Padawanabee
04-24-2010, 05:00 PM
The berserker warriors of the land of Frostfield have long had a legend of Glacius, an ancient warrior who would break free of his frozen prison when the lands of Newerth needed him most. When he did not appear to combat the Beast Horde, many lost faith. But on the eve of the war with the Hellbourne, a man made more of cold than flesh emerged from the tundra, wrapped in mist and armored in ice. The stranger claimed the name Glacius, and his potent magics have made believers of those who doubted his identity.
http://honwiki.net/w/images/4/4f/Glaciushero.gif (http://honwiki.net/wiki/File:Glaciushero.gif)
Glacius
Stats
Primary Attribute: Intelligence
Str - 16 + 1.7
Agi - 17 + 1.6
Int - 21 + 2.9
Armor - 1.44
Damage - 43-51
Range - 600
Contents
Skills
Skill Build
Items
Strategy
General Strategy
Skill use and Synergies
When to pick Glacius
Friends
Foes
Support Tips
Babysitting
Stacking and pulling neutrals for your carry
Ward tips
Replay(s)
Skills
http://honwiki.net/w/images/thumb/1/1b/Glaciusskill1.gif/96px-Glaciusskill1.gif (http://honwiki.net/wiki/File:Glaciusskill1.gif) Tundra Blast
Glacius assaults a group of enemies with an explosion of ice. All enemies hit by the explosion are damaged and have their movement and attack speed slowed.
Type: Magic
Range: 700
Radius: 400
Cast Time: 0.5 Seconds
Mana Cost: 100 / 120 / 140 / 160
Cooldown: 15.0 Seconds
Deals 80 / 130 / 180 / 230 Magic damage and applies Tundra Blast to all units in a 400 radius for 5 seconds.
A powerful damage-dealing slow that affects a distant area. Good for catching enemy heroes.
Tundra Blast Effects
30% Movement Slow
-20 Attack Speed
http://honwiki.net/w/images/thumb/f/fb/Glaciusskill2.gif/96px-Glaciusskill2.gif (http://honwiki.net/wiki/File:Glaciusskill2.gif) Ice Imprisonment
Glacius encases a target enemy unit in ice. The target unit is frozen solid, rendering it unable to move or attack. The target unit takes damage over time while frozen. If an ally is frozen, they are protected by ice.
Type: Magic
Range: 500
Cast Time: 0.5 Seconds
Mana Cost: 115 / 125 / 140 / 150
Cooldown: 10.0 Seconds
Performs a mini-stun on target then applies Frozen for 1.5 / 2 / 2.5 / 3 seconds.
When cast on an ally, applies Frosted for 1.5 / 2 / 2.5 / 3 seconds.
A single-target disable. Relative to similar spells, it lasts a long time but does not silence the target. Useful disable and has some utility in preventing damage on allies.
Frozen Effects
Immobilized
Disarmed
Revealed
70 Magic damage per second
Frosted Effects
Immobilized
Disarmed
Revealed
20 / 40 / 60 / 80% Damage Reduction
Notice that you can still cast spells while Frosted, and enemies can cast spells while Frozen. This is to offset the 3 second duration, which is longer than most stuns.
http://honwiki.net/w/images/thumb/d/d6/Glaciusskill3.gif/96px-Glaciusskill3.gif (http://honwiki.net/wiki/File:Glaciusskill3.gif) Chilling Presence
Glacius helps his allies remain cool in the face of danger, giving them a clear and calm mind. Increases Mana regeneration to all allied Heroes no matter where they are on the map.
Passive Aura
Aura Effects
Radius: Global
Target: Ally Heroes
0.50 / 1.00 / 1.50 / 2.00 Mana Regeneration
For many people, this ability is the reason to pick Glacius. It gives useful mana regen to your entire team, a powerful asset in the early game.
http://honwiki.net/w/images/thumb/8/87/Glaciusskill4.gif/96px-Glaciusskill4.gif (http://honwiki.net/wiki/File:Glaciusskill4.gif) Glacial Downpour
Glacius showers the area around him with shards of ice. The shards will randomly strike around Glacius, slowing the attack and movement speed of nearby enemies and dealing intense damage to them.
Type: Superior Magic
Range: 400
Radius: 635
Channeling Time: 0.0 Seconds
Mana Cost: 150 / 175 / 200
Cooldown: 150.0 / 120.0 / 90.0 Seconds
Activation
Spawns an Ice Shard every 0.1 seconds at a random location within radius for 4 seconds or until ability is cancelled. Applies Glacial Freeze to targets within a 200 radius of where an Ice Shard impacts and damages them for 105/170/250 Magic damage
Deals 170/250/310 with Staff of the Master
Glacial Freeze Effects
30% Movement Slow
-20 Attack Speed
With even moderate success/luck, this ultimate will do very good damage to all enemies in the AoE. However, it is possible to get unlucky and do little, or lucky and do significantly more damage than usual. Also, it has a very low AoE and can be inturrupted, so casting this in many situations will just get you stunned and killed quickly. Use this ult with discretion.
Skill Build
You don't have to follow the builds exactly, as these are more like guidelines than anything else. In general, though, it's one each of the nukes/disables, as much Presence as is necessary, and then focusing on Imprisonment and a level of your ult.
Aura Focus
Tundra Blast
Ice Imprisonment
Chilling Presence
Chilling Presence
Chilling Presence
Glacial Downpour
Chilling Presence
Ice Imprisonment
Ice Imprisonment
Ice Imprisonment
Glacial Downpour
Tundra Blast
Tundra Blast
Tundra Blast
Stats
Glacial Downpour
Stats
etc.
Roamer/Ganker
Tundra Blast
Ice Imprisonment
Chilling Presence
Chilling Presence
Ice Imprisonment
Ice Imprisonment
Ice Imprisonment
Tundra Blast/Chilling Presence
Tundra Blast/Chilling Presence
Glacial Downpour
Glacial Downpour
Tundra Blast
Chilling Presence/Tundra Blast
Chilling Presence/Tundra Blast
Stats
Glacial Downpour
Stats
etc.
Reasoning
Tundra Blast is a huge AoE long range AoE slow that lasts 5 seconds. There is absolutely no reason to not get it at 1. However, it's only scaling aspects are damage and mana cost, so it isn't leveled until everything else of importance is maxed and the damage becomes important in team fights.
Ice Imprisonment is the Glacius spell with the most utility. It, along with Tundra Blast, both receive one point early to control the lane. It's best aspects scale with levels, so it will be the Glacius spell with the 2nd most priority in leveling.
Chilling Presence and how much of it you want will decide your Glacius build. You will ALWAYS want at least 2-3 levels, otherwise you might as well have picked Demented Shaman or Plague Rider. However, depending on the lineups and what role you're focusing on, you will either finish leveling Chilling Presence or Ice Imprisonment first, and then focusing on the other one.
Glacial Downpour is occasionally useful, but between the risk factor and lack of mana early game it's often better to put it off until the mid game.
Always take Tundra Blast at 1 and Ice Imprisonment at 2. These are essential to lane dominance.
Get at least 2 points of Presence early, and balance taking the other two over whether you want better mana regen on your allies or hero killing power.
Glacial Downpour is situationally excellent, so while points aren't essential early, you'll want to pick them up by the mid game.
Tundra Blast is filler, as it adds damage and mana cost only. However, having it leveled by the mid game, where team fights start to take over, will be an advantage if you opted for increased levels.
Items
Initiation
http://i34.tinypic.com/dxmz3k.jpghttp://i38.tinypic.com/313jh2d.jpghttp://i35.tinypic.com/20879ea.jpg
http://i36.tinypic.com/33o4aro.jpghttp://i36.tinypic.com/33o4aro.jpghttp://i36.tinypic.com/33o4aro.jpg
1 mana pot - 50g
2 runes of blight - 180g
3 minor totems - 159g
1 monkey/wards - 200g
Total - 589g
Some basic regen, chances are you'll be needing hp regen as you'll want to harass enemies often, but mana regen will not be needed in huge amounts as you'll want to use your spells situationally and your aura will kick in at 3-4.
The totems become a Power Supply, and the monkey is a classic support buy at the beginning. If you're going to the top lane and an ally is buying the monkey, you should get wards. See the ward guide for information on where to place them.
Core
http://i34.tinypic.com/sff52q.jpghttp://i36.tinypic.com/a59izo.jpghttp://i36.tinypic.com/w7mvsi.jpg
http://i36.tinypic.com/3128cp2.jpg
and
http://i38.tinypic.com/143q5it.jpg or http://i33.tinypic.com/2wd9esz.jpg
That +5 magic armor is actually quite effective against heavy magic damage lineups. I usually forgo the Bracelet in favor of Vestments against teams with at least 1-2 heroes such as Fayde, Pebbles, Pyromancer, Slither, etc.
and
http://i36.tinypic.com/33dy24x.jpg
Power Supply - 603
Mystic Vestments or Fortified Bracelet - 400-510
Ghost Marchers - 1500
Wards of Sight - 200 (each)
Homecoming Stones - 135 (each)
flying monkey - 400
Total - 3038+
The power supply and bracelet/vestments give survivability against burst. I prefer ghost marchers to any other boots option, as the speed and positioning granted from them will keep you alive longer than any hp or armor granted from the alternatives.
Also, Ghost marchers give a large damage boost, and it quickly adds up considering the amount of disable Glacius has. The only alternative to Ghost Marchers would be Plated, but after the nerf I would only get them against heavy physical damage teams.
After
Do not expect to get these items. I've gone entire games with nothing but that basic core, which I only managed to obtain around 30 minutes in. This is because Glacius' job is not to farm, but to ensure farm for his allies. Also, because in my average Glac game I end up spending at least 3k-4k on Wards of Sight and Revelation.
Wards of Sight - 200 each - Never stop buying and placing these wards.
Wards of Revelation - 200 each - Use to counter ward and to counter invis heroes.
Portal Key - 2150 - A huge boost in survivability and catching enemies. An everygame item once you've obtained your core.
Route 1 - Shrunken Head -> Staff of the Master - 8300
Focusing on his situational but effective ult. Portal Key will make positioning easy, and Shrunken Head will prevent most interrupts.
Keep in mind, however, that some skills (Pharaoh's ultimate, Plague Rider's ultimate) will still interrupt you even with Shrunken Head activated.
SotM obviously improves the damage dealt if you've opted for this route, though you will get much better success if you get it after the other two items.
Route 2 - Support Items
Basically, whatever support style items your team could want. Puzzlebox for invis heroes, or Astrolabe for some staying power.
Hellflower is extremely effective against heroes such as Magebane, Wretched Hag, or any carry who has built a Shrunken Head. Between your Ice Imprisonment and Hellflower, you can keep a hero like Magebane from Flashing for up to 8 seconds, usually enough to kill a Magebane as the player rarely stacks hp, relying on Flash for survivability.
Kuldra is always a good option if you can afford it, and Barrier Idol was made to counter heavy AoE teams.
http://honwiki.net/w/images/4/4f/Glaciushero.gif (http://honwiki.net/wiki/File:Glaciushero.gif)
Glacius
Stats
Primary Attribute: Intelligence
Str - 16 + 1.7
Agi - 17 + 1.6
Int - 21 + 2.9
Armor - 1.44
Damage - 43-51
Range - 600
Contents
Skills
Skill Build
Items
Strategy
General Strategy
Skill use and Synergies
When to pick Glacius
Friends
Foes
Support Tips
Babysitting
Stacking and pulling neutrals for your carry
Ward tips
Replay(s)
Skills
http://honwiki.net/w/images/thumb/1/1b/Glaciusskill1.gif/96px-Glaciusskill1.gif (http://honwiki.net/wiki/File:Glaciusskill1.gif) Tundra Blast
Glacius assaults a group of enemies with an explosion of ice. All enemies hit by the explosion are damaged and have their movement and attack speed slowed.
Type: Magic
Range: 700
Radius: 400
Cast Time: 0.5 Seconds
Mana Cost: 100 / 120 / 140 / 160
Cooldown: 15.0 Seconds
Deals 80 / 130 / 180 / 230 Magic damage and applies Tundra Blast to all units in a 400 radius for 5 seconds.
A powerful damage-dealing slow that affects a distant area. Good for catching enemy heroes.
Tundra Blast Effects
30% Movement Slow
-20 Attack Speed
http://honwiki.net/w/images/thumb/f/fb/Glaciusskill2.gif/96px-Glaciusskill2.gif (http://honwiki.net/wiki/File:Glaciusskill2.gif) Ice Imprisonment
Glacius encases a target enemy unit in ice. The target unit is frozen solid, rendering it unable to move or attack. The target unit takes damage over time while frozen. If an ally is frozen, they are protected by ice.
Type: Magic
Range: 500
Cast Time: 0.5 Seconds
Mana Cost: 115 / 125 / 140 / 150
Cooldown: 10.0 Seconds
Performs a mini-stun on target then applies Frozen for 1.5 / 2 / 2.5 / 3 seconds.
When cast on an ally, applies Frosted for 1.5 / 2 / 2.5 / 3 seconds.
A single-target disable. Relative to similar spells, it lasts a long time but does not silence the target. Useful disable and has some utility in preventing damage on allies.
Frozen Effects
Immobilized
Disarmed
Revealed
70 Magic damage per second
Frosted Effects
Immobilized
Disarmed
Revealed
20 / 40 / 60 / 80% Damage Reduction
Notice that you can still cast spells while Frosted, and enemies can cast spells while Frozen. This is to offset the 3 second duration, which is longer than most stuns.
http://honwiki.net/w/images/thumb/d/d6/Glaciusskill3.gif/96px-Glaciusskill3.gif (http://honwiki.net/wiki/File:Glaciusskill3.gif) Chilling Presence
Glacius helps his allies remain cool in the face of danger, giving them a clear and calm mind. Increases Mana regeneration to all allied Heroes no matter where they are on the map.
Passive Aura
Aura Effects
Radius: Global
Target: Ally Heroes
0.50 / 1.00 / 1.50 / 2.00 Mana Regeneration
For many people, this ability is the reason to pick Glacius. It gives useful mana regen to your entire team, a powerful asset in the early game.
http://honwiki.net/w/images/thumb/8/87/Glaciusskill4.gif/96px-Glaciusskill4.gif (http://honwiki.net/wiki/File:Glaciusskill4.gif) Glacial Downpour
Glacius showers the area around him with shards of ice. The shards will randomly strike around Glacius, slowing the attack and movement speed of nearby enemies and dealing intense damage to them.
Type: Superior Magic
Range: 400
Radius: 635
Channeling Time: 0.0 Seconds
Mana Cost: 150 / 175 / 200
Cooldown: 150.0 / 120.0 / 90.0 Seconds
Activation
Spawns an Ice Shard every 0.1 seconds at a random location within radius for 4 seconds or until ability is cancelled. Applies Glacial Freeze to targets within a 200 radius of where an Ice Shard impacts and damages them for 105/170/250 Magic damage
Deals 170/250/310 with Staff of the Master
Glacial Freeze Effects
30% Movement Slow
-20 Attack Speed
With even moderate success/luck, this ultimate will do very good damage to all enemies in the AoE. However, it is possible to get unlucky and do little, or lucky and do significantly more damage than usual. Also, it has a very low AoE and can be inturrupted, so casting this in many situations will just get you stunned and killed quickly. Use this ult with discretion.
Skill Build
You don't have to follow the builds exactly, as these are more like guidelines than anything else. In general, though, it's one each of the nukes/disables, as much Presence as is necessary, and then focusing on Imprisonment and a level of your ult.
Aura Focus
Tundra Blast
Ice Imprisonment
Chilling Presence
Chilling Presence
Chilling Presence
Glacial Downpour
Chilling Presence
Ice Imprisonment
Ice Imprisonment
Ice Imprisonment
Glacial Downpour
Tundra Blast
Tundra Blast
Tundra Blast
Stats
Glacial Downpour
Stats
etc.
Roamer/Ganker
Tundra Blast
Ice Imprisonment
Chilling Presence
Chilling Presence
Ice Imprisonment
Ice Imprisonment
Ice Imprisonment
Tundra Blast/Chilling Presence
Tundra Blast/Chilling Presence
Glacial Downpour
Glacial Downpour
Tundra Blast
Chilling Presence/Tundra Blast
Chilling Presence/Tundra Blast
Stats
Glacial Downpour
Stats
etc.
Reasoning
Tundra Blast is a huge AoE long range AoE slow that lasts 5 seconds. There is absolutely no reason to not get it at 1. However, it's only scaling aspects are damage and mana cost, so it isn't leveled until everything else of importance is maxed and the damage becomes important in team fights.
Ice Imprisonment is the Glacius spell with the most utility. It, along with Tundra Blast, both receive one point early to control the lane. It's best aspects scale with levels, so it will be the Glacius spell with the 2nd most priority in leveling.
Chilling Presence and how much of it you want will decide your Glacius build. You will ALWAYS want at least 2-3 levels, otherwise you might as well have picked Demented Shaman or Plague Rider. However, depending on the lineups and what role you're focusing on, you will either finish leveling Chilling Presence or Ice Imprisonment first, and then focusing on the other one.
Glacial Downpour is occasionally useful, but between the risk factor and lack of mana early game it's often better to put it off until the mid game.
Always take Tundra Blast at 1 and Ice Imprisonment at 2. These are essential to lane dominance.
Get at least 2 points of Presence early, and balance taking the other two over whether you want better mana regen on your allies or hero killing power.
Glacial Downpour is situationally excellent, so while points aren't essential early, you'll want to pick them up by the mid game.
Tundra Blast is filler, as it adds damage and mana cost only. However, having it leveled by the mid game, where team fights start to take over, will be an advantage if you opted for increased levels.
Items
Initiation
http://i34.tinypic.com/dxmz3k.jpghttp://i38.tinypic.com/313jh2d.jpghttp://i35.tinypic.com/20879ea.jpg
http://i36.tinypic.com/33o4aro.jpghttp://i36.tinypic.com/33o4aro.jpghttp://i36.tinypic.com/33o4aro.jpg
1 mana pot - 50g
2 runes of blight - 180g
3 minor totems - 159g
1 monkey/wards - 200g
Total - 589g
Some basic regen, chances are you'll be needing hp regen as you'll want to harass enemies often, but mana regen will not be needed in huge amounts as you'll want to use your spells situationally and your aura will kick in at 3-4.
The totems become a Power Supply, and the monkey is a classic support buy at the beginning. If you're going to the top lane and an ally is buying the monkey, you should get wards. See the ward guide for information on where to place them.
Core
http://i34.tinypic.com/sff52q.jpghttp://i36.tinypic.com/a59izo.jpghttp://i36.tinypic.com/w7mvsi.jpg
http://i36.tinypic.com/3128cp2.jpg
and
http://i38.tinypic.com/143q5it.jpg or http://i33.tinypic.com/2wd9esz.jpg
That +5 magic armor is actually quite effective against heavy magic damage lineups. I usually forgo the Bracelet in favor of Vestments against teams with at least 1-2 heroes such as Fayde, Pebbles, Pyromancer, Slither, etc.
and
http://i36.tinypic.com/33dy24x.jpg
Power Supply - 603
Mystic Vestments or Fortified Bracelet - 400-510
Ghost Marchers - 1500
Wards of Sight - 200 (each)
Homecoming Stones - 135 (each)
flying monkey - 400
Total - 3038+
The power supply and bracelet/vestments give survivability against burst. I prefer ghost marchers to any other boots option, as the speed and positioning granted from them will keep you alive longer than any hp or armor granted from the alternatives.
Also, Ghost marchers give a large damage boost, and it quickly adds up considering the amount of disable Glacius has. The only alternative to Ghost Marchers would be Plated, but after the nerf I would only get them against heavy physical damage teams.
After
Do not expect to get these items. I've gone entire games with nothing but that basic core, which I only managed to obtain around 30 minutes in. This is because Glacius' job is not to farm, but to ensure farm for his allies. Also, because in my average Glac game I end up spending at least 3k-4k on Wards of Sight and Revelation.
Wards of Sight - 200 each - Never stop buying and placing these wards.
Wards of Revelation - 200 each - Use to counter ward and to counter invis heroes.
Portal Key - 2150 - A huge boost in survivability and catching enemies. An everygame item once you've obtained your core.
Route 1 - Shrunken Head -> Staff of the Master - 8300
Focusing on his situational but effective ult. Portal Key will make positioning easy, and Shrunken Head will prevent most interrupts.
Keep in mind, however, that some skills (Pharaoh's ultimate, Plague Rider's ultimate) will still interrupt you even with Shrunken Head activated.
SotM obviously improves the damage dealt if you've opted for this route, though you will get much better success if you get it after the other two items.
Route 2 - Support Items
Basically, whatever support style items your team could want. Puzzlebox for invis heroes, or Astrolabe for some staying power.
Hellflower is extremely effective against heroes such as Magebane, Wretched Hag, or any carry who has built a Shrunken Head. Between your Ice Imprisonment and Hellflower, you can keep a hero like Magebane from Flashing for up to 8 seconds, usually enough to kill a Magebane as the player rarely stacks hp, relying on Flash for survivability.
Kuldra is always a good option if you can afford it, and Barrier Idol was made to counter heavy AoE teams.