14 Şubat 2012 Salı

Bloodseeker Guide & Build - Strygwyr Guide

Strygwyr the Bloodseeker Guide, Build and Strategy. Bloodseeker is pure ganker but yet can carry a team, one of my favourite hero. Let's check him out!

Strygwyr, The Bloodseeker

An unusual hybrid of Demon and Orc, Strygwyr is an outcast amongst all mortal creatures. By thriving on and bathing himself with the blood of those he slays, Strygwyr can heal his wounds - even those that could prove fatal. Beware the fool who dares venturing alone, for Strygwyr can sense his blood miles away and gain vision through his helpless prey's eyes. Having ruptured the enemy with mighty blows in his bloodthirsty frenzies, Strygwyr corners his foe into making the impossible decision - bleed to death by trying to outrun the hasty demon, or be ripped to shreds in its awesome fury.

Base stats
Base Damage: 53 - 59
Base Armor: 5.4
Primary Attribute: Agility
Strength: 23 + 2
Agility: 24 + 2.6
Intelligence: 18 + 1.7
Movespeed: 305

He has slightly above movement speed which is good, a rather decent strength and agility gain which definatly helps and his intelligence gain isn't all that great but still, you only cast 2 spells and they don't take THAT much mana so it doesn't affect us.

Bloodseeker Skills

Bloodrage
Drives a unit into a bloodthirsty rage. That unit is unable to cast spells, has it's attack damage increased, and loses a small amount of hitpoints every second.


Level 1: Lasts 6 seconds, 20% damage increase, loses 20 HP per second.
Level 2: Lasts 9 seconds, 40% damage increase, loses 15 HP per second.
Level 3: Lasts 12 seconds, 60% damage increase, loses 10 HP per second.
Level 4: Lasts 15 seconds, 80% damage increase, loses 5 HP per second.

80 mana cost and 10 second cooldown at all levels.

Several things about this skill, first it damages the unit, secondly it increases the units damage, thirdly it silences the unit making it unable to cast spells. Now whether this is a good or bad thing is up to you, early game at level 1 it can be used to do 120 damage over 6 seconds to an enemy hero, at level 4 it can be used as MASSIVE damage increase to you or an allied hero. The uses for this skill vary depending on your situation or (sometimes) mood of what course of action to take.

Important notes:
It does higher damage at level 1 and lower at level 4, remember that when considering whether to cast it on allied or enemy units/heroes.
It silences the unit, meaning if you cast it on yourself you won't be able to cast any other spells. (Rupture)

Blood Bath
Whenever Strygwyr kills a unit, he bathes himself in blood, regenerating his life source.


Level 1: 10% of Heros max HP, 10% for creeps.
Level 2: 20% of Heros max HP, 15% for creeps.
Level 3: 30% of Heros max HP, 20% for creeps.
Level 4: 40% of Heros max HP, 25% for creeps.

Pretty amazing, actually, very amazing. A decent Strygwyr player won't even need tangos or salves if they can last hit like a pro, because in doing so, you heal. Some will say this is better then normal life steal and some will say it's worst. The best thing about this skill is it's a sign of no mercy, it means you won't stop till they're dead so you can recover your HP, you won't back down till they fall at your feet and when they do, you're home free to run away.

Important notes:
You heal if you KILL a unit or hero, that means get the gold, not just help.
You recover a higher percentage when killing heros, don't be afraid to fight till the death if you're sure of a kill.
If you kill a hero (especially strength based) you'll almost always recover to NEAR full HP.

Strygwyr's Thirst
Enables Strugwyr to sense the bleeding of an enermy hero below 40% HP, if it finds one, Strygwyr gains vision of that unit and increases movement speed.


Level 1: Area of effect: 1500, 11% movement speed.
Level 2: Area of effect: 3000, 22% movement speed.
Level 3: Area of effect: 4500, 33% movement speed.
Level 4: Area of effect: 6000, 44% movement speed.

Oh my favorite skill! This is what makes people fear you. This will send people running. (Literally!) I can't even begin to stress how deadly this skill is, at level 4 you control half the map with your insane movement speed and ability to see heros under 40% HP, if you see someone running away, chase that chicken. You gain FULL sight of them, that means they can't wind walk away, they have nothing to save them. Except of course, everyone's worst enemies; towers and disablers.

Important notes:
At level 4 it affects almost half the map of your current location.
At level 4 with power treads you get almost/max movement speed, so you can even catch lycan in his shapeshift form (since he'll run out of time and you won't )
After the hero with 40% or lower HP dies, the skill still takes effect for about 2-3 seconds after they've died, giving you a nice boost to get away.

Rupture (Ultimate)
Deals a mighty blow to the enemy causing any moment to result in bleeding and loss of life.


Level 1: Lasts 5 seconds, 150 mana cost, 150 damage, 20% of distance moved in damage.
Level 2: Lasts 7 seconds, 200 mana cost, 250 damage, 40% of distance moved in damage.
Level 3: Lasts 9 seconds, 250 mana cost, 350 damage, 60% of distance moved in damage.
70 seconds cooldown

Oh lawd, my other favorite skill. You know that situation "OMFG WHAT DO I DO?!" that's what people will be like if you use this skill on them, firstly in inflicts damage, secondly, the more they run, the quicker they die, thirdly if your opponent is sensible he'll stand still, giving you an open opportunity to run up and kill him for the gold AND EXP. (Since if he runs away off the screen you won't get the EXP:() This works great for team battles, if you see someone is badly hurt and is about to leg it away from the battle, cast this then go assist your team! They'll die in seconds due to the sheer awesomeness of this bad boy.

Skill Build
1. Blood Bath
2. Bloodrage
3. Strygwyr's Thirst/Blood Bath
4. Strygwyr's Thirst/Blood Bath
5. Strygwyr's Thirst/Blood Bath
6. Rupture
7. Blood Bath/Strygwyr's Thirst
8. Blood Bath/Strygwyr's Thirst
9. Blood Bath/Strygwyr's Thirst
10. Strygwyr's Thirst
11. Rupture
12. Bloodrage
13. Bloodrage
14. Bloodrage
15. Stats
16. Rupture
17-25. Stats

The typical Bloodseeker skill build, except for the point in Bloodrage at the start. This is used as a silence to escape some nasty spamming early kills like Zues or Lion and to silence and kill them. It shouldn't be used as a damage boost at level 1 though, it's just not worth it. Blood Bath is a no-brainer, you need this to stay in your lane almost forever. You don't have much damage at early levels so Bloodrage is maxed out after Thirst. At level 6 it becomes possible for a kill.

Well, Blood Bath and Strygwyr's Thirst can be taken wherever you feel under different circumstances. Sometimes I get Strygwyr's Thirst maxed earlier over Blood Bath because I am last hitting and denying well, going for some kills and on high health. I might get Blood Bath maxed earlier because I need the precious health to stay in my lane. There is no 'set skill build' at level 3 and over, just mix it up and do what you think is necessary.

Item Build
Starting Items


Stout is key, attack harass from the enemy hero while you go in for the last hits is something thta can really hurt even the best of BS players, Stout goes a long way to solving this problem, and also turns into something useful later on. Flask gives you room for error in your last-hitting, and is taken over tangoes because you'll only ever really need item regen if you're very low and can't get close to creeps without dieing.

Core Items

Phase Boots give you a lot of what you need. The Armour + Damage helps you become very hard to keep out of lane, and are stat bonuses that you'll use all game. But what's really invuable here is the phase for so many different reasons.

First off, you get a little movespeed bonus, this can often allow you to get 2-3 crucial hits on a running opponent to proc your thirst. Furthermore, it can allow you to jet away after making a kill. Being able to run through creeps is a massive bonus, especially with a playstyle like BS's, you can find yourself blocked by creeps fractions of hp away from a kill. Phase allows you to dive through unhindered.

On top of this, one of any melee carry's biggest problems is always gonna be making sure you can focus the right hero in a fight. Phase means you can rush through and get right to the casters and key heroes to take them out.

This set of items is really important to my bloodseeker build. The conventional bloodseeker is a 800 hp moron who ruptures, rightclicks and then dies to tower. I try to mix things up a bit with my build, and instead of going for something retarded, Phase, 2 wraiths + Vanguard gives you a nice amount of hp (around 1.3-1.4k at ~lvl 11-13), LOADS of damage mitigation, with way above 15 armour as well as damage block. And still allows for some damage at the same time.

This sets you up to have some decent damage, loads of HP and loads of armour making you a seriuosly powerful diver and allowing you to survive until you get the kill.

The Damage

OR
As far as first damage item on bloodseeker goes i almost always take one of DIFFUSAL or DESOLATOR.

Generally, if the enemy has lots of weedy casters Diffusal is the better bet, giving you some extra chasing, fucktones of damage and purge. It should be taken against heroes such as Omni or Warlock for obvious reasons.

However, some heroes are not so vulnerable to a diffusal, str-tanks, in particular heroes like Lycan, Axe or Centaur, are not interested by your Diffusal, they can just turn and fight you in many cases. At times like this you'll want to go for a deso to increase your power when fighting head-to-head, as you won't have such an opportunity to use purge to make kills.

Both items have their perks, I don't really have a preference, you really have to read the game when deciding which one you make your choice.

Optional Core

Get BKB if you face heavily caster enemies. Yes, you got Bloodrage to silent your enemies, but if you're facing a lot of caster/stunner, BKB is a necessity.

Further items


I hesitate to build more HP than vanguard on Bloodseeker. The reason being that if you're killing in a fight then your HP levels should stay high and you can stay alive. So you're really best off making your hero deal a LOT of damage. By all means, make a BKB on him if circumstances dictate, but heart/satanic are just a no-no to me.

So now we have to decide on damage. Mathematically, and in most cases practically, Butterfly is the best thing you can get, phaseboots are not treads, and while you have a lot of + damage (especially with bloodrage on), your attackspeed leaves everything to be desired. The massive agility also gets amplified by your rage, which is obviously awesome.

However, there will be TIMES when you might want to go for radiance instead, these could be when you're up against something like Weaver, or perhaps a team with many dagger heroes where you want to make sure people aren't cheesing you out of kills with blink.

Now that we've got butterfly as core i'll discuss the other options you have. If you've gone diffusal originally then you'd probably want to complete your manta as soon as possible after Bfly, however, if opted for deso instead then you'll probably rather get hold of a Buriza to make use of low armour 1.1k crits (yes they are that high ).

Either build is ended with buriza/cuirass, both items are very powerful and at that stage in the game you really have to decide what you need yourself.

BKB is ASSUMED and you should always take it either straight after your first damage item (purge/deso) or straight after Bfly in games where it's necessary.

Tricks & Tips

Animation cancel, you are NOT lycan with 0.1 attack point, you have a big backswing, and if you cancel it you'll find yourself getting FAR more hits during a chase than if you rightclicked and went afk. -apm wins.

Bloodrage rapes casters SO hard, don't make the mistake of going into a gank/teamfight with it casted on yourself, trust me, zeus/QoP not being able to cast any spells for 16 seconds is FAR more important than a bloodseeker having + 80% damage. The second one can even go on a caster as well if you think it will win the fight, but often the damage can come on at that point as rupture is casted and you start getting up close and personal.

General stuff: Blood can't initiate teamfights by himself, so when drafting lineups you'll want to get hold of heroes with some AoE, having a hero like Tide/ES on your team who's beefy and can jump in with a dagger to get things started is invuable and gives you time to get a hold of the fight with some timely ruptures and bloodrages

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