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Ring Master · Hard Support (pos. 5)

Ring Master Items: What to Buy and When

ItemsData-drivenMediumPatch 7.41
6.7KUpdated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

This guide explains every item in Ring Master's builds and when to buy it. Your spikes are level 6, when Wheel of Wonder comes online, and your core items: Blink Dagger and then Rod of Atos.

Strengths

  • Reliable fear: Tame the Beasts sets up kills.
  • Heavy magical burst: Valve lists it as a Nuker.
  • Invisibility with Spotlight to scout, escape or set up ganks.

Weaknesses

  • Low base armor (1): vulnerable to physical harass early on.
  • Plays on little gold: expensive items arrive late.

Builds

Most-played build

BalancedRecommended
Open build

When to use it

The items most bought with this hero, phase by phase. Pick it when you don't have a clear reason to deviate. Built from what Ring Master players buy in the public matches we measured.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Seen from RadiantRadiant · bottom leftDire · top right
  1. Safe laneMain50% of matchesSafe lane next to your carry, as Hard Support (pos. 5).
  2. OfflanePriority 246% of matchesOff lane next to your offlaner, as Soft Support (pos. 4).

Starting items

Iron Branch+1 All Attributes.TangoBlood Grenade+50 Health.Faerie Fire+2 Damage.Observer and Sentry Wards1600 Observer vision range, 6 Observer duration, 8 Sentry duration.Sentry Ward

Early game

Urn of Shadows+1.0 Mana Regeneration, +2 All Attributes, +2 Armor. Active: Soul Release.

Core items

  1. 1Blink DaggerActive: Blink.
  2. 2Rod of Atos+12 Intelligence, +275 Health. Active: Cripple.
  3. 3Essence Distiller+1.5 Mana Regeneration, +3 All Attributes, +6 Armor. Active: Soul Release.
  4. 4Eul's Scepter of Divinity+10 Intelligence, +2.5 Mana Regeneration, +20 Movement Speed. Active: Cyclone.

Boots

Arcane Boots+45 Movement Speed, +0.25 Mana Regeneration, +125 Mana. Active: Replenish.

Late game

Aether Lens+300 Mana, +2.5 Mana Regeneration, +225 Cast Range.Force Staff+10 Intelligence, +175 Health. Active: Force.Aghanim's Scepter+10 All Attributes, +175 Health, +175 Mana.Glimmer Cape+20% Magic Resistance. Active: Glimmer.

Skill order

Max order:Tame the Beas…›Impalement Ar…›Escape Act

Ability1234567891011121314151617
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Talents by level

  1. +150 Wheel of Wonder Radius and Range
    Escape Act Grants Strong Dispel and Flying
    25
  2. +1s Impalement Arts Bleed and Slow Duration
    +75/+300 Tame the Beasts Min/Max Damage
    20
  3. Debuff Immunity While Channeling Tame the Beasts
    Impalement Arts Penetrates One Target
    15
  4. +75 Tame the Beasts Radius
    Dark Carnival Barker
    10

Abilities

  • Tame the Beasts16 / 14 / 12 / 10s90 / 105 / 120 / 135 mpCHANNELED - Ringmaster twirls his whip for up to 1 second then cracks it. Whipped enemies are damaged and flee in fear from Ringmaster. Channel time exponentially increases damage and extends the fear duration, but reduces the radius.
    Radius start
    450
    Radius end
    200
    Min damage
    50·75·100·125
    Max damage
    180·280·380·480
    Min fear duration
    0.1·0.2·0.3·0.4
    Max fear duration
    0.6·0.8·1·1.2
  • Escape Act38 / 32 / 26 / 20s120 mpRingmaster packs himself or an allied hero into a mobile, extradimensional box. Boxed units gain phased movement, slow resistance, bonus magic resistance, and bonus movement speed. They are also untargetable, muted, silenced, and disarmed. The box will pop open after the effect expires or it moves out of the initial area.
    Radius
    500
    Duration
    2·2.4·2.8·3.2
    Bonus movement speed
    0%·8%·16%·24%
    Bonus magic resistance
    50%·60%·70%·80%
    Slow resistance
    100%
  • Impalement Arts1s50 mpRingmaster throws one of his daggers to a precise point of his choosing. If he strikes an enemy, the dagger deals impact damage, briefly slows the unit hit, and causes them to bleed. The bleeding deals a percentage of the victim's maximum health in damage every second to heroes and flat damage per second to creeps.
    Impact damage
    20·35·50·65
    Max health damage per second (heroes)
    3%·4%·5%·6%
    Damage per second (creeps)
    60·75·90·105
    Duration
    4
    Movement slow
    100%
    Slow duration
    0.5·0.6·0.7·0.8
  • Souvenir SlotPassiveGather souvenirs from kills and assists.
  • Spotlight30s50 mpRingmaster shines 3 spotlights that sweep over an area. Enemies in the light have a chance to miss their attacks and are revealed if invisible. Illusions hit by the beam fade away, losing a percentage of their maximum health each second. These effects linger for 0.3 seconds after leaving the light.
    Radius
    275
    Illusion max health loss
    30%
    Miss chance
    30%
  • Wheel of Wonder90 / 80 / 70s150 / 225 / 300 mpRingmaster rolls the Wheel of Wonder to the targeted location, knocking aside enemies along the way. After it reaches its target, enemies in range of the wheel take damage over time and are slowed by -50%. Enemy heroes who face the wheel for more than 0.5 seconds are mesmerized and drawn towards it. The first enemy to be mesmerized triggers a timer for the wheel to explode. If the timer is not tr
    Minimum range
    700
    Radius
    500
    Timer duration
    2.5·2.75·3
    Aura damage per second
    50·75·100
    Explosion damage
    300·450·600
  • Crack0.5s*CRACK*

Most played skill order

The most played order in the last 100 professional matches with this hero. Highlighted levels are the points spent on talents.

Max order:Tame the Beas…›Impalement Ar…›Escape Act

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Strategy

1Starting items

What to buy before leaving the base, and what each item gives:

  • Iron Branch — +1 All Attributes.
  • Tango
  • Blood Grenade — +50 Health.
  • Faerie Fire — +2 Damage.
  • Observer and Sentry Wards — 1600 Observer vision range, 6 Observer duration, 8 Sentry duration.
  • Sentry Ward

2Core items

Your spikes are level 6, when Wheel of Wonder comes online, and your core items: Blink Dagger and then Rod of Atos. Buy them in this order; each one is a power spike:

  • Arcane Boots — +45 Movement Speed, +0.25 Mana Regeneration, +125 Mana. Active: Replenish.
  • Blink Dagger — Active: Blink.
  • Rod of Atos — +12 Intelligence, +275 Health. Active: Cripple.
  • Essence Distiller — +1.5 Mana Regeneration, +3 All Attributes, +6 Armor. Active: Soul Release.
  • Eul's Scepter of Divinity — +10 Intelligence, +2.5 Mana Regeneration, +20 Movement Speed. Active: Cyclone.

3Late-game items

What players finish with once the core is done:

  • Aether Lens — +300 Mana, +2.5 Mana Regeneration, +225 Cast Range.
  • Force Staff — +10 Intelligence, +175 Health. Active: Force.
  • Aghanim's Scepter — +10 All Attributes, +175 Health, +175 Mana.
  • Glimmer Cape — +20% Magic Resistance. Active: Glimmer.

4Adapting to the game

The damage build moves the offensive items forward when you're ahead; the defensive one adds survival when the enemy focuses you. The situational builds in the matchups guide answer specific threats.

Tips

  • Buy Blink Dagger as early as you can: it's your first real spike.
  • Complete one item before starting the next: half-built items give less than one finished one.
  • Look at the enemy team at every back and adjust the situational items.
  • Don't sit on gold: spend it when you go back.

Changelog

  1. Guide created for patch 7.41.

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