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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
[CHA2] Dragonus
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"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
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
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
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