Death Prophet/Guide

Pusher
Death Prophet main role is usually played as pusher. With the combination of low cooldown spam can quickly clear waves of creeps and  allows her to destroy towers quickly to pushing the lanes faster. She can be par with other pusher heroes that can summon unit like Nature's Prophet's Treant, Enigma's  Eidolons, Broodmother's  Spiderlings and etc. which can devastating enemy towers and barracks quickly.

Tank / Support
Death Prophet also can be played as sub-tank or support-tank. Focusing on health boost and defensive items since she need to survive to make last longer during team fights. Furthermore she also can use as pseudo lifesteal on single or multiple enemies which make enemies harder to kill her.

Ability Builds

 * The most common build for Death Prophet, max at early stage which allow Death Prophet to spam due to its low cooldown. Use it to clear creep waves and force enemy hero retreat from lane creeps. In early stage some people may take at least 1 level of  when facing hard spellcaster to prevent enemy heroes casting spell to interrupt your kill. Max  next to let your sustain longer during team fights, and the standard ultimate should take it at corresponding level.

General

 * In general and during laning phase, Death Prophet is best to played as mid lane. Her skill sets allows her to farm very well with high damage nukes. Compare with other mid laner heroes, she can take advantage of killing multiple creeps at once, which allows her to quickly build her items. Also make your landing creeps forcing them to push further to attack their respective defensive towers.
 * All her spell abilities are AOE based. Enemies are unable to block Death Prophet's spells with, except . But don't worry, it has 4 charges just break it with a charge and use it again if has sufficient charges.
 * As Death Prophet is good in pushing lanes, keep in mind that in early stage when pushing your lane creeps too near their enemy base or defensive towers they can safe farm without worrying because the distance between their base are shorter, they can use to defend their towers and kill your pushing lane creeps, allow enemy side can also quickly build their items too.
 * Try to not stay alone when wonder around their jungle camps, although Death Prophet has high base movement but she lack of escape abilities. One hard disable can brings you down if there is no reinforcements nearby.
 * In a large clash, Krobelus should be swooping around silencing and nuking enemy supports while eroding their health with Exorcism. Carries almost unfailingly have higher armor than supports, and since Exorcism is physical damage, her damage potential is highest when she focuses on the supports.
 * Given her above-average base movement speed and Phase Boots, Krobelus moves extremely fast and can often avoid damage simply by being faster than her aggressor. A is also a common pickup on her and increases her movement speed to phenomenal levels. Krobelus tends to chase people around a lot with Exorcism, so high movement speed is a must and can also help the spirits damage enemies around Krobelus while she is safe.


 * Crypt Swarm is a very powerful area of effect nuke which damage enemies in a cone-shaped.
 * The target range of Crypt Swarm is 600 but it can travel up to 1110 range maximum, try to not hesitate to harass laning enemy heroes to force them retreat to their defensive towers.
 * Crypt Swarm is a dual sided target ability can be target both unit or ground, targeting a hero unit is much guarantee the hero will be damaged when hit. Although it's not necessarily need to be target hero it also can target ground to damage laning heroes as well, provided that if they stay inside within the attack range.
 * Crypt Swarm can also use to hit enemy laning creeps to get your last hit gold easier, use it wisely especially when two or more laning creeps are in low health can just fire it to one shot them. Also it can prevent enemy hero deny your creeps since it deals high damage to lane creeps.
 * Although Crypt Swarm has large area of effect, some enemy heroes can easily avoid Crypt Swarm by just looking your cast animation. Especially when facing mid heroes like (using ) or  (using ) to nullify Crypt Swarm damage.
 * Since Crypt Swarm has low cooldown and also spam-able, as the skill level goes higher, the mana consumption will also increase as well. Try to maintain your mana prevent spamming Crypt Swarm often during laning phase.
 * Crypt Swarm is typically maxed first as it is a very strong AoE nuke with low cooldown, followed by Spirit Siphon, which helps her sustain in lane and survive teamfights.


 * Silence is a powerful utility disable which prevent enemies casting spells up to 6 seconds at max level during team fights.
 * Silence has a nice long 900 cast range which can safe to cast at far distance and also has a big 425 area of effect, try to silence many heroes as much as possible. The long range silence are also great to cancel powerful channeling ultimate abilities such as, , and , provided that they are not affected by spell immunity buff.
 * Some players might take one level of Silence during laning phase or early team fights, especially when facing hard spellcaster heroes that interrupt your action so she can secure a kill easily.
 * Remember that Silence can be dispelled by enemies, smart players can purchase dispel items such as, , to remove the silence debuff. But silence is also a great way to forcing them activate  if they have it inside their inventory, so they will use it to dispel silence, make them less protection during team fights.
 * Silence also good against those self powerful buff heroes like 's, and 's  which requires their spell to cast, just make sure that you inflict them with silence before they cast it.
 * Put a single point in Silence early, as 3 seconds of silence is well worth the 80 mana it costs you.


 * Spirit Siphon is a powerful pseudo lifesteal that drains enemy's health for a short period of time. Draining enemies health which let Death Prophet sustain longer during team fights.
 * The sprite animation of Spirit Siphon works similar to 's . Unlike, she can move freely during drain until the target enemy is move further till break range (which is 750), drain duration ends or enemy is death. Even though the target or Death Prophet is disabled / invulnerable, she still keep draining and restore health as long as they're not break the link. Smart players can predict enemies movement with slow animation disables like or  to recover the damage taken.
 * The health drain scales with target's enemy max HP. The more HP that enemy is, the more health you will be drained. Since the health drain scales with enemy's max HP, but the damage type is magical which is affected by magic resistance, resulted as draining 4.125% max HP (when maxed, with standard 25% magic resistance heroes) per second when targeting heroes, except Roshan (you cannot target it).
 * Spirit Siphon is a charge-based spell like 's that can store up to 4 charges at max level. Besides level 1, you can cast on a single enemy after duration finish and cast it again without waiting cooldown unless you had one charge left. Keep in mind that Spirit Siphon needs 45 seconds to replenish a charge so use it wisely, without Spirit Siphon most likely you might not survive during team fights.
 * Spirit Siphon not only just drain one enemy, with enough charges Death Prophet can drain up to 4 enemies at once provided that enemies are inside range within Death Prophet and not the same enemy that she is draining. Multiple Spirit Siphon are fully stack-able depending on how many enemies that she is drained, the more people that Death Prophet is drain, the faster she restore her health.
 * Spirit Siphon not just only drain enemies health, it also slows the target which can let you chase the target as well.


 * Exorcism is a fantastic pushing ultimate that can easily take down towers and Roshan if left unhindered. Fighting into an activated Exorcism is quite dangerous as well, which means hindering her is not easy.
 * Always remember Exorcism's damage is physical, hence, Armor reduction increases its damage. Focusing on targets with low armor (Int and many Str heroes) yields the best result of Exorcism. That said, its damage is a threat even to targets with very high armour.
 * Remember that the Exorcism spirits have a travel time and after each attack must return to Krobelus. The closer you stand to a target, the less the spirits have to travel, thus dealing more overall damage.
 * Use Exorcism as early as it is practically possible for clashes, as the sooner it is cast the sooner her spirits will return and heal her. Her spirits will easily harvest enough life to restore her HP entirely, and the conclusion of her ultimate can save Krobelus' life; as well as severely endanger the lives of her adversaries as she returns to battle with full health.