Wow, it has been a while since I made one of these and there are so many new people here now most people probably have no idea what these are; but basically I try to make video guides for my favorite heroes that are (hopefully) entertaining and fun to watch but also informative, because I tend to get bored when watching or reading a hero guide.
I started my "Dota Career" with HoN a couple years ago and have been playing Dota 2 at the "Very High" skill level since very early beta when there was about 50 people max online at any one time.
Any feedback is appreciated, and I hope these guides are like none you've ever seen. Cheers!
If you like this one or want to see some more, I've begun to build up a little library of these now.
Previous BOSS Guides: BOSS Guide to Storm Spirit: + Show Spoiler +
I liked this one a lot more than your previous ones. Nice job.
My biggest quip is starting with a Slippers of Agility rather than 3 branches. You make a big point about taking Stats early on to supplement your mana, but the tradeoff for starting with 3 extra intel from Branches as opposed to Slippers is even better than the tradeoff between Stats and Crit.
The only advantage of starting with the Slippers is being able to have PMS 150 gold sooner, but you can't usually go to the side shop on the first creep wave anyway because of the creep positioning, so that doesn't actually do you any good. Not to mention that you generally don't want to immediately buy PMS like that since you want to judge whether the lane is most suitable for boots first, RoH first, PMS first, etc, which should take a couple waves.
Not sure how I feel about leaving out healing ward that late and prioritizing stats for the imba 5% heal. I usually take a point in ward at 2 and then stats at 4. And my preferred item build is stout shield + 2 branches, a set tangos, a salve, and a clarity. 2 branches is enough to give an extra point of armor at level 1 and the clarity comes in handy for the early healing ward.
Although true in dota 1, I don't think it's possible to use items during omnislash in dota 2 just yet. Last I checked it was on the known bugs list. I'm not sure they fixed it yet.
No real sense in starting a clarity. In most practical cases, you can't stay off the creep wave for 20 seconds waiting for a clarity. The times when you'd actually get to clarity are when enemy heroes are off the lane for an extended peirod of time due to roaming or being dead, in which case you can just mooch one from a support or ferry one out.
Ward before 6 means you opted for a defensive lane because you need healing against harass and can't kill the enemy lane like you want to (casting ward even once basically ties up so much mana that you probably won't be able to combo at 6). In those scenarios though, I'd rather just get Stats/Crit anyway and just get Tranquil Boots rather than leveling ward pre-6.
I'm not a guide guy at all. I usually make fun of people that read them because it stifles their own learning and exploration of the hero, but I much enjoy yours. I generally play high -> very high games anyway, but it's fun to see other perspectives on heroes and love passing these on to friends.
On December 29 2012 16:00 TheYango wrote: No real sense in starting a clarity. In most practical cases, you can't stay off the creep wave for 20 seconds waiting for a clarity. The times when you'd actually get to clarity are when enemy heroes are off the lane for an extended peirod of time due to roaming or being dead, in which case you can just mooch one from a support or ferry one out.
Ward before 6 means you opted for a defensive lane because you need healing against harass and can't kill the enemy lane like you want to (casting ward even once basically ties up so much mana that you probably won't be able to combo at 6). In those scenarios though, I'd rather just get Stats/Crit anyway and just get Tranquil Boots rather than leveling ward pre-6.
I find the clarity to be more versatile than another branch since you already get another point of armor for 2. Leveling ward early with the clarity basically gives you another salve if you need it. If you attempt to kill with level 1 bladefury and it fails then you still end up trading a clarity for their flask, which is pretty decent. There's more life-saving potential with ward than the extra stats too.
On December 29 2012 16:00 TheYango wrote: No real sense in starting a clarity. In most practical cases, you can't stay off the creep wave for 20 seconds waiting for a clarity. The times when you'd actually get to clarity are when enemy heroes are off the lane for an extended peirod of time due to roaming or being dead, in which case you can just mooch one from a support or ferry one out.
Ward before 6 means you opted for a defensive lane because you need healing against harass and can't kill the enemy lane like you want to (casting ward even once basically ties up so much mana that you probably won't be able to combo at 6). In those scenarios though, I'd rather just get Stats/Crit anyway and just get Tranquil Boots rather than leveling ward pre-6.
I find the clarity to be more versatile than another branch since you already get another point of armor for 2. Leveling ward early with the clarity basically gives you another salve if you need it. If you attempt to kill with level 1 bladefury and it fails then you still end up trading a clarity for their flask, which is pretty decent. There's more life-saving potential with ward than the extra stats too.
If your level 1/2 kill fails, you miss more creeps than the clarity is worth waiting for the regen.
In the guide you say that omnislash is physical damage, it's magical damage with the chance to do regular attacks in between the slashes Else neat enough guide.
On December 29 2012 19:48 Unleashing wrote: In the guide you say that omnislash is physical damage, it's magical damage with the chance to do regular attacks in between the slashes Else neat enough guide.
No, Omnislash is physical damage. It's listed as such both on Playdota and on DotA 2 Wiki.
On December 29 2012 19:48 Unleashing wrote: In the guide you say that omnislash is physical damage, it's magical damage with the chance to do regular attacks in between the slashes Else neat enough guide.
No, Omnislash is physical damage. It's listed as such both on Playdota and on DotA 2 Wiki.
Huh, for some reason i always thought the slashes were magical. Oh well, the more you know.
On December 29 2012 19:48 Unleashing wrote: In the guide you say that omnislash is physical damage, it's magical damage with the chance to do regular attacks in between the slashes Else neat enough guide.
No, Omnislash is physical damage. It's listed as such both on Playdota and on DotA 2 Wiki.
Huh, for some reason i always thought the slashes were magical. Oh well, the more you know.
not sure if you knew this or not but ill remind you incase. ghost scepter cancels jugg ulti so theres your answer lol
i liked the older vidoes better, this one tried to be more serious and actually teach people which is kinda....... since skill/item choices are all pretty bad and doesnt allow you to play like a BOSS.
about time to get a new boss before new year!!! keep the good work up!
and ya you should mention that spinning allows you to hit tower/structure. And medal such a good item on hardlane jug or when your early game is fcked up.
On December 29 2012 19:48 Unleashing wrote: In the guide you say that omnislash is physical damage, it's magical damage with the chance to do regular attacks in between the slashes Else neat enough guide.
No, Omnislash is physical damage. It's listed as such both on Playdota and on DotA 2 Wiki.
Huh, for some reason i always thought the slashes were magical. Oh well, the more you know.
not sure if you knew this or not but ill remind you incase. ghost scepter cancels jugg ulti so theres your answer lol
I do know, but there are other cases in DotA where ghost scepter has removed stuff that was magical as well. DotA is a game of exceptions.
On December 30 2012 11:40 TheYango wrote: Blade Fury also explicitly does damage through Ghost Scepter despite being physical damage.
Blade Fury is magic damage. It does bonus damage to ethereal targets and does no damage to magic immune targets (though your autoattacks during Blade Fury will still connect on magic immunes).
What I liked most about this guide is it tells you to do something other than "get a Battlefury and farm for 30 minutes" like the in-game recommended items suggest =[ From personal experience I've done much better with phase/yasha/drums than battlefury/treads.
On December 30 2012 15:39 Excalibur_Z wrote: Blade Fury is magic damage. It does bonus damage to ethereal targets and does no damage to magic immune targets (though your autoattacks during Blade Fury will still connect on magic immunes).
Hmm, you're right. Odd then, why did this need to be changed in 6.70:
6.70 - Banished units are no longer immune to Blade Fury
Probably some wonky interactions between Blade Fury and Ethereal units due to the base spell I guess.
yesss a new one. this one isn't as blatantly funny as the storm spirit one, but technically it's better and more well presented.
I still like the more joking style of the old ones man,,, I still remember the line " THIS HERO IS MORE THREATENING THAN GLOBAL WARMING CAN KILL OFF ENEMIES WITHOUT WARNING AND IS MORE SHOOPOTIDWOOPADI ON THE BATTLE FIELD THAN BILL COSBY SHOOPADEE WOOPIN " and all of those are just off the top of my head.
shit I remember even fucking the storm spirit rap form and the part where u said poisonous gale + poison nova is 12321321321 damage
man!
These are great guides because it sticks to you so well aha!!
I watched so many guides, none of them stick and I can't remember shit But I still can remember leshrac is suppose to be a ninja boss just because you put a mask/hood around the boss' head LOL
On December 29 2012 15:47 Kishin2 wrote: Although true in dota 1, I don't think it's possible to use items during omnislash in dota 2 just yet. Last I checked it was on the known bugs list. I'm not sure they fixed it yet.
I saw him do it in the vid just after he mentions it.
He actually used them too early imo as it was pretty obvious which onthe real one was - but in a team fight that would be pretty funny, I think it was on mid lane, dire side jsut as you come out of the trees near rosh.
I think Juggernaut should upgrade at least one point in Healing Ward in the early game though (at level 2 or 4), because of how good and useful it is. I guess I could imagine skipping it if I'm not getting harassed at all, but that's too optimistic.
I agree with pretty much everything else though. Thanks for the entertaining video!
Very nice guide. Unfortunately it is being interrupted with unsuitable, "Like a baws/boss"-rhetoric with the most annoying voice. I am dumbfounded why you thought that was a good idea. Otherwise, I like how you graphically present and exemplify your guide.
On December 31 2012 16:34 Dracolich70 wrote: Very nice guide. Unfortunately it is being interrupted with unsuitable, "Like a baws/boss"-rhetoric with the most annoying voice. I am dumbfounded why you thought that was a good idea. Otherwise, I like how you graphically present and exemplify your guide.
That's actually the point of the 'BOSS' series of hero guides. There are a couple more like that
On December 31 2012 16:34 Dracolich70 wrote: Very nice guide. Unfortunately it is being interrupted with unsuitable, "Like a baws/boss"-rhetoric with the most annoying voice. I am dumbfounded why you thought that was a good idea. Otherwise, I like how you graphically present and exemplify your guide.
30-2-10 (sadly both deaths fountain diving at end)
nuff said.
not sure whats best after deso tbh ... went butterfly but have mana problems.
Much prefer this to battlefury jug ... getting items to help farm always feels a bit odd. Especially seeing as the metagame doesnt make every game 50 mins long anymore.
Have to say I felt like i wanted vlads (or a teammate to have it - but they cant keep up ... and more mana though)
Euls is a very situational, but sometimes GREAT item to isolate people and get mana. Saw it a few times. Can work, but it doesnt have to if the enemy team is trying to stay tight.
On January 01 2013 08:41 MrTortoise wrote: 30-2-10 (sadly both deaths fountain diving at end)
nuff said.
not sure whats best after deso tbh ... went butterfly but have mana problems.
Much prefer this to battlefury jug ... getting items to help farm always feels a bit odd. Especially seeing as the metagame doesnt make every game 50 mins long anymore.
Have to say I felt like i wanted vlads (or a teammate to have it - but they cant keep up ... and more mana though)
Agh? You can even solo kill a carry if you catch him out in the open with omnislash and solves your mana problems.
These lategame items are so situational, Heart, Butterfly, even sheepstick can all be a good choice depending on the game.
On January 08 2013 06:14 Scaramanga wrote: How does the block chance stack when going poor mans shield > vanguard?
Since no one answered your question, I'll give it a go. This is what I know. I may not be fully accurate; I'm no authority.
Some people say that they don't stack. Some people say that they do. They're both kind of right.
What is meant by, "they don't stack," is that 60% chance to block 20 dmg (PMS) and 60% chance to block 40 dmg (VG) does not equal 60% chance to block 60 dmg. However, they do stack in the sense that they both help.
60% chance to block 20 dmg (PMS) and 60% chance to block 40 dmg (VG) equals exactly that. 60% chance for 20 PLUS 60% chance for 40. However, if the first roll blocks, there is no new roll. This limits the Vanguard's rolls, limiting the item's strength.
If the first 60% roll does not block, only then would the VG roll its 60%. So, tldr, let's wrap it up:
(Poor Man's Shield + Chance to block) + (Vanguard + Chance to block(remaining rolls)) = 60% chance to block 20, 24% chance to block 40.
I have to assume that equipping the Vanguard last makes it roll first since that is what the BOSS guide recommends, and it would mean that you would have a 60% chance to block 40 (from the VG) and then the additional 24% chance to block 20, which is better. So that makes sense to me.
edit: LOL at Yango saying what I did in 8 words. Poop on ya.
I love you're boss guides! The balance between humor and information makes them really fun, and lets my friends watch your guides without immediately closing them.
My biggest problem with the guide is that it says "This heres the boss [...]" without the apostrophe in the second word. Really ticks me off for some reason!
you don't have the mana to support ward at level 4 unless you're going for a pushing strat and someone has basi/CM aura/arcanes (and chances are very very strong someone won't get arcanes for a while)
I personally love 3 blade 2 stats before ulti; you're generally not autoattacking enemy heroes and the stats allow you to live longer, last hit better, and do the bladefury + omnislash combo. .
On January 09 2013 03:17 PizzaParty wrote: Interesting video but I did not make it to the end because of the extremely annoying and unfunny EMT-like yelling.
Lol, dude, you gotta be kidding. Everyone I've seen watch one of his guides loves 'em. I just can't imagine someone that plays dota would find it annoying and "unfunny."
On January 09 2013 07:59 wherebugsgo wrote: you don't have the mana to support ward at level 4 unless you're going for a pushing strat and someone has basi/CM aura/arcanes (and chances are very very strong someone won't get arcanes for a while)
I personally love 3 blade 2 stats before ulti; you're generally not autoattacking enemy heroes and the stats allow you to live longer, last hit better, and do the bladefury + omnislash combo. .
Well, maybe, but I think you kind of missed the reason his point didn't make sense. He was saying that there is no reason to 6-pool someone because you can get another drone and 7-pool and that makes things better. 7-pool isn't better; it's different. They both have their times and places.
Getting a lvl of ward on jugg early, say, lvl 4, isn't better, it's different. It can be made to be better in certain scenarios, but inherently, with every balanced game, that will make it worse in other scenarios. So, it is really rather pointless to say someone else's build, or the way they play a hero, is wrong, and that they should change it, based on your preferences. Silly, right? He even states that there are other ways to play the hero and that adapting is crucial at high level play...
On January 09 2013 03:17 PizzaParty wrote: Interesting video but I did not make it to the end because of the extremely annoying and unfunny EMT-like yelling.
Lol, dude, you gotta be kidding. Everyone I've seen watch one of his guides loves 'em. I just can't imagine someone that plays dota would find it annoying and "unfunny."
Looks up subjectivity. It'll do you a lot of good. If you can't imagine that someone that plays dota could find it both annoying and unfunny, then you need to widen your horizons.
On January 09 2013 03:17 PizzaParty wrote: Interesting video but I did not make it to the end because of the extremely annoying and unfunny EMT-like yelling.
Lol, dude, you gotta be kidding. Everyone I've seen watch one of his guides loves 'em. I just can't imagine someone that plays dota would find it annoying and "unfunny."
Looks up subjectivity. It'll do you a lot of good. If you can't imagine that someone that plays dota could find it both annoying and unfunny, then you need to widen your horizons.
Look up "pain in the butt."
I was merely saying that "I" couldn't imagine someone finding it "annoying and 'unfunny.'" He even says "extremely" so. That's a bit crazy to me. If I can't imagine it, then I can't! But, alas, it's only a figure of speech. I certainly can.
However, "extremely annoying and unfunny" is still silly to me no matter how I look at it. I've never been so offended at someone's ridiculous humor (I hate 3-stooges, for instance) that I was extremely annoyed, lol.
On January 09 2013 04:32 Bosu wrote: I think you need to get 1 point in ward way earlier. Like level 4.
Jugg is an powerful pushing hero with just 1 point in ward and it comes in useful for other situations as well.
These BOSS guides are primarily aimed at lower-level/new players in pub games, not so much higher tier play.
Players that are new to the game or at lower-tier play and need to watch a guide on jugg are not going to be playing any serious-mode push-strat lineups with lesh chen, etc.. So its really unnecessary to mention, and would just confuse new players.
On January 09 2013 07:59 wherebugsgo wrote: you don't have the mana to support ward at level 4 unless you're going for a pushing strat and someone has basi/CM aura/arcanes (and chances are very very strong someone won't get arcanes for a while)
I personally love 3 blade 2 stats before ulti; you're generally not autoattacking enemy heroes and the stats allow you to live longer, last hit better, and do the bladefury + omnislash combo. .
Well, maybe, but I think you kind of missed the reason his point didn't make sense. He was saying that there is no reason to 6-pool someone because you can get another drone and 7-pool and that makes things better. 7-pool isn't better; it's different. They both have their times and places.
Getting a lvl of ward on jugg early, say, lvl 4, isn't better, it's different. It can be made to be better in certain scenarios, but inherently, with every balanced game, that will make it worse in other scenarios. So, it is really rather pointless to say someone else's build, or the way they play a hero, is wrong, and that they should change it, based on your preferences. Silly, right? He even states that there are other ways to play the hero and that adapting is crucial at high level play...
Starting items are silly, that being slippers instead of 3x branches... whaa? You can pick up both slippers in the side shop and 3+ to all stats is far better than +3 to agility.
If you're really going to be killing a lot in your lane early and need a slot for boots very early, simply sell a branch, only puts you back a massive 25g. I generally buy the PMS first myself as it gives you a bit better damage making last hitting easier (depends on the lane though).
I also don't agree with going drums first, I'd rather go Vald's first and drums after unless I have good farm, in which case I'll go straight for a Yasha/Manta. Vlad's grant you much needed mana regeneration letting you stay active continuously, the lifesteal and extra armor (and damage) in an aura for your entire team is also excellent.
But most importantly, stats before wards? This is ridiculously stupid. Wards are such a great tool and even if you can’t make great use of them at level 6 due to mana problems you certainly will be able to use them to great effect at level 8 and beyond. Wards have enabled me to stay in several difficult lanes though instead of going back and loosing valuable experience. Enables you to push down towers with ease not to mention how powerful wards are in a team fight situation come mid game.
Going into midgame without healing wards with Juggernaut is nearly a wasted hero slot. He's not going to carry, you need to maximize his strenghts for the mid game.
On January 21 2013 20:08 AveiMil wrote: Starting items are silly, that being slippers instead of 3x branches... whaa? You can pick up both slippers in the side shop and 3+ to all stats is far better than +3 to agility.
If you're really going to be killing a lot in your lane early and need a slot for boots very early, simply sell a branch, only puts you back a massive 25g. I generally buy the PMS first myself as it gives you a bit better damage making last hitting easier (depends on the lane though).
I also don't agree with going drums first, I'd rather go Vald's first and drums after unless I have good farm, in which case I'll go straight for a Yasha/Manta. Vlad's grant you much needed mana regeneration letting you stay active continuously, the lifesteal and extra armor (and damage) in an aura for your entire team is also excellent.
But most importantly, stats before wards? This is ridiculously stupid. Wards are such a great tool and even if you can’t make great use of them at level 6 due to mana problems you certainly will be able to use them to great effect at level 8 and beyond. Wards have enabled me to stay in several difficult lanes though instead of going back and loosing valuable experience. Enables you to push down towers with ease not to mention how powerful wards are in a team fight situation come mid game.
Stats early on is pretty standard as jugg. It allows you to ulti and blade fury at lvl 6. If you need ward that badly get it at like lvl 8 or something. I don't know how many kills that were made possible due to the early stats.
at level 1 healing wards heal 2% per second for 80 mana. in order to have the same effect as salve (40 hp per second) you need to have 2000 hp which you obviously wont have at level 6.
so its better to have early points in stats to make sure you can pull off that bfury + omnislash combo from full mana at level 6 and have ward at later level when it's more cost effective or during a specific timing
On January 23 2013 17:42 fuzzy_panda wrote: Stats early on is pretty standard as jugg. It allows you to ulti and blade fury at lvl 6. If you need ward that badly get it at like lvl 8 or something. I don't know how many kills that were made possible due to the early stats.
Don't quote me on this, but I think you can get enough mana to spin+ult at 6with 2 branches + circlet. I'm not a fan of grabbing Healing Ward too early, but it's situational, in some lanes it might be necessary. Levelling it early means you get to stay in lane and not fall behind in levels.