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-=A Guide to Obsidian Destroyer=-


INTRODUCTION:
Oh hai guys! This be my third guide (4th if you include Ingolf's ported guide on Windrunner) and I've decided to write a guide on a non-mostly-full-support hero this time (still an intelligence hero though). Like my Warlock and Witch Doctor guides, this guide aims to introduce players to a more traditional/standard way of playing OD, but unlike my Warlock and Witch Doctor guides, I'm not aiming this specifically at beginners. I'm hoping what I come up with is a guide for anyone who isn't close to fully proficient with this hero.
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-=A Guide to Obsidian Destroyer=-
INTRODUCTION:
Oh hai guys! This be my third guide (4th if you include Ingolf's ported guide on Windrunner) and I've decided to write a guide on a non-mostly-full-support hero this time (still an intelligence hero though). Like my Warlock and Witch Doctor guides, this guide aims to introduce players to a more traditional/standard way of playing OD, but unlike my Warlock and Witch Doctor guides, I'm not aiming this specifically at beginners. I'm hoping what I come up with is a guide for anyone who isn't close to fully proficient with this hero.
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Contents 1. Advanced Statistics 2. Abilities spaceArcane Orb spaceAstral Imprisonment spaceEssence Aura spaceSanity's Eclipse 3. Hero Role 4. Items spaceUpfront Items spaceCore Items spaceOther Items spaceRejected Items 5. Skill Builds spaceAstral Imprisonment/Aura build spaceArcane Orb/Aura build 6. Game Breakdown spaceEarly Game spaceMid Game spaceLate Game 7. Allies and Enemies spaceAllies spaceEnemies 8. Replays |
Harbinger Obsidian Destroyer
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Time to look at this in more detail now. First and foremost, his attack range is a big problem. 450 attack range puts you in range of almost every nuke in DotA during the laning phase. You have to be careful about that because this hero is a glass cannon and as such nukes are very painful for you. Later on Force Staff can help you out somewhat in this respect.
Harbinger has a stat gain of 6.65, which is, compared to the average, quite hefty. His strength gain is better than many other intelligence heroes (1.85), and his starting health (511) is not bad. Being largely reliant on his Arcane Orb ability (discussed below), an attack range of just 450 means you need to get closer than might otherwise be comfortable in the laning phase. You'll certainly be within range of most harassing nukes and disables.
An agility gain of 2.0 and starting agility of 24 is high for an intelligence hero, which allows OD to make good use of his first ability. In the recent update. Destroyer's intelligence gain was significantly buffed from 2.8 to 3.3. This means you don't need int-buffing items quite so quickly. His starting intelligence of 26 and mana of 338 is quite solid, and his base damage is excellent (49 - 64). For now, let's move onto the abilities.
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With a basic understanding of the abilities, it's time to discuss your role on the team. Obsidian Destroyer is a quintessential glass cannon. He has high powered spell-based damage output but little or no native survivability capabilities. His sole means of escape is a single target disable, so it's no good in escaping well organised ganks. He also has a relatively short attack range (450). So as with other glass cannons like Zeus, you should always try to avoid being focussed. The large AoE of Essence Aura means you don't have to be in the thick of things during team fights; you can provide the aura from a safe distance.
OD's technical role is as a late-game semi-carry (LGSC), due to his high agility gain and auto-casting pure damage. Bear in mind that the emphasis is on late-game, since OD's early game isn't necessarily great and his abilities are %-based, so they don't have very good numbers early on. His DPS output from Arcane Orb is fed by Essence Aura which supplies you with a near endless supply of mana. This means that mid to late game, farming becomes a breeze when you are 1-hitting normal creeps and thus clearing waves in under 7 seconds (depending on your attack speed). This ease of farming means you should be able to get your core items with relative ease (relative to many other intelligence heroes).
However, just farming isn't your job (although as a LGSC you need a decent amount of it and you won't be screamed at for doing so, since you ARE a semi-carry), engaging in team fights is also your job. And your ultimate and Astral Imprisonment allow you to do this well. Your ultimate screws the entire enemy team's mana pools while dealing massive damage. Astral Imprisonment can keep enemies from fleeing the fight but be careful: Imprisoned enemies won't be damaged by Sanity's Eclipse.
i. Upfront items
At the start of the game, it's important you buy the right items to assist you in staying alive and having an adequate farm. I've included 4 early game item builds (2 for -ap and 2 for -ar).
When you random OD:
Items (a): 850 gold, 2 Tangos
| This builds gives most of the things OD needs: intelligence, HP and regeneration. It also has the added bonus that everything can be built into his core item build (discussed below). It provides +4 strength (76 hit points) and +10 intelligence (130 mana). And all with 3 gold left to spare. If you have randomed OD, this is the build I recommend, however you do have other options if the need arises. |
| This item build is more suited if you are facing spell casting/spamming enemies like Troll (Blind), Zeus, etc. The Magic Stick can be built into a Wand a little later on. The stats given are +8 intelligence (104 mana) and +5 strength (95 hit point), which are pretty decent. |
When you pick OD:
Items (a): 594 gold
| This build provides decent survivability with +5 strength (95 hit points) and a hefty +8 intelligence (104 mana), as well as a harassment buffer in the form of the healing salve. I'd recommend this build if you pick OD because of the stats it gives, however it doesn't provide much protection against harassing. |
| With 3 Tangos and some handy stats, this build can be a good option with harassing heroes thanks to the increased regeneration when you eat one of the Tangos. However the trade off is that you have a lower health pool than with other item builds. |
ii. Core items
| Despite being unnecessarily nerfed in v6.69, Power Tread are still the premier boot in DotA. After regular boots, they are the most commonly bought item in the game. And for OD, they give everything he badly needs: MS for chasing/escaping, IAS for damage output and increased HP or MP, depending on which one you choose. An excellent all-round item that you should get ASAP. |
| With the recent minor buff to the three small attribute items, Null Talisman is a good item for OD. It gives cheap stats, damage and everything else besides. For the price, it's a bargain. You'll be wanting at least 2, maybe three if you think you need to. But it's better to save up for a Force Staff than invest in a third Talisman, I think, because it gives more stats and other things besides. Tl;dr. BUY SOME OF THESE. |
| Often shortened to Guinsoo's or Sheepstick or Hex, Guinsoo's Scythe of Vyse is an incredibly powerful late game item thanks to it's 3.5 second disable, which cripples a targeted enemy unit. The amazing stats are good too: it gives +455 mana, +190 Hp and +10% attack speed, as well as about +305% mana regeneration. It's gamebreaking in many situations because you can take out the enemy tank with a well co-ordinated Hex. Guinsoo's is a MUST for OD. |
Post-Core Extension
| Due to OD being a glass canon, he needs something extra to help him survive/net kills. Force Staff's stats and active ability help him achieve this. The pseudo-blink it provides allows you to chase/escape more easily and the stats offer extra mana, damage and attack speed, all of which you need. The total price tag (2200g) is just 100g more than an Ultimate Orb, making it great value for money. This item is perfect on OD for these reasons. |
| Lategame, Shiva's Guard is a very good item for OD. Intelligence, mana, EHP from armour, AoE nuke. The price tag is a little prohibitive but if you can afford this, it's well worth it. The armour helps keep you alive, the nuke is useful, not only for the damage, but also the slow. The bonus intelligence gives your ultimate more damage, and the resulting 390 mana also buffs Arcane Orb by 35 pure damage. Not bad for a single item. |
Optional Replacements
| Sometimes I find myself buying this before Hex, and it's a great item for a hero like OD. Significant AS buff, increased intelligence, massive mana regen for when your Essence Aura luck is lacking, great damage bonus and damage amplification + silence on a target enemy. What's more, the components are incredibly easy to build up. If you're having trouble farming the 2700 gold for a Mystic Staff, an Orchid can be an alternative route instead of getting Hex. Late game, however, depending on how things turn out you should try and get both. |
| Aghanim's Scepter provides you with a bit of everything: mana, hp, stats and an improved ultimate. It's fairly expensive but the +HP and stats offer good survivability and the increased potency of your ultimate is good as well. Not as good an item as the Sheepstick for OD, but as a 6th slot item, you can't go wrong with it. Late game luxury your enemies will hate you for. |
| When deciding between a Eul's or a Force Staff, keep these things in mind: both offer +10 intelligence and a chase/escape mechanism. After that it's up to you as to what stats you think you'll need. Eul's buffs your MS by +25, which is really handy, and the increased mana regen is nice as well. OD needs all of those things and Eul's Scepter can deliver. When deciding between one or the other, I'd say it comes down to personal preference, since they are equally good (Force Staff gets the nod as Post-Core thanks to it being 600g cheaper and therefore easier to get). But Eul's as an item is on par with Force Staff so I leave the choice up to you. |
| As a substitute for Shiva's Guard, Blade Mail holds it's head high. It gives armour (and therefore EHP), damage and intelligence, which all give good bonuses to OD, and the Return becomes a disincentive to attack you, and an extra source of damage when you're being hurt. In a 1v1, the damage from Return could make all the difference. And at less than half the cost of Shiva's, it's a very tempting Post-Core candidate. Like with Eul's I'd say getting this or Shiva's is a matter of judgement. If you think you can get Shiva's np, then do so. But if you don't think you'll be able to, don't hesitate to settle for Blade Mail. It's a good item and it pulls it's weight. |
iii. Other Items
| The fact that OD is a such a glass cannon means he needs extra protection from spells and Linken's Sphere can help there. The passive spell block is a great help for a hero who will likely be targeted by enemy fire because of the incredible potential damage output OD has. The prohibitive price tag, though, means this is more of a luxury item than a core item. I would say lategame post-core at the earliest (unless you happen to be having a very good game). |
| I don't strongly advocate these items but the bonuses they provide cannot be denied to be useful. +450hp/400mp or +500hp/400mp is nothing to be sniffed at. The only items which provide a greater health boost are Eye of Skadi and Heart of Tarrasque, so for just 3300 gold you can get a hefty health boost, or for 2000 gold more you can get a Bloodstone with extra regeneration and passive effects. If you have the money and the time and the item slot, by all means buy a Soul Booster or a Bloodstone, as they will both benefit your Arcane Orb, but don't go for these early on as they aren't THAT worth it. |
| Offering a heap of EHP through armour, hefty attack speed bonuses (not only for you but also your team through the +AS aura), you also amplify the damage enemies take by reducing their armour. So your damage output is increased significantly with Assault Cuirass. However it's also quite expensive and therefore a top-tier item. If your aren't already pwning hard enough, this item should do the trick. Overall, I'd say Cuirass is a very good item *if you can afford it after your core*, otherwise, steer clear because of the high price. |
| *Sigh* By request from several people I've decided to explain this item. If your team is adopting a team-push strat, and NO-ONE is willing to buy this, then you probably should, since you are a LGSC and traditionally, it's these guys who bought Arcane Ring (Omni, Tiny, ES, etc). BUT I strongly recommend you don't buy Arcane Boots. You already get mana replenish from Essence Aura, and it's passive with no cooldown. It also affects a much larger area than Arcane Boots does. Unless you are effectively told to buy this by your team, do not do so. |
| The immense survivability HoT offers is well worth the 5500 price tag. Boosting your health pool by 1,060hp and granting massive "escape regen", if you are looking for something to keep you alive, this is the item you'll want. But all the components are expensive and the final cost makes this a luxury item for the lategame. Should you acquire this, you will be a difficult thing to take down. but don't try to rush this item, you have other things to buy first. |
| Like Force Staff, Kelen's Dagger (known as Kelen's Dagger of Escape in ladder) can help you either position yourself to unleash massive buttrape through your ultimate or cause infuriations from your enemies when you blink away with 10hp. If you can master the use of the blink dagger, you are not likely to have a dull game. A very good all round item which works well with many many heroes. I leave the purchase of this item to the discretion of the player, because circumstances vary as to when/whether you may need this. |
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iv. Rejected Items
| Refresher Orb has it's place in many hero item builds, but OD isn't one of them. Two Sanity's Eclipses might be enticing, but it's truly not worth the enormous mana cost or the gold cost. Do not buy. |
| As far as I'm concerned, another waste of gold and inventory slot. Since it's nerf on ranged heroes, Vanguard has been effectively useless for ranged heroes. And it was never really any good on OD to begin with. The regen and hp can be gained elsewhere from more effective items. Do not buy. |
| Basically anything from this shop is out of bounds for OD. All the items except for Yasha include an Orb Effect and/or Buff Placer, and Arcane Orb is an Orb Effect AND a Buff Placer, so the main drawcard for all these items is instantly ruled out. Steer clear of everything here. Do not buy these. |
ASTRAL IMPRISONMENT/ESSENCE AURA BUILD
Survivability Recommended - Preferred Build
This is the skill build I recommend because it goes best with your ultimate, allowing you to become a monster from early on (lvl6+) by way of stealing intelligence from your enemies. It's also the most cost effective and gives you an escape/ganking mechanism.
| Hero Level | Primary Choice | Secondary Choice | ||
1. | Astral Imprisonment | |||
2. | Arcane Orb | Essence Aura | ||
3. | Essence Aura | Astral Imprisonment | ||
4. | Essence Aura | Astral Imprisonment | ||
5. | Astral Imprisonment | Essence Aura | ||
6. | Essence Aura | Astral Imprisonment | ||
7. | Sanity's Eclipse | |||
8. | Astral Imprisonment | Essence Aura | ||
9. | Essence Aura | Astral Imprisonment | ||
10. | Astral Imprisonment | Essence Aura | ||
11. | Sanity's Eclipse | |||
12. | Arcane Orb | |||
13. | Arcane Orb | |||
14. | Arcane Orb | |||
15. | Stats | |||
16. | Sanity's Eclipse | |||
17+ | Stats |
ARCANE ORB/ESSENCE AURA BUILD
Farm/Harass Recommended
If you feel confident about your lasthitting/harassing capabilities, then this skill build is a pretty good option. Arcane Orb costs less mana than Astral Imprisonment and has a shorter cooldown, making it pretty good for harassing enemies. The Aura, as ever, is good for replenishing your mana.
| Hero Level | Primary Choice | Secondary Choice | ||
1. | Arcane Orb | |||
2. | Essence Aura | Astral Imprisonment | ||
3. | Arcane Orb | Essence Aura | ||
4. | Essence Aura | Arcane Orb | ||
5. | Arcane Orb | Essence Aura | ||
6. | Sanity's Eclipse | |||
7. | Arcane Orb | Essence Aura | ||
8. | Essence Aura | Astral Imprisonment | ||
9. | Astral Imprisonment | Essence Aura | ||
10. | Essence Aura | |||
11. | Sanity's Eclipse | |||
12. | Astral Imprisonment | |||
13. | Astral Imprisonment | |||
14. | Astral Imprisonment | |||
15. | Stats | |||
16. | Sanity's Eclipse | |||
17+ | Stats |
As was mentioned above, those who are confident about their last hitting abilities can choose this skill build, since Arane Orb costs less than Astral Imprisonment per cast, but has the same chance to trigger the aura. Due to the increased damage, your last hitting (and therefore farming) will be easily superior to that of your opponents. BUT, it means you will lack a disable and escape mechanism in the shape of Astral Imprisonment, making you more susceptible to ganks. Use with caution.
Level 1 - 8: In the early game, it's important you get a good start. Grab as many last hit as you can and harass with Astral Imprisonment, which will boost your base damage. If you're levelling Arcane Orb, make sure you don't waste it because 100 mana for a missed last hit is a BIG waste. By the time you hit level 8, if you're going for an Orchid, you should at least have finished an Oblivion Staff and made a start on either a Force Staff or Eul's Scepter.
Level 9 - 16: By the time you hit level 11, you would be in good shape to have finished a second Oblivion Staff. You need to farm a fair bit, so take the lane that you think you'll be able to take. If the rest of your team take a lane, that might take the fire away from you because the other team has been forced to defend. Make sure you keep note of how many enemy heroes are defending, though, because there could be a few on their way to gank you. Once you reach level 16, you ought to be close to finishing your Orchid or have 2 of the 3 items used in Sheepstick. With spare gold you should build your Force Staff or Eul's.
Level 17 - 25: Getting into the late game you need to finish your core items so you can take part of big team pushes and ganks, since if you have been properly farmed, you'll be a monster with close to +200 pure damage. By this stage you should be able to leave your orb on autocast without mana worries, thanks to your items and Essence Aura. Your aura will help your allies in teamfights by providing them with a mana-replenishing edge that the other team won't have.
Allies: Disablers and Damage Amplifiers
Heroes who can disable for decent periods of time or amplify damage taken or both are some of Destroyer's bestest buddies. Some special mentions go to Tidehunter, who can slow, amplify physical damage AND stun for handy periods of time. Also to Meepo, the ultimate melee peram-disabler with his repeating nets making it nigh on impossible to escape while OD beats down on the hapless victim with Arcane Orb.
With up to a 5 second pseudo-stun and a damage amplification aura, Tauren Chieftain is one of your best allies. Along with his epic ultimate, he can be of great assistance in both allowing you to deal more damage with your orb and keeping enemies in place with both stun and slow.
This hero could well be OD's best friend. With 2 (3 if he surrounds the enemy with Snakes) disables in his arsenal, he pretty well ensures that your victim will be going nowhere anytime soon while you pound and pound them with Arcane Orb and/or Sanity's Eclipse. And if he gets Hex, by god, the enemy team will cry.
Enemies: Nukers and Stunners
Destroyer is a veritable glass cannon, he has little to no survivability without HP items, making him fresh meat for a properly landed disable + nuke. If you see lots of these heroes on the other team, unless you get very well fed, you are going to be in some trouble. Try to avoid these heroes as though they were the Black Death, because they can and will be the death of you should they land their nukes/disables properly.
Useless intelligence hero is useless. Silencing is almost as bad as being stunned. Be sure to keep an eye out for these heroes as well.
This hero is one of your worst enemies, if not the worst. His huge int gain (+4.0/level) means he will nearly always outstrip you when it comes to Sanity's Eclipse, your attack range brings you within Pugna's hunting ground with his Decrepify + Nether Blast combo, and his Netherward with pwn you with it's huge mana degen aura, not to mention the damage-based-on-mana-cost damage bursts it puts out. If they have Pugna on the other team, consider yourself countered. HARD. Gank him hard and gank him often if you wish to be able to deal with him.
If you have any replays you think would be good for this guide, please let me know and I'll take a look
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Replay 1
Attachment 31998 <-- Download link - 1.24 Patch
This is a fun and entertaining game with Nv.Fear playing Destroyer and being very pro from mid game onwards. He uses the Astral-Aura skill build and goes straight for Hex Staff.
Well, that's the end folks! I hope you enjoyed reading this guide as much as I enjoyed writing it. I also hope that it proves to be informative and useful to you when playing Obsidian Destroyer. If I can be bothered, I might turn my attention next to Rooftrellen, so keep an eye out in case I decide to pull the finger out and actually write it :P Captain Planet |
Author: Captain Planet
Map Vers.: 6.74
Sanity's Eclipse
A Guide to Obsidian Destroyer
Last Comment:01/03/2012
Total Votes: 39
Current Rating: 8.45
Views: 62654













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