
Hello! Today I’m looking at Omniknight in 7.41f, and to me this is exactly the kind of case where a hero has long since stopped living only off the old idea of “heal and protect,” and instead survives through the way he’s been gradually tuned for current Dota. There were no separate changes for him in 7.41f itself, but the trail of changes from 7.41–7.41e is very revealing: they clearly wanted to make the hero more flexible, a bit more aggressive, and at the same time not let him have too much free survivability.
Role and abilities
Omniknight is a Strength melee support with low complexity, and in practice he really does stand on the front line, where he can heal, cover his allies, and do something back himself. In terms of roles, Support sits above the rest, while Nuker and Durable are more secondary directions. I think that fits well with how the hero feels now: he is not just a “save button,” but a character who can set the tempo and hold his own in a fight.
- Purification instantly heals an allied unit and deals damage to enemies around it.
- Repel grants debuff immunity, magic resistance, and health regeneration, and its application logic has changed a lot in the recent patches.
- Hammer of Purity deals pure damage based on base damage, has increased cast range, and briefly slows the target.
- Degen Aura is an innate ability that slows nearby enemies.
- Guardian Angel fully protects nearby allies from physical damage, and with Aghanim’s Scepter it gains unlimited radius, works on buildings, and boosts health restoration.
It feels to me that what matters most for the hero now is not one “main button,” but a combination of several small decisions. Purification gives both healing and damage, Repel no longer powers up Omniknight on its own, and Hammer of Purity gives him fight presence and lets him pressure opponents even in short windows.
Changes in the latest patches
Looking from newest to oldest, the picture is this: 7.41f changed nothing on its own, which means the hero entered it already in the state shaped by the major rework and the following adjustments. And those adjustments are quite telling.
- 7.41e: Hammer of Purity post-hit healing increased from 35% over 5 seconds to 40% over 4 seconds.
- 7.41d: base intelligence increased from 16 to 18.
- 7.41c: Repel cooldown reduced from 40/36/32/28 to 40/35/30/25 seconds; Hammer of Purity damage increased from 20/40/60/80 to 25/45/65/85.
- 7.41b: Hammer of Purity lifesteal increased from 30% to 35%; Guardian Angel duration increased from 4/4.5/5 to 4/4.75/5.5 seconds; bonus health restoration from Aghanim’s Scepter reduced from 100% to 50%; level 20 Degen Aura radius talent increased from 125 to 150.
- 7.41: base armor reduced by 1; agility gain reduced from 2 to 1.7; Degen Aura no longer improves with Guardian Angel; Degen Aura slow changed from 10/20/30/40% to 11% + 1% per level; Purification now pierces enemy debuff immunity; Repel was reworked and no longer grants strength or bonuses for dispelled effects, but now only grants debuff immunity, +60% magic resistance, and +8/12/16/20 health regeneration; Hammer of Purity now pierces debuff immunity, cooldown reduced from 20/15/10/5 to 13/10/7/4 seconds, base damage share reduced from 55/70/85/100% to 30/50/70/90%, damage changed from 25/50/75/100 to 20/40/60/80, and the ability also began healing its owner for 30% of the damage dealt over 5 seconds; Guardian Angel became an untargeted aura, radius increased from 400 to 700, duration reduced from 5/6/7 to 4/4.5/5 seconds, and Scepter now gives unlimited radius, works on buildings, and 100% health restoration bonus; talents also changed: at level 10 base damage was reduced from 35 to 30 and replaced with a Repel cast range talent, at level 15 the strength bonus and health regeneration per Repel effect were removed, and at level 20 the Guardian Angel bonus was replaced with Degen Aura radius.
In my opinion, the most important part here is not even the numbers, but the way the hero was pushed away from the old model of “build strength and just press save” toward a more active version where he can be part of the pressure himself. At the same time, they took away some of Repel’s direct personal benefit, and that looks like an attempt not to inflate his own survivability too much.
Statistics
According to OpenDota, over the last 7 days Omniknight has 94,777 games and a 50.4% win rate. That is 47th out of 127 heroes by win rate and 114th by number of games. To me, that looks like a very balanced result: the hero is not flopping, but he also doesn’t look especially prominent in pick volume.
- Herald — 48.2% win rate.
- Guardian — 49.4% win rate.
- Crusader — 49.4% win rate.
- Archon — 50.6% win rate.
- Legend — 51.3% win rate.
- Ancient — 52.0% win rate.
- Divine — 52.6% win rate.
I find it interesting that the hero performs better and better by rank: the higher the level of play, the stronger his win rate gets. That doesn’t automatically make him strong, but it does suggest that Omniknight requires at least some understanding of timing and positioning, rather than just “press the button and win.”
Items and matchups
According to OpenDota, in professional matches Omniknight is most often built with pretty straightforward, easy-to-understand items. In the early game he likes cheap stats and basic utility, then later he either speeds himself up or boosts his fight presence. That makes sense to me: the hero likes to live long enough to reach the point where his buttons actually start deciding fights.
- Starting items: Iron Branch, Gauntlets of Strength, Tango, Observer and Sentry Wards, Faerie Fire, Magic Stick.
- Early game: Boots of Speed, Chainmail, Phase Boots, Bracer, Soul Ring, Ogre Axe.
- Mid game: Ogre Axe, Echo Sabre, Broadsword, Diadem, Harpoon, Blink Dagger.
- Late game: Black King Bar, Blink Dagger, Aghanim’s Scepter, Soul Booster, Octarine Core, Ultimate Orb.
The matchup picture is interesting too. According to OpenDota, with a sample of at least 20 games, Omniknight performs best against Spirit Breaker, Lina, and Viper, and worst against Lion, Storm Spirit, and Slardar. I’d say this shows the hero’s classic problem: if the opponent can break the rhythm, lock him down, or prevent him from freely using his spells, Omniknight has a much harder time.
- Best against: Spirit Breaker — 20 games, 75.0% win rate; Lina — 25 games, 72.0% win rate; Viper — 21 games, 66.7% win rate.
- Worst against: Lion — 28 games, 35.7% win rate; Storm Spirit — 27 games, 37.0% win rate; Slardar — 23 games, 39.1% win rate.
Conclusion
Omniknight in 7.41f looks like a hero who has already been significantly reshaped over the last few versions, but not pushed into chaos. I think right now he lives on a fine line between a useful save support and an active front-line hero who can not only rescue teammates, but also set the pace himself. The numbers don’t make him look too weak or too loud, and the rise in win rate by rank tells me there is still potential here. I’ll be watching to see whether this form holds, or whether he gets adjusted again in one of the next patches.
Source: official Dota 2 data and OpenDota.
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Хаммер сейчас важнее ульта
Не сказал бы, ульт все еще решает файт сильнее. Хаммер просто дает ему шанс не быть бесполезным до кнопки, а это уже другое.
50% Scepter heal got gutted
Репел теперь поинтереснее