Outworld Destroyer/Guide

Mid

 * Astral Imprisonment is almost always the best level one point, as it is Outworld Devourer's only utility spell and can be used in the early game to disable an enemy to escape, or to give time for allies to help.
 * An early point in Arcane orb gives Outworld Devourer a way to harass the enemy without drawing creep aggro, and an effective but expensive way to secure contested CS.
 * Maxing Equilibrium first provides a large pool of mana and a source of mana regen, allowing him to cast his expensive spells indefinitely.
 * The ability to max after Equilibrium is best determined on how the laning phase went.
 * Maxing Arcane Orb second maximizes his kill potential in the midgame, but a maxed Arcane Orb requires >1600 mana in order to cast indefinitely, which requires that one successfully farmed enough early items to supplement his natural int growth, and will often require one to hoard the later skill points until he reaches his level ten talent.
 * Maxing Astral Imprisonment second gives him a powerful AoE nuke to flash-farm waves and jungle camps, while leaving Arcane Orb at a cost low enough to allow him to leave it on autocast while farming.
 * Sanity's Eclipse is an extremely stat dependent spell, and delaying it in favor of maxing your second spell faster is often worthwhile.

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.


 * Arcane Orb is incredibly costly as an auto skill, and as such, you should only invest into it when you have the mana capacity to sustain it.
 * 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 Arcane Orb damage.
 * Arcane Orb deals pure damage, making it a great skill to harass enemies with very high armor.
 * Due to Outworld Devourer's skill set, Arcane Orb would be your main consumption, and recovery, of mana.
 * Casting Arcane Orb on neutral or enemy creeps is a good way to recover lost mana, provided that you have learnt Equilibrium, as the pseudo-random distribution mechanic will eventually guarantee a proc by Equilibrium.


 * The first point should generally be invested in Astral Imprisonment, as Arcane Orb is too costly early game and your mana pool is too low for it to be an effective use of mana consumption for pure damage.
 * Astral Imprisonment's supportive utility allows for creative application of the spell in.
 * It can be used to save yourself or allied heroes from spells with long delays, such as 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.
 * Astral Imprisonment can be used on them to negate some of the damage from damage over time abilities, such as and, which can potentially end up saving the ally. Against long lasting debuffs, it can be cast twice before the debuff expires.
 * When misused and poorly timed, the application of Astral Imprisonment heavily backfires.
 * Just like how it can save allies from spells and damage, it can also do the same for your opponents, so communication with the team is important to prevent wasting of spells.
 * It's entirely possible for you to cause a teammate's demise by casting Astral Imprisonment on them at the wrong time (such as when they have just begun to channel an escape ability).
 * The expanding red ring visual effect can tell Outworld Devourer and allies the duration of Astral Imprisonment.
 * Casting Astral Imprisonment removes your opponent from the battlefield for 4 seconds. This buys you or your allies enough time to use or a  to escape to safety.


 * The best way to keep full mana is to use Orb with Equilibrium while on full mana.
 * While on low mana using Astral Imprisonment on a creep wave or neutral camp is a good way to gain mana with Equilibrium.


 * This ability is best used as a finisher; after acquiring enough stolen intelligence in a teamfight or gank, Sanity's Eclipse 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 are certain it can finish them off.

Items
Starting items:
 * provides cheap attributes for a mid hero with low base damage. Outworld Devourer may consider a second Null Talisman later on to boost his intelligence for cheap, giving him an edge in the laning stage.
 * gives a little bit of extra damage, and can be consumed to turn the tide in a close fight.
 * restores health to stay in lane.
 * gives cheap attributes, and Outworld Devourer can use it with Tango to receive more heal.

Early game:
 * make Outworld Devourer run faster, which is important in middle lane.
 * gives regeneration and a way to store runes.
 * gives attributes and sustainability.

Mid game:
 * intelligence to use more Arcane Orbs.
 * provides an escape mechanism as well as good attributes and upgrades later into Hurrican Pike.
 * gives attack range and attributes. The active allows Outworld Devourer to position, as well as increasing his attack speed for a number of attacks.

Late game:
 * increases his mobility, allowing Outworld Devourer to blink and escape after a self-cast Astral Imprisonment.
 * protects against most disables and nukes, buying Outworld Devourer the time to stack intelligence and use his ultimate more effectively.
 * provides him with both additional intelligence and a hex, giving him more time to deal damage with Arcane Orb.

Situational items:
 * gives Outworld Devourer a stun and damage over time that can be set up with Astral Imprisonment with precise timing and can deal decent damage against buildings since Outworld Devourer struggles with taking objectives. It also provides extra strength, intelligence, and regeneration.
 * To land Astral Imprisonment into Meteor Hammer, cast it when the timer under the word Banished reaches the letter H.
 * will give him more armor for survivability, as well as more intelligence. The slow also helps him either chase, or escape.
 * gives the most mana in a single item, as well as immense survivability for Outworld Devourer by lifestealing from his Arcane Orb and his other spells. It also allows Sanity Eclipse to be used more frequently.
 * gives a high attack speed boost, allowing him to deal more damage in battles and steal intelligence faster.
 * provides some much-needed regen and armor, and it is a cheap way to amplify the damage of his ultimate and Astral Imprisonment.
 * 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 that also amplifies his damage for the time period. Also builds later into.
 * is one of the strongest late-game items on Outworld Devourer, as it allows Sanity's Eclipse, as well as items like Black King Bar and Scythe of Vyse to be used twice, which can be devastating in teamfights.
 * provides attributes, health, and mana boosts. Extra Astral Imprisonment charges and its range improvement provides an additional disable.

Outworld Devourer/Руководство