Juggernaut

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Juggernaut
Juggernaut.png
Radiant icon.png The Radiant
Strength
20 + 1.9
Agility
20 + 2.85
Intelligence
14 + 1.4
Level 1 16 25
Hit Points 530 1100 1765
Mana 182 481 871
Damage 44-48 88-92 132-136
Armor 3.8 9.96 16.12
Attacks / Second 0.74 1.02 1.3
Movement Speed 305
Turn Rate 0.6
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.33+0.84
Cast Duration 0.3+0.51
Base Attack Time 1.6

Yurnero the Juggernaut is a melee agility hero whose abilities allow him fly into battle and recklessly devastate enemies in an impenetrable flurry of blades.

His skills grant invulnerability and magic immunity, turning him into an unstoppable force on a hairpin. Juggernaut is strong both offensively and defensively, and deals heavy damage both physical and magical with his Blade Fury and Omnislash ultimate -but he possesses below average strength and intelligence attributes, so he does not have as much health and mana as other heroes and is vulnerable when he is unable to unleash his cooldowns. For this reason, although his abilities make him powerful even in the early game, he cannot strike into forces without restraint until farmed and is usually played as a carry.

Contents

[edit] Bio

Juggernaut Yurnero, the Juggernaut
Play "There's a fine line between bravery and stupidity."
Role: Pip carry.png Carry / Pip pusher.png 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.
Voice: David Scully (Responses)

[edit] Abilities

Blade Fury
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
Q
F
Blade Fury icon.png
Ability Affects Damage
No Target Enemies Magical
Causes a bladestorm of destructive force around Juggernaut, rendering him immune to magic and dealing damage to nearby enemy units. Lasts 5 seconds.
Radius: 250
Duration: 5
Damage Per Second: 80/100/120/140
Cooldown 30/28/26/24 Mana 110
Yurnero's renowned katana techniques are feared by warriors and sorcerors alike.

Notes:

  • This ability renders Yurnero totally magic immune and will dispel buffs, including Omnislash.
  • This ability has no effect on mechanical units and the attacks count as magical damage and will not affect magic immune targets like towers.
  • Yurnero can use items (including channeled items) and auto-attack during the length of this spell, although attacks will deal no damage unless the target is not being affected by the skill.
  • Can deal up to 400/500/600/700 damage.
Healing Ward
Juggernaut Healing Ward.png
Duration 25
Hit Points 1
Armor 0
Movement Speed 300
Sight Range 500/500
Bounty 0
Experience 0
Notes Healing Wards will not be attacked by neutral creeps.

Healing Ward
W
G
Healingward icon.png
Ability Affects
Target Point Allies
Summons a Healing Ward that heals all nearby allied units, based on their max HP. The Healing Ward can move at 300 movement speed after being summoned. Lasts 25 seconds.
Range: 350
Radius: 500
Duration: 25
Heal Per Second: 2%/3%/4%/5%
Cooldown 60 Mana 80/100/120/140
Of the rituals learned at the Isle of Masks, tending wounds with a bit of voodoo magic has proven to be quite useful.

Notes:

  • The healing ward can be controlled.
  • If a unit is affected by two Healing Wards only one will work.
  • The Healing Ward won't heal mechanical units.
  • Can be targeted by Decrepify.
  • The unit is treated as a ward (structure) even though mobile for the purposes of modifiers.

Blade Dance
Not blocked by Magic Immunity. Not blocked by Linken's Sphere. Can be used by illusions.
E
C
Blade Dance icon.png
Ability Affects
Passive Enemies
Gives Juggernaut a chance to deal double damage on each attack.
Chance: 15%/20%/25%/35%
Can be used by illusions. Red critical numbers are before illusion and armor reduction.
The last remnant of his heritage's commitment to bladework, Yurnero ensures that the style is remembered.

Omnislash
Not blocked by Magic Immunity. Partially blocked by Linken's Sphere.
R
E
Omnislash icon.png
Ability Affects Damage
Target Unit Enemies Physical
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. The fewer units available to attack, the more damage those units will take; if a unit is alone, it will take all of the damage. Juggernaut becomes invulnerable while Omnislashing and mini-stuns the first target.
Range: 450
Jump Radius: 425
Number Of Attacks: 3/6/9 (6/9/12*)
Damage Per Attack: 175-250
Cooldown 130/120/110 (110/100/90*) Mana 200/275/350
Partially blocked by Linken's Sphere. Blocked first instance of damage (but not ministun) if Linken's holder is primary target.
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases number of jumps and decreases cooldown.
‘The fruits of discipline; with practice comes strength.’

Notes:

  • Each slash deals 175-250 damage, with an interval of 0.4 seconds.
  • The first target of Omnislash receives a mini-stun, effectively stopping its channeling actions.
  • With enough attack speed, Juggernaut can attack with his own attack strength while jumping around. In these attacks, Juggernaut can place buffs and trigger chance effects.
  • The slashes can't be avoided by evasion. Any normal attacks made, however, can.
  • You can use items during Omnislash.
  • The Omnislash buff is not applied until after the first hit. Juggernaut is completely invulnerable under the effects of the buff.
  • Juggernaut gains flying vision in 200 radius for the duration of Omnislash.
  • If the only target around uses Force Staff, Eul's Scepter of Divinity, or Ghost Scepter on itself - Omnislash ends prematurely.
  • If no detection is present and the only target around goes invisible, either by using an ability or Shadow Blade - Omnislash ends prematurely.
  • Kills creeps and neutrals in 1 hit (this does not include player controlled units or ancients).
  • If target is alone, it will take 525-750/1050-1500/1575-2250 (1050-1500/1575-2250/2100-3000*) damage.

[edit] Recommended items


Explanation:

  • Juggernaut faces issues early on, as his mana and health pools are quite low, and he is vulnerable to being harassed as a melee hero. Purchasing a Poor Man's Shield will help is being harassed and builds quite easily, only needing a Stout Shield to complete if you start with two Slippers of Agility. Perseverance and Magic Wand helps with Juggernaut's sustainability issues, and the Perseverance builds into a Battle Fury later, a good item for Juggernaut.
  • Battle Fury will splash the auto-attacks that occur during Omnislash, as well as assist in farming for late game items after Juggernaut begins to fall off midgame.
  • Sange and Yasha is a common item for Juggernaut, as it allows for him to chase his targets using the maim and speed it provides while granting decent damage and tankiness as well. However, the change to proc maim is extremley low, and should only be gotten if Manta Style is not easily attainable(such as having a bad start). If a Sange and Yasha is not ideal or reasonable, building items like The Butterfly and Manta Style also grant Juggernaut tankiness and damage, while having great passive and active abilities as well.
  • Butterfly adds a large amount of damage, attack speed, and armor, and provides evasion of auto attacks. Due to it's large potential in both offensive and defensive capabilities, always consider building one if reasonable.
  • Desolator is used to boost the physical damage of Omnislash. The armor debuff is also applied during the auto attacks while using Juggernaut's ultimate.
  • Aghanim's Scepter can extend Omnislash's killing power into mid or even lategame. The additional slashes provided by Aghanim's give Juggernaut extra time to deal damage while remaining untargetable, but keep in mind that Omnislash can be easily countered by certain effects such as Ethereal Blade, and can jump to creeps and neutral monsters, making it more useful if you're catching the enemy team together but away from non-hero units often (such as in the river).
  • Vladmir's Offering gives Juggernaut the ability to lifesteal even while using another orb (such as Desolator's armor debuff). It also grants mana regen, health regen, and armor, and is applied in an aura around you, making it very useful for both you and your teammates.
  • Combining the use of Black King Bar and his Blade Fury skill allows Juggernaut to remain magic immune for a long period of time. As Juggernaut is a melee carry, having an item that grants bonus strength , damage, and magic immunity helps for him to close in on his targets and do damage without being disabled or killed, making Black King Bar valuable on him. For maximum effect, use Black King Bar right before or right after using Blade Fury - using it during Blade Fury is redundant, and only uses a charge on the Black King Bar.

[edit] Equipment

[edit] Tips

  • Blade Fury allows the Juggernaut to deal massive amounts of damage early game, especially if you take Boots of Speed early on or have a teammate with a disable. Always try to lane with heroes such as Crystal Maiden, Lion, and Shadow Shaman to increase your potential. If you have boots, and the enemy does not, look to be aggressive with Blade Fury.
  • Blade Fury can be used as a escape mechanism due to its magic immunity. Using it alongside Healing Ward can result in escaping even the most difficult situations.
  • Omnislash works best if you catch an enemy hero away from their creeps. Time it well to avoid wasting hits on creeps, and ensure your enemy doesn't have any blink or invisibility skills, as those will cause your ultimate to not affect them.
  • Healing Ward is a great way to keep pushes going and heal yourself. Make sure you don't neglect it!
  • Taking stats rather than Healing Ward and Blade Dance at very early levels may be a better idea. After all, stats are more useful in the early game due to your high mana costs and lack of survivability. Focusing on stats and Blade Fury up until you can get Omnislash makes you far more viable in survivability and mana management.
  • Do not be fooled into thinking you are hard to kill while using Blade Fury. Enemies who have a high amount of physical damage, such as Drow Ranger or Sven, will be able to deal heavy damage to you even if you are under Blade Fury's effects.

[edit] Trivia

  • Omnislash is Cloud Strife's signature move from the game Final Fantasy VII.[1]
  • The quote "I'm the Juggernaut, bitch" is a quote from the infamous Marvel villain Juggernaut in an internet video[2] created by Randy Hayes and Xavier Nazario, which grew into a popular running joke, even used in the movie X-Men: The Last Stand.
  • The rare line "Screw it, I'm going to five blades!" is a reference to an article from The Onion about the increasing number of blades put into razors.[3]
  • The line "My blade is swifter" may also be a subtle reference to the Heroes of Newerth hero Swiftblade, the game's own equivalent of Juggernaut.[4]

[edit] Update history

November 30, 2012 Patch

August 15, 2012 Patch

  • Fixed a bug that was causing the first tick of Healingward icon.png Healing Ward to always heal the Radiant team.

August 09, 2012 Patch

  • Fixed Omnislash jumping to ancients.
  • Fixed Blade Fury showing per target visual effect when hurting invis units.

May 10, 2012 Patch

  • Fixed Omnislash selection aoe being slightly too big.
  • Fixed Healing Ward vision radius.

April 19, 2012 Patch

  • Fixed Omnislash jumping to couriers.

April 12, 2012 Patch

  • Fixed Omnislash considering ancients as valid targets.
  • Fixed Omnislash ending prematurely if a target becomes invulnerable.

February 16, 2012 Patch

  • Added rival death-taunts and other miscellaneous lines to flesh out dialog set for Juggernaut and Sven.

January 19, 2012 Patch

January 12, 2012 Patch

  • [Undocumented] Added "Injured" walk animations for Ursa, Nature's Prophet, Juggernaut and Tiny.

December 16, 2011 Patch

  • [Undocumented] Changed Juggernaut Juggernaut's model.

October 27, 2011 Patch

  • Fixed Blade Dance working on wards.

October 06, 2011 Patch

  • Fixed Juggernaut's Omnislash not ministunning the initial target.
  • Fixed Juggernaut's Healing Ward not having an AoE cursor.
  • Fixed Critical Strikes (both Juggernaut's and item-based) not denying correctly.
  • Added Legacy key support for Juggernaut.

September 30, 2011 Patch

  • Fixed Juggernaut's Blade Fury being dispelled by stuns that ignore magic immunity.
  • Fixed Juggernaut's Blade Fury affecting Ancients.
  • Fixed Juggernaut's Omnislash being castable on Ancients.

September 29, 2011 Patch

  • Enabled Juggernaut!

June 24, 2011 Patch

  • Fixed Juggernaut to be able to use items and attack during Omnislash.
  • Fixed Juggernaut's Blade Fury to be interrupted if he is stunned (only happens for stuns that go through magic immunity).

March 17, 2011 Patch

  • Fixed Juggernaut being able to do melee damage to unitswhile Blade Furying (except for units that are not susceptible to Blade Fury like towers).

February 12, 2011 Patch

  • The primary target of Omnislash is now ministunned.
  • Updated Omnislash and Lightning Bolt tooltips to indicate that they ministun.
  • Fixed Omnislash not hitting magic immune units.
  • Juggernaut's Omnislash's secondary jumps now find magic immune enemies.
  • Fixed issue with Juggernaut's Omnislash where at all levels he could do one more slash than he was supposed to be able to.


[edit] Balance changelog

6.75

  • Base attack time decreased from 1.7 to 1.6.
  • Omnislash icon.png Omnislash now kills creeps and neutrals in 1 hit (This does not include player controlled units or ancients).

6.74

  • Omnislash icon.png Omnislash now gives Juggernaut 200 flying vision during its duration.

6.73

  • Omnislash icon.png Omnislash random damage improved from 150-250 to 175-250.
  • Omnislash icon.png Omnislash hit count increased from 3/5/8 (5/7/10 aghanim) to 3/6/9 (6/9/12 aghanim).

6.72

  • Base HP regeneration increased from 0.25 to 0.75.
  • Blade Dance icon.png Blade Dance critical strike chance rescaled from 10/20/25/35% to 15/20/25/35%.

6.71

  • Healingward icon.png Healing Ward regeneration rescaled from 1/2/4/5 to 2/3/4/5%.

6.70

  • Healingward icon.png Healing Ward movement speed increased from 150 to 300.
  • Banished units are no longer immune to Blade Fury.


[edit] Gallery

[edit] See also

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