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Rhasta - Shadow Shaman

Created by Counter_Force[X] on 2009-12-18
Last modified: -
Viewed 136970 times

Rating: 99999

 
CF[X] brings you his latest artwork, Rhasta the Shadow Shaman. This guide is valid for 6.64 version, and is aimed for basic players who looks forward upon playing with skills rather than styles.
Rhasta

Rhasta - Shadow Shaman


Range: | Move Speed: 285
Primary: INT
Str: 19 + 1.6 | Agi: 16 + 1.6 | Int: 21 + 3
Damage: 47 54 | HP: 511 | Mana: 273
HP Regen: 0.82 | Mana Regen: 0.85
Attack Speed: 0.68 | Armor: 1
Ether Shock
Ether Shock (R)
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.

Voodoo
Voodoo (D)
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
Cooldown: 13
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.
Shackles
Shackles (E)
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
Cooldown: 16
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.
Mass Serpent Ward
Mass Serpent Ward (W)
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
Cooldown: 110
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

Skill Build:

1. Hero Shackles
2. Voodoo
3. Ether Shock
4. Ether Shock
5. Ether Shock
6. Mass Serpent Ward
7. Ether Shock
8. Voodoo
9. Voodoo
10. Voodoo
11. Mass Serpent Ward
12. Hero Shackles
13. Hero Shackles
14. Hero Shackles
15. Stats
16. Mass Serpent Ward
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
Item Build

Item Build:

1.View Details for Magic Wand
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.
2.View Details for Bracer
Bracer
(525)
6 Strength
3 Agility
3 Intelligence
3 Damage
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.
3.View Details for Boots of Speed
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.
Skill Build

Early Game:

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

 

 

 

 

 

Contents

 

Introduction

Anatomy

Skills

Items

Early Game

Middle Game

Late Game

Conclusion

Credits

 

 

Introduction

 

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.

 

 

Anatomy

 

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.

 

 

Skills

 

For explanation of mechanics and additional effects, go here:

http://www.playdota.com/heroes/shadow-shaman

 

 

 

Ether Shock

Ether Shock

 

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

depleted.

 

The main target is Krobelus; I casted Ether at max range. The jump range might not be maximum,

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.

 

 

Shackles

Hero Shackles

 

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.

 

 

Voodoo

Voodoo

 

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

Mass Serpent Ward

 

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.

 

 

Management

Hand of Midas

 

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).

 

 

 

Skill Build

 

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.

 

 

 

 

Items

 

 

Starter Kit

 

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.

 

Ironwood BranchIronwood BranchIronwood BranchAncient Tango of EssifationAncient Tango of EssifationLesser Clarity Potion

3xBranches+Magic Stick+2xTango+Clarity Potion = 589gold

 

 

Core Items

 

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 SpeedMagic WandScroll of Town PortalScroll of Town PortalHealing SalveHealing SalveBracerBracer

Boots of Speed+Magic Wand+2xTeleportation Scrolls+2xSalve+Bracer = 1494gold

 

 

Pro Packs

 

Items after the cores should be focused on improving your mobility and spatial control, or to improve your gameplay strategy/counter certain heroes. 

 

Kelen

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 Scepter of Divinity

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`s Scythe of Vyse

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

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`s ScepterRefresher Orb

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.

 

 

 

Early Game

 

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.

 

 

Partner

 

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. 

 

 Yurnero - The JuggernautSlithice - The Naga SirenMagina - The Anti-MageGondar - The Bounty HunterMogul Khan - Axe

decent allies

 

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.
 

 

 Ulfsaar - The Ursa WarriorTiny - The Stone GiantHuskar - Sacred WarriorMangix - The Pandaren BrewmasterVisage - Necro`lic

strong allies

 

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.

 

 

Shendelzare Silkwood - The Vengeful SpiritDarchrow - EnigmaKunkka - Admiral ProudmooreKel`Thuzad - LichLion - Demon Witch

exceptional allies

 

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.

 

 

Tactical

 

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.

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Comments

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181 By silentzero 2011-01-31

maybe read the date when this was made and shut the fuck up?

180 By LeoMaru_22 2011-01-31

2 Bracer is 500 ?! wtf ?! it's 525 !!!!

179 By HunterKing 2010-12-02

@175
Learn some math. And also, learn to read. He got 3 branches, not the magic stick.
Magic stick = 150 + 200+100=450
boots = 500
2 tp = 250
2 bracer =500
total = 450+500+250+500=1700
that's closer to 1400 than it is to 2300
he probably just guestimated.

178 By Jesse Minn 2010-10-10

Thanks,that will me clear which items i should pick.http://www.dotastrategy.com/images/smileys/glad.gif

177 By windwaker 2010-10-09

should add witch doctor in the best allies section.2 IMBA ulti wards=overkill

176 By windwaker 2010-10-01

yea!at last some1 shares my opinion that rhasta is a carry^^

my build:lothar's edge|aghanim's scepter|BoT|refresher orb|assault|shiva guard(or other high int crap)

175 By fanta=rape 2010-07-30

umm.... magic stick, 2 tangoes, and a clarity is roughly 720 gold. he has it listed as 589... also boots, magic stick 2 tp's, 2 salves, and 2 bracers is like 2300 or 2400 gold not 1400 like you have listed at the beginning. wtf?

174 By GawDzilla23 2010-07-13

Get either euls or dagger, getting both costs too much for a support

173 By sWard23 2010-07-13

i always get eul + dagger for escaping :D:D

172 By popo90 2010-06-30

I have a quetion of rhasta shift queing.. how do you cancel them.

eg: I was tping to mid tower where there is an enemy hero, so I tp+shit hex him so my nearby ally can approach him...but then the enemy's ally come to destroy the mid tower. I just want to cancel the hex shift but still want to tp to there. If I move, it'll cancel my tp..

any suggestion??(same as shackle+shift hex)

171 By Pwn_Comatose 2010-06-27

Aga + Refresher 10/10 :D

170 By icewizard 2010-06-12

i need some advice :
i found a way to trap an enemy inside the warp without eul it just a teory but i did try it n it work on AI as for human did success though n i found that force staff might have potential on rasta. any1 can share about this coz i very weak in playing dota. thx in advance.

169 By xxxk 2010-06-06

yea , very good hero , when he is lane partner , he can gives u a lot of kills , or ass.

168 By Shynkai 2010-05-16

rastha is my fave lane partner !

167 By mornin 2010-05-16

magic wand . BoT .
eul . agan .

its really cool if you can play with that rhasta..

166 By infernape 2010-05-14

eul and dagger are the legs of rhasta =[

165 By spicylemons 2010-05-12

great guide i like how you stress more on actually playing dota correctly not just if you get this you win kind of scenarios. Those never seem to work in real battle situation. Also, i liked how it seemed like your items went in order from price thats a great way to organize items, because especially in early game if your hero isnt buff enough your done for and getting even tiny items help a lot.

164 By warp 2010-04-04

why not buriza or basher for rhasta??? O.o
JK good guide!! it helps me alot^^

163 By dranzer007 2010-04-04

10/10. I just love ur guides CFX, plz make some more :D. And yeah, i agree. Dagger too great for rhasta. Love ur style.

162 By aikawasuhichi 2010-03-31

pls if 1 on 1 what should i build for rhasta pls help me ilwait for the answer plsss!!