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Dragonus by Ultima_Weapon33
Version: 0.86 | Updated: 07/18/13 | Search Guide | Bookmark Guide
Table of Contents
Hero Guide - Dragonus, the Skywrath Mage
DotA 2 Hero Guide - Dragonus
By CHA / Ultima_Weapon33
System: PC Developer : Valve
Date: 7/12/2013
Version 0.86

Hero Guide - Dragonus, the Skywrath Mage

1. Personal Introduction [CHA1]


2. Dragonus [CHA2]
ab. Wide Overview and Commentary
c. Ability In-Depth Explanation and Skill Building [DRA1]
d. Hero Synergy [DRA2]
e. Enemy heroes effective against Dragonus and other interaction notes [DRA3]
3. Items [CHA3]
a. Early Items

b. Middle Cost Items [ITEM2]


c. Big Items [ITEM3]
d. Boots [ITEM4]
4. Styles of Dragonus [CHA4]
a. Middle Lane Dragonus [DRA4]
ab. Matchups [DRA5]
b. Support Dragonus [DRA6]
c. Roaming Dragonus [DRA7]
5. Credits/End of Guide/Nothing Interesting Here [CHA5]
Version 0.86 Notes - Styles of Dragonus section is incomplete.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[CHA1] Personal Introduction
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"An opportunity for patience."
This FAQ covers the radiant Intelligence hero, Dragonus, who is one of my favori
te heroes, despite my farm based playstyle.
I have a lot of experience playing him at high level play, and have a high win r
ate and understanding of the hero.
He has been among my most played on DotA 1 as well as DotA 2.
I am also the greatest Hero this land has ever seen.
Here are some random games I have played with him recently. You can download the
replays with the Match ID number in-game to see my player perspective and see i
n-game demonstrations.
http://i.imgur.com/m7xmkLw.jpg (Dominated the middle lane, kept the enemy Phanto
m Assassin down and grasped Victory, countering Weaver)
http://i.imgur.com/KnKH07e.jpg
http://i.imgur.com/oYOzxvr.jpg
http://i.imgur.com/ayBxcOM.jpg (roaming dragonus)
http://i.imgur.com/vJN7bbr.jpg
As this hero is sometimes misunderstood, I hope this guide will help more play h
im to his full potential.
If you want to contact me about this guide or anything DotA related, just send m
e a private message on GameFAQs.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

[CHA2] Dragonus
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"From tip to tip, my wings cover the sky!"
Dragonus, the Skywrath Mage
Radiant Intelligence Hero
Lore : A highly placed mage in the court of the Ghastly Eyrie, Dragonus lives a
troubled existence. Sworn by birth to protect whoever sits within the Nest of T
horns, he hates the current Skywrath queen with all his soul. As a youth, highborn, he was a friend and companion to the eldest Skywrath princess, Shendelzar
e, first in line for the Nest. He had loved her warmly and unshakably, but as hi
s studies took hold, his mind turned to arcane learning and the mastery of Skyw
rath sorcery.
Obsessed with matters aetherial, he missed the mundane signs of courtly treacher
y that hinted at a plot against Shendelzare, and lost his chance to foil it. Wh
en the court was shaken by a swift and violent coup, he emerged from his studies
to discover his oldest and dearest friend had been lost to him. The Nest of Th
orns now belonged to Shendelzare's ruthless younger sister, and Dragonus could
do nothing. The magic of the Skywrath Mage serves only the sworn protector of th
e Skywrath scion, so to act against the Nest would render him helpless. He clin
gs to his post, believing it to be the best hope of one day restoring his true
love to her rightful place.
Meanwhile, his secret is known only to the goddess Scree'auk, whose magic it was
transformed Shendelzare from a crippled physical creature into an embodiment of
pure vengeful energy. While he dreams of restoring his beloved queen to the Gh
astly Eyrie, he dreams even more desperately of restoring Shendelzare herself t
o a fully healed physical form. The duplicity of his role at court tortures him,
for he is a noble and good-hearted creature; but the worst torture of all is i
magining the hatred that Vengeful Spirit must hold in her heart for him.
Strength --- 19 + 1.5 per level
Agility ---- 18 + 0.8 per level
Intelligence 27 + 3.2 per level
Level 1 Level 15
Level 25
Level 25 (attributebonus)
511 HP 910 HP 1195 HP
1575 HP
351 Mana
923 Mana
1339 Mana
1599 Mana
44 Damage
88 Damage
120 Damage
140 Damage
0.52 Armor
2.12 Armor
3 Armor 6 Armor
315 Movespeed
600 Range
1000 Missile Speed
0.4 attack upswing / .78 attack backswing
0.1 cast upswing / 1.08 cast backswing
As you can see, Dragonus's stats are special and lean him towards what he is - a
fast moving but squishy hero killer. His awful armor and mediocre hit points ca

n lead him to death, but his extremely fast 315 movespeed on a ranged hero and h
igh range on attacks and spells is meant to push this in the other direction. He
also has a slow and a silence ability. In other words, when Dragonus is caught
unaware, he can be easily killed, but when played well, he can be difficult to n
eutralize.
His mediocre attack damage also helps to show Dragonus isn't meant to be creepin
g. It's a downside in the middle lane as it can make it hard to contest for last
hits and denies, but this is offset by his high harass and kill potential. His
projectile speed is about standard. No special night vision. Both his backswings
are quite big, so make sure you cancel them. He has a great cast upswing, meani
ng you can get your spells off before others do, especially important in the cas
e of silences. Since his Intelligence is very high, % mana regeneration items wo
rk better on him than most heroes. Playing Dragonus is somewhat difficult, as he
must constantly rely on destroying his enemies. He cannot creep well and is som
ewhat item dependent.
Dragonus is especially vulnerable to silences and slows for obvious reasons. He
is gifted with some of the best voice acting in the game, courtesy of TJ Ramini.
He's part bird, which is why he has wings. Sometimes, when he's doing war cries
, his voice changes into a crazy bird screechy noise, but it's very subtle.
Strengths
Fantastic silence
Fantastic slow with a high range
Incredible nuking power at all stages of the game
High hero killing power on almost all targets
Fast movespeed
High range
Many synergies with allies, always useful in any team
Tragic backstory
Weaknesses
Item dependent
Bad auto attacking / creeping ability
No real aoe
Low armor and HP
Silences / ability dependent
Vulnerable to assassin heroes
b. Ability In-Depth Explanation and Skill Building [DRA1]
[ Arcane Bolt - Q ]
Skywrath launches a slow-moving bolt (500 movement speed) of arcane magic, deali
ng damage to an enemy unit based on Skywrath's intelligence. Deals 60/80/100/120
damage to the single target, with an additional 1.6x modifier of Skywrath's int
elligence.
Therefore, at level one with SM's base 27 intelligence, 43 damage (103 total) is
dealt due to the modifier.
60/80/100/120 Damage
5/4/3/2 Cooldown
800 Range
70 manacost

Dragonus's bread and butter skill. Cast on enemies, and they fall. It deals high
damage at all stages of the game and is even deadlier under the effects of Anci
ent Seal. The two second cooldown later is brutal and allows Skywrath to destroy
his enemies simply with a Concussive Shot, attacks, and a few Arcane Bolts.
Due to the giant cooldown scaling as well as additional damage for zero mana cos
t, this ability should be maxed first regardless of role, filling in with the ge
neric "max nuke" tradition. The range is incredibly high.
Make sure you always cast this right away so your mana has a bit to regenerate.
This ability cannot be disjointed by blinks or invisibility. It will always hit
the target unless they become invulnerable, magic immune, or stasised.
The projectile has a bit of vision, which can allow your allies to use certain s
pells such as Heat-Seaking Missile, Blink Strike, Assassinate, Charge or other s
uch things. Concussive Shot does the same thing as well.
Very rarely will enemies be able to escape, but the movement speed can give them
some time to drink a bottle or use a bit of a salve to survive a long ranged at
tack. A lot of times, enemies will futilely run away from it in lane, as though
doing so will make it do less damage, causing them to miss last hits and experie
nce.
Later in the game, this ability can be quite ridiculous, dealing 450 magical dam
age (206 Intelligence) every two seconds without even being amplified by Ancient
Seal, although that's being quite well on gold.
The low cooldown on this ability makes Skywrath have synergy with Outworld Devou
rer, and also makes him a candidate for an enemy Wand.
[ Concussive Shot - W ]
Skywrath sets off a long range shot that hits the closest hero within a long ran
ge with zero cast point that does not interrupt actions. Upon impact, it deals a
small amount damage and slows in a small area of effect.
Damage 50/100/150/200
20/18/16/14 Cooldown
Range 1600
Slow 40%
Slow Duration 4 Seconds
110 Manacost
A
r
e
o

fantastic, yet narrow-use ability. You use this from far away, close in on you
target, and destroy them. One tricky thing is that it takes awhile to reach th
target, especially if done at the maximum range - somewhere in the realm of tw
and a half seconds if they continue to run away.

This ability has quite mediocre scaling, as the slow is always the same and the
damage is nothing to be happy about.
The second point doubles the damage, and that's generally all I go for, utilizin
g Attribute Bonus instead.

The lower cooldown can be useful as it allows you to more reliably use it twice
in a teamfight, but since Attribute Bonus increases Dragonus's survivability and
damage on Arcane Bolt...
Casting Concussive Shot has no animation and does not interrupt actions. It also
does not require turning to fire behind Dragonus.
In order to see the range, simply mouse over the ability icon while giving a mov
e or attack order towards a target. The radius will be shown around Dragonus, bu
t you should wait and give a 100 range leighway so you don't flub it.
If no targets are in sight in 1600 units, Dragonus will make a funny noise and y
ou will feel ashamed of yourself. The mana will be spent, and the ability will g
o on cooldown.
Like Arcane Bolt, this ability cannot be evaded with invisibility or blinking. H
owever, blinking is still effective against it.
This ability has obvious synergy with Mystic Flare, as it gives you a shot of ge
tting most of the damage on a target.
It should be known that the slow cannot be purged, even when going magic immune.
However, a magic immune target will not be affected if the Shot explodes on the
m, and also will not be a valid target for firing Concussive Shot.
[ Ancient Seal - E ]
Skywrath seals the targeted unit with an ancient rune, silencing it and causing
it to take additional damage from spells.
Duration: 3/4/5/6
11 second cooldown
Magical damage boost: 18/24/30/36%
Range: 700
It's an almost instant-cast silence. Enough said... almost.
Pretty much effective on any hero, but sometimes even more brutal against some c
ases, like heroes that blink into your team (Puck, Enigma) or Pudge.
The magic amplification is always useful. Unlike Decrepify/ghost form, the targe
t can still be physically attacked, although they can attack as well.
Generally, this skill should be maxed second. Making your enemies more useless f
or a longer time and increasing your damage is a no-brainer. Also gives you more
spell uptime.
Cast on your enemy to neutralize them. Since Arcane Bolt has a bit of a travel t
ime, for maximum effectiveness on damage you want to cast after it has flown for
a bit.
Position yourself as close as possible to the enemy for the additional bolts as
well.
[ Mystic Flare - R ] (Ultimate)
Skywrath uses his ultimate magical ability to conjure a precise and violent myst

ical field that lays waste to his adversaries. Deals massive damage distributed
evenly among any heroes in the area over 2 seconds.
Damage: 600/900/1200
60/40/20 Cooldown

Range : 1200

Duration : 2
Radius : 170
Mana Cost 350/575/800
Skywrath's ultimate ability which causes his enemies to dissapear from the map.
The blasts deal damage at a very high interval, meaning they will burn away TA's
Refraction while still dealing a lot of damage to her. Also takes away Living A
rmor.
On the other hand, this makes it very ineffective against Lord of Avernus, givin
g him an easy heal. Try not to cast it on him. Also "good" against Nyx Assassin.
Obviously great against channelers, such as Clockwerk (pseudo), Witch Doctor, En
igma, Nature's Prophet, Pugna, Pudge, etc.
Despite already doing giant damage, it can be amplified by Ancient Seal.
This ability is quite strong, as the action of taking someone out of a teamfight
before they can cast spells is a great thing. The range is huge, so you can eas
ily blast someone if you notice a stun or something go off.
However, at the same time, I believe it is overrated. Many a time you can snag k
ills with your basic abilities alone with focus on Arcane Bolt. When it's said a
nd done, you'll be less mana out. Because of this, I like to delay getting skill
points in Mystic Flare until 8/9ish unless special circumstances happen, like I
have plenty of lockdown on my team or I'm against 2-3 channel heroes.
Especially level two and three Flare, which mainly only lower the cooldown but r
aise the mana cost quite a bit. I only take level 3 Mystic Flare when I feel it'
s viable to cast it twice in 20 seconds while also casting other spells - in oth
er words, having a good amount of mana regeneration/total mana.
While infamous for being pub-countered by Nether Ward, it's not hard to simply a
void casting this spell when there's a nice green icon in your status bar.
d. Hero Synergy [DRA2]
Hero listings in the next two sections are done from Radiant Strength -> Dire St
rength -> Radiant Agility etc. order.
Many heroes will be listed since Dragonus is such a useful hero. I'll try not to
list generic ones like stun->flare or ganker->ganker. Also while I note flare s
ynergy, a lot of times you won't need it with these situations - many times this
can just open up another bolt or two, ending the enemy's life.
Earthshaker - Three stuns give your Mystic Flare plenty of capacity to land
the full duration. Three of his spells are magic and can be amplified, most
bly Echo Slam.
Kunkka - Kunkka provides large aoe for creeps and summons, Torrent lets you
e and Bolt, and most important, Boat helps you survive and you can help him

for
nota
Flar
set

it up with Concussive Shot.


Clockwerk - Cogs/Assault Battery opens up the easiest Flare of your life. Rocket
s let you bolt and Concussive shot easier,
and silence on a target in cogs will make it even more impossible for them to es
cape.
Treant Protector - Generic living armor wins every lane. Overgrowth for obvious
reasons.
Centaur - You amplify his already heavy magic damage, and he can give you Haste.
Has a long stun and Concussive can set it up.
Elder Titan - Sleep allows Dragonus to get in a good position. Amplifies Dragonu
s's damage. Big slow can allow Flares and other spells. Can scout out long dista
nces and give vision.
Pudge - You can amplify rot and dismember, and this gives an easy Flare.
Dirge - Can amplify Dragonus's high damage. Concussive can allow enemies to stay
by Tombstone. Dragonus can zone enemies away from Tombstone (tower pushing). Ca
n heal Dragonus.
Sand King - Amplify his four magical damage spells, slow enemies to keep them in
a good spot, and possibly silence people trying to interrupt Epicenter, such a
Silencer or anyone trying to stop the channel. Stun-flare.
Abbadon - His Mistcoil and Shield can keep you alive and un-stunned/silenced. If
he Frostmournes an enemy, you can easily keep up with ranged attacks and contin
ue to cast Arcane Bolt.
Concussive can set up Frostmourne, which hurts physical dps and can keep you saf
er.
Drow Ranger - Increases Dragonus's pathetic damage and helps him in the middle l
ane while not being there. Another target for enemy units. 60% slow can easily l
ead to a Flare, and Concussive Shot helps Drow kite.
Mirana - You can amplify Starfall's heavy damage, and Leap can help you get away
. Her ultimate can help you set up easy kills.
Luna - Hero has heavy nuking power to amplify, and Skywrath can help keep her sa
fe with slow/silence. If nearby, Skywrath's damage will be increased with a high
range.
Gyrocopter - 3 nukes to amplify. Concussive can set up a missile or Rocket Barra
ge, and he has heavy aoe to clear creeps/summons.
Bloodseeker - Thirst gives vision of targets that can be far away. Can silence t
hreats. Rupture can force enemies to stand still for Mystic Flare.
Shadow Fiend - Plenty of magic damage to amplify and amplify's Skywrath's physic
al damage. Silence/slow can keep SF safe. Wipes creeps and summons.
Faceless Void - Chronosphere allows easy Mystic Flares and Arcane Bolts to fly.
Skywrath can silence those outside to prevent interruption of Void's attacks.
Meepo - Can amplify the highest amount of magical damage possible in the game. C
oncussive can set up nets, which set up Mystic Flare.
Nyx Assassin - Can give stealth-vision for Concussive Shots and start off fights
. Two nukes to amplify. Plenty of CC to protect Skywrath.
Broodmother - Concussive Shot can set up a spider surround / bite slow chain. Am
plify her nuke. While she has pushing power, you have killing power.
Kurusitaru Maiden - Plenty of CC to help Skywrath kill or stay alive. Mana aura
helps Skywrath cast spells. Frostbite sets up Flare, and Skywrath can stop enemi
es from interrupting her channel or killing her.
Puck - Three nukes to amplify. Dream Coil helps Skywrath cast his spells, and if
they break tether it's an easy Mystic Flare.
Windrunner - Concussive makes it easier for Windrunner to Shackle. Amplify Powe

rshot. Shackle from Mystic Flare. Gives vision and can use Skywrath's vision.
Zeus - Infinity nukes to amplify. Skywrath's slow and silence helps fill in Zeus
's no-cc weakness.
Lina - Amplify three nukes. Concussive Shot can make landing Light Strike Array
easier. LSA allows for Mystic Flare.
Shadow Shaman - Amplify shock. Chicken helps protect Skywrath/lock down targets
and Shackle can allow a full Flare at level one. Concussive helps Shaman approac
h.
Nature's Prophet - If trees aren't cut, Growth sets up an easy Mystic Flare. Far
ms waves and pushes towers while Skywrath kills heroes.
Can teleport to provide sight for Concussive Shot.
Enchantress - Heals Skywrath. Has a potent slow to allow Arcane Bolts to keep fl
ying after Concussive Shot. Skywrath can keep safe with silence/slow.
Jakiro - Four nukes, if one is weak. Dual Breath deals tons of damage. Plenty of
CC to keep Skywrath safe, Ice Path allows for Flare, Concussive can keep enemie
s near Macropyre. Wipes creeps and summons.
Ogre Magi - Two nukes to amplify, and Multicast can be amplified for infinity da
mage. Bloodlust can help Skywrath stay out of trouble or chase down his enemies.
Rubick - Telekinesis allows for an easy Flare. Fade Bolt hurts physical attacker
s. Fade Bolt hits aoe to kill creeps and summons.
Disruptor - Vision provided by Thunder Strike is long lasting, allows Skywrath t
o continue to bolt. Amplified, as well as Storm.
Kinetic Field/Storm allow Skywrath to put down more pain onto the enemies and wi
pes creeps and summons.
Keeper of the Light - Illuminate wipes creeps and summons and can be amplified.
Can keep Skywrath supplied with mana for his more mana-efficient spells. Can cal
l Skywrath to battle and blind physical attackers, keeping Skywrath safe.
Bane - Sleep can allow Dragonus to get in a good position. Fiend's Grip allows f
or easy Flares or focus on other targets,
and Skywrath can silence those that attempt to break channel. Enfeeble protects
against physical attacks.
Lich - Both nukes allow amplification. Concussive Shot can aid in Chain Frosting
. Ice Armor helps Dragonus stay away from enemies via slow and protect against p
hysical attacks. Sacrifice can put enemies in dangerous positions during laning.
Lion - Two big nukes to amplify, and plenty of cc to protect Skywrath. Concussiv
e can help Lion get in range.
Witch Doctor - Concussive can help enemies stay closer for Casket. Can heal Drag
onus, and Maledict has obvious synergy, which Concussive lets WD cast. Skywrath
can silence targets looking to cancel Death Ward.
Enigma - Concussive can help Enigma approach without a Blink Dagger. Black Hole
allows an easy Mystic Flare that will probably split damage (which is a good thi
ng). Can silence targets looking to cancel channels. Good at pushing.
Necrolyte - 2 nukes to amplify, most notably Reaper's Scythe. Can heal Dragonus.
Dragonus makes up for Necrolyte's lack of CC. Can kill targets from full hp eas
ily even if 1500+ health, due to the stun, Mystic Flare, and the Scythe will fin
ish them off amplified.
Queen of Pain - Amplify three nukes. Can nullify threats to QoP making aggressiv
e blink use more viable.
Death Prophet - Amplify spammy nuke. Creep-summon killing hero with focus on pus
hing, double-silence will destroy those who depend on active abilities (most of
the cast).
Pugna - Amplify three nukes. The slow is great, and Pugna can amplify Dragonus's
nukes as well. Can silence enemies looking to interrupt Life Drain.
Leshrac - Eighty nukes to amplify. Concussive can help set up Split Earth or sim
ply allow Leshrac to get close. Flare from Split Earth. Giant aoe abilities clea
r creeps and summons.
Dark Seer - Surge on Dragonus won't allow anyone to get away. Wipes creeps and s
ummons with Ion Shell. Wall of Replica demands heavy attention from the enemy te

am, shifting focus from Dragonus.


Batrider - Hero is broken.
Ancient Apparition - Concussive can help to get off Cold Feet. Chilling Touch is
effective at high range and will be amplified. Amplifies Dragonus's magical dam
age and slows. Cold Feet is an easy Flare. Ice Blast gives vision for spells.
Outworld Devourer - Essence Aura gives Dragonus infinite mana due to Arcane Bolt
. Can take a nuisance hero out of the fight so Dragonus can take out other targe
ts.
Invoker - Amplify magical damage. Kael's abundance of cc spells allow Dragonus t
o continue to use his spells on the enemy. Can wipe creeps and summons.
Shadow Demon - Stasis allows Dragonus to get in a good position or be saved. Can
amplify Shadow Poison's ridiculous damage. Eredar can amplify Dragonus's high d
amage. Purge allows Dragonus to continue casting spells on slowed enemy.
Visage - Grave Chill allows Visage to slow and keep enemy in range of Dragonus.
Drag's high aggression synergizes with Soul Assumption. SA's high damage can be
amplified by Dragonus. Summon-chainstunning allows for Mystic Flare, and summon
s can give far away vision for Concussive Shot. Concussive makes it easier for S
tone Stuns.
e. Enemy heroes effective against Dragonus and other interaction notes [DRA3] G
ames of DotA are situational, so there may be situations when these don't really
apply, such as when a carry is touting a Black King Bar or when your team is re
ally behind. These are conceptually based on abilities, but can be changed based
on the enemy's items and power level.
[ Easy to deal with ]
Clockwerk - Enjoys killing himself by hooking you or an ally and casting Power C
ogs.
Io - Dragonus has no problem disposing of the Wisp from high range, leaving his
partner alone.
Timbersaw - Hero is extremely vulnerable to silences.
Brewmaster - Extremely silence vulnerable hero when wanting to use ult. If he do
es and wants to kill you though, you're done.
Treant Protector - Living Armor is effective against Dragonus early, but Mystic
Flare destroys it instantly. Slow-moving, low range, and not much of a threat.
Pudge - If channels, easy Mystic Flare. A silence during Rot will make him kill
himself with amplified self damage. Combo-centered hero - vulnerable to Silence.
Concussive slows to a crawl.
Sand King - Sandstorm and Epicenter channels allow easy Mystic Flares. Combo-cen
tered hero - vulnerable to Silence. Skywrath outranges.
Lifestealer - Surprisingly silence vulnerable. Reduce him to a melee creep and t
ake him out before he can start lifestealing or use Infest to get away.
Magnus - Blinker/combo hero. Silence, and destroy.
Anti-Mage - Although he can Mana Void you for a lot of damage, early you will de
stroy him even through Magic Shield due to his low hit points. Silence will keep
him from running away/mana voiding you, while you should be able to kill him wi
th a little teammate help. Melee hero.
Vengeful Spirit - Silence vulnerable and low range.
Templar Assassin - Flaunt your superior range, and slow her to a crawl if she ge
ts aggressive. Mystic Flare eats Refraction and deals a lot of damage. Can Flare
Meld. Silence-vulnerable, somewhat.
Sniper - This hero is garbage.
Luna - Low hit points, silence vulnerable. Slow is effective against her high mo
vement speed. Stay at high range to avoid Eclipse if not silenced.
Bounty Hunter - Can silence to prevent invis and burst damage. Easily killed if
spotted out.

Ursa Warrior - Easy to keep at range and cast Arcane Bolts due to your speed and
Concussive Shot. Actually silence vulnerable if you can stop Fury Swipes/Overpo
wer.
Gyrocopter - Very silence vulnerable. Kill before he can cast abilities.
Troll warlord - Keep at range, interestingly silence vulnerable for a carry. Bli
nd is meaningless to Skywrath, but you shouldn't be hit by it anyways.
Bloodseeker - Listed on both sections. If he goes up to attack a Ruptured target
, it's an easy Mystic Flare. Melee and vulnerable to being slowed and silenced.
However, he can silence you.
Faceless Void - Tends to stay in one place during Chronosphere. If he locks alli
es in, obliterate them. Can silence him when he dives in to be the Hero.
Phantom Assassin - Dodge does nothing against Skywrath power. Somewhat silence v
ulnerable, and easily kitable when silenced. Start the fight, don't get jumped o
n.
Weaver - Very vulnerable to silences and burst damage.
Most Intelligence Heroes - Silence vulnerable.
Zeus - Silence vulnerable. Slow him down and take him out of the fight before he
can start casting spells. Crushed in lane by Dragonus.
Storm - Silence vulnerable. You have high range to dominate him in the laning ph
ase.
Tinker - Extremely silence vulnerable. Can be Flared during channel.
Nature's Prophet - Can be Flared if teleporting or tries to Growth self. Can sil
ence Teleport. However, Growth is effective against Skywrath.
Keeper of the Light - If spotted out, Concussive Shot and take him out. Can Flar
e channel. Vulnerable to damage, and Skywrath brings the range.
Witch Doctor - Can Flare during channel. Unlikely to ever be close enough to Mal
edict you. Silence vulnerable.
Enigma - Silence when he blinks in, and there's a free kill. You shouldn't be in
range for a Black Hole.
Necrolyte - Blast him before he can repeatedly heal his team. Heartstopper ineff
ective especially since Dragonus's health is low. Will stay out of range of Puls
es.
Warlock - Can Flare during channel. Arcane Bolts can take out Golem fairly quick
ly.
Queen of Pain - Extremely silence vulnerable combo-oriented hero. Can't blink Ar
cane Bolts. Pitiful range.
Pugna - Low hit points but fast movement speed, just like you. Slow him. If he e
ver decrepifies himself, he's done. Doesn't do much to you. Can Flare during cha
nnel, silence vulnerable.
Dazzle - Silence vulnerable, can be destroyed before spells go off. Poison Touch
isn't much of a threat, and his armor does nothing against your attacks.
Leshrac - Fairly vulnerable to burst damage so he can't continue to deal sustain
ed damage. Silence vulnerable, somewhat. Stay out of his range.
Invoker - Silence and burst vulnerable hero.
[ Difficult to deal with ] (not mentioning basic high damage or high lockdown ie
. beastmaster/bane)
Huskar - When low on health, you can only stay at range and auto attack. However
, you can slow him down.
Kunkka - High physical burst damage from long range. Magical burst from long ran
ge if landed correctly. Rum can save allies, wipes your team's creeps and summon
s.
Bristleback - Easy to turn your back on Arcane Bolts. Can shot chain Dragonus fr
om a pretty good range.
Centaur - Can nullify Concussive Shot's slow on his allies or himself. High burs

t damage, high health.


Abbadon - Mystic Flare's high damage interval means Borrowed Time will activate
if not manually done, and heal him quite a bit. Can heal his allies or shield th
em from your assaults.
Not very silence vulnerable.
Doom - Obvious reasons. However, with your movement speed, you can generally get
away, especially if you Concussive Shotted before Doom.
Spirit Breaker - Assassin hero with three stuns.
Lone Druid - Silence doesn't do a thing. Heavy hit points on both heroes. If you
're rooted, you're probably done.
Drow Ranger - Silences you and kills you with high damage. Doesn't want enemies
near her, which you don't want to do. Silence is ineffective against her. Howeve
r, you can kill her if you're on the attacking end quite easily.
Rikimaru - Jumps on you and silences, kills you. If you start the fight, though
, you can stop him from becoming invisible and stop Cloud from being thrown.
Naga Siren - Can net you or sing a song to get her team in a good position to ki
ll you from 1250 range. Illusions are great against Skywrath. Tends to build Dif
fusal so she can slow you to a crawl.
Pajama Lancer - Creates illusions, always good against Dragonus. Has magic resis
tance. Illusions drain mana and he can destroy you with Diffusal Blade.
Bloodseeker - Can silence you to bits and take away your mobility. Listed on bot
h sections.
Broodmother - Lack of aoe to kill creeps. However, you can silence her to reveal
her and stop nukes. If you're chain slowed by spiders, it can be bad.
Clinkz - Tends to build Orchid Malevolence. Assassinates you quickly.
Shadow Fiend - Deals heavy physical damage. In the middle lane, your low damage
won't put up much of a fight against his, although you can harass well. Wipes cr
eeps and summons. Not silence vulnerable, somewhat. Vulnerable to nukes.
Puck - Good at starting fights, tends to silence Dragonus. Easy to dodge Mystic
Flares and Arcane Bolts and Concussive shots. However, very silence vulnerable.
Storm - Good at assassination. While vulnerable to silences, there's nothing you
can do if he zips in and stuns you. Orchid is popular on him as well.
Rubick - Null Field is effective against all of your spells. Telekinesis is a de
ath sentence. All of your spells are great to steal, and it is unlikely he will
steal Concussive Shot.
Disruptor - King of putting enemy heroes in bad positions. Has a silence.
Lion - Has a million hours of cc effects. Can blast you off the map. Vulnerable
to silences, though.
Dark Seer - Can create illusions that are effective against Dragonus. Can Surge
allies away, nullifying your slow.
Death Prophet - Silence. Destroys your towers, creeps, and summons.
Pugna - If Dragonus is played poorly, Nether Ward can be very effective. Destroy
s your towers, creeps, and summons. Listed on both. Watch your status bar for th
e Nether Ward icon.
Outworld Devourer - Can reduce your Intelligence, reducing a lot of your damage.
Can drain almost all of your mana with his ultimate. Extremely powerful mid lan
er.
Batrider - This hero is broken.
Shadow Demon - Great at messing up your position. Shadow Poison can do a lot of
damage, Demonic Purge has a long range.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[CHA3] Items for a Hero
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

"Not for myself, but for the cause"


a. Early On
[ Magic Stick / Wand ] 200 / 509 Gold
Pretty self explanatory. This item can give stupid amounts of stuff for how lit
tle it costs. Best against Zeus, Bristle, Dragonus (???), Storm Spirit, Bat, etc
. If multiple spammy heroes, don't hesitate and start with it.
[ Null Talisman ] 470 Gold
For some reason, Firetoad keeps making this item cheaper. It gives a lot of sta
ts with a whopping +9 damage, while giving mana and what not. I like to start th
is middle lane if not wanding versus a storm or something, in order for stronger
attacks and Arcane Bolts.
[ Bottle ] 600 Gold
If you're mid, you'll be getting it. Self explanatory. Dragonus works really we
ll with runes. If you have treads, agility switch when you drink to regenerate m
ore.
[ Wards ] 150 Gold
The most broken item in the game. If you're middle lane, you should probably bu
y these around 5:30 and place them by rune spots, giving you vision on incoming
ganks,
rune sight, and knowledge of where the enemy middle laner is going. Sight is im
portant for Dragonus's abilities and positioning.
b. Middle-Game Items [ITEM2]
[ Urn of Shadows ] 875 Gold
Hands down my favorite cheap Dragonus item. A hero designed for killing heroes
and not creeps? Don't think. Feel.
The mana regeneration is great with his Intelligence, and Strength is always gr
eat.
Soul Release gives you more killing power or helps your puny allies stay in the
fray (and yourself).
Make sure you try to always spend your charges, as you get two charges if you h
ad zero before.
[ Drum of Endurance ] 1,775 Gold
Gives you a lot of stats and movement speed, which is great. You can't go wrong
with a drum, especially if your team isn't getting one. Easy buildup.
[ Force Staff ] 2,250 Gold
Fantastic item that allows you to both save your life/teammates and start a figh
t by getting in ranged to Concussive or Silence before your enemy can react.
Especially useful against certain enemies, such as Furion, Disruptor, initator h

eroes such as Storm Spirit or Enigma, all melee, and more.


Along with Urn of Shadows and Rod of Atos, you cannot go wrong with this item.
[ Dagon ] 2,730 gold with 1,250 gold recipes
Dragonus has magical damage amp, but he already has tons of damage. This isn't
too great of an investment unless you're 6-0 by 8 minutes or something.
Upgrading it can be pretty ridiculous but costs a ridiculous amont of gold as we
ll. The intelligence this item gives isn't very efficient, especially when compa
red to Atos, which also helps you kill enemies and stay alive.
[ Euls Scepter of Divinity ] 2,700 Gold
Cyclone is great, as with any stasis, you can take an enemy out of the fight an
d focus on other ones.
The movement speed is great to keep Dragonus out of trouble, and you can dodge
abilities or enemy focus with Whirlywind.
Gives a large amount of % mana regeneration, but it gives little Intelligence.
For this reason, I usually avoid it, but it is a solid choice.
c. Big Items [ITEM3]
[ Rod of Atos ] 3,100 Gold
Extremely cost efficient item that gives tons of Intelligence and survivability
. Cripple has insane range, giant 60% slow and zero cast point/travel time, allo
wing you to start off ganks from huge
distances, keep attackers away, chase or run or simply kite forest creeps as the
cost is low and so is the cooldown. You can never go wrong with this item.
[ Orchid Malevolence ] 4,125 Gold
Fairly mediocre on Dragonus. He already has Ancient Seal and amplifying it will
generally just cause overkill. The item doesn't give that much Intelligence, gi
ving lots of attack speed and damage.
Especially during the buildup, as each stave only gives a medioce 6 Intelligence
. However, it does give mana regeneration %, which is great.
I can see it being situational against a silence vulnerable team (Storm, Qop, b
linkers, combo heroes etc.) but building quarterstaffs during buildup is pretty
sucky.
[ Bloodstone ] 5,050 Gold
An interesting item that allows Dragonus to be very tanky and never worry about
mana again. With the latest update, it's quite efficient without gaining any ch
arges.
Offers interesting utility, saving Dragonus respawn time and gold when he dies
as well as helping out his teammates. The option to suicide is quite handy as we
ll, if very situational.
The main draw of this item is it will let you cast Mystic Flares and Arcane Bolt
s without a second thought. Build Arcane Boots into a Soul Booster first, as Sou

l Booster gives % regeneration.


It does not give Dragonus any damage on auto attacks or magic, however, being ab
le to cast Mystic Flares whenever you want and more spells kind of does.
[ Necronomicon ] 2,700 Gold - 3,950 Gold - 5,200 Gold
An interesting choice on Dragonus. Gives a decent amount of Intelligence and mo
re importantly, Strength. Gives Dragonus movespeed as well as truesight at level
3.
This item allows Dragonus to kill multiple targets or manaburn an enemy. Mana B
urn can be amplified. If you buy it, you want to upgrade it to max.
Makes Dragonus a pushing threat. Concussive can help the demons converge on the
ir target. Makes enemy aoe'rs think twice.
Recently received quite a big buff in 6.78, giving them more resistance to magi
c and physical attacks.
[ Black King Bar ] 3,900 Gold
Gives zero interesting stats for Dragonus except for some Strength.
Generally, if magical threats are big, you want to try for other useful items l
ike Euls, Atos, or Sheep to avoid them.
But sometimes, you might simply have no choice but to go for a Black King Bar i
n order to nullify some heroes, such as Nyx Assasin or Clockwerk, if you cannot
normally.
[ Eye of Skadi ] 5,675 Gold
Gives a gigantic 725 hit points, as well as plenty of Intelligence and Mana. It
also gives agility/armor.
Frost Attack is great and even slows bkb units, keeping them away from you.
This item is quite great, but it suffers from a hard and mediocre build-up.
It will allow you to stay alive, boost your damage by quite a bit, hurt enemy p
hysical abilities, and more, like easier Roshans.
[ Scythe of Vyse ] 5,675 Gold
Sheep is blatantly strong when used on any hero, making them harmless. The high
percent mana regeneration should keep you high on mana for the rest of the game
.
Gives plenty of intelligence, but it's not as efficient as Rod of Atos or argua
bly Shiva's Guard. However, Scythe gives a good amount of health and some agilit
y as well.
[ Shiva's Guard ] 4,700 Gold
Against a physical attack item, this is a great choice, otherwise, the buildup
is quite mediocre. Arctic Blast can be amplified and deals damage. Gives plenty
of Intelligence.
[ Ethereal Blade ] 4,900 Gold

Amplifies your already amplified damage, allowing your Mystic Flare to deal rid
iculous damage. The agility is somewhat worthless,
but it gives armor and your damage is quite high late game in order to attack w
ith it.
You can use this as a kind of sheep to nullify a carry late game as well as pro
tect yourself against physical attacks. An early Ghost Scepter is fantastic.
[ Refresher Orb ] 5,300 Gold
Inefficent item that Dragonus can't use very well. Gives a piddly 6 Intelligenc
e. Gross.
d. Boots [ITEM4]
[ Power Treads ] 1,400 Gold
My boots of choice. Gives 8 Intelligence for additional Arcane Bolt shots and g
ives mana. The 8 intelligence allows for more % mana regeneration, unlike Arcane
Boots and adds magical damage to Arcane Bolt.
Gives 8 auto attack damage, and lets you get more from a Bottle. Auto attack spe
ed lets you deal more damage to enemies, towers, creeps, etc.
[ Phase Boots ] 1,350 Gold
A good choice, as it allows you to keep up with your enemies. However, it gives
no mana or spell efficiency. The buildup is somewhat mediocre.
[ Arcane Boots ] 1,450 Gold
A good choice, especially if you're doing something like building into a Bloods
tone. Grants allies mana. However, this adds no effects such as spell damage or
attack damage.
[ Tranquil Boots of Peace ] 975 Gold
An interesting choice, as Skywath is fast and tends to avoid damage... which ma
kes the regeneration questionable.
Offers no damage or magical damage/mana, but the high movement speed can make y
ou into a killer. Cheap.
[ Boots of Travel ] 2,450 Gold
A bit too expensive for an already fast hero that wants intelligence and mana.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[CHA4] Styles of Dragonus
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
" I am sworn to turn the tide where 'ere I can. "
a. Middle Lane Dragonus [DRA4]
To come

ab. Matchups [DRA5]


To come
b. Support Dragonus [DRA6]
To come
c. Roaming Dragonus [DRA7]
To come
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[CHA5] The Hall of Heroes
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CHA / Ultima_Weapon33 for writing this guide and being a Hero
Dragonus for being a fantastic hero
Valve for making DotA 2 an incredible game
Members of lota chat for mechanics confirmations such as FoxyAreku
The End
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