
Earth Spike
Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANI provide the first disable and stop the enemy from using their abilities while the team focuses them.
Lion gives enemies little chance to retaliate. Stunning targets with a damaging row of spikes, or temporarily transforming them into a harmless critter, even if his powerful spells aren't enough, he and his allies should still have all the time they need to slay their foes.
My recommendation is a starting point. We choose another position together with the team and for its needs.
I contribute through laning, control and movement. I adapt the expensive core route to my budget.
Help the lane, provide vision and keep the ally alive first; expensive upgrades follow the necessary team purchases.
This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.
Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

Provide speed and regeneration between engagements, fitting a support’s budget.

Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

Lets you use targeted abilities and items from a safer distance.

Adds a protective tool and hides the chosen ally; invisibility does not replace escaping detection.

Unlocks or upgrades Mana Drain. The exact effects are shown below in the abilities section.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.
Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Rock spikes burst from the earth along a straight path. Enemy units are hurled into the air, then are stunned and take damage when they fall.

Transforms an enemy unit into a harmless beast, with all special abilities disabled.

CHANNELED — creates a magical link with an enemy, draining its mana into the caster and slowing its movement. If the target has no mana left, the slow increases by 15%.
CHANNELED - Channels magical energy, taking mana and slowing enemies over time. If the enemy has no mana remaining, the slow is increased by 15%. Can target allies to give them mana and movement speed at a 50% rate.
Increases the ability’s number of targets by 2 and increases the break distance. Grants the owner debuff immunity and +60% magic resistance while channeling.

Unleashes his fury on an enemy unit, trying to turn it inside out and dealing massive damage.
Rips at an enemy unit, trying to turn it inside-out, dealing massive damage to the target. After using Finger of Death, Lion's hand becomes empowered, allowing him to use a cleaving melee attack with 250 range with bonus movement speed. Finger of Death gains permanent bonus damage for it and the fist for each enemy Hero it or the fist kills. The melee attack may be disabled by setting the ability to Alt Cast.
Finger of Death gains area of effect damage on the initial cast, and increases duration and cleave damage on its subsequent melee attacks.
These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

After participating in a hero kill, the ability’s owner gains +20% debuff duration until that hero respawns.
After participating in a hero kill, the ability’s owner gains +20% debuff duration until that hero respawns. On respawning, the ability’s owner gains +20% spell damage for 90 sec. or until participating in a kill.
These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.
Items, slang and real episodes help connect abilities with what happens in a match.