Animal Courier
Animal Courier
Sentry Ward
Tango
Iron Branch
Iron Branch
Flying Courier
Magic Stick
Town Portal Scroll
Smoke of Deceit
Magic Wand
Boots of Speed
Observer Ward
Sentry Ward
Smoke of Deceit
Town Portal Scroll
Sentry Ward
Gem of True Sight
Dust of Appearance
Cloak
Drum of Endurance
Cloak
Power Treads
Tranquil Boots
Town Portal Scroll
Smoke of Deceit
Urn of Shadows
Blink Dagger
Force Staff
Ghost Scepter
Heaven's Halberd
Mekansm
Pipe of Insight
Arcane Boots
Black King Bar
Aghanim's Scepter
Dagon 1
Refresher Orb
Boots of Travel
Scythe of Vyse
|
|
1 | 3 | 5 | 7 | ![]() |
|
2 | 12 | 13 | 14 | ![]() |
|
4 | 8 | 9 | 10 | ![]() |
|
6 | 11 | 16 | ![]() |
|
|
15 | 17 | 18 |
Pros
|
|
Cons
|
|
Type: Targets: |
Active Target Point |
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and will take damage when they fall. |
|
Level 1 2 3 4 |
Mana 100 120 145 170 |
Cooldown 12 12 12 12 |
Range 950 950 950 950 |
AoE 125 125 125 125 |
Stun 1.02 1.52 2.02 2.52 |
Damage 60 130 200 260 |

|
Type: Targets: |
Active Enemies |
Transforms an enemy unit into a harmless beast, with all special abilities disabled. |
|
Level 1 2 3 4 |
Mana 125 150 175 200 |
Cooldown 30 25 20 15 |
Range 500 500 500 500 |
AoE N/A N/A N/A N/A |
Duration 2.5 3.0 3.5 4.00 |
Damage 0 0 0 0 |
|
Type: Targets: |
Active Enemies |
Absorbs the magical energies of a target enemy unit by taking mana from it every second. |
|
Level 1 2 3 4 |
Mana 10 10 10 10 |
Cooldown 20 15 10 5 |
Range 850 850 850 850 |
AoE N/A N/A N/A N/A |
Duration 5 5 5 5 |
Mana per second 20 40 60 120 |
|
Type: Targets: |
Active Enemies |
Rips at an enemy unit, trying to turn it inside-out. Deals massive damage. |
|
Level 1 2 3 4 |
Mana 200 420 650 625 |
Cooldown 160 100 40 20 |
Range 900 900 900 900 |
AoE N/A N/A N/A 200 |
Duration N/A N/A N/A N/A |
Damage 600 725 850 1025 |
For most games, you will be laning in the Safe Lane (Bot for radiant, top for dire). You should start with:
Early game
You're primarily attacking the opposing hero and denying.
Earth Spike for some extra damage to set the pace for the lane. Let them know that you're aggressive to keep them back, and keep your carry safe. If you're not going to get a kill soon, you can pick up one level of
Mana Drain instead of one level of
Hex at level 2 for some extra spamming. It's all situational. If you feel that you can get a kill at level 2, get the
Hex as I suggest above.
Your first item should be an upgraded courier. After that, get a Town Portal at the side shop. Your next item should be a smoke, then you will most likely have to refresh the wards. If you've gotten a kill you can get brown boots, otherwise they will have to wait.
Once you're level 3-4, it's time to gank middle. Watch your middle lanes creep equilibrium. When it is pushed into the enemy tower, you will want to smoke and leave lane with an allied support hero. By the time you get there, the opposing tower should have pushed the creep equilibrium to your allied middle players hill, leaving the opponent in the river or the bottom of their ramp. You can either go straight into middle from your safe lane, which is risky if you're the radiant. To gank the dire middle from radiant bottom will force you to take tower hits, so you will most likely have to go around to the radiant ancient, then come from above the dire middle ramp. If you're ganking as the dire, strategy goes out the window. Just walk from top (While smoked) and get a kill on the radiant middle.
This is where your Town Portal will come in handy! When you gank middle, your safe lane will think "The carry has no support. I need to go on the carry and try to even out the kills". When you smoke, you NEED to have a Town Portal ready to get back to your lane quickly if necessary. Don't just smoke, let your Phantom Assassin die, and be like "WELP, SORRY. YOU KNEW WE WERE MID BRO. WHY ARE YOU SO FAR UP?" Welcome to support. Leave your farm at the door.
Mid game
Mid game you'll want to continue to smoke mid or their jungle. Lion is probably one of the strongest ganking heroes in the game. Heroes that rely on escape spells are balanced out by being squishy. These are the heroes that Lion needs to keep picking on and keep targeting! Lion falls off late game, as most supports do. The idea is to be aggressive and gain enough momentum through the set backs created by your ganks, so that even their carries cannot actually kill you without trading.
You'll want to start to ward offensively during the mid game. Your ward placement is entirely dependent on your picks, their picks, which towers are weak, and what time you'd like to win by. If you have a hero that needs to farm very hard (Like
Medusa) you'll want to push your own long lane (The opponents short lane). Typically the hard carry will be in your short lane, so pushing their lane only steals their farm. This also means that if they lane pushes out, they will have to walk further into enemy territory for their farm. Lastly, if they choose to defend the push, your short lane should be empty. If you're pushing a T1 tower and they have a good team for defending, go through their jungle and drop a ward behind the tower. If you're pushing their T2, you can still ward behind their tower unless you're on the dire, pushing radiant's bottom T2. This is because you have to reveal yourself to ward their hard camp cliff.
Remember that every time that
Finger of Death is up, you need to communicate to your team and get it on cooldown as soon as possible. Assists (or kills) means gold for you, and safety for your carry.
Late game
At this point, Lion is not as viable as he once was. BKB's and other large items will make Lion extremely position dependent. If you have a
Blink Dagger or a
Force Staff, you're in good shape. If you don't, you need to stay WAY back when team fights are initiated. If you can grab both a blink and force, do it. LION'S NEEDS DAT POSITIONING. If you're against heroes with BKB, I suggest hanging in back, and waiting for the charge to pop. When it does, the hero will go on someone. When they do, push allies to safety with
Force Staff, then wait for the charge to wear off and turn it around. Finger targets will usually be supports at this point. Someone with a big ult but no BKB (Like
Crystal Maiden) will make them think twice before using their ult. Even if it doesn't get you a kill, it may have prevented an ult, which still impacts the team fight positively.
Late game is when Lion's repositioning items like blink/force really shines. Blinking into a hex/impale combo can burst down almost any hero with minimal help. As long as you have vision, and can get the jump on carries before they pop BKB, you can win the game with Lion.
There are two places you need to really be concerned about your positioning. The first situation is in all team fights. You need to hang back, and judge the heroes positioning and constantly move accordingly. If a carry advances, you retreat. If they retreat, you push forward. If a stun is blown, you push forward and hex to even it out. If no stun is blown, you keep repositioning yourself until the fight is over.
In general you'll want to hex the hero with the highest DPS, to lower the opposing teams DPS as much as possible. Sometimes you'll save hex for a certain channeled ult or something. It's all very dependent. You'll also want to use
Finger of Death on the squishiest carry hero available typically. One of the great things about Lion is that he almost always trades up. What I mean by this, is that you can usually spike, hex, and finger before you die. This means they're essentially killing a hero that has nothing else to contribute to the team fight. It's like Earthshaker dropping veil and his whole combo on a team, then the opponents focus the ES instead of the high DPS carry hero.
Using
Earth Spike well takes a bit of practice and prediction. It's a bit similar to getting steals with Rubick. The spell is readily available, and you can steal any spell at any time. Sometimes you'll just say "hey, a spell!" similar to how you'll say "Hey, an enemy to stun!", but with experience you will learn to become more patient and particular with your stuns. The same thing that separates a good Rubick from a great one, is the same thing that separates Lion players... The three P's: Patience, prediction, and positioning (I just made that up! Pretty slick). You'll want to watch the positioning of opposing heroes and position yourself to stun as many as possible when they are going after another target to maximize the effectiveness of your stun. Here's an example: Below is a picture of myself on Lion, supporting my friend on OD. We are smoke ganked by ES. OD uses astral imprisonment on me to make me dodge a stun. Where would you go after imprisonment wears off?

I have about one remaining second in imprisonment. What do you think?
...
I chose to go right. A squishy Lion isn't hard to kill, so they would rather gain ground and go for a double kill. This means they are going to push forward. If they all push forward, and I am to the right, I will be next to all of them, which lines up a stun very well!

General Advice
Here are some tips for entering a team battle: First of all, remember the three P's (Positioning, Prediction, and Patience)! Stay far back. The thing about team fights is that I can't tell you how to play each team fight EXACTLY because every game will be different. Sometimes heroes will be caught out, sometimes you'll be up front, sometimes you get initiated on, etc etc... But here are some general things to remember... First of all, like I said, stay back. Lion will die instantly if caught out, and that's no good. Lion is incredibly good at neutralizing initiation. Let's say a
Templar Assassin is looking to initiate with a blink. Ideally she would like to hit a support hero and kill them 1-2 attacks, but that's not going to happen because of your positioning, right? So she jumps on your carry. She has now committed space and cooldowns in an attempt to kill your carry. If you're able to
Hex her, she is completely out of position and can be bursted down by the rest of your team very easily. Let friends get jumped on, and your job is to save them with disables or force staff.
Hex/Mana Drain
Typically
Hex will be the first spell that you use in a team battle. After that, you can either look for an
Earth Spike (If the opponents are pushing into you), or you can
Mana Drain a melee hero. Why a melee hero? Because it's hard for them to change targets, and because they have no range, they typically have to commit with a lot of space to successfully participate in team fights. Also most melee heroes have the lowest mana pools, so each second will count more since a larger percentage of their mana pool is drained per second. If it takes Tiny one second to walk into battle, this means when you mana drain him it will take him one second to walk out to break
Mana Drain. This means that out of 4 seconds, he has walked into battle for one second, participated for one, walked out for one, and spent another to walk back in. Trust me when I say melee carries are THE MOST efficient targets for
Mana Drain 99% of the time.
Finger
Usually you'll want to use finger immediately in a team fight. Finger best used on a hexed target so that your allies can finish them off. Hex, finger, and it's easy clean up for your allies. Fingering a hero that is not hexed means more commitment from your allies to finish the target. That's not good. The less commitment for a kill, the better. Late game, you'll pretty much only be using it on supports (Or carries without BKB if you're lucky). Using finger correctly reminds me of the last part of this section, and my personal favorite thing about playing with Lion:
Trading up!
In most chess games, you will not win without sacrificing pieces. It's no different in DotA. Trading up would be an advantageous trade (Their KotL kills your Lion, but your OD kills their Phantom Assassin), while trading down would be the opposite. In a lot of video games, I tend to lean towards reckless suicidal offensive playstyle. Lion is the KING of trading up. Imagine a team fight. Your team initiates. Let's say you get a 2 man
Black Hole, and you
Earth Spike to follow up. Then you sheep the carry and finger him. Storm jumps. You force staff out! Storm grips you, the team follows up and you're killed. Storm has wasted substantial mana to reposition and grip you... and if you used a force staff and were already in good positioning, the opponents must put themselves out of position to kill you.
Let me give you another scenario: Exact same as the last one, but you don't get jumped on. Storm ignores you. What now? Put yourself out of position and bait yourself. Or don't even bait. Just go die. Where's why: Lion has a large impact in team battles, and dying after you blow all of your spells isn't always a bad thing. You've successfully hexed, impaled, and fingered. You're out of spells for a while and probably out of mana. If the opponents cast spells on you, those are spells that will not be cast on your carry. The opposing team will be wasting mana and resources to kill a support hero that has no spells or mana. This... Is a good trade.
Lion is best picked (and usually laned) with heroes that do great damage, but must chase to do that damage. Here are a few examples of
Best Friends!
Anti-Mage - A hex and impale with AM is very good in lane. Especially if you follow both skills up with a mana drain. A few attacks from AM and a mana drain from Lion will drain almost any heroes mana pool to 0.
Chaos Knight - Chaos Knight can do HUGE damage if the target stands still, but that usually isn't the case. Without support, CK relies on a long duration Chaos Bolt and luck. With Lion, He can just reality rift, then Lion disables and the CK can finish the hero off.
Ursa - The king of man fight. No one can withstand a few seconds of swipes from the BEAR! I've done tri lanes with Ursa, Lion, and a random support with long range (Like CM for slow) and it's worked out splendidly in the past. Again, Ursa does HUGE damage, but relies on getting into position followed by his ****py slow. With a Lion, his chasing problems are over!
Phantom Assassin - If you tri lane with a CM/Lion a hero that is caught out of position can be initiated on IMMEDIATELY. Between PA's dagger, and CM's Q, the range of this lane is very hard to handle, and it's very easy for PA to snowball with good support.
Clinkz - I wouldn't suggest laning the Clinkz with Lion, but you can still pick up Lion as a safe lane support, and send Clinkz as your long lane. Mid game they make a very beastly team. Again: Clinkz relies on positioning with invis, then bursting them down before they can run away. Lion = No running.
A few less popular, but still decent laning partners would be
Riki,
Medusa (Land a huge impale during her ult for lifetime commends),
Shadow Fiend,
Sven,
Spirit Breaker,
Sniper,
Morphling.
Mana Drain is also a huge counter to heroes that rely on Linkens as a core item such as
Queen of Pain,
Medusa,
Weaver, or
Storm Spirit.
We're Not Best Friends Anymore! >:(
Worst enemies would be anyone that can stop Lion's chain stuns. The main ones to look out for would be
Lifestealer,
Abaddon,
Legion Commander,
Omniknight,
Dazzle, or
Slark.
Also any enemies that have illusions built into a skill, or rely on Manta like
Chaos Knight,
Medusa,
Anti-Mage,
Luna, or
Phantom Lancer can be difficult to deal with, depending on the situation.
That's going to wrap up my guide! Hopefully you learned from it. I'd love some feedback on it, as I have no idea what I'm doing honestly. I'm just writing my opinion, adding colors, and copy/pasting Dr.D's TA/BBC guides. (All credit to that guy for making this guide extremely easy to make! You're awesome!).
Also some cool pictures and humor. ^_^
Later!
-Angelo

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Copyright © 2019 DOTAFire | All Rights Reserved
Quick Comment (33) View Comments
You need to log in before commenting.