Queen of Pain is a Inteligence hero that happends to be a very strong ganker, teamclasher, pusher and a effective semi-carry later on.
Her Blink offers her a lot of mobility which allows her to have above-average surviability late-game, couple that with her spammable Scream of Pain and even Sonic Wave once you got Aghanim’s Scepter and you get on dangerous hero capable of demolishing squishy teams in seconds!
Not one of her most important skills, I usually just get one level of this early game for the slow it gives, otherwise I ignore it until I am done taking status late-game. The poison effect from the skill allows enemies to deny their teammates so we don’t want that up for long, Queen of Pain Blink
This is the reason why she truly is a worthy pick, a Intelligence hero with a spammable aoe nuke and a blink! This assures her late-game and ,together with Scream of Pain
The bread and butter of Queen of Pain
Some might argue that this is a weak ultimate but if you look at akkasha’s other skills, then you realize this was a necessary nerf to not overpower her. I usually get it at level 10 so I can quickly follow with it’s level 2 at level 11, the mana cost is too huge early game at level 6 and it’s damage is quite average, but later on, it becomes a above-average teambattle ultimate that allows you to take care of enemy squishies even faster. Hits invisible units as well.
Not one of her most important skills, I usually just get one level of this early game for the slow it gives, otherwise I ignore it until I am done taking status late-game. The poison effect from the skill allows enemies to deny their teammates so we don’t want that up for long,doesn’t really need the slow as much either due to the fact that she has a spammable. Status on the other hand helps a lot by adding some surviability and increasing your mana pool which is very restrictive early-game.This is the reason why she truly is a worthy pick, a Intelligence hero with a spammable aoe nuke and a blink! This assures her late-game and ,together with, makes early-game ganks a breeze. Second skill I max out.The bread and butter of, this skill allows for easy harrasement and farming early game, easy kills during ganks and fast pushes during lategame. The damage might not be too high, but it’s the spammability it has which makes it so deadly. Hits invisible units! Max this skill out asap!Some might argue that this is a weak ultimate but if you look at akkasha’s other skills, then you realize this was a necessary nerf to not overpower her. I usually get it at level 10 so I can quickly follow with it’s level 2 at level 11, the mana cost is too huge early game at level 6 and it’s damage is quite average, but later on, it becomes a above-average teambattle ultimate that allows you to take care of enemy squishies even faster. Hits invisible units as well.
As a solo mid player/hero you want to keep a close eye on those runes, don’t hesitate to scout top or bot if you manage to push the mid lane early game to the enemy tower.
If you happen to get a good rune like Double Damage, Haste or Invisibility you might even get a good gank if you happen to be level 3 or higher, before the regural ganking levels (which for me starts at 7 with Queen of Pain if I’m solo mid).
Illusion – not a really useful rune of Queen of Pain, you can try to use it for a gank in later levels but early on, they are only good for scouting and refilling bottles (if you happen to have one).
Invisibility – great rune, once you reach level 3 you can easily gank top or bottom lane for a easy first blood unless the enemy happends to have the runespots warded.
Double Damage – this rune coupled with your Blink packs quite a punch early game even if you don’t have your level 2 Scream of Pain yet, you can easily get kills with this rune with the mobility from your Blink and damage from autoattacks.
Haste – very similar in usage with Invisibility except this actually saves you from wasting mana on Blink allowing you to get a lot of hits on the enemy with normal attacks and Scream of Pain.
Regeneration – more of a laning sustainability rune, can be helpful if you are in your ganking levels (5 or higher) if you want to go for gank and you’re out of mana or hit points.
Early game, laning phase and early ganks
I prefer to play Queen of Pain as a solo mid hero most of the time although she can make a good solo side-lane hero and even works on duals.
This guide will be mostly about the solo mid type of play though.
During the early levels, depending on your enemy, you should be able to survive the lane without too many problems especially with those two Healing Salves.
If the enemy is melee then the lane is yours, if the enemy is ranged though, you might have some minor issues if his range is bigger than yours or if he has some early burst that can take you down (like Tinker).
Focus on last-hitting and denying, priotirize last-hitting though. If you manage to pull some cheap shots on the enemy early on with your autoattacks and/or Scream of Pain, go ahead, maybe you weaken him enough to take him out later on with level 3 Scream of Pain.
Once you get your level 5 you can go ganking easily if enemy lanes (top or bot) are weak and/or you have strong lanes (dual stuns, at least one slow on a hero or a lot of nukes).
I usually check for runes since early levels if I manage to push the lane a bit, they can make a big different on your ganks/laning and severely weaken the enemy.
At level 7 you should be able to get kills on most of your ganks, this is when I usually fully leave mid (I usually ask a teammate to take it) and go roaming for the rest of the game.
When you gank, have (if possible) one of your allies initiate with a slow or a stun then Blink in and Scream of Pain then Shadow Strike (if leveled) the target you want to kill, keep chasing with Blink and spam Scream of Pain along with autoattacks until your target dies.
You should easily get your Null Talisman from these early ganks and proceed towards building your Power Treads.
Mid game, countergank, gank and push
Remember, ganking power does not win you the game, it gives your team an early advantage which should either be used to push early game or give a big boost to your carry allowing you to finish before the enemy heroes fully come online.
Ganking is nothing without pushing or a carry advantage.
At this stage of the game, you should be focusing on ganking a lot, helping your weaker lanes (esp the lane with your carry if he’s having trouble) and shutting down enemy heroes with high bounty on their heads (killing sprees).
If possible after each gank attempt to push the tower, you generally need creeps with Queen of Pain to make a push worthwhile since you can easily clean enemy waves with Scream of Pain so having a pusher in your team can be helpful for getting those early towers.
You should be finishing your Power Treads and working towards or finishing your next big item during this stage of the game.
Watch out for enemy ganks, again, as I said in my Night Stalker guide always keep a Town Portal Scroll in your inventory and countergank!
Watch the minimap, see a enemy dot that just appeared on one of your allied lanes ? Quick, TP in and make the most of it! Don’t let the enemy pick on your weaker allies, make them pay for it!
Lategame, teambattles and tricky choices
If the game lasted this long, you probably have your core items and working towards your secondary big item.
This is when carries are starting to shine a lot and when having Blink really makes a big difference.
You are a strong hero at this stage of the game as well, your insane aoe damage will make the enemy fear you and make you a top target most of the time.
In teambattles, wait for your initiator or theirs to initiate, stay out of sight and strike (with Blink) at their casters, which most of the time are staying behind the tanks, once you see each hero picking their targets.
Try to position yourself in such a way that you can get your Sonic Wave to damage the casters your are initially focusing AND their allies inside the teambattle, if you pull this off, half of the battle is won if the enemy is incapable of handling your damage (big aoe heals or extreme tankability).
Focus on the disablers first and then follow on their nukers and finally carries. Beware of Lion, Lina, they are are some of your top priorities (especially Lion) but most of the time you can’t wait for them to waste their ultimates so watch out for that (that Linken’s Sphere, Scythe of Vyse or Orchid Malevolence are really going to pay off now).
Proper timing is key to a good Queen of Pain player!!!
Once their main disabler is out, the nuker shouldn’t be too hard to take out, the enemy carry is probably trying to kill your supports by now and the tanks are trying to be as disruptive as possible, but soon before they know it, their caster support will probably be dead by then and they will probably end being pounded by the remaining of your team and you.
Smart carry players will turn back as soon as they see you coming on his supports but that will leave his tank out of position, be aware of them, your Blink has a relatively low cooldown during lategame, if you manage to tank him and Blink out then your team should be able to follow up on the rest of the team now that their main tanks are out, if not, then you need to wait until the enemy carry is fully commited to the fight before you initiate on his supports, or you might as well focus him with the rest of your team once he commits.
You don’t want to go melee with a melee hero when you have Queen of Pain so keep your distance during all stages of the game.
You have range so use it to your advantage.