READ THE FOLLOWING CAREFULLY, IT MIGHT SAVE YOU MENTIONING SOME THINGS WHICH I INTEND NOT TO BE HERE:
This is my first guide, so take what I say with a grain of salt. Before we begin, I should point out what this guide aims to do and what it doesn't aim to do:
This guide is aimed at either new DotA players who haven't played Warlock OR relatively experienced players who have never played Warlock. It is not an advanced guide showing lots of tricky tips and special moves It designed to get you to understand the basics of how to play Warlock in more of a traditional way...with a few personal touches of course ^_^ With that in mind, let's begin!
Rain of Chaos
A Beginner's Guide to Warlock
This is my first guide, so take what I say with a grain of salt. Before we begin, I should point out what this guide aims to do and what it doesn't aim to do:
This guide is aimed at either new DotA players who haven't played Warlock OR relatively experienced players who have never played Warlock. It is not an advanced guide showing lots of tricky tips and special moves It designed to get you to understand the basics of how to play Warlock in more of a traditional way...with a few personal touches of course ^_^ With that in mind, let's begin!
Rain of Chaos
A Beginner's Guide to Warlock
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Possible Early Game Items: Possible Mid Game Items: Possible Late Game and Luxury Items: Skill Build: |
1. Warlock Stats:
Before we look at the skills, let's go through these stats shall we? If you noticed that Warlock's strength gain is rather high, you would be right. It's higher than that of Clockwerk, Beastmaster, Tauren Chieftan, Sand King, Lifestealer, Dirge and Sacred Warrior. But what does this mean for Warlock? It means that he doesn't have to worry about survivability quite as much as most other intelligence heroes, but that doesn't mean squishiness isn't a factor. Another plus about Warlock's stats is that he has a decent intelligence gain, providing a large mana pool with just a few items. More about the items later. To Warlock's abilities now and how to use them. |
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2. Abilities: Fatal Bonds - Active
Fatal Bonds allows Warlock to instantly amplify the damage a group of units can take, especially from AoE abilities. An example: 2 units are linked together and one of them takes 100 damage. The second linked unit will feel 15 damage. This increases your damage output by 15% with no effort on your part. So when 5 units are linked up, that's a lot of extra damage output. Take note however, the damage from this skill does not disable the Blink Dagger because it is direct HP removal, not triggered damage. ~~Back to top~~ Shadow Word - Active
This one spell is able to keep you and your lane partner in lane for longer. At level 4 it heals 320hp over 8 seconds, slightly less than a Healing Salve (400hp over 10 seconds). In fact, it heals you at exactly the same rate at a Healing Salve. This also makes it useful as a harassing spell, but the prohibitive cooldown limits its use in this respect. It is generally preferable that your lane partner be healed with this ability than by using any Salves they may have, for two reasons: Healing Salves are not reusable and cost gold. Secondly, the role of this hero (which I will come to later) is initially as a baby-sitter - looking after your lane partner and making them feel warm and safe. ~~Back to top~~ Upheaval - Active
This one spell is capable of turning team fights, and by extension entire games. This is one of the most effective and powerful AoE disables in DotA. It covers a vast area, can be cast from a decent range and can slow the entire enemy team more effectively than Stone Gaze. To ensure you can use this ability effectively, you must know what "channeling" means: a channeling spell requires continuous casting for the effects of the ability to be delivered. When used in combination with burst/DPS heroes (Troll Warlord, Ursa Warrior, Razor, Lifestealer), Upheaval prevents any non-teleport/blink escaping. Bear in mind, however, that casting this spell makes you vulnerable to disables. It takes 12/6/4/3 seconds for Upheaval to reach 84% slow. ~~Back to top~~ Rain of Chaos - Active
This is your signature skill. Able to be cast from great range, it works well as an initiation spell, and causes great disruption to enemy team pushes, especially when followed up with Upheaval, forcing your enemies to take on the Infernal because they cannot run away. Infernals are also very good for tanking towers and pushing lanes due to their large health pools. Your Infernals are also immune to some spells and other spells have hero-status effectiveness, making them quite a handful for squishy agility heroes and intelligence heroes whose physical attack is little more than an afterthought and almost never used during team fights (Zeus, Rhasta, Slayer, Bane Elemental). As the name suggests, this skill can cause plenty of chaos. The stun from this ability goes through magic immunity, but the damage does not. The Infernal itself has 3 abilities (all passive): Flaming Fists - Passive
At early levels, if you've managed to rush 2 or 3 levels ahead, this passive can be very damaging if an enemy hero is forced to fight your Infernal(s). Combined with Permanent Immolation, early on your Infernals have a relatively high damage output and can make you a rather scary foe while your flaming friend is running about nearby. Permanent Immolation - Passive
Ahh, good old Permanent Immolation. This is the ability that Radiance is based on. Constant damage to nearby units makes your Infernal something of a damage fountain at levels 6-11 until heroes become beefy enough to take on your flaming friend. The DoT is also handy for clearing creep waves quickly when trying to push a lane. Flaming Fists combined with this passive effectively means it's difficult to try to counter push until the summon's duration is up. Resistant Skin - Passive
You ever noticed how when Crystal Maiden Frostbites a neutral creep the effects of the ability are much longer? That's because many skills have different effect durations on non-hero units (Paralysing Cask is a good example). This passive ability of the Infernal means that ALL enemy spells will treat the Infernal as though it were a hero. So Frostbite will last the regular duration, instead of 10 seconds, Paralysing Cask will last 1 second, instead of 5 seconds. |
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3. Hero Role Ok, now that we know something about each of the skills, we must answer the question as to what role do they give this hero? Warlock is not a solo hero. He doesn't have enough lane presence to successfully solo a lane. At levels 1-6, he is a baby-sitter. Your job is to stay a little further back in the lane, deny your creeps, and if you are laning with your team's carry, let them get most of the last hits. If your lane partner looks like turning into dinner, your job is to try and keep them alive, firstly with healing them using Shadow Word, or, if the situation is dire (i.e. no Salves, Shadow Word on cooldown), use Upheaval to try and put distance between your ally and your enemies. Most other Warlock guides (or at least the ones I have read), will tell you that your role is to be the team ward placer. As I am aiming this at beginners/inexperienced players, I will not recommend doing so, as it is likely you will have enough to think about without having to keep an eye on keeping your wards up, however you can find a good Warding guide here. It is also possible to build Warlock into a DPS/semi-carry, but again, as I am aiming this guide at new players, I won't be going into how to do that (but also because I have never done it myself ) |
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b. Core Item Build i. Core Build 1 This is a basic and easy-to-get core build which focusses more on survivability, primarily for you but also your allies.
ii. Core Build 2 This build is more expensive and situational, but can be applied to almost any nuke-heavy lineup. However it costs more gold so you need to be able to stay alive to save up the gold. This kind of build is more appropriate against lineups of fragile nukers (Pipe protects from the damage, while Urn gathers charges once the fragile casters are taken down).
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d. Do Not Buy Note: The justifications in this section are made in accordance with this guide being aimed at inexperienced players, not because the tactics themselves are bad or not suitable. However other items are just plain bad.
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5. Skill Builds There are several ways to skill-up Warlock. I will discuss the two I think would be best for beginner Warlock players a. Baby-sitter/Support build
Here, we take stats first up to improve hp and mp and max Shadow Word first, to try and avoid any preventable deaths from either you or your lane partner. Taking the first level of Upheaval provides a useful minimum of flexibility to allow you to cope with multiple situations. Of course we take Rain of Chaos whenever we can. Taking Fatal bonds to max before Upheaval means that your team doesn't need to directly apply as much damage to take down the other team. Finally, we max Upheaval just before level 16 and the final level of Rain of Chaos, preparing you for the spectacular fireworks show that is the DotA lategame. ~~Back to top~~ b. Ganker/Disable build
With this skill build, we take Upheaval at level 1, and the first level of attributes and Shadow Word at 2 & 3, before getting level 3 of Upheaval, to prepare for early ganks, since level 3 Upheaval is still very powerful (21% slow per second), which allows the taking of max level Fatal Bonds and Shadow Word over the final level of Upheaval. And, of course, we take Rain of Chaos whenever possible. This skill build allows you to be ready for ganking from level 4 onwards (14% slow per second from Upheaval is not something that can be ignored, especially at early levels). |
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6. Game Breakdown a. Early Game Because in the early levels Warlock is almost exclusively a baby-sitter (unless you try your hand at soloing), it's best if you share a lane with either your team's carry or tank, which ever one isn't soloing (most good 5-player teams should only have 1 solo lane). Because of the nature of the roles that are played by the tank and carry, they should be given almost exclusive rights to last hitting, while you focus on denying. That said, if there is a last hit you know your lane partner cannot get, then take it by all means. Continue like this until about level 6-7, when the ganking phase of the game normally begins. Depending on your chosen skill-build, you will either be able to dramatically magnify damage from your allies or dramatically reduce enemy movement speed during ganks. Try to make the components for your Mekansm or a Hood en-route to a Pipe. At the same time build either a Wand and Basilius or Urn and Basilius to support your team in fights. b. Mid Game During the mid game (levels 7-16) you should try to be a part of every team fight you can. Try to organise ganks around the cooldown of your ultimate, because you are so much more effective if you can use your ultimate. If a team fight breaks out and you don't have your ultimate, Upheaval is an adequate substitute, provided you can stay away from the focus firing. Shadow Word any fleeing enemy heroes. By the time the mid game is in full swing, you should be close to finishing your Pipe or Mekansm if you haven't already. When ganking, it is preferable for you to initiate, so that if your team has a dedicated initiator, they can save their initiation skill for later in the team fight. Try to use Fatal Bonds on the enemy heroes before you use your ultimate and Upheaval, so as to give your team the best chance of coming out on top. c. Late Game During the late game, the effectiveness of the damage from your Infernals is somewhat diminished, because their damage stats are not %-based. However that is not to say launching an Infernal into a team fight and channeling Upheaval isn't effective. Using Fatal Bonds on the enemy heroes helps to negate the reduced effectiveness of your Infernals. On the offensive, use Rain of Chaos as often as you can to try and help your team win, preferably in combination with Upheaval if the situation permits. On the defensive, use your ultimate more conservatively. Try to get as many creeps killed with Fatal Bond's shared damage as you can because that can save you mana and time because you can save your ultimate for more dire situations. When counter-pushing, don't hesitate to use your infernal to push the lane as fast as you can. With Flaming Fists and Permanent Immolation, you can clear creeps waves quite rapidly. Be warned: Warlock is of no use to his team if he is in another lane farming creeps. Warlock is one of the few heroes who can maintain a high level of effectiveness in team fights when under-leveled (3 levels of Upheaval and 2 levels of Rain of Chaos can suffice for much of the game). Do not end up as just another pubber and farm the whole game, oblivious to the occurrences of the rest of the game (bit of a generalisation, but you get what I mean). |
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7. Allies and Enemies a. AoE Nukers The area of effect damage these heroes can produce synergises well with Fatal Bonds, sending the damage amplification through the roof. The massive slow from Upheaval also ensures maximum effect from AoE nukes/slam-like abilities. b. Positioning Specialists All these heroes are very capable of forcing enemy heroes into the place you want them: smackbang in the middle of your Upheaval where they have little chance of escaping until the effects wear off. Other heroes that could be included here are Magnataur, Storm and Enigma. c. Special Mentions Omniknight is a very good ally for Warlock. If enemies get too close while you are channeling Upheaval, Omni can cast Purification on you to deal fairly heavy damage to discourage getting closer. He can cast Repel on you, to prevent you from being interrupted while channeling. And if need be, Guardian Angel makes you almost invulnerable to physical damage which, combined with Repel, makes you nearly untouchable. So all in all a very useful ally. While Leshrac fits in with the first category, the fact that ALL 4 of his abilities deal AoE damage means he gets a special mention. The stun from Rain of Chaos and the massive slow from Upheaval make it very easy for him to land Split Earth with ease, a spell which is notoriously difficult to land well. On a good day, there should be little left after you put Fatal Bonds and Leshrac together, especially with your ultimate + slow. When you put Tombstone, Flesh Golem and Upheaval together, you get the mother of all slows. Put Fatal Bonds and 2 Infernals into the mix, and you will make most tanks cry. ~~Back to top~~ d. Heroes to Watch Out For i. Stunners/disablers The above heroes are by no means the only stunners, you need to be aware of which, if any, of your enemies can throw stuns, even if it's just a mini-stun. If the enemy team has any kind of co-ordination about it, interrupting heroes will try to cancel Upheaval. If the enemy team has a few stunners, a Linken's Sphere or Black King Bar could be an option, albeit rather expensive options. If possible, by far the best counter to these heroes is to have Omniknight on your team to provide you with a free BKB in the form of Repel. ii. Mana Burners Heroes who either burn mana directly or have Diffusal Blade as core must be either avoided or eliminated because without mana, Warlock is about as useful as a Cranium Basher on Rhasta. All of Warlock's strength in combat comes from his spells and so without them he is of no value to his team. Also, for those heroes who buy Diffusal, be wary of the Purge it can cast as it instabigs your Infernal. Very very frustrating. Liquidate these heroes as a first priority if you want to be of any use in team fights. iii. Silencing Heroes These heroes can render you just as useless as the mana burning heroes can, albeit in a not-so-painful way. With the silences ranging from 3 to 10 seconds, you should be very wary of these heroes. iv. Special Mention This hero could fit into the above category but due to the nature of his silencing, he deserves a special mention. This hero completely messes up your 1-2-3-4-5 combo of Fatal Bonds, Rain of Chaos, refresh, Rain of Chaos, Upheaval. By silencing you for 3 seconds after every spell means you have to prioritise your combo. Casting Rain of Chaos out of range of Last Word, refreshing and casting again before moving in to Upheaval is your best option, but it means you can't use Fatal Bonds in the combo without losing valuable disabling time. A real pest. |
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8. Extra Tips/Suggestions a. Microing Your Summons After you have completed your chain combo, be it with or without refreshing, once you have started channeling Upheaval, it can be a good idea to select your Infernal and order it about to attack certain heroes. This is a good idea because unless your give commands to the Infernal, it will act of it's own accord and may not be of as much use, especially if a hero gets away with 10hp who could have been killed had you used your Infernal. Please remember though, microing isn't for everyone, so if you don't think you can properly micro your summoned units, don't panic. This guide can help you with Necronomicon. If anyone can find a guide about microing, please let me know so I can include it here. b. Be creative If the situation permits, try using your skills in slightly different ways from usual. i.e. usage Upheaval as an escape mechanism for either yourself or your allies. If you get enough channeling done, the time between when you stop channeling and when the effects wear off could be sufficient to put enough distance between your ally (or yourself) and the attacking hero. Another clever trick is to try and Fatal Bond a fleeing hero to as many creeps as you can, then attack the creeps hard and fast. Because of the shared damage, you can kill that fleeing hero by killing the creeps it shares Fatal Bonds with. You can look very pro if you manage this c. Pushing/Defending Your ultimate can be useful for things other than ganking. If you rush a Refresher Orb fast enough, you could solo an entire lane with two Infernals. And at levels 9-12, not many heroes are going to try and take you on in that situation. When in defence, if the enemy team is mostly melee, channeling Upheaval over one of your towers can be a huge disincentive for the enemy to try and attack it because of the incredibly debilitating slow. |
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