- Tittle: I stand for the light...
- Author: S.Rebel
Pro's:
- Free twelve seconds BKB
- Free seven seconds immunity to physical damage
- A single allied hero is invulnerable for seven whole seconds.
- A great heal and pseudo-nuke
- An aura than can slow heroes down to a crawl
- Cheap mana costs for that free BKB
- Great team presence
- Good survivability
- Late game presence doesn't deteriorate
Con's:
- Unreliable nuke
- Unreliable slow
- His slow requires him to be in melee range of enemy
- Poor starting mana, int gain and int
- Purge makes Purist useless
- Mana problems
- Item dependent
Hero Role
Supporting: Purist Thuderwrath is geared towards being a full support hero. His skills aims to make his allies survive clashes and ganks. He is usually found near the rear of every team casting his heals and repels. The only time he should be found in the center would be when he initiates his Guardian Angel.
Tanking and Initiating: He can get the job done but he isn't really meant to do either. He can tank but his supportive skills allows real tanks do their job more decently. And he can initiate but he can't initiate every clash making him unreliable. He shouldn't attract any attention to himself if possible so leave this jobs to the real tankers and initiators.
Nuking: He has only one spell to be considered as a nuke. It has a small AoE but it can deal serious damage. But Purist's shouldn't be considered a nuker at all. His nuke is unreliable as it requires the target of the heal to be within melee range of the enemy in order to deal damage. Better used as a supportive skill rather than a nuke.
Ganking: The Omniknight is capable of initiating a gank simply by walking up to the target and slowing with degen aura, whacking them with his hammer and purifying himself to kill the target but he can't quite get the job done flawlessly. The lack of a disable means his targets can simply TP away before Omniknight can even deal a significant amount of damage. Overall he can gank to a certain extent.
Roaming, Carrying and Disabling: These roles are not even close to how Purist operates. He fails epically at roaming and at disabling he needs to get Euls or Guisoo to have a decent disable. And he can't carry as effective as "real" carries, he's not even at par with semi-carries.
Skills
Instantly heals a friendly unit and damages all nearby enemy units.
- 1. Mana 100 / Cooldown 10 / Heals / Damages 90 hit points
- 2. Mana 120 / Cooldown 10 / Heals / Damages 180 hit points
- 3. Mana 140 / Cooldown 10 / Heals / Damages 270 hit points
- 4. Mana 160 / Cooldown 10 / Heals / Damages 360 hit points
- Damage type: pure
- Great nuke
- Great synergy with allies with blink or a movement skill(e.g. Timewalk, etc)
- 360 Heal is big
- Semi-spammable
- Great push/anti-push skill
- Cannot heal repelled allies
Creates a powerful divine ward that blocks most magic from affecting a target unit.
- 1. Mana 50 / Cooldown 14 / Duration 6 seconds / Grants Spell Immunity
- 2. Mana 50 / Cooldown 14 / Duration 8 seconds / Grants Spell Immunity
- 3. Mana 50 / Cooldown 14 / Duration 10 seconds / Grants Spell Immunity
- 4. Mana 50 / Cooldown 14 / Dom the target when cast, including Guardian Angel.
- Magic Immunity doesn't prevent side effects of most ultimates.
- Free BKB
- Cheap mana costs
- Long enough duration
- Game breaking
- Purge removes this
- Can only repel one unit at a time.
- Can dispel certain disables.(i.e. CM's Frostbite)
- Guardian Angel will still affect repelled units, purify doesn't.
- Rexxar's Primal Roar, Atropos' Fiend's Grip and Doombringers Doom, and some other ultimates, will still take effect on Repelled units but only the effect(i.e. Doom, Stun/slow, Disable) will take effect, no damage except for Doom. Doom does damage and silence.
Greatly degenerates the movement and attack capabilities of units that stray too near.
- 1. Reduces movement speed and attack speed by 7%
- 2. Reduces movement speed and attack speed by 14%
- 3. Reduces movement speed and attack speed by 21%
- 4. Reduces movement speed and attack speed by 28%
- This is an offensive aura which affects enemy units.
- Great slow
- Great synergy with heal-nuke
- Good for chasing
- Requires you to be in melee range of the target
- Can help you juke
- Haste gives you an almost sure kill in a gank
Grants all nearby friendly units near physical invulnerability and increases hit point regeneration greatly.
- 1. Mana 125 / Cooldown 150 / Area of Effect 600 (* Global) / Duration 5 seconds / +1000 Armor, +25 HP Regeneration
- 2. Mana 175 / Cooldown 150 / Area of Effect 600 (* Global) / Duration 6 seconds / +1000 Armor, +25 HP Regeneration
- 3. Mana 250 / Cooldown 150 / Area of Effect 600 (* Global) / Duration 7 seconds / +1000 Armor, +25 HP Regeneration
- Affects allies with magic immunity.
- Can be upgraded with Aghanim's Scepter (* shows upgraded values).
- Absolutely game breaking
- A hero with Repel and Guardian Angel attains invulnerable like status
- Great for pushing and clashes
- Can be used to save that allied hero from that last hit
- Affects repelled units.
Skill Build
Supportive
- 1.Repel
- 2.Purification
- 3.Purification
- 4.Repel
- 5.Purification
- 6.Repel/Guardian Angel
- 7.Purification
- 8.Guardian Angel/Repel
- 9.Repel
- 10.Degen Aura
- 11.Guardian Angel
- 12.Degen Aura
- 13.Degen Aura
- 14.Degen Aura
- 15.Stats
- 16.Guardian Angel
- 17.Stats
At level one repel should be taken. A six second spell immunity is greater compared to a measly 90 heal or a 7% slow. Six whole seconds can seriously foil any attempt of first blood.
Next you should be maxing out Purification first and leveling Repel whenever possible. By maxing out Purification you gain a heal pseudo-nuke, where 360heal/damage can turn the tide of any gank.
Max out Repel next, having twelve whole seconds of spell immunity on your ganker or initiator will have no problems doing their job. Or you could cast in on your carry so he can easily wreak havoc among the enemy's ranks.
Guardian Angel is first taken at level eight then taken whenever possible afterward. Reason for it first being taken at that level is the mana constraints. The second reason is because ten seconds of spell immunity at early game surpasses five seconds of physical DPS. Remember at early game Spells > DPS usually. The only time you take Guardian Angel at level six is if the enemy has a strong early game DPS team.
Lastly max out Degen Aura last. Not much use except for chasing. Early levels of this is wasted as compared to taking purification and repel.
Gank Oriented
- 1.Repel
- 2.Purification
- 3.Purification
- 4.Degen Aura
- 5.Purification
- 6.Degen Aura/Guardian Angel
- 7.Purification
- 8.Degen Aura/Repel
- 9.Degen Aura
- 10.Repel/Degen Aura
- 11.Guardian Angel
- 12.Repel
- 13.Repel
- 14.Guardian Angel
- 15.Stats
- 16.Guardian Angel
- 17.Stats
At level one you take repel first, six seconds of magic immunity is always more than enough to survive a level one gank.
The first skill to max out in this build is still purification, the amount of heal/damage it does is always game breaking.
By level four this is where the variation starts, you will opt to take Degen Aura. From this point on this is next skill to be maxed out because you will start to roam a bit once you get level two or even at level one.
At level six you have to decide based on the flow of the game if you will take Guardian Angel. If you beging to tower dive more or if the enemy team also ganks often or has strong physical DPS then take this over Degen Aura.
By level eight if you notice that clashes are starting to happen more often or if the enemy team has more skill based heroes then take another level of Repel. The two seconds increase may seem useless but early clashes and ganks won't last longer than 10seconds and having magic immunity for the duration of the gank/clash means you or your teammate can freely DPS the enemy team to death.
Once you get to level 11 its a must to at least take a level of Guardian Angel. By this point on clashes are the more predominant skirmishes that will happen throughout the game time and having Physical immunity is a must.
After you've maxed out Degen Aura you should aim to max out Repel ASAP. And lastly take Guardian Angel whenever possible after you max out Repel.
Item Build
Starting Items
Build 1
Build 2
Build 3
Core Items
Supportive
Ganking
Core-Extension
Situational Items
Luxury
Rejected
Game Plan
Choosing your lane
So three lanes to choose from. Short, Mid and Long lanes. You do better at the side lanes where you can build up your Soul Ring easily and where you can baby sit one of the carries.
For a more in depth look to which lane to take lets justify each lane. First mid lane, in my honest opinion Omniknight should never solo mid, never solo at all for that matter. He doesn't make good use of bottle, he lacks lane control compare to real solo's and he needs to build Soul Ring ASAP. The only time you would consider mid is if your carry takes mid and you have to babysit him there.
Next we look at the side lanes. We have two options the short lane(Top for Sentinel and bottom for Scourge). Side lanes are good except you don't have the advantage of a closer tower protection and you are more susceptible to ganks and lack a pull spot. But nevertheless you are still capable of baby sitting here, but you will have a hard time at it if the enemy keeps pulling. The short lane is an acceptable choice, you can build Soul Ring from the side shop and babysit with not too much difficulty.
Lastly we look at the complete opposite of the short lane. The long lane, which also has a side shop. Greatest advantage of the long lane is the pull spot and that tower protection. Disadvantage is usually this is where the enemy ganks more often. But compared to the short lane you'll have an easier time here. This lane is the more preferred lane of choice.
Both side lanes are acceptable though although the long lane is more preferred over the other. Main reason for picking these lanes are the side shops and ease of baby sitting.
Skill Usage
Purification or Repel: So there will be situations where you ally or you have sustained enough damage from physical harassment and the enemy is about to launch a full scale skill fiesta. So the first to your should consider is does your carry/yourself sustained more than 50% HP loss? If yes then purification first, then repel afterward if your mana can handle it. If no then just cast Repel and maybe you and your lane mate can harass the enemy back.
Getting Ganked and Harassed:First of all this is the easiest scenario, IMO, to tackle. When they are about to gank or harass they will always charge in or try to bait you and your lane mate. If you want to play it safe you can always just lay back and support your carry/semi-carry once the enemy starts to harass or gank. In the specific case of a gank you can always use Repel on yourself and scout the possible ganking routes the enemy will take. Once they begin the gank just cast Repel on whoever is the target and your problems are solved. Repel removes most disable when you cast after the disable has taken effect. Always remember to use Purification on the ganked/harassed target of the enemy team.
Ganking
- Basically all you do is, cast Repel on the ganker/nuker/carry.
- Purify whoever is taking the most damage from the enemy or heal to seal the frag if you think your team can't get the frag fast enough.
- And always try to be in melee range of the target hero. Your slow still plays an important role in ganking. Just don't push your luck.
- Use Guardian Angel only when you think you can get two or more kills or if your team could be counter ganked. Otherwise don't use it.
Team Clashes
- This is where the Omniknight truly shines. So before a clash ever commences make it a habbit you cast Repel on your teams carry/initiator and always use SR before casting a skill to conserve mana.
- Once a clash has been initiated begin to purify your damaged or dying allies. Don't ever wait for moments where you can damage an enemy at the same time. Heal as soon as possible but be wise on who to heal.
- Whenever Repel's cd is over cast it back on your teams carry or a hero with a strong channeling spell(i.e. Rylai, Voljin). And always cast Repel on your allies that are vulnerable to a single nuke before death.
- Now about Guardian Angel. Before casting always be at the center of the team so that all or most of the team receives the buff. Now when to cast should be when the enemy carry has shown himself, and when most of the super nukes have already been dropped. Don't randomly cast it.
- Degen Aura requires you to be in harms way so what I suggest is wait until most of the enemy is already down and retreating before going in and proceed to chasing and slowing.
- Basically stay out of harms way and keep casting those spells.
Pushing
Go to the center of the creeps cast purify on yourself or on teammate that is in the center of the wave. Don't forget to use SR before you cast Purification to conserve mana.
Guardian Angel is a must when taking down Raxes and Towers and couple this with Repel and the strongest DPS hero you have and you will surely be successful in any push you make.
Goals
Early Game Goals
- Get boots first
- Proceed to build up and comeplete Soul Ring
- Continue farming and protecting your lane mate
Mid Game Goals
- Start particpating in small clashes
- Build up your next item begin with the mana regen always
- Push some towers and keep your carry safe
Late Game Goals
- Force clashes whenever GA is up
- Push those towers
- Finish
Edited by basicdotaguide.blogspot.com