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6 Votes

Dual Lane Guide: Blood n' Vinegar n' Vengeance

October 1, 2014 by UnrulySupportGuy
Comments: 5    |    Views: 14814    |   


Dual Lane Blood-Venge

DotA2 Hero: Bloodseeker




Hero Skills

Bloodrage

1 4 5 7

Blood Rite

2 8 9 12

Thirst

3 10 13 14

Rupture

6 11 16

Talents

15 17 18

Bloodseeker: IceFrog's Slight "Miscalculation"

Bloodseeker
Status: Frenzied
Height: Hunched over
Magic The Gathering color: Rakdos (Red-Black)
Likes: Luna , A girl during her monthlies, cherry Jolly Ranchers, pizza, the Flayed Ones
Dislikes: Huskar , Faceless Void , freshly healed skin, Town Portal Scroll

Vengeful Spirit
Status: Complicated Relationship with Skywrath Mage
Height: Delicious
Magic the Gathering Colors: Izzet (Red-Blue)
Likes: Revenge, the Saw Movies, Slardar , flightless birds, opera, anyone with Arcane Boots
Dislikes: People that sneak up on her, happy endings, Skywrath Mage , Faceless Void , Hitch starring Will Smith, Eagles

I came up with a dual lane starring these two heroes because with the recent changes to Bloodseeker , I thought that we could probably get some kills on some squishy heroes quite easily. What followed was something even more ****ing ridiculous than that. I can't begin to explain to you the bull**** that Bloodseeker is. I'm censoring my words because there are 11 year olds that play Dota, some actually rather well, and I'm assuming their mothers don't like it when they read naughty words and then get grounded from the game. Either way. Here's what the change to BlyatCyka did.

Changed roll from carry that needed a snowball to a carry with heavy utility and support
Gave Blood the ability to heal others by giving them extra damage to kill creeps
Gave him AOE pure damage that turns into a silence

All I can say is, this guide is going to give a lot of people ideas, some of which people already have, some that people will never have thought of, and some which will guarantee him first ban in Captain's mode.

As far as Vengeful Spirit goes, they buffed her lvl 1 Nether Swap as I mentioned in my previous guide in making her a good carry, but she's starring in this guide as the support lane partner for Bloodseeker , which means yay, she has to support. :D Gird your loins, my friends, here we go.

Ability Set

Let's go through both heroes' abilities in a quick fashion, since I'm anxious to get to the rest of the guide

Bloodseeker
Q. Bloodrage (1st priority)
Looking at its picture (which sometimes is hard to read on Dotafire, I know) you'll see that it amps all your damage, both taken and given. All of it, magic, physical, and pure damage. Also whenever you kill a creep, ancient, or hero, you get 25% of their max health back to your face, as well as if you die under it, they get 25% of your max health back. As long as you're not getting baited or using this when three guys are chasing you down while you have low health, you should have no trouble with the downsides.
W. Blood Rite (2nd prio)
THE FLAYED ONES ARE WATCHING. A delayed silence AOE pure damage spell. Pretty hard to land, but that's because it's really great. If someone is ruptured and you throw this out there, they either have to move, or take it to the face. Which is worse? After you get a second point in your E you begin to max this.
E. Thirst
Now, I don't follow my own advice for what to max first, because I REAAAALLY like the movespeed and damage. When an enemy hits below 30% of their health, Blyat will start getting worked up, and he knows where they are on a global scale. It's simple, yet very efficient
R. Rupture
Q yourself, ult a target, W them, right click them down. When the enemy moves, they lose a percentage of the distance moved as health, save for a Faceless Void who uses Time Walk . They increased the duration to 12 seconds, so that's 12 seconds an enemy can't move or participate in teamfights if they want to live

Vengeful Spirit
Q. Magic Missile (1st priority)
A stun and a nuke, all wrapped into this delightful little spell. Of course, just like Sven or Chaos Knight , you only get one per mana pool, since it even costs more the more you level it. However, it still gets prio, because nukes fall off the later in the game it is. Plus a bloodraged Missile will do a butt ton of damage.
W. Wave of Terror (2nd prio)
I'm going to put this out there right now. ALWAYS MAX Q AND W FIRST ON VENGE. If you see someone who gets a single point in their Aura before level 10, report them. I saw someone max her aura first. I reported them. The moron's steamname name was Chachaman. Her W is armor reduction, which means it's way easier for Blyatcyka to right click them down, and it stacks amazingly well early game. As I mentioned in a guide on how to build a carry Venge, I give absolutely no s**ts what someone did in their 6k mmr match as a support Venge, if you lane with a right-clicker, which is what most carries are, you give them armor advantage
E. Vengeance Aura
This, my friends, is a percentage-based aura buff. Anyone who has passed middle school math knows that a percentage of a low number is a low number, and a percentage of a high number is a high number. What does this mean? It means it's for LATE GAME. when the carries have 90+66 of whatever their primary attribute is, whatever their base damage is they're actually chucking out their base damage*1.36 + whatever items give them damage. Unlike Lunar Blessing which gives everyone an actual stationary number, you don't max percentage-based skills until the late game, even though Drow Ranger players will beg to differ.
R. Nether Swap
Some of you might have different keybindings, like me, where it's set up as 1-4, but the majority have it QWERTY. Either way, this swap is just displacement that goes through BKB. It's rather underwhelming, it's not really super flashy, but it interrupts all sorts of spells, channels, and ults, and also can disjoint enemy projectiles. But what if someone ELSE'S ult made an enemy lose health based on HOW FAR they walked? Who could that be?

Picking Bloodseeker-Venge Dual Lane

This section is going to have less reasons than most:

No one else has first-picked Bloodseeker
Your team has high burst/right click damage

When not to pick Bloodseeker:

You are fighting against Dendi, Aui, SingSing, Arteezy, and xiao8

Honestly, everything for this guide is going to be flying off the top of my head, because there's SO MUCH YOU CAN DO WITH HIM RIGHT NOW. Honestly, they don't realize what they've done, the game is already won, I don't care about Riki and his changes anymore, if you thought giving him perma-invis as a lvl 1 option made Dota 2 unplayable, you're sorely mistaken, my friend.

Team Work

Bloodseeker has sat down after having a few Bloody Marys at Brewmaster 's bar, and was reflecting on his devotion to the Flayed Ones. After passing out from his fifth and being tossed out of the bar for sniffing around Crystal Maiden by Bristleback , he had a vision of the Flayed Ones. "Blood flows through everyone," they whispered to him. "Show them the joys of spilling it." Sort of like what happened to Chen in the desert. So he wakes up, wipes the mud from his face, and goes back to the battlefield. He arrives in his lane and his support looks at him and says "Golly gee, Bloodseeker , you have some color in your cheeks. Glad you didn't get hurt, and now we have this creep wave under the tower." And Blyat just smiles and gives blood rage to the support as they last hit a creep. "Looks like you got some color back too." he says smugly as the support slowly starts removing her clothing.

Point is, everyone likes him on their team now.

Going back to that burst damage, not even having to build items, let's take a look at our dual laning Bloodseeker and Vengeful Spirit . If you have done the 3-2-0 skill build which I've taught you all very well, taking magic resistance and the amp damage into the equation, you will deal a full 253 damage with Magic Missile to anyone stupid enough to come near you. That's enough to chunk Lich for half his health, and the same goes for pretty much all carries and supports. At this point, we aren't even talking about Wave of Terror which will do amp damage with the armor reduction, and the right click that Venge has been given. Getting Rupture off on a target, will make them stand still and hope they can survive the right clicks. Nether Swap the bleeding sop, which is an automatic travel distance of 700 now, into a Blood Rite and boom, all of a sudden, someone is dead. The lane is peachy, because of the two disables, the regenerative utility, and the things that go through Spell Immunity. Lifestealer is slowly realizing what is happening and is weeping at the thought of laning against these two, because now is teleport is useless. In fact, Faceless Void was ruptured by my friend playing the Blyatcyka while I was the lovely Venge, and he uses Chonosphere and catches three people, nearly dead, in a standstill WITH Aghanim's Scepter . I swapped the Void out of his Chrono, instantly killing him due to travel distance, and no one died, because our Dark Seer got his Mek off in time. That, my friends, is what we call a pro Nether Swap .

Now, suppose Bloodseeker wants to go help out mid, but doesn't want his face to show. Like Zeus for instance. Lightning Bolt now does 35% more damage assuming this is just a level 6 Blood. so does Thundergod's Wrath . In other words, a level 6 Zeus ult with Bloodrage can deal damage equal to a level 11 Zeus ult without. Pudge is also thrilled, because since his hook is pure damage, that's 35% more pure damage and 35% more damage on Rot combined with his channeled ult. In fact, there was a Razor in the game I played with a Refresher Orb . Bloodseeker raged the guy, who then used is ult, refreshed it, and then stacked it.

At this point, I'm going to run you some numbers here for heroes that Bloodseeker has found out to be his new friends, so if you hate math, look away:

Tinker
Laser does 320 pure damage x 1.4 for 448 pure damage at level 4. Heat-Seeking Missile does 325 magical damage x 1.4 -25% magic resistance = for 342 damage for a grand total of 790 nuke damage to anyone except a raging Lifestealer

Pudge
Meat Hook does 360 pure damage x 1.4 which equals 504 pure damage to hooked target. Rot deals 110 magical damage per second x 1.4 -25% magical resistance is 115.5 magical damage per second. Dismember does 175 magical damage per second x 1.4 - 25% magical resistance equals 183.75 x 3 which is 551.25 damage + (115.5 x3) + 504 which equals a colossal 1,401 on a single target as a level 16 Pudge with Rot on.

Zeus
Thundergod's Wrath with Aghanim's Scepter and Refresher Orb with Bloodrage is (640 magical damage x 1.4% amplified -25% magic resistance) with two instances = a whopping total of 1,344 damage WHICH IS GLOBAL.

Don't get me started on the new global strats I can come up with for this guy. Let's go back to the seemingly boring guide now.

The Early Game Duo to the Dynamic Mid Game Duo

You're going safelane, by the way. Tell Phantom Assassin that she should be last hitting with her pure damage Q and any other hero that this is way more important for them early kills.

Level 16 is quite a far way's off for our Bloodseeker that could, so let's get to the laning phase. Have Vengeful Spirit block the safelane creep wave while Blood goes down and snatches the first rune he sees. Hopefully it will be a bounty rune, because levels are extremely important for the amp damage, in case you haven't noticed. Venge should pull the lane as often as she can so Blood can get a little extra EXP, assuming it's a dual lane v dual lane. Also remember that Venge never ever EVER touches her Vengeance Aura until level 10, because it is a useless aura until everyone has accumulated good base damage, I don't care what BigDaddy did in his pub matches, or anyone else for that matter. For this high kill laning phase, it's necessary. If the lane you're matched up against doesn't have a slow or a disable of any kind, make sure that rather than finishing Poor Man's Shield , you get your brown boots immediately for that extra movespeed. Every once in a while, Bloodrage Venge so she can deny creeps a little more easily and possibly get health back that she lost when an Ogre Magi tried to kill you and she body blocked and saved your life, or took that Mirana arrow to the face for you. If your Venge double pulls on the Radiant side and stacks on the Dire, she's golden, and hopefully so is your farm. Venge shouldn't worry too much about not taking last hits from the lane creeps to have enough money to buy boots, wards, and what not, because with the blood raging, she should be able to deny them before they get back in lane.
In my dual lane, I built Power Treads to transition into a semi-carry and for the survivability, but you might want to consider Arcane Boots for the extra mana or Tranquil Boots in case you find yourself running around to help out mid with stuns. If you're not used to a tankier venge like me, I'd honestly suggest mana boots, in which case after she should build Sange and then a Force Staff.
For Bloodseeker , if the farm is literally golden, you've popped first blood, or made it a double kill, buy Hand of Midas to speed up them levels. More EXP = more damage being dealt = faster Rupture = Win. My friend build Poor Man's Shield into the Treads because our lane had a Rubick who always spoils the fun, and a Bounty Hunter , which is no fun whatsoever. Don't feel bad if you can't get a Midas, I don't consider it as necessary as it is on Faceless Void , so you'll still do fine.
During the Mid Game, meaning there's a tower lost and/or it's approximately the 15-20 minute mark, you have two choices. One is to let Bloodseeker get uncontested farm in his lane by pressuring other places with Vengeful Spirit and raising hell , Or you give the safelane farm to whoever the "hard carry" is and they both saunter off hand in hand to go gank some poor sap in the jungle.
A Step By Step Foolproof Guide to Assisted Murder, by UnrulySupportGuy:
1. Bloodrage the Venge
2. Open with Magic Missile to the face. (342 damage with all resistances and levels counted for)
3. Rupture
4. Wave of Terror followed by Blood Rite
5. Attack with extreme right click.
6. If they don't have a TP on them (which you can check by clicking on their hero), Nether Swap them for that 700 ranged movement damage after Blood Rite goes off. If they do have a TP, wait til they try to use it, then swap

Because of Venge's mana Pool, I build Force Staff as my second item normally after boots for the supportive build, and with the increased cost to cast Mekansm , I feel she's no longer a viable holder for it. Sange and Yasha are incredible items for her, considering her STR and AGI gain, and it allows her to keep up with Bloodseeker , at least until he's frienzied. In which case in the later game, get Eul's Scepter of Divinity , which gives her more move speed, mana regen, mana pool, and a CC to cancel TP's or to keep her alive long enough for Force Staff to get off cooldown or someone to help out. As she gains in levels along with the Seeker, the kill potential scales better than most other heroes.
Don't forget that if this is a Black King Bar game for Bloodseeker, you should build it immediately after Sange and Yasha are completed. It it such an important item in certain cases you might even need to go afk jungle to grab it while Vengeful Spirit goes around generally being a pain for people to deal with.

Late Game and Big Plays

Say for some reason, you've reached the 45-60 minute mark (or if you're Singsing, the 90 minute mark with 3 Butterfly swords.) At this point Bloodseeker wants to get all his big items on the Luxury list. For these two heroes specifically I'm going to make this clear: Vengeful Spirit should be building utility-type late game items and survivability and Bloodseeker should be building damage, save for Heart of Tarrasque. Items like Desolator and Ethereal Blade are good for the Spirit, because it allows her to stack her abilities and make them do more damage. For instance, Ethereal Blade stacked with Bloodrage on a Magic Missile deals 325 x 1.8 damage - the 25% magic resistance, of course, so 439 damage all said and done. Heaven's Halberd would also go on Venge so that she can disable the guy attacking her Blood while he focuses on killing them with Mjollnir , Daedalus , Butterfly , and Manta Style . Manta and Assault Curi*** are interchangeable for me between the two since the curi*** gives the Seeker more attack speed. Don't forget to look at the heroes you play against to make decisions about what's right for your heroes. Against Phantom Assassin , Blood should build Monkey King Bar . Against people like Slark , Storm Spirit , or Anti-Mage , Venge should build Orchid Malevolence .

Blood should already be fed and happy, so Vengeful Spirit can begin her transition into a carry, meaning she gets Bloodrage to farm jungles for her Desolator or Blink Dagger . Also these two can split up and begin pushing lanes back since they have matching Sange and Yasha , they have great movespeed. Venge can even sell her Tranquil Boots or Arcane Boots to build the sturdier Power Treads if she was going gung-ho support in the beginning of the game. Although she should never forget her humble beginnings and buy wards from time to time.

Remember to watch Rosh. Give Bloodseeker the Aegis always, since he's going to be your main damage resource. In the teamfight, Venge, and Blood have one goal: Rupture any member of the enemy team after raging, and using a full length Nether Swap for the insta-kill. If he isn't dead after all that travel damage, you picked the wrong person to combo with and now two ults have been wasted. Remember, BIG PLAYS IS WHAT PAYS.

A Summary of Who This Lane Counters, Early to Late.

Overall, from the people I play with, I've gotten no skeptical or sarcastic responses when I decided to lane, and the people I play with view me as a complete greenback, considering I haven't played even half as long as they have. So just from looking at the damage, here's some good things, early, mid, and late game.

Early Game
-Discourages early enemy ganking of the safe lane due to damage output
-Encourages early ganking for your safelane.
-Allows a lot of harassing with possible kill potential at level 3 and 4, depending who you lane against, wasting enemy healing salves and tangos and possibly making them skip out on experience
-Increased damage allows for more denies for the support, allowing the carry farm under the safety of his tower.
-When both get their ults, it allows an almost instant kill on glass cannons like Drow Ranger Clinkz and Skywrath Mage

Mid Game
-Level 11 Ults allow more kills for more sturdy heroes, such as Sven , Clockwerk , Slardar , and Legion Commander
-Anyone who channels a spell like Enigma or Witch Doctor must catch these two in their ults, or the combo automatically kills them
-Utility items such as Force Staff on Venge and movespeed items like Yasha on Blood allows less elbow room for an enemy to escape and more push distance for Rupture
-Higher levels in damage and armor reduction allow for more tower push and more escape.

Late Game
-Lvl 16 Ults allow kills on tanks, such as Wraith King , Bristleback , Chaos Knight , and Dragon Knight .
-Now Faceless Void can be beaten late game with all the CC Venge can build for Bloodseeker
-Anti-carries like Razor and Viper can be killed on abilities alone.
-Carries who build Orchid Malevolence can be displaced by Vengeful Spirit or silenced themselves.
-Nukes like Magic Missile that fall off around the 30-35 minute mark are still viable in the late game.

A pleasure having you read this as always, and enjoy your broken Bloodseeker until they nerf him by the end of next week. Then again, they haven't fixed the Sand King glitch and it's been a month or two. That's for a different guide.

Sincerely,
UnrulySupportGuy

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