Kiến Thức Chung

Phantom Lancer Build Guide DOTA 2: The name is Phantom.. Phantom Lancer


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Introduction.


Phantom Lancer, Commonly known as The Cancer, is an agility hard carry known for his insane pushing prowess,amazing damage output and sheer evasiveness with which he can single handedly win the game.


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Azwraith, The Phantom Lancer

Phantom Lancer is a hero known for bringing an army of illusions with him,destroying anything and everything in his path.Relentless in his pursuit and highly evasive, it is very difficult to pin down this hero for more than a few seconds at a time owing to Doppelganger and Phantom Rush.

With the complete rework given to the hero, Phantom Lancer has gained an entirely new facet which has not been explained properly, resulting in people thinking that the hero is either brokenly OP (4K++ mmr) or very weak(everybody else).

With this guide, I am going to give some pretty in-depth explanation about his skills and play style.


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Pros and Cons

Pros

  • Can instantly make an army of illusions.
  • Needs only one item to come online.
  • Insanely hard to kill without silence.
  • Very high damage output.

Cons

  • heavily countered by AoE skills *looks at Earthshaker
  • Mana hungry.
  • Cannot rat as effectively as before (less duration of illusions).
  • Somewhat higher skill ceiling now due to Doppelganger
  • Nerfed agility gain(from 4.2 to 3 per level).


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Skills.



This skill is a nuke, a slow and provides an illusion dealing 20% of your damage.An average nuke, but is maxed first due to its very small cooldown and insane slow (40%),leading to easy kill opportunities.Very taxing on Phantom Lancers pitiful mana pool, so it is advised to use it sparingly in the early game, atleast till the supports get Arcane Boots or something.

Mana cost:125/130/135/140
Cooldown: 7 seconds.





A new skill which was added as a part of the complete rework of Phantom Lancer Puck Phase Shift

What this skill does is, it gives you a semi-reliable escape,coupled with the ability to dodge every skill in the game and also gives you 2 extra illusions,one of which tanks as much damage as you can (ie. no damage amp on the illusion!).It can be used to juke your way out tough situations,much like a Puckevery one of your illusions along with you, making you even more irritating to deal with!.

Remember that You cannot decide where the illusions will reappear,nor can you decide your own position, making it a double edge.Suppose you are on low ground, trying to aim to go to higher ground as you would with a Force Staff
mana cost:50
cooldown:25/20/15/10 seconds





This skill becomes more important as you go into the late-game,enabling you to transform from the “stay-back and farm hero” to a “rush in and violate” hero.With its insanely low cooldown, There is literally no way of running away from Phantom Lancer

What this skill does is ,when off cooldown, if you command your hero to attack an enemy unit within the prescribed range, the main hero along with his illusions will rush towards the unit so attacked at a speed of 800 and proceed to attack the unit.

Remember that this is not a togglable skill,implying that you cannot control when it procs,making your auto hit-canceling work against you as you may dash towards the target,making you vulnerable getting nuked down.Use with care.




Aaaah…This skill must be renamed to “****ing overpowered illusion generator 2.0”.seriously,its that OP.

At level 1, this skill grants you a 40% chance of creating an illusion when hitting,scaling upto 50% at level 3,meaning that you will be creating an illusion every other hit!.This is a huge buff to his teamfighting as well as farming ability as he can just jump out, regen health and jump in,re-making his army of illusions in mere seconds.

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just the fact that you can make a total of 14 units(including original hero),which means that you can theoretically burn 350 mana per hit from the enemies mana pool.This is, like huge.With his naturally high agi gain, supplemented by the massive 30 agility given by Diffusal Blade

A new skill which was added as a part of the complete rework of.It is currently a very underrated skill, often left to be maxed last which is a completely wrong way to play him in my opinion.This skill is basically’swith a higher cooldown,lower disappearance time which is somewhat compensated with a blink like mechanism which can be used to reposition yourself 600 units away from your original position.What this skill does is, it gives you a semi-reliable escape,coupled with the ability to dodgeand also gives you 2 extra illusions,one of which tanks as much damage as you can (ie. no damage amp on the illusion!).It can be used to juke your way out tough situations,much like awould.It is also a very effective chasing tool as it takesalong with you, making you even more irritating to deal with!.Remember that You cannot decide where the illusions will reappear,nor can you decide your own position, making it a double edge.Suppose you are on low ground, trying to aim to go to higher ground as you would with a,and you accidentally aim on the edge.There are chances that you might end up on low ground again, just in a different position,effectively wasting your skill, and giving the enemy an easy kill.mana cost:50cooldown:25/20/15/10 secondsThis skill becomes more important as you go into the late-game,enabling you to transform from the “stay-back and farm hero” to a “rush in and violate” hero.With its insanely low cooldown, There is literally no way of running away frompast 45 minutes.What this skill does is ,when off cooldown, if you command your hero to attack an enemy unit within the prescribed range, the main hero along with his illusions will rush towards the unit so attacked at a speed of 800 and proceed to attack the unit.Remember that this is not a togglable skill,implying that you cannot control when it procs,making your auto hit-canceling work against you as you may dash towards the target,making you vulnerable getting nuked down.Use with care.Aaaah…This skill must be renamed to “****ing overpowered illusion generator 2.0”.seriously,its that OP.At level 1, this skill grants you a 40% chance of creating an illusion when hitting,.This is a huge buff to his teamfighting as well as farming ability as he can just jump out, regen health and jump in,re-making his army of illusions in mere seconds.just the fact that you can make a total of 14 units(including original hero),which means that you can theoretically burnThis is, like huge.With his naturally high agi gain, supplemented by the massive 30 agility given by,its no wonder that heroes generally end up with 0 mana within mere seconds.Also makes targetting you a lot more difficult.



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Gameplay.

Early Game

As a hard carry, the only thing that you need to think about is getting lasthits.Playing safe is very important when playing Phantom Lancer

Staying safe must be your top priority.To ensure that you are safe,you must lane with a hard support like Keeper of the Light Bane Vengeful Spirit

The only time you can get aggressive in your lane is when you are in a trilane with dual stuns,even then, I would advice you to stay back and wait until you are sure that the kill is set and the mid laner is where he is supposed to be.

Remember that Spirit Lance Sven Wraith King

Mid Game

This the point of time where you start coming online with your first core item, Diffusal Blade

So,basically what you do is,you run in and burn mana while being an annoying piece of **** and not dying.

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Also, you need to analyze the enemy team.Do not underestimate your enemy,you never know when you might lose a pivotal team-fight because you didn’t see the Black King Bar Phantom Assassin Phantom Lancer Dream Coil Earth Spike Storm Hammer

Late game

At this point of time, you have finally become what you have been farming all game for-A hard carry.After getting all your core items and extensions, you become a monster,the devourer of supports, the bane of mana-hungry heroes and carries alike with your insane pushing prowess and an irritating knack of nope-ing the **** out of an situation you want,whenever you want.

Now, it might seem that the hard part has ended, and that now you can go ROFL-Stomp the enemy. NO.At this point you will feel the pressure of playing one of the more skill- needing carries in the game.The timing needs to be flawless,there is no margin for error on this hero,much like Faceless Void Doppelganger

Just imagine the fear in the enemies eyes when they realize that you weren’t touched by that Black Hole Echo Slam Puck Dream Coila single juke.It’s like you are a Puck

Also, you can split push very effectively at this point of time with the aid of a simple Boots of Travel Manta Style

Remember, a single pickoff at 50 minutes in the game can change the tide of the next engagement.If that pickoff is you, you might as well shut your pc down and shove a sock down your throat,because you most probably lost, or gave the enemies two pairs of barracks,making your game 10X more difficult to win.

The worst thing you can do in the late game is making bad item choices..
If I am not able to kill that 6-slotted Faceless Void Phantom Assassin Scythe of Vyse Eye of Skadi Daedalus

As a hard carry, the only thing that you need to think about is.Playing safe is very important when playingdue to his lack of a farming mechanism, which really sets him back when he is ganked a couple of times.Staying safe must be your top priority.To ensure that you are safe,you must lane with a hard support likeororor something,to trade hits when you are farming and potentially zoning out the melee offlaner.The only time you can get aggressive in your lane is when you are in a trilane with dual stuns,even then, I would advice you to stay back and wait until you are sure that the kill is set and the mid laner is where he is supposed to be.Remember thathas a very low cool-down, so if you have the mana to use it during a gank, don’t hesitate to use it as you can secure an easy kill with it.Also, juking the enemies only stun (looks atand) can be pretty irritating for the enemy team as it really sets their aggressive tri/dual lane back because their main objective is to shut you down,which they can’t for the next minute or so as their stun is on cool-down or they are out of mana.This the point of time where you start coming online with your first core item,and become a nightmare for single-target damage heroes or heroes which are very mana dependent for doing what they are supposed to do.Also, you can dive very efficiently because of the sheer amount of illusions that you have around you to tank up the tower damage, making kills easier to get.Still,beware that you are still squishy as hell and you don’t want to get bursted down making rounds of the jungle or getting a rune.So,basically what you do is,you run in and burn mana while being an annoying piece of **** and not dying.Also, you need to analyze the enemy team.Do not underestimate your enemy,you never know when you might lose a pivotal team-fight because you didn’t see thepickup onwho already had 2 of her core items.If they have single target stuns,you need not worry as the probability of they even caring to find the realis lesser than that of them finding you!But, if they have AoE stuns such as(which works on illusions too),and, you might wanna consider staying back lest you are stunned and damgaged, revealing you to your enemies as your illusions take more damage than you do,making you stand out like a sore thumb.At this point of time, you have finally become what you have been farming all game for-A hard carry.After getting all your core items and extensions, you become a monster,the devourer of supports, the bane of mana-hungry heroes and carries alike with your insane pushing prowess and an irritating knack of nope-ing the **** out of an situation you want,whenever you want.Now, it might seem that the hard part has ended, and that now you can go ROFL-Stomp the enemy. NO.At this point you will feel the pressure of playing one of the more skill- needing carries in the game.The timing needs to be flawless,there is no margin for error on this hero,much like. Onecan decide the outcome of a teamfight.Just imagine the fear in the enemies eyes when they realize that you weren’t touched by thatcombo, or when they realize thatwastedfor nothing.That’s how much you can influence the game with.It’s like you are ain the first 20 minutes,hitting 5 people at once for 400 damage,you cannot be ignored.Also, you can split push very effectively at this point of time with the aid of a simple.Just TP in,use,destroy creep-wave,destroy tower,run away.Remember, a single pickoff at 50 minutes in the game can change the tide of the next engagement.If that pickoff is you, you might as well shut your pc down and shove a sock down your throat,because you most probably lost, or gave the enemies two pairs of barracks,making your game 10X more difficult to win.The worst thing you can do in the late game isIf I am not able to kill that 6-slottedor,I would make aand guarantee that kill or than make anand reducing their damage output rather than making a,cuz crits are good right?

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Items you should not make on Phantom lancer.




: Its true, this item is no longer a good item on Phantom Lancer.The simple reason for this is that your illusions don’t last for long now,completely destroying the reason for building Radiance,which was pushing out multiple lanes while farming the jungle.

vladimirs mask: WASTE.This one word completely describes the most overrated item on Phantom Lancer.Let me show you why.
Does the lifesteal affect illusions? No.
Would it help if it did? No.
Does the armor aura affect illusions? No.
Does Phantom Lancer need the life-steal as badly as other carries do? Nope.

Nope Nope Nope Nope.




: If you cannot last hit with Phantom Lancer‘s attack damage with Quelling Blade,you might as well play Treant Protector with a [quelling blade]].


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Why is Vladimir’s bad on Phantom Lancer?

here it is boys.

Let’s start with some assumptions.

PL hits for = 300.

He hits once per second.

Damage calculated for juxtapose illusions.

Damage output per illusion = 16%.

Vlads heal = 16% (not taking bonus damage )

So, each illusion will deal 16 * 3 = 48 damage ;_;

+ diffusal blade = 25

Total = 83 damage.

Lifesteal per illusion = 16% of 83 = 13.2 health per hit.

So ends this math session. ?

IF you guys want any more math related stuff for this guide, just PM me ?


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Video Time!

I found this guide on Phantom Lancer showing how to farm the jungle (meh) with the new phantom lancer!

Merlini plays [[phanom lancer!

Merlini plays [[phanom lancer!


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