The problem is, they *will* have true sight by mid-game, if they know what they're doing. The invisibility can, of course, save your life in many situations, unless the enemy has True Sight. Sand Storm turns you into a swirl of sand and dust, casting invisibility on you, and inflicts a miniscule amount of damage per second to all enemy units around you. The gist of it's potential is earned from just a single point, however, which is why I recommend that you save completing it for last. Extremely useful, or entirely useless, depending on the enemy team's abilities and strategy. In team-fights, remember that Burrow Strike stuns all creeps and heroes in a small AoE around it, so do use that to you and your friends' advantage. If it is at all upgraded, you *will* get further just from the stun-timer alone, not to mention using it on the enemy instead before running off nets the very small chance of discouraging them from chasing. One mistake in this skill's usage I've seen other players do is that in desperation, they use it as a temporary substitute to Blink Dagger during their get-away. It is reliable, it is fast and it stuns enemy heroes. Anyone with basic knowledge in dota can understand why. Here's a run-down of what Sand King's skills do, why I recommend their order above, and how they are useful: