Outworld Destroyer/Guide

Mid

 * An early point in Arcane orb gives Outworld Destroyer a way to harass the enemy without drawing creep aggro, and an effective way to secure contested last hits.
 * Maxing Astral Imprisonment gives him a powerful disable and mana steal, while Increasing Arcane Orb's damage. The cooldown is high at level one, but decreases as you level it.
 * Sanity's Eclipse's damage depends on the difference between Outworld Destroyer's mana pool and the enemy's, so choose targets carefully.
 * Outworld Destroyer is a very strong laner. You can win the CS battle against the majority of heroes by banishing them before they can get a last hit on the first creep that's about to die, denying it, and last hitting their creep that's low. Good players will try to keep their distance from you, so try to fake moving in range of your ability occasionally to make them question themselves.
 * If your opponent got greedy for a last hit and you landed Astral Imprisonment on them while they're low, you should position yourself between where they will land and their tower, if it's safe to do so. You can kill virtually any mid hero before you unlocked your ultimate (with a few exceptions, e.g. who can disarm you and regenerate) assuming you imprisoned them at half health or less.
 * Essence Flux has a chance of restoring a maximum percentage of mana, which allows continuous usage of Arcane Orb. It also eliminates virtually all mana issues most heroes struggle with, meaning you never have to buy any mana regenerating items.

General

 * Stealing mana from enemy heroes can make a big difference between you and enemy heroes, giving you a high advantage.
 * Generally, Outworld Destroyer does not scale well into the late game due to none of his spells piercing spell immunity. He is quite reliant on Black King Bar himself too, which in late game fights is only 6 seconds. As such, your main job in the game is to end it as soon as possible and create space for your carry to farm.
 * You should aim to kite enemy Black King Bars with items such as or.
 * Alternatively, you can get a to hex enemies before they are able to use Black King Bar.
 * As soon as you get your meteor hammer, you can try to kill the enemy mid. 90% of the time you'll be successful. Even if you can't kill the enemy mid, you shouldn't die. Grab 1-2 observer wards and some sentries and a smoke, and smoke to your one of your sidelanes and gank with the 6 minute or 8 minute power rune. Then proceed to take the tower, opening up an area of the map.
 * If you don't think you can kill the enemy carry, (e.g. if they have built in spell immunity like lifestealer and juggernaut, or if the enemy support has a save), take the mid tower with meteor hammer. If a bunch of heroes show up to defend, just retreat and don't feed.
 * After you take their T1, ward the enemy's jungle, and wait for the enemy carry to show up there. Then proceed to kill them. At this point you'll have killed the same enemies twice, effectively ruining their game.
 * You can take Roshan super easily as long as someone can tank it, since you have extremely high damage.
 * Try to stack neutral camps to farm later on with your Meteor Hammer and Arcane Orbs.
 * This hero usually does not need to visit the fountain in the early game, due to the esentially limitless supply of mana regen and the HP regen from Meteor Hammer.


 * 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 attack damage, mana pool, and resultant Arcane Orb damage.
 * Arcane Orb deals pure damage, making it a great skill against enemies with high armor.
 * Use this for potent harass in lane or to secure last hits.
 * You can leave this ability on autocast, especially if you have level 2 Essence Flux.
 * Outworld Destroyer's attack range is quite small. Build items like and  to increase your attack range.
 * Arcane Orb is what allows Outworld Destroyer to dish out thousands of damage in a few seconds. Do not underestimate the damage it can do to enemies, even if they have high armor/magic resistance, since it does pure damage.
 * Note that this ability does not pierce spell immunity despite dealing pure damage.


 * Astral Imprisonment can be used to secure difficult last hits alongside imprisoning the enemy mid so you get uncontested CS.
 * Astral Imprisonment 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 often 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 is 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 Destroyer and allies the duration of Astral Imprisonment.
 * Casting Astral Imprisonment removes your opponent from the battlefield, buying you or your allies enough time to use or a  to escape to safety.
 * When you get your, imprison enemies, wait for at least 1 second, then cast the hammer. This combo remains relevant until around 20 minutes, when most carries can tank it, however squishy supports will definitely struggle. Do not attempt to do this combo in a teamfight, as you can use your astral imprisonment as a save.


 * Essence Flux has a chance to restore a percentage of Outworld Destroyer's maximum mana every time he casts a spell, sustaining continuous usage of Arcane Orb.


 * This ability is best used as a finisher; after everyone expended their mana in a teamfight or gank, Sanity's Eclipse can be used to snuff out any remaining enemy heroes, especially escaping invisible heroes like, and.
 * Try gaining more mana with your spells or items to further increase your ultimate's damage.
 * Heroes with high mana pools such as, , and will often take minimal or no damage from this ability unless they're significantly low on mana. As such, it is best to refrain from using this ability against these heroes unless you have a significant amount of mana and are certain it can kill them. However, stealing their mana with Astral Imprisonment will vastly increase your damage to everybody hit by Sanity's Eclipse.

Items
Starting items:
 * restores health to stay in lane.
 * restores health more quickly than Tangoes while being slightly less cost efficient, however it is better to buy a Salve if you are forced out of last hit range due to spam damage. Extremely situational, as you can rush meteor hammer on this hero, and the perseverance regenerates HP well enough to stay in lane.
 * gives cheap attributes, and Outworld Destroyer can use it with Tango to receive more heal.
 * gives stats to help with last hitting and later builds into meteor hammer.

Early game: Mid game:
 * builds into meteor hammer and provides HP.
 * make Outworld Destroyer run faster, which is important in middle lane.
 * active is guaranteed by Astral Imprisonment, provided you are not otherwise stunned. This grants extra damage and 1.25 seconds of stun to land arcane orbs. Also helps destroying the mid and safelane towers, opening up a large area of the map for your team.
 * Gives extra movement speed. Can build into Power Treads for extra attack speed and intelligence, or can build into Boots of Travel for split pushing.
 * increases his mobility, allowing Outworld Destroyer to blink and escape after a self-cast Astral Imprisonment.

Late game:
 * gives attack range and attributes. The active allows Outworld Destroyer to position, as well as increasing his attack speed for a number of attacks.
 * protects against most disables and nukes, buying Outworld Destroyer 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.
 * provides attributes, health, and mana boosts. Extra Astral Imprisonment charges and its range improvement provides an additional disable.
 * Allows allies to move during Astral Imprisonment, albeit at a slower movement speed. Extremely useful to save allies from massive disables, such as Black Hole, Reverse Polarity, Arena of Mars (allies can move outside the Arena while hidden), and so on. Pairs up especially well with Aghanim's Scepter.

Situational items: 
 * lets Outworld Destroyer scale better, although it may hamper some of your early game power.
 * gives attack speed and intelligence to use more Arcane Orbs.
 * can be considered as an alternative to Black King Bar if you find yourself heavily focused by single target abilities.
 * gives the most mana in a single item, and allows you to steal more mana by spamming Astral imprisonment. It also increase damages and allows Sanity Eclipse to be used more frequently.
 * gives a high attack speed boost, allowing him to deal more damage in battles. The bonus night vision is also nice for ganking at night, as catching a hero with your astral imprisonment + meteor hammer combo is very deadly.
 * will provide him with additional health and intelligence, as well as the ability to root against a single target. Get this item if your team doesn't have lots of crowd control.
 * 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 Destroyer, 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.
 * provide a large amount of Mana, greatly increase damage output of Sanity's Eclipse, and gives you 25% spell lifesteal. This can bring you up to full health after casting Sanity's Eclipse on a bunch of heroes. Also pairs up nicely with the level 25 talent.

Outworld Devourer/Guia Outworld Destroyer/Руководство