Lore & Bio
"If your enemy is equal, prepare for him. If greater, elude him. If weaker, crush him."
Dark Seer is a melee intelligence hero that focuses on the utility and synergy of his skills. He is sustained in lane by his strong armor and empowered by his Ion Shell and Surge. Surge increases himself or an ally's speed, allowing them to flee or chase down enemies. Ion Shell envelops a unit in a spiky shield that does quick damage to adjacent adversaries, allowing Ish'kafel to harass and obtain last hits. These skills also make him an effective jungler and hence a natural semi-carrier, focusing on the construction of utility items.
Dark Seer's final two abilities combine to do the most damage during teamfights. Initiations in vacuum are extremely potent. It suffocates adjacent adversaries, temporarily incapacitating them and rendering them vulnerable to area-of-effect spells like his Wall of Replica. The wall slows his opponents and generates high-damage illusions of any enemy heroes that pass it, which Dark Seer may manipulate. Ish'kafel is a subtle hero whose dark powers may be lethal in the wrong hands.
Attribute & Stats
Level: 0 1 15 25 30
Health: 200 600 1460 2320 2660
Health regen: +0.25 +2.25 +6.59 +10.89 +12.64
Mana: 75 327 843 1359 1563
Mana regen: +0 +1.05 +3.22 +5.37 +6.25
Armor: 2 5 9.2 14.2 16.03
Damage Block: 16 (50%)
Magic Resistance: 25%
Status Resistance: 0%
Damage: 33‒39 54‒60 97‒103 140‒146 157‒163
Attack Rate: 0.59/s 0.69/s 0.84/s 1.02/s 1.08/s
Attack Range: 150 (600)
Attack Speed: 100 (1.7s BAT)
Attack Animation: 0.59+0.58
Projectile Speed: Instant
Movement Speed: 295
Turn Rate: 0.6
Collision Size: 24
Vision Range: (G) 1800 • 800
Legs: 2
Gib Type: Default
Ability Upgrades:
-
Upgradable by Aghanim's Scepter.
-
Upgradable by Aghanim's Shard.
Abilities & Talents
Skills building guide
Q - Vacuum is the Dark Seer's most damaging and annoying move. Therefore, you should prioritize maxing this skill.
W - Ion Shield has the ability to deal damage to multiple targets at once, so it will be more necessary for the later stages.
And to increase the flexibility to run away in dangerous situations, we will max out the last E before completing the ultimate with the level milestones.
Abilities
Vacuum
Cast Animation: 0.4+0.4
Cast Range: 450/500/550/600
Effect Radius: 400/450/500/550 (Talent 500/550/600/650)
Damage: 100/150/200/250
Pull Duration: 0.3/0.4/0.5/0.6
Effect: Dark Seer pulls in opponent units, disrupting them and doing damage, by creating a vacuum over the target region.
Ion Shell
Cast Animation: 0.4+0.7
Cast Range: 600
Damage Radius: 275 (Talent 350)
Damage per Second: 30/50/70/90 (Talent 80/100/120/140)
Duration: 25 (With Aghanim's Scepter 45)
Effect: A bristling shield surrounds the target unit, inflicting damage on hostile units in the region.
Surge
Cast Animation: 0.4+0.57
Cast Range: 600
Haste Speed: 550
Duration: 3/4/5/6
Effect: Charges a friendly unit with power, granting it a brief burst of speed and preventing unit clashes. Allows the unit to move at its full pace and cannot be slowed down.
Normal Punch
Recent Movement Time Window: 3
Distance Required for Max Values: 900
Min Knockback Distance: 50
Max Knockback Distance: 350
Min Damage: 10
Max Damage: 300
Min Stun Duration: 0.2
Max Stun Duration: 2.25
Number of Illusions: 1
Illusion Damage Dealt: 80%
Illusion Damage Taken: 200%
Illusion Spawn Delay: 0.7
Illusion Duration: 8
Effect: Gives you Normal Punch. Attack with a passive cooldown. Dark Seer's next attack on a hero will have True Strike, which will knock an illusion out of the target and stun them for up to 2.25 seconds, 350 distance, and 300 magic damage, depending on how far Dark Seer has travelled in the last 3 seconds. After 900 meters, the maximum power is reached. Illusions is an 8-second video. 14-minute cooldown.
Wall of Replica
Cast Animation: 0.2+0.73
Cast Range: 1300
Number of Walls: 1 (Talent 2)
Wall Length: 1300
Wall Width: 50
Move Speed Slow: 50%/60%/70%
Illusion Damage Dealt: 70%/85%/100% (Talent 90%/105%/120%)
Illusion Damage Taken: 200%
Duration: 30
Slow Duration: 1
Effect: Raise a wall of warping light that slows and turns any enemy hero who crosses it into a replica. The Dark Seer commands the enemy copies. Replicas endure until they are destroyed or the lifespan of the wall expires.
Effective items guides
Early game
Magic Stick
Magic Stick: In a pinch, the Magic Stick provides burst health and mana.
Soul Ring
Soul Ring: Soul Ring takes care of most of your mana difficulties, allowing you to keep using Ion Shell to harass your lane opponents and score some last hits.
Boots of Speed
Boots of Speed: The Speed Boots provide movement for chasing or fleeing.
Infused Raindrops
Infused Raindrops: Infused Raindrops regenerate mana while also absorbing some magical damage.
Mid game
Magic Wand
Magic Wand: During battles, the Magic Wand maintains health and mana.
Helm of the Dominator
Helm of the Dominator: The Dominator's Helm lets you perform Vacuum combinations on your own. Allows you to employ Ion Shell on an extra controlled unit to battle or push forth waves.
Arcane Boots
Arcane Boots: Arcane Boots boost your mana pool and allow you to replenish the mana of your allies.
Mekansm
Mekansm: Dark Seer's teamfight efficiency and durability are both increased by Mekansm. He'll also have enough mana to use the heal because his good intellect increases.
Blink Dagger
Blink Dagger: Blink Dagger can assist you in determining the best location for a vacuum wall combination.
Town Portal Scroll
Town Portal Scroll: In seconds, you may be in any lane for a gank, countergank, or push thanks to the Town Portal Scroll.
Late game
Guardian Greaves
Guardian Greaves: Guardian Greaves replenishes the team's health and mana; the health regeneration and armor aura are more effective on injured friends.
Shiva's Guard
Shiva's Guard: Shiva's Guard boosts your Vacuum and Wall of Replica initiations, as well as providing armor and intelligence.
Lotus Orb
Lotus Orb: Lotus Orb removes debuffs from Dark Seer or an ally and grants Echo Shell, which allows Dark Seer or an ally to reflect spells.
Situation items
Force Staff
Force Staff: The Dark Seer's or any heroes' position is changed by the Force Staff.
Pipe of Insight
Pipe of Insight: The Pipe of Insight protects you and your companions from magical attacks.
Crimson Guard
Crimson Guard: In teamfights, Crimson Guard may defend your team from physical strikes.
Aghanim's Scepter
Aghanim's Scepter: Ion Shell receives a survivability bonus and two charges thanks to Aghanim's Scepter.
Ghost Scepter
Ghost Scepter: To fight heavy physical damage dealers, Ghost Scepter should be considered, assuring your ability to employ abilities.
Black King Bar
Black King Bar: Black King Bar ensures your initiation with spell immunity, allowing you to avoid nearly all disables.
Scythe of Vyse
Scythe of Vyse: Scythe of Vyse restores mana and uses Hex to prevent an opposing hero from attacking or utilizing abilities.
Refresher Orb
Refresher Orb: If necessary, the Refresher Orb allows you to utilize your abilities and items again in a succession.
Radiance
Radiance: Radiance offers increased magical damage when paired with an ion shell, as well as a 17 percent miss probability when combined with evasion.
Octarine Core
Octarine Core: Because of your AoE magical damage skills, Octarine Core will replenish your health and reduce your cooldowns, allowing you to have more impact in battle.
Enemies & Allies
Allies
Broodmother
-
Broodmother's Spiderlings are vulnerable to Ion Shell, which makes laning considerably more difficult.
Templar Assassin
-
Refraction's shielding stacks are quickly destroyed by Ion Shell.
-
Surge is unaffected by Psionic Trap's huge slow.
Treant Protector
- With Ion Shell, you can easily demolish Living Armor.
Meepo
-
Divided may be quite beneficial to Dark Seer. We support equipping a clone with an Ion Shell in order to effectively harass them.
-
Vacuum can cripple a solitary Meepo so that he and his comrades can eliminate it.
Terrorblade
-
The Vacuum and Ion Shell of Dark Seer enable him to remove the wave of Terrorblade's illusions.
-
Terrorblade illusions may be strengthened by using the Wall of Replica.
-
Terrorblade will be slain before he has a chance to utilize Sunder if Dark Seer can use Vacuum to assist allies in landing their AoE abilities.
Venomancer
-
Venomancer is a low-health, low-range hero that is simple to harass in the early game using Ion Shell on a creep.
-
Venomancer relies on all of his slows to preserve distance or follow, but Surge ignores slows, making hunting or fleeing Dark Seer or his surged comrades virtually difficult.
Counters
Anti-Mage
-
Dark Seer's forte is his high-mana-cost abilities. As a result, Mana Break may be a real pain for him, as it depletes his mana and prevents him from performing spells.
-
If Dark Seer spends a lot of mana on his abilities, Mana Void can cause a lot of damage.
Bloodseeker
- Rupture may be used to cause a lot of damage to a surging Dark Seer or his companions while also preventing them from getting into position.
Ember Spirit
-
Flame Guard prevents Dark Seer from doing any damage on Ember Spirit with his talents.
Kunkka
-
Dark Seer and his friends are unable to escape with Surge because of X Marks the Spot.
Oracle
- Fortune's End removes Ion Shell and Surge, making any laning phase gank attempt on Dark Seer more likely to succeed.
- Fate's Edict protects you from any magical harm that Dark Seer's powers might cause.
- Fortune's End removes Ion Shell off creeps, allowing Dark Seer to farm and zone.
Sniper
-
Because of Take Aim, a Sniper who is reasonably good at placing will be unaffected by any of Dark Seer's spells.
-
A Sniper illusion created with Wall of Replica, on the other hand, is immensely powerful and difficult to cope with.
Items Counter
Orchid Malevolence
Orchid Malevolence: Dark Seer is prevented from utilizing Surge and fleeing by Orchid Malevolence.
Blade Mail
Blade Mail: If Dark Seer utilizes his Ion Shell on a creep, Blade Mail may cause a lot of damage.
Eul's Scepter of Divinity
Eul's Scepter of Divinity: Ion Shell and Surge may be dispelled by Eul's Divinity Scepter.
Favorable Matchups
Bounty Hunter
-
Bounty Hunter's Ion Shell allows him to deal a lot of damage while remaining undetectable.
Elder Titan
- Vacuum and both heroes' ultis work nicely with Echo Stomp.
Enigma
- Enigma can pull additional heroes into the black hole thanks to vacuum. Furthermore, the Wall of Replica may do a lot of damage to individuals trapped in the Black Hole, and it allows the illusions to assault opposing heroes freely. Surge also makes it easier for Enigma to begin, and Ion Shell may deliver a lot of damage to anyone trapped in the Black Hole.
Riki
-
Riki's Ion Shell allows him to deal a lot of damage while remaining undetectable.
Sven
-
Vacuum may be used by Dark Seer to suck foes into a certain area, allowing Storm Hammer to attack all enemies.
-
Due to Sven's Great Cleave Surge, he may rapidly kill heroes that have been gathered by Vacuum. This is a partial answer to Sven's early game lack of mobility, enabling him to easily close in on his targets.
Venomancer
- Dark Seer has a nice setup with Venomous Gale to run heroes down with Ion Shell.
Game plan
Early game
Ion Shell is your main source of damage here. You can cast this for allied minions while you are away from creeps in the conflict area and keep getting gold because the damage from shells is killing enemy creeps. That way it's very useful when you're doing a Dark Seer solo offlane because you need to be far away from creeps to avoid being ganked and killed.
Or you can CSAT this so enemy creeps and shells will work, it will damage the nearest creeps and enemy hero and you will get the gold medal in the end, and also keep harassing your enemies on your lane. Or cast this to yourself and start harassing the enemy by moving directly with him.
Mid game
Mid game is the time to gank. Everyone should start looking for enemy heroes and start getting as many kills as possible. Ion Shell is still the main source of damage for you here. You need to cast this for yourself and also for melee heroes in your party so if clashes start you and your melee friend will come close to the opponent and the shell is damaging. damage the enemy by a lot.
Remember to remove Surge under 2 conditions 1. You or your allies need to immediately exit from the enemy. With maximum movement speed, it will be easier to escape. 2. Your team needs to chase the enemy.
Late game
Late game is the time for a big clash to happen. And you have some nice abilities to be cast into a great clash to make a great combo. Here is an example:
Do you have a vacuum and one of your friends is Enigma:
If you have a Blink Dagger, you should use it the first time you jump into a wave near the enemy.
1. Vacuum casting so all enemies will be dragged to 1 point on the ground.
2. Enigma can instantly cast a powerful Blackhole that captures all enemies in the area.
3. Cast Wall of Replica in the middle of teamfights so you get enemy copies this deal will help your team take more damage in teamfights.
4. Your carry can easily damage Blackholed enemies so your team can win the teamfight.
It's this method of creating a big combo so that your team can achieve a brightful victory.