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Destroyer
by Taelrie (as of v6.60)
Table of Contents
Table of Contents
To Do List
History and Introduction
Character Overview
Stat and Strengths Breakdown
Skills and Explanations
Skill Build - Nuke Orb
Skill Order
Explanation of Order
Alternate Orders
Item Build - Nuke Orb
Item List
Explanation of Items
Alternative Items
Strategy
A Miniguide on Arcane Orb (and Essence Aura)
A Miniguide on Astral Imprisonment
A Note on Solo Lane Etiquette
How to play as Obsidian Destroyer
Early Game and Laning
Mid Game and Conservative Laning
Late Game and Carrying
Complements and Counters
Your Best Friends
What to Look For
Some Heroes to Buddy up to
Your Worst Enemies
What to Look For
A List of Troublemakers
Your Favorite Targets
What to Look For
People Dying to Die
Replays
FAQ
Final Word
To Do List
1. Get some replays to back up the new item build.
2. Use a viral marketing campaign to convince people the guide is indeed back from the
dead and to start posting in it again. THIS MEANS YOU
In the never-ending persuit to find the best build for Obsidian Destroyer, the latest
update has revamped the item build to include a bette early game and some more
destructive power with Obsidian's ultimate.
Character Overview
Character Card: http://www.dota-allstars.com/hero/1717/index.html
Stats
Strength: 19 + 1.85
Agility: 15 + 1.4
Intelligence: 26 + 2.8
Attack Range: 450
Movement Speed: 300
Pros
Cons
So what does this mean for Obsidian Destroyer? First and foremost, it means that he is
not an early game hero. Furthermore, it means that he is a carry hero, which comes as
a surprise to most people, being an intelligence hero. What this means to you is that
you want two things -- to keep your head low early game, and to take the fullest
advantage of the laning stage.
The stats for Obsidian Destroyer can only be described as "average". The stat gain for
obsidian is fairly average -- he does have an above normal base intelligence and
strength though, which is fairly nice for early laning. However, Obsidian's strength
doesn't come from his stats -- it comes from the skills.
Arcane Orb
Official Description
Gives the Destroyer extra power to damage his enemies based on his remaining mana
pool. Damage type is pure.
Unofficial Description
Gives you an orb effect that does 9% of your current mana (note: not total) in pure
damage (not mitigated by anything). This doesn't really become useful until about level
12 (about when you get a soulbooster and/or mystic staff), and doesn't really take off
until about level 15 (when you break 2000 mana). However, past that point, it becomes
one of the most powerful abilities in the game, being able to surpass the damage of a
divine rapier easily. Just don't make the fatal mistake of believing it is an early game
skill (this isn't glaives of wisdom).
Astral Imprisonment
Official Description
Teleports a target allied or enemy hero into an astral prison. The hero remains
separated from the real world for the duration of the spell. If cast on an enemy,
Harbinger steals intelligence from the target. Intelligence is restored to the hero after 60
seconds.
Unofficial Description
This spell will remove a hero from the map for 1/2/3/4 seconds -- Enemy, friend, even
you. If it is an enemy, you'll leech 2 intel per second from the enemy, restored after sixty
seconds. This has some less obvious uses, so for those of you who outright dismiss this
spell (I know you're out there) -- you need to learn how to use it. Luckily, there's a
miniguide that describes just how to do that
Essence Aura
Official Description
Whenever a nearby allied hero casts a spell, it has a chance to restore a portion of its
mana pool. Passively adds to the Destroyer's base mana pool.
Unofficial Description
This is a passive aura that has a chance to return mana whenever you or someone else
casts a spell, to the respective spell user. To make good use of this, you need a lot of
mana -- Arcane Orb relies on this spell, and this is why your biggest goal after
intelligence is mana.
Skill Order
Explanation of Order
Note, I would wait for a bit before spending your first level. It's not going to be useful
regardless, most likely, and you might need to change your skill build slightly depending
on your lane (see the alternatives below).
Astral imprisonment is definitely your first goal. It gives you a great escape mechanism,
an anti-harassing mechanism, a chasing mechanism, and a prep for your ultimate.
There is no reason why you shouldn't get it first. After this, you want to get arcane orb.
Note that you shouldn't actually use arcane orb until at least level 9 -- it's fairly useless
at lower levels, despite being necessary to level to have it early at other levels. The only
reason orb is gotten at level 1 is because a 1 second astral does nothing (asides from
canceling any orders the enemy might have). By the time you've done casting level 1
astral, it's already worn off. It should be designed to level a bit more effectively, but oh
well.
Sanity's Eclipse is gotten at levels 9, 10, and 16. Since you are stacking intel from the
start, your ultimate starts becoming useful around level 11, when it's doing about 400-
500 damage to non-intel heroes. It will only grow from here, breaking a thousand
damage at 16 against agility heroes. A very nice ability to have, even if it doesn't
become powerful until mid-game.
Arcane orb is leveled to be fully leveled in time to coincide with your item build, and to
get a bit of ganking in. It won't completely useful until later, but it still has it's uses as
early as level 8.
Alternative Orders
Other then those two examples, the main build should work fine in almost all situations.
In both these situations, push the build back to make room for arcane orb -- it just
means you get orb at level 12 instead of level 9, which is really when it starts becoming
useful anyway.
Item Build - Nuke Orb
Item List
Note #2: I list everything at the titles in order of acquisition. So if I say, energy booster,
point booster, vitality booster --> soul booster, then I expect you to get an energy
booster first.
When Available: mantle of intelligence x 2 --> null x 2, boots, gloves of haste, robe of
the magi --> intel power treads
This is your main build, you should finish it about the 40-50 min mark. You have plenty
of survivability with linkins, and you are doing tons of damage with your intel/ias items.
Your eclipse also packs a major punch, and you have a silence for those pesky disabler
heroes. Beyond here, it is just solidifying your position
When Available: Ultimate Orb, Void Stone, Mystic Staff --> Guinsoo
If the game isn't over yet (2 hours?): Plate Mail, Mystic Staff --> Shiva's, Scepter
Explanation of Items
This is a big departure from the previous build, focusing on a strong laning position, with
a decent mid-game and a completely overpowered end-game. I do have you get void
stone first, because it allows you the very important ability to spam astral. Being able to
spam astral basically gives you a vastly superior disable and mana burn. Even tough,
nuker heroes cannot lane against you early game past level 5, making you the perfect
solo hero. The two tangos should cover your regen until you can pick up a ring of health
later (if you are getting heavily harrased, you can get mthe RoH first).
As mid game starts, you should have your treads, nulls and perseverence. Now you are
going to probably be ganked every now and then (especially if you are soloing). Right
now you should have about a thousand mana, and you can easily hit 70-90 damage
with your arcane orb. You have plenty of mid-game potential with this build, as you have
a superior attack, your ultimate is starting to come into play and you have plenty of
survivability.
You get linkins now because the spell reflect is your main line of defense against
disablers. This is about the time ganks start, and also the time where you are at your
weakest (before you start getting big, and after your laning has ended). You have to
watch out for ganks, and linkins is an amazing anti-gank tool. Furthermore, the health
and regen are very necessary for your survival, and the stats help both your attack and
ultimate. Linkins is one of the best items for OD.
Beyond here, it's just build up yourself with orchid and guinsoo. Both items help your
attack immensly, while giving you both a disable and escape mechanism. By the time
you get orchid, you should be doing the most damage out of anyone on your team. After
this, it is simply holding your position with damage items that also help your survivability
(which is true of every item in your build except orchid).
Why is Guinsoo so late in the build? (mathcraft updated for last patch)
Orchid is a clear winner over guinsoo as your first big item (behind linkins for the very
necessary survivability) because of the attack speed. Remember, you do most of your
damage through your orb effect. Furthermore, disablers are a far bigger problem for you
then carry heroes at this stage, and silence is more effective then hex (5 secs vs 2
secs) when dealing with disablers. However, scepter (for OD) is also a great alternative
to guinsoo, and in fact if it weren't for hex, would be the clearly superior item. Here is
how guinsoo shapes up to Scepter.
Now for some fun with math. 1 intel = 13 mana, mind you.
Scepter Damage: ((30 * 13 + 500) * .09) + 30 = 110.1 (orb damage, + intel damage)
Guinsoo Damage: (35 * 13) * .09 + 35 = 75.95 (orb damage + intel damage)
Scepter GPD (lower is better): 6200 / 110 = 56.36 GPD
Guinsoo GPD (lower is better): 5675 / 75.95 = 74.72 GPD
Alternative Items
Assault Cuirass
If you don't want to get a slow, assault cuirass might be a better option for you.
However, at this point it doesn't really matter what you go -- it's going to be about an
hour and a half into the game. The only time I'd get an assault cuirass over shiva's is if I
was up against a whole bunch of intel heroes -- otherwise, the ultimate is way too
powerful at this point to avoid the intel gain from shivas.
Strategy
Arcane Orb can be one of the most amazing spells there is. However, it's also one of
the most misunderstood. The answer to most of these misconceptions is this:
You have to get that idea out of your head now. If you wish to compare Arcane Orb to
something, compare it to a nuke like Storm Bolt on an intel hero. Do you spam Storm
Bolt at the enemy to harass? Do you try to fire off Storm Bolt every time the enemy gets
close? I hope not! This brings me to my first point.
Arcane Orb is not a harassing ability. You notice that I have said that Arcane Orb doesn't
become useful until about level 12. Arcane Orb is best used in conjunction with
something else for the first half of the game. This something else will be a friend's
disable, a friend's heavy nuke, your own hex or ultimate. It is, first and foremost, burst
damage. Arcane orb is a burst damage ability. Remember that. Turn it on auto-cast
only when you are about to engage an enemy hero for the kill, and not before.
Arcane Orb starts becoming useful at level 12 (about 1500 mana), because manually
casting arcane orb gives you the 40% chance to regain mana, as opposed to the 20%
chance of autocasting at level 4. The obvious application of this is orb walking -- from
level 12-15, you can orbwalk with arcane orb and retain most of your mana. This is
great for last hitting, and for harassing heroes. use it to your advantage, as you're doing
120 or so unmitigated damage at full mana with orb right now.
Arcane Orb just becomes ridiculous at level 15-16, and only becomes more powerful
from here on out. Now, you should have a scepter, and over 2000 mana. Furthermore,
you have level 4 essence aura. This means that not only can you maintain your mana
(in theory) with arcane orb on autocast, you can now *gain* mana by manually casting
arcane orb. You'll never run out of mana again. Need mana? Orbwalk a wave or two.
You're now fine. Oh, let's not forget the fact you're doing 180 unmitigated damage per
orb (not including your regular damage, which is also hitting for about 100). Want a
divine rapier? you got one now. Feel free to keep your arcane orb on autocast at this
point -- you can use it indiscriminately. Your goal at this point is just to boost arcane orb.
Obsidian Destroyer is a lucky hero, as he has both one of the most misunderstood
spells and one of the most underrated spells in his repertoire. It doesn't matter what
game I'm in, someone inevitably throws scorn on me maxing out Astral Imprisonment
first. Luckily having 30,000 views on the first guide has gotten rid of the majority of this
ignorance -- however, some people still don't understand the significance of Astral
Imprisonment. Let me explain.
Astral Imprisonment is not just a gimped hex. It's a defensive spell. It's an offensive
spell. It's a utility spell. Let's look at what it can do.
The first is that casting imprisonment on someone causes them to have their hero
detargeted. The retargeting and consequent moving of that hero out of imprisonment
can disorient many people -- enough time to take advantage of. That time taking to
retarget and move might just be enough time for the tower to bring them into the red
while chasing you, for a friend to cast a ground-based spell on them, or for you to kill
them before they can stun you. Furthermore, they lose map sight if there are no friends
around -- if you astral, then run behind them, they might very will waste some spells on
where you once were -- to their loss. This can let you run, it can net you a kill, and it can
let you chase; and this is just one part of the spell.
Furthermore, the intel gain is both offensively and defensively useful, especially while
laning. 6-8 intel lost against the enemy is 78-104 mana they can't use for 1 minute.
Every time you cast this spell on an enemy level 5 onwards, they lose a nuke. That's
enough to lane effectively even against heavy nukers. It also makes heroes such as
pudge or tiny completely useless, as two astrals takes *all* of their mana. It might even
be enough to get leoric past the reincarnation mana point. This mana loss can help you
chase, can save you against a gank, and can prep up sanity's eclipse. You can get
three casts off before they get it back, which is a 48 intel difference between you and
them if given enough time to properly prep; even 16 intel difference from one cast
makes a big difference.
A little known fact about astral is that all stun spells last the same amount after they get
out of it. If you astral someone who just got storm bolted, they'll still have to wait the full
duration of the stun when it runs out.
Finally, you can cast astrals on allies and even yourself. This can solve two purposes.
Say you see three friends coming your way, and you got someone chasing you waiting
for a cooldown. See the storm bolt about to hit you? Astral yourself -- you just avoided a
stormbolt, and gave time for your friends to come. This is most useful however when it
comes to channeled or short duration spells -- especially BKB coupled with CM or SK,
or avatar with naix. You can't astral or orb attack an enemy who has avatar on them. So
what do you do? Astral yourself! that's 4 seconds taken from their BKB, from their
epicenter, from their chronosphere, or whatever they tried to cast on your or their ally
that is an area of effect.
Replay 04
Here, I'm surrounded by a 3 person gank, with one more on the way. I'm mana leaked,
cursed, sprouted, being beat on by two people, and about to be hit with illuminate. I'm
screwed right?
Replay 04
Of course though, I still have astral up. So what do I do? I astral myself -- killing my
mana (but curse at the same time), and buying myself time to both dodge illuminate and
let sprout run out.
Replay 04
Thanks to a couple teammates coming to my aid, I manage to get away with a sliver of
health, out of what should have been a massascre. can't complain about that!
Obsidian Destroyer works best when solo, since he is, after all, a carry hero. His high
base stats, fast attack animation, regen/health items and astral let him stay in a lane
almost indefinitely. Because of this, you want a solo lane. However, you have to know
how to ask someone correctly. Be sure to ask solo as early as possible. If RD, and you
see OD as a choice, ask then. If you don't get OD, just say nevermind. It's better then
having to get a person to get out of your lane. Also, be sure to ask for a certain lane. I
prefer mid, because it gives easy access for bottle ferrying, and is ganked less. The
downside is that people have the strange urge to always want to go mid when their lane
is pushed. Which brings me to the final point, getting someone out of your lane. Don't
get mad, whatever's going on. You don't want to belittle them for not seeing your call,
you want them to GTFO your lane. Ask twice nicely. If they still don't leave, then get a bit
angry. If they *still* don't leave, change lanes. You won't be solo, but at least you're not
laning with an asshole like him for a partner. It happens sometimes, it's a downside for
having random partners. However, make sure to handle the situation correctly
There is one big reason for this, and that is if you get a matchup you can't handle. If you
nicely asked for a solo, then hopefully you can get some help. However, be firm. Don't
ask in general, ask for a specific person to come up. If they don't, ask someone else
specifically. If you just say "can I get help mid", you won't get *any* help. Trust me on
that. You have to ask by name to get help. Find out the lane that's doing fine, ask
someone specifically in that lane for help. If none of them come help, you have to force
their hand, which will catch you some flak. Go into a 2 person lane until you get
someone to go mid. You *will* get bitched at for this, but they're a terrible team who
won't help someone with a tough lane. Why do you care what they think?
This is more or less done by just playing as if you were melee. Only come into attack
range (450 for you) just to attack or deny a creep. This is helped a bit by the fast
projectile animation, but it might take some getting used to being as your a ranged hero.
Yes, it is possible for you to be offensive with your good stats, but you don't want to
draw attention to yourself. The more kills you get, the more likely you are going to get
ganked. The sooner you lose your lane, the harder it will be to carry late game. So stay
back, attack when you can. Remember that the Ring of Health is now available in the
side shop, so you don't have to leave your lane to pick it up. Careful to avoid ganks in
this area though. You can walk over prisoned enemies, so if someone tries to trap you
at the goblin shop, just astral them and walk out.
Now, the question is what if they're going to be belligerent regardless. This can happen
a lot when you're facing a stacked team, against two people who know eachother.
They'll come past the creep wave and stay there to prevent you farming. If you're mid,
you can attack above the ramp (they'll have a 50% miss chance), which is why mid is a
good solo lane. If you just can't cope, which does happen sometimes, ask for help.
Hopefully you read the note for lane etiquette. If you need more health, you can get a
Belt of Giant Strength to use in power treads later, and click it over to the intel treads.
At level 5, you can start spamming astral imprisonment with your void stone. This will be
especially helpful against someone who is trying for early game missile spam, such as
vengeful and tiny are likely to do. If you can take out three nuke's worth of mana, then
that's 3 nukes less they can hit you with. Furthermore, with voidstone (and a good base
intel), you can do this indefinitely. More room for you! Just keep up this strategy as long
as you can, which will probably be when they start pushing at about level 10.
However, remember your main goal is to finish your treads, and preferably your linkins
too. Just lane conservatively at this point, and pay special attention to map awareness.
It's this part of the game when most teams play gank squad, and that can easily put you
into the hole (excuse the pun) in no time.
At this point, you'll just be getting stronger. I wasn't kidding when I said Obsidian
Destroyer can become the best carry in the game. Mostly this is because all of his items
are high level items -- he doesn't really run out of something that he can use (assuming
it isn't a 3 hour game at least). Towards the end of longer games, you can easily be
hitting for 400-500 a hit -- with 70% increased attack speed and a 4 second silence.
Most people will die before they can even make it to you.
Just remember, you can't 1v5 their team, which is the real difference between the pre-
nerf and post-nerf. You can, however, 1v1 or 1v2 any of them fairly easily. The only thing
you have to remember at the end game is that you're not rambo, you're a sniper. don't
try to take on their entire team, they'll disable and kill you in no time, even with all your
health. In the meantime, giggle maniacally as you kill that SA in the two hits it takes for
him to go invisible. MwahahahaHAHAHAAAAA.
Failing that, your next best friends are people who can disable. With your orb effect,
especially in late game, you can easily destroy any hero that can stay still long enough
for you to attack it. Because of this, disables give you enough time to destroy even the
toughest heroes.
Axe
Axe is, by and large, your best friend. His main purpose is to start team battles. He is
there to blink in and gather them up, which is perfect for your ultimate, and then mopup.
Pudge
Pudge is two of your favorite heroes in one. With his hook, high health and rot, he is
amazing for starting team battles. With disember, he's also a disabler. That's exactly
what you want in a friend.
Enigma
What else could you ask for then an ultimate that can gather everybody up for you? An
eclipse on top of a blackhole guarantees the death of their team, or at least very close
to the death of their team.
Vengeful Spirit
Nether swap, like hook, is a great way to initiate team battles -- which is exactly what
you want. Furthermore, magic missle doubles as a nice disable to chase down those
nasty heroes.
Magnataur
Like enigma, Magnataur's ultimate is a perfect complement for your ultimate -- gathering
everybody up for your ultimate. Furthermore, he has the health to start team battles
without being instantly slaughtered.
Rhasta
Two consecutive disables is very nice for killing enemy heroes.
You'll probably notice that almost all your best friends are also your worst enemies on
the other team. People who can initiate the battle can usually single you out.
A List of Troublemakers
Silencer
Ugh. Just ugh... with a side of ugh. This hero sucks to fight against. Last word makes
(manually) casting your orb effect a pain in the ass, and almost all of his builds involve
stacking int. He's a disabler and an int stacker all in one. Not a fun hero to play against.
Pudge
Even if you are hanging back, pudge is a pain in the ass. Good pudges that is, there's
plenty of bad ones out there. Being hooked out of the crowd pretty much means you're
dead. However, the good news is that he will die fast to sanity's eclipse if he's alone. If
you're being hooked into a gank, goodbye!
Vengeful Spirit
Like pudge, being swapped into a gank is pretty much a death sentence for you.
However, also like pudge, she dies fast. If she's alone, you got a good chance of a free
kill.
Naix
Magic immunity can be a pain, but if you can avoid that then you're golden. Use astral
effectively.
Rhasta
If you can't attack, you can't kill. Fighting a rhasta kind of sucks, especially since his
playstyle is designed for ganks. Same goes for Lion.
I think I love this hero so much partly because it is just so much fun sticking it to those
"OMG I'M 11-1 CARRY HERO EVEN THOUGH WE'RE TWO RAXES DOWN" types.
And let's not forget -- 99% of carry heroes are agility, your favoritist target ever.
There is also one other kind of hero you're looking for, and that is the heavy summon
people. There aren't many, but these heroes cry in shame when you go OD.
Antimage
I just *love* fighting an anti-mage, because just by playing OD it screws them up and
frustrates them. For harrasment early, the main tactic is blinkbreak. Not only can you
prevent this by astralling them after the blink, but it prevents them from blinking later
due to the mana loss. It also prevents them from using their ultimate on you, so what
can you do? You can just hit them right back. You'll win the fight every time. Mid game,
they'll count on their shield to prevent your orb damage. Guess what? It doesn't prevent
it, and they'll die because of it at least once. Later game, when they rely more on their
ultimate, you would expect that you would be an easy target thanks to your high mana
pool. Except by this time, you can indefinitely keep up your mana. Furthermore, they'll
still have low health -- you can easily autocast your orb and beat them down to the red
before you break the green. It's almost sad fighting them.
Storm Spirit
Just like antimage, your attack style completely messes him up. He'll almost certainly
think that his mana shield will prevent your orb. Orb isn't mitigated by that either, and
that'll net you a kill at least once. Furthermore, he expects he will have a superior attack,
and for you to run when he attacks you. Of course he's wrong, and you'll just wack him
down. And better yet, he doesn't have an escape. He's food for you.
Techies
With his rediculously low health, you can quite easily one-two shot him before he has a
chance to suicide. He is free food for you.
Replays
Replay 1
The game starts off in our favor, with two easy kills. As the game hits midgame, their
heroes become more powerful and things get hairy (with SK and enigma butt-buddies
two-teaming me every chance they get). However, around the 45 min mark, our carries
(Me, the PL and morphling) kick in and blow the game away at the end.
This is probably one of the best examples of this guide. it shows just how much damage
he does, although all of his items are survival until later in the game. The OD, past the
40 minute mark, was easily doing the most damage on the team, and second only to the
strength heroes in health.
Replay 2
A fairly good example of how OD is played, especially for the early laning against tough
opponents. As we approached later game, we more or less stomped them, but early
and mid game was extremely close. Good example of being against a tough lane
(enchantress and Rexxar), and how astral spam can secure you a place to farm for mid
game. Oh, and check out how BKB does nothing to counter me on their wolf.
FAQ
#1: Why don't you say BKB is a threat? - BKB is a horrible item to get as a counter.
BKB lasts a really, really short time (9 seconds). It has an 85 second cooldown. It's only
real purpose is to wreck mayhem in team battles with channeling spells, or at very, very
end game (1 hour+) to avoid getting disabled. Against anybody but a pure disabler, bkb
is worthless. It does nullify orb, which is equivalent to being a gimped enfeeble for you
for a whole 9 seconds. If you get caught in the dark against someone with bkb, astral
yourself, and hey look he has 3 seconds of orb immunity against you. Whoopee.
#2: But orb is the ownzorness early game! - Early game, without astral, you can
expect to have about a thousand mana at level 7. That means your orb effect will be
adding about an average of 35 damage a hit, across 5 hits. You just did a level 2 nuke
that costed you 500 mana, took you 5 hits and was in no way burst damage.
Just looking at that I shouldn't have to explain why I don't get orb, but I will take it a step
further. Some people say orb allows you to whittle the enemy down enough to kill him
off. But what they don't realize is that any hero can be taken into the yellow with no
hassle. You don't need a nuke, you don't even need a strong attack. You can do it with
techies. It's a mind game, people won't care about their health until it's in the orange.
You can get them down that far with your regular attack just as easily as you could with
your semi-useless orb effect.
#3: I tried this build in a league game and it failed miserably! I spit on your grave!
This guide is built on the assumption that's your playing TDA calibur games, which is
about right smack dab in the middle of skill levels (pubbie-->TDA-->inhouses-->league).
In this guide I'm assuming your teammates are atleast halfway competent and call
missing, and that you're most likely going to feel some heat from ganks within the later
half of the laning stage. If you don't play TDA's, feel free to adjust the build to match
your appropriate skill level.
Also as a side note, I wouldn't use *any* guides out there on league level games.
League level games require builds that are pure insanity without the precise knowledge
of how your teammates will support you. You can see some pretty ridiculous builds out
of some of the league teams that would normally fail completely.
Cue end of 3.0. There weren't as many changes to make this time luckily, mostly with
the placement of sanity's eclipse and the item build. The strategy mostly hasn't
changed, but the item build supports the strategy better. Anyway, I always look forward
to comments, so let me know how this goes!