____________________ Items____________________ Starting ItemsMiddle Lane
)Replace Minor Totems with Crushing Claws if you are SURE you won't get a Power Supply.
Feel free to skip all items in the parenthesis if you want to get an extremely fast Bottle
Best use of buck for Pyromancer; Fast Bottle is extremely powerful so you can play as aggressive as possible. Sidelane / Trilane
Minor Totem(s) can be replaced with Mana Potion(s) if you wish so, but generally these items provide you some +stats and regen for the early laning phase.
If your team is bad and doesn't support
(Courier = 200, Wards 100 Each)
Pre-Core & Core
Crushing ClawsPassive Bonus
+3 StrengthValue 150
Mark of the NovicePassive Bonus
+3 IntelligenceValue 150
Runes of the BlightActivation
Consumes target tree, healing self for 115 HP over 16 secondsValue 90
Heals target for 400 HP over 10 seconds, Dispels on damageValue 100
Minor TotemPassive Bonuses
+1 IntelligenceValue 53
Bottle is the first item you will buy. It solves both your health and mana problems, and makes rune-whoring much more effective. If you are not soloing middle, then you might skip it.
Marchers are an obvious choice for any hero - But Chalice or Marchers, which one first? The rule of thumb is; If the Marchers help you get runes (enemy doesn't have any blinking skill) then get them first. Otherwise Chalice first. And by the time you buy these, get the Ward of Sight if you wish to have a lane ward.
Blood Chalice is awesome on Pyromancer. It allows him to play extremely aggressive, as well as farm with his spells. It also has strong synergy with Bottle, as you will mostly only use mana, not health.
Steamboots are the best boot choice. They have great synergy with Bottle and Blood Chalice, and provide you some extra needed health, as well as more attack speed for DPS purposes.
Post Haste is basically the only other viable option. They provide you with EXCELLENT mobility, for the cost of no hp, no extra dps, and loss of extra 1000+ gold. Generally I don't suggest these on Pyromancer, because I find Steamboots suit me better. They are decent choice though, so feel free!
Ghost Marchers are mediocre. The added movespeed is not necessary on Pyromancer, as you will be getting a Portal Key anyways. Steamboots are much better for farming, and keep you alive. Sure Ghost Marchers give damage, but Steamboots give attack speed.
Striders are the last choice. Pyromancer is not a ganker who should be roaming all around the map, he should focus on farming and only countergank, or gank if he gets a Haste or so. If you have so poor farm that you can't afford Steamboots, simply go drop couple neutral camps, get your Steamboots, and start farming quickly.
Power Supply is a great item. The mana/health for the price is way too good to skip for most of the games. But it is not necessary for your strategy, and you run out of inventory slots soon if you pick it up. However, it is so cheap, yet so useful, that you should in most cases get them.
Portal Key is your first major purchase. This item is a must have on Pyromancer, it has so much synergy. Not only does it help you hit your stun, PK is nice synergy with high burst damage, which Pyro definitely has. Basically this means you can instant-kill people and get out, or surprise them by blinking in and bursting them down quickly.
Bottle of Tears (3/3)
Must be refilled at the Well or by picking up rune
Bottle is only filled 2/3 when taken to the Well by a courierActivation
Uses one charge, and restores 135 HP and 70 Mana over 3 seconds, Dispels on damageValue 600
Blood ChalicePassive Bonuses
+3 IntelligenceActivationCooldown 35 seconds
Removes 150 HP, grants 100 Mana
If you are on 700 range of a dying enemy hero in 15 seconds after activation, you are granted back the initial life cost of 150RequiresCrushing Claws 150 Mark of the Novice 150 Scarab 325 Total cost 625
+25 Attack Speed
+10 Strength/Agility/IntelligenceRequiresMarchers 500Gloves of Swift 500Bolstering Armband/Fleetfeet/Apprentice's Robe 450Total Cost 1450
Post HastePassive Bonus
105 Movement SpeedActivationMana Cost 75Cooldown 60
Target ally non-hero unit/structure. After 3 seconds of channeling, teleports to the target, and applies 200 movement speed buff for 5 seconds.Shares cooldown with Homecoming StoneRequiresMarchers 500Recipe 2200
Total Cost 2700
Power SupplyPassive Bonuses
Restores 10 Health and 15 Mana per charge.Aura
Radius 1200Aura Effects
1 charge every time an enemy hero on the radius casts a spell. Maximum of 15 charges.RequiresMinor Totem 53Minor Totem 53Mana Battery 200Recipe 240Total Cost 546
Range 1200Mana Cost 75Cooldown 14 seconds
Teleports self to target position. Cooldown of 3 seconds is applied to Portal Key if damaged by a player controlled unit.Value 2150
After your core items are finished, just look at the game and see what you need. Generally, if you have a real carry, and you are not having terrible farm, Sheepstick is the first choice to go for.
The item is just too strong to skip on Pyromancer. Pretty self-explanatory.
Hellflower should generally be built if the person you bought Sheepstick for farmed a Nullstone, or your team needs more disable, on top of adding vast amounts to your damage. Provides you with basically infinity mana on top of that.
Frostwolf's Skull provides you with huge amounts of extra stats, especially HP. On top of that, it is a great counter to opposing Shrunken Heads, Swiftblades and Predators.
Shrunken Head is a great pickup if you need to be reckless, the enemies have lots of magical nukes / disables. It doesn't help if the enemies are initiating on you (well, unless they don't stun you, which never happens). It allows you to blink in with Portal Key and bring down key targets uninterrupted. Even if your team has a main initiator, Shrunken Head is always a good item on Pyromancer if you're facing a cast-heavy team.
Savage Mace adds huge amount of DPS to your attacks. If you are dominating, and / or your team has no real carry, feel free to get this item. The true strike is great against opposing Wingbows and Zephyrs, and also mitigates the annoying uphill miss which may cause low hp escapes. To explain you how this item is good on Pyromancer; Fervor gives you attack speed, Savage gives you damage. Figure the rest yourself.
In general, if you need more of defensive items, get Frostwolf's Skull, not Savage Mace. On the other hand, if you need offensive items, you might not want to get a Frostwolf's Skull.
+200% Mana RegenActivation
Target Enemy Unit
Range: 800Mana Cost: 100Cooldown: 35 seconds
Applies Transfigured to target for 3.5 secondsTransfigured Effects
Movement Speed set to 100RequiresAcolyte's Staff 2700Manatube 875Blessed Orb 2100Total Cost 5675
+30 Attack Speed
+225% Mana Regeneration
Target Enemy Unit
Range: 900Mana Cost: 100Cooldown: 25 seconds
Applies Hellflower to target for 5 seconds.Hellflower Effects
+20% Damage taken
Leaves a visible trail behind afflicted targetRequiresArcana 1575Arcana 1575Arcana 1575Total Cost 4725
Frostwolf's SkullPassive Bonuses
+200 Max Health
+150 Max Mana
+10 DamageOn Attack Impact
Applies Freeze to target for 3 seconds when attacking or casting a single target spellFreeze Effects
30% Movement Slow
20% Attack SlowRequiresGlowstone 1200Icebrand 2200Blessed Orb 2100Recipe 700Total Cost 6200
Shrunken HeadPassive Bonuses
No TargetCooldown 80 seconds
Applies Shrunken Head to self for 10 seconds and dispels debuffs from self.
After each time Shrunken Head is used, the duration of Shrunken Head is reduced by 1second and Shrunken Head's cooldown is reduced by 5 seconds. The duration of Shrunken Head will not go below 5 seconds, nor will the cooldown go below 55 seconds.Shrunken Head cannot be removed or dispelledShrunken Head Effect
Magic ImmunityRequiresMighty Blade 1000Warhammer 1600Recipe 1300Total Cost 3900
Savage MacePassive Bonuses
+15 Attack Speed
True Strike (you can't miss your attacks)On Attack Impact
35% chance to deal 100 Physical Damage to target and stun for 0.1 seconds.Does not propagate to illusions.RequiresSlayer 2200Warhammer 1600Warhammer 1600Total Cost 5400
Nullstone is taken to counter strong single target spells. So this is the reason why would you get in on Pyromancer. Keep in mind, that if the spells are magical, you are usually better off with Shrunken Head.
These items are great, if you are enjoying bad farm or are forced to play more supportive. They have easy buildup, cheap cost, and also solve your mana problems. They can both be used to proc an enemy Nullstone on top of that.
Tablet of Command can be used multiple ways; You can use it to yourself to escape or initiate, or on an ally to do the same. While using it on an enemy, stunning him on the spot he lands to is quite easy.
Stormspirit can be multiple ways as well; Save an ally / yourself by dodging a skill with it. Or, use it on an opponent to make him easy target for your stun when he lands, or to escape his wrath. Keep in mind, with Stormspirit + PK, if you don't take damage in 0.5 seconds, use Stormspirit and you can PK away after.
Items to Avoid in General
+6 Health Regeneration
+200% Mana Regeneration
When not in cooldown, negates a single targeted spell.Cooldown 20 secondsRequiresBlessed Orb 2100Sustainer 1750Recipe 1000Total Cost 4850
Tablet of CommandPassive Bonuses
Range: 800Mana Cost: 25Cooldown: 16 seconds
Pushes the target hero 500 units in the direction it is facingRequires
Major Totem 540
Neophyte's Book 1000
Recipe 500Total Cost 2040
+150% Mana Regeneration
+25 Movement SpeedActivation
Range: 600Mana Cost: 75Cooldown: 30 seconds
Applies Cyclone to target hero for 2.5 seconds.Cyclone Effects
StunnedRequires Neophyte's Book 1000Manatube 875Scarab 325Recipe 600Total Cost 2800
The following 4 items are bad pickups for any game.
Assasin's Shroud is not even comparable to Portal Key. Sure the invisibility might provide a decent escape mechanism, but the enemies WILL buy revelation and counter it. It is also much more expensive than Portal Key.
Sacrificial Stone is in general a bad item for basically any hero. As for Pyromancer, the mana from it is completely wasted. Need HP? Get Shrunken Head or Frostwolf's Skull. Sac. Stone is just inferior compared to other possible items.
Codex, while does increase your burst, also leaves you with no hp, and upgrading the Codex takes 7000 gold away from you. That could easily go for Hellflower AND a Blessed Orb.
Harkon's Blade might seem like a good choice at the first thought. Well, it is not. For the same price, you could get a Hellflower. The Hellflower provides you more attack speed, silence/perplex/amplify and both provide mana. Well, Harkon's drains your mana pretty swiftly, as Fervor provides you so much attack speed. On top of that, most of the enemies have a Shrunken Head by the time you get this item.
The following 5 items are extremely situational
Spellshards make you deal much more magic damage, for the cost of no HP. But in some games, it actually works. If you are sure that you will stay alive without extra health items, then you may get them.
Staff of the Master is the same as above, except it trades off some damage for some health, which is IMO preferable.
Behemoth's Heart is not necessary bad on Pyromancer, just that the other items mentioned are better. But if you really want extra HP, and don't want to / already have Frostwolf's Skull, feel free to get it.
Shieldbreaker and Daemonic Breastplate are one thing. If you are dominant, and your team has no real carry, you might need to get true DPS items and carry the game. The minus armor, as well as the attack speed/damage from these items make you hit like a beast.