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Jeremiah Knight by visc

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Jeremiah Knight

By: visc
Last Updated: Jul 26, 2018
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Jeremiah Knight

The Marauder

"I fight so that others need not."

Jeremiah Knight: The Marauder. Widely known to be ruthless, unstoppable, and undefeatable on the battlefield. Armoured head-to-toe with mythril and carrying a magical shield that is rumoured to weigh ten tons, few have managed to even land a scratch on him. However, beneath his imposing armour is a man weary of the brutality of war. No one understands better than him the costs of being so heavily armoured, for on many occasions his comrades fell in battle and he was too far to help. Indeed, sometimes he wonders if his armour is truly a blessing or a restraint.

The Marauder is a tanky initiator that probably performs the best as an offlane position 3 that can be played as a safelane carry if need be. His abilities are versatile and synergizes well around the main theme that is armour accumulation. Of course, The Marauder will probably be a very boring hero to play if not for his ultimate, Release Restraint, that turns the whole concept of the hero 180 degrees and make him a viable carry. Overall, I think he's a flexible hero that has many different possible item builds.

Role: Diabler, Durable, Initiator, Carry

Strength: 31 + 3.2
Agility: 24 + 2.6
Intelligence: 10 + 1.1

Base Damage: 15 - 22
Base Armour: 10
Attack Range: 150
Movement Speed: 250

Primary Abilities

Q
Tectonic Crush
The Marauder slams the ground with his shield/ punches the ground with his fist, causing a shock wave that affects nearby enemies.

Armoured form: Gain 4/6/8/10 bonus armour for 12s and deal 100 + 25/50/75/100% armour as physical damage in a 300 AOE around himself, stunning all affected enemies by 1 + 1% armour seconds.

Released form: Gain 4/6/8/10 Restraint counters for 12s and deal 50/100/150/200% Restraint counters as physical damage in a 300 AOE around himself, applying Break on all affected enemies for 5% Restraint counter seconds.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY
: No target
: Physical
: No
Affects:
MANA:
COOLDOWN:
: Enemies
: 100
: 24/20/16/12
The Marauder's signature move is to slam his shield on the ground creating mighty shockwaves. However, rumour has it that he could create a similar effect by merely punching the ground...
W
Reckless Charge
The Marauder exerts himself to run faster.

Gains 80/120/160/200 movespeed, phase, and the ability to move through and break trees but not cliffs. Gain 1 armour (Armoured form) or 1 Restraint counter (Released form) for each enemy creep/tree run through this way and 5 armour (Armoured form) or 5 Restraint counter (Released form) for each enemy hero run through this way (lasts 8s). Affects all targets in a 150 AOE around self. Lasts 4s. Affects each enemy once.

Armoured form: Stuns all affected enemies for 2% armour seconds and deal physical damage equal to 200% of your armour.

Released form: Attacks each affected enemy twice, applying all attack modifiers.

Transforming during Reckless Charge will cause future enemies hit by the new effects. However, an enemy previously affected by the same cast of Reckless Charge cannot be hit again even after transformation. Using this skill while it is already in affect (e.g. via Refresher Orb) will end the previous cast of Reckless Charge and start a new one allowing previously hit enemies to be hit again.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY
: No Target
: Physical
: No
Duration
MANA
COOLDOWN
: 4s
: 80
: 15/13/11/9
The Marauder runs through all opponents and obstacles in his path, trampling them beneath his feet.
E
Ten-ton Shield
The Marauder's shield weights ten tons and passively provides him with protection as well as build up his insane strength.

Armoured form: Passively grants +1 magic resistance and +1 status resistance for each armour you have. Maximum bonus is +20/30/40/50.

Released form: Passively cause your attacks to apply a stacking negative armour debuff on your target equal to 1/2/3/4% Restraint counters. Attacks on the same target refreshes all stacks. Lasts 5s.
ABILITY
PIERCES IMMUNITY
: Passive
: Yes
Affected by Break : Yes
The Marauder's impenetrable shield is famous for weighing ten tons. However, a man capable of wielding such a shield is almost certainly capable of breaking steel with his bare hands...

Ultimate Abilities

R
Release Restraint
Passively provide 4/7/10 armour (armoured form) or Restraint counters (Released form) every time an allied hero dies (lasts 15s).
Also passively provide +0.5/1/1.5 move speed and +1/2/3 attack speed for each Restraint counter possessed by The Marauder.

Activate to transform from Armoured form to Released form for 10s. Applies an unremovable debuff reducing The Marauder's armour to 0 and gain the same number of Restraint counters for that duration. Subsequent changes to armour are unaffected. 1s transformation time but transforming back is instant. Remains as Armoured form during transformation and can be interrupted by stun, silence, and root.

Casting Release Restraint while in Released form (e.g. due to Refresher Orb) will reset the duration of Released form but does not trigger any transformation time.

Aghs Upgrade: Activating Release Restraint causes Tectonic Crush and Reckless Charge cooldown to be refreshed.
ABILITY
: No Target
Affected by Break
MANA
COOLDOWN
: No
: 25
: 100/80/60
The cries of fallen allies stirs The Marauder's conscience, threatening to tear him apart till he can bear it no longer. He shreds his armour and throws away his shield, becoming an absolute beast on the battlefield.

Hero Talents

+300 Tectonic Crush AOE
25
+10s Released form

+100 Reckless Charge Move Speed Bonus
20
Release Restraint has no Transformation Time

+10 Armour
15
+10 Armour in Released Form

Reckless Charge Buffs The Marauder for Allies Passed Through.
10
Release Restraint Buffs The Marauder for Enemy Hero's Death.

Discussion

The Marauder should be primarily played as a position 3 or 1. His laning phase is quite terrible especially due to his slow base movement speed (slowest in the game), which might be mitigated somewhat by his high starting armour (highest in the game). All his skills scale really well, especially with armour so obtaining some armour items like blademail, solar crest, shivas and assault should be an absolute priority.

As a position 3, his primary purpose would be to initiate team fights and stun, and also trying to get your enemy to waste time and spells on you. The basic combo is to use Reckless Charge to go in and Tectonic Crush to stun once in position. This is pretty hard to achieve, so a blink dagger is useful. Against heroes that have a low cast point and can interrupt your stun like skywrath or Eul's users, it may be better to cast Reckless Charge first, before blinking in to instantly stun enemies in a 150 AOE. Radiance will be good as your enemy will definitely want to aim you last. Beware of Break.

As a position 1, any items he get will have to be weighted against the benefits of a platemail. Hence, it is pretty interesting as 'traditional' carry items such as daedalus, mjolnir, and satanic may not work so well on him. Assault and maybe Shivas are really good. In addition, due to the glass cannon nature of his ultimate, BKB and even linkens may be neccessary. In addition, Aghanims may be useful here too, especially if taken with blink dagger allowing the blink stun combo to be utilised before he casts his ult (ideally with the no transformation time talent) and being able to cast his Q and W again. Overall his ult has a very high potential for multi-killing enemies if timed well or dying in 2s if used badly. The benefit of him carrying is you have a position 1 that is extremely tanky and very very hard to kill.

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