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The One Blade. Yurnero, the Juggernaut.

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The One Blade. Yurnero, the Juggernaut.

Post by Rejero on Sun Apr 13, 2014 12:43 am


Melee-Soft-Carry-Pusher

Lore: No one has ever seen the face hidden beneath the mask of Yurnero the Juggernaut. It is only speculation that he even has one. For defying a corrupt lord, Yurnero was exiled from the ancient Isle of Masks--a punishment that saved his life. The isle soon after vanished beneath the waves in a night of vengeful magic. He alone remains to carry on the Isle's long Juggernaut tradition, one of ritual and swordplay. The last practitioner of the art, Yurnero's confidence and courage are the result of endless practice; his inventive bladework proves that he has never stopped challenging himself. Still, his motives are as unreadable as his expression. For a hero who has lost everything twice over, he fights as if victory is a foregone conclusion.



Overview:
Overview:

Blade Fury
Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units. Lasts 5 seconds.
MANA COST: 110/110/110/110
COOLDOWN: 30/27/24/21
ABILITY: NO TARGET
DAMAGE: MAGICAL
DAMAGE: 80 / 100 / 120 / 140
RADIUS: 250

Legacy Key: F

Yurnero's renowned katana techniques are feared by warriors and sorcerers alike.

Notes:
- Yurnero will gain magic immunity and dispel buffs (including Omnislash). Since it dispels buffs, make sure to use item after activating Blade Fury.
- As the previous point suggests, items can be activated and channeled during Blade Fury.
- Skill doesn't affect magic immune units, however they can be affected by the normal attacks dealt during Blade Fury.
- Normal attacks dealt can apply buffs and attack effects such as Cleave and Corruption.
- Yurnero will be silenced until the skill ends.
- Able to deal up to 400/500/600/700 damage in an interval of .2 seconds.


Healing Ward
Summons a Healing Ward that heals all nearby allied units, based on their max hit points. The Healing Ward can move at 450 movement speed after being summoned. Lasts 25 seconds.
MANA COST: 80/100/120/140
COOLDOWN: 60
ABILITY: POINT TARGET
MAX HP PER SECOND: 2% / 3% / 4% / 5%

Legacy Key: G

Of the rituals learned at the Isle of Masks, tending wounds with a bit of voodoo magic has proven to be quite useful.

Notes:
- Can be controlled as a mobile ward with 450ms.
- Multiple Healing Wards don't stack.
- Unable to heal mechanical units.
- Ward has 1hp and can be attacked.
- Does not disappear even if you die, so use it to heal your teammates by placing it in an effective position if you die in a team battle.


Blade Dance
Gives Juggernaut a chance to deal double damage on each attack.
ABILITY: PASSIVE
CRITICAL DAMAGE: 200%
CRITICAL CHANCE: 15% / 20% / 25% / 35%

Legacy Key: C

The last remnant of his heritage's commitment to bladework, Yurnero ensures that the style is remembered.

Notes:
- Critical damages are shown in red. These numbers are the damage that Yurnero has dished out before illusion and armor reductions.


Omnislash
Juggernaut leaps towards the target enemy unit with a damaging attack, and then slashes other nearby enemy units, dealing between 175-250 damage per slash. Juggernaut is invulnerable for the duration. Upgradable by Aghanim's Scepter.
MANA COST: 200/275/350
COOLDOWN: 130/120/110
ABILITY: UNIT TARGET
AFFECTS: ENEMY UNITS
DAMAGE: PHYSICAL
JUMPS: 3 / 6 / 9
JUMP RADIUS: 425
SCEPTER COOLDOWN: 70
SCEPTER JUMPS: 6 / 9 / 12

Legacy Key: E

‘The fruits of discipline; with practice comes strength.’

Notes:
- Unaffected by magic immunity.
- Each slash deals 175-250 damage with an interval of 0.4 second. If target is alone and assuming all slashes are dealt properly, the target will sustain 525-750 / 1050-1500 / 1575-2250 (1050-1500 / 1575-2250 / 2100-3000*) damage.
- Creeps, except player-controlled units or ancients will be killed in a hit of omnislash.
- Continues to slash Ethereal units without any damage.
- If target becomes invisble and there are no other valid nearby targets, Omnislash ends.
- Items are usable during Omnislash (eg. Manta Style, Black King Bar).
- Flying Vision in 200 radius is obtained during Omnislash.
- Yurnero gains Invulnerability and will be unaffected by Chronosphere.
- Enough attack speed will allow Yurnero to attack with his own normal attacks while jumping around. Buffs and trigger chance effects can occur during these slashes. There is a cap at 1 normal attack per slash.
- Yurnero is only completely invulnerable after the first slash.
- Force Staff can end Omnislash if target is pushed out of the 425 radius before the next enemy check. However, it must be used at least 0.21 seconds before the next check, and even sooner if Juggernaut is in front of the target.
- Will not jump to Tombstone zombies.
- Slashes cannot be avoided by evasion.
- Interrupts channeling skills of the target at the first jump.



Hero Analysis:
Analysis:
Pros:

  • Well distributed stats
  • Can either carry or be a dps monster
  • High late game potential which can make or break your team
  • Omnislash does not lose its potential, especially against a lone hero
  • Able to deal huge amount of damage in a very short interval
  • Reliable high percentage critical chance
  • Blade Fury is a great farming skill early game
  • Great healing tool as team support
  • Looks cool


Cons:

  • Horrible stat gain
  • HUGE HUGE mana problems
  • Not noob friendly aka Hard hero to play with
  • Requires skills in farming
  • Players need to have a good judgement of when to use Omnislash, and when you should not
  • Does not work very well around multiple creeps
  • Low HP and food at late game if unable to farm properly
  • Item-dependant
  • Usually targeted first in every gank and being focused on
  • Can't see his face



Review:
Review:
Review
Juggernaut has been an incredibly difficult hero to play with without the proper support. It is a hero with overall average stats with nothing that stands out. Its Omnislash and Blade Fury are also easy to counter. However, this has not stopped people from going back to play with the hero. It is a fun hero to play with with tremendous potential to wreck anything in its path. You shouldn't get daunted by its level of difficulty to play and I believe this is also the same with many other heroes. The feeling when you see Omnislash at work at destroying everything is incredibly great! Just give it a try and you'll know what I'm talking about =D



Alt-Tab Guide:
Alt-Tab:
Standard Set
Standard:
Level 1: Blade Fury
Level 2: Blade Dance
Level 3: Blade Fury
Level 4: Stats
Level 5: Blade Fury
Level 6: Omnislash
Level 7: Blade Fury
Level 8: Stats/Blade Dance
Level 9: Healing Ward
Level 10: Healing Ward
Level 11: Omnislash
Level 12: Healing Ward
Level 13: Healing Ward
Level 14: Blade Dance
Level 15: Blade Dance
Level 16: Omnislash/Stats
Level 17: Blade Dance
Level 18 - 25: Stats

Pushing Set
Pushing Set:
Level 1: Blade Fury
Level 2: Stats
Level 3: Blade Fury
Level 4: Stats
Level 5: Healing Ward
Level 6: Blade Fury
Level 7: Stats
Level 8: Healing Ward
Level 9: Blade Fury
Level 10: Omnislash
Level 11: Omnislash
Level 12: Healing Ward
Level 13: Healing Ward
Level 14: Blade Dance
Level 15: Blade Dance
Level 16: Omnislash
Level 17: Blade Dance
Level 18: Blade Dance
Level 19 - 25: Stats

Defensive Set
Defensive Set:
Level 1: Blade Fury
Level 2: Stats
Level 3: Blade Fury
Level 4: Stats
Level 5: Blade Fury
Level 6: Stats
Level 7: Omnislash
Level 8: Blade Fury
Level 9: Healing Ward
Level 10: Healing Ward
Level 11: Omnislash
Level 12: Healing Ward
Level 13: Healing Ward
Level 14: Blade Dance
Level 15: Blade Dance
Level 16: Omnislash
Level 17: Blade Dance
Level 18: Blade Dance
Level 19 - 25: Stats

Starting Items
Aggressive Build (With strong support such as Crystal Maiden, Mirana, Lion, Sand King, allows you to farm aggressively despite harrassment)
/
225G + 150G + 100G + 125G/115G = 600G/590G

Justification:
Quelling and GG branches helps to last hit, while your support harrasses the opponent. Some regeneration is of course needed. Clarity is used when your support decides to go for first blood, and you lack mana. GG branches can be built into Magic Wand later on.

Defensive Build (Predicted to be unable to farm early game. This build focuses on Defense.)

250G + 185G + 115G + 50G = 600G

Justification:
Stout Shield used to build into Poor Man's Shield asap. Circlet to be built into wraith for Extra HP, defense. The clarity is there for when your team decides to gank early game. Also, during times when you are playing defensively, chances to kill your enemy often increases as they get more aggressive and decide to tower dive.

Balanced Build (Focus on survival while farming)

185G + 185G + 125G + 115G = 610G

Justification:
Gives you the damage and health you need to survive and farm instead of feeding early-game. 2 Circlets to be built into Wraith Bands, and since your focus is farming, not much use of Blade Fury would be needed.

Ganking Build (Focus on survival while ganking)

485G + 125G = 610G

Justification:
Let's face it. Juggernaut is paper hero during the early game. The wraith band would focus on helping you survive, get the extra damage, recover after any ganks all in one. This is my standard build when I'm playing juggernaut as I tend to be impatient and rush forward. This build has helped me, so if neither of the above works for you, try this!

Boots


Core Item


Situational Core Items


Extensions


Luxuries


Possible Extensions


Possible Luxuries


Items to AVOID at all costs


Special Mentions




Skill Build Justification:
Skills Justification:
All 3 builds has Blade Fury added at the start as that is the core of your damage early game, regardless of whether it is used for ganking or farming. In the older 6.72 patch, only level 1 Blade Dance had an improvement in critical strike chance, which explains for its 1 point at level 2. It works rather well at level 1 and makes full use of its improvement. Afterwards, Blade Fury is maxed out quickly and as your attack speed is not high enough to make full use of a higher level blade dance, neither can your mana pool support continuous use of Healing Ward a point is added to stats to aid in survival. During mid game, if you have gotten some kills, add another point to Blade Dance at level 8. Otherwise, add 1 point to Stats. By this time, you should already start ganking with your teammates. You will be surprised at how much Healing Ward helps, whether it is for ganking or pushing. That extra hp given by the ward helps, so make sure to use it BEFORE going into any ganks. If the game continues on to late game, which is rare in Dota 2, you should have farmed up more items, especially those that increases attack speed. Blade Dance is then maxed for its full potential.

If you are looking to end the game fast, because you have to go / want a short match / opponents are all dangerous late game, go for the pushing set. This set focuses on tower and creep pushing, hence Omnislash is put of until level 10, where some ganks are necessary in order to move on, or to use it to save yourself when confronted alone. Blade Dance is not really needed as it is not really an aoe skill that maximises pushing potential.

The defensive set looks towards when you are heavily harrassed by the enemy. Early game Stats helps you to survive, while the Blade Fury helps you to finish of your opponents if they ever tower-dive or take so much damage that you can easily spin them to death.



Items Justification:
Items Justification:
Boots
Boots:
The boots depends on situation. If you are facing fast heroes early game, or you need some sort of cheap escape mechanism, get Phase Boots. If you are facing fast heroes that shines in late game such as Razor, get Boots of Travel. The boots is a necessity to all heroes and Juggernaut is no exception. Power Threads is debatable. Although it increases attack speed, it does not improve movement speed. The beauty of Juggernaut is to be able to chase down lone heroes and get rid of them. Without the movement speed, it is just difficult to do so. I won't recommend Power Threads but if you insist, go right on ahead. It is your game.

Core Item
Core Item:
There is really no point in having the word "Core" for heroes, if there are soo many items! I've seen multiple guides, in fact most of them have many many core items in their builds. The definition of core is a necessity and defines whether it is necessary for Dota warfare. There is just one core that no matter how I've tried to shrug it off the past few years, it always comes back to me. Battle Fury is definitely the only core for Juggernaut. I've tried multiple builds for years with Dota 1 to take away the possibility of needing the item. The results, majority of the builds without Battle Fury resulted in a loss. Of course there are some builds that works without Battle Fury, but that is for you to find out those exceptions. Battle Fury increases survivability, damage, and most importantly, clears creeps quickly for your ultimate. Without that Perserverance, death comes easy, and without the Broadsword and Claymore, defeat comes easy. That is why it is so important to have Battle Fury with you at all times.

Situational Core Items
Situational Core Items:
If you end up having to rely on Omnislash or you find yourself having survival issues despite already having a Battle Fury, get Aghanim's Scepter. If your team mates are ganking alot and you find yourself killing enemies too slowly, get a Desolator asap. If you are experiencing neither of those situations, it is possible to overlook these items and move on to farm the Extensions of your choice.

Extensions
Extensions:
These extensions all increases attack speed, so pick the ones you need.

Maelstrom is a fantastic cheap DPS item that helps in pushing, and a little addition of damage, and most important of all it stacks with other attack modifier effects! That way, Desolator synergises with it as well. Not only that, Chain Lightning gets released even if you are using Omnislash. Don't underestimate that tiny bit of extra damage. Speaking from experience, it really helps to take out enemies that are left with a little bit of health after every ganks and attempts to escape.

Yasha is an item for picking up weaker heroes, especially carries during mid game. If the enemy team does not have many stunners, this item is excellent for hunting purposes and to get rid of jungling heroes. Extra stats means more damage, the extra speed helps in chasing and running to reduce time wastage, the attack speed synergises with Blade Dance, and the enemies weakened from jungling basically cannot get rid of you entirely without support from their allies.

Shadow Blade comes into play when you realised that there are many enemy stunners and you need something that helps you escape from ganks. Also, if you need something to confuse your enemies, this item is what you need. During ganks, while they focus on you, use Shadow Blade at the earliest possibility to waste their skills, such as Sven's Storm Hammer, just when they are about to hit you. Using Shadow Blade at the right time makes you invisible and cancels their attacks, wasting their mana. Chances are, they will be so confused and focused to find you that they didn't notice their health bars dropping rapidly, courtesy of your allies. This is when you circle behind them and get the kills. The break from invisibility gives bonus damage as well. The backdraw is the 0.3 second fade time. Account for it when planning when to use Shadow Blade.

Hyperstone is a piece of overpowered rock that somehow increases your attack speed. Use this with Blade Dance and crit the life out of your enemies!

Luxuries
Luxuries:
What could be more terrifying than 1 Juggernaut? Make that 3 Juggernauts! All of them can deal critical damage and it would be akin to roughly 400damage per second. Manta Style can be used during Blade Fury and Omnislash. The real terror of it is that it can be used like Shadow Blade, where that 0.1 second of invulnerability can help you dodge multiple spells casted while using Mirror Image. Not only that, it can remove debuffs such as Orchid Malevolence's silence is removed, allowing you to turn a team fight around during critical moments.

Butterfly is an excellent item of choice for luxuries. It helps Juggernaut evade attacks, increases his damage, increases his attack speed, and armour (from Agility stats)! This makes him the true bladesman that he was supposed to be.

Monkey King Bar is one of my favourite luxury item for Juggernaut. It increases damage by a large amount and decently raises attack speed. However, the 2 passive item abilities is what is truly terrifying. Without a chance to miss any attacks at all, his critical hit rates and auto-attack damage will only increase, and together with that mini-bash teleporting away from him will be difficult. This makes him an insane attacker! However, bear in mind that if you do not have the proper Core Items to support Juggernaut, this Luxury item will not be as effective and you could lose the game. This is another reason why you should obtain your core items first before farming for luxuries!

Mjollnir is the opposite of Monkey King Bar. While the latter focuses on more damage with decent attack speed gain, the former focuses on more attack speed with decent damage increase. The dynamic use of Static Charge would also help Juggernaut alot. Before a team fight, cast Static Charge on your Tank heroes. They go in and clear the creeps, after which you jump right in and Omnislash! It can also be used on DPS allies to increase their DPS and fighting potential. You can also use it on any nearby friendlies before getting killed. Casting Static Charge on creeps and teleporting away helps to prevent ganks and push for your team. Having a cooldown of 35 seconds, and only 50mana, it is basically spammable for any games!

Sange and Yasha is a dedicated mid-late game hunting item. The maim which slows your enemies and the increase in movement speed ensures that the enemy would have a hard time getting away. The addition of damage means that you can kill them faster, while the increase in strength means that you can tank more if they decide to fight back (which experience players would do seeing as there is hardly a chance of escaping). It is basically an all-in-one luxury item that you can always afford to get during late game.

Possible Extensions
Possible Extensions:
The items in this category calls for more unique gameplay, which the traditional Juggernaut would not get. I shall not explain any of their uses here to avoid spoiling the fun. If you are feeling up for the lulz, try getting a random item here! Oh, and just in case you are wondering, I have tried Juggernaut with all of these items here before and I'm pretty sure that they will work well.

Possible Luxuries
Possible Extensions:
Same goes for items here, they are used for more unique gameplays. Just be very careful not to get Heaven's Halberd together with Butterfly as their evasion does not stack. Also, avoid getting Eye of Skadi when you already have Desolator as they are both unique attack modifiers. However, Eye of Skadi is able to stack with Helm of The Dominator so be sure to make use of that!

Items to AVOID
Items to AVOID at all costs:
Honestly, it is not worth it to get a Satanic. True, Juggernaut can make use of its Lifesteal and Strength increase, however with that amount of money being poured into it, it is not that worth it to be used on Juggernaut, who is a semi-carry. If you want lifesteal, Helm of The Dominator is enough. Spend the rest of the gold on other Luxuries.

Let me ask why you are considering Scythe of Vyse. It is expensive, it does not help Juggernaut increase his damage (which is his strength) neither does it raises his attack speed. Also, that 3.5seconds critter isn't really going to do much to the enemy if you cannot deal high amounts of damage within that 3.5seconds. You may argue that if I get this item, it means that I am well-farmed enough. True that, but while you waste your time getting it, your enemy gets stronger and gains the potential to overpower you by getting the appropriate items for their heroes.

Ahh, Mask of Madness. Firstly, remember that Juggernaut is a relatively easy to kill hero. You don't need another item to make him more paper. Well, he may have that extra 100 attack speed for 12 seconds. But given the price of the item, people will tend to get this early game. I won't say that you shouldn't get this item, but just try to avoid it. Unless you have gotten all other 5 items and you would like to try playing as a glass cannon, go on ahead. Its your game.

Mekansm. You are not an INT hero, don't have the mana pool to support its use, and you already have a more reliable healing mechanism. Basically, super bad item choice.

The idea of dual Omnislash with the help of Refresher Orb is certainly exciting. However, without the right mana support, this item is completely wasted on Juggernaut. There are many ways to counter Omnislash. So imagine yourself getting countered twice in a row. Not a bad idea, but not a good one either.

Blade Mail. Come on please, you are not made to tank.

Vanguard used to be a very popular choice in Dota 1. However, with the changes in Dota 2, it is no longer worth it to obtain Vanguard. You are better off spending that gold on something else that actually helps you take control of your early and mid game.

Special Mentions
Special Mentions:
Crystalys and Daedalus can actually be placed under Possible Extensions and Luxuries respectively. However, I really feel like explaining their gameplay for abit. As we all know, Juggernaut's main issues are survivability and lower damage output compared to hard carries. Blade Dance itself can be omitted entirely and not added at all, even at Level 25, and instead focus on adding Stats to increase his survivability and mana pool for his main active skills. Crystalys, although pales in comparison with Blade Dance, can be upgraded to Daedalus at higher levels which is superior compared to Blade Dance. You can think of Crystalys as a Level 1 Blade Dance but a tad better, with higher chances of processing a critical hit. Also, Crystalys itself is a relatively cheap item that is easy to get.

I've seen many people farm a Ring of Aquila for Juggernaut because it is an Agility Item. Fair enough. However, by the time you obtain it, you should already be moving around dealing a higher than normal amount of damage to your enemies. Ring of Aquila just does not provide enough output for Juggernaut, and trust me when I'll advice you to save that additional 500G on something else.

Hands of Midas is debatable. While that attack speed would certainly help , for its cost, it is not worth it. Unless you are a farming god who can make effective use of this item, I suggest you save the money and get something else.



Gameplay:
Gameplay:
Early Game
Okay, so you have picked/randomed Juggernaut. The first to keep in your mind is to NOT die and feed your opponents. Harrass whenever necessary and farm as much as possible. If you are laned with a hard carry by some odd reason, deny more than you last hit and give the gold to the hard carry. They should get as well-farmed as possible. It is possible to get multiple kills early game if your enemy does not know when to retreat when facing Juggernaut. So if they decided to face you and tank your hits, don't be afraid to attack them. Carries are your best food early game. Try not to get carried away with 1 or 2 kills, as it could lead to your downfall when they decided to gank you.

Mid Game
Right now, you should gank as much as possible. By now, you should have gotten your Phase Boots or at least a Boots of Speed (if you are planning to build Boots of Travel) for that matter. The other item should be something that either increases your damage or your attack speed. Roam, kill, and retreat if necessary. Push towers whenever possible and avoid dying or feeding your enemies.

Late Game
The game dragged on? No problem. Farm a ButterFly asap as enemies will be hitting harder now. You need that evasion, more attack speed, and extra damage.



EndNote:
EndNote:
Well, this is a guide on what you should try to obtain when playing with Juggernaut. By no means is this guide absolute, neither should you follow it rigorously. Dota is a game that is fun when you play it how you like TOGETHER with your allies. This is why I didn't add any "Friendly Heroes", "Bad Enemies" etc. Every hero is friendly to each other. It is just how the players use them. Every Hero is every other hero's worst nightmare. It is just how they choose to own you. Anyhow, I hope that this guide have at least helped you some way or another, and provided more insight on the hero called Juggernaut.



References:
http://www.playdota.com/heroes/juggernaut
http://www.dota2.com/hero/Juggernaut/
http://dota2.gamepedia.com/Juggernaut
http://www.playdota.com/guides/i-am-juggernaut-bitch
http://www.playdota.com/guides/im-the-juggernaut-lich-4559
http://www.playdota.com/guides/look-into-the-light...
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Rejero
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Posts : 154
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Date of Admittance : 2014-01-19
Age : 22
Affilations : Zeroth Alignment

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