so how do you best abuse this hero in a pub/1500 game
Quite often when I look at a match with CD in it the thought that first comes is "Once CD gets his Shrunken the game is over." That is only during those matches though and with good play a CD can be shut down before then. I prefer to pick him in the games where that happens or where he can build up tanky and win with either his conduit or his constant AoE presence with that Shrunken Head.
However there are times when you have to recognize that alright, you can't get early dominance with a fast SH or HotBL/Icebrand+Shamans or anything similar, you gotta start building up that Geometers or atleast a Frostburn into split so that you can farm up the items for lategame. If there is no chance for you to abuse conduit or push early with team, that Geometers Bane is the item that is going to make your game.
out-last hit people, buy tanky items (:HelmOfTheBlackLegio :MysticVestments:/:ShamansHeaddress: :PowerSupply: :HackNSlash: :Nullstone: :ShrunkenHead: :FrostwolfsSkull: :GeometersBane: aemonicBreastplate/:Wingbow:, some combo of those), dive kill people over and over, gg 15 min concede
if mid :EnhancedMarchers: :Bottle: for the mobility+rune control. If not mid, preference on boots. :Steamboots:'s are okay, but I don't like how slow in movespeed you are early on, especially if you're maxing Conduit over passive. I feel if you go Steamboots then you should level passive over maxing Conduit and then you need a :HackNSlash: early to compensate your lack of movement speed. But in my opinion maxing Conduit is just extremely good.
pretty much you want survivability so your ulti can accumulate negative armor while you just follow them around. :EnhancedMarchers: early so you can keep up with the target and smash them hard fast with Conduit (and especially with the negative armor on your ulti, that extra damage on Ghosts adds up a TON as well because their armor can go into negative).
I personally prefer Ghost Marchers, Hotbl(+Vestments if needed) and then an early Icebrand for tankiness and also the slow which will make it hard for anyone to run away from you when you're diving, applying Conduit and building up ulti charges, and it gives some decent health as well from the strength.
If you're doing it right you should dominate early and mid game and you should team push early with your advantage in farm to just have overwhelming advantage and force an early concede. Don't afk-farm with CD and take it into late game because Corrupted later in the game is more reliant on his teammates to disable/stay alive in teamfights so he can do things because he doesn't have his own disable nor escape mechanism (besides being really fast); without a Shrunken he's prone to being chain disabled and just being taken out fast.
As you mentioned, it's 1500 publand, I wouldn't take the risk of trying to take it into late game with CD, just trash people early on with CD through diving and take it early so you don't have to rely on your allies so much and they're just their for the ride in winning.
Shroud is terrible in general, at least rushed, keeps him too squishy. Relying on trying to be sneaky with Corrupted is just pretty bad as you want to be putting those auto attacks as often as you can to put out as much DPS as possible, not going invis and following people with your ult. It might seem good on paper, but it's not, it's just a flashy gimmick looks frustrating to go against, but in reality is easily countered. It's "OKAY" as a pub pickup because it gives damage, some movement speed and a damage burst when going out of stealth, but reality is there's just better pickups (just any of the stuff mentioned above).
its possibly the worst item you could pick up against a team with even 2 people with a brain, but probably the most overpowered item you can pick up against a team with no brains, especially if you combine it with elder parasite LOL
:PowerSupply::Steamboots::Energizer::ElderParasite ::ShrunkenHead::Insanitarius::FrostwolfsSkull::Pos tHaste::HackNSlash::HelmOfTheBlackLegio:ShamansHea ddress::EnhancedMarchers:
powersupply seems core to me
energizer....i can't think of a better hero to pick this item up
boots depends on what i go late game but for the life of me i cant figure out which is optimal, so im starting to think its just plain situational
even void talisman seems like a decent pickup
Slither also loves his energizer, even when rushed. But it sure is pretty heavy on Corrupted aswell.
energizer and frostfield plate are entirely overlooked items on him
same w/ posthaste
treads are perfectly viable on him too
hes just one of those heroes that can be built a number of different ways...
i am starting to think physical armor and magic immunity is stronger than any amount of HP/magic armor due to the nature of physical damage and magic stuns/disables
going to be trying ghost marchers -> bkb -> frostfield plate today
edit i went bkb -> daemonic instead
and i think i found the winning combination -___- if the team doesnt have disables or stuns i would guess shamans is just as effective (in replacing bkb)
the most effective CD against any generic team is 99% of the time going to either be helm + vestments + bkb or frostburn + vestments + bkb. After that almost anything works. Demonic is particularly good on him, especially with the easy bulwark pickup. Geometers/frostburn after the first build is also good.
I personally prefer to get ghost marchers but occasionally if I feel the need to have more hp against a very bursty team I will get steamboots.
Energizer is a waste of money on this hero, in my opinion.
I think a lot of lower level players are loathe to just go straight BKB on this hero because they don't think it adds damage, but that's not how CD works. If he's free to move around and get his conduit on someone then he will get damage. Focusing on being able to freely move early --and thus get full conduit charges-- and moving into auto attack damage without conduit late is the best way to build this hero imo.
A lot of the time it's a good idea to conduit whoever is going to live the longest in the fight or whoever your team stuns first, rather than the enemy carry, because a great deal of the time the latter won't give you many charges before they run out or they blink out or whatever they might be able to do. Coordination is difficult on a pub team so just take the conduit charges where you can get them; it doesn't matter if it goes into negatives because you still get the charges (lol).
Last edited by Mercy; 11-27-2011 at 01:52 PM.
i dont get HOBTL on this hero, he could be 2/3 of the way to shrunken, and its not like he takes a whole lot of physical damage, if somebody is physical damaging you, then they are an ideal conduit target, just run away and turn around when you have about 7 charges gg
nor do i get frostburn....which always struck me as a ganking weapon and less utility in teamfights, whereas daemonic is gamechanging for the whole team...
I agree that frostburn is a decent ganking weapon, but practically everything it gives works out well on CD. He needs the movespeed/health to be able to apply conduit, and stay in the fight long enough for conduit/ult to work out.
As for helm/frostburn vs. magic immune, I'd say that depends on the lineup, and what the opposing team is more prone to do. If you're being ganked by several stunners, then sure, magic immune is easily the way to go. If they seem to want to prolong the laning phase a bit, helm could probably work out as a sustainability tool to stay in the lane longer.
Energizer seems like an interesting pickup on CD. I like to think of it as a slightly bigger soulscream ring with a movespeed boost. I'd really like to see a buff to energizer, though. CD redux would be awesome.
Does the walker choose the path, or the path choose the walker?