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As for the items, I prefer to start with two Gauntlets, one Healing Salve, one Tango, and two Iron Branches. This, along with the starting level in Rot, makes last hitting much easier, and you can build an Urn of Shadows and Magic Wand later.
I also think that you should rush your Bottle immediately. It will give you plenty of sustain early on, which you need with the point in Rot. Also, never start with a Bottle on Pudge. There is almost no reason to.
As for the counters section, it's mostly good. But, I see a couple problems with it.
- No mention of Lifestealer, Pudge's biggest counter. The only thing Pudge can do to Lifestealer is hold him down for a few seconds, then die.
- You didn't even bother to check the name of one of the counters, Outworld Devourer.
As I said before, this is a pretty poor guide. -1
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NOPE!
Never get a bottle start. It is all your gold and you are a melee hero. You will get harassed out of lane so fast it isn't funny. You have no last hitting power and no effective way to push the lane without risking your own life to obtain runes. If you lane against any ranged hero or a melee hero that is competent, that bottle is going to hurt you, and contributes nothing to your starting game.
You should not be building bracers on Pudge. That I strongly disagree with. It is 400 more gold for +3 to all stats. With your starting items a fast urn would be much more suitable, giving you more lasting power, mana regen, and even damage to a small extent. And unlike bracers, is 1 item slot and gives far more utility.
As a "late game" item, it is worthless.
Bottle is core on pudge. He needs the mana regen from the bottle and the HP regen to sustain his hook rots without having to go back to base. Rune control is also big, since pudge is THE ganking hero. Double gamage, regen, haste, illusion are all pretty nice to have. Invisibility, however, amazing for pudge to allow for easy hooks in plane sight.
Late game you will likely want armor items more than Heart. Every point of armor is basically 6% more HP vs physical damage, meaning that after all those charges of flesh heap have gone off and you have 2000 HP, your 1400 gold on +10 armor > hearts 1100 (ish) Hp cost wise. (since you will probably still have an urn which will of course sustain you just as well... especially if you also have a bottle)