
Death Pulse
Necrophos releases a wave of death around him, dealing damage to enemy units and healing allied units.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANI prolong the engagement, heal after last hits, and finish a dangerous target with Reaper’s Scythe.
Necrophos brings life to friends and death to enemies. Each death pulse heals allies and harms foes, wearing enemies down through his presence alone. Necrophos can also summon the reaper to keep a victim in the afterlife for longer.
My recommendation is a starting point. We choose another position together with the team and for its needs.
My resource is the team's space: I hold the lane and build for initiation or team protection.
Levels, lane control and joining the team at the right moment matter.
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.

An inexpensive first step towards the speed you need. I choose the upgrade based on my role and the match’s needs.

Adds movement speed cheaply when positioning matters more than an immediate expensive purchase.

Speeds up farming and pressures nearby enemies with constant damage; an expensive investment that needs time to pay off.

Strengthens a magic damage build and adds survivability for longer engagements.

Adds armor and pressure in an area, helping limit the enemy’s health restoration.

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.

Necrophos releases a wave of death around him, dealing damage to enemy units and healing allied units.

Necrophos slips into the realm that separates the living from the dead. Unable to attack or be attacked, he emits an aura that slows enemies around him. He takes additional magic damage in this form, but his restorative powers are amplified.

Necrophos stills the hearts of his opponents, causing nearby enemy units to lose a percentage of their max health over time.
Necrophos stills the hearts of his opponents, causing nearby enemy units to lose a percentage of their max health over time.
Adds 50% of the owner’s current health regeneration to the health reduction.

Stuns the selected enemy hero, then deals damage proportional to its missing health.
Stuns the target enemy hero, then deals damage based on how much life it is missing. If Necrophos kills an enemy this way, he'll permanently gain Health and Mana Regen. Any kill under this effect is credited to Necrophos.
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.

The hero becomes a large projectile travelling towards the selected unit's location. On arrival, it casts Death Pulse on nearby enemies and allies.
The hero becomes a large projectile travelling towards the selected unit's location. On arrival, it casts Death Pulse on nearby enemies and allies.

Necrophos gains stacking regen for 8 seconds for each unit he kills. Hero kills multiply the effect.
Necrophos gains stacking regen for 8 seconds for each unit he kills. Hero kills multiply the effect.
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.