|Tão poderosa que não se contenta com apenas um dono.|
- This item drops when its wielder dies, unless it has Reincarnation.
- Divine Rapier cannot be destroyed or sold.
- Divine Rapier cannot be put into the backpack.
- Unlike other combined items, Divine Rapier cannot be disassembled within 10 seconds after assembling it.
- Couriers can be used to buy a Divine Rapier, but they cannot pick rapiers up from the ground.
- Divine Rapier has two states:
- Original Rapier: initial state upon buying the item
- Free Rapier: state after being picked up by an enemy once
|Manually droppable||Drops on death||Damage bonus|
|Original Rapier||Yes||Yes||Only for purchasing hero|
|Free Rapier||No||Yes||The hero who claims it|
- Divine Rapier should be considered as either a last resort in desperate conditions or deadlock breaker in an even game. Buying the item to show off might give the opponent the chance to turn the game around.
- As a high reward item with the risk of backfire, Divine Rapier is potent for some heroes with certain traits:
- Heroes who can attack multiple enemies at once are effective carriers by essentially becoming a constant AoE damage source in team-fights;
- Heroes who have reliable escapes to avoid being focused by the enemy team can reduce the risk of holding the item;
- Heroes who have great pick-off potential to lock down and kill a single enemy with physical damage by themselves;
- Heroes with critical strikes, armor reduction, or large attack speed bonuses multiply Divine Rapier's effective damage;
- Heroes with spell immunity, lifesteal, damage reduction, damage negation or even could grant them survivability to dish out more damage.
- While these are rarely enough to justify purchasing one, this should be considered when deciding which teammate should pick up a captured Rapier.
- List of heroes whose purchase of Rapier could be justified due to their AoE damage:
- can attack up to five targets with each attack, her ultimate increases damage dealt if the enemy tries to keep fighting her, and her offers an immense amount of damage reduction. Even then, she does need a large pool of bonus stats from her items to be properly durable; the enemy could choose to kite her in team-fights to avoid damage output, or even split push to victory.
- , like Medusa, can attack the entire enemy team at once with full damage by , and allows him to attack nearby enemies even when disabled, giving a massive increase in damage output. However, Gyrocopter is extremely vulnerable to disables without , and without he has no way to refill his HP mid fight.
- has the potential to destroy multiple objectives during a push, as well as improve her late-game team fighting potential thanks to and high agility gain. Yet Luna requires multiple survivability and damaging items to be an effective carrier, and her lack of attack range could be somewhat problematic for damage output.
- can deal extreme damage to the enemy team when using his low cooldown combining with and . He is also elusive with proper use of . On the other hand, Ember Spirit has deficient HP and armor with the Rapier build and should prevent from getting caught in split push or team fight.
- can do extreme damage to the entire enemy team when he combines Divine Rapier and with his . He can keep himself alive by self-casting in a safe place, running in to attack before returning to safety by activating again.
- clones and fully works for them. can deal extremely high amounts of damage to, and potentially kill the entire enemy team from a safe distance when he combines Divine Rapier with the innate critical strike of his . Additionally, Divine Rapier's damage can be copied by
- can spill Divine Rapier's damage across multiple enemies with and protect herself from burst damage with , while strategic use of and allows her to shake off pursuers and take down enemies more effectively. However, Templar Assassin suffers from short attack range, requires strong positioning to use Psi Blades effectively, and is relatively fragile without Refraction.
- List of heroes whose purchase of Rapier could be justified due to their effective damage output and pick off potential:
- with some form of initiation and can pick off anyone bonded by a 3.5 second by a Divine Rapier boosted . Her can protect her by some extent, but when get caught out of position Windranger is still fairly vulnerable.
- excels at dealing damage from a safe distance. Under his teammates' protection, Sniper can output massive damage from behind when holding Divine Rapier. Yet Sniper is fairly fragile, and one single negligence could feed the Rapier to the enemy. A special mention goes to : as his upgraded ultimate deals damage based on his attack damage, Divine Rapier is the best item to increase 's damage output.
- receives a massive damage increase from Divine Rapier due to his high attack speed. With some form of lock down, he can hunt down lone foes with and . However, Clinkz is nowhere durable even with the health boost from , as messing up with the cooldown of he could be caught easily.
- can output an absurd amount of single-target damage thanks to her . Together with lock down items such as she can kill most heroes if her passive procs. Rapier also adds extreme damage to her . Beware that she is still vulnerable to lock down and magic burst damage, as well as .
- is a valid carrier of Rapier due to his extreme elusiveness from and . Though he is still fragile, he can tear up support in two hits from and kite the enemy carry with ease.
- can attack with potential critical strikes while invulnerable during his ultimate and has a built-in spell immunity spell he can use to escape afterward. Divine Rapier should be purchased when Juggernaut found himself deficient in damage.
- can kill foes locked in in seconds with Rapier. makes him hard to be chased and escape from.
- could exploit his bear to split push with . With Demolish his bear could take down objectives in seconds with Divine Rapier.
- has a guaranteed 225% crit (350% with Level 20 left talent) every 6 seconds by . He can sneak up to lone foes and kill them with surprise with Divine Rapier using .
- Erro Lua em Módulo:Ability_ID na linha 44: Could not find Cargo data for "Soco Morsal!"., which is massively boosted by Divine Rapier. has a 350% crit (450% with Level 20 left talent) by
- List of heroes whose purchase of Rapier could be justified due to their innate tankiness and strong combat capability:
- Erro Lua em Módulo:Ability_ID na linha 44: Could not find Cargo data for "Aura Vampírica". to keep up, making him a formidable foe in close combat. serves as a reliable stun, together with some form of initiation Wraith King could kill an enemy within seconds. A special mention goes to his : combined with he can teleport to base in Wraith form with a minimal possibility to feed his Rapier. has essentially two lives to spare with . Though Rapier doesn't prevent Wraith King from being kited, he has to boost his damage and
- could hold his Rapier for a long time in team fight due to his and .
- has huge magic resistance and attack speed increase under low HP and might be capable of holding a Divine Rapier when the time calls.
- , as a moderately tanky hero, has massive amount of attack speed and great bash potential. Divine Rapier brings the damage he needs to make short work of his foes.
- List of heroes that is not suggested to buy or hold a Divine Rapier:
- Heroes with slow attack speed but massive attack damage, such as , , and .
- Heroes using illusions, since illusions do not benefit from raw attack damage. Some examples are , , and .
- A special mention goes to since the no longer copies Divine Rapier.
- The components of Divine Rapier can be stored separately by locking one of the components to prevent disassembly. This can be used to purchase both parts with the courier without risking the loss of the item before delivery or to save the item until the owner judges the time is right.
- Although it is a very expensive item, it is the most cost-effective damage item. Keep it in mind when your team is losing, Divine Rapier is a great last-stand item under such conditions.
- No matter what, Divine Rapier should always be considered a purely situational item and never a core item since it can result in throwing the game. Avoid purchasing it in games with poor team coordination, as even the strongest carry will need the support of the rest of their team to survive being the highest-priority target.
- Some heroes can utilize Divine Rapier much better than others by dealing splash damage or having better output environment. Even if enemy carry manages to get the Rapier, depending on their hero, they may not be able to use it just as effectively.
- Rapier-holders should consider buying a second Rapier (when possible) to keep in their stash as a backup so that after a possible death they still have another Rapier to use.
- If a Rapier is picked up from the ground by a hero that can't use it effectively, it is possible to transfer it to an ally by having them pick it up after the carrier denies themselves.
- Because Divine Rapier gives 254 more extra damage than , and Daedalus' Critical strike gives 40.5% extra DPS, Divine Rapier gives more damage than Daedalus when the hero deals less than 627 damage without crits.