one or two seconds. The enemies are silenced, stunned and damaged and are either forced to stay and take damage from rest of your team who should follow up on your spell combination within the split second or they can try to run and get another stun for 3 seconds. It's of course normal that your enemies will try to kill you as soon as you stand between them, but Phase Shift makes you invincible. They can now choose to drop all their nukes/disables (if they get the chance!) on your allies, or wait for you to get out of the Phase Shift and have to get struck by your team whole 3 seconds just in order to kill you.

When you see the opportunity, run back to your casters' rank and start to beat on them normally. As soon as your Illusory Orb and Waning Rift are ready, immediately pop in again and repeat the whole thing. Eventually catch enemies that try to escape with low health with your abilities and Shiva's Guard.

In ganks it isn't always necessary to use Phase Shift after the rest of the combo, but the principle is the same. Pop in with sudden surprice, use Waning Rift and, if you have it, use Dream Coil to stun them.

Enjoy this Puck guide! If you have different build for Puck, share it here ;)

Source: Ingolf's Puck Guide

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Sabtu, Oktober 12, 2013 Dani Kusuma 0 Comments

Syllabear The Lone Druid Guide & Walkthrought


Syllabear was spared a time of great strife due to the deeds of his people. Sensing their settlement's impending destruction they turned their child into a bear and sent him into the wild. Syllabear grew up strong and savage, like the bears that inhabited the forests of his home. Using druidic powers, he can enter a state of almost rabid frenzy, and even call powerful bear companions to aid him. Awakened into his elven heritage by Furion the Prophet, Syllabear has regained his true elven form, and brings the bestial spirit of the bear to the battlefield.



Base HP: 473
Base Mana: 169

Strength - 17 + 2.1
Agility - 24 + 2.7 (Primary)
Intelligence- 13 + 1.4

Base damage 46-50
Attack range of 550
Base Armor 2.4
Movement speed of 305

Syllabear maybe a difficult hero to master since you must control two characters. But once you get used to it, he can wreak havoc to your enemies. He is supposed to be a carry hero, witch means hopefully he will be a hero killer.

Skill Descriptions
Spirit Bear




Summons a powerful Spirit Bear companion. At level 4, it randomly Entangles enemies that it attacks, which immobilizes an enemy for 3 seconds, dealing 40 damage per second. Spirit Bear deals 28 - 38 normal damage. Spirit Bear will automatically teleport back to Syllabear if it attempts to attack a unit while he is more than 1500 range away from Syllabear

Level 1 - 1400 hit points, Syllabear will lose 100 HP if Spirit Bear dies. Spirit Bear has 320 movespeed and Base Attack Time of 1.75.

Level 2 - 1800 hit points, gains Return, which allows it to teleport to Syllabear instantly (with 5 seconds cooldown), Syllabear will lose 200 HP if Spirit Bear dies. Spirit Bear has 320 movespeed and Base Attack Time of 1.65

Level 3 - 2300 hit points, has ReturnEntangle and Demolish. Demolish allows Spirit Bear to deal 1.33 times damage to buildings, Syllabear will lose 300 HP if Spirit Bear dies. Spirit Bear has 330 movespeed and Base Attack Time of 1.55.

Level 4 - 2700 hit points, Entangles 16% of the time, has ReturnDemolish, 33% Spell Damage Reduction, and can carry up to 6 items, Syllabear will lose 400 HP if Spirit Bear dies. Spirit Bear has 340 movespeed and Base Attack Time of 1.45

Mana Cost: 75
Cooldown: 180

This is Syllabear's signature skill and his best skill. The Spirit Bear is extremely powerful and can entangle heroes. The Spirit Bear is also great for tanking towers and is a good tower destroyer with Demolish. One thing which you may note is his extremely high health. When Syllabear is only level 7, Spirit Bear will have 2700 hit points. This is one of his greatest strengths. Spirit Bear is also insanely fast with a 340 base movespeed at level 4, which is boosted to 380 base movespeed by four points in Synergy.

Rabid



Syllabear can create an intense combative fury in either himself or any of his controlled unit.
Lasts 10 seconds.

Level 1 - Increases attack speed by 10% and movement speed by 5%.
Level 2 - Increases attack speed by 20% and movement speed by 10%.
Level 3 - Increases attack speed by 30% and movement speed by 15%.
Level 4 - Increases attack speed by 40% and movement speed by 20%.

Mana Cost: 50
Cooldown: 30

This is a great skill. It offers a heavy increase in chasing capabilities and damage per second. Most of the time you will be using Rabid on your Spirit Bear in the early game. In late game, it is highly advisable that you use Rabid on yourself because you will have more damage. Note that it only lasts 10 seconds. With four points in Synergy it lasts 50 seconds, that is why we don't get this skill early game.

Synergy



Increases the Lone Druid's synergy with his Spirit Bear with each level:

Spirit Bear - Adds 10 damage and 10 movement points.
Rabid - Increases the duration by 10 seconds.
True Form - Adds 100 HP per level

Mana Cost: N/A
Cooldown: N/A

This boosts the effectiveness of all of Syllabear's skills greatly. It gives Spirit Bear much more damage and movespeed; it gives Rabid a huge duration boost that it desperately needs; and it gives True Form an extra four hundred health, which is always useful.

True Form



Syllabear learns to morph himself into a brown bear. He can morph freely between human and bear form.

Level 1 - 250 bonus health.
Level 2 - 400 bonus health and has Battle Cry.
Level 3 - 600 bonus health and has One.

True Form's Mana Cost: 25
True Form's Cooldown: N/A

Battle Cry
Give Lone Druid and his units under his control within 900 AoE 20 bonus damage and 2 bonus armor.

Duration: Lasts 10 seconds
Cooldown: 30 seconds
Mana cost: 50 mana

One
Links Syllabear and up to 2 of his controlled units by the soul. Damage that they take is distributed equally between 2 or 3 of them.

Mana Cost: 80 mana Duration: 35 seconds
Cooldown: About 12 seconds

This gives a lot of extra health to Syllabear which you really need. If you cast it on Spirit Bear, then any damage that either Syllabear or Spirit Bear takes is equally distributed between the two units. One will work on any unit that you control. I use this skill early game to escape from ganks (Note: It doesn't increase your health by a flat bonus, the percentage of health you have relative to your maximum health will stay the same. So when using it to escape ganks, turn it on before they start attacking.) And in late game I use this skill to turn my hero into a beastly tank. One is a very useful skill that you receive by leveling this up and it makes Syllabear a monster tank.


Skill Build
1. Spirit Bear
2. Synergy
3. Spirit Bear
4. Synergy
5. Spirit Bear
6. Synergy
7. Spirit Bear
8. Synergy
9. True Form
10. Rabid
11. Rabid
12. Rabid
13. Rabid
14. Attribute Bonus
15. True Form
16. True Form
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

Spirit Bear is your most important skill. Spirit Bear is obviously an amazing ability and it is by far Syllabear's best one. So if you disagree with this, don't comment, just stop playing DotA or read another guide. Spirit Bear has 2700 health with makes it a beastly tank, a really fast attack speed, a 380 movespeed which is ideal for chasing, and Entangle, which is a good disable. He's pretty much awesome in every respect.

Synergy is really good because it gives your bear a shitload of damage which you need early game. It also gives him a lot of movespeed. Rabid looks like it might be good early game, but the duration is so short without Synergy that it isn't worthwhile at all. The extra damage on your bear helps a ton in last hitting as well.

I don't get Rabid early because it won't last long enough and Synergy is just far more important because it will add about as much movement speed and it will add more damage per second. I get Rabid at levels 10-13 because the extra movespeed and attack speed that Rabid can give your Spirit Bear are far more important than +8 to stats. It gives your Spirit Bear close to 522 movespeed and a high attack speed which will allow you to chase down heroes extremely well.

True Form is the main point that I expect to take flak from. I don't advise you to use it before level 16 because the trade-off isn't very good until that point. The extra thousand health is well worth and the access to the One ability makes this skill well worth it, despite losing your range advantage. Range is most useful in early game lane control anyway. I don't advise using this skill until you get to at least level 15 or so unless you're just using it to run away. I get level one of this skill at level nine because you can use it when you anticipate being ganked.

Item Build
1. Ring of Regeneration and 2 Ironwood Branches (Sylla)
2. Boots of Speed (Bear)
3. Gloves of Haste (
Bear)
4. Boots of Elvenskin (
Bear)
5. Finish Power Treads (
Bear)
6. Boots of Speed (
Sylla)
(optional : Bracers for 
Sylla)
7. Sacred Relic (
Bear)
8. Finish Radiance (
Bear)
9. Finish Boots of Travel (
Sylla)

Your core item should be like this :

Spirit Bear

 

Syllabear

 +  (as needed)

Treads on your Spirit Bear provides a huge damage per second increase and greatly increases your chasing capabilities. With Treads, your Bear will be able to increase the amount of Entangles that it does and it will allow it to get more hits in on a running hero because of the large boost to movespeed. With level 4 Synergy, your Spirit Bear has 380 base movespeed. With Treads that becomes a whopping 445 movespeed. This should be enough to chase down most heroes.

Radiance on your Spirit Bear provide a large amount of damage. Radiance is the best damage per second item, and since your Spirit Bear will always be in the middle of battles, it almost ensures that most of the enemy team will be getting hurt by the Radiance area of effect damage. When chasing a hero, your Spirit Bear will get in many more hits than your hero will because he is much faster. Your Spirit Bear will also perform more attacks per second because you will Rabid him and put Treads on him. Radiance is put on the Spirit Bear which optimizes damage. You can harass a hero with your Spirit Bear even if your hero isn't around by moving around with him and not attacking.

Sylla maybe need health boosting items if facing chain nuker, but don't waste money other than 1 or 2 Bracers. The reason for not purchasing any is because you want to get that Radiance as quickly as possible so you are able to best utilize it. The earlier you get Radiance the better. True Form allows you to boost your health by 600 if you know that you are in a dangerous situation and are about to be ganked and such. Boots of Travel allow you to teleport all around. This allows you to farm in open lanes quickly and lets you get right into the thick of a team battle if one is about to occur and you are far away. This one is pretty obvious.

If the games last long, this is your luxury you should bought:

Syllabear

   

Spirit Bear

 

Hood of Defiance is to allow Syllabear to tank more, because at that point in the game you will most likely be the first hero focused. I get this item over Heart because 30% reduction from spells is really useful. A lot of the damage that you're going to take is going to come from spells. It's also a pretty cheap item, so it's going to help your survivability quite a bit. When you use True Form, you already have a large amount of health anyway, so that's why I prefer to get Hood.

Butterfly serves two purposes for Syllabear. First, it improves your damage by a lot, improving your attack speed by more than a Hyperstone and improving your damage by 60. It also improves your survivability, giving about 4 armor and a whopping 30% evasion. After the new buff to Butterfly, this item is pretty awesome. I prefer this item over other damage items because it's important to improve your survivability as well as damage. It's also a nice complement to Hood because Hood doesn't help against physical attacks.

Desolator is the next best straight damage item after Radiance. After Desolator, you should get a Heart. At this point of the game, you should have a ton of damage, so it isn't really that important to get more damage. Survivability will be more key at this point, because you're still going to be focused, so the longer you remain on the battle field, the more damage you're going to do.

Hyperstone and Bashers come next so your Spirit Bear can disable the enemy team more. By this time your item slots on your main hero will mostly be filled, so there isn't much other choice. I get Hyperstone before Bashers because it increases the amount of disabling that it will do by more than getting a Basher. The increased attack speed per gold from a Hyperstone and 4 Gloves of Haste are almost exactly the same that it's worth getting a Hyperstone to conserve your slots. If you get 4 Gloves of Haste, that only gives you room for one Basher.

Strategy
Firstly, if you want to do all of these techniques quickly and efficiently, you should definitely have three different hotkey groups. One group for the Syllabear and the Spirit Bear, one group for Syllabear only, and one group for the Spirit Bear only. Also toggle the button near your minimap that has a bunch of dots on it. You want it to look like the dots are all spread out instead of in a pyramid. That will ensure that the units in your selected group don't all move at the speed of the slowest unit.

You should request to solo. Since Spirit Bear can't Entangle until level 5, just do your best to farm your lane and only harass minimally. If you're level 5 and you do get an Entangle, just attack with both your hero and your bear and hoping for a kill. Last hitting should be really easy with Syllabear because you have huge combined damage with your Spirit Bear, so try to farm a lot. Whenever your creeps push out past the river, go farm the neutral camp. I also highly recommend that you creep the neutrals if you're having a tough time surviving in your line. Farming neutrals will still net you a decent amount of gold and experience, so even if you are forced to do this, you can still be on track for your Radiance. Remember that neutral creeps will spawn every minute, so try to take advantage of this when farming them.

Use the bear to tank a tower while tower diving a hero. Tower diving means that you are trying to kill a hero next to his tower. This can be dangerous early game because your hero will not have much health. The Spirit Bear will have a ton of health though, so this is a much safer method. Use the bear to follow a hero that is ganking as an observer ward or like Beast Master's Hawk. Entangle will never proc unless you issue an attack command to your Spirit Bear to attack (don't have your bear auto-attack anything.) Use the Spirit Bear as a chicken at level 7 because it can hold items for you. Whenever you send it back to heal, don't forget that you can buy items on it to then transfer to your hero.

You can also put a Gem on your Spirit Bear if your team needs a Gem holder. This isn't always the best idea, but if you are careful with your Spirit Bear, he will be difficult to kill because he is so fast and has Return. If you do this, you have to be really careful with your hero too, because if your hero dies, Spirit Bear will drop the Gem. When you are getting chased and your bear has treads, attack the hero that is chasing you, and there will be a good chance that your Spirit Bear will entangle him, allowing you to escape peacefully. (If you don't have your treads on bear yet, send your hero to the fountain while microing your Bear to block the hero as you would with a creep wave.)

When you are pitted against an extremely difficult lane combination you should put your hero out of nuke range but just at the edge of the experience range. Micro the bear to get gold/denies. That allows you to farm safely. When you have just chased really far into enemy territory after a hero and are returning to your side of the map there may be some creeps following you and your Spirit Bear. Use the Spirit Bear to attack the creeps while you run away so the enemy team doesn't know where you are. You can dodge them with this technique.

If you're sending your Spirit Bear back to the Fountain to heal, it's a good idea to transfer your Radiance to your hero until your Spirit Bear gets back. But make sure that you have an open item slot on your hero, or else you could drop it and an enemy might pick it up, costing you the game. If you're really having trouble with your lane, then it's really helpful to creep the neutral creeps near you. It's very effective with Spirit Bear. Also, if your creeps are attacking the tower, and you don't want to cross the river, you can just creep the neutral creep camp that has two trolls and a kobold taskmaster for some quick, safe experience. I highly recommend that you do this, because crossing the river is pretty risky, and these creeps are easy gold. If Spirit Bear Entangles a creep, focus another one because Entangle lasts a long time on creeps. Remember that neutral creep camps will respawn every minute, so try to take advantage of that and not be near the camps when creeps respawn.

You should have your Radiance by about 35 minutes in. It's really important that you do, but if you don't you really need to just power farm. If you are having trouble farming in your lane, farm ancients and regular neutrals. Once you have your Radiance, your Spirit Bear will be extremely strong. You should constantly have your Spirit Bear on Rabid and just try to chase down as many heroes as possible. When you have Radiance on your Spirit Bear, don't forget that even if Sylla isn't next to it, you can chase the enemy around with it while not attacking, and the immolation from Radiance will still damage them. You can also use this tactic to farm creeps while your hero is at the fountain. Your team might start pushing here or they might not, it depends on your strategy. If they are pushing, you should be leading your team with your Spirit Bear, and going for their weak intelligence heroes. If your team isn't pushing, just farm up a storm. With Radiance on your Spirit Bear, you should be last hitting pretty much every creep. Neutral creeping is also much faster once you have Radiance.

When you are level 16 you might want to always stay in bear form. You might want to use it only when you are being attacked like Morphling's morph stats, but it doesn't work because it has a casting time so your health goes down by a good percentage when you are transforming yourself. When you are level 16 use one whenever you are in True Form. This spell is so awesome, it makes you a huge tank. But, against a team with a lot of AoE this spell is useless so you might want to put the radiance on yourself and not on the bear, cast One, then move your bear out of the fight to tank as much as you can. One only lasts 30 sec so you need to press the hotkey for your bear, return, and use One again. You should be leading your pushes because you will be your team's tank at this point. Just go for those low health heroes. If it's really late in the game, use One with Spirit Bear and keep it out of the beginning of the battle, then bring it in towards the end to clean up. This will make you a monster of a tank.

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Sabtu, Oktober 12, 2013 Dani Kusuma 0 Comments

DotA Rooftrellen Guide, The Treant Protector Guide, Strategy & Build. Rooftrellen is a Strength hero which has some of his skills remade on the DotA 6.72. This post will provide you with the Rooftrellen Guide, the Rooftrellen Strategy, theRooftrellen Item Build and the Treant Protector Skill Build. If you are playing Dota 2, check also Dota 2 Treant Protector.


Name: Rooftrellen, the Treant Protector




Type: Strength
Alliance: Sentinel

Strength: 27 + 3.4 (Primary)
Intelligence: 17 + 1.8
Agility: 15 + 2

Movement Speed: 300
Attack Range: 128 (melee)
Total starting damage: 59-67
Total starting armor: 1.1

A treant of immense age and wisdom, Rooftrellen was merely a sapling during the invasion of the Burning Legion. Having grown powerful over thousands of years, Rooftrellen has lent his considerable might to the Sentinel cause. An omnipresent force in the forest, he is capable using his power over the forest to hide his allies. Rooftrellen is aided by the forest itself, providing him with a thick living armor of vines and entangling nearby foes in a deadly embrace, allowing Rooftrellen to pound his victims to dust with his massive gnarled limbs.



Rooftrellen the Treant Protector
Skill Descriptions


Nature's Guise
Changes a target friendly unit's appearance so that it blends in with the forest. It becomes invisible to enemy eyes, but it must remain near a tree, or the Guise is lost.

Duration: 15/30/45/60 seconds
AOE: 375 from the trees
Cooldown: 10/8/6/4 seconds
Mana cost: 90/80/70/60

Note 1: Has an initial fade time of 2 seconds, during which the unit is still visible.
Note 2: Only Treant Protector can cast spells without losing invisibility from Nature's Guise.
Note 3: If the unit has a distance of more than 375 to the closest tree during 1 second, the invisibility will be removed.
Note 4: Can be used on units even if they aren't close to a tree, but the invisibility will be removed almost instantly (about 1 second). It will be enough time for dodging the enemy's projectile spell.


Leech Seed
Rooftrellen plants a life-sapping seed in his enemy, causing it to be slowed by 24% and have its life force drained over the next 3 seconds. Nearby allied units are healed by the same amount. Pulses 4 times.

Damage/Heal: 30/45/60/75 per pulse (magical)
Slow effect: 24%
AOE of healing: 500
Cooldown: 18/16/14/12 seconds
Mana cost: 110/120/130/140


Living Armor
Rooftrellen's presence infuses allied heroes and structures with a protective healing aura, increasing armor and regeneration. During the daytime, his power of nature is increased, causing the aura to extend globally.

HP regen: 1/2/3/4
Bonus armor: 1/2/3/4
AOE: 900 (day and night time for structures, night time for team heroes)/ Global (for team heroes during day time)

Overgrowth
Summons an overgrowth of damaging vines and branches. Prevents all nearby enemies from moving or attacking and deals damage to each.

Damage: 70/100/130 per second (magical)
AOE: 625
Duration: 3 seconds
Cooldown: 100/95/90 seconds
Mana cost: 150/175/200

Note 1: Prevents usage of the Blink spell.
Note 2: Disable works on currently magic immune units, however if a unit becomes magic immune while already affected by Overgrowth, they will break free.


Rooftrellen the Treant Protector Skill Build
 














1. Nature's Guise
2. Living Armor
3. Leech Seed
4. Leech Seed
5. Leech Seed
6. Overgrowth
7. Leech Seed
8. Living Armor
9. Living Armor
10. Living Armor
11. Overgrowth
12. Nature's Guise
13. Nature's Guise
14. Nature's Guise
15. Stats
16. Overgrowth
17-25. Stats

As always, escape mechanism comes first. Though you considered strong at early game, it should be useful for saving you or your friend from hard ganking. Nature's Guise only taken once. Ater that, maximize Leech Seed before maximizing Living armor. It can damage and heal at same time. Also note that you it consumes less mana even when maximized, so spam it to harass your opponent or heal your close-to-death friends. Use Living Armor for supporting your friends and structures. Nature's Guise taken in lvl 12-14. Take Overgrowth whenever possible. Stats come last.
It's also possible for you to take stats when you're on lvl 12+ instead of Nature's Guise. For some players, it's enough to have only 15 seconds invisible for escaping and ganking. So, when you're taking this build, get Nature's Guise last (at lvl 23-25).


Rooftrellen the Treant Protector 
Item Build

    
1. Quelling Blade, Circlet, Branch, Tangos, and Healing salve
2. Finish Bracer
3. Get Boots of Speed
4. Finish Power Tread
5. Finish Ancient Janggo of Endurance

Rooftrellen's early core item should be like this:
  
Quelling Blade - Increase the chance of last hit which is necessary for gathering gold in early game.

Power Tread - Increase survivability and damage from stats and of course bonus AS and MS for gaining gold efficiently and harras as well as gank the enemy.

Janggo of Endurance - Nice early stats, increase survivability and damage as well, positive aura for you and your team. Extra AS and MS from Endurance skill is good for chasing and whacking enemy, especially when Overgrowth is being casted.

Situational items :
/     
Magic Stick/ Magic Wand - is a situational item against spell spammers. Same function with Hood of Deviance

Bottle - When you want to spam Leech Seed a lot

Soul Ring - If you prefer to be a jungler than a laner

Phase Boots - An alternative to power tread. get it when you want to be a chaser.

Arcane Boots - An alternative too. Good for being a spammer and you can dissemble it for getting luxuries later.

Core Items
Note that you shouldn't get all of these items, choose only one or two due to your role then aim for luxuries.
     
Armlet of Mordiggian - Its IAS bonus is really helpful when you want to chase your opponent. Combining it with Phase Boots will increase your effectiveness.

Helm of Dominator - Lifesteal, armor, and regen. Absolute item for a tanker.

Vanguard - Increase your survivability. Also an absolute item for a tanker.

Vladimir - Full of positive aura. Good thing about this item is its lifesteal is no orb effect. So you can combine it with orb item. Fix your role to be a DPS hero.

Maelstorm - Viable item for rooftrellen who want to be a DPSer. You can combine it with Vladimir. Upgradeable to Mjolnir.

Perseverance - Get this item if you want to spam your skill. Later can be upgraded to Refresher Orb.

More situational items :
   
BKB - Counter item for hardcore nuker and disabler

Blade Mail - Counter item for hardcore DPS hero

Gem of True Sight - Do you want to see Rikimaru without using MH?

Guinsoo - If you want another disable skill. Take this item with other spammer build.

Late Game Items
Here are Luxury late game items for him:
       
Satanic - HP, damage, lifesteal, armor, and regen. Absolute item for a tanker.


Tarrasque - Awesome survivability item. An absolute choice for a tanker.

Cuirass - Its bad aura for other team will help your team gain the victory. Also increase your IAS. Get this item if your role in your team is combination of a tanker and DPSer.

Mjolnir - Great attack speed plus Static Charge and Chain Lightning. Get this item if your role in your team is combination of a tanker and DPSer.

Shiva's Guard - Defense and AOE nuke. Nice item for a spammer.

Refresher Orb - Overgrowth twice? its total disable of 6 seconds and 780 damage are absolutely going to change the tide of battle. If you want to get this, take the spammer build.

Radiance - Raw damage and AOE damage. Perfect for being a chaser or DPS hero.

Boots of Travel - Speed for chasing your enemy while free TP for extensive push lane.

Not Recomended items
  
Battlefury - You can farm without using BF. If you have perseverance, upgrade it to other item.

Eye of Skadi - You have to skip your core for this item and the result is not good enough.

Sange and Yasha - Leech Seed can slow, why would you even bother to have more slow?


Rooftrellen the Treant Protector Strategy

You can pick this hero if your team need a Supporter, Tanker, or Carrier.

You can be supported by:
Drow Ranger DotA Hero Stealth Assassin DotA Hero Broodmother DotA Hero Troll Warlord DotA Hero Naga Siren DotA Hero Nerubian Weaver DotA Hero Faceless Void DotA Hero Obsidian Destroyer DotA Hero
DPS heroes
- You cast slow, they whack. You cast overgrowth, they still whack.
Venomancer DotA Hero Lifestealer DotA Hero Netherdrake DotA Hero
Slow-them-down heroes
- They cast slow, you cast Leech Seed, DOUBLE SLOW!
Warlock DotA Hero Tauren Chieftain DotA Hero Stone Giant DotA Hero Tidehunter DotA Hero Slithereen Guard DotA Hero
AOE disabler
- Their skill will lengthen your Overgrowth and shorten your victim's life
Crystal Maiden DotA Hero Twin Head Dragon DotA Hero Shadow Fiend DotA Hero Phoenix DotA Hero
AOE nuker
- You cast Overgrowth, they cast their ulti.
Note: Rooftrellen is a good synergy to almost all heroes. He has skills which can cover every role in the game.

Beware of his counter:
Stealth Assassin DotA Hero Bone Fletcher DotA Hero Phantom Lancer DotA Hero and  carrier
Invisible heroes
- They can disappear from your sight, preventing you from hit them even they disabled. But buy a gem should solve your problem.
Bounty Hunter DotA Hero Slithereen Guard DotA Hero Bloodseeker DotA Hero
Marker
- They can feel your presence even you cast Nature's Guise
Warlock DotA Hero Tidehunter DotA Hero Stone Giant DotA Hero Tauren Chieftain DotA Hero Earthshaker DotA Hero
AOE disabler
- They can save their friends from free hit by disabling you and your team
Juggernaut DotA Hero Omniknight DotA Hero
Immune magic caster
- They can break free from your Overgrowth
Anti-Mage DotA Hero Nerubian Assassin DotA Hero and  carrier
Mana burner
- They can take your mana, so you can't spam your skills
Silencer DotA Hero Doom Bringer DotA Hero Drow Ranger DotA Hero
Silencer
- They can silence you, preventing you from casting your spells

Playstyle

Early Game. Your priority is dual lane. But if no one is not strong enough to take solo mid, you can handle it too. If you take dual lane, babysit your partner by healing him/ her using Leech Seed. You can dominate the lane even if you always been harassed. It's possible because you have healing skill and high health, so, don't resist no matter what. You don't need to back to fountain just for replenishing your depleted mana. You're absolutely not a spell spammer. Just stay in your lane, last hit and deny as much as you can. Jungling is not recommended, but if you must to do that, take the right item and spam your Leech Seed to neutral creeps for both healing you and killing creeps.
When you reach level 6, you can try to gank with your friend. The combo is simple. Approach your target, cast Leech Seed then let your carry handle the rest. If the victim want to run away, cast Overgrowth or if the situation turn upside down, cast Leech Seed again to heal your friend or cast Nature's Guise to escape.

Mid Game. In this phase of the game your jobs are gank, support, and push. When you are with your team's carry, do support, so he/ she can finish the job. If there's no hardcore carry or there's only one carry in your team, you can be a carrier by getting the DPS or chaser items. You are also viable to be a tanker, but first make sure that your team doesn't have battle initiator. Your core items should be done at this point. If everything go smooth you should even have one luxury at the end of mid game.

Late Game. Entering this phase require you to focus on what kind of role you choose on the previous phase. If you took a tanker build, you should get the tanker luxuries (e.g. Tarrasque and satanic). Not only because you already had the ingredients, but also to maximizing your role in the team. Even though you are already had a specific role, you are still capable of supporting your friends. Nature's Guise for hid your team mate, Leech Seed can heal and slow, Living Armor has positive aura, and Overgrowth has the capability to disable your desperate friend's chaser. So, make use of your skills anytime they needed and win the game.

Based on: Playdota guide

This post contain Rooftrellen Guide & Build - the Treant Protector Strategy. If you have different build or strategy, you can give your comments or make your own guide on the Treant Proctector Forum.

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