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Outworld Devourer

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Outworld Devourer
Outworld Devourer.png
Strength
19 + 1.85
Agility
24 + 2
Intelligence
26 + 3.3
Level 1 16 25
Hit Points 511 1062 1727
Mana 338 1001 1625
Damage 46‒61 97‒112 145‒160
Armor 5.36 9.84 14.88
Attacks / Second 0.72 0.91 1.12
Movement Speed 315
Turn Rate 0.5
Sight Range 1800/800
Attack Range 450
Missile Speed 900
Attack Duration 0.46+0.54
Cast Duration 0.25+0.51
Base Attack Time 1.7

Harbinger the Outworld Devourer is a ranged intelligence hero who qualifies as a carry, though several weaknesses - primarily his inability to combat magic-immune targets - restrict him from true hard carry status. His damage output is entirely reliant on his intelligence attribute and the size of his mana pool, so he must focus more or less exclusively on items which augment them. Though extremely fragile (rendered even more so by his inability to build many significant durability items), he deals Pure damage which increases with his mana pool, meaning that if he gains an advantage in a match he deals constant, colossal damage which (because it is Pure damage) cannot be decreased or resisted except with total magic immunity. He and his allies enjoy more-or-less unlimited mana because of his Essence Aura, which gives them a chance to replenish a quarter of their mana upon casting a spell. With Astral Imprisonment, Harbinger can render himself or an ally invulnerable for a short period of time, or disable (and steal Intelligence from) the target enemy. His ultimate, Sanity's Eclipse, can instantly deal colossal area-of-effect damage against his enemies when his intelligence is higher than theirs.

Contents

Bio

Outworld Devourer Harbinger, the Outworld Devourer
Play "Their sanity I'll shatter; their dreams of conquest I'll destroy."
Role: Pip carry.png Carry
Lore: One of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Devourer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger's place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough.
Voice: Tom Chantler (Responses)

Abilities

Arcane Orb
Unique Attack Modifier. Blocked by Magic Immunity. Not blocked by Linken's Sphere.
Q
R
Arcane Orb icon.png
Ability Affects Damage
Auto-cast Enemies Pure
Adds extra pure damage to Outworld Devourer's attacks, based on his remaining mana pool. Arcane Orb also does bonus damage to summoned units and illusions.
Range: 450
Percent Mana Pool to Damage: 6%/7%/8%/9%
Bonus Damage to Illusions and Summons: 100/200/300/400
Mana 100
Harbinger's outworldly knowledge allows it to tap into the ebb and flow of all spiritual energy, infusing it into his being.

Notes:

  • The damage is calculated based on Outworld Devourer's mana pool on impact.

Astral Imprisonment
Blocked by Magic Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
W
T
Astral Imprisonment icon.png
Ability Affects
Target Unit Heroes
Places a target allied or enemy hero into an astral prison. The hidden hero is invulnerable and disabled. When cast on an enemy Hero, Harbinger temporarily steals intelligence from that hero.
Range: 500
Intelligence Stolen: 4/6/8/10
Duration of Steal: 60
Duration of Imprisonment: 1/2/3/4
Cooldown 18/16/14/12 Mana 120/140/160/180
Locked away in the pocket between this world and the Outworld, victims realize their infantile knowledge and mortality.

Notes:

  • If used on an ally, no intelligence is stolen.
  • Imprisoned units are hidden and invulnerable. The only exceptional ability is Sanity's Eclipse.
  • The red ring expanding inside the spell's visual indicates its remaining duration.
  • The -disablehelp command will prevent an allied Harbinger from casting this spell on you.
  • Cancels channeled abilities.

Essence Aura
Play
E
E
Essence Aura icon.png
Ability Affects
Aura Allied Heroes
Whenever nearby allied Heroes or Outworld Devourer itself casts a spell, it gains a chance to restore 25% of its mana pool. Outworld Devourer also passively gains a bonus to its base mana pool. Several skills with no cooldown and toggled spells cannot trigger Essence Aura.
Radius: 1000
Chance to Restore: 10%/20%/30%/40%
Base Mana: 75/150/225/300
The crystals of the Outworld produce arcane power, and the Harbinger channels it into the world of mortals.

Notes:

  • Arcane Orb can trigger the aura.
  • Items cannot trigger Essence Aura.

Sanity's Eclipse
Partially blocked by Magic Immunity. Play
R
C
Sanity's Eclipse icon.png
Ability Affects Damage
Target Point Enemy Heroes Magical
Deals damage to enemy Heroes in an area of effect based on the difference between Harbinger and the affected Hero's intelligence. If the intelligence difference is under a threshold, the affected Hero loses 75% of its current mana. Sanity's Eclipse can hit units trapped in Astral Imprisonment. If an enemy hero has the same or higher Intelligence than Outworld Devourer, Sanity's Eclipse has no effect.
Range: 600/650/700 (700/750/800*)
Radius: 375/475/575
Intelligence Difference Damage Multiplier: 8/9/10 (9/10/11*)
Intelligence Difference Threshold: 10/30/50
Cooldown 160 Mana 175/250/325
Partially blocked by Magic Immunity. Damage is blocked, mana burn is not
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases damage multiplier and casting range.
When an Outworld crystal ruptures, cataclysmic energies are released, and the reverberations of this power are felt interdimensionally.

Recommended items

Explanation:
Due to his ultimate, Sanity's Eclipse, Outworld Devourer needs to outmatch his enemies' intelligence. Boosting intelligence also boosts his mana pool, increasing the power of Arcane Orb, the main source of his damage.

  • Starting Items:
  • Early Game:
    • Null Talisman gives him additional Intelligence as well as attack damage.
  • Core Items:
    • Power Treads gives him additional attributes and more attack speed.
    • A Force Staff provides additional health regeneration and a proper escape mechanism, which he lacks.
    • A Town Portal Scroll will help him travel around the map faster, so that he could be in the action sooner.
  • Situational Items:
    • Rod of Atos will provide him with additional health and Intelligence, as well as a slowing ability against a single target.
    • Orchid Malevolence gives him even more Intelligence and attack speed, and also gives him a Silence ability that also amplifies his damage for the time period.
    • Shiva's Guard will give him more armor for survivability, as well as more intelligence. The slow also helps him either chase, or escape.
    • Scythe of Vyse provides him with both additional Intelligence and a silencing disable, giving him more time to deal damage with his Arcane Orb.
    • Refresher Orb gives him bonus health and regeneration, as well as allowing him to cast Astral Imprisonment and Sanity's Eclipse twice.
    • Black King Bar will help Harbinger protect against lethal disables, as well as most damage-heavy abilities.
    • Aghanim's Scepter gives him even more attributes, as well as improve his ultimate. The additional attribute bonus can also aid his tankiness.

Equipment

Tips

  • One of Harbinger's significant weaknesses is his fragility. Avoid taking in too much damage; if so, you will miss out on potential gold and experience, as well as put your team in danger by not dealing the needed extra damage against your enemies. Try to fight in the sidelines, or when your enemies are too busy to attack you. His defense can be boosted through items, but make sure not to deprive him of too much intelligence.
  • Try to level up as much as possible in the early stages of the game, be it from farming or killing other heroes. The more you advance in level, the more Intelligence and gold you will receive. The more Intelligence and gold you receive, the better you will dominate in the mid and later game. OD is extremely powerful in the later game, provided he farms well in the laning phase.
  • Level up Harbinger's Essence Aura as soon as possible so that he can quickly solve his mana problems right away. Essence Aura can also make a good support ability for your allies, especially if they rely heavily on casting spells.
  • Astral Imprisonment is Harbinger's disabling ability, and can be used in numerous ways:
    • Early in the game, it can be used to harass against heroes you are laning against. Most effective against melee heroes dependent on spells.
      • Strength and Agility heroes are ideal targets, since Astral Imprisonment steals intelligence from their already low supply. They can repeatedly be disabled to the point that they are unable to cast spells (the steal stacks three to five times depending on its level, stealing a total of 12/18/32/50 intelligence).
      • Intelligence heroes lose damage as well as have their mana pool lowered, while Harbinger increases his. Harbringer's base attack damage will also increase by a good amount if you use Astral Imprisonment a few times, which makes last hitting in the mid lane very easy against some heroes.
    • It can be used to delay enemy heroes you are laning against, giving you more time to either deny or last-hit creeps.
    • It can also be used to buy time, be it escaping or trying to chase an enemy. While escaping, you can cast it on yourself or any dying ally to shift the enemy's focus away. While chasing, you can step ahead of the imprisoned enemy's path and make it harder for them to escape.
    • Use Astral Imprisonment carefully against your enemies when your allies are present in the team fight. Using it too much in these situations can potentially block your allies' spells, especially if they are channeling disables (i.e. Pudge Pudge's Dismember). Use it when your teammates are out of disables, or when the enemies are in the process of escaping. As well, try to target other units that are currently not disabled or crippled by your teammates.
    • Because of its utility, versatility, and intelligence steal, Astral Imprisonment is usually taken first before most other abilities.
  • When Harbinger's Essence Aura is high enough (at least Level 3), you can keep casting Arcane Orb against enemy targets to restore his mana right away if depleted.
  • Casting Sanity's Eclipse can prove important when a team fight starts, since it can shut down spell-reliant casters by burning 75% of their mana, as well as soften strength and agility heroes. Keep in mind that your intelligence must be at least marginally higher than theirs so that the effects can work.
  • Outworld Devourer has no reliable escape until he gets a Force Staff. Frequent early ganks can put him at a severe disadvantage. Protection (laning with a support) is recommended.
  • In team fights, Astral Imprisonment can be used to shut down a key enemy character, such as a durable carry like Life Stealer, so your team can focus on squishier supports. As Sanity's Eclipse can be used on imprisoned enemies, it may be preferable to initiate by imprisoning and immediately ulting the same target.

Hero Tips

  • Other intelligence heroes, most notably Silencer Silencer and Pugna Pugna, can render Sanity's Eclipse useless because of their rapid intelligence growth. Instead, focus on using your ultimate against other heroes whose main attribute isn't intelligence.
  • Use Astral Imprisonment to block yourself (or an ally) from spells; slow-moving projectile spells like Gyrocopter Gyrocopter's Homing Missile or Sven Sven's Storm Hammer give you plenty of time to block them. Lethal spells like Sand King Sand King's Epicenter or even Lion Lion's Finger of Death can be rendered useless with good timing. Spells that cripple your movement and make you vulnerable for attack, like Disruptor Disruptor's Kinetic Field, Naga Siren Naga Siren's Ensnare, or Chen Chen's Penitence, can be decreased in time thanks to Astral Imprisonment's 1/2/3/4-second invulnerability period.
  • Pugna Pugna's Nether Ward will count Arcane Orb as a spell cast, so make sure to destroy it before liberally using Arcane Orb against other enemy heroes.
  • Arcane Orb deals bonus damage against illusions, making it harder for illusion-reliant heroes like Phantom Lancer Phantom Lancer or Chaos Knight Chaos Knight to fight you. Summoned units also take additional damage, turning units like Enigma Enigma's eidolons and Nature's Prophet Nature's Prophet's treants into easy gold.
  • Outworld Devourer counters Anti-Mage Anti-Mage, since he can regain mana instantly from Essence Aura just by auto-casting with Arcane Orb. As well, the pure damage goes through his Spell Shield.

Trivia

  • Outworld Devourer was originally called Obsidian Destroyer in DotA. Obsidian Destroyer was based off of two units in Warcraft III: Frozen Throne; the Obsidian Statue, and its alternate form, the Destroyer.
  • Outworld Devourer's original Dota 2 name was "Outworld Destroyer". This was changed for copyright reasons. Though "Outworld Demolisher" was the name on the Test Client for the patch of the change, due to community outcry, it was changed again when it arrived on the main client to his current name, "Outworld Devourer". Due to such name changes, there are many community humour names in circulation, such as "Outworld Developer".
  • Outworld Devourer has lines for carrying two even three Aghanim's Scepter. The reason for this is because in Dota 1 early development Aghanim's Scepter was made using Mystic Staff and a Soul Booster giving 500 mana and 30 int, which helped Outworld Devourer tremendously.

Update history

March 07, 2013 Patch

January 17, 2013 Patch

  • [Undocumented] Renamed Outworld Destroyer to Outworld Devourer.

January 04, 2013 Patch

  • Fixed Ring of Basilius, Ring of Aquila and Radiance proccing Essence Aura.

August 15, 2012 Patch

  • Fixed Essence Aura not proccing on items.

July 12, 2012 Patch

  • Fixed Pulse Nova procing Essence Aura.
  • Fixed Phase Shift proccing Essence Aura.

July 05, 2012 Patch

  • Fixed astral indicator to only show for hero and allied team.

June 20, 2012 Patch

  • Added visual indicator for Astral Imprisonment Length.
  • Fixed Batrider and Outworld Devourer having 1 too little armor.

June 11, 2012 Patch

  • Fixed the following spells being castable on magic immune allies: Nightmare, Frost Armor, Nature's Guise, Holy Persuasion, Decrepify, Astral Imprisonment, Shadow Word and X Marks The Spot.

May 31, 2012 Patch

  • Fixed Arcane Orb not working on Illusions recently.

May 17, 2012 Patch

  • Fixed Arcane Orb against wards.

May 10, 2012 Patch

  • Fixed arcane orb doing bonus damage to Warlock illusions.

April 12, 2012 Patch

  • Fixed Sanity's Eclipse mana drain logic.

March 22, 2012 Patch

  • Fixed Astral Imprisonment stealing Intelligence from illusions.
  • Fixed Astral Imprisonment being castable on Warlock Golem.

March 08, 2012 Patch

  • Fixed Astral Imprisonment being able to cause you to lose mana regeneration.

March 01, 2012 Patch

  • Enabled Outworld Destroyer Outworld Destroyer in Captain's Mode.
  • Fixed bug with Astral Imprisonment disappearing from invisible units.
  • Fixed Essence Aura triggering on zero cooldown spells (like Ball Lightning).
  • Fixed Mekansm not healing you if it activated right after you come out of Astral Imprisonment.
  • Fixed being able to trigger Essence Aura with Toss when there are no valid targets to Toss.

February 17, 2012 Patch

  • Fixed each Astral Imprisonment instance refreshing the duration instead of stacking independently.
  • Fixed subsequent Astral Imprisonment casts on the same target not increasing your mana pool (as a result of bonus int, only your damage was increasing).
  • Fixed Astral Imprisonment bonus intelligence disappearing once the target dies.
  • Fixed Astral Imprisonment counter from being dispelled/forgotten.
  • Fixed Voodoo Restoration toggle proccing Essense Aura (could exploit to go to full mana).
  • Fixed Mekansm not healing you if it activated right after you come out of Astral Imprisonment.
  • Fixed Sanity's eclipse not hitting a unit that is affected by Astral Imprisonment.

February 16, 2012 Patch

  • Added Outworld Devourer Outworld Devourer!


Balance changelog

6.80

6.79

  • Base damage reduced by 3.
  • Items no longer trigger Essence Aura icon.png Essence Aura.

6.78

  • Movement speed increased from 310 to 315.

6.76

  • Movement speed increased from 300 to 310.

6.75

6.73

6.72

  • Intelligence growth increased from 2.8 to 3.3.

6.71

6.68

  • Astral Imprisonment icon.png Astral Imprisonment no longer causes the target to lose vision over that area.
  • Added Aghanim's Scepter icon.png Aghanim's Scepter to Outworld Devourer. Damage Multiplier from 8/9/10 to 9/10/11 and cast range from 600/650/700 to 700/750/800.

6.66

6.64

  • Agility increased from 15 + 1.4 -> 24 + 2.0.

6.60

6.48

  • Rebalanced Sanity's Eclipse (Less damage, better leveling).
  • Improved Harbinger's casting animation time.

6.42

  • Improved cast animation a little

6.40

  • Increased base armor on Harbinger
  • Reduced Sanity's Eclipse cooldown from 200 to 160

6.35

  • Slightly buffed higher levels of Sanity's Eclipse

6.34

  • Sanity's Eclipse mana cost reduced from 300/500/700 to 200/250/300.

6.31

  • Arcane Orb's damage type is now magical (a nerf).

Gallery

See also