Outworld Destroyer
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Harbinger, the Outworld Destroyer, 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, 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 enjoys more-or-less unlimited mana because of his Essence Flux, which can be activated to augment his abilities with a powerful slow when they deal damage. 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 mana pool is than theirs.
Contents
Bio[edit]
Abilities[edit]
Notes:
- The bonus damage is dealt in a separate damage instance, and counts as spell damage.
- This means it is not affected or considered by anything that works with attack damage.
- This also means that it fully works with spell damage amplification and spell lifesteal.
- Deals its damage before the attack damage is applied, but still depends on the attack hitting the target.
- Checks Outworld Destroyer's mana pool upon projectile hit, so increasing or decreasing his mana pool while the projectile flies does affect its damage.
Notes:
- Astral Imprisonment fully disables the target and turns it invulnerable and hidden for its duration.
- Targeted allies are only put in the prison, without any of the other effects being applied on them.
- If the target was an enemy, they get damaged at the end of the prison's duration.
- If the target was an enemy hero (including illusions and clones, excluding creep-heroes), they also get a portion of their maximum mana stolen.
- Only reduces the target's maximum mana value. Their current mana value stays unchanged.
- This also goes for when the target gains their mana back. Only their max mana value is increased, the current mana value stays unchanged.
- This also goes for Outworld Destroyer. Only his max mana gets changed, with current mana staying the same.
- Outworld Destroyer gains a status buff that shows how much mana he currently acquired with Astral Imprisonment.
- The red ring expanding at the center of the visual effects indicates a fixed 4-second duration. The red ring is visible to allies only.
- The -disablehelp command prevents an allied Outworld Destroyer from casting this spell on you.

Notes:
- Restores the mana after the spell is cast.
- Essence Flux does not proc on any item abilities.
- Essence Flux uses pseudo-random distribution.
- On average, restores 6%/9%/12%/15% of caster's maximum mana per cast.
- Aghanim's Shard turns Essence Flux into an active ability. The passive component is still present.
- Sets the current health value equal to 75% of the current mana value and vice versa.
- This means, effectively, it costs 25% of current health and mana to cast.
- Directly manipulates health and mana, so it does not interact with any on-damage effect.
Notes:
- The damage is based on the maximum mana pool of Outworld Destroyer and the hit enemies, not the current mana.
- The damage only affects enemy heroes and illusions. All other units are completely unaffected.
- Affects units under the effect of Astral Imprisonment as well, but not other invulnerable or hidden units.
Talents[edit]
Hero Talents | ||
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30% Spell Lifesteal | 25 | +2% Arcane Orb Damage |
+0.15 Sanity's Eclipse Mana Difference Multiplier | 20 | +20 Strength |
+30 Movement Speed | 15 | +250 Mana |
+15 Attack Speed | 10 | +200 Health |
- The health talent increases maximum health capacity, and keeps the current health percentage.
- The mana talent increases maximum mana capacity, and keeps the current mana percentage.
- The strength talent effectively grants Outworld Destroyer 400 health and 2 health regen.
- The spell lifesteal talent stacks additively with other sources of spell lifesteal.
- The spell lifesteal talent heals for 6% from non-hero units. Treats creep-heroes as creeps and does not heal off of illusions.
Recent Changes[edit]
- Increased agility gain from 1.3 to 1.6.
- Increased movement speed from 315 to 325.
- Increased base armor from 1.5 to 3.5.
- Increased base health regeneration from 0 to 1.
- Astral Imprisonment
- Increased damage from 120/190/260/330 to 120/200/280/360.
- Increased max mana steal from 14%/16%/18%/20% to 16%/18%/20%/22%.
- Increased Essence Flux proc chance from 25% to 30%.
- Increased Sanity's Eclipse base damage from 200/275/350 to 200/300/400.
- Talents:
- Level 15 left talent changed: +8 armor ➜ +30 movement speed.
- Level 20 left talent: +0.1 Sanity's Eclipse mana difference multiplier increased to +0.15.
- Level 25 right talent: +1.6% Arcane Orb current mana as damage increased to +2%.
- Increased movement speed from 310 to 315.
- Arcane Orb
- Increased current mana as damage from 14% to 16%.
- Reduced cooldown from 6/4/2/0 to 4/3/2/0.
- Increased Sanity's Eclipse radius from 375/475/575 to 400/500/600.
- Talents:
- Level 15 left talent: +6 armor increased to +8.
- Level 25 left talent: 20% spell lifesteal increased to 30%.
- Reduced base agility and gain from 24 + 2 to 22 + 1.3.
- Increased base attack damage from 16-31 to 19-31.
- Arcane Orb
- Increased current mana as damage from 7.5%/9%/10.5%/12% to 14% on each level.
- Changed mana cost from a fixed 80/120/160/200 to 20% of current mana.
- Increased cooldown from 0 on each level to 6/4/2/0.
- Reworked Astral Imprisonment
- Old Astral Imprisonment
- Places a target unit into an astral prison. The hidden unit is invulnerable and disabled. When the astral prison implodes, it deals damage to enemies in an area around the target.
- Cast time: 0.25
- Cast range: 300/350/400/450
- Damage radius: 400
- Damage: 100/175/250/325
- Imprison duration: 4
- Mana cost: 140/160/180/200
- Cooldown: 24/20/16/12
- Notes: The damage hits the primary target as well.
- New Astral Imprisonment
- Places a target allied or enemy unit into an astral prison, stealing a portion of their maximum mana. The hidden unit is invulnerable and disabled. When the astral prison implodes, it deals damage to the target.
- Cast time: 0.25
- Cast range: 650
- Max mana steal: 14%/16%/18%/20%
- Damage: 120/190/260/330
- Imprison duration: 1.75/2.5/3.25/4
- Mana steal duration: 30/40/50/60
- Mana cost: 120
- Cooldown: 24/20/16/12
- Notes: Only affects max mana on the target and the caster, does not change the current mana values. Can be cast on any unit, but only steals mana from hero targets.
- Removed the active component of Essence Flux.
- Can no longer be cast to gain a 8-second duration buff that causes spell damage applied by Outworld Destroyer to the enemy's slow movement speed by 20%/30%/40%/50% for 2 seconds. Had a cooldown of 25 and mana cost of 50.
- Removed the passive component of Sanity's Eclipse.
- No longer gains charges from casting Arcane Orb (1 charge per cast) or Astral Imprisonment (3 charges per cast), that increased maximum mana by 40/50/60 for 35 seconds.
- Increased base damage from 150/250/350 to 200/275/350.
- Reduced cooldown from 160 on each level to 160/145/130.
- Aghanim's Scepter upgrade:
- Reduced Astral Imprisonment cast range bonus from 300 to 150.
- Added Aghanim's Shard upgrade for Outworld Destroyer:
- Adds an active component to Essence Flux.
- Can be channeled to swap current life and current mana values up to a certain percentage.
- Cast time: 0
- Channel time: 1.5
- Health/mana transfer: 75%
- Mana cost: 0
- Cooldown: 45
- Notes: Sets current health to 75% of the current mana and vice versa. Does not use damage/heal to do this, so it ignores everything that manipulates damage/heals. The swap happens instantly upon finishing the channeling.
- Can be channeled to swap current life and current mana values up to a certain percentage.
Recommended items[edit]
Starting items:
- Null Talisman provides cheap attributes for a mid hero with low base damage. Outworld Destroyer may consider a second Null Talisman later on to boost his intelligence for cheap, giving him an edge in the laning stage.
- Faerie Fire gives a little bit of extra damage, and can be consumed to turn the tide in a close fight.
- Tango restores health to stay in lane.
- Healing Salve restores health more quickly than Tangoes while being slightly less cost efficient, however it is better to buy a Salve if you are forced out of last hit range due to spam damage.
- Iron Branch gives cheap attributes, and Outworld Destroyer can use it with Tango to receive more heal.
Early game:
- Boots of Speed make Outworld Destroyer run faster, which is important in middle lane.
- Magic Wand gives attributes and sustainability.
- Hand of Midas lets Outworld Destroyer scale better, although it may hamper some of your early game power.
- Drum of Endurance is a cheap and cost effective item that gives Outworld Destroyer stats across the board, and greatly helps your teamfight potential. Tyoically, if you plan to farm more before fighting, pick up a Hand of Midas instead, but if you plan to teamfight early, Drum can be amazing.
- Kaya should be bought every game on Outworld Destroyer, provides exactly what the hero needs and builds into Yasha and Kaya.
Mid game:
- Tranquil Boots allow you to heal quickly between skirmishes. As you effectively have infinite mana, it can be annoying to go back to the fountain or have to shrine just to heal. Outworld Destroyer builds almost no health regen items, so Tranquil Boots are excellent. He also has an outstanding base move speed, a move speed talent, and his default build includes Yasha and Kaya, allowing you to move extremely quickly (around 475 ups) with Tranquils active. Consider swapping to a different pair of boots late game.
- Yasha and Kaya provide exactly the stats Outworld Destroyer needs, allowing him to move ridiculously fast, attack faster, and have more armor. Sange and Kaya may be considered if the enemy lineup consists of mainly spellcasters, but even then Yasha and Kaya is more attractive.
- Force Staff provides an escape mechanism as well as good attributes and upgrades later into Hurricane Pike.
- Blink Dagger increases his mobility, allowing Outworld Destroyer to blink and escape after a self-cast Astral Imprisonment.
- Meteor Hammer active is guaranteed by Astral Imprisonment, provided you are not otherwise stunned. This grants extra damage and two seconds of stun to land arcane orbs.
Late game:
- Hurricane Pike gives attack range and attributes. The active allows Outworld Destroyer to position, as well as increasing his attack speed for a number of attacks.
- Black King Bar protects against most disables and nukes, buying Outworld Destroyer the time to stack intelligence and use his ultimate more effectively.
- Scythe of Vyse provides him with both additional intelligence and a hex, giving him more time to deal damage with Arcane Orb.
Situational items:
- Power Treads gives attack speed and intelligence to use more Arcane Orbs. Can be considered as an alternative to Tranquil Boots.
- Shiva's Guard will give him more armor for survivability, as well as more intelligence. The slow also helps him either chase, or escape.
- Linken's Sphere can be considered as an alternative to Black King Bar if you find yourself heavily focused by single target abilities.
- Octarine Core gives the most mana in a single item, and allows you to steal more mana by spamming Astral imprisonment. It also increase damages and allows Sanity Eclipse to be used more frequently.
- Moon Shard gives a high attack speed boost, allowing him to deal more damage in battles and steal intelligence faster.
- Rod of Atos will provide him with additional health and intelligence, as well as the ability to root against a single target.
- Orchid Malevolence gives him even more intelligence and attack speed, and also gives him a silence that also amplifies his damage for the time period. Also builds later into Bloodthorn.
- Refresher Orb is one of the strongest late-game items on Outworld Destroyer, as it allows Sanity's Eclipse, as well as items like Black King Bar and Scythe of Vyse to be used twice, which can be devastating in teamfights.
- Aghanim's Scepter provides attributes, health, and mana boosts. Extra Astral Imprisonment charges and its range improvement provides an additional disable.
Gameplay[edit]
Roles: | Carry Nuker Disabler |
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Complexity: | ★★☆ |
Playstyle: | Wary of the happenings near the central sun, Harbinger departs from his vigil to take his place on the plains of war. The Outworld Destroyer creates an Essence Flux, balancing the tides of mana between him and his opponents. Any being may be placed in Astral Imprisonment, strategically removing them from the field. Glowing spheres fly from his staff, Arcane Orbs that permeate any shield. Looming above his enemies, the Outworld Destroyer drops the proverbial hammer, extinguishing the unenlightened with the cosmic force of Sanity's Eclipse. |
Audio[edit]
History[edit]
Equipment[edit]
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Trivia[edit]
- Outworld Destroyer was originally called "Obsidian Destroyer" in DotA. Obsidian Destroyer was based on two units in Warcraft III: Frozen Throne; the Obsidian Statue, and its alternate form, the Destroyer.
- Outworld Destroyer was originally added to Dota 2 with his current name, but was changed to "Outworld Demolisher" before the patch left the Test Client. However, due to community outcry, it was changed to "Outworld Devourer" as he arrived on the Main Client. This name was used up until 7.28, where it was changed again to the original Dota 2 iteration of "Outworld Destroyer".
- Due to the many name changes Outworld Destroyer went through, he gained many humorous communitty names such as "Outworld Developer" and "Outhouse Decorator".
- Outworld Destroyer 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 Destroyer tremendously.