Tango
Tango
Healing Salve
Stout Shield
Slippers of Agility
Tango
Healing Salve
Stout Shield
Iron Branch
Iron Branch
Iron Branch
Boots of Speed
Healing Salve
Poor Man's Shield
Quelling Blade
Phase Boots
Ring of Health
Perseverance
Battle Fury
Yasha
Manta Style
Butterfly
Assault Cuirass
Satanic
Heart of Tarrasque
Divine Rapier
Vladmir's Offering
Helm of the Dominator
Vanguard
Blade Mail
Drum of Endurance
Ring of Aquila
Tranquil Boots
Soul Ring
Black King Bar
Aghanim's Scepter
Sange and Yasha
Ethereal Blade
Mask of Madness
Refresher Orb
Radiance
Daedalus
Desolator
Medallion of Courage
Monkey King Bar
Abyssal Blade
Town Portal Scroll
Boots of Travel
Diffusal Blade
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Pros
-Amazing early game, mid game, and early end game presence
-Good pusher
-Good stat gain
-Excellent AOE heal that scales into late game
-Best non-ultimate crit in the game
-Ultimate can easily kill someone solo
-Benefits greatly from carry items
Cons
-Squishy and useless without farm
-Ultimate can easily be countered by creeps, blinking, decripfy, windrun, leaps, invisibility or illusions/just a lot of people
-Bladefury loses effectiveness beyond mid game quickly
-Can't carry as hard as someone like Faceless Void, Spectre, Phantom Assassin, Phantom Lancer, or Lycan
-Built-in crit negates buying any crit items
-No real built-in escape mechanism beyond running away with bladefury+tp
The skills section will only cover the standard build, since it's useful in all games.
Bladefury

"Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units. Lasts 5 seconds.
Radius: 250
Duration: 5
Damage Per Second: 80/100/120/140
30/28/26/24 110
This ability won't affect mechanical units.
" -Dota 2 Wiki
You can use items (including TP Scroll/ Boots of Travel) during Blade Fury.
If a unit is not being affected by Blade Fury, Yurnero can perform normal attacks against this unit.
Bladefury, combined with a good slow or stun, will almost always guarantee a first blood or double kill within a minute in the game. There are some exceptions to this amazing combo, blinkers or people with excellent escape mechanisms can easily avoid death. There are also people that just have too much health starting to kill them in one go at level 1(ex: Doom, Tide).
Special reminder that




Here is where we get into the real content of Juggernaut.
So many items in Dota 2, yet only a handful of items are any value to Juggernaut.





If you are confident enough to get a fast first blood, get these.
Bladefury+tp = guaranteed escape if you aren't about to die in 1 hit.
You and your lane partner should be looking for a fast kill, so once you get it, get a Poor Mans Shield.
Next item to get is a Quelling Blade, the extra punch against creeps makes it almost a guarentee to get last hits and clears creep waves easy with battlefury, as well as having the ability to counter Natures Prophet's sprout. Unless you are godly at last hitting and NP is not in the game, there is no reason to not get this.
The boots of choice are Phase boots, it gives cheap damage and has the phase ability, making you faster for 4 seconds and able to walk through units during the time. Treads can be looked at if you skipped getting stats but it's not recommended since the lack of phase will make chasing or escaping much more difficult. Creeps are good body blockers and with bladefury you can't afford a second of the damage going to the creeps instead of enemy heroes. Phase boots will solve this problem, unlike treads.
Ring of Health is incredibly good since you will never have to go back to base due to the amount of healing it does.
Battlefury is Juggernaut's bread (butter is all the carry items he gets with this). 65 damage with 6 hp regeneration and 175% mana regeneration is a giant boost for Juggernaut. The 35% non reducible cleave will clear creep waves in a couple of seconds combined with a Quelling Blade. Battlefury also adds splash damage to your normal attack during Omnislash. Battlefury is crucial to farm harder and faster than the other carries in the enemy team. Juggernaut is part of a very few heroes that can have battlefury as his core.
There is no reason to not get a Yasha. It gives 16 agility (=16 damage for agi heroes), 15 attack speed, and 10% movement speed. The cheap stats and MS is not something to be skipped in any game. It's recommended to get this after battlefury but it's not mandatory.
At this point in the game, you should be looking at what orb you want for your game. Depending on your situation, you can opt orb lifesteal, Helm of the Dominator or if you need another orb with lifesteal, Vlads since it's not an orb (No Mask of Madness here, it'll be covered later in the bad items list).
Desolator is a mediocre orb item, but works great against squishy heroes. Desolator should not be picked up if the enemy team has lots of tanky heroes or methods of making you not be able to attack. It's only a pure damage item so it delays other important items you need to stay alive. If you really want to reduce armor then you can buy a Medallion of Courage instead.
It's cheaper and you can sell it later once you're done.
Diffusal blade is a step up from Desolator. It gives nice agility stats as well as some mana, but the important thing here is the Purge. Purge will make chasing so easy that you won't even need to use Phase boots. Purge also counters Omniknight, since his ultimate is a buff, and purge debuffs it, thus making him exposed again. Feedback is also nice to remove mana pools from heroes that spam their spells. Manta and Diffusal work great since illusions from Manta will have the mana burn orb on them, making it that much easier to remove mana pools.
Orb of Venom is a nice little item that makes chasing more efficient, unfortunately it won't be turned into a Eye of Skadi since it's not cost efficient for what it does. Get this early game for ganking and chases.
Manta Style. The ultimate utility item for any agility carry. You can dodge stuns/spells/debuffs with this, since it has a 0.1 second of immunity. The extra stats and movement speed it gives is extremely helpful. The main thing about this item is the illusions. Alone they only deal 33% of your base damage and take 350% extra damage. Together they can quickly help you take down an enemy hero. There is so much utility with illusions, you can use them to fool people to using their skills on them, get yourself onto cliffs, push harder, etc. It should be considered a core, but the Ultimate Orb, which costs 2100 gold, makes it an item to wait for later. Still get that Yasha though.
Assault Cuirass will make Juggernaut almost immortal. The amount of armor this item gives is stupidly high, it even lowers the armor of the enemy team while giving your team more armor and speed. The insane attack speed makes Juggernaut a monster of a DPSer.
If you chose to get a Helm as your orb, you should finish your Satanic by now. 200% lifesteal combined with a crit will make you unkillable. The Reaver will cover all the HP you will ever need. The 5 armor and 25% lifesteal is a nice little bonus.
Just like Assault Cuirass, this will make you immortal through sheer amounts of HP. You will be able to out-heal entire mega creep waves and stacked ancients. Heart of Terrasque doesn't give agility, but it makes up for it by giving you insane tankyness.
Butterfly is probably going to be your last item. If you had any combination of the items above, the game should have ended by now. If it didn't, pick this up. Since Juggernaut is agility and Butterfly gives 30 agility, that makes a total of 60 bonus damage from this item. The amount of attack speed it gives is actually more than an Assault Cuirass, but only gives 4 armor. 35% evasion is a nice bonus to this item as well. If the game STILL hasn't ended by now, then you have done something wrong.
If the game has not ended even though you have 3 or more late game items, something has gone terribly wrong and you need to take it even further. Divine Rapier can quickly turn around games if you can stay alive long enough to use it. It's only recommended if you are about to lose and have the money to buy this. Or you could be absolutely destroying the enemy team and just have so much money that you don't know what to do with it.
On a side note, if you have tons of money and can afford it, buy yourself Boots of Travel, being able to push or help your team in a second will make games end much quicker.
You need this if you are getting stun locked or spammed by magic. The argument that you don't need BKB because you have a free 5 sec magic immunity skill is ********. Once it hits mid game, you will be dealing more damage just from auto attacks than your bladefury. You need to be able to use skills and items in combination with being magic immune to get kills.
Buy these if you plan to push early and fast. Tranquil Boots can be disassembled and turned into a Vlads later on.
It's not recommended to get Vanguard but if you really cannot survive long enough to do damage, invest in this.
Anti Phantom Assassin purposes and anybody else who does extreme damage.
If you are behind on farm or are dying too much early game, get these stat items in order to stay relevant during the mid game. They'll lose effectiveness quickly but in the meantime you should already be farming those real carry items.
Only get MKB if the enemy carry has evasion.
If you badly need a stun then invest in this, the stun goes through magic immunity.
Definition of a pub item. Sange and Yasha is part of the set of the worst items in the game. 4300 gold is expensive, only a 2% increase of MS from Yasha/Manta, 15% chance maim, this is the worst item to invest in. This isn't Heroes of Newerth, this is Dota 2. In Dota 2, maim isn't a 100% guaranteed slow. Its low stats is just pitiful.
You are throwing 4200 gold out of the window every time you buy this. The ultimate is STILL EASILY COUNTERED by the simple methods mentioned before. The stats you get from this are poor, even worse than Sange and Yasha. You will rarely have an opportunity to use all 12 slashes on one single person and you still lose damage everytime you engage on a full 5 man team. Even worse, pubs actually get this IMMEDIATELY after battlefury and later in the game they don't have enough DPS to be relevant. So many games are lost because the team's only carry couldn't carry at all with this ****ty item.
It can't be that bad to buy Refresher Orb so you can pull two ultis, right? Yeah, it is that bad. Juggernaut doesn't have the mana capacity to pull use all his skills in conjunction with Refresher Orb. Even then, it still has the same problems as the scepter, it's still easily countered. It has no carry potential and it's a waste of gold.
Get out
Juggernaut is not a radiance carrier, leave that to real radi-carries heroes like Spectre and Weaver.
Why waste money on something you can't even use effectively. This item goes against everything Juggernaut has. The ether form negates his ultimate and using bladefury on it is still useless since everyone is already beefy enough to take it. Buy a butterfly with that eaglesong instead.
You aren't SingSing, stop it.
Take the short lane at all times when playing Juggernaut (The short lanes are top for Dire, bottom for Radiant).
You want to get a kill as early as you can so you can snowball into an unstoppable monster. To get easy kills, lane with someone with a strong long lasting slow or stun.
Spam that heal often, your team will really appreciate it.
Tiers of laning partners:
There you go, that's the entire guide. Just remember,
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