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5 Votes

Outworld Devourer The Harbinger

March 10, 2013 by Thaneos
Comments: 15    |    Views: 25596    |   

Hero Build

DotA2 Hero: Outworld Destroyer

Hero Skills

Arcane Orb

2 4 9 10

Astral Imprisonment

5 12 13 14

Essence Flux

1 3 7 8

Sanity's Eclipse

6 11 16


15 17 18

Outworld Devourer The Harbinger

March 10, 2013

Chapter Title

Hey my name Is Dedish and at the request of a friend here is my guide for Outworld Devourer.
I have over 9 years of playing dota and this is the build and items I use, although item choices and purchase order comes down to the person playing him and or the situation.

Also there will be no fun in this guide because it was pointed out to me before in a previous guide that video games are not meant for having fun. :P



Outworld DevourerOne of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Destroyer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger's place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough.

Pros / Cons

Stron last hitting potential
High Int gain
Free mana with Essence Aura
Strong ult

Silence and or [Black King Bar] can ruin his day


Arcane Orb Q:

Adds extra pure damage to Harbinger's attacks, based on his remaining mana pool. Arcane Orb also does bonus damage to summoned units and illusions.
Range: 450
Percent Mana Pool to Damage: 6% / 7% / 8% / 9%
Bonus Damage to Illusions and Summons: 100 / 200 / 300 / 400

Mana Cost: 100

Tips: This ability is really good, hits extremely hard and is awesome for farming. Once you have your Essence Aura maxed you can just pretty much leave it on auto cast and not ever really have to worry about running out of mana.

Astral Imprisonment W:

Places a target allied or enemy hero into an astral prison. The hidden hero is invulnerable and disabled. When cast on an enemy Hero, Harbinger temporarily steals intelligence from that hero.
Range: 550
Intelligence Stolen: 4/6/8/10
Duration of Steal: 60
Duration of Imprisonment: 1 / 2 / 3 / 4

Mana Cost: 120 / 140 / 160 / 180 Cooldown Time: 18 / 16 / 14 / 12

Tips: A really useful utility spell. It can be cast on both enemy's and allies alike. A well timed Astral Imprisonment can save yourself or a ally from a ult or enemy attack. I usually take 1 point in this at level 5 for the utility and max it last.

Essence AuraEssence Aura E:

Whenever nearby allied Heroes or Harbinger itself casts a spell, it gains a chance to restore 25% of its mana pool. Harbinger also passively gains a bonus to its base mana pool. Several skills with no cooldown and toggled spells cannot trigger Essence Aura.
Radius: 1000
Chance to Restore: 10% / 20% / 30% / 40%
Base Mana: 75 / 150 / 225 / 300

Tips: This ability is what makes OD so beast (in my own opinion anyways) You always want to max this skill first because a 40% chance to restore mana pretty much allows you to keep your Arcane Orb on auto cast allowing you to spam it, hit like a truck and farm like a mofo.

Sanity's Eclipse R:

Deals damage to enemy Heroes in an area of effect based on the difference between Harbinger and the affected Hero's intelligence. If the intelligence difference is under a threshold, the affected Hero loses 75% of its current mana. Sanity's Eclipse can hit units trapped in Astral Imprisonment.
Range: 600 / 650 / 700 (700/750/800*)
Radius: 375 / 475 / 575
Intelligence Difference Damage Multiplier: 8 / 9 / 10 (9/10/11*)
Intelligence Difference Threshold: 10 / 30 / 50

Mana Cost: 175 / 250 / 325 Cooldown Time: 160

Tips: Awesome spell and has the potential to wipe a team. The more int you have the more damage it does, also can hit enemy's trapped in Astral Imprisonment


Most of Outworld Devourer's ability do damage based on your intelligence or mana pool thus you want to build items that give you a lot of int (intelligence also increases your mana pool).

Starting items:

If you picked: 1 Tango 2 Healing Salve Iron Branchx3
Magic Wand(recipe)

If you randomed: 1 Tango 2 Healing Salve either a Magic Wand or a Nulls Talisman your choice although I prefer to go with the [Magic Wand] because it can really save your bacon in a pinch.

Early Game:
Power Treads Best boots for OD imo. Keep them on str early game for the extra hp switching them to int later on.

Null Talisman Decent item, giving you a little of everything you need.

Force Staff Good item for OD giving you some int and hp regen. Good for chasing or escaping and usually the first item I pick up.

Orchid Malevolence Good int, damage and attack speed plus some mana regen just incase

Scythe of Vyse Good item giving you 35 int 10 str and agility. 150% mana regen and allows you to hex a target for 3.5 seconds.

Note: I personally prefer to get Orchid Malevolence after my Force Staff and before my Scythe of Vyse I feel Orchid Malevolence is better to get first for the attack speed and damage it gives on top of the 25 int, however this is purely up to you if you rather get your Scythe of Vyse first then by all means do so. Plus Orchid Malevolence is cheaper and faster to build.

Luxury Choices:
Basically anything that will boost your int is a good choice, more int = more damage and more mana. I will list some choices, but remember every game is different and some items might be situational and or personal preference.

Rod of Atos Good item giving 25 int and 325 hp which helps with being squishy. The active is good for keeping enemy's from escaping. I almost always build one of these.

Necronomicon Decent item if you can micro. Gives some int and str plus at level 3 has a summon with true sight if there are enemy stealther's on other team.

Veil of Discord Decent item giving some int, armor and hp regen. Plus the active is really good. Active: Discord - Emits a weakening blast that increases the Magical damage that enemies take by 25% for 20 seconds providing good synergy with Sanity's Eclipse

Scythe of Vyse Good item giving you 35 int 10 str and agility. 150% mana regen and allows you to hex a target for 3.5 seconds.

Shiva's Guard Good item giving you 30 int and 15 armor plus has Active: Arctic Blast - Emits a freezing wave around the caster that deals 200 Magical damage and slows the movement speed of any enemies hit by 40% for 4 seconds. Really good to use before you ult making it harder for enemy team to get away from Sanity's Eclipse. I always try to get one of these after my core items are built.

Aghanim's Scepter Stats plus increases hp and mana pool. Increases cast range to {700/750/800}, increases damage equal to {9x/10x/11x} INT difference for Sanity's Eclipse. Some people feel this item is a waste on OD, personally I think it has it's potential advantages, buy or not at your own discretion

If you are finding you are getting focused a lot and need some hp regem you might want to consider a
Linken's Sphere 15 to all attributes 6 hp regen 150% mana regen 10 damage and spell block every 20 second which would be handy against them annoying stunners / nukers
or a
Refresher Orb 6 int 5 hp regen 200% mana regen 40 damage plus the ability to refresh and double cast your Sanity's Eclipse

Friends and Foes

Ideally you want to try and mid with OD. The more farm and levels you get the better. If you however can't go mid then try to lane with stunners or disablers and try to last hit as much as possible.


Best Vs: Anti-Mage Io Omniknight

Worst vs: Silencer Zeus Pugna

^ is according to Dota buff so I thought I would add this.


So this is my Outworld Devourer build and it works well for me.

Try to stay in the back during team fights obviously and don't be afraid to use
Astral Imprisonment on yourself or a teammate to save either of you from a ult or to buy a few extra seconds in a desperate situation.

Also try to farm, farm, farm! Remember the more int you have the more damage you can do, and some of those int items are pricey.

All build choices and items choices are my own personal preference and what I find works the best (at least for me anyways) so feel free to change things up as you wish or the situation requires.

I will do my best to answer honest questions and to keep this updated as much as possible.

Keep on Dota'n


P.S here is a link to a video that has some Outworld Destroyer gameplay if anyone wants to check it out. There are some other heroes gameplay as well so you will have to look for the OD footage.

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