Sunday, May 13, 2012

Juggernaut Dota 2 Guide





Juggernaut, and his semi-clone in Heroes of Newerth Swiftblade, has always been one of my favorite Agility carries.

Abilities

Blade Fury (Q)
Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units. Lasts 5 seconds.



Radius: 250
Duration: 5
Damage Per Second: 80/100/120/140



This ability makes Juggernaut magic immune and does damage in an AOE around him.  There are a couple things to keep in mind when using this ability.  First is any positive buffs that Juggernaut had before casting Blade Fury are removed, so be sure to use Phase Boots after popping Blade Fury.


One important bit of utility is that Juggernaut can use a Town Portal Scroll(TP) while spinning.  As long as you keep a TP on you at all times it becomes a nightmare to gank him.




Healing Ward (W)
Summons a Healing Ward that heals all nearby allied units, based on their max HP. The Healing Ward can move at 300 movement speed after being summoned. Lasts 25 seconds.

Range: 350
Radius: 500
Duration: 25
Heal Per Second: 2%/3%/4%/5%

Healing Ward is unbelievably useful as long as it is protected and positioned correctly.  One attack from an enemy will kill the ward.  I recommend getting one rank of this ability at level 2, as it will eliminate most health regen issues in lane. 


Blade Dance (E) (Passive)
Gives Juggernaut a chance to deal double damage on each attack.

Chance: 15%/20%/25%/35%

This is what allows Juggernaut to carry late game.  Max this skill last, as it only becomes useful when your auto attacks are doing more damage than Blade Fury.


Omnislash (R) 
Juggernaut leaps towards the target enemy unit with a damaging attack, and then slashes other nearby enemy units, dealing between 175-250 damage per slash. The fewer units available to attack, the more damage those units will take; if a unit is alone, it will take all of the damage. Juggernaut becomes invulnerable while Omnislashing and mini-stuns the first target.

Range: 450
Jump Radius: 425
Number Of Attacks: 3/6/9 (6/9/12*)
Damage Per Attack: 175-250

Juggernaut's ultimate, Omnislash, allows him to both initiate and avoid high damage situations during teamfights.  During the animation of Omnislash Juggernaut becomes invincible, so figuring out the proper timing during each match is key. If you get a Battle Fury the damage from each splash will apply to nearby targets, making Battle Fury somewhat core in most games.

Items

Starting Items: Quelling Blade - Stout Shield - 1x Tangos
Boots: Phase Boots
Core Item: Battle Fury

After acquiring the core build it is important to look at the opposing teams composition.  If you are playing against heavy physical carries Eye of Skadi is a great next item as it provides additional health and attack/movement slow.  It is also a useful item versus heavy casting teams, as it makes the usually squishy heroes much easier to keep up with.  

After acquiring a few Damage items I would recommend Vladmir's Offering.  The lifesteal, armor and 15% damage aura are huge late game.  

Gameplay

Juggernaut is usually played in the short lane with one support, although a tri-lane is sometimes seen.  Good laning partners are any ranged support with good lane presence and easily landed slows/stuns. 

Juggernaut is quite capable of getting early kills on overextended enemies with Blade Fury.  Rather than directly clicking on an enemy after spinning I would recommend clicking on the ground beside them, as it limits fog jukes.

Mid-game Juggernaut is a force to be reckoned with.  His ultimate allows him to kill solo heroes in the jungle, as with decent farm it is possible to take an enemy from 100% to dead.  As long as you keep enough Mana to cast Blade Fury and a TP it is hard to get ganked.   Push with your team and use Healing Ward to top off pushing creeps and your teammates.

Late-game Juggernaut tends to not scale as hard as other hard carries.  Use your Omnislash to catch unsuspecting squishy enemies near the edges of teamfights.  Only use Blade Fury to avoid spells, as it becomes a net damage loss late game.  Careful positioning of Healing Ward can single-handily win teamfights. 



Feel free to provide feedback in the comments below!

-KillerSOS 




















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