Harbinger the Outworld Devourer is a ranged intelligence hero who qualifies as a carry, though unlike traditional carries, he excels against high-armor targets whilst being crippled by spell immunity. With Arcane Orb, his damage output is 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 he lacks somewhat in range and has no innate mobility skills, Arcane Orb deals Pure damage and steals intelligence, meaning that if he gains an advantage in a match he deals constant, colossal damage which cannot be decreased or resisted except with total spell immunity and gets stronger with each hit. He and his allies enjoy more-or-less unlimited mana because of his Essence Aura, which gives them a chance to replenish a percentage 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 the target enemy. His ultimate, Sanity's Eclipse, can instantly deal colossal area-of-effect damage against his enemies based on how much greater his intelligence is than theirs.
Bio[edit | edit source]
Abilities[edit | edit source]
- Arcane Orb can be disjointed.
- Deals its damage in a separate instance, so it is unaffected by any attack modifying effect.
- Deals its damage before the attack damage is applied, but still depends on the attack hitting the target.
- Checks Outworld Devourer's mana pool upon projectile hit, so increasing or decreasing his mana pool while the projectile flies does affect its damage.
- Steals intelligence after applying its damage, so newly increased mana pool does not affect the attack's damage.
- Also causes attacks to temporarily burn 12/24/36/48 mana on the target. This mana loss is applied after the damage and before the intelligence steal.
- When the target loses the debuff, it first regains 12 mana per missing intelligence point, and then regains its intelligence.
- Outworld Devourer himself only gains or loses stolen intelligence, without gaining or losing additional mana like the targets. He keeps his current mana percentage.
- Cannot reduce enemy intelligence below 0, but Outworld Devourer always gains the full amount of intelligence, no matter how much the target has left.
- Effectively reduces the enemy's max mana pool by 12/24/36/48, mana regeneration by 0.04/0.08/0.12/0.16 and if it is an intelligence hero, attack damage by 1/2/3/4.
- Effectively increases Outworld Devourer's max mana pool by 12/24/36/48, mana regeneration by 0.04/0.08/0.12/0.16 and attack damage by 1/2/3/4.
- Places 1 debuff on attacked targets and 1 buff on Outworld Devourer, which show the number of current stacks (a number is visible on the icons).
- The stacks' durations are independent from each other. Successive casts do not refresh previous stacks' durations.
- Upon death, the dying hero's intelligence restores back to its normal values, while the other party keeps the changed intelligence values for the remaining duration.
- Astral Imprisonment fully disables the target and turns it invulnerable and hidden for its duration.
- The damage is applied at the end of the duration and affects the imprisoned unit as well, if it was an enemy.
- The red ring expanding at the center of the visual effects indicates the duration of the imprisonment. The red ring is visible to allies only.
- The -disablehelp command prevents an allied Outworld Devourer from casting this spell on you.
- The aura's buff lingers for 0.5 seconds.
- Restores the mana right after the spell is cast.
- Only works for heroes and creep-heroes.
- Essence Aura does not proc on any item abilities.
- Does not proc for any ability which has no cooldown, is a toggle ability, or for any ability listed here.
- Essence Aura uses pseudo-random distribution.
- Affects units under the effect of Astral Imprisonment cast by Outworld Devourer (or a stolen one cast by Rubick).
- Enemy heroes affected by the Astral Imprisonment applied by Sanity's Eclipse only take the damage once, regardless of how many were hit.
- This also goes for other enemy units which are not Imprisoned. They only take the damage once, even when within the range of multiple.
- Damage and mana burn affect illusions. The imprisonment does not.
- When upgraded, only puts enemy heroes into Astral Imprisonment. This includes Meepo clones and the Tempest Double.
- When the initial damage kills a hero, it is not put into Astral Imprisonment, so that no area damage is dealt around it.
- Treats creep-heroes as creeps.
Recommended items[edit | edit source]
- 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.
- Boots of Speed will make Harbinger even faster, which is important in middle lane.
- Bottle allows for lane control and sustainability through runes and crowing.
- Magic Wand gives small boosts to stats and can help to survive ganks during the laning phase.
- Null Talisman is a common item for Intelligence heroes during the laning phase.
- Bracer provides a cheap stats and can be upgraded to Drum of Endurance later.
- Power Treads gives additional attributes and more attack speed.
- Dragon Lance gives additional range which allows for better positioning. Also builds later into Hurricane Pike.
- Force Staff provides both initiation and escape mechanism, which he lacks. Also later can be upgraded to Hurricane Pike.
- 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.
- Black King Bar will help Harbinger protect against disables, as well as most damage-heavy abilities.
- Moon Shard gives a high attack speed boost, allowing to deal more damage in battles and steal more Intelligence quicker.
- 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.
- Aghanim's Scepter gives him even more attributes, as well as improve his ultimate. The additional attribute bonus can also aid his tankiness.
- Refresher Orb allows Sanity's Eclipse to be cast twice, which can be huge in teamfights. And since units can still be affected by his ultimate while under Astral Imprisonment, if the first cast caught all 5 enemies, then a second cast would be easy to land.
- Octarine Core gives the biggest mana pool and great "lifesteal" effect for his nukes.
Tips[edit | edit source]
- 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. Mobility items are good.
- 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.
- Arcane Orb steals Intelligence from Heroes it hits. It is wise to build attack speed so you can release more attacks in a teamfight, so that more Intelligence can be stolen in a shorter span of time.
- Astral Imprisonment deals damage at the end of the duration, preventing Heroes with Blink Dagger from escaping. However, use this ability with caution on Heroes with natural escape mechanisms, like Anti-Mage or Morphling, as the 4 second period would be enough to make them decide where to go and quickly move away to safety.
- The damage would also be useful against creep waves. Use the ability on a creep last to be targeted, but surrounded by enough creeps so that after the duration, the damage would hit as many creeps as possible.
- Other uses for it is that it can be used to delay enemy heroes you are laning against, preventing them from getting a last-hit or deny. In a teamfight, cast this on their carry or initiator, as this could lock out their main damage dealer and/or disabler from retaliating to your team's initiation.
- 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'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 four second duration at level 1, it could be wise to level it first at the start of the game to either lock out a lone enemy or make securing runes or ganks easier.
- Level up Essence Aura fairly quickly so that he can solve his mana problems. Essence Aura can also make a good support ability for your allies, especially if they rely heavily on casting spells. By level 3, Arcane Orb can be kept permanently on autocast, as the mana gained when the aura procs would be enough to keep your mana pool close to full.
- Casting Sanity's Eclipse can prove important when a team fight starts, since it can shut down spell-reliant casters by burning 40% 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 you can deal immense amounts of damage.
- Upgraded with Aghanim's Scepter, you can lock an entire team in Astral Imprisonment and perhaps set up your team for a good initiation/counter-initiation. Upon being released from Imprisonment, they will also be dealt additional damage.
- Outworld Devourer has no reliable escape until he gets a Force Staff. Frequent early ganks can put him at a severe disadvantage. Proper warding (by team mates) and map awareness are key.
- In team fights, Astral Imprisonment can be used to shut down a key enemy character, such as a durable carry like Wraith King, 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.
- Other intelligence heroes, most notably Invoker Silencer and 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 is not intelligence.
- Use Astral Imprisonment to block yourself (or an ally) from spells; slow-moving projectile spells like Gyrocopter's Homing Missile or Sven's Storm Hammer give you plenty of time to block them. Lethal spells like Sand King's Epicenter or even 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's Kinetic Field, Naga Siren's Ensnare, or Chen's Penitence, can be decreased in time thanks to Astral Imprisonment's 4 second invulnerability period.
- 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 or Chaos Knight to fight you. Summoned units also take additional damage, turning units like Enigma's eidolons and Nature's Prophet's treants into easy gold.
- Outworld Devourer counters 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.
- However, in certain situations when Outworld Devourer is silenced or stunned for an extended period of time, Anti-Mage's Mana Break and Mana Void, especially in combination with Manta Style and other heroes with mana drain like Nyx Assassin, can still use Outworld Devourer's massive mana pool against him.
Gameplay[edit | edit source]
Audio[edit | edit source]
History[edit | edit source]
Equipment[edit | edit source]
Trivia[edit | edit source]
- 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 to "Outworld Demolisher" on the Test Client, but 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, three or even four 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.