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Outworld Destroyer Strategies

Ranged, Carry, Disabler, Nuker

48th

Popularity

51.59%

Win rate

Gameplay

"The blood sun rises, and if I feed, it's never going away."

As the last surviving sentry of an outpost on the world at the edge of the abyss, Harbinger, a member of a lordly and magisterial race, prowls the edge of the Void. He has looked up into the heavens for all of eternity, constantly vigilant for any movement in the bottomless night beyond the stars, from this jagged, crystalline Outworld. A resonant pattern akin to prophecy, a dark music that suggests that eventually some evil will awaken out there, beyond the edges of creation, and turn its attention to our world, is imprinted deeply in the shining lattices of his intellect. Outworld Destroyer paid little attention to what was happening closer to the sun because his entire attention was on keeping his vigil.But eventually the Ancients' clamor and a sense of an increasing internal and external threat sent him flying sunward to visit the battle plains. It is clear that the role of the harbinger in our own prophecies is that of a sign of even worse things to come. However, his mere arrival is bad enough.

Outworld Destroyer Guide Building Items and Indicators

Ability Builds

Level: 0 1 15 25 30    

Health: 200 620 1420 2240 2580

Health regen: +1 +3.1 +7.16 +11.26 +12.91

Mana: 75 435 1131 1779 2055

Mana regen: +0 +1.5 +4.44 +7.14 +8.29

Armor: 2.5 6.17 9.9 14.57 16.23

Damage Block:  -        

Magic Resistance: 25%

Status Resistance: 0%

Damage: 19-31 49-61 107-119 161-173 184-196        

Attack Rate: 0.53/s 0.64/s 0.76/s 0.91/s 0.96/s

Attack Range: 450 (800)

Attack Speed: 100 (1.9sBAT)

Attack Animation: 0.46+0.56        

Projectile Speed: 900    

Movement Speed: 320

Turn Rate: 0.6

Collision Size: 24

Vision Range: G 1800*800

Legs: 4

Gib Type: Ethereal.

Ability Upgrades:    

  •  Upgrade Astral Imprisonment.

Talents

Outworld Destroyer Hero Talents

Tips & Tactics

General

Outworld Destroyer Ability Build

Outworld Devourer's skill build is fairly rigid. Arcane Orb and Essence Aura are two skills that you almost always max out because you need them to effectively control lanes and have strong last hit damage. Astral is postponed until later because you need Arcane to easily farm the jungle and control your lane opponents. The other variation tries to deter gankers by investing early points in imprisonment. Sanity's Eclipse should generally be avoided at level 6 because you need more points for your other skills, especially Essence Aura, but if getting it ever guarantees you a kill, level it.

Abilities

Arcane Orb

Cast range: 450

Mana: 20% of current mana.

Cooldown time: 6/4/2/0

Effect: Depending on the amount of mana the Outworld Destroyer has left, increases the pure damage of his attacks.

Astral Imprisonment

Effect: Incarcerates a target unit in the astral realm. The concealed unit is defenseless and unusable. When the astral prison collapses, a portion of the target's maximum mana is taken along with damage.

Cast range: 650

Damage: 120/200/280/360

Mana: 150

Radius: 400

Essence Flux

Proc Chance: 30%

Effect: Every time you cast an ability, you have a chance to recover a portion of your maximum mana.

Note: Recharges mana after casting other abilities. 

Sanity's Eclipse

Mana: 200/325/450

Cast range: 700

Radius: 400/500/600

Cooldown: 160/145/130

Effect: Releases a psychic blast that deals damage to enemies according to the difference in mana between you and the target. Units held captive by Astral Imprisonment are susceptible to Sanity's Eclipse.


Items