


Rhasta, the Shadow Shaman
|Forum Version|Guide Version|
~Guide Index:
I. Foreward
II. Story/Stats/Skills/Pros and Cons/Role
III. Builds
IV. Early Game Strategy
V. Mid Game Strategy
VI. Late Game Strategy
VII. Good Allies and Bad Enemies
VIII. Screenshots/Combos
XI. Replays
XII. Videos
XIII. Last Word
XIV. Changelogs
I. Foreward
Well, so far, nobody has yet to post a significant guide to Rhasta, excluding the draft guides. So I'm here, to patch up piece by piece, Rhasta's usefulness, skill build, item build, and a whole lot more.
Also, this guide is not suited for competitive play. So, if you're searching for competitive play for Rhasta, then you might need to search the web for it.
II. Story/Stats/Skills
1. Story
Once a gifted troll witch doctor, young Rhasta was well versed with the secrets of voodoo magic. When the war between the Sentinel and the Scourge began, Rhasta, then a Shadow Hunter, offered his allegiance to the Sentinels to vanquish the Scourge once and for all. While he was gifted as a witch doctor, Rhasta is a genius as a shadow hunter, exceeding his master by mastering the art of summoning multiple serpent wards, binding enemies for a short time and casting elemental lightning to several units.
2. Stats
Str: 19 + 1.6
Agi: 16 + 1.6
Int: 21 + 3 (Primary Attribute)
3. Skills

Ether Shock
Mana Cost: 95/105/135/160
Cooldown: 10 secs
Casting Range: 600
AoE: 200
Duration: N/A
Allowed Targets: Enemy Units
Effects: 75/150/225/300 damage to 3/4/6/7 targets
The only spell that Rhasta can nuke out. Also, used for harassing and getting last hits. Important skill, sometimes used early game to get extra gold coins with creep kills.

Voodoo
Mana Cost: 110/140/170/200
Cooldown: 13 secs
Casting Range: 500
AoE: N/A
Duration: 1.25/2/2.75/3.5 secs
Allowed Targets: Enemy Units
Effects: Turns enemy into critter
Rhasta's hexing skill. Sometimes used with Ether Shock to add potential in it's effect, making use of the time. Also, useful on fleeing enemies.

Shackles
Mana Cost: 110/135/155/185
Cooldown: 16 secs
Casting Range: 400
AoE: N/A
Duration: 2.5/3.25/4/4.75 secs
Allowed Targets: Enemy Units
Effects: Disables the target, dealing 40 damage per second
Rhasta's best disabling spell (In my opinion). In team battles, Shackles help out alot. Bind your enemies by a few seconds and their done for. Also, a few seconds are alot quite alot of pain if your allies are DPS (damage per second) heroes.

Mass Serpent Wards
Mana Cost: 200/350/600
Cooldown: 110
Casting Range: 550
AoE: N/A
Duration: 45 secs
Allowed Targets: N/A
Effects: Summons 8 Serpent Wards, which have 39-43(53-59 *)/54-58(74-79 *)/69-73(94-100 *) damage
* Can be improved by Aghanim's Scepter
Rhasta's Ultimate. Really makes up for it with 8 Serpent Wards. Although they can't move, they can help you to escape if you're in danger, help your teammates, or trap enemy heroes in them! And combined with disables, game over?
Note: Aghanim's Scepter no longer increases the Ward-count. Instead, the damage is increased.
4. Pros and Cons
Pros:
[+] One of the best disablers in the game
[+] Can singlehandedly turn the tides of a battle
[+] Not really item dependant
Cons:
[+] Very fragile
[+] Slow movespeed
[+] Mostly the #1 target in team battles
Roles:
Disabler: I'm sure you know that 'Disabler' isn't a role, but I've just created one! (lol) Anyway, Rhasta, as a disabler, focuses on techniques to help, aid and assist teamates. Of course, the disabling skills can also help to grab a kill, or hold it up so your teammates know what to do.
Ganker: Rhasta has also claimed to be a ganker, roaming in search of kills. You're underleveled, get a teammate and roam the map, grab a kill or two, and see how much improvement there is.
Pusher: Yes, Rhasta is one of the best pushers around. Mass Serpent Wards, is just the right solution for bringing down towers at a high effiecency cost, of it's mana. Mass Serpent Wards can also help to farm creeps while their pushing, and in large numbers.
III. Builds
1. Skill Build
'The Common Build'
1. Shackles
2. Ether Shock
3. Ether Shock
4. Shackles
5. Ether Shock
6. Mass Serpent Wards
7. Ether Shock
8. Shackles
9. Shackles
10. Voodoo
11. Mass Serpent Wards
12. Voodoo
13. Voodoo
14. Voodoo
15. Attribute Bonus
16. Mass Serpent Wards
17 - 25. Attribute Bonus
This build adapts to Rhasta's disable usages. With Shackles going first, you can be sure even if you meet heroes on the lane, it is worth a start. Voodoo is usually gotten last due to the massive mana needed. Another build would be to max out Ether Shock, then Voodoo, then lastly Shackles. Some people use the build for the extra disable they need. It is also a key that Ether Shock nukes out and harass enemies that get near the lane, so it is a powerful spell.
'The Disabler'
1. Shackles
2. Voodoo
3. Shackles
4. Voodoo
5. Shackles
6. Mass Serpent Wards
7. Shackles
8. Voodoo
9. Voodoo
10. Ether Shock
11. Mass Serpent Wards
12. Ether Shock
13. Ether Shock
14. Ether Shock
15. Attribute Bonus
16. Mass Serpent Wards
17 - 25. Attribute Bonus
This is a different type of build, where people will make use of Rhasta's disabling skills. More importantly, a 2nd level of Voodoo can help alot in the early kills. So pick this if you think you're ready for some disable.
'The Competitive Skill Build'
1. Shackles
2. Ether Shock
3. Ether Shock
4. Voodoo
5. Ether Shock
6. Mass Serpent Wards
7. Ether Shock
8. Voodoo
9. Voodoo
10. Voodoo
11. Mass Serpent Wards
12. Shackles
13. Shackles
14. Shackles
15. Stats
16. Mass Serpent Wards
17 - 25. Stats
The competitive skill build for Rhasta. Though I said that this guide is not suitable for competitive play, it's just a skill build to let you understand how to play for him.
2. Items
2a. Team Battle: 5v5
If you're going for a team battle in DotA, 5v5, I suggest doing this:
Starting:
625 Gold.Why just this, and not other builds with Bracers? If you don't know yet, Null Talisman costs 25 Gold cheaper then Bracers, and you need extra gold early game to balance properly. Clarity to save you from running back to base, along with Tangoes.
Core:
11175 Gold. (This is possible if your team is owning early game, to mid game, and this is really costly, so you may want to exchange Guinsoo's Scythe of Vyse for Aghanim's Scepter or Necronomicon.Why Boots of Travel?
Questions for why BoT (boots of travel) equipped by Rhasta is and will be asked. Some people go for Treads, while it is worth it, or not? Travel makes Rhasta's pushing purposes alot more beneficial. It is also time consuming to travel from one place to counter-push or to push, so there we have the boots to solve Rhasta's pushing needs.
Why Eul's Scepter of Divinity?
Eul's is definitely needed to land your ultimate. Though it may just look plain, and only to help you land it, it has many purposes behind this item as well. Early game, you'll be harassing alot. And since we're going, for example, bottom lane for Sentinel, get a quick Sobi Mask from the side to increase mana regnetion. And so, Eul's solves our mana regeneration problem.
Why Guinsoo's Scythe of Vyse?
Another hex for you to abuse. Definitely, it may be costly, but you'll get what you need for it. The hexing purpose is also to help you land your Mass Serpent Wards, though Eul's may be a better choice. As I said, Guinsoo is costly, so you may want to swap it for Aghanim's or Necronomicon or any other boosting items you want.
Luxury Items:
Refresher Orb
5300: Due to the changes in 6.63(b), the cooldown is changed to a bigger amount, a 110 second cooldown. So, if you're getting hanged, rushed, chased, hit or whatever, and Wards are on a cooldown, reach for this. Aghanim's Scepter
4300: Due to the changes in 6.64, the Scepter DOES NOT increases Rhasta's Ward-count anymore. Which means, Scepter increases the damages of the Wards instead. But still, the damage is quite hard (with level 3 94-100 damage). Go along with it if you feel you're overpowered and can only count on your Wards to save potential lives or kills.Necronomicon
2750: Many favourites between Rhasta users. This is considered Luxury since the uses of the Necronomicon Archer and Warrior both do wonders. You let them charge for the enemy, while you hide. When the enemy concentrates on them, come out of the darkness and do your best. Shiva's Guard
4700: Many attempts to fail at Ward-Trap doesn't mean that you'll fail disastrously. Get Shiva's Guard and go for the escaping enemy. Activate it, and, get your kill, if possible.2b. 1v1
During 1v1 fights, it is expected to have alot of money in the beginning. So I'll let you have this build:
Starting:
Clarity is optional if you're playing -om, or something else. If not, spare the gold. Travel is advised to get since you're not going to waste money by buying Eul's first when you haven't even gotten your Ultimate.
Core:
Mostly the same as the team battle build for the Core. No else.
Other items that might help Rhasta:
600Ganking item, and since Rhasta is a ganker, he needs it, thought many people will consider buying it.
3300Soul Booster is another cost efficient way of buffing up Rhasta if you don't feel like running back to the fountain.
5050Another efficient way, upgraded from Soul Booster. Same as Soul Booster.
1400Great item. Helps buff up Intelligence and increses the movespeed a little. Though I still recommend Travel for pushing, and lane dominating purposes.
3. Rejected Items
Fun Item Build:
Yeah, a Fun Item Build for Rhasta:
IV. Early Game Strategy
Early game, soloing mid lane is Rhasta's purpose. Or bot for Sentinel, top for Scourge. I can see why if you're in need of money or extra exp. Also, never skill any of Rhasta's skills first, because you won't know what you're facing. If you're facing no enemy, I suggest picking Ether Shock instead. Since you're going for last hits/denies with no one to disrupt you, I don't see why not.
If you get Ironwood Branches first, I suggest getting Healing Slaves over Tangoes. Why? Rhasta's low health early game will be a disruptance. Or, if you need another, I suggest buying extra Tangoes.
V. Mid Game Strategy
Mid game for Rhasta mostly is to join in between and fro of team battles. With disables going around, the enemy will hardly touch you, but you'll evenly touch your enemy. Also, maybe during this time, your enemy will try to do means to take you down. You're probably the #1 target in team battles. It may be an honour to be the prority target, but nevertheless, you must becareful even if you're ganking quite well.
They say, if you want to kill an enemy around mid game, hide in the trees, surprise your enemy. Start by the same combo, then once your Warding cooldowns, rinse and repeat.
VI. Late Game Strategy
More or less, your item build should be ready by now. You don't have to really matter much if you're going up against another hero. I know the nerf about the Mass Serpent Wards, to a higher cooldown. If you're just finished with Mass Serpent Wards, keep farming. You just need to waste time before you can reuse Mass Serpent Wards again. Or, you can use Refresher Orb.
Late game here, you must be precise with Rhasta. Alot of advantage will be taken, so I suggest trying to stay with teammates at all times. If enemy is on your lane, never alert them. Instead, call for allies and deal with them together.
VII. Good Allies and Bad Enemies
I'll go through some popular allies that'll help you out.
1. Good Allies
Stunners/Trappers/Supporting Spellcasters
Basically, supporting spellcasters and other stunners/trappers are well hooked for you. They can help you to get the enemies while you ward trap and finish them off.
Chasers
These heroes can finish the enemy off if they live and escape. So help to disable them so they can go for the kill.
2. Bad Enemies
Their so bad if you mix with them...
I wouldn't mess with them if I were you.
Extra heroes that could beat you down.
VIII. Screenshots/Combos
1. Screenshots
Some screenshots of Rhasta in action.
How to Ward-Trap a Moving Unit
Right Ward-Trapping Attempts:
2. Combos
Well, if you think this section just manipulates the thoughts above about Ward-Trapping, then you're wrong. Rhasta's disable skills have alot of potiential in bringing in alot of new combos, with the deadly vast of items as well.
So, for this thought on Ward-Trapping first, here's the combo, with pictures:
->
-> 
Basically, this is the same Ward-Trapping skill used above. It carries alot of pain in this combo, so try out on heroes that are more vulnerable to magic damage trapped in the wards. Also, when the hero is trapped, double-click your wards and attack that hero. You'll lessen his/her chance of escape, and finally, a kill with Ether Shock.
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If you think you're not suitable with instant Ward-Trap, you can:
->
->
-> 
This combo works if you're not really good between the Ward-Trapping yet. With Voodoo first, you slow the enemy down. Then, with movement speed decreased, trap him in encaged, and Shackle him. Then hit if he escapes that process. Then Ether Shock. Also, you will need alot of mana if you're doing this combo, so becareful.
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Items also bring in help, like this combo:
->
-> 
Or, you can replace Shackles with Voodoo agianst heroes that have Magic resistance (like Anti-Mage, Gorgon). They make them even less vulnerable, and lets your team handle them much better.
Guinsoo: If you let Guinsoo first, then it's the same process with the Ward-Trap, where you go slow, and carefully so you don't miss your Ward-Trap. And then, the rest of the combo resets.
Eul's Scepter: If you're going for Eul's Scepter first, you must remember 3 things: 1. When will the Cyclone end. 2. Targeting the enemy a few seconds before the Cyclone is prefectly done sweeping up. 3. The shadow of the hero. This can really help too, if you're not too sure how to Ward-Trap yet. Stopping the enemy in his tracks and make him vulnerable to act. You may want to Shackle and Voodoo afterwards in case he gets away, but I doubt it. Your Ward-Trap is more or less, encaged - then nuke.
Necronomicon: If you're choosing Necronomicon, I suggest summoning them, hit the enemy, then Ward-Trap before adding on the disables. And while being disabled, destroy their mana! This makes them more or less useless to you. Also, this makes them unable to blink, invisible, because of their loss of mana.
When killing enemy heroes without Ward-Trap:
When you're going to kill enemy heroes without Ward-Trap, you will need another ally, to help you. Why? Even with Ether Shock, Shackles and Voodooing, the enemy is still able to get away, a few hp before it is pwned. So I suggest to bring another ally. While you disable him with Voodoo and Shackles, your ally will take him out. If he escapes, use your nuke, Ether Shock to get the last damage.
Heroes to becareful when Ward-Trapping:
XI. Replays:
Rhasta Disabler
Patch version: 1.24c
Map: DotA Allstars 6.66
Game mode: -apso
Sentinel:
Astana84, level 17
_taizi_, level 14
Sparta|WoF, level 18
FTL.noob, level 15
.iWillCmi~, level 18Scourge:
Old.Dr.Vice, level 17
Ichigosama, level 20
GhostofGuns, level 20
PIGUdeStory, level 3
SoL^Doom, level 9Pretty much pub. I died alot of times here, and made very very very stupid choices which I shouldn't have done. Ichigosama was my friend, and was talking to him pretty much throughout the game. This game is focused on disabling, and letting your team kill. We also had a swap, between Sol^Doom and Sparta|WoF. Our team lost pretty badly. But in the end, we keeped up the pace. Items: Bracer, Null, Boots, Eul's and Aghanim's.
XII. Videos
XIII. Last Word
Remember, this is not the real way to play Rhasta. It's just my playing style and what I've gone through with Rhasta. In definition, Rhasta may not be suit well for some causes (like tanking, carry, etc), so just don't get the wrong idea. Also, I hope that fellow people who like Rhasta's disable skills can also maximize your potential in playing him by also surprising your enemies. Go in the trees and Ward-Trap and other stuffs. Also, hope you get to try out new item combos!
XIV. Changelogs
Author: GhostofGuns
Map Vers.: 6.67b
The Shadow Shaman
Wards'up?
Last Comment:19/01/2013
Total Votes: 112
Current Rating: 7.77
Views: 351910
























