These is the standard build when you are the team's tank and need to stand in front lines all the times. You can swap Vanguard for Vit Booster if going for Pipe and Hood for Planewalker's Cloak if going for VanguardExtensions Items
You will probably upgrade your Hood to Pipe at some point of game. Guinsoo is never a bad choice and allows you to buy BoT afterwards. If you wish to go semi carry road make Assault Cuirass to support your main carry and Abyssal Blade to dish out major damage your self and have a reliable disable, because you won't get Guinsoo any time soon. After 50 minutes BoT is a must have on Pit Lord SKILL BUILD
Hello and welcome to remastered version of my Pit Lord guide.
My old one looked pretty bad and was outdated so I decided to remake it to look like my guide to Bone Fletcher and improve it's quality
Metagame revolves around fast paced combat and taking down towers fast for quick gold, and finishing the game early.
Pit Lord fits perfectly, thanks to his aoe presence and tankiness he can push and defend towers, and coupled with BoT and his ultimate he is one of the most mobile heroes, just slightly worse then Tinker and Prophet
Overall High Tier hero
Pusher/Defender: Pit Lord is one of the strongest tower pushers and defenders in all stages of game thanks to his great aoe presence, farming speed and ability to utilize everything but pure dps items and adapt to every game
Semi Carry: If you decide to farm Jungle and lanes for a bit, and get tower kills Pit can transition into a decent semi carry and win the game by aggresive pushing, but semi carry road is not needed when you defend most of the time, in that case leave more farm for other carries
25 + 2.6
12 + 1.3
17 + 2.6
Attack Animation: 0.45 / 0.7
Damage: 62 - 68best base damage of all heroes
Casting Animation: 0.6 / 0.51
Armor: 4.7
Base Attack Time: 1.7
Movespeed: 305
Missile Speed: Instant
Attack Range: 128 (melee)
Sight Range: 1800 / 800
Get Soul Ring and Ring of Health/Regeneration early so you can spam it non stop.
Pit deals damage and heals around himslef by consuming nearby corpses
Cooldown 15 soconds.
Mana Cost 135/145/155/165
Deals 20/40/60/80 damage and heals for 10/20/30/40 every 1.5 seconds
Your bread and butter skill which makes you a beast mid game.
It is equivalent to 400 aoe damage nuke 200 heal if you cast it after Pit of Malice, and a lot more if there are other corpses around.
Expulsion lasts as long as there are nearby corpses so it's even possible to have 2 expulsions active at the same time
You can use it as improvised Meka by casting Pit+Expulsion and healing your team
It's expensive to cast so don't level it until higher levels
Calls down 3 waves that deals damage to units and buildings
Damage per wave: 55/80/105/130 and burn for additional 45 damage over 3 seconds. Cooldown: 16 seconds
Mana cost: 100/110/120/130
This spell requires you to channel it so you are vulnerable while casting it.
You should cast it in a teamfight after Pit and Expulsion and try to hit as many enemies as possible
This spell is not very reliable if you don't level Pit of Malice
A deadly pit is conjured that traps enemy heroes.
Cooldown 24/21/18/15
Mana Cost 100/115/130/145
Traps for 1/1.5/2/2.5 seconds
Deals 100 damage
This is your disable, initiation and scouting spell.
Teleports you and nearby heroes to target friendly unit or structure
Delay 6/5/4 seconds
Cooldown 130
Mana Cost 75/150/225
Dark Rift is Pit Lord's signature spell. It allows him to escape most ganks with ease and to move him team from one point of the map to other, killing isolated heroes and pushing towers like mad.
Maxing Expulsion early (from level 4 instead of maxing Pit of Malice) is a good strategy when doing early pushes and additional ally has Arcane boots to support your mana needs, otherwise you don't have enough mana for it
There are so many ways you can play Pit Lord that there is no definitive item build, it all depends on game you play. I will just list the most common ones
Tank Lord Core
These is the standard build when you are the team's tank and need to stand in front lines all the times. You can swap Vanguard for Vit Booster if going for Pipe and Hood for Planewalker's Cloak if going for VanguardTank Lord Extensions
You will probably upgrade your Hood to Pipe at some point of game. Guinsoo is never a bad choice and allows you to buy BoT afterwards. If you wish to go semi carry road make Assault Cuirass to support your main carry and Abyssal blade to have reliable disable. After 50 minutes BoT is a must have on Pit Lord
Caster Lord Core
These is what you should make when you don't want to tank every spell thrown at your team and push from a relatively safe distance with Necro Warriors and healing your team with MekaCaster Lord Extensions
Pipe and Guinsoo are always viable extensions. Ghost sceptre is awesome to survive enemy carries and escape with Dark Rift and Shiva is a nice luxury if you rushed BoT, but overall Assault Cuirass is better
Even level 1 Firestorm does big damage to towers, and if you can hit the tower and the creeps you will take down T1 tower by level 6 easily
Gank early with Dark Rift
Once you hit level 6 you can use it to teleport you and your lane partner and gank another hero, then quickly take down the tower
Annoy your opponents
With Soul Ring and Arcane boots you can spam your spells non stop, so don't let enemies get close to your towers and don't let them farm
Adapt to your game
With so many item choices you have to decide what item is the best for your team to fill the weak spots or strenghten your strong spots. Don't be afraid to buy wards and gem too, you can farm so fast you barely notice the gold you spend on them
Cast it at the beginning of a fight to trap enemies and create corpses which will fuel Expulsion and to freely cast Firestorm
Mind that it grants vision of targeted area for 2 seconds so you can use it for scouting to a lesser extent
To improve your initiating power buy Force Staff or Blink Dagger so you can pull enemies into the Pit, or to push yourself forward for extra range
When you are running away or chasing someone cast it at choke point to trap as many enemies and force them to take the longer way
Enemies can't blink out of it
Attacking towers when your creeps are not around gives the tower 90 health regen per second, so if you fail BD attempt the tower will regenerate back when you leave.
This makes BD pretty hard for T2 and T3 towers, but not impossible.
Becuase of nature of Pit Lord's spells backdooring T1 and T2 towers is not recommended and pretty ineffective and risky compared to plain pushing.
But you can easily backdoor T3 towers and rax by sneaking in with Smoke of Deceit, destroying them and using Dark Rift to teleport your whole team to safety.
At the beggining of the game when you are going to the short lane, you should buy (pubs ofc) Sentry Wards to ward enemy pull and and rune spot to establish lane dominance.
This is how it works:
On the short lane you will usually face enemy carry and his support or random "weaker" hero. In order to farm they have to stay near their tower or they will be suspectible to ganks and harrasment from you and your lane partner, and the most common way to pull creeps closer to their tower is by pulling neutral creeps.
You place the other ward on the rune spot so that you mid hero can get rune control and to prevent your self from being ganked. However, if both mid heroes are not rune whores and you do not fear ganks in first 4-5 minutes of the game, you can wait a bit with warding the rune spot so that you have the protection when ganks actually start to happen
So in a way, you are not SPENDING money on wards, you are INVESTING it, and you can expect to get at least 400 gold return from warding via rune and lane control
What is most important you are not at risk of getting killed by doing so because of Pit of Malice
WARDING AS SENTINEL/RADIANT
Ward this spot when the game starts at 00:01 and get ready ward the creep camp at 00:31
Warding the top creep camp is dangerous, so you need Pit of Malice at level 1. Make sure to ward it before 00:31
That way you will prevent 6 cycles of creep spawning
WARDING AS SCOURGE/DIRE
Ward this spot when the game starts at 00:01 and get ready ward the creep camp at 00:31
Warding the bottom creep camp is not dangerous, because enemy creeps can't see you when you stand in spawn point, and in case you need to escape you can eat a tree with tango. Make sure to ward it before 00:31
That way you will prevent 6 cycles of creep spawning
When pushing the tower you should tank the incoming creeps or the tower if not in danger of enemy heroes.
Go behind the tower and wait for incoming creeps.
Cast Pit of Malice to trap them and generate corpses and Expulsion
Stay close enough to the tower so you heal your creeps and far enough so they don't attack incoming creeps.
Stay as near to the tower so the creeps attack you and you can hit them and the tower with Firestorm
When you are in enemy base a good trick is to cast Pit of Malice before creeps spawn and finish them before they reach your creeps
Also from here you can hit 4 building with Firestorm ABUSE IT!!!!
Solo Lane
The best lane if you are going to semi carry and need to farm Boots of Travel to push and defend non stop. You can't dominate the lane against strong ranged heroes, but you can farm easily thanks to Firestorm. On level 6-7 you can teleport to other lanes to push and defend very effectively
You can solo vs single and dual lane without much problems, but trilane poses a huge problem if you don't get soul ring fast or have bottle crow on shorter lane
Dual Lane
Pit does well in dual lanes with a good partner, though solo or tri lane suits him better. You should focus on pushing with your lane partner and denying your opponents any kind of farm
Trilane
Thanks to your awesome disable on level 1 and strong damage from Firestorm, coupled with 2 strong support you can destroy any lane and push pretty fast, but not as fast as if you were in solo lane or dual lane.
One good trick when downing first towers is to immediately move your team from top to bot lane (or vice versa) after destroying a tower and take another tower before enemies can tp/walk to defend
The best way to use it to be agressive and to increase your map control. As I said it can be used to save yourself and allies, but using it only as a defensive tool is a waste
Proper defensive use of Dark Rift:
When you are running away with or without an ally, or you are saving an ally cast Dark Rift. After 6/5/4 seconds you will be back at your targeted spot (preferably your base)
Important: You will not be able to escape with it you are Hidden (Obsidian Destroyer and Shadow Demon) or Shackled (Rhasta and Bat Rider) at the time of teleportation.
Proper offensive use of Dark Rift:
1. Find a lone hero farming creeps
These kind of heroes allow you to stay on push very fast and spam your spells and soul ring all the timePushers
These heroes increase your pushing speed by a lot, and they will love when you make Pipe or Meka. Heroes with Desolator and AC are also good friendsSpecial Mention
Attachment 58359
My first game on WC3 after a long time so my map awareness and lasthitting was pretty bad, but you can see how much damage I did with fast pushing