1 | 8 | 9 | 11 |
4 | 13 | 14 | 16 |
2 | 3 | 5 | 7 |
6 | 12 | 18 |
10 | 15 |
THE LORE OF DIRGE THE UNDYING
How long has it been since he lost his name? The torn ruin of his mind no longer knows.
Dimly he recalls armor and banners and grim-faced kin riding at his side. He remembers a battle: pain and fear as pale hands ripped him from his saddle. He remembers terror as they threw him into the yawning pit of the Dead God alongside his brothers, to hear the Dirge and be consumed into nothingness. In the darkness below, time left them. Thought left them. Sanity left them. Hunger, however, did not. They turned on each other with split fingernails and shattered teeth. Then it came: distant at first, a fragile note at the edge of perception, joined by another, then another, inescapable and unending. The chorus grew into a living wall of sound pulsing in his mind until no other thought survived. With the Dirge consuming him, he opened his arms to the Dead God and welcomed his obliteration. Yet destruction was not what he'd been chosen for. The Dead God demanded war. In the belly of the great nothing, he was granted a new purpose: to spread the Dirge across the land, to rally the sleepless dead against the living. He was to become the Undying, the herald of the Dead God, to rise and fall and rise again whenever his body failed him. To trudge on through death unending, that the Dirge might never end.(c) www.gettothekeyboard.de
Greetings fellow DotA 2 Community,
welcome to my guide to Undying, which is my second guide to be published. Unlike my first guide to Dazzle I try to prevent this guide from becoming a wall of text, but it will be in-depth in the end.
The main guide will deal with the Offlane Undying. It is based on the newest update: The New Journey Update version 7.02 .
I felt an urge to write this guide, because in my opinion Undying is a vastly underestimated hero and -- most of all -- he is ONE INSANE HELL OF FUN to play especially in early to mid game, when put on a strong offlane. I consider Undying to be viable only on the Offlane, since he has a pressuring, aggressive playstyle to him, which is able to RIP OFF most given Offlanes with the help of another hero matching the TOMBO-WOMBO OVERAGRESSION playstyle of Undying. Since he received mayor buffs in some recent updates (6.81, 6.82, 6.83) he became even more interesting and viable even more.
In my personal opinion Undying himself is not a very versatile hero, when it comes to roles, which may be one reason for his mediocre popularity. He is most likely to be a mix of Initiator, Tank and Teamfighter.
On the other side the skill and item build depend on the situation to a huge amount. By picking up specific items and changing the skill sequence you have to adapt to the match and decide, what is useful and what is not.
Please note the Disclaimer:
The item and skill build I provide in this guide are not meant to be static. This is the reason why I only list item OPTIONS and give skill build OPTIONS.
This guide was released at August 29th in 2014. Future Changes and Changelogs will be added.
August the 30th 2014: |
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August the 31st 2014 |
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September the 1st 2014 |
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September the 21st 2014 |
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September the 24th 2014 |
6.82 Balancing Update included
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October the 20th 2014 |
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October the 21st 2014 |
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December the 16th 2014 |
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December the 17th 2014 |
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December the 18th 2014 |
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March the 23rd 2015 |
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March the 29th 2015 |
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March the 31st 2015 |
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April the 14th 2015 |
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April the 15th 2015 |
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April the 28th 2015 |
May the 1nd 2015 |
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May the 7th 2015 |
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May the 10th 2015 |
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May the 11th 2015 |
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May the 12th 2015 |
August the 10th 2015: |
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August the 11th 2015: |
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September the 25th 2015 |
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September the 26th 2015 |
December the 20th 2015 |
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March the 5th 2016 |
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April the 25th 2016 |
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June the 14th 2016 |
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February the 11th 2017 |
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Since humanity can remember there is a discussion going on about which role Undying suits in a proper team. The discussion itself this pretty useless, since it does not change the skillset or the way Undying can be played, it just confuses people leading to misconception of Dirge.
My answer to the role question is rather abstract than explicit. Undying is a unique kind of hero that does not fit in any specific role the game developers have given us. If you have got to name it, I would say Undying is a mixture of Support, Initiator and Tank, but overall a great Teamfighter and Spacecreator, excellig in fights with his skillset and dominating the early game stages as his spells and most of all the Tombstone have a huge impact.
Undying fits the 3rd or 4th position most likely. I tend to play him supportive in these positions and I feel like this is the way suiting him the best. But that totally depends on the team composition. Your team's heroes have to be able to end the game in the mid game, otherwise you will have to deal with Undying's decreasing importance in the late game.
You role somewhat reflects in your boots choice. If you play more support focused, you usually aim to end the game faster and get Arcane Boots to dish out as much spell impact as you can. If your team tends to be lategame-strong, you should consider getting Power Treads to increase your otherwise aweful farming abilities and buff up your late game fighting capabilities.
BUT PLEASE NOTE:
There are ways of playing Undying as a SEMI-CARRY or TANK LIKE hero. This guide is limited to a SUPPORTIVE TEAMFIGHT ROLE. The item suggestions accord only to this specific role.
source: dotabuff |
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There are several things you have to keep in mind, if you pick Undying:
Here I will be explaining the effect of the single skills of Undying and the proper usage of them in the game in the order of skilling.
(c) vimescarrot @ deviantart.com
Type: Targets: |
Target Point Enemy Units |
Undying saps the life from enemy Heroes in an area, dealing damage and stealing Strength for the duration. Upgradable by Aghanim's Scepter |
Level 1 2 3 4 |
Mana 70 90 110 130 |
Cooldown 10 8 6 4 |
Range 650 650 650 650 |
AoE 300 300 300 300 |
Strength Stolen 4 (10) 4 (10) 4 (10) 4 (10) |
Duration 45 45 45 45 |
Damage Amount 40 80 120 160 |
Level 1 2 3 4 |
Mana 120 130 140 150 |
Cooldown 60 60 60 60 |
Range 600 600 600 600 |
AoE 600 800 1000 1200 |
Hero Hits Needed for Destruction 3 4 5 7 |
Duration 15 20 25 30 |
Spawn Interval 3 3 3 3 |
Deathlust Threshold 100 or 20 % 200 or 25 % 300 or 30 % 400 or 35 % |
Level 1 2 3 4 |
Mana 100 110 120 130 |
Cooldown 25 20 15 10 |
Range 650 650 650 650 |
AoE (Unit Count) 975 975 975 975 |
Heal / Damage per Unit 18 22 26 30 |
Max Units 10 12 14 16 |
Level 1 2 3 |
Mana 100 100 100 |
Cooldown 75 75 75 |
AoE 750 750 750 |
Duration 30 30 30 |
Min - Max Damage Amp 1 - 20% 1 - 25% 1 - 30% |
Heal on Hero Death 6 % 6 % 6 % |
Heal on Unit Death 2 % 2 % 2 % |
Movement Slow 1-20 % 1-20 % 1-20 % |
source: dotabuff
First of all: I admit, that there sure are other viable builds. The skill build I provide are not the holy grail, sadly.
I added a shortened version of the build as an ingame client guide for DotA 2, if anyone is interested, go look it up.
Level 10 15 20 25 |
Alternative 1 +90 Gold/Min +300 Health +25 Movement Speed -2 Sec Decay Cooldown |
Alternative 2 -30 Sec Respawn Time +35% XP Gain +50 [Tombstone]] Zombie Damage +15 Armor |
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The Stout Shield is pretty common, though some people start with Ring of Protection instead. The damage block of Stout Shield gives Undying alot of survivability early, when going aggressive and tanking in through creepwaves. It can be turned into Vanguard later on, if needed. I never start without a stout shield as without it aggression is no fun at all. |
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The Healing Salve is needed anyway and since Undying is melee and tends to aggressions, you cannot skip the pot in any case unless the 5th position support denies to get Animal Courier and Observer Wards. |
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Same for the Tango. You simply need the regen to keep your HP high for when it's go time, otherwise you cannot play as aggressive as you want. |
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I think getting one Clarity and one Enchanted Mango are a good mix of consumable for mana regeneration since Undying is pretty mana hungry in lane. With the gold cost reduction of Enchanted Mango to 125 with 6.85 it now has become really more cost-efficient and really worth adding to your starting items to be able to drop a emergency Tombstone, if needed. |
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Ring of Basilius is often picked up for a good reason. It passively provides a little mana regeneration and some armor while being cheap and providing armor aura to non hero units too, when toggled, what you want to do when going in with Tombstone. The item is a great pick up. |
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The Soul Ring is a viable pick, because it makes the Decay spammable and can give you the mana you need to drop a Tombstone, if you mana is too low otherwise. The hp loss is not such a big deal as it is on other heroes since Undying gains HP by using the mana for Decay and increasing his overall HP pool. It becomes even more useful, when leveling up Soul Rip early as it can provide more heal than HP loss, when Soul Rip is used in the right situations. Getting the mana for a final Soul Rip nuke, can change the outcome of a showdown sometimes too. If I go Soul Ring early, I feel more comfortable going for Power Treads or Phase Boots instead of Arcane Boots, since you will not that bad mana issues early on. Also, when going Soul Ringe I recommend rushing it instead of going Ring of Basilius in addition. |
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The Urn of Shadows is also a viable pick. Some people go for Tranquil Boots for lane sustain reasons. I like to deal with the sustainability by getting the Urn, which can heal you up after chased down some enemies. Also nice are the bonus strength and the little mana regeneration from Sage's Mask. When maxing Soul Rip I usually skip Urn and go Soul Ring |
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The Magic Wand can be picked up optionally, if you feel like it or already got some Iron Branches. A Magic Stick is a must, when going against heavy spammers. |
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The Orb of Venom is a great pick up and a very cost efficient item anyway. It adds additional slow to your autoattacks, which combines well with the Deathlust of the Tombstone zombies and your ultimates AoE debuff. You can pick it up pretty easily at the sideshop on the offlane and drop it as free item slots become less. |
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My favorite boots on Undying are Arcane Boots simply because he has mana issues early on. Rushing Arcanes is great since this is the only way to be all time ready to cast and go, you have to be able to kind of spam Decay and then drop a TOMBO and keep Decaying all the way. An alternative is Soul Ring like mentioned above. Arcane Boots are more early to mid game orientated and this is where you want to have enough mana to build up an advantage and keep the pressure high. Always remember that you should check the mana dependance of your other team members. If they are mana hungry and you team does not have other mana sources, consider getting Arcane Boots in order to help out your teammates too. |
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Going for Power Treads is the second viable choice. If you dont have mana issues, because there is another Arcane Boots carrier in you lane or you have a Crystal Maiden on the team (<3) you can get these instead to. The attack speed kind of makes your auto attack more relevant and increases your otherwise aweful farming capabilities a little bit. The nice thing is the attribute switching according to the situation (farming/fighting/casting). I tend to get Power Treads, if we get forced to go into the late game, because Undying as a raw support underperforms in the later stages of the game. |
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Some people go for Phase Boots, because they allow Undying to chase more efficiently under the effect of Tombstone. If I do not go for Arcane Boots is usually get Power Treads. I feel like Undying doesn't really need a movespeed / phase buff, because Flesh Golem and Tombstone already provide slow effect and regularly allow you to catch up to non-escpape enemies. |
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Undying is a great Mekansm carrier since he is kind of survivable and present in the middle of teamfights. If noboy gets a Mek you should always consider getting this as the first "Core" item. The stats, the hp regen and the armor come in very handy for Undying and the item itself is not too expensive after all. By getting it you help your team alot and achieve some tankiness for midgame. Another reason to go Mekansm is, that Undying can purchase it earlier than the most other supports, because he is usually involved in a lot of kills in the early game. Getting Mek up as the mid game proceeds is great, because its effect is bigger the earlier you get it. |
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Vanguard is a nice pick up if you face alot of physical dps early on and people actually try to fight you back, when going at them. You can pick up a casual Ring of Health at the sideshop, which gives you enough sustain to stay in lane after engagements. You can also recycle your early Stout Shield this way. I do not recommend going for Vanguard anymore, if you go for Mekansm. |
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If you go against a lot of casters or one strong caster, Pipe of Insight can offer you spell resistance and big HP regerenation. The active is great to initiate and prevent getting nuked right away, when you drop the TOMBO and transform into the Flesh Golem. |
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The new 6.84 item Solar Crest actually seems to be a very viable pick on Undying, when your and/or the enemy lineup is heavily centered around physical damage. It passively grants (if not activated) +10 armor and 30% evasion and which renders Undying able to engage into physical threats more safely, when trying to make use of the Flesh Golem and Tombstone. Its active is actually a big deal as it can be used aggressively on enemies or defensively on allies, but you lose your passive stats for the time Solar Crest is active. You can use this when engaging to lower an enemy's armor by 10 and put 30% miss chance at him, which pretty significantly lowers his attack damage output and physical damage resistance. This also stack with Flesh Golem's damage amplification rendering even high armor targets relatively squishy. Also it can be used passively on an ally who got engaged on to buff him with armor and evasion and maybe allow him to retreat alive. Hint: You can also use this on a creep with tower focus to make him tank more tower hits and push a little bit harder. |
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Vladmir's Offering is a handy way to convert your Ring of Basilius, if you got one for laning. But this is very situational and I would only suggest getting this, if your team constists of multiple melee attackers, that do not go for lifesteal anyway. The bonus armor and bonus damage auras boost your teamfight in addition to your Tombstone and Flesh Golem effects even more. |
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Many guides set Blade Mail as core, but I find it more situational. If you have uncontrolled AoE damage dealers like Tinker or critters like Phantom Assassin, that you are struggeling with, going Blade Mail can be a situational counter pick. |
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Early Bracers into Drum of Endurance is a good pick. Though is provides some nice stats for tankiness and is a very cost efficient item overall, I do not set this as core, because I prefer getting a Mekanms or a Pipe of Insight or both, which give you some defense too. The swiftness aura and the active are great especially in conjunction with Tombstome and Flesh Golem initiation. Get this mid game, when Mekansm and if needed Pipe of Insight are both bought by someone else. |
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6.82 invented the Crimson Guard, which is build out of a Vanguard combining with the Buckler and a Recipe. This item delivers pretty nice stats that are very useful for Dirge as it makes him very tanky considering this would be the first big pick up on Undying. The active Guard can be very solid in certain situations. I usually decide for Vanguard into Crimson Guard, when I find my team benefits from the active in the particular match. The Guard active block 50 physical damage from each incoming attack, so this is basically the Pipe versus dps. If you face a enemy team, that relies much on many sources of physical dps (maybe 3 relevant autoattackers or more) Crimson Guard is a good choice. It allows your team to reduce alot of incoming physical dps, especially when going aggressive under the effect of Tombstone. |
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Lotus Orb is actually a very interesting item consisting of a Perseverance, a Platemail and a 900 recipe, that I find useful for Undying depending on the situation. The armor, HP and mana regenreation are all very welcome to Undying and render him a little bit more sustainable through fights. The big upside of this is the active and targetable Echo Shell that grants you or an ally a shield that recasts any hero targeted spells back at the enemy. If the enemy team has a variety of targeted spells (mainly disables and nukes like Fiend's Grip or Laguna Blade) you can get this in order make the enemy rethink casting at either you or your team's tank, initiator or carry. This can be a great mechanic to allow Undying to get into the middle of teamfights, where he is most useful and can provide the Tombstone effects and Flesh Golem aura. For now I think this a great alternative for Crimson Guard or Blade Mail, if you mainly face magical, hero targeted disables that otherwise can prevent proper engaging. |
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Eul's Scepter of Divinity is a utility item that has some benefits for Undying. Eul's grant both intelligence / mana pool enhancement and mana regeneration, which allows you to spam a little bit more freely. The movement speed bonus allows Undying to position himself faster in ganks and teamfights. The Cycloone active can brought to defensive use by dodging high impact spells or be used offensively allow to catch up or isolate single enemy heroes. I recommend getting Eul's as an tool, if you consider yourself tanky enough for the damage and damage types the enemy team has at the stage of the game you are in. Picking Eul's Scepter of Divinity can be useful when the enemy team lacks damage at earlier stages or is based on stuns and disables you want to dodge. |
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I readded Glimmer Cape, because it quite seems legit on Undying and still is a pretty strong item. It's befenitial to Dirge who has to play alot around right positioning and tanking in teamfights. This can come in really handy going aggressive into vague situations or for glimmering allies, that get focused. Another upside of Glimmer Cape is its pretty low cost, allowing Undying to pruchase it early an benefit from it in the early game stages, in which he excells in. |
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Guardian Greaves are a viable extension. If you did decide to go Arcane Boots plus Mekansm as core anyway, you can put these to greater use in the late game by upgrading these to Guardian Greaves. This will grant you another item slot and the Guardian Aura. The Guardian Aura provides passively 4 armor and 4 HP regeneration to nearby allies. The interesting part is the aura boosting its to value +15/+15 when an ally drops below 20% health. This is a big deal, when teamfighting or ganking around Undying and grants a lot sustainability to your allies, when you go for early aggression and engagements and also for mid to late game objective pushes. |
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Shiva's Guard is the late game item that bring the biggest synergy to your skill set. The intelligence and armor provided are solution to the mana and survivability issued of Undying. The active is simply great! If you go into fights with Tombstone and Flesh Golem, the 40 % 4 second move slow of Arctic Blast makes escaping almost impossible. The attack speed debuff aura for the enemies is a big deal in late game too. |
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Assault Cuirass can be a viable pick up, if you want go semi-carry somehow. The armor debuff even enhances the damage amplification of Flesh Golem, while it provides great auras for your team. The attack speed makes Undying a real damage dealer. |
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Since 6.85 Aghanim's Secpter upgrades Decay instead of Flesh Golem how this will work out and scale has to be field tested first. I always considered the Flesh Golem aura upgrade really strong, but it was kind of hard to notice due to lack of visual effect. The Decay upgrade stealing 10 strength per Decay instance seems great too. This result in an HP pool decrease of 190 with each Decay debuff instance and if applied to an strenght hero also a damage reduction of 10. If stacked multiple time or on multiple enemies this is a really big deal rendering the enemy way more fragile. On paper I consider the 6.85 Aghanim's Scepter a really viable late game pick up. |
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Like on most heroes who get six slotted in the late game, Boots of Travel are viable on Undying. They even allow him to split push a little bit with the Tombstone, if really needed. |
Why not? |
Many players set Bloodstone as late game core. On the first glance it seems a strong pick up. Do not get me wrong here: Nothing about Bloodstone is wasted on Dirge. HP and mana and regeneration of both are great. But that is it. You will have alot of HP regen anyway from Mekansm, Pipe of Insight or Vanguard. Even your mana issues are solved if you go for Shiva's Guard or Scythe of Vyse instead. You will be able to regenerate and spam enough to have a big teamfight impact. You can be way more useful to your teammates by buy building other aura or active based stuff I mentioned than spamming three more Dacays. I think that is, what Undying should and has to do to be relevant in late game. Here some math: If you get level 20 and late game sets in you will have 77 Intelligence (2.5 gain per level), resulting in a base mana pool of 1001. Assume you have Arcane Boos and Mekansm and grab yourself a Shiva's Guard as is strongly suggest, this extends your overall manapool of 1706! In a average teamfight you can cast with your static mana pool alone not taking into account any regeneration :
In addition to that you can restore you mana pool with your (and maybe someone else's) Arcane Boots and have a base mana regen of around 4 per second. |
Why not? Dagon |
Stop feeding the trolls! |
Why not? |
Many people consider the Heart of Tarraque -- like the Bloodsonte -- (core) luxury / late game item. I consider it not viable. The only thing it provides is strength and HP. If you know about the effective hit point (EHP) concept, you know that you have to go for armor in order to maximize you EHP against physical dps, if you already have a considerable high hp pool. Since Undying has a big strength and hp gain, which is assisted further by Decay I consider armor items in general a better choice. Besides that items like Shiva's Guard or Assault Cuirass provide great teamfight boosting auras / avtives. Let me give you one example: Heart offer you pure 40 strength and 300 HP (1060 HP in total). You can achieve this amount of additional HP by getting ~ 12 Decay stacks up (= 4 three people hits). BUT: For free!. Adding additionaly strenght and getting the passive regen from HoT for 5500 gold just won't give you the edge. So just get a Shiva's Guard or a Scythe of Vyse up and support your team. |
(c) Shifty44 @ deviantart.com
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In fact by now I consider Phoenix the best hero to combine with Undying. Going a dual offlane almost ensures you the lane to be won, if the enemy does not provide proper escape mechanisms. I found it useful to start the aggression at level 3, so you already have level 2 Tombstone and Phoenix has 2 level in Fire Spirits. Firstly you need to prepare the go with a decay on the target of choice. Then you can drop the Tombo and apply Phoenix's Fire Spirits for the slow and go chase and further Decay the targets, while Phoenix can dive with Icarus Dive, if needed. When Supernova is up at level 6 you are capable of destroying whole teamfight. If you manage to position Tombstone and Supernova right simulatiously, the pressure on the enemy team gets immense. With some follow up dps or great positioning you should be able to take most engagements when the ult is up. Special Note for Aghanim's Scepter on Phoenix: The scepter upgrade of Supernova, which was added in 6.82 allows Phoenix to take a ally into his ult and release them with full HP and Mana and all non-ult abilites off CD, if the Supernova does not get broken down. This allows Undying to go full aggressive and drop a secondary Tombstone after reviving. |
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Venomancer deserves a special notion since in my opinion dual offlaning with him synergizes so good, you can call the Venomancer Undying Offlane a Rape Lane. The Venomous Gale and Poison Sting effect make it impossible for enemies to flee out of the AoE of Tombstone. The poison tick damage additional secures people to drop low in order to trigger Deathlust. When you and Venomancer reach level six, teamfights are going to be out of control since Poison Nova ensures the heroes dropping low enough to trigger Deathlust and be chased down. |
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Crystal Maiden is another great lane support for Dirge. She provides everything needed in oder to gain an advantage at the offlane by dominating the lane. While Frostbite allows you to easily stack up Decays and get into range for an engagement, Crystal Nova provides a big AoE nuke / slow synergizing very well with the Tombstone effect. What makes Crystal Maiden superior to other disable support like Lion or Shadow Shaman is her Arcane Aura solving most of your mana problems you would suffer especially in the laning phase. Freezing Field under the effects of Tombstone and Flesh Golem causes a big AoE havoc, if positioned well. |
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Axe is really a great lane partner, because his skills synergize very well with Undying's and often result in stomping the lane. While Berserker's Call allows easy Decays, the debuff makes Counter Helix hit even harder. The Tombstone really connect very well and allows Axe to finish the rest with Culling Blade, it the TOMBO didnt do the deal already. This is a very potent high aggresive offlane. |
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Like Veno Batrider is insanely strong with Undying offlane. Stacking Sticky Napalm on the enemies and then activating Tombstone and later on Flesh Golem end up in a insane slow, the enemies cannot recover from. If Batrider Fireflys after them and Undying goes berzerk things are pretty much done. |
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These heroes represent the big AoE casters and nukers, that fit nicely into the mechanics of Tombstone. Especialle Heartstopper and Illuminate are really nasty, when it comes to bringing the enemies down to critical HP. AoE nukes like Arc Lightning and Death Pulse or Diabolic Edict and Pulse Nova allows nuking the feeling and slowed heroes easily. |
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Dark Seer's utility abilties are very strong over all, but can excell in oombination with Undying's spells. Vacuum can set up for multiple target Decays and pull back into Tombstone range. Ion Shell greant Undying even more aggressive fight presence using the Flesh Golem damage amplifictaion further. Surge can be used to initiate with Tombstone + Flesh Golem or can be an escape for Undying once the aggression is over. Over all great synergies between these two bad boys. |
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In general any carry with a gap closer ability like Phantom Strike or Time Walk are great because they can instantly switch to attacking, when the time is right and someone it out of position. Big stuns like Wraithfire Blast and Chaos Bolt are also great as a initation for a chasedown. |
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Ranged heroes especially with additional slow orbs like Frost Arrows and Poison Attack profit alot from the Tombstone slow and the Decay debuff. This usually leads to easy kills from safe distance, without having to risk a towerdive while Undying does the tanking for them. |
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Juggernaut, Vengeful Spirit is a classic offlane combo, though Juggernaut works well in conjunction with any stunner. Pairing them up with Undying works great for some reasons. The Magic Missile is the basic set up for the engagement, when some or all enemy heroes are Decay debuffed and have taken some harassment. You want to drop the Tombstone instantly after this in order to prevent the enemy from fleeing with the zombie slow. This allows Blade Fury to come to effect. If this does not already slay one or more opponents, it is most likely to be able to finish them off under the effect of Tombstone or a last Decay or Soul Rip. |
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Visage and Viper both syngergize very well with Undying's playstyle. Visage's Grave Chill and Poison Attack from Viper make escaping from the Tombstone AoE impossible like Viper Strike later on. The Soul Assumption is a great nuke to finish off targets as they try to get away from the aggression. |
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I found the Shadow Demon Slark combo to be very effective. Shadow Demon in general is a great Offlaner since he can easily set up enemies for non-targeted abilities with Disruption. This works great with most spells, but with Slark's Pounce early aggression is a sure thing. Since the Pounce disable holds the enemy in place for another Decay and a aggressive Tombstone placement going gets pretty easy. Shadow Poison is a great spell add further damage in a huge AoE. When Demonic Purge comes online, kills are preordered. |
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Chaos Knight is a great mid game carry with a lot of early game disables and hard auto attack. Setting up with Chaos Bolt's heavy stun and Reality Rifting enemies back into the Tombstone AoE works pretty well in conjunction with Frostbite's disable. The AoE Crystal Nova hurts the enemy lane a lot and adds additional slow. Arcane Aura is huge in general, but the bonus mana regenerations is even more benefitial to mana hungry heroes like Undying and Chaos Knight |
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Enigma bring huge synergies to Undying skill set, though he most likely will not be laning partner for him, because he is most efficient in the woods. Since Enigma with Black Hole and Midnight Pulse is about AoE lockdown and magic damage he hugely profits from Tombstone and Flesh Golem's damage amplification. As you are able to hold enemies in place with Black Hole you can build up Tombstone zombies and ensure it does not get focused down early. Also the magical damage from Enigma's spell and all other damage dealt to the Black Holed enemies is hugely amplified by Flesh Golem as it allows Undying to get really close and maximize the aura's effect. Finishing off fleeing single targets with Malefice and Soul Rip is also a nice bonus to this set up. |
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With the 6.84 Gameplay Changes these heroes counter ability has been decreased significantly: All these physical damage abilities Counter Helix, Quill Spray, Slithereen Crush and Anchor Smash cannot clear Tombstone zombies anymore, since they require to be auto attacked once instead of having a certain amount of HP. So basically these are no "auto counter picks" to Undying anymore. But like before the Tombstone zombies' attacks count as attack instances and thus will trigger Bristleback- Quill Spray and [[Counter Helix], so care when sticking to and chasing these guys in their abilities' range! |
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These both ranged carries have the ability to clear Tombstone zombies pretty comfortably with their multiple target autoattack modifications Split Shot and Moon Glaives. But this still forces them to turn into the zombies direction, which might be a slight opening. Also Medusa's Stone Gaze freeze effect applies to the zombies as it works physically. |
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Omniknight is a really mean opponent for Undying in lane and throughout the later game phases. This is because of his skills can mess up your efforts. Purification can push a low hp hero above the Deathlust threshold and make further aggression pointless. Also Repel saves allies from being targeted by Decay and Soul Rip as these are magic abilties. Guardian Angel can mess up a whole teamfight set up in a larger scale, possibly turning the teamfight to the enemy's favor. Like Omni Dazzle can save his allies from Undying's aggessions. Especially Shadow Wave's AoE bounce heal combined with its nuke is mean, when you are already going and maybe diving towers. Also Shallow Grave can prevent death and allow the enemy target to TP out of danger. Also Weave counter acts the Flesh Golem Plague damage amplification, when used on allies since it will buff their armor. |
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Doom YOU!!!. |
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In general blink heores like Anti Mage and Queen of Pain are no counters to Undying. They avoid the impact of Dirge's spells by just blinking away, what is pretty efficient since Tombstone and Flesh Golem are AoE and slow based abilities. |
(c) dotabuff
As you can see from the dotbuff statistics above Undying has hugely gained popularity in the patch of 6.84 which buffed him (esp. Tombstone). In In 6.86 he is still a top tier pick since he has not received any major nerfs. I hope that Undying stays relevant and I feel like the current meta is benefiting him and his playstyle while all in all Undying himself seems pretty balanced to me.
Undying by EHOME.LaNm vs. Old Boys (iLeague Season 3 - China Qualifiers)
MATCH-ID: 1452092482
Draft in this order: EHOME: |
Old Boys: |
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I will provide one Purge solo offlane Undying gameplay video for you guys. Though I consider Undying to be more valuable on a dual offlane, he actually uses the skill build I suggested only switching level 1 and 2, resulting in the following skill sequence:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 |
Tombstone Decay Tombstone Soul Rip Tombstone Flesh Golem Tombstone Decay Decay Decay Flesh Golem Soul Rip Soul Rip Soul Rip Stats Flesh Golem |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 |
Decay Tombstone Decay Tombstone Decay Flesh Golem Decay Tombstone Tombstone Soul Rip Flesh Golem Soul Rip Soul Rip Soul Rip Stats |
In the end of this guide, I want to drop a shoutout to two of my comrades-in-arms on the sacred battlefield called DotA:
Shoutout to Pokemongo and indota2.de|Pr0, may the publics be stomped furthermore -_-.
I am honestly and really happy about constructive criticism about it on all levels. Please let me know about incorrect facts, wrong spelling and misconceptions, because I want to get this guide at a enjoyable and useful level.
Finally --- I want to thank the DotA community as a whole, especially tutorial makers, guide authors, lets players, casters and positive minded players. Without a community with such passion for the game of DotA, I would be called a fuc***g noob today for a reason.
Thanks for reading, especially for reading the full guide and for giving feedback,
E1 Mariachi
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