


Welcome back, everybody, It’s Librarian Husky. Today’s guide will serve as an up-to-date guide on playing Terrorblade as a carry. We’ll delve into what currently makes Terrorblade a strong pick and his overall potential as a hero in potential future patches.
Terrorblade Carry Guide
We’ll explore how the character of Terrorblade has evolved with his new innate ability and provide insights on navigating different game phases such as the laning phase, mid-game strategies, farming patterns, illusion hotkeys, micro tips, skill and item builds, as well as optimizing team fight performance for maximum impact and damage output.
Understanding Terrorblade’s New Innate Ability
It’s crucial to recognize that Terrorblade’s gameplay has undergone significant changes due to his new innate ability, Dark Unity. This ability grants a damage boost to illusions under Terrorblade’s control within a specified range, while those outside of the range suffer a damage penalty. Previously, all illusions dealt 100% damage, but now, when in proximity (within 1200 range), they deal 125% damage, dropping to 50% when distant. This alteration influences illusion placement, combat tactics, and their overall effectiveness.
For instance, Terrorblade’s Conjure Image at max level now yields 60% of his damage, which increases to 75% with the damage boost. Additionally, Metamorphosis‘s base damage bonus is also inherited by illusions, enhancing their potency as they mirror a significant portion of Terrorblade’s damage output.
An important aspect to consider is the cooldown and duration of Terrorblade’s illusions. With a 34-second duration and a 16-second cooldown on Conjure Image, players can maintain two illusions most of the time. Notably, a popular talent choice among Terrorblade players is the Conjure Image cooldown reduction at level 10, lowering it to a 14-second cooldown. This adjustment creates a 6-second window for three illusions, intensifying their presence on the battlefield. Furthermore, the option to increase the Conjure Image duration at level 20 synergizes with the cooldown reduction talent, ensuring a constant presence of three illusions. This strategic talent combination amplifies Terrorblade’s damage potential significantly, emphasizing the importance of managing illusions effectively for efficient farming and combat engagements.
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Illusion Management and Hotkey Tips
So, because of this innate, Terrorblade has become much less of a split pusher. That means that he does split push sometimes, especially in the late game. He may cut creep waves as we’ll show later on, but his illusions are pretty much always kept with him because of this.
Before we jump into some clips to show you how to play different stages of the game, let’s talk about some hotkey tips to ensure proper illusion micro-management. One crucial aspect of managing illusion heroes is disabling auto-attack during the laning phase. When sending an illusion, be cautious as right-clicking it might cause it to AFK instead of attacking nearby creeps. A-clicking poses a risk as well, potentially causing the illusion to stop and hit a hero on the way, defeating the purpose of the illusion.
To prevent this, summon the illusion, right-click it, and then shift A-click it to ensure it reaches its destination without interruptions. Alternatively, A-click an actual unit to make the illusion ignore everything along the path. Another method is toggling auto-attack on in the hotkey options, allowing the illusion to attack once it reaches its destination without additional micro. Efficient illusion management is crucial, especially in the mid to late game when multitasking is essential. Skilled Terrorblade players can have their illusions performing tasks on the map while the hero focuses on other activities.
Now, let’s discuss the recommended setup for hotkeys. It’s advisable to have at least three control groups, one for Manta illusions, one for Conjure images, and one for illusion runes. Additionally, having a select all controlled units hotkey, including the hero and all other units, is beneficial for efficient control.

Illusion Management in Fights
So, there’s like basically I have five groups that I’m thinking of. It’s whether it’s my hero with everything. It’s all of my illusions or it’s just my Conjure images or it’s just my Manta or I just got an illusion rune and I want that to go cut a creep wave for one minute because illusion runes last for a really long time. So, since there’s so many hotkeys going on and you’re actually potentially having like seven illusions if you include an illusion rune, what’s really important in fights and also anytime that you have illusions on your screen is rather than selecting with all of your units, a habit that pros get into because it affects you later on in the game. Early on in the game, it’s not a problem, but later on in the game it is what they get in the habit of is what they get in the habit of is box selecting. So, they’ll box select, they’ll summon a new illusion, then they’ll box select them, Right? And so you could summon a new illusion and then select all units and do it that way. But what if you had an illusion rune cutting bottom creep wave or another illusion cutting bottom creep wave, right? So this is the kind of stuff where we do want to ensure if we have other illusions doing other things that we get used to using box select. And that’s why it’s so important.
Now, the way that this tab button works is that when I summon an illusion, it will tab me to the one I recently summoned first, then the next one, then the next one. Right? If I have multiple units selected, and I tab through them, it’ll just show me their status in regards to how much health and mana they have. Right? But if I want to summon an illusion at a creep wave and send it down a wave, I have to first summon, then select my hero, then tab and have my illusion run down the wave. Okay, it will summon the most it will take the most recent illusion and send it down.
So, we’ll show you that one more time. So, we’re hitting with an illusion in our hero. We summon a new illusion. We select our hero, then we tab and send it down, right? And this is something that you can get down pretty fast once you get the hang of it, right? The other thing is if you walk up to a creep wave, you can preemptively select your hero while your illusion’s attacking, then tab that way without the extra steps. You only have to do the extra step of selecting your hero if you’ve got multiple units selected. One important note about Manta is that your images deal 33% damage instead of 28% damage when they are melee. So ideally in fights you would Manta and then metamorph and your illusions will actually have the melee illusion benefit rather than even though they are ranged. However, a lot of times if there’s something like a Tinker laser or some other debuff that you really need to be ready for reactively, you’ll want to hold on to your Manta even though you pop Metamorphosis first because the damage output is negligibly different if we’re considering the fact that you might not be able to attack at all because you’re not able to purge a debuff. So when we pull up all the illusions, we’re going to summon our three Conjure images. We’re going to summon our Manta. Notice how I have a hotkey for the Mantas, a hotkey for the Conjure images. I can do all at once. I can select just the illusions without my hero, right?
Key Strategies for Managing Illusions
In the heat of battle, effective Style=”color: #94bd7b;”>illusion management can be the difference between victory and defeat. Pro players emphasize the use of box selection to control individual illusions, ensuring precise actions in critical moments. By mastering tab cycling, players can swiftly navigate between summoned units, executing maneuvers with efficiency. Understanding the nuances of illusion behavior, such as damage output variations based on type, empowers players to optimize their combat effectiveness. Balancing the utilization of abilities like Manta Style and Metamorphosis requires strategic foresight, considering factors like enemy debuffs and optimal damage output. By honing hotkey usage and unit selection techniques, players can harness the full potential of their illusions in engagements, gaining a competitive edge on the battlefield.
Optimizing Illusion Usage
And also I can tab select the next one. So usually if I summon Manta and I want to scout out with it since Manta illusions don’t really kill anything fast enough on the map. Um since they only do they do reduced damage when away from you as well, then I’ll just summon them and tab tab like tab right click tab right click and they can go scout out for me. This is especially useful in fights. And once I pop meta and they’re within range of me, they can they can do meaningful damage. So illusions and fights are great for scouting out, but as long as you keep them approximately 1,200 range, they’ll still get your metamorphosis and then they’ll also be able to utilize your innate ability, which significantly bolsters their damage.
So to break down the skill build, the item build, and general tips and tricks within the game, we’re going to be pulling clips from this replay of Tundra versus Aurora Gaming, where Cristales had quite the standout performance on Terrorblade. He’s been really an upcoming carry player and he’s been having quite a lot of success with Terrorblade in general. So, we wanted to dive into what exactly he’s doing in the laning phase, farming patterns, rotating to team fights, use of meta, all this type of stuff. These tend to be the starting items we see for TB because Stick is so valuable because he has such high base armor for effective HP and he also has a lot of spells to spam in lane that are generally high mana cost.
When you add up the illusions as well as the metamorphosis, the stick just plays a lot of value. Then we’re a stat hero. So, we’re pretty much seeing every Terrorblade. Maybe skip the Wraith Band, but then we see treads, Wraith Band, and a Falcon Blade. That is your early game period. These items, tread, Wraith Band, Falcon Blade. Next step up is we’re noticing that pretty much every Terrorblade is taking their reflection level one. And ideally, you would try to get both heroes, but I’ve also been seeing the majority of Terrorblades prioritize the ranged four if there is one. And the reason that is is because a lot of the ranged fours generally have low armor with high range, so they can always be hit by their own illusion. And also, they take a lot of damage because they don’t have the innate stout shield block 50% proc that all melee heroes have. So, in this case, he’s going to be using his reflection almost exclusively on Windranger throughout the entire course of the laning phase. And he’s also trying to time it around the time that his support is trading with the Windranger.
And it just makes it so that the Windranger has to pop a spell and then ends up losing the trade to his five while he on his regular hero is just CSing. Because Terrorblade is so high armor, a lot of the times he’s perfectly willing to zone for his support such that the enemy four cannot prevent pulls. So anytime your support’s trying to pull, try to do this for them as Terrorblade. What you’re going to see here is he’s going to walk at the enemy four. He’s going to pop reflection, be annoying, and effectively zone. And since Terrorblade has really solid base HP regen, and also high armor, this is something that doesn’t really affect him nearly as much as most other carries. So, Terrorblade has several power spikes in lane. His level two is a pretty solid power spike, but you don’t want to use metamorphosis unless there’s an opportunity because your Metamorphosis, the threat of it is almost better than the Metamorphosis itself. The offlaner is going to be able to do a lot more aggressive things on you because you threaten them a lot less whenever you have no metamorphosis because that window when you have no reflection means you’re pretty much useless.
Terrorblade Laning Strategies
But when you have both of these spells available, especially once you get level three with the singular illusion, however, some Terrorblades are taking a second point in reflection at level three. Just worth considering if the enemy has a lot of AOE nukes. This lane does not particularly have a lot, but they go for this power spike where the enemy offlaner walks up and that’s going to be a slight mispositioning from Toronto Tokyo. But Terrorblade 103 damage on his actual hero and then his illusion itself is going to hit for 40% of that which is a ton of damage. 40 damage for an illusion in the laning phase. And these beneficial trades are like how you don’t get punished when you don’t have metamorphosis anymore because you’ve effectively put the enemy on the back foot.
So, interestingly enough, I think Cristales is going to make a bit of a mistake here. So, one thing that’s important to note on Terrorblade is that you are good at pushing waves, but you’re not good at defending your own tower. So you have to be wary of this five-minute catapult for a lot of offlaners to be able to push you off of your own tower and effectively take it in one fell swoop. So what he’s going to do is try to pull and then he’s going to try to draw aggro and then he’s going to fail to keep the aggro. He should have A-clicked the Beastmaster or been near enough to the creeps, but he’s going to miss it. He should have to back off. There‘s now a double wave coming that he’s going to try to distract with an illusion, which is like kind of a cute play, but in reality, he just gets ran at, bullied off tower, and he’s going to lose his tower full to zero here, and he’s going to be forced to jungle.
Now, the reason why I picked this replay for you guys to understand is I wanted you guys to see that this wasn’t some perfect Terrorblade game where he wins by 5k out of the laning phase and just stomps. He has a solid KD, not the greatest CS because of a heavily contested lane and his also his AA left him. But what do you do when you just lose your tower super early as a TB? Everything you do in the game is going to be determined by whether or not you have the momentum coming out of lanes. And if it’s momentum out of lanes, you’re just going to push their tower because Terrorblade’s a great tower pusher. And then you’re going to farm backwards, right? But those are the games that in my opinion are pretty easy.
But the games like this one where you’re losing your tower at 6 minutes to a catapult wave and kind of his own doing, not like it’s not like entirely his fault, but this pull into getting double waved is something you guys can look to avoid. And he’s then going to we’re going to show his farming pattern now, right? So it’s nice that he has treads at the time where he’s lost his tower. But the farming pattern now involves this camp, this camp, wave, this camp, this camp, wave, and depending if he’s already cleared these camps, sometimes he’ll go to here or to here. And if the offlaner leaves the area, then he’s going to go here, right? So, what you’re going to see is that exactly play out. We’re just going to fast forward so you kind of get an idea of this rhythm. The camps have respawned, so he’s going back to them now. Same rotation. Same rotation. Stacks the camp really efficiently.
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Lane Management and Farming Strategy
Since the lane’s not pushing into him right now, he’s just going to keep farming the jungle. He’s actually going to take a stop at this camp if the lane hasn’t been pushed in yet. But now the offlaner’s pushed it in. So, he’s actually not even going to finish the camp. He’s going to make sure he’s back to the tower in time. And this is just mirrored on Radiant, right? The creep camps are very similar.
In this case, the offlaner has left. So, he advanced forward. Now, he came back, tries to even just snipe a single creep because Beast Master likes to farm ancients as well. And he’s actually just going to return back.
Key Points to Consider
When managing the lane, it’s essential to adapt to the current situation. Balancing between farming the jungle and defending the tower is crucial for maximizing efficiency. Understanding the creep camps’ locations and timings is vital for effective farming strategies.
Players should anticipate the movements of the opposing offlaner and adjust their farming routes accordingly. Utilizing available resources, such as ancient camps, can provide valuable gold and experience. Maintaining awareness of the map and enemy positions is key to successful farming patterns.
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How To Play Terrorblade – Ultimate Dota 2 Guide