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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.
Bio
Abilities
- The damage is calculated based on Outworld Devourer's mana pool on impact.
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Heroes
- If used on an ally, no intelligence is stolen.
- Imprisoned units are hidden and invulnerable. The only exceptional skill 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.
N/A
Allied Heroes
- Arcane Orb can trigger the aura.
- Items cannot trigger Essence Aura.
Recommended items
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Equipment
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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 skill for your allies, especially if they rely heavily on casting spells.
- Astral Imprisonment is Harbinger's disabling skill, 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' skills, 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 utility, versatility, and intelligence steal, Astral Imprisonment is usually taken first before most other skills.
- Early in the game, it can be used to harass against heroes you are laning against. Most effective against melee heroes dependent on spells.
- 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 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 isn't 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 1/2/3/4-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.
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".
Update history
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Balance changelog
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Gallery
- Outworld Devourer update splash.jpeg
Splash artwork
- Outworld devourer concept art.jpeg
Concept artwork
- Outworld Devourer Concept.jpg
Concept artwork
See also
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