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Child of the Winds. (7.03)

March 23, 2017 by FuriousFish
Comments: 4    |    Views: 18251    |   


Build 1
Build 2
Build 3
Build 4
Build 5

Carry.

DotA2 Hero: Windranger


Purchase Order

Starting.

Early Game.

Mid Game. (Core)

Core Extension

Luxuries and Situationals.



Hero Skills

Shackleshot

4 8 11 13

Powershot

2 3 5 7

Windrun

1 9 14 16 18

Focus Fire

6 12

Talents

10 15

Hero Talents

+150 Attack Range
25
+30% Cooldown Reduction
Windrun Grants Invisibility
20
+120 Powershot Damage
+40 Movement Speed
15
+20 Intelligence
+25% Windrun Slow
10
+4 Mana Regen

Time for Archery Practice!


Salutations! My name is FuriousFish and in my third guide I shall be teaching you to play the most common jack of all trades, Windranger. As she is famous for her versatile ability, she is a safe pick facing several matchups, making her one of the heroes you must know how to play. This guide will cover all of the roles she can play as, so you needn't to do research for other roles.

Now, let's run like the wind to the training grounds!

Curves and Edges.


Abilities








Lyrailei - The Windranger


Ranged, Intelligence, Nuker, Disabler, Support, Carry, Escape.

Synergy: Works best with heroes who can help her land her Shackleshot and Powershot. Victory is likely in a pushing oriented team.
Killing Potential: Dangerously High
Preferred Lane: Any lane can work.
Explanation: Born in the midst of a ruinous tempest, Lyralei has always been one with the elemental wind. Swift of foot, and true of aim, she Windruns across the battlefield, avoiding attacks as she charges a Powershot to pierce foes from afar. Armed with both quiver and rope, the Windranger binds enemies together with a handy Shackleshot. Honing her concentration, Lyralei launches a relentless sequence of arrows, Focus Firing on a single target until it resembles little more than an oversized pincushion.
Pros
  • Versatile heroine.
  • Ranged. (Allows right click harassment)
  • Has a disable and escape mechanism.
  • Doesn't need to farm a lot. (Level dependent)
  • Counters physical damage dealers.
  • Safe pick.
  • Good pushing ability.
  • Strong at all stages in game.
Cons
  • Squishy (Low health)
  • Will starve for mana. (Slightly dependent on items)
  • Requires practice. ( Shackleshot)
  • Low armor and magic resistant. Susceptible to magic nukers.
  • Heavily mana and spell reliant.
  • Reliant on ultimate to kill.
  • Her strength gain is at an average, but that doesn't mean you're not squishy. Her lack of physical and magical resistance is weak, so you are still classified as a glass cannon. And that's why you have your Windrun, your life-saver. The majority of people like playing physical heroes, which means in most cases you are safe. We'll be getting a disabling item too, just to be safe.
  • Her agility gain is quite surprising to be honest, since she's as 'swift as the wind'. This means you'll have less armor, making you sensitive to physical damage, but you have your Windrun to cover that. Unless the enemy team has built a Monkey King Bar.
  • Her intelligence is quite low for an intelligence hero, so you'll find yourself quickly running out of mana if you spam Powershot often early game. We will be focusing on adding more intelligence and mana regen to cover this. Like I said before, you are heavily spell reliant, meaning you are almost, if not completely, useless without your spells. More intelligence means more spell implification as well, adding damage to your Powershot.
  • Her projectile speed is quite good, being the sixth highest. You can see it here in the Attack Animation page from the Dota 2 Wiki. This will allow you to last hit with much more ease as your arrows will hit the creep faster than the enemy can.

Arrows for all Types of Situations.


We level our skills depending on what role we will play and your current situation in the game. The order to level her skills is quite flexible, so feel free to experient on leveling orders that suit your playstyle.

Shackleshot


Type:
Targets:


Active
Enemy Units and trees
Shackles the target to an enemy unit or tree in a line directly behind it. If no unit or tree is present, the stun duration is reduced to 0.75.

Level

1


2


3


4

Mana

90


100


110


120

Cooldown

12


12


12


12

Range

800


800


800


800

AoE

650


650


650


650

Success Stun Duration

1.5

2.25

3

3.75
Effect

Shackles an enemy if there is a tree or unit behind it for 1.5 secs. 0.75 secs if no secondary target found.

Shackles an enemy if there is a tree or unit behind it for 2.25 secs. 0.75 secs if no secondary target found.

Shackles an enemy if there is a tree or unit behind it for 3 secs. 0.75 secs if no secondary target found.

Shackles an enemy if there is a tree or unit behind it for 3.75 secs. 0.75 secs if no secondary target found.

Notes:




All Roles.


Starting from mid game, this skill is obviously overpowered in teamfights. If you manage to shackle to enemies together, It turns into a 5vs3 fight, which basically means a win. Well timed Shackleshots can even win a game by itself. Of course, it's unreliable as well, just like other overpowered skills like Sacred Arrow. In order to have the stun you need to make sure there's a tree or unit behind the target. As you practice you will automatically land a successful Shackleshot, which makes or breaks a good Windranger player. For some roles, like the ganker, offlaner and roaming support need to learn how to use this skill. For the ganker the main reason is you rely on this for a successful gank. The last two roles will focus on this skill because it can bring massive utility for your team. (As an offlaner you are bound to be underfarmed, so the best you can do for now is to help your team as you slowly catch up.)

Offlaner and Support will max this first. Ganker will take turns leveling this with Powershot, while Carry and Pusher will prioritize this last.

Powershot


Type:
Targets:


Active
Enemy Units
Windranger charges her bow for up to 1 second for a single powerful shot, which deals more damage the longer it is charged. The arrow damages enemies and destroys trees along its path. For each enemy that Powershot hits, its damage is reduced by 20%.

Level

1


2


3


4

Mana

90


100


110


120

Cooldown

12


11


10


9

Range

2600


2600


2600


2600

Damage Radius

125


125


125


125

Damage

180


260


340


420
Effect

Deals 120 damage and decreases each time it hits an enemy.

Deals 220 damage and decreases each time it hits an enemy.

Deals 320 damage and decreases each time it hits an enemy.

Deals 420 damage and decreases each time it hits an enemy.

Notes


The uses of this skill almost the same for all of the roles, so please do not only read the role you will play or else you might miss out on some useful information. The usages of the spell described in each section for each role is only the main use of it.


Carry/Ganker


In most cases, prioritize this. This skill is your spammable, long ranged nuke, which allows you to snipe enemies from a distance. In lane it is your main tool to win the lane. A good trick to use while laning is to first hit some creeps whose health is still above the minimum level for you to last hit it, so you will accumalate several low health creeps. Then, Powershot them so you can get a nice chunk of gold. And if you can, position yourself so you will not only last hit the creeps and harass the enemy laner. If you want to pull this tactic but you're still not used to this skill, you can use your stun. Level one shackleshot is 0.75 seconds and your Powershot channel is 1 sec, but they'll still be hit by it. The green line you see when using this skill resembles the range that the damage can be applied. Basically saying, enemies just right beside Powershot can still be hit. So, even if they do run they'll still receive damage. Also good for killing low health enemies that are running in a straight line.

If you happen to gank someone, shackle them first then Powershot, following your ultimate if you have it by now.



Pusher/Roaming Support


Unless you are going to help push or defend lanes often, you will usually be neglecting this. If you have some levels in this you can farm a bit from the jungle when things are slow and finish off your core or get a bit for yourself. It can give vision in the direction you shoot it, so you can use it to scout for areas such of Roshan's or small places where people can gank from. It destroys trees too, which is especially useful for making escape routes or breaking free from Sprout.

Offlaner.


Max this first as it is what you rely on to get last hits in the hard lane when things can be especially bad. Wait until the creeps are on low health then shoot, and try to position yourself so you can also hit the enemy laner too. Sure, it doesn't take 3/4 of their health away, but as it slowly accumulates you can go in for a easy kill with the ganker.

Since you are bound to fall off on farm, jungle a bit with this when the game is slow so you can catch up.

Windrun


Type:
Targets:


Active
Self
Increases movement speed and adds evasion from all physical attacks, while slowing movement of nearby enemies.

Level

1


2


3


4

Mana

75


75


75


75

Cooldown

12


12


12


12

Duration

3


4


5


6

AoE of Slow

325


325


325


325

Slow (%)

8


16


24


30
Effect

Adds 8% movement speed, slows enemies around you and evades physical damage.

Adds 16% movement speed, slows enemies around you and evades physical damage.

Adds 24% movement speed, slows enemies around you and evades physical damage.

Adds 30% movement speed, slows enemies around you and evades physical damage.

Notes:


Believe it or not, this skill has more depth than you think. Yes, we all know the evasion from this skill is mainly used for escaping. But now I want you to notice that there is also a slow applied to enemies around you in a 300 radius. At max level it can slow up to 30% of their movement speed, and mind you, that is actually not too shabby. With the movement slow and boost for you, it is both an offensive and defensive skill. In terms of offensive, you can chase them with the speed, evade attacks and slow for you target, and in terms of defensive, you can run away and slow anyone that tries to catch up to you.

The offlaner must take one level in this early to survive ganks or heavy harass in the hard lane. Pusher can take levels when they feel like it. Since towers do physical damage, you can evade the damage from the tower and Focus Fire it for a longer duration. Other roles will prioritize it last, but if you are not doing so good, please invest in this more to prevent feeding.

Focus Fire


Type:
Targets:


Active
Enemies
Windranger channels the wind to gain 500 additional attack speed against a single enemy unit or structure, though with a reduction to her attack damage. Extra damage from secondary item effects is not reduced. Lasts 20 seconds.

Level

1


2


3

Mana

75


100


125

Cooldown

60 (15 with Aghanim's Scepter)


60 (15 with Aghanim's Scepter)


60 (15 with Aghanim's Scepter)

Cast Range

600


600


600

Duration

20


20


20

Attack Damage Reduction (%)

50 (30 with Aghanim's Scepter)

40 (15 with Aghanim's Scepter)

30 (0 with Aghanim's Scepter)
Effect

Gains maximum attack speed when attacking targeted enemy.

Gains maximum attack speed when attacking targeted enemy.

Gains maximum attack speed when attacking targeted enemy.

Notes:


Please read all sections to learn all of the functions of the skill. Each section only explains the main use of the skill for the said role. The usage of her skills is almost identical for all of the roles she can play, but the difference is how the role mainly uses it for.


Carry/Ganker/Offlaner


If you have at least an Aghanim's Scepter or Bloodthorn on her and this skill is up, congratulations! You are now guaranteed a kill unless he TPs out. I would first like to note that Windranger is both a caster and right clicker at the same time. She relies on both her spells and attack damage to kill, so there must be a balance when we purchase items for her. With too much traditional caster items on her such as mana regen and intelligence items, she wont be able to kill them fast enough any they might get away. At the same time, if you buy too much right click damage on her, she can't use her spells often which helps her disable her target. And without her spells they will also be likely to runaway too. But if you build a good balance of two, you can are almost guaranteed a kill. Level it whenever you can. You will mostly be using this to kill, but use it on towers too if you see the chance.

Pusher/Roaming Support


For support, you are not going to get the kill as you are going to give it to your carry, so your main, if not only, use of this is to push down towers in record-breaking speed. Pusher can still get the kill, however you should prioritize towers first as that is your job. If you want to siege the tower without getting hit but want to save that Windrun incase someone ganks over, a Dragon Lance can solve your problem.

Talent Tree


Level 10

4+ Mana Regen

You could use the extra mana regen if you find yourself spamming your Powershot often and run out of mana quickly. Recommended for people with mana management problems.

Suitable Roles: All roles.
30%+ Windrun Slow

Eh... The 10+ damage this used to be was honestly much more better than this because it helped last hits, but I guess you can get this when a lot of melee rightclickers are focusing you.

Suitable roles: When not doing so good.

Level 15

+20 Intelligence

I am pretty sure this is a no brainer considering you're an Intelligence hero. With it you can have some spell amplification, extra mana regen and some damage as it is your primary attribute. This is your four in one free damage package deal.

Suitable roles: All except support.
40+ Movement Speed

Previous rule does not apply to support. You are especially squishy in late game, even squishy-er since your items are focused on helping your entire team. So to prevent being food to hard carries, get this to help you escape much more easily.

Suitable roles: Support

Level 20

15%+ Spell Amplification

Ideal for offensive roles. With this your Powershot doesn't fall off too much late game. However, if you are a beginner with the said skill do not choose this as it would be a waste.

Suitable roles: Carry, Offlaner, Ganker, Pusher
20%+ Magic Resistance

Like I said before, as a support your items focus on your team and not yourself, so you are bound to be more squishy late game. Take this to help you survive. If there are heavy spellcaster carries then this is a must.

Suitable roles: Support

Level 25

+100 Attack Range

Eh, kinda useless since you can just get a Dragon Lance for this. Skip it!

-7 Powershot Cooldown

Since we've chosen Spell Amplification earlier, getting this wont be that bad! You can now nuke lines of opponents down and still do decent damage late game.

Arsenal of Bows.


Starting Items







Carry/Pusher
Cost: 600 gold

Some regeneration and basic stats to help you snatch those last hits and denies or withstand a bit from enemy harassment. Her damage early on is good, but she can still be considered hard to last hit with.








Ganker
Cost: 590 gold

As a ganker you will often find yourself needing mana in an instant, so Mango is a better choice comparing to Clarity here. And just a tip, if you ever need a lot of health back, eat a tree made from an Iron Branch so you get double the heal duration.








Roaming Hard Support
Cost: 605 gold

As one of the duties of the support, get the courier and wards. The rest are pretty self explanatory. This time Clarity is taken because you will be at the back most of the time in lane.










Alternate Starting for Hard Support (Invisible)
Cost: 590 gold

Although you have a good escape mechanism, you can't guaranteed it will be on all of the time, so you still have to be careful early game, especially when there are pesky invisible heroes. Get some sentries and when you spot then, barrage them with arrows.








Alternate Starting for Hard Support (Countered)
Cost: 565 gold

I see you have a Viper or Huskar laning against you. Get as much stats to endure their annoying damage over time spells and try to play as passively as possible.










Offlaner
Cost: 600 gold

In case of being heavily harassed, get the Tango, Salve and Clarity for regeneration purposes. The stats from Circlet and Iron Branches will help you survive harassing and last hit better.



Early Game


invisbletex
Carry/Ganker/DPS Pusher/Offlaner
Cost: 2225 gold

Phase for the extra speed and damage it provides. Aquila for the helpful armor and mana regeneration.

For support, just directly get your core items. Thing is, you don't have the chance to farm much since you can't steal from the carry and you can't jungle early. Which means if you decide to get early game items, you'll slow down your core too much and that might just be enough to let the enemy win. They'll feed on your flesh and blood and get fat.

Core





invisbletex
Carry/Ganker
Cost: 9600 gold

You are a simple ranger. As long as you have these three items you are bound to get some kills by your name. Bloodthorn has a silence, and if you attack the target affect by it you will land a lot of crits. When you Focus Fire them you will get the crits, because the arrows you shoot from it counts as autoattacks, not a spell (hence, why its damage is described as physical damage.) You simply cannot overlook how overpowered this item is on her. It offers you both a disable to prevent counterattacks and the ability to nuke down your target as fast as possible.

Coupled up with Aghanim's Scepter, which lowers the cooldown of your ultimate and removes the damage penalty for it at max level, you can obtain a kill almost every minute if you run into enough enemies! As this continues on you are going to be fat, so there you go, you have won the game with just these two items.

Phase Boots not only offers some extra damage, but the main reason we choose these boots is because you can gain extra movement speed by pressing on it. Use it when Windrun is currently being used and you have near full movement speed. Nice to use when chasing targets.






Roaming Hard Support.
Cost: 10950 gold

Prepare to become a portable fountain with this build!

No matter what stage the game has gone to already, you will always be running around and getting hit a bit, but you can't afford to go back to the fountain every minute or spam the shrines too often. And so, your solution is Tranquil Boots. As long as you don't attack you will gain its hefty regeneration. How cool is that? And if that's not enough, you can use the charges from your Magic Wand.

As you will roam around, expect yourself to be ganking often. So, you'll be using Smoke of Deceit when there's some in the shop. Read below to see why you should use it:
From the Dotafire Item Wiki:
Upon activation, the user and all nearby allied player-controlled units gain invisibility and bonus movement speed for a brief time. Minimap icons will also be hidden. Upon moving within 1025 range of an enemy hero or tower, the invisibility and movement speed bonus is lost.

Wards (both sentry and observer) can't reveal you on the minimap. Which can give you a good gank even if the enemy's support wards well. The movement speed is great to help you maneuver which much more ease. There's a downside to it, though. If you get too close to an enemy hero/tower, the invisibility ends, which means you have to keep your distance. Casting spells and using items do not break the invisibility. Only autoattacking does. Pretty cool, eh? You can use this advantage to shoot unexpected Powershots.

Urn of Shadows and Mekansm are here for pretty obvious reasons. Since you will be ganking you will often get charges, so heal up a teammate if his health is not full. To properly use your Mekansm, use it in teamfights when your teammateshave taken a bit of damage. I see too many people acting too fast and using it when a teamfight starts at the first second. How are you going to benefit from the heal if so?







Pusher.
Cost: 4590 gold

Pusher: Phase, Bloodthorn and Aghanim's is stated for the same reasons in the build for Carry and Ganker.

Desolator is pretty self explanatory. The armor reduction works on towers, and in conjunction with your ultimate, you will be taking out those towers pretty quickly. You would basically be the best pushing hero in DOTA2. And to also clear those creepwaves quickly, get Maelstrom. Spam your Powershot and proc the lightning charges and the wave will be cleared.

Now, there will be this one scenario: as you push the tower someone comes ganking from the trees and now you need to run away. Fear not, get a Blink Dagger and blink away before they are able to touch you or it will be useless.

Offlaner: Blink Dagger is a safety pin incase you get caught out, since you're squishy you will be an easy target, but you want to die as rarely as possible to not feed. The reason for getting the other items has been explained earlier. Maelstrom is useful for flash farming neutrals to catch up on farm.


Core Extension.




invisbletex
Carry's, Ganker's and Offlaner's Extension
Cost: 16140 gold

If you can get an extension it means the game is going well. While Black King Bar is more of a defensive pick when things are bad, it can be considered as an offensive pick as well. With the immunity on you can forget about safety and freely position yourself to land skilled Shackleshots. Hurricane Pike is also both offensive and defensive; the active, when cast on yourself works like a Force Staff, allowing more maneuverability, while when used on enemies you can use it to kill that low health, fleeing enemy. Mjollnir's lightning charges can be a massive boost in teamfights. Once you Focus Fire on someone you will keep on procing the charges, so every single opponent will be hit by it.


Luxuries and Situationals.


Applies to all roles except support.



I see you've come to Damage Department. Here are the items we can offer!
  • Bloodstone - Since you are going to get a lot of kills you will have a lot of charges. You can offer to be a bit more frisky and spam your skills more often with the massive health and mana regen.

  • Boots of Travel - An exclusive to the Pusher. Excellent for split pushing and TP escapes. Also useful to chase up to targets.

  • Daedalus - Not enough crits and need some more? Here you go.

  • Diffusal Blade - So the enemy team is very, very spell reliant and your Bloodthorn isn't enough. Burn their mana away too to make them useless. In a way it is a defensive item too, since they wont be able to counterattack without spells unless you're Axe.

  • Monkey King Bar - Bash and extra damage. Now, the bash may seem useless, but since you have Focus Fire you can bash quite often. It really helps keep a target down even without Bloodthorn or your stun.

  • Scythe of Vyse - Another disable if facing high mobility heroes. ( Queen of Pain)

  • Silver Edge - A special item for the ganker. Go invisible before ganking then autoattack first so they can't use any of their passives. Please do not use this as an escape mechanism as it is easily countered.

  • Divine Rapier - Winning the game but it hasn't ended for a long time? Time to end things once and for all.

  • Dragon Lance - A highly recommended item for the Pusher. With it, you can Focus Fire the tower and it can't retaliate, so you basically will get the free tower gold.

  • Desolator - If you've haven't got it by now, do so. Extremely good for towers and heroes as the armor reduction increases physical damage, meaning it increases the damage output of your ultimate.

Applies to Hard Support (Some can be applied to all roles).



Always find yourself focused? Welcome to the Defense Department!.
  • Ghost Scepter - Annoying rightclickers got you down? Make yourself untouchable with this. Just be careful of magic damage as you are more sensitive to it in Ghost Form.

  • Linken's Sphere/ Lotus Orb - So Diffusal wasn't enough to stop those spellcasters? Choose either one and they'll get a taste of their own medicine.

  • Bracer - For when you're not doing so fine early game.

  • Blink Dagger - The common pick up if you need to make hasty escapes and your reaction time is quick enough so it isn't disabled.

  • Heaven's Halberd - Another item to counter those pesky right clickers. And look, some bonus strength!

  • Medallion of Courage/ Solar Crest - If your team is running a armor reduction strategy ( Templar Assassin, Shadow Fiend), get it. Good for ganks and Roshan too.

  • Black King Bar - An extra safety pin to prevent yourself from getting disabled in teamfights or avoid damage.

Counter Building.


As fellow pub-players, we often find ourselves suddenly immersed in 99 problems when the enemy team picks common pub-stomping heroes such as the most feared and notorious two, Pudge and Huskar.

You may think that you're going to lose the game once they pick them, but there is still hope. All you just need is the correct items, pray that you have an at least decent team (that's why some good players still have a shameful record of losses...) and not even pick a hero that they are completely weak to in the first place. Luckily, Windranger is a versatile hero, which makes her easy to adapt to the battle, another plus being she is less item dependent. So you can counter build which much more ease.

Here's a guide that can teach you how to exactly counter build. I have followed what the author has instructed me and now I'm not as scared of Huskar anymore.

Ooh, runes!



Get it if no one wants it. Whatever you do, don't leave it alone when you see it.

Same thing with the Bounty Rune. But this time, after you get the rune, you can go gank a bit now your health and mana are full.

If your team doesn't have a heavy spellcaster other than you (again, you're more of a rightclicker), take it and gank. The reduced mana cost for her skills can really mean a difference in a gank.


Take it if everyone else is too far away. The harder carry could really use this to last hit and get items faster.

Sure! With this you can Focus Fire them as long as you want since you can catch up. After you get it directly go gank.

Good for pushing. You have Focus Fire and your illusions are helping you to take the tower down. That's some record-breaking BLD (Damage done to Towers) there.


You like ganking? Then this is for you. But even if you don't, still take it. If the enemy does before you do, they might be the one ganking you instead.

Focus!


Laning Phase



Carry/Pusher



Do your best to last hit and always be killing creeps or neutrals. Never waste your time walking around the map doing nothing that can help you to level up. Take advantage of the extremely long range and spammable ability of your Powershot to last hit and harass. Take the runes if you can and gank. This will boost your gold and experience earnings so you can get fat faster. She is a semi-carry, meaning she can already start killing early on and get extra gold earnings. But since you will be playing in a more carry style, you will focus more on safe farming neutrals and creeps. You are the carry and you need to ensure you don't die early so you are consistently leveling and getting your items. Do you best the keep your tier one tower up. If you can do that until mid game, you're doing good.

Ganker


Farm a bit first then start ganking after you've gotten one level each in each of your non-ultimate skills. Be sure to communicate with your teammate that's on the lane you want to gank. Ping the target and he'll get the message. If he has a reliable disable, let him use it first since there wont be a tree conveniently behind your target everytime...

I recommend you take the mid lane to quickly get the level advantage to gank. If you see any good gank, go ahead and do it. You are going to take more risks to help your teammates win the lane too. If your team wins all of their lanes you are pretty much already winning the game.


Roaming Support


Just relax in lane while you watch your carry last hit. Deny your creeps and remember to always keep the Observer Wards on cooldown in the shop and place in key areas you want to look out for like the jungle for a heads up if the enemy wants to gank you or the river for rune control. You can also check for a warding guide. It massively helps. Occasionally harass with Powershot to scare the enemy laner a bit. If your carry can do well on his own already, go to help with other lanes.

Now, I know some of you might be thinking: How do I still maintain some farm while making sure my carry gets plentiful of it? Simple. Pull the neutrals to your lane seven seconds before they respawn, leading them to your creeps and you are free to take the last hits that your carry misses. You can even ask your carry if you can take the neutrals if you feel okay with it.

If you somehow got to the hard lane for some reason, I recommend that you do not, although in the above I have encouraged you to do so, leave your lane unless the tier one tower is down. If you do, your tower will go down and the enemy will focus on the next tower. As the process repeats all your towers will be gone. This rule especially applies when the enemy is a pushing oriented team.

Here's a little bonus for those who are new the the supporting role: A supporting guide from another member! It will teach you the basics that you will need to know and execute in the game if you plan to play as a support.

Offlaner


Play as passively as possible and only go in for last hits. Do your best to deny as well, as it not only denies the enemy experience and gold, it will pull the creeps to your side, where you can farm safer. Powershot often as it is a safer way to last hit and harass. It's the skill that made you a good offlaner in the first place. If the support doesn't place wards on the cliff near the river, get one yourself to prevent getting heavily ganked. If they do gank from a different angle, Windrun away.

If you are forced out of lane, go to other lanes and help your teammates out. Better to support a bit than feed. To those new to this role, I suggest you do some research on how to counter heroes. Only then you have a lesser chance to be forced out of lane.

Mid Game



Carry/Pusher


Start pushing and killing. If you have nothing to do for the moment, go jungle to get your core faster. And always be sure to be around when a team fight starts, especially because of your Shackleshot. You might get a kill or two which will feed you. Go more aggressive fighting if a carry, and push constantly if Pusher for pressure.

Ganker


If you were able to do well Early Game, then you'll have a level advantage over the enemy by now. Do a little bit of everything. Farm, push, fight. If the enemy decides to play passive and not enter your territory, jungle or push with the Pusher. But be careful if they do this; they might be trying to lure you in so they can gank you.



Roaming Support


Try to rush your support items as teamfighting will happen quite soon. Gank when you can to get those charges for your Urn and heal your teammates when needed. Activate Mekansm and spam your skills in team fight. Use Smoke to gank and Shackleshot targets often. If you have more than one person to stun, prioritize the enemy carry first.

Always remember to ward and deward!


Offlaner


When things are going slow, farm by defending lanes and jungling with your Maelstrom. Taking down towers is a good choice too if it's not risky. If you manage to catch up on farm and levels, gank more often and slowly transition to your carry role.


Late Game



Carry/Pusher


Destroy everything you see. Don't spare anything. Take their towers down, kill everyone they know. Let them know that you are taking over. You have now become a force of nature itself.

Ganker


Get those luxuries and continue to feed on their flesh and blood. Make them pay if they dare to hurt anyone on your team. Now, protect your team as they take down the barracks and inner towers. Powershot them if you see them from afar, and if they come close shackle them together like a kebab.



Roaming Support


Be careful. Now you are in your most vulnerable state, where you don't have items to help you sustain some damage and the carries are now fat and fed. Stay far away from them, but also be close enough to help your allies in need. You are still relevant with your stun and healing items. If you can get some gold now, go ahead and get some damage items if you want. Just keep your support items in your inventory.

How to Aim.


All of us have our fair share of moments in Dota where we have learned something valuable that has helped us to improve. Although this guide is mainly directed towards the rookies, I also have some treats for the more experienced. I promised I would have something for everyone. And so I present to you some of the tricks I have learned.
  • The Tranquil Boots and Soul Ring tactic. Credits to this trick goes to desnisvitAG who wrote about it in his Vengeful Spirit Guide.

    This one works best if you play as a ganker. As we all know, Soul Ring can give us extra mana if we sacrifice some of our health. Lyralei is really squishy, so this is one of the reasons why people don't buy it on her. But, what if we have Tranquil's regeneration to regain the missing health? You can sell the ring to get some money after early game. Activate it right before a gank and there you go, extra mana.

  • When running away, activate Windrun then use your Healing Salve. That way, when the person chasing you attacks you with an auto attack, the healing wont dispel.

  • if your hands are fast enough, you can decide to blink behind your target, plant a tree behind them using an Iron Branch, then shackle them. There, free stun!

  • A little note about Diffusal Blade. Did you know that Omniknight's ultimate can actually be purged with Diffusal? Yay, now you wont have to worry about not being able to nuke him and his team mates!

  • End the game early if the enemy has a lot of hard carries. I know it will feel satisfying to take down all of their barracks so you can be all "Happy Defend!", but is it satisfying to lose a game when you could have won it if you ended it early?

Don't be Hurricane!

Soothing Winds.






These heroes have can help her shackle or chainstun her targets, such as Nature's Prophet and Crystal Maiden. The rest have buffs that can increase Lyralei's damage, and more damage is always welcomed! If not, heroes like Mirana have other buffs that can help her chase or kill a target.





Annoying Hurricanes.






What do you lack? Magic resistance. And what makes you vulnerable? You have low health and you are a main target for disables. Some of these heroes have high damaging skills or a disable, and some even have both. And let's not forget Puck, who can stun, silence, slow and nuke well. If you see the little idiot, make sure he's disabled then kill him as quickly as possible.

Bye bye!


Before I end my guide, I would like to thank the community managers for organizing these guide competitions as it helps reward people like me who do their best to update and create guides. And also, you, the reader behind the screen, for allotting your time to read this guide. I hope I see you again in my future guides.

And just like that, she disappeared with the wind.

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