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Outworld Devourer/Guide

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Outworld Devourer minimap icon.png Outworld Devourer is a carry and disabler. While capable of stealing intelligence and outputting pure damage with Arcane Orb, he can can also reset fights, break chain stuns, and save teammates with Astral Imprisonment. Equilibrium keeps his mana high, and his enemies slow. Outworld Devourer can then choose to finish them off with Sanity's Eclipse, 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.
Pros Cons
  • Deals pure damage.
  • Farm quickly with Arcane Orb's splash.
  • Punishes mana dependent and low intelligence heroes.
  • High starting movement speed.
  • Interrupting chain stuns.
  • Able to hide an ally or enemy.
  • Arcane Orb is countered by spell immunity, disarm, silence, and evasion.
  • Arcane Orb cannot hit buildings.
  • Sanity's Eclipse is less effective against heroes with high intelligence.
  • Relatively short range on attacks and spells.


  • 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.

Ability Builds[edit]

Mid Outworld Devourer
Astral Imprisonment icon.pngEquilibrium icon.pngAstral Imprisonment icon.pngArcane Orb icon.pngAstral Imprisonment icon.pngSanity's Eclipse icon.pngAstral Imprisonment icon.pngEquilibrium icon.pngArcane Orb icon.pngTalent icon.pngArcane Orb icon.pngSanity's Eclipse icon.pngArcane Orb icon.pngEquilibrium icon.pngTalent icon.pngEquilibrium icon.pngUnknown icon.pngSanity's Eclipse icon.pngTalent icon.pngTalent icon.png


Hero Talents
15% Spell Lifesteal25+60s Arcane Orb Int Steal
+2 Sanity's Eclipse Multiplier20+20 Strength attribute symbol.png Strength
+6 Armor15+350 Mana
+20 Attack Speed10+250 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 spell lifesteal talent stacks additively with other sources of spell lifesteal.
  • The spell lifesteal talent heals for 3% from non-hero units. Treats creep-heroes as creeps and does not heal off of illusions.

Tips & Tactics[edit]


  • 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[edit]

  • 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[edit]

  • Astral Imprisonment can be used to save yourself or allied heroes from spells with long delays, such as X Marks the Spot and Ghostship if timed correctly.
    • In addition, you can save allied heroes from potentially lethal abilities such as Reaper's Scythe and Winter's Curse.
    • 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 Poison Nova and Doom, 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 Blink Dagger icon.png Blink Dagger or a Town Portal Scroll icon.png Town Portal Scroll to escape to safety.


  • Equilibrium restores mana as Outworld Devourer deals 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. Urn of Shadows icon.png Urn of Shadows, on them.

Sanity's Eclipse[edit]

  • 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 Riki minimap icon.png Riki, Clinkz minimap icon.png Clinkz and Bounty Hunter minimap icon.png Bounty Hunter
  • Heroes with high intelligence gain such as Silencer minimap icon.png Silencer, Invoker minimap icon.png Invoker, and Pugna minimap icon.png Pugna will often take minimal or no damage 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.


Starting items:

  • Null Talisman icon.png Null Talisman 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.
  • Faerie Fire icon.png Faerie Fire gives a little bit of extra damage, and can be consumed to turn the tide in a close fight.
  • Tango icon.png Tango restores health to stay in lane.
  • Healing Salve icon.png 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 icon.png Iron Branch gives cheap attributes, and Outworld Devourer can use it with Tango to receive more heal.

Early game:

  • Boots of Speed icon.png Boots of Speed make Outworld Devourer run faster, which is important in middle lane.
  • Magic Wand icon.png Magic Wand gives attributes and sustainability.
  • Hand of Midas icon.png Hand of Midas lets Outworld Devourer scale better, although it may hamper some of your early game power.
  • Drum of Endurance icon.png Drum of Endurance 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.
  • Kaya icon.png Kaya should be bought every game on Outworld Devourer, provides exactly what the hero needs and builds into Yasha and Kaya.

Mid game:

  • Tranquil Boots (Active) icon.png 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 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.
  • Yasha and Kaya icon.png Yasha and Kaya 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.
  • Force Staff icon.png Force Staff provides an escape mechanism as well as good attributes and upgrades later into Hurricane Pike.
  • Blink Dagger icon.png Blink Dagger increases his mobility, allowing Outworld Devourer to blink and escape after a self-cast Astral Imprisonment.

Late game:

  • Hurricane Pike icon.png Hurricane Pike gives attack range and attributes. The active allows Outworld Devourer to position, as well as increasing his attack speed for a number of attacks.
  • Black King Bar icon.png Black King Bar protects against most disables and nukes, buying Outworld Devourer the time to stack intelligence and use his ultimate more effectively.
  • Scythe of Vyse icon.png 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 icon.png Power Treads gives attack speed and intelligence to use more Arcane Orbs. Can be considered as an alternative to Tranquil Boots.
  • Shiva's Guard icon.png 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 icon.png 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 icon.png Octarine Core 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.
  • Moon Shard icon.png Moon Shard gives a high attack speed boost, allowing him to deal more damage in battles and steal intelligence faster.
  • Rod of Atos icon.png Rod of Atos will provide him with additional health and intelligence, as well as the ability to root against a single target.
  • Orchid Malevolence icon.png 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 icon.png Bloodthorn.
  • Refresher Orb icon.png Refresher Orb 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.
  • Aghanim's Scepter icon.png Aghanim's Scepter provides attributes, health, and mana boosts. Extra Astral Imprisonment charges and its range improvement provides an additional disable.