Stout Shield
Stout Shield
Healing Salve
Tango
Bottle
Phase Boots
Vanguard
Town Portal Scroll
Orb of Venom
Rod of Atos
Eul's Scepter of Divinity
Sange and Yasha
Shadow Blade
Blink Dagger
Urn of Shadows
Smoke of Deceit
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Azgalor, the Abyssal Underlord is a Dire STR hero that specializes in area denial and team mobility. He was formerly called Pit Lord, but I guess he got demoted (Damn you Blizzard!). His two active spells are both AOE with significant duration, one is a nuke (
Firestorm) and the other is a BKB-piercing disable (
Pit of Malice). His ultimate allows him to mass teleport allied heroes, bestowing almost unparalleled team mobility and map control. His passive,
Atrophy Aura, reduces base damage of enemy units and temporarily grants him bonus damage when enemy units near him die.
He is an extremely strong laner because not only does he have a nuke and disable, he is one of the tankiest heroes at start and has a ridiculous damage advantage from his very high base damage and
Atrophy Aura. He doesn't scale well with farm, so its best to use the farm he gets to build team-oriented and pushing items.
At present, this guide won't be as detailed as my
Legion Commander guide or the
Winter Wyvern guide that I am working on. Frankly, I don't find Abyssal Underlord as interesting and don't have quite as much play time on him. If there is anything you would like me to add or expound on, leave a comment and I'll try to do so.
Pros
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Cons
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Type: Targets: |
Active Area |
Calls down 6 waves of fire that damage enemy units in the target area, and continues to burn them for additional damage over time. |
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Level 1 2 3 4 |
Mana 100 110 120 130 |
Cooldown 14 14 14 14 |
Range 750 750 750 750 |
AoE 400 400 400 400 |
Duration 6 (Storm)/ 2 (Burn) 6 (Storm)/ 2 (Burn) 6 (Storm)/ 2 (Burn) 6 (Storm)/ 2 (Burn) |
Effect 25 Magic Damage (Wave), 5 Magic Damage per Second (Burn) 40 Magic Damage (Wave), 10 Magic Damage per Second (Burn) 55 Magic Damage (Wave), 15 Magic Damage per Second (Burn) 70 Magic Damage (Wave), 20 Magic Damage per Second (Burn) |
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Type: Targets: |
Active Area |
A deadly pit is conjured at the target location; any unit that enters is unable to move for some time and takes damage. Each enemy unit can only be affected once. |
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Level 1 2 3 4 |
Mana 100 115 130 145 |
Cooldown 24 21 18 15 |
Range 800 800 800 800 |
AoE 275 275 275 275 |
Duration 1 (Ensnare)/ 7 (Pit) 1.5 (Ensnare)/ 7 (Pit) 2 (Ensnare)/ 7 (Pit) 2.5 (Ensnare)/ 7 (Pit) |
Effect 100 Damage, 1 Second Move-Disable 100 Damage, 1.5 Second Move-Disable 100 Damage, 2 Second Move-Disable 100 Damage, 2.5 Second Move-Disable |
| Atrophy |
Type: Targets: |
Passive/Triggered Enemy Units |
Nearby enemy units are weakened, losing a portion of their base damage. If it dies while under this effect, Pit Lord gains bonus damage. |
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Level 1 2 3 4 |
Mana NA NA NA NA |
Cooldown NA NA NA NA |
Range NA NA NA NA |
AoE 900 900 900 900 |
Duration 30 35 40 45 |
Effect -18% Damage -26% Damage -34% Damage -42% Damage |
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Level 1 2 3 |
Mana 75 150 225 |
Cooldown 130 130 130 |
Range Global Global Global |
AoE 400 400 400 |
Delay 6 5 4 |
Effect Mass Teleport Mass Teleport Mass Teleport |
Playing a mid Abyssal is fairly straightforward: use your huge damage advantage to get a farm and exp advantage on your foe. Combine the facts that Abyssal has the 2nd highest starting damage in the game, Atrophy aura grants +20 permanently damage after the first wave, and level one aura reduces damage by at least 7 (
Invoker and
Shadow Fiend) or up to 15 (
Treant Protector), there's almost no way anyone can compete for last hits. The only heroes that can give you even a small amount of trouble are high damage melee heroes (
Tiny,
Legion Commander,
Night Stalker) since
Quelling Blade more than neutralizes the -damage from Atrophy Aura and heroes that get last hits through nukes (Zues,
Night Stalker). If you want, you can pick a QB yourself in these cases, making you hit creeps for ~115 damage, much more than anyone else can hit for early and stronger than low-level nukes. The combination of Atrophy Aura and a Stout Shield also make it ineffective to harass Abyssal Underlord.
Firestorm can be very useful in zoning out the enemy hero, particularly if they are melee or have short range. You can use it on top of the creepwave to keep them away, or behind the melee creeps to force the enemy closer to you where you can harass them with right-clicks.
You should have no problem in establishing rune control, since you have extremely good push. Not only do you hit hard, Atrophy Aura and Firestorm are quite good for pushing the lane. Firestorm should also be used to prevent the enemy from approaching the creepwave.
Your decent armor, very good HP, slightly above average MS, and -damage aura make it fairly difficult to gank you mid even though you lack a true escape ability. If you are getting ganked, cast Pit of Malice or even Firestorm in your path of retreat so the enemy will have to eat a nuke and/or disable to chase you.
Killing/Ganking
It takes some skill to get kills solo as Abyssal Underlord since his nuke is easily dodgeable and his disable isn't all that long compared to his cast time. If you have help, your life gets easier but that is not always the case.
The general idea is to go aggressive on your target while you cut off their best path of retreat with
Firestorm. The AOE is usually large enough to cover an entire path, particularly at a choke point. If they decide to go into the AOE use
Pit of Malice to hold them there and throw in some autoattacks while chasing them. If they avoid Firestorm and take an alternate path, keep attacking them then throw
Pit of Malice ahead of them after they have committed (remember, the pit has a 7s duration). If they double back, you get more hits in and if they go forward, they eat a nuke/disable and you get more hits in. Keep chasing while attacking and you should be able to get a kill.
As you might have guessed, MS buffs (Phase/Drums), slows (OoV/Atos), and initiation items (SB/Blink) really help in this process. S&Y deserves a special mention since it has a strong MS buff combined with a chance to proc a strong slow, while providing some useful stats. Eul's is also quite good since it grants a +40 MS bonus and the active lets you gap-close easily (Important note: cycloned units are not disabled at all by Pit of Malice) while completely solving your early mana problems. Urn is also quite strong since its not difficult to get two or more charges (300 or more damage as HP loss).
Anti-Gank
Abyssal Underlord is a much stronger anti-ganker than ganker, since it is inadvisable to dive into Firestorm and Pit of Malice while he can always Dark Rift his allies to safety should it look like the gank will succeed.
Note that I split my item builds into two parts since you build one of two ways early (gank or anti-gank; builds 1&2) and then can build several ways later (push, teamfight, split-push) but these are basically independent. Also, I will be updating the item builds a bit as time goes on since they aren't quite as playtested as I would like.
Early-Mid Game Items
Almost always picked up on melee mids, Stouch Shield is particularly good on Azgalor for its synergy with
Atrophy Aura: enemies do less damage, so blocking 20 is a greater % of their potential.
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All the regen you need to stay in lane until your Bottle. Its not usually worth picking anything up past the shield and HP regen since you have more damage than anyone you will encounter, you have good starting HP/armor and you're spells are too expensive for stat items meaningfully increase your mana pool and you can't afford to sit back and sip a Clarity.
You have an extremely good push between your damage, spells, and Aura so getting runes should be no problem. You also desperately need the regen, particularly the MP.
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If you are ganking you will need the damage and chase that
Phase Boots gives you. If you are anti-ganking you want
Arcane Boots to make sure you have mana for full combo and your teammates have mana to cast their spells.
You need to be where you can gank or counter-gank. Core on most mids.
You are a chasing ganker, which means you will usually be tanking creeps and tower diving, which
Vanguard makes cake.
You get a lot of farm mid and don't have any real core so getting a fast Mekansm is great for your team. Not only does it make you even better at counter-ganking, it makes you an even better pusher and gives some nice stats and armor.
The 6 STR makes you even tankier while the Mana regen is very helpful. The active lets you heal up an ally after (or sometimes during) your counter-gank or do a nice chunk of damage to an enemy.
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Abyssal Underlord really benefits from slows because they can keep people in his
Firestorm and allow him to chase.
Orb of Venom is by far the cheapest slowing item, but while its slow is decent (10%) you have to hit the enemy first. I would generally pick one up early if I plan to gank since its a very small investment but can net you a kill.
Sange and Yasha gives a decent amount of stats (16 AGI & STR, 16 AS) and a large amount of MS (16%, usually ~57 MS) with the chance temporarily greatly slow the enemy on hit. Its rather expensive for a ganking item, so get S&Y if you need the stats and are angling for a teamfight build which inlcudes Halberd and Manta.
Rod of Atos gives a large amount of INT and HP (25, 325) combined with a powerful, long-range slow (60%, 1200 range). The slow lasts 4s, so combined with
Pit of Malice it allows you to land a full
Firestorm.
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These items allow you to gap-close or sneak up on heroes but fall off quickly after laning. You aren't hitting that much in teamfights, so the stats of
Shadow Blade don't do much for you. Your offesnive spells have long ranges, so the main use of
Blink Dagger in a teamfight is to be able to
Dark Rift, wait 5/4/3 seconds, then blink in to pull your team out.
Smoke of Deceit is the best option if you need it since the investement is very small (100g).
Eul's is very useful on Azgalor for a couple of reasons. First, it gives him all the mana regen he ever needs. Second, the active and bonus MS allow him to gank much more easily. Third, he can purge silences from himself with the active. Fourth, it makes Dark Rift a reliable escape since you can spend 2.5 seconds of the dealy invulnerable (and few things can kill you in 1.5s). Remember that a cycloned unit is completely unaffected by
Pit of Malice.
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Curse of the Silent
Replicate
-Wait for Abyssal Underlord release.
-Update based on further playtest and community feedback or balance changes.
-Add replays.
-Add offensive dual lane support early item build, and possibly one for defensive/safe lane support.
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