Shadow Shaman will be useless if you play him wrong!
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 Published On Oct 14, 2024

Shadow Shaman will be useless if you play him wrong!
Playing Shadow Shaman mid with a pushing strategy focused around Aghanim's Scepter, Refresher Orb, Helm of the Dominator, and Boots of Travel is a very niche but effective strategy for taking down towers quickly and applying pressure across the map. Here's how you can approach it:

Early Game
Laning Phase

Focus on last-hitting and denying, leveraging your strong base damage and Ether Shock for harass and farming.
Play safe early on, using Hex and Shackles for defensive purposes and controlling the enemy mid hero when needed.
Prioritize getting Boots and Bottle for mobility and sustain, allowing you to maintain pressure in the lane and secure runes.
Start Building Dominator

Rush Helm of the Dominator to gain control of a strong neutral creep, which can help you push lanes or stack camps in the jungle. A Centaur, Troll Summoner, or Satyr Tormentor will be particularly useful early on.
Use the creep to either assist in pushing or harassing the enemy mid, giving you additional control in the lane.
Mid Game
Aghanim's Scepter

Your first major power spike is Aghanim’s Scepter, which upgrades your Mass Serpent Wards to deal insane tower damage.
Start rotating to side lanes with your Boots of Travel after securing your first tier-1 tower. Use Mass Serpent Wards to siege towers. If needed, you can use Shackles to hold down enemies diving you or trying to defend towers.
If a fight breaks out, focus on controlling enemies with Shackles and Hex while your Aghanim-empowered Wards demolish buildings.
Helm of the Dominator

Continue using your dominated creep to push out waves, tank tower damage, or provide utility in fights. The Ancient Granite Golem or Black Dragon will add a ton of tankiness or damage to your pushing capabilities.
Boots of Travel

Boots of Travel allows you to push waves, split-push efficiently, and always be present at fights or for defensive purposes when your team is under pressure.
Use it to quickly transition from lane to lane and drop Mass Serpent Wards for continuous map pressure.
Late Game
Refresher Orb

The Refresher Orb gives you access to Double Mass Serpent Wards, allowing you to melt tier 3 towers, barracks, and even the enemy throne within seconds.
With Aghanim’s Scepter and Refresher Orb, you can use Mass Serpent Wards twice in a fight or on two separate towers.
Push high ground using both sets of Serpent Wards in combination with your team’s pressure or when you see the enemy out of position.
Split-Pushing and Pressure

Keep moving across the map with Boots of Travel. Apply pressure on lanes while the enemy is distracted or forced to defend a different part of the map.
Your goal is to force the enemy to react to you while your team either pushes another lane or sets up for fights.
Late Game Decisions

If you have a big lead and want to accelerate, you can upgrade your Helm of the Dominator to Helm of the Overlord for even stronger creeps that can solo-push lanes.
Always be careful of your positioning. While your pushing is devastating, Shadow Shaman is still vulnerable to burst damage. Play around your Hex and Shackles cooldowns, and don’t overextend without vision.
Item Build Breakdown:
Starting Items: Bottle, Tango, Null Talisman
Core Items: Aghanim’s Scepter, Boots of Travel, Helm of the Dominator
Late Game Items: Refresher Orb, Aether Lens (for cast range), Helm of the Overlord, BKB (if necessary)
Key Tips:
Use Mass Serpent Wards efficiently. Try to save it for towers, or decisive teamfights that can lead to objectives.
Your Boots of Travel will help you move across the map quickly to push waves and rejoin teamfights.
Positioning is key when pushing. Don’t overcommit without the support of your team or vision of enemy heroes.
With Refresher Orb, you can completely destroy buildings. Consider saving it for crucial pushes, like breaking high ground or taking the enemy throne.
This strategy is extremely effective at catching teams off-guard and winning through overwhelming objective pressure.

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