Sunday, July 29, 2012

Dota Hero : Juggernaut Guide


Agility, Sentinel




Table of Contents


Prelude

Let me show you why I wanted to make this guide.



Juggernaut is fun to play which is why I like picking him so much. He may not be a part of the current meta-game, but that can change.

Juggernaut remains one of the most popular heroes in DotA. Juggernaut is a strong early game carry who given enough farm can spiral into late game domination. But any other carry given equal farm would still probably out-do Juggernaut. That's not where Juggernaut shines, he fits into specific team line-ups and strategies.

Juggernaut fits well into early and mid game line-ups. Due to the relative ineffective nature of his abilities late game, he wont be able to carry unless you are already dominating.

Juggernaut can provide a team with amazing pushing capabilities and incredible right-click carry potential as well as an ultimate that can shut down certain enemy line-ups given a level advantage.

Juggernaut runs circles around low HP heroes that get shut down by his Omnislash. This makes him a counter pick against heroes like ES, CM, Lesh, and Enigma since he can constantly kill these heroes and quickly make a 5v5 situation into a 4v5 situation, which is perfect for a team push.

Given that the enemy does not pay attention to him, Juggernaut can take down a tower. Healing Ward can keep the creeps alive to siege a tower and Blade Fury can wipe out a creep wave.

Juggernaut's healing ward can be used for an early five man push strategy. This strategy involves microing the healing ward behind the five members of your team in order to take down enemy towers. The enemy can't easily defend against this because your team is always max HP and even if they spend their AoE nukes on you to try to defend, your team is just brought back to max HP.

Juggernaut can be counter picked by heroes that negate his ultimate or his spin (blinkers, bashers, summoners).



Stats Guide





Blade Fury

Causes a bladestorm of destructive force around Yurnero, rendering him immune to magic and dealing damage to nearby enemy units.
  • Damage type magical.
  • Does up to 300/375/450/525 damage respectively to enemy heroes if the enemy heroes have default 25% spell resistance.
  • Does up to 400/500/600/700 to creep units.
  • This ability won't affect mechanical units.
  • You can use items (including TP Scroll/ Boots of Travel) during Blade Fury.
  • If a unit is not being affected by Blade Fury, Yurnero can perform normal attacks against this unit.
  • In DotA 2, anything that is hit by Blade Fury causes a small slashing effect. You can even use this effect to track down where invisible units are moving.
This image has been resized. Click this bar to view the full image. The original image is sized 1156x418.


Healing Ward

Summons a Healing Ward that heals all nearby allied units' life.
  • If you die it stays.
  • If a unit is affected by two Healing Wards only one will work.
  • The ward has 1 hit point and can be attacked.
  • The ward won't heal mechanical units.
  • Can be targeted by Decrepify.

Blade Dance

Yurnero's cunning blade gives him a chance to deal double damage on each attack.

Omnislash

Yurnero moves around the battlefield, slashing many enemies. Yurnero becomes invulnerable while Omnislashing. The search area is 450.
  • Each slash deals 175-250 damage, with an interval of 0.4 seconds.
  • The first target of Omnislash receives a mini-stun, effectively stopping its channeling actions.
  • With enough attack speed, Juggernaut can attack with his own attack strength while jumping around. In these attacks, Juggernaut can place buffs and trigger chance effects.
  • The slashes can't be avoided by evasion. Any normal attacks made, however, can.
  • You can use items while using Omnislash.
  • The Omnislash buff is not applied until after the first hit. Juggernaut is completely invulnerable under the effects of the buff.
  • Juggernaut gains flying vision in 200 radius for the duration of Omnislash.
Skill Guide

Juggernaut can change his skills based upon the match up.

Some things to keep in mind:

If your team is doing a push strategy level up Blade Fury and Healing Ward by 9. Early on, the Blade Fury does good damage and can clear out creep waves. The Healing Ward can be used to allow creeps to tank tower hits or provide your team with that extra time to stay in lane and push.

Thanks to his Blade Fury, Juggernaut is one of the few carry heroes that can do very high early game DPS. He can dodge many magical spells with his Blade Fury, giving him great dodge ability during team fights.

Healing Ward allows Juggernaut to skip out on buying HP Regen items such as tangos. Healing Ward is excellent for pushing strategies because it allows the team to keep up constant pressure by healing a low HP team into a max HP team. However, if the enemy can attack the Healing Ward the Healing Ward will disappear. Healing Ward can be placed inside of trees to prevent the enemy from attacking the Healing Ward or it can be micro managed.


Don't bother leveling up Blade Fury if the enemy heroes can avoid it. If the enemy team consists of a bunch of blinking heroes don't bother leveling these abilities as much as you normally would. That being said however the cooldown decrease on Blade Fury is excellent for pushing strategies.

Juggernaut's crit gives him late game potential. His crit is the most reliable crit in the entire game. It has a 35% chance to proc and does double damage each proc. In perspective, PA's ultimate has a 15% chance to proc and does four times damage. This means that Juggernaut's regular ability does the same average damage as PA's ultimate. If you are going for a pushing strategy opt for stats instead to help make you more tanky and since you can't crit buildings.

Omnislash costs a lot of mana and can be juked very easily by items like force staff and ghost scepter so think twice about leveling it up. Make sure you have the mana to support the next level of Omnislash and watch out for enemy force staffs and ghost scepters.

Omnislash can deal massive damage. If Juggernaut is leading in levels Omnislash can help to shut down the enemy team. In DotA 1 items can be used within Omnislash, however, DotA 2 does not allow this (as of the time of this writing). Keep in mind, many things can counter Omnislash including summons, force staff, Ghost Scepter or just typical kites.



Recommended Build
(For those who don't know #&$% about Dota.)

Level 1 - Blade Fury
Level 2 - Healing Ward
Level 3 - Blade Fury
Level 4 - Stats
Level 5 - Blade Fury
Level 6 - Doom
Level 7 - Blade Fury
Level 8 - Stats
Level 9 - Healing Ward
Level 10 - Blade Dance
Level 11 - Black Hole
Level 12 - Blade Dance
Level 13 - Blade Dance
Level 14 - Blade Dance
Level 15 - Healing Ward
Level 16 - Divided We Stand
Level 17 - Healing Ward
Level 18 - Stats
Level 19 - Stats
Level 20 - Stats
Level 21 - Stats
Level 22 - Stats
Level 23 - Stats
Level 24 - Stats
Level 25 - Stats

Item Guide



Items can vary quite a lot on Juggernaut.

Just don't get Buriza, Dagon, Refresher and Veil. Those items provide little or nothing for the hero.

Keep in mind, one level Healing Ward is much better than Tangos or Healing potions so buy Clarities potions or a Soul Ring instead. One level of Healing Ward heals for 50% HP in aoe and costs only 80 mana.

Soul ring or Arcane boots can provide tons of early game presence because it allows Juggernaut to spam his abilities as soon as they are off of cooldown. Generally, get soul ring over Arcane boots. Arcane boots are better than soul ring if you want more inventory space. Arcane boots can later be disassembled into Travels for better late game potential.

Medallion of Courage works well with Omnislash. It can allow Omnislash to do o ~25% more damage. The negative armor effect on yourself doesn't mean anything since you can't be targeted during Omnislash. Still MoC takes up an inventory slot so don't always get it.

I don't recommend going Agh's on Juggernaut simply because his ultimate is easily shut down by force staff's and kites. The longer you're up in the air from the Omnislash the more time the enemy has to kite you. It's a large investment considering any hero can instantly shut it down with only a force staff. It also doesn't provide you anything for late game since the damage eventually gets capped.

Below are two general builds for Juggernaut. Keep in mind, it is not good to go these exact builds every game. With experience, you can judge which items to get by assessing the situation.

Quote:
Normal Carry S#*t
Starting:


Core:
or
or or

Luxuries
Quote:
All Your Base Are Belong To Jugg Strat
Starting:


Core:
or or

Luxuries:
Luxuries? Naw, man game is over by now. If not, you better have someone else on your team who is going right click dps. Don't get pipe or mek if your other teammates got it BUT make sure your team always has these items if your plan is to push as it allows you to never have to leave the lane. The Vanguard is better the earlier you get it. Of course you can choose to skip it but it helps with push since early game 40 dmg block is such good tank. You can even tank towers to help make sure none of your creeps die. If you don't like Vanguard try a Point Booster and Ogre Axe which can be made into an Agh's later.
Friends & Foes

Friends
Any slow/stunner can help Juggernaut get an early first blood. All Juggernaut wants out of his team mate is something to set up his Blade Fury. Some notable mentions:


In terms of pushing, heroes with summons can find great use out of Juggernaut's Healing Ward:


Foes
Juggernauts enemies are heroes that negate his Blade Fury or Omnislash. Heroes that can blink or leap can avoid both. Heroes that do a better right-click than him. Heroes that can easily kill his Healing Wards with summons, negate his Omnislash with summons, etc.





Items such as Ghost Scepter / Force staff can make any hero counter Juggernaut.

Juggernaut is good against heroes that have low HP and do magical damage.


Strategies

As Juggernaut you want to remain ahead the enemy team in terms of level and gold at all times. You can do this by taking farm from the lane or by pushing towers and ganking.

Early game you want kills or towers. These kills help you gain early momentum. Try to find good lane partners to help you get these kills. Don't let people take your exp or gold. Make sure your lane partners are nabbing you kills or pushing and not just sitting and soaking EXP.

If you are mid get a bottle and look for ganks after you have your Omnislash. Juggernaut's not the best mid, but he can counter some other mid heroes such as Tinker.

Mid game be sure to back up your team mates with your Healing Ward and/or Arcane boots/Mek/Pipe. In team fights it is important to Blade Fury to avoid massive AoE Magical Damage. Omnislash to lay down damage or to avoid massive spells.

If you need right-click DPS get some carry item like Battlefury and max your crit. If the enemy has too much stuns/magic dps to let you to right click during team fights get BKB. Spin does not replace BKB because you can't auto-attack enemy heroes during spin (only things that don't take the magic-damage from your spin like towers will take auto-attack damage during Jug's spin).


Quick Tips
  • Make sure to use Phase or Haste after you have used Blade Fury.
  • Place Healing Ward inside of trees to make it impossible for the enemy to kill.
  • With Healing Ward you do not need to buy HP regeneration items.
  • Always make sure you have enough mana to Blade Fury and Omnislash
  • Use Medallion of Courage before you Ultimate.
  • Always have a TP to be able to Blade Fury + Teleport from tight situations.
  • Blade Fury + Teleport usually is a safe teleport against magic disables not physical, (beserker call, roar, net).
  • Be aggressive in pushing if you know you can get away with Spin/TP.
  • Do not kill creep waves with Blade Fury unless you know you will be safe for its cooldown.
  • If you want mana get Arcane boots but be sure to disassemble them and make other boots later in the game.
  • 1 lvl healing ward outheals the dmg from a soul ring, as well as it's a GREAT aid in doing a lvl 1 roshan. And a bit less common
  • Make sure creeps will not appear next to someone you are about to Omnislash by looking at the position of your own creep wave on the minimap to help you determine where their creeps are even under fog.
  • You can buy from the secret shop from the Roshan pit.
  • It is possible to solo Roshan if you use a level 4 Healing Ward and level 4 Crit. Smoke in. Heal youself after you are below 50% health. Only solo him if you know it is safe to do so. Medallion of Courage and MoM help to kill Roshan faster and before Healing Ward runes out.
  • Do whatever you can to provide the most for your team.
  • If you can't prevent a push by the enemy team, push one of their towers to make an equal trade.
  • Spam attack-click one of your own creeps if an enemy tower is attacking you.
  • You can auto-attack anything that doesn't take damage from Blade Fury while using Blade Fury but you can't attack anything that takes damage from Blade Fury (aka other heroes).
  • You can use items during Omnislash such as dust (this only works in dota 1 so far)
  • To push a tower, lay a Healing Ward down and tank the tower hits. This lets your creep wave stay alive to do more damage to the tower.
  • You can spin to clear a enemy creep wave while attacking their tower.
  • Only push towers if you know the enemies wont be able to defend it.
  • Always click on enemies to know what items they are buying or see their mana/HP.
  • Blade Fury does 300/375/450/525 damage respectively if the enemy only has default 25% spell resistance.
  • Omnislash does approximately 637.5/1275/1912.5 if the enemy has 0% damage reduction from armor.
  • Omnislash has a one second cast time. This means that heroes with instant cast will hit him first. For example, lion can always hex a Juggernaut before Juggernaut can Omnislash him.

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