Whiteblade
12-21-2009, 06:15 PM
Jeraziah
Written for 1.6.2
Jeraziah
http://i153.photobucket.com/albums/s210/whiteblade99/jeraziah.jpg
Lore
King Jeraziah, the hope of humanity and one of the two leaders of the new Legion, is not just a mighty warrior but also the chosen of Sol himself. Charged with divine fervor and favor, he rallies his men and wreaks havoc among the daemons. The light that shines forth from him leads all toward victory, and represents the dawning of a new day, one without cloud or shadow.
Introduction
Jeraziah is a hero most know and THE banned hero in every match for a reason. No better support can be found in the game and gives unprecedented pushing power, babysitting ranged carries, chasing down enemies, and making heavy nukers like Pyromancer useless.
Pros:
Game-changing ultimate.
Heal that doubles as a true damage nuke.
Makes a unit immune to magic effects with a permanent uptime at max level.
Permanent slow with maxed passive.
Good animation.
A tank that is nearly impossible to focus down unless jumped by far superior forces.
Not dependent on items at all.
Pusher like no other.
Cons:
Melee support makes babysitting a lot harder compared to someone like Demented.
Hard on mana early.
Won't rack up kills compared to others.
Nullfire blade makes him lose quite a bit of effectiveness.
When silenced is pretty much forced to only auto-attack.
Skills
http://i153.photobucket.com/albums/s210/whiteblade99/ability1_128-1.jpg
Inner Light
Range: 400
Radius: 250
Cast Time: 1.5 Seconds
Mana Cost: 100 / 120 / 140 / 160
Cooldown: 12.0 Seconds
http://i153.photobucket.com/albums/s210/whiteblade99/shot0033.jpg
Jeraziah unleashes a nearby allied unit's Inner Light, healing them. Nearby enemies are seared by the power of the Light, causing them to take damage.
Jeraziah's standard heal and nuke. 1.5 second cast time stops it from being useful as a nuke all the time but the heal always helps.
http://i153.photobucket.com/albums/s210/whiteblade99/ability2_128-1.jpg
Protective Charm
Range: 500
Cast Time: 1.5 Seconds
Mana Cost: 60 / 70 / 80 / 90
Cooldown: 20.0 Seconds
http://i153.photobucket.com/albums/s210/whiteblade99/shot0036.jpg
Jeraziah blesses an allied unit with protective charm that grants immunity to Magic and removing all debuffs.
This has so many uses it is beyond belief. Primary uses are obviously the magic immunity and allowing channeling heroes safety to Ultimate with general ease or a carry to tear it up. Secondary uses are removing debuffs from Jeraziah or allies. If the enemy team is packing heavy nukers don't be afraid to apply this upon seeing them or even rushing it to max level before Righteous Strike (more on skill builds later). Just be warned that Electricians ultimate and Nullfire Blade will dispel this skill.
http://i153.photobucket.com/albums/s210/whiteblade99/ability3_128-1.jpg
Righteous Strike
Applies 8/16/24/32 bonus Physical damage to next attack, and causes that attack to deal 50% Splash damage in a radius of 225, applying Righteous Strike to enemies for 5 seconds.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0039.jpg
A righteous anger builds up in Jeraziah, allowing him to perform a Righteous Strike when attacking, dealing increased damage which splashes to nearby enemies and slows their movement speed briefly. Can only occur once every few seconds.
Slows an enemy and turns Jeraziah into a hero that can chase down enemies or make someone low health into an easy target. Only issue is Jeraziah needs to be in melee range but the upside is at max level the skill lasts for 5 seconds with a 5 second cooldown which means it can be kept up throughout the entire chase.
http://i153.photobucket.com/albums/s210/whiteblade99/ability4_128-1.jpg
Sol's Blessing
Radius: 600
Cast Time: 1.0 Seconds
Mana Cost: 125 / 175 / 250
Cooldown: 150.0 Seconds
Applies Sol's Blessing to targets in radius for 5 / 6 / 7 seconds.
Sol's Blessing Effects
25 Health Regeneration
1,000 Armor
http://i153.photobucket.com/albums/s210/whiteblade99/shot0037.jpg
Jeraziah calls upon the power of Sol to protect himself and his comrades. Sol blesses Jeraziah and his nearby allies, causing them to take almost no Physical damage and receive high Health regeneration for a brief time.
This is why Jeraziah is banned. 7 seconds at max level of near physical immunity and massive health regeneration can turn the tide of any battle when hit at the right time. Combined with Protective Charm the target (usually a carry) has 7 seconds of complete god-mode which will make quick-work of anyone nearby. Can be dispelled so be careful of targets.
Skill Build
1.Inner Light
2.Righteous Strike/Protective Charm
3.Inner Light
4.Protective Charm/Righteous Strike
5.Inner Light
6.Sol's Blessing
7.Inner Light
8.Righteous Strike/Protective Charm
9.Righteous Strike/Protective Charm
10.Righteous Strike/Protective Charm
11.Sol's Blessing
12.Protective Charm/Righteous Strike
13.Protective Charm/Righteous Strike
14.Protective Charm/Righteous Strike
15.Stats
16.Sol's Blessing
Build 1:Righteous Strike is taken over Protective Charm (a level is still taken early but not maxed) for chasing in the lane and making sure targets in early ganks do not get away since magic damage doesn't reach its peak until mid-game it is safe to only grab a single level of Protective Charm and max it last. I don't normally use this build but it does wonders in an offensive lane.
Build 2:Protective Charm is maxed before Righteous Strike to stop the magic damage from heavy nukers that are bound to be plaguing the game. Defensive lanes or intelligence heavy teams are the reason for picking this build.
Item Build
The most controversial part of any guide. Jeraziah only has a single build that works well with him. Only part that deviates is the order of building and the luxury items.
http://i153.photobucket.com/albums/s210/whiteblade99/jerry1.jpg
Start out with a Guardian Ring, Monkey, Two mana potions, and Two Minor Tokens.
http://i153.photobucket.com/albums/s210/whiteblade99/jerry2.jpg
The end of the laning phase should yield a Ring of Sorcery, Power Supply and Marchers. Buy the mana battery in lane and have the monkey bring the recipes, Marchers, and Pickled Brain.
http://i153.photobucket.com/albums/s210/whiteblade99/jerry3.jpg
Start working towards Nome's.
http://i153.photobucket.com/albums/s210/whiteblade99/jerry5.jpg
Once Nome's is finished assemble Astrolabe given the chance.
http://i153.photobucket.com/albums/s210/whiteblade99/jerry5.jpg
Final item is Plated Greaves.
Reasoning for item build order: Jeraziah hurts for mana early and is useless if out of mana. To counteract this Ring of Sorcery and Nome's are taken to solve all the mana problems. After the mana problems are out of the way Astrolabe is taken as it gives a good stat boost and does a great heal when coupled with Inner Light or chained with Sol's Blessing. Plated Greaves is finished last as the other items are more important and the extra movespeed and stats do not help nearly as much as the other items. Grab Plated Greaves as the first item (after Ring) if you feel the farm is good enough to get them and Nome's at a reasonable time.
Items to Always Have
Winged Courier
http://i153.photobucket.com/albums/s210/whiteblade99/Item_WingedFamiliar.jpg
Brings items very quickly and cuts down trips to fountain.
Wards
http://i153.photobucket.com/albums/s210/whiteblade99/Item_FlamingEye.jpg
Any support needs to carry these.
TP
http://i153.photobucket.com/albums/s210/whiteblade99/Item_HomecomingStone.jpg
If Jeraziah isn't in teamfights then he can't be any good now can he? Keep one of these in inventory whenever possible.
Items to Avoid
Bottle
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Bottle.jpg
No reason to carry this as rune-whoring isn't what a support like Jeraziah should be focusing on.
Helm of the Black Legion
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Shield2.jpg
Jeraziah is a tank already, he does NOT need this item. His item build focuses on supporting the team, not making him more sturdy.
Runed Axe
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Splash.jpg
Why would a support with cleave get this?
Codex
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Nuke.jpg
Killstealing is already bad but this item makes me want to initiate a vote-kick on whoever buys it.
Doom Bringer
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Damage9.jpg
250 damage doesn't help a support that is only doing subpar damage to slow and not kill.
Shieldbreaker
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Pierce.jpg
The modifier doesn't stack with some of the other luxury items and is useless outside of melee heavy teams, which the carries should be buying this anyways.
Luxury
Icebrand
I'm going to get a few odd looks for this one. Stacking slows makes a target move at a crawl and almost never escape ganks. Not recommended in a serious game but great in pubs.
Behemoths Heart
http://i153.photobucket.com/albums/s210/whiteblade99/Item_BehemothsHeart.jpg
By the point when Jeraziah can farm this carries have gained tremendous power and this helps him stay alive a lot longer.
Daemonic Breastplate
http://i153.photobucket.com/albums/s210/whiteblade99/Item_DaemonicBreastplate.jpg
Gives armor to allies and rips it from enemies. Much better then Shieldbreaker.
Frostfield Plate
http://i153.photobucket.com/albums/s210/whiteblade99/Item_FrostfieldPlate.jpg
Slows down right clicking heroes and makes runners move at a crawl when the item is activated.
Sheepstick
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Morph.jpg
Great disable that helps if the team is thin on them.
Stormspirit
A weak Sheepstick and if rough on farm does the trick nicely for a pseudo-disabler to help chase people down or take them out of the fight for 2.5 seconds.
Situational items
Nullstone
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Protect.jpg
Heavy disable team getting you down? This is an expensive venture but can sometimes make the difference between getting Sol's Blessing off and being focused down. Be warned of the 20 second cooldown though.
Barbed Armor
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Excruciator.jpg
Keeps heat off Jeraziah's back since he will be the first one focused by any half-decent team. Another good use is making quick work of Engineers Turret or people not paying attention.
Hellflower
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Silence.jpg
An extra silence never hurts especially since it gives a lot of nice mana regeneration and extra damage at the end of the silence.
Puzzlebox
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Summon.jpg
Reveals stealthed units and makes anti-warding a breeze.
Barrier Idol
http://i153.photobucket.com/albums/s210/whiteblade99/Item_BarrierIdol.jpg
Heavy area of effect teams are a pain since charm only hits one person. Grab a Barrier Idol to counteract some of the damage.
Bound Eye
http://i153.photobucket.com/albums/s210/whiteblade99/Item_BoundEye.jpg
Makes stealthed units cry and keeps the heat off of casters.
Post-Haste
http://i153.photobucket.com/albums/s210/whiteblade99/Item_PostHaste.jpg
Helps pushing lanes in late game and get a little bit of extra farm.
How to play:
Choosing a lane:
Jeraziah takes either side lane and preferably with a carry that needs babysitting. A solo lane is a bad idea since Jeraziah is melee and has no offensive abilities outside of a low damage-long cooldown nuke/heal.
Babysitting: Play defensively and only go for denies or last hits on enemy creeps the carry cannot get to. A loggers hatcher is recommended for this since the damage goes through the roof and makes last-hitting or denying beyond easy.
Harassment is needed from time to time to keep enemy melee away from the creeps and underfarmed. The ranged carry with Jeraziah should be taking the last hits and harassing when possible. Together it makes for a very tough lane due to how hard Jeraziah is to take down.
Pushing towers:
If playing offensively (which a Jeraziah should unless facing a tough lane) the lane should be pushed at a later level to beyond the tower. Use the advantage and start taking swings at the tower when it is focused on an enemy creep. How the tower AI works is when it kills the creep being focused it looks for the nearest target that is hostile so just back a little when it kills one and targets a new creep. Doing this enough times will whittle away towers quickly.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0050.jpg
In the first picture Jeraziah is swinging on the tower doing damage to it slowly.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0051.jpg
In the second picture the creep that the tower is targeting is nearly dead so Jeraziah backs.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0052.jpg
In the third picture a new creep is being targeted to Jeraziah is safe to whack the tower a couple of times before backing again.
Be careful not to push the lane too early however. Doing so will give the enemy a vantage point in the woods or the tower if not strong enough to kill it.
Ganking:
Jeraziah should never gank alone (I only did in the picture for the sake of showing it). Jungle ganking with a teammate makes it very hard for their hard carries to farm up. Try to use wards in common spots in the jungle for easy ganks. That last point is the most important.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0055.jpg
To illustrate this first picture has a Maliken getting ready to farm neutrals but the ward spots him so Jeraziah moves in.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0059.jpg
In this second picture Jeraziah has caught Maliken successfully and slowed him so that running is impossible (ignore the Blink as this assumes the ally will stun them).
Team Fights:
The point of the game has come where towers are being pushed and clashes are starting. Jeraziah has 4 roles in a battle.
1)Make sure the most important person has Protective Charm on them.
2)Keep allies topped off with Inner Light and Astrolabe as good as possible.
3)Apply the slow to anyone low trying to back.
4)Hit Sol's Blessing at the right moment.
Jeraziahs ultimate is enough to warrant its own point. An ally cannot be beaten down by physical damage with this little guy active.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0062.jpg
In the picture here Jeraziah entered a small scale teamfight where Kraken is really getting beat down. To counteract this he activates Sol's Blessing to save Kraken followed by an Inner Light which saves his life.
Written for 1.6.2
Jeraziah
http://i153.photobucket.com/albums/s210/whiteblade99/jeraziah.jpg
Lore
King Jeraziah, the hope of humanity and one of the two leaders of the new Legion, is not just a mighty warrior but also the chosen of Sol himself. Charged with divine fervor and favor, he rallies his men and wreaks havoc among the daemons. The light that shines forth from him leads all toward victory, and represents the dawning of a new day, one without cloud or shadow.
Introduction
Jeraziah is a hero most know and THE banned hero in every match for a reason. No better support can be found in the game and gives unprecedented pushing power, babysitting ranged carries, chasing down enemies, and making heavy nukers like Pyromancer useless.
Pros:
Game-changing ultimate.
Heal that doubles as a true damage nuke.
Makes a unit immune to magic effects with a permanent uptime at max level.
Permanent slow with maxed passive.
Good animation.
A tank that is nearly impossible to focus down unless jumped by far superior forces.
Not dependent on items at all.
Pusher like no other.
Cons:
Melee support makes babysitting a lot harder compared to someone like Demented.
Hard on mana early.
Won't rack up kills compared to others.
Nullfire blade makes him lose quite a bit of effectiveness.
When silenced is pretty much forced to only auto-attack.
Skills
http://i153.photobucket.com/albums/s210/whiteblade99/ability1_128-1.jpg
Inner Light
Range: 400
Radius: 250
Cast Time: 1.5 Seconds
Mana Cost: 100 / 120 / 140 / 160
Cooldown: 12.0 Seconds
http://i153.photobucket.com/albums/s210/whiteblade99/shot0033.jpg
Jeraziah unleashes a nearby allied unit's Inner Light, healing them. Nearby enemies are seared by the power of the Light, causing them to take damage.
Jeraziah's standard heal and nuke. 1.5 second cast time stops it from being useful as a nuke all the time but the heal always helps.
http://i153.photobucket.com/albums/s210/whiteblade99/ability2_128-1.jpg
Protective Charm
Range: 500
Cast Time: 1.5 Seconds
Mana Cost: 60 / 70 / 80 / 90
Cooldown: 20.0 Seconds
http://i153.photobucket.com/albums/s210/whiteblade99/shot0036.jpg
Jeraziah blesses an allied unit with protective charm that grants immunity to Magic and removing all debuffs.
This has so many uses it is beyond belief. Primary uses are obviously the magic immunity and allowing channeling heroes safety to Ultimate with general ease or a carry to tear it up. Secondary uses are removing debuffs from Jeraziah or allies. If the enemy team is packing heavy nukers don't be afraid to apply this upon seeing them or even rushing it to max level before Righteous Strike (more on skill builds later). Just be warned that Electricians ultimate and Nullfire Blade will dispel this skill.
http://i153.photobucket.com/albums/s210/whiteblade99/ability3_128-1.jpg
Righteous Strike
Applies 8/16/24/32 bonus Physical damage to next attack, and causes that attack to deal 50% Splash damage in a radius of 225, applying Righteous Strike to enemies for 5 seconds.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0039.jpg
A righteous anger builds up in Jeraziah, allowing him to perform a Righteous Strike when attacking, dealing increased damage which splashes to nearby enemies and slows their movement speed briefly. Can only occur once every few seconds.
Slows an enemy and turns Jeraziah into a hero that can chase down enemies or make someone low health into an easy target. Only issue is Jeraziah needs to be in melee range but the upside is at max level the skill lasts for 5 seconds with a 5 second cooldown which means it can be kept up throughout the entire chase.
http://i153.photobucket.com/albums/s210/whiteblade99/ability4_128-1.jpg
Sol's Blessing
Radius: 600
Cast Time: 1.0 Seconds
Mana Cost: 125 / 175 / 250
Cooldown: 150.0 Seconds
Applies Sol's Blessing to targets in radius for 5 / 6 / 7 seconds.
Sol's Blessing Effects
25 Health Regeneration
1,000 Armor
http://i153.photobucket.com/albums/s210/whiteblade99/shot0037.jpg
Jeraziah calls upon the power of Sol to protect himself and his comrades. Sol blesses Jeraziah and his nearby allies, causing them to take almost no Physical damage and receive high Health regeneration for a brief time.
This is why Jeraziah is banned. 7 seconds at max level of near physical immunity and massive health regeneration can turn the tide of any battle when hit at the right time. Combined with Protective Charm the target (usually a carry) has 7 seconds of complete god-mode which will make quick-work of anyone nearby. Can be dispelled so be careful of targets.
Skill Build
1.Inner Light
2.Righteous Strike/Protective Charm
3.Inner Light
4.Protective Charm/Righteous Strike
5.Inner Light
6.Sol's Blessing
7.Inner Light
8.Righteous Strike/Protective Charm
9.Righteous Strike/Protective Charm
10.Righteous Strike/Protective Charm
11.Sol's Blessing
12.Protective Charm/Righteous Strike
13.Protective Charm/Righteous Strike
14.Protective Charm/Righteous Strike
15.Stats
16.Sol's Blessing
Build 1:Righteous Strike is taken over Protective Charm (a level is still taken early but not maxed) for chasing in the lane and making sure targets in early ganks do not get away since magic damage doesn't reach its peak until mid-game it is safe to only grab a single level of Protective Charm and max it last. I don't normally use this build but it does wonders in an offensive lane.
Build 2:Protective Charm is maxed before Righteous Strike to stop the magic damage from heavy nukers that are bound to be plaguing the game. Defensive lanes or intelligence heavy teams are the reason for picking this build.
Item Build
The most controversial part of any guide. Jeraziah only has a single build that works well with him. Only part that deviates is the order of building and the luxury items.
http://i153.photobucket.com/albums/s210/whiteblade99/jerry1.jpg
Start out with a Guardian Ring, Monkey, Two mana potions, and Two Minor Tokens.
http://i153.photobucket.com/albums/s210/whiteblade99/jerry2.jpg
The end of the laning phase should yield a Ring of Sorcery, Power Supply and Marchers. Buy the mana battery in lane and have the monkey bring the recipes, Marchers, and Pickled Brain.
http://i153.photobucket.com/albums/s210/whiteblade99/jerry3.jpg
Start working towards Nome's.
http://i153.photobucket.com/albums/s210/whiteblade99/jerry5.jpg
Once Nome's is finished assemble Astrolabe given the chance.
http://i153.photobucket.com/albums/s210/whiteblade99/jerry5.jpg
Final item is Plated Greaves.
Reasoning for item build order: Jeraziah hurts for mana early and is useless if out of mana. To counteract this Ring of Sorcery and Nome's are taken to solve all the mana problems. After the mana problems are out of the way Astrolabe is taken as it gives a good stat boost and does a great heal when coupled with Inner Light or chained with Sol's Blessing. Plated Greaves is finished last as the other items are more important and the extra movespeed and stats do not help nearly as much as the other items. Grab Plated Greaves as the first item (after Ring) if you feel the farm is good enough to get them and Nome's at a reasonable time.
Items to Always Have
Winged Courier
http://i153.photobucket.com/albums/s210/whiteblade99/Item_WingedFamiliar.jpg
Brings items very quickly and cuts down trips to fountain.
Wards
http://i153.photobucket.com/albums/s210/whiteblade99/Item_FlamingEye.jpg
Any support needs to carry these.
TP
http://i153.photobucket.com/albums/s210/whiteblade99/Item_HomecomingStone.jpg
If Jeraziah isn't in teamfights then he can't be any good now can he? Keep one of these in inventory whenever possible.
Items to Avoid
Bottle
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Bottle.jpg
No reason to carry this as rune-whoring isn't what a support like Jeraziah should be focusing on.
Helm of the Black Legion
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Shield2.jpg
Jeraziah is a tank already, he does NOT need this item. His item build focuses on supporting the team, not making him more sturdy.
Runed Axe
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Splash.jpg
Why would a support with cleave get this?
Codex
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Nuke.jpg
Killstealing is already bad but this item makes me want to initiate a vote-kick on whoever buys it.
Doom Bringer
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Damage9.jpg
250 damage doesn't help a support that is only doing subpar damage to slow and not kill.
Shieldbreaker
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Pierce.jpg
The modifier doesn't stack with some of the other luxury items and is useless outside of melee heavy teams, which the carries should be buying this anyways.
Luxury
Icebrand
I'm going to get a few odd looks for this one. Stacking slows makes a target move at a crawl and almost never escape ganks. Not recommended in a serious game but great in pubs.
Behemoths Heart
http://i153.photobucket.com/albums/s210/whiteblade99/Item_BehemothsHeart.jpg
By the point when Jeraziah can farm this carries have gained tremendous power and this helps him stay alive a lot longer.
Daemonic Breastplate
http://i153.photobucket.com/albums/s210/whiteblade99/Item_DaemonicBreastplate.jpg
Gives armor to allies and rips it from enemies. Much better then Shieldbreaker.
Frostfield Plate
http://i153.photobucket.com/albums/s210/whiteblade99/Item_FrostfieldPlate.jpg
Slows down right clicking heroes and makes runners move at a crawl when the item is activated.
Sheepstick
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Morph.jpg
Great disable that helps if the team is thin on them.
Stormspirit
A weak Sheepstick and if rough on farm does the trick nicely for a pseudo-disabler to help chase people down or take them out of the fight for 2.5 seconds.
Situational items
Nullstone
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Protect.jpg
Heavy disable team getting you down? This is an expensive venture but can sometimes make the difference between getting Sol's Blessing off and being focused down. Be warned of the 20 second cooldown though.
Barbed Armor
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Excruciator.jpg
Keeps heat off Jeraziah's back since he will be the first one focused by any half-decent team. Another good use is making quick work of Engineers Turret or people not paying attention.
Hellflower
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Silence.jpg
An extra silence never hurts especially since it gives a lot of nice mana regeneration and extra damage at the end of the silence.
Puzzlebox
http://i153.photobucket.com/albums/s210/whiteblade99/Item_Summon.jpg
Reveals stealthed units and makes anti-warding a breeze.
Barrier Idol
http://i153.photobucket.com/albums/s210/whiteblade99/Item_BarrierIdol.jpg
Heavy area of effect teams are a pain since charm only hits one person. Grab a Barrier Idol to counteract some of the damage.
Bound Eye
http://i153.photobucket.com/albums/s210/whiteblade99/Item_BoundEye.jpg
Makes stealthed units cry and keeps the heat off of casters.
Post-Haste
http://i153.photobucket.com/albums/s210/whiteblade99/Item_PostHaste.jpg
Helps pushing lanes in late game and get a little bit of extra farm.
How to play:
Choosing a lane:
Jeraziah takes either side lane and preferably with a carry that needs babysitting. A solo lane is a bad idea since Jeraziah is melee and has no offensive abilities outside of a low damage-long cooldown nuke/heal.
Babysitting: Play defensively and only go for denies or last hits on enemy creeps the carry cannot get to. A loggers hatcher is recommended for this since the damage goes through the roof and makes last-hitting or denying beyond easy.
Harassment is needed from time to time to keep enemy melee away from the creeps and underfarmed. The ranged carry with Jeraziah should be taking the last hits and harassing when possible. Together it makes for a very tough lane due to how hard Jeraziah is to take down.
Pushing towers:
If playing offensively (which a Jeraziah should unless facing a tough lane) the lane should be pushed at a later level to beyond the tower. Use the advantage and start taking swings at the tower when it is focused on an enemy creep. How the tower AI works is when it kills the creep being focused it looks for the nearest target that is hostile so just back a little when it kills one and targets a new creep. Doing this enough times will whittle away towers quickly.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0050.jpg
In the first picture Jeraziah is swinging on the tower doing damage to it slowly.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0051.jpg
In the second picture the creep that the tower is targeting is nearly dead so Jeraziah backs.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0052.jpg
In the third picture a new creep is being targeted to Jeraziah is safe to whack the tower a couple of times before backing again.
Be careful not to push the lane too early however. Doing so will give the enemy a vantage point in the woods or the tower if not strong enough to kill it.
Ganking:
Jeraziah should never gank alone (I only did in the picture for the sake of showing it). Jungle ganking with a teammate makes it very hard for their hard carries to farm up. Try to use wards in common spots in the jungle for easy ganks. That last point is the most important.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0055.jpg
To illustrate this first picture has a Maliken getting ready to farm neutrals but the ward spots him so Jeraziah moves in.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0059.jpg
In this second picture Jeraziah has caught Maliken successfully and slowed him so that running is impossible (ignore the Blink as this assumes the ally will stun them).
Team Fights:
The point of the game has come where towers are being pushed and clashes are starting. Jeraziah has 4 roles in a battle.
1)Make sure the most important person has Protective Charm on them.
2)Keep allies topped off with Inner Light and Astrolabe as good as possible.
3)Apply the slow to anyone low trying to back.
4)Hit Sol's Blessing at the right moment.
Jeraziahs ultimate is enough to warrant its own point. An ally cannot be beaten down by physical damage with this little guy active.
http://i153.photobucket.com/albums/s210/whiteblade99/shot0062.jpg
In the picture here Jeraziah entered a small scale teamfight where Kraken is really getting beat down. To counteract this he activates Sol's Blessing to save Kraken followed by an Inner Light which saves his life.