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    Guerilla Warfare (yurnero) by KingV

    Yurnero - The Juggernaut


    Range: 100 | Move Speed: 305
    Primary: AGI
    Str: 19 + 1.9 | Agi: 22 + 2.85 | Int: 14 + 1.4
    Damage: 46 – 50 | HP: 511 | Mana: 182
    HP Regen: 0.76 | Mana Regen: 0.57
    Attack Speed: 1.36 | Armor: 1 Blade Fury (F)
    Causes a bladestorm of destructive force of 200 AoE around Yurnero, rendering him immune to magic and dealing damage to nearby enemy units and buildings.. Lasts 5 seconds.
    Level 1 - Deals 80 damage per second.
    Level 2 - Deals 100 damage per second.
    Level 3 - Deals 120 damage per second.
    Level 4 - Deals 140 damage per second.
    Mana Cost: 110
    Cooldown: 30
    Comment: This will be explained later on. Healing Ward (G)
    Summons a Healing Ward that heals units` within 400 AoE. Ward can move slowly, has 5 HP and 0 medium armor.. Lasts 25 seconds.
    Level 1 - Heals 1% of hit points per second.
    Level 2 - Heals 2% of hit points per second.
    Level 3 - Heals 3% of hit points per second.
    Level 4 - Heals 4% of hit points per second.
    Mana Cost: 140
    Cooldown: 60
    Comment: This is important in team pushes and clashes. Best used to tank a tower while your creeps pummel it. Blade Dance (C)
    Yurnero`s cunning blade gives him a chance to deal double damage on each attack.
    Level 1 - 10% chance.
    Level 2 - 18% chance.
    Level 3 - 26% chance.
    Level 4 - 36% chance.
    Mana Cost: N/A
    Cooldown: N/A
    Comment: This is what makes Yurnero a DPS hero. The crit will trigger quite often. Omnislash (E)
    Unleash a number of blink strikes which deals variable physical damage between 150 - 250, slashing units in the battlefield. Yunero is invulnerable when he blink strikes. If Yunero has around 100% to 200% attack speed, he can deal additional hit (base on his own attackdamage ) in between every 1 to 2 blink strikes; if he has more than 200% attack speed, he can deal additional hit in between every blink strike. Special effects like Critical attack, orb effects can kick in in the additional strikes only.
    Level 1 - Unleash 3 blink strikes.
    Level 2 - Unleash 5 blink strikes.
    Level 3 - Unleash 8 blink strikes.
    Mana Cost: 200/ 275/ 350
    Cooldown: 130/ 120/ 110
    Comment: This will be explained later on.
    [Only registered and activated users can see links. ]




    ---------- Post added 11-24-2009 at 02:53 AM ----------

    Skill Build:

    1. Blade Fury
    2. Stats
    3. Blade Fury
    4. Stats
    5. Blade Fury
    6. Omnislash
    7. Blade Fury
    8. Blade Dance
    9. Blade Dance
    10. Blade Dance
    11. Omnislash
    12. Blade Dance
    13. Stats
    14. Healing Ward
    15. Healing Ward
    16. Omnislash
    17. Healing Ward
    18. Healing Ward
    19. Stats
    20. Stats
    21. Stats
    22. Stats
    23. Stats
    24. Stats
    25. Stats

    [Only registered and activated users can see links. ]


    [Only registered and activated users can see links. ]



    Early Game:

    Hero overview:

    Pros of Juggernaut Cons of Juggernaut - Great farmer and pusher - No disables - High damage output early game - Quite fragile if not buffed up - One of the best ultimates - Low STR and INT gain - Has the second best natural critical - Gets ganked and focus-fired alot Level 1:

    Level 25:



    Strength : 20 + 1.9
    Agility : 20 + 2.85
    Intelligence : 14 + 1.4
    Base Attack Time (BAT) : 1.7
    Attack Range : 100(melee)
    Attack Animation : 0.33 / 0.84
    Casting Animation : 0.3 / 0.51
    Sight Range : 1800 / 800
    Move Speed : 305
    HP regeneration : 0.85 HP/sec
    Mana regeneration : 0.57 MP/sec
    Conclusions: So Yurnero has a decent movement speed which means you can skip early game boots if you are good at chasing with BladeFury. Early stats are also decent, only problem is with the INT. I plan to solve this with Early-Stats skill build. Basedamage is good enough for last hit/deny .
    Skill build explanation:

    Now on with the Early-Stats dispute! If you buy Boots of Speed as first item you need the stats for the BladeFury and Omnislash combo which is 310 mana. Now if you don't buy Boots as first item then just go for stat items (Circlet/GG Branch). You need 4 aditional points into intelligence by level 6 for the combo to work. BladeFury is maxed ASAP. Get Omnislash whenever available. I usually gethealing ward on levels 14,15,17,18 when my/my allies HP is big enough to tank some damage, or get big portions of HP healed quickly.
    Alternative skill builds:
    1. Blade Fury
    2. Critical Strike
    3. Blade Fury
    4. Critical Strike
    5. Blade Fury
    6. Omnislash
    7. Blade Fury
    8. Critical Strike
    9. Critical Strike
    10. Stats
    11. Omnislash
    12. Stats
    13. Stats
    14. Healing Ward
    15. Healing Ward
    16. Omnislash
    17. Healing Ward
    18. Healing Ward
    19. - 25. Stats
    This build is mostly used by inexperienced poeple, who are obssesed with critical strikes. It helps last hitting and has a 18% chance to proc in the extra slash that level 1 Omnislash gives. I think it's better to have some extra HP and MP, especially since everyone cries out that Yurnero is squishy early game.


    1. Blade Fury
    2. Healing Ward
    3. Blade Fury
    4. Healing Ward
    5. Blade Fury
    6. Omnislash
    7. Blade Fury
    8. Healing Ward
    9. Healing Ward
    10. Critical Strike
    11. Omnislash
    12. Critical Strike
    13. Critical Strike
    14. Critical Strike
    15. Stats
    16. Omnislash
    17. - 25. Stats
    Never ever get Healing Ward early game because you don't have enough mana to sustain 2 active spells (3 spells at level 6). Furthermore your HP will be around 700 so lvl 4Healing ward will heal you max 30HP/sec ; early game kills are based on damage bursts via nukes, and tend to end in about 5 sec max so getting HW is pretty much useless. You are better of with a set of Tangoes.

    Hero skill explanation:


    Omnislash (N)

    Yurnero moves around the battlefield, slashing many enemies. Yurnero becomes invulnerable while Omnislashing.
    1. Attacks 3 times
    2. Attacks 5 times
    3. Attacks 8 times
    Casting range: 450 units.
    Jump range: 450 units.
    Total casting time: 0.3 seconds

    Duration: 1.2/2/3.2 seconds on level 1/2/3.
    Slash duration: 0.4 seconds
    Slash damage: 150 - 250 (Attack type Hero, Damage type Normal. Reduced by armor, not blocked by magic immunity)

    Extra:
    - Ministun on the first target.
    - No buffs will be removed when activated.
    - With enough IAS, Yurnero can perform 'extra' attacks while Omnislashing. If the attack cooldown is short enough so that Yurnero can finish an attack before being moved to the next unit, then Yurnero can indeed strike the current target with a normal attack. This attack is for all purposes a regular attack, dealing Yurnero's actual attackdamage, and can apply Orb Effects, Bash, Cleave, and Critical Strikes. This attack is still subject to the attack cooldown, so if Yurnero just dealt an extra slash, he may not be able to perform another extra attack after the next triggered slash. To know how many extra slashesyou can perform on an Omnislash according to IAS check out these graphs:




    ---------- Post added 11-24-2009 at 02:54 AM ----------

    As you already noticed, the higher the level of Omnislash, the easier it is to proc extra slashes with less IAS. My main build gives you +182% IAS which means an extra 6 slashes. Now add to that Yurnero's natural agility gain at level 25 which is 108 meaning +108% IAS.
    182 + 108 = 290% IAS = 7 extra slashes
    Not too shabby! Almost there.
    If you want to a kill a full HP hero only with Omnislash note the folowing:
    • Level 1 deals 450 - 750 dmg (unreduced damage and only from spell slashes)
    • Level 2 deals 750 - 1250 dmg (same as above)
    • Level 3 deals 1200 - 2000 dmg (same as above)
    • The higher the level, the bigger the gap between the damage values. This means it's harder to predict how much damage you will really deal.

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    Re: Guerilla Warfare (yurnero) by KingV

    Mid Game:

    Gameplay overview:


    Starting Items:

    This strategy intended for a 5v5 -ap or -apem match. My starting items are Boots of Speed and a set of tangoes. IMO Boots are the only item that maximizes Juggernaut's early-game huge potential.

    If you are not comfortable with getting Boots as first item, you can chose an alternative from below:
    Note: If you take stat items, and they give +4 to Intelligence, then you can go ahead and take Critical Strike instead of Bonus Stats before level 6.
    Special Mention I : Magic Stick

    • Buy it from the Goblin Shops in the lane
    • Very effective against spell spammers like Venomancer, Rooftrellen, Ezalor, Mortred, Lich etc...
    • Good HP regeneration against harassing and very important Mana regeneration for you to spam Blade Fury
    • Can be upgraded to Magic Wand later if you have 3 additional branches in your inventory
    Special Mention II : Poor Man's Shield
    • Assemble it from the Goblin Shops in the lane
    • Very good against Orb Walkers
    • +6 damage good for last hitting
    The Bracer/Null/Wraith disscusion:

    • Gives 6 STR = 114 HP and 0.18 HP/sec
    • Gives 3 AGI = 3 damage and 3% IAS
    • Gives 3 INT = 39 mana and 0.12 MP/sec
    • I would advise you to take 1-2 of these if you are facing alot of nukers/harassing early game. Sell them when you are restricted by inventory space.

    • Gives 6 INT = 78 mana and 0.24 MP/sec
    • Gives 3 STR = 57 HP and 0.09 HP/sec
    • Gives 3 AGI = 3 damage and 3% IAS
    • I don't think you need to buy more than 1 of these. Buy it if you are having mana problems or you like to spam spells.

    • Gives 6 AGI = 6 damage and 6% IAS
    • Gives 3 STR= 57 HP and 0.09 HP/sec
    • Gives 3 INT = 39 mana and 0.12 MP/sec
    • These are good only if you buy at least 3 of them. They're cheap and good for last hitting early game. Good to stack them if you cannot farm at all or had a really really bad game.
    Laning:

    The best lanes for Yurnero are Sentinel - Bottom and Scourge - Top. Why? Because these lanes give you enough space to chase your enemies with Blade Fury and still have some room left for chasing with Boots for extra attacks. Not to mention you can tower hug from the first creep wave if your opponents are difficult.
    In-Depth Analasys: [Only registered and activated users can see links. ]

    Lane scenarios and farming:
    1 melee : Best case scenario. Try to last hit/deny creeps for gold/experience. There are 2 cases when the opponent approaches the creeps:
    1. He will try to last hit/deny creep. In this case you must kill the creep before him. If you fail to do so, attack him once and retreat. The purpose is to drop his HP and prepare for a Blade Fury when he has less than 75% HP
    2. He will auto-attack the creeps for pushing purposes. Try to get close and attack him once. Try not to get focus fired/blocked by the enemy creeps. Mince and repeat until the enemy has less than 75% hp and then go for a Blade Fury.

    2 melee
    : Try to last hit and deny the best you can without getting harassed by the enemies. If they are stunners approach with maximum caution. If farming is imposible the only solution is to farm with Blade Fury. Level 3 of the spell will be enough to take down a wave. Position yourself between the melee creeps and the range one and activate the spell. This is the hard way to earn money (Unless you have some mana regeneration) so remember to buy items, so they can be stored in your circle of power.
    1 range : Approach creeps only to last hit/deny. Don't initiate an attack without an ally. Initiate attack only when level 6 and enough mana for combo. Orb walkers are the death of Yurnero early game so if you're facing one farm with Blade Fury.
    2 range : Same as for 1 range scenario.
    1 range + 1 melee : Keep a low profile, hug the tower and pull the opponent's creeps to your tower. How, you ask? It's simple:
    1. Get near the creep clash
    2. Initiate an attack on the enemy hero (right click)
    3. Immediately retreat to your tower
    4. The enemy creeps start to follow you right in the range of the tower
    This tehnique can be used in all the scenarios if you don't want to farm with Blade Fury or if you are being harassed to hell.
    In-Depth Analasys: [Only registered and activated users can see links. ]

    Game Strategy and Item Build explanation:

    The strategy I'm proposing in this guide is called "Guerilla Warfare" a.k.a. Hit & Run."Guerrilla warfare is the unconventional warfare and combat with which a small group of combatants use mobile tactics (ambushes, raids, etc.) to combat a larger and less mobile formal army. The guerrilla army uses ambush (stealth and surprise) and mobility (draw enemy forces to terrain unsuited to them) in attacking vulnerable targets in enemy territory" (Wikipedia). I've highlighted the keywords of this strategy for better understanding. For achieving those keywords we need some aditional 1337 Ninja Skills : Wind Walk, Illusions, Evasion, Purge, which we are going to obtain through items.
    In-Depth Analasys: [Only registered and activated users can see links. ]
    The first item we need to farm up is Perseverance. Now this items is esential early game for the following reasons :
    • HP and MP regeneration ---> Lanesurvivability --> Less fountain trips --> More farming time --> More money
    • +10 damage for last hiting and harassing
    Next items should come in one of the proposed orders:


    The guide's item build has 4 stages of development and 3 item order alternatives. We will focus on the third, highlighted option. I used this method of separation because the build itself is very hard to achieve and needs lots of practice.
    Stage 1

    The Fury-Slash combo:
    Once you hit level 6 the fun starts. You posess one of the most powerful early game combos: Blade Fury + Omnislash, also known as Fury-Slash. This combo can deal approximately 1k damage if used to it's full potential. It requires 310 mana to use, and here come in handy those Stats that we've invested in. The synergy between the 2 spells is pretty obvious. This combo can be reversed, meaning you can start with Omnislash and finish with Blade Fury. Once you start engaging with BF one of 2 things will happen:
    1. Enemy tries to juke you through his creeps, but Blade Fury will kill most of his creeps and leave him vulnerable for Omnislash ---> Kill
    2. Enemy runs away from his creeps. Chase with BF and finish with Omnislash while he is isolated from allies/creeps ---> Kill
    Here are some examples of Fury-Slash combo against multiple enemies:
    In the first example I engage Earthshaker and Alchemist. I aproached them and once I saw ES spell animation I started Blade Fury thus making Fissure useless. Their next move was a smart one: they separated. I decided to follow ES since he had less HP. With some help form my ally, Leoric, we almost killed ES but he got lucky and escaped with very low HP and a full bottle at his disposal, so it was imperative that I chase him and finish with Omnislash, which I did.
    In the second example, I initially engaged ES but along the way Alchemist popped up. As you can see ES is desperately trying to disable or block me but to no avail. They both died, Alchemist being KS'ed by my ally Leoric. After finishing those I have another surprise: Tiny comes along. Seeing his allies dead tiny got cold feet and decided to run. Bad move since I have Omnislashed prepared ---> Dead tiny.

    Also take note that Fury-Slash need good timing to prevent fleeing heroes meet with his incoming allied creeps. Three Treants and Ghouls spawn for the first time at the 2:00 min mark (can vary with game mode) on each lane, and after that every 30 seconds. The picture below tells you the time (in seconds) needed for the creep wave to reach the second and third towers on each lane. It's very important that you do not engage your enemy when the new creep wave is very close to him. Put your trust in science and not luck.

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    Re: Guerilla Warfare (yurnero) by KingV

    they asked me to post so.. yah im just posting for fun =.=''

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    Re: Guerilla Warfare (yurnero) by KingV

    Why Lothar and Diffusal?

    • Minor IAS boost, 10%
    • Decent damage, 38
    • Wind Walk, PRICELES! This skill is superior to other invisible type spells, because it cannot be silenced (except for Doom, that thing ruins everything)! While invisible you move 20% faster and can move through units and Has a 0.3 second fade time. Lasts 9 seconds, costs 75 mana, and has an 18 second cooldown. Usefull when traveling across the map/escaping/chasing/ganking. What more could a ganking hero ask for?
    • +125 backstab damage on the first attack that will breack the invisibility. Excellent against low HP heroes.
    • Can be countered by true sight (Gem, Dust), but the MS boost will help escape if invisibility fails.
    • Good synergy with Yurnero's skills: Blade Fury + Wind Walk. Excellent combo used to clear creeps/stop pushes without getting your hands dirty.


    • +6 intelligence (+10 after the upgrade). 6 intelligence means +78 mana and +0.24% mana regeneration
    • +22 agility (+26 after upgrade). Need I say more?
    • Feedback. Burns 20 mana/hit (36 after upgrade). Good damage increment and helps disable heroes with low mana pool
    • Purge! The slow really helps chasing heroes and with a superior MS from Lothar, ganking has never been so easy. Also good against heroes with powerful buffs like Sven and Broodmother. Can be upgraded once by buying the recipe again. Starts with 8 charges, charges are refreshed to 8 when it is upgraded. Slow lasts 4 seconds, Purge has a 12 second cooldown, and a 600 cast range.
    • In-Depth Analasys: [Only registered and activated users can see links. ]
    • In-Depth Analasys: [Only registered and activated users can see links. ]

    The synergy between the 2 items and your skills is pretty scary. You already have a wide arsenal of spells.The obvious full combo that can be unleashed is : sneak up on hero while invisible ---> hit him a couple of times, drop his HP ---> if he starts running use Purge (and chase with Blade Fury if you like) ---> hit,hit,hit ---> Omnislash (if he's a big one). If the victim posesses True Sight, you will attack him head on, making use of Purge, normal attacks, and chasing with Lothars (+20% MS) for a second Purge and finish with Omnislash or Blade Fury. The invisible+slow combo is almost overpowered, the only heros that have it through natural skills are Phantom Lancer and Lanaya. Here are a couple of examples on how to gank with the above mentioned items:
    I was minding my own bussiness, farming creeps, when Aiushtha decided to drop by. She started her healing spell and began attaking me. She had an obvious advantage over me. I decided to back off using WW, and let her healing spell finish, thus leaving her vulnerable. Overconfident that I had retreated, Aiushtha didn't noticed the surprise attack until after I scored a couple of hits. Panic got ahold of her as she decided to run away separating from her creeps. Now I had the upper hand, and took full advantage off it by finishing her off with Omnislash. Half of this gank was psychological warfare. Let your enemy relax, and strike when it is least expected. Note that I didn't have Diffusal Blade in my inventory.

    ---------- Post added 11-24-2009 at 02:57 AM ----------

    n-Depth Analasys: [Only registered and activated users can see links. ]
    In-Depth Analasys: [Only registered and activated users can see links. ]
    Stage 2

    Stay in lane/jungle and farm Lothar. After that, happy hunting! Go ganking only when you have Omnislash (just to be on the safe-side). While Omnislash is in coolddown, aprox 2 minutes, farm enemy creeps and neutrals (that way you don't get underleveled). You have to be on constant movement. Use Blade Fury to farm those big neutral creeps. Don't forget to buy your items as soon as you have the money, because the items stack at your Circle of Power.
    In-Depth Analasys: [Only registered and activated users can see links. ]
    In-Depth Analasys: [Only registered and activated users can see links. ]


    • Increases the already sufficient MP and HP regeneration to a + 6HP/sec and +150% mana regeneration.
    • +65 damage increment. Cheap damage gain.
    • 35% cleave damage. Well I think everybody knows that Crits go well with Cleave. Cleave damage is PURE, that means it is not reduce by anything.
    • In-Depth Analasys: [Only registered and activated users can see links. ]
    • The +65 damage is raw, meaning the images won't benefit from it.
    • Images don't cleave.
    Stage 3

    The strategy, once you have these, doesn't change at all: gank an jungle. Our next target item is:


    • +16 agility. That means damage and IAS.
    • 10% increased movement speed. Along with Lothar you will be crusing the map at insane speeds. Helps alot with chasing and escaping. Movespeed bonus does not stack with Yasha, Sange and Yasha, or Manta Style.
    • another +15% increased attack speed for a total of +31% IAS.

    • +26 agility! Awesome IAS and damage boost!
    • +10 intellingence and +10 strength. Good because we free up a slot from the Ultimate Orb.
    • +15% IAS for a total of +41% IAS.
    • +10% movespeed that remains unchanged from Yasha.
    • Active spell that creates 2 images that deal 33% damage and take 350% damage(!!!). Has a 0.1 second animation delay for which you are invulnerable. Lasts 20 seconds, costs 165 mana, and has a 50 second cooldown. The illusions have multiple purposes : damage boost / confusion of enemy / debuffer (removes negative/positive buffs upon activation). This skill will make us a FEARED ganker.
    • In-Depth Analasys: [Only registered and activated users can see links. ]
    Once you get Manta Style the game steps up to a whole new level. You can now gang or face more than one hero. You have all the necesary tools. The ganking part works as before, only difference is that you begin the combo with illusions, chase with Blade Fury and finish with Omnislash.
    The 3 Axes Combo:
    The 3 Axes stand for Lothar, Battlefury, Manta. With these items you can setup a gang that will wreak havoc upon your enemies. It's best used in team clashes or enemy pushes. Let's image an enemy push; all you need to do is:
    1. If there are lots of creeps, go for Blade Fury + Lothar combo to kill some of them
    2. While still in WW position yourself behind enemy lines, where the INT/Support heroes usually stay
    3. Activate Manta Style
    4. Wack away and hopefully you will kill a couple of more creeps with Cleave, preparing for Omnislash
    5. At this stage of the combo 1 of 2 things will happen:
    • Enemy heroes start to focus fire on you. If they got alot of AOE you're screwed. Use Omnislash then Blade Fury (if you still have it)to get the hell out of there. If they dont have that much AOE then it's time to play some mindtricks: After you activated Manta select an image and command it to retreat sideways or in the opposite direction. Enemy heroes will believe that's the real one and waste a couple of spells on the image (hopefully the disabling spells)
    • Your opponents start running for their lives, in which case "Happy Hunting!"
    Now I'm not saying you should initiate a clash, but if you don't have an initiator like Earthshaker or Tidehunter, then your the best man for the job. Instruct your allies to jump in the clash while you are performing the attack. This strategy will allow you to repel pushes and win clashes almost all the time. Here's an example:
    In this scenario my enemies (consisting of Riki, Tidehunter, Aiushtha, Visage) are pushing mid lane and hope to take down my buildings. They were already killing my ally Pit Lord. It was time to jump in the fight. I activated Lothar and advanced to the back of the push. Activated Manta and started to wack away at heroes and creeps. After a couple of creeps kills I tought it was a good time to Omnislash. I killed Aiushtha and evaded Tidehunter's ultimate but ended up slashing Visage's minions (damn, I underestimated them). After this display, my opponents still weren't scared enough to retreat. Planted a Healing Ward and fought them face to face. Riki nearly escaped and Ttidehunter backed off with Riki. I single-handedly repelled a 4-hero push and remained with the same HP as I had before the clash.


    ---------- Post added 11-24-2009 at 02:58 AM ----------

    Stage 4

    The sole purpose of this stage is to make our current combo more powerfull. Final target item is:
    • +30% IAS. The more, the better.
    • +30 damage. Raw damage, does not affect illusions.
    • +30 agility. This is another +30% IAS and +30 damage.
    • +30 evasion. This is just beautifull. The perfect counter to permabashers and high DPS heroes.
    • It increases Omnislash's potential alot and adds some damage to your illusions, making them hit harder. I see this item as the best item Yurnero can have.
    Alternatives to Butterfly are:
    OR

    ASSAULT CUIRASS
    • Gives +15 armor, of which +5 goes to your allies as aura.
    • Gives +55% IAS, of which +15% IAS goes to your allies as aura.
    • -5 amor penalty to enemies and buildings, as aura. This kicks a$$! Low armor heroes will be dead in 3-5 seconds at the most. Works well with omnislash and the other auras will make you a good suporter/pusher along with Healing Ward.
    HEART OF TARRASQUE
    • Gives 300 HP
    • Gives 35 STR = 665 HP and 1.05 HP/sec regeneration
    • Regenerates 1% of hit points per second
    • Gives a total 965 HP, making you HP rise to a staggering 3000 HP. Further buffs your images turning them into deadly machines. This items will help you last longer in battles if you get focused by nukers/disablers.
    Another role that Juggernaut fulfills very well is that of a pusher. Having abilities like Cleave, Blade Fury, Heal Ward, Armor and IAS aura, the creep waves don't stand a chance. The most effective way to take down towers is with the help of the illusions and Healing Ward, like in the following image. Notice that everybody is at full health.
    If you want more detailed tactics go here:
    In-Depth Analasys: [Only registered and activated users can see links. ]
    In-Depth Analasys: [Only registered and activated users can see links. ]
    Replay Section:

    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]
    All of them are worth watching. If you want to argue with me about the build watch one of the replays or be ignored. I don't like talking with people that have no practical idea about the disscused matter. The replays don't show perfect gameplay but then again you could learn from my mystakes.

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    Re: Guerilla Warfare (yurnero) by KingV

    Late Game:

    Expanding your gameplay:


    Alternate item builds and item discussion :


    The Jungler


    If you are the type of player that jungles forever and comes out late game with IMBA HAXOR items then I suggest this build. Midas is a must for every declared jungler. Also the extra 30% IAS is usefull for lifestealing and Omnislash (can net you an extra slash). Vlads is there for the mana regen to spam spells, lifesteal, armor; everything a good jungler needs. Bracer for more HP obviously while treads for IAS and extra damage (can switch to Strength when facing tough creeps). Also consider replacing the Bracer with one or two Stout Shields/
    COST: 6810 gold


    The Chaser


    The keyword for this build is MOBILITY. Your total movespeed, once you have completed SnY & BoT, will be 442. The only drawback for this build is the total lack of regeneration (HP and MP). You can solve this with an early game Bottle and sell it later on. Your enemy will have no escape from you because of Maim and Bash. Also Radiance will take down their HP while chasing and not to mention it makes a good sinergy with Blade Fury. Yasha is incredible mid-game along with Power Treads. Last 2 items, Buterfly and Cuiras, can be replaced with what item you desire, if you are not comfortable with them.
    COST: 28425 gold


    The Lifestealer


    Probably the most common build for Yurnero. The lifesteal will go up to 40% making you an "mini Broodmother". Add some Critical Strikes to that, and you can see why it is so popular among players. Added a BKB to the build in case of any disables (what's the use of lifesteal if you can't attack). If there are many disabling heroes or the game isn't going to last much longer I sugest getting BKB before Satanic. And last but not least an MKB is added to the build for damage boost and minor IAS boost. Note that Satanic has not been activated.
    COST: 26010 gold

    The Invulnerable


    With this build you will be pretty much untouchable. High HP and MP and best of all double spells. Let me explain a bit how this combo works: Heal Ward -->Hit, Hit, Hit --> Soul Burn (Orchid) --> Omnislash --> Refresh --> Heal Ward --> Hit, Hit, Hit --> Soul Burn --> Omnislash. This is like, all you need to have a good laugh and a good game! Skady is for mana purposes and chasing. The rest are for damage and attack speed purposes. Orchid ensures nobody gets away from you.
    COST: 31200 gold (pretty expensive)
    Here's a replay if you are still not convinced of the Skady-Refresher build: [Only registered and activated users can see links. ]

    The Knight in Shining Armor


    Your armor shines so nice that it gives you 69% damage reduction. In fact it shines so hard that it melts your enemies armor, reducing it by a whopping -11. This is the perfect build when facing 3 or 4 melee heroes. The armor and evasion drasticly reduces the incoming physical damage. The armor reduction helps Omnislash ALOT. You will be taking down heroes with 2k HP in a matter of seconds. BKB is there to make sure nobody disables you, while you're on a slashing spree.
    COST : 24930 gold

    The Caster



    People will call you Inspector Gadget, because you have a gadget for every situation. Note that almost all the items have an active spell. If you want to use this build you'd better have fast hands/warkeys. The damage burst on this is incredible : Dagon+Shiva+Omnislash all while Soul Burn, and then Refresh! The team will value you as a disabler (if you manage to keep up with casting the spells) and you will make a big difference in team clashes. This is definitely a fun build. Note that Dagon has not been upgraded.
    COST : 26550 gold (Dagon level 1)
    COST : 31950 gold (Dagon level 5)

    The AOE Bastard


    Like the name says, this build focuses on AOE damage, meaning you can TRY to take down teams or make them weaker. Works well in tandem with AOE disablers like Magnus, Treant, Enigma. The build is in perfect synergy with Omnislash. It has enough IAS to send sparkles, lightnings, ice and orange stripes all over the place, wreaking chaos.
    COST : 29400 gold


    The item combinations you could make to achieve a build are like 4321412343. These builds are some fun builds that I tested and worked. Any hybrid of these are still good enough or even better. Feel free to experiment and if you have some funky sugestions, leave a comment and I might update the guide with them.

    ---------- Post added 11-24-2009 at 03:01 AM ----------

    Item-Skill Synergy:


    • Pretty obvious, right? It gives a total of 5%max HP/sec

    • Best items that improve Omnislash IMO.
    • Butterfly gives +60% IAS and 60 damage
    • Cuiras gives +55% IAS and -5 armor reduction (AOE)

    • Good combo explained in the strat

    • This hurts like hell. 175dmg/sec for 5 seconds, while you are magic immune. Gotta love it.

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    Re: Guerilla Warfare (yurnero) by KingV


    • Juggernaut lacks a disable, he relies on allies to disable opponents. Until now! Yurnero's skills are created, in a way that gives him a huge damage output but cannot disable an enemy, thus leaving the enemy with multiple escape options. Guinsoo solves this problem.

    • The HUGE IAS boost (75%) is just what Omnislash needs. Mix MoM with any other DPS items for maximum effect.

    • The Phase spell does not take effect while in BladeFury, meaning you cannot spin through units. But it gives an extremely easy and unpredictable way to positon BladeFury. You will take you enemy by surprise almost everytime when you charge at him through the creeps.

    • The new Aghanim Scepter improves Omnislash by adding 2 additional slashes (and 2 normals hits with the proper IAS) and reducing the cooldown to 90 seconds. So far so good. The scepter itself gives +200Hp, +150 MP and +10 to all stats. These bonuses will help Yurnero withstand more damage and give him more freedom to cast spells. Only con of the item is that it gives only 10 damage, but considering the advantages it would be outrageous to give it more damage. Overall I highly recommend this item.

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    Re: Guerilla Warfare (yurnero) by KingV

    Refining you gameplay:



    Early hero combos:






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    Re: Guerilla Warfare (yurnero) by KingV




    [Only registered and activated users can see links. ]

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    Re: Guerilla Warfare (yurnero) by KingV




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    Re: Guerilla Warfare (yurnero) by KingV

    Easy to perform combos. The slaughter can begin from level 1 / first creep wave. Stick with these guys all the game. Best buddies ever!
    Mid-Late hero combos:



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