Outworld Destroyer/Guide

Ability Builds

 * This build is for mid farming Devourer. It is based on high pure damage bonus from combined with mana pool from . You have on 1st level Astral Imprisonment because it can save you from gank or save your teammate but you can chage it and learn it at 3lvl if you have warded mid and no roamer are here for gank.

General

 * Stealing Intelligence from enemy heroes for 80 seconds (140 with the talent) can make a big difference between enemy heroes and give you a high advantage.
 * At level 7 (which is where can be maxed out) with   to Intelligence, 2x ,   (or  because it have same intelligence) and 8-10 intelligence steal from enemy hero or   (to   for great crowd control) its nearly impossible to lose your mana.


 * This is your main damaging ability later on in the game. As an Intelligence carry, you directly benefit from items which increase your Intelligence due to the increase in your right-click damage, mana pool and resultant damage.
 * Need more tips.


 * With you can save yourself or allied heroes from  and  if timed correctly. In addition, you can save allied heroes from potentially lethal abilities such as  and.
 * Similarly, it can also be used to dodge projectiles. It is important to time it so that the projectiles connect while imprisoned, since the spell does not disjoint projectiles.
 * When an ally is affected by a damage over time effec, Astral Imprisonment can be used on them to negate some of the damage, which can potentially end up saving the ally. Especially against long lasting debuffs, like and, a lot of damage can be avoided, since it can be cast twice before the debuffs expire.
 * On the other end, Astral Imprisonment cast on enemies can heavily backfire. Just like how it can save allies from spells and damage, it can also do the same for enemies if timed badly, so communication with the team is important to prevent wasting spells.


 * Assuming Essence Aura is at its max level, Outworld Devourer needs 1000/1200/1400/1600 mana in order to not run dry of his mana pool.


 * This ability is best used as a finisher; after acquiring enough stolen Intelligence in a teamfight or gank, can be used to snuff out any remaining enemy heroes, especially escaping invisible heroes like,  and
 * Keep in mind that heroes which gain Intelligence at extremely high rates such as, and  will often take minimal if not zero damage from this ability. As such, it's best to refrain from using this ability against these heroes unless you're significantly ahead in Intelligence and certain it can finish them off.

Items
Early Game:
 * will make Harbinger even faster, which is important in middle lane.
 * allows for lane control and sustainability through runes and crowing.
 * gives small boosts to stats and can help to survive ganks during the laning phase.
 * is a common item for Intelligence heroes during the laning phase.
 * provides a cheap stats and can be upgraded to later.

Core Items:
 * gives additional attributes and more attack speed.
 * provides both initiation and escape mechanism, which he lacks. Also builds later into.
 * gives additional range which allows for better positioning. Also builds later into.

Situational Items:
 * will help Harbinger protect against disables, as well as most damage-heavy abilities.
 * will give him more armor for survivability, as well as more intelligence. The slow also helps him either chase, or escape.
 * provides him with both additional Intelligence and a silencing disable, giving him more time to deal damage with his Arcane Orb.
 * gives the biggest mana pool as well as immense survivability for Outworld Devourer as he can lifesteal from damaging his enemies with his powerful nukes. It also allows Sanity Eclipse to be used more frequently.
 * gives a high attack speed boost, allowing to deal more damage in battles and steal more Intelligence quicker.
 * will provide him with additional health and Intelligence, as well as the ability to root against a single target.
 * gives him even more Intelligence and attack speed, and also gives him a Silence ability that also amplifies his damage for the time period. Also builds later into.
 * gives him more attributes, as well as improve his ultimate. The additional attribute bonus can also aid his tankiness.
 * allows Sanity's Eclipse to be cast twice, which can be huge in teamfights. And since units can still be affected by his ultimate while under Astral Imprisonment, if the first cast caught all 5 enemies, then a second cast would be easy to land.