Hero Guides

Friday, October 4, 2013

Nerubian Weaver DotA Guide Item Build

Nerubian Weaver DotA Guide Item Build



Roles :
1. Team's Ganker
2. Carry( Semi-carry for me XD)

Pros:

  • Good Movement Speed
  • Good Agi growth
  • Has a good ultimate skill
  • Easy to last hitting

Cons:

  • item dependent
  • low HP
Drafting:

Pick Nerubian Weaver if :

1. You like to be your team's ganker and carry. Wow, now the vote here choose carry as its favourite !


Don't Pick Nerubian Weaver if :

1. Your enemy pick Nuker type.

2. You haven't read this guide.

Skillset :

1. The Swarm (Hotkey: R)

A swarm of 12 beetles will move towards the target point, each latching onto an enemy unit that it comes into contact with. Each unit will only get latched onto by one creature maximum.
Level 1 – Deals 15 damage per attack, lasts for 8 seconds.
Level 2 – Deals 20 damage per attack, lasts for 12 seconds.
Level 3 – Deals 25 damage per attack, lasts for 16 seconds.
Level 4 – Deals 30 damage per attack, lasts for 20 seconds.
- When a beetle latches on a a target, it will remain there until it is killed or the duration expires.
- Beetles are magic immune, but can be killed in 4 attacks.
- Every 1.5 seconds, the beetle will attack its target, dealing damage and reducing the target’s armor by 1 until the beetle is killed or the duration expires.
- Beetles provide 250/250 sight, but will drop off their target if it becomes invisible.
- Casting range: 900
Mana Cost: 100
Cooldown: 36/33/30/27 seconds

2. Shukuchi (Hotkey: C)

Causes the Nerubian Weaver to move so fast as to become invisible. Any units passed through will take damage. Lasts 4 seconds
Level 1 – Nerubian weaver becomes invisible. 90 damage to units passed through.
Level 2 – Nerubian weaver becomes invisible. 100 damage to units passed through.
Level 3 – Nerubian weaver becomes invisible. 110 damage to units passed through.
Level 4 – Nerubian weaver becomes invisible. 120 damage to units passed through.
- Damage type: magical
- Can only damage a unit once per cast.
- 0.25 second fade time
- Area of Effect: 175
Mana Cost: 60
Cooldown: 12/10/8/6

3. Geminate Attack (Hotkey: K)

Occasionally the Nerubian Weaver will send out two swarms, attacking an opponent twice. You must do an ordered attack to activate this.
Level 1 – Nerubian Weaver sends out two attacks.
Level 2 – Nerubian Weaver sends out two attacks.
Level 3 – Nerubian Weaver sends out two attacks.
Level 4 – Nerubian Weaver sends out two attacks.
- Geminate Attack is an Orb Effect.
- The extra attack will never trigger attack effects (orb effects, bash and critical strike).
- Nerubian Weaver needs an attack order for this ability to activate.
- The attack in which this skill procs is considered an Orb Effect Buff Placer, while the bonus attack is considered only an Orb Effect.
- Can affect towers.
Mana Cost: N/A
Cooldown: 6/5/4/2.5 seconds

4. Time Lapse (Hotkey: T)

Warps the Weaver 5 seconds back in time, resetting the HP, Mana and position. Does not affect cooldown, gold or experience.
Level 1 – Warps Nerubian Weaver 5 seconds in the past.
Level 2 – Warps Nerubian Weaver 5 seconds in the past.
Level 3 – Warps Nerubian Weaver 5 seconds in the past.
Mana Cost: 150/75/0
Cooldown: 60/50/40
- Removes negative buffs from Nerubian.

Skill Build
1.Shukuichi
2.Geminate Attack
3.Swarm
4.Swarm
5.Swarm
6.Time Lapse
7.Swarm
8.Shukuichi
9.Shukuichi
10.Shukuichi
11.Time Lapse
12.Geminate Attack
13.Geminate Attack
14.Geminate Attack
15.Stats
16.Time Lapse
17-25.Stats

Anub’seran The Nerubian Weaver Items Build

Start Of Game
  • Slipper of agility 2x
  • Ancient Tango of Essifation 2x
  • Health Potion 1x
Early Item
  • Wraith Band 2x
  • Power Treads
Mid-Late Item
  • Radiance / Yasha(Manta Style)
Luxury
  • The Butterfly
  • Monkey King Bar
  • Eye's of skadi
  • Buriza
  • Heart of Tarrasque

Choosing Lane

Try to lane with a stun/slow/disable.

Early game's Strategy

Do some decent harassing and play aggressive. But Concentrate on last-hits as you are item dependant. If your ally calls for a gank, help him out. Maintain your mana at least for one shukuichi to escape.

Mid Game Strategy

Why radiance purchased in mid game and not in the late game? If you're playing well, it will be easy for you to buy radiance before 20 minutes had passed. but if you can't buy yasha first, then upgrade it into manta style.
Late Game and War Strategy

You should have gotten at least 2 or 3 of the luxury items in your Mid-Late Item Build. Whenever war is occured, you must targeting the weakest hero. You'll hard to die, Thanks for your ultimate skill. Don't be initiator even you have an amazing ulti, believe me, you enemy will targeting you first. If your team is good and you're playing well, the game should be over soon. 

DarkTerror- Faceless Void DotA Guide Item Build

DarkTerror- Faceless Void DotA Guide Item Build

DarkTerror- Faceless Void DotA welovedotas.blogspot.com

The Roles of the Hero :
1. Carry(The Main Role)
2. Jungler







Capabilities :

  • Decent agility
  • Decent strength
  • Good escape mechanism
  • High base damage
  • Permabasher
  • Strong carry


Weaknesses :

  • Bad lane control
  • Low HP and EHP
  • Melee hero
  • Weak on early game
DotA  Darkterror Faceless Void's Skills :

Time Walk:

Level 1: 120 mana, 13 cooldown, 700 cast range, 300 AoE, 10% slow.
Level 2: 120 mana, 13 cooldown, 900 cast range, 300 AoE, 20% slow.
Level 3: 120 mana, 13 cooldown, 1100 cast range, 300 AoE, 30% slow.
Level 4: 120 mana, 13 cooldown, 1300 cast range, 300 AoE, 40% slow.
It has a short casting time when void raises his hands. When you travel you become invulnerable so you won’t take damage and cannot be targeted. It won’t remove rupture. Although the effect remains while you travel you won’t be damaged at all. This skill is similar to morphling’s waveform, but you won’t loose the control of the hero when you use it. When TW is finished there’s a small period when you cannot issue commands to faceless! Since you don’t have channeling spells just repeat the same command until void moves again. TW can be used under some spells like: ensnare/bite and those that are similar to these two.

Backtrack:

Level 1: 10% chance.
Level 2: 15% chance.
Level 3: 20% chance.
Level 4: 25% chance.
Whenever faceless receives damage (if the damage is above 6) there’s a chance that this skill will trigger and that it will heal void back. It works against all types of damage except: sunder. This skill won’t evade stuns even if the damage is backtracked! Silence and Doom and hex won’t disable this skill! Actually nothing can. Bactrack is one of the most relaiable skills of dota! A disabled skill (most passives can be disabled) has a chane of 0% to work while BT 25% from level 7 till the end of the game.

Time Lock:

Level 1: 10% chance per attack. 40 damage.
Level 2: 15% chance per attack, 50 damage.
Level 3: 20% chance per attack, 60 damage.
Level 4: 25% chance per attack, 70 damage.
It is the same as melee bash. The damage it deals is magical and avatar can block it, but the stun effect will work even if it doesn’t deal damage. The effect lasts twice as long on creeps and half on Roshan. Since the damage is magical you won’t get return damage when it triggers (except your base damage). Doom disables this skill and any other basher in your inventory.

Chronosphere:

Level 1: 3 Seconds, 150 mana, 165 cooldown, 500 cast range, 425 AoE.
Level 2: 4 Seconds, 175 mana, 165 cooldown, 550 cast range, 425 AoE.
Level 3: 5 Seconds, 200 mana, 165 cooldown, 600 cast range, 425 AoE.
This spell has a 0.5 casting time and there’s another little pause before it will stop the units. This spell only stops units and will never stop spells. Of course it will stop channeling since it is the same as a long duration stun. Avatar won’t work against this either. This skill won’t stop: omnislash, wards and spirits (like Exorcism) after they’ve been casted.


Skill Build

  1. Time Walk
  2. Time Lock
  3. Backtrack
  4. Time Lock
  5. Time Lock
  6. Chrono
  7. Time Lock
  8. Time Walk
  9. Backtrack
  10. Backtrack
  11. Chrono
  12. Backtrack
  13. Time Walk
  14. Time Walk
  15. Stats
  16. Chrono
  17. 17-25 : Stats
We get one level of time walk, since better players will normally nuke the hell out of faceless. With this we can get to safety if that happens. The reason why we get it one the first level is simple: good teams may try to do a three man gank on level 1 to get an early first blood.


Starting Item

  • Ironwood Branches  3x
  • Ancient Tango of Essifation
  • Healing Salve
  • Stout Shield/Quelling Blade
Core Item
  • Mask of Madness
  • Power Treads
Luxury
  • The Butterfly 
  • Battle Fury 
  • Buriza-do Kyanon 
  • Heart of Tarrasque
Situational
  • Poor Man’s Shield. It is cheaper alternative to Vanguard. 
  • Helm of the Dominator. Helm of the Dominator is a valid alternative to Mask of Madness. It’s really effective during the late game, upgrading it to Satanic.
  • Hand of Midas. Only get Hand of Midas if you’re able to farm it in timely manner or just skip it. 
  • Yasha. Yasha grants 16 agility (i.e. 16 damage and 16 IAS) and 15 AS, so it’s an item to consider. In case, Manta Style is the suggested upgrade, as it grants overall statistics and the Mirror Image ability. The clones won’t get stuck in the Chronosphere. On the other hand, the MS increase is totally useless.
  • Armlet of Mordiggian. It provides many useful bonus and has a strong synergy with Manta Style. Suggested for a very aggressive gameplay, since it more than doubles your DPS.
Choosing Lane

Take the upper lane on scourge, or the lower one if you are with the sentinel .

Early game's Strategy
You’re supposed to wait until the creepwawe reaches its safety zone (the tower), where you’ll be able to farm a bit. If the enemy group doesn’t play agressively, then you can play in the farming way. Concentrate on last-hits and deny. As long as no creep can be last-hitted, attack your own creeps under half HP to draw the lane towards your tower. There are some basic that i like (By : Oneatatime playdota Member) :

Creep Lure Technic:

If you are close to the melee creeps, and you issue an attack command against the enemy hero the creeps will start to attack you. Because of that your own creeps will attack the other creeps. If the creeps are close to you, and the tower isn’t attacking the enemy hero they will follow you even if the tower is hitting them. The towers priority is: those that attack the allied hero, the one that attacks the tower, the one that is close. This is all you have to know to accomplish the following movements:

If enemy creeps, are coming for the tower, and your creeps are still far, then: Stand next to the tower with the Hold Position key and when the creeps get close start to run backwards until you reach your own wave. If the enemy attacks the tower the tower will fight back, since no one else is hitting it, and you are already far away.

If the fighting is close to your towers attack range then you could lure the creeps by attacking the hero (you don’t need to hit him!) and running instantly backwards. This will draw all creeps towards your tower thanks to the simple AI. If you are close enough to the creeps they will attack you, even if you targeted the hero on the other side of the map.

Mid game's Strategy

At this time of the game, You can start to do gankingIf an enemy is farming on your lane, call for a gank or move to another one. You should be the one who has to kill, above all because of the expensive items you need to buy. 

When you do Pushing, Simply start Mask of Madness’ Berserk when the first creep gets below half HP: this will push your lane towards the enemy. As always, when you get close to the enemy, go back and farm neutral creeps. During this time, the enemies will most likely push back, and when the creepwave gets big enough, return, kill them all and repeat the aforementioned process. 

When you have nothing to do and all of your creepwave is already at the enemies’ tower then start to kill some neutral creep. Even if you’re ganked in the while, you’ll be able to escape and regenerate HP thanks to Time Walk and lifesteal.

Late game's Strategy

With a correct Chronosphere’s availment and good team members, you can defeat the enemy at their own towers. If the attack is finished, your team is retreating and you have at least half HP, then you should kill some ancient creep to regain it. It's carry's responsibility to drive his team to victory. In equally strong late game, The death of carry was very influential to the game. Don't be so proud of yourself and do committed suicide by come to the tiger's nest alone. XD

Alleria-Windrunner DotA Guide Item Build

Alleria-Windrunner DotA Guide Item Build


windrunner-alleria welovedotas.blogspot.com
Roles :

1. Support(Primary)
2. Carry
3. Nukers









Capabilities : 

  • Good Attack Range
  • Full of Active Skill
  • Good Sight Range on night
  • Creeping just like piece of cake for Alleria(WR)



Weakness :

  • Hard to use Shackle Shot(WR First Skill) properly.
  • HP was to low.


Drafting

Pick Alleria-WR if :

1. If you love to play support. I make a poll here, and most people choose to liking support roles XD
2. Many of your enemy are hitter.
3. You are smart to read your enemy movements.

Don't Pick Alleria-WR if :

1. You can't use hero with many skill. Remember, All of WR's Skill is active.(And the item build usually too)
2. You haven't read this guide XD.




DotA Aleria-Windrunner's Skills


shackleshot dota WR welovedotas.blogspot.com1. Shackleshot : Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.

Level 1 - Stun for 0.75 seconds, or 1.5 if close to enemy unit or tree.
Level 2 - Stun for 0.75 seconds, or 2.25 if close to enemy unit or tree.
Level 3 - Stun for 0.75 seconds, or 3 if close to enemy unit or tree.
Level 4 - Stun for 0.75 seconds, or 3.75 if close to enemy unit or tree.
Casting range: 600
Mana Cost: 90/100/110/120
Cooldown: 12
search angle : 26 degrees



Powershot dota WR welovedotas.blogspot.com2. Powershot : Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels 1700 distance, dealingdamage and destroying trees in its path. The damaged dealt is greatest to the first target of it hits and is reduced by 10% with each other it passes through.

Level 1 - Fires an arrow that shoots through targets with 120 initial damage, and 10% reduced damage for each other target hit.
Level 2 - Fires an arrow that shoots through targets with 200 initial damage, and 10% reduced damage for each other target hit.
Level 3 - Fires an arrow that shoots through targets with 280 initial damage, and 10% reduced damage for each other target hit.
Level 4 - Fires an arrow that shoots through targets with 360 initial damage, and 10% reduced damage for each other target hit.

Casting range: 1800
Area of Effect: 150
Mana Cost: 90/100/110/120
Cooldown: 9



Windrunner dota WR welovedotas.blogspot.com3.Windrunner : Imbues her body with the essence of wind, increasing her movement speed by 50% and giving her the ability to evade all physical attacks for short period of time. Additionally, the gusts of wind around her impairs the movement of nearby enemies, slowing their movementspeed in a 300 AoE around her.

Level 1 - Gives complete physical evasion, 50% increased MS, and slows nearby enemies by 8%
Level 2 - Gives complete physical evasion, 50% increased MS, and slows nearby enemies by 16%
Level 3 - Gives complete physical evasion, 50% increased MS, and slows nearby enemies by 24%
Level 4 - Gives complete physical evasion, 50% increased MS, and slows nearby enemies by 30%

Duration : 2.75/3.5/4.25/ 5 s
AoE : 300
Mana Cost: 100
Cooldown: 30/25/20/15


Focus Fire dota WR welovedotas.blogspot.com4.Focus Fire : Alleria channels wind throughout her body to surge an excess of adrenaline, giving her maximum attack speed. Damage is reduced in this state.


Level 1 - Constantly attacks with 50% reduced damage and maximum attack speed at the target
Level 2 - Constantly attacks with 40% reduced damage and maximum attack speed at the target
Level 3 - Constantly attacks with 30% reduced damage and maximum attack speed at the target

Duration : 20 s
Casting range: 600
Mana Cost: 200/300/400
Cooldown: 60(15*)
*With Aghanim’s Scepter



Skill Build


1. Powershot
2. Windrunner
3. Powershot
4. Shackleshot
5. Powershot
6. Shackleshot
7. Powershot
8. Shackleshot
9. Shackleshot
10. Focus Fire
11. Focus Fire
12. Windrunner
13. Windrunner
14. Windrunner
15. Stats
16. Focus Fire
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats


I often play Alleria-Windrunner on the middle lane, but if you on another lane, take shackleshot first. Just in case your team want to do first blood. For Fast game build, you must take focus fire in level 6. Use it to destroy enemy's tower.



First Early Item

  • Ironwood branch 3x
  • Tango 2x
  • Clarity potion 2x
  • Courier(Support Type)


2nd Early Item

  • Empty Bottle
  • Boot of Speed



Core Item


  • Power Tread's
  • Mekansm
  • Orchid's Staff
  • Force Staff



Luxury Item

  • Monkey King Bar
  • Aghanim's Sceptre
  • Desolator

Alternative Item

  • Magic Stick
  • Vanguard
  • Eul's
  • Ghost Staff
  • Mjolnir
  • Observer's Ward(Support Type)






Before you read the strategy Just read  and another active item tips to ease you.

Choosing Lane

Mid is best choice if you know how to use empty bottle. But if your team want to play fast game, Go to another lane.

Early game's Strategy

Mid Lane Strategy

In early game, Keep focus on farming until you have empty bottle. After you buy empty bottle, buy observer ward and plug into Power Up place(There are many place you can choose to plug in the observer ward, i think you'll know by your own from your experience). Use powershot frequently for farming and scaring your enemy. If half of your enemy's HP has been lost, use shackleshot to kill him. Actually, using shackleshot is easy. Try to positioning yourself on the parallels between your hero, enemy creep, and the enemies hero. (Mid lane have a less trees, so your stun must be between enemies hero and creep)

Another Lane Strategy

When you play fast game with WR inside the team, The pro usually use 3 1 1 strategy(3 heroes on the left/right lane, 1 on mid, and 1 on another lane). Alleria-Windrunner often on solo lane. It ease for her to withstand by two enemies hero. But if not, you can become Semi-Carry for your team, As i said before, Farming is just like piece of cake for Alleria(use Powershot and you got 3 Creeps gold worth) XD

Mid game's Strategy

The Pro often arm Alleria(WR) with Mekansm. For my experience, you could have Mekansm on minute 12(With Boot of Speed and empty bottle, + Maid heroes XD). When your team do ganking, you must join it. It hard for Alleria to kill enemy one by one. And if you have Focus Fire, just use it on tower rather than heroes.

War game's Strategy and Ganking's Strategy

Try to positioning yourself on the parallels between your hero, enemy hero, and the enemies creeps or Trees, then use Shackleshot. Better if the stun is between enemy heroes. When your enemy hitter(Usually Carry type) approaching you, use windrunner, But don't run first. Just hit the enemy with all you have. Use mekansm to save your team's ace. don't use it for helping yourself.

Late game's Strategy

War on the late game determine who the winner. Counter attack is the best choice for you. Why? You have focus fire ! you can destroy enemy towers just in 5 seconds without any disruption.

dotA Item Build on Troll Warlord, Jah'Rakal

dotA Item Build on Troll Warlord, Jah'Rakal





Jah'rakal the Troll Warlord
Author:spyAfterMath
Jah'Rakal, Troll Warlord


Changelog:
7/14/11 - Guide started as a draft guide
7/29/11 - Guide published
7/30/11 - Updated some stuff
7/31/11 - Added some images and notes
8/1/11 - Added more images and “Extra Info” section
8/6/11 - Minor updates
9/3/11 - Minor updates
3/18/12 - Updated items, skill info, and allies.
9/30/12 - Updated to 6.75, edited situational items, skill build, and item build 
About:
Version 6.72 brought buffs to this unloved hero and had improved his gameplay for the most part. IceFrog replaced his mediocre Blind skill with two new actives, a ranged and melee version of Whirling Axes. This changed his gameplay by allowing Troll to deal some burst damage and chase more effectively. I've always personally loved Troll's insane IAS and when I read the changelog, I wanted to try him out. This guide is about my findings and what I think can maximize Troll's effectiveness in casual Dota.

This is also my first guide and item/skill/gameplay suggestions are welcome! Please comment and rate but only rate after you read the entire guide! 

Troll has also received various buffs in the past couple versions (6.73 - 6.74) to his attack speed skills. Although they may not be as big of a buff asWhirling Axes but it is still useful nonetheless. Also, with the coming of DotA 2, mechanics that were a hassle in WC3 will be improved (being able to Bashand Crit in phase boots and toggling melee and ranged forms with Berserker Rage) and a smoother gameplay will help players control and use Troll.

Another buff came in 6.75 to Troll’s ultimate, Battle Trance, making it last on all his allies for the full duration as Troll.

Recent Hero Balances:

6.75 – Battle Trance now lasts full duration for allies
6.74 - Battle Trance attack speed bonus increased from 60/100/140 to 60/120/180
6.73 - Fervor increments now increase while attacking towers
6.72c - Fervor AS bonus rebalanced from 5/10/15/20 AS per attack with a max of 100 to 20 AS per attack max of 40/60/80/100
6.72c - Ranged Whirling Axes now does 75 damage 
6.72 - Blind replaced with Whirling Axes 
6.72 - Cast point reduced by 0.3 
6.72 - Berserker Rage transformation time removed 
6.69 - Battle Trance self duration increased from 8 to 10 seconds
6.69 - Fixed melee/range item to update properly for Berserker Rage transformation
6.67 - Berserker's Rage bash rebalanced from 5/5/10/10% chance for 2 seconds bash and 25/50/25/50 damage to 10% chance for 0.8/1.2/1.6/2 seconds bash and 20/30/40/50 damage
6.63 - Battle Trance attack speed bonus increased from 60/80/100 to 60/100/140

The Troll:
Pros and Cons:
Pros
[+]Can choose to fight in ranged or melee
[+]High base damage
[+]Fast attack animation
[+]High MS
[+]Abilities give IAS
[+]Good AGI gain
[+]Decent STR gain for a carry
[+]Longest lasting Bash ability (2 sec)
[+]Global Ultimate
[+]Low mana costing skills
[+]Short cooldowns
[+]Ganker and carry

Cons
[-]Must be in melee to gain many benefits
[-]Will be aimed in team fights
[-]Squishy
[-]No escape mechanism
[-]Lowest base INT and gain
[-]Low Bash chance (10%)
[-]Switching targets hinders DPS

When to pick Troll?
You can pick him whenever you want but these may screw up your game:
  • If your team already has a lot of carries
  • If your team has few disables
  • If the enemy team has a lot of disables
  • If the enemy team is heavy with nukes

And these may make it easier to play Troll:
  • Enemy team has lots of squishy Heroes
  • Enemy team is full of carries
  • Your team has a auto attack DPS strategy (lol)
  • You're lucky
  • You're a good farmer


Info and Stats:
Statistics:
Strength: 17 + 2.2
Agility: 21 + 2.75
Intelligence: 13 + 1
Damage: 38 - 56
Level 25 Stats
Strength: 69.8
Agility: 87
Intelligence: 37
Damage: 104 - 122

Skills:


Berserker Rage
This skill boosts Troll's stats quite nicely. It gives HP (equivalent to about 5 STR) to make up for his not-so-great base STR, armor to tank some extra harassment, some useful MS for mobility, damage for easy last hits, reduced BAT to whack even faster, and a Bash to hold the enemy in place.

All ranks give +15 damage, +3 armor, +100 hit points, reduces BAT to 1.55, and the Bash ability.

Effect: Toggles melee/ranged modes. Adds 20/20/20/30 MS. 10% Bash for 0.8/1.2/1.6/2 seconds and deal 20/30/40/50 bonus damage
Cooldown: 0

Note: The bonuses from the extra levels into Berserker Rage only increase the duration (not the chance) of this unreliable Bash by a lousy 0.4s. It is more beneficial to keep this at Rank 1 and level up his other, more useful skills.


As you can see, he gets a LOT of IAS but no damage from his abilities. At level 25 and some IAS items, he nears the IAS cap of 400. This is what setsTroll apart from other carries. DPS is dependent on two main components, damage and IAS. Troll is already given all the IAS he needs. No other carry has spells that give them damage or IAS to such an extreme with the exception of Ursa’s Overpower (only last for # of attacks).Gameplay:
Jungle or Lane?
Because of the change to FervorTroll's jungling ability was crippled. Not only was the maximum bonus IAS reduced to 40/60/80/100, but the counter is reset every time he switches targets. This means that Troll can no longer reach 100 bonus IAS from level 1 Fervor, and whenever he switches to a different creep, instead of the IAS counter being set to half, it is completely lost. The change of gaining 20 IAS from every attack is also made more for going up against the opponent. His new skills also hint that he is stronger in a lane. Jungling is hardly possible, not worth it, and not recommended. 

Which Lane?
Troll doesn't have any escape mechanism so he should take the safe lane. Top lane for Scourge and bot lane for Sentinel. Best if you lane with a babysitter that can pull neutrals to keep the creep wave close to your tower. The side shop also carries almost everything you need for the laning phase.

Skill Build
Basic Cookie Cutter build
Level 1 - Berserker Rage/Whirling Axes
Level 2 - Whirling Axes/Berserker Rage
Level 3 - Whirling Axes
Level 4 - Fervor
Level 5 - Whirling Axes
Level 6 - Battle Trance
Level 7 - Whirling Axes
Level 8 - FervorStats
Level 9 - FervorStats
Level 10 - FervorStats
Level 11 - Battle Trance
Level 12 - Berserker Rage/Stats
Level 13 - Berserker Rage/Stats
Level 14 - Berserker Rage/Stats
Level 15 - Stats/Berserker Rage
Level 16 - Battle Trance
Level 17+ Stats/Berserker Rage

Skill Justification
Berserker Rage is taken first for its benefits or Whirling Axes if you try to get first blood. Whirling Axes is maxed as soon as possible because it is most effective in the early game as a nuke. It will make you more of a threat and gives you some defense. Fervor is more beneficial than extra levels intoBerserker Rage so that's taken second. At level 11, you'll have about 270 IAS naked from your skills alone (100 from Fervor, 120 from Battle Trance, and the rest from your AGI). This is enough to make leveling up Berserker Rageworth it because you have more chances to proc a Bash and it's his last remaining skill anyway. Stats may be taken over Fervor and Berserker Rage if you are having a hard time surviving.
Item Build
Starting Items
 Total Cost - 603 

Justification: Mix and match some of the above items. Stout Shield if you have aggressive ranged enemies in your lane, Quelling Blade for easier last hits, some regen to stay alive and GG Branches for Magic Wand, some stats, and a good game.

Notes: You will not have enough starting gold to purchase every item so buy what is most fitting to the situation.


Early Game
[  ]Total Cost - 2434 

Justification: Because of his high IAS, Troll doesn't need to get any more IAS. Instead he should try to optimize his DPS by getting damage items. Check out this link to get a better understanding of optimization of DPS:Dota: Fun to Think and Imagine - DotA Guides. We have Phase Bootsbecause it gives the most damage for boots and it gives you burst MS for getting closer to the enemy and for jukes.

The Magic Wand and Bracer are just for some extra HP and clutch moments where you need that little bit of HP or mana to kill someone or get out alive. If you feel you do not need the extra stats from Bracer, feel free to skip it.

Ring of Basilius is useful if you plan to gank a lot. The passive mana regen is very beneficial especially since Troll has very cheap spells. Feel free to skipRing of Basilius too if you don’t plan on ganking or don’t need the mana regen.

Bottle is probably the best item that a ganker can have since it gives him sustenance to keep hitting up the lanes and it allows him to keep a powerful rune with him to use when needed. Like Ring of Basilius, you can skip it if you don’t plan on ganking.

Always carry a TP for ganks and counter-ganks.

Notes: You cannot Bash or Crit while phased.


Mid Game
>[][]Total Cost - 7350 

Justification: Lothar's comes to mind because it offers an escape mechanism, a surprise attack mechanism, some decent damage, and a good amount of attack speed. Try to build it by buying the Claymore first. It gives a lot of damage for its cost. However, you may choose to get a Shadow Amulet instead if you plan on pushing towers (read “Extra Info”). The Janggois for escaping/chasing, build up from Bracer, and to help with Troll's horrid INT a bit. Crystalys is the logical follow-up because it is a pure damage item. More crits due to high attack speed. If the enemy team is disable-heavy, get a BKB. Get a Mask of Death when you feel you do enough DPS to make good use of it. It can even be used for taking on Roshan or to upgrade and use the creep to stack the ancient creep camp.

Late Game
> Total Cost - 8850

Justification: If you think you can deal damage without dying, build up yourCrystalys to a Buriza and then finish off your build with a Satanic. Note thatSatanic has an active 175% lifesteal! When you’re dishing out 1300 DPS, that means you can gain all your HP back in a few second. It works almost like anAegies if timed well. Some might think that Buriza isn't as good as other items such as MKB or Butterfly but the crit chance makes it pull through. Troll's DPS hits about 1300 at the Late Game. Buriza gives the most damage besides Rapier.

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This compares Buriza DPS to MKB and Butterfly. As you can see, Buriza’s is only above the other two items because of the crit damage. Note that this is total DPS without taking into account armor, damage block, chasing, nukes, etc.

Extra Info:

Using the Phase ability from Phase Boots, you are unable to Crit or Bash. Using items or abilities cancelsPhase.. It has one of the lowest gold/damage ratios and offers the most out of the other boots. It also allows Troll to be one of the fastest heroes in the game when he uses the Phase ability.
Playing With Other Heroes:
Good Allies
Babysitters

These guys will keep you alive during the laning phase and make life a lot easier for you. Some can even help you net some kills.

Disablers

These guys hold the enemy in place. You start hitting them with your axes. Simple reason why we love them.

Buffers

These guys make Troll even stronger. Some can even keep him alive longer and bring you to your target faster.

Autoattackers

These guys do a lot of damage when they autoattack. They do even more when they get a 180 IAS boost.

Special Mentions

He can toss you to get in melee range and then follow up with an avalanche so you can keep attacking.


He can roll you in so you get close and then he can trap in the enemy.


Free cleave, pulls enemies together AND keeps them there. Perfect for a carry likeTroll.

 
Every carry's dream. Global relocate, even more MS, a free stun, and damage reduction. 

 
If you ever gank with this guy, it’s an automatic kill and he gains 10 damage permanently. Every time he uses his ultimate, use yours too. 

Bad Enemies
Disablers

These guys will hold you in place. Enemy carries smash your face in. Simple reason why we hate them.

Heavy Casters

They have 100 HP and you chase them with full HP. They turn around, stun, nuke, nuke, and suddenly you’re dead. Yes, it sucks.

Debuffers

These guys bring you down. Ever attacked with -200 damage? Ever got 4 misses in a row? Very irritating.

Special Mentions

Craggy Exterior. 24% to stun you when you attack. Very fast attacks = lots of stuns. Do not focus him in the late game.
How to combat: Don’t focus him first. BKB stops the stuns.


What do they have in commmon? An active disable and a passive Bash. They 1-up you when it comes to keeping their targets stunned and you are no exception.
How to combat: BKB to stop their active stun, Whirling Axes to beat their passiveBash


He can keep your damage low, make you sleep, or completely disable you for 5 seconds while his team kills you, even with BKB. Try to stay away from him when he has all his skills off cooldown.
How to combat: Attack him when his spells are on cooldown or have a silencer with you. BKB blocks all his spells except his ulti. 


He can make you useless for up to 7 seconds because your DPS comes from physical attacks. Guardian Angel > physical attacks
How to combat: Diffusal’s purge will take off his Repel and his Guardian Angel butDiffusal is not recommended for Troll. Guardian Angel only stops physical damage so spells will still hit other, non-magic immune units. Get it only if you can’t win the game without it.


Just don't attack into it.
How to combat: BKB will stop the damage return. Or you could activate Satanic to negate the damage for 3.75 seconds. 


Well you can't really do much against this except to wait until it's over. 
How to combat: Diffusal’s purge will take off the ghost form but Diffusal’s is not recommended for Troll. Or you could bring a nuker with you to gank.


You need to get close to do your job. This keeps the enemy away from you. UnlikeDagger, it doesn’t get disabled after taking damage. 
How to combat: Have a stunner with you. Or Vengeful Spirit


It might not seem like it but Troll actually gets a lot of his survivability from usingWhirling Axes on enemy heroes for miss chance. Once your opponents get this, you lose all of that miss chance and you need to rely on ally disables to survive fights. 
How to combat: Have a stunner with you. In team fights, try to focus down the MKBholder. It will probably be the carry holding it anyway. 


Bad Luck… Sometimes you can’t help it. Never Bash when you need it? Whether it’s that Chaos Knight always getting 4’s or getting stunned over and over from attackingTiny