 Tango
Tango 
								 
								 
								 Tango
Tango Healing Salve
Healing Salve Stout Shield
Stout Shield Clarity
Clarity Clarity
Clarity Power Treads
								Power Treads
							 Magic Wand
								Magic Wand
							 Soul Ring
								Soul Ring
							 Ring of Basilius
								Ring of Basilius
							 Urn of Shadows
								Urn of Shadows
							 Urn of Shadows
								Urn of Shadows
							 Mekansm
								Mekansm
							 Drum of Endurance
								Drum of Endurance
							 Pipe of Insight
								Pipe of Insight
							 Necronomicon
								Necronomicon
							 Vladmir's Offering
								Vladmir's Offering
							 Heaven's Halberd
								Heaven's Halberd
							 Assault Cuirass
								Assault Cuirass
							 Boots of Travel
								Boots of Travel
							 Heart of Tarrasque
								Heart of Tarrasque
							 Refresher Orb
								Refresher Orb
							 Scythe of Vyse
								Scythe of Vyse
							 Shiva's Guard
								Shiva's Guard
							 Black King Bar
								Black King Bar
							 Blade Mail
								Blade Mail
							 Force Staff
								Force Staff
							 Ghost Scepter
								Ghost Scepter
							|   | 
|   | 1 | 4 | 12 | 13 |  | 
|   | 2 | 3 | 5 | 7 |  | 
|   | 8 | 9 | 10 | 11 |  | 
|   | 6 | 14 | 16 |  | 
|   | 15 | 
 
 Elder Titan is an extremely strong hero, a teamfight and utility hero with great scaling on his abilities.  He can initiate without needing a
 Elder Titan is an extremely strong hero, a teamfight and utility hero with great scaling on his abilities.  He can initiate without needing a  Blink Dagger and can also deliver a large amount of damage with pretty minimal farm.
 Blink Dagger and can also deliver a large amount of damage with pretty minimal farm.+ Great starting stats
+ Strong base damage and armour
+ Good movement speed
+ Very effective ability scaling
+ Multiple damage types and amplification
+ Large AOE stun
+ Strong teamfight presence
+ Good scouting ability
- Fairly poor stat gains
- Abilities can be difficult to land
- Early mana problems
- Poor agility
- No true escape
- Some micromanagement necessary
- Stun requires channelling
- His stun only continues if opponents are not attacked by enemy heroes, wait for  Earth Splitter before waking them up.
 Earth Splitter before waking them up.
- You do far more damage to opponents when he or his spirit are close to enemy heroes, take advantage of it.
- He's pretty mana dependent, help him out whenever possible.
- He can pickup most utility/aura items, ask him if you want something specific.
+ Enemy team has very tanky heroes
+ Enemy team has agility heavy carries
+ Team needs more damage potential and teamfight
+ Mana battery heroes available
- Enemy team have strong scaling anti-tank abilities
- Enemy team are mobile enough to avoid big clunky abilities
- Strong harassment heroes likely in your lane
- Utility/offlane #3 spot already taken
	
		 
	
 Echo Stomp is your stun, but like everything else with
 Echo Stomp is your stun, but like everything else with  Elder Titan, it requires some explanation to truly get to the bottom of.  First of all, it has to be channelled before casting - 1.4 seconds may not seem like much, but he makes it pretty damned obvious he's going to do it.  You can be prevented from casting it by stuns or silence during this time.
 Elder Titan, it requires some explanation to truly get to the bottom of.  First of all, it has to be channelled before casting - 1.4 seconds may not seem like much, but he makes it pretty damned obvious he's going to do it.  You can be prevented from casting it by stuns or silence during this time.
Ok, but the good news is that it has a pretty big AOE, one around you - and one the same size around your  Astral Spirit.  Between the two zones it's quite possible to stun multiple enemies, or catch out your main target without a reliable setup.  For example, against a fleeing enemy, deploy your spirit to where you think they will be when the channelling completes.
 Astral Spirit.  Between the two zones it's quite possible to stun multiple enemies, or catch out your main target without a reliable setup.  For example, against a fleeing enemy, deploy your spirit to where you think they will be when the channelling completes.
Each of your stomps inflict their own source of damage - physical from you, magical from the spirit.  If your  Astral Spirit is not currently deployed (or even levelled) then it will still appear and stomp with you on your location.  The damage is nice, but it's not really the point of
 Astral Spirit is not currently deployed (or even levelled) then it will still appear and stomp with you on your location.  The damage is nice, but it's not really the point of  Echo Stomp though, so don't worry about overlapping with your spirit unless you have a really easy setup.
 Echo Stomp though, so don't worry about overlapping with your spirit unless you have a really easy setup.
The other interesting thing to note is that your stun has a "sleep" effect - opponents will wake up if they take damage from a player based source.  This can be pretty frustrating if your team don't understand this or utilise it properly.  However, other damage sources work fine - for example enemies being attacked by a tower WON'T wake up, making for easy kills.
Generally, we take 2 early points in this to give us the 3 seconds we need for  Earth Splitter.
 Earth Splitter.
	
		 
	
 Astral Spirit is the skill that really defines
 Astral Spirit is the skill that really defines  Elder Titan, and many of your other abilities are related to it.  It's a very flexible spell, offering a whole range of options and benefits.  Remember that you can cast it anywhere within a 1200 range, but can also manually control the spirit like your hero.
 Elder Titan, and many of your other abilities are related to it.  It's a very flexible spell, offering a whole range of options and benefits.  Remember that you can cast it anywhere within a 1200 range, but can also manually control the spirit like your hero.
- It's a nuke, delivering magical damage to every enemy unit it hits (once per cast).
- It's a buff, giving you a short burst of extra damage and movement speed for every enemy it hits while active.
- It's for delivering your other abilities -  Echo Stomp and
 Echo Stomp and  Natural Order both work around your spirit too.
 Natural Order both work around your spirit too.
- It's a scouting mechanism - it can move over any terrain and gives you vision of the area.
As you can see, this is a really powerful ability, and gives you a lot of options depending on the situation.  Once you have the mana to do so, don't be afraid to use it as often as possible - for farming, scouting or jungling.
Early game you can use it to grab last hits, both from the nuke damage, and then the buff damage that comes afterwards.  Harass the enemy heroes whenever possible - this gives you a bigger bonus, and forces them to use their consumables.  If you have time, send it off to hit neutral creeps too, contest pulls, etc.
In fights you should be using it primarily to scout the opposition, and try to land an  Echo Stomp.  Keep the spirit close to enemies whenever possible, so your team gets the benefits of
 Echo Stomp.  Keep the spirit close to enemies whenever possible, so your team gets the benefits of  Natural Order.  Micromanage it as much as possible.
 Natural Order.  Micromanage it as much as possible.
It's quite possible to be regularly pulling in an extra 100-200 damage and 20-30% move speed at level 7 with this, so make good use of it.
	
		 
	
This passive ability causes a great deal of confusion - what exactly does it do?
Basically it makes all enemies more vulnerable to physical and magical damage when you or your spirit are nearby.
Physical damage - enemies lose a % of their "base armour".  This means the armour their hero starts the game with (e.g.  Elder Titan starts with about 3), and any additional armour they gain from their agility.  It DOESN'T reduce it for items that provide armour directly.
 Elder Titan starts with about 3), and any additional armour they gain from their agility.  It DOESN'T reduce it for items that provide armour directly.
Lets look at an example:
A level 6  Drow Ranger with a point in
 Drow Ranger with a point in  Marksmanship, a
 Marksmanship, a  Ring of Aquila and a
 Ring of Aquila and a  Chainmail.
 Chainmail.
She has 0.64 starting armour, along with 40 + 26 + 19 + 9 = 94 agility, divided by 7 that gives us 13.42 armour, for 14 base armour, plus the 5 from  Chainmail makes 19.
 Chainmail makes 19.
Our  Astral Spirit with 2 points in
 Astral Spirit with 2 points in  Natural Order gets close to her, and she instantly loses 50% of her "base" armour of 14, taking her down to 7.  The
 Natural Order gets close to her, and she instantly loses 50% of her "base" armour of 14, taking her down to 7.  The  Chainmail is not effected, so takes her back up to 12.
 Chainmail is not effected, so takes her back up to 12.
If we got our  Elder Titan personally in range of her, she's lose her 40 bonus agility from
 Elder Titan personally in range of her, she's lose her 40 bonus agility from  Marksmanship, taking her down to 8 base armour, then losing 50% of that to give her 4, plus the 5 from
 Marksmanship, taking her down to 8 base armour, then losing 50% of that to give her 4, plus the 5 from  Chainmail = 9.
 Chainmail = 9.
This makes this ability extremely dangerous against agility heroes who often rely on their base armour for physical protection.  It's less effective against strength heroes who tend to buy armour items instead.
For example, a high level  Morphling might well have 20 armour from it's agility alone - worth about 55% physical resistance.  ALL of that armour would be stripped by
 Morphling might well have 20 armour from it's agility alone - worth about 55% physical resistance.  ALL of that armour would be stripped by  Natural Order, leaving him with 0% physical protection.
 Natural Order, leaving him with 0% physical protection.
Alternatively, a high level Doombringer with an  Assault Cuirass would have perhaps lose 2-3 armour, but still have 15 left from the item, approx 47% physical resistance.
 Assault Cuirass would have perhaps lose 2-3 armour, but still have 15 left from the item, approx 47% physical resistance.
Magical Damage - any enemies effected take increased magic damage from any source.  At level 4  Natural Order this essentially reduces their "standard" magic resistance of 25% to 0.  This makes them more vulnerable to nukers on your team.
 Natural Order this essentially reduces their "standard" magic resistance of 25% to 0.  This makes them more vulnerable to nukers on your team.
	
		 
	
 Earth Splitter is your big teamfight ultimate, capable of causing extreme damage to enemy teams.  When cast, a crack forms from your position in a line 3000 units long to the target point over the course of 3 seconds.  Once it arrives, the crack breaks open causing substantial damage and a slow effect to any nearby enemies.
 Earth Splitter is your big teamfight ultimate, capable of causing extreme damage to enemy teams.  When cast, a crack forms from your position in a line 3000 units long to the target point over the course of 3 seconds.  Once it arrives, the crack breaks open causing substantial damage and a slow effect to any nearby enemies.
The damage is split 50/50 between physical and magical damage, each one worth 17.5% of each target's maximum health points.  This means that the spell scales extremely well against heroes with high health, and works somewhat against heroes who are magic immune (they still take the physical damage).
For example, a  Centaur Warrunner  with 4000 max HP would take 700 magic damage and 700 physical damage (before reductions), while a 1000 max HP
 Centaur Warrunner  with 4000 max HP would take 700 magic damage and 700 physical damage (before reductions), while a 1000 max HP  Crystal Maiden would take 175 magic damage, and 175 physical damage (again, before reductions).
 Crystal Maiden would take 175 magic damage, and 175 physical damage (again, before reductions).
There are several things here to be aware of - the 3 second delivery time means that you ideally want setup from either  Echo Stomp or an ally in order to guarantee a good hit. The presence of you and/or your
 Echo Stomp or an ally in order to guarantee a good hit. The presence of you and/or your  Astral Spirit will also boost the output of both types of damage once you have
 Astral Spirit will also boost the output of both types of damage once you have  Natural Order levelled.
 Natural Order levelled.
Also, be aware that the 3 second timing only gives enemies time to react if they see it coming or are nearby.  You can try for long range  Earth Splitters which will explode almost as soon as they arrive from an enemy perspective.
 Earth Splitters which will explode almost as soon as they arrive from an enemy perspective.
As always, there's some flexibility with the suggested builds.  Generally you almost always want to max  Astral Spirit first to maximise the damage and buff you get from it, although there are support builds that focus on a lot of early
 Astral Spirit first to maximise the damage and buff you get from it, although there are support builds that focus on a lot of early  Natural Order.
 Natural Order.
Generally 2 early points in  Echo Stomp are advised to give you initiation/counter-initiation power in conjunction with
 Echo Stomp are advised to give you initiation/counter-initiation power in conjunction with  Earth Splitter, however you may forgo them for more early
 Earth Splitter, however you may forgo them for more early  Natural Order if your team has strong AOE stuns.
 Natural Order if your team has strong AOE stuns.
 Natural Order is a difficult one to place - it's most effective early game when heroes have relatively few items, so are completely reliant on their base armour for protection.  However, your other skills benefit from early points, leaving you with a tricky balancing act.
 Natural Order is a difficult one to place - it's most effective early game when heroes have relatively few items, so are completely reliant on their base armour for protection.  However, your other skills benefit from early points, leaving you with a tricky balancing act.
 Earth Splitter doesn't actually benefit that much from extra levels (you get a slightly better slow effect), but the upgrade doesn't cost anymore mana so we tend to pick it up anyway.  Don't be afraid to delay the 2nd level if other skills will be more useful at that point.
 Earth Splitter doesn't actually benefit that much from extra levels (you get a slightly better slow effect), but the upgrade doesn't cost anymore mana so we tend to pick it up anyway.  Don't be afraid to delay the 2nd level if other skills will be more useful at that point.
Early Game:
Usually you'll solo lane offlane against 2-3 heroes, and have to be fairly content to soak XP and grab the occasional last hit with  Astral Spirit.  Try to wait until at least one creep is within kill range before using it, and ideally when their creep wave is pushing towards your tower.  Harass any available enemy heroes and then return the spirit to give you the bonus damage for easy last hits.
 Astral Spirit.  Try to wait until at least one creep is within kill range before using it, and ideally when their creep wave is pushing towards your tower.  Harass any available enemy heroes and then return the spirit to give you the bonus damage for easy last hits.
You can sometimes contest enemy pulls with  Astral Spirit, but be aware of your lack of escape abilities.
 Astral Spirit, but be aware of your lack of escape abilities.
You'll usually want to get a  Soul Ring asap to fuel your
 Soul Ring asap to fuel your  Astral Spirit, swiftly followed by your boots.  Bear in mind that you're a pretty good pusher and fighter early on, provided you have sufficient mana.
 Astral Spirit, swiftly followed by your boots.  Bear in mind that you're a pretty good pusher and fighter early on, provided you have sufficient mana.
 Astral Spirit, and you can gank, push and teamfight effectively.
 Astral Spirit, and you can gank, push and teamfight effectively. Echo Stomp, but good enemies won't tend to clump if they know you're around.  You can often be better off as a counter-initiator, in hiding and waiting for the enemy team to commit.
 Echo Stomp, but good enemies won't tend to clump if they know you're around.  You can often be better off as a counter-initiator, in hiding and waiting for the enemy team to commit. Astral Spirit can make you right click very hard during the midgame, so try to put it to good use.
 Astral Spirit can make you right click very hard during the midgame, so try to put it to good use. Natural Order and
 Natural Order and  Earth Splitter.  You should concentrate on your role as a team fight hero, trying to land good ultimates and supply as much aura and utility to your team as possible.
 Earth Splitter.  You should concentrate on your role as a team fight hero, trying to land good ultimates and supply as much aura and utility to your team as possible. Earth Splitter is away.
 Earth Splitter is away.
				 Elder Titan is almost the precise definition of a #3.  He tends to be played offlane with a very occasional appearance at mid or support.  He can go semi-carry, tank or utility/aura builds as required - regardless of this choice, he'll always be an initiator of some kind.
 Elder Titan is almost the precise definition of a #3.  He tends to be played offlane with a very occasional appearance at mid or support.  He can go semi-carry, tank or utility/aura builds as required - regardless of this choice, he'll always be an initiator of some kind.
ET is very flexible when it comes to builds, as he doesn't need any additional equipment to be able to initiate effectively.  His biggest issue early on tends to be mana, and this is the issue you need to address most urgently.  After that, you pretty much pickup whatever it is your team needs most - be it a  Mekansm,
 Mekansm,  Drum of Endurance or even a
 Drum of Endurance or even a  Heaven's Halberd if your farm has been slow and it's what the team needs.
 Heaven's Halberd if your farm has been slow and it's what the team needs.
His mixture of damage outputs and amplification effects makes him effective on almost any team - whether they specialise in physical or magical damage, or some combination of them.
Starting:
	
		 
	
	
		 
	
	
		 
	
	
		 
	
As a melee offlaner we need to focus almost entirely on survivability and sustain.  We have to be near that creep wave as much as possible and be able to take some damage.
Generally I like the  Clarity potions to allow more uses of
 Clarity potions to allow more uses of  Astral Spirit - you don't need to get many last hits this way to come out ahead overall, and it tends to be enough until I get a
 Astral Spirit - you don't need to get many last hits this way to come out ahead overall, and it tends to be enough until I get a  Soul Ring.  You can ditch them for
 Soul Ring.  You can ditch them for  Iron Branches if you think you'll never get the chance to use them, or have an ally who can sustain you.
 Iron Branches if you think you'll never get the chance to use them, or have an ally who can sustain you.
 
	
	
		 
	
	
		 
	
	
		 
	
	
		 
	
 Elder Titan is interesting, and there's potentially a fair amount of farm here.  However, each game varies a little depending on fast you level and which combination of items and team mates you have.
 Elder Titan is interesting, and there's potentially a fair amount of farm here.  However, each game varies a little depending on fast you level and which combination of items and team mates you have. Soul Ring if I'm not getting mana assistance from my team - it will quickly pay for itself with additional
 Soul Ring if I'm not getting mana assistance from my team - it will quickly pay for itself with additional  Astral Spirits, and provides a nice bit of general regen.
 Astral Spirits, and provides a nice bit of general regen. Ring of Basilius instead, which offers a nice aura, but doesn't tend to meet your mana needs on it's own.  An
 Ring of Basilius instead, which offers a nice aura, but doesn't tend to meet your mana needs on it's own.  An  Urn of Shadows will quite often do the trick here, adding to your primary stat and offering good utility.
 Urn of Shadows will quite often do the trick here, adding to your primary stat and offering good utility. Magic Wand bulks out our stats a little and offers some burst regen.  You may want to go with just an early
 Magic Wand bulks out our stats a little and offers some burst regen.  You may want to go with just an early  Magic Stick, especially against spammy lanes.
 Magic Stick, especially against spammy lanes. Power Treads - they're flexible for boosting your intelligence or strength as required, and give you the extra attack speed to make more use of those
 Power Treads - they're flexible for boosting your intelligence or strength as required, and give you the extra attack speed to make more use of those  Astral Spirit buffs.
 Astral Spirit buffs. Arcane Boots instead, but generally levels and a
 Arcane Boots instead, but generally levels and a  Soul Ring solve your mana problems, and let you keep your treads.
 Soul Ring solve your mana problems, and let you keep your treads. 
	
	
		 
	
	
		 
	
	
		 
	
	
		 
	
	
		 
	
 Pipe of Insight if the other team has any kind of significant magic damage.  You have the HP to make good use of the regen.
 Pipe of Insight if the other team has any kind of significant magic damage.  You have the HP to make good use of the regen. Drum of Endurance is a nice all rounder, offering a strong aura and a bit of everything you need for a reasonable price.
 Drum of Endurance is a nice all rounder, offering a strong aura and a bit of everything you need for a reasonable price. Necronomicon against teams with a lot of invisible heroes/
 Necronomicon against teams with a lot of invisible heroes/ Shadow Blades, and/or if we need more push.
 Shadow Blades, and/or if we need more push. Vladmir's Offering and
 Vladmir's Offering and  Heaven's Halberd are both good late game pickups, offering strong utility for your team.
 Heaven's Halberd are both good late game pickups, offering strong utility for your team. Force Staff and
 Force Staff and  Ghost Scepter as appropriate.
 Ghost Scepter as appropriate. 
	
	
		 
	
	
		 
	
	
		 
	
	
		 
	
	
		 
	
 Boots of Travel are always handy late game for both space saved and the ability to travel to creeps - you can even BoT to your
 Boots of Travel are always handy late game for both space saved and the ability to travel to creeps - you can even BoT to your  Astral Spirit!
 Astral Spirit! Assault Cuirass offers a bit attack speed and armour boost, but the most important thing is the aura which reduces enemy armour, making them more vulnerable to you and your team.  Only consider if your hasn't got a more suitable user.
 Assault Cuirass offers a bit attack speed and armour boost, but the most important thing is the aura which reduces enemy armour, making them more vulnerable to you and your team.  Only consider if your hasn't got a more suitable user. Shiva's Guard offers a strong attack speed reduction aura on the enemy team, plus a nice active for a hero who likes to get stuck in.  Good intelligence and armour boost too.
 Shiva's Guard offers a strong attack speed reduction aura on the enemy team, plus a nice active for a hero who likes to get stuck in.  Good intelligence and armour boost too. Heart of Tarrasque for the tank about town.  Serious HP boost and a big heal away from the front lines.
 Heart of Tarrasque for the tank about town.  Serious HP boost and a big heal away from the front lines. Scythe of Vyse while not an ideal carrier,
 Scythe of Vyse while not an ideal carrier,  Elder Titan is flexible enough to make good use of this item's utility.
 Elder Titan is flexible enough to make good use of this item's utility. Refresher Orb for double
 Refresher Orb for double  Earth Splitter can be extremely effective (70% of enemy HP), although you will need an increased mana pool size to use it properly.
 Earth Splitter can be extremely effective (70% of enemy HP), although you will need an increased mana pool size to use it properly.
				
	
		 
	
Your best laning buddy ever <3.  An  Elder Titan with almost unlimited mana is a very scary thing early game, you can probably even skip the
 Elder Titan with almost unlimited mana is a very scary thing early game, you can probably even skip the  Soul Ring completely.
 Soul Ring completely.
	
		 
	
The diet version of KOTL, she's still helpful, and doesn't have to lane with you directly.
	
		 
	
	
		 
	
	
		 
	
	
		 
	
These heroes all share the ability to set you up for really good  Earth Splitters and
 Earth Splitters and  Echo Stomps.
 Echo Stomps.
Generally you're very strong against squishy agility heroes who rely on their base armour for survival, and also do pretty well against tanky heroes too.  You combine well with most heroes as you can boost both their physical and/or magical damage output.
	
		 
	
	
		 
	
	
		 
	
	
		 
	
	
		 
	
Allies with good armour reduction abilities combine extremely well with  Natural Order, rapidly taking most enemies into negative armour and making them easy to kill.
 Natural Order, rapidly taking most enemies into negative armour and making them easy to kill.
	
		 
	
	
		 
	
	
		 
	
	
		 
	
Even though you're pretty tanky, coping a lot of harassment from these guys makes your laning pretty miserable.
	
		 
	
	
		 
	
	
		 
	
	
		 
	
	
		 
	
	
		 
	
Very mobile heroes can be a problem for you as you try to land your big clunky powers on them, in trouble if you can hit them, but you might need some help to do so.
	
		 
	
You have to be pretty careful of this one - you don't want to be handing over the likes of  Astral Spirit or
 Astral Spirit or  Earth Splitter to him.  His passive Null Field also blunts the power of your magical attacks somewhat.
 Earth Splitter to him.  His passive Null Field also blunts the power of your magical attacks somewhat.
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Copyright © 2019 DOTAFire | All Rights Reserved
Quick Comment (23) View Comments
You need to log in before commenting.