Omniknight/Guide

General

 * Omniknight should be built for mobility and casting, as he requires good positioning and a sustainable mana supply in order to perform at his best.
 * Due to his longer than normal cast animations, playing Omniknight well requires good positioning and planning ahead, as any hesitation can prevent him from getting his spells off in time.
 * Due to his tanky nature, Omniknight is a good hero to build aura and teamfight items on, as he is less likely to die before casting his spells and his team is more likely to benefit from the auras for an extended duration. Aura items such as Drum of Endurance and Vladmir's Offering can benefit the team for longer, and active items like Mekansm, Pipe of Insight and Crimson Guard are more likely to have their abilities used before Omniknight dies.
 * Since Omniknight is a melee support, he is incapable of harassing enemy off-laners effectively, and in turn can be prevented from supporting his lane through enemy harass.
 * Silences are one of Omniknight's greatest weaknesses past the laning stage, as he must be able to cast his abilities in order to impact teamfights. Pre-emptively casting Repel on yourself can prevent the enemy from disabling you, although good positioning also stops enemies from initiating on Omniknight.
 * Beware that while Omniknight's spells are very strong and can change the course of teamfights, Repel and Guardian Angel can also be purged. This makes one of Omniknight's greatest weaknesses, since it renders one of his most powerful basic spells and his ultimate effectively useless. Also, dispels from spells such as Brewmaster's Storm unit's Dispel Magic, Invoker's Tornado, and items such as Eul's Scepter of Divinity are able to dispel Guardian Angel.


 * Purification is usually maxed out first.
 * Used offensively, Purification can be used as a damage nuke. Casting the spell on an ally who is engaging an enemy at melee range can cause up to a 720 HP difference shift between the two, often enough to completely change the situation in favor of your team.
 * The target for Purification does not always have to be an allied hero. Used in-lane, Purification can be cast to gain last-hits, or to harass melee enemies by dealing pure damage to them as they attempt to last-hit. However, both abilities are best reserved for the off-lane as profligate nuking can push the creep wave towards the enemy tower.
 * Keep in mind, at low levels Purification does not heal very much and costs a moderate amount of mana. Therefore, it is not recommended to use it solely for topping up a teammate during the laning phase after taking damage from enemy harass, but rather in dire situations where you want to save an ally from death, need a pure damage nuke to finish an enemy, or both at the same time.
 * Remember that Purification cannot be cast on spell immune allies, so casting Repel first prevents you from healing them. If there is enough time, cast Purification on an ally first, then Repel.
 * Purification has a faster cast time than Omniknight's other spells, requiring 0.25 seconds to cast instead of 0.5, and has a longer cast range than Repel. It should be used first on a teammate who has been initiated on, and then followed by Repel if needed.


 * Repel is a very powerful spell in that it can be cast on allies in the early game, when nobody on either team has enough gold to purchase a . Use this to your advantage to get off early ganks and win early teamfights by giving your teammates an advantage that they normally would not have.
 * Due to its utility, at least one value point in Repel can be very strong in the laning stage. It can be used to escape enemy ganks and protect allies who are jumped on, foiling their kill attempts and greatly increasing the survivability of your lane.
 * Even in the late game, Repel is a very strong ability, as it is capable of removing debuffs from allies prior to granting them spell immunity.
 * Use Repel on disabled allies who might not have time to activate their.
 * One of the strongest aspects of Repel is that it not only has a 14 second cooldown, but does not decrease in potency over use. This allows it to be used much more frequently, and in all types of situations. Using Repel during a gank can allow a teammate to initiate without fear of being disabled and the target escaping, using it during an initiation can allow a teammate who has a BKB to save it for later or to extend the duration of spell immunity further, and using it during an escape can save a teammate whose may be on cooldown, increasing their odds of survival.
 * At maximum level, Repel lasts for 12 seconds and has a 14 second cooldown, meaning that you can give a teammate spell immunity more than 85% of the time. This can be useful in the late game when a Black King Bar has been reduced to its minimum duration of 5 seconds, and any Diffusal Blades that the enemy has purchased to counter you are out of charges.
 * Repel can be cast on enemies to remove buffs.
 * For example, it can be cast to remove the buff from, or to prevent an enemy from being affected by an allied so that you can focus them down while the rest of their team is disabled. However, keep in mind that this also prevents allied disables from working on the enemy, so be very careful about using it.
 * Repel can also be cast on enemies to dispel buffs from runes, such as and.
 * Use Repel on a carry or initiator before engaging a teamfight.
 * Use Repel on yourself to safely venture into hostile territory when placing wards.


 * The greatest use for Degen Aura is as an enemy inhibitor, both when initiating on an enemy and escaping. The movement speed slow can prevent an enemy from easily running away, or stop them from easily chasing, and the attack speed slow can reduce the enemy's ability to use physical attacks to deal damage.
 * In practice, Degen Aura can only be constantly utilized by directly engaging an enemy with Omniknight's attacks. While the debuff persists for 1 second after an enemy leaves its radius, the aura's small radius means that Omniknight must get very close to them in order to affect them with it.
 * Despite its small numbers, Degen Aura's greatest strength is that the slow can be stacked with other slows, and Omniknight does not need to expend any mana or target enemies in order to inflict them with the debuff. This allows it to always be a factor in battles where Omniknight is present.
 * When inflicting an enemy with Degen Aura, the most efficient way to slow them down is to get close enough to apply the debuff to them, and then walk ahead of them to body-block their path and apply any attack modifiers that may slow them further. In escapes this can prevent them from easily chasing a low-health ally, and in ganks it can stop the enemy from getting away.


 * Since it is one of the few abilities that grant immunity to physical damage, Guardian Angel can turn the tide of many battles. However, it also has a very long cooldown, so be sure to reserve it for the right occasion.
 * Guardian Angel is very effective against any ability that deals physical damage; for example, it can be used to negate or.
 * Combined with spell immunity from Repel, heroes can achieve full immunity towards physical and magical damage. Do not worry about casting it before your carries used their Black King Bar or other spell immunity granting spells, since they cannot dispel it.
 * In general, it is better to use Guardian Angel too early than too late, after Omniknight is dead.