Jin'zakk, Death from Above
December 28, 2011
This is Batrider
's bread and butter skill, it allows you to keep the enemy laner(s) under control, if they take 5 or more stacks of this then you can most probably go for the kill with Firefly
Normal attacks from Batrider
and all his skills get the bonus damage from Sticky Napalm
This is a skill that can create complete chaos in the enemy lines due to the the push-back effect it has. I generally get only one level of it for the effect itself and not the damage, my Batrider
usually takes a lot of pain especially during the early levels, so I need all the extra hitpoints I can get.
Good to cancel channeling spells and snipe enemy heroes getting away (sort of like Mirana
Excellent synergy with Sticky Napalm
, this skill allows Jin'Zakk to escape nasty ganks and in the same time allows him to get good positioning for his own ganks. This skill will not do much damage without Sticky Napalm
though so keep that in mind.
In teambattles spam your Sticky Napalm
as much as you can and in the same time spread your Firefly
all over the battlefield, the damage will be easily noticeable once you get 3 or more stacks of that Sticky Napalm
on the entire enemy team.
This skill might not look like much but it's pretty decent, use it on key enemy targets, blinkers, initiators (before they initiate ofc), carries, nukers.
Sometimes it's best to use this on the enemy carry(biggest damage dealer) even if you can't kill it, negating it's damage for 3/3.5/4 seconds is sometimes enough to give your team the upper hand.
Goes through Black King Bar
, use it to get enemies closer to your team, make sure you have Firefly
activated after your used this.
When to pick Jin'zakk
I generally take solo mid with Batrider, he's supposed to work solo side-lanes as well though.
Keep in mind, this hero has low range, which means he will most probably get out-harassed by long ranged heroes and he will have a hard time getting lasthits.
Long slows are your worst nightmare, they take out big chucks of your speed which decreases the time that you have to spread Firefly on the field.
Batrider is generally effective against most lineups except teams with extreme mobility (blinkers) and teams with lots of slows in their arsenal.
As I said before however, there aren't many heroes that are hard to take out for Batrider
. He is effective most of the time.
Very annoying to lane against especially if you happen to be a solo vs a dual with Lich
in it. He has bigger range than you and his constant harassment will run you down.
This hero is easy to take out in a gank, however, he can be quite disruptive in teamfights.
Averagely annoying hero.
You would normally fear him during the lanning phase but he should fear you more, your Sticky Napalm
will destroy any melee hero hoping to lane against you.
Only dangerous if he gets to cast Crippling Fear
on you before you manage to pull out Firefly
, the slow from his Void
can be annoying as well.
Averagely annoying hero.
Let's see, he has magic immunity from Blade Fury
but he doesn't deal too much damage to begin with, his damage mostly come from his Omnislash
when he's in the early-mid stages.
Can be annoying to gank, he's out of the picture once he wasted his skills though.
You tank, he deals damage in percentage of your health and life-drains it in the same time with Feast
, he has magic immunity from Rage
and he has a slow from Open Wounds
, not the best hero to go against.
He has Degen Aura
which is a aoe slow, Repel
which removes all of your Sticky Napalm
stacks and Purification
Hard to gank his allies or even himself, not as disruptive in teamfights for you since his ultimate only blocks physical damage and not magical.
Averagely annoying hero, would've been more annoying if his aura had a bigger aoe.
He is a slow killer and so are you, his Venomous Gale
will make your ganks a bit harder and his Poison Nova
will tear you apart in teambattles if you are not prepared for it.
This is a double-edged sword, if he can keep his distance, he will run you into the ground with his Nethertoxin
and Poison Attack
, however if you get close to him he will most likely die unless he has his Viper Strike
to save him and that's not a certain escape either.
Can take away a big chunk your teamfight potential by casting Viper Strike
on you once you cast your Firefly
, he gets magic resistance from Corrosive Skin
and all of your skills are magic damage, he is however easy to gank.
Annoying hero, depends more on player skill level.
Shouldn't be too hard to outlane, should be impossible to kill though. His only annoying skill against you is Nightmare
and his Fiend's Grip
if he decides to cast it on you but that's highly unlikely.
lasts 7 seconds, that's even worse than Viper Strike
so you won't even be able to cast anything...
Extremely annoying hero if the player is skilled, Nightmare
is easy to break and he isn't such a easy hero to play as.
on demand, Vacuum
helps your deal your damage and get your Sticky Napalm
on everyone and Ion Shell
works so well on you because you are generally really close to your enemies. Makes for easy ganks and good teamfights.
All you want from his is that spammable Repel
, you will be unstoppable in teamfights with it. The purrification is a welcome addition as well. Makes for great teamfights.
Most of the time when you go in teamfights people will try to gun you down, and sometimes they might succeed, however with Dazzle
and his Shallow Grave
around you should have time to deal a decent amount of damage before going out. Makes for good teamfights, doesn't have as much synergy with Batrider
as the others do.
Similar concept to Dark Seer
except one is channeling in a smaller aoe and the other is a big aoe stun. Be careful to don't send everyone out of Enigma
's Black Hole
with your Flamebreak
. Great teamfight potential.
2 sets of Tango
2 Iron Branch
The Healing Salve
and 2 sets of Tango
es are there for surviving early game harassment (if any).
The 2 Iron Branch
es are there for the status and will later be turned into a Magic Wand
The circle is there for status as well and will later be turned into a Bracer
I pick Power Treads
for the hp boost mostly.
The 3 Bracer
s are there to help you tank in the early levels. The build-up these have really help you through your early game tankage in your ganks.
The Magic Wand
is there for those marginal cases where a small boost of hp/mana can make a difference in whatever situation you find yourself into.
Total gold: 3534
If you are having a hard time getting to your targets or you simply need to mobility it provides, Blink Dagger
is a good item to have on Batrider
, know that if you blink while you have a enemy latched by your Flaming Lasso
, your ultimate will be canceled.
Yet another loved item on Batrider
, the active effect can be used while you have a enemy in Flaming Lasso
without canceling it, it's a bit more reliable than Blink Dagger
for getting out of sticky situations & saving allies but sadly, the range is smaller.
Heart of Tarrasque
The enemy like focusing you ? This is the perfect item to build if you truly are your team's main tank. Especially effective against those pure
damage dealers when hp is the only way to go.
Getting owned by autoattackers and ranged fire? Does the enemy team have armour reduction skills? Another great item for Jin'zakk, helps you tank and further empowers your already huge potential to deal aoe damage and also allows for better chasing/pushing. That early Platemail
can help you a lot.
Hood of Defiance
If the enemy team is full of magic damage, this is the way to go, we don't want to go Black King Bar
and make the enemy focus our weaker allies now do we? A early Cloak
can be helpful.
Most players usually build Vanguard
to boost up their hp, but I found out that 2-3 early Bracer
s serve my gamestyle way more than that later Vanguard
Let us compare the 2 options:
Vanguard gives :
275 hit points
70% chance to block 40 damage
Components : Stout Shield
+ Ring of Health
+ Vitality Booster
Total cost : 250+875+1100= 2225 gold
3 Bracers give :
19hp(per str point) x 6(bracer gives +6str) x 3(3 bracers)
342 hit points in total
3(bracer gives 3 damage) x 3(3 bracers) + 3(dmg per point of int) x 3(3 bracers)
9 agility which roughly translates into 1.3 armor
Components : 3x Gauntlets of Strength
+ 3x Circlet
s + 3x bracer recipe
Total cost : 3x 150 + 3x 185 + 3x 190 =1575 gold
The advantage of the 3 Bracer
s is that they are easy to build & you get them way earlier, they also offer more hp than Vanguard
However, they do not offer you any kind of regeneration or damage block and they also take up 3 valuable inventory slots, so if you think you'll need that damage block specifically (against Broodmother
or Death Prophet
) then go ahead with the Vanguard
otherwise I think a bunch of Bracer
s should suffice.
Most of my games usually end with: 3x Bracers Power Treads Magic Wand and a Platemail or Hood of Defiance
Early game, lanning phase and early ganks
As said in the "Runes" chapter I prefer my Batrider solo mid.
If the enemy mid laner is melee then you really shouldn't have any problems keeping him down, spam your Sticky Napalm on him, if he stands in it for 5 stacks and refuses to go back, go for the kill, if he does go back, use that time to get some lasthits.
If the enemy mid laner is ranged, you might have some issues, try to keep your distance (most heroes will have bigger range than you) and spam your Sticky Napalm on them, it has a very big casting range. Same rules apply as if he was a melee hero from there on.
You can start your spamming even from level 1 preparing them for your Firefly once you reach level 2. Some of them might get a Magic Stick to "counter" you a bit, this might work if the lane is pushed towards their tower, however if they manage to push the creeps to your tower and they got a bunch of stacks on them, a Magic Stick just won't save them, the slow from Sticky Napalm will be unbearable and you will have plenty of damage.
If you manage to push the creeps a bit closer to his tower, don't hesitate to scout for runes and maybe get that early first blood with a haste rune.
Focus lasthitting rather than denying, Batrider needs at least a Boots of Speed to be effective in his ganks.
At level 6 your laning phase officially ends and you are now a constant roamer, you should have a Boots of Speed and a Town Portal Scroll at least, waiting for you home. Focus on finishing your Power Treads first instead of getting early Bracers, speed is more important for a ganker.
Mid game, ganks and suicide missions
Once you got home, get whatever items you could afford + that Town Portal Scroll, tp on one of your allied lanes (use second tower if the lane is too pushed, so the enemy won't see you coming) that is a bit pushed and proceed to get your first kill (if you didn't get a first blood already).
Start your Firefly and get in a good position (since you can fly over anything), then just simply cast Sticky Napalm on your targets until you reach your main target, cast flamming lasso on it a drag it back towards your teammates so you can finish the job faster. It's kind of impossible to avoid Batrider's ganks unless they towerhug, and even then, Batrider is a good tower diver.
If your allies happen to have stuns and are capable of taking 1 enemy laner alone, maybe you can focus on the one they can't take out instead.
Once that is done, you should be able to get your Belt of Strength and have another Town Portal Scroll waiting for you home.
You could farm a bit while your ultimate is in cooldown, but once it's up or nearly up it's time to get moving.
Focus item-dependant heroes in your ganks, especially carries. Try to help with the pushing after a gank if your lanemates are capable.
Keep ganking until the laning phase is officially done for everyone. Don't ignore runes!!
By the end of midgame you should have your Power Treads,2-3 Bracers, Magic Wand and a part of your next big item, or a bunch of gold.
Late game, teambattles and pushes
If your team is average and you did a good job in the early stages, there really shouldn't be any late-game to speak about.
If things drag this long it's either because you have some kinda of hard carry in your team that just can't do much early-mid game or you are kinda on the loosing side.
If you are however, doing fine and everything is under control, focus on finishing your first big item and working towards your second.
If you opt for mobility with Blink Dagger and Force Staff you will end up as your team's initiator, pick your targets carefully.
If you opt for tankage, then either wait for their initiator to initiate or yours, then just spam your Sticky Napalm and spread Firefly across the the battlefield, disable the enemy carry with Flaming Lasso and drop a Flamebreak from time to time. Don't forget to autoattack as well since your attacks also get amplified by Sticky Napalm
If you win the teambattle then push if you are able to, otherwise look for a rune (maybe you get a lucky regeneration) or go heal.
You should be a annoying hero to kill even for enemy carries due to your extreme tankiness and Firefly.
There isn't much to say in this section, ganking time will be over, most of the time it will be clashes, outlast your enemy and burn them all for as long as you can. If you manage to catch lone targets before a push, especially important heroes like : Enigma Earthshaker Storm Spirit Lich Sand King or their carry then kill it and the push while they are dead. Watch out for buybacks.