Guide prepared as of Version: 0.1.66.1
8th May 2010: Stampede 3rd charge magic immunity updated (aoe).
Fixed typo on SOTM.
7th May 2010: Tested & Confirmed Geo Illusion's Bash, Geometers added as an item.
More early game replays added.
Stampede 3rd charge magic immunity updated.
5th May 2010: First post, pictures still need fixing.
A ranger of the vast plains of Seradati, Rampage has captured in his human form the strength of the Beasts. Atop his mighty rhino Horatio, Rampage smashes through enemy lines and moves at times with unnerving speed.
Level 1 stats
Move speed 295
Attack type Melee (100)
Attack rate 0.59
Strength 23 (+2.5) Agility 17 (+1.7) Intelligence 15 (+1.8)
Dota Version Barathrum the Spiritbreaker
Few other heroes held the honor of having the lowest tier named after them. However it makes one to think, why hasn?t S2 done anything about the permanent member of the Rampage Tier, the hero which causes teamrage as much as scout? Considering the number of patches and hero revamps, and the amount of fix/change ideas posted on the forums, it indeed intrigued me to see what is going on with this hero, and that's why after playing a considerable amount of games across my smurfs, I have decided to write my take on Rampage.
Rampage points out a target to his rhino, starting a Stampede that slowly builds in speed and power until reaching the target, stunning them.
Action: Target Entity
Type: Enemy Units
Cast Time: 1.0 Seconds
Mana Cost: 120
Cooldown: 25.0 Seconds
Required Level: 1 / 3 / 5 / 7
Issues an Order to attack the targeted Unit. Applies Stampede to self, gaining 1 charge every 4 seconds. Gains Magic immunity at 3 charges.
Applies Watch Out! to target when Rampage is within 2500 units.
When Rampage reaches his target, he stuns him for 1 / 1.5 / 2 / 2.5 seconds.
10 / 15 / 20 / 25% Movement Speed
Movement Speed Per Charge: 0.10 / 0.15 / 0.20 / 0.25
Watch Out! Effects
One of the two active abilities of Rampage, with a global range but 120 mana cost, which prevents its effective usage early game. The stun component of this ability bypasses magical AND physical immunity, which makes our hero shine against certain cocky "lal they ain't catching me" kind of heroes.
The 25 second cooldown means that if, on the right occasion, we decide to charge an enemy from our base, we will probably be able to charge him again very soon after we reach him, which allows us to chain our stuns in medium/late game. The charged target will be revealed to you and your teammates, which can lead to ganking opportunities.
Thanks to Donn who tested this out and confirmed, Rampage gets magic immunity after 3 charges of Stampede, which is 12 seconds of charging time. Use this magic immunity to your advantage to initiate certain fights, where the enemy will be wasting their aoe or targetted stuns to stop your charge. However be sure to check the icon on bottom left to ensure you actually have 3 charges of Stampede, otherwise you ll just be stunned out of your charge.
One important thing to notice is that you maintain your speed for another 2-3 seconds after you complete your charge, or decide to break it. This gives you the opportunity to GTFO if your target moved to a tower, and truly shines when you are chasing that %5 hp guy who is in between two towers and you are tower diving.
What we have to really watch out here as Rampage is the Watch Out! icon that comes out on your enemy's interface, warning him that he is getting charged. The fact that the enemy gets a warning when you are in 2500 minutes range will most of the time give enough time for the enemy to get to the safety of his towers/team, so it is important you watch his actions when you are charging.
Might of the Herd
The rhino Rampage rides is a born leader, enhancing the movement of any nearby allies and giving Rampage more damage the faster he is moving.
Type: Ally Units
Required Level: 1 / 3 / 5 / 7
Grants 4 / 8 / 12 / 16% of Rampage's movespeed in damage.
Target: Ally Units
Might is one of our two passives, granting us bonus damage and to allies in 900 range move speed. This is one of those abilities that scales into late game, since we are able to increase our movespeed with certain items later on. The bonus damage that we receive is immensely helpful at early game, and when combined with a hatchet, it will give most enemy heroes a difficult time out-hitting creeps. The bonus movespeed for you and your friend, could mean being able to catch a low hp lane enemy at lvl 3-4, to finish him off.
There is a chance Rampage's rhino unleashes a devastating Horned Strike when he begins an attack, doing bonus damage and pushing then enemy backwards.
Cooldown: 1.5 Seconds
Required Level: 1 / 3 / 5 / 7
17% chance on attack to stun and push back the target 140 / 180 / 220 / 260 units over 0.95 / 1.15 / 1.35 / 1.55 seconds, dealing 25 / 50 / 75 / 100 bonus Magic damage.
This ability contains Bashing properties. Items and abilities with Bashing properties contain a shared cooldown time.
This is our early game laning curse, and mid late game blessing. Because of the mechanics of this ability, you may find your rhino denying you the chance to last hit opponents, due to the pushback + autoattack delay that results from it. However, this passive is truly our defining ability as Rampage in late game, and synergises with our ultimate extremely well.
Favor of Sol
Rampage, favored by Sol, calls upon his power to move so quickly he instantly appears next to an enemy hero of his choosing, dealing damage and pushing them back.
Action: Target Entity
Type: Enemy Units
Range: 400 / 550 / 700
Cast Time: 0.5 Seconds
Mana Cost: 200 / 250 / 300
Cooldown: 60.0 Seconds
Required Level: 6 / 11 / 16
Moves Rampage next to his target after a 1 second delay, dealing 100 / 200 / 300 bonus Magic damage and triggering a level 4 Horned Strike on the target.
This ability can be boosted by Staff of the Master.
Staff Effect: Decreases cooldown time from 60 to 20 seconds.
The ultimate's range increases with more points spent, and so does the magical damage. 300 magical damage is pretty decent, but that's not the only thing we get. This ability will not only blink you near your target, but it will also push the enemy opposite the direction he is facing, making it one of the best disables for your team.
Notice that the 1 second delay does not mean that this is a channeling spell: You see the Witch Slayer running towards you for his chain, and you manage to activate this ability on him, and before 1 second delay he manages to get his stun off you. As soon as the stun wears off, your hero will still do his blink+stun. A true fire and forget spell. More on SOTM later.
THE GOOD AND THE SAD
- Two active abilities, which are both very easy to use, without the need of skill for positioning and placement that is required by certain other heroes, thus making it easier to master.
- Able to travel fast across the map at fast speeds for tower defenses or helping out team.
- Great chaser, with vision of enemy, even when they juke!.
- Can use the element of surprise for his and his teams benefit, especially in mid game.
- The vision of an enemy member during the charge, which mostly will net your team a kill, or prevent a gank by the enemy, provided that they coordinate with your location and movement on the map.
- Abilities granting two magic-immunity-piercing stuns, providing a decent counter early-mid game to heroes such as swiftblade.
- Ability to come close to "perma-stunning" enemies, which is very hard to stop.
- Nearly no lane presence early game if not baby-sat, difficult time against ranged harassers.
- Extremely item dependent to fulfill his role.
- Two active abilities easily negated with the help of certain items.
- Experienced players will see the icon indicating they are being charged, and will retreat to team/tower safety, making it quite difficult to pull of in high-tier games. Even smarter players with good coordination will use this fact to set up baits for you.
- The morale effect on your team for having picked a Rampage-tier hero.
- Difficulty in farming creeps early to mid game.
In my early times I used to go skip stampede until lvl 5-6 and go for the passive combo, however experience has taught me that getting that 1 point in Stampede at lvl 1 might mean a bloodlust for your team, or preventing one against your team. 1 point in Stampede at lvl 1 also gives you a certain lvl of presence at the rune fights at the beginning of the game.
What I also recently started doing is not actually spending any point and waiting at the rune spot, and to see if there is an enemy to get Stampede at lvl 1, and if not then go for Might at lvl 1 instead. Rampage _needs_ those last hits.
We try to max our passive Might as soon as possible to have that last hitting power and the speed bonus before we are old enough for our charges. We get our ult at every possibility.
Logger?s Hatchet, combined with our passive, will give us great last hitting power, meaning $$ and denies if we have a good babysitter. However if you are in a pub and TDL decided to lane with you against Glacius and Pyro, don't bother. You shall have glory in another game.
Iron Buckler will allow you to absorb that punishment from the enemy team and creeps while you are trying to lane. You could either save it for the Helm of Black Legion or go Iron Shield. Since Rampage needs the core items in mid game, and $$ is hard to come by, I personally go for Iron Shield by getting 2 duckboots from the outpost merchant.
Tango's!! We cannot leave the fountain without some sort of regen now, can we?
If you don?t believe in buckler, you could go with more regen.
If you are facing an enemy team with heroes that have low mana spammable abilities (Slither, Armadon, KOTF, Deadwood, Accursed are some that come to mind), purchase only :RunesOfTheBlight: and :LoggersHatchet: and proceed to your lane. Check if the enemy lane actually has one of those heroes, and immediately get one :ManaBattery: from the outpost.
EARLY GAME LANING (1-6)
So you finally purchased your items, your (hopefully ranged) partner helped you block the paths of the creeps as much as you could, and you are at your tower. I would advise taking the safe lane of your team, apart from the time when you have the :ManaBattery: scenario that I talked about above (in that case, the longer lane is better for you to reach the outpost). We need the safety of our tower in early game because we lack good escape mechanisms at this point.
At this point we have two priorities, while our teammate harasses:
- Get those creeps as close to your tower as possible by right clicking on enemy heroes and walking back;
- When the lane is pushed closer to their side and you are at the "safe?" lane, creep-pull to ensure lane control.
We WANT to get those last hits, especially enemy creeps, no matter what, because we are playing a very item-dependent hero. Right click enemy hero and get the creeps on your side, and with your teammates harass and your passive+:LoggersHatchet:, you should be able to get them last hits.
Until you get your ulti, do not be a hero. Unless your teammate has been doing outstanding and getting enemy hp low, you might consider charging a low hp hero which has no escape mechanism. But generally due to the high mana cost, save your charge for the oh-**** moment (to save a low hp babysitter teammate by charging that guy chasing him).
Oh yeah, before I forget, focus on the last hits.
I tend to upgrade my buckler into :IronShield:, as a poor man's shield. This item helps you lane until mid game thanks to the dmg reduction, and the agi bonus is actually good for your armor and atk speed. In future if at some point you need space, you could sell it without any second thought.
After the shield, create a :FortifiedBracelet: and have it brought to you with a monkey if you have one. If not, wait until lvl 6 to pick it up from bank. We will face ourselves in the heat of the battle a lot, often times due to miscalculation of the team, and some times due to ours, we will need those HP's. Don't even attempt a towerdive without one.
If things went well, and we managed to get those last hits or some kind of lucky blood lust, this is how the items should look at lvl 7-8:
Since Rampage will be doing a lot of charge+ulting and you will be losing a lot of hp and mana during these incidents, homecoming stones are a must at all times. Even if these weren't true, you should as a HoN player always carry one to help with your teammates or tower defenses. This is a team game. Play it like one.
WE NOW HAVE THE ULTI PHASE (7-9)
After you have your basic :Marchers:, there are several options: We can either go back to our lane and try to farm more, or we can coordinate with our mid for some gank opportunities. Look at your map and try to find that carry without a good escape mechanism in your enemy team. Magebane top lane? Don't bother, he ll just blink. Swiftblade farming? Tell mid to start walking towards him, and charge to Swiftblade. Now, even if he has a stunner with him, your stampede charge, your mid player, and your two teammates laning against them, will give you a very good gank opportunity. Even if you get disabled before your charge, you still have your ult to catch that spinning swift and actually push him BACK towards your friends, which should give ample time for the kill.
At this point, hopefully you got the kill or the assist, run back to the tower for mana (or if we have a charged :PowerSupply:, sickly caress and kiss it), and repeat this until you get our Steam Boots. I do not like getting the Phase Boots since we need those switchable stats and our charge ability gives us unitwalking for GTFI/GTFO scenarios.
The key element to Rampage's and thus your team's success is communication. More ever so than any other hero in the game. Your friends have to trust your judgment and follow your announcements such as "charging SS in forest, mid start going there", and if they do actually follow, the chances of the gank are great, thanks to the whole team having the vision of your enemy trying to solo that hard creep camp.
THE ELDER PARASITE PHASE (8-12)
No, no, no NO!! Don't hit the close button!! Please!! Just give this a chance..
I am against the purchase and use of Elder Parasite on %95 of the heroes in HoN and I think it usually is a plague for new learners. However, if used in the right time and place, I believe it is an item that is core on Rampage.
After we have our :Steamboots:, which we immediately switch to intelligence for the mana (charge+ult+charge repetition at this point is leaving you thirsty for some more mana!), we now save for :HungrySpirit:, which will allow us to finally start farming our forest. While we are farming, we keep an eye out for their warded jungle/rune spots to pick off single targets. The moment we see them, we ping on the map and let our team know that we wanna charge that target. If we have the go ahead we stop the farm and go back to our ganking.
Remember: At this early on in game, enemies are the most vulnerable to Rampage's ganks, thanks to lack of certain items, presence of which will make him less potent late game. If you watch any of the replay's I posted at the end, you will see it is quite possible to get 5-0 at by lvl 7-8. So while it is okay to farm creeps, your priority is still ganks and those tower skirmishes, and neutral farming is for only in between.
When we finally have enough for elder parasite, we are very close to finishing our core.
Due to the nature of this item it is important to make a couple of points about its use.
:ElderParasite: comes with perhaps one of the most useful activated buffs in the game for Rampage, however at a terrible cost. Movement speed directly affects the potency of two of our abilities, and attack speed enables us to come close to stun-locking an enemy player. The lifesteal is the icing on the cake, which helps us greatly especially when farming creep waves. So, whats the catch? The %20 damage taken can mean a very easy death which could have otherwise been avoided.
Before you have your :ShrunkenHead:, Activate Elder's Parasite ONLY When:
- You know for sure that at least 3 of your enemy players are dead and you have support from your team, while going against 1 or 2 players.
- You know for sure by looking at your map that you can see all 5 enemy players, and they are away from where you are farming creep waves or neutrals.
- A huge team fight happened and your team has more guys standing, and the enemy is trying to run back to their tower.
- You caught a poor guy alone far away from their team and you just started your stun lock moves.
Do Not Activate Elder's Parasite When:
- You are charging an enemy, it will break the charge.
- You are alone and you see an opportunity for a gank, but on your map you are unable to tell where the other enemy heroes are, i.e. your team placed no wards.
- You are about to engage a teamfight or tower push.
- For quick travelling in enemy jungle.
- To escape from enemy team.
- When you are not sure.
To make it short, you have to be paranoid about the enemy's position and coordination on the map, to be able to use Elder's Parasite without risk.
At this phase of the game, Rampage is able to push creepwaves and defend towers, when there are no gank opportunities present. Visits to the neutral camps is still okay, since he needs money for :ShrunkenHead:, which is the next and last item of core. At ganks and team fights our primary targets are still the carries, and now we also target the squishy's who are not escape artists, such as or . Our priorities in late game will shift, which will be explained later.
Mid Game Warding
Everyone benefits from warding, but Rampage benefits more. Ward the rune spots. Ward their jungle. Look for solo guys coming for the gank, and countergank him altogether with your team, thanks to the vision granted through your charge. If things are looking good money wise, don't hesitate to buy the wards yourself, in case your is building that :Shieldbreaker: that he needs in order to carry the team.
THE BKB (SHRUNKEN HEAD) PHASE (12-16)
So if you have done everything right so far (which is %20 of the big picture) and rest of your team is also doing well (which is the remaining %80), it means you have managed to get some kills, got a few towers down, pushed back their tower pushes, and farmed the neutral creeps in between, resulting you the cash needed to buy the final item that will make you the beast you are meant to be.
BKB (Black King Bar from DOTA), or Shrunken Head, will give you the most needed magical immunity for a pretty decent amount of time, enough for you to go in, stun with your charge, and finish off with your ult. Of course during the 5-10 seconds that this is taking place, your team is doing their job and following your initiation to wreak havoc on the enemies that are intent on disabling you for the easy kill.
A Rampage with magic immunity, who activates his :ElderParasite: on a poor soul, is not going to die that easy, unless enemy team has 3+ auto-attack happy heroes all focused on him. Even if you die (which will happen) you have shut down their carry or glass cannon, and your team should be able to finish the fight in your side's favor.
If you are worried that your team did not react fast enough or that you find yourself in an awkward position after your initial charge, use your ulti on ANOTHER enemy hero nearby, so that the position change confuses your enemies for that split second, which might be all that your teammates need for their assault or for you to GTFO.
LATE GAME ITEMS AND LUXURY
If your team has not performed significantly poor, by the time you have your BKB, the game should be decided. But in the cases things went wrong and it is still an even match, then we have to consider what to do with our money next.
One important reminder at this point is that, if you follow the Elder Parasite build, due to the new exclusive modifier rules with the recent patch, you will not be able to enjoy the benefits of certain items such as Frostburn or Shieldbreaker. Going the Warpcleft route will allow you to have 1 such item with an exclusive modifier.
My personal opinion is that we do not need those items once we have our core, and there are certainly other more useful luxury items for Rampage.
SOTM: I belong do the camp who claims that :StaffOfTheMaster: should be taken on heroes that give time reductions and special effects (aka ) to their ults, instead of those pure dmg increase ones a la . 20 second cd on a 700 range blink disable with 300 magical damage is a powerful spell, but watch out the 300 mana cost, and calculate accordingly if you wanna spend your 1000 gold for the staff.
The deciding factor for me personally is whether the enemy team is well organized in terms of doing the pushes altogether, or if they are scattered across the map, farming, pushing separate lanes etc. The 20 second cooldown will be handy in a long 5v5 fight, and thus makes :StaffOfTheMaster: a jewel. Otherwise, I might use my priority for some other items.
Geometer's Bane: A top notch choice for Rampage, with +stats, movement speed, attack speed, all in one package! Not only does Geometer allow you to have a better dmg output, chasing speed and whatnot, it also is a great item to confuse your enemies with two clones of your character. In the heat of the battle, this might provide you with the chance to actually survive, since the enemies (if lacking an aoe) will hesitate to target each illusion to decide which one is you. However what makes this item truly shine on Rampage is the synergy of third ability with the illusions. Yes, thats right. Your illusions also proc bashes and stuns on your target! While you charge and ult that channeler, send your illusions to start chain-stunning that carry! Amazing!
Warpcleft: There is a big possibility that some of you will reject the idea of Elder Parasite. I will not say you are wrong. It is just a matter of two separate paths to victory. Attack speed is vital for Rampage in order to get those bash procs. This item could be converted into either a aemonicBreastplate or a :ChargedHammer:. The charged up effect of the Charged Hammer is pretty good, since we will be taking a lot of attacks, and the attack speed bonus is slightly better. However Breastplate is also a great team oriented item. The choice is yours.
Shaman's Headress: If the opposition team has a few magical damage happy heroes, this is a must have. We cannot depend on :ShrunkenHead: for the whole duration of fights, and if that is pissing you off with his ult and cyclones, get this. If you are too lazy for the whole thing, get at least Mystic Vestments :MysticVestments:, which will cut enemy magical dmg on you by %23, for 400g. The best bargain in the game, imo.
Frostburn: Because of the recent changes to the slow component this item might see less action on heroes that don't depend on attack speed, but Rampage still benefits from the stacking slow and movement speed buff in his ganks. A good choice if the enemy team lacks blinkers. Note the slow effect does not stack with :ElderParasite:
Insanitarius: People unhappy with even the thought of :ElderParasite: could go for Insanitarius instead, or this could be coupled with Elder Parasite for even more insane results. You would get 25 HP, 31 damage and 10 attack speed for a very cheap price, and the lifesteal from your Elder Parasite would negate the 35 true damage taken (a route to be considered if the enemy team is lacking stunners, which does not happen a lot). This is a solid choice for Rampage, but watch out for those falling hp's in the heat of battle, and ensure you learn how to utilise the toggle on/off to boost ur hp during escapes. Not recommended for new players, as they tend to get lost in the heat of battle and forget it on.
Riftshards: While on most heroes people prefer an item with a different sort of modifier, Rampage is happy with his bash and high attack speed with the above explained build. Riftshards at this point will allow Rampage for some super crits during that stunlock phase, making sure the enemy dies faster and that he steals more life. A solid choice of a non-attack-modifier luxury item, which suits our core.
Nullfire Blade: This item gives Rampage some int and agi which never hurts, and it is especially good choice versus blinkers/chargers on enemy team. A good hag or magebane or jumper like Chronos/Valk will be able to get away after your initial stun wears off and you fail to get a bash from your passive. But if you drain their mana, they are in for a slow and painful death. The slow debuff is also extremely useful in ganks, and the purge can save your life in many situations. This item is also an exclusive attack modifier (mana combustion) so I am not entirely sure if it will stack with our lifesteal. Please inform me on this one!
Behemoth?s Heart: The true luxury for Rampage, making him extremely difficult to kill, when paired with Elder Parasite and BKB. The health regen is godly on this item, but be sure to skip it and go for other luxuries if the enemy team has Slither since he can stop your regen altogether.
BACK TO REALITY AND END OF DREAMLAND - COUNTERS TO RAMPAGE
Yeah, so far sounds really nice eh? So long as you get some proper last hits, so long as your team does not feed, and so longer things work out according to plan, you should be unstoppable.
Well, you are not.
Unfortunately after mid game when the enemy heroes are able to farm certain items, your utility is going to drop. This is precisely the reason why in the mid game phase I have stats like 7-2-6 which quickly translate into a 10-9-11 late game, when the enemies start getting the counter items.
I can think of four items which will make life difficult for even the best team player Rampage:
Nullstone: You charge that solo Vindicator who passed river all alone near your jungle, omfg free kill here I come. Suddenly, Horatio does not move. Hmm. Did I misclick or something? No, that Vindicator got tired of the 0-4 you gave him during the early phase, so he purchased a Nullstone. Nullstone cancels Rampage's charge on the enemy hero and negates the vision he would have gotten from him.
Assassin?s Shroud: very popular especially in pubs on heroes that Rampage is very effective at killing (i.e. Slither, Soulstealer), activation of the Shroud will cancel your charge leaving you standing somewhere on the way, thinking what went wrong, and why you haven't chosen Pestilence. Wait a minute. Noooo I didn't say that!!
Void Talisman: one of the least popular items in HoN database, while it does wonders against Panda?s abilities, it is also partially helpful against Rampage. Activation of Void Talisman negates the damage of Rampage's charge, but the enemy still gets stunned. The ultimate on the other hand, can be completely negated, if the enemy manages to turn on Void Talisman before he is hit by the ult (doesn't have to be before Rampage uses the ult, what matters with the timing is the time of ult "hitting").
Barbed Armor: last but not least, barbed armor can make our mighty manly Rampage cry like a little girl. A well timed activation of barbed armor means disaster for a Rampage with Elder Parasite on, leaving you unable to feed with lifesteal and taking %20 more damage. Watch out for this baby in the inventories. Watch out for the huge spikes coming out of an enemy in battle and switch your target if you can! When you are dead waiting at the fountain, use that time to go through your enemy's inventory, looking for it. Adapt accordingly, especially if they have barbed armor.
Last edited by Iseldiera; 05-08-2010 at 01:24 PM.
HERO SYNERGY AND HATED ENEMIES
I do not want to go into a detailed argument for each specific hero, but as a rule of thumb in early laning phase Rampage needs a good ranged babysitter. The presence of a single target stunner such as might even result in a bloodlust, with the stun -> Rampage charge -> orbwalk. Also note that 's spell shield would make you finish the game even earlier, with magic immunity.
Stealthers: If you are facing a stealther enemy, be sure to spend that 180g for the dust. Don't take jewel, you are expected to die a lot.
Stunners: A good stunner will interrupt your charge making you dependent on your ulti, so make sure you know what you are doing before you get your :ShrunkenHead:.
Stay-outta-my-melee-range-Heroes: If you will not be able to kill that off by the time your ult expires, think twice about charging him. Getting hit by his ult = not fun. also belongs to this category.
ENEMY HERO TARGETTING PRIORITY
In the mid and late game team battles, your first priority is enemy heroes with channeled spells. Use your charge or ulti to interrupt that / / / 's ult, and your team is going to love you, despite the fact that you are, uhh, Rampage. With your :ShrunkenHead: activated, the enemy team wasted a lot of aoe stuns on you, and precious time trying to target you with their single target spells.
Your second priority is carry's. Early game or late game, it does not matter, Rampage can take these guys out of the team battle. Be sure to have the dust for .
Your third priority is glass cannons. and the like. High damage/utility guys without any form of blink or stun to prevent your stunlock.
Next comes stunners. By this point that or used their first stuns (hopefully trying to target you), and are waiting for the cooldown. Take em out. Genocide!!
Hey why aren't you charging that stunner first?
Well because our build is meant for those stunners to waste their openers on us (since we have :ShrunkenHead, so that our team can move in without getting disabled. Of course there are hybrids and exceptions to this order (i.e. is considered a stunner or a glass cannon?), but I think you get the general idea.
This guide does not enter into the argument whether Rampage is better than Pestilence or anything like that. There are those who love the feeling of owning with Pestilence, and there are some who like the play style of Rampage.
There are certainly a lot of issues that needs to be taken care of with this hero. Some of the fix threads have wonderful ideas in them, and I think S2 could take up some of these.
I would personally be happy with an increased cooldown on Stampede, with a reduced range on the Watch Out warning (maybe warn enemy at 1200 range?) in return.
A well farmed rampage which is played in a good communicating team can be a useful selection. Communication is the key. Having enemy vision while being at the other side of the map, being able to stun lock a hero of your choice to death brings a lot to teams.
I truly hope S2 does further balancing for this hero to make it attractive for competitive play one day.
Here you can watch a good implementation of the build order I talked about until around the Elder Parasite Phase (disregard the play after around lvl 8):
Match ID: 44360987
Other examples where the build had also a good start, but slightly better mid and late game too:
Match ID: 44104177
Match ID: 43551597
Match ID: 45063014 <= this gives you an idea of the last hitting power we are talking about at lvl 1-6, with second ability and hatchet.
Last edited by Iseldiera; 05-08-2010 at 11:59 AM.
please stress somewhere in your guide, that the info you have given should be used as a LAST resort, as in a case where u are forced to play rampage.
NEVER EVER, SHOULD YOU PICK THIS HERO. READING THIS GUIDE IN NO WAY GIVES YOU REASON TO GO PICK RAMPAGE IN A PUB
besides that, very nice well developed guide
Last edited by a_cloth; 05-07-2010 at 08:22 AM.
Sig artist: Mediocrity
You should mention geo bane on Rampage though.
And I completely agree that Elder Parasite is core on Rampage.
Besides that pretty good guide, covers all you'll ever need to know for this hero...
Ramsay Sound Pack
I dig your directionless fury.
Needs more Geomancers Bane.
Skill build is wrong, and sotm is terrible on rampage.
EDIT: Power supply is always better than a bracelet.
Last edited by Grokken; 05-07-2010 at 10:22 AM.
Thank you for the replies.
Would you mind sharing with us the build that you prefer on Rampage? I also stated STOM is an item that should only be taken if you can keep up with the mana cost of the short cooldown ulti and depending on enemy play style.
I also see some replies regarding the use of Geometers. It is an item that I love on many other heroes that I play, however I never did on Rampage, since by my personal core is finished there is usually not enough time for it.
I wanted to ask, do the illusions get the bash from Rampage's 3rd ability?
Updated with geometers. Could anyone here confirm if the magical immunity after 3 charges of Stampede actually works? ty.
wrong skill build:
-some old dota folks prefer to level up first skill than 2nd skill...
but H.O.N. tweaked some numbers back
2nd skill gives u 12 bonus damage on 1st level
then up to 84 damage with max movement when level 4..
its really a boner that he has that great damage on early up to mid games
since stampede's stun is not that useful on early games
Just tested, the magic immune does work when you have three charges. (i was unable to target rampage with TB's Blast of Lightning.)
Thank you for your help Donn, personally the problem happens to me with Witchy's stun mostly. Is there a way for you to test if an aoe stun also gets resisted with 3 charges?
practice mode usually works =p
anyway i've tried it twice, the witch slayer stun did NOT affect rampage in any way.
pyro's stun and hammer's stun do not work on a rampage with three charges either :\
Last edited by Donn; 05-08-2010 at 12:43 AM.
I always suck with rampage but if played well, he can be very dangerous..