
First of all this is my first guide, so don't be harsh on how he looks of it. A lot of gramatical error will occur, please help me and point them out. All feedback will be appreciate.
Now let's get back to buisness.

1. Hero Introduction:

The hero main attributes:
26 + 3.2
11 + 0.9
13 + 2.1
Other usefull to know stats:
Starting dmg: 53-69 Starting armor: 0
Attack Range: 150 (melee) Movespeed: 290
His skill set:




Nearly all the thinks you will need to know are written below every skill under the tag of 'Note'.
Some things that aren't mantioned:
After we finish with the skill and stats info going to his good and bad sides.
Exept his first con all other are fixable by items and a good sense of the game.
2. Skill Build:
I reall like the SE main skill build, so I will write where I place the skill points and how do I use it in my advantige.
Every other skill build is viable in some cases, where my is really good in general.
To level 7:
1. Devour
2. Scorched Earth
3. Devour
4. Scorched Earth
5. Scorched Earth
6. Doom
7. Scorched Earth
After that the build may differ in order to adjust to the game.
Why do I level it up ? What do you can gain by building it like this ?
3. Item Build:
Starting items:




Every single item is good on his own for the hero and the best part is that will provide you with a component for future bigger item. The EHP gained by RoP and Stout is really great for a high HP hero and increased by the regen that SE gives.
Items that will be buyed with first gold gained:

Not really needed in my item build, but it's good to have versus a tri-line or there is a enemy that spam really often (Bristleback, Phantom Assasin, Zeus and similar).
DO NOT upgrade to magic wand later it will be sold for more valuable artefacts and stick is really better investment than Wand if you don't need cheap stats.
-> 
-> 
+
-> 
+
-> 
YOU INSANE ?
After that 'core' items you may choose different build adjusting to the team's needs.
In conclusion I wish to thank all my friends wich like my crazy ideas and builds and try them in CW. Thanks to their support.
Thanks to team mG wich at least try to play it in really high level of competitive play (they win the game, fail to play it my way
but at least they tryed).
Now let's get back to buisness.
Lucifer, the Doombringer

1. Hero Introduction:

The hero main attributes:
26 + 3.2
11 + 0.9
13 + 2.1Other usefull to know stats:
Starting dmg: 53-69 Starting armor: 0
Attack Range: 150 (melee) Movespeed: 290
His skill set:




Nearly all the thinks you will need to know are written below every skill under the tag of 'Note'.
Some things that aren't mantioned:
After we finish with the skill and stats info going to his good and bad sides.
- He is natural tough to kill with his good strength and str. gain.
- He have the most long lasting disable in the game.
- He can make money even if completly shutted down.
- Can gain more abilities than any other hero.
- Versatile builds and role in the game.
- Slow melee hero. That alone have tons of counters.
- Really low agility, agility gain and starting armor.
- Mana intensive hero with low mana pool.
- People doesn't want to play with you.
Exept his first con all other are fixable by items and a good sense of the game.
2. Skill Build:
I reall like the SE main skill build, so I will write where I place the skill points and how do I use it in my advantige.
Every other skill build is viable in some cases, where my is really good in general.
To level 7:
1. Devour
2. Scorched Earth
3. Devour
4. Scorched Earth
5. Scorched Earth
6. Doom
7. Scorched Earth
After that the build may differ in order to adjust to the game.
Go max Devour on level 9 by taking two points in it and then max LVL?. Don't even need to level Doom at level 11.
Skill build looks like:
8. Devour
9. Devour
10. LVL? Death
11. LVL? Death
12. LVL? Death
13. LVL? Death
Skill build looks like:
8. Devour
9. Devour
10. LVL? Death
11. LVL? Death
12. LVL? Death
13. LVL? Death
Why do I level it up ? What do you can gain by building it like this ?
3. Item Build:
Starting items:
Every single item is good on his own for the hero and the best part is that will provide you with a component for future bigger item. The EHP gained by RoP and Stout is really great for a high HP hero and increased by the regen that SE gives.
Items that will be buyed with first gold gained:
Not really needed in my item build, but it's good to have versus a tri-line or there is a enemy that spam really often (Bristleback, Phantom Assasin, Zeus and similar).
DO NOT upgrade to magic wand later it will be sold for more valuable artefacts and stick is really better investment than Wand if you don't need cheap stats.
YOU INSANE ?
After that 'core' items you may choose different build adjusting to the team's needs.
You may consider buying a Bracer earlyer in the game. That way you will encrease even more your stats with cheap item, later will be upgraded to another Support item.
When is good to become one and what items are good for the role.
First your team will need another tanky support if you have good carry and initiator so supporting them will lead to victory.
List of good items:
-> 
-> 
-> 
If there is a Mekansm wielder, don't bother rushing upgrading it, but 2 mekansms are better than one so, upgrade it after all other items are done (it has 45 secs of CD and 25 sec of intteracting with another mekansm heal).
Other doesn't really need explanation, good items that you already have into better that give really huge boost to your team when combined.
Other usefull items that you may consider making:

Good on the hero, better for the team. Some times is great to have it earlyer in the game. Good for pushing strategy versus AoE hevy spell team that rely on defending with them.

Great stats for the hero, but the active skill is the think that really matter. When is good to have it:
It can be used while chasing to run faster, pass true clifs, save allies or even punish enemy, trying to cast long ranged spell versus you in the moment he turn and facing your way.

If enemy try to kill you fast, consider buying a BM for punish their puni attempts to scratch you. If they focus you - will lose HP for the price of stripping your allies from tons of auras. If they don't ... well hundred auras that you provide are really helpfull.
Good neutral skills that come in handy in supportive build.
Ogre Mage and his Frost Armor (+8 frost armor on a target ally).
Alpha Wolf and the Command Aura (+30% command aura).
Enraged Wildkin and the Toughness Aura (+4 armor aura).
Kobold Taskmaster has it's uses too, providing your closest allies with 12% ms boost is really good, on top of your Janggo 5%/15% ms bonus.
Centour Khan and his Endurance Aura and stomp (+15 points of IAS and 2 sec. 250 AoE stun)
When is good to become one and what items are good for the role.
First your team will need another tanky support if you have good carry and initiator so supporting them will lead to victory.
List of good items:
If there is a Mekansm wielder, don't bother rushing upgrading it, but 2 mekansms are better than one so, upgrade it after all other items are done (it has 45 secs of CD and 25 sec of intteracting with another mekansm heal).
Other doesn't really need explanation, good items that you already have into better that give really huge boost to your team when combined.
Other usefull items that you may consider making:
Good on the hero, better for the team. Some times is great to have it earlyer in the game. Good for pushing strategy versus AoE hevy spell team that rely on defending with them.
Great stats for the hero, but the active skill is the think that really matter. When is good to have it:
- You can put enemy in a dangerous position in the cast range of ally.
- Can push slow ally with a very powerfull spell that requre good positioning.
- Can push the caster or the target of a channeling spell in better for your team position.
Enemy casting Channeling spell so he will be closer and be interrupted.
Ally cought in some channeling spell so he will be out of harm's way.
Ally casting channeling spell for the same reason stated above. - Pushing enemy's melee or their target is a good counter and buy your teammate some time so the enemy may walk longer until he can start hitting again.
It can be used while chasing to run faster, pass true clifs, save allies or even punish enemy, trying to cast long ranged spell versus you in the moment he turn and facing your way.
If enemy try to kill you fast, consider buying a BM for punish their puni attempts to scratch you. If they focus you - will lose HP for the price of stripping your allies from tons of auras. If they don't ... well hundred auras that you provide are really helpfull.
Good neutral skills that come in handy in supportive build.
Ogre Mage and his Frost Armor (+8 frost armor on a target ally).
Alpha Wolf and the Command Aura (+30% command aura).
Enraged Wildkin and the Toughness Aura (+4 armor aura).
Kobold Taskmaster has it's uses too, providing your closest allies with 12% ms boost is really good, on top of your Janggo 5%/15% ms bonus.
Centour Khan and his Endurance Aura and stomp (+15 points of IAS and 2 sec. 250 AoE stun)
- Note that Endurance aura doesn't completly stack with Janggo IAS aura, you will recive ms aura from Janggo and IAS aura from Centour.
In conclusion I wish to thank all my friends wich like my crazy ideas and builds and try them in CW. Thanks to their support.
Thanks to team mG wich at least try to play it in really high level of competitive play (they win the game, fail to play it my way
but at least they tryed).
Author: kamukag3e
Map Vers.: 6.71b
Doom gone Tanking
An armored Doom
Last Comment:09/08/2012
Total Votes: 17
Current Rating: 7.48
Views: 61493
























