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EXTREMELY IMPORTANT MESSAGE ; KICKSTART THIS PROJECT, WHICH WOULD


CREATE THE MOST REALISTIC TACTICAL FPS EVER : GROUND BRANCH. THANK
YOU.

SHENDELZARE SILKWOOD, THE VENGEFUL SPIRIT


THIS IS A GUIDE TO VENGEFUL SPIRIT, WHO IS THE SECOND MANLIEST HERO IN
DOTA THAT DOES NOT HAVE TESTICLES. UNDOUBTEDLY, THE MANLIEST HERO IN
DOTA WITH TESTICLES HAS A BEARD, WHILE THE MANLIEST ONE WITHOUT
TESTICLES IS UNCONTESTABLY THE ONE KNOWN FOR QUOTING ARNOLD
SCHWARZENEGGER AND FOR BALLING OUT OF CONTROL.
A HERO WHOSE ULTIMATE'S WISEST USE IS TO POTENTIALLY SACRIFICE HER
OWN LIFE TO SAVE YOUR CARRY'S ONE IS ENTITLED TO BE THE 2ND MANLIEST
HERO IN DOTA WITHOUT TESTICLES.
BECAUSE IT'S A TRIBUTE TO CRIMSONQUESO (YOU MAY WORSHIP HIM HERE OR
HERE), DON'T BE SURPRISED THAT THE TEXT/FORMATTING ARE VERY FAMILIAR.
AUTHOR'S NOTE:
THIS GUIDE IS NOT FOR EM GAMES.
THIS GUIDE IS CONCISE. YOU WILL FIND NO WALLS OF TEXT HERE. ADDITIONAL
DETAILS ARE GIVEN IN SPOILERS/NOTES. BECAUSE IT'S A 100% CAPS LOCK GUIDE,
THE NUMBER OF UNCAPITALIZED LETTERS IS ZERO WHEN POSSIBLE (NO
UNCAPITALIZED 'B' AT THE END OF 'N00B', OR 'ME' IN SMALL CASE).
A KEY THING MOST GUIDE READERS DO NOT GET IS THAT SKILL AND ITEM BUILDS
ARE FLUID. I WOULD ARGUE THAT THERE IS NO SKILL AND ITEM BUILD FOR ANY
HERO THAT IS CONCRETE FOR EVERY SITUATION. FOR EXAMPLE, I ONCE PLAYED A
GAME WHERE I REALLY NEEDED IMBA MOBILITY WITH DROW RANGER AND HP
REGEN, SO I GOT PHASE BOOTS AND TRANQUIL BOOTS (BECAUSE I HAVE TWO FEET)
AND THEN YASHA, WHICH IS SUPREMELY RETARDED IN MOST SITUATIONS.
THE METAGAME
DO PICK VENGEFUL SPIRIT IF YOUR TEAM HAS PICKED THESE HEROES (THEY ARE

GREAT):

STATS' ANALYSIS AND SKILLS

HERE ARE HER RAW STATS :


* STRENGTH: 16 + 2.3
* AGILITY: 27 + 2.35
* INTELLIGENCE: 15 + 1.75
* ATTACK ANIMATION: 0.33 / 0.64
* DAMAGE: 39 - 53
* CASTING ANIMATION: 0.3 / 0.51
* ARMOR: 3.78
* BASE ATTACK TIME: 1.7
* MOVESPEED: 295
* MISSILE SPEED: 1500
* ATTACK RANGE: 400
* SIGHT RANGE: 1800 / 800
NOTE THAT VENGEFUL SPIRIT HAS A SMALL RANGE, PISSPOOR DAMAGE
VARIANCE FOR LAST HITTING/DENYING, AND RELATIVELY BIG BACKSWING
ATTACK/CASTING ANIMATIONS WHICH SHOULD BE ALWAYS CANCELED BY
ISSUING A MOVE/ATTACK ORDER JUST AFTER THE ATTACK/SPELL IS LAUNCHED.
SHE DOES HAVE A NICE STR GROWTH THOUGH, SO SHE CAN TOWER DIVE AND/OR
TAKE SOME BEATING WHILE SOMEONE ELSE IS DOING THE REAL DPS.
DOES IT MEAN YOU SHOULD BE A DUMBASS PUBBER PLAYING VS AS A HARD
CARRY, TRYING TO STEAL EVERY SINGLE CREEP FROM YOUR HARD CARRY, EVEN
WHEN YOU KNOW YOU'LL PROBABLY FAIL YOUR LAST HIT ? UNLESS THE SAID
HARD CARRY IS AUTOATTACKING ALL THE TIME AND GETTING LESS THAN 2
CS/MIN WHEN AFK-FARMING, NO GOD ! NO GOD ! PLEASE NO ! NO ! NO !
NOOOOOOOOOOOOOO !
BECAUSE OF YOUR POOR RANGE, YOU'RE A POOR BABYSITTER TOO, I.E. YOU
CAN'T HARASS EFFECTIVELY ; YOU WORK MUCH BETTER AS A SUPPORT READY

TO STUN OR AS A ROAMER.
AND HERE ARE THE SKILLS :
MAGIC MISSILE

A MISSILE IS THROWN AT AN ENEMY UNIT, CAUSING DAMAGE. STUNS FOR 1.75


SECONDS.
LEVEL 1 - DEALS 100 DAMAGE AND STUNS FOR 1.45 SECONDS.
LEVEL 2 - DEALS 175 DAMAGE AND STUNS FOR 1.55 SECONDS.
LEVEL 3 - DEALS 250 DAMAGE AND STUNS FOR 1.65 SECONDS.
LEVEL 4 - DEALS 325 DAMAGE AND STUNS FOR 1.75 SECONDS.
CASTING RANGE : 500
DAMAGE TYPE: MAGICAL
LEVEL 1: 110 MANA, 10 SEC COOLDOWN.
LEVEL 2: 120 MANA, 10 SEC COOLDOWN.
LEVEL 3: 130 MANA, 10 SEC COOLDOWN.
LEVEL 4: 140 MANA, 10 SEC COOLDOWN.
NOTES
DAMAGE TYPE: MAGICAL

THOUGH THE DAMAGE IS REALLY NICE, REAL MEN DO NOT HARASS. THE MAIN
USE IS THE STUN, THE DAMAGE BEING THE ICING ON THE CAKE. THE MAIN
REASON FOR LEVELING UP THIS SKILL IS THE ADDITIONAL DAMAGE. ANOTHER
THING TO KNOW ABOUT THIS SPELL IS ITS MOVESPEED OF ONLY 1250. BECAUSE
OF THAT, IT MAY BE BETTER TO GET CLOSER TO THE ENEMY OR LET AN ALLY
WITH AN INSTANT DISABLE/STUN ACT FIRST IF THE TARGETED ENEMY HAS A
MANTA STYLE/TRANSFORMATION ABILITY/BLINK.
IT'S NO-BRAINER IT'S A SKILL THAT OUGHT TO BE TAKEN AT LEVEL 1 IN EVERY
GAME. THE COOLDOWN IS ALSO LOW ENOUGH TO BE SOMETIMES USED TWICE
IN A BATTLE.

WAVE OF TERROR

SHENDELZARE LETS LOOSE A WICKED CRY, TERRORIZING ENEMY UNITS. THEIR


ARMOR IS REDUCED.
LEVEL 1 - REDUCES ARMOR BY 2. DEALS 18.75 DAMAGE.
LEVEL 2 - REDUCES ARMOR BY 3. DEALS 37.5 DAMAGE.
LEVEL 3 - REDUCES ARMOR BY 4. DEALS 56.25 DAMAGE.
LEVEL 4 - REDUCES ARMOR BY 5. DEALS 75 DAMAGE.
CASTING RANGE : 1400
AREA OF EFFECT : 300
DAMAGE TYPE: HP REMOVAL
LEVEL 1: 40 MANA, 15 SEC COOLDOWN.
LEVEL 2: 40 MANA, 15 SEC COOLDOWN.
LEVEL 3: 40 MANA, 15 SEC COOLDOWN.
LEVEL 4: 40 MANA, 15 SEC COOLDOWN.
NOTES
DAMAGE TYPE: HP REMOVAL
THE WAVE GIVES VISION AS IT GOES FORWARD.

DEFINITELY HELPS YOUR TEAM FOR DEALING PHYSICAL/MIXED DAMAGE, I.E.


AUTOATTACKS MOST OF THE TIME. THE VISION AND THE HP REMOVAL ARE NICE
BONUSES TOO, AND YOU SHOULD SOMETIMES USE THEM TO YOUR ADVANTAGE
(RECON ANYONE ?). BUT NOTE THE SCALING ; IT'S NOT WORTH MAXIMIZING IT
AT THE EXPENSE OF COMMAND AURA.
TAKE A LOOK AT MALLE'S TABLE FOR DAMAGE AMPLIFICATION :
This image has been resized. Click this bar to view the full image. The original
image is sized 1421x1043.

AS YOU CAN SEE, GETTING WAVE OF TERROR LEVEL 2/3/4 WILL DECREASE THE
ENEMY'S ARMOR BY 1 PER ADDITIONAL LEVEL, AMPLIFYING THE DAMAGE BY 6.0
PERCENT AT MOST PER LEVEL. IN COMPARISON, WAVE OF TERROR LEVEL 1 CAN
AMPLIFY BY UP TO 12.4 PERCENT, SO IN MOST CASES, IT AMPLIFIES DAMAGE
ABOUT AS MUCH AS COMMAND AURA LEVEL 1, AND PROVIDES YOU SOME
VISION ; THAT'S WHY YOU WANT TO TAKE WAVE OF TERROR AT LEVEL 2. IT ALSO
HELPS TO GET RID OF CURSE OF THE SILENT IN CASE THAT HOMOSEXUAL MANA
VAMPIRE OF SILENCER IS STUPID ENOUGH TO CAST IT !
THE ADDED 17.5 HP REMOVAL DAMAGE PER LEVEL IS SIMPLY NEGLIGIBLE ;
DON'T SAY YOU WANT TO LEVEL IT IN ORDER TO INCREASE YOUR PROBABILITY
TO KILL A FLEEING HERO, AS YOU SHOULD ALWAYS USE IT AT THE START OF THE
FIGHT, AND THE 15 SECOND COOLDOWN ENSURES YOU WON'T USE IT A 2ND TIME
IN 99.9% OF THE FIGHTS.
ALSO NOTE ONE OTHER THING IN THE TABLE ; FOR A GIVEN ARMOR REDUCTION
X, THE VALUE OF ARMOR A AT WHICH THE ENEMY WILL FEEL THE MOST
AMPLIFIED DAMAGE IS GIVEN BY X = 1.5*A APPROXIMATIVELY, FOR ANY VALUE
OF A. WHAT DOES IT MEAN ? IF YOU SEE FOR EXAMPLE AN ENEMY HERO WITH
AN ARMOR OF 10, IT'S PROBABLY (DEPENDS ON THE DPS MADE BY EACH HERO IN
YOUR TEAM.) BEST TO REDUCE HIS ARMOR BY 15 ; A FURTHER REDUCTION OF
HIS ARMOR WILL INDEED AMPLIFY MORE THE DAMAGE, BUT BY TOO LITTLE TO

BE WORTH. YOU'D BETTER INVEST IN MORE DPS, BECAUSE YOU WON'T BE


SITTING ON THE BATTLEFIELD JUST CASTING YOUR SPELLS !
COMMAND AURA

INCREASES NEARBY UNITS' DAMAGE.


LEVEL 1 - 12% BONUS DAMAGE
LEVEL 2 - 20% BONUS DAMAGE
LEVEL 3 - 28% BONUS DAMAGE
LEVEL 4 - 36% BONUS DAMAGE
AREA OF EFFECT : 900
PASSIVE
NOTES
THE BONUS DAMAGE PROVIDED BY THE AURA IS BASED ON BASE DAMAGE
AND PRIMARY ATTRIBUTE.

YOUR TRUESHOT AURA ON STEROIDS, THAT WORKS FOR MELEE TOO. NOTE THAT
IF YOU COMPARE THE DAMAGE AMPLIFICATION BETWEEN CONSECUTIVE
LEVELS OF COMMAND AURA (I.E. WHAT'S THE DPS INCREASE BETWEEN
COMMAND AURA LEVEL 2 AND COMMAND AURA LEVEL 1 FOR EXAMPLE ?), IT
CAN BOOST YOUR DAMAGE BY UP TO 7.1/6.7/6.3 PERCENT, WHICH ARE
OBVIOUSLY BIGGER THAN WAVE OF TERROR'S UP TO 6.0 PERCENT INCREASE PER
LEVEL.
WHY THE 'UP TO' FOR COMMAND AURA ? BECAUSE IF THE NEARBY ALLIED
HEROES HAVE RAW DAMAGE AND/OR ANOTHER DAMAGE AURA, THE DPS
INCREASE WON'T BE AS BIG. HOWEVER, IN EARLY-MID GAME, IF YOU ARE THE
ONLY DAMAGE AURA PROVIDER, AND IF YOUR TEAM ISN'T RETARDED TO THE
POINT TO GET ITEMS THAT GIVE ABSOLUTELY NO PRIMARY ATTRIBUTE, YOU'LL
REALIZE THAT INVESTING IN COMMAND AURA BEFORE WAVE OF TERROR WILL
LEAD TO GREATER DPS. YOU MAY ARGUE THAT WAVE OF TERROR WORKS EVEN
AFTER YOUR DEATH, BUT IN FACT COMMAND AURA WORKS FOR A LITTLE BIT
AFTER YOUR (POTENTIAL) DEATH, SO THERE SHOULD BE VERY LITTLE

DIFFERENCE GIVEN THE AVERAGE TEAMFIGHT'S DURATION.


NOTE THAT TECHNICALLY, IT'S POSSIBLE THAT MAXIMIZING WAVE OF TERROR
JUST AFTER A SINGLE LEVEL OF COMMAND AURA CAN BE MORE INTERESTING
FOR QUICKLY KILLING 1 HERO. FOR EXAMPLE, LET'S SAY THAT YOU'RE GANKING
AN ENEMY AND THAT YOU HAVE JUST ENOUGH TIME SO YOUR TEAM CAN
REMOVE 500 HP THROUGH PHYSICAL ATTACKS. IF YOU GET COMMAND AURA
LEVEL 2, THAT NUMBER BECOMES 535.5 HP ; ON THE OTHER HAND, IF YOU GET
WAVE OF TERROR LEVEL 2, THAT NUMBER BECOMES 530, TO WHICH WE HAVE TO
ADD THE 17.5 OF EACH SUCCESSIVE LEVEL OF WAVE OF TERROR, FOR A TOTAL OF
547.5 HP. THE PROBLEM IS THAT MAXIMIZING WAVE OF TERROR OVER COMMAND
AURA IS USEFUL IN A VERY TIGHT SET OF CONDITIONS ; THE ENEMY HAS
AROUND ZERO OF ARMOR TO MAKE THE BEST USE OF -1 ARMOR FROM EACH
SUCCESSIVE LEVEL OF WAVE OF TERROR, A RELATIVELY LOW HP, AND A NEAR
CERTAINTY YOU HIT THE ENEMY WITH WAVE OF TERROR AT THE START OF THE
FIGHT. BECAUSE THERE'S A TENDENCY FOR YOU TO GET UNDERLEVELED AND
THAT YOUR PRIME TARGET WILL BE A CARRY THAT USUALLY HAS HIGH ARMOR
AND/OR HIGH HP, LEVELING COMMAND AURA BEFORE WAVE OF TERROR WILL BE
MORE BENEFICIAL.
COMMAND AURA HAS THE FOLLOWING MAIN ADVANTAGES OVER WAVE OF
TERROR ; IT'S PERMANENT, IT DOESN'T REQUIRE AIMING (MAY BE OF
IMPORTANCE IF THE ENEMY IS SPREAD OR JUST ENTERED THE COMBAT ZONE.),
AND HELPS EXPLOITING A SUCCESSFUL GANK WITH THE BIG EXTRA PUSHING
POWER, ESPECIALLY WHEN YOUR TEAM HAS TO DESTROY A TOWER.
BECAUSE COMMAND AURA WORKS ON ANY ALLIED UNIT AND IS PERMANENT, IT
WILL TEND TO PUSH YOUR LANE, SO DO YOUR BEST TO DENY AND/OR MAKE
CREEP PULLS.
ANOTHER NOTE FOR DOTA 2 ; IT NOW STACKS WITH THE ALPHA WOLF'S
COMMAND AURA...

NETHER SWAP

INSTANTANEOUSLY SWAPS POSITIONS WITH A TARGET HERO.


LEVEL 1 - VENGEFUL SPIRIT AND THE TARGET INSTANTLY SWAP POSITIONS.
CASTING RANGE : 600
LEVEL 2 - VENGEFUL SPIRIT AND THE TARGET INSTANTLY SWAP POSITIONS.

CASTING RANGE : 900


LEVEL 3 - VENGEFUL SPIRIT AND THE TARGET INSTANTLY SWAP POSITIONS.
CASTING RANGE : 1200
LEVEL 1: 100 MANA, 45 SEC (10*) COOLDOWN.
LEVEL 2: 150 MANA, 45 SEC (10*) COOLDOWN.
LEVEL 3: 200 MANA, 45 SEC (10*) COOLDOWN.
ALLOWED TARGETS : ANY HERO (ANY UNIT*)
NOTES
WORKS ON MAGIC IMMUNE UNITS.
TREES NEAR VENGEFUL SPIRIT AND THE TARGET WILL BE DESTROYED UPON
SWAPPING.
INTERRUPTS CHANNELING SKILLS OF THE TARGET.
CAN BE IMPROVED BY AGHANIM'S SCEPTER (* SHOWS THE IMPROVED
VALUES).

THE REASON WHY YOU ARE THE SECOND MANLIEST HERO IN DOTA WITHOUT
TESTICLES ! THINK BEFORE USING IT ; MOST OF THE TIME, IT INVOLVES
SWAPPING ONE OF YOUR CARRIES OUT OF HARM'S WAY AT THE RISK OF YOUR
OWN LIFE. BUT IT CAN ALSO BE USED TO SCREW AN ENEMY'S POSITIONNING
VERY BADLY, LIKE A SAND KING WHO JUST CAST EPICENTER OR ENIGMA WITH
ITS BLACK HOLE. DEPENDING ON YOUR PLAYSTYLE (AND YOUR SURVIVAL
PROBABILITY...), YOU MAY WANT TO GET AGHANIM FOR THE REDUCED
COOLDOWN.

SKILL BUILD
SKILL BUILDS ARE FLUID AND SHOULD BE ADAPTED ACCORDING TO YOUR
ENEMY'S SQUISHINESS AND YOUR TEAM'S AUTOATTACK PROWESS.
STANDARD BUILD :

1. MAGIC MISSILE
2. WAVE OF TERROR
3. MAGIC MISSILE
4. COMMAND AURA/WAVE OF TERROR

5. MAGIC MISSILE
6. NETHER SWAP. DUH.
7. MAGIC MISSILE
8. COMMAND AURA/WAVE OF TERROR
9. COMMAND AURA/WAVE OF TERROR
10. COMMAND AURA/WAVE OF TERROR
11. NETHER SWAP
12. WAVE OF TERROR/COMMAND AURA
13. WAVE OF TERROR/COMMAND AURA
14. WAVE OF TERROR/COMMAND AURA
15. STATS
16. NETHER SWAP
17-25. WHATEVER THE FUCK IS LEFT
THIS IS THE SKILL BUILD YOU'D USE MOST OF THE TIME, AS IT'S MOST EFFECTIVE
WHEN THE ENEMY HEROES ARE SQUISHY ENOUGH TO DIE IN 2-3 NUKES/STUNS
AND/OR YOUR TEAM DOESN'T HAVE HEROES WITH HIGH DPS BASED ON BASE
DAMAGE/HUGE PRIMARY ATTRIBUTE GROWTH. IF YOU HAVE SOME CONCERNS
ABOUT YOUR ABILITY TO MAINTAIN CREEP EQUILIBRIUM, CHOOSE WAVE OF
TERROR AT LEVEL 4 ; OTHERWISE, GET THAT MONSTRUOUS 12% DAMAGE
AMPLIFICATION WITH COMMAND AURA LEVEL 1.
OMFG COMMAND AURA EARLY? THIS GUIDE IS N00B!!!!
NOT MAXIMIZING COMMAND AURA EARLY IS LIKE PLAYING DROW RANGER
WITHOUT TRUESHOT AURA NOR MARKSMANSHIP. NOT ONLY WILL YOU PLAY A
HERO THAT PROBABLY WON'T DO ITS JOB, IT WILL MAKE YOUR PERFORMANCE
WORSE. WHAT YOU WANT TO DO IS KILL THE ENEMY AS FAST AS POSSIBLE,
WHICH IS THE REASON WHY YOU CHOOSE COMMAND AURA BEFORE WAVE OF
TERROR LEVEL 2/3/4 ; IT'S A MATTER OF MAGNITUDE SCALING ! IT'S ALSO THE
BEST WAY TO MITIGATE ANY ENEMY'S DAMAGE BLOCK. ONLY GIVE THE
PRIORITY TO WAVE OF TERROR IF YOUR TEAM'S PHYSICAL DAMAGE IS MAINLY
PROVIDED BY SPELLS/SKILLS THAT AREN'T GIVING DAMAGE THROUGH THE
PRIMARY ATTRIBUTE.

HOWEVER, SOME TEAM ROSTERS ARE MORE PHYSICAL/MIXED DAMAGE


ORIENTED, ALLOWING YOU TO DITCH MAGIC MISSILE'S EXTRA DAMAGE :
PHYSICAL DAMAGE BUILD :

1. MAGIC MISSILE
2. WAVE OF TERROR
3. COMMAND AURA/WAVE OF TERROR

4. COMMAND AURA/WAVE OF TERROR


5. COMMAND AURA/WAVE OF TERROR
6. NETHER SWAP. DUH.
7. COMMAND AURA/WAVE OF TERROR
8. WAVE OF TERROR/COMMAND AURA
9. WAVE OF TERROR/COMMAND AURA
10. WAVE OF TERROR/COMMAND AURA
11. NETHER SWAP
12. STATS
13. STATS
14. STATS
15. STATS
16. NETHER SWAP
17-25. WHATEVER THE FUCK IS LEFT
THIS BUILD IS CLEARLY ORIENTED TOWARDS PHYSICAL DAMAGE, AND SHOULD
BE USED IN SOME SPECIFIC CASES. MAXIMIZE COMMAND AURA EARLY IF YOU
WANT TO HARASS THE HELL OUT THE ENEMY AND IF YOU CAN MANAGE THE
CREEPS' TENDENCY TO PUSH. AN EXAMPLE WOULD BE IF YOU WANT TO OPPOSE
AN ENEMY TRILANE WITH A TRILANE MADE OF VENGEFUL SPIRIT, DROW
RANGER AND WITCH DOCTOR ; BESIDES HAVING VERY GOOD DEFENSIVE
ABILITIES, THE HARASSING/LAST-HITTING/DENYING POTENTIAL IS AWESOME
WITH SUCH A LINEUP. NEED I SAY THAT AT LEVEL 5, YOU CAN POTENTIALLY
HAVE A 49% BONUS DAMAGE ADVANTAGE ON YOUR ENEMIES ?
ANOTHER ADVANTAGE OF THIS BUILD IS THAT YOU SAVE 3 SKILL POINTS ON
MAGIC MISSILE, GIVING YOU A BETTER TEAMFIGHT ABILITY MID-GAME, AS
COMMAND AURA AND WAVE OF TERROR WILL BE MAXIMIZED BY LEVEL 10, AND
GIVING YOU EXTRA BEEFINESS WITH MORE STATS EARLIER.

ITEM BUILD
STARTING ITEMS

SOME COMBINATION OF THESE ITEMS

ITEMS TO GO FOR:
ASK YOURSELF THIS FIRST:
AM I PLAYING VENGEFUL SPIRIT?

YES: GET WARDS


NO: GET WARDS
BUT I'M TOO NOOB TO WARD CORRECTLY
WHAT THE FUCK, HAVEN'T YOU READ THIS GUIDE YOU DUMB SHIT ?
TREADS OR PHASES (OR ARCANE OR TRANQUIL)

EITHER. BUT NOT BOTH DESPITE THE FACT THAT YOU HAVE TWO FEET
(EXCEPTION FOR TRANQUIL BOOTS : YOU CAN SEE IT AS A MORE COSTEFFECTIVE RING OF HEALTH).
WORK YOUR WAY TO GET AT LEAST SOME UPGRADED BOOTS, MAGIC WAND, TP
SCROLL AND ONE OF THE FOLLOWING MANA REGEN ITEMS (UNLESS YOU
ALREADY GOT ARCANE) :

NOW ASK YOURSELF THESE QUESTIONS, AND PICK THE ONE THAT YOU CAN SAY
YES TO BEST
FOR YOUR LEARNING PLEASURE, THE ITEMS ARE TIERED BY WHAT YOU SHOULD
GET
BALLER TIER

POOR MAN'S SHIELD ITEM AFTER WARDS TIER

SUPPORT ITEM AFTER WARDS TIER

TANKING ITEM AFTER WARDS TIER

DISABLE ITEM AFTER WARDS TIER

DPS ITEM AFTER WARDS TIER

ONLY IF I CAN GET 6 OF THEM TIER

WHATEVER ARE YOUR ITEM CHOICES, THE PRIORITY SHOULD BE GIVEN TO YOUR
TEAM'S NEEDS AND YOUR SURVIVAL, THE DISABLE AND DPS ITEMS BEING THE
LAST PRIORITIES. AND NO, VANGUARD ISN'T RECOMMENDED BECAUSE THE
AVERAGE DAMAGE BLOCK IS ONLY 12 FOR A RANGED HERO, AND YOUR
FARMING SPEED IS WAY TOO LOW.

GAME WALKTHROUGH
LANE ETIQUETTE:
DO NOT "HARASS" WITH MAGIC MISSILE. REAL MEN DO NOT HARASS. THE STUN
IS WORTH MORE THAN THE DAMAGE. USE IT WHEN YOU KNOW YOU, YOUR
TOWER, AND/OR YOUR CREEPS CAN GET IN A FEW HITS. IF YOU'RE LANED
AGAINST A LOW HP MELEE HERO, FIRE AT HIS FACE ANY CHANCE YOU GET ; DO
NOT TRY TO HARASS LONGER-RANGED HEROES.
SHOULD I HAVE A LANING PARTNER?
UNLESS THE ENEMY HAS 4+ MELEES AND THERE IS NO OTHER CARRY ON YOUR
TEAM, I.E. WHEN YOU ARE PLAYING A TERRIBLE PUB, YES. ALSO FOR THE LOVE
OF GOD, THE PARTNER NEEDS TO EITHER HAVE A DISABLE OR BE RANGED.
ROAMING IS ALSO AN OPTION FOR VENGEFUL SPIRIT.
GANKING ETIQUETTE
HELP YOUR WEAK AND PUNY ALLIES WHENEVER YOU CAN AND ARE SURE OF A
KILL. AS THE (2ND OR 3RD SOMETIMES) MANLIEST CHARACTER ON YOUR TEAM,
YOU SHOULD ALWAYS SMARTLY THROW YOUR MAGIC MISSILE IN A GANK TO
ENSURE A CHAINSTUN, AND TANK THE TOWER IF NEED BE.
TEAMPLAY ETIQUETTE
DISTRIBUTE THE FINANCIAL BURDEN OF SUPPORT ITEMS/CONSUMABLES
BETWEEN ALL SUPPORTS, AND THAT INCLUDES YOU. FARM AS MUCH AS YOU
CAN WITHOUT BEING DETRIMENTAL TO YOUR CARRIES' FARM/SECURITY. ALSO
PRE-PLAN THE ORDER OF STUNS/DISABLES, ESPECIALLY IF FACING A HERO WITH
AN ESCAPE MECHANISM. BECAUSE OF YOUR RELATIVELY LOW-CD STUN AND
YOUR WONDERFUL AURA, PLACE YOUR SURVIVAL BEFORE ANYTHING EXCEPT
YOUR CARRIES. DO NOT 'SUICIDE-SWAP', I.E. SWAP WHEN THE ENEMY IS
REGROUPED AND NOT OUT OF POSITION.
WHAT DO I DO IN A TEAM FIGHT?
1. LOCATE CLOSEST ENEMY THAT DOES SOMETHING IN THE FIGHT
2 OR 3. MAGIC MISSILE HIM.
2 OR 3. WAVE OF TERROR HIM.
4. ATTACK HIM.
5. IF HE IS DEAD, GO TO STEP 6. ELSE, REPEAT 2, 3 AND 4
6. GO TO STEP 1. IF THERE ARE NO ENEMIES LEFT, GO TO STEP 7
7. PUSH AND/OR SPLIT FOR FARM !
(YOUR ACTUAL EXPERIENCE MAY VARY. YOU MAY NEED TO NETHER SWAP AT
ANY MOMENT FOR THE GREATER GOOD ; OTHERWISE, SURVIVE AT ALL COSTS !)

AM I A BALLER?
DO YOU HAVE AGHANIM?
I GOT A DIVINE RAPIER AND AN AEGIS AFTER MY AGHANIM
YOU ARE NOW BALLING OUT OF CONTROL
IF I EVER GET THE RED CHEESE IN DOTA 2
IT IS CUSTOMARY TO WRITE IN ALL CHAT 'I LIKE CRIMSONQUESO !' WHENEVER
YOU PICK UP THE CHEESE.
I NEED REPLAYS!
VERSION : DOTA 2 (6.73 EQUIVALENT)
MATCHID : 6847669
COMMENT : THOUGH I DISAGREE WITH GOHMA'S VANGUARD, HIS VS PLAYING
STYLE FITS QUITE WELL WITH MY IDEAS. NOTE THE AMOUNT OF PURE
MANLINESS WE HAD IN OUR TEAM, WITH VENGEFUL SPIRIT AND THE BEARD
(PLAYED BY ME) !
VERSION : DOTA 2 (6.74C EQUIVALENT)
MATCHID : 9964596
COMMENT : MYSELF PLAYING VENGEFUL SPIRIT IN A TEAM WITH NICE
SYNERGIES WHEN IT COMES TO PHYSICAL DAMAGE. I USED THE STANDARD
SKILL BUILD WITH 2 EARLY LEVELS OF WAVE OF TERROR BECAUSE I DIDN'T
WANT TO PUSH AND HAD NO OPPORTUNITIES TO TAKE ADVANTAGE OF THE
ADDED DAMAGE COMMAND AURA WOULD HAVE GIVEN FOR BETTER
HARASSMENT. BECAUSE OF THAT FURION, SOME TRANQUIL BOOTS WERE
NECESSARY, AND LATER ON, A MAELSTROM/MJOLLNIR HELPED TO
COUNTERPUSH, AND GET A NICE TRIPLE KILL AT THE END !
VERSION : DOTA 2 (6.74C EQUIVALENT)
MATCHID : 11570707
COMMENT : ONCE AGAIN, MYSELF PLAYING THE 2ND MANLIEST HERO IN DOTA
WITHOUT TESTICLES, LANING WITH POTM FOR DEADLY RESULTS. THE
STANDARD SKILL BUILD WAS USED FOR HUGE BURST DAMAGE AND COMMAND
AURA AT LEVEL 4 WAS USEFUL FOR AN EVEN BETTER HARASSING. WE THOUGHT
ABOUT MAKING SWAP-->ARROW, BUT DIDN'T FIND AN OPPORTUNITY FOR THAT.
VERSION : 1.24E/6.72F
MATCHID : LGD VS IG
COMMENT : IN THIS GAME, THE LEVEL OF FAGGOTRY IS VERY HIGH ON SCOURGE
(LION AND INVOKER ARE THE HOMOSEXUAL VAMPIRES, SHADOW DEMON WHO

DOESN'T DARE TO FACE ANYONE ONE ON ONE, AND NERUBIAN WEAVER AND
POTENTIALLY INVOKER BEING INVI PUSSIES), SO LGD.DD DEFINITELY NEEDS AN
EXTREMELY MANLY HERO TO COUNTER THEM AND PICKS VENGEFUL SPIRIT.
FEARING AN OVERLY GAY FIRST-BLOOD SMOKE GANK, HE GOES AS FAR AS
PLACING A SENTRY WARD TO COVER THE BACK OF BOTTOM LANE'S SENTINEL
TOWER. HIS SKILL BUILD IS A VARIANT OF THE STANDARD SKILL BUILD, WHICH
DEFINITELY HELPS MID-GAME TO PUSH WITH BEASTMASTER'S INNER BEAST. HIS
PLAY WAS QUITE GOOD, WITH A RIGHT BALANCE OF GANKING, COVERING THE
CARRY, FARMING, ETC. ; A MUST WATCH IMO !
VERSION : 1.26/6.74C
MATCHID : OLYMPIANS VS IZONE125
COMMENT : IN THIS GAME, VENGEFUL SPIRIT IS PICKED TO PROVIDE AN
ADDITIONAL STUN AND PUSHING POWER. THE SKILL BUILD IS A VARIANT OF THE
STANDARD SKILL BUILD, WITH COMMAND AURA AT LEVEL 2 AND WAVE OF
TERROR AT LEVEL 4, AS THE FAST-PUSHING SITUATION DICTATED THIS CHOICE.
IF THE REPLAYS ARE UNAVAILABLE ON VALVE'S SERVERS, DOWNLOAD THEM
HERE AND UNRAR THEM IN THE REPLAY FOLDER.
WORK IN PROGRESS.
I FOLLOWED YOUR GUIDE AND I DIDN'T WIN!
BLAME YOUR TEAM.

SPECIAL THANKS
CRIMSONQUESO OF COURSE, FOR HE MADE ME SUCH A MANLY DOTA PLAYER !
ZOTMASTER FOR THE BEARDED MENACE, PLAYING WITH HIS TEAM AND THE
PIZZA I STILL OWE HIM !
GOHMA (ONE OF ZOT'S TEAMMATES) FOR THE REPLAY
LGD.DD FOR THE REPLAY
IZONE125^JPEE<3 FOR THE REPLAY
BELGIANROFL (ANOTHER OF ZOT'S TEAMMATES) FOR POINTING OUT A TYPO
RAIDENSTORMS FOR REMINDING ME TO ADD BEASTMASTER AND BALLING OUT
OF CONTROL WITH ME
LYCAN FOR REMINDING ME TO ADD KELEN'S DAGGER IN THE REJECTED ITEMS
ECCELEX AND MALLE FOR THE AMPLIFICATION TABLE, WHICH MADE ME
REALIZE HOW LEVELING UP WAVE OF TERROR IS UNOPTIMIZED COMPARED TO
COMMAND AURA
ROBZOR FOR THE AURA GUIDE
DRACOLICH (THE FEARSOME HEROES OF MIGHT AND MAGIC 3 CREATURE !) FOR

MAGIC MISSILE'S MOVESPEED


HELDARION FOR THE TOTAL WARDING GUIDE
STEPHEN FOR INITIATING ME TO DOTA IN THE PREVIOUS DECADE AND
CHECKING SOME OF CRIMSONQUESO'S GRAMMAR ERRORS
MY 13-YEAR-OLD KEYBOARD FOR STILL HAVING A FUNCTIONAL CAPS LOCK KEY
MYSELF FOR BEING SO MANLY AND HAVING WEIRD, YET LOGICAL IDEAS

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