Rhasta, the Shadow Shaman |Forum Version|Guide Version| [anchor=~]~[/anchor]Guide Index: I. Foreward II. Story/Stats/Skills/Pros and Cons/Role III. Builds IV. Early Game Strategy V. Mid Game Strategy VI. Late Game Strategy VII. Good Allies and Bad Enemies VIII. Screenshots/Combos XI. Replays XII. Videos XIII. Last Word XIV. Changelogs I. Foreward [goanchor=~]~Back to Guide's Index[/goanchor]Well, so far, nobody has yet to post a significant guide to Rhasta, excluding the draft guides. So I'm here, to patch up piece by piece, Rhasta's usefulness, skill build, item build, and a whole lot more. Also, this guide is not suited for competitive play. So, if you're searching for competitive play for Rhasta, then you might need to search the web for it. II. Story/Stats/Skills [goanchor=~]~Back to Guide's Index[/goanchor]1. Story Once a gifted troll witch doctor, young Rhasta was well versed with the secrets of voodoo magic. When the war between the Sentinel and the Scourge began, Rhasta, then a Shadow Hunter, offered his allegiance to the Sentinels to vanquish the Scourge once and for all. While he was gifted as a witch doctor, Rhasta is a genius as a shadow hunter, exceeding his master by mastering the art of summoning multiple serpent wards, binding enemies for a short time and casting elemental lightning to several units. 2. Stats Str: 19 + 1.6 Agi: 16 + 1.6 Int: 21 + 3 (Primary Attribute) Spoiler Affiliation: Neutral Attack Animation: 0.3 / 0.5 Damage: 42 - 49 Casting Animation: 0.3 / 1.07 Armor: 1.3 Base Attack Time: 1.7 Movespeed: 285 Missile Speed: 900 Attack Range: 500 Sight Range: 1800 / 800 3. Skills Ether Shock Mana Cost: 95/105/135/160 Cooldown: 10 secs Casting Range: 600 AoE: 200 Duration: N/A Allowed Targets: Enemy Units Effects: 75/150/225/300 damage to 3/4/6/7 targets The only spell that Rhasta can nuke out. Also, used for harassing and getting last hits. Important skill, sometimes used early game to get extra gold coins with creep kills. Voodoo Mana Cost: 110/140/170/200 Cooldown: 13 secs Casting Range: 500 AoE: N/A Duration: 1.25/2/2.75/3.5 secs Allowed Targets: Enemy Units Effects: Turns enemy into critter Rhasta's hexing skill. Sometimes used with Ether Shock to add potential in it's effect, making use of the time. Also, useful on fleeing enemies. Shackles Mana Cost: 110/135/155/185 Cooldown: 16 secs Casting Range: 400 AoE: N/A Duration: 2.5/3.25/4/4.75 secs Allowed Targets: Enemy Units Effects: Disables the target, dealing 40 damage per second Rhasta's best disabling spell (In my opinion). In team battles, Shackles help out alot. Bind your enemies by a few seconds and their done for. Also, a few seconds are alot quite alot of pain if your allies are DPS (damage per second) heroes. Mass Serpent Wards Mana Cost: 200/350/600 Cooldown: 110 Casting Range: 550 AoE: N/A Duration: 45 secs Allowed Targets: N/A Effects: Summons 8 Serpent Wards, which have 39-43(53-59 *)/54-58(74-79 *)/69-73(94-100 *) damage * Can be improved by Aghanim's Scepter Rhasta's Ultimate. Really makes up for it with 8 Serpent Wards. Although they can't move, they can help you to escape if you're in danger, help your teammates, or trap enemy heroes in them! And combined with disables, game over? Note: Aghanim's Scepter no longer increases the Ward-count. Instead, the damage is increased. 4. Pros and Cons Pros: [+] One of the best disablers in the game [+] Can singlehandedly turn the tides of a battle [+] Not really item dependant Cons: [+] Very fragile [+] Slow movespeed [+] Mostly the #1 target in team battles Roles: Disabler: I'm sure you know that 'Disabler' isn't a role, but I've just created one! (lol) Anyway, Rhasta, as a disabler, focuses on techniques to help, aid and assist teamates. Of course, the disabling skills can also help to grab a kill, or hold it up so your teammates know what to do. Ganker: Rhasta has also claimed to be a ganker, roaming in search of kills. You're underleveled, get a teammate and roam the map, grab a kill or two, and see how much improvement there is. Pusher: Yes, Rhasta is one of the best pushers around. Mass Serpent Wards, is just the right solution for bringing down towers at a high effiecency cost, of it's mana. Mass Serpent Wards can also help to farm creeps while their pushing, and in large numbers. III. Builds [goanchor=~]~Back to Guide's Index[/goanchor]1. Skill Build 'The Common Build' 1. Shackles 2. Ether Shock 3. Ether Shock 4. Shackles 5. Ether Shock 6. Mass Serpent Wards 7. Ether Shock 8. Shackles 9. Shackles 10. Voodoo 11. Mass Serpent Wards 12. Voodoo 13. Voodoo 14. Voodoo 15. Attribute Bonus 16. Mass Serpent Wards 17 - 25. Attribute Bonus This build adapts to Rhasta's disable usages. With Shackles going first, you can be sure even if you meet heroes on the lane, it is worth a start. Voodoo is usually gotten last due to the massive mana needed. Another build would be to max out Ether Shock, then Voodoo, then lastly Shackles. Some people use the build for the extra disable they need. It is also a key that Ether Shock nukes out and harass enemies that get near the lane, so it is a powerful spell. 'The Disabler' 1. Shackles 2. Voodoo 3. Shackles 4. Voodoo 5. Shackles 6. Mass Serpent Wards 7. Shackles 8. Voodoo 9. Voodoo 10. Ether Shock 11. Mass Serpent Wards 12. Ether Shock 13. Ether Shock 14. Ether Shock 15. Attribute Bonus 16. Mass Serpent Wards 17 - 25. Attribute Bonus This is a different type of build, where people will make use of Rhasta's disabling skills. More importantly, a 2nd level of Voodoo can help alot in the early kills. So pick this if you think you're ready for some disable. 'The Competitive Skill Build' 1. Shackles 2. Ether Shock 3. Ether Shock 4. Voodoo 5. Ether Shock 6. Mass Serpent Wards 7. Ether Shock 8. Voodoo 9. Voodoo 10. Voodoo 11. Mass Serpent Wards 12. Shackles 13. Shackles 14. Shackles 15. Stats 16. Mass Serpent Wards 17 - 25. Stats The competitive skill build for Rhasta. Though I said that this guide is not suitable for competitive play, it's just a skill build to let you understand how to play for him. 2. Items [goanchor=~]~Back to Guide's Index[/goanchor]2a. Team Battle: 5v5 If you're going for a team battle in DotA, 5v5, I suggest doing this: Starting: Total: 625 Gold. Why just this, and not other builds with Bracers? If you don't know yet, Null Talisman costs 25 Gold cheaper then Bracers, and you need extra gold early game to balance properly. Clarity to save you from running back to base, along with Tangoes. Core: Total: 11175 Gold. (This is possible if your team is owning early game, to mid game, and this is really costly, so you may want to exchange Guinsoo's Scythe of Vyse for Aghanim's Scepter or Necronomicon. Why Boots of Travel? Questions for why BoT (boots of travel) equipped by Rhasta is and will be asked. Some people go for Treads, while it is worth it, or not? Travel makes Rhasta's pushing purposes alot more beneficial. It is also time consuming to travel from one place to counter-push or to push, so there we have the boots to solve Rhasta's pushing needs. Why Eul's Scepter of Divinity? Eul's is definitely needed to land your ultimate. Though it may just look plain, and only to help you land it, it has many purposes behind this item as well. Early game, you'll be harassing alot. And since we're going, for example, bottom lane for Sentinel, get a quick Sobi Mask from the side to increase mana regnetion. And so, Eul's solves our mana regeneration problem. Why Guinsoo's Scythe of Vyse? Another hex for you to abuse. Definitely, it may be costly, but you'll get what you need for it. The hexing purpose is also to help you land your Mass Serpent Wards, though Eul's may be a better choice. As I said, Guinsoo is costly, so you may want to swap it for Aghanim's or Necronomicon or any other boosting items you want. Luxury Items: Refresher Orb 5300: Due to the changes in 6.63(b), the cooldown is changed to a bigger amount, a 110 second cooldown. So, if you're getting hanged, rushed, chased, hit or whatever, and Wards are on a cooldown, reach for this. Aghanim's Scepter 4300: Due to the changes in 6.64, the Scepter DOES NOT increases Rhasta's Ward-count anymore. Which means, Scepter increases the damages of the Wards instead. But still, the damage is quite hard (with level 3 94-100 damage). Go along with it if you feel you're overpowered and can only count on your Wards to save potential lives or kills. Necronomicon 2750: Many favourites between Rhasta users. This is considered Luxury since the uses of the Necronomicon Archer and Warrior both do wonders. You let them charge for the enemy, while you hide. When the enemy concentrates on them, come out of the darkness and do your best. Shiva's Guard 4700: Many attempts to fail at Ward-Trap doesn't mean that you'll fail disastrously. Get Shiva's Guard and go for the escaping enemy. Activate it, and, get your kill, if possible. 2b. 1v1 During 1v1 fights, it is expected to have alot of money in the beginning. So I'll let you have this build: Starting: Clarity is optional if you're playing -om, or something else. If not, spare the gold. Travel is advised to get since you're not going to waste money by buying Eul's first when you haven't even gotten your Ultimate. Core: Mostly the same as the team battle build for the Core. No else. Other items that might help Rhasta: 600 Ganking item, and since Rhasta is a ganker, he needs it, thought many people will consider buying it. 3300 Soul Booster is another cost efficient way of buffing up Rhasta if you don't feel like running back to the fountain. 5050 Another efficient way, upgraded from Soul Booster. Same as Soul Booster. 1400 Great item. Helps buff up Intelligence and increses the movespeed a little. Though I still recommend Travel for pushing, and lane dominating purposes. 3. Rejected Items Spoiler Heart of Terrasque: 5500 Vanguard: 2225 Remember: Rhasta isn't a tanker, therefore none of these items are needed. Divine Rapier: 6200 Monkey King Bar: 5400 They don't really work well with Rhasta. In fact, Rhasta doesn't really need extra damage. Battlefury: 4350 Radiance: 5150 Rhasta isn't a melee hero, why need another extra damage caused AoE? Yeah could help with farming but somehow, you're wasting money, IMO. Helm of the Dominator 1850: Rhasta doesn't need extra lifesteal. In fact, a few disables can cause him, sometimes not to lose a single life. Mask of Madness 1900: Why extra attackspeed? Don't see the purpose. 3300 Doesn't really suit Rhasta... 4850 Edited: No longer has the same recipe (with Diffusal Blade) 1500 An absolute no. Rhasta is no way, rightful to chase down enemies. This should only be given as a role to allies such as Lycanthrope, or other chasers, etc. Fun Item Build: Yeah, a Fun Item Build for Rhasta: Spoiler 6x - 3x - and 6 Perseverances is... chaos! You regenerate mana alot faster, and after Voodoo, Shackles, then Voodoo again, and Shackles once more. Even chasing, Ether Shock, then after the cooldown resets, once more! 3 Soul Boosters and another 3 Bloodstones is much more of an undefeatable status, for Rhasta. In fact, how hard the enemy hits you, you'll keep hitting back, like nothing hit you. Maybe it can be better then Vanguard... but, who knows? IV. Early Game Strategy[goanchor=~]~Back to Guide's Index[/goanchor] Early game, soloing mid lane is Rhasta's purpose. Or bot for Sentinel, top for Scourge. I can see why if you're in need of money or extra exp. Also, never skill any of Rhasta's skills first, because you won't know what you're facing. If you're facing no enemy, I suggest picking Ether Shock instead. Since you're going for last hits/denies with no one to disrupt you, I don't see why not. If you get Ironwood Branches first, I suggest getting Healing Slaves over Tangoes. Why? Rhasta's low health early game will be a disruptance. Or, if you need another, I suggest buying extra Tangoes. V. Mid Game Strategy [goanchor=~]~Back to Guide's Index[/goanchor] Mid game for Rhasta mostly is to join in between and fro of team battles. With disables going around, the enemy will hardly touch you, but you'll evenly touch your enemy. Also, maybe during this time, your enemy will try to do means to take you down. You're probably the #1 target in team battles. It may be an honour to be the prority target, but nevertheless, you must becareful even if you're ganking quite well. They say, if you want to kill an enemy around mid game, hide in the trees, surprise your enemy. Start by the same combo, then once your Warding cooldowns, rinse and repeat. VI. Late Game Strategy [goanchor=~]~Back to Guide's Index[/goanchor] More or less, your item build should be ready by now. You don't have to really matter much if you're going up against another hero. I know the nerf about the Mass Serpent Wards, to a higher cooldown. If you're just finished with Mass Serpent Wards, keep farming. You just need to waste time before you can reuse Mass Serpent Wards again. Or, you can use Refresher Orb. Late game here, you must be precise with Rhasta. Alot of advantage will be taken, so I suggest trying to stay with teammates at all times. If enemy is on your lane, never alert them. Instead, call for allies and deal with them together. VII. Good Allies and Bad Enemies [goanchor=~]~Back to Guide's Index[/goanchor]I'll go through some popular allies that'll help you out. 1. Good Allies Stunners/Trappers/Supporting Spellcasters Basically, supporting spellcasters and other stunners/trappers are well hooked for you. They can help you to get the enemies while you ward trap and finish them off. Chasers These heroes can finish the enemy off if they live and escape. So help to disable them so they can go for the kill. 2. Bad Enemies Their so bad if you mix with them... I wouldn't mess with them if I were you. Extra heroes that could beat you down. VIII. Screenshots/Combos [goanchor=~]~Back to Guide's Index[/goanchor]1. Screenshots Some screenshots of Rhasta in action. Spoiler Here is a full life Lich, and Rhasta is coming to gank him. In this screen, Rhasta and Lich both can be seen. Notice that Rhasta does not have Eul's, therefore there is no Cyclone in the picture. And Lich gets caught in the ward-trap by Rhasta. It's not over yet. Shackle is now out to bind Lich, and the rest of the wards deal damage to Lich alone. A few seconds later, and Lich tries to escape, but to his disbelief, he died. Forked Lightning was cast right after Shackle, so that brought his hp down. How to Ward-Trap a Moving Unit Right Ward-Trapping Attempts: Spoiler Then, Failure Ward-Trapping Attempts: Then, 2. Combos Well, if you think this section just manipulates the thoughts above about Ward-Trapping, then you're wrong. Rhasta's disable skills have alot of potiential in bringing in alot of new combos, with the deadly vast of items as well. So, for this thought on Ward-Trapping first, here's the combo, with pictures: -> -> Basically, this is the same Ward-Trapping skill used above. It carries alot of pain in this combo, so try out on heroes that are more vulnerable to magic damage trapped in the wards. Also, when the hero is trapped, double-click your wards and attack that hero. You'll lessen his/her chance of escape, and finally, a kill with Ether Shock. ----------------------------------------------------------------- If you think you're not suitable with instant Ward-Trap, you can: -> -> -> This combo works if you're not really good between the Ward-Trapping yet. With Voodoo first, you slow the enemy down. Then, with movement speed decreased, trap him in encaged, and Shackle him. Then hit if he escapes that process. Then Ether Shock. Also, you will need alot of mana if you're doing this combo, so becareful. ----------------------------------------------------------------- Items also bring in help, like this combo: OR OR -> -> -> Or, you can replace Shackles with Voodoo agianst heroes that have Magic resistance (like Anti-Mage, Gorgon). They make them even less vulnerable, and lets your team handle them much better. Guinsoo: If you let Guinsoo first, then it's the same process with the Ward-Trap, where you go slow, and carefully so you don't miss your Ward-Trap. And then, the rest of the combo resets. Eul's Scepter: If you're going for Eul's Scepter first, you must remember 3 things: 1. When will the Cyclone end. 2. Targeting the enemy a few seconds before the Cyclone is prefectly done sweeping up. 3. The shadow of the hero. This can really help too, if you're not too sure how to Ward-Trap yet. Stopping the enemy in his tracks and make him vulnerable to act. You may want to Shackle and Voodoo afterwards in case he gets away, but I doubt it. Your Ward-Trap is more or less, encaged - then nuke. Necronomicon: If you're choosing Necronomicon, I suggest summoning them, hit the enemy, then Ward-Trap before adding on the disables. And while being disabled, destroy their mana! This makes them more or less useless to you. Also, this makes them unable to blink, invisible, because of their loss of mana. When killing enemy heroes without Ward-Trap: When you're going to kill enemy heroes without Ward-Trap, you will need another ally, to help you. Why? Even with Ether Shock, Shackles and Voodooing, the enemy is still able to get away, a few hp before it is pwned. So I suggest to bring another ally. While you disable him with Voodoo and Shackles, your ally will take him out. If he escapes, use your nuke, Ether Shock to get the last damage. Heroes to becareful when Ward-Trapping: Spoiler Nessaj (Chaos Knight): Can make images with Phtantasm, allow him to escape from the Ward-Trap. I suggest getting your Nercomancers to slow him down, making him lose mana faster. Slithice (Naga Siren): Same as Nessaj, Slithice will escape your Ward-Trap, slow you with traps and finish you off. Another idea would be to Voodoo, then Ward-Trap and Shackles as soon as she becomes back to her former self. Mangix (Pandaren Brewmaster): Able to split into 3 of itself, also escaping from the trapping. Once free, he can use his 2 other split self to attack you. I suggest you to Ward-Trap him, then Shackles. Once Shackles dies out, Voodoo after. This can make him trapped in much longer, and lose health quickly. Terrorblade (Soul Keeper): Able to make images. Among the other 3, Terrorblade is different. After confusing you, he will steal life from you, while the image beat the hell out of you. I suggest using Eul's Scepter, if can, and also Ether Shock if he manages to image out. If he escapes, Shackle him, then Voodoo before hitting him down. XI. Replays: [goanchor=~]~Back to Guide's Index[/goanchor] Rhasta Disabler Patch version: 1.24c Map: DotA Allstars 6.66 Game mode: -apso Spoiler Winner: Scourge Sentinel: :lich: Astana84, level 17 :sand: _taizi_, level 14 :naix: Sparta|WoF, level 18 :wd: FTL.noob, level 15 otm: .iWillCmi~, level 18 Scourge: :doom: Old.Dr.Vice, level 17 :vs: Ichigosama, level 20 :rhasta: GhostofGuns, level 20 :veno: PIGUdeStory, level 3 :murloc: SoL^Doom, level 9 Pretty much pub. I died alot of times here, and made very very very stupid choices which I shouldn't have done. Ichigosama was my friend, and was talking to him pretty much throughout the game. This game is focused on disabling, and letting your team kill. We also had a swap, between Sol^Doom and Sparta|WoF. Our team lost pretty badly. But in the end, we keeped up the pace. Items: Bracer, Null, Boots, Eul's and Aghanim's. XII. Videos [goanchor=~]~Back to Guide's Index[/goanchor] Spoiler [YOUTUBE]RCBjApsQyPg[/YOUTUBE] [YOUTUBE]0hpxfI9pXPY&NR[/YOUTUBE] [YOUTUBE]x7nWjqow4KA[/YOUTUBE] [YOUTUBE]UurktdBkvOc[/YOUTUBE] XIII. Last Word [goanchor=~]~Back to Guide's Index[/goanchor]Remember, this is not the real way to play Rhasta. It's just my playing style and what I've gone through with Rhasta. In definition, Rhasta may not be suit well for some causes (like tanking, carry, etc), so just don't get the wrong idea. Also, I hope that fellow people who like Rhasta's disable skills can also maximize your potential in playing him by also surprising your enemies. Go in the trees and Ward-Trap and other stuffs. Also, hope you get to try out new item combos! XIV. Changelogs [goanchor=~]~Back to Guide's Index[/goanchor] Spoiler September (09): Spoiler 27/09/09: Guide made. 28/09/09: Changed the Item category by replacing on which items to choose/added in which lane Rhasta should move to. 29/09/09: Re-edited some of the contents of the guide. October (09): Spoiler 2/10/09: Changed Manta Style over to the Rejected Items section/Added new section: Screenshots and Combos. 4/10/09: Added new sections and improved the guide much better. 8/10/09: Changed the guide to make it look shorter, so there won't be problem scrolling. 9/10/09: Added Bottle; Changed small spot-on mistakes. 14/10/09: Updated the item box, made regards to v6.64, whole lots of changes and guide coloured to look nicer. 28/10/09: 'Anchored' the guide, so you can click it up to the content page. Tiny replaced with Mortred. 29/10/09: Removed the colour edits for Foreward and Story and the italicised font. Added abit more colour to the guide. November (09): Spoiler 2/11/09: Added the competitive skill build for Rhasta, and added a few notes for items. January (10): Spoiler 16/1/10: Updated guide for 6.66. Remove Axe from the Foes. 28/1/10: Updated for 6.66b. New replay, deleted the old one. February (10): Spoiler 23/2/10: Replay fixed. Fixed icons in the replay section. Fixed the replay TFT version for watching. March (10): Spoiler 26/3/10: Updated guide for 6.67b. New screenshots.