Dota Hero Harbinger The Obsidian Destroyer Map

Dota Hero Harbinger - The Obsidian Destroyer Item Buid, Guide and Strategy. Among the small number of intelligence heroes who focus on getting a lot of powerful items late in the game, the Obsidian Destroyer relies on building up as much intelligence and mana as he possibly can. Astral Prison is a useful ability, which can put a powerful enemy hero out of the fight or save an ally from death. In addition, it drains intelligence when cast on an enemy hero, and by repeatedly using this ability the Obsidian Destroyer can quickly reduce the enemies’ mana pool, making it difficult for them to cast many spells. To know more about his character, see the post below. 

 Harbinger The Obsidian Destroyer background story. An obsidian construct brought to life through the ill conceived necromancy of the Lich King, Harbinger craves magic to make up for the emptiness brought on by the incomplete nature of its summoning. Ironically however, to devour the magic that it so desires, Harbinger must tap into his own pool of mana time and time again, expending to the point where it ends up with even less than it began with. Yet despite this, the Obsidian Destroyer is a proud servant of the Undead Scourge, and takes great pleasure in annihilating the foolish Sentinels it encounters through psionic exploitation.

Harbinger The Obsidian Destroyer Advanced Statistics

Affiliation: Scourge
Attack Animation: 0.46 / 0.54
Damage: 49 – 64
Casting Animation: 0.25 / 0.51
Armor: 5.36
Base Attack Time: 1.7
Movespeed: 300
Missile Speed: 900
Attack Range: 450
Sight Range: 1800 / 800

Harbinger The Obsidian Destroyer Abilities Build

1. Arcane Orb (Hotkey: R)

Gives the Destroyer extra power to damage his enemies based on his remaining mana pool.
Level 1 – Deals 6% of your current remaining mana. Deals 100 bonus damage to illusions and summoned units.
Level 2 – Deals 7% of your current remaining mana. Deals 200 bonus damage to illusions and summoned units.
Level 3 – Deals 8% of your current remaining mana. Deals 300 bonus damage to illusions and summoned units.
Level 4 – Deals 9% of your current remaining mana. Deals 400 bonus damage to illusions and summoned units.
- Damage type: pure
- The damage is calculated after the mana cost is spent.
- Does not stack with orb effects and buff placers.
- Casting range: 450
Mana Cost: 100
Cooldown: 0 Seconds

2. Astral Imprisonment (Hotkey: T)

Teleports a target allied or enemy hero into an astral prison. The hero remains separated from the real world for the duration of the spell. If cast on an enemy, Harbinger steals intelligence from the target.
Level 1 – Banished for 1 second. 2 Int exchange.
Level 2 – Banished for 2 second. 4 Int exchange.
Level 3 – Banished for 3 second. 6 Int exchange.
Level 4 – Banished for 4 second. 8 Int exchange.
- When cast on an ally, no intelligence is stolen and vision is not removed.
- Imprisoned units are hidden and invulnerable, but do not lose their vision of the surrounding area.
- Casting range: 550
Mana Cost: 120/140/160/180
Cooldown: 18/16/14/12

3. Essence Aura (Hotkey: E)

Whenever a nearby allied hero casts a spell, it has a chance to restore a portion of its mana pool.
Level 1 – 10% chance to restore. Increases base mana by 75.
Level 2 – 20% chance to restore. Increases base mana by 150.
Level 3 – 30% chance to restore. Increases base mana by 225.
Level 4 – 40% chance to restore. Increases base mana by 300.
- When autocasting Arcane Orb, the chance to restore mana is reduced to 5%/10%/15%/20%.
- If Arcane Orb is cast manually it has the regular 10%/20%/30%/40% chance for mana restoration.
- Several skills with no cooldown (such as the Storm Spirit’s Ball Lightning) and toggled spells (such as the Witch Doctor’s Voodoo Restoration) cannot trigger Essence Aura.
- Area of Effect: 1000
Mana Cost: N/A
Cooldown: N/A

4. Sanity’s Eclipse (Hotkey: C)

The Obsidian Destroyer unleashes his full potential; his mind unleashes a psionic storm able to penetrate lesser minds with terminal force, dealing massive damage to them. More crafty minds are able to resist most of the damage, but they expend most of their energies to do so, losing a lot of their mana.
Level 1 – Deals damage equal to 8x (9x*) the difference between the heroes intelligence and Destroyer’s intelligence.
Level 2 – Deals damage equal to 9x (10x*) the difference between the heroes intelligence and Destroyer’s intelligence.
Level 3 – Deals damage equal to 10x (11x*) the difference between the heroes intelligence and Destroyer’s intelligence.
Mana Cost: 175/250/325
Cooldown: 160
- Damage type: magical
- Does not affect units under the effect of Astral Imprisonment.
- If an enemy hero takes less than 80/270/500 damage (at levels 1/2/3), he will lose 75% of his current mana.
- Casting range: 600/650/700
- Area of Effect: 400/500/600 (700/750/800*)
- Aghanim’s Scepter improves damage and casting range (denoted by *)

Harbinger The Obsidian Destroyern Skills Build

1. Astral Imprisonment
2. Arcane Orb
3. Essence Aura
4. Essence Aura
5. Astral Imprisonment
6. Essence Aura
7. Sanity’s Eclipse
8. Astral Imprisonment
9. Essence Aura
10. Astral Imprisonment
11. Sanity’s Eclipse
12. Arcane Orb
13. Arcane Orb
14. Arcane Orb
15. Stats
16. Sanity’s Eclipse
17+ Stats

This skill build allows you to accrue a massive amount of intelligence thanks to Astral Imprisonment (moreso than even Pugna if cast often enough), which in turn makes your ultimate an OMGWTFIMBABBQ AoE buttrape in team fights. The more intelligence you have, the greater the difference between your intelligence and that of your enemies, hence this skill build.

Harbinger The Obsidian Destroyer Items Build

Null Talisman (505)
6 Intelligence
3 Strength
3 Agility
3 Damage
Mantle of Intelligence + Circlet of Nobility + Null Talisman Recipe Scroll

Null Talisman (505)
6 Intelligence
3 Strength
3 Agility
3 Damage
Mantle of Intelligence + Circlet of Nobility + Null Talisman Recipe Scroll

Hand of Midas (1900)
30 Attack Speed
Active: Transmute
Kills a target non-hero non-ancient unit, giving bonus reliable gold. Gives 190 reliable gold (you do not get the normal creep bounty). Also gives 1.5 times the normal experience when used on a unit. 100 seconds cooldown.
Gloves of Haste + Hand of Midas Recipe Scroll

Mekansm (2306)
5 All Attributes
5 Armor
Passive: Mekansm Aura
4 HP regeneration. 500 AoE
Active: Heal
Heals 250 HP and gives +2 armor in 750 AoE. Armor bonus lasts 25 seconds. Doesn’t affect units that have been healed by any Restore in the last 25 seconds. 150 manacost. 45 seconds cooldown.
Headdress of Rejuvenation + Netherezim Buckler + Mekansm Recipe Scroll

Guinsoo`s Scythe of Vyse

Boots of Travel (2500)
100 Movement Speed

Active: Teleport
- Teleports you to an allied non-hero unit or building
- Casting time: 3 seconds
- Manacost: 75 mana
- Cooldown: 60 seconds
- Shares cooldown with Scroll of Town Portal

Note: Movement speed bonus does not stack with Boots of Travel, Phase Boots, Power Treads, Tranquil Boots or Boots of Speed.
Double clicking teleports you to your fountain.
Boots of Speed + Boots of Travel Recipe Scroll

Harbinger The Obsidian Destroyer Strategy

Level 1 – 8
In the early game, it’s important you get a good start. Grab as many last hit as you can and harass with Astral Imprisonment, which will boost your base damage. If you’re levelling Arcane Orb, make sure you don’t waste it because 100 mana for a missed last hit is a BIG waste. By the time you hit level 8, if you’re going for an Orchid, you should at least have finished an Oblivion Staff and made a start on either a Force Staff or Eul’s Scepter.

Level 9 – 16
By the time you hit level 11, you would be in good shape to have finished a second Oblivion Staff. You need to farm a fair bit, so take the lane that you think you’ll be able to take. If the rest of your team take a lane, that might take the fire away from you because the other team has been forced to defend. Make sure you keep note of how many enemy heroes are defending, though, because there could be a few on their way to gank you. Once you reach level 16, you ought to be close to finishing your Orchid or have 2 of the 3 items used in Sheepstick. With spare gold you should build your Force Staff or Eul’s.

Level 17 – 25
Getting into the late game you need to finish your core items so you can take part of big team pushes and ganks, since if you have been properly farmed, you’ll be a monster with close to +200 pure damage. By this stage you should be able to leave your orb on autocast without mana worries, thanks to your items and Essence Aura. Your aura will help your allies in teamfights by providing them with a mana-replenishing edge that the other team won’t have.

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