Friday, June 20, 2008

Hero Tips and Tricks: Demnok Lannik, the Warlock


1. Shadow Word and Upheaval
Shadow Word is the "no-brainer" spell of Warlock. A heal and nuke rolled into one. This is very helpful in controlling a lane. But why do we get Upheaval? Actually, the first question is when. Upheaval is a supporting spell useful only when you have allies to back you up. So get this if you're not taking Mid-lane. You may want to team up with a damaging hero like Razor or Traxes, or someone with a nuke/disble like Lion.

How to use Upheaval effectively? I understand this is one of the most avoided skills in DotA because... many people go WTF. A CHANNELING Slow? Who needs that? Your team DOES. So here's how. Go to the woods and back stab or flank your enemies. Then on queue, cast it while your ally engages one target. Don't worry. The spell will slow everything so you wouldn't be harmed much. But be sure your ally is reliable because if your ally is a threat, most likely the enemies you're facing on that lane will retreat, giving you and edge.

In team clashes, Upheaval is even more useful. When things get hot, cast it on the battlefield to slow everyone down. Your enemies would be dumbfounded -- First they couldn't reach your team (for the melee heroes), next they realized they're stunned/slowed/damaged heavily by your allies, then finally they realized they can't escape either. This spell rocks, everyone should know that. It is an AoE Slow making it very useful for the team. I advise the readers to try it one or two games, then practice it if they like the results.

Upheaval is also used to prevent enemies from catching up with your fleeing allies. For example, a maddened Sven is chasing your Lich. Stand in Sven's path then channel this one. It's a life saver. If Sven shifts to you, you can actually turn the tables. Lich turns back to cast a nova, while you Word Sven (or yourself). Everyone thinks Warlock is only good for his infernals--prove them wrong.


2. Shadow Word and Fatal Bonds
I've seen many advanced players adapt this style early game. Word, of course, is obvious, but Bonds is not. Many would reason out that it just wastes mana and does not deal much damage anyway. Actually, it does. Do you want mathematical computations for this one? Say so, and I'll put everything here. But to keep this guide simple, imagine a creep bonded with an enemy. Every time that creep takes damage, 1/5 goes to the enemy. Of course this creep is also damaged when other bonded creeps are damaged but if you put it this way: a 500+hp creep takes that much damage before it dies. Roughly less than 1/5 of this also goes to the hero. So say, 75 - 80 damage goes to that hero. How many other creeps? 3 or 4? You get 225-240 damage. Then factor in the damage you actually deal the hero. And even better if another hero is among the units bonded... which means more life, more damage, more damage distributed.

If you do not believe me, I suggest you try this yourself too. Harass an enemy and when you have sufficient mana, fatal bonds him/her with full-life creeps then watch his Hp bar after the creeps are cleared.


3. Shadow Word and Stats
Ususally, this skill build is taken when Warlock goes mid. It's the most commonly-used skill build for early game (before level 8) and is also the easiest to carry, also the safest coz stats give more hp and mana to sustain Shadow Word. This build is good when you are solo because the other skills of Warlock are only for support. (Fatal Bonds may be good for solo too but it's potential is maximized when there's an ally dishing out damage, too.)

Novel Item Builds

Let's forget the "race to Refresher Orb" build and try to explore other possibilities. I am not saying that R. Orb is bad for Warlock because it, in fact, is good. Double Infernals ensure the destruction of towers and buildings, which is good. But the downside of this build is Warlock's inflexibility. It's as if that's his only role in the team. Well, if the enemy sees this, all they need to do is ambush Warlock every now and then to prevent him from getting R. Orb or levelling up. Once Warlock is under-leveled, he becomes a liability already. His Shadow Word becomes obsolete and he easily dies in battle.

So in the Warlock Section of my guide, I list down some items to peruse upon.

Bloodstone - this item, improved in the latest version, enables Warlock to spam all his spells continuously, making him an adept support spell caster for the team. Also, this item raises his life and stayability in battle. Similar items include Linken's Sphere and Eye of Skadi but these two don't appear to be that useful.

Hands of Midas, Treads - this makes Warlock an able fighter. Without his skills, Warlock is food for enemies. Putting IAS items would at least make him useful in dealing out normal damage too.

Mjollnir - I personally love this item for Warlock because this makes him the all-around hero. He is strong, smart, and now, he attacks swiftly with occasional Chain Lightnings (which, along with the Lightning Shield, synergizes with Fatal Bonds). If you get this item for Warlock, he can participate more in late-game battles, and not rely too much on his infernal and spells.

Radiance - if you are able to farm well with your Infernals, you may want to get this if no one got this from your team. It also synergizes with Fatal Bonds --- more than you can imagine. Also, it improves his damage, making him a fighter hero late game. Although not as good as Strength heroes, at least Warlock can more or less stand on his own.

Other items may be useful too so think about it.

Infernal Pushing

When you feel you have to return to the fountain already (say after a bloody battle), make sure your Infernal pushes on. Micro your infernal to get all creeps in a creep wave. This way, you can farm while MIA. Warlock is an insane farmer because of Infernal--make sure you capitalize on this.

No comments:

 
108Dir Submit