Lucius Longclaw will use a ranged attack that applies an effect similar to Bloodseeker's Rupture. The projectile particle resembles Venomancer's Venomous Gale.
Lucius Longclaw takes a moment to charge his heavy stunning attack. Move away from his front to dodge it, specifically away from his side where a claw glows. If both glow, move away from or through him.
Lucius Longclaw will spawn Alpha Dire Hounds for help.
All of Lucius Longclaw's attacks hit right in front of him. Simple sidesteps as he is charging any of his attacks will dodge all of them.
The timer starts as soon as the 2nd zone is reached, starting the event right away is key to achieving 3 stars.
The timer ends when talking to the commander, not when you kill Lucius Longclaw, so staying near him is key to get the 3 stars
Do not try to navigate the trapped corridors all at once. Go one at a time to avoid bodyblocking your team mates.
If you are trying to easily reach three stars, try playing Abaddon or Legion Commander (as both have a way to protect or heal themselves if they take damage) and a Shadow Blade. The extra move speed and ability to ignore the enemies make this part easy to complete in under 3 minutes and avoid the traps.
Recommend doing this before Bonemeal Ridge to make it much easier.
Movement speed is invaluable. Phase boots can be helpful to avoid unit collision. Wind Lace acts as a cheap source of movement speed. If you have it, the Pelt of the Old Wolf artifact is an even greater (and free) source of movement speed.
The first set of traps are activated when the rectangular steps are touched, so be sure to pause on the appropriate steps.
The last set of flame traps goes as follows: First set, go after the last flame trap of the set fires. Second set, go after the second group of flame traps pulse. Third set, go after the last flame trap fires to the second line, waiting there until the flame bolt passes and immediately proceeding as it does. Fourth set, wait for the full width pulses to begin and go after the 3 wide pulse finishes. Fifth set, wait for when all the traps fire together in a 4 wide pulse, then go during the pause that follows.
The enemies across the map will come in squads. Defeat Bonemeal Ogres first as they power up Bonemeal Tanks.
Try not to clump up in the narrow paths, as this will put your team in danger of being hit by the Bonemeal Tanks' stunning club attack.
Bonemeal Tanks have a ranged hit and a melee slam around them. Both attacks stun.
If you are close enough to the Tank, it's club attack will hit over and behind you. Stay either very close to them or very far away, do not try to kite them, and only run away from them if they do their slam attack.
Properly managing your distance to club-wielding ogres can make this section very easy. In particular, it is much easier to run behind the Bonemeal Tanks to avoid their club strike. When you remain close, they will immediately begin to use their slam attack, which is easily avoided by stepping out of close range. By repeating this cycle, the enemy will spend more time alternating between its short range attack instead of zoning your team's ranged heroes with its club. Generally, melee heroes are suited to this role of "distracting" these enemies.
In order to get 3 star, you need to rescue all the Footmen before rescuing the captain, since rescuing the captain finishes the quest line.
You can skip the boss if you take the path to the next area to the southeast of the boss.
Tread carefully around the Brood Sacs. With a small amount of levels, activating Tiny's trample and walking through the sacks will summon the spiderlings, then instantly kill all of them when they touch Tiny.
Silkmire Marauders will try to stun a hero and drag him into the boss chamber. Even though it is not a permanent stun, the Marauder will try to drag the hero towards other Marauder who will continue the transport.
There is an ogre that was caught by Ankaboot's thread near the boss chamber. If you manage to free him, he will help you during the siege on the Shatterblast Canyon.
Ankaboot has a similar spell to Broodmother's Insatiable Hunger with the same sound cast. Try not to get hit while this is active, as it has an extremely large Lifesteal modifier.
Save your purges like Aphophic Shield and Press the Attack to get rid of disarms.
If your team gets hit with the spawn spiders projectile try and get your AoE spells to hit all of the spiders.
Macropyre and Maledict make this fight a lot easier.
You can run past Ankaboot's lair to use the shop and then come back to fight her after purchasing all your items. Note that if you go north into the next area you will not be able to complete the quest for killing Ankaboot.
One effective way to fight Ankaboot is to have your tank drag her out of her lair, since she has a maximum leash range. If the fight is going poorly, it will be easier to retreat and heal up before engaging her again.
Another effective way to fight her is to have the Bogdug's Cudgel artifact and attack speed items (such as Moon Shard) on a melee hero; this will allow you to permanently stun her, leading to an easy fight.
In case there's not much disables/purges, having a Bogdug's Baldric can prevent you from being dragged all the way to the boss's area.
Tread carefully as there are pressure plates that will set off traps when you run across them. An arrow is launched that will intercept you if you do not move in a perpendicular direction.
Tiny can Toss heroes around pressure plates.
The arrows launched from the traps in this area will instantly kill both players and enemies.
The larger gargoyles will become invulnerable in a manner similar to Visage's Familiars' Stone Form. This spell also launches a projectile which creates an acid spray on the floor which deals severe damage over time. Try to kill them quickly before they are able to use this ability.
When gargoyles are in an invulnerable state, arrows from traps will ignore them. Beware!
There are two Temple Guardian bosses at the end of the maze. Try to kill both at once, as a lone surviving one can become invulnerable and start dealing massive AoE blasts that deal high damage and are hard to dodge. If you have Witch Doctor in your team, try to get the two Temple Guardians close together to maledict them and spread your damage or use AoE abilities.
Try to split the guardians up and focus down one of them. This can be done by having one hero with high speed distract one as the rest of your team attacks the other. Once one of the Temple Guardians is dead, have your whole team attack the other one as your high-speed hero continues to dodge and distract it. Have your high-speed hero avoid attacking and continue to keep circling the lone surviving one since it will begin to attack faster.
The Temple Guardians can throw axes that will stun heroes. Channeling is liable to be interrupted, including resurrecting your team members.
The Temple Guardians' healing spell acts like Omniknight's Purify, so beware that it can inflict damage in at close range.
You can skip most of the danger and risk if you have a Tiny and just buy a ward to place on the ledge before you get into the first trap then throw your allies over to the pots and into the boss room directly.
As soon as you see the large arrows, check high grounds nearby to find Sakabu Archers throwing them. Jakiro is useful to defeat them.
Brigwyr will move faster through the path if you give him a pair of boots and a Wind Lace.
Brigwyr will not aggro nearby enemies if affected by a player's Glimmer Cape.
Let a tank go ahead of Brigwyr to draw aggro from the incoming mobs.
Tiny can toss Brigwyr to a player and he will continue running toward the gate from the landing location.
The most important requirement for clearing this section is a hero with very high sustained DPS. If you aren't able to clear the enemies faster than they spawn, then Brigwyr will aggro onto enemies instead of running to the end (unless he is affected by a Glimmer Cape).
There will usually be a large number of archers in the final area of this mission which can kill players and Brigwyr very quickly. It is important that you clear out the archers as quickly as possible due to their high damage output.
Other than Rhyzik, this area is probably the most common place for players to lose the game. If you die, do not hesitate to buy back right away, because you will spawn right back at Brigwyr, and you'll have a chance to get more lives before fighting Rhyzik.
This is the largest area on the map, with the most monsters. Return to town to sell and buy equipment if needed.
Due to this, consider taking on each group of monsters one by one.
Be wary of the Blade Mail on the centaurs and dodge the centaurs' remnants to avoid getting swarmed.
The Burrower has a long, slow moving Burrowstrike that is easy to avoid.
The bugs spawned by the Sandswarm Burrower explode, so deal with them quickly.
There are two chests in this area which spawn a monster that runs away and gives you gold every time you hit it. One is to the east of the first centaur in the area (this one can be bodyblocked by three heroes just below the ramp), and the other one is to the north of the last centaur. Make sure your team is ready before opening these chests to ensure that you get as much gold as possible from them.
Be careful of the Searing Chains used by the Buzzick Captains. Having a hero with a way to dispel these is advised. It is also possible to avoid them if you have very quick reflexes, because the Buzzick Captains will stop moving and attacking for a split second before casting the chains.
The sun ray used by the Buzzick Captains does huge amounts of damage, but it halts its movement.
Focus the catapults before they stack up with the Buzzick Captains.
If you saved Burp in The Silkmire Pass, he will join your army here. He can tank for your team, and health pickups will also heal him.
If you are playing a higher movement speed Hero like Troll Warlord, You can go with Shadow blade, Heart and S&Y and can pull out all three golem to the kalabor waste you can kill them one by one. There you can get 3 star easily. If you died it won't count with zone. Thus you will get easy 3 star.
Clear any Sandswarm mobs as soon as possible. The larger insects will explode on the players and deal large amounts of damage, while the smaller insects that run toward Rhyzik will heal him if they reach him.
Rhyzik is most vulnerable and deals the least damage when he is burrowed, and right after using his Frost Nova. Hit him as much as possible during this time.
Be sure to get additional movement speed before the fight in order to dodge his tornadoes and shockwaves.
The tornadoes will slow you to a crawl if they get directly on top of you, which will make it impossible to get away from them and most likely result in your death. If you have the rare Guardian Shell artifact, however, you will be unaffected by any slows.
Due to the locked camera, the shockwaves are much more difficult to dodge if you are to the north of Rhyzik than if you are to the south of him. Incidentally, the shockwaves will be easier to avoid the further you are away from Rhyzik, as the gaps between the projectiles will widen.
Rhyzik has high armor and evasion, so be sure to have MKBs on your DPS heroes.
Witch Doctor's Maledict plus additional magic damage and a Veil of Discord does huge damage to Rhyzik in controlled bursts.
Jakiro should use Macropyre on Rhyzik when he is burrowed to deal the maximum amount of damage.
It is faster to defeat Rhyzik with a team of 4 ranged DPS heroes if you are trying to speedrun the zone, especially with certain artifacts, but most players will find more success in defeating Rhyzik with a team of Witch Doctor, Jakiro, one tank, and one ranged DPS hero.
It might be tempting to stack armor reduction for Rhyzik, however, this is more than often a mistake as he has a very high base armor. With Rhyzik's armor being 90, the combined usage of an Assault Cuirass, Solar Crest, Desolator and Blight Stone (-24 armor) only nets between in a 4.5% increase in physical damage. As such, it is not ideal to pursue these items unless the team is entirely based on armor reduction (i.e. consists of Templar Assassin, Shadow Fiend, Tidehunter, and Dazzle). This best case scenario produces a total armor reduction of 91 which nets the range of 90.75% increase in physical damage, with these values dropping to 23% increase without the 22 armor contributed from the aforementioned items. Do note that while these values are far more respectable, this is the best case consideration meaning the max reduction from Weave (-30) was used and the armor reduction increasing talent for Gush was chosen, instead of the cooldown reduction.
Siltbreaker uses the default Dota 2 items, with a few tweaks. A couple of items are completely disabled, while a very few received modifications. Four new consumable items, three new tomes, 17 new permanent items (refered to as "Artifacts") and one quest item are added as drop-only items, and one special item is added as a purchasable gamble item.
Most buyable items can be found as drop-items after killing enemies or breaking environmental objects and opening chests.
They can also be purchased at various shops scattered across the campaign. Most items can be sold at shops.
Dropped items last for 30 seconds on the ground before they despawn. This excludes quest items, Life Runes and Artifacts.
Items are fully sharable with allies (including NPCs).
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Passive:Bloodbond Aura - Allies gain bonus health regeneration. When any unit affected by Unhallowed Icon attacks, 15% of the damage dealt is stolen as life and distributed among all affected by the aura.
This page was last edited on 11 December 2019, at 12:12.
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