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A Guide to
Purist Thunderwrath, the Omniknight
What is the hero I am playing with?
Purist Thunderwrath, the Omniknight

What is the hero I am playing with?
The Omniknight is being played in several different ways. You can see him as an ugly chaser with a high MS and a slow (S&Y, Skadi), you can see him stacked with STR items (Heart, Satanic) and as a supporter (Guinsoo, Refresher). The way you are playing him depends on your line-up and match-up, and of course the level of the game.
Basically what we think is that Omniknight is a support hero, that can become a hybrid in many ways. Give him some mana regeneration and then do whatever you want to do and needs to be done to him. If your team lacks a tank, then buy a Heart. If your team fails horribly at carrying and you have the possibility of buying a Radiance, then do so for Christ's sake.
We will go through all of his skills one-by-one analysing them and giving guidelines on how to use them. As it's a Strategy Hero Guide, we will be concentrating more on the strategical aspects than on the unimportant filler sentences allowing this guide to be short, yet helpful and filled with important information.
Purification
Mechanics: the damage is mixed, therefore both armor and spell resistance reduces the damage dealt by Purification. As the game progresses it becomes less and less useful against heroes. Read the Guide on every Hero's Skill/Spell damage type
Strategics: the way you have to use this spell is waiting for at least until your or an ally's HP drops to a level that if you healed, the target won't have full health pool. The only occiasion when you should be healing someone to full health is when you are harassing an enemy and especially if you can score a frag with Purification. If you need to speedfarm, then you can use this skill for killing the ranged creeps instantly and damaging the melee ones heavily. But otherwise you should not be using it for farming, last hits will be enough if you can learn how to time it well.
Repel
Mechanics: if you cast it on a hero, it will remove most of the casted buffs, doesn't matter if they are negative or positive ones. Most of the target spells won't work on the repeled unit and spell damage are fully negated. Read the List of skill/item effect to avatared/ immune to magic unit
Strategics: while you are laning this spell might be useful in saving one of your allies. Cast it before a stun would land in, or remove some negative buffs. Also if you or your ally plan to rush in, then being able to run in without getting interrupted by a spell is very important. Later it will be used on heroes that are channeling their spells or on the carries. We think in serious games Omni should be picked only if his repel will be in need of at least on one of the heroes.
Degen Aura
Mechanics: the AoE of the slow is 300.
Strategics: this is both an offensive and defensive ability. When retreating it's especially useful agaisnt melee heroes, or when you want to block enemy heroes reaching your allies, Degen Aura is your friend. If you are an agressively playing player and can be agressive in the game, then Degen Aura will help out so well in chasing it will be near to impossible to flee alive from you. Using animation canceling is very important or else you might be slowed down so that you can't follow your target to "channel" (not real channel) the slow aura.
Guardian Angel
Mechanics: gives 98% physical damage reduction and a 25 HP/sec regeneration. The AoE is 1000 on levels. Repel removes Guardian Angel from target.
Strategics: in early game it might save your ass sometimes. Later it will be used in team fights when you jump on your enemies. Don't waste this spell, wait patiently for the perfect time.
The Skillbuild With Justifications

Basically, there is just one way to efficiently build an Omniknight.
Level 01 - Purification
Level 02 - Degen Aura/Repel
Level 03 - Purification
Level 04 - Degen Aura/Repel
Level 05 - Purification
Level 06 - Guardian Angel
Level 07 - Purification
Level 08 - Degen Aura
Level 09 - Repel/Degen Aura
Level 10 - Repel/Degen Aura
Level 11 - Guardian Angel
Level 12 - Degen Aura
Level 13 - Repel
Level 14 - Repel
Level 15 - Attribute Bonuses
Level 16 - Guardian Angel
17 to 25 - Attribute Bonuses
The justification of the rather easy. Purification is maxed first for obvious reason - it's a heal and your only damaging spell.
Then the confusion begins. Degen Aura or Repel? The answer differs from game to game, respectively from lane to lane. If you're laning against nukers/combo heroes or heroes with damage over time spells, get one level of Repel early. As an example, if you're laning against a combo like Sven and Leshrac, get repel so you can Repel your ally (or yourself) after Storm Bolt hits so Leshrac won't be able to chain (doesn't work all the times, especially when you're the target and they don't leave a gap between the stuns).
Another situation would be when laning agianst Viper, Repel prevents orbwalking and nullifies the damage and the slow of Viper Strike when cast after it. Two levels of Repel at level 2/4 should only be taken when you're leveling against Venomancer (to block 10 from the 12 seconds of Poison Nova) and maybe against Doom Bringer, though it's only useful when he's casting Doom on your ally, else you're silenced and can't cast that spell anyway.
From that point on it's more or less at your disposal how you're chosing the skillbuild. We recommend that you're having 2 levels of Repel when reaching level 11, and that you finish Degen Aura by level 12.
Guardian Angel should be taken whenever available, it may always save your or your allies' asses when ganked or when diving a tower.