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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.

Alt-Tab Mini Guide
Starting Items:


Core Items:


Post Core:

================================================
Skill Build:
Hero Level
Preferred Choice
Optional Choice
Hero Level
Preferred Choice
Optional Choice
Hero Level
Preferred Choice
Optional Choice
1.
Astral Imprisonment
 7.
Sanity's Eclipse
 13.
Arcane Orb
 
2.
Arcane Orb
Essence Aura
8.
Astral Imprisonment
Essence Aura
14.
Arcane Orb
 
3.
Essence Aura
Astral Imprisonment
9.
Essence Aura
Astral Imprisonment
15.
Stats
 
4.
Essence Aura
Astral Imprisonment
10.
Astral Imprisonment
Essence Aura
16.
Sanity's Eclipse
 
5.
Astral Imprisonment
Essence Aura
11.
Sanity's Eclipse
 17+
Stats
 
6.
Essence Aura
Astral Imprisonment
12.
Arcane Orb
    






Harbinger
Obsidian Destroyer

511/338

Strength    -Agility   Intelligence

__________

19 + 1.85    -24 + 2.0    26 + 3.3



Affiliation: Scourge _____ Attack Animation:0.46 / 0.54
Damage:49 - 64 Casting Animation:0.25 / 0.51
Armor:0.9 Base Attack Time:1.7
Movespeed:310 Missile Speed:900
Attack Range:450 Sight Range:1800 / 800
Among the small number of intelligence heroes who focus on getting a lot of powerful items late in the game, the Obsidian Destroyer relies on building up as much intelligence and mana as he possibly can. His deadly Arcane Orb enhances his attacks with large amounts of unresistable pure damage, and if his mana pool gets high enough the Obsidian Destroyer is capable of killing fragile enemies with only a few Arcane Orb attacks. Astral Prison is a useful ability, which can put a powerful enemy hero out of the fight or save an ally from death. In addition, it drains intelligence when cast on an enemy hero, and by repeatedly using this ability the Obsidian Destroyer can quickly reduce the enemies' mana pool, making it difficult for them to cast many spells. To keep both his own and his allies' mana pools full, the Obsidian Destroyer has a passive skill called Essence Aura. In addition to boosting the Destroyer's own mana pool, this aura gives any allied unit under its effect a chance to instantly regain a portion of their total mana pool every time they cast a spell. Essence Aura fuels Arcane Orb, giving the Destroyer potent damage with little risk of running dry. Although Arcane Orb and Astral Prison make the Destroyer deadly in small engagements, his powerful Sanity's Eclipse spell can turn the tide of large battles. An Obsidian Destroyer with a lot of intelligence items can kill or badly wound several enemy heroes at once with this spell. Few heroes are capable of putting out as much damage as a pumped up Obsidian Destroyer. 
An obsidian construct brought to life through the ill conceived necromancy of the Lich King, Harbinger craves magic to make up for the emptiness brought on by the incomplete nature of its summoning. Ironically however, to devour the magic that it so desires, Harbinger must tap into his own pool of mana time and time again, expending to the point where it ends up with even less than it began with. Yet despite this, the Obsidian Destroyer is a proud servant of the Undead Scourge, and takes great pleasure in annihilating the foolish Sentinels it encounters through psionic exploitation. 


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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 Arcane Orb_________ Gives the Destroyer extra power to damage his enemies based on his remaining mana pool. Damage type is pure.
  Ability Type: Active
  Targeting Type: Unit
  Ability Hotkey: R


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Duration
 
Allowed Targets
 
Effects
1
 
100
 
0 seconds
 
450
 
N/A
 
N/A
 
Enemy units
 
Deals 6% of your current remaining mana. Deals 100 bonus damage to illusions and summoned units
2
 
100
 
0 seconds
 
450
 
N/A
 
N/A
 
Enemy units
 
Deals 7% of your current remaining mana. Deals 200 bonus damage to illusions and summoned units
3
 
100
 
0 seconds
 
450
 
N/A
 
N/A
 
Enemy units
 
Deals 8% of your current remaining mana. Deals 300 bonus damage to illusions and summoned units
4
 
100
 
0 seconds
 
450
 
N/A
 
N/A
 
Enemy units
 
Deals 9% of your current remaining mana. Deals 400 bonus damage to illusions and summoned units

Notes
  • Damage type: pure
  • The damage is calculated after the mana cost is spent.
  • Does not stack with orb effects and buff placers.

This is Harbinger's primary damage source. From this ability he can achieve a near unrivalled damage output, with up to 250+ pure damage each attack and 0 cooldown. You could say this is Glaives of Wisdom's older brother, taking down enemy heroes short time. However, this ability requires a vast mana pool to support it, and that requires expensive intelligence or mana items. When to level it, however, will be discussed later on. This ability is what makes OD such a scary lategame hero to carries, supports and tanks alike.

Bear in mind, however, this ability is a %-based skill, so early game it's next to useless, so it's not a silver bullet. You need to be relatively well fed in order to make good use of Arcane Orb. Another strong point for Arcane Orb is that is deals mega damage to illusions and summons, making you Warlock's no.1 enemy, ahead of Diffusal Blade. You will also have a slightly easier time against PL because his illusions will fall to your orb like blades of grass to a lawnmower. Terrorblade, same deal.

Mathscraft for Arcane Orb:
Attack No.
1
  
2
  
3
  
 
Level of Ability
Mana Pool
Damage
Level of Ability
Mana Pool
Damage
Level of Ability
Mana Pool
Damage
 
1
400
24
1
300
18
1
200
12
 
2
800
56
2
700
49
2
600
42
 
3
1200
96
3
1100
88
3
1000
80
 
4
1600
144
4
1500
135
4
1400
126
 
4
2000
180
4
1900
171
4
1800
162
 
4
2400
216
4
2300
207
4
2200
198
As you can see, late in the game Arcane Orb will deal a LOT of damage, but early game it's nearly worthless, dealing 24 pure damage at the cost of 100 mana. This is why I don't recommend Arcane Orb is taken early, because it's simply not cost effective. Lategame, however, Arcane Orb maintains it's strength even after numerous attacks, consistently dealing high damage per attack.


 Astral Imprisonment_________ Teleports a target allied or enemy hero into an astral prison. The hero remains separated from the real world for the duration of the spell. If cast on an enemy, Harbinger steals intelligence from the target. Intelligence is restored to the hero after 60 seconds.
  Ability Type: Active
  Targeting Type: Unit
  Ability Hotkey: T


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Duration
 
Allowed Targets
 
Effects
1
 
120
 
18 seconds
 
550
 
N/A
 
1 second
 
Heroes
 
4 int exchange
2
 
140
 
16 seconds
 
550
 
N/A
 
2 seconds
 
Heroes
 
6 int exchange
3
 
160
 
14 seconds
 
550
 
N/A
 
3 seconds
 
Heroes
 
8 int exchange
4
 
180
 
12 seconds
 
550
 
N/A
 
4 seconds
 
Heroes
 
10 int exchange

Notes
  • When cast on an ally, no intelligence is stolen.
  • Imprisoned units are hidden and invulnerable.

This is the disable that OD thrives on. At level 4 it's a hefty 4 seconds, providing great opportunity in team fights to take the enemy carry or tank or support out of the fight for the duration of the ability, whichever hero poses the greatest threat. When spammed, it boosts your intelligence to incredible levels (over 40 intelligence), which ties in perfectly with your ultimate. Astral Imprisonment can be cast on self, allies and enemies, meaning you can escape, save an ally, dodge projectiles or stop enemies from fleeing. There is no denying the incredible utility credentials of this ability because of the flexibility of circumstances under which it can be used.

Because the targeted unit is forcibly hidden, Astral Imprisonment can also be used to interrupt channelling skills like Upheaval, Death Ward, Black Hole, Freezing Field, etc. The 4 second duration at level 4 also makes it an effective chasing ability, because it gives you time to get into position to finish off the fleeing hero once the disable wears off. It can also be used to interrupt teleporting items like BoT and Tp Scroll.
Mini Guide for Astral Imprisonment
This ability has many uses, despite it's simplicity. The casting range (550) is somewhat limiting, because you can't cast it from a safe distance. This drawback is made up for by the following features of the ability:
  • Long duration (upto 4 seconds)
  • Increase in base damage through in transfer
  • Relatively spammable (12 second CD)
Spamming this requires that you also level up Essence Aura, because the mana cost is also quite prohibitive. But the increased intelligence allows you to partially compensate for this (at level 4, 1 cast of this boosts your mana pool by 104). The increased base damage is also very good, 3 casts at level 4 and you've got your base damage increased by 24, the same amount as Maelstrom and Mjollnir give.


Astral Imprisonment also interrupts channeling abilities, so make sure you can stop that CM or SK from channeling their ultimates, while stealing some of their intelligence. Unless you yourself are disabled, make sure you can try and stop enemy channeling if you can because invariably it will help you team. Warlock, Atropos, Crystal Maiden, Witch Doctor, Enigma, Sand King. All these heroes have very powerful spells that need to be channelled. You have the power to stop them because they do too much damage to you and your allies. As well as this, it also removes the effects of Rupture.

Another useful piece of information about this ability is that it allows you to dodge projectiles like Sniper's Assassinate and Sven's Storm Bolt, as well as Magic Missile, Unstable Concoction, Shuriken Toss and a host of other abilities. You can also dodge attack projectiles, notably Impetus. Dodging projectiles like these can take some skill but getting it right can save your ass many times.


 Essence Aura_________ Whenever a nearby allied hero casts a spell, it has a chance to restore 25% of its mana pool. Passively adds to the Destroyer's base mana pool.
  Ability Type: Passive
  Targeting Type: N/A
  Ability Hotkey: E


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Duration
 
Allowed Targets
 
Effects
1
 
N/A
 
N/A
 
N/A
 
1000
 
N/A
 
Allied heroes
 
10% chance to restore. Increases base mana by 75.
2
 
N/A
 
N/A
 
N/A
 
1000
 
N/A
 
Allied heroes
 
20% chance to restore. Increases base mana by 150.
3
 
N/A
 
N/A
 
N/A
 
1000
 
N/A
 
Allied heroes
 
30% chance to restore. Increases base mana by 225.
4
 
N/A
 
N/A
 
N/A
 
1000
 
N/A
 
Allied heroes
 
40% chance to restore. Increases base mana by 300.

Notes
  • If Arcane Orb is cast manually it has the regular 10%/20%/30%/40% chance for mana restoration.
  • Several skills with no cooldown (such as the Storm Spirit's Ball Lightning) and toggled spells (such as the Witch Doctor's Voodoo Restoration) cannot trigger Essence Aura.


This is your juice boost ability. A 40% chance to recover a quarter of your total mana pool every time you cast a spell or use Arcane Orb is incredible. It allows you to use your auto-casting ability way beyond normal limits. It also gives your allies with spammable spells a near bottomless mana pit as well. Heroes like Zeus and Bristleback will love you for this ability. The increased mana pool does more to enhance Arcane Orb than a 1000g Energy Booster. In team fights your allies will have a much greater spell casting capability because they'll be recovering a decent chunk of mana every few spells they use and this could make all the difference in a close contest. Late game the +300 mana is less significant but it's nevertheless a welcome bonus. It's more than the 1000g Energy booster gives, more than the 1500g Arcane Boots, it's even more than the 4.2k Aghanim's Scepter.

The area of effect that aura has is enormous. It's the same size as Hearstopper Aura (1000) which means it will more often than not cover entire teamfight areas.


 Sanity's Eclipse_________ The Obsidian Destroyer unleashes his full potential; his mind unleashes a psionic storm able to penetrate lesser minds with terminal force, dealing massive damage to them. More crafty minds are able to resist most of the damage, but they expend most of their energies to do so, losing 75% of their mana. Heroes with more intelligence than the Destroyer are unaffected.
  Ability Type: Active
  Targeting Type: Area
  Ability Hotkey: C


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Duration
 
Allowed Targets
 
Effects
1
 
175
 
160 seconds
 
600 (700*)
 
375
 
N/A
 
Enemy heroes
 
Deals damage equal to 8x (9x*) the difference between heroes intelligence and Destroyer's intelligence.
2
 
250
 
160 seconds
 
650 (750*)
 
475
 
N/A
 
Enemy heroes
 
Deals damage equal to 9x (10x*) the difference between heroes intelligence and Destroyer's intelligence.
3
 
325
 
160 seconds
 
700 (800*)
 
575
 
N/A
 
Enemy heroes
 
Deals damage equal to 10x (11x*) the difference between heroes intelligence and Destroyer's intelligence.

Notes
  • Damage type: magical
  • Does not affect units under the effect of Astral Imprisonment.
  • If an enemy hero takes less than 80/270/500 damage (at levels 1/2/3), he will lose 75% of his current mana.
  • * with Aghanim's scepter

This is your teamfight nuke. It can deal incredible AoE damage (I've seen cases of 1500+ damage to whole teams). When you spam Astral Imprisonment, you can boost your intelligence to further increase the differential, making the most of the damage mechanism. The cooldown is quite prohibitive, however, and so you shouldn't waste your ultimate. Make sure you'll either get a minimum of 1 kill or cripple most if not all of the enemy team. The massive casting range at level 3 with Aghanim's makes it perfect for casting from range if you're not confident in a particular situation. It's also great for ambushing heroes and with the buff as of 6.73, any unit in Astral Imprisonment will also take damage from this ability, making it even more potent in ganks.



The best time to use your ultimate when ganking or in team fights is right at the beginning. This is because, if you have enough intelligence, everyone on the enemy team should lose. Anyone with low int will be hammered in their health pool and those with high int will lose most of their mana, rendering them unable to cast many (if any) spells. So right from the start, your team will have a decisive advantage in the engagement.

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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.

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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
+2 all stats, 185 gold+2 all stats, 185 gold
+3 intelligence, 150 gold+3 intelligence, 150 gold
Eats a tree to restore 115 HP over 16 seconds, 90 gold 
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.
Items (b): 776 gold
Gathers a charge when nearby enemies cast a spell, restores 15hp and 15mp for each charge when activated, max 10 charges, 150 gold+1 to all attributes, 53 gold
+2 all stats, 185 gold+3 intelligence, 150 gold
+2 all stats, 185 goldRestores 400hp over 10 seconds, dispels on attack, 100 gold
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
+3 intelligence, 150 gold+1 all stats, 53 gold
+1 all stats, 53 gold+1 all stats, 53 gold
+2 all stats, 185 goldRestores 400hp over 10 seconds, dispels on attack, 100 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.
ITems (b): 579 gold, 3 Tangos
+3 intelligence, 150 gold+1 to all attributes, 53 gold
+1 to all attributes, 53 gold+1 to all attributes, 53 gold
Eats a tree to restore 115 HP over 16 seconds, 90 gold 
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.

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ii. Core items

Core Items+60 movement speed, +8 selected attribute, +25 attack speed, Switch Attribute (active, cycles through str, agi, int), 1450 gold+3 damage, +6int, +3str/agi, 505 gold+3 damage, +6int, +3str/agi, 505 gold  Post-Core
Extension
+10str/agi/int, +10 damage, +10% attack speed, Force (pushes a target unit 500 units in the direction they are facing), 2200 gold+30int, +15 armour, -25 AS aura, Freezing Blast (active), 4700 gold
Optional
Replacements
   +20int, +30 attack speed, +45 damage, +225% mana regen, Soul Burn (amplifies damage taken by target unit by 20%), 5025 gold+10str/agi/int, +200hp, +150mp, Improve's OD's ultimate, 4200 gold  Optional
Replacements
+10int, +150% mana regen, +25 movespeed, Cyclone (active), 2800 gold+22 damage, +5 armour, +10 intelligence, Damage Return (active), 2200 gold

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.
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iii. Other Items

+15 all stats, 150% increased mana regeneration, +6HP/second, Spell Block (passive), 5175 goldThe 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).

+450HP, +400MP, 100% increased mana regeneration, +4HP/second, 3300 gold
+500HP, +400MP, 200% increased mana regeneration, +8HP/second, Bloodpact (passive), 5050 gold
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.

+35% IAS, 15% IAS Aura, +10 armour, +5 armour aura, -5 armour aura, 5550 goldOffering 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.

+65 MS, +250 mana, Replenish Mana (active), 1500 gold*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.

+40 strength, +300HP, 2% HP regeneration, 5500 goldThe 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.

Blink (active), 2150 goldLike 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.

+10 strength, +24 damage, Avatar (active), 3900 gold
+7 all stats, Ghost Form (active), 1600 gold
When the enemy team has some particularly vicious disablers (Warlock, Demon Witch, Rhasta) BKB can save your ass more times than you could count by the time a game is over. Being reliant on your (relatively) short range attack, you need to get down and dirty and dance with the enemy heroes in order to be effective. A BKB can be a powerful layer of protection for you in your attempts to do this.
Ghost Scepter is the other side of the BKB mirror. It provides protection from hard carries like Troll and Ursa, since they either have weak or no nukes with which to pwn you, so going ethereal is a great option against them. You can quickly shift-queue Arcane Orb during the ethereal duration, allowing you to make the most of your time as an untouchable fiend through everybody's favourite orb effect. Be careful though, some carries (like Luna) have potent nukes and so could turn you into dust if you use this at the wrong time.

iv. Rejected Items

+200% mana regeneration, +5HP/second, +40 damage, Refresh Cooldowns (active), 5300 goldRefresher 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.

+275HP, +6HP/second, Damage Block (passive), 2225 goldAs 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.
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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  
This skill build allows you to accrue a massive amount of intelligence thanks to Astral Imprisonment (moreso than even Pugna if cast often enough), which in turn makes your ultimate an OMGWTFIMBABBQ AoE buttrape in team fights. The more intelligence you have, the greater the difference between your intelligence and that of your enemies, hence this skill build.

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.

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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.

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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.

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8. Replays

If you have any replays you think would be good for this guide, please let me know and I'll take a look

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





Harbinger the Obsidian Destroyer
Author: Captain Planet
Map Vers.: 6.76

Sanity's Eclipse

A Guide to Obsidian Destroyer

Date Posted: 09/23/10
Last Comment:04/07/2012
Total Votes: 41
Current Rating: 8.43
Views: 113864



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