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This is Gonna Burn !!! - Batrider Guide

May 11, 2012 by dane17eduard
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Build 1
Build 2

Build : Lane Batrider

DotA2 Hero: Batrider

Offense

Damage 38-42

Defense

Armor 2.1

Other

Movement Speed 290

Attributes

Strength 83
Agility 52.5
Intelligence 86.5

Basic Stats

Health 1879
Mana 1352

Purchase Order

Complete Item Build

Starting

Early Core

Mid Core

Late Core

Additional / Situational



Hero Skills

Sticky Napalm

1 3 5 7

Flamebreak

4 12 13 14

Firefly

2 8 9 10

Flaming Lasso

6 11 16

Stats

15 17 18 19 20 21 22 23 24 25


This is Gonna Burn !!! - Batrider Guide

dane17eduard
May 11, 2012


Summary / Stats

Name : Batrider (Jin'zakk)
Faction : The Dire
Primary Attribute : Intelligence
Attack Type : Ranged (375)
Strength (STR) : 23 + 2/level (73 at level 25)
Agility (AGI) : 15 + 1.5/level (52.5 at level 25)
Intelligence (INT) : 24 + 2.5/level (86.5 at level 25)
Health : 1499 at level 25
Mana : 1092 at level 25
Damage : 48 - 52
Armor : 2.1
Movement : 290
Role : Ganker

Pros and Cons

Pros
- Ganker with an excellent disable
- Also an excellent escape mechanism ( Firefly)
- One of the best slow-stacking ability ( Sticky Napalm)
- Sticky Napalm also amplifies attacks and other skills

Cons
- Low attack range for ranged hero
- Low base movement speed
- Low health at late game (if didn't buy any health or STR item)
- Flaming Lasso must be use at melee range (dangerous area)

When to / not to Pick

Do NOT pick Batrider when :

  • Your team doesn't have a hard-carries
  • Your team lack of supports
  • You want to do jungle (killing neutrals)
  • You like right-clicking enemies
  • You don't like clicking active items

Pick Batrider when :
  • Your team needs a solo mid hero
  • Your team needs more area nuke
  • You like harassing enemies in your lane
  • You like ganking other lanes

Skills

Sticky Napalm (Q)


Type :
Target :


Active
Point
(Enemies)

Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies in the area. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks.

Level

1

2

3

4
Mana

20

20

20

20
Cooldown

3

3

3

3
Cast Range

700

700

700

700
AoE

375

375

375

375
Duration

8

8

8

8
Effects

10 damage per stack, 3% slow per cast

15 damage per stack, 5% slow per cast

20 damage per stack, 7% slow per cast

25 damage per stack, 9% slow per cast


Notes :
Low mana cost and cooldown, this skill is able to be spam. Always use it when ganking and whenever it's not in cooldown. The most important thing of this skill is to reach your enemy from its slow. The damage amplification is not too important because when you disable your enemy, you have no time to attack him or use other skills to him beside Firefly. Your teammates should be the one attacking enemy you've caught.




Flamebreak (W)


Type :
Target :


Active
Point
(Enemies)

Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon arriving at the location, 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.

Level

1

2

3

4
Mana

80

100

120

140
Cooldown

11

11

11

11
Cast Range

1500

1500

1500

1500
AoE

375

375

375

375
Duration

0.5

0.5

0.5

0.5
Effects

Deals 75 damage and knocks enemies away

Deals 150 damage and knocks enemies away

Deals 225 damage and knocks enemies away

Deals 300 damage and knocks enemies away


Notes:
  • Damage Type is Magical

Not a good skill because you have to target an area and it will not follow your enemies. Mana cost a bit high and the cooldown a bit long. The projectile speed is also very slow. Don't take it at level 22-25, at least take it 1 level to ministun and knock back your enemies away. 10 stacks of Sticky Napalm will amplifies Flamebreak to a 550 damage.




Firefly (E)


Type :
Target :

Active
Instant
(Enemies)
Batrider takes to the skies, laying down a flaming trail from the air. While flying, the trail of fire destroys trees and damages enemies in its path, and Batrider gains the movement capabilities of a flying unit.

Level

1

2

3

4
Mana

100

100

100

100
Cooldown

40

40

40

40
Cast Range

N/A

N/A

N/A

N/A
AoE

200

200

200

200
Duration

18

18

18

18
Effects

Deals 20 damage per second

Deals 40 damage per second

Deals 60 damage per second

Deals 80 damage per second


Notes:
  • Damage Type is Magical
  • During this, Batrider can fly above units, trees, and impassable terrain.
  • If duration ends when above impassable terrain, Batrider can get stuck.
  • Will destroy trees when flying above them.

Skill that makes Batrider popular. This is the skill that makes you fly so high that anyone can't catch you, also can get through terrain. With this skill, you can jungle 2 camps on the same time. But don't spam it too often, the cooldown is very long for a non-ultimate skill. With 10 stacks of Sticky Napalm, you will receive a 320 damage per second of Firefly. Really worth to take.




Flaming Lasso (R)


Type :
Target :

Active
Unit
(Enemies)
Lassoes an enemy and drags them in Batrider's wake. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.

Level

1

2

3
Mana

150

150

150
Cooldown

90

70

50
Cast Range

175

175

175
AoE

N/A

N/A

N/A
Duration

3

3.5

4
Effects

Drags the target

Drags the target

Drags the target


Notes :
  • Killing Batrider or the target will break the lasso before its expiration.
  • If Batrider moves more than 400 units in 0.05 seconds, the lasso breaks.
  • Batrider can't attack while using Flaming Lasso

Batrider's ultimate, one of the most amazing disable. Besides the disable, you can drag your disabled enemy wherever you want. Using this with Firefly will really makes your enemy down and I'm sure you will get a kill since this skill can't be blocked by spell immunity. Note that teleporting or blinking will break the lasso, but being moved by items or skills (such as Dark Seer's Vacuum, Invoker's Deafening Blast, or even Force Staff) will not break the lasso. Also note that the lasso will not broke if Batrider is the one who is being moved, not the enemy Batrider's disabling.

Items

Starting Items
Animal Courier is recommended if no one buy it. Magic Stick is the first thing you need to buy because of its effect. If someone has bought Animal Courier, you can buy Bottle, or you maybe want to play save, so buy Magic Stick and more stats like Circlet or Iron Branch. Don't forget some Tangoes.

Early Core
You can rush your Bottle if you haven't bought it from the beginning. Upgrade your Magic Stick to Magic Wand, that's improving your stats. Also 2 Bracers to raise your health if you think you aren't that survivable. Don't forget Boots of Speed and Flying Courier if you bought the Animal Courier before. Now, you're ready to gank.

Mid Core
Upgrade 1 Bracer into Drum of Endurance, gives you and your teammates attack speed and movement speed aura. Because of the casting range of Flaming Lasso is close, you will need and always need a Blink Dagger. You mustn't skip this item. Blink Dagger Force Staff is your second primary item all game. It can 'force' you to your teammates while dragging your enemy with Flaming Lasso. Note that your allies also can 'force' you more deeper, but tell them not to 'force' enemy you tied. Tranquil Boots is really a decent choice for Batrider. It gives you +75 movement speed, but cheaper than any other boots besides Boots of Travel which gives you +100 movement speed.

Late Core
Scythe of Vyse and Shiva's Guard makes you really useful in your team. With Scythe of Vyse, now you have 2 disables. Shiva's Guard increases your armor and reduces enemies attack speed. The Arctic Blast also slows enemies movement speed. These 2 really need to buy on late game.

Additional / Situational




You can buy Null Talisman in early game instead of Bracer, you get more mana but you lose some health. I prefer Bracer.
Ring of Basilius for mana regeneration and a little armor, it's okay in early game, but don't save it in mid game.
Perseverance gives you health and mana regeneration, good choice if your ganks failed sometimes and need some regeneration to continue new ganks.
Urn of Shadows also good choice. Gives you STR like Bracer, mana regeneration from Sage's Mask, and Soul Release. A good combination, buy this if you're sure you can get some kills from your ganks and fill the charge of this item.


Shadow Blade is able to be countered by a Dust of Appearance, or even by Gem of True Sight. It's also more expensive than Blink Dagger and Force Staff.
You can replace your Tranquil Boots into Boots of Travel if it's already late game stage (over 60 minutes of the game).
Black King Bar is an optional item. This depends on what type of enemy you are facing. If you are facing a team with a lot of stuns, Black King Bar would be a great idea to have. Even sometimes this item can be a core item.


A controversial item compare to Bracers. Vanguard gives you the abliity to block damage, but Bracer plus Drum of Endurance gives you more health. Well, it's your choice what do you want to use.


These are items to improve your chance to get a kill.
You can buy Eul's Scepter of Divinity in mid game if you don't want to rush Boots of Travel, to make sure your enemy won't escape when the duration of Flaming Lasso ends.
Eye of Skadi has the Cold Attack, which slows more your enemies. Sticky Napalm still amplifies your attacks even you have change into an ice element.
Necronomicon is actually for a hero that disables himself while disabling his enemy like Shadow Shaman and Bane, but you can also have this if you have ganked so bad that you have much money.
Orchid Malevolence is a must to buy if 1 of your enemies are heavy caster or initiator. Silence him and everything's going to be easier.


Buy Bloodstone in mid game if you have succeeded many ganks and have so much money.
Blade Mail is only needed if your enemies are targeting you first in a team fight.
Pipe of Insight is a supportive items for your team. Buy this if there are 2 or more heavy caster on the enemy team.
If you buy Perseverance early game, you can upgrade it into Linken's Sphere for more stats and survivability.


If you want to go full movement speed mode to drag heroes faster.

Runes


The perfect rune for you. Ganking will be a lot easier.


Another great rune. Different from Haste, but has the same succession if you gank with this rune.


A good rune, but not as good as Haste or Invisibility because your damage comes from Firefly. Still not bad at all if you're trying to do a solo kill.



Great rune if you're running out of Bottle charges and also running out of health point and mana point. But that's all.



This rune only has 3 usage. To confuse your enemy, to ward some places, and to fill up your Bottle.

Game Phases

Early Game
Batrider is a solo hero. Mid lane is very good, although sometimes hard lane is also decent. Stacking Sticky Napalm on enemy hero is always good whenever you can harass them by attacking. Jungle is another option for Batrider because he got Firefly to burn neutral creeps. Also don't forget to stack Sticky Napalm on Large Creeps if you are planning to go jungle.

Mid Game
Time to gank. Always gank to other lane whenever your Flaming Lasso is ready. It's always been a better gank if you have your friend stunner to start it. Conclusion, go to other lanes, tied somebody up, get kills, make money, buy items.

Late Game
It shouldn't reach late game if you succeeded all of your ganks. Carry on the enemy team will be useless because of you. But if you reach this phase, all you can do is supporting your team and hope your carry is ready to finish the game. In this phase, you mustn't open the war with Flaming Lasso because you'll be the first target of your enemy team. Use Flaming Lasso to the enemy carry if your team initiates successfully. While their carry is being tied with you, the rest of their team should be easy for your carry.

Allies

Carry
Anti-Mage, Clinkz, Drow Ranger, Riki etc.
Who else will help you finish your Flaming Lassoed target?
Carry is the answer.

Stunner
Lion, Skeleton King, Sven etc.
Makes you easier to approach the enemies.

Juggernaut, Luna, Death Prophet
Even the tankiest hero won't come out alive from 1 of these heroes combo with your Flaming Lasso in a quiet place.

Omniknight
His Repel will makes you more comfortable to approach enemies to 'tie one of them'.

Abaddon
Another hero to make you feel safer when you are surprising your enemy by using his Aphotic Shield.

Dark Seer
Surge is just the right skill for you. But remember not to use Flamebreak when he's trying to Vacuum the enemy team.

Centaur Warrunner
His ultimate, Stampede, gives you free maximum movement speed to chase your enemy.

Tusk
Roll with him to get a free ride next to your enemy. I mean with Snowball.

Tiny
Another great combo if both of you can communicate well. Toss + Flaming Lasso is almost a guaranteed kill.

Bloodseeker
He uses Rupture to 1 hero and you can guess the next move.
Don't know? DRAG HIM!!!!

Enemies

Silence
Silencer, Death Prophet, Drow Ranger, Bloodseeker, Night Stalker
Simple. Makes you useless.

Disables
Shadow Shaman, Bane
You disable their friend, they will disable you.

Kunkka, Disruptor
X Marks the Spot and Glimpse is the only skills that can moves you back to 4 seconds ago. This is very bad for you if your teammates can't kill your Flaming Lasso target fast enough. They got their teammates back, and maybe a kill from you.

Pudge
Also can saves his teammates with his Meat Hook, of course if he can use it nicely.
You also can be his target.

Vengeful Spirit
Another teammate saver. Nether Swap also can catch you off guard.

Lycanthrope
Sticky Napalm will not slow him from chasing you. The good news is the damage amplification plus Firefly works for him.

Anti-Mage
Burns your mana, also makes you useless.

Pugna
Spam your Sticky Napalm more in front of his Nether Ward, soon you'll face your death.

Credits and Changelogs

Credits

This is my first DotA 2 guide in dotafire. I hope you enjoy this guide. Apologize me for some bad English because my country is not using English as a primary language. Also forgive me if the order of the guide doesn't please you. That's all folks.

http://www.playdota.com/
http://www.dota2wiki.com

Changelogs

5/11/2012 - Guide Published

11/23/2012 -
1) Edit Flamebreak due to 6.74 DotA Allstars patch
2) Add Black King Bar and change movement speed items
3) Add more heroes to Allies chapter and Enemies chapter

12/8/2012 - Add When to / not to Pick chapter and Runes chapter

12/11/2012 - Remade Skills chapter

02/17/2013 - Add Blink Dagger to core items

04/24/2013 - Add Jungle Build and a little remake on Early Game

08/26/2013 -
1) Add Mask of Madness as an additional item
2) Add Tusk and Abaddon to Allies Chapter

Guide Discussion
Quote | PM | +Rep by booshes » September 14, 2012 8:07am | Report
Like the guide, despite English not being your primary language I understood what you were trying to say.
Thanks for the force staff idea, I didn't know about that-I thought it breaks lasso like blinking!
+1

booshes


Unremarkable (1)
Posts: 7
Quote | PM | +Rep by FancyFish » February 14, 2013 2:15pm | Report
Good Guide, although I think complete build items, you should replace the bracer with urn of shadows, because the 400 heal is great and 150 damage just makes a gank quicker.

FancyFish


Unremarkable (1)
Posts: 37
Steam: FancyFish
Quote | PM | +Rep by Peppo_oPaccio » February 17, 2013 11:39am | Report
If you remove the Bracers and put the Bottle before the Boots of Speed, then it's perfect: those 1050 gold are really wasted, as you shouldn't be autoattacking and you don't need more HP; plus, as you are in mid lane, you always want to rush a Bottle at about the 2:00 minute mark.

Also, competitive players usually buy a Black King Bar after Blink Dagger + Force Staff, but it's personal preference.

You'll get my +1 if you at least remove the Bracers, as they belong to a very outdated Batrider build. :D

Peppo_oPaccio
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Prominent (61)
Posts: 1159
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Quote | PM | +Rep by idiot94 » February 18, 2013 1:44am | Report
so nice

idiot94


Posts: 11
Quote | PM | +Rep by idiot94 » February 18, 2013 1:44am | Report
i love this

idiot94


Posts: 11
Quote | PM | +Rep by cookiebrawl » March 1, 2013 5:32pm | Report
decent guide, except flamebreak is better used for its utility, its not a bad skill.
As a nuke, 300 damage at 140 mana and 11 second CD is nothing special.
But as a utility skill, its got long range, knock back, ministun. Put that on a mobile hero like batrider and it suddenly becomes a deadly skill.
Since batrider is all about positioning, this is a great skill to invest at least 1 point in, which you already have on your guide at lvl 4. good work.

cookiebrawl


Unremarkable (1)
Posts: 15
Quote | PM | +Rep by DUSIBEAR » April 1, 2013 12:09pm | Report
I've recently noticed that whenever i see a batrider guide, it usually suggests maxing sticky napalm first.. even though its a great skill i find that getting 1 point at level 1 and maxing flamebreak and firefly first helps a lot more, considering those are your only two nuking abilities and relying on auto attack damage with napalm isn't that great when you can toss a max level flamebreak and snag an easy solo kill

DUSIBEAR


Posts: 1
Quote | PM | +Rep by Jejmaze » April 26, 2013 7:33am | Report
I don't think you should ever recommend magic stick as a generally good starting item. It's usually bad to start with since no one will really spam abilities early.

Might be worth it against a Zeus though.

Jejmaze


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