is ever 100% concrete in DotA. The skill builds and item builds are builds I
and nothing else. These items and the like will often change depending on how your game goes. A guide isn't to teach you what to do, but how to do it. As such, whatever I say doesn't go 100%.
prove that what I say here does not go 100%. Even some of the rejected items might have a use in certain games. I will mention if they might ever become useful. In the end, it's up to you the player.
Not only does everything change in the game, but players change as well. There are many, many ways to play a hero, and sniepr is definitely no exception. He can play quite a few roles, which I do mention, and as such, you may have to add or subtract items to fit your play style.
This is pretty much the build I go with every game. Why? Shrapnel is your ONLY escape mechanism via slowing. In an area, which means you can escape multiple enemies. On top of that, the slow is too valuable in ganks and the damage is useful. Take Aim is taken over head shot simply to ensure survival, especially when nukers are ruling the game. Take Aim allows you to fight away from all that and gives you some range and breathing space. Head Shot is taken when you have the agility and attack speed to handle it. Stats can be taken at level 10 for some basic boosts if you feel you could do with it. Or if you just don't think level 1 head shot is worth it for some reason. 38 HP actually helps a lot through, and the intelligence is
welcome.
: This is actually really really popular, especially amongst comp players. You can take this if you want. It cancels channeling (TP) and that's it's main use. The rest is good for last hits/denies and the like, however it's too chance based. Still, this is good, for say, stopping Crystal Maiden from using Freezing Field. Certain other effects (upheaval, shackles, epicenter etc.) are very useful to stop. Whereas in comp play this might be a must, such channeling/casting skills aren't as popular and not everyone uses TP's to escape in public games. Beware that it's quite possible though.
Read the skills section of the hero info above for skill usage/comments/effects. I will also add more usage info in the strategies section below.
NOTE: This is where things might go a bit unorthodox for you. I made my Bristleback build a few versions ago on the DA forums. I used bloodstone and a lot of people were skeptical. However, nowadays, I see many people supporting that item choice and it's very useful. So remember, try it, practice it, master it, then compare it. Then you'll know if the item build works for you. ALSO: Remember that the item build has to follow player style so if it doesn't fit you, it'll be futile. Remember that.
Level 1

OR
(Note that these items are only possible if you use tangos. With salves, you will have to forgo the Gauntlet of Strength. I DO recommend tangos since being harassed isn't likely for many reasons.)
Levels 2-7



Total Cost 2979
A LOT of str. Even the treads are strength. This build gives you sufficient DPS for the level and lots and lots of strength to survive any lions or linas or necrolytes. On top of that, you even get enough mana for a little extra spam and Magic Wand CAN and WILL save your life later on.
Levels 8-12 (Core)




Total Cost: 7379
Additional Costs: 4400 (Sange and Yasha)
Okay, I'm sure many of you are going "WHAT NOW?" to the SnY. Many builds list it as an optional. I list it as core. Of all the orbs, it is most suiting. Why? The bonus MS is your survival mechanism, the strength is just outright useful, the slow is useful too, it increases your DPS, gives you survivability, and is a very easy build up. Especially if you're ganking a lot, you'll need this. Also, it's the most useful orb since it has NO way of revealing your location if you decide to fog shoot.
Levels 13+ (Luxuries)




Okay, lots of DPS items, then... Skadi? The passive slow and bonus HP/MP is invaluable. Any bonus DPS isn't needed unless you're fighting an opposing DPSer. Chances are, you outcarry any semi carry (2.9 agility/level is almost terrorblade, essentially the best agi, at 3.2. Your agility is AMAZING) and other carries will feel the pain of being ministunned mid attack. With the right jukes and fog shoots, skadi is really the ideal weapon with the slow. The passive slow, then maimed, makes for not much movement. The bonus movement speed and skadi work well together. In the end, you do deal a lot of damage and it's just outright painful. Also, you're going to be tanky now. Less vulnerable to any form of attack. Watch out though, there are some outright hardcore carries who will out carry you (Phantom Lancer, Terror Blade, Phantom Assassin, and Spectre come to mind.)
Manta
Manta is a great item. Don't get me wrong for not using it in my build. There's a good reason for that. The simple reasoning is that I use Skadi in my build. There is an alternative to Manta Style. Manta Style is good for survival (Strength, Movement Speed, Illusions, Armor), Damage output (Agility, Attack Speed, Illusions) and for scouting (Illusions, Movement Speed). So, of course, it's a really popular item. There's a good reason for that. However, I primarily made this guide to explore more options on Sniper. Manta, being so popular, needs very little to be said since there's so many guides. However, since I'm basing this guide on a more versatile method, here is the manta build. You'll note that this quite parallels my other build.
Level 1

OR
(Note that these items are only possible if you use tangos. With salves, you will have to forgo the Gauntlet of Strength. I DO recommend tangos since being harassed isn't likely for many reasons.)
Levels 2-7



Total Cost 2979
A LOT of str. Even the treads are strength. This build gives you sufficient DPS for the level and lots and lots of strength to survive any lions or linas or necrolytes. On top of that, you even get enough mana for a little extra spam and Magic Wand CAN and WILL save your life later on.
Levels 8-12 (Core)




]
Total Cost: 8179
Additional Cost: 4900 (Manta Style, Maelstrom)
Manta style for all the reasons stated above.
Levels 13+ (Luxuries)





Okay, lots of DPS items, mjolnir for an orb, then... Skadi? The passive slow and bonus HP/MP is invaluable. Any bonus DPS isn't needed unless you're fighting an opposing DPSer. Chances are, you outcarry any semi carry (2.9 agility/level is almost terrorblade, essentially the best agi, at 3.2. Your agility is AMAZING) and other carries will feel the pain of being ministunned mid attack. With the right jukes and fog shoots, skadi is really the ideal weapon with the slow.The bonus movement speed and skadi work well together. In the end, you do deal a lot of damage and it's just outright painful. Also, you're going to be tanky now. Less vulnerable to any form of attack. Watch out though, there are some outright hardcore carries who will out carry you (Phantom Lancer, Terror Blade, Phantom Assassin, and Spectre come to mind.) Also, deals a lot of damage with chain lightning if they're actually being hit, so overall it's a great item for sniper. I recommend making mjolnir, then getting skadi before moving on.
While Sange/Yahsa has a set build, and Maelstrom/Manta complement each other well enough to have their own build section, orbs are another story. The other orbs, there are few, work well enough with the Sange/Yasha build, just replace Sange/Yasha with said orbs. I will discuss strategies, when to get these orbs, and how to best use them in this section. With the best, non-situational orbs cleared out of the way, let's discuss the more situational orbs.

The least situational of the 4 other orbs. Use this if you're going heavy carry with less gank, need to farm a lot, or feel that all that strength and magic wand/stick's burst HP do not give you enough survival. The reason this orb isn't primary is simply due to the fact that it has an animation and gives up your amazing 3000 speed orb. I dislike losing the animation but everyone can need life steal sometime. With buriza, this can do some pretty good damage and Satanic is good for HP.
Although this is good to counter heavy casters if you can farm it up fast enough, chances are, you can't. This is a good counter to certain heroes though. Leoric is a good example. Sven, Magnataur, and other strength heroes with many passives also will suffer from this. Luna, Morphling, and Juggernaut are good examples of agility heroes who will suffer. Intelligence heroes with heavy intelligence usage and spam spells such as Lesrac, Storm Spirit, and Necrolyte will also suffer from your use of this. Omniknight will be heavily countered due to purge and mana burn. This is a great item and the only thing that prevented this from being primary is the lack of effectiveness and farm-ability in comparison to other orbs.
Ugh, I hate this orb but I can't deny its effectiveness. I had this as rejected due to the fact that Sniper is so squishy but this build counteracts that and my strategies focus on the use of range. So, I can't deny that you can use it. be warned though that the results may be a lot of dying without good practice of using your range to attack well. The quick ministuns and high damage works well. Use this against more fragile heroes with lower cast range (Lion, Lina, Queen of Pain)
This item is
great and was have been my choice before I discovered Sange/Yasha's effectiveness. It increases your damage output greatly but unfortunately replaces your animation. Use this to simply increase damage output and if other orbs just don't seem to work so well in such a situation. Since the other orbs rely on already having dealt enough damage, buy this orb if your opponents are too strong and won't die easily to you.

Yeah, I know I recommend this for the manta build but it's still an orb and still a dicussion for if you for some reason decide against going manta style but still want another orb than your primary choices. This item is great for push, aoe damage output, and for adding to your damage output in general. Get this if there are a lot of team clashes, a lot of pushin gneeds, and you need to punish physical attackers with mjolnir's active.
Optional Items

Honestly, if you're playing right, you shouldn't need this in most cases. The massive amount of strength in this build combined with your high, high, high range means that you won't be hit often and when you are (i.e. focus) you can just walk away since they won't hit you often. Care is the most important aspect of playing this hero. So remember that.

This is actually a really good item on Sniper. Using kelen's, you can place yourself in places where enemies won't look. Then, you can shoot away and chase with kelen's as well. Those who may laugh at your first will note that you are never very often even seen by your opponents.

Your agility is pretty damn good and you got 2 magical damage based spells. The combination is quite obvious. Go for it but remember: chances are, you'll never outdo your own DPS.

Doom Bringer? Lina? Rooftrellen? Protect yourself! This is a great item and gives you some much needed regen. That's the one thing my build lacks. Get this if there's a painful spell you can just block. Since you're a great farmer, it's quite valid.

This is one of those items you just always get if you need it. There isn't much discussion but in case you forget, I'll bring it up here.

This was once a great item but its value has decreased. The damage block is only 20 for ranged heroes now so you'll avoid using this most likely. Still, sometimes you really need it. If for some reason 26 bonus strength isn't enough, feel free to get this.

Sometimes, you can't always stay out of cast range. Help yourself. It gives you damage and health anyway so it's everything we look for except attack speed...

A great item on almost any hero to counter casters and to support your own casting. Why don't I list it as core? It's expensive, takes up a lot of space, and does little to help your survival during build up. After build up, it counters
one caster. Still, I criticize it a lot but it's a good item. Just not the most effective. In a caster heavy game or if you're fighting some very annoying or painful spells (lucifer, or just to counter rikimaru's invisibility) get this. It's expensive though, despite its easy buildup.

People don't give this enough credit! You can block your weakness: burst damage, increase your damage output, and do it at a range still so the degen doesn't destroy you. Definitely not recommended for most games but sometimes, armlet doesn't just have to be for strength DPS. Still, avoid it most of the time since you need time to farm it up in the lanes and degen doesn't help. Besides, you're not a strength hero, you can't make full use of the item.
Rejected Items

Not only are you ranged, but you have a ministun. You don't need more. Leave it be. This is pretty much the item to not get on sniper.

I know lots of people like to mess around with Bfury on ranged heroes but let me tell you right now it does
not work out well. Sniper doesn't benefit much from anything except the damage. With magic wand and 2 bracers, you get +9 Int and up to 150 burst mana. If you need more, get a null talisman or something but seriously, avoid the bfury. The damage is great for the gold but you're wasting the inventory.

Unless you're picking this up from a leaver, just don't get it. Even then, a melee hero is always a better choice. You're fragile, you shouldn't be going in, and +60 damage doesn't benefit you as much as half that much attack speed. Damage output can be prolonged any way.

Sometimes, with teammates who refuse to help you, you have to help yourself. Avoid this at all costs until you absolutely need it. A hood of defiance is better 9 times out of 10 but sometimes to save your team as well as yourself, you'll need to buy it. Still, avoid getting it until you really have to get it. Until then, rejected.
Courier, Wards, Dust
Such a shame, that sometimes you need to buy these items. But, you do. So, here's the quick rundown.


I enjoy having my games with a courier. Since I almost always random in a game, this doesn't tend to be a problem for me. If you buy a courier, you usually want it at the beginning of the game to feed your health and mana needs through tangos, salves, and clarities. Afterwards, crow it as soon as you have the extra gold. Make sure it's extra! A circlet can be bought with that money and a circlet can be equally valuable! However, crowing is vital since you need the extra mobility. Having items given to you from half way across the map is really helpful and there's little point in spending the 200 gold from your precious starting gold otherwise. If you're playing with a friend, and they have a more support oriented hero, ask if they can buy the courier. Or maybe you can and they can crow if neither of you are that support oriented.
Comprehensive Warding Guide (credit to Lycan)
This isn't a warding guide, but here's a warding guide to help you. Should you feel the need to protect yourself, these are some prime locations to place them. I don't enjoy warding as sniper as it siphons precious resources, but it's quite necessary so here you go.


Very very useful. I prefer Dust to Ward as it's more mobile but a more defensive stance would be to take wards and place them. 180 for Dust (2 charges) or 200 for Wards (2 charges.) Remember: Wards: Defensive, Dust: Offensive. You are an offensive character!
My general rule of thumb: Get strength treads, leave it there, survive. However, that's not always the case with games.
Phase boots give movement speed! Vital to the chasing, fleeing, and kiting of our play style. Unfortunately, they don't give health nor armor. They do nothing to increase your survivability except increase your movement speed. They don't give attack speed to augment head shot either. So, I dislike this item but it's still viable.
This is a late game boot. Buy it after you have your core and if you need to push. (Usually, you should buy a mjolnir in that case! Remember these things.) It gives MS, but nothing else. Very useful nonetheless although I prefer keeping my treads, the game can demand otherwise.
Aracane Boots (waiting for icon to come up on playdota)
A very useful item in terms of spamming shrapnel, but again, does nothing for your survivability, and you got Magic Wand, +12 int, and you can always go back to base. I would use this if the enemy team has got Broodmother or something, but otherwise, not really worth it since no one really needs to spam shrapnel.

This is an overtime slow heal that gives a lot of health for the gold and doesn't cancel even if you're hit. It's a good counter to poisons and burns and heals a good amount of health when placed with your own health regeneration. To top it off, it lasts a long time so you can heal quite a bit. Unfortunately, you may still have to go back to base with these in your inventory as they can take too long.

This is a quick burst heal but be careful; it cancels if you take any damage. Fortunately, you won't have to go back with this in your inventory. Early game, it'll easily heal most of your health. Unfortunately, it's a single go and not very useful for keeping your health near maximum the entire time.

Clarities are useful to keep up your mana if you're spamming shrapnel. Unfortunately, they have the flaws of tangos and salves for your mana. They take a long time and they cancel on hit. Fortunately, you probably won't need this too often; spamming spells is rarely needed and often unwise.

Bottle is a good regenerative item that holds up as a combination of tangos, salves, and clarities. They come with 3 charges that can easily be refilled, heal mana and health, heal quite a bit (easily over half of your maximum HP mid game) and do it quickly. They cancel on hit but they don't heal for very long so it's usually irrelevant. Unfortunately, they stay in your inventory a long time and you have space issues as it is.
Choosing a lane is fairly simple. Sniper works well in any lane. Middle, he is a ranged hero with great range, keep your distance and you'll be fine. The more "pushed" lane (Top for Sentinel, Bottom for Scourge) is a more difficult lane. Focus on denying and you'll be fine. The less pushed lane (Bottom for Sentinel, Top for Scourge) is quite nice for you. You can easily last hit and deny and keep them at tower distance.
FOCUS ON DENYING AND LAST HITTING!
You are a heavy harasser, yes, and you should do it a lot. Every chance you get. However, every chance you get, last hit or deny. You'll have plenty of opportunities to attack your enemies while still denying and last hitting. Last hitting gives you gold and exp. Denying keeps them from getting their gold and exp. Hence, you end up more farmed and more leveled than your opponents. The reason why I stress this so much is because as sniper, despite the lack of base damage, you come equipped with the best missile in the game. As a ranged hero, most people are crippled, reliant on their animation. Not so with sniper, as it's almost instant. So, you
must deny and last hit.
Harass. A lot. Gank when you can, taking advantage of Shrapnel. Shoot it so that the opponent is near the edge closer to you and they'll go back the way there's more shrapnel blocking the way
Like so. You'll note that most of the likely escape routes are covered in shrapnel, taking more damage. If he chooses to advance towards me, I'll simply counter by attacking more. If I have a lane mate, I can cause a lot of pain.
Fairly simple, no?
Tips
- Always last hit over denying
- Always deny over harassing
- Always keep enough mana for another shrapnel (if you need to run or chase)
- Use shrapnel as a tool to augment your harassment in convenient locations
- Call MIA!
- Watch the mini-map since you can't always rely on teammates
- Buy items at base ahead of time in case you get ganked
- Buy boots ASAP from a side shop if it's available to you
- Taking 1 early level of head shot to cancel TP or channeling is always valid
- Kite! Avoid getting hit to hit them
- Remember your base damage is low and your missile speed is high so just hit at the lowest conceivable health!
Ah, early mid game. This is your domain! Gank a lot, lane farm when you're not, jungle farm is the lanes are too pushed (past river.) It's really fairly simple. However, the most important rule is AVOID STAYING ALONE. Ganking works best in pairs or groups. Pushing too. Avoid pushing too much unless it's with teammates (if you're in a group of 3 or more, it is somewhat safe. That's the lowest number of people available.)
Fairly simple. Read the wards section in the item section above, you may very well need warding to be done. Remember, constantly keep watch of people; you can catch a gank before it happens and flee quickly. This will save your life. Again, warding will save your life; if you ward, you live.
Remember, last hit and deny! Denying can help, although not much, every bit helps. Last hitting is gold, and this is your farming time. Remember: Keep buying items at base!
Ganking
This is fairly simple. Aim your shrapnels like so:
(remember? From the laning section?) and proceed to attack. When they are nearly dead, simply activate Assassinate and enjoy yourself.
With allies, stuns should be landed
while they are in shrapnel! Not only is that more damage, it counts as more time in the shrapnel itself. With teammates, not much changes. However, avoid going in first with teammates around. Shrapnel has a cast range of 1200, so after your teammates go in, move in and land the shrapnel. Proceed like always but avoid being hit,
you will be targeted. Move back after crossing the second tower, you will either get the kill and die, just die and miss the kill, or come into a very very close encounter. The KS Dilemma has been around for pretty much as long as sniper. He has assassinate, a good damaging massively ranged nuke with a cast time. In other words, perfect for not participating but getting the kill. Avoid ksing! Not only does it detract from teamwork but it also weakens your teammates. Simply being there for exp+assist gold is usually good enough.
As such, only use your ultimate to initiate a gank or if you have done more than 1/1+# of gankers worth of damage. (This means, if there are 2, 1/3 of health damage done, if there are 3 1/4, etc.) It's a fairly good formula but note that it's not 100% accurate. There will be times when you still annoy people. A good note is that you shouldn't ks if you just avoid using your ultimate. Getting kills without is quite plausible.
Tips- Continue to last hit/deny
- Auto Attack for pushing only
- You can attack out of the range of towers, so proceed to attack towers even if more creeps come
- STAY BACK and out of opposing attack range
- Avoid crossing river alone
- Assassinate as the enemy gets out of your attack, and chase, range
General
Generally, you can continue to play as you have before. Gank often and now is a good time to push lanes. Hopefully, you're well on your way to a sange/yasha or manta at this point.
This, and laning, are the 2 most important stages of communication. Team pushes, team defends, ganks, and team fights reign in this stage of the game. Caution and communication will get you through this! You must communicate well with your team to win against good (or well communicated) enemies! I suggest you start at the beginning and sort of get their respect in some ways, just get to know the team. Show yourself as a calmer, thoughtful person and they're most likely to listen to your advice and leadership.
Tips
- Be even more cautious now
- Harass opposing carries as much as you can
- Avoid being alone at all costs at this point
- Communicate with your team!!!
- Encourage team pushes unless you're outnumbered or lack aoe disables in comparison
- Stay back out from team fights and harass your opponents from far away!
- Remember the name of this guide: From Far Far Away!
Late Game
Late game begins; hopefully you can start your skadi, maelstrom, or other items now. Move quickly and hopefully you can out carry some of your opponents (but definitely avoid head on confrontations of hardcore carries.) Use your newly acquired movement speed boost and allow yourself a little freedom in terms of recklessness. Chances are, in terms of agility and intelligence heroes on your team, you are quite tanky (meaning you can absorb a lot damage.) Avoid being reckless but you can give yourself a little freedom. 1 wave past river can get you killed, but maybe not. You come with a lot of health, good movement speed, and a decent slow.
End Stage
Enough has been said, all the advice given out. Continue to kite against your opponents. Avoid head on confrontations and hopefully, win. Remember, shrapnel damages towers! Use them often. Or use them on the barracks (you can hit both at the same time.)
Encourage ending once you hit level 18 or so. You should be well farmed and well ready to fight the opponents. Remember once you have 2/3 barracks (or "rax") victory is almost assured unless your opponents have inflicted similar losses upon you. Keep on the offensive if possible, defend when needed but try to push your opponents. Pressure them to defend their base.
Attack the enemy, attack the throne/tree, win. Thank you for reading this guide, I hope it helped

Fog Of War
Fog is your friend
The idea of how fog works is actually pretty simple. Here are the rules of Fog Of War (FoW)
1) You can hide behind things, essentially meaning trees in dota. If you are on the other side of some trees to your opponent, they won't see you (that or they're warding.)
2) It's hard to look up. Cliffs and ramps will make it hard to see you. If you are up on a ramp, and your enemies are below, they won't see you.
3) It's easy to look down. You will see a much larger area from a higher vantage point. So, looking down from a ramp let's you see more than being directly below.
4) It's easier to see during the day, harder to see during the night. There are certain exceptions to this rule. However, generally, ganking at night isn't only for night stalker.
5) The more things that surround you, the harder to you are to see. This means, the more trees you have around you, the harder you will be to see. (Sprout **Furion** being an exception.)
6) Angles matter. What angle you are from your opponent will determine whether or not you are revealed.
7) Attacking from fog reveals you to your attacker and his/her allies.
What does this all mean to us?
1) Juking is a good practice. Take advantage of facts 5 and 6. Use angles and areas of heavy foliage to your advantage. Practice and get some mastery of fog of war.
2) Attacking from fog is a good practice. With your awesomely invisible animation and your great range, it's easy to use fog as cover when attacking. All this will do is slow down your opponents from finding you however. This is because rule #7. So why attack from fog? The distance of fog between you and your opponent isn't revealed which slows down opponents from finding you. It also means your allies can distract your opponents while you're a difficult target.
3)Ganking at night has a higher success rate. (Juking isn't a large worry for shrapnel's AoE DPS and assassinate.
Despite being an extremely easy win for a game, this is a good example of how to play sniper. My major mistake in this game was to first pick an agility hero. I was leaning towards picking invoker, an all purpose hero and good for a first pick in RD, but I realized I needed replays for this guide.
You'll note that from the start, my team and I had some communication. We spoke, called mia, and worked as a team. Later on in the game, this really worked in our favor. Centaur was even willing to listen to me when I told him to go back to base, not something that always happens in public games.
Next, you'll note my basic aim of Shrapnel, pretty much always as I said in the guide. This is a good show of why SnY is a good weapon on Sniper. Using slow, movement speed, and health. Unfortunately, I make quite a few mistakes and my laning was not at my usual stage, missing quite a few last hits and denies. This works against me later but I was still able to finish quite strongly.