pugna the oblivion

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Strategy Guide for Pugna The Oblivion by Death And Taxes (as of v6.60) Visit http://planetdota.blogspot.com/ for your Dota needs. Pugna, The Oblivion Written by Death And Taxes You can find this guide here in the HGC here: http://forums.dota- allstars.com/index.php?showtopic=179785

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Strategy Guide for Pugna The Oblivionby Death And Taxes (as of v6.60)

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Page 1: Pugna the Oblivion

Strategy Guide for Pugna The Oblivionby Death And Taxes (as of v6.60)

Visit http://planetdota.blogspot.com/ for your Dota needs.Pugna, The Oblivion

Written by Death And Taxes

You can find this guide here in the HGC here: http://forums.dota-allstars.com/index.php?showtopic=179785

Quick Rundown

1. Blast

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2. Ward/Decrep3. Ward4. Blast/Ward5. Ward6. Drain7. Ward8. Blast9. Blast

Tangoes/branchesBoots

MekansmSobi OR Void Stone (optional)

2-3 BracersWards

Dagon/NecrobookBoT

For justifications, explanations, and alternative builds and items, read the guide.

About Pugna

I developed a big liking for Pugna after I started playing DotA more and more with teams that I knew well. Pugna is an absolutely awesome hero when backed up by a strong team of heroes, and benefits a lot from team cohesion. I decided to write a guide on him, because the forum needs one, and because I enjoy playing him a lot. Pugna has the highets int gain of any hero, so he rawks.

Str - 17 + 1.45 (473 start 1119 final health)| Agi - 16 + 1 | Int - 26 + 4 (338 start 1586 final mana)Attack - 45-53 (1.47 second cooldown) | Armor - 2.2 (12% damage reduction) |HP regen - 0.76 hp per secondMana regen - 1.14 mana per second | Attack range - 600 | Movement speed - 315

Nether Blast

Creates a blast of exploding pulses from the Nether Plane, dealing damage to units and buildings.

Level 1 - Deals 100 (75 with base hero resistance, 108 with Decrepify) damage to units in an area. 85 mana, 400 cast range, 400 AoE, 33% damage to buildings.Level 2 - Deals 175 (131 with base hero resistance, 189 with Decrepify) damage to units in an

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area. 105 mana, 400 cast range, 400 AoE, 33% damage to buildings.Level 3 - Deals 250 (187 with base hero resistance, 269 with Decrepify) damage to units in an area. 125 mana, 400 cast range, 400 AoE, 33% damage to buildings.Level 4 - Deals 325 (244 with base hero resistance, 351 with Decrepify) damage to units in an area. 145 mana, 400 cast range, 400 AoE, 33% damage to buildings.

Cooldown: 5.5 seconds.

Decrepify

Pugna casts a powerful banishing magic on a unit. The unit is sent to the ethereal plane for a small period of time, reducing its movement speed by 50% and rendering it unable to attack. It takes 44% extra damage from spells.

This is a very strong spell. Slowing the enemy, increasing all magic damage taken, and being able to be used every 7 seconds at level 4 is immensely powerful. They also can't attack, but they can't be attacked either. This spell has synergy with almost every other hero in the game, and thus is very, very powerful. Using decrep makes the damage and the heal of Life Drain go up 44%. If a spell deals exact damage, it will not work on decrepified units. As such, Laser will not work on decrepted units. This applies to Brain Sap as well. With the exception of Fan of Knives based spells, Ethereal units are only hit by damage of Attack Type Spells ( i.e. anything reduced by spell resistance). Tinker's missile won't work on decrepted units. Two other spells that are based of Fan of Knives (and will thus not deal damage to decrepified units) are Echo Slam and Scream of Pain. Death Pulse was based on Fan of Knives, but got changed recently and should now work with decrepify.

Fun fact: You can't be netted while you are Decrepified.

Level 1 - 2 seconds. 100 mana, 13 cooldown, 550 cast range, lasts 2 seconds.Level 2 - 2.5 seconds. 100 mana, 11 cooldown, 550 cast range, lasts 2.5 seconds.Level 3 - 3 seconds. 100 mana, 9 cooldown, 550 cast range, lasts 3 seconds.Level 4 - 3.5 seconds. 100 mana, 7 cooldown, 550 cast range, lasts 3.5 seconds.

Nether Ward

Summons a Nether Ward that prevents enemy heroes from regenerating mana and can cast Mana Flare, which deals damage to enemy heroes as they cast spells.Lasts 25 seconds. Each level increases the area of effect of the Ward's Mana Flare, the Mana Flare damage, the negative mana regen and the hp of the ward.Mana Flare deals 0.75/1.00/1.25/1.50 * mana cost. This is Attack Type Spells Damage Type

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Magic (reduced by spell resistance and blocked by spell immunity). It has a range of 700/1000/1300/1600.The negative Mana Regen is a Brilliance Aura which regenerates - 1.50/-3.00/-4.50/-6.00 mana per second in a 700/1000/1300/1600 AoE. The damage from mana flare is reduced by spell resistance and blocked by spell immunity.

Level 1 - 80 mana, 35 cooldown, 700 AoE, lasts 25 seconds, 100 health.Level 2 - 80 mana, 35 cooldown, 1000 AoE, lasts 25 seconds, 200 health.Level 3 - 80 mana, 35 cooldown, 1300 AoE, lasts 25 seconds, 300 health.Level 4 - 80 mana, 35 cooldown, 1600 AoE, lasts 25 seconds, 400 health.

Life Drain

Pugna summons a very powerful draining magic that absorbs the life essence of an enemy unit.Lasts 9 seconds. This is a very strong spell, although underrated. It does quite a bit of damage, and won't always be noticed in large team fights. You can also use it on creeps, meaning that you always have a nice little heal waiting for you in the forest or nearest lane. It's a Channeling spell, which means that if you're silenced, stunned, etc. while casting it, the casting will stop. You won't be able to move/attack/cast other spells while channeling this spell, either.

Level 1 - 95 (71 with base hero resistance, 102 with Decrepify) hit point drain per second. 125 mana, 22 cooldown, 500 cast range, 800 AoE, lasts 9 seconds.Level 2 - 140 (105 with base hero resistance, 151 with Decrepify) hit point drain per second. 175 mana, 22 cooldown, 500 cast range, 800 AoE, lasts 9 seconds.Level 3 - 185 (139 with base hero resistance, 200 with Decrepify) hit point drain per second. 225 mana, 22 cooldown, 500 cast range, 800 AoE, lasts 9 seconds.

Skill Build

1. Nether Blast2. Nether Ward/Decrepify

3. Nether Ward4. Nether Blast/Nether Ward

5. Nether Ward6. Life Drain

7. Nether Ward8. Nether Blast9. Nether Blast10. Decrepify11. Life Drain

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This build is pretty self-explanatory. Ward is taken because it's an absolutely imba skill that can cripple/destroy enemy lanes and deal lots of damage quickly to enemy chain nukers. It's rare that you'll face a lane where Ward is simply completely unneeded/unwanted, but if that does happen, I guess you can get a level or two of stats, but you'll want to level ward anyways, as it's gonna be useful mid-game when ganking and lane switching becomes more prevelant. Blast is taken because it's Blast, a strong nuke that has a large AoE and damages towers. One level of Decrepify can/should be taken early if you have another strong nuker in your lane that you can gank with. Lina/CM/Zeus are all great examples. Decrepify helps them land their stuns (in Lina's case), gives a huge damage boost, and prevents enemies from escaping. A common misconception is to skip Life Drain due to the amount of counters to it. But I disagree. I think that Life Drain is a very powerful skill, as it can be used for lane-staying power, it has high DPS, and can even be your anti-carry. Life Drain paired with deceprify makes a powerful DPS skill.

1. Nether Blast2. Nether Ward/Decrepify

3. Nether Blast4. Nether Ward5. Nether Blast6. Life Drain

7. Nether Blast8. Nether Ward9. Nether Ward

10. Decrepify/Nether Ward11. Life Drain

This alternative build takes Blast over Nether Ward. I recommend this if you're in a lane against not-so-heavy nukers, or don't have another ally to gank with, and you need some kind of big damage nuke to kill enemy heroes. Otherwise, it's fairly similar to the above build.

Item Build

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Please note that this build can be altered quite a bit, but this is a good baseline for Pugna. Branches for the early stat boost and for building into Mekansm, Tangoes for regen in the lane, Boots for movespeed, Mekansm for the stat boost and AoE heal, Void Stone for extra regen if you want it, Bracers for health and stat boost, and you are the official ward bitch because besides from some bracers and boots, you really don't need any other items. From here, there are several routes you could go.

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Tangoes are good regen for laning. Also good against Furion's sprout. Otherwise, nothing really special. Branches/Circlets, this depends on which build you are going. Going for Mek? Grab branches. Going for a quick 3 bracer rush up to something bigger? Grab circlets. Unsure? Grab branches as they're cheaper and have the best sellback in the game. Boots are gotten for movespeed. Movespeed is the good. Depending on what build you are going, these can be gotten after another item or two. If you'd prefer to finish up your Headdress before getting boots, for instance, that's fine. Pugna has decent base movespeed. Many people may not like Sobi on this hero early-game, but I find that early and mid-game, I'm using my spells a lot. While foresting, Life Drain is used a lot, and it's mana cost isn't exactly cheap. Same thing with Mek, and you'll also be using Decrepify/Ward/Blast a lot during ganks and even just regular laning, so you're gonna need something to buff your mana pool at least a little bit. Sobi is cheap, and effective. Wards should be bought throughout the game.

Bracers- Bracers are godlike on this hero. He really needs the strength gain, has the inventory space to get 2-3 (recommended every game), and the other stats that are provided definitely aren't bad for him.Mekansm- Mekansm is a very good item on Pugna. Pugna has low health, so the heal is nice, insane mana regen and mana pool, so he can afford to use it, and his armor is less than good, so they give a bonus to that as well. Mekansm is an all-around good item for this hero.Necrobook- get a big intell gain, strength gain, and DPS from your minions. This is a great item to get almost all of the time, as it gives you the big stat gains that you need, and provides you with extra DPS. It's possible to skip Mek to rush this up faster.Dagon - Big nuke, great for finishing off after a blast/life drain, also great for KSing from your team so you can buy more wards for your team. This is a good item to get if you're not having problems with staying alive, and can get it fast enough to make it really useful. It's possible to skip Mek to rush this faster.Shiva's Guard- This item is great on Pugna. Depending on your situation, you may prefer this item over others. If you're having troubles running away from enemy carries, but you want some intell and more AoE for team fights, this is preferable over Blink Dagger. It gives you a strong boost to damage, practically endless mana, and a very strong AoE spell that can even be used to farm, if you choose to use it that way.Boots Of Travel- This item is fairly obvious. Lets you teleport around the map to help your teammates in battles, gives insane movespeed, and helps you farm. It's worth it. It also gives you the ability to zip in and out of battles more quickly.Eul's/Guinsoo- Big boost to intell, and an extra disable. Definitely not a bad choice. Also uses up your void stone. Great to get when your team needs a disable and you're doing alright in the health department. It's okay to skip Mek for this, but I don't recommend it. Eul's/Guinsoo's strength doesn't depend on getting it early like Dagon/Necrobook, so you can get them a little later, so Mekansm works well.Heart- Probably the last item you'll pick up, you can get this right after the core build if you want, but I recommend getting it after one of the previous "big" items.

Other Items

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Blink Dagger- A strong escape mechanism, very useful if you're afraid of the enemy team's big bad carry. If you already have another item to help you keep alive, and nothing else is working, this is a good item to get.

Bad Items

Aghanim's- While Aghanim's may seem good on this hero, it's actually a fairly poor item, in my opinion. It's a pretty expensive item, and it just doesn't buff your ultimate enough to really... matter. I don't suggest getting it.

For warding, check out this guide to see good warding areas/locations:http://forums.dota-allstars.com/index.php?showtopic=74632

Techniques

Blast-Harassing:This technique isn't really a brain-stumper. Using Blast to harass your enemies has the added effect of also damaging near by creeps and towers, so it's nice because of that. Practicing will teach you when the best time to blast enemy heroes is. Doing it uphill from them (if you're in mid lane), insures that they won't see you standing still for the two-second casting time, which means they'll have a harder time dodging it. The most important thing when harassing with Blast is to consider the enemy's point of view. If they see Pugna run up, stop moving, and stand there for two seconds, they know that he's charging Blast, and they know to get out of the way. Of course, this works in reverse, and you can run up and stop just to make them move back so you can last-hit/deny, instead of Blasting. Consider what the enemy sees, and how he sees it, and you'll become better at aiming and using Blast. Distractions (allies harassing, melee allies running up to last-hit/deny) can also help you use Blast unnoticed.

Blast-Farming/Pushing:Using Blast to farm is another technique that's very important to a Pugna player. Blast has a large AoE, but you need to consider a few things. First, it's not always the best idea to Blast at the very beginning of a wave unless you'll blast again to finish it off. I prefer to wait for my creeps to do some damage to the enemy wave first, then Blast, so you only have to blast once to get a few kills, and then last-hit the remaining creeps. Also, it's always best to hit the ranged creep(s) once, then Blast, as level 4 blast does enough damage that it will kill the ranged creeps after just one regular attack by you on them. Blast should be used like this for pushing as well, as just because you are pushing doesn't mean you can't farm as well. Using Blast to push into towers is also very effective, as once you push your creep line into the tower, the enemy creeps will line up by the tower to fight yours, so you can blast to farm the creeps and damage the tower at the same time.

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Blast does a big chunk of damage to enemy towers instantly, so it's a strong spell in these situations.You can also use Blast to farm in the forest. Against "bigger" enemies (Centaur, Furbolgs, etc.), you can Decrepify and then Blast them, as it'll do more damage.

Decrepify-Escape:Using Decrepify so that you or your enemy can escape a ganking hero can be effective. The 50% slow gives you enough time (especially with your insane movespeed) to get further away from the enemy. It also disables the enemy hero from attacking, so it's perfect for stopping scary carries from destroying you.

Decrepify-Ganking:Using Decrepify while ganking is another big part of Pugna, although it's not too hard. One of the great things about Decrepify, and one reason why it works so well with others, is because it's a combination slow and amplifier. It amplifies magic damage, making it every nuker's wet dream, and it slows the enemy, making those harder-to-aim nukes (Lina's stun, for example) easy-peasy to get off. Cast it on an enemy hero, then let off your Nether Blast, or start Life Draining the enemy. Remember to have your ward set up before you do it, as some enemies will try to turn around and outnuke you while they're decrepted, and your ward will blast them if they try this.

Nether Ward:Nether Ward is one of the most important parts of playing Pugna. Being able to place it in good locations, at the correct times, and in the correct way is vital. This is a very strong, and important, ability of Pugna's, so you need to always consider your placement, and how it works. The AoE on this thing is quite large, 1600 at level 4, so that's another thing to take into consideration. This skill can, literally, break your enemy's lane and "imba hero combination" into nothing. While it can be somewhat countered by burst mana-regen (Bottle), even then it's not a very big deal, as that is 1-2 nukes at the most, and they pay for it in life. Also remember, that when placing your Ward, if/when your enemy goes after it, they have to attack it (as it's immune to magic damage, as far as I know, so they can't just cast a spell on it to kill it), so while they're attacking your ward, that gives you a chance to Decrep/Blast them (they can't attack because of Decrepify, which means your ward stays alive, plus they take damage from getting Blasted), or Decrep and Life Drain them, or both. Remember that you can always set the ward down beside or right behind your ranged creep so it will reach through the creep line. This is usually done if you're not in a good ward location and you just wanna throw one down really quickly. Let's look at some common ward locations.

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This is a pretty good spot up top. As is this:

A good spot at bottom:

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These are just examples. The big map of places to place wards:

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Blue = Good spotsRed = Okay Spots

Drain-Laning/Creeping:Using Life Drain while laning and creeping is very important. Life Drain has an insane regen rate, and even though your Drain will quickly kill off a creep in a lane, it'll still last long enough and leech enough to give you a big health boost right when you need it. I usually cast it on the Necromancer, as he usually isn't being attacked, which means more life drained for me, but if I see a ghoul not taking any damage, I can drain him as well. While in the forest and draining, you can cast Decrepify first if you want (I do this sometimes against big Centaur/Furbolgs) to finish the job faster, and so you won't take any damage from him when you first start draining (in case your health is down). If you're laning against an enemy and you don't think you can drain safely, just hop into the forest really quick, drain a creep, and come back out with big health.

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Drain-Ganking:Drain is a very underrated ability while ganking. It is a pretty extreme spell, especially when comboed with Decrepify. 200 DPS is nothing to joke about, and even just three seconds of that (how long Decrep lasts) is 600 damage easy. If you've already harassed with Blast a few times, this is enough to kill most enemies easily. Or you could just use your Guinsoo/Eul's to disable them and finish them off, your Dagon to insta-gib them, or your Necrobook to give some extra damage. I have literally hopped into two enemies with 3/4 health multiple times and taken them both down with good use of a Guinsoo and my spells, and Life Drain was a critical part of all of that. Don't underestimate this ability. This move is golden when combined with a stun/disable as well. Furion is one of my favorites, definitely, as he can Sprout them, and then they can't get away from your Life Drain for a LONG time. If they try to tango their way through, just Decrep and Blast them while Furion gets in position to unleash on them with his attack when Decrep is done. This can be done with lots of other heroes as well.In team battles, this is also a great ability, although placing a good Nether Ward and Decreping the right enemy hero can take precedence. This has huge DPS attached to it, and during team battles, it can be dismissed as the enemy hero doesn't want to run away from the battle. That gives you a lot of time to do some really insane damage.

Pugna Strategies

Laning - Pugna isn't a horrible solo. Most solos are usually either carries or strong nukers that can dominate the lane. Pugna does well against these because of Ward. Ward does damage to orbwalkers (a huge plus), and drains them of mana, so they don't even have mana to orb-walk you for a while. Pugna also does well because of Life Drain, which lets him stay in the lane easily because he can just hop into the forest, Drain up, or just Drain straight in the lane. He can also quickly get enemy creeps off his tower with his AoE nuke. While laning, you should have Ward up as much as you can, in places where it's actually hitting the enemy with it's -regen aura, and use your long range to last-hit and deny. Harassing with Nether Blast is never a bad idea, but remember to keep some extra mana in case you need to pop out a Decrepify to escape. Laning with an ally is also a great idea, as you benefit a lot from an ally with a strong nuke/stun.One of my favorite allies is Bane. The burst damage from these two heroes is insane, and they can dominate any other 2-hero lane easily, in my opinion. Ward keeps your enemy's health down, and if you want an easy kill, Bane can Nightmare one enemy, you Decrep the other, and Bane Fiend's Grips him. You Blast for the kill, then go to the other one, and Life Drain while Bane Brain Saps him. This is a huge burst damage combo that can remove two enemy heroes easily.Another great ally is Zeus, who is great, again, for his burst damage. A quick Decrepify, and he can unload Arc first (11% of health gone because of Static Field) and then use his Bolt while you Blast/Drain. Huge burst DPS, and the enemy is definitely dead. If not? Just use Zeus' ult to finish the job.

Getting Ganked - Depending on when and how you're getting ganked, sometimes you can turn it around. However, the most important thing to think about is what abilities you have. When

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getting ganked, you have to remember that you have Mek. If you are missing 250 health or more, immediately use it, and start running. You have insane movespeed, especially with BoT. If you're facing a big, scary, carry, I suggest Decrepifying him. Slows his movespeed, and he can't attack you, so it's a good way to give yourself a buffer. You may be able to turn the gank around with Decrepify - Life Drain, but if it's more then one enemy and you're all alone, I suggest just trying to stay alive and retreat, and coming back later in numbers if needed.

Ganking - One of the most important things while ganking is setting up your area where you're going to gank. If you're going to gank a certain enemy, set up your ward in a place where it will reach in the general area of where the gank will take place. If they try to counter your gank with their own spells, they'll take damage, which is important. Ganking with an ally is recommended, because, of course, it has a much higher success rate, and you work really well with other nukers because of Decrepify. Leading with Decrepify is usually a good idea, Decrepifying them and then Blasting them, and finishing off with Life Drain or some auto-attacks. It's recommended that if you are solo ganking them, you lane against them and harass them a few times with Blast or your attack to get their health down a little bit, and then try to gank them, as you only have so much burst damage.Ganking with an ally is very important, and I ran over a few situations with specific heroes in my laning section, but generally, and stunner/nuker is great, especially chain nukers. CM/Lina/VS are all great Sentinel heroes, as they all have strong nukes and disables. Lion/QoP/Lich are all good Scourge heroes, as they all have extremely strong nukes. QoP, Lina and Lion are particularly devastating, as their ults combined with Decrepify results in huge numbers.

Farming - While laning, using Nether Blast to farm can work, but it's not as useful earlier on. It's best to just last-hit and deny early on. Once you start getting into mid-game, and ganking starts going on more, you can start going into the forest and using Nether Blast to farm the smaller creep camps while moving through the lanes to gank or farm. While using Nether Blast to farm in a lane, remember to attack the ranged creep once and then Blast, as this will insure that the ranged creep will die from the blast. I usually attack the ranged creeps once each, wait a little while until the melee creeps are closer to about half health, and then blast, and attack to finish off the last creep or two. Remember that, as the hero with the highest int gain in the game, you have a large attack power, so you're pretty good at last-hitting and denying.

Pushing - Pushing is, in many ways, similar to farming in a lane. Hit the ranged creeps with a regular attack once, then Nether Blast the whole wave. This is a really fast way to run through the enemy creep waves quickly. Another important thing to consider is the enemy team. If you think you're about to get ganked, set down a ward just in case. If you want to push extremely fast, and you have Necromonicon, I suggest using the demons to help speed up the pushing process, and just letting them auto attack.

Big Team Battles (Defensive) - When trying to defend from pushes or towers, set down Ward in a location where it won't be destroyed but will still affect everyone in the battle. It can seriously break an enemy push and win a fight for your team, it's very powerful. It's also a great anti-orbwalker, as it deals damage each time they cast their orb spell, which isn't horrible, especially against high attack speed carries. Nether Blast harass a lot, and use Decrepify against their carry to stop him from attacking and so your team can all focus the carry quickly and remove that

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threat from the battle. Remember to Life Drain when you can, as the somewhat low cooldown on the ability makes it great to spam through team battles. Also remember to Mek when needed, preferably when the team is bunched up and everyone can benefit from the heal.

Big Team Battles (Offensive) - This is essentially the same thing, you're just not on home turf. Set down Nether Ward in an area where it won't be destroyed but will still hit everyone in the battle, Decrepify and focus their carry, and make sure you Life Drain. Use Mekansm when needed, and remember to spam Nether Blast a lot, as it has a large AoE and nice damage. If you went Necromonicon, it's a good idea to bring your demons out, of course, and Dagon is awesome to use on Decrepified enemies, as the Decrepify will up the damage of Dagon.

DnT's Favorite Allies

This combo has already been mentioned, but I'd thought I'd talk about it a bit more, because it's such a great combo. Bane and Pugna dual lane. Pugna gets Mek, Bracers, Boots, and Wards, getting Dagon eventually. Bane gets his bracers or whatever and Necrobook. It's such a powerful combo, and it can dominate any lane, it can even easily deal with a tri-lane. Necrobook is a lot of DPS, and Nightmare can remove an enemy while you both focus another enemy with huge DPS in the form of Life Drain and Fiend's Grip. You both also have big nukes, and Dagon will insure that you get at least one kill. This combo is extremely powerful.

Another favorite combo of mine is Sand King. Sand King and Pugna are very strong together, as a simple Decrepify and Blast can turn into a Decrepify, SK blinking in with Epicenter on, and Blasting for the kill. It's a very strong combination, and Nether Ward punishes your enemies, or even stops them by draining them fully, from stunning/disabling SK. I'm pretty sure that Decrepify boosts SK's epicenter damage, as well, and his stun is also awesome for getting some extra damage and getting some valuable Life Drain time in.

Replays

 lolpugna.w3g ( 840.37k ) Number of downloads: 449

A pub where I'm teaching a new player on my team (Hatemachine.) how to play Drow. After dying once early game, I make a comeback and get five kills as the game progresses, getting an awesome kill at level 6 using Life Drain to get the kill (so remember kids, don't underestimate Life Drain) and just a little while after that use Life Drain to kill a Pudge who had dismembered me, and was trying to Rot me to death. However, the game progresses later and I didn't focus on that, and once the enemy team's carries start getting big, I start becoming food. Considering that this was a pub and we didn't have much team work, I probably should've gone for a bigger health item like Heart earlier, instead of getting my Dagon. All in all, it was an okay game, and you get see my build in practice. I make one of the biggest mistakes that a Pugna player can, and that's

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trap himself with his own ward. Never, ever do this. Now, I could say that I did this to teach the watchers of this replay a lesson, but really, I made an idiotic mistake. Game ends at 70 minutes because Sniper is hueglol.

 pugna_shiva.w3g ( 621.04k ) Number of downloads: 895**Recommended watching**

5v5 pub pugna. Pretty piss poor team for me, to be perfectly honest. Yellow and Purple were both very new to the game, Orange was probably new or just not playing well, and Blue had some troubles farming, although played quite well besides being first blood to the new N'aix. I go 7-2 in this game, showing off some great kills and ganks, and again, showing that Life Drain is in fact useful and very strong, even at level 6. For any doubters, watch this replay, and watch how many times I save Blue using Life Drain (4-5 times), how many kills I get using Life Drain, and how many times I save myself using Life Drain. It's a very, very powerful skill, and I show this in the replay.Pretty bad wards by me throughout, this is my first game in about a month, month and a half. I tested Shiva in this game, my first real game with it, and it's a quite powerful item. The slow is awesome while being ganked, awesome while killing others (using it at the end of Decrepify for more slow time is amazingly powerful, especially comboed with a Life Drain), and awesome while chasing and ganking others with teammates. Item build was Boots -> 3 bracers -> Shiva -> BoT -> Reaver. I went Blast/Ward, getting my first level of Decrepify at 10. While I could've gotten more kills early with Decrepify, I wanted Ward for some reason, don't ask me.Also, I got a kill using my ward and creeps to trap N'aix in. Was pretty spectacular.

In Closing/Thanks

I hope you enjoyed reading this guide.I'd like to thank the following people:suizidaBeast_PeteThe inventor of OreosBlaowIronfistoSynegh for giving me a replay

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