
PLEASE NOTE THAT WITH THE LATEST CHANGES OF 6.72, THIS GUIDE IS RENDERED COMPLETELY IRRELEVANT.
A message from Maya:
It is rarely that I will complain about a change, but 6.72 frankly killed this hero the way we know him. Firestorm is channeling and deals less overall damage (albeit more burst damage), Pit of Malice lasts shorter, but now finally spawns corpses (and deals 100 damage), Expulsion's area now moves with Pit Lord and corpses heal allies (but don't stun any more). All in all, the hero has been turned into an easy ganker/support hero, whist losing his great farming, soloing, turtling capability. Ironically, he might get many new fans, but he's losing the oldest ones: me and JimRaynor55. Sigh... maybe it's for good. Thank you, all whiners, for killing this great hero's unique playstyle. You finally got it.
I don't know if I'll be updating this guide. I think I'm not going to play DotA for a while now. Experiment with the hero, try him in different laning situations, that's all I can say.
P.S. I did indeed post a comment in IceFrog's blog about reworking Pit of Malice. If you are curious, I've attached it here.
A message from Maya:
It is rarely that I will complain about a change, but 6.72 frankly killed this hero the way we know him. Firestorm is channeling and deals less overall damage (albeit more burst damage), Pit of Malice lasts shorter, but now finally spawns corpses (and deals 100 damage), Expulsion's area now moves with Pit Lord and corpses heal allies (but don't stun any more). All in all, the hero has been turned into an easy ganker/support hero, whist losing his great farming, soloing, turtling capability. Ironically, he might get many new fans, but he's losing the oldest ones: me and JimRaynor55. Sigh... maybe it's for good. Thank you, all whiners, for killing this great hero's unique playstyle. You finally got it.
I don't know if I'll be updating this guide. I think I'm not going to play DotA for a while now. Experiment with the hero, try him in different laning situations, that's all I can say.
P.S. I did indeed post a comment in IceFrog's blog about reworking Pit of Malice. If you are curious, I've attached it here.
Quote:
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Hello, It has already been brought up many times before, but I'd like to see the proposed feature of Pit of Malice being able to spawn dead bodies. Pit Lord already has 2 situational spells that are only usable in lanes - Expulsion and Dark Rift. Pit of Malice spawning dead bodies is already brilliant thematically, and will help making Expulsion less situational with a brilliant synergy. It's not something overpowered, since Expulsion's damage is the same as Sand Storm, which already can be cast everywhere. Besides, the entire community, including avid Pit Lord enthusiasts like me and JimRaynor55, agrees that Expulsion is a weak spell that is only usable near towers or barracks. I see no reason to hold back an update which the entire community supports. Thanks a lot. |
I BRING DARKNESS Azgalor the Pit Lord Author: Maya Disclaimer: This guide is made for PUBLIC AND INHOUSE GAMES ONLY. The author is not a professional DotA player and she has never participated in any contest or league. However, she has more than two years of experience with the hero, and over 200 games with him. Please note that every single part of this guide has been tested and proven to work. THEREFORE, IF YOU FIND ANYTHING YOU DON'T AGREE WITH, BACK IT UP WITH REPLAYS, OTHERWISE DON'T BOTHER STAINING THE PAGE WITH IT. Changelog: August 2009 - Guide created. April-May 2010 - A major update to layout, added new sections, PANIC-button summaries, tips, and more. June 2010 - Fixed some mistakes with images. December 2010 - Old guide removed completely. December 2010 - Added a new build and a new section. More in-depth explanation for newbies. Coming up: December 2010 - Updates on what is not recommended for the hero. December 2010/January 2011 - Replay section. Introduction Azgalor is arguably the least popular hero among all DotA players. I'm not kidding. While Chen, Meepo and Invoker are usually scolded in pub games, they are often a pubstomper's choice, while Pit Lord is entirely neglected. He bears the infamy of a turtler, boring farmer and a classical screw-up fail strength nuker who doesn't even have a direct spell. The rare occasions he sees light are "a situational pick" in league games (where players fail tremendously, equipping the hero with a Basilius and pairing him with a carrier in the long lane, doing nothing and feeding 0/6); and if someone happens to misclick N'aix or Balanar or random Pit, then either (Someone swap? SWAP? -swapall -repick) or (Feeding Spree - Ragequit). This always frustrates me and makes me /facepalm, because Azgalor is my favourite hero and seeing how those idiots waste his enormous potential made me write this guide. I am glad you have come here to read it and perhaps try to spread the deserved glory of this hero. I hope my walls of text and colour-mania won't scare you off or bore you to tears. Good luck! I would also like to thank my friend and mentor who taught me myself how to use the hero - JimRaynor55. I think he deserves at least 80% of the credit for this guide. Without him, I'd still be the noob who sticks to Axe and Omniknight. Things You Should Know While I've tried my best to be concise and to the point, people tend to skip long passages or get bored while reading them. Keep in mind I'm a girl, a writer and a scientist, which would often mean you will find my sentences overly verbose and embellished with too many colours. If that is the case, worry not and push the PANIC button, found after each paragraph you may fail to read or understand. Before reading the guide, take this SAT test (link) to check your current understanding of the hero. If you score below 700, you should read the guide in detail. Otherwise you may just want to skim through the strategies and replays and try the panic buttons. Soundtracks not to get bored of all the reading: Folk Metal Viking Metal Power Metal Satanic Metal Dream/Symphonic Metal Drunk Metal Fantasy Metal Thrash Metal Black Metal Pirate Metal Stats Strength: 25 + 2.6 Agility: 12 + 1.3 Intelligence: 17 + 2.6 Affiliation: Scourge Damage: 62-68 Armor: 4.7 Movespeed: 305 Attack range: 100 (melee) Attack animation: 0.45/0.70 Casting animation: 0.75/0.51 Base attack time: 1.70 Missile speed: Instant Sight range: 1800/800 Pros [+] The Best Farmer in the Game [+] The Best Base Damage [+] Team Teleportation [+] Very High Intelligence Growth [+] Massive AoE Damage [+] Teenage Mutant Ninja Turtle Cons [-] Awkward (You Literally Stun Yourself While Casting) [-] Item and Team Dependent [-] No Agility [-] Too High Cooldown on Ultimate When to pick? He is a better businessman than Bill Gates. He organises the fastest Safari trips. He can set the world on fire. He can bury you into your grave prematurely. He will even enjoy watching you writhe in pain while you are being burned alive and tentacle-raped and then just blow off your body for the lulz. (And to cover things up when the police arrive.) Is he Chuck Norris?! No. He is Azgalor the Pit Lord. As you can see, Pit can do pretty much everything. Which would mean he can always be a viable pick. Of course, "pros" will disagree with me. But I'm telling you - they cannot play Pit Lord. Watch a couple of competitive Pit Lord replays and you will see for yourself. Some people, however, will think that Pit Lord is a boring hero who can't kill anyone and farms the entire game, then ends up feeding and turtling. That's bullshit. If you feel, though, that you need some sort of clue whether to pick or not to pick him, read below. Generally, picking Azgalor is recommended if:
Skills ![]() Firestorm Calls down 6 waves of fire that damage enemy units in an area. Each wave deals initial damage and then burns enemies for 2 seconds. Level 1 - 25 wave damage, 5 dps Level 2 - 40 wave damage, 10 dps Level 3 - 55 wave damage, 15 dps Level 4 - 70 wave damage, 20 dps Cooldown: 14 Manacost: 100 /110/120/130 Range: 750
Table of Firestorm's damage: Comment:
![]() Pit of Malice A deadly pit is conjured at target location. Any unit that enters it becomes corrupted with malicious forces and is unable to move for some time. Level 1 - 1.5 seconds Level 2 - 2 seconds Level 3 - 2.5 seconds Level 4 - 3 seconds Cooldown: 22/21/18/15 Manacost: 100/115/130/145 Range: 800
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![]() Expulsion Ignites the rotten gases of corpses, detonating them to cause damage to any enemy within the explosion radius. Each explosion fuels another until there are no more corpses in the area. Does a ministun on damaged units. Level 1 - 20 damage per corpse Level 2 - 40 damage per corpse Level 3 - 60 damage per corpse Level 4 - 80 damage per corpse Cooldown: 10 Manacost: 75 Range: 750
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![]() Dark Rift Opens rifts that pass through the netherworld at his present position and a target unit simultaneously. Teleports your hero and nearby allied heroes through the rift. Level 1 - 6 second casting delay time. Buildings only. Level 2 - 5 second casting delay time. Units or Buildings. Level 3 - 4 second casting delay time. Units or Buildings. Cooldown: 180/160/140 Manacost: 75/150/225 Casting Delay Time: 6/5/4 Range: 99999
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Skill order 1. Firestorm 2. Pit of Malice 3. Firestorm 4. Pit of Malice 5. Firestorm 6. Dark Rift 7. Firestorm 8. Pit of Malice 9. Pit of Malice 10. Expulsion or Attribute Bonus 11. Dark Rift 12. Attribute Bonus or Expulsion 13. Attribute Bonus or Expulsion 14. Attribute Bonus or Expulsion 15. Attribute Bonus 16. Dark Rift 17. Expulsion or Attribute Bonus 18. Expulsion or Attribute Bonus 19. Expulsion or Attribute Bonus 20. Attribute Bonus or Expulsion 21. Attribute Bonus 22. Attribute Bonus 23. Attribute Bonus 24. Attribute Bonus 25. Attribute Bonus Explanation: Firestorm is then learnt whenever available because this is your main skill. Pit of Malice is maxed along with it for disabling and ganking purpose. Dark Rift is also taken whenever possible because the non-channeling global team teleportation is too good to be skipped, despite its restrictions, casting delay and cooldown. An optional early level of Expulsion may be taken to prevent channeling skills and items. If you have enough mana, you can actually max out Expulsion earlier, because in a bigger team fight it may deal over 500 area damage + the ministuns. However, the skill is usually delayed in favour of your HP and MP during Pit Lord's relatively weak middle game. Attribute Bonus should be taken mid-game to enhance your HP and MP pools. Expulsion is generally learnt late game because that is the time when you will have plenty of team fights and dead bodies. Tips on Game Start
The Fighter Build Good for: tanking, drawing attention, getting kills and flailing enemies early-mid game, leading team battles, semi-carrying, newbie Pit Lords Drawbacks: less casting capabilities, less gank/disable/support power, less versatility, late game only as efficient as Pit Lord's HP + damage Starting Items: During Laning: Semi-Carry Core: Semi-Carry Extra: Tank Core: Tank Extra: Basics This build is more newbie-friendly and utilises Pit Lord's farming power to turn your enemies' mid-game into a living hell, and either lead your team into fights later on or become a huge meat shield bomb. A Scroll of Town Portal, or better two, must always take place in your inventory until you buy Boots of Travel. It is super essential for your gameplay, and is VERY important. Don't forget it! Getting a very early Radiance should be no problem for you. It should pop up in your inventory around 16-19 min, even earlier for more experienced farmers. At this point of the game, it is so strong that every hit takes away large chunks of your enemies' HP and the aura will burn them even further. Just think about it: you deal 90 base damage, plus 60 from Radiance, plus 40 per second from Radiance, that's almost 200 damage every second. Combine this with a decent disable or a little help, and your enemies will beg for mercy. Heart of Tarrasque is the other item that makes you even scarier. Not only does it add 40 damage to your hits, but gives you over 1000 extra HP and acts as a mobile fountain. That way you will never need to do fountain runs, and will be able to self-sufficiently tank tower's damage. Do I need to say how useful that is? Blademail. You want that thing! It turns you into a meat shield bomb. If you are scary enough to get your enemy carrier's attention, activate this and watch Mortred suiciding before your HP gets down to even half of the bar. Seriously, it's an awesome item that wrecks havoc in pub games. Try it! Shiva's Guard adds a nice intelligence bonus and armor, and most importantly, AoE damage and slow. One great addition in Azgalor's weapon arsenal. When to get Boots of Travel has always been debatable. For some unknown reason, everyone loooves rushing this item on Pit Lord. In my opinion, that's stupid. While you have your towers hale and healthy, town portal scrolls do the same job. It has no use in early game, and mid game you should leave creep crowds for your hardcore carrier, if you have one, and even if you don't, hunting enemy heroes is more effective and fun than pushing several lanes at this point of the game. Again, if your help is needed, you can always use a town portal scroll or your ultimate. I recommend getting it after Heart if you plan on semi-carrying for the MS bonus, and after Blademail otherwise, simply because by that time you've already have run out of towers and your pushing era will start. Gameplay A little downside on this build is that you will have absolutely nothing in your inventory until you get your Relic. That means you will spend the entire early game in creep genocide on the middle lane, armed with naked Boots of Speed. I know it may sound boring to you, but it's a good way to practise your farming and to get used to Pit Lord's early spell spamming style and refilling the Bottle with your Crow. Besides, it's inevitable. You have to get those 3800 gold somehow. I wouldn't recommend ganking side lanes at this point. You have no items and you will waste your time and mana for a kill that's most certainly not going to your score, or not going to happen at all. Just sit in your lane and slap down that Firestorm. If you are going to kill someone, let that be your lane opponent. Let them get some Firestorm damage, and if they have the guts (or lack the brain) to stay in lane with 200-300 health, surprise them with one of the Combos (look below) and get your deserved kill. Don't take risks though, because your death hurts you more than their death and gold gives you. The instant you get the Radiance, however, the real fun starts. Who wants to get 200 damage per hit? No one at this point. Abuse it. Gank with friends. Gank solo heroes. Dominate. Taste glory and power. Lay terror and destruction. Bring darkness. Enjoy the moment while it lasts. Once 200 damage per hit doesn't look scary anymore, it's time to employ your other strengths. Boots of Travel and Dark Rift should guarantee your presence in every team battle that might happen, and you are the one that dives in right after your initiator, if you have one. Don't hesitate to go straight after the most dangerous enemy hero. When you feel it's time, pop up Blademail. You may die, but it certainly will not be in vain, unless you and/or your team suck really hard. Please remember that you are not Rambo, as much as you want to be. Team fights should be even. If your enemy is overwhelming, or you arrive too late, don't feed, but prepare your defences instead. Always be where your enemies do not want you to be. You must NEVER NEVER NEVER go to the forest to farm a few neutral creeps. Always push or defend lanes. You have two bloody teleports - use them! One to arrive, the other (or the first one, if already available) to get away (away is usually the other, unguarded lane). If your team is being wiped out, not all hope is lost. I have managed to defend the barracks on two adjacent lanes. Pit Lord is really able to defend like few others can, and stop masses of creeps and heroes from entering your precious territories. I know it's challenging, I know it doesn't feel like getting a Rampage every single time, but it's a part of the game and it's equally exciting. Besides, sometimes it may even bring you the victory ("Yoo, Scourge, did you even notice that creep shower your top left tower is going through? I'm sorry but I'm going there to help them, and your base won't last long. Have fun!"). Of course, don't warn your enemies that you are going to invade them, don't even tell them their base is in danger. Let them figure that out by themselves - some pubs will actually sacrifice a tower and a couple of barracks for getting Roshan. Finally, you don't win every game. Sometimes you will have your bad day, sometimes your enemies will just be better, sometimes your team will be incompetent, and sometimes it's just bad luck. But please, don't give up playing this hero. He deserves some love, too! The Caster Build Good for: ganking, disabling, blowing low hp heroes away, suppressing carriers, creating massive chaos and disrupting enemy team Drawbacks: less durability, more team dependency, more difficult to play Starting Items: During Laning: Standard Core: Standard Extra: Anti-Carrier Core: Anti-Carrier Extra: Basics This build focuses on Pit Lord's presence as a support AoE/single target DPS. A Scroll of Town Portal, or better two, must always take place in your inventory until you buy Boots of Travel. I think there's no need to explain why. Necronomicon is taken as your main physical tool. The demons have great auras (Endurance and True Sight), superb mana burn and the infamous blue guy with the 600 pure Last Will damage. Overall, Necro is a great item, because it gives outstanding physical damage (only surpassed by the unreliable Divine Rapier), a walking Gem of True Sight, one of the best mana-burning tools, speed, strength, intelligence and the bare sight of the two conjured warriors can make an enemy hero retreat. Seriously, I see no reason not to rush it. Shiva's Guard adds a nice intelligence bonus and armor, and most importantly, AoE damage and slow. One great addition in Azgalor's weapon arsenal. Guinsoo's Scythe of Vyce provides 3.5 seconds of Hex, which can often turn the tide in a crucial moment. Aside from that, it makes your mana unlimited and gives pretty good stats. Blademail, however, is my newest gem in Pit Lord's inventory. Extremely cost-effective and really efficient on the base of his natural durability, this item can do wonders in a messy fight and makes Azgalor no longer useless when he has used everything. Like Guinsoo's, it can do miracles against carriers, especially in a decisive moment. Heart of Tarrasque since the remake is a free fountain while there are no enemy heroes around. Aside from the 1000 HP it provides (and thus supports Blademail!), it allows you to effectively tank super creep waves and towers. I'd definitely not miss that. Boots of Travel - a no-brainer item for a pusher like Pit Lord, though you had better delay it until your side runs out of towers and forge on more important items. Gameplay I'm not going to dig in into deep details about the usage of your items. There are plenty other guides out there that focus on that. Therefore, I'll asume you already know how to use Necronomicon, Guinsoo, Shiva and Boots of Travel. The Caster Pit Lord's play style, while it may seem pretty straightforward, is not that easy. At times you may find it difficult to control everything in the same time (I do). So, remember to keep constant awareness about your position, health, mana and cooldowns. Don't go crazy about micro in controlling Necronomicon's summoned units. If you want, just shift-queue mana burn and attack and forget about them for a while. Seriously, it's not that hard to use them and it shouldn't act against your decision to play Caster. During the laning phase, you should have assembled your Necronomicon. Now you start ganking. At that point, you should have outleveled and outfarmed all other opponents, with the possible exception of the solo. If you have a Bottle (which you MUST get over Soul Ring, I will explain that later), there wouldn't be any problem with your ganks - unless your team has only one disable and that is yours (in which case I don't envy you). Nevertheless, if you really can't gank anyone, don't just farm, try pushing some towers. Necronomicon's summons again will prove handy and you will find that TP scrolls and Dark Rift suffice in terms of mobility (which is why you don't rush Boots of Travel, making yourself useless mid game). Oh, and don't forget buying wards. Now, late game is where your power truly shines. Expulsion will turn into a pretty nasty spell in team battles, and Pit of Malice can prove invaluable in helping your team's initiators (more on that later). Dark Rift is also of great importance in this phase - you can use it to backdoor, push, defend, save the team, or setup a mean gank. Or, what Pit is (in)famous for, you can turtle (delay) the game. Boring, but sometimes effective. Combos Memorise the following combos and practise them until you reach the routine level. Most of them will be only available to Caster Pit Lords, hence why that build route is considered better.
The Shortest Route to Failure Rings Do you think any ring would fit on those fat, sausage-like fingers, and would feel good? Why the hell do you keep trying then? Ring of Basilius, Soul Ring, Ring of Regeneration, Ring of Health, Arcane Ring. Every single one of them sucks on Pit Lord to the point it's a waste of money. #Ring of Basilius: Subpar mana regeneration (39 per minute, whoa, beats everything), little damage you make no good use of (having THE highest base damage in the game), armour you also make no good use of (starting with 5) and it doesn't help your creeps either because you will eliminate the enemy creep wave in 6 seconds. Besides, it hurts your starting gold to the point you won't be able to get anything else, save for a salve, and costs as much as boots, which is better for you. Please, if you buy this solely to regenerate your mana, don't play Pit Lord. #Soul Ring: I'm going to quote another thread: Quote:
#Ring of Health: One of the worst items in the game considering cost efficiency. For that price you can buy 9 tango packs (27 tangos), which you will never use, and will still be left a bit of money for a clarity. Big no. Again, Bottle and Crow provides better regeneration, both HP and MP-wise, and while you can turn Ring of Regeneration into Hood, and then into Pipe, which is a good situational item (but you are not good carrier for it), Ring of Health into Hood is literally a net loss of money (225 gold), and Vanguard on Pit Lord is absolutely bloody useless. Seriously, there are so much better ways you can spend that gold. #Arcane Ring: A lot of noobs used to buy Arcane Ring on Pit Lord, without even realising how little use of it they made. Now that it's changed into Arcane Boots is definitely a plus, but sadly you don't need the extra mana due to your high intelligence, low spell costs, and the fact you have a Crow and a Bottle, and your boots long for the "of Travel" suffix much more than for the "Arcane" prefix. Sorry. UNDER CONSTRUCTION |
Author: Maya
Map Vers.: 6.69
Azgalor the Pit Lord
I Bring Darkness
Last Comment:11/01/2013
Total Votes: 166
Current Rating: 8.21
Views: 176660






























