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Disclaimer: No responsibility is taken for competetive play... actually I don't take responsibility for your non-comeptetive plays either
![]() Viper is quite an item-independent hero that can flexibly wield a variety of items. However, survivability is an issue with him, so he is item-dependent in this one aspect. He also has nice DPS, which can be chosen to be maximized as well. The "Dodge" Viper item build is a balanced build concept that provides survivability and DPS simultaneously and cost-effectively. The recommended core items provide protection in ways other than raw HP and regen, turning you into a "Dodge" Viper, rather than a Tank Viper or DPS Viper. Strengths: |
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Poison Attack Nethertoxin Corrosive Skin Viper Strike
![]() (extra - suggested icon changes ) ![]() Level 1 - Poison Attack 11st - You will find that Poison Attack lvl 1's harassing ability is much more useful than than Nethertoxin lvl 1's last hitting augmentation. You have full HP so you should harass, instead of staying fully passive and only trying to last hit. 3rd - Get Poison Attack if the 1 sec cd is beneficial enough that you're being aggressive. Get Nethertoxin if you'd rather focus more on last hitting and farming up early on. Level 5 is the earliest you can get lvl 3 Poison Attack for orb walking, so whichever skill you get at lvl 3, it will both lead back to the same at level 5. 6,11,16th - Viper Strike taken whenever possible. It's useful for increasing the amount of HP you can leave on a hero, finishing off windwalkers, and the lowered cooldown is invaluable as well. 9th - - Poison Attack 4 Get it. it makes your orbwalking more powerful. - Stats One stats at lvl 9 and Poison Attack at lvl 10 is an option for the extra nudge of survivability. Basically, the inevitable stats of lvl 15 gets to cut in line, and everything is maxed by level 16. - Corrosive Skin Should be maxed soon afterwards, by lvl 15 most of the time. |
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Babysitter
(599)Early-Carry (600)Other notable starts (603) Balanced stats and healing:* Branches > circlet/gauntlet/slipper/mantle if you don't make anything out of the latter items. If you end up selling circlet, let's say, you would have saved 79 gold in the beginning had you bought two branches in the beginning. Starting boosters are meant for the very beginning so 79 gold isn't to be shrugged off. |
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(3,000-4,500 gold) - approximate total cost
Early-Game: "You never know when things will go to 5h17, so always keep some TP around." - gwho |
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One item out of the mid-game picks is usually enough. Choose according to your situation and gameplay.
Mid-Game Picks: Late-Game Picks: |
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Depending on how your game is going and on situational needs, you can lean towards more offensive items or defensive items as deemed fit.
Rounded: DPS Class: Survivability Class: |
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If you will not act as early carry, lane with your team's carry and baby sit him, using your lane controlling abilities.
Opt to solo middle with a bottle if you will be playing early-mid game carry. It will be important that you do not die at all, as you will want to be ahead for the mid-game ganking, armed with level 3 slow, and your ultimate ASAP. As you put up great pressure against your laners, there can be a swift moment, when maybe you are in too deep or too overconfident, giving your enemies the opportunity to stun or nuke you. It will set you back, wasting all the harassing and gain that you have made so far, and rob your team of their powerful early ganker.Playing carry and being a few levels above everyone else will help your ganking immensely. Viper Strike is important to early ganking.
-Because Poison Attack is a spell, it will not aggro creeps, and gives you an additional 25 range to your 575 for an effective range of 600. You can be close to the creep line, and keep enemies farther away, while making it easier for you to last hit. (see section 6-6: "Creep Aggro")
-There will definitely come times when you are chased backwards. If they do not pursue you until you die, they will inevitably turn around. When this happens, watch carefully for that moment they disengage and turn around and Poison Attack him with your best reaction speed. This scenario is always a freebie hit that you can land, provided they don't have any tricks up their sleeves. If you react quickly, you can even get in another attack or two on top of that using animation cancel/orbwalk, putting you ahead in damage exchanged and making them regret chasing you.
Even though Viper is very good at making someone feel like they are totally boxed in, there are surprisingly lots of counters to Viper. When playing Viper, the key is to recognize them, and keep yourself out of such situations preventatively, with:
1) Map awareness agianst getting ganked. Surprise nukes is Viper's strongest counter and biggest weakness. This is largely preventable with map awareness, knowing who is missing, and with wards - observers if they are windwalkers.
2) Maintaining distance when laning. Maintaining distance is the method of staying safe when up agianst opponents that you know will instantly convert you into gold and experience if you get clipped with a stun. (i.e. Rhasta + a DPS/nuker You know once you get caught, that's it.)
3) Knowing when potential death-dealers are "tied-up" in big battle situations. If you watch good replays, it will seem like Viper has no trouble walking into the heat and killing a hero. It actually isn't as simple as that. The reason he was able to do so was because potential threats against Viper have beeen tied up in one way or another and the Viper player was aware of his pre-occupation.Example:
-An enemy Blood Seeker is chasing your ally who is low health. He will want to make the kill, regain his health he will lose in the chasing process, so he will not go for you. This leaves you free to help your ally by slowing Blood Seeker, or engaging the rest of the enemies in the big fight.
Maintain distance and stay safe by avoiding focus fire and having your teammates initiate. Close in and "dive in" when heroes are at low health and you can finish them using maximized Nethertoxin damage, or slowing them long enough for your team to help.
How to use Viper Strike:
Maxed out, it only has 30 seconds cooldown and 725 damage over time(543.75 after 25% reduction). So:
- when enemy HP is low and might get away (run speed, blink, invisibility, etc.) to kill him with the DOT, even if he does blink away.
- in 1vs1 situtations, as a surprise nuke to throw off their sense of whether they can win the fight or not
- for the greater slow (up to 80%) for letting your team pound the target.
This is the most foundational skill of playing Viper well, because he is a support DPS chaser whose fearsome weapon is slow. (see section 6-3: "Animation Cancelling / Orb Walking" to learn how to do it)
Using the points mentioned above, and knowing that your era of dominance will come to an end, you should gank gank gank whenever possible in order to make the most of your "timed life" and give every ounce of advantage to your team.
Your late game role is much the same role as Mid-Game: to slow and pick off weak heroes. But the battlefield has become more intense, and you are not as dominant as you were early and mid game. Therefore you will have chosen whether you will be a glass cannon, support, or a tank. But luckily in the case of the dodge viper build, you will have reasonable survivability as well as DPS. But you require finesse and good timing that comes with awareness. So you are by no means invincible; your enemies can pop you in a blink if you are not careful. The best thing to do is to stay alive and contribute DPS and focus fire, doing everything you can to avoid focus fire yourself. The only exception may be is if you can take down the enemy carry. You can defend, sweep through neutral creeps, and take on Roshan with pretty good speed. Viper is a great farmer, and even more insane late game, and 1-2 minutes bench time can make a huge difference in your gold to dominate the late game with amazing items.
Damager-Disablers:
(The Two-Timers)
Due to your slowing ability and fragility, heroes that can dish out fast damage and have strong disables simultaneously make the best allies and and worst enemies.
Powerful Two-Timers
These heroes have a strong mix of both damage and disables, making them fearsome ganking partners and most feared enemies of Viper at the same time.Strong Disablers
- Lion has two disables and two nukes, topped off with mana drain.
- Tauren Chieftain's moves are awesome for both initiating and finishing off your slowed target. Mad range, mad nuke, and mad chase-killing ability.
- Mirana can cloak a whole army, catch up and kill your slowed target, stun, and simply leap to impassable terrain, countering your slow.
- Anub'arak Hussein Obama has incredible nukes and the element of surprise. Also an annoying mana-burn that really works against you. He can shut out your ealry and mid game shine-time due to these factors.
Silencers + DPS
Ally - prevent deadly spells on you. Also nice DPS to combine with slow.
Enemy - With slow, fragility, and no escape mechanism, all you have is your DPS. You become useless in your role to slow enemies and become a glass cannon. Their DPS can work against you as well.
Burst-Nukers
Ambushers
If they calculate that they can survive the DPS duel in a 1 vs. 1 situation, or if it's 2v1, then the decision to engage is totally in their hands and you don't have an escape mechanism.
Chasers/Durable Attackers
Enemy - These are also pretty durable, so they can usually walk up to you and kill you, if you don't have backup nearby. They all usually outlast you 1vs1 situation.
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(if you fine errors here, please point them out thanks =] )
Viper-specific: -Criticals, bash, Nethertoxin, Poison Attack, and normal damage all happen in the same attack, as long as Poison Attack is on auto-cast (no critical or bash on manual-cast) -Both Poison Attack's damage and slow do not stack, meaning hitting a target with Poison Attack before the 2 seconds effect is over will simply refresh the timer, instead of increasing damage over time or slowing at a higher percentage. -Poison Attack adds 25 range to your normal attack range of 575. -Orb spells like Poison Attack, Searing Arrows, Frost Arrows do not trigger Magic Stick / Magic Wand counters. -Nethertoxin is physical damage, not magical. -Ghost Form used against Viper will block the physical damage portion (including Nethertoxin), but not the Damage-over-Time portion or the slow effect. General: -all percentage increases act on your base value and don't "stack" (multiply) with other percentage-based items. -Evasion of Butterfly / Talisman acts independently from other blocking items like stout / PMS / Vangaurd, and one will trigger if the other does not. good thing =] -Stout Shield / Poor Man's Shield / Vangaurd does not block magical damage Recap: - Poison Attack will break Phase Mode - use regular attack if you wnat to remain phased - Lothar's Edge's 125 backstab damage will not take effect if you break invisibility with manual-casted Poison Attack. - breaking invisibility with auto-case will give you backstab damage, but it will not slow, and it still consumes mana for the poison attack. subsequent auto-casted attacks will slow, however. Therefore, break invisibility around 400-300 range so you will be within range for the second attack to land the slow. - With Ghost Scepter during Ghost Form, use Poison Attack (spell) as a loophole around the physical atack disables. |
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Base bonus damage starts off as 2/4/6/8 damage for enemy HP = 100% to 80%, and doubles for each 20% HP the target is missing.
-Nethertoxin only works on enemy units (enemy heroes, enemy creeps). Does NOT work on neutral creeps or allied units. -Against creeps, the bonus is halved. As you can see, you do more damage the lower your target's health is. This skill really casts you as one that picks off weak heroes, and Poison Attack allows you to slow healthier heroes down to eventually kill them. |
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Animation Cancelling is an micro control technique for attacking by giving a new command after the point of actual attack. Doing it results in your hero not going through the aesthetic animation sequence AFTER the the point you actually attacked, allowing your to utilize that time to do other things earlier, rather than stay stationary unnecessarily. The most common usage is to enhance chasing.
Orb Walking is simply Animation Cancelling with an added spell/ orb effect on every attack - when you use Poison Attack instead of regular attack. How to Animation Cancel / Orb Walk: 1) Give the attack command. 2) Wait for the actual attack point. 3) Immediately after the attack point, give another command (usually the move command) to cancel the portion after the attack point - called backswing animation. Giving a new command any time during the backswing animation is fine, but the closer it is to the attack point, the more time you will save. However, if you do it any earlier than the attack point, it will force you to complete the backswing animation, and you lose out. -When chasing, give the move command in the predicted path your target is running. -When backing up, but not completely fleeing, as in lane micro or neutral creeping, give the move command between 90 and 180 degrees, instead of 180 degrees backwards. This reduces the turning time, while getting you out of the enemy's attack range. Works best if you have high move speed or higher move speed than your target. 4) Attack again, repeating #1-3 |
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Viper's Poison Attack lasts two seconds. When getting another orb/attack modifier on Viper, you use the minimum attacks necessary for perma-slow and use the other attacks for the other orb. Some secondary orb effects can require some highly polished mechanical skills. High attack speed is especially helpful for using multiple orb effects with Viper.
To utilize both Poison Attack and lifesteal together, you must toggle auto-cast to swtich between one orb and the other - could be challenging. Lifesteal (MoM, HotD, Satanic - Vlads does not conflict, but useless to ranged units anyways), & Feedback (Diffusal Blade).To utilize Poison Attack and critical together, you can auto-cast to critical when it doesn't slow, OR use manual-cast to slow when desired. Critical & BashChain Lightning and Desolator - can be used with manual-casted slow alternatingly, but chain lightning is outdone by Radiance, and corruption is outdone by critical and other DPS items. They can work, but non-orb substitutes have the edge over them. -Maim and Skadi Don't ever get them; Poison Attack and Viper Strike slow at a higher percentage. |
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Images don't get the bonus damage from Nethertoxin.
Images don't get direct damage bonus from items like Demon Edge, but do from stats, like Yasha. |
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When you give the command to attack an enemy hero and there nearby creeps allied or belonging to the target hero, they will switch their target to you.
-Creep aggro effect is 500 distance from your position. -Creep aggro lasts 2 seconds -The location of the Hero does not matter; you can click a hero accross the map, but if there are creeps within 500 distance of you, you will aggro them. -The aggro occures the moment you click the attack command, rather than when you actually attack them. -Giving the attack command while outside of 500 creep range causes the moment of aggro to be triggered when you actually attack (again, the condition that creeps within 500 range applies) Tips: -To minize damage from creep aggro, you can use the move command or right click the ground to get within range of the target hero, and issue the attack command at that moment, rather than giving the attack command from the beginniing. -Spells don't trigger creep aggro, even if you target an enemy hero. Poison Attack is considered a spell, so it does not trigger creep aggro, which you can use to your advantage. -Creep aggro is not always a bad thing. It has 500 range, so you can aggro them without being hit at all and keep the creep conflict closer to your tower. |
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Viper shouldn't be afraid of tower diving if it means killing a hero. So here's some info about the towers targetting AI to use to your advantage when tower diving and being near the tower in general:
The towers' target acqiusition priorities is in this order: 1) that which is attacking the nearby hero 2) that which is attacking the tower (strikethrough are incorrect. erased for the time being) 4) creeps over heroes -The tower will finish continuing to attack the current target before acquiring a new target. The listed order applies during that interval when it looks for a new target. Tips: 1) When tower diving - 1) use the move command/click ground and; 2) Orb Walk, rather than chasing having right clicked the hero. This will reduce the amount of time that the tower recognizes that you are attacking the hero, putting you lower on the priority chain. 2) Preventing tower targetting you - Since the tower finishes attacking the current unit, you can temporarily stop attacking the tower when the unit about to die to ensure that the tower won't attack you. 3) But if you do get targetted by the tower - attack an allied creep with almost full HP or full HP and the tower will cycle to a different target. |
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1) DPS (Attacking) :
The synergy formula for physical attacks is: high attack damage * high attack speed * an attack modifier. The same concept is contained in the fact that 5*5 is greater than 4*6 or 3*7, even though they all add up to 10. What this means in terms of practical application is that, given a finite amount of resources, they are best allocated so that the each factor bolsters one another via the multiplicative effect to maximize the output/usage. This is also known as synergy. Having 200 attack damage when you have almost no attack speed boost is not as effective as diverting some of that investment into attack speed. Your overall DPS and effectiveness (when orbs are applied) is what we're trying to maximize. The variables being multiplied are damage and the frequency of damage (attack speed) which results in your damage/time value. The third variable, which is effects like slow and chain lightning, usually benefit more with attack speed, since it activates upon attack. Other modifiers like critical and cleave make their foundation upon both damage and attack speed. 2) Survivability: The factors for defense is high raw HP, reduction (armor and magical), and special blocking abilities like invisibility/dpell immunity/damage immunity/Lifesteal In early game as well as later on, a boost in raw HP helps immensely. On tanking heroes, damage block provided by Vangaurd or Poorman's Shield is quite invaluable and sometimes underestimated. Viper goes under the category of fragile DPS machine like Razor, Clinkz, Sniper. His main weakness is getting stunned then nuked. Because Viper's playstyle isn't like that of Clinkz, where he can high-tail it any time, we compensate for for this weakness in the item build, whereas it would not be worth doing for Clinkz. |