Ursa/Guide

Carry
Ursa only needs Morbid Mask and Fury Swipes to take down Roshan. After obtaining the Aegis, Ursa should dominate the mid game by ganking the enemies repeatedly with Blink Dagger and his team.

General

 * Ursa's lack of ranged abilities and mobility options make him very easy to kite. Pair up with a disabler such as or.
 * Ursa's Fury Swipes ability allows him to solo-kill Roshan at very low levels with any source of lifesteal (as low as level 1 if paired with ). However, doing so makes him vulnerable to ganks by a savvy enemy team. Consider informing your team to de-ward the area around the Roshan pit regularly and using to sneak in.
 * Ursa can be easily shut down by disables.


 * Earthshock is a low cooldown, decent damage AoE slow that is useful for crippling enemies while you lay waste to them with your right click attacks. Consider at least one value point in this skill early game as it gives you the full slow duration as well as a magic nuke which will more easily allow you to acquire kills.
 * Though the mana cast is not high, the low cooldown combined with Ursa's small mana pool means you will fast run out of mana if you are not careful. Consider stat items/mana regeneration items to ensure you have enough mana for this and Overpower.
 * Do not rely too much on the slow to pin down enemies; though it is very strong and lasts a good while, savvy opponents will build force staffs/glimmer capes/debuff removal items for themselves or each other, kiting you and denying you easy kills. Often it is essential to build items that give better lockdown such as Scythe of Vyse or Abyssal Blade.


 * Overpower's cooldown is shorter than its duration. This means that Ursa can cast the ability early, use up the Overpower attacks, and then cast it again immediately after for up to 12 attacks in quick succession. Use this to maximize his burst damage and jungling efficiency.
 * The combination of Overpower and Fury Swipes is the source of Ursa's tremendous damage output, as the greatly increased attack speed allows Ursa to build Fury Swipes stacks very quickly.
 * The long duration of Overpower means it should be cast before a fight to let Ursa start dealing heavy damage right away.


 * Fury Swipes works similar to Troll Warlord's ​, except that it provides attack damage instead of attack speed. With both Overpower and Fury Swipes at max level, Ursa can deal 6x his base attack damage plus 630 damage.
 * Works best when you already have a stack of Overpower nearing its expiry time, use Earth Shock to slow down the enemy and attack. It is usually a definite kill if you do this and after that pop in another Overpower stack and use Enrage.


 * Because Fury Swipes' damage increases with the number of stacks, holding on to Enrage until Ursa has made several attacks on the target will result in a large increase in damage. This is especially useful for quickly wearing down Roshan's health.
 * While mainly used to amplify Ursa's damage output, the dispel and damage resistance applied by Enrage mean that he can also use it to help escape enemies.
 * Note that Enrage has a quite short duration. Enemies with long ranged or long lasting disables can therefore easily waste the Enrage buff by disabling Ursa after he has cast it. Examples of such disables are, , and , or even and , which are short, but repeating stuns.
 * Enrage does not disjoint any debuff and is not recommended to be used against undisjointable debuffs such as as it only puts a strong dispel on ursa, however you still take 80% less damage while using Enrage, allowing you to allowing you to retaliate, and in the case of  to fight back.
 * Enrage does not work against abilities that are HP removal, abilities such as and  can still kill you instantly.
 * It is possible to put a dispel on Ursa during the duration of enrage, the dispel only activates at the starting of enrage and hence only removes existing debuffs.

Items
Starting items:
 * provides health regeneration in lane..
 * provides damage block to counter physical harassment.
 * es can be used to make a Magic Wand and provide cheap, efficient stats for the early game.

Early game:
 * are essential for most heroes but particularly Ursa as it allows him to chase down enemies to get into Earthshock range, as well as reducing down-time while jungling.
 * combines with earlier es to make a.
 * if the enemy laner has more MS than Ursa, this gives him enough MS to continue chasing them down.
 * is a useful item to keep Ursa's mana issues at bay. It can also be built into a or, both of which are definitely viable options for Ursa.
 * puts another slow in Ursa's arsenal, giving more chasing power.
 * naturally synergizes well with Ursa's high physical DPS, greatly increasing his staying power in the lane and in the jungle. It also gives him the option to take on Roshan.

Mid game:
 * provide Ursa with additional chasing power, as well as damage to bolster his already high DPS.
 * may be useful to supplement Ursa's poor mana pool and save him from bad situations.
 * or other sources of lifesteal are key to Ursa's success and his workings as a hero. Lifesteal allows him to take Roshan with ease and keep his current health high. Also lifesteal work with Fury Swipes, so Ursa can devastate any enemy by leeching a lot of health when some Fury Swipes are already placed.
 * is used for picking off heroes or initiating fights as it gives Ursa the option to pounce on an enemy hero with Earthshock and rapidly kill them.
 * is usually necessary in the late game, as Ursa is very vulnerable to disables.
 * s are essential for any hero to be able to massively reduce downtime farming, defending towers and fighting.

Late game:
 * is highly useful for locking down slippery carries. The bash also synergizes with Overpower very well as you can get many procs without buying attack speed.

Situational items:
 * is a potential alternative to blink dagger, providing nice bonus damage upon attacking. However, it should only be bought against teams without a or  and against slow, low-mobility heroes if a  is likely to be cancelled by long-range spells. Also keep in mind that using Shadow Blade costs 75 mana per use, which over time adds up to a lot of lost mana, upgrades into a  which is useful against enemies with strong passive abilities.
 * is the best health item for slot-efficiency, providing Ursa with considerable tankiness as well as the ability to avoid retreating from a base siege for too long due to its % based regeneration, as Ursa does not need damage items, but rather needs to survive to hit the enemy more times.
 * is a great item against Disarm and Silence and other heroes possessing powerful single-target spells. It should be bought if cannot stop the enemy from locking you down.
 * can be considered if the enemy team is focusing Ursa in fights to return the damage. It is usually bought with a, or  on Ursa ensure he has the HP to survive the fight and deal the Blade Mail damage.
 * provides some easy-to-build HP and movement speed on Ursa, so if a Blink Dagger or Shadow Blade is not viable in the game, consider this item for some added mobility and tank. It can also be disassembled to create a and  later in the game to provide evasion and debuff removal respectively.
 * makes Ursa very mobile and allows him to defend his base or push enemy towers.
 * allows Ursa not only to use Enrage more often, but also to use it when he is disabled, very useful against repetitive stuns, though it cannot be cast during or when silenced.
 * is a decent item for if your team is mostly based on physical damage. Consider buying it if you are tanky enough to not need a health item and not being kited enough to need an item that provides lockdown.
 * is a situational disable that transforms enemy into a harmless critter. Can be useful against heroes that can purge the Abyssal Blade, and provides with great mana regen that Ursa might lack, also provides great stats.

Ursa/Руководство