Outworld Destroyer
Outworld Destroyer | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||||||||||||||||||||
|
Harbinger, the Outworld Destroyer, is a ranged intelligence hero who qualifies as a carry, though unlike traditional carries, he excels against high-armor targets whilst being crippled by spell immunity. With Arcane Orb, his damage output is reliant on his intelligence attribute and the size of his mana pool, so he must focus more or less exclusively on items which augment them. Though he lacks somewhat in range and has no innate mobility skills, Arcane Orb deals Pure damage, meaning that if he gains an advantage in a match he deals constant, colossal damage which cannot be decreased or resisted except with total spell immunity and gets stronger with each hit. He enjoys more-or-less unlimited mana because of his Essence Flux. With Astral Imprisonment, Harbinger can render himself or an ally invulnerable for a short period of time, or disable the target enemy. His ultimate, Sanity's Eclipse, can instantly deal colossal area-of-effect damage against his enemies based on how much greater his mana pool is than theirs.
Contents
Bio[edit]
Abilities[edit]
Notes:
- The bonus damage is dealt in a separate damage instance, and counts as spell damage.
- This means it is not affected or considered by anything that works with attack damage.
- This also means that it fully works with spell damage amplification and spell lifesteal.
- Deals its damage before the attack damage is applied, but still depends on the attack hitting the target.
- Checks Outworld Destroyer's current mana pool upon projectile hit, so increasing or decreasing his mana pool while the projectile flies does affect its damage.

Notes:
- Astral Imprisonment fully disables the target and turns it invulnerable and hidden for its duration.
- Cannot be cast on allies who have ☐ Disabled Help from Outworld Destroyer.
- ↓↓ Double-tapping automatically targets self.
- Targeted allies are only put in the prison, without any of the other effects being applied on them.
- Targeted enemies are damaged at the end of the prison's duration.
- With Aghanim's Scepter, it adds a 400 damage radius to this ability.
- Does not damage targeted allies, but damage targeted enemies.
- If the target was an enemy hero (including illusions and clones, excluding creep-heroes), they get a portion of their maximum mana stolen.
- Only reduces the target's maximum mana value. Their current mana value stays unchanged.
- This also goes for when the target gains their mana back. Only their max mana value is increased, the current mana value stays unchanged.
- This also goes for Outworld Destroyer. Only his max mana gets changed, with current mana staying the same.
- Outworld Destroyer gains a status buff that shows how much mana he currently acquired with Astral Imprisonment.
- The red ring expanding at the center of the visual effects indicates a fixed 4-second duration. The red ring is visible to allies only.
Notes:
- Restores the mana after the spell is cast.
- Essence Flux uses pseudo-random distribution and does not proc on any item abilities.
- On average, Essence Flux restores 6%/9%/12%/15% of caster's maximum mana per cast.
- With Aghanim's Shard, Essence Flux turns into an active ability.
- Sets the current health value equal to 100% of the current mana value and vice versa.
- This means, effectively, it costs 100% of current health and mana to cast.
- Directly manipulates health and mana, so it does not interact with any on-damage effect.
- The passive component continues to proc as usual.
Notes:
- The damage is based on the maximum mana pool of Outworld Destroyer and the hit enemies, not the current mana.
- The damage only affects enemy heroes and illusions. All other units are completely unaffected.
- Affects units under the effect of Astral Imprisonment as well, but not other invulnerable or hidden units.
Talents[edit]
Hero Talents | ||
---|---|---|
30% Spell Lifesteal | 25 | +2% Arcane Orb Damage |
+0.15 Sanity's Eclipse Mana Difference Multiplier | 20 | +20 Strength |
+30 Movement Speed | 15 | +250 Mana |
+15 Attack Speed | 10 | +200 Health |
- The health talent increases maximum health capacity, and keeps the current health percentage.
- The mana talent increases maximum mana capacity, and keeps the current mana percentage.
- The strength talent effectively grants Outworld Destroyer 400 health and 2 health regeneration.
- The spell lifesteal talent stacks additively with other sources of spell lifesteal.
- The spell lifesteal talent heals for 6% from non-hero units. Treats creep-heroes as creeps and does not heal off of illusions.
Recent Changes[edit]
- Increased turn rate from 0.5 to 0.6.
- Increased Astral Imprisonment cast point from 0.25 to 0.3.
- Aghanim's Scepter upgrade:
- Astral Imprisonment
- No longer increases cast range by 150.
- Now increases damage by 140.
- Now causes it to do damage in a 400 radius.
- Astral Imprisonment
- Aghanim's Shard upgrade:
- Essence Flux
- Now has 0.75 second cast time instead of a 1.5 second channeling time.
- Increased health and mana transfer from 75% to 100%
- Essence Flux
- Reduced movement speed from 325 to 320.
- Reduced base armor from 3.5 to 2.5.
- Increased Arcane Orb cooldown from 4/3/2/0 to 6/4/2/0.
- Increased Astral Imprisonment mana cost from 120 to 150.
- Increased agility gain from 1.3 to 1.6.
- Increased movement speed from 315 to 325.
- Increased base armor from 1.5 to 3.5.
- Increased base health regeneration from 0 to 1.
- Astral Imprisonment
- Increased damage from 120/190/260/330 to 120/200/280/360.
- Increased max mana steal from 14%/16%/18%/20% to 16%/18%/20%/22%.
- Increased Essence Flux proc chance from 25% to 30%.
- Increased Sanity's Eclipse base damage from 200/275/350 to 200/300/400.
- Talents:
- Level 15 left talent changed: +8 armor ➜ +30 movement speed.
- Level 20 left talent: +0.1 Sanity's Eclipse mana difference multiplier increased to +0.15.
- Level 25 right talent: +1.6% Arcane Orb current mana as damage increased to +2%.
Recommended Items[edit]
Starting items:
- Null Talisman provides cheap attributes for a mid hero with low base damage. Outworld Destroyer may consider a second Null Talisman later on to boost his intelligence for cheap, giving him an edge in the laning stage.
- Faerie Fire gives a little bit of extra damage, and can be consumed to turn the tide in a close fight.
- Tango restores health to stay in lane.
- Healing Salve 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.
- Iron Branch gives cheap attributes, and Outworld Destroyer can use it with Tango to receive more heal.
Early game:
- Boots of Speed make Outworld Destroyer run faster, which is important in middle lane.
- Magic Wand gives attributes and sustainability.
- Drum of Endurance is a cheap and cost effective item that gives Outworld Destroyer stats across the board, and greatly helps your teamfight potential. Tyoically, if you plan to farm more before fighting, pick up a Hand of Midas instead, but if you plan to teamfight early, Drum can be amazing.
Mid game:
- Tranquil Boots allow you to heal quickly between skirmishes, as you effectively have infinite mana and hp. He also has an outstanding base move speed, a move speed talent, and his default build includes Yasha and Kaya, allowing you to move extremely quickly with Tranquils active. Consider swapping to a different pair of boots late game.
- Yasha and Kaya provide exactly the stats Outworld Destroyer needs, allowing him to move ridiculously fast, attack faster, and have more armor. Sange and Kaya may be considered if the enemy lineup consists of mainly spellcasters, but even then Yasha and Kaya is more attractive.
- Force Staff provides an escape mechanism as well as good attributes and upgrades later into Hurricane Pike.
- Blink Dagger increases his mobility, allowing Outworld Destroyer to blink and escape after a self-cast Astral Imprisonment.
- Meteor Hammer active is guaranteed by Astral Imprisonment, provided you are not otherwise stunned. This grants extra damage and two seconds of stun to land arcane orbs.
Late game:
- Hurricane Pike gives attack range and attributes. The active allows Outworld Destroyer to position, as well as increasing his attack speed for a number of attacks.
- Black King Bar protects against most disables and nukes, buying Outworld Destroyer the time to stack intelligence and use his ultimate more effectively.
- Scythe of Vyse provides him with both additional intelligence and a hex, giving him more time to deal damage with Arcane Orb.
- Aghanim's Scepter provides attributes, health, and mana boosts. Extra Astral Imprisonment charges and its range improvement provides an additional disable.
Situational items:
- Hand of Midas lets Outworld Destroyer scale better, although it may hamper some of your early game power.
- Power Treads gives attack speed and intelligence to use more Arcane Orbs. Can be considered as an alternative to Tranquil Boots.
- Shiva's Guard will give him more armor for survivability, as well as more intelligence. The slow also helps him either chase, or escape.
- Linken's Sphere can be considered as an alternative to Black King Bar if you find yourself heavily focused by single target abilities.
- Octarine Core 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.
- Moon Shard gives a high attack speed boost, allowing him to deal more damage in battles and steal intelligence faster.
- Rod of Atos will provide him with additional health and intelligence, as well as the ability to root against a single target.
- Orchid Malevolence 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 Bloodthorn.
- Refresher Orb 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.
- Bloodstone provide a large amount of Mana, greatly increase damage output of Sanity's Eclipse, and allows you to turn your massive max mana, and mana regaining capabilities into HP Regeneration for a short time, often bringing you up to full or near-full HP.
Gameplay[edit]
Roles: | Carry Nuker Disabler |
---|---|
Complexity: | ★★☆ |
Playstyle: | Wary of the happenings near the central sun, Harbinger departs from his vigil to take his place on the plains of war. The Outworld Destroyer creates an Essence Flux, balancing the tides of mana between him and his opponents. Any being may be placed in Astral Imprisonment, strategically removing them from the field. Glowing spheres fly from his staff, Arcane Orbs that permeate any shield. Looming above his enemies, the Outworld Destroyer drops the proverbial hammer, extinguishing the unenlightened with the cosmic force of Sanity's Eclipse. |
Audio[edit]
History[edit]
Equipment[edit]
|
Trivia[edit]
- Outworld Destroyer was originally called "Obsidian Destroyer" in DotA. Obsidian Destroyer was based on two units in Warcraft III: Frozen Throne; the Obsidian Statue, and its alternate form, the Destroyer.
- Outworld Destroyer was originally added to Dota 2 with his current name, but was changed to "Outworld Demolisher" before the patch left the Test Client. However, due to community outcry, it was changed to "Outworld Devourer" as he arrived on the Main Client. This name was used up until 7.28, where it was changed again to the original Dota 2 iteration of "Outworld Destroyer".
- Due to the many name changes Outworld Destroyer went through, he gained many humorous communitty names such as "Outworld Developer" and "Outhouse Decorator".
- Outworld Destroyer has lines for carrying two, three or even four Aghanim's Scepter. The reason for this is because in Dota 1 early development Aghanim's Scepter was made using Mystic Staff and a Soul Booster giving 500 mana and 30 int, which helped Outworld Destroyer tremendously.