Soul Reaper

Skill Build
1 – Judgement / Withering Presence
2 – Withering Presence / Judgement
3 – Judgement
4 – Stats / Inhuman Nature
5 – Judgement
6 – Demonic Execution
7 – Judgement
8 – Stats / Inhuman Nature
9 – Stats / Withering Presence
10 – Stats / Withering Presence
11 – Demonic Execution
12 – Stats / Withering Presence
13 – Stats / Withering Presence
14 – Stats
15 – Stats
16 – Demonic Execution
17 – Stats+
22 – Inhuman Nature+
Justification / Modifications:
Your next decision is to choose between stats and inhuman your next open levels(4/8), and it’s all dependent on that you’re running and what your opponent is running. Stats provide that instant health/mana/damage that you may need in your lane, or even in early game skirmishes, where as Inhuman will provide you with a steady source of mana. I only suggest inhuman if you’re running a very aggressive gank and push strat, where you may have to use a significant portion of your mana and have to continue pushing. I personally don’t require the skill during the laning process, but others may. You can opt to take more points into stats, but you’ll want to have aura maxed pre 16, so keep that in mind. Obviously the rest or all of inhuman nature is taken in the last levels.

Starting Items:
2x Mark of the Novice, Runes of Blight, Mana Potion, Health Potion, Minor Totem

Core:
Steam Boots >> Null Talismans >> Ring of the Teacher >> Nomes Wisdom >> Staff of the Master

After Core:
Sacrificial Stone >> Frostfield Plate >> Kuldra’s Sheepstick >> Post Haste >> Behemoth’s Heart

I am listing that many items because Soul Reaper can actually be played very carry-heavy and he is a decent farmer. If you get some gear you will be a real threat to the opposing team and way more than just a good supporter. After the buff to Sac Stone it is easily the best first item if you choose the carry route.

30-Seconds-Guide:
– Soul Reaper moves very slow, having a base movespeed of 290(10 under average), as such most of his ganks will be done via counter ganks by utilizing the TP scrolls.
– Either offensive or defensive, you should be at every team fight. You’re far too useful at this stage in the game (~7-11) to not be in team fights, as you can literally be a 2k swing in damage with a single spell.

  1. No comments yet.
  1. No trackbacks yet.

Leave a comment