Powerful disables.Good early/mid game nuker.Beginner-friendly.Finger of Death increases its damage for each kill.
Easily targeted due to low health.Rather slow movement.
As a support, Lion excels at nuking and disabling. Earth Spike will be your primary control and damage ability. It deals damage, knocks up and stuns enemy in a straight line. It can be either point targeted or unit targeted. It is usually the first skill to be maxed. Point targeting grants better use of its range, but it is less accurate.Hex is a single target disable, preventing the target from attacking, casting, using items, and reducing their movement speed. Hex helps Lion get kills and gank in the laning stage, either saving your partner or disrupting the enemy team by following with Earth Spike.Try to target the most dangerous enemies with your disables and nuking power as few can tank all of Lion”s abilities in the early to mid game.
Earth Spike Range
Mana Drain Multi Target
Finger of Death Damage Per Kill
+125 Cast Range
Earth Spike Cooldown
Mana Drain Slow
Tips & Tactics
Lion is renowned for being one of the strongest disabling supports in the game. He has two hard disables in Hex and Earth Spike, which allow him to set up kills in virtually any situation once he hits level 2, potentially giving his team a strong early advantage with his combination of nukes and disables. Be sure to layer your disables properly, in order to lock down a target for the longest possible duration instead of stacking the disables and wasting one or both.Like most other intelligence-based casters, Lion suffers from low strength and agility growth, making him frail and easy to kill if focused down. Due to this and his strong array of disables, Lion benefits greatly from building survivability and mobility items, as his great intelligence growth combined with his Mana Drain ability means that he is never wanting for mana to cast his spells.Because of his powerful early disabling potential, Lion can be played in a variety of ways.In most cases, Lion is played as a hard support, protecting his safe lane carry by pulling neutral camps and harassing the enemy offlaner. He is also able to set up kills with his disables if he is able to get within range to cast them on the enemy, whether it be their offlaner or rotating to gank their mid-laner.True to his name, Lion is also a strong roamer who can prowl and pounce on enemies in their lanes, using his disables to hold them in place while his teammates kill them.In unusual circumstances, Lion can also be a respectable mid, as his good base damage allows him to compete with other mid heroes with last-hits, and his disables allow him to set up the enemy mid if supports rotate for a gank. The early gold and levels can allow him to transition into a strong roaming who can catch enemies with his disables and nuke them down with Finger of Death.
Earth SpikeEarth Spike is a disable that deals damage and stuns in a line in front of Lion, making it a well-rounded stun and nuke.Because both its damage and stun duration scale with levels, Earth Spike is generally Lion”s best ability to max out first. This allows Lion to deal respectable nuke damage and disable for a good duration with a single spell.Due to its line target nature, Earth Spike can potentially damage and stun multiple targets at once. If the opportunity presents itself, try to position yourself such that you can line up a stun on at least two enemies at once.One unusual aspect of Earth Spike is that it can be targeted at only 500 range but travels up to 825, possibly hitting enemies up to 950 units away. This means that while the spell can reliably stun an enemy at 500 range or less, with skill it can be used as an unreliable stun to disable an enemy at almost twice that distance.Beware that Earth Spike does have a travel time, and that it is possible for the enemy to dodge the spikes near the end of the spell if they are fast enough. As such, it can pay off to get as close as possible to a target before casting Earth Spike on them, to give them as little time to react if possible.Keep in mind that the elevated spike animation will still play if the spell catches an invisible hero. While it cannot be used to reliably search for invisible enemies due to its thin radius, a successful hit will alert allies to a stunned invisible enemy, allowing them to cast an area-targeted unreliable disable or nuke on that spot.
HexHex is a powerful hard disable that can silence and mute its target, preventing them from casting spells or using items. As well, it has an instant cast animation, giving the enemy absolutely no time to react.Due to its poor scaling, Hex is generally best left with one point in the early game. Each additional level only adds half a second to the disable duration while drastically increasing the mana cost, which can tax Lion”s mana pool beyond its limit. It is better left as the last ability to max out, as Lion can replenish his mana pool reliably with more levels in Mana Drain, and it is unlikely that targets need to be hard-disabled multiple times in the early game when all-out teamfights are rare.Due to its instant cast time, Hex is a powerful initiating disable since it can lock down a target immediately when Lion gets within range to cast it. As well, the slow it inflicts on the target makes them an easier target to hit with a followed up Earth Spike. However, this will generally vary according to the situation, as Earth Spike”s longer disable range can allow Lion to disable an enemy from a greater distance away first, then follow up with a longer-duration Hex.Hex”s instant cast time also allows Lion to pre-cast Hex when a teamfight is imminent. When you target Hex on the enemy initiator outside of cast range, Lion will move towards the enemy to cast Hex. When the enemy initiates by teleporting into Lion”s team, Lion will instantly Hex him, potentially interrupting the enemy team”s initiation.In dire situations, Hex can be cast defensively as well. If a lone enemy initiates on Lion and he is unable to kill them with his nukes, casting a max level Hex on them will disable them for 4 seconds, more than enough time for Lion to channel a Town Portal Scroll to escape.
Mana DrainMana Drain is a strong utility and soft-disable spell that allows Lion to roam independently as he can maintain a near-limitless supply of mana.Next to Earth Spike, Mana Drain can be a powerful spell to max out early on. While it is not very strong at level 1, getting it to level 2 allows Lion to start recouping the mana cost of his spells, giving him the mana to cast his full combo whenever he needs to. At level 4, it can drain mana at double the rate that it does at level 3, making much more powerful.Used judiciously, Mana Drain can hinder enemies” attempts to lane as Lion can threaten to remove their mana pool if they remain in the area while he casts this spell on them. It is particularly effective against melee heroes that have to approach the creep wave to last-hit, and used over time it can force them to leave the lane as they will not have the mana to cast any of their spells, including escape abilities in the event of a gank.While Mana Drain can be a powerful harass tool in the laning stage, it can leave Lion wide open to retaliation since it is a channeled spell that forces him to stand still. Be sure that the enemy is not in a position to jump on him before attempting to cast this spell on them, and that allies are ready to come to your aid if necessary.Remember that Mana Drain can be cast on any non-friendly unit that has a mana pool, not just enemy heroes. This means that Lion can drain mana from ranged lane creeps, as well as neutral creeps with mana pools. However, keep in mind that casting this spell on neutral creeps will draw aggro, so it is best to cast it when they are otherwise occupied in order to avoid taking damage while draining mana.Like Hex, Mana Drain is capable of destroying illusions, removing them from play upon the first drain instance (0.1 seconds after casting). As its cooldown and mana cost is even lower than Hex, Mana Drain can effectively destroy an illusion every four seconds (or more with the Mana Drain Multi Target talent).Due to its long cast range, Mana Drain can be used to break an enemy”s Linken”s Sphere ahead of a fight or gank. However, be very careful when attempting this, as Mana Drain”s cast animation can add an additional delay that the enemy can take advantage of.
Finger of DeathFinger of Death is one of the most powerful magic nukes in the game, capable of dealing a tremendous amount of damage to a single target.In general, it is best to use Finger of Death at the start of an engagement, rather than in an attempt to finish off a foe. Using the nuke on an enemy at the earliest opportunity will ensure that it deals all of its damage rather than a portion of it, and can allow your team to kill the target faster.Lion doesn”t have to score the last hit with Finger of Death to get the bonus damage stack. He will get the stack as long as the target dies within 3 seconds of taking damage from Finger of Death. As well, it is usually wise to try to let your team”s carries score the last hit and claim credit for the kill, as they can usually make better use of the gold than Lion can. However, if there is a chance that the target may escape, do not hesitate to take the kill yourself, as getting a kill on the support and assist gold on other teammates is better than missing the kill and everybody getting nothing at all.Keep in mind that there is a 0.25 second damage delay once Finger of Death connects with a target, meaning that the damage will take effect 0.55 seconds after giving Lion the command. This delay can allow players with quick reaction times to evade its damage and possibly escape death, as activating spell immunity or becoming hidden/invulnerable will effectively dodge the damage, wasting the spell.