Early Laning Phase
Get an Observer Ward
off of a support and place your ward to block the oppositions small camp (pulling camp). This will make the lane phase much easier!
Sit tight in lane until you get level 2 and you have both Reactive Armor
and Timber Chain
, then you can start to pick up last hits but don't go too far from your tower. As the enemy creep wave pushes under your tower and any other safe situation allow the creeps to hit you 4 times to max out reactive armor. Timber Chain has a small cooldown but you don't have the mana for it yet, so save it for an escape or a gank. Your healing salve and clarity will save you from basing once and keep you in lane, which is exactly where you need to be early game.
If the enemy team has 2 or 3 hero's hanging around the lane you need to be very careful. This will mean losing out on some exp. and a lot of last hits but it means there is plenty of space for your allies. Wait for when their supports rotate and then you have some space to farm and compete with their carry in lane.
When you get to level 6 it's gank time so rotate or have others rotate to you.
After you have your Arcanes and level 6 you have some mana to use, hopefully your gank went well and you are on your way to Perseverance
. Make sure you carry a tp scroll and get stuck into some farm, take a couple camps, preferably in the enemy jungle if you can do it safely,but don't start trying to rinse the jungle you will just have to base.
As you are all AoE you should be stacking camps in your jungle if you go there to get a bit of farm, as you pretty much clear them with the same amount of mana and in the same time as a normal camp. If you have a bit of mana spare, and you can definitely pick up a clarity or two in order to do this, take an opportunity to stack a big camp in your jungle once or twice and clear it. This can boost your farm and get your Bloodstone quicker, don't take too much farm from your carry though. You should alternate between being in lane getting exp and farm, ganking or maybe taking a stacked camp if there is no opportunity to do anything else. If you are close to your bloodstone, you can't achieve much or help much at that present time definitely finish up your stone in the jungle.
Definitely take the opportunity to clear an enemy camp if it is safe.(Definitely take enemy stacked camps, for example, by a tinker or a tiny wisp - these are probably worth dying for if you can clear them).
When you have your bloodstone, hopefully by 20 minutes latest, you can start bombing around everywhere clearing spare camps, ganking and fighting and clearing creep waves to push. Always look for an opportunity to do something productive, if not, stack a camp and clear it. You won't have to base with this item, which means you can move around the map continuously looking for ganks or pushing lanes, obviously try and contribute to what your team is trying to accomplish. Pick up an appropriate durability item if required.
Mid game team fights are your most influential periods of the entire game. You can decimate them with your AoE pure nukes flying everywhere with no mana concerns, just make sure you don't start clicking buttons, think about what you are doing before and during a fight, try and hit as many as possible with your nukes and try to move to and from good positions. You will often be able to escape if the fight goes badly, you need to look for when the fight is lost and can't be helped and get out of there, but make sure you don't just abandon your team in a close contest. If you are truly buggered just deny yourself with bloodstone.
You need to make sure you are in every fight in the mid game and the late game. If you are up against magic immune targets, e.g. enemy carry with bkb, just target somebody else for the duration. Remember your necronomicons have true sight, and can cripple casters with their mana burn. You will be able to take down support quickly in fights so do.
When you have the correct items your maneuverability allows you to push lanes very effectively. Moving in and out of lanes swiftly with Timber Chain and clear waves extremely fast. With a Necronomicon you can also push structures effectively too. This improves map control for your team by forcing enemies to defend towers close to their base. You're no Naga Siren
but you can keep the lanes pushed effectively and still not miss any important fights with your Boots of Travel
In the case that Rizzrack gets surrounded by the vines and plants of nightmares, he has an immediate chainsaw defense.
- This ability reduces affected targets' base primary attribute by 15%. This means it will reduce the base damage of hero's hit by it by 15%. Further, it will have the following effects:
- Against strength hero's it will reduce their base health pool by 15% (Their health pool before items that provide strength or additional hitpoints).
- Against agility hero's it will reduce their base armor and attack speed by 15%.
- Against intelligence hero's it will reduce their base mana pool by 15%.
- While the damage is blocked by magic immunity, the stat reduction debuff is not. This is the only part of any of his skills which works against magic immune units.
- The stat reduction lasts for 7 seconds, with the 8 second cooldown this means you could inflict target(s) continuously with the debuff.
- Whirling death can be used while channeling.
- The stat reduction is applied before the damage.
- Hit opponents next to a tree if possible, as this is a nice skill element to improve the effectiveness of the skill. However, don't target the wrong enemy in a fight or gank just because they are next to a tree. Also, hitting multiple enemies not next to a tree is definitely preferable to hitting one who is.
This move scales wonderfully against all hero's, but particularly strength hero's who have the health pool reduced by the primary attribute reduction. For example, a level 25 Doom
with a Heart of Tarrasque
would have his health pool reduced by 484.4 from whirling death, all before he takes damage. Remarkable for a low cooldown, low mana cost AoE nuke.
Use in team fights:
In team fights you are obviously trying to hit as many enemies as possible with this, however, with a small 300 area of effect radius this isn't always possible, so make sure you target the correct hero with it. Carry's are the obvious choice, and this is one of the few weapons you have against magic immunity, so use it. If your team has a specific plan with their initiation, such as bursting down a particularly troublesome enemy, make sure you are straight in there with a Whirling Death.
Use in lane:
In lane this is a fantastic harassment tool. The 600 diameter means you can usually hit their carry and a last hit simultaneously, even if they are ranged. This not only damages them, but also reduces their ability to last hit and harass you with the stat reduction, as well as the other effects listed above. It also means on occasion you can get a last hit you ordinarily wouldn't be able to get. Just make sure you use it productively and effectively, don't just burn through your mana with it.
You never know when you might need to escape from malevolent saplings.
- The chain travels at a speed of 1600/2000/2400/2800
- The chain looks for a tree in a 90 unit radius of the target.
- The latch range for a tree is 50 units greater than the cast range at all levels.
- Destroys the target tree once Timbersaw arrives.
- Can be used to pull Timbersaw across impassable terrain.
- Always casts to its maximum range in the targeted direction.
- Timber Chain can be interrupted by stuns, but damage is dealt in small area near hero.
- If Timber Chain is used on a tree and Astral Imprisonment
is used on the caster along the way, he will still be imprisoned; but will appear near the tree when the the imprisonment ends.
In order to play Timbersaw well, you need to be good with this skill. Clicking on a tree is not hard, it's all about decision making. Firstly, learn both the safest AND the quickest routes in and out of the lanes. Sometimes they are the same. You can start off with just a few for your offlane to start with. The map below, created by Bonkerelli, should help, but learn this with practice too. Use the quickest routes when you're in no danger and you're just trying to get somewhere else as quickly as possible. Use the safest route, obviously, when escaping - this will change with different people chasing you. Correct the right tree to avoid people with stuns and silence.
Whenever you go into a fight, be sure to know what tree you will escape too if it goes badly. Especially do this if you are fighting in the river.
Use in team fights
With any hero the most important factor is to keep a cool head, consider everything that is happening and decide what is the best thing to do. You need to think of these things before entering a fight, don't just dive in. In all fights, especially ones in which you were initiated on, you need to think fast and do these things fast but that will come with practice. In summary: don't just panic click buttons!
Your goal with Timber Chain in team fights is to hit as many enemies as possible with the pure pass damage AND put yourself where you want to be on the map with it. The second one takes priority, but definitely try and maximise your damage. Ping (short for move with Timber Chain =D) in close to key targets, preferably next to a tree, to use your full damage combo. Ping through enemies to high ground or a good spot to throw out a Chakram. Dont ping into a Black Hole or a Juggernaut who is about to ulti. If their carry has used a bkb, but they still have a Shadow Shaman with Serpent Wards up, go for the Shaman and take him down fast. Be careful where you ping to as you will be stuck there for 4 seconds (a long time in a team fight). It's all obvious but it is so so easy to just not consider these things when you are diving into a big team fight.
Use in Lane
Skilled at lvl 1 almost always, and just sit on it until you need to escape, or if you are going in for a kill. When you have plenty of mana you can harass or push with it but just don't get it stuck on cooldown just before they try and kill you.
If you are forced to base then use it on the way back, recharge and save your teleport scroll for going back out again (if you tp back you and timber chain back out into lane you will have less mana in lane, whereas, if you timber chain back you recharge that mana you used and tp into lane with your full mana pool).
Chasing people down
Obviously you want to use this skill to keep up with them and, if possible, deal damage by passing through them. Enemies will normally anticipate this and avoid tree's, especially ones on the opposite side to you. You can still kill them though, by using your Chakram
to force them into the position you want by blocking off other routes. This way you force them to choose between being hit with your Timber Chain or hit with your ulti.
The saw-suit is equipped to react to the slightest touch with fortified defenses.
- Normal attacks from heroes, creeps and towers trigger this ability.
- The armor and HP regen buff is applied at the beginning of the attack.
- Each time you are attacked you get a total of 16 health back from regen
This ability compensates Timbersaw's terrible base armor.
Use in Lane
Get an early point in lane so that every time an enemy harrasses you you get health regeneration and armor. This combined with a stout shield gives you incredible durability against early game right clicks, and often makes harassment a waste of time.
To fully utilise this ability in lane, you should deliberately, and very carefully, allow enemy creeps to attack you. ONLY DO THIS IF IT IS SAFE TO SO! Don't stick your neck or dive the creep line, do when creeps are following you behind your own tower. You let 4 creeps attack you to get the max 4 stacks.
Each time a creep attacks you it deals 19 - 23 damage, but your stout shield will block 20 damage 60% of the time, so 60% you take 0-3 damage and regenerate 16 health, and 40% of the time you take 18-22 damage (with damage reduction from 1 armor) and regen 16 health. This means it's worth taking a hit for 1 stack, each stack you add it gets better and better and it allows you to regenerate your health! It also gets your armor up. Just make sure you are careful and do it well, just allow a melee wave to very briefly attack you 4 times when the creeps are following you under your tower.
I ordinarily make do with one point in this in the early stages but getting level 2 in this skill is definitely worth it if you feel the extra stacks are situationally better than the extra range for Timber Chain. Put a maximum of 2 points in this early on, it is unlikely you will rack up enough stacks frequently enough to make it worth it.
Use in team fights
You can use creeps to go into a fight with full stacks when you can, only do this if it doesn't affect you entering the fight at all. Mostly, as long as you've skilled this the job is done.
The ultimate in anti-flora weaponry.
- Chakram returns to Timbersaw if he goes more than 2000 units away. Destroys trees.
- The Chakram travels at a speed of 900.
- Slow stickiness is 0.5
- Passthrough damage may only be dealt to the same target once in each direction. In other words, a target can only take the initial 100/140/180 damage from Chakram once, no matter how many times they enter or leave the AoE. However, the moment the return is activated, that target becomes valid for another instance of 100/140/180 damage if Chakram touches it.
Timbersaws ultimate and a source of whopping AoE pure damage. If you have your Bloodstone you can use this all the time with it's low cooldown, clearing waves and clearing camps,clearing tree's that are in your way, but use this mana more wisely earlier on.
Initiation and General Use
Usually Timber Chain is the best skill to initiate a gank or fight, due to the range being longer. However, if there are no tree's then Chakram is best. Sometimes you should initiate with Chakram anyway as they are on low health and you want to slow them as quickly as possible, you should always follow this up with a Timber Chain/Whirling Death whilst they are slowed if possible.
Remember, when choosing where to place Chakram, always anticipate where the enemy is going to be, and place it there. Unless they are stunned or harshly slowed, never just send where they are standing.
Sometimes another member of your team will initiate, with a stun for example, and you want to land Chakram on them first so that they take dps from it for the entire duration of the stun, hopefully dealing enough damage to build a strong slow, making it very difficult for them to escape.
You can stand outside of a lane where the enemy cannot see you and then initiate by hitting them with Chakram, it will cut down all the trees between you opening a path to them. Then, with no tree's in your way you Timber Chain a tree on the opposite side of the lane damaging them. You retract your Chakram and send it out again this time blocking their route to the tower, or wherever they are running too.
You can use Chakram to force opponents where you want them to go. This creates a lot of room to increase your skill with Timbersaw, if you can recognise and execute opportunities to force opponents into a good spot for you to Timber Chain/Whirling Death, force them into an allied player or generally block off their escapes. When playing Timbersaw you need to be continuously aware of where tree's are and where you can place a good Chakram.
Note that you cannot auto attack whilst using this ability. This doesn't matter too much as your right-click stinks anyway.