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6 Votes

Queen Of Pain: Your various ways to Domination!

April 27, 2014 by GamesForGods
Comments: 9    |    Views: 123352    |   

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The Path To Pain (Carry/Semicarry)

DotA2 Hero: Queen of Pain

Queen Of Pain: Your various ways to Domination!

April 27, 2014


Queen of Pain is an Escape-, Carry-, Nukerhero. Through her versatile skillset she is able to completely take over the midgame and even can be a decent Semicarry in Lategame. She is one of the strongest mid hero because of her superb ability in terms of farming, outzoning opponents and runecontrol. Due to this and her incredible Teamfight-Utility because of Sonic Wave she is often picked in Pro-Games as well as in Pubs. She is idial when facing squishy opponents, she can burst down in seconds while alwas saving her own pretty ***. This guide should be permanently updated since it's yet in work. I hope you give me some good criticism to think about in the comments. Pls already LEAVE A COMMENT AND VOTE!!!

A bit of Meta...

If you play a lot of pubs you may have watched that in recent time roamers/gankers are often gamewinner. Due the ***its the sprea and quick towerpushes the whole team benefits from them. No, I don't Pudge, he has always been strong if played right. QoP (=Queen of Pain) suits well into this role with strong Earlygame-Presence. Gankers like nightstalker makes enemies fearing their n*ts off. Them they start staying closer to the tower, the don't farm offensively and they don't dare to push towers. When playing QoP you should be kinda everywhere! Show up quick nuke them and immidietly leave the lane if you don't push the tower. Don't push towers when you first need to push several waves, only when your creeps are near their towers. You should be a terror. Always operate quick and outta the fog of war. Influence them and they will fear you so they don't dare engaging you what is nice for a squishy as you. Always remember you play against human beings when starting DotA 2...

Pros / Cons

-Extremly strong Nuker
-Even some Lategame-Potential
-Perfect Escape-Mechanism
-Great Teamfighter

-Totally vulnerable to silences
-Quite squishy
-Can't carry alone
-Needs teamwork to pull off good ganks


Q: Shadow Strike

Ability Affects Damage
Target Unit Enemies Magical
Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its movement speed slowed for 15 seconds. An instance of damage is dealt every 3 seconds.
Range: 400
Duration: 15.1 Seconds
Movement Slow: 20%/30%/40%/50%
Damage over Time: 30/40/50/60
Damage: 50/75/100/125
20/16/12/8 CD 80/100/120/140 Mana

Good Earlygame-Dmg. Keep in your lane always a strike on your opponent.

W: Blink

Ability Affects
Target Point Self
Short distance teleportation that allows Queen of Pain to move in and out of combat.
Range: 700/850/1000/1150
12/10/8/6 CD 60 Mana

Notes: Strongest escape tool in the game together with antimage's blink. If you aim to blink out of the radius you don't get just 4/5 of the distance. The skill has a minimal range of 200. Also it has a 0,4 cast time. Provides great mobility and enables you to do devastating ganks. Use it also to evade spells like Magic Missile. Also gives you complete runecontrol.

E: Scream of Pain

Ability Affects Damage
No Target Enemies Magical
The Queen of Pain lets loose a piercing scream around her, damaging nearby enemies.
Radius: 475
Damage: 85/165/225/300
7 CD 110/120/130/140 Mana
Notes: Strong Aoe nuke. Use it in the lane to harass once you skilled it to level 2/3. Also followup to your ultimate in teamfights.

R: Sonic Wave

Ability Affects Damage
Target Point Enemies Magical
Creates a gigantic wave of sound in front of Queen of Pain, dealing heavy damage to all enemy units in its wake.
Range: 700
Radius: 100 (Starting Radius) / 800 (Distance) / 300 (Final Radius)
Damage: 350/475/600 (350/530/725*)
135 (100/70/40*) CD 250/360/500 Mana
Reduces cooldown and increases damage.

The most powerful nuke in the game considering it's AoE. Can turn whole teamfights. The dmg rly travels like a wave from the front to the end of the AoE. You can use it over terrain. In Midgame you should rather save it for ganks. If you purchase Aghanim's Scepter you can use more often.

Your Role

Earlygame: You take mid! Always! Farm your quick bottle, keep your Lane-Opponent under pressure with your Shadow Strike and denying also is your range and dps quite strong so you might be able to outzone and harass him via autoattacks, farm on and from level 5 earliest you can gank (off lvl 6 is optimal but from lvl 5 your e is on lvl 3 and you got enough dmg. Still only gank at 5 if its necessary.). After you (hopefully) successfully ganked both lanes you should farm your lane and trynna push the first tower.
NOTE: You might say farming isn't important for her since she is only a Semicarry... You're wrong. Of course you don't have to farm like a Alchemist, etc. but you carry the Midgame and half way into the Late: In this stage your UNSTOPPABLE, when executing correct. But for that you need items like Scythe of Vyse or Aghanim's Scepter. You mostly need these items to compensate your weaknesses ( likely disables) and add some Lategamepower. According to that you're something about farmpriority number 2 or 3 in a team with 2 supports, one hardcarry and another Semicarry.
Midgame: You should be building your cores. If you already pushed their first Middle-Tower go ganking and push there: This way you can force a teamfight where you should have an advantage with your Ultimate. Try to push a far as possible to gain a goldadvantage as well as the Mapcontroll you need for Lategame. IMPORTANT: To secure lategame-dominance you got to pressure the lanes with the opponents carry so he doesn't get the space to farm.

Untill this point you should have pushed up to their base if all went right. If not your last hope is too win teamfights and push mid! In Lategame first you get stronger than other nukers but then your Carry-Potential rapidly drops! Keep this always in mind, so don't troll around simply finish the game. Untill now you should get at least one Dps-Item since there should be now plenty of BKB's which block your Spelldmg.


Bottle: Provides you Mana- and Liferegen. With your W it shouldn't be a problem to control the runespots.

Aghanim's Scepter: Buffs your Ulti and shortens the long CD.

Linken's Sphere: Protects you from getting disabled for longer with spells as Doom or Hex. This is important since you are very squishy.

orchid: Gives you Dps, Manaregen and a little disable what you lack.

Desolator: Suits well on intelligence heroes. Buffs your dmg significantly and your teammates' too. Best used against strength or intelligence heroes.

Mjollnir: Gives you the whole Dps-Package as well as a nice active. Also speeds up your farm.

Daedalus: Strong dmg item(the best considering costs and effect). Get it only when having good times since it's quite expensive.

Shiva's Guard: Pick up when facing squishy Caster-Teams. Coupled with your Ult it just hurts... Also gives you a big slow.

Monkey King Bar: Use it to counter wether Heroes with Evasion or with channeled
abilities since the mini-stuns disrupt them (TPs too).

Black King Bar: This item is important since you need to get close to pull your Sonic Wave etc. off.

dagon: Rather situational. Get it when you're much ahead of your enemies.

Scythe of Vyse: I rly RECOMMEND getting this item since the disable is so strong and much stronger than Orchid.

Eye of Skadi: Provides great stats and a strong slow. More a item to get when snowballing.

Divine Rapier: Get this when your farm explodes and every teamfight is a rampage.

Refresher Orb: Ult. Refresh. Ult. Dats teamfightin'! Still just REALLY SITUATIONAL since its a very late item and till then there will be a bunch of BKBs and a perfect ult requires some assistance from your team.

Ghost Scepter: Pick this in Lategame against strong Dps-Heroes.

Ethereal Blade: Increases your single-target dmg. Rather pick it up when fed.

necronomi***: Provides primary Pushingpower but also some Dps and special skills.

Eul's Scepter of Divinity: Situational pickup. When you permanentlyn roaming against disablers pick it up to keep your mana up and keep always one opponent out of the fight. Also gives you the possibility to let your CD for your blink safely run down.

Different Start-Offs

Quick Bottlerun: The usual midbuild and my favorite startoff currently.

Starting Off For Pain: Gives you great Stats, regen for harassment and makes it easy to build 2 quick. Null Talismans. This build favors Stats instead of a very quick Bottle. This build is easier then the bottlerun and is recommended for beginners or people whose earlygame farm is just horrible. Also a safe bet.

Notes to the builds

The Path To Pain: This build is meant that way you can decide what to take. For that take a closer look in the item-section. The recommendation is meant for Midgame magic- and Lategame physical-Dmg.

Dps-Build: This build is ideal when your team lacks carries aside you since Dps will work longer than just magical Dmg. In midgame you may skip one item in favor for a Black King Bar if you face many disablers and being focusses. But try alwYs to get a Mjollnir since it's in my opinion the only Attackspeed-Item you need and the one that suits best on QoP. Also you need Attackspeed since you are Intelligence an you won't gain it from stats. Maybe situational get a Diffusal Blade when facing a lot purgable silences, instead of Mjollnir.

Caster-Build: This build aims in the end for optimal performance in teamfights. When perfectly executing you should pull of your Ultimate, Scream of Pain and Shiva's Guard's active if possible refresh and repeat! Pretty fun to watch... Since you need to get near the center of the fight you should get a BKB for this playstyle.

Always adept the builds to your favor!

Friends & Foes

Friends: Since you will be always Soloing your lane these buddies are great for teamfights.
Magnus: TEAMFIGHTTERROR! If he ults you are unable to miss your Sonic Wave and Scream of Pain.

Enigma: Similar to magnus...

[[tidehunter]: Even if not as effective as Magnus, but still helps you to land your Ult.

Dark Seer: If you quickly ult after Vacuum you habe the Same here.

Foes: Be aware of them!
Drow Ranger: Silences you for ages and quickly melts your health.

Silencer: Makes you completely useless if done right.

Doom: His Ult just makes you useless but you cam counter it with Linkens sphere.

Skywrath Mage: His constant harrasing might outzone you and with his silence he is able to kill you. You can counter his lanepresence with a Magic Stick. Against his silence i Would prefer a linkens over a BKB 'cause it's a skill with a low CD.

Anti-Mage: Hate that guy: You do no dmg to him 'cause of his spell shield, he burns your mana so you try to flee with Blink but ubfortunately he also blinks and ults you. DONE.


I am gonna ad some of myself but here for the begin is one of Dendi´s. I will constantly look for better ones but here we are:
One from Dendi:
He harrases TA the whole earlygame so she has to towerhug. If his nukes are up he blinks and kills her. Preparation is ALL!


-Work on the visuals
-Add some Videos For explaining
-Extend the guide

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