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[Hero] Sand King

Forum Index > Dota 2 Strategy
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synapse
Profile Blog Joined January 2009
China13814 Posts
Last Edited: 2014-05-26 20:09:32
September 08 2012 00:22 GMT
#1
[image loading]
Sand King


The sands of the Scintillant Waste are alive and sentient--the whole vast desert speaks to itself, thinking thoughts only such a vastness can conceive. But when it needs must find a form to communicate with those of more limited scope, it frees a fragment of itself, and fills a carapace of magic armor formed by the cunning Djinn of Qaldin. This essential identity calls itself Crixalis, meaning 'Soul of the Sand,' but others know it as Sand King. Sand King takes the form of a huge arachnid, inspired by the Scintillant Waste's small but ubiquitous denizens; and this is a true outward expression of his ferocious nature. Guardian, warrior, ambassador--Sand King is all of these things, inseparable from the endless desert that gave him life.


+ Show Spoiler [outdated guide] +

------------------------------------------------------------------------------

THEIR ANNIHILATION IS BUT A BLINK AWAY
synapse's GUIDE to playing CRIXALIS THE SAND KING

------------------------------------------------------------------------------

Sup TL.

Sand King is one of my favorite heroes, primarily because he's fucking adorable. Also he has amazing initiation in teamfights, is an extremely versatile hero, etc. I don't claim to know everything about Sand King, but I've played him the most out of the current hero pool and I'm going to share what I've learned so far.


+ Show Spoiler [Stats] +

STR: 83 at 25 (18 + 2.6 / lvl)
AGI: 71.5 at 25 (19 + 2.1 / lvl)
INT: 61 at 25 (16 + 1.8 / lvl)

Health @ 1: 492
Mana @ 1: 208
Health @ 25: 2050
Mana @ 25: 1027

Starting Damage: 43 - 59
Starting Attack Speed: 0.7 / second
Starting Armor: 2.66
Range: 128 (melee)

Movement Speed: 300

Sand King is a STR hero which means that getting points in STR will increase your right click damage along with the normal health and health regen bonuses. His STR gain is pretty good for a STR hero at 2.6 / lvl, and his AGI gain is actually very high for a STR hero. Overall pretty well-rounded in the stats department.



+ Show Spoiler [Pros & Cons] +

Why should I play Sand King? Well, to put it simply:
- You can be useful in almost every lane
- You can be useful in every teamfight
- Can you say BEST STUN EVER?
- Good Str and Agi gains = good survivability
- You have very nice escape mechanisms
- He's a cutie. Look at his smile. Don't you want to be King of the Desert?

Sounds like my kind of hero--IMBA as FUCK. There's a catch right?
- His attack animation is fucking terrible. It even looks pitiful. Even with a very nice Str/Agi gain he really can't carry.
- Your ultimate can get fucked over in many ways, namely damage or stun
- Heavily mana-dependent
- AOE stuns rape you through Sand Storm (stop your channelling)
- Enemy pipe can almost completely negate your ulti
- If you have a Skeleton King on your team you can get really confused from people saying "SK do this ___"



+ Show Spoiler [Lane Setup] +

Alright you've convinced me. He is pretty adorable. I picked him, now where the hell do I go? What's my role in the team?
On the 1-5 scale, Sand King can be played as either a 3, 4, or 5 (2 very very very rarely). You can be a:

- Mid lane ganker
- Trilaner / Roamer
- Dual laner

Unfortunately, SK can't clear jungle creeps until maybe level 8 or 9, so no jungle for him.

You should scout around with your team first to scout runes and try to figure out who is laning mid. If you don't have a set mid lane hero on your team already, you can go mid against any mid melee (e.g. Tiny, Bloodseeker, Riki, Pudge, or recently, Dragon Knight). Going mid vs a ranged burst damage / AOE hero (Storm Spirit, Invoker, Queen of Pain, etc.) is asking to die. Mid lane works well for Sand King because he has good ganking potential (Stun, Stun -> Ult) and can really use the levels and fast blink.

Sand King obviously has a hard time in a solo side lane because he's melee and not Dark Seer/Broodmother. Sometimes you can solo lane vs a solo broodmother because 1) you're both melee and 2) your skills all shit on broodlings: AOE stun/nuke or AOE DoT channel or AOE damage from a creep death. Any of the other typical solo side lane heroes will eat you alive, though.

Dual and Tri-lanes are great for SK because of his extremely reliable stun. It's not targeted (so you CAN potentially fuck up) but it's ranged and impossible to disjoint unless you're Puck or Storm Spirit. In a trilane, you can easily stun first -> another support stun / slow afterwards -> whoever needs farm takes the kill. In a trilane, your job will be to feed kills to your carry, pull or stack the jungle for exp denial / better farm later.

Once you have a few levels in your stun, you can decide to start roaming around while placing any wards you have and ganking whenever possible. Roaming with other semi-supports with good stuns (e.g. Lina or Lion) can be extremely effective in getting kills.



+ Show Spoiler [Skills] +

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Burrowstrike
+ Show Spoiler [Tooltip] +
Sand King burrows into the ground and tunnels forward, damaging and stunning enemy units above him as he resurfaces.
Range: 350/450/550/650
Radius: 150
Stun Duration: 2.17
Damage: 100/160/220/280
Cooldown: 11
Mana Cost: 110/120/130/140


Burrowstrike is an extremely reliable stun that lasts for a total of ~ 2.7 seconds (Stun duration is 2.17 seconds but is only applied after the units sent flying up have actually landed) and that can be used as an escape mechanism. You can burrowstrike up / down cliffs or into trees to get away, or even use it to disjoint targeted spells since the starting animation for it is very short. Leveling up Burrowstrike is going to be your #1 priority in early game as it also serves as a decently powerful nuke. Combine that with a teammate and whatever crowd control / damage output he has and you should be netting fairly easy kills in lane whenever an enemy hero gets out of position.

Stunning enemies shouldn't be too hard, as it almost acts as a targeted stun because of how fast it is. It should be noted that there still IS a burrow speed (i.e. it isn't instant) so if you Q + click an enemy hero that is at the very edge of your range and is running away from you, you will probably stop just short of them at the end of your Burrowstrike. So if you're not sure if you're actually in range to hit someone you're chasing with Burrowstrike, then Q and click slightly in front of them. You can Q in front of them just in preparation to bodyblock as well.

On September 08 2012 11:57 r.Evo wrote:
Your burrowstrike stun is sligthly longer than the max range. If things are REALLY close you can stun slightly behind your enemy and still catch him.



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Sand Storm
+ Show Spoiler [Tooltip] +
CHANNELED - Sand King creates a fearsome sandstorm that damages enemy units while hiding him from vision. The invisibility remains for a short duration after the sandstorm ends.
Radius: 275/325/375/525
Channeling Duration: 20/40/60/80
Damage Per Second: 20/40/60/80
Delay Before Reveal: 0.3/0.6/0.9/1.5
Cooldown: 40/30/20/10
Mana Cost: 60/50/40/30


Another useful skill for escaping. You can channel this invis for quite some time, and while at first the damage / range may seem negligible, at lvl 4 its mana cost is very low and actually does quite a bit of damage. 80 damage per second is better than Radiance burn. This means that in the middle of a teamfight, after using up your other skills you can just sit in the middle of the enemy team and channel this. (Obviously if someone needs to be focused you should help your team secure the kill)

At lvl 4 you can also use this skill as a 1.5 second invis if you just press W and continue to right click due to the "fade time" of the Sand Storm invis. Very useful for disjointing targeted spells.


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Caustic Finale
+ Show Spoiler [Tooltip] +
Sand King's attacks inject a venom that causes enemy units to explode violently upon death, spreading area damage.
Explosion Radius: 400
Debuff Duration: 8
Explosion Damage: 90/130/170/220


Caustic Finale is a lane farming tool in the midgame or a melee harassing tool in the early game. If you're laning against a melee hero who needs farm (Broodmother, Anti-mage, Faceless Void, Juggernaut, Riki, Dragon Knight, etc.) then an early level of caustic finale can easily force them out of lane or at the very least prevent them from last hitting. Once you have burrow strike maxed and 2 or more levels in Caustic, you can start farming waves of enemy creeps at a time by blowing up the ranged creep and then blowing up the rest in one attack.

The poison debuff lasts for 8 seconds, which means you can actually set them all to detonate if they're low enough on health. There are some pretty cool vids (I know this was definitely in one of DotaCinema's weekly Top 10 videos) of SKs poking each enemy creep a few times then blowing them up as soon as an enemy hero jumped him, often instant-killing them.

Very cool info on getting Caustic vs ranged heroes that have small autoattack ranges:
On September 08 2012 13:29 Percutio wrote:
Another underrated aspect of SK is his power solo vs low ranged heroes. Once you have a stout you can trade very efficiently with certain low range heroes thanks to caustic doing such high damage. It also gives you the unique ability to farm a whole creep wave quickly with caustic giving you a window of freedom against a low range hero like Luna or Morphling.

Caustic explosion radius: 400

Ranged Heroes Vulnerable to Caustic:
TA: 140 (200/260/320/380)
Luna: 330
Morphling: 350
Zeus: 350
Batrider: 375
Gyrocopter: 375
Bane Elemental: 400
Huskar: 400
Jakiro: 400
Vengeful Spirit: 400

Obviously many of these heroes should still come out with an advantage against SK, but caustic is definitely a tool that can be utilized against those at the lower end of the spectrum.


[image loading]
Epicenter
+ Show Spoiler [Tooltip] +
CHANNELED - After channeling for 2 seconds, Sand King sends a disturbance into the earth, causing it to shudder violently. All enemies caught within range will take damage and become slowed. Each subsequent pulse increases the radius of damage dealt.
Initial Radius: 275
Slow Duration: 3
Number Of Pulses: 6/8/10 (8/10/12*)
Pulse Damage: 110
Movement Speed Slow: 30%
Cooldown: 140/120/100 (120/100/80*)
Mana Cost: 175/250/325

* = With Aghanim's Scepter


Your greatest asset, Epicenter is a huge AOE initiation ultimate that, coupled with blink, is very hard to stop and can easily take down half of all of your opponents' HP in the span of 2-3 seconds. Each pulse does 110 magic damage, with up to 12 pulses with Aghanim's Scepter. That's scary. The damage starts in a fairly small AOE but ripples outwards every pulse, so it's important that you're next to the hero you want to kill as soon as epicenter damage starts.

Epicenter, if you're not careful, becomes much less effective once the opposing team starts to all get Black King Bars or has someone with a Pipe of Insight. If you know they have a Pipe up, target the person holding the pipe when you blink in to Burrowstrike. If pipe is already activated, just wait until the pipe duration is over to channel -> blink in. You don't want 400 damage from your ulti to be blocked.



+ Show Spoiler [Skill Build] +

GREEN = Q = Burrowstrike
BLUE = W = Sand Storm
RED = E = Caustic Finale
BLACK = R = Epicenter

Standard Dual / Tri Lane / Roamer
----------------------
1 Burrowstrike
2 Sand Storm
3 Burrowstrike
4 Sand Storm
5 Burrowstrike
6 Epicenter
7 Burrowstrike
8 Sand Storm
9 Sand Storm
10 Caustic Finale / Stats
11 Epicenter
12 Caustic Finale / Stats
13 Caustic Finale / Stats
14 Caustic Finale / Stats
15 Stats
16 Epicenter
17+ Stats


Mid / Side Lane vs Melee / Low Range Hero
----------------------
1 Caustic Finale*
2 Burrowstrike
3 Burrowstrike
4 Sand Storm
5 Burrowstrike
6 Epicenter
7 Burrowstrike
8 Sand Storm
9 Sand Storm
10 Sand Storm
11 Epicenter
12 Caustic Finale / Stats
13 Caustic Finale / Stats
14 Caustic Finale / Stats
15 Stats
16 Epicenter
17+ Stats

*Judgment call. Normally you don't want to be using your level 1 Burrowstrike unless you're going for first blood, as its damage is pretty low and your mana pool can't really sustain it. For this reason, I often get that earlier point in Caustic Finale for more melee harass. Depending on the hero(es) you're laning with and laning against, Burrowstrike first then Caustic at level 2 can be better.


Heavy Pushing / SOLO vs Melee / Low Range Hero
----------------------
1 Caustic Finale*
2 Burrowstrike
3 Burrowstrike
4 Sand Storm / Caustic Finale
5 Burrowstrike
6 Epicenter
7 Burrowstrike
8 Caustic Finale
9 Caustic Finale
10 Caustic Finale / Sand Storm
11 Epicenter
12 Sand Storm
13 Sand Storm
14 Sand Storm
15 Stats
16 Epicenter
17+ Stats



+ Show Spoiler [Skill "Combos"] +

Before you have your blink up, you can Q your enemies (make sure to target the ones with stuns) then spam R to channel as soon as possible. Most of the time they won't be able to land their stun in time and your Epicenter damage + slow will net you some easy kills in ganks/lane.

On September 08 2012 11:57 r.Evo wrote:
If you burrowstrike in a way that you end up behind an enemy it's often possible to burrow -> epi even vs stunners because they have to turn first to interrupt your ult. If you burrow so that you end up in front of them they can cancel your ult easily.

+ Show Spoiler [a video showing this] +


If you're not using your ulti (or you just don't have it yet), you should Q PAST your opponent then try to body block them as they run away while your lane parter does extra damage.

The most basic blink initiation is R -> shift queue blink -> Q to try and stun as many people as you can -> W for some extra damage if you've landed your stun on a lot of people. If they start running, chase after them with BKB activated.

The best way to escape with SK is to first use Q away / up or down a cliff, W to not get damaged for the next 2 seconds, then blink out. If you don't have blink, remember that W can disjoint most targeted skills. You can always Q -> W -> walk out and let fade time of the W invisibility do its thing.

In rare cases, if you happen to find a bit of cover behind trees or you know none of the present enemies have any stun or ministun, you can channel R first then Q into them.

Blink -> Q is always great if you're chasing someone.



+ Show Spoiler [Item Build] +

Starting:

Courier / Tangoes / Salve / Ironwood Branches x4

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Tangoes / Salve / Stout Shield / Ironwood Branches x3

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If you need to buy wards:
Observer Wards / Tangoes / Salve / Ironwood Branches x3
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Hard support + Smoke gank @ lvl 1:
Wards or Courier + Smoke of Deceit / Ironwood Branches x2
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OR
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If you randomed Sand King, you can Bottle / Tangoes / Ironwood Branches x3 as mid.
If side lane, Tangoes / Salve / Stout Shield / Circlet / Ironwood Branch x2



Core:

Midlane: Bottle -> Boots -> Bracer -> Blink -> Boots of your choice

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The idea in mid lane is to rush bottle for regen and better ganking efficiency through runes. If you have bottle, you can skip the Arcane Boots and go for Blink Dagger first (getting your choice of boots afterwards)


Sidelane: Boots -> Bracer / Urn -> Arcane Boots -> Blink

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OR
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The standard item build here. You turn your Gauntlets of Strength into either a Bracer for overal stats or an Urn of Shadows for regen. I recommend the Urn as long as nobody else is picking one up. Afterwards, Arcane Boots is the next priority because it gives you the mana pool and mana regen for you to be relevant in every team fight. It also helps you farm up your Blink Dagger, which is really the one item that makes Sand King a strong initiator.


Alternative: Boots -> Bracer / Urn -> Arcane Boots -> BKB rush

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OR
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I've seen high level players who get extra farm early game rush Vanguard into BKB before Blink. My guess would be that this allows them to catch more people in the Burrowstrike -> Epicenter, since you don't need to wait 2 seconds for ulti channel. Vanguard is an item that would help with laning and jungling at level 7+ but I don't think its necessary, as it would really delay the BKB and you might as well get a Blink Dagger instead.

On September 08 2012 11:16 Ottoxlol wrote:
if you get bkb, go for veil instead of agha, it gives more dmg and your allies benefit from it too.


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If you choose to build Bracer (e.g. when another teammate is getting Urn already), you should definitely pick up a Magic Wand for clutch regen. Magic Wand is a viable addition to any build.


Extension:

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Aghanim's Scepter is amazing on Sand King. It gives him extra stats all around (HP, HP Regen, Mana, Mana Regen, Armor, & buff on Epicenter). I'd say this is pretty core on Sand King but you should still prioritize wards and maybe dust/smoke above finishing this item.

[image loading]

Black King Bar allows you to channel your Epicenter uninterrupted. With BKB, you can actually blink in first, land a better stun, and then channel Epicenter. I still prefer to channel ulti first but BKB is nonetheless extremely useful for the stats it gives + magic immunity in teamfights so you don't get bursted down too hard.



LUXURY: --------------------------------------------------------------------------------------------------------

Teamfight Damage

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Shiva's Guard slows the enemies caught in your ulti even more (I believe the slows stack, but I'm too lazy to test it), along with doing a bit of extra damage. It also gives you a nice armor upgrade and extra mana regen, hoorah!

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Veil of Discord causes all enemies around you (800ish AOE range) to take extra magic damage. Your Epicenter and Burrowstrike do magic damage, along with any other nukes your team has. Veil is pretty cheap so you can also consider it as an alternative to Aghanim's if your team has a lot of magic damage output. All in all, works really well on SK even if its just him.


Disables

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Scythe of Vyseprovides loads of extra mana regen and is an extra disable. If you're super farmed and need to focus down someone really hard, Scythe of Vyse (Sheepstick) can do it.

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Eul's Scepter of Dvinity is also an extra disable, though it only removes them from the fight temporarily (i.e. your teammates cannot attack someone in Eul's active). You can Eul's yourself to kill blink cd and blink away.


Survivability

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Heart of Tarrasque gives you buttloads of health and health regen as well as increasing your damage a bit. You can tank towers and be at constant full health, and you can regen all your health in Sand Storm while your opponents go focus someone else (if they don't have gem / sentry wards that is).

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Blade Mail will return some right-click damage as magic damage to the attacker, and can thus be used to either kill the people focusing you or deter them from attacking you. A bit situational, mostly in cases where the enemy team has someone who is carrying really hard.

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Linken's Sphere provides overall stat boosts and a spell shield. If your opponents aren't careful, they could easily waste a much needed nuke / stun on you.


Support / Utility

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Pipe of Insight blocks 400 spell damage for the next 10 seconds, allowing you to trade a lot of teamfight damage efficiently. Situational pickup if no other supports have it.

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Mekansm heals your team. You're primarily an initiator, but you're also supporting the rest of the team. Situational pickup if no other supports have it.

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Drum of Endurance can be built out of Bracer, so if you choose to go bracer then you should think about getting a Drum. It's not too expensive and provides very nice auras for chasing / running away / fighting.


Situational:

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Vladimir's Offering is an EXTREMELY SITUATIONAL item that you can get when there's just a bunch of melee carries on your team. For example, if there's a Lone Druid and Nightstalker playing with you, Vlad's wouldn't be too bad of an idea. Not the best item, but it can work.

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Gem of True Sight is useful when there's enemy heroes that are constantly invisible (e.g. Broodmother / Rikimaru / Bounty Hunter). Normally you would want a ranged support to pick up Gem since they can actually counterward the common ward spots. Very situational.

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Boots of Travel can let you push several lanes very quickly, and can act as your slot for TP scroll as well. This is an item you should consider only very very late into the game and after you've picked up a big intelligence (mana regen) item, since you'll be replacing Arcane Boots.


FINISHED ITEM BUILD:
Arcane Boots / Blink Dagger / Black King Bar / Aghanim's Scepter / Heart of Tarrasque OR Shiva's Guard OR Veil of Discord

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OR
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OR
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If you've gotten enough money for Shiva's or Sheepstick (that is, your mana is no longer an issue) you can consider switching to Boots of Travel to free up a slot from TP scroll. If you want to hit REALLY HARD with your ulti and the game has gone on for long enough, Shiva's + Veil of Discord does wonders.



+ Show Spoiler [Initiating Teamfights] +

The most important part of teamplay is that you actually play as a team. That means you have to COMMUNICATE WITH YOUR TEAM. Don't Epi the entire enemy team only to die by yourself and look around wondering where the hell your team was. If your team isn't doing what you want or expect them to do, it's probably because they can't read your mind. Communicate that you're about to ulti in, say beforehand that you'll ping when you want to go in, use the in-game mic to tell everyone that you're about to ulti, etc.

To initiate properly, you need positioning and follow-up. Watch the minimap. If your team has warded properly and you're paying attention to the minimap, you should be able to figure out where the enemy team is headed. Get in a spot where you are well within blink range but also behind some trees or a cliff or something. If you need to save a tower or a straggler getting picked off and your team is about to go in as well, feel free to initiate first. Often, it's better to have the rest of your team go in first so that the enemy starts to clump up more and more, making your ulti more powerful.


Blink mechanics:
-If you take damage from Roshan or an enemy Hero, Blink will be disabled for 3 seconds.
-Double tapping blink will blink you towards your fountain. Useful in some escape situations, can also fuck you over if you accidentally double tap, so be wary.
-Blink can disjoint a lot of projectiles.
-Using blink outside of its max range (1200) will actually decrease the distance you blink by about 1/5
-If you get trapped in a non-damaging stun (e.g. Naga Ult or Eul's) and you need to escape, then SPAM THE LIVING SHIT OUT OF THAT BLINK BUTTON and most of the time you'll be able to get away scot-free.



+ Show Spoiler [Supporting the Team] +

ALWAYS. CARRY. TP. I cannot stress this enough. There's no reason not to have a TP around unless you have 6 godly items already. Don't you want the assist gold and exp??? Don't you want to be able to escape into the trees and instantly TP out???

When do I buy wards?
After your blink dagger is up, your farming needs are really pretty much gone. Buy wards as long as there are no other supports or heroes willing to get wards. Ward the middle of the enemy jungle, plus rune spots in river.

Do I get Urn?
You should probably be the one to buy urn. If someone else REALLY wants urn, then just get a bracer. Urn gives you nice STR stat + some desperately needed mana regen + essentially a free salve every time you gank.

How about Mek? Pipe?
Only if you're absurdly farmed and there's no other support on your team. It's really a judgment call at that point and depends heavily on what kind of damage the other team is dealing to you. Usually your priority should be a good initiation, and there should be another support on your team to geth those items.

Smoke? Dust?
If you have blink already and there's no harder support in your team, then sure. Obviously both those items are dependent on what playstyle your team is going for.

Stacking and Pulling in the Jungle
You can pull your jungle creeps whenever the in-game timer is #:15 or #:45. This means you want to be walking into the jungle creeps at #:15 and walking towards your lane so that your allied creeps will get aggro'd onto the jungle. This serves to deny your lane opponents EXP and push the lane towards your own tower so that whoever is in your lane can farm more safely.

Whenever you get the chance, you can also start stacking the jungle creeps so that you or your carry can get a bit of extra farm. For any jungle camp, you want to aggro them at #:52 and just run away. The game checks if the jungle creeps are in their camp spot at every minute (#:00) so this way you can start getting extra creeps that you currently would not be able to farm. Jungle camps can be easily stacked 3-4 times.

If you have a blink dagger up, you can actually stack two camps at once. Stacking for 2 camps is usually pretty reliable, but 3-4 camps (2 places at once) becomes a bit iffy. You would aggro one camp at #:51 and try to blink to another camp and aggro by #:53 then do your usual thing. Easy+hard camps on both Radiant and Dire sides work very reliably (and no mud golems so you can actually clear them). The hard camp that's farther from the easy camp on Radiant side is too hard to double stack with but the two medium camps can easily be stacked together with blink + walk off to the right side. Haven't gotten around to trying Dire side medium camps yet.



+ Show Spoiler [Farming, Early through Lategame] +

Sand King is a relatively farm-independent hero. That means that your damage output / utility comes primarily from the levels you have in your skills, and you should therefore be giving most of the farm in lane to someone who needs it more (i.e. carry / semicarry). Don't be afraid to steal (or, even better, ASK for) some CS to finish up that blink dagger, however. Your teamfight utility increases dramatically once you finish your blink, as you're able to safely channel ulti without fear of interruption.

If you have points in Caustic Finale, your pushing power goes through the roof. Combined with Arcane boots, you can farm really well in the mid-lategame (as long as your carry/carries don't need the lane farm). Burrowstrike through all the creeps into the ranged creep, one shot it, one shot the rest of the creeps, arcane boots, repeat.

If you're farming well / ganking through midlane and not feeding really badly, you should try for a 15 minute blink at the very least. A 20 minute blink on side lanes is pretty good IMO, and if you're support really hard with wards and dust and smoke then your teammates shouldn't expect you to be able to blink ult.

Farming the jungle becomes fairly easy once you've maxed out both Burrowstrike and Sand Storm (lvl 8~9+), now that Valve fixed the Sand Storm-not-hitting-jungle-creeps thing. You want to try to stack as many camps as possible for either you or your carry--if you happen to get farm your jungle, you can Burrowstrike then move back a tiny bit and let Sand Storm do 80dps on all of the creeps as they wander around wondering why they're dying. Obviously, if you have enough points in Caustic Finale you can just right click them one by one as well.



+ Show Spoiler [Heroes to play with or watch out for] +

You are best buddies with Leshrac, Lina, Lion, Mirana, Shadow Shaman, or basically anyone with a stun that they can chain onto yours, making for easy ganks / kills.

On September 08 2012 13:03 TheYango wrote:
Sand King + Ancient Apparition was actually somewhat popular for a time in Chinese DotA. Burrowstrike leads into Cold Feet, Ice Vortex adds to your combo damage, and well-coordinated cross-map ganking can be absolutely devastating.



A few heroes to watch out for:
Tidehunter - just be wary of the range on ravage, you don't want your epicenter to be interrupted while channeling because you stood too close.
Pugna - his Nether Ward has pretty insane range, and can disable your blink from far away.
Spectre - her global ult can disable your blink from anywhere.
Silencer - his global ult can... yeah you know where this is going.

On September 08 2012 11:16 Ottoxlol wrote:
heroes to watch out for-> Zeus, Slardar/Gondar, any aoe stun makes your life harder.




+ Show Spoiler [Final Words of Advice] +

  • CARRY TP SCROLL. PLEASE.

  • I think anyone with just a bit of dota experience can play sand king decently, but it's important to take the time to try out his combos in a bot match since ult-> stun etc. You don't want to be trying your ulti stun combo for the first time in a real match.

  • Gonna re-emphasize this! Positioning is CRUCIAL. You don't want to be seen when you're about to initiate, because a smart team will sent a nuke your way and disable your blink, rendering your ulti useless.

  • Your escape is good but not Anti-mage level good. Don't push your lane too far into enemy territory. If you do find yourself about to get fucked, try to Q into the trees or blink into the trees and immediately TP out. Again, TP is very important.

  • Don't be terribly stingy with your stun in early game. As SK, you should be the one initiating the stunning / nuking. If you see someone slightly out of position and your teammate is close and has the mana to nuke or stun as well, then by all means go for it. You don't need to hit both enemy heroes in your lane for your stun to be cost effective.

  • Dont be terribly stingy with your ulti -- it has a long cooldown but that doesn't mean you shouldnt use it to catch 2-3 people off guard.

  • Remember that you're initiation and not carry -- don't just jump into the other team with a nice ult if you don't have followup from your team ready.

  • Don't forget to check if you have enough mana to pull off your full combo. At level 6, your Burrowstrike into Epicenter will cost you 305 mana. Level 3 Epicenter + blink + Burrowstrike can take up like 600 mana, and your mana pool isn't that big (especially if you decided to not get Arcane Boots).



+ Show Spoiler [Videos] +

For shits and giggles: Pyrion Flax's guide to Sand King


DotaCinema's guide to Sand King


FiercE's guide to Sand King


Burrowstrike -> Epicenter Positioning Tips
http://www.youtube.com/watch?v=JQ4MeywErBk

2009's guide to Sand King (DotA 1)




+ Show Spoiler [TLDR aka 30 second guide] +

Buy courier, basic lane healing items + Ironwood Branches that you will build into a Magic Wand while getting Boots + Bracer or Urn. Go side lane, buy boots and turn that into Arcane Boots once you have the money, which will give you nuke spammability AKA good farm in lane. Farm Blink Dagger as quickly as you can. Skill priority should be R > Q > W > E.

Once you have Epicenter and blink, you want to stay hidden, then initiate teamfights with R -> shift queue blink -> Q stun as many people as you can in a teamfight. Wards once you have blink unless someone else is doing so already. Lategame items are Aghanim's Scepter, Black King Bar, or fast Veil of Discord for extra ulti damage. Luxury I would go with Veil, Heart, or Shiva's depending on the teams.



Please comment with any questions / comments (haha) / corrections / advice / arguments / etc. Of course, I give my thanks to everyone who took the time to read this guide--I'm still updating the formatting with more pictures and possibly screenshots for examples. Not flamewheel level yet <3
:)
Aineko
Profile Joined May 2012
Germany4 Posts
Last Edited: 2012-09-08 01:12:22
September 08 2012 01:11 GMT
#2
Maybe add 1 thing to burrow strike:

If an enemy hero has linkens and you target the ground, not him, linkens wont pop from your borrow and you stun him, otherwise it will just trigger linkens like a targeted spell.
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
Last Edited: 2012-09-08 01:28:04
September 08 2012 01:27 GMT
#3
Fuuuck Dual SK's for the lose valve needs to solve this by making him king of sand and not sand king :D
or king skeleton!
synapse
Profile Blog Joined January 2009
China13814 Posts
September 08 2012 01:45 GMT
#4
On September 08 2012 10:11 Aineko wrote:
Maybe add 1 thing to burrow strike:

If an enemy hero has linkens and you target the ground, not him, linkens wont pop from your borrow and you stun him, otherwise it will just trigger linkens like a targeted spell.

Duly noted & added.
:)
Ottoxlol
Profile Blog Joined November 2010
735 Posts
September 08 2012 02:16 GMT
#5
instead of a gauntlet get more branches or circlet if you plan on going bracer so you can stun 2x lvl1-> ez first blood
if you get bkb, go for veil instead of agha, it gives more dmg and your allies benefit from it too.
heroes to watch out for-> Zeus, Slardar/Gondar, any aoe stun makes your life harder.
pipe is only 400 dmg
for the love of god, pls dont epi burrow when the fight just started and 3 of the enemy heroes are in bkb, wait 5 sec.
synapse
Profile Blog Joined January 2009
China13814 Posts
September 08 2012 02:57 GMT
#6
On September 08 2012 11:16 Ottoxlol wrote:
instead of a gauntlet get more branches or circlet if you plan on going bracer so you can stun 2x lvl1-> ez first blood

? I don't really understand what you mean here. What does bracer have to do with stunning twice?

if you get bkb, go for veil instead of agha, it gives more dmg and your allies benefit from it too.

I normally prefer getting Aghs first for the survivability, but this is definitely an option.

heroes to watch out for-> Zeus, Slardar/Gondar, any aoe stun makes your life harder.

Yup. Added!

pipe is only 400 dmg

Oops! nice catch on the typo haha I had it right in the items section xD

for the love of god, pls dont epi burrow when the fight just started and 3 of the enemy heroes are in bkb, wait 5 sec.

I don't remember advocating that, but yeah definitely. Same deal as when you see pipe up, just wait for it to disappear.
:)
r.Evo
Profile Joined August 2006
Germany14080 Posts
September 08 2012 02:57 GMT
#7
Great guide so far.

Some things I'd like to add:
-I agree with more branches instead of gauntlet as starting items, especially when you have to start courier or wards. They're way stronger than a gauntlet early on.
-Veil > Aghs for damage is correct afaik.
-For items personally I love the urn -> arcanes build. If you're getting rather free farm you might want to consider Treads -> Drums -> Blink for a way stronger early game (2009 suggests this build). In his video he suggests a followup with Battlefury into more damage/tanky items. Might be a fun variation for playing him as a #2 in pub games.

-If you burrowstrike in a way that you end up behind an enemy it's often possible to burrow -> epi even vs stunners because they have to turn first to interrupt your ult. If you burrow so that you end up in front of them they can cancel your ult easily.
-Your burrowstrike stun is sligthly longer than the max range. If things are REALLY close you can stun slightly behind your enemy and still catch him.

-If you want to be a real badass, you could add a section about juking. The most fun about sandking imo are the ways you can easily start playing him but can pull off incredibly strong jukes when you know what you're doing.

Adding this to the welcome guide, thanks a lot for putting it together. <3


Here are solid videos about SK (FiercE's is probably better for most people but 2009s should be around somewhere in this thread, too):
http://www.youtube.com/watch?v=zRVYQjwwML4

http://www.youtube.com/watch?v=SgMJSWKPYko
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
TheYango
Profile Joined September 2008
United States47024 Posts
September 08 2012 03:06 GMT
#8
Agreed with branches start on support. If you're buying courier/wards/smoke appropriately, you shouldn't be able to get gauntlets as your starting items.

If you're playing 3rd position and not buying support items at the start, then you should get Stout+3 Branches. Stout is infinitely better than any of the stat items for a melee during laning.

On September 08 2012 11:57 synapse wrote:
? I don't really understand what you mean here. What does bracer have to do with stunning twice?

Branches or Circlet give +intelligence level 1. Gauntlet doesn't. It affects your level 1 max mana.
Moderator
synapse
Profile Blog Joined January 2009
China13814 Posts
September 08 2012 03:59 GMT
#9
On September 08 2012 12:06 TheYango wrote:
Agreed with branches start on support. If you're buying courier/wards/smoke appropriately, you shouldn't be able to get gauntlets as your starting items.

If you're playing 3rd position and not buying support items at the start, then you should get Stout+3 Branches. Stout is infinitely better than any of the stat items for a melee during laning.

Show nested quote +
On September 08 2012 11:57 synapse wrote:
? I don't really understand what you mean here. What does bracer have to do with stunning twice?

Branches or Circlet give +intelligence level 1. Gauntlet doesn't. It affects your level 1 max mana.

I always just got 1 branch for the mana necessary for 2 stuns. But yeah you're right, branches / stout is better. Updated starting items.
:)
TheYango
Profile Joined September 2008
United States47024 Posts
September 08 2012 04:03 GMT
#10
Also, you should add Ancient Apparition to one of Sand King's good lane buddies. Sand King + Ancient Apparition was actually somewhat popular for a time in Chinese DotA. Burrowstrike leads into Cold Feet, Ice Vortex adds to your combo damage, and well-coordinated cross-map ganking can be absolutely devastating.
Moderator
synapse
Profile Blog Joined January 2009
China13814 Posts
September 08 2012 04:22 GMT
#11
Thanks for all the feedback so far! added most of the stuff~
:)
Percutio
Profile Blog Joined April 2010
United States1672 Posts
Last Edited: 2012-09-08 04:39:54
September 08 2012 04:29 GMT
#12
I really like BoT on SK in this meta. Yeah you do need some kind of intelligence item and that takes quite some farm, but the split push he provides is incredible because the size of the creep wave pretty much doesn't matter thanks to caustic. Another underrated aspect of SK is his power solo vs low ranged heroes. Once you have a stout you can trade very efficiently with certain low range heroes thanks to caustic doing such high damage. It also gives you the unique ability to farm a whole creep wave quickly with caustic giving you a window of freedom against a low range hero like Luna or Morphling.

Caustic explosion radius: 400

Ranged Heroes Vulnerable to Caustic:
TA: 140 (200/260/320/380)
Luna: 330
Morphling: 350
Zeus: 350
Batrider: 375
Gyrocopter: 375
Bane Elemental: 400
Huskar: 400
Jakiro: 400
Vengeful Spirit: 400



Obviously many of these heroes should still come out with an advantage against SK, but caustic is definitely a tool that can be utilized against those at the lower end of the spectrum.
What does it matter how I loose it?
synapse
Profile Blog Joined January 2009
China13814 Posts
September 08 2012 04:45 GMT
#13
On September 08 2012 13:29 Percutio wrote:
I really like BoT on SK in this meta. Yeah you do need some kind of intelligence item and that takes quite some farm, but the split push he provides is incredible because the size of the creep wave pretty much doesn't matter thanks to caustic. Another underrated aspect of SK is his power solo vs low ranged heroes. Once you have a stout you can trade very efficiently with certain low range heroes thanks to caustic doing such high damage. It also gives you the unique ability to farm a whole creep wave quickly with caustic giving you a window of freedom against a low range hero like Luna or Morphling.

Caustic explosion radius: 400

Ranged Heroes Vulnerable to Caustic:
TA: 140 (200/260/320/380)
Luna: 330
Morphling: 350
Zeus: 350
Batrider: 375
Gyrocopter: 375
Bane Elemental: 400
Huskar: 400
Jakiro: 400
Vengeful Spirit: 400

Obviously many of these heroes should still come out with an advantage against SK, but caustic is definitely a tool that can be utilized against those at the lower end of the spectrum.

Very cool stuff, didn't realize so many heroes were <400 range, added!
:)
Dead9
Profile Blog Joined February 2008
United States4725 Posts
September 08 2012 04:48 GMT
#14
the shield thing depends, if you're gonna farm in lane you can open double gauntlets to get a quick urn and roam early on
don't bother with bracers, either get an urn if you're farming or skip those items completely
if you're support go boots + magic stick > arcanes or bottle > blink, generally sandking is really tight on farm and the blink is really important

also in certain lanes (especially in mid, for example against SF or puj) going stun>caustic can be really good
ItsMeDomLee
Profile Joined November 2010
Canada2732 Posts
September 08 2012 05:42 GMT
#15
As someone that has played a thousand games with SK, I personally hate it when I see people go BKB after Blink. You don't need survivability in team fights. Your job is to kill everyone on the entire team or at least get them low enough that the rest of your team can. BKB does not accomplish that. After Blink I always go straight AGH, and then Veil.
Kazeyonoma
Profile Blog Joined April 2010
United States2912 Posts
September 08 2012 05:44 GMT
#16
Nice formatting and great guide. Ill try to think of something you can add. Woo let's knock out all of the heroes! =P
I now have autographs of both BoxeR and NaDa. I can die happy. Lim Yo Hwan and Lee Yun Yeol FIGHTING forever!
nosliw
Profile Blog Joined December 2008
United States2716 Posts
September 08 2012 05:56 GMT
#17
video where SK instant kills a hero due to finale?
synapse
Profile Blog Joined January 2009
China13814 Posts
Last Edited: 2012-09-08 06:42:22
September 08 2012 06:31 GMT
#18
On September 08 2012 14:56 nosliw wrote:
video where SK instant kills a hero due to finale?



On September 08 2012 14:42 ItsMeDomLee wrote:
As someone that has played a thousand games with SK, I personally hate it when I see people go BKB after Blink. You don't need survivability in team fights. Your job is to kill everyone on the entire team or at least get them low enough that the rest of your team can. BKB does not accomplish that. After Blink I always go straight AGH, and then Veil.

I don't think it's wrong to go for some survivability. Burrowstrike has a low enough cooldown to justify a longer teamfight presence. Even just a second stun on an important enemy can really change a teamfight around. If the enemy team has 2-3 squishies that you can instantly take out or very nearly kill with aghs/veil then I think prioritizing damage would be the right call, but most of the time you won't be able to pick off heroes with just an ullt-stun.
:)
TheYango
Profile Joined September 2008
United States47024 Posts
September 08 2012 06:59 GMT
#19
On September 08 2012 14:42 ItsMeDomLee wrote:
As someone that has played a thousand games with SK, I personally hate it when I see people go BKB after Blink. You don't need survivability in team fights. Your job is to kill everyone on the entire team or at least get them low enough that the rest of your team can. BKB does not accomplish that. After Blink I always go straight AGH, and then Veil.

BKB is essentially for those few edge case scenarios where you need that flexibility to get off good Epis (e.g. Pugna is in the game, so without BKB you can never Epi->Blink because Pugna Ward zaps you right when the Epi channel finishes). Practically speaking, picking SK into those situations sucks to begin with, but you can't really always get ideal scenarios in pub games, so its better to just bite the bullet and buy BKB rather than never being able to get a good Epi off.
Moderator
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
September 08 2012 11:10 GMT
#20
Caustic finale on multiple creeps then burrow striking for like ~400 damage+auto's makes sand king so much fun.
WriterXiao8~~
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