The final part of our Tier list will concentrate on support heroes. Unlike core heroes, supports generally have a lot less gold, hence the opportunity cost for purchasing an Aghanim’s is much higher. In most cases, their Aghanim’s will come from either third or fourth Roshan or as a gift from Alchemist.
Because of it, we decided to rank support Agh’s simply by how much they can impact the game.
It is important to put this upgrade into context of the hero. Dark Willow is highly elusive, so her chances of survival are pretty high in most won engagements, meaning that she gets more XP than an average support. She also has a very strong GPM talent and an Attack Speed talent, allowing her to build and successfully utilize this massive increase in DPS. As a late game option, it is among the strongest for a support hero.
This effect doesn’t come into play very often. GPM talent for Disruptor comes later and he is generally played as a position five support, but the effect of upgraded Static Storm is absolutely devastating. AoE Doom can allow his team to win most fights, regardless of the stage of the game, especially if his team is the one to initiate.
This is simply superb and allows Rubick to truly shine as a greedy support. There is a reason most position four Rubicks get a disproportionate amount of space: early Aghanim’s Scepter with Blink Dagger will allow the hero to use most of the enemy spells with higher effectiveness than the original.
It is hard to judge the effectiveness of the upgrade, given how hard it is to judge the hero overall. For some reason Techies always looks over- and underpowered at the same time. This Agh’s generally means there is a spot on the map the enemy can’t enter, though, and it is a good enough upgrade to justify S Tier. Probably.
Vision is key. If the game ever goes late, and Treant Protector is one of the heroes better suited to ensure it, having vision across the whole map generally means a straightforward way to victory. The item isn’t generally worth rushing, but it heavily impacts how the game is played.
This work kind of similarly to providing damage resistance, but flashier, slightly stronger than previously and with more ways to counterplay. The absence of a GPM talent really hurts this Agh’s viability, especially on a position five support, but we might see greedier Abaddon’s and they might actually be worth it.
In the games you need this upgrade, it is excellent. Otherwise getting more utility and control is probably going to be preferable. It is situationally excellent, but not the default option for the hero.
It is so hard to shoehorn the hero into any role right now. He doesn’t seem consistent enough as a position four, doesn’t offer reliable protection and pressure in lane as a position five and probably not good enough as a core. The hero is in a really weird place right now, but his Agh’s is among the best in the game, especially given how it is possible to cancel the animation of Echo stomp to get spell immunity at will.
This was so overpowered at release and is still pretty bonkers. In games against heavy right-clicking cores this can turn the odds in your favor immensely. It is not a default item, since you need a good target for the spell, but when it works, it works exceptionally well.
This is really good in most games, since it allows Lion to become a strong, independent source of burst damage. Recent nerfs to damage from FoD stacks hurt the item, but not enough to ignore it. Blink is still a priority against highly mobile targets, but otherwise this item is worth the cost.
Once again, in situations where you need Break, this items is stupidly strong. In other scenarios it is also pretty good, since it is a BKB-piercing slow and a continuous purge, that helps against stronger buffs, such as Warcry or Surge. It also helps a lot against multiple Ghost Scepters, if your team heavily relies on physical damage.
Depending on the game, Shadow Shamans go for either Agh’s+Refresher or a BKB. Latter better ensures teamfight victories, former increases the pushing potential of the hero immensely. Depending on the game, this upgrade is either excellent or good and identifying its priority is usually pretty easy.
Again, not having a GPM talent really hurts the hero, but the effect is very, very strong, if Agh’s is built relatively early. It turns Undying into a very hard target to deal with that can’t be ignored and it is something many position five or four supports want to be.
Extra 0.4 seconds of BKB-piercing lockdown and a second source of damage is pretty great. Golems are strong teamfight minions, they help with pushing and can allow Warlock to occasionally farm up. The upgrade is probably not worth rushing, but it is always good.
With the recent increase in damage, this Agh’s is even more worth it, but it is only excellent when there is enough lockdown on your team. Strong GPM talent at level 15 more or less means that getting to it shouldn’t be a problem in equal games and it can be a great stalemate-breaker.
This is situationally good and pretty mediocre otherwise. It can be used as a very strong save against things like Reaper’s Scythe or most forms of lockdown and it can really help with some initiations, but there are a lot of items that suit frontline support hero with 4.4 Str growth better.
In vacuum, an extra stun is really, really strong. The manacost on it, however, is quite prohibitive. Coupled with a rather low cast range, it becomes even less appealing. This Agh’s is generally above mediocre but not quite good, if that makes sense.
DPS-wise it is comparable if not superior to Dark Willow Agh’s, but there are several reasons it is not as good. Not having a +175 AS talent is one of those reasons, as is the lack of extra range. Most importantly, however, Silencer isn’t as elusive and survivable, so his job as a support is to generally stand far enough not to be seen an initiated on. That makes dealing right-click DPS even harder. It can be exceptional in super-late games, but shouldn’t be Plan A for support Silencer.
This is borderline A Tier. If support Skywrath Mage manages to secure a good start and get an early Rod of Atos, Aghanim’s can be a natural and very strong progression. Otherwise, if the enemy has ways of dealing with the hero either through mobility or very high survivability, typical support items will take priority.
This is exceptional in games against melee cores prone to being kited, but for it to have a full effect, Tusk needs several items first. As such, it shouldn’t be rushed, but can be good in certain scenarios as a slot after something like Force Staff and Blink Dagger.
With -CD talents on stun and Wave of Terror this is a pretty strong upgrade, but isn’t as strong before it. Level 20 is a tough call for a sacrificial support, so it is certainly not an item you want to rush on Venge. Having two charges on Nether Swap by default also decreases the value of this Agh’s.
This is an item you get after Blink, BKB, Force Staff and Glimmer, otherwise it isn’t as powerful. As a way to ensure you zone out or deal very heavy damage to enemies without access to spell immunity, it is very strong, otherwise it is pretty underwhelming, unless you have godly positioning.
Ancients don’t really have that great of consistent and reliable utility some of the lesser creeps provide, hence this upgrade is not particularly strong most of the time. There are games where it can come in handy, but they are pretty rare and typically going for support aura items is better on Chen.
As a Dazzle spammer, I want to like this upgrade, but I simply can’t. Cheaper active items with 50% cooldown reduction work much better on the hero and when it comes to luxuries on Dazzle, nothing really beats Scythe of Vyse for aggressive play or Aeon Disk for safety. It can be good against heavy AoE if your team has two or even three high-contact melee cores, but then it feels more like plugging holes in a sinking ship, rather than getting to shore.
It is a zoning tool upgrade and a pretty good one, but unless your team has some godly ways to set up a fight, this upgrade isn’t something you really need on Jakiro. Once again, support items are better, as are items for extra control or initiation.
This might be a Tier higher. The healing effect during daytime is very powerful, while the ability to skip channeling Illuminate is a good quality of life improvement. Compared to the previous Agh’s, that provided flying vision, it is still pretty underwhelming.
Yes, this increases both the healing and the damage potential of the hero, but Oracle is not a DPS hero and Salve+Spirit Vessel will do more in terms of healing on an ally under the effects of False Promise. This mostly looks like a waste of 4200 gold that doesn’t provide the hero with extra options or make existing ones much stronger.
This is actually quite strong in games with Grimstroke on your team, but is pretty useless otherwise. It can be strong if your team has very strong lockdown, but the effect is not even close in terms of reliability, extra damage or how quickly the damage is dealt before the enemy can react, when compared to Aghanim’s from Witch Doctor or even Jakiro.
Unlike Oracle Aghanim's, this one does provide an option for Bane to be played differently. 1.5 CD on Brain Sap and it going through spell immunity is good in vacuum, but it is conflicting with Bane’s regular job of keeping the biggest enemy threat locked down. The latter is generally going to be more effective at winning the fights.
This might actually be a Tier higher against multiple melee cores on the enemy team, but the situation is rare, while Agh’s is quite expensive. Typically having a way to either survive in the fight for longer or disengage for a second Charge of Darkness is going to be a priority.
This isn’t bad on a position three Winter Wyvern. It isn’t particularly good, but can be an option if your team lacks damage or long-range catch. On a position five Winter Wyvern this is outclassed by pretty much every support item: Force Staff, Glimmer Cape, Aeon Disk, Spirit Vessel, Eul’s etc. are all cheaper, while being better in terms of ensuring victory.