Rhasta - Shadow Shaman
Created by Counter_Force[X] on 2009-12-18
Last modified: -
Viewed 135187 times
Calls forth a cone of lightning, hitting multiple enemy units for damage.
Level 1 - 140 damage to 1 targets.
Level 2 - 200 damage to 3 targets.
Level 3 - 260 damage to 5 targets.
Level 4 - 320 damage to 7 targets.
• Damage type: magical
• Casting range: 600
• Area of Effect: 200
Mana Cost: 95/105/135/160
Cooldown: 8 Seconds
Comment: Rhasta's nuke; can be used to push or to damage heroes. Fairly powerful but highly demanding.
Transforms an enemy unit into a random critter, disabling special abilities.
Level 1 - Lasts 1.25 seconds.
Level 2 - Lasts 2 seconds.
Level 3 - Lasts 2.75 seconds.
Level 4 - Lasts 3.5 seconds.
• If the target is an illusion, it will be instantly destroyed.
• The hexed target will have a base movespeed of 100.
• Hex disables damage block and evasion.
• Casting range: 500
Mana Cost: 110/140/170/200
Comment: Rhasta's safest mode of disable. Very powerful in ganks thanks to cast range advantage compared to Shackle, and powerful against evasion/block carries.
Magically binds a target enemy, so that it cannot move or attack and deals 40 damage per second.
Level 1 - Lasts 2.5 seconds.
Level 2 - Lasts 3.25 seconds.
Level 3 - Lasts 4 seconds.
Level 4 - Lasts 4.75 seconds.
• Damage type: magical
• Shackles is a channeling spell.
• Casting range: 400
Mana Cost: 110/130/155/185
Comment: Rhasta's main early game combo skill. Lasts very long but puts yourself in danger. Viable to max early if the enemy team lacks stuns and AoE's.
Summons 8 immobile serpentine wards to attack enemies. The wards last 45 seconds and are immune to magic.
Level 1 - Summons 8 Serpent Wards, which have 39 - 43 (53-59 *) damage.
Level 2 - Summons 8 Serpent Wards, which have 54 - 58 (74-79 *) damage.
Level 3 - Summons 8 Serpent Wards, which have 69 - 73 (94-100 *) damage.
• Serpent Wards deal piercing damage.
• Serpent Wards have splash damage.
• Can be improved by Aghanim's Scepter (* shows the improved values).
Mana Cost: 200/350/600
Comment: Rhasta's ultimate; a very powerful damage dealing skill that doesn't get weak for pushing even when the game stretches. Very powerful when combined with mass disables.
Skill Build:1. Hero Shackles
3. Ether Shock
4. Ether Shock
5. Ether Shock
6. Mass Serpent Ward
7. Ether Shock
11. Mass Serpent Ward
12. Hero Shackles
13. Hero Shackles
14. Hero Shackles
16. Mass Serpent Ward
Magic Wand (509)
3 All Atributes
Active: Energy Charge
- Restores 15 HP and mana for each charge.
Note: Gains 1 charge every time an enemy unit casts an ability in a 1200 AoE that is not in the fog of war
Maximum of 15 charges
Certain abilities, such as arrow abilities (Frost Arrow, Poison Attack) and item abilities, will not add a charge
Does not lose charges when upgrading from Magic Stick
Magic Stick + 3x Ironwood Branch + Magic Wand Recipe Scroll
Provides reliable HP and MP for a cheap price. The active is very convenient for prolonged ganking sprees.
Gauntlets of Ogre Strength + Circlet of Nobility + Bracer Recipe Scroll
Gives you extra HP to tolerate with more beatings. Get 1-2 of these based on your preference.
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.
Whatever you upgrade it into is up to your choice. I prefer Travels for instant mobility.
This guide is concise; there is no wall of text until the next update.
I believe that, in any guides it's the replays that really matters. You don't need cool pictures or moving stuffs; only homosexuals over decorate things up.
http://www.dotastrategy.com/forum/ftopic25590.html - Rhasta by Fnatic.Kwom. One of the best replays ever.
http://www.dotastrategy.com/forum/ftopic25062.html - Rhasta by me. Details in the thread. I played decently,
and no obvious suckers on the other team for game 1.
If you're on the rush and wanted a quick learn, simply skim through the guides and pay attention to bolds and pictures. If some of the text enters the black region, highlight to read.
Rhasta – Shadow Shaman
Rhasta is one of the earliest heroes in the pool. He was neglected for almost his whole presence, until the 6.52e which observed little use. The abrupt change in metagame in 6.57 led to what has been a permanent ban on him in most occasions.
The evolution from being a pub skillpick to a must-ban made him one of the most discussed heroes along with Abaddon and Dazzle. Leaguers describe his notoriety as being a ‘prick’ and he was termed as an ‘annoyance ban’. Some even say he’s overpowered.
Rhasta’s prowess lies in his capability to squeeze into virtually any type of strategy that can be put to play, and he’s capable of leading massive comebacks with decent supporting heroes; a case observed true in many games.
Rhasta has an amazingly passive skillset for active spells. 3 of his spells are instant, and one of them is progressive. Rhasta is one of the few to have in-built disables as well as reliable damage outputs. The combination of the 2 as well as his spell’s ‘throw’ requirements makes him hard to overcome unless a hero posses matching outstanding abilities as well. His skills are also easily cycled; this gives him an amazingly aggressive play potential.
But just as any creation, he has to be balanced; at least a bit. Rhasta’s weaknesses can be defined through his spatial control lacking; most of his spells have low cast range, and this impedes him from having strong direct synergy/combo and the task he carries in team battles is further burdened by this. He is slow, he is weak and he is a liability when he dies first.
I term Rhasta as a carry. You do not need to oppose this; I don't care if you do. But Rhasta is a different type of carry. Your abilities do not progress to the better exponentially when you farm, neither does your usability. So the obvious difference between you and Mortred as a carry is, you don’t need to farm, you don’t need to compete for creeps. In other words, you’re a stronger pick. But the same applies to both of you; you should not die before you do anything significant.
For explanation of mechanics and additional effects, go here:
This is a direct 300 damage nuke with little to say. The initial cast range is low, but it can hit units
beyond the main target in an acute vision angle as long as they’re not too far, and the forks aren’t
The main target is Krobelus; I casted Ether at max range. The jump range might not be maximum,
The main target is Krobelus; I casted Ether at max range. The jump range might not be maximum,
but don't gamble that far.
but don't gamble that far.
There isn’t much variety of applicable use; the AoE is useful to harass-farm in lanes, push, you can use it to soften heroes up, or scare them off. When using it to hit multiple heroes, make sure there aren't too many creeps around or they'll absorb it.
Do not spam this skill; your mana pool can not support the torment when you do. Before using it, factor and abuse every single advantage. Make sure you hit as much as hero possible or kill 2-3 creeps when harassing a single hero.
This would probably be your most used skill. The requirements are cheap; you can use it multiple times in lanes but the effects are astounding. It’s a very powerful spell overall, low cooldown but over-average duration. This skill makes you a powerful laning asset.
There’s little to explain about this spell. 400 cast range. Use it to allows allies/wards to attack, use it to cancel channeling spells or to save an ally, use it to buy time so that allies can set up their skills(Elune’s Arrow, torrent, LSA) or to allow them to catch up; you get the idea. Less obvious use, to disable a single hero to refresh dagger and escape.
Shackles are a very risky spell to level up. It disables a hero and you as well, making you prone to attacks or stuns. Do not compare it to Atropos; his is a nuke, it goes through immunity and he has a heal. Also, if you cast shackles on an invisible unit/unit that just went under windwalk, he will fade. So you need to get true sight against these heroes.
This will be your main mode of disable in large clashes and as the game progress. Voodoo is easier to use, and the cast range is slightly greater than shackles(500). Voodoo also grants greater usability of your wards; it provides you with time to well place it, or set up a ward trap. Taking Voodoo early also gives you 2 ways to cancel a teleport. It is also more reliable for save purposes than shackles.
Mass Serpent Wards
This is where you derive your powerhouse value. The skill has a very notable damage output even late game as long as the skillplay of both team are balanced. The serpents also cluster close to each other, causing a cumulative effect similar to a large blockade; a property you can abuse. Here are the main ways to utilize the wards:
1) Trap, using a target’s collision size to prevent the wards from spawning and a fill circle. You can do this by estimating his position in a split second, and casting the spell there, or you can buy a Eul which almost gives you a sure ward trap. What will happen is, it will encircle them, prohibiting movement and thus functioning as a very long duration disable. But this isn’t really an important skill play; spending so much on a single maneuver is overkill(Building Euls for this single purpose, and then knowing Phase Boots can go through wards), and is risky as it promotes solo ganking. The tactic is ‘epic’, but not really important as a focus. You just need to know how to pull one out manually just in case; it could prematurely kill a hero. Knowing on how to use ward-trap(without Euls) separates good players from the bad one. The following video demonstrates on how to do a ward trap. Basically, just click-place the wards in the hero's center(aim a bit ahead on mobile heroes) and place the wards there. Slows/disables helps you to do this.
This is the max cast range of the wards(Tiny's center), and this is what happens when you
cast wards exactly at the middle of a hero. Probability of failing exist and is high, so you
need to aim a bit against moving/large targets.
2) Block, a simple trap innovation. To make it simple, you use the ward’s large total collision size to narrow down or even close a path. This can slow down enemy reinforcements in team battles, or limit the escape route for enemies. Or if an enemy tries to juke you, chase him in and use it to block him when he’s cornered.
3) Smash, the basic use of wards – deploying it in team battles for maximum damage output. The problem is that most players do not have a general idea on how to do a well placed ward. An AoE stun is a great help in term of placement, or you can use Voodoo. Make sure it can hit a hero as long as possible(place it near a hero or as much as heroes possible), and make sure there’s something to tank damage as the wards die easily/synergy with disables. When raiding towers, wait till the tower engages a creep, place it close to the tower and kill the enemy creeps first so that your’s won’t focus them.
Minor notes, after summoning them, make sure they hit the desired target. Double-click one of them after casting it to go to full units control, and then attack your target. Voodoo/Shackles gives you a huge window to pull this out, and it isn’t hard either.
All of your skills are very demanding in nature. They consume a lot of mana and are hard to use if you lack initiation power or surprise. Proper use is a must so that you won’t be stuck in a sticky situation. Try not to spam Ether or use it to KS, it will likely to deplete your pool. Do not chain disables recklessly; wait until the previous disable is dying out before using another to achieve higher cumulated duration. Do not attract unnecessary attention before using your spell(engaging with physical attacks that attracts creeps), creeps might block you, and you’ll receive unwanted damage especially when using shackles. Always monitor the area for any incoming dangers and use/break your spells when in favor.
Time will come in battles/ganks where you’ll need to disable 2 heroes at will; 2 powerful heroes. You need to be fast with your spells, throw wards(if necessary) and quickly hex a target followed by another target. Prioritize the strongest target and spend the disable with the longer duration on him(based on current spell progression).
Before we start, I would like to highlight that Rhasta’s skill build is fluid; there is no defined system of what spells to level up first(with exception to ether-stats). The ones I’m showing is mainly my preference.
[1-5] – Shackles-Voodoo-3xEther Shock
This skill build is the best in most standard laning phase. Shackles allow you to combo up, and help you establish level 1 lane control if necessary/possible. Level 2, Voodoo is better than Ether Shock, and I don’t max shackles over the other as it makes me sit duck for 5 seconds. Maxing Ether Shock first is the better way to play; it gives you damage output and a strong pusher basis.
[6-10] – Serpent Wars-Ether Shock-3xVoodoo
Do not be obsessed with the ability to take ultimates at level 6. It is not a mandate, and I’m putting it there just to note you should take 1 level of it early along level 6-10. When to take, it or whether to max it depends on your playstyle and preferences. Maxing Voodoo first before wards can help you to gank more consistently.
[11-16] – Serpent Wards-3xShackles-Stats-Serpent Wards
Maxing wards as I had put it, is on your preference. You might not find the increase to mana pool convenient as it might strain the use of other spells. Maxed wards give you better teambattle contribution, relevant to this game stage. But if your team has too much damage output, then it might not be different anyway.
You might question my skill build, that it(voodoo) consumes a lot of mana. My reasoning is simple; I never had problems with it, unless I use them for the wrong purposes such as spamming Ether or using wards recklessly, or I rush bad items. Rhasta's pool is quite big, and as long as you have something to back it up, you should be fine.
Whatever you buy early is up to your perception of the game(your picks and theirs, possible strategy). Generally a good item gives you boost to many aspects for a very cheap price, essentially what branches do. Magic Stick is a powerful item against spell-based lanes and it can be upgraded using branches. Tangos are better than Salve as it does not mandate you to stay in full safety which usually causes you to miss experience and gold. Clarities are good if you plan to play an early nuke-based tag as it allows you to be aggressive for a longer run. You can also buy a chicken if nobody on your team is.
3xBranches+Magic Stick+2xTango+Clarity Potion = 589gold
After the laning phase, you should focus on improving you HP and MP. Fill your slots with mobility and survival items. Always having 1-2 salves always allows you to gank longer or helps you to replenish HP before helping in a gank again. Magic Wand is a great item; it topples most items as firstcore. Bottle is rather situational; Rhasta only makes use of the haste, regeneration and invisibility rune. To be more exact, it's up to your preferences.
Boots of Speed+Magic Wand+2xTeleportation Scrolls+2xSalve+Bracer = 1494gold
Items after the cores should be focused on improving your mobility and spatial control, or to improve your gameplay strategy/counter certain heroes.
Dagger is a strong item in all occasion; it’s a quick fix to your initiation purpose and can heavily increase your ganking capabilities. You need to be quick, smart and careful however. It works well with every single logical item build you can think of on Rhasta.
Eul’s is what I call ‘the Jack of all trades’. It doesn’t give you anything splendid but it improves your status in many ways notably, and the price is rather cheap. It also allows you to evade targeted spells with projectiles(cast it on yourself). I would recommend this in little situations, but it is a strong item rushed.
Guinsoo is a heavy counter item, useful against well-farmed or hard-to-kill carries. It has an amazing cast range of 800, allowing you to easily take down any hero when paired with your other sets of disables. It increases your full disable duration to 12 seconds and allows you to disable 3 heroes in battles. The problem with it is, you can’t seem to rush it properly. I would highly suggest a dagger beforehand.
Necronomicon is a decent item; I won’t go far from that. While the idea of having 2 minions beating your enemy up is great, it encourages solo ganking and the stats bonuses aren’t actually great for you. I would only get it if the other team is raping me with AoE’s(last will damage) and at the same time I have an invisible hero on the other team.
Aghanim is the choice to most general and high level players; the bonuses are well defined and well suited. It is the easier to use and practical item. After an Aghanim, you would want to get refresher; I believe it is the more decent way to play as it gives you a powerful wrecking force useful and relevant to this stage of the game and allows you to make full use of critical moments, should they come of course. You need to farm quite heavily, if you prefer this build.
As for boots, I will not go deep at all; what you get is basically what you believe it could give. I prefer travels as I am generally a dagger user; it allows me to be mobile; I can be exactly where my team wants me to, exactly when they need me to. You should upgrade the boots when you think you'll be needing it. Otherwise, Dagger/Aghanim first.
To conclude the item builds section, I would like to give a proposal on how you should determine your item progress system. I would like to make it clear to you that you should not farm too much despite of your plans; a motive does not permit action. You must also be aware of your enemies’ possible plans, pick an item route most suited to overcome it and your average income. Whatever items you’re building should be directed towards handling problems that may come or already existed.
Whatever lane you plan on taking is up to your lineups. The strongest lane should take the Sentinel’s bottom/Scourge Top; it’s easier to establish lane dominance there. In some situations where there isn’t any better soloer, you can take the mid solo position. Items to start with in that situation may vary; bottle is decent and make sure your team has a chicken to ferry it to fountain and back.
Your lane tag is the most important aspect of the laning phase to consider; pair up with a hero who either form an aggressive lane or a mitigation lane(prevent them from leveling up, semi babysit lane, etc.). Ranged heroes have the general advantage, but a hero’s skillset is also a variable to consider. A hero that has advantages in both aspects is the one you want, as long as he’s not soloing.
For example, Juggernaut+Rhasta are always perceived as one of the strongest lanes. While it is true that Shackles+BladeFury can maim most heroes, you must take account that if you can not initiate, the plan isn’t likely to work. Juggernaut is also a horrible laner, soft, melee and he can only pull out BladeFury in a limited capacity. Competence – 6/10.
A Huskar+Rhasta lane is different; Huskar is a strong and aggressive laner, he’s ranged and his spears allow him to establish easy lane control. Shackles+Spears are a strong and easy to do combo. Such lane can mitigate most heroes, but it still is weaker than most combined nuker lanes like Puck+CM. competence – 8/10.
A Lion+Rhasta lane however is well defined; impale is an easy setup assist to shackles. You both are also ranged; that gives you the creeps control and harassing advantage. This tag is also a great setup to a further ganking based play; you are both potent roamers and working from the start gives you preparation of each other’s role when the game progress. Competence – 9/10.
Once you determined your lane, you must take initiatives whether to suppress or execute. Once you know who are your lane enemies, this won’t be hard. Trying to establish lane control from level 1 is easy with proper lanemates, but trying to kill at level 1 is a different story. Unless you are positive your plan will work(trilane, runes), I advice to analyze your lane enemies first.
Focus on denying against heroes that plays safely; do not give them room to bulk up. As long as you’re not forcing your mana capacity and endangering your combo efficiency, you can use Ether Shock to farm-harass.
Harass with physical attacks whenever possible. Attack him as long as he’s not likely to fight back(melee/lack creeps/no spammable nukes) or when his creeps support are scarce. Do not harass when you tend to take more damage than you deal. Force your enemies to be as impotent as possible.
Coordinate with your lane partner when trying to accomplish a kill. Determine who to kill, who should start and when to do it. Pick heroes you can kill, but take account if the other one can kill/disable you. Melee or slow heroes are easier to kill(they take heavier harassments, theoretically), but this isn’t a perfect way to pick your target unless you’ve soaked him up. Always be aware of the situation(how much creeps he have, what he’ll probably do next) and try to formulate how you could force him to your advantage.
Killing is a lot trickier when your enemies obviously have the initiating advantage and your lane mate isn’t better than you at initiating. In such situations, opt for trick play or gank other lanes/have other allies help you gank. Hide in juke spots and surprise shackle them when they’re near. Coordination is vital if you don’t want things to go awry. Save up your shackle until your ally is in striking distance.
If you think you’re too behind in terms of –cs, then farm up a bit. Use ether if it’s too hard. Make sure you score 2-3 creeps with it while harassing heroes as you do(Make use of the extra range). Soften creep up with attacks if you can’t kill 2-3 simultaneously. You can also stutter your attacks(use ‘S’ to stop projectile and stop pressing it at the exact last-hit moment) to achieve better –cs performance.
If you want to roam, make sure you do it well. Leave your lane when nobody sees you, and surprise other lane when it’s not likely to fail. Patience is a virtue.