Created by Billum on 2008-11-27
Last modified: -
Viewed 125133 times
Launches a bloody hook at a unit or location. The hook will snag the first target it encounters, dealing pure damage then dragging the victim back to the Butcher.
Level 1 - Deals 90 damage and drags the victim to the Butcher.
Level 2 - Deals 180 damage and drags the victim to the Butcher.
Level 3 - Deals 270 damage and drags the victim to the Butcher.
Level 4 - Deals 360 damage and drags the victim to the Butcher.
• Damage type: pure
• Invisible units can be hooked. Damage is dealt but the ministun is not.
• Meat Hook can go through cliffs, trees, structures and siege creeps.
• The tip of the Meat Hook is what drags the units to the Butcher, so touching the Meat Hook in any other part than its tip will not trigger its effect.
• Meat Hook deals damage and a ministun to enemy units, effectively interrupting them. Allied units can be dragged too, but neither the damage nor the ministun will be dealt to them.
• Casting range: 550/700/850/1000
• Area of Effect: 125
Mana Cost: 110/120/130/140
Comment: A skill akin to Earthshaker's rupture. You cannot expect to hit a target by merely clicking on it. Precision and logic as well as a little luck are needed to master this ability.
Pudge releases the disease and filth inside of him, dealing intense damage and slowing surrounding enemies while hurting Pudge as well. Reduces enemy movement speed by 20%.
Level 1 - 35 damage per second.
Level 2 - 60 damage per second.
Level 3 - 85 damage per second.
Level 4 - 110 damage per second.
• Damage type: magical
• Rot can be activated while using Dismember without interrupting it.
• Deals damage and slows invisible units as well.
• If Pudge is silenced while Rot is activated, he will not be able to de-activate it until the silence wears off.
• Pudge can deny himself using this skill.
• Area of Effect: 250
• Duration: Until deactivated
Mana Cost: N/A
Comment: This is your primary source of damage after you have hooked and dismembered your target. Remember that this skill does damage to you as well so use it sparingly.
Pudge is made of innumerable rotting corpses, giving him extra protection against spells as well as the chance to add more to his bulk.
Level 1 - Gives Pudge 4% extra resistance to spells. +0.9 STR for hero kills.
Level 2 - Gives Pudge 8% extra resistance to spells. +1.2 STR for hero kills.
Level 3 - Gives Pudge 12% extra resistance to spells. +1.5 STR for hero kills.
Level 4 - Gives Pudge 16% extra resistance to spells. +1.8 STR for hero kills.
• Spell resistance stacks with that from items.
• Gains strength for enemy heroes that die nearby (450 AoE), or if Pudge kills them.
• Flesh Heap is retroactive (meaning it keeps track of your kills and is always updating your str based on your current level of flesh heap)
Mana Cost: N/A
Comment: A quality skill for bulking up and adding extra hitpoints. However the most important aspect in my opinion is the damage reduction that this skill gives you. Combined with other items this can significantly reduce the amount of damage you take from rot.
Chows down on a target, causing excruciating pain. Lasts 3 seconds.
Level 1 - 75 damage/second, 75 + 0.75x strength damage per second with Aghanim's Scepter.
Level 2 - 125 damage/second, 125 + 0.75x strength damage per second with Aghanim's Scepter.
Level 3 - 175 damage/second, 175 + 0.75x strength damage per second with Aghanim's Scepter.
• Damage type: magical
• Disable works on magic immune units, they will not take damage though.
• A unit affected by dismember will continue to be disabled and damaged even if it becomes invisible.
• Dismember is a channeling spell.
• Improved by Aghanim's Scepter to heal Pudge the same amount as it deals damage.
• Casting range: 160
Mana Cost: 100/130/170
Cooldown: 30 seconds
Comment: Fantastic skill for however you play Pudge. Can be used merely to hold an enemy in place while your allies blast him or for use in a solo kill to keep enemies in the range of rot.
Empty Bottle (600)
Restores 135 HP and 70 mana over 3 seconds. Effect ends if you take damage. When used, Magic Bottle 3/3 changes to 2/3, 2/3 changes to 1/3, and 1/3 changes to Empty Bottle. Can't be used when Empty Bottle. 0.5 second cooldown.
Active: Rune Capture
Stores a rune in an Empty Bottle. When a rune is used, this item is refilled to Magic Bottle 3/3. Stored runes are automatically used after 120 seconds. Can't be drop if it has a rune stored.
Note: This item is refilled to Magic Bottle 3/3 when near the fountain.
This is your constant companion through all of your adventures. It will restore your health and more critically your mana!
Boots of Speed (450)
50 Movement Speed
Note: Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
can be upgraded too Boots of Travel. My games usually dont last that long and I can find more interesting things to spend 2000 gold on than an upgrade to my boots.
Hood of Defiance (2125)
30% Spell Resistance
8 HP Regeneration
Planeswalker`s Cloak + Ring of Health + 2x Ring of Regeneration
Fantastic item, probably one of the most important in this build. Combined with your Flesh Heap ability this gives you 46% magic resistance, not to mention +8hps per sec!
Passive: Burn Damage
Deals 45 damage per second. 650 AoE.
Note: Clicking Radiance will toggle Burn Damage on and off.
Sacred Relic + Radiance Recipe Scroll
+damage helps take down larger enemies while rotting.
Heart of Tarrasque (5500)
Passive: Health Regeneration
Regenerates 2% of max health each second. Only regenerates health when the bearer has not taken damage from a player owned source or Roshan in the last 6 seconds (ranged) or 4 seconds (melee). Doesn't stack with itself.
Messerschmidt's Reaver + Vitality Booster + Heart of Tarrasque Recipe Scroll
Additional hitpoints and the added regeneration make you harder to kill and allow you to keep rot on for longer.
Boots of Travel (2500)
100 Movement Speed
- Teleports you to an allied non-hero unit or building
- Casting time: 3 seconds
- Manacost: 75 mana
- Cooldown: 60 seconds
- Shares cooldown with Scroll of Town Portal
Note: Movement speed bonus does not stack with Boots of Travel, Phase Boots, Power Treads, Tranquil Boots or Boots of Speed.
Double clicking teleports you to your fountain.
Boots of Speed + Boots of Travel Recipe Scroll
If you must....
**Early Game 1-7**
This guide is based upon the assumption that you will be playing a Public 5v5 game. With this in mind buy the Empty Bottle as your starting item.
Ahoy, and welcome to the game. Irregardless of what side you are aim for the mid. However if it is absolutely impossible to achieve a position in mid go for bottom if you are Sentinel and top if you are Scourge. These lanes give you the most space before the enemy towers.
*Note* I personally despise top with a passion because it has so few hooking spots that I can take advantage of easily. However if you feel at home up top go for it.
By standing in front of your creeps when they initially come out you can slow them and delay their entrance on to the battle field. The easiest place to start creep blocking is in front of your first tower. Stand in front of the creeps and walk forward. You can slow them by either pressing "H" and moving forward or by weaving back and forth in front of the creeps so they can't get by. Creep blocking allows your creeps to arrive in the fray later than your enemies creeps. This will allow the battle to move closer to your tower and allow it to damage the enemy creeps.
To begin with irregardless of what types of heroes you start against you will not be doing much until around level 6-7!
1 Melee: Its your lucky day. Deny as much as you can and go for the last hits. Attempt to smack around the opposing hero if he comes in range but don't expect to do huge damage.
1 Range: Tough luck but your still chill. Stay behind your melee creeps and watch for any movement forward. Deny as many creeps as possible while dodging his nukes. Make your priority denying creeps not getting money.
2 Melee: Meh its going to be rough but nothing you can't control. Make sure you stay far enough back that you aren't getting whacked on by their heroes. Deny creeps whenever you can and try to last hit. Make it your priority to stay in the lane until level 7 without jeopardizing your life. Watch out for ganks.
2 Range: Weaksauce you got screwed...Chill in the way back behind your ranged creep. Only go in for the deny if your feeling ballsy and I would forget about prioritizing the last hits because you will get harassed like non other. Watch their heroes for possible aggressive movements and at all costs watch out for ganks.
A final note on lane opponents: There is a trade off in ranged vs melee opponents. When you are against ranged opponents though you will not be able to deny and last hit as many creeps your opponents will be easier to kill when you hit level 7. When you are against melee opponents it will be easier to deny and last hit however they will be harder to kill due to their higher hit points at level 7.
*Note* Once you reach level 7 move around the lanes at your leisure hooking whoever is soloing or low on life.
Hooking Hoes Early Game:
If you are with an ally you can start hooking at level 3. Make sure your health is in fairly good condition before starting to hook. Move to a clear side of your lane and attempt to hook the enemy. (Level 3 is perhaps your best time to catch an enemy off guard because they won't be expecting you to try to hook yet). Once you have hooked them activate rot to slow them while your ally beats the tar out of them. If you are unable to kill them try to send them back to their base. The goal of the level 3 hook is to slow the opponents leveling if not directly killing them.
vs It has been debated in other Pudge Guides as to which is better the Empty Bottle or the Arcane Ring. I stand by PenguPenguin's analysis that if you are just starting to play Pudge then the Arcane Ring is better. However as you grow more skilled it is prudent to switch to the Empty bottle to save money. Also the bottle can be refilled by picking up runes which is an added bonus.