Items
Starting Items:
- Null Talisman Item Changelogs Null TalismanB A small gemstone attached to several chains. Cost470 (155) Bought FromCommon Bonus +3 Strength+3 Agility+6 Intelligence+3 Attack damage Disassemble? No Alert allies? No Recipe The Null Talisman provides cheap compact stats for a mid-laner with low base damage.
- Faerie Fire gives a little bit of extra damage, and can be consumed to turn the tide in a close fight.
- Tango (Shared) from supports allows the mid-laner to maximize their early game stats.
Early Game:
- Boots of Speed will make Harbinger even faster, which is important in middle lane.
- Bottle and/or Magic Wand provide OD with more regen, making him less reliant on shrines.
- A second Null Talisman Item Changelogs Null TalismanB A small gemstone attached to several chains. Cost470 (155) Bought FromCommon Bonus +3 Strength+3 Agility+6 Intelligence+3 Attack damage Disassemble? No Alert allies? No Recipe The Null Talisman is a common item for intelligence heroes during the laning phase, as they can be built into Veil of Discord.
Core Items:
- Power Treads Item Changelogs Power TreadsBL A pair of tough-skinned boots that change to meet the demands of the wearer. Cost1350 Bought FromCommon Active Switch Attribute Bonus +25 Attack speed+45 Movement speed Disassemble? gives more attack speed and intelligence to cast more Arcane Orbs.
- Force Staff For the cosmetic item equipped by Crystal Maiden, see Force Staff (Equipment) Item Changelogs Force StaffB Allows you to manipulate others, for good or evil. Cost2250 (400) Bought FromCaster Active Force provides both initiation and escape mechanism, which he lacks.
- Hurricane Pike is the natural upgrade from Force Staff, giving more cheap stats, improving OD`s low attack range, and providing a sizable attack speed bonus when used on an enemy target.
Situational Items:
- Veil of Discord provides some much-needed regen and armor, and is a cheap way to amplify the damage of his ultimate and Astral Imprisonment.
- Blink Dagger For the cosmetic item equipped by Axe, see Little Blink Dagger. Item Changelogs Blink DaggerBL The fabled dagger used by the fastest assassin ever to walk the lands. Cost2250 Bought FromArcane increases his mobility even more, allowing OD to blink to safety after a self-cast Astral Imprisonment.
- Black King Bar protects against most disables and nukes, buying Harbinger the time to stack intelligence and use his ultimate more effectively.
- Shiva`s Guard will give him more armor for survivability, as well as more intelligence. The slow also helps him either chase, or escape.
- Scythe of Vyse provides him with both additional intelligence and a silencing disable, giving him more time to deal damage with his Arcane Orb.
- Octarine Core gives the most mana in a single item, as well as immense survivability for Outworld Devourer by lifestealing from his Arcane Orb and his other spells. It also allows Sanity Eclipse to be used more frequently.
- Moon Shard gives a high attack speed boost, allowing to deal more damage in battles and steal intelligence faster.
- Rod of Atos will provide him with additional health and intelligence, as well as the ability to root against a single target.
- Orchid Malevolence gives him even more intelligence and attack speed, and also gives him a Silence ability that also amplifies his damage for the time period. Also builds later into Bloodthorn.
- Refresher Orb Item Changelogs Refresher OrbB A powerful artifact created for wizards. Cost5200 (1800) Bought FromCaster Active Reset Cooldowns Bonus +12 Health regeneration+250% Mana regeneration+20 Attack damage Disassemble? No Alert allies? No Recipe is one of the strongest late-game items on OD, as it allows Sanity`s Eclipse, as well as items like BKB and Hex to be cast twice, which can be devastating in teamfights.
- Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 provides all round stat, health and mana boost. Extra Astral Imprisonment and it`s range improvement provides an additional disable.
Gameplay
Playstyle | |
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Outworld Devourer Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Outworld Devourer 19 + 2.6 24 + 2 26 + 2.7 Level is a carry The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the and a disabler The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the . He is one of the few damage dealers who can also reset fights, break chain stuns, and save teammates thanks to his Astral Imprisonment. He is also one of the few heroes who can reliably deal pure damage thanks to Arcane Orb, which can also steal intelligence from heroes and does extra damage against summons and illusions. Nearby allies benefit from Essence Aura as they have a chance to regain a percentage of their max mana each spell cast. At long last, Sanity`s Eclipse not only deals damage in a large radius based on Outworld Devourer`s current intelligence, but also remove 40% of their maximum mana. | |
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Videos
Info
Ability Builds
Snowballing Outworld Devourer | ||||||||||||||||||||||||
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AOE farming Outworld Devourer | ||||||||||||||||||||||||
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- Astral Imprisonment is almost always the best level one point, as it is OD`s only utility spell and can be used in the early game to disable an enemy to escape, or to give time for allies to help.
- An early point in Arcane orb gives OD a way to harass the enemy without drawing creep aggro, and an effective but expensive way to secure contested CS.
- Maxing Essence Aura first provides a large pool of mana and a source of mana regen, allowing him to cast his expensive spells indefinitely.
- The Spell to max after Essence Aura is best determined on how the laning phase went.
- Maxing Arcane Orb second maximizes his kill potential in the midgame, but a maxed Arcane Orb requires >1600 mana in order to cast indefinitely, which requires that one successfully farmed enough early items to supplement his natural int growth, and will often require one to hoard the later skill points until he reaches his level ten talent.
- Maxing Astral Imprisonment second gives him a powerful AOE nuke to flash-farm waves and jungle camps, while leaving Arcane Orb at a cost low enough to allow him to leave it on autocast while farming.
- Sanity`s Eclipse is an extremely stat dependent spell, and delaying it in favor of maxing your second spell faster is often worthwhile.
Talents
Hero Talents Main Table of Gained Bonuses The Talent Selection interface. Talents are traits unique to each hero. They are chosen every 5th level starting at level 10, offering a permanent choice between | ||
+8% Spell Amplification | 25 | +60s Arcane Orb Intelligence Steal |
+275 Health | 20 | +15 Intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 |
+20 Attack Speed | 15 | +5 Armor |
+10 Movement Speed | 10 | +250 Mana |
Notes:
- Upgrading health and mana increases maximum health and mana capacity and keeps the current health and mana percentage.
- The armor is added as bonus armor, and therefore does not benefit illusions.
General
- Stealing intelligence from enemy heroes for 80 seconds (140 with the talent) can make a big difference between enemy heroes and give you a high advantage.
- At level 7 (which is where Essence Aura can be maxed out) with Power Treads Item Changelogs Power TreadsBL A pair of tough-skinned boots that change to meet the demands of the wearer. Cost1350 Bought FromCommon Active Switch Attribute Bonus +25 Attack speed+45 Movement speed Disassemble? to intelligence, 2x Null Talisman Item Changelogs Null TalismanB A small gemstone attached to several chains. Cost470 (155) Bought FromCommon Bonus +3 Strength+3 Agility+6 Intelligence+3 Attack damage Disassemble? No Alert allies? No Recipe The Null Talisman , Force Staff For the cosmetic item equipped by Crystal Maiden, see Force Staff (Equipment) Item Changelogs Force StaffB Allows you to manipulate others, for good or evil. Cost2250 (400) Bought FromCaster Active Force (or Staff of Wizardry Item Changelogs Staff of WizardryB A staff of magical powers passed down from the eldest mages. Cost1000 Bought FromAttributes Bonus +10 Intelligence Disassemble? No Alert allies? No Recipe The Staff of because it have same intelligence) and 8-10 intelligence steal from enemy hero or Point Booster Item Changelogs Point BoosterS A perfectly formed amethyst that nourishes body and mind when held. Cost1200 Bought FromSecret Shop Bonus +175 Health+175 Mana Disassemble? No Alert allies? No Recipe The Point (to Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 for great crowd control) its nearly impossible to lose your mana.
Arcane Orb
- Arcane Orb is incredibly costly as an auto skill, and as such, you should only invest into it when you have the mana capacity to sustain it.
- This is your main damaging ability later on in the game. As an intelligence carry, you directly benefit from items which increase your intelligence due to the increase in your right-click damage, mana pool and resultant Arcane Orb damage.
- Arcane Orb deals pure damage, making it a great skill to harass enemies with very high armor.
- Due to Outworld Devourer`s skill set, Arcane Orb would be your main consumption, and recovery, of mana.
- Casting Arcane Orb on neutral or enemy creeps is a good way to recover lost mana, provided that you have learnt Essence Aura, as the pseudo-random distribution mechanic will eventually guarantee a proc by Essence Aura.
Astral Imprisonment
- The first point should generally be invested in Astral Imprisonment, as Arcane Orb is too costly early game and your mana pool is too low for it to be an effective use of mana consumption for pure damage.
- Astral Imprisonment`s supportive utility allows for creative application of the spell in.
- It can be used to save yourself or allied heroes from spells with long delays, such as X Marks the Spot and Ghostship if timed correctly.
- In addition, you can save allied heroes from potentially lethal abilities such as Reaper`s Scythe and Winter`s Curse.
- Similarly, it can also be used to dodge projectiles. It is important to time it so that the projectiles connect while imprisoned, since the spell does not disjoint Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is projectiles.
- Astral Imprisonment can be used on them to negate some of the damage from damage over time Damage over time (DoT) is a condition that causes the affected unit to constantly take damage until the effect expires, is dispelled, or the target moves out of range. Damage is dealt at the end abilities, such as Poison Nova and Doom, which can potentially end up saving the ally. Against long lasting debuffs, it can be cast twice before the debuff expire.
- When misused and poorly timed, the application of Astral Imprisonment heavily backfire.
- Just like how it can save allies from spells and damage, it can also do the same for your opponents, so communication with the team is important to prevent wasting of spells.
- It`s entirely possible for you to cause a teammate`s demise by casting Astral Imprisonment on them at the wrong time (such as when they have just begun to channel an escape ability).
- Casting Astral Imprisonment removes your opponent from the battlefield for 4 seconds. This buys you or your allies enough time to use Blink Dagger For the cosmetic item equipped by Axe, see Little Blink Dagger. Item Changelogs Blink DaggerBL The fabled dagger used by the fastest assassin ever to walk the lands. Cost2250 Bought FromArcane or a Town Portal Scroll Item Changelogs Town Portal ScrollBL What a hero truly needs. Cost50 Bought FromConsumables Active Teleport Charges 1 Disassemble? No Alert allies? No Recipe The Town Portal Scroll is an item purchasable to escape to safety.
- Astral Imprisonment is applied to all enemy heroes when they are hit by an Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 `s Sanity`s Eclipse. As mentioned above, timing is key, as placing enemies in a state of Astral Imprisonment can heavily disrupt the flow of battle.
Essence Aura
- Essence Aura is a great support aura for Heroes with low cooldown and low cost abilities that are used to harass their opponents (such as Bristleback Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Bristleback 22 + 2.2 17 + 1.8 14 + 2.8 Level Base `s Quill Spray, Skywrath Mage Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Skywrath Mage 19 + 1.8 13 + 0.8 27 + 3.6 Level `s Arcane Bolt and Dazzle Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Dazzle 16 + 2.15 21 + 1.7 27 + 3.4 Level Base `s Shadow Wave).
- Essence Aura can be considered as the first skill to learn depending on your hero line-up, as early-game spell harassment can greatly deter your opponents and mess up their ability to last hit effectively.
- Essence Aura carried by illusions are fully active and will trigger the mana recovery aspect of the skill, allowing the illusions of Outworld Devourer to be of even greater support for the team by providing multiple areas of coverage.
- Early points in Essence Aura can be useful if you find yourself in need of mana, as it provides a respectable amount of 125 mana at level one, which is half of what an energy booster provides.
- As Essense Aura uses a pseudo-random distribution mechanic, Outworld Devourer needs 1000/1200/1400/1600 mana in order to not run dry of his mana pool.
- Casting Arcane Orb on neutral or enemy creeps is a good way to recover lost mana as the pseudo-random distribution mechanic will eventually guarantee a proc by Essence Aura.
- Essence Aura does not proc on item abilities. Be wary of your mana consumption when using items such as Refresher Orb Item Changelogs Refresher OrbB A powerful artifact created for wizards. Cost5200 (1800) Bought FromCaster Active Reset Cooldowns Bonus +12 Health regeneration+250% Mana regeneration+20 Attack damage Disassemble? No Alert allies? No Recipe .
Sanity`s Eclipse
- This ability is best used as a finisher; after acquiring enough stolen intelligence in a teamfight or gank, Sanity`s Eclipse can be used to snuff out any remaining enemy heroes, especially escaping invisible heroes like Riki Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Riki 17 + 1.9 34 + 2.2 14 + 1.3 Level Base , Clinkz and Bounty Hunter
- Keep in mind that heroes which gain intelligence at extremely high rates such as Silencer, Invoker and Pugna will often take minimal if not zero damage from this ability. As such, it`s best to refrain from using this ability against these heroes unless you`re significantly ahead in intelligence and certain it can finish them off.
- Astral Imprisonment is applied to all enemy heroes when they are hit by an Aghanim`s Scepter Item Upgraded Abilities Old Abilities Lore Changelogs Aghanim s Scepter The scepter of a wizard with demigod-like powers. Cost4200 Bought FromCaster Passive Ultimate Upgrade Bonus +10 Strength+10 Agility+10 Intelligence+175 `s Sanity Eclipse. As mentioned above, timing is key, as placing enemies in a state of Astral Imprisonment can heavily disrupt the flow of battle.
- An Aghanim`s Scepter`s Sanity Eclipse can be used as a means to temporary remove all the enemy heroes from the field, giving your team time to regroup and follow up with other spells, or to retreat to safety.