
Ability Draft is the new mode you unlock at level 5. Here, everyone is assigned a random hero. You will be given some time to look over the abilities and heroes, and then you get to go in turn (5 seconds per ability, which is incredibly short, so if you're not prepared, you will time out and get a random ability) picking which abilities you want for your hero.
The ability pool will be from the heroes being played, plus 2 heroes not being played. This means there will be (10 + 2) * 4 = 48 abilities in the pool. Since there are only 10 players, there will be exactly 8 (2 heroes' worth) of skills not picked up at the end of the draft after everyone has picked.
Correct me if I'm wrong or missed any, but these heroes don't seem to be in the draft currently.
Meepo
Invoker
Puck
Rubick
Ember Spirit
Earth Spirit
Spectre
Terrorblade
Phoenix
Templar Assassin
Troll Warlord
Shadow Demon
Morphling
Lone Druid
Ogre Magi
Chen
Io
In this guide, if you do not know what an ability does, you can hover your mouse over the image to get a description.
The first thing to notice is what is your heroes' primary attribute? Picking lots of mana intensive spells for a strength hero may cause you to not even be able to use every one of your spell before running out of MP. Whereas trying to tank with an intelligence hero is equally a bad idea (ie cogs would be a really bad skill on an intelligence hero).
The next thing to notice is whether your hero is ranged or melee. Melee heroes will undoubtedly need some skills to help them get in close (such as Slark's pounce). Whereas for ranged heroes picking skills that require them to get in close would be bad (such as dragon tail without dragon form).
Finally, take note of your hero's movement speed. Here's a chart of the movement speeds. Slower heroes will require more mobility items (Shadowblade, phase boots) or skills unless you enjoy being kited around the map.
Generally though, you should always get at least 1 reliable stun, and 1 escape/chasing skill. By reliable stun, I mean that there isn't a long delay before the stun actually occurs (like Lina' Light strike array). It would be even better if you could net another secondary stun, but they'll usually be gone by the 3rd pick.
Demonic ConversionCertain abilities synergies with specific items very well. Of course, it still depends on the rest of your ability and hero build, but here are some general guide lines.
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Abilities that greatly benefit from Scepter. |
These are just my opinion and are by no means any official results.
Best ability in game. Period. Snab this skill before anyone else. This is THE reason Nature's Prophet is so good, but when you combined it with a hero with decent stat gain and good killing skills, you get an unstoppable monster.
This ability is the reason Weaver is so hard to kill. Gives you amazing chasing, escaping and harrassing ability. What more can I say?
Combined with a chasing or disable skill (such as cogs) so they don't break the link, you can steal up to 224 damage in a fight. That's 2/3 of a divine rapier. Since you have to last for 8 seconds, a tanky build is recommended.
Say hello to one of the best disables of the game, along with snowball potential. This ability is highly sought after, and will usually be gone if you don't get to pick early.
Why is frost arrow/ poison attack so good? It's because using it gives a ranged attack even if you're a melee hero when you manually cast it. If you don't auto-cast it, it's still melee range though. This gives melee heroes much needed range AND it slows. Though if you are not a melee hero, then these skills are not as good.
This skill has some serious potential since it's essentially a free aegis. Can be used to bait others into thinking they'll get a kill, only to reincarnate and kill them immediately afterwards. With the new slow buff to reincarnate, this skill is better than ever. However, this skill is countered by Anti-mage's mana break. Be wary of picking this skill if an anti-mage is in the pool.
If you thought this skill was good on Weaver, wait till you try it on someone more tanky.
Allows you to hit the entire team at once. Especially good when combined with one hit skills such as Tusk's Walrus Punch, Bounty's Jinada, Phantom Lancer's Juxtapose.
Essentially a heart of Terresque when you're not seen. And it gives you 4 seconds of invulnerability. Best paired with an invisibility skill.
Global heal, low MP cost, AND it heals towers. Enough said.
No one in your team will ever have mana problems again. Great support skill.
This skill slows the enemy's auto-attacks so much, you are basically immune to auto-attacks.
Again, a support skill. You are better off having a support use these abilities while the DPS of the team does damage. Combine with Dark Seer's vacuum for maximal effect. Highly recommended for an intelligence hero, along with refresher orb.
Like Poison Attack and Frost Arrow, by manually casting these, you can give a melee hero ranged attacks. Though they fall short of the former due to not slowing. Glaives of Wisdom is best used on a melee intelligence hero like dark seer.
Gives melee heroes range, except unlike Drow's Frost Arrow or Viper's Poison Attack, it does not slow. For ranged heroes, it gives you more range. Best when you don't have other abilities that have a lower range, rely on auto-attacks, or when you mostly have passives.
When combined with any stun, this spell guarantees that the enemy cannot escape (except maybe via TP scroll). Unlike other spells that prevent escape (such as Bloodseeker's Rupture, or Slark's Pounce), this spell works on the entire team, and as such you can use it for to escape as well by placing it behind you. This skill goes especially well with Spirit Breaker's Charge, where you can charge them, and then set up the field immediately after stunning them.
This skill is so good, it is wasted on windrunner. You can use it to become a massive evasion tank, or to make some quick getaways/ chases.
Anti-mage's blink is better than Queen of Pain's because it cooldowns faster. Excellent mobility skill if you haven't picked up any of the tier 1 movement skills.
Especially good if you pair it up with an ability that makes it impossible to escape like rupture.
Why is Chronosphere tier 2? It's because Faceless Void can move in your Choronosphere freely without getting frozen. This is really bad if void is on the enemy team, especially with the new patch, since Void gets super movement speed inside the sphere. It is also very hard to use as you can freeze your own teammates. However, if Faceless Void is on your team, and you're not playing as him, this skill allows both you, and your team-mate to move freely inside the sphere, making it an excellent pickup.
At early levels it gives you a silence, and at later levels it gives you 220% damage. The bad thing is you're forced to select more passive skills due to the silencing effect.
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These are the reliable stuns/disables I was talking about. They are ranged, and have no chance of missing from a delay (i.e. Torrent). |
essence aura1-30-2014
Guide started, and incomplete,but probably too lazy to edit it ever again.
2-02-2014
Added more builds based on comments and experience. Fixed some minor stuff.
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