Outworld Destroyer/Guide

Mid

 * Astral Imprisonment is almost always the best level one point, as it is Outworld Devourer's only utility spell and can be used in the early game to disable an enemy to escape or to give time for allies to help.
 * An early point in Arcane orb gives Outworld Devourer a way to harass the enemy without drawing creep aggro, and an effective but expensive way to secure contested last hits.
 * Maxing Astral Imprisonment gives him a powerful area nuke to farm waves and jungle camps, while leaving Arcane Orb at a cost low enough to allow him to leave it on autocast while farming.
 * Sanity's Eclipse's damage depends on Outworld Devourer's intelligence, so delaying it until later on is often worthwhile.

General

 * Stealing intelligence from enemy heroes can make a big difference between you and enemy heroes, giving you a high advantage.
 * Try to stack neutral camps to farm with later on, especially ancient ones.


 * Arcane Orb is costly to autocast, so you should invest in it later on when you can sustain your mana.
 * This is your main damaging ability later on in the game. As an intelligence carry, you directly benefit from items which increase your intelligence due to the increase in your attack damage, mana pool, and resultant Arcane Orb damage.
 * Arcane Orb deals pure damage, making it a great skill to harass enemies with high armor.
 * Due to Outworld Devourer's skill set, Arcane Orb would be your main consumption, and recovery, of mana.
 * Casting Arcane Orb on neutral or enemy creeps is a good way to recover lost mana, pairing with active Equilibrium.
 * Take advantage of Arcane Orb's splash damage to farm creep waves and stacks of neutrals, including ancients.


 * Astral Imprisonment can be used to save yourself or allied heroes from spells with long delays, such as and  if timed correctly.
 * In addition, you can save allied heroes from potentially lethal abilities such as and.
 * Similarly, it can also be used to dodge projectiles. It is important to time it so that the projectiles connect while imprisoned, since the spell does not disjoint projectiles.
 * Astral Imprisonment can be used on them to negate some of the damage from damage over time abilities, such as and, which can potentially end up saving the ally. Against long lasting debuffs, it can be cast twice before the debuff expires.
 * When misused and poorly timed, the application of Astral Imprisonment heavily backfires.
 * Just like how it can save allies from spells and damage, it can also do the same for your opponents, so communication with the team is important to prevent wasting of spells.
 * It is entirely possible for you to cause a teammate's demise by casting Astral Imprisonment on them at the wrong time (such as when they have just begun to channel an escape ability).
 * The expanding red ring visual effect can tell Outworld Devourer and allies the duration of Astral Imprisonment.
 * Casting Astral Imprisonment removes your opponent from the battlefield, buying you or your allies enough time to use or a  to escape to safety.


 * Equilibrium restores mana as Outworld Devourer deals spell damage, sustaining Arcane Orb.
 * Wait to use Equilibrium just before Astral Imprisonment expires since that is when the ability actually deals damage.
 * Equilibrium will continue to slow enemies when Outworld Devourer uses items that deals damage over time, e.g., on them.


 * This ability is best used as a finisher; after acquiring enough stolen intelligence in a teamfight or gank, Sanity's Eclipse can be used to snuff out any remaining enemy heroes, especially escaping invisible heroes like, and
 * Heroes with high intelligence gain such as, , and will often take minimal from this ability. As such, it is best to refrain from using this ability against these heroes unless you are significantly ahead in intelligence and are certain it can finish them off.
 * Against heroes who depend on mana to contribute in teamfights, Outworld Devourer may consider using Sanity's Eclipse first to drain their mana.

Items
Starting items:
 * provides cheap attributes for a mid hero with low base damage. Outworld Devourer may consider a second Null Talisman later on to boost his intelligence for cheap, giving him an edge in the laning stage.
 * gives a little bit of extra damage, and can be consumed to turn the tide in a close fight.
 * restores health to stay in lane.
 * gives cheap attributes, and Outworld Devourer can use it with Tango to receive more heal.

Early game:
 * make Outworld Devourer run faster, which is important in middle lane.
 * gives regeneration and a way to store runes.
 * gives attributes and sustainability.

Mid game:
 * gives attack speed and intelligence to use more Arcane Orbs.
 * provides an escape mechanism as well as good attributes and upgrades later into Hurrican Pike.
 * gives attack range and attributes. The active allows Outworld Devourer to position, as well as increasing his attack speed for a number of attacks.

Late game:
 * increases his mobility, allowing Outworld Devourer to blink and escape after a self-cast Astral Imprisonment.
 * protects against most disables and nukes, buying Outworld Devourer the time to stack intelligence and use his ultimate more effectively.
 * provides him with both additional intelligence and a hex, giving him more time to deal damage with Arcane Orb.

Situational items:
 * gives Outworld Devourer a stun and damage over time that can be set up with Astral Imprisonment with precise timing and can deal decent damage against buildings since Outworld Devourer struggles with taking objectives. It also provides extra strength, intelligence, and regeneration.
 * To land Astral Imprisonment into Meteor Hammer, use it when the timer under the word Banished reaches the letter H.
 * will give him more armor for survivability, as well as more intelligence. The slow also helps him either chase, or escape.
 * gives the most mana in a single item, as well as immense survivability for Outworld Devourer by lifestealing from his Arcane Orb and his other spells. It also allows Sanity Eclipse to be used more frequently.
 * gives a high attack speed boost, allowing him to deal more damage in battles and steal intelligence faster.
 * provides some much-needed regen and armor, and it is a cheap way to amplify the damage of his ultimate and Astral Imprisonment.
 * will provide him with additional health and intelligence, as well as the ability to root against a single target.
 * gives him even more intelligence and attack speed, and also gives him a silence that also amplifies his damage for the time period. Also builds later into.
 * is one of the strongest late-game items on Outworld Devourer, as it allows Sanity's Eclipse, as well as items like Black King Bar and Scythe of Vyse to be used twice, which can be devastating in teamfights.
 * provides attributes, health, and mana boosts. Extra Astral Imprisonment charges and its range improvement provides an additional disable.

Outworld Devourer/Руководство