Our own data, from ranked matches above 7500 MMR.

Fúria da Lâmina
Produz um furacão de lâminas em volta do Juggernaut, tornando-o imune a efeitos com 80% de resistência mágica e causando dano a unidades inimigas próximas a cada 0.2s. Aplica uma dissipação poderosa ao final do giro.

Sentinela de Cura
Invoca uma Sentinela de Cura que cura todas as unidades aliadas próximas, com base na quantidade de pontos de vida total delas. A Sentinela de Cura tem uma velocidade de movimento de 325 após ser invocada e dura %abilityduration% segundos.

Dança da Lâmina
Concede ao Juggernaut a chance de causar dano crítico com a Fúria da Lâmina e em cada ataque.

Retalho Rápido
Realiza um pequeno Onitalho por 1 segundo.

Postura Laminar
O Juggernaut ganha um acúmulo de Postura Laminar a cada 2s que passar sem sofrer dano. Cada acúmulo concede Agilidade base e velocidade de movimento adicionais. Os acúmulos persistem por 2s após sofrer dano.

Onitalho
Salta até a unidade inimiga alvo e, em seguida, corta a vítima e unidades inimigas próximas com uma velocidade de ataque maior, além de ficar invulnerável durante os golpes. TIPO DE DISSIPAÇÃO: Básica
The Juggernaut is the hero that appears the most in our replay reviews from Herald to Ancient, and almost always for the same reason: the player bought the right items, at the right time, and still lost. The build is not his problem. The problem is that the Juggernaut has a kit that solves situations, and most players use all three abilities as if they were damage.
He is a mid-time carry with built-in mobility and magic immunity. This means two things that the win rate table doesn't count:
A Juggernaut with Battle Fury at 17 minutes farming the wrong side of the jungle is worth less than a Juggernaut without Battle Fury at 17 minutes on top of the wave that the team needs to hold. The item is the same. The game is not.
The most expensive mistake per bracket, and it changes shape as you go up:
| Bracket |
|---|
| What should it be |
|---|
| Herald a Guardian | Turned on at the beginning of the fight, to deal damage | Saved for the stun to come |
| Crusader to Archon | Connected to kill creep | Powered up to traverse terrain with the enemy behind |
| Legend a Ancient | Connected to escape | Connected to stay, because immunity allows you to keep beating |
The useful reading is only one: Blade Fury is a window of immunity to magic with a bonus damage. If you pressed and didn't deny any enemy control, you probably pressed early. The average time between the enemy seeing you and using their stun is less than a second: this is where the button counts.
Few players below Legend put the ward in the lane. They put it only in the fray, where he dies in two slaps. In the laning phase, with the ward behind the creep wave and the Juggernaut exchanging damage, the lane turns: you regenerate while the opponent spends consumable. It's the difference between leaving the lane with 40 last hits and leaving with 60.
In the fight, the rule is different: the ward only survives if no one has a view of it. Place it behind a tree, behind the high ground, never in the middle of combat.
Omnislash is not an ultimate to initiate. It is an ultimate to finish an isolated target. Its damage is divided among nearby units, so using it on top of five heroes is the worst possible use in the game. Two questions before pressing:
If the answer to either is yes, save it. An Omnislash held for 40 seconds that kills the support that was alone is worth more than three Omnislashes spent in a closed teamfight.
The Juggernaut rewards the player who understands territory, not the one who understands build. After minute 15, his farm has to leave the big jungle, and the big jungle only exists while the team is not anchored defending its own safe lane. If you're defending the base at 20 minutes with Juggernaut, the problem wasn't the build: it was the map your team delivered ten minutes earlier.
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See plansMost played49 matches, 53% win rate
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18
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20
25Highest win rate4 matches, 75% win rate
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3
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18
19
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21Starting items
92%
82%
76%
71%
68%
36%
19%
9%Core, in the order it usually comes out
min 1398%
min 1796%
min 2086%
min 2470%
min 2653%
min 2949%
min 2730%
min 3032%Situational
min 1099%
min 694%
min 2728%
min 3725%
min 2413%
min 2921%
min 3620%
min 2713%
min 3119%
min 3315%
min 3215%
min 4115%
min 3313%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 Juggernaut'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
52.5%
735,511 matches
Pick rate
18.1%
of matches include the hero
Pro scene
1 picks and 0 bans
100.0% win rate when picked

