Sven, the Rogue Knight
|Carry Disabler Initiator Durable Nuker|
Sven is the bastard son of a Vigil Knight, born of a Pallid Meranth, raised in the Shadeshore Ruins. With his father executed for violating the Vigil Codex, and his mother shunned by her wild race, Sven believes that honor is to be found in no social order, but only in himself. After tending his mother through a lingering death, he offered himself as a novice to the Vigil Knights, never revealing his identity. For thirteen years he studied in his father's school, mastering the rigid code that declared his existence an abomination. Then, on the day that should have been his In-Swearing, he seized the Outcast Blade, shattered the Sacred Helm, and burned the Codex in the Vigil's Holy Flame. He strode from Vigil Keep, forever solitary, following his private code to the last strict rune. Still a knight, yes...but a Rogue Knight. He answers only to himself.
Sven unleashes his magical gauntlet that deals damage and stuns enemy units in a small area.
Sven's Warcry heartens his allies for battle, increasing their movement speed and armor.
Sven channels his rogue strength, granting bonus damage.
Upgradeable by Aghanim's Scepter to provide an aura for Sven's allies.
|-8s Storm Hammer Cooldown||25||+65 Damage|
|20% Evasion||20||+30 Attack Speed|
|+8 All Stats||15||+20 Movement Speed|
|+225 Mana||10||+6 Strength|
|Starting Items||Early Game||Mid Game||Late Game|
Sven is always eager to charge into a fight. He stuns grouped enemies as he wades into battle, and once he ignites his damage-boosting ultimate, a few swings of his massive sword are often more than enough to slay his foes.
Sven is a strong carry that can wear down teams extremely fast thanks to his Great Cleave and God's Strength. In combination with Daedalus and his ultimate: God's Strength, he can tear through foes in a few seconds and completely carry the team on his own. With his ranged stun and Warcry, Sven can keep foes in place to take his massive damage to the face.
All of Sven's skills scale very well. In some situations when dealing with high physical damage from the enemy, it is advisable to take extra points of Warcry earlier instead of maxing out Great Cleave as shown.
Through large portions of the game Sven suffers from the high cost of his spells. A single Storm Hammer eats 77% of his base mana at level 1, and his mana regeneration will not let him Warcry infinitely, despite the incredibly low cost of casting the ability.
If you get the drop, landing a Storm Hammer can be great initiation. However, if you're facing incoming damage, the absolute first thing that should come up is a Warcry. This will give your team a huge survivability boost and also gives the movement speed to get intimate with your opponent. Casting it early in the fight also means you hopefully can pop it during a retreat or chase too.
If you Warcry first, a Storm Hammer second should target disablers and magic-heavy heroes, but can also be used to catch up to fleeing opponents, followed with a Warcry to catch up with and secure the kills.
God's Strength should always be active during team fights. Ideally you cast it very shortly before battle, as its duration will be noticeably longer than most teamfights ever will be.
|Balance Patch History|
|Patch Version||Balance Changes|