Hero discussion (or is that frowned upon since everyone here is a 5k mmr pro
)
Axe is popular now, but he's always been my favorite hero (because he can lane well and be a bully, and there's always a spot for him in the jungle otherwise).
For people who are still learning him my hard learned advice: (share yours if you play him a lot)
Starting items:
for lane: tons of regen and a stout shield and a ring of protection (and a stick obviously) , the only way to beat axe in lane is to make him run out of regen,unless you have a trilane with heroes that can just outright kill him.
If you take 8 tangos and a salve you're going to be creepskipping and dominating lane to your hearts content.
If you let yourself be scared of bullied behind your creepwave then you're either in a lane you shouldn't be in or playing axe wrong. Axe only works in lane if they fear you. The best form of damage mitigation is people running away from you, they can't right click you while running from the blender.
For the jungle : stout + ring of protection, axe has terrible base armor you need the ring even if you don't want tranquils imo else you just get owned by creeps (same goes for doom)
Killing single camps sucks, you have to stack or you'll be farming slowly and wasting tons of regen.
Grab the 2-4-6 min runes while you're in the jungle so they don't get used against you or your safelane.
captain obvious: blink first item after (brown or other) boots, you can't snowball without it. Maybe some rare exceptions where you have your team able to set up for you so you can just waddle in to call.
Every time an axe builds a blademail first a kitten dies.
If there the enemies have a lane that is likely to dive towers then spend the 100g on a tp instead of rushing blink, easy kills. If your teammates get dived and you don't have a tp you failed at jungle axe.
Imo don't leave jungle till you have blink unless it's for a 100percent sure kill or to save your carry, delaying your blink with a failed gank is probably going to ruin your impact on the game.
But the main advice that pub axes don't do:
Stop playing as initiator in teamfights once you hit mid-late game (unless you can get a 5 man call and your team is in range to do something with it, or you have some wombo combo to drop on top of the call)
Your team is never going to be in position to do their stuff in those 3 seconds when you blink in and your spins become pretty worthless once they have some armor items and hp.
You will just feed those snowballed levels and gold away and you will start losing the game (e.g the axe falls off thing people always used to say about the hero).
Level 11-16 is where your chop becomes good and if you initiate you are almost never going to be alive to use it, your killing power drops off a cliff, you are only good at executing low hp enemies , chasing and the short call CC after the 20 min mark.
What I build after blink + boots + vanguard or blademail (depending on if they are physical or magic dmg dealers, blademail works poorly with call but it's great vs support nukers)
I really like pipe or mek as it works well with the counter initiate role and makes you more useful in a team that has trouble taking towers.
AC if noone else is building one, shivas if you are rich (that's what you are in lategame, aurabot)
If your team is doing bad and you didn't snowball then in a pinch basi + mek + vlads can provide tons of armor aura to your team vs carries like troll, void or pa.
Bkb is amazing if they have annoying lockdown or just lategame in general. Heart seems pretty useless to me it does nothing for your team. Any utility item to counter an enemy hero is better.
Sceptre is something I don't really build anymore since the chop cooldown reset was made baseline (maybe it's good I don't know) Maybe if I'm snowballing hard and none of the above items are needed on the team.
It's best to be the one to buy gem/sentries in midgame if they're needed so your support has a chance to turn into a core.
captain obvious 2 , the duh-a-ning: don't rely on call+spin+chop to kill sblade/invis heroes,carry dust you cheapskate.
Even manta works if they have silences preventing you from chopping (illusions spin for full damage, the stats(mana) of manta are useful, I always build one against silencer, clinkz or skywrath), it's fun to use the illusions for farming/pushing/teamfighting/tower push creepskipping too.
TLDR: axe's role changes over the course of a match, from initiator/core to support and counter initiate. An axe who doesn't adapt to the midgame becomes a huge liability and a throwing machine.
Also stop hogging the jungle once you have your blink, let the carry or supports have it.
Against axe: some armor on supports makes his spins crap, any kind of silence counters his chops which makes him go from scary monster to weak kitten in mid-late game. If you can time mek when he is about to chop then you just destroyed the rest of his current teamfight.
If he snowballed early and is still initiating in midgame then you should focus his killstreak rubberband patch loot pinata ass down every time. You just need to realise he is no longer half as scary as he was 10 minutes ago and start punishing him. Killing him puts a dead stop to his item progression and levels too. , and then he really does fall off hard.