Omniknight

Purist Thunderwrath the Omniknight is a versatile melee strength hero who can take on the role of a support. A holy and courageous Hero, Omniknight possesses abilities that excel at protecting and aiding friendly heroes. His heal doubles as a nuke and he can grant any friend Spell Immunity, as well as blessing allies with physical invulnerability. Few can escape the mighty and heavenly power of the Omniknight and he is a powerful ally in team fights. He is a mighty tank, and one of the most difficult heroes to kill.

Tips

 * Omniknight's greatest strength is in protecting teammates from harm and preventing their deaths in dire situations. As such, he should be built for mobility and casting, as he requires good positioning and a sustainable mana supply in order to perform at his best. Due to his longer than normal cast animations, playing Omniknight well requires good positioning and planning ahead, as any hesitation can prevent him from getting his spells off in time.
 * Due to his tanky nature, Omniknight is a good hero to build aura and teamfight items on, as he is less likely to die before casting his spells and is his team is more likely to benefit from the auras for an extended duration. Aura items such as Drum of Endurance and Vladmir's Offering can benefit the team for longer, and active items like Mekansm, Pipe of Insight and Crimson Guard are more likely to have their abilities used before Omniknight dies.
 * Silences are one of Omniknight's greatest weaknesses, as most of his spells are active abilities that must be cast. It is recommended to either pre-emptively cast Repel on yourself to prevent yourself from being disabled at the start of a teamfight, remain behind teammates so that you do not get initiated on, or build an item that allows you to remove silences from yourself.
 * While Omniknight is generally played as a safe lane support, he can also be played as a solo off-laner due to his general tankiness and ability to evade enemy ganks via the use of Repel. While he does not scale particularly well with farm, getting a large amount of early levels can allow him to contribute tremendously to teamfights, especially once he has his ultimate.
 * is a very strong damage nuke and heal, capable of healing an ally for 360 health and dealing the same amount in pure damage to all nearby enemies. Casting the spell on an ally who is engaging an enemy at melee range will cause a 720 HP difference shift between the two, often enough to completely change the situation in favor of your team.
 * Keep in mind, at low levels Purification will not heal very much and costs a moderate amount of mana. Therefore it is not recommended to use it solely for topping up a teammate during the laning phase after taking damage from enemy harass, but rather when you are aiming to use it both as a damage nuke and heal at the same time.
 * If you are attempting to save an ally from death, use Purification before using Repel on them, as Purification cannot be cast through spell immunity.
 * is a very powerful spell in that it can be cast on allies in the early game, when nobody on either team has enough gold to purchase a . Use this to your advantage to get off early ganks and win early teamfights by giving your teammates an advantage that they normally would not have.
 * Even in the late game, Repel is a very strong ability, as it is capable of removing debuffs from allies prior to granting them spell immunity. Not only is it useful for giving spell immunity to a teammate who does not have a BKB, but it can shield allies who are caught and disabled before they can activate their BKB, preventing them from being chain-disabled by the enemy.
 * One of the strongest aspects of Repel is that it not only has a 14 second cooldown, but does not decrease in potency over use. This allows it to be used much more frequently, and in all types of situations. Using Repel during a gank can allow a teammate to initiate without fear of being disabled and the target escaping, using it during an initiation can allow a teammate who has a BKB to save it for later or to extend the duration of spell immunity further, and using it during an escape can save a teammate whose BKB may be on cooldown, increasing their odds of survival.
 * At maximum level, Repel lasts for 12 seconds and has a 14 second cooldown, meaning that you can give a teammate spell immunity more than 85% of the time. This can be useful in the late game when a Black King Bar will most likely only last for 5 seconds, and any s that the enemy has purchased to counter you are out of charges.
 * Keep in mind that unlike and, Repel will not  remove buffs placed by allies (except for the buffs from Double Damage and Haste runes). Therefore, if a teammate has a purgable buff, it is possible to cast Repel on them so that they have spell immunity and retain their buff.
 * Remember that Repel can be cast on enemies, and will remove purgable buffs from them, so you can use it creatively. For example, it can be cast to remove the buff from, or to prevent an enemy from being affected by an allied so that you can focus them down while the rest of their team is disabled.
 * retains its debuff on enemies for 2 seconds after they leave its aura radius. Therefore, it is possible to spread the debuff to multiple enemies in a teamfight at the same time by walking near them.
 * Other slows are able to stack on top of your Degen Aura, so it is possible to purchase items that can inflict slow on opponents, to be able to slow your opponents down even more than what you normally could.
 * When chasing an enemy with Degen Aura, the most efficient way to slow them down is to get close enough to apply the debuff to them, and then walk ahead of them to body-block their path and apply any attack modifiers that may slow them further.
 * can turn the tide of many battles. However, it also has a very long cooldown, so be sure to reserve it for the right occasion.
 * Guardian Angel is very effective against any ability that deals physical damage; for example, it can be used to negate or.
 * Remember that even though Repel does not remove ally-placed buffs, and  will. . However, the buff can be applied through spell immunity, so if your team's carry has a Black King Bar, be sure to cast Guardian Angel after they activate it.
 * Omniknight has many good items he can build besides those recommended by Valve.
 * is a useful early-game item to buy, as its slow stacks with that of Degen Aura, slowing a single target's movement speed by up to 46%.
 * is a useful item on any support hero, and is no exception in Omniknight's case. Being able to reposition quickly can allow you to use your spells to greater effect, as you can get within range for casting Purification to deal 360 pure damage to enemies, or instantly apply Degen Aura to a fleeing enemy. As well, it can be cast on fleeing allies to save them from chasing enemies, further augmenting Omniknight's ability to save teammates who are in trouble. The extra intelligence is also useful for increasing the size of your mana pool.
 * provides many of the same positioning benefits as Force Staff, but has a greater range that allows for far easier initiations and escapes. Its lack of mana cost allows Omniknight to become much more mobile, getting in position to cast his spells even when standing behind teammates.
 * is a good cheap support item that provides many uses. The extra intelligence and mana regeneration ensure that Omniknight will almost always have the mana he needs to cast his spells, while the extra movement speed allows him to capitalize on Degen Aura more easily. The active ability can be used to disable an enemy and then get within range to cast Purification to deal damage to them, or can be cast on yourself to purge debuffs from yourself (such as silences which may be preventing you from casting your spells).
 * provides Omniknight with many benefits and adds to his pushing and teamfight contribution. The bonus strength and intelligence increase his health and mana, making him more resilient and able to cast his spells, while the active ability can summon a couple of demons to further debilitate the enemy.
 * is useful for increasing Omniknight's survivability against magical damage in a teamfight, thus ensuring that he can cast his spells to their utmost and apply Degen Aura to the enemy for longer. The active ability also synergizes with his ability to protect his teammates from harm.
 * is a good pickup for giving Omniknight more resistance against physical damage, as he is a melee hero who must get close to the enemy to apply Degen Aura's debuff to them. However, its main use is in the active, Guard, which gives damage block and armor to all nearby teammates, very useful if you need to give them survivability against physical damage while your ultimate is on cooldown or you want to save it for more important situations.
 * can be useful to build once you have all of your core items, as it can be completed for 3100 gold from your already-purchased Soul Ring and disassembling your Arcane Boots for the Energy Booster. It drastically increases Omniknight's health and mana pool, while giving him almost everlasting mana regeneration. This allows players to place themselves in the center of teamfights and use their spells and item abilities to their utmost. As a last resort, the item's active Pocket Deny can be used both to deny a kill to the enemy and to heal all nearby teammates one last time.
 * is very hard to build, however it gives Omniknight stats across the board, especially his HP and mana, allowing him to do more in fights. The attack modifier allows him to drastically slow enemies down, as stacking the slow with Degen Aura can greatly hinder enemies' ability to move or attack.

Trivia

 * Some parts of Omniknight's bio are a reference to the bible story of Daniel in the Lion's Pit. Daniel was thrown into the lion's den for praying to God and challenging Darius' command not to do so, but God prevented the lions from harming Daniel, saving his life. Similarly, Omniknight was to be thrown to the pit of sacrifice for challenging his priests but the Omniscience revealed itself, saving Purist.
 * His response " Omni respawn 10.mp3 I have gazed into the Omniscience, and it has gazed into me." is a reference to German philosopher Nietzsche's quote "If you gaze long into an abyss, the abyss will gaze back into you".
 * His kill response " Omni kill 12.mp3 You chose poorly." and item purchase response " Omni purch 02.mp3 I chose wisely." are references to Indiana Jones and the Last Crusade.
 * Many of Omniknight's responses refer to the Bible or Christianity in general: Ie. confessing sins, having demons as nemeses, chastising Dazzle for using dark powers to heal, disliking Necronomicon (as its powers are demonic), using "omniscient" and "light" to describe his God, his death animation (with arms forming a cross, as a reference to the Crucifixion of Christ), etc. " Omni move 15.mp3 A narrow path." refers to Matthew 7:14.
 * Omniknight's nickname is "Chuck Norris", due to the similarities in appearance and the power of his abilities.
 * Omniknight originally held and swung his hammer with one hand. This was changed after community feedback.
 * Omniknight's battle begin line omni battlebegins 01.mp3 "The Omniscience may spare them, but I will not." is a reference to General Patton's quote " May God have mercy upon my enemies, because I won't."