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Dragon Lance

Dragon Lance

1,900 Gold

Stats

+ 15 Agility
+ 10 Strength
+ 130 Attack Range (Ranged Only)

Strategy

Why Buy Dragon Lance?

Dragon Lance solves a problem that most ranged carries ignore until it is already costing them fights: the gap between where you are standing and where you need to be to safely deal damage. Every ranged hero in this game has a positioning sweet spot—far enough from the fight to avoid disables and burst, close enough to actually hit things. Dragon Lance shifts that entire sweet spot backward by 130 units. That does not sound dramatic until you realize that most melee gap-closers—Blink Dagger, Phase Boots, and a single Storm Hammer—cover somewhere between 200 and 400 units. Dragon Lance does not make you unkillable, but it means the enemy has to close 130 extra units to be in your face, and in a game where half a second of extra freedom before a stun lands can be the difference between getting off three attacks or zero, that matters enormously.

The second reason is raw efficiency. 1900 gold for +15 strength and +15 agility is genuinely one of the best stat-per-gold ratios in the game at that price point. On a strength-primary hero like Huskar or Dragon Knight, +15 strength means 285 extra HP and improved base damage. On an agility carry, +15 agility is attack speed, armor, and primary attribute damage all bundled together. And then on top of all that, ranged heroes get the 130 range bonus for free. You are not paying a premium for the range — the stats alone justify the cost, and the range is the actual reason you buy it.

One important nerf to know for 7.41b: Valve just trimmed the attack range bonus from 140 down to 130 in patch 7.41. The item is not broken, but it is slightly less oppressive than it was during the 7.39 era. The stat package is untouched—this is purely a range nerf, which makes the item a fraction less dominant on heroes like Sniper who were stacking range to absurd levels. For everyone else, the difference is barely noticeable.

When to Buy Dragon Lance?

First or second item after boots on most ranged carries and certain offlaners. The cost is low enough — 1900 gold — that you can realistically complete it between 8 and 13 minutes depending on your lane. This is the item's defining strength: it comes online during the phase of the game where positioning is most punishing and your hero is most vulnerable to getting dove or zoned.

The draft tells you exactly when it is mandatory. If the enemy has one or two gap-closing heroes—Spirit Breaker, Batrider, Storm Spirit, Clockwerk, or any hero that wants to get into your face and chain you down—Dragon Lance is not a luxury. It is the cheapest way to make their job harder before you have the gold for anything more significant. Against those lineups, you build it first and you build it fast.

The situations where you skip it are narrow. If you are a melee carry, do not buy it—the range bonus does not apply to you, and you are paying 1900 gold for stats you could get more efficiently elsewhere. If you are a ranged hero whose game plan does not involve staying at range—a Lifestealer who presses Rage and walks into the fight, or a carry who is building toward Radiance and needs farming items first—Dragon Lance is a detour. And if your item path goes directly into Monkey King Bar, know that the attack range bonuses from MKB and Dragon Lance do not stack. You are getting the stats from both, but only one range bonus applies. In that specific build, Dragon Lance is a stat stick and nothing more, so make sure the stats still justify the slot.

Tips & common mistakes

  • The attack range bonus ONLY applies to ranged heroes. If you are a strength hero playing offlane who picked this up for the stat package—Dragon Knight, Tidehunter, Axe—you received zero range benefit. You paid 1900 gold for +15 strength and +15 agility with no Dragon's Reach bonus whatsoever. Sometimes that trade is still fine, but you need to know what you are actually buying.
  • · Dragon Lance cannot be disassembled since patch 7.36. This catches people off-guard who plan to reclaim the Ogre Axe or the Band of Elvenskin components for another item mid-game. Once it is built, it is built. Plan your item path before you complete it—specifically if you were thinking of recycling the parts into Sange and Yasha or Echo Sabre later.
  • · The range bonus does NOT stack with Monkey King Bar's range bonus. If you buy both, you get the higher of the two values, not the combined total. Buying Dragon Lance into MKB is fine — the stats from both items are still worth it — but do not buy Dragon Lance specifically for the range if MKB is your next purchase. You are not getting 130 + 100 units. You are getting whichever single value is larger.
  • · Dragon Lance upgrades into Hurricane Pike, and Hurricane Pike is one of the strongest utility items in the game on the right hero — it gives you an active force staff that works on both yourself and enemies. If your game is going well and you want Hurricane Pike anyway, build Dragon Lance first and upgrade it. But if the game is clearly going late and Hurricane Pike is not in your plan, Dragon Lance stays a mid-game stat item that you will eventually sell. Know which path you are on before you commit.
  • · The 130-range bonus changes which creeps you can safely last-hit and which enemy heroes can poke you without you being able to retaliate. Use it offensively in lane, not just defensively in fights. A ranged carry with a Dragon Lance can last-hit and deny from positions that a melee offlane simply cannot reach, which translates directly into lane dominance in the 10–20 minute window.

Summary

Dragon Lance is 1900 gold that tells every gap closer in the enemy lineup that their job just got 130 units harder, while simultaneously giving you a stat package that punches well above its price for the entire early-to-mid game. Build it first on ranged carries against aggressive lineups, know whether you are upgrading it to Hurricane Pike or selling it later, and never waste the slot on a melee hero expecting the range to show up.

Lore

The forward charge of the wyvern host grants no quarter.