How to Play Lion as Support in Dota 2: The Complete 7.36 Guide
Introduction: The Finger of Death Awaits
Lion, the Demon Witch, stands as one of Dota 2‘s most enduring and potent support heroes. With an arsenal containing two of the game’s most reliable disables, a mana-draining ability that solves his own sustainability issues, and an ultimate that scales terrifyingly into late-game teamfights, Lion represents the quintessential offensive support. While seemingly straightforward, mastering Lion requires precise positioning, impeccable timing, and strategic decision-making that separates good players from great ones. This 2500-word guide will break down everything you need to know to dominate the battlefield as Lion support, from the laning stage to the final throne push.
Why Pick Lion? Hero Strengths and Weaknesses
Strengths:
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Unmatched Disable Combo: Earth Spike (Q) and Hex (W) provide nearly 5 seconds of single-target lockdown at max level, capable of shutting down any core hero.
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Mana Sustainability: Mana Drain (E) solves Lion’s mana problems, allows him to harass without using consumables, and can disarm enemy illusions or channeled abilities.
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Scaling Nuke Damage: Finger of Death (R) gains damage with every kill, transforming Lion from a disabler into a legitimate threat in later fights.
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Low Cooldown, High Impact: His disables have relatively short cooldowns, allowing for multiple uses in prolonged engagements.
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Strong Lane Presence: High base damage and reliable stun make him a potent lane partner against melee offlaners.
Weaknesses:
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Extremely Fragile: One of the lowest strength gains in the game makes Lion exceptionally vulnerable to burst damage.
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Position-Dependent: All of his spells are short to medium range, forcing him into danger zones to be effective.
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Mana-Intensive Early: Despite Mana Drain, his combo costs a significant amount of mana in the early levels.
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Susceptible to Silence and Break: Silences cripple his ability to contribute, and Break (from Silver Edge) disables Mana Drain’s passive mana regen.
Skill Build and Talent Choices
Standard Support Build (7.36):
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Level 1: Earth Spike – For first blood attempts, securing range creep, or defensive purposes.
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Level 2: Hex or Mana Drain – Hex if kill potential is high; Mana Drain for harassment and sustain.
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Level 3: Earth Spike
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Level 4: Mana Drain or Hex (whichever you didn’t take)
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Level 5: Earth Spike
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Level 6: Finger of Death
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Level 7: Earth Spike (Maxed)
Maximization Order: Q > E > W > R
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Earth Spike (Q) First: Maximizing damage and stun duration is priority #1.
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Mana Drain (E) Second: This provides incredible lane sustain and harassment. The increased drain rate and break distance are vital.
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Hex (W) Last: While a powerful disable, its duration only scales from 2.2 to 4 seconds. The value point is often sufficient early.
Talent Tree Choices (Level 10/15/20/25):
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Level 10: +0.3s Hex Duration vs. +100 Cast Range. The Hex duration is almost always superior, extending your total disable chain.
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Level 15: +125 Earth Spike Damage vs. +40 Movement Speed. The damage is significant for bursting waves and heroes. Take movespeed only if you are constantly caught out.
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Level 20: -4s Hex Cooldown vs. +100 Finger of Death Damage. The Hex cooldown reduction (to 12s) is transformative, allowing you to disable multiple heroes in a fight.
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Level 25: 3x Mana Drain Multi-Target vs. +0.5s Earth Spike Stun. The multi-target Mana Drain is game-breaking against illusion heroes (PL, Naga) and provides immense teamfight mana sustain. The stun is a luxury if the game calls for more lockdown.
Itemization: Building for Impact
Starting Items (~500 Gold):
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Tango, Healing Salve
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Enchanted Mango or Faerie Fire
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Blood Grenade (essential for early kill attempts)
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Wind Lace or Ring of Protection
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Sentry Ward, Observer Ward
Early Game (Boots & Essentials):
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Boots of Speed: Mobility is life for Lion.
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Magic Wand: Crucial against spell-spammy lanes.
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Tranquil Boots: The overwhelmingly preferred choice. Solves HP regen, provides excellent movement speed, and lets you use Mana Drain for mana exclusively.
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Blink Dagger (Core Timing Goal): Your first major item. Blink initiations and repositioning are what make Lion a threat. Aim for this by 20-25 minutes as a pos 5, earlier as a pos 4.
Mid-Game Core Items:
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Aghanim’s Scepter: The premier luxury item. Turns Finger into a 850+ damage nuke with a massive 500 AoE. Wins teamfights outright.
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Force Staff: An alternative or supplement to Blink. Excellent for saving allies, escaping, or maneuvering. Often necessary against heroes like Clockwerk or Riki.
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Glimmer Cape: Provides survivability against magic damage and a save for your core.
Situational & Luxury Items:
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Aether Lens: Increases your cast range, letting you stay further back. Good if you don’t need to be the initiator.
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Ghost Scepter: Essential against physical burst heroes (PA, Ursa, Templar Assassin).
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Scythe of Vyse: The “sheepstick.” When you need even more lockdown for a specific enemy hero (Storm Spirit, BKB-reliant carries).
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Shard Upgrade (Finger of Death applies current level of Mana Drain): A solid, low-cost upgrade that adds control and mana burn to your ultimate.
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Refresher Orb: For the double Finger of Death dream in ultra-late game scenarios.
Gameplay Breakdown: From Laning to Late Game
The Laning Stage (Minutes 0-10):
Your primary goal is to enable your carry. Use your high base damage (60-66) to harass the enemy offlaner every time they go for a last hit. Earth Spike is a powerful tool:
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Use it to secure ranged creeps if your carry cannot.
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Use it to interrupt channeled spells (like Dawnbreaker’s Q).
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Cast it from the trees for surprise engagements.
Mana Drain is your secret weapon. Drain the enemy offlaner’s mana to cripple their spells, or drain a creep to refill your own mana pool. Always carry a Blood Grenade; the slow combined with Earth Spike and your carry’s damage is often a guaranteed kill.
Mid Game (Minutes 10-25):
Once lanes break down, your role shifts. You are now a roaming disabler and space creator.
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Secure Blink Dagger: Focus on stacking, pulling (if safe), and getting assist gold from kills. Do not afk in lane leaching XP.
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Smoke Ganks: With a +1 (your midlaner or offlaner), your Hex + Spike combo is a near-guaranteed kill on any enemy core.
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Vision Control: Place aggressive wards around the area your team wants to control (enemy jungle, near Roshan).
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Target Priority: In fights, your hex should almost always go on the enemy’s most dangerous mobile core or initiator (e.g., Anti-Mage, Storm Spirit, Tidehunter before he Blinks).
Late Game (Minutes 25+):
You are a fragile but critical fight controller.
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Positioning is Everything: Stay at the very edge of fights. Use Blink/Force to get in, cast your combo (Hex -> Spike -> Finger), and get out.
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Save Your Disables: Do not waste Hex on the first target you see. Wait for key BKB’s to be used, then disable the priority target.
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Finger of Death Execution: Use Finger to secure kills on important heroes to gain permanent stacks. In the late game, it’s a massive AoE nuke with Aghanim’s. Do not hold it forever waiting for the perfect moment; using it to win a fight is better than saving it and losing.
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Buyback Management: As a support, having buyback for crucial late-game fights or throne defenses is often more important than a new item component.
Advanced Tips and Techniques
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Quick-Cast Advantage: Enable quick-cast on Hex and Earth Spike for faster, more reliable combos.
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Fog Manipulation: Always cast spells from the fog of war or trees. An unseen Lion is a terrifying Lion.
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Mana Drain Juking: Use Mana Drain on a creep in the jungle to restore mana while juking through trees, forcing the enemy to break trees or give up the chase.
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Stack & Finger: Use Finger of Death to quickly clear stacked ancient camps your core isn’t farming, accelerating your Blink/Aghs timing.
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The “Self-Eul’s”: If you have a Eul’s Scepter, you can Hex -> Earth Spike -> Eul’s yourself to create distance and avoid retaliation while your team follows up.
Counters and Synergies
Lion Counters (Hard Matchups):
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Tanky, Magic-Resistant Heroes: Huskar, Pudge.
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Long-Range Initiators: Clockwerk (Hookshot), Nyx Assassin (Vendetta + Spiked Carapace).
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Silencers: Silencer (Global Silence), Death Prophet (Silence Crypt Swarm).
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Heroes with Spell Immunity/Untargetability: Juggernaut (Spin, Omnislash), Slark (Dark Pact).
Lion Synergies (Great Partners):
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High Burst Damage Cores: Lina, Skywrath Mage, Phantom Assassin. Your lockdown sets up their lethal combos.
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Teamfight Ultimates: Faceless Void (Chronosphere), Magnus (Reverse Polarity), Enigma (Black Hole). You can disable key enemies outside the ultimate or protect them during channeling.
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Illusion Heroes (for your Mana Drain Talent): Phantom Lancer, Chaos Knight. Your level 25 talent decimates their army.
FAQ: Frequently Asked Questions About Lion Support
Q1: Should I always max Mana Drain second?
A: In 90% of games, yes. The lane sustain, harassment potential, and later mana battery for your team are invaluable. Only consider maxing Hex second if you are against a single, elusive core like Storm Spirit where every second of disable counts from minute 10.
Q2: Is Aghanim’s Scepter always the best first big item after Blink?
A: It is the highest damage output item. However, if you are dying instantly in every fight, a defensive item like Force Staff, Glimmer Cape, or Ghost Scepter is better. A dead Lion deals zero damage. Itemize for the game state.
Q3: What do I do if I’m constantly being jumped on by a Slark or Riki?
A: Your positioning needs to be more conservative. Stick closer to a teammate with save potential. Itemize Force Staff and Ghost Scepter. Place defensive Sentry Wards. Your job becomes reactive—wait for them to jump a teammate, then instantly Hex them.
Q4: When do I take the +100 Finger of Death damage talent over the Hex cooldown?
A: Almost never. The Hex cooldown reduction is one of the best talents in the game. The only scenario for the Finger damage is if the enemy team has 4-5 very squishy heroes and fights are ending in a single spell combo.
Q5: Is Lion viable as a position 4?
A: Absolutely. As a pos 4, you can be more aggressive in lane, often aiming for early kills with your offlaner. Your item timings (Blink, Aghs) will be faster, allowing you to have an even greater impact in the mid-game.
Q6: How important are Finger of Death stacks? Should I “ks” to get them?
A: Stacks are a nice bonus, not the primary goal. Your main role is disables. That said, securing a kill on a key hero with Finger is always good. Communicate with your team. In pubs, it’s acceptable to use Finger to ensure a kill, especially early on to start snowballing the damage.
Q7: How do I deal with Linken’s Sphere or Lotus Orb?
A: Versus Linken’s, you can pop it with a Force Staff active on the enemy or use Mana Drain (it doesn’t trigger Linken’s). For Lotus Orb, you must either wait for the reflection buff to expire or be prepared to have your own disables used against you—sometimes it’s worth it to disable a key target even if you get hexed yourself.