Rabu, 25 Januari 2012

Beastmaster Guides

I. Introduction

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Guide Introduction
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Welcome to my guide to the Beastmaster. This is meant to be a short and concise guide on the main points to know when playing Beast Master. It is also based solely on my experience with casual matches and infamous pubbing. Rexxar unfortunately is not the typical "Right-Click and Own" kind of hero. It will take some time to get used to his skills and learning how to use Micro-ing effectively. Enough of that, read my guide and hopefully, you'll have enough incentive to go in a match and try Rexxar, the Beastmaster.

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Hero Introdution
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Rexxar is a Support hero. His role as a support is to roam and gank to help your carry land kills. He is item independent the first half of the match, give him a Bottle and Boots of Speed and he's ready to gank all through mid game. To aid his team, he relies on Call of the Wild. Built in the bundle, come a stealthy Hawk and a wild Pig that makes nasty sounds all game. This gives you the ability to scout effectively and help your teammates with an extra slow. Rexxar is also one of the innate Necronomicon users. His synergy with this damn book is just amazing. No matter if the enemy can run fast or goes invisible, the Necro-dudes coupled with your pig, are there to stop them.

The only major drawback of Beast Master, is that his skills and stats don't scale into Late Game as well as other heroes' do. Your Wild Axes get a lot weaker late game when enemies have lots of armor and your summons become more fragile and easier to kill. However, this is not something that's unfix-able. To remedy this, he needs late game items (I'm talking about later than Necronomicon Level 3) in order to transform his role into something more useful than a ganker, I call that "Modifying" his role. So it's easier to understand, this will mean stop using Bottle, warding less and taking other responsibilities based on your team's needs.

For complete stats, click below:


Pros:
[+] Above average movement speed
[+] Excellent base damage Early Game
[+] Long range nuke
[+] Built-in slow and scout
[+] Best single-target stun in the game

Cons:
[-] Below average STR gain for a Strength hero.
[-] Mana dependant Early Game
[-] Can be hard to play effectively
[-] Loses effectiveness at very late game
II. Skill Handbook


Wild Axes

"Rexxar hurls his two axes outward, which then intersect and return to him. Each axe can only damage a unit once."

1: Deals 90 damage per axe (180 max damage)
2: Deals 120 damage per axe (240 max damage)
3: Deals 150 damage per axe (300 max damage)
4: Deals 180 damage per axe (360 max damage)

Manacost: 120
Cooldown: 13

- Casting/max range of 1300
- Mixed damage (physical/magic)
- Final damage affected by both damage types' reductions
- Fully affects invisible units
- Partially affects magic-immune units (only the physical damage is dealt)
- Axes destroy trees

Comments: Awesome Mana Cost/Damage ratio. Great tool to harass throughout entire game and aiding Rexxar to get those early kills. Also necessary for some strategic ganks.
III. Skill Build

1: Wild Axes
2: Call of the Wild
3: Call of the Wild
4: Wild Axes
5: Wild Axes
6: Primal Roar
7: Wild Axes
8: Call of the Wild
9: Call of the Wild
10: Inner Beast
11: Primal Roar
12: Inner Beast
13: Inner Beast
14: Inner Beast
15: Stats
16: Primal Roar

Wild Axes are taken first in case your partner has a stun, it might help to get that First Blood. It is maxed out first because it is so very useful. It deals a good amount of damage and it scales well (180/240/300/360dmg!) and this is crucial for your combo early game so you have to take advantage of it. Second comes Call of the Wild, it can help from the get go to scout runes and may possibly help you avoid getting killed by early Ganks. However, if a slow seems to be more useful to your team, feel free to max Call of the Wild first; later on, the Greater Quillbeast's slow is more useful than Wild Axes, and simply having a pig harassing with the slow all the time, will be annoying to your oponent(s). Primal Roar is your main killing/ganking tool. Inner Beast is now crucial for Rexxar's Cookie Cutter item; Necronomicon. Your Necronomicon Spawns already have a fast attack rate, with your passive their Feedback will be more effective.
IV. Item Build

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Core Items
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Boots of Speed:

Boots are gotten for obvious reasons. Higher mobility and optional upgrade. Your footwear upgrade is based on personal preference. If you're having trouble farming early game, get Power Treads or Phase Boots because they're cheap, easy to upgrade and you can buy most of the ingredients on the side shops. Although, if your game is going really well and you have the money, don't hesitate and get Boots of Travel, they will make your life easier. You don't have to keep buying Scrolls of Town Portal, and you will move even faster.

Bottle:

Bottle is gotten for regeneration & rune raiding while roaming and ganking. Feel free to sell it in late game for more expensive upgrades.

Bracer:

Bracers give you early stats and lightly beef up your damage for ganking. Also potentially useful later on if you decide to upgrade them to Janngo of Endurance.

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Situational Items
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Ancient Janngo of Endurance:

Ancient Janggo of Endurance is a new perfect situational item for Rexxar's backpack. It upgrades an already useful Bracer into a beast item that will grant you with damage and extra movement speed for you and your minions. It's relatively cheap and builds up really fast. It also adds even more movement speed to your summons and four (4) MS&AS boost charges that may change the tide of a battle. If your wallet lets you, get this but only if no one else in your team has it already.

Gem of True Sight:

Because of Call of the Wild, Beast Master makes an excellent Gem carrier. Your Hawk gives vision to higher ground for your pig to attack, this makes for a good way to counter-ward.

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Extension Options
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Necronomicon:

Beast Master is by far, the best user of Necronomicon. It grants Strength and Intelligence, the two you need the most. The necro-spawns give you an extra push in the Movement Speed area and will give you a 35 second True Sight. For more information, take a look at my guide on Necronomicon. This however, doesn't mean that you should always get it. At least not as your core extension.
*When to buy: When the enemy team has at least one hero who can go invisible. get Necronomicon before any other extension item.

Kelen's Dagger of Escape:

Kelen's Dagger provides you the ability to initiate easier. Combined with your Hawk's vision, you can blink into unexpected areas by the enemy. You can surprise gank wandering enemies or blink in to disable an enemy initiator right before a teamfight.
*When to buy: If your team doesn't have a natural blink initiator (Magnus, Earthshaker, Tide, Centaur) then you're it. get Blink Dagger.

Aghanim's Scepter:

Aghanim's Scepter is a nice addition but does not fall into core because it's not as impacting as it is on Pudge or Night Stalker for example. Scepter does make you more ganky late game as it reduces your Ultimate's cooldown to a constant 45 and greatly improves range to 950 which lets you initiate from further back. You will find this especially useful in Late Game when you start becoming more fragile to late carries. Although, you will now have to travel more to reach your target, in theory, it's a double sided sword, but the cooldown reduction makes up for it.
*When to buy: If your game is favoring your team and you are not having trouble staying alive, get this. This all-arounder gives stats in all areas, boosts your life and mana and makes you more ganky.

Black King Bar:

Black King Bar gives a decent amount of health points and decently increases damage. It also makes it easier to stay alive after initiating, rendering you immune to most hard-coded spells.
*When to buy: If your enemies have a lot of disables, feel free to get BKB as needed. It may make the difference after using Primal Roar.

Assault Cuirass:

Assault Cuirass is your best bet after Necronomicon. It grants you and your minions armor and attack speed while penalizing your enemies. The negative armor aura will help bring out the efficiency of Wild Axes and the overall damage of your summons when engaging an enemy hero.
*When to buy: Get Cuirass if you're having trouble staying alive to DPS'ers and other carries

Hood of Defiance:

Hood of Defiance will greatly enhance your health regeneration and can save you from nasty combos.
*When to buy: Get Hood if you're having trouble staying alive to Nukers and Spell Damage. It is always more important to stay alive over beefing your damage output. If enemy team has more than 5 nukes, consider getting this early.

Vladmir's Offering:

Vladmir's Offering is an option Mid to Late game. You're a natural Supportive Ganker, and rely on summons most of the time. This makes Vlad's a viable choice. Take note that The +5 armor aura and 16% leech can increase the overall defense of your creep waves by over 50%, this makes you a good pusher late game.
*When to buy: if your game is favoring your team and you are not having trouble staying alive, feel free to get Vlad's to enhance your pushing but only if no one else in your team has it already. It's armor, damage and leech auras combined greatly increase the overall defense of your creep waves.

Heart of Tarrasque:

Heart of Tarrasque is pretty simple. Best raw HP item in the game. You would probably stop getting items after this point, coupled with Assault Cuirass, it's the most you should get in the protection department. You can forget about going to fountain for regen.
*When to buy: Always. When you don't know what other items to get, always get a HoT, you can never go wrong with more HP.
V. Walkthrough



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Starting the Game
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Your starting items may vary depending on type of game, opponents and how much money you start with (different game modes and what not). But your everyday purchase should be based on the guideline below. Note that because of Bottle early game, Rexxar shouldn't have to worry about buying clarities. But f
eel free to get them if you're facing nukers, you will want to harass them back with Wild Axes.


Starting Items:
( ) or ( )

Get the first build if your enemy line-up has lots of nukers. Alternatively, get Stout and Quelling Blade if your chances of laning with physical harmers are bigger than those of laning with nukers. Bottle should always be the first item you farm for after your starting items, followed by Boots of Speed. You can alternatively start with Bottle right from the start. I recommend to do this only if you're laning with a good disabler. If you're lucky, you'll find a Double Damage rune at the 2 minute mark and soon land an early kill.

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Laning & Skills
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First skill as mentioned before, should be Wild Axes. It can be very useful at the very start of the game and may land you a very early First Blood if you have a good partner. As soon as you reach level 3, learn level 2 of Call of the Wild and cast it.

From here, until the end of the game, you should always have a pig with you. Lots of players cast Call of the Wild only when they're about to engage in combat, not only that but they will forget about the hawk and often times even the pig (after the fight).

Group yourself with your pig and send the hawk to the rune spot. Don't forget that Scout Hawk is not invisible and he is VERY fragile. Be careful when and where you cast Call of the Wild. Most of the time, smart, ranged players will kill your hawk instantly after casting if you cast it close enough. Remember that Runes spawn every 2 minutes. Have your hawk watching the rune spot.

If your enemies are melee, try to constantly attack them with your pig and with your own attack if possible. This might end up giving you a First Blood if your wave kills the enemy wave and the enemy hero is still slowed by your pig. If enemy is long-ranged or has an annoying nuke, use your Wild Axes but don't abuse your mana pool, you will need 270 Mana for your combo once you reach Level 6.

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Reaching Level 6
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From this point, go grab your Bottle if you don't already have it because you're switching to Ganking mode. This is where it gets fun. Have control of both rune positions (Hawk and Wards) and start organizing ganks with your team (this may very well be a gank in your own lane). Remember to always start with Primal Roar, followed by Wild Axes (270 Mana). Then animation-cancel your pig's attacks because it is extremely long and annoying.

If you're facing Riki, or other heroes who might resort to invisibility to escape, have Dust in hand. Early game, you won't have Necronomicon to reveal invisible enemies, and it's imperative to land kills in early ganks, so escaping because of invisibility won't be allowed.



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Rexxar's Arsenal
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Your item build at this point should consist of Bottle, Boots of Speed and a Bracer or two. Tend to always have a Scroll of Town Portal if possible and always fill your backpack with GG Branches. Start thinking about upgrading a Bracer into Janngo of Endurance. Keep ganking and staying in sync with your team. Note your weakness and start thinking on what extension item you need the most.

Most of the time you'll end up getting Necronomicon, now you have more than enough strength to pack a punch. There's something to understand about Necronomicon- It's purpose is to deplete your enemy's mana pool, thus preventing any means of escape or counter-attack. When ganking, always position your hawk around a reasonable way of escape for the enemy hero which could in effect be a way for their allies to counter-attack.

After some kills with Necronomicon, you will notice that farming to upgrade it (Levels 2 & 3) is easier and faster than you thought. Because at this phase of the game more heroes die and it's easier to kill towers, before you know it, you'll have enough to max Necronomicon. This in my opinion is a better choice as opposed to rushing Necronomicon at the start of the game.

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Main Rexxar Combo
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Blink in behind enemy and start with Primal Roar, and order yourself and the pig to attack the hero. At level 1, Primal Roar will give you 3 seconds to attack the hero, that's not as good as a level 3 Primal Roar but it's still plenty of time to get some hits down from you and the pig or any other allies. Use Wild Axes as soon as you get near them to start attacking. Use Wild Axes as often as possible, and remember to cancel your pig's animation when you're chasing with it.

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Incorporating Necronomicon in your combo
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1) Cast Call of the Wild (Unless you already have your pig with you)
2) Cast Primal Roar on your opponent
3) Summon Necronomicons immediately after.
4) Group yourself and your pig with the two Necronomicons, which should look like this:

5) Order your entire group to attack your target
6)Hit TAB once to select the Ranged Necronomicon.

7) With your Ranged Necronomicon selected, cast Mana Burn on your target using the hot-key [R]
7b) Immediately after Mana Burn, shift-command your group to attack your target again.
8) Cast Wild Axes, targeting the ground as far as you can so that you hit all enemies and so that axes travel at the highest speed possible.
9) Based on preference, proceed to either own or pwn your target.
10) Cast your Ranged Necronomicon's Mana Burn again as soon as its cooldown is refreshed.

Notes: If your opponent goes invisible (Wind Walk, Permanent Invisibility...), no worries. Your melee Necronomicon comes bundled with True Sight



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Beast Mastering
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Your core and have extension items, you're pretty much set until the game ends. At this point of the game, Primal Roar will be the best use of you for your team. Combined with Necronomicon it will wreck enemies. And by wrecking, I mean wrecking. In a 1-on-1 situation, the power of your combo once you have maxed Primal Roar and Necronomicon is in-par with that of Bane Elemental's. You will literally destroy any INT hero or severely cripple tanks and carries.

Late Game is when you'll most likely be team-fighting and pushing (I call this unwillingly farming for your extension items). By this time you should have optionally upgraded to Boots of Travel to enhance map control and ease of pushing. Janggo can be an awesome late game item when the smallest advantage in speed can give you the edge in fights. Start buying extension items such as Plate Mail or Point Booster based on the heroes you're facing and the role your team needs. Feel free to sell Bottle for other more expensive ingredients, your mana pool will be big enough so that you don't need any extra regen at this point. Until then pay attention to Runes as always, and be alert with minimap. Necrobook Level 3 will get rid of problems with invisible heroes in battles and/or ganks late game. Push by spamming Wild Axes in each incoming wave and teleport to defend or when planning a hero attack with allies.

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Counters
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Converters:

Heroes and/or items that can change the allegiance of your summons are some of your worst enemies. Rexxar relies on the slow of his pig most of the game. Not only will these take it from you, but they'll turn it against you. These fuckers will also convert your Necrospawns, which is specifically bad when in the midst of battle, your Necro Warrior is converted, you don't realize it and you accidentally kill him either with Wild Axes or Primal Roar side damage.

Purgers:

Arcane Orb and Purge are another Nightmare for Rexxar's summons. Face Medusa and all she has to do is one click to get rid of your entire army.

Bad Items:

Spell Block will ruin your initiation. Rexxar only has one single-targeted spell: Primal Roar. If you face someone wielding Linken's Sphere, make sure its Spell Block is on cooldown before you initiate. Radiance will instantly kill your Hawk if it's close enough.
VI. Additional Strategy
Utilizing your Hawk & Runes

Especially early game, pay special attention to your scouting Hawk and rune positions. Always have a hawk near you or at a rune. Either roaming/patroling a forest near your location or scouting escape/help routes from your enemies. Try to position this so you can see the runes as well. Move your hawk as you move. Think of it as a free, movable Observer Ward.

Pay attention at the map at all times. Be able to use Boots of Travel/Scroll of Town Portal to teleport in case of emergencies. Respond to your allies' map pings and help calls. Rexxar is a hero that can wander all over the map most of the time, ganking one second then pushing in the next.

The Importance of your Pig

If you're in a lane and you have to come back to the fountain or you need to buy an item, never leave your pig inactive. While traveling to or from the fountain to the lane, use your pig as your hero. Last hitting and denying with your pig early game will earn you extra gold and deny enemy XP. Don't forget that a Greater Quilbeast's attack is much more powerful and faster than that of a mere Quilbeast. It can easily kill a ranged creep in seconds.

In team fights and in most cases, your enemies will focus fire on you and your teammates and not on your pig, it is not a big priority. This may turn out to give you a kill if enemy tries to run from tower and your pig slows it making it get hit more times. Another use of your pig is to run away from danger, a 35% slow on the enemy is more than enough to turn a chase into a successful escape, and all it takes is one attack from your pig.

The Power of Blink & Primal Roar

Always start your combo with Primal Roar (Blinking does not fall into part of your combo, it simply changes how and when you arrive to your initiation position). This skill offers very effective side effects that would be otherwise be useless. Primal Roar not only stuns the target but also slows all units around the path of the roar AND shoves them away, making room for you and your summons to get close and personal. If you use it as a finishing move you would be wasting the precious 4 second stun. The only situation where you might use Primal Roar when the enemy is does not have full health, is when you have two enemy heroes that don't have full health.

When you have a pig, a pair of Necrospawns, and you have two enemy heroes with average-low health in front of you, it's hard to resist not to go after them. In this case, cast Primal Roar on the thoughest guy, the side damage and slow will most likely be enough for you to get rid of the weaker enemy while the stun prevents the other one from escaping.

Anytime you use Primal Roar in the presence of two more more enemy heroes, use Blink Dagger to make sure that all of them are affected by the damage. Remember that its side damage affects all units in a circular 250 AoE right in front of Rexxar.

Using Wild Axes to Surprise

Use Wild Axes to your advantage. When ganking, or planning a kill, go behind the trees, use Wild Axes to chop through the trees and arrive unexpected. Surprise is a key element for Rexxar.





Batrider Guides

Insanity on Fire!
fremdlaender's Guide to Jin'zakk, the Batrider

Foreword:
Welcome to my Batrider guide. I decided to write this guide because Batrider is one my favourite heroes and I want to share the expirience of this devasting burning beast with you.
Jin'zakk is a hero with awesome early game DPS, lane control and mobility. He is an unusual intelligence hero in the way, that he has low range but pretty high strenght gain. His spell are mostly melee-ranged that means you have to throw yourself recklessly into a bunch of enemies and burn everything what stands in your way.
His playstyle is pretty suicidal and to be well executed, you always have to walk on a razor's edge. The more courage and insanity you have while playing Batrider, the better!
But enough talking, let's start with the guide.

Table of Contents:
Just click on the text to jump to the section.

1. Pros and Cons
2. Hero Details
2.1. Skill Explanation
3. Skill Build
4. Item Build
5. Hero Synergy
6. Strategy Section
6.1 Picking Batrider
6.2 Chosing your Lane
6.3 Using Napalm
6.4 Using Flamebreak
6.5 Using Firefly
6.6 Using Flaming Lasso
6.7 Laning
6.8 Ganking
6.9 Teamfights
6.10 Map awareness
7. Replays
8. Epilogue
9. Credits

Pros and Cons:
Go back to Table of Contents

[+] Strong early game presence and damage
[+] Able to fly over obstacles and cliffs
[+] Stackable slow that makes your enemies crawl
[+] His disable goes trough magic immunity
[+] Good farmer
[+] High strenght gain for an intelligence hero

[-] Has to be almost in melee range to unleash his damage
[-] Has to stack Napalm to deal serious damage
[-] Low attackrange and movementspeed
[-] Needs a Blink Dagger to use his ultimate perfectly
[-] Gets weaker lategame

2. Hero Details
Go back to Table of Contents



Background Stroy
Once an expendable spy, Jin'zakk has outlived the suicidal tendencies of other Bat Riders to create a unique style, one that favours control and precision instead of wanton destruction. His years of battle experience have allowed him to innovate creative uses for his fiery arts: He can douse enemies in a bath of sticky oil that restricts their movements before igniting it, fire an explosive that blows enemies away, or take flight to leave behind a trail of flame. However, his most deadly skill involves lassoing his opponent and dragging the unfortunate foe into the arms of his allies.

Strenght - 23 + [2.0]
Agility - 15 + [1.5]
Intelligence - 24 - [2.5]



Advanced Statistics
Afflication:Neutral
Damage:48 - 52
Armor:3.1
Movespeed:290
Starting HP/MP:587/ 312
Attack Range:375

Skill Explanation:
(You can also look it up at the Hero Information but I rewrote it with comments, for completeness.)

Sticky Napalm
(Active, AoE-Target, Affects Enemies)
____________________Targets an area and drenches it in very sticky oil. Amplifies any fire damage and slows the movement speed and turn rate of units in that area. Extra casts of this on the same targets stack up to 10 times.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1203 sec7003757 sec10 damage per stack, 3% slow per cast
2203 sec7003757 sec15 damage per stack, 5% slow per cast
3203 sec7003757 sec20 damage per stack, 7% slow per cast
4203 sec7003757 sec25 damage per stack, 9% slow per cast
This is Batrider's key skill for his great early game. It lets you deal insane damage with your auto-attacks and Firefly and forces your enemy to be very passive in lane to not get killed. It's casting range and AoE combined are very high that means it's not that hard to keep your enemies permanently Napalm'ed. Note that the additional damage from this skill is magic and every damage from Batrider, except Radiance's aura is amplified. Also, note that it uses the same base spell as Shiva's Arctic Blast, therefore the spells won't stack.


Flamebreak
(Active, Ground-Target, Affects Enemies)
____________________Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon impacting with an enemy the missile explodes, dealing damage and knocking all nearby foes away from the impact. Any unit who has been Napalmed will take additional damage from the blast.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
18011 sec1500100(*)/ 400(**)0.5 sec75 damage
210011 sec1500100(*)/ 400(**)0.5 sec150 damage
312011 sec1500100(*)/ 400(**)0.5 sec225 damage
414011 sec1500100(*)/ 400(**)0.5 sec300 damage
Flamebreak is not Bat's best skill but it should not be underestimated. The missile deals magic damage and has an AoE of 100(*) and explodes if it hits an enemy resulting in a 400 AoE(**) explosion with knockback and a 0.5 sec ministun for the target who was directly hit. If the missile does not hit an enemy, it explodes after trevelling 1600 units and deals damage and the knockback. It can be used to break chanelling, to finish off heroes or to knock them into impassable terrain, if used correctly.


Firefly
(Active, Self-Buff, Affects Enemies)
____________________Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm. Nothing can take the skies from him. Lasts 15 seconds.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110040 secN/A20015 sec20 damage per second
210040 secN/A20015 sec40 damage per second
310040 secN/A20015 sec60 damage per second
410040 secN/A20015 sec80 damage per second
Batrider's trade mark ability, Firefly, is a very versitale spell. It's used for farming, for killing enemies, for escaping and for chasing. Firefly enables you to fly over units and impassable tarrain and burns down trees you pass. I can't even explain all its uses here, later, there will be a section with detailed explanation. Note that its damage type is magic and that is misfunctions with Phase Boots.


Flaming Lasso
(Active, Single-Target, Affects Enemies)
____________________Snags a target with a constricting lasso, allowing the Batrider to drag them behind him as he moves. Does not drag units onto impassable terrain. Teleporting or blinking will break the lasso.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
115090 sec175N/A3 secDrags the target for 3 seconds.
215070 sec175N/A3.5 secDrags the target for 3.5 seconds.
315050 sec175N/A4 secDrags the target for 4 seconds.
One of the best disables ingame. Flaming Lasso is a very long disable that additionally drags the target in the direction Batrider is flying. The lasso does not break except Batrider dies and it can disable magic immune units. The unly drawback is the low casting range but you can counter this by using a Blink Dagger.


3. Skill Build
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Level 1 - Sticky Napalm/ Firefly
Level 2 - Firefly/ Sticky Napalm (*)
Level 3 - Sticky Napalm
Level 4 - Firefly
Level 5 - Sticky Napalm
Level 6 - Flaming Lasso
Level 7 - Sticky Napalm
Level 8 - Firefly
Level 9 - Firefly
Level 10 - Flamebreak
Level 11 - Flaming Lasso
Level 12 - Flamebreak
Level 13 - Flamebreak
Level 14 - Flamebreak
Level 15 - Attribute Bonus
Level 16 - Flaming Lasso
Level 17+ - Attribute Bonus

Explanation:
Pretty straight cookie-cutter build. Napalm is maxed first to make use of the great damage amplification. The stackable slow and the enhanced damage are just to good to pass it up. Firefly is taken afterwards to maximise the damage you can deal by stacking Napalm and flying over your targets.
Flaming Lasso is of course taken whenever you can, because it lowers the cooldown and increases the duration. Always remember, it's one of the most reliable disables in the game.
Flamebreak is taken over stats because an additional nuke, that breaks chanelling and can be used to scout is never bad.
After level 16 it's your decision but i would suggest you take Stats rather than nothing. By god, I made this joke already in my Chen guide and it's still so funny.

(*) If you don't think you can score firstblood by level 2 with a Napalm - Firefly combo, because you are maybe facing a trilane or heroes with good escape mechanisms and stuns like PotM and Windrunner, you may want to take Firefly at level one to have an escaping mechanism yourself.
Always remember that Firefly makes you unchaseable because the enemies will permanently get damaged by following you and at level one even a 20 DPS firetrail can be devasting when paired with attacks from creeps and towers.

4. Item Build:
Go back to Table of Contents

Starting Items:

Get a combination of those. Regeneration is always necessary, especially for suiciding rambos like Batrider. Magic Stick rocks, Gauntlets are cool and Branches are even cooler.
If your team does not have a chicken, buy it yourself, it's necessary and underestimated.
A Ring of Regeneration or Stout Shield can be bought if you don't have to provide a chicken for your team, but that's your decision.
DON'T GET BOOTS AT START. Even it may seem good on Batrider because of his strong chasing and low movementspeed you need other items to stay in lane long enough to establish your lane control. If you have to go back and get underleveled, you are nothing but a big, flying creep with a disable.

Core Items:
();/
Get Boots asap, finish get a Wand and and Urn. Boots are a no-brainer and Magic Wand is just to good to not get it.
Urn is a great item. It provides HP, manaregen and a heal or a damage over time debuff for your enemies. It's a perfect item for gankers like Bat that need HP and mana.
And FUCKING ALWAYS carry a TP scroll with you. Most important item in the game without any doubt.
After getting those items, work towards your fist big item. You will either get a Vanguard or a Hood of Defiance or both. Most of the time you will get both, believe me. You can get that item earlier, if you feel its necessary because of happily harassing enemies.
Normally, you should not get wards. You need your gold for other things, let your support provide wards. But If you face invisible heroes, Dust is recommended.

Extended Core Items:

Your first goal is to get beefy. Depending on whether the enemy's team consists of physical DPS or of nukers get either Vanguard or Hood first. Most of the time, it's a combination of both, therefore I recommend getting Vanguard most of the time first, as it provides raw HP and a way to lower the damage you take from creeps. But this really depends on the situation.
After getting your first tank item, most of the time you want to get the other one or work for a straight Blink Dagger. This, again, depends. I recommend getting both Vanguard and Hood before thinking of a Blink Dagger, as it's a rather expensive item in comparison to the parts of VanHood and getting killed is a heavy setback. Nevertheless, if you feel tanky enough, a Dagger is absolutely necessary as it enables the perfect use of Flaming Lasso.

Extended extended Core Items:
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After gettting Vanguard, Hood and Blink, think of up upgrading your boots. If your doing well, it's never a bad decision to get Boots of Travel, but Power Treads (either Int or Str) are also a good item for Bat.

Luxury Items:

If you are doing well and you have spare money, a Guinsoo would be the first decision. It provides an additional Disable for your team and provides all the mana you will ever need. But as it's a very expensive item, only get it when you have everything else you need.
Linken's also provides enough mana so you won't need anything more but is also very expensive. VanHood is superior in terms of surviving, regarding the performance/ cost ratio. It offers a spell-block, that counters for example single-target disables or in the worst case, Doom.

Situational Items:

Pipe can be a good upgrade for your Hood if you face a heavy AoE-lineup.
About Force Staff, it can be used if you want to quickly drag your lasso'd enemy to your teammates or if you need an additional escape mechanism.
It's a pretty supportish item, that means get it for your team when you feel like it.

Rejected Items:

NEVER get Phase Boots. You don't need the damage they provide and the Phase ability malfunctions with your Firefly. If you activate it both at the same time, you won't be able to pass though creeps anymore what is very bad. Blink Dagger does the same thing and is way superior to Phase Boots.
Shiva's, while seeming good (and it really would be), should not be gotten because it does not work with your Napalm. It overrides the Napalm stacks on your target and therefore the enemies won't be superslowed nor take additional damage from your abilites anymore. A clear case of mechanic-fail, sorry IceFrog.
Radiance once was core on Batrider. But the sparkling AoE aura does not get amplified by your Napalm stacks anymore, therefore it's now a bad item for Bat.

5. Hero Synergy:
Go back to Table of Contents

Again (as stated in my Chen guide), every hero profits from disables, I won't list every hero here. I'm only talking of exceptional synergy here.


Abaddon is one of the best laning partners for Batrider. He can babysit you as he does not need very much items to perform well while supporting your rambo-like suicide flys with his heal and shield. Your greatest weakness early game are enemies who can disable and outdps you. Abaddon makes this impossible. the same thing counts of course for Omniknight.


While being a great lanepartner for everyone, Witch Doctor works very, very well with Batrider. His stun enables you to quickly and safely engange the enemy and the combined power of Napalm, Firefly and Maledict kills even the strongest enemy. In addition, troll powa, man!


It's not only Enigma who greatly enhances Bat's performance, actually every jungling hero with disables, like Chen or Enchantress works well with Bat. They enable you to solo the long lane and can support you with ganks from the jungle. Nice one.


As a combo-breaker, Silencer can fuck up your initiating pretty much. Normally, you blink in, Lasso someone, activate Firefly and spam Napalm. When you have a Silencer against you, you have to wait a long, long time between every spell. Bah!


Early Game nukers, like Tinker (or Zeus) can fuck up your lane presence. You are vulnerable to nukes as long as you are not tanky enough to survive. We are lucky that those strong early game heroes most of the time go to the mid lane to have the rune and level advantage, there it does not happen very often that we have to face them.

6. Strategy Section:
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Picking Bat:
Well, the question you have to ask yourself is 'Is this the situation where it's intelligent to play Batrider?'
Always keep in mind, that Bat is a hero that needs some farm to be effective throughout the game. That means, Bat should either solo or lane with a item-independant partner. Also, he should not solo the mid lane because there is too few space to effectively use Firefly. In general, this means, if your team has got two carries, that need to farm in a dual lane, don't pick Batrider. But except this scenario, I can't think of other situations.


Chosing your Lane:
Prefereably, Bat wants to solo the long lane with a jungling hero that supports him. That means either Sentinel Bottom or Scourge Top. If it's not possible, maybe because there is a hero who needs the solo mid (Nevermore, Tinker, etc) and you have no jungling hero, Batrider should lane with a item independant partner in one of the sidelanes. It's not important which one, as a partner enables you to kill your opponents more quickly and you won't need to chase him forever.
Just make sure that you are not laned with a passive, farm-dependant carry-type hero, like Spectre or Void and if possible, also avoid lanes with semi-carries, who want some farm, too, like Sven or PotM. While it's not a bad lane actually, you will need to share farm. But if you are forced to take such a lane, stop farming creeps and farm heroes.


Using Napalm:
I created a small image that shows the maximum castrange and the AoE of Sticky Napalm. This stays constant throughout the levels.
Napalm is mainly used to apply pressure on your lane opponents and to amplify Batrider's damage. It can hit units that are 1075 units away from you, that means it's very hard to dodge.
But be sure to spam it only when you think that you can go for a kill soon. Wasting mana for nothing is not that good, you will run out of mana faster than you think.
Don't be afraid to go for a kill if your enemy has only few stacks, but do this only of you have an ally assisting you. Stack Napalm further while chasing your opponent with Firefly.

In teamfights, try to hit as many enemies as possible. It will make them slow like a turtle on dope what makes it easy for your team to finish them off.

Another use of Napalm is farming. One or two stacks make lasthitting very easy, but be sure to not use it excessively. You need the mana for ganking.
When you have spare time and want to farm in the jungle, use Napalm and Firefly to quickly get rid many creeps. This works best if someone stacked the camps before as you can use Napalm on more creeps.

In general, use Napalm on everything you want to kill.


Using Flamebreak:
Flamebreak, although it has a huge casting range of 1500 (compareable with Windrunner's Powershot or half of PotM's Arrow), it's best used when you are near the enemy as its travelling speed is pretty low.

Flamebreak can be used to damage enemies (of course), farm creeps when you don't want to waste the Firefly cooldown, but its main purpose is to break channelling spells like Tp scrolls, Maiden's Freezing Field or Enigma's Black Hole.

Another use is to scout. The Flamebreak missile and the explosion provide vision of the area it passes trough. This way, you can use it to scout from a safe distance for example for runes or the Roshan spot.


Using Firefly:
Firefly is a very versitale spell. It's main purpose is of course killing enemies who are affected with Napalm. It should be pretty clear how this works, just fly above your enemies and they will take damage. The hardest thing here could be to foresee where your enemy will go, but with the strong slow from Napalm it's almost impossible that they will escape.

Another big advantage is, that you become a flying unit during the duration of Firefly. Spells like Maiden's Frostbite or Treant's Overgrowth can't target you while flying and you can freely move over Techies mines without taking damage.
Flying over cliffs or trees can be used to juke enemies as they can't follow you. You can use this to escape from chasing enemies or you can use it to shorten your own way to reach the enemy.

Burning down trees with Firefly can also be very useful, you don't need to run around those trees and your allies can follow you trough the path you created. Trees are often used for juking by your enemies, but when you destroy them they are not protected by the fog of war anymore.

The last possible use for Firefly would be farming, what is pretty obvious. A Napalm - Firefly combo can kill creepwaves no matter how many of them are around and can also be used to clear creepcamps in the jungle.


Using Flaming Lasso:
I don't think I have to say much about this. Flaming Lasso is a strong single-target disable that goes through Magic Immunity because it is an ultimate spell. Just run to your target/ blink next to it and try to catch him with your Lasso.
Note that, when you are not threatened, you don't need to drag your caught enemy very far. Just drag him into the Firefly-path and start auto-attacking while he's shackled. And of course never forget to stack Napalm.

And another note, if you are blinking into a bunch of enemies because you want to lasso someone and drag him to your team, don't waste time by spamming Napalm. Just activate Firefly and get the fuck out of there or you are fucked.


Laning:
It's pretty easy, acutally. Stack Napalm on your enemy and if you see a good possibility to engange your opponent, while he has enough stacks of Napalm, go for the kill. Activate firefly and chase down your slowed opponent and autoattack him to finish.
This move can and should be performed at level 2 and ensures a firstblood most of the time.
While waiting for the next good situation to go for a kill, stack Napalm and last hit as you do it with every hero. Napalm improves your last-hitting by a lot.
Don't try to gank other lanes before you reach level 6 and even if you have it, I recommend waiting until you have at least your core items. Batrider is a hero who is very likely to dive towers and get focus-fired by the enemies and he needs the HP to survive.
If you have a hard time while laning, just stay passive and try to farm as much as possible. Call your allies for ganks to support you but make sure, you have some Napalm stacks on the enemies when your ally arrives.
And I remind you again, Batrider has a very suicidal playstyle. If it's needed to dive towers or tank creeps to get some kills, do so. Your ally will benefit from the kills and your enemies will lose gold. Always remember, playing Batrider needs some madness to be well perfomed.


Ganking:
When you are ganking, be sure you have allies with you who can help.
Wait for the right situation, run up to your enemy or blink in, lasso him, activate Firefly, drag him a little bit into the fire and start stacking Napalm and auto-attacking. Your allies should of course be here by now and unleash their spells and dps, too. Always remember that you easily can prevent your enemy from juking as you can burn down trees at will.
Finish the enemy off with Flamebreak or your auto-attacks.
And again, don't be afraid of tower diving. With Vanguard and/ or Hood you are tanky enough to tank some attacks and spells.

If you have an ally, who can initiate better than you can, for example someone with Blink Dagger, as long as you don't have it or a long-ranged stunner like Earthshaker, wait for them to stun the enemy and start Napalming immediately. Run up to your enemy and damage him with Firefly. Throw your Lasso as soon as the duration of your ally's stun runs out and finish your enemy.


Teamfights:
Concentration guys, it gets hairy now. Teamfights are always different from each other, but you can follow certain points.
  • Let your initiator initiate
  • Blink in, activate Firefly, fly around your enemies
  • Napalm your enemies whenever it's off its cooldown and try to hit as much of them as possible
  • As soon as the duration of your ally's stun runs out, Lasso the most dangerous enemy or the main target of your team
  • Stack Napalm further
  • Attack

Of course, try to stay alive, but as you should be pretty tanky by now, it should not be that hard.
Everything, what's left to do, is unsing your personal skill and expirience, and to hope the best.


Map awareness:
Important for every hero. Watch the minimap to look out for ganks and for not being ganked yourself. Use TP scrolls to travel over the map quickly.
Really. Always watch the minimap and carry scrolls.