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Jah'rakal, the Troll Warlord
"I Kill for You"




When the Sentinel first gathered their forces, The Troll Warriors were considered primitive and unreliable. Their pride wounded, many refused to join, some even considering siding with the Scourge. Only a hotheaded young Warlord called Jah'rakal joined the Sentinel. Known as "Blinding Axe" in troll tongue, both for the blinding speed of his axes and his trademark blind technique, his unstoppable rampages have already made him a legend among his allies. However Jah'rakal fights not for the Sentinel, or even to defend the Ancients, but to show Elves, Men, Orcs and anyone else that trolls are the best fighters in the world.

First and foremost, this is my first guide, so feel free to comment, criticize, and ridicule my creation so that I can further improve this guide, and possibly, have some more knowledge of this hero. Second, I made a guide for Troll because there's no updated guide currently, and he's one of the best late game carries that I had fun and successfully played. Also, this is a guide that will teach, and hopefully open the eyes of noobs, and experienced players alike. So grab a hot cup of coffee or a sandwich and have fun reading this guide (;


I will update this guide and add some Screenshots, Images, and Replays in the future. For now, I have some other business like School projects and stuff, so I'm quite busy to add some.

Contents

I. Troll Warlord
  1. Stats
  2. Pros and Cons
  3. Skills
  4. Skill Build

II.Item Build
  1. Starting
  2. Core
  3. Situational
  4. Luxury
  5. Rejected

III.Playstyle
  1. Laning Phase
  2. Farming/Jungling
  3. Roshan
  4. Teamfights

IV. Friends and Foes
V. Conclusion
VI. Changelog


I.Troll Warlord

Jah'rackal, or as you all call him, Troll, is pretty much a carry hero. To be exact, he's a Hard-carry, or a hero that excels very well in the latest parts of the game that can overwhelm and dominate the opposing team. Because of his power, he is mostly focused on the early parts of the game and hunted to stop him from farming.

Now let's get to the point. Let's just say he can pretty much dominate the opposing team when he gets his core, and only a few heroes (on my opinion, only one) and a few items can stop this bad guy from running around, causing havoc and destruction.


a. Stats

Strength: 17 + 2.2
Agility: 21 + 2.75
Intelligence: 13 + 1

Affiliation: Sentinel
Damage: 38-46
Armor: 1.94
Movespeed: 300
Attack Range: 500
Attack Animation: 0.3
Casting Animation: 0.51/0.3
Base Attack Time: 1.7
Missile Speed: 1200
Sight Range: 1800/800

As you can see, he has a pretty average stats. His Str and Agi gain are normal, save his Int gain which is pretty low. You could say he is not a smart fellow, with his fighting style compensating for it.

b. Pros and Cons

Pros
  • One of the best carries in late game
  • Has the ability to wipe out the opposing team when farmed enough
  • One of the best stun-lockers in the game
  • Both melee and range
  • Opposing enemies may miss 60% chance
  • Solo-Roshaning Ability
  • Imba Atk Speed
  • He's a badass (;


Cons

  • Mostly focused and hunted early game
  • No escape mechanism whatsoever
  • Very squishy


As you can see, he has a lot of pros than his cons. If you can survive the first 1-20 minutes of the game and get your core, you are pretty much very close to having your Beyond Godlike abilities

c. Skills

Berserker Rage
____________________Jah'rakal goes berserk, using his throwing axes as melee weapons. He gains bonus damage, movement speed, attack speed, hit points, armor, and the Bash ability, but can only attack at melee range.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
C. Range
AoE
Duration
Effects
1
0
0
N/A
N/A
Until Switched Back
Switches bet. Melee and Ranged
2
0
0
N/A
N/A
Until Switched Back
Switches bet. Melee and Ranged
3
0
0
N/A
N/A
Until Switched Back
Switches bet. Melee and Ranged
4
0
0
N/A
N/A
Until Switched Back
Switches bet. Melee and Ranged


Notes
  • When Jah'rakal goes into melee mode he gets the following bonuses: +20 Movement Speed (+30 at level 4 of the skill), +15 damage, reduces his base attack time to 1.55, the Bash ability and 100 extra HP.


Bash
____________________Gives a chance that an attack will do bonus damage and stun an opponent for 2 seconds.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
C. Range
AoE
Duration
Effects
1
N/A
N/A
N/A
N/A
0.8 Seconds
10% chance to deal 20 bonus damage and stun
2
N/A
N/A
N/A
N/A
1.2 Seconds
10% chance to deal 30 bonus damage and stun
3
N/A
N/A
N/A
N/A
1.6 Seconds
10% chance to deal 40 bonus damage and stun
4
N/A
N/A
N/A
N/A
2.0 Seconds
10% chance to deal 50 bonus damage and stun


Notes
  • Damage type: magical
  • Jah'rakal only gets this skill when he is in melee form.
  • he stun goes through magic immunity.
  • Does not stack with Cranium Basher.



Whirling Axes
____________________Troll is a master of the axe, learning axe skills in all forms of combat. When in melee form, summons magical axes to whirl around him in a circle. When in ranged form, Troll hurls a fistful of axes in cone formation.

Whirling Axes (ranged)
____________________Troll hurls a fistful of five axes in a cone shape. Axes travel up to 900 range, slowing and damaging enemy units.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
C. Range
AoE
Duration
Effects
1
50
20
900
100*
3 Seconds
Slows movement speed by 30%, deals 75 damage.
2
50
20
90
100*
3.75 Seconds
Slows movement speed by 30%, deals 75 damage.
3
50
20
90
100*
4.5 Seconds
Slows movement speed by 30%, deals 75 damage.
4
50
20
90
100*
5.25 Seconds
Slows movement speed by 30%, deals 75 damage.


Notes
  • This skill is available when Troll is in ranged form
  • Damage type: magical
  • (*) Area of effect of each axe




This is an image of the axes in ranged form. This is the aoe of the axes (it extends a bit further), and it casts immediately like Veno's Venomous gale. This is good for chasing against red hp enemies because it has a huge aoe and slows for a good 5.25 seconds.



Whirling Axes (melee)
____________________Troll unleashes a set of magical axes which whirl around him in a circle. Nearby enemies take damage and have a chance to miss on their attacks.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
C. Range
AoE
Duration
Effects
1
50
12
N/A
450
4 Seconds
125 damage, 60% miss chance
2
50
12
N/A
450
5 Seconds
175 damage, 60% miss chance
3
50
12
N/A
450
6 Seconds
225 damage, 60% miss chance
4
50
12
N/A
450
7 Seconds
275 damage, 60% miss chance


Notes
  • This skill is available when Troll is in melee form
  • Damage type: magical




This is the full aoe (but it extends a bit more) of the melee whirling axes. It has a 0.1 second delay before casting, so when chasing an enemy and casting this spell, Troll stops for 0.1 seconds before the axes fly around. This also deals a great damage, and good for engaging enemies like Huskar because of the 60% miss chance. Sometimes you may even net a kill even if you have a red hp when casted in the right time.



Fervor
____________________When Jah'rakal engages an opponent, his animalistic nature grants him even greater proficiency in single combat. With each continuous blow on the same target, Jah'rakal gains understanding of the prey's defenses, increasing his attack speed by 20 per attack.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
C. Range
AoE
Duration
Effects
1
N/A
N/A
N/A
n/A
N/A
Max of 40 atk speed bonus
2
N/A
N/A
N/A
N/A
N/A
Max of 60 atk speed bonus
3
N/A
N/A
N/A
N/A
N/A
Max of 80 atk speed bonus
4
N/A
N/A
N/A
N/A
N/A
Max of 100 atk speed bonus


Notes
  • If Jah'rakal changes targets, his rage counter drops to zero.



Battle Trance
____________________Jah'rakal unconsciously uses dormant magic to awaken the savagery of every warrior on the battlefield. Greatly increases attack speed for a short duration, and lasts twice the duration on Jah'rakal.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
C. Range
AoE
Duration
Effects
1
75
20
N/A
Global
5/10 Seconds
Increases attack speed by 60%
2
75
20
N/A
Global
5/10 Seconds
Increases attack speed by 100%
3
75
20
N/A
Global
5/10 Seconds
Increases attack speed by 140%

Notes
  • Does not affect illusions.



d. Skill Build

Before everything else, I'll just say that no skill build is the right one or is the best! It always depends on the situation you are in, and feel free to experiment on every single one of them. No one's stopping you.


"The New Troll"
Level 1 - Whirling Axes 1
Level 2 - Berserker's Rage 1
Level 3 - Whirling Axes 2
Level 4 - Fervor 1
Level 5 - Whirling Axes 3
Level 6 - Battle Trance 1
Level 7 - Whirling Axes 4/Fervor 2
Level 8 - Fervor 2/Whirling Axes 4
Level 9 - Berserker's Rage 2
Level 10 - Berserker's Rage 3
Level 11 - Battle Trance 2
Level 12 - Fervor 3
Level 13 - Berserker's Rage 4
Level 14 - Fervor 4
Level 15 - Stats
Level 16 - Battle Trance 3
Level 17+ - Stats


This is the newer build to the 6.72 version of Troll (and I highly recommend this). You max out Whirling Axes because that's your primary nuke (trust me, you can net a few kills with that early game on). Then after you finished Whirling Axes, you take Berserker's Rage and Fervor evenly. You obviously take Battle Trance whenever possible, and with this skill build you can take Roshan on level 12, provided you have an Ogre Magi dominated creep with you.


"The Old Troll"
Level 1 - Fervor 1
Level 2 - Berserker's Rage 1
Level 3 - Fervor 2
Level 4 - Berserker's Rage 2
Level 5 - Fervor 3
Level 6 - Battle Trance 1
Level 7 - Berserker's Rage 3
Level 8 - Fervor 4
Level 9 - Berserker's Rage 4
Level 10 - Whirling Axes 1
Level 11 - Battle Trance 2
Level 12 - Whirling Axes 2
Level 13 - Whirling Axes 3
Level 14 - Whirling Axes 4
Level 15 - Stats
Level 16 - Battle Trance 3
Level 17+ - Stats


Basically the old skill build to Troll. Pretty much simple, leveling out Fervor first then Berserker's Rage for easier farming purposes and taking Whirling Axes out last. Battle Trance is taken whenever possible. With this skill build, you could go Roshan at level 11 with a dominated creep, either an Ogre Magi or an Alpha Wolf.



II.Item Build

Starting


Pretty much your average starting build, with 3 GG branches for stats, quelling blade for easier last hits, and a few tangoes and salve for heal.


Although almost the same with the first one, you only have 2 GG branches and you have the slippers to later upgrade to Poor man's shield.

Core


Yep, that's pretty much your core. Seems a lot? Well, you can farm that under 30 minutes provided you only had 2 or less deaths, and you net at least 2 kills. You could also skip the Poor man's shield and rush Treads. If you safely farmed and killed Roshan, then that's your core.


Treads vs Phase


Choosing between Phase and Treads. As all of you know, most build Phase Boots now for the skill "Phase" for chasing enemies, as well as the damage the item gives. Its 50 gold cheaper than Treads, and the damage dealt by Troll is greater. Treads, on the other hand, gives you stats and AS. Which is better for Troll?

Either one is fine, because Phase gives you the power to chase and take enemies faster, while Treads gives you AS and stats. If you want to constantly gank/farm, take Phase Boots then.


Situational

Before listing down the items, I'd like to say that these next items are just SITUATIONAL, meaning you don't have to get them unless you really need to. Under any other circumstances, you must not get them so you won't have to delay either your core, or your luxuries which are far more important.

Lothar's Edge: Well, if you really need an escape mechanism if you're focused down too much (even though you have that BKB), and you can't net a kill, get this! It's also good for killing those lone farmers that stray too far from his comrades.
Blademail: I don't really know why the heck you would need this.... But if you face a well farmed Sylla or Mort, then get this (which in most cases if you're equally farmed with them, you can own them pretty easily).
Blink Dagger: This is a more unorthodox type of Lothar's, and you can only buy this if you're bored and you want a whole new experience with Troll. Trust me, this is more fun than using Lothar's (;
S&Y: Well, after a few series of comments, I decided to put this to the Situational
Items. Its a pretty good item for Troll if you can't farm up a luxury and you really need the HP from Sange, and the ms boost from Yasha as well as the Armour. Also, I'm not fan of this item but if you do get this, do it after you get your BKB.

Force Staff: Another unorthodox type of item. It gives you AS and the ability to push yourself or others to the direction your facing. Good for chasing enemies, and when you are really bored against noobs in pubs. Great item when you're a support supporting Troll.

Manta:(Credits for Lycan and Lauty) Another possible core for Troll, delaying your BKB. When you have 2 illusions of yourself in melee form and their bash procs first before yours, the enemy won't be locked in place and won't be bashed. But if you want a longer bash, then attack your enemy first and when the bash procs, let your illusions attack them. Also, when you change forms your manta illusions die instantly, so becareful of that.



Luxuries

->
MKB: Good against Mortred, Riki, Panda, Butterfly, and every other miss buffs!
Buriza: Trust me, you're enemy will go down in a matter of seconds.
Butterfly: Your dream come true
AC: Armor, Attack Speed, and Reduced Armor to enemies will really benefit you and your teammates for easier team rapes.
Satanic: The very best orb for you, my friend. After this, no one else can kill you
Heart Well, if you need that extra hp to tank more dmg, then get this! No one's stopping you (;
Divine: Ohmai...


Rejected Items

+
If you ever get at least one of these items, I would be the happiest person in the world to call some psychological help for you. Why? Because these are the worst items you could get for troll!

Honestly? MoM? You already have a freakin' ulti that's like MoM, besides they don't stack.

And if you think Vlads + any other orbs looks nice on paper, it doesn't! I honestly had one game when we were almost winning, but our Troll suddenly got Vlads and then Purge at late game (we fucking told him to get Domi) and guess what? We lost. He couldn't even kill Tiny in late game..



-->
I'd rather drown myself...

Basher won't stack with your Bash, so this is definitely a no-no. (Although a few map versions before when Basher doesn't stack yet, I get this for Troll )

Similarly, Fury is not a good item because you won't need the cleave, and you won't get any pros from it. You won't also benefit from the mana regen because you don't really need to use mana. Lastly, you can farm up a better item for Troll that he will greatly benefit from.

Bottle, on the other hand, is for a "ganker" type of Troll. You won't be a ganker because you will be laning for the first few 1-7 minutes, then go jungling. You won't need any bottle for that.

Lastly, you won't benefit anything for being in ethereal form from Ghost Scepter and Ethereal Blade, because you can't attack. And attacking is your greates ability!



Yup! Every single items found here are rejected. Try them at your own risk.

III.Playstyle

Now, how do you exactly play Troll? Well, simple enough. Farm up your Treads and HoTD for the first 1-10 minutes of the game, go jungling for a while, looking for that beloved Neutral Creep, then go Roshan! After that you're good to go!

Simple as it may seem, but staying alive during these times are really hard. Because you are a hard-carry, you need to farm up really fast to help out your team win the game.


a. Laning Phase

First and foremost, before you pick Troll, ask yourself..
  • Does my team need a carry?
  • Can I survive the enemy nuking for the first few half of the game before I farm my BKB?
  • Is my team relying on a specific strategy?
  • Are my teammates noob or not?

Well, if you're playing pub then its possible that you're teammates will pick shit load of carries like PA, Sniper, Void and when that happens, don't pick Troll! Remember, one Hard-carry is enough for one team. Its like having two Kobe Bryant in the Lakers, you only need one right ?


1. Picking a Lane

Now, let's get to the point. First, choose which lane you would pick. Never go to the solo-mid lane, for someone else will benefit from it. Always pick the longer lane, Sentinel Bottom/Scourge Top. If for some reason, you're team goes for a specific strategy and goes Tri-lane at bottom and you end up soloing top, that's fine too. Just be careful because when this happens, most of the time you're enemy will do some kind of combo to food on you.

Now let's say you end up on the long lane, Sentinel Bottom/Scourge Top. Always, under any circumstances, have either you or you're lane mate to pull the creeps. It will let both of you farm and gain exp faster. Just get as many last hits as possible, and don't auto-attack the creeps so you will have in favor of the creep waves.


2. Have a good baby-sitter with you



Of course, every little kid out there needs an assistance from some adult. Let's say you're still a kid at this point, having some few toys to survive. It will be advisable to have a lane-mate like CM, Rhasta, WD, Warlock, or any other hero that doesn't really need any farm and has a certain type of disable. With this, its sure that you can survive the laning phase.

*Note: If you're lane-mate is a noob that picked another carry that needs any kind of farming, ask for a lane change, and if probable, just change lane yourself. If you can't then just go pull creeps and jungle at your own risk.


3. Call for Ganks

By level 4 or 5, when you have at least a level of Fervor and Berserker's Rage and you have Whirling Axes ready, call for a gank. If you and you're lane-mate can easily overwhelm the opposing lane opponents, then feel free to do it. With you're slow, you can hold down one of the enemies and have you're lane partner disable him. Then when you get up close, change to melee and have you're axes float around and watch the enemies HP go down.
Possible Screenshot


b. Farming/Jungling



At levels 7 up to 11, go from your lane to the jungle. With this, you can farm faster. When you have a HoTD, dominate either an Ogre Magi or an Alpha Wolf. You're choice, no one's stopping you.

*Note: A good tip while jungling during this time. Get the Alpha Wolf for it increases your damage by 30%. Also, if you're team haven't warded the area of your jungling, then a good advise is to make your dominated creep act as a "Sentry" for you. Have them stand or patrol at an area, so if an enemy hunting for you comes, you can either counter-gank him or return safely to the fountain.


c. Roshan



By this time, when you got your HoTD and at least an Ogre Axe, and you have both Fervor and Berserker Rage at level 3, then you can start taking on Rosh. Dominate a Neutral Creep, either an Ogre and Alpha Wolf (again) and take on Roshan.




As you can see here, I have a level 12 Troll. My 1st and 3rd skill are both at level 3, while my main nuke, Whirling Axes is at full level. I have a dominated Alpha Wolf, and I take on Roshan and easily claimed the Aegis without any sweat.






In this one, however, I have an Ogre Magi instead of an Alpha Wolf. Similarly, I took down Roshan and claimed Aegis easily.


d. Teamfights

After you farm up your Core items and get Aegis from Rosh (assuming your enemy didn't get it first), you can stop jungling and join the teamfights. Remember this, though... DON'T BE THE FIRST ONE TO GO IN AND RAMBO AROUND THE ENEMIES IN A TEAM CLASH. Let your initiatiors do their job first, coz if you went in first you're just going to die/lose your aegis quickly. So go into the clash last, or be the 3rd one to go in for safety.

1. Top Priorities

This is the list of the high priority-->lowest priority heroes/roles in a teamfight.
  1. Initiators: Depending in the situation, if the enemy initiatior goes in first, then obviously you will take them down first after you awaken from their disable.
  2. Spellcasters/Supports: If your initiatior does his job well, then if possible, take out those spellcasters or supports hiding in the background. With them unleashing havoc with their spells and disables, it might be hell for you, except if you have gotten your BKB, then you can take them down easily.
  3. The Rival Carry: After that you got to deal with the rival carry. IF they are well farmed and fat as you are, then 99% of the chance you will win, except if you're against Void. Remember, only a well and equally farmed void can take out Troll.
  4. Tanks: Lastly, after you take out the enemy carry, you're going to deal with the tank last. Why? Well, their specialty is tanking the whole damage for his team, so if his team is dead and he is still alive, more likely than not you won the teamfight. That's why you gotta take him out last, if you can ignore him the whole teamfight. Happened once when we ignored the Bristle on the other team and just focused on the others, we won the team clash easily.


More likely than not, that will be the priority in a teamfight. Always remember that THIS IS NOT THE CASE ALWAYS, and some teamfights will go differently than you may expect it and you will have to focus on other heroes and you won't have to follow that list. Remember: its a matter of instinct and experience to win a teamfight.

2. Using BKB



Not all team clashes will be the same. In one, you may have the favor, in other you may not. Sometimes you will be focused on, sometimes you won't. Now let's get to the point. Using BKB. Sometimes, by accident or threat, you click that BKB right away. Because of that, you start going in and go rambo inside enemy lines so that that magic immunity won't go to waste. Don't ever do that without assistance, for you will just go down in that fight.

Using BKB is all about instincts. Once you guys start the clash and you aim/focus on a certain hero, don't hesitate to use BKB. With that, you will be safe from spells in a good 5-10 seconds. If a small clash occurs and you're in it against spell casting heroes, then don't hesitate to use BKB. You bought that item to be used, right ?

Possible screenshots in the future


3. A lost teamfight

Not all clashes will go in your favor. If by any chance your whole team dies except for you, and you know you don't stand a chance in taking out the remaining heroes of the other team, then retreat! You're an important key to winning the game, so if possible, escape! Wait for your team to revive. If the other team is on the verge of destroying your 3rd tower and barracks, and you know you don't stand a chance, then just let them destroy it. You do know that even if one or two lanes are pushed, you can still win?

When your team revives and the other team is still pushing, then go have revenge for the lost teamfight earlier. More likely than not you will have the favor in that clash.


IV. Friends and Foes

Friends



They hold your opponent down in place for easier whacking.



Steroid givers. They pump you all the way up.



They ensure you safety and security.



Your free BKB.


Foes



Everyone's doom.



They just don't care about your BKB.



They make your farming phase a torment.



Becoming a weak, little chicken is the worst for you.



He makes your life a living hell, with those mines scattered in Roshan's cave and other places.



No matter what, they will own you until you have the right items to take revenge and dominate on them.



(Credits to Lycan) This man, or rather, skeleton in dress will slow you down as hell, as his Frost Armor slows down your MS and AS when attacking in melee form. He also have Dark Ritual, which will make you under-leveled when laning against him.



The rival carries. You want to be the best and they want to be the best.
With this item, you can take down these rival carries (when they get Butterfly, or have any other miss buffs, excluding OD). Remember, that 90% of the time, and depending on your teammates, you will own these guys.




(Credits to Lycan) He just keeps on ramboing on you until you get tired of laning and go to the jungle. Similarly, a greater farmed Bara with a superior AS will keep on bashing you and you will have a hard time in a 1 v 1 situation against him. Keep out until you have a better item, or a good support.

Hexing him will stop this bull from causing rampart damage, and from this you will have the chance to finish him off.




Your stun-lock brother. He is the only guy that has the power to take you down. If the both of you are equally farmed, you're in trouble.
Hex, or any other good disable might be the only way to counter this guy. Of course, you have to ask for your team to buy the Hex and support you when taking this guy down.




As much as this gives you the power to own your rivals, it also gives them the power to own you.



(Credits to judd1515) These will keep you from attacking an enemy unit, and will give them a chance to run away. Just stick to the enemy and after the duration runs out, punish them for making you wait long enough (;


V.Conclusion

In conclusion, this is not the only way to play Troll. This is only to give you an idea on how to play him. Hope this guide has been a help, and thanks for reading! Don't forget to live comments to help improve this guide.

This guide will be updated in the near future, for screenshots and replays.



VI.Changelog
  • Started guide on 7/16/2011
  • Edited Item Build, and added Skill Build and Playstyles on 7/17/2011
  • Edited Item Build, and finished the Teamfights column on 7/22/2011
  • Added Friends and Foes column, and mostly finished the basics of the guide on 8/01/2011
  • Guide is ready for posting on 8/01/2011
  • Added a few screenshots, Yasha and Manta to Core, explanation on some Rejected Items, and a few more heroes and items that counters Troll on 8/07/2011





Jah'rakal the Troll Warlord
Author: MrDslark
Map Vers.: 6.72f

A Concise Guide to Troll

I Kill for You

Date Posted: 07/16/11
Last Comment:23/02/2013
Total Votes: 72
Current Rating: 8.44
Views: 166144



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