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On September 06 2013 01:24 puissance wrote: Thanks for the comprehensive guide on space cow! However your playstyle / view on the hero is largly different than mine. - I think maxing Bash first is the strongest option. Longer stun and more damage. Faster charge doesnt matter that much (the longer stun is good though). - MoM is good, its ias and movement speed, exactly what you want. It allows one to kill enemies in the charge + ulti duration, so the drawback doesnt matter. This works only if they dont walk grouped up, which is the case in most pubs. Its also a decent farming tool. - I dont think his laning is weak. He has very strong stats and can make kills happen with a good laning partner, just by charging + followup.
When you max bash first you're relying on the enemy team to be dumb and expecting your own to not cooperate with you at all. Faster charge speed is BIG when you play with / vs coordinated teams.
MoM again should only be bought if you have a BKB and really need the dps. You shouldn't be sitting around farming anyway.
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On September 06 2013 02:03 synapse wrote:Show nested quote +On September 06 2013 01:24 puissance wrote: Thanks for the comprehensive guide on space cow! However your playstyle / view on the hero is largly different than mine. - I think maxing Bash first is the strongest option. Longer stun and more damage. Faster charge doesnt matter that much (the longer stun is good though). - MoM is good, its ias and movement speed, exactly what you want. It allows one to kill enemies in the charge + ulti duration, so the drawback doesnt matter. This works only if they dont walk grouped up, which is the case in most pubs. Its also a decent farming tool. - I dont think his laning is weak. He has very strong stats and can make kills happen with a good laning partner, just by charging + followup. When you max bash first you're relying on the enemy team to be dumb and expecting your own to not cooperate with you at all. Faster charge speed is BIG when you play with / vs coordinated teams. MoM again should only be bought if you have a BKB and really need the dps. You shouldn't be sitting around farming anyway. The only farming Spirit breaker does is when he is farming up the 5 big creeps on the map with all those special abilities.
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On September 06 2013 02:15 Plansix wrote:Show nested quote +On September 06 2013 02:03 synapse wrote:On September 06 2013 01:24 puissance wrote: Thanks for the comprehensive guide on space cow! However your playstyle / view on the hero is largly different than mine. - I think maxing Bash first is the strongest option. Longer stun and more damage. Faster charge doesnt matter that much (the longer stun is good though). - MoM is good, its ias and movement speed, exactly what you want. It allows one to kill enemies in the charge + ulti duration, so the drawback doesnt matter. This works only if they dont walk grouped up, which is the case in most pubs. Its also a decent farming tool. - I dont think his laning is weak. He has very strong stats and can make kills happen with a good laning partner, just by charging + followup. When you max bash first you're relying on the enemy team to be dumb and expecting your own to not cooperate with you at all. Faster charge speed is BIG when you play with / vs coordinated teams. MoM again should only be bought if you have a BKB and really need the dps. You shouldn't be sitting around farming anyway. The only farming Spirit breaker does is when he is farming up the 5 big creeps on the map with all those special abilities. Ideally there are up to 9 big creeps with up to 5 of them having pretty questionable special abilities and all dying when you kill one meepo.
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Sir,
Many thanks for your witty and insightful guide. Well done.
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I usually go something like 2 points in charge then max bash and it works fine. People die either way and you most likely are creating space anyhow just by people knowing there might be a cow comming their way. My item build goes something like boots > urn > threads > drums > bkb/aghs/armlet depending on situation. Urn + drums early makes you much more usefull to the team when pushing and can save your teammates pretty often too. If I have a carry like naix for example, I sometimes even max aura before I max charge, silly huh?
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Draw your charge path on the map, a straight line that travels straight to Frown Town, Population: Sniper.
I just laughed so hard. Great writing dude.
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Something that's worth noting on the charge v. bash discussion is that the speed boost really helps against heroes that can interrupt you.
At level 1, even non-instant stuns like impale can give you trouble if they see you coming and/or ground target. SS, lion and rubick can stop you dead with ease. At level 4, though, you cross the last stretch so fast that they have to have crazy reflexes to continue cockblocking you, especially if you smoke or come from fog.
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On September 09 2013 18:31 Belisarius wrote: Something that's worth noting on the charge v. bash discussion is that the speed boost really helps against heroes that can interrupt you.
At level 1, even non-instant stuns like impale can give you trouble if they see you coming and/or ground target. SS, lion and rubick can stop you dead with ease. At level 4, though, you cross the last stretch so fast that they have to have crazy reflexes to continue cockblocking you, especially if you smoke or come from fog.
This is a good point. One of the proudest moments in my dota life is the hex, earthspike, finger combo on a sb undearneath tower and it gets exponentially harder the faster he goes. And yes hex is easy to do it with but if you dont see him coming its still fcking hard. But when you do get it Frowntown goes up to 2 pop and if you can do it reliably sniper probably moves out too.
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I am a longtime LoL player and I just started playing Dota, but I have to say that I've had the most fun with this guy out of every hero/champ I've played in both games. It just feels so awesome charging across the whole map and then bashing their skulls in.
Also where I'm at nobody actually buys wards which means that I just charge everything on sight and go 20/3/20
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This guide had me all pumped to learn him properly when I got back from vacation, and then I straightaway got like three games in a row where an enemy SB just 1a'd our whole team over and over, to victory.
Now I've decided I don't want to be that guy.
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Hahahaha me and my friends were just complaining about space cow over the weekend when we faced against him 3 games in a row... T~T hahaha very nice guide I play support so unfortunately I probably won't use this but I will show this guide to my friend who does! He just started playing dota like a couple months ago and he loves SB time to make some nerds cry!
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On September 18 2013 08:07 Belisarius wrote: This guide had me all pumped to learn him properly when I got back from vacation, and then I straightaway got like three games in a row where an enemy SB just 1a'd our whole team over and over, to victory.
Now I've decided I don't want to be that guy. a win is a win. just apologize for playing sb at the end + Show Spoiler +"apologize for playing that hero!"
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I got to say SB is got to be my favorite hero for trolling pub. currently 9-1 with him hahaha even queing for solo pubs ( I guess i am lucky!)
I really cant hate MOM. This item is legacy great!
I sometimes build MOM with him simply because the enemy has no disable whatsoever at least 2-3 heroes are.
Also, you can choose when to activate it. You dont blindly activate it when you charge heros at 1st hit unless you are too lazy of sure you will own the heroes (mostly supports). Also if you do it would also make sense if you want to quick kill them. Charge stun + another for ulti would nulify the increase damage take.
other scenarios I would normaly activate it when:
1. the bash from charge wears off 2. Used ulti and 2-3 punches but still no bash (MoM makes the bash chance bigger) 3. finishing punch after the damage is done / chasing
Sven likes MoM too
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Whenever I get the chance I'll update this for the new patch.
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Minor update: With the 6.79 change to Bara's ult, maxing Charge first is 500 times more important. You absolutely need the extended stun time or your ult is just going to be interrupted without a second glance. If anyone sees anything that appears to be 6.79 outdated, please let me know and I'll change it around.
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TBH with 6.79 the best update to this guide would include detailed instructions to finding and pressing the repick button as that is the optimal spirit breaker strategy 90+% of games.
I agree with the charge max change and all. Its just that icefrog effectively deleted the hero.
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MoM is really cheap and keeps a target stunlocked, especially if you go roaming quickly you can't afford really expensive stuff even if you get a couple of kills. Also in my opinion Spirit Breaker is a ganker / support you shouldn't try to charge people 1v1 in their tower you rather provide the stuns so your carry can get easy kills; MoM is a great item for that.
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On November 14 2013 03:54 Sn0_Man wrote: TBH with 6.79 the best update to this guide would include detailed instructions to finding and pressing the repick button as that is the optimal spirit breaker strategy 90+% of games.
I agree with the charge max change and all. Its just that icefrog effectively deleted the hero.
If you think that icefrog "deleted" a hero by giving him a few nerfs without touching his core functionality and main draw, then I guess Wisp is deleted too.
Spirit Breaker provides absolutely absurd global presence and domination. So he does less damage now? Ok, I may deal less damage but I can still barrel across the map and smash headfirst into a squishy piece of support-meat. If you really honest to god think that 6.79 "deleted" Spirit Breaker, you probably weren't playing him right in the first place.
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Things SB used to do:
Show up, cast ult, shrug off the first stun, and murder ppl.
Things SB does now:
Shows up, dies to any stun/silence. Does no dmg.
Even with a bkb, he is now like 3x worse. Its embarassing.
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