
Complete Idiot's Guide to Juggernaut Version 2
Foreword
It's amazing how much has changed since my first guide on Juggernaut was written on D-A. Looking back at the time in which I first wrote my Juggernaut guide, it's truly scary how things can change - two years ago I could have never predicted what the DotA metagame can be like, and I couldn't have known what I'd become.
However, one thing that does not change is my passion for DotA and owning n00bs. Sure there are downswings, sure girlfriends can be demanding, but when push comes to shove, owning noobs will always prevail. Let us all partake in the satisfaction of delivering justice, with Yurnero's blade of six inches!
Introduction
For those of you unfamiliar with my guides, you should know that despite the naming, this guide is actually aimed at the audience already proficient with the everyday basics of DotA i.e. enemy hero skills, last hitting, map vision.
What this guide sets out to do, is to illustrate the optimal way to play a hero in my opinion, by listing out a specific skill/item build and discussing the strategies associated with it. The attention of this guide is not on the handholding of new players, although I will make concessions where I deem it necessary.
Hero Intro
Juggernaut. The blade of justice that strikes fear into almost every player's hearts, whether they be noob or pro.
The basics of Juggernaut have remained a staple throughout his DotA career. The infamous bladefury omni combo, the healing ward, the spin+tp.
However, Juggernaut only begins truly shining when the basics are balanced with the more advanced techniques of positioning, ganking timing, and aggression. These will be discussed in detail later in the guide.
For now, know that the skill ceiling on Juggernaut isn't as low as some people may believe, and that a well-played Juggernaut can certainly wreck faces, even in today's metagame. Read onwards to find out how!
Skill Build
1,3,5,7 Spin
2,4 Stat
8,9,10,12 Heal Ward
6,11,16 Omni
13,14,15,17 Crit
The basic idea is to max spin ASAP (duh) along with two levels of stats early game.
After that, max out ward ASAP and then crit.
Foreword
It's amazing how much has changed since my first guide on Juggernaut was written on D-A. Looking back at the time in which I first wrote my Juggernaut guide, it's truly scary how things can change - two years ago I could have never predicted what the DotA metagame can be like, and I couldn't have known what I'd become.
However, one thing that does not change is my passion for DotA and owning n00bs. Sure there are downswings, sure girlfriends can be demanding, but when push comes to shove, owning noobs will always prevail. Let us all partake in the satisfaction of delivering justice, with Yurnero's blade of six inches!
Introduction
For those of you unfamiliar with my guides, you should know that despite the naming, this guide is actually aimed at the audience already proficient with the everyday basics of DotA i.e. enemy hero skills, last hitting, map vision.
What this guide sets out to do, is to illustrate the optimal way to play a hero in my opinion, by listing out a specific skill/item build and discussing the strategies associated with it. The attention of this guide is not on the handholding of new players, although I will make concessions where I deem it necessary.
Hero Intro
Juggernaut. The blade of justice that strikes fear into almost every player's hearts, whether they be noob or pro.
The basics of Juggernaut have remained a staple throughout his DotA career. The infamous bladefury omni combo, the healing ward, the spin+tp.
However, Juggernaut only begins truly shining when the basics are balanced with the more advanced techniques of positioning, ganking timing, and aggression. These will be discussed in detail later in the guide.
For now, know that the skill ceiling on Juggernaut isn't as low as some people may believe, and that a well-played Juggernaut can certainly wreck faces, even in today's metagame. Read onwards to find out how!
Skill Build
1,3,5,7 Spin
2,4 Stat
8,9,10,12 Heal Ward
6,11,16 Omni
13,14,15,17 Crit
The basic idea is to max spin ASAP (duh) along with two levels of stats early game.
After that, max out ward ASAP and then crit.
Author: Kalorful
Map Vers.: 6.68c
Complete Idiot's Guide V2
Kalorful is back!
Last Comment:13/08/2010
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