Name |
Picture |
Cost |
Components |
Effect |
Use
|
Crystalys |
|
2150 (500) |
1 Broadsword + 1 Blades of Attack + 1 Crystalys Recipe |
+30 damage Passive: Critical Strike - Grants a 20% chance to do 175% of your normal damage for one attack. |
The damage bonus in addition to Critical Strike makes it great for increasing its wielder's damage output. Usually picked up by carries and other physical damage dealers. It can be upgraded into a Daedalus.
|
Armlet of Mordiggian |
|
2600 (700) |
1 Helm of Iron Will + 1 Gloves of Haste + 1 Blades of Attack + 1 Armlet of Mordiggian Recipe |
+9 damage, +15 attack speed, +5 armor, +8 hp regeneration Active: Unholy Strength - Gives +31 damage, +10 attack speed and +25 strength when active, but drains 40 hp per second. The health drain or the lost of bonus strength cannot kill the wearer. Can be toggled on or off at anytime, though there is a 2 second cooldown between toggles. |
Other than a good mix of stats, the ability it gives can increase its wielder's power or survivability. Unholy Strength makes carries much stronger, especially strength carries, who not only benefit from the damage and attack speed, but from extra damage from the strength bonus. The sudden increase of strength can also keep a hero alive when critically wounded.
|
Skull Basher |
|
2950 (1000) |
1 Belt of Strength + 1 Javelin + 1 Skull Basher Recipe |
+40 damage, +6 strength Passive: Bash - Gives a chance to stun an enemy for 1.4 seconds. Has a 25% chance for melee heroes and a 10% chance for ranged heroes. Has a 2 second cooldown between bashes. |
The Bash it gives is quite dangerous with a fast attack speed, which makes it a popular choice for carries. If the wielder gets lucky, they can potentially stun-lock an enemy hero to death. It also grants a decent increase in damage. Can be upgraded to an Abyssal Blade.
|
Shadow Blade |
|
3000 |
1 Claymore + 1 Shadow Amulet |
+30 damage, +30 attack speed Active: Shadow Walk - Makes the wielder invisible for 12 seconds, or until the wielder attacks or use a spell. While invisible, the wielder will move 20% faster and can move through units. If the invisibility is broken through an attack, that attack will do 150 bonus damage. Costs 75 mana and has a cooldown of 18 seconds. |
Other than the stat bonuses, it grants a useful, if not slightly gimmicky, ability. Shadow Walk can be used to initiate a kill or to escape, but it can easily be countered by invisibility detection, which good teams will purchase if they realize an opponent has a Shadow Blade. It is usually bought by carries who lack a good invisiblity or blinking ability, as even though a Blink Dagger or Force Staff are better for mobility purposes, the stats granted by a Shadow Blade is much more useful for carries.
|
Battle Fury |
|
4350 |
1 Broadsword + 1 Claymore + 1 Perseverance |
+65 damage, +6 hp regeneration, +150% mana regeneration Passive: Cleave Deals 35% of your normal damage to enemy units in a 225 area of effect. Cleave damage will not be reduced by armor and is fully stackable with other items. Does not work for ranged heroes. |
A popular choice for melee carries for easier farming or to get increased teamfight presence. The Cleave effect lets its wielders farm creep waves and jungle camps with ease, helping them get gold efficiently. The effect can also be very deadly against grouped-up enemy heroes, as attacking just one hero will result in a bunch of wounded heroes around it. It also grants an excellent mix of stats.
|
Ethereal Blade |
|
4900 |
1 Eaglesong + 1 Ghost Scepter |
+40 agility, +10 strength, +10 intelligence Active: Ether Blast - Turns the wielder and the target into an ethereal state, dealing 2 times the wielder's primary attribute plus 75 magical damage. While in ethereal form, the target will be slowed by 80%, cannot attack or be attacked and takes 40% more magical damage. If cast on an ally, the damage and slow will not activate. Lasts 3 seconds. Costs 150 mana and has a cooldown of 30 seconds. |
Unlike the Ghost Scepter, Ethereal Blade serves a more offensive purpose. It is generally bought by strong semi-carry spellcasters or just carries who has a high primary attribute. Ether Blast can be very damaging and scales quite well with the user's primary attribute. A technique that's popularly called the "shotgun" involves using Ether Blast, then casting all spells within the 3 seconds for a lot of burst damage.
|
Radiance |
|
5150 (1350) |
1 Sacred Relic + 1 Radiance Recipe |
+60 damage Passive: Burn Damage - Do 45 damage per second in a 650 radius around the wielder. Can be toggled on or off at anytime. |
Burn Damage can be a very threatening passive, which makes it an excellent item for heroes that need some extra damage.
|
Monkey King Bar |
|
5400 |
1 Demon Edge + 2 Javelins |
+88 damage, +15 attack speed Passive: Mini-Bash - Gives a 35% chance to mini-bash that stuns the target for 0.01 seconds and do 100 bonus damage. Passive: True Strike - Prevents the wielder's attacks from missing. |
A situational item that is usually only gotten when the enemy team has evasion or miss-inducing abilities, though it will not work against Void's Backtrack. The bonus stat and mini-bash is great for getting higher damage output.
|
Daedalus |
|
5550 (1000) |
1 Crystalys + 1 Demon Edge + 1 Daedalus Recipe |
+81 damage Passive: Critical Strike - Grants a 25% chance to do 240% of your normal damage for each attack. |
Basically an upgrade to the Crystalys. If you feel that you need more damage, it can be an item to consider. A critical hit that almost does three times your damage is not to be underestimated.
|
Butterfly |
|
6000 |
1 Talisman of Evasion + 1 Quarterstaff + 1 Eaglesong |
+30 agility, +30 damage, +35% evasion, +30 attack speed |
An excellent item for agility carries and carries in general. The bonus stats it gives are all for increasing your damage output, while the evasion is handy for more fragile carries.
|
Divine Rapier |
|
6200 |
1 Sacred Relic + 1 Demon Edge |
+300 damage. Drops upon death. It is muted after dropping even after an ally picks it up, but becomes unmuted once an enemy picks it up. Muted rapiers do not grant the damage bonus. |
Only buy this item if your team is sufficiently farmed and has a significant advantage over the enemy team. With it your damage output becomes ridiculous, since you're effectively dishing out more damage than most level 4 spells with each attack. However, once the enemy team realizes you have a rapier, you will be a priority target, and dying to them could provide them with a free rapier, something that you want to avoid.
|
Abyssal Blade |
|
6750 |
1 Skull Basher + 1 Sacred Relic |
+100 damage, +10 strength Active: Overwhelm - Stuns a target for 2 seconds. Ignores magic immunity. Costs 150 mana and has a cooldown of 60 seconds. Passive: Bash - Gives a chance to stun for 1.4 seconds for one attack. A 25% chance for melee heroes and a 10% chance for ranged heroes. |
A straight upgrade from the Skull Basher, though the Bash passive remains unchanged. It gives you a lot of bonus damage. Overwhelm could be useful if you need something to lock down enemies without having disables or any supports following you.
|