I'm Fumbles16x, and this is my guide for Vengeful Spirit, in case you weren't aware. Venge is a great support/utility hero who excels at locking down enemies and making it easier for carries to pound away on them with her damage amplification. Adding to that, she has a high skill ceiling due to the positioning and awareness it takes to be really good with her ultimate.
She can be played in several ways, but I like her best in the 4 position. She isn't hugely item dependent, so this spot is pretty good for her.
Vengeful Spirit is a ranged Agility support who can fit in nicely on many lineups. She makes everyone around her hit harder with her Vengeance Aura, can help push with her Wave of Terror, lock down foes with Magic Missile, and screw up the enemy's positioning with her Nether Swap.
Usually when playing her you want to get a positioning item, some mana regen and utility, and then fill the rest in with what the team needs. Her "core" items are usually just mobility like Force Staff and Blink Dagger, so it's up to you to see what the game calls for. Skill builds tend to focus on maxing Magic Missile early, which is pretty typical for most heroes with a stun. We'll go into detail on the items and abilities sections though.
Vengeful Spirit is one of those heroes whose abilities alone are just really great. She could quite honestly just get along with some boots if necessary. But, of course, you want some fancy gear for her! These items will further amplify her usefulness.
Arcane Boots- These are pretty typical for supports to pick up. Great on Venge because she tends to use a lot of mana. When laning with someone like Dragon Knight, Bristleback, or anyone else who spams spells, these are a must.
Tranquil Boots- Not quite as useful as Arcanes in my opinion, but still pretty good. Very cheap, good for letting you recover as you cross the map, and excellent movespeed.
Medallion of Courage- Even early on, this item can just melt opponents combined with your Wave of Terror. Gives you some nice armor and mana regen, and is great for laning with a carry who can deal decent early damage like Phantom Assassin. Makes early Rosh attempts a lot easier.
Urn of Shadows- Like Medallion, gives you some mana regen. This is great on the roaming build because you'll likely be building up some charges. With the heal and your Arcane Boots, you're like a walking fountain! Plus blasting an enemy with a charge is great when they might get away otherwise.
Soul Ring- Probably my last choice, given the other options. With this you will always have mana for a Magic Missile if you need it, but at the cost of some health, which can be significant on squishy ol' Vengeful Spirit.
Force Staff- When going full on support, this is the better mobility option. It gives you some intel, hp regen, and lets you do a lot of stuff with its active. You can save enemies by forcing them to safety, get into range for a Magic Missile or Nether Swap, or cross impassable terrain to give yourself a better vantage point. Lots of uses packed into one item!
Blink Dagger- The more selfish counterpart to Force Staff. This is the ultimate positioning tool, and you can really do a lot of cool things when combined with your ult. Enemy has no way to cross terrain? Blink to a cliff and swap him up there while you and your team blast him from below! It also lets you precisely pick where you want your enemy to be when used in conjunction with Nether Swap. The downside is that it only benefits you as opposed to Force Staff.
Aghanim's Scepter- One of the more lackluster upgrades, in my opinion, but not without its uses. While you can now swap with any unit instead of only heroes, the big deal here is the cooldown reduction to 10 seconds. That means you can get several swaps into a single teamfight or gank. If you find yourself with the gold, by all means go for it.
Eul's Scepter of Divinity- One of the best items for a support, in my opinion. If you spot one of their supports warding all alone but you can't quite kill him alone, just stun and cyclone while your team catches up. It can also take you or an enemy out of the fight for a couple of seconds, which can save your team if used right. The movespeed is great, and the mana regen is huge. You'll always have a Magic Missile locked and loaded.
Mekansm- Well, what can you say. Every team needs one of these, and as a support you will probably need to buy it. Gives stats, regen, and armor plus a great burst heal. Good for pushing and teamfighting, try to get it pretty fast.
Veil of Discord- Nice stats, a good active, and is overall very useful to your team. It's great when you have a lot of casters like Zeus or someone like Sand King who has an ult that deals tons of magic damage. As for you, the damage amp from veil doesn't help a ton, but it can melt the other team if your allies follow up.
Rod of Atos- Health and INT, plus a low-cooldown slow. This item is great for ganking and stopping escapes. If you're having trouble getting in range for a missile, this can be used to close the gap.
Manta Style- What's better than one Vengeful Spirit? A Mirana? No! Three Vengeful Spirits! This debuffs a lot of stuff, can be used to dodge spells with good timing, and gives really great stats and movespeed. Yasha alone is a great item on Venge, and if you bothered making one then Manta is a natural follow up.
Shiva's Guard- Attack slow aura and a powerful nuke/slow, plus a major increase to your mana pool. Not usually what I would go for on Venge, but when the time is right it could work, I guess.
Orchid Malevolence- A wonderful ganking item. A silence with even more damage amplification, and some good regen to keep your missiles locked and loaded.
Assault Cuirass- You usually want your carry or semi-carry to get this, but sometimes they need to fill that 6 slot with an MKB to counter PA. This item is a must on your team somewhere in the armor reduction build, so if nobody else is getting it, you need to. It's not the hardest thing to build, especially with several kills.
Necronomicon- Does your team need a little extra push? This book is great at level 3. You can push towers and creep waves like they're nothing, and they benefit from your Vengeance Aura. Good in teamfights as well, and can provide true sight to keep that pesky Bounty Hunter from sneaking up on you.
Ghost Scepter- So you didn't get a lot of farm or levels early on, and you're basically just buying wards and stuff for the team. It doesn't help that the enemy Ursa can just blink in on you and tear you down in 3 seconds. This item makes you immune to physical damage, so it will keep you safe (for a little bit) from enemy carries who can right-click you to the moon. Great for making Juggernaut's ult useless.
Linken's Sphere- When the enemy team has powerful single target spells like Doom or Flaming Lasso, this is a nice item to have. You won't always be the target of these spells since you're in the support role, but remember you can cast the shield onto your buddies!
Black King Bar- Eh, what hero doesn't need this item from time to time? Magic immunity for a few seconds, some damage and HP, what's not to love? If the enemy team keeps silencing or stunning you before you can initiate, you may want to buy this bad boy.
Diffusal Blade- You mostly want this for the active. Omniknight just gave magic immunity to his buddy so you can't lock him down? That sucks.. except you can purge it right away and blast him with a Magic Missile. Great slow and UAM as well. Remember not to buy the upgraded version until you're out of charges on the first, otherwise it's quite a waste.
Shadow Blade- Great initiation item, but not as good as Blink Dagger in most cases. You can sneak through warded areas a lot easier without the use of Smoke, and gives a boost to your attack when you break invisibility.
Drum of Endurance- Every team needs one! It gives a wonderful aura and is the most cost efficient set of stats in the game. It's also easy to build and a great extension if you build an early Bracer. You aren't the first choice to carry this usually, but there's nothing wrong with it either.
Desolator- Makes towers easier to fell, and goes well with your damage amplification. Think about this especially when your team is going for a minus armor strategy.
Dagon- Usually you don't want to get this. It's just a really big nuke, but it falls off hard unless you keep upgrading it. Problem with that is that a full level 5 Dagon is the most expensive item in the game, which isn't feasible for most supports. If it's a crazy stomp, however, this item is a lot of fun. Consider if your team has no nuking power.
Wards, Smoke, and Dust
Always keep these on hand as they're needed. You don't want Riki popping in to kill your lollygagging Crystal Maiden, fading back to invis, and having your team yelling for you to dust before he runs away. Sentries and Dust are a necessity when facing invisible heroes, and Observer Wards need to be up at all time. Sentries should be used to deward from time to time, and you should keep smoke in your inventory in case an opportunity for a gank or Roshan attempt comes up. It's so, so much better to spend 150 gold on an item and not need it than to save your money and get caught without it.
Vengeful Spirit is great at all points in the game. She has a stun for locking down and killing enemies in the laning phase, has a good ganking skillset for the mid game, and provides numerous benefits to the whole team when you start clashing with the enemies and pushing towers.
Things to remember:
-Always be aware of where everyone is. You, your team, and your enemies. Watch for the enemy to mess up and capitalize on it, and if your teammate messes up you should be there to save them.
-A well-played Vengeful Spirit is a potent tool. She's very adaptable and can go with most team compositions. Just keep wards up for the team, don't feed, and your team will likely thank you.
-Don't try to be the carry. If you end up snowballing after a string of ganks, then maybe build a Manta Style and a Desolator, but never take the safelane and go for the farming role.
-When picking Vengeful Spirit, take a look at who you're with and who you're up against. This goes for all heroes, but try to at least have synergy with your allies or counter your opponents. Anyone like Drow Ranger or Slardar who can boost physical damage is a great friend to you, and you can help them snowball out of control with your supporting.
I have a couple of builds included in this guide, but the main two are the Lane Support and Roaming Support, since this is really what Vengeful Spirit is excellent at. There are plenty of great guides around the internet and this website that tell you how to play those roles, so I'm not going to give a detailed manual on why an Observer Ward or two is a great idea. Instead, I'll just focus on what a good Vengeful Spirit should keep in mind when playing these roles.
All heroes in Dota share a certain amount of chemistry with each other, and are capable of countering each other really well or not at all. These guys are who you should hook up with and maybe stay away from.
So yeah, that's about it. I'm sure I missed something along the way, so let me know if there are any glaring issues with this guide. I still have a lot of formatting to add, but now that I've put in all the information and "meat" of the guide, I feel ready to post it. Thanks for reading, and go out there and own some noobs with Vengeful Spirit!
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