| The Dire
19 + 1.85
24 + 2
26 + 3.3
| Hit Points
| Attacks / Second
|Base Attack Time
Harbinger the Outworld Devourer is a ranged intelligence hero who qualifies as a carry, though several weaknesses - primarily his inability to combat magic-immune targets - restrict him from true hard carry status. His damage output is entirely reliant on his intelligence attribute and the size of his mana pool, so he must focus more or less exclusively on items which augment them. Though extremely fragile (rendered even more so by his inability to build many significant durability items), he deals Pure damage which increases with his mana pool, meaning that if he gains an advantage in a match he deals constant, colossal damage which (because it is Pure damage) cannot be decreased or resisted except with total magic immunity. He and his allies enjoy more-or-less unlimited mana because of his Essence Aura, which gives them a chance to replenish a quarter of their mana upon casting a spell. With Astral Imprisonment, Harbinger can render himself or an ally invulnerable for a short period of time, or disable (and steal Intelligence from) the target enemy. His ultimate, Sanity's Eclipse, can instantly deal colossal area-of-effect damage against his enemies when his intelligence is higher than theirs.
| Harbinger, the Outworld Devourer
| Play "Their sanity I'll shatter; their dreams of conquest I'll destroy."
|| One of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Devourer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger's place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough.
|| Tom Chantler (Responses)
- The damage is calculated based on Outworld Destroyer's mana pool on impact.
- When cast on an ally, no intelligence is stolen.
- Imprisoned units are hidden and invulnerable.
- Cancels channeled abilities.
- The red ring expanding inside the spell's visual indicates its remaining duration.
| Essence Aura
|| Allied Heroes
| Whenever nearby allied Heroes or Outworld Devourer itself casts a spell, it gains a chance to restore 25% of its mana pool. Outworld Devourer also passively gains a bonus to its base mana pool. Several skills with no cooldown and toggled spells cannot trigger Essence Aura.
| Radius: 1000|
Chance to Restore: 10%/20%/30%/40%
Base Mana: 75/150/225/300
|The crystals of the Outworld produce arcane power, and the Harbinger channels it into the world of mortals.
Arcane Orb can trigger the aura.
Due to his ultimate, Sanity's Eclipse, Outworld Devourer needs to outmatch his enemies' intelligence. Boosting intelligence also boosts his mana pool, increasing the power of Arcane Orb, the main source of his damage.
- Starting Items:
- Early Game:
- Null Talisman gives him additional Intelligence as well as attack damage.
- Core Items:
- Power Treads gives him additional attributes and more attack speed.
- A Force Staff provides additional health regeneration and a proper escape mechanism, which he lacks.
- A Town Portal Scroll will help him travel around the map faster, so that he could be in the action sooner.
- Situational Items:
- Rod of Atos will provide him with additional health and Intelligence, as well as a slowing ability against a single target.
- Orchid Malevolence gives him even more Intelligence and attack speed, and also gives him a Silence ability that also amplifies his damage for the time period.
- Shiva's Guard will give him more armor for survivability, as well as more intelligence. The slow also helps him either chase, or escape.
- Scythe of Vyse provides him with both additional Intelligence and a silencing disable, giving him more time to deal damage with his Arcane Orb.
- Refresher Orb gives him bonus health and regeneration, as well as allowing him to cast Astral Imprisonment and Sanity's Eclipse twice.
- Black King Bar will help Harbinger protect against lethal disables, as well as most damage-heavy abilities.
- Aghanim's Scepter gives him even more attributes, as well as improve his ultimate. The additional attribute bonus can also aid his tankiness.
- One of Harbinger's significant weaknesses is his fragility. Avoid taking in too much damage; if so, you will miss out on potential gold and experience, as well as put your team in danger by not dealing the needed extra damage against your enemies. Try to fight in the sidelines, or when your enemies are too busy to attack you. His defense can be boosted through items, but make sure not to deprive him of too much intelligence.
- Try to level up as much as possible in the early stages of the game, be it from farming or killing other heroes. The more you advance in level, the more Intelligence and gold you will receive. The more Intelligence and gold you receive, the better you will dominate in the mid and later game. OD is extremely powerful in the later game, provided he farms well in the laning phase.
- Level up Harbinger's Essence Aura as soon as possible so that he can quickly solve his mana problems right away. Essence Aura can also make a good support skill for your allies, especially if they rely heavily on casting spells.
- Astral Imprisonment is Harbinger's disabling skill, and can be used in numerous ways:
- Early in the game, it can be used to harass against heroes you are laning against. Most effective against melee heroes dependent on spells.
- Strength and Agility heroes are ideal targets, since Astral Imprisonment steals intelligence from their already low supply. They can repeatedly be disabled to the point that they are unable to cast spells (the steal stacks up to five times, stealing a total of 20/30/40/50 intelligence).
- Intelligence heroes lose damage as well as have their mana pool lowered, while Harbinger increases his. Harbringer's base attack damage will also increase by a good amount if you use Astral Imprisonment a few times, which makes last hitting in the mid lane very easy against some heroes.
- It can be used to delay enemy heroes you are laning against, giving you more time to either deny or last-hit creeps.
- It can also be used to buy time, be it escaping or trying to chase an enemy. While escaping, you can cast it on yourself or any dying ally to shift the enemy's focus away. While chasing, you can step ahead of the imprisoned enemy's path and make it harder for them to escape.
- Use Astral Imprisonment carefully against your enemies when your allies are present in the team fight. Using it too much in these situations can potentially block your allies' skills, especially if they are channeling disables (i.e. Pudge's Dismember). Use it when your teammates are out of disables, or when the enemies are in the process of escaping. As well, try to target other units that are currently not disabled or crippled by your teammates.
- Because of its utility, versatility, and intelligence steal, Astral Imprisonment is usually taken first before most other skills.
- When Harbinger's Essence Aura is high enough (at least Level 3), you can keep casting Arcane Orb against enemy targets to restore his mana right away if depleted.
- Casting Sanity's Eclipse can prove important when a team fight starts, since it can shut down spell-reliant casters by burning 75% of their mana, as well as soften strength and agility heroes. Keep in mind that your intelligence must be at least marginally higher than theirs so that the effects can work.
- Outworld Devourer has no reliable escape until he gets a Force Staff. Frequent early ganks can put him at a severe disadvantage. Protection (laning with a support) is recommended.
- In team fights, Astral Imprisonment can be used to shut down a key enemy character, such as a durable carry like Life Stealer, so your team can focus on squishier supports. As Sanity's Eclipse can be used on imprisoned enemies, it may be preferable to initiate by imprisoning and immediately ulting the same target.
- Other intelligence heroes, most notably Silencer and Pugna, can render Sanity's Eclipse useless because of their rapid intelligence growth. Instead, focus on using your ultimate against other heroes whose main attribute isn't intelligence.
- Use Astral Imprisonment to block yourself (or an ally) from spells; slow-moving projectile spells like Gyrocopter's Homing Missile or Sven's Storm Hammer give you plenty of time to block them. Lethal spells like Sand King's Epicenter or even Lion's Finger of Death can be rendered useless with good timing. Spells that cripple your movement and make you vulnerable for attack, like Disruptor's Kinetic Field, Naga Siren's Ensnare, or Chen's Penitence, can be decreased in time thanks to Astral Imprisonment's 1/2/3/4-second invulnerability period.
- Pugna's Nether Ward will count Arcane Orb as a spell cast, so make sure to destroy it before liberally using Arcane Orb against other enemy heroes.
- Arcane Orb deals bonus damage against illusions, making it harder for illusion-reliant heroes like Phantom Lancer or Chaos Knight to fight you. Summoned units also take additional damage, turning units like Enigma's eidolons and Nature's Prophet's treants into easy gold.
- Outworld Devourer counters Anti-Mage, since he can regain mana instantly from Essence Aura just by auto-casting with Arcane Orb. As well, the pure damage goes through his Spell Shield.
- Outworld Devourer was originally called Obsidian Destroyer in DotA. Obsidian Destroyer was based off of two units in Warcraft III: Frozen Throne; the Obsidian Statue, and its alternate form, the Destroyer.
- Outworld Devourer's original Dota 2 name was "Outworld Destroyer". This was changed for copyright reasons. Though "Outworld Demolisher" was the name on the Test Client for the patch of the change, due to community outcry, it was changed again when it arrived on the main client to his current name, "Outworld Destroyer". Due to such name changes, there are many community humour names in circulation, such as "Outworld Developer".
March 07, 2013 Patch
January 17, 2013 Patch
- [Undocumented] Renamed Outworld Destroyer to Outworld Devourer.
January 04, 2013 Patch
- Fixed Ring of Basilius, Ring of Aquila and Radiance proccing Essence Aura.
August 15, 2012 Patch
- Fixed Essence Aura not proccing on items.
July 12, 2012 Patch
- Fixed Pulse Nova procing Essence Aura.
- Fixed Phase Shift proccing Essence Aura.
July 05, 2012 Patch
- Fixed astral indicator to only show for hero and allied team.
June 20, 2012 Patch
- Added visual indicator for Astral Imprisonment Length.
- Fixed Batrider and Outworld Devourer having 1 too little armor.
June 11, 2012 Patch
- Fixed the following spells being castable on magic immune allies: Nightmare, Frost Armor, Nature's Guise, Holy Persuasion, Decrepify, Astral Imprisonment, Shadow Word and X Marks The Spot.
May 31, 2012 Patch
- Fixed Arcane Orb not working on Illusions recently.
May 17, 2012 Patch
- Fixed Arcane Orb against wards.
May 10, 2012 Patch
- Fixed arcane orb doing bonus damage to Warlock illusions.
April 12, 2012 Patch
- Fixed Sanity's Eclipse mana drain logic.
March 22, 2012 Patch
- Fixed Astral Imprisonment stealing Intelligence from illusions.
- Fixed Astral Imprisonment being castable on Warlock Golem.
March 08, 2012 Patch
- Fixed Astral Imprisonment being able to cause you to lose mana regeneration.
March 01, 2012 Patch
- Enabled Outworld Destroyer in Captain's Mode.
- Fixed bug with Astral Imprisonment disappearing from invisible units.
- Fixed Essence Aura triggering on zero cooldown spells (like Ball Lightning).
- Fixed Mekansm not healing you if it activated right after you come out of Astral Imprisonment.
- Fixed being able to trigger Essence Aura with Toss when there are no valid targets to Toss.
February 17, 2012 Patch
- Fixed each Astral Imprisonment instance refreshing the duration instead of stacking independently.
- Fixed subsequent Astral Imprisonment casts on the same target not increasing your mana pool (as a result of bonus int, only your damage was increasing).
- Fixed Astral Imprisonment bonus intelligence disappearing once the target dies.
- Fixed Astral Imprisonment counter from being dispelled/forgotten.
- Fixed Voodoo Restoration toggle proccing Essense Aura (could exploit to go to full mana).
- Fixed Mekansm not healing you if it activated right after you come out of Astral Imprisonment.
- Fixed Sanity's eclipse not hitting a unit that is affected by Astral Imprisonment.
February 16, 2012 Patch
- Added Outworld Devourer!
- Movement speed increased from 300 to 310.
- Intelligence growth increased from 2.8 to 3.3.