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Large moonblades slashing, he is one
to fear on the battlefield.

Hardly a Challenge.


Foreword
Terrorblade the Soul Keeper is the most feared carry in DotA. Carry heroes make greatest use of high-tier items to lead their team to victory. They invariably have a weak "early game" to balance against their "late game" potential. Terrorblade has high agility growth (+3.2), two DPS skills in Conjure Image and Metamorphosis and a wicked survival skill in Sunder. However, he has low starting strength (i.e. HP), is melee (a disadvantage in the laning phase), no escape mechanism and no stuns/slows/disables/AoE/burst damage to be dangerous in ganks and teamfights during the early-mid games.

At time of writing (current map 6.66), DotA is becoming increasingly fast-paced and a greater focus is placed on the early game and mid game. This has made late game carries less attractive. Terrorblade has been relegated to bottom tier of heroes, an ancient demon no longer bearing his dark presence over others...

Guide Contents
1. Alt-Tab Mini Guide
2. Hero Discussion: Stats, Skills, Friends, Foes.
3. Item & Skill Build
4. The Art of War: In-depth Playstyle
5. Replays & Competitive Use

Alt-Tab Mini Guide

Item Build
Starting


Core


Extension


Skill Build (for first 8 levels; skill build for remaining levels is situational)


Play Style
Play conservatively through the early game and make sure you do not die. You can jungle from level 1 or may lane till level 3-4 before farming neutrals. Focus on farming your core as they provide the required stats to be contributing factor in teamfights.

Early-mid game, your main contribution is ranged DPS. Focus on pushing down the outermost towers and try to last hit towers. You can partner with stunners/disables/slowers to take enemies down (you lack slowing/chasing abilities to kill enemies 1v1).

Once you get Yasha, you have enough MS to enter deeper into enemy territory and escape incoming ganks. Push the inner towers to increase your gold bounties. Aim for Manta or Skadi.

Push and finish the game.


Hero Discussion: Stats, Skills, Friends, Foes.
Stats

15 + 1.9 22 + 3.2 15 + 1.75



 
Attack Animation:0.3 / 0.6
Damage: 48 - 54
Casting Animation:0.5 / 0.51
Armor: 5.1
Base Attack Time: 1.5
Movespeed: 300
Attack Range: 100 (melee)
Sight Range: 1800 / 800

A Dangerous Hero..
Terrorblade is an Agility hero with medium base agility and agility growth (+3.2). He has medium starting damage of 48-54 which improves reasonably well with successive hero levels. His damage is 67-73 at level 7, 80-86 at level 11, 96-102 at level 16 and 124-130 at level 25. Terrorblade's high damage combined with high attack speed and low BAT (1.5) make him a dangerous opponent.

..But also a Fragile Hero.
He has low starting strength (base HP at Level 1 is 435) and a low-to-medium strength growth of 1.9. Consequently he is fragile without items: HP at level 7 is 644, HP at level 11 is 796, HP at level 16 is 967 and HP at level 25 is 1290. That said, Terrorblade's high agility growth also provides him with an innate armor source: he has a very respectable armor of 16 at level 25.

Below is a table of the key Terrorblade stats at each Hero Level (excluding impact of items and attribute bonuses).

Hero Level
Damage
Hit Points
HP Regen
Armour
Mana
Mana Regen
1
48-54
435
0.7
5.1
195
0.6
2
51-57
454
0.757
5.56
208
0.67
3
54-60
492
0.814
6.00
234
0.74
4
57-63
530
0.871
6.47
260
0.81
5
60-66
568
0.928
6.93
286
0.89
6
64-70
606
0.985
7.39
299
0.96
7
67-73
644
1.042
7.84
325
1.03
8
70-76
682
1.099
8.3
351
1.10
9
73-79
720
1.156
8.76
377
1.17
10
76-82
758
1.213
9.21
390
1.24
11
80-86
796
1.27
9.67
416
1.31
12
83-89
815
1.327
10.13
442
1.38
13
86-92
853
1.384
10.59
468
1.45
14
89-95
891
1.441
11.04
481
1.52
15
92-98
929
1.498
11.5
507
1.59
16
96-102
967
1.555
11.96
533
1.66
17
99-105
1005
1.612
12.4
559
1.73
18
102-108
1043
1.669
12.87
572
1.80
19
105-111
1081
1.726
13.33
598
1.87
20
108-114
1119
1.783
13.79
624
1.94
21
112-118
1157
1.84
14.24
650
2.01
22
115-121
1176
1.897
14.7
663
2.08
23
118-124
1214
1.954
15.16
689
2.15
24
121-127
1252
2.011
15.61
715
2.22
25
124-130
1290
2.068
16.07
741
2.29


Skills



Soul Steal
Strangles the soul of a target enemy unit and extracts bits and pieces of it.



Level
Mana Cost
Cooldown
Casting Range
Duration
Effects
1
45
12
500
8
Absorbs 20 HP per second
2
45
12
500
8
Absorbs 40 HP per second
3
45
12
500
8
Absorbs 60 HP per second
4
45
12
500
8
Absorbs 80 HP per second

Notes
  1. Damage type: magical
  2. This is a channeling ability.
  3. Damage absorbed is equal to the actual damage dealt, meaning that
    resistances will reduce the amount of hp gained.
  4. Will continue to drain as long as the target stays within 600 range from Terrorblade.
  5. Soul Steal instantly destroys illusions in it's first damage tick.

Comments
This skill is generally not leveled at all because it has no use in battle and little use in laning and jungling. It is utterly useless in battle because it is channelling; Terrorblade is unable to move, attack or use his abilities in battle while using this skill. It has little use in laning because it makes Terrorblade a sitting target for stuns and other nasty combos. Its range (500) and its leash (600) are too small, forcing Terrorblade to expose himself to danger when using this skill and the spell is easily stopped if targeted on an enemy who simply needs to move out of range.

However, in low level games, it is a good, forgiving skill (low manacost, low cd heal). It can work reasonably well if you lane with a strong laner (range or with a stun) who can protect you while you use the spell. However, always use the skill on the ranged druid. This maximises the HP gained from the spell as the druid will not leave the 600 range (unlike enemy heroes that will) and will not be quickly killed by your creeps (unlike melee enemy creeps that will). At most, level up only 1 level of this skill as it really delays your late game potential. Once you become a better player, avoid this skill completely.



Conjure Image
Creates a copy of Terrorblade which deals damage.



Level
Mana Cost
Cooldown
Casting Range
Duration
Effects
1
70
16
N/A
30
Images deal 25% damage and take 300% damage
2
85
16
N/A
30
Images deal 35% damage and take 300% damage
3
100
16
N/A
30
Images deal 45% damage and take 300% damage
4
115
16
N/A
30
Images deal 55% damage and take 300% damage


Comments
The best Image ability. Hands down. Medium-level mana cost, long duration, long cooldown, high damage (increases TB's damage output by 110%). There is great synergy between Conjure Image and Metamorphosis and both skills are used in tandem. The skill becomes useful mid to late game because the damage and the survivability of the images depend on Terrorblade's stats. As Terrorblade does not have a high mana pool, and is constrained for mana in the early game, Conjure Image is typically not prioritised. Metamorphosis and stats provide greater survivabiilty and utility early game. You may wish to take one level of this skill early (it has a reasonably low mana cost of 70 at level 1) to help jungling, scouting and creating confusion (while the real TB jungles, send an image to a lane and pull it out of sight before it dies to confuse the enemy into thinking Terrorblade is laning). Mana cost rises at each level (and the marginal benefits, +10% damage, are not equivalently good in the early game), and thus it is not advised to level up this skill further until mid game.

Conjure Image also makes stat items the best items for Terrorblade. You can usually have two images at a point in time (each image lasts for 30 seconds, and can be generated 16 seconds after each other, giving an overlap of 14 seconds). At level 4, each image provides 55% damage, raising the damage multiplier for each agility point to 1 + 2x0.55 = 2.1. Thus, because of Conjure Image, massing agility is the cheapest and most effective way to increase TB's output and is preferred over raw damage items.



Metamorphosis
Transforms Terrorblade into a powerful Demon with a 550 ranged attack.



Level
Mana Cost
Cooldown
Casting Range
Duration
Effects
1
125
180
N/A
30
1 bonus hit point, ranged attack
2
115
165
N/A
40
50 bonus hit points, ranged attack
3
107
110
N/A
50
100 bonus hit points, ranged attack
4
100
16
N/A
60
150 bonus hit points, ranged attack

Notes
  1. Terrorblade gains 20 additional movement speed when under Metamophosis.
  2. Metamorphosed Terrorblade regenerates 3 HP per second as oposed to normal 0.25.
  3. While in this state, Terrorblade will have a Base Attack Time of 1.6 seconds.

Comments
Another top-tier skill that make Terrorblade the strongest image hero in DotA. The additional HP and HP regen (150HP at 3HP/sec at Level 4) helps strengthen TB in his early game. The additional +20 movespeed is invaluable for chasing enemies, running from danger, clearing out jungle camps faster and scouting better. The manacost and cooldown decrease significantly with each level of Metamorphosis, and the duration and the additional HP provided increase with each level (very valuable during the early game), making it worthwhile to level up Metamorphosis at every opportunity.

The most important benefit of Metamorphosis is the 550 range attack gained from it. This transfers across to images, allowing Terrorblade to produce ranged images. 550 range is very good for any hero and greatly helps TB position himself during battles to stay as far as from danger as possible. Ranged images are wickedly strong compared to melee images because they do not get in each others way (assuring full damage output) and can spread apart to prevent AoE nukes from clearing them out.



Sunder
Sunder severs the soul from both Terrorblade and a target hero, then exchanges them, carrying part of the units' life forces. The percentage hit points of each unit are switched with the souls. Some hit points must remain on enemy heroes.



Level
Mana Cost
Cooldown
Casting Range
Duration
Effects
1
200
200
250
N/A
33% hit point minimum
2
100
120
250
N/A
28% hit point minimum
3
0
60
250
N/A
23% hit point minimum

Notes
  1. Damage type: direct HP removal.
  2. Interrupts channeling spells of the target.
  3. Magic immunity on the target or Terrorblade will prevent that unit from having their HP changed. The other unit will still change its hp correctly.

Comments
A great survival skill that should (normally) be leveled up whenever possible, particularly because manacost and cooldown decrease significantly with each level of Sunder.

Its main downside is its low cast range of 250, which forces Terrorblade to go into melee range to sunder an enemy. In most team battles, TB will be in range form and dishing damage from 550 range away but will need to run into his opponents to cast the spell. He will likely be stunned, nuked and combo'ed to death before he can successfully cast sunder.

Friends
test

Foes

Gankers/Roamers
Terrorblade will be targeted in ganks due to his game-changing late game potential. Map awareness (and warding) is key to avoid being caught in their deadly stun/burst damage combos. Moreover, roamers are often good junglers and they may farm neutral creeps in your jungle, making it difficult for you to farm.

Invisi heroes are particularly dangerous because you cannot see them scouting the jungle to hunt you down. If you cannot see invisi heroes on the mini-map, avoid jungling and tower/ally hug and farm creeps in lane.



Pushers
They can destroy your outermost towers quickly and push the game further towards your base. This makes it difficult to jungle as it is safer for them to roam and gank inside your jungle. Also, it forces your team onto the defensive to stop their pushes, forcing you to become useful to your team more earlier.

In such scenarios, try to farm the creeps near your towers and pop into the jungle when safe. Terrorblade is a good anti-pusher due to Metamorphosis and Conjure Image. It is also important to join counter-pushes with your team because they need as much help possible to overcome the gold disparity (leading to item disparity) between the two teams (opposing team has extra gold through taking your towers).



Pseudo-Warders
Be careful of their warding abilities, particularly when jungling.


Orb-Walkers (if Terrorblade lanes)
Nasty heroes that can completely shutdown your in-lane farming.






Item Builds
Stats, stats & stats.
Terrorblade benefits greatly from stats because of Conjure Image and Metamorphosis (range form prevents the images from interfering with each other when attacking). A little mathcraft explains the power of stat items:

(Assuming Level 4 Conjure Image & Metamorphosis with 2 images summoned & ignoring the impact of agility on attack speed)

Each point of agility increases Terrorblade's damage by 1. His images' damage is increased by 0.55 (Images deal 55% of Terrorblade's base damage). This gives a total increase in damage by 2.1 (1 + 2x0.55)/agility point.

The Numbers Game
The table below outlines the changes to Terrorblade's key stats by the purchase of items, hero level-ups and skill points in attribute bonuses.


Modifier Damage DPS HP HP Regen Attack Speed Armour Mana Mana Regen
Base        
Hero Level         
Attribute Bonus         
Ironwood Branch         
Wraiths         
PMS         
Treads (str)         
Treads (agi)         
Treads (int)         
Boots of Elvenskin         
Blade of Alacrity         
Yasha         
Ultimate Orb         
Point Booster         
Manta         
Skadi         



Skill Build
Early Game







Soulkeeper the Terrorblade has the most storied growth potential in DotA. He is the definition of carry and must be played as a carry.

Skill build: Metamorphosis, conjure image, then max meta & stats and get sunder whenever possible.

Starting items:
If you picked TB: Circlets x1, salvesx2,


Core build: 3xWraiths, Treads (STR, switch to AGI late game), yasha, TP

Extensions: Manta

Final Items: sell 1 wraith and buy Skadi - the game should be over before now.


Early game

(i) Jungle

(ii) Lane till level 3


Warding


Mid game

(i) Hard jungling

(ii) send images out to gank/scout + engage in fights on your side of the river

Late game

(i) push/ownage



There are two viable approaches to Terrorblade's early game: straight jungling from level 1 and laning in bottom lane and jungling after level 3-4.

The Art of War

- Basic Skills
- Advanced Skills
- Early game Map Awareness
- Teamplay

Basic Skills
How to use Metamorphosis

How to use Conjure Image
First, always (if possible) Metamorphosis before using conjure Image to make your images in range form. Ranged form has two benefits: (1) the additional HP, HP regen and movement speed provided by Metamorphosis, and (2) Ranged images do not get in the way of each other to ensure more hits are made on the target foe.

Metamorphosis at levels 3 and 4 has duration of 50 and 60 seconds respectively. Conjure Image has a cooldown of 16 seconds at all levels. Thus, you should be able to make three ranged images by repeatedly using conjure image immediately after its cooldown is up.

How to use Sunder

Using Metamorphosis in conjunction with Manta Style
Terrorblade can create images from Manta Style in ranged form through a technique called "shift-queing". The steps are:
1. Hold down the shift key and select a location on the map to create a flag point:



See the flag marked in the red circle above. Terrorblade will now move to the flag point.

2. Keep holding down the shift key while Terrorblade moves to the flag point. Press metamorphosis and Manta style, one after the other (order does not matter), remembering to simultaneously hold down the shift key during the sequence.

Terrorblade will metamorphosis and create 2 ranged images once he reaches the flag point. It is useful to use Conjure Image immediately after this sequence to create a total of four ranged TBs!




This section provides greater guidance for an effective early game for Terrorblade. It stresses the importance of map awareness and understanding the intentions and movements of your opponents to avoid ganks. It assumes you play on the Sentinel side, however the concepts are equally applicable to the Scourge.




The green dots represent the Sentinel towers. The yellow stars represent your allies in mid and bot lanes. If you are in danger of a gank, seek your towers and your allies. This makes the enemy hesitate and possibly cancel their gank. It can lead also lead to a counter-gank. Hence, your main escape routes are towards your towers and allies, as illustrated by the thin light blue and yellow arrows.

The thick purple arrows highlight the three main entrances into the Sentinel's jungle for the Scourge. It is clear that the two neutral camps (1 small and 1 large) parallel to mid lane are the safest camps to farm, as noted by the squiggly green boundary because they are furthest from the Scourge's entrance points. The other camps are near the entrance points and are higher risk areas.

Watch the position of the Scourge heroes at all times. Whenever mid lane or bot lane go missing, you face a real risk of being ganked. You should proceed to the safer camps next to mid lane, or return to either mid or bot lane and farm creeps.

An additional point: from my experience, the two greatest gank spots are the two orange diamonds. It is useful to follow the yellow arrows when being ganked. This is because you are likely to encounter enemies converging from the middle and bottom lanes onto the two orange diamonds. By following the yellow arrow, you force the enemies coming from bottom to go past the 2nd Sentinel tower (more dangerous) to intercept you because of the line of trees that acts as a safe divide.





Terrorblade the Soul Keeper
Author: MX.2000
Map Vers.: 6.65

Hardly a Challenge.

The Art of War

Date Posted: 01/11/10
Last Comment:20/01/2010
Total Votes: 0
Current Rating: 0.00
Views: 4945



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