
LUCIFER
First Notes
This is my first guide!!!!!!So don't make critics like "your guide SUX" without a reason, make construtive critics
The main reason to write it is because Lucifer is an amazing hero to be played, most because of the changes in his skill set making him deadlier than before and giving him a multirole in the game.
UPDATES
03/19/2010 v.1.00 – Initial project
04/27/2010 v.1.01 – added some pictures and color in texts, more tips, good allies and bad enemies. Confirmed Aghanim’s effect
06/15/2010 v.1.02 – added more extensions, observations about his pros and cons and added Linken’s Sphere, Pipe, Hood and Pudge as counters for Doom, put Q&A about the build.
08/29/2010 v.1.03 – added new Lucifer stats, more observation about his skills, more elaborated “Allies and Enemies” section, added more tips, expanded the gameplay/strategy and items sections ( BKB, Boots of Travel and Assault Cuirass added with the use of Quelling Blade as optional item)
BASIC INFOS
Stats
STR: 26 + 3.2
AGI: 11 + 0.9
INT: 13 + 2.1
Advaced Statstics
Base damage: 53 – 69
Armor: 1.2
Movespeed: 290
Attack Range: 150(melee)
Attack Animation: 0.5 / 0.7
Casting Animation: 0.3 / 0.51
Base Attack Time: 1.7
Sight Range: 1800 / 800
Pros
- Nice STR gain , 2nd higher
- Good base damage coupled with nice STR gain means easy last hit and deny
- Powerful disable that damages and silences everything, being THE real silence spell
- Good INT gain for a STR hero, the 3rd higher among STR heroes
- Even if move speed is 290, Scorched Earth makes him really fast
- Fairly item independent
- Effective during all game play
- Versatile, taking more than 1 role at the same time
Cons
- Low AGI gain makes low armor and IAS gain
- Low starting base armor, being the 4th lowest among STR heroes
- He’s big , so he is a big target
- Doomed enemies with low health can be denied
- His Starting mana pool became small now, as his starting INT got small
Roles
I’ll put in order from best to worst:
- Ganker: His skill set makes a nice ganker, the Doom+ Scorched Earth +LVL ?Death combo is deadlier against an enemy caught by surprise
- Disabler: His ult is one of the BEST disables in the game, damaging while disabling not only skills, but items and some passives
- Chaser : Scorched Earth makes you an awesome chaser
- Farmer: Devour helps you a lot in the farming and your high damage makes last hit very easy. Do it when you have free time to spend.
- Tanker: His natural high STR gain makes a huge HP pool (even if he has low armor)plus his Scorched Earth’s heal over time makes you more easy to tank while you damage the enemies around you. Earlier, you can tank with your low armor and using Scorched, but later getting armor is a MUST.
SKILLS
Devour

Comments: More than a simple farming skill, it can be used to acquire abilities from neutral creeps devoured (if they have abilities) and it changes if you devour a new neutral with abilities. When you devour a creep, you gain the normal bounty plus de bonus gold, and the less life the creep has, faster you get the gold. It can be used against enchanted enemy creeps too. The extra gold complements well your farming. Each level of this skill decreases cooldown(60/55/50/45 s), increasing bonus gold(40/60/80/100) and maximum level of the creeps you can devour(2/4/5/6).The range is always 300 and the mana cost(60) is same too. Later in the guide I will talk about the abilities you can get using Devour.
Scorched Earth

Comments: SIMPLY AMAZING SKILL!!!!Scorched Earth is a multirole skill. It heals you (15/20/25/30 HP/s), damages your enemies in a 600Aoe range (same amount of HP healing) and makes you run faster (maybe because his foots are on fire =D, well it gives you 16% ms bonus).
You can use it for heal (SPARINGLY), hurting your enemies in the process or making farm easier (your enemy won’t get near and you’ll be allowed to last hit without disturbance).It’s a nice escaping and chasing tool you will run faster with the bonus MS and if your enemy runs from or towards you, he’ll get burned. You can use it to tank some hits too. Each level decreases cooldown(60/55/50/45 s), increases duration(8/10/12/14 s) and mana cost(60/65/70/75) for a total damage/heal of 120/200/300/420.The damage type is magic.
LVL? Death

Comments: An old skill with almost no changes … Still a great skill. It gives you an extra damage of 250 according to the multiple of the skill(x6/x5/x4/x3) and the level of your target (it’ll always get bonus damage if target is level 25). With each level, the damage increases (100/150/200/250) while cooldown (8s), mana cost (110) and range (600) are the same. It has a mini-stun effect, useful against channeling spells. Both main and bonus damage are magical.
Doom

Comments: This is your main tool, what gives you the name of DOOM Bringer … AND it’s what makes you a hero to be feared. It turns your enemy into a high HP creep by taking out his spells, disabling the use of items and even some passives and orbs. Not being satisfied it damages your enemy over time. The only flaw? A doomed target can be denied when his life hits 25% of the total. Each level increases damage (30/50/70 HP/s) and mana cost (150/200/250). The range (650), duration (14s) and cooldown (110) stay the same. It’s Aghanim’s upgradable increasing damage to 50/80/110 and cooldown is not decreased. The damage type is magical.
SKILL BUILD
Level 1: Scorched Earth
Level 2: Lvl? Death
Level 3: Scorched Earth
Level 4: Devour
Level 5: Scorched Earth
Level 6: Doom
Level 7: Scorched Earth
Level 8: Devour/ Lvl? Death
Level 9: Devour/ Lvl? Death
Level 10: Devour/ Lvl? Death
Level 11: Doom
Level 12: Lvl? Death/ Devour
Level 13: Lvl? Death/ Devour
Level 14: Lvl? Death/ Devour
Level 15: Stats
Level 16: Doom
Level 17-25: Stats
Justification:
- Scorched Earth at level 1 because it can be used to escape FB attempts and you need to max ASAP.
- Lvl?Death at level 2 helps you get some kill early in the game (besides it, in early game when everybody is going to get the first level of the ult, a level 1 LVL?Death can be a 350 damage nuke which is deadly) and breaks channeling spells, a very useful thing. There’s a bigger mana cost for early Lvl?Death spam now due to the constant cost of 110 mana. So early in the game you have to use it wisely too.
- Devour at level 4 to help complement your farming early game and to take advantage of level 2 neutrals, using a unique aura from the Kobold Taskmaster or the Purge from the Satyr Trickster.
- From level 7 you can trade any point of Devour or Stats for Lvl? Death if it will bring the benefits of the bonus damage of the skill. A good suggestion is always leaving at least 1 point of skill unused for emergency cases to put in LVL?Death to get the bonus damage.
- Always get your ulti when possible.
Questions & Answers
Q: Why not leveling Lvl? Death and just letting one point in it early game?
A: The mana for LVL?Death is constant now, but this fact doesn’t change the main point. When your enemies get to lvl 6, they usually get the lvl1 ultimate. When people get it, they tend to be more aggressive trying to get the kill. So, early, having lvl1 Lvl?Death will give you a big advantage for the same cost of mana a lvl4 lvl?Death costs.
Q: Why not leveling Devour first?
A: If you follow the guide, you will see that the first neutral creep I recommend to devour is a Kobold Taskmaster, which level is 2.
Q: Why max Scorched Earth?
A: It’s a multi task skill. You can chase/escape better, heal and deal damage, all in one. Each level decreases cooldown, increases duration, damage and heal over time for a little more mana cost. Then I ask you “why not?”
ITEM BUILD
Starting items:
2x
2x
The stats from the circlets and the tangoes give you a nice survivability, something needed in the early game ‘cause you’ll focus on last hit … the circlets can be used to make bracers
Optional:
Quelling Blade

The QB can make your job of last hitting a piece of cake, so if you want it, you can trade a circlet for it
Core:
Treads

Gives mobility, a little IAS and a +10 stats you choose: STR, AGI or INT, A very versatile item.
Aghanim’s Scepter

Gives HP, mana and +10 all stats … all you need plus a boost in your ultimate makes it deadlier than ever. After all, what’s better than an enemy turned into a big bad creep? A dead enemy that gives you a nice chunk of gold =D
Radience

Make it after Aghanim’s Scepter. The Radiance aura stacks with your Scorched Earth Aoe damage. It’s 70 damage per second over 14 seconds in 600 Aoe range!!! Your ult level 2 without Aghanim does the same amount of damage, but this combo will do this amount of damage in AREA!!!!!!!!!! WOW !!! Well most of the time will be just 40 damage per sec but is still very annoying to your enemies. The constant 40 damage per sec helps for pushing and farming too.
Luxury:
Shivas

It solves your low armor problem, gives you a lot of mana, so you can spam LVL? Death freely and gives you an Aoe nuke and slow, helpful for chasing or running away.
Satanic

The +5 armor helps with your armor problem, the +20 damage is nice too, the lifesteal helps your tanking and you still get a +25 STR that buffs more your HP pool and your damage. The active skill gives you a lot of life due to a high natural damage from Luci.
Heart Of Tarrasque

A +40 STR and a +300 HP will give tons of life to your already very high HP pool, you are hard to kill but with this you will be nearly immortal. The regeneration makes you brand new after a fight.
Refresher

What’s better than a 1 almighty disable? Of course it’s 2 almighty disables!!! Paired with Aghanim and your nice mana pool you have mana enough to use 2 upgraded ults and refresher
Boots Of Travel

It gives you a lot of MS plus the mobility of teleporting, a pretty nice thing late in the game when you need to push lanes more than killing enemies.
Assault Cuirass

Solves all your problems with low AGI, giving AS and armor. It gives you nice auras as a bonus, but it’s kinda expensive. You might want to get it if the game goes too long.
Situational:
Blademail

With a huge Aoe damage capacity coupled with Radiance and Scorched Earth, you will be a real threat and of course a big target. With blademail and your big life you will take life from your enemies even while they hit you (but if they are smart they won’t or they will die fast)
Linkens

If you get disabled before you use your skills, you won’t do too much. And if your enemies got a lot of it, certainly it will be hard to put your spells on. Having spell block every 20 seconds can be very helpful and all the stats it gives you are very nice too.
Black King Bar

A Linken’s Sphere is not enough to help you against spells? Then, this one will do a better job giving you magic immunity.
GAMEPLAY AND STRATEGIES
Early Game
You can solo or go for a dual lane. But after some experience, I recommend you to go solo at least until you have level 6. After this point, your ganks will be easier with your ultimate. This sounds obvious but, with your ultimate you will have all the chances on your side … After casting Doom, your enemy won’t be able to counter you with spells and/or use any item to heal, if he tries to run, turn on scorched and you will have superior move speed over your opponent (at least most of the time) while doing a good damage over time without even touching him.
Any lane should be fine. As a melee hero, always aim for the last hit more than denies (for both solo and dual lanes), you have a good base damage and a nice STR gain. Try to get your boots (and later treads) on side shops as fast as you can.
You can use Devour to complement your last hitting, but go in the woods searching for a Kobold Taskmaster. The 12% MS bonus aura from the Kobold is immensely helpful for chasing and escaping, especially in early game when a little ms difference between you and your opponent can be life or death and being an aura it helps your allies too. Using boots or treads plus the Kobold aura with Scorched on will not make you run… You‘ll fly like a rocket.
Play without being too aggressive, but if you find some breach in the defense of your enemy, activate Scorched and attack wisely, but don’t try to tower diving because your armor is pretty crap(you can do it if you’re sure you can get the kill and escape alive). If you feel like dying, use a tango coupled with Scorched but stay safe and near the enemy creeps to hurt them and even your enemies if they get too close.
Without Solo game:
By level 5, you can start hunting (if you want but I recommend waiting a little more till level 6) weak enemies or heroes with level 6 ‘cause your level 1 LVL? Death will take a nice chunk of 350 damage for 110 mana. Especially this early, a 350 damage nuke is a lot for most of the heroes in the game.
With Solo game:
If you choose to go solo, you will hit level 6 earlier, which means ganking earlier. Your Sorched+Doom combo will be deadlier for heroes in dual lanes with level 4-5 and even level 1 LVL? Death can take a good damage without bonus.
Just making an observation, with the latest map version, Lucifer has less mana due to the reducing starting INT, so your mana pool got flat. And the fact that his LVL?Death 1 has the same cost of a Lvl?Death 4 makes spam less viable now in early game. Unless you want to maximize LVL?Death regardless of your enemies levels to increase its damage.
Mid to Late Game
Your ultimate plus Scorched Earth and Lvl? Death will guarantee at least 1 kill every time you use it. So keep ganking. After early game, team clashes are more common so always try to help your team. In team fights you should:
1. Use Doom on threatening heroes like carriers, powerful disablers or enemies with dangerous Aoe ults
2. Activate Scorched Earth and stay in the middle of the battle trying to get every enemy in your Aoe range
3. Use Lvl? Death against channelers or if they don’t have channel spells hit the enemies with low life or the ones that takes bonus damage
4. Chop enemies with normal attacks and keep using Lvl? Death when available
In pushes, use your Devour to make it faster. You can use Scorched Earth too, but make sure you won’t need it to escape.
Late Game
You should be able to finish the match. If the game is too tight, there are 2 options of builds to help you based on your opponent’s type dominance:
Casters/Disablers






Kobold Aura
It grants you lots of movespeed to chase/escape, lots of defenses against spells and 2 disables against annoying threats. Radiance will help with your offensive and pushes.
Carriers/Tankers






Alpha Wolf Aura/Critical
This one will give you a high damage output mainly via melee instead of spells, you’ll still have a nice move speed to chase/escape with Sange &Yasha combo. The lifesteal orb will override maim orb (you don’t need it anyway), leaving the satanic’s lifesteal and its active skill to tank plus a blademail to counter any permabasher/high crits hero. Again, Radiance is used to your offensive and pushing powers.
NEUTRALS WORTH MENTIONING FOR DEVOUR
I’ll list some neutrals (not every neutral with ability) that are nice (or not that nice) to Devour.
Kobold Taskmaster
Level: 2
HP: 400 Bounty: 23-29
Ability: Speed Aura - 12% movement speed increase, 900 AoE.
Simply amazing. You can use it as soon as you can use Devour. A unique aura, it gives an advantage in chases and escapes while helping your teammates too. It can be useful though all game, although not as useful in late game. 5/5
Satyr Trickster
Level: 2
HP: 240 Bounty: 15-17
Ability: Purge - 5 second duration, 200 cast range, 5 slow factor, 400 damage on summons, 5 second cooldown, 75 mana.
Nice ability against heroes that use buffs like Insatiable Hunger, Repel or God’s Strenght, slowing the target too. But its use is mainly for removing buffs. 3/5
Ghost
Level: 3
HP: 500 Bounty: 30-40
Ability: Frost Attack - 20% attack and movement speed slow, 1.5 second duration, 0 second cooldown, 12 mana, 15 damage bonus.
Your free Skady. Nice ability for chasing but you have to keep hitting your enemy. The Kobold aura is better because it buffs your MS and your allies always. 3.5/5
Alpha Wolf
Level: 4
HP: 600 Bounty: 37-45
Ability: Command Aura - 30% damage bonus, 500 AoE.
Critical Strike - 20% chance, 2x damage multiplier.
The aura is better than the Command Aura level 3 from Venge, but it can be yours! And you got a critical strike ability. Free Buriza FTW ! Later in the game, these abilities are more effective to use than the Kobold Aura. 5/5
Centaur Khan
Level: 5
HP: 1100 Bounty: 66-78
Ability: Endurance Aura - 15% attack speed bonus, 900 AoE.
War Stomp - 2 second hero stun, 3 second unit stun, 20 second cooldown, 100 mana, 250 AoE, 25 damage.
The aura is worst than attack speed aura level 1 from Rexxar. The stun does ridiculous damage and stun heroes for only 2 seconds. The 100 mana cost is too expensive for it. People tend to overrate Centaur due to his stun. 1.5/5
Polar Furbolg Ursa Warrior
Level: 5
HP: 1100 Bounty: 76-88
Ability: Thunder Clap - 25% movement and attack speed slow, 150 damage, 300 AoE, 12 second cooldown, 100 mana, 3 second duration.
The clap has nice damage and slow with a good range, but that is it. 2.5/5
GENERAL TIPS
- Early, try to devour a kobold when you can, most of the time your chases will be way easier when you use the aura together with Scorched.
- Doom and Scorched can turn the table in your favor. If you have half life and just 1 or 2 enemies are hunting you, activate Scorched and Doom the most dangerous one. You can get out alive from this situation and at least score 1 kill.
- Scorched Earth can be used to do mind games. With low life, turn on Scorched to run faster and use the fog of war to your advantage, your enemy will know you’re around and if he tries to kill you he will keep getting burned by Scorched while you gain health and time for a near ally to help you or kill the your chaser.
- Later, you can exchange your MS aura for alpha wolf, critical strike and Command aura. You will be feared not only by your spells but by your melee attacks too. The Command aura helps your team in battles and pushes.
- Don’t use Scorched Earth without reason. Although the mana cost is really low for its benefits, the cooldown is pretty big for a skill. Use it, but use it wisely.
- His Ultimate goes through magic immunity but it won’t hurt. Use your ult on a magic immune opponent in a really needed situation. It can help sometimes.
- As the game goes on, you start to lose effectiveness as the enemies get more HP to survive against your spells. So if you have the chance to end the game, DO IT.
THE GOOD, THE BAD AND THE UGLY
All the heroes here deserve some mentions because they can be helpful, threatening or simply hard to kill using Lucifer.
Good Allies
Basically, heroes that can make your enemies stay still or that fix your low armor can be nice for you .Special mentions to:
Lich

He can buff your paper armor, while his nukes slow (making the chase easier). His Chain Frost can be fatal as Lucifer tends to scare his enemies (unless they are all together) making them run from the security of their ally creeps, making an easy target to Chain Frost.
Bloodseeker

His ult will deal damage with the target moving while Lucy’s Scorched Earth will damage the enemy if he stays still. What your enemy should do? Run and die or stay and die? And both Luci and Bloodseeker have silence effect spells.
Treant Protector

His ult makes your enemies stay in place combining well with Scorched Earth, his armor/regen buff solves your armor problems and the invisibility skill helps you gank.
Venomancer

You and Lesale can do a huge Aoe damage over time combining his Poison Nova + Venomous Gale combo with your Doom+ Scorched Earth combo. At least 2 enemies will die (if not the whole enemy team) with these 2 guys together.
Bad Enemies
Heroes that reduce your armor or disable you for a long time can be trouble. Special mentions to:
Slardar

His set of skills can be a pain. His ult can take your already low armor and gives away your position even in the fog, the stun disables you for a good time and his passive bash ability helps you stay in place. And even if you run, he can catch you with sprint. If you try to doom him, he won’t die easily because he got a nice HP pool.
Linken’s Sphere

Your worst enemy is, in fact, this item. It denies your best weapon … your ultimate.
Hood/Pipe


This can be a headache. It greatly reduces your main damage source … magical damage. Your ult, Scorched and even Radiance (if you use it) are magical sources.
Ugly/Tough Enemies
Killing them most likely will be a waste of time.
Pudge

He has a big HP pool, skills that grants him more magical resistance and more str with enemies killed near him. Sure, you can cast Doom while his Rot skill is on but he can hold his self-damage and your ult damage + Scorched and still he has a chance of denying himself with Rot on. And if he has a Hood (and most likely will have it), forget it.
Earlier you can kill him without too much trouble, but later on, don’t bother with killing or trying to kill him, most likely you will waste your skills and/or time.
Centaur Warchief

He is a tank, period. His ultimate fattens his own large HP pool, he has an irritating AOE stun and his Thorns Aura will be annoying too. Even if he can’t use his Double Edge for self-deny, he still take too much time to kill.
Double Edged Enemies
You can kill them easily but without your skills they kill you the same way later in game. Most of the heroes mentioned here are heavy carriers.
Razor

You can kill him because of his fragility but your ult won’t disable static link or his ult if he casts them first. His ult can take your weak armor pretty fast and with static link on you he can deal big damage.
He can’t deal with you alone early in game, but late he can kill you before you kill him with his Static Link + Eye of the Storm combo, finishing you with his Plasma Field.
Phantom Assassin

The PA has a huge AGI gain and her passives make her pretty annoying late game. BUT till then, she’s an easy target for you. If the game goes on till late game, you will have 14 seconds to kill her while her passives are disabled by casting Doom on her, otherwise she can turn the table with that big crits and a lifeleech orb. You can try to run but her Phantom strike + Stiffling Dagger will annoy you and probably you won’t get alive.
Troll Warlord

If you toss a Doom in his head he will lose that almighty permabash ability, making him scary as a puppy dog. But late game without your ult, he will bash your head till you hit the ground.
Faceless Void

The same for Troll goes to Void. But he’s more annoying than Troll with his skills. His ult will freeze you enough time to permabash you and even if you manage to get out of it , he can chase you with Timewalk.
CONCLUSION
With the changes, the new Lucifer can be a real threat in any game. Taking a multirole, he can do a lot to his team. All this with a lot of fun, Luci is a nice hero to use and worth using.
V.1.03
First Notes
This is my first guide!!!!!!So don't make critics like "your guide SUX" without a reason, make construtive critics
The main reason to write it is because Lucifer is an amazing hero to be played, most because of the changes in his skill set making him deadlier than before and giving him a multirole in the game.
UPDATES
03/19/2010 v.1.00 – Initial project
04/27/2010 v.1.01 – added some pictures and color in texts, more tips, good allies and bad enemies. Confirmed Aghanim’s effect
06/15/2010 v.1.02 – added more extensions, observations about his pros and cons and added Linken’s Sphere, Pipe, Hood and Pudge as counters for Doom, put Q&A about the build.
08/29/2010 v.1.03 – added new Lucifer stats, more observation about his skills, more elaborated “Allies and Enemies” section, added more tips, expanded the gameplay/strategy and items sections ( BKB, Boots of Travel and Assault Cuirass added with the use of Quelling Blade as optional item)
BASIC INFOS
Stats
STR: 26 + 3.2
AGI: 11 + 0.9
INT: 13 + 2.1
Advaced Statstics
Base damage: 53 – 69
Armor: 1.2
Movespeed: 290
Attack Range: 150(melee)
Attack Animation: 0.5 / 0.7
Casting Animation: 0.3 / 0.51
Base Attack Time: 1.7
Sight Range: 1800 / 800
Pros
- Nice STR gain , 2nd higher
- Good base damage coupled with nice STR gain means easy last hit and deny
- Powerful disable that damages and silences everything, being THE real silence spell
- Good INT gain for a STR hero, the 3rd higher among STR heroes
- Even if move speed is 290, Scorched Earth makes him really fast
- Fairly item independent
- Effective during all game play
- Versatile, taking more than 1 role at the same time
Cons
- Low AGI gain makes low armor and IAS gain
- Low starting base armor, being the 4th lowest among STR heroes
- He’s big , so he is a big target
- Doomed enemies with low health can be denied
- His Starting mana pool became small now, as his starting INT got small
Roles
I’ll put in order from best to worst:
- Ganker: His skill set makes a nice ganker, the Doom+ Scorched Earth +LVL ?Death combo is deadlier against an enemy caught by surprise
- Disabler: His ult is one of the BEST disables in the game, damaging while disabling not only skills, but items and some passives
- Chaser : Scorched Earth makes you an awesome chaser
- Farmer: Devour helps you a lot in the farming and your high damage makes last hit very easy. Do it when you have free time to spend.
- Tanker: His natural high STR gain makes a huge HP pool (even if he has low armor)plus his Scorched Earth’s heal over time makes you more easy to tank while you damage the enemies around you. Earlier, you can tank with your low armor and using Scorched, but later getting armor is a MUST.
SKILLS
Devour

Comments: More than a simple farming skill, it can be used to acquire abilities from neutral creeps devoured (if they have abilities) and it changes if you devour a new neutral with abilities. When you devour a creep, you gain the normal bounty plus de bonus gold, and the less life the creep has, faster you get the gold. It can be used against enchanted enemy creeps too. The extra gold complements well your farming. Each level of this skill decreases cooldown(60/55/50/45 s), increasing bonus gold(40/60/80/100) and maximum level of the creeps you can devour(2/4/5/6).The range is always 300 and the mana cost(60) is same too. Later in the guide I will talk about the abilities you can get using Devour.
Scorched Earth

Comments: SIMPLY AMAZING SKILL!!!!Scorched Earth is a multirole skill. It heals you (15/20/25/30 HP/s), damages your enemies in a 600Aoe range (same amount of HP healing) and makes you run faster (maybe because his foots are on fire =D, well it gives you 16% ms bonus).
You can use it for heal (SPARINGLY), hurting your enemies in the process or making farm easier (your enemy won’t get near and you’ll be allowed to last hit without disturbance).It’s a nice escaping and chasing tool you will run faster with the bonus MS and if your enemy runs from or towards you, he’ll get burned. You can use it to tank some hits too. Each level decreases cooldown(60/55/50/45 s), increases duration(8/10/12/14 s) and mana cost(60/65/70/75) for a total damage/heal of 120/200/300/420.The damage type is magic.
LVL? Death

Comments: An old skill with almost no changes … Still a great skill. It gives you an extra damage of 250 according to the multiple of the skill(x6/x5/x4/x3) and the level of your target (it’ll always get bonus damage if target is level 25). With each level, the damage increases (100/150/200/250) while cooldown (8s), mana cost (110) and range (600) are the same. It has a mini-stun effect, useful against channeling spells. Both main and bonus damage are magical.
Doom

Comments: This is your main tool, what gives you the name of DOOM Bringer … AND it’s what makes you a hero to be feared. It turns your enemy into a high HP creep by taking out his spells, disabling the use of items and even some passives and orbs. Not being satisfied it damages your enemy over time. The only flaw? A doomed target can be denied when his life hits 25% of the total. Each level increases damage (30/50/70 HP/s) and mana cost (150/200/250). The range (650), duration (14s) and cooldown (110) stay the same. It’s Aghanim’s upgradable increasing damage to 50/80/110 and cooldown is not decreased. The damage type is magical.
SKILL BUILD
Level 1: Scorched Earth
Level 2: Lvl? Death
Level 3: Scorched Earth
Level 4: Devour
Level 5: Scorched Earth
Level 6: Doom
Level 7: Scorched Earth
Level 8: Devour/ Lvl? Death
Level 9: Devour/ Lvl? Death
Level 10: Devour/ Lvl? Death
Level 11: Doom
Level 12: Lvl? Death/ Devour
Level 13: Lvl? Death/ Devour
Level 14: Lvl? Death/ Devour
Level 15: Stats
Level 16: Doom
Level 17-25: Stats
Justification:
- Scorched Earth at level 1 because it can be used to escape FB attempts and you need to max ASAP.
- Lvl?Death at level 2 helps you get some kill early in the game (besides it, in early game when everybody is going to get the first level of the ult, a level 1 LVL?Death can be a 350 damage nuke which is deadly) and breaks channeling spells, a very useful thing. There’s a bigger mana cost for early Lvl?Death spam now due to the constant cost of 110 mana. So early in the game you have to use it wisely too.
- Devour at level 4 to help complement your farming early game and to take advantage of level 2 neutrals, using a unique aura from the Kobold Taskmaster or the Purge from the Satyr Trickster.
- From level 7 you can trade any point of Devour or Stats for Lvl? Death if it will bring the benefits of the bonus damage of the skill. A good suggestion is always leaving at least 1 point of skill unused for emergency cases to put in LVL?Death to get the bonus damage.
- Always get your ulti when possible.
Questions & Answers
Q: Why not leveling Lvl? Death and just letting one point in it early game?
A: The mana for LVL?Death is constant now, but this fact doesn’t change the main point. When your enemies get to lvl 6, they usually get the lvl1 ultimate. When people get it, they tend to be more aggressive trying to get the kill. So, early, having lvl1 Lvl?Death will give you a big advantage for the same cost of mana a lvl4 lvl?Death costs.
Q: Why not leveling Devour first?
A: If you follow the guide, you will see that the first neutral creep I recommend to devour is a Kobold Taskmaster, which level is 2.
Q: Why max Scorched Earth?
A: It’s a multi task skill. You can chase/escape better, heal and deal damage, all in one. Each level decreases cooldown, increases duration, damage and heal over time for a little more mana cost. Then I ask you “why not?”
ITEM BUILD
Starting items:
2x
2x
The stats from the circlets and the tangoes give you a nice survivability, something needed in the early game ‘cause you’ll focus on last hit … the circlets can be used to make bracers
Optional:
Quelling Blade
The QB can make your job of last hitting a piece of cake, so if you want it, you can trade a circlet for it
Core:
Treads
Gives mobility, a little IAS and a +10 stats you choose: STR, AGI or INT, A very versatile item.
Aghanim’s Scepter
Gives HP, mana and +10 all stats … all you need plus a boost in your ultimate makes it deadlier than ever. After all, what’s better than an enemy turned into a big bad creep? A dead enemy that gives you a nice chunk of gold =D
Radience
Make it after Aghanim’s Scepter. The Radiance aura stacks with your Scorched Earth Aoe damage. It’s 70 damage per second over 14 seconds in 600 Aoe range!!! Your ult level 2 without Aghanim does the same amount of damage, but this combo will do this amount of damage in AREA!!!!!!!!!! WOW !!! Well most of the time will be just 40 damage per sec but is still very annoying to your enemies. The constant 40 damage per sec helps for pushing and farming too.
Luxury:
Shivas
It solves your low armor problem, gives you a lot of mana, so you can spam LVL? Death freely and gives you an Aoe nuke and slow, helpful for chasing or running away.
Satanic
The +5 armor helps with your armor problem, the +20 damage is nice too, the lifesteal helps your tanking and you still get a +25 STR that buffs more your HP pool and your damage. The active skill gives you a lot of life due to a high natural damage from Luci.
Heart Of Tarrasque
A +40 STR and a +300 HP will give tons of life to your already very high HP pool, you are hard to kill but with this you will be nearly immortal. The regeneration makes you brand new after a fight.
Refresher
What’s better than a 1 almighty disable? Of course it’s 2 almighty disables!!! Paired with Aghanim and your nice mana pool you have mana enough to use 2 upgraded ults and refresher
Boots Of Travel
It gives you a lot of MS plus the mobility of teleporting, a pretty nice thing late in the game when you need to push lanes more than killing enemies.
Assault Cuirass
Solves all your problems with low AGI, giving AS and armor. It gives you nice auras as a bonus, but it’s kinda expensive. You might want to get it if the game goes too long.
Situational:
Blademail
With a huge Aoe damage capacity coupled with Radiance and Scorched Earth, you will be a real threat and of course a big target. With blademail and your big life you will take life from your enemies even while they hit you (but if they are smart they won’t or they will die fast)
Linkens
If you get disabled before you use your skills, you won’t do too much. And if your enemies got a lot of it, certainly it will be hard to put your spells on. Having spell block every 20 seconds can be very helpful and all the stats it gives you are very nice too.
Black King Bar
A Linken’s Sphere is not enough to help you against spells? Then, this one will do a better job giving you magic immunity.
GAMEPLAY AND STRATEGIES
Early Game
You can solo or go for a dual lane. But after some experience, I recommend you to go solo at least until you have level 6. After this point, your ganks will be easier with your ultimate. This sounds obvious but, with your ultimate you will have all the chances on your side … After casting Doom, your enemy won’t be able to counter you with spells and/or use any item to heal, if he tries to run, turn on scorched and you will have superior move speed over your opponent (at least most of the time) while doing a good damage over time without even touching him.
Any lane should be fine. As a melee hero, always aim for the last hit more than denies (for both solo and dual lanes), you have a good base damage and a nice STR gain. Try to get your boots (and later treads) on side shops as fast as you can.
You can use Devour to complement your last hitting, but go in the woods searching for a Kobold Taskmaster. The 12% MS bonus aura from the Kobold is immensely helpful for chasing and escaping, especially in early game when a little ms difference between you and your opponent can be life or death and being an aura it helps your allies too. Using boots or treads plus the Kobold aura with Scorched on will not make you run… You‘ll fly like a rocket.
Play without being too aggressive, but if you find some breach in the defense of your enemy, activate Scorched and attack wisely, but don’t try to tower diving because your armor is pretty crap(you can do it if you’re sure you can get the kill and escape alive). If you feel like dying, use a tango coupled with Scorched but stay safe and near the enemy creeps to hurt them and even your enemies if they get too close.
Without Solo game:
By level 5, you can start hunting (if you want but I recommend waiting a little more till level 6) weak enemies or heroes with level 6 ‘cause your level 1 LVL? Death will take a nice chunk of 350 damage for 110 mana. Especially this early, a 350 damage nuke is a lot for most of the heroes in the game.
With Solo game:
If you choose to go solo, you will hit level 6 earlier, which means ganking earlier. Your Sorched+Doom combo will be deadlier for heroes in dual lanes with level 4-5 and even level 1 LVL? Death can take a good damage without bonus.
Just making an observation, with the latest map version, Lucifer has less mana due to the reducing starting INT, so your mana pool got flat. And the fact that his LVL?Death 1 has the same cost of a Lvl?Death 4 makes spam less viable now in early game. Unless you want to maximize LVL?Death regardless of your enemies levels to increase its damage.
Mid to Late Game
Your ultimate plus Scorched Earth and Lvl? Death will guarantee at least 1 kill every time you use it. So keep ganking. After early game, team clashes are more common so always try to help your team. In team fights you should:
1. Use Doom on threatening heroes like carriers, powerful disablers or enemies with dangerous Aoe ults
2. Activate Scorched Earth and stay in the middle of the battle trying to get every enemy in your Aoe range
3. Use Lvl? Death against channelers or if they don’t have channel spells hit the enemies with low life or the ones that takes bonus damage
4. Chop enemies with normal attacks and keep using Lvl? Death when available
In pushes, use your Devour to make it faster. You can use Scorched Earth too, but make sure you won’t need it to escape.
Late Game
You should be able to finish the match. If the game is too tight, there are 2 options of builds to help you based on your opponent’s type dominance:
Casters/Disablers
Kobold Aura
It grants you lots of movespeed to chase/escape, lots of defenses against spells and 2 disables against annoying threats. Radiance will help with your offensive and pushes.
Carriers/Tankers
Alpha Wolf Aura/Critical
This one will give you a high damage output mainly via melee instead of spells, you’ll still have a nice move speed to chase/escape with Sange &Yasha combo. The lifesteal orb will override maim orb (you don’t need it anyway), leaving the satanic’s lifesteal and its active skill to tank plus a blademail to counter any permabasher/high crits hero. Again, Radiance is used to your offensive and pushing powers.
NEUTRALS WORTH MENTIONING FOR DEVOUR
I’ll list some neutrals (not every neutral with ability) that are nice (or not that nice) to Devour.
Kobold Taskmaster
Level: 2
HP: 400 Bounty: 23-29
Ability: Speed Aura - 12% movement speed increase, 900 AoE.
Simply amazing. You can use it as soon as you can use Devour. A unique aura, it gives an advantage in chases and escapes while helping your teammates too. It can be useful though all game, although not as useful in late game. 5/5
Satyr Trickster
Level: 2
HP: 240 Bounty: 15-17
Ability: Purge - 5 second duration, 200 cast range, 5 slow factor, 400 damage on summons, 5 second cooldown, 75 mana.
Nice ability against heroes that use buffs like Insatiable Hunger, Repel or God’s Strenght, slowing the target too. But its use is mainly for removing buffs. 3/5
Ghost
Level: 3
HP: 500 Bounty: 30-40
Ability: Frost Attack - 20% attack and movement speed slow, 1.5 second duration, 0 second cooldown, 12 mana, 15 damage bonus.
Your free Skady. Nice ability for chasing but you have to keep hitting your enemy. The Kobold aura is better because it buffs your MS and your allies always. 3.5/5
Alpha Wolf
Level: 4
HP: 600 Bounty: 37-45
Ability: Command Aura - 30% damage bonus, 500 AoE.
Critical Strike - 20% chance, 2x damage multiplier.
The aura is better than the Command Aura level 3 from Venge, but it can be yours! And you got a critical strike ability. Free Buriza FTW ! Later in the game, these abilities are more effective to use than the Kobold Aura. 5/5
Centaur Khan
Level: 5
HP: 1100 Bounty: 66-78
Ability: Endurance Aura - 15% attack speed bonus, 900 AoE.
War Stomp - 2 second hero stun, 3 second unit stun, 20 second cooldown, 100 mana, 250 AoE, 25 damage.
The aura is worst than attack speed aura level 1 from Rexxar. The stun does ridiculous damage and stun heroes for only 2 seconds. The 100 mana cost is too expensive for it. People tend to overrate Centaur due to his stun. 1.5/5
Polar Furbolg Ursa Warrior
Level: 5
HP: 1100 Bounty: 76-88
Ability: Thunder Clap - 25% movement and attack speed slow, 150 damage, 300 AoE, 12 second cooldown, 100 mana, 3 second duration.
The clap has nice damage and slow with a good range, but that is it. 2.5/5
GENERAL TIPS
- Early, try to devour a kobold when you can, most of the time your chases will be way easier when you use the aura together with Scorched.
- Doom and Scorched can turn the table in your favor. If you have half life and just 1 or 2 enemies are hunting you, activate Scorched and Doom the most dangerous one. You can get out alive from this situation and at least score 1 kill.
- Scorched Earth can be used to do mind games. With low life, turn on Scorched to run faster and use the fog of war to your advantage, your enemy will know you’re around and if he tries to kill you he will keep getting burned by Scorched while you gain health and time for a near ally to help you or kill the your chaser.
- Later, you can exchange your MS aura for alpha wolf, critical strike and Command aura. You will be feared not only by your spells but by your melee attacks too. The Command aura helps your team in battles and pushes.
- Don’t use Scorched Earth without reason. Although the mana cost is really low for its benefits, the cooldown is pretty big for a skill. Use it, but use it wisely.
- His Ultimate goes through magic immunity but it won’t hurt. Use your ult on a magic immune opponent in a really needed situation. It can help sometimes.
- As the game goes on, you start to lose effectiveness as the enemies get more HP to survive against your spells. So if you have the chance to end the game, DO IT.
THE GOOD, THE BAD AND THE UGLY
All the heroes here deserve some mentions because they can be helpful, threatening or simply hard to kill using Lucifer.
Good Allies
Basically, heroes that can make your enemies stay still or that fix your low armor can be nice for you .Special mentions to:
Lich
He can buff your paper armor, while his nukes slow (making the chase easier). His Chain Frost can be fatal as Lucifer tends to scare his enemies (unless they are all together) making them run from the security of their ally creeps, making an easy target to Chain Frost.
Bloodseeker
His ult will deal damage with the target moving while Lucy’s Scorched Earth will damage the enemy if he stays still. What your enemy should do? Run and die or stay and die? And both Luci and Bloodseeker have silence effect spells.
Treant Protector
His ult makes your enemies stay in place combining well with Scorched Earth, his armor/regen buff solves your armor problems and the invisibility skill helps you gank.
Venomancer
You and Lesale can do a huge Aoe damage over time combining his Poison Nova + Venomous Gale combo with your Doom+ Scorched Earth combo. At least 2 enemies will die (if not the whole enemy team) with these 2 guys together.
Bad Enemies
Heroes that reduce your armor or disable you for a long time can be trouble. Special mentions to:
Slardar
His set of skills can be a pain. His ult can take your already low armor and gives away your position even in the fog, the stun disables you for a good time and his passive bash ability helps you stay in place. And even if you run, he can catch you with sprint. If you try to doom him, he won’t die easily because he got a nice HP pool.
Linken’s Sphere
Your worst enemy is, in fact, this item. It denies your best weapon … your ultimate.
Hood/Pipe
This can be a headache. It greatly reduces your main damage source … magical damage. Your ult, Scorched and even Radiance (if you use it) are magical sources.
Ugly/Tough Enemies
Killing them most likely will be a waste of time.
Pudge
He has a big HP pool, skills that grants him more magical resistance and more str with enemies killed near him. Sure, you can cast Doom while his Rot skill is on but he can hold his self-damage and your ult damage + Scorched and still he has a chance of denying himself with Rot on. And if he has a Hood (and most likely will have it), forget it.
Earlier you can kill him without too much trouble, but later on, don’t bother with killing or trying to kill him, most likely you will waste your skills and/or time.
Centaur Warchief
He is a tank, period. His ultimate fattens his own large HP pool, he has an irritating AOE stun and his Thorns Aura will be annoying too. Even if he can’t use his Double Edge for self-deny, he still take too much time to kill.
Double Edged Enemies
You can kill them easily but without your skills they kill you the same way later in game. Most of the heroes mentioned here are heavy carriers.
Razor
You can kill him because of his fragility but your ult won’t disable static link or his ult if he casts them first. His ult can take your weak armor pretty fast and with static link on you he can deal big damage.
He can’t deal with you alone early in game, but late he can kill you before you kill him with his Static Link + Eye of the Storm combo, finishing you with his Plasma Field.
Phantom Assassin
The PA has a huge AGI gain and her passives make her pretty annoying late game. BUT till then, she’s an easy target for you. If the game goes on till late game, you will have 14 seconds to kill her while her passives are disabled by casting Doom on her, otherwise she can turn the table with that big crits and a lifeleech orb. You can try to run but her Phantom strike + Stiffling Dagger will annoy you and probably you won’t get alive.
Troll Warlord
If you toss a Doom in his head he will lose that almighty permabash ability, making him scary as a puppy dog. But late game without your ult, he will bash your head till you hit the ground.
Faceless Void
The same for Troll goes to Void. But he’s more annoying than Troll with his skills. His ult will freeze you enough time to permabash you and even if you manage to get out of it , he can chase you with Timewalk.
CONCLUSION
With the changes, the new Lucifer can be a real threat in any game. Taking a multirole, he can do a lot to his team. All this with a lot of fun, Luci is a nice hero to use and worth using.
Author: Aquirios
Map Vers.: 6.68c
Banished by God
Your enemies are DOOMed
Last Comment:29/08/2010
Total Votes: 0
Current Rating: 0.00
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