Death Prophet is an intelligence hero with a spammable nuke, silence, and an ulti that deals aoe physical damage, including to towers. She is a strong laner and pusher and is capable of semi-carrying if she has a strong early game. With this build we aim to maximize her effectiveness in the midgame while keeping her effective as long as possible into the endgame. Honestly, if we are being properly aggressive and pushing with her ulti, most games should not get past the 45 minute mark.
DP really shines in a lineup with disablers like
DP is a strong solo mid but can easily be played in a dual side lane. As she is somewhat farm dependent you should try to avoid laning with a hard carry such as
Skill Summary and Build
Locust Swarm is our AoE nuke and flies outward from DP in a cone, damaging all in its path. Like many int heroes our nuke is most effective in the early game when enemies' hp is low, so we max this ASAP. Swarm is an excellent last hit and harassing tool in lane- you should try to get at least 1-2 last hits each time you use it (toss an autoattack or two on the ranged creep and wait till one or mor melee creeps gets low) as well as hitting the enemy heroes. Crypt Swarm becomes spammable after acquiringSwarm can be cast either on a unit or a point on the ground. Swarm comes out with an approximately half second delay, so it is easy to miss if you ground cast. If cast on a unit, DP will compensate for movement during the delay and swarm will always always hit. The tradeoff is that the cast range is *slightly* shorter than the area of effect, so ground casting is sometimes necessary to catch a fleeing target.
Witchcraft is our passive, and has incredibly powerful synergy with the rest of our abilities. It reduces the mana cost and cooldown on Swarm and Silence, increases movement speed, and powers up our ultimate. It is our second priority after Swarm. The movement speed bonus is percentage based and stacks with items such as phase boots, allowing prophet to chase down opponents with her ulti or flee from attackers while her damages them down.
Like many heroes, knowing when to activate DP's ultimate will make or break your game. In the early game, Exorcism is incredibly powerful for pushing as it (coupled with swarm) can both clear enemy creep waves and damage the tower. In teamfights, ideally a teammate will initiate with a stun such as
Particularly early game, good positioning is vital in using Exorcism. Try to be behind teammates or even in trees, i.e. places enemies will have a hard time reaching DP. The spirits will NOT target invisible enemies but are able to target fleeing enemies who break LoS. The spirits tend to concentrate on an enemy or building DP has targeted, but otherwise attack hostile heroes, creeps, and structures at random.
Also note that our ultimate does physical damage, not magical. This is important: while Death Prophet can dominate the midgame, she will eventually become weak against carries with high armor (e.g. agility carries like
Items
Our starting build is the standard game recommended. Death Prophet needs both stats and regen and should generally not buy wards or courier.A
The goal of this build is to reach
Next we acquire
There is no one correct choice for our next item (indeed, when we are doing well in farm, we will often skip this stage of items entirely). Remember, our priority is survivability.
Three items are generally considered DP's "extended core", enabling her to remain effective later into the game.
Gameplay Notes
Playing Death Prophet well boils mostly down to one thing: once we reach level 6, we are constantly putting pressure on the enemy team. We do this either by taking towers or dealing massive AoE damage in teamfights, and preferably both. Our goal is usually to have taken down the tier 1 tower in our lane by the 8-12 minute mark. From there we are looking to either force a teamfight or rotate to another lane and repeat the process (the second often accomplishes the first). Our goal is obtaining map control as quickly as possible, making it safe for our team to farm and easy to set up ganks.In the early to midgame the idea is to force enemies to choose between losing a tower and fighting DP while her ulti is up. Once a tower is taken, DP should usually back off and farm while her ulti is on cooldown. Before level 10 and/or bloodstone, DP is simply not much good in teamfights without her ultimate. Unless you have other strong pushers like
Either of Locust Swarm or Witchcraft are good choices to skill at level 1. Level 1 Swarm is very mana inefficient and should generally only be used if you attempt an early first blood. The move speed boost from level 1 Witchcraft is small but still useful as DP's base movement is very low.
Starting at level 3, begin using Swarm to guarantee multiple last hits and harass enemy heroes. Avoid overusing this, as Swarm is much more efficient at level 5+ and we want to have mana for our ultimate starting at level 6.
Death Prophet is not the best early ganker as she lacks a stun or slow. Staying lane is also important to reach level 6 as quickly as possible. That said, don't be afraid to call for (or go to) a gank just as you reach level 6. With one or more disables from your teammates, your ulti and Swarm can easily net a kill and do damage to the tower afterward.
DP's ulti is useful when attempting Roshan, but she is not the ideal Aegis carrier: her ultimate ends when she reaches 0 hp even with Aegis active. She IS a very strong
It bears repeating that, while Death Prophet can dominate games, she is NOT a hard carry. Her ultimate does not scale past level 16--late game she will lose to an equally farmed








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