Dragon Knight

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    Dragon Knight

    Davion probably has the highest armor not counting agility bonuses, and

    has the longest-duration non-ultimate stun. His Level 3 Elder Dragon Form

    makes him a fearsome killing machine.

    Pros:

    One of the best tanks

    Full splash frost attack

    Excellent regen and armor

    Relatively easy to use

    Good aoe/farming skill

    A great pusher/defender thanks to EDF

    Cons:

    Low mana pool

    Slow attack speed

    Mediocre attack damage

    http://www.dota-allstars.com/w/images/Davion.gif
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    250 range stun

    Hero Skills

    Breathe FireBreathes fire at enemy units, which deals damage.

    Level 1 - 75 damage.

    Level 2 - 150 damage.

    Level 3 - 225 damage.

    Level 4 - 300 damage.

    Cooldown: 12 seconds.

    Level 1: 100 mana, 12 sec cooldown.

    Level 2: 110 mana, 12 sec cooldown.

    Level 3: 120 mana, 12 sec cooldown.

    Level 4: 130 mana, 12 sec cooldown.

    You should always max this skill out first because it is your way of

    killing/harassing early and farming throughout the game. DK is lucky tohave an aoe farming skill and this is spell is why some try to play him as a

    caster . In a tough lane where you lose a lot of HP or might die from last

    hitting, you can continue to farm and harass back with breathe fire. To

    make sure you do not waste mana, always make sure you kill a creep with

    the spell and hit all the heroes in the lane. I generally click behind the

    creep when using this to harass and in the direction of the hero I want it

    to hit. If both your opponents are slightly seperated, then click behind the

    creep and roughly half way between the heroes to make sure your aoe

    hits all the targets. Breathe fire can also be used to help take down towers

    early by clearing the enemy creeps, so the enemy tower targets your

    creeps and not you. When going for a kill you should either use breathe

    fire right away, or save it for a potential killing blow. Generally an ally will

    use a ranged stun, then you run in and extend the stun time with dragons

    tail, and when the stuns wear off and they are out of melee range you

    should use breathe fire to try and finish them. Just like with most spells in

    the game, breathe fire does lose effectiveness as the game drags on, but

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    it is still good for clearing creeps mid to late game. All my replays show

    how to use breathe fire effectively and that is the best way to learn

    besides trying it yourself.

    Dragon Tail

    Knight Davion bashes a melee-range enemy target with the fury of a

    dragon's tail swipe. Stuns the target and deals minor damage.

    Level 1 - Deals 25 damage, stuns for 2.5 seconds.

    Level 2 - Deals 50 damage, stuns for 2.75 seconds.

    Level 3 - Deals 75 damage, stuns for 3 seconds.

    Level 4 - Deals 100 damage, stuns for 3.25 seconds.

    Cooldown: 9 seconds.

    Level 1: 100 mana, 9 sec cooldown.

    Level 2: 100 mana, 9 sec cooldown.

    Level 3: 100 mana, 9 sec cooldown.

    Level 4: 100 mana, 9 sec cooldown.

    The time in which you get this skill entirely and I mean ENTIRELY depends

    on if you have a lane partner or not. There are some circumstances where

    if you are soloing you might get this skill if you need it to cancel a hero

    with a channeling spell, but besides this you generally only get it early if

    you have a lane partner with another disable or slow. I want to make the

    point either way that if you do get this skill early game, get it at level 1 for

    stunning a careless hero at your tower or in combo with a partner's stun

    or slow. With the very low increase in damage and stun time only invest 1

    point in this skill until later in the game. Late game this skill will be very

    powerful with your frost attack in level 3 EDF and other partners disables.

    The only down side to this skill besides the low damage is the low range

    on the stun. Dragon tail only has 250 range, but it does not have a casting

    time so you can immediately do another action after stunning someone.

    Dragon Blood

    Grants Dragon Knight blood from his ancient ancestral dragon heritage,

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    which increases health regeneration and armor.

    Level 1 - Increases hp regen by 1 and armor by 2.

    Level 2 - Increases hp regen by 2 and armor by 4.

    Level 3 - Increases hp regen by 3 and armor by 6.

    Level 4 - Increases hp regen by 4 and armor by 8.

    Passive

    If for whatever reason you are not getting this skill early game, YOU ARE

    AN IDIOT! This skill is what makes you a real nuisance to opponents who

    want you to get out of their lane. Whatever you do, you will want to max

    out this skill second only because breathe fire takes higher priority over

    picking more survivability (duh). Dragon blood relieves you from having to

    invest in some regen and armor items that other heroes need to get to be

    able to survive until they get their first main item. However, you still may

    need to get more regen or HP if you are against nukers or chain stunners.

    Elder Dragon Form

    Transforms the Dragon Knight into a powerful elder dragon. Gives 25

    movement speed boost. Lasts 60 seconds.

    Level 1 - Transform into a Green Dragon with a corrosive breath attack.

    Level 2 - Transform into a Red Dragon with a splash attack.

    Level 3 - Transform into a Blue Dragon with an extremely powerful frost

    attack.

    Cooldown: 115 seconds.

    Level 1: 50 mana, 115 sec cooldown.

    Level 2: 50 mana, 115 sec cooldown.

    Level 3: 50 mana, 115 sec cooldown.

    Elder Dragon Form has received a huge buff in 6.51 by reducing the mana

    cost to 50, and the cool down now much less. That means late game you

    will only spend 55 seconds out of dragon form at any time. When the

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    mana cost was 100 for level 1, many people used to skip getting it until

    level 10/11 because they felt EDF 1 was weak. Well now it is pretty much

    spamable and it is still one of the best tower killing abilities in the game.

    Thus, there is no real legitimate excuse for not getting this skill. In 6.52

    the animation was improved as well, so no one can complain about it

    having the worst attack animation in the game anymore. Even if you are

    not going to get the chance to take down towers before level 11, you

    should still get this when defending your tower for a ranged attack. Also,

    it still can serve the purpose of an escape mechanism, which I have done

    many times to save my ass. Either way, the skill still works the same, but

    for only 50 mana it is great for pushing, defending, or just spamming

    now. EDF 1 can also be a great way to harass back against enemiesbecause it deals 100 poison damage over 5 seconds. The bonus damage

    that is dealt to towers when attacking them with EDF 1 is based off the

    skill of corrosive breath from ladder, so it does not do damage over time

    to towers.

    Level 2 EDF is much better than EDF level 1 when it comes to clearing

    creep waves, but losing corrosive breath sometimes does suck though. At

    this point in the game you and your team should be pushing a lane

    together and with this form of EDF you can let your creeps tank the tower

    while you mindlessly focus a tower down. With the splash damage from

    your attacks if the creeps fight each other by their tower you will damage

    most of the creeps while still damaging the tower. If you have the option

    of attacking creeps by a tower and attacking the tower you should be

    focusing the tower, because your splash will not hurt the tower if you

    attack the creeps. The other likely situation where you will use this skill is

    if their team decides to push one of your towers first. If this happens just

    stay by your tower and attack the creep wave/heroes from a distance so

    that you can splash as many of them as possible. This will buy you time

    for your partners to get there and perhaps push them back in frustration

    when your allies arrive. If you still have half the timer or a little less left

    on EDF just go and neutral if everyone is whoring your experience or

    moving out to kill their creeps would put you in danger of getting ganked

    by their heroes.

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    Level 3 EDF is one of the best ultimates in the game in my opinion. You

    basically have a built in Eye of Skadi with full splash damage and a huge

    gain in movement speed that allows you to chase almost anyone down if

    you manage to hit them with your frost attack. In large team fights you

    will find the frost attack greatly aids your partners in both escaping and

    focusing down multiple heroes at once. At this point in the game you will

    be a major player and your survivability goes up dramatically, as well as

    your lane presence. I used to tell people to not waste this skill in the past

    because it had a 200 mana cost and you might need it will defending or

    pushing. Well, times have changed and now the skill got a huge buff that

    means after 50 mana and 60 seconds of use you can use it again 55

    seconds later. I still recommend not wasting it to neutral, but now you canuse this skill much more readily with DK's low mana pool.

    Skill Build

    If you have a partner with a reliable stun or slow:

    Dragon Tail

    Breathe Fire

    Breathe Fire

    Dragon Blood

    Breath Fire

    EDF

    Breath Fire

    Dragon Blood

    Dragon Blood

    Dragon Blood

    EDF

    Dragon Tail

    Dragon Tail

    Dragon Tail

    Stats

    EDF

    StatsStats

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    Stats

    Stats

    Stats

    Stats

    Stats

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    Stats

    If you are solo or have a partner without a reliable disable:

    Dragon Blood

    Breathe FireBreathe Fire

    Dragon Blood

    Breathe Fire

    EDF

    Breathe Fire

    Dragon Blood

    Dragon Blood

    Dragon Tail

    EDF

    Dragon Tail

    Dragon Tail

    Dragon Tail

    Stats

    EDF

    Stats

    Stats

    Stats

    Stats

    Stats

    Stats

    Stats

    Stats

    Stats

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    Skill build justification:

    To clear up any confusion about what skill to pick first, it mostly depends

    on what hero you are laned with, although choosing stun first will work in

    all lanes. In summary, if you are laned with someone with a stun or a

    strong slow, then you should get dragon's tail first. If you are with

    someone who just has an aoe spell or aoe slow, lich for example, then

    either get dragons blood as your first skill for regen, or breathe fire.

    Whatever you do, you should always max out breathe fire first, get EDF

    asap, and max out dragons blood 2nd for the regen and surivability it

    offers.

    If you are in a lane with another stunner, or better yet enigma, then you

    should have no problem getting a few kills early or even getting first

    blood. Just do not waste mana on breathe fire until you at least have level

    2 of that skill because level 1 skills do shit damage.

    I know many people dislike EDF level 1, but it is important to get it asap.

    If you kill a hero or both heroes at center with the use of EDF and a creepwave to absorb the tower hits, you will be able to take down a tower and

    give your team +200 and most likely +400ish gold for yourself. If you

    take down one hero or injury one or both of their heroes you should be

    able to use the creeps as fodder and take down the tower. Generally if you

    use EDF at the right times you can take down a tower with 2 uses or less.

    Item Build

    Starter Items:

    Courier (225)

    Ironwood Branch (57)

    Ancient Tango of Essification (90)

    sapphire water (100 - optional)

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    Sobi Mask (325) + Ring of Protection (175)

    Bracers 1-2 (510 - optional)

    Boots of Speed (500)

    Hood of Defiance (2350 - optional)

    Scroll of Town Patrol (135)Items I suggest in AR:

    x 2

    x 2

    Items I suggest in AP, SD, or RD:

    x 2

    x 3

    Starter Item Justification:

    Courier is essential to your success so always buy one or share one with

    your allies. You need to stay in your lane at all possible times, so leaving

    to go buy items is a waste when a courier is only 225 gold.

    I find that 2 sets of tangos really enhances your early game ability to last

    hit and deny without worrying about your health. Flasks of Sapphire Water

    are a decent choice as well, but your health will not always be low enough

    to justify using one of them. I generally buy them after I run out of

    tangos, or when my health is so low that a quick rendevous with my

    chicken is all I need to stay in the fight.

    I suggest getting 2-3 branches (depending on game type) because it is an

    inexpensive way to give a few more stats early and they can be readily

    sold or destroyed if you need more room in your inventory. If you are a

    player that cannot go without buying bracers, then just spend the gold on

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    a circlet instead of branches. I, however, usually go without bracers

    because DK does have a solid HP pool early game and his bonus armor

    and regen help too.

    If you have the money a sobi mask is good to buy along with your tangos,

    courier, and branches I suggest it because it will let you harass your

    enemies as soon as you hit level 3. Once you upgrade this into ring of

    basilus it will provide you with sufficient mana regen for the whole game.

    If you want more regen, then a void stone or another sobi mask is the

    best way to spend your money later.

    If you feel that you need more HP during the start of the game until youbuy your reaver for your satanic, then purchase 1-2 bracers and/or

    strength treads. Against heroes that have spell combos that have very

    high cool downs and damage this might be the way to go instead of

    spending 2,000 or so on a hood. Otherwise you do not need to get any if

    you play it safe, rely on your regen ability from helm of iron will and

    dragon's blood, and life steal from mask of death/helm of the dominator.

    Hood of Defiance is for those situations where you are against spell

    spamming heroes and the regen from your helm of iron will and Dragon's

    Blood is not enough. If there are 3+ spell-spamming heroes on the other

    team then you might want to invest in this item so in team fights you can

    take the pressure off your teammates by tanking nukes. Against heroes

    like Luna that has a very high damage ultimate this is very helpful in

    ensuring you survive, although stunning and running out of line of sight is

    the ideal way to avoid her ultimate.

    The Core Item:

    Helm of Iron Will (950) + Mask of Death (900) + Messerschmidts

    Reaver (3200) + Satanic Scroll (1100) = 6,150

    Helm of the Dominator is an item that you should utilize to its full

    capacity. Any creep in the forest that has an aoe stun, slow, or ensnare is

    your friend. DK's general problem is that he needs someone to initiate a

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    stun, but with a dominated troll warlord you can easily get a 1.5 second

    ensnare on the enemy. Once you get this item it will enable you to neutral

    most of the creep camps in the forest, excluding the double ursa camp.

    Luckily for us they buffed HotD by giving it +20 damage and cutting the

    mana cost of dominating creeps down to 75 (it used to be 150 I believe).

    The times this item will come in handy is when your creeps have pushed

    well into enemy territory and you notice many of their team members are

    M.I.A.. This will allow you to keep farming gold and experience so that you

    can later complete this item. With the introduction of Armlet of Mordiggian

    you can either purchase the armlet right after completeing your HotD or

    wait until you have completed your satanic. If you buy the armlet before

    completeing your satanic you will get an opportunity to continue usingforest creeps to enhance your team presence. Unlike vanguard or buying

    other regen items, HotD allows you to neutral freely while not delaying

    your build into the core item of satanic. I added several replays that show

    how to effectively use HotD to neutral when your team has pushed well

    into enemy territory and how to abuse stunning/slowing creeps.

    But WHY satanic?

    Satanic is a great build up to an already useful early game item, helm of

    the dominator. The main thing you will aim for is buying your reaver by

    the time you hit level 16 in the game. If you do this, then generally you

    are on par for farming time and have not wasted too much time running

    around the map. Hang on to your HotD for as long as dominated creeps

    are still effective. There will come a time in the game when the creeps die

    so quick that you cannot even get to use them, or you need to reduce

    inventory space. When this happens, you should upgrade to satanic forthe addtional damage and life steal.

    The reason I so strongly support satanic is because it offers more than

    just damage, unlike armlet on its own, radiance, or battlefury. DK I find is

    more formidable when he has HP along with damage, thus satanic is a

    solid choice. The damage is also comperable to radiance, bfury, and

    armlet, even though it does cost a bit more. The longer the game lasts,

    the more effective Satanic will become because DK is already hard to take

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    down because of his armor. When you factor in life steal and his aoe slow

    he can become nearly unkillable if you have power treads, satanic, and a

    bkb or a heart. The most important reason for going satanic is it's viability

    in all situations. By completing this item, you put off buying any more HP

    items almost indefinately. Satanic does not, however, make you

    invincible. One must realize that life steal only increases your survivability

    if you are able to attack.

    In the following section I am going to highlight some potential items to

    complete before or after your satanic. The options include Hand of Midas,

    Power Treads, Boots of Travel, Black King Bar, Armlet of Mordiggian,

    Heart of Tarrasque, Buriza-do Kyanon, Radiance, Linken's Sphere, OrchidMalevolence, Assault Cuirass, and Monkey King Bar. Some of the items I

    get nearly ever game, whereas, other items I reserve for only rare

    circumstances.

    Other Potential Items:

    Hand of Midas

    If you are in a tough lane, you will probably not be able to afford this item

    without paying dearly for it. However, if you are able to last hit frequently,

    are soloing, or dominating your lane then this is a great way to improve

    your mid to late game. I do not suggest getting this item if you cannot

    delay a regen item or movement speed. If you are having a good early

    game, get this, if not then just do the normal build.

    Armlet of Mordiggian

    I have sufficiently tested this item to know it can be a powerful combo

    with lifesteal. If you get this item, you need to have helm of the

    dominator or satanic complete. A helm of the dominator when you're

    attacking creeps will be enough life steal to counterbalance the -35

    hp/sec. Technically, the negative regeneration is only 32 hp/sec because

    you still get the +3 hp/sec from the Helm of Iron Will. If you get this item

    before your satanic it gives you more opportunity to roam the forest for

    stunners/disablers. It also makes you a more formidable hero earlier, but

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    has the potential to put you behind if you have an unlucky streak and die

    several times. I have added replays of getting this item before and after

    purchasing my reaver for Satanic. I find that this item is most effective

    when you get it after satanic because you can farm it much faster at that

    point in the game. It also gives you huge boosts in damage that leads to

    more life steal and in some cases is better than a hyperstone for damage.

    Power Treads

    The choice between power treads and boots of travel really just comes

    down to personal preference. If you need map mobility, then boots of

    travel might be the better choice. However, if you are defending most of

    the game or not traveling cross map very often then power treads might

    be the better choice. If you decide to go power treads, purchase them

    after your helm of the dominator and before your reaver. I used to only

    get boots of travel, but I find the bonus 10 strength and attack speed can

    really help you become a killer earlier. Also, between the frost attack on

    EDF and the bonus move speed there isn't really a chance anyone is out

    running you regardless of what move speed item you purchase.

    Boots of Travel

    You should purchase this item when your team has pushed all the way

    across the map and you need the mobility to get there. If your team is on

    the verge of finishing the game or making a break through, then boots of

    travel are essential to your ability to finish up the game. Another time to

    get this item after satanic is if you could use it to improve your farming

    drastically. If your team has lost all of their towers in top, bottom, and

    mid lanes then you should spend the gold on an item that will improve

    your dps/survivability. The great thing about boots of travel with level 3

    EDF is that you will be one of the fastest heroes in the game and it will be

    very hard for anyone to escape you (especially after the nerf to dagger

    XD).

    Assault Cuirass

    This is the item that I normally get as my 2nd core item because itsynergizes best with DK than pretty much any other item listed above.

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    The attack speed increase allows you to kill heroes quicker while

    improving your survivability through life steal and the really great armor

    bonus. Not to mention that the attack speed aura is great for your allies

    and since you are so difficult to eradicate you will almost always be able to

    stay in combat to support your allies. Most likely you will not be able to

    afford this item until level 20+, so after purchasing your hyperstone I

    suggest you move onto another core item like heart, BoT, buriza, or

    armlet. Basically this item will boost your armor to between 66-72%

    reduction, which is great late game with life steal and is really effective vs.

    heroes that have high crit damage.

    Heart of Tarrasque

    It only makes sense to get this item if you are the tank for your team

    because the 1k hp bonus and the massive regen and mediocre attack

    damage boost are all quite helpful. If I get boots of travel before

    completing my assault cuirass I normally will get this item because

    without it you might not have enough HP to stay indefinitely in the battle.

    RadianceIf you are looking to boost your damage quite a bit and want more lane

    presence then this might be the best item for you to get. I personally do

    not get this item very often, unless I am dominating and have already

    purchased my reaver for a satanic. Generally, bkb armlet, hyperstone,

    boots of travel, or heart take precedence over this item for me. Radiance

    tends to get weaker as the game goes along, thus if you cannot complete

    it quickly after satanic, there are usually better options to buy.

    Buriza-do Kyanon

    I do not recommend rushing this item after your Satanic because you will

    not have good enough attack speed or high enough damage to make this

    the most useful item right after your satanic. If you buy a armlet,

    hyperstone, heart, radiance, BKB, or MKB then this item will be worth

    getting. This item can be great, but it is not essential on DK and needs

    another item to boost damage or attack speed significantly. The reason Isuggest getting it later is because the damage boost late game (say 50+

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    mins in) will be game breaking and DK needs mobility, survivability, and

    attack speed before a damage item like this.

    Monkey King BarBeing that you already have a stun, you don't really need to get this. This

    item does give you some ridiculous damage though, and combined with

    life steal you will be a scary dpser for teams who do not have enough

    disables to keep you down. If you prefer huge damage items over

    survivability ones then this item can be worthwhile, but I do not

    recommend it over buriza for damage. I leave this item for my 6th slot,

    and have yet to have a game last long enough to complete my entire

    build.

    Black King Bar

    If you are facing a team that seems to slow/stun you the entire fight, then

    you might want to get this item. It does give a decent damage boost, but

    the 9 seconds of magic immunity can be very helpful in team fights that

    generally do not last much longer then that. Another time this item might

    be useful is against heroes like tree or destroyer so you can avoid theirdeadly ults. If you ever have a poor early game, or cannot farm 3200 gold

    for your reaver in time, then this is a good potential item to buy after your

    HotD.

    Linken's Sphere

    This item has gotten much better over the past two patches because of

    the decrease in price and the 18 sec spell block. Against a team of single

    target stunners/nukers this item might be the best choice for your funds if

    you already completed your satanic. I know some players like having

    more regen early in the game, especially mana regen, and likens is a good

    way to get regen early and use those items for something useful later on.

    Orchid Malevolence

    This item has gotten a lot of discussion on the strategy forums about its

    viability on DK. I have used it before and found it can be a worthwhile

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    investment. This item works well against heroes with game breaking ults,

    blinkers, or heroes with an invisibility skill that always seem to escape. If

    you decide to purchase this item, I suggest you get some serious HP

    beforehand, otherwise you will be little more than a support hero for your

    team. Therefore, wait until you have purchased a reaver or a reaver and

    strength treads. The downside to this item is that it gives way more mana

    and mana regen than DK needs, but in some situations it can be quite

    useful.

    Items not to get

    Sange and Yasha (5,100)

    Yes, it is a good item on DK, but orb effects do not stack so we don't get

    this. It does improve IAS, but so does hyperstone, which is better. The

    movement speed is decent, but boots of travel or power treads and EDF

    cover that pretty well. If you weren't going Satanic I would not flame you

    for going this item, but I think Satanic is a better item for a tank hero like

    DK.

    Battle Fury

    For some reason this item is popular in pubs, which I don't understand at

    all. I assume they get it because they like pererverance for regen and

    they decided to complete the item for damage. For starters the splash

    damage is useless when you have EDF that has FULL splash damage.

    Secondly, if you want damage so bad finish your satanic or get a radiance.

    Some of you are probably thinking right now, well I get it for mana regen

    noob! Ugh... If you truly feel you do not have enough mana regen from

    stats and ring of basilius then get a void stone, another sobi mask, or a

    robe of the magi for an orchids or likens or what have you. The fact of the

    matter is a void stone gives you the mana to spam breathe fire which is

    more cost efficient than a battle fury for clearing creeps. If you decide to

    get this item I will personally come to your house and murder your family

    Chris Benoit style.

    Vanguard

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    I see a lot of people getting this and say they are becoming a defensive

    hero because of it. DK should not get this item, EVER. You already have

    high armor that works as a decent damage block, so all DK needs is

    strength. Bracers, power treads, and reavers are a far better choice for DK

    because they offer him damage as well. DK is not like axe, bristle back, or

    centaur who actually benefit greatly from getting a vanguard. Axe has

    counter helix that works well with vanguard, bristle back has quill spray

    and bristle back for damage, and centaur has return and greater strength

    to provide damage. DK does not have any passive skill that gives him

    damage to make it worth getting a vanguard. All that vanguard does is

    delay you from getting better items and having enough damage to carry

    your team later.

    Vladmir's Offering

    For some reason people get this item on DK thinking it will give them

    better life steal, even though they spend most of their time fighting in EDF

    form. Vlad's life steal is a melee aura and that is all the justification you

    need to not waste money on this item.

    Mekansm

    You do not have the mana to support using this item and that's really the

    whole reason you shouldn't get it. Besides, you have high regeneration

    and you are going for satanic for life steal so why delay that?

    Cranium Basher (3,220)

    Are you playing a 1v1 game? If so you are refering to the wrong guide

    because this is a team based build.

    Guinsoo's Scythe of Vyse (5,900)

    They really changed this item around in 6.50 and now it is not as viable as

    it used to be. I think it now supplies way more mana than you need

    without giving much else. It is great for intel heroes now, but besides

    giving +10 to all stats, it is not so great for non intel heroes. However, if

    your team does need another disable, then guinsoo is still an option. If

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    your team just needs a way to deal with blinkers, invis heroes, or heroes

    with powerful spell combos, then you are better off getting an orchid's.

    The Ideal Build

    or

    This is the build I aim for most of my games, with substitutions made

    when necessary. A significant number of people requested that I clarify

    the items that I usually go on DK, and I suppose this does summarize

    what I attempt to achieve every game. I have never completed the entire

    build and I will probably never see the day when I do. However, in one of

    the replays I have posted for 1.22 I was able to finish satanic, heart,

    power treads, buriza, and a hyperstone by the end of the game. Please

    take note that this is not the ideal build for all situations, for example, if

    the other team has tons of disables and slows, then you should include a

    bkb and/or a linkens. Either way, I hope this clarifies a few things for my

    viewers.

    Lane Selection

    It is essential that you choose the middle lane whenever possible. You will

    not be spending a great deal of time at the neutrals early, but it is

    important that you can keep farming without any delay and be able to hop

    back in the lane to defend a tower. I suggest going mid lane wheneverpossible because the hill going into the river will give you a better chance

    of last hitting against a ranged hero without being punished severely for

    it. If you have a lane partner with a disable or a slow, then get dragon tail

    as your first skill. If your partner does not have any reliable disable or

    slow, or if you are solo, then get breathe fire and dragons blood. That is

    unless getting level 1 of your stun will be necessary to save you in the

    laning phase of the game.

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    If for some reason your allies are douche bags and do not let you go mid,

    then go bottom for sent or top for scourge. It is important that you be in a

    lane that is near your tower and neutrals that you can creep/dominate

    later.

    Game Strategy

    Early Game level 1-10

    Before I divulge into the specific strategy I am going to set up some

    priorities to clarify a few things.

    Use your mana wisely

    Defend your tower!

    Destroy enemy towers whenever possible

    Check runes for potential ganks

    You should save your mana primarily for harassing enemy heroes while

    killing creeps at the same time with breathe fire early game. The more

    creep kills you can get with a breathe fire while hitting the enemyhero(es) in your lane the better. If one of your allies is coming for a gank

    soon, then conserve your mana for when they arrive. You should also

    conserve your mana if the enemy hero is going to try and push your tower

    to give his team tower gold or they are going to dive your tower in an

    effort to kill you.

    Mid lane is the best lane for DK because he can easily kill off the green

    neutrals close to the tower while the creeps push well into enemy

    territory. However, do not spend so much time neutraling that you let

    your mid tower fall. Losing the mid tower on either side of the map opens

    your team up to more ganking. Also, losing towers in mid lane means that

    someone is almost always stuck in that lane pushing the creeps back and

    that means it is less likely you can defend a tower in another lane. This

    also makes it much more difficult to team push because the creep waves

    are harder to take down.

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    If you are in a dual lane with a fellow stunner, be sure to save mana for a

    stun whenever possible. 4+ seconds of stun in a row can be deadly early

    game and even shut down many strong lane combos. The only time you

    should struggle early game is before you reach level 6. EDF level 1 gives

    you a green dragon with corrosive breath as its passive. Against

    aggressive lanes, you can fight back very effectively by hitting them

    whenever possible. The poison does 100 magic damage over time and

    when combined with your attack damage, will hurt the enemy for at least

    120 damage. If an opponent is being stupid and letting you get him low

    with your poison, then save up for a breathe fire and use it when they are

    just about out of attack range. I have gotten many kills by playing these

    kind of mind games with people and predicting how much hp the poisonwill drain.

    I do not suggest bottle for DK, but that does not exclude you from

    checking the runes. Runes appear every 2 minutes in game time, starting

    at the 2 minute mark. So in RD you should check for the rune at the 2 min

    mark before the creeps spawn or at least have one of your allies do that.

    When you do pick up runes, look for opportunities to either push a tower

    or get a kill. Haste and invisibility runes are a very easy way to get a kill

    in an allies lane and double damage and image runes are great for taking

    down towers. Taking down towers is the best way to get gold with DK

    early game because a tier 1 tower is at least 350 gold in your coffers.

    Mid Game level 11-16

    Priorities:

    Defend your base

    Team push their base

    Finish your satanic/begin your next core item

    Remember dota is won by destroying the enemy base, not how many hero

    kills one team has. That is why it is of the utmost importance to make

    sure you do not lose your barracks. As I mentioned before, losing towers

    means it is more difficult to organize a team push when the enemy creeps

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    are always in your territory and are harder to take down. You will find that

    EDF is a great way to defend your base during a team push because the

    aoe clears the creeps quickly, while the ranged attack keeps you a safe

    distance away.

    Hopefully through ganks and taking down the enemy towers you will have

    the advantage of map control. This makes organizing a team push easier

    and does not require your team to get a kill before being able to

    successfully team push. During team pushes you should sit back with the

    ranged heroes on your team to do the majority of your attacking. Use

    Breathe fire initially and/or at the end of the fight to kill heroes. Save your

    stun for the dps heroes that tend to go after intel and other supportheroes on your team. Your stun is not meant for initiating, so use it to

    defend your allies that support you.

    Most games you will have purchased your reaver around the same time

    you reach level 16. Due to the indirect nerf to satanic, you no longer life

    steal off of your splash damage, so delaying the satanic recipe is a

    potential option. I usually delay the recipe until I complete my 2nd core

    item or find that dominating creeps is no longer helping the team.

    Eventually in team fights the creeps you dominate will die so quick you

    might only get 1 spell off and by this point it is usually time to open

    another inventory slot by finishing your satanic.

    Late game level 16+

    Priorities:

    Protect your barracks at all costs

    Farm as much as possible when not pushing

    Use EDF on ganks, offensive, and defensive pushes

    Become unkillable

    It should come as no surprise that the most important goal late game is to

    defend your barracks. If you lose barracks and cannot counter-push to

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    even up the barracks lost per side then winning will become very difficult

    even for DK.

    DK really becomes a farming fiend mid/late game once he gets splash

    damage in EDF form. This is the reason DK becomes so damn difficult to

    eradicate late game and why you can usually keep up in items with most

    other carries in the game. You should not fall into a cookie cutter build

    though when playing DK. There are a lot of choices to make when

    deciding your 1st, 2nd, 3rd, etc. items after Satanic. You need to conform

    to the role that your team requires of you. The best item for initially

    boosting DPS is a hyperstone because you can make use of the attack

    speed because EDF 3 has a nice slow that keeps the enemy in range. Ifyour team needs you to tank for them, then a heart will probably be the

    best item. If you need more hp and attack damage and/or getting raped

    by nukes every fight then a BKB might be the best choice. Either way, you

    can see that depending on the situation the best item to get will vary a

    lot.

    As the game progresses on you will find that EDF level 3 and life steal

    becomes increasingly better. The biggest problem you will face on

    offensive or defensive pushes is that your allies tend to die much quicker

    than you do. Do your best to use your frost splash attack on as many

    heroes as you can at once. Conserve your stuns for chasing down enemies

    and protecting your allies that support you. Even late game you should

    not initiate most of the time unless you are chasing an enemy down. The

    best thing you can do to carry your team is to stay alive and keep

    attacking from a distance. Unlike most tanks, your main goal isnt just to

    soak up damage.

    By the time you obtain your 3rd and 4th core items you will probably

    notice that there arent a whole lot of people who can kill you. Most dps

    heroes cannot touch you because you slow them, life steal, have high

    armor (70% reduction), and have disables, which most other carry heroes

    lack. Generally the only time DK will lose a close match late game is when

    you become cocky and try to take on more than you can handle. Once you

    obtain your 3rd core item, it is a good idea to always have enough cash

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    saved that you can buy back if necessary. There are some heroes that can

    out carry you late game, but there really arent many heroes that can kill

    you late game unless you let them.

    Good Allies

    Ranged stunners/disablers

    Vengeful Spirit

    Crystal Maiden

    Enigma

    Furion

    POTM

    Puck

    Rhasta

    Lion

    Bane

    These heroes all have one thing in common besides being ranged. They all

    have a stun or disable that can be a great way of initiating for DK. Their

    stuns or disables give DK enough time to get in close to land another 2.5

    seconds of stun time. These are the optimal heroes to lane with because

    they are ranged and can all initiate for DK giving both of you the chance

    to score kills early and often. Enigma deserves special mention because of

    his ability to mini stun the enemy over 4 seconds at levels 2-3 and 6

    seconds at level 4. This gives DK more time to react than any of the other

    disables, except for maybe furions. However, with furions disable it does

    not do damage like Enigma's does. Both furion and enigma are probably

    the best partners because of their long disables and edbolons/treants that

    can help in pushing.

    Pushers

    Enigma

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    Furion

    Warlock

    Death Prophet

    Undying

    Brood Mother

    Visage

    Syllabear

    Rhasta

    Chen

    In terms of lane partners, I would avoid the double melee lanes with

    undying and brood mother. Brood mother is alright in a lane with you until

    they get wards, then the chances of brood getting close enough to slow

    them until you can get a stun off are very low. If you really want to

    dominate lanes and score your team tower gold early you are best having

    furion, enigma, rhasta, or warlock in your lane. These heroes all help you

    kill the enemy to some extent and have summons that can help take down

    a tower quick. Syllabear, visage, and chen (if he has summons) can be

    good allies for taking down towers, but less effective at helping both of

    you score kills early. Syllabear needs luck to get an entangle on the

    enemy so you can stun them; visage's slow is not a very high % until

    level 4, but visage does offer good pushing ability with reverents; and

    chen has a decent slow at level 4, but he can be more helpful if he mind

    controls a troll warlord to initiate so you can stun.

    Slowers

    Drow

    Veno

    Medusa

    QoP

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    Viper

    Dazzle

    All of these heroes are good lanners that can help you get kills and get inmore last hit/denies early. If you cannot lane with a ranged disabler all of

    these heroes will make for a decent lane partner.

    If you can, avoid laning with heroes that do not have a decent slow or

    disable, such as sniper, enchantress, silencer, etc. Most of the time, the

    heroes that do not make great lane partners are those that are your

    teams solo anyways. DK is not a great baby sitter, so let warlock, dazzle,

    or viper do that instead of you.

    What if I get stuck soloing?

    If you get stuck soloing, then you're best off not getting any skill points in

    stun and just using breathe fire and dragons blood to last hit and harass.

    Generally you will never get close enough to get a stun off or the only

    time will be is when they chase you next to your tower. In either of these

    cases you are normally against ranged intel or agil heroes mid who have

    fairly low HP. With some breathe fire harassment you will not only stay

    ahead in level, be able to farm, but you will also be likely to send them

    back to the well.

    Bad Opponents

    If there is one hero that counters DK pretty well all game, it is

    enchantress. Early game she makes last hitting hell with impetus, thus

    you get stuck using breathe fire to farm/harass her. Unlike many other

    good ranged harassers, enchantress is not going to have to heal at any

    point because of her heal. Also, enchantress with an early hand of midas

    can keep equally farmed with you throughout the game. Hand of midas

    and her enchant skill also counters your use of dominated creeps badly.Impetus's damage is pure, thus even when used against you late game it

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    will not be reduced by your high armor. Impetus is also good against you

    if you use EDF because it turns you into a ranged hero, which enchant's

    impetus is based on her range from you .

    Now with EDF and your stun, you could get close, but enchantress's slow

    (enchant) keeps you from getting close enough to stun. Even if you do get

    a stun off, she will probably out DPS you and then you are stuck running

    from her. When you get level 16, you have a better chance against her

    because your frost attack slows her in return. However, she still can still

    keep some distance because of enchant's slow and a guinsoo, which most

    enchant players get. So once again, by the time you even get in close

    enough to stun, it is likely you are too injured to finish the job.

    Enchant's weakness is slows and burst damage, which you only have the

    one counter by level 16. Her nature's attendants will keep her alive

    against you all game because breathe fire does not give DK enough burst

    damage to take her out. Also, when DK goes for attack speed items later,

    her passive ultimate reduces your already slow attack speed. By the end

    of a normal game you will still probably not be able to kill her without

    help, and she might not be able to kill you, but you'll be stuck running

    everytime.

    All of the heroes in the above pictures are pretty solid counters of DK

    early. They punish DK more than most other heroes when he goes in for

    last hits. In some cases, these heroes make it virtually impossible to last

    hit, except when creeps are pushed to your tower. Now I do not consider

    these heroes great counters all game long though because most of them

    lose effectiveness vs. you late game. Against nukers your HP pool

    eventually grows so much that their nukes are not enough to repel you.

    Against axe, panda, and slardar you tend to out farm them most games

    and EDF 3 with your longer stun and high armor keeps you from worrying

    about these heroes as much later.

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    Besides those heroes, in a 1v1 situation there is not much to worry about.

    Even with the above 5 heroes you can still farm fairly well to keep on par

    early/mid game. What you should really worry about is a hero combo that

    can make your life hell. These combos are as follows, 2 slowers are the

    worst, a slower and a stunner are equally bad, and 2 stunners can be a

    pain for basically any hero, yourself included. 2 Nukers can also be a

    problem for DK early, but with a healer as a lane partner, a hood of

    defiance, or just playing it safe you can deal with them fairly easily.

    Nukers are also a bit fragile and your counter harassment can keep them

    low HP as well. If you're against nukers they will lose effectiveness against

    you as the game drags on and your regen/high HP makes you fairly good

    against nukers compared to many other strength heroes. Against mostcombos if you have a competant partner you should be able to hold your

    own.

    Now I could include extreme dps and basher heroes in here as late game

    heroes to fear, however, that is pretty common for just about every hero

    in dota. You have a long duration stun and a frost attack that can make

    sure you keep your distance from such heroes. Thus, I do not consider

    extreme dps and basher heroes to be a great counter to you even late

    game.