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Harbinger - Obsidian Destroyer

Harbinger - Obsidian Destroyer
Harbinger - Obsidian Destroyer
Range: 450 | Move Speed: 300
Primary: INT
Str: 19 + 1.85 | Agi: 24 + 2.0 | Int: 26 + 3.3
Damage: 49 - 64 | HP: 511 | Mana: 338
HP Regen: 0.82 | Mana Regen: 1.05
Attack Speed: 0.73 | Armor: 4
An obsidian construct brought to life through the ill conceived necromancy of the Lich King, Harbinger craves magic to make up for the emptiness brought on by the incomplete nature of its summoning. Ironically however, to devour the magic that it so desires, Harbinger must tap into his own pool of mana time and time again, expending to the point where it ends up with even less than it began with. Yet despite this, the Obsidian Destroyer is a proud servant of the Undead Scourge, and takes great pleasure in annihilating the foolish Sentinels it encounters through psionic exploitation.
Arcane Orb Arcane Orb (R)
Gives the Destroyer extra power to damage his enemies based on his remaining mana pool. Damage type is pure.
Level 1 - Deals 6% of your current remaining mana. Deals 100 bonus damage to illusions and summoned units.
Level 2 - Deals 7% of your current remaining mana. Deals 200 bonus damage to illusions and summoned units.
Level 3 - Deals 8% of your current remaining mana. Deals 300 bonus damage to illusions and summoned units.
Level 4 - Deals 9% of your current remaining mana. Deals 400 bonus damage to illusions and summoned units.
Damage type: pure
The damage is calculated after the mana cost is spent.
Does not stack with orb effects and buff placers.
Casting range: 450
Mana Cost: 100
Cooldown: 0 Seconds

Astral Imprisonment Astral Imprisonment (T)
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.
Level 1 - Banished for 1 second. 2 Int exchange.
Level 2 - Banished for 2 second. 4 Int exchange.
Level 3 - Banished for 3 second. 6 Int exchange.
Level 4 - Banished for 4 second. 8 Int exchange.
When cast on an ally, no intelligence is stolen and vision is not removed.
Imprisoned units are hidden and invulnerable, but do not lose their vision of the surrounding area.
Casting range: 550
Mana Cost: 120/140/160/180
Cooldown: 18/16/14/12
Essence Aura Essence Aura (E)
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.
Level 1 - 10% chance to restore. Increases base mana by 75.
Level 2 - 20% chance to restore. Increases base mana by 150.
Level 3 - 30% chance to restore. Increases base mana by 225.
Level 4 - 40% chance to restore. Increases base mana by 300.
When autocasting Arcane Orb, the chance to restore mana is reduced to 5%/10%/15%/20%.
If Arcane Orb is cast manually it has the regular 10%/20%/30%/40% chance for mana restoration.
Several skills with no cooldown (such as the Storm Spirit's Ball Lightning) and toggled spells (such as the Witch Doctor's Voodoo Restoration) cannot trigger Essence Aura.
Area of Effect: 1000
Mana Cost: N/A
Cooldown: N/A
Sanity`s Eclipse Sanity`s Eclipse (C)
The Obsidian Destroyer unleashes his full potential; his mind unleashes a psionic storm able to penetrate lesser minds with terminal force, dealing massive damage to them. More crafty minds are able to resist most of the damage, but they expend most of their energies to do so, losing 75% of their mana. Heroes with more intelligence than the Destroyer are unaffected.
Level 1 - Deals damage equal to 8x (9x*) the difference between the heroes intelligence and Destroyer's intelligence.
Level 2 - Deals damage equal to 9x (10x*) the difference between the heroes intelligence and Destroyer's intelligence.
Level 3 - Deals damage equal to 10x (11x*) the difference between the heroes intelligence and Destroyer's intelligence.
Mana Cost: 175/250/325
Cooldown: 160
Damage type: magical
Does not affect units under the effect of Astral Imprisonment.
If an enemy hero takes less than 80/270/500 damage (at levels 1/2/3), he will lose 75% of his current mana.
Casting range: 600/650/700
Area of Effect: 400/500/600 (700/750/800*)
Aghanim's Scepter improves damage and casting range (denoted by *)

Strategy Guides:

Harbinger of Death posted by tarheelfan83 on 2007-05-29
Obsidian Destroyer posted by ReSpEcT on 2007-02-27


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516 By neimi 2011-05-05

its cd is removed. theres no reason to lvl it up more than once early...

if your maxing astral then an ulti at lvl 6 will deal alot of dmg.

astral gives more dmg than orb at early lvls. it also removes youe enemy's max mana. meaning less spells.
if you spam it on a hero like nevermore, at lvl 5 he will only be able to use 1 raze. and that is at about 80% of his full mana

515 By The Guardian Angel 2011-05-05

Ulti at level 11 onwards is fine. I always get Astral quickly since the CD on arcane was removed.

514 By neimi 2011-05-05

arcane boot rush is a very bad rush.
arcane boot is a very bad item on OD anyway.
treads are better.
and why doesnt anyone lvlup astral imprisonment before orb or aura?
orb has 0 sec cd at lvl 1, so one lvl should suffice.
aura scales better than orb.
astral improsinment is your lane control spell and disable.
ulti shouldnt be always skipped.depending on the enemy hero ofc.

513 By The Guardian Angel 2011-05-05

Actually Soul booster does give Excellent regen now. Also, Buying Int items will scale well till late and also give you mana. Int > mana.
What ever the cause be, You never Leave arcane orb on Auto cast. Orb walk properly. Unless you have like 100% IAS.

512 By Annmaria 2011-05-05

IMO u dont realy need arcane boots..pt is a lot better choice for me.i always get pt and 2 nulls on him.then farm for void stone.by the time getting void,i would be around level 9 with level 3 essence aura..can start auto cast arcane orb..always work for me.

511 By slyfe 2011-04-13

The problem is regen you have need to constantly buy regen items and with just one salve you're pretty much dead and even with vitality booster that's 1.1k how are you going to farm that if all you have is arcane boots you will just be harassed to death you should at least get a bottle and some nulls.

510 By Soxad 2011-04-13

I've found a better modification; instead of farming for mystic after getting arcane boots go for a soul booster- since youre not going to be using ulti you don't really need to stack int yet, max mana will scale better for you in terms of dps- i usually get the energy booster first for max harass, but if youre concerned about nukes you can get point/vitality booster. By the time you have soul booster farming will be ez mode and you have a nice beefy hero, much safer from nukes

509 By The Guardian Angel 2011-04-13

@507, Thats unlimited mana, not unlimited hp. What the hell do you do when someone kicks back?

508 By Zxcvbnm11592 2011-04-13

@507
Cool story bro.

507 By Soxad 2011-04-13

Yoo this just in i made a killer build, for initial items go either 1 salve and BoS or just 1 salve (you'll see why in just a second) then go for energy booster & arcane boots, skilling only astral orb and essence aura until level 8 to 4/4 (yeah, skip the ulti) at which point you can farm for a mystic staff- the point of this build is to get infinite mana by the time you get arcane boots and harass enemy w/ orb & high dps at a very early level w/ infinite mana, i find it catches many off guard

506 By nooblet_pwner 2011-01-06

the INT loss really messes up your lane opponent if you're mid (i hope you are), cuz most will rely on casting spells (SF, Zeus, Storm, etc.). In turn, it sets up for your ultimate (crazy INT diff now) and your orb (crazy INT = manapool). there are many more benefits, and you will realize that once you start doing it.

@504
cuz people are just gonna watch you whack them with +200 pure damage. thats gonna happen. ROFLZAPZAPBOOMINSTAGIBBED, or BLINKBKBULTIMATEINSTAGIBBED, or STUNSTUNSTUNSTUNDEAD.

505 By nooblet_pwner 2011-01-06

@503
Max orb cuz it gives 50 damage and thats so epic. /end sarcasm
maxing astral imprisonment gives you INSANE lane control, arguably the best in the game. stealing 2/4/6/8 INT every time its on cooldown will make your opponent a retard and you a genius. This will increase your damage as well. If the opponent is also INT, you can easily get a 20+ damage advantage. MUST spam it, so if you run out of mana get CLARITIES. If you lose the INT, most mid solos will get back at you (the crazy comboers)

504 By XvnFedEX 2011-01-02

My build:
- PT (int)
- Hex
- Shiva
- 3 more mystic if you can farm those.

503 By Pro-con 2011-01-01

TY. Do you only get Orb at lvl 10? Not before?

502 By Zxcvbnm11592 2011-01-01

@ 500
Not exactly initiation, but IMO it should be the first thing you do when you enter the fight, it takes out a lot of mana on those annoying ints.

@501
Max Astral Imprisonment by 7, Ulti whenever possible, Essence Aura second and Astral Orb by 14. Stats obviously fill in the missing places.

501 By Pro-con 2011-01-01

Euls is almost useless on him... Your better off with nulls and then the bigger situational items.

- PT(str)
- 3xNulls
Then the situationals
- Ulti Stick / if theres low int heros
- Shiva's / for team clash
- Sheep Stick / for a disable

I enjoy Ulti Stick as its a nice early-mid game item to aim for.

I need help with the skill build. Whats the best skill build?

500 By Drag00nSoul 2011-01-01

would using his ulti be better as an initiator or better for finishing?

499 By Ne0aly 2010-11-19

OD take out the nerds' mana while killing the retards, AM void the nerds, right?

498 By AllLeftBroken 2010-11-19

What he mean is if they both are in the same team,and OD can kill off the low int heroes,while AM take out the high int ones,considering they have high mana,therefore more damage with void if there are at 0 mana.

497 By 7Heaven 2010-11-19

@ acetrainerzx

It doesn't work like that.Harbinger does damage based on the difference in intelligence between him and enemy heroes.Magina burns mana,it doesn't affect intelligence.If you're saying to use their two ultis in tandem,pretty good idea but for it to work the enemies must be REALLY clusttered together-and if it doesn't work,considering that both are paper..

Good with Obsidian would be Slark,Nortrom etc(they steal Intelligence)


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