|carry and disabler. While capable of stealing intelligence and outputting pure damage with , he can can also reset fights, break chain stuns, and save teammates with . keeps his mana high, and his enemies slow. Outworld Devourer can then choose to finish them off with , which deals damage in a large radius based on the difference between Outworld Devourer's current intelligence and each enemy in the affected area while also draining their mana.is a|
- Astral Imprisonment is almost always the best level one point, as it is Outworld Devourer's only utility spell and can be used in the early game to disable an enemy to escape or to give time for allies to help.
- An early point in Arcane orb gives Outworld Devourer a way to harass the enemy without drawing creep aggro, and an effective but expensive way to secure contested last hits.
- Maxing Astral Imprisonment gives him a powerful area nuke to farm waves and jungle camps, while leaving Arcane Orb at a cost low enough to allow him to leave it on autocast while farming.
- Sanity's Eclipse's damage depends on Outworld Devourer's intelligence, so delaying it until later on is often worthwhile.
- Outworld Devourer is a very strong laner. You can win the CS battle against the majority of heroes by banishing them before they can get a last hit on the first creep that's about to die, denying it, and last hitting their creep that's low. Good players will try to keep their distance from you, so try to fake moving in range of your ability occasionally to make them question themselves.
- Be aware of the splash damage of Astral Imprisonment. Similar to a hero like Kunkka with Tidebringer, do not just use it unthinkingly and lead to your opponent getting free ranged creep denies. If you banished the enemy hero and the splash damage will come down on the ranged creep, it will not kill the creep (at least in the first few levels). Make sure you damage the ranged creep before your opponent comes down; in the very early levels you will need to hit the ranged creep twice to secure the last hit, but soon it will only be once, then not at all.
- You effectively have infinite mana as long as you stay above the threshold where you can cast Astral and Equilibrium together. This means you have unlimited harass tied to the cooldown of Equilibrium. You can easily bully most heroes out of lane once you hit level 4 by continuously banishing, equilibrium right before they land, and land 1-2 Orb hits on them, taking care not to drop to low enough mana that you won't be able to recast your Astral+Equilibrium combo. If you aren't comfortable with the mana costs yet, I recommend bringing a mango or two to lane, the health regen is nice, but moreover Mango is actually far superior to Clarity on OD. You never need steady mana regen, because one mango burst of mana regen will allow you to go from 0 mana to full via your combo.
- If your opponent got greedy for a last hit and you landed Astral on them while they're low, you should position yourself between where they will land and their tower, if it's safe to do so. Your equilibrium will slow them down, assuming you used it while they were imprisoned, and you can kill virtually any mid hero before you unlocked your ult (with a few exceptions, e.g. Huskar who can disarm you and regen, vs him you need ult) assuming you imprisoned them at half hp or less.
- Orb attacks, even when Equilibrium is up, will not do enough damage to fully restore the mana they spend unless you're getting a ton of splash damage on creeps. The splash range is only 175 units, which is very low, so take care never to dip below the mana threshold you need to use your W+E or you will essentially be useless.
|Mid Outworld Devourer|
|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.
Tips & Tactics
- Stealing intelligence from enemy heroes can make a big difference between you and enemy heroes, giving you a high advantage.
- Try to stack neutral camps to farm with later on, especially ancient ones.
- Arcane Orb is costly to autocast, so you should invest in it later on when you can sustain your mana.
- This is your main damaging ability later on in the game. As an intelligence carry, you directly benefit from items which increase your intelligence due to the increase in your attack damage, mana pool, and resultant Arcane Orb damage.
- Arcane Orb deals pure damage, making it a great skill to harass enemies with high armor.
- Due to Outworld Devourer's skill set, Arcane Orb would be your main consumption, and recovery, of mana.
- Casting Arcane Orb on neutral or enemy creeps is a good way to recover lost mana, pairing with active Equilibrium.
- Take advantage of Arcane Orb's splash damage to farm creep waves and stacks of neutrals, including ancients.
- Astral Imprisonment can be used to save yourself or allied heroes from spells with long delays, such as
and if timed correctly.
- In addition, you can save allied heroes from potentially lethal abilities such as and .
- Similarly, it can also be used to dodge projectiles. It is important to time it so that the projectiles connect while imprisoned, since the spell does not disjoint projectiles.
- Astral Imprisonment can be used on them to negate some of the damage from damage over time abilities, such as and , which can potentially end up saving the ally. Against long lasting debuffs, it can be cast twice before the debuff expires.
- When misused and poorly timed, the application of Astral Imprisonment heavily backfires.
- Just like how it can save allies from spells and damage, it can also do the same for your opponents, so communication with the team is important to prevent wasting of spells.
- It is entirely possible for you to cause a teammate's demise by casting Astral Imprisonment on them at the wrong time (such as when they have just begun to channel an escape ability).
- The expanding red ring visual effect can tell Outworld Devourer and allies the duration of Astral Imprisonment.
- Casting Astral Imprisonment removes your opponent from the battlefield, buying you or your allies enough time to use or a to escape to safety.
- Equilibrium restores mana as Outworld Devourer deals spell damage, sustaining Arcane Orb.
- Wait to use Equilibrium just before Astral Imprisonment expires since that is when the ability actually deals damage.
- Equilibrium will continue to slow enemies when Outworld Devourer uses items that deals damage over time, e.g. , on them.
- This ability is best used as a finisher; after acquiring enough stolen intelligence in a teamfight or gank, Sanity's Eclipse can be used to snuff out any remaining enemy heroes, especially escaping invisible heroes like , and
- Heroes with high intelligence gain such as , , and will often take minimal from this ability. As such, it is best to refrain from using this ability against these heroes unless you are significantly ahead in intelligence and are certain it can finish them off.
- Against heroes who depend on mana to contribute in teamfights, Outworld Devourer may consider using Sanity's Eclipse first to drain their mana.
- 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.