Rhasta, the Shadow Shaman
~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
XIII. Last Word
I. Foreward
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
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)
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 ConsPros:
[+] 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
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
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
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:
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 StrategyEarly 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
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
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
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.
3. Special Mention:
Axe. Yes, Axe... And why? He's a deadly threat when shifting lanes and
if you meet him early on. With he's Battle hunger, you'll hardly get
any kills (not kidding), even if you did, Counter Helix will be on you.
And so, even if he's Ward-Trap, Counter Helix still activates! You're
worst enemy. Switch lanes IMMEDIATELY if he's on your lane, and don't go alone to kill him.
VIII. Screenshots/Combos
1. Screenshots
This is a screenshots focusing on Rhasta vs Krobelus (Death Prophet) of Ward-Trap.
Rhasta goes near to Krobelus, attempting to Ward-Trap her.
Beginning to aim the Warding, while Lanaya (Templar Assasin) comes to help.
Yes! Ward-Trap success! But it's not over. Krobelus could get out and escape Lanaya's skills. Time to Shackle...
And so, Shackles brought her down! Now Lanaya focuses on hitting
Krobelus while the wards concentrate on her as well. A few more
seconds...
First Blood! Nice going between them. (Notice the computers are Easy. This are for demonstrating purposes only)
How to Ward-Trap a Moving Unit
Right Ward-Trapping Attempts:
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:
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:
MadHatter's game with Rhasta. He did pretty well with it even though he was playing Rhasta for the first time.
XIII. Last Word
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!