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Mastering Offlane Spirit Breaker: A Comprehensive Guide

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Introduction to Offlane Spirit Breaker

Hey, what is up, guys? It’s Librarian Husky, and today we’re going to be looking at offlane Spirit Breaker. I’m sure you’ve at least seen this hero a couple of times in your pubs or definitely in the recent TI matches. Personally, in my pubs, this hero is first phase picked or banned like every single game, and I think there’s two main reasons for this.

Number one, it’s stupid fun, like really, really fun, especially when you hit your mid-game timing, and on top of that, it’s just really good. So, without further ado, if you want to learn some offlane Spirit Breaker and have some of the most fun you’ve ever had in Dota, then yeah, you should keep watching, and let’s get into it.

Landing Stage and Item Builds

All right, so in the landing stage, there are a couple of different item builds you can go. I’ve seen one triple branches; I’ve seen this build, this like wind lace into face boots. Basically, there are different opinions on what to go. If it’s a really good wand lane, I recommend going wand; otherwise, his item build is fine.

Strategy and Timing

Now, the reason why wind lace can be good in a lane like this is, well, I think his idea is that he needs to find people that are isolated and go on them or just ignore them altogether, right? Because Luna Furion is actually a very difficult lane. One of the problems with Spirit Breaker is, at level one, you don’t really have a spell; your Q, if you skill it, doesn’t do damage, and your bash is just a percentage-based bash. You can secure creeps with it, and so the early laning stage can be a little rough. Thankfully, you have a high HP pool and okay armor, as well as good base damage, and that helps out, right? That makes it pretty tolerable.

In-game Decision Making

But for the most part, you’re going to be pulling creep aggro, just wanting to avoid as many right-clicks as possible, and wait for that level two timing where you can actually start to apply pressure. Now, in this clip here, the Luna got really low because she chased the Phoenix. However, in most situations, this will not be the case. But if it is the case, then what you want to do is just well, get really aggressive at level two. You don’t have to overcommit; in fact, I think he should have backed off here once you know that you’re not going to get the kill, just try to chill, I guess.

Strategic Approaches with the Hero

If he got a bash, he would have killed her. Try not to overcommit because your hero will get punished on the way out, right, especially against these double-range lanes. You will get punished on the way out, so try to just use charge pretty casually unless you’re certain you’re going to get the kill. And now, even though this lane, in my opinion, is extremely favored for the Prophet and the Luna, because they overextended a couple of times and had some pretty bad decision-making.

Optimal Scenarios and Positioning

Eventually, Jabs will see that the Furion is overextended and charge him, and this is the best-case scenario. You don’t really want to have to charge people that you’re going to push towards their tower. However, being able to charge them and bump them to the side or bump them back towards your base is the best way to get kills on this hero, and is what you should look for most of the time.

Importance of Side Pulls

This is going to happen if you get off a side pull, and honestly, side pulls are brutally important for this hero. So either do it yourself or ask your support to side pull, because if the support contests it, you get the kill, and if they don’t contest it and whatever, the side pull goes off, then you get the lane back on a hero that doesn’t really want to interact too much in the early levels, at least for the most part.

Item Choices and Sustain

Also, the Lotus is really nice as the Phoenix will eventually give it to him, just because the hero definitely has some sustain issues, which is typically why you’ll see a stick in this build or a magic wand. Once again, I don’t know exactly why he didn’t go it. I guess he just felt like the boots will is the way to go against double range.

Efficient Movements and Kill Potential

He probably feels that if he can’t close the gap and stick on top of them, they will kite him. And honestly, I kind of like that logic. It’s something I thought about when you’re playing melee against range, and you have to chase them; you kind of need movement speed.

For instance, like right here, there’s no way they get this kill unless he can continue to auto the guy and stick on top of him.

Also, another good thing you can do is when you get low, you can TP back to base. He actually does it here. You’ll see he’s in base; he just well TPed back, and then you fully heal and you charge back to your lane. It’s incredibly efficient and a great way to make sure you don’t just feed away a random kill.

Now, this will be the last clip I look at for the landing stage, but basically, the hero has a lot of kill potential if you attack-move. That’s the key thing here, in between every single attack, you want to move forward. You see how he hits and then moves forward. You do not want to hit and then.

Character Movement in DOTA

Let DOTA move your character. DOTA will make you stand in place and cause you to lose out on many valuable auto-attacks. Hit and move, hit and move, hit and move; you’ll see it here. Hit, move, hit, move, hit, move, phase boots bash—it does like 100 damage—charge, hit, move, hit, move, and eventually, he gets another kill on the Furion.

Transitioning to Mid-Game

Now, once you get towards the mid-game, there’s a couple of main things you can do to be efficient or at least have a high impact. In terms of having high impact, I would say the most common play, for literal impact like killing people, is going to be through charging the mid lane when they contest a rune, especially if the rune, let’s say, they contest the rune that is close to you.

Item Choices for Efficiency

In terms of items, you want rain drops for mana. For your neutral item, you want fairy’s trinket; that’s the best one in terms of damage with charge. Then outside of fairy’s trinket, The Faded Broach is alright as well because it gives you movement speed; your charge damage, your bash damage is based on your movement speed. Fairy’s trinket just works because it amps spell amp as a whole.

Strategies for Creep Waves and Camps

So, as I was saying, for the most part, what you want to do is push in the wave, and then after that, you want to drag camps together. So the main way you do this is, you want to walk up, you want to typically click bulldoze, then click phase boots, and then charge. However, you want to prep all the creeps first until you can one-shot creep waves; you don’t just want to charge the wave, you will miss CS, and that’s just inefficient; it’s trash.

Pairing with High Damage Supports

You’ll notice he hits all the creeps once and then charges through; right, you will one-shot range creeps, so you don’t have to worry about that.

From there, he actually stacks up the large camp to the south side of him, and once again, is going to look to kill the creep wave.

He goes for some deep dive on the Luna, which is just good awareness.

I really think when you’re playing Spirit Breaker, you want to pair with high-damage supports-examples of this are Ancient Apparition, Phoenix, Grimstroke. I would say these are probably three of the top ones because they can also follow up from a range.

Choosing the Right Supports

Grimstroke can ink swell you when you’re charging; AA can blast from a distance, and Phoenix has dive to catch up. However, something like Pugna, even though it’s decent, I don’t think it’s as good because it has a hard time catching up to you and following up your charge, assuming you’re charging forward.

Efficiency and Damage in Charging

In this clip here, notice how much damage the charge does to this camp; it’s pretty unbelievable. It just wipes through the camp, a couple of bashes onto the large creeps, and you farm it up; it’s just insane. Then he comes to the camps on the right side here, right, and you can charge through, and look how efficient that is.

Map Awareness and Kill Potential

That is the power of this hero. It’s actually largely the efficiency that you can have rather than necessarily the kill potential and the roaming potential. You’ll see as he goes back to base here, to once again, heal up. Instead of looking immediately for a kill because there was none, he charges this large camp. And as I said, it’s just really efficient, you wipe through the camps incredibly quickly.

Maximizing Efficiency in Combat

Also, then he uses a charge to finish off the camp and charge the enemy Furion at the same time. Look at that; that’s efficiency as they get the kill. That’s efficiency right there; finishes the camp and kills off the support. Incredible map awareness, then charges onto mid, finds a primal beast, kills him off, and now he’s going to move back to the bot side of the map, charges the wave.

Strategic Game Planning

I mean, this is an early game of Hell; he’s a thousand net worth ahead of a Luna, which is one of the fastest-farming heroes in Dota. Almost no hero keeps up with there. Then he’s going to kill the Furion who tried to contest the wisdom Rune. I mean, it’s just really, really wonderful. And now, from here, what you’re going to do is you’re going to buy octarine core; you’re also going to skip your level 10 Talent. Notice how he’s skilling buo over his level 10 talent, and you’re going to continue to farm up the bottom side of the map, primarily waiting for your octarine core. Obviously, if there’s opportunities for kills and people are overextending, there’s no reason not to show up; your hero is pretty strong at this point of the game, but you do want to continue to farm up that octarine and drag camps together, and now, at this point.

Skill and Item Optimization

With three points in bulldoze and as long as his phase boots are active, he will actually kill off the melee creeps in one go, and that’s really awesome. Unfortunately, flag bearers are really annoying, but whatever, right? You can kill off these creeps extremely quickly as he actually looks to join a fight here.

Combat Strategy

Another cool thing about Spirit Breaker is the camps you want to farm are right next to the portal. So you can hit the portal and then immediately go gank the enemy offlaner, or obviously take a team fight if that’s what’s happening. As he hits a great charge here, good decision to ulti Luna; this is the highest priority kill here, no doubt.

Item Selection

With the Octarine Core, you wouldn’t really have too much mana problems. He also has Ghost Scepter, Phase Boots, Ghost Scepter, and Faerie’s Trinket, which tend to be some of the best items. I would say Vambrace and Faerie’s Trinket are number one and number two though, as spell amp will just really help make that charge extremely powerful.

Farming vs. Fighting

From there, what you want to do is just really farm a lot, guys. Okay, people are going to get this wrong; they are going to just fight all the time because, well, you can, and fights happen in pubs all the time. But unless the fight is good, you should be just wiping through every wave, every single wave that comes down one of the lanes.

Level Progression and Skill Selection

As the game progresses, a couple of things I want to talk about is that at level 10, eventually, you take night vision; it’s just very good during the nighttime to see. It helps you charge creep waves faster when you’re split-pushing too. At level 15, you take bulldoze cooldown; at level 20, you take greater bash damage; at level 25, you take, uh, well, honestly, both of these are good. It just depends on what you need right, if bulldoze is getting constantly.

Decision Making in Combat

Dispelled then, of course, take the other one, but in a lot of games, I would say, just take the greater bash chance. At the point where you hit Level 25, you have so many items, and you can just stick on top of people; you can probably just bash the hell out of them. I’m sure it’s very powerful. Upcoming here, we’re going to see a sick team fight from Jabs.

Item Utilization

Also, keep in mind his items at this point are Midas, Octarine, and Shadowblade. The Octarine lowers the cooldown of the Midas and the Shadow Blade, as well as obviously all of your abilities, making you farm stupidly fast. From there, as we look at the team fight, the execution was just nuts.

Tactical Approach in Team Fights

He sees them diving top, so he TPs in. From there, what he’s going to look to do is kind of just wait for his charge, pinging it out, right, saying my charge is up soon. Oh, he TP back to base; maybe that was an accident, I don’t know. He’s going to charge through so they’re going to look for the axe, and they finish off the axe very nicely.

Innovative Strategies

He doesn’t immediately ult Witch Doctor; he clearly puts a priority on focusing cores with it, which I think is kind of cool. It’s kind of nice; he kind of looks at the hero more as a disable hero. And look at this play, so what he did was he panned mid and charged mid.

Adaptability and Quick Thinking

This was base as hell because he probably would have died if he didn’t do that, so that was super sick. Also, keep in mind he actively bought Planar Pocket; it’s an ability you can click, and then when you click it, one single target spell that is used on an ally will be redirected to yourself, but the key thing is that you get 75% magic resistance until the effect ends.

Continuous Aggression and Map Pressure

A spell is redirected to you; you lose the magic resist. You don’t just get 75% for 6 seconds; that would be kind of insane. However, I honestly think that he might have intentionally done this. He’s going to look for the charge here, looks for the Luna, unfortunately, doesn’t find her, so he’s just going to take the Witch Doctor kill, and from there, guys, all you want to do is just continue to bulldoze down waves. Right, keep clicking it; in most games, you just won’t die. Now, in this game, he goes Wind Waker.

Game Analysis and Strategy

I think it’s sort of because of the fact they have a lot of damage just to kill him. In some games, you just go Kaya and Yasha, and then like heart, and basically, you’re completely untouchable. In this game, I think he feels like the Primal Beast can kill him; he also probably feels like death W can kill him, so can Sprout to some extent. Eclipse is good at killing Spirit Breaker, and so it’s really not a free Spirit Breaker game.

Item Selection: Wind Waker

As a result, I think the Wind Waker is his idea of kiting out, which I kind of like; it’s pretty dope. Of course, it also gives movement speed and quite a bit of it, and so that allows you to do more damage too. Now, at this point of the game, things were looking kind of bad; he actually got picked off on the top side of the map, allowing the enemy team to push down the lane and get a set of racks.

Match Progress and Challenges

As I mentioned, it’s not a free game for his hero, and yeah, the split pushing is a little bit difficult and did cost his team a rack here. So, you have to be a tad careful, but if your matchups are good guys, you should be literally just infinitely farming and completely ignoring the enemy team. There are many games where this is the case, and you should be aware of it.

Tactical Decision Making

Even though he ends up choking a little bit and losing a rack for his team, to some extent, what he does in this next team fight is extremely good. So, let’s talk about it. The key thing about initiation, remember guys, is follow-up. This charge here has no follow-up; he hits three heroes, which is really funny, but there’s no follow-up.

Evaluating Initiations and Item Efficiency

He ends up getting gone on, which seems pretty suspect, but the Wind Waker takes effect here, allowing him to kite out in a situation where maybe he would otherwise die. I will also say he probably could have just bought a BKB, which most people do, but I guess the Wind Waker is kind of like a lower cooldown BKB in a lot of ways. It’s way more expensive, so I’m sort of on the fence about it, but it certainly is powerful on the timing.

Strategic Adaptability in Combat

He’s able to kite out here, then he’s going to look for an ulti to keep the guy in the Wukong’s. Unfortunately, it kind of didn’t get as he looks for a charge through here because you can bash people, you can charge people who are BKB’d if you charge anything else around.

Combat Strategies and Tactics

The map right, so as long as you’re next to them, and you charge anything else, it will stun them, and that’s the way to chain stun BKB people. You can ulti them through BKB, and then you have to charge something else random, and that’s how you chain stun these. This is extremely powerful, so keep that in mind. It just completely disrupts the enemy positioning, breaks their smoke, kites out with the Wind Waker, and baits a major initiation.

Ability and Talent Choices

It obviously is going to protect his teammates because they’re not getting attacked, and wins them the fight. Now, I also would like to say that you should take all of the right talents. However, he actually took Charge of Darkness bonus movement speed and Bulldoze all barrier. The Bulldoze barrier, I mentioned, definitely makes a lot of sense in certain games, 500 damage block is obviously good.

Analyzing Talent Choices

The reason why I find the Charge of Darkness bonus movement speed a bit surprising is because of the fact that the greater bash damage amps your ulti damage and eventually amps your right-click damage. But that’s assuming you take the greater bash chance. I would either take both of the left to be a bit more mobile and hard to kill, or both of the right.

Itemization in the Late Game

Finally, to end off the game, as he picks up a Lincoln, the reason why Lincoln can be good in the late game over something like heart is to block nullifier. People don’t understand this, but you need to block nullifier if you’re going an item build like this because it stops your Wind Waker and breaks your Bulldozer.

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Introduction to Offlane Spirit Breaker

Hey, what is up, guys? It’s Librarian Husky, and today we’re going to be looking at offlane Spirit Breaker. I’m sure you’ve at least seen this hero a couple of times in your pubs or definitely in the recent TI matches. Personally, in my pubs, this hero is first phase picked or banned like every single game, and I think there’s two main reasons for this.

Number one, it’s stupid fun, like really, really fun, especially when you hit your mid-game timing, and on top of that, it’s just really good. So, without further ado, if you want to learn some offlane Spirit Breaker and have some of the most fun you’ve ever had in Dota, then yeah, you should keep watching, and let’s get into it.

Landing Stage and Item Builds

All right, so in the landing stage, there are a couple of different item builds you can go. I’ve seen one triple branches; I’ve seen this build, this like wind lace into face boots. Basically, there are different opinions on what to go. If it’s a really good wand lane, I recommend going wand; otherwise, his item build is fine.

Strategy and Timing

Now, the reason why wind lace can be good in a lane like this is, well, I think his idea is that he needs to find people that are isolated and go on them or just ignore them altogether, right? Because Luna Furion is actually a very difficult lane. One of the problems with Spirit Breaker is, at level one, you don’t really have a spell; your Q, if you skill it, doesn’t do damage, and your bash is just a percentage-based bash. You can secure creeps with it, and so the early laning stage can be a little rough. Thankfully, you have a high HP pool and okay armor, as well as good base damage, and that helps out, right? That makes it pretty tolerable.

In-game Decision Making

But for the most part, you’re going to be pulling creep aggro, just wanting to avoid as many right-clicks as possible, and wait for that level two timing where you can actually start to apply pressure. Now, in this clip here, the Luna got really low because she chased the Phoenix. However, in most situations, this will not be the case. But if it is the case, then what you want to do is just well, get really aggressive at level two. You don’t have to overcommit; in fact, I think he should have backed off here once you know that you’re not going to get the kill, just try to chill, I guess.

Strategic Approaches with the Hero

If he got a bash, he would have killed her. Try not to overcommit because your hero will get punished on the way out, right, especially against these double-range lanes. You will get punished on the way out, so try to just use charge pretty casually unless you’re certain you’re going to get the kill. And now, even though this lane, in my opinion, is extremely favored for the Prophet and the Luna, because they overextended a couple of times and had some pretty bad decision-making.

Optimal Scenarios and Positioning

Eventually, Jabs will see that the Furion is overextended and charge him, and this is the best-case scenario. You don’t really want to have to charge people that you’re going to push towards their tower. However, being able to charge them and bump them to the side or bump them back towards your base is the best way to get kills on this hero, and is what you should look for most of the time.

Importance of Side Pulls

This is going to happen if you get off a side pull, and honestly, side pulls are brutally important for this hero. So either do it yourself or ask your support to side pull, because if the support contests it, you get the kill, and if they don’t contest it and whatever, the side pull goes off, then you get the lane back on a hero that doesn’t really want to interact too much in the early levels, at least for the most part.

Item Choices and Sustain

Also, the Lotus is really nice as the Phoenix will eventually give it to him, just because the hero definitely has some sustain issues, which is typically why you’ll see a stick in this build or a magic wand. Once again, I don’t know exactly why he didn’t go it. I guess he just felt like the boots will is the way to go against double range.

Efficient Movements and Kill Potential

He probably feels that if he can’t close the gap and stick on top of them, they will kite him. And honestly, I kind of like that logic. It’s something I thought about when you’re playing melee against range, and you have to chase them; you kind of need movement speed.

For instance, like right here, there’s no way they get this kill unless he can continue to auto the guy and stick on top of him.

Also, another good thing you can do is when you get low, you can TP back to base. He actually does it here. You’ll see he’s in base; he just well TPed back, and then you fully heal and you charge back to your lane. It’s incredibly efficient and a great way to make sure you don’t just feed away a random kill.

Now, this will be the last clip I look at for the landing stage, but basically, the hero has a lot of kill potential if you attack-move. That’s the key thing here, in between every single attack, you want to move forward. You see how he hits and then moves forward. You do not want to hit and then.

Character Movement in DOTA

Let DOTA move your character. DOTA will make you stand in place and cause you to lose out on many valuable auto-attacks. Hit and move, hit and move, hit and move; you’ll see it here. Hit, move, hit, move, hit, move, phase boots bash—it does like 100 damage—charge, hit, move, hit, move, and eventually, he gets another kill on the Furion.

Transitioning to Mid-Game

Now, once you get towards the mid-game, there’s a couple of main things you can do to be efficient or at least have a high impact. In terms of having high impact, I would say the most common play, for literal impact like killing people, is going to be through charging the mid lane when they contest a rune, especially if the rune, let’s say, they contest the rune that is close to you.

Item Choices for Efficiency

In terms of items, you want rain drops for mana. For your neutral item, you want fairy’s trinket; that’s the best one in terms of damage with charge. Then outside of fairy’s trinket, The Faded Broach is alright as well because it gives you movement speed; your charge damage, your bash damage is based on your movement speed. Fairy’s trinket just works because it amps spell amp as a whole.

Strategies for Creep Waves and Camps

So, as I was saying, for the most part, what you want to do is push in the wave, and then after that, you want to drag camps together. So the main way you do this is, you want to walk up, you want to typically click bulldoze, then click phase boots, and then charge. However, you want to prep all the creeps first until you can one-shot creep waves; you don’t just want to charge the wave, you will miss CS, and that’s just inefficient; it’s trash.

Pairing with High Damage Supports

You’ll notice he hits all the creeps once and then charges through; right, you will one-shot range creeps, so you don’t have to worry about that.

From there, he actually stacks up the large camp to the south side of him, and once again, is going to look to kill the creep wave.

He goes for some deep dive on the Luna, which is just good awareness.

I really think when you’re playing Spirit Breaker, you want to pair with high-damage supports-examples of this are Ancient Apparition, Phoenix, Grimstroke. I would say these are probably three of the top ones because they can also follow up from a range.

Choosing the Right Supports

Grimstroke can ink swell you when you’re charging; AA can blast from a distance, and Phoenix has dive to catch up. However, something like Pugna, even though it’s decent, I don’t think it’s as good because it has a hard time catching up to you and following up your charge, assuming you’re charging forward.

Efficiency and Damage in Charging

In this clip here, notice how much damage the charge does to this camp; it’s pretty unbelievable. It just wipes through the camp, a couple of bashes onto the large creeps, and you farm it up; it’s just insane. Then he comes to the camps on the right side here, right, and you can charge through, and look how efficient that is.

Map Awareness and Kill Potential

That is the power of this hero. It’s actually largely the efficiency that you can have rather than necessarily the kill potential and the roaming potential. You’ll see as he goes back to base here, to once again, heal up. Instead of looking immediately for a kill because there was none, he charges this large camp. And as I said, it’s just really efficient, you wipe through the camps incredibly quickly.

Maximizing Efficiency in Combat

Also, then he uses a charge to finish off the camp and charge the enemy Furion at the same time. Look at that; that’s efficiency as they get the kill. That’s efficiency right there; finishes the camp and kills off the support. Incredible map awareness, then charges onto mid, finds a primal beast, kills him off, and now he’s going to move back to the bot side of the map, charges the wave.

Strategic Game Planning

I mean, this is an early game of Hell; he’s a thousand net worth ahead of a Luna, which is one of the fastest-farming heroes in Dota. Almost no hero keeps up with there. Then he’s going to kill the Furion who tried to contest the wisdom Rune. I mean, it’s just really, really wonderful. And now, from here, what you’re going to do is you’re going to buy octarine core; you’re also going to skip your level 10 Talent. Notice how he’s skilling buo over his level 10 talent, and you’re going to continue to farm up the bottom side of the map, primarily waiting for your octarine core. Obviously, if there’s opportunities for kills and people are overextending, there’s no reason not to show up; your hero is pretty strong at this point of the game, but you do want to continue to farm up that octarine and drag camps together, and now, at this point.

Skill and Item Optimization

With three points in bulldoze and as long as his phase boots are active, he will actually kill off the melee creeps in one go, and that’s really awesome. Unfortunately, flag bearers are really annoying, but whatever, right? You can kill off these creeps extremely quickly as he actually looks to join a fight here.

Combat Strategy

Another cool thing about Spirit Breaker is the camps you want to farm are right next to the portal. So you can hit the portal and then immediately go gank the enemy offlaner, or obviously take a team fight if that’s what’s happening. As he hits a great charge here, good decision to ulti Luna; this is the highest priority kill here, no doubt.

Item Selection

With the Octarine Core, you wouldn’t really have too much mana problems. He also has Ghost Scepter, Phase Boots, Ghost Scepter, and Faerie’s Trinket, which tend to be some of the best items. I would say Vambrace and Faerie’s Trinket are number one and number two though, as spell amp will just really help make that charge extremely powerful.

Farming vs. Fighting

From there, what you want to do is just really farm a lot, guys. Okay, people are going to get this wrong; they are going to just fight all the time because, well, you can, and fights happen in pubs all the time. But unless the fight is good, you should be just wiping through every wave, every single wave that comes down one of the lanes.

Level Progression and Skill Selection

As the game progresses, a couple of things I want to talk about is that at level 10, eventually, you take night vision; it’s just very good during the nighttime to see. It helps you charge creep waves faster when you’re split-pushing too. At level 15, you take bulldoze cooldown; at level 20, you take greater bash damage; at level 25, you take, uh, well, honestly, both of these are good. It just depends on what you need right, if bulldoze is getting constantly.

Decision Making in Combat

Dispelled then, of course, take the other one, but in a lot of games, I would say, just take the greater bash chance. At the point where you hit Level 25, you have so many items, and you can just stick on top of people; you can probably just bash the hell out of them. I’m sure it’s very powerful. Upcoming here, we’re going to see a sick team fight from Jabs.

Item Utilization

Also, keep in mind his items at this point are Midas, Octarine, and Shadowblade. The Octarine lowers the cooldown of the Midas and the Shadow Blade, as well as obviously all of your abilities, making you farm stupidly fast. From there, as we look at the team fight, the execution was just nuts.

Tactical Approach in Team Fights

He sees them diving top, so he TPs in. From there, what he’s going to look to do is kind of just wait for his charge, pinging it out, right, saying my charge is up soon. Oh, he TP back to base; maybe that was an accident, I don’t know. He’s going to charge through so they’re going to look for the axe, and they finish off the axe very nicely.

Innovative Strategies

He doesn’t immediately ult Witch Doctor; he clearly puts a priority on focusing cores with it, which I think is kind of cool. It’s kind of nice; he kind of looks at the hero more as a disable hero. And look at this play, so what he did was he panned mid and charged mid.

Adaptability and Quick Thinking

This was base as hell because he probably would have died if he didn’t do that, so that was super sick. Also, keep in mind he actively bought Planar Pocket; it’s an ability you can click, and then when you click it, one single target spell that is used on an ally will be redirected to yourself, but the key thing is that you get 75% magic resistance until the effect ends.

Continuous Aggression and Map Pressure

A spell is redirected to you; you lose the magic resist. You don’t just get 75% for 6 seconds; that would be kind of insane. However, I honestly think that he might have intentionally done this. He’s going to look for the charge here, looks for the Luna, unfortunately, doesn’t find her, so he’s just going to take the Witch Doctor kill, and from there, guys, all you want to do is just continue to bulldoze down waves. Right, keep clicking it; in most games, you just won’t die. Now, in this game, he goes Wind Waker.

Game Analysis and Strategy

I think it’s sort of because of the fact they have a lot of damage just to kill him. In some games, you just go Kaya and Yasha, and then like heart, and basically, you’re completely untouchable. In this game, I think he feels like the Primal Beast can kill him; he also probably feels like death W can kill him, so can Sprout to some extent. Eclipse is good at killing Spirit Breaker, and so it’s really not a free Spirit Breaker game.

Item Selection: Wind Waker

As a result, I think the Wind Waker is his idea of kiting out, which I kind of like; it’s pretty dope. Of course, it also gives movement speed and quite a bit of it, and so that allows you to do more damage too. Now, at this point of the game, things were looking kind of bad; he actually got picked off on the top side of the map, allowing the enemy team to push down the lane and get a set of racks.

Match Progress and Challenges

As I mentioned, it’s not a free game for his hero, and yeah, the split pushing is a little bit difficult and did cost his team a rack here. So, you have to be a tad careful, but if your matchups are good guys, you should be literally just infinitely farming and completely ignoring the enemy team. There are many games where this is the case, and you should be aware of it.

Tactical Decision Making

Even though he ends up choking a little bit and losing a rack for his team, to some extent, what he does in this next team fight is extremely good. So, let’s talk about it. The key thing about initiation, remember guys, is follow-up. This charge here has no follow-up; he hits three heroes, which is really funny, but there’s no follow-up.

Evaluating Initiations and Item Efficiency

He ends up getting gone on, which seems pretty suspect, but the Wind Waker takes effect here, allowing him to kite out in a situation where maybe he would otherwise die. I will also say he probably could have just bought a BKB, which most people do, but I guess the Wind Waker is kind of like a lower cooldown BKB in a lot of ways. It’s way more expensive, so I’m sort of on the fence about it, but it certainly is powerful on the timing.

Strategic Adaptability in Combat

He’s able to kite out here, then he’s going to look for an ulti to keep the guy in the Wukong’s. Unfortunately, it kind of didn’t get as he looks for a charge through here because you can bash people, you can charge people who are BKB’d if you charge anything else around.

Combat Strategies and Tactics

The map right, so as long as you’re next to them, and you charge anything else, it will stun them, and that’s the way to chain stun BKB people. You can ulti them through BKB, and then you have to charge something else random, and that’s how you chain stun these. This is extremely powerful, so keep that in mind. It just completely disrupts the enemy positioning, breaks their smoke, kites out with the Wind Waker, and baits a major initiation.

Ability and Talent Choices

It obviously is going to protect his teammates because they’re not getting attacked, and wins them the fight. Now, I also would like to say that you should take all of the right talents. However, he actually took Charge of Darkness bonus movement speed and Bulldoze all barrier. The Bulldoze barrier, I mentioned, definitely makes a lot of sense in certain games, 500 damage block is obviously good.

Analyzing Talent Choices

The reason why I find the Charge of Darkness bonus movement speed a bit surprising is because of the fact that the greater bash damage amps your ulti damage and eventually amps your right-click damage. But that’s assuming you take the greater bash chance. I would either take both of the left to be a bit more mobile and hard to kill, or both of the right.

Itemization in the Late Game

Finally, to end off the game, as he picks up a Lincoln, the reason why Lincoln can be good in the late game over something like heart is to block nullifier. People don’t understand this, but you need to block nullifier if you’re going an item build like this because it stops your Wind Waker and breaks your Bulldozer.

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