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how to counter a hero with a skadi?

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freakish_noob


First Blood Posts: 17 Joined: 14 Jan 2008 489 gold

how to counter a hero with a skadi?

Posted: Thu Jan 17, 2008 12:53 am

i always being pawned after my enemy bought a skadi wat can i do 2 countr skadi???

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tr3ncht0wn


Warnings : 4 Godlike Posts: 1251 Joined: 18 Feb 2007 33329 gold

what???

Posted: Thu Jan 17, 2008 2:01 am

you know, EoS is one of the most expensive items in Dota..

what it does is slow you, but it still depends on the hero you're up against and the hero you're using.. i can't give you the exact advice you need unless you give a certain example..

Although these might help:
Lothar's Edge - to turn invisible when you feel you don't have the chance to win in a certain situation
Blink Dagger - if you got slowed and want to retreat, then use this, this is better than Lothar's since invisibility can be countered with a gem

question here, if your opponent got skadi, then what did you get? you really need to give details..

Hopeful
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BenjaGm


First Blood Posts: 1 Joined: 27 May 2007 206 gold

Posted: Thu Jan 17, 2008 2:11 am

2 bashers... depending of the hero of course.

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freakish_noob


First Blood Posts: 17 Joined: 14 Jan 2008 489 gold

Posted: Thu Jan 17, 2008 2:18 am

i like 2 use axe, 2 me axe must not being slowed so i always got pawned if i solo my enemy ! can i use BkB??? or wat can i do???

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Cloudzstrife


Monster Kill Posts: 240 Joined: 27 Nov 2007 8013 gold

Posted: Thu Jan 17, 2008 2:24 am

Usually depends on the hero. Like if your fighting against say some int hero with skadi. Such as um lich. The best way is just to kill. Or get lothar's edge so that you can escape.
but if your against terrorblade with Skadi the best thing to do is to run.
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sigokil


Godlike Posts: 1026 Joined: 27 Jun 2007 0 gold

Posted: Fri Jan 18, 2008 6:19 am

The best thing is fight IMO. Usually, hero with skadi has so-so damage and aspd. If you have damage or lifesteal item, why don't you try to engage him.
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killmore


Warnings : 4 Godlike Posts: 1386 Joined: 07 Feb 2007 33145 gold

Posted: Fri Jan 18, 2008 6:47 am

Fight him.

Yeah, on your first time and you think you can own him even if he has Skadi then no worries.

Pawn him again next time.

If you can't then try to do another strategy.

On escaping, Lothar's and Blink is a handy tool.
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<killer_bakekang>


Warnings : 3 Godlike Posts: 1321 Joined: 12 Apr 2007 23003 gold

Posted: Fri Jan 18, 2008 11:19 am

prevent him/her in getting that item like killing him
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Counter_Force[X]


Available no more
Beyond Godlike Posts: 3140 Joined: 13 Aug 2007 63143 gold

Posted: Fri Jan 18, 2008 12:15 pm

Blink to escape slow
DPS to get the upper hand against skadi EHP bonuses
Or use terrorblade with skadi
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ianzin


Currently banned Killing Spree Posts: 54 Joined: 01 Jan 2008 1651 gold

Posted: Fri Jan 18, 2008 4:16 pm

it depends, depends very much
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agonndy


Killing Spree Posts: 69 Joined: 08 Aug 2007 2778 gold

Posted: Sat Jan 19, 2008 12:49 am

Well if your facing a range opponent then Lucifer's Doom will disable the cold orb. However, it won't disable the melee Skadi for some reason...

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mv20vm


Praetor Posts: 1948 Joined: 11 Apr 2007 56806 gold

Posted: Sat Jan 19, 2008 12:55 am

I think DOOM doesn't affect the orb items. Skadi Range is not an orb..
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caspian


Primarch Posts: 2253 Joined: 27 Mar 2007 60889 gold

Posted: Sat Jan 19, 2008 4:59 am

There are some orb effects Doom can disable and there are some it cannot. Melee Frost orb is one orb effect Doom cannot disable, while Eye of Skadi "ranged" can be disabled.
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Counter_Force[X]


Available no more
Beyond Godlike Posts: 3140 Joined: 13 Aug 2007 63143 gold

Posted: Sun Jan 20, 2008 3:46 am

here is what doom , well, dooms and don't
Doom disables: [XV]

* Any and all activatable item effects (cannot be used/"clicked")
* Critical Strikes (from all items and hero skills—no exceptions)
* Evasion (from all items and hero skills—this does not include dispersion or backtrack, which are not considered to be evasion)
*Note: Phantom Assassin will still appear blurred, but has no evasion under Doom.
* Passive Bash (from skills, forms, or bashers—does not include Greater Bash)
* Lifesteal (from items only, not including Unholy Rage (buff))
* %chance Proc'd damage (Maelstrom/Mjollnir/Mkb/Maim) – Will not fire chainlightning, mini-stun (and bonus damage), or maim
* Meepo’s Geostrike (for the Doomed Meepo only)
* Venomancer's Poison Sting
* Beastmaster's Pig's Poison Sting (doomed pig cannot psn targets)
* Beastmaster's Greater Scout Hawk's Passive Invis (invisibility is disabled if you doom the Scout)
* Ursa's passive Fury Swipes
* Silencer's Last Word - Even immediately after Dooming Silencer, you won't get silenced, but if a spell is cast while Silencer dies (even when still Doomed), it will silence
* Witch Doctor's Voodoo Restoration - When turned on, and Doomed: animation remains, but does not heal at all and cannot be turned off
* Stealth Assassin's Permanent Invisibility
* Feedback orb
* Antimage's Passive Mana Break orb
* Any and all consumables (entire Chimaera Roost/Graveyard shop)
* Gem of Truesight (Doomed player with Gem loses true sight)
* Splash Damage (from battlefury, Sven’s great cleave, or Magnataur’s Mighty Swing)
* Radiance's AoE (chance to miss + burning)
* Blocking damage (Vanguard, Stout shield, and Kraken's Passive melee reduction--it still removes buffs, and Doom)
* Picking up Runes
* Dropping items
* Picking up items
* Juggernaut's Blade Fury - Doom can be casted on Jugg during Bfury, and will end its duration on the spot
* Syllabear's Entangle
* Sniper's Headshot (passive +ministun/dmg)
* Dragon Knight's Elder Form 1 (Corrosive Breath) - DoT to towers does not work (20+dmg per second)
* Dragon Knight’s Elder Form 3 (Frost Effect) – Frost will not work on DK’s targets, or nearby hit targets from the splash (which still works)
* Drow's Marksmanship
* Broodmother's Incapacitating Bite
* Broodmother's Web (Invisibility) - Doomed Broodmother inside the web is still visible
* Medusa's Splitshot
* Eye of Skadi "Ranged" (cold orb) - as opposed to Eye of Skadi "Melee", which is not disabled under Doom
* Lord Avernus' Frostmourne
* Nerubian Weaver's Germinate Attack
* Leviathan's Anchor Smash
* Revenant's Storm Seeker (ultimate)
* Sand King's Sandstorm - Rendered visibile and sand storm ends on the spot
* Sand King's Caustic Finale
* Sand King's Epicenter - stops its channeling
* Prophet's Teleportation - stops its channeling
* Sniper's Assassinate - stops its channeling
* Potm's Moonlight Shadow (global invis) - stops its channeling and/or heroes that have gone fully invisible
* Tormented Soul's Pulse Nova (recoded) - It now stops dealing damage, but will still drain mana and show the animation. It cannot be turned off while Doomed. It will end if TS' mana reaches zero.
* Storm Spirit's Electric Rave - the IAS is completely disabled and mana still gets drained
* Storm Spirit's Barrier - barrier will not block doom's damage, but doom does not disable the ability. Many DoT's work against barrier.
* Puck's Phase Shift (on autocast) - Even if Phase Shift is on autocast, Doom will go through immediately, phase will not trigger, and will be disabled for Doom's duration.
* Puck's Ethereal Jaunt (blink to Illusory Orb) - Disabled while Doomed. Can't blink to his orb even though iit's released.
* Obtaining new skills - If you level while doomed, you cannot enter your skills tree and increase a skill's level

Doom does not disable: [XVI]

* N'aix's Feast (triggered lifesteal)
* N'aix's Rage (passive AS/Spell immunity) -- Still goes through and damages Naix, along with silences.
* Regeneration from items
* Eye of Skadi "Melee" (cold orb) - as opposed to Eye of Skadi "Ranged", which is disabled under Doom
* Blademail's damage return
* Bloodseeker's passive skill Blood Bath
* Bloodseeker's Thirst - can trigger under Doom before heroes have fallen below 40%, and remain on after
* Enchantress' Ult Untouchable
* Stealth Assassin's Backstab
* Spiritbreaker's Greather Bash
* Spiritbreaker's Charge - will not cancel the charge, or disable the stun/vision on his target
* King Leoric's Reincarnate
* Stygian Desolator orb (-armor attack)
* Antimage's Spell Shield (Spell reduction)
* Any kind of +stat, +dmg, +hp/mana, ias, ims, or regen
* Any type of buff
* Unholy Rage (active Satanic ability) - This is a buff granting 15% extra lifesteal that will work if on, even though Satanic's passive 25% is disabled.
* Twin head's Auto Fire (passive fire attack)
* Juggernaut's Healing Ward
* Sylla's Synergy
* Syllabear's Demolish (+dmg vs. structure) – doesn’t actually work ever
* Phantom Lancer's Juxtapose (Hero's passive creation of images--Doomed Lancer can create more images)
* Phantom Lancer's Phantom Edge (Images' ability to passively create images--Doomed images can create more images)
* Tiny's Craggy Exterior (passive bash to melee attackers)
* Tiny's Growth (passive movespeed and +base dmg)
* Alchemist's Goblin Greed (still works and stacks)
* Alchemist's Chemical Rage (+hp, +hp regen, +AS)
* Luna's Glaive
* Sniper's Take Aim (passive range increase)
* Beastmaster's Beast Rage (passive ias bonus per attack on same unit)
* Bristleback's Bristleback (dmg reduced if Doom is facing his back, and not reduced if Bristle is facing direction opposite of Doom's direction)
* Bristleback's Bristleback (Auto-Quill Fire) - Quills obviously cannot be manually casted under doom, but will fire per every 200dmg dealt to Bristle
* Panda's Primal Split Pandas - none of the 3 summoned pandas can be Doomed
* Bounty Hunter's Windwalk Backstab - +Dmg attacking out of WW not disabled
* Bounty Hunter's Track (Vision) - Track still gives vision even if Bher is doomed (and truesight)
* Dragon Knight's Dragon Blood - regen and armor work fine
* Dragon Knight's Elder Dragon Forms 2 & 3 (Splash) - Dragon2 and Dragon3 work (Frost Effect on Dragon3 does not work, only the splash damage)
* Omniknight's Repel - Damage is dealt, but does not remove Repel (magic immunity)
* Omniknight's Guardian - Damage is dealt, but does not remove the 25hp/sec regen and 1000+ Armor (the regen severely lowers Doom's DoT)
* Tormented Soul's Diabolic Edict - Damage is dealt and follows the TS as it normally would
* Broodmother's Web (Movespeed/Regen bonus) - Still present, but no longer invisible
* Medusa's Mana Shield - Specific mechanics towards damage dealt: http://forums.dota-allstars.com/index.php?...=100620&hl=
* Treant's Eyes of the Forest - Doomed Treant still has sight+true sight of units nearby Eyes
* Treant's Nature's Guise - Doomed Treant is not turned visible--if Treant leaves the range of a Truesighting unit, while near trees, he will not be seen
* Nerubian Assassin's Spiky Carpace - Damage return and Armor still works
* Nerubian Assassin's Vendetta (Invisibility and Backstab) - the extra "exiting-invis" dmg still works, and NA is not rendered visible via Doom
* Invisibility from Lothars - Use Truesight to Doom a char that is Invis via Lothars, remove the Truesight, and you will no longer have vision of that unit
* Axe's Counter Helix
* Viper's Corrosive Skin (poisons and reduces magic as normally)
* Nerubian Weaver's Shukuchi (Movespeed+ and invisibility)
* Clinkz' Wind Walk (+Movespeed and Invisibility)
* Spectre's Desolate
* Spectre's Dagger (collision size) - still able to walk over cliffs and such
* Spectre's Dispersion - can avoid doom's dmg each second, return it, and mini-stun
* Void's Backtrack - can avoid doom's dmg each second
* Pudge's Flesh Heap - spell resistance and str gain from kills still work
* Pudge's Rot - still deals dmg, slows, but cannot be turned off and deals huge self-damage during doom
* Shadow Fiend's Necromastery
* Necrolic's Gravekeeper Cloak (dmg return) - Returns Doom's dmg, and any other sources
* Pugna's Decrepify (spell dmg+) - Increases Doom's dmg by 44%, calculated after hero resistance, during decrepify's duration
* Morphling's Replication (image a hero) - Morph can still swap into the Doomed image, and the img has 25% spell resistance
* Morphling’s Morph (agi/str swap) - If this was turned on after being hit by Doom, stats will continue to swap, but cannot be turned off. It will stop swapping if Morph's mana reaches zero.
* Centaur's Great Fortitude (passive str+)
* Obsidian's Astral Imprisonment (intelligence absorption) - gained Int on Obsid and lost int on targets is not reset by dooming Obsidian
* Meepos - Dooming one Meepo will only disable that Meepo's skills - All other Meepos can still Geostrike, Earthbind, and Poof to each other and the Doomed Meepo. Non-Doomed Meepos can still level up skills, for all Meepos, if you level when Doomed.
* Storm Spirit's Overload - does not disable the ability to fire ready overloads, charge them up, etc. Works fine.
* Templar Assassin's Refraction (+Dmg and Instance Immunity) - the damage bonus remains, and she will potentially block 6 ticks/secs of Doom's damage
* Templar Assassin's Meld (invis and -Armor) - Doom will not reveal TA or disable her opening attack that deals bonus damage/negative armor
* Templar Assassin's Psi Blades (range and spill attack) - still has increased range and line splash attack
* Templar Assassin's Trap Detonation (per trap) - she can still detonate traps, using the trap's own detonate button, but not with her in-hero skill.
* Sacred Warrior's Inner Vitality (Heal below 40% and above) - both work to their complete potential under Doom
* Sacred Warrior's Berserker Blood (+IAS and +Dmg) - both work fine and increase under Doom as SW loses hp%
* Bloodstone - None of Bloodstone's special death effects are hindered by Dooming the carrier.
* Auras - does not remove or hamper any auras (hero or item based)


credits goes to Guyoverthere07 and his great DB guide
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jjshen


Mega Kill Posts: 534 Joined: 19 Jun 2007 15526 gold

Posted: Sun Jan 20, 2008 3:13 pm

out damage the guy with the EoS. Especially if thats all he has.

25 to all stats may seem like alot but ifyou think about it. how many times have you seen a Centaur warchief with 1-2 hearts get taken down with lots of crit. 25 strength adds enough health but unless you're on the offensive for most of the game, then that extra 475 health won't make a huge difference.

I think eye is good 2nd or 3rd item.

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