DESTROYER GUIDE (by dark_phoenix96)

  • Tittle: Destroy the Foolish Ones!
  • Author: dark_phoenix96

Among the small number of intelligence heroes who focus on getting a lot of powerful items late in the game, the Obsidian Destroyer relies on building up as much intelligence and mana as he possibly can. His deadly Arcane Orb enhances his attacks with large amounts of unresistable pure damage, and if his mana pool gets high enough the Obsidian Destroyer is capable of killing fragile enemies with only a few Arcane Orb attacks. Astral Prison is a useful ability, which can put a powerful enemy hero out of the fight or save an ally from death. In addition, it drains intelligence when cast on an enemy hero, and by repeatedly using this ability the Obsidian Destroyer can quickly reduce the enemies' mana pool, making it difficult for them to cast many spells. To keep both his own and his allies' mana pools full, the Obsidian Destroyer has a passive skill called Essence Aura. In addition to boosting the Destroyer's own mana pool, this aura gives any allied unit under its effect a chance to instantly regain a portion of their total mana pool every time they cast a spell. Essence Aura fuels Arcane Orb, giving the Destroyer potent damage with little risk of running dry. Although Arcane Orb and Astral Prison make the Destroyer deadly in small engagements, his powerful Sanity's Eclipse spell can turn the tide of large battles. An Obsidian Destroyer with a lot of intelligence items can kill or badly wound several enemy heroes at once with this spell. Few heroes are capable of putting out as much damage as a pumped up Obsidian Destroyer.

Pros
  • One of the most feared carries in the game.
  • His Arcane Orb deals pure damage that completely ignores armor and magic resistance, which makes him a very powerful tank destroyer.
  • His Astral Imprisonment has a lot of features, which makes it a very versatile skill.
  • His ultimate, Sanity's Eclipse, is a powerful game-breaking skill.
  • His Essence Aura greatly supports his allies (Including himself).
  • Very high mana pool which takes quite a long time to burn.
  • High Intelligence Gain. 
  • Fairly high starting movement speed (310).
  • Fairly high starting armor (5.36).
Cons
  • Even though he's a carry, he's very skill dependent.
  • Item dependent.
  • Silence and Magic Immunity counters him hard.
  • Low strength gain.
  • Fragile in early game.
Pick Destroyer if:
  • Your team has a lot of disablers and/or supports.
  • Your team needs a tank destroyer.
  • Your team has a lot of low-cooldown spammable skills.
  • Your team needs a carry.
  • You're a good farmer.
Don't Pick Destroyer if:
  • Your team has a lot of carries.
  • Your team has a few (or no) disablers and/or supports.
  • The enemy team has a lot of silence skills.
  • The enemy team has a lot of disablers.


Skills

 Arcane Orb
Gives the Destroyer extra power to damage his enemies based on his remaining mana pool. Damage type is pure.
  • 1. Mana 100 / Deals 6% of your current remaining mana. Deals 100 bonus damage to illusions and summoned units
  • 2. Mana 100 / Deals 7% of your current remaining mana. Deals 200 bonus damage to illusions and summoned units
  • 3. Mana 100 / Deals 8% of your current remaining mana. Deals 300 bonus damage to illusions and summoned units
  • 4. Mana 100 / Deals 9% of your current remaining mana. Deals 400 bonus damage to illusions and summoned units
  • Damage type: pure
  • The damage is calculated after the mana cost is spent.
  • Does not stack with orb effects and buff placers.
This skill is what makes Destroyer a powerful carry and tank destroyer; it deals pure damage based on a percentage of your remaining mana pool (The percentage increases per level). In other words, the more mana you have, the more you deal damage with it. Like what I've said in the "Pros and Cons" Section, pure damage completely ignores armor and magic resistance, so tanks fear and hate you a lot. Leveling up this skill is not worth it in early game because you don't have enough mana to spam it continuously, take note that every Arcane Orb attack cost 100 mana, so your mana pool will run out fast if you kept on spamming it; also, it won't do too much damage because you still don't have a lot of mana in early game. Save this skill later for mid game and late game, once you have enough mana to spam it (About 1500 mana points or more) and your Essence Aura is already at max level (I'll Explain about Essence Aura later). Take note that raw damage won't increase the damage of your Arcane Orb so don't aim for raw damage items. Also, this skill deals bonus damage on illusions and summoned units. Its bonus damage on illusions and summoned units increases per level. 

 Astral Imprisonment
Teleports a target allied or enemy hero into an astral prison. The hero remains separated from the real world for the duration of the spell. If cast on an enemy, Harbinger steals intelligence from the target. Intelligence is restored to the hero after 60 seconds.
  • 1. Mana 120 / Cooldown 18 / Duration 1 second / 4 Int exchange
  • 2. Mana 140 / Cooldown 16 / Duration 2 seconds / 6 Int exchange
  • 3. Mana 160 / Cooldown 14 / Duration 3 seconds / 8 Int exchange
  • 4. Mana 180 / Cooldown 12 / Duration 4 seconds / 10 Int exchange
  • When cast on an ally, no intelligence is stolen.
  • Imprisoned units are hidden and invulnerable.
  • Imprisoned units can still be hit by Sanity's Eclipse.
  • The -disablehelp command will prevent an allied Harbinger from casting this spell on you.
This skill is a very versatile spell. It can be used as a disable, escape mechanism, defense mechanism, Sanity's Eclipse damage and Arcane Orb damage amplifier, and a temporary mana drainer. Since this skill has a lot of functions, you need to think what you're going to do with it depending on your current situation. Every intelligence points that you temporarily steal from an enemy using this skill will stack continuously with your own but each intelligence steal will restore to targeted hero(s) after 60 seconds. It also decreases the physical damage attacks of Intelligence heroes because their Intelligence also increases their physical damage. 

 Essence Aura
Whenever a nearby allied hero casts a spell, it has a chance to restore 25% of its mana pool. Passively adds to the Destroyer's base mana pool.
  • 1. 10% chance to restore. Increases base mana by 75.
  • 2. 20% chance to restore. Increases base mana by 150.
  • 3. 30% chance to restore. Increases base mana by 225.
  • 4. 40% chance to restore. Increases base mana by 300.
  • Arcane Orb has the regular 10%/20%/30%/40% chance for mana restoration, whether autocast or cast manually.
  • Several skills with no cooldown (such as the Storm Spirit's Ball Lightning) and toggled spells (such as the Witch Doctor's Voodoo Restoration) cannot trigger Essence Aura.
This skill is what keeps your mana pool full; which also keeps your Arcane Orb at full power. Not only this skill helps you, but your teammates as well, especially teammates with low-cooldown spammable spells. Like what I've said before, maximize this skill before you maximize Arcane Orb. For you to spam Arcane Orb freely without getting your mana burned out completely, maximize Essence Aura and have 1500 mana points or more. Once you've done that, your mana pool won't run out anymore and your mana pool will be always be full while you're spamming Arcane Orb. Thanks to this, you won't be needing pure mana regeneration items. Essence Aura also increases your base mana pool. Its bonus base mana pool increases per level.

 Sanity's Eclipse
The Obsidian Destroyer unleashes his full potential; his mind unleashes a psionic storm able to penetrate lesser minds with terminal force, dealing massive damage to them. More crafty minds are able to resist most of the damage, but they expend most of their energies to do so, losing 75% of their mana. Heroes with more intelligence than the Destroyer are unaffected.
  • 1.Mana 175 / Cooldown 160 / Deals damage equal to 8x (9x*) the difference between heroes intelligence and Destroyer's intelligence.
  • 2.Mana 250 / Cooldown 160 / Deals damage equal to 9x (10x*) the difference between heroes intelligence and Destroyer's intelligence.
  • 3.Mana 325 / Cooldown 160 / Deals damage equal to 10x (11x*) the difference between heroes intelligence and Destroyer's intelligence.
  • Damage type: magical
  • If an enemy hero has an intelligence difference lower than 10/30/50 (at level 1/2/3), but greater than 0, he will lose 75% of his current mana.
  • * with Aghanim's scepter
  • It will hit units under the effect of Astral Imprisonment.
This is Obsidian Destroyer's signature skill. Heroes with low intelligence will take heavy damage from it, while intelligent heroes who are not intelligent as Destroyer will take less damage but their mana pool will be burned down to 75%. Because of this, it's better to cast this first during a clash (Although in pub games, I last-hit heroes with this skill during a clash since I don't trust my teammates). After all, what can an intelligent enemy hero (Like Lion or Lina) with 2000 mana, who's not smart as Destroyer, do when 1500 of his/her mana was burned by this skill? Those heroes who are not too intelligent will greatly take damage from this skill, giving you and your teammates the advantage against them. Be careful when you're going to cast this on enemy heroes who have more intelligence than you do, because they'll be unaffected by it. It will deal damage based on the difference between Destroyer's Intelligence and the enemy hero's intelligence. 



SKILL BUILD
  • Level 1: Astral Imprisonment(1) 
  • Level 2: Essence Aura(1) 
  • Level 3: Astral Imprisonment(2) 
  • Level 4: Essence Aura(2) 
  • Level 5: Astral Imprisonment(3) 
  • Level 6: Essence Aura(3) 
  • Level 7: Astral Imprisonment(4) 
  • Level 8: Essence Aura(4) 
  • Level 9: Sanity's Eclipse(1) 
  • Level 10: Arcane Orb(1) 
  • Level 11: Sanity's Eclipse(2) 
  • Level 12: Arcane Orb(2) 
  • Level 13: Arcane Orb(3) 
  • Level 14: Arcane Orb(4) 
  • Level 15: Stats(1) 
  • Level 16: Sanity's Eclipse(3) 
  • Level 17-25: Stats(2-10)
Explanation: Always get Astral Imprisonment first to ensure a first blood or to prevent a first blood. Maximize Astral Imprisonment and Essence Aura first because they're very helpful to you and to your teammates in early game. Like what I've said before, save Arcane Orb later for mid game and late game because it costs a lot of mana in which you don't have enough mana to spam it too much (Arcane Orb costs 100 mana per cast), and it won't do a lot of damage because you don't have a lot of mana in early game. Destroyer's base damage is huge in early game and you can amplify his base damage with your Astral Imprisonment, so you don't need Arcane Orb for intimidating your opponent(s) and for last-hitting creeps. Once you maximize Astral Imprisonment and Essence Aura, maximize your Arcane Orb and your Sanity's Eclipse. Don't level up Sanity's Eclipse to level 1 when you reach level 6 because it doesn't have enough punch in early game. Level it up to level 1 when you reach level 9 after you maximize your Astral Imprisonment and your Essence Aura. Maximize your Arcane Orb after you maximize Astral Imprisonment and Essence Aura but don't forget to level up your Sanity's Eclipse when you reach level 11 and level 16. Don't forget to level up your stats too.



ITEM BUILD
Now that you know everything about Destroyer's skills, you know what you're going to buy for Obsidian Destroyer. Your main items are intelligence items and attack speed items. Intelligence items will not only increase your mana pool for your Arcane Orb, but they'll also increase your intelligence for your Sanity's Eclipse. In others words, Intelligence items are the best items for Destroyer in terms of offensive power. Attack speed items will allow you to spam your Arcane Orb faster, which makes you a deadly carry and tank destroyer.

Starting

 Ironwood Branches: Two of these should be enough. They provide you with some stats to keep you flexible throughout the laning phase.

 Circlet of Nobility: This item provides you some stats, which keeps you flexible throughout the laning phase, like the Ironwood Branches that I've mentioned above. This item will be upgraded into a Null Talisman later on.

 Mantle of Intelligence: This item gives you intelligence, which also gives you mana. The Intelligence provides extra physical damage for you to last-hit easier. This item will also be upgraded into a Null Talisman later on too, together with your Circlet of Nobility.

 Clarity Potion: Whenever you lack some mana, you can restore it with this.

 Healing Salve: The enemy will harass you from time to time while you're laning, so when you're HP is low, you can restore it with this.

Core

 Power Treads: Power Treads are the best type of starter boots for Obsidian Destroyer. They give a fairly high movement speed boost, which is enough for him. The bonus attack speed allows you to spam your Arcane Orb fairly fast. The attribute bonus to Strength, Agility or Intelligence allows you to be fairly flexible throughout the entire game. Switch it to Strength mode when you lack HP, but when it comes to attack power, switch it to Intelligence mode. Don't switch it to Agility mode since the Agility doesn't make any difference at all.

 Null Talisman: This item is upgraded from your Circlet of Nobility and from your Mantle of Intelligence. This item gives you extra stats, which keeps you flexible throughout the entire game. It also gives you extra intelligence, which gives an extra punch to your Arcane Orb and to your Sanity's Eclipse.

 Hand of Midas: Destroyer can't farm very fast compared to other carries, so Hand of Midas is highly recommended for him. It gives you bonus attack speed, which will allow you to spam your Arcane Orb fairly fast. Although this item doesn't give any Intelligence but its ability to convert creeps into gold will allow you to farm up your items very fast. With this, you can get your items in no time.

 Guinsoo's Scythe of Vyse: Well, what can I say? This item is the ultimate item of every Intelligence hero in the game. I'm yet to see an Intelligence hero who wouldn't benefit a lot from Guinsoo. It gives you a lot of Intelligence, which will increase the power of your Arcane Orb and your Sanity's Eclipse. The stats it gives are just amazing; they keep you flexible throughout the entire game. Its ability to hex an enemy unit should never be underestimated; it gives you and your teammates 3.5 seconds to whack down the enemy unit while he/she is disabled during hex.

 Scroll of Town Portal: TP scrolls are an obvious choice for any carry. No comments.

Luxury 

 Shiva's Guard: This item is a very good luxury item for Destroyer. It provides a lot of Intelligence for your Arcane Orb and your Sanity's Eclipse. The Armor it gives is very high. And its Armor, combined with its Freezing Aura, will allow you to survive longer against carries who heavily uses physical damage and attack speed. Its active, Arctic Blast, will allow you to slow the enemy while you're chasing or escaping him/her. A great item to get. 

 Linken's Sphere: This item is also a very good luxury item for Destroyer. It gives +15 to all stats (The Intelligence is already included in the stats) that will keep you flexible throughout the entire game. The HP regeneration is very nice too, especially its Spell Block. The Spell Block will allow you to block enemy spells, which boost your survival capabilities a lot.

 Orchid Malevolence: This is a very good Intelligence item. It gives high intelligence for your Arcane Orb and for your Sanity's Eclipse. It also gives fairly high attack speed, which will allow you to spam your Arcane Orb fairly fast. Its Soul Burn ability not only Silences, but it will also amplify your attacks. Also a great item to get.

 Force Staff: This is a very cheap luxury. A lot of people underestimated this item, especially pub game players. If you watch a professional game, you can almost see 2-3 players holding this item. It provides a decent intelligence boost and a fairly decent HP regeneration. Its Force ability is very useful and very versatile; you can use it in many different ways like escaping or chasing.

 Rod of Atos: This is a very good Intelligence booster. It gives high intelligence for your Arcane Orb and for your Sanity's Eclipse. Its Cripple ability allows you to slow the enemy, giving you the opportunity to chase or escape him/her. On top of that, it's cheap! It only costs 3100 gold.

 Necronomicon: This item is excellent on Destroyer. It gives high Intelligence for your Arcane Orb and for your Sanity's Eclipse, and it gives decent Strength boost that will keep you beefy. The Summoned Necronomicons should never be underestimated. When you hexed an enemy with your Guinsoo, you and the Summoned Necronomicons will whack the enemy down without breaking a sweat. Their abilities are very useful too, especially the Necronomicon Warrior's True Sight. Thanks to its True Sight, you won't have to worry when you're fighting against invisible units.

 The Butterfly: This is a solid attack speed item. Although the raw damage is somewhat wasted, but its High Agility and its High Attack Speed allow you to spam your Arcane Orb very fast. Its high evasion is also a good survival capability booster against carries as well (Take note that MKB's True Strike counters evasion).

 Boots of Travel: Rushing this item is not worth it in early game because you're too fragile. You need the bonus stats from your Power Treads to keep yourself flexible; however, when the game turns late, sell your Power Treads and get this.

Optional 

 Black King Bar: BKB is optional on Destroyer. It gives decent strength boost to keep you fairly beefy. Although the raw damage is wasted and it doesn't offer any Intelligence, but the Avatar ability allows you to become magic immune. Its magic immunity will allow you to become immune to most spells; however, their are some spells that will still penetrate magic immunity (Like Bane's Fiend's Grip or Beastmaster's Primal Roar). Get this if the enemy team is focusing most of their spells on you.

 Heart of Tarrasque: Heart is usually considered as the universal item for any hero. Any hero loves to have a lot of HP, and Destroyer is no exception. However, this item doesn't offer any Intelligence to Destroyer at all. Buying Heart will take away an item slot in exchange for pure health points. If the enemy team's focusing you a lot, then don't hesitate and get this.

 Blade Mail: Blade Mail is a good optional item. It gives decent intelligence for your Arcane Orb and for your Sanity's Eclipse. Although the raw damage is wasted and the armor it gives is low, the Damage Return ability is very useful against carries and heavy nukers. You have to be careful in buying this though because the Damage Return ability is countered by magic immunity and by Satanic's Unholy Rage Lifesteal.

 Aghanim's Scepter: Aghanim's Scepter looks good on Destroyer at first glance. It gives decent stats boost that will give you average flexibility. The problem with this item is the ultimate upgrade is mediocre. It only increases the cast range slightly and it only increases the damage of your Sanity's Eclipse up to 10%, which is not really worth it. What I don't like from Aghanim's Scepter is the ultimate upgrade doesn't reduce the cooldown of your Sanity's Eclipse; it stays the same (The cooldown of Sanity's Eclipse is 160 seconds). Aghanim's Scepter is good in early game and in mid game, but in late game, it's not good on Destroyer anymore so sell this and buy a better luxury item.

 Assault Cuirass: Assault Cuirass is actually a good item on Destroyer. The armor it gives is very nice and the attack speed bonus is not bad either; however, when it comes to dealing against physical damage-inflicting carries, nothing beats Shiva's Guard, and when it comes to attack speed, Butterfly is superior. Although depending on your current situation, you can get this for him.

 Refresher Orb: I'm usually against this item on Destroyer because it offers almost nothing to him. Its raw damage and its mana regeneration are wasted. Its Intelligence and its HP regeneration are low, which is very mediocre. The only thing cool about this item is the Refresh ability. You can use its active ability to refresh your very long-cooldown Sanity's Eclipse (Again, the cooldown of Sanity's Eclipse is 160 seconds). After all, what's better than one game-breaking, mind-crippling Sanity's Eclipse? TWO game-breaking, mind-crippling Sanity's Eclipses. The Refresh ability's mana cost is high but you can counter it with your Essence Aura coupled with your Arcane Orb on manual-cast/auto-cast. Depending on your current situation again, you can get this for him but don't get it too often.

 Ghost Scepter: If the enemy team is very heavy on physical damage, then this is a good item to counter them. It also gives good stats which keeps you fairly flexible. The Ghost Form will make you immune to physical damage; also, you can still attack enemies with your Arcane Orb while in Ghost Form but you have to cast it manually (Attacking with Arcane Orb on auto-cast doesn't work while in Ghost Form). The drawback of Ghost Scepter is you take extra damage whenever you take magic damage so if you're facing against heavy nukers, don't get this.

Rejected

Orb Effects: Any Orb Effects. You already have Arcane Orb. Never buy any other orbs because you already have one.

Raw Damage Items: Like what I've said before, raw damage doesn't increase the damage of your Arcane Orb. If you want to increase the damage of your Arcane Orb, buy Intelligence items. Not only Intelligence items increase your mana pool for your Arcane Orb's power, but they also increase the power of your Sanity's Eclipse as well.

 Vanguard: You need survival capabilities but it doesn't mean that you should get Vanguard on Destroyer. Well, Destroyer isn't really meant to be a tank, and he doesn't need its survival capabilities to be at his pull potential. Its defensive capabilities suck, especially on ranged heroes like Destroyer. If you want to get beefy, go for Heart of Tarrasque.

 Manta Style: The Agility is completely wasted on Destroyer. Your illusions from Manta are useless since illusions can't cast spells. The stats from it are good but there are better items that you can buy.

 Phase Boots: Phase Boots are useless on Destroyer. The raw damage is wasted because raw damage doesn't increase the damage of your Arcane Orb. Its Phase ability isn't needed since burst movement speed isn't really what Destroyer needs.

 Soul Ring: Destroyer's already having HP issues. Why waste your money on an item that sacrifices 150 HP for only 150 mana? And besides, your Essence Aura gives you more mana than Soul Ring gives.

 Dagon: Dagon is very mediocre for an intelligence item. Yes, it provides Intelligence for Destroyer but the problem with this item is upgrading it to max level costs a lot of gold. And at max level, it only provides +21 Intelligence. Now, is that worth it? Seriously, I don't think so. Besides, its nuke is wasted on him because, again, Destroyer is already a glass cannon himself. Leave this for Nerubian Assassin.

 Arcane Boots: Arcane Boots are also useless on Destroyer. Although they provide raw mana for your Arcane Orb, but they don't offer any Intelligence for your Sanity's Eclipse at all. I've said this before and I'll say it again: Intelligence items are the best items for Destroyer in terms of offensive power because Intelligence items not only give mana for your Arcane Orb, but they also provide intelligence for your Sanity's Eclipse. The Mana Restoration ability of Arcane Boots is useless since your mana pool is always full anyway.

 Bloodstone: Bloodstone is also useless on Destroyer as well. Much like Arcane Boots, it offers raw mana for your Arcane Orb but they don't offer any Intelligence for your Sanity's Eclipse at all (Remember, Intelligence items offers raw mana for your Arcane Orb and it also offers Intelligence for your Sanity's Eclipse). The mana regeneration from its charges are useless on Destroyer because your mana pool is always full. The raw HP and the HP regeneration are good but if you want more HP and HP regeneration, go for Heart instead. Don't waste your money on this.



Game Strategy

Early Game

Since you're a carry, you know what you're going to do; you need to farm up your items as fast as possible in order to win the game. Buy your starting items and go to your respective lane. Destroyer is a very good mid solo hero, he can take the mid solo lane or take the top/bottom lane but depending on your team formation, you have to pick your respective lane. Your role in your lane is simple: last-hit and deny creeps as much as possible, and spam Astral Imprisonment on the enemy hero who's about to go for a last-hit or a deny. Your role may be simple, but it's far from easy. If you keep yourself calm and focused, you can do it precisely and accurately. If the enemy in your lane has strong lane control, play defensively and keep your distance. If you can't farm in your lane because of the enemy's strong lane control, ask your teammates for a lane switch or a gank. If you and your lane partner have strong lane control, keep it up to prevent the enemy in your lane from farming up. If you have an ally babysitter in your lane (Like Omniknight or Warlock), then farming in your lane will be easy. Farm up your core as fast as possible.

Mid Game

Mid Game is where the most ganks and clashes occur. During this time, keep farming until you get your core but be careful because enemy gankers would probably stalk on you while you're farming in your lane. Once they get the opportunity, they'll gank and kill you. Don't die if possible! Your life is too precious and every death you take will take away some of the gold you've earned! Keep alert at all times, especially when most of the enemy heroes are not in their respective lanes. Always keep some TP scrolls so you can teleport to other lanes. TP scrolls will help you save time for farming up gold. Don't participate in team fights unless it's necessary. If you don't see most of the enemy heroes in the map, don't farm near the enemy tower because most probably they'll come for you. Keep farming until you get your core. You can farm in the neutral camps but be careful because the enemy heroes roam too much in the jungle.

Once you've got your core, you can participate in ganks and team fights. Gank an enemy hero anytime you want whenever possible but keep alert and keep your guard up (Gank with your teammates whenever they're available). During a team fight, cast your Sanity's Eclipse first! Make sure you hit most of the enemy heroes with it. Your ultimate will heavily damage those low intelligence heroes and will heavily burn the mana of those intelligent heroes who're not as smart as you do. Like what I've said before, what can an intelligent enemy hero (Like Lion or Lina) with 2000 mana, who's not smart as Destroyer, do when 1500 of his/her mana was burned by this skill? During a team fight also, use Astral Imprisonment on the most dangerous enemy hero in the enemy team (Like a tank-carry like Dragon Knight or a heavily farmed-up carry like Troll). Make sure you and your team get the upper hand while that enemy hero is disabled by your Astral Imprisonment because if the disable duration of that skill ends, that enemy hero will come out and will wreak havoc in the team fight. When you and your team get the upper hand in the battle, victory is yours. When you have free time after the team fight, use that time to farm up and push a lane.

Late Game

Keeping on earning more gold and buy your luxuries. Once you're fully farmed or over-farmed, it'll be hard for the enemy team to stop you. Again, when a team fight starts, always remember to cast your Sanity's Eclipse first during a clash then use Astral Imprisonment on the most dangerous enemy hero in the enemy team. Finish the game as fast as possible! Because if you ignore this, the enemy team might get the chance to turn the tide of battle. Don't let that happen! Don't give them that opportunity! Finish the game like it's crucial to you!

Edited by basicdotaguide.blogspot.com