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dark seer solo

Forum Index > Dota 2 Strategy
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notthepenguin
Profile Joined September 2012
United States7 Posts
September 27 2012 00:28 GMT
#1
so I've heard now that ds is capable of soloing against hard lanes, i was never really sure why this was exactly, is it just because he can surge out and vacuum is so handy?
k1w1
Profile Joined September 2012
United States22 Posts
September 27 2012 00:32 GMT
#2
well couple things. surge is really easy to get out if you get in too deep, the obvious exceptions are like shadow demon / kunkka, sand king / lina, etc or any other combo that you can chain stun and deal big burst damage. Also you can put the ion shell on the ranged creep to harass, and by dropping it on a melee creep you can farm and sit back at the edge of XP range and not worry about getting jacked up.
notthepenguin
Profile Joined September 2012
United States7 Posts
September 27 2012 00:34 GMT
#3
i feel like putting ion shell on ranged creep doesnt achieve much, and then shelling melee creeps just pushes you unecessarily into enemy towers, forcing you to go out for exp and risk being forced to surge out
YODA_
Profile Joined June 2012
593 Posts
September 27 2012 00:37 GMT
#4
Ion shell is completely OP vs any melee hero. Vs a dual lane of melees, it's just downright brutal, and i'm not even sure how you're supposed to deal with it, because it hurts so much, and has such a short cooldown compared to it's duration. I've solo hard laned vs two ranged and still first blooded and dominated the lane....DS is just OP, what can you say? His downside is......is......yeah. Doesn't have one that I really know of, especially in lane.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-09-27 01:07:06
September 27 2012 01:02 GMT
#5
On September 27 2012 09:34 notthepenguin wrote:
i feel like putting ion shell on ranged creep doesnt achieve much, and then shelling melee creeps just pushes you unecessarily into enemy towers, forcing you to go out for exp and risk being forced to surge out

You're underestimating how strong a wave of creeps is at level 1/2. With 2 Ion Shells on a wave, the creeps can very quickly clear the enemy creeps losing only 1 creep on that wave. And 3 creeps + DS actually presents a pretty big counter-kill threat if the carry + support try to kill DS at level 1.

Also, Dark Seer has arguably the highest level 1 baseline survivability of any hero in the game. High base armor AND high base HP. If the lane is too tough to handle for that, then DS can simply ditch the lane and go jungle until level 2-3 + Bottle or Boots.

Furthermore, if the enemy team controls the creep wave improperly, pushing a wave into tower can actually cause the creep pressure to build up toward your side. Because the tower kills some of the creeps, part of the enemy creep wave survives, meaning their next wave is stronger by however many creeps survived--meaning their wave will push to your side, letting you get farm. The enemy team can pull creeps to stop this, but DS is also very good at stealing creep pulls with Ion Shell.
Moderator
notthepenguin
Profile Joined September 2012
United States7 Posts
September 27 2012 02:02 GMT
#6
i see. thanks for the input, do you have any particular replays i can watch that showcase this kind of dark seer lane control?
PatouPower
Profile Joined September 2010
Canada1119 Posts
Last Edited: 2012-09-27 02:42:50
September 27 2012 02:42 GMT
#7
I feel like DS hard lane is only good against inexperienced players and/or stalling a lane while you wait for people to mass push it. Ion shell on a ranged creep achieves almost nothing at all because you are not gonna stand next to it anyways.

Also, I find it really bad on melee creeps (unless you want to push, which I don't understand if you are alone in a lane) for multiple reasons. First of all, it makes the creep easier to deny. I always find creeps that lose health due to ion shell easy to last hit because of the constant but low damage coming from it, so you don't necessarily get gold. Also, it pushes your lane like hell so you don't get any XP against a trilane, and it doesn't really damage your tower since any player with a brains knows how to aggro creeps between the T1 and T2 towers, where it's even easier to kill an adventurous DS as a trilane.

The reason I see for people putting him on the hard lane is the fact that he's still decent at staying alive (not as much as WR though), doesn't require you to pick another solo, but is one of the most OP hero mid/late game due to his wall/vacuum combo. So only being in the game, even poor, makes him a really useful hero.
LAN-f34r
Profile Joined December 2010
New Zealand2099 Posts
September 27 2012 03:06 GMT
#8
Thing is, in a 1v3 lane basically no other hero is going to get anything. As such, pushing the lane does not matter. Dark seer harasses, and if they do not deny everything properly then he farms. Not only this, but by constantly pushing the lane your tower is never under threat. Normally after a few minutes the hardlane t1 is just accepted to be dead, if not the t2.

Basically, he does everything that a solo side wants to do (except deny ie enigma, lich). And he does it better/sooner than almost everyone else.
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: 2012-09-27 03:20:27
September 27 2012 03:14 GMT
#9
On September 27 2012 11:42 PatouPower wrote:
The reason I see for people putting him on the hard lane is the fact that he's still decent at staying alive (not as much as WR though), doesn't require you to pick another solo, but is one of the most OP hero mid/late game due to his wall/vacuum combo. So only being in the game, even poor, makes him a really useful hero.

Dark Seer's ability to stay alive on hard lane far exceed's Windrunner's. His base survivability is just way higher than hers--he has almost 150 more HP at level 1, 4 more base armor, and is melee and thereby benefits from the full damage block of a Stout Shield. Windrun gives 100% evasion, but also doesn't give her 522 MS until after she has boots, and has a prohibitively high mana cost for using repeatedly (whereas Surge costs almost nothing).

The thing is, there are no heroes that should get any XP against a properly played 3v1. That's all. So comparing the ability to stand up in a 1v3 is a little bit silly because that's a zero XP scenario for all heroes unless they have some other means of getting XP (which DS actually does because he can go jungle and come back to lane after he gains some levels). If it's merely a 1v2, then DS has no trouble getting XP. Even if you deny the creeps being burnt by Ion Shell, he gets the majority of the XP because he is melee (denied creeps give greater partial XP to melee heroes than ranged).
Moderator
EchelonTee
Profile Joined February 2011
United States5245 Posts
Last Edited: 2012-09-27 03:38:19
September 27 2012 03:35 GMT
#10
On September 27 2012 11:02 notthepenguin wrote:
i see. thanks for the input, do you have any particular replays i can watch that showcase this kind of dark seer lane control?

I would look and see any of the games from The International 2 with Dark Seer; that way, you can look at the games in the Dota client, and use the pro players FPV.

You can look up recent games of the hero here.
http://dota-academy.com/hero/53/

Here's LightofHeavoN on him, Na`Vi vs mTw. It's only 1v2, and DS for the most part dominates the lane, getting good farm/exp.


aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
boxman22
Profile Blog Joined October 2011
Canada430 Posts
September 27 2012 03:36 GMT
#11
On September 27 2012 11:42 PatouPower wrote:
I feel like DS hard lane is only good against inexperienced players and/or stalling a lane while you wait for people to mass push it. Ion shell on a ranged creep achieves almost nothing at all because you are not gonna stand next to it anyways.

Also, I find it really bad on melee creeps (unless you want to push, which I don't understand if you are alone in a lane) for multiple reasons. First of all, it makes the creep easier to deny. I always find creeps that lose health due to ion shell easy to last hit because of the constant but low damage coming from it, so you don't necessarily get gold. Also, it pushes your lane like hell so you don't get any XP against a trilane, and it doesn't really damage your tower since any player with a brains knows how to aggro creeps between the T1 and T2 towers, where it's even easier to kill an adventurous DS as a trilane.

The reason I see for people putting him on the hard lane is the fact that he's still decent at staying alive (not as much as WR though), doesn't require you to pick another solo, but is one of the most OP hero mid/late game due to his wall/vacuum combo. So only being in the game, even poor, makes him a really useful hero.

Yea that's why ds was used 36 times in the International 2, most times as suicide solo, right? All those inexperienced teams like iG and Na'Vi could be abused by DS quite easily...
LAN-f34r
Profile Joined December 2010
New Zealand2099 Posts
September 27 2012 04:29 GMT
#12
Oh, and there is another factor - he doesn't NEED farm, and is good at catching up what farm he does want. If he gets 0 farm, that means the other people will probably be able to make up the difference and be able to make the utility items like pipe DS would normally make. He still has vac, wall, and surge without these items, he is just a bit squishier.
The only barrier to truth is the presumption that you already have it. It's through our pane (pain) we window (win though).
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
September 27 2012 04:55 GMT
#13
Because unless you dedicate 2 supports to constantly threaten him, you can never quite shut him down. If your enemy carry is melee, it's going to be so hard for him to farm in peace. DS can win lanes 1v2, that's the power of DS.
Medzo
Profile Blog Joined June 2009
United States627 Posts
September 27 2012 05:03 GMT
#14
Hey.

He can solo any lane really easily, even 1on2. When you have a soul ring activate and cast ion shell on a melee creep before they reach your tower, and then on another as soon as the cooldown finishes. Giving you two ion shells to clear the creep wave and also damage enemy heroes that want to get in close for cs. On top of that he has surge to get away from enemies.

I start off with a stout shield, 3 iron branches, a tango, and 2 clarities. Surge first. When you're level two start putting ion shells on your creeps and go in for some last hits. Pre-soul ring you will have to get in close and be careful not to get ganked so you can get soul ring money. Becuase you dont have the mana to cast ion shell forever yet you need to be prepared to take hits with your stout shield/tangos. You can buy the sobi and the ring of regen (in that order usually) from the side shops. When youre level 3 you can start putting 2 ion shells up at once and rely on your 2 clarities to get you the soul ring.

Usually I go surge, ion, ion, surge, ion, vacuum, ion, ult, vacuum, vacuum, vacuum. Level 2 surge before vortex because mostly what you're doing is pushing the lane and getting cs with ion shell. Level one vortex has a small radius and while it CAN potentially sometimes get you a kill, level 2 surge can potentially save you more often.

In team fights you put your ultimate (wall) down and then vortex enemies through the wall.

Source: me. Very high rated.

Check out this game I had last night its a good dark seer game as far as laning and pushing goes. Not the best ults though. Match ID: 43854310
Tryxtira
Profile Joined November 2010
Sweden572 Posts
September 27 2012 08:59 GMT
#15
On September 27 2012 14:03 Medzo wrote:
Hey.

He can solo any lane really easily, even 1on2. When you have a soul ring activate and cast ion shell on a melee creep before they reach your tower, and then on another as soon as the cooldown finishes. Giving you two ion shells to clear the creep wave and also damage enemy heroes that want to get in close for cs. On top of that he has surge to get away from enemies.

I start off with a stout shield, 3 iron branches, a tango, and 2 clarities. Surge first. When you're level two start putting ion shells on your creeps and go in for some last hits. Pre-soul ring you will have to get in close and be careful not to get ganked so you can get soul ring money. Becuase you dont have the mana to cast ion shell forever yet you need to be prepared to take hits with your stout shield/tangos. You can buy the sobi and the ring of regen (in that order usually) from the side shops. When youre level 3 you can start putting 2 ion shells up at once and rely on your 2 clarities to get you the soul ring.

Usually I go surge, ion, ion, surge, ion, vacuum, ion, ult, vacuum, vacuum, vacuum. Level 2 surge before vortex because mostly what you're doing is pushing the lane and getting cs with ion shell. Level one vortex has a small radius and while it CAN potentially sometimes get you a kill, level 2 surge can potentially save you more often.

In team fights you put your ultimate (wall) down and then vortex enemies through the wall.

Source: me. Very high rated.

Check out this game I had last night its a good dark seer game as far as laning and pushing goes. Not the best ults though. Match ID: 43854310


Please do not use yourself as source when you go wall on level 6 without even discussing it. You come of as really arrogant.
Medzo
Profile Blog Joined June 2009
United States627 Posts
September 27 2012 09:03 GMT
#16
On September 27 2012 17:59 Tryxtira wrote:
+ Show Spoiler +
On September 27 2012 14:03 Medzo wrote:
Hey.

He can solo any lane really easily, even 1on2. When you have a soul ring activate and cast ion shell on a melee creep before they reach your tower, and then on another as soon as the cooldown finishes. Giving you two ion shells to clear the creep wave and also damage enemy heroes that want to get in close for cs. On top of that he has surge to get away from enemies.

I start off with a stout shield, 3 iron branches, a tango, and 2 clarities. Surge first. When you're level two start putting ion shells on your creeps and go in for some last hits. Pre-soul ring you will have to get in close and be careful not to get ganked so you can get soul ring money. Becuase you dont have the mana to cast ion shell forever yet you need to be prepared to take hits with your stout shield/tangos. You can buy the sobi and the ring of regen (in that order usually) from the side shops. When youre level 3 you can start putting 2 ion shells up at once and rely on your 2 clarities to get you the soul ring.

Usually I go surge, ion, ion, surge, ion, vacuum, ion, ult, vacuum, vacuum, vacuum. Level 2 surge before vortex because mostly what you're doing is pushing the lane and getting cs with ion shell. Level one vortex has a small radius and while it CAN potentially sometimes get you a kill, level 2 surge can potentially save you more often.

In team fights you put your ultimate (wall) down and then vortex enemies through the wall.

Source: me. Very high rated.

Check out this game I had last night its a good dark seer game as far as laning and pushing goes. Not the best ults though. Match ID: 43854310


Please do not use yourself as source when you go wall on level 6 without even discussing it. You come of as really arrogant.


lol seriously? I use myself as a source cause it comes from my experience. I really don't know how other people play him because I have pretty good success like this. You reading into it too much.

But anyway I get ult at 6 usually because a lot of people group up early and push fast and it tends to work out well for me.
Tryxtira
Profile Joined November 2010
Sweden572 Posts
September 27 2012 09:28 GMT
#17
On September 27 2012 18:03 Medzo wrote:
Show nested quote +
On September 27 2012 17:59 Tryxtira wrote:
+ Show Spoiler +
On September 27 2012 14:03 Medzo wrote:
Hey.

He can solo any lane really easily, even 1on2. When you have a soul ring activate and cast ion shell on a melee creep before they reach your tower, and then on another as soon as the cooldown finishes. Giving you two ion shells to clear the creep wave and also damage enemy heroes that want to get in close for cs. On top of that he has surge to get away from enemies.

I start off with a stout shield, 3 iron branches, a tango, and 2 clarities. Surge first. When you're level two start putting ion shells on your creeps and go in for some last hits. Pre-soul ring you will have to get in close and be careful not to get ganked so you can get soul ring money. Becuase you dont have the mana to cast ion shell forever yet you need to be prepared to take hits with your stout shield/tangos. You can buy the sobi and the ring of regen (in that order usually) from the side shops. When youre level 3 you can start putting 2 ion shells up at once and rely on your 2 clarities to get you the soul ring.

Usually I go surge, ion, ion, surge, ion, vacuum, ion, ult, vacuum, vacuum, vacuum. Level 2 surge before vortex because mostly what you're doing is pushing the lane and getting cs with ion shell. Level one vortex has a small radius and while it CAN potentially sometimes get you a kill, level 2 surge can potentially save you more often.

In team fights you put your ultimate (wall) down and then vortex enemies through the wall.

Source: me. Very high rated.

Check out this game I had last night its a good dark seer game as far as laning and pushing goes. Not the best ults though. Match ID: 43854310


Please do not use yourself as source when you go wall on level 6 without even discussing it. You come of as really arrogant.


lol seriously? I use myself as a source cause it comes from my experience. I really don't know how other people play him because I have pretty good success like this. You reading into it too much.

But anyway I get ult at 6 usually because a lot of people group up early and push fast and it tends to work out well for me.


Yeah, sorry if my response came of harsh as well. What I meant to do was advice you not to say stuff like that in the future. It gets on peoples nerves and I found it really arrogant even though I'm sure that was not your intention!
Leddix
Profile Joined November 2011
Denmark25 Posts
September 27 2012 09:36 GMT
#18
By using Ion Shell on his own creep wave Dark Seer not only gives himself the option of getting a few creep kills while staying safe but it also pushes the lane into the enemy tower which causes the lane to be pushed back towards his tower where he can get easy exp. Clever use of Ion Shell at the right times is very beneficial for a DS soloing against a hard lane.
good game
Kishin2
Profile Joined May 2011
United States7534 Posts
September 27 2012 11:07 GMT
#19
Another thing is that if the other team pulls creeps then ion shell will completely screw that over.
k1w1
Profile Joined September 2012
United States22 Posts
September 27 2012 13:16 GMT
#20
On September 27 2012 12:14 TheYango wrote:
Show nested quote +
On September 27 2012 11:42 PatouPower wrote:
The reason I see for people putting him on the hard lane is the fact that he's still decent at staying alive (not as much as WR though), doesn't require you to pick another solo, but is one of the most OP hero mid/late game due to his wall/vacuum combo. So only being in the game, even poor, makes him a really useful hero.

Dark Seer's ability to stay alive on hard lane far exceed's Windrunner's. His base survivability is just way higher than hers--he has almost 150 more HP at level 1, 4 more base armor, and is melee and thereby benefits from the full damage block of a Stout Shield. Windrun gives 100% evasion, but also doesn't give her 522 MS until after she has boots, and has a prohibitively high mana cost for using repeatedly (whereas Surge costs almost nothing).


The difference though is that WR is much better at setting up ganks in a 1v2 lane. Windrun to initiate with shackle (if placed right) can really be a good opener, especially around level 5 or 6 when you're getting 2 points into it. And the obvious advantage of ranged harass.

Also another points to DS, with surge you really don't need boots until your team is pushing t2's or the other team is playing 5 man dota. You can just surge everywhere if you need to go D Mid or TP if there's a gank bot. If I'm going tanky build with vanguard/aghs/pipe I'll usually get my boots after I finish vanguard.
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
September 27 2012 15:54 GMT
#21
On September 27 2012 22:16 k1w1 wrote:
Show nested quote +
On September 27 2012 12:14 TheYango wrote:
On September 27 2012 11:42 PatouPower wrote:
The reason I see for people putting him on the hard lane is the fact that he's still decent at staying alive (not as much as WR though), doesn't require you to pick another solo, but is one of the most OP hero mid/late game due to his wall/vacuum combo. So only being in the game, even poor, makes him a really useful hero.

Dark Seer's ability to stay alive on hard lane far exceed's Windrunner's. His base survivability is just way higher than hers--he has almost 150 more HP at level 1, 4 more base armor, and is melee and thereby benefits from the full damage block of a Stout Shield. Windrun gives 100% evasion, but also doesn't give her 522 MS until after she has boots, and has a prohibitively high mana cost for using repeatedly (whereas Surge costs almost nothing).


The difference though is that WR is much better at setting up ganks in a 1v2 lane. Windrun to initiate with shackle (if placed right) can really be a good opener, especially around level 5 or 6 when you're getting 2 points into it. And the obvious advantage of ranged harass.

Also another points to DS, with surge you really don't need boots until your team is pushing t2's or the other team is playing 5 man dota. You can just surge everywhere if you need to go D Mid or TP if there's a gank bot. If I'm going tanky build with vanguard/aghs/pipe I'll usually get my boots after I finish vanguard.

Unless you max out surge before shell/vac, you're only running at max speed 3 seconds out of every 12. And there's that annoying 0.4 second cast time so you're not actually moving fast. Darkseer still needs boots pretty early.
=Þ
k1w1
Profile Joined September 2012
United States22 Posts
September 27 2012 19:29 GMT
#22
depending on what the lane is that can be enough. if the lane is a double stun, you'll want boots first cause then you at least have a chance to dodge stuns. if it's someone with good chase then you'll wanna get boots, but if it's a lane with unreliable stuns and slow chase then you don't need boots early and can focus on other items. Even so unless you're super far out of position 3 seconds should be enough to get you out of range. But against someone like an AM/WR/QoP who can track you down you'll want more levels in it.

At the end of the day it's definitely situational and preferential, but I like to not get boots first if I can and get up a vanguard or hood first.
scorch-
Profile Joined January 2011
United States816 Posts
September 27 2012 21:47 GMT
#23
Pros:
Easy farming if you get 2 ion shells up on your melee creeps
Strong escape skill with decent ward vision
One of the strongest anti-carry skills in the game (wall)
Skill that increases the damage output and cc effectiveness of aoe heroes in your lineup

Cons:
Really needs to get levels (level 3/4 vacuum, level 3/4 ion shell, level 2-3 surge, +ult) to be effective
cf. Windrunner (effective damage/cc at level 5+) Beastmaster (best disable in the game at level 6 and hawk at level 3+) Furion (global ganking at 3+)
Sassback
Profile Joined September 2012
United States718 Posts
September 28 2012 05:10 GMT
#24
Ds is a really strong solo in my opinion and he is exceptionally good at disrupting melee carries farm ( especially in lower levels of play). But, as was showcased in the intrenational, leshrac by himself, is a very good counter to him, because level 1 edict still does more damage than a level 1 ion shell if used properly. And another reason he gets picked so frequently is because everyone loves naga right now, and it is one of the few spells that still works while the enemy team is being slept.
Every night I pray for TL to give me my SAD Boys flair, and every morning I wake up disappointed.
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
September 28 2012 07:17 GMT
#25
Why is dark seer good(as solo offlane)?
Because ion shell makes it extremely hard to hold the lane equilibrium. Good dual and tri lanes(ofc safelane) will try to hold the creepwave at the mid point (close to their tower, far away from yours) every single wave.
Ion shell pushes a lot, and by pushing just a bit into their tower, the next creep wave meets in their tower, obliterating your wave so the lane gets pushed closer to your tower. In a way creep waves behave like a tennis ball on a rubber band. The harder you throw it away, the stronger it comes back to you.

The other strength of DS is that he actually only needs levels. Vacuum lvl 4 has a huge area, illusion wall is one of the best non-stunning ultimate for teamfights. Surge is a very versatile spell. Ion shell is so-so in teamfights, good in the jungle and absolutely awesome on lane.


So in short, he only needs levels and has a much better chance to get them in the hard lane than most other heroes.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
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