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Is it me or Juggernaut has fallen off the game?

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Forum » General Discussion » Is it me or Juggernaut has fallen off the game? 39 posts - page 1 of 4

Poll Question:


Is Juggernaut unplayable now?
No, you silly, he is perfectly fine.
He is not, but he is limited to Pubs.
Yes, he needs some kind of rework.
You all are building him wrong, I have the answer.
Permalink | Quote | PM | +Rep by Metabee » November 2, 2014 7:13pm | Report
So, I've been reading, playing and practicing tons and tons of builds, items, strategies and the like on a hero loved by many: Juggernaut.

The reason of this is because they become kind of useless after the 30 minute mark.
I mean, Juggernaut is a hero loved by the players and by Volvo: look at all those cool sets and $60 bucks blades he has.

But as many times I play him, one is in my team or the enemy team, he seems as he has lost the touch. If he won the game it wasn't because he won it; someone else carried him.

Literally he needs to be supported to no end and win the game in like 10 minutes to be effective.
It's true, he has some nasty weapons, but in the end, he will get stomped unless they fed you 10 kills each.

Are we building him wrong? There are a lot of crazy builds around there, and trying them all, there isn't one I can totally agree with.

Ember Spirit excels at using the Battlefury better than you.
By the time you farmed that Aghanim's Scepter and Desolator, it's too late and you're dealing not much damage or they have Ghost Scepters.
Mjollnir? Skull Basher? Sange and Yasha? Lifesteal? I've tried everything, Juggernaut is such a fun hero.

Blade Fury is an awesome spell, before 20 minutes. After that time they stop caring and start hitting you because they take not that much dammage and realize your HP pool is pretty poor;

Healing Ward is good, but any ranged hero can take it down and the mana cost is huge, it also regens on a max % of your HP, and since it isn't the greatest, so is the regeneration.

Blade Dance crits are rather sad. There are a lot of passive crits out there way better than yours. And since your stat growth is not the greatest, you miss up on building damage items because first you have to ensure you will survive.

And at last, the mighty Omnislash. I know it is destructive and melts people in seconds. Everything has a cost though: a huge cooldown and a massive mana cost, which forces people to sometimes get stats before skills for the sole purpose of taking the mana punch. On top of that, it is easily disjointable, and people know how to. To mention a few: walking to creeps, gathering with the team, Ghost Scepter, Pugna, most sorts of invisibility, Eul's Scepter of Divinity, hell, even Force Staff.

Yes, I know it can deal up to 2700 damage to a hero, but let's be honest, that will rarely happen. Even if it did, that was just one hero, and you are left without your best spell. Alone. Vulnerable.

My thoughts on what could be some kind of little boost:
    Reduce
Omnislash's mana cost.
Improve overall stat gain
Make something to make Blade Fury less useless late game
Give the healing ward more hit points
Or make a suggestions for newbies like me because I can't think of anything.


That's it! I had to Let it go. Such an awesome concept should offer a real Juggernaut.

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Permalink | Quote | PM | +Rep by KoDyAbAbA » November 2, 2014 7:16pm | Report
i can do rework of Juggernaut.

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Permalink | Quote | PM | +Rep by BKvoiceover » November 2, 2014 7:21pm | Report
I feel that Juggernaut suffers from what I call Beastmaster syndrome. Jug isn't bad, but there are heroes who can do Juggernaut's job better than he can. Jug is a semi-carry so he can't really do amazing in the late game against harder hitting carries. He can't excell very well in the early game due to his weak mana pool and long cooldown abilities, not to mention his pretty lackluster damage. There are just heroes that can excell in all parts of the game better than jug.

That is just my opinion however. I just see Jug as being pretty low impact lately.

See you on the battlefield

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Permalink | Quote | PM | +Rep by Metabee » November 2, 2014 7:29pm | Report
KoDyAbAbA wrote:

i can do rework of Juggernaut.



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Permalink | Quote | PM | +Rep by porygon361 » November 2, 2014 7:32pm | Report
༼ つ ◕_◕ ༽つ GIFF REWORK PLS ༼ つ ◕_◕ ༽つ

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Permalink | Quote | PM | +Rep by MrLocket » November 2, 2014 7:47pm | Report
What about....

"If an enemy hero is killed by Omnislash, the slash counts of Omnislash will be reset and the next slash will be counted as 1st slash"

"During Blade Fury, if Juggernaut lose more than 1300/1200/1100/1000hp, cooldown of Omnislash will be reset, if Omnislash remains unused after 10 seconds, the cooldown of Omnislash return to normal."

" Healing Ward now has 75% evasion."

edit : " Blade Fury's cooldown increased to 45/40/35/30"
My face -> ( / *3*)/

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Permalink | Quote | PM | +Rep by Safecyn » November 2, 2014 8:07pm | Report
I mean, you could make it so the Aghanim's Scepter upgrade makes Omnislash ignore creeps. That'd make him a more reliable mid-gamer.

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Permalink | Quote | PM | +Rep by KoDyAbAbA » November 2, 2014 9:01pm | Report
{Q}: The penance of the exile (passive)(active)
Gives juggernaut an innate resistance to damage and a critical strike.
damage reduction:5%/10%/25%/20%
critical strike damage:15%/20%/25%/30%
critical strike damage:150%/175%/200%/250%
After his rejection by his own people,Yurnero has learnt the gift of patience, and that of tolerance to pain,physical as well as mental.

Active:Juggernaut becomes extremely deft, gaining magic immunity for the duration,but dealing very reduced damage. when in magic immunity.
cooldown:30/26/22/18
magic immunity duration:5
movement speed bonus:60%
damage reduction:60%/50/40%/30%
Yurnero applies one of the most advanced techniques in the world of martial arts, known only as shunpo to evade all magic damage and tear through the battlefield at lightning speeds at the expense of his damage

{
W}: Rage of the faceless ones (active)(passive)
Juggernaut gets a passive chance to ministun the enemy and dealing bonus damage.
Ministun duration:0.5
bonus damage: 30/40/50/60
cooldown: 0 seconds
ministun chance: 15%/20%/25%/30%
In the heat of battle, Yurnero Deftly lands a hit with the flat of his sword, taking the enemy by surprise

Active:Juggernaut looses his ministun passive for a duration, gaining maximum attackspeed instead.
Duration:2/3/4/5
coldown:30/25/20/15
mana cost:70
Years of practice have enabled Yurnero to unleash a flurry of blows at his will
{E}: healing ward

as before

{R}: omnislash

as before



how about that? this removes one of the most formidable nukes in the game, Blade Fury, only to replace it with another skill which also gives us magic immunity at the expense of attack damage.

My reasoning behind this rework is to correctly infuse both the aspects of the juggernaut, discipline and unleashed fury.
Even though he loses his early game potential till level 6, what he gains is a late game so solid, people won't mind it.

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Permalink | Quote | PM | +Rep by Safecyn » November 2, 2014 9:12pm | Report
So, his Q gives him 20% resistance to all damage with an option of going magic immune, and his W is Headshot with the option of becoming Overpower?

I... I'm not so sure about this. Regardless of whether it's OP or not, it kind of doesn't do much to differentiate him from other heroes, y'know? At the very least, I think the numbers need to be tweaked on this. IMHO, of course.

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Permalink | Quote | PM | +Rep by Yzreel » November 2, 2014 9:32pm | Report
Okay, to answer the question I need to establish a few points:

-He is a semi-carry (meaning that he WILL lose to real carry after the 30-40 minutes mark)
-He is mostly taken for early game damage from Blade Fury
-He is not actually a hero killer as much as he is a pusher because of Healing Ward
-The only way to properly stop Omnislash is Eul's Scepter of Divinity, the rest are counterable
- Battle Fury is stupid on him, unless there are allied heroes that can drag all enemy heroes to one spot (such as Reverse Polarity)

The reason why you feel that he is kind of useless late game is because he IS, at least compared to fully farmed hard carries. However, the main reason Juggernaut is picked is because of his first blood capability in a tri-lane (or even dual lane) because at level 1 Blade Fury deals 400 (!!!) ****ing damage. Then as the game progress, he should be able to COMPLETELY dominate his lane with the Blade Fury and support's disable combo. By then Juggernaut should start pushing the lane and possibly take the tower because Healing Ward is that strong.

This is when most people play him wrong, a lot of Juggernaut players I see farm too long, while he should be ganking and taking towers as soon as level 6 because Omnislash deals even stronger damage than Finger of Death or Laguna Blade at that level. This, my friend, is his most dangerous phase. I honestly believe that Healing Ward is very underrated, because it actually is his strongest utility spell. Pushing with Healing Ward can make a 3-4 hits creep died in 6-7 hits instead, and that increases his pushing power a lot.

Because of this reason, building aura item that also gives some mana/mana regen (such as Vladmir's Offering or Drum of Endurance) is quite effective on him (and is actually most pro-preferred build). Battle Fury is **** on him unless you have allies that can lock down enemies in a tight area, but Maelstrom is really good (mind you, not Mjollnir, it is great but it takes too long) on him because of the early push power. Also, you need to prioritize attack speed than damage on him any time of the day because it affects the damage of Omnislash (320+ attack speed will results to around double amount of slashes).

Let's discuss Omnislash now, its destructive power is indeed scary, but is it easily countered? No, Ghost Scepter can be shut down with Diffusal Blade and Force Staff really cannot help. The only thing that can block Omnislash is Eul's Scepter of Divinity, while it also cannot stop it properly (probably around 6 slashes), and that is where Aghanim's Scepter comes in. People thinks that Omnislash requires one target only, true, but only in the early stages. Once you get Aghanim's Scepter, Omnislash main power comes from the amount of damage you can dish out WITHOUT taking damage. Getting Aghanim's Scepter can gives Juggernaut around 5 seconds of TOTAL INVULNERABILITY, which is total gold in huge teamfights. Oh, not to mention the 60 seconds cooldown.

This is his gameplay, not some sort of lazy-*** hard carry, and if he falls down in late game... He is meant to be, but it is all paid by him up front (early game). I personally love him like such, and thus sorry Kody, I cannot like your rework :(

P.S: Sorry if I seemed too much of a mr. know-it-all
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