SHENDELZARE SILKWOOD, THE VENGEFUL SPIRIT


















 
SHENDELZARE SILKWOOD, THE VENGEFUL SPIRIT

THIS IS A GUIDE TO VENGEFUL SPIRIT, WHO IS THE SECOND MANLIEST HERO IN DOTA THAT DOES NOT HAVE TESTICLES. UNDOUBTEDLY, THE MANLIEST HERO IN DOTA WITH TESTICLES HAS A BEARD, WHILE THE MANLIEST ONE WITHOUT TESTICLES IS UNCONTESTABLY THE ONE KNOWN FOR QUOTING ARNOLD SCHWARZENEGGER AND FOR BALLING OUT OF CONTROL.

A HERO WHOSE ULTIMATE'S WISEST USE IS TO POTENTIALLY SACRIFICE HER OWN LIFE TO SAVE YOUR CARRY'S ONE IS ENTITLED TO BE THE 2ND MANLIEST HERO IN DOTA WITHOUT TESTICLES.

BECAUSE IT'S A TRIBUTE TO CRIMSONQUESO , DON'T BE SURPRISED THAT THE TEXT/FORMATTING ARE VERY FAMILIAR.

NOTE:
THIS GUIDE IS NOT FOR EM GAMES.

THIS GUIDE IS CONCISE. YOU WILL FIND NO WALLS OF TEXT HERE. ADDITIONAL DETAILS ARE GIVEN IN SPOILERS/NOTES. BECAUSE IT'S A 100% CAPS LOCK GUIDE, THE NUMBER OF UNCAPITALIZED LETTERS IS ZERO WHEN POSSIBLE (NO UNCAPITALIZED 'B' AT THE END OF 'N00B', OR 'ME' IN SMALL CASE).

A KEY THING MOST GUIDE READERS DO NOT GET IS THAT SKILL AND ITEM BUILDS ARE FLUID. I WOULD ARGUE THAT THERE IS NO SKILL BUILD FOR ANY HERO THAT IS CONCRETE FOR EVERY SITUATION. FOR EXAMPLE, I ONCE PLAYED A GAME WHERE I REALLY NEEDED IMBA MOBILITY WITH DROW RANGER AND HP REGEN, SO I GOT PHASE BOOTS AND TRANQUIL BOOTS (BECAUSE I HAVE TWO FEET) AND THEN YASHA, WHICH IS SUPREMELY RETARDED IN MOST SITUATIONS.

THE METAGAME
DO PICK VENGEFUL SPIRIT IF YOUR TEAM HAS PICKED THESE HEROES (THEY ARE GREAT):



STATS' ANALYSIS AND SKILLS

HERE ARE HER RAW STATS :

* STRENGTH: 16 + 2.3
* AGILITY: 27 + 2.35
* INTELLIGENCE: 15 + 1.75

* ATTACK ANIMATION: 0.33 / 0.64
* DAMAGE: 39 - 53
* CASTING ANIMATION: 0.3 / 0.51
* ARMOR: 3.78
* BASE ATTACK TIME: 1.7
* MOVESPEED: 295
* MISSILE SPEED: 1500
* ATTACK RANGE: 400
* SIGHT RANGE: 1800 / 800


NOTE THAT VENGEFUL SPIRIT HAS A SMALL RANGE, PISSPOOR DAMAGE VARIANCE FOR LAST HITTING/DENYING, AND RELATIVELY BIG BACKSWING ATTACK/CASTING ANIMATIONS WHICH SHOULD BE ALWAYS CANCELED BY ISSUING A MOVE/ATTACK ORDER JUST AFTER THE ATTACK/SPELL IS LAUNCHED. SHE DOES HAVE A NICE STR GROWTH THOUGH, SO SHE CAN TOWER DIVE AND/OR TAKE SOME BEATING WHILE SOMEONE ELSE IS DOING THE REAL DPS.

DOES IT MEAN YOU SHOULD BE A DUMBASS PUBBER PLAYING VS AS A HARD CARRY, TRYING TO STEAL EVERY SINGLE CREEP FROM YOUR HARD CARRY, EVEN WHEN YOU KNOW YOU'LL PROBABLY FAIL YOUR LAST HIT ? UNLESS THE SAID HARD CARRY IS AUTOATTACKING ALL THE TIME AND GETTING LESS THAN 2 CS/MIN WHEN AFK-FARMING, NO GOD ! NO GOD ! PLEASE NO ! NO ! NO ! NOOOOOOOOOOOOOO !

BECAUSE OF YOUR POOR RANGE, YOU'RE A POOR BABYSITTER TOO, I.E. YOU CAN'T HARASS EFFECTIVELY ; YOU WORK MUCH BETTER AS A SUPPORT READY TO STUN OR AS A ROAMER.


AND HERE ARE THE SKILLS :


MAGIC MISSILE



A MISSILE IS THROWN AT AN ENEMY UNIT, CAUSING DAMAGE. STUNS FOR 1.75 SECONDS.

LEVEL 1 - DEALS 100 DAMAGE AND STUNS FOR 1.45 SECONDS.
LEVEL 1 - DEALS 175 DAMAGE AND STUNS FOR 1.55 SECONDS.
LEVEL 1 - DEALS 250 DAMAGE AND STUNS FOR 1.65 SECONDS.
LEVEL 1 - DEALS 325 DAMAGE AND STUNS FOR 1.75 SECONDS.

CASTING RANGE : 500
DAMAGE TYPE: MAGICAL

LEVEL 1: 110 MANA, 10 SEC COOLDOWN.
LEVEL 2: 120 MANA, 10 SEC COOLDOWN.
LEVEL 3: 130 MANA, 10 SEC COOLDOWN.
LEVEL 4: 140 MANA, 10 SEC COOLDOWN.

NOTES

• DAMAGE TYPE: MAGICAL
THOUGH THE DAMAGE IS REALLY NICE, REAL MEN DO NOT HARASS. THE MAIN USE IS THE STUN, THE DAMAGE BEING THE ICING ON THE CAKE. THE MAIN REASON FOR LEVELING UP THIS SKILL IS THE ADDITIONAL DAMAGE. ANOTHER THING TO KNOW ABOUT THIS SPELL IS ITS MOVESPEED OF ONLY 1250. BECAUSE OF THAT, IT MAY BE BETTER TO GET CLOSER TO THE ENEMY OR LET AN ALLY WITH AN INSTANT DISABLE/STUN ACT FIRST IF THE TARGETED ENEMY HAS A MANTA STYLE/TRANSFORMATION ABILITY/BLINK.

IT'S NO-BRAINER IT'S A SKILL THAT OUGHT TO BE TAKEN AT LEVEL 1 IN EVERY GAME. THE COOLDOWN IS ALSO LOW ENOUGH TO BE SOMETIMES USED TWICE IN A BATTLE.

WAVE OF TERROR



SHENDELZARE LETS LOOSE A WICKED CRY, TERRORIZING ENEMY UNITS. THEIR ARMOR IS REDUCED.

LEVEL 1 - REDUCES ARMOR BY 2. DEALS 18.75 DAMAGE.
LEVEL 2 - REDUCES ARMOR BY 3. DEALS 37.5 DAMAGE.
LEVEL 3 - REDUCES ARMOR BY 4. DEALS 56.25 DAMAGE.
LEVEL 4 - REDUCES ARMOR BY 5. DEALS 75 DAMAGE.

CASTING RANGE : 1400
AREA OF EFFECT : 300
DAMAGE TYPE: HP REMOVAL

LEVEL 1: 40 MANA, 15 SEC COOLDOWN.
LEVEL 2: 40 MANA, 15 SEC COOLDOWN.
LEVEL 3: 40 MANA, 15 SEC COOLDOWN.
LEVEL 4: 40 MANA, 15 SEC COOLDOWN.

NOTES

• DAMAGE TYPE: HP REMOVAL
• THE WAVE GIVES VISION AS IT GOES FORWARD. 
DEFINITELY HELPS YOUR TEAM FOR DEALING PHYSICAL/MIXED DAMAGE, I.E. AUTOATTACKS MOST OF THE TIME. THE VISION AND THE HP REMOVAL ARE NICE BONUSES TOO, AND YOU SHOULD SOMETIMES USE THEM TO YOUR ADVANTAGE (RECON ANYONE ?). BUT NOTE THE SCALING ; IT'S NOT WORTH MAXIMIZING IT AT THE EXPENSE OF COMMAND AURA.

Quote:
COMMAND AURA



INCREASES NEARBY UNITS' DAMAGE.

LEVEL 1 - 12% BONUS DAMAGE
LEVEL 2 - 20% BONUS DAMAGE
LEVEL 3 - 28% BONUS DAMAGE
LEVEL 4 - 36% BONUS DAMAGE

AREA OF EFFECT : 900

PASSIVE

NOTES

• THE BONUS DAMAGE PROVIDED BY THE AURA IS BASED ON BASE DAMAGE AND PRIMARY ATTRIBUTE. 
YOUR TRUESHOT AURA ON STEROIDS, THAT WORKS FOR MELEE TOO. NOTE THAT IF YOU COMPARE THE DAMAGE AMPLIFICATION BETWEEN CONSECUTIVE LEVELS OF COMMAND AURA (I.E. WHAT'S THE DPS INCREASE BETWEEN COMMAND AURA LEVEL 2 AND COMMAND AURA LEVEL 1 FOR EXAMPLE ?), IT CAN BOOST YOUR DAMAGE BY UP TO 7.1/6.7/6.3 PERCENT, WHICH ARE OBVIOUSLY BIGGER THAN WAVE OF TERROR'S UP TO 6.0 PERCENT INCREASE PER LEVEL.

WHY THE 'UP TO' FOR COMMAND AURA ? BECAUSE IF THE NEARBY ALLIED HEROES HAVE RAW DAMAGE AND/OR ANOTHER DAMAGE AURA, THE DPS INCREASE WON'T BE AS BIG. HOWEVER, IN EARLY-MID GAME, IF YOU ARE THE ONLY DAMAGE AURA PROVIDER, AND IF YOUR TEAM ISN'T RETARDED TO THE POINT TO GET ITEMS THAT GIVE ABSOLUTELY NO PRIMARY ATTRIBUTE, YOU'LL REALIZE THAT INVESTING IN COMMAND AURA BEFORE WAVE OF TERROR WILL LEAD TO GREATER DPS. YOU MAY ARGUE THAT WAVE OF TERROR WORKS EVEN AFTER YOUR DEATH, BUT IN FACT COMMAND AURA WORKS FOR A LITTLE BIT AFTER YOUR (POTENTIAL) DEATH, SO THERE SHOULD BE VERY LITTLE DIFFERENCE GIVEN THE AVERAGE TEAMFIGHT'S DURATION.

COMMAND AURA HAS THE FOLLOWING MAIN ADVANTAGES OVER WAVE OF TERROR ; IT'S PERMANENT, IT DOESN'T REQUIRE AIMING (MAY BE OF IMPORTANCE IF THE ENEMY IS SPREAD OR JUST ENTERED THE COMBAT ZONE.), AND HELPS EXPLOITING A SUCCESSFUL GANK WITH THE BIG EXTRA PUSHING POWER, ESPECIALLY WHEN YOUR TEAM HAS TO DESTROY A TOWER.

BECAUSE COMMAND AURA WORKS ON ANY ALLIED UNIT AND IS PERMANENT, IT WILL TEND TO PUSH YOUR LANE, SO DO YOUR BEST TO DENY AND/OR MAKE CREEP PULLS.



Quote:
NETHER SWAP



INSTANTANEOUSLY SWAPS POSITIONS WITH A TARGET HERO.

LEVEL 1 - VENGEFUL SPIRIT AND THE TARGET INSTANTLY SWAP POSITIONS. CASTING RANGE : 600
LEVEL 2 - VENGEFUL SPIRIT AND THE TARGET INSTANTLY SWAP POSITIONS. CASTING RANGE : 900
LEVEL 3 - VENGEFUL SPIRIT AND THE TARGET INSTANTLY SWAP POSITIONS. CASTING RANGE : 1200

LEVEL 1: 100 MANA, 45 SEC (10*) COOLDOWN.
LEVEL 2: 150 MANA, 45 SEC (10*) COOLDOWN.
LEVEL 3: 200 MANA, 45 SEC (10*) COOLDOWN.

ALLOWED TARGETS : ANY HERO (ANY UNIT*)


NOTES

• 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).
THE REASON WHY YOU ARE THE SECOND MANLIEST HERO IN DOTA WITHOUT TESTICLES ! THINK BEFORE USING IT ; MOST OF THE TIME, IT INVOLVES SWAPPING ONE OF YOUR CARRIES OUT OF HARM'S WAY AT THE RISK OF YOUR OWN LIFE. BUT IT CAN ALSO BE USED TO SCREW AN ENEMY'S POSITIONNING VERY BADLY, LIKE A SAND KING WHO JUST CAST EPICENTER OR ENIGMA WITH ITS BLACK HOLE. DEPENDING ON YOUR PLAYSTYLE (AND YOUR SURVIVAL PROBABILITY...), YOU MAY WANT TO GET AGHANIM FOR THE REDUCED COOLDOWN.


SKILL BUILD

SKILL BUILDS ARE FLUID AND SHOULD BE ADAPTED ACCORDING TO YOUR ENEMY'S SQUISHINESS AND YOUR TEAM'S AUTOATTACK PROWESS.

STANDARD BUILD :

1. MAGIC MISSILE
2. WAVE OF TERROR
3. MAGIC MISSILE
4. COMMAND AURA/WAVE OF TERROR
5. MAGIC MISSILE
6. NETHER SWAP. DUH.
7. MAGIC MISSILE
8. COMMAND AURA/WAVE OF TERROR
9. COMMAND AURA/WAVE OF TERROR
10. COMMAND AURA/WAVE OF TERROR
11. NETHER SWAP
12. WAVE OF TERROR/COMMAND AURA
13. WAVE OF TERROR/COMMAND AURA
14. WAVE OF TERROR/COMMAND AURA
15. STATS
16. NETHER SWAP
17-25. WHATEVER THE FUCK IS LEFT

THIS IS THE SKILL BUILD YOU'D USE MOST OF THE TIME, AS IT'S MOST EFFECTIVE WHEN THE ENEMY HEROES ARE SQUISHY ENOUGH TO DIE IN 2-3 NUKES/STUNS AND/OR YOUR TEAM DOESN'T HAVE HEROES WITH HIGH DPS BASED ON BASE DAMAGE/HUGE PRIMARY ATTRIBUTE GROWTH. IF YOU HAVE SOME CONCERNS ABOUT YOUR ABILITY TO MAINTAIN CREEP EQUILIBRIUM, CHOOSE WAVE OF TERROR AT LEVEL 4 ; OTHERWISE, GET THAT MONSTRUOUS 12% DAMAGE AMPLIFICATION WITH COMMAND AURA LEVEL 1.

OMFG COMMAND AURA EARLY? THIS GUIDE IS N00B!!!!
NOT MAXIMIZING COMMAND AURA EARLY IS LIKE PLAYING DROW RANGER WITHOUT TRUESHOT AURA NOR MARKSMANSHIP. NOT ONLY WILL YOU PLAY A HERO THAT PROBABLY WON'T DO ITS JOB, IT WILL MAKE YOUR PERFORMANCE WORSE. WHAT YOU WANT TO DO IS KILL THE ENEMY AS FAST AS POSSIBLE, WHICH IS THE REASON WHY YOU CHOOSE COMMAND AURA BEFORE WAVE OF TERROR LEVEL 2/3/4 ; IT'S A MATTER OF MAGNITUDE SCALING ! ONLY GIVE THE PRIORITY TO WAVE OF TERROR IF YOUR TEAM'S PHYSICAL DAMAGE IS MAINLY PROVIDED BY SPELLS/SKILLS THAT AREN'T GIVING DAMAGE THROUGH THE PRIMARY ATTRIBUTE.


HOWEVER, SOME TEAM ROSTERS ARE MORE PHYSICAL/MIXED DAMAGE ORIENTED, ALLOWING YOU TO DITCH MAGIC MISSILE'S EXTRA DAMAGE :

PHYSICAL DAMAGE BUILD :

1. MAGIC MISSILE
2. WAVE OF TERROR
3. COMMAND AURA/WAVE OF TERROR
4. COMMAND AURA/WAVE OF TERROR
5. COMMAND AURA/WAVE OF TERROR
6. NETHER SWAP. DUH.
7. COMMAND AURA/WAVE OF TERROR
8. WAVE OF TERROR/COMMAND AURA
9. WAVE OF TERROR/COMMAND AURA
10. WAVE OF TERROR/COMMAND AURA
11. NETHER SWAP
12. STATS
13. STATS
14. STATS
15. STATS
16. NETHER SWAP
17-25. WHATEVER THE FUCK IS LEFT

THIS BUILD IS CLEARLY ORIENTED TOWARDS PHYSICAL DAMAGE, AND SHOULD BE USED IN SOME SPECIFIC CASES. MAXIMIZE COMMAND AURA EARLY IF YOU WANT TO HARASS THE HELL OUT THE ENEMY AND IF YOU CAN MANAGE THE CREEPS' TENDENCY TO PUSH. AN EXAMPLE WOULD BE IF YOU WANT TO OPPOSE AN ENEMY TRILANE WITH A TRILANE MADE OF VENGEFUL SPIRIT, DROW RANGER AND WITCH DOCTOR ; BESIDES HAVING VERY GOOD DEFENSIVE ABILITIES, THE HARASSING/LAST-HITTING/DENYING POTENTIAL IS AWESOME WITH SUCH A LINEUP. NEED I SAY THAT AT LEVEL 5, YOU CAN POTENTIALLY HAVE A 49% BONUS DAMAGE ADVANTAGE ON YOUR ENEMIES ?

ANOTHER ADVANTAGE OF THIS BUILD IS THAT YOU SAVE 3 SKILL POINTS ON MAGIC MISSILE, GIVING YOU A BETTER TEAMFIGHT ABILITY MID-GAME, AS COMMAND AURA AND WAVE OF TERROR WILL BE MAXIMIZED BY LEVEL 10, AND GIVING YOU EXTRA BEEFINESS WITH MORE STATS EARLIER.


ITEM BUILD

STARTING ITEMS

SOME COMBINATION OF THESE ITEMS


ITEMS TO GO FOR:
ASK YOURSELF THIS FIRST:
AM I PLAYING VENGEFUL SPIRIT?

YES: GET WARDS
NO: GET WARDS

BUT I'M TOO NOOB TO WARD CORRECTLY
WHAT THE FUCK, HAVEN'T YOU READ THIS GUIDE YOU DUMB SHIT ?

TREADS OR PHASES (OR ARCANE OR TRANQUIL)


EITHER. BUT NOT BOTH DESPITE THE FACT THAT YOU HAVE TWO FEET (EXCEPTION FOR TRANQUIL BOOTS : YOU CAN SEE IT AS A MORE COST-EFFECTIVE RING OF HEALTH).

WORK YOUR WAY TO GET AT LEAST SOME UPGRADED BOOTS, MAGIC WAND, TP SCROLL AND ONE OF THE FOLLOWING MANA REGEN ITEMS (UNLESS YOU ALREADY GOT ARCANE) :




NOW ASK YOURSELF THESE QUESTIONS, AND PICK THE ONE THAT YOU CAN SAY YES TO BEST

FOR YOUR LEARNING PLEASURE, THE ITEMS ARE TIERED BY WHAT YOU SHOULD GET

BALLER TIER


POOR MAN'S SHIELD ITEM AFTER WARDS TIER


SUPPORT ITEM AFTER WARDS TIER


TANKING ITEM AFTER WARDS TIER


DISABLE ITEM AFTER WARDS TIER


DPS ITEM AFTER WARDS TIER


ONLY IF I CAN GET 6 OF THEM TIER


WHATEVER ARE YOUR ITEM CHOICES, THE PRIORITY SHOULD BE GIVEN TO YOUR TEAM'S NEEDS AND YOUR SURVIVAL, THE DISABLE AND DPS ITEMS BEING THE LAST PRIORITIES. AND NO, VANGUARD ISN'T RECOMMENDED BECAUSE THE AVERAGE DAMAGE BLOCK IS ONLY 12 FOR A RANGED HERO, AND YOUR FARMING SPEED IS WAY TOO LOW.


GAME WALKTHROUGH

LANE ETIQUETTE:
DO NOT "HARASS" WITH MAGIC MISSILE. REAL MEN DO NOT HARASS. THE STUN IS WORTH MORE THAN THE DAMAGE. USE IT WHEN YOU KNOW YOU, YOUR TOWER, AND/OR YOUR CREEPS CAN GET IN A FEW HITS. IF YOU'RE LANED AGAINST A LOW HP MELEE HERO, FIRE AT HIS FACE ANY CHANCE YOU GET ; DO NOT TRY TO HARASS LONGER-RANGED HEROES.

SHOULD I HAVE A LANING PARTNER?
UNLESS THE ENEMY HAS 4+ MELEES AND THERE IS NO OTHER CARRY ON YOUR TEAM, I.E. WHEN YOU ARE PLAYING A TERRIBLE PUB, YES. ALSO FOR THE LOVE OF GOD, THE PARTNER NEEDS TO EITHER HAVE A DISABLE OR BE RANGED. ROAMING IS ALSO AN OPTION FOR VENGEFUL SPIRIT.

GANKING ETIQUETTE
HELP YOUR WEAK AND PUNY ALLIES WHENEVER YOU CAN AND ARE SURE OF A KILL. AS THE (2ND OR 3RD SOMETIMES) MANLIEST CHARACTER ON YOUR TEAM, YOU SHOULD ALWAYS SMARTLY THROW YOUR MAGIC MISSILE IN A GANK TO ENSURE A CHAINSTUN, AND TANK THE TOWER IF NEED BE.

TEAMPLAY ETIQUETTE
DISTRIBUTE THE FINANCIAL BURDEN OF SUPPORT ITEMS/CONSUMABLES BETWEEN ALL SUPPORTS, AND THAT INCLUDES YOU. FARM AS MUCH AS YOU CAN WITHOUT BEING DETRIMENTAL TO YOUR CARRIES' FARM/SECURITY. ALSO PRE-PLAN THE ORDER OF STUNS/DISABLES, ESPECIALLY IF FACING A HERO WITH AN ESCAPE MECHANISM. BECAUSE OF YOUR RELATIVELY LOW-CD STUN AND YOUR WONDERFUL AURA, PLACE YOUR SURVIVAL BEFORE ANYTHING EXCEPT YOUR CARRIES. DO NOT 'SUICIDE-SWAP', I.E. SWAP WHEN THE ENEMY IS REGROUPED AND NOT OUT OF POSITION.

WHAT DO I DO IN A TEAM FIGHT?
1. LOCATE CLOSEST ENEMY THAT DOES SOMETHING IN THE FIGHT
2 OR 3. MAGIC MISSILE HIM.
2 OR 3. WAVE OF TERROR HIM.
4. ATTACK HIM.
5. IF HE IS DEAD, GO TO STEP 6. ELSE, REPEAT 2, 3 AND 4
6. GO TO STEP 1. IF THERE ARE NO ENEMIES LEFT, GO TO STEP 7
7. PUSH AND/OR SPLIT FOR FARM !

(YOUR ACTUAL EXPERIENCE MAY VARY. YOU MAY NEED TO NETHER SWAP AT ANY MOMENT FOR THE GREATER GOOD ; OTHERWISE, SURVIVE AT ALL COSTS !)

AM I A BALLER?
DO YOU HAVE AGHANIM?

I GOT A DIVINE RAPIER AND AN AEGIS AFTER MY AGHANIM
YOU ARE NOW BALLING OUT OF CONTROL



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