- Tittle: The Roaming Venge
- Author: STR1D3R
Pros
- A highly spammable stun
- Can reduce armour and give vision of enemies
- Can increase allies damage by 36%
- Great starting stats and good Strength gain (for a ranged hero)
- One of the best roaming heroes in the game
- Very item independant
Cons
- Low mana pool
- Fairly low hp
- Below average move speed
- Is very easy to get under leveled due to the roaming nature of the hero
Skills
A magic missile is thrown at an enemy unit, causing damage. Stuns for 1.75 seconds.
- 1. Mana 110 / Cooldown 10 / Duration 1.45 seconds / Deals 100 damage and stuns for 1.45 seconds.
- 2. Mana 120 / Cooldown 10 Duration 1.55 seconds / Deals 175 damage and stuns for 1.55 seconds.
- 3. Mana 130 / Cooldown 10 Duration 1.65 seconds / Deals 250 damage and stuns for 1.65 seconds.
- 4. Mana 140 / Cooldown 10 Duration 1.75 seconds / Deals 325 damage and stuns for 1.75 seconds.
- Damage type: magical
Shendelzare lets loose a wicked cry, terrorizing enemy units. Their armor is reduced.
- 1. Mana 40 / Cooldown 15 / Duration 20 seconds / Reduces armor by 2. Deals 30 damage.
- 2. Mana 40 / Cooldown 15 / Duration 20 seconds / Reduces armor by 3. Deals 50 damage.
- 3. Mana 40 / Cooldown 15 / Duration 20 seconds / Reduces armor by 4. Deals 70 damage.
- 4. Mana 40 / Cooldown 15 / Duration 20 seconds / Reduces armor by 5. Deals 90 damage.
- Damage type: HP removal
- The wave gives vision as it goes forward.
Increases nearby units' damage.
- 1. 12% bonus damage
- 2. 20% bonus damage
- 3. 28% bonus damage
- 4. 36% bonus damage
- The bonus damage provided by the aura is based on base damage and primary attribute.
Instantaneously swaps positions with a target Hero.
- 1. Mana 100 / Cooldown 45 (10*) / Vengeful Spirit and the target instantly swap positions.
- 2. Mana 150 / Cooldown 45 (10*) / Vengeful Spirit and the target instantly swap positions.
- 3. Mana 200 / Cooldown 45 (10*) / Vengeful Spirit and the target instantly swap positions.
- Works on magic immune units.
- Trees near Vengeful Spirit and the target will be destroyed upon swapping.
- Interrupts channeling skills of the target.
- Can be improved by Aghanim's Scepter (* shows the improved values).
Skill Build
Build 1
- Level 1: Magic Missile
- Level 2: Wave of Terror
- Level 3: Wave of Terror
- Level 4: Command Aura
- Level 5: Wave of Terror
- Level 6: Nether Swap
- Level 7: Wave of Terror
- Level 8: Command Aura
- Level 9: Command Aura
- Level 10: Command Aura
- Level 11: Nether Swap
- Level 12: Stats/Magic Missile
- Level 13: Stats/Magic Missile
- Level 14: Stats/Magic Missile
- Level 15: Stats/Magic Missile
- Level 16: Nether Swap
- Level 17-25: Stats/Magic Missile
Explanation:
Ok so you may look at this and think only 1 level of stun is a bit odd, the reason for this is because you do not have a fantastic mana pool, a 110 mana stun is much more spammable than a 140 mana stun, this coupled with the 100 dmg and -5 armour from maxed Wave of Terror lets you do a hell of a lot more damage in the 1.45 second duration than if you had maxed this skill first. In some games it's not even worth leveling Magic missile beyond level 1, stats can just be so much more effective most of the time, but if the game is going quite well it's good to get the extra burst damage from stun to help keep the pressure on your opponents.
In a Nutshell:
- Level 1 is much more spammable than level 4 due to Mana cost
- You dont need the extra burst damage because the negative armour you can give will easily cause more damage
The reason you max this skill first is it lets you assist (I don't mean make your score look pretty with 20+ assists, I mean actually help your allies kill the target) any hero kill from 1400 range, the 100 damage and the -5 armour is invaluable at any stage of the game, it is exceptionally strong early game when heroes have low armour anyway, it also helps every member of your team by giving vision and reducing armour of their target. This skill coupled with Command Aura can often mean your carries get closer to a bonus 40-50% dmg on the target.
In a Nutshell:
- This costs 40 Mana at all levels
- You max this first because it is more spammable
- Reduces damage by 20% for all enemies hit by the wave
- It deals 100 damage and reduces armour, allowing you to do more damage than a level 4 stun if your team can focus
Well you can clearly see why i chose to max Wave of Terror > Magic Missile but this choice is just confusing, so let me explain. Because of your role as a Roamer early game you will be lacking levels, also you will be initiating later in the game which will also cause you to be behind in levels due to dying first in the team fight, this aura is much more valuable to your team than a measly little 325 dmg nuke and often you are lacking behind in levels so much you will struggle to make it to level 11 before the game ends, this will prohibit you from being able to skill aura at all. This skill coupled with Wave of Terror can often mean your carries get closer to a bonus 40-50% dmg on the target.
In a Nutshell:
- Is like a free demon edge for each hero on your team late game
- You need to skill this early because most games you wont go past level 11
- With Wave of Terror aswell you can normally provide +40-50% on the focussed hero
As is standard with most ultimate skills you get this at 6/11/16, now this skill will not really be used much early game apart from swapping escaping enemies back in, with a good team this will rarely need to be used for that purpose. the main purpose of this skill is for late game, this is where the initiator role comes in, this gives you the ability to swap a little support hero for a strong carry hero, that's right, strong isn't it. just find the opponents carry hero and swap places with him, he ends up in a 1v4 situation and so do you, both of you will die and now the enemy team is a bunch of support heroes vs some heroes with a carry, your team then kills them and pushes. you may even find you can escape, if the enemy team tries hard enough to save their carry they will ignore you and you can run back to your allies and they will find themselves 4v5 instead of 4v4, this leaves you and your team in an even better situation.
In a Nutshell:
- Get this skill whenever possible
- Use it to save your allied carry, it is better if they live and you die
- Swap yourself with the most threatening enemy hero so your team can easily take them out
Build 2
- Level 1: Magic Missile
- Level 2: Wave of Terror
- Level 3: Magic Missile
- Level 4: Command Aura
- Level 5: Magic Missile
- Level 6: Nether Swap
- Level 7: Magic Missile
- Level 8: Command Aura
- Level 9: Command Aura
- Level 10: Command Aura
- Level 11: Nether Swap
- Level 12: Stats/Wave of Terror
- Level 13: Stats/Wave of Terror
- Level 14: Stats/Wave of Terror
- Level 15: Stats/Wave of Terror
- Level 16: Nether Swap
- Level 17-25: Stats/Wave of Terror
Explanation:
The reason for maxing this first is clear, it will increase the burst damage output of your hero and also increase the stun duration. It will increase the mana cost which means you need to be more careful with your mana, but it is great for when you are dealing with high hp opponents or opponents with escape mechanism.
In a Nutshell:
- Stun duration increases as you level it up
- More burst damage is good for killing high hp heroes or heroes with escape mechanisms
- Increases the mana cost so you need to be more conservative with it
You will need one level of this early game, it is great for giving vision of heroes. it's not a good idea to max this straight away as you are maxing Magic Missile first and delaying your aura is a bad idea.
In a Nutshell:
- You get this to give vision of enemies
- Max it last as you don't want to delay your aura
Well you can see why i chose to max Magic Missile > Wave of Terror but this choice is just confusing, so let me explain. Because of your role as a Roamer early game you will be lacking levels, also you will be initiating later in the game which will also cause you to be behind in levels due to dying first in the team fight, this aura is highly valuable to your and often you are lacking behind in levels so much you will struggle to make it to level 11 before the game ends, this will prohibit you from being able to skill aura at all.
In a Nutshell:
- Is like a free demon edge for each hero on your team late game
- You need to skill this early because most games you wont go past level 11
As is standard with most ultimate skills you get this at 6/11/16, now this skill will not really be used much early game apart from swapping escaping enemies back in, with a good team this will rarely need to be used for that purpose. the main purpose of this skill is for late game, this is where the initiator role comes in, this gives you the ability to swap a little support hero for a strong carry hero, that's right, strong isn't it. just find the opponents carry hero and swap places with him, he ends up in a 1v4 situation and so do you, both of you will die and now the enemy team is a bunch of support heroes vs some heroes with a carry, your team then kills them and pushes. you may even find you can escape, if the enemy team tries hard enough to save their carry they will ignore you and you can run back to your allies and they will find themselves 4v5 instead of 4v4, this leaves you and your team in an even better situation.
In a Nutshell:
- Get this skill whenever possible
- Use it to save your allied carry, it is better if they live and you die
- Swap yourself with the most threatening enemy hero so your team can easily take them out
Item Build:
Core:
- Now I know what you are thinking, that is a really cheap item core, it only costs 2050 to complete it, well that is correct, it is all you really need to buy, the rest of your gold can be spent on regen items for your allies, buying chick/crow and buying wards. Due to the fact your main role will be swapping with an enemy and dying it seems fairly pointless to farm anything else so why bother, just get these few items and let the rest of the farm go to your team.
Starting Items:
- Most teams will tend to avoid buying wards and chicken on 1 hero but i do not see any reason to avoid it with this hero, you are completely item independent from level 1, you only really need to carry some light regen items early game and you can always bring more on chick if needed, if you do have a hero who can buy the wards/chicken then your item build will look more like this.
- And remember, all regeneration items in the game are sharable, you can give tangos to an allied hero to use and you can use salve/clarities on the hero without having to give them to the hero, during your short stays in lane you will be doing this to make sure that your allies have a much easier time in the lane (more on this in the playstyle section).
Early Game:
- During the early game your first focus should be upgrading the chicken (normally another support hero will do this with their starting gold) after the chicken is upgraded your next priority will be buying the next set of wards (placement for these wards will be covered in playstyle). After you have these wards you the need to farm (the word farm will be used as a loose term throughout this guide, 90% of heroes need the farm more than you) up your bottle and boots, bottle takes priority over boots, the reason for this is because bottle allows you to spam your spells so much more and boots are not really needed during the early game.
Mid Game:
- Congratulations you have reached mid game, if all has gone well so far you should be able to finish your power treads and also purchase even more wards. The Ring of Basilius comes in pretty handy, it adds mana regen and armour for all nearby allies (including yourself). The dust and sentries are for if you are against invisible opponents, you are a good hero for carrying these due to the fact you will always be present at teams fights, you do not need to spend your gold on other things, and you will almost always have at least 2 empty slots so you will have room for dust/sentries.
Late Game:
- At this point in the game you wont be farming at all, you will be pushing, use the gold from towers/assist gold to buy more wards, also buy a few cheap stat boosting items such as bracers, a wand is also good, the bonus stats are useful and the amount of spells being cast at this stage of the game fills the wand fast (i know wand is normally got early game and im not saying an early wand is not an option, but if you dont have it, it is always worth getting, the bonuses are small but effective), also there a few more possible items that will be mentioned below.
Boots:
- Strength: Ok so the advantages of these power treads are pretty obvious, you gain 190 HP, this is very useful for venge because you do not have fantastic HP, this will help a lot in absorbing damage from both towers and spells, we already know that venge is a support hero and what better way to support than taking even more damage that could have been dealt to the carry, the longer it takes them to kill you, the longer it takes for them to kill your team. i normally leave my Power Treads set to Strength most of the time whilst im playing.
- Agility: You are an Agility hero so Agility Power Treads offer you an extra 10 attack damage, whilst most of the time you will have the Power Treads set to either Strength or Intelligence it is important to have them on Agility some of the time, for example - you have just killed the entire opposition and therefore there is no one left to be killed or to kill you, you clearly dont need the extra HP to survive or Mana to cast spells, whilst the damage and attack speed bonuses offered by Agility Power Treads are minimal they definitely do help in taking down towers, so Agility is a viable option for certain parts of the game.
- Intelligence: The intelligence Power Treads will be used mainly whilst initiating, the 130 Mana the offer is 5 mana short of a Magic Missile and Wave of Terror combo, this is definitely worth having, after you have cast your spells its best to change back to Strength for the extra survivability.
Other Items Worth Getting:
Popular Items That Need Mentioning:
Playstyle:
Ok so we have had a quick look at the skill build and item builds with some short explanations, now it's time to cover the actual game play, if you dont already know what roaming is I would suggest you read this. Ignore whichever idiot decided to add that boots as a starting item is viable for roamers, this is not the case with venge. You want clarities and salves/tangos at the start to help you regen after a gang. Also please take a look at this guide if you do not already know how to ward
Early Game:
With early game play it is important not to roam from level 1, you will do poorly and stand a very high chance of getting severely underleveled, it is however an option for you and another stun hero to go to a lane purely for the purpose of First Blood and then go back to your lane afterwards, generally speaking you want to stay in lane untill level 3, this allows you to get a little but of creep gold, harrass the enemies in lane and possibly kill them, harrasing the enemies is something you should be doing at every opportunity you can find, a few attack and when they start going back just stun them and hit a few more times, it hurts a lot.
This early time spent in the lane also means that when you go ganging you will be able to reduce armour and give sight of the enemy rather than just stunning. It is imporant when you gang to always cast Wave of Terror first, this will mean all damage done to them in the gang will be increased, it also stops the possibility of them entering the fog just as you cast stun which will cause the stun to cancel. Also as long as you have allies with you and outnumber the enemies tower diving is a valid strategy at any point of the game, just make sure you run in first to soak up the tower damage, but make sure you do this smartly, only tower dive on an enemy you know you can kill, the reason you soak up the damage is because it's better if the carry hero can stay in lane and get exp rather than having to go back and regen.
Even though you will be roaming it is important to stay in lane for small bursts after you gang to get some exp (and maybe some creep gold if your carry is not in that lane), but try not to stay for more than 1 wave of creeps. Just because you are ganging does not mean that you have the right to all the kills, your main priority should be letting your carry take the hero kill, but dont make the common mistake of trying to hard to not take the kill and letting it escape, it is surprisingly easy to do when you start out and even though it forces the enemy out of exp range for a short while its always better to get the kill. Also if you get the opportunity you can easily block the enemies from running back very similarly to how you would block a creep wave, but dont go out of your way to try this, it is hard to do and not worth it unless you see a clear opportunity to execute this block succesfully.
In a nutshell:
- Harrass your enemy as much as possible whilst in lane
- At level 3 start roaming.
- Try not to stay in lanes too long, your main focus should be ganking
Mid Game:
During the mid game phase you will be doing pretty much the same as early, the only difference is your allies will now be ganking with you rather than you ganking alone whilst your allies are sat in lane. You want to be the one initiating the fights, you want to be first in to absorb any stuns they throw at you, this helps your team so much if you get stunned instead of them. Make sure that you cast Wave of Terror just as you are running in to provide the negative armour buff and give full vision dont cast it too early or you will scare them off and wont get any kills, stun whichever target your team has decided needs to be focussed first.
Whilst in between lanes you want to be constantly casting Wave of Terror into the fog, try to aim it where you think enemies may be lurking (such as neutral camps/rune spots) but you do not want it sat on cooldown for long periods of time, this is wasteful because it is such a game changing spell when spammed properly.
If possible cast Nether Swap on the main target so he is stuck in the middle of your allies straight away (not really a great idea at level 6 because it's only 600 range but you may be able to pull it off, its only really once you have 900 range at level 11 that it becomes truly effective), but make sure you remember to hit him with Wave of Terror so he takes bonus damage, ignore all other enemies who may be around and run straight back towards the swapped hero to make sure you can stun him, he is afterall your main focus and most likely the strongest hero on the enemy team, once he is down the others should die without much difficulty
In a nutshell:
- Keep roaming but try to gang with allies
- Initiate with Wave of Terror and Nether Swap
- Stun the main target with Magic Missile
- Cast Wave of Terror into the fog whilst changing lanes, you may reveal a hero to kill
Late Game:
This is the stage of the game where you become the greatest possible support for your team not only do you have the ability to give vision and reduce the armour of enemies, you also have the ability to give 36% bonus damage to all allied units and the ability to single out the strongest enemy hero and get him killed without his team having the slightest chance of saving him.
During this stage of the game your teams teamplay will be of the utmost importance, they will need to be organized to take out the swapped target in a minimal amount of time and get to you in time to stop you from dying so they can still benefit from your aura. After you have swapped there will be very little you can do to keep yourself alive due to the fact you will be in a 1v4 situation, you just need to hope that you can stall your death long enough for your allies to save you.
It is not the end of the game if you die after swapping, you have in fact just taken out the strongest opposing hero so your team already has a distinct advantage in this situation. just try and make sure to hit your Wave of Terror before you die so that you give the -5 armour to the enemy heroes so you will still be helping your team even whilst dead.
Dont worry too much if you die after swapping, i know your team will lose the Command Aura but you will have a fairly short respawn time due to the fact you are a low level and your opponents have just lost there strongest carry so your team will be against a few support heroes and a semi carry, they will not actually need the Command Aura now but if you can survive somehow after swapping it will be best.
In a nutshell:
- Your aura helps your team just by you being present
- make sure you hit Wave of Terror asap to help your team even further
- swap with the most powerful enemy so he dies and makes it easier for your team to end
- dont worry if you are not dealing a lot of damage, The 36% bonus damage will more than make up for it with the damage your carry heroes can deal
- dont worry too much if you die after swapping, even though your team loses the Command Aura they will only be fighting the weaker heroes on the enemy team so it balances itself out
Edited by basicdotaguide.blogspot.com