Introduction
Leviathan theSupport
Build : Off-laner
DotA2 Hero: Tidehunter
Build : Support
DotA2 Hero: Tidehunter
Abilities
Gush
As said above, since it's a single target spell and the slow isn't that good when trying to escape, it's usually skipped in the off-lane build. Also, you don't want to waste extra mana if you need to spam your Late game, use this ability on a key Hero (preferably a carry) that doesn't have a BKB or other forms of magic immunity: the magic damage is pretty low, but the negative armor still applies for a lot of time; this makes a fight between carries in your team's favor. |
Kraken Shell
| This passive is very underrated: it actually does a great job in the
laning phase, as it deters a lot of harass damage, but remember it still
makes you vulnerable to magic damage! Don't get caught in a 3vs1
situation feeling overconfident. How does this passive work in conjunction with a When maxed out, this skill basically gives you a free Lastly, don't forget about the best feature of this ability: after reaching a damage treshold, it removes all the debuffs affecting you! Again, this makes |
Anchor Smash
It's an AoE spell, so it can hit multiple enemies, but it has very low range. Because of this, it's a perfect follow up after your As it deals physical damage, you can use it to farm ancients: if you're having a hard time in the off-lane, you can still stack your ancient camp nearby and farm it to get some gold and experience. When off-laning, use it to hit creeps from a safer distance: as it deals much more damage than an average last-hit you should be able to get some gold even against a trilane. |
Ravage
| The main reason why The biggest flaw of this skill is that it does nothing to magic immune Heroes: make every initation count, Blink in and stun before the enemy carry can react and activate his The damage and stun are not instantaneous: the more distant the enemies are, the more time it takes for the As the mana cost increases by quite a lot when levelling it up, you should consider keeping it at level 2 when building a Don't be afraid to use |
Items Explanation: Off-Lane Build
The off-laning position is the best way for a
Starting items
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Early game items
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These items are more or less a no-brainer when playing A Lastly, the |
Situational Extensions
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If nobody in your team is going to buy it, get a This item is so good for early game-oriented strategies that people sometimes pick it up even before the |
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The Not only it helps you escape certain situations, it also makes you able to join or leave fights much quicker and adds mana to your relatively slow pool. It will save your life a lot of times, don't underestimate it. |
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This is a perfect item for On the other side, it's a gamechanging item if someone in your team can disable the enemies before you come in, so you can use it on the enemies before jumping in: |
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The Remember it also adds a bit of intelligence and a good amount of armor: being a STR Hero, |
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Lastly, another situational pickup is the If you're lucky enough, you might be able to apply the maim on an enemy after a |
Late Game Items
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This item is required if your team is having troubles pushing tier 3 towers: the extra HP regeneration and especially the barrier
blocking magic damage do a lot versus the majority of teams. Don't buy
it if the enemies have little to no magic damage, though. The insane amount of HP regen and the magic resistance pair very well with your |
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The Another good reason to buy the |
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Do I really have to explain this? Double the ultimate, double the fun.
As for all the other items, though, this isn't always the best choice:
if the enemies are all squishy targets then take it, but if there are
many BKB holders or tanky carries you might need to pick something that
can help your carry like a Vlad's, Shiva's or Vyse. Remember that |
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If you want to help your team but there isn't a precise enemy carry who dominates fights, lowering the attack speed of all of them is a really good way to give yourself an edge. Plus, the arctic blast works very well in conjunction with your |
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Many players consider this the best item in the game, and though it may
not be true it's one of the best late game items for sure: using the hex
on a carry makes him unable to attack or run away and also removes all
his buffs (including evasion). Always buy one if the enemy hard carry is
too farmed, it's the only way to stop him. This is a perfect item when you reach the very late game: by that time you should have a |
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Lastly, this is kind of a situational item, but at the end of the day
every team needs one: 2050 gold for an aura that scales into late game
and makes Roshan fights super easy, what else would you need? Normally, people don't buy it when they have no melee Heroes in their team, but if one of your team's core Heroes (excluding you) can benefit from the lifesteal then you should always think about getting it. But still, don't but it if one of your teammates already has one! Two |
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In the late game, being able to teleport back and forth between base and
lane might save your team from a gg push or make you reach the
frontlines just in time to land a counter-initiation: after buying a
Shiva's or Vyse you won't need Arcanes anymore, so you can buy a pair of
Consider buying it when all your towers are down and you already have a Shiva's and Vyse/Refresher, as you don't need much else to win the game. Usually, by the time you pick up BoTs you'll be 50-55 minutes into the game. |
Items Explanation: Support Buld
Don't forgetStarting items
Choice 1
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As you should be playing hard support, most of the time you'll have to buy an A Lastly, a |
Choice 2
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This is the same starting build with some substitutions: if a support
has already bought Courier and Wards, spending 300 gold on a If you aren't playing trilanes or your team's roaming duo isn't good, consider substituting the Smoke with Branches and Clarities. And if the other support bought a Courier but no Observers (or vice versa) substitute the Sentry Ward with the missing item plus a Clarity or Branch. |
Early game items
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A A Lastly, rush a And for this reason, never forget about |
Boots Choice
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On the other hand, if your team isn't heavily dependent on mana or there are two pair of Arcane Boots (or a |
Post-Core Items
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Most of the time, you should turn your Stick into a If you feel the Stick is unnecessary, just skip the Wand and sell it whenever you need inventory space. |
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The Not only it helps you escape certain situations, it also makes you able to join or leave fights much quicker and adds mana to your relatively slow pool. It will save your life a lot of times, don't underestimate it. |
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This is a perfect item for On the other side, it's a gamechanging item if someone in your team can disable the enemies before you come in, so you can use it on the enemies before jumping in: |
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This is kind of a situational item, but at the end of the day every team
needs one: 2050 gold for an aura that scales into late game and makes
Roshan fights super easy, what else would you need? Normally, people don't buy it when they have no melee Heroes in their team, but if one of your team's core Heroes (excluding you) can benefit from the lifesteal then you should always think about getting it. But still, don't but it if one of your teammates already has one! Two |
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Is there a Hero that doesn't benefit from a This item is very similar to the |
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If nobody in your team is going to buy it, get a Contrary to what you could do when off-laning, never buy it before the Dagger unless you want to be a sitting duck for the first half of the game. |
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This item is required if your team is having troubles pushing tier 3 towers: the extra HP regeneration and especially the barrier
blocking magic damage do a lot versus the majority of teams. Don't buy
it if the enemies have little to no magic damage, though. The insane amount of HP regen and the magic resistance pair very well with your |
Situational Items
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The If you're lucky enough, you might be able to apply the maim on an enemy after a |
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The If you want this item because the conditions above are met you have to get it early, very early: Blink- |
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The If you need vision, most of the time a |
Skill Builds
Skill-wise, this Hero is very versatile: both
Kraken Shell
Anchor Smash
Anchor Smash
Kraken Shell
Anchor Smash
Ravage
Anchor Smash
Gush
Gush
Gush
Ravage
Gush
Kraken Shell
Kraken Shell
Stats
Ravage
Stats
This is the standard skill build for the off-lane: notice how you don't need extra levels of
Gush
Anchor Smash
Gush
Anchor Smash
Gush
Ravage
Gush
Kraken Shell
Anchor Smash
Anchor Smash
Ravage
Kraken Shell
Kraken Shell
Kraken Shell
Stats
Ravage
Stats
If you feel the amount of burst damage in your lane is already high, you can switch Friends and Foes
Many lanes benefit from a supportFriends
Laning-wise, armor reduction is the way to go if you want to get kills: if you have a disable, stacking negative armor with
Teamfight-wise, pairing up with any of the following Heroes with high-damage teamfight ultimates (first line) makes clashes much easier; nonetheless, don't get too many of them in the same team, or you might end up being split pushed to death since your single target capabilities will be almost non-existent. The second line is for Heroes that can keep the enemies in place before you come in with a
Heroes you're useful against
As said before, you're also a very good counter-initiator: most teams will not group up versus a



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