Nerds Tidehunter
Description
Tidehunter is a strength core hero who excells at being tanky and hard to take down beast. He's also great lane dominator and one of the best teamfighters in the game because of his ultimate, Ravage.
Main issue that comes with his main strength is that Ravage Tide is useless when his ult is on cooldown. This build is focused around making Tide's out-of-teamfight potential much better by abusing power that comes with Anchor Smash. This ability allowes not only to dominate the lane and farm, but also transition into great physical damage core.
It's based on Immortal rank Core Tidehunter matches
Facets
Starting Items
Skill Build
Skill Priority
Talents
Skill Build Timeline
Main Build
Build Timeline
Lategame Items
Neutral Items
Other significant items
Tooltips
Spells Tooltips
Gush
Great chasing spell, works well with Anchor Smash. Not a priority in leveling up, but is definately good spell to have early on
Ravage
One of the greatest teamfighting spells. While it's still one of the best spells in the game, our main goal is to make Tide useful and strong even without it, so don't focus on the Big Red Button too much.
Anchor Smash
Tide's main tool for lane dominating and farm. Try to use it as close to enemy heroes on lane as possible and secure creeps. Later on think of it as your main damage tool, like one big AoE autoattack or physical damage nuke
Kraken Shell
Great surviveability tool and what essentially makes Tide able to use his items no matter what. Altho, it's still not a priority on lane and is probably the last abilty to max
+100 Gush Damage
Great talent to have, works well with Having Gush as a damage tool
-30% Anchor Smash Damage Reduction
Works fine against targets with high amounts of base damage (Terrorblade, PL)
Items Tooltips
Main initiation/mobilty item. It may look weird that you're not going to pick it up as your first item, but the thing is you don't really need it as Tidehunter, while Solar Crest will do much more for your team
You're going to play around Anchor Smash, so getting early damage boost is already valuable enough, but additional tankiness makes it even better
Good pickup if you want to spam Gush from distance or have some kind of AoE physical damage aside from Tide
Great addition if you desperately need to use two ravages. Altho, with attack damage build you will have a lot of stuff to do while Ravage is on cooldown, it's still a really strong kind of spell
Helps with armor, as well as removes armor from enemies. Probably the best item for pushing or against high physical damage lineups
Additional HP and damage boost. Works well with all the damage theme and makes it even harder to deal with
Armor and mana pool. Doesn't really work with attack damage theme and you don't really need manapool in this kind of build, but it can be helpful if you want to keep your enemies from running away
Works well when you deal a lot of damage with a single attack. This rule applies to both level 25 talent and anchor smash
Another initiation/damage item. Can be purchased instead of Blink or Desolator or as an extension item
Another solution as initiation item. Can replace Blink and maybe even Desolator, works great against high controlling lineups
Soul Ring for mana sustain. This item alone is enough for you to keep your manapool up even without treads switching
Great addition to SnY and good item in general to deal with stuns and high attack damage cores
Additional armor boost, utility for your team, movement speed buff, but most importantly ability to reduce enemy armor by 12. With Solar Crest debuff you'll be able to two-shot supports during midgame
Great item if you have other heroes to deal damage and just want to snowball out of control and finish the game