Showing posts with label Anti-carry. Show all posts
Showing posts with label Anti-carry. Show all posts

Monday, October 19, 2015

The anti-carry series: Ursa Warrior



The Ursa Warrior has one of the highest win percentages of all heroes at a stunning 55% for the safe lane, according to www.dotabuff.com and even a ~52% win rate for the jungle and offlane. This is no coincidence given the heroes skill set and item choices. Ursa's strength as a hero stems from his high burst damage from enrage, overpower and furryswipes; his tankiness from enrage; and his ability to solo Roshan with a mask of death. These three things allow Ursa to help his team secure an advantage and, more often than not, a victory.
Unfortunately, Ursa isn't picked in the pro scene very much. Even though Vega did play him with success against IG (Match 1843364264) at ESL One recently, he suffers from some weaknesses in a linear approach to itemization and he is easily kited. In the professional scene, Ursa needs a mobility item (shadow blade or blink), usually bkb, lifesteal, and a hard disable (usually Abyssal Blade). That's 5 item slots taken up if you include carrying a TP and 6 with an Aegis. This means getting that getting your top tier item (5k gold and above) won't come until your hard disable and to get another top tier item you have to give up your TP, the Aegis, or get Boots of Travel. In order to make him more viable for professional games without wrecking pubs, Enrage should have some sort of a charge time where there is a window for a second after casting enrage when he will continue to remove applied debuffs. This offers players the chance to make skilled plays by timing when to use enrage and when opponents use disables.
The pub scene is quite different from the professional scene, however, because games are much more like a death match than a coordinate team game. Ursa thrives in this environment because his cooldowns are short and he deals a lot of damage as early as level 7. This makes for a hero geared to play aggressively. Going into the mid game, blink dagger, basher, and desolator make up the key items to keep this hero relevant. As long as the Ursa has continued to accumulate items, he stays relevant but his role may change depending on the itemization. Many tier 3 items (butterfly, abyssal blade, assault cuirass, scythe of vyse, etc.) are viable on ursa but they need to shore up his weaknesses. For example, if you're dealing enough damage to burst someone down but are having trouble staying on that target, then more lock down or movement speed should be the item choice.
Ursa's role will depend what lane he's in and how much farm he has. I have tried many early builds, to include midas, medallion, blink rush, shadow blade, drums, and many more, and, believe or not like Ripley, it's dependent on what your opponents are doing but still fairly linear. To leverage the abilities of Ursa most effectively, you need, as mentioned before, mobility and a disable. Some games you can get away with not getting a bkb, however,the Ursa will be building it more often than not.
Here are some of the rules of thumb for items I've used to pretty great success on the hero:

  1. Vlads is good but not necessary because a mask of death more than allows you to take down Roshan. If the Ursa is having mana problems, you're against a heavy physical damage lineup, or you are looking to end the game in the mid-game, this will be a good choice.
  2. Buy a desolator if you're snowballing hard. It helps you push, significantly increases your damage and helps you chew through high armor targets.
  3. Phase/Treads choice in boots is close. I prefer Treads because of the added attack speed and being able to tread switch to stretch your health and mana pool.
  4. Blink is better than shadow blade in most circumstances. The problem is shadow blade (sb)  is that you have to prime your abilities, activate sb, find someone, hit them, ground pound, and hit them some more. Sb can make for some awkward initiations where as blink is much cleaner.
  5. The Ursa might be the hero to get a Silver Edge for the team.
  6. Try to time your enrage and bkb to get the maximum amount of damage mitigation.
  7. When you're getting kited, get an abyssal blade and kill whoever is kiting you. If there's 3 or 4 heroes kiting you on the enemy team, the Mjolnir buff ensures you still do damage during the fight. Mjolnir is a decent item on Ursa because it gives him attack speed when overpower isn't up. The lightning procs also help against high armor targets.
  8. Butterfly is key against heroes that want to try to attack you to death. Troll, Alchemist, Lycan, and others will get up in your grill and try to right-click you down but butterfly allows you to mitigate their damage.
  9. Assault Cuirass is a great item if team fights are even, you are dying to a PA, or the enemy team has one.
  10. Eye of Skadi is super good and should be gotten after blink and bkb if you need a hybrid item that gives you HP, armor, damage, and slow. 
  11. Sange and Yasha (SnY) is situationally good. Most of the time you won't want another mid-game fighting item but sometimes you can get it instead of bkb. It synergizes well with drums and phase boots if you want to be able to run fast.
I can't stress how important itemization is, especially for the Ursa. His skill build is pretty linear so it's the items and play style that allow this hero to shine. Let me know what you think about Ursa and what items you like to get in the comment section below.

Tuesday, September 1, 2015

The Anticarry Series: Legion Commander

Welcome back to the Anticarry Series. Today is another look at heroes which try to put a damper on traditional farming carries. The last installment talked about Slardar, a hard hitting strength hero who loves to ruin carries which are highly mobile through a near-instant stun, ability to chase, and keep vision on your target at all times. Legion Commander fills a similar role, but with 2 notable twists: her lockdown goes through BKB and she can pressure in lane extremely effectively. Legion Commander is one of those heroes that just excels in the 1v1 match up which is why you sometimes see her mid. Let's look at how some of the top legion commander players itemize.










These are snippets from the top 10 legion commander players' most common items, according to dotabuff.com. If we assume that the order is descending from left to right, it becomes very obvious that blink dagger, power treads, black king bar, and blade mail are the most agreed upon items. Assault cuirass, magic wand and desolator all follow at 4, 3 and 3. What can we glean from these top rated players? 
  1. blink dagger is the initiation tool of choice. Shadow blade has it's place, however, this hero benefits from the attack speed gained from press the attack and items more than any other
  2. power treads give you strength and attack speed, which means you're more tanky and better leveraging the bonus damage you get from duel
  3. blademail is a way to do more damage during duel and dissuades other heroes from attacking you during duel. It's also good against heroes that deal a lot of damage but don't want to get bkb, like Lion or Lina
  4. minus armor further allows you to deal more damage during duel (noticing a trend?) and helps you translate duel damage more easily into objectives
  5. you need at least 1 way to help you survive during duel, especially in the mid game when you don't have enough duel damage and/or attack speed to kill a hero quickly. This is mainly done through bkb but AC helps a lot against physical damage dealers.
With these items in mind, the premise of the hero becomes clear: use an instant initiation tool (dagger) so that you can press the attack, blademail and bkb before going in; increase your attack speed (treads and AC) to leverage your duel damage; get items that both make you more tanky and increase your damage (AC and blademail); and ensure you can do as much damage as possible during duel (BKB).

While items are by definition situational, with the LC, you need to stick with the basics and then decide what to get to round out your remaining item slots. After blink, treads, and blademail, the item you chose to slot with can fluxuate. Getting a desolator really helps translate your damage into pushing power, if that's what your team needs. BKB will be picked up more often than not. AC is that hybrid item that also provides some utility. If you find yourself up against heroes that have itemized for the mid game, Armlet might be just the thing; its downside is mitigated by your skill set and it provides armor, strength, and a lot of damage for relatively little cost.

When you find yourself needing a hero that has infinite snowball potential, great single-target lockdown, or you're against the Brood, look no further than Legion Commander. Make sure to itemize correctly and don't jungle from minute zero to ensure you have a great game.

Next time's anti-carry series will feature: Ursa


Thursday, August 20, 2015

The Anti-Carries Series: Slardar

Recently, Purge did a video about Slardar. He played him in the offlane as a 3 position hero, building power treads and blink to help secure his teams victory. Slardar is one of the few heroes who are what I will term an "anti-carry." He requires the 2 items listed above in order to impact the game. That's it. With these two items, his skill set allows him to lock heroes down and chase super effectively. Lets look at his dotabuff.

Items
As I already touched on, power treads and blink dagger are his bread and butter. After that, BKB, armlet and deso round out the top 5. These items are midgame oriented, allowing Slarad to jump on enemies and destroy them quickly. He puts pressure on the map through sprint but also takes increased damage so the next 4 major items (ignoring, TP and shout shield) increase his survivability. Vanguard is another mid game item, but AC and HoT are late game options that keep Slardar relevant. Magic Wand provides some stats and burst heal+mana so that you can just barely escape or get that last crush in.

Best Against

These heroes suffer at the hands of Slardar; it should be no surprise that they are weak to Slardar. They are either: high mobility (AM, Lycan, Brood, NS), rely on invis (Brood, Riki, BH), or are weak to lots of physical damage (Huskar, Ursa). Slardar's strengths stem from his ability to keep pressure on heroes all over the map and chase them to the ends of the Earth. I also like Slardar against Storm Spirit, Ember Spirit, Juggernaut, Troll, and Bristleback.

Worst Against:
While Slardar is good against many carries, there are a few heroes who do well against him. Tidehunter is tough to play against in lane and can counter initiate your mini-ravage with a full-fledged one. I'm not really sure why Gyro is on here; it could be related to his potential to team fight early and his high magical damage. PL is an illusion based hero and slardar has very little AOE. Enigma, Zeus, Tinker, Venomancer, and OD all dish out huge amounts of magical and pure damage which makes toast of a sprinting Slardar. Zeus and Veno can also cancel blinks easily. You shouldn't pick Slardar against illusion based heroes in general, heroes that can kite you easily (Viper), or defensive supports (ES, Oracle, Dazzle and Shadow Demon.)

Some tips for playing the hero:
  • dart in and out of fights - Slithereen Crush has a 5.5 second and sprint has a 7 second down time, both of which are insane and you'll be able to get multiple crushes off per fight if you play it right
  • use your mana well, tread swap, and keep the Amplify Damage on the enemy
  • don't deviate much from the items listed above because you usually won't have enough time to farm blink + bkb + damage item + tank item
  • maxing crush and sprint first with a point in your ultimate by level 9 is generally the way to go, however getting a point in bash can be worth it if your team has lots of lockdown or you're just feeling lucky (warning: explicit)
  • Vanguard is a good item on this hero. The damage mitigation and extra health really minimize the downside of sprint
  • If the enemy team mainly relies on right click to do damage, consider getting a butterfly as your 1st or 2nd tank item because...
  • this hero benefits from attack speed like few others because of the 25% psuedo-random Bash
  • always sprint around the map but be careful using it against burst heavy lineups

The next time you find yourself with an AM or Ursa problem, just pick Slardar. Pressure them all over the map, take an early Roshan potential and get aggressive. Pick him in the right situation and reap the benefits of playing an anti-carry.

The next anti-carry: Legion Commander