Batrider Item Build and Gameplay Guide

Guild of Guardians


Elite Gamer
Nov 3, 2014
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Batrider Guide - Advantages, Weaknesses, Drafting, Item Build, and Gameplay

  • Good Base STR, for hero INT
  • All Skill synergy with each other
  • Good escape skill can through anything.
  • Have the stun (nuke) that casting range very far (1500 range)
  • You need to be very close to the target to use ulti.
  • 290 MS
  • Bad ASPD
Do not pick
  • If your enemies are many who pick Silencer/Mana Burners.
  • Team you guys are a shortage of tankers.
  • Your enemies one of Spectre/Pugna.
  • many enemies pick carry hero
  • Your Carry need disable to kill ...
  • you like the amplified Napalm.
  • Escape without crashing terrain ...
Role: Initiator - Disabler - Nuker - Escape

Item Build and Gameplay

Early Game

First Items
  • Magic Stick
  • Tango
  • Clarity
Core Items:
  • Bracer
  • Bottle
  • Boots of Speed
  • Magic Wand
Strategy: Suitable Lane? All Hero range which has a nuke it is definitely not too questioned the suitable lane because they could handle all situations regardless of the chosen lane. So the Bat rider could do solo or dual.

Do not forget to place the ward on both sides of the lane. And make sure ward vision could reach Power Up, so you can pick up PU every time it appears, and immediately ambush the enemy in the top or bottom lane.

Roaming? Recommended, you have a slow and stun (nuke), take advantage to help the ganker. We recommend that you Start roaming if you've got a bottle. Just do not go roam alone!

Mid Game

  • Blink Dagger
  • Boots of Travel
  • Force Staff
Strategy: Bat rider in the mid game is a Ganker, so now we have to focus on ganking strategy. ambush in mid game is very-very important because the best way to easily dominate opponents in late is to ambush them along the mid game, especially their CARRY.

Late Game

  • Pipe of Insight
  • Scythe of Vyse
  • Shivas Guard
  • Linkens Sphere
Strategy: If you guys have to carry hero, congratulations you guys have reached the late game. But if you do not have a carry, means you have failed in mid game.

The late game was the heyday of carrying hero or anyone who has the ability of DPS. The existence of the enemies carry in the late game made you will become increasingly difficult, especially if you do not have a late hero.

So if there's no hero carry, what we've come to an end? Who says? decisive of victory instead of the carry, but teamwork. In addition, there are many ways to counter carry in the late game, and the most potent are DISABLER!!

when your war duty is to use the flaming lasso right after the initiator opens a war. Kidnap and then take target to your friend area.

Yep, that's all you should do, the rest is use the flame break to kill an enemy who is trying to escape, spam sticky napalm so that the enemies are getting slow, and use firefly to chase enemies that hide in the trees or use it to escape if you lost the war. You need to remember when you are war, you the main target of the enemy. So, Watch out!! Never far from your friend.

Friends and Enemies


Combo Nukers
  • Zeus
  • Venomancer
  • Tinker
  • Nyx Assassin
  • Lina
  • Lion
  • Bane
  • Shadow Shaman
  • Vengeful Spirit
  • Venomancer
  • Mirana
  • Earthshaker
  • Axe
  • Centaur Warrunner
  • Slardar
  • Sven
Carry, Basher, Semi-Carry, Cloner
  • Faceless Void
  • Phantom Assassin
  • Troll Warlord
  • Ursa
  • Phantom Lancer
  • Naga Siren
  • Drow Ranger
  • Chaos Knight
KOTL and Bloodseeker
  • Bloodseeker
  • Keeper of the Light

  • Axe
  • Centaur Warrunner
  • Slardar
  • Sven
  • Dragon Knight
Zero Collision
  • Morphling
  • Puck
  • Storm Spirit
  • Clockwerk
  • Faceless Void
Hard to runaway against them

  • Doom
  • Drow Ranger
  • Silencer
  • Bloodseeker
  • Death Prophet
Mana Burners
  • Anti Mage
  • Keeper of the Light
  • Nyx Assassin
  • Chaos Knight
  • Naga Siren
  • Terrorblade
  • Phantom Lancer
Disabler and Anti-spammer
  • Bane
  • Lion
  • Shadow Shaman
  • Pugna
There is no such thing as harmony among the creatures of the Yama Raskav Jungle. By bite, or claw, or pincer, or hoof, even the slightest sign of weakness means a swift death. They say the Rider was just a lad cutting chaff in his family's field when he was taken, swept up by a massive morde-bat looking for take-out. But this boy had a better idea, and wriggled his way from his captor's grip, onto the beast's back, and hacked it down with his tools. Emerging from the bloody wreckage and intoxicated by the thrill of flight, the boy realized he'd found his calling.

The boy grew, and every summer he'd return to his family's field, often setting out into the bush seeking to reclaim that first thrill of facing death in the form of jaws or a fatal fall. The years went on, but his fire only grew stronger. He studied the overgrowth, plunging deeper with each expedition until finally, he found his way to the caves at the heart of hostility. They say the Rider, on the eve of a scorching summer night, had nothing but a rope, a bottle of liquid courage and a burning determination to feel the skies once more, when he plunged inside.