Tango
Tango
Gauntlets of Strength
Circlet
Iron Branch
Iron Branch
Faerie Fire
Boots of Speed
Urn of Shadows
Bottle
Magic Wand
Phase Boots
Blink Dagger
Aether Lens
Aghanim's Scepter
Eul's Scepter of Divinity
Force Staff
Ghost Scepter
Dagon 1
Ethereal Blade
Boots of Travel
Orchid Malevolence
Scythe of Vyse
Bloodthorn
Clarity

While typically not seeing much love in the competitive pro scene,
Lion is one of the most feared/hated (read: fun-to-play) heroes in public matchmaking. He is best when played at the #2 postiion (semi-carry/ganker) where you can quickly get your mobility items, or as a #4 (roaming support) position where you build up support items and let your double disables wreck enemies in team fights.
Pros
6.87
Lion as mid lane ganker has a great ability to harass his opponent in a one-on-one situation and ultimately win the lane with nuke damage and eliminating the opposing mana pool. A quick level 6 and timely spams with your stun will guarantee first blood.
-When spamming
Earth Spike, try and always time it so it lines up with your opposing hero and a creep that's ready to die. Remember level 1 Earth Spike is only 80 damage, so treat it as a stronger 'last hit' for you. Target the ground right in front of the opp and still get in an auto attack for the CC. You're given a radius of 125 units so there's leeway to skill shot here. This nets you creep kill gold as well as disrupting your opp's timing in last hitting.
-When spamming
Mana Drain, most say to stun then drain. This works fine, but usually your positioning is poor to get max value off your channel (remember you lose the channel both when the opp walks out of the 1200 unit range OR if the opp walks into fog). If you dont have a ward placed on the high ground that provides vision, try to keep the wave pushed just before tower range to maximize the channel duration. This will force the enemy to either lose significant mana, bail into the trees missing out on CC, or go on the offensive. In the case of the later, earth spike and walk away.
-Lion doesn't typically need a
Bottle. Mana drain will keep his mana supply up, and as long as there is sustainability with health regen items until
Urn of Shadows is online, the bottle shouldn't be necessary. Again, use the situation to gauge the right item build. Either way, predict the enemy's movement to the rune to spam Earth Spike or stay in lane for unhindered farm.
-When you are about to reach Level 6, be sure that both your opponent is around 50-75% health, and that you have an adequate mana pool (340 MP) to cast both your level 3
Earth Spike and
Finger of Death instantly. Most mid heroes are squishy enough that this will be an insta-kill. You can if you need to, but you dont want to rely on any auto attacks after your Q-R sequence. It will likely mean your opp got away, or that you'll chase and die to tower damage. Nothing feels worse than letting a hero get away with 20 hp and safely behind their tower while you wait 160 seconds for the cooldown.
In summary during the early mid lane phase... spam your
Earth Spike and [Mana Drain]] on your opp, you should be guaranteed that the opposing hero dies as soon as as you lvl up at 6.
Once you get first blood/secure the kill, you have two options:
1. Continue farming mid if you have 'won' the lane and have full control. Based on the skill build for mid detailed in this guide... you'll notice that we skip leveling a point in
Hex until we reach Level 8. We do this in favor of solo nuking ability and replenishing our mana pool to keep spamming. So sticking around in mid lane until you are 8 is usually preferred.
NOTE: If you stay mid, be sure you have an Observer Ward placed to protect you from river ganks. Winning mid as a lion is an easy invite for 3 hero ganks.
2. Start ganking yourself. Sometimes your other lanes will need help earlier, if that's the case, adjust your skill build accordingly, maybe getting an earlier level Hex instead of that extra 60 magic damage in Earth Spike, providing you two disables to help gank the side lanes even more effectively.
Eul's Scepter
Lion in the roaming/support role means just that... supporting the safe lane carry when needed, but otherwise roaming from lane to lane to ensure enemy's are on their heels and providing your team mates safe and reliable farm.
The current meta is all about solo offlaners as opposed to 2-1-2 dual lanes. In that situation, the lane support role will have to focus on one of two things:
1a. Harass melee off laners. You're not necessarily looking for kills, but harassing them with your Earth Spike and Mana Drain to keep them from getting last hits or even chasing them out of XP range. This is more of a 5-support tactic/role, but you have the bonus ability to harass with your Q and E spells to effectively scare away your opponent.
1b. Stack and pull the neutral camps to pull deny your creep wave. This keeps the enemy wave close to your tower for safe farm for your carry, and denies the enemy offlaner additional waves of XP and gold potential.
2. Start roaming the lanes (maybe with another disabling support hero. Good pairs are
Rubick,
Vengeful Spirit, and
Shadow Shaman. The goal here is to communicate your movement and coordinate your spell sequences. Earth Spike has the longest range when targeting the ground, but is unreliable. Usually starting off with a Hex, and avoid stacking your disables, will mean a 2v1 kill opportunity.
NOTE: any support should know the timing of stacking and pulling. I think it was patch 6.79 that switched up the creep camps. But now the small/easy camp being next to the tower means that a single pull wont kill your wave and will end up pushing. So stacking is required unless you choose to double pull thru to the hard camps next to the river (both Radiant and Dire sides).
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