His abilities grant invulnerability and spell immunity, turning him into an unstoppable force on a hairpin. Juggernaut is strong both offensively and defensively, and deals heavy damage both physical and magical with his Blade Fury and Omnislash ultimate, but he possesses below average strength and intelligence attributes, so he does not have as much health and mana as other heroes and is vulnerable when his abilities are on cooldown. For this reason, although his abilities make him powerful even in the early game, he cannot charge into forces without restraint until farmed and is usually played as a carry.
Bio[edit | edit source]
Gameplay[edit | edit source]
Abilities[edit | edit source]
|Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units. Lasts 5 seconds.|
|Cast Animation: +|
Damage per Second: 80/105/130/155
- Does not interrupt Juggernaut's channeling spells upon cast.
- During Blade Fury, Juggernaut cannot be affected by Ghost Scepter or by Ethereal Blade. The buffs get removed immediately.
- Juggernaut is silenced for the duration. Besides this, he can act freely while spinning.
- Regular attacks can be performed during Blade Fury, but they deal no damage to enemies being affected by Blade Fury.
- Attack modifiers like Monkey King Bar, Diffusal Blade or Skull Basher still apply their effects and damage on procs.
- Since cleave is based on the hero's attack damage values, it still deals damage within its cleave area even while spinning.
- On the other side, critical strikes and lifesteal are based on the actual damage dealt, and thus have no effect (despite red crit numbers and lifesteal particles still showing).
- Blade Fury does not affect buildings and wards. Unaffected enemies take full attack damage from Juggernaut during Blade Fury.
- Despite not affecting allied or own units, they still take no damage from Juggernaut's attacks when attempting to deny them.
- Deals 16/21/26/31 damage in 0.2 second intervals, starting 0.2 seconds after cast, resulting in 25 damage instances.
- Can deal up to 400/525/650/775 damage (before reductions).
|Summons a Healing Ward which heals all nearby allied units, based on their max health. The Healing Ward moves at 420 movement speed after being summoned. Lasts 25 seconds.|
|Cast Animation: +|
Cast Range: 350
Max Health as Heal per Second: 2%/3%/4%/5%
- After cast, the ward automatically follows Juggernaut, if no other order is given.
- The heal is provided by an aura. Its healing buff lingers for 2.47 seconds.
- Heals in form of health regeneration, so it heals for 0.2%/0.3%/0.4%/0.5% of maximum health in 0.1 second intervals.
- Can heal a total of 54.94%/82.41%/109.88%/137.35% of a unit's maximum health (25 duration + 2.47 seconds lingering buff).
- The healing aura of multiple Healing Wards does not stack.
|Gives Juggernaut a chance to deal double damage on each attack.|
|Proc Chance: 20%/25%/30%/35%|
Critical Damage: 200%
- Increases attack damage by an average of 20/25/30/35%.
- The proc chances of multiple crit sources stack.
- If two sources of critical strike proc at the same time, the higher multiplier has priority.
- Blade Dance uses pseudo-random distribution.
- The sound and particles play upon start of the attack, not when the attack lands.
|Juggernaut leaps towards the target enemy unit with a damaging attack, and then slashes other nearby enemy units, dealing between 200-225 damage per slash. Juggernaut is invulnerable for the duration.|
|Cast Animation: +|
Cast Range: 350
Jump Radius: 425
Number of Jumps: 3/6/9 ( 6/9/12)
Damage per Jump: 200-225
- Turns Juggernaut invulnerable and spell immune for the whole duration.
- Unlike other sources of spell immunity, Omnislash does not dispel any buffs and debuffs.
- Jumps in 0.4 second intervals, starting immediately upon cast, resulting in a maximum duration of 0.8/2/3.2 ( 2/3.2/4.4) seconds.
- Cannot target, but jump on ancient creeps (also including Warlock's Golem and the Primal Split spirits) and Roshan.
- Can jump on invulnerable units, however, since it deals physical damage, invulnerable (and ethereal) targets take no damage.
- If no valid targets are in range, Omnislash ends prematurely.
- On each jump, Juggernaut is positioned at the opposite side of the target from Juggernaut's position.
- The jump radius is centered around Juggernaut, not around the current target.
- Juggernaut can perform attacks, cast spells, and use items during Omnislash, however, Blade Fury is disabled for the duration.
- During Omnislash, Juggernaut does not need to turn in order to cast targeted spells or items.
- Juggernaut is issued to attack his current jump target on each jump, causing other orders to get canceled on each jump.
- If Juggernaut's attack time is lower than 0.4, he can perform at least one attack between each slash.
- Can deal up to 600-675/1200-1350/1800-2025 ( 1200-1350/1800-2025/2400-2700) damage (before reductions).
- Any valid target, except Roshan, which is not under control of a player is instantly killed when jumped on.
- Provides 200 radius flying vision lasting 1 second on each jump around the current target.
- Recasting Omnislash while the previous cast is still active has no effect, wasting the mana and cooldown.
Recommended items[edit | edit source]
- Tangos and Healing Salves provide healing to keep Juggernaut alive in the lane.
- Clarity allows Juggernaut to regain mana from early usage of Blade Fury.
- Iron Branch gives +1 to all attributes, increasing survivability and mana pool. Because of Juggernaut's low mana pool, an early Iron Branch gives the possibility of casting both Blade Fury and Omnislash back to back. It can later be upgraded into a Magic Wand.
- Slippers of Agility gives Juggernaut additional damage, allowing him to get easier last hits and denies in lane. They can later be upgraded to a Poor Man's Shield.
- Boots of Speed give a passive speed boost, offering better escape and catch-up. They can later be built into Phase Boots.
- Poor Man's Shield helps Juggernaut against harassment, and saves up space while retaining the +6 agility from the Slippers of Agility.
- Magic Stick is a useful burst healing/mana item if the enemies in lane cast many spells. It can later be built into a Magic Wand.
- Bracer gives a minor attributes bonus and builds into a drum later.
- Phase Boots provide even more mobility with the Phase ability, and increases his damage significantly. The bonus movement speed is helpful when catching enemy heroes while using Blade Fury.
- Magic Wand is good for burst health and mana while providing bonus attributes compared to the Magic Stick.
- Drum of Endurance provides a great attribute bonus for its price as well as bonus movement speed and attack speed. It not only allows easier catch up when using Blade Fury, but the increased mana pool allows Juggernaut to cast Blade Fury multiple times before returning to the fountain.
- Aghanim's Scepter improves the number of Omnislash jumps, vastly improves the ability to gank and participate in team fights. In addition, it also gives additional health and a significant attribute bonus.
- Town Portal Scroll are essential for cross-map transportation. TP scrolls allow Juggernaut to return to lane quicker after a death, meaning he misses out on less experience in the lane. They can also be used to quickly jump into a fight or defend a tower in a different lane.
- Sange and Yasha is a fair pick on Juggernaut, since he does not have any gap-closing abilities. This item provides a good strength, agility, movement and attack speed bonus and helps chase better. The Greater Maim helps slowing down fleeing enemies. Maim can even occur while attacking during Blade Fury, despite attacks dealing no damage.
- Butterfly gives an enormous boost to his damage, attack speed, and armor, as well as having the ability to evade physical attacks. It greatly increasing the physical damage Juggernaut can take, while Blade Fury protects against the magical damage. The increased attack speed also allows Blade Dance to occur more frequently.
- Desolator reduces the target's armor, increasing the damage from Juggernaut's regular attacks and Omnislash. It can also be effective for pushing since this effect works on towers.
- Battle Fury is an item that can be very strong to buy: it can be used to farm quickly, clear lane creeps, and it can greatly increase Juggernaut's damage in team fights. The bonus health regenaration is helpful when jungling, and the bonus mana regeneration allows Juggernaut to use Blade Fury with less worry about mana.
- Vladmir's Offering is a handy item to have for supporting the team, granting several bonuses including lifesteal. This is also an effective way to sustain in the jungle.
- Black King Bar is helpful when the enemy team has more magical damage than Blade Fury can protect. Unlike Blade Fury, the Black King Bar also allows Juggernaut to attack while active, and has a maximum duration of 10 seconds.
Counters[edit | edit source]
Equipment[edit | edit source]
Tips[edit | edit source]
- Blade Fury allows the Juggernaut to deal massive amounts of damage early game, especially when buying Boots of Speed as a starting item or having a teammate with a slow. Juggernaut should always be laned together with heroes like Crystal Maiden, Lion, Venomancer, Lich, or Shadow Shaman to greatly increase the killing potential. When having boots and an enemy without boots, an aggressive Blade Fury can result in an easy kill.
- Blade Fury can be used as an escape mechanism due to its spell immunity. Using it alongside Healing Ward can result in escaping even the most difficult situations.
- While using Blade Fury, it is best to constantly move alongside the enemy (constantly issuing the Move command nearby) instead of right-clicking them. Juggernaut can attack during Blade Fury, but those attacks deal no damage to units it affects, so making right-clicks slows Juggernaut down since he has to stop to attack, which may allow the target to gain some distance. Moving alongside an enemy ensures maximum damage output with Blade Fury.
- Omnislash works best when catching lone enemies away from any enemy creeps. Timing is required to avoid wasting hits on creeps and to ensure that all jumps hit the targeted enemy. If the enemy has escape abilities like blink or invisibility or any other ways to avoid the damage (e.g. turning invulnerable, hidden or ethereal), it should ideally be used when the enemy is unable to use them, as they cause Omnislash to deal no damage or get fully canceled.
- Omnislash turns Juggernaut invulnerable for its duration. This can be used as an advantage to dodge certain abilities. However, some abilities can affect invulnerable units. Meat Hook for example affects invulnerable units and thus can hook Juggernaut during Omnislash, canceling the spell assuming the hook lands. Meat Hook will not deal damage to Juggernaut when hooked out of Omnislash, even if it is an enemy.
- Juggernaut is particularly weak against illusion-based heroes like Phantom Lancer, Naga Siren and Terrorblade since they can spread the Omnislash damage. Buying a Battle Fury can help Juggernaut turn the scales in his favor.
- Healing Ward is a great way to keep pushes going and heal the entire team. Its healing should not be underestimated, as it is percentage based and scales with maximum health.
- A Soul Ring can be bought and be used prior to the healing ward; the extra mana essentially allows casting Healing Ward for free mana, which then in turn offsets the health loss. This allows Juggernaut to save his mana pool for his other abilities which already on their own require his entire mana pool to cast in the early to mid game.
- Taking the Attribute Bonus rather than Healing Ward and Blade Dance at very early levels may be a good idea due to the high mana costs of Juggernaut's abilities and his lack of survivability. Focusing on attributes and Blade Fury up until being able to can get Omnislash makes Juggernaut far more viable in survivability and mana management.
- Although Blade Fury turns Juggernaut spell immune, he still is very vulnerable and far from being unkillable. Enemies who have a high amount of physical damage, such as Drow Ranger, Sven and Lone Druid, are still able to deal heavy damage to him even while under the effect of Blade Fury. This is why taking priority in leveling up Blade Fury rather than the other abilities in the early game stages is advised, since most heavy physical damage dealer are not as much threatening during the early game so they do not wan to get too close to Juggernaut.
- When taking the hard carry path, Battle Fury is an excellent pickup. Its cleave accelerates farming by quite a lot, and the cleave even works during Blade Fury. Although the primary attack target takes no damage when affected by Blade Fury, cleave still deals full area damage. Its regeneration also allows Juggernaut to use his abilities more often.
- Experienced Juggernaut players can use a Blink Dagger in order to continue an Omnislash if there are targets some distance away. However, the item must be used within up to 0.4 seconds after a slash.
- Mjollnir is a very good item to get on Juggernaut. With his very low base attack time, increasing his attack speed and damage makes him a deadly attacker, as well as being a cheaper alternative to Butterfly. In addition, the Chain Lightning from Maelstrom & Mjollnir aid him greatly for pushing the lanes and farming the jungle.
- For Juggernaut players who wish to be more tank-like or have purchased plenty of attack speed and damage-boosting items, Satanic is an excellent late game pick-up. Satanic's large strength boost, armor, and Active ability mesh very well with Juggernaut's high attack speed, vastly enhancing his survivability in team fights.
- Skull Basher can be useful on Yurnero due to his high attack speed and the fact that he lacks a stun. Bashes can proc on attacks during Blade Fury and Omnislash jumps and prevents the enemy from escape using Town Portal Scroll or Boots of Travel.
- Diffusal Blade allows Yurnero to purge Ethereal units during Omnislash and provides much needed agility.
- Buying a Refresher Orb allows Juggernaut to use Omnislash twice. Refresher Orb can be activated while Juggernaut is casting Omnislash. With Aghanim's scepter and maxed out Omnislash, it can dish out a total of 24 slashes, capable of wiping out a whole team that is grouped together. However, the second Omnislash should be cast after the first one finished, since casting it during an Omnislash has no effect, wasting the mana and cooldown.
Trivia[edit | edit source]
- Juggernaut's backstory and appearance bears many similarities to that of the Seguleh people in the "Malazan Book of the Fallen" series of books by Steven Erikson.
- Juggernaut's ultimate, Omnislash, is inspired by and named after the signature move of Cloud Strife from the game Final Fantasy VII. 
- The rare line Play "Screw it, I'm going to five blades!" is a reference to an article from The Onion about the increasing number of blades put into razors.
- The line Play "My blade is swifter." is a reference to the Heroes of Newerth hero Swiftblade, the game's own equivalent of Juggernaut.
- The line Play "And then... there were none..." may be a reference to the Agatha Christie book by the same name.
- The line Play "I'm the Juggernaut, Lich!" is a play on the quote "I'm the Juggernaut, bitch.", taken from a YouTube parody featuring re-dubbed scenes from X-Men: The Animated Series.