Outworld Devourer Dota 2 Guide – Devour Enemy Mana in Patch 7.14

Outworld Devourer is a very powerful mid laner and mid-to-late game carry. The pure damage from Arcane Orb allows him to deal massive damage to strength enemies in particular. Astral Imprisonment can be used in a variety of ways and has the potential to turn fights around if utilized effectively.

He is very effective against heroes with low intelligence as he can deplete their mana pool very easily, although he is less effective when pushing towers and against heroes with high intelligence.

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Outworld Devourer Item build

Starting Items

  • Null Talisman
  • Iron Branch
  • Tango (shared)
  • Tango (shared)
  • Faerie Fire

Early Game Items

  • Healing Salve
  • Magic Wand
  • Power Treads
  • Null Talisman
  • Hand of Midas
  • Ring of Health

Mid Game Items

  • Hurricane Pike
  • Blink Dagger
  • Rod of Atos
  • Black King Bar

Late Game Items

  • Scythe of Vyse
  • Refresher Orb
  • Shiva’s Guard
  • Boots of Travel
  • Moon Shard

Situational Items

  • Linken’s Sphere
  • Bloodthorn
  • Hood of Defiance
  • Pipe of Insight
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Outworld Devourer Skill Build

  1. Astral Imprisonment
  2. Essence Aura
  3. Astral Imprisonment
  4. Essence Aura
  5. Astral Imprisonment
  6. Arcane Orb
  7. Astral Imprisonment
  8. Essence Aura
  9. Essence Aura
  10. Talent
  11. Sanity’s Eclipse
  12. Sanity’s Eclipse
  13. Arcane Orb
  14. Arcane Orb
  15. Talent
  16. Arcane Orb
  17. Sanity’s Eclipse
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Complete Outworld Devourer Spell guide

Arcane Orb

OD imbues his attacks with pure damage converted from his remaining mana pool. Arcane Orb will steal some intelligence and also deal bonus damage to illusions. Arcane Orb costs a lot of mana and can only be cast reliably with a large mana pool and many levels in Essence Aura. It doesn’t deal as much damage in the early and mid game as OD lacks intelligence items. For this reason, it is more common to max it after Astral Imprisonment. Arcane Orb does not stack with lifesteal items and doesn’t effect ancient creeps.

More levels of Arcane Orb can be taken if you are against an illusion-carry or are team-fighting a lot and need more damage. It can also be good to prioritize Arcane Orb over Astral Imprisonment if you are laning against intelligence heroes with whom you can trade hits with advantageously, or heroes who summon creeps. Invoker and his Forged Spirit is a common example of one such hero. This is because it makes it easier for you to last hit and because the longer you trade hits the more damage you will deal and less they will deal.

Astral Imprisonment

OD banishes the target enemy or ally for 4 seconds. If the target is an enemy, the unit will take and deal damage upon return in an area around it. Aghanim’s Scepter provides 2 charges with 12 second cooldowns and increases the cast range. Skilling Astral Imprisonment decreases the cooldown and increases the damage and cast range. It is usually maxed first and alongside Essence Aura. This allows you to spam Astral Imprisonment in lane to harass the opponent, secure last hits and to save yourself from ganks. It is also used as a farming tool, as it can be used to clear creep-waves. The red ring expanding from the center shows how long is left on the banish. It can be used on allies to prevent them from taking damage from spells such as Reaper’s Scythe.

It can be used on yourself to avoid taking damage or on an enemy to prevent them from harming you. Often players will use Astral on the wrong target, leading to the death of an ally or themselves or missing out on a kill. Part of playing OD well is being able to identify which target is the threat and if needs be, if it is safe to Astral them without risking your life. A helpful way to improve with OD is to watch replays of yourself when using Astral and to review the situation. Work out if it was the best way to use the spell or if you should have used it differently, now that you can see the situation more clearly. This will help you to understand how and when to use the spell.

Essence Aura

When Outworld Devourer or any nearby allies use a spell, they have a chance to regain a portion of their mana pool. Essence Aura also provides OD with additional base mana. This skill should always be prioritized in Dota 2 esports as it allows OD as well as his allies to spam his spells in the early and mid game.

Sanity’s Eclipse

Outworld Devourer targets an area and removes 40% of every enemy’s mana pool. Sanity’s Eclipse also damages enemies based on the difference in intelligence between OD and the unit. If the enemy’s intelligence is the same or higher than OD’s, the target takes no damage. Affects units trapped in Astral Imprisonment.

This is often skilled later than level 6 because Outworld Devourer doesn’t have very much intelligence from his items or levels yet. If you are playing against lineups with low intelligence or not many intelligence heroes, you can justifiably get it at level 6. It has a very long cooldown and should be used if you need to secure an important kill or contribute in a team-fight. It should be used to secure a kill on heroes with escape spells such as invisibility, as it will likely deal a lot of damage to finish them off.

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Best Outworld Devourer Talents

Level 10: +20 Attack Speed or +250 Health

In most cases, the extra Attack Speed is a better choice. This is because it will help you to farm, deal damage in team-fights and 1 v 1 enemy carries. The extra health can be good if you are taking a lot of unavoidable damage, but usually OD wants to stand on the back lines of a team-fight and burst down enemies, where he wouldn’t normally take a lot of damage. The extra attack speed also helps him to achieve this.

Level 15: +40 Movement Speed or +15% Essence Aura Chance

The extra movement speed will help you position yourself for your attacks and spells as well as helping you to kite enemies more easily. The Essence Aura chance will help you to keep casting your spells but is generally not needed, because a 40% proc chance is usually high enough and it’s very rare for OD to run out of mana. If anything, it would help your allies keep casting their spells and this can be good for heroes like Wraith King and Medusa as they rely on having mana.

Level 20: +2 Sanity’s Eclipse Multiplier or +20 Strength

The intelligence multiplier can be very good if you are facing lots of agility or strength heroes with low intelligence. This is because it will massively increase the damage they take from the spell, much more so than intelligence heroes would take, if any at all. The extra strength will give you an additional 400 HP which can be good if you are taking lots of unavoidable damage or if you’re just dying a lot in team-fights.

Level 25: +15% Spell Lifesteal or +60s Arcane Orb Int Steal

The spell lifesteal applies to your Arcane Orb attacks as well as your ultimate, which gives you a lot of sustainability. The damage from Astral Imprisonment also heals you, but is less significant as it’s a lot easier enemies to avoid this damage. If you find that you are being burst down a lot or if you’re taking too much damage in fights, then the spell lifesteal will go a long way in keeping you alive. You can use Sanity’s Eclipse to heal yourself up if you manage to get a few enemies in its AoE when cast. Alternatively, the Arcane Orb int steal will increase your DPS by a lot in long fights. If you manage to attack an enemy once or twice before a fight breaks out, you will have the int for a lot longer than you would otherwise. If you survive the fight, you will also be able to push creep-waves and farm faster for a while longer.

What Items to build on Outworld Devourer

Starting Items

  • Null Talisman
  • Iron Branch
  • Tango (shared)
  • Tango (shared)
  • Faerie Fire

Starting items on OD are very straight-forward. A Null Talisman, Iron Branches and/or a Faerie Fire give OD more damage in the early levels, as he has relatively low base damage compared to many other mid heroes. He doesn’t need much regen as he can avoid lots of harass damage through Astral Imprisonment and trading hits with Arcane Orb.

Early Game Items

Healing Salve

OD is one of the mid heroes that does not rely on a Bottle as his mana is replenished by Essence Aura.  This means that it may be beneficial, if not necessary, to courier a Healing Salve to you at least once.

Magic Wand

A Magic Wand is good on OD because the regeneration that he lacks from not having a Bottle is mitigated. The regenerated health and mana may give you enough to cast one more crucial Astral Imprisonment.

Power Treads

Power Treads are always the boots of choice on OD, as they give him attack speed and damage to increase his farm rate. The intelligence makes Arcane Orb and Sanity’s Eclipse deal more damage.

Null Talisman

If you are playing against intelligence heroes or heroes with high intelligence, it may be beneficial to get another Null Talisman so that your ultimate stays relevant.

Hand of Midas

Hand of Midas is a very good, but not necessary, pickup on OD. It increases his farm rate and provides him with more XPM. This is good on OD because a lot of his strength comes from his spells. He also has fairly good stat gain per level.

Ring of Health

A Ring of Health can be built into either a Force Staff or a Hood of Defiance. It can be good to get this earlier as it makes up for your lack of health regen as you will most likely not have a Bottle.

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Mid Game Items

Hurricane Pike

Hurricane Pike is considered a core item on OD. It gives him increased attack range, more intelligence, more HP and defensive ability. This allows him to escape from bad positioning, kite enemies more easily and to focus down melee carries. All the best Dota 2 players will rush this item.

Blink Dagger

Blink Dagger is optional for Outworld Devourer. It works very well with Astral Imprisonment as he can Blink out of a defensive Astral immediately upon returning. It also allows him to chase enemies more easily and allows him to use Hurricane Pike more defensively.

Rod of Atos

Rod of Atos provides OD with a lot of intelligence and a big chunk of HP. Atos is a particularly good item against heroes with Blink as it locks them down and allows you to kill them in a few hits.

Black King Bar

BKB is often necessary on OD as he is vulnerable to stuns, slows and magic damage nukes.

Late Game Items

Scythe of Vyse

Scythe of Vyse is often considered the late game core item of choice on OD. It provides a significant amount of intelligence, some HP and a powerful Hex ability. It may be delayed in favor of Shiva’s Guard.

Shiva’s Guard

Shiva’s Guard is an excellent item on OD. It provides lots of intelligence and tanks him up through the bonus armor and attack speed slow. This is a good choice against creep or illusion heroes or lineups with lots of physical damage.

Refresher Orb

Refresher Orb is a good item against heroes with low intelligence as it allows you to deal tremendous amounts of damage in team-fights. It can also be good if you need to use BKB or Scythe of Vyse twice in one fight.

Boots of Travel

Boots of Travel should be purchased when you need the extra inventory slot. The increased movement speed in addition to his already high base speed makes OD very fast in the late game.

Moon Shard

Moon Shard should be bought in the late game as it gives OD a massive boost to attack speed. This allows him to dish out more attacks with Arcane Orb, steal more intelligence and thereby dealing even more damage. Can be consumed to free up another inventory slot.

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Situational Items

Linken’s Sphere

Linken’s Sphere can be good against heroes with strong single target spells. It also provides some good intelligence.

Bloodthorn

Bloodthorn provides OD with true-strike which may be needed against certain heroes. A Scythe of Vyse will disable an enemy’s evasion for a few seconds, although if there are several heroes with evasion, then a Bloodthorn may be needed as well. This is better than an MKB because that doesn’t provide any intelligence which is key for OD.

Hood of Defiance

A Hood is often a good pickup on OD as it provides helpful HP regen in the mid game and a magic damage block. This is good on OD because he is relatively squishy.

Pipe of Insight

A Pipe of Insight can be a good upgrade to a Hood of Defiance if your team is facing lots of magical damage. It can be a good item on OD because he can farm it quite quickly and the Hood of Defiance can be quite a good pickup on him anyway.

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Interesting Outworld Devourer Match-ups

Pugna

When playing against Pugna, it can be a good idea to switch off the auto-cast on Arcane Orb. If he places Nether Ward, you will take damage with every attack you make. By using it as a regular cast, you may notice more easily when you take damage and be able to switch to regular attacks for a short period, if required. For this reason also, a BKB may be necessary when playing against Pugna.

Nyx Assassin

Nyx Assassin’s Mana Burn has the potential to deal massive amounts of damage to you in the late game. You will most likely need a BKB and possibly magic resistance.

Illusion/creep heroes

OD is very good against illusion carries such as Phantom Lancer and Anti-Mage because Arcane Orb deals massive damage to the illusions. He can also farm creeps from heroes very easily.

High intelligence enemies

Against heroes with high intelligence, you may need to purchase small items that provide intelligence in order to give Sanity’s Eclipse an edge. When building items such as Scythe of Vyse, it may be better to buy the intelligence part first.

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