General Concept

The general concept of the laning build is giving yourself enough health via Bracers to stay alive, and rush your Eul's for damage and a disable to help you stay alive. You get Treads because you have to get Bracers to lane effectively, and probably won't be able to farm up HoM fast enough because of this fact. Please note that this build is extremely open. If you use all your Eul's charges early, Guinsoo is okay to rush up, instead of going Manta first. You shouldn't make Manta until you use all your Diffusal charges, so if you have a lot of money, go ahead and grab your Mess. Reaver or Guin's, unless you really want/need the manta. This build is extremely open because after your Eul's, you essentially have three choices. Guinsoo, Heart, or Manta. Manta will give you extreme ganking and hero-killing power, and can also be used for pushing. Guinsoo will give you a massively strong, spammable disable and lots of damage and intelligence. Heart, while you won't have the damage output of the other two items if you get it first, you won't die easily. Because of the extremely strong farming potential of Furion, getting a Manta/Guinsoo and Heart in a normal guide isn't out of the question.

The general concept of the Forest build is giving yourself enough mana regen to spam Force Of Nature early to creep with, and HoM is taken for even more farming goodness. A quick rush to Eul's, and you'll be the most powerful force on the map early to mid game because you'll be the most farmed up and levelled the most. After the Eul's you may want to take an optional health item, the vitality booster for the Heart later, because you will have fairly low health because we skipped bracers earlier on to get HoM. Also, the early mantles are taken for +9 damage and more mana. They can be sold when you need more inventory space, but keep them as long as you can, +3 intell never really becomes completely useless. RoB gives your treants armor, that's good I guess.

Alternatives


Skadi is okay. It's a fairly decent item on Furion, and strong also, I just dislike that you don't get the full benefits until 7050 gold later, and that in the end, you're still not as strong as say, the manta build.

Aghanim's is okay, I guess. Some people really like it on Furion, some people really hate it. I'm undecided. A good thing about Aghy's is when you cast Wrath, you'll get quite a bit of gold from the Wrath hoping around the map killing creeps and the like.

Necromonicon is okay. A lot of other Furion guides and players recommend it, but at the moment, I'm still fairly neutral on it, probably because my micro sucks anyway. Furion has high stats anyway, so it's a good rush for him, and he farms pretty well.

Items Not To Get

Stygian Desolater is bad. It's a pubstomp item. I have realized this after testing.

Read More......

Build your Furion wisely


Skill List

General/Lane Furion


Level 1- Sprout
Level 2- Teleport
Level 3- Stats
Level 4- Stats
Level 5- Stats
Level 6- Wrath Of Nature
Level 7- Teleport
Level 8- Teleport
Level 9- Teleport
Level 10- Stats
Level 11- Wrath Of Nature
Level 12- Stats
Level 13- Stats
Level 14- Stats
Level 15- Stats
Level 16- Wrath Of Nature
Level 17- Sprout
Level 18 - Sprout
Level 19 - Sprout
Level 20-25 - Stats/Force Of Nature

Forest Furion

Level 1- Sprout
Level 2- Force Of Nature
Level 3- Force Of Nature
Level 4- Teleport
Level 5- Force Of Nature
Level 6- Wrath Of Nature
Level 7- Force Of Nature
Level 8- Teleport
Level 9- Teleport
Level 10- Teleport
Level 11- Wrath Of Nature
Level 12- Stats
Level 13- Stats
Level 14- Stats
Level 15- Stats
Level 16- Wrath Of Nature
Level 17- Sprout
Level 18 - Sprout
Level 19 - Sprout
Level 20-25 - Stats

Skill Explanation

The first build is taken for a general, all-purpose Furion that pushes well solo with strong stats and Teleport to lane-hop quickly. Sprout's mana cost is absolutely huge at higher levels of the skill, so we skip getting it really early because you won't be able to handle the mana cost. Stats are taken in place of it because Furion has generally low health at first, and the improved last-hitting will help you farm up more quickly. Teleport is taken 7-9 so you can start hopping around the map much faster to aid in ganks and pushing. Sprout is finished up at 12-14 because at this point you'll have more mana to be able to afford using it.

The Forest Furion is just my guess at what you would take to effectively creep as Furion. One level of sprout is taken to make escapes and help your team if you're near their lane. Remember that just because you're creeping doesn't mean that you can't aid your team in battles. Otherwise, we leave Sprout alone until later levels because the higher mana costs make it hard to spam with your mana pool until you get Eul's, considering that you have to use your other spells as well (Force and Wrath Of Nature). Also remember that you'll have low health because of no bracers in the build, so the Stats really help at this point in the game. Taking more levels of Sprout at 12-14 is acceptable if you want to, but it's a big mana hog.

Lane Item Build

• Two circlets, tangoes
• Boots, Gauntlets
• Treads
• Bracer Recipes
• Void Stone
• Eul's
• Optional: Vitality Booster
• Diffusal Blade
• Guinsoo's
• Manta (when purge charges are out)
• Heart OR Skadi

Forest Build:

• 2-3 Mantles, 2-3 Clarities
• Boots, Ring Of Basilius
• Optional: Midas
• Treads
• Eul's
• Vitality Booster
• Diffusal
• Guinsoo's
• Manta (when purge charges are out)
• Heart OR Skadi


Item Explanations

Eul's is an extremely strong disable item that gives you more mana, which you need, more damage, which is nice, and great mana regen, which you need. It's an all-around useful item. Diffusal gives you an amazing chasing mechanism that synergizes with ally melee heroes for ganks as well. Heart is taken because you'll need the health at this point in the game, and Guin's is finished up because you'll be out of cyclones by this time, and it gives a lot of intell and damage. Diffusal is also great because it counters Warlock, which is used in higher level play quite a bit (or used to be).

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Furion, The Prophet


Introduction

Furion is pro hero

Strength: 17 + 1.8
Agility: 21 + 1.5
Intelligence: 15 + 2.9

Furion's stat gain is okay, I guess.

Skill descriptions


Sprout

Sprouts a ring of trees around an enemy unit, trapping it in place.

Extremely strong ability, definitely one of the most powerful trap spells. Enemies can still cast spells while in it, pudge's hook goes through it, and it can be blinked out of. Also, using a tango on the corner tree will give the person inside a way out.

Level 1 - Lasts for 3 seconds. 115 mana, 11 sec cooldown.
Level 2 - Lasts for 3.75 seconds. 140 mana, 11 sec cooldown.
Level 3 - Lasts for 4.5 seconds. 165 mana, 11 sec cooldown.
Level 4 - Lasts for 5.25 seconds. 205 mana, 11 sec cooldown.

Teleportation

Teleports to any explored point on the map.

This an absolutely amazing ability, and is what makes Furion so good at pushing, aiding ganks, etc. He has the ability to go anywhere on the map that he or one of his allies has explored. This is used in ganking, pushing, farming, and escaping for Furion. It's a short channel when you cast it, also, so take note of that.

Level 1: 50 mana, 60 sec cooldown.
Level 2: 45 mana, 50 sec cooldown.
Level 3: 40 mana, 40 sec cooldown.
Level 4: 35 mana, 30 sec cooldown.

Force Of Nature

Converts an area of trees into Treants. Treants have 550 hit points and deal 21-23 damage.

Some people like this, some people don't. It's effective for a forest Furion. I'm still not sure if he receives experience from their kills, even if he's not in the general area, but I'm pretty sure he doesn't. Still, this gives you free tanks and makes forest creeping extremely easy.

Level 1 - Raises 2 Treants for 60 seconds. 160 mana, 37 sec cooldown.
Level 2 - Raises 3 Treants for 60 seconds. 160 mana, 37 sec cooldown.
Level 3 - Raises 4 Treants for 60 seconds. 160 mana, 37 sec cooldown.
Level 4 - Raises 5 Treants for 60 seconds. 160 mana, 37 sec cooldown.



Wrath of Nature


Summons damaging energy to swath around the map and damage random enemies. Each enemy hit beyond the first adds 7% damage.

This ability is kinda meh-ish. It's strong because it hits all over the map, but is kinda random, and not as strong as say, Zeus's ultimate. It's damage is also fairly low, but improves over time. If you're casting it on a hero in your lane, cast it on the creeps first, so it bounces through all the creeps to increase damage and then hit them.

Level 1 - Deals 140 base damage. 200 mana, 90 sec cooldown.
Level 2 - Deals 180 base damage, hits a few extra targets. 380 mana, 60 sec cooldown.
Level 3 - Deals 225 base damage. 610 mana, 60 sec cooldown.

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Gameplay Strategy: Early, Mid and Late Game
Early Game

Leoric, Skeleton King



Levels 1-5


Grab your starting items, head to a lane with an ally ganker, preferably a stunner. Your two-second stun is a great skill to combo with another ally for an easy first blood, either at level 1 or 3. You're not a very strong harasser either, so an allied nuker is recommended. Harass with Bolt when you get your Bottle, and remember to buy obs. wards to watch the runes, and at level 5-ish you can start ganking, but I would recommend waiting until level 7.
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Strong melee ally that can make use of your Vamp Aura, and can combo LVL Death and Storm Bolt spam with you. A quick Doom, and you can both run up and bash on the enemy hero without fear of disables.


Strong ally for the extra stun, strong nuke, and chasing abilities. Your two stuns together are immensely powerful, and you can lead with your stun, she can stun from a distance, and then leap in and Starfall, and then you both beat on the enemy if it's still alive (doubtful).


A strong melee that can make use of your Vamp Aura that is also a survival powerhouse and tank. You two together are a pretty unstoppable force, as both your ultimates are second chances, and you both have decent nukes. His Frostmourne slow is also powerful because you don't have a slow skill of your own for fast enemy heroes, so you both get more whacks in with Frostmourne.
-------------------


Remember to just play fairly safely and farm up early. You're gonna need your Bottle before you start ganking. I suggest reading

Levels 6-9

Start ganking now. Bottle is awesome for mana regen and health regen in between ganks, and remember to keep your obs. wards up to watch the runes, and whore them up. Gank with allies, like the one listed in the previous section, as they're pretty ownage when coupled with you. Any stunner is actually pretty godlike with you, so find a stunner and gank. If you're having troubles ganking, just farm up. Not much to really say. When ganking, just storm bolt, run up, whack on them a few times, and chase them, storm-bolting when the cooldown is off.


Mid Game




Levels 10-12

Hopefully by this time you'll have Hyperstone, but if not, that's fine. Keep ganking/farming, but try to get your Hyperstone soon if you don't have it. It's pretty useful. Once you get it, you can blow through creep waves and neutrals fairly quickly, so farming up your Cuirass shouldn't take too long. Support your team in pushes as well.

Levels 13-16


By now you should have at least BoT, and hopefully AC. From here, you need to make choice between tanking and straight damage dealing while being a semi-tank. If you're going tank, get Heart, Hood if you want it, and then maybe Manta. If you're going DPS, go MKB or Stygian.

Late Game



At this point you're a strong damage dealer and a good tank, and this is the part of the game where you should make use of this. Push hard, help gank with the enemy team, solo Roshan (you're extremely good at it with your high HP, fast attack, and Vamp Aura), and remember to keep your Obs. Wards up and watch the runes. DD runes are MASSIVELY amazing on this hero late-game, as he can have a two-second stun (longer if you're with teammates that have stuns/disables) to hit the enemy with 2.75 crits and heal 25% of all damage he deals. It's amazing. Haste and Invisibility are also strong runes with this hero.

Read More......

Leoric, Skeleton King


For the skill itself you can see on the Leoric Skill Reviews

Skill List

Level 1- Storm Bolt
Level 2- Stats
Level 3- Bolt
Level 4- Stats
Level 5- Bolt
Level 6- Reincarnation
Level 7- Bolt
Level 8- Critical Strike
Level 9- Critical Strike
Level 10- Critical Strike
Level 11- Critical Strike
Level 12- Vamp Aura
Level 13- Vamp Aura
Level 14- Vamp Aura
Level 15- Vamp Aura
Level 16- Reincarnation
Level 17- Reincarnation
Level 18 - Stats
Level 19 - Stats
Level 20-25 - Stats

Skill Explanation

This build is taken pretty obviously. Early Storm Bolt and stats for ganks with your team and better lane control/survivability. Reincarnation at 6, but not taken until 15/16 because the mana cost is too high earlier and isn't really needed as much. If you're finding you're really needing the lower cooldown, you can take it earlier then 15/16. Crit taken before Vamp.

Tank Item Build
• Two circlets, tangoes OR RoR, Circlet if going Hood
• Boots, Bottle
• Two Gauntlets, two bracer recipes
• Hyperstone
• BoT
• Assault Cuirass
• Optional: Hood
• Heart OR Radiance
Items Bought Throughout the Game:
• Observer Wards (For watching runes)
Damage Build:
• Two circlets, tangoes OR RoR, Circlet if going Hood
• Boots, Bottle
• Two Gauntlets, Treads
• Two bracer recipes
• Sacred Relic
• Radiance
• Heart OR MKB
Item Explanations

Bottle is for rune-whoring, this hero is exceptionally strong when comboed with a haste, invisibility, or DD rune, and the Bottle itself will give you practically permanent staying status in your lane, and some good mana regen between ganks and storm bolts. Hyperstone is taken to make use of Vamp Aura and Critical Strike, BoT next for movespeed and farming, Assault Cuirass to use the Hyperstone, help yourself and your team. Heart taken if you wanna be a huge tank, MKB for more damage oriented. Hood taken if lots of intell heroes on the enemy team, and if you wanna be more tank centered. Obs. Wards taken to watch runes.

General Concept

This build is to make sure that you're your most useful early on with some bracers for health, mana, and a bit more attack power, and Bottle so you can rune-whore and have regen in between bolts and have more lane-power. Bottle will make your ganking more effective, and because your Vamp Aura and Storm Bolt synergize with almost every melee hero in the game, you're a good ganker.

Alternatives

Stygian Desolater instead of MKB is okay if you want more -armor against the enemy team.

Satanic is okay, the new one is pretty nice, it's just not my favorite item.

Radiance is a strong item on this hero, get it if no one else on your team is, get it in place of Cuirass, but still get the Hyperstone.

Items Not To Get

Dagon, Basher, Refresher are all bad items for this hero. Basher seems okay, but it's so expensive and your problems can be solved with just a little teamwork and getting one of your teammates to help disable, rather then just get a basher. Dagon is just not effective with this hero, he doesn't have the mana or the need for it. Refresher is dumb, he doesn't have the mana for it, and why refresh Reincarnation? It has a somewhat low cooldown for how powerful it is, just don't be stupid.

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Leoric, Skeleton King



Introduction


Skeleton King didn't have a guide, and he's fun and easy to play, so I decided to write him a guide. This is an awesome hero if you're a new player, and is a good hero to learn DotA with.

Range: 128 (melee) Move Speed: 300
Str: 22 + 2.9 Agi: 18 + 1.7 Int: 13 + 1.6
Damage: 54 – 56 HP: 568 Mana: 169
HP Regen: 0.91 Mana Regen: 0.53
Attack Speed: 1.39 Armor: 3

Skill descriptions


Storm Bolt

A magical hammer is thrown at an enemy unit, causing damage and stunning the target for 2 seconds.

2 second stun, decent damage, and the cooldown is low enough that it's a good initiator and can then be used for chasing.

Level 1 - 100 damage.
Level 2 - 150 damage.
Level 3 - 200 damage.
Level 4 - 250 damage.
Mana Cost: 140
Cooldown: 8

Vampiric Aura

Allied melee units within 600 AoE gain hit points when they hit enemy units.

This aura applies to yourself as well. It's one of the skills that makes Skele King so powerful, and useful to his team.

Level 1 - Gains 5% of attack damage.
Level 2 - Gains 10% of attack damage.
Level 3 - Gains 15% of attack damage.
Level 4 - Gains 20% of attack damage.



Critical Strike
Gives 15% chance to do more damage on an attack.

Critical Strike is absolutely amazing coupled with your Vampiric Aura. With damage items, critting will result in you getting massive amounts of health regenerated.

Level 1 - 1.25 times normal damage.
Level 2 - 1.75 times normal damage.
Level 3 - 2.25 times normal damage.
Level 4 - 2.75 times normal damage.

Reincarnation


When killed, this hero will come back to life at the cost some mana.

Skeleton cannot reincarnate if he is silenced, therefore Doom, SA's Smoke Screen, Bloodseeker's silence, Death Prophet's silence, Drow Ranger's silence, etc. stop this ultimate from activating.

Level 1 - 300 second cooldown. 100 mana.
Level 2 - 240 second cooldown. 150 mana.
Level 3 - 190 second cooldown. 200 mana.

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Skill & Item Build

Skill Build A


1. Time Walk
2. Time Lock
3. Backtrack/Time Walk
4. Time Lock
5. Time Lock
6. Chrono
7. Time Lock
8. Time Walk/Backtrack
9. Backtrack
10. Backtrack
11. Chrono
12. Backtrack
13. Time Walk
14. Time Walk

Skill Build B


1. Time Walk
2. Backtrack
3. Time Lock/Time Walk
4. Backtrack
5. Backtrack
6. Chrono
7. Backtrack
8. Time Walk/Time Lock
9. Time Lock
10. Time Lock
11. Chrono
12. Time Lock
13. Time Walk
14. Time Walk


We get one level of time walk, since better players will normally nuke the hell out of faceless. With this we can get to safety if that happens. You can get another lvl of TW on lvl 4 or 3, if you think it's necessary. Level 1 range is half of a blink, while lvl 2 is almost the same. Blink has a maximum range of 1000. Having time walk doesn't mean you shouldn't be cautious!


Skill build A:

This is the standard offensive build. With a fast mom and boots we can own in 1v1 situations thanks to time lock. We get one level of backtrack just in case. It's better than stats. We can switch it to have a level 2 TW if level 1 isn't strong enough to survive!

Skill build B:

Backtrack is the first optional skill which is maxed after TW (Backtrack won't work against: sunder and nightmare and cannot be disabled). This skill helps a lot with early game. Bash is needed in case your teamates gank the lane you are currently farming. Also 10% bash helps a lot with neutral creeping thanks to the 60 damage and 2 sec (1 sec on heroes 0,5 sec on roshan) stun it gives. One level of stat isn't needed!

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Items


Mask of Madness:



The buff lasts 12 secs for 25 mana it has a CD of 30 sec. You will receive 20% extra damage when berserk is on. You will gain 75% IAS and 15% MS. This buff cannot be removed by purge (small satyr, diffu, or naga), or by magic immunity (BKB, repel)! Lifesteal is an orb effect that will override any other orb on faceless. It has top priority. The amount of life you steal depends on physical damage and it will increase if you get a critical. You cannot steal life from illusions.

Butterfly:

Note that butterfly has been recently buffed. At the moment it gives 30 AGI 30 IAS and 30% of evasion. Evasion and Backtrack stacks with diminishing returns which mean when you are attacked there's 47,5% chance that you won't receive damage. Doom or hex will disable evasion!

Buriza:


Gives 20% chance to deal 2.2* of your normal damage. Critical is phisical damage so it incrieases the amount of lifesteal you recieve. When attacking a unit that has blade mails you won't recieve extra damage, if you hit him with a critical strike. Criticals stack with diminishing returns just like backtrack and evasion in case you have two items or skills that gives the abbility. When both criticals occure on the same attack you will only get one of them, but both will be shown as red numbers in the game.

Item Build





This is my standard build I've been using for a year now. Wraiths, mom, treads were very unusual back than. Times have changed, but this guide is still the same. The concept is pretty obvious. Since faceless is a bad farmer we get cheap and effective items. Going for big ones is too risky. Of course not any chep item will be qualified as good. As a bashing hero faceless needs IAS>MS>HP>DAMAGE.

Faceless concentrates more on 1v1 and has to find a way to separate a hero from the enemy team so he can own it with bash. That's where chrono and our temammates will help. Never forget that bash deals extra damage so IAS isn't just for the stun effect, but to kill faster. In 1v1 we need IAS to dissable the enemy. Secondly we need MS so the opponent won't run away (or if he does we can still catch it).

We don't need max MS just more than the enemy has since bashed targets won't move. Still a target that is faster than faceless cannot be bashed. Also faceless is an AGI hero so he lacks hp, and even the most carefull player will be nuked by the enemy. (especially if the enemy is someone named zeus). We have to survive the first wawe of nukes and own the enemy while their spells are on CD. Even though the importance of HP and Damage are low we will start with wraiths since it incrieases our lane management abbilities. Boots is needed for obvious reasons. After that we get mom since it's a core item and farming up 2000 gold without mom will be much more difficult later. With Frenzy and boots we will be much more faster than any hero that time can be. After that we complete treads since it's to good for 1000 gold and doesn't wastes item slots (like hyper). The main item is butterfly. I can't imagine any situation where this item isn't the best choice for faceless. It gives all the things faceless needs (except MS): IAS, damage and EHP (evasion, armor). Of course evasion and armor won't work against nukes so the next item will be heart. If nukes aren't difficult to handle (our team is filled with dissable, or the enemy has few strong nukers), than we should go for pure damage. In short: get buriza than!


Used Items

ANCIENT TANGOO

Yes, yes ror is great, but not enough to survive. Tangoos regenerate faster and can be used for other purposes. Like destroyng eyes of the forest or eating yourself out of sprout. It can be used in curtain neutral creep camps to spwan more neutrals.

WRAITH BANDS


You won't time lock anyone if you don't have the proper IAS to do it! Agility is very effective on this hero, while the difference in hp between the amount bracer and wraith gives, isn't really needed! You could say that hp is better since I get mom, but the thing is faceless normally doesn't have the luxury to use it! Even if he manages to survive with frenzy, that won't be beacuse the incrieased hp from barcers. Faceless lacks offensive power and not deffensive!

MASK OF MADNESS

Do (real)pro players get MoM ? Yes they do! Check out the replay between MyM and SK located at the bottom of this guide. Why do they get it? Let me explain: Void is a bad farmer, and MoM is the cheapest possible IAS for him. 75% IAS for 1950 even beats treads! Time Walk costs too much mana (unlike blink), and slow doesn't lasts long enugh for you to bash effectively. With frenzy & treads you are faster than any other hero with BoT (except Chaos Knight). Also chronosphere costs a lot of mana, that we cannot spend for TW. The lifesteal is good for lane control. Void can regain its hp by killing neutrals. What about the extra damage ? Okay there's a very easy tactic to avoid the extra damage: don't activate mom! WTF? Yes no extra IAS and MS that way. There are a lot of situational spells in Dota, that are really good dispite being situational. Double Edge or LVL? Death and the list can continue forever. Use it when it doesn't means instant death, and you on the other hand can get the kill. Faceless void's all four abbilities support the avoidance of the extra damage: time walk to escape, backtrack to avoid the damage, time lock since disabled target cannot hurt you and chrono for the same reason.

POWER TREADS


Get treads later, if you can complete butter fast! Ok I understand, that BoT beats this item. Yes it does, but due to the need of other items the number of games you will get BoT is around zero. Sometimes you cannot use mom. For example when the enemy attacks in larger groups, or when chrono is on CD. If the attack is broken you can use mom to chase, but what happens till then? You get your ass kicked because you don't have the IAS to bash? Or you run away ? Let's pretend that you bought one of the components of butterfly instead of treads. Eaglehorn costs triple but gives 10% less IAS while quarterstaff costs the same but gives 25% less. You can stick to boots hoping that one day you will have the oppurtunity to upgrade it to BoT, but I will stick to treads. MoM has been buffed recently. I advise to go for the AGI, though switching to INT or STR before a large battle is reasonable. Have more HP when you have to tank, or mana if you need some to cast chrono/time walk.

BUTTERFLY


Butterfly is the best item for faceless. It gives IAS, damage and survability since backtrack stacks with evasion (47,5%). With frenzy, treads and butterfly our IAS will be enough to own anyone in 1v1. Also the 60 damage it gives helps a lot under chrono. Some people prefer radiance instead of this item. I think they make the wrong decission. Radiance is a very good item, but there are a lot of reason why you shouldn't get it on void. First of all farming 3800 gold is risky and slow for void. Radiance gets weaker with every minute of the game. It gives no survability (7% evasion), and no IAS!

HEART OF TARRASQUE


You can get the vita booster any time of the game, if needed (lina/lion) What is more imba than 47% evasion and 2000 hp? 47% evasion and 3000 hp! Which means only about every second hit will damage us. 3000 hp with evasion is the same as 6000 hp. Like a big fat butcher with lots of IAS, life steal, and permabash. Nukes become weak late game too. Heart is the most effective item for us to become the ultimate hero of the game. We have the time to kill enemies due to 'permabash', and the only thing we should fear is dieing before that time ends. Think about a bristleback that has chrono, tw lifesteal and permabash and doesn't have to turn its tail on you. Imba isn't it? After heart I suggest you go for buriza!

BURIZA DO KYANON


Heart will make faceless the best tanking hero of the game, but in case we alredy have a tank like Axe or Bristleback we should concentrate on damage. As long as you can use chrono effectively team battles will start from 4v5 or 3v5 from this point on, since noone can stand long against the damage of frenzy+treads+butter+buriza+time_lock. Remeber that you get double the amaount of lifesteal when you hit a critical strike! After buriza the game should have ended, but in case the enemy can still hold you back with mass dissabling spells you should get a BKB, so your strong damage potential won't go to waste.


Situational Items

RING OF REGEN





If we wan't to stay in the lane long, we will need some kind of regeneration. It's cheap and effective. Our main goal is to stay in our lane as much as possible, and farm as much as possible. We need XP to get stronger chronos and money since faceless is item dependant.

HAND OF MIDAS

You should buy it, if you manage to farm it in 12 minutes. I have my doubts doing that with the game's worst farmer, but that's just me. Remeber that going for midas first means getting mom second. Midas is a great item, but it delays the build even if it buys itself back!

TELEPORT SCROLLS


This item is needed! Unless we want to loose thanks to BD we will have to buy it. Always have one after you completed the base (mom+treads) item build. For defense purposes this item is better than travel since it gives 99999 armor to the tower where you land. When all item slots are filled sacrifice one of your items (or drop it at the fountain) so that you can have another scroll. If you still have one of the first towers you may use it for push. Remember blink (time walk in this case) in the forest and use tp scrolls to escape is great way to survive ganks.

BLACK KING BAR

Gives 10 seconds of pawnage. This item would solve most of voids problems. It is up to the situation whether we should get it or not. If you don't feed and become imba you won't need it. If you feed you won't have the money for it. That's how I see it. I recomend to get it against chain stuners (disablers) like tauren or Rhasta!

BOOTS OF TRAVEL

One of the best items of the game. The teleport is perfect for farming and for BD. It helps a lot. With frenzy on you will have godlike move speed. Since you have Bash, TW and Chrono you won't really need the MS, but it's still nice to be faster than any other hero. The only problem with this item is it's cost and that it takes away the free slot for treads. For early game it's better to have treads. You have more benifits from the IAS boost since you have a passive BASH. Later you may buy a travel and sell treads, but keeping both footware in your inventory is a good choice too.

Rejected Items

RADIANCE

This item seems to be a winner, but it's not! All heroes can carry with radiance, but 99% of them can get it faster than void. Question one: is radiance an item that can be delayed? Ok maybe we get it in time. In that case let's compare it to butterfly. Butterfly gives damage IAS and survability while radiance only damage. Question number two: Did we pick void for its insane permabash and bactrack abbility, or to have a good carry for radiance? Yes, yes, but with radiance you can farm better! Void is a bad farmer so he needs it (interesting thing to say after 5K gold). With lots of IAS you will have all the last hits when creeps collide. Question number three: can you kill more creeps than all of them? With one butterfly and any kinf of lifesteal you can kill Roshan without loosing hp. Question number four: Can you do that with radiance? No you can't and that shows how much stronger butterfly is compared to radiance.

MONKEY KING BAR

Among damage items it is the weakest and cheapest. Since we alredy have time lock the ministun effect isn't needed. It's not a bad item, but butterfly and buriza beats it. Butterfly because of evasion and IAS. Buriza because critical damage is phisical and it incrieases lifesteal. Ministun (like bash) is magical damage so no extra lifesteal is granted.

MANTA STYLE

Images won't get stuck in Chronosphere, which is good. The fact that they trigger fake bash makes this item to be used only during chrono's on. Melee bash cannot be blocked except for this method, and the units that make fake bash are illus (spotting the real hero is easy). You would rely on an ulti with one of the longest CD. Not good, and the orb effect suggests not to get MoM. Illus won't get backtrack, only the evasion from butter. Still this item is as good on void as on any other AGI hero (since other AGI heroes don't have bash, and you won't have it either if you buy it)!

SANGE and YASHA

Another item with an orb effect. Maim is totally useless thanks to our bash, and time walk ability. Frenzy gives 5% more MS, and because we have TW we can catch heroes even after it is over. Stats and damage is nice, but there are better items for same price. 5500 gold = heart !

CRANIUM BASHER

The following word will represent my opinion on this items, when it is bought in order to increase the chance of bash produced by faceless:
Shit!
If you don't agree, than first: Think about the fact that none of the faceless void guides support it. Second: 2 bashers on magina gives a total of 27% chance while voids passive gives 25%. Third: the bonus damage is magical that doesn't synergies with anything. Four: perfect permabash is a lame idea that owns only in some pubs. There are at least 10 more reasons I could think of right now, but I don't think it is necessary to write it all down.

Dream Build

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Hero Analysis


I write this section because many people get the wrong idea about faceless. In short words: darkterror is a melee agility natural basher hero with a range of 128, and a blink ability. He also has a mass disable spell once in 2 minutes after level 6. The fact that he is an AGI hero with natural bash makes him the best hero for permastun. Every point of AGI has multiple effects towards damage, since it makes the bash occur faster. He has the time-walk ability so he can bash anyone, and position chrono perfectly.

Faceless becomes truly imbalanced after midgame due to his passive abilities. Similar, but stronger than Naix, since he rapes naix easily. And like naix he has an extremely hard early game. He has no nuke, no ranged damage or healing ability. His passives are hardly effective on this level and TW doesn't give any damage either. This isn't a problem if you play pubs, and won't be a problem in most IH-s, but when you face a fully cooperative team, you will mostly beg for boots in the end.

In Cal or in Clan wars you will get raped before you get your first item. Soloing is impossible, and the hero you team up with will have a hard time too since faceless will be a burden on him. For example: faceless teams up with lich, and goes against a tinker lina combo. The first time faceless tries to give a last hit he receives a stun, a laser, a rocket and 4 hits. That's more than enough to kill a hero with low base hp. If you cannot be any help for your team early game at least don't feed the enemy! With a little xp you can farm neutrals to get your first items, and also you can farm on empty lanes for a while. Faceless doesn't need many items to become imba. He only needs the time to get the few important ones.

Thanks to our annoying permastun, and to the 5 second disable, along with the fact that we fight melee range, we will get the most concentrated fire. Even combos like CM+avatar or Enigma+avatar won't work against faceless, because both his ulti, and melee bash works against magic immune units. Yes you can't bash Engima since black hole sucks you in, but chrono still works against it! The enemy will disable us as fast as possible since they know we have time walk to escape. Stun, guinsoo, stun etc., and we will die if we concentrated on just damage items. Of course if we place our chrono properly we will rock with high dps, but what about the time when chrono is on CD? And what about our teammates? Our team benefits from chrono the same way as we do!

Skills

Time Walk:

• Level 1: 120 mana, 13 cooldown, 700 cast range, 300 AoE, 10% slow.
• Level 2: 120 mana, 13 cooldown, 900 cast range, 300 AoE, 20% slow.
• Level 3: 120 mana, 13 cooldown, 1100 cast range, 300 AoE, 30% slow.
• Level 4: 120 mana, 13 cooldown, 1300 cast range, 300 AoE, 40% slow.


It has a short casting time when void raises his hands. When you travel you become invulnerable so you won't take damage and cannot be targeted. It won't remove rupture. Although the effect remains while you travel you won't be damaged at all. This skill is similar to morphling's waveform, but you won't loose the control of the hero when you use it. When TW is finished there's a small period when you cannot issue commands to faceless! Since you don't have channeling spells just repeat the same command until void moves again. TW can be used under some spells like: ensnare/bite and those that are similar to these two.


Backtrack:
• Level 1: 10% chance.
• Level 2: 15% chance.
• Level 3: 20% chance.
• Level 4: 25% chance.


Whenever faceless receives damage (if the damage is above 6) there's a chance that this skill will trigger and that it will heal void back. It works against all types of damage except: sunder. This skill won't evade stuns even if the damage is backtracked! Silence and Doom and hex won't disable this skill! Actually nothing can. Bactrack is one of the most relaiable skills of dota! A disabled skill (most passives can be disabled) has a chane of 0% to work while BT 25% from level 7 till the end of the game.

Time Lock:


• Level 1: 10% chance per attack. 40 damage.
• Level 2: 15% chance per attack, 50 damage.
• Level 3: 20% chance per attack, 60 damage.
• Level 4: 25% chance per attack, 70 damage.

It is the same as melee bash. The damage it deals is magical and avatar can block it, but the stun effect will work even if it doesn't deal damage. The effect lasts twice as long on creeps and half on Roshan. Since the damage is magical you won't get return damage when it triggers (except your base damage). Doom disables this skill and any other basher in your inventory.

Chronosphere:

• Level 1: 3 Seconds, 150 mana, 165 cooldown, 500 cast range, 425 AoE.
• Level 2: 4 Seconds, 175 mana, 165 cooldown, 550 cast range, 425 AoE.
• Level 3: 5 Seconds, 200 mana, 165 cooldown, 600 cast range, 425 AoE.

This spell has a 0.5 casting time and there's another little pause before it will stop the units. This spell only stops units and will never stop spells. Of course it will stop channeling since it is the same as a long duration stun. Avatar won't work against this either. This skill won't stop: omnislash, wards and spirits (like Exorcism) after they've been casted.

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Skill Order


1. Firestorm
2. Pit of Malice
3. Firestorm
4. Pit of Malice
5. Firestorm
6. Pit of Malice OR Dark Rift
7. Firestorm
8. Pit of Malice
9. Dark Rift OR Pit of Malice
10. Stats
11. Dark Rift
12-15. Stats
16. Dark Rift
17-20. Expulsion
21-25. Stats

Skill Order Explanation

Firestorm is maxed first since it is your main farming tool. Pit of Malice is also quickly maxed, to protect you from ganks and to assist your lane partner in scoring some early-game kills. If you're solo or jungling, take Dark Rift at level 6 instead of Pit of Malice, since you're alone and much more vulnerable to ganks. Otherwise, Dark Rift can wait until level 9.

After Firestorm and Pit are maxed, 5 levels of stats are taken. These help you tank, and give you enough mana to spam away comfortably with Firestorm. Expulsion is held off until late game because it's basically only good for adding damage during large team confrontations.

Items

Item Order
Animal Courier
Magical Bottle
Flying Courier
Radiance
Boots of Speed
Void Stone
Boots of Travel (always carry a Scroll of TP until you get this)
Heart of Tarrasque
Shiva's Guard (sell Void Stone when you almost have enough gold for Mystic Staff)
Hyperstone
Assault Cuirass

This is the item build which I've refined over numerous games through experience. It should work for you regardless of your lane choice.
Animal Courier -> Flying Courier
Like wards and Scrolls of TP, Animal Courier is one of the little things that separates the noobs from the decent players. Early game, couriers can help you stay in your lane by bringing you healing and mana regen items. They're also very useful late game, since they let you buy items the second you have the necessary gold, instead of having to wait until you physically return to the shop (which risks dying and losing your money). In games with trusted allies, share control so that your whole team can have these benefits.

You'll need to upgrade your courier into a Flying Courier in order to get the most value out of the Bottle. Regular couriers are not just slower, but also lack the survivability and flexibility of flying couriers.

I recommend buying a second Flying Courier recipe (to give your Flying Courier the mana pool necessary to lay wards) by mid game. A mana-enhanced Flying Courier can lay Observer Wards around the map far more quickly than you can yourself.
Magical Bottle

Magical Bottle is the best healing and regen item for Pit Lord, period. Your Flying Courier can continually refill it for you at the Fountain, giving you an unlimited stream of hit points and mana. Bottle is the only early regen option fully capable of supporting all-out Firestorm spamming on every creep wave.

Before the nerf in version 6.50, it was so overpowered that every hero HAD to get one. Bottle's regen capability still remains the best even after the nerfs in 6.50 and 6.51. The nerfs did succeed in making this item no better than (or possibly worse than) other regen options, for heroes who will have trouble farming it up or who must gank instead of waiting around for a refill. However, because Pit Lord shouldn't leave his lane during early game, he can still wield the rebalanced Bottle + Flying Courier combo just as well if not better than before.

Getting a Flying Courier and a Bottle is a big investment early game. But trust me, it's MORE than worth it. The benefits you gain from Bottle will improve your farming and will actually shave a few minutes off the time it would otherwise take you to farm up the rest of your items.


RadianceMake no mistake about it: this is the most important item for the Pit Lord.

Radiance is considered one of the best items in the game, and many good teams have one (and only one, since the immolation doesn't stack) player with this item. Besides being generally awesome, it addresses a couple of the Pit Lord's problems: damage and hero killing. Radiance gives you an excellent +60 attack damage, while dealing 35 (26.25 to heroes) immolation damage per second to everything within a radius of 550 range units. If you don't think the immolation sounds like much, just do the math: If you burn 5 opponents, you will deal an additional 788 damage over the next 6 seconds from immolation damage alone.

The immolation lets you continue damaging an opponent just by following close behind them, so that you can kill someone even if you can't land a physical hit on them. Chasing someone down and finishing them off can be a major problem for the Pit Lord otherwise, since he lacks direct, high-damage nukes, and his disable doesn't do any damage. The AOE damage from Radiance will make you a bigger threat on the battlefield, so hopefully the enemy will respect that and target you, thus fulfilling your tanking role. Rush this as soon as possible, preferably in 20-25 minutes.


Void Stone




The mana regeneration from this item makes your spell spamming and farming far easier.





Scrolls of TP and Boots of Travel

The cooldown on Dark Rift is too long for you to sieze all of your pushing opportunities, so you'll need to get BoT. This item can help you tear down your enemies' towers far more efficiently, and save your own towers as well. Until you get BoT, keep a Scroll of TP on you at all times.

Heart of Tarrasque





This is another top tier item, which gives you far more hit points. Heart is an essential item for fufilling your tanking role.





Shiva's Guard + Hyperstone OR Assault Cuirass


After getting Heart, you can more easily boost your effective hit points by going for armor. Either Shiva's Guard or Assault Cuirass will do the job here. I've spent quite some time trying to crunch the numbers, and it's tough to decide which item is better. On one hand Shiva is better for personal tanking, because it gives the same amount of armor to you as Cuirass, while also decreasing all nearby enemies' attack speed by 25%. On the other hand, the +5 armor aura from Cuirass can provide more durability to your allies than Shiva's cold aura, should your enemies choose to ignore you and go for your frailer teammates. The increased attack speed and negative armor auras from Cuirass can also give your team far more damage than the 200 (150 after hero reduction) damage Arctic Blast from Shiva. Then again, Arctic Blast provides intangible benefits from the extra hits and AOE damage you may be able to land on slowed enemies.

However, one big advantage Shiva has over Cuirass is cost. Shiva costs just 4,700 gold, compared to 6,120 gold for Cuirass. While Pit Lord can farm up anything he wants, even he may not be able to get Cuirass at a reasonable time after all the other huge items in this build. You can also sell your Void Stone if you're going for Shiva, because it gives you +30 Intelligence (which more than covers for 3 consecutive Firestorms). That effectively reduces the cost of Shiva by 450 gold, shifting the balance even more into Shiva's favor. With all these cost savings, you can get a Hyperstone along with Shiva for just a little bit more than Cuirass itself, giving you some of Cuirass's benefits along with the ton of benefits from Shiva. If the game drags on, you can upgrade the Hyperstone into a full Cuirass.

Like Radiance, Shiva and Cuirass are one-per-team items because their auras don't stack if your allies also have the items. Because of this, I won't rule out Cuirass even though Shiva + Hyperstone is now the recommended build. Get Cuirass if your team has slowing and disabling more than covered, and especially if one of your allies already has Shiva.

Observer Wards, Sentry Wards, and Gem of True Sight


You're most likely going to be the richest player on your team, so don't be cheap. Be a team player and share the wealth by taking care of your team's ward and detection needs. Again, Flying Courier will be extremely useful because of its ability to quickly deploy wards around the map. You should be durable enough to be the team's Gem holder once you've acquired Heart.

Rejected Items

You may notice a similarity between some of the items in this list: They're big mana regeneration items. For some stupid reason, many Pit Lord players are under the mistaken impression that Pit Lord absolutely needs all this mana regeneration. He DOESN'T. He's not an intelligence hero, or a strength-caster that needs spells to contribute in a fight, but is somewhat lacking in natural mana (such as Earthshaker or Tiny). Pit Lord's natural intelligence growth is quite high (2.6 per level), and his spells all have low casting costs. In a big team fight, he just needs a reserve of 350 mana (not a lot by that point in the game) to cast his 3 AOE spells. Even then, those AOE spells aren't absolutely vital for dealing damage in a team fight, and a full team confrontation may not even occur if the enemy heroes engage and die against your team separately. Your main contributions will be tanking while dealing Radiance damage, and pushing creeps across the map at an extremely fast pace. I've found that the Void Stone and extra stat levels in my build are quite sufficient for supporting Firestorm spamming.

Gold in and of itself is useless. The Pit Lord's farming abilities should be channeled into obtaining items that give him an actual edge in battle (such as Radiance, Cuirass, and Heart), rather than being used to support further farming.

Battlefury

Yes, it gives you more mana regeneration, and even boosts your attack damage. However, it's far from a dominating item, and is pricey enough to delay your Radiance and Cuirass/Heart despite your awesome farming. This seems to be a common suggestion from a lot of people, but I think it's unnecessarily boosting one of your strong points while doing little to address your weaknesses. You don't need THAT much mana regeneration to effectively use your spells, and the Cleaving Attack is pointless, since you'll be killing every creep you see anyway. In team fights, Cleave doesn't match up to Radiance, since the AOE isn't as large and you won't be cleaving anything if you're disabled.

Guinsoo's Scythe of Vyse


This is another "solution" to the Pit Lord's supposed mana problems. Guinsoo is one of the best items in the game when it comes to mana regeneration and intelligence boosting, and it's a must-have for almost every intelligence hero. However, as a strength hero you will not be able to get the most use out of it (the intelligence won't boost your physical attack damage). Guinsoo is excellent for frail heroes who need an escape mechanism to survive, or high damage dealers who just need a few more seconds to finish off their prey. As a beefy tank and supporting hero who already has his own natural disable, these things just aren't necessary. Guinsoo may give you a ton of mana, but it doesn't give you the two things you need the most: hero killing power, and enough hit points to keep on tanking throughout the game.


Arcane Ring


Another favorite among the people who think that Pit Lord "needs" the mana regeneration. It's less wasteful than spending a ton of gold on a Battlefury or Guinsoo JUST for the mana, but it's still unnecessary.

Satanic


I've seen some people suggesting this. It's not an absolutely terrible choice on Pit Lord, but it's just not as good as the other Reaver upgrade, Heart. As a tank with slow attack speed (who will probably end up being disabled during team fights if things go to plan), Pit Lord doesn't utilize the life steal very well. Heart will provide him with far more tanking ability.


Black King Bar


BKB is a survivability item, but it's NOT a tanking item. The tank's job on the team is to soak up all of the enemy's attacks, nukes, and disables, so that his frailer teammates won't have to. By giving you magic immunity, BKB removes the possibility of the enemy directing their spells towards you instead of your allies.

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Azgalor, The Pit Lord
Hero Overview
Azgalor is a tank who can spam his spells a lot. His three basic spells all have areas of effect (AOE), allowing him to wipe out creeps or affect multiple enemy heroes in team battles. His ultimate, Dark Rift, allows him and his allies to travel across the map in seconds. Although the Pit Lord lacks individual hero killing power, his abilities make him an excellent teammate. He excels at pushing and base defense, and can do a lot of damage in large team battles.

Statistics
Strength: 25 + 2.6
Agility: 12 + 1.3
Intelligence: 17 + 2.6
Hit Points: 625
Mana Points: 221
Base Damage: 62-68
Attack Range: 100 (melee)
Movement Speed: 305
Armor: 5.0

Pros
-High hit points
-Excellent starting armor
-Good base damage
-High intelligence growth
-Above-average movement speed
-One of the best farmers in the game
-Great pusher and push defender
-AOE spells allow you to make an impact in large team battles
-Difficult gank target
-Dark Rift lets your team push, defend, and gank much better

Cons
-Large size makes it easier for enemies to target him, or for him to get stuck
-Slow attack speed
-Melee
-No direct anti-hero nukes, struggles to get kills alone
-Item dependent
-Is an early game creep-kill hog (you may find yourself competing with your partner for creep kills)
-Needs allies who are able to coordinate with you. With noob allies, you may find yourself tanking a ton of damage in vain. You may also see your AOE spells or Dark Rift go to waste if your team doesn't move in on time to take advantage of them.

Skills

Firestorm

Calls down 6 waves of fire that damage enemy units in an area. Each wave deals initial damage and then burns enemies for 2 seconds.

Level 1 - 25 wave damage, 5 dps
Level 2 - 40 wave damage, 10 dps
Level 3 - 55 wave damage, 15 dps
Level 4 - 70 wave damage, 20 dps

Cooldown: 14
Manacost: 100 /110/120/130

Description
This is your main farming tool, your bread and butter. Once you cast it, the AOE will take the full damage of the spell over a period of 8 seconds (this includes the secondary burn damage, it doesn't take that long for the waves to actually fall). The cooldown is low and the mana cost isn't very high, so spam this often.

The exact amount of damage inflicted by Firestorm is a source of confusion for many players. The residual burn damage from each wave does NOT stack with the burn damage from other waves. If a target stays in the spell's AOE for X number of waves, the damage it receives can be calculated by the following formula:

(X * wave damage) + [(X+1) * (burn damage)]

This damage is dealt over a period of X+2 seconds. A level 4 Firestorm will deal 560 damage to creeps and 420 damage to heroes (due to natural 25% spell resistance) who stay within its AOE for the full duration. You also have to consider that units and heroes will heal during the spell's duration. So if a target stays in the AOE for the full duration, its life after 8 seconds will be reduced by the total Firestorm damage minus the amount regenerated.

Pit of Malice

A deadly pit is conjured at target location. Any unit that enters it becomes corrupted with malicious forces and are unable to move for some time.

Level 1 - 1.5 seconds
Level 2 - 2 seconds
Level 3 - 2.5 seconds
Level 4 - 3 seconds

Cooldown: 22/21/18/15
Manacost: 100/115/130/145

Description
This is an AOE disable spell with some odd traits. It creates a circle of tombstones where you cast it, and any hostile unit inside the circle, or entering it from outside, will have its movement stopped. This means that you can lead your shot and place this in front of a fleeing enemy, so that they will run into it. Because it takes a moment for this spell to take effect, always try to predict your enemy's movement so that you won't miss. Pit of Malice DOES affect magic-immune units, such as Omniknight with Repel on or Juggernaut while in Bladefury.

Remember that this spell only stops movement. It does no damage, and "disabled" enemies can still cast spells and attack. Don't bother casting it if you have low life and a ranged enemy is in good position to shoot you several more times and finish you off; just run and hope you can put enough distance between the two of you. Besides chasing down or disabling your enemies in battle, this can also be used as a means of escape.
Expulsion

Ignites the rotten gases of corpses, detonating them to cause damage to any enemy within the explosion radius. Each explosion fuels another until there are no more corpses in the area. Does a ministun on damaged units.

Level 1 - 20 damage per corpse
Level 2 - 40 damage per corpse
Level 3 - 60 damage per corpse
Level 4 - 80 damage per corpse

Cooldown: 10
Manacost: 75

Description
This is another AOE damage spell, only it's reliant on the corpes of dead creeps. Because of this, I don't think it's as useful as Firestorm is for general farming or damage. It also doesn't give you the extra options that Pit of Malice does, so I only level this up late game. This is most effective during large team battles with lots of creeps taking part on both sides.

The ministuns from Expulsion can occasionally be helpful if an opponent tries to cast a powerful channeling spell while inside the AOE.



Dark Rift

Opens rifts that pass through the netherworld at his present position and a target unit simultaneously. Teleports your hero and nearby allied heroes through the rift.

Level 1 - 6 second casting delay time. Buildings only.
Level 2 - 5 second casting delay time. Units or Buildings.
Level 3 - 4 second casting delay time. Units or Buildings.

Cooldown: 180/160/140
Manacost: 75/150/225
Casting Delay Time: 6/5/4

Description
The Pit Lord's ultimate has been heavily nerfed from its extremely powerful original version (named Dark Portal), and subsequently rebalanced several times. Long gone is the ability to perform continual full-team backdoor attacks on the opposing base, which was the original Dark Portal's most powerful feature. While I have campaigned for the backdoor ability to be restored, I also think that the current Dark Rift may be the most underrated ultimate in the game.

At level 1, this spell can only be targeted on friendly buildings. It's useful for defending towers and returning to the Fountain. Dark Rift gains offensive capabilities starting at level 2, when it can be targeted on friendly buildings or creeps. Level 2 and 3 Dark Rift can be used to quickly catch up to friendly creeps, greatly enhancing your pushing power. With Boots of Travel, the Pit Lord will have two teleports which will give him excellent map-wide control over the flow of creeps. He can push multiple lanes in a short time span, or push and then safely return home to heal or defend.

Keep in mind that Dark Rift has been changed from channeling to casting delay. This means that once Rift has been cast, the Pit Lord is free to do whatever he wants (or even get disabled). So long as he doesn't die, the Pit Lord will be teleported to safety at the end of the casting delay. Along with Pit of Malice, this makes the Pit Lord a very difficult target to gank and kill.

Dark Rift's most powerful, and least well-known application is in team ganking. See the "Dark Rift Ganking" section for further details.

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