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.
 * 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 and  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.
 * Using during Blade Fury will help Juggernaut stay within range of fleeing enemies.
 * Blade Fury's damage scales moderately well into the mid game, though the cooldown reduction is the main reason to level it.
 * Juggernaut is spell immune while using Blade Fury, meaning that he cannot be disabled by most abilities.
 * Juggernaut can attack while Blade Fury is active, but will deal no damage to enemies who are already being damaged by Blade Fury.
 * That also means that a spell immune enemy will take damage from Juggernaut's attacks while inside Blade Fury's radius.
 * Each attack that lands during Blade Fury is indicated by small particle effects upon impacting the target. No attack animation is visible.
 * Attack modifiers like, , or still apply their effects and damage on procs.
 * 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 attack, which may allow the target to move out of Blade Fury's range.
 * The move command (M by default) can help Juggernaut follow the enemy without attacking, leaving little opportunity for juking. Remember to start attacking the enemy once Blade Fury finishes.
 * In the late game, Blade Fury is used mostly as a defensive ability, as Juggernaut will usually deal more damage with attacks.
 * Keep Blade Fury ready to anticipate enemy disables.
 * Use Blade Fury to gain spell immunity while attacking 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.


 * Omnislash is very effective against blade mail carriers, as Juggernaut will receive 0 damage from using it.
 * A level 1 Omnislash will usually kill a laning opponent, provided there are no creeps nearby.
 * Juggernaut can use items' active abilities during Omnislash, but not teleporting ones such as.
 * 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 continues, but deals no damage.
 * Juggernaut accepts move commands during Omnislash.
 * Issuing a move command in one direction may bring Juggernaut close enough to jump to an enemy who was otherwise out of range.
 * Enemy teams will often clump up to reduce Omnislash's damage by distributing 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. So, beware that some targets will fall back and "drag" Juggernaut out of position and into their ranks.
 * Juggernaut can use Omnislash as a last ditch effort to stall or deal maximum damage just before he dies or reinforcement comes.
 * In general, better 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.
 * As Omnislash does not pierce evasion, it is generally not a bad idea to buy items that ignore evasion such as.


 * Swiftslash lets Juggernaut perform a shorter Omnislash against a target enemy while having a much longer cast range and shorter cooldown.
 * Like Omnislash, Swiftslash is very potent against blade mail carriers due to the invulnerability nullifying the damage return.
 * Use Swiftslash against a squishy hero (such as a support) especially during a chase to save your Omnislash for later encounter or possible teamfights.

Items
Starting items:
 * provide healing to keep Juggernaut alive in the lane.
 * can save Juggernaut if used at the last moment.
 * allows Juggernaut to regain mana from early usage of Blade Fury.
 * increases Juggernaut's survivability and mana pool. Because of Juggernaut's low mana pool, an early Iron Branch gives the possibility of casting both Blade Fury and Omnislash 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.

Early game:
 * give a passive speed boost, offering better escape and catch-up. They can later be built into.
 * helps Juggernaut last hit by increasing damage against creeps.
 * is a useful burst healing/mana item if the enemies in lane cast many spells. It can later be built into a.
 * gives Juggernaut additional damage and attributes.

Mid game:
 * provide increased movement speed so Juggernaut can keep enemies in range of Blade Fury.
 * is good for burst health and mana while providing bonus attributes compared to the.
 * provides cost-effective attack damage bonus in Manabreak, while increasing Juggernaut's agility and intelligence. Its active, Inhibit, allows Juggernaut to slow down enemies.
 * can remove silences and help with split push. When coupled with Diffusal Blade, you can get some nice boost to damage output.
 * grants lifesteal and a cheap attack speed boost to improve Juggernaut's farming efficiency. The active can also be used during Omnislash for more slashes.
 * should be acquired as soon as possible, as it increases 's damage significantly and extra movement speed allows Juggernaut to chase enemy or outrun them at reasonable cooldown.

Late game:
 * 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 Blade Fury protects against the magical damage. The increased attack speed also allows Blade Dance to occur more often.
 * grants bash chance, which Juggernaut welcomes with low base attack time and decent agility, as well as active stun to lock down targets in the late game.
 * is helpful when the enemy team has more magical damage than Blade Fury can protect. Unlike Blade Fury, the Black King Bar also allows Juggernaut to attack while active, and has a maximum duration of 9 seconds.

Situational items:
 * allows Juggernaut to run faster and push much earlier than other carries.
 * is useful as an escape item or initiation as Juggernaut's Omnislash requires a fairly close range.
 * allows Juggernaut to attack enemies with evasion during Omnislash.
 * 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, which helps chase better.
 * reduces the target's armor, increasing the damage from Juggernaut's attacks and Omnislash. It can also be effective for pushing since this effect works on towers.
 * provides cleave to boost Juggernaut's farming and pushing, as well as making Omnislash much more lethal to grouped enemies.
 * grants attributes and a slow on attacks, keeping targets within Juggernaut's attack range and Blade Fury's radius.
 * is a natural upgrade to Maelstrom, and gives a large attack speed buff for more lightning procs and Omnislash attacks.
 * can Dispel certain troublesome items like Ghost Scepter and Eul’s Scepter of Divinity, and Juggernaut's high attack speed complements the slow effect.
 * has status resistance, strength, attack damage, and active lifesteal that mesh well with Juggernaut's high attack speed, vastly enhancing his survivability in teamfights.
 * unlocks Swiftslash, letting Juggernaut delete lone enemies without committing Omnislash.

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