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How to make people go insane with Outworld Destroyer.
Outworld Destroyer![]()
One of the more underused carries in the game but still a force to most certainly be reckoned with. He is great in public games, destroys just about anything in his path with his high pure damage orb and his ultimate basically melts anything and everything that is not an intelligence hero. He should almost always be a mid solo to maximize his effectiveness, he can be a strong ganker with some rune control but he does not have to rely on runes to be a strong mid hero. He makes most mid heroes cry when his imprisonment is used effectively. So let's start off by looking at his abilities.

Arcane Orb
Adds extra pure damage to Outworld Destroyer's attacks, based on his remaining mana pool. Arcane Orb also does bonus damage to summoned units and illusions.
Range: 450
Percent Mana Pool to Damage: 6%/7%/8%/9%
Bonus Damage to Illusions and Summons: 100/200/300/400
100 mana
This is his first ability, it deals pure damage, can be auto casted, bonus damage to illusions, is a unique attack modifier, does not go through magic immunity and if you are so inclined can be orbwalked. ( A decent showing of how to orb walk )
Arcane orb is essentially all of your damage, late game you will be close to two shotting support heroes and will cut through everything else very quickly. It deals a high amount of damage due to it being under the pure damge type, meaning it is not effected by resistances, the number you see is the amount it does. The bonus damage to illusions/summons can quickly show which hero is real if they either grabbed an illusion rune, happen to have manta stlye or are a hero like Phantom Lancer, it also makes qucik work of Beast Master's hawk and quill boar, Invoker's forge spirits and Warlock's infernal.

Astral Imprisonment
Places a target allied or enemy hero into an astral prison. The hidden hero is invulnerable and disabled. When cast on an enemy Hero, Harbinger temporarily steals intelligence from that hero.
Range: 550
Intelligence Stolen: 2/4/6/8
Duration of Steal: 60
Duration of Imprisonment: 1/2/3/4
120/140/160/180 mana
18/16/14/12 second cooldown
His second ability allows you to steal intelligence from enemy heroes or protect you or allies from in coming attack with proper timing you can be doging nukes or stuns with ease.
Imprisonment is your best friend early game, it helps you secure last hits and can let you deny your enemy exrtremely easily. This is why OD is best in the middle lane, with Astral Imprisonment you can gain a huge early advantage against their solo hero(es). It is also extremely helpful if you just want to harass since the stolen int last for a full minute meaning you can some what spam this on them giving you a huge increase to your base damage. However I'd recomend to just use it to secure last hits and to deny them like crazy.
In the later stages of the game you need to be extremely aware of what heroes to use this on, it can make or break a gank/team fight. If you are chasing make sure the hero you are chasing does not have an escape ability because using this on a hero with some form of escape almost insures that they will get away from you. In team fights using this on the enemy carry can be crucial, not only does it put them out of the fight for 4 seconds plus the stolen int you take directly effects the power of your arcane orb giving you slightly more damage, it also helps by giving you an edge for your ultimate.

Essence Aura
Whenever nearby allied Heroes or Outworld Destroyer itself casts a spell, it gains a chance to restore 25% of its mana pool. Outworld Destroyer also passively gains a bonus to its base mana pool. Several skills with no cooldown and toggled spells cannot trigger
Essence Aura. Radius: 1000
Chance to Restore: 10%/20%/30%/40%
Base Mana: 75/150/225/300
This skill makes spamming your orb viable, since you will almost always be triggering the effecting making you have full mana meaning you are doing full damage which also means you get to kill people faster. The passive mana gain also buffs your orbs power which adds great synergy. It is also extremely helpful to allies because proc'ing extra mana as a low mana pool hero is always welcomed.

Sanity's Eclipse
Deals damage to enemy Heroes in an area of effect based on the difference between Harbinger and the affected Hero's intelligence. If the intelligence difference is under a threshold, the affected Hero loses 75% of its current mana. Sanity's Eclipse can hit units trapped in Astral Imprisonment. If an enemy hero has the same or higher Intelligence than Outworld Destroyer, Sanity's Eclipse has no effect.
Range: 600/650/700 (700/750/800*)
Radius: 375/475/575
Intelligence Difference Damage Multiplier: 8/9/10 (9/10/11*)
Intelligence Difference Threshold: 10/30/50
175/250/325 mana
160 second cool down
(* indicates values with scepter)
OD's ultimate might seem confusing just looking at the information given, however it is rather simple, it is a massive nuke to heroes with low intelligence, with a multipler based on the difference between your int and theirs. However if the hero(es) have a higher int level and are within the threshold it gives a huge mana burn. And in the unlikely situation someone has way more int that you, you do nothing to them.
This is more than just a fancy light show of an ability (even though it does look pretty neat) it deals massive damage to those pesky strength and agility heroes. It synergizes with your astral imprisonment, more int means more possible damage plus you can hit them with this while they are imprisoned. Now a good question to ask is "when should I use this" because the CD is fairly lengthy, I would suggest the first moment you can hit at least 3 or more heroes to get the maximum damage/effect and even more so prefered if you can hit someone imprisoned at the same time, not to say you have to use it under those conditions but those certainly are the more prefered peramaters to look for.
Skill builds
OD can be some what flexible with his builds depending on how your laning/game and team comp happen to be. Most commonly I would suggest:
( 1: orb. 2: prison. 3: passive. 4: ult.)
2 > 3 > 2 > 3 > 3 > 1 > 3 > 1 > 1 > 4 > 4 > 1 > 2 > 2 > stats > 4 > stats
another common variation would be
2 > 3 > 1 > 3 > 3 > 4 > 3 > 1 > 1 > 1 > 4 > 2 > 2 > 2 > stats > 4 > stats
With the first build you are maxing your passive first while still getting points in your prison early simply because it gives you a lot of utility early game for last hits and denying. you max your orb second while skipping your ult to maximize your early to mid game damage. Your ultimate is gotten later on simply because the chances of larger team fights happening is tyically rather low.
However build two is for a game where your team might be pushing harder so you'll need a faster orb leveled up to dish out damage and getting your ult at 6 can make or break a team fight at a tower.
Item build
Start of game: I'd suggest getting x 1 x 1 x1 and either get a few or save the rest of your gold
Boots: I usually strongly suggest getting simply because the build up is really good and it makes you nearly unstoppable in your lane. And it can be taken apart later if you so desire to get the int version of . However I suggest keeping them simply because they offer a lot of extra movement spead which makes you a fantastic chaser for ganks and securing kills.
Mid game: Turn the mantle into a and a is always good. Typically is never a bad idea, it lets you chase, it gives you an escape and gives you int, which you need for both your ult and your orb to make them stronger. Your next item is a bit of a toss up depending on how well you are doing. isn't half bad because it gives you some health, a little ehp with the armour you gain from agility and it gives you int/more mana which is never a bad thing. The plus side is it almost guarantees your ult will be effective to everyone it hits. gives you a lot of int and health, a single target slow which alows you to chase extremely easily, a little under powered, but not a terrible choice if you aren't doing to well since the parts are fairly cheap.
Late Game: gives you ehp with the +armour and it gives you a load of int which is great, it also gives you the AoE ability that slows enemies around you which can net easy kills. you get a bunch of int, more attack speed and a silence/damage increase against a single target, it makes burning down tankier heroes extremely easy or allows you to destroy pesky casters like a Storm Spirit. A massive int gain, along with some health and hp with minor armor gain, plus it allows you to hex a single target which is a huge disable. Get this quickly if their team has something like a lycan, clinkz or ursa or other fast damage dealers that can really put of damage.
You want to focus around items that give you more intelligence because it translates directly into more pure damage from your orb.
In closing, Outworld Destroyer is a strong hero throughout the entire game. Hhe dominates mid solo heroes very easily and quickly turns that advantage into huge later game success. He might be a little more difficult to master but he is certainly worth playing if you haven't tried him. Even though he isn't seen a whole lot in the competive scene doesn't mean he isn't a force to be reckoned with when used properly. He dominates pubs and is a great way to carry your team to victory, and will always be one of my favorites.
