
Anub'arak was once the greatest champion of the Nerubians, but fell in the
Second War of the Spider. He was resurrected by the Lich King Ner'zhul, who
promised him eternal undeath in exchange for his unswerving loyalty. His
layers of spiked armor are nearly impregnable, causing severe damage to
attackers. When threatened, he shoots these spikes through enemies maiming and
disorienting them. He channels his dark powers into a bolt of disarming
negative energy, and those who witness him blending into the shadows of the
frozen tundra have never lived to tell the tale.
Anub'arak is one of the most superior lane controller and is known for his
ganks. His Impale, Manaburn and Vendetta combo is enough to kill anyone early
– mid game.
Starting HP: 492
Anub'arak was once the greatest champion of the Nerubians, but fell in the
Second War of the Spider. He was resurrected by the Lich King Ner'zhul, who
promised him eternal undeath in exchange for his unswerving loyalty. His
layers of spiked armor are nearly impregnable, causing severe damage to
attackers. When threatened, he shoots these spikes through enemies maiming and
disorienting them. He channels his dark powers into a bolt of disarming
negative energy, and those who witness him blending into the shadows of the
frozen tundra have never lived to tell the tale.
Anub'arak is one of the most superior lane controller and is known for his
ganks. His Impale, Manaburn and Vendetta combo is enough to kill anyone early
– mid game.
Starting HP: 492
Starting Mana: 234
Attack Range: 128
Base Movespeed: 300
Starting Base Damage: 49-53
Starting Armor: 3.7
Strength: 18 +2.0
Agility: 19 +2.2
Intelligence: 18 +2.1
Overall stat gain per level: +6.3
Advanced Data
Acquisition Range: 600
Cast Point: 0.40
Cast Backswing: 1.10
Damage Point: 0.46
Attack Backswing: 0.54
Base Attack Time: 1.7 seconds
Pros and Cons
Pros
- Pretty good early game for a Melee agility hero.
- Most annoying spell in the game to harass with.
- Has a great combo of spells for mid game assassinations.
- Makes a good lane partner.
Cons
- True sight can make it tough for you.
- Mana dependant agility hero.
- His nukes get pretty weak late game.
Why Should I Play NA?
As I mentioned before, everything happening in DotA right now suits NA very
well. Here's a small checklist as to why I think NA is becoming a better pick
with the way DotA is right now. (I wrote this section for 6.41 a while back
before NA was every considered a good hero.)
Necronomicons counter NA!
Only level 3 Necro has true sight, which won't be affordable until mid game,
giving you free reign to wreak havoc for the first half of the game! Also
you're forcing enemies to buy a $5.5k item just to counter your ultimate!
(Check!)
Gem has true sight as well!
Since Aegis was removed gem is quite easy to counter. Just kill the carrier
with a big gank and take or destroy the gem. No more 3 lives with gem!
(Check!)
Wards counter NA!
Sentry wards just got buffed again in 6.44, but with wards of your own or a
Necronomicon 3 you can take out the enemies' sentry wards. Alternatively you
could not rely on Vendetta as an escape tool and just use it as a damage tool.
(Check!)
Most games consist of ganking hard these days!
Ganking is NA's middle name! It's what he does and all he's good at. When you
play NA, you better be prepared to gank... a lot! (Check!)
NA is so mana dependant, yet he's an agility hero with crappy INT gain!
The introduction of awesome and cheap mana restoration items solve these
problems. (Check!)
NA sucks so hard late game when his spells lose effectiveness.
Icefrog and co. are doing everything they can to try and shorten the average
length of a dota game. This means fewer games are going to reach the stage at
which NA is rendered useless. (Check!)
Things are starting to sound better, but I need more reasons!
Well how about the recent buffs to two of his skills? Mana burn can now be
cast from a very safe range of 725 on level 4. Vendetta now lasts a lot longer
while also cooling down much faster, meaning on level 3 it gives you the
longest active WW in the game, lasting 50 seconds and cooling down 10 seconds
later, you can go invisible for another 50 seconds!
If you're not half convinced he's a much better hero by now, then you are
beyond salvation and you should go read something else.
Skill Descriptions
Impale

Slams the ground with massive claws, shooting spiked tendrils out in a
straight line, dealing damage and hurling enemy ground units into the air in
their wake.
Level 1 - 80 damage, .75 second stun.
Level 2 - 160 damage, 1.25 second stun.
Level 3 - 230 damage, 1.75 second stun.
Level 4 - 300 damage, 2.25 second stun.
Level 1: 95 mana, 11 sec cooldown.
Level 2: 115 mana, 11 sec cooldown.
Level 3: 135 mana, 11 sec cooldown.
Level 4: 155 mana, 11 sec cooldown.
Impale is a good Nuke and stun with a reasonably low cooldown. The Stun
duration begins once the unit hits the ground, so in total the disable lasts
for 3.25 overall. It can be somewhat of a double edged sword due to the
mechanics of Impale based spells.
Impale renders a unit invulnerable for 1 second while it is in the air, to
prevent weird behavior such as a unit dying mid-air. In any case, the
invulnerability is timed such that you can attack the unit as soon as it comes
back down.
Units that are stunned by Impale cannot be affected by any other Impale based
skills for the duration of the stun. This is hardcoded into the Warcraft 3
engine to prevent multiple Crypt Lords from dealing chained AOE stuns in
Ladder games.
What this means in Dota is due to Impale's 1 second of invulnerability,
certain buff placing spells will be canceled, such as Charge of Darkness,
Assassinate and Borrowed Time. Anyone who's been Impaled can land on top of a
Chronosphere, also Damage Over Time spells will be affected by either one tick
of damage from the spell being nullified by the invulnerability, or the actual
casting of the spell be dodged or canceled.
Impale-based abilities do not affect units that are already stunned by some
other Impale-based ability. They also do not affect units that are under the
effects of Frostbite or Overgrowth (because they are based on Entangling
Roots) or of Ensnare.
The following abilities are based on Impale and will not affect units that are
already affected by one of these:
Impale (Nerubian Assassin, Demon Witch)
Fissure (Earthshaker)
Ravage (Tidehunter)
Burrowstrike (Sand King)
Mana Burn

Sends a bolt of negative energy that burns a target enemy unit's mana. Burned
mana combusts, dealing damage to the target equal to the amount of mana
burned.
Level 1 - Burns up to 70 mana.
Level 2 - Burns up to 120 mana.
Level 3 - Burns up to 185 mana.
Level 4 - Burns up to 260 mana.
Level 1: 65 mana, 7 sec cooldown.
Level 2: 85 mana, 7 sec cooldown.
Level 3: 100 mana, 7 sec cooldown.
Level 4: 115 mana, 7 sec cooldown.
This is the skill that makes you the most annoying hero to lane against. Most
guides will list NA as a "Worst Enemy" simply because of this skill and it's
ability to totally render most heroes useless in the early laning stages of
the game.
The cast range was buffed recently from 500 on all levels to 500/575/650/725 on
its respective level. It deals damage based on the amount of mana burnt, so if
they have no mana you can't deal any damage with this spell.
Spiked Carapace

The Nerubian Assassin forms barbed layers of chitinous armor that increases
its defense and returns damage to enemy melee attackers.
Level 1 - 10% damage returned, 2 bonus armor.
Level 2 - 20% damage returned, 4 bonus armor.
Level 3 - 30% damage returned, 6 bonus armor.
Level 4 - 40% damage returned, 8 bonus armor.
Passive
Carapace is a pretty bad passive overall. The return damage is bad for early
to mid game and the fact that it only returns melee damage is just another
nail in it's coffin. The armour is nice against physical damage but not much
of a reason to get it earlier.
Some people see this as his greatest skill and therefore stack blademails on
him to increase the effect of the return damage, but this is the silliest
strategy to use because it relies on you getting attacked by melee heroes.
You're not a tank, you're an assassin and a ganker, you shouldn't try and draw
focus fire from the enemies and there are so many better suited items for NA's
playstyle and use of his other skills, which don't rely on getting attacked by
melee heroes to be useful.
Vendetta

The Nerubian Assassin turns invisible for a short period of time, and can
break his invisibility with an incredibly damaging attack.
Level 1 - Deals 225 backstab damage. 10% movement speed. Lasts 20 seconds.
Level 2 - Deals 375 backstab damage. 15% movement speed. Lasts 35 seconds.
Level 3 - Deals 525 backstab damage. 20% movement speed. Lasts 50 seconds.
Level 1: 160 mana, 90 sec cooldown.
Level 2: 210 mana, 75 sec cooldown.
Level 3: 260 mana, 60 sec cooldown.
Vendetta is basically a glorified Wind Walk, which until recent buffs was
awful. The buffs included lowered cooldowns on levels 2 and 3, higher movement
speed bonus and a longer duration.
This skill is what makes you an assassin. It is somewhat spamable at higher
levels due to the cooldown only being 10 seconds longer than it's duration.
Although the damage later in the game is weak, you can cause major problems
for lower HP Intel and Agility heroes throughout the game.
Skill Build
1. Impale / Mana Burn
2. Mana Burn / Impale
3. Mana Burn
4. Impale
5. Impale
6. Vendetta
7. Impale
8. Mana Burn **
9. Mana Burn **
10. Stats
11. Vendetta
12. Stats
13. Stats
14. Stats
15. Stats
16. Vendetta
17. Stats / Spiked Carapace
18. Stats / Spiked Carapace
19. Stats / Spiked Carapace
20. Stats / Spiked Carapace
21. Stats
22. Spiked Carapace / Stats
23. Spiked Carapace / Stats
24. Spiked Carapace / Stats
25. Spiked Carapace / Stats
Skill Build Explanations
What do I take on level 1?
If you're laned with an allied stunner or are going for a level 1 gank for
first blood then take Impale for the stun. However if you're soloing or you
just know you won't need the stun then take Mana Burn, as that will allow you
to establish some harassment and lane control.
Why max Impale first?
You should max Impale first at level 7, as it's the most damaging of your two
nukes and the stun duration gets better per level, giving you about 3 seconds
of disable at level 4 including air time.
Mana burn is great, but why am I waiting to max it out?
Mana Burn damage isn't guarenteed. That's basically the main reason you're
waiting before maxing it. The damage dealt is based on the mana burnt. If they
have no mana, you can't deal any damage to them, which sucks if you miss a
kill or are trying to harass and burn a pitifully small amount of mana. On the
other hand, 120 mana burn for 85 mana is spamable and still enough to keep
most enemy heroes' mana down for the very early part of the game.
** Note: If you're facing a lane against heroes with Mana replenishing skills
(e.g KoTL) or dual nukers (e.g CM+Lina), you will need to Burn a lot more Mana
to keep them down. In those situations maxing Mana Burn first would be more
beneficial.
When should I take Carapace?
If the enemy team has 3 melee or more, then take Carapace at levels 17-20.
This will help you against them at this stage, because they'll have enough
damage for the 40% return to actually do something. However if they have a
team of 3 or more ranged heroes then you should ignore this skill until the
last four levels.
So I get Vendetta A.S.A.P?
Take Vendetta as soon as you can each time. Since the recent buff to the
cooldowns and MS bonuses the spell is somewhat better than it used to be. At
level 6 you should only use it to gank with an ally due to mana restrictions,
but by levels 11 and 16 you can use it liberally to scout, gank and escape.
Item Build
Core Item Build

Item Order
1. Tangos + Clarities (300)
2. Bottle Full (700)
3. Boots (500)
4. 2xBracers (1020)
5. Observer Wards (200+)
Total Cost: 2720 gold
Explanation
Tangos and Clarities are pretty self explanatory, the early regen will
definitely be needed. Boots of speed again is pretty self explanatory for the
invaluable move speed.
Bottle is probably the best early game item for NA. It restores HP and Mana
over 3 seconds per charge and can be refilled via picking up runes. This kind
of regen is ideal for a hero like Nerubian Assassin who should be ganking up
and down the river. NA should be one of the primary Bottle buyers on your
team.
Two Bracers will grant you some respectable survivability as a Melee agility
hero in the early game, however two Nulls are also an option if you know you
will survive fine and need the extra mana. Wraith bands wont really benefit NA
even though they are becoming more and more popular for agil heroes. They give
extra damage and IAS for agil heroes but since he will mostly be nuking and
ganking, stick to Bracers or Nulls for the STR or INT.
Observer Wards are a ganking heroes best friend. I will go into more detail
about Wards later, so read on.
Recommended Items After
The All-Rounder
Necronomicon 3 (5350)
Necronomicon gives NA everything he needs in terms of stats. The INT and STR
bonuses get greater per level along with better Summons. The summons give you
damage, MS bonus, another Nuke and level 3 has true sight allowing you to
clear out sentry wards. This is for an "All-round" NA due to the versatility
the item gives, survivability, Mana and an extra nuke.
I would recommend getting Necronomicon in most situations, if you are able to
competently manage the two summons. It's also beneficial in games where your
opponents are intent on trying to keep areas perma-sentried, allowing you to
wipe the wards out.
The Nuker
+

Dagon 1 (3000) + Point Booster (1200)
NA is one of the few heroes I would ever recommend Dagon on. The logic behind
Dagon on NA is to use it in conjunction with your other spells to assassinate
an enemy hero almost instantaneously.
I'd recommend Dagon in games when you need that extra nuke to assassinate the
enemy heroes because the damage from your combo doesn't do the job. It's also
good when you're facing low HP Agility heroes who have low Mana pools. (Two
Mana Burn nukes may not deal full Damage if their Mana Pools are empty after
the first.) If you want to upgrade it, that's up to you, but just know you're
paying 1300 gold for a 75 damage upgrade.
Point Booster gives you much needed HP and Mana for a cheap price that you
don't get from Dagon. Point booster supports the Mana cost of Energy Burst
because Dagon uses more Mana than it's INT gives you.
The Disabler

Eul's Scepter of Divinity (2800) / Guinsoo's Scythe of Vyse (5175)
Eul's and Guinsoo are both great disabling items. They will definitely solve
all your Mana issues, perhaps even to the point of overkill but I'm sure you
can find something to use it on. Eul's gives you 6 cyclone charges which you
should try and use liberally before upgrading to Guinsoo's which gives you
limitless Sheep disables with a small cooldown.
I would recommend Guinsoo's in games where your team severely lacks disables.
If you're team is full of DPSers or nukers the extra disable will give you
another element of supporting them. You have one stun, but with an extra
disable, you can really help your team mates to kill opponents while they're
disabled for up to 6 seconds.
The Rice Farmer

Radiance (5325)
Radiance can work well on NA, in most cases when no one else on your team is
buying it and you can farm it reasonably quickly, getting Radiance will help
you to deal some amount of AoE damage, as well as improving your farming and
chasing. By level 16 when you have almost perma-invis, Immolation can be used
to harass enemies as you scout ahead of your team.
I would only recommend Radiance on NA in less competitive games, TDAs or pubs,
where your enemies won't try and sentry ward you too often, they won't be
getting Necronomicons and you'll have a decent opportunity to farm it.
The Situationals

Diffusal Blade (3000) / Manta Style (5500)
Diffusal Blade is a situational item for NA. It gives you some agility, some
intelligence, ten Purge charges and Mana break. Diffusal also upgrades into
Manta Style, which gives you further agility, better Mana break and the
ability to create images of yourself. Your images also benefit from Spiked
carapace, although that's not the main reason for getting this item.
I would recommend getting Diffusal Blade in games where you're facing heroes
that Purge counters. Heroes such as Warlock, Sven and Omniknight, Purge
counters the first two's ultimates and Omniknights Repel. Once you run out of
Purge charges, you can upgrade to Manta Style.
Once you obtain ONE of the above, you can upgrade your boots to:
The Speedy Bug

Boots of Travel (2200)
NA has no need for Treads because he rarely deals physical damage to enemies
so the IAS would be a waste. He already has pretty good MS while in Vendetta,
but you can't be in Vendetta all the time and the extra MS from BoT is useful
for escaping or chasing. BoTs give the teleport ability as well, giving you
map mobility and better ganking potential.
After you've upgraded your boots, move on to one of these survivability items.
The Tank Bug

Heart of Tarrasque (5500)
Heart gives you much needed survivability for a reasonable price. NA really
needs survivability being a melee agility assassin hero, he will need to get
in the middle of team fights, chase past towers and hang around after the main
battle to continue to spam his spells. He is somewhat fragile with a mediocre
STR gain so Heart is probably the best item for NA in terms of survivability
and boosting his MHP.
The Rich Bug

Eye of Skadi (7050)
Skadi is a good alternative to Heart. It doesn't give you has much HP or STR
as Heart does, but it offers some other great bonuses. It gives you +25 STR
(475 HP) +25 Agility (IAS, Damage, Armour), +25 INT (325 mana) a further 200
HP and 150 Mana as well as frost attack. If you don't have any other Orb
effects, frost is quite good after the recent buff for melee heroes.
It is terribly expensive which is the only drawback of the item. Other than
that, if you can farm it in good time it will give you and your team good
benefits.
The Fried Bug

Hood of Defiance (2375)
If you're facing a lot of nukers or AoE damagers, then Hood of Defiance is a
necessity. It offers good Magic damage reduction and 8hp/s regen, which will
limit the amount of fountain trips you'll need to take. You can get this along
with Heart or Skadi, you'll just need to judge weather to take it before or
after either of those items depending on how many nukers you're facing.
Items to Avoid

Blademails
Blademails are terrible to stack on NA contrary to popular belief. Even if
you're facing a team of melee heroes (which shouldn't happen if your opponents
have any clue how to play) Blademails are limited in their use anyway. If you
get them early game, the damage reflected will be quite small due to the enemy
having crappy damage. Then if you decide to get them late game, the reflected
damage is only the base damage of your enemy's attack and not any modifiers.
It also reflects it as magical damage which is reduced very heavily and
blocked by magic immunity. Also, you can only return 20% of your own HP,
because after that, you'll be dead... so stacking Blademails and not getting
HP is useless because you can still only return a % of your MHP.

Battlefury
People buy this item on NA because the have the belief that it helps you farm.
This belief is entirely false. Battlefury helps you kills creeps faster and
push faster, but in no way helps you get the gold from said creeps. Early game
the regen from Perseverance is outclassed by Bottle or Arcane Ring and by mid
game the regen is negligible, so that aspect of this item can be ignored. It
won't help NA against enemy heroes either, as he would rarely be attacking
anyway and cleave is poor with the small damage NA has.

Sange and Yasha
You should avoid Sange and Yasha on NA because it offers him nothing that he
can really use well. It costs almost as much as Heart, so if you're getting it
for the STR that is a bad reason, 3 Bracers are cheaper than Sange as well as
offering more bonuses. The MS is unnecessary due to the MS bonus you already
get in Vendetta and Maim is useless because you won't be dealing physical
damage, you'll be spamming spells. S&Y is usually taken if for times when you
are really struggling to farm, but in NA's case it still won't provide much
benefit and in that scenario you're better off massing Bracers and getting
survivability items.

Refresher Orb
NA has 3 active spells, so refreshing them would be awesome right? Wrong.
Refresher is a complete waste of money for NA. All of his spells have such short
cooldowns that the refresh is really unneeded especially at 6k+ gold and 3
minutes cooldown. This item is best left for heroes with high cooldown large AoE
ultimates rather than single target assassin skills.

DPS Items
NA is a low damage melee hero, his DPS is horrible. Trying to improve that is
like flogging a dead horse... waste of time. If you buy DPS items, you will
have to ignore either a Mana/Nuking item or a survivability item and without
either of those you're neglecting his main strengths of assassinating heroes
and spamming his nukes or you'll be dead before you even reach the enemy to
try and deal physical damage.
Gameplay Walkthrough
Early game (Levels: 1-10)
Early game for Nerubian Assassin is an important time. A good early game can
set the tone for not only your game, but for your team's game too. If you are
not soloing then a good lane partner is crucial for NA to be successful early
game. I'll explain who are good lane partners below, but please, I can't
stress enough that it's very important to lane with a hero who will complement
you and your skills so do not lane with any heroes who have no slows, stuns or
nukes, as that will mean your lane will have 0 lane control.
Lane Control
Being a melee agility hero, NA's lane control is sub par for the most part,
however if you ally yourself with the right lane partner your early lane
potential can increase dramatically. If you lane with an AoE stunner or with
another nuker your lane's potential for early kills is quite high.
Alternatively laning with a Mana restoring ally will allow you to continuously
spam your Mana burn to keep your enemies from using their abilities against
you and liberal use of Impale to harass and possibly kill. You should also
make sure that the hero you lane with will be able to survive on their own
when you leave the lane to gank. (I say when, not if.)
Farming
Early farming is not as important for support/ganking heroes like NA as it is
for late game carry heroes. Just farm enough to get your bottle quickly. NA is
not very item dependant, so don't panic if you're underleveled by one or two
levels and don't have a lot of money early on. Focus on ganking and hero
killing and you should get sufficient amounts of experience points to stay
reasonably leveled.
Ganking
NA's ganking ability is the main reason to play him, so ganking should be a
big part of his game. Before level 6 you can gank reasonably well with a
stealthy approach from some fog of war. Good communication with your allies is
a key part of ganking as timing their stuns with yours as well as not scaring
them back before you arrive is important. Impale + Mana burn can deal pretty
good damage in the first few levels and coupled with an allied stun or nukes
you have the potential to pull off early kills.
It's after level 6 that your ganking potential increases with Vendetta. If you
are sure the enemy has no sentry wards then initiate with Vendetta, but make
sure when you activate the skill you are out of enemy sight. Once you are
invisible, get in position behind the target enemy hero and call your team
mates in. Depending on the positioning, you can either open with your combo,
or you can wait for your ally to stun then while stunned you can attack a few
times before using impale and mana burn.
If you have bottle, take advantage of refilling it with runes as they will aid
you immensely. You can also use it to restore your mana mid combo if you run
out. If you don't know how to do this, I have an extended explanation of using
bottle properly in my Nevermore guide, so refer to that if you need to.
Ward Use

Observer wards and Sentry wards are NA's best friend and worst enemy.
Early game Obs wards will be important for you, as having them up in the river
will allow you to see the runes and their surrounding areas, so you can not
only pick up the runes for your bottle, but also be ready to suprise attack
any enemy heroes who are camping there waiting for runes. It will also help
your allies if an enemy hero is roaming and ganking.
Mid and late game placement of Observer wards around the map can allow you and
your team to gank unsuspecting foe as they quietly farm neutrals or open
lanes. These kind of ganks followed by a good push can be game breaking, as
they will turn team fights from 5v5 into 4v5, giving your team a strong
advantage.
Sentry wards on the other hand counter your Vendetta, which isn't good news
for you. They can also be used to clear out your Obs wards, which is again,
undesirable. You should avoid engaging in what is commonly known as a "ward
war." In which you and an opponent continuously purchase Sentry wards to clear
out the the other ones wards. This is too much of a strain on NA, as he is not
an outright "Ward whore" and not the strongest farmer around, so the
purchasing of wards needs to remain strategic and logical.
If your opponents are using Sentry wards a lot to clear out your wards, change
your Observer ward placements and don't rely on Vendetta as an initiating or
escaping tool while in the areas you know Sentry wards will be placed. Also if
you have a Necronomicon 3 on you or a team mate, spawn the summons and sweep the
map killing his wards as you go.
Mid game (Levels: 11-17)
Mid game is probably strongest part or the game for NA, presuming his early
game wasn't hideous. His combo is at full strength and the lanes have broken
up allowing him to sneak in behind where towers once stood to gank
unsuspecting foe.
Farming
You can farm a little more mid game when you aren't ganking, which should only
be when Vendetta is on cooldown. If you have a full bottle and full mana, use
Impale to farm big creep waves, but don't just Impale the full HP creeps
because you won't get the kills. Walk around the creep wave, attack the ranged
creep once and position yourself behind the ranged creep so the impale will
hit the melee creeps as well. If you do this successfully you should get the
ranged creep kill and the one melee creep kill that was being hit by your own
creeps, you can then proceed to last hit the remaining creeps but be warned,
this pushes the creeps further into enemy territory. If all the lanes are
pushed or taken you can farm some neutrals as well.
Ganking
Check out your opponents inventories before you gank. Check for Necronomicon
3, Sentry wards or Gems, if they're clear of these items then gank with
Vendetta as you're opener. Like I stated earlier, communication with your team
mates is important when ganking. Vendetta in behind the target hero and call
your mates in, you should be initiating the proceedings with hitting the
target with Vendetta then Impaling followed by Mana burn and Dagon /
Necronomicons if you have those. Don't be concerned if you don't get the kills
that you initiated, remember it's a team game and if you all play your part it
doesn't matter who gets the kills as long as the enemy dies, that's the main
thing.
Also remember that ganking is your main role, so always be looking to gank
people by watching your mini map for heroes who are alone. Don't be afraid to
take a wander through the enemy's neutral creep areas for heroes creeping who
may be on low hp that you can kill, if you get called a MHer tell them to stfu
and learn to play =). If your team has wards up then this will make it easier
to spot them.
Team Battles
When your team decides to push or you're defending, don't immediately use
Vendetta, you may need it for escape purposes. Instead, before the fight is
initiated, hit a few long range (725) Mana burns on their Mana dependant
heroes and if one gets close enough, Impale them. Hopefully your team will
take that opportunity to focus them to death, if not then move back and wait
for another opportunity.
Once the battle has started spam your spells as much as possible, Mana burn
whoever you see fit and Impale anyone who has a channeling spells or high DPS.
If your team mates die before you, use Vendetta and get out, but if your team
gets the upper hand in the fight use Vendetta and allow your spells to
cooldown as you chase any fleeing heroes or if they're defending wait until
the come back out to defend again and combo whoever comes out first.
Late game (Levels: 18-25)
Late game, NA loses his some of effectiveness due to the power of his nukes
decreasing. While this means you probably won't be able to lethal to many
heroes when you perform your nuke combo, but you still can play a good
supporting role for your team and chase down escaping heroes.
Ganking
You shouldn't be able to score kills with your combo this late in the game if
your opponents have an IQ above 50, but you can still assist in many kills by
ganking with team mates. Use the same strategy as above and check for wards and
Gems as always. Your enemies will have their Necronomicon 3 by now if they were
going for it, so don't rely on invisibility too much. Good late game ganking can
often determine the outcome of the game because the revival time is so much
longer and being 1 hero down in a team fight is a big disadvantage.
Team Battles
In major team battles you will be a supporting hero and meat shield for your
carry hero. Use your spells to stun and Mana burn whoever your team is
focusing. Don't forget about your Guinsoo/Necronomicon/Dagon if you bought any
of those and get in the mix of the fight if you have Heart/Skadi and Spiked
Carapace to take some damage in place of your allied DPSers.
The Dual Vendetta
On level 16 Vendetta lasts for 50 seconds and cools down in 60. This will
allow you to use two Vendettas in one team fight if you time it well. In this
diagram below it shows the Vendetta cooldown period.
What you want to do is go into Vendetta as early as possible, you have about
40 seconds to get to where you need to be, so generally use from your side of
the map as you'll have plenty of time to waste. Once you are in position, the
aim is to use Vendetta as close to the end of the 50 seconds as possible. If
you do this, you will only have to wait 10 to 15 seconds before Vendetta is
cooled down again, which is about the same time as Impale takes to cool down.
Once you've comboed Vendetta with your other spells the first time, move back
with your team for the 10 or so seconds your spells will take to cool down and
get ready to go again. It's very simple and doesn't take a brain surgeon to
figure out, but it does take observant players.
Assassinations
Nerubian Assassin is quite obviously an assassin hero. He has the skills for
quick assassination kills and even his name says assassin! Below is a quick
table I made showing the damage possible with NA's combo.
You can add a bit more damage on to that because you should have enough time
to physically attack the target once or twice during the stun duration. If you
have Necronomicon it burns 125/175/225 mana.
How do I gank with Necronomicon?
Generally people run their Necro summons around to scout areas, but what's
really suprising is when a Nerubian Assassin pops out of nowhere with those
Necro summons to kill you! Below is a series of pictures showing the stages of
a gank with Necro summons. They can generally do more damage than Dagon with a
few attacks + mana burn, the only difference is that it's not burst damage.

So what kind of heroes could I hunt alone?
Generally when ganking heroes you should do it with an ally or two. But there
are just some heroes that you can assassinate alone during the early to mid
sections of the game. These heroes are weak early game heroes with no natural
escape mechanisms. Here are some examples of the type of heroes you could hunt
alone if you are sure your combo does enough damage to kill them in one go.






There are other heroes you could kill in one combo as well, however they may
be slightly more dangerous. Heroes like Zeus, CM, Rhasta, Lion, VS, Dazzle and
others are also possibilities, however you'll need to be 100% sure that you
can kill them in one combo, because if you don't, they will fight back and
likely kill you if you're alone or escape. Use the damage guide above to judge
your combo's damage and check if they have hood of defiance or not.
Good Allies and Lane Partners


AoE Stunners & Nukers
These heroes are able to chain their nukes and disables with your own for
quick kills, lane control and ganking. Generally you should use your stun
first so they have an easier time aiming their stuns.


Healers
Melee agility heroes tend to have a hard time laning. Even though you have
some lane control with Mana burn, you will still face a decent amount of
harassing. Laning with an ally who has the ability to heal you will make your
early game a whole lot easier.


Mana Restorers
Any ally that can help restore your Mana is going to be a great lane partner
for you. It will allow you to totally spam Mana Burn to keep your enemies down
and not allow them to nuke, disable or kill you.
Worst Enemies to Face


Anti-Invisibility Heroes
Self explanatory. They counter your invisibility if they get an opportunity to
cast their spells on you. This will mean you can't rely on Vendetta for
escaping, so you'll just have to use it as a damaging tool.


AoE Damagers
AoE damage and stuns hit you while you're invisible. Not desirable for a low HP
agility hero.


Ward Whores
Ward whores who will spend the entire game purchasing Obs and Sentry wards are
a tough enemy to deal with. The Sentries will render your Vendetta useless and
the Obs wards will make it difficult for you to gank at all, thus countering
your entire purpose.
Source: dota-allstars.com, dota allstars wiki