Presence of the Dark Lord 10 12 13 Requiem of Souls 9 11 Quick Comment View Comments You need to log in before commenting. Shadow Fiend Find Guides. By on January 11, It began as a user-made modification for Warcraft 3 and has grown into one of the most played online games in the world.
Advertising jobs Partnerships. Social Contact Support. If you see the position 1 core alone at the safe lane and the two supports are missing, just play it safe until they reveal themselves. This is the basic foundation for any good mid player.
Develop a habit of looking at your minimap so you can take notice of any "potential irregularities". To the left is a good example of the point I'm trying to make. The player at the Dire safe lane gets caught out even though they should've been called missing. If the safe laner payed attention to the minimap and had game sense, that player would've stayed closer to the tower. Kill two birds with one Shadowraze , you can harass and farm with at the same time This is a very effective strategy to managing your manapool and increasing your overall level of play.
Obviously much easier against melee heroes but more importantly poorly positioned enemy heroes in general. If for some reason the enemy hero especially ranged is very close to their creeps, use the max distance Shadowraze and back off. That usually means you're about to be ganked Since Shadowraze has an AoE of , you can make an accurate guess at where your Shadowraze s will hit.
Another tip is if you right-click an enemy unit, you will face the target for easy Shadowraze s. Learn to Animation Cancel Shadowraze and Requiem of Souls have long cast animations so learning to stop the cast before using them is highly recommended. There will be moments you've misjudged distance or made bad timings so stopping yourself from wasting cooldowns will help you maximize efficiency with Shadow Fiend.
Since Requiem of Souls has a long cast time of 1 second, that's more than enough time for heroes like Mirana and Slark to jump away. Another variation of this example for Shadowraze is if Mirana and Slark jumped away from you the moment you clicked Shadowraze , you can cancel your cast if can react fast enough. Animation canceling attacks is a bit different than spell animation canceling.
Your attack animation must complete to have your attacks come out so you're only removing the filler animation out the equation. However as you animation cancel your attacks, you're free to move for that.
During your attack animation you can micro-adjust your positioning or "stutter-stepping", which is fantastic for chasing or kiting enemy heroes this applies to all heroes, more apparent for ranged. However since Shadow Fiend has a really long turn animation, he cannot stutter-step that well. Canceling your animations not only saves you cooldowns and mana, it also saves you time to run away or chase enemy heroes.
Here's a video from XVroguegaming that explains animation canceling better: Play Video The Power of Tread Switching "Tread Switching" is the practice to switch the 8 stats around to maximize efficiency for certain situations. Why players do this is the same reason pro players play better than most of you, maximizing efficiency for certain plays. For example, switching to intelligence treads gives you more mana to cast Shadowraze and when you switch out of intelligence, the raze ended up costing less mana percentage-wise.
Switching to intelligence gains you more mana but percentage wise it's still the same when you did not have that extra mana. Since Shadowraze cost a flat amount of 75 mana, the percentage cost of 75 is less when you have more mana. Items that increase your stats, increase your base values. Depending on your main attribute, you can gain two bonuses instead of one.
For example if you're a strength hero like Slardar , Heart of Tarrasque will increase both base Health AND base damage but if you're not a strength hero, you will only gain an increase to base health.
Each point of Strength also increases your base HP regeneration. If you're an Intelligence hero, each point of Intellect increases your base attack by 1 point. Each point of intellect also increases your base mana regeneration. In team fights you literally want to be the center of attention. I recommend blinking next to the closet enemy that is as close to the center of the fight as possible. If you can't do that prioritize blinking next to an enemy hero and cast Requiem of Souls.
Even if an enemy hero is not as close as you want it to be, Requiem of Souls still does a good amount of damage, as shown here. Play Video I will rank runes based on overall effectiveness for Shadow Fiend. My opinions based on the games I've played I will provide an example of each rune in action later on in the future.
Maximum movement speed is Believe it or not haste helps land your Shadowraze easier because you have a faster time to adjust your positioning.
Also gets you as close to the enemy as quickly as possible especially if an enemy player happens to escape. Invisibility - Grants invisibility for 45 seconds. This rune competes with haste for rank 1 in runes but after invisibility is gone, you can't chase if an enemy happens to get away. Provides an excellent setup for ganking! Tip : As soon as you pop invisibility, immediately use 1 charge of Bottle and it will not break invisibility.
The bottle charge is being used during the fade time and you're not considered invisible yet. If you do take damage the regeneration buff will dispel. When I play Shadow Fiend I rarely go back to base so having the regeneration rune gives me a huge advantage throughout the game. I personally like to waste all my mana by clearing creep waves before I use Regeneration. Regeneration will not break unless you take damage so if you get stunned by Shackle Shot or another ability that does not have damage, Regeneration will not stop until finished.
This only increases your base attack damage so bonus attack damage items like Monkey King Bar will not get the increase. I rank this 4th because Shadow Fiend has a weak base damage and most of the time you're casting Shadowraze so in terms of overall usefulness it does not compare to Haste or Invisibility.
Illusions - Creates two replicas with the current condition of yourself. The least useful out of the five runes. Does provide scouting information or get enemies to waste mana on it. Sometimes get the opposition to waste ultimates but that's a small chance.
Also good when you want to push a lane and helps to last hit. I should of mentioned this a lot sooner but Rules of the 10 minute training! Do not rank up any spell or stats 2. Do not buy any items That's it! Try not to push onto tower and if you want to go for more than 10 minutes then you must follow these goals GOAL s : 10 minutes - 50 Creeps minimum 20 minutes - Creeps minimum 30 minutes - Creeps minimum 50 Creeps killed is a great indication of how well you're farming since more than 50 creeps spawn in 10 minutes!
So if you can get around 50 cs or more at the 10 minute mark, you're in good shape! Here you will find information on how to fight against each hero as Shadow Fiend. I will try my best to explain each fight. Includes all heroes, not just mid laners. Please remember the tips because they will be incredibly useful. However for a short while Earthshaker or ES for short will make it somewhat hard for you to farm due to spamming Enchant Totem and the fact that he will most likely have a Stout Shield.
You will only have a 5 second window of opportunity to try and cs in that time. Note that if you're able to get 3 cs at level 1, it will become much harder for ES to try and deny you without Enchant Totem.
Force ES to choose between hitting your creeps for gold or to deny you farm. IMPORTANT: The one way ES will win the lane is is when he'll try to whittle you down with Enchant Totem so you must react to him getting closer as best as possible until you have at least level 3 Shadowraze or if you've whittled him down to low heath.
Stay out of Earthshaker 's attack range and make sure he's around mid hp. ES will never try to smack you unless you're getting ganked or out of position. Whenever ES gets in range to farm, right click him as much as possible so you can force him to back up. Your priority is still to farm as much as possible so make as many creeps as low hp as possible then Shadowraze ; even better if ES is still within range of melee creeps. Earthshaker cannot push back the lane as fast as you but if you see ES heading for the rune then just continue pushing.
When you have level 2 Shadowraze it will become much easier to farm the lane and that much harder for ES to contest you. Make each of the enemy creeps low on hp and raze them there. From that point on, you can bully him out easily. Watch out for whenever ES uses an Enchant Totem and does not use it immediately on a creep. That's a sign that a gank is about to happen or you're about to take a lot of damage because ES is waiting for the cooldown of Enchant Totem to come up again and smack you twice since the cooldown is much shorter than the buff duration.
If you can get a support or a hero like Bounty Hunter to scout it out, go farm it yourself by buying a Smoke of Deceit and take it for yourself. Carry a tp when you do so Playing against an offlane Earthshaker This is a toss up on how well your safelane is able to shutdown the Earthshaker.
Earthshaker is good against solo safelane heroes like Slark and Storm. As soon as ES hits level 3, it becomes much harder for your safe lane core to remain in lane because his sustain is starting to run out. It's best if your solo safelaner buys two stacks of Tango and a Healing Salve so he can sustain through the totem harassment. You should have a duo lane at a minimum but the support that is harassing should not trade hits with ES and stay outside his attack range.
Good supports to have as a duo or tri against Earthshaker are: , , , , ,. Refined the Item buid format. Shadow Fiend: Movement speed increased from to Shadow Fiend: Agility growth increased from 2.
Thank you for reading the guide and hopefully you have a better understanding on how to play Shadow Fiend. The guide is finished and always in progress of editing, have to add videos and some more information but hopefully it's still good. Please leave your feedback so I can improve this guide. The debuff has no stack limit and can be increased infinitely.
The hidden debuff is placed on heroes is used to count successive Shadowraze hits. It lasts for 3 seconds. Although only the Demon Eater cosmetic item makes use of it, the counter is always placed. Shadow Fiend razes the ground a short distance away from him, dealing damage to enemy units in the area. Shadowraze Medium is a stand-alone ability that comes with 3 charges. Shadowraze Medium blasts a radius area range in front of Nevermore upon cast. This means that it can hit units from to range in front of Shadow Fiend.
Other notes from Shadowraze Near fully apply. Shadow Fiend razes the ground a longer distance away from him, dealing damage to enemy units in the area. Shadowraze Far blasts a radius area range in front of Nevermore upon cast. Necromastery D N. Affects Self Enemies. Shadow Fiend steals the soul from units he kills, gaining bonus damage.
On death, he releases half of them from bondage. Soul Gain Kill: 1 2. Cast Range: Souls Consumed per Cast: 1. Increases Necromastery Max Souls. Shadow Fiend gains 2 souls per kill. CD: 3s. Prevents gaining new stacks. Already existing stacks still provide their bonuses. The active continues working normally.
Illusions start with 0 souls. Illusions can gather souls for themselves, but cannot make use of the raw bonus damage. Persists death. Harvested souls swirl in and out of the Abysm, empowering the Shadow Fiend to increase the size of his collection. Notes: Can get souls from every unit, including wards and allies, excluding allied Observer and Sentry Wards , illusions , the Tempest Double and buildings.
The number of current souls is visible on the status buff icon. If Shadow Fiend has an odd number of souls upon death, the number of lost souls is rounded down.
This means that he never can lose all his souls. He still keeps 1 soul, even when dying while only having 1 soul. No souls are lost with Reincarnation. Despite the visual effects, Shadow Fiend instantly gains the soul and thus the damage of killed units.
The more souls Shadow Fiend has, the more red particles fly around his chest area. These extra souls affect the number of lines created by Requiem of Souls. When losing Aghanim's Scepter, Shadow Fiend keeps his souls even when having more than the default allowed amount. Requiem of Souls still releases more lines even when not having Aghanim's Scepter in this case. However, the attack damage bonus adapts immediately and does not account for the extra souls when losing Aghanim's Scepter.
With Aghanim's Shard , Necromastery turns into an active attack modifier. A desperate Vhoul commander named Rix approached him and asked for power that would allow him to gain a great advantage in their struggle as they were already losing the war against the Bronze Legion. Nevermore also has a flock of disciples who resemble his demonic genielike form. Just like their master, these followers carry out his work in striking deals with mortals, usually finding such work in places with conflict and desperation.
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