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Heroes/Outworld Devourer
Outworld Devourer
IntelligenceRanged

Outworld Devourer

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 Destroyer 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.

Base STR

21 +2.9

Base AGI

17 +1.6

Base INT

30 +4.2

Move Speed

315

Attack Range

450

Base Armor

0

Attack DMG

19–31

Projectile

900

Essence Flux

Essence Flux

PassiveInnate

Passively grants a chance to restore a percentage of your max mana each time you cast an ability. Restores less mana from spells that modify attacks.

CHANCE:

30%

MAX MANA RESTORE:

40%

MAX MANA RESTORE (ATTACKS):

25%

The Outworld is awash in arcane energy, inclined to diffuse through any of Harbinger's rifts.

Arcane Orb

Arcane Orb

Unit Target

Cooldown

4.5 / 3 / 1.5s

Adds extra pure damage to Outworld Destroyer's attacks, based on his remaining mana pool.

MANA POOL TO DAMAGE:

10 / 11 / 12 / 13%

CURRENT MANA COST:

20%

  • The damage is calculated after the mana cost is spent.

Harbinger's outworldly knowledge allows it to tap into the ebb and flow of all spiritual energy, infusing it into his being.

Astral Imprisonment

Astral Imprisonment

Unit TargetAOEAghanim's Shard

Cooldown

18 / 16 / 14 / 12s

Mana

150

Steals a percentage of the target's max mana and places them into an astral prison. The hidden unit is invulnerable and disabled. When the astral prison implodes, it deals damage to the target.

DURATION:

1.75 / 2.5 / 3.25 / 4

DAMAGE:

90 / 180 / 270 / 360

MANA CAPACITY STEAL:

16 / 19 / 22 / 25%

STEAL DURATION:

30 / 40 / 50 / 60

DAMAGE RADIUS:

0

  • Imprisoned units can still be hit by Sanity's Eclipse.
  • Max mana steal does not increase Outworld Destroyer's current mana values or directly reduce the victim's mana values.

Locked away in the pocket between this world and the Outworld, victims realize their infantile knowledge and mortality.

Objurgation

Objurgation

No TargetAghanim's Scepter

Cooldown

36 / 34 / 32 / 30s

Mana

250

Increases Outworld Destroyer's maximum mana. When cast, protects Outworld Destroyer with an all damage barrier equal to a flat amount and a percentage of his maximum mana.

BARRIER:

120 / 180 / 240 / 300

MAX MANA BARRIER:

12%

BONUS MANA:

80 / 160 / 240 / 320

DURATION:

10

Sanity's Eclipse

Sanity's Eclipse

Point TargetAOE

Cooldown

140 / 130 / 120s

Mana

200 / 300 / 400

Unleashes a psychic blast that deals damage to enemies based on the difference between your mana and the target's mana. Sanity's Eclipse can hit units trapped by Astral Imprisonment.

BASE DAMAGE:

200 / 300 / 400

RADIUS:

450 / 500 / 550

CAST RANGE:

700

MANA DIFFERENCE MULTIPLIER:

0.4

MANA AS HEAL:

0%

When an Outworld crystal ruptures, cataclysmic energies are released, and the reverberations of this power are felt interdimensionally.

+100 Astral Imprisonment Cast Range
10
+200 Mana
+5% Essence Flux Mana Restored
15
+0.8% of Current Mana as Movement Speed
-10s Objurgation Cooldown
20
+10% Astral Imprisonment Mana Capacity Steal
+1.5% Arcane Orb Damage
25
-60s Sanity's Eclipse Cooldown
Aghanim's Scepter
Objurgation

Objurgation

Increases max mana to barrier. Damage that would bring Outworld Destroyer below 0% health is prevented. When that happens, Outworld Destroyer receives a strong dispel and gains an undispellable instance of Objurgation. This effect cannot occur more than once every 0 seconds.

Aghanim's Shard
Astral Imprisonment

Astral Imprisonment

Astral Imprisonment now deals damage in an area. Also allows allies to move at 0% movement speed during Astral Imprisonment (they are visible, but untargettable and can't perform any other actions).

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

48%

Win rate in recent matches

Performance

100%

KDA ratio (kills + assists / deaths)

Laning

42%

Last hits per minute over full game

Farm

64%

Average gold per minute

Fighting

37%

Average kills + assists per match

Experience

79%

Average XP per minute

Strategy

When to Pick Outworld Devourer?

People forgot about OD—and that is genuinely their loss. The current patch gave him something he has never had before in quite this form: Objurgation, a brand new basic ability that increases his maximum mana AND gives him an active all-damage barrier equal to a flat amount plus 12% of his maximum mana on demand. Let that sink in for a second. OD already builds nothing but intelligence items. Every intelligence item increases his max mana.

Every point of max mana now directly translates into more barrier from Objurgation AND more damage from Arcane Orb simultaneously. The items that make him kill people faster also make him harder to kill. He is one of the very few heroes in the game where offense and defense are literally the same stat, and the addition of objurgation as a dedicated active survivability tool makes him significantly harder to burst down in the mid lane than he was even two patches ago.

Meanwhile, the Essence Flux mana restore that regenerates his mana on spell cast is now his innate ability, which means every ability he casts has a chance to restore a chunk of his enormous mana pool automatically, keeping Arcane Orb fed continuously throughout the entire game without ever requiring a fountain trip.

He is disgusting in lineups with intelligence-dependent mids who build large mana pools—Leshrac sitting on a Bloodstone is a walking Sanity's Eclipse bomb; Invoker's enormous intelligence pool means every Arcane Orb hit deals catastrophic pure damage; Queen of Pain's moderate intelligence still makes her take significantly more Orb damage than most physical carries—and any hero who needs mana to function is simultaneously a hero whose death timer gets worse every time OD right-clicks them.

He thrives specifically against the current meta's tendency to build high-mana items—Bloodstone on Leshrac and QoP gives OD targets with enormous mana differentials that make Sanity's Eclipse deal obscene damage in teamfights.

He pairs beautifully with heroes that can keep targets from escaping Astral Imprisonment's explosion range—Tidehunter, Enigma, and Bane—because an imprisoned hero who returns and gets immediately burst by a follow-up team lockdown cannot use BKB or escape before OD's Arcane Orb drains their mana pool to zero.

Avoid picking him into lineups that go out of their way to buy low-mana or high-mana-resistance items specifically to counter him—Anti-Mage drains his mana pool AND the mana burn makes Arcane Orb deal less damage since it scales with remaining mana, and Nyx Assassin's Mana Burn innate plus Vendetta backstab is one of the most punishing anti-OD patterns available.

Also feels genuinely terrible about physical damage heavy lineups that do not care about his Sanity's Eclipse at all—a lineup with three strength heroes who have minimal mana pools means Sanity's Eclipse deals zero damage, Arcane Orb loses half its value, and OD is just a ranged hero with a stun and a lot of intelligence items standing in the mid lane waiting for a fight that never plays to his strengths.

Tips & common mistakes

  • Objurgation's barrier scales with your maximum mana—which means the timing to activate it is NOT when you are already at 10% HP and the burst combo has already landed. Activate it proactively the moment you identify an initiation coming, before the damage hits, so the full mana-scaled barrier absorbs the burst. Most pub OD players use Objurgation reactively and lose half its value because the barrier absorbs only the remaining burst after they have already taken the first hit or two.
  • Arcane Orb damage scales with your CURRENT mana pool—which means the correct attack order when bursting a target is Astral Imprisonment first to buy time, then use Essence Flux's mana restore proc to top off your mana, THEN attack the released target with Arcane Orb at maximum mana. An OD who throws Arcane Orbs while sitting at 40% mana is dealing dramatically less pure damage than one who waits until Essence Flux has returned him to near-full mana between casts.
  • Astral Imprisonment can be cast on ALLIED heroes as a save tool—and most pub OD players never use this defensively. If your carry is about to die from a burst combo, Astral Imprisonment on them removes them from the fight entirely for its duration, which is an emergency save that also delays the Sanity's Eclipse explosion damage until a moment you choose. The offensive Astral on enemies and the defensive Astral on allies are both legitimate and situationally correct uses of the same cooldown.
  • Sanity's Eclipse deals damage based on the DIFFERENCE between OD's intelligence and the target's intelligence—which means it deals zero or near-zero damage to heroes with intelligence totals close to or exceeding OD's own. Do not use Sanity's Eclipse on strength heroes with minimal intelligence — save it specifically for the intelligence-dependent heroes in the enemy lineup where the mana differential makes the damage genuinely threatening. Using Sanity's Eclipse on a Lifestealer is a waste. Using it on a Leshrac with full Bloodstone is a death sentence.
  • Essence Flux is now your innate ability, which means every ability cast has a chance to restore mana, including Astral Imprisonment, Arcane Orb manual casts, and Objurgation. Track whether you have procced Essence Flux recently before committing to extended Arcane Orb bursts because the pseudo-random distribution means you can expect a proc roughly every few casts at max level, and using that proc window to cast your most expensive abilities saves significant mana over the course of a fight.
  • OD has below-average movement speed and no mobility ability—positioning before fights is mandatory. Always identify where the enemy initiators are before walking forward for Sanity's Eclipse, and never stand at the edge of a Blink Dagger initiation range without the Objurgation barrier ready. A caught OD with no barrier available and no Blink Dagger dies instantly to any stun-into-burst combination regardless of how much intelligence he has built.
  • Meteor Hammer is specifically enabled by Astral Imprisonment—Imprison a target, channel Meteor Hammer during the duration, and the Meteor lands precisely when the target returns and is stunned. This two-ability kill setup at level seven or eight is one of the most reliable early game burst patterns available on OD, and most players who pick him in average MMR never develop the habit. The mana cost is manageable with Essence Flux restoring it, and the tower damage from Meteor Hammer also makes it a pushing tool during downtime.

Summary

People forgot about OD—and the current patch gave him Objurgation, a brand new active mana-scaling barrier that stacks his offensive intelligence itemization directly with his survivability for the first time in any meaningful way. The Essence Flux innate keeps his mana pool fed automatically. The Arcane Orb's pure damage against the current meta's high-mana intelligence heroes hits harder than any other mid's right-click.

Sanity's Eclipse into a Leshrac who built Bloodstone is one of the most one-sided teamfight moments available to any mid hero in Dota 2 right now. He is strong, he is annoying, and the enemy team is not drafting around him because everyone is focused on banning Leshrac and Ember and Invoker and completely overlooking the hero who destroys all of them the moment they build the items they need to be effective.

Build intelligence, activate objurgation before the burst lands, imprison the right target, and remind the people who forgot about OD exactly why they used to be terrified of this hero.

Starting Items

branchesmantlecirclettangofaerie_firemagic_stick

Early Game

null_talismanbootspower_treadsblitz_knucklesoblivion_staffchainmail

Core

witch_bladedragon_lanceforce_staffhurricane_pikekayayasha

Late Game

devastatorultimate_sceptersheepstickblack_king_barrefresherultimate_scepter_2
Whisper of the DreadGrove BowEssence RingEnchanted QuiverTumbler's ToySearing Signet

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