11 Votes

The Chilling Silence. (7.03)

March 23, 2017 by FuriousFish
Comments: 4    |    Views: 34952    |   


Carry/Pusher

DotA2 Hero: Drow Ranger


Purchase Order

Starting Items

Early Game

Core (Mid Game)

Core Extension

Luxuries/Situationals



Hero Skills

Frost Arrows

2 5 8 13

Gust

9 11 14 17

Precision Aura

1 3 4 7

Marksmanship

6 12 16

Talents

10 15

Hero Talents

+25 Marksmanship​ Agility
25
+400 Gust​ Distance/Knockback
+14 Strength
20
+6% Precision Aura​ Damage
+20 Attack Speed
15
+175 Health
+5 All Stats
10
+15 Movement Speed

Traxex Here.


Greetings, fellow reader! My name is Furious Fish, back from my last guide, and today I shall teach you everything I know about playing Drow Ranger. Ah, she was the first hero I ever played, and my second best too.

This will be a guide that is both comprehensive and concise. I will do my best to cover everything I can. If I have missed something or made a mistake, please feel free to tell me in the comments and we will discuss about it.

Now follow me into the forest shade, where noone will spy on us, the chilling silence our friend.

Hot and Cold.


Abilities








Traxex


Ranged, Agility, Disabler, Carry, Pusher

Synergy: Flexible in team composition, but victory is more likely to be in a pushing oriented team.
Killing Potential: Dangerously High
Preferred Lane: Bottom or Mid
Explanation: Traxex is a ranged agility hero who has remarkable damage and has the ability to keep threats at bay using her disables. She can be extremely powerful in almost any point of the game. Her Frost Arrows dive deep into her enemies' hearts, sending chills to them, slowing their movement even for the most agile of opponents. Should magi oppose her, her Gust makes sure they fight on full on physical battle. Her expertise encourages her ranged allies to do their best, bolstering their damage with Precision Aura. She is the epitome archery prowess, for each passing skirmish, her Marksmanship becomes ever more peerless.
Pros
  • Highest raw right-click damage and agility gain (with Marksmanship)in game.
  • Ranged. (Allows right click harassment)
  • Two annoying disables.
  • Suitable for players that cannot last hit well. (Early levels of Precision Aura)
  • Can still help allies even though underfarmed. (Pushing and using her disables)
  • Less item dependent comparing to other carries.
  • Easy to play... (Right click hero)
  • Amazing damage boost with ultimate.
Cons
  • Squishy (Low health)
  • Level dependent.
  • Countered by experienced invisible hero players.
  • Lacks a real escape mechanism.
  • Extremely sensitive to burst damage and gankers.
  • If you're stunned, there's a good chance you're dead.
  • ...But hard to truly attain the mindset.
  • Her strength gain used to be just slightly average, being 1.9 per level, but then a nerf came turned it to 1.6 per level, which makes her and a couple of others having the third worst strength gain in game (first being Pugna and second being Weaver). You will have to be very careful, for she does not have a proper escape mechanism. However if you are fast enough, your slow and knockback silence can do the trick, although not very effective.
  • Okay, the chart shows that her agility gain is quite horrible although I said she has one of the best agility gains in game. That's because she gains that crazy agility from her ultimate, so don't worry. If she had good agility gain and that ultimate, wouldn't she be too powerful? But even so, OSfrog is nerfing Drow with strength gain and movement speed decreases.
  • Her intelligence gain is actually one of the worst. Even Axe's is better than hers. But that's fine. Even though you will be spamming your Frost Arrows and Gust at one point, you won't really run out of mana.
  • This is something you'll learn from the Dota 2 Wiki. If you visit the Attack Animation page, you can see her missle speed is the sixth highest. This is good news. Agility gives you attack speed and she has a massive agility boost. If you have good attack and missile speed, your attacks will hit the enemy like bullets.

Tricks of the Trade.


Drow is not a versatile hero; the only playstyles she can play are carry (which focuses more on killing enemy heroes) and pusher (which will push towers as soon as she is level 6), but both have the same skill build. This is the build you will follow in most situations, but as this will be a guide that will try to cover everything, I will state which skills will be max first under certain unfortunate scenarios.

Frost Arrows


Type:
Targets:


Target Unit/Autocast
Enemy Units
Adds a freezing effect to Drow's attacks, slowing enemy movement. Lasts 1.5 seconds on Heroes, and 7 seconds on creeps.

Level

1


2


3


4

Mana

12


12


12


12

Cooldown

N/A


N/A


N/A


N/A

Range

625


625


625


625

Movement Slow(%)

16


32


48


64

Duration(Hero/Creep)

1.5/7

1.5/7

1.5/7

1.5/7
Effect

Slows target unit of 16% of their movement speed

Slows target unit of 32% of their movement speed

Slows target unit of 48% of their movement speed

Slows target unit of 64% of their movement speed

Notes:


The bread and butter skill of Traxex, and what makes her incredibly annoying to deal with. Normally you'll be autocasting this when you're taking down enemy heroes, but in some cases you'll be manually casting it. There are four cases where you should do this.

The first one, is to harass the enemy hero while laning. If you shoot a Frost Arrow at them, you wont gain creep aggro, or for newer players, the enemy creeps wont decide to get revenge on you for hitting their precious hero. You have better damage then them early game, so being able to damage them while getting away with it is huge news. If you manage to get enough hits on the enemy hero, it will be enough to force them out of lane. And if they still stay with low HP, punish them.

Second is to orb walk. It means to manually cast your attack modifier so you can still benefit from the other unstacklable modifiers. I do not recommend to do this if your attack speed is under 0.9 per second. If you don't know how to find it, hover your cursor on the sword at shows your attack damage. Your Frost Arrows last for 1.5 seconds on enemy heroes. If you orb walk with your attack speed under the minimum level, they will not be slowed consistently and you will lose your kill. And in this playstyle I am going to teach you, their blood will be your second source of food which will gain you the advantage. More elaboration on this in the playstyle section,

The third is to jungle neutrals. You are squishy and can't afford to take a lot of hits from them, so when they come for you, slow them so you still have time to hit them. If they get too close, run back then shoot them again.

Finally, you can use this as some sort of escape mechanism. The slow is pretty hard on any hero, since it slows by percentage of their movement speed and not a fixed amount. Pair it up with Gust for full effect. And like the second case, use this tactic only when your attack speed is below 0.9 per sec.

Max second. Take early levels if you are forced out of lane to jungle.

Gust


Type:
Targets:


Active
Target Point
Releases a wave that silences and knocks back enemy units. Knockback distance is relative to how close they are to you.

Level

1


2


3


4

Mana

90


90


90


90

Cooldown

16


15


14


13

Range

900


900


900


900

Knockback Duration

0.6


0.7


0.8


0.9

Silence Duration

3


4


5


6
Effect

Silences the affected units for 3 secs and knocks them back

Silences the affected units for 4 secs and knocks them back

Silences the affected units for 5 secs and knocks them back

Silences the affected units for 6 secs and knocks them back

Notes


Whether it be a spellcaster or not, you'll need this whenever you want to kill enemy heroes. Like I've said before in my last guide, try to remember the times when you had to counterattack a gank. Of course, you used your spells. And, by silencing them you will be much safer from being counterattacked or having them escape. The knockback acts like a stun too, so they wouldn't be able to do anything for the time frame. You can also use the silence and knockback when you're running away, but only if there is enough distance between both of you because you will need to turn around to use Gust on them. Let's not forget that it is not instant and turning around takes time too.

Max last. Second if facing heavy spellcasters.

Precision Aura


Type:
Targets:


Passive/Active
Self and Allies
Adds bonus damage to the physical attack of allied, ranged Hero units on the map based on a percentage of Drow's agility. Affects creeps for 30 seconds when cast.

Level

1


2


3


4

Agility as Damage Bonus%

20


26


32


38

Cooldown

100


100


100


100

Range

Global


Global


Global


Global

Active Duration (sec)

30


30


30


30

Effect (Active)

Affects creeps too for 30 secs, adding bonus damage

Affects creeps too for 30 secs, adding bonus damage

Affects creeps too for 30 secs, adding bonus damage

Affects creeps too for 30 secs, adding bonus damage

Notes:


I hope people will finally understand. This aura affects allies, including you. Which means you also get bonus damage. This is the skill you should be maxing first instead of Frost Arrows in most cases. Let's think about it, does a carry usually start their massacres at level 3? I don't think so. Your slow is something you use for heroes mostly, and you're farming early game, so why do you even bother to max Frost Arrows first? You need that experience and gold pronto, and slow wont help you. The extra damage will help in securing last hits better, which means fast levels and items. And even so, tons of people max Q first.

Notice how this passive is also an active. When it's activated, your creeps get it too! I am pretty sure 95% of players never, ever used the active. You use it when there's a couple of ranged creeps with you while you're sieging towers. So, extra damage is done to poor tower covered in arrows.

Max first.

Marksmanship


Type:
Targets:


Active
Self and Allies
Drow's experiences in battle improve her accuracy and effectiveness in combat, providing a passive bonus to Agility. Grants no bonus if there are enemy heroes within 400 range.

Level

1


2


3

Enemy Hero Search Radius

400


400


400

Agility Bonus

40


60


80

Effect

Grants 40+ bonus agility.

Grants 60+ bonus agility.

Grants 80+ bonus agility.

Aghanim's Effects

Causes Drow's attacks to splinter on nearby units, also applying attack modifiers.


Causes Drow's attacks to splinter on nearby units, also applying attack modifiers.


Causes Drow's attacks to splinter on nearby units, also applying attack modifiers.

Notes:


Can you please try to make sure Drow stays as far as possible while attacking enemy heroes?

Having and not having the agility bonus can really make a big change. Do you know how wonderful it is to get that free, fat damage? If you've been playing decently and ranging from afar, it will just take 8 autoattacks to finsih them off. And let's remember her missle and attack speed is fast. That's roughly 5 seconds of attacking then voila, the kill is served to you on a silver plate. How can you tell if the passive is on? Check on Traxex and look how beautiful she is if there is any particles floating around her.

Level whenever possible.

Talent Tree


Level 10

5+ All Stats

To be frank this is quite horrible since you'll be getting Power Treads. I'm pretty sure you will change the attributes depending on your needs, so that's like 9+ of every attribute already. But if you're hungry for stats or just have a bad time, go ahead.

15+ Movement Speed

Get this in most situations. After the patch her movement speed was reduced to 290, which is quite slow as 300 is the average. And besides, the boots you will buy are the slowest boots available too.



Level 15

20+ Attack Speed

More attack speed = faster you bring 'em down. If you are someone who is used to playing squishy unmobile heroes like her, take this.



175+ Health

Drow is someone who you will need to get used to her lack of mobility and squishy-ness. If you're just starting to play as her, I recommend you get this instead of the attack speed.



Level 20

14+ Strength

Yes she is squishy, yes you honestly need abit of strength gain, but no, you do not need this. You have your Power Treads, Sange and Yasha and Dragon Lance to get some strength. Besides, if you were having a bad time the game would have ended by now. Unless, you are not used to her squishyness, then you can take this.
6% Precision Aura Damage

Drow will never have enough damage, acknowledge that, my friend. Plus, your team gets the bonus damage too. They'll be more than happy if you choose this.





Level 25

+25 Marksmanship Agility

Get this if you know how to maintain distance from the enemy. No use getting extra damage if you can't even activate the buff.
400+ Gust Distance/Knockback

This is your choice if those pesky mobile melee heroes like getting close to you. Or, if you have just started playing as Drow and not quite used to her ultimate.

Bows and Arrows.


Starting Items






Standard Starting
Cost: 550 gold

Although Drow is one of those heroes that can last hit with ease early on comparing to other heroes, we will still get these to further bolster her last hitting abilities. We will need to make sure your damage is high enough so they can't deny your last hit from you. Also helps with hard harassing to win the lane.








Alternate Starting (Invisible)
Cost: 585 gold

If you're going to face an annoying Riki or Bounty Hunter in lane, get this build. You're already vulnerable enough early game. Yes, the support is the one that buys the sentries, but in this guide you will be playing mid, and no support to help you there.








Alternate Starting Countered)
Cost: 550 gold

Pudge, Huskar and Viper. The kings of winning the lane. Get as much stats as you can to survive. Pudge wont be too much of a problem. Just ask the support to put an Observer ward on his side. Huskar and Viper, are another story...


Early Game




invisbletex
Standard Early Game
Cost: 2320 gold

By now you should already start pushing lanes if your a pusher. If carry, take down the enemy's tier one tower on your lane then help other lanes by ganking. These extra stats will help snowballing them.


Core






invisbletex
Core
Cost: 9675 gold

Some of you will argue with me that Manta Style is a more suitable item for agility carries comparing to Sange and Yasha. I used to go with Manta but after the 7.00 update illusions got nerfed heavily. So I go for the latter. I tried it out in several games and it proved to me that it was a better choice than Manta all along. It gives you a chance to slow movement and attack speed, making it a good offensive and defensive item. Plus, there's some strength bonus in it too.

Vladmir's is here since Mask of Madness and Helm of the Dominator aren't so good now. It gives your nearby teammates some bonuses too, which can help in teamfights and pushing.

Dragon Lance is here so you can take down towers without the tower hitting you and you can proc your ultimate more easily. It helps with chasing down heroes too.

Core Extension


invisbletex
Extension
Cost: 16140 gold

What? Still not enough damage for you even though on average she has 300+ damage at the end of every game? Here, more damage and a safety pin for you. If you strike a crit with Daedalus you'll kill them so fast that you'll probably laugh.

Luxuries and Situationals.


Offensive


  • Butterfly - More agility means more damage and some nice evasion. This is basically your cheaper version of a Divine Rapier.

  • Diffusal Blade - Kind of a defensive item, actually. Helps you lock down any heroes that focus on you with their spells and your silence isn't enough. A good counter for Omniknight too, since his ultimate is dispellable.

  • Eye of Skadi - Not an attack modifier anymore, you say? Time to slow them down.

  • Moon Shard - Hefty attack speed. Normally you take it when you want to end the game quicker, but sometimes you can even rush it when you need to take down towers quickly.

  • Divine Rapier - Winning the game and want to try and get a rampage? Go on.

  • Silver Edge - First of all, invisibility is NOT an escape mechanism. Once they have dust and sentries you wont escape. It is more of an initiation tool. If you plan to take on Phantom Assassin, get a MKB and this so she can't evade you and land a crit.

  • Satanic - If you find yourself constantly dying in team fights, you can get this to ensure you can stay alive longer. Remember you'll need to orb walk, though.

  • Boots of Travel - Great for split pushing when the enemy team likes to defend.

  • Aghanim's Scepter - Well, it is actually more of a 'support' item to me, since if you cast Frost Arrows on one target the splintered arrows have it too, so it is mainly useful in teamfights to slow the entire opposing team. But as she has far too much solo killing potential and could be spending her money on other things than Aghanim's to increase her damage, I will almost never buy it. The only case I would is when my teammates are friends that I know and I have discussed the strategy with them, where I will be autocasting Frost Arrows while they use AoE heroes to wipe out the opposing team.

Defensive


  • Blink Dagger - Since you can't use it after taking damage, you need to keep a keen reaction time if you see anyone that wants to gank you.

  • Ghost Scepter/ Heaven's Halberd - Phantom Assassin or basically any strong right clicker? Have this.

  • Bracer - The common pick up if you're not doing so good early game.

  • Hurricane Pike - A good choice if you want to be both offensive and defensive. Offensive is by maintaining the distance between both of you. Defensive is to escape, which can be a more suitable pick up than Blink Dagger at times.

  • Linken's Sphere - To make the spellcasters rage quit. Has nice stats you could use too.

Counter Building.


As fellow pub-players, we often find ourselves suddenly immersed in 99 problems when the enemy team picks common pub-stomping heroes such as the most feared and notorious two, Pudge and Huskar.

You may think that you're going to lose the game once they pick them, but there is still hope. All you just need is the correct items and pray that you have an at least decent team (that's why some good players still have a shameful record of losses...). If you somehow have picked Drow when there is people that can counter you on the other team, don't fret yet. Although she is not as flexible, as long as you play her accordingly and get at least one item to counter them, you will still have a chance to win.

Here's a guide that can teach you how to exactly counter build. I have followed what the author has instructed me and now I'm not as scared of Huskar anymore.

Treasures of the Forest.



Although many people think the carry should obtain this when possible, I think that both the carry and the support should get it. If you're not taking it, then let the support take it. Some of them can't jungle, so they'll have to rely on regenerating gold and ganking to earn some.

Ping this to your team and let the person with the least health and mana take it. Or the jungler.

Nah, you don't need this. Let someone else in your team take it. But if they all far away, deny it. You don't want a Lina ganking you with this, do you?


All yours. Make sure you take full advantage of this buff. While you have this on you basically have a free Divine Rapier on you. Go push or gank.

Let the ganker have this. You don't really benefit this unless this magically appears when you're chasing someone.

Sure. Take it. I don't recommend it for fighting, though. This one is more for pushing towers since it has a long duration.


If you spot a squishy support defending somewhere on the map, take this and go harvest your daily dose of blood.

The Bite of Frost.


Laning Phase



Carry/Pusher



Last hit, deny, and harass with your Frost Arrows as much as you can. Priority of each action is stated in order earlier. Bring as much trouble as you can to them to slow down their progress. Don't harass Viper and Huskar, though. They can retaliate pretty hard. If you're somehow facing a Pudge, be careful if you can't see him. When the creeps are all gone go jungle. Spend every second leveling and gaining gold. Level advantage is one of your greatest weapons, since with more levels you can level your Precision Aura and Marksmanship. If the game is about to enter the mid game stage, take down the their tier one tower.


Mid Game


Carry


Gank as often as possible to feed you, and push when you get the chance. If everything seems stale go and jungle for a bit. Always be there when a teamfight starts. Your high ability to snowball people can make a difference in teamfights. If you can force them to retreat after killing one or two of their teammates, you can help ensure that your team stays alive. Try to avoid your fountain if you can. You will not be wasting time walking or teleporting your way from fountain and back. Besides, there are shrines now.


Pusher


Go crazy aggressive pushing to force them to stay back with the pressure you give. Make sure your number one priority right now is to keep sieging towers. With Dragon Lance you can siege the tower without getting in the tower's range. But, even though I told you to go aggressive pushing lanes, retreat if they are coming to defend. To always be giving pressure you must always be alive.

If they defend often, tell your teammates to split push. For those who don't understand, it means to push on two lanes at the same time. For example, three people can go push bottom, while you and another teammate can go push top. You have less people on your side since you have better pushing power. The person you are with is mainly there to protect you.

Late Game



Carry/Pusher


You are now in your prime time. Time to get those sweet triple kills from teamfights and end the game by turning all of those towers and that ancient to bits and pieces. Do not be anywhere alone at this stage. Remember as the carry, the fate of the game in this stage lies on you. If they manage to gank you and kill you, they can make a good comeback. Nothing much to be said here, to be honest.

To Shoot an Arrow.


All of us have our fair share of moments in Dota where we have learned something valuable that has helped us to improve. Although this guide is mainly directed towards the rookies, I also have some treats for the more experienced. I promised I would have something for everyone. And so I present to you some of the tricks I have learned.
  • Stutter walk when you are chasing an enemy. It goes a bit like this: Walk a bit towards your target then attack. Repeat until you are forced to retreat are you have killed the enemy. And since she has a slow, she can pull this tactic off with more ease. If you do this you will be more likely to catch up and kill a retreating target.

  • On the other hand, if someone tries to get close to you or a neutral walks toward you to retaliate, kite them using Frost Arrows. With this you can keep a good distance from them and reduce damage taken. Especially works on melee targets.

  • Keep in mind that Gust has a pretty long range. Use it to interrupt channeling spells like Freezing Field, Dismember, Duel and Life Break. This rule heavily applies to Freezing Field, since you can stop her without the fear of taking damage from the exploding ice crystals.

  • A little note about Diffusal Blade. Did you know that Omniknight's ultimate can actually be purged with Diffusal? Yay, now you wont have to worry about not being able to nuke him and his team mates!

  • Force Staff/Hurricane Pike can help you go over unpassable terrain like the walls around your base or hills. Use this when making an escape.
  • End the game early if the enemy has a lot of hard carries. I know it will feel satisfying to take down all of their barracks so you can be all "Happy Defend!", but is it satisfying to lose a game when you could have won it if you ended it early?

Bitter or Sweet?


Although Traxex can work well against most compositions, there are just some where she is at her full potential and some where things are going to go a little rotten.

Sweet.






Like I said before, Traxex can never have enough damage, and the same goes for her teammates. Any one who has damage boost auras can be her bestfriend. Disablers will make teamfights a breeze, and other pushers will make sure the enemy team is having a panic attack.





Bitter.






Hard Damage over Time (DoT) heroes will make your laning phase a living hell. You wont be able to do much about tanky heroes with high armor too. Some can be immune to physical damage or slow your attack speed, which is the sole way she fights with. Shout out to Slark for being an annoying jerk with Essence Shift.

Into Forest Shade.


Before I end my guide, I would like to thank Dr. D, PotM_Plz, Wulftstan, Sando, desnisvitAG and of course everyone that has been active in the community for giving me the inspiration and will to write this guide. I would also like to thank you, dear reader, for spending your time on my guide.

'Lost travelers who find their way from the forest sometimes speak of an impossibly beautiful Ranger who peered at them from deep among the trees, then vanished like a dream before they could approach...'

Changelog.

  • 31/12/16 - Guide officially published. Images made by me.

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