Weaver's attack range buffer increased to prevent misfires on Geminate Attack
Build Overview Expand the listing below to see the build overview
Listing: Build Overview
Item Builds
Butterfly Build
Killer build with emphasis on higher IAS, damage, and Evasion.
Skadi Build
Killer build with emphasis on stat boosts and Cold Attack.
Skill Build
Urna Swarm
Shukuchi
Geminate Attack
Urna Swarm
Shukuchi
Time Lapse
Geminate Attack
Urna Swarm
Shukuchi
Geminate Attack
Time Lapse
Urna Swarm
Shukuchi
Geminate Attack
Stats
Time Lapse
Stats
Stats
Stats
Stats
Stats
Stats
Stats
Stats
Stats
Pros and Cons
Pros:
Full map reconnaissance
Multiple survival skills
Multiple silence abilities
Cons:
Fragile hero
Limited item combinations
Requires micromanagement
Story Line The name of this creature strikes fear into all of those who have seen the Nerubians. Even the famed assassin Anubarak is hesitant to fight this beast, which comes from the plane of the spirit world. He can swiftly walk through his enemies, bending their bodies to his will, causing pain while he strides through them. With his powers over the timeless plane, he can also step inside and throw himself into the past to keep himself from death. He can call an attack from the future to strike his foes, making his onslaught more deadly. Anubseran. Only the fools do not fear his name.
Geminate Attack
GA is a passive skill that enables Weaver to attack twice. GA is activated manually by targeting and attacking a unit either with the following methods:
hold A and left-click your mouse, or
right-click your mouse
Here's a list of scenarios where GA will activate:
Targeting and attacking a unit or the ground will activate GA. Canceling the attack or leaving the area will deactivate GA.
Moving Weaver near enemy units and issuing no action, Weaver will auto-fire without GA activating
Issuing an immediate move order will execute GA but immediately stops after execution. I call this the fade effect GA.
GA Farming
Manual GA activation has a benefit. It gives Weaver better chances of getting the last hit on creeps.
GA farming is performed with the following steps:
Move Weaver near any hostile creeps
Do not issue any action. Let him auto-fire
Hold ALT to check any dying creep
Right-click on the dying creep to activate GA
You should see two projectiles hitting the creep.
GA Attack Speed: 68% IAS!
A level 4 GA gives an extra attack per 2.5 seconds. Believe it or not, this translates to 68% IAS. Here's the breakdown:
GA lvl 1: 28% IAS
GA lvl 2: 34% IAS
GA lvl 3: 42% IAS
GA lvl 4: 68% IAS
Listing: GA Attack Speed Computation
IAS Computation
Let's assume a Weaver without any other source of IAS andwith 0 AGI. It wouldn't really matter even if he has because the results are always the same. Also, take note that a level 4 GA executes an extra attack every 2.5 seconds.
Facts
Level 4 GA: 1 extra attack per 2.5 seconds
Attack Speed Formula: (1 + IAS) / BAT
Computations
Weaver's base attack per second
(1 + 0) / 1.7 = 0.588 atk/sec
Number of attacks in 2.5 seconds
2.5 sec * 0.588 atk/sec = 1.47 atk
Add an extra attack from a level 4 GA
1.47 atk + 1 atk = 2.47 atk
In 2.5 seconds Weaver can do 2.47 attacks.
Compute his new attack per second
Let X stand for this value:
2.5 sec * X atk/sec = 2.47 atk
X = 2.47 atk / 2.5 sec
X = 0.988 atk/sec
Compute increase in IAS. Again use the Attack Speed Formula
Let Y stand for this value:
(1 + 0 + Y ) / 1.7 = 0.988 atk/sec
(1 + Y) / 1.7 = 0.988 atk/sec
1 + Y = 0.988 atk/sec * 1.7
Y = (0.988 atk/sec * 1.7) - 1
Y = 0.6796
Convert Y value to percentage
IAS gained = 0.6796 * 100
IAS gained = 67.96% or 68%
IAS gained is 68%. Let's check if this value is true. Assume a Weaver with no GA but has an extra IAS of 68%. In 2.5 seconds, he should be able to execute 2.47 attacks. We use the Attack Speed Formula again:
(1 + 0 + 0.68) / 1.7 = 0.988 atk/sec
2.5 sec * 0.988 atk/sec = 2.47 atk
Breakdown
Following the same computation, here's the overall breakdown for all levels of GA:
GA lvl 1: 28% IAS
GA lvl 2: 34% IAS
GA lvl 3: 42% IAS
GA lvl 4: 68% IAS
Orb Effects
GA is an Orb effect and therefore it works oddly with Orb items. Check the listing below to see these effects.
FAQ
Q: Do Orb effect items work properly with GA?
A: No. They do not work properly. Only Skadi works normal.
Listing: Orb Effects List
Basic Rules
Orb Effects do not stack (you will only get the effect of one "orb" skill)
You can only place one buff per attack
Orb Effects
Corruption
If the item was acquired (bought, picked up, received) before the first level of the ability only the ability will work, OR
Else Slot Priority (Item overrides if it's in the Top Left Priority slot, else skill works)
Main/Chain Lightning
If the item was acquired (bought, picked up, received) before the first level of the ability only the ability will work, OR
Else Slot Priority (Item overrides if it's in the Top Left Priority slot, else skill works)
Feedback
Only on the Bonus Shot
Lifesteal
Lifesteal
Frost Attack (Ranged Skadi)
If Weaver auto-acquires his target it will slow while Geminate Attack is on cooldown, if he is ordered to attack it will slow on every hit except the one before the extra attack.
Buff Placers
Critical Strike
Critical strikes are buff placers on the attack that trigger them, only for ranged units.
Bash
Bonus damage from Bash on a ranged unit will be added to the unit's damage and not dealt separately, this is why you can Lifesteal off MKB
For ranged units Bashes deal Physical bonus damage (Reduced by armor type and amount) and magical stun (Blockable by Spell Immunity)
Stacking
Crit
When two Critical Strikes proc at the same time only the last acquired will work, a skill is considered acquired when the first level is learned, and an item is considered acquired when it's picked up.
Bash
When two bashes proc at the same time on a ranged hero only the last one acquired will work (stun and damage wise)
Bash and Crit
Ranged Unit: When a Critical Strike triggers in a ranged unit it will override all the previously acquired bashes and crits, if a Bash that was acquired after all the crit procs then it deals it's bonus damage and stuns normally (In this regard new Basher will always be considered the last acquired ability)
Urna Swarm
Urna Swarm is a major upgrade for Weaver. It replaced his old Watchers skill. The strategy with Watchers remain the same. However, with the addition of Infestation, Weaver's game has gained a higher level.
Use Cases
Map control
Reveals and sets-up plays
Silences enemy groups
FAQ
Q: Should I ignore Swarms?
A: No, ignoring Swarms makes Weaver somewhat useless.
Reconnaisance Patrols
Sending a Swarm on one spot and letting it idle doesn't maximize its recon potential. A Swarm can patrol. Watching one spot is good but watching many spots is even better. A moving Swarm is easily noticeable to the human eye because the our eyes are better at spotting moving objects than stationary ones.
Patrol movement is performed by holding the Shift key on the keyboard while the Patrol button is activated, then clicking as many spots to direct the movement of the Swarm.
By default Swarms are visible, unlike the old Watchers. They are invisible when burrowed but that disables their movement as well. It also greatly limits their vision. The screenshots below show the difference in vision when burrowed and not.
FAQ
Q: Should I patrol or burrow Swarms?
A: Patrolling is better because it provides better vision. Burrow when enemies are targeting your Swarms.
Spots to Patrol
As a rule of thumb, your patrol movement should be triangular to cover as much area as possible. This means issuing two patrol points for each Swarm.
Compare the diagrams below. The stationary vision shows the typical stationary Swarm placement. The patrolling vision shows the enhanced vision. Clearly, patrolling Swarms are better.
The main spots to patrol are shown on the sequence placement diagram above and expanded below.
rune spot at the left side of the river
rune spot at the right side of the river
forest near the top Scourge tower
forest near the bottom Sentinel tower
Sentinel secret shop
Scouge secret shop
Sharing Patrols
It's better to share control of Swarms with your teammates, so that they can position the Swarms at their preferred location. This can be achieved by sharing control of your hero with your teammates. Advise them to patrol your Swarms and avoid controlling your hero
Farming with Swarm
Swarms possess the Infestation skill, an AoE skill that poisons and silences hostile units. Damage dealt is 20 per second and lasts for 3 seconds which translates 60 magic damage for 3 seconds. Weaver can damage multiple units with Infestation, and this aids farming.
FAQ
Q: How practical is farming with Swarm?
A: Certainly, it's not like you'll be farming like Krob's Carrion Swarm. But if you timed it correctly, you can get better last hits.
Preferably, use Infestation when creeps are almost half-way their hp. The poison does not stack with another Infestation. You must wait after 3 seconds to inject another Infestation. Two consecutive Infestation has a total magic damage of 120. Add Shukuchi and Weaver does about 200 magic damage per creep wave.
To farm with Infestation, follow these steps:
Position a Swarm near the enemy creeps
Activate Infestation
Your Swarm will commit suicide and explode
The explosion poisons and silences hostile units within a 275 AoE
Send another Swarm and repeat the steps
Harassment with Infestation
Infestation is useful in harassing enemies because it poisons and silences them quickly. It’s a cheap skill. You get all the benefits with a Level 1 Urna Swarm for 16 mana. Infestation does poison for 20/sec in 3 seconds and silences for the same duration. Compare that to other heroes. Viper’s Poison skill does poison for 24/sec in 2 seconds when maxed, while Silencer’s Last Word silences for 3 seconds when maxed. Weaver gets the best deal.
FAQ
Q: Does Infestation really hurt?
A: The first and second Infestation may feel nothing, but once Weaver starts spamming Infestation, definitely most heroes will feel the poison.
To harass with Infestation, follow these steps:
Position a Swarm near the enemy hero
Activate Infestation
Wait 3 seconds
Send another Swarm and repeat the steps.
Result: Initially the enemy hero will neglect your Swarm but eventually he’ll feel the pain causing him to retreat and regen. Watch how his HP slowly drops. Add Shukuchi and Weaver may well get a first blood. Harassment is best done early in the game.
Other Uses of Infestation
Expand the listing below to learn more about these uses.
Listing: Infestation use lists
Escaping
Weaver can escape with Infestation by silencing his predator--providing Weaver 3 seconds leeway to use Shukuchi and Time Lapse. To employ this tactic, Weaver should be accompanied by his Swarms wherever he goes.
Disabling enemy offense
Offensive spells can be silenced with Infestation. Channeling and ultimate spells can be disabled as well if properly timed with Infestation.
Disabling enemy escape
Escaping enemies can be silenced with Infestation--preventing any escape mechanism spells from casting. This allows Weaver and his allies to finish the enemy.
Slowing down enemies
Scattered Swarms on the map can slow down enemies, not by movement reduction but by spell prevention. A real-game example describe this strategy: An ally Huskar has pawned an enemy, but he's in trouble because Drow's Frost Arrows is slowing him down. Huskar is running from the Sentinel forest towards the bottom river. To help Huskar, I un-burrowed a Swarm from the forest. Chased Drow and activated Infestation, silencing her spells--giving Huskar 3 seconds leeway. I popped another Swarm from the river and silenced Drow again--giving Huskar another 3 seconds leeway and of course he escaped.
Pushing with multiple silence
This is a useful strategy in team vs team encounters. The idea is to send 8 Swarms ahead just before your team engages the enemy. The 1st Swarm advances first and activates Infestation, silencing the enemy. Then the 2nd Swarm advances and does the same thing. The remaining Swarms repeat the same process consecutively. This ensures 8 seconds silence at min and 24 seconds silence at max. That's plenty of time for your team to launch their offensive spells.
FAQ
Q: How easy are these techniques to execute?
A: They're not easy. You'll need to be good at micromanaging. Whoever says that Weaver doesn't need micro is a fool.
Shukuchi
Shukuchi is Weaver’s main survival skill. He becomes invisible and reaches maximum speed allowing him to pass through against any units.
Common Uses
Shukuchi is commonly employed for:
Dodging spells and evading attacks
Escaping and chasing heroes
Weaver can actually dodge attacks and spells while the projectiles are still traveling on the screen, though there are special cases.
Range
The range of Shukuchi is equivalent to the diagonal length of the viewable area of the game, which is constrained by the white rectangle on the minimap. See the figure below.
FAQ
Q: How can I take advantage of Shukuchi's range?
A: If Weaver and his target are within the viewable rectangle, Weaver will reach his target.
Harassment
It’s not advisable to use Shukuchi for early game harassment because of Weaver's susceptibility to harassment more than the enemy. This is due to his fragile HP and mediocre damage.
When Weaver employs Shukuchi for early game harassment, here’s the typical scenario:
Weaver activates Shukuchi and passes the enemy.
He attacks the enemy from behind.
The enemy counter-attacks.
The enemy creeps attack Weaver as well.
Weaver runs (still waiting for Shukuchi to cooldown).
Weaver activates Shukuchi and finally escapes.
Typical result: It’s Weaver who gets harassed. He receives more damage than the enemy. He loses 120 mana. He is forced to regen behind his creeps. A third Shukuchi follow-up maybe suicidal. However, if he waits a little longer, the enemy will regenerate and level-up with better spells.
For early-game harassment, it’s better to use Infestation because of its low mana cost and cooldown. Moreover, it doesn’t require Weaver to engage the enemy. Shukuchi is best used as a finisher, when the enemy is fleeing, or when the enemy cannot retaliate. Better yet, harass with Infestation and finish with Shukuchi.
FAQ
Q: Should I harass with Shukuchi?
A: No, because Shukuchi is best for escaping and chasing heroes.
Spamming
Shukuchi should not be spammed at early levels because Weaver’s mana pool doesn't have the capacity for spamming Shukuchi. He needs to retain some mana for his other skills. Shukuchi’s cooldown is slow at the lowest level. And as previously noted, it is not advisable for early game harassment.
FAQ
Q: Should I spam Shukuchi?
A: No, because Weaver doesn't have enough mana and its cooldown is slow.
Chasing
The proper way of chasing with Shukuchi should be done with the following steps:
Activate Shukuchi and chase the target.
Do not hit the target while on Shukuchi.
Go a little farther against the target.
Hit the target.
If the target is still alive, Shukuchi and repeat the steps.
FAQ
Q: In step 3, why does Weaver need to go farther than the target?
A: To maximize the range and damage that he can inflict. He also needs to go farther to minimize the wait for the next Shukuchi.
Time Lapse
Time Lapse is Weaver’s ultimate skill. It restores his previous hit points, mana, and location 5 seconds ago. If 5 seconds ago Weaver had 500 hp and was on the Fountain, and now has 200 hp and is on the Tower, Time Lapse will restore his 500 hp and places him back on the Fountain. It also removes negative buffs.
Escaping
Normally Shukuchi is used to escape an enemy but when the enemy is relentless, it’s best to disorient the enemy. A cunning method is to use Time Lapse to warp Weaver on the opposite direction where the enemy is running towards.
To execute a Time Lapse escape, follow the steps below:
Activate Shukuchi and run.
When the enemy is near, activate Time Lapse.
Weaver will be one screen away, behind the enemy.
Activate Shukuchi for the final escape.
Item Build
Weaver's overall item build should maximize his role as a killer. His item build shouldn't be expensive but cost-effective. We will be dividing this section to four categories: Starting Items, Supporting Items, Primary Items, and Secondary Items.
Starting Items focuses on initial items that will help Weaver farm and retain longer on the lane. Supporting Items focuses on improving his previous goals as well as improving his defense, mana, and speed. Primary Items discusses Weaver's main killing weapon. Secondary Items focuses on improving Weaver's killing potential further.
Our target builds:
Quote:
Butterfly Build
Killer build with emphasis on higher IAS, damage, and Evasion.
Skadi Build
Killer build with emphasis on stat boosts and Cold Attack.
Starting Items
Tangoes, Slippers of Agility, Ironwood Branches
Weaver has one of the lowest HP and mediocre damage in the game. He just needs a couple of Tangoes for HP regen. Slippers of Agility for increase damage. Branches for the remaining gold.
Stout Shield, Ring of Protection
Then I'll go for Stout Shield and Ring of Protection to increase Weaver's defense. These items are prerequisites for our main build items.
Alternate Starting Items
Check the listing below to learn more about these items.
Listing: Alternate Starting Items
Healing Salve and Clarities are welcome additions to Tangoes.
If Weaver has purchased Slippers, Wraith Band is a good upgrade. It improves damage and provides HP boost. However, I prefer Poor Man's Shield instead.
If Weaver needs extra HP, Bracer should help. It's cheap and easily boosts Weaver's HP and stats. Two Bracers provide +12 STR, +6 AGI, +6 INT and cost 1020 gold.
Ring of Regeneration to lessen the need for Tangoes. Sometimes I may opt for a Bottle.
Support Items
Basilius and Poor Man's Shield
Basilius and Poor Man's Shield are cheap but useful items. They make Weaver durable, improve his damage and attack speed, increase his armor and mana regen. The required parts are affordable. They complement his early game needs: damage, durability and mana.
Power Treads
Treads increases Weaver’s overall damage, movement, and attack speed.
Listing: Basilius, Poor Man's, and Power Treads Recipe
Basilius Recipe
Sobi Mask (325)
Ring of Protection (175)
Total price: 500
Properties:
+6 damage
Mana Aura (passive)
+0.65 mana regeneration
900 AoE
Armor Aura (passive)
+3 armor
900 AoE
Does not stack with armor auras from Assault Cuirass, Ring of Basilius, or Vladmir's Offering
Poor Man's Recipe
Stout Shield (250)
2 X Slippers of Agility (300)
Total price: 550
Properties
+6 Agility
Damage Block (passive)
Gives a 100% chance to block 20 hero damage if wielder is melee, or 100% chance to block 10 hero damage if wielder is ranged
Gives a 60% chance to block 20 non-hero damage if wielder is melee, or 60% chance to block 10 non-hero damage if wielder is ranged
Power Treads Recipe
Boots of Speed (500)
Boots of Elvenskin / Belt of Giant Strength / Robe of the Magi (450)
Gloves of Haste (500)
Total price: 1450
Properties:
+60 movement speed
+10 any attribute
+30 attack speed
Build Analysis
Let's analyze our current item build. Let's assume our Weaver is at level 6 with a level 1 GA and equipped with Basilius, Poor Man's Shield, and Power Treads. The screenshot below shows an overview.
Numerically, Weaver achieves the following constitution (Check the listing below to see how these numbers are generated. At higher levels, these numbers are higher as well):
Str: 22
Agi: 26 + 16
Int: 24
HP: 568
Mana: 312
IAS: 100%
HP regen: 0.91 per second
Mana regen: 1.62 per second
Movement speed: 350
Armor: 4 + 5.2
EHP due to Armor: 313 EHP
Damage: 58 to 68 +22
Other bonuses:
Weaver's low HP makes him prone to nukes and ultimates. Boosting his HP, regen, and damage reduction should help. Expand the listing below to learn more about these items.
Listing: Optional Support Items
Hood of Defiance
Defiance is best against nukers. With +30% spell resistance and +8 HP/sec regeneration, Weaver can stay longer on the lane. Price is reasonable (2050 gold).
Vanguard
Vanguard easily boosts Weaver's HP and gives a 70% chance to block 40 attack damage. Price is reasonable as well (2225).
FAQ
Q: When to replace Poor Man's with Vanguard?
A: Normally Poor Man's shouldn't be replaced with Vanguard because Weaver should spend most of his gold in damage booster items. In cases where Weaver needs an extra HP boost, better block defense, and HP regen, Vanguard seems a reasonable upgrade with an inexpensive price.
Black King Bar
BKB is known for its spell immunity. It also gives +10 Strength and +24 damage which are great additions. It quite expensive (3900 gold). This is an unnecessary item for Weaver. I do not recommend it. That's why he has 8 Swarms for mass silence = mass immunity!
Primary Item
Weaver's main item should focus on damage because he is a killer.
Monkey King Bar
MKB improves Weaver's damage and killing potential significantly. His attack no longer misses and cancels channeling spells. Read the listing "Determing the Primary Item" for an explanation why MKB is the main choice.
Listing: Monkey King Bar
Recipe
Javelin (1500)
Javelin (1500)
Demon Edge (2400)
Total price: 5400
Properties
+80 damage
+15 attack speed
True Strike (passive)
Prevents your attacks from missing (except due to exceeding Movement Buffer Range on melee units)
Interferes with some attack modifiers on ranged units
Mini-Bash (passive)
Gives a 35% chance to bash on attacks
Deals 100 bonus damage and stuns for 0.01 seconds
Build Analysis
This is a conservative item build analysis. We're assuming a level 16 Weaver with the following items: Basilius, Poor Man's, Phase Boots, and MKB, and with all skills maxed.
Numerically, Weaver achieves the following constitution (Check the listing below to see how these numbers are generated. At higher levels, these numbers are higher as well):
Str: 37 + 2
Agi: 51 + 18
Int: 42 + 2
HP: 891
Mana: 572
IAS: 182%
HP regen: 1.42 per second
Mana regen: 2.42 per second
Movement speed: 350
Armor: 7 + 5.5
EHP due to Armor: 668 EHP
Damage: 83 to 93 + 104
Other bonuses:
Damage block
100% chance for 10 damage against heroes
60% chance for 10 damage against non-heroes
True Strike (passive)
Prevents your attacks from missing (except due to exceeding Movement Buffer Range on melee units)
Interferes with some attack modifiers on ranged units
Mini-Bash (passive)
Gives a 35% chance to bash on attacks
Deals 100 bonus damage and stuns for 0.01 seconds
Total Item Cost: 7900
FAQ
Q: Why MKB?
A: To determine the primary item, we need to consider the following factors:
Weaver has an orb-skill that works oddly with orb-items. Avoid orb-items
He is not a tanker or a caster. Avoid tanker-caster type items
He is a killer with mediocre damage. Choose an item that improves his damage significantly
Choose an item where the recipe items are useful by themselves
Choose a reasonably priced item
The items narrow down to MKB, Buriza, and Radiance. They fit the criteria. However, MKB stands out among the three. Here are the reasons:
Javelin is cheaper with better or comparable damage with Crystalys.
Javelin is way cheaper than Sacred Relic. Javelin can be utilized early-on. Rushing Relic early-game is a risky strategy.
MKB is a killer-oriented weapon. Radiance is an AoE-oriented item, great at softening groups of units.
Damage is comparable with Buriza but MKB has properties that benefit Weaver more.
Check the listings below to learn more about these items.
Listing: Armlett of Mordiggian
Comment
This is an interesting item in relation with Unholy Strength and Time Lapse. Weaver gets an instant HP, attack speed, and damage boost in exchange for huge HP drain. Weaver can offset that HP lost. A timely Time Lapse restores back his lost HP.
Recipe:
Helm of Iron Will (950)
Gloves of Haste (500)
Quarterstaff (900)
Armlet of Mordiggian Scroll (400)
Total price: 2850
Properties
+9 Damage
+15% Attack Speed
+5 Armor
+3 HP Regen
Unholy Strength
Gives +31 damage, +10 attack speed, and +25 Strength while active, but drains 35 HP per second
Activating has a 10 second cooldown
You cannot die from the 35 HP loss per second, nor from the health loss when deactivating
FAQ
Q: Why choose Armlett over MKB?
A: We should avoid comparing Armlett to MKB because they belong to different categories. It's like comparing Vanguard to Tarrasque. Also check the price difference; Armlett is almost half the price of MKB. It is a cool item though and fun to use in pub games. However, I find that Unholy Strength is only useful when Time Lapse is available. Since Time Lapse is not spammable, Unholy Strength is neither spammable as well. Besides it's better to use Time Lapse for survival purposes than offsetting loss HP due to Unholy. Weaver gets better damage with MKB without the HP loss.
Listing: Radiance
Comment
Radiance is an interesting item in relation with Shukuchi. He softens enemies while invisible. He does a total of 160 damage per Shukuchi (40 from Radiance and 120 from Shukuchi). It's a fun item but MKB suits Weaver better. Rushing Radiance is a risky but fun strategy.
Recipe
Sacred Relic (3800)
Radiance Recipe Scroll (1525)
Total price: 5325
Properties
+60 Damage
Burn Damage:
Deals 40 damage per second in a 650 AoE
Build Analysis
This is a conservative item build analysis. We're assuming a level 16 Weaver with the following items: Basilius, Poor Man's, Phase Boots, and Radiance, and with all skills maxed.
Str: 37 + 2
Agi: 51 + 18
Int: 42 + 2
HP: 891
Mana: 572
IAS: 167%
HP regen: 1.42 per second
Mana regen: 2.42 per second
Movement speed: 350
Armor: 7 + 5.5
EHP due to Armor: 668 EHP
Damage: 83 to 93 + 84
Other bonuses:
Damage block
100% chance for 10 damage against heroes
60% chance for 10 damage against non-heroes
Burn Damage:
Deals 40 damage per second in a 650 AoE
Total Item Cost: 7650
FAQ
Q: MKB or Radiance?
A: Check the numbers below. MKB has the higher damage output. However, Radiance has the better AoE damage and cheaper price.
Format:
Property: MKB | Radiance
Str: 37 + 2 | 37 + 2
Agi: 51 + 18 | 51 + 18
Int: 42 + 2 | 42 + 2
HP: 891 |891
Mana: 572 | 572
IAS: 182% | 167%
HP regen: 1.42 per second | 1.42 per second
Mana regen: 2.42 per second | 2.42 per second
Movement speed: 350 | 350
Armor: 7 + 5.5 | 7 + 5.5
EHP due to Armor: 668 EHP | 668 EHP
Damage: 83 to 93 + 104 | 83 to 93 + 84
Other bonuses:
Damage block
100% chance for 10 damage against heroes
60% chance for 10 damage against non-heroes
True Strike (passive) (MKB only)
Prevents your attacks from missing (except due to exceeding Movement Buffer Range on melee units)
Interferes with some attack modifiers on ranged units
Mini-Bash (passive) (MKB only)
Gives a 35% chance to bash on attacks
Deals 100 bonus damage and stuns for 0.01 seconds
Burn Damage (Radiance only)
Deals 40 damage per second in a 650 AoE
Total Item Cost: 7900 | 7650
Q: Why choose Radiance over MKB?
A: MKB should be the main choice because it can kill single enemies faster and efficiently. Choose Radiance if you prefer slowly chipping your enemies' health while in Shukuchi.
Gives a 20% chance to deal 2.4x normal damage on an attack
Build Analysis
This is a conservative item build analysis. We're assuming a level 16 Weaver with the following items: Basilius, Poor Man's, Phase Boots, and Buriza, and with all skills maxed.
Str: 37 + 2
Agi: 51 + 18
Int: 42 + 2
HP: 891
Mana: 572
IAS: 167%
HP regen: 1.42 per second
Mana regen: 2.42 per second
Movement speed: 350
Armor: 7 + 5.5
EHP due to Armor: 668 EHP
Damage: 83 to 93 + 99
Other bonuses:
Damage block
100% chance for 10 damage against heroes
60% chance for 10 damage against non-heroes
Critical Strike
Gives a 20% chance to deal 2.4x normal damage on an attack
Total Item Cost: 8300
FAQ
Q: MKB or Buriza?
A: Check the numbers below. Both items have comparable base damage. The major difference are their special properties. Buriza has the potential to do 2.4x damage whereas MKB has the potential to do 1.5x damage. However, MKB has better chances of executing due to its higher percentage rate and IAS. In paper, the end result seems to be the same.
Format:
Property: MKB | Buriza
Str: 37 + 2 | 37 + 2
Agi: 51 + 18 | 51 + 18
Int: 42 + 2 | 42 + 2
HP: 891 |891
Mana: 572 | 572
IAS: 182% | 167%
HP regen: 1.42 per second | 1.42 per second
Mana regen: 2.42 per second | 2.42 per second
Movement speed: 350 | 350
Armor: 7 + 5.5 | 7 + 5.5
EHP due to Armor: 668 EHP | 668 EHP
Damage: 83 to 93 + 104 | 83 to 93 + 99
Other bonuses:
Damage block
100% chance for 10 damage against heroes
60% chance for 10 damage against non-heroes
True Strike (passive) (MKB only)
Prevents your attacks from missing (except due to exceeding Movement Buffer Range on melee units)
Interferes with some attack modifiers on ranged units
Mini-Bash (passive) (MKB only)
Gives a 35% chance to bash on attacks
Deals 100 bonus damage and stuns for 0.01 seconds
Critical Strike (Buriza only)
Gives a 20% chance to deal 2.4x normal damage on an attack
Total Item Cost: 7900 | 8300
Q: Why choose Buriza over MKB?
A: MKB should be the main choice because of its reliable damage output. However, the numbers do not lie. We see that Buriza should work with Weaver as well.
Secondary Item
After Weaver's primary item, he needs an item that will further enhance his killing abilities.
Butterfly
Butterfly improves Weaver’s overall build. Damage, attack speed, evasion, and armor are areas where Weaver needs improvement overall. This item easily fulfills those needs. He can kill faster and evade attacks better when equipped with this item.
Listing: Butterfly
Recipe
Eaglehorn (3300)
Talisman of Evasion (1800)
Quarter Staff (900)
Total price: 6000
Properties
+30 Agility
+30 Damage
+30% Evasion
+30 Attack Speed
Build Analysis This is a conservative item build analysis. We're assuming a level 25 Weaver with the following items: Basilius, Poor Man's, Phase Boots, MKB, Butterfly, and with all skills maxed.
Numerically, Weaver achieves the following constitution (Check the listing below to see how these numbers are generated. At higher levels, these numbers are higher as well):
Str: 51 + 20
Agi: 74 + 66
Int: 58 + 20
HP: 1499
Mana: 1014
IAS: 253%
HP regen: 2.38 per second
Mana regen: 3.78 per second
Movement speed: 350
Armor: 10 + 12.2
EHP due to Armor: 1996 EHP
Damage: 106 to 116 + 182
Other bonuses:
Damage block
100% chance for 10 damage against heroes
60% chance for 10 damage against non-heroes
True Strike (passive)
Prevents your attacks from missing (except due to exceeding Movement Buffer Range on melee units)
Interferes with some attack modifiers on ranged units
Check the listings below to learn more about these items.
Listing: Eye of Skadi
Comment
Skadi is a viable alternative to Butterfly. Skadi easily boost Weaver's HP and overall stats. The Cold Attack is great at slowing down and killing enemies. Suprisingly, this item works with Geminate Attack, even though both are orb effects. Actually, Skadi is not an orb effect when equipped by ranged heroes. Skadi becomes a buff placer instead.
Recipe
2 X Ultimate Orb (2100)
Point Booster (1200)
Eye of Skadi (750)
Total price: 6150
Properties:
+25 Agility
+25 Strength
+25 Intelligence
+200 HP
+150 mana
Cold Attack (Passive, orb)
Causes attacks to slow the movement speed of the target by 30%, and slow the attack speed of the target by 20%
Lasts 3 seconds with melee Eye of Skadi, 2 seconds with ranged Eye of Skadi
Orb effect and buff placer with melee Eye of Skadi, buff placer with ranged Eye of Skadi
Build Analysis
This is a conservative item build analysis. We're assuming a level 25 Weaver with the following items: Basilius, Poor Man's, Phase Boots, MKB, Skadi, and with all skills maxed.
Str: 51 + 45
Agi: 74 + 61
Int: 58 + 45
HP: 2174
Mana: 1489
IAS: 248%
HP regen: 3.13 per second
Mana regen:4.78 per second
Movement speed: 350
Armor: 10 + 11.5
EHP due to Armor: 2804 EHP
Damage:106 to 116 + 147
Other bonuses:
Damage block
100% chance for 10 damage against heroes
60% chance for 10 damage against non-heroes
True Strike (passive)
Prevents your attacks from missing (except due to exceeding Movement Buffer Range on melee units)
Interferes with some attack modifiers on ranged units
Mini-Bash (passive)
Gives a 35% chance to bash on attacks
Deals 100 bonus damage and stuns for 0.01 seconds
Cold Attack (Passive, orb)
Total Item Cost:14050
FAQ
Q: Butterfly or Skadi?
A: Check the numbers below. You should be convinced that Skadi should work as well with Weaver. It's a viable alternative to Butterfly.
Format:
Property: Butterfly | Skadi
Str: 51 + 20 | 51 + 45
Agi: 74 + 66 | 74 + 61
Int: 58 + 20 | 58 + 45
HP: 1499 | 2174
Mana: 1014 | 1489
IAS: 253% | 248%
HP regen: 2.38 per second | 3.13 per second
Mana regen: 3.78 per second | 4.78 per second
Movement speed: 350 | 350
Armor: 10 + 12.2 | 10 + 11.5
EHP due to Armor: 1996 EHP | 2804 EHP
Damage: 106 to 116 + 182 | 106 to 116 + 147
Other bonuses:
30% Evasion | Cold Attack (Passive, orb)
Total Item Cost: 13900 | 14050
Q: Why choose Skadi over Butterfly?
A: Butterfly should be the main choice because of its better damage output. In cases where Weaver needs HP and overall boost, he should choose Skadi because it also provides good damage and slow attack.
Skill Build
Weaver needs all his skills, so it makes sense to max all of them. Therefore the suggested skill build is to do a rotation: Urna Swarm first, followed by Shukuchi, and then Geminate Attack. Add a point to Time Lapse whenever possible. Stats should be maximized last.
Urna Swarm
Shukuchi
Geminate Attack
Urna Swarm
Shukuchi
Time Lapse
Geminate Attack
Urna Swarm
Shukuchi
Geminate Attack
Time Lapse
Urna Swarm
Shukuchi
Geminate Attack
Stats
Time Lapse
Stats
Stats
Stats
Stats
Stats
Stats
Stats
Stats
Stats
FAQ
Q: Why Urna Swarm first instead of Shukuchi?
A: Weaver’s first skill point should be spent on Urna Swarm instead of Shukuchi for the following reasons:
Low mana cost and cooldown, spammable
Better for farming and early-game harassment
Swarms are great for defensive purposes as well
You get two Swarms for the price of one.
FAQ
Q: I think the first skill should be put on Shukuchi. It's not as if someone will gank you at level 1 so Swarms are pretty much useless.
A: At level 2, this argument dissipates in thin air. Certainly Shukuchi is great at escaping but it's not as if all I'll do is escape. My mindset is not about escaping but rather on survival, farming, offense. Swarms fulfill those needs better than Shukuchi. Do you buy Boots as your starting item? Why? So that you can run faster to your fountain? You put Shukuchi first? Why? So you can run faster to your fountain as well?
Weaver’s second skill point should be spent on Shukuchi than Geminate Attack for the following reasons:
In cases where Weaver has exposed himself early, it’s best to escape with Shukuchi
In case where the enemy is fleeing to avoid first blood, Shukuchi may make the difference
Shukuchi can damage multiple units which aids farming
Weaver’s third skill point should be spent on Geminate Attack for the following reasons:
GA farming
The extra hit may give Weaver the first blood.
Team Role
Weaver's roles can be summed up as:
Killer
Map watcher
Multiple silencer
Weaver a killer, not a tanker or a caster. His skills support his killer role. Geminate Attack is designed to increase his damage output; whereas Shukuchi and Time Lapse are designed to outlast his prey.
His other role is to provide recon and map control with his Urna Swarm. He alerts his team of any hazards and opportunities on the map. Recon is a big advantage.
Weaver is also a silencer who can silence multiple times that can reach up to 24 seconds length. This is unique with imbalanced repercussions. He is able to set and disrupt plays by silencing enemies while allowing his team to cast freely.
Competitive DotA
Here's an interesting view on where Weaver fits in the whole scheme of competitive DotA. This is based on DarkMedina's guide "What competitive DotA is all about" from PlayDota.com. The items in the bullet lists are quoted from that guide.
Weaver's roles fall under these categories:
Ganker
It's the one who goes around killing enemy carries and ensuring the farm for your carries.
Initiator
The one with disables/nukes that can initiate a team battle. Initiators usually gank or support too.
Semi-Carry
Usually with another role, the semi-carry is the one who excel at mid/late game, but not too late.
Regarding ganks and wards:
TP Scrolls and Wards are your friends. They really buy you some gank/counter-gank situations now and then.
Watch out for blinkers, for wards that may have sight of you and for the heroes that can disable your blink daggers (or your allies's).
Wards help you avoid ganks and stay inlane farming when no one comes to gank you. They also let you counter-gank and initiate team battles with ease. Cool, uh? For the very same reason, you need to counter-ward, so that your enemies can't do the same and you keep up the game with a huge advantage.
Regarding runes:
Get the runes and gank. No, not only that.
Runes are very important for ganking heroes, for bottle heroes and for solo mids.
Game Strategy Starting Phase
Level 1
Weaver is at his base. His first task is to equip items that will help him stay on the lane. His second task is to pick a lane. Pick a lane with an ally. This is his best lane because Weaver doesn't gain much soloing, and he cannot hold against two enemies (Imagine facing Axe and Krob). His main goal is to farm and level-up. He should not engage the enemy. He sucks early game. It's a fact. Don't expect Weaver to do anything extraordinary.
Early Phase
Levels 1-11
Weaver is at his lane. His main goal is to farm and level-up. Avoid engaging the enemy solo. Engage only with the help of an ally. Weaver is still nothing at this stage. He can provide recon however with his Swarms. Start by sending a pair of Swarms on the river, one for each rune spot. Send another pair on the forest, one near the Sentinel and another for Scourge. Keep the at least two Swarms near Weaver for defensive and offensive purposes. If we follow the suggested skill build, he should have six Swarms before reaching level 11. Weaver must recon actively. Alert your teammates whenever your Swarms detected enemies. Reposition them so you can follow your enemies' movement. Weaver should start completing his support items: Stout Shield, Basilius, and Phase Boots.
Middle Phase
Levels 11-16
Weaver may get kills from time to time, but honestly, his Swarms are more useful than him. He has two goals here: Farm, farm, farm, and recon, recon, recon (Okay, I purposely repeated the words). His primary objective is to build his primary item which is MKB. Buy the Javelin first, then the Demon Edge, and finally the second Javelin. He should have his Swarms skill maxed already. Send the remaining two Swarms on the forestry as well. At this stage, he should have six Swarms watching the map. The other two should remain with Weaver for offensive and defensive purposes. When your allies are planning a team offense or defense, prepare your Swarms to perform mass silence.
Mid-Late Phase
Levels 16-20
Weaver should have his MKB completed. He is now starting to get useful. He can kill and farm better. Gank enemies with the help from your allies. Chase any fleeing heroes. Weaver should start building his secondary item, Butterfly. Buy the Eaglehorn first, then the remaining two items. He must not stop controlling the map with Swarms.
Late Phase Levels 20-25
Weaver should have his Butterfly completed. He is now a full-pledged killer. Make sure to maximize his ganking and killing abilities. Recon and setup plays with your Swarms to maximize your team pushes.
How to Beat Weaver Late gamer, harass early
Weaver’s full strength is realized in the late game. Early game he is weak and prone to harassment because of his low HP and mediocre damage. Nukes are also difficult for Weaver to handle.
Gem and ward sweeping
Weaver’s strength early game is his Urna Swarm which provides recon and map control. This means it's difficult to gank him and his teammates. Gems and wards can help in sweeping Swarms. However, this also means Weaver has detected you.
Multiple disables: Silence, Hex, Stun
Gems help in detecting invisible heroes, including Weaver. To kill Weaver, he must be disabled multiple times either with silence, hex, or stun. Weaver has numerous escape mechanisms; therefore a single disable cannot buy enough time to kill him. Beware of Swarms however because they can counter-disable your spells.
Too much micro
Weaver needs a lot of micro. He is fragile and requires extreme care. His skills must be utilized in a timely, coordinated manner. He has 8 Swarms scattered on the map and requires constant watch.
Hero Comparison
With the added +5 base damage to Weaver in 6.63 and considering that a level 4 GA provides 68% IAS, it made me think whether Weaver's damage is really mediocre. I think it's best if we compare him among the popular AGI heroes. I'm only considering a few and all of them are range heroes:
Listing: Hero Comparison Analysis
Nerubian Weaver
Strength: 15 + 1.5
Agility: 14 + 2.5
Intelligence:15 + 1.8
Damage: 46 - 56
Note that +5 damage gain! Before 6.63, that was only 41-51.
Drow Ranger
Strength: 17 + 1.9
Agility: 22 + 1.9
Intelligence: 15 + 1.4
Damage: 40 - 51
Pros: Weaver has the higher AGI gain and base damage.
Cons: Drow has a slight HP gain and higher starting AGI.
Netherdrake (Viper)
Strength: 17 + 1.9
Agility: 21 + 2.5
Intelligence: 15 + 1.8
Damage: 44 - 46
Pros: Weaver and Viper have the same AGI gain. Weaver has the higher base damage.
Cons: Viper's starting AGI is higher. Viper has a higher HP gain, same with Drow.
Shadow Fiend
Strength: 15 + 2
Agility: 20 + 2.4
Intelligence: 18 + 2
Damage: 34 - 41
Pros: Weaver has the higher AGI gain and higher base damage.
Cons: Shadow's starting AGI is higher. His HP gain is higher as well.
Priestess of the Moon
Strength: 17 + 1.85
Agility: 20 + 2.75
Intelligence: 17 + 1.65
Damage: 34 - 41
Pros: Weaver has the higher base damage.
Cons: Priesstess has the higher AGI gain but very slight and a higher starting AGI.
Release Changes
Weaver has undergone many release changes in DotA. Expand the listing below to learn more about these changes.
Listing: Release Changes
6.63
* Base damage increased by 5 points
* Geminate attack now works against towers
* Weaver's attack range buffer increased to prevent misfires on Geminate Attack
6.61
* Removed Watchers and replace with Urna Swarm
* Lowered Shukuchi cooldown from 13/11/9/7 to 12/10/8/6 seconds
6.55
* Decreased Watcher's vision a little bit
6.50
* Lowered Geminate's attack cooldown
* Fixed a very minor bug with the damage mechanism on Shukuchi
6.42
* Watchers no longer have spell immunity
6.38
* Weaver’s attack range improved from 400 to 425
6.35
* Increased base damage for Weaver
6.33b
* Improved how Weaver's Watchers interact with spells
6.33
* Buffed Weaver's Watcher movespeed
6.32
* Watchers no longer die when Weaver dies. They also have better night vision.
6.17
* Balance tweaks for Weaver
6.13
* Nerfed Weaver str gain slightly
6.02
* Nerubian Weaver Str/level reduced to 1.9 from 2.5
6.00
* New Hero: Nerubian Weaver
Guide Revisions
06/04/2006 - 1.0 (6.27)
01/06/2006 - 4.2 (6.32; 7th HGC entry)
24/10/2008 - 5.0 (6.56)
09/09/2009 - 6.0 (6.62b)
17/09/2009 - 6.1 (6.63)
21/09/2009 - 6.63b
21/09/2009 - Guide uploaded to PlayDota.com
26/09/2009 - 6.64
Acknowledgments
I would like to thank the following:
DotaPortal.com
PlayDota.com
icefrog
the DotA community
Credits
Pictures are linked from PlayDota and ImageShack. Hero information are taken from PlayDota and DotaPortal database.
- end of guide -
Anub'seran the Nerubian Weaver Author: xH-deg Map Vers.: 6.63b
Nerubian Weaver
The Definitive Guide
Date Posted: 09/20/09 Last Comment:25/11/2009 Total Votes: 0 Current Rating: 0.00 Views: 7806