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4 Votes

Spectre: Competitive Build Walkthrough (6.84)

August 8, 2015 by ettubrute
Comments: 7    |    Views: 11063    |   


Hero Build

DotA2 Hero: Spectre




Hero Skills

Spectral Dagger

1 3 5 7

Desolate

4 8 9 10

Dispersion

2 12 13 14

Shadow Step

6 11 16

Talents

15 17 18


Spectre: Competitive Build Walkthrough (6.84)

ettubrute
August 8, 2015


Introduction

Whilst some aspects of this guide may appear trivial or, perhaps, patronising to the advanced Spectre player, the article has been targeted towards inexperienced players. Indeed my aim has been to share some knowledge that I have gleaned through experience and watching professional players, as well as to provide a comprehensive guide to a common competitive build (generally regarded as "gimmicky") that enhances the hero's viability in Public Matchmaking. This guide follows the standard, most common, skill build; what defines the build is the unique item build. Obviously there is some latitude for changing the order of the build but my walkthrough has been based upon a standard game, in which the order is not compromised. Critic will be greatly appreciated; however, in advance, this is my way of formatting my guide, I do not want to read "Xx_CHUNKYMONKEY_xX's" guide for formatting. Thank you for reading.

Early Game

To begin, pick up a set of Tango's, a Quelling Blade and a Stout Shield. For better access to the jungle and, of course, survivability go to the safe lane in either a trilane or with an excellent support who is able to zone well. But first, vie for the closest bounty rune which will provide an extra boost to your GPM, necessary for purchasing a Poor Man’s Shield at the side shop by 1:00. Last hit conservatively; ensure that your "protective creep wave" remains ahead of you in lane, and would -therefore - agro the energy if he/she were to go on you. Prioritise the creeps as such: Siege>Ranged>Melee>Deny. "A good last hitter always takes the enemy creep before denying his own." By 3:00 your supports/fellow laners should have zoned out the enemy and if they haven't, instruct them to do so. Throughout this period use Spectral Dagger sparingly, only to escape from certain death or if your ally's harass an enemy enough to take the kill - or get the assist. Due to Spectre's meagre mana pool, using the Spectal Dagger to last hit is generally ill advised and without enough mana to use the skill you will likely perish in a gank. It should be noted, however, that with Haunt Spectre can be a formidable early game presence so don't be afraid to play aggressive (knowing when to do so is much of the skill required to play the hero), but don't die. Clearly, this will result in loss of vital farm rendering you weak and unable to compete in the later game. Make trades exceedingly rarely. Notably a significant advantage of this build is its assimilation, which is far stronger than that of a Radiance Rush, for example. In the first ten minutes of the game rather return to the fountain when on less than 35% HP and TP back to lane to avoid lost time and, obviously, death. Nevertheless, by 4:00 you should have Phase Boots (after Boots at approximately 2:30); these provide extra damage - essential for competing in the "last hitting war" - and, of course, a situational boost to movement speed that allows for improved chasing and escaping as well as a synthesis with Drums of Endurance - your next item. By approximately 9:30 you should have this. The aura boosts your HP regeneration and will allow you to jungle - albeit very inefficiently - in a contested lane from this point. Certainly, the active grants early kill potential which can easily be exploited once you've skilled Haunt at level 6. You should have been ceaselessly hunting for global kills from this point. Instruct your team to go on low HP heroes and pick up the kill (or assist) with Reality, a nice source of extra income. Of course, prior to doing so you must judge whether displacing yourself is justified - the assist may suffice if you have free farm. Moreover, positioning yourself in a threatening region of the map (outside a T3, for instance) is often more terminal than rewarding so use your precious ultimate with caution. If, on the other hand, by doing so you get the kill on a Shadow Fiend with a farm advantage, thus delaying his vital Black King Bar and move from this location into the enemy jungle to maintain GPM it may be worthwhile. Proper judgement is a skill that only the best Spectre players acquire and cannot simply be imparted by reading a guide, but by, often hard earned, experience. This concludes the Early Game Section.

Middle Game

By 12:00 you should have farmed a Mask of Madness, which will allow you to move in the jungle for more assured GPM, a higher farm rate and a useful (often essential) escape mechanism. Typically, your supports will not have stacked camps for you so don't waste time doing so - you farm efficiently enough with the Mask of Madness. Furthermore, boosting your GPM by using Phase Boots constantly and Spectral Dagger situationally (to provide easy access from the easy to hard camp for instance) will allow you to farm a Yasha by 17-18 minutes. It is worth noting from 4:00 onwards you should have been carrying a TP scroll. During this period encourage your supports to ward and deward the map specifically in your farming area. In certain situations (for example with little lane support) you may have to purchase wards yourself, whilst this will delay your items it will secure your farm and prevent you from dying. Perishing with a hero so thirsty for farm in the Mid Game is often terminal for the team. Participate in team fights, provided that you get assists or kills and maintain your GPM (aim for 600-700 by the end of the game), until you purchase your Manta Style at 21:00. Using your illusions to take T1 and T2 towers will provides an extra boost to your gold income, as well as allowing multi-camp farming in the jungle. In addition Manta Style provides a significant source of damage in team fights were your illusions get Dispersion. With Drums, Phase Boots and a Manta it should be very difficult for the enemy to kill you - provided that they don't chain stun. To avoid lost time, using your ultimate from the foundation ensures an instant presence in the fight, with the foundation regeneration. With fast fingers, Spectre is also able to use Reality twice in a single use of Haunt; popping Manta to kill the first enemy and auto attacking the second. By 30 minutes you should have farmed a Butterfly, which buffs your survivability and, if needs be, a useful escape. Even at this point, do not overestimate your power with "Big Plays" you will most likely die and loose the game. Farming efficiency is utterly vital for success during this period; farm constantly but do not jeopardise your team in the process - you guessed it, a skill that only the best Spectre players acquire. This concludes the Mid Game Section

Late Game

Due to Desolate, Spectre quickly becomes incredibly tanky; thus allowing her to anticarry and perform a strong 1 versus 1 role - amplified by the movement speed priority in this build that prevents you from dying. Purchasing Boots of Travel by 33 minutes will enhance your global presence and allow you to participate efficiently in team fights when Haunt is on cooldown. However do not do so with the compromise of farm. By 38 minutes you should have purchased an Eye of Skadi, providing that final boost to your attributes and thus, your tankiness. After 35 minutes Spectre comes into her own, arguably only Medusa can rival her carry potential (in which case you made a bad pick and should end the game by 30 minutes and purchased a Sange and Yasha rather than a Manta Style), this is the time for incredibly aggressive "Big Plays" and rewarding your team with victory. If the opportunity arrives, speed farm using the same techniques referenced above (with Spectral Dagger ect). Indeed, with the correct quantity of farm you should be unstoppable by this point, if you have not been countered by this point, it is highly unlikely you will be - for me this is a great appeal of the hero. Notably, Spectre is a great Aegis carrier with the effect of Dispersion which remains a reliable source of damage in the Late Game and can be enhanced with the Heart of Tarasque or other luxury items - for example the Eye of Skadi. This concludes the Late Game Section.

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