Dota 2
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Regular Person's Guide: Juggernaut
By SevenElements
An extensive guide meant to provide foundational knowledge and useful information about Juggernaut. Intended for both players who have little or no experience and wish to learn about this hero, or for advanced players who wish to consider other options when it comes to builds and play styles.
   
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I. Disclaimer
I am not nor have I ever claimed to be a professional level DotA player, and as such this guide is made for regular-level players who are looking for ideas about Juggernaut or for beginners looking to learn this hero. If you are looking to become the "super best mega ultra godlike" player, or emulate professionals, please look elsewhere.

This guide is an accumulation of my experiences and research and is by no means definitive. Use this as a reference for your own playstyles and builds for this hero, and feel free to change things for yourself on a personal level. I believe that your ability to think on the fly and react is a key part of DotA, and that no two games should be played exactly the same.

This guide is dedicated to my friend Ian, who once played a Juggernaut so terrible that I felt compelled to write all these words in the hopes of preventing something similar from ever happening again.
II. Introduction to Juggernaut
Juggernaut is a classic hero and one of the oldest in the game; as such he has been a fan favorite since long before the days of DotA 2. He has proven to be an interesting and unique Agility carry with strong pushing capabilities thanks to his kit. He is not the hardest carry in the game, but he sees much play on the professional level due to his aforementioned pushing capabilities as well as his abilities to contribute to teamfights both through Omnislash and Healing Ward. I find Juggernaut is best played as a carry with an extremely varied and reactive build, and thus I rarely find myself building the same items in the same order (or at all, for that matter) in two consecutive games. Juggernaut is a very proven mid-game carry, and can be used to great effectiveness during the endgame by those who know how to use his expansive and powerful kit.

Pros
  • Strong presence early and mid game while maintaing a respectable threat level later on
  • Strong ultimate for killing a lone hero or a pair of heroes
  • One of the best heals in the game
  • Versatile playstyle that benefits from a wide potential of items
  • Excellent pusher
  • Magic immunity from Blade Fury can be a reliable escape mechanic throughout the entire game

Cons
  • Ultimate can prove useless against certain heroes
  • Not as hard of a carry as many of the more popular heroes in the category
  • Frail and requires some form of survivability boost
III. Brief Notes About Hero Skills
The Hero Guide both in-game and on Dota2.com feature the basics and stats of each of Juggernaut's skills, as well as brief videos which show how the skills look and what they do in-game. If you're not familiar with Juggernaut's skills at all, please visit one of these guides (I've provided the link above for DotA2.com) and familiarize yourself with them; they are more well put together than anything I could do and I reference them myself whenever I'm playing a hero who I am not familiar with. In this section I'm going to discuss some of the unknown features of each skill as well as touching on them briefly in general.

Blade Fury

Juggernaut's bread-and-butter skill, Blade Fury has a number of uses and is a very versatile AoE with a very strong early-game presence. I find myself using it to make my way into a teamfight without being disabled, to finish off someone after an Omnislash without being disabled, or to provide myself magic immunity while getting myself to safety using a Scroll of Town Portal.

Things to remember about Blade Fury:
  • This skill provides Magic Immunity, which means you will be immune to magic damage for the duration. Additionally, you will be immune from all non-ultimate stuns and disables, and though ultimates like Ravage and Dismember will still "stun" you, you will not take damage from these skills and will not have Blade Fury interrupted.
  • Juggernaut can (and should!) use items while using Blade Fury. The most common example is to use Phase Boots after using Blade Fury to increase your speed and keep up with enemy heroes, but items such as Diffusal Blade or Scroll of Town Portal can be used as well. Juggernaut also auto-attacks while using this skill, but only on targets that aren't being affected by Blade Fury.
    Note: The Magic Immunity from Blade Fury dispels all buffs on Juggernaut, so use your Boots AFTER you activate Blade Fury, not before.
  • Blade Fury deals magic damage and will not affect targets with Magic Immunity. Blade Fury does not damage towers, but Juggernaut can auto-attack towers while using Blade Fury to clear creep waves.


Healing Ward

Juggernaut's second active skill, Healing Ward is a tool useful for pushing, teamfights, and farming. Healing Ward often gets lost amid the chaos of a teamfight, and a well placed ward can be the difference between your team crushing the enemy or dieing miserably. Additionally, Healing Ward enables Juggernaut to farm ancients much earlier than most other heroes, and you shouldn't be afraid to use it as such.

Things to remember about Healing Ward:
  • The Healing Ward is mobile and can be controlled: it is not a "set it and forget it" spell! It has 300 movement speed and you should always take care to position it as best you can to heal your team and be out of reach of your enemy.
  • Healing Ward has a slight cast time. Keep this in mind when you are low health and running from an enemy, as stopping to cast Healing Ward may prove to make an escapable encounter a fatal one.
  • Healing Ward can be targeted by Decrepify but is immune to Magic Damage.
  • Healing Ward is treated as a structure despite being a mobile ward.
  • Healing Ward provides no gold or experience to enemies who kill it.


Blade Dance

Juggernaut's critical strike passive. There's not much to discuss here, each level of Blade Dance increases chance to land a critical strike up to 35% at level 4, but does not increase the multiplier beyond twice the damage. This make Blade Dance one of the most reliable crits in the game, and reliable crits are a good thing.


Things to remember about Blade Dance:
  • This skill is usable by illusions, making Manta Style and Illusion runes that much more effective.
  • Multiple instances of critical strike do not stack. This means there is no reason for you to get Crystalys/Daedalus. Seriously, don't.


Omnislash

Juggernaut's legendary ultimate skill, Omnislash is one of the most devastating skills in the game for clearing out heroes. It has a reputation as a "press R to win" kind of ultimate, and while it's certainly not that simple and can take a bit of practice to get your timing down, a well-timed Omnislash will either seriously hurt an entire team or potentially obliterate a single/pair of heroes.

Things to remember about Omnislash:
  • The damage for Omnislash is physical, meaning it can target and damage Magic Immune units.
  • You are invulnerable for the duration of the spell.
  • The first hit of Omnislash will cause a ministun on the target.
  • If the primary target of Omnislash has a Linken's Sphere, the sphere will negate the first instance of damage, but will not cancel the spell. The ministun will not be negated.
  • Juggernaut will attack as normal while using Omnislash. He will still apply orb and chance on hit effects. Normal attacks made during Omnislash can be evaded; the Omnislash strikes themselves cannot.
  • Items that cause some form of temporary invulnerability (Eul's), heroes with Blink, heroes who have/items that cause invisibility, and heroes who can turn/items that can turn heroes ethereal will all cancel out Omnislash. Be wary of who you are slashing.
  • You can use items during Omnislash. If you have active items that are appropriate to use, try to resist the urge to forget everything and watch yourself jump around the screen.
  • Creeps (excluding player controlled units and ancients) will die in one strike of Omnislash.
IV. Item and Skill Build
I have taken the liberty to create a guide for this build that is useable in-game for your convenience. Simply select the link below, subscribe to the build, and you should be able to use it in-game.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=150749472

Skill Build:



This is the typical skill build for a game as Juggernaut. You will want to level up Blade Fury as soon as possible for damage output, and you will get two levels of stats (for survivability, a small boost to damage, and to ensure you have enough mana to use your ultimate and Blade Fury) before Omnislash at 6. From there you will get a point each in Blade Dance and Healing Ward (the order is not so important as levels 8 and 9 should go quick enough), and you will max out Blade Dance before Healing Ward. My reason for doing this is because I find the more reliable critical strike chance from Blade Dance to outweigh the benefits of the extra 1% per level healing of Healing Ward, especially because the health pools tend to be smaller from levels 10-13 then they do from 15-17, for obvious reasons. You may disagree with me or find situations in which to differ from this build order, and that's fine. I simply recommend building this way because, in my experience, it provides more consistent performance for mid-game when your killing potential is at it's peak.


Item Build:

These are the items you will most typically purchase in a game as Juggernaut. Feel free to change this list as you become more accustomed to using him to suit your needs and playstyle.

Starting Items:
]



Early Game:




Core Items:




Possible Extensions:




Situational Items:
V. Item Explanation (Part I)
Below I'm going to discuss each item from the build in detail, and why I have found that the item works well on Juggernaut and, in some cases, why I have put it in a specific category.

You Should Always Have At Least One of These:

No, you really should. Do not neglect the importance of Town Portal Scrolls. 135 gold is a small price to pay to escape a gank, teleport in to defend a push/gank a hero, or escape a lane where the enemy is coming to kill you in response to a gank you've made. Don't skimp on Town Portal Scrolls (and don't forget to Blade Fury before you use one for Magic Immunity)!

Starting Items:


Classic, standard regeneration item. One set of three should do just what you need here; as Juggernaut is someone who requires babysitting in the early game, your babysitter should be harassing and keeping the enemy off you so you can farm, and your need for slow regeneration should be minimal.

I find that a Salve is generally preferable to a second set of Tangos due to the fact that enables very rapid healing, which will be preferable to the slow regen that Tangos provide in extreme situations. If you're more a "two sets of Tangos" kind of player, then sub out the green juice for some green leaves.

Some people prefer to get Quelling Blade to help with last hits, but I find that two sets of Slippers will give us a bit of extra damage as well as a slight boost to armor and attack speed. The Slippers are used to create a Poor Man's Shield soon after the game starts, so you will have no need to sell them to free up inventory space.

Branches are important early game for the affordable (albeit slight) boost to stats they provide. As with the Slippers, these will be used to create another early game item (Magic Wand) and will not need to be sold to make room in our inventory (buying items to start just to sell them in the early game is not something I've ever found practical).


Early Game:


Poor Man's Shield is a fantastic and cheap survivability option for Juggernaut, providing us with Agility (damage) and survivability in the same slot for next to no money. We will sell this off eventually, but only after its usefulness tapers off (or we need room for an Aegis).

Everybody needs boots, and as fast as Juggernaut is, he is no exception to this rule. The order in which you buy boots and Magic Wand depends largely on who you are laning with/against and what your needs are, but I find myself more often than not buying them first, and you may find that to be the case too.

One of my favorite items and I firmly believe it one of the best in the game, the stats/on use heal/mana restore in the same slot make for an amazing piece of equipment usable throughout all but the longest of games. Get Wand, save life. It's really just that simple.

Core Items:


The boots you choose are largely a matter of preference, but I prefer Phase Boots as they allow me to get into/out of any situation if activated after Blade Fury. It helps in chasing down heroes who are quick (forget about chasing down anyone who has Phase Boots if you have Treads), but Treads are not necessarily bad either. More on this later.

Yasha is a fantastic item for Juggernaut, providing much needed agility and attack/movement speed increases. We'll use this later to build Manta Style in most of our games, but even in game where we have to delay getting Manta, Yasha stands as a reasonably priced item that does everything we want.

Many people will disagree with me putting Drums in the Core Items (some will disagree with me for getting it at all), but this item is HUGELY underestimated in most pub games, much like Magic Wand used to be. This is also a reasonably inexpensive item that helps close the gap on enemy heroes while providing great stat gain, reasonable increases to movement and attack speed, and a very important active for teamfights or, really, anything. If someone else on your team is getting this, you can skip it, but if you're playing in pub matches that's very unlikely (which makes this even more powerful as most enemy teams won't have one either). You may also delay getting Drums if your farm is bad for some reason, but besides the previous two reasons I wouldn't think of Juggernaut not having this item.

Important Note: If you are planning to rush Aghanim's Scepter, Drums (and Yasha) may be skipped or delayed (in the case of Yasha if you choose to build it) to build your Scepter more quickly.


Possible Extensions:


These items can be built in any order, but I would recommend picking one of the first two to build as your first extension.

Manta Style is one of the most useful items in the game, and it's especially good for a lot of Agility carries. This item provides us with good stats, a healthy amount of Agility, and an increase in both attack and movement speeds. Additionally you gain the activate ability which creates a pair of Illusions. This ability lets you:
  • Kill enemy heroes (the Illusions benefit from Blade Dance)
  • Confuse enemies chasing you into potentially attacking an illusion and letting you escape
  • Farm more efficiently
  • Dispel most debuffs and disables
  • Dodge single target spells by utilizing the .1 second invincibility period upon activation
This item is everything you want and nothing you don't, and the more I use it the more I find myself preferring it over the much-regarded classic, Battlefury.

Battlefury is and likely always will be one of the best items to build on Juggernaut, providing superb regen, increased attack damage, and a devastating cleave effect to your attacks. There's not too much to be said about Battlefury as it's a relatively simplistic item: build it, clear creep waves, Cleave out teamfights and shred teams who are standing too close together. It is important to note, however, that if you plan on building a Battlefury instead of a Manta Style, you may want to build a Perseverance over a Yasha to enable you to complete Battlefury sooner. If you do decide to do that, I would STRONGLY recommend you both get Phase Boots over Power Treads AND not skip Drum of Endurance, else you will find many faster heroes much harder to close the gap on.

I actually really like Assault Curiass on Juggernaut; the armor bonus for you and your team is nice, the armor reduction for the enemy team is great during Omnislash, and the additional attack speed is absolutely wonderful. I would get this if I was facing a team of tanky heroes or a team which puts out a lot of physical damage. I don't usually build this item (and never build into it first), but that's usually because there are heroes better suited to wear it than Juggernaut. I have been in situations where it is appropriate, though, and I never fail to respect what it can do for you, your ult, and your team.
VI. Item Explanation (Part II)
This is definitely one of the most widely used orbs on Juggernaut, due to the fact that it provides you a large amount of increased damage and lowers the armor of the person unfortunate enough to be on the receiving end of your attack. The debuff will apply to everyone hit by Omnislash, so it's a fantastic way to set up an armor reduction for your team, and if someone else (or you) has Assault Curiass...well, the other team won't be too happy.

Diffusal Blade is another great orb for Juggernaut, giving him both agility and a passive Mana Burn. In addition to this, you'll have an activated Purge, which is great for removing debuffs from heroes (Omniknight comes to mind), slowing enemies who are trying to run away from you, and providing a direct, hard counter to Warlock's Golem. I get this orb infrequently and it may be better in the situational category, but I pick it up often enough that I felt a listing in extensions may be better.

Satanic is the third strong orb effect to consider on Juggernaut, and it provides not only a powerful Lifesteal effect but an assload of health. The active increases your Lifesteal by 175% for 3.5 seconds, and with enough attack speed (or used during Omni) that can bring in a considerable amount of healing, given a crit or two. I generally get this if an enemy carry is farmed and I am the hardest carry on my team, or if I need to recover from large burst or some other form of "didn't-quite-finish-me-off" forms of damage. This combined with Healing Ward can be slightly redundant in terms of health gain though, so Satanic is relegated to another "not-quite-situational" orb item, especially when you consider how much it costs to build.

Another expensive but powerful item, Butterfly gives you attack speed, agility, damage, and perhaps most importantly evasion. This item is great and can seriously help you out carry other carries who carry harder than you carry. It's exceptionally expensive, however (though cheaper than Satanic and built with items more in line with Juggernaut), and that relegates it to a manner of "Wow, my farm is ridiculously good" status. When all else is built, consider Butterfly.

Situational Items:

These items are EXTREMELY niche or are used to counter specific heroes (as opposed to Possible Extensions, which are used to counter general situations). Feel free to add to this list as you like for your experience with Juggernaut.

This is considered by many to fit more in line with Possible Extensions, but I find that I buy this item ONLY if I have to fear a lot of disables or Magic Damage coming my way. I also find it to be a bit redundant in terms of defense against magic due to Blade Fury. You may disagree and build this way more than I do (and I do build this on occasion), but positioning for me has rarely ever been an issue with Juggernaut, so I relegate it to situational instead of core/extensions.

Another item some people might find better suited to extensions, Aghanim's Scepter basically adds another level to your ult. It's a very strong item and even sees play on professional Juggernaut players, but for pubs I find that I need to carry a bit harder more than I need to jump a few more times in teamfights, and as such Scepter is relegated to "win more," situational status.

Some people swear by Vlad's. I, however, do not. This item is far better suited to other heroes, and while Juggernaut does need mana regeneration early on, he doesn't need it enough to justify getting Vlad's early when he should be getting things that make him move faster or do more damage. Still, if no one else is there to get one, it's not the worst thing ever to build.

Item that I get only to counter heroes with dodge abilities or for going toe-to-toe with other carries who have farmed up Butterflies. If the enemy team doesn't have reliable evasion, there is no reason to get this item on Juggernaut.

We get this very late in the game when our farm is good and we need to free up a slot for fights. Sell the Phase Boots, get these, and teleport all over the place.


This item is VERY niche, and is used to land a few more hits in during Omnislash or for when you're not to worried about taking extra damage in fights. I use this most when we are doing absurdly well early game to help get a quick lifesteal effect and to put more pressure on the enemy to enable us to win the game more quickly (it's a great item for pushes). This can kill you very quickly though, and Juggernaut has survivability issues already, so unless you know what you're doing and have a lot of practice, I'd skip it.

I get this early on if my farm is good and I have to worry about running in to tanky heroes. Throwing this onto a high armor target and Omnislashing should focus similar to the way it works for Visage, but unless your farm is superb and, again, you know what you're doing, you shouldn't worry too much about building this either.
VII. Items to Avoid
Here are a few items that I've either seen players get frequently in pubs, or have been questioned as to why I don't get them. I will try to address each item as best I can.

Shadow Blade is an item that some people really like to build on Juggernaut (most of these people like to build Shadow Blade on pretty much everyone though). The increase to damage and to attack speed is great, no question, but the question on building this item on a hero is "How much and for what do I need Invisibility for?" The main uses are, of course, sneaking in next to enemy heroes or getting away from them. The thing is, Juggernaut doesn't have too much of an issue initiating: Timing your Blade Fury correctly will give you Magic Immunity for the duration and end right when you need to cast Omnislash, and Omnislash itself has a respectable cast range: you don't need to be in melee range to use your Ultimate as some heroes (like Shadow Fiend) do. Escaping isn't really a problem either as Blade Fury/Town Portal together will be enough in most scenarios. With the recent buff to Dust of Appearance enabling it to slow invisible heroes who are caught by it, Shadow Blade has become a less-than-attractive option for this hero in my mind.

Sange & Yasha is easily the most popular "Why don't you get this on Juggernaut?!?" item, by far. The thing is that Sange & Yasha used to be a good choice for Juggernaut: it gives you movement speed, attack speed, and other stats you might want. However, since the discovery that Manta Style is an amazing choice for agility melee carries, it now comes down to picking one or the other. You would never get both (the movement speed bonuses for items created with Yasha do not stack with each other), and they both make you reasonably tanky, so it comes down to the choice of which do you want more, a chance on hit to maim or an active Illusion spell? The choice should be pretty clear.

Ethereal Blade was something I never understood getting on Juggernaut and, thankfully, is not something I see often in pub games anymore. You don't need to the extra burst for Ethereal Blade (although using it mid Omnislash would be pretty funny), and having an item that you would only ever use during Omnislash seems like a waste of a slot, and a waste of an Eaglehorn.

Honestly guys, I really hate Vanguard. It's not Vanguard's fault so much as that this seems to have become the new indicator for "I have no idea what I'm building but no one can stop me!" players. Vanguard does have its uses on a few heroes, but there are FAR better options to help Juggernaut's early game survivability that won't cost you as much as Vanguard does.

Opposite of my feelings on Vanguard, I actually really like Eye of Skadi. I think that the item itself could be argued as usable on almost everybody. That being said, I also think this item is expensive as hell, and while the slow is nice, I would rather spend all that gold (and that Ultimate Orb) on something that will help me close the gap, not keep the gap closed once I get there. Since we're going to be building Phase Boots, Drums, and (hopefully) Manta Style, we'll have more than enough movement speed that catch people and staying on them won't be an issue. As much as I love Eye of Skadi (and I do so, so much), the lack of use for the slow will sadly make this an expensive health/mana/stats item, and if we were going to go that route, Aghanim's Scepter will do effectively the same thing, except it's much cheaper and gives us the bonus of an additional 3 strikes to our Omnislash no matter the stage in the game.

Refresher Orb is the definition of a "win more" item on Juggernaut, and I really hate "win more" items on the whole. You will never have enough mana to Omnislash, Refresher, and then Omnislash again (that's 1075 mana with a level 3 Omnislash), and if you do then something has gone horribly, horribly wrong. Skip this item and get something good with the money: Desolator, Scepter, Curiass, and even Butterfly all make your 1 instance of Omnislash much more devastating while contributing to your ability to auto attack after the Omnislash is done: Refresher Orb gives you a second series of Omnislashes and then sits there like a useless rock for its long, looooooong cooldown.

I'd like to note that, just because an item is not in the main build does not mean that it's either terrible or that I think no one should use it: there are plenty of items that are great in certain situations. Soul Ring is an absolutely 10/10 item for push-oriented teams, Mjollnir is good for farming races and against specific carries, and so on and so forth. If you want to try something, you should experiment and see what works best for you. Who knows, maybe one day you'll break the meta wide open like pros do, and then I'll be asking you for advice on Juggernaut.
VIII. Laning
Laning with Juggernaut isn't particularly difficult: you want to take the sidelane where you will get the most farm (most people prefer to go safe-lane in pairs, I've done well in the off-lane in both tri-lane and double-lane setups). What is most important to you though, is who you are laning with. Juggernaut needs to be babysat so that he can farm, and there are a few heroes who do this better than most.

Best Heroes to Lane With:

Venomancer is perhaps the best overall laning partner for Juggernaut. Venomous Gale is downright abusive combined with Blade Fury, and his slow-on-attack Orb will ensure no one gets away from you. He doesn't need much farm, so he can focus on denying your own creeps while harassing enemy heroes with Poison Sting. His wards will help your lane push when the time comes, or defend if the situation calls for it. Well warded indeed!

Who wouldn't want to lane with this cutie? Crystal Maiden offers you two disables, a slow and a stun, both of which deal damage and have a good cast range. She has to build a little differently if you're trying to get early kills as possible, but she's a classic babysitter for most carries and a 10/10...uh...support..yeah.



One of my favorite heroes in the game, Jakiro proves himself one of the best babysitters you could ask for. Dual Breath does damage and slows, and Ice Path provides a reliable stun that's great at helping you close the gap. Jakiro is another excellent pusher, which compliments you quite nicely when the time comes for you to get nasty with enemy towers, and he is arguably the most durable of support choices while requiring almost no farm.

Shadow Shaman is another classic babysitter. He has two disables the help you keep the enemy in place for Blade Fury, though I'm not much of a fan of Shackles as it is channeled and easily interruptable. That being said, he's got one of the best pushing spells in the game, and you will be knocking on T2 towers in no time flat if you're playing well together.


Lion rounds out my top 5 lane partners. I find I like him more than Rhasta as far as the double disables go as his non-Hex both does damage and does not require him to channel to use it. Rhasta is a better pusher, but Lion has the edge when it comes to killing heroes with Finger of Death. Just make sure he doesn't burst down a kill that you could have easily had!



These heroes are by no means the definitive list: any range with a reliable disable is fine. Windrunner, Ancient Apparation, Visage, Dazzle, and Lich (just to name a few) are all wonderful lane partners and can both babysit and disable with the best of them. I would recommend that you avoid laning with ranged carries that have disables (such as Drow), as you need all the farm you can get and cannot afford to compete with a second carry. It should also go without saying, but you should avoid laning with a second melee whenever possible unless you're either going up against a lane that has two guaranteed melee heroes or have some kind of trilane going on. Even then, I still wouldn't unless I had no other choice.


Dealing with Your Counter-Heroes:

No hero in DotA 2 is without their counter-heroes, and Juggernaut has a fair share of heroes and abilities which will make his life significantly harder. There are ways to get around them though, so try to keep these tips in mind:
  • Heroes with escape tools that take the form of Blinks and invisibility can negate your Omnislash by escaping the 'range of attacks' that Omnislash has. This means all forms of 'move from one place to another place instantly' spells and all forms of Wind Walk. Be wary of who you are Omnislashing; if an Anti-Mage or Phantom Lancer aren't silenced or rendered unable to use their escape abilities, they will make you look very silly when you only get two of your six Omnislashes off.

  • A lot of Juggernaut players, especially newer ones, will disregard Pugna as just another squishy hero and try to Omnislash him like the rest. However, keep in mind that Pugna's Decrepify can turn targets Ethereal which renders them immune to physical damage and can be cast on allies as well as enemies. If a Pugna Decrepifies your only Omnislash target, the spell will either end or just jump around on a creep wave: neither of these are things you want. To that effect, Ghost Scepter/Ethereal Blade, which also Decrepify targets, can ruin your day and should be regarded with great care.

  • Dark Seer has Surge, a very annoying ability to play against which raises the movespeed of the target to maximum for the duration and renders them immune to slows. This makes it impossible to chase down whoever the recipient of Surge is, so you must time your ganks accordingly. Any hero with a max speed increase, such as Weaver (Shukuchi), Lycan (Shapeshift), and Windrunner (Windrun) can be extremely difficult to chase down, and most of the time without a Diffusal Blade, you simply won't be able to catch these heroes.

    Note: Though Windrun negates physical attacks by giving Windrunner 100% dodge chance, it will not negate Omnislash strikes (it will just negate the normal attacks you make while Omnislashing).

  • Silencer and Doom have reliable ways to stop you from casting your spells (in the form of Global Silence and Doom, respectively), and you will have to ensure that the coast is clear for you to go in and initiate, otherwise you will be rendered unable to use any of the tools in your kit for the duration of their disables. Either ensure that these heroes are dead or disabled before you move in for your Omnislash.
IX. Video References
Here are a few videos which will also explain how to play Juggernaut. Note that some of these videos may disagree with what I have said here or may say something that I haven't even touched on, and that is perfectly okay. Remember: DotA 2 is a game of options, teamwork, and adaptability, and part of being adaptive is knowing as much as you can about your hero so that you can respond to any number of situations. Get all the information you can and consider your options every game you play: that's one of the best ways to become a great player both with Juggernaut and overall!












Note: Some of these videos feature information that is a bit dated (in terms of item builds and such), but they are still worth a watch so that you can learn a different viewpoint on the hero and see for yourself how our knowledge of playing this hero has changed over time.
X. Final Thoughts
So here I've come to the end of my Juggernaut guide. This section isn't going to be about Juggernaut (I think we've covered him enough already), but more of an afterword for me. I appreciate you taking time to read all these words and make it to this point in the guide, and any feedback, positive and negative, is welcome. Hopefully this was written well enough that it was fun to read despite its length. I will do my best to keep this guide updated in case there are any changes discovered to Juggernaut so that the information here is as up-to-date as possible.

As for me, the question I get asked the most in general is "Will you be making more guides in the future and, if so, what heroes are you thinking?" The answer: I really don't know. This guide was originally meant as something of a lighthearted jab at a friend of mine (I don't think he's even seen it yet), and it's taken a while for me to get everything together and put my thoughts out coherently. That being said, if there is enough interest in me writing further guides for other heroes, then I will continue to write lots of words in lots of guides as long as people want to keep reading them, so if it's something you want to see, try to find a way to let me know (preferably through the comments section here or by following me: while I have no problem with people adding me to their friends list to get in touch with me regarding questions, too many people do it when I'm in the middle of a game, and that sometimes can get a bit ah...well, you know).
Changelog
6/6/2013: Guide published.
6/12/2013: First part of 'Laning' section published.
6/13/2013: Second part of 'Laning' section published.
6/14/2013: 'Video References' section published. 'Items to Avoid' section added and published. 'Final Thoughts' section published.
64 Comments
Raynuva 18 Jul, 2014 @ 11:33pm 
As one of the people favoriting your guide, I wanted to follow up with a suggestion I made several versions ago: Orchid Malevolence. Increased damage, Mana regen Boost, stat gain, not to mention prevents heroes like Doom from killing you.
Provocation 4 Apr, 2014 @ 6:54am 
All the information required, a lot of items suggested, great guide, but I wanna talk about Vanguard.
Why? Because the word "Juggernaut" is used in movies/video games to describe a tank(X-men, for example), and "Juggernaut" in real english means "a heavy truck". I haven't built a Vanguard on him yet, but really want to, to make him at least a little tankier. Or anything else to make him more durable(heart), but Vanguard is pretty cheap. And no, I don't like lifesteal, neither I like invisibility.

Personally I use the same skill build, but mix Healing Ward and Blade Dance from time to time. For items, I go Aghanims as a core item, and only then I build some stuff like Yasha, Desolator. Used to build Manta Style, but that time I ALWAYS forgot to use illusions(Played Chaos Knight so much that I use Manta illusions now).
I should go Drums, MKB and butterfly.

Once again, perfect guide.
so yeah
SevenElements  [author] 17 Mar, 2014 @ 8:41am 
Thank you everyone for the continued views, use, praise of, and questions/comments on this guide. I'm glad that if nothing else it has provided as a decent read to so many of you!

@Observer Ward: While what you are saying is true, I had not listed Invoker because he is generally a hero who is hungry for levels as well as last hits, which can put him at odds with Juggernaut if they are together in the same lane, whereas with a hero like CM or Venomancer, they are free to spend their time harassing, denying, and pulling creeps for you. At least that was true at the time of this guide being written: I haven't played the game since a little before the last major balance patch and don't know what has or hasn't changed!
Sheep Sheepington 14 Mar, 2014 @ 9:43pm 
In best heroes to lane with, i am suprised you did not bring up invoker. When he cold snaps an enemy, and jugg uses blade fury, the enemy is locked down, as well as taking 30 (ish?) donus damage every less than a second.
LeviathansLust 10 Mar, 2014 @ 5:54pm 
I wanna just point out that normally I don't like using other people's guides, I prefer to make my own and tweak it as I please, however, your guide is amazing. All of it just plain makes sense to me.

I admittedly had to take it for my own and simply tweaked it slightly.
Thanks for the guide, the way I build juggernaut feels just a lot better now.
WyrdAngus 7 Mar, 2014 @ 8:00pm 
the reason I asked that is that when you play a bot match (co-op or practise) and a bot goes jugger, they always seem to get a mask early and head into the jungle for a bit
SevenElements  [author] 7 Mar, 2014 @ 7:34pm 
I would say it depends on your farm entirely and how high of a priority MoM is going to be for you. It can be in very heavy push oriented teams but it's not something I would recommend as "standard"
WyrdAngus 7 Mar, 2014 @ 7:22pm 
is getting morbid mask a viable early game option?
TripleSteal- 12 Jan, 2014 @ 10:51am 
well written, nice organized guide. can't even imagine how much time it ook to write it.
TombiWan 11 Nov, 2013 @ 4:01am 
Great guide! Good job!
A small note on the scepter: I find that the cooldown reduction upgrade is way more useful than most people give it credit for. 70 seconds is a huge change and makes it so that your ulti is almost always available when you need it, and basically means that you can push harder and force teamfights more often than usual.