![]() Pudge - a well timed Nightmare should quickly end with the target in the butcher's fleshy embrace. Your combined burst damage is enough to finish most heroes. Mirana - Nightmare provides an easy target for long range arrows, enabling a long stun time. (you can use shift + hotkey to queue this up) Use Brain Sap to heal from and/or finish off weak heroes. Ideally the enemy may have already used some of their stuns by this point. Once these two powers are used, you can consider using Fiend's Grip, usually this will be the enemy that your team most needs to focus. Ideally, there might only be one enemy with a stun on the enemy team - if so, Nightmare them and channel your ult. Follow up with a Nightmare on a dangerous enemy - this could be another carry, or it might well be a big team fighter like Tidehunter. Start off by casting Enfeeble on an enemy who will be using their right-click attack (i.e. These can be much more difficult for Bane as they won't want to let you channel your ultimate, and have the numbers to stop you. Ideally your partner will have some kind of stun or slow they can chain onto the back of Nightmare, allowing you to potentially kill off both enemies. Your partner can beat on this target and you should be able to take them out before your channelling ends - if not, hit them with a Brain Sap just before it finishes. Immediately follow up with Fiend's Grip on the "main target". Throw Nightmare onto the "non-priority" target, like a support, to prevent them helping their partner. The main thing here is to communicate clearly and concentrate on one opponent at a time. If they have very low health, try to get the kill without using Fiend's Grip. If they have less than this, you can take them down. This means that with an auto-attack thrown in, you can do 3 bars worth of health damage before the enemy can attempt to escape. You need to be aware of how much damage your combination can inflict at different levels:Īfter standard 25% magic resistance, at level 7 you have: Usually this will be in mid lane, or when you go to gank a lone hero. It makes a fantastic setup spell for unreliable abilities like Sacred Arrow, Meat Hook and Split Earth.īe aware that Nightmare inflicts HP Removal damage, so is not reduced by magic resistance, but will also not reset the cooldown on Blink Dagger, remove Healing Salve etc. You can cast Nightmare on your own team, creeps or even yourself. You can cast spells against a unit under the effect of Nightmare without taking it on to yourself, but this ends the disable. If any hero (on either team) attempts to auto-attack the effected unit, they transfer the nightmare to themself for it's remaining duration, or until they are attacked.įor example, this allows enemy supports to transfer the effect to themself from their carry, or WORSE, one of your own team attacking them and getting disabled instead. However, the big problem with Nightmare is that it can backfire. It makes it incredibly easy to catch and get position on fleeing heroes, to disable half a laning partnership while you beat on their partner, or escape. Even at level 1 it provides a 4 second disable(!), and also inflicts 20 damage per second. Nightmare is a disabling spell with great strengths, but some potentially serious drawbacks. It can also be taken early if laning against farm dependent heroes, ruining their last hitting if you can maintain it regularly. This doesn't work against everyone - heroes like Zeus and Batrider have cheap abilities that help them to last hit, in which case you might want to skip it until later. It's well worth considering getting an early point in Enfeeble against opponents in mid - losing 30 damage at the start of the game makes it very difficult for them to last hit and deny effectively, allowing you to get the advantage. However, it loses some utility late game as it doesn't scale past level 4.Īs long as you cast it before a hero uses his Black King Bar it will continue to effect them, even when their BKB is active. This is most useful for casting on an enemy DPS at the start of a team fight (assuming you're not going to disable him), potentially reducing their damage down to almost nothing. Enfeeble is a handy spell that reduces the right click damage of an enemy for a fairly long duration.
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