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S.Rebel's Guide to the Omniknight


Foreword
Before you begin reading this guide let's have a little intro first. So this is my second guide to ever be submitted to the PlayDota. The game play used in this guide would be organized, meaning you have to have a grasp on the basics of DotA and the guide is best used when your in a team that is competent. Aside from the competency of your team this guide is used for competitive gaming and not Pubs


Alt-Tab Mini-Guide
Skill Build:
_________________________________________________________
1Repel6Repel/Guardian Angel11Guardian Angel
2Purification7Purification12Degen Aura
3Purification8Guardian Angel/Repel13Degen Aura
4Repel9Repel14Degen Aura
5Purification10Degen Aura15Stats
    16Guardian Angel

Starting:
or

Core:


Core-Extension:



Table of Contents
  1. Hero Introduction
  2. Hero Role
  3. Hero Statistics
  4. Skill Discussion
  5. Skill Build
    1. Supportive
    2. Gank Oriented
  6. Item Build
    1. Starting
    2. Core
    3. Core-Extension
    4. Situational
    5. Luxury
    6. Rejected
  7. Game Plan
    1. Choosing your lane
    2. Skill Usage
    3. Ganking
    4. Team Clashes
    5. Pushing
    6. Strategy
  8. Friends and Foes
    1. Friends
    2. Foes
  9. Replays
  10. Change Log
  11. Credits


Hero Introduction
Purist Thuderwrath is a certified support hero and a great one at that. His mere presence in a clash can turn tides in favor of his allies. He can give any hero a free twelve second BKB effect. A heal and pseudo nuke that can change the outcome of any battle. An aura that can literally slow an enemy to a crawl. Lastly a superb ultimate that grants every ally around him near invulnerability status for seven whole seconds.



Hero Role
Supporting: Purist Thuderwrath is geared towards being a full support hero. His skills aims to make his allies survive clashes and ganks. He is usually found near the rear of every team casting his heals and repels. The only time he should be found in the center would be when he initiates his Guardian Angel.

Tanking and Initiating: He can get the job done but he isn't really meant to do either. He can tank but his supportive skills allows real tanks do their job more decently. And he can initiate but he can't initiate every clash making him unreliable. He shouldn't attract any attention to himself if possible so leave this jobs to the real tankers and initiators.

Nuking: He has only one spell to be considered as a nuke. It has a small AoE but it can deal serious damage. But Purist's shouldn't be considered a nuker at all. His nuke is unreliable as it requires the target of the heal to be within melee range of the enemy in order to deal damage. Better used as a supportive skill rather than a nuke.

Ganking: The Omniknight is capable of initiating a gank simply by walking up to the target and slowing with degen aura, whacking them with his hammer and purifying himself to kill the target but he can't quite get the job done flawlessly. The lack of a disable means his targets can simply TP away before Omniknight can even deal a significant amount of damage. Overall he can gank to a certain extent.

Roaming, Carrying and Disabling : These roles are not even close to how Purist operates. He fails epically at roaming and at disabling he needs to get Euls or Guisoo to have a decent disable. And he can't carry as effective as "real" carries, he's not even at par with semi-carries.



Hero Statistics
Strength: 20+2.65
Agility: 15+1.75
intelligence: 17+1.8

Damage: 51~61
Armor: 4.1
Movespeed: 295

Pro's:
[+]Free twelve seconds BKB
[+]Free seven seconds immunity to physical damage
[+]A single allied hero is invulnerable for seven whole seconds.
[+]A great heal and pseudo-nuke
[+]An aura than can slow heroes down to a crawl
[+]Cheap mana costs for that free BKB
[+]Great team presence
[+]Good survivability
[+]Late game presence doesn't deteriorate

Con's:
[-]Unreliable nuke
[-]Unreliable slow
[-]His slow requires him to be in melee range of enemy
[-]Poor starting mana, int gain and int
[-]Purge makes Purist useless
[-]Mana problems
[-]Item dependent

Purist Thuderwrath's Advanced Statistics



Skill Discussion
Purification - (Active)
__________Instantly heals a friendly unit and damages all nearby enemy units.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110012s400250N/A Heals/Damages 90 hit points
212012s400250N/A Heals/Damages 180 hit points
314012s400250N/A Heals/Damages 270 hit points
416012s400250N/A Heals/Damages 360 hit points

~~*Notes*~~
  • Great nuke
  • Great synergy with allies with blink or a movement skill(e.g. Timewalk, etc)
  • 360 Heal is big
  • Semi-spammable
  • Great push/anti-push skill
  • Cannot heal repelled allies

Repel - (Active)
__________Creates a powerful divine ward that blocks all magic from affecting a target unit.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
15014s500N/A6sGrants Spell Immunity
25014s500N/A8sGrants Spell Immunity
35014s500N/A10sGrants Spell Immunity
45014s500N/A12sGrants Spell Immunity

~~*Notes*~~
  • Free BKB
  • Cheap mana costs
  • Long enough duration
  • Game breaking
  • Purge removes this
  • Can only repel one unit at a time.
  • Can dispel certain disables.(i.e. CM's Frostbite)
  • Guardian Angel will still affect repelled units, purify doesn't.
  • Rexxar's Primal Roar, Atropos' Fiend's Grip and Doombringers Doom, and some other ultimates, will still take effect on Repelled units but only the effect(i.e. Doom, Stun/slow, Disable) will take effect, no damage except for Doom. Doom does damage and silence.

Degen Aura - (Passive)
__________Greatly degenerates the movement capabilities of units that stray too near.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/A300N/AReduces movement speed by 7%
2N/AN/AN/A300N/AReduces movement speed by 14%
3N/AN/AN/A300N/AReduces movement speed by 21%
4N/AN/AN/A300N/AReduces movement speed by 28%

~~*Notes*~~
  • Great slow
  • Great synergy with heal-nuke
  • Good for chasing
  • Requires you to be in melee range of the target
  • Can help you juke
  • Haste gives you an almost sure kill in a gank

Guardian Angel - (Active)
__________Grants all nearby friendly units near physical invulnerability and increases hit point regeneration greatly.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1125150N/A6005s+1000 Armor and +25 HP Regeneration
2175150N/A6006s+1000 Armor and +25 HP Regeneration
3250150N/A6007s+1000 Armor and +25 HP Regeneration

~~*Notes*~~
  • Absolutely game breaking
  • A hero with Repel and Guardian Angel attains invulnerable like status
  • Great for pushing and clashes
  • Can be used to save that allied hero from that last hit
  • Affects repelled units.







Skill Build

Supportive
1.Repel
2.Purification
3.Purification
4.Repel
5.Purification
6.Repel/Guardian Angel
7.Purification
8.Guardian Angel/Repel
9.Repel
10.Degen Aura
11.Guardian Angel
12.Degen Aura
13.Degen Aura
14.Degen Aura
15.Stats
16.Guardian Angel
17.Stats






At level one repel should be taken. A six second spell immunity is greater compared to a measly 90 heal or a 7% slow. Six whole seconds can seriously foil any attempt of first blood.

Next you should be maxing out Purification first and leveling Repel whenever possible. By maxing out Purification you gain a heal pseudo-nuke, where 360heal/damage can turn the tide of any gank.

Max out Repel next, having twelve whole seconds of spell immunity on your ganker or initiator will have no problems doing their job. Or you could cast in on your carry so he can easily wreak havoc among the enemy's ranks.

Guardian Angel is first taken at level eight then taken whenever possible afterward. Reason for it first being taken at that level is the mana constraints. The second reason is because ten seconds of spell immunity at early game surpasses five seconds of physical DPS. Remember at early game Spells > DPS usually. The only time you take Guardian Angel at level six is if the enemy has a strong early game DPS team.

Lastly max out Degen Aura last. Not much use except for chasing. Early levels of this is wasted as compared to taking purification and repel.



Item Build

Starting Items
______Build 1________________Build 2_______________Build 3
__________
__________
_____________





Clarity Potions are taken for a simple reason, your game play is based on casting lots of spells even early game for either a kill or save. And you lack mana so this really does help.

Tangos and Salve are for regeneration purposes, even if you have heal there are times you'd rather save mana for that emergency heal and times your really don't have mana.

Ward/Chicken are yours to take because you are the support, but please don't take both you aren't a ranged support so you have to spend it on other things.

GG Branch and Circlet are there for two things, one is damage for last hitting/denying and two for more int which means some more mana.



Game Plan

Choosing your lane
So three lanes to choose from. Short, Mid and Long lanes. You do better at the side lanes where you can build up your Soul Ring easily and where you can baby sit one of the carries.

For a more in depth look to which lane to take lets justify each lane. First mid lane, in my honest opinion Omniknight should never solo mid, never solo at all for that matter. He doesn't make good use of bottle, he lacks lane control compare to real solo's and he needs to build Soul Ring ASAP. The only time you would consider mid is if your carry takes mid and you have to babysit him there.

Next we look at the side lanes. We have two options the short lane(Top for Sentinel and bottom for Scourge). Side lanes are good except you don't have the advantage of a closer tower protection and you are more susceptible to ganks and lack a pull spot. But nevertheless you are still capable of baby sitting here, but you will have a hard time at it if the enemy keeps pulling. The short lane is an acceptable choice, you can build Soul Ring from the side shop and babysit with not too much difficulty.

Lastly we look at the complete opposite of the short lane. The long lane, which also has a side shop. Greatest advantage of the long lane is the pull spot and that tower protection. Disadvantage is usually this is where the enemy ganks more often. But compared to the short lane you'll have an easier time here. This lane is the more preferred lane of choice.

Both side lanes are acceptable though although the long lane is more preferred over the other. Main reason for picking these lanes are the side shops and ease of baby sitting.



Friends and Foes

Friends
  • Carries

    You give your carry a free twelve second BKB allowing them to wreak havoc all they want.

    _

  • Gankers

    You make these devious heroes fearless in any gank.

    _

  • Initiators

    You make the manliest heroes in DotA moar manly giving them a certainty that they won't die as soon as they blink in.

    _

  • Channelers

    Their dreadful ultimates are free reign with no interruptions.

    _

  • Mobile Mana Fountains

    You'll never have to save that heal. Drop the bomb and let loose those spells of yours.

    _

  • Special Metions

    The sight of Pudge is scary, but the sight of a pudge that is magic immune is scarier.




Replays
Map: 6.66b
Version: 1.24

Lakuci vs DsD
Good game between Lakuci and DsD. Omniknight here is played as a full support and they employed a push strat using Arcane Ring. Omniknight displays how to use his spells effectively in this game.

Map: 6.67c
Version: 1.24e

PDGG Omniknight
PDGG game with me as omni. Epic bottom lane support, shows the use of SR and skills. Somewhat of an uncalled push strat because of Krobelus. And yes FunnyWarfare was annoyed with my Omni




Change log
  • 05/09/10: Guide created
  • 05/09/10: Added first half of the guide
  • 05/10/10: Completed the other half of the guide
  • 05/11/10: Had an Item discussion and made the change log
  • 05/11/10: Added Replay, Credits and Alt-Tab Mini-Guide sections
  • 05/13/10: Made some minor changes due to some reviews.
  • 05/13/10: Finally added the anchors
  • 05/14/10: Published!
  • 05/14/10: Revised some formatting, added Panda to foes and made a more detailed guide in Game Plan.
  • 05/16/10: Made some slight changes to skill build
  • 05/18/10: Made some minor changes in foes section.
  • 05/18/10: Visuals are almost done. YES!
  • 09/02/10: Added Orb of Venom and Arcane Boots to Situational section. Moved Vanguard to Discussions section.
  • 10/27/10: Updated and edited Game Plan Section, added visual aids, added a new skill build and change some descriptions in Hero Roles.

    ~~*Notes*~~
    1. Must make some visuals
    2. Implement ganking Omniknight into guide.



Credits
Credits goes to PlayDota for a reliable database.
IceFrog for creating a great game.
PDGG where I actually learned to play Omniknight.
FunnyWarfare for helpin' me out with the guide.
sargaras for pointing out special features relating to Repel and adding two heroes to foes
And to Heldarion and Lycan for the warding guides





Purist Thunderwrath the Omniknight
Author: S.Rebel
Map Vers.: 6.69b

A Simple Guide to the Omniknight

I stand for the light...

Date Posted: 05/09/10
Last Comment:02/04/2012
Total Votes: 122
Current Rating: 8.58
Views: 301583



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