The International 2017 — Battle Pass: Path of the Wavebreaker
When you don’t want to sacrifice for the team, but instead, be the one who sacrifices the other guys.
Hi, welcome to another edition of Battle Pass Paths. This time around I’m gonna cover the Path of the Wavebreaker, focused on Core players.
The reward for completing this path is the Reef Kyte Rider set for Luna, a very interesting one from my perspective but, as I said before, doesn’t hold up with the second style. The red particles effect are gonna be noted only on close-up, but that’s what you get for now.
With that said, let’s begin. Good luck.
Across multiple victories: Win 1 / 3 / 5 games with an Agility hero.
As it says, pick an Agility hero and start playing. If you win at least one game, then it’s done. Move to the next one.
Across multiple victories: Win 1 / 3 / 5 games with an Strength hero.
Same as above. Complete it once, move to the next one. Revisit only after all quests paths are done.
Have no more than 5 / 3 / 1 deaths at the end of the game.
Trying not to die in Dota 2 is a difficult thing. Pick go heroes who are durable, have good escaping mechanism, or rarely are in the front line. To name a few, Slark, Anti-Mage, Medusa, Timbersaw, Queen of Pain and Dark Seer.
Bash enemy heroes for a total of 12 / 24 / 36 times.
If you want bash, you will need a hero who has it as a skill. Both Slardar and Faceless Void share the same max proc chance of bashing (25%, 35% with Slardar Talent). Troll Warlord, by the other side, has 10% when melee, but Fervor and Battle Trance can aid on that department.
On the items side, you will need to build Skull Basher / Abyssal Blade or Monkey King Bar.
Personally, I would choose any carry with high speed attack and build both.
Kill a single enemy 2 / 3 / 4 times.
Focus on heroes with low HP, like supports, that usually lie in the back lines or, depending on your skill bracket, go warding alone.
Killing the same hero multiple times depends on the game though, but focusing on the one that can die easily is the way to go.
Debuff your enemies with Medallion of Courage for a total of 30 / 60 / 90 seconds.
Medallion of Courage is a good item nowadays, and it’s has become very useful for heroes who have a lot of physical damage.
There are a lot of heroes who deserve this item, but I prefer heroes who can pack quite a punch at early and mid game. The Kiev Major demonstrated that Medallion of Courage it’s a valuable item to take down foes early and mid game, as long you can pair it with good physical damage.
The quest doesn’t say you have to kill or assist, so as long as you debuff the enemy, it’s all good. Its duration is the same as its cooldown (7 seconds), so you should have to use it like 13 times (91 seconds).
Purge 5 / 10 / 15 debuffs using Manta Style.
You should have no problem in going for Manta Style as a core item with Anti-Mage, one of the few heroes who need this item in almost all the matches, along with Juggernaut who usually needs it as a defensive item too. Luna, Spectre, Naga Siren, Phantom Lancer, Terror Blade and Chaos Knight also benefits greatly from it.
As always, use it to debuff yourself. It may be necessary depending on the lineup. Just be sure to re-consider it when you are against heroes with great crowd control, or somebody with Battlefury, Blade Mail, Mjollnir or Vanguard, as they may detriment its offensiveness.
Across multiple victories: Get 3 / 6 / 9 Kills or Assists on heroes that are under protection of their Tower.
Gonna copy & paste what I said before: Since 6.87, Towers now grant armor to Allied Heroes inside a 900 radius, so to get this quest you should practically dive deep on them (…).
Tanky heroes who can absorb the damage while your teammates set up the kill are welcomed here. Communication is key, because someone has to absorb the damage sometimes.
Obviously, if you make magical or pure damage, armor is the least of your problems. And remember to de-aggro the tower clicking on one of your creeps with low HP around the tower.
Across multiple victories: Consume Moon Shard yourself or use it on allies 2 / 4 / 6 times.
Be Alchemist, get to late game, holla-dolla, buy Moon Shards for everyone.
Strictly speaking, Moon Shard is a luxury item. Even worse, this quests asks for consumption, and doing so this item will only grant half of the benefits and no bonus night vision.
At least you have matches to do this, but I expect that you leave this quest for last. Or be Alchemist, and in the last minute sell everything and get Moonshards for five in two matches.
Deal 2000 / 4000 / 6000 damage from critical hits.
In order of max chance: Lycan (Shapeshift and all its controlled units), Juggernaut, Brewmaster, Chaos Knight, and Wraith King can easily perform critical hits. But the one who steals the spotlight is Phantom Assassin, as she can make 450% of damage for an average of 52.5% DPS increase.
Tusk can also be the one if you go for the carry build, also known as “One Punch Tusk”. It’s a bet that you may be willing to take: Shadow Blade, Desolator, Phase Boots, can make 900~ damage to an Axe, both at level 12, and 1300~ to a no-armor dummy target.
In items, Crystalys to Bloodthorn if you need to actually silence somebody, or Daedalus if you are covered in the disabling department. Hey, you need to win this.
CHUM IN THE WATER
Get 15 / 20 / 25 charges on a Bloodstone.
Update: The quest will register only the charges added, not the charges available in Bloodstone, so there is no penalty in dying.
Bloodstone gain charges for every enemy hero that dies inside a 1675 radius, almost like 3/4 of your screen from your hero, or a little more far than Concussive Shot from Skywrath Mage.
While you start with 12 charges, you should get close to the kills for 13 times, and you are done with this. Dying means 1/3 of the charges gone, so play safely until you reach your goal.
Bloodstone is mainly a mana regeneration tool for heroes who can kill with spells (Nukers) and the most effective self-deny in the game. Heroes like Storm Spirit, Timbersaw, Lina, Zeus, and Leshrac greatly benefits from this item.
BURIAL AT BKB
Get 2 / 4 / 6 Kills or Assists on enemy heroes after using Black King Bar.
Black King Bar is a defensive item against heroes who can spam spells at you that doesn’t pierce magic immunity. There are a lot of spells that pierce, but the majority doesn’t, so use it before engaging in a fight and start killing.
I usually ping like mad when I’m entering the arena, because when you use your Black King Bar activated, your average Dota 2 player runs away because knows that almost all magic won’t work until it expires. Having proper lockdown spells are a must.
Deal 2000 / 4000 / 6000 damage using controlled units.
It doesn’t say where, only how. As said in the responses, illusions won’t count as controlled unit.
Being that said, we will need to rely on Nature’s Prophet, Lone Druid, Enigma, Meepo, Lycan, Enchantress, Chen, and your friendly items Helm of the Dominator and Necronomicon.
If you ask me, I would prefer Nature’s Prophet for the number of treants you can spawn at late game plus Aghanim’s Scepter and Refresher.
Achieve 7500 / 10000 / 12500 net worth by 25:00.
Getting 12.500 net worth isn’t difficult as long you have good farming abilities and awareness, and if you have the priority on farming the jungle. Pair that with early kills, specially a first blood, and you can perfectly get 12.500.
By the way, Net Worth is calculated by the items you have. Remember to buy before dying to alleviate your gold loss and try to get kills early game.
Hit 20 / 40 / 60 enemy heroes with Lucent Beams from any source, and kill 10 / 15 / 20 creeps in 30 seconds or less.
Luna is a good farmer, but hitting 60 enemy heroes with Lucent Beams is rather tough. Luckily, Aghanim’s Scepter comes to the rescue.
Apart from that item recommendation, I suggest to always ask for camp stacking early game, especially the medium ones. You can also stack two creeps waves on your own half and then falling back to the neutral camps.
After Aghanim’s Scepter, Eclipse will be your lethal attack. Save it for teamfights, and if you are late to the party, cast Eclipse on an allied unit (like your tanky hero) from 2500 radius. The upgraded effect on Eclipse gives 18 total beams, so you may need between 5~10 tries, that translates roughly in 11~25 minutes, depending on your level and opportunities.
After you are done, you can go for the enemy fountain, cast Ghost Scepter on you, and Eclipse, and watch the enemy melt for bonus points.