Divine Rapier

The Divine Rapier is an Item listed at the Main Shop, under Weapons. However, it is assembled entirely with items from the Secret Shop.

Additional information

 * This item drops when its wielder dies, unless it has Reincarnation.
 * Divine Rapier cannot be destroyed or sold.
 * Unlike other recipe items, Divine Rapier cannot be disassembled up to 10 seconds of being assembled, assembly is instantly permanent.
 * Couriers can be used to buy a Divine Rapier, but they cannot pick rapiers up from the ground.
 * Divine Rapier has two states:
 * Original Rapier: initial state upon buying the item
 * Free Rapier: state after being picked up by an enemy once

Recommended heroes

 * Heroes who can attack multiple enemies at once are effective carriers by essentially becoming a constant AOE damager in teamfights.
 * is a very good carrier of the Rapier, since she can attack up to five targets with each attack, her ultimate increases damage dealt if the enemy try to keep fighting her, and her offers an immense amount of damage reduction. Even then, she does need a large pool of bonus stats from her items to be properly durable.
 * , like Medusa, can attack the entire enemy team at once with full damage, and allows him to attack nearby enemies even when disabled, So a Rapier gives him a massive increase in damage output. However, Gyrocopter's has no defensive spells, and he is extremely vulnerable to disables without, and without  he has no way to refill his HP midfight.
 * has, allowing her the potential to destroy several enemy buildings at once during a T3 push, as well as improve her lategame Teamfighting potential. Like Gyrocopter, she requires multiple survivability items to be a truly safe carrier of Divine Rapier.
 * Heroes who have reliable escapes to avoid being focused by the enemy team can use Divine Rapier sparingly, but deal immense damage with minimal risk to themselves.
 * can deal extreme damage to the enemy team when using, especially combined with and . He is also elusive and hard to catch by putting  behind. Because Ember Spirit doesn't need other items to stay in battlefield, it is possible for him to hold two, even three, Divine Rapiers at a time.
 * can do extreme damage to the entire enemy team when he combines and  with his, even more so if he has multiple Divine Rapiers. He can keep himself alive by self-casting  in a safe place, running in to attack before returning to safety by activating  again.
 * is a valid carrier of Rapier due to his extreme elusiveness from and, and can tear up support in two hits from.
 * Heroes with Critical strikes, Armor reduction, or large Attack speed bonuses multiply Divine Rapier's effective damage, and Divine Rapier increases the survivability of heroes with a source of Magic immunity and Lifesteal. While these are rarely enough to justify purchasing one, this should be considered when deciding which teammate should pick up a captured Rapier.
 * is possibly the safest user for a Rapier, since Wraith King has essentially two lives to spare.
 * A known strategy is purchasing an, and then Divine Rapier. Once both lives are spent, Black King Bar would be activated as one would teleport back to base, allowing Wraith King's team to keep the Rapier. This should not be done if the enemies have anyone with a bash or BKB-piercing stun, since they will mess up the combo and make you drop the Rapier.
 * Because of his, has a similar reason to hold Divine Rapier. However, beware that both Wraith King and Abaddon can be easily kited.
 * With Divine Rapier, with  and  can pick off anyone bonded by a 3.5 second  by casting . Her  can protect her by some extent, but when get caught out of position Windranger is still fairly fragile.
 * can output an absurd amount of single-target damage thanks to her . Together with lockdown items such as she can kill most heroes if her passive procs. Rapier also adds extreme damage to her . Beware that she is still vulnerable to lockdown and magic burst damage, as well as.
 * Can attack with potential critical strikes while invulnerable during his ultimate, and has a built in Magic Immunity spell he can use to escape afterwards.
 * excels at dealing damage from a safe distance. Under his teammates' protection, Sniper can output massive damage from behind when holding Divine Rapier, and with his ultimate's damage is based on his attack damage, making Divine rapier ideal in the late game. Yet Sniper is fairly fragile, and one single negligence could feed the Rapier to enemy.

Tips

 * The components of Divine Rapier can be stored separately by locking one of the components to prevent disassembly. This can be used to purchase both parts with the courier without risking the loss of the item before delivery, or to save the item until the owner judges the time is right.
 * Although it is a very expensive item, it is the most cost-effective damage item. Keep it in mind when your team is losing, Divine Rapier is a great last-stand item under such conditions.
 * No matter what, Divine Rapier should always be considered a purely situational item and never a core, since it can result in throwing the game. Avoid purchasing it in games with poor team co-ordination, as even the strongest carry will need the support of the rest of their team to survive being the highest-priority target.
 * Some heroes can utilize Divine Rapier much better than others by dealing splash damage or having better output environment. Even if enemy carry manages to get the Rapier, depending on their hero, they may not be able to use it just as effectively.
 * Rapier-holders should consider buy a second Rapier (when possible) to keep in their stash as backup so that after a possible death they still have another Rapier to use.
 * If a poor carrier of picks up a Free Rapier, it can be transferred to an ally by Denying oneself on neutral creeps.
 * Divine Rapier does not exist in the inventories of Clones, and so does not effect the damage produced by or.
 * Divine Rapier does not synergize well with heroes who rely on Illusions to deal damage, as illusion damage is based on a hero's base damage, not factoring any bonus damage into its attacks.

Trivia

 * Because Divine Rapier gives 254 more extra damage than, and Daedalus' Critical strike gives 40.5% extra DPS, Divine Rapier gives more damage than Daedalus when the hero deals less than 627 damage without crits.
 * The model of a dropped Divine Rapier is also used as part of the target showing allied players where will land.