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10 Votes

Offlane Pusher Sniper

February 28, 2014 by Gorgondantess
Comments: 15    |    Views: 32989    |   


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Kyphoid returns (42) | December 15, 2014 9:34pm

See, i eill laud you for making a sniper guide at offlane position but i must criticize whether the guide offers build styles that no one else does or doesnt.

For example, you can get take aim and shrapnel in levels 1-5. Shrapnel is highly underestimated skill and it does scale well with both slow and damage departments.
I f you have a mask and blink with max shrapnel you can get a support ez without breaking a sweat.
Early shrapnel also lets you know if and when they pulled. Just cast it on the small camp. Also lets you block the camp since you make vision over where sharpnel is casted. Suppose they pulled , you can shrapnel over camp at :29 /:59 seconds and no camp for them. Its better than wards imo.
Shrapnel works wonders in tower damage facet. Its like jakiros Liquid Fire , you cast it and then they cant deny it. You can list the number of shrapnels it would take to take down a tower

Secondly, you did not consider blink as an escape. force staff is guide in certain scenarios, like facing clockwerk or pudge. But in many cases you are there to contribute your shrapnel and ulti in teamfights if you played offlane sniper. Hnce, rightclick items are wasted all but in the late game.

I will write more later but consider these in your guide.
Your idea is ingenious f'or that, i will upvote if you fix the issues

Gone.
No more shrapnel on towers from next week.
6.83 is here boiz.
Pretty bad imo for sniper, like he needed another nerf. Although you can still slow and spam 3 of them now
1
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UltraSuperHyper (12) | December 15, 2014 3:47am
Works pretty well. Just tried it. Although your main damage comes from Shrapnel and Assassinate.
1
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KEEP CALM AND FEED (15) | December 15, 2014 3:13am
See, i eill laud you for making a sniper guide at offlane position but i must criticize whether the guide offers build styles that no one else does or doesnt.

For example, you can get take aim and shrapnel in levels 1-5. Shrapnel is highly underestimated skill and it does scale well with both slow and damage departments.
I f you have a mask and blink with max shrapnel you can get a support ez without breaking a sweat.
Early shrapnel also lets you know if and when they pulled. Just cast it on the small camp. Also lets you block the camp since you make vision over where sharpnel is casted. Suppose they pulled , you can shrapnel over camp at :29 /:59 seconds and no camp for them. Its better than wards imo.
Shrapnel works wonders in tower damage facet. Its like jakiros Liquid Fire , you cast it and then they cant deny it. You can list the number of shrapnels it would take to take down a tower

Secondly, you did not consider blink as an escape. force staff is guide in certain scenarios, like facing clockwerk or pudge. But in many cases you are there to contribute your shrapnel and ulti in teamfights if you played offlane sniper. Hnce, rightclick items are wasted all but in the late game.

I will write more later but consider these in your guide.
Your idea is ingenious f'or that, i will upvote if you fix the issues
1
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lethal_bear | December 15, 2014 2:27am
Nice guide. I like people who think outside the box and explore alternate playstyles. Personally, I think prioritising take aim is essential. After all, staying alive is priority. Also, I think levelling headshot is more situational than anything. I'd probably get 1 value in headshot early for the slow, for easy harrassing/dealing with supports trying to zone you. Phase boots are a great item on sniper in general, and I would say even more so if you're offlaning. The ms boost will help with survival and the damage makes last hitting easier. You could even experiment with not levelling headshot early at all and using shrapnel + clarities to ruin the enemy carry's lane. Also, the early levels in shrapnel will help bring your "pusher" build online sooner. An item I'd like to give special mention to would be Medallion of Courage, since it provides a pseudo-deso effect (doesn't work on towers, though) and provides useful mana regen, increasing your early-mid game presence and allowing you to use your abilities more freely. Also consider picking up something like an orchid, which both increases dps AND intel/mana regen. With an orchid you can freely spam shrapnel and even assassinate. Lastly I think if there is one hero that needs to be added to your "avoid these *******s" list, it should be Spirit Breaker; that hero is a nightmare for sniper in general and would be even more so when attempting to solo push lanes.
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Hamstertamer (89) | May 7, 2014 1:51am
How do you deal with pulling? How do you deal with dewarding? How to become anything else than a free kill for the enemy carry? Even a sniper mid is a free kill from my point of view, so talk about a sniper offlane :)
I think it's a pretty fun build but perhaps it would be more effective to do it in the mid lane to take down the mid tower early (more important than the safe lane tower).
If you want to take down the safe lane tower early, standard offlaners like Broodmother or Lone Druid are much better at this.
However +1 for considering Force Staff, I think it's pretty good on Sniper. After all it's the only reliable escape item in the game :)
1
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FleetAU (16) | March 6, 2014 3:13am
Use
Code:
[[skill/hero/item]]
to make them show up like this Faceless Void Power Treads Blink
1
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DonnyDonnowitz (3) | March 3, 2014 4:33am

Pretty much- I'm not insinuating that this is the next big Ti4 strat or anything, but I think it's reasonably viable. It's worked pretty damn well every time I've tried it, at least.
Yes, they'll probably pull against this build; no, that's not the end of the world. You're not gonna carry hard, but as soon as you pick up a Shadow Blade/Maelstrom you'll at least be a threat.



I pretty much figured that if they de-ward the small camp and as long as you have a few points in Take Aim and a ward near the jungle entrance to see potential ganks you should have the range to be able to run away before they nab you but you'll be cutting it close. I think Phase Boots might be keep though.
1
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Gorgondantess | March 2, 2014 4:47am
Well I think this is supposed to be more of a fun/theory crafting guide. But obviously warding their camp and the jungle is important.


Pretty much- I'm not insinuating that this is the next big Ti4 strat or anything, but I think it's reasonably viable. It's worked pretty damn well every time I've tried it, at least.
Yes, they'll probably pull against this build; no, that's not the end of the world. You're not gonna carry hard, but as soon as you pick up a Shadow Blade/Maelstrom you'll at least be a threat.
1
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DonnyDonnowitz (3) | March 1, 2014 5:23pm
KoDyAbAbA wrote:

not viable.
sure,he can stand below tower and take LH but it wont happen.

anybody with even half a brain will immediately start to use the pull camp,forcing sniper to come out,thereby exposing him.



Well I think this is supposed to be more of a fun/theory crafting guide. But obviously warding their camp and the jungle is important.
1
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Peppo_oPaccio (70) | March 1, 2014 3:15pm
The problem is that while many popular off-laners can recover from the lack of experience and gold from the off-lane ( Nyx Assassin, Bounty Hunter, Timbersaw, Clockwerk...), Sniper does need his farm to be useful: he can secure some kills with Assassinate, but other than that he would be pretty useless without items. His low mobility is another issue, especially if the enemy support pulls and makes you come closer to their tower.

Overall, while off-lane Sniper is not a viable option in competitive games, he can be pretty fun in pubs versus a dual lane. I'd personally rush Phase Boots (or even Tranquil Boots since you shouldn't be getting easy last hits most of the time) as soon as possible, then proceed taking cost-efficient items like the Magic Stick and the Ring of Basilius (and their big counterparts that you listed). I also think you'll need a second Tango or an early Bottle for sustainability, and you should probably drop the Maelstrom and get something like a quick Shadow Blade or Drums + Yasha.
Well actually, the Maelstrom is pretty good for speeding up your farm after your difficult laning phase, but I have yet to test it.

Lastly, I'm happy you aren't one of those people that undervalue Shrapnel: its slow is huge when you put 2-3 points in it, I'm pretty sure you can survive a kill attempt by shooting shrapnels in front of you and running away with Phase Boots. My ideal build would be three points in Take Aim and two in Shrapnel (or vice versa) by level 5, then Assassinate at 6 and max Headshot or Shrapnel depending on your preferences.
1
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KoDyAbAbA (65) | March 1, 2014 2:54pm
not viable.
sure,he can stand below tower and take LH but it wont happen.

anybody with even half a brain will immediately start to use the pull camp,forcing sniper to come out,thereby exposing him.
1
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Gorgondantess | March 1, 2014 12:42pm

I'll up vote for an interesting concept and well written guide. I haven't tried this but I would think you would want to max Take Aim earlier. I would assume that sniper's advantage in the offlane would be his range.

Thank you. You know, looking at it again, I think it might be worth taking level three of Take Aim at level 5 and then maxing Shrapnel at levels 7-10; it's not worth a whole hell of a lot at level 1, and since you need to take Assassinate at level 6 anyways (and will probably be spamming it appropriately) it's just not worth the level. So, yeah, I'll actually be changing that.
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