- Tittle: A Dagger, a Blink, a Boom
- Author: GhostofGuns
Pros:
- A very low mana costing creeping skill
- Blur at level 4 makes you harder to see, which lets us escape easily
- Has one of the best critical ultimate in the game
- One of the highest Agility gain in the game
- Above average movespeed
Cons:
- Vulnerable to disables
- Item dependant
- Low hit points even with a good Strength and Strength gain
When to pick:
- Fragile heroes that are vulnerable to critical procs
- When there are not as much anti-carry heroes
- When there are not as much early game harrassers
- When you just want to play some critical fun
When not to pick:
- Not so much fragile heroes
- When there are alot of anti-carry heroes
- When there are alot of early game harrassers
- When you don't want to play some critical fun
Skills
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Hurls a dagger which deals minor pure damage and slows the unit's movement speed for a short duration. Deals half damage to heroes.
- Level 1 - 40 damage, 50% slow for 1 second
- Level 2 - 80 damage, 50% slow for 2 seconds
- Level 3 - 120 damage, 50% slow for 3 seconds
- Level 4 - 160 damage, 50% slow for 4 seconds
- 30/25/20/15 mana cost and 8 cooldown at all levels.
- Damage type: pure
- The projectile can't be dodged by blinking.
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Teleports to a unit and attacks it. Gains 100% attack speed for 3 seconds while attacking that same target. Maximum of 4 attacks.
- Level 1 - 30 seconds cooldown
- Level 2 - 20 seconds cooldown
- Level 3 - 10 seconds cooldown
- Level 4 - 5 seconds cooldown
- Costs 50 mana at all levels. Casting range increases by 100 per level increase.
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The Phantom Assassin becomes hard to see by blurring her body. Some enemy attacks miss.
- Level 1 - 15% dodge/25% transparency
- Level 2 - 20% dodge/50% transparency
- Level 3 - 25% dodge/75% transparency
- Level 4 - 30% dodge/100% transparency
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Mortred has refined her hero-killing skills to a high degree.
- Level 1 - 15% chance to 2.0x critical
- Level 2 - 15% chance to 3.0x critical
- Level 3 - 15% chance to 4.0x critical
- Does not stack with evasion from Butterfly.
- Mortred gains 80% transparency when a non invisible enemy hero is in a 1600 AoE.
- Has a 1.5s delay before the transparency is applied or removed.
- Does not trigger from invisible heroes.
Skill Build
- 1. Phantom Strike
- 2. Stifling Dagger
- 3. Stifling Dagger
- 4. Phantom Strike/Blur
- 5. Stifling Dagger
- 6. Phantom Strike
- 7. Stifling Dagger
- 8. Phantom Strike
- 9. Blur/Stats
- 10. Coup de Grace
- 11. Coup de Grace
- 12. Blur
- 13. Blur
- 14. Blur
- 15. Blur/Stats
- 16. Coup de Grace
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Item Build
Starting Item Build: - 421 gold
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Quelling Blade: Mortred is a hard carry. And in order for her role to complete, she needs alot of damage dealing items which costs high enough. And so, Quelling Blade gives us some potential in farming and also a good percentage bonus which makes our last-hitting more easier. Dispose once you get Dominator because the lifesteal and the bonus don't stack.
GG Branches (A.K.A Ironwood Branches): GG Branches is a great item which gives us some attribute bonuses for a low cost. Though we need 2, they are still great and also disposable.
Ancient Tango of Essifation: A decent healing item, and costs 10 gold less than Salves. We take Tango since we need last-hitting and farming to get our items.
Core Items: - 11110 gold
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Luxury Items:
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Rejected Items:
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Items that counters Mortred:
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Strategy
Early Game Strategy
Laning:
Which lane should Mortred head to? Obviously, top for Scourge and bottom for Sentinel, since those lanes are the lanes that can provide you with a near tower and also farm better.
Farming:
If played wrongly early game, Mortred's late game and mid game will be affected. And we definitely don't want that to happen, because we want to play Mortred correctly. The easiest way to farm in early game is to throw the daggers, when they reach around level 2/3. By then they don't cost as much mana, and they can also easily take out the creeps. You should begin to throw Daggers once the creeps get 1/4 health, since we don't want to pointlessly throw our daggers when the creeps don't die and the enemy hero just denies it.
Babysitting Style:
Babysitters do Mortred very well early game because she can farm easily and get what she needs for mid and late game and practically own. It may be tough if your babysitter doesn't listens to you, and tries to leave the lane. It may not be a problem, unless the enemy is alone. But it can turn out to be a tragedy if you die, since you lose gold, and you can't get what you want. If possible, switch lanes with a lone hero if your babysitter acts stupid.
Early Ganking:
Is definitely not advised. If the gank goes wrong, again, it affects your gold and making you harder to reach your items. If possible, let your allies to attack the enemy, then once they run, throw a dagger. It doesn't matter now who gets to kill, because once the enemy hero dies, return to your lane fast. If you meet enemy heroes along the way, blink to an ally and farm back on your lane. If they continue to chase, counter-gank if possible or/and return to a tower.
Mid Game Strategy
Ganking Mid:
It can be done, once you have at least 2 - 3 core items. Start to find lone heroes, or heroes that are lower leveled than you. Start with the same killing technique, Phantom Strike the enemy, hit them with your Coup de Grace filing it up. Once they run, throw a dagger to slow them down and go in for the kill. It's as easy as it should be. If they have allies there, it's best to study the situation before going in.
Blurring - Teamfights:
Your 1st Blur should be at level 10, or 2/4 if you were harrassed much early game. The 1st Blur is one of the wicked ones, a half of the evasion from Butterfly. Make use of it when teamfights occur. Again, never initiate. By initiating yourself, it just means suicidal. Once the fights start, target heroes that are not doing anything. Once fights dissipitate, Dagger the heroes that seemed to be in full form in the fight before. If the teamfight didn't win in your team's favour, blink to a nearby ally and retreat fast.
Daggering:
Level 4 Stifling Dagger is a great tool for chasing and hero killing. The slow is superb and the duration is just nice for you to catch up and kill the enemy hero. Sitfling Dagger also can't be dodged by blinking, which is good when enemy heroes are on low health, and the vision from the dagger can be great when it rolls in so you can see if the enemy is preparing to gank you from the side.
Late Game Strategy
4 digit crits pwning em' hard:
If you're owning, and your early game was pretty fantastic, you should start to get those 1-2-3-4 red hits that shows up on your counter. They are good news for you, and very bad news for the enemy hero once they understand properly what it all means for them. At least 1 luxury item is needed. Rapier to dish out that BIG damage.
Rosh late game:
Roshing late game for Mortred alone, as a surprise, is not really a problem. Get those 4 digits crits and you're good to go. Just attack and watch your hp come running back when Roshan hits a transparent hero, making his stun less useful against you. If you came as a team, it would be best to take the Aegis, or just give it to someone else when you've gotten a Satanic or Heart.
Late Game Teamfights:
Late game teamfights are always the most havoc'iest' ones during the game, and if you don't keep track of what's going on, you could easily lose out. Again, you should be fine this time. Still never initiate. But for now, try to take out the other team's most capable hero that can destroy your team, so that they lose a valuable hero. Then, the rest of the fight just continues, and you should be aiming for the next capable hero that can do the same after that.
Edited by basicdotaguide.blogspot.com