Dota Hero Visage – The Necro’lic Item Build, Guide and Strategy. Visage is an unusual hero. Although his primary stat is intelligence, he shares more in common with strength tank heroes and physical damage agility heroes than spellcasters. The damage bonus and healing from this skill allow him to remain indefinitely in a lane, killing creeps and harassing with his high damage attack. Visage can also summon a swarm of Revenants, which serve as an additional damage source as well as an extremely effective scouting tool due to their flying movement type. Visage players often focus on the hero’s toughness and healing ability.
Visage The Necro’lic background story. A terrifying spirit created by uniting a thousand of souls of the warriors fell in the War of the Magi; Visage roams this world with never-ending thirst for souls. This restless ghost consumes the essence of the enemies he slays, and the death moan of his victims is what he enjoys the most. The weakening power of his wrath puts even the greatest warriors in misery, and the sight of sky filled with Visage and his undead minions is unimaginable. He is a nightmare in its worst, most sickening form, a true living horror, the Necro’lic.
Visage The Necro’lic Advanced Statistics
Affiliation: Scourge
Attack Animation: 0.46 / 0.54
Damage: 45 – 55
Casting Animation: 0.4 / 1.1
Armor: 0.54
Base Attack Time: 1.7
Movespeed: 295
Missile Speed: 900
Attack Range: 600
Sight Range: 1800 / 800
Visage The Necro’lic Abilities Build
1. Grave Chill (Hotkey: G)
Visage drains the life from a target, slowing its attack and move speed. He then gets bonuses equal to those drained.
Level 1 – 32% of attack speed and move speed drained to Visage. Lasts 3 seconds.
Level 2 – 32% of attack speed and move speed drained to Visage. Lasts 4 seconds.
Level 3 – 32% of attack speed and move speed drained to Visage. Lasts 5 seconds.
Level 4 – 32% of attack speed and move speed drained to Visage. Lasts 6 seconds.
- The buff on Visage and debuff on the target can be removed seperately with dispel.
- The speed gained is independant of the amount that was reduced on the target.
- Casting range: 600
Mana Cost: 70/80/90/100
Cooldown: 10
2. Soul Assumption (Hotkey: C)
Visage sends out a surge of agony towards an enemy unit, echoing the suffering that nearby heroes have taken.
Level 1 – 3 max soul charges.
Level 2 – 4 max soul charges.
Level 3 – 5 max soul charges.
Level 4 – 6 max soul charges.
- Soul counter increases by 1 for each 110 damage taken by heroes within 1200 AoE of Visage.
- The soul counter only increases for damage greater than 2, and less than 3000, only counts damage from a player unit or Roshan, and does not count self-inflicted damage nor damage dealt by Soul Assumption itself.
- Each amount of damage added to the soul counter expires after 6 seconds, or when Soul Assumption is cast.
- When cast, launches a projectile at the target hero that will deal 20+60*(charges on soul counter) when it hits, the projectile moves at 1000 speed.
- Damage type: magic
- Casting range: 900
Mana Cost: 200/180/160/140
Cooldown: 4 seconds
3. Gravekeeper’s Cloak (Hotkey: V)
Visage surrounds himself with the magical energy of the dead, granting extra physical armor and magic damage resistance.
Level 1 – Each layer provides 1 armor and 3% magic resistance. 10 second recovery time.
Level 2 – Each layer provides 2 armor and 6% magic resistance. 9 second recovery time.
Level 3 – Each layer provides 4 armor and 12% magic resistance. 8 second recovery time.
Level 4 – Each layer provides 5 armor and 16% magic resistance. 7 second recovery time.
- Each time the Necro’lic receives damage greater than 2 that was not self-inflicted and was from a player owned source, a layer is removed.
Mana Cost: N/A
Cooldown: N/A
4. Summon Familiars (Hotkey: T)
Visage conjures up two blind Familiars from the realm of death.
Level 1 – Max 56 bonus damage, 300 HP, stun for 60 damage/1 second
Level 2 – Max 98 bonus damage, 450 HP, stun for 60 damage/1.25 seconds
Level 3 – Max 154 bonus damage, 600 HP, stun for 60 damage/1.5 seconds
Mana Cost: 150
Cooldown: 180/160/140 seconds
- Currently existing Familiars are destroyed upon casting of Summon Familiars.
- Each Familiar starts with 7 charges of bonus damage, each charge gives 8/14/22 bonus damage. Familiars lose one charge each time they attack, and gain one charge every 15 seconds from when they were summoned.
- When a Familiar enters Stone Form, its damage charges are fully restored, and it gains 50/68.75/87.5 each second of Stone Form.
- When a Familiar enters Stone Form, it will stun in a 325 AoE (1 second delay from when Stone Form is cast), dealing 60/100/140 magic damage and stunning for 1/1.25/1.5 seconds.
- After Stone Form is cast, there is a 0.5 second delay before the Familiar becomes invulnerable, and a Familiar will automatically leave Stone Form after 8 seconds. Stone Form has a 30 second cooldown.
- Familiars have 96.25%/96.25%/96.25% magic resistance, and are targeted as heroes by abilities.
- Familiars have 160 attack range.
- Cast range: 900
Visage The Necro’lic Skills Build
1. Soul Assumption
2. Grave Chill
3. Soul Assumption
4. Grave Chill
5. Gravekeeper`s Cloak
6. Raise Revenants
7. Soul Assumption
8. Grave Chill
9. Soul Assumption
10. Gravekeeper`s Cloak
11. Raise Revenants
12. Grave Chill
13. Stats
14. Stats
15. Stats
16. Raise Revenants
17. Gravekeeper`s Cloak
18. Gravekeeper`s Cloak
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
Visage The Necro’lic Items Build
Ring of Regeneration (350)
2 HP Regeneration
Null Talisman (505)
6 Intelligence
3 Strength
3 Agility
3 Damage
Mantle of Intelligence + Circlet of Nobility + Null Talisman Recipe Scroll
Boots of Speed (500)
55 Movement Speed
Note: Movement speed bonus doesn’t stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
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
Eul`s Scepter of Divinity ( )
Empty Bottle (600)
Active: Regenerate
Restores 135 HP and 70 mana over 3 seconds. Effect ends if you take damage. When used, Magic Bottle 3/3 changes to 2/3, 2/3 changes to 1/3, and 1/3 changes to Empty Bottle. Can’t be used when Empty Bottle. 0.5 second cooldown.
Active: Rune Capture
Stores a rune in an Empty Bottle. When a rune is used, this item is refilled to Magic Bottle 3/3. Stored runes are automatically used after 120 seconds. Can’t be drop if it has a rune stored.
Note: This item is refilled to Magic Bottle 3/3 when near the fountain.
Guinsoo`s Scythe of Vyse ( )
Aegis of the Immortal (0)
Passive: Reincarnation
Brings you to life with full health and mana 5 seconds after you die at the location where you died. Item is removed from your inventory after reincarnating you once. Item is also removed from your inventory when Roshan respawns (10 minutes after he was killed).
Note: 1 charge. + Drops from Roshan
Dagon (2705)
13/15/17/19/21 Intelligence
3 All Atributes
9 Damage
Active: Energy Burst
Deals 400/500/600/700/800 damage to a target unit. 180/160/140/120/100 manacost. 40/36/32/28/24 seconds cooldown. 600/650/700/750/800 cast range.
Note: Buy recipe to upgrade (5 levels).
Null Talisman + Staff of Wizardry + Dagon Recipe Scroll
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
Visage The Necro’lic Strategy
Early Game
Laning
Now that you have grabbed your items, let’s lock and load! First things first, where should the bat lane? if you are wandering where, then read this. Based from my experience and further tests, I’ve made a conclusion that Visage is to never solo. Criticisms are always free and subjective reasoning is welcome. My point here is, that the flying menace is such a glass cannon in early game. First you are really fragile and only four hits and your armor is all gone. Two you have no escape mechanism other than fleeing away and your Grave Chill which makes other heroes with chain stun have their advantage on you. Third you cannot use your nuke if it has no charges on it. Visage is specially designed with a lane partner, hello? a nuke that sets off every 60 damage on an AoE near you doesn’t ring a bell? plus a slow without any freeze or stuns on it? What can a nuke mean if there isn’t anyone whose gonna boost em all up for you? and what can a slow mean if only you with merely 40 damage per hit can live up to it?
Think first; which is much better? a trilane which is probably the best lane you have ever came up to or a solo lane which you are not made up of, unless you are a dumbheaded carry.
Early Walkthrough
Now that you’re mind is set let’s start getting gold. Try to last hit as much as possible, however if there is a carry around let him get the gold and support him by damaging the creeps near him. One good way to last hit is pressing the “S” button to stop your bat from attacking and then press “A” button if you wish to attack. Another tip is analyzing your ranged creep’s projectile. Since it does the highest damage and has a projectile speed.
If you are farming pretty well then grab a set of wards. I do not want to discuss the warding tips in here so just click Lycan’s Warding Guide to learn more about warding. However, I should say that you must grab a ward on early game if you are facing against a trilane and a more aggressive roamer like potm and butcher. Place it near where your carry is and place it near your lane to be safe on ganks.
When you are in trouble of getting outlaned and feeding up, go back. Go hide behind your ranged creep projectile as your ranged is quite high. If you see them going near you, then pull back or let your teammates be aware of it. Use gravechill on opponents trying to incapacitate you then let your teammates do the dirty job.
Always pay attention on your minimap. Never ever concentrate on just a single lane. Remember that the minimap is the most important thing you can see on the wc3 world. Calling a miss is a good chance to let your teammates escape or even gank a fragile hero. While you farm your ass out and outlane your enemy completely.
Mid Game
Mid game starts when you are on level six. This means that you have your family beside you and you are ready to roam around freely like what bats certainly do. Before you start, let me remind you of some things that you don’t want to miss when you’re on mid game:
Avoid letting enemy heroes free farm
Now we know that you will be roaming like hell on mid game but still never ever let them free farm, especially if they are carries. Always carry a tp scroll with you whenever there are solid pushers like axe and centaur. Do not let them get that gold they want. You can delay they’re free farming by simply ganking them with your teammate as you will be roaming.
Roam on lanes near you
Roam on lanes that are a few steps away from you. Do not go to top lane if you are on bottom lane. And always go to lanes with fragile heroes like Traxex or Kardel. Saving time is the key on a good bat you know.
Use runes like they’re burgers
As I have told from the rune sections, be an effective rune user. As you will be roaming, you will pass on rivers or even scout runes and use them eventually on fight. You need to use them proficiently and effectively as it can easily turn the tide of the battle in just a quick blink.
Scout with your bats
Your bats are flying. Take this opportunity to scout on runes, or even missing heroes. They can go through unpassable terrain like a flying burito. Without a question, they are excellent tools of ganking. Especially sight.
Roaming is good, but too much is awful
Well maybe you are roaming. But too much is very bad. You may get outlaned, out-experienced and out-skilled. To the extent that your skills don’t even do that much damage to them as on your early level. Never get fed up with scores hitting on your multiboards. If you are always roaming, the tendency for other heroes to farm gets higher up to 80%. Always carry a tp scroll with you if you need to go to your lane. Never let those stupid heroes farm and much more, level up.
Never gank with low hitpoints
You are to never gank if you have a low health. You are such a glass cannon and one focus fire on you and you are dead. You don’t have any stun that will disable them and slow them on eating you. You have a slow that is thanks to God that isn’t any better than a stun. Oh come on, you have bats and they have stuns!, 2 seconds AoE stun is good, but chain stuns on enemy heroes are far more better.
Low mana? No Problem!
Low mana? like other heroes you don’t have any problem on your mana. Why? your bats are the most important ppl in your sleeves. If you are on low health, low mana. Go back to base. But if you’re teammates complained that they need a gank. Then you have your bats to go beside them. Let your hero go straight to your fountain while your bats go straight for the gank. Get it?
Mid game, though your use is starting to shine, you are not at your full potential. Mid game is where Visage gets his item, farms it, and gank potential threats. If somebody tells you that mid game is where he shines most, he is dead wrong. Clashes and Teamfights are far more better than roaming and juggling around.
Late Game
Shining
If you readers do not know what late game is; well its all about teamfights and clashes. And thats what the bat is all about. Shining on late game is not that hard yet not that simple. If you managed to crawl up and at least not get overfed by your enemy carries then you have at least the talent to be a great gamebreaker. Shining is all about letting your carries finish your opponent while you support and give them your best nuke and hits. A support is not a killstealer and a lasthitter, being aggressive is good but too much is bad. Do not steal kills especially from allied carries that will eventually carry the game for all of you on the last part of it.
Your role on late game
You are not an initiator. The bold letter summed it up. If you think a 1.5 seconds stun and a gravechill is initiating, well you might think again. Leave it to heroes who has high gamebreaking skill, or high AoE stuns like Leviathan, Enigma or Magnus which can ruin they’re game and give you a perfect position.
You’re all about support. After initiating; if the stun almost wears off, use stone form. You’re all about the second stun and slows. You are all about chasing and not letting them get away. And you are not a tank. You don’t want to go upfront with high DpS heroes like Ursa and Sven. Go behind the real tanks like Centaur or Axe. On late game, you will eventually learn your use as your teammate will instruct you. And last, you are not to kill. You are to damage them with your nukes and your hits. Maximize the use of your nuke which means using them upon having full charges, and slow them upon cooling down.
Maximizing your potential
Its all about clash and teamfights now my friend. Now its time to get serious. I will try to teach you how to help on teamfights especially on positioning. Try to scan the photos below and see for yourself how to clash with the flying menace:
Visage The Necro’lic Advanced Statistics
Affiliation: Scourge
Attack Animation: 0.46 / 0.54
Damage: 45 – 55
Casting Animation: 0.4 / 1.1
Armor: 0.54
Base Attack Time: 1.7
Movespeed: 295
Missile Speed: 900
Attack Range: 600
Sight Range: 1800 / 800
Visage The Necro’lic Abilities Build
1. Grave Chill (Hotkey: G)
Visage drains the life from a target, slowing its attack and move speed. He then gets bonuses equal to those drained.
Level 1 – 32% of attack speed and move speed drained to Visage. Lasts 3 seconds.
Level 2 – 32% of attack speed and move speed drained to Visage. Lasts 4 seconds.
Level 3 – 32% of attack speed and move speed drained to Visage. Lasts 5 seconds.
Level 4 – 32% of attack speed and move speed drained to Visage. Lasts 6 seconds.
- The buff on Visage and debuff on the target can be removed seperately with dispel.
- The speed gained is independant of the amount that was reduced on the target.
- Casting range: 600
Mana Cost: 70/80/90/100
Cooldown: 10
2. Soul Assumption (Hotkey: C)
Visage sends out a surge of agony towards an enemy unit, echoing the suffering that nearby heroes have taken.
Level 1 – 3 max soul charges.
Level 2 – 4 max soul charges.
Level 3 – 5 max soul charges.
Level 4 – 6 max soul charges.
- Soul counter increases by 1 for each 110 damage taken by heroes within 1200 AoE of Visage.
- The soul counter only increases for damage greater than 2, and less than 3000, only counts damage from a player unit or Roshan, and does not count self-inflicted damage nor damage dealt by Soul Assumption itself.
- Each amount of damage added to the soul counter expires after 6 seconds, or when Soul Assumption is cast.
- When cast, launches a projectile at the target hero that will deal 20+60*(charges on soul counter) when it hits, the projectile moves at 1000 speed.
- Damage type: magic
- Casting range: 900
Mana Cost: 200/180/160/140
Cooldown: 4 seconds
3. Gravekeeper’s Cloak (Hotkey: V)
Visage surrounds himself with the magical energy of the dead, granting extra physical armor and magic damage resistance.
Level 1 – Each layer provides 1 armor and 3% magic resistance. 10 second recovery time.
Level 2 – Each layer provides 2 armor and 6% magic resistance. 9 second recovery time.
Level 3 – Each layer provides 4 armor and 12% magic resistance. 8 second recovery time.
Level 4 – Each layer provides 5 armor and 16% magic resistance. 7 second recovery time.
- Each time the Necro’lic receives damage greater than 2 that was not self-inflicted and was from a player owned source, a layer is removed.
Mana Cost: N/A
Cooldown: N/A
4. Summon Familiars (Hotkey: T)
Visage conjures up two blind Familiars from the realm of death.
Level 1 – Max 56 bonus damage, 300 HP, stun for 60 damage/1 second
Level 2 – Max 98 bonus damage, 450 HP, stun for 60 damage/1.25 seconds
Level 3 – Max 154 bonus damage, 600 HP, stun for 60 damage/1.5 seconds
Mana Cost: 150
Cooldown: 180/160/140 seconds
- Currently existing Familiars are destroyed upon casting of Summon Familiars.
- Each Familiar starts with 7 charges of bonus damage, each charge gives 8/14/22 bonus damage. Familiars lose one charge each time they attack, and gain one charge every 15 seconds from when they were summoned.
- When a Familiar enters Stone Form, its damage charges are fully restored, and it gains 50/68.75/87.5 each second of Stone Form.
- When a Familiar enters Stone Form, it will stun in a 325 AoE (1 second delay from when Stone Form is cast), dealing 60/100/140 magic damage and stunning for 1/1.25/1.5 seconds.
- After Stone Form is cast, there is a 0.5 second delay before the Familiar becomes invulnerable, and a Familiar will automatically leave Stone Form after 8 seconds. Stone Form has a 30 second cooldown.
- Familiars have 96.25%/96.25%/96.25% magic resistance, and are targeted as heroes by abilities.
- Familiars have 160 attack range.
- Cast range: 900
Visage The Necro’lic Skills Build
1. Soul Assumption
2. Grave Chill
3. Soul Assumption
4. Grave Chill
5. Gravekeeper`s Cloak
6. Raise Revenants
7. Soul Assumption
8. Grave Chill
9. Soul Assumption
10. Gravekeeper`s Cloak
11. Raise Revenants
12. Grave Chill
13. Stats
14. Stats
15. Stats
16. Raise Revenants
17. Gravekeeper`s Cloak
18. Gravekeeper`s Cloak
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
Visage The Necro’lic Items Build
Ring of Regeneration (350)
2 HP Regeneration
Null Talisman (505)
6 Intelligence
3 Strength
3 Agility
3 Damage
Mantle of Intelligence + Circlet of Nobility + Null Talisman Recipe Scroll
Boots of Speed (500)
55 Movement Speed
Note: Movement speed bonus doesn’t stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
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
Eul`s Scepter of Divinity ( )
Empty Bottle (600)
Active: Regenerate
Restores 135 HP and 70 mana over 3 seconds. Effect ends if you take damage. When used, Magic Bottle 3/3 changes to 2/3, 2/3 changes to 1/3, and 1/3 changes to Empty Bottle. Can’t be used when Empty Bottle. 0.5 second cooldown.
Active: Rune Capture
Stores a rune in an Empty Bottle. When a rune is used, this item is refilled to Magic Bottle 3/3. Stored runes are automatically used after 120 seconds. Can’t be drop if it has a rune stored.
Note: This item is refilled to Magic Bottle 3/3 when near the fountain.
Guinsoo`s Scythe of Vyse ( )
Aegis of the Immortal (0)
Passive: Reincarnation
Brings you to life with full health and mana 5 seconds after you die at the location where you died. Item is removed from your inventory after reincarnating you once. Item is also removed from your inventory when Roshan respawns (10 minutes after he was killed).
Note: 1 charge. + Drops from Roshan
Dagon (2705)
13/15/17/19/21 Intelligence
3 All Atributes
9 Damage
Active: Energy Burst
Deals 400/500/600/700/800 damage to a target unit. 180/160/140/120/100 manacost. 40/36/32/28/24 seconds cooldown. 600/650/700/750/800 cast range.
Note: Buy recipe to upgrade (5 levels).
Null Talisman + Staff of Wizardry + Dagon Recipe Scroll
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
Visage The Necro’lic Strategy
Early Game
Laning
Now that you have grabbed your items, let’s lock and load! First things first, where should the bat lane? if you are wandering where, then read this. Based from my experience and further tests, I’ve made a conclusion that Visage is to never solo. Criticisms are always free and subjective reasoning is welcome. My point here is, that the flying menace is such a glass cannon in early game. First you are really fragile and only four hits and your armor is all gone. Two you have no escape mechanism other than fleeing away and your Grave Chill which makes other heroes with chain stun have their advantage on you. Third you cannot use your nuke if it has no charges on it. Visage is specially designed with a lane partner, hello? a nuke that sets off every 60 damage on an AoE near you doesn’t ring a bell? plus a slow without any freeze or stuns on it? What can a nuke mean if there isn’t anyone whose gonna boost em all up for you? and what can a slow mean if only you with merely 40 damage per hit can live up to it?
Think first; which is much better? a trilane which is probably the best lane you have ever came up to or a solo lane which you are not made up of, unless you are a dumbheaded carry.
Early Walkthrough
Now that you’re mind is set let’s start getting gold. Try to last hit as much as possible, however if there is a carry around let him get the gold and support him by damaging the creeps near him. One good way to last hit is pressing the “S” button to stop your bat from attacking and then press “A” button if you wish to attack. Another tip is analyzing your ranged creep’s projectile. Since it does the highest damage and has a projectile speed.
If you are farming pretty well then grab a set of wards. I do not want to discuss the warding tips in here so just click Lycan’s Warding Guide to learn more about warding. However, I should say that you must grab a ward on early game if you are facing against a trilane and a more aggressive roamer like potm and butcher. Place it near where your carry is and place it near your lane to be safe on ganks.
When you are in trouble of getting outlaned and feeding up, go back. Go hide behind your ranged creep projectile as your ranged is quite high. If you see them going near you, then pull back or let your teammates be aware of it. Use gravechill on opponents trying to incapacitate you then let your teammates do the dirty job.
Always pay attention on your minimap. Never ever concentrate on just a single lane. Remember that the minimap is the most important thing you can see on the wc3 world. Calling a miss is a good chance to let your teammates escape or even gank a fragile hero. While you farm your ass out and outlane your enemy completely.
Mid Game
Mid game starts when you are on level six. This means that you have your family beside you and you are ready to roam around freely like what bats certainly do. Before you start, let me remind you of some things that you don’t want to miss when you’re on mid game:
Avoid letting enemy heroes free farm
Now we know that you will be roaming like hell on mid game but still never ever let them free farm, especially if they are carries. Always carry a tp scroll with you whenever there are solid pushers like axe and centaur. Do not let them get that gold they want. You can delay they’re free farming by simply ganking them with your teammate as you will be roaming.
Roam on lanes near you
Roam on lanes that are a few steps away from you. Do not go to top lane if you are on bottom lane. And always go to lanes with fragile heroes like Traxex or Kardel. Saving time is the key on a good bat you know.
Use runes like they’re burgers
As I have told from the rune sections, be an effective rune user. As you will be roaming, you will pass on rivers or even scout runes and use them eventually on fight. You need to use them proficiently and effectively as it can easily turn the tide of the battle in just a quick blink.
Scout with your bats
Your bats are flying. Take this opportunity to scout on runes, or even missing heroes. They can go through unpassable terrain like a flying burito. Without a question, they are excellent tools of ganking. Especially sight.
Roaming is good, but too much is awful
Well maybe you are roaming. But too much is very bad. You may get outlaned, out-experienced and out-skilled. To the extent that your skills don’t even do that much damage to them as on your early level. Never get fed up with scores hitting on your multiboards. If you are always roaming, the tendency for other heroes to farm gets higher up to 80%. Always carry a tp scroll with you if you need to go to your lane. Never let those stupid heroes farm and much more, level up.
Never gank with low hitpoints
You are to never gank if you have a low health. You are such a glass cannon and one focus fire on you and you are dead. You don’t have any stun that will disable them and slow them on eating you. You have a slow that is thanks to God that isn’t any better than a stun. Oh come on, you have bats and they have stuns!, 2 seconds AoE stun is good, but chain stuns on enemy heroes are far more better.
Low mana? No Problem!
Low mana? like other heroes you don’t have any problem on your mana. Why? your bats are the most important ppl in your sleeves. If you are on low health, low mana. Go back to base. But if you’re teammates complained that they need a gank. Then you have your bats to go beside them. Let your hero go straight to your fountain while your bats go straight for the gank. Get it?
Mid game, though your use is starting to shine, you are not at your full potential. Mid game is where Visage gets his item, farms it, and gank potential threats. If somebody tells you that mid game is where he shines most, he is dead wrong. Clashes and Teamfights are far more better than roaming and juggling around.
Late Game
Shining
If you readers do not know what late game is; well its all about teamfights and clashes. And thats what the bat is all about. Shining on late game is not that hard yet not that simple. If you managed to crawl up and at least not get overfed by your enemy carries then you have at least the talent to be a great gamebreaker. Shining is all about letting your carries finish your opponent while you support and give them your best nuke and hits. A support is not a killstealer and a lasthitter, being aggressive is good but too much is bad. Do not steal kills especially from allied carries that will eventually carry the game for all of you on the last part of it.
Your role on late game
You are not an initiator. The bold letter summed it up. If you think a 1.5 seconds stun and a gravechill is initiating, well you might think again. Leave it to heroes who has high gamebreaking skill, or high AoE stuns like Leviathan, Enigma or Magnus which can ruin they’re game and give you a perfect position.
You’re all about support. After initiating; if the stun almost wears off, use stone form. You’re all about the second stun and slows. You are all about chasing and not letting them get away. And you are not a tank. You don’t want to go upfront with high DpS heroes like Ursa and Sven. Go behind the real tanks like Centaur or Axe. On late game, you will eventually learn your use as your teammate will instruct you. And last, you are not to kill. You are to damage them with your nukes and your hits. Maximize the use of your nuke which means using them upon having full charges, and slow them upon cooling down.
Maximizing your potential
Its all about clash and teamfights now my friend. Now its time to get serious. I will try to teach you how to help on teamfights especially on positioning. Try to scan the photos below and see for yourself how to clash with the flying menace:
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