Yurnero the Juggernaut is a melee agility hero whose abilities allow him to sprint into battle and recklessly devastate enemies in an impenetrable flurry of blades.
His abilities grant invulnerability and spell immunity, turning him into an unstoppable force on a hairpin. Juggernaut is strong both offensively and defensively, and deals heavy damage both physical and magical with his Blade Fury and Omnislash, but he possesses below average strength and intelligence attributes, so he does not have as much health and mana as other heroes and is vulnerable when his abilities are on cooldown. For this reason, although his abilities make him powerful even in the early game, he cannot charge into forces without restraint until farmed and is usually played as a carry.
No one has ever seen the face hidden beneath the mask of Yurnero the Juggernaut. It is only speculation that he even has one. For defying a corrupt lord, Yurnero was exiled from the ancient Isle of Masks--a punishment that saved his life. The isle soon after vanished beneath the waves in a night of vengeful magic. He alone remains to carry on the Isle's long Juggernaut tradition, one of ritual and swordplay. The last practitioner of the art, Yurnero's confidence and courage are the result of endless practice; his inventive bladework proves that he has never stopped challenging himself. Still, his motives are as unreadable as his expression. For a hero who has lost everything twice over, he fights as if victory is a foregone conclusion.
Pros & Cons
- High single target damage.
- Strong mid game presence.
- Can play aggressively in lane.
- Farms quickly.
- Weak against multiple targets.
- Falls off somewhat against hard carries in the late game.
- Somewhat fragile.
- Low mana pool and high mana costs.
- Applies spell immunity and dispels Juggernaut on cast.
- During Blade Fury, Juggernaut's attacks deal 0 damage, except against wards and buildings. Attack modifiers still apply their effects and damage on procs.
- Does not interrupt Juggernaut's channeling spells upon cast.
- Juggernaut can use items and cast spells except Omnislash during Blade Fury.
- After cast, the ward automatically follows Juggernaut, if no other order is given.
- Does not affect wards and buildings.
- Healing Ward moves slightly faster than most heroes, meaning it can be used to kite enemies or to help allies.
- Healing Ward gives a fair amount of vision (600 day/night) makes it useful to scout Roshan, check uphill, or give vision on cliffs.
- Blade Dance benefits most from items that increase raw damage.
- The proc chances of multiple crit sources stack. If two sources of critical strike proc at the same time, the higher multiplier has priority.
- Applies a basic dispel on cast.
- Omnislash's damage is reduced by armor.
- Juggernaut can cast spells except Blade Fury and use items except TPs during Omnislash.
- Only the first hit of Omnislash is blocked by Linken's Sphere. The rest of bounces will continue and deal damage as expected.
- Juggernaut accepts move commands during Omnislash.
- After Omnislash, Juggernaut appears next to the last target attacked. So, beware that some targets will fall back and "drag" Juggernaut out of position.
WORKS WELL WITH
: Juggernaut's atrocious mana pool and intelligence gain makes him a very vulnerable target for OD. Arcane Orb does pure damage, effective against Juggernaut's low strength but good armor. Sanity's Eclipse removes 40% of mana from affected heroes, and on Juggernaut it can make him unable to cast any spells at all for the duration of the teamfight. OD's Astral Imprisonment is also extremely useful against Omnislash, potentially cancelling it altogether. It can save any ally that is being primarily targeted.
: Juggernaut needs to be close to enemies in order to dish out his damage, but getting close to Ursa is not a very good idea. Ursa can easily shred Juggernaut with a couple swipes if anything is attempted, and is one of the few heroes that shouldn't be chased with Blade Fury that often. Juggernaut has a tough time dealing with harass from Fury Swipes during the laning stage. Enrage is very strong against Omnislash.
: Berserker's Call pierces spell immunity, making a Blade Fury+ Town Portal Scroll escape impossible. The armor bonus very useful to survive Omnislash as well. Juggernaut's low base health and high attack speed causes him to take a lot of damage from the pure damage of Counter Helix.
- Heroes with escapes and disjointing abilities: Puck, Slark, Storm Spirit, Ember Spirit, etc.
- Heroes with saving abilities: Shadow Demon, Dazzle, Pugna, Winter Wyvern, etc.
- Illusion-based heroes: Meepo, Phantom Lancer, Chaos Knight, Terrorblade, etc.
: Zeus has no way to damage a Juggernaut in Blade Fury. Zeus's short attack range makes it difficult for him to target a well-placed Healing Ward. His Arc Lightning spam will have almost no effect on allies being healed by Juggernaut. Zeus has no way to defend himself, even if Juggernaut cannot use Blade Fury. He can be easily taken out if cornered, sometimes even without Omnislash.
: Juggernaut's instant spell immunity helps him dodge Invoker's combos. He can dispel the disables from Cold Snap and Deafening Blast and dodge damage from Chaos Meteor, as well as walk through Ice Wall. Juggernaut's high DPS allows him to kill split pushing Forge Spirit effortlessly, and his high armor prevents them from being a threat to him.
: Juggernaut's high attack speed lets him destroy a Supernova easily. He can even attack a Supernova during Blade Fury, which dispels Phoenix's Fire Spirits attack slow. Phoenix's Icarus Dive will not protect him from Omnislash unless he dives into creeps, and he has low armor, making him easy to solo kill.
- Any underfarmed hero without a skill or item to protect themselves can usually be taken out by Omnislash alone.
- Immobile heroes with low attack range will have trouble taking out a Healing Ward if it is micromanaged away from them.
- Gankers who rely on spells that don't pierce spell immunity to cancel teleports, Juggernaut can escape almost any scenario by using Blade Fury and immediately teleporting away.
- Tango provides health regeneration to stay in the lane.
- Healing Salve restores health as well.
- Stout Shield helps reduce harass damage taken from lane opponents.
- Quelling Blade to last hit more easily and kill neutral camps faster.
- Wraith Band early game stats, cost effective.
- Phase Boots early game damage boost, decent armor, and extra movement speed to secure kills.
- Yasha good stats for mid game, and can be upgraded to Manta Style later.
- Maelstrom increase attack damage, and the chain lightning helps boost Juggernaut's farm.
- Manta Style decent boost in attributes, attack and movement speed. The active ability can dodge and dispel certain spells.
- Mjollnir damage, attack speed, even more powerful chain lightning.
- Butterfly gives enormous boost to his damage, attack speed, and armor, as well as having the ability to evade physical attacks.
- Abyssal Blade grants bash chance, which Juggernaut welcomes with low base attack time and decent agility, as well as active stun to lock down targets in the late game.