Item Build


Starting Items
EARLY Items

EARLY Items (situational)
Core Items (required, in order)

SITUATIONAL tems (only if needed)
EXTENSION (choice, any order)



Ability Build


Grave Chill

1
4
5
7

Soul Assumption

2
8
13
16

Gravekeeper's Cloak

3
9
11
14

Summon Familiars

6
12
18

Talent Tree

10
15
20
25

-{s:value}s Grave Chill Cooldown

+{s:value} Visage and Familiars Attack Damage

special_bonus_unique_visage_grave_chill_duration

Soul Assumption Hits {s:value} Targets

+{s:value} Soul Assumption Damage Per Charge

+{s:value} Armor Corruption to Visage and Familiars

Gravekeeper's Cloak grants +{s:value} Armor

+{s:value} Familiar


Author's Ability Notes


The definition of karma. Consider leveling it up first to secure kills. With a ridiculously low cooldown, spam it to your heart's content during team-fights. However, do note that in order to use it effectively, you need at least 3 charges to deal substantial damage. Unlike Grave Chill, it deals damage on contact, so use it to initiate when canceling an enemy's Blink Dagger. Max it before your passive against magic-vulnerable heroes. Use it to secure last-hits if in dire need.
Your primary skill to initiate most of the time. Use this to slow your enemy's attack and movement speed, increasing your own. Specially useful for lane control early on against faster last-hitters and for harassment. You can also target creeps in order to catch up to runes faster than your opponent. Save enough mana to use this for escaping ganks. Don't underestimate its power: your familiars' damage also depends on it.
Unless playing aggressively, get at least a single level on this. A passive turned active thanks to Aghanim's Shard. It also serves as a third stun (apart from your familiars) to cancel channeling animations. This is your bread and butter against heroes that'd normally focus you. Either use it at the last second possible, or use it early to avoid ultimates such as Legion Commander's and Void's. Remember: A well-timed reaction is all you need. And good ping, where possible.
It allows for escapes, as your character gains the ability to fly over terrains. Used mostly to scout and initiate on weak prey (supports). Also, a good solution to Mirana's ult not turning your familiars invisible.
Your most valuable assets. Benefiting from Grave Chill and Gravekeeper's Cloak, keep them nearby to avoid high-bounty deaths. Scout Roshan/runes, push towers, farm creeps in the lane/jungle, and stack camps with them. Prioritize attacking over stunning, unless chasing into danger. Keep one familiar always up to cancel channeling animations/stun during fights. When kept close to your hero, they also serve as bait for certain abilities (i.e.: Bloodseeker's ult). Use manual stun control for better targeting.
+{s:value} Visage and Familiars Attack Damage : Primary option. Aggressive. A much-needed buff to your familiars damage.
-{s:value}s Grave Chill Cooldown : Secondary option. Supportive. Effective against pesky heroes that would benefit from a longer slow duration.
Soul Assumption Hits {s:value} Targets : Primary option. Aggressive. An easier way to ks- ahem, secure kills. Does wonders during team-fights.
special_bonus_unique_visage_grave_chill_duration : Secondary option. Supportive. In case you missed your chance the first time.
+{s:value} Armor Corruption to Visage and Familiars : Primary option. Aggressive. Especially helpful in pushing towers.
+{s:value} Soul Assumption Damage Per Charge : Secondary option. Aggressive. Can be effective against heroes that despise magic. Team-fight-oriented.
+{s:value} Familiar : Primary option. Aggressive. More damage and another stun added to the party.
Gravekeeper's Cloak grants +{s:value} Armor : Secondary option. Defensive. Depending on your item build and the enemy lineup, this could cause others some problems in taking you down.

Author's Item Notes


Starting Items

Yum!
Place it on the ground and consume it with your tangos for extra healing or block the enemy's view.

EARLY Items

If the enemy midlaner spams spells, this is a no-brainer.
You won't need to upgrade this until much later, depending on the enemy lineup.
Your go-to item to gank other lanes!

EARLY Items (situational)

When facing certain enemies mid, having a bottle is vital. In which case, you won't even need circlets at all: just tango and some branches. The sustain from its charges will be enough to allow you a few extra hits as well as take some in return. You will want this especially against Zeus, QoP, Viper; or any annoying, spam-y heroes that benefit from runes as much as you do and aren't afraid to trade hits with you.
Take this as a trinket against Pudge or any enemy hero with as little armor as you. It also helps against Bristleback and taking structures faster, working with your familiars.
Some extra movement speed. Necessary for dodging certain skills or reaching enemies attempting to run away.
Useful against magical damage. It may be a lifesaver, but only buy it if you deem it necessary, as your gold is pretty precious.
In case of arse-whooping, not to worry. After the fourth consecutive death or so, get this if you want to stand a chance at all. It can be farmed incredibly fast with your familiars, giving you early levels, increased nuking damage and survivability.
Sometimes, the extra movement speed and health regeneration are necessary in order to secure kills on your own. Thankfully, Visage is already pretty tanky on his own, allowing him to go for cheaper boots and invest elsewhere. I recommend rushing this against Monkey King, Sniper, etc.

Core Items (required, in order)

A phenomenal item for mana sustenance, given your lack thereof from using Soul Assumption nonstop. Focus heroes with team-fight control (Disruptor, Shadow Shaman, Invoker...) or secure kills by impending the escape of your enemies. The damage built up by your familiars and nukes will be enough to silence your foes forever. You want to get this before the 20-min mark, ideally.
With this, you will be able to scout the enemy's jungle and triangle for kills. Chase the opposing midlaner relentlessly. Dominate the map. Don't give them a chance to react. Or, when in a pickle, run for your life. Remember: Visage is a universal hero, benefiting entirely from the additional stats provided.
With increased attack speed and further armor reduction (coupled with your lvl 20 Talent), you will be able to melt structures together with your familiars and team. By the end of the game, you should always be the one with the most structure damage done overall. Ultimately, kills won't (always) win you the game: taking the ancient will.

SITUATIONAL tems (only if needed)

One of the most commonly built items, and understandably so. Gives massive bonus damage, which your familiars greatly benefit from. If you feel like Orchid isn't necessary, go for this instead. It improves team-fights and your pushing power. The only reason I don't suggest building this first and foremost, is because we aren't playing as a Pos 3 (Offlaner). We are playing as a Pos 2 (Mid). Which shifts our focus from building auras to shutting-down enemies individually in the early game.
Buffes your familiars with attack speed, as well as additional mobility for you and your team. Beware, though, as it can only be used a number of times before running out.
Combined with your Gravekeeper's Cloak and Aghanim's Scepter, you will always be able to either delay or escape your death completely, outlasting opponents or distracting them to focus you instead of bigger threats. Can also be used as an alternative to Linken's Sphere against Legion Commander's ult or Void's Chrono, though your timing will have to be impeccable in order to use this effectively, as it has a cast delay.
The added slow and damage burst will enable you to secure kills more consistently with your Grave Chill.
Allows you to save not only your teammates, but also your familiars from high magic damage.

EXTENSION (choice, any order)

Makes taking towers as well as initiating easier for you and your team. It also serves you well in escaping nasty situations. With its infinite uses, be sure to make the most of it.
Don't forget that you don't have to upgrade your boots in order to teleport to your familiars.
Lockdown against BKBs, or simply one more disable for the team. Especially useful for late-game, giving you some more utility. It also solves mana-related problems. Permanently.
An end-game item, transforming you into a killing machine. A perfect kit of silence, attack speed and damage. Coupled with your familiars, your enemies will stand no chance.
The evasion gained is an added benefit to rendering certain cores completely useless for a few seconds, working even if BKB is activated afterwards.
An end-game item that slows your target and dispels them, having a great synergy with Visage's kit overall.
Against high magical damage, silence and stuns, you might want to consider a BKB in order to be useful to your team, in case you are ever caught out of position or otherwise.
A good alternative to other team members building AC in your place.
A team-oriented item, used mostly for purging stuns and slows from teammates or used against certain skills (i.e: Juggernaut's ult). It provides armor and gives you survivability.
Rod of Atos is a cheap alternative to Bloodthorn or Sheepstick. However, in case you are able to upgrade it to this, go for it.
In case no one in your team gets it against core problems, don't be afraid to do it yourself.
Though Aghs' Shard renders it almost irrelevant, much like Aeon Disk, this could be an alternative if you are being caught too often by singular abilities, such as Legion Commander's ult.
Though Aghs' Shard is good on its own, this could allow you to react in a timely manner against initiators and long disables.

Other Items

If playing aggressively: YES. If playing defensively: NO. Stacks with Bloodthorn.
DON'T! Unless...
Aggressive. More damage is always welcome.
Defensive. Stacks with your passive.
Aggressive. Bootleg arcane boots. Perfect for spamming your spells.
Defensive. Could turn a fight around.
Defensive. Having almost no armor at all, this item works wonders with your passive.
Defensive. Not really necessary thanks to Grave Chill.
Aggressive. Allows for abusing your spell-casting a bit.
Aggressive. More mana is always welcome, as is the slow. Albeit minimal.
Defensive. Good if you are constantly fighting.
Aggressive. The kind of neutral item Visage benefits from: pushing towers and gaining some much-needed armor.
Aggressive. Being a universal hero, this is pretty beneficial to Visage.
Aggressive. Make sure to switch around for max benefits.
Aggressive. A personal fave. Combos really well with Visage's kit.
Situational. Can be used aggressively and defensively in conjunction with Grave Chill.
Agressive. Good synergy with Vlads.
Aggressive. I prefer taking this one over Grove Bow at times. It's better for farming creeps AND heroes.
Aggressive. The armor corruption is a plus. Though minimal, all slow additions are also welcome.
Defensive. Though Visage's speed isn't abysmal, this could help against speedier heroes.
Aggressive. Good synergy with Vlads.
Best of both worlds. Depends on enemy lineup.
Aggressive. The extra attack range plus true strike benefits are hard to pass by.
Defensive. More armor is always a plus.
Situational. Attack speed bonus and evasion could be lifesavers.
Defensive. I will never be against more armor.
Defensive. Good for escaping tough situations, though at this point you should have your Aghs ready.
Aggressive. Good combo with Grave Chill and Soul Assumption.
Defensive. In case you need to die a little less.
Defensive. Could be a lifesaver when your Aghs is sadly on cooldown during an escape.
Defensive. An extra invis, be it necessary.
Aggressive. Good for pushing waves and chasing enemies.
Best of both worlds. Good for defending your own or attacking the enemy's base.
Aggressive. A favorite of mine. You can never have too many silences.
Aggresive. In case you wanted to make your dream of building a Desolator come true.
Aggressive. Great for pushing with your bird-shaped friends.
Defensive. Great if you weren't able to finish that Linken's Sphere after all.
Aggressive. Allows you to deal more damage while giving you one extra escape button.