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10 Votes

Big Bad Bug

March 8, 2012 by Viking ZX
Comments: 11    |    Views: 48191    |   


Mid Gank/Carry

DotA2 Hero: Broodmother




Hero Skills

Insatiable Hunger

2 3 5 7

Spin Web

1 4 6 9

Silken Bola

1 4 6 9

Spawn Spiderlings

13 15 17

Talents

14 16 18


Big Bad Bug

Viking ZX
March 8, 2012


Introduction

So, I started off my DotA 2 experience bouncing between characters, but quickly settled on the Broodmother due to her unique web mechanic. Early on, I started comparing builds that people were suggesting, running the numbers, doing the crunching. I came to the conclusion that there were other ways to make use of the Broodmother's stats.

Now, I know this build looks counter-intuitive or even strange, but at this point my stat record speaks for itself. Using this build, you can turn the Broodmother from a carry to a tank with nigh unstoppable killing power. Using this build I've gotten triple kills solo.

Then again, if those of you find an different item to make her even more powerful, well, by all means drop it in the comments!

Pros / Cons

Pros:
-Strong Early/Late game Gank ability.
-Strong at ambushing/hit-and-run tactics in lanes.
-High damage output late game stacks with weaker ult. Follow this build to lifesteal a fifth or more of your lifebar with each hit.
-Unholy pushing power.
-Highly mobile near webs,


Cons:
-Squishy (No armor).
-Brittle as glass if the enemy gains visibility.
-If you're teamed by two or three opponents in an ambush and they can deny your mobility, you'll probably die.
-Not as good as a long term support until leveled. You're better off hiding behind the enemies push and ambushing retreating heroes then trying to support your allies unless you want to get teamed. And the enemy WILL team you once they realize how dangerous you are.

Skills

SPIDERLINGS:
OK, so I know I've broken the cardinal rule of IGNORING the Ult in favor of web and spiderlings.

Here's why. The Broodmother does NOT have that high an attack rate. Nor does the early level ult do that much damage (it adds 60 at level 1 with 405 lifesteal). So in the 14 seconds you use her ult, you won't do much damage, especially if your opponent runs. By level six you probably won't have the illuminating boots yet unless you've already taken a tower (which you can if you try) so running them down while wasting away your ult is a waste of mana. Instead, take the extra regen of level 3 webs and then the much more damaging spiderlings, which cost 20 more mana then the ult...but are ranged, can be launched from stealth, and when maxes out at level 7 do a whopping 300 damage, enough to, against a rival level 7 player (the level at which you'll get Spiderlings maxed) can do anywhere from 1/4 to 1/2 their total life, depending on the hero.

Correct use of spiderlings can be a powerful detriment to your foes early game, as it can quickly kill an opponent who thinks he is escaping with a safe 1/2 or 1/3 of his health remaining. This is also why I recommend that the Brood go mid, as she can level early, kill the mid defender a few times and then take her overleveled thorax over to the side lanes for easy feed kills. If you play her right, she should be about level 7 when both side lanes are hitting four, allowing you to deal 3/4 or more damage with spiderlings, then push with those same spiders.

Also on the side lanes, you can use the spiderlings for a quick double kill. If the enemy is retreating, target the hero furthest away, as the resultant spiderlings can BLOCK the other hero. Easy double.

As spiderlings give EXP, DON'T use them against heroes early game if you can help it. DO use them as pushers and cannon fodder. Two rapid 4th level Spider bursts on creeps can leave you with 6 spiderlings, and each kill they make (EVEN on the other side of the map) earns YOU EXP AND GOLD, as well as generating a Spidermite. When enemy heroes are dead/distracted, use the spiders to clear out creeps (thereby making more spiders) and push on a tower (instead of attacking nearby creeps) if possible. A max level spider can take 3 hits from a tower, so a pack of 10-15 (or more, which I've done) can peck a tower to death while you run in to deal major damage, free of retaliatory hits.

WEBS:
ALWAYS have webs down in your primary lane. Some Brood players only throw webs occasionally, worried that it will give away their position. DON'T give into that fear. Level them fast enough and you can fill an entire lane with them, giving them a lot of ground to worry about. Additionally, it forces opponents to play more cautiously, as they don't know if you are around or not. With the Brood, discretion can be the better part. Don't hesitate to let a target run past if it means he'll be occupied a few moments later.

Also, if you're running from a fight, the illuminating boots flee bonus + the web bonus will keep you alive. Never hesitate to throw a web down to hide. That web on the other side of the map doesn't do you much good if you're not in it.

Before the enemies creeps ever arrive, you should have laid two webs in your chosen lane. Late game, its usually best to have 4-6 webs in that lane and the rest in other lanes at ideal ambush spots.

BITE:
You can alternate this with webs early if you are up against a fast hero. The core purpose of bit is to slow fleeing victims so you can attack/spider them.

ULT:
Grab it late. Because as I pointed out above, it doesn't give much early on that other skills aren't better at. Late game however...well, only with a good item build.

Here's the deal. Pretty much everyone plays the Brood assuming that stacking lifesteal items with the ult is her only use.

WRONG.

In fact, that shows terrible mathematics. So you have a maxed ult with +100 damage and about 140% lifesteal? So end game, you're doing about 200+ damage per attack (with the ult), with 250 life stolen.

Sad.

Instead, buff her attack, and you'll get this. 350+ damage WITHOUT the ult, 450+ WITH (depending on the late game items), more then double the attack speed, and JUST 80% lifesteal. Which is 390+ life stolen. You use this build, throw down the ult, and it's over for whoever you eat. This is why you'll start getting teamed. Because with that much damage and lifesteal, you can tackle three enemy heroes at once and eat them for lunch. You're healing more damage per hit then some ULTs deal.

Items

ALWAYS be building an item. Keep your next purchase in mind and buy everything by components.

Start:
Grab the ring and the tango and run for the lane. You'll want this ring mainly for it's upgrade in the first few moments, which gives you a great early stat boost.

Early-Mid Game:
Buy Boots first, then the wrath band to upgrade your ring. Then buy the ring of regen and armor to get the illuminating boots. Up. Next, belt of strength, then the javelin and it's recipe to get the Skull Basher. The period between the strength belt and the Skull basher itself is a dangerous time and this builds weakest moment, as other heroes will be spending rather then saving. Once you get it however, you'll have a lot more bonus damage, plus a 25% chance to stun enemy heroes/creeps for 1.4 seconds every two second. Now you can go hunting to save for the hyperstone. Once you have the hyperstone, your attack will be so rapid that you can stun an opponent every two seconds almost without fail, making it possible to stun-lock a hero for the entire fight.

Late Game:
Get the Mithril hammer and upgrade by pieces to Mjolnir, which will use up your Skull Basher and hyperstone. In the process you get an even higher attack rate, more damage, a 25% chance to do chain lightening every hit for 160 damage bounced to 4 targets (allowing you to lane clean like NOBODIES business), AND it retains the 25% stun chance of the Skull Basher. Save for either another hyperstone or Sange and Yasha.

Alternatively, skip Mjolnir and get the Crystalis and Abyssal blade. The combined attack damage and crit combined with the stunning can clean opponents out, especially with the ult active late game.

Team Work

Fight from the shadows. Spawn webs near combat areas and wait for the enemy to be distracted. Develop a habit of waiting for the right moment, thus making opponents worry that any web you've left in a lane could have you in it. If you jungle a lot, it is possible to use webs to drive all THREE lanes if your opponents are scared enough of your webs. Part of the Brood's play is preying on your opponents minds, and a distracted opponent is easily killed.

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