Lifestealer/Guide

Carry
Lifestealer is most often played in the safelane, and with only a few levels can be left on his own without being in significant danger. With enough levels items, he can reliably fight most heroes 1-on-1 but struggles against multiple targets. Heroes relying on their high health pool to be relevant can seriously punish their team if they allow Lifestealer to off them, as each of Lifestealer's attacks grants a percentage of health back to Lifestealer, and deals additional damage based on a percentage of the units max health. This allows Lifestealer to remain in fights as he can gain large amounts of health back and widdle down the enemies while his team cleans up the rest.

During laning, if against heroes lacking mobility or means of escape Lifestealer can easily zone enemy heroes as their harass can quickly be regenerated through means of his passive. Depending on the lane, Lifestealer can take a couple levels in Feast to sustain harassment, or if dealing with heavy magic damage and lockdown, can opt to level Rage early on. Once strong enough to man fight, Open Wounds will allow Lifestealer to get as many hits in while the enemy is slowed. Ideally, another allied hero can lock down the enemy before Lifestealer has to use Open Wounds as the cast range at early levels is very small and difficult to cast.

General

 * There is a term called the Infest bomb among players which includes a Lifestealer infesting a high mobility hero such as, , , , , and invisible heroes like, and  to initiate upon enemies by having these heroes enter the fray and unleashing all of their own spells in quick succession before Lifestealer himself comes out of them and dealing the nuke damage of Infest while following it up with his DPS using Rage.


 * Rage increases his attack speed, allowing items like or  to proc more often and reliably.
 * Rage has an instant cast time, a careful casting of the ability will allow Lifestealer to dodge spells such as an incoming, and possibly faster projectiles like ..
 * Unlike many other carries, Lifestealer doesn't need to invest in since Rage grants spell immunity with a similar duration and significantly lower cooldown.
 * While Rage renders Lifestealer entirely spell immune and grants 100% magic resistance, he is still vulnerable to being affected by passives and auras.
 * Take note that not all spells deal magical damage, such as, and some abilities, such as , pierces spell immunity.
 * Be aware of enemies that have the ability to silence, stun, or hex, as Lifestealer would be left helpless and unable to use Rage to break out of such disables.


 * Feast deals bonus damage and lifesteal based on target's max health. The more health they have, the more Feast will help you, making him great at dealing with high strength heroes, but not necessarily high armor ones since Feast deals physical damage.


 * Open Wounds heals for a percentage of the damage dealt to that unit, regardless of the source or type of damage being dealt.
 * This means that spell and item abilities will heal a proportional amount to the damage it deals. This includes abilities that instantly destroys enemies, such as 's Transmute.
 * Open Wounds slow's potency decreases with every passing second. So, opponents will be able to recover their movement speed and escape if Lifestealer does not have disable items or support from allies to keep them in place.


 * Infest can control Ancient Creeps at level 2.
 * Infesting a creep will not break the creep's cover.
 * Infesting an enemy creep can be an effective way to escape from a losing battle, as the enemy will not be able to deny the creep so long as its current health is about 50%.
 * Be aware of your opponents' skill set when attempting this, as spells like can instantly destroy creeps regardless of their allegiance.


 * Assimilate keeps toggled auras running. Lifestealer can assimilate a friendly with  active, or a friendly  with  active, and the aura will stay on without costing any health or mana.

Items
Starting items:
 * regenerates health early on until you can sustain yourself with lifesteal.
 * also restores health.
 * helps deal with harassment in lane. Later can be upgraded to and a future.

Early game:
 * makes last hitting easier.
 * are needed to gank in combination with Open Wounds.
 * sustains Lifestealer if the enemy has a certain number of spammable skills.
 * increases Lifestealer's early game damage, and builds into later.
 * is a nice early game pickup if his lane has a moderate level of kill potential, as the slow helps Lifestealer to catch up with the enemy.

Mid game:
 * allows Lifestealer to close the distance on his targets in order to get within Open Wounds' short range. Furthermore, the attack speed bonus complements Feast, dealing damage based on enemy max health.
 * shines with the extra HP, armor, and damage from the active Unholy Strength, all of which Lifestealer wants. Feast and Open Wounds negates the health loss to some extent, while the rest of the abilities offer a chance of armlet toggling.

Late game:
 * increases Lifestealer's damage output greatly as it reduces armor of the enemy, allows him to tear down supports and carries with the help of extra attack speed and Spell Immunity of Rage. The item helps with farming and pushing towers as well.
 * compensates for Lifestealer's low base armor and gives more attack speed for use with Rage. The armor reduction allows for a faster tower pushing and farming presence.

Situational items:
 * allows Lifestealer to comeback from a bad laning stage. Note that the item would delay your mid-game power spike as better items could be purchased with the gold spent.
 * offers extra movement speed and attack speed with the active Endurance. The attributes also boost Lifestealer's mana regeneration and Strength. The item could be bought if a lot of teamfight is happening in the early game.
 * gives Lifestealer movement speed, attack speed, and attack damage. The movement speed bonus helps Lifestealer catch up with the enemies.
 * gives Lifestealer a reliable source of stun, allows him to disable an enemy long enough for him to tear down. Again Lifestealer has almost no damage output outside of melee range, so it is really crucial to stick to his target as a melee carry.
 * helps with the problem of evasion. The magical damage procs also help improve damage output, but the main draw for this item is the attack damage it offers.
 * allows Lifestealer to crit with his feast damage. Against high health heroes, such as and, Lifestealer can deal huge crits to his enemies.
 * is generally an alternative of and  as it provides extra attacks speed, mana pool, and mana regen. The active Soul Rend allows him to rip his opponents apart with silence.
 * can be useful against illusion heroes, as both Static Charge and Chain Lightning help dealing with them. As a frontliner, Static Charge can be triggered towards its maximum effect. Meanwhile, the item helps with farming and wave-clearing.
 * provide evasion against the physical attack of enemies, as well as a disarm for the enemy carry.
 * serves as an extra source of attack speed in the late game.
 * gives Lifestealer the opportunity to close the gap between heroes who like to keep their distance from fights; or can work as an escape after using Infest. This is useful if you find yourself unable to get in range for what would otherwise be free kills. Keep in mind that with the help of allies, Infest could do the same job as well.
 * provides decent attack damage and attack speed, and a means of initiating or escaping. Allows Lifestealer to go for solo pickoffs.
 * gives Lifestealer both physical and magical damage through Burn and its additional damage accelerating his farming speed. Also allows for Lifestealer to have more impact in the middle of fights, providing a damaging and blinding aura.
 * gives Lifestealer immense durability and some damage. Can be a good item to pick up if Lifestealer is acting as the main initiator and/or tank for his team and needs the additional health.
 * gives Lifestealer a new ability, Assimilate, which allows Lifestealer to consume a person, who can than escape from him when they please. This can allow two people to be hidden in a single hero creating chaotic initiations that will likely catch the enemy off guard. Assimilate can also act as a save for teammates at risk of dying as it renders the ally invulnerable while consumed by Lifestealer.

Lifestealer/Руководство 噬魂鬼/攻略