
The Swarm
Weaver launches a swarm of 12 young Weavers that latch on any enemy unit in their path, attacking and reducing armor until it is killed.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANI find short windows to deal damage and escape with Shukuchi; as a support, I add a team save.
Weaver has no trouble evading enemies to position himself for another strike. Slipping in and out of sight, he avoids death by rewinding himself to an earlier position and health state. His arsenal of elusive skills ensures he is always a critical nuisance to his foes.
My recommendation is a starting point. We choose another position together with the team and for its needs.
I need protected farm, my item window and damage on important targets.
I contribute through laning, control and movement. I adapt the expensive core route to my budget.
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 attack speed and switchable attributes for farming and managing my resources.

Speeds up creep clearing and adds attack damage against multiple targets.

Increases a ranged hero’s attack range and provides useful attributes.

Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

Improves attributes and lets attacks keep a target under control, limiting suitable sources of its 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.

Weaver launches a swarm of 12 young Weavers that latch on any enemy unit in their path, attacking and reducing armor until it is killed.

Weaver shifts out of visibility, gaining max movement speed and doing harm to any enemies it passes through.
Weaver shifts out of visibility, gaining max movement speed and doing harm to any enemies it passes through.
Marks enemies damaged by this ability. 0.2 sec. after leaving Shukuchi invisibility, the hero fires an additional Geminate Attack at marked enemies within a radius of 1200. The mark lasts 4.6 sec.

Allows Weaver to dispatch two attacks at once.
Allows Weaver to dispatch two attacks at once.
Additional attacks hit all enemies with The Swarm beetles attached who are within 1200 of the original attack target.

The hero returns to his position from five seconds ago, restoring health and mana to their previous values. Does not affect ability or item cooldowns, gold, or experience.
Weaver warps backward to whatever position it was in five seconds earlier--regaining the HP and mana from that time. No effect on cooldown, gold or experience. DISPEL TYPE: Strong Dispel
Allows this ability to be cast on allies. Cast range: 500.
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 damaging an enemy hero with an attack or ability, the ability’s owner can remain within a radius of 700 of it for another 1.5 sec. to create a thread of fate between them that briefly slows the target.
After damaging an enemy hero with an attack or ability, the ability’s owner can remain within a radius of 700 of it for another 1.5 sec. to create a thread of fate between them that briefly slows the target. Each thread increases the owner’s attack damage.
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.