Healing Salve
Healing Salve
Tango
Iron Branch
Iron Branch
Iron Branch
Iron Branch
Phase Boots
Sange
Yasha
Rod of Atos
Morbid Mask
Eul's Scepter of Divinity
Sange and Yasha
Satanic
Phase Boots
Sange and Yasha
Rod of Atos
Eul's Scepter of Divinity
Satanic
Black King Bar
Bloodstone
Butterfly
Daedalus
Heart of Tarrasque
Mjollnir
Monkey King Bar
Eye of Skadi
Aghanim's Scepter
Blink Dagger
Boots of Travel
Force Staff
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#1: Gank as frequently as possible at all times.
#2: Spam Plasma Field for every conceivable use once you have the mana to.
#3: Hubris will be your only downfall.
Good question! Except not really, because it's pretty obvious - this is a guide to playing Razor.
Unorthodox? Yes. Effective? Ohohoho, yeeeeesss.
Razor's kind of an underplayed hero, partially because people seem to think that he's an underpowered hero. He relies on keeping enemy heroes within reach yet lacks a stun or slow, he needs a lot of health to survive long enough to be useful yet has a poor strength gain rate, he has useful spells but lacks a good mana pool or regeneration rate to be able to use them to their full potential, et cetera et cetera et cetera. That's just the meta-game - there's no changing people's minds on it too quickly.
Or is there?
Razor, when played properly, is a serious force to be reckoned with. He excels when he's built with a lot of health, a lot of movement speed, and a lot of mana. The health lets him weather damage in order to complete his Static Link, the movement speed helps him stay close enough to his target so as to not break the link, and the mana enables him to cast Plasma Field a lot to keep the hurt on the enemy team and farm like a boss.
This build does that and more - not only do you end up with enough health to make a Centaur jealous, enough speed to turn a Bloodseeker or a Dark Seer green with envy, and enough mana to set an Anti-Mage watering at the mouth, but Razor also gains a slow and a disable that synergize perfectly with his Static Link and make him an extremely useful all-purpose supporting ganker carry.
Yes, he actually CAN do all of those things.
How?
Keep reading and find out.
I'm going to go ahead and assume that you know roughly how each of Razor's abilities works. Just in case, though, I'm going to provide some very basic explanations of what they do, then give a general instruction manual as to how to best utilize the abilities, and wrap it all up with a brief explanation as to why these spells are gotten when they're gotten.
Here we go, then!




You've probably come to notice by now that this is one weird as **** item build for Razor. Where's the Vanguard? Why aren't there Power Treads? Because **** you, that's why. Some people say that even Mekansm or Pipe of Insight are better for personal survivability, but I say that that's a load of ******** because health that's always there beats the **** out of health that's only there sometimes and you can't put it there when you're stunned or out of mana every ******* time.
I'm going to run through the items that you ought to get in roughly the order you ought to get them in and explain why and the general function of each.
Remember: item builds are generally not set in stone as to their order and makeup. While I do not recommend altering the items in this build much, I strongly suggest that you purchase the items in whatever order you feel would be most beneficial to you and to your team. I will provide some examples as to when you may want to consider getting an item out of order.
With that out of the way, let's hop to it.
Start






I've recommended the purchase of a Healing Salve, a Tango, and four Iron Branches. The Tango and Healing Salve provide some early-game staying power by offering a source of health regeneration, and the Iron Branches give Razor some much-needed early-game oomph to help with last-hits and denies and whatnot. The extra health and damage also allow Razor to better harass and hopefully kill off enemy laners for some mundo cash.
These items leave you with something like 200 gold of pocket change. If you're not feeling super confident in yourself or in this build, then by all means buy some more Tangos or Healing Salves. Otherwise, keep it - you'll be saving it to get your Phase Boots faster.
Phase Boots

We grab Phase Boots first for some extra damage output to help with last-hits, harassment, and hero-killing, but mostly for their active ability, Phase. Costing no mana and buffing the hell up out of your movespeed while also allowing you to pass through units like a **********ing Casper made of *******ed lightning, Phase is basically the perfect item-spell for chasers like Razor. It's also good for escaping sticky situations. Pop this bad boy whenever you need an extra burst of speed - be it to run in, run out, or just cover ground between home base and the front line (or vice-versa) faster. When building this, get the Boots of Speed part first if you're feeling up for some early aggression in the form of enemy hero kills or the Blades of Attack parts if you need more raw damage for last-hitting or harassing or a different method of killing or whatever. This item's also great because it can be built entirely from the side-lane shop. Convenience!
This is basically the only item that should absolutely be gotten in the order listed - first. From here on out, items can be moved around as you please for whatever reasons. Remember: I'll be giving you some example reasons to change order.
Sange or Yasha
















So that's that then, kiddos. The Cutting-Edge Razor build turns Razor into a Tiger tank that moves like a fighter jet and hits like a salvo of Javelin missiles. I believe so strongly in the efficacy of this build that I will actually go so far as to take the stance that the use of this build makes Razor competitively viable.
Don't believe me? Try it out. Here's how I recommend you play him.
So you've got your starting Tango, Healing Salve, and four Iron Branches. This is it: the moment of truth - what lane are you going to take? This is a simple question with an equally simple answer: whatever lane you want. In the safe lane, the distance between the front-line and the enemy's tower is longer - and with that fact, it's time to introduce our first Razor Rule:
#1: If you know for certain that an enemy hero is far from safety (tower or other enemy heroes) and you are in good condition (>75% health, >25% mana), engage that enemy hero.
That's why the safe lane is a smart choice for Razor - the enemy heroes are far from safety unless you push the lane, so you're able to gank frequently with Static Link and Plasma Field.
Mid lane is also a viable option, as the increased experience gain will get you to level 7 fastest - a peak for Razor, as his super-powerful nuke, Plasma Field, is at its maximum level early on, which makes chase-killing a cinch.
Hard lane works well too if you deny a lot so that the enemy team pushes the lane toward your tower. This makes the enemy heroes far from safety and thus invokes Razor Rule #1, which means more money and experience for you.
Either side lane is especially good for Razor because of the presence of the side shops, which makes you independent of a courier to build your Phase Boots in case your team is dumb enough to not buy one.
Regardless of which lane you pick, you want to farm as hard as possible without pushing the lane. Razor's ultra-fast attack animation will make last-hitting and denying a breeze. Aim to get as many last-hits as possible and deny as often as you can, while also getting in as many hits on the enemy heroes as possible without getting yourself too hurt. The lane will naturally push towards your side as a result. The more that you can soften up the enemy heroes, the easier a time you will have killing them later on.
Do not use Plasma Field to farm or harass the enemy heroes - you should save this ability for whenever an enemy hero is low on health or is close to your tower, at which point you hook them with a Static Link and chase them while orb-walking. If they get low enough on health to be finished off with a Plasma Field, that is when you cast it. Get good with hitting enemies with the very edge of your Plasma Field and you'll get some seriously efficient use of your mana. Even if the enemy slips just out of your attack range with enough health to survive a Plasma Field, cast it then anyway. They'll be so weakened that they'll have to run home or use a Healing Salve, giving you precious free farm time. If an enemy hero attempts to gank you or your lane partner (if you have one), hook them with a Static Link then too and proceed to chase and gank.
Build your Phase Boots as quickly as you can, starting with the Boots of Speed and then the Blades of Attack as you get the money. Early kills using the above method will get you your Phase Boots very rapidly, which gives you a huge movespeed advantage. The faster you get them, the faster you can use Phase to kick the **** out of enemy heroes with Static Link orb-walking and Plasma Field finishers.
As soon as you get the Phase Boots, it's time to start getting aggressive. You have enough movespeed to chase down most all enemy heroes when your Phase is activated, so slap a Static Link on a lone enemy hero, pop Phase, and begin orb-walking in pursuit. You're sure to get at least a kill this way, given that you have enough mana for a Plasma Field to knock them off with.
The resulting money will go towards your Sange or Yasha. Grab the Belt of Strength or Band of Elvenskin first because it's cheap (and can be bought from a side shop if in a side lane), then the Ogre Club or Blade of Alacrity, and finally the recipe. If you grab a Sange, you'll be a lot more durable, so if you have to dip close to the tower a bit to assure a kill, you'll be at less risk of dying when doing so. The chance to slow synergizes with your Phase Boots, as their slowness makes your enhanced speed even more significant. If you pick up a Yasha instead, you'll move even faster due to the percentage movespeed increase, and you'll deal additional damage as well.
Now, while building your Phase Boots and Sange or Yasha, you may have Iron Branches clogging your inventory. That's okay - they can be sold at little to no detriment on your part, giving you a bit of extra cash and some freed-up inventory slots. Alternately, you can choose not to buy them in the first place, giving you some extra starting money but sacrificing early survivability and damage output. This is entirely a personal choice and is completely up to you.
After your Sange or Yasha is complete, you have the option of getting a Morbid Mask before beginning to build your mid-game items.
With your Phase Boots and Sange or Yasha in tow, Razor enters the mid game with blinding speed and either surprising tankiness or shocking damage output. Either way, you should be aiming for a Rod of Atos. Keep up the chase-killing and begin your assembly of the Rod with the purchase of a Vitality Booster. The extra health is certain to outweigh the benefits of a larger mana pool early on, as Static Link is all that's really necessary to reliably get kills with Razor and it doesn't cost very much mana-wise. Keep farming your lane and ganking the enemy laners. Things'll change once your Rod is done.
Participate in team-fights as they occur, as they will begin cropping up around this point. While Phase Boots give you the option to engage at high speed, this is a task best left to some other member of your team. When the **** hits the fan, stick your Static Link on the most dangerous or most easily followable enemy hero and turn on your Eye of the Storm for maximum possible damage output. If the fight breaks up and low-health enemies are running for their lives and you have a good amount of health, turn on the Phase Boots and start orb-walking with or without a Static Link. A well-placed Plasma Field could take out several heroes in one cast.
After you've grabbed your two Staffs of Wizardry, your Rod of Atos is cocked, locked, and ready to rock. This, like Sange if you got it, is indispensable for slowing enemy heroes, especially for chases. It can also be used to slow enemy heroes to set up kills for your allies, or shake an enemy tailing you. Its additional bonus health will make you even tankier when it's fully-built, too.
Now, with your finished Rod of Atos, you have everything you need to reliably kill on your own. A dedicated and guaranteed slow spell makes Static Links a sure success, netting you tons of damage for a quick and painful murder. Begin roaming at your own leisure, using your Phase Boots constantly to more rapidly traverse the map and keep up with fleeing enemies. Dispense your Plasma Field more liberally if it helps to kill off enemy heroes, as your additional intelligence from the Rod will make your mana pool larger and more usable. The money that you get from kills should succeed the money to be earned from farming. Alternately, make generous use of Plasma Field to rapidly flash-farm either jungle.
All of your money gotten post-Rod should be spent on the components for Eul's Scepter of Divinity. A Sage's Mask is a good first pick-up, as it's cheap, has a significant effect, and can be bought from a side shop if the courier is tied up, dead, or downright nonexistent. The Scepter can be assembled in just about any order and still be massively beneficial even during its assembly. When it's done, it's ***-whoopin' time.
The extra speed from Eul's will make you faster than a speeding bullet, and its Cyclone makes you as lethal as one. You should absolutely be roaming once you have Eul's, so keep your Phase Boots on constant active duty and patrol all parts of the map, obliterating any solo enemy hero that you find. Approach them, use Plasma Field at its maximum range, then move in and get a Static Link on them. Cast Cyclone from your Eul's and then activate Eye of the Storm if it isn't on cooldown. Once your victim comes back down, your Static Link should be yielding a good deal of bonus damage, so begin wailing on them with your auto-attack. Cast Cripple from your Rod of Atos to ensure that they don't get away, but turn on your Phase Boots and orb-walk just in case. If they're still alive and Cripple has worn off, keep pursuing anyway with Phase. However, if they get near any kind of safety, like a tower or another enemy hero, use Plasma Field at its maximum range and the kill should be in the bag. Sweet.
Eul's also gives you a ton of mana regeneration, which means that you have the liberty to cast your spells indiscriminately. As you wander from lane to lane, pop Plasma Field on the enemy creep line and mop up the survivors with auto-attacks. This will help immensely to speed up the pushing process and thus the end of the game. Plasma Fields can also be placed at key locations in the jungle to damage (if not kill off) and pull several creep camps at once for very rapid farming. This leads us to another Razor Rule:
#2: Once you no longer have a mana problem, cast Plasma Field as often as you can without outright wasting mana: use it to wipe creep waves, empty jungle camps, and nuke enemy heroes.
You should have plenty more kills under your belt as the mid-game blurs into the late-game. If you haven't finished your Helm of the Dominator yet, finish it. Your team should do Roshan at some point, and you are a valid contender for the Aegis when it drops. You are absolutely worth the added staying power.
This is when the fun starts.
Begin the late-game with a completed Sange and Yasha. You ought to have enough money from one source or another, be that a prolific kill streak or godly Plasma Field farming. Now you'll have a chance to slow enemies on hit, making chasing a breeze, and you'll be moving fast as hell - at the maximum possible movespeed, in fact, when Phase is active. You'll be crossing the map with ease to roam and gank without difficulty, and your active-use items will be doing some serious heavy-lifting, paying themselves off with each quick and unstoppable enemy hero kill.
The lane that you initially occupied should be a smoldering crater alight with nuclear fire and crackling lightning, with both enemy towers far back in the rear-view mirror and your opponents afraid to occupy it due to the very real threat of you swooping in from anywhere on the map and destroying them mercilessly. Your assistance in other lanes should also have at least demolished the first towers if your allies haven't by themselves and then whittled down a good half or so of the second towers. The end-game is fast approaching, and you are hopefully on top of the world. The enemy team is your ***** and it's time to start ****ing them.
Build Satanic as rapidly as you can, as you'll be needing the lifesteal to survive during long-term sieges and occupations of the enemy's base. Get the money by flash-farming with your Plasma Field and by chase-killing any enemy heroes that you find while roaming, as you have been doing for the past 25 minutes or so. The game should be on the verge of ending at this point, so Satanic will be the final nail in their coffin. Unholy Rage will render you nigh-unkillable if you have a fully-juiced Static Link active.
If you aren't feeling like doing some high-octane lifestealing, you can viably build Mjollnir first for the attack speed that you may have felt that you've been lacking all game. Alternately, just purchase a Hyperstone at some point in the mid-game and build Satanic as normal.
The game should be over by now. If it's not...
You are a god.
Razor strides the battlefield with thunder booming in his wake, lightning crackling across the ruins of the enemy base as he enters it. His presence inspires fear and causes immediate death, and he is a terrifying force of nature.
Extensions now are but items to more rapidly crush your enemy, for your continued existence into the end-game can only spell doom for your foe. Take your pick of the suggested extensions listed in the Items section according to whichever description best fits your situation in the game and give your enemy an offer they can't refuse - finally, provide them with the merciful fate of death.
You are well-fed by now, likely at max level and with an extremely dangerous arsenal of items to make lethal use of. Any enemy hero who chooses to try to take you on solo is making a dire mistake - you can certainly take on anyone solo.
But you aren't invincible.
Razor Rule:
#3: Don't get cocky.
Okay, now that's really that. You've got a kick-*** build certain to throw off your enemies and then grind them into a fine, snortable dust and the extensive knowledge of how to use it properly.
Now get out there and show the world that the Lightning Revenant is back and here to stay, Cutting-Edge-style!
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