Created by ReSpEcT on 2007-02-27
Last modified: -
Viewed 121903 times
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
Comment: Your bread and butter, get it from lvl 12-15 in the ideal situation. Anytime u feel that harassing would help , get a point of two in this in place of astral imprisonment . And if your team battles actually starts before u get to lvl 15(which shouldnt be the case) , pump this up at lvl 9/10 instead of stats.
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
Comment: your free modified version of eul, this combined with eul gives u the ability to effectivly disable 2 heroes at once , a useful thing for your team.
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
Comment: Like it or hate it, this is what makes the obsidian destroyer .Maxing this out is mandatory regardless of matchup. Scream, whine , beg and do whatever it takes to bring a spell caster with u during early game(or at least when u're lvl 7) and see your zeus spam his lightning like theres no tomorrow (i.e this aura also affects ur allies as well as yourself)
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.
• 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 *)
Mana Cost: 175/250/325
Comment: Personally, i dont like this ulti too much, get it at 6 11 16 if u like,But i personally prefer stats because obisidian is gonna get focused-fire every single game, and if you logically calculate it, your ultimate has a 200 seconds cooldown , means u get approximately 33.4% extra damage over 200 seconds period. Not worth it - imo, stats helps in spamming arcane orb.
Null Talisman (480)
Mantle of Intelligence + Circlet of Nobility + Null Talisman Recipe Scroll (145)
Null Talisman (480)
Mantle of Intelligence + Circlet of Nobility + Null Talisman Recipe Scroll (145)
Hand of Midas (1900)
30 Attack Speed
Kills a target non-hero non-ancient unit, giving bonus reliable gold. Gives 190 reliable gold (you do not get the normal creep bounty). Also gives 1.5 times the normal experience when used on a unit. 100 seconds cooldown.
Gloves of Haste + Hand of Midas Recipe Scroll
5 All Attributes
Passive: Mekansm Aura
4 HP regeneration. 500 AoE
Heals 250 HP and gives +2 armor in 750 AoE. Armor bonus lasts 25 seconds. Doesn't affect units that have been healed by any Restore in the last 25 seconds. 150 manacost. 45 seconds cooldown.
Headdress of Rejuvenation + Netherezim Buckler + Mekansm Recipe Scroll
5. Guinsoo`s Scythe of Vyse
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
(The item build that I posted above is for your general reference , in the strategy section, I’ll go into detail the various different build that you can go for)
(Note: Starting items are fine, get whatever suits you - i like chicken/circlet/tangos or mass gg brach/4 tangos , ROR/GG branch or Mass Tangos/Mass clarities – whatever that SUITS you . Just don’t get a boots of speed -
cause that makes you a noob)
Early Game Conduct:
During the early game, your job is to FARM. Scan it, photocopy it, stick it in front of your desktop, record it, tape it and get it into your head – FARM. No matter what your team mates tell you to do – apart from farming – kindly explain to them or if you are not free just ignore them . Obsidian DOES NOT GANK early game , because he has no slow, no stun , no nukes, no dps, no ias no NOTHING.
Disclaimer : If you do not like to farm-farm-farm, this hero is NOT for you. ßIt doesn’t matter whether you solo or not , make a informed TEAM decision which lane you are going, and whether you are soloà
Okay, now that you have acknowledged that you’re a farmer, start last hitting/denying effectively. If your opponent is skills dependent (i.e lich and the likes) , take last hits over denies , however if your opponent is a item dependent hero (i.e Troll Warlord and the likes) take denies over last hits. If you’re good, you should be able to deny and last hit together.
Going for early kill at lvl 6/7/8 : (added this just to make you happier using him)
Going for the kill at lvl 6 is highly possible with the obsidian destroyer against a low int hero. If you have been harassing consistently with imprisonment , effectively you have already + 12 int against your opponent - although in practice you most probably only have +8 advantage(+80 damage to ultimate) . Against a hero with a low base int and low hp (think sniper and the likes), look out for the time when the opponent gets careless (decent opponents will not let you in the area of 400 AOE within himself - he knows what you can do to him) , immdiately move BEHIND him and cast sanity eclipse , follow up with normal hits , if your astral imprisonment has cd-ed , imprison him again and move BEHIND him again, and the kill is in your pocket (somewhat).
This is very possible only if you take imprisonment/essence aura , because you need the extra disable to help you chase, this works especially well in the mid lane as the area for manuveur is much lesser compared to the other lanes.
Your main job however, is to FARM. If killing a hero will leave u with 2 hp and you go running for the fountain and back, please DO NOT do so. Farming, out-denying and out-microing your opponent is the best possible way to maximise your potential as a late gamer. Not rambo - at least not early game.
Astral Imprisonment : Proper Usage
I would like to elaborate a bit more on this awesome skill, firstly, it’s a free modified version of eul and it drains away 2 Int per second(lasting 60 seconds). This can effectively increase your base damage(hence making last hitting/denying – micro – easier) , lower your opponent’s mana pool(except per say naix, every other hero needs mana) and lower your opponent base’s damage by a significant bit if your opponent is INt based. This is a skill which I feel shouldn’t be skipped over anything as it’s the only form of lane control obsidian has , arcane orb is too expensive to be spammable. Below I offer you 2 builds which I frequently use, take either one that suits you better .
Build 1 : The Carry Build
This build revolves around your ability to boost your damage insanely , it is arcane-orb oriented and less eclipse-dependent. For early game your items should be…
Generally , you should be able to farm midas and boots of speed under 20 min, if you cant do that, please switch to the alternative build. Always get midas FIRST (a chicken will help), unless you're up against heroes that a difference of 50ms can mean life/death(i.e night stalker and the likes) , no hero can kill a competent obsidian destroyer. (thumbs up to astral imprisonment) I added tp's and tangos to the inventory(other than to make it look nicer) because i want to emphasis the usefulness of tp scrolls in helping you switch lanes to avoid ganks / save a team mate(thumbs up again to astral imprisonment) .
Please note that if you are solo-ing, midas should be obtained under 15 min (11th min is ideal case). Complete up your headress/bracer/boots/midas by the time you hit lvl 8 or so , headress is interchangable with ring of basillus depending on your lane mate (headress/basi combination). Again if you are solo, never mind the basillus . Build 2 : The Hybrid Build
This build generally focuses on mid game dominance instead of late-game carry . The general idea is to fully utilise the obsidian's skills as a TEAM player (particularly his ultimate) . If you intend to opt for this build, take sanity eclipse at every chance you have.
No i am not kidding, yes 4 null talisman boots and headress, please note that the combined cost is approximately that of a midas, BUT , it gives alot more than a midas, particularly the +24 int(one int less than mystic staff - so do not complain) , +12 agi (armor and IAS , whow) and +12 str (more hp, hooray) . Boots are a must(as usual) and headress/basi interchangable (as mentioned above).
Please note that regardless of the build you're going, your early game remains the SAME - FARM. i know some people is gonna go ga-ga saying , "how on earth do i farm 4 nulls a boots and headress by early game?" , that is why i stressed-and-stressed the importance of farming, its that important for any OD user. (and i am stressing it here again)