Getting "Hooked" Back Into Dota 2: Pudge Gameplay with Character Guide and Light Commentary.

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    cryptoniusrex

    Published on Jul 30, 2022
    About :

    pudge project.png

    All content is edited from my screenshots of Dota 2 (by valve) and public domain images. This video is a live recording of a game I played after a bit of a break with a couple of my thoughts coming back.

    DOTA 2: GAME MECHANICS TLDR: The Short Sum-up

    Players are aiming to destroy the enemy ancients ( the big ol thing you spawn behind when you enter the game to enter the battle), barracks spawn units for each side, you have to get through the towers to get to the ancient. The players and their abilities fight to this end, purchasing items along the way to change their builds as the game develops. The currency acquired to do so is acquired by killing enemy/neutral creatures or enemy heroes.

    Basic Terms not mentioned:

    • TP: Town portal scroll = A scroll to teleport to any allied building or a small radius around it.
    • Creep: any non-hero unit
    • Roshan: A boss unit that has a cave by the river that divides the halves of the match that when killed drops an item that grants an extra life immediately after death.
    • Fountain: The font you spawn in front of, standing near it regens your character mana and health RAPIDLY

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    Getting "Hooked" on Dota 2: Playing after a break

    Greetings everyone. In this post we will be taking about Pudge (and his abilities etc.), coming back to Dota 2 after a long hiatus and some thoughts on changes to the game coming back into it. In this skirmish the changes that were particularly noticed were map changes, new items, and new Agahnim's Scepter compatible abilities. I don't know any of the good ward spots yet, special nooks, nothing. So I did have a bit of a fear that some of pudge's old haunts for gank positions wouldn't work as they had in the past.

    Playing after a multi-month Break: What has changed?

    In short, A LOT has changed. So much so that it could almost be a post in itself, but I am going to highlight what has changed (since the last time I played some Dota) that effected THIS match in the various sections below and what I think about it.

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    Initiator, Disabler, and Lane Changer

    In this game I ganked both lanes so I could to apply pressure to the enemy.
    The transition to team fighting was quick, but my gold farming was below par (I haven't set up single clicking for denies and various little quality of life settings as this was one of my first games back with a fresh install, forgetting those details can really change your overall performance).

    A Pudge in the bush is worth 2 in the hand: Early game concepts

    The presence of pudge creates a strategic difference of play. Warding is necessary for both teams when pudge is present, the potential for ganking is high with this character in the early game and in the mid-late game disabling and tanking in team fights becomes the more prominent role. However, in the early game the mere THREAT of a pudge missing changes the play of each lane. This makes farming harder for the enemy and allows for the opportunity for surprise ganks.

    This hero has great early game kill potential (especially with team followup), but can fall off quickly if not enough of a snowball is build by midgame. Flesh heap is an excellent ability ONLY IF YOU KILL PEOPLE OR ARE PART OF SOME DEATHS, this requires landing those hooks.

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    Land The Hooks: Take Someone out of the fight

    You must land the hooks early game, and get a blink or force staff as soon as possible to do so from other angles aswell (Depends on what's going on in the game is there a lot of DoT etc., is there another hero who could benefit from YOU getting a force staff and using it on THEM etc).

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    Your target and when is also important when thinking about "Landing hooks". Take out key players (stuns etc.) before they influence a teamfight, or hamper a carry's farming ability by giving him a few early game deaths to put him behind your team's carry. Even if your kill potential tapers off in the late game your disabling ability NEVER tapers off.

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    The hook will pull ANY character ally or enemy, so sometimes you can save an ally or accidentally grab a creep instead of your intended target. Keep this in mind as you line up your shot/ shot and blink or force staff combo. Blink/ force staff and dismember is also a way to disable heroes reliably in the late game also.

    Be at an unexpected angle: Surprise!

    To land hooks more effectively you must throw them from where they are not being expected. To do so sometimes TPing and blinking are necessary to avoid going through vision range (or you have a support that knows what they are doing with ward placement). Maybe get a force staff AND a blink dagger?
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    That's right, go crazy. Placement items all server great utility on pudge as a disabler at any stage in the game. Don't forget the ALWAYS important placement of wards.

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    Note: My build was out of curiosity and is NOT necessarily the best but it WAS fun. This guide covers tips that will help you, not just a meme build some vet did seeing a new item in the store 🙃. In this match I also don't position my wards the best, nor my character. I am not familiar with this reearanged map layout. Roshan has his own cave now? Lol. And various other little changes made it refreshing coming back to some new things to try and some new routes to look at, but lead to me playing a bit sub par when it comes to various aspects of map positioning (compared to what I would like).

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    Pudge Items: What I got, What I'll get next

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    Blink Upgrades?!:

    NEW BLINKS! And each one has a primary stat that causes their effect to be stronger? Talk about synergistic with pudges ever stacking strength AND DIRE NEED FOR A BLINK ANYWAY. I think this item on pudge could see some very fun plays in the mid-game with enough of a gold advantage. (Keep in mind this damage costs pudge no mana to use). I will definitely be trying to get this item the next time I play pudge (it'll be a bit there is a lot of other stuff to try an relearn).

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    Pudge says goodbye to mana issues AND reflects magic damage?:

    Eternal Shroud = MANA PROBLEMS BE GONE (if the enemy has a few magic users) and additionally tankiness from spell lifesteal (on rot, hook, dismember etc.). Both this variant on the age old item evolutions are uncannily synergistic to pudge. Note: A pipe (Active: grants magical protection to allies in a radius) carrier is usually utile but not numerous, this build would be used in the event of someone else on the team getting a pipe from the other branch of store upgrades. Team engagements are key in Dota 2, but I think this item can be a good alternative. This ability can also be usef on OTHER HEROES based on the wording aswell.

    What I actually got was...

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    Not the best for the lineup, but I actually DID get that cool blink dagger variant. In this case (against so much damage over time) a force staff and heart of tarasque would've been better, but heck I was curious. Damage cancels blink damage and damage over time means that it can't be used for GREAT periods. I still got that ultra strength blink dagger, and we still won, and I still hooked them; but this game would've been much better with a force staff and a heart of tarasque as mentioned earlier. Brutal even.

    Tags :

    gaming hivepizza thgaming oneup proofofbrain battle neoxian vyb

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