Juggernaut's skillset benefits him a lot in the midgame, but less so in the super-late game.
Q - Blade Fury
Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units. Lasts 5 seconds.
Damage Per Second: 80/100/120/140
Cooldown 30/27/24/21 Mana 110
This is what makes Juggernaut so good at setting up kills in the early game. Doing a total of 700 damage in it's duration, combined with a good disable or slow, most heroes will just outright melt to the magic damage this skill outputs. You can't damage heroes or creeps through the ability, but you can damage structures. You can proc bashes and Mjollnir/Maelstrom, however.
W - Healing Ward
Summons a Healing Ward that heals all nearby allied units, based on their max HP. The Healing Ward can move at 450 movement speed after being summoned. Lasts 25 seconds.
Heal Per Second: 2%/3%/4%/5%
Cooldown 60 Mana 80/100/120/140
Healing ward is a powerful spell in the mid and late game for keeping Juggernaut's HP up. If you run out of regen and are afraid of being ran out of lane, picking up a point in this early on is recommended.
E - Blade Dance
Gives Juggernaut a chance to deal double damage on each attack.
A decent damage boost that saves you the cash of having to buy a Daedelus. Has a fairly high proc chance.
R - Omnislash
Juggernaut leaps towards the target enemy unit with a damaging attack, and then slashes other nearby enemy units, dealing between 175-250 damage per slash. The fewer units available to attack, the more damage those units will take; if a unit is alone, it will take all of the damage. Juggernaut becomes invulnerable while Omnislashing and mini-stuns the first target.
Jump Radius: 425
Number Of Attacks: 3/6/9
Damage Per Attack: 175-250
Cooldown 130/120/110 Mana 200/275/350
A powerful skill in the midgame, this allows Juggernaut to get guaranteed kills on solo targets and do massive amounts of physical damage to the entire enemy team. You can also attack in between slashes if your attack speed is high enough (a max of 1 auto attack per slash at 310 attack speed) so even though 175-250 physical damage doesn't scale extremely well into the superlate game, your right click damage will.
Item Builds and Justification
The starting item build I have provided above is merely a list of items that would be good! You obviously can't afford all of this!
You should build your starting items according to how you predict your lanes will be. If you're expecting multiple ranged heroes, grabbing a stout shield wouldn't be a bad idea. If you're against really good harassers like Silencer and Keeper of the Light, extra tangoes help as well. If you're expecting free farm, a Quelling Blade is nice to ease the pain of Juggernaut's pitiful base damage. If you're playing aggressive and need more regen, grabbing a salve and clarities is nice. If up against spell spammers like Zeus, Bristleback, or Batrider, a Magic Stick is nice to have.
Early Game Items
Most of your early game items should be stat and regen items as this is what Juggernaut needs the most in the mid-game.
is good for the cheap stats it gives AND it builds into a Drum of Endurance.
is a good pickup for the cheap damage and mana regen. If you're hard pressed for farm, or you picked up a Stout Shield, Poor Man's Shield is good to pick up as well.
is a natural build up from a Magic Stick or Branches and allows you to stay in fights longer and to survive ganks.
is a good pickup if going down the hard carry route. The mana regen is really nice on him and the HP regen allows you to stay in lane.
Orb of Venom
is a great item for early chasing and harassing (if against melee opponents). The slow can also be applied while you're in Blade Fury, making it great for early kills.
should be gotten as soon as possible for early lane kills and for chasing. The bonus damage makes your Blade Dance hurt like a ***** as well.
Drums of Endurance
give Juggernaut the stats he needs. He needs STR for HP and INT for mana. The movespeed also prevents him from being kited, a problem Juggernaut faces when his skills are on cooldown.
Misc. Damage Item
. Grabbing a damage item is recommended at this point. A Desolator is more expensive but provides the most DPS out of all the choices. Your ultimate also benefits from the armor shred. Maelstrom helps will farming and can proc during your ultimate. It also builds into Mjollnir, a very powerful item on Juggernaut. For keeping enemies in their place, a Skull Basher gives you a little bit of damage and a little bit of HP.
Shadow Blade or Blink Dagger
are recommended as Juggernaut needs a gap closer. Shadow Blade gives Juggernaut the damage and attack speed he wants, but it's also countered by detection and is more expensive. Blink Dagger is cheaper but is countered by Radiance and gives no stats.
are now a viable boot choice for Juggernaut because of his lower BAT. Before he needed Phase Boots no matter what because of his kitability, but now it might be more building more attack speed on him because of his low BAT. This is mostly personal preference, but Phase Boots are still just as viable as Treads.
gives Juggernaut good damage, regen, and fantastic farming ability. It could be argued that Maelstrom is stronger than Battlefury in Juggernaut, but I feel like he needs the regen more early on than attack speed.
increases your damage, gives you stats, and gives you illusions. Juggernaut's base damage isn't amazing, but his illusions can use his critical strike. Combined with Healing Ward, you have unstoppable illusions that crit people. Lovely isn't it?
Helm of the Dominator
allows you to stack ancients, jungle indefinitely, and give you cheap damage. It also builds into a glass cannon's dream item: Satanic.
When deciding your luxury items, take a look at what you and your team needs. Do you need more damage, more survivability, or more auras?
If you need more damage, going for Abyssal Blade
gives you +100 damage and really good lockdown. Butterfly
gives you more AGI, attack speed, and raw damage as well as some survivability from the evasion. Mjollnir
gives you tons of attack speed and a powerful lightning strike that can proc during your ultimate. Monkey King Bar
gives you True Strike which is good against evasion. It also gives you more raw DPS with the minibash, damage bonus, and attack speed bonus.
gives you 20 STR and the most massive lifesteal bonus in the game. You basically can regen back up to full HP in a single Omnislash.
Eye of Skadi
gives you tons of HP, stats, mana, and a powerful slow for chasing. Combined with Basher, no hero can escape.
is pretty powerful late in the game but is very poor early one. The armor aura is really nice for your team, however.
gives you tons of armor an attack speed to you AND your team.
Misc. Luxury and Situational
It should go without saying that you will need a Black King Bar
or Linken's Sphere
in certain occasions. BKB for hard disables and AOE damage, Linken's Sphere for massive single target nukes, disables, and other spells.
gives you mana, HP, and upgrades your ultimate greatly. 3 extra jumps on a 70 second cooldown is a massive upgrade from your ultimate. It does leaves you wanting for late game damage in the hard carry roll. However that's nothing a Divine Rapier can't solve!
hEy guUUUUYYYSSS i can ONE SHOT ur entire TEEM!!
*runs out of mana and proceeds to be bursted down*