
Hi! Today I’m taking a look at Juggernaut in Patch 7.41f, and the reason is pretty simple: the hero has been getting targeted buffs for several updates in a row, and in the current stats he looks very solid. I think this is a good time to take another look at what exactly makes him such a comfortable carry and how the latest patches have affected him.
Role and abilities
Juggernaut is an agility melee hero with simple difficulty and a set of roles that is almost always easy to read: he is first and foremost a Carry, but he also has Escape and Pusher. According to his description, he cuts through enemies with precise sword strikes, and I think that reflects the hero’s essence well: he likes short, sharp windows where he can force a fight and end it quickly.
- Blade Fury — provides strong dispel when it ends; with Aghanim’s Scepter it increases the radius and slows enemies in the area.
- Healing Ward — heals allies, and the amount of healing depends on the ally’s maximum health; with Aghanim’s Shard, the healing and health of the ward are increased.
- Blade Dance — gives a chance to deal critical damage with Blade Fury or attacks.
- Swiftslash — becomes available with Aghanim’s Scepter.
- Bladeform — innate ability; every 2 seconds it grants an effect that increases base agility and movement speed, but the effects are removed 2 seconds after taking any damage.
- Omnislash — jumps to the chosen enemy, then attacks them and nearby enemies at increased speed; the hero is invulnerable for the duration.
For me, Juggernaut has always been a hero about tempo: he doesn’t have to wait for the late game if he can use Blade Fury and Healing Ward, then seal everything with Omnislash. At the same time, the new Bladeform makes him an even more “spring-loaded” hero: as long as nobody touches him, he ramps up, which makes both committing to fights and moving around the map feel better.
Changes in the latest patches
Going from newest to oldest, the picture is pretty steady: there’s no major turning point for Juggernaut in 7.41f, but the series of previous patches noticeably polished his core kit. I think changes like these matter most: not one huge leap, but several careful improvements in a row.
- 7.41f — no changes listed for Juggernaut.
- 7.41d — mana cost of Blade Fury reduced from 120 to 110.
- 7.41c — damage per second on Blade Fury increased from 80/110/140/170 to 85/115/145/175.
- 7.41b — base movement speed increased from 300 to 305; Bladeform got stronger in terms of the growth of base agility per stack; level 20 talent for Blade Fury damage per second was buffed.
- 7.41a — cooldown of Blade Fury reduced from 36/30/24/18 to 30/26/22/18 seconds; critical damage of Blade Dance increased from 130/150/170/190% to 140/160/180/200%.
- 7.41 — removed the innate Duelist ability; added Bladeform; removed the Aghanim’s Shard upgrade from Blade Fury and moved it to Healing Ward; changed the talents at levels 10, 15, and 20.
In my opinion, three things matter most here: a more comfortable Blade Fury, a stronger Blade Dance, and the new Bladeform. Together they make the hero less straightforward, but not in a bad way — rather, they give you more reasons to keep up the tempo and play around pressure more often.
Statistics
According to OpenDota, over the last 7 days Juggernaut has played 738,997 public matches and has a win rate of 52.5%. That’s 9th out of 127 heroes by win rate and 5th by number of games. For a hero with such a recognizable playstyle, that’s a very strong result in my opinion: he clearly doesn’t look like a random pick that only shows up in comfortable drafts.
Looking by rank, the picture is also steady and without sharp drops:
- Herald — 50.8%
- Guardian — 51.6%
- Crusader — 52.2%
- Archon — 52.5%
- Legend — 53.0%
- Ancient — 53.4%
- Divine — 52.7%
In professional matches, according to OpenDota over the latest period, Juggernaut was picked 3 times, won 1 game, and received 2 bans. That’s not a sample size you’d want to draw loud conclusions from, but the very fact that he appears in drafts shows the hero is still a workable option when you need a straightforward carry with a flexible lane and a strong teamfight threat.
Items and matchups
From professional matches on OpenDota, it’s clear that Juggernaut is most often built around very familiar items. I think his item builds here show well that the hero can be both an early tempo fighter and a more classic carry focused on damage and mobility.
- Start: Iron Branch, Quelling Blade, Tango, Magic Stick, Faerie Fire, Circlet.
- Early game: Boots of Speed, Power Treads, Ring of Health, Void Stone, Broadsword, Perseverance.
- Mid game: Broadsword, Blade of Alacrity, Yasha, Battle Fury, Diadem, Manta Style.
- Late game: Eaglesong, Blink Dagger, Ultimate Orb, Butterfly, Aghanim’s Scepter, Demon Edge.
The matchup picture is interesting too. Juggernaut looks better against heroes who struggle to survive his tempo and instant fight entry, and worse against those who make it hard for him to execute his plan comfortably or break the space around him.
- Best against: Magnus — 38 games, 73.7% win rate; Faceless Void — 32 games, 68.8% win rate; Tinker — 21 games, 66.7% win rate.
- Worst against: Treant Protector — 42 games, 33.3% win rate; Keeper of the Light — 42 games, 35.7% win rate; Night Stalker — 32 games, 37.5% win rate.
Conclusion
I’d put it this way: in 7.41f, Juggernaut didn’t get a new twist, but he didn’t need one. Over the last few patches, the hero has become a little more comfortable — less mana on Blade Fury, shorter cooldown, higher damage, stronger critical potential, and a more useful Bladeform. By the numbers, he looks very alive and stable right now, and for a carry that’s supposed to punish mistakes quickly, that’s usually a good sign. We’ll see whether this shape holds, but for now Juggernaut looks like one of those heroes you can still happily pick without second-guessing yourself.
Source: official Dota 2 and OpenDota data.
Discuss on the forum (1 reply)



BKB buyers hate this guy
And tower defenders too ))
nah, towers fear Omni more
True, but only after someone facechecks for him. Without that, he is just farming under a pretty dangerous looking hat.
52.5% on a spammed carry is solid
Hot take, but Jugg feels stronger than most carries just because his kit still has a built-in reset button. People keep acting like he is only a lane bully, but the real issue is how fast he turns one decent fight into map control. That is way harder to punish than it looks.
reset button still needs a fight
And he gets to choose that fight more often than you think
only if the other team lets him breathe
Хто вже ганяв його з бф чи через темп, що краще відчувається? Поки виглядає так, ніби обидва варіанти живі, але не без нюансів.
Через темп надійніше
Не зовсім. БФ йому теж ок, якщо лінія не провалена і є час розігнатися.
Та я й не кажу, що бф мертвий. Просто якщо в тебе вже є ранній тиск і вард, то темпова гра відчувається чистіше, а не через надію дожити до великого слота. Джаг не любить чекати, поки карта сама щось вирішить.
Jugger сейчас уже почти не выглядит героем для поздней жадности, ему куда полезнее давить темп и не отпускать карту.
Темп у него всегда был, просто раньше он иногда сам себе его ломал. Сейчас мана и кд чуть поприятнее, и сразу кажется что герой стал страшнее, хотя по сути его просто меньше наказывают за нормальный мув. На линии это особенно бесит, когда он крутится чаще чем ты успеваешь отойти.
Темп темпом, а без нормального входа он все равно бывает просто бегунком с мечом. С таким билдом легко радоваться, пока тебя не встретили под контролем и без пространства. Так что я бы не называл его прям героем без жадности, скорее ему просто стало удобнее не проваливаться в середине.
Не совсем так. У него как раз есть окно, где можно и темпом поиграть, и спокойно добрать слоты, если карта не развалилась. Просто после этих патчей он меньше наказывает себя за ранние драки, поэтому кажется более быстрым, чем он есть на самом деле. Тут скорее вопрос в том, как команда умеет дать ему эти короткие файты, а не в том, что он обязан бежать вперед без фарма.
Ну да, тут соглашусь частично
So do you rush Treads or keep going greedy into Fury? I keep seeing both and it feels like half the games are decided by that choice.
Treads first is safer if you need tempo, Fury if the lane is quiet and you can farm without getting pressured. The patch buffs make both routes playable, but the game usually tells you which one is real.
Makes sense, I was overthinking the farm route. If the buffs really made Fury cheaper to use, then tempo feels less punishable than before, and that is probably why the hero looks so stable right now. I still think some lanes force the greedy line, but at least it is not a coinflip anymore.
You are asking like the lane outcome is the only problem. Most games get weird because people ignore the first ward fight and suddenly the build choice does not matter anyway.
Джаг тепер переоцінений, як на мене
Частково так, але він хоча б стабільний. Не феєрить, зате не сиплеться від першого нормального темпу, і це для кери вже багато значить.
Проти Войда він реально так добре стоїть?
Якщо є швидкий темп, то так
Вот эта новая Bladeform выглядит реально любопытно. Если в драке тебя не трогают, Jugger как будто сам разгоняется, и это прям в его стиле.
Bladeform looks kinda nasty now
А против войда он и правда так хорош?
Найбільше тут чіпляє нова Bladeform. Це вже не просто пасивка для галочки, а штука, що реально змушує ворога або вдарити першим, або віддати йому простір. У замісі це дрібниця тільки на папері, а в грі такі речі дуже швидко перетворюються на зайвий кіл або втечу. І так, без першої тычки він виглядає ще нахабніше.
В целом Jugger сейчас выглядит честнее, чем многие модные керри. ОН не делает чудес, зато стабильно наказывает за ошибки и не требует какого-то цирка со стартом.
Частично да, но без нормального спейса он все равно быстро становится обычным милишником
Три піки в про-грі, а відчуття ніби герой скрізь
У меня он уже влетал без шансов)))