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Dota 2 lessons, guides and replay analysis with three-time champion coach Filipe “Astini” Ribeiro.

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Juggernaut

Our own data, from ranked matches above 7500 MMR.

  • Fúria da Lâmina

    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

    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

    Dança da Lâmina

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

  • Retalho Rápido

    Retalho Rápido

    Realiza um pequeno Onitalho por 1 segundo.

  • Postura Laminar

    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

    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

Notify me about new Juggernaut lessonsPick toolAll heroes

Juggernaut: the carry that wins by pace, not by item

By Filipe "Astini", three-time tier-1 champion coach·Reviewed on August 30, 2026

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.

What Juggernaut actually is

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:

  1. He doesn't have to wait for the final item to be relevant. Between 12 and 25 minutes he is one of the strongest heroes in the game per minute of farm invested.
  2. He is the carry that depends the least on the team to survive, and that's exactly why he gets lost the most on the map.

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.

What Blade Fury actually cancels

The most expensive mistake per bracket, and it changes shape as you go up:

Bracket

Watch

11 videos
  • 16:06Yatoro - Juggernaut - Team Spirit vs Ex-HeroicLessonCarry (1)
  • Replay Review - Juggernaut - ANCIENT 4LessonCarry (1)
  • Replay Analysis - Juggernaut - CRUSADER 5LessonCarry (1)
  • Replay Review - Juggernaut - ANCIENT 2LessonCarry (1)
  • Replay Analysis - Juggernaut - LEGEND 3LessonCarry (1)
  • Replay Analysis - Juggernaut - GUARDIAN 3LessonCarry (1)
  • Replay Analysis - Juggernaut - GUARDIAN 5LessonCarry (1)
  • Replay Analysis - Juggernaut - ANCIENT 4LessonCarry (1)
  • 12:15Replay Analysis - Juggernaut - GUARDIAN 3LessonCarry (1)
  • 9:26Replay Analysis - Juggernaut - CRUSADER 3LessonCarry (1)
  • 9:11Replay Analysis - Juggernaut - LEGEND 1LessonCarry (1)
How Blade Fury is used
What should it be
Herald a GuardianTurned on at the beginning of the fight, to deal damageSaved for the stun to come
Crusader to ArchonConnected to kill creepPowered up to traverse terrain with the enemy behind
Legend a AncientConnected to escapeConnected 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.

Healing Ward is the skill that wins lane

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: The Real Window

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:

  • Does the target have an escape or dispel available?
  • Is there a creep or illusion close enough to steal the jumps?

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.

What to do with it in the next match

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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Skill order

Most played49 matches, 53% win rate

  1. Blade Fury1
  2. Healing Ward2
  3. Blade Fury3
  4. Blade Dance4
  5. Blade Fury5
  6. Omnislash6
  7. Blade Fury7
  8. Blade Dance8
  9. Blade Dance9
  10. Blade Dance10
  11. ★11
  12. +212
  13. Omnislash13
  14. +214
  15. +215
  16. ★16
  17. +217
  18. Healing Ward18
  19. Healing Ward19
  20. Omnislash20
  21. +221
  22. ★22
  23. +223
  24. +224
  25. Healing Ward25

Highest win rate4 matches, 75% win rate

  1. Blade Fury1
  2. Blade Fury2
  3. Blade Dance3
  4. Healing Ward4
  5. Blade Fury5
  6. Omnislash6
  7. Blade Fury7
  8. Blade Dance8
  9. Blade Dance9
  10. Blade Dance10
  11. ★11
  12. +212
  13. Omnislash13
  14. +214
  15. +215
  16. ★16
  17. +217
  18. Healing Ward18
  19. Healing Ward19
  20. Omnislash20
  21. Healing Ward21
  22. ★22

Talents

LeftRight
  • +40% Blade Dance Lifesteal25+1s Omnislash Duration
  • +120 Blade Fury Damage Per Second20+15% Blade Dance Crit Damage
  • 45 Movement Speed During Blade Fury15-15s Omnislash Cooldown
  • -1.0s Bladeform Stack Gain Interval10-12s Healing Ward Cooldown

Items

Starting items

  • Iron Branch92%
  • Quelling Blade82%
  • Magic Stick76%
  • Faerie Fire71%
  • Tango68%
  • Circlet36%
  • Magic Wand19%
  • Slippers of Agility9%

Core, in the order it usually comes out

  • Battle Furymin 1398%
  • Yashamin 1796%
  • Manta Stylemin 2086%
  • Eaglesongmin 2470%
  • Butterflymin 2653%
  • Blink Daggermin 2949%
  • Ultimate Orbmin 2730%
  • Aghanim's Sceptermin 3032%

Situational

  • Perseverancemin 1099%
  • Power Treadsmin 694%
  • Ultimate Orbmin 2728%
  • Swift Blinkmin 3725%
  • Diffusal Blademin 2413%
  • Eye of Skadimin 2921%
  • Mithril Hammermin 3620%
  • Dispersermin 2713%
  • Demon Edgemin 3119%
  • Sangemin 3315%
  • Monkey King Barmin 3215%
  • Aghanim's Blessingmin 4115%
  • Skull Bashermin 3313%

Did this build work for you?

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.

Sign in to answer

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.

Worst counters

  • VisageVisage42.0% win rate in 493 games · STRATZ-10.1
  • MeepoMeepo43.4% win rate in 415 games · STRATZ-8.7
  • OmniknightOmniknight45.0% win rate in 369 games · STRATZ-7.1
  • Phantom LancerPhantom Lancer45.7% win rate in 3,435 games · STRATZ-6.4

Best synergies

  • Wraith KingWraith King58.2% win rate in 1,874 games · STRATZ+6.1
  • MeepoMeepo57.7% win rate in 352 games · STRATZ+5.6
  • Nyx AssassinNyx Assassin57.2% win rate in 1,167 games · STRATZ+5.1
  • Outworld DestroyerOutworld Destroyer56.9% win rate in 2,200 games · STRATZ+4.8
Open the pick tool

Juggernaut worldwide

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

Win rate by rank bracket

  • Herald and Guardian51.4% · 78,990 matches
  • Crusader and Archon52.6% · 257,288 matches
  • Legend and Ancient53.1% · 268,517 matches
  • Divine and Immortal52.6% · 68,430 matches

Win rate by match duration

  • up to 25 min48.4% · 4,879 matches
  • 25 to 35 min50.3% · 10,356 matches
  • 35 to 45 min50.0% · 6,238 matches
  • over 45 min52.7% · 3,322 matches
Wraith King
Wraith King45.9% win rate in 2,357 games · STRATZ
-6.2
  • Legion CommanderLegion Commander46.0% win rate in 2,962 games · STRATZ-6.0
  • Spirit BreakerSpirit Breaker46.3% win rate in 3,228 games · STRATZ-5.8
  • ChenChen46.3% win rate in 95 games · STRATZ-5.7
  • Death Prophet
    Death Prophet56.8% win rate in 679 games · STRATZ
    +4.8
  • AbaddonAbaddon56.9% win rate in 524 games · STRATZ+4.8
  • Vengeful SpiritVengeful Spirit56.3% win rate in 1,876 games · STRATZ+4.3
  • MarciMarci55.8% win rate in 772 games · STRATZ+3.8