How This Carry Defined the Golden Era of Dota

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for most Heroes their primary attribute is an incidental consideration sometimes it's little more than flavor for Drought Ranger agility is the current that breathes life into her empowered by it she crashes through the map hunting for her next Target or is she running hiding from other predators draw Ranger Echoes through DOTA history as the namesake for an entire play Star but this poses an important question we draw Ranger and drowse strats actually any good today we will delve into DOTA history and deconstruct her story and performance at the most important Dota 2 events the International Tournament Series so how good was track sex the drown Ranger stories of DOTA video takes hundreds of hours to produce because of this our channel is only possible through the help of generous sponsors the story of drow Ranger is sponsored by the popular mobile game raid Shadow Legends raid Shadow Legends is reminiscent of the old school style of turn-based RPGs you have a team of Champions that you use to take on missions each of them has unique abilities that you need to use intelligently to fight free rounds of increasingly difficult enemies the trick here is managing your resources and cooldowns smartly to ensure that you don't get overwhelmed in the last wave you see me lose a mission here and my mistake was that I used all of my abilities right away and then ran out of options when I needed them I tried the mission again and this time I played more patiently and strategized better around my Heavy Hitters and I managed to win without needing any upgrades to my units as raid is an RPG I could also have gone and tried to get a new piece of equipment or some additional levels on my units instead you've got a variety of options on how you want to approach the game raid Shadow Legends is a good game to play on a day by day basis planning and experiencing the long-term development of your team can be quite fun and rewarding there are also frequent updates like the recent edition of the Hydra Clash Clan based competition if you want to try out raid Shadow Legends you can do so by clicking on the link in the description or scanning the QR code on the screen if you do so you also get some bonuses like the Epic Champion Knight errand that will help you get started nice and quickly please do actually check them out without sponsors like raid channels like ours wouldn't be possible thank you very much to raid Shadow Legends for sponsoring this video and now let's get started draw Ranger was added into Dota 2 during the closed beta period before the first International she was arranged agility hero at the time of her implementation her attributes were horrible across the board among the lowest in the entire game the most noteworthy thing about her was her unusually high attack range of 625. she also had a weirdly High night vision range all of her abilities were very simple her first ability was Frost arrows Frost arrows allowed her to apply a slowing effect to her attacks which caused a small bit of Mana when ever used this had no cooldown and wasn't really a spell but instead a modifier of her attacks and could only be applied when draw Ranger attacked the target there were a lot of spells and items that had similar effects and they were usually grouped into a class called unique attack modifiers I think we already understand why they were called attack modifiers but they were unique because only one of them could be used at a time this meant that draw Ranger couldn't use Frost arrows at the same time that she was using a different unique attack modifier unfortunately there were a lot of powerful items that we are also classified as unique attack modifiers among those were light steel eye of Scotty desolator and Mana break if draw Ranger wanted to use any of those items she had to make concessions specifically she had to use Frost Tails only at carefully considered moments as otherwise Frost arrows would override the other unique attack modifier she was using this immediately limited her scope of item builds severely however Frost there was hard another unique property that gave them significant value to use Frost arrows draw Ranger could either right-click the ability to make it apply to all of her attacks automatically or she could manually cast the ability by clicking q and then on an enemy hero which would then cause her to attack her Target the difference between the two methods was that the first counted us attacking while the second as casting a spell this was relevant for creeps and Towers which would aggro to attack nearby opposing Heroes that attacked one of their Allied Heroes but they would not do the same to opponents that cast a spell on one of their allies if draw Ranger attacked an opposing hero using the manual method of casting Frost arrows it will count as a spell and not an attack and as such it would never pull creep aggro which allowed her complete freedom to harass her opponents this strategy was also commonly called orb walking unfortunately due to her horrendous stats specifically her incredibly low intelligence she would quickly run out of Mana when using Frost arrows minimizing her opportunities to actually use the Ability her second ability was silence silence applied a silence in a small AOE silencing any Target hit by silence for a few seconds her third ability was Precision Aura Precision Aura provided all Allied ranged units in a 900 radius around draw Ranger with a percentage increase to their attack damage this bonus was calculated using base damage which is only the damage provided by starting damage and primary attributes a simple way of figuring out what is base damage and what isn't is to check the white and green number on a DOTA Hero's damage white is base damage and green is bonus damage only base damage was modified by Precision Aura as you might already have guessed draw Ranger's base damage in the early game was quite low so Precision Aura offered very little damage finally draw Ranger's ultimate was Marksmanship Marksmanship gave trial passive bonus agility that's it that's the whole ultimate keep in mind that draw Ranger had terrible agility gain and starting agility which meant that all Marksmanship was doing was making up for her lackluster natural attributes if we compare her to a similar Hero at the time clings we can see that clings had the same starting agility and a 3.0 agility gain compared to drown Rangers 1.9 this meant that if we account for drow Rangers missing natural agility Marksmanship effectively gave less than 10 agility per ability level which simply wasn't good during the time of her first implementation drow Ranger was a relic of the past most of her abilities were literally copy pasted from Warcraft 3 Heroes Frost arrows came from Naga sevich silenced from Dark Ranger and precision Aura from Priestess of the Moon Marksmanship was your only original ability and in my opinion calling it original is quite generous at the first International drow Ranger was only played twice to explain why I could give you a big long analysis of what the meta was like in 2011 and how draw Ranger didn't fit into it and while that would be accurate It ultimately wasn't the main problem that was the draw Ranger was just terrible in both her games she took on the role of a position 1 safe Lane carry a long range coupled with orb booking made her a reasonable laner that could apply a decent amount of pressure by herself particularly as she hit Level 6 her attack damage jumped up a good bit and gave her a brief window of complete control over the lane this allowed her training supports to play more actively around the map since she didn't need as much help however as soon as the Early Learning stage was over the cracks started to show since draw Rangers only slow needed to be applied through an attack she couldn't use it defensively which meant she had no good way of Defending herself from ganks while she could use asanas to delay attackers from casting their spells casting the ability required her to stand still giving her opponents more time to get close to her and as soon as somebody managed to close the distance she was as good as Dead Fast Heroes like Weaver darkseer and Night Stalker had no problems hunting her down that by itself wouldn't be too bad as to be a various Heroes that were weak defensively but brought enough power to the table to be worth picking anyway draw Ranger had two abilities fully dedicated to damage both Precision Aura and Marksmanship amounted to a simple damage boost and offered no additional utility this might make you expect that draw Ranger was one of those high risk High DPS Heroes unfortunately her numbers were too low and her abilities were too basic even when given the opportunity to land multiple attacks she couldn't do any damage combine that with the fact that she didn't have an inbuilt farming tool and no naturally good items as rosters pushed her away from unique attack modifiers and you can see why the hero was underwhelming and performed very poorly when she was picked she was paired with other ranged Heroes that could benefit from her damage boosting aura other Heroes like ventral spirit and Beastmaster also allowed for over stacking Synergy although draw Ranger's Aura was decidedly the worst of the bunch her most valuable asset was her long attack range which allowed her to find Opportunities other carries wouldn't be able to use but that by itself wasn't enough to justify picking her draw Ranger lost both games that she saw play in and honestly her team was playing 4 versus 5. it was a common joke at the time that she was a ranged creep that could buy items I find it hard to disagree with this assessment after the international one drow Ranger had her base agility increased by four and silence radius by 25. this obviously didn't address any of the issues the hero had and was a laughably minimal set of Buffs for a hero that needed a lot of help as a result she saw no play at the international too in the first patch after ti2 draw Ranger had all of her abilities significantly buffed then a month later Precision Aura and Marksmanship were reworked Marksmanship had its agility bonus adjusted and gained a new property that doubled the agility bonus when no enemy Heroes were in a 375 radius around drow Ranger 375 radius was quite big but due to draw Ranger's naturally long attack range keeping that kind of distance was possible when the bonus was active jar range against 40 agility at level 6 which was huge while she strictly speaking still didn't have a farming ability 40 agility might as well be one because of the sheer attack damage and attack speed it provided it's not worthy here that the Marksmanship bonus agility did not apply to Illusions which unfortunately limited her item choices as Manta star wasn't as good as it could have been Precision Aura also received an important rework it now provided a percentage of drow Rangers agility as bonus damage to all Allied ranged Heroes on the map this effect applied globally providing all Allied range tears with unconditional bonus damage which was incredibly powerful especially during the laning stage the first iteration of the new Precision Aura could also be toggled at no cost with no cooldown to affect all Allied creeps globally but this wasn't something she would want to do during the laning stage as it made controlling the lane difficult after that point it allowed drow Ranger to apply an unprecedented amount of global map pressure that most teams couldn't handle this toggle was quickly removed and replaced with an additional passive component that applied the aura to Allied range Creeps in a 900 radius after her reworks drow Ranger was quite powerful and so she immediately got nerfed her base armor was reduced by two making her vulnerable to physical attacks before she hit Level 6. additionally her Marksmanship was changed to no longer provide bonus agility at all when an enemy hero was nearby this meant that the previous armor reduction change really hurt since if an opponent managed to disable her ultimate she was frankly a free kill in an almost sadistic moment valve buff Precision auras damage by two percent and then sent draw Ranger into ti3 unlike before this time she at least had some theoretical Merit as Precision Aura was a unique ability that would have been worth considering if only the rest of the hero hadn't been a bad paper towel with anxiety issues as soon as an opponent got close to drow Ranger she was sent to the scrapyard and so she saw no play at the international free 6.79 buff Precision or rust damage it also replaced the 900 radius creep damage Aura with an active component that had a two minute cooldown and could be used to make the ability globally affect creeps for the next 30 seconds this was very powerful as it allowed dry Ranger to apply Global pushing pressure without needing to do anything other than click a button Precision Aura was a great ability now unfortunately draw Ranger also received some nurse Marksmanship had its attribute negation AOE increased to 400 and draw Ranger's night vision was reduced to the usual 800. a few months later silence was replaced with gust released a wave into the targeted Direction which pushed all opponents hit by it away from draw Ranger and applied a silence to them the knockback effect from gust was more powerful the closer any given opponent was to draw Ranger this finally offered her a way to defend herself while it wasn't the most powerful get off me tool at least it was a get off me tool drow Ranger really started with nothing so any Improvement will go a long way with these new tools dry Ranger finally saw some play at the international 2014. [Music] draw Ranger was used by one team and one player only cloud9's Eternal Envy they always constructed the entire draft around synergizing with drought Ranger as their position 1 carry this meant they always picked at least four ranged Heroes and specifically always Visage Visage had an ultimate that summoned two familiars that had flying movement rapid attack speed and could be controlled freely most importantly these summons were creep Heroes a unique classification that only applied to a very small selection of units this classification was crucial because it meant that as far as Precision Aura was concerned the familiars were treated as Heroes and since they were arranged they could unconditionally benefit from the bonus damage trial Ranger provided to her team Visage effectively acted as three Heroes as far as drow Ranger was concerned 4 after visit sport argonim scepter which allowed him to summon an additional familiar but the familiars were actually even better than justad as already mentioned they had flying movement and incredible attack speed this was usually balanced by their damage being fairly low and conditional however draw Ranger completely changed our Dynamic by giving them a flat damage boost which made them a deadly Global presence that could easily push creepers and take towers by themselves in team fights familiars could quickly pick our supports in the backline and generally provided tremendous damage setting that aside Precision Aura was an incredible ability at all stages of the game Eternal enemy always leveled at first giving all ranged Heroes on his team 6 extra attack damage right away 6 extra attack damage may not sound like that much but it genuinely changed how the entire laning stage played out last hitting became trivial Heroes that stood no chance in certain matchups could now actually win them and supports harassing became an absolute nightmare to deal with as the game continued and draw winch again access to her ultimate and some items the potency of precision Aura exploded with level 3 Marksmanship she easily provided her team with at least 60 additional damage each and this continued to scale as she became more powerful having draw Ranger on your team meant that every ranged hero became a physical DPS this could be used in an endless variety of different ways Cloud9 always took early and frequent versions as it was easy to do so with drow Ranger and Visage if they took an early lead they pushed rapidly breaking down towers and barracks in seconds Heroes like Nature's prophet and wind ranger could focus their items set entirely around offensive and defensive utility as Precision Aura gave them all the damage they needed drow Ranger could also function as an effective stolen hero if she spammed the active component of her Aura to temporarily enhance the damage of all Allied ranged creeps then she was able to apply significant map pressure and keep her Lanes pushed without ever needing to show herself in a lane which made aggressive plays much more difficult for her opponents if not dealt with this could even result in large stacks of ranged creeps accumulating in a lane and dealing significant building damage even going as far as destroying Barracks entirely on their own time was always in draw Ranger's favor as the constant map pressure would inevitably add up a creep hitting a tower might not usually do a lot of damage but withdraw Ranger they did despite all of her strengths draw Ranger also had a debilitating flaw that unfortunately precluded her from large-scale tournament success if anybody ever got close to her she was dead and no drow Ranger also meant no Precision Aura the aura died with the hero and the hero had no way to defend herself as a defensive ability gust wasn't anywhere near enough due to her aforementioned merits drow Ranger was a high priority Target and always hunted in fights in fact she spent most of her time in fights running away only really getting a chance to attack dying early in fights was such a big problem that in their longer matches Eternal enemies stopped buying items and instead prioritize saving for buyback for every death that way he could continue providing the aura even if killed but obviously this wasn't the kind of gameplay most teams were hoping for from their main carry drow Ranger's lackluster defenses plagued her from the beginning of every game to the end her laning stage was weak not because she couldn't apply pressure but because any misstep meant her death to try to counteract this she was usually given whichever was the most survivable Lane whether that be the safe lane or the mid the call wasn't to get farmed quickly but to reach level 6 with as few deaths as possible Eternal Envy Lane against razor mid twice and he got destroyed both times however while Razer could win the lane easily he had a hard time killing drow which allowed her to get a reasonably fast level 6. as soon as she reached level 6 Marksmanship gave her enormous bonus agility which in turn meant Precision or record a huge damage boost using this she could quickly and safely cleared the jungle to catch up and Farm since survival was most important Eternal enemy didn't feel like he could prioritize the purely offensive Precision Aura first in his skill build and instead leveled up Frost arrows using level 4 to get a point into gust Precision Aura was chosen second but this meant that drawer engine needed quite a few levels to properly come online that's why his item build always started with power threats into an early Hand of Midas which allowed him to maximize his experience gain and guaranteed a baseline level of Farm from here he always meant for Yasha to gain a bit of bonus movement Speed and Agility into the ultimate defensive item bkb afterwards he continued building stat-based items like butterfly iOS godi and Manta style each provide a draw Ranger with additional agility which would enhance Precision Aura even further this made sense from an item skill build Synergy point of view but more often than not it also meant that draw Ranger ended up with an inventory full of attacking based items that she couldn't use since she was spending all her time in team fights running away it was an item build designed to use good opportunities which were unfortunately rare at The International four drow Ranger entered the competitive Dota 2 scene she brought along a unique playstyle that was incredibly powerful when it worked but her fragility made it too unreliable a strategy to Garner mainstream success nonetheless the one team that risked playing draw Ranger was handsomely rewarded they won every game they played the hero in and even earned enough respect from other teams that draw Ranger saw a few bands overall she participated in eight games a solid step up from the previous years after The International four concluded draw Ranger saw only a few but quite important changes first Frost arrows had its slow buffed at early levels then Illusions became able to benefit from Marksmanship Manta star suddenly became a much more powerful item on the hero than it had already been which was definitely a blessing finally Precision Aura no longer applied to creep Heroes as if they were Heroes and instead as if they bear creeps this meant that visitors familiars would now only benefit from Precision Aura during the active period is still a strong pair but nowhere near the power level they had been before while this was a significant Nerf to draw Ranger it was also well deserved as the ease of the combo would almost certainly have proven problematic in the future ti5 remained much the same draw Ranger still contributed huge amounts of damage to her team and she still had a panic attack whenever anyone crossed into her 400 units of personal space this became particularly problematic because the top four Heroes of the international 5 Via gyrocopter Le shock queen of pain and Tusk all of them either wanted to close the gap anyway or had an incredibly easy time doing so but even when those Heroes weren't involved drawing just still struggled at any stage of the game when IG played draw against Cloud9 she was literally just hiding during the laning stage because she couldn't compete with shadowfiend and even the mildest gangs in a different game lgd exploited drows defensive weakness by taking a super early bottom Tier 1 Tower which left drow without a safe space to form and effectively shot her out of the entire game she finished with a score of zero to 11. in fights draw Ranger continued to spend most of her time running away and even if she found an opportunity to attack her positioning was easily ruined by someone blinking at her however despite all of her shortcomings there was no arguing about her potential the damage she provided a team of ranged Heroes was unmatched and continued to make her worth considering she was picked in three games and banned twice a hero grasping at viability but ever so slightly coming short to help address this valve mildly buffed Precision auras damage and reduced its cooldown shortly after ti5 then they added an agonal SEPTA effect for draw Ranger that gave Marksmanship a new property after purchasing it draw Ranger's attacks would now Splinter onto two additional enemies after they connected with their original Target the new targets would be chosen randomly among units in a 375 radius around the original Target and the splintered attacks would only deal 50 of the original tax damage but they could proc all of its attack modifiers this last element was a fairly unique property as our multi-target attacks like flat Cannon or split shot could only trigger attack modifiers on the original Target her arguments SEPTA upgrade offered a significant increase to draw range as farming speed and it could be combined with Maelstrom for frankly absurd farming Temple Frost arrows gusts and draw Rangers turn red we are also slightly buffed however none of the things we just talked about mattered all that much when compared to the gifts bestowed upon drow Ranger in patches 6.86 and 6.87 6.86 broad Dragon lands to DOTA 2. dragonlance was initially built using an ogre club and a quarter stuff but this version was quickly changed in 6.87 and 6.88 so let's talk about that iteration instead dragonlance was built using an ogre club and two bands of urban skin it provided 14 strength 14 agility and 140 bonus attack range to ranged Heroes this item was tailor-made for draw Ranger it provided the exact stats she needed giving her a good chunk of extra health and significant agility for precision Aura as well as crucially providing her with additional range to stay safe in fights after buying dragonlance draw Ranger had a much easier time keeping her distance and actually getting a toxin she could also outrange Towers which made her exceptionally good at sieging down buildings as she never had to worry about taking damage from them dragonlance was also a fairly cheap item which made it easy to fit into build pass I would say that dragonlance was the perfect item for draw Ranger but I know that isn't true because 6.87 added hurricane Pike which was the perfect item for drow Ranger 6.88 even buffed the item slightly so we'll talk about that version hurricane Pike was built using dragonlance and force staff it provided the stats of both items and it could be used to push yourself or Allies forward just like a four-star but it had some added functionality when used on opponents if hurricane Pike was cast on an opponent it would push both the caster and the opponent 400 units away from each other creating a massive gap between the two units then it gave the Caster above which allowed them to attack the opponent with unlimited range and 100 bonus attack speed for 4 attacks draw Ranger had always longed for a tour that allowed her to fix her positioning problems and kept her safe from opponents hurricane Pike was everything she had needed usually DOTA 2's meta is a collection of interlocking pieces a machine made up of cogs of different potency and function heroes are considered good if they fit well into this machine and if they can take up a lot of space within it we saw this in the Juggernaut video his perception as a good or bad hero wasn't based as much on his strength as it was on his environment when he connected nicely into the other cogs he could get the engine moving but when he couldn't find a good access point he wasn't able to contribute at the international 2016. draw Ranger broke free she established a separate machine it was now possible for Heroes to either be good in the larger matter or be good with Dow Ranger strategies that use drow Ranger as their centerpiece came to be called drowstrats drowstrats were a distinct style of gameplay that made certain sacrifices to gain enormous attack power Precision Aura provided huge attack damage to ranged allies but only ranged allies this severely limited the drafting pool for Drought strats they usually only wanted one or at most two melee Heroes on their team any more than that and draw Ranger had nobody to power up additionally drowstrats wanted the ranged Heroes they chose to be ones that could actually connect with attacks these didn't have to be usually attack based Heroes examples here were Mirana queen of pain or storms bird all of which often had opportunities to attack but didn't do the most damage by themselves draw Ranger would fix up their damage for them and now even their casual attacks hurt quite badly playing without melee Heroes might not sound like a big deal but melee Heroes often brought powerful AOE disables and Zoning tools with them which made it difficult to pass up on them entirely especially because ranged Heroes were usually a bit squishy so somebody had to create space for them because of this drought strands would often fit one melee hero focused on initiating fights and protecting the ranged cast the top choices here were faces void and ax both of which fit the need perfectly drowstrats had existed before but with the recent addition of dragonlance and hurricane Pike draw Ranger herself stopped being a liability and so the style became the most powerful it had ever been to get a better impression of how draw Ranger strategies played out in practice let's have a closer look at game one of the upper bracket round one match between MVP Phoenix and wings gaming during the draft Mings immediately revealed their hand and picked an early draw Ranger MVP Phoenix responded strongly to this choice they were already known for playing hyper aggressive team compositions specifically they liked using Phantom assassin as a high DPS carry that could involve herself in fights right away Phantom assassin had an incredibly easy Time closing the Gap to her Target hero because of her Phantom strike ability this made her a strong Choice against straw Ranger as she had no problem getting close to her in addition to Phantom assassin they picked darkseer and Earth Spirit two more Heroes that excelled at getting close to their target rounding out their draft by Oracle and in Boca both of which had access to long-range disabling tools that further emphasized their aggression on the other side wings gaming went with a collection of high utility range Heroes anchored by drow Ranger with the draft finished the game begins right away MVP invade the radiance jungle and find an Udi kill on drow Ranger then the laning stage stays quiet for a while Wings quickly pull ahead as they have a much easier time last hitting because of precision Aura providing all five of their Heroes bonus damage in response MVP increases their Tempo they push the top Tier 1 Tower early and apply ganking pressure on drow Ranger she is forced to play very defensively hiding underneath her Tower unable to form but this is the strength of drow Ranger she only needs to be alive for her team to benefit from Precision Orem at this point she's barely level 7 and only has a ring of ocular and power threats Precision Aura won't even be maxed out until Level 8. as Shadow opted to get an additional early Point into Frost arrows despite that she already provides a team with 31 bonus damage each queen of pain takes down a tier 1 mid by herself then Wing Scoops up the rest of the team and pushes the mid-tier too MVP know they can't defend as Wings simply do too much damage and they surrender the tower shutting down drow Ranger was meant to be an aggressive momentum gaining play but instead resorted in them losing substantial map control staying composed MVP continued playing aggressively hunting for kills and opportunities But Wings denies them every opening and in the meantime draw Ranger continues farming eventually the dire settles for attempting Roshan and another stifling dagger crit coming out from qo they have relocated remember Wings effectively have five Heroes here's Faith Beyond Johnson that's pretty deep can't really punish it not yet anyways going instead of nice ice there's the magnetize the sound stuff on the blink as well tornado will clip by its size they have the chaotic offering will it get it off in time yes doesn't hit anybody though no real disables could be an eyesight solo magnetized not bringing him down but dubu why is it we're gonna play it too by Shadow by qo goes to the work sonic wave coming in flips onto two neck back up MVP running everyone over and Blake might be next four dead and it's a double kill even though Wayne said five it didn't feel like it mod they'd be on two might go down a tornado from MP there's the ferry fire though trying to man up and the goal of 10 a double kill swings it Ving spilled a team without any front line and it showed as soon as map broke through their defense the drows chart collapsed MVP finished Roshan and give the address to Phantom assassin they want to continue being aggressive But Wings maintain a defensive posture particularly queen of pain and Puck are big nuisances as they cut creepos to slow down MVP's push and apply constant map pressure as soon as Iowa of them manages to expose the tower Wings can move in with the rest of their team and quickly destroy it in the meantime draw Ranger purchases a Helm of the Dominator and a dragonlance from here she works towards the hurricane Pike as an additional Escape on the other side Phantom assassin finishes her desolator MVP is Out For Blood wants to go in hey they want to go up to The High Ground the smoke is broken there's the Drew coil the big as well lots of damage coming out there's the Golem on top MP my fault first qo he's got the ages if he needs to worry about that second life now the sonic wave coming through as well and they'll take down three link gets it double but Q here he comes looking for eyesight gets the but it's not enough damage in Kyo he's getting coded he can't do this on his own and face Beyond comes in and finds another kill what a terrible choke point for MVP to fight into they're walking in an incredibly quick fight Wings showcase their overwhelming damage output draw Ranger also revealed her new found Mobility due to Hurricane Pike she can now escape from tricky situations and is much more capable of Defending herself now feeling confident the radiance start applying pressure themselves MVP try one more time to force the fight but they come up short again going up against straw Ranger strategies was incredibly difficult because they force teams to tunnel vision both teams had the same goal draw Ranger shiiva needed to die or to survive and the outcome of that coin flip likely decided the entire Clash despite their best efforts MVP just couldn't bring her down things went on our fight and then they take Roshan draw Ranger picks up the address then farms for a moment to finish up romantic style before the radiant begins their own push over the next few fights pay attention to just how much attack damage every Hero on the radiant does sonic wave will go out in front looks like he will fall for his Theo jumps in bkb from blanket will take Hill back away dominate Express not sure how much the empty if you want to go forward here but they will qo Justin goes to the bkb it is it's barely alive the chaotic offering keeping him up but now Kyo jumps it with another Phantom Striker will find the kill link away from blink of the cloth heavy but he's funny I thought you only knew One Direction and that was forward Duo wrong way buddy almost going down the Oracle ulti keeping him alive that falls promise but Debbie will give his life for it Geo backing up into the base and they're going forward face the odds in he wants steubu gets the waiting rips off and one more right click gets the kill the tornado is up wings are winning the longer the fights go on because MVP can't find quick kills another vacuum but no wall he's already used it Gus will be off Target there Storm's able to dodge it sidestep it nicely they take it you were walking up foreign he's gonna finally jump in looking for shadow but there's the hurricane like now the cannock offering up for a sonic wave see you later and P will be able to force his way out Kyo pops the bkb but they can bring him down Einstein's next up stays alive there's the four to ten but qo now getting laid into the right quick yeah Phantom strikes away but one more and that'll do the job for dead going for the buildings they're going for the tier three they are going for it it's just completely shut down MVP's aggressions the trade stops here MVP are gonna have to figure something else out you knew the fight was gonna be hard for them when Pia spends his entire bkb trying to kill a warlock who's already dropped bolo can't even get that kill wigs just completely crushed MVP draw Ranger was an incredible hero MVP Phoenix tried their absolute hardest to shut her down the approach of taking her safe Lane Tower early and restricting her farming space was the common counter strategy But ultimately it wasn't enough they still couldn't reach her this was because of one of the many unique attributes drow Ranger brought to the table her ability to support the offense of her team while playing entirely defensively herself it didn't matter if draw Ranger was hiding in her jungle bombing Precision Aura was Global it still helped her team significantly there is really no overstating just how strong Precision Aura actually was did enormous damage no matter if it was early mid late or super late game a single lost fight could mean a lost pace Dragon lands also had made draw Ranger and other ranged Heroes excellent at pushing towers as with the item many of them were able to outrange them and Destroy them from afar let's talk about her item and skill builds drow Ranger always skilled Precision or at level 1 as this gave her team a huge advantage in the laning stage Frost there was a double two then it varied a bit although most players opted for one level of gust and the second level each of precisional and frost arrows before picking up Marksmanship at level 6. it may come as a bit of a surprise that Precision Aura wasn't maxed out as quickly as possible but the ability gained most of its power at level 1 and then scaled mildly from there while the second Point into Frost arrows doubled the slow which opened up a lot of defensive and offensive opportunities Precision Aura was still maxed out early usually by level 8. from here players just doubled whatever was needed sometimes even opting for bonus attributes over maxing out her other non-ultimate abilities her eye to build was more static always an early core of wraith band into Power threads and a dragonlance from here ring of arcula Yasha Helm of the Dominator hurricane Pike and bkb were common choices afterwards Maelstrom could be used to deal with summons or Illusions and it also skyrocketed her farming speed particularly when combined with agonim scepter shadowblade offered an additional Escape when hurricane Pike wasn't enough by itself draw Ranger had a wide range of items available to her that offer great flexibility while also scaling into the late game as many of them had powerful and expensive upgrades this flexibility meant that even the heroes chosen to counter her they aren't reliable enough because she could always find the perfect items to deal with them at the international 2016 draw Ranger was one of the strongest most dangerous and game-defining heroes in all of DOTA 2. she was contested in 122 matches over 76 percent of the tournament and came out of those games with an incredible 58 win rate while draw winter was still a squishy hero that had to be extremely careful with her positioning the new tools she had received offered her just the nosterivier ability to escape most dire situations drowstrats were more than just a household name they had built a whole new house next door and moved in with a Rowdy gang of weirdly right-clicking casters and supports she had burst onto the scene and everybody had to pay attention Hello friends allow me to interrupt really quick don't worry we'll get back to the video in just a moment but first I wanted to ask you to give the video a thumbs up if you've enjoyed it so far I mean come on you've watched so much of it already go ahead hit that thumbs up button that really makes a genuine difference and helps our Channel grow and helps us to continue to be able to make these videos if you want to help us more directly though you can do so by becoming a channel member you can do that by clicking a button down there becoming a channel member will also earn you some benefits for example you can see the next video earlier than everybody else like the draw Ranger video was available to channel members a few weeks already so if you want to see the Lash rock video before we make it fully public then you can do so by becoming a channel member and of course you get a bunch of other stuff you get some bonus materials and most importantly you support us because we do need that the channel like this doesn't just run on Revenue unfortunately so we appreciate all of the support it goes a really long way so thank you very much for that and now let's get back to the video after ti6 draw Ranger went through a series of nurse first gust had its cooldown increased then her base damage strength gain and movement speed were all reduced these changes hurt a lot as they limited her survivability and laning potential significantly 7.0 added talent trees to all heroes and draw Rangers was lackluster she didn't gain anything particularly noteworthy although at least they were usable enough to provide her with some additional minor survivability however dragonlance had its Bono strength and Agility reduced to 12 each which also carried over to its upgrade and hurricane Pike was made significantly more expensive as well as having its cooldown increase by one second finally shortly before ti7 Frost Arrow stopped being a unique attack modifier in fact most unique attack modifiers were Declassified in 7.0 this was huge of course as she now could finally combine the ability with any items she wanted still this wasn't quite enough to make up for the heavy nurse both the hero and her items had received at the international 2017 draw Ranger saw a drop in popularity as your players had to adjust to her reduced survivability her role in play style remained the same as before but the specifics of her build changed while at ti6 Hurricane Pike was considered a strong option when needed now it was mandatory and it became such a foundational item for the hero that sometimes players even opted for four star first over dragonlance as the mobility was more important than the farming fighting or pushing presence that dragonlance provided the most extreme example of this was eternal Envy going 4 staff into pipe of insight a purely defensive item that is usually bought by tanks or supports setting aside the Creative Solutions shadowblade became a core item alongside Dragon Lance and hurricane Pike the invisibility it offered provided jar Ranger with an additional escape and in that regard she needed anything she could get some players even adjusted her skill build maxing out gust first to increase the defensive options while this new defensive attitude severely limited her potential as a damage dealer herself that ultimately wasn't a big problem as she had many powerful Heroes she could partner with that benefited greatly even from the Lesser Precision overall damage Park was one of the strongest choices due to its powerful disables and dexterity and jao's favorite partner Visage had been absent from ti-6 was buffed going into ti7 and was seeing play again draw Ranger remained all about Precision aura the six additional starting damage it offered made the hero a worthwhile pick by itself however at ti7 jar Ranger came with much more risk than she did a year ago she was too fragile to be reliable but as her offensive power hadn't been nerfed she still saw frequent play being contested in 55 games total unfortunately her performance when picked wasn't up to her previous standards at a disappointing 44 win rate patch 7.07 brought two environmental changes that were important to draw Ranger first Pullman Shield was removed from DotA Pullman's Shield had always been the best item for media Heroes to deal with ranged attacks during the laning stage while drown Ranger had never used the item herself as it was substantially weaker and carried by ranged Heroes it had always limited her ability to apply pressure early its removal made those six extra starting damage drought Ranger provided even more powerful than before 7.07 also introduced perks as somewhat forgotten mechanic that didn't stick around for all that long perks gave all heroes additional bonuses based on their primary attribute strength Heroes gained status resistance intelligence Heroes gained magic resistance and Agility Heroes gained bonus movement speed these bonuses were meant to be on the lower side with their numbers being fairly minimal but drow Ranger was the queen of agility while Marksmanship was active she benefited greatly from the bonus movement speed and has a lack of Mobility had always been her biggest problem perks became a significant Boon to her however the first implementation of perks was quite lackluster and unpopular this was mostly because every strength hero having free Status resistance that quickly grew to silly amounts and then coupled with some items was a frustrating gameplay experience just a few months later in patch 7.13 perks saw a significant rework now all heroes gained all benefits from Perks regardless of their primary attribute but the bonuses were Amplified by 25 for their respective primary attribute the strength perk was also changed to be magic resistance and the intelligence perk to be spelling the bonus movement speed from agility was also slightly nerfed but was actually increased when accounting for the 25 bonus for agility Heroes this was all a lot of words to say that drown Ranger gained bonus movement speed that scaled with her agility which was amazing for the hero and helped address her ongoing issue of being a vulnerable high priority Target it wasn't all good news though included in the item changes during the period between ti-7 and ti-8 Via various changes to Hurricane Pike that resulted in its cooldown being nerfed from 15 seconds to 23 and its Mana cost being increased from 25 to 100 and its Health regeneration bonus being decreased while these changes definitely nerfed the item they luckily didn't hit the parts the draw Ranger really cared about usually one cast of hurricane Pike was all she needed in the fight anyway making the increased cooldown inconsequential she also didn't have Mana problems so the increased Mana costs didn't come up frequently John Ranger herself also received various changes her talent tree was reworked and made quite a bit better interestingly she gained a plus 300 gust knockback distance Talent at lower 15 which over the next few months was then buffed all the way to plus 550 knockback distance if you were paying close attention you may have noticed that this is a buff version of one of heroid level 25 talons this Talon turned gusts into an excellent defensive tour that easily bought drow Ranger a ton of space when used and also made it one of the longest range silences in the entire game however it might have been a bit too strong of a disengagement tour as they pushed opponents so far away that they ended up outside of drow Ranger's attack range looking at her other talents we can see plus 20 Marksmanship agility at level 20 which was a solid upgrade and then the absolutely insane 50 cooldown reduction she could get at level 25. while you might have expected the plus 20 Precision or retalum to be the primary Choice it was never picked fifty percent cooldown reduction was simply way too good to pass up with it Precision Aura had less downtime than up time on creeps gust was a near permanent silence and all of her important items like bkb Shadow Blade and of course hurricane Pike became incredibly spammable Not only was the cooldown reduction strong with items she already liked but it also opened up entirely new possibilities like ethereal blade or Lincoln sphere Precision Aura also saw some changes having its early damage nerfed but Peak damage increased this meant the draw Ranger no longer offered her legendary plus six starting damage and instead only plus three but this was clearly worse it also wasn't bad that early in the game any tiny boost mattered and draw Ranger could quickly get back to her owed level of Power by putting early points into the ability finally among some other smaller changes her base damage was buffed by four at the international eight drow Ranger repriced her role as the drumming engine of the drowstrat play star her players took the lessons they learned from her previous weaker Incarnation and Incorporated them into her new buffed self they played more defensively and focused on farming ring of Aquila power threats dragonlance shadowblade hurricane bike pkb her items had become predetermined there was little variation to these core components this setup allowed for fast farming as dragons and Shadow Blade let drought Ranger move through the map while maintaining cover for other Heroes this may not have been enough creep clearing by itself but keep in mind the draw Ranger had Marksmanship which already provided her with significant attack speed and damage it wasn't unusual for draw Rangers to be a rattle herd in the distance showing herself for only brief moments before disappearing again she needed to build her own strength to then power her team hurricane Pike and bkb rounded out the item set providing the protection she needed to act in fights draw Ranger teams often played slowly their goal was to get to the mid to late game stages because then their team would start dealing overwhelming amounts of damage draw Ranger's new talents played a big factor in this as the hero only became stronger as more time passed the Talon choice at level 10 was variable but at level 15 has already hinted out earlier draw Ranger never skilled the additional gas knockback talent and instead her players opted for the bonus 25 attack speed level 20 was usually plus 20 Marksmanship agility and level 25 always 50 cooldown reduction 50 cooldown reduction this final Talent was ridiculous one of the most powerful tools to ever exist in Dota 2. that's because it didn't only affect her abilities but her items as well hurricane Pike could now be used multiple times per fight shadowblade had a negative downtime duration and bkb was available for every encounter on top of her normal item choices a whole new set of possibilities opened up with the talent Lincoln sphere would block a targeted spell aimed at her or her allies every 6.5 seconds and Mata style allowed for Non-Stop swarm of powerful Marksmanship boosted illusions the most interesting item purchase came from OG who bought a feral blade an item that provided good stats most notably the highest agility out of any item in the game and that could be cast to shoot a projectile at a Target that dealt damage to them based on the Caster's primary attribute as well as turning the target ethereal that last effect is why up to this point draw Ranger would never buy the item as the fuel units couldn't be attacked still because of Marksmanship draw range's primary attribute most extremely high and with the 50 cooldown reduction Talent e-blade only had a 10 second cooldown OG had honor running around with it shooting anything inside dealing huge amounts of magical burst damage and not really focusing on attacking to maximize their strategy Anna needed to maximize his agility and what better way to do that than to buy another e-blade however while draw Ranger was now more powerful in the late game she remained an exceptionally weak liner she could use four stairs to harass but other than that she had no way to defend herself but DOTA had shifted primarily to dual Lanes leaving the old style of passive trilands behind this allowed for more aggressive play across the entire map it meant her team could make better use of precision over during laning drowstrats usually prioritized winning the lanes that she wasn't in because meaning the lane she occupied was incredibly difficult and it was trivial to focus on the other lanes instead aside from laning drawings are also struggled against early aggressive roamers like tiny or bloodseeker as they could limit her farming space to an extent that made acquiring the items she needed difficult while this was definitely a problem for her it wasn't insurmountable for precision Aura to be beneficial for a team she didn't need to be involved in fights herself which meant her crew could apply tower pressure or participate in counter ganks without feeling like they are playing at a disadvantage even if draw Ranger was hiding in the jungle draw Ranger could also spam the active component of precision Aura to apply it to Allied creeps and apply significant tower pressure that way without needing to show herself once she made it past that initial hurdle of laning she farmed quickly and enabled a bell Constructor team to overwhelm even the most defensive lineups the damage she provided meant that one tiny mistake often resulted in a lost base our Strauss strats pushed buildings at ridiculous speeds this was elevated even further by the fantastic selection of allies available to her at ti-8 enchantress and Viva were the top picks of the tournament and Mirana ventral spirit and storm Spirit where and far behind while some of her old Partners had fallen off there was no shortage of excellent pairings RTI 8 draw Ranger was one of the best and most impactful Heroes of the entire tournament she saw wide play being contested in 94 games and always had to be kept in mind during the drafting stage most notably her win rate wasn't astounding 69 by far the highest out of any of the top picks and one of the best performances of all time draw Ranger was a defining hero for this era of DOTA across the last three years her item build and Play Store have been continuously improved and refined and she now held an ever-present spot in the minds of competitive daughter players everywhere following her outstanding performance at the international Aid joao Ranger received various modern nurse which ended up mattering little as patch 7.20 released in the November of 2018 included another rework of the hero Precision Aura was changed to no longer provide bonus attack damage and instead provided bonus attack speed based on drought Ranger's agility Marksmanship was also reworked entirely and no longer provided bonus agility it remained a passive ability but now gave all of traveling just attacks a chance to turn into a piercing attack that ignored her Target's armor and was guaranteed to hit this piercing attack also instantly killed any creeps hit by it and could only trigger if there were no enemy Heroes within a 400 unit radius around drow Ranger up to this point draw Ranger had always had her identity closely tied to her large amounts of agility provided by Marksmanship 7.20 strip toe of this as your ultimate no longer provided bonus agility and she was left with nothing but her rather disappointing Natural stat growth as a result for the new Precision Aura to have any kind of effect it had to have its numbers significantly boosted eventually ending up at twice its original value allow me to be blunt this first implementation of Marksmanship was awful its main advantage was the ability to One-Shot creeps which was quite useful as it could trigger on Jungle creeps including ancient creeps this made it an impressive farming tool especially when combined with her split shotting agonim SEPTA upgrade however it didn't really do anything outside of that while true strike and armor piercing are used for properties to have that's not enough for an entire ultimate especially since it only had a chance to trigger and wasn't active for every attack keep in mind the draw Ranger was a very weak laner with little utility and now with less damage as Precision Aura didn't increase her damage anymore let's say that despite those odds you you listening right now drafted her and have managed to struggle your way to level 6. whereas other Heroes get access to massive team fight winning aoes or incredibly powerful single Target spells that guarantee a kill you get a conditional 20 chance to pierce armor and true strike that doesn't matter because it's too early in the game for evasion this would have been mediocre for regular ability never mind an ultimate it seems that wealth agreed and not too long after the rework Marksmanship was given 120 bonus damage whenever it triggered 120 bonus damage at level 6 was quite substantial and so it made the ability at least somewhat palatable across the next two patches Marksmanship saw a few more changes notably starting with 7.22 it no longer instantly killed ancient creeps and no longer pierced all armor and only base armor instead importantly draw Ranger had both her agility gain per level and her starting agility significantly increased so at the very least she was on par with an average agility hero among some other minor changes draw ranges level 15 Talons were also reworked the gust knockback distant Talent was replaced and now made Gus blind targets hit by it for 40 Miss chance unfortunately for it the other Talent was changed from plus 25 attack speed to plus 14 agility in trial Ranger really liked agility on a wider game basis quite a few changes were relevant to draw Ranger as well unfortunately one of her favorite items ring of Acula was removed as it had become a ubiquitous item purchased by anyone no matter if they bear an agility hero or not aganim SEPTA was given an upgrade that led Heroes consume it to gain its effect passively this could be beneficial to draw in late game scenarios as her argument SEPTA effect was fairly good but up to this point had taken up the item spot she had needed to become strong enough to properly use it that's not to say that it didn't see any play it was just hard to fit and now that had become potentially easier overall draw Ranger found herself in a much weaker position after this patch period however as we had seen before her performance largely depended on how reliable it was to get used out of precision Aura and that remained to be seen as the international 9 rolled around at the international 9 draw Ranger continued her role as a position one carry that enabled our ranged Heroes on her team through Precision aura while the core strategy remained unchanged its execution had become notably more difficult most obviously draw Ranger didn't really have much agility anymore which inherently made Precision Aura less effective to combat this her players now purchased excessive amounts of early wraith bands at the time wraithbound offered solid stats including agility and bonus attack speed for only 515 gold it was a very cost effective item and lots of Heroes opted for one to fill up their inventory during the early stages of a match draw Ranger players bought free to force them they were desperate for agility and this was the fastest way to build up a strong base of it from here power threats and hurricane Pikes we are given but then players already needed to start selling the Rave bands to make inventory space bound was a cost-effective item but not if it was sold immediately and half the investment was lost bkb was still mandatory but their new Need for agility pushed players away from shadowblade and instead towards an early butterfly this then resurfaced many of the survivability issues drawings are used to have in team fights still due to these adjustments players were able to supply their team with a significant attack speed boost via Precision aura unfortunately attack speed is much worse than damage this was a bit of a blanket statement so forgive me for generalizing but in this circumstance it is mostly true let's visualize the problem with an example say we have this tiny here and he attacks once every two seconds for 1 000 damage on the other hand we have this Marcy that attacks 5 times a second for 100 damage both Heroes deal 500 damage per second but there's a significant difference between the two tiny gets to attack once and then has two seconds during which he can move he can cast spells he can make a cup of tea on the other hand Marcy needs to be constantly attacking as any 0.2 second interval she misses she loses out on damage this gives her very little time to do other things that's not to say that Marcy's way of dealing damage is always worse she does synergize better with certain attack modifiers like Monkey King bar or skull basher however if you recall the heroes that work best with drought Ranger in the past make characters like Puck queen of pain or Storm's bird all of which have lots of things they want to do other than attacking Puck worked so well on jaw struts because in between all of its face shifting and illusory orbing and casting hexes and heroes and blinks pucks could find the time to get a few attacks in and withdraw Ranger those hurt lift the new Precision Aura Puck would have had to dedicate time to attacking to get the same value or purchase attack based items and at that point the effort required is too high to be worth the payoff while the new Precision Aura may not seem that different it was a much worse more limited ability draw Ranger's list of effective Partners had shrunk significantly she now worked best with ranged attack based Heroes that did a lot of damage but had low attack speed and usually wouldn't have the luxury of fitting attack speed based items into their item build examples would be enchantress or Templar Assassin this was extremely restrictive and mostly redundant as those Heroes already did a lot of damage and didn't really need the assistance further remember how six extra starting damage from Precision Aura was somewhat game breaking the six extra starting attack speed it had been replaced by was completely useless as during laning nobody would ever want to just sit there attacking to maximize the value they get out of their improved attack rate setting all the other side the worst part was the drawing to herself simply didn't do much damage anymore she no longer had huge bonus agility offering her damage and she also no longer had bonus damage that scaled with agility if an attack from draw Ranger didn't trigger Marksmanship she might as well not have launched it in much the same way the jaw Ranger took the daughter World by storm at the international six she was Swept Away by the wind at ti-9 she only saw play in three games and lost all of them her performance was lackluster and the team's depict her would have been better off choosing a different hero but had made her unique and Powerful had been torn away and replaced with a shell of its former self in November 2019 patch 7.23 was released and with it Precision Aura was removed from the game in my opinion this was a real shame while I will concede that playing draw Ranger was not the most exciting experience due to her passive nature this ability alone created an entire archetype of gameplay that shaped three years of competitive DOTA 2. it was one of the most unique abilities and it made DOTA a more complex and interesting game in its place draw Ranger gained multi-shot multi-shot was a channeled ability that had draw Ranger released three ways of arrows enemy units hit by a wave of arrows would take damage based on draw Ranger's base attack damage and have Frost arrows applied to them the same unit could be hit multiple times but only once by each wave finally the travel distance of the arrows was twice drow Ranger's attack range which worked well with her favorite item dragonlance as it would also increase motor shots maximum distance while mortershot was in many ways similar to attacking the ability did not cause drow Ranger to attack this meant that additional modifiers like for example lifesteal or Critical Strike could not proc off of multi-shot arrows multi-shot's damage also scaled exclusively with base damage or in other words with agility this wasn't a big problem though as Marksmanship gained a new property it now provided an aura in a 1200 radius that increased drought ranges and nearby ranged Heroes agility by a percentage of drow Rangers agility for draw Ranger herself this meant that she effectively got more agility per agility this was a powerful property and because of that Marksmanship also received some nurse its proc damage was significantly reduced and it no longer instantly killed creeps heavily nerfing draw ranges farming speed multi-shot took over as her primary farming ability as it easily cleared Creepers with a single cast the final ability to gain new properties was Frost arrows now slightly enhancing the damage of each attack over the next two years leading up to ti-10 both multi-shot and Marksmanship went through a multitude of number changes until they ended up at this point her talents were also reworked multiple times eventually ending here unfortunately for her the 50 cooldown reduction Talent had been removed many of her new Talons focused on multi-shot and were quite good at bolstering its already solid damage even further in late 2020 agonym's Shard was added into DOTA 2. drow Rangers upgraded Frost arrows to apply a stacking hypothermia debuff that reduced the target's healing and regeneration by 10 per stack up to 7 maximum stacks agino shot also enhanced Frost there was bonus damage by 5 per stack of hypothermia on the target should the target die while affected by the debuff they would explode and deal damage to any nearby enemy units based on the number of hypothermia Stacks they had while the original implementation of this effect only applied to Heroes soon after it would be extended to work on creeps as well making it a powerful farming tool the only problem was that they came online a bit late as agonom's Shard could only be purchased after 20 minutes of game time aside from direct changes there were also many adjustments to DOTA as a whole the drought Ranger cared about perks were removed from the game which meant draw Ranger no longer gained bonus movement speed from agility Swift blink was added and provided a new powerful late game high agility option Heroes could now level up to level 30 and gained additional attribute points along the way this made all heroes tankier at higher levels which in turn made Marksmanship more valuable to pierce through the additional armor finally neutral items were added these were minor items that could be dropped in the jungle from neutral creeps and provided fairly generic benefits because they were intended to be usable by a wide range of Heroes they often provided bonus attributes and that in turn meant they were usually pretty good for drow Ranger as that was still something she cared about the international 10 lower bracket semi-finals team spirit versus Invictus gaming game 2. draw Ranger is picked by team spirit as their safe Lane carry on her team aldisrupta Dragonite snapfire and doom out of all these Heroes the only one that can use the additional agility draw Ranger provides via her new Marksmanship over is Dragonite and even he doesn't benefit much since he's more of a Frontline disabler than a physical DPS this is not a drowstrad this is a team using draw Ranger as the carry yaturo starts the game off on a bad foot and as it only takes a minute before he's caught out by earthshaker and killed draw Ranger remains a vulnerable hero that needs to be protected during the early stages of the game because of this she's got a disrupter with her who excels at keeping enemies away unfortunately that's still not enough and your Toro takes a second death before five minutes pass by 7 minutes he's completely forced out of the lane and the bottom Tower Falls draw Ranger finds herself stranded this is where multi-shot becomes a blessing even this early in the game it's a fantastic creep clearing ability and soon yatoro reaches level 6. along the way he invested the usual two points in the frost arrows the value pointed to gust and is now maxing out multi-shot he has finished up power threats and is walking towards a dragon Lance while farming anywhere he can safely find creeps currently he has to rely on his team to buy him space as he is not strong enough to fight luckily ti-10 was a low-action farming meta and so the diet doesn't apply too much pressure maxing out multi-shot as early as possible gives your Toro the ability to quickly and safely move from Lane to Lane as he can burst down creepase from a significant distance away especially now that he's finished up dragonlance further enhancing the abilities range the first were Sean Clash at 18 minutes shows us draw Ranger's new fighting style keep the longest distance possible at all times and maximize how many targets or the value of the targets that multi-shot will be used on as at this stage the ability still has a long cooldown and is only available once per fight while drawinger had already always aimed to be at the outskirts of fights that also meant that she often struggled to actually connect with her attacks fighting at the maximum possible distance also meant that her opponents were only one or two steps away from being out of range mortician really made the difference here due to its incredibly long travel distance it could hit opponents as they were running away and since it applied Frost arrows it slowed them down enough for drow Ranger to catch up again after securing Roshan the atoro continues farming he finishes up a silver Edge which offers valuable damage in defensive utility finds a lucky growth ball of the neutral creeps which further enhances his attack range and at level 15 his skills minus 8 seconds multi-shot cooldown which often allows for two multi-shock casts per fight both teams continue farming with Viator slowly but surely catching up to the rest of the cast he's been behind all game due to his poor start but as he gets more items and levels Marksmanship becomes more and more powerful after all a percentage-based agility boost works best if there is significant agility to boost at 29 minutes team spirit takes the second wash on giving the free agonism's child dropped to draw Ranger this accelerates your Taurus farming even further and he now clears all creepers and jungle camps in an instant around this time he also finishes his bkb next comes the deadalus yatoro played an unusual item build in this game it was more common to build start-based items like Saints and Yasha butterfly and iOS cardi however his team was lacking a bit in damage and I think he was banking on a bit of gridlock still this build also left him fairly squishy which shows that 35 minutes when he's easily taken down during a faces white cornosphere regardless of item builds being caught out by big disables remained an issued a drow Ranger struggled with back to farming until the Roshan fights start again at level 20 he gets the plus 28 multi-shot damage Talent multi-shot was an incredibly powerful ability that scaled nicely into the late game so prioritizing its upgrades was a common approach after a few minutes of skirmishing team spirit secures the third version kill it took a while but finally yaturo takes the number one net worth position he started in a horrible Lane that was easily shot down and he had no significant successes and fights afterwards many of which he avoided entirely pure honest farming draw Ranger had always been good at it but now she was exceptional next up yotoro buys a swift blink which provides significant agility and positioning capabilities for its level 25 Talent he opts for the bonus Marksmanship chance further pushing his damage to the max then a big fight they're taking a long path around with the smoke run they have the vision on The High Ground Floyd he's another bad guys he's got the corona down into your drawer he needs more damage for is he gonna be able to take it through it out he is that's the a discount a second coroner launched the third and down he might have to wrap it for the side arms to collapse he goes we'll drop the two divs a collateral ball static storm control gets out of the second round of the chronosphere over the water there they go JT drops the anchors down but they're all falling on ideas and hard to kill for you tomorrow [Applause] such a tough beginning but his carrying performance it's coming in hard IG they'll come in with three BuyBacks to pick up some kids yodorus Rampage forced three BuyBacks out of IG and that's all team spirit needs to go for the win they get the jumping on takes him out of the side it could be in the commit the kisses are coming out dude drop down to one thing they'll lose four here IG James he's trying to run holy as well but Mira shoots him straight in the face triple kill once again fiatore has three dead on IG and none with BuyBacks at the ready like flight just getting jumped there trying to hit the neutrals and northeastward they're looking to end the game here they understand that there's no BuyBacks they know indeed they know it's on the timers a spirit they're looking to close enough straight over what's the evil spirit [Applause] gave on this incredible run that they're having we're dead the prerequisite ability didn't exist anymore but this is no funeral for drow Ranger she had become a modern version of her Primal self a simple ranged attacker that cared about agility with a silence and a slow and she was good at it frost there was getting bonus damage matted the abilities had always had its users but because drowning into skill Precision Aura for damage it had been forced into a lower priority now Frost Terrors was the damage combined with its powerful slow and or walking jao became a much more respectable laner she was still not amazing at it but she was also no longer completely helpless once she made it past laning Morty shot easily helped her catch up and farm and synergize perfectly with the Marksmanship agility boost for powerful late game damage this boost applying to nearby Allied Heroes only made it more difficult to enhance a team with it but in the right circumstances with the right Partners like for example Templar Assassin or enchantress it added up to significant damage still this was now a secondary consideration and not usually the reason for picking drow Ranger finally we shouldn't neglect the armor-piercing properties of Marksmanship it made her excellent against start-based agility Heroes that didn't usually buy raw armor like Medusa or morphling unfortunately that wasn't enough to make up for her still lackluster laning and unfortunate matchups against topics like tiny storm spirit and Viva that could easily close the distance between themselves and draw Ranger to disable Marksmanship at ti-10 jarrangea only saw play in four games and was banned 4 number 3. she did win free of the matches she played and she did well on them if I may offer my opinion I believe draw Ranger was a bit underrated but she still had clear weaknesses her damage output and farming speed were more than soldered and there was a slice of the matter that she performed great against she definitely wasn't far away from liability after ti-10 draw Ranger received a series of smaller Buffs and nurse her base strength was reduced by two and multi-shot had its range multiplier decreased to 1.75 and its level 20 bonus damage tile nerfed from 28 to 25 however in turn she gained extra movement speed more agility from Marksmanship a change to gusts that made it so that she now gained bonus movement speed for a few seconds after casting it bust to her Talons and increased damage on multi-shot and frost stairs as well as a slight Mana cost reduction on Frost arrows additionally hurricane Pike received a few minor boss an agonym Shard became available at 15 minutes as opposed to 20. and that's all it took at the international 11 draw Ranger became a premier position among Kerry right alongside the strongest of the tournament her exceptional range and farming speed made it easy to fit her into many drafts as even in a worst case scenario she would always be able to keep up in farm which was ultimately the most important she also excelled against a significant slice of the top hero picks morphling got absolutely destroyed by draw Ranger's armor-piercing attacks slog hated getting silenced by gust and frost Arrow's healing reduction was an excellent way of dealing with LA shock that last one was crucial the shark was already considered strong going into tr11 but as the tournament progressed all teams realized that the hero was even more powerful than anyone imagined this was a large part due to bloodstorm being a silly item at the time it provided incredible spell I steal and Mana restoration alongside solid stats nashock often felt unkillable in fights because of the enormous healing that Bloodstone provided draw Ranger dome had no problem turning off that healing her again of Shard negated up to 70 by itself and if she wanted she could stack an iOS cardi on top of that for an additional 35 healing reduction which completely stopped the shrug from restoring his health drow Ranger having such a good matchup against the shock skyrocketed her value healing reduction in general was very valuable since other important Heroes like morphling and Patch also relied on healing themselves however it was usually fairly difficult to come by drow Ranger had one of the strongest healing reduction effects for only 1400 gold and it doubled as a farming tool oldad made it really easy to justify picking her that's not to say that the child was a must buy item it's just that when it was good it was really good but drow Ranger was more than just her short ti-11 was heavily impacted by one of the most short-lived order items that stuck around for only 14 months wraith Pact was an upgrade to Vladimir's offering and carried its lifesteal armor and damage boosting over and it had an active effect that some of the small movable totem that applied a 30 damage reduction effect to all nearby enemies a blanket 30 damage reduction was debilitating to most teams but draw Ranger was one of the few Heroes that didn't really care about it because she had so much range that she could deal all of her damage while staying outside of the totem's AOE unfortunately drow Ranger wasn't Flawless she remained a vulnerable laner and she was quite weak if it came to dealing with the number one and number three most contested Heroes of the tournament Marcy and Primal Beast wolf had good tools to close the distance to her and then to disable her which for draw Ranger more often than not was a death sentence this was also why her item build continued to include multiple early Rave bands and then meant the classic defensive route of dragonlance hurricane Pike bkb from here she had quite a few options though our siberge Manta style iOS cardi and Daedalus all represented powerful choices for the right situation while this selection of items turned her into a powerful attacker they also didn't offer all that much agility to be boosted and shared with Marksmanship the aura aspect of draw Ranger went largely ignored her four most common hero pairings were all melees the bonus agility provided was powerful for the hero herself but was an important past that point draw range's purpose was not to support anybody else but to rain down damage on her opponents and she was godadded overall draw Ranger was contested in 88 games this may not sound that high but keep in mind that nearly all heroes that were played in more games than her were used in multiple roles drawings on the other hand was used exclusively as a position one carry and if we only consider those she was a top 4 pick being very very close to Shadow fiend and Patch above her this is all a roundabout way of saying the draw Ranger was considered very strong despite this she only had a 43 win rate not great but within reasonable deviation it's worth pointing out here that most of her losses came from teams that only played her once or twice every team but one that used to earn three or more matches had a positive win rate with the hero draw Ranger was just good she had become the perfect form of that poor ranged Creep from 11 years ago draw Ranger started from humble beginnings when she was first added to Dota 2 all she had to her name were abilities scoured from random Warcraft 3 Heroes stitched together into a package they couldn't do anything she had no utility and dealt little damage it wasn't long until valve took action they reworked three of her abilities giving her a new identity as the potential centerpiece of a team-wide strategy unfortunately that dream wasn't meant to be for another 4 years a straw Ranger couldn't defend herself in team fights and crumbled to the slightest pressure but then dragonlance and hurricane Pike were added two items were Taylor Made for draw Ranger and she instantly Rose to prominence as one of the most dangerous heroes in the entire game with an entire play Star centered around herself drowstrats became a household name and shaped the way pro-doda was played every team in every match during every draft always had to be conscious of the potential of it turning into a drought game the damage she provided to a carefully constructed team was unparalleled all while also posing a significant threat herself for the next three years she excelled maybe even a bit too much reworks came again and this time valve tore away her identity she was left as a hollow shell of her former self gasping for ear she reached into the past for what she had once been Precision Aura was replaced with multi-shot frost arrows boosted to match the modern pace of the game it took her a moment to find herself but then draw Ranger returned to the competitor scene and Rose to the top yet again she was simpler more streamlined and yet a terror in the right moments her long-range high damage and healing reduction made her Madness if she managed to get the money she needed and she had all the tools required to do so one minute she's 15 net worth having lost her Lane horribly the next she's bullying your base from 700 units away and you can't initiate because she has a 10 000 gold lead never behind she was just catching up this applied not just to her games but to her entire history across multiple years she struggled to be relevant trying to find a way to make her chores work draw Ranger wasn't important at all Internationals she wasn't an evergreen Powerhouse but once the stars are lined she was nothing short of fantastic ultimately the question of how good was drow Ranger comes down to the old dilemma of consistency versus Peak Performance we could focus on the years during which she was absent during which she didn't appear in a competitive scene however I feel that she deserves better whenever draw Ranger Rose to the occasion she left a lasting impact in my opinion draw Ranger was one of the most powerful and influential carries of all time thank you very much for watching the video I hope you enjoyed it we certainly enjoyed making it drow Ranger is such an exciting character because while she's a bit of an unassuming hero she's been crucially important to a very significant portion of dota's History honestly my favorite set of tournaments right there I personally love ti7 in particular that's always the tournament I recommend that everybody go re-watch the i7 is so so good but yeah drow Ranger has just been a very impactful hero in her very own unique way and I think that's cool that's super fun if you enjoyed the video don't forget to give it a thumbs up don't forget to become a YouTube channel member you can see the next videos early next up we've got Le Shrek the king of DOTA the shark truly one of the greatest of all time a hero that is so good I honestly couldn't believe it but anyway and then of course another thank you to our sponsor for today rage Shadow Legends go check them out there's a link down in the description they're definitely taking a chance on a new YouTube channel like ours so we very much appreciate it and uh we we do we do need that assistance so you know go give them a look we would definitely appreciate that anyway I hope you guys enjoyed the video and we will see you for the next one
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Channel: Stories of Dota
Views: 262,456
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Length: 95min 24sec (5724 seconds)
Published: Thu Aug 03 2023
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