Outworld Destroyer

Harbinger the Outworld Destroyer is a ranged Intelligence Hero that takes the role of being a Hard Carry. His strength lies in the amount of Intelligence he has, and the mana pool that accompanies it. His main source of offense is his Arcane Orb, which deals Pure damage based on his mana pool. His disable, Astral Imprisonment, makes his target immobile and invulnerable for a duration; when cast on enemies, a small amount of the target's Intelligence will be temporarily stolen from them. His source of mana regeneration is his Essence Aura, which instantly regenerates a quarter of his mana pool whenever he casts a spell. The aura's mana restoration also applies to his allies, acting as a passive support skill. His ultimate, Sanity's Eclipse, enables him to punish enemies who have lower Intelligence than him; the skill's damage is based on the difference of his and his target's Intelligence. If given a significant gold advantage, Outworld Destroyer can quickly outgrow and overpower his enemies, bringing the battle to an abrupt end.

Tips

 * One of Harbinger's biggest weaknesses is his fragility. Avoid being focused down by enemy heroes, or else you will miss out on potential gold and experience, as well as put your team in danger by not dealing the needed extra damage against your enemies. Try to fight in the sidelines, or when your enemies are too busy to attack you. If you wish to boost his health through items, try to include additional Intelligence with it; if not, make sure the item gives him the health boost that makes him live longer.
 * Try to level up as much as possible in the early stages of the game, be it from farming or killing other heroes. The more you advance in level, the more Intelligence and gold you will receive. The more Intelligence and gold you receive, the better you will dominate in the battle.
 * Level up Harbinger's Essence Aura as soon as possible so that he can quickly solve his mana problems right away. Essence Aura can also make a good support skill for your allies, especially if they rely heavily on casting spells.
 * Astral Imprisonment is Harbinger's disabling skill, and can be used in numerous ways:
 * Early in the game, it can be used to harass against heroes you are laning against.
 * Strength and Agility heroes are ideal targets, since Astral Imprisonment steals Intelligence from their already low supply. They can repeatedly be disabled to the point that they are unable to cast spells (the steal stacks up to five times, stealing a total of 20/30/40/50 Intelligence).
 * Intelligence heroes lose damage as well as have their mana pool lowered, while Harbinger increases his.
 * Astral Imprisonment can be used to delay enemy heroes you are laning against, giving you more time to either deny or last-hit creeps.
 * Astral Imprisonment can be used to dodge incoming spells when cast on yourself or allies; spells like Tinker's Heat-Seeking Missile, Sand King's Epicenter, or Sven's Storm Hammer can be rendered useless when under Astral Imprisonment.
 * Astral Imprisonment can also be used to buy time, be it escaping or trying to chase an enemy. While escaping, you can cast it on yourself or any dying ally to shift the enemy's focus away. While chasing, you can step ahead of the imprisoned enemy to prevent it from escaping.
 * Because of its utility, versatility, and Intelligence steal, this is usually taken first before most other skills.
 * When Harbinger's Essence Aura is high enough (at least Level 3), you can keep casting Arcane Orb against enemy targets to restore his mana right away if depleted.
 * Casting Sanity's Eclipse can prove important when a team fight starts, since it can shut down spell-reliant casters by burning 75% of their mana, as well as soften Strength and Agility heroes. Keep in mind that your Intelligence must be marginally higher than theirs so that these effects can work.

Hero Tips

 * Other Intelligence heroes, most notably Silencer, can render Outworld Destroyer's ultimate useless. In this case, avoid relying on it as a main source of damage and rely on your Arcane Orb, as well as other item disables, instead.
 * Pugna's Nether Ward will count Arcane Orb as a spell cast, so make sure to destroy it before liberally using Arcane Orb against other enemy heroes.
 * Arcane Orb deals bonus damage against illusions, making it harder for illusion-reliant heroes like Phantom Lancer or Chaos Knight to fight you. Summoned units also take additional damage, turning units like Enigma's eidolons and Nature's Prophet's treants into easy gold.
 * Outworld Destroyer counters Anti-Mage, since he can regain mana instantly just by auto-casting with Arcane Orb. As long as Outworld Destroyer's Essence Aura is high enough, Anti-Mage will have a hard time burning his mana.

Trivia

 * Outworld Destroyer was originally called Obsidian Destroyer in the first Dota. Obsidian Destroyer was based off of two units in Warcraft III: Frozen Throne; the Obsidian Statue, and its flying version, the Destroyer.