Developer's Blog

Remember me ?             Register


       
~Table Of Contents
1. Story
2. Introduction
3. Info and Stats
4. Skill Usage
5. Skill Build
6. Item Build
7. Strategy
~7b. HERO'S Key Points
8. Hero Synergy
9. Screens and Additional Strategy
10. Conclusion
11. Replays
12. Credits
1. Tresdin's Story
My name is Tresdin, and there is a great threat growing in my kingdom. And that threat is the waves of filthy non-human refugees who litter our street corners and whose mongrel languages are belted out in every pub! I didn’t become the greatest general this kingdom has seen in hundreds of years to see my lands reduced to this, but that will be dealt with shortly. For now my axe is called to battle the hordes of darkness that threaten every human in these lands. I march to turn the tables on these horrors, and I dare even one of them to test me in single combat! I go to see things are taken care of the right way, the human way!
2. Tresdin's Introduction
Welcome to my guide on Tresdin the Legion Commander, a new hero introduced in 6.73. This is meant to be a concise guide on the main points of the hero, with no superfluous material included. Furthermore, all of its information is based solely off my own personal experience in pubs and scrims, instead of theorycraft. Hopefully, after reading my guide, you will have a good idea of how to play and own with Tresdin!

Tresdin is a tank ganker that can transition into a tank semi-carry. Tresdin's role is to farm in the jungle until level 6 and then gank around the map, disabling and trapping enemy heroes with his Duel while him and his allies kill. Later on, he uses his Duel to soak up enemy damage if needed while his more fragile allies take care of the enemy heroes. His item dependency depends on his team and the role he needs to play. If his team has a harder carry, such as Anti-Mage, Tresdin should leave the kills to the hard carry and load up on tank items. If he needs to take the role of the carry, Tresdin should take all of the kills and load up on DPS items as well.

Unlike most gankers, Tresdin doesn't get weaker as the game goes on. But unlike most carries, Tresdin doesn't start out very weak either. He is a hero that is good during all phases of the game, or specifically as soon as he hits level 6, due to his amazing disable and snowballing effect in Duel, and his strength only grows with every level, every item, and every kill.

This guide is meant to teach you how to play a jungling Duel-based Tresdin. I believe that Tresdin should jungle because he lacks lane control, besides a nuke that also pushes the lane. Furthermore, jungling him does not require much skill, and all he needs are QB, Stout, and a Tango to jungle forever. I also believe Tresdin should be built around Duel because it has such a short cooldown for such a powerful disable. Because Duel can be used pretty much every gank or teamfight and synergizes extremely well with his passive by forcing the opponent to attack, I build him tanky and avoid all items that are disabled during Duel. I am aware that there are people who prefer laning Tresdin and using him as a support with Press the Attack, or other playstyles, but I feel like those do not take advantage of Tresdin's full potential. This is simply one way to play Tresdin, but it is the way I believe is the best and intend to teach you all.
3. Tresdin's Info & Stats
Pros:
[+] Above average movement speed
[+] Excellent base damage
[+] Highest starting strength of all the heroes (tied with Doom)
[+] 3rd highest intelligence growth for a strength hero
[+] One of the best single-target disables in the game
[+] Best physical tanking passive in the game (as long as he can attack)
[+] Best debuff remover in the game
[+] Decent AoE nuke that increases movement speed
[+] Can jungle and free up a solo lane
[+] Can snowball

Cons:
[-] Subpar agility and agility growth, and consequently, subpar armor
[-] Melee
[-] No spammable nuke
[-] Item dependent (no tank items = food)
[-] May feed enemy carry damage if careless
[-] May fail ganks and consequently fail to snowball
[-] Requires awareness of who to disable and who to debuff
[-] Requires team awareness to follow up his disable

For complete stats and skill info, click below:
http://www.playdota.com/heroes/legion-commander
4. Tresdin's Skill Usage

Overwhelming Odds
This skill is Tresdin's only nuke and does great AoE damage in a pretty big area for its mana cost, taking into consideration Tresdin's high intelligence gain. However, its damage is the actually the least spectacular part of the skill. It is extremely useful when you need to chase down a target in order to get in range to cast Duel or when you are running away, due to the movement speed boost. Furthermore, it works well when defending towers, especially when you are facing illusion heroes (like Chaos Knight, Phantom Lancer, Manta users) or summon heroes (like Furion, Broodmother), because it will clear all illusions, heavily damage summons and creeps, and essentially stop the push in its tracks. It works much like a weaker Echo Slam, in that the more units there are, the stronger it is. Because the movement speed bonus and the percentage damage to illusions stays the same at all levels, only one point should be put into this skill early and then maxed last. The damage itself is quite good, but Tresdin's other skills are much more useful in comparison.


Press the Attack
This skill is the best debuff remover in the entire game. It removes all negative effects from the targeted hero, which can be his allies or himself, meaning you can use it to save your allies from almost any disable or DoT. Note that some effects cannot be removed. Furthermore, the numbers themselves are quite impressive as well. 120 IAS and 240 HP regen over 4 seconds are nothing to scoff at, and can mean the difference between killing an enemy hero or dying. At the beginning of the game, when farming, you should use it primarily to keep your health at a reasonable level so you won't fall into risk of dying while jungling. Later on, you should use it to boost your attack speed to increase your chances of killing your target within the duration of Duel (remember to cast Press the Attack BEFORE Duel!), as well as to save yourself or your allies from a gank. In the end, when disables can make or break a game, you should save it almost exclusively for removing disables, except when pushing a crucial tower/rax or team-focusing their carry.


Moment of Courage
This skill is the best physical damage tanking passive in the entire game, provided that you aren't disabled and are able to hit an enemy unit. This is the skill that makes it unnecessary to return to the fountain except to pick up items. This is the skill that makes you a tank carry. It works just like Axe's Counter Helix, except instead of doing damage per proc, Tresdin has a 22% chance to retaliate instantly with lifesteal every time he is attacked. If the skill procs often, you essentially have 400% IAS and 80% lifesteal every other attack, which is insane and unachievable by any other hero. This skill allows you to gank people even when they surrounded by their creeps and under their tower, something that every other hero avoids doing. Fighting an enemy hero in their creeps or tower (which can also activate the lifesteal) makes it much more likely that you will be attacking at double the speed and with 80% lifesteal every other attack, which speeds up the kill and keeps you healthy. Of course, you'll need decent HP to soak up the initial nukes, and also decent damage to lifesteal enough and mitigate the damage you take. Later on, you'll probably need BKB/Hood to let you take the magical damage, which is probably the only thing you fear with this skill. However, it is definitely possible to gank a single hero at level 6 with Duel and level 2/3 Moment of Courage with no problems, as long as you don't have horrid luck. Furthermore, this skill lets you jungle with no problems, even with only one point in it, although more levels in it definitely makes it exponentially easier. Not only that, if you do get low on health after a gank or teamfight, the jungle acts as a fountain, because you can go in and quickly lifesteal off creeps. This skill is maxed first because it is Moment of Courage, not Duel or Press the Attack, that makes Tresdin what he is, a tank carry that does more damage the more he is focused.


Duel
Calls the targeted enemy for a duel. Both you and the enemy will be forced to attack each other and will both be unable to use items or abilities. The victor gains 10 permanent bonus damage.
5. Tresdin's Skill Build
Level 1 - Press The Attack
Level 2 - Moment of Courage
Level 3 - Moment of Courage
Level 4 - Press The Attack
Level 5 - Overwhelming Odds/Moment of Courage
Level 6 - Duel
Level 7 - Moment of Courage/Overwhelming Odds
Level 8 - Moment of Courage
Level 9 - Press The Attack
Level 10 - Press The Attack
Level 11 - Duel
Level 12 - Overwhelming Odds
Level 13 - Overwhelming Odds
Level 14 - Overwhelming Odds
Level 15 - Stats
Level 16 - Duel
Level 17+ - Stats

In case I haven't mentioned already, Tresdin should jungle instead of farming in lane.

Press The Attack is taken first because you'll need the burst heal when you first start jungling, as your damage and level 1 Moment of Courage lifesteal are too low to keep you alive most of the time. Moment of Courage is taken the next 2 levels in order to sustain your health against neutrals, and Press The Attack is taken afterwards in case you need a burst heal it gets too low, as well as providing a security blanket in case of jungle gank with slows and such. At level 5, you'll need to take a look at your health and decide whether to take Overwhelming Odds or Moment of Courage. If you've gotten unlucky with Moment of Courage procs and your health is low, take Moment of Courage. Otherwise, take Overwhelming Odds, because you might need the boost in movement speed and less importantly, the nuke, when you go ganking after you get Duel the next level. At level 7, take Overwhelming Odds if you haven't skilled it already. Max out Moment of Courage, Press The Attack, and Overwhelming Odds, in that order, taking Duel whenever possible. Moment of Courage lets you Duel people while standing in creeps and can increase your DPS by a huge margin, Press The Attack gives you the burst of attack speed or health you need to win sometimes, as well as a debuff remover, and Overwhelming Odds only increases the raw nuke damage, so it is not as important.
6. Tresdin's Item Build
Starting Items

+ +

Quelling Blade increases your already high starting damage so you can kill neutrals faster. Stout Shield reduces the damage you take so you can tank neutrals with no problem as soon as you get Moment of Courage. Tango gives you the heal you need before level 2 and when you get unlucky with Moment of Courage procs. These 3 items are enough to sustain you in jungle, so even if you random Tresdin, save the gold so you can get your next items earlier.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Core Items

+ OR +

Phase Boots gives you the speed and Phase ability you need to chase enemies heroes down to Duel without getting blocked by creeps. Furthermore, the raw damage it adds benefits you much more than the attack speed that Treads adds, due to how Moment of Courage works. Lothars Edge or Blink Dagger gives you a positioning mechanism so you can actually get close enough to Duel someone without getting disabled on sight. I prefer Lothars Edge, because although it can be countered by Sentries, Dust, or Gem, it allows you to get close, backstab, activate Press the Attack and Blademail, and Duel, all within half a second, while Dagger is too instant and doesn't give you the timeframe to activate your buffs without wasting their duration. Furthermore, the raw damage Lothars provides is nice as well. Finally, Armlet is your first DPS item, and is perfect for Tresdin, because it gives both damage and HP when activated. The HP degen is not a problem because Tresdin is a lifestealing machine with Moment of Courage, but still don't keep Armlet on when unnecessary.

Build order:
Boots - Blades of Attack (2x) - Quarterstaff - Claymore - Lothars - Helm - Blades of Attack - Gloves - Armlet
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Extension Items

+ +

Black King Bar lets you actually Duel someone without being disabled, which would render your Moment of Courage useless, as you need to be able to attack to take advantage of the lifesteal and the double attack. Furthermore, if your enemies get Gem to counter your Lothars, you'll need BKB to actually get close enough to cast Duel. BKB is THE item that patches up all your weaknesses, which are magical damage/disables. Blademail synergizes extremely well with Duel, because enemy heroes are forced to attack you and eat their own damage also. If they try to spam other commands to avoid attacking you, your Moment of Courage will proc even more often, because it checks when your opponent's attack BEGINS, not when it actually hits. Therefore, a hero spamming Stop to avoid hitting himself on your Blademail will just proc your lifesteal and double attack more often, which does just as much damage. Blademail, therefore, traps your opponent between a rock and a hard place and forces him to make a painful decision quickly, which will usually help you greatly. Desolator is your first big DPS item, and it allows you to shred heroes like hot knife through butter. Before it, we've focused on items that help keep you alive while Dueling, but you need the damage as well to truly make you deadly. This poses your enemies with a difficult dilemma: do we attack that Tresdin so he stops killing our team, at the risk of proccing his Moment of Courage, or do we ignore him while he rampages through our supports? Either way, you will be able to do immense damage through Desolator. Remember however, always get Desolator AFTER BKB and Blademail, because you need the tankiness beforehand to actually live long enough and do your damage.

Build order:
Ogre Axe - Mithril Hammer - BKB - Broadsword - Chainmail - Robe - Mithril Hammer (2x) - Desolator
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Luxury Items



YOUR ITEM JUSTIFICATOIN FOR "LUXURY ITEM BUILD" GOES HERE
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Situational Items



YOUR ITEM JUSTIFICATOIN FOR "EXTRA/SITUATIONAL ITEMS" GOES HERE
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Rejected Items

EVERYTHING ELSE

YOUR ITEM JUSTIFICATOIN FOR "LATE ITEM BUILD" GOES HERE
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
7. HERO'S Strategy
Early Game

EARLY GAME THUMBNAIL ICONS GO HERE

FIRST STRATEGY POINT GOES HERE: FIRST POINT EXPLANATION GOES HERE
SECOND STRATEGY POINT GOES HERE: SECOND POINT EXPLANATION GOES HERE
THIRD STRATEGY POINT: THIRD POINT EXPLANATION GOES HERE

Mid Game

MID GAME THUMBNAIL ICONS GO HERE

FIRST STRATEGY POINT GOES HERE: FIRST POINT EXPLANATION GOES HERE
SECOND STRATEGY POINT GOES HERE: SECOND POINT EXPLANATION GOES HERE
THIRD STRATEGY POINT: THIRD POINT EXPLANATION GOES HERE

Late Game

LATE GAME THUMBNAIL ICONS GO HERE

FIRST STRATEGY POINT GOES HERE: FIRST POINT EXPLANATION GOES HERE
SECOND STRATEGY POINT GOES HERE: SECOND POINT EXPLANATION GOES HERE
THIRD STRATEGY POINT: THIRD POINT EXPLANATION GOES HERE

7b. HERO'S Key Points

KEY POINT #1 GOES HERE
EXPLANATION OF KEY POINT #1 GOES HERE

KEY POINT #2 GOES HERE
EXPLANATION OF KEY POINT #2 GOES HERE

KEY POINT #3 GOES HERE
EXPLANATION OF KEY POINT #3 GOES HERE

KEY POINT #4 GOES HERE
EXPLANATION OF KEY POINT #4 GOES HERE

KEY POINT #5 GOES HERE
EXPLANATION OF KEY POINT #5 GOES HERE
8. HERO'S Hero Synergy
YOUR HERO SYNERGY INTRODUCTION GOES HERE

HERO ICON #1
EXPLANATION OF HERO #1 SYNERGY GOES HERE

HERO ICON #2
EXPLANATION OF HERO #2 SYNERGY GOES HERE

HERO ICON #3
EXPLANATION OF HERO #3 SYNERGY GOES HERE

HERO ICON #4
EXPLANATION OF HERO #4 SYNERGY GOES HERE

HERO ICON #5
EXPLANATION OF HERO #5 SYNERGY GOES HERE
9. HERO'S Screens and Additional Strategy
SCREENSHOT EXAMPLE #1 TITLE
EXPLANATION OF SCREENSHOT EXAPMLE #1

IMAGE OF SCREENSHOT EXAMPLE #1 GOES HERE[/indent]


SCREENSHOT EXAMPLE #2 TITLE
EXPLANATION OF SCREENSHOT EXAPMLE #2

IMAGE OF SCREENSHOT EXAMPLE #2 GOES HERE[/indent]


SCREENSHOT EXAMPLE #3 TITLE
EXPLANATION OF SCREENSHOT EXAPMLE #3

IMAGE OF SCREENSHOT EXAMPLE #3 GOES HERE[/indent]
10. Conclusion
YOUR CONCLUSION GOES HERE
11. Replays
YOUR REPLAYS GO HERE
12. Credits

YOUR THANK YOUS AND CREDITS GO HERE
13. Changelog
xx/xx/xx
- CHANGE #1 GOES HERE
xx/xx/xx
- CHANGE #2 GOES HERE
xx/xx/xx
- CHANGE #3 GOES HERE





Tresdin the Legion Commander
Author: NothinEverythin
Map Vers.: 6.74c

We Are Legion

Tresdin, the Legion Commander

Date Posted: 04/02/12
Last Comment:08/04/2012
Total Votes: 0
Current Rating: 0.00
Views: 34592



Login to post a comment