Alchemist
(Razzil Darkbrew)
The sacred science of Chymistry was a Darkbrew family tradition, but no Darkbrew had ever shown the kind of creativity, ambition, and recklessness of young Razzil. However, when adulthood came calling he pushed aside the family trade to try his hand at manufacturing gold through Alchemy. In an act of audacity befitting his reputation, Razzil announced he would transmute an entire mountain into gold. Following two decades of research and spending and preparation, he failed spectacularly, quickly finding himself imprisoned for the widespread destruction his experiment wrought. Yet Razzil was never one to take a setback lightly, and sought escape to continue his research. When his new cellmate turned out to be a fierce ogre, he found just the opportunity he needed. After convincing the ogre not to eat him, Razzil set about carefully concocting a tincture for it to drink, made from the molds and mosses growing in the prison stone work. In a week’s time, it seemed ready. When the ogre drank the potion, it flew into an unstoppable berserker rage, destroying the cell bars and exploding through walls and guards alike. They soon found themselves lost somewhere in the forest surrounding the city with a trail of wreckage in their wake and no signs of pursuit. In the tonic’s afterglow, the ogre seemed serene, happy, and even eager. Resolving to work together, the pair set off to collect the materials needed to attempt Razzil’s alchemical transmutation once more.
INTRODUCTION
So,
Alchemist, even in the current meta where he has the 2nd lowest win rate (40%) is still my favourite hero. To jump into it, why am I writing this guide?
Firstly
-I think his loss rate is unfairly low due to everyone going "yea, alch gets 400g off first bounty rune and can buy people Aghanims Sceptre, I'm going to pick him" (ie they don't actually know how to play him, but pick him anyway). This is obviously not the best of thing to do. I hope that most/all of the people reading this do a bit of reading about a hero before playing them, at least before playing ranked! Hopefully, this guide will help those who are wanting to start playing alch as a first position, and maybe even those who already do will learn something.
Secondly
, and just as important, is that people don't know when to pick him/don't have a team who knows how to play with an alch. This point I will discuss in depth later in the guide.
And lastly,
I want to provide suggestions of when to go certain items. Alch, as with most heroes, item order/final items should be determined by how the game is going and the composition of the teams. I can only assume people who automatically go for Hand of Midas and Shadow Blade despite the other team having great late game or your own team having invis heroes, respectively, are not playing to the game conditions! Another reason for his low win rate.
This guide is for building alch as a first position safe lane carry.
Why? Because when you play him with the right team (again, I get into this more later) I play him as a snowball hero. You want to farm quickly and hopefully come online in a decent way at 20 mins, which is earlier than a lot of other heroes. It's still important, and best, to continue farming after this, but you can kill heroes quickly at this point and contribute to the team. For your information, Alchemist is one of the highest GPM among the flash farmers (Such as
Shadow Fiend,
Storm Spirit,
Naga Siren).
PRO & CONS
Pros:
+really fun, unique hero to play
+Fast farmer-VERY fast
+Large +very good AOE spell
+Great stun
+very strong mid game potential: can snowball easily.
+gets more out of plus attack speed items then any other hero (important point)
Cons:
-Horrible stat gain
-Terrible armour (important for who is good against alch)
-Heavily dependant on ult (it is **** when it is on cd and a big fight happens)-> as a side not, always think about this when aegis drops! Most of the time even a farmed alch will just die if he has already used ult so normally best to give to someone who will be more productive when coming back alive.)
-Can stun yourself (hey, its part of what makes alch fun right?)
-Very item dependant- An alch without items is a liability to the team.
-Very dependant on ult- for 20 secs you are not nearly as useful
LANING STAGE
As said in the introduction this guide is for playing alch as the safe lane carry. In saying that when the enemy has an uber strong offlane and a weak safelane consider asking someone from the offlane to swap with you. Don't stress too much if you're having a bad early game as as soon as you get Maelstrom your farming speed increases a lot and, hopefully, if they are focussing on shutting you down this means that your cores are getting a lot of farm and will create space for you to farm in mid game. I had a game like this last week and we ended up winning.
Laning is pretty simple: go safe lane with a support.
->The big thing here is that you don't want to be aggressive. You want your support to keep the enemies off you and for you just to focus on getting the last hits. I often get annoyed when my support rages at me because they think you should go in and be aggressive. Why not do this? multiple reasons.
Firstly
as said you want to farm. If you try and kill a hero and don't get it chances are you are missing creeps, and therefore gold.
Secondly
lets say you do get the enemy hero, and hopefully you've even been the one to get the kill. Chances are you've taken a reasonable amount of damage and used quite a bit of mana. This will affect your laning as when the enemy comes back they will try and kill you. You will have to spend money on consumables, and time spent away from the creeps.
Thirdly
with the recommended skill build you will only have 1 level on acid and 1 on stun. This means that unless your support has a stun or can dish out heavy damage quickly you really aren't likely to get a kill. So why bother (going back to the first point and second point) decreasing your farm and having your laning ability compromised.
Important disclaimer:
USE YOUR DISCRETION!!!
If you can get a kill, DO SO!!! The point here is that you must use your head and not just go "o yea, the support wants to go, sure!" You're playing your hero, not them! You won't have level 2 stun until level 8, so chances are you won't be getting a lot of kills/any before this. If your support is amazing or you are having ganks from your team hopefully you will manage to get a few which is icing on the cake.
Carry a TP, and when you have your Maelstrom if the lane is pushed go jungle until its back to your tower. If you can you want to try stack a couple of neutral camps early, or even better politely ask your support to. Try and have your bonus gold at 36g/creep when you take out the stack as then if its say 10 creep you get not only however much gold you get but also 360g, which at 10 mins is a very nice bonus. The small camp is good to do this in as even with acid and maelstrom it is difficult to take out large camps stacked early.
Note:you don't particularly want to be stacking in the first few minutes as you won't be taking it for a while and if the enemy gets them this is counter productive. Start stacking when you are going to have Maelstrom in a few minutes.
Once you have Phase Boots and Maelstrom, preferably by 10 minutes, you are able to jungle efficiently. At this point I attack the lane creeps (rather than only last hitting, but still ensuring I get the last hit) so that my farming speed increases and then when the lane is pushed I jungle until it is back to the tower. This maximizes your GPM.
Just 4 final point on how to maximize jungling:
-Alch is great for stacking camps as you can attack 1 camp, and then quickly use acid on another. This will maximize your farm and is something most other jingling heroes can't do.
-When attacking the troll camp you want to kill the small ones first as then the large one will summon skeletons. While everyone else only gets about 8g each from these skeletons you hopefully will get 36g each.
-Really do try and maximize how fast you take out a camp. What I mean here is you want to take out the large creep and let maelstroms lightning largely kill the smaller ones. This is especially so for golems as after killing one when you move onto the other large golem your lightning will kill the smaller 2 just produced. Again, you get a significant amount more gold from small creeps than other junglers.
-And, lastly, use Mjolnirs active to help you farm. It increases your lightning damage a lot and so your farming speed. This is especially useful against stacked camps. Also, use this active when you go back into lane and take out the large waves. ALWAYS TRY AND MAXIMIZE YOUR FARMING!
An example of why snowball alchemist is so crazy. Important point here is that its the supports who have done all the work by stacking for alchemist. Talk to your supports, get them to stack for you. If you can take out a couple of early quad stacks you will make a large impact very early.
ITEM BUILDS AND REJECTED ITEMS
As previously mentioned this is one of the large motivating factors for writing this guide. Alchemist should be played depending on the team compositions as well as change during the game depending on how it is going. In saying that I have certain items I try and reach before 20 mins as I find having a target to work towards help me play and creates a more objective measurement of how the game is going rather than simply "its going good" or "its going bad". Although not central to alch I would suggest trying the same thing on any hero you play a lot as then you can make those goals harder to reach as you get better. This section won't so much have a strict build (at least after 20 mins it won't) but rather explain when to and just as importantly not to get certain items
Hand of Midas
One of those controversial items, especially on someone who has so much gold already.
-I recommend only getting this if you will finish it by 6 minutes at the latest. I optimally try and have it at 4 minutes which if your lane isn't hard and you got the first bounty (mmm 400g) isn't hard to do. I love when the enemy has a solo offlane and I have a strong support as this becomes easy to do and it sky rockets your GPM and also levels. If you didn't get the first bounty you probably don't want to be going for this unless you are basically free farming.
-When NOT to get this? I see alchs all the time getting this at 8+ mins which is too late I think. Rather get your boots which increase your survivability and ability to kill and be working towards Maelstrom
Probably my preferred item to go after Mjolnier and
Boots of Travel as with these items you can solo kill most heroes if you can catch them away from their allies. Especially good if the enemy has 1 particular hero you need to be shutting down,(especially early BKB builders) but is just really helpful for guaranteeing kills eg any hero pushing the safe lane by themselves (or just in the lane actually) you can pop outta the jungle and kill them without them having much chance of getting away. If my team is going strong/I don't need
BKB yet I just prefer to buy it while moneys not an option. When the enemy carry/s come online in a big way it is hard to farm that 3.8K in one go so yea, generally just get it if I can. In saying this, please, if you need it/am going to need in soon, get
BKB first. (final 6).
Satanic
I really like this item on alch as you gives you massive lifesteal which vastly increases your survivability. If you want to go toe-to-toe with another farmed carry you really need this otherwise your health will just disappear. Goes really well with BKB as you pop both BKB and Satanic and the enemy will have real problems taking you down and you will be doing large amounts of damage. As far as orb effects go this is the best one for alch (final 6)
->yes, Mjolnir is an orb effect. When your lightning PROCs you won't lifesteal on that attack
Heart of tarasque
Gives you a hell of a lot more HP, and some damage. I don't normally get this on alch as you don't need the regen but more because I prefer satanic and generally you don't need both. When to get this?
->A good example from a game I played yesterday: The enemy Lina went straight for [{Aghanims Sceptre]] and and they also had a Juggernaut. When she got her aghs I had my BKB already but only about 1500 health. This meant that Lina could just chuck her ult at me and do almost 700 damage through my BKB (she only had lvl 2 ult) leaving me just over half health. Further, Juggernaut could just omnislash me and probably just that alone would kill me if I took all the hits. I didn't like the thought of this so I got a heart so that my HP would increase massively. Why not satanic, seeing as it gives HP also? It doesn't give enough, and having lifesteal isn't going to matter if you don't get to actually attack anyone.
-Just to give another example if someone casts a disable through your BKB you need to live through that spell before you can do anything, and heart is good for this.
-Definitely not a bad item for alch, and if you're having trouble surviving big ults this is probably the item you want to go
Assault Cuirass
I don't get this one as much as a lot of other alch players who seem to have it as part of their core alch build. I find this more of a situational build/after I consume a Nightshard. If the enemy has big physical ults such as omni-slash Death Ward or Exorcism I will get this early, perhaps even before a BKB. Alch has terrible armor and so really needs an AC against such spells. It ends up in my final 6 a reasonable amount just to give me a bit more protection from enemy carries right click damage such as Phantom Assassin Troll Warlord Wraith King etc. If the enemy doesn't have big physical ults or their position 1 is more magic oriented I wouldn't bother getting this.
Radiance
Geese, what a greedy alchy this makes.
Hope your team is able to cope! The only reason I get this occasionally is if the enemy has 3+ heroes who are will get/have blink. A couple of days ago I played a game where the enemy had a Crystal Maiden [{Earth Shaker]] and
Shadow Fiend so I decided to build a Radiance. When did I get it? After my Maelstrom, I think I ended up finishing it just at 20 minutes. Why so early? If you're going to build a rad you may as well build it early and utilize the increase in farming speed it provides. It took me all of a couple minutes to finish my Mjolnir after I got this. Its a great item, especially now that it has a miss chance associated with it, but unless the enemy have blinkers its just not worth it as it is difficult to save 3.8K early and your team will have to work all the harder. Especially good against Templar Assassin as its ticks get [{Refraction]] and also stops her blinking. Don't be that guy who farms a rad thinking this makes you a hero killer and run out of jungle and die.
Orchid Malevolence
I know, seems like a really weird item for Alch. The good thing about it is that it give you a decent amount of AS, +damage, mana regen so you can cast your spells however much you want and a good active. You would consider getting this item when the enemy is packed full of heroes who are dependant on spells for kills or getting away. This include Juggernaut Queen of PainPriestess of the moon Storm Spirit Faceless Void etc etc. Its actually really effective for this! The problem is that it doesn't maximize your farm speed as much as other items and you need to make it early for it to be effective as otherwise people will have Manta, BKB, or Euls.
Silver Edge
I've never actually gotten this item for alch as I play him as a farmer and this doesn't do much in that area. In saying that Silver Edge is a whole heap better than the Shadow Blade everyone seemed to get alch as it provides more strength and the backstab also causes a damage reduction which is wicked. You generally get this as your first item but without maelstrom your farming speed wont be as high as it should. You farm fast after maelstrom though so you could go this as a 2nd item rather. Also, there's the fact that people can buy dust and sents and set you up for an easy death. With SB now being upgradeable though it is a much better item.
Daedalus
Obviously goes well with your AS and you normally end up with pretty good damage too so critz are nice. I used to not get it simply because in your final 6 items there are other things you need more but after consuming a Nightshard so that your AS is high this woulb be like icing on the cake. Definitely should be considered as possible 7th item rather than 6th I think.
Moonshard
More of a luxury item, usually after you are 6 slotted. It gives you a massive AS boost but if you need generally need other items items before this ie-Mjolnir and Abyssal Blade so you have something to PROC, Satanic for tankness + survivability,
BKB so you don't just get disabled and killed, and generally your last slot is needed for
AC,
MKB, or
HoT. Not that you can't get it as your final 6th as you've got some nice PROC effects and a reasonable amount of tankness already.
REJECTED ITEMS
Solar Crest when playing position 1 and wanting to farm this isn't the best item. In other instances it may be good, but not for this alch.
Mask of Madness
This used to be my favourite first item when alch got extra HP from his ult. Now you are too squishy and nukes can kill you easily if you have a MoM activated. For a melee squishy hero it just make you too vulnerable now.
Battle Fury
I've tested this and with the increased time it take to make this over
Maelstrom its not worth it.
Maelstrom is the farming item of choice for alch due to his high chance of PROCing lightning. You will be able to take out stacks earlier with maelstrom meaning that your can get other items faster than if you waited to get BF. Further, Maelstrom upgrades to an item,
mjolnir, which is simply amazing on alch and, as mentioned, the active is incredible for taking out stacks.
-> In the PR vs alliance game recently PR went for a BF. So why on earth am I telling you to not build BF? I'm assuming people reading this guide aren't in teams which were in qualifiers for TI15. In that game the alch had not only a BF but also phase boots by 10 minutes (even with a death). Since this game most of the alchs I have seen have been building BF instead of maelstrom, but they only finish their BF at 16+ minutes and only have boots of speed. There's obviously a difference between the general player and professionals so please don't try and emulate them. Go for maelstrom by 10 mins and your farm speed will be huge and you can build this into a mjolnir which is great on alch. You do not need a Midas, BF, and Mjolnir as I see some alchs trying to do.
->Personally even if I can get BF really early I'd rather spend the extra 1125g for a Mjolnir and get a whisker under half the damage but also +80% AS (which is what alch wants), an awesome passive and active (very strong in early game). The mana and HP regen isn't an important factor for alch although obviously it does help a little.
Vanguard
This guide isn't for a position 1 alch. It doesn't increase your farm at all so don't get it.
Armlet of Mordiggian
Armlet is good on alch if you aren't first position. However, the point of Armlet is that it be gotten early and yet it doesn't increase your farm speed. With the damage you take from armlet and the creeps you won't be able to take out as many camps which is what you want to maximize.
Heavens Halberd
Again, a good strength hero item but not for a farmer. It doesn't increase your farm speed at all compared to the other items listed so when your wanting to farm its not productive.
Just a quick mention, I aim to be 6 slotted, preferably with level 2 BoTs, by 40-45 mins. Everything after this is like Icing on the cake; If you haven't already (chances are you won't have if your 6 slotted at 40 mins) buy people aghs and also yourself a Nightshard. Usually by 50 mins I end up being fully 6 slotted with a consumed nightshard and have either bought a aghs or be very near to one. Since I have started playing alch as a hardcore first position hero I haven't had games go for an hour as you are able to end by 50ish minutes, usually getting a rax quite a bit earlier. Don't over-extend, just get the rax and fall back. You have a huge advantage at this point which shouldn't be thrown away!
-> Just had a game that went 55 minutes. I ended up with level 2 Boots of Travel Satanic Monkey King Bar(the had a troll and riki) Abyssal BladeMjolnir Black King Bar A consumed Nightshard and had given away 2 Aghanims Sceptre and finished the game with 5K (I could have bought another sceptre). Effectively, I was 10 slotted at 55 minutes and this is the sort of game you want.
-Also, My highest GPM game was with alch at 1137. I was fully 6 slotted at 30 minutes with my final score being 9-0-9. I've only had 3 games with over 1000GPM but they have all been with alch and all since the last patch. I have quite a lot of 900GPM games with him.
ALCHEMIST AGHANIM'S SCEPTER
Wouldn't be much of a guide if I didn't talk about this!! Its definitely an AMAZING change to alch, but I think due to this change people are playing alch more and not understanding the hero. Just because you can buy aghs for people now doesn't mean alch must now be played more as a support, or that you even have to buy people aghs until you yourself are fully 6 slotted!!!
-I generally don't buy this for anyone else until I am 4 slotted and have a Skull Basher (IE, I have 1 more slot and need to finish abyssal). Even at this point I may well finish my abyssal or get my 6th slot full. Your farm is more important and once you have this many slots you will be the target in team fights. Because of this its important you can either survive or kill a few heroes/the enemy carry before you do. If YOU don't have items than you aren't going to be able to do this and
ALLLLL
that farming you've done is for nothing as you will just die. DON'T FEEL LIKE YOU HAVE TO BUY THIS AT ANY POINT BEFORE YOU ARE 6 SLOTTED OR VERY CLOSE TO!
->When do I buy it earlier? This is equally as important as telling you to focus on yourself.
-When you have awesome ults on your team that benefit from it. Obvious inclusions here are Lina ZeusWarlock Witch DoctorOmni Knight Sand KingEarth Shaker etc. Note, this can actually be particularly important if your team is losing earlier and the enemy is trying to take a T3. If you already aren't dying and are being effective bulking up someone else's ult may actually be better. Its really hard to push into a big AOE around 30 minutes. I know what you're thinking, "but you said only pick alch when you will be doing good mid game, why would you be struggling?" It's as simple as people fail in DotA all the time. If your mid or offlaner did **** in their lanes they won't be contributing much and your team will be in trouble. Do what's best for the team: if buying someone else and aghs will contribute more than you getting another item, do so.
-The same holds true for when the enemy is carry heavy and your team has been owning them. Don't muck around, you want to end the game or at least get a rax and not even chance them coming back (especially important when your team has lots of streaks going-if the enemy carry gets a double kill on you guys it can give them enough money to come online in a big way). In such situations you may again want to buy someone an aghs. The heroes mentioned previously can help get a rax a lot easier with an aghs at 25 minutes than an alch having another item. If you have your Mjolnir Skull Basher and an Ogre Club just after 20 minutes and your team is doing really well before your even online seriously consider getting an aghs to improve a big hitting ult. If they are managing to own as 4 then chances are with you having a lot of farm (compared to the enemy carries who have been put down by your team) and a big ult with an aghs you will be able to take a T3 and maybe even a rax. Biggest thing here is not to over extend. If they fort and use their ults and the fight isn't going as well as you'd like fall back, heal up, and go again. As said, the last thing you want to be doing is giving away kills.
So, all in all use your discretion. Remember it is a team game and that in some situations it is best for the team to buy someone an aghs while at other points its not. The simplest way to think about it is if your already effective in team fights it may be best to buff up an ally than to buy yourself items.
O, and lastly, as mentioned previously alch is a liability to the team with no farm. This is why I don't like alch being played as a support aghs giver. If you are support you aren't going to have items and so your farm speed will be slow, meaning it will take a long time to farm an aghs. Then when you give your hard earned aghs away you will have nothing and, as said, be a liability. Alch is item dependant and so if you have no items you aren't going to be doing a lot at all, your farming is slow, and you will be a bloody easy kill. Even if you aren't position 1 you should really be position 2 or 3 as this will allow you to get enough farm that you have enough of your own items to have an impact wile still being able to buy aghs.