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 enjoys more-or-less unlimited mana because of his Equilibrium, which can be activated to replenish his mana from the damage dealt by his spells. 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.
- The bonus damage is dealt in a separate damage instance, and counts as spell damage.
- 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.
- The intelligence loss on the target does not keep the current mana percentage, but instead removes 12 mana per intelligence from the current mana pool.
- The intelligence gain on Outworld Devourer keeps the current mana percentage, without adding any extra mana.
- Upon losing the debuff, the target keeps their current mana percentage, but also gets 12 mana per intelligence added to their mana pool again.
- This means the target effectively regains more mana than it lost initially.
- The intelligence loss on Outworld Devourer upon losing the buff keeps the current mana percentage, just like upon gaining the buff.
- Cannot steal intelligence from illusions or from clones. Can steal from .
- Cannot reduce enemy intelligence below 0, but Outworld Devourer always gains the full amount of intelligence, no matter how much the target has left.
- Targeted non-intelligence heroes effectively lose 12/24/36/48 mana, 0.05/0.1/0.15/0.2 mana regen and 0.07%/0.14%/0.21%/0.28% spell damage.
- 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 default duration of the imprisonment. The red ring is visible to allies only.
- The ring does not adapt to duration changes caused by status resistance.
- The -disablehelp command prevents an allied Outworld Devourer from casting this spell on you.
- Interrupts Outworld Devourer's channeling spells upon cast.
- Despite the tooltip, does not steal mana. It only restores mana on Outworld Devourer, while the target loses nothing.
- Despite the tooltip, the slow is applied for any damage, not only just spell damage.
- The restored mana is based on damage dealt after all reductions.
- Triggers on any damage, not only from spells. This includes attacks and items.
- Places the slow debuff after the triggering damage.
- Affects units under the effect of invulnerability or hide. cast by Outworld Devourer (or a stolen one cast by ), but does not pierce any other source of
- Applies the mana loss first (unaffected by mana loss reductions), and then the damage.
- Damage and mana removal affect illusions.
- Treats creep-heroes as creeps.
|15% Spell Lifesteal||25||+60sInt Steal|
|+6 Armor||15||+25 Movement Speed|
|+20 Attack Speed||10||+250 Health|
- The health talent increases maximum health capacity, and keeps the current health percentage.
- The strength talent effectively grants Outworld Devourer 400 health, 2 health regen and 1.6% magic resistance.
- The spell lifesteal talent stacks additively with other sources of spell lifesteal.
- provides cheap attributes for a mid hero with low base damage. Outworld Devourer may consider a second Null Talisman later on to boost his intelligence for cheap, giving him an edge in the laning stage.
- gives a little bit of extra damage, and can be consumed to turn the tide in a close fight.
- restores health to stay in lane.
- 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.
- gives cheap attributes, and Outworld Devourer can use it with Tango to receive more heal.
- make Outworld Devourer run faster, which is important in middle lane.
- gives attributes and sustainability.
- lets Outworld Devourer scale better, although it may hamper some of your early game power.
- is a cheap and cost effective item that gives Outworld Devourer 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.
- should be bought every game on Outworld Devourer, provides exactly what the hero needs and builds into Yasha and Kaya.
- 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 Devourer 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.
- provide exactly the stats Outworld Devourer 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.
- provides an escape mechanism as well as good attributes and upgrades later into Hurricane Pike.
- increases his mobility, allowing Outworld Devourer to blink and escape after a self-cast Astral Imprisonment.
- gives attack range and attributes. The active allows Outworld Devourer to position, as well as increasing his attack speed for a number of attacks.
- protects against most disables and nukes, buying Outworld Devourer the time to stack intelligence and use his ultimate more effectively.
- provides him with both additional intelligence and a hex, giving him more time to deal damage with Arcane Orb.
- gives attack speed and intelligence to use more Arcane Orbs. Can be considered as an alternative to Tranquil Boots.
- will give him more armor for survivability, as well as more intelligence. The slow also helps him either chase, or escape.
- can be considered as an alternative to Black King Bar if you find yourself heavily focused by single target abilities.
- gives the most mana in a single item, as well as immense survivability for Outworld Devourer by lifestealing from his Arcane Orb and his other spells. It also allows Sanity Eclipse to be used more frequently.
- gives a high attack speed boost, allowing him to deal more damage in battles and steal intelligence faster.
- root against a single target. will provide him with additional health and intelligence, as well as the ability to
- silence that also amplifies his damage for the time period. Also builds later into . gives him even more intelligence and attack speed, and also gives him a
- is one of the strongest late-game items on Outworld Devourer, 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.
- provides attributes, health, and mana boosts. Extra Astral Imprisonment charges and its range improvement provides an additional disable.
|Roles:||Carry Nuker Disabler|
|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 Devourer brings Equilibrium, 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 Devourer drops the proverbial hammer, extinguishing the unenlightened with the cosmic force of Sanity's Eclipse.|
- Outworld Devourer 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 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" and "Outhouse Decorator".
- 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.