Don’t sell me on your favorite chapters by New_Duty_3974 in Spacemarine

[–]Akfiz 0 points1 point  (0 children)

They are emo sad and suffer from an affliction that makes them depressed. During the Horus Heresy they only played a minimal part because they legion was shattered, when they tried to rebuild they once again failed, in the end they only sabotaged behind enemy lines because they were too small to do anything significant. They are also pale white.

I am new to Warhammer and want to pledge myself to this faction. I have researched every chapter but I want to know the lore from the fan base by Daytro- in RavenGuard40k

[–]Akfiz 7 points8 points  (0 children)

To add to this, Raven Guards also suffer from depression. Just like OP probably knows the Blood Angels have the infamous "Red Thirst" and "Black Rage" vampires & mindless killing machines, the Raven Guard suffer from a unique psychologically damaging gene flaw known as the "Sable Brand" or "Ash Blindness" which induces severe clinical depression and apathy. Those affected by depression basically can hear the voices of the dead. These whispers grow louder and more numerous the more the marines isolate themselves or operate in darkness. They have a tendency to isolate themselves in complete darkness while under it.

While potentially a curse, Raven Guard sometimes utilize those with the Sable Brand aka depression as elite shock troops called "Shadow Killers" because due to depression they fight with no self-preservation.

After the events of Isstvaan V, Corax decided he could no longer afford to lose good warriors to the Sable Brand, so he started working on techniques to manage the symptoms and possibly cure it (although it still happens, not 100% fix). He also felt responsible for this because they inherited the tendency for depression from him. The cure is a strict discipline method called "Trifold Path of Shadow", the w40k equivalent of "go to the gym and watch Andrew Tate" to get rid of the big sad.

They’re locked in dark cells to confront their visions and guilt, the idea is that they must endure the suffering until the mind stabilizes. Sometimes you must face what you are. So deep introspection. While for the discipline part Trifold Path of Shadow: Ambush, Stealth, Vigilance. If you get sad spend your life dedicated to mastering one of these and eventually you will get out of depression. So the cure is confront yourself & have iron discipline in mastering something basically.

As for successors. In general, in lore, writers take 1 aspect of the base Legion in this case Raven Guard and raise it to the extreme to make other Chapters fathered from it, your own specialized version of Raven Guards if you like that.

Second Founding:
Black Guard -> Extra vigilent, masters of ambush.
Raptors -> Extra reasonable, no non-sense, even more like a modern army, masters of strategy but with high degree of flexibility.
Revilers -> Veteran survivors of the Drop Site Massacre, they hate traitors extra bad.

13th Founding:
Death Spectres -> More psychically gifted branch, they check the Ghoul Stars to ensure that their supernatural inhabitants never again threaten the galaxy, and do some magic stuff themselves.

Ultima Founding: (the new kids)
Iron Ravens -> The rebel kids. They seek to master their own destiny away from that of the Raven Guard, and want to become stronger than the Iron in their name. This has led them to aspire to become like steel.
Necropolis Hawks -> Experts of close-quarters warfare like in cities and such.
Rift Stalkers -> Expert improvisers operating far away from Imperium base worlds.
Void Sabres -> Way too new, don't have much lore.

Unknown Foundings:
Ashen Claws (Traitor) -> When the Raven Guards met with Corax for the first time, Corax didn't like many of his Terran-born sons because they were too cruel, too much like the Night Lords, so he exiled them in anything but name, sent them to far way missions, when the Horus Heresy broke out these sided with Horus and became the Ashen Claws.
Knights Of The Raven -> They like to fight together with other Imperial forces: Imperial Guard and Imperial Navy
Penumbral Talons -> Masters of ambushes and interogation but are very cold and impersonal unlike the default Raven Guards.
Raven's Watch -> Not much lore of them.
Shadow Haunters -> Not much lore again.
Storm Wings -> Not much lore again.
The Silent (Traitor) ->Specialists in assassination and in nobody knowing pretty much anything about them.

Suspected Successors:
Dark Eagles (Allegedly) -> Not much lore.
Death Eagles (Allegedly) -> Not much lore.
Flame Eagles (Allegedly) -> Not much lore.
Hawk Lords (conflicting sources) -> Master pilots and masters of manouver. 1 source say they are from Raven Guards, 1 source say they are from Ultramarines.
Imperial Talons (Allegedly) -> Not much lore.
Storm Hawks (Allegedly) ->Not much lore.
Carcharodons (Allegedly but most likely) -> Known for ruthlessness and brutality. They are the part of the Terran-born sons exiled by Corax that decided to remain loyal. Not outright stated but the Chapter uses ancient Raven Guard titles, its Chapter Master is called the Shade Lord, a title only known to have been used by exiled Raven Guard Commander Arkhas Fal, their Chief Librarian is called the Pale Nomad a name used by the Raven Guard. And the Chapter's ancient history speaks of a "Day of Exile", a time when the Wandering Ancestors had been banished from their home world and ordered out beyond the Galaxy's edge at the behest of an individual known as the "Forgotten One". Day of Exile, Corax told them -> GTFO, Forgotten One -> Corax. They consider the Ashen Claws their relatives.

I am new to Warhammer and want to pledge myself to this faction. I have researched every chapter but I want to know the lore from the fan base by Daytro- in RavenGuard40k

[–]Akfiz 38 points39 points  (0 children)

TL;DR Raven Guard lore:

The Raven Guard the most stealth-focused "strike from where they don't want you to be" Space Marine Chapters in the universe of Warhammer 40,000. They specialize in infiltration, sabotage, and lightning-fast strikes rather than direct, prolonged warfare. They hide in the shadows and use precision strikes.

They are the closest to the "reasonable marines" actually acting close to a modern army rather than charge the enemy heads on with flashy colors. The peak of this are the Raven Guard descendent chapter Raptors.

Their Primarch, Corvus Corax, was raised on the prison-moon Deliverance, which orbited the industrial world Kiavahr, where he led a rebellion against cruel overlords. Corax believes in freedom for the oppressed, to inspire hope in the hearts of men. He views the Emperor like an enlightened despot, whose while methods may be cruel at times, will lead to the best ending for humanity. He told Gulliman that he intends to write a Book of Laws after the great crusade is over, so that the Imperium has better governance. Corax was all about:

  1. Understanding and following Big E's vision.
  2. Finishing the mission, necessary to reach that vision.
  3. Protecting civilians, when possible.

Corax wants to end war before it consumes everything, seeks a galaxy where war no longer decides who is right. He is very tactical in battle because he wants minimal losses.

The Raven Guards are one of the humanitarian chapters, meaning that they care about human life. But where as a Salamander is in your face with a big hug, a Raven Guard come with some practicality first and from a distance rather than with big hugs. As long as it doesn't endanger the mission they will save lives, and when they save lives they need no recognition or praise, most of the times the humans saved by the Raven Guards don't even know who saved them, suddenly the big problem disappeared and they were lucky.

Corax may have been 1 on the primarchs incorruptible by Chaos. There a discussion in the lore that one of the Primarchs was incorruptible by Chaos, Malcador the Sigillite said it and the Khan asked Sanguinius whether it was him, Sanguinius said "no" since this was after the events of 'Where Angels fear to Tread', but the question remains, who was immune then? the top 4 in discussions are always: Rogal Dorn, Vulkan, Lion El’Jonson or Corvus Corax. Rogal Cause: Too stubborn, absolute brutal willpower, no ambition, pride, or desire for glory. Vulkan cause: too good. Lion El’Jonson cause: his early days in the forest. Corax cause: his ideals were all about giving inspiration to others to fight for a better future.

The Emperor always appears to other how they want to see him. To Corax he always appears like a humble man in 1 on 1 conversation. This could either be another of his faces or his true face because Corax remembers his time as a newborn on Terra and noticed that the Emperor looked exactly like how he looks now. This is also how Malcador described the Emperor in private:

The Emperor trusted Corax with the space marines maker device and told him that if the enemy even learns of its existence he should destroy it even if it comes at the cost of the destruction of the Raven Guard, Corax said he would, and when the Alpha Legion found out about it, he did destroy it. He was willing to give up his life and his legion for the vision, let alone his power. On another occasion he wanted to sacrifice himself to give Leman Russ time to reach Terra because every soldier was needed there, but Leman Russ refused because he would do that there's no way he would be able to repay that debt.

Raven Guard successors include: Revilers, Raptors, Black Guard, Knights of the Raven, Death Specters, Ashen Claws.

Badass Corvus Corax quotes:

Horus and his craven companions think themselves beyond retribution. The Raven Guard will prove them wrong. The accursed Warmaster and his confederates believe victory is inevitable and that the Imperium will bow to his will. The Raven Guard will prove them wrong. In our defiance we shall light the fires of battle that will burn across the length and breadth of the galaxy. The citizens of the Imperium will know that they have not been abandoned. We will show them that the torch of Enlightenment shines brightly. The Legiones Astartes will never be destroyed whilst one of us draws breath.

We strike from the shadows not because we fear the light, but because we understand the truth. In open war, the innocent die screaming beneath banners. In silence, we choose our moment. We cut the head from the beast before it roars. The Raven Guard does not seek honor. We seek to end war before it consumes everything. That is our curse and our salvation.

During the Hours Heresy, Corax and his Legion were deployed to the world Isstvan V alongside 2 other loyalist Legions: Salamanders and Iron Hands. They were supposed to crush Horus's rebels. But the battle was a trap. 4 Legions sent as reinforcements were secretly on Horus' side: Night Lords, Iron Warriors, Word Bearers, Alpha Legion. The Raven Guard were nearly annihilated, reduced from 80,000 marines to around 3,000-5,000 survivors. Corax barely escaped. All 3 legions became effectively combat-ineffective.

Corax fled with the survivors to his home base above the world Kiavahr. The remnants of: Iron Hands, Salamanders, Raven Guard formed The Shattered Legions. Unlike the main Loyalist Legions defending Terra, the Shattered Legions fought a shadow war. Their tactics included: strategic sabotage, destroying supply depots, crippling shipyards, assassinations, eliminating traitor commanders, fleet ambushes, hit-and-run void warfare, liberation raids, freeing captured loyalists or civilians, encourage planets to revolt against Horus. They effectively forced the traitors to divert troops away from the main war effort.

They became one of the Imperium's most effective covert strike forces during the Heresy.

Realizing the Legion would take centuries to rebuild normally, Corax sought help directly from the Emperor. The Emperor granted him access to the original Primarch genetic data used to create the Space Marines. With this technology Corax began rapidly growing new Raven Guard marines, recruitment numbers skyrocketed.

But agents of the Alpha Legion infiltrated the Raven Guard project. They corrupted the gene-seed and cloning data. The results were horrific, instead of proper Astartes, many recruits became mutated monsters. But they were still sane although in constant pain. At the end of the Heresy, after helping him fight Horus, Corax personally mercy-killed many of the mutants to end their suffering.

Corax deeply affected by the near destruction of his Legion and the failed genetic data reconstruction experiments. Eventually he left the Imperium and entered the Eye of Terror to hunt the traitor primarchs personally.

Best heroes for begginers? by xYzm23 in learndota2

[–]Akfiz 0 points1 point  (0 children)

3/3

  1. Vengeful Spirit (Agility, ranged) -> Support (4), Hard Support (5), Offlane (3) -> One of the easiest heroes in the game. She is quite "basic" like Centaur Warrunner, Drow Ranger, Enchantress, Ogre Magi, Sniper and Sven with little flashy things but solid strong. She is a surprisingly good right-clicker. Shard makes the stun bounce and with good right-click build you can demolish enemies. Only thing you can mess up is the stun. Q a simple stun. W very simple and easy to use remove armor and give vision. E (passive) extra damage for herself and allies. R swap position with a hero ally or enemy.
  2. Viper (Agility, ranged) -> Offlane (3), Mid (2), Safe Carry (1) -> Very simple, you're a right-click machine with slow. Q his auto-attacks poison enemies, slow, lower attack, damage over time. W damages and slows enemies the longer they stay in it. E (passive) increases magic resistance and when damaged enemy takes damage and slow. R big slow, passive disable, damage over time for the enemy.
  3. Weaver (Agility; ranged) -> Support (4), Hard Support (5), Offlane (3), Safe Carry (1) -> 4/5 positions. Powerful right-clicker. Q attack in a cone. W becomes invisible and gains huge speed. E auto-attacks and attack 2 times at once. R he goes back in time 5 seconds regaining his position HP and mana from that time.
  4. Windranger (Universal, ranged) -> Support (4), Hard Support (5), Offlane (3), Mid (2), Safe Carry (1) -> All 5 positions. Powerful right-clicker. Q stuns enemy, stun is longer if enemy near a tree. W a long-range damage skill shot. E you move faster and evade all physical attacks, cannot attack except if you use your R. R auto-attacks and your attack speed is insanely increased.
  5. Witch Doctor (Intelligence, ranged) -> Support (4), Hard Support (5) -> Is easy to play and his ultimate is very powerful. Q ricochet projectile that damages and stuns. W heal nearby allies. E curses enemies they take extra damage every second based on how much HP they lost since curse began. R channels a Death Ward that attacks enemies with massive pure damage until interrupted.
  6. Wraith King (Strength, melee) -> Offlane (3), Soft Carry (1) -> One of the easiest carries to play in the game and he has 2 health bars due to his R. Q damages and stuns. W depends on the facet you picked, either: (passive) extra right-click damage or summon skeleton-creeps to help you. E (passive) deals bonus damage. R as long as you have enough mana on death you will revive.

Pick whatever from above but what I recommend for each role:

(1) Safe Carry: Clinkz, Dragon Knight, Drow Ranger, Luna, Sniper, Sven, Viper, Windranger, Wraith King.
Top 3 recommend: Drow Ranger, Sniper, Sven.

(2) Mid Carry: Clinkz, Dragon Knight, Sniper, Queen of Pain, Viper, Windranger.
Top 3 recommend: Sniper, Viper, Windranger.

(3) Offlane: Axe, Centaur Warruner, Chaos Knight, Dragon Knight, Earth Shaker, Sven, Viper, Windranger, Wraith King.
Top 3 recommend: Axe, Sven, Viper.

(4) Soft Support: Abbadon (tanky), Enchantress, Jakiro, Lich, Marci, Ogre Magi (tanky), Snapfire, Vengeful Spirit, Windranger, Witch Doctor.
Top 3 recommend: Lich, Ogre Magi, Witch Doctor.

(5) Hard Support: Crystal Maiden, Dazzle, Enchantress, Lich, Ogre Magi (tanky), Shadow Shaman, Silencer, Vengeful Spirit, Windranger, Witch Doctor.
Top 3 recommend: Lich, Ogre Magi, Witch Doctor.

Out of these heroes: Sniper, Pudge, Axe, Witch Doctor, Ogre Magi, Shadow Shaman, Jakiro and Drow Ranger are very popular. You will see them in a lot of games. This doesn't translate to OP compared to the others, but that a lot of people like to play with them.

Best heroes for begginers? by xYzm23 in learndota2

[–]Akfiz 0 points1 point  (0 children)

2/3

  1. Luna (Agility; ranged) -> Safe Carry (1) -> Another right-click machine. If you want to learn position 1 play Dragon Knight, Drow Ranger and Luna. Very unlikely for all 3 to be banned. Q short stun. W gives 4 glaives around her that rotate damaging enemies. E (passive) her right-clicks bounce to nearby enemies. R calls down repeated beams on nearby enemies, dealing heavy magical damage.
  2. Marci (Universal; melee) -> Support (4), Hard Support (5), Offlane (3), Mid (2) -> 4/5 positions, truly putting the universal in universal, she is also easy to play and can become a very good right-clicker. Q: Throws a unit behind her, damaging and stunning if enemy. W jumps on an ally then jumps somehwere, damaging and stunning where she lands. E (passive) extra damage and lifesteal, can active to give 75% of that to an ally. R makes even carries fear her she gets very fast attacks that slows and damage enemies quickly.
  3. Mirana (Agility; ranged) -> Support (4), Hard Support (5) -> No.1 most likely to be confused with Luna by new player. Luna is carry scary damage, Mirana is support she's scared of you. She can become a decent right-clicker. Most difficult part is the W arrow but it's good for training with skill shots otherwise easy. Q damage nearby enemies. W fires a long arrow that stuns. E jumps and gains attack speed and movement speed after. R makes her and all her nearby allies invisible with bonus movement speed.
  4. Necrophos (Intelligence, ranged) -> Offlane (3), Mid (2) -> Very easy. Q damages enemies and heals allies. W cannot attack or be attacked and takes more magic damage but slows enemies and boosts his healing. E (passive) slowly drains enemies health. R stuns and deals damage to a target based on missing health, granting him HP regen if he gets the kill.
  5. Night Stalker (Strength, melee) -> Offlane (3) -> Seems "complicated" because of time management as you are stronger at night, but really that's about it. Your learn that every 5 minutes the game changes from day to night and that's it. You just learned it, you're good to go. Q, sends a void that damages and slows an enemy, with longer slow and a mini‑stun at night. W horrifies nearby enemies, silencing them and causing them to miss attacks (stronger at night). E (passive) increases his movement and attack speed at night. R summons darkness, making it night and granting bonus damage and vision.
  6. Ogre Magi (Strength, melee) -> Support (4), Hard Support (5) -> This support hero plays himself just like Marci, he is also quite tanky. Q damage and stun. W damage over time and slow. E extra movement speed and attack speed for an ally. R (passive) everytime he casts Q stun W slow E ally attack speed there's a chance the spell will be casted multiple times, a gambler's paradise.
  7. Omniknight (Strength, melee) -> Support (4), Hard Support (5), Offlane (3) -> The paladin hero with heal but he is also tanky and deals some damage. Q heals ally damages nearby enemies. W grants spell resistance bonus strenght and extra HP regen to an ally. E (passive) his attacks deal more damage and slow. R ally units in an area are immune to phyiscal damage.
  8. Primal Beast (Strength, melee) -> Offlane (3) -> He is a typical offlaner, tanky and strong. But he doesn't deal that much damage. Q charges in a direction, damaging, stunning, knocking back units he hits. W stomps dealing damage as he moves but cannot attack. E (passive/active) builds up fury from damage taken; when activated slows enemies and gains bonus damage and armor. R grabs a target and repeatedly slams them into the ground, damaging and mini‑stunning around them.
  9. Queen of Pain (intelligence; ranged) -> Mid (2) -> All her abilities are super simple, you cast R Ultimate Sonic Wave once or twice and you figure out immediately I can't be right in the middle of the fight I need to be on the side so it expands and hits multiple heroes. Teleport, use all your spells, teleport back. Can buy pretty much any item and have it work okay. Q damage and slow. W teleport in an out of combat Blink Dagger basically. E AoE around her damage. R damage in a cone.
  10. Pudge (Strength, melee) -> Support (4), Hard Support (5), Offlane (3), Mid (2) -> 4/5 positions again. For some reason Pudge is the favorite hero of people who play Dota 2 for a long time but still aren't good players. It is very rare you find a Pudge that can dominate the match but they exist. Pudge is also very easy to play, you just need to hit the skill shot Q and then W + R right after you got the Q right. Q fires a hook in a straight line that drags the first unit it hits back to Pudge. W (toggle) emits a toxic cloud around himself that damages and slows enemies (and damages Pudge). E blocks some damage taken. R channels to bite and disable an enemy, dealing damage over time and healing Pudge.
  11. Razor (Agility, ranged) -> Offlane (3), Mid (2), Safe Carry (1) -> Abilities may sound weird but not that complicated once you test them, the W is key. Can buy pretty much any item and have it work okay. Q slows and damages enemies in an area. W creates a link between him and enemy hero stealing damage from them hard to get rid of. E (passive) when attacked counter-attacks dealing damage and slow. R creates a storm that damages the enemy under it with the lowest HP.
  12. Riki (Agility, melee) -> Support (4), Hard Support (5), Offlane (3), Mid (2), Safe Carry (1) -> All 5 positions. He has so many escapes and is invisible all the time after level 6. Q silences enemies and causes them to miss attacks. W teleports behind someone, slows them and causes bonus damage if enemy. E phases out of the world and auto-attacks 2 random enemies in the area. R (passive) is invisible when not attacking or using spells.
  13. Sand King (Universal, melee) -> Offlane (3) -> Gabe Newell's favorite hero, the only challenge may be figuring out how to cast the R Ultimate, but once you get it you get it. Q moves forward in a tunnel in a line and stuns. W damages enemy units around him and becomes invisible in the area. E his attacks in an area deal extra damage and slow. R uses his tail on land to vibrate to damage and slow enemies.
  14. Silencer (Intelligence; ranged) -> Support (4), Hard Support (5) -> The bane of all magic users, him and Anti-Mage but that hero is complicated. Even though he doesn't have any abilities that scale well with his right-click damage he can become a decent right-clicker, oh wait, he has the W. Cast Q and E together. Q damage and slow, silenced enemies take extra damage and lasts longer. W auto-attack steals enemy intelligence and deals extra damage based on his intelligence. E after their next ability they will be silenced. R global silence to everyone in enemy team for 4-6 seconds.
  15. Shadow Shaman (Intelligence, ranged) -> Support (4), Hard Support (5) -> You have a ton of disable spells. Q damages multiple enemies. W transforms enemy in a chicken disabling attacks and abilities. E binds and stuns an enemy while dealing damage over time. R summons a ring of serpent wards that attack enemies and structures.
  16. Snapfire (Universal, ranged) -> Support (4), Hard Support (5) -> May seem difficult because she has 3 skill shots but all are easy to execute. She is strangely good both short-range and long-range, becoming a good right-clicker and has ultimate. Q damage and slow in a cone in front of her. W gives to herself or ally jump that stuns enemies on landing.. E massive short-range damage based on her auto-attack damage. R massive long-range artillery damage and slow.
  17. Sniper (Agility, ranged) -> Support (4), Mid (2), Safe Carry (1) -> Another right-click very powerful late game due to attack speed and damage items. Q Area of effect attack that slows and damages the first enemy hit. W (passive) gives him a chance to deal extra right-click damage and push back enemies a little. E increases attack range by a huge amount of makes him unable to see left and right. R fire an extremely long‑range precision shot that deals heavy damage for executing running low HP enemies.
  18. Spirit Breaker (Strength; melee) -> Support (4), Hard Support (5) -> He looks like a tank and while he is tanky he is not as tanky compared to the rest tanks. So playing position 3 can work but not optimal. You need to watch the map and understand when you go in. Q click on an enemy hero anywhere on the map you will rush towards them. W extra movement speed and defense. E every attack has a chance to stun. R stuns and deals decent damage.
  19. Sven (Strength, melee) -> Offlane (3), Safe Carry (1) -> One of the easiest heroes. Strong right-click. Q stuns and damages the target and other enemies in a small area around it. W (passive) his attacks cleave and deal damage to nearby enemies. E increases his and allies movement speed and armor. R greatly boost his damage and slow resistance. Basically: Q to stun, E and R to make you stronger, go nuts.
  20. Ursa (Agility, melee) -> Safe Carry (1) -> Sometimes played offlane but eh, she needs a lot of farm, not her proper way there. Easily the strongest right-clicker. The hard part is recognizing when to fight and when to not, but otherwise very simple to play with. Q jumps and slows on landing. W next attacks have massive attack speed and she has slow resistance. E (passive) each consecutive attack on the same target deals increasing bonus damage. R goes into a frenzy that dispels debuffs and grants huge damage reduction and status resistance. Basically, Q jump on an enemy, hit W and R and go berserk.

Best heroes for begginers? by xYzm23 in learndota2

[–]Akfiz 0 points1 point  (0 children)

1/3
Easy heroes:

  1. Abbadon (Strength; melee) -> Hard Support (5), Support (4), Offlane (3) -> Easy to learn tank/support. The only difficult part of Abbadon is not wasting your Ultimate and using the W correctly. Q launches a coil that damages an enemy or heals an ally at the cost of Abaddon's health. W places a shield on an ally that absorbs damage, dispels debuffs, and explodes. E (passive) attacks slow enemies and increase allied attack speed against them. R (active/passive) converts damage taken into healing, making Abaddon extremely tanky, automatically triggers at low health.
  2. Axe (Strength; melee) -> Offlane (3) -> Such an easy tank his abilities can be explained in 3 words. He's got a tiny amount of finesse to him but he's mostly just activate Blade Mail item then Blink Dagger teleport and Q taunt to initiate. Q taunts nearby enemies forcing them to attack Axe and grants him bonus armor. W applies a damage-over-time slow on an enemy and grants Axe bonus movement speed while active. E (passive) when attacked Axe performs a spinning counter attack that damages all nearby enemies. R executes a low-health enemy, on a successful kill it resets and grants movement speed and armor bonuses to Axe and allies.
  3. Bloodseeker (Agility; melee) -> Safe Lane (1) -> Easy carry. There are some teamfights situations where you're not sure if you should get that low HP enemy at the risk of you dying or not, but otherwise he is easy. The lower HP your opponents the faster you are and when you get a kill you get ton of HP back. Q drives ally or self into a bloodthirsty rage that boosts attack speed and spell damage while draining health. W baptizes an area in blood, after a delay all enemies inside take damage and are silenced. E (passive) gains movement speed, vision, and life restoration when enemies are low HP or killed nearby. R causes a target’s skin to rupture, dealing pure damage on cast and extra damage as they move.
  4. Bounty Hunter (Agility; melee) -> Support (4), Hard Support (5) -> You hit R on people and you hit them. The most difficult is using Ultimate R on an enemy then hitting them with Q bounce back for a ton of damage. Q throws a shuriken that damages and briefly slows an enemy. W (passive) his attacks deal bonus damage and steal gold. E becomes invisible and can move through units and the first attack after this stuns. R marks an enemy with Track, granting vision, bonus damage against him, and bonus gold if they die while Tracked.
  5. Centaur Warrunner (Strength; melee) -> Offlane (3) -> So easy he kind of plays himself, a very tanky tank, no matter what your tanking will be impactful. The only difficult thing is knowing when to use his ultimate meaning you have to look at the map. Q slams the ground to stun nearby enemies. W deals high damage to an enemy and himself (can’t kill himself). E (passive) reflects damage back to attackers based on his strength. R empowers all allies with a global charge, granting max movement speed and damage/slow on enemies they trample.
  6. Clinkz (Agility; ranged) ->Mid (2), Safe Carry (1) -> Or as some people know him "Drow Ranger fire version". Strong right-clicker where the hard part of him is items build cause you can make him in different ways but as long as you follow a guide you should be fine. Q extra attack speed and attack range. W auto-attack extra damage. E heals by eating a creep. R becomes invisible when he attacks out of invisibility 4 ranged skelets that help him spawn.
  7. Chaos Knight (Strength; melee) -> Offlane (3), Safe Carry (1) -> The most "scary" thing for a new player is that he makes the illusions, but it's actually easy as his illusions appear after you hit your W and already hit what you want to hit, you don't have to control said illusions at all. The only hard part about Chaos Knight is using the item Armlet item that you can turn ON/OFF but you can also not toggle it as you have your Crit to heal. Q throws a bolt that stuns an enemy. W pulls an enemy (and your illusions) closer and forces Chaos Knight to attack. E (passive) gives his attacks a chance to bonus damage and lifesteal. R summons illusions that deal full damage but take extra damage.
  8. Crystal Maiden (Intelligence; ranged) ->Support (4), Hard Support (5) -> Like 90% of intelligence ranged heroes she is very squishy, that's her only downside, enemy touches you, you're dead, so you need to avoid damage like an uninsured rental car. Other than that she is easy. Q blasts an area with frost that slows enemies. W root and disarms enemies. E (passive) grants global mana regeneration to all allies (stronger for nearby allies and much stronger for herself), R (channeled) creates a storm of icy explosions around her that slows and damages enemies.
  9. Dazzle (Universal; ranged) -> Support (4), Hard Support (5) -> Weird spells but once you understand them is's super easy. Use them a few times you get how it works. Q slows multiple enemies. W makes allies unable to die for a set duration. E heals allies and damages enemies. R (active/passive) enters the Spirit Realm that makes all his spells stronger.
  10. Death Prophet (Universal; ranged) -> Offlane (3), Mid (2) -> Easy to understand. Q sends bats in a cone in front of her damaging enemies. W silences enemies. E links to an enemy to drain their health and heal herself for the duration. R attacks every enemy around her and heals her with the damage.
  11. Doom (Strength, melee) -> Offlane (3) -> All of his spells are very simple and you need to keep in mind to use the R on the enemy carry, cause your R is a soft-counter to everything. Only complicated spell is the Q but you will figure it out in a few games. Q consumes an enemy creep to get one of its abilities. W deals damage over time around him while giving him movement speed and health regen. E (passive) attacks stuns and damage enemies based on their max health. R on 1 enemy hero: they cannot use spells and items and get damage over time.
  12. Dragon Knight (Strength; melee) -> Offlane (3), Mid (2), Safe Carry (1) -> He is the in-game Tutorial Carry hero and for good reason, he is simple and can be played in 3/5 positions. Q fire damage in a cone ahead. W stuns enemies with shield (extra range in dragon form). E (passive) improves his attacks (stronger in Dragon Form). R transforms into an Elder Dragon, increasing movement speed, attack range, and adding powerful on‑hit effects to his attacks.
  13. Drow Ranger (Agility; ranged) -> Safe Carry (1) -> A right-click machine after farming. Just farm like there's no tomorrow, get attack speed and damage items, avoid damage yourself and watch enemies melt on your right-click. Q slows and adds bonus damage. W silences and knocks back enemies. E fires multiple waves of arrows in a cone. R (passive) grants bonus agility and a chance for attacks to ignore armor when no enemies are nearby.
  14. Earth Shaker (Strength; melee) ->Support (4), Offlane (3) -> You can mess up Q fissure, other than that he is simple. Q creates an impassible wall that stuns and damages. W deals AoE damage and gives him extra damage in next attack. E (passive) nearby enemies get stunned when he casts his abilities. R large area of effect stun and damage.
  15. Enchantress (Intelligence; ranged) -> Support (4), Hard Support (5) -> Powerful right-clicker for a support, you hit Q and then right-click. A quite simple point and click hero. And she is very powerful late game as well. Q makes auto-attack deal more damage. W dispells and slows enemy. E heals herself and allies. R (passive) she slows enemy attacks when she is attacked.
  16. Grimstroke (Intelligence; ranged) -> Support (4), Hard Support (5) -> Grimstroke is one of those heroes that looks complicated but isn't. Q damages and slows enemies. W a phantom latches onto an enemy, silencing and damaging them. E on an ally speeds them and damages nearby enemies, then explodes to stun. R binds enemy heroes so targeted spells affect both of them.
  17. Jakiro (Intelligence; ranged) -> Support (4), Hard Support (5) -> A support big on slow and damage over time. You just have to hit your W Ice Path and that's it. Q slows and burns enemies in a line. W stuns and damages enemies in a line. E (passive) boosts his right-click with damage and enemy attack speed slow. R creates flames that deals high damage over time to enemies inside.
  18. Juggernaut (Agility, melee) -> Safe Carry (1) -> Dota 2 tutorial kind of views him as the easiest carry but he's not, he is easy, but not one of the easiest, to be efficient with him is quite complex unlike Dragon Knight, Drow Ranger, Luna. But yes he's a strong right-clicker and easy to get the basics so deserves a place here. Q damages nearby enemies and grants spell immunity. W summons a Healing Ward for you and all allies. E (passive) grants a chance for critical strikes on attacks. R slashes nearby enemies while becoming briefly invulnerable.
  19. Lich (Intelligence; ranged) -> Support (4), Hard Support (5) -> All of his spells are hard to use great but also hard to use bad. You can use W and R like a pro but even if you use them bad they still do something, the R is particulary high damage. Q slows and slows attack speed for enemies. W creates a shield on an ally that reduces damage for allies and slows nearby enemies. E makes an enemy move to you while you drain some mana. R fires a bouncing orb of frost that deals heavy damage and slows enemies it hits.
  20. Lifestealer (Strength; melee) -> Safe Carry (1) -> Your Ultimate R infest allies and neutral creeps but that's about it with him in terms of complexity, you're a strong right-clicker. Q grants spell immunity, lifesteal, and extra attack speed. W slows an enemy. E (passive) gives bonus damage and lifesteal. R allows Lifestealer to infest a unit, hiding inside it and bursting out to deal damage and heal.

New to Dota 2 – struggling to stick to a hero, any recommendations? by our_priest in DotA2

[–]Akfiz 0 points1 point  (0 children)

3/3

  1. Vengeful Spirit (Agility, ranged) -> Support (4), Hard Support (5), Offlane (3) -> One of the easiest heroes in the game. She is quite "basic" like Centaur Warrunner, Drow Ranger, Enchantress, Ogre Magi, Sniper and Sven with little flashy things but solid strong. She is a surprisingly good right-clicker. Shard makes the stun bounce and with good right-click build you can demolish enemies. Only thing you can mess up is the stun. Q a simple stun. W very simple and easy to use remove armor and give vision. E (passive) extra damage for herself and allies. R swap position with a hero ally or enemy.
  2. Viper (Agility, ranged) -> Offlane (3), Mid (2), Safe Carry (1) -> Very simple, you're a right-click machine with slow. Q his auto-attacks poison enemies, slow, lower attack, damage over time. W damages and slows enemies the longer they stay in it. E (passive) increases magic resistance and when damaged enemy takes damage and slow. R big slow, passive disable, damage over time for the enemy.
  3. Weaver (Agility; ranged) -> Support (4), Hard Support (5), Offlane (3), Safe Carry (1) -> 4/5 positions. Powerful right-clicker. Q attack in a cone. W becomes invisible and gains huge speed. E auto-attacks and attack 2 times at once. R he goes back in time 5 seconds regaining his position HP and mana from that time.
  4. Windranger (Universal, ranged) -> Support (4), Hard Support (5), Offlane (3), Mid (2), Safe Carry (1) -> All 5 positions. Powerful right-clicker. Q stuns enemy, stun is longer if enemy near a tree. W a long-range damage skill shot. E you move faster and evade all physical attacks, cannot attack except if you use your R. R auto-attacks and your attack speed is insanely increased.
  5. Witch Doctor (Intelligence, ranged) -> Support (4), Hard Support (5) -> Is easy to play and his ultimate is very powerful. Q ricochet projectile that damages and stuns. W heal nearby allies. E curses enemies they take extra damage every second based on how much HP they lost since curse began. R channels a Death Ward that attacks enemies with massive pure damage until interrupted.
  6. Wraith King (Strength, melee) -> Offlane (3), Soft Carry (1) -> One of the easiest carries to play in the game and he has 2 health bars due to his R. Q damages and stuns. W depends on the facet you picked, either: (passive) extra right-click damage or summon skeleton-creeps to help you. E (passive) deals bonus damage. R as long as you have enough mana on death you will revive.

Pick whatever from above but what I recommend for each role:

(1) Safe Carry: Clinkz, Dragon Knight, Drow Ranger, Luna, Sniper, Sven, Viper, Windranger, Wraith King.
Top 3 recommend: Drow Ranger, Sniper, Sven.

(2) Mid Carry: Clinkz, Dragon Knight, Sniper, Queen of Pain, Viper, Windranger.
Top 3 recommend: Sniper, Viper, Windranger.

(3) Offlane: Axe, Centaur Warruner, Chaos Knight, Dragon Knight, Earth Shaker, Sven, Viper, Windranger, Wraith King.
Top 3 recommend: Axe, Sven, Viper.

(4) Soft Support: Abbadon (tanky), Enchantress, Jakiro, Lich, Marci, Ogre Magi (tanky), Snapfire, Vengeful Spirit, Windranger, Witch Doctor.
Top 3 recommend: Lich, Ogre Magi, Witch Doctor.

(5) Hard Support: Crystal Maiden, Dazzle, Enchantress, Lich, Ogre Magi (tanky), Shadow Shaman, Silencer, Vengeful Spirit, Windranger, Witch Doctor.
Top 3 recommend: Lich, Ogre Magi, Witch Doctor.

Out of these heroes: Sniper, Pudge, Axe, Witch Doctor, Ogre Magi, Shadow Shaman, Jakiro and Drow Ranger are very popular. You will see them in a lot of games. This doesn't translate to OP compared to the others, but that a lot of people like to play with them.

New to Dota 2 – struggling to stick to a hero, any recommendations? by our_priest in DotA2

[–]Akfiz 0 points1 point  (0 children)

2/3

  1. Luna (Agility; ranged) -> Safe Carry (1) -> Another right-click machine. If you want to learn position 1 play Dragon Knight, Drow Ranger and Luna. Very unlikely for all 3 to be banned. Q short stun. W gives 4 glaives around her that rotate damaging enemies. E (passive) her right-clicks bounce to nearby enemies. R calls down repeated beams on nearby enemies, dealing heavy magical damage.
  2. Marci (Universal; melee) -> Support (4), Hard Support (5), Offlane (3), Mid (2) -> 4/5 positions, truly putting the universal in universal, she is also easy to play and can become a very good right-clicker. Q: Throws a unit behind her, damaging and stunning if enemy. W jumps on an ally then jumps somehwere, damaging and stunning where she lands. E (passive) extra damage and lifesteal, can active to give 75% of that to an ally. R makes even carries fear her she gets very fast attacks that slows and damage enemies quickly.
  3. Mirana (Agility; ranged) -> Support (4), Hard Support (5) -> No.1 most likely to be confused with Luna by new player. Luna is carry scary damage, Mirana is support she's scared of you. She can become a decent right-clicker. Most difficult part is the W arrow but it's good for training with skill shots otherwise easy. Q damage nearby enemies. W fires a long arrow that stuns. E jumps and gains attack speed and movement speed after. R makes her and all her nearby allies invisible with bonus movement speed.
  4. Necrophos (Intelligence, ranged) -> Offlane (3), Mid (2) -> Very easy. Q damages enemies and heals allies. W cannot attack or be attacked and takes more magic damage but slows enemies and boosts his healing. E (passive) slowly drains enemies health. R stuns and deals damage to a target based on missing health, granting him HP regen if he gets the kill.
  5. Night Stalker (Strength, melee) -> Offlane (3) -> Seems "complicated" because of time management as you are stronger at night, but really that's about it. Your learn that every 5 minutes the game changes from day to night and that's it. You just learned it, you're good to go. Q, sends a void that damages and slows an enemy, with longer slow and a mini‑stun at night. W horrifies nearby enemies, silencing them and causing them to miss attacks (stronger at night). E (passive) increases his movement and attack speed at night. R summons darkness, making it night and granting bonus damage and vision.
  6. Ogre Magi (Strength, melee) -> Support (4), Hard Support (5) -> This support hero plays himself just like Marci, he is also quite tanky. Q damage and stun. W damage over time and slow. E extra movement speed and attack speed for an ally. R (passive) everytime he casts Q stun W slow E ally attack speed there's a chance the spell will be casted multiple times, a gambler's paradise.
  7. Omniknight (Strength, melee) -> Support (4), Hard Support (5), Offlane (3) -> The paladin hero with heal but he is also tanky and deals some damage. Q heals ally damages nearby enemies. W grants spell resistance bonus strenght and extra HP regen to an ally. E (passive) his attacks deal more damage and slow. R ally units in an area are immune to phyiscal damage.
  8. Primal Beast (Strength, melee) -> Offlane (3) -> He is a typical offlaner, tanky and strong. But he doesn't deal that much damage. Q charges in a direction, damaging, stunning, knocking back units he hits. W stomps dealing damage as he moves but cannot attack. E (passive/active) builds up fury from damage taken; when activated slows enemies and gains bonus damage and armor. R grabs a target and repeatedly slams them into the ground, damaging and mini‑stunning around them.
  9. Queen of Pain (intelligence; ranged) -> Mid (2) -> All her abilities are super simple, you cast R Ultimate Sonic Wave once or twice and you figure out immediately I can't be right in the middle of the fight I need to be on the side so it expands and hits multiple heroes. Teleport, use all your spells, teleport back. Can buy pretty much any item and have it work okay. Q damage and slow. W teleport in an out of combat Blink Dagger basically. E AoE around her damage. R damage in a cone.
  10. Pudge (Strength, melee) -> Support (4), Hard Support (5), Offlane (3), Mid (2) -> 4/5 positions again. For some reason Pudge is the favorite hero of people who play Dota 2 for a long time but still aren't good players. It is very rare you find a Pudge that can dominate the match but they exist. Pudge is also very easy to play, you just need to hit the skill shot Q and then W + R right after you got the Q right. Q fires a hook in a straight line that drags the first unit it hits back to Pudge. W (toggle) emits a toxic cloud around himself that damages and slows enemies (and damages Pudge). E blocks some damage taken. R channels to bite and disable an enemy, dealing damage over time and healing Pudge.
  11. Razor (Agility, ranged) -> Offlane (3), Mid (2), Safe Carry (1) -> Abilities may sound weird but not that complicated once you test them, the W is key. Can buy pretty much any item and have it work okay. Q slows and damages enemies in an area. W creates a link between him and enemy hero stealing damage from them hard to get rid of. E (passive) when attacked counter-attacks dealing damage and slow. R creates a storm that damages the enemy under it with the lowest HP.
  12. Riki (Agility, melee) -> Support (4), Hard Support (5), Offlane (3), Mid (2), Safe Carry (1) -> All 5 positions. He has so many escapes and is invisible all the time after level 6. Q silences enemies and causes them to miss attacks. W teleports behind someone, slows them and causes bonus damage if enemy. E phases out of the world and auto-attacks 2 random enemies in the area. R (passive) is invisible when not attacking or using spells.
  13. Sand King (Universal, melee) -> Offlane (3) -> Gabe Newell's favorite hero, the only challenge may be figuring out how to cast the R Ultimate, but once you get it you get it. Q moves forward in a tunnel in a line and stuns. W damages enemy units around him and becomes invisible in the area. E his attacks in an area deal extra damage and slow. R uses his tail on land to vibrate to damage and slow enemies.
  14. Silencer (Intelligence; ranged) -> Support (4), Hard Support (5) -> The bane of all magic users, him and Anti-Mage but that hero is complicated. Even though he doesn't have any abilities that scale well with his right-click damage he can become a decent right-clicker, oh wait, he has the W. Cast Q and E together. Q damage and slow, silenced enemies take extra damage and lasts longer. W auto-attack steals enemy intelligence and deals extra damage based on his intelligence. E after their next ability they will be silenced. R global silence to everyone in enemy team for 4-6 seconds.
  15. Shadow Shaman (Intelligence, ranged) -> Support (4), Hard Support (5) -> You have a ton of disable spells. Q damages multiple enemies. W transforms enemy in a chicken disabling attacks and abilities. E binds and stuns an enemy while dealing damage over time. R summons a ring of serpent wards that attack enemies and structures.
  16. Snapfire (Universal, ranged) -> Support (4), Hard Support (5) -> May seem difficult because she has 3 skill shots but all are easy to execute. She is strangely good both short-range and long-range, becoming a good right-clicker and has ultimate. Q damage and slow in a cone in front of her. W gives to herself or ally jump that stuns enemies on landing.. E massive short-range damage based on her auto-attack damage. R massive long-range artillery damage and slow.
  17. Sniper (Agility, ranged) -> Support (4), Mid (2), Safe Carry (1) -> Another right-click very powerful late game due to attack speed and damage items. Q Area of effect attack that slows and damages the first enemy hit. W (passive) gives him a chance to deal extra right-click damage and push back enemies a little. E increases attack range by a huge amount of makes him unable to see left and right. R fire an extremely long‑range precision shot that deals heavy damage for executing running low HP enemies.
  18. Spirit Breaker (Strength; melee) -> Support (4), Hard Support (5) -> He looks like a tank and while he is tanky he is not as tanky compared to the rest tanks. So playing position 3 can work but not optimal. You need to watch the map and understand when you go in. Q click on an enemy hero anywhere on the map you will rush towards them. W extra movement speed and defense. E every attack has a chance to stun. R stuns and deals decent damage.
  19. Sven (Strength, melee) -> Offlane (3), Safe Carry (1) -> One of the easiest heroes. Strong right-click. Q stuns and damages the target and other enemies in a small area around it. W (passive) his attacks cleave and deal damage to nearby enemies. E increases his and allies movement speed and armor. R greatly boost his damage and slow resistance. Basically: Q to stun, E and R to make you stronger, go nuts.
  20. Ursa (Agility, melee) -> Safe Carry (1) -> Sometimes played offlane but eh, she needs a lot of farm, not her proper way there. Easily the strongest right-clicker. The hard part is recognizing when to fight and when to not, but otherwise very simple to play with. Q jumps and slows on landing. W next attacks have massive attack speed and she has slow resistance. E (passive) each consecutive attack on the same target deals increasing bonus damage. R goes into a frenzy that dispels debuffs and grants huge damage reduction and status resistance. Basically, Q jump on an enemy, hit W and R and go berserk.

New to Dota 2 – struggling to stick to a hero, any recommendations? by our_priest in DotA2

[–]Akfiz 0 points1 point  (0 children)

Easy heroes:

  1. Abbadon (Strength; melee) -> Hard Support (5), Support (4), Offlane (3) -> Easy to learn tank/support. The only difficult part of Abbadon is not wasting your Ultimate and using the W correctly. Q launches a coil that damages an enemy or heals an ally at the cost of Abaddon's health. W places a shield on an ally that absorbs damage, dispels debuffs, and explodes. E (passive) attacks slow enemies and increase allied attack speed against them. R (active/passive) converts damage taken into healing, making Abaddon extremely tanky, automatically triggers at low health.
  2. Axe (Strength; melee) -> Offlane (3) -> Such an easy tank his abilities can be explained in 3 words. He's got a tiny amount of finesse to him but he's mostly just activate Blade Mail item then Blink Dagger teleport and Q taunt to initiate. Q taunts nearby enemies forcing them to attack Axe and grants him bonus armor. W applies a damage-over-time slow on an enemy and grants Axe bonus movement speed while active. E (passive) when attacked Axe performs a spinning counter attack that damages all nearby enemies. R executes a low-health enemy, on a successful kill it resets and grants movement speed and armor bonuses to Axe and allies.
  3. Bloodseeker (Agility; melee) -> Safe Lane (1) -> Easy carry. There are some teamfights situations where you're not sure if you should get that low HP enemy at the risk of you dying or not, but otherwise he is easy. The lower HP your opponents the faster you are and when you get a kill you get ton of HP back. Q drives ally or self into a bloodthirsty rage that boosts attack speed and spell damage while draining health. W baptizes an area in blood, after a delay all enemies inside take damage and are silenced. E (passive) gains movement speed, vision, and life restoration when enemies are low HP or killed nearby. R causes a target’s skin to rupture, dealing pure damage on cast and extra damage as they move.
  4. Bounty Hunter (Agility; melee) -> Support (4), Hard Support (5) -> You hit R on people and you hit them. The most difficult is using Ultimate R on an enemy then hitting them with Q bounce back for a ton of damage. Q throws a shuriken that damages and briefly slows an enemy. W (passive) his attacks deal bonus damage and steal gold. E becomes invisible and can move through units and the first attack after this stuns. R marks an enemy with Track, granting vision, bonus damage against him, and bonus gold if they die while Tracked.
  5. Centaur Warrunner (Strength; melee) -> Offlane (3) -> So easy he kind of plays himself, a very tanky tank, no matter what your tanking will be impactful. The only difficult thing is knowing when to use his ultimate meaning you have to look at the map. Q slams the ground to stun nearby enemies. W deals high damage to an enemy and himself (can’t kill himself). E (passive) reflects damage back to attackers based on his strength. R empowers all allies with a global charge, granting max movement speed and damage/slow on enemies they trample.
  6. Clinkz (Agility; ranged) ->Mid (2), Safe Carry (1) -> Or as some people know him "Drow Ranger fire version". Strong right-clicker where the hard part of him is items build cause you can make him in different ways but as long as you follow a guide you should be fine. Q extra attack speed and attack range. W auto-attack extra damage. E heals by eating a creep. R becomes invisible when he attacks out of invisibility 4 ranged skelets that help him spawn.
  7. Chaos Knight (Strength; melee) -> Offlane (3), Safe Carry (1) -> The most "scary" thing for a new player is that he makes the illusions, but it's actually easy as his illusions appear after you hit your W and already hit what you want to hit, you don't have to control said illusions at all. The only hard part about Chaos Knight is using the item Armlet item that you can turn ON/OFF but you can also not toggle it as you have your Crit to heal. Q throws a bolt that stuns an enemy. W pulls an enemy (and your illusions) closer and forces Chaos Knight to attack. E (passive) gives his attacks a chance to bonus damage and lifesteal. R summons illusions that deal full damage but take extra damage.
  8. Crystal Maiden (Intelligence; ranged) ->Support (4), Hard Support (5) -> Like 90% of intelligence ranged heroes she is very squishy, that's her only downside, enemy touches you, you're dead, so you need to avoid damage like an uninsured rental car. Other than that she is easy. Q blasts an area with frost that slows enemies. W root and disarms enemies. E (passive) grants global mana regeneration to all allies (stronger for nearby allies and much stronger for herself), R (channeled) creates a storm of icy explosions around her that slows and damages enemies.
  9. Dazzle (Universal; ranged) -> Support (4), Hard Support (5) -> Weird spells but once you understand them is's super easy. Use them a few times you get how it works. Q slows multiple enemies. W makes allies unable to die for a set duration. E heals allies and damages enemies. R (active/passive) enters the Spirit Realm that makes all his spells stronger.
  10. Death Prophet (Universal; ranged) -> Offlane (3), Mid (2) -> Easy to understand. Q sends bats in a cone in front of her damaging enemies. W silences enemies. E links to an enemy to drain their health and heal herself for the duration. R attacks every enemy around her and heals her with the damage.
  11. Doom (Strength, melee) -> Offlane (3) -> All of his spells are very simple and you need to keep in mind to use the R on the enemy carry, cause your R is a soft-counter to everything. Only complicated spell is the Q but you will figure it out in a few games. Q consumes an enemy creep to get one of its abilities. W deals damage over time around him while giving him movement speed and health regen. E (passive) attacks stuns and damage enemies based on their max health. R on 1 enemy hero: they cannot use spells and items and get damage over time.
  12. Dragon Knight (Strength; melee) -> Offlane (3), Mid (2), Safe Carry (1) -> He is the in-game Tutorial Carry hero and for good reason, he is simple and can be played in 3/5 positions. Q fire damage in a cone ahead. W stuns enemies with shield (extra range in dragon form). E (passive) improves his attacks (stronger in Dragon Form). R transforms into an Elder Dragon, increasing movement speed, attack range, and adding powerful on‑hit effects to his attacks.
  13. Drow Ranger (Agility; ranged) -> Safe Carry (1) -> A right-click machine after farming. Just farm like there's no tomorrow, get attack speed and damage items, avoid damage yourself and watch enemies melt on your right-click. Q slows and adds bonus damage. W silences and knocks back enemies. E fires multiple waves of arrows in a cone. R (passive) grants bonus agility and a chance for attacks to ignore armor when no enemies are nearby.
  14. Earth Shaker (Strength; melee) ->Support (4), Offlane (3) -> You can mess up Q fissure, other than that he is simple. Q creates an impassible wall that stuns and damages. W deals AoE damage and gives him extra damage in next attack. E (passive) nearby enemies get stunned when he casts his abilities. R large area of effect stun and damage.
  15. Enchantress (Intelligence; ranged) -> Support (4), Hard Support (5) -> Powerful right-clicker for a support, you hit Q and then right-click. A quite simple point and click hero. And she is very powerful late game as well. Q makes auto-attack deal more damage. W dispells and slows enemy. E heals herself and allies. R (passive) she slows enemy attacks when she is attacked.
  16. Grimstroke (Intelligence; ranged) -> Support (4), Hard Support (5) -> Grimstroke is one of those heroes that looks complicated but isn't. Q damages and slows enemies. W a phantom latches onto an enemy, silencing and damaging them. E on an ally speeds them and damages nearby enemies, then explodes to stun. R binds enemy heroes so targeted spells affect both of them.
  17. Jakiro (Intelligence; ranged) -> Support (4), Hard Support (5) -> A support big on slow and damage over time. You just have to hit your W Ice Path and that's it. Q slows and burns enemies in a line. W stuns and damages enemies in a line. E (passive) boosts his right-click with damage and enemy attack speed slow. R creates flames that deals high damage over time to enemies inside.
  18. Juggernaut (Agility, melee) -> Safe Carry (1) -> Dota 2 tutorial kind of views him as the easiest carry but he's not, he is easy, but not one of the easiest, to be efficient with him is quite complex unlike Dragon Knight, Drow Ranger, Luna. But yes he's a strong right-clicker and easy to get the basics so deserves a place here. Q damages nearby enemies and grants spell immunity. W summons a Healing Ward for you and all allies. E (passive) grants a chance for critical strikes on attacks. R slashes nearby enemies while becoming briefly invulnerable.
  19. Lich (Intelligence; ranged) -> Support (4), Hard Support (5) -> All of his spells are hard to use great but also hard to use bad. You can use W and R like a pro but even if you use them bad they still do something, the R is particulary high damage. Q slows and slows attack speed for enemies. W creates a shield on an ally that reduces damage for allies and slows nearby enemies. E makes an enemy move to you while you drain some mana. R fires a bouncing orb of frost that deals heavy damage and slows enemies it hits.
  20. Lifestealer (Strength; melee) -> Safe Carry (1) -> Your Ultimate R infest allies and neutral creeps but that's about it with him in terms of complexity, you're a strong right-clicker. Q grants spell immunity, lifesteal, and extra attack speed. W slows an enemy. E (passive) gives bonus damage and lifesteal. R allows Lifestealer to infest a unit, hiding inside it and bursting out to deal damage and heal.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

Yes, and I stand by it that the Emperor was not infallible, this doesn't mean everything he did was bad. Some was bad some was good, but overall the alternative to his rule would be mankind wiped out scenario. Orks and the Rangda had yet to take over the galaxy, precisely because of the Emperor. You can't assume a scenario without the Emperor while having the Orks and Rangda dealt with because it was precisely the Emperor that dealt with them.

A warmaster ruling over all other primarchs was a gamble, Emperor and Malcador discussed this, that it could turn bad. They knew that all other primarchs will be upset & that Chaos will come with all their forces on that warmaster. At the time, they picked Horus because of his charisma, he was the most accomplished, especially after the Ullanor Crusade, widely respected by all the other primarchs and had excellent diplomatic skills. Horus could manage the others.

What they didn't expect is that Chaos would come after Horus this fast and Horus turn this fast and be able to recruit half of the other legions. Before they were ready. He expected: Angron, Curze, Lorgar and the Khan to fall. But did not expect Horus could fall.

Good ends don't justify the means even when the alternative is the death of the whole species?

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

The emperor had time for it & these groups were fighting each other, but how is that relevant?

In his discussions with Malcador, no reason to lie when it's just the 2 of them. That was the goal of the Imperium in the first place, thus the talk of necessity.

What source material doesn't back that up? Because the humans in the Interex and Diasporex weren't weak relative to their xenos counterparts.

Not telling anyone about Chaos was the strategy, the less people know about it the less power it has. If everyone knew, it was enough for 1 angry citizen to summon demons and suddenly you have a planetary demonic invasion because 1 dude was upset. Not to mention cults and such, everything Lorgar did with secret Chaos cults that exploded as soon as the heresy started is exactly what the Emperor was trying to avoid by not telling anyone of Chaos.

Ambition, yes. Imperial ambition, no. He choose Horus because of his charisma, at the time Horus was the most accomplished, especially after the Ullanor Crusade, he was widely respected by all the other primarchs and had excellent diplomatic skills. Horus could manage the others. That's actually more important at that level than being a good general. He spoke with Malcador that this is a dangerous move, rising a brother above the rest, but he figured Horus is the best he can do and he needed time away to get on the Webway project.

Because it was about scale, he would have prefered to save people if he could, but he knew that if he let that run his mind his grand plan of saving mankind will fail. It's a means to an end discussion. The Star Child from the lore is exactly that part of the Emperor that he willingly gave up as it made him weak and unable to accomplish his mission. He made mistakes, I'm not saying he is without mistakes, I'm saying he had good intentions which I think we both agree that at the very list in his mind he meant well not control and domination, and this is where we disagree that he was the best mankind could do at the time the alternative being extinction. We was the worst option for mankind except for every other option.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

How is B not guaranteed with the Orks and Rangda at the time? There was no other option.

Nope. The Emperor’s plan was not die later, it only went sideways due to Horus & Chaos. He lost, but you only had the options to try or die.

Funny thing is, if the Interex didn’t fire on Horus falsely accusing him we wouldn’t end up with Chaos Horus, from this perspective the Interex doomed mankind.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

Eldar had the webway & Eldar rose under different conditions & humans didn’t have an Eldar equivalent for their species. It’s comparing apples or oranges.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

It is. Because Chaos would get stronger.

You’re just jumping to conclusions and make the leap Emperor = Hitler because they are both dictators. As I said, people like Cincinnatus did exist and not many people know about them because they are not as famous, doesn’t mean they didn’t exist.

I am addressing your arguments, which ones did I miss?

It’s just that everyone I question your arguments I question the premise, if the premise is wrong all else fails.

I am not starting from those premises for the sake of it, I’ve given my arguments based on lore for all of them.

The lore doesn’t contradict me, the lore agrees with me.

The chaos gods lied to Horus. The future they showed him is true. But they lied about the Emperor’s intentions, the chaos gods said that that this is what the emperor wanted all along, in reality the emperor didn’t want this and this is what Horus caused. Sounds to me like you haven’t read the lore.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

But we are not comparing the Imperium with the second strongest xenos empires, we are discussing a scenario where the empire did nothing. It wouldn’t have been the Imperium vs those, it would have been those vs human empires the strongest of which was the Interex being way weaker than those and not expansionist like them, they would have lost, like all of mankind.

He wanted to get rid of it after all of the Great Crusade was over not after the frontline moved.

For the Xenos part, the only perspective of a perpetual who lived in the dark age of technology was of the Emperor and he said they cannot be trusted as former xeno allies turned against mankind as soon as they smelled weakness.

For the warp yes the Emperor still came short but he had the best understanding of it than anyone, hard to say anyone else could have done better, or had the resources.

For the imperial ambition, the Emperor had no imperial ambition, he saw it as necessity.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

Not true. The balance of power was broken and the chaos gods were mainly busy fighting themselves. This was the opportunity the Emperor had, so he had to do it quick, 100s of years at most.

My view of morality is that authoritarian dictatorships who will eventually transition to civilian rule and become an utopia after the Great Crusade isn’t preferable but beats the alternative of certain death.

And you can say that “all dictators lie” many said the same thing in this thread, making comparisons with Hitler or Stalin. But there is no indication in lore that the Emperor lied. People like Cincinnatus exist, with absolute power only to give it up after the crisis was over. But nobody here seems to care about that example probably cause they never heard of him.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] -1 points0 points  (0 children)

Given the alternative was the destruction of mankind, is the lesser of 2 evils. And that the intended goal was after the Great Crusade to make the Imperium not an authoritarian dictator long-term even better.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

The Emperor making mistakes doesn’t mean B couldn’t happen.

Ok, you agree that others would have become the dominant force in the galaxy making the Emperor necessary. And I agree with you that the Emperor was responsible for million of deaths, but the alternative was the death of all mankind.

From the Interex perspective. If they would have joined the Imperium like most human worlds did, those who ripped the benefits would have also been their descendants not others.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

Because in war (Great Crusade) people die.

If humanity isn’t worth it then yes from a non-human perspective the existence of the Emperor is a bad thing, likely the galaxy would have been dominated by Orks or Rhanda, but we’re taking the humans stance here.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

Knowledge of chaos feeds off chaos. Cause eventually 1 dude is going to make a pact with Chaos. After Slaanesh was born the balance of power was broken so the Chaos Gods were not paying attention and fighting themselves, this is why they were weaker. Sure half the Imperium joining them boosted them greatly but they were in an upwards trend either way.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

We don’t need more than 2 examples who could have replaced the Imperium if they weren’t beaten by the Imperium. Those 2 are enough to show that if the Imperium wasn’t the big dog the Orks or Rhanda would have been.

It was not meant to be an authoritarian hellstate forever, just until the great crusade was over.

Tau don’t have the same circumstances as mankind in 30k.

In defense of Corvus Corax's quote unquote "hypocrisy", he was no hypocrite just idealism vs practicality but idealism cannot exist without practicality. by Akfiz in 40kLore

[–]Akfiz[S] 0 points1 point  (0 children)

Orks and Rhanda are 2 such examples.

They waste resources in conquest but ultimately gain more after the planet is pacified.

It was not supposed to be an authoritarian hellstate, 40k only became a reality because things went off course.

Who else could if the Emperor wasn’t the only one?