Juggernaut/Guide

General

 * Juggernaut is usually played in the safe lane, with a support.
 * Juggernaut can opt to go for a farming route, emphasizing his late game damage output. This requires an early.
 * Juggernaut can also go for a higher single target damage/Omnislash route, building items like or.
 * In the early game, leveling is sometimes useful, as Juggernaut's low mana prevents him from using abilities often.
 * Juggernaut excels in the mid game, where he can pick off enemies easily with Omnislash. Try to gain a dominant footing during this time.
 * In the late game, harder carries like or  will surpass Juggernaut.


 * Compared to most abilities, Blade Fury does immense damage in the early game, even at level 1.
 * During the laning phase, a good support with disables and slows can net Juggernaut several easy kills with Blade Fury.
 * Juggernaut is spell immune while using Blade Fury, meaning that he cannot be disabled by most abilities.
 * Using during Blade Fury will help Juggernaut stay within range of fleeing enemies.
 * Juggernaut can autoattack while Blade Fury is active. This is indicated by small particle effects upon impacting the target. No attack animation is visible.
 * While using Blade Fury, it is best to click and move alongside the enemy, instead of right-clicking them.
 * Right-clicking on the enemy will cause Juggernaut to stop briefly and autoattack, which may allow the target to move out of Blade Fury's range.
 * In the late game, Blade Fury is used mostly as a defensive ability, as Juggernaut will usually deal more damage with autoattacks.
 * Keep Blade Fury ready if you believe you're about to be disabled.
 * Use Blade Fury while autoattacking buildings if you think the enemy team will try to intervene. This is especially useful for finishing off towers safely.
 * Since Omnislash will often reposition Juggernaut behind enemy lines, use Blade Fury immediately afterwards to disengage to a safer location.
 * Use Blade Fury before using to teleport without being interrupted.


 * One point in Healing Ward is useful to help Juggernaut stay in lane against heavy harassment.
 * is sometimes purchased for this reason, so Juggernaut can use the Healing Ward constantly.
 * Put down Healing Ward before a teamfight to keep your team alive.
 * Keep in mind Juggernaut's low mana. Placing a Healing Ward may make him unable to use Omnislash.
 * Place the Healing Ward slightly off to the side of your team to prevent it from being instantly destroyed by ranged enemies like.
 * Set a hotkey, or have Healing Ward follow you or another teammate for easier control.
 * Use Healing Ward to help Juggernaut and his teammates retreat from a bad situation.
 * Use Healing Ward when attacking towers or Roshan to negate the incoming damage, and secure what would otherwise be a dangerous position.
 * The Healing Ward moves slightly faster than most heroes, meaning it can be sent out ahead of Juggernaut to help an ailing ally.
 * The Healing Ward can be used to scout ahead, up high ground, and into the Roshan Pit. This tactic is highly situational, as the Healing Ward is quite precious and should not be expended lightly.
 * Remember to move the Healing Ward even after Juggernaut is dead to keep teammates healed.


 * Blade Dance benefits most from items that increase raw damage.
 * The critical damage from Blade Dance is insignificant until Juggernaut has a few items, meaning it can be leveled after other abilities.
 * Combined with the damage bonus from or, a crit from Blade Dance can deal high burst damage.


 * A level 1 Omnislash will usually kill a laning opponent, provided there are no creeps nearby.
 * With enough attack speed, Juggernaut can autoattack while performing Omnislash.
 * Omnislash's damage is reduced by armor.
 * Omnislash can be canceled or negated by several means:
 * Target becomes Ethereal. Omnislash continues, but deals no damage.
 * Target becomes Invulnerable. Omnislash continues, but deals no damage.
 * Target becomes Invisible. Omnislash stops.
 * Target becomes Hidden. Omnislash stops.
 * Target uses cyclone. Omnislash stops.
 * Enemy teams will often clump up to reduce Omnislash's damage by redistributing it between several targets. While tempting, using Omnislash against several heroes without follow up from your team is a waste.
 * After Omnislash, Juggernaut appears next to the last target attacked. Some teams will move backwards and "drag" Juggernaut out of position and into their lines.
 * Omnislash can be used as a last ditch effort to stall or deal maximum damage just before Juggernaut dies.
 * In general, it is better to use Omnislash too early than too late.
 * Because creeps and summons will absorb Omnislash's damage, it is best to engage enemies in less populated areas, away from lanes.
 * 's can cancel Omnislash if it lands on Juggernaut.

Items
Starting items:
 * s and s provide healing to keep Juggernaut alive in the lane.
 * allows Juggernaut to regain mana from early usage of.
 * gives +1 to all attributes, increasing survivability and mana pool. Because of Juggernaut's low mana pool, an early Iron Branch gives the possibility of casting both and  back to back. It can later be upgraded into a.
 * gives Juggernaut additional damage, allowing him to get easier last hits and denies in lane. They can later be upgraded to a.

Early-game items:
 * give a passive speed boost, offering better escape and catch-up. They can later be built into Phase Boots.
 * helps Juggernaut against harassment, and saves up space while retaining the +6 agility from the Slippers of Agility.
 * is a useful burst healing/mana item if the enemies in lane cast many spells. It can later be built into a Magic Wand.
 * gives a minor attributes bonus and builds into a drum later.

Core items:
 * provide even more mobility with the Phase ability, and increases his damage significantly. The bonus movement speed is helpful when catching enemy heroes while using.
 * is good for burst health and mana while providing bonus attributes compared to the Magic Stick.
 * provides a great attribute bonus for its price as well as bonus movement speed and attack speed. It not only allows easier catch up when using, but the increased mana pool allows Juggernaut to cast Blade Fury multiple times before returning to the fountain.
 * increases the number of jumps, while also vastly improving the ability to gank and participate in team fights. In addition, it also increases Juggernaut's health pool and provides a significant attribute bonus.
 * are essential for cross-map transportation. TP scrolls allow Juggernaut to return to lane quicker after a death, meaning he misses out on less experience in the lane. They can also be used to quickly jump into a fight or defend a tower in a different lane.

Situational items:
 * is a fair pick on Juggernaut, since he does not have any gap-closing abilities. This item provides a good strength, agility, movement and attack speed bonus and helps chase better. The Greater Maim helps slowing down fleeing enemies. Maim can even occur while attacking during, despite attacks dealing no damage.
 * gives an enormous boost to his damage, attack speed, and armor, as well as having the ability to evade physical attacks. It greatly increasing the physical damage Juggernaut can take, while protects against the magical damage. The increased attack speed also allows  to occur more frequently.
 * reduces the target's armor, increasing the damage from Juggernaut's regular attacks and . It can also be effective for pushing since this effect works on towers.
 * is an item that can be very strong to buy: it can be used to farm quickly, clear lane creeps, and it can greatly increase Juggernaut's damage in team fights. The bonus health regeneration is helpful when jungling, and the bonus mana regeneration allows Juggernaut to use with less worry about mana.
 * is a handy item to have for supporting the team, granting several bonuses including lifesteal. This is also an effective way to sustain in the jungle.
 * is helpful when the enemy team has more magical damage than can protect. Unlike Blade Fury, the Black King Bar also allows Juggernaut to attack while active, and has a maximum duration of 10 seconds.
 * is an excellent late game pick-up. Satanic's large strength boost, armor, and Active ability mesh very well with Juggernaut's high attack speed, vastly enhancing his survivability in team fights.