Our own data, from ranked matches above 7500 MMR.

Grito do Furioso
O Axe provoca unidades inimigas próximas, forçando-as a atacá-lo enquanto ele ganha armadura adicional até o fim da duração.

Fome de Batalha
Enfurece uma unidade inimiga, fazendo-a sofrer dano com o tempo até que mate outra unidade ou a duração acabe. O inimigo também sofre retardo caso esteja se afastando do Axe.

Contraespiral
Após sofrer uma quantidade definida de ataques, o Axe desfere um contra-ataque em espiral, causando dano puro a todos os inimigos próximos.

Lâmina de Abate
O Axe encontra fraquezas e golpeia, causando dano puro. Quando um herói inimigo for morto pela Lâmina de Abate, o intervalo entre usos da habilidade é zerado, e todas as unidades aliadas próximas ganham velocidade de movimento e armadura adicionais. O Axe encharca o machado permanentemente sempre que matar um herói inimigo com a Lâmina de Abate, ganhando armadura adicional por acúmulo.

Exército de Um Homem Só
O Axe ganha Força igual a 50% da sua armadura enquanto não houver heróis aliados em até 700 unidades de distância. O efeito desvanece por 3s após se aproximar de um aliado.
The Axe is the best hero in the game to understand what position 3 really does, because he can't fool himself: he doesn't farm well, he doesn't have relevant self-damage, and he doesn't escape. All he does is force the enemy to play where he is. If you understand the Axe, you understand offlane.
The goal of position 3 is not to win the lane. It's to make the opposing carry's lane uncomfortable and come out of it with enough experience to be relevant. Axe does this better than almost everyone else because of Counter Helix: he stays on top of the wave, gets hit, deals damage, and negates last hits for existing.
The error that appears in almost every mid bracket Axe replay is the opposite: the player tries to kill in the lane. He runs after the support, spends Call on an isolated target, dies twice and disappears from the game until the 20th minute. A Axe with 0 kills and 40 last hits denied won the lane. A Axe with 2 kills and 3 kills did not.
Call has a short range and is essential: he is the hero's only control. The three readings that separate brackets:
The Axe has a very clear window of strength: from the moment he draws Blink Dagger to the moment enemy carries draw BKB. This window usually lasts 8-12 minutes, and is the hero's entire game.
| Blink Moment | What happens |
|---|---|
| Before 15 min | The Axe decides the map: towers, Roshan, space for your carry |
| Between 15 and 22 | It still works, but the enemy already plays grouped together |
| After 25 | The Axe becomes an initiator that doesn't start: it arrives with everyone ready |
That's why Axe shouldn't buy defensive items before Blink, even if they get beaten. Blade Mail and Vanguard later; Blink first, almost always. A living Axe without Blink doesn't threaten anything.
Culling Blade is not carry execution. It is the button that closes a fight and returns the Axe to the next fight, for the movement it gives to the team. Useful reading: Culling's target is usually the support, not the thickest hero, because killing the support takes away the control that would prevent his team from continuing.
And there is the use that almost no one trains: Culling on a large wave creep to clear pressure on a tower, when the team needs ten seconds.
After the 20th minute, the Axe without vision is a hero who waits for someone to pass. He is the position 3 that depends the most on offensive wards, and he is the one who should be asking for (and sometimes buying) this vision, because his Blink is only worth from a place that the enemy does not watch.
*If I start now, does my team arrive before the enemy responds?*
The Axe is the hero who tests this question more times per match than anyone else. Getting this reading right eight times instead of four is the difference between the Axe that creates space and the Axe that gives the first kill of each fight.
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See plansMost played59 matches, 46% win rate
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17Highest win rate3 matches, 67% win rate
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17Starting items
90%
82%
47%
40%
35%
20%
19%
15%Core, in the order it usually comes out
min 1285%
min 1694%
min 2570%Situational
min 797%
min 2372%
min 3136%
min 3019%
min 3118%
min 3515%
min 3614%
min 3114%
min 3514%
min 3515%The numbers come from the top of the ladder. What they do not say is whether the build holds up in the games played here. Your answer is what adjusts that.
Advantage in points over Axe's usual win rate: negative means trouble. World data comes first (STRATZ and OpenDota); our high-MMR matches take over once the sample is big enough.
OpenDota, public ranked matches from the last 7 days
Win rate
50.8%
714,897 matches
Pick rate
17.6%
of matches include the hero
Pro scene
4 picks and 4 bans
75.0% win rate when picked
