Mars/Guide

Initiator

 * No matter how you are playing Mars, is your most powerful presence and you should be looking to fight with it. Which is why maxing Spear of Mars is a very good idea in a large amount of situations.
 * When starting the game, you must think about what heroes are strong against you. Mars is very weak to magical damage, so you need to be careful of them when in lower levels.
 * This role requires Mars to build, so he can initiate fights by jumping in and using Arena of Blood.
 * In early and mid game, he can set up gank with and deal burst damage with Spear of Mars and God's Rebuke. After successfully initiating a teamfight, mars can push waves easily with his.
 * Building tanky items/auras such as {{I|Crimson Guard},, is very common to help sustain your team since you will be in the center of the fight.
 * Mars is very weak to magical damage, so a may be a great idea.

Carry

 * Mars as a carry is focused around last hitting effectively and being a threat in lane with Spear of Mars, which is your best laning ability.
 * Items such as, , , are very common for a carry Mars.

Tips & Tactics

 * Mars is not a hard carry, so playing him to the late game may not be the best idea if they have a hero who can farm faster and deal more damage than you later on.

General

 * Since most of the spells of Mars have low cast point yet high cast backswing it is advisable to use stop command and issue next command right away to deal as much damage in a short amount of time.
 * I think it's important to note that Mars is a very strong pusher and early game fighter.
 * Most the time your passive will stay at level 1 until much later in the game. So being cautious is a good idea during earlier fights.
 * Spear of Mars is Mars best ability, however it does require practice to hit on a consistent basis.


 * Use Spear of Mars inside Arena Of Blood to push enemies into the undead warriors and stun them.
 * Use Spear of Mars to save allies by pushing back attackers.
 * Use Spears of Mars to hit invisible heroes. Stunning an invisible hero will reveal them briefly.
 * Spear of Mars can stun enemies hiding closely behind buildings. Throw the spear when there is a building right next to the enemy hero, and in between Mars and the enemy hero.
 * Great for securing first bounty runes when timed right
 * Spear of Mars is difficult abilities to use due to the spear's slow travel time and need a tree or wall on the end. Good practice and prediction is mandatory in order to stun enemy heroes with it.


 * God's Rebuke works with attack modifiers.
 * Build lifesteal items to heal Mars quickly in fights.
 * Build to apply the armor reduction debuff to multiple enemies at once.
 * Build or  for Static Charge active effect.
 * Build to apply the extra damage to all targets.
 * Build to apply movement slow and attack speed slow to all targets.
 * God's Rebuke's critical damage does not stack with items like.
 * Use God's Rebuke to position enemies for a stun with Spear of Mars.
 * Use God's Rebuke inside Arena Of Blood to push enemies into the undead warriors.
 * God's Rebuke deals 25 bonus damage for each hero hit. Hit multiple heroes at the same time to deal more damage.
 * Since God's Rebuke overrides the knockback effect of Spear of Mars, it can be used right after Spear of Mars if the target would not be stunned or would be knocked away from allies.


 * Face a melee attacker to greatly reduce damage and stall while teammates arrive.
 * Remember that Bulwark only blocks physical attack damage, Mars is still vulnerable to magical damage and pure damage, as well as physical damage from spells.


 * Arena Of Blood can be used defensively to block enemies attempting to chase Mars.
 * However, units that are spell immune can move through Arena Of Blood.
 * Use Arena Of Blood to block tower and fountain attacks when diving.
 * Use Arena Of Blood to quickly dispose of squishy heroes.
 * Can separate fights in Mars' favour.
 * Many abilities cannot go through Blood of Arena. However, abilities that are considered flying can go over it without being knocked back and damaged.
 * Spear of Mars can push enemies over the Arena if coupled with an ability that puts them into flying vision.
 * Abilities can still be casted in Blood of Arena, so be careful who you are trapping inside it as they may force you to run out.
 * Right clicks do not work from the outside, so you are safe from ranged right clicking heroes for the duration.

Items
Starting items:
 * 's health regeneraion helps Mars stay in lane.
 * also restores health to Mars.
 * restores mana so Mars can keep nuking his enemies.
 * provides damage block so Mars can resist enemy harassment.

Early game:
 * help Mars get into position to use his abilities.
 * provides burst health and mana restoration to keep Mars fighting.
 * allows you to constantly use Spear of Mars and God's Rebuke.
 * gives Mars some magic resistance early on and some stats.

Mid game:
 * gives much needed armour which Mars is lacking and allows him to move around the map faster.
 * , upgraded from, provides additional attributes.
 * positions Mars to land stuns with Spear of Mars, and to initiate with Arena Of Blood.
 * allows Mars to fight early with his team and some sustain when farming lanes, as he can do it much quicker than most heroes as tanky as him.
 * allows Mars to take towers quickly during the mid game which is where he is very strong.

Late game:
 * grants spell immunity which may be required if the other team has a lot of stuns and can stop you from being effective and disruptive.
 * allows Mars to stop a hero from attacking who may have some form of break or magic immunity (if he can use it before them).
 * gives Mars some tankiness while also making spells easier to cast.

Situational items:
 * 's magic resistance allows Mars to stay alive vs heroes he is weak against, being magical nukers.
 * compliments Bulwark as you will be in the middle of the most team fights and ganks.
 * will make Mars a very hard target to kill from physical damage when they aren't attacking Mars from the front.

Mars/Guia