Marylinn
01-19-2010, 05:51 AM
Accursed | Abaddon, Lord of Avernus
http://img521.imageshack.us/img521/9974/accursed.jpg
Contents |
Guide information and changelog
Background story and history
Stats
Pros and cons
Character skills
Skill builds
Skill synergies
Item synopsis
Team synergy
Demonstrational screenshots
Replays
Credits
Information and changelog |
A few nights ago, I became interested in seeing how other people had played Accursed. Being curious, I waltzed over to the Premium Guides section of this forum and noticed the out-of-date Accursed guide. I shrugged, and went to the normal strategy section, where there was another guide that I felt was not very well laid out, as well as just not informational enough for my liking. And, honestly, there was just a general shortage of guides on this amazing hero.
I took these into consideration and decided I would write my own.
Changelog:
v1.00 [Accurate for patch 1.65] Thursday, January 21st, 2010. Completed and posted.
Hero Information |
Many have speculated as to what great, damned warrior now lives in torment within the burning armor that marches alongside the Hellbourne army. The Accursed, as he is known, screams in agony as he bring fiery devastation to his foes, but his actions seem driven more by a desire to find oblivion than by malice.
As a direct port of Abaddon, Lord of Avernus, there is not much in this guide that will surprise an experienced DoTA player. Even if you didn't play Abaddon yourself, you became acquainted with his skillset very quickly from being on the wrong end of it.
Stats |
http://img39.imageshack.us/img39/5338/shot0015tgp.jpg
As you can gather from his base stat growth, he eventually amasses a rather huge health pool. This is most likely due to the fact that one of his spells comes at the cost of some of his own health.
His intelligence gain is also above average for a strength hero. It's even better than Jeraziah's, who is often compared to Accursed due to him being another strength support. This does not mean Accursed will not have mana issues, however it is much less taxing than Jeraziah's in my experiences.
Pros and cons |
Accursed is not the perfect hero for every game. On the contrary, his two roles are very clearly defined, and so if both of his roles are already being filled by other members of the team, he is a weak pick.
Pros:
Very durable hero, friendly to players who are still learning the support role.
Alongside of Jeraziah, could be considered one of the best support heroes in the game.
Has strong skill synergy.
Is not terribly item dependent.
Is very good at giving carries HELL in early game, making their late game less potent.
A very short cooldown ultimate that can be used to dive or tank towers very reliably.
Sear buff makes him and his team extra mobile, which can sometimes make the difference in killing fleeing enemy heroes.
Cons:
Cauterize does not scale well into late game.
Very reliant on your team.
Takes some practice to learn to fill both a support and a tank role.
Has a pretty slow farming pace. Though he is not item dependent, he does go through consumables at a pretty steady pace.
Though he is a support healer, his effective healing does not compare to Jeraziah, Nymphora, or Demented Shaman. It is arguably better than Soul Reaper's, but barely.
Skills |
__________________________________________________
Cauterize [Q]
http://honwiki.net/w/images/thumb/7/7f/Accursedskill1.gif/96px-Accursedskill1.gif
At the cost of some of his own Health, Accursed bursts the air around a target, dealing damage to them if they are an enemy or healing them if they are an ally.
"It's a love hate kinda thing."
Ability type: Activate
Type: Magic
Target: All other units
Range: 750
Mana cost: 75 (All ranks)
Cooldown: 6 seconds (All ranks)
Deals 100/150/200/250 Magic damage to enemy units or heals allied units for 100/150/200/250 Health. Deals 50/75/100/125 Magic damage to self.
This very important skill is your biggest contribution to team fights in early to mid game. This skill's heal does not scale into late game very well, due to how much carry heroes scale when farmed. Even so, if you are playing heavily into the support role, by late game you should be using this every six seconds, either to damage an enemy or keep an ally alive.
__________________________________________________
Fire Shield [W]
http://honwiki.net/w/images/thumb/3/32/Accursedskill2.gif/96px-Accursedskill2.gif
Accursed covers a friendly unit in a shield of flames protecting them from damage and removing harmful effects. If the shield is damaged to its breaking point, it will explode, dealing Magical damage to nearby enemies equal to that of the damage absorbed.
"Here wear this!"
Ability type: Activate
Type: Magic
Target: Allied units, self
Range: 400
Mana cost: 100/105/110/115
Cooldown: 18/15/12/9 seconds
110/140/170/200 damage shield. Once full amount is absorbed, damages enemies in 700 radius for 110/140/170/200 Magic damage.
Removes most remarkable debuffs that are not stuns. It specifically counters opponents like Slither, Arachna, Puppet Master, Blacksmith, Armadon, Pestilence, Forsaken Archer and the like, who have fight-determining binds, DoTs and debuffs.
This is also a potent harassment skill in early game. It can be cast on creeps to harass enemies with the explosion from behind towers, as the area effect of the explosion is very large. Additionally, having 110 effective health in early game allows you to tower dive for kills on a regular basis. This will be spoken about in more detail later in this guide.
This is really what I would consider to be the defining skill of Accursed. Preventing otherwise lethal damage can be tide turning in a lot of occasions, and removing crucial debuffs like binds and poisons at the same time.
__________________________________________________
Sear [E]
http://honwiki.net/w/images/thumb/3/38/Accursedskill3.gif/96px-Accursedskill3.gif
Causes Accursed's attacks to sear his target, slowing their movement speed. Any ally that attacks the affected unit will be buffed with increased attack speed and movement speed.
"I'm melting!"
Action: Passive
Target: Enemy unit
Application: On attack
Debuff duration: 2 seconds (All ranks)
Buff duration: 4.5 seconds (All ranks)
Applies Sear to enemy target, slowing their movement speed by 5/10/15/20% and granting Burning Strikes to allied units that attack the unit, granting 10/20/30/40 attack speed and 10% extra movement speed.
This skill is an amazing early game utility that can be most clearly defined by it's ability to guarantee that an enemy cannot outrun you or your lane partner. This is a very reliable first blood skill, as long as your pane partner plays it smart and turns on the enemy at the same time you do. In later game, the buff it provides to carries (plus the movement slow) is a rather large deal, so being sure you're auto attacking the primary kill target is very important.
__________________________________________________
Flame Consumption (Burning Consumption) [R]
http://honwiki.net/w/images/thumb/6/65/Accursedskill4.gif/96px-Accursedskill4.gif
Accursed summons a powerful fire tornado around himself which, when fueled with damage, causes him to regain his life. When not in cooldown, this ability automatically activates when The Accursed drops below 400 Health.
"Give me fuel, give me fire, give me that which I desire!"
Ability type: Activate, Passive
Type: Physical (Yes, physical.)
Target: Self
Range: N/A
Mana cost: N/A
Cooldown: 60 seconds (All ranks)
Flame Consumption: Removes debuffs and converts 100% of damage taken to health for 3/4/5 seconds. Automatically activates when The Accursed falls below 400 health.
Burning Consumption: Removes debuffs and converts 100% of damage taken to health for 5/6/7 seconds. Automatically activates when The Accursed falls below 400 health.
This is a very important skill, and is the skill that allows you to tank. It allows you to play more recklessly, and tank or dive towers every minute if you so choose, which can often determine the difference in clean pushes and ganks.
In teamfights, Accursed will generally be ignored completely because of this skill, so use that to your advantage to keep your team alive and supported and let this skill go off on its own in these situations. However, there are occasions where teams try to nuke you before this skill can go off. (Pyromancer, Witch Slayer and Legionnaire are notorious for this.) When facing these opponents, you need to be more weary of your own health, and occasionally you will want to activate this ability on your own, in hopes that those heavy nukers blow their 500+ damage nukes into your health pool. This takes practice, but is VERY disorienting for the heroes that this counters, and in the case of Pyromancer, removes a good portion of his contribution to team fights.
Disclaimer: I listed Burning Consumption's effects, however I do not ever condone getting Staff of the Master on Accursed, ever.
Skill builds |
There is no set way in which to level Accursed's skills. This will vary depending on the lineup in which you're up against. Although there are two very common approaches to Accursed in the lane phase that I will talk about here. Keep in mind that the below are just suggestions, and I encourage you to adapt your skill build to the pace of each game you play. Underlined so people can appreciate this.
Babysitter:
1-2. Can very between Fire Shield and Sear. However, this is up to you and is situational.
3. Cauterize
4. Fire Shield
5. Cauterize
6. Flame Consumption
7. Fire Shield
8. Fire Shield
9. Cauterize
10. Flame Consumption
11. Cauterize
12. Sear
13. Sear
14. Sear
15. Attribute bonus
16. Flame Consumption
A babysitter build, usually laned with a carry. The basic idea behind it is that you spam Fire Shield on creeps in order to push enemy heroes off of creeps, effectively preventing them from farming. Use your own discretion to improvise on this build.
I like to get a level in Sear early in case my lane partner and I can use the slow effect to turn a gank around on the enemy, but it's just a personal preference. Many have argued that it's a stupid idea, but that's not changing the success I've had with it in the past, so I have continued to do it.
Blood thirsty tower diver:
1. Sear
2. Fire Shield
3. Cauterize
4. Fire Shield
5. Cauterize
6. Flame Consumption
7. Cauterize
8. Fire Shield
9. Cauterize
10. Sear
11. Flame Consumption
12. Fire Shield
13. Sear
14. Sear
15. Attribute bonus
16. Flame Consumption
This build focuses on not only harassing enemies out of your lane, but rushing them from the very start and relying on tower dives with Sear on in order to kill off opponents very early in the game. Though I have never personally been a fan, I have seen people pull this approach off to rather large amounts of success. It takes practice and good timing in order to know when to rush the enemy, as well as to know when to abort the tower dive and bail into the jungle, but once you get good at it, you can often assure first blood for your team.
Most people who do this build will generally start off the game with a pair of Marchers and some Runes of Blight, and use the fact that they can easily outrun anybody to assure themselves and their lane partner early kills. I have even seen this done with Accursed as a solo mid, which was a really impressive sight.
Keep in mind that this will become more and more difficult to do as levels progress against certain heroes (Anybody with a stun or bind.) so it really relies on working within the first 5 minutes of the game. Think of this skill build as changing your role from straight support to early-early game ganker.
If anybody has any suggestions regarding skill builds, please leave a post here. If you do so, I would appreciate a brief synopsis as to why you skill the way you do so that I can try it out myself and see if I want to add it to the guide.
Synergies |
Accursed is a hero full of tricky skill synergies. These synergies are very forgiving, however, so they are by no means set in stone. These are mostly being listed as a loose guideline.
http://honwiki.net/w/images/thumb/3/32/Accursedskill2.gif/96px-Accursedskill2.gifhttp://honwiki.net/w/images/thumb/7/7f/Accursedskill1.gif/96px-Accursedskill1.gif
This combination is good for a few different reasons. The most obvious one being that your Cauterize does not cost you health, as the shield will absorb the damage.
There is also another technique that I don't see used very often, but is also very slick. When chasing a fleeing hero that has low health, if you already had Fire Shield on yourself beforehand (not uncommon) if the enemy tries to juke you, you can cast Cauterize on a nearby creep or ally in hopes of dispelling Fire Shield and causing an explosion, which has a very wide range and goes through fog of war. A lot of the time, if the enemy is still attempting to juke, the explosion will catch them unaware and kill them.
This method of detonating Flame Shield is also good for upping your teamfight presence when trying to fill the tank/semi-carry role.
http://honwiki.net/w/images/thumb/3/32/Accursedskill2.gif/96px-Accursedskill2.gifhttp://honwiki.net/w/images/thumb/3/38/Accursedskill3.gif/96px-Accursedskill3.gif
Though I used the Sear icon, this synergy refers to auto attacking your own creeps. Casting Fire Shield on your own creeps that are within deny range, then auto attacking them allows you to force Fire Shield to explode, causing damage to nearby creeps and heroes alike. This is very effective in forcing most heroes, ranged and melee alike off of creep waves, as the area of Fire Shield's damage is very large. With a 700 radius on the explosion, you are guaranteed to hit any hero within attack range, as the longest attack range in the game currently is 600. This also sets you up for early game bloodlusts, as you can slowly chisel away at enemy health this way, then make your tower dive when they're at low health.
This synergy is what makes Accursed stronger in early game than Jeraziah. The harassment of this synergy is less potent, but more easily controlled than Jeraziah's Inner Light, as well as being more spammable.
http://honwiki.net/w/images/thumb/6/65/Accursedskill4.gif/96px-Accursedskill4.gifhttp://honwiki.net/w/images/thumb/7/7f/Accursedskill1.gif/96px-Accursedskill1.gif
I always thought this went without explaining, but if I don't list it, some idiot will more than likely post replies calling me a noob for not listing it. (Because the "it goes without saying" route just doesn't work on the internet.)
When you have Flame Consumption active, the damage that you would normally deal to yourself when you cast Cauterize will instead heal you. You can occasionally use this to your advantage in teamfights, since you do not have a way to cast a heal on yourself outside of items, however it is not game breaking by any means in my own opinion. Icing on the cake, I'd say. I can't honestly think of a time this has saved my life, but it's worth mentioning anyway.
http://honwiki.net/w/images/thumb/7/7f/Accursedskill1.gif/96px-Accursedskill1.gif
Alone, you can use Cauterize to deny your own death. This takes practice, but the basic idea behind this is that you kill yourself with the damage from Cauterize in order to prevent an enemy hero from last hitting you while you flee from them. This denies them gold and experience, both of which are a pretty big deal. It does still cost you gold as does any death, however.
This is probably the most advanced technique involved in playing Accursed, as there are so many variables involved that are out of your control. However, once you get good at this and can do it on a reliable basis, you will actually be able to tell the difference in enemy heroes when they can't get kills.
http://img521.imageshack.us/img521/9974/accursed.jpg
Contents |
Guide information and changelog
Background story and history
Stats
Pros and cons
Character skills
Skill builds
Skill synergies
Item synopsis
Team synergy
Demonstrational screenshots
Replays
Credits
Information and changelog |
A few nights ago, I became interested in seeing how other people had played Accursed. Being curious, I waltzed over to the Premium Guides section of this forum and noticed the out-of-date Accursed guide. I shrugged, and went to the normal strategy section, where there was another guide that I felt was not very well laid out, as well as just not informational enough for my liking. And, honestly, there was just a general shortage of guides on this amazing hero.
I took these into consideration and decided I would write my own.
Changelog:
v1.00 [Accurate for patch 1.65] Thursday, January 21st, 2010. Completed and posted.
Hero Information |
Many have speculated as to what great, damned warrior now lives in torment within the burning armor that marches alongside the Hellbourne army. The Accursed, as he is known, screams in agony as he bring fiery devastation to his foes, but his actions seem driven more by a desire to find oblivion than by malice.
As a direct port of Abaddon, Lord of Avernus, there is not much in this guide that will surprise an experienced DoTA player. Even if you didn't play Abaddon yourself, you became acquainted with his skillset very quickly from being on the wrong end of it.
Stats |
http://img39.imageshack.us/img39/5338/shot0015tgp.jpg
As you can gather from his base stat growth, he eventually amasses a rather huge health pool. This is most likely due to the fact that one of his spells comes at the cost of some of his own health.
His intelligence gain is also above average for a strength hero. It's even better than Jeraziah's, who is often compared to Accursed due to him being another strength support. This does not mean Accursed will not have mana issues, however it is much less taxing than Jeraziah's in my experiences.
Pros and cons |
Accursed is not the perfect hero for every game. On the contrary, his two roles are very clearly defined, and so if both of his roles are already being filled by other members of the team, he is a weak pick.
Pros:
Very durable hero, friendly to players who are still learning the support role.
Alongside of Jeraziah, could be considered one of the best support heroes in the game.
Has strong skill synergy.
Is not terribly item dependent.
Is very good at giving carries HELL in early game, making their late game less potent.
A very short cooldown ultimate that can be used to dive or tank towers very reliably.
Sear buff makes him and his team extra mobile, which can sometimes make the difference in killing fleeing enemy heroes.
Cons:
Cauterize does not scale well into late game.
Very reliant on your team.
Takes some practice to learn to fill both a support and a tank role.
Has a pretty slow farming pace. Though he is not item dependent, he does go through consumables at a pretty steady pace.
Though he is a support healer, his effective healing does not compare to Jeraziah, Nymphora, or Demented Shaman. It is arguably better than Soul Reaper's, but barely.
Skills |
__________________________________________________
Cauterize [Q]
http://honwiki.net/w/images/thumb/7/7f/Accursedskill1.gif/96px-Accursedskill1.gif
At the cost of some of his own Health, Accursed bursts the air around a target, dealing damage to them if they are an enemy or healing them if they are an ally.
"It's a love hate kinda thing."
Ability type: Activate
Type: Magic
Target: All other units
Range: 750
Mana cost: 75 (All ranks)
Cooldown: 6 seconds (All ranks)
Deals 100/150/200/250 Magic damage to enemy units or heals allied units for 100/150/200/250 Health. Deals 50/75/100/125 Magic damage to self.
This very important skill is your biggest contribution to team fights in early to mid game. This skill's heal does not scale into late game very well, due to how much carry heroes scale when farmed. Even so, if you are playing heavily into the support role, by late game you should be using this every six seconds, either to damage an enemy or keep an ally alive.
__________________________________________________
Fire Shield [W]
http://honwiki.net/w/images/thumb/3/32/Accursedskill2.gif/96px-Accursedskill2.gif
Accursed covers a friendly unit in a shield of flames protecting them from damage and removing harmful effects. If the shield is damaged to its breaking point, it will explode, dealing Magical damage to nearby enemies equal to that of the damage absorbed.
"Here wear this!"
Ability type: Activate
Type: Magic
Target: Allied units, self
Range: 400
Mana cost: 100/105/110/115
Cooldown: 18/15/12/9 seconds
110/140/170/200 damage shield. Once full amount is absorbed, damages enemies in 700 radius for 110/140/170/200 Magic damage.
Removes most remarkable debuffs that are not stuns. It specifically counters opponents like Slither, Arachna, Puppet Master, Blacksmith, Armadon, Pestilence, Forsaken Archer and the like, who have fight-determining binds, DoTs and debuffs.
This is also a potent harassment skill in early game. It can be cast on creeps to harass enemies with the explosion from behind towers, as the area effect of the explosion is very large. Additionally, having 110 effective health in early game allows you to tower dive for kills on a regular basis. This will be spoken about in more detail later in this guide.
This is really what I would consider to be the defining skill of Accursed. Preventing otherwise lethal damage can be tide turning in a lot of occasions, and removing crucial debuffs like binds and poisons at the same time.
__________________________________________________
Sear [E]
http://honwiki.net/w/images/thumb/3/38/Accursedskill3.gif/96px-Accursedskill3.gif
Causes Accursed's attacks to sear his target, slowing their movement speed. Any ally that attacks the affected unit will be buffed with increased attack speed and movement speed.
"I'm melting!"
Action: Passive
Target: Enemy unit
Application: On attack
Debuff duration: 2 seconds (All ranks)
Buff duration: 4.5 seconds (All ranks)
Applies Sear to enemy target, slowing their movement speed by 5/10/15/20% and granting Burning Strikes to allied units that attack the unit, granting 10/20/30/40 attack speed and 10% extra movement speed.
This skill is an amazing early game utility that can be most clearly defined by it's ability to guarantee that an enemy cannot outrun you or your lane partner. This is a very reliable first blood skill, as long as your pane partner plays it smart and turns on the enemy at the same time you do. In later game, the buff it provides to carries (plus the movement slow) is a rather large deal, so being sure you're auto attacking the primary kill target is very important.
__________________________________________________
Flame Consumption (Burning Consumption) [R]
http://honwiki.net/w/images/thumb/6/65/Accursedskill4.gif/96px-Accursedskill4.gif
Accursed summons a powerful fire tornado around himself which, when fueled with damage, causes him to regain his life. When not in cooldown, this ability automatically activates when The Accursed drops below 400 Health.
"Give me fuel, give me fire, give me that which I desire!"
Ability type: Activate, Passive
Type: Physical (Yes, physical.)
Target: Self
Range: N/A
Mana cost: N/A
Cooldown: 60 seconds (All ranks)
Flame Consumption: Removes debuffs and converts 100% of damage taken to health for 3/4/5 seconds. Automatically activates when The Accursed falls below 400 health.
Burning Consumption: Removes debuffs and converts 100% of damage taken to health for 5/6/7 seconds. Automatically activates when The Accursed falls below 400 health.
This is a very important skill, and is the skill that allows you to tank. It allows you to play more recklessly, and tank or dive towers every minute if you so choose, which can often determine the difference in clean pushes and ganks.
In teamfights, Accursed will generally be ignored completely because of this skill, so use that to your advantage to keep your team alive and supported and let this skill go off on its own in these situations. However, there are occasions where teams try to nuke you before this skill can go off. (Pyromancer, Witch Slayer and Legionnaire are notorious for this.) When facing these opponents, you need to be more weary of your own health, and occasionally you will want to activate this ability on your own, in hopes that those heavy nukers blow their 500+ damage nukes into your health pool. This takes practice, but is VERY disorienting for the heroes that this counters, and in the case of Pyromancer, removes a good portion of his contribution to team fights.
Disclaimer: I listed Burning Consumption's effects, however I do not ever condone getting Staff of the Master on Accursed, ever.
Skill builds |
There is no set way in which to level Accursed's skills. This will vary depending on the lineup in which you're up against. Although there are two very common approaches to Accursed in the lane phase that I will talk about here. Keep in mind that the below are just suggestions, and I encourage you to adapt your skill build to the pace of each game you play. Underlined so people can appreciate this.
Babysitter:
1-2. Can very between Fire Shield and Sear. However, this is up to you and is situational.
3. Cauterize
4. Fire Shield
5. Cauterize
6. Flame Consumption
7. Fire Shield
8. Fire Shield
9. Cauterize
10. Flame Consumption
11. Cauterize
12. Sear
13. Sear
14. Sear
15. Attribute bonus
16. Flame Consumption
A babysitter build, usually laned with a carry. The basic idea behind it is that you spam Fire Shield on creeps in order to push enemy heroes off of creeps, effectively preventing them from farming. Use your own discretion to improvise on this build.
I like to get a level in Sear early in case my lane partner and I can use the slow effect to turn a gank around on the enemy, but it's just a personal preference. Many have argued that it's a stupid idea, but that's not changing the success I've had with it in the past, so I have continued to do it.
Blood thirsty tower diver:
1. Sear
2. Fire Shield
3. Cauterize
4. Fire Shield
5. Cauterize
6. Flame Consumption
7. Cauterize
8. Fire Shield
9. Cauterize
10. Sear
11. Flame Consumption
12. Fire Shield
13. Sear
14. Sear
15. Attribute bonus
16. Flame Consumption
This build focuses on not only harassing enemies out of your lane, but rushing them from the very start and relying on tower dives with Sear on in order to kill off opponents very early in the game. Though I have never personally been a fan, I have seen people pull this approach off to rather large amounts of success. It takes practice and good timing in order to know when to rush the enemy, as well as to know when to abort the tower dive and bail into the jungle, but once you get good at it, you can often assure first blood for your team.
Most people who do this build will generally start off the game with a pair of Marchers and some Runes of Blight, and use the fact that they can easily outrun anybody to assure themselves and their lane partner early kills. I have even seen this done with Accursed as a solo mid, which was a really impressive sight.
Keep in mind that this will become more and more difficult to do as levels progress against certain heroes (Anybody with a stun or bind.) so it really relies on working within the first 5 minutes of the game. Think of this skill build as changing your role from straight support to early-early game ganker.
If anybody has any suggestions regarding skill builds, please leave a post here. If you do so, I would appreciate a brief synopsis as to why you skill the way you do so that I can try it out myself and see if I want to add it to the guide.
Synergies |
Accursed is a hero full of tricky skill synergies. These synergies are very forgiving, however, so they are by no means set in stone. These are mostly being listed as a loose guideline.
http://honwiki.net/w/images/thumb/3/32/Accursedskill2.gif/96px-Accursedskill2.gifhttp://honwiki.net/w/images/thumb/7/7f/Accursedskill1.gif/96px-Accursedskill1.gif
This combination is good for a few different reasons. The most obvious one being that your Cauterize does not cost you health, as the shield will absorb the damage.
There is also another technique that I don't see used very often, but is also very slick. When chasing a fleeing hero that has low health, if you already had Fire Shield on yourself beforehand (not uncommon) if the enemy tries to juke you, you can cast Cauterize on a nearby creep or ally in hopes of dispelling Fire Shield and causing an explosion, which has a very wide range and goes through fog of war. A lot of the time, if the enemy is still attempting to juke, the explosion will catch them unaware and kill them.
This method of detonating Flame Shield is also good for upping your teamfight presence when trying to fill the tank/semi-carry role.
http://honwiki.net/w/images/thumb/3/32/Accursedskill2.gif/96px-Accursedskill2.gifhttp://honwiki.net/w/images/thumb/3/38/Accursedskill3.gif/96px-Accursedskill3.gif
Though I used the Sear icon, this synergy refers to auto attacking your own creeps. Casting Fire Shield on your own creeps that are within deny range, then auto attacking them allows you to force Fire Shield to explode, causing damage to nearby creeps and heroes alike. This is very effective in forcing most heroes, ranged and melee alike off of creep waves, as the area of Fire Shield's damage is very large. With a 700 radius on the explosion, you are guaranteed to hit any hero within attack range, as the longest attack range in the game currently is 600. This also sets you up for early game bloodlusts, as you can slowly chisel away at enemy health this way, then make your tower dive when they're at low health.
This synergy is what makes Accursed stronger in early game than Jeraziah. The harassment of this synergy is less potent, but more easily controlled than Jeraziah's Inner Light, as well as being more spammable.
http://honwiki.net/w/images/thumb/6/65/Accursedskill4.gif/96px-Accursedskill4.gifhttp://honwiki.net/w/images/thumb/7/7f/Accursedskill1.gif/96px-Accursedskill1.gif
I always thought this went without explaining, but if I don't list it, some idiot will more than likely post replies calling me a noob for not listing it. (Because the "it goes without saying" route just doesn't work on the internet.)
When you have Flame Consumption active, the damage that you would normally deal to yourself when you cast Cauterize will instead heal you. You can occasionally use this to your advantage in teamfights, since you do not have a way to cast a heal on yourself outside of items, however it is not game breaking by any means in my own opinion. Icing on the cake, I'd say. I can't honestly think of a time this has saved my life, but it's worth mentioning anyway.
http://honwiki.net/w/images/thumb/7/7f/Accursedskill1.gif/96px-Accursedskill1.gif
Alone, you can use Cauterize to deny your own death. This takes practice, but the basic idea behind this is that you kill yourself with the damage from Cauterize in order to prevent an enemy hero from last hitting you while you flee from them. This denies them gold and experience, both of which are a pretty big deal. It does still cost you gold as does any death, however.
This is probably the most advanced technique involved in playing Accursed, as there are so many variables involved that are out of your control. However, once you get good at this and can do it on a reliable basis, you will actually be able to tell the difference in enemy heroes when they can't get kills.