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[Hero] Outworld Devourer

Forum Index > Dota 2 Strategy
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LAN-f34r
Profile Joined December 2010
New Zealand2099 Posts
Last Edited: 2014-04-02 19:04:55
January 31 2013 06:31 GMT
#1
[image loading]

Outworld Devourer

One of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Devourer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger's place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough.

For abilities, stats, and other information, visit this hero's Liquipedia page here: http://wiki.teamliquid.net/dota2/Outworld_Devourer



+ Show Spoiler [Guide by LAN-f34r] +
Hi, welcome to my guide on 6.77b Obsidian Outworld Destroyer Demolisher Devourer. + Show Spoiler +
seriously wtf Valve


Why was this guide created? Because I have not seen an OD who has played right once in any of my games. And every time I see an OD that maxes his orb first, or doesn't skill astral (or only gets one point), I die a little inside. This way, at least I can say that I’ve tried.
      Also, it gives me an excuse for drawing attention to a certain bug. Normally you can get a level advantage via astral denying (denying creeps while the enemy is trapped in astral should deny all XP to them). However, this mechanic has not been ported to DotA 2 (as of Troll warlord patch, 25/1/2013). for reference.

Disclaimer: I'm not perfect, nor am I a pro player or in frequent contact with pro players. While much of this guide is written based on my knowledge of pro play, It's still my knowledge, which is flawed. Also, OD isn't played much in pro games, so there is limited material to learn form.

So, with no further ado:

LAN-f34r’s guide to sucking less with OD



Contents
Alt-tab guide
When to Pick?
Abilities
Skill Builds
Item Builds
Gameplay
Friends, Foes, and Food
Final words



Alt-tab guide

+ Show Spoiler +
Skill order:
    1. Astral Imprisonment
    2. Essence Aura
    3. Astral Imprisonment
    4. Essence Aura
    5. Astral Imprisonment
    6. Sanity’s Eclipse
    7. Astral Imprisonment
    8. Essence Aura
    9. Essence Aura
    10. Arcane Orb
    11. Sanity’s Eclipse
    12. Arcane Orb
    13. Arcane Orb
    14. Arcane Orb
    15. Stats
    16. Sanity’s Eclipse
    17-25. Stats

Starting items: Salve, Tango, Ring of protection, 3x Iron branch.
Early items: Tranquil boots, Magic wand, TP scroll.
Midgame: Force staff, Mekanism (or Rod of Atos if someone else is building Mek), situationally ghost sceptre.
Late game: Scythe of Vyse, Black King Bar.
Luxury: Shiva’s guard, Refresher orb, Ethereal blade.

Go into a 1v1 lane, and spam astral on your lane opponent to drain their int. Midgame attack people with your orb, stall until BKBs run out, and keep farming.




When should you pick OD?


Do you want to be able to get rampages with one cast late game? Do you want to do enough DPS to destroy devour + Show Spoiler +
seriously wtf Valve
worlds late game? Can your team leave a lane open for you to 1v1? Do you want to make your 1v1 lane opponent very, very sad? Does your team lack late game damage? Do you want to literally make your opponents stupider? Do you want to one shot tanky illusions for most of the game? Do they have high magic resistance and/or armour?
If you answered yes to the above questions, OD may be right for you.

Does their team look likely to build BKBs, or have inbuilt magic immunity? Do they have lots of disables (especially silences and BKB-piercing disables)? Can their team pile on you faster than a penny dropped in Greece? Does their team push heavily? Can their team gank you heavily? Are they going to push very fast?
If any of those are the case, OD may not be the best choice.

In pubs, often the only guaranteed 1v1 lane in middle, so try to secure it. A lot of your power is in your 1v1 laning, so if you can’t get middle then you probably want to pick something else.
      There are better mids, who use runes and gank, but you are hardly wasted in mid – you can keep their mid underleveled and underfarmed and hence prevent them from ganking. Just try to get your team to get rune control from the side lanes.
      Competitively, OD is great soloing the safe lane with an aggressive trilane on the hard lane. This gives you the best of both worlds – a 1v1 lane, while also leaving mid open for someone who wants to use bottle and utilise runes. Just make sure they are trilaning their safe lane – you don’t deal with a duolane or trilane against you, and if they aggressive trilane or do some sort of 2/1/2 or 1/2/2 shenanigans then you may need some support or a lane switch. You probably don’t want to pick OD unless they pick a hard carry that needs heavy babysitting such as N’aix or AM. However, if you want OD to suppress whoever is in mid, then he is still fine 1v1 mid. Just be careful if you are dire – if they start pulling then he can quickly start getting in trouble.



Abilities


If you are unfamiliar with what OD’s abilities are, you can familiarise yourself here. Below is the strategy of using the abilities.

Arcane orb

This is what turns OD into a DPS monster late game. Its exorbitant (hehe orb joke) mana cost is prohibitive to early game usage, so OD does not really benefit from orb walking in lane, however there are other powerful uses of orb walking in the mid-late game: avoiding tower aggro when diving and being able to attack while ethereal being the biggest ones. And you hardly miss it early on, as you will soon see.

Astral imprisonment

Most carries need support to be able to stand in lane. There are a few exceptions: Clinkz, Viper to name a couple. But OD is more than that. OD makes his lane opponent run crying home to CM to come babysit them. You destroy devour 95% of 1v1s, and the other 5% are still in your favour, just because this skill is INSANE in 1v1 matchups. I’m not exaggerating. A well played OD will destroy devour anyone. + Show Spoiler +
seriously wtf Valve


Essence aura

Everyone on your team:
Mana problems? What are those?


This solves almost everyone’s mana issues (some heroes like leshrac and storm can still have issues). The math behind the theoretical breakeven point for when casting a spell gives the same amount of mana back on average as it uses per cast is in the spoiler below (note that you want a bit more if you are going to constantly spam the spell, since otherwise you only need to be slightly unlucky to start running out of mana).
+ Show Spoiler +
X = spell cost
Y = mana pool
Z=essence level
General breakeven point at: 40*X=Y*Z
Level 4 breakeven point: 10*X=Y



Sanity’s Eclipse

This can be a very powerful spell late game. Does a lot of damage if you have big items up vs normal carries, and if it’s a somewhat squishy carry (such as drow) that doesn’t have a BKB, killing them from full hp isn’t unrealistic. Not to mention its long range and big radius lets you hit targets 975/1125/1375 units away, forcing earlier BKBs that would otherwise be needed, or hitting targets that thought they were safe due to distance. Can also be useful vs high intelligence heroes since it drains a LOT of mana. If you hit intelligence semi carries like storm spirit when they are full mana, they are often almost out of the fight.
Also, if you one shot someone from full hp then it is required etiquette to insult your opponent’s intelligence.



Skill builds


    1. Astral Imprisonment
    2. Essence Aura
    3. Astral Imprisonment
    4. Essence Aura
    5. Astral Imprisonment
    6. Sanity’s Eclipse
    7. Astral Imprisonment
    8. Essence Aura
    9. Essence Aura
    10. Arcane Orb
    11. Sanity’s Eclipse
    12. Arcane Orb
    13. Arcane Orb
    14. Arcane Orb
    15. Stats
    16. Sanity’s Eclipse
    17-25. Stats

Variations:
  • Skipping level 6 Eclipse – Your ultimate early game is only really good for securing kills. If you do not think you can get kills with it, then getting your other skills and getting your ultimate at 10/11 or 9/11 may be better.
  • Skipping 4th point in Astral – With recent buffs to astral, the 4th point in astral can be excessive. It also makes it a bit better for ganks, as 4 seconds of waiting may be too long, and gives TP support that much more time to get there. You do lose out on some utility, however.
  • Early orb – Sometimes an early point in Arcane orb can net you kills. It’s up to your own judgement whether orb is more useful
  • Aura > Astral – I personally always take astral at 1-3-5-(7), but it’s not terrible to take some aura earlier.

I will refer to everything else in the guide as if you only use the normal build, however I’m sure you can figure out where a figure may be wrong depending on any variations.



Item builds


Starting items
  • Salve, tango, ring of protection, 3x branches – Probably my most used build, since it gives you everything you need for lane (regen, branches, and you have high base damage + astral), and starts working towards your tranquil boots with RoP + extra gold.
  • Salve, tango, 1/2xmantle, 2/3x branches – If you struggle with last hitting, then the extra damage from more int may make this build your best choice. Also gives some extra mana for more astrals. Most relevant vs high damage str/agi heroes.
  • Salve/tango, boots, branch – Is your lane opponent a complete pushover? If you aren’t going to be harassed and don’t have to get additional last hitting power, then it could be beneficial to skip regen and stat items and rush up to other items faster, then making up for it with quick tranquil boots. It is very risky to do however, although you can offset this by getting pooled regen. However, normally the kind of heroes you can get away with this won’t be soloing a lane. Mainly relevant vs melee heroes (melee = can’t harass) that aren’t good at killing you (if they get a rune and/or a gank comes your way, less hp could spell your end).
  • Salve, tango, magic stick, 3x branches – for spell spammers, namely Zeus and Batrider.

There are probably other combinations of starting items that are good, just make sure that you either have plenty of regen and OP branches, or a REALLY good reason not to.

Early game
    Tranquil boots, Magic stick/wand, TP scroll.

Tranquil boots gives you some extra mobility, covers your hp regen requirements, helps restore mana in lane, and is cheap. It also disassembles into force staff. Magic stick is just a plain great item, no reason not to get it. Magic wand is also a good item, but it is personal preference whether you want to upgrade your stick. I generally do it if I still have branches left in my inventory, which is fairly frequently as OD. And of course, always carry a TP.

Also, examine their team. Are you going to be able to push into them at the 10-12 minute mark (before BKBs start coming out)? Are they going to be trying to push heavily between 10 and 20 minutes? If no to both of those, then you may want to consider Hand of Midas. It leaves you weaker in the midgame, however it covers a couple of OD's weaknesses - his lack of ability to farm, and his need for IAS. Just make sure that you aren't needed fighting more than you are farming.

Mid game
    Mobility:Force staff, Blink dagger, Drum of endurance.


Tranquil boots fall off once you don’t need the regen for laning and have enough mana to regen it from orb. As such, you can disassemble them to make force staff, and make power treads which are more relevant mid/late game.
       Alternatively, you can use blink dagger for a longer ranged alternative. The downsides are lack of stats, can only be used for yourself, and the 3 second cooldown when you take damage, however you can negate the latter by astraling yourself, which at gives you 4 seconds where you can't take damage and hence blink dagger will be available when you come out, allowing you to escape. You can keep tranquil boots for as long as you feel they are still relevant.
       The third option is building a lot of movement speed. OD already has a high base movement speed (310), so when you build tranquil boots and drum of endurance you move pretty quickly. It also makes you a little more tanky and gives you a little bit more DPS. However, it does require slightly more awareness and better positioning.

    Survivability: Mekanism, Rod of Atos, Ghost sceptre.

I know what you are saying. Mekanism? I thought OD was a carry! He is, but that doesn’t stop him from building mek. Let’s just compare mek and vanguard for a moment, looking only at what each item gives to you, not even looking at mek’s benefit to the team:
+ Show Spoiler +

Regen

4 hp/sec + active (for a theoretical 9.5556 hp/sec) from mek vs 6 hp/sec from vanguard. To be fair, you won’t be using the mek active whenever it’s off cooldown. But it’s enough regen to sustain yourself through mid game.

HP

250 from active + 95 strength hp from mek vs 250 from vanguard. As long as you get your active off, mek actually outshines vanguard in this area. And if you are getting stun locked as OD, you are probably dead, 250 hp or not.

Physical damage mitigation

~5.7 armor + active (2 armor) from mek vs vanguard’s damage block.
Graph (melee): [image loading] (To use the graph, find an enemy's damage on the y-axis. Follow it right until you intersect one of the curves. That point is where the damage mitigation provided by the indicated item would be equivalent to the armor value on the x-axis) Credit to StupidLemonEater.
Basically, if heroes are hitting for ~100 damage, then mek and vanguard are about equal in this regard... for a melee hero. OD is ranged, so gets half the benefit from vanguard, meaning mek and vanguard break even at ~50 damage. So while vanguard may be better for tanking creeps, mek is going to be better against heroes.

Extra

5 IAS (agility), 5 int, and 175 active mana cost.
The extra mana cost is nothing to OD by the time you can get it, and the IAS and int are both nice for extra DPS.
So mek is a pretty good defensive item just for yourself. But you also consider that it means your team is going to be much more tanky – as a carry, you can get mek much earlier than any supportive hero could. 250 may not seem a lot, but if you have underleveled supports running around with 750 hp at 10 minutes, then it makes them a lot tankier. It also makes creeps a lot stronger, meaning you joining your team for a push early on makes for a very hard to stop push.


That said, OD doesn't need mek now. His regen needs can be covered by tranquils, and if you have a good mek holder anyway then you benefit from the hp when they get it anyway, while you get more selfish items. But it is still a strong option, especially if you don’t have a hero that holds it well (or any hero that does hold it well would like to get other items).

If you aren’t going mek, then you possibly need some other form of buffing up your hp a bit. Rod of Atos isn’t a great item, but OD uses all the stats very well, so it’s a decent alternative to mek.

Ghost sceptre is a great item, and it’s even better on OD since you can still attack while ethereal via orb walking. If you aren’t overly concerned about spells (or the ones you do worry about go through BKB like primal roar or black hole), but you are worried about people right clicking you to death. Also note that while ethereal you also gain extra healing from Mekanism, making the 2 items synergise quite well.

Lategame core
    Scythe of Vyse and Black King Bar.

Sheepstick is your damage item, BKB is your survivability item. Basically if you can survive long enough with good positioning and what survivability items you have, get sheepstick so you can do more stuff. If you can’t due to lockdown or nukes, get BKB. Also note that ghost sceptre and BKB can’t be active at the same time (if BKB and ghost sceptre are both activated, the ghost sceptre is dispelled), so if they have nukes/lockdown and lots of physical DPS, you either have to be careful in using them or choose which one is more important (normally its BKB, armour also helps mitigate physical DPS).

Luxuries
    Shivas guard, Boots of Travel.

  • Shivas guard gives great protection vs physical DPSers via armour and freezing aura, while giving kiting abilities from the slow and more damage from the int. Great for if their carry is really strong, especially if they are melee (the slow helps vs melee more than ranged).
  • Boots of travel are a more slot efficient version of tp scrolls. Get these when you want to free up a slot for other items.

Situational luxuries
    Ethereal blade, Refresher orb.

  • After the change to E blade meaning that it uses your main stat for damage rather than always agi, its a decent lategame upgrade for ghost sceptre for OD. Neither the armor or IAS from the extra agi are wasted on you, your high int means that you deal lots of damage with it, and your ultimate follow up pushes that int damage even further. If you still want your ghost sceptre late game, then consider upgrading it to this. Do note that while you can attack while ethereal, you can’t attack someone who is ethereal. So if you use this and don’t kill them with ult, you can’t attack them for a few seconds.
  • Refresher orb is either for when you are ultra rich and don’t have anything else to spend it on, or your DPS is less important than insta-gibbing certain heroes. For example, tiny can be quite vulnerable to your ultimate, since he generally relies on pure hp and a bit of armour to survive, and has poor int and int growth. Unfortunately, most low int heroes that are dangerous will get a BKB, however if they don’t for some reason, and you don’t want to let them live long enough for your DPS to take them down, refresher can be a decent choice. Combine with E blade for omgwtf pwnage.

Items that could possibly be useful
    Assault Cuirass, Heart of Tarrasque, Orchid Malevolence, Heaven's Halberd, Monkey King Bar.

  • You can struggle to get enough IAS, so AC can be a decent choice. However you don't use the armour reduction very well, and you have a good option for armour in shiva's already. Get if you need IAS, your team needs the aura, and no one else can get it.
  • Heart provides a lot of hp. But often other survivability items, such as BKB and ghost sceptre, are enough to keep you alive, or heart won’t be enough anyway. It is nice for siegeing t3 towers if you don’t have another way to do so; especially if they have something like tinker spamming march of the machines.
  • Orchid gives a nice amount of attack speed and intelligence, as well as a nice situational disable. However, its cost efficiency is greatly reduced when you consider that you don’t use the mana regen at all, and the active is just another thing that gets shut down by BKB (as well as some other effects such as manta). It can still be a good choice vs escapable heroes such as qop or storm if they don’t have BKB.
  • Halberd gives a good way of dealing with other autoattackers. However, you already have good options – namely shivas and ghost, and it’s not a terribly slot efficient item. Still situationally good vs multicore lineups where most of their damage is from right clicks.
  • MKB isn’t very good damage for you. You are much better off getting int for damage most of the time. Most of the time you can hex your targets if they have evasion (FYI: hexed targets can’t evade, although other disables such as stuns and such do not stop evasion), and BKB lets you attack through miss debuffs like Brewmaster’s Drunken haze or Riki’s Smoke screen. However, if their team is panda PA riki tinker troll all with heaven’s halberd or butterfly, then MKB could be needed.

Weird theorycraft items
    Necronomicon, Veil of Discord, Butterfly, Manta Style, and Mask of Madness.

...Well, I did warn you that it was weird.
  • Necrobook lets you join pushes and contribute a lot of pushing power. You use both the str and the int well, so if you need pushing power then consider this (bonus points if they have an invis hero).
  • If refresher + E blade doesn’t kill them, add a veil. Because you can. Also: ags and dagon 5.
  • Butterfly is a really good item for a carry. Evasion scales really well, and you can want attack speed sometimes, so this could possibly be a good option.
  • Manta is also a really good item for a carry. The MS and the short invulnerability and dispel can be useful if you use it well (namely, a dispel other than BKB is useful vs silencer). However your illusions aren’t very good due to the lack of orb.
  • Mask of manliness: guaranteed to make you manlier, especially if you are SingSing. Actually not as bad as it may seem since it gives you a source of regen between fights, gives you mobility to escape bad situations, and gives you IAS which you can struggle with, but it’s still pretty bad (unless you are SingSing).

Rejected items
    Bloodstone, Linken’s Sphere, Aghanim's Sceptre, Every item with a unique attack modifier.

  • Bloodstone gives a lot of mana regen, which you don’t use any of. It also gives no int, so your ultimate does not get any stronger. There are just stronger options for DPS and pure HP.
  • Linken’s isn’t that great of an item, and you don’t use the large amount of mana regen at all. The only time you should even consider this is if they have long range and/or blink single target BKB piercing spells that are dangerous to you – BM roar with ags or blink, venge’s swap, bane’s grip with blink, etc. And even then, more EHP or better positioning are often better options.
  • Ags provides a fair bit of hp, a little damage and attack speed, and a minor upgrade to your ultimate. Not very slot efficient, and generally there are better items.
  • You have an extremely powerful UAM. Other UAM items just aren’t worth it when you don’t get the benefit from the orb.



Gameplay

So know you know what OD does... but how do you play him?

OD is a fairly hard carry. Pure damage is very powerful late game when armour tends to be high and both teams have pipe, and ODs can deal out of a lot of pure damage late game. His ultimate is also good vs most other carries because they don’t build int items. But he does face issues late game – he can’t do anything to anyone who is BKBed, and is fairly squishy with any normal build. He also doesn’t farm very quickly due to lack of mobility and AoE, lacks an escape to stop him from being ganked, which gives him troubles even surviving until late game. So, let’s look at what you can go to make up for this.

Early game, you are busy filling the river with your lane opponent’s tears. What, do you think there is just a river there for no reason? Someone has to fill it. This stage is probably the most important for you. Since you are probably going to be mid in a pub, keeping your opponent underleveled and underfarmed helps make sure that mid game won’t snowball out of control. You also need the advantage to be able to carry yourself through the midgame. So make sure you don’t get ganked.

The early parts of mid game, aka before the enemy get BKBs, you are quite powerful. Even low levels of your orb and your ult you do a lot of damage to BKB-less opponents, and you can control fights to a certain extent via astral. Try to take your advantage from the laning phase and win fights now. This is another reason mek is great – it comes in the same window of opportunity as the pre-BKB timing. Also, you are quite good at taking rosh if someone else can tank it. If you have an opportunity, aegis can help you through the next stage, even allowing another good teamfight in spite of BKBs.

Once they get BKBs, your contribution to fights is severely reduced. If your team can still be aggressive, then it may be worth joining them (especially if you have mek). However, if the rest of your team can’t deal with BKBs either, then it’s probably time to back up, farm all you can, and only fight when it’s in your favour (when you are defending tower, when you can catch someone out of position to start the fight 4v5, or if they have bad positioning ie they are in the Roshan pit.).
      In fights that do happen, you probably need to stall the enemy until their BKB runs out. If it’s a physical DPS hero that has the BKB, ghost sceptre can waste 4 seconds of BKB. If it’s their spells you’re worried about, hopefully you have your own BKB to survive through it. Astraling their target can waste another 4 seconds. Force staffing away gives you even more grace time. Your team should also hopefully be doing the same thing. If your team is doing a good enough job, then try to attack anyone else who hasn’t managed to get a BKB. Once their BKB is down, as long as you and your team is in OK condition you should be able to bring them down pretty quick.

Late game stalling out BKBs becomes easier with shorter durations. Keep farming up bigger items, take Roshan, and try to win teamfights and take towers/barracks. You should try to get every Roshan: If you are respawning via aegis, then their BKBs are ticking down. Just making sure your team is still there to back you up after you respawn.
      At this stage, you should always have buyback. You are likely a large portion of the team’s damage. If you die and don’t have buyback, you could lose right then and there.

Special tactics
+ Show Spoiler +
because White-ra is awesome


  • Astral lasts longer than it takes to TP at level 4. If you are being ganked by one person, or only one person in the gank has an interrupt, you can astral them and tp out before they have a chance to stun you. Often you can do the same with level 3 astral, but if you have slow fingers and/or they have instant cast interrupts, then you can still be interrupted. Also, if your team is coordinated, you can astral yourself while your team TPs in to save you. Just another reason to always carry a TP.
  • The same thing applies to blink dagger's damage cooldown. In the middle of a gank, if you have blink dagger you can astral yourself then blink when it ends. Make sure you are facing the right way!
  • Creeps and towers won’t aggro you if you manually cast your orb on their heroes, while they will if you autocast your orb and right click them (and if you don’t have any allied units nearby, they will still aggro you).
  • Each point of intelligence gives you 1 physical damage and 1.17 pure damage with level 4 orb. Each (level 4) astral gives you 10+11.7 damage. So if you see an opportunity before a fight to astral someone, it gives a fair bit of damage. But don’t be greedy - saving a teammate is much more important than getting a little more damage.
  • Since your ultimate still effects people while they are astraled, if they have a BKB then it can be a safer alternative to astral them first, then ult them (if they BKB during your cast animation, then astral cancels and doesn’t go on cooldown, while your ult would still be used and not hit them and go on its super long cooldown). Besides, a 20 int swing gives you 160/180/200 extra damage, which is nothing to be snuffed at.
  • Astral cannot reduce their intelligence to 0 or below, and does not affect straight mana items like arcane boots. However, it can still reduce extra intelligence to 0, so without an extra mana item they have 13 mana maximum (lion can still mana drain, drow can frost arrow, clinkz can searing arrow, if doom has eaten a forest troll high priest then he can still heal, but there are no other abilities which cost between 1-13 mana).
  • Once you have level 4 essence aura, over 1000 max mana, and at least 1 level in arcane orb, then any cast of arcane orb will statistically gain you mana (although in reality you want more like 1300 mana, or else it is quite risky). See the abilities section for the general form of the breakeven formula.
  • Essence aura works for many items – notably, tranquil boots, which makes them cause you to statistically gain mana every time you use them for most of the game.
  • While other people cannot force staff you if you have a BKB on, you can force staff yourself.




Friends, Foes, and Food


Friends
  • A lot of heroes can benefit from your aura. Anyone who has a spammable spell can be free of all mana constraints. Storm/timbersaw can use remnant/chain to quickly regain a lot of mana, dazzle never has to stop healing everyone, etc. Who needs mana boots anyway?
  • Heroes that benefit you are a somewhat more varied bunch. One sure way to have ODs want to be your friend is to have some sort of disable that goes through BKB. Disabling them is a sure fire way to stall out the duration, which is most of what OD does mid game. Beastmaster, Bane, Enigma, etc are all welcome on OD’s team.
  • Heroes that can save OD from ganks are also very much appreciated. Wisp with another hero can teleport in to save the day, or if you are near a tower, anyone with a good disable or saving ability can TP in to defend you (ES and THD with their long range AoE stuns, venge/pudge with swap/hook, etc).
  • OD also likes someone in front of him in a teamfight to distract them while he kills everyone. A tanky hero with AoE disables (such as axe or centaur) is good for this, or else really good AoE disables – Enigma, tidehunter, ES, etc can set the stage nicely for OD to destroy devour everything+ Show Spoiler +
    seriously wtf Valve
    .

Foes
OD is a kind of weird hero. He has a few weaknesses which are quite exploitable, which makes his "foes" list bigger than most other heroes.
  • He can’t do anything to someone who is magic immune – N’aix and Juggernaut both have inbuilt magic immunity, and anybody who buys BKB fits into this category as well. And if they have an Omniknight, bitch, moan, and scream at your team to get diffusal blade(s), and/or even get one yourself. Anyone having 12 seconds of magic immunity has got to be your worst nightmare – if you can’t purge the repel, then often you will want to target down the omni so that he doesn’t cast it again.
  • His int and mana costs are high. Nyx can take advantage of your high int:hp ratio and take large chunks of your hp away by his mana burn. He can also reflect your ult back at you with his Spiked Carapace. Pugna’s Nether ward triggers every time you cast your orb (also, pugna has high int growth so your ultimate doesn’t do much to him). Fortunately, these effects can be ignored via a BKB – but if you don’t deal with the problem in that time, these 2 heroes can seriously hurt.
  • You are also weak to silences. While most can be ignored via BKB, Silencer has a silence with your name on it - well, everyone’s name, but yours is in big red purple letters + Show Spoiler +
    seriously wtf Valve
    . He can force you to use BKB via last word, then use his ult to make most of your BKB useless. Also, his int drain means your damage can be decreased, while your ult won’t do much to him due to his large int pool. Not to mention that he is one of the few laners that can actually compete with you 1v1 in lane. He is like your evil twin – or are you his evil twin?
  • On top of Silencer, Batrider and Lone druid can compete in laning strength. Batrider is extremely dangerous at level 2, where you normally start really exerting lane dominance at level 3 or 5. Your lack of mobility really hurts here, and you have level 1 astral at the time so you can’t escape by banishing him and running away. If you last through this dangerous stage (stick/wand helps), then you can go on to win the lane at higher levels. Fortunately, good bats are about as rare as good ODs. Lone druid can also cause you problems. Normally a very strong 1v1 laner, but he also doesn’t care much about his intelligence. He isn’t an int hero, so his damage is just fine after being astraled, and his bear can make up for OD’s large amount of damage. To deal with Sylla, remove his mana and harass his bear when you can. Since he can’t resummon it, if it gets low he has to send it on the long trip home or risk losing it. Without it, you do more damage than him, so just continue to deny him constantly and harass him if he comes too far forward. Just be careful when he reaches 5 – getting entangled can spell your death easily.
  • Heroes who can jump on you and kill you. Faceless void and TA are good examples of this. Other heroes can also do it, but most of them are stopped by BKB (ie centaur, lion, etc).
  • And finally, no foes list is complete without Doom Bringer. His ultimate, Doom, is particularly hurtful to you, however, since you rely on spells so much and it penetrates BKB. Make sure you have buyback!

Food
  • Heroes with high resistances but low hp will quickly fall to a few orbs. Many agi carries fall into this category, but Antimage deserves a special mention due to both high physical resistance and high magical resistance. However, do note that if he is hitting you and his illusions are as well, and you have a few orbs in a row which don’t proc essence aura, you can quickly have a large hole in your mana which AM can quickly make into a large hole in your HP pool, it’s not quite as one-sided as it could be.
  • Illusions get demolished by your orb, so illusion heroes are somewhat weak to OD. CK, Naga, and (again) AM all fall into this category. PL does not really fit here however – he will probably be making illusions faster than you can kill them, so your lack of AoE hurts here. However, your aura helps your team mitigate the mana burn from PL’s diffusal.
  • Any hero with low int is also vulnerable to your astral early game and your ultimate late game. PA and Troll warlord hold the dubious honour of the dumbest heroes in the game, and hence the most vulnerable to your astral/ult if they don’t have BKB.
  • And in fact, any hero without BKB will quickly become a puddle on the floor if you have just a few short moments with them and they don’t have a way to deal with you.



Final words
Well, a few more worlds can’t hurt right?
If you have read the whole thing, thank you. At least that way my procrastination helped somebody.
Special thanks to my victims Proofreaders: Anima, Executerror, Hundybundy, and A Fish.
TL:DR – Screw BKB.
+ Show Spoiler +
1000th post #Yolo #Swag #Magnix
The only barrier to truth is the presumption that you already have it. It's through our pane (pain) we window (win though).
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-01-31 07:06:27
January 31 2013 07:04 GMT
#2
Aside from the fact that I personally don't like Force Staff on OD right now (rather keep Tranquils longer, get Drums and work with higher MS than relying on Force for mobility), it's a glaring error that you don't have Assault Cuirass mentioned anywhere in the guide. It's arguably more often that you'd want AC than Shiva's, as at the point where you have 2+ major items already, you're lacking attack speed, not damage. The armor/attack speed/-armor aura is also an enormous boon to your team and it's ability to high ground--much more so than the Shiva's -attack speed aura.

Blink is also a situational item worth mentioning. In more gank-focused games, Blink->Astral or Blink->Sheep initiates ganks, and as an escape, you can Astral self->Blink away.
Moderator
Executerror
Profile Joined January 2011
New Zealand28 Posts
January 31 2013 07:09 GMT
#3
Critics have been buried under mountains of words before they could write a critique. May them rest in peace.
LAN-f34r
Profile Joined December 2010
New Zealand2099 Posts
January 31 2013 08:10 GMT
#4
I don't really like AC on OD. The armour reduction is somewhat wasted (at least in comparison with other carries), and the only 2 really good damage items on you (sheep and shivas) already gives a lot of armour (from shivas).

Also, I don't like running OD as the sole carry, since it means when they are BKBed you can't focus them down very well - and most good semicarries are strength heroes who will probably want AC themselves.

For a selfish item, butterfly is better if they don't have MKB, since it gives slightly more IAS, and evasion scales better than armour (which you don't need due to mek/shivas and naturally high agi), as well as a little damage.

Also, Ethereal blade provides a new option for attack speed.

That said, I will move it from the "rejected items" section to the "items that might be useful" section

I've never thought of astral + blink before. I must try that some time.

Will give drums and blink as alternatives to force.
The only barrier to truth is the presumption that you already have it. It's through our pane (pain) we window (win though).
Unleashing
Profile Joined March 2011
Denmark14978 Posts
January 31 2013 08:40 GMT
#5
I believe you should mention HoM, it really is a very underestimated item on OD IMHO, he genuinly can use the attack speed. Granted that your laning phase goes really well, obviously.
From the Ghastly Eyrie I can see to the ends of the world, and from this vantage point I declare with utter certainty that this one is in the bag!
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
Last Edited: 2013-01-31 08:51:05
January 31 2013 08:50 GMT
#6
looks good, needs more graphs tho, as well as seconded on both midas and blink
When in doubt, just believe in yourself and press buttons
LAN-f34r
Profile Joined December 2010
New Zealand2099 Posts
January 31 2013 08:57 GMT
#7
Forgot midas :S. deserves a mention at least, due to its use vs a defensive line up.

Generally though its not a great item, since it means you can't fight in the pre-BKB timing.
The only barrier to truth is the presumption that you already have it. It's through our pane (pain) we window (win though).
Unleashing
Profile Joined March 2011
Denmark14978 Posts
January 31 2013 08:59 GMT
#8
+ Show Spoiler +
[image loading]

Here's a graph. Peak is obviously before first enemy gets a BKB and then it falls due to more BKBs and ghost scepters, obviously.

+ Show Spoiler +
made in 1 minutes in paint
From the Ghastly Eyrie I can see to the ends of the world, and from this vantage point I declare with utter certainty that this one is in the bag!
LAN-f34r
Profile Joined December 2010
New Zealand2099 Posts
January 31 2013 09:19 GMT
#9
More like this: + Show Spoiler +
[image loading]


You still scale really well, and as BKBs get shorter durations you become a fair bit stronger. And the laning phase is really good so you start really high as well.

+ Show Spoiler +
The paint-fu is weak within this one.
The only barrier to truth is the presumption that you already have it. It's through our pane (pain) we window (win though).
BadAim
Profile Joined September 2011
Norway879 Posts
January 31 2013 10:11 GMT
#10
I see what you did thar!
My esports soul belongs to: Boxer | White-Ra | Daigo Umehara | Nazgul | IceFrog
Laserist
Profile Joined September 2011
Turkey4269 Posts
January 31 2013 11:28 GMT
#11
I thought you couldn't forcestaff yourself under the effect of BKB. Waiting for some correction.
“Are you with the Cartel? Because you’re definitely an Angel.”
TheYango
Profile Joined September 2008
United States47024 Posts
January 31 2013 11:32 GMT
#12
On January 31 2013 20:28 Laserist wrote:
I thought you couldn't forcestaff yourself under the effect of BKB. Waiting for some correction.

From the patch that added Least Played mode:

- Fixed being unable to target yourself with Force Staff if you are magic immune.
Moderator
Firebolt145
Profile Blog Joined May 2010
Lalalaland34495 Posts
January 31 2013 11:36 GMT
#13
On January 31 2013 20:32 TheYango wrote:
Show nested quote +
On January 31 2013 20:28 Laserist wrote:
I thought you couldn't forcestaff yourself under the effect of BKB. Waiting for some correction.

From the patch that added Least Played mode:

- Fixed being unable to target yourself with Force Staff if you are magic immune.

I remembered seeing this and was wondering why. From last February: http://dev.dota2.com/showthread.php?t=20857&page=2&p=116597&viewfull=1#post116597

I guess he changed his mind?
Moderator
Laserist
Profile Joined September 2011
Turkey4269 Posts
January 31 2013 11:36 GMT
#14
On January 31 2013 20:32 TheYango wrote:
Show nested quote +
On January 31 2013 20:28 Laserist wrote:
I thought you couldn't forcestaff yourself under the effect of BKB. Waiting for some correction.

From the patch that added Least Played mode:

- Fixed being unable to target yourself with Force Staff if you are magic immune.


Thanks, it was new then.
“Are you with the Cartel? Because you’re definitely an Angel.”
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
January 31 2013 11:46 GMT
#15
I do enjoy manta on OD, or just yasha if theres nothing to dodge
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
TheYango
Profile Joined September 2008
United States47024 Posts
January 31 2013 11:53 GMT
#16
On January 31 2013 20:46 Erasme wrote:
I do enjoy manta on OD, or just yasha if theres nothing to dodge

Shadow Blade is honestly a better investment for similar stats.
Moderator
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
January 31 2013 14:25 GMT
#17
You state OD lacks mana for orb-walking in lane stage, but should you really get orb at 9?

Skipping one point of essence aura for arcane orb sounds logical to me. The damage isn't much, but lack of aggro from creeps when going for a kill is a huge bonus imo.

You must gather your party before venturing forth.
Arcadia92
Profile Joined October 2012
135 Posts
January 31 2013 17:28 GMT
#18
Good guide with very comprehensive item choices!

Andr3 is correct, its ideal to get 1 in Orb before attempting to kill. The extra bit of damage helps too. Also a lot of people skill ulti at 6 even when the chance of killing is very low, when they can go 1/3/2/1 and secure an easier kill at 7. You're likely to be heavily out-exping your opponent as mid OD anyway.

gaymon
Profile Blog Joined April 2011
Germany1023 Posts
January 31 2013 17:37 GMT
#19
After getting the first point in Arcane Orb at 9 i tend to get stats over additional points in AO until i have around 2k Mana, if you do the math the extra stats are far more valuable in most cases (Playing against Illusion heroes is one of the few where i get more levels in AO immediately)
LAN-f34r
Profile Joined December 2010
New Zealand2099 Posts
February 01 2013 00:05 GMT
#20
You can't sustain casting your orb until you have ~1100 mana and level 4 aura. As such, orb is only for killing potential - which I already mentioned.

Kill potential isn't how OD wins the lane. He wins because you have 13 maximum mana, and if you come forward then he keeps you at 13 mana for longer, then hits you with beefed up auto attacks until you go away again.

And your killing potential is far from high until you have 4 astral or a mobility item such as force etc, simply because of your lack of mobility. Astral can make up for it by being able to astral them when they are out of position then walking up to them, but to be honest most of the time you are zoning them too hard for them to come that far forward. However, if they do, then often you can get behind the creep wave in the astral time, meaning losing creep aggro isn't that powerful.

Besides, normally you are far from full mana from a few astrals. That makes orb even less powerful.
The only barrier to truth is the presumption that you already have it. It's through our pane (pain) we window (win though).
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