Item Build


Starting
Early Game

Mid Game
Late Game

Situational
Neutral items tier 1

Neutral items tier 2
Neutral items tier 3

Neutral items tier 4
Neutral items tier 5



Ability Build


Sticky Bomb

2
8
9
11

Reactive Tazer

4
12
14
16

Blast Off!

1
3
5
7

Proximity Mines

6
13

+{s:value}% Magic Resistance

-{s:bonus_AbilityChargeRestoreTime}s Proximity Mines Cooldown

10

+{s:bonus_damage} Blast Off! Damage

15

special_bonus_unique_techies_tazer_duration

+{s:bonus_damage} Sticky Bomb Damage

-{s:bonus_AbilityCooldown}s Blast Off! Cooldown

20

special_bonus_attack_damage_253

-{s:bonus_activation_delay}s Proximity Mines Activation Delay

25

Talent Tree


Author's Ability Notes


Hit the ranged creep twice and Blast Off! the wave to secure it. Try to clip the enemy midlaner as well. Pressure them after while they are trying to last hit or tank your creeps. Use Stick Bomb to slow them and acquire vision of them so they can`t dodge Blast Off!
Use it to harass your opponent and acquire vision of them. With 2 points in this and 2 points in Blast Off!, you can completely delete the wave and focus on harassing your opponent, denying them creeps, roaming, getting runes or stacking and farming the jungle. Provides vision so you can scout cliffs, highground, runes and Roshan.
Works well to disarm enemy heroes with high attack speed and decent attack animation once you reach level 6, so they cannot destroy Proximity Mines before their explosion. You can also cast it on an ally to provide him the buff instead of yourself.
Practically your biggest damage spell with the 3 charges to follow up on your Blast Off! initiation. Look out for the number of charges available and plant them as you move around the map either strategically or for farming so you don`t stay on maximum stacks. Optimal places for Mines are on top of stairs, highground and cliffs, around trees, around Roshan and the Twin gates, bounty and power rune spots.

Author's Item Notes


Starting

A consumable for sustained HP regen in the laning stage. Helps you trade your HP with enemy heroes and heal back up without having to go to fountain. Provides double HP regen when eating a tree planted using an Iron Branch.
A consumable for a burst of HP. Especially useful to surprise enemies when you are at low health to survive an engagement. Also provides some useful damage in the laning stage.
The most cost efficient stats item in Dota 2. Useful in the laning stage to have an HP, mana, and damage advantage against enemy heroes. Can be used together with a Tango for double HP regen.

Early Game

A core item for mid laners to gain some HP and mana sustain. Also allows the potential to make plays with power runes past the 6 minute mark.
An early game pick up that helps you get through the laning stage with more stats. The mana regen is particularly useful when your hero spams spells for farming and fighting.
A core Boots of Speed upgrade to increase your movement speed to roam around the map and improve your HP regen to get your health back up after Blast Off! usage.
Start with Magic Stick if you expect high frequency of spells from enemy heroes on the lane.
A core item in combination with Tranquil Boots to have some much needed mana sustain to spam your spells for fighting and farming. You should skip this item if you decided to get Arcane Boots instead.

Mid Game

A core item that improves cast range to initiate with Blast Off! from further away. Also provides decent mana regen to spam your spells for fighting and farming. The added mana pool also increases the damage of the M.A.D. barrel.
A core item to improve your mobility and increase your damage output through spells. Also improves the cast speed on your spells to quickly land your combo. The added mana pool also increases the damage of the M.A.D. barrel.
A core item to amplify your magic damage on an enemy hero and burst them down with all your spells. Can be used on an enemy hero to disarm them so that they cannot hit the Proximity Mine you place under them, or protect yourself against physical damage.
A core item that maintains your kill threat and split push potential on the map more often by reducing the cooldown of all your spells and items. The added mana pool also increases the damage of the M.A.D. barrel.
A core item that gives you instant lockdown against elusive enemy heroes to follow up with your damage and control spells. Also provides decent mana regen to spam your spells. The added mana pool also increases the damage of the M.A.D. barrel.

Late Game

A core item that provides a massive area of damage around the Minefield Sign on enemy heroes moving through it. Also makes all other Mines around the Minefield Sign to become invulnerable.
A core item that lets you plant and detonate the M.A.D. barrel manually as well as do more damage with it.
A mid to late game pick up to avoid most disables and silences on the enemy team to ensure your Blast Off! and follow up spell combo does not get interrupted. The magic resistance also reduces the self damage you take from Blast Off!.
A late game upgrade for Eul`s Scepter of Divinity that allows you to dispel yourself as well as move to a safer spot through Cyclone. Can also be used to save an ally caught by enemy heroes. Also provides mana regen to spam spells. The added mana pool also increases the damage of the M.A.D. barrel.

Situational

An alternative to Tranquil Boots for some much needed mana sustain to spam your spells for fighting and farming. Can be upgraded to Guardian Greaves later in the game.
A mid game pick up to have a set up for Blast Off! into Proximity Mines on an enemy hero. Also lets you dispel yourself and buy time when in trouble. The added mana pool also increases the damage of the M.A.D. barrel. Builds into Wind Waker later in the game.
A defensive item that lets you or a teammate become invisible and get out of trouble. Can be cast on yourself before using Blast Off! to reduce the self damage taken.
A mobility item to push yourself or one of your allies away from trouble, or close the gap on enemies. Also lets you push an enemy hero into your Proximity Mines.
A situational item in the early to mid game that amplifies your spell damage on enemy heroes and creeps in an AoE around you. Also provides spell lifesteal to sustain your HP as you do massive burst damage with your spells in teamfights. Builds into Bloodstone later in the game.
An aura item that improves your impact in teamfights by buffing your whole team with HP and mana sustain. Also lets you dispel yourself on cast.
An aura item that improves your impact in teamfights by buffing your whole team with magic resistance.
An upgrade for Veil of Discord to have even more spell lifesteal in the middle of teamfights by doing massive magical damage with all your spells. Also makes you tanky with an even bigger HP pool. The added mana pool also increases the damage of the M.A.D. barrel.
A powerful defensive tool to block single target disables and debuffs. Also provides effective damage through stats for universal heroes.
A late game pick up that gives you tankiness with armor and increases the damage AoE of all your spells. Works well against illusions and summons along with your AoE damage spells.
A late game upgrade for Blink Dagger to have more AoE damage and control in teamfights while becoming more tanky with HP pool.
An alternative Boots of Speed upgrade for better mobility, farm efficiency, and split push potential while keeping your kill threat and tower pushing possibility all across the map.