
Contents
1. Description
2. Abilites
3. Skill build
4. Item build
5. Overall strategy
6. Specific strategy
7. Screenshots
8. Best allies and enemys
1. Decription
Strength 19 + 1.85
Agility 15 + 1.4
Intelligence 26 + 2.8
Affiliation: Scourge
Damage: 49 - 64
Armor: 4.1
Movespeed: 300
Attack Range: 450
Harbringers playdota page
Pros:
Very strong lategame
Gamebreaking ult
Good base damage
Ranged
Good int gain for skill synergy
Best orb in the game
Good animation
Good counter to popular agility carries
Once farmed it is entirely possible to one shot heroes, mainly supports
Cons:
Range is small compared to other ranged heroes
Very weak disable/escape mechanism
Attacks really slow
Extremely item dependant
Low hp
Easily countered
Authors note: Harbringer is a very unique hero. He is the only hard carry that is INT and out carries most, if not all agi carries. He is a fun hero once you get a hang of him, but one of the most misunderstood heroes.
2. Abilities
Arcane Orb

Gives the Destroyer extra power to damage his enemies based on his remaining mana pool. Damage type is pure.
Level 1 - Deals 6% of your current remaining mana. Deals 100 bonus damage to illusions and summoned units.
Level 2 - Deals 7% of your current remaining mana. Deals 200 bonus damage to illusions and summoned units.
Level 3 - Deals 8% of your current remaining mana. Deals 300 bonus damage to illusions and summoned units.
Level 4 - Deals 9% of your current remaining mana. Deals 400 bonus damage to illusions and summoned units.
Cooldown: 0/0/0/0 seconds.
Orb effects do not stack
Buff placers do not stack
Level 1: 100 mana, 0 sec cooldown.
Level 2: 100 mana, 0 sec cooldown.
Level 3: 100 mana, 0 sec cooldown.
Level 4: 100 mana, 0 sec cooldown.
This is what makes you so dangerous. Pure damage which means it goes through magic resistance and armor. The numbers above the target head do not get reduced, but your base damage will. Can get this number above 300 fully farmed which is like getting hit with Zeus's lightning bolt every cast. Use it on summons and images for the extra damage. Lycans wolfs, invoker's spirits or any other summon is just free money. BKB/rage are the only two abilities that can block Arcane Orb. Also know that you can still use Arcane orb if you are in etheral form, and can be used on targets in etheral form as long as Arcane Orb is manually casted.
Astral Imprisionment

Teleports a target allied or enemy hero into an astral prison. The hero remains separated from the real world for the duration of the spell. If cast on an enemy, Harbinger steals intelligence from the target. Intelligence is restored to the hero after 60 seconds.
Level 1 - Banished for 1 second. 2 Int exchange.
Level 2 - Banished for 2 second. 4 Int exchange.
Level 3 - Banished for 3 second. 6 Int exchange.
Level 4 - Banished for 4 second. 8 Int exchange.
Cooldown: 18/16/14/12 seconds.
Level 1: 120 mana, 18 sec cooldown.
Level 2: 140 mana, 16 sec cooldown.
Level 3: 160 mana, 14 sec cooldown.
Level 4: 180 mana, 12 sec cooldown.
This is your laning skill. Use it to take enemys INT to add extra damage to last hit. Also spam to boost your int so you can ult them for more damage (up to 20 int stolen). Can be used to take someone out of a fight for 4 seconds (kind of like a long eul). Banish can also be used to avoid spells, snipers assasinate would be a perfect example. Use it right before the projectile comes out to avoid it. Also if getting ganked use it on the most dangerous target and run or banish yourself at a tower/by allies to make them tower dive for for 4 seconds or fight your allies.
Essence Aura

Whenever a nearby allied hero casts a spell, it has a chance to restore a portion of its mana pool. Passively adds to the Destroyer's base mana pool.
Level 1 - 10% chance to restore 25% of maximum mana pool. 5% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 75.
Level 2 - 20% chance to restore 25% of maximum mana pool. 10% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 150.
Level 3 - 30% chance to restore 25% of maximum mana pool. 15% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 225.
Level 4 - 40% chance to restore 25% of maximum mana pool. 20% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 300.
Passive
Very simple skill, it simply has a chance to restore lost mana after casting a spell it turns you into a walking mana fountain once it is maxed out. The +300 mana amps up Arcane Orb by 27 damage as well, which adds up after multiple casts.
Sanity's Eclipse

The Obsidian Destroyer unleashes his full potential; his mind unleashes a psionic storm able to penetrate lesser minds with terminal force, dealing massive damage to them. More crafty minds are able to resist most of the damage, but they expend most of their energies to do so, losing 75% of their mana. Heroes with more intelligence than the Destroyer are unaffected.
Level 1 - Deals damage equal to 8x the difference between the heroes intelligence and Destroyer's intelligence. 400 AOE.
Level 2 - Deals damage equal to 9x the difference between the heroes intelligence and Destroyer's intelligence. 500 AOE.
Level 3 - Deals damage equal to 10x the difference between the heroes intelligence and Destroyer's intelligence. 600 AOE.
Cooldown: 160
Level 1: 175 mana, 160 sec cooldown.
Level 2: 250 mana, 160 sec cooldown.
Level 3: 325 mana, 160 sec cooldown.
Early game this can finish opponents that are just beyond your orbs reach. Mid game this is your best anti-push skill. You should be hitting at least two people in team fights with this, if not more. Late game this skill is very devastating, any non int heros will take massive dmg, and 75% mana loss is very devistating as well. Sanity's eclipse hurts really bad after you spam a couple astrals on them. It can get upwards to 500 damage. Its also a good way of ensuring a kill on a gank in your lane. Remember it has a long CD so make sure you have it for big engagements.
Skill Build
Standard Skill Build
Level 1- Astral imprisionment
Level 2- Essence aura
Level 3- Astral imprisionment
Level 4- Essence aura
Level 5- Astral imprisionment
Level 6- Sanity's Eclipse
Level 7- Astral imprisionment
Level 8- Essence aura
Level 9- Essence aura
Level 10- Arcane orb
Level 11- Arcane orb
Level 12- Arcane orb
Level 13- Arcane orb
Level 14- Sanity's Eclipse
Level 15- Stats
Level 16- Sanity's Eclipse
Level 17-25- Stats
This is the "standard" skill build. You can switch up this skill build up some by taking level one orb earlier instead of level 4 aura, or if the lanes break down and you need more fire power you can stop skilling imprisonment at level 2 or 3. Keep in mind that this a very flexible build, and you might have to switch it up depending on how the game is going.
Orb Aura Skill Build
1- Arcane Orb
2- Essence Aura
3- Arcane Orb
4- Essence Aura
5- Arcane Orb/Essence Aura
6- Essence Aura/Arcane Orb/Sanity's Eclipse
7- Arcane Orb/Essence Aura
8- Essence Aura/Arcane Orb
9- Arcane Orb/Essence Aura/Sanity's Eclipse
10- Stats
11- Sanity's Eclipse
12-15- Stats
16- Sanity's Eclipse
17-21- Stats
22-25- Astral Imprisonment
This build is more risky then the standard skill build earlier in the game because you cannot imprison a ganker, or yourself. This build is great for level one ganks mid, level one orb with full mana can do quite a bit of damage. Feel free to take imprisonment over stats if you really want, i just don't like it because i feel that after the laning phase Astral Imprisonment is much less useful, and i would rather have the stats for more hp, and steady INT. Also with this build some of the stronger mid solos will give your a much harder time mid, like invoker, wr, or pugna (don't recommend soloing pugna with either build.)
Note: maxing your orb will give you higher burst damage, but will be harder to sustain due the fact that your aura will not proc as much.
Other note: Pwning noobs mid with this build is much easier, and quicker with this build rather than the standard build.
"YamateH" Build
1- Arcane Orb
2- Stats
3- Arcane Orb
4- Stats
5- Arcane Orb
6- Sanity's Eclipse
7- Arcane Orb
8- Stats
9- Stats
10- Stats
11- Sanity's Eclipse
12-15- Essence Aura
16- Sanity's Eclipse
17-21- Stats
22-25- Astral Imprisonment
This is really the Orb-Stats build but I call it the YamateH build because i have seen him use it the most with great success, and I am a YamateH fanboy
. This build makes you quite tanky early, has great burst damage for ganks, and powers up sanity's eclipse as well. Its a really well rounded build, but does not exceed at one thing exceptionally well.
Item build
Starting items






Good starting for better last hitting and a nice INT boost for when your ult comes around. Tangos to help regenerate harrassment. Feel free to switch the branches for a flask if you feel you are going to be in a hard lane. If you dont feel safe with low sarting HP you can grab two gauntlets instead (only if you feel you really need this, I never do.)
Core items





Yes it is an expensive core but that is why you are the carry. This is very attainable if you farm right and not try to go gank crazy. Try to keep a tp scroll on you at all time for gank evasion, defending the base/tower or a quicker way home. I try to keep my treads on INT but if they have hard gankers (NA, Pudge, etc.) then you can switch treads to STR.
After the Core

Probably the best second item after guinsoo if your doing well. Slow is good for chasing and armor really helps against physical DPS. Great INT boost for stronger orbs and a pumped ult. Get this if you aren't gettin disabled to much and can attack plenty during a team fight.

This is just as viable as shiva for a second item after guinsoo. It won't amp your orb nor your ult but the 5-10 sec of avatar is invaluable. Better than shivas as a second item if you are gettin disabled a lot.

Pretty decent item for a 3rd item. The extra mana regen goes to waste but it adds a nice dmg boost on your orb, ult and physical attack. The extra disable is always nice to add to your team. I woulden't recommend this before shiva/bkb.
Items NOT to get

Terrible item, really, really terrible item. Waste of ~3k gold. For that price you could be almost dagoning them with every orb. All it does is kill steal and adds minimal team presence.

Used to be a good item after guinsoo but now it just dosen't cut it. It no longer gives a massive mana/int boost but rather a minimal stat gain. Also, you don't benifit from the ult upgrade. Not cost effective so avoid it.


Orbs override your Arcane Orb and decrease your dps. DON'T GET THEM.


Don't get typical agi dps items, your better off with INT boosting your ult and orb.
Other Items

Good item adds a nice mana/life boost. I didn't think it would be good but I tried it out and it worked out nicely. Late game charges are always nice. Better off if you get this early.

I get this if I am farming well and can get it ~7-8 min. The 30% attack speed increase is really noticeable.

More of oldschool destroyer before shiva. Adds nice armor and attack speed, I just find shiva a better solution to armor problems.
Overall strategy
Early Game
Early game you want to sit in your lane and soak up last hits. Abuse your astral imprisonment for 100% denies (more info later in the guide). Don't gank and farm your lane. Call for a gank if your having difficulty in your lane. Don't be to aggresive but don't let your opponent push you over. Spam astral to keep your INT high thus keeping your damage high to last hit. Also spam astral to create a large INT gap between you enemy to pump up Sanity's Eclipse.
Mid Game
Mid game your objective should still be to farm. Remember you need to out carry your other teams carry so keep farming. If you have farmed really well (guinsoo treads nulls ~25 min) go around the map dominating your opponents. If your team has been distroying your enemy's team try to push and end.
Late Game
Time for pushing. You should at least have your core farmed and probably more. Don't make any mistakes as they are most crucial during late game. Try to push when you have the advantage but don't be foolish. Try to keep enough money on you for a buyback.
Specific strategy
Astral Imprisionment Deny
The basic strategy of this is to imprision an enemy right before a creep dies, they will recive 0% of the experence and obviously won't get any money form it. The best place to do this is at their tower where it is completly possible to get 2 100% exp denies.
Orb walking
This is canceling your animation basically. What you do is manually cast your orb on an enemy then right as the projectile comes off your wands spam right click ahead of your enemy. Repeat this untill your target is dead. Also this technique dosent attract any aggro from creeps or towers.
Screenshots
1. Description
2. Abilites
3. Skill build
4. Item build
5. Overall strategy
6. Specific strategy
7. Screenshots
8. Best allies and enemys
1. Decription
Strength 19 + 1.85
Agility 15 + 1.4
Intelligence 26 + 2.8
Affiliation: Scourge
Damage: 49 - 64
Armor: 4.1
Movespeed: 300
Attack Range: 450
Harbringers playdota page
Pros:
Very strong lategame
Gamebreaking ult
Good base damage
Ranged
Good int gain for skill synergy
Best orb in the game
Good animation
Good counter to popular agility carries
Once farmed it is entirely possible to one shot heroes, mainly supports
Cons:
Range is small compared to other ranged heroes
Very weak disable/escape mechanism
Attacks really slow
Extremely item dependant
Low hp
Easily countered
Authors note: Harbringer is a very unique hero. He is the only hard carry that is INT and out carries most, if not all agi carries. He is a fun hero once you get a hang of him, but one of the most misunderstood heroes.
2. Abilities
Arcane Orb
Gives the Destroyer extra power to damage his enemies based on his remaining mana pool. Damage type is pure.
Level 1 - Deals 6% of your current remaining mana. Deals 100 bonus damage to illusions and summoned units.
Level 2 - Deals 7% of your current remaining mana. Deals 200 bonus damage to illusions and summoned units.
Level 3 - Deals 8% of your current remaining mana. Deals 300 bonus damage to illusions and summoned units.
Level 4 - Deals 9% of your current remaining mana. Deals 400 bonus damage to illusions and summoned units.
Cooldown: 0/0/0/0 seconds.
Orb effects do not stack
Buff placers do not stack
Level 1: 100 mana, 0 sec cooldown.
Level 2: 100 mana, 0 sec cooldown.
Level 3: 100 mana, 0 sec cooldown.
Level 4: 100 mana, 0 sec cooldown.
This is what makes you so dangerous. Pure damage which means it goes through magic resistance and armor. The numbers above the target head do not get reduced, but your base damage will. Can get this number above 300 fully farmed which is like getting hit with Zeus's lightning bolt every cast. Use it on summons and images for the extra damage. Lycans wolfs, invoker's spirits or any other summon is just free money. BKB/rage are the only two abilities that can block Arcane Orb. Also know that you can still use Arcane orb if you are in etheral form, and can be used on targets in etheral form as long as Arcane Orb is manually casted.
Astral Imprisionment
Teleports a target allied or enemy hero into an astral prison. The hero remains separated from the real world for the duration of the spell. If cast on an enemy, Harbinger steals intelligence from the target. Intelligence is restored to the hero after 60 seconds.
Level 1 - Banished for 1 second. 2 Int exchange.
Level 2 - Banished for 2 second. 4 Int exchange.
Level 3 - Banished for 3 second. 6 Int exchange.
Level 4 - Banished for 4 second. 8 Int exchange.
Cooldown: 18/16/14/12 seconds.
Level 1: 120 mana, 18 sec cooldown.
Level 2: 140 mana, 16 sec cooldown.
Level 3: 160 mana, 14 sec cooldown.
Level 4: 180 mana, 12 sec cooldown.
This is your laning skill. Use it to take enemys INT to add extra damage to last hit. Also spam to boost your int so you can ult them for more damage (up to 20 int stolen). Can be used to take someone out of a fight for 4 seconds (kind of like a long eul). Banish can also be used to avoid spells, snipers assasinate would be a perfect example. Use it right before the projectile comes out to avoid it. Also if getting ganked use it on the most dangerous target and run or banish yourself at a tower/by allies to make them tower dive for for 4 seconds or fight your allies.
Essence Aura
Whenever a nearby allied hero casts a spell, it has a chance to restore a portion of its mana pool. Passively adds to the Destroyer's base mana pool.
Level 1 - 10% chance to restore 25% of maximum mana pool. 5% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 75.
Level 2 - 20% chance to restore 25% of maximum mana pool. 10% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 150.
Level 3 - 30% chance to restore 25% of maximum mana pool. 15% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 225.
Level 4 - 40% chance to restore 25% of maximum mana pool. 20% chance to trigger off of your autocast. Passively increases the Destroyer's base mana by 300.
Passive
Very simple skill, it simply has a chance to restore lost mana after casting a spell it turns you into a walking mana fountain once it is maxed out. The +300 mana amps up Arcane Orb by 27 damage as well, which adds up after multiple casts.
Sanity's Eclipse

The Obsidian Destroyer unleashes his full potential; his mind unleashes a psionic storm able to penetrate lesser minds with terminal force, dealing massive damage to them. More crafty minds are able to resist most of the damage, but they expend most of their energies to do so, losing 75% of their mana. Heroes with more intelligence than the Destroyer are unaffected.
Level 1 - Deals damage equal to 8x the difference between the heroes intelligence and Destroyer's intelligence. 400 AOE.
Level 2 - Deals damage equal to 9x the difference between the heroes intelligence and Destroyer's intelligence. 500 AOE.
Level 3 - Deals damage equal to 10x the difference between the heroes intelligence and Destroyer's intelligence. 600 AOE.
Cooldown: 160
Level 1: 175 mana, 160 sec cooldown.
Level 2: 250 mana, 160 sec cooldown.
Level 3: 325 mana, 160 sec cooldown.
Early game this can finish opponents that are just beyond your orbs reach. Mid game this is your best anti-push skill. You should be hitting at least two people in team fights with this, if not more. Late game this skill is very devastating, any non int heros will take massive dmg, and 75% mana loss is very devistating as well. Sanity's eclipse hurts really bad after you spam a couple astrals on them. It can get upwards to 500 damage. Its also a good way of ensuring a kill on a gank in your lane. Remember it has a long CD so make sure you have it for big engagements.
Skill Build
Standard Skill Build
Level 1- Astral imprisionment
Level 2- Essence aura
Level 3- Astral imprisionment
Level 4- Essence aura
Level 5- Astral imprisionment
Level 6- Sanity's Eclipse
Level 7- Astral imprisionment
Level 8- Essence aura
Level 9- Essence aura
Level 10- Arcane orb
Level 11- Arcane orb
Level 12- Arcane orb
Level 13- Arcane orb
Level 14- Sanity's Eclipse
Level 15- Stats
Level 16- Sanity's Eclipse
Level 17-25- Stats
This is the "standard" skill build. You can switch up this skill build up some by taking level one orb earlier instead of level 4 aura, or if the lanes break down and you need more fire power you can stop skilling imprisonment at level 2 or 3. Keep in mind that this a very flexible build, and you might have to switch it up depending on how the game is going.
Orb Aura Skill Build
1- Arcane Orb
2- Essence Aura
3- Arcane Orb
4- Essence Aura
5- Arcane Orb/Essence Aura
6- Essence Aura/Arcane Orb/Sanity's Eclipse
7- Arcane Orb/Essence Aura
8- Essence Aura/Arcane Orb
9- Arcane Orb/Essence Aura/Sanity's Eclipse
10- Stats
11- Sanity's Eclipse
12-15- Stats
16- Sanity's Eclipse
17-21- Stats
22-25- Astral Imprisonment
This build is more risky then the standard skill build earlier in the game because you cannot imprison a ganker, or yourself. This build is great for level one ganks mid, level one orb with full mana can do quite a bit of damage. Feel free to take imprisonment over stats if you really want, i just don't like it because i feel that after the laning phase Astral Imprisonment is much less useful, and i would rather have the stats for more hp, and steady INT. Also with this build some of the stronger mid solos will give your a much harder time mid, like invoker, wr, or pugna (don't recommend soloing pugna with either build.)
Note: maxing your orb will give you higher burst damage, but will be harder to sustain due the fact that your aura will not proc as much.
Other note: Pwning noobs mid with this build is much easier, and quicker with this build rather than the standard build.
"YamateH" Build
1- Arcane Orb
2- Stats
3- Arcane Orb
4- Stats
5- Arcane Orb
6- Sanity's Eclipse
7- Arcane Orb
8- Stats
9- Stats
10- Stats
11- Sanity's Eclipse
12-15- Essence Aura
16- Sanity's Eclipse
17-21- Stats
22-25- Astral Imprisonment
This is really the Orb-Stats build but I call it the YamateH build because i have seen him use it the most with great success, and I am a YamateH fanboy
. This build makes you quite tanky early, has great burst damage for ganks, and powers up sanity's eclipse as well. Its a really well rounded build, but does not exceed at one thing exceptionally well.Item build
Starting items
Good starting for better last hitting and a nice INT boost for when your ult comes around. Tangos to help regenerate harrassment. Feel free to switch the branches for a flask if you feel you are going to be in a hard lane. If you dont feel safe with low sarting HP you can grab two gauntlets instead (only if you feel you really need this, I never do.)
Core items





Yes it is an expensive core but that is why you are the carry. This is very attainable if you farm right and not try to go gank crazy. Try to keep a tp scroll on you at all time for gank evasion, defending the base/tower or a quicker way home. I try to keep my treads on INT but if they have hard gankers (NA, Pudge, etc.) then you can switch treads to STR.
After the Core

Probably the best second item after guinsoo if your doing well. Slow is good for chasing and armor really helps against physical DPS. Great INT boost for stronger orbs and a pumped ult. Get this if you aren't gettin disabled to much and can attack plenty during a team fight.

This is just as viable as shiva for a second item after guinsoo. It won't amp your orb nor your ult but the 5-10 sec of avatar is invaluable. Better than shivas as a second item if you are gettin disabled a lot.

Pretty decent item for a 3rd item. The extra mana regen goes to waste but it adds a nice dmg boost on your orb, ult and physical attack. The extra disable is always nice to add to your team. I woulden't recommend this before shiva/bkb.
Items NOT to get

Terrible item, really, really terrible item. Waste of ~3k gold. For that price you could be almost dagoning them with every orb. All it does is kill steal and adds minimal team presence.

Used to be a good item after guinsoo but now it just dosen't cut it. It no longer gives a massive mana/int boost but rather a minimal stat gain. Also, you don't benifit from the ult upgrade. Not cost effective so avoid it.


Orbs override your Arcane Orb and decrease your dps. DON'T GET THEM.


Don't get typical agi dps items, your better off with INT boosting your ult and orb.
Other Items

Good item adds a nice mana/life boost. I didn't think it would be good but I tried it out and it worked out nicely. Late game charges are always nice. Better off if you get this early.

I get this if I am farming well and can get it ~7-8 min. The 30% attack speed increase is really noticeable.

More of oldschool destroyer before shiva. Adds nice armor and attack speed, I just find shiva a better solution to armor problems.
Overall strategy
Early Game
Early game you want to sit in your lane and soak up last hits. Abuse your astral imprisonment for 100% denies (more info later in the guide). Don't gank and farm your lane. Call for a gank if your having difficulty in your lane. Don't be to aggresive but don't let your opponent push you over. Spam astral to keep your INT high thus keeping your damage high to last hit. Also spam astral to create a large INT gap between you enemy to pump up Sanity's Eclipse.
Mid Game
Mid game your objective should still be to farm. Remember you need to out carry your other teams carry so keep farming. If you have farmed really well (guinsoo treads nulls ~25 min) go around the map dominating your opponents. If your team has been distroying your enemy's team try to push and end.
Late Game
Time for pushing. You should at least have your core farmed and probably more. Don't make any mistakes as they are most crucial during late game. Try to push when you have the advantage but don't be foolish. Try to keep enough money on you for a buyback.
Specific strategy
Astral Imprisionment Deny
The basic strategy of this is to imprision an enemy right before a creep dies, they will recive 0% of the experence and obviously won't get any money form it. The best place to do this is at their tower where it is completly possible to get 2 100% exp denies.
Orb walking
This is canceling your animation basically. What you do is manually cast your orb on an enemy then right as the projectile comes off your wands spam right click ahead of your enemy. Repeat this untill your target is dead. Also this technique dosent attract any aggro from creeps or towers.
Screenshots
Author: HellSmurf
Map Vers.: 6.62
harbri
harbri
Last Comment:08/10/2010
Total Votes: 0
Current Rating: 0.00
Views: 3749
























