![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNwgCA0JdcNlv7QcxcbqE7OFv-R7L-vtwe8Gnl06kkM4J6bjE1Fsx276kyrCGRArzC9P3v_6i_locBXnAyOqO3XIw3UxcI6hdeIrt5NfMw4lofeHkBcmGrlgU-EGaxUqoYX1tlGQ7Qy2c/s320/Troll_Warlord.jpg)
Level——–Skill
Level 1 - Bash has a 5% chance to deal 25 bonus damage and stun for 2 seconds. Level 2 - Bash has a 5% chance to deal 50 bonus damage and stun for 2 seconds. Level 3 - Bash has a 10% chance to deal 25 bonus damage and stun for 2 seconds. Level 4 - Bash has a 10% chance to deal 50 bonus damage and stun for 2 seconds.
Mana Cost: 50 Cooldown: 0
Berserker’s Rage gives 27 minimum damage and 12 maximum damage, 100 HP, 3 armor, 7% move speed, reducing your BAT by 0.2 and the Bash ability.
This makes going melee very attractive. A ranged Troll is safer but a melee Troll is dangerous(to the other team). Berserker’s Rage makes a Troll a better hero with the added armor, movespeed, health and damage.When retreating turn this on. Makes running away safer with the added bonuses.
A lot of Troll players put off Berserker’s Rage because they hate going into melee form. They apply the same reason as getting True Form on Syllabear. Melee is dangerous, but only for early-game. Just farm for your items ranged early game and spend mid-late game as a melee hero.
This is the skill that defines Jah’Rakal’s role - a DPS basher. It adds what is missing on the fast attacking slow running Troll. Movespeed and an increased chance to bash.
Troll is one of the more powerful late gamers due to 2 skills. Rampage and Berserker’s Rage. Both of them make Troll one hell of a DPS monster. (27+12)/2 = 19.5 extra average damage to a Troll. The armor and health seem pathetic, but can save you from that Assasinate or Thundergod’s Wrath.
Blind
Level 1 - Misses on 15% of attacks. Level 2 - Misses on 24% of attacks. Level 3 - Misses on 33% of attacks. Level 4 - Misses on 42% of attacks. Mana Cost: 20 Cooldown: 8
Blind is good in shutting down the enemy DPS powerhouses. Cutting down their DPS by 42% is a LOT late game. Early game is rather meh, but some like to spam it. All down to preference.
Passively increases the attack speed of friendly units within 300 AoE.
Level 1 - Increases attack speed by 5%. Level 2 - Increases attack speed by 15%. Level 3 - Increases attack speed by 20%. Level 4 - Increases attack speed by 30%.
Stack with Necronomicon Archer’s Endurance Aura. Mana Cost: N/A Cooldown: N/A
Rampage
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgp6qq0VM1arj1A6GLbRW4nrYqpQz-RtNUncgbqKrkbFO4DD9Is90uIoZgkBsTzzFZvHq8_60GGKlDy2UPjm_R21PUbLftl0Ty91Sg4Fe3CG5QjUai3W_2IJTF11isBhG3xJDqdsP_LYxk/s320/A0BB.gif)
Jah’rakal goes into a feral rampage, increasing his attack and movement speeds.Lasts 30 seconds.
Level 1 - Increases attack speed by 40% and movement speed by 7%.
Level 2 - Increases attack speed by 80% and movement speed by 9%.
Level 3 - Increases attack speed by 120% and movement speed by 11%.
Mana Cost: 100/ 150/ 205
Cooldown: 90/ 80/ 70
This makes you the fastest attackspeed monster in the game. 120% AS is imba.
This skill is versatile, use it to push towers down, kill heroes and run away.
How to use Troll’s Skills
Berseker's Rage
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7Wq0GOkRgyN4BHijj3N3bkvJ0gjUIkvpg4NJuMRVmq51VG9p9tnG9EpTfWqtrlQ410v8PE7__N1M7WrG3MDFucwunZNGklZ-dDL1AqdvLJO2_E-rQuTYyUyzz0jWgq4uTcrqF7mQk1OU/s320/A0BE.gif)
This skill is abusable because it costs little mana and has no cooldown. When farming without lane opponents, just switch to melee and farm. A spamming harasser comes into your lane? No problem. Switch to Ranged and last hit and deny.
Use this when pushing towers down. The increased damage helps.
Enter a fight with this on and leave with it on. Run away with it. Chase with it when you are sure that the opponent can outrun you to safety.
Another thing about it is that should you ever want to play Troll ranged, get this anyway. Changing from a Melee hero to a Ranged makes your bash chance from the Ranged 10% to the Melee 15% in Ranged Form.
Blind
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdRWsdBiRXBj8dxvDxCFlIjNKubyw50bXoz99pBVc7VBBgFsPR8pc8Nja33R4kl3I1vsKSnf0ANpl1TTJvid4YxLdbxj-3P6W6i75hbei2JEZtykmn1wVstZA3d3M5VfmZl6FStO1ghDs/s320/A0BC.gif)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYNsudZIfMUhfqsY5Earm9tqFehpHJUrZ9syzcyrDbLD6tF963poJqmO0qDcT_c09Xj2Od42XSISZF9XIX7WmSZlSYV29fu5ZS2GIX-IizNP5CvGfhUAk8RWtexLoaxRaSNVkqMrBrJsM/s320/A0BB.gif)
Rampage has a short cooldown, meaning that it can be used for a variety of little actions.
Rampage is useful in:
1. Pushing down a tower
2. Killing a Hero
3. Catching up to a fleeing Hero
4. Running from ganks
Rampage at any sight of potential danger. Potential danger does not mean a underleveled Zeus neutral creeping by himself.
A potential danger includes
1. More than one hero hiding around the forest
2. A DPS monster that can outdamage you
3. Any sign of a gank on you
The rest is pretty straight-forward. Rampage before entering a one-on-one fight. Try to leave before it ends.