Because screw table of contents. This is harbinger, The outworld devourer. That was my introduction. Just kidding. Outworld devourer is an intellegence carry usually played in position 2 or mid, but is somewhat flexible as long as he is given farm.He has big presence in teamfights and has right click thats almost considered burst dmg.
As seen in the item build, outworld devourer mainly focuses on building defensive items and items that buff up his teamfight presence because he already has right click with Arcane Orb.
To sum up each of Harbinger's skills:
Arcane Orb:Increases your right click dmg based on ur total mana pool(increases damage)
Astral Imprisonment:Seals any hero, allied or enemy, in an alternate dimension, making them invulnerable and unable to act, while stealing there intelligence when they return if an enemy.(Removes hero from map temporarily, steals intel from enemy)
essence aura:Gives a chance to replenish mana pool when casting a spell.(no way to simplify)
Sanity's Eclipse:Deals massive damage by multiplying your intelligence in a large area.
Sanity's Eclipse can hit multiple units with a big AoE. Try to hit as many units as possible. Keep in mind that if you Astral Imprisonment an enemy then Sanity's Eclipse on top of it, that unit will take full damage when it comes out of the prison. Also use Astral Imprisonment to save allies targeted by projectiles like assasinate or Storm Hammer.
Guide created by http://steamcommunity.com/profiles/76561198092432385. Enjoy!
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