Tuesday, December 20, 2011

Guide To Demon Witch

INDEX


1. Introduction
1.1 Author's Words
1.2 Hero Foreword

2. Statistics
2.1 Story
2.2 Statistics
2.3 Pros and Cons

3. Skills and Skill Build
3.1 Skill Information
3.2 Skill Build
3.3 Explanation

4. Item Build
4.1 Item Build
4.2 Explanation (IB)
4.3 Rejected Items
4.4 Explanation (RI)


5. Strategy
5.1 Choosing a Lane
5.2 Early Game
5.3 Middle Game
5.4 Late Game


6. Correct Skill Usage
6.1 Correct 'Impale' Usage
6.2 Correct 'Voodoo' Usage
6.3 Correct 'Mana Drain' Usage
6.4 Correct 'Finger of Death' Usage

7. Good Allies
7.1 AoE Spell-Casters
7.2 Disablers
7.3 Supporters

8. Bad Enemies
8.1 Silencers
8.2 Mana Burners
8.3 Burst Damage Heroes
8.4 Disablers

9. Conclusion

10. Replays



1. Introduction


1.1 Author's Words

Good day. This guide is intended to offer a wide, comprehensive view over the Demon Witch. Although it is my very first guide, I know that it will turn out a rather good one, since I enjoy writing in general and have put a whole lot of effort into this one. My native language is not English, but I doubt that one will find any mistakes whatsoever.


1.2 Hero Foreword
Lion is a hero with a great arsenal of spells, consisting of two disables (from which one is AoE), a channeling mana drain that can also be used to burn away an enemy's mana pool and a powerful, single - targeted, damage spell. From the first glance at the hero, one realizes his most useful advantage - the hero is item independent and only needs few to no items to fulfill his role. This will be the whole foundation of this guide.





2. Statistics


2.1 Story


A renegade wizard who delved deeper in studying demonic arts, this old aged archmagus was sentenced to damnation by the Dalaran council. As a last resort of escaping death, he performed a forbidden ritual and sold his soul to Archimonde's bidding. Without trace of compassion and with a twisted mind, he seeks retribution to his comrades. He commands earth to stagger those who hinders his path with sharp spikes or siphons their will out. Never hesitating to transmogrify others to impunity nor doubtful of ripping his enemy inward out with his fatal touch, Lion like a predator loves doing it all over again.


2.2 Statistics


Affiliation : Scourge
Damage : 42 - 48
Armor : 1.1
Movement Speed : 290
Attack Range : 600
Attack Animation : 0.43 / 0.74
Casting Animation : 0.3 / 0.51
Base Attack Time : 1.7
Missile Speed : 900
Sight Range : 1800 / 800


Strength : 16 + 1.7
Agility : 15 + 1.5
Intelligence : 22 + 3




2.3 Pros and Cons


Pros
[+] Good intelligence gain
[+] Has two disables (one is AoE)
[+] Has a skill for regenerating mana
[+] Powerful ultimate throughout the earlier parts of the game
[+] Item independent

Cons
[-] Low Strength and Agility meaning low Hitpoints and low Armor
[-] Can be easily killed (No natural escape mechanism such as Windwalk or Blink)
[-] Spells have high mana cost
[-] Lacks late game potential





3. Skills and Skill Build



3.1 Skill Information

This link will guide you to everything you may need to know about Lion's abilities.



3.2 Skill Build


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3.3 Explanation




Why to learn 'Impale' at level 1 - At level 1 the mentality should be the following: "I am going to learn a skill that could either help me to get a First Blood or to escape one". Since Mana Drain does not help, it is much more favorable to learn 'Impale' rather than 'Voodoo', since the mana cost is lower and it deals additional damage beside the disable.

Why to learn 'Mana Drain' instead of 'Voodoo' - Albeit another disable looks tempting, you need mana to cast your spells. 'Voodoo' has a high mana cost to be supported by the small mana pool that Lion has in the early stages of the game. 'Mana Drain' is just better in every way at that time.

In which circumstances should I level 'Mana Drain' instead of 'Voodoo' after level 7 - Do this only if your enemy team has mana dependent heroes with small mana pools, for you will use it to effectively burn their mana. (e.g. Skeleton King, Sand King, Spirit Breaker, Venomancer etc)

Why should I learn 'Mana Drain' to level 4 if they lack the kind of heroes mentioned above - You will find it much easier to regenerate mana between battles from Necromancers/Druids...Since your abilities are so costly it is better than a few stats.

I consider that there is no need explaining why 'Impale' is maximized first and 'Finger' is taken whenever possible.







4. Item Build



4.1 Item Build


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4.2 Explanation (IB)


About the starting items...
As I have said before, Lion is very item independent. He can function perfectly well without anything more than Boots and a Point Booster (for example). That is why he does not need gold. That is also why you begin like this - both the Wards and the Courier benefit your team, so it is money well spent. The Branches are taken for a future Magic Wand and a set of Tango for some regeneration.

What next?
The next item should be the Magic Wand since it is useful throughout the whole match. It is also a cheap way of surviving a spell - aggressive lane. After that you should aim for a pair of Boots of Speed (since Lion has a below average movement speed) and 2x Bracers or Nulls.

When should I take Bracers and when Nulls? If the enemy has a few sources of high burst damage buy the Bracers. Otherwise take the Nulls.

Is this really the core build? It is fairly cheap! Yes it is. The aim of this guide was to design a way of playing Lion so that his team should benefit of him. The less gold Lion farms, the more do his team mates. This core build is fashioned so that it slightly removes Lion's weaknesses, and it does not furthermore empower his strengths. Through Bracers/Nulls, a Magic Wand and a pair of Boots, his weaknesses are not that visible anymore.

What about those consumables?
You can find the small amount of gold necessary to carry always one Scroll of Town Portal (at least) since you lack a natural escape mechanism and must rely on your disables and wits to escape out of harm's way. Wards should be bought for the sake of your team, since most of them have better uses for their gold rather than wards. Flasks provide a rather secure healing ability for 100 gold pieces.

...and about those extensions?
Phase Boots are the best upgrade for Lion, since it would be tedious and unnecessary to aim for Boots of Travel and Treads are rather useless...Both Perseverance and Point Booster are considered to bring the bearer some more control on their health and mana management. The Animal Courier can be upgraded to a Crow at the demand of your team. The Ghost Scepter provides a safe way of casting spells in a battle or to fleeing one (that is, if there are not many spell damage dealers on the opposite team).

Although I know I am not supposed to have the gold for that, what of the luxuries?
I have favored these items over other items for various reasons. First and foremost, they furthermore strengthen Lion's weaknesses. The other reason is that they are rather easy to obtain, the components being cheap. It is pretty simple, you should get Aghanim's Scepter if the game is going into a long late-game (The improvement to the ultimate will be seen very good when I reach the 'Correct Skill Usage' section). Bloodstone is another approach, as it gives Lion the regeneration and survivability he needs. Necronomicon should be bought when facing invisibility problems or heavy mana dependent enemies.





4.3 Rejected Items






4.4 Explanation (RI)



Empty Bottle
Albeit Lion is a roaming hero, and could make use with great results of an Empty Bottle, there are just other heroes who need it more in order to dominate the runes, since they do not have any regeneration mechanisms while Lion has 'Mana Drain' and can spare some gold for a few Flasks...Pudge, Barathrum and Mirana only to name some.

Guinsoo's Scythe and Eul's Scepter
While they are not bad items for Lion, he already has two disables. The Scythe is made up from very expensive parts, so obtaining it can be tedious. Eul's Scepter is rather easy to make up, but it's not that marvelous either. Let someone of your team who does not have any disable buy these. (e.g. Nortrom, Akasha etc)

Force Staff
This is a very situational item for Lion. The only thing it offers is a cheap escape mechanism. Has no synergy with his abilities. Also increases attack speed. (Good if want to physically damage someone).

Dagon
A damage burst of 300 is not worth that much money and will become useless as time passes. The only reason you should buy this is if you are the only burst damage dealer in the team (highly improbable).

Refresher Orb
The only reason one might think of buying this is to use Finger of Death two times in a battle. You will rarely achieve that high of a mana pool. (Remember that your ultimate costs 650 mana and the actual 'Refresh' another 375)

Shiva's Guard
This would be a good item for Lion since it provides survivability and an AoE slow. The only drawback is the high cost of 2700 gold for the Staff. With this you can build half of your Bloodstone and it would be more useful.

Orchid Malevolence
Bad item. You do not need the attack speed. Waste of money.

Arcane Ring
Why would you even get this, you fool!








5. Strategy


5.1 Choosing a Lane



Lion can hold both a solo lane and a dual lane. I will explain the criteria on which one should choose a lane.

Solo Lane
In a solo lane, Lion can dominate most of his opponents in a 1v1 battle. If he is alone against 2 enemies, it will be considerably harder but not impossible in all cases. Lion should go solo for two important reasons :
a. To deny a good farming and leveling of the opponent hero(es) he is facing by constantly harassing him(them).
b. To provide a roaming possibility earlier and thus assist his team more.

If your team has a powerful solo hero (Tinker, Mirana, Nevermore etc) you will want to give him the position, because Lion does not need the gold and experience a solo lane offers and is often better paired in a dual stun lane.

Dual Lane
A dual stun lane is what Lion should be aiming for. He can choose either to pair with an aggressive hero in lane and play offensively or to ease the early game stage for a weaker hero at that time (e.g. Leoric, Davion, Slardar etc). Choose as you find it is convenient for the rest of your team. Also try to balance the power between your lanes, so that one lane will not be formed of heroes like Rhasta/Zeus/Lina/Earthshaker and the other filled with heroes like Mortred/Leoric/Barathrum (these are mere examples).

Before going to your lane be sure to ward one of the runes, preferably the one that corresponds to the weaker lane of your team, so it will be safer from incoming attacks (Plant it with 10-5 seconds before the first wave spawns).

A little trick I like to use as to make sure the enemy does not suspect any warding action is to immediately use my courier to transport to the base the remaining observer ward, so it will not be seen in my inventory (that is, if I do not use it).

Also, I will not explain warding throughout this guide. Read here to learn the warding basics.





5.2 Early Game



(Levels 1-8)

Do not use your 'Impale' to harass until you reach level 3; you may use it for a potential first blood or to save yourself and your ally from one. When you face mana dependent heroes harass them with your 'Mana Drain'. If you want to regenerate mana, use 'Mana Drain' on the enemy ranged creep. If you have an offensive lane partner play as aggressive as you can afford, make your enemies back up in terror. If you have a weaker hero with you, play defensively and do your best to keep him alive (that means also sacrificing yourself for his sake). You should only focus on denying your creeps and let your partner last-hit for the gold, last-hit a creep only when you think it may be denied and your ally cannot reach it in time. Try, as much as possible, to let your ally get the last hit on enemy heroes as they are dying. When reaching level 6, use your ultimate to leave an enemy hero at a very small amount of hit-points so that your ally might kill him for the gold. Get your Magic Wand as fast as possible and work your way towards the core build. This pretty much sums all.

Note: If you are soloing, play aggressively. Last-hit and deny as much as you can, kill your enemy whenever the opportunity arises. You are playing solo to deny him the bonuses of a solo lane and you will be more offensive than him (in most cases) so profit. Do not die. Help your other lanes whenever the enemies' solo-er does not pose a threat. When killing with your allies, again, do your best to let them get the last-hits on the dying heroes, for you will not need that gold.




5.3 Middle Game


(Levels 9-16)

Now your role is to stay with your team and assist them in their kills. You can be the first one who initiates, since you have an AoE stun that is pretty easy to aim, but you should be careful and not go headlong into the enemy lines. Surprise the enemy. Use 'Hex' to disable the most damaging heroes of the enemy team (heroes like Tidehunter, Earthshaker, Enigma) and tell your team-mates to focus them. Use 'Impale' to stop channeling spells, since it has a slightly lower cooldown and mana cost than 'Voodoo' and 'Voodoo' has a longer disable time, and its priority is the key hero of the enemy. Use your 'Finger' to inflict fear into an enemy, for an enemy with yellow to red hit-points is always more reluctant to fight rather than one with green hit-points, use mind-games. Finish a hero with 'Finger' only if your team has no long range damaging spells and no one will be able to reach him. Never aim for a kill for yourself. Also, ward/counter-ward the map and use 'Mana Drain' on disabled mana dependent heroes.





5.4 Late Game


(Level 16+)

Stay behind your team. Assist with your stun and disables. If there is a frail enemy that can be killed with 'Impale' + 'Finger' (e.g. Clinkz) kill him fast. Again, do not aim for other unnecessary kills. Watch out for the enemy carry! Disable him so he will have a hard time against yours. That is all, there will be more light in the Correct Usage section below.









6. Correct Skill Usage


6.1 Correct 'Impale' Usage


'Impale' is your basic AoE-stun spell. The wave of spikes will stretch forward from the casting point as long as there are enemies to be hit.

Impale Range





Harassing In-Lane - You should begin harassing when you reach level 3, using the level 1 'Impale' only for potential first bloods or for escape. When harassing, aim the spell so that both enemy heroes you are against are hit. Clicking on the ground may yield better results if the enemies are not moving hazardously. If you are facing only one hero, just click on him.



Escaping From An Attack - If you find yourself attacked by multiple enemy heroes, one possibility of escape is to lead them into a rather narrow passage, turn swiftly and impale the ground before them. The spikes will stretch, stunning them all. An example of narrow passage is the river canyon.


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Using 'Impale' In a Chase - Just target the spell on the hero you chase. It is rather impossible for it to miss. Not too much to say on this matter.

The Basic 'Impale' + 'Mana Drain' - This shall be the primary harassing combination in the lane. Aim your 'Impale' as said before, trying to spike both heroes. Use 'Mana Drain' on the most dependent one. (e.g. Leoric, Sand King, Earthshaker, Treant Protector etc). Be sure to position yourself accordingly as to drain him for the maximum 4 seconds (So that he will not get out of range). Be sure not to miss the stun on the hero you wish to drain!

The Basic 'Impale' + 'Finger' - This is mainly used early game to cripple enemy heroes for the entire match. This combination will lend you most of your kills, but it is highly advised that one of your team-mates lands the last blow. If you have a nearby mate that would finish off an ~200hp hero, initiate with 'Finger' and let him earn the kill. Otherwise, start with 'Impale' for a sure victory.

Aiming Through the Fog - Fairly hard to use, because of the short cast range and of the actual mechanism of 'Impale'. Predict your enemies' movement, aim for the ground. In the following set of pictures I kill a Techies player. In the second and fourth picture the fog of war is removed for a better view. In the third picture I have marked with a red dot the place where the spike lifted Techies upwards. I was pretty lucky for the close range between us.

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Initiating - Although another AoE stunner should do this, Lion can as well. Clicking on the ground will again, yield the most formidable of results. Just aim in front of the largest cluster of enemy heroes that you can find positioned in a rather straight line. In this case, this spell resembles Jakiro's Ice Path very much.




6.2 Correct 'Voodoo' Usage

Cast Range




Using 'Voodoo' to Inflict Heavy Damage, Chase and Eventually Kill - 'Voodoo' should be used when harassing, attacking or chasing a single enemy hero. In this case, use this rather than 'Impale', since it has a longer duration. In this time, your allies will be able to focus the enemy hexed hero. At need use 'Impale' as well (if the target is somehow trying to escape or some of his allies come to his aid). In the following picture I use Hex to aid my allied Rikimaru in inflicting heavy damage to Naga through his 'Back-stab'.



Using 'Voodoo' In a Large Battle - You will have to build up some priorities. You want to disable the single hero that will deal great damage to your team. First and foremost come the powerful AoE spell-casters (Earthshaker, Enigma, Rylai, Magnus, Rooftrellen, Leshrac, Leviathan and the likes). Disable them as fast as possible, and make sure your team tears them apart! Use your ultimate if needed. Next in the list come the other team's stunners, that can hinder your allies' potential through their disables. In late game, consider disabling a powerful enemy carry.

Escaping Through 'Voodoo' - 'Voodoo' has a great synergy with the Scroll of Town Portal, the spell lasting 3.5 seconds while the channeling of the Scroll lasts 3 seconds. Use this to your advantage to prevent a potential stun interrupting your teleportation.

'Voodoo' versus 'Impale', When to Use Which? - 'Impale' should be used whenever possible both in lane and in any frequent battle. 'Voodoo' should be used more sparingly, targeting only key members of the other team or ones that are escaping. If an enemy is teleporting away through a Scroll hex him. If he is channeling a spell in a battle 'Impale' him and be sure to hit his team-mates as well.



6.3 Correct 'Mana Drain' Usage


'Mana Drain' Maximum Range

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Using Mana Drain to Replenish Lost Mana - When desperately needing some more mana, just target an enemy Necromancer or Druid, a creep with a mana-pool of 300. An alternative is to Drain a creature from the forest. Only in dire need Drain an enemy hero for mana replenishing.

Using 'Mana Drain' as a 'Mana Burn' - Quite simple and effective, usable both while in lane and in greater battles, Drain the most important, mana dependent hero of the enemy team before he would act. Usually non-intelligence heroes bearing a costly ultimate will have great trouble with 400 mana almost instantly gone. In this case, use 'Mana Drain' coupled with some disables (either yours or your team-mates'). Watch your positioning as well! You will not want to Drain the hero for 1 second before he gets out of 800 range. Examples include preventing Sniper from an Assassination or any perilous double-ultimates with Refresher Orb (Tide,Treant).



6.4 Correct 'Finger of Death' Usage


Using 'Finger' to Finish Off an Enemy - You should not do this after the early stage of the game with one exception. Since the spell has a particular large casting range, you will use it to kill a fleeing enemy if your team cannot catch him through disables or they do not have long-range spells (Alleria's Powershot for instance). This is a rule of thumb. Earlier in the game, use it to kill everything that moves. If you have allies with you, cast it so they would get a last-hit and thus the gold. Otherwise, go directly for the kill (tower-dive if necessary).





Using 'Finger' Properly Throughout the Rest of the Game - The whole purpose of this spell is to remove a great part of hit-points from the targeted enemy. Since Lion does not need mounds of gold piled around him, do not use this skill selfishly, but for your allies' sake. 'Finger' an enemy when your allies are nearby so that you will not entirely kill him, but your allies will. To leave your enemy with low health, use the Health Bars and cast your ultimate so: If against a strength-based hero, your ultimate will roughly empty a quarter of his Health Bar and against more fragile heroes around a half to three quarters. To be sure that you will not get the kill, cast it at orange to red health (for strength heroes) and green to orange and orange health (for others). This statement is mostly true from mid-game forwards, considering the target is the same level as you are. A couple of pictures will follow, the only enemy hero being the one that I had left at red health (this is how it should look if done correctly).

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Correct Usage in a Larger Battle - Use it as explained above on the key enemy hero after you have cast 'Voodoo' upon him and your allies are focusing on him. This will probably win the battle fairly easy. You may consider assaulting the carry as well in this manner. Another thing to note is that a low-health enemy hero will not linger too long in the heat of battle, one being more reluctant to fight with red health rather that green. You might use 'Finger' for such mind-games but since the aim would be to make the target fall back with red health your team might as well kill him.








7. Good Allies


Lion is a great asset to any possible team, that means he has no specific 'good allies'. I will still list some heroes which would benefit most of him and make his role easier.

7.1 AoE Spell-Casters







What real enemy can hinder the potential damage these heroes can do in a fight? Disablers. If Lion can stun/hex them first, these allies will have their way clear to unleash hell.


7.2 Disablers





These heroes will only make Lion's 'job' easier.


7.3 Supporters






Lion is a very frail hero. These allies will keep him from dying long enough to cast his spells and be a potent threat in a battle.








8. Bad Enemies


The worst thing Lion can do in a fight is to die without doing anything. These enemies will either kill you so swiftly you do not even realize, or prevent you from aiding your team through your magics until you die. Either way, these are the most dangerous foes you shall encounter.

8.1 Silencers






Without spells you are useless. Mid-game to late-game team battles will mean dying for nothing. Try to stay away, and intervene after they have used most of their silences, and you might even do something after all.


8.2 Mana Burners





Since you have a constant mana regeneration mechanism, these heroes will do heavy damage to you throughout the whole game, especially in the early stages. Try to avoid them at all costs!


8.3 Burst Damage Heroes






You will die swiftly, for you are their primary target. While you draw breath do what you can for your team still! A worthy death is one when you do not die when the rest of your allies are already dead and your spells are cooled-down.



8.4 Disablers






If they hit you before you do it will turn out bad in the end. Stay sharp, but it is better for them to waste their precious spells on you if the rest of your team seizes the victory.







9. Conclusion

Lion is a great asset to any team. His powerful disables coupled with a strong ultimate and a mana regeneration mechanism make him a constant threat in battles. Still, as proven through this guide, his exceptional prowess is the small need for gold. Even though he is a rather easy hero to master, this guide is meant to make the reader comprehend most of his aspects.

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