Batrider/Guide

Initiator
Batrider is traditionally played as an initiator, dragging enemies back to his team with Flaming Lasso. The ability remains the number one reason he is played competitively. However, considering how strong Lasso is in the right hands, it often gets nerfed a little, and Icefrog compensates by giving Batrider more magical damage, or a bit of attributes.

You will usually want to head to the offlane. If you are not facing a mean-looking trilane, you can probably start with a point in Sticky Napalm, that will help you secure last hits, harass the enemy carry, and trade hits with his support. Not only does it increase your right-click damage and applies a small slow, it mostly drastically reduces their turn-rate. Once the support is done harassing you (perhaps a new creep wave is coming along), you can assuredly land two or three extra attacks while they ever-so-slowly turns around. Of course, you should cross that if they can dispel your Sticky Napalm (, ...). If you cannot get near enough anything to attack it, you could be better off with a starting point in Firefly as the unobstructed movement can help you run away to safety, or perhaps to hide in the trees to leech experience without getting noticed.

In your average game, the offlane should become unsafe soon enough and you'll want to head to the jungle to catch-up on gold and experience. Batrider is a terrible jungler at level 1, he can barely manage at level 2, and he's just fine at level 3 with two points in Napalm and one in Firefly. Stack the neutrals, stack your Napalm, and farm up your core, then gank somebody with.

As for items, you'll usually start off with that will upgrade into. Get, perhaps an or two that you can either plant for extra regeneration from Tango, or turn into. Once you have farmed a, your next core item is.

From there, every other item is luxury. Get a to guarantee your initiation. But, maybe the enemies' abilities go through spell immunity so a is a better choice. is nice to have for the extra movement speed to drag your enemies further, as is. Thanks to the unobstructed vision you get from Firefly, you're also a great carrier. If you're getting starved for item slots, consider upgrading your Force Staff into a for extra attributes and lower cooldown.

Damage-oriented
Oh boy this is a tough one. Now that Flaming Lasso has such a bad cast range, and that Flamebreak deals so much damage combined with Napalm, we have seen pro-players skip entirely the Lasso in the early game. It is a good choice to make if you can bully the enemies with Napalm (no mobility or dispel on their side), and instead go for extra points in Flamebreak and wait until you have farmed a to take some points in Lasso.

The build order we give is only an example. If you've already read the tips we give on Napalm, you may think it is best to max it out first since it is eventually the skill that will dish out the most damage. However, in practice, it is sometimes difficult to get enough stacks of Napalm to justify leveling it over your other skills, mainly Firefly which is much more reliable and has a much larger AoE once you've circled around for a couple of seconds.

In an actual team fight, you'll have to consider all the enemies instead of a single one, and you certainly won't be able to stack Napalm on all of them. These enemies will disrupt you as you're chasing a target covered in Napalm, and that enemy will try his hardest to stay away from your Firefly. That's where Flamebreak comes in. If you can't keep up with your target, Flamebreak can either bring him back in your Firefly, or the DoT can be enough to finish him off, especially if he's covered in Napalm. If you only took a value point in Firefly since the damage scales poorly, any target that hasn't got a stack of Napalm on him can ignore it entirely, whereas it's at least a little significant with more points in Firefly and no stack of Napalm. Overall, you'll have to adapt your build every game and see what's working best for you.

For items, should still be your boots of choice, although  can be a good alternative. The it comes with can be recycled later for an  or a. You can take an or two to further boost up your regeneration and cast an extra Flamebreak when low on mana, and get an early  as well, to increase your chasing power. This Wind Lace can be upgraded into, a great cost-effective item that suits Batrider quite nicely. If things are going very nicely on your lane and you do not see the need for Lasso/Blink Dagger yet, you can get even more cheap attributes: one will upgrade later into a  that will do wonders for your damage output.

The game should eventually settle down and you should return to your tradtional initiating role and go back to your standard and.

General

 * Batrider can effectively jungle early with a few points put into Firefly and Sticky Napalm. Make sure to stack the camps to maximize income!
 * Make sure you have a and a  when you gank with Flaming Lasso. Most enemies will not know what hit them.
 * Batrider has only 1200 day vision while most other heroes have 1800, keep this in mind when ganking as enemies may detect Batrider before he can see them.
 * Therefore, to ensure good ganks, Batrider should go with allies, plant Observer Wards beforehand, or hide in the trees.
 * During the mid-game, remember to go for ganks with Smoke, often times you can secure kills with just one ally.
 * Batrider dominates in fights at the Roshan Pit. That is, Sticky Napalm and Firefly gain him vision and pathing inside the pit, while Flamebreak can hit and disrupt enemies clumping inside, scattering them to be picked off.


 * Batrider can dominate the middle lane thanks to Sticky Napalm, and even be able to go for kills with Firefly and a few stacks of Napalm on the enemy midlaner.
 * Always keep in mind that Sticky Napalm provides vision for 2 seconds on its location. Combined with the free-pathing from Firefly, enemies cannot juke you easily.
 * Sticky Napalm provides flying vision so Batrider can see over trees, cliffs, and Roshan Pit.
 * Firefly's damage is dealt twice per second, so the bonus damage from Sticky Napalm actually applies twice a second. Therefore, one single stack of Napalm will increase Firefly's DPS on heroes by 20/30/40/50.
 * Against heroes, an extra point in Napalm will be as valuable as an extra point in Firefly once you've reached two stacks of Napalm on that hero. If you're having troubles getting more than one or two on an opponent, you're better off with extra points in Firefly since it will also increase the damage of everything that's not covered in Napalm. However, if you can isolate a target, the DPS increase from Napalm will be better than the on from Firefly once you reach three stacks.
 * Sticky Napalm slows turn rate as well, so affected enemies cannot easily turn to attack or aim abilities against you.
 * Use Sticky Napalm outside of enemy vision so they will not gain Magic Stick charges.
 * If enemies gain Magic Stick charges still, they have vision over the location.


 * With an insane 1500 cast range, if you have managed to get away from a team fight with a sliver of health, you can still probably turn around and throw your molotov from a safe distance before going back to fountain.
 * Be wary however that the knock-back from Flamebreak can push an opponent away from your ally, just as easily as it can shove them back into your ally's grip.
 * Flamebreak does not cancel any channeled abilities, so the previous point becomes especially important when someone is trying to cancel a for example.
 * Does 4/5/6/7 ( 6/7/8/9) instances of damage.
 * As a purely hypothetical scenario, with 10 stacks of level 4 Napalm, it could deal up to 4/5/6/7*(25/30/35/40 + 10*25) = 1,100/1,400/1,710/2,030 ( 1,650/1,960/2,280/2,610) magic damage before any reduction or amplification.


 * Batrider is a strong solo offlaner thanks to flying movement Firefly gives, allowing for a somewhat reliable escape from bad situations.
 * Use Firefly to approach enemies from angles they would not expect you, or to hide in the trees and wait for an opportunity to arise.
 * As Firefly provides flying vision, Batrider may fly over trees and spot the enemies while they cannot see him, leading to easy initiation.
 * Use Firefly over trees near enemy towers, Batrider may spot and initiate on enemy defenders from there.
 * As a result, Batrider's team should choose to siege enemy high ground from the side lanes over the midlane to abuse the trees there.
 * Use Firefly to burn creeps when pushing. Batrider can walk the lane creeps toward jungle camps and farm them all at the same time.
 * When defending, lay down Firefly beforehand so enemy creeps have to walk over them. Enemies will have trouble pushing when Batrider has killed or burned the creeps enough to be finished with Flamebreak.
 * Does a total of 37 ( 53) ticks of damage. As a purely hypothetical scenario, with 10 stacks of level 4 Napalm, it could deal up to 37*(35 + 10*25) = 10,545 ( 15,105) magic damage before any reduction or amplification.
 * When jungling, extra points in Sticky Napalm are more valuable than extra points in Firefly. Even with its damage reduced against creeps, Napalm scales better once you've reached 4-5 stacks.
 * As an example, let's assume you are level 3. You can either have 2 points in Firefly in which case you can deal 37*(15 + 10*2.5) = 1480 damage; or two points in Napalm in which case you can deal 37*(5 + 10*5) = 2035 damage. Overall, that extra point in Napalm is as valuable as the extra point in Firefly once you've reached 4 stacks (since 4*2.5 = 10 which equals Firelfy's DPS increase), and it becomes more valuable once you have 5 stacks. This is true at all levels of Firefly and Napalm since they both scale linearly.


 * Batrider should focus on acquiring movement speed and positioning items to get the most out of Flaming Lasso.
 * You can turn around and apply Flame Break right before Flaming Lasso ends to further push target unit in a more disadvanted position.
 * Watch for from the enemies, which ruin initiation with Flaming Lasso.
 * Common items to pop Linken's Sphere include and  due to their low costs, easy buildups, and bonus mobility.
 * allows Batrider to initiate on two clumped up targets, so Batrider can pull them both out of position, devastating enemy team in the late game.

Items
Starting items:
 * gives needed health regeneration during the laning phase.
 * restores health to Batrider to keep him in lane.
 * gives cheap health, mana, and damage and can build into Magic Wand.
 * sustains mana in lane to keep using abilities.
 * increases movement speed to make plays in the offlane, can upgrade to Tranquil Boots in the Side Land Shop.

Early game:
 * increases movement speed to keep Firefly on targets.
 * helps with sustainability through burst health and mana restoration.

Mid game:
 * provides a source of health regeneration and huge movement speed bonus to allow Batrider to remain in lane.
 * provides attributes and more burst health and mana than Magic Stick.
 * gives attributes and mana regeneration; but more importantly, the movement speed allows Batrider to quickly grab target with Flaming Lasso to his team.
 * offers exceptional mobility for Batrider to easily go for Flaming Lasso, the most important item for him.
 * can be used while Lassoing a target, allowing you to drag them even further.

Late game:
 * protects Batrider from disables, meaning he can drag the target further out of position without dying as quickly himself.
 * has an active slow that may prevent enemies from reacting to your initiation; the damage it deals can put their on cooldown. Also, it gives armor and intelligence for sustainability.

Situational items:
 * gives early mana regeneration and absorbs some magical damage.
 * gives movement speed to improve Flaming Lasso's drag distance, mana regeneration to help spam your abilities, and also another disable to aid in teamfights or to disjoint projectiles.
 * , along with unobstructed vision of Firefly and flying vision of Sticky Napalm, enables Batrider to initiate safely from the covers of trees with True Sight.
 * provides some attributes and makes Batrider invulnerable to physical attacks, a great item to escape or complete your initiation without dying too quickly against carries. It can be also upgraded into, which Batrider can freely use, due to his damage output consisting only from magical damage.
 * provides extra attributes and allows Batrider to defend himself from physical attacks, or to increase damage output and to apply a disarm on a targeted enemy.
 * gives Batrider extra magical damage output and some burst potency, which allows him to kill the enemy affected by Flaming Lasso.
 * gives unmatched global presence and the extra movement speed allows Batrider to drag enemies further.
 * gives attributes to Batrider and can root a target, preventing them from moving.
 * allows Batrider to latch Flaming Lasso on two heroes instead of one, giving tremendous control especially in the late game.
 * grants regeneration, attributes, and Spellblock to protect Batrider during execution of Flaming Lasso.
 * gives attributes, mana regeneration, and hex to further disable a single target which proves deadly in the late game.
 * supplies health, mana, intelligence, and Spell Lifesteal; also, Cooldown Reduction allows Batrider to keep using abilities, especially threatening to enemies with increased frequency of Flaming Lasso.

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