Pudge Guide- Dota

This is a discussion on Pudge Guide- Dota within the Dota Forum board part of the Warcraft 3 forum category; Pudge - The Butcher v6.64 Content: 1. Basic Information 2. Skills 3. Skillbuilds 4. Itembuilds 5. How-To-Play 6. Friends & ...

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    Pudge Guide- Dota

    Pudge - The Butcher v6.64

    Content:

    1. Basic Information
    2. Skills
    3. Skillbuilds
    4. Itembuilds
    5. How-To-Play
    6. Friends & Foes

    _____________________________


    1. Basic Information

    Tavern: Scourge - Strength
    Strength: 25 + 3.2
    Agility: 14 + 1.5
    Intelligence: 14 + 1.5

    HP: 625
    MP: 182
    Damage: 52-58
    Armor: 2 (0 w/o Agi)
    MS: 285
    AS: 1.7s

    As we can see, Pudge as a huge Base-Strength and an equally strong Strength-gain, but lacks both Agility and
    Intelligence and their gain.Agility is not that important for Pudge, whereas he needs some base Mana to enable the full function of Pudge's deadly Combo, namely Meat Hook + Dismember. Due to the little cooldown of his abilities, it is important that Pudge's mana lasts for more than 1 combo and some additional hooks.
    Summed up it means that is base attribute points are quite low (25+14+14=53) and that his gain-per-level is
    relatively high (3.2+1.5+1.5=6.2), which makes his base stats quite average.


    2. Skills




    3. Skillbuilds

    Primarily one might say that there are 2 types of skilling Pudge. The first one (generally recommended) is for a
    solo-mid Pudge, which is why this skillbuild is a very offensive, gank-providing one. The second skillbuild makes
    Pudge rather the supportive tank, allowing his lane partner to kill enemies easily. This is for a dual lane only.

    Solo Lane Build:


    Explanation: You primarily skill Meat Hook, as it is our initiating nuke and, if used properly, one of the most
    powerful single-target-nukes ingame (400dmg+ministun are unique!). Meat Hook on Level 1 is not recommended, as its range is too little to initiate a go with it and its damage is only slightly higher than a normal autoattack,
    whereas Rot already deals 25dmg per second and slows the opponent by 20%, which makes it impossible for him to escape (except for escape spells like blink, timewalk, a stun etc.). A Level 2 Hook on the other hand is already
    capable of initiating a fight or finishing an escaping opponent. Your ultimate should be skilled whenever possible,
    as it deals much damage and makes your Rot even more effective (your opponent can't flee from your Rot for 3
    seconds!). As you are on a solo lane and gank from time to time, you are the one who is to deal damage to your
    opponent. Therefore, Rot is more recommended than Flesh Heap in that build. But remember that you do take much damage of Rot Level 3 / 4, as you do most probably not have any additional Magic Reduction at that point of game, so be careful when using Rot.


    Dual Lane Build:


    Explanation: As you see, this build is way more flexible. Meat Hook stays your primary skill, but this time you keep
    Rot on Level 1, as you are focussing on supporting your lane partner this time. Rot's slow does not increase per
    level, so Level 1 is enough. You try to run in front of your opponent, which is very easy while your opponent is
    slowed. Further tricks are shown in the How-To part. While your opponent is slowed, your mate can attack him easily. If you are really faggotsome, just lasthit the enemy with your hook and be happy
    After that it's you to decide what to skill next. If you lack Mana you should skill Stats then, if you are raping
    and get much kills Flesh Heap is much better, as you can collect much Strength Points by that. But remember to skill Flesh Heap at least once on Level 4, since you don't waste too many strength points then (remember: You get the bonus for every kill nearby you, and you have to participate in fights often). I then recommend skilling Rot from level
    12 on, as you then have some Magic Reduction and enough HP not to die too soon from Rot.



    4. Itembuilds

    There are many possible starting items, but I recommend a relatively strict build in mid-/lategame.
    Primarily you have to differentiate between the Solo-Pudge and the Dual-Pudge. It is obvious that a Dual-Pudge
    (which is played on a sidelane) does not have such a good runecontrol as a Solo-Mid Pudge, which makes a Bottle
    rather useless for him. Here are the builds with explanations (I conceive you picked Pudge, so you have 603 gold):

    Early Game:

    Solo Pudge
    OR





    --


    Explanation: You either get an early bottle or get some stats and tangos first, and your chicken brings your bottle
    later! Bottle is a very important item for solo Pudge, as he needs mana regen and runes.

    Dual Pudge


    You just get some passive stuff to heal yourself, so that you can lasthit easily and get some kills with the help of
    your mate to get your items. As an alternative startbuild you can buy the following:






    This start build offers you more Stats from the beginning and some Mana Reg due to the Clarity Potion, but lacks HP Reg. Again, the Magic Wand is great against heroes like Bristleback or so, but is useless against heroes like Tiny, that have to save all their Mana and seldom cast their deadly combos. So wait for the enemies picks before deciding whether or not to buy the wand. Of course, the wand should later be improved to the Magic Stick. This grants you more slots in your inventory and more charges.
    From then on the Solo Pudge and the Dual Pudge do no longer differ, as you most probably do not stay on your lane anyway. Therefore there is now a common Itembuild:

    Mid Game

    Try getting a fast Hood of Defiance, since you can easily Hook-Rot-Kill then. You can also follow your opponent with Rot turned on without getting too much damage. Some Boots are important too. In the Midgame (until min. 20) you should get the following items (at least). (The items are roughly ordered. If nothing strange happens, you should

    follow this order. I'll come to exceptions soon):
    []





    Whether or not to buy the second Ring of Regeneration obviously depends on your Startbuild (if you bought a RoR there, then there's only one left to buy).
    Exception: In case you are solo mid and are farming/pwning very well, you should consider buying a quick Point
    Booster (eventually directly after your starting items (bottle should always be bought before), as it gives you some bonus HP for Rot and most important: more Mana for your Hooks. But your first aim should always be to have Hood finished after a maximum time of 15min. If you think you get Hood and Point Pooster until that time, then do it. But Hood is always very important for the midgame, so think twice before buying Point Booster first.

    Late Game:

    You primarily get those two items:
    ->

    and
    ->

    What item to buy first is very much dependent from the situation. Usually I tend to buy Scepter first, as it brings
    about HP, Mana and some AS+Armor. Again, the improvement of our Ultimate is incredibly awesome, which is why
    Aghanim's Scepter is the undoubtful Core-Item on Pudge. I would always get a Staff of Wizardry and the Ogre Axe to get Scepter, and in my opinion it's better to start with the Staff, as you rather need Mana than HP. If you are killed permanently and do not get kills anyway, I would prefer 190 Bonus HP instead of 130 Mana.
    So primarily you get Scepter with Staff first, and then Phase Boots.
    The reason, why I recommend buying Scepter first, is the following: Phase Boots give us attackdamage, that we actually do not need, but give us the Phase Walk, which makes it an essential item on Pudge. So actually we only need the slight increase of MS (+10MS) and the Phase Walk (+10%MS and no collosion model), whereas we need every bonus of Scepter (except for the +10% IAS maybe), which makes it the better choice in most cases. But it's you to decide in fact. To repeat it, it all depends on the situation, so think about the order of the items.

    After that you simply get a HoT:
    ->

    The reason should be obvious. We can always need some more HP, the strength-bonus drastically improves our ultimate (3 * 0.75 * 40 = 90 bonus Damage/Heal) and the Out-Of-Combat Heal is almost a substitution for our Fountain of Life.After the HoT you can make a Pipe out of your Hood, so that the final equipment should now be the following:



    ()
    An aegis is always fine, as you are the most probable tank of your team in lategame (the longer the game lasts, the better Pudge becomes as a Tank. Even Centaur/Axe start getting less effective over time when compared with Pudge, who has no maximum amount of HP).

    Additional / Alternative Items:
    / - If you are not farming well and/or don't get your Point Booster, 1-2 Bracers/Nulls are fine to bridge the game until you get some money. But in an optimal development of the game, you actually don't need them. But you should not buy them too late (As soon as you got your Point Booster there is no point in buying them any longer!) Rating: 7/10

    - Nice item, grants you bonus Stats (especially Strength and Int are very important), gives you some nice HP/Mana Reg (esp. Mana Reg is nice) and the ability to block one spell every 20 seconds, which makes it easier for you to complete your whole combo. Again, people will think twice before wasting a stun/nuke on you when they see you have a Linken's. This item should most probably be bought after Scepter + Phase Boots, but is never a replacement for our Scepter! Rating: 9/10

    - Grants us exactly our needed Stats, but is for more skilled players only. When you hooked an enemy, summon the warriors, dismember and rot your enemy and autoattack him with your summoned units. Very effective, as you then are more likely to surround a victim (when you are standing in the forest and hook the opponent directly in front of a tree he is surrounded, as you need 4 obstacles for that. One obstacle is the tree, one are you and the other two are your summons). The problem is that Necronomicon needs to be bought quite quickly to be useful, which delays our Scepter. It's a nice item, but in fact you deal more damage with your Scepter-improved Ulti than with your normal Ulti+Autoattack of the summons, although the Truesight on Level 3 is very very nice for Pudge. Rating: 6/10

    - If you are to be the supporter of your team, this item proves to be nice. It grants you much Mana (in fact more Mana than you actually need), some strength and agi, and the Hex-Ability, which is very nice. You can easily hex an opponent far away, then either hook him (which is easier then, as he is very slow) or go to him and activate Rot, so he cannot escape. 5/10

    - Very nice item, as you kill many heroes with it,
    especially when they underestimate Blademail's effect. But if you are your team's main tank, you should not buy it, as it pulls the opponents' focus on other heroes, which is what you have to avoid (as a tank you have to be the one that is focussed!). Rating: 4/10 (dependend on the situation)

    - A nice items for Pudge-Beginners, for you can hook much more easily, as your opponent is immobile for some time. Remember the enemy cannot be hooked while he is cycloned, so some timing is needed nonetheless! The Bonus MS and Int are also very nice, but in fact this item only delays other very important items. Rating: 4/10

    - A second or even third HoT is never wrong due to reasons mentioned above (HP Gain, Reg + Ulti Buff) Rating: 10/10

    - This improves your tankability and is recommended for late game. If you don't know what to do with your money, improve it to Butterfly (which is just a luxury item in fact). Rating: 9/10

    - Gives you some nice Intelligence (->130 Mana) and can push yourself to better positions to hook from etc. Offers a wide spectrum of further tactics, but is not
    recommended for beginners. Like I said it's a nice item, but is rather useless (too little amount of
    Bonus-Attributes) in late game and it actually delays other core items, therefore: Rating 6/10

    - Pudge himself does not get any advantage of this item except the Bonus Armor, so he should only buy it if there are no real supporters in his team. In most cases Pudge is not the hero to buy this, as a HoT is always more important. Rating: 3/10

    - Deals bonus damage while chasing your enemies (so they get Rot+Radiance damage dealt) and also deals bonus damage while dismembering an enemy, but is in so far useless, as we usually do not deal damage by autoattack but by spells, which is why the +60damage are kind of wasted. This item is rather adequate for a Fun-Build and would be a bunch of money wasted in a serious or even competitive game, as it delays other items too hard. Rating: 2/10

    - Nice alternative item in Late game, but too expensive to be bought earlier. As Phase Boots were remade in 6.64 and do no longer give attackspeed, Boots of Travel are worth consideration. Phase Walk is still the best option, but Pudge really does not need that much of physical damage. Therefore, Boots of Travel are a suitable possibility, but Phase Boots are preferred as they cost only 1500 gold instead of 2700. Most probably dependent from the situation. Rating: 5/10

    Items you should definitely not buy:

    - I often see people buying a Vanguard for Pudge. But why? In most cases Pudge hooks a hero out of combat and kills him isolatedly. This means that in 80% of all cases your enemy won't even have the chance to attack you. Again, Vanguard does not block the damage taken from Rot. Therefore, it's just wasted money. You should only consider buying it if it becomes obvious that you will be the main tank in late game, but even then I would prefer HoT instead. Rating: 1/10

    - Representative for all Damagedealer Items. Pudge does not mainly deal physical damage, but is to suffer many attacks and deal magical damage. Therefore all kinds of damage-items are a very bad choice for Pudge (Radiance is the only exception, but it isn't that good, too). Rating: 0/10

    - Power Treads are highly ineffective for Pudge. It grants too few strength-points to be bought. Its only advantage is the high amount of Int, but usually a Point Booster + Staff of Wizardry brings about enough Mana. Again, you have no Phase Walk then, which is a very big disadvantage. Rating: 1/10

    - Representative for all kinds of Lifeleech. As Pudge deals no physical damage, he can't leech well. Again, he has a suitable "lifeleech" every 30 seconds as soon as he has Scepter (It is no problem to heal more than a third of full health by using your ultimate). Only Vlad is a possible supportive item, but usually Pudge is not the hero to buy this. Rating: 0/10

    - Similar to Blademail - A BKB makes it unlikely for enemies to attack us, which is not what we want to reach. Again, We have much magical reduction anyway. Nonetheless, in some situations Avatar can be nice. Rating: 1/10

    5. How-To-Play

    This section is to be divided into two parts. On the one hand the usage of each spell will be explained in detail. On the other hand, your pattern of behaviour in the respective game phases shall be depicted.

    How-To-Use Pudge's Spells:

    1. Meat Hook
    Meat Hook is probably the most difficult spell of whole DotA. Unlike Clockwerk's Hook, which hits its aim approximately instantly after a short casting time, Pudge's Hook has a constant speed and is to be adapted to the respective victims. There are three different basics in hooking properly. I will now explain them one after the other.

    a. Free-Kill-Hook
    In this situation you are waiting nearby a lane / creepspot while seeing your opponent, while he's not seeing you. (If he is seeing you and not hiding behind a creep, he is probably a noob ). You can then simply hook him. Always keep in mind that a stationary hero will not stay stationary all the time. The longer you wait, the higher the chance of missing is. Generally one might say that a missed hook is better than no hook (except for the very early game, as you have to fight for every single point of mana there). But please never directly aim at a hero, which has a logical reason. If he is moving directly after you hooked, he might probably dodge your hook. Therefore, you should always hook slightly in front or behind your victim and click in front of him. If he moves in the direction you pointed at, he will be hit. If not, you haven't lost anything anyway. So in general the chance to hit the enemy by not aiming at him directly is higher. Remember that creeps/other heroes nearby the victim can also be hooked by mistake, so try aiming to a point where no other units are nearby (see picture). Remember another important thing for this method:
    -A hero autoattacking a creep will most probably stay on his position until the attacked creep dies.
    -A farming hero who thinks he has freefarm will most likely rather move forwards instead of backwards.
    The following picture will show you how to hook a stationary hero:


    b. Moving Target
    Unlike the Free-Kill-Hook, you will need some experience and sometimes luck to hook a moving target properly, as they might unpredictably come to a halt and you therefore miss. In general you should try to hook your enemy in a special way. You must aim your hook to a point that will already be passed by the hero when the hook hits your enemy, so you always have to try to hook behind him. When done properly, the hook will just hit the opponent just in time when he is walking straight. If he stops or changes directions, you have a better chance of hitting him then. As he can't accelerate (in most cases), you don't have to be afraid of not hitting him when he keeps walking. Sometimes it's a bit difficult, but try to hook enemies through a wave of creeps, in most cases it is possible, as creeps very often leave a gap between one another. That's a very good training for your hooking skills. You should always keep in mind that heroes might suddenly change their direction without noticeable reasons (good players do this when there is a PotM/Clockwerk/Pudge in the enemy team), so hook as early as possible to keep the chance of missing low and wait until YOU think that you know where your enemy is walking to (a creeping / escaping enemy that has not yet seen you is again the best target possible). The following pictures will give you an idea of how to aim your hooks.

    At first you observe your enemy and whether or not it is probable that he won't change his direction (line). After having done so, you hook a little in front of him (cross) and ... Fresh Meat!

    As you can see, the hook will inevitably hit the hero and pull him to you.

    c. Blind Hook
    The most difficult basic technique with your hook. You see your opponent for a while, but then he is cloaked by fog. You must therefore determine his most probable route and additionally place a suitable hook in order to hook your target. Remember: You need some practice for that, so don't be discouraged too early. On the other hand, good players know what you are trying to do and either move outside your hook range as soon as they are in the fog, stand still for a moment so you miscalculate or simply walk a less probable (maybe even longer) route to confuse you. So try to do some Blind Hooks against noobs first (there are enough noobs in pubs ).

    In this picture Lina is running away. As it is an example, I allow her to do so. Since she has little HP left it is probable that she will directly return into base to heal herself, which makes the calculation of her route very easy. She is walking rightwards, directly above the trees. Therefore, we simply walk on the other side of the woods and try to hit her. The next image is a bit more complicated:

    The red line approximately shows Lina's route. The red spot shows the location on which I expect Lina to be right now. Then I hook to the location of the white cross, and ... voilà: a kill. Remember: In most cases it's not that easy to perform a blind hook, so again: don't be discouraged too fast!

    Other forms of hooking:
    There is a further technique, which is very very complicated. As you might know, you can curve the hook by using cliffs, hills or whatever. But in fact, that is just a visual effect, as heroes walk the same "curve" although they were sent directly to their destination. But you can also curve hooks on a very even ground. Curving itself is very simple, but using curved hooks to hook heroes that are hidden behind a creep is a very difficult task to do.
    It works as the following: You launch the hook to a certain point (look at the picture for details). After 2/3 of the hook is launched (due to simplicity I define it's from a length of 700 on) the hook will be recalculated. So if you have passed a certain distance while the hook is launched, the engine will regard your current position as the origin of the hook, and tries to maintain the angle of the hook, which is why the target point is displaced by exactly the distance you moved exactly in the direction you moved. As the hook shall not have a gap in it, the engine makes it appear curved. In the following picture you can see how it works:

    You hook, walk along the short line until 2/3 of the hook is launched and curve your hook. This rectangle shall show how it works. The line within the rectangle shows the beginning of the curved part.

    Overview of best hook positions:
    Here is an overview of all hook positions, from which you can easily hook without being seen.


    When hooking from inside the woods, you should try to surround the enemy with help of the trees after a hook. There are some gaps in the forest you can use for it (see the picture of "Moving Target" for an example). Alternatively, you can use a Tango or Quelling Blade's Tree Chop (which is an alternative early game item, but no start item!) to create such a hole in the woods.

    2. Rot
    Rot is much easier to handle than the Meat Hook, but should not be underestimated either. Usually you use Rot for 3 different things, which will be explained now.

    a. Lasthitting
    Whenever you try to lasthit a creep, you turn Rot on for about 0.5 seconds. Even on Level 1 Rot you deal 10 Bonus Damage to the creep, which gives you an incredible output damage, so you will seldom miss a lasthit-attempt. When there are some creeps with low HP you can't reach because there are other creeps in between, try using Rot precisely to lasthit the creep nonetheless. Unfortunately, this does not work for Denies

    b. Suicide
    In case you are chased by a superior group of enemies or are about to die in a clash, always try to suicide by using Rot. It takes some time to learn the right timing and always needs some luck, but usually you suicide in maybe 1 of 5 attempts. This is getting more difficult in the lategame, as you have more than 50% magical reduction then and a hp reg that is almost as high as the damage you take by Rot. But especially in the Early Game, when you don't have further magical reduction but Rot is already on Level 3 or maybe 4, it works quite easily.

    c. Chasing
    The most difficult way to use Rot. As Rot slows the opponent by 20%, it is perfect for chasing enemies. With Phase Boots you are fast enough to chase any opponent, as long as he is debuffed by Rot. But do NOT always use Phase Walk while chasing, which has a logical reason. First and foremost, you always have to run in front of your enemy, so you can - additionally to your slow - block him. With Phase Walk he would just simply walk through you, which is a thing we don't like. Again, when there are some creeps nearby you, a miniblock of about 0.2 seconds is enough to make your enemy escape from Rot. Therefore, you should save your Phase Walk until there is the possibility to be blocked, so you can always catch up to your enemy.

    3. Dismember

    There are four ways to use Dismember.

    a. After A Hook - As part of the combo
    You hook an opponent, turn on Rot directly after the hook is launched and try to dismember the enemy instantly. But be careful: The cast range of Dismember is higher than the range of Rot, and using Dismember on an opponent that is not hit by Rot is - in most cases - wasted time/mana, as it deals 300 damage less.

    b. In A Clash
    Always try to disable the maincarry of the enemy team. It works even better if you hook him to your mates before the clash starts. If the respective target has a Linken's, it is not that bad, as Linken's only blocks the damage and not the disable. As long as there are enough mates to help you, the hero should be killed anyway.

    c. As A Nuke
    If you want to kill a hero without hooking him first, you should approach him with Rot turned on and deal as much damage as possible. Then use your ulti. If he is not dead yet, try autoattcking him while chasing him as mentioned above. If the fight gets close and you might probably die, cast your hook on your enemy right after the ulti-damage was dealt for the third time. Therefore, on Level 16 without Aghanim's Scepter, you deal (3*175+3*100+400)*0.75=918.75 pure Damage (as long as the enemy does not have any further magical resistance).

    d. Kidding someone with Scepter
    As Scepter for Pudge is quite new, some Noobs and even more skilled players underestimate the effect of Scepter on Pudge. When you are low HP and chased by an enemy like Bloodseeker, make him think he will pwn you anyway. Then, just before dying, use your Ulti on him and turn Rot on. You should regenerate almost half of your hp, and the enemy should be almost dead. When he chases you on a lane, try to ulti him while your creeps are nearby. Then you can kill him even easier.

    How-To-Play Pudge

    1. Early Game
    You try to get as many lasthits as you can and deny as much as you can. When you are on a solo lane, you can try killing a hero with low max hp (like Luna, Maiden etc.) with Hook Level 2 to get Firstblood (maybe try hooking him in range of the tower and then chase), in most other cases you have to wait for Hook Level 3 to have a useful nuke. Try to get your items, and ALWAYS check runes, as they supply you with full mana everytime.
    When you are on a dual lane it depends on your mate whether or not to go for firstblood. A hero like Yurnero can get firstblood on Level 1 even, by slowing and blocking an opponent while he uses Bladefury. You should, as well as on a solo lane, try to get your items really fast. As you get most items in the sideshop, you should get your boots a bit later and get as many Hood-Items as possible on the lane. When it is predictable that you have to go back soon, save your money for the boots (this is only important if your lane partner has no chicken or there is no shared chicken for everyone). Always be careful using Rot when the enemy is capable of silencing. This becomes especially important when you have Rot on Level 3/4 and no additional magical reduction yet.
    Summary: Farm, try to get some kills against uncareful opponents (solo) and try to support your mate to get some kills (dual) Power in Early Game: 6/10 (really weak on the first few levels without help, but getting very strong from Level 5 on).

    2. Mid Game
    As soon as you're Level 7, try ganking the bot and top lane and get some kills. In a competitive game you should try to leave the kills to the carry, but in a pub it's fine/appreciated if you get the kill (although you should not really steal). Try to participate in all clashes by initiating it. Simply hook the carry/currently most dangerous enemy out of their rows before the clash starts. When inside the clash, you most probably have to tank. Rotting and Dismembering is a good way to draw the attention to you. Try not to die, but - in competitive/organised games only - sacrifice yourself for your own maincarry if necessary. Always try to suicide if possible. In Mid Game you deal a high amount of damage, while the enemy heroes having little amount of max hp, so try to get as many kills as possible during this game phase. Power in Mid Game: 10/10 (when played properly, Pudge cannot die and can kill every hero, as long you get at least some support).

    3. Late Game
    You maintain your role as an initiator. Try pulling the maincarry out of clashes. In most cases you become a tank or even maintank (as long as there is no Axe/Centaur/Roof in your team you should be the one with the most hp).
    Nonetheless, as you have you Scepter and probably even a HoT you can deal an immense amount of damage with your ulti. Apart from that, you should usually be feeded (In pubs/lower skilled games a well-played Pudge can quite easily get 15 kills in the first 25 minutes without dying at all) which grants you a high amount of HP (by items and Flesh Heap). Some Heroes then still have low HP, like Sniper, Traxex, Luna etc., so they can still be onehit-killed by your combo. Never use your combo on Strength-Heroes like the 3 mentioned above, they will just wait until you're finished with your combo and laugh at you then. Your power in Late Game highly depends on you pwnage in the Mid Game. It can still be a 9/10 or even 10/10 (in case you were feeded and kept enemies lowlevel), but can also decrease to 2/10, as you might be underleveled and have no items, so your only strength is a well-aimed hook with a following dismember.


    6. Friends and Foes

    Friends:


    Probably the best mate for Pudge. His heal is very effective while we are dismembering the enemy (obviously), his Repel allows us to use Rot without getting damage dealt and his slow allows us to chase even more effectively with Rot.


    His Bladefury works pretty well in combination with our Rot-Slow. Again, we can hook an enemy out of other units, so he is abandoned, which allows Yurnero to maximize the effectiveness of his ultimate.


    Similar to Yurnero, as her ultimate works well after an enemy is hooked out of other units. Nonetheless, Yurnero is the better choice due to his Bladefury.


    No explanation needed. Hooking enemies into mines is one of the funniest things in DotA


    No real synergy, but really funny, as the enemy is almost instant-killed with Hook-Rot-Dismember-Avalanche-Toss.


    All DPS-Heroes are very nice, as Pudge is capable of disabling the enemy for a long time and our mate can kill the enemy while dismembering. Especially Sven benefits from it, as he deals much damage with his ulti. (usually, every enemy is fleeing when he sees a Sven with Ulti turned on).

    Foes:


    Due to his Last Word, we cannot use our famous combo. Our only chance is a direct fight without Dismember or killing him with help of a mate. We can simply turn his nuke off by toggling Rot on and off, so you won't lose that much Mana / HP.


    A good Rattletrap player fires up his Battery Assault before we cast our Dismember, which is why it will be almost immediately interrupted. Again it hinders us from chasing him, as we are perma-ministunned. He can also easily escape by using his Hook (even easier with Scepter) and has quite some HP to survive our attacks. He is probably one of the worst enemies one can imagine.


    Actually he is no problem for Pudge, but in case he is not killed by his combo, he just casts his ulti and kills us.
    Therefore, try to fight against him without using Hook/Dismember and only use your combo when you definitely kill him instantly.


    Similar to Terrorblade, as Weaver's ultimate annulls all our spells and makes her escape easily.
    Again, her Shukuchi makes it very difficult to hook.


    We cast our combo on them, they survive with little hp or more, laugh at us and escape. In case of Axe he even uses Berserkers Call and kills us with his ultimate, as he most probably has a hood anyway, so we won't have a chance anyway.


    If played well, they can hardly be hooked. If you are very experienced, you might predict a blink and hook to their destination. It is easier to hook Mirana, as her Leap has a fix distance.


    A Pudge without Mana oviously can't do a thing, therefore Manaburners are very bad enemies.


    When silenced, we can only autoattack, which is quite uneffective. Again, if we turned on Rot before, we inevitably take damage from it until the silence stops. Especially Bloodseeker's silence is very very bad, as it lasts 15 seconds.


    ________________________

    I hope you like my guide, and I always hope for positive criticism and suggestions
    Added Rattletrap to Foes, removed some grammar mistakes.
    Last edited by tromelow; 11-02-2009 at 04:54 PM.

  2. The Following 6 Users Say Thank You to tromelow For This Useful Post:


  3. #2
    Mads's Avatar
    Mads is offline Formerly Zo8

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    Nice guide here. I don't play Pudge that often, but this guide is very nice.
    Hope you've written it by yourself
    +Rep.

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    looks good so far, i wouldnt skill flesh heap/stats over rot though, because it helps lasthitting so bad :P
    for the itembuild, i often start with some +3 str items and no ror, because you can buy that at the sideshops, i experienced a lack of lasthits when not boosting my mainstats at start
    in addition, agah as core item is arguable BUT you can argue with every every every itembuild and that is not really my intention^^ its good the way you explained it.
    i am looking forward to your finish, i will turn my thx in a rep then . . .

    ^using CHROME now
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    I recently found out that if you use force staff right after hooking, it will increase your hook range! That so pwns, so I'm buying Force Staff in every game with pudge! I recommend you guys try it, it rocks!
    Let's eat Grandpa! - Let's eat, Grandpa!
    Punctuation, it saves lives.

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    tromelow is offline Advanced Hacker
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    Of course. Thats gonna be considered in my How-To Part, where Curved Hooks (regardless of terrain) are explained. In fact, a Force-Staff-Hook is nothing but a modified curved hook. I'll be going to play soccer now, but maybe I can add some more stuff this evening then.
    Thanks for your positive feedback
    Yea, of course I wrote it myself. I dare doubt any English-speaking guy would use such bad english :P
    And to come back to the +3 Stats thing: I find Branches much more useful, as it shall be shown here:
    3*branches=159g->+3 all stats, whereas 1*gauntlets=150g->+3str
    I think one can neglect 3 further bonus strength and rather save 141 gold and gain 3 agi and 3 int. Usually, Pudges animation, damage and Rot lasts for some 4-5 (maybe even 6) lasthits per minute, which is more than moderate.
    Last edited by tromelow; 10-14-2009 at 04:36 PM.

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    yesyesyes, but tango + maybe claritiy + 4 tangos = inventar full = bad cause you need to buy hood.
    2/3 gauntlets = inventar free = no selling
    and lateron into bracers, the agi is not needed yes but the rest is fine.
    its easy to argue about items

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    tromelow is offline Advanced Hacker
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    quite so. But when buying a RoR you have only 3 slots full. When getting 3 branches you usually buy a Magic Wand etc., which reduces the amount of slots needed.
    Of course Bracers are fine, but I suggest spurting towards hood+pointbooster, which is when the fun commences

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    Kaskame is offline d(-_-)b

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    Nice Guide BTW ^^ But I didn't read whole things TBH ^^

    Anyway :P
    Woot

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    Really nice pictures btw^^

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    tromelow is offline Advanced Hacker
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    Yea, I'll finish the Friend&Foe Part soon, and then the guide will be completed.
    Thanks for all the nice feedback and the rep btw

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