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Vengeful Spirit - Aggressive Support in Pub Games (6.79)

January 3, 2014 by Mighty Taco
Comments: 0    |    Views: 1178    |   


Hero Build

DotA2 Hero: Vengeful Spirit




Hero Skills

Retribution (Innate)

Magic Missile

1 4 7 8

Wave of Terror

2 3 5 9

Vengeance Aura

10 12 13 14

Nether Swap

6 11 16

Talents

15 17 18


Vengeful Spirit - Aggressive Support in Pub Games (6.79)

Mighty Taco
January 3, 2014


Overview

Vengeful Spirit is an agility support hero whose primary role is setting enemies up for easy kills. Her three active abilities work together to weaken, stun, and re-position enemies and her Vengeance Aura gives bonus damage to nearby allies. She is relatively item-independent and can operate effectively when out-leveled, so it's not uncommon for her to sacrifice herself to save teammates or to set up an important kill.

This guide is intended for newish pub players, like myself. I published this on accident and don't know how to put it back to "Draft" mode, so this is a work in progress. I still have three chapters to write. It's also my first guide, and I'd appreciate any feedback.

Skills

Magic Missile: A guaranteed stun that deals a significant amount of damage. Early on it is highly effective at protecting your carry from enemy aggression in the lane and it can be used in a pinch to place a last-hit on a fleeing enemy. Be sure to start the game with at least two clarity potions so you can use it when you need it.

Wave of Terror: Vengeful Spirit lets out a scream that decreases enemy armor, deals modest damage, and provides sight along a long, wide path. Should be used on each creep wave when pushing, and should be used at the beginning of every gank and teamfight. Be careful with Wave of Terror in the early game because it will push your creep wave closer to the enemy tower.

Vengeance Aura: Gives bonus damage to Vengeful Spirit and all nearby allies. Do not put any points in Vengeance Aura until after the laning phase because it will cause your creeps to push the lane towards the enemy tower. Once you have a point or two in Vengeance Aura, you become very useful in teamfights and should be at every one.

Nether Swap: Venegeful Spirit's ultimate and most unique skill. Swaps your position instantly with a nearby hero. Can be used on enemies or allies. It has lots of practical uses including initiating ganks, catching fleeing heroes, escaping a fight you can't win, or saving allies. Purchasing Aghanim's Scepter brings its cooldown to 10 seconds.

Early Game Strategy

Warding

Your first duty as Vengeful Spirit is to ward the map. No matter where you choose to place your wards, at least one of them should give vision of a rune location. I usually place the other one in my jungle if I'm playing the safe lane, or in the enemy jungle if I'm playing in the hard lane. Placing the wards in these spots will let you see incoming ganks.

Laning

Once you've warded the map, you should proceed immediately to your lane. Venge can lane with anyone and she's a great lane partner because she can let the other hero get last hits and her level one abilities are stronger than most heroes'. If you are laning with someone who is very farm-dependent, you should let them get all of the last hits. If you're laning with someone who you can share the farm with, then try to get about half of the last hits, because the early gold will let you build your support items more quickly. Either way, consider it your job to deny the creeps and protect whoever you are laning with.

Magic Missile is your primary ability during the early game, but it takes a lot of mana so it should mostly be used to protect your lane partner from enemy aggression, or to set up early kills. If I'm feeling bold, I sometimes use it as a harass in the very early game if an enemy is getting too aggressive. Using Magic Missile like this usually does nothing other than annoy your enemy and spend your mana, but usually it will get them to relax on their harassment, and can even weaken them enough so that they need to heal up. Be sure to communicate with heroes in other lanes, because Magic Missile is strong enough at Level 1 to initiate first blood.

Terror Wave is the other ability to focus on in the early game. Because it has a long range, provides sight along its path, and deals a small but significant amount of damage, I use it to either try to put a last hit on a fleeing enemy, or scout out the river or jungle by my lane. Be careful of spamming it in your lane because it will weaken any enemy creeps it hits which will eventually push your creep towards the enemy tower.

NB! You should not put any points into Venegance Aura in the early game, because it gives bonus damage to all nearby allies, including creeps, and you do not want your creeps to be to push all the way to the enemy towers too soon. I usually leave Vengeance Aura alone until after the laning phase.

Middle Game Tactics / Strategy

Once you've reached Level 6, you can consider yourself free to leave the lane and begin ganking / pushing / re-warding / assisting. Be sure to ask your lane partner if they'll be alright without you, and return to your original lane to defend / push / farm if there is nothing else to do at the moment.

Ganking

Vengeful Spirit is an incredible ganker because of her ability to quickly disable, weaken and position the enemy. Once you hit level 6, you should always be on the lookout for ganks. Vengeful Spirit's active abilities work perfectly together to set up a lone enemy for an easy kill: magic missile will hold the enemy in place, terror wave will weaken their armor, and nether swap will either bring them into the gank or catch them if they try to escape.

You can use these three abilities in any order, depending on the situation, and I usually use Magic Missile as soon as the enemy is in range because it has the lowest cooldown of her three active abilities, which means I will be able to use it again as the battle continues. Here are some videos of successful ganks with Vengeful Spirit:

Once the enemy is in position and weakened, you should attack them aggressively, but you should let a carry take the final swing, because they will likely need the bonus gold and XP more than you. If your teammates took damage during the gank, heal them with the Urn of Shadows before you heal yourself.

Pushing

Vengeful Spirit is very valuable during pushes because her Vengeance Aura buffs both her creeps and her teammates, giving them a damage advantage over the other team. Wave of Terror should be used on every creep wave during a push so that your creeps can steamroll the enemy creeps. You should not try to take a tower solo unless you've got Mek on you, and even then, you should be careful because being in enemy territory makes you more vulnerable to attack.

Teamfighting

Vengeful Spirit does not have enough damage to carry a teamfight with her autoattack, nor does she have an AOE nuke, so she takes on a supportive and tactical role in teamfights. Her passive ability, Vengeance Aura, buffs all nearby allies with up to 36% extra damage, so just being present at the teamfight can be enough to make the difference.

Terror Wave should be used immediately when a teamfight begins, and you should be on the lookout for opportunities to stun, swap, and use your force staff to disable and position the enemy in a way that will make a kill easier for your team. The same ability combos used to gank enemies can be used in teamfights. Follow your teammates' pings; if they are pinging an enemy hero, your job is to weaken that hero and position him for the kill.

Because you will have Urn of Shadows and Mekanism on you, you are responsible for buffing and healing your teammates throughout each teamfight. Watch the health of your teammates closely so you can use your Mek at the right time, and do not hesitate to tell someone to leave a fight so you can use an Urn charge on them.

In general, you should not be at the center of any team fight, but if your team is losing a team fight, your job may be to sacrifice yourself, either by swapping yourself for a teammate who is near dying, or by placing yourself in the center of the teamfight to draw the enemy's attention and hopefully let your carries get away. Vengeful Spirit is less reliant on gold and XP than other heroes, so it's better that you die than someone else. Don't be careless, though; if a teamfight looks unwinnable, it's better for you to run away than to feed the other team.

[/b]One-on-One battles[/b]

Throughout the game, it is likely that Vengeful Spirit will be unable to win any one-on-one battle with an even-leveled enemy, so you should not seek these fights out and should try to escape all one-on-one fights unless you are certain you can win. If you are engaged in a one-on-one fight that you can't get out of, use Terror Wave and Magic Missile to reduce the health of your enemy before he kills you, and ping him on the map so nearby teammates can come finish the job.

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