
Use it to harass in lane, secure last hits, pull neutral camps or disrupt any pull attempts by your opponents. Scales throughout the game as it does % Max HP as damage. Once maxed you can chain slow a target almost indefinitely. NOTE: multiple dagger DO NOT stack and just refresh the duration. Dispellable!

Combo it with your Wheel of Wonder to Fear people in it. In lane use it to secure the ranged creep if your core isn`t able to and to harass and trade with your opponents. You can max it out first so you can push out waves on your own.

Put a value point in it as early as level 2 if you need it to survive. Combine it with Blink Dagger to cast all your spells and retreat safely or save an ally. Be careful not to grief your teammates as it does prevent them from attacking and using items or spell.

Place it behind your opponents and use Tame the Beasts to Fear them into it. Amazing teamfight spell to be used as follow up to provide further damage and crowd control. Use it to control an area or zone your opponents.
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 to do damage and slow enemy heroes for a small cost of your HP. Especially useful to chase and finish off enemy heroes.
Start with it if you expect a high frequency of spells from enemy heroes on the lane.
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.
An item that lets you see enemy wards and invisible heroes in its AoE. In the laning stage, it helps you block and unblock pull camps.
Early Game
Start with Magic Stick if you expect high frequency of spells from enemy heroes on the lane.
An aura item that provides mana regen for yourself and your team. Builds into Arcane Boots or Vladmir`s Offering later in the game.
Mid Game
Arcane boots sustains your mana so you can keep spamming your spells to push out waves and fight.
A core item that provides further protection for you and your allies, especially versus magical damage.
Enhances your mana pool and regeneration, but more importantly allows you to keep your distance and cast your spells more easily from safety.
Blink Dagger allows you to initiate fights or save allies with Escape Act. Unlike most supports you have both Debuff Immunity and a save/escapte tool.
Purchase it early if you`re facing opponents that have a lot of Invisibility either trough items or abilities. Allows you to scout cliffs, highgrounds and trees as it provides vision of the area within it`s AOE.
Late Game
A core extension item that improves your core save mechanic significantly.
Octarine Core enhances your entire kit as your hero has no passive abilities. It allows you to chain slow targets indefinitely with Impalement Arts and pairs well with Refresher as it reduce`s it`s CD and gives you enough mana to make use of it.
Refresher allows you to drop 2 Wheels of Wonders in a fight and completely `sandwich` your opponents for massive Crowd Control and damage.
Situational
A core item that provides mobility for both you and an ally.
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.
A powerful defensive tool to reflect single target spells. Also provides a dispel on cast and makes you tanky with armor.
A unique item that provides debuff immunity against most disables and provides a dispel on cast. Also improves your right click damage and tankiness through HP pool and magic resistance.
A powerful defensive tool to block single target disables and debuffs. Also provides effective damage through stats for universal heroes.