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Windranger Build Solo Lane (Mid or Offlane)
Windranger Build Support
Windranger Pros and Cons
Pros
- Well rounded stats gain
- Strong mix of physical and magical damage
- Long duration dual target stun
- Long range AOE nuke
- Good escape and defensive ability
- Flexible laning and role options
Cons
- Quite squishy early on
- Vulnerable to magic and burst damage
- Can be neutralised by movement/attack slows
- Stun is unreliable
- Requires good positioning
Ability Skills
Shackleshot
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This secondary target can be an enemy creep, minion, hero or even a tree (including
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This means that you can potentially stun two enemy heroes for 3.75 second each - an incredibly potent ability if you get it right.
Good positioning and timing are the key to landing a good shackle, although having other players set you up with reliable stuns also makes it much easier. This is part of the reason that positioning items like
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Some tips for landing good shackles:
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Be very aware of the range of
Shackleshot, if you use it from outside the range, you'll have to move closer before throwing, meaning you'll potentially lose your angle/timing.
- Be patient; sometimes you need to wait for the right moment - rush it and you'll have to wait too long for another chance.
- Always be aware of your positioning and what opportunities are available for you to land a good shackle. Creeps in front, trees behind, etc.
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You can use
Windrun to help get the angle you need if necessary, but be aware of the cost and cooldown.
- You don't always have to go for the best possible shackle; a long stun on one important hero can be better than missing a two man stun.
- You can shackle enemy heroes by aiming at a creep in front of them, they will be auto-prioritised, and it can allow you to hit them when you wouldn't otherwise have the range or a target behind them.
Powershot
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It has a number of uses:
- The long range makes it very suitable for safely pushing out lanes or farming from distance.
- You can snipe fleeing enemy heroes with a little guesswork and anticipation.
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You can hit multiple enemy heroes when they're lined up...say by being stuck together with a
Shackleshot...remember early game this is far more damaging than your normal attacks.
Windrun
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It also gives you a 50% movement speed boost, and slows any enemies within a small radius. Obviously this gives you a chance to get away or reposition, but can also be used to effectively slow enemies who are chasing allies.
All round this is a great skill for a relatively squishy hero to have - you're basically invulnerable to certain forms of attack for the duration (including towers), and gives you great survivability against most carries.
Say you're using
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Although it's usual to get a single early point in it, get another if you feel like you need it.
However, it does also have some disadvantages:
- It provides no protection against magic damage, so you still be stunned, slowed or nuked while it's active
- It has a relatively high cost and long cooldown during the early game.
- It is countered effectively by true strike (e.g.
Monkey King Bar ).
Focus Fire
Recently reworked,
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However, despite the increased attack speed, you do lose some of your damage - inflicting between 50% and 100% depending on level and whether you have an
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When and how useful this skill is depends mainly on your role. Support
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Skill Build
Windranger is an interesting hero to build as all of her skills are fully viable and can be changed on the fly to fit the situation.
The solo build listed above is definitely the most common one, and makes sense for a number of reasons - a level in
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The support builds are much more flexible - you may well want to put extra points into
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Your other two powers can be skilled as required - you only need
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When to Pick Windranger
Pick
- Enemy team has a lot of physical damage
- You want a strong and flexible all-rounder
- Your allies have reliable setup stuns
Dont Pick
- Enemy team has a lot of magical burst damage
- Enemy team have a lot of disables/silences
- You need a #4 who can semi-jungle efficiently
Roles Windranger
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For me, there are 3 main
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I get frustrated sometimes in pub games where
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Laning-wise, she can go offlane, mid or safe support - although offlane is historically the most popular. The big problem she has these days is that her escape is less effective than some of the alternatives like
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However, don't underestimate her effectiveness in the offlane - she has good range, attack damage and the long range farming/pushing of
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Mid she does just fine in, being reasonably competitive against most other mids without being dominant. Support is ok for her, although she's reasonably level dependent so doesn't particularly enjoy trilanes unless they get kills. With a reliable stun to setup for
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Items Notes
As with all flexible heroes, there are a large number of effective ways of building
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Starting Items
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Personally I tend to go for the
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Some players like an early
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Core Options Items
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You effectively have 2 pairs of boots to choose from as
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This isn't entirely tied to role - there's no reason an offlane WR has to go
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My usual choice for
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I have to say, another of my pet hates when watching others play
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Extension Options Items
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There are so many good extensions on
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The most popular one is probably
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An alternative is
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There are plenty of other options too -
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On the damage/disable side,
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Finally the
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Luxury Items
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Your choice of luxury items will depend on your role - support-rangers tend to lack the necessary existing damage equipment to focus on maximising
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Semi-carry rangers can look to build up their damage further - with
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You can choose fairly freely between damage/utility items like
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Situational Items
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A selection of odds and sods that you may need from time to time.
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Sample Builds
Supportranger
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Utilityranger
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Pushranger
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Damageranger
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Good Allies
Chaos Knight,
Pudge
Heroes who can both stun and reposition enemies are very useful for you - with a little co-ordination it's very easy to make good
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Nature's Prophet
A quick arrival from
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Elder Titan,
Enigma,
Magnus,
Tidehunter,
Naga Siren and
Treant Protector
Any long AOE stuns make it easy for you to line up a pairs of enemies and hit them with Shackle/Power combo.
Crystal Maiden,
Keeper of the Light
Mana batteries are nice for keeping you and your team topped up, allowing you to spam your powers more and potentially make different item choices.
Legion Commander,
Abaddon
Allies who can quickly remove debuffs and heal you are very handy for an evasive hero like
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Bad Enemies
Lion,
Lina,
Tiny,
Nyx Assassin,
Zeus,
Queen of Pain
Burst damage, especially of the magical variety is bad news for you. Early game you have relatively poor starting strength (with good growth) and
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Slark,
Disruptor,
Nature's Prophet,
Clockwerk,
Bane
A selection of long and unpleasant traps that you can't escape from using
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Drow Ranger,
Bloodseeker,
Night Stalker
Long Silences combined with slows or other unpleasant debuffs are not fun for a hero who is so reliant on her abilities to escape. You can potentially cause all of these heroes problems, but have to be very careful if you don't have a numbers advantage.
Warlock ,
Lich ,
Skywrath Mage
Strong magical harassment is difficult to dodge and will wear you down over time unless you can find a way to kill them.
Conclusion
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Although commonly played as an offlaner, she's one of the strongest heroes against physical damage, and is much harder to pick off than most others if played as support. Her item and skill builds are extremely flexible, and you can easily make her into a disabler, nuker, utility, pusher or almost-carry as required. She may not be the single best at any of these, but she's pretty good at all of them.
The only big no-no when it comes to picking
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Tips to plays Windranger
- If you must solo a lane, take
Windrun first. This will give you a reliable escape if you are being ganked early.
- Power Shot should always be maxed first, as it is a very
powerful nuke early. One point in both Shackle Shot and
Windrun is usually sufficient. Remember that Power Shot damages invisible heroes, so if you know where they are do not hesitate to use it. Late-game, Power Shot can be used as an exploratory long-range spell.
- Power Shot claims to do reduced damage if released early, but releasing it at 80% or more inflicts full damage.
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Mekansm is very strong on
Windranger . Consider getting it on her after your upgraded boots, provided no one else can get it at a similar time. Remember,
Mekansm is better the earlier it's gotten.
- Shackle Shot's ministun is extremely useful for interrupting channeled spells, such as Bane's and Pudge's ultimates.
- Early-game, unless circumstances are unusual, always save enough mana to
Windrun when you are in dangerous territory.
- Due to the rework of
Focus Fire, it might be useful to level it early, as it is now more useful in teamfights, allowing you to focus down the enemy carry, be wary of the mana cost though, as using it might leave your mana too low to cast your other spells, which are more useful in most cases.
- Despite being an escape mechanism,
Windrun is potentially a very powerful defensive spell, as it allows complete immunity against damage from physical attacks.
- Building an
Aghanim's Scepter with a powerful attack modifier can shift
Windranger 's role from supportive chaser/nuker to that of a semi-carry, as it will allow her to scale. However, building a scepter without an attack modifier is not very useful, and
Windranger can function very well with attack modifiers even without building a scepter. Build an attack modifier first, then choose whether or not to build scepter.
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