is, to me, the best Wyvern's ability, to be maxed out asap
, even if it still scales very well into the late game. If functions as an Attack Modifier, which grants you:
- Flying mouvement (you can now pass through impassable terrain, trees, units and buildings, as if you were Batrider when he Fireflys);
- Incresead attack range (from your usual 425 to 1000);
- Incresead night vision;
- An attack projectile speed bonus of 500 (the projectiles of your attack fly faster);
- A move speed defuff of 40% on each enemy;
- A Damage over time (DoT) debuff which deals a percentage the enemy's current health as damage per second. This means you can deal up to 34.09% of the target's current health as damage (before reductions).
These debuffs do not stack nor successive attacks refresh their duration, so you will want to attack once each one of your enemies (also, these debuffs are purgeable).
It's because of the HP debuff that you're such a good counter to high HP heroes, such as Axe
, Centaur Warrunner
With this ability you have a way of initiating at a very far distance
, by slowing and damaging your target. Also, you can use it to escape
, by passing trough otherwise impassable terrain. As you max it, the cooldown and mana cost decrease, so I like to have it maxed out by level 7, to use as often as possible when engaging the enemy or trying to escape an hairy situation. You can use it easily in the early game to harass an enemy offlaner out of XP range
, not having to worry about your personal safety since you will be sufficiently far away (and you have a nice HP pool for a support from the start with your 606 HP, anyway).
I prefer to max this ability asap as my playstyle focus more on a safe-lane carry babysitting and roaming support and ganker
- and to do both of these, Artic Burn and a point in Cold Embrace
are better than Splinter Blast
. If, however, you prefer the ability to push earlier alone, and your team lacks a nuke, you might want to max Splinter Blast
first, with only one point in Artic Burn for utility. If you want to know more info in comparing both builds, please check the comments
, use this ability to pass terrain that would normally be unpassable
, or go beyond trees and TP out
- only when the cooldown ends are the trees around you cut, so you will be safe from the enemy there (unless, of course, he has a way of chopping down trees).
is the ability I max out second, for its damage
. It's kind of a weird skill, in the sense in which you must target someone you don't want to be affected
, in order for it to affect the people who are around it. It functions as if you're lauching an ice shard towards your enemies, and it will shatter on impact, not damaging the hero or creep you targeted but all his nearby enemies in a 500 radius. These enemies, besides damaged, will have their mouvement speed slowed. The cast range is huge: we're talking about a spell that you can use at 1200 range, and that has 500 split search on top of that (enemies that are in 500 range of the impact will be affected).
As you already can imagine, this skill is good for teamfights as a kinda of an AoE nuke
, and it is also your main way of farming/pushing lanes
. You don't want to use it in the lane stage despite having a low cooldown, as it will push the lane and consume your mana, since it is expensive mana wise (150 mana). Also don't use it when you're confronting someone solo, since it will not work on them. Otherwise, it's pretty spammable, use it to farm, push lanes, and contribute to teamfights.
The good news is the projectiles from this skill can't be disjointed
, and they fully affect invisible units
, so use it to detect or affect them (but bear in mind it does not reveal them). Also, use it if you want to disable Blink Dagger
s at a very long range.
is what makes Winter Wyvern
such a special support. It encases you or your teammates in ice, healing a base amount as well as a percentage of your maximum health each second (up to 24% of maximum health over the duration). While you're in that "ice prison" you can't move nor use spells, which would make you way too vulnereable to your enemies, but actually you're also immune to all physical damage applied to you while in that ice cocoon.
These make it a two edge sword
: you can make beautiful saves with it, but also huge mistakes and ending up killing someone who may had a way of escaping. Because of this complexity, I advise you to use it with much caution when targeting your allies. A good rule to help you with this by "oversimplifying" would be to think if they have the slightest chance of escaping - in that case don't use this spell - or not - if they're doomed anyway, go ahead
. Be weary that physical damage immunity only means the person in the ice is vulnerable to the other types of damage
(magical and pure), so be careful not to use it in situations where your enemy will profit more from them than you - for instance if it's a Lina
that will just nuke you away with all of her spells, or a Pudge
that will profit from the immobility to hook, dismember and rot.
However, all of these can be remedied, if you buy a Glimmer Cape
and a Force Staff
- you can use both on units under your cocoon, so if they're are already immune to physical damage they will also be 75% magic resistent and possibly away from the initial area of casting (use Force Staff
to take them out of the fight).
This skill is not blocked by spell immunity nor purgeable.
I opt for only a point in it in the early game
for those really urgent saves and heals, since the fact that it is percentage base makes it more worth it only later. Anyway, the fact that you have this skill makes it useless, in my opinion, to buy Tranquil Boots
or an Urn of Shadows
for the heal. Instead, buy a Magic Wand
if you're feeling you need more survivibility.
If you want to take down a tower and you expect there is not going to be a teamfight soon, use your Cold Embrace
in a creep that is being focused down by the tower
. This way he will tower aggro for more time, helping you secure the last hit on it.
, Wyvern's ultimate, is an awesome "AoE stun"
: it freezes an enemy in place (working completely like a stun for him), while making every teammate of his that stands in a 400 radius attack him.
This ability was considered OP for some people, so it was changed since with this suble detail: Units cursed to attack their ally take 70% reduced damage from all sources
. This means you'll use it as a 3.5 stun
for someone you want to stop (the carry comes to mind), and the secondary effect only to help you kill that initial target or to make a reliable set-up for someone to initiate on the clumped enemies as soon as the effect expires (someone like Lich
or Witch Doctor
It still is an amazing ability, in the sense that it stops anyone through Black King Bar
, and you can use it in some circumstances not as a set up but to get a free kill, if you see your enemies' support standing near their carry - their carry will kill it for you
, and you will get credit for the kill (Wyvern gets credit for targets killed by allies during the curse).
The taunt affects every ally of the target, including invisible units and units in the fog of war, but not buildings, wards, invulnerable or hidden units and neutral creeps.
The taunt has the same priority as Berserkers Call (which means that the affected units attack either Axe
or the curse target, depending on which taunt affected the unit first) but a lower priority than Duel
(which means the heroes under the curse can still be dueled).
If you used your ultimate only in one hero, but the rest is not very far behind, you might want to try to either Force Staff the affected unit near his teammates or the opposite; the AoE of your ulti accompanies the initial target
, so anyone that gets near him during its duration will be caught up on it, and you can use your disable to its fullest with the positioning options Force Staff
Here's a very handy list of all the interactions
of Winter's Curse with other spells and auras that affect allies of the target: