Grimstroke/Guide

Support

 * Information needed.

Nuker

 * Information needed.

General

 * More tips needed.


 * Stroke of Fate's short cooldown means it can be used constantly, especially when chasing an enemy.
 * Stroke of Fate is an excellent tool to chip away at enemies during the laning phase. Cast it when enemy heroes who are standing behind creep waves when they go for last hits or denies to take advantage of the bonus stacking damage. Take caution as you will be pushing the waves quicker this way.
 * Use Stroke of Fate to quickly clear creep waves and neutral camps.
 * Stroke of Fate long range means it can be used to slow down enemies even when retreating, or to help allies catch a fleeing enemy.
 * Stroke of Fate has a relatively long cast animation that needs to be compensated for when targeting distant enemies.
 * To overcome Stroke of Fate's long cast animation, use it when enemies stop moving in order to attack Phantom's Embrace.
 * The Stroke originates from the left of the model where he holds his brush, making it important to note this when aiming at close-range enemies.
 * Stroke of Fate can be used to stack multiple creep camps at once.


 * The phantom can be killed in mid-flight, so do not waste it if it's obvious that the enemy is ready to take it down.
 * The phantom provides vision over its target, and can be used to track elusive enemies.
 * Use Phantom's Embrace to force enemies back in lane, or take heavy damage.
 * Use Phantom's Embrace in conjunction with allies who stun, disarm or fear to make sure the phantom latches on for its full duration.
 * Use Phantom's Embrace on enemies that are already busy fighting in order to shift their attention from their target to the phantom instead.
 * Use Phantom's Embrace to quickly silence powerful spellcasters, especially ones with channeled abilities.
 * Do not use Phantom's Embrace on target that's ready to go spell immune, invisible, invulnerable, or hidden. These statuses will kill the phantom instantly.
 * Use Phantom's Embrace after the target has already expended the above statuses. For example, on after he's used.
 * More tips needed.


 * Use Ink Swell on allies with, high mobility, or invisibility to help them land the stun.
 * Use Ink Swell on allies when being disabled or retreating as it increases movement speed and dissuades the aggressors with a stun.
 * Use Ink Swell on allied lane creeps to charge its damage and stun, and discourage melee opponents from farming.
 * Use Ink Swell after slowing an enemy with Stroke of Fate or Soulbind to catch up for a stun.
 * Use Ink Swell on allies who are in the middle of teamfights in order to catch the most enemies with its damage and stun.
 * Ideally, use on initiators so the stun follows their abilities.
 * Ink Swell can act as a counter-initiation tool when the enemy jumps onto your team.
 * More tips needed.


 * Soulbind has unique interactions with some abilities:
 * causes both bound enemies to fight . However, if Legion Commander dies, both enemies in the duel will be awarded damage. During the simultaneous duels, Legion Commander attacks her primary target.
 * affects both bound enemies, and their team mates will attack the closest one. In addition, they will not be able to deal damage to their ally.
 * causes to receive his target's health, while his target receives the health of its ally, and the target's ally receives the health of Terrorblade.
 * and only affect the secondary target rather than the primary one.
 * moves to her target's position, her target to the bound ally's position, and the bound ally to Vengeful Spirit's initial position.
 * causes to first jump on his target, causing the damage, and afterwards to the bound ally, also inflicting damage.
 * fires twice as many multi-shot Arcane Bolts when upgraded with its talent and/or.
 * casts two snakes and creates extras if either connects with the other linked enemy.
 * affects both bound enemies, and doubles the damage.
 * triggers separately for both bound enemies. It may proc on one enemy, but not the other.
 * queues a second cast of the ability on the other bound target to start channeling after the first projectile hits the primary target. Canceling the first channel in any way causes the first projectile to fire, and then channel the second cast once the first hits. Movement or impairments during the second cast fires the projectile early all the same.
 * does not cancel Soulbind.
 * Use Soulbind to leash enemies inside the radius of powerful allied AoE abilities, such as or.
 * Use Soulbind in conjunction with bouncing abilities like or  for maximum effect.
 * More tips needed.


 * Use Dark Portrait on enemy physical carries as their illusions deal bonus damage, move faster, and have spell immunity.
 * Grimstroke can look for enemies with useful auras to use Dark Portrait on, benefiting his team.
 * Check Dark Portrait illusions of enemies for the levels of their abilities.
 * More tips needed.

Items
Starting items:
 * helps Grimstroke stay in lane.
 * keeps Grimstroke alive in the early game.
 * helps Grimstroke use his nukes more often.
 * regenerates mana throughout the game to fuel Stroke of Fate.
 * gives attributes for little cost, and can either be combined with for more health regeneration or built into a.

Early game:
 * increase movement speed to get Grimstroke in position.
 * restores health and mana for a low price.

Mid game:
 * makes up for Grimstroke's high mana usage. It can also be dissembled into.
 * gives attributes, as well as more health and mana restoration.
 * allows Grimstroke to escape bad situations, and sneak up on enemies for a stun with Ink Swell (cast either on himself or his ally). Since Grimstroke is commonly played as a support, the item is highly cost-effective for him.
 * increases Grimstroke's already long cast ranges, and gives him extra mana regeneration. The cast range bonus is significant for Grimstroke as winning teamfights rely on casting all spell combos successfully. The range keeps him safely in the backlines.

Late game:
 * works well with Grimstroke's slows, rooting them for a stun with Ink Swell. It also can be combined with Soulbind to root two enemies.
 * can hex two enemies at once when used with Soulbind. It also prevents opponents from killing the phantom, thus forcing them to take full damage.

Situational items:
 * is the alternative boots choice, which allows Grimstroke to roam and gank more effectively. This item synergizes well with self-cast Ink Swell.
 * is an offensive item for actively ganking Grimstroke. It also can be upgraded to if the hero's team needs the means for decreasing enemies' heals.
 * helps Grimstroke land stuns by standing next to the cyclone after Ink Swell ends. It also gives him mana regeneration and movement speed.
 * is generally a defensive means which allows Grimstroke not to be burst down with regular attacks while initiating with his spells.
 * helps Grimstroke's chase down enemies after they have been slowed. It also serves as a good escape for him in a pinch.
 * helps Grimstroke initiate with Ink Swell and/or Soulbind.
 * is a good offensive item if Grimstroke's team mainly relies on spell damage.
 * boosts Grimstroke's spell damage and helps him with mana management.
 * adds burst magical damage and can be cast on two targets at once when combined with Soulbind.
 * helps Grimstroke survive with strong dispel and damage reduction so that he can keep using abilities in fights.
 * increases Grimstroke's survivability. The undispellable disarm can simultaneously hinder two enemies trying to get rid of the Phantom's Embrace effect.
 * works with Soulbind to amplify magical damage dealt to two enemies at once as well as to disarm them so that they cannot attack the phantom.

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