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Friday, June 28, 2013

CeNtaUr WaRcHieF










Centaur Warcheif - Dota Guide


Affiliation: Sentinel 

Attack Animation: 0.3 / 0.3
 Damage: 55 - 57 
Casting Animation: 0.5 / 0.51 
Armor: 3.1 
Base Attack Time: 1.7 
Movespeed: 300 
Missile Speed: Instant 
Attack Range: 128 (melee) 
Sight Range: 1800 / 800.


HERO INTRODUCTION
The Centaur Warchief's toughness and survivability are legendary. The best place for this tank of a hero is in the center of combat, where his close range skills and massive vitality can be put to use. The Warchief's Hoof Stomp can incapacitate any enemies foolish enough to go toe-to-toe with him for several crucial seconds, giving the Warchief and his allies time to finish them off. The Warchief can also deliver a single lethal blow at the cost of some of his own life with Double Edge. In addition, the Warchief's passive Return skill deals damage to attackers, making bringing this beast down a difficult and risky proposition at best. His charismatic leadership can rally ally forces to race across the toughest terrains, leaving his trampled enemies sluggish in its wake.



BACKGROUND STORY
Gifted with a tremendous body and an ever-growing fortitude, Bradwarden's courage is only matched by the size of his heart. Prophesied as a savior by the oracles of his tribe, Bradwarden is the living token of the allegiance of the centaurs to the Sentinel. He swings his axe with massive force, sometimes even hurting himself when doing so. The ground trembles every time he slams his hoof and his reflexes are impossible to surpass; allowing him to retaliate just after being attacked. Bradwarden is decided to fulfill his destiny, and he knows that the upcoming battle will become his ultimate challenge.
Skills and Strategies




Hoof Stomp
Stomp
Slams the ground, stunning and damaging nearby enemy land units.

Notes
• Damage type: magic
  • Hoof Stomp is your initiating skill.
  • Has a relatively small AoE, so unless you have blink dagger, try to cut off all routes of escape for the opponent.
  • It's a stun, so don't forget to stop enemy's channeling spells whenever possible.
  • Don't spam it or use it as harassment since you have a small mana pool and low mana regeneration, not to mention the mediocre cooldown. Only use it if you are attempting to go for a kill.
  • If you want to get back for healing, don't forget to stomp nearby neutrals/creeps so your mana doesn't go wasted.
Double Edge
Skill look
The Centaur summons a tremendous amount of inner strength and releases a very powerful attack. It can only be done at melee range, and it damages both the Warchief and the enemy unit.

Notes
• Damage type: magic (both on the target and the Warchief).
• It has 150 range.
• Centaur Warchief cannot kill himself with this skill.
• Double Edge interrupts channeling spells and
  • The skill that makes Centaur Warchief a force to be reckoning with. Max it ASAP because 300 damage cannot be taken lightly early game.
  • When engaging, use DE early. This skill has a short cooldown and by using it early, you have the chance to use this skill twice.
  • Don't forget DE also has mini-stun which comes in handy to interrupt teleporting or other channeling spells
  • When you have enough HP Regeneration, you can spam this skill to instantly kill neutrals or ranged creeps.
  • Double edge can no longer be used to deny yourself. If you use it below 300hp (or less with HoD) then you will be left with 1hp.



   Return
Skill Look

The Centaur Warchief immediately counters every attack against him with a swift strike.

Notes
• Damage type: physical
• Return causes damage when the enemy begins an attack, not when their attack hits.
• This ability damages anything that attacks the Warchief, including towers.

  • Great skill for pushing and farming. With return maxed, you can draw creep aggro and simply wait for the wave to die.
  • This skill deals negligible damage to heroes during the lane phase, so unless you are solo or leveling ridiculously fast, I would not recommend taking it over stomp or double edge





Stampede
Stampede


Grants you and all allied players units on the map max movement speed and zero unit collision for a short duration. Any enemy units you or your allies come into collision with take some damage and get slowed. Enemies can only be affected by stampede once



Skill Build

  1. Hoof Stomp
  2. Return
  3. Return
  4. Hoof Stomp
  5. Return
  6. Stempede
  7. Return
  8. Hoof Stomp
  9. Hoof Stomp
  10. Double Edge
  11. Stempede
  12. Double Edge
  13. Double Edge
  14. Doube Edge
  15. Stats
  16. Stempede
  17. Stats
  18. Stats
  19. Stats
  20. Stats
  21. Stats
  22. Stats
  23. Stats
  24. Stats
  25. Stats
    Why Hoof Stomp first?
    At the start of the game, stun duration is more useful than a nuke that will hurt you. It will save your ass, and net you an early kill on the odd occasion.


Item Build
Starting Items



Buy Magic Stick as first item if you are in a game full of spammer.
Tango and Salve to deal with harassment and Double Edge.
Quelling Blade if you need to rush Blink Dagger and against easy lane so you don’t need early stats to survive.
Spend the rest of your item to GG Branch since you doesn't need any mana (Mantle or Clarity) as well as the needs to build a Bracer (Gauntlet or Circlet) and they are so ridiculously cost effective.

Core Items



Using Double Edge often leave you with red HP that can be lethal if you engaging two enemies. Magic Wand will fix that with its imbalance burst heal.
Double Edge deals magical damage to the enemy and yourself so Hood of Defiance is a logical reason to reduce DE impact on us. And since you are an initiator, you will often be focused in team battles, so magic resistance will save your ass a lot.
Boots of Speed is self-explanatory
Stomp has a very small radius. That's what Blink Dagger for, as well as chasing, escaping, everything.
After reading some forum member's comment and then testing it myself, I change my mind about Blademail. Blademail cooldown is really imba. 5 seconds of invulnerable that also a super counter for AoE skills is just plain gay. Combined with your high HP, this item allow you to survive longer to spam your Stomp and Double Edge over and over again making you a threat so the opposite team can't ignore your presence in the teamfight and thus, you complete your job as a tanker. Don't forget it also give you armor and mana which both important to Brad.

Item order depends on the game line-up.
  • If you are in a hard lane, Buy Hoods first will be better since the regen it gives will help you survive.
  • If you are against a defensive lane, saving up and rushing Blink Dagger is the best choice.
  • If you died and return to the fountain, Boots of Speed or Magic Stickor Both is your best choice.
  • Blademail can be gotten after all of your core item has been bought.

Extension Items

If you manage to get three of them in less than 50 minutes, its means you farm too much.



Choose Travel if your/opposite team builds around pushing. The Teleportation really help you to attack or defend. Buy this item too if your team has the upper hand and play aggressive.
Pipe is the only upgrade to Hoods of Defiance. You also a very good pipe carrier since you tends to be in the middle of the fight.
Since you are always in the middle of the fight, Radiance is a good choice for you. Your monstrous HP also synergies very well with this item.
Assault Cuirass for more tankish power and helping your team with its aura. It also increase your DPS output and thus, makes sure that the enemy can't ignore you.

Item you buy depends on the game line-up.
  • In an aggressive pushing game, buy Travel.
  • Versus an AoE team its better to buy Pipe first.
  • Against fragile teams, Radiance will sap their life away fast.
  • Psychical hero can be countered with Assault Cuirass

Questionable Items



If you have a hard game and struggle, Choose Phase for it's easy build and cheap price. Buy this item too if you seems to ganks a lot. It gives us a good mobility to roam around the map.
About Vanguard, It has decent regeneration which needed and also damage block which synergies well with Return. The thing is, in early game you don't want to take damage from the enemy and you don't learn return yet. In Mid-Game to Late Game where realistically the time you buy this item, the damage block part become weaker and weaker.
Shiva Guard is a nice item overall but has some weakness. First of all, the amount of EHP it gives kill your role as a tank. Nobody wants to attack a STR hero with monstrous HP and huge armor. This item also has an expensive buildup named Mystic Staff. The price of Mystic Staff is expensive and doesn't help you much when you got it. And Cuirass simply superior because Cuirass give you attack speed and thus, increase your DPS and make you a threat while the aura helps your team.
Heart of Tarrasque will make you ignored more unless you already got decent DPS. And to get the acquired DPS, you need to buy another expensive item and force you to farm like chinese farmer.
Manta Style is another great item on him. Brad's Illusions are very strong tanks since they got the magical resistance from Hood and give you pushing power as well as attract people to attack you. If you have Radiance, you can farm woods with you illusions. If you have BoT also, you are a decent pusher. The downside of this item is yasha doesn't give you much benefit for 2050 Gold.

Tuesday, June 25, 2013

Time to cut the trees!!

Goblin Shredder


Hero Intro:-








Simply put, Rizzrak is a tank ganker. Timber Chain is a 4 second pseudo-Blink with 1400 range and 200 pure damage in a line, combo'ed with Whirl Death immediately after means a 450 damage nuke every 8 seconds. Chakram provides another nuke, again in pure damage, as well as a slow effect for anyone silly enough to be in its way. Note that you will be unable to attack while your Ultimate is active, but Shredder's damage doesn't come from physical attacks anyway. Rizzrak has 3 active skills with low cooldown, players wanting to try out Rizzrak should concentrate on upgrading mana pool, mana regen, and HP pool. (Bloodstone and Arcane Boots anyone?)



Deep in the Forgotten Forests there is money to be made. No one knows this, and the dangers that lie within better than the goblin inventor Rizzrak. Combining heavy onboard weapons with the ability to clear an entire field of timber with ease, Rizzrak created a machine that’s as deadly as it is economical. With a detachable saw, brush clearing blades, and a tree grabbing chain Rizzrak is as threatening to his enemies as he is to a fresh sapling. Rizzrak's may not be a noble spirit, but the Sentinels money is as good as any, as long as he keeps his grubbing hands off the Tree of Life!


Statistics:-


Affiliation: Sentinel
 Attack Animation: 0.36 / 0.64 
Damage: 51 - 55 
Casting Animation: 0.3 / 0.6
 Armor: 0.24 
Base Attack Time: 1.7
 Movespeed: 290 
Missile Speed: Instant 
Attack Range: 128 (melee) 
Sight Range: 1800 / 800

Skill Information:-

Whirling Death:
Skilll look
Goblin Shredder whirls extremely sharp edges dealing damage and reducing primary attribute of any unfortunate enemy hero who comes in a 300 AOE around him.

Tips:
1.This is a great skill do pure damage and a good 300 AOE you can use this to cut trees also :P
2.Damage is magical, pure if a tree is cut down by Whirling Death.
Timber Chain:
Fires a chain that embeds itself in the first tree it hits, pulling you to it and cutting any enemy in your path for pure damage.
1.You will not be pulled if you are stunner and you are latched with a tree.
2.Great skill for escaping,chasing and initiating when combined with chakram you will certainly land a kill with full mana you can chase anyone and land a kill.

Reactive Armor:
What doesn't kill ya makes ya stronger! Every physical attack made on Rizzrak increases his armor and gives him bonus hp regen. Each stack lasts for 16 seconds.
1.Bonus: 1 armor and 1 HP regen per stack
2.Stack Limit: 4/8/12/16
Chakram:

Chakra
Fires your main saw blade at the target location, and once there the blade will spin, dealing damage in an AoE around it and slowing enemies. The blade deals pure damage and cuts down trees in its path when fired and retracted. You lose the ability to attack while the blade is out.
1 Damage type: pure
2 Chakram flies at 900 movement speed.
3 Chakram returns to you if you go more than 2000 units away.
4 Destroys trees.
5 Slow helps in killing escaping enemies initiating enemy or harass enemy hero.
6.Use it than use timber chain than Whirling death and whoops u got a kill GG.

Skill Build:-
level 1 - timber chain
level 2 - reactive armor
level 3 - timber chain
level 4 - reactive armor/whirling death
level 5 - timber chain
level 6 - chakram
level 7 - timber chain
level 8 - reactive armor/whirling death
level 9 - reactive armor/whirling death
level 10 - whirling death/reactive armor
level 11 - chakram
level 12 - whirling death/reactive armor
level 13 - whirling death/reactive armor
level 14 - whirling death/reactive armor
level 15 - stats
level 16 - chakram
level 17+ - stats

Why this skill build??

Item Build:-
Early Game:
1.Tango
2.Ironwood branchx3
3.Salve
4.Clarity
5.Courier
Core Item
1.Arcane Boots
2.Bloodstone
Luxuary
1.Boot of Travel
2.Bloodstone
3.Linkens Sphere
4.Guinsoo sythe of vyse
Situational
1.Lothar
2.Pipe

Why this item build???

Strategy:-

Will post images just getting screenshots :D
More images of how to use skill and tips will be added please checkout other guides :D

Sunday, June 23, 2013

Catch Me If U CaN


Anti-mage -Dota Guide








Anti Mage



Str: 20 + 1.2


Agi: 22 + 2.8 (Primary attribute)


Int: 15 + 1.8



ADVANCED STATISTICS



Affiliation:Sentinel

Attack Animation:0.3 / 0.6
Damage:49 - 53
Casting Animation:0.3 / 0.47
Armor:2.08
Base Attack Time:1.45
Movespeed:315
Missile Speed:Instant
Attack Range:128 (melee)
Sight Range:1800 / 800


HERO INTRODUCTION


Magina wasn't nicknamed the Anti-Mage for no reason. His passive Mana Break attack allows him to deal extra damage and cripple a caster's mana supply. With a great understanding of the spiritual realm, he becomes more resilient against magical attacks using his Spell Shield, along with the ability to Blink across short distances for superb maneuverability. Seeking out weary casters, he uses Mana Void to inflict immense damage for high amounts of missing mana. Although he will be at a natural disadvantage to casters early on, as his powers grow, there is none better suited for bringing the greatest of spell casters down to their knees.


BACKGROUNDSTORY


Twin sons to the great Prophet, Terrorblade and Magina were blessed with divine powers: Terrorblade granted with an unnatural affinity with life forces; Magina gifted with energy manipulation. Magina's eventual overexposure to the magics gradually augmented his elemental resistances and bestowed him the unique ability to move faster than light itself. Now, broken by Terrorblade's fall to the dark side, Magina answers the Sentinel's call in a desperate bid to redeem his brother. Every bitter strike turns the Scourge's evil essences upon themselves, culminating in a finale that forces his enemy to awaken to the void within and spontaneously implode.


PROS & CONS


Pros

+ Lowest B.A.T in the game, meaning an excellent last-hitting animation and an excellent innate attack speed.
+ Second best MS of the game - 315 - second only to Chaos Knight's 325.
+ Huge mobility, and the best escape mechanism of the game: Blink.
+ Good damage, excellent with Mana break.
+ Good lane control with Mana Break.
+ Casters are pure food with Mana Break and Mana Void.
+ Principal counter to Medusa, the arguably best tank-carry of the game.
+ Nukes are nothing to magina thanks to Spell Shield.

Cons

- Third lowest health in the game. Second least strength gain (after slark) in the list of meele heroes
- Silence completly screws his mobility and escape tool
- Rather weak mid game, where the most important fights occur
- Easily outcarried by real carries ala Void, Destroyer, troll and Mortred etc
- No farming tool
- Situational pick which is countered on armor-based lineups(think of Slardar, Dazzle, Venge, Tide and Lanaya)
- He is blind.




SKILLS




Mana Break:


 Each attack burns mana based on skill level.


Mana Cost: N/A

Cooldown: N/A
Casting Range: N/A
Area of Effect: N/A
Duration: N/A
Allowed Targets: Enemy units with mana pool
Effects: Burns 16/32/48/64 mana per hit.


Notes:-

• Damage type: normal
• Deals 0.6 damage per point of mana burnt.
• Mana Burn is blocked by magic immunity.
• This skill is an Orb Effect.
• You can lifeleech the damage dealt by this skill with a Lifesteal aura.




Blink:


Short distance teleportation that allows one to move in and out of combat.


Mana Cost: 60

Cooldown: 12/9/7/5
Casting Range: Global
Area of Effect: N/A
Duration: N/A
Allowed Targets: N/A
Effects: 200 - 1000/1075/1150 Range Teleportation

Notes:-

• If you used Blink to teleport to a distance over the maximum range, you'll be teleported 4/5 of the maximum range instead.
• You can use Blink to dodge incoming projectiles.
• Blink has a 0.4 seconds teleportation delay.




Spell Shield:


Magina learns to protect himself with an anti-magic shield. Increases his resistance to magic damage


Mana Cost: N/A

Cooldown: N/A
Casting Range: N/A
Area of Effect: N/A
Duration: N/A
Allowed Targets: Self
Effects: Reduces magic damage by 10/20/30/40%

Notes:-

• Stacks with spell resistance items.




Mana Void:


Creates a powerful void in an enemy unit caused by a lack of mana. For each mana point missing, the unit takes damage.


Mana Cost: 125/200/275

Cooldown: 120/100/80
Casting Range: 600
Area of Effect: 325
Duration: 0.1/0.2/0.3
Allowed Targets: Enemy units with mana pool
Effects: Deals 0.6/0.85/1.1 damage per mana point missing

Notes:-

• Damage type: magical
• Stuns target for a short while.
• Damage is calculated based on the primary target's mana, but applied to all enemies within the AoE.
• Stun works on magic immune units.


Skill look

SKILL BUILDS


1. Blink2. Mana Break

3. Mana Break/Blink
4. Blink/Mana Break
5. Mana Break/Blink
6. Mana Void
7. Mana Break/Blink
8. Blink/Mana Break
9. Blink/Mana Break
10. Spell Shield
11. Mana Void
12. Spell Shield
13. Spell Shield
14. Spell Shield
15. Stats
16. Mana Void
17.Stats
18.Stats
19.Stats
20.Stats
21.Stats
22.Stats
23.Stats
24.Stats
25.Stats
Gameplay
Just farm ,farm and farm. You will usually come out to kill at around mid to late game if there's a tofu intelligence hero like tormented soul. You can participate in ganks but avoid dying. So mostly just avoid being harrased and farm. You can start coming out to kill when you get your basher,which is around level 17 or so. I usually take top or bottom lane,hopefully with a ranged hero as my partner.

Factors to keep in mind when playing magina+ remeber the title of this guide. Quicly Nowwhat ever you are onto, be quick. you cannot afford to be lazy. killing, ganking or chasing. be on your toes. If you notice hard, magina even runs on his toes
+ You need to have a good control on mouse and keyboard.
never underestimate break, its damage early to mid game is exceptional
+ your main skill is break, break is on every attack so give him IAS.
+ glass canon, he is very fragile, and some times one stun is all that is needed for the other team to bring you down
+ play cleverly, early use blink to either last hit an enemy or escape, dnt spam it as it has a high cool down early on
+ if you are facing spell casters or spammers, having level one blink is enough and max your shield aftr maxing break.
+know your enemies better
+ if you are double minded to go for attack speed, raw damage or crits, go for attack speed. 
+ save your ultimate never use it at the start of a battle , as it would keep the enemy double minded as they wont want to get rid of their mana on spells and get hit with your void
+ no matter he has a low HP, magina's presence in a team is threatning because of his abilities related to mana, casters would always be weary of casting spells in your presence. 
when you start a game, its pretty common to recieve a certificate of selfishness from team mate, you have no disable no tanking and not stun to help a friend in trouble. A friend in need is a friend indeed. but here you are the friend in need of farming, so the sacrifices made by your commarades should be apreciated :P and return the favour when you farm enough. 

Before moving forward you need to keep in mind, that the max potential for the anti mage is early to mid game, very late game his main skill the mana burn has little effect as enemy heroes are made and they have ample items, if you cannot utilize the early to mid game period, anti is no good. he is NOT a carry like mortred or troll. u need to be in the battle zone since early on to make up your items, NEVER EVER EVER waste his early and mid game potential.



Items
1.vladmir's offering
2.battlefury
3.mantastyle
4.power treads
5.cranium basher
6.butterfly 


Reasons for my item buildwhen you on your mantastyle, people don't know who to hex/stun. Plus you burn 192 when the all images(including you) hit the enemy,and usually all my images do at least 3 hits and the mana burn that it causes is 576,so mantastyle is very good against intelligence heroes.

 i make it because it does not interfere with magina's mana burn,gives a little bit of health regeneration as well as mana regeneration to help you survive during early game and a damage and armor aura,making your damage higher and you harder to kill because of armor bonus


battlefury gives you even more health regeneration and mana regeneration.not only that,it also gives you damage and the ability for your attacks to splash. Battlefury helps you farm easier and survive longer.


it highers your attackspeed,making you able to bash more.and most abviously,it highers your movement speed.


allows you to bash,giving you a disble,which magina does not have,unless you cound his ulti which does a mini stun.


Enemies miss when they hit you,u have higher attackspeed, again making you able to bash more



Item Build
before i start i would like to say that since magina is a very late hero,you shouldn't come out to kill until you a reasonably late time in the game.well,it also kinda depends on how fat you are and how thin the enemy is. 

Starting++


Core Items


.


LATE GAME


Luxury itemsUnfortunately, you only have one slot for a luxury item,so choose wisely


 Much more bashing, more damage and the enemy might actually miss when they hit you.quite a good item for magina.


A heart is a quite good item on him since he can blink out of battle for great regeneration. Just so i don't have to give a copyright fee ,that line was said by Lycan.lol


 gives great damage,meaning easier kills


.with this,you become PA,Troll and Magina. The images can do criticals, but since it only does 33%of your damage,the criticals will be lower than yours,say...by 1/3


.ah,yes.the item to ensure complete ownage on one condition.die and you give the enemy a chance to do t you what you did to them.




Optional items

,get this if you are on a useless team that does not or are not strong enough to def or in 1v1 match with all lanes open.

,get this if there are many nukers/hex-ers/stunners.

 get this under the same conditions as the one in BKB,you can get either one or if a BKB is not enough,meaning you get stunned/hex-ed before you can on your BKB.

,this is more for against nukers like zeus, lich or heroes that do high magical damage but have no stun because it makes you so immune against spells your like a rock versus an egg. 

 buy this when you are facing PA(phantom assassin).

You can get this if you're facing enemies that are more of a tanker than you,so you get phase boots for extra damage ,movement speed and armor,so it should be easier to kill them.but i prefer power treads because you can change its attribute to get more mana to use a skill,life to survive or agility to be able to bash more.


Rejected items

Big NO!!some people buy this, saying "but he's like tofu!!!!!"still ,i m sorry,no,your facing too much money on this when you can get 7hp per second regeneration from your battlefury and vladmir's offering,and that's good enough.

,1.1damage for each point of mana loss is good enough.

Many,MANY people buy this for magina,but i feel it loses it's usefulness as you enter late game,and you could spend your money buying something that will last in it's usefulness until late game.so unless you can farm at godlike speed which is until you can buy this before mid game,sell it before late game and still get all your items before it's too late,then don't buy this.

my bro's friend once bought this for magina. we were like WTF ARE YOU DOING???!!! he just said,it's the perfect item for magina, gives you lifesteal, damage,hp regeneration and strength at late game when you get a satanic..=.=""

,we introduced that friend to the basher,he was amazed,so much so he bought this item.this time his excuse was that it added attack speed,making magina bash more,me and my bro decided that we had to introduce him to another factor of dota. "Orb effect".

:some people make this because they say magina doesn't have enough mana,still:NO!!!

, i heard this used to be very popular,then the price of it went up,but still i see some people buying this.even though they shouldn't,the price for hex is too high now,so hex wastes too much money.then some people say they buy it too solve magina's mana shortage problem.well,he has 175% from vladmir's offering and battlefury,so again,no


 many people say that S n Y is not really an orb effect item,so it wouldn't interfere with magina's manabreak,but often times,the maim from the S n Y is actually working,you just don't realize this.next time you buy SnY or just Sange,look at the enemy when you're hitting him/her,it might not happen at first,but you will see some blood squirting out of the enemy(kinda like bloodseeker's rupture),which slows them for 4 seconds.



Allies & EnemiesAlliesmagina can be allies with almost anyone,but there are a special few that i 'd like to point out
.keeper of the light has a skill much like bloodseeker's ulti(rupture) only it doesn't damages you,it's called mana leak,it makes your enemy leak mana as they move(you see where i'm going with this?)this skill is a very good combo with magina's ulti.

you move,you die.you don't move.....well,you still die

hex-ers

, and  because they can't move or cast any spells.

stunners,,etc. same advantages as with hex-ers.

slowers,, etc. you can catch up to them much easier and start the killling faster.

grabbers and  the guy's is stuck!! waiting there for you to kill him,and you will


Enemiesmagina doesn't have many enemies that can prove treat towards him because he can buy a linken for hex-ers and a BKB for stunners.but in early game,almost everyone is a dangerous enemy,so becareful as you might have your BKB/linken sphere and items then

Super slowers enchanttress isn't really a problem until you hit her,so you can either 1.bash her the second you hit her.2.just try to fight with her even if you do not bash and keep blinking to keep up.3.wait until someone stuns/hexes her then you go for the kill.

viper is actually killable,it's just that if your life was low enough,the ulti could still kill you after you blink away.as for the slow, you canbuy a linken to stop viper's ulti,but viper could turn off the linken buy simply doing poiosn attack,so no linken,just kill him quickly.


Bashersthis is one of the most dangerous categories,they can bash you first so you don't bash them:
any agility hero with a fast attack speed and a cranium basher or a natural bashing ability

FV might be more dangerous than troll in this situation because he can chronosphere you and bash you first.one of the only things you can do against him is kill him when you know his chronosphere has been used up,kill him before his has a chance to do chronosphere or hope he doesn't bash you,>.<

still dangerous,alothugh what you can do is surprise him by blinking behind him and bashing him before he turns around(if your really fat) or you on your mantastlye and confuse him,he'll most likely attack an image,and then you will bash him.

ah,yes..PA.people will often pump up PA's damage and agility,i m gonna guess you know that punping up your agility will also higher your attackspeed,which people do to make PA's criticals come out more.that's when the trouble starts,people go:hm..PA now has high attackspeed,why don't i get her a cranium basher.then she's really dangerous,one of the only things you can do is on your mantastyle and hope that the images confuse her and you bash her 1st(more or less the same tactics as when your fighting troll,you can also use the other technique mentioned earlier for fighting troll)

sladar is quite dangerous during early game because of the amplify damage skill,which amplifies your damage(duh)making his stun much more painful and tracks you,plus his srint makes him move super fast,so he might be able to catch you if your blink is not fully uped meaning that you have a longer cooldown.but he's isn't much danger to you during late game because unless he bought 6 hyperstones to higher his attack speed and make him bash more,your gonna bash him 1st and in turn kill him.