By impeding enemy movement and punishing those who look in his direction, Raven creates opportunites to stab his enemies in the back.
By impeding enemy movement and punishing those who look in his direction, Raven creates opportunites to stab his enemies in the back.
A bit uh the ol...
Dont dive until you have burst and scorn 2. Mag early if needed
More passive healing, great for Mo & Krill as he already has a lot of burst healing, but needs passive in order to get back into the fight quickly.
Good overall, provides some healing, dmg and movement. Will need for Enduring Speed later.
All of Mo & Krill's abilities have ranges and this just helps all of them. Very good but can be skipped if needing damage.
Good for playing under their tower super aggressive, and makes the games super offensive. At best, hitting players off cooldown, is about 6.6 healing per sec on average. At worst, it's 2.5 healing per sec off cooldown.
Spirit first if winning
The core of your build, necessary EVERY time. Helps with lanes, kills, farms; does absurd passive damage.
This helps with damage on everything you can do spirit damage to.
Necessary for overall movement. Same cooldown as T3 Burrow, use with it every time. Make sure to get an armor after buying all of core. Very good for taking on early towers.
No other item passive other than Frenzy, which is a 6200, gives this much speed, and its for 1750 total. MUST BUY. Very nice movement slow resist as well.
Changes a lot of timings in build; Changes T2 Combo from 3.25s > 3.77s & extends both burrow and spin time. Necessary.
Imbue 2 and do damage. Fortitude optional
Imbue into Combo, very important for overall cooldowns, buy when you feel your cooldowns arent short enough.
Imbue into Burrow, increases spin and burrow duration. Very good for final build and does more initial damage increase than even Escalating Exposure.
Very good jump in health, and allows for extra movement speed for rotations. Very nice for re-engages.
Get big
Component of Boundless Spirit, which is in the final build. Increases damage to basically everything and gives some nice overall buffs. Can be waited on if you need other niche items first.
Necessary for drawn out fights and probably the only way people like Tank Infernus and Abrams will die, but not as crucial as it used to be.
For Re-engaging and difficult escapes
Very good for really any build in the current meta since there is a lot of Infernus, Haze, Pocket. Good for clearing stuns and status effects.
A second life and you'll likely have your cooldowns back so you'll either get another engage or a clean escape. Can come in major clutch but it is definitely a luxury item.
Good for early game survivability, and even more speed. With Enduring, Fleetfoot, and Divine, you'll move 20m/s in Burrow. 22 at T3.
Really good for base defenses and general movement mid to late game and is the only way you can get some verticality for Burrow. Also give almost the same amount of bullet resist as Improved Bullet Armor.
Vitality buys for all game. Get one or both armors. Get them when you start dying, probably after Mid Game; ACTIVES ARE OPTIONAL
If fighting mostly Bullet on the opposing team, build into bullet armor. Check for damages in the Incoming Damage tab after death.
Most of the time you'll want to get Warp Stone before this as it provides almost the same amount of bullet resist and gives some very nice movement.
If fighting mostly Spirit on the opposing team, build into Spirit Armor. Check for damages in the Incoming Damage tab after death.
Counters for certain heroes - OPTIONAL
Good for those fliers or really fast movement guys like Paradox.
A very rare buy but good for an insanely oppressive Lash. Takes a spirit slot off so even less likely of a buy.
Good for catching up to the really fast dudes like Seven or Paradox.
Very nice if you are fighting super fast reactors on the opposing team. Combo is: Scorn > Silence > Exit Burrow > Alchemical > Ult
Scorn
Burrow
Sand Blast
Combo
1
2
1
2
1
5
5
1
2
2
5
5