Item Build


starting items
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Early (Buy regen if low)
Core (Required, in order)

utility items
Situation (only if needed)

Extension (choice, Any order)


Ability Build


Arctic Burn

1
13
14
16

Splinter Blast

2
3
5
7

Cold Embrace

4
8
9
10

Winter's Curse

6
12
18

Talent Tree

11
15
20
25

+{s:value}% Cold Embrace Heal

+{s:value} Damage

+{s:value}s Arctic Burn Duration

-{s:value}s Cold Embrace Cooldown

+{s:value}% Arctic Burn Slow

special_bonus_unique_winter_wyvern_7

+{s:value}s Winter's Curse Duration

Splinter Blast {s:value}s Stun


Author's Ability Notes


Arctic Burn is your harassment tool. Arctic Burn cannot be stacked, so spread it to as many foes as possible. 1. Jump on an enemy with Winter-Curse. 2. Use the stunned target, or another near, to Splinter Blast nearby enemy teammates. 3. Finish with Arctic Burn as they try to flee.
Splinter Blast is your nuke and main damage dealer. Due to its range and low cooldown, it is also your jungle stacking tool if the mana allows it. Stack camps with this ability at a safe distance and save your time lost not in lane getting exp. Use this ability to farm, ferry over clarities regularly.
Cold Embrace immobilizes your allies, so be sure to use it during, say, Faceless Voids ultimate and you want to save your friend or when ganked by Slark or Troll Warlord. However, they can still get stunned or dealt magic damage, so use wisely. Also used in lane to regenerate from Soul Ring use.
This is your amazing ultimate ability, it is great to use on a support or initiator to ruin their initiation. Rely on it to nail down enemies who jump all over the place such as Storm Spirit. Dont hesitate to use it as a stun if necessary, especially during early ganks when team-fights are rare.

Author's Item Notes


starting items

Iron Branch can be placed on the ground to then be consumed by on your tangos for additional healing.

Early (Buy regen if low)

Opt for Magic Stick early if the enemy spam a lot of spells or you’ll be in the lane significantly. Magic Wand can be bought as early as before Boots of Speed or as late as after your core Boots upgrade depending on how the enemy and their spell usage. Magic Wand can also be bought to make room for other items due to limited space.

Core (Required, in order)

Blink Dagger lets you jump in and out of battle. It is true that your abilities have incredible range, but you also need to follow-up with your ultimate and your Arctic Burn with subsequent damage, begging you to immediately either be in or out of battle - Blink Dagger makes that possible.
Make sure to disassemble your Arcane Boots to build Aether Lens. The extra range puts Winter Wyvern far away from danger and much easier to pull off her ultimate and other abilities in time.
Aghs Shard is a nice damage output on top of your other long-range abilities. If you dont want to encase none of your allies, just do it on a creep to be able to cast another Splinter Blast in fights.

Situation (only if needed)

For heroes that rely on physical damage like Juggernaut (and Omnislash) and Riki, Ghost Scepter can be a cheap option to delay their ganks and make them waste their abilities that do no damage.
Force Staff alongside your Blink Dagger can really play out your chasing enemies. Blink or Force Staff in, disrupt, slow, Force Staff/Blink away to a siege position and attack safely.
Holy Locket works well with your Cold Embrace to further help allies survive, boost them back up or even survive versus magic spells that are trying to kill them while being healed.
Aeon Disk helps you get out of a jam where you are constantly being chain-stunned or destroyed by abilities like Faceless Voids ultimate or PAs massive critical strikes.

Extension (choice, Any order)

Glimmer Cape works great with Cold Embrace, allowing you to both protect your ally from magic damage and, naturally, physical damage. Its an overall great utility item at a relatively low cost!
Lotus Orb provides the armor to give more survivability but also allows you dispel big stuns/slows or reflect back nuke damage on your teammates who keep getting targeted.
For heroes with a large spell cooldown on their ultimate, Octarine Core is a great assistance, especially if you naturally build into it by having its components created earlier in the game.

Other Items

After Eul's Scepter, you won't need to worry about any mana issues for the rest of the game. Popping Eul's Scepter then following up with Cold Embrace delays attacks for a whopping 6.5 seconds, enough to maybe Blink Dagger away or for your abilities to refresh.
Solar Crest provides defensive capabilities for yourself but more importantly, adds fragility to enemies by reducing their armor - allowing your carry and you to kill the more quickly. Use this also to farm jungle creeps more quickly as there is no mana cost.
Meteor Hammer requires you to channel it and if successful, it will stun and damage enemies, structures and creeps. Be sure to cast your ultimate or cooperate with an initiator to be able to cast it as its channel-time is quite long.
Pipe of Insight provides your team with better sustainability against tough magic casters and carries that can wipe your team up incredibly fast if theyre frail to magic types.
Scythe of Vyse is core on many intelligence heroes and Winter Wyvern is no exception.
Once you finish disassembling your Arcane Boots to make Aether Lens, opt for Tranquil Boots for a cheap movement speed option to allow you to get close or far from a fight, maximizing your range.
Guardian Greaves helps dispel silences that may prevent you from initiating with your ultimate. That said, it is also an incredible team-fighting item to give you and your team a lot of sustainability in fights.