RIZZRAK GUIDE (by ultqq)

  • Tittle: owning noobs with robot tarzan
  • Author: ultqq
Rizzrak Dota

Pros:
  • Highly mobile
  • Good farmer
  • Effective at all stages of the game
  • "Omg do ur spells even have a cd"
  • Not as blatantly op as xin or legion
Cons:
  • Mana intensive
  • Rightclick varies from low to literally no
  • Shitty laning mid
  • Not as blatantly op as xin or legion


Skills

 Whirling Death
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. Deals Pure damage if it cuts down trees in the process. Lowers primary attribute by 15% for 7 seconds.
  • 1. Mana 70 / Cooldown 8 / Duration 7 seconds / Deals 100 damage, lowers primary attribute by 15%
  • 2. Mana 80 / Cooldown 8 / Duration 7 seconds / Deals 150 damage, lowers primary attribute by 15%
  • 3. Mana 90 / Cooldown 8 / Duration 7 seconds / Deals 200 damage, lowers primary attribute by 15%
  • 4. Mana 100 / Cooldown 8 / Duration 7 seconds / Deals 250 damage, lowers primary attribute by 15%
  • Damage type: 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. Mana 60 / Cooldown 4 / Deals 100 pure damage
  • 2. Mana 70 / Cooldown 4 / Deals 140 pure damage
  • 3. Mana 80 / Cooldown 4 / Deals 180 pure damage
  • 4. Mana 90 / Cooldown 4 / Deals 220 pure damage
  • Damage type: pure
  • You will not be pulled in if you are stunned when the chain latches onto a tree
 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. Increases armor and HP regeneration by 1
  • 2. Increases armor and HP regeneration by 1
  • 3. Increases armor and HP regeneration by 1
  • 4. Increases armor and HP regeneration by 1
  • Bonus: 1 armor and 1 HP regen per stack
  • Stack Limit: 4/8/12/16
 Chakram
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 by 5% for every 5% of health they are missing. 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. Mana 75 (initial), 20 (per second) / Cooldown 8 / 100 damage (pass)/50 dps/slow
  • 2. Mana 125 (initial), 25 (per second) / Cooldown 8 / 140 damage (pass)/75 dps/slow
  • 3. Mana 175 (initial), 30 (per second) / Cooldown 8 / 180 damage (pass)/100 dps/slow
  • Damage type: pure
  • Chakram flies at 900 movement speed.
  • Chakram returns to you if you go more than 2000 units away.
  • Destroys trees.


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
Justification:
  • The other guides recommend maxing whirling death over timber chain, which is fucking stupid, hence i'm writing this guide. 
  • Shredder has below average ms and starts out with fairly limited mana. chain has a hilariously short cooldown, does decent damage, and enables him to chase and escape, so the more mana you have available for it, the better. the longer reach per level is also really important. 
  • Death has a longer cooldown and is about as easy to avoid as chain at close range, whereas chain obviously has a chance at working over distances and can at least position you for a right-click or hero block. death does a little more damage at levels 2-4 if your target's near trees or is a strength hero, but otherwise does less damage.
  • You can take both, but should never split between them--that would give you about the same burst damage as maxing one, at a higher mana cost--so if you want to take both, sacrifice armor. you'll generally want at least 1 point in armor though, at level 2. 4 stacks should cover any harass you take while going for a lasthit. 
  • Generally, if you're soloing a dual and think they're likely to make a go on you, max armor before death, and when you hit 6 you'll have plenty of mana for chakram and chains if you want to try for a double kill. if you're dualing, particularly vs. a solo, max death before armor for quick, easy killing with your lanemate. you could also consider skipping the one level of armor, but i generally like to have it anyway.
  • If you or your teammates are idiots and you have to go mid, you might consider taking death over chains, but shredder shouldn't mid (no trees).


Item build

Starting items
Take the following if you're going jango, as i often do on heroes with below average ms, though shredder admittedly needs more ms the least of this group, and the attack speed goes wasted. but besides his early-mid mana concerns shredder is pretty item independent anyway, and jango gives hp and mana + the aura for your team.
     

Otherwise go something like:

Obviously you may have to buy a chick, in which case wing it

Core
  • Arcanes are self-explanatory, but if your team's already got a few pairs or if you're doing well and expect your bloodstone to come quickly, you could go straight from BoS to bloodstone and then upgrade to BoT, which are core on every hero except furion by a certain point in the game. bloodstone completely solves shredder's mana problems. the extra hitpoints + hp regen are also very useful and go well with reactive armor. i already talked about jango, and wand is always good.
Extensions
  • The first group is things that help your team--shredder farms way better than his own needs demand, so there's no reason not to help out with some of the more expensive items every team likes to have. the second group is items that make shredder himself stronger/harder to kill. i guess radi could go in either category, but even though it complements shredder's chasing power, tankiness, and inability to attack while ulting, he's not a carry and radi is a luxury on him.


Strategy

Early game
Ideally you'll lane short so you have access to lots of trees and room to chase. you'll also preferably solo, for a few reasons: 
  • Shredder's mobility and low-cd spells make him a competent killer from the beginning, and even more so with the extra levels
  • His spells themselves don't do all that much damage individually, and their effectiveness at exploding people peaks early
  • He can easily survive vs. a dual lane
  • He doesn't need that much farm, so it's not a problem if his last-hitting is limited (and he can quickly catch up on farm with ult + whirling death spam)
Soloing a side lane: 
Do your last-hitting thing for a few levels. if you're against another solo, try driving him off, especially if he's melee. if you're against a dual, you'll probably have to play more defensively, but unless they're going to kill you the moment you poke your head in, you can spam chain to last hit + harass like you would with e.g. powershot or something. soften up your opponents and go for a kill or double kill at 6, if you can.

In a dual lane:
You should play very aggressively vs. a solo. how you handle an opposing dual lane obviously depends on who your lane-mate is, and who you're facing. one thing to keep in mind is, if you're going for a killing timber chain and sense that either your target or his partner is about to stun you, wait and take the stun before chaining, so it's not interrupted. note: when pulling, you can afford to use timber chain to finish off the more valuable of the non-golem creeps if you're bad at last-hitting or if your lane opponents come to take them.

Mid game

Kill noobs. from fog, place chakram right behind an enemy hero, just touching them, then immediately chain in over them in their path of retreat. you can cast whirling death mid-chain, as soon as you're near enough your opponent and at least one tree (if they're by one). be sure to retract your chakram just before they're out of its aoe, when they start to run away, so you get them with the retract damage (you can also put them between yourself and the blade to hit them with it on its return). then right click them once or twice and repeat some variation of your combo until they're dead. obviously this is all much easier with ally help.

When playing shredder, the only terrain you should see is trees. you should be looking ahead for trees whenever you're chasing, escaping, or even just traveling. when chasing, don't chain too far ahead of your opponent or you risk giving him a chance to change direction. 

During an escape, chain over cliffs to get away, or buy time by chaining into areas that are inaccessible without destroying trees, like the area behind the ancients from the right side of the river. from there you can clear a path with your other two spells and run away, or chain over to a tree on the other side of the river, or just teleport out. 

Other notable trees include those around the base cliffs, the jungle cliffs, the gap between the sentinel ancients and secret shop path, and the gap between the scourge mid and secret shop, as well as the lone tiny tree in the water by roshan. remember to target a specific tree rather than a direction, so your hero will approach it first if you're not near enough.

Shredder is absurdly good at clearing waves of creeps (gather them around you, cover with chakram, cast whirling death, collect chakram), and at tanking towers and roshan.

Also be sure to use chakram for vision, such as of roshan or of the enemy barracks during a push.

Late game

You're not doing as much damage anymore, comparatively. your main role now is slowing down enemies for your allies, using chakram and whatever items you may have farmed (and keeping on them with timber chain to do it). the 15% base attribute reduction part of whirling death is by this point very effective at weakening carries.

Edited by basicdotaguide.blogspot.com