You Know What Burns My Ass
What Trickery is this? (Foreword)
Hey everybody. My name is Justinian, and I'thousand a dedicated Dota player of some 4 years experience. At long terminal, the concluding Dota ane hero is here. I wrote this guide a long *** time ago in grooming for what I idea would be a speedy launch of 1 of my favorite Dota two heroes...Better late than never, I suppose. As a result, this guide volition likely need some shuffling most every bit new items are taken into consideration, tweaks are fabricated to the graphic symbol, and and so on. Merely for at present, please enjoy this guide to UNDERLORD.
Tremble before me! (Introductions)
Underlord is a Dire Forcefulness Hero whose role is, quite but, a teamfight initiator. He is naturally tanky thank you to his decent two.6 Force gain, and all his skills, in some way, benefit the team most in teamfights. If yous savor teamfighters like Sand King, Tidehunter, or Elder Titan, Underlord is someone yous'll want to choice up and try.
I bring darkness... (Skills)
FIRESTORM
ALL LVLS: 14 Second CD, 750 Cast Range, 400 AOE, 2 DoT Elapsing
LVL ane: 100 Mana, 25 DMG, 5 DPS
LVL 2: 110 Mana, 40 DMG, 10 DPS
LVL 3: 120 Mana, 55 DMG, 15 DPS
LVL 4: 130 Mana, 70 DMG, twenty DPS
So, how this works is Underlord CALLS Down THE Fire! Specifically, he summons 6 waves of fire in the AOE. The waves themselves come up i per 2d, so that's half dozen seconds of coverage. Getting hit past a wave deals initial impairment and deals impairment per second for 2 seconds. The duration is refreshed every time the Firestorm hits an enemy. Now if y'all do the math, if an enemy stays in the Firestorm AOE the entire duration, they will have about 580 Magical damage, not taking into consideration magic resistance. This ability drops off difficult late game, equally you lot would probably look, but it's great for farming!
PIT OF MALICE
ALL LVLS: 800 Cast Range, 275 AOE, 100 DMG and Ensare in its AOE, 7 Sec Elapsing
LVL 1: 100 Mana, 24 CD, 1 Sec Elapsing
LVL 2: 115 Mana, 21 CD, 1.5 Sec Duration
LVL 3: 130 Mana, 18 CD, two Sec Elapsing
LVL 4: 145 Mana, xv CD, two.5 Sec Duration
Naturally the Pit (Abyssal Under)Lord can summon a pit! When cast, all enemy units in its AOE are ensnared and damaged for 100 magical. As you'd expect, the real benefits of this spell come up from the big AOE and the impressive qualities of Entanglement: Information technology goes through magic immunity, prevents invisibility, and blocks all forms of blinking. a target does non accept to be in the AOE when it activates, but a target can but be affected once. This spell makes Pit Lord a mortiferous force in team fights, and it's not fifty-fifty his ultimate! As a concluding note, it synergizes quite well with his Firestorm.
Cloudburst Aura
ALL LVLS: 900 AOE, 5 Self DMG Vitrify, 30 Centrolineal Hero DMG Buff
LVL 1: xxx Sec Vitrify Duration, 18% DMG Reduction
LVL 2: 35 Sec Buff Duration, 26% DMG Reduction
LVL 3: forty Sec Vitrify Duration, 34% DMG Reduction
LVL 4: 45 Sec Vitrify Elapsing, 42% DMG Reduction
Underlord's only passive ability, Atrophy Aura quite simply reduces the impairment of all enemies in a 900 AOE. This essentially means Underlord does non fifty-fifty have to bandage his abilities to be an extremely powerful presence in teamfights. What's more than, the skill has an incredibly useful side benefit, that, if your team utilizes it correctly, tin can allow for massive turnarounds or easy picking off of a retreating force. Every single fourth dimension an enemy dies in the AOE, you lot gain damage that stacks with every death and lasts longer and longer with every level. 5 Damage for enemy creeps, just heroes grant 30. Call back that the Damage buff is meliorate on your allies than information technology is on y'all, so e'er make sure you are at the centre of fights so that all allies will benefit and all enemies will endure! Something I should mention is that Dotafire has non updated this skill. It used to be a dissimilar ability called Explusion, which was AWESOME, only it was removed in favor of this i. And so, don't get confused, please.
DARK RIFT
ALL LVLS: 130 Sec CD, 450 AOE
LVL ane: 75 Mana, 6 Sec Delay
LVL 2: 150 Mana, 5 Sec Delay
LVL iii: 225 Mana, 4 Sec Delay
This ability, while not a game changing nuke, is even so very much a game changer. Basically, Night Rift is a Boots of Travel FOR YOUR WHOLE TEAM. Anyone standing in the AOE after the filibuster is up will become teleported to the target location, which tin can be a building, creep, or base of operations. Every bit yous tin can imagine, this grouping teleport lends itself to easy base/tower defense too as pushing towers or even base of operations racing, and so long every bit your TEAM LISTENS TO Yous AND TELEPORTS WITH YOU. This ult demands that you be attentive, and communicate with your squad on when to utilise information technology, and quite frankly it should never really be off cooldown. 1 concluding affair to note: If you die before it'due south washed, Nighttime Rift will not activate, and cancelling information technology will still activate the cooldown.
I come from the darkness of the pit (Items, Friends, and Enemies)
Items are a bit suspect on Underlord due to his ability's own usefulness. Things to consider buying are:
Radiance: Combined with Atrophy Aura, Radiance can be an extremely stiff combination that will allow you to finer carry with the all-time of them. Not my cup of tea, only go for it if you lot think you've got what information technology takes.
Cerise Guard: Or alternatively Pipage of Insight. Depending on what the enemy squad leans more towards in terms of Damage type, these two items are a godsend and of course, they will keep you alive longer and then you lot tin collect more damage and win fights.
Drum of Endurance: If no one else is gonna buy it, why not you?
The Boot Question: What kind of boots yous choice upwardly is entirely situational. If y'all think you tin can try some behave build with Underlord, you lot cant go incorrect with Power Treads. Well-nigh likely, you will exist going with Stage Boots, so you lot can quickly go to where you need to go. Boots of Travel is an optimal choice late game and makes you incredibly mobile. Arcane Boots will permit y'all spam Firestorm early, and naturally let you practice a find job of supporting.
Urn of Shadows: If you wish to become all out with supporting, and there'southward no one on your team that would otherwise pick it up (Dazzle, Huskar, etc.), Urn is a skilful choice for you. The mana regen and strength gain synergizes nicely with your abilities.
Necronomicon: Necronomicon is, in my apprehensive stance, e'er a good option up. It'southward relatively cheap in terms of components, and the combined damage and mana burn of your creeps with true sight at level 3 makes it all kinds of useful.
Heart of Tarrasque: All Force heroes tin can benefit from a Heart...If you accept the coin to get one
Blackness King Bar: Ever good to take, specially if the enemy has lots of casters that could terminate you from doing what you practise all-time.
Shiva'south Baby-sit: Always a wonderful detail to get. Tons of armor and the speed debuff on enemies goes well with your Atrophy Aura.
Assault Cuirass: Being an Aura tank is keen. After all, if you acquit this into boxing your carry can fill up the slot that this would normally get with something else.
Blademail: What tank doesn't need a Blademail? More to the point, this will either make stupid enemies die on you, or smart enemies consider non attacking you, thus keeping you alive and your team happy.
Ghost Scepter: Attack heavy heroes like Sniper won't be able to practise much if you accept a Ghost Scepter at the ready, and then keep it in mind when dealing with him and his ilk.
Heaven'south Halberd: Rather than just make yourself unable to be hit, you could prevent the enemy from hitting anyone altogether! Sky's Halberd can brand y'all that much more of a team player as a effect.
Vladimir's Offering: Another ideal aura to add to your already sick nasty aura.
Lastly,Always Deport a Tp Coil! They're cheaper than ever before!
FRIENDS:
: Chen can set up a nasty ultimate for you, by controlling and placing a creep in an ideal location for y'all and the team to Dark Rift.
: Breed's Spiderlings are e'er invisible and then long as they are in the spider web, which makes them ideal creeps to Dark Rift on.
: This 1's sorta ancillary, but I stand by the notion that demons gotta stick together! In reality, this is but considering your auras are very squeamish together.
: Lycan gets a special mention on this listing for i very important reason: Invisible wolves. A pitter-patter that cannot exist seen does not show the particle effect for an incoming Night Rift to the enemy. Consequently, you tin can gear up some truly completely unexpected ganks with Lycan'south wolves.
ENEMIES:
Counter-Initiation and vision are your main drawbacks as Underlord. Exist wary of picking him if these guys are in the enemy lineup.
: If you are not mindful of where Tide is when you Dark Rift, yous just might teleport you and anyone with y'all directly into a Ravage-related death. This warning applies to pretty much anyone with a nasty AoE ult, like Earthshaker or Enigma.
: Y'all have alot of wellness, and that makes Lifestealer alot better at killing you. He might be inclined to go after you showtime with all the usefulness you bring to the political party.
: Dark Rift relies on some manner of surprise. And Zeus ruins surprises with his ult. Demand I say more than?
: More or less, the same reason Zeus is a trouble.
To the slaughter! (The Phases)
Early GAME:
Underlord tin can feasibly lane in whatever lane. You tin mid, but I recommend you lot only do so if no one else can. Underlord can be played as a prophylactic lane back up, as I mentioned earlier. Well-nigh probable, due to your durability, you will be in the offlane, probably lonely. Ideally, you lot will max Firestorm first and use it to get the last hits you need while staying safe. You could conceivably get an early level in your Aura, but this is only for cases where the enemy is harassing yous downwardly very hard and yous need their damage cut downward a peg. The problem with this is that it will push the lane, since the enemy creeps are likewise affected past Atrophy, so use circumspection. Getting a level in Pit of Malice right away is also a adept idea, as it can allow for like shooting fish in a barrel escapes or forbid early ganks from affecting you lot much if you can aim it correctly. I urge you, however, to refrain from using both regularly, every bit your mana pool is piss poor even for a Forcefulness hero. Comport a Clarity or two and regularly spam Firestorm if you are really difficult pressed, simply don't just burn information technology off to harass. Enemies tin can easily walk out of the AOE before taking too much rut (Haha), and Pit entangles for too petty time at starting levels. One time yous go level six, which should be rather quickly if you are in a solo suicide position, begin coordinating with your squad.
DARK RIFTING PROPERLY:
You lot should get at least 2 others if y'all intend to gank with Nighttime Rift, as you lack serious nuking power. When doing this, yous should initiate with your Pit, as this will stop any form of blinking or teleportation, as well as go through any magic amnesty they could take (Omniknight, Lifestealer, etc.). If you intend to utilize Dark Rift to escape a bad teamfight, make sure you stay alive long enough to apply it! Avoid straight combat while making sure that all your teammates are within the AOE; This might audio difficult, but the last affair you lot desire is for teammates to get pissed off at y'all for not saving them. Brand sure to teleport to a building in solid health or a creep not nether burn down, because if it is killed, Dark Rift Volition be cancelled. NEVER Night RIFT INTO Uncertainty. This is where wards really come up in handy. You lot should be buying them if no one else. They are super cheap and will make Night Rift attacks much more effective. I also cannot stress enough the usefulness of having controlled creeps to Dark Rift wherever you want rather than just on the creep lanes, or back to base.
MID GAME:
Barring the worst, you lot should by this indicate take landed several successful ganks or power pushes. Congratulations. Continue to go on doing that. Always travel with someone else; Tanky as yous might be, yous are non very effective on your ain. Your spells work best when your allies can follow up. Your mid game should consist of trying to put as much pressure on the enemy every bit possible, by pushing hard with Firestorm, ganking with Pit of Malice and Atrophy, and of class, teamfighting with all the above and Night Rift and Cloudburst Aura.
Tardily GAME/Stop GAME:
At present you pretty much get an ult walker. Gear up at whatever time for a base blitz, or emergency squad teleport. You lot are a loftier priority target, so stay alive and become your teammates where they need to exist. You lot may be strong, but the game is now firmly in the easily of your carry. One good Dark Rift could win it all, so always be vigilant and Alive.
Eh...I retrieve I got someone stuck in my teeth (Terminal Words)
That'southward about all I have for now. This has been updated as of Underlord's official release day, and will be continuously update by me whenever it needs to. I hope y'all like it, I hope it helps, and I hope that if you lot have something to add or discuss, you lot'll practise so. Constructive criticism and analysis are always welcome.
Source: https://www.dotafire.com/dota-2/guide/you-know-what-burns-my-abyssal-underlord-guide-7026
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