Vengeful Skill Build

7:43 PM


1. Magic Missile
2. Wave of Terror
3. Wave of Terror/Magic Missile
4. Magic Missile/Wave of Terror/Stats
5. Wave of Terror
6. Nether Swap
7. Wave of Terror
8. Command Aura/Magic Missile
9. Command Aura/Magic Missile
10. Command Aura/Magic Missile
11. Nether Swap
12. Command Aura/Magic Missile
13. Magic Missile/Command Aura
14. Magic Missile/Command Aura
15. Stats
16. Nether Swap
17-25. Stats

  • Underlined skills are the prefered ones to max, but the other suggestion is still viable
  • Please don't take this as a rigid build. Be creative.
  • Don't be afraid of taking Stats early on if things aren't going well.
  • Always think about your team before using a skill point. DotA is won by a team, not by a carry, a ganker or a support.
  • Would be good if you read this guide, this one (Adapting section) or this one (In spanish and more oriented to build-gameplay). All are about adapting to the game circumstances.




This is, probably, the most important and the most viewed part of the guide, so I'll try to do my best working here.


Starting Build Options




This is a Basic Start, with basic regeneration, basic stats and buying wards, maybe the only "must" of this guide. With this build you usually will go to a trilane, but roam is also viable because of the regeneration.


Hardcore Support Build. Buying Chicken+Wards isn't very usual, but with Vengeful can be viable, since you are item independent since very low levels. As you don't get Clarities-Salves, roaming isn't very viable. The most common scenario when I do this is when I go to babysit someone like Mercurial or Siren.

x2

This is a very risky build. You have a lot of consumables since you will be walking and walking like a moron (Sorry, I mean ganking everywhere). Please do this only if you are very confident in your roaming skills, because if you don't know how to hide and gank you will be only a lost piece in your team, doing nothing.


Early Game Build



Cheaps items because you will ward 24/7. The Bracer increases your survivality a lot and the Magic Stick is necesary for Burst Mana-Heal. Now Generic Boots gives you 55MS, so they are a good deal. Town Portal is always needed to escape, push, defend, gank, etc. and the wards are a no-brainer on Vengeful.


Early Game Toolbox





This thing is really useful in trilanes. If none of your teammates will get it, you should do. Maybe it can be some extra money on your build, but trust me, the difference between Basilus and non-Basilus trilanes is awesome.


This is a great item and some people get this always. I get this only when I don't have any Bottle-User and I have the money to get this without neglecting the warding.


The damage block is always useful for a Tower-Diver like Vengeful, but the agility isn't very interesting for a support. Anyways, is a decent option if you don't plan to get Vanguard.


Supporting stuff, if you are the only support and/or your team is full of "I want to farm, so STFU fucking support" guys. Don't try to get those on all the games, you won't have the money.



Mid Game Build



During Mid Game, you won't get a lot of items. Your main goal is to have a good map control for your team, so wards are a "must". About other items, you probably would like to get Urn of Shadows, a great item for gankers. Upgrading your Boots to Treads is optional, but still gives a good boost to HP.


Mid Game Toolbox





This item is very interesting, but likely there will be a better manaboots-user on the team, like Shaker, Tiny or Tinker (Ok, just kidding).


Cheap magic resistance. I get this usually when I'm against a team with a lot of nukers, is stupid against Mortred-Dazzle-Bristleback-Syllabear-Lanaya or similars.


This item means cheap regeneration and burst mana. Its problem is Vengeful's low HP. You can get it if you feel like the autodmg won't hurt you a lot.


Okay, Buckler and Headress are defensive support items. You are an agressive support. Nevermind. Both can be viable options if none of your teammates will get them. Buckler gives some extra EHP and Headress helps a little with the regeneration.


Yup. Force Staff. Yes, it costs 2200 and you won't farm a lot (You probably WON'T farm), but is still a good option. If required, it can be rushed, leaving the warding to the other support.


Gondar hitting so hard? Clinkz ungankable? Weaver so squishy? This is the answer.



Late Game Build



And this is the Average Build when playing Vengeful. At late game you should aim for a Medallion (The -armor is just great) and a Vanguard (If you can handle it, is a great boost to survivability).


Late Game Toolbox





This is a very expensive boost to survivability, but can be viable instead of Vanguard, if the enemy carry is a magical one (Okay, this doesn't happen a lot, but if happens you should be ready)


A nice upgrade for the Bracer, giving you and your friends a decent MS boost. The counterpart is the price (1725)


This item can be the difference between the survival and a slaughter. Don't doubt about getting this if enemy carry is pwning you really hard.


Okay. This is the most expensive item on the guide (4300), but gives nice stats and the cooldown change on the ulti is great. There are some scenarios where you would like to get it, so don't forget about this only by its price.


The orb isn't that great for VS, but the activable is. The purge comes in handy against some annoying buffs like Insatiable Hunger and if none of your teammates think about getting this, you can do it.


Please don't come with the speechs of "OMG vlads melee item u noob me pro". This is actually a great item which helps a lot your teammates and also stacks with your Command Aura. Always viable if your carry is melee.

Proceed below for Item Build:



Vengeful Item Build
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Ursa Skill Build

7:39 PM
Skill Build:
Skill Build Reason
·Following some calculation result in a Post of mine in Chinese, Ursa can get his high explosive power earlier in the game. We need the max level of Overpower and Furry Swipes ASAP.

·So, when Ursa is level 10, only one level of Earthshock, max level of Overpower and Furry Swipes, one level of Enrage.

·If you feel great pressure in lane, level up Earthshock when Ursa is level 1 to get last hit.

·About how to choose Overpower and Furry Swipes in early level?
IDEA 1: For Higher Combo Damage
·Mathematic calculation result show us: When Ursa is level 7, in one or two combo of Overpower, the better way is to have lvl1 of Earthshock, lvl3 of Overpower, lvl2 of Furry Swipes and lvl1 of Enrage.

IDEA 2: For Roshan Farming Easier
·But if you want to farm Roshan when Ursa is level 7 easier, you can choose lvl1 Earthshock, lvl1 Overpower, lvl4 Furry Swipes and lvl1 Enrage.

Build Lane
Build Lane of IDEA 1:




01, Earthshock
02, Furry Swipes
03, Overpower
04, Overpower
05, Furry Swipes
06, Enrage
07, Overpower
08, Furry Swipes
09, Overpower
10, Furry Swipes
11, Enrage
12, Earthshock
13, Earthshock
14, Earthshock
15, Stats
16, Enrage

Build Lane of IDEA 2:




01, Earthshock
02, Furry Swipes
03, Overpower
04, Furry Swipes
05, Furry Swipes
06, Enrage
07, Furry Swipes
08, Overpower
09, Overpower
10, Overpower
11, Enrage
12, Earthshock
13, Earthshock
14, Earthshock
15, Stats
16, Enrage

Proceed below for Item Build:


Ursa Item Build
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Lanaya Skill Build

7:34 PM
Skill Build

Psi Blades
Refraction
Refraction
Meld
Refraction
Psionic Trap
Refraction
Meld
Meld
Meld
Psionic Trap
Psi Blades
Psi Blades
Psi Blades
Stats
Psionic Trap
Stats
Stats
Stats
Stats
Stats
Stats
Stats
Stats
Stats


Psi Blades at level 1 so you don't have to walk around creeps for a last hit. When last-hitting, try position yourself in the lane so that the damage splashes onto your opponent. Note that damage from denying your own creeps also splashes via Psi Blades.

One level of Meld has its uses for hiding/mindgames/spell-dodging, so take it at level 4 or maybe at level 3 if there's certain spells you could dodge with it on the enemy team and they gank you early (Magic Missile, Elune's Arrow etc).

Refraction is maxed first. This is for defensive reasons to ensure your opponents do not harass the hell out of you with nukes or a ranged high base damage. It should also be used for last-hitting.

Meld is maxed next to pump your damage output to the max by midgame. Meld is NOT used to hide. If, and only if the shit hits the fan and your Refraction's run out and it's on cooldown and you're about to die, attempt to juke into some trees and Meld and wait for Refraction to cool down. It's generally an OFFENSIVE skill.

One thing about Meld; try not to Meld-hit uphill if you can. If your opponent is at a higher position on a ramp than you are, you have the 25% chance to miss because you are a ranged hero no matter how short your range his. Your Meld-hit can miss, and this leads to halving your burst damage.

Psionic Trap is taken at every possible level, for cooldown decrease and to increase warding capability. As soon as you hit level 6, ward both rune spots with it. If enemies counter-ward, simply replace it later. It has low cooldown and negligible manacost!

Additional levels of Psi Blades is nice but not as necessary as Meld and Refraction until later levels.

Proceed below for Item Build:



Lanaya Item Build
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Traxex Skill Build

7:31 PM
Standard

1. Silence
2. Frost Arrows
3. Frost Arrows
4. Stats
5. Frost Arrows
6. Marksmanship
7. Frost Arrows
8. Silence
9. Silence
10. Silence
11. Marksmanship
12. Trueshot Aura
13. Trueshot Aura
14. Trueshot Aura
15. Trueshot Aura
16. Marksmanship

Aura Drow

1. Silence
2. Frost Arrows
3. Frost Arrows
4. Trueshot Aura
5. Frost Arrows
6. Marksmanship
7. Frost Arrows
8. Trueshot Aura
9. Trueshot Aura
10. Trueshot Aura
11. Marksmanship
12. Silence
13. Silence
14. Silence
15. Stats
16. Marksmanship

HoTD Build


1. Silence
2. Trueshot Aura
3. Trueshot Aura
4. Frost Arrows
5. Trueshot Aura
6. Marksmanship
7. Trueshot Aura
8. Silence
9. Silence
10. Silence
11. Marksmanship
12. Frost Arrows/Stats
13. Frost Arrows/Stats
14. Frost Arrows/Stats
15. Stats/Frost Arrows
16. Marksmanship


Justification (Standard): Silence is the skill that will keep drow rapists at bay during those annoyingly expected tri-lane first blood attempts. I always take it as my first skill, but only because a 10% movement speed slow for one person is not going to make any difference. It's like Venomancer's Poison Attack. Ahh, so now you remember how shitbrix the slow is by itself.

What happens next is we completely forget about it until we reach Level 8, where we can prolong the duration of the silence during those vital team fights. Nifty.

Frost Arrows is taken second but maxed out first. This is one helluva slow considering not all people feel the need to buy a Boots of Speed when everybody's Level 7 but you do, and well, a 40% movement slow (not implying that we are ignoring the 20% attack speed slow) and chasing becomes much more efficient. Not only are you going to force them to at least consider buying BoS when they can't escape from you and your supposed lane partner, but... okay, that's pretty much all you're doing.

I'll discuss Orb Walking with this skill later on in General Strategy. Just remember that Frost Arrows overrides every other orb you give Drow Ranger. Which means that you do not slow when you add Lifesteal. I'll be talking about this also on General Strategy.

Trueshot Aura is taken at Level 12 when you can actually feel the difference between an aura-infused drow-arrow and an arrow. This is because you just leveled Marksmanship twice and it bordering on late game now, where percentage-based damage buffers begin to make their presence known.

Marksmanship gives you the biggest boost in AGI in the game from just one skill. It makes no sense not to take it. You'll particularly feel it the most during Level 6, when you have piss-poor AGI at the beginning.

Keep in mind, 1 point of AGI gives Drow Ranger: +1 attack speed, +1 damage, and 0.14 Armor. 7 points of AGI gives her a full 1 point of Armor.

Stats is taken at Level 4. OMGWTFBBQ? Let's see, you might underestimate the power of a level of Stats. Consider which skills you might want to take at the time. Level 2 Silence, for four seconds? The basic core of Silence is working at Level 1, no thanks. Level 1 Trueshot Aura? Nope, this skill's going to be leveled too far off. Level 3 Frost Arrows? You can't level this skill at Level 4! Stats it is!


Justification (Aura Drow Build): The main difference is the presence of Trueshot Aura early over Silence, to the point that we substitute Stats for it at Level 4.

You will only follow this build, and its variations, when there is not much threat coming from spellcasters, and you are the only carry they are relying on. This is highly unlikely in an organized game. Why? The enemy will always prioritize early gamers over late carries. Also, the skill build relies on your farming skills so bad, that you must have some tier item by the end of Level 11 just to make use of this build.

Take it at your own risk and pleasure.


Justification (HotD Build): Trueshot Aura is taken after one safety level of Silence. It is your main damage source early on. The idea is to forget much of Frost Arrows and focus on a much more damage-oriented Drow Ranger. This gives up most of your chasing capabilities in favor for more damage. This is the Ultimate carry build.

Frost Arrows is taken at Level 4 to orb-walk. That's pretty much it. If necessary, you can take it again to max it at Level 12 and beyond, but as you can see, it is easily replaced by Stats instead.

Silence is taken at Level 1, as stated before, and maxed out by Level 10 to ensure clash functionality and no retaliation from spellcasters when you need it.

Stats may be taken starting from Level 12 as a single point or as continuous points throughout the later levels. If you took it as a single point at 12, you will max out Frost Arrows at Level 15.

Proceed below for Item Build:



Traxex Item Build
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