
Introduction
Foreword
Jin'zakk the Batrider has been introduced to DotA with the recent release of 6.60. While he possesses an incredible ganking potential this guide will emphasize on farming a quick Radiance to abuse his Sticky Napalm debuff.
Note that this guide was made with pubs in mind and was tested in public Battle.net games. There is no guarantee that it will work on competetive level but I will try to cover it.
General spell and stat descriptions can be found here I will only describe some specific mechanics now:

Sticky Napalm
Sticky Napalm is this build's bread-and-butter spell. It is important to know that the bonus damage is triggered by every damage instance dealt by Jin'Zakk. This includes his other spells, his physical attack and damage dealt by items. It is not dispelled on damage, only the victim's turn rate will return to default.
Stacking it 10 times will add 250 dmg to every tick of a Radiance Jin'zakk carries.

Flamebreak
The stun on the primary target interrupts channeling spells. The knockback does not!

Fire Fly
A great escape and damage tool. Just like Radiance's immolation, the fire trail's periodic damage is increased by up to 250 damage based on your Sticky Napalm stacks.
It is also important to know that you can not be cycloned or hexed while flying.

Flaming Lasso
You can attack and cast spells when you have cought someone, not just move. It can be combo'ed with Force Staff.
Preparations
Skill Build:
Explanation:
Since this is meant to be a farm build, Sticky Napalm is maxed first for obvious reasons: 1-2 stacks coupled with Jun'zakk's high base damage ensure almost every last hit. Cover the creeps in level 4 napalm and your attacks deal 25-50 more (magic) damage.
Fire Fly is taken for the escape move and napalm triggering. Why we do not max it? We want to maximize the impact our Radiance will have on the game. Therefore we need the ability to stay in battles long enough to stack Sticky Napalm and burn our enemies with the buffed immolation. That and more safety when farming are why Attribute Bonus is far more valueable. Furthermore additional levels of Fire Fly only increase its damage. Those 60 damage do not matter though when it already deals 270 damage per second (Sticky Napalm!).
Flamebreak is maxed because it can have quite an impact on ganks and team fights. Even if our goal is to farm, having a 300-550 damage nuke can decide about life or death.
Learn Fire Fly at level 2 if you are not up against a hero with a channeling spell. Learn Flamebreak if you do. If you are on a dual lane it might save yur mate from a nasty Shackle.
Flaming Lasso is of course taken whenever possible. Even the non-channeling disable would make this a must-have but the "pulling-your-target-with-you" makes this unquestionable!
Possible starting item combinations:













You want to stay in your lane as long as possible! If nobody on your bought a courier, you might do so. Get life regenerating items like RoR and Tangos, buy more with your courier on demand. Gauntlets grant a cheap hp boost, boosting your survival chances against ganks and nukers on your lane. Do not bother buying intelligence items. You will out-last-hit almost everybody anyway and Sticky Napalm costs only 15 mana. If you ever find your self low on mana (buy and) drink a Clarity Potion.
Core items:




Useful luxury items:











Game play
Start:
First, take a look at your opponents' picks and chose an according set of starting items (e.g. buy Magic Stick if they have some spammers). Your best choice for laning is the long lane, the short one in the worst.
Do not lane with money-dependant heroes (mostly caries) because you will take most of their income. Try to pair up with a baby sitter or ask for a solo lane instead.
Early-mid Game:
If your opponents have no Magic Stick/Magic Wand, start napalming ASAP. Try to cover the enemy creeps as well as the opposing heroes. Be sure to hit heroes once every 7 seconds.
If they do have one, do not overdo your SN spam! cast it once or (at lower levels) max twice once the creeps reach orange hit points. 10-20 extra damage are suifficient for last hitting.
Focus your efforts on last-hitting which should be rather easy considering your high base damage and Sticky Napalm's effect. Harrass your opponent with your normal attack whenever you get the chance.
When an opportunity to kill arises (incoming ganks, stupid enemy, disabling/nuking lane mate) activate Fire Fly and fly above the (hopefully napalmed) opponent. Make sure he stands in the fire trail no matter if he tries to fight or escape. Attack him. Keep casting Sticky Napalm. Use Flaming Lasso if available. Finish off with Flamebreak.
Always carry a Town Portal. When you become the target of a gank, activate Fire Fly and move over impassable terrain. Teleport to your fountain or to a safer lane if necessary. You might want to ask an ally for Observer Wards, since they will render you almost invulnerable to ganks.
Farm. Farm. FARM!
Do not totally neglect to participate in team fights/ganks if they are not too time consuming (again: use Town Portals). Assist by casting your spells. After casting Flaming Lasso, focus on dragging your target behind your allies, not on damaging it yourself!
Once you have your Radiance (<20 mintes in most pubs), fun time begins.
Mid-late game:
Mix farming and fighting in an appropriate manner. You will want to participate in important ganks and team fights and teleport to defend against creepwaves. To farm/push, cast Sticky Napalm twice and your Radiance will ensure almost every single creep kill just by running around. At this point you allready are a monstrous threat to all summoning heroes.
In fights, focus on stacking Sticky Napalm, staying alive and keeping your opponents in immolation range. Cover the ground with Fire Fly's trail if it is possible without a high risk of dying. Use Flaming Lasso and Flamebreak when you need them (many uses here).
The next 2 items to buy usually are Heart of Terrasque and Boots of Travel. Chose the order dependant on your needs.
Obviously BoT improves your farming drastically. With Radiance and Sticky Napalm clearing whole creep waves within seconds the ability to stay on a lane for 10 more seconds because you do not have to run away from a gank or walk to a team fight is priceless. Your already strong pushing abilities gain a huge profit from a quick BoT as well. Remember to carry TP scrolls until you buy BoT (for the same reasons).
In comparison HoT boosts your survivability and thus your damage in team fights.
You should buy some armor boost (Platemail) afterwards to complement your Heart of Terrasque.
Now you can chose to buy whatever your team needs (-> useful luxury items) or save money for rebuys.
Things to watch out for
Good allies:
Counters:
Like most heroes rushing for expensive items you are quite vulnerable to ganks. Because you can escape some/most attemps with Firefly the most dangerous enemies are those who can kill you before you are able to escape, namely nukers and disablers. Those counter almost every hero though.
A more direct threat poses a Necronomicon! Once you have your Radiance your chances of not triggering last will drop to almost 0%. Unless you can afford to tank the damage, stay away from Necro carriers!
Final thoughts
I do not know about IceFrog intentions regarding this build. The SN-Radiance combo might be nerfed/removed. However - As long as it is in the game this feels like the most powerful build for Jin'zakk.
Pay attention to your team though: If it lacks gankers and disablers you should stick to a more ordinary gank-oriented build (e.g. Phase Boots/Bracers/Bottle/Force Staff)!
Foreword
Jin'zakk the Batrider has been introduced to DotA with the recent release of 6.60. While he possesses an incredible ganking potential this guide will emphasize on farming a quick Radiance to abuse his Sticky Napalm debuff.
Note that this guide was made with pubs in mind and was tested in public Battle.net games. There is no guarantee that it will work on competetive level but I will try to cover it.
General spell and stat descriptions can be found here I will only describe some specific mechanics now:

Sticky Napalm
Sticky Napalm is this build's bread-and-butter spell. It is important to know that the bonus damage is triggered by every damage instance dealt by Jin'Zakk. This includes his other spells, his physical attack and damage dealt by items. It is not dispelled on damage, only the victim's turn rate will return to default.
Stacking it 10 times will add 250 dmg to every tick of a Radiance Jin'zakk carries.

Flamebreak
The stun on the primary target interrupts channeling spells. The knockback does not!

Fire Fly
A great escape and damage tool. Just like Radiance's immolation, the fire trail's periodic damage is increased by up to 250 damage based on your Sticky Napalm stacks.
It is also important to know that you can not be cycloned or hexed while flying.

Flaming Lasso
You can attack and cast spells when you have cought someone, not just move. It can be combo'ed with Force Staff.
Preparations
Skill Build:
- Sticky Napalm
- Fire Flyor Flamebreak
- Sticky Napalm
- Flamebreakor Firefly
- Sticky Napalm
- Flaming Lasso
- Sticky Napalm
- Flame Break
- Flame Break
- Flame Break
- Flaming Lasso
- stats
- stats
- stats
- stats
- Flaming Lasso
Explanation:
Since this is meant to be a farm build, Sticky Napalm is maxed first for obvious reasons: 1-2 stacks coupled with Jun'zakk's high base damage ensure almost every last hit. Cover the creeps in level 4 napalm and your attacks deal 25-50 more (magic) damage.
Fire Fly is taken for the escape move and napalm triggering. Why we do not max it? We want to maximize the impact our Radiance will have on the game. Therefore we need the ability to stay in battles long enough to stack Sticky Napalm and burn our enemies with the buffed immolation. That and more safety when farming are why Attribute Bonus is far more valueable. Furthermore additional levels of Fire Fly only increase its damage. Those 60 damage do not matter though when it already deals 270 damage per second (Sticky Napalm!).
Flamebreak is maxed because it can have quite an impact on ganks and team fights. Even if our goal is to farm, having a 300-550 damage nuke can decide about life or death.
Learn Fire Fly at level 2 if you are not up against a hero with a channeling spell. Learn Flamebreak if you do. If you are on a dual lane it might save yur mate from a nasty Shackle.
Flaming Lasso is of course taken whenever possible. Even the non-channeling disable would make this a must-have but the "pulling-your-target-with-you" makes this unquestionable!
Possible starting item combinations:
You want to stay in your lane as long as possible! If nobody on your bought a courier, you might do so. Get life regenerating items like RoR and Tangos, buy more with your courier on demand. Gauntlets grant a cheap hp boost, boosting your survival chances against ganks and nukers on your lane. Do not bother buying intelligence items. You will out-last-hit almost everybody anyway and Sticky Napalm costs only 15 mana. If you ever find your self low on mana (buy and) drink a Clarity Potion.
Core items:
Useful luxury items:
Game play
Start:
First, take a look at your opponents' picks and chose an according set of starting items (e.g. buy Magic Stick if they have some spammers). Your best choice for laning is the long lane, the short one in the worst.
Do not lane with money-dependant heroes (mostly caries) because you will take most of their income. Try to pair up with a baby sitter or ask for a solo lane instead.
Early-mid Game:
If your opponents have no Magic Stick/Magic Wand, start napalming ASAP. Try to cover the enemy creeps as well as the opposing heroes. Be sure to hit heroes once every 7 seconds.
If they do have one, do not overdo your SN spam! cast it once or (at lower levels) max twice once the creeps reach orange hit points. 10-20 extra damage are suifficient for last hitting.
Focus your efforts on last-hitting which should be rather easy considering your high base damage and Sticky Napalm's effect. Harrass your opponent with your normal attack whenever you get the chance.
When an opportunity to kill arises (incoming ganks, stupid enemy, disabling/nuking lane mate) activate Fire Fly and fly above the (hopefully napalmed) opponent. Make sure he stands in the fire trail no matter if he tries to fight or escape. Attack him. Keep casting Sticky Napalm. Use Flaming Lasso if available. Finish off with Flamebreak.
Always carry a Town Portal. When you become the target of a gank, activate Fire Fly and move over impassable terrain. Teleport to your fountain or to a safer lane if necessary. You might want to ask an ally for Observer Wards, since they will render you almost invulnerable to ganks.
Farm. Farm. FARM!
Do not totally neglect to participate in team fights/ganks if they are not too time consuming (again: use Town Portals). Assist by casting your spells. After casting Flaming Lasso, focus on dragging your target behind your allies, not on damaging it yourself!
Once you have your Radiance (<20 mintes in most pubs), fun time begins.
Mid-late game:
Mix farming and fighting in an appropriate manner. You will want to participate in important ganks and team fights and teleport to defend against creepwaves. To farm/push, cast Sticky Napalm twice and your Radiance will ensure almost every single creep kill just by running around. At this point you allready are a monstrous threat to all summoning heroes.
In fights, focus on stacking Sticky Napalm, staying alive and keeping your opponents in immolation range. Cover the ground with Fire Fly's trail if it is possible without a high risk of dying. Use Flaming Lasso and Flamebreak when you need them (many uses here).
The next 2 items to buy usually are Heart of Terrasque and Boots of Travel. Chose the order dependant on your needs.
Obviously BoT improves your farming drastically. With Radiance and Sticky Napalm clearing whole creep waves within seconds the ability to stay on a lane for 10 more seconds because you do not have to run away from a gank or walk to a team fight is priceless. Your already strong pushing abilities gain a huge profit from a quick BoT as well. Remember to carry TP scrolls until you buy BoT (for the same reasons).
In comparison HoT boosts your survivability and thus your damage in team fights.
You should buy some armor boost (Platemail) afterwards to complement your Heart of Terrasque.
Now you can chose to buy whatever your team needs (-> useful luxury items) or save money for rebuys.
Things to watch out for
Good allies:
Healers








Ultimate aoe disablers






Map controller





Ultimate aoe disablers
Map controller
Counters:
Like most heroes rushing for expensive items you are quite vulnerable to ganks. Because you can escape some/most attemps with Firefly the most dangerous enemies are those who can kill you before you are able to escape, namely nukers and disablers. Those counter almost every hero though.
A more direct threat poses a Necronomicon! Once you have your Radiance your chances of not triggering last will drop to almost 0%. Unless you can afford to tank the damage, stay away from Necro carriers!
Final thoughts
I do not know about IceFrog intentions regarding this build. The SN-Radiance combo might be nerfed/removed. However - As long as it is in the game this feels like the most powerful build for Jin'zakk.
Pay attention to your team though: If it lacks gankers and disablers you should stick to a more ordinary gank-oriented build (e.g. Phase Boots/Bracers/Bottle/Force Staff)!
Author: Zejety
Map Vers.: 1.01
Z's Mini-Guide to Radiance Batrider
Abusing Sticky Napalm to the MAX!
Last Comment:30/07/2009
Total Votes: 0
Current Rating: 0.00
Views: 3661
























