Last updated on July 30rd for version 6.61b.
Gondar is a Ganker; in fact, one of the best. He has Critical Strike and Evasion squeezed into a Single Ability, a Windwalk with solid back-stab damage, a deadly 325 damage nuke with a ministun; and Track - granting Armor Reduction, MS bonus to you and nearby allies, vision of the enemy, invisibility detection, and a fancy bonus to gold when killing the target: an ability you will learn to absolutely love. If you like popping out of nowhere with your team close by and devastating enemies, earning yourself some fat cash even if you miss the kill, then Gondar is for you. If you're pussy who likes to mindlessly slap creeps out on a lane or you like to farm in the jungle for hours on end instead of ganking -- then find yourself a different hero.
I cannot say this enough: you're not a farmer, you're a Ganker. You will roam around the map with allies picking off enemies. You're going to track that fucking Rikimaru and shove a Shuriken straight up his ass. Wards and Dust? Maybe for other USELESS heroes; but not for Gondar.

PROS:
[+] Shuriken is a beautiful nuke with a mini-stun.
[+] Windwalk allows you to escape a lot of situations.
[+] You counter invisibility heroes.
[+] You can get gold even without last-hitting heroes.
[+] AGI Gain and Crit/Dodge allows you to be a semi-carry lategame. (21 + 3.0)
[+] Extremely high MS (315)
[+] Enemies will have a difficult time clicking on you due to a broken hero model.
CONS:
[--] You're ugly as shit.
[--] Mana problems.
[--] Farming on creeps is slow and difficult. (Good thing you're a ganker, huh?)
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:Skills:

Shuriken Toss
The Bounty Hunter throws a shuriken at a target unit, dealing damage.
[Level 1] - 100 Damage
[Level 2] - 200 Damage (Increases by 100)
[Level 3] - 250 Damage (Increases by 50)
[Level 4] - 325 Damage (Increases by 75)
Cooldown: 10 Seconds.
Mana Cost: 90/115/135/155
Casting Range: 650
Shuriken Toss is a powerful nuke, and is unique in that it's greatest effectiveness arrives when you have two points into it. It's not rare for you to finish weakened heroes with this amazing ability once Gondar reaches Level 3. When with a competent laning partner, as I should expect you to be, Windwalk+Shuriken out of nowhere devastates most heroes.
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[Damage Calculations]
To finish off an enemy hero with Shuriken, they must be below: 75, 150, 188, 244 life. We'll call those your Magic Numbers. Additionally, if you pop out with Windwalk you will be dealing damage according to the table below:

Most importantly you are going to be these types of calculations early on the game -- later on they will be less important as ganks will be too hectic to be calculating your damage output especially when heroes will have lots of extra armor and spell reduction by that time -- so you can't always be too sure. At level 7 you can deal roughly 375 damage with WW/Shuriken, and upwards of 440+ at level 9. This is only including Tracking the enemy, backstabbing once with Windwalk and throwing a single Shuriken. Due to your naturally high MS and track's bonus MS you can steady chase down and finish the hero with a second Shuriken if necessary.
[Don't Waste Mana!]
When playing Gondar it's essential that you do not waste mana. Do not attempt to track and combo a hero that has 1000+ life with no ally around; you'll only exhaust your abilities and end up getting hurt in the process - meaning you get no kill and have to go back to the fountain to heal. The reason I included such a precise chart is so that you have an idea of how much damage you can deal; so you know which prey to go after. If you see a hero pushing with under 400 life, feel free to tear through him like paper.
[Remember your "Magic Numbers"]
When enemies are running to their tower or otherwise you are unable to catch up, NEVER Shuriken unless they are under the bracket! Don't forget your magic numbers: 75, 150, 188, 244. If you can't finish an enemy, don't bother wasting your precious mana as Shuriken is a very expensive nuke; especially for an Agility Hero. Often times I see players using Gondar waste their precious mana only to get an enemy down to 20 life when they are heading back to heal anyways. The only exception is if you think an ally can finish with a long-range nuke after you use your Shuriken; just don't be foolish with such an unforgiving mana pool.
REITERATION: Like mentioned above, don't waste mana! Only use Shuriken when you know it will land either you or an ally the kill.
[Late-game Shuriken]
When Late-game rolls around, you'll no longer be using Shuriken as a nuke - but instead as a means to cancel dangerous Channeling abilities like Shackles, Freezing Field, Epicenter, or someone's BoT/Scroll of TP.
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Wind Walk
Turns invisible for a period of time. Deals bonus backstab damage. Transition time decreases per level.
[Level 1] - 30 backstab damage, lasts 15 seconds.
[Level 2] - 60 backstab damage, lasts 20 seconds.
[Level 3] - 90 backstab damage, lasts 25 seconds.
[Level 4] - 120 backstab damage, lasts 30 seconds.
Cooldown: 15 Seconds.
Mana Cost: 50
Windwalk is what makes you a true assassin and a dangerous ganker. Don't feel as if you invincible because you can invis-away at the last second, though. Wards, Dust, Gem, and other anti-invisibility abilities can be easily obtained to destroy you. The main purpose of this ability is to get in close and dodge thrown-spells like Stormbolt. Windwalk is often considered, like I said above, an escape-mechanism. True, it's quite an amazing ability for doing so, but it's other uses are too commonly neglected.
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[Initiating with Windwalk]
A common mistake for Initiating with invisibility is to simply "right-click" on the enemy hero then cast a spell immediately after. It's not necessarily terrible, but there are much better ways to open with it. First off, try to wait around invisible until your allies are ready. Have your teammates rush out to attack the enemy(s) and backstab and track when the time is right. When coming out of invisibility, you want to make sure you're "blocking" the enemy. Be at an awkward angle so the enemy will either have to fumble around you or go the other way -- running into your team.
When Initiating against 2 or more heroes, things are a bit different. You often want to place yourself so that you can tap one hero while being remotely far away from the second enemy. Wait until the enemies move apart a bit, or until one gets distracted by something else. Once again, wait until your team comes up before you reveal yourself that way you don't get focused immediately -- you'll be torn apart with even basic nukes. And, of course, NEVER try to initiate when you don't have a confident team that will gank with you. It's not too rare, especially in public games, for your team to back away like pussies when you try to set up a gank.
[Dodging Spells]
There are many heroes that have point and click spells that can easily be dodged. Make these heroes cry when they waste their precious mana only for you to dodge it with an ability that only costs 50! It's even better than dodging with Blink because you can also move up to them and backstab them too. Hooray. Let's take a look at some abilities you can dodge with Wind-Walk:


Vengeful Spirit's Magic Missile. Costs her: 95/110/125/140 Mana; 10 second cooldown.


Sven's Storm Bolt. Costs him: 140 Mana; 8 second cooldown.


Skeleton King's Hellfire Blast. Costs him: 140 Mana; 8 second cooldown.


Broodmother's Spawn Spiderlings. Costs her: 75/90/105/120 Mana; 10 second cooldown.


Witch Doctor's Paralyzing Cask. Costs him: 140 Mana; 20/18/16/14 second cooldown.



Queen of Pain's Shadow Strike. Costs her: 80/100/120/140 Mana; 22/21/20/16 second cooldown.
Queen of Pain's Scream of Pain. Costs her: 140 Mana; 10 second cooldown.


Chaos Knight's Chaos Bolt. Costs him: 140 Mana; 10 second cooldown.


Alchemist's Unstable Concoction. Costs him: 75 Mana; 16 second cooldown.


Tinker's Heat Seeking Missile. Costs him: 120/140/160/180 Mana; 25 second cooldown.


Viper's Viper Strike. Costs him: 125/175/250 Mana; 80/50/30 second cooldown.


Juggernaut's Omnislash. Costs him: 200/275/350 Mana; 130/120/110 second cooldown.
It's Worth Noting that Tidehunter's Gush, Ogre Magi's Ignite, Phantom Lancer's Spirit Lance, and other spells specifically cannot be dodged; and certain abilities that are stormbolt-based move too quickly to be dodged. Just keep in mind that dodging spells with WW provides as an extremely handy tool for making enemies waste mana. Always remember which heroes have abilities that you can dodge and be prepared to tap W as soon as you see them try to throw a nuke at you. It may take a bit of practice when timing it, but it can be amazing when you pull it off correctly.
TIP: When you level up Windwalk, your "fade time" (the time it takes for you to become fully invisible) is reduced, allowing a safer escape!
[Invisibility Detectors!]
Warning! If you are near a tower, or they have some other form of invisibility-detection, dodging spells will NOT work! To ensure that there are no wards around, wander around invisible first to see if they attack you, and check everyone's inventories for Gems and Dust.
[Dodging Spells Part II: "Baiting"]
There's nothing more satisfying than baiting an enemy into wasting a spell only to Dodge it. Get into a position where your enemy will want to try and throw an ability at you then immediately wind-walk away from it. This works especially well if you act like a moron; making them believe they can get an easy kill by stunning you. Although this is not necessarily recommended against all types of players, because this little trick can be foiled with invis-detection or the enemy having allies coming to gank you while you're messing around. If you open up a gank by running out and dodging a spell; things are already far into your favor as the enemy will rarely have enough time to let his ability's cooldown refresh. You can also bait heroes like Pudge and PotM into using Meathook / Elune's Arrow by standing still and waiting for them to use their ability, then instantly moving out of the way.
[Windwalk as an Escape Mechanism]
Windwalk is also a great escape mechanism, but like I've said before -- you're not invincible because you can turn invisible. Not only can they get invisibility, they can use abilities on the ground like Shockwave, Fissure, Light-Strike Array, etc. to finish you off. Never wait until the last second to Windwalk and always make sure they have no true-sight. It's important to juke in an unexpected way when using Windwalk. If you Windwalk and move in the direction you were already running as you transitioned, they will aim a spell in that same direction about 95% of the time. Windwalk, then about a second later, randomly turn sharply and head a new direction to throw them off. If they see you turning during transition time, they may notice what you're trying to do, so be careful -- especially against intelligent players.
TIP: If you have Boots of Travel, you can teleport while invisible!
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Jinada
Gives a % chance to evade attacks and 15% chance to deal extra damage.
[Level 1] - 5% dodge, 1.25x critical multiplier.
[Level 2] - 10% dodge, 1.50x critical multiplier.
[Level 3] - 15% dodge, 1.75x critical multiplier.
[Level 4] - 20% dodge, 2.00x critical multiplier.
Passive Ability
Sweet and Simple. This ability is what allows you to remain a solid hero as the game progresses into its later stages. The Dodge means you will not need Butterfly or Talisman of Evasion, and the Critical means you will not be subjected to Crystalis or Buriza.
TIP: Did you know Critical hits also work with Lifesteal from items like Mask of Madness and Vladmir's offering?
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[Maximizing Potential]
The best effects to accompany critical damage are Lifesteal, Cleaving Attack, and of course: Pure Damage. Since you won't be farming, grabbing a Battlefury is extremely foolish -- it will give you way too much incentive to farm instead of gank. Lifesteal is powerful and can allow you to recover from near-death situations, so that's definitely something we will look into. Finally comes pure, unrefined damage. The best items for pure damage are Stygian Desolator and Monkey King Bar; so we'll have to decide which one is the best. Item discussion will be later; but for the most part, Jinada has no vital tactics to learn -- so that's about it for this ability.
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Track (Ultimate)
Tracks an enemy hero for 30 seconds or until it dies. Allied units near the tracked target gain 20% movement speed increase. If the target dies, Bounty Hunter gets bonus gold.
[Level 1] - 75 bonus gold, reduces target's armor by 1.
[Level 2] - 150 bonus gold, reduces target's armor by 3.
[Level 3] - 225 bonus gold, reduces target's armor by 5.
Cooldown: 10/7/5 Seconds.
Manacost: 70/60/50
Casting Range: 750/950/1150
Aura Range: 800 (Allies within this range of the tracked target get the movement speed bonus)
Track is a wonderful ability, and is why Gondar remains a commonly picked hero for countering invisibility heroes such as Rikimaru. Track gives you wicked movement speed so you can chase down enemies with ease and gives you a hefty amount of bonus gold when the hero dies. Remember that you don't have to be the one who last-hits the hero to get your bonus -- as long as it dies you can claim your reward.
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[Tagging with Track]
Make sure you Track early and often! It's rather cheap, gives a nice MS bonus, and allows you to see the enemy. Even if you're too low life or out of mana to help your team gank, a Track can make things much easier for your allies as they won't be outran or lose sight of the enemy in fog of war. Tagging every enemy with Track also lands you that delicious bonus to gold when the target dies -- and if you're good, virtually every single kill on the enemy team for the entire game will give you bonus gold due to Track. Tagging with Track early also ensures that heroes like Treant Protector, Rikimaru, Clinkz, etc. won't be able to go invisible and ruin your gank. Make sure you're always with your team against enemy invisibility heroes so your never has to waste money on wards or dust!
[Slingshot-Chasing]
Whenever an enemy can outrun you and you can't get close enough to use Track or get within Track's MS Aura, you can always count on another nearby enemy to help you out. Use Track on the other enemy so you get the MS bonus from them, then charge up to the much weaker target you were initially chasing. Although this is a rare tactic, it's helped me numerous times when chasing down low-life heroes that need only a single Shuriken Toss to kill. Sometimes its better to go out of your way to Track a different enemy just to get the MS boost. Don't forget the range of the Aura is 800 -- just a little farther than the range of a tower -- and lasts 1 additional second after leaving that range.
Here's an example:

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:Ability Order:
I don't want you to exactly follow any ability orders, because for the most part you need to think situationally and choose abilities wisely. Most guides list your skills from 1 through 25 in the exact suggested order. I, instead, will use a priority system. This easy to understand chart below is a lot more interesting then reading a list of text, no?
Obviously 1 point into Windwalk is an absolute MUST at either level 1 or 2. Next you are to take Shuriken as absolutely often as possible, with Track then Stats/WW as your secondary priorities. You never skip track, as it's an amazing ability. Finally, Jinada is taken late game -- but even then you might want to finish Wind Walk and pump stats if you don't think Crit/Dodge will really help you then. NEVER take Jinada early game because it's effects are terrible compared to Shuriken, Windwalk, and Attribute Bonus! You don't deal really damage yet, and the only thing you should be truly afraid of is nukes -- not attacks; therefore getting this early on will cripple you significantly. I'm sure that this is rather obvious, but sadly I see people getting critical early on all the time -- don't make the same stupid mistakes as them.
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:Item Build:
This is my usual starting-build. Ogre Gauntlets, Circlet, GG Branch, and 6x Tangos.



OR 
I suggest finding a lane with an ally that has a Basilius as it will indefinitely help you with early on mana problems. If you are unable to lane with a RoB-user, then I suggest you get a few Clarities instead of the Ogre Gauntlets. You want to quickly get Boots, as your primary purpose is to move around quickly and gank. Building a Bracer or two is another important step in your progress as you are fairly fragile otherwise. You may also choose to start off with a Bottle, which can solve some of your mana problems; although this is purely preference.
My next few items are highly situational. Often times I end up getting Intelligence Treads to help out with mana costs; as it also gives a hefty attack speed bonus and can later be switched to Agility to help my DPS. My recommended generic build would be as follows:






Stygian is an obvious choice. You need pure damage and there's none better than good old Stygian for that. A single bracer should be fine, but if you're starting to die or need to go back to base a lot, you might want to build another one. I often get a ring of regeneration (Or Ring of Health, if you plan on getting Perseverance!) early on because it helps out quite a lot and can later be turned into Vladamir's.
After you complete Stygian I'd immediately grab your Vladamir's so you can recovery from damage quickly in neutrals (just don't overstay your welcome there) and deal with general mana problems; or your Perseverance if you decide to go with that instead. The damage bonus is also not too bad. If another teammate is already going for Vlad's, you may want to consider just sticking around with him and not wasting your money on another one. Like insinuated above, a perfectly good alternate to Vladamir's Offering is the Perseverance.
TIP: Always keep around a Scroll of Town Portal on hand unless you have Boots of Travel. They can help you escape from nasty situations, move around for ganks, and instantly defend towers!






Your next major item is going to be Monkey King Bar after Vladamir's (Or Perseverance) and Desolator are complete. It grants amazing damage output and works terribly well with Critical Strike for that reason alone. After MKB you might want to consider Assault for even more negative armor and attack speed, or Black King Bar to become invulnerable to nukes for several seconds so you can unleash your full damage potential -- just remember you're only a semi-carry with amazing early-game ganking potential; so don't get caught-up in what high-priced items you should be getting. If the game persists long enough, Battlefury is feasible when pushing becomes far more vital than hero killing; but while ganking still plays a role it's unnecessary.
[Additional Item Breakdown]

MONKEY KING BAR (5400 GOLD)
[Verdict: Yes]
FANTASTIC item to get after Stygian -- in fact it's, in my opinion, the perfect next option. There are even situations where I'd recommend SKIPPING Stygian for this beautiful halberd. It gives you massive +80 damage and 15% IAS, giving you some fierce DPS in addition to the ministun, and it COMPLETELY counters dodge heroes.

BLACK KING BAR (3900 GOLD)
[Verdict: Yes]
Black King Bar allows you unleash hell on your enemies without the risk of being disabled, but is setting you back 3,800 gold for only a small amount of damage and life otherwise. I do not recommend building this until you have at least 2 to 3 solid (4000+ gold) DPS items; otherwise you're just distracting from your main purpose as DPS. Never forget your main role as Gondar -- a DPS-heavy ganker.

ASSAULT CUIRASS (5550 GOLD)
[Verdict: Yes]
Since your focus will be negative Armor with Stygian/Track, Assault can significantly boost this and supply you with a big burst of armor and attack speed. You'll also be helping out the team with your auras which is a plus. It also recently got a price reduction, furthermore making the item viable.

ORCHID MALEVOLENCE (5025 GOLD)
[Verdict: Yes]
As TheImagination pointed out, Orchid is actually a pretty viable item to build after Desolator. The main reason I first saw problems building this late-game was by then you don't really have enough mana-problems to be specifically building an intelligence item and Orchid's 200 mana cost might be hard to tie in, but since it gives you the regeneration it works out OK. Either way, Orchid provides damage and attack speed and you can silence enemies, meaning that you pretty much rule 1v1 fights and you can completely shut down one of their casters. The best part is that Orchid can be built in tiny pieces, so even if you're having a rough time getting your Desolator mid-game you can attempt to build Orchid instead and be somewhat supportive to your team and spam Shurikens/Track appropriately until you can afford Desolator.

DIFFUSAL BLADE (3300 GOLD)(+850 to upgrade)
[Verdict: Situational]
As an alternate to Stygian altogether, Diffusal is actually a great item. It provides Agility (which you need) intelligence (which helps) mana burn, and most importantly Purge. If you don't think you're very farmed or that you don't want to attempt to Carry your team this is a nice supportive item for Purging enemies; especially dangerous steroid ultimates or nasty buffs like Repel. The fact that this item can be upgraded to restock charges is what truly makes Diffusal viable. However, do NOT get Diffusal if you plan on Stygian -- orbs don't stack and you'd be wasting a perfectly good effect.
WARNING: Using Purge will remove Track's buff! Make sure to purge the enemy first, then Track -- or Re-track!

LINKEN'S SPHERE (5175 GOLD)
[Verdict: Yes]
As an alternative to Black King Bar, and if you decided to go with Perseverance instead of Vladmir's, Linken's Sphere is a fantastic item on Gondar. Not only will it completely eliminate your mana problems, it makes your enemies less likely to target you with spells once they realize you have linkens. It can also totally save your ass during a gank by stopping something like a long stun or a dangerous single-target nuke.

SANGE & YASHA (4500 GOLD)
[Verdict: Maybe]
Many people are a big fan of Sange & Yasha, and I'll somewhat agree that it's a fairly nice item for Gondar -- but I have several reasons it's easily replaceable by Stygian or MKB when concentrating on your DPS role. Here's a comparative analysis between Stygian and Sange & Yasha:

Simply put, SnY can be seen as a situational preference item. I don't directly recommend it -- but it can be helpful in certain match-ups.

BOOTS OF TRAVEL (2700 GOLD)
[Verdict: Maybe]
The ability to teleport is always a big plus, and the extra movement speed is killer -- especially with track. I've seen plenty of people grab this and do great, but the problem is that it's not only pricey -- it doesn't give you any damage output. You also cannot benefit from the ability to have Intelligence Treads earlier on when you really need the extra 130 mana. I can't necessarily say no to this item, but I don't necessarily recommend it.

PHASE BOOTS (1550 GOLD)
[Verdict: No]
This item may seem perfect for a chaser -- damage and fast MS! The problem is that you already have Windwalk for phasing through enemy units, and Armor isn't a concern until later on since your early-game concerns are nukes. It also doesn't provide attack speed or stats like power treads, despite being only 300 gold less. Phase Boots are perfect for other chasers, but not Gondar.

CRANIUM BASHER (3100 GOLD)
[Verdict: No]
Honestly this item is a waste of an inventory slot on most heroes, but on Gondar it's actually quite possible. The main problem is that it doesn't grant any real good DPS for an offensive item, setting you back over 3000 gold for an item that has a chance to stun. If you have tried bash and like it, then you might want to give it a shot -- but in my opinion it distracts from your core items and Gondar simply doesn't have enough attack speed to pull it off effectively.



LIFESTEAL ITEMS
[Verdict: No]
Life-steal is a powerful asset on many heroes, but if you decide to get these items you are sacrificing a lot of cash for items that barely give any DPS at all. Mask of Madness is nice on some heroes, but Corruption Orb works significantly better for Gondar. However, because critical strike stacks with LS these items should definitely be looked into. I grab Vladamir's Offering because I can have my cake and eat it too -- I don't have to sacrifice Stygian to get lifesteal. So, do not take MoM/HotD/Satanic to get lifesteal -- instead stick to Vlad's.

MANTA STYLE (4850 GOLD)
[Verdict: No]
Due to Manta's high mana cost and cooldown, not to mention Gondar's low max life, Illusions aren't very helpful. You don't really -need- most of the bonuses this gives you, and since you're probably going to grab Stygian it's not as if Illusions amplify your orb. Don't bother with this item at all now that it was remade.


DAGON & NECRONOMICON
[Verdict: No]
Items like Dagon and Book are pretty nifty for ganking heroes, but I personally think they're a waste. Once you hit Mid-Late game the effectiveness of these items will be significantly reduced, and if you got them you'll have a very hard time dealing physical damage. Neither Necronomicon or Dagon complement Jinada, but book DOES complement your Track somewhat because demons do physical damage. The problem with Book, however, is that it grants a Truesight Aura that you simply don't need -- which is just another effect gone to waste. Not to mention that Dagon requires a LOT of mana at level 1, and you'll find that just sticking to Shuriken would be way better. I'd strongly recommend that you stay away from these items on Gondar; even if they seem awesome at first.


EVASION ITEMS
[Verdict: No]
The major reason you'd get Butterfly/Talisman of Evasion is for their amazing % chance to Dodge, which does not stack with Jinada. So why bother wasting this amazing effect?


CRITICAL STRIKE ITEMS
[Verdict: No]
Jinada already gives you Critical Strike, so don't bother with these either.



FARMING ITEMS
[Verdict: No]
Do not bother getting farming items since your main purpose is to GANK. If you honestly need to do a little farming in the jungle during down-times, Stygian's DPS will allow you to take care of neutral creeps pretty fast anyways. If you want to farm, go play a different hero; as Gondar isn't the most effective farmer anyways. Keep in mind that, late-game, Battlefury can be used as a means to anti-push if you fail to carry your team.
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:Closing Comments:
At first I felt Gondar was a terribly awkward hero, but when ganking with competent allies; you can be a fatal asset to your team. I've seen many Gondar players get Battlefury and farm it up then devastate late-game; but only in pub-games where they feed off of morons the whole game and get free-farm. If you're ready for a serious match, don't let Gondar's amazing ganking capabilities go to waste because you are farming. Play a hero like Soul Keeper if you want to farm; but not Gondar.
Stick close to my tactics and play aggressively and you will definitely succeed.
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:Changelog:
July 19th, 2009: Added the guide to the Play-DotA forums.
July 21st, 2009: Fixed the dividers from going off screen due to the narrow format.
July 23rd, 2009: Added Perseverance as an option in the core build and updated a few details including some new "tips".
July 30rd, 2009: Updated icon sources.
July 30rd, 2009: Added names/prices to the item breakdown and reconsidered Sange & Yasha as a "maybe" option and included a small analysis between it and Stygian Desolator.
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