Travakh
12-20-2010, 12:39 AM
Guide is current as of 2.0.3.
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc1.png
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc2.png
Abbadon is a low maintenance versatile support hero, easily playable by new or inexperienced players but quite viable on high level games, due to his effective immortality and ability to strip debuffs from allies.
His major strength is his ultimate, an ability that renders him invincible for a small amount of time. Being able to support a team without fear of being picked off is his major distinguishing feature. Beyond that, he has effective single target healing (250 point heal coupled with 200 point shield + debuff strip on a low cooldown) and can easily convert his abilities to offense when the situation demands, inflicting relatively minor (but not insignificant) damage.
His weakness is low team battle presence compared to other healing support heroes (Dazzle's ultimate allows him to set up fights in his favor, Omniknight has his invincibility ultimate, Soul Reaper has his aura and a stun). While being himself nearly unkillable, he likewise does not present a major threat on the field; the effectiveness of any Abbadon is linked to how strong the major heroes on his team are at that point. Therefore, when supporting a strong carry he is a major force multiplier for his team; when supporting a weak or underfarmed team he presents little to no threat.
--
Stats
STR: 23/+2.7
AGI: 17/+1.5
INT: 21/+2.0
Base Armor: 4.38
His INT growth is high for a strength hero but mediocre for a caster hero in general. His stats are nothing particularly special.
--
Skills
Death CoilCauterize
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc3.png
Costs 75 mana on a 6 second cooldown, cast range 700. Heals or inflicts 100/150/200/250 points of magic damage depending on if the target is an ally or an enemy; inflicts half of that amount as magic damage to self. Death Coil is the second part of Abbadon's bread and butter support - a low cost and highly spammable healing spell. This is invaluable in lane while babysitting since you can top off your lane partner, and is a basic point heal in team fights. As offense goes it's basically incidental damage - if you can hit someone with it go ahead, but it's not worth halting your autoattack for if you're already in melee range.
Do note that this is more effective as a heal than as damage, since magical damage is mitigated by base magic armor, but don't let that fact cloud you from using it properly at the right times. The key value in this spell is flexibility in use.
--
Aphotic ShieldFire Shield
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc4.png
100/110/120/130 mana on a 18/15/12/9 second cooldown, cast range 450. Shields a target allied unit, stripping all nonstun debuffs and applying a 15 second buff that absorbs 110/140/170/200 damage. If the buff absorbs that damage before its duration expires , it is removed and deals that as magic damage in a 700 radius to all enemies. This is your bread and butter support skill and is by far one of the best support skills in the game, as it lets you strip debuffs every nine seconds, pre-shield allies before a fight starts, and inflict some minor incidental damage in an area.
Always shield allies who you believe will be taking damage soon, shield allies under attack, shield allies taking dot damage, shield allies who are under a slow effect, there are very few ways to use shield poorly. On the other hand, the mana cost is too high for it to be spammable in lane - only cast it when protecting your lane partner or tower diving, as it pushes the lane when it goes off.
Note that damage applied to the shield is applied after mitigation, if my testing is accurate. High mitigation tanks will have their shield last longer.
--
FrostmourneSear
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc5.png
A passive attack modifier. On hit, applies a 2 second debuff to enemies that slows them by 5/10/15/20% and a 4.5 sec buff to self that improves movespeed by 10% and attack speed by 10/20/30/40%. Additionally, anyone who hits that enemy while it's debuffed will gain that same 4.5 second buff.
This is an often underlooked part of Accursed's team support package - giving members of your team 10% ms and 40% IAS is nothing to sneeze at. The trick here is 1. attacking the target your team is attacking, without blocking the other melee on your team, and 2. making sure you're actually casting and supporting while keeping the debuff up. This is very difficult, as stopping to put up a shield or a cauterize will likely result in the target getting away from you and you being unable to reapply the Sear.
Choosing what to do in this case is a value judgment - in pitched team fights you can't afford to stop hitting your heals, but sear makes it very easy to catch and kill runners.
--
Borrowed TimeFlame Consumption
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc6.png
3/4/5 second duration on a 60 second cooldown, improvable to 5/6/7 second duration with Staff of the Master. On use, removes all debuffs and applies the Flame Consumption buff, which converts all damage received into healing.
Simple enough. Press R when taking fire. Do note that this was recently nerfed - prior incarnations of Accursed had his ult go off automatically when his health went below 400, regardless of whether he was stunned, silenced, or otherwise controlled. You are forced to manually cast it now, and cannot cast it while stunned (and may only cast while silenced if you have a staff of the master). Regardless of that limitation, this remains a powerful tool in the hands of a good user, letting you tower dive, initiate through a stalemate if necessary, survive heavy ganks, and live through a team battle's aoe damage to support your team.
--
Skillbuild
Fire Shield
Cauterize
Fire Shield
Sear
Fire Shield
Flame Consumption
Fire Shield
Cauterize
Cauterize
Cauterize
Flame Consumption
Sear
Sear
Sear
Stats
Flame Consumption
Stats to 25
Fire shield is always levelled. One point is taken in sear early as it's around level 3-4 that you may want to pick up a kill, and a 15% movespeed difference (5% slow and 10% speedup on allies) can very well net you a lane kill. Otherwise, cauterize is maxed. There is virtually no reason to not use this skillbuild, regardless of if you're playing as a support or battle Accursed.
--
Items for Standard Play
Starting build:
http://www.hondb.com/img/items/basic/crushing_claws/icon_96.pnghttp://www.hondb.com/img/items/basic/mark_of_the_novice/icon_96.pnghttp://www.hondb.com/img/items/basic/health_potion/icon_96.png
http://www.hondb.com/img/items/basic/ground_familiar/icon_96.pnghttp://www.hondb.com/img/items/basic/flaming_eye/icon_96.pnghttp://www.hondb.com/img/items/basic/flaming_eye/icon_96.png
150+150+100+200=600g
You start with the stat components of Blood Chalice, a health pot, and either courier or a pair of wards depending on which lane you're sent to (bot courier top wards, typically). You don't need an axe to last hit (the person you're babysitting should have an axe) and you don't need early +stats to be effective in lane, as your starting stats and growths are workable.
The first 350 gold in lane gets you
http://www.hondb.com/img/items/basic/trinket_of_restoration/icon_96.png => http://www.hondb.com/img/items/recipes/blood_chalice/icon_96.png, 350g
Maintaining your mana pool is easy with this item. Do note however, that you have no innate way to heal yourself (chalice does not mitigate through fire shield), so you can't spam the chalice the way demented shaman, soul reaper, or jester can. Use it to maintain your mana above 200, which is enough to hit your bread and butter spells in contingencies.
From there, buy these in this order.
http://www.hondb.com/img/items/basic/mana_battery/icon_96.png, 200g
http://www.hondb.com/img/items/basic/marchers/icon_96.png, 500g
http://www.hondb.com/img/items/basic/guardian_ring/icon_96.pnghttp://www.hondb.com/img/items/basic/scarab/icon_96.png => http://www.hondb.com/img/items/recipes/ring_of_the_teacher/icon_96.png, 175+325 = 500g
Mana battery is good on him, boots are obvious, and Basilus builds into one of the core support auras you need. Finish the power supply whenever you have a spare 300 gold.
Your build path here now depends on compositions. What is the enemy's primary damage source? How much aoe damage do they inflict? Who are your allies, and are they primary casters or physical damage dealers?
IF YOUR ALLIES ARE MAINLY CASTERS:
http://www.hondb.com/img/items/basic/major_totem/icon_96.pnghttp://www.hondb.com/img/items/basic/neophytes_book/icon_96.png=>http://www.hondb.com/img/items/recipes/nomes_wisdom/icon_96.png, 540+1000+200 = 1740g
OR IF YOUR ALLIES ARE MOSTLY PHYSICAL DAMAGE:
http://www.hondb.com/img/items/basic/trinket_of_restoration/icon_96.pnghttp://www.hondb.com/img/items/basic/hungry_spirit/icon_96.png=>http://www.hondb.com/img/items/recipes/abyssal_skull/icon_96.png, 350+900+300 = 1550g
The benefits of each are obvious - armor and mana regeneration aura, and a defensive heal for casters with a damage boost and offensive lifesteal heal for physical. It's one or the other; the armor auras do not stack with each other.
http://www.hondb.com/img/items/basic/punchdagger/icon_96.pnghttp://www.hondb.com/img/items/basic/punchdagger/icon_96.png => http://www.hondb.com/img/items/recipes/enhanced_marchers/icon_96.png, 500+500=1000g
A well played Accursed is in the middle of the fight, applying his Sear and casting his heals. The low range of his spells requires that he keep up with his team. Phaseboots are mandatory for him, because none of the other choices (barring boots of travel, more on that later) give him the in-combat movespeed he needs to keep his team healed. Additionally, phasing allows you to stack on top of an allied hero, meaning there is no chance of you blocking your carry's autoattack while you apply sear.
Your next item is a Mekansm. It usually doesn't matter what the enemy team composition is, a 250 point aoe heal + armor on your team is never a waste.
http://www.hondb.com/img/items/basic/trinket_of_restoration/icon_96.pnghttp://www.hondb.com/img/items/basic/minor_totem/icon_96.png=>http://www.hondb.com/img/items/recipes/mystic_potpourri/icon_96.png, 350 + 53 + 200 = 603g
http://www.hondb.com/img/items/basic/ringmail/icon_96.pnghttp://www.hondb.com/img/items/basic/minor_totem/icon_96.png=>http://www.hondb.com/img/items/recipes/shield_of_the_five/icon_96.png, 550 + 53 + 200 = 803g
http://www.hondb.com/img/items/recipes/astrolabe/icon_96.png, 603 + 803 + 900 = 2306g
With Astrolabe, your core build is complete. Your inventory should look something like this:
http://www.hondb.com/img/items/recipes/astrolabe/icon_96.pnghttp://www.hondb.com/img/items/recipes/blood_chalice/icon_96.pnghttp://www.hondb.com/img/items/recipes/enhanced_marchers/icon_96.pnghttp://www.hondb.com/img/items/recipes/power_supply/icon_96.pnghttp://www.hondb.com/img/items/recipes/nomes_wisdom/icon_96.png
Total Cost: 2306+650+1500+546+2240g = 7242g
At 200g per minute this is a perfectly reasonable 35 minute mark inventory.
Luxury Items:
http://www.hondb.com/img/items/recipes/barrier_idol/icon_96.png
Barrier Idol, 3653g
Against a magic heavy team you should have gotten the 400g mystic vestments piece early, and you'll be finishing your Pipe after the mek. It's very expensive but is your best bet for team mitigation.
http://www.hondb.com/img/items/recipes/daemonic_breastplate/icon_96.png
Daemonic Breastplate, 5550g
Likewise, against a physical heavy team, this is your endgame option. Not because it makes you particularly strong at autoattacking, but the stacking +5 armor aura and -5 enemy armor aura can turn the tide of a team fight.
http://www.hondb.com/img/items/recipes/frostfield_plate/icon_96.png
Frostfield Plate, 4700g
Another very good aura for you that reduces the power of the enemy carry, and lets you apply a large aoe snare.
http://www.hondb.com/img/items/recipes/staff_of_the_master/icon_96.png
Staff of the Master, 4300g
http://www.hondb.com/img/items/recipes/behemoths_heart/icon_96.png
Behemoth's Heart, 5500g
You should have no room or time to farm either of these things, and they should be lower priority than any of the other items, but it is quite funny to get them.
Avoid these items:
http://www.hondb.com/img/items/recipes/helm_of_the_black_legion/icon_96.pnghttp://www.hondb.com/img/items/recipes/runed_axe/icon_96.pnghttp://www.hondb.com/img/items/recipes/torgashs_mock/icon_96.pnghttp://www.hondb.com/img/items/recipes/shrunken_head/icon_96.pnghttp://www.hondb.com/img/items/recipes/null_stone/icon_96.png
Vanguard is garbage. Battle fury is garbage on Abbadon. Don't get damage items on Abbadon. BKB or Nullstone is a waste of money, since if you're drawing fire in a team fight, you're soaking hits for your carry, which means you're doing something right.
Items for Being A Douchebag
Incidentally, here's a build for combat Abbadon. Not that I recommend it, but I think it's the best battle build.
http://www.hondb.com/img/items/recipes/steamboots/icon_int_96.pnghttp://www.hondb.com/img/items/recipes/insanitarius/icon_96.pnghttp://www.hondb.com/img/items/recipes/shieldbreaker/icon_96.pnghttp://www.hondb.com/img/items/recipes/daemonic_breastplate/icon_96.pnghttp://www.hondb.com/img/items/recipes/behemoths_heart/icon_96.png
Don't do this in serious games, as it is a godawful build in serious games and you taking this farm means something went horribly wrong somewhere.
Basic Strategy
Accursed is simple to play. Lane with a carry. Heal the carry when he gets harassed. Shield yourself and rush the enemy heroes if you want to harass. Keep your mana up, hit R when you're taking major damage. Shield allies who are slowed or taking dot damage, heal allies who are about to die, cauterize enemies that are fleeing. Hit your heal items to heal, hang around near allies to give them your auras, attack enemies to give your allies the Sear buff. Accursed is not a very complex hero and his skills lend themselves to instinctual use.
Unlike other support heroes, Accursed can do very little to set up team fights other than shielding as many allies as possible. He is a follower - follow your initiator into fights, follow your carry through fights, follow enemies as you chase them down, follow allies as they flee from fights. A support Accursed can't do much on his own.
In the laning phase, pull the lane and avoid applying fire shield to creeps to farm, as this pushes the lane (if you want to harass the enemy heroes, run up and autoattack them - either they back or you land a hit in, and if you get hit you can shield yourself). Shield your allies in defensive team fights, and shield the tower divers and initiators in offensive team fights. Keep everyone shielded, free of debuffs, and alive, and you're executing your role properly.
Alternatively, you can always initiate fights by attack moving into fog or a tower and using your ultimate to soak damage for a few seconds. This is possibly one of the worst initiations in the game, but you running in is better than a carry initiating (and splattering) or other support heroes rushing in and getting killed. You usually shouldn't have to do this; build your teams properly and this fate can be avoided.
Changelog
12/19/10: wrote guide, posted
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc1.png
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc2.png
Abbadon is a low maintenance versatile support hero, easily playable by new or inexperienced players but quite viable on high level games, due to his effective immortality and ability to strip debuffs from allies.
His major strength is his ultimate, an ability that renders him invincible for a small amount of time. Being able to support a team without fear of being picked off is his major distinguishing feature. Beyond that, he has effective single target healing (250 point heal coupled with 200 point shield + debuff strip on a low cooldown) and can easily convert his abilities to offense when the situation demands, inflicting relatively minor (but not insignificant) damage.
His weakness is low team battle presence compared to other healing support heroes (Dazzle's ultimate allows him to set up fights in his favor, Omniknight has his invincibility ultimate, Soul Reaper has his aura and a stun). While being himself nearly unkillable, he likewise does not present a major threat on the field; the effectiveness of any Abbadon is linked to how strong the major heroes on his team are at that point. Therefore, when supporting a strong carry he is a major force multiplier for his team; when supporting a weak or underfarmed team he presents little to no threat.
--
Stats
STR: 23/+2.7
AGI: 17/+1.5
INT: 21/+2.0
Base Armor: 4.38
His INT growth is high for a strength hero but mediocre for a caster hero in general. His stats are nothing particularly special.
--
Skills
Death CoilCauterize
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc3.png
Costs 75 mana on a 6 second cooldown, cast range 700. Heals or inflicts 100/150/200/250 points of magic damage depending on if the target is an ally or an enemy; inflicts half of that amount as magic damage to self. Death Coil is the second part of Abbadon's bread and butter support - a low cost and highly spammable healing spell. This is invaluable in lane while babysitting since you can top off your lane partner, and is a basic point heal in team fights. As offense goes it's basically incidental damage - if you can hit someone with it go ahead, but it's not worth halting your autoattack for if you're already in melee range.
Do note that this is more effective as a heal than as damage, since magical damage is mitigated by base magic armor, but don't let that fact cloud you from using it properly at the right times. The key value in this spell is flexibility in use.
--
Aphotic ShieldFire Shield
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc4.png
100/110/120/130 mana on a 18/15/12/9 second cooldown, cast range 450. Shields a target allied unit, stripping all nonstun debuffs and applying a 15 second buff that absorbs 110/140/170/200 damage. If the buff absorbs that damage before its duration expires , it is removed and deals that as magic damage in a 700 radius to all enemies. This is your bread and butter support skill and is by far one of the best support skills in the game, as it lets you strip debuffs every nine seconds, pre-shield allies before a fight starts, and inflict some minor incidental damage in an area.
Always shield allies who you believe will be taking damage soon, shield allies under attack, shield allies taking dot damage, shield allies who are under a slow effect, there are very few ways to use shield poorly. On the other hand, the mana cost is too high for it to be spammable in lane - only cast it when protecting your lane partner or tower diving, as it pushes the lane when it goes off.
Note that damage applied to the shield is applied after mitigation, if my testing is accurate. High mitigation tanks will have their shield last longer.
--
FrostmourneSear
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc5.png
A passive attack modifier. On hit, applies a 2 second debuff to enemies that slows them by 5/10/15/20% and a 4.5 sec buff to self that improves movespeed by 10% and attack speed by 10/20/30/40%. Additionally, anyone who hits that enemy while it's debuffed will gain that same 4.5 second buff.
This is an often underlooked part of Accursed's team support package - giving members of your team 10% ms and 40% IAS is nothing to sneeze at. The trick here is 1. attacking the target your team is attacking, without blocking the other melee on your team, and 2. making sure you're actually casting and supporting while keeping the debuff up. This is very difficult, as stopping to put up a shield or a cauterize will likely result in the target getting away from you and you being unable to reapply the Sear.
Choosing what to do in this case is a value judgment - in pitched team fights you can't afford to stop hitting your heals, but sear makes it very easy to catch and kill runners.
--
Borrowed TimeFlame Consumption
http://img.photobucket.com/albums/v330/FireballX301/Accursed/acc6.png
3/4/5 second duration on a 60 second cooldown, improvable to 5/6/7 second duration with Staff of the Master. On use, removes all debuffs and applies the Flame Consumption buff, which converts all damage received into healing.
Simple enough. Press R when taking fire. Do note that this was recently nerfed - prior incarnations of Accursed had his ult go off automatically when his health went below 400, regardless of whether he was stunned, silenced, or otherwise controlled. You are forced to manually cast it now, and cannot cast it while stunned (and may only cast while silenced if you have a staff of the master). Regardless of that limitation, this remains a powerful tool in the hands of a good user, letting you tower dive, initiate through a stalemate if necessary, survive heavy ganks, and live through a team battle's aoe damage to support your team.
--
Skillbuild
Fire Shield
Cauterize
Fire Shield
Sear
Fire Shield
Flame Consumption
Fire Shield
Cauterize
Cauterize
Cauterize
Flame Consumption
Sear
Sear
Sear
Stats
Flame Consumption
Stats to 25
Fire shield is always levelled. One point is taken in sear early as it's around level 3-4 that you may want to pick up a kill, and a 15% movespeed difference (5% slow and 10% speedup on allies) can very well net you a lane kill. Otherwise, cauterize is maxed. There is virtually no reason to not use this skillbuild, regardless of if you're playing as a support or battle Accursed.
--
Items for Standard Play
Starting build:
http://www.hondb.com/img/items/basic/crushing_claws/icon_96.pnghttp://www.hondb.com/img/items/basic/mark_of_the_novice/icon_96.pnghttp://www.hondb.com/img/items/basic/health_potion/icon_96.png
http://www.hondb.com/img/items/basic/ground_familiar/icon_96.pnghttp://www.hondb.com/img/items/basic/flaming_eye/icon_96.pnghttp://www.hondb.com/img/items/basic/flaming_eye/icon_96.png
150+150+100+200=600g
You start with the stat components of Blood Chalice, a health pot, and either courier or a pair of wards depending on which lane you're sent to (bot courier top wards, typically). You don't need an axe to last hit (the person you're babysitting should have an axe) and you don't need early +stats to be effective in lane, as your starting stats and growths are workable.
The first 350 gold in lane gets you
http://www.hondb.com/img/items/basic/trinket_of_restoration/icon_96.png => http://www.hondb.com/img/items/recipes/blood_chalice/icon_96.png, 350g
Maintaining your mana pool is easy with this item. Do note however, that you have no innate way to heal yourself (chalice does not mitigate through fire shield), so you can't spam the chalice the way demented shaman, soul reaper, or jester can. Use it to maintain your mana above 200, which is enough to hit your bread and butter spells in contingencies.
From there, buy these in this order.
http://www.hondb.com/img/items/basic/mana_battery/icon_96.png, 200g
http://www.hondb.com/img/items/basic/marchers/icon_96.png, 500g
http://www.hondb.com/img/items/basic/guardian_ring/icon_96.pnghttp://www.hondb.com/img/items/basic/scarab/icon_96.png => http://www.hondb.com/img/items/recipes/ring_of_the_teacher/icon_96.png, 175+325 = 500g
Mana battery is good on him, boots are obvious, and Basilus builds into one of the core support auras you need. Finish the power supply whenever you have a spare 300 gold.
Your build path here now depends on compositions. What is the enemy's primary damage source? How much aoe damage do they inflict? Who are your allies, and are they primary casters or physical damage dealers?
IF YOUR ALLIES ARE MAINLY CASTERS:
http://www.hondb.com/img/items/basic/major_totem/icon_96.pnghttp://www.hondb.com/img/items/basic/neophytes_book/icon_96.png=>http://www.hondb.com/img/items/recipes/nomes_wisdom/icon_96.png, 540+1000+200 = 1740g
OR IF YOUR ALLIES ARE MOSTLY PHYSICAL DAMAGE:
http://www.hondb.com/img/items/basic/trinket_of_restoration/icon_96.pnghttp://www.hondb.com/img/items/basic/hungry_spirit/icon_96.png=>http://www.hondb.com/img/items/recipes/abyssal_skull/icon_96.png, 350+900+300 = 1550g
The benefits of each are obvious - armor and mana regeneration aura, and a defensive heal for casters with a damage boost and offensive lifesteal heal for physical. It's one or the other; the armor auras do not stack with each other.
http://www.hondb.com/img/items/basic/punchdagger/icon_96.pnghttp://www.hondb.com/img/items/basic/punchdagger/icon_96.png => http://www.hondb.com/img/items/recipes/enhanced_marchers/icon_96.png, 500+500=1000g
A well played Accursed is in the middle of the fight, applying his Sear and casting his heals. The low range of his spells requires that he keep up with his team. Phaseboots are mandatory for him, because none of the other choices (barring boots of travel, more on that later) give him the in-combat movespeed he needs to keep his team healed. Additionally, phasing allows you to stack on top of an allied hero, meaning there is no chance of you blocking your carry's autoattack while you apply sear.
Your next item is a Mekansm. It usually doesn't matter what the enemy team composition is, a 250 point aoe heal + armor on your team is never a waste.
http://www.hondb.com/img/items/basic/trinket_of_restoration/icon_96.pnghttp://www.hondb.com/img/items/basic/minor_totem/icon_96.png=>http://www.hondb.com/img/items/recipes/mystic_potpourri/icon_96.png, 350 + 53 + 200 = 603g
http://www.hondb.com/img/items/basic/ringmail/icon_96.pnghttp://www.hondb.com/img/items/basic/minor_totem/icon_96.png=>http://www.hondb.com/img/items/recipes/shield_of_the_five/icon_96.png, 550 + 53 + 200 = 803g
http://www.hondb.com/img/items/recipes/astrolabe/icon_96.png, 603 + 803 + 900 = 2306g
With Astrolabe, your core build is complete. Your inventory should look something like this:
http://www.hondb.com/img/items/recipes/astrolabe/icon_96.pnghttp://www.hondb.com/img/items/recipes/blood_chalice/icon_96.pnghttp://www.hondb.com/img/items/recipes/enhanced_marchers/icon_96.pnghttp://www.hondb.com/img/items/recipes/power_supply/icon_96.pnghttp://www.hondb.com/img/items/recipes/nomes_wisdom/icon_96.png
Total Cost: 2306+650+1500+546+2240g = 7242g
At 200g per minute this is a perfectly reasonable 35 minute mark inventory.
Luxury Items:
http://www.hondb.com/img/items/recipes/barrier_idol/icon_96.png
Barrier Idol, 3653g
Against a magic heavy team you should have gotten the 400g mystic vestments piece early, and you'll be finishing your Pipe after the mek. It's very expensive but is your best bet for team mitigation.
http://www.hondb.com/img/items/recipes/daemonic_breastplate/icon_96.png
Daemonic Breastplate, 5550g
Likewise, against a physical heavy team, this is your endgame option. Not because it makes you particularly strong at autoattacking, but the stacking +5 armor aura and -5 enemy armor aura can turn the tide of a team fight.
http://www.hondb.com/img/items/recipes/frostfield_plate/icon_96.png
Frostfield Plate, 4700g
Another very good aura for you that reduces the power of the enemy carry, and lets you apply a large aoe snare.
http://www.hondb.com/img/items/recipes/staff_of_the_master/icon_96.png
Staff of the Master, 4300g
http://www.hondb.com/img/items/recipes/behemoths_heart/icon_96.png
Behemoth's Heart, 5500g
You should have no room or time to farm either of these things, and they should be lower priority than any of the other items, but it is quite funny to get them.
Avoid these items:
http://www.hondb.com/img/items/recipes/helm_of_the_black_legion/icon_96.pnghttp://www.hondb.com/img/items/recipes/runed_axe/icon_96.pnghttp://www.hondb.com/img/items/recipes/torgashs_mock/icon_96.pnghttp://www.hondb.com/img/items/recipes/shrunken_head/icon_96.pnghttp://www.hondb.com/img/items/recipes/null_stone/icon_96.png
Vanguard is garbage. Battle fury is garbage on Abbadon. Don't get damage items on Abbadon. BKB or Nullstone is a waste of money, since if you're drawing fire in a team fight, you're soaking hits for your carry, which means you're doing something right.
Items for Being A Douchebag
Incidentally, here's a build for combat Abbadon. Not that I recommend it, but I think it's the best battle build.
http://www.hondb.com/img/items/recipes/steamboots/icon_int_96.pnghttp://www.hondb.com/img/items/recipes/insanitarius/icon_96.pnghttp://www.hondb.com/img/items/recipes/shieldbreaker/icon_96.pnghttp://www.hondb.com/img/items/recipes/daemonic_breastplate/icon_96.pnghttp://www.hondb.com/img/items/recipes/behemoths_heart/icon_96.png
Don't do this in serious games, as it is a godawful build in serious games and you taking this farm means something went horribly wrong somewhere.
Basic Strategy
Accursed is simple to play. Lane with a carry. Heal the carry when he gets harassed. Shield yourself and rush the enemy heroes if you want to harass. Keep your mana up, hit R when you're taking major damage. Shield allies who are slowed or taking dot damage, heal allies who are about to die, cauterize enemies that are fleeing. Hit your heal items to heal, hang around near allies to give them your auras, attack enemies to give your allies the Sear buff. Accursed is not a very complex hero and his skills lend themselves to instinctual use.
Unlike other support heroes, Accursed can do very little to set up team fights other than shielding as many allies as possible. He is a follower - follow your initiator into fights, follow your carry through fights, follow enemies as you chase them down, follow allies as they flee from fights. A support Accursed can't do much on his own.
In the laning phase, pull the lane and avoid applying fire shield to creeps to farm, as this pushes the lane (if you want to harass the enemy heroes, run up and autoattack them - either they back or you land a hit in, and if you get hit you can shield yourself). Shield your allies in defensive team fights, and shield the tower divers and initiators in offensive team fights. Keep everyone shielded, free of debuffs, and alive, and you're executing your role properly.
Alternatively, you can always initiate fights by attack moving into fog or a tower and using your ultimate to soak damage for a few seconds. This is possibly one of the worst initiations in the game, but you running in is better than a carry initiating (and splattering) or other support heroes rushing in and getting killed. You usually shouldn't have to do this; build your teams properly and this fate can be avoided.
Changelog
12/19/10: wrote guide, posted