Build : Not-Jungle
Starting
DotA2 Hero: Axe
OFFENSE
|
|
Damage
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49-53
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DEFENSE
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Armor
|
1.8
|
OTHER
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|
Movement Speed
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290
|
ATTRIBUTES
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|
Strength
|
87.5
|
Agility
|
75
|
Intelligence
|
58
|
BASIC STATS
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Health
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2145
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Mana
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988
|
Purchase Order
STARTING
EARLY GAME (BOTTLE
IF MID)
BOOTS (PICK 1)
MID GAME
SITUATIONAL
Hero Skills
BERSERKER'S CALL
2
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12
|
13
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14
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BATTLE HUNGER
4
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8
|
9
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10
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COUNTER HELIX
1
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3
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5
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7
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CULLING BLADE
6
|
11
|
16
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STATS
15
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17
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18
|
19
|
20
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21
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22
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23
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24
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25
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Introduction
Upon
seeing a lot of the Axe guides posted, I realized that all of
them focus a lot in his ability to jungle at level 1. In regular matches and in
competitive matches, this Hero is also used a lot in the jungle.
Although I agree Axe can jungle from level 1, I don't think this is his best position. What is the team getting from an Axe jungle? Is it just to have a jungler? There are others that jungle much faster. Is it to farm a Blink Dagger and be an initiator? There are other junglers that can do so better, like Enigma. Even Doom can get a Blink Dagger and become an initiator, while also offering much more than Axe in the lategame. Is it to have early game pressure? Again, there are other junglers better suited for that role.
In my opinion, Axe jungle can often be replaced by another jungler much more effective at both jungling and whatever your team strategy is.
I think Axe can be played situationally in other positions, having a greater impact in the match. I'll try to be as brief as possible, since there isn't much point in dragging a very straight forward idea (also, the skills and items have been well revised in many other guides).
Although I agree Axe can jungle from level 1, I don't think this is his best position. What is the team getting from an Axe jungle? Is it just to have a jungler? There are others that jungle much faster. Is it to farm a Blink Dagger and be an initiator? There are other junglers that can do so better, like Enigma. Even Doom can get a Blink Dagger and become an initiator, while also offering much more than Axe in the lategame. Is it to have early game pressure? Again, there are other junglers better suited for that role.
In my opinion, Axe jungle can often be replaced by another jungler much more effective at both jungling and whatever your team strategy is.
I think Axe can be played situationally in other positions, having a greater impact in the match. I'll try to be as brief as possible, since there isn't much point in dragging a very straight forward idea (also, the skills and items have been well revised in many other guides).
Bread and Butter
Axe is a strenght, melee Hero. He has a lot of utility spells and is often played as thetank/initiator of teams. This hero benefits a lot from snowballing, as he will tend to fall off as the match progresses and aproaches the late game.
He can Jungle at level 1 and can later farm reasonably fast, with jungle stacks.
Pros and Cons
- Can Jungle at level 1
- Good tank (natural high HP and 40 armor bonus from Berserker's Call
- Good Initiator, if he has a good initiation item such as Blink Dagger
- Poor inteligence stats (you may encounter some mana issues during a match)
- You get the most out of this Hero if you snowball
- Not very good in lategame scenario
- Weak attack speed
- Reasonable utility for teammates.
Laning
Axe is generally good against teams with a lot of squishy heroes, highly dependent in their abilities. Berserker's Call will stop them from casting anything, and you can easily kill low HP heroes with Culling Blade.
Mid
Some people don't realize this, but Axe is extremely powerful in the middle lane against other melee heroes. Against ranged heroes, doesn't make much sense to pick an Axe, but if you want to shutdown an enemy melee Hero, consider getting Axe.
With Berserker's Call and Counter Helix the enemy Hero will have to be extremely careful when aproaching the creep wave for a last hit. If you catch him with Berserker's Call in the middle of the creep wave, you'll get at least 2 spins off, no matter how unlucky you are. You will aggro the creep wave, so you will be taking attacks from the enemy hero and 4 creeps. With 40 armor bonus and a Stout Shield you won't feel the physical damage incoming your way.
At level 1, with only Counter Helix you can aggro the creep wave by attacking your target, proccing the spins.
If the enemy hero is half HP, he just can't aproach the creep wave at all. The risk of feeding a kill is too high if he gets caught in your disable. Don't push the lane if your opponent is not approaching it; control the wave on your side of the river. If the other player tries to last hit, you'll end up pushing the creep wave when you try to kill him, since your Helix will damage all of the creeps. But even so, he will be forced to last hit under the tower, which is not ideal.
Battle Hunger not only helps you harass your opponent, but also gives you more chasing power with the movement speed bonus. I usually level this ability when I get level 4 if I'm mid (level 3 if I'm not), as the lane is not long enough for you to really benefit from the movement speed.
Aggressive Trilane
The second place where I think Axe thrives is in trilane vs trilane scenarios, specially when the enemies' carry is melee.
A lot like in the middle lane, if the enemy carry tries to last hit, you can simply Berserker's Call him. This time, you will also have the enemy supports attacking you, so the chance to Counter Helix is very high. With base 625 hp and 40 armor bonus, it is extremely difficult for your opponent's to kill you before they die.
Axe could be the core in your trilane, but he can also be (and this is what I prefer) the 4-role support, with another core in the trilane such as a Mirana, for example.
You can level up Berserker's Call at level 1, just to give your trilane another disable, while also making you extremely tanky. However, you can also level up Counter Helix and creep skip. For those of you who don't know what "creep skip" is: its when you stand between the enemies' tier 1 and tier 2 towers, and kill the creep wave. Axe is really good at doing this and you will force your opponents to tank your own creep wave under the tower, giving you the chance to dive them under it, if you wish.
Against ranged carries, Axe is not the best option if you want to go aggro tri, since the enemy carry can just try to last hit, while keeping a safe distance from you. However, against melee carries, you will deny them a lot of farm, while, ideally, your carry is getting good farm in the safelane.
Good against carries such as Lifestealer (disable goes through rage and Counter Helix damage is physical), Lycanthrope or specter in the lane.
Abilities
I'll
briefly go over the usages of the abilities and how you should prioritize them
in your build. If you want more descriptive explanation about them, just read
what they do.
Berserker's Call
Berserker's Call
Your
AOE disable that lets Axe be an initiator. Put one early point
in this ability, then maximize Counter
Helix. Gives you massive
40 armor bonus when
you cast it, which is insane during the early game. 40 armor bonus means you
can shrug off any physical attack damage coming your way, for the duration of
the spell.
The disable goes through BKB and general magic immunity.
Battle Hunger
Some people really like this ability for the harass. I really like this ability for the speed bonus. The harass is also nice.
10% movement speed bonus may not sound much, but when you have 4 points in this ability and only a 5 second cooldown, you will easily have 20 or 30% movement speed during a team fight.
I usually max this after I have max Counter Helix.
Counter
Helix
This ability is heavily dependent on luck. That is why you must be very careful with your initiations, if you want to dish out as much damage as you can. You want to tank as many auto attacks as possible. This way, no matter how unlucky you are, you'll get some spins off of Axe. Also good for clearing creep waves.
This ability is heavily dependent on luck. That is why you must be very careful with your initiations, if you want to dish out as much damage as you can. You want to tank as many auto attacks as possible. This way, no matter how unlucky you are, you'll get some spins off of Axe. Also good for clearing creep waves.
Culling
Blade
A good finishing move, that buffs the movement and attack speed of you and your allies around you. If you successfully kill someone with this ability, the cooldown with be 0. This means you can potential get several "dunks" in a row, although it will cost you a lot of mana.
Don't be afraid to cast Culling Blade and "steal" the kill. There is no kill stealing in Dota 2. If you finish off some hero, you are saving your team time and you are also buffing them for the rest of the fight.
Culling Blade dispells several buffs before hitting. This means, you can kill targets with Shallow Grave on them or you can potentially kill Abaddon with his Ultimate on.
A good finishing move, that buffs the movement and attack speed of you and your allies around you. If you successfully kill someone with this ability, the cooldown with be 0. This means you can potential get several "dunks" in a row, although it will cost you a lot of mana.
Don't be afraid to cast Culling Blade and "steal" the kill. There is no kill stealing in Dota 2. If you finish off some hero, you are saving your team time and you are also buffing them for the rest of the fight.
Culling Blade dispells several buffs before hitting. This means, you can kill targets with Shallow Grave on them or you can potentially kill Abaddon with his Ultimate on.
Conclusion
I hope I have made a
good case on how you can use Axe outside of his jungling capacity.
Honestly, I would rather have another jungler if given the option. You may
disagree with me on that point, but hopefully you'll agree with me in the
hero's situational potential to lane elsewhere.
The item and skill build aren't set in stone. You can make small changes here and there. The builds are also very standard. Again, there is space for inovation, but generally the best items for this Hero are already well tested.
If you like the guide and feel like upvoting it, thanks. If you don't like it and feel like downvoting it, fair enough. If you like the guide, but don't like me and feel like downvoting, also fair.
The item and skill build aren't set in stone. You can make small changes here and there. The builds are also very standard. Again, there is space for inovation, but generally the best items for this Hero are already well tested.
If you like the guide and feel like upvoting it, thanks. If you don't like it and feel like downvoting it, fair enough. If you like the guide, but don't like me and feel like downvoting, also fair.
ini nih yang cocok buat pemula
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