Developer's Blog

Remember me ?             Register


       
I'm back to write one more mini-guide to Windrunner: the anti-carry guide!

I'm writing this because many people recognize windrunner's innate early and mid game strengths, but fail to build her so that she remains useful end game. A lot of windrunners (who aren't fed) don't contribute much to late game.

This guide is meant for team builds, not individuals. Windrunner should be the second most farmed hero - not carry farm, but definitely not gold starved. With this build, she is meant to take down those enemy carries with much more farm than she has.

The build:
<your choice for early/mid>

Total cost: around 12k

The explanation:

Your choice for early/mid means exactly that - whatever you want. The thing is, windrunner is very strong early/mid and not many items (besides survivability) improve it. Yes, she can have more utility and damage, but still you're going to be shackleshot-ing two enemy heroes, powershot-ing the enemy team, and chasing down people as much as possible. Not much else. I would suggest get your standard early game survival/mana items (wand/bottle) and your favorite pair of boots (phase boots). Afterwards, start building the BKB.

The BKB is to get as much time as possible before getting stunned/hexed and focused on. Pretty standard. Its the item in the build that provides you with the most survivability, and hence, its good to get it early (for mid game). With windrun and BKB she has a pseudo-invincibility mode.

The Desolator is for the DPS. It may also be worth it to have the new armor reducing item, I haven't tried it yet - but in general, I find the Deso to give the most dps to one target. You can replace this with your DPS item of choice, but for windrunner, this is probably the best for its cost and item slot.

The Force Staff is mostly for positioning. You want to be SAFE, thus, you stay back a bit and spam your powershot/shackleshot like you always do. However, when you see your team converging in on the carry - Enigma blinking in and black holing, for instance - BKB, force staff in (windrun if you have to), and immediately focus fire the carry.

GAMEPLAY

Early game:

Early game is pretty standard for windrunner - watch any pro replay with her to get a feel for it. Usually she is solo lane against another strong solo lane hero. Mostly, she farms and harrasses but has very strong killing threat with her long range and thus does very well with her lane.

Mid game:

Mid game is farming and being there in team fights. She does very well in team fights during this time because her shackleshot stun time and her powershot damage is very strong during mid game. Again, you aren't reliant on items yet - just some survivability and you should be fine.

End game:

Well, because you don't need items to do well early and mid, you should have the mindset that your items are for late game. This means that you shouldn't be building mid-game items (meka, eul's, etc) but rather you should be building for late game. Think of it as insurance.

The whole point of Windrunner late game is to focus fire the carry. She can do the most sustained DPS to one target (short of a real carry), and her ultimate, while sort of like a channelling spell, is movable and can't be cancelled by stuns. This means that you can take down carries who have much more farm and items. This is crucial because you don't need to farm like a carry but you can take him out - and then let your own carry wrap up the game.

Also keep in mind that your farm should be timed and capped - get these items by 40 mins, but don't go farm happy and beef yourself up more, as it probably won't help you do your job that much better. Leave the farm for other heroes that could benefit from it, or buy small items that boost your damage a little bit more (like, crysalis). If needed, get the aganim's to make sure your ult is ready all the time.

To do the mathcraft:

Atk dmg @ lvl 25: 260
10 attacks/3 seconds @ 70% damage = 260*7 = 1820 damage in 3 seconds.

With these armor values:
5 armor: 1400 dmg
10 armor: 1137 dmg
15 armor: 964 dmg
20 armor: 828 dmg

However, keep in mind that you have the deso (-6 armor) and there's the new item which also gives -6 armor. Every -6 armor is equal to a nuke's worth of damage. This may be VERY helpful to you.





Alleria the Windrunner
Author: Spyckie
Map Vers.: 6.70c

Anti-Carry Guide

Anti-carry: a role few can play.

Date Posted: 01/16/11
Last Comment:13/01/2012
Total Votes: 0
Current Rating: 0.00
Views: 3038



Login to post a comment