Weaver Introduction
Weaver isn't capable of being in the center of a battle, but can really annoy and harass
his enemies in the lane.
Weaver is a difficult hero to kill due to his
low-cd
Shukuchi ability which grants him invisibility and movement
speed, and his
Time Lapse, which allows him to recover
completely from a large amount of damage dealt to him.
Weaver is a carry who can surprise wounded foes running away from the battle, hunt them down and disappear, avoiding the focus of the enemy team.
Pros and Cons
Pros
- Extreme mobility, hard to kill.
- Versatile hero, can fit in nearly any matchup.
- Versatile as well in terms of items choices, most carry items are great on
Weaver.
- Fun to play, in the end this is all that counts. Laugh as they just waste most of their spells on
Weaver and
Weaver just ultimate back to full HP.
- Very annoying hero with a lot of lane presence in the early game - mid game
Cons
- Low HP. He is an escape master but
Weaver still have to be cautious not to get caught.
- Not good at farming
- While he can fit in any lane, in most situations he is outclassed by another hero.
Weaver Abilities
The Swarm
Weaver launches a swarm of 12 beetles that latch on any enemy unit in their path, attacking and reducing armor until it is killed.
The Swarm,
Weaver 's first ability, is pretty straight forward.
Weaver should
always use it in the start of an encounter, because
The Swarm is more
effective the longer it is latched onto the enemy.
The Swarm is
Weaver's biggest DPS boost. Not many spell can get someone
with as low armor as Swarm can, especially early game.
Weaver can tower dive
quite effectively with this spell.
Not only
Weaver reduce your target's
armor, but
Weaver also avoid 4 tower shots (assuming your opponent hasn't
hit the worm). It doesn't mean
Weaver should tower dive all the time.
Weaver can also use
The Swarm to push or counter-push, because it
takes 8 creep hits to kill the worm, making them effective temporary
tanks.
Shukuchi
Weaver shifts out of visibility, gaining the ability to move at maximum speed through physical units—doing harm to any enemies it passes through.
Another simple but extremely powerful spell. This is
Weaver 's bread and
butter spell, and half of what makes him the annoying bugger he is.
With
Shukuchi
Weaver can harass, last hit, and get in and out of fights. It
has such a low cooldown, which means it's supposed to be spammed, so
don't be scared: do it! However, be careful with it, especially in the
early game, even though the cooldown is low, the mana cost makes up for
it, making it take a little bit of mana management. Always save at least
1 cast of this spell to escape from a sticky situation.
Geminate Attack
Allows
Weaver to dispatch two swarms, attacking an enemy twice.
Second attack will proc even if first attack is done when
Geminate Attack is on cooldown.
Geminate Attack only checks cooldown when second attack is activated.
This one is a passive. What it does is that after
Weaver level it, every
time it is off cooldown, on the next attack,
Weaver will send an extra
attack, essentialy being a 2x critical strike.
Geminate Attack does not come with
orb effects (Items that make your
auto attacks have an extra effect) such as
Crystalys,
Daedalus,
Desolator and
lifesteal. Make sure to pick up a level of this at level 2
or 4 (depending on whether
Weaver prefer Swarm over this), as it's a huge
dps boost early game, and a mighty harassing ability. But be careful
because it makes last hitting a bit harder (in my experience at least).
Weaver can just send the initial attack and target
something else, because
the
Geminate Attack will go out as soon as the initial attack lands, regardless of your current target. It's a bit tricky but
Weaver get used to it.
Time Lapse
Weaver warps backward to whatever position it was in five seconds
earlier, regaining the HP and mana from that time. No effect on cooldown,
gold or exp.
Reading the spell description, it seems like such a complex spell,
doesn't it? Well it isn't. It simply puts
Weaver where
Weaver were 5 seconds
ago, and giving
Weaver the HP and mana of that time.
Weaver use this spell pretty much all the time, and is the other half of what makes
Weaver the slipperiest hero in the game.
-
Weaver got caught and are taking lethal damage?
Time Lapse. Boom, back at full HP,
Shukuchi away
-
Weaver used
Shukuchi to go in but
Weaver suddenly stumble upon 3 enemies in
their jungle?
Time Lapse before they realize what's going on
-
Weaver are 1v1ing an enemy hero but
Weaver are going to die?
Time Lapse to turn the tides in your favor.
Pretty much
Time Lapse every time things aren't going according to plan.
Note
that at its highest level, this spell has absolutely 0 mana cost. It's clear it's meant to be spammed,
cautiously of course, just like with all of his spells.
IMPORTANT!
Time Lapse removes debuffs that were applied on
Weaver once you cast it.
Including
Dust of Appearance, making it basically useless against
Weaver .
Recommended items for Weaver
Starting Items
Pretty simple, the
Ring of Protection will become a
Ring of Basilius, should be your first purchase.
With random gold





Weaver get the
Ring of Basilius right off the bat. Improves
your mana regen, and gives
Weaver +6 damage, that helps with last hitting
and gives
Weaver +12 damage when harassing with
Geminate Attack .
Early game pickups
Hand of Midas: Good pickup when
Weaver feel like
Weaver are going to need a boost in gold and exp over the course of the game to win.
Bottle: HP and mana regen, on a hero that doesn't have a hard time at
all getting runes. Get this if
Weaver 're mid, or if
Weaver are allowed to
bottle crow.
Vitality Booster: Important item early game, just buy a casual
Vitality Booster. It will help loads with your low HP.
Power Treads: Probably the best boots for
Weaver .
Weaver can set it to strength to tank a
little bit better, or agi when harassing or if
Weaver want to push an
empty lane.
Tranquil Boots:
Not as good after the removal of the active effect, I'd say this item
is not nearly as good as
Power Treads anymore. However, it gives
Weaver more survivability overall.
Phase Boots:
Personally I dislike these, but a friend of mine has suggested to put
these as an extremely situational pickup, in which
Weaver buy the boots
merely for the damage bonus.
Not recommended.
Ring of Health:
Really useful for
Weaver , as he has a hard time dealing with lane
harass, so he needs some regen to stay in lane and farm. This item is
great for that, as he builds into a
Perseverance, that also gives
Weaver mana regen for
Shukuchi spam, and builds into
Linken's Sphere, which I
will cover below.
Bracer and
Drum of Endurance : Great cost-efficient item, profides
Weaver a little bit of everything:
Survivability, damage, mana. Buy this if
Weaver plan on ending the game
early.
Magic Wand:
Good on every hero really, it doesn't build into anything, but it
provides
Weaver with a HP and mana burst that can prove to be useful in
many situations, especially in someone as reliant on mana and HP as
Weaver .
Medallion of Courage: Armor, mana regen, and an active that reduces armor and stacks with our
The Swarm, all in one item. Great early game pickup.
Core items
Linken's Sphere:
This item has been core on
Weaver for ages, and for a reason. HP and
mana regen, stats, and an ability that blocks a targeted spell? What's
not to like?
Crystalys/
Daedalus: This
item is decent on
Weaver , but
Weaver don't get 2 crits with Geminate! Only
the first attack counts. Same applies to any other orb effect item
listed below.
Manta Style: Useful
for farming and split pushing. Gives some decent stats, and some move
speed, not that important, but every little bit counts!
Eye of Skadi: A lot of stats, HP and mana, and a huge slow. The problem with this item is that it's very expensive.
Monkey King Bar : Great item for DPS, it benefits both the regular and
Geminate Attack . Probably the go-to item for damage on
Weaver .
Heart of Tarrasque:
An upgrade for your early game
Vitality Booster if
Weaver opt for one, and
even more HP on top of that, and unbeatable (when it comes to items) HP
regen. This item solves
Weaver 's main issue which is his low HP
Butterfly: Expensive
item, but
Weaver benefits from everything it offers: Armor from
agility, damage, and lovely evasion so we can tank a bit more.
Black King Bar:
Weaver could argue that
Black King Bar is a good pickup on any carry, but even more so on
Weaver . The bonus strength in this helps a lot. And the magic immunity
makes it so that
Weaver can't get stopped for the duration. All they can do
is take damage and wait for the avatar buff to run out.
Orchid Malevolence: Damage, silence and mana regen. Good on
Weaver if
Weaver plan on doing mid game skirmishes for kills.
Desolator: A
pure damage item. The earlier
Weaver get this the better. See the problem?
Weaver have to skip your survivability items most of the time for this.
However,
Medallion of Courage +
Medallion of Courage +
Desolator hurts!
Radiance: Same
as
Desolator, but even more so. It's so expensive, and there's no build
up, which means
Weaver are forced to save 3800 gold for the sacred relic,
and then more gold for the recipe. And since
Weaver have to get it as soon
as possible, dying is such a stepback that
Weaver might as well give up on
building it. Most carries that had this as core are now transitioning to
items with an easier buildup.
Divine Rapier: Don't
get this when winning. Seriously. Even when
Weaver have heart. If
Weaver get
caught,
Weaver just threw the game. Buy it as a last resort item when
losing to try and turn the game around
Items Builds Carry Weaver
Early game build




This
build pretty much includes the most effective items possible in the
early game, in order to get an early advantage, before buying a
Black King Bar and pushing your lead even further.
Standard build



This
build is the most common, and has a good balance of damage and
survivability. Late game items are your choice, my personal preferences
are
Heart of Tarrasque
Maximize Mid Game Impact




In
this build we opt for
Manta Style for extra survivability, but manta also
allows you to pick off heroes with targeted disables more reliably,
because
Weaver are not going to get disabled that easily, due to the
confusion effet that the illusions provide. After
Manta Style,
Weaver are free to
go for any other damage item, and, as always,
Black King Bar if needed.
Weaver Gameplay Guides
Safe Lane solo
Weaver is an excellent safe laner, as he
can safely farm with his
Shukuchi. If you don't feel safe, last hit
with
Shukuchi, and if you are totally in danger (Agressive trilane, too
much ganking focus on
Weaver ,
Sentry Ward), it may be a good idea to lane
switch or get someone to help you, or let your teammates know the other 2
lanes are more vulnerable.
Solo offlane
The
most dangerous one and trickier one. If you're solo against a trilane,
you're not gonna have fun. If they work well together,
Weaver should be lvl
1 for 7min (theorically), and if
Weaver get close to get a last hit,
you're dead. Hope that your allies are doing a good job in other lanes
to make up for yours so they can come and help
Weaver. Best way to come
back from this is through teamfights, if won you will catch up easily.
Your focus here is to try to stay alive no matter what, wasting the
trilane strategy, while trying to get the most out of the lane exp wise.
Easy lane duo
Simple
enough, you should be able to farm, and if anything comes, your lane
buddy (hopefully a support), will be able to save you or take the blow
for you. This is more up to your lane partner than you, but make sure
you don't do anything dumb and blame it on him just because of it!
Solo Mid
Fast
levels and solo lane gives
Weaver relatively easy farm. Make sure you
keep an eye out for the enemy supports' movement, because mid ganks are
the norm. Buy a
Bottle and get rune control, it's very easy with your
max speed! That should make your lane easy.
Defensive trilane
Simple. Just farm and harass when you can, only fight when the supports initiate.
These
are the lanes
Weaver is most commonly found in. I was planning on
adding aggressive trilane as well, but I decided not to, as
Weaver isn't
actually seen in one that much, due to its risk, and how much of a
liability
Weaver is with no items.
General Strategy
In
all lane choices, your main priority is to find farm. As much as
possible. If you can get a kill or two, do it, but your early game
priority is to farm.
Reaching the midgame, where teams stop laning and start looking for teamfights,
Weaver have 2 choices.
-
Join your team in roaming, be careful not to get caught, you can scout
ahead for traps. Only run into high ground if you have
Shukuchi on, and
if you run into their whole team, just ulti away. Their little trap is
now over.
- Stay in lane to farm and splitpush. KEEP A TP SCROLL IN YOUR INVENTORY AT ALL TIMES.
Farm farm farm, and if the other team is 5-man dotoing, take a free
tower quickly, and then tp to help your team. However, if there's no
time to take the tower, Helping your team should always be your
priority.
In the transition and in the late-game, your
strategy shouldn't change much. The biggest difference here is that you
will most likely have a few items (1 or 2 from the list), and be able to
get kills by yourself, you can try to pick off squishy heroes, or still
do the cleanup-style
Weaver , come from the back and kill low hp enemies
that are running away.
Weaver Friends and Foes
Friends
Bane,
Rubick,
Shadow Shaman,
Shadow Demon,
Crystal Maiden
Weaver has many friends, mostly heroes that are able to keep your target in
place while
The Swarm works its magic, and are able to initiate early game
kills.
Treant Protector
Treant
Protector, the most useless hero in
the past and the most imbalanced thing in the present, got a remake on
his passive, that used to give global bonus armor and health regen
during daytime. It is now a global spell, that applies a buff that adds
80 damage block at it's highest level,
plus insane health regen, for 15 seconds, or until
Weaver take 7 damage
instances.
Living Armor can make
Weaver win any lane, as it makes harass
irrelevant, and allows extremely agressive play. This hero used to be
picked as a joke, or "trolling", but, at the Dreamhack 2013,
Quantic picked
Treant
+
Weaver vs Alliance, arguably the best
team in the world currently, and absolutely dominated that game. Living
armor made it so that towers did literally no damge, allowing even
Weaver , one of the most squishy heroes in the game, to tower dive. After
his "true potential" was shown, he is now one of the top picks in
competitive Dota, and as of 6.81, a standard pick that has proven its
worth after so much time being made jokes about.
Foes
Silencer,
Disruptor,
Axe,
Bane,
Magnus,
Keeper of the Light,
Faceless Void
Heroes
that are able to keep
Weaver in place, or make you incapable of using your
spells turn you into free gold. Most
Weaver players will build
Linken's Sphere, so heroes with non-targeted (area or global) Silences are
extremely effective, hence
Disruptor and
Silencer.
Void's
Chronosphere keeps you in place, defenseless, and it breaks your invisibility.
Magnus has
Reverse that keeps you in place, and
Axe can do a similar
thing, taunting
Weaver, making you defenseless for the duration.
VOD Weaver
Quantic versus Alliance
Guide Weaver By Yan and 1 collaborators
Pictures: Joindota, Gosugamer
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