I know theres a lot of skillbuilds there, but i would like to ask that, i should max bonds / impalement, over the stun? in vids i see stun + impale maxed. And does the SotM, nullstone, maybe a kuldra or storm is a good lategame build for him? And what should i get for starting items?
honestly it depends on who your laning against and with i never skill the same wayy with tort, and starting items for me is : if in solo side lane 4 mini stats +2 armor piece and 6 trees, solo mid pretenders crown mark of novice 3 mini stats and trees, side lane dual is 2 wards mini stats trees and clarity.
only 1600 (jumped from 1550 yesterday playing tort/tremble/magebane) so don't take me too seriously I guess.
I like rushing a fast bottle on Torturer all because of agonizing bonds. It's one of the easiest harass skills in the game yet it does so much damage, with some utility (the pulling).
I go stun first as agonizing bonds does suck at level 1 (only like 60 damage?) while if you use the stun you can put extra autoattacks in.
I then put 2 levels in agonizing bonds, get impalement, max bonds, max impalement, get the ult if fed (lots of mana), max stun if not.
Impalement does not work well vs more competent opponents unless they want to give you a free kill when you are both rushing for the rune. This is why agonizing bond is superior, you can harass over and over and over, punishing him whenever he leaves the lane (since he has low HP, impalement does the job.. or you can just push with impalement+bonds).
For items I like tangoes and 4 totems if against an easy lane (usually a ranged lane where I can abuse my nukes). Rush a bottle with that extra gold, get a ward if no one else gets it as you have 300 extra gold iirc.
Against harder lanes you might want a crushing claw to survive the burst (like against pebbles pebbles), and you need all the damage you can to harass him over and over and over.
power supply (core)
ghost marchers most of the time, or steamboots if against ganking heroes
nullstone (so strong on torturer as he is very squishy)
talisman or shrunkens
If anyone else got tips please post . I'm very interested in the more newer builds since I can't find as many updated guides on tort anymore.
Stun+impale imo is for side lanes. Well now that I think about it, maxing stun + impalement IS very great against melee heroes.
Agonizing bonds cannot nuke the STR heroes hard enough, but chain reaction allows you to do nice damage with the initial explosion, but the stun is the main part as it allows you to get 2-3 free autoattacks off. It also might not push the lane unlike agonizing bonds.
Impalement is very good when the melee hero (deadwood/pebbles) attempts to steal a rune in which case you can stun/impale for huge damage as agonizing bonds is not that great in rune battles. It is also not as mana intensive.
stun/impale vs melee mid (free autoattacks and they're always in impalement range) or when you're in side lane (you cannot afford to hurt your mid by buying bottle for agonizing bonds)
stun-->agonizing bonds/impalement vs ranged (agonizing bonds hurt more, impalement for rune battles)
bottle/power supply/nullstone or tablet/kuldras/void talisman or shrunkens
I love torturer but I probably play him a lot differently than a lot of people in my starting skill build. (Different from the pros... They generally know their stuff, so fair warning: Results may vary!)
Anyways, I get stun first, that's quite obvious. This is where I depart from conventional wisdom a bit. I only get one level of bonds while maxing the stun and impalement first. In a lane where we both have to run for the rune/against melee I like to get impalement maxed first. This means complete rune control and they cannot jump on me. Otherwise I get the stun; it becomes ridiculously easy to land. No ult until 10 at the earliest -- usually I max bonds before ult even. I think the impale is more useful more my style. I don't like getting jumped on at mid and with impalement I'll take down anyone who tries to dive against me without creeps. That means when the annoying magmus comes from behind, as long as you press W fast enough he'll at least be going down with you -- maybe even get a double tap if you're lucky!
In terms of items, build what helps you stay alive but in the fight. This generally means a shrunken/nullstone+ tablet/nomes + greaves/steamboots. Luxuries I like are sheepstick for endless mana regen, frostfield if physical DPS is absolutely ravaging you, or a barrier idol to help out your team.
Alternatives to the above super expensive items are vestments, void talisman for surviving without spending a fortune. (I generally am playing tort mid though, so I get plenty of farm)
when I play torturer I check several stuff.
First do i check if I will stand a chance with him. If they got carries that will become too much a pain for me such as pred or scout, I tend to pick something else.
Then the game starts and I have picked tort.
I then look, where should I lane? Usually I am mid with him due to levels>gpm early on tort, but you will need gpm too, but levels is essential.
If I am not mid I am usually solo short lane. I check who I might be against. If dual stun I buy some stats like minor totems for survival, and if I see a great chance to nuke the hell out of my opponent(s) I go for more mana regen to rush some more expensive items.
During the first minutes I consider if my lane is going good or bad. by going good means, I don't lose too much hp from harras, and I get +230 gpm.
I then tend to rush sacraficial stone after getting red boots due to it's insane power on a tort. I buy the 1200 item first, the the 1100 if I might get ganked, else the 900 part.
If they harras a little I get a lifetube quick too.
With such tankiness early I build other tank items as headress vs lots of spellcasters, or voidtalisman vs physical nukers, and SH.
After those items, I tend to go either Null if I need a little survival and more mana regen, else I go staff for more survival and damage.
this is a carry build but that is how I prefer playing torturer.
I usually skill 1,3,3,1,3,1,3,1,2,4,4,2,2,2...... for nuking, but if mid I sometimes max impale if their mid is a roamer, meaning I rape their towers while he roam (HOPING my team will watch my miss report and back, which often never happens)
I tried many builds for him and:
If you are solo lane bottom Legion or solo lane top hellbourne, go like this:
Why that? Simple - after you kill creepwave, stun the enemy and activate impalement. It does so much dmg that with just a bit of skill, you can easily double kill enemies.
If you are soloing middle:
But it depends, sometimes you can go just 1lvl stun and max impalement.
If you are double lane, then definetly this:
Theres no wrong build for torturer, use the build which you feel comfortable. I max bonds with stun always, its just my way and never fails.
always max impalement, ridiculously strong early game + push harder than defiler.
Anybody telling you to "always" do something on torturer is wrong. He's one of the most versatile magic DPS heroes in the game, and there's a reason he is often banned. The only standard when it comes to tort is to NOT get his ult at lvl 6. It's too mana intensive for the damage you get and his other skills are just too good to not max first.
You either want to max bonds or impalement first, but if you're laning with another stunner, then maxing stun isn't a bad idea either. Impalement is great mid for racing to the rune and some serious early game push. Maxing bonds is great for imbaharass (especially against two heroes), flash farming, and ksing. I think maxing something by lvl 7 (and 2 skills maxed by 8/9) is the most effective way, though I can honestly say I have never tried skilling them evenly.
Starting items: If mid (and in a low lvl bracket where nobody wards) I like 4 minor totems, health pot or tangos, and a ward and rush bottle. Ghost marchers most of the time, but I'm really diggin' plated greaves lately as well.
Mid-Late game items: You have incredible flexibility here. He needs some basic survivability, so nomes/push stick/cyclone are all nice. I don't like SotM very much, since all it does is inc ult dmg (on top of the stats). PK is very useful, as is sheepstick or ff plate. Nullstone can work against the right heroes. Post haste is viable super late game too. It's pretty much all situational.
Basically the best hero to get out of the low level brackets imo if you can get good with him. Wait for PrestonLee to give his input, and listen to that too.
always max ur W. i sometimes mid with tort without the stun and just bomb the lane with chains.
like said above, its situational.
As many have stated, its very situational, and as few have stated, anyone saying "always.." something is wrong. One thing that I dont see being pointed out is the rune control that bonds give. After some levels (5 or so) they do some decent damage, so while harassing the enemy you can clear the creepwave with relative ease. Time that with the rune spawn and you either get the rune or the enemy loses a lot of gold and xp. Also, if the enemy isnt a blinker you can race him to rune and still try to grab it with impale. After the nerf bonds arent that strong before lvl 5 tho, while (if i recall correctly) impale didnt receive any nerfing. If you 2v2 (hope you are not since tort is one of the strongest solomid heroes) then it's more tricky. Bonds dont do much against a heavily aggressive lane and so on. Pay attention if the enemy team has a hero that will almost 100% guaranteed try to gank for example and take it in to consideration: max impale vs rampage is huge. Or maxing impale vs dev and you'll be hoping he will hook you.
Almost "always" max impalement. Seriously, it's a stupidly powerful skill that is incredibly versatile. The only reason I can think of to not max Impalement first is if the game meets the following very specific criteria: you have another strong pusher on your team, almost no crowd control, and your enemies are highly mobile and can outrun/blink away from your impalement.
Many times, I can get a kill with Impalement simply by farming boots before the enemy heroes in my lane. Going mid against a ranged hero makes this harder, but can still be done with some smart positioning and crafty use of Agonizing Bonds. It's also a wonderful anti-gank mechanism, comparable to a Moon Queen or Swiftblade ultimate. And if the enemies leave you alone in lane for a while, you can easily take the tower, which will help your farm immensely.
I guess it's true that there is no one build for every situation, but it should be noted that Impalement is truly his most powerful skill, hands down. You can imagine that the situations in which you would NOT max any hero's most powerful skill before all others are fairly limited.
We're all naked underneath these clothes.