Juggernaut is a melee agility hero who is commonly played as a carry who also has the potential to be a pusher. He can shrug off magical spells while slashing enemies around him with Blade Fury. He can deploy Healing Wards to restore himself and his team's health. His Blade Dance lets him do more damage with one critical strike. His Omnislash lives up to its namesake, leaping and slashing multiple targets while being completely invulnerable.
Abilities[edit | edit source]
Blade Fury[edit | edit source]
- Ability: No Target
- Damage Type: Magical
- Damage: 80 / 100 / 120 / 140
- Radius: 250
- Mana Cost: 110
- Cooldown: 30 / 27 / 24 / 21
Blade Fury makes you whirl your blade in a circle, damaging enemies around you and granting you magic immunity. You can freely move and use items while using this ability. Expect to use this spell a lot, as it can rack up a lot of damage as well as make you safe from stuns. Even by the time the damage it deals starts to drop off, you can still use it for its magic immunity to prevent yourself from being affected by crowd control abilities.
Healing Ward[edit | edit source]
- Ability: Target Point
- Max HP Per Second: 2% / 3% / 4% / 5%
- Mana Cost: 80 / 100 / 120 / 140
- Cooldown: 60
Healing Ward summons a ward that heals a percentage of you and your allies' health. It can move at 450 movement speed and lasts 25 seconds. While healing 2-5% of your max health sounds overpowered, the tradeoff is that the ward only has 1 hp, meaning that any attack will destroy it. Therefore, it is imperative that you position it well so that it can heal your teammates without exposing it to enemy attacks. It is best used for pushing instead of teamfights, since the enemy team should be sitting back trying to push back than throwing out spells and attacks at you.
Blade Dance[edit | edit source]
- Ability: Passive
- Critical Damage: 200%
- Critical Chance: 15% / 20% / 25% / 35%
Blade Dance is basically a critical hit type ability. It has a moderately high chance for a critical strike, and lets you deal 2 times your damage, which depending on how high your attack is, can be pretty powerful.
Omnislash[edit | edit source]
- Ability: Target Unit
- Affects: Enemy Heroes
- Damage Type: Physical
- Jumps: 3 / 6 / 9
- Jump Radius: 425
- Mana Cost: 200 / 275 / 350
- Cooldown: 130 / 120 / 110
- Scepter Jumps: 6 / 9 / 12
- Scepter Cooldown: 70
Omnislash makes you leap at the target, mini-stunning him and dealing between 175-250 damage per slash. He will then jump to a random enemy unit nearby and slash again, repeating the process until he finishes all his jumps. During this time he is completely invulnerable. The ability instantly kills creeps. Ideally, you will want to catch as few targets as possible with the spell, as the less units to jump to, the more damage. If you manage to catch an enemy hero all by himself, he will take all the damage from the spell. A reliable damage ability that remains quite deadly as the match enters the late game.
Aghanim's Scepter can be bought by Juggernaut and will increase the number of jumps and decrease the cooldown of Omnislash.