Eredar

Hyde on hero Eredar (Shadow Demon)
Hyde on Eredaru written for dota allstars v6. 78.
Eredar — The Shadow Demon.
Pluses:

  • High dexterity gain for a mage.
    — It is very difficult to stand on the line against him.
    — Well will attack on lines (ganger) and himself easily escapes from such attacks.
  • Strong one on one.
    Minuses:
    — In the initial stages of the game is not enough mana.
    — It is possible to cope with the silence(inability to cast spells).
    Let’s look at the skills (magic) character.
    Disruption.
    Stepper motor sends target in a different space of 2.5 seconds, after the return of the hero in our world, we create two copies of it, under the authority of the stepper motor, who live six seconds.
    Level-illusions deal 30% damage. Level-illusions deal 40% damage. Level-illusions deal 50% damage. Level-illusions deal 60% damage.
    Cooldown: 16 seconds.
    Worth mana: 75 units.
    About the magic of simple words: helpful magic to start the fight, in order to off for some time the strongest opponent. You can also be saved by throwing the enemy catching up with us into another world.
    Soul Catcher.
    SD curses the selected area, in consequence of which one random unit on it receives increased damage for 12 seconds.
    Level-increases damage taken by 20%. Level-increases damage taken by 30%. Level-increases damage taken by 40%. Level-increases damage taken by 50%.
    Cooldown: 13 seconds.
    Worth mana: 50/60/70/80 units.
    About magic simple words: gives large increase damage, in combat selecting the most strong enemy and seek vychepit his this magic, the complexity of the in is, to enter precisely on grinding halt after adversary.
    Shadow Poison.
    Releases a wave of poison in front of him, which infects the one who touches for 10 seconds, when re-imposing the counter is updated, and the damage increases twice, three times, after the fourth hit, 50 damage is added.
    Level – 20/40/80/160 damage, +50 for subsequent hits. Level-35/70/140/280 damage, +50 for subsequent hits. Level of-50/100/200/400 damage, +50 for subsequent embody. Level-65/130/260/520 damage, +50 for subsequent hits.
    Cooldown: 2.75 seconds.
    Worth mana: 50 units.
    About the magic of simple words: our magic to damage the enemies life on the line. Let the enemy and accumulate charges of poison, then explode. Flies not very quickly, so can and miss. In General, deals a lot of damage, but only if you get on the enemies.
    Demonic Purge.
    Stepper motor produces a powerful purification spell that neutralize all positive effects on target. Stops the target for two seconds, and the next two seconds should slow down, at the end of the action is dealt damage.
    Level – 200 damage at the end of the spell. Level-300 damage at the end of the spell. Level-400 damage at the end of the spell.
    Cooldown: 50 seconds.
    Worth mana: 200 units.
    About magic simple language: the good magic, which can be as slow enemy with inflicting him damage in combat, so and sack effects positive magic (URSA, Troll, Sven and camping on p.) with themselves same heroes. In combat one on one looks well impressive.
    With what order to pump magic:
    1 Disruption 2 Shadow Poison 3 Shadow Poison 4 Soul Catcher 5 Shadow Poison 6 Demonic Purge 7 Shadow Poison 8 Soul Catcher 9 Soul Catcher 10 Soul Catcher 11 Demonic Purge 12 Disruption 13 Disruption 14 Disruption 15 Stats (yellow pros) 16 Demonic Purge 17 Stats 18-25 Stats.
    Once we take the ejection into the astral, in order to be saved, if anything. Then we pump our poison to the maximum and harass the enemy on the line.
    Enemies:
    Read the guide on the plow! Its magic causing fat (the inability to cast spells) will spoil the whole game for us. Read the guide on the Traks! Silence (silence) is our main problem. Read the guide on the Naga! Uses illusions, that complicates our work magic. Read the guide on nesadsu! It’s the same story as the one with Naga. Read the guide to CSSA! When from him there will be illusions-he will demolish them a Twister, without having received special harm. Read the guide to Lucan! It has wolves that will attack us if we throw their master into the astral pocket. Read the guide early! No nicer than Thrax. Read the guide on nortrom! A very unpleasant opponent, since we are mostly wielding magic, and Northrom has a good set of anti-magic tricks, against him will not be sweet. Read the guide to Lucifer! Under his life, can’t cast spells, plus blows a lot of health. Read the guide on the Magin! Apply we damage him enough, and he thrashes us in full, in addition to burning mana.
    Allies:
    Read the guide on the cm! As long as it’s in the ice, we can aim the poison. Read the guide to enter! In consequence of the second magic will cause huge damage to the enemy with a normal attack. Read the guide on desto! Throws in his astral, and then we beat aiming the poison at the place of occurrence of the enemy. In addition, our two astral for a long time can turn off the enemy from the battle. Read the guide on the colt! It will help to throw poison at the enemy. Read the guide on omnico! We can not buy BKB, if it is with us. We throw ult, stopping the enemy, and he finishes his.
    Initial purchase:
    Hyde on Shadow Demon I consider under game in DotA 5×5, camping on E. gold in the early will 603.
    Final procurement:
    Why do we collect these items?
    Give us mobility and teleport. Very useful for mages in particular, in supplements will give us additional magic, which is famously complements our set of spells making us even more useful part of team. Plus gives us the third disable in the collection. Will give raise to the intellect and the ability to summon helpers. Will add intelligence and ability to, thanks to which we can exits from battlefield, or same contrary, borrow advantageous position. Gives good mana regeneration, and magic-the silence, in addition, which is the damage of magic will be even and increased. Since we’re somewhat pushing, the unit reservation will not be superfluous to us, plus a helpful aura and an active ability.
    Items on the situation:
    Illusions from the astral plane of illusions from Manta rays as you crowd stepper motor? Вещь thing for support (hero support), will give us protection from magic. Expensive, but will give us just a lot of everything, plus a slowdown in the attack. Will make enemy sick-sick prick. If we rush mages in a battle too intense it will be useful BKB. If you are going to become a support, hope and support of the team-this should be one of your first artifacts, as used at the right time, mekanasm can save our comrades (and us) from the inevitable, it would seem, death. Gives a good boost intelligence, and as a consequence damage, mana and its regeneration. Useful plus the ability to lift the enemy, which will help in the battle. Will make us stronger in the blows of enemies. Think, there is no need to paint, for what need all those decent bonuses, which gives this subject to mana, health and camping on p. Plus even if we die, then will benefit team. Will give us a bunch of useful amenities and passive magic, which can sometimes save lives, diverting any dangerous enemy spell. It’s a matter of taste, but we recommend Boots in the final version of the Assembly.
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