Terrorblade/Guide

General

 * Terrorblade is fairly item dependent, and needs to be able to farm well.
 * Terrorblade's item builds are versatile, and can range from an early/mid-game oriented build such as, , and , to a more conservative late game build such as a / rush into (similar to how you can itemize  or ).
 * Build items this way to make his illusions stronger and to tank more magical damage since he has natural high armor to soak physical damage.
 * Even though he is usually built in a more or less stable item progression, newly added items can benefit him greatly through early/mid game.
 * is the best gold-to-stat ratio item currently in-game and increases his range in Metamorphosis by a considerable amount, making sieges much safer and positional options more open, as well as the items natural progression into a which increases Terrorblades mobility and adds a higher damage output or a means of escape.
 * Second best stat-to-gold ratio item is, and Terrorblade along with his illusions can really abuse the item. All of his illusions will apply the Mana Burn and the active ability Purge is his best friend against his own bane, SILENCE, whilst the slow can be pretty useful to maintain the enemy position in a place where you can bombard them from afar.
 * is not to be overlooked either. Terrorblade has a relatively low mana pool and a low intelligence gain, but his naturally high agility makes him a hard hitter that likes to "man up" on heroes that rely on basic attack damage. double strike ability and its applied slow significantly increase damage output, while the stats boost illusion max HP pool and offer Terrorblade a way to recover mana when out of base.
 * doesn't appear as a fitting item for Terrorblade on first glance, but its insane armor increase (and Terrorblades naturally high armor), together with its active makes it a strategically useful item for a split pushing/ganking type of play. Activating Unholy Strength before summoning illusions (be it from his own ability or a ) and immediately turning it off, gives your illusions a big increase in max HP, making them viable for pushing without the creep wave. The health drain of Armlet can be abused when coupled with a "//Really good sense of positioning" to purposely drain HP and execute a Sunder gank (very effective with a, for example).
 * Terrorblade excels at split pushing in the mid and late game, where he can summon up to four Metamorphosed illusions with a.
 * Sunder allows Terrorblade to dominate any one-versus-one fights with heroes that can't disable or prevent you from casting it.
 * While laning, use your illusions to stack the jungle for yourself. Then once the laning stage breaks down, you can use Metamorphosis to clear jungle stacks, thereby increasing your GPM.
 * When appropriate, farm the jungle with the main Terrorblade while micro-ing Terrorblade illusions to farm in lane to boost your GPM.
 * To master the laning phase, make sure to use illusions as a means to draw creep aggro (keeping yourself safely behind) when your tower is under siege, effectively dragging them to a safer place to farm, while considerably lessening damage done to the tower.
 * His illusions offer a great deal of scouting potential, as they're long lasting. If summoned at appropriate locations (usually runespots, either in river or safely on your own highground), his illusions can easily creep-cut and bring the creepwave into the jungle, making split-pushing much easier and effective.
 * More tips needed.


 * Use Reflection to slow down a fleeing or pursuing enemy.
 * One level on Reflection is usually enough in the early game.
 * Reflections of enemy illusions can also use their passives. Casting it on heroes like or  can greatly cripple them.
 * Be vary of using Reflection during Metamorphosis, as its cast time is increased during the effect. Using the ability just before going into Metamorphosis creates enough confusion for you to reposition.
 * Use reflection to cancel salves and clarity. This can win the lane by denying mana or hp regen.
 * Reflection is good to harass under the enemy tower for a squishy carry trying to last hit.
 * More tips needed.


 * With enough points in Conjure Image, Terrorblade can become an efficient jungler who can clear multiple camps with reasonable speed.
 * At higher levels, it is important to stack whenever your illusions aren't helping you in effective farming/zoning. This will increase your GPM by a significant amount.
 * Illusions draw creep aggro, which can be abused to draw creeps away from your tower or into jungle camps, further increasing your GPM.
 * Long lasting, the illusions can offer a means to scout out for any incoming ganks or enemy junglers, as well as a safe way to break highground.
 * They are visually distinguishable from the original, but can still look quite convincing if you micromanage them into a behavior that would appear to be the real Terrorblade (i.e. running when an enemy approaches).
 * More tips needed.


 * Metamorphosis is what makes Terrorblade do high damage.
 * Always keep Metamorphosis off cooldown if you suspect a teamfight is about to breakout.
 * Metamorphosis has a high cooldown meaning you have to make good use of it should you choose to activate it. Avoid using it to farm camps, unless it is a stacked Ancient camp.
 * One way to be more effective is to level Metamorphosis along with Attributes Bonus. By doing this, you make Terrorblade more suitable for staying in lanes with more damage, health and mana. By the time Metamorphosis is maxed, you will have enought stats to make better illusions.
 * You can continue on getting Bonus Attributes even in the midgame for better stats if you think that you do not need much skill points on Sunder.
 * Unless you're pushing the enemy towers, try not to activate Metamorphosis in teamfights until you have reached your attack range on the chosen target. If you ensure to only activate it when youre within range of basic attacks, you will maximize the effective damage you deal and coupled with Reflections slow you can keep the enemy within attack range long enough to eliminate them completely. This is very important in the first few usages of Metamorphosis as Terrorblade is VERY slow during it before obtaining a -based item.
 * More tips needed.


 * It is always better to use Sunder too early than too late.
 * While Sunder is most often used to save yourself from death or nuke an enemy carry, it can also be used to save allies. However, since Terrorblade often serves as the team's main carry, leaving yourself with very little health can be a game-risking mistake.
 * If you are below 25% HP and have no one to sunder, you can spawn an illusion and sunder it. This is mostly useful later into the game where 25% of your HP is boosted by the stats you get from items.
 * Upon filling all of your six item slots, a viable item to purchase as a "seventh slot" (usually in stash or courier) is a . With a good usage it can completely turn teamfights, since Sunder and Metamorphosis are strong, but high-cooldown abilities.
 * Example: Initiators tend to start the fight and usually take the bulk of the punishment (especially late-game). If you have quick fingers, you can Sunder your HP to the initiator, which will fill him up to 100%, use, and immediately Sunder an enemy of choice, leaving them vulnerable if not dead. This is especially useful once your Sunder is level 3, as it drains no mana, allowing you to use without being rendered useless due to a relatively small mana pool.
 * More tips needed.

Items
Starting items:
 * and both provide needed health regeneration during the laning phase.
 * 2 help Terrorblade last hit and deny easier and build into a  in the side shop.

Early-game items: Core items:
 * helps mitigate his vulnerability to harassment when in his melee state.
 * provides minor stats, some armor as well as much needed mana regen.
 * provide attack speed and raw stats, both of which are needed to buff up his illusions.
 * greatly increases Terrorblade's range in Metamorphosis. The range also helps Terrorblade and his illusions to hit towers from a safer distance. The item can either be upgraded into hurricane pike for more mobility, or later dismantled to build bkb and yasha.


 * is a great complement to Terrorblade as it allows you to have even more illusions. A unique benefit is the fact that he can get stronger illusions and a shorter cooldown if he uses the item while in melee form, and then cast metamorphosis to get ranged illusion


 * is vital for teamfights to prevent him from being stunned or silenced when his HP is low enough to warrant casting Sunder.

Situational items:
 * provides great all around benefits for Terrorblade and his illusions.
 * provides the 2nd most agility of any item. Illusions also benefit from the evasion.
 * provides a lot of damage and the Radiance aura can accelerate Terrorblade's farm and increase his ability to push. Illusions carry the Radiance aura, although the aura does not stack from multiple sources.
 * is a great initiation and escape item, which also allows you to get close enough to your enemy and use Sunder with minimal risk. It also provides great damage and attack speed, both good attributes in all stages of the game.
 * is useful to keep Terrorblade alive in teamfights.
 * can be purchased early to help Terrorblade split push.
 * 's gives a large amount of stats which help bulk up his illusions, and it's attack and movement slow stacks nicely with your Terrorblade, and can bring enemy heroes to a halt.
 * gives you a massive health bonus, which is well needed as Terrorblade's strength growth is one of the weakest in the entire game, and a powerful regeneration.