Templar Assassin/Guide

General

 * Templar Assassin is almost always played in the mid lane.
 * While Templar Assassin is a situational pick, when drafted properly she can spiral out of control and enter a state of near invulnerability. This allows an experienced player halt the opposing side at the start of the midgame, preventing the match from ever reaching the lategame.
 * Templar Assassin requires an aggressive play style in order to be effective.
 * Templar Assassin reaches her damage peak at around level 11, earlier than most carries, through the use of Refraction and Meld.
 * Due to her early damage peak, snowballing is crucial to TA being successful. You'll want to have both your and  as early as possible, ideally no later than 30 minutes.


 * Attacking allied units does not use up a Refraction charge. Use this to preserve your Refraction charges in lane for more damage.
 * Just like Meld, Refraction has an instant cast with no animation nor backswing.
 * Refraction and Meld deal physical damage and are effective against siege creeps and ancient creeps. Refraction's bonus damage also works on towers.
 * Refraction's cooldown is the same as its duration. Try to plan on entering a fight when its duration is almost finished, so you can re-cast Refraction shortly after it expires for two sets of damage block and bonus damage.
 * Refraction has a minimum damage threshold of 5, meaning that damage less than 5 is fully ignored by Refraction and is not absorbed. Because of this, enemies can still disable through Refraction with the help of a damage source that deals very little damage such as.
 * You can bait out powerful abilities (mostly ultimates) by casting Refraction just before the ability is cast. This does require quick reflexes, but if done right, abilities such as or  can be wasted and give your team a bit of breathing room.


 * Meld is instant invisibility with no fade time and can be used to disjoint projectiles.
 * An early point in meld can help significantly reduce harassment from other mid heroes, such as Queen of Pain and her Shadow Strike or Tinker and his Rockets, or to disjoint the attacks from a tower that may follow you after a gank.
 * Enemies cannot remove Meld without altering Lanaya's position in some way.
 * However, Meld is not removed by spells and abilities that forces movement in a vertical manner, such as 's, 's , 's , 's , 's and from Cyclone-based abilities such as  and.
 * Additionally, despite shifting Layana's location, Meld is not removed by that ability.
 * will only remove Meld if the sub-ability is used. It will not remove Meld by itself.
 * will only remove Meld Layana is tossed towards another unit. If Layana is both the Toss object and the Toss target, it will will not remove Meld since she is only being moved vertically.
 * It can be difficult to hit an enemy from within Meld without a high level in Psi Blades. Use Psionic Trap,, or disables from teammates to get close to enemies.
 * Meld is very useful for evading enemies when you can use it just out of sight. For example, say you are being chased towards some stairs while you are on the lower ground. Using Meld once you reach the high ground will often leave assailants confused and can sometimes lead to them continuing on in the direction you were originally headed if they assume you just blinked in that direction.
 * Maxing meld is incredibly powerful against a team with two or more heroes that can tear down refraction very fast. Such heroes (Pudge and Venomancer are common picks) have low armor and will be quickly taken care of.


 * Psi Blades deal pure damage, not physical, meaning whatever is behind her initial target will take the sams damage as the primary target. As such, try to position yourself so that you either deny and last hit at the same time or harass your foe out of the lane.
 * If you are having trouble with attacking with Meld, putting more points on Psi Blades instead of Meld early game may be a better choice. At most, a level 2 Psi Blades gives Lanaya decent enough range for her early-mid game, spending the rest of her ability points on Refraction and Meld for higher damage output.
 * The spill area of Psi Blades is positioned based on where you are when the projectile lands, not the direction the projectile came from. This can be used to score some very strange kills with a blink dagger.


 * Psionic Traps can be used for vision. Place traps in narrow walkways to monitor enemy movement. Traps can also be used to maintain vision of runes and the Roshan pit.
 * Psionic Trap gains 5% more slow for every second after placement. Try to place your traps slightly ahead of enemies and let them charge past the base 30%.
 * The movement speed from, , and helps Lanaya chase enemies caught in her Psionic Trap.
 * You are allowed eleven Traps at max level. This allows you to have one in the Roshan pit, one on each rune and one on every enemy jungle camp including the ancient camp while still having one left over for fights.
 * Other useful places for Traps include the top of stairs, secret shops and other common chokepoints.

Items
Starting items:
 * give Lanaya health regeneration allowing her to stay in the lane for longer.
 * , used at the last moment, can save Lanaya from death.
 * help her sustain the mana cost of her Refraction, which is an essential ability for Lanaya in her laning phase.
 * es give an overall cheap damage, health and mana boost and can be built into a later on.

Early Game:
 * is a vital item for every hero in the game in order to escape and chase when necessary.
 * is important for saving runes and sustaining her health and mana while she roams the map to find kills.
 * is very cost-effectivce early game item and will be upgraded later to.
 * can help Lanaya out a lot when facing heroes which spam their abilities. The instant health and mana restore can turn around the outcome of a fight when used properly.

Core Items:
 * are a good choice of boots upgrade for Templar Assassin, as it provides a bit of everything she needs: health, damage, attack speed and mana. If an aggressive approach is desired, should be considered instead.
 * makes use of the branches and the Magic Stick from earlier and has a stronger potential heal burst.
 * is essential to reach Lanaya's maximum potential. Although she is technically a ranged hero, her base attack range is similar to that of a melee hero. A Blink Dagger allows her to get in range to attack enemies and land her Meld attack, or to catch up to enemies slowed by her Psionic Trap. In teamfights, it helps her to position herself to use the full potential of Psi Blades. On the other side, it is also a great escaping tool when combined with her spells. Refraction prevents the dagger from getting disabled, but if it does get disabled, Meld can help her hide for a moment and then blink out if the enemy has no True Sight or area spells.
 * increases Lanaya's damage output immensely, since Lanaya only deals physical damage by default (besides Psi Blades). The armor reduction of Desolator fully stacks with that of Meld, allowing her to reduce up to 15 armor on a target. This results in a highly increased damage output, which then translates into higher damage with Psi Blades, since their damage is based on what the initial attack target received. On top of this, Desolator also grants a decent raw attack damage bonus.
 * s are an item every hero should carry around, especially aggressive heroes like Templar Assassin. Combined with a, it can ensure a safe escape.

Situational items:
 * may be required to deal with disables. Although Refraction helps her from taking any kind of damage, it does not stop disables. If avoiding their disables with blink or Meld is not possible, a Black King Bar should be bought.The item also grants some raw damage and a bit of health, increasing her damage output and survivability further.
 * , similar to, synergizes well with Lanaya as it reduces enemy armor and increases her attack speed, upping her damage output by a massive amount. Besides that, the additional armor compensates for her squishiness. The armor bonuses and reductions of it are also auras, making it a valuable contribution to any teamfight.
 * allows Lanaya to fight for much longer, as it gives an enormous health boost. However, it should only be bought after having built up some damage first, because being tanky does not help her much when she deals little damage.
 * is always a great item for every agility hero, as it increases attack damage and speed by a lot and also provides evasion, helping against enemy attacks. The evasion also synergizes very well with Refraction, as Refraction does not lose any of its damage block charges when Lanaya evades attacks.
 * can be considered on Templar Assassin if some extra push power is required. If one has quick reflexes, its active can also be used to disjoint enemy attacks and spells. It also provides decent stats and grants some mobility. Keep in mind though that, despite her melee-like attack range, Templar Assassin is still a ranged hero, so the ranged illusion values and cooldown are used.
 * is a great item on Templar Assassin, since a critical strike is spread to all enemies with Psi Blades. It also works extremely well together with her high amount of armor reduction from her ability and typical item choices. However, since it is a chance-based effect and is based on her attack damage, other damage increasing items are required first to unlock its high potential.
 * gives Lanaya higher range and a good amount of stats that she needs early-mid game: Strength for health and Agility for armor and damage. The increased attack range also allows Lanaya to perhaps skip a few points on Psi Blades and focus on maxing out Meld after Refraction instead. Afterward, it may be disassembled to be turned into a, or kept and upgraded into , giving Lanaya a second mobility item with Blink Dagger, and its active gives Lanaya four possibly unavoidable attacks from any range.