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7.38c (Core) Terrorblade the Soul Keeper
By Akrhom
Terrorblade is a potent carry who demolishes buildings and heroes alike with his illusions; his low natural health and strength gain makes him quite fragile in the early game, and his reach is rather limited without Metamorphosis; he takes advantage of high starting armor to build strength and health items to tank up, with respectable health regeneration even in the early game, enemies cannot easily harass Terrorblade with just physical attacks but they can still use magical damage to counter him.

Terrorblade is fairly item dependent, and needs to farm well, his item builds are versatile, and can range from an early/mid-game oriented build such as Wraith Band, Drum of Endurance, and Sange and Yasha, to a more conservative late game build such as a Linken's Sphere/Eye of Skadi rush into Manta Style (similar to how you can itemize Medusa or Morphling). Build items this way to make his illusions stronger and to tank more magical damage since he has natural high armor to soak physical damage; take advantage of high starting armor to build strength and health items to tank up.

Pros: high damage in the early game for a late-game carry due to Metamorphosis; good pusher; high base armor; fast farmer; can quickly turn the tables with Sunder; high agility gain; very long illusion duration; fairly easy to micromanage; reflection can counter other carry heroes.

Cons: awful starting health; dependent on Metamorphosis which has long cooldown; less effective against mobile heroes due to his low mobility; reliant on Sunder, Manta Style and Black King Bar to survive and powerless without them; poor at clearing waves and cannot fight against more than one enemy hero at a time; weak in the early game and being in the jungle nearly every game can make him prone to ganks; vulnerable to all forms of disables, especially stuns, silences, disarms, and mutes; very weak/useless when unfarmed and/or when played from behind; easy to spot the real hero due to illusions from Conjure Image having distinguishable colors; might not have time to use Sunder to stay alive against nukers; has a low strength and intelligence gain; no "real" burst potential besides Sunder; sunder cannot go through debuff immunity at all; countered by items and abilities which give physical damage immunity, like Guardian Angel or Ghost Scepter.
   
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