
I need some help with pictures, my video card is outdated, and it won't show the spikes from impale so I can't get new ones. Although I have some old pictures, I'm also having trouble getting them sized properly to this format, I'll list you in the credit for any help if you want
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2. Info and Stats
3. Skill Usage
4. Skill Build
5. Item Build
6. Strategy
~6b. Nerubian Assassin Key Points
7. Hero Synergy
8. Screens and Additional Strategy
9. Conclusion
10. Replays
11. Credits
I will go through some lengthy descriptions and explanations of possible game play Nerubian Assassin (who I will usually refer to as NA from now on). To improve the readability of this guide, I've decided to include a lot of these in spoilers. This is also essentially the 2nd edition of this guide, or at least it will be by the time I finish it. I completed the first edition sometime during this past summer.
Opening spoilers is like getting the non-abridged version of this guide
The shorten version is still pretty text heavy and long.
General information like starting stats, stat growth, story, etc. can be found on playdota's page for NA.
This guide focuses on playing NA as a ganker for early/mid game and a support for late game.
Please do not build NA as a carry, if you want to play a carry, pick another hero.
See the spoiler above for explanation.
[+] Map Awareness (scarabs)
[+] Great ganking (early/mid game)
[+] Chain silence (micro-managing scarabs)
Cons:
[-] Poor late game potential (not useless though)
[-] Burns through mana
[-] Item dependent
For complete stats and information, click below:
Nerubian Assassin - DotA Hero Details
Impale
For basic information:
Nerubian Assassin - DotA Hero Details
Key points:
• Area of Effect: 150
• Hit units will fly for 0.52 seconds before the real stun is applied.
• Distance traveled is 700 (so slightly longer than the range of most range heroes).
• Damage type: magical
NA's main disable and nuke. It has a small aoe, so it is able to hit more than one target if targeted correctly (really important for team fights). You can either just click your target with the spell (in which case, your cast will follow the target) or click on the ground to cast the spell. It is a lot easier to just click the target impale, so this is the way to cast it most of the time. However, there some benefits to targeting the ground with impale of instead of a hero.
• Hitting invisible targets.
You can finish off low health heroes who just used or cast invisibility if you aim your impales properly and cast it on the ground. However, if you click on your target then they gain invisibility, they can dodge the spell.
• Hitting enemies in fog of war
Ex. enemies running up ramps or trying to juke.
• Not blocked by Linken's
A similar situation is razor's passive. Impales that hit razor, but weren't targeted at him won't trigger his passive (I don't think so at least).
More will be discussed later in the guide.

Mana Burn
For basic information:
Nerubian Assassin - DotA Hero Details
This spell vital to NA's survival early game since a hero with no mana can't cast spells.
I don't recommend leveling this skill past level 1 until later because I don't feel the reduce cooldown is worth the extra mana cost, and early on, NA won't have the mana to spam the spell anyways. Each level of mana burn will still do the same amount of damage and burn the same amount of mana regardless of the level of the skill.

Urna Swarm
For basic information:
Nerubian Assassin - DotA Hero Details
Basically the same usefulness of wards, except it never dies, and it can cast an aoe silence.
The aoe silence thing is a lot more useful if you're good at micromanaging. I'm personally not that amazing so I really just use them as wards and occasional silences.
More will be discussed later

Vendetta
For basic information:
Nerubian Assassin - DotA Hero Details
• The bonus backstab damage is considered to be normal, meaning it's reduced by armor and damage block (stout shield and such).
The first step in NA's deadly combo, and the main reason NA is so good at ganking. This spell is used mainly to initiate ganks, but it also becomes useful as an escape tool during late game (shorter cooldown and longer duration).
More will be mentioned in the guide
Level 1 - Mana Burn
Level 2 - Impale
Level 3 - Impale
Level 4 - Urna Swarm
Level 5 - Impale
Level 6 - Vendetta
Level 7 - Impale
Level 8 - Stats/Urna Swarm/Mana Burn
Level 9 - Stats/Urna Swarm/Mana Burn
Level 10 - Stats/Urna Swarm/Mana Burn
Level 11 - Vendetta
Level 12 - Stats/Urna Swarm/Mana Burn
Level 13 - Stats/Urna Swarm/Mana Burn
Level 14 - Stats/Urna Swarm/Mana Burn
Level 15 - Stats/Urna Swarm/Mana Burn
Level 16 - Vendetta
Level 17+ - Stats/Urna Swarm/Mana Burn
General guideline: I will usually go stats for levels 8-10, 3 points in swarm and 1 point in mana burn between level 12-15; after ult, max swarm then mana burn before returning to stats (nothing else left).
Alternative skill build
The construction and purchase of these items concludes early game for me.
I set the estimated time to farm these items around the first 18 minutes of the actual game (so the time spent picking heroes doesn't count).

Dagon
The final piece of NA's gank combo. The nuke makes it possible for NA to one-shot a squishy hero at full health, although hardier heroes usually need to be hurt to assassinate.
DO NOT LEVEL DAGON
please buy something else with the money. I will discuss this another section later.
Mana and health regen items
Some people will consider Urn of Shadows to be in this discussion, however, urn doesn't provide enough mana regeneration for NA to be ganking at full potential. Although the extra health and heal/damage is useful, you're better off spending the money on a staff of wizardry (urn costs 875 gold, you only need 125 more gold to get the crucial dagon).
Main option

Bottle
Rune whoring enables NA to continually gank without returning to fountain for health or mana (doesn't guarantee it though). General information on runes and bottle is available on playdota (Runes - Learn DotA). It goes through all the major points of using bottle and rune, if you don't really know what it means to rune whore, I highly recommend reading through this guide.
Supplements
Soul Ring
• Consider getting this in addition to bottle (more in spoiler and early game guide)
• Can be built using the side shop if recipe is purchased during the pre-game
• Health and mana regen
• Cheap
• More useful in side lines because of side shop and less rune abusing potential
Additional information and counter argument to arcane boots

Boots of Speed
I don't really think I need to explain this. There are suggestions to which boot upgrade to make that I will elaborate more on in the mid-game strategy.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-INTERMEDIATE ITEMS
This is just a listing of items that I consider to be both effective and efficient for helping NA maintain success in mid game and farm for late game/luxury items or situational items. The use of these items will be explained in depth throughout various sections of this guide and briefly mentioned in this section. If I'm doing really well, I have a tendency to skip these items and go onto the late/luxury items. Although these items are still useful for late game, so there's no reason to not build them after getting other items. Necro can almost be considered a core item for NA.

Necronomicon
• Components of moderate costs
• Truesight (once upgraded to level 3)
• Additional mana burn
• Pushing, tanking towers and creeps
• Stats (Strength and Intelligence)
• Counter to Techies (run minions around to trigger/destroy land mines and find remotes to destroy)
• Scouting
• Last Word (useful against aoe heroes, especially if your team has more than one necro).

Manta Style
• Components of moderate costs (except for the ultimate orb)
• Increase survivability thanks to increased movement speed and the split images
• None to minor micro-management necessary (a benefit for those who aren't so good at it)
• Stats (especially the int and str from manta)
• Increases ganking ability (increased damage, movement speed, and attack speed)

Sange and Yasha
• Components of moderate costs
• Increased survivability (increased health and movement speed)
• Increased ganking ability (increased damage, increased movement speed, and maim)
• Decent support (slow and attack speed reduction helps your teammates)
I would say only build this item if you really aren't able to build anything else due to a poor game.

Phase Boots

Guinsoo's Scythe of Vyse
Gives you amazing mana regen and hex. Impale only has an 11 second cd and mana burn has 5 (if you get a guinsoo, definitely level mana burn).

Ethereal Blade
An extension to your ganking combo. Your spell combo will do even more damage thanks to a new nuke and ghost, and you can use this item to become immune to physical damage too.

Boots of Travel
Although I think phase boots are useful enough to last the entire game, if the game is taking really long, or you've done exceptionally well (dagon first though), boots of travel is good on any hero so go ahead and get it.
EXTRA/SITUATIONAL ITEMS
These items should be built after dagon, boots, and bottle. However, there aren't any particular order, and when or why to get them are up to the player's discretion.

Khadgar's Pipe of Insight
Get this item if the other team has a lot magic damage, in particular aoe magic damage. Examples: Queen of Pain, Tauren Chieftain, etc.

Orchid Malevolence
Useful against heroes with escape abilities like windwalk or blink. The extra 20% damage is also helpful to take down tougher opponents.

Black King Bar

Linken's Sphere
Useful against heroes with powerful click spells like lina, lion, zeus, etc.

Helm of the Dominator

Ghost Scepter

Force Staff
This section obviously doesn't apply if you're in an all random game.
If the game mode is AP, you'll find NA in the Scourge (Agility) building, and other game modes just vary. Regardless of the game mode (except captain where the captain is forced to pick), I recommend waiting for the other team and your teammates to pick their heroes before you make your decision.
Favorable situations for NA
Since NA is an able ganker for early/mid game and good support and crowd control in late game, NA will usually be a decent fit into your team. If some or all of the following circumstances apply, then I highly recommend picking NA:
• The other team has pick quite a few agility or intelligence heroes (meaning low health and armor)
This is really important since many of these types of heroes are food for NA during early and mid game.
• Your team doesn't need a carry or a tank
• Your team needs a stun
• There are no other rune whorers on your team
Trouble Signs
On the other hand, there are also some situations that will make playing NA a bit more harder, so if these following apply, picking NA might be a bad idea. However, it doesn't necessarily mean you'll do awful so use your own judgment. There are also some counters to these difficult situations that I will go through later in the guide.

• Silencer is on the other team.
This isn't necessarily a huge problem, but it is kind of annoying because you won't be able to chain spells as easily with his ass around. However, dagon is an item so you can cast it while silenced, and if you cast vendetta, you can just wait.
• If the other team consists mainly of strength heroes (high health/armor)
This is probably the most important of all the negatives I'm listing. If the other team has a bunch of strength heroes, chaining spells to kill these guys will be very difficult once they get beefy enough.

• If Abaddon is on the other team
When his ult is up, it's very for you to combo him to death since none of your spells/items deal more than 400 damage under normal circumstances. Of course, there are ways of bypassing Borrowed Time's trigger, but if the Abaddon is good enough, he can still manually activate it. There's also the fact that Aphotic Shield removes debuffs off the recipient, then put it together with death coil, and Abaddon becomes very effective at ruining ganks if he shows up while you're in the middle of unleashing your arsensal onto your target.

• If Omniknight is on the other team
He's less of an issue early on because you can limit him by mana burn, but once he farms past a certain point, Omniknight is capable of ruining your ganks since repel will block most of your damage, purification can greatly damage you and heal your target, his aura makes it harder to chase/escape, and, finally, guardian angel is just ridiculous.



• If treant, templar assassin, rexxar is picked by the other team
Treant has his sentinels, ta has the traps, and rexxar has his hawk. All of these heroes have a way of detecting ganks before they occur. This can also apply to players who just get observer wards too, but since everyone can buy wards, I won't get specific about it. This is a bigger issue early on than later because of the shorter duration and longer cooldown of vendetta. You can bypass these issues by being invisible while running through key locations, and Treant and ta can be countered by placing sentry wards at key locations to destroy their sentinels or traps (for more information on warding, Heldarion's Total Warding - DotA Guides). Rexxar's hawk has to be killed, but he's kind of hard to find. Instead of sentry wards, observer wards are needed (you might still need true sight since the hawk can go invisible).



• If Gondar, Slar, or Bloodseeker is picked by the other team
These three guys have abilities that prevent invisibility which isn't necessarily a huge problem since Vendetta's main purpose is to gank, not escape. It does become a pain however, when you do need to use it to escape and amp damage or track is on you (this will become more of a problem at late game, especially if you're against slar or bloodseeker since they can carry). Bloodseeker's thirst can detect you if you're below the health mark, thus making vendetta an ineffective escape tool.

• If Anti-Mage (Magina) is picked
It should be pretty apparent why AM is a pain in the ass for NA. Since NA is built as a semi-caster, he has a decent mana pool so it make him vulnerable to AM's ult. Also, if AM takes away NA's mana, then NA becomes useless. And finally, AM is extremely difficult to gank because of his passive that reduces magic damage and his blink.

• If Goblin Techies is picked
Landmines can ruin ganks, which will most likely throw off your rhythm , unless you get even luckier at other ganks to compensate for the foiled ganks (let's not bank on that). Although scarabs and necro can be used to effectively seek out and destroy all of the bombs, it's still quite a bit of attention focused on simply destroying to bombs, but techies himself is quite easy for you to kill since your combo should kill him before he has a chance to suicide. This means bad techies are really, really easy for you to take down.
Early Game
Anyways, so you get NA as your hero for a game...
Starting Items
If you're in a 5v5 DotA match, and you didn't random NA, then I recommend buying a bottle right off the bat. If you're in a match with 3v3 or less, then boots and bottle should be the priority then whatever else you can afford (nulls is good).
Recommend option

Empty Bottle
Bottle enables you to gank continually. If you were ganking and had to keep making trips to the fountain, you'd easily get out leveled. If you don't know the basics of using the bottle and runes, please read Runes - Learn DotA. I will also cover the principles of using a courier and bottle in conjunction in the additional strategy section.
I would say bottle is more useful to NAs who are going mid solo, and you should try to convince a teammate to buy, then share a courier. Someone can crow it later. I'll have more on which lane and starting item set to go with in a bit.
Alternative








Some players feel bottle is not necessary right at the beginning, and they also dislike the lack of stats given by buying just the bottle. If you are one of these players, then you should purchase a chicken, some tangos/clarity potions, and then some misc. stat items like branches to potentially make magic wand or a null talisman. In the past, I would have considered getting bracers instead of nulls, but with the recent change to dagon, a null talisman is much more useful. Although if you get two of the starting stat items, then consider making the second one a bracer.
There are advantages to this option in certain laning situations that I will discuss in the next section.
Choosing your lane
In terms of laning, I split them up into two main options. One is soloing mid, and the other is any lane with a partner. If you plan to take solo, then you shouldn't solo any other lane since you need the runes and position to set up ganks. If you're laning with a partner, you should most likely be in the side lanes for the side shop, although some people might want to solo a side lane.
Do not solo mid if you are inexperienced
Taking mid solo requires that you're good at last hitting, know the majority of information in the game, map awareness, rune whoring, and other stuff people usually call skills or knowledge. There are also match ups that make it difficult for you to take mid solo, and this is once again something that depends on the player's judgment. If you don't have good reason to take mid solo, go in the side lanes with a partner where your mistakes won't have as big of an effect, and eventually when you're confident that you know what you're doing, give it a shot.
Solo (Mid)
Benefits soloing mid
• Runes
• Position, easier to gank other lanes
• Faster leveling
• NA can counter some heroes that often take mid
• Able to control the game if things go well
Difficulties of soloing mid
• NA isn't as adept at harassing, last hitting, and denying as most range heroes
• Some heroes that sometimes take mid can counter you.
• You could be up against a dual lane by yourself
• Mistakes are more costly than if you had a partner, especially if you're against another solo
• No side shop
• Position, easier to be ganked by other lanes
Further discussion on soloing mid
[spoiler] When I first started to play NA, I was passionate about always taking mid solo, especially since I usually tried to pick NA only when there was no one that needed it more than him. As I've gotten a bit more experience (NA was the first hero I really started to use bottle with), I've realized that it's still pretty effective to play NA in other lanes. I use to think that NA should always solo mid. However, soloing mid fits an aggressive play style and certain situations and has a faster pace, both of which I enjoy so I usually won't play NA if I can't or shouldn't solo mid.
Purpose of soloing mid
How to achieve this purpose
The following are things that I watch for, and the possible implications that these things could have. I'm sure there are things that others watch out for that I don't or won't mention, and there will probably be disagreement on what I propose could happen. If you really think you have reason to watch for or react differently to the things what I suggest, then by all means go for it (don't lie to yourself), but these are just things from my personal experience.
Hero match up
[spoiler] I cannot stress how crucial this is. Unless your opponents are noticeably less skilled than you, the make up of each team is what will make or break the game (although this often happens on b.net). While the match up has effect throughout the entire game, it has a couple of specific effects on NA early on when he solos mid.
• Could a teammate use mid solo more?
First of all, there are some heroes that could use mid solo more effectively than you so if you're confident in the skill of the your teammate, and the match up doesn't suggest anything unfavorable for him or her, then you may want to consider going other lanes. In most match-ups, I'd say like Puck or Nevermore would be more effective, but once again, there are situations can work against them which might favor NA.
Argument against drow, sniper, and other range carries
• Match up
__________________________________________________ ___________
Below this line is still under development and edit
You can read it, but even a small dip in your dedication to reading this labyrinth of text could force you to lose your spot.
__________________________________________________ ___________
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~Nerubian Assassin's Table Of Contents1. Introduction
2. Info and Stats
3. Skill Usage
4. Skill Build
5. Item Build
6. Strategy
~6b. Nerubian Assassin Key Points
7. Hero Synergy
8. Screens and Additional Strategy
9. Conclusion
10. Replays
11. Credits
1. Nerubian Assassin Introduction
I will go through some lengthy descriptions and explanations of possible game play Nerubian Assassin (who I will usually refer to as NA from now on). To improve the readability of this guide, I've decided to include a lot of these in spoilers. This is also essentially the 2nd edition of this guide, or at least it will be by the time I finish it. I completed the first edition sometime during this past summer.
Opening spoilers is like getting the non-abridged version of this guide
The shorten version is still pretty text heavy and long.
General information like starting stats, stat growth, story, etc. can be found on playdota's page for NA.
This guide focuses on playing NA as a ganker for early/mid game and a support for late game.
Please do not build NA as a carry, if you want to play a carry, pick another hero.
See the spoiler above for explanation.
2. Nerubian Assassin's Information & StatsPros:
[+] Map Awareness (scarabs)
[+] Great ganking (early/mid game)
[+] Chain silence (micro-managing scarabs)
Cons:
[-] Poor late game potential (not useless though)
[-] Burns through mana
[-] Item dependent
For complete stats and information, click below:
Nerubian Assassin - DotA Hero Details
3. Nerubian Assassin's Skill Usage

Impale
For basic information:
Nerubian Assassin - DotA Hero Details
Key points:
• Area of Effect: 150
• Hit units will fly for 0.52 seconds before the real stun is applied.
• Distance traveled is 700 (so slightly longer than the range of most range heroes).
• Damage type: magical
NA's main disable and nuke. It has a small aoe, so it is able to hit more than one target if targeted correctly (really important for team fights). You can either just click your target with the spell (in which case, your cast will follow the target) or click on the ground to cast the spell. It is a lot easier to just click the target impale, so this is the way to cast it most of the time. However, there some benefits to targeting the ground with impale of instead of a hero.
• Hitting invisible targets.
You can finish off low health heroes who just used or cast invisibility if you aim your impales properly and cast it on the ground. However, if you click on your target then they gain invisibility, they can dodge the spell.
• Hitting enemies in fog of war
Ex. enemies running up ramps or trying to juke.
• Not blocked by Linken's
A similar situation is razor's passive. Impales that hit razor, but weren't targeted at him won't trigger his passive (I don't think so at least).
More will be discussed later in the guide.

Mana Burn
For basic information:
Nerubian Assassin - DotA Hero Details
This spell vital to NA's survival early game since a hero with no mana can't cast spells.
I don't recommend leveling this skill past level 1 until later because I don't feel the reduce cooldown is worth the extra mana cost, and early on, NA won't have the mana to spam the spell anyways. Each level of mana burn will still do the same amount of damage and burn the same amount of mana regardless of the level of the skill.

Urna Swarm
For basic information:
Nerubian Assassin - DotA Hero Details
Basically the same usefulness of wards, except it never dies, and it can cast an aoe silence.
The aoe silence thing is a lot more useful if you're good at micromanaging. I'm personally not that amazing so I really just use them as wards and occasional silences.
More will be discussed later

Vendetta
For basic information:
Nerubian Assassin - DotA Hero Details
• The bonus backstab damage is considered to be normal, meaning it's reduced by armor and damage block (stout shield and such).
The first step in NA's deadly combo, and the main reason NA is so good at ganking. This spell is used mainly to initiate ganks, but it also becomes useful as an escape tool during late game (shorter cooldown and longer duration).
More will be mentioned in the guide
4. Nerubian Assassin's Skill BuildsMain skill build
Level 1 - Mana Burn
Level 2 - Impale
Level 3 - Impale
Level 4 - Urna Swarm
Level 5 - Impale
Level 6 - Vendetta
Level 7 - Impale
Level 8 - Stats/Urna Swarm/Mana Burn
Level 9 - Stats/Urna Swarm/Mana Burn
Level 10 - Stats/Urna Swarm/Mana Burn
Level 11 - Vendetta
Level 12 - Stats/Urna Swarm/Mana Burn
Level 13 - Stats/Urna Swarm/Mana Burn
Level 14 - Stats/Urna Swarm/Mana Burn
Level 15 - Stats/Urna Swarm/Mana Burn
Level 16 - Vendetta
Level 17+ - Stats/Urna Swarm/Mana Burn
General guideline: I will usually go stats for levels 8-10, 3 points in swarm and 1 point in mana burn between level 12-15; after ult, max swarm then mana burn before returning to stats (nothing else left).
Alternative skill build
5. Nerubian Assassin's Item BuildsCORE ITEM
The construction and purchase of these items concludes early game for me.
I set the estimated time to farm these items around the first 18 minutes of the actual game (so the time spent picking heroes doesn't count).
Dagon
The final piece of NA's gank combo. The nuke makes it possible for NA to one-shot a squishy hero at full health, although hardier heroes usually need to be hurt to assassinate.
DO NOT LEVEL DAGON
please buy something else with the money. I will discuss this another section later.
Mana and health regen items
Some people will consider Urn of Shadows to be in this discussion, however, urn doesn't provide enough mana regeneration for NA to be ganking at full potential. Although the extra health and heal/damage is useful, you're better off spending the money on a staff of wizardry (urn costs 875 gold, you only need 125 more gold to get the crucial dagon).
Main option
Bottle
Rune whoring enables NA to continually gank without returning to fountain for health or mana (doesn't guarantee it though). General information on runes and bottle is available on playdota (Runes - Learn DotA). It goes through all the major points of using bottle and rune, if you don't really know what it means to rune whore, I highly recommend reading through this guide.
Supplements
Soul Ring
• Consider getting this in addition to bottle (more in spoiler and early game guide)
• Can be built using the side shop if recipe is purchased during the pre-game
• Health and mana regen
• Cheap
• More useful in side lines because of side shop and less rune abusing potential
Additional information and counter argument to arcane boots
Boots of Speed
I don't really think I need to explain this. There are suggestions to which boot upgrade to make that I will elaborate more on in the mid-game strategy.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This is just a listing of items that I consider to be both effective and efficient for helping NA maintain success in mid game and farm for late game/luxury items or situational items. The use of these items will be explained in depth throughout various sections of this guide and briefly mentioned in this section. If I'm doing really well, I have a tendency to skip these items and go onto the late/luxury items. Although these items are still useful for late game, so there's no reason to not build them after getting other items. Necro can almost be considered a core item for NA.
Necronomicon
• Components of moderate costs
• Truesight (once upgraded to level 3)
• Additional mana burn
• Pushing, tanking towers and creeps
• Stats (Strength and Intelligence)
• Counter to Techies (run minions around to trigger/destroy land mines and find remotes to destroy)
• Scouting
• Last Word (useful against aoe heroes, especially if your team has more than one necro).
Manta Style
• Components of moderate costs (except for the ultimate orb)
• Increase survivability thanks to increased movement speed and the split images
• None to minor micro-management necessary (a benefit for those who aren't so good at it)
• Stats (especially the int and str from manta)
• Increases ganking ability (increased damage, movement speed, and attack speed)
Sange and Yasha
• Components of moderate costs
• Increased survivability (increased health and movement speed)
• Increased ganking ability (increased damage, increased movement speed, and maim)
• Decent support (slow and attack speed reduction helps your teammates)
I would say only build this item if you really aren't able to build anything else due to a poor game.
Phase Boots
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LUXURY/LATE GAME ITEMSGuinsoo's Scythe of Vyse
Gives you amazing mana regen and hex. Impale only has an 11 second cd and mana burn has 5 (if you get a guinsoo, definitely level mana burn).
Ethereal Blade
An extension to your ganking combo. Your spell combo will do even more damage thanks to a new nuke and ghost, and you can use this item to become immune to physical damage too.
Boots of Travel
Although I think phase boots are useful enough to last the entire game, if the game is taking really long, or you've done exceptionally well (dagon first though), boots of travel is good on any hero so go ahead and get it.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EXTRA/SITUATIONAL ITEMS
These items should be built after dagon, boots, and bottle. However, there aren't any particular order, and when or why to get them are up to the player's discretion.
Khadgar's Pipe of Insight
Get this item if the other team has a lot magic damage, in particular aoe magic damage. Examples: Queen of Pain, Tauren Chieftain, etc.
Orchid Malevolence
Useful against heroes with escape abilities like windwalk or blink. The extra 20% damage is also helpful to take down tougher opponents.
Black King Bar
Linken's Sphere
Useful against heroes with powerful click spells like lina, lion, zeus, etc.
Helm of the Dominator
Ghost Scepter
Force Staff
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
6. Nerubian Assassin's StrategyWhen to play Nerubian Assassin
This section obviously doesn't apply if you're in an all random game.
If the game mode is AP, you'll find NA in the Scourge (Agility) building, and other game modes just vary. Regardless of the game mode (except captain where the captain is forced to pick), I recommend waiting for the other team and your teammates to pick their heroes before you make your decision.
Favorable situations for NA
Since NA is an able ganker for early/mid game and good support and crowd control in late game, NA will usually be a decent fit into your team. If some or all of the following circumstances apply, then I highly recommend picking NA:
• The other team has pick quite a few agility or intelligence heroes (meaning low health and armor)
This is really important since many of these types of heroes are food for NA during early and mid game.
• Your team doesn't need a carry or a tank
• Your team needs a stun
• There are no other rune whorers on your team
Trouble Signs
On the other hand, there are also some situations that will make playing NA a bit more harder, so if these following apply, picking NA might be a bad idea. However, it doesn't necessarily mean you'll do awful so use your own judgment. There are also some counters to these difficult situations that I will go through later in the guide.
• Silencer is on the other team.
This isn't necessarily a huge problem, but it is kind of annoying because you won't be able to chain spells as easily with his ass around. However, dagon is an item so you can cast it while silenced, and if you cast vendetta, you can just wait.
• If the other team consists mainly of strength heroes (high health/armor)
This is probably the most important of all the negatives I'm listing. If the other team has a bunch of strength heroes, chaining spells to kill these guys will be very difficult once they get beefy enough.
• If Abaddon is on the other team
When his ult is up, it's very for you to combo him to death since none of your spells/items deal more than 400 damage under normal circumstances. Of course, there are ways of bypassing Borrowed Time's trigger, but if the Abaddon is good enough, he can still manually activate it. There's also the fact that Aphotic Shield removes debuffs off the recipient, then put it together with death coil, and Abaddon becomes very effective at ruining ganks if he shows up while you're in the middle of unleashing your arsensal onto your target.
• If Omniknight is on the other team
He's less of an issue early on because you can limit him by mana burn, but once he farms past a certain point, Omniknight is capable of ruining your ganks since repel will block most of your damage, purification can greatly damage you and heal your target, his aura makes it harder to chase/escape, and, finally, guardian angel is just ridiculous.
• If treant, templar assassin, rexxar is picked by the other team
Treant has his sentinels, ta has the traps, and rexxar has his hawk. All of these heroes have a way of detecting ganks before they occur. This can also apply to players who just get observer wards too, but since everyone can buy wards, I won't get specific about it. This is a bigger issue early on than later because of the shorter duration and longer cooldown of vendetta. You can bypass these issues by being invisible while running through key locations, and Treant and ta can be countered by placing sentry wards at key locations to destroy their sentinels or traps (for more information on warding, Heldarion's Total Warding - DotA Guides). Rexxar's hawk has to be killed, but he's kind of hard to find. Instead of sentry wards, observer wards are needed (you might still need true sight since the hawk can go invisible).
• If Gondar, Slar, or Bloodseeker is picked by the other team
These three guys have abilities that prevent invisibility which isn't necessarily a huge problem since Vendetta's main purpose is to gank, not escape. It does become a pain however, when you do need to use it to escape and amp damage or track is on you (this will become more of a problem at late game, especially if you're against slar or bloodseeker since they can carry). Bloodseeker's thirst can detect you if you're below the health mark, thus making vendetta an ineffective escape tool.
• If Anti-Mage (Magina) is picked
It should be pretty apparent why AM is a pain in the ass for NA. Since NA is built as a semi-caster, he has a decent mana pool so it make him vulnerable to AM's ult. Also, if AM takes away NA's mana, then NA becomes useless. And finally, AM is extremely difficult to gank because of his passive that reduces magic damage and his blink.
• If Goblin Techies is picked
Landmines can ruin ganks, which will most likely throw off your rhythm , unless you get even luckier at other ganks to compensate for the foiled ganks (let's not bank on that). Although scarabs and necro can be used to effectively seek out and destroy all of the bombs, it's still quite a bit of attention focused on simply destroying to bombs, but techies himself is quite easy for you to kill since your combo should kill him before he has a chance to suicide. This means bad techies are really, really easy for you to take down.
Early Game
Anyways, so you get NA as your hero for a game...
Starting Items
If you're in a 5v5 DotA match, and you didn't random NA, then I recommend buying a bottle right off the bat. If you're in a match with 3v3 or less, then boots and bottle should be the priority then whatever else you can afford (nulls is good).
Recommend option
Empty Bottle
Bottle enables you to gank continually. If you were ganking and had to keep making trips to the fountain, you'd easily get out leveled. If you don't know the basics of using the bottle and runes, please read Runes - Learn DotA. I will also cover the principles of using a courier and bottle in conjunction in the additional strategy section.
I would say bottle is more useful to NAs who are going mid solo, and you should try to convince a teammate to buy, then share a courier. Someone can crow it later. I'll have more on which lane and starting item set to go with in a bit.
Alternative
Some players feel bottle is not necessary right at the beginning, and they also dislike the lack of stats given by buying just the bottle. If you are one of these players, then you should purchase a chicken, some tangos/clarity potions, and then some misc. stat items like branches to potentially make magic wand or a null talisman. In the past, I would have considered getting bracers instead of nulls, but with the recent change to dagon, a null talisman is much more useful. Although if you get two of the starting stat items, then consider making the second one a bracer.
There are advantages to this option in certain laning situations that I will discuss in the next section.
Choosing your lane
In terms of laning, I split them up into two main options. One is soloing mid, and the other is any lane with a partner. If you plan to take solo, then you shouldn't solo any other lane since you need the runes and position to set up ganks. If you're laning with a partner, you should most likely be in the side lanes for the side shop, although some people might want to solo a side lane.
Do not solo mid if you are inexperienced
Taking mid solo requires that you're good at last hitting, know the majority of information in the game, map awareness, rune whoring, and other stuff people usually call skills or knowledge. There are also match ups that make it difficult for you to take mid solo, and this is once again something that depends on the player's judgment. If you don't have good reason to take mid solo, go in the side lanes with a partner where your mistakes won't have as big of an effect, and eventually when you're confident that you know what you're doing, give it a shot.
Solo (Mid)
Benefits soloing mid
• Runes
• Position, easier to gank other lanes
• Faster leveling
• NA can counter some heroes that often take mid
• Able to control the game if things go well
Difficulties of soloing mid
• NA isn't as adept at harassing, last hitting, and denying as most range heroes
• Some heroes that sometimes take mid can counter you.
• You could be up against a dual lane by yourself
• Mistakes are more costly than if you had a partner, especially if you're against another solo
• No side shop
• Position, easier to be ganked by other lanes
Further discussion on soloing mid
[spoiler] When I first started to play NA, I was passionate about always taking mid solo, especially since I usually tried to pick NA only when there was no one that needed it more than him. As I've gotten a bit more experience (NA was the first hero I really started to use bottle with), I've realized that it's still pretty effective to play NA in other lanes. I use to think that NA should always solo mid. However, soloing mid fits an aggressive play style and certain situations and has a faster pace, both of which I enjoy so I usually won't play NA if I can't or shouldn't solo mid.
Purpose of soloing mid
How to achieve this purpose
The following are things that I watch for, and the possible implications that these things could have. I'm sure there are things that others watch out for that I don't or won't mention, and there will probably be disagreement on what I propose could happen. If you really think you have reason to watch for or react differently to the things what I suggest, then by all means go for it (don't lie to yourself), but these are just things from my personal experience.
Hero match up
[spoiler] I cannot stress how crucial this is. Unless your opponents are noticeably less skilled than you, the make up of each team is what will make or break the game (although this often happens on b.net). While the match up has effect throughout the entire game, it has a couple of specific effects on NA early on when he solos mid.
• Could a teammate use mid solo more?
First of all, there are some heroes that could use mid solo more effectively than you so if you're confident in the skill of the your teammate, and the match up doesn't suggest anything unfavorable for him or her, then you may want to consider going other lanes. In most match-ups, I'd say like Puck or Nevermore would be more effective, but once again, there are situations can work against them which might favor NA.
Argument against drow, sniper, and other range carries
• Match up
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Author: Flyingpigg
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The Neurbian Assassin
Extensive guide to NA
Last Comment:19/12/2010
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