Grimstroke/Guide

Support

 * Grimstroke is played as a support. Due to his powerful nuking spells, his spells can help assist a carry into securing kills, for example: using an to an allied carry during the laning phase as they charge to the fleeing enemy will help them stun the target, further providing more kills.

Nuker

 * Because of his powerful nuking potential, Grimstroke is often played as a Nuker, his greatly synergize with a plethora of other single-targetted spells.

General

 * Grimstroke is generally played as a pos 4/5. He can be played as a midlaner depending on what picks the enemies have. If they have a tanky mid such as, you will not be able to nuke the tiny very easily. Likewise, if the enemy mid can nuke you down very quickly, such as a , you will most likely have to swap lanes to avoid feeding.
 * Grimstroke's item build is straightforward: You build, disassemble into , and then get a . If the game is looking good, consider getting . Grimstroke can push waves at an incredible speed, and this item helps you split-push. The extra movement speed will also come in handy, as your base movement speed is somewhat low. Then, finish the build with . If they have lots of spellcasters, get an , giving you a second source of silence.
 * In lane, harras the enemy with your Stroke of Fate and Phantom's Embrace. Stroke of Fate's slow comes in incredibly handy. In teamfights, see Soulbind's notes below.
 * As most intelligence casters are, you are very fragile, and you suffer from low Strength/Agility gain. As such, stay in the back of fights, and don't draw too much attention to yourself. If someone is chasing you, use and  to back off, as ink swell grants increased movement speed.


 * 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.


 * The hero that is initially targeted by a spell while affected by Soulbind is the "primary" target, while the hero that the primary target is bound to is the "secondary" target.
 * Soulbind has unique interactions with some abilities:
 * When casts  on a Soulbound target, he fires at the primary target, then immediately fires at the secondary target with almost no cast delay. Damage from both hits are shared between units, effectively causing each Soulbound hero to be hit twice by Assassinate.
 * 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 the 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 the primary target's health, while the primary target receives the health of the secondary target, and the secondary target receives the health of Terrorblade.
 * and only affect the secondary target.
 * moves to the primary target's position, the primary target to the secondary target's position, and the secondary target to Vengeful Spirit's initial position.
 * causes to first jump on the primary target and then the secondary target, inflicting damage on each jump.
 * 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 secondary 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.
 * does not cast on the secondary target.
 * If the secondary target runs out of will stop draining the mana of the secondary target, along with any of the additional enemies targeted by the secondary mana drain, if the secondary target runs out of mana.
 * 's secondary cast can target heroes already targeted by the primary cast.
 * Additional enemies targeted by the secondary cast will continue to be drained even if channeling is cancelled using the stop key. Taking any action will still cause the spell to end early.
 * 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.
 * If you have, you should try and soulbind a high-DPS target, such as . Then, use.
 * In order to maximise this spell's effectiveness, use single target items/abilities such as, , , and if the enemy team has lots of spellcasters, effectively allowing you to silence 3 enemies when combined with your Phantom's Embrace.
 * Its somewhat low cooldown means you don't have to be conservative about using it, especially when it's maxed out.
 * This spell is particularly devestating in teamfights if you have heroes with powerful single target spells, such as, , , or . If your team has an Anti-Mage, you may want to consider soulbinding an enemy support with high mana, such as . Likewise, if your team has a Doom, you may consider soulbinding a target which does not necessarily have to be a carry. Plan accordingly and use sensible judgement on what heroes you have to soulbind, taking into consideration your team's spells and the enemy team's heroes.


 * Use Dark Portrait on enemy physical carries as their illusions deal bonus damage, move faster, and have spell immunity.
 * Carries with abilities that enhance their illusions such as, or  are particularly good targets for Dark Portrait.
 * 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.
 * Dark portrait illusions can be used to connect ink swell from a safe distance when grimstroke is alone or if his team is retreating.
 * 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 or.
 * 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.

Late game:
 * gives new very powerful and scalable single-target ability Dark Portrait that can be casted on two targets when combined with Soulbind.
 * 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:
 * helps Grimstroke's chase down enemies after they have been slowed. It also serves as a good escape for him in a pinch.
 * 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.
 * helps Grimstroke survive with strong dispel and damage reduction so that he can keep using abilities in fights.
 * adds burst magical damage and can be cast on two targets at once when combined with Soulbind.
 * 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.

Grimstroke/Guia Grimstroke/Руководство 天涯墨客/攻略