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TaeYeon
08-26-2010, 03:09 PM
http://www.heroesofnewerth.com/images/heroes/123/icon_128.jpg

A guide to improve your gameplay as
Deadwood v2.5.14




Table of Contents

Basics

Introduction
Lore
Basic Stats
Advanced Stats
Hero Role

Skills

Description & In-Depth Analysis
Skill Build

Items

Initial Items
Core Items
Luxury Items
Items to Avoid

Gameplay

Laning
Ganking
Team Clashes
Good Teammates
Enemies to Avoid

Replays

Closing Notes

Changelog




Introduction

This guide is intended for the casual 5v5 games on Forest of Caldavar and Normal Mode. Do not expect to follow these guidelines and be successful in any other conditions.

Deadwood is just another hardcore ganker, who's also able to initiate and deal decent auto-attack DPS. He is a hero that is best played solo in the middle lane, as he needs to gain levels as early as possible. Given the right circumstances, he has the ability to totally dominate the early- and mid game, and should thus capitalize on this as much as possible in order to be viable at the later stages of the game. He's is a hero that excels at quickly bringing down single targets, and catching the enemy off guard, even when they got good map control through wards by using the woods to his advantage. In the hands of a good player, he can be an extremely important asset to a team that's capable of causing unstoppable havoc on the opposing team's carry while your own carry farms your team's way to victory.



Lore

Born of the cruelly tainted lands of Newerth, Deadwood is the undead husk of the first Keeper of the Forest. All around him, living things wilt, and he has little hesitation to destroy trees or use them as weapons. Despite seeking the destruction of Newerth, he still commands the incredible strength and natural powers of a forest guardian, thus combining the cruelty of the Hellbourne with the powers that once belonged only to the Beast Horde.

Nothing here will make you a better Deadwood player, but it'll give you a good feel of Deadwood's theme and background. We can immediately draw a conclusion that Deadwood was the very first of a line of Keeper of the Forests. For some unknown reason he's now joined the Hellbourne forces. Claimed by dark magic? Betrayed to the point where his lust for revenge made him switch sides?. It'll remain a mystery for now, but it seems like Deadwood's mind was twisted from a will to look over and guard the forest, into a desire of completely destroying it. As the first forest guardian, Deadwood is very likely to be one of the oldest characters on Newerth - chances are he's even older than ol' Bubbles. His powers and abilities still remains from his time as a guardian of the forest, despite no longer being one.



Basic Stats

Let's look at Deadwoods base stats and gains,


Damage: 56 - 61
Attack Range: 128 (Melee)
Attack Speed: 0.68
Armor: 2.74
Move Speed: 300

Strength: 25 (+2.7)
Agility: 16 (+2)
Intelligence: 16 (+1.5)

What really should catch your mind at first here is Deadwood's high base damage. It's a good way above average, and combined with Uproot, last hitting should be extremely easy for you. However, Deadwood is a melee hero, so you run the risk of being harassed by auto-attacks or hit by spells every time you're going for a creep kill. Your high base HP combined with average movement speed comes to the rescue though. Starting with 625HP, you're not gonna be that easy to take down at an early gank, and your staying power in a lane is really great. Deadwood's stat gains are nothing more than average. You do have a decent chunk of strength gain, however. At lv25 you'll be quite tough with over 2.2kHP, and that's with no items. Your agility gain is not bad for a strength hero, and will supply you with decent natural armor. Deadwood's intelligence gain is not the best, and you'll need to boost your mana needs through items in the early phases of the game. You'll have an easier time at late game, but you'll still want to keep those items as long as possible to supply your mana.


Advanced Stats


Cast point/backswing: Rotten Grasp 0.15/0.85; Uproot 0/1.0; Oakbolt 0.3/0.3; Clearcutting 0/0; Willowmaker 0.4/0.6
Damage point/backswing: 0.4/0.3
Sight range day/night: 1800/800
Missile speed: Instant
Turn rate: 0.54

You got fairly good numbers to work with here. Deadwood's damage point is good. Not the best, but good. As already mentioned, your last hitting will be easy as pie with your base damage plus your boost from Uproot. Note that the damage point/cast point and the backswing together make up your whole animation while attacking, and that your backswing is the part of the animation after the blow is landed/projectile sent/etc. In other words, it is completely cosmetic and should be canceled whenever possible (also referred to as animation canceling) by issuing another command, preferably a move or hold command.

Take a look at your cast points. Your cast point on Rotten Grasp is only 0.15 seconds. That's pretty fast! However, you do have a backswing of a grand 0.85 seconds. That's pretty slow... Cancel it to speed up your chase or escape. It also gives the enemy a much smaller time window to notice that you have casted it. They do hear the sound when it's cast however, so any player that's not half asleep will know that you've casted it. With 0/1 seconds on Uproot, you can literally grab your tree as you run by, not stopping at all. Oakbolt's cast point is just average, cancel the backswing for faster chasing. Clearcutting is instant nothing more to say there. Willowmaker has 0.6 seconds of backswing which is almost as long and superfluous as Rotten Grasp's and Uproot's; you do want to cancel this one too in order to get those extra last hits in. I can't stress this enough folks, cancel your backswings!

Deadwood's turn rate is average, at 0.54 (or 540 degrees / sec). Now, for the sake of argument, let's say you're being chased at low HP, and you want to throw an Oakbolt at the chaser to slow it down. Deadwood will actually have to stop and turn until the target is within his 180 frontal degree arc before he'll cast. This will take some time, and combined with the 0.3/0.3 cast time on Oakbolt, it might just be a better idea to keep running depending on how many you're being chased by. In a 1on1 situation you'll most of the time have the benefit from Oakbolt's snare, but if two guys or more are chasing you you'll allow the other enemy hero to gain ground on you, maybe enough to cast it's own stun/snare that will be the death of you. It's highly situational, so please do keep this information in mind.


Hero Role

We all know the four main groups of roles in Heroes of Newerth: Initiator, Support, Ganker and Carry. If you wanna be good at this game, it is crucial that you understand your role on your team. You don't win games by building and playing Glacius as a carry hero. Maybe in noob stomps, but not in pro play. Glacius was simply not designed to be played as a carry hero. With that in mind, it's time to learn Deadwood's role.

The most important factor to look at when it comes to hero roles are their skills. All 4 of Deadwood's skills are active. They revolve around (1) surprising the enemy, (2) trapping the enemy in place, (3) slowing down the enemy, and most importantly; (4) dealing burst damage. This screams GANKER all the way, and Deadwood shouldn't be picked for anything else. Deadwood is also a great initiator, being able to bring key opponents down in a matter of seconds. Although Deadwood dish out enough DPS through auto-attacks to be called a soft-carry, there are far better picks for carrying, but he can certainly help the team dish out some extra, raw auto-attack DPS in teamfights later on. Now, what's a ganker's job on a team? Your job as Deadwood is to run around the map, setting up kills (remember, carries get priority on last hits!), and just as important; constantly be on the opposing carries' arses all the time. A good ganker makes sure his own carry farms well while the enemy carry doesn't get any farm at all. At later stages of the game you'll be unloading all of your skills at the start of the fight, then whiffing the enemy down with your auto-attacks.


Skill Description & In-Depth Analysis

It's time to take a look at what this guy can do with his awesome skills and how to best utilize them,

http://www.heroesofnewerth.com/images/heroes/123/ability1_128.jpg
Rotten Grasp
Calling upon the deep corruption underground, Deadwood can root anyone standing in the target area after a short delay.


Action: Target Position
Type: Magic
Range: 1,300
Radius: 200
Cast Time: 1.0 Seconds
Mana Cost: 120
Cooldown: 13.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
After a 2 second delay, applies Rotten Grasp to all enemies in the radius or who walk into the radius. Effect lasts 1 / 1.7 / 2.3 / 3 seconds.
The effect during the delay is stealthed.

Rotten Grasp Effect
-1 / -2 / -3 / -4 Armor
Immobilized
100 Magic damage per second
Rotten Grasp is easily the single most skill-reliant ability that Deadwood possesses. In short, this skill has mainly three uses: Trapping and/or chasing opponents, as well as escaping ganks. Think of it as a weak, limited AoE-version of Keeper of the Forest's Root. First, let's take a quick glance at how far the range of this skill is,

http://a.imageshack.us/img831/3052/rottengrasprange.png

Including the radius of the AoE, you end up with a max range of 1500 units. That is pretty far, which makes this skill so great at surprise ganking and initiation. Assuming you're not revealed by wards or anything, you can approach safe from the Fog of War, and cast this without the enemy noticing before it is too late.
Before we talk about how to use it, let's go over some mechanics and how the skill works:

When the skill is cast, it will take affect after a 2 second delay. The enemy can not see the visuals of this skill before it goes off under any circumstances. No form for true sight will reveal it. It's only a cosmetic visual for you and your allies.
Deadwood performs an animation to cast this skill, and a short sound-clip is played. If the enemy has sight on you, they will both see and hear you cast the spell, effectively giving them a heads-up.
The debuff is constantly applied to anyone initially in or entering the AOE at any given point for it's remaining duration. Should however a unit manage to escape the AOE by any means they will have the debuff removed.
Enemies take 100 Magic damage per second, this is your only source of Magic damage.
Enemies receive reduced armor. This synergizes greatly with you ultimate and auto-attacks.
The skill issues an Immobilized state to the enemy, disabling any ability classified as a travel ability for it's duration. This includes
:geom: Dig
:magm: Lava Surge
:gemi: Twin Fangs
:silh: Like a Ninja
:silh: Sky Dance
:cthu: Trample
:mida: Elemental Warp
:drun: Stagger
:monk: Illusive Dash
:monk: Heavenly Vault
:damp: Vampiric Flight
:myrm: Wave Form
:doct: Ludicrous Speed
:mage: Flash
:wret: Flash of Darkness
:krak: Tsunami Charge
:chro: Time Leap
:pand: Flurry
:pand: Cannonball
:valk: Courageous Leap
:dark: Charging Strikes
:TabletOfCommand: (Doesn't work on anyone with the debuff, regardless of who's trying to cast it)
:Portalkey:
These abilities will be disabled as long as the heroes are affected by Rotten Grasp. Use this knowledge to easily get heroes that have an annoying escape mechanism like Magebane.
Psuedo-blink abilities like Night Hound's Pounce and Maliken's Sword Throw are not classified as travel abilities and will still work. They may use their skills to move out from the affected area.
You can get rid of the debuff though items like Geometer's Bane, but if you end up in the AoE again it will be re-applied immediately, as the skill constantly applies the debuff in the affected area. Magic Immunity from spells or Shrunken Head completely ignores Rotten Grasp and will debuff it.
It does not reveal invisible units. This means invisible units remain invisible, while heroes like Night Hound and Scout can become invisible while they're stuck in it. They still take full effect from the skill, however.

How to Rotten Grasp: Rotten Grasp is your main way of setting up kills, as it allows you to get in melee range of your ultimate. Your goal is to trap your target(s) in the area, walk up to them and finish them off. Easier said than done? Sure is. Because of the 2 second delay, it is easily dodged by simply running away from the area before it goes off. If an enemy is moving (which they will be most of the time), you have to predict their movements, and aim the skill accordingly.

This skill is easiest to land if you're in the Fog of War without the enemy knowing, but let's say you're laning against someone. Sure if you're mid you can sometimes use the hill to cast safe from the fog. However, when the enemy DO have sight on you, they will try to dodge it, which is why you have to be the better player and predict where they will be heading. In this case, a good way to hit would be to: (1) Always keep moving around. Make random turns and just move back and forth changing to circles and so forth. Be unpredictable. (2) Cancel the backswing animation immediately, (3) then proceed to either (3a) keep walking in the same pattern you did before you casted it, assuming the enemy did not notice that you casted it, or (3b) if the enemy is competent, it will notice, so hope for the best and start walking against it to force it to either walk into you or your Grasp. Also note that while the enemy may know the direction of the cast by looking at you, they won't know at what range you casted it - behind, on top, or in front of them. It really boils down to a game of prediction. It takes practice and you'll have to study each individual opponent's movement patterns.

When ganking, make a teammate throw a stun/snare on the opponent for a guaranteed hit. Always try to make sure the outer ring of the AoE just covers the target, and place it in the direction the target is most likely to run. If you don't have the support of your teammates or they don't have a stun/snare, just study the way your target(s) move. If they mostly walk around in circles or keep to the same pattern, you can almost hit with 100% certainty. If a creep is about to die, you can set up a Grasp for that melee guy (ranged even) who's certain to walk up for the last hit. Remember, just keep trying and you'll master it in no time.

For chasing, you simply cast it ahead of the enemy, preferably at a choke point, forcing the enemy to walk into you (and your comrades) or get stuck in your Grasp.

Rotten Grasp can also be used defensively, and yes it's quite straight forward. Be it to save yourself or an ally, just cast it so that it'll hit the chasers or block a choke point for the escape.


http://www.heroesofnewerth.com/images/heroes/123/ability2_128.jpg
Uproot
Deadwood can turn any tree into a weapon by simply tearing it out of the ground.


Action: Target Entity
Type: Physical
Range: 100
Cast Time: 1.0 Seconds
Mana Cost: 30
Cooldown: 15.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
Picks up the target tree, getting +15 / 30 / 45 / 60 damage for 5 attacks.

Uproot Effect
15 / 30 / 45 / 60 Damage
This skill does what it says. You get 5 charges/hits with added bonus damage, and the subskill Oakbolt. Every time you hit something, you lose a charge, which means you lose the tree after 5 hits. The skill is mainly used to boost your last hitting while laning, and just raw DPS when attacking enemies.



http://honwiki.net/w/images/7/71/Deadwoodskill2sub.gif
Oakbolt
While holding a tree, he can throw it at an enemy, mini-stunning and snaring them.


Action: Target Unit
Type: Physical
Range: 650
Cast Time: 0.6 Seconds
Mana Cost: N/A
Cooldown: N/A

Activation
Throws your tree at the target enemy, stunning them for 0.1 seconds, dealing 30 / 60 / 90 / 120 Physical damage, and applies Son of a Birch for 1.5 / 2 / 2.5 / 3 seconds.

Son of a B*tchBirch
75% Movement Slow, decreasing over 1.5 / 2 / 2.5 / 3 seconds.
In short, Oakbolt has two main uses: Chasing and interupting channeling spells. Look at this image to get a feel of its range:

http://img695.imageshack.us/img695/4308/oakbolt.png

When cast, removes all charges of Uproot.
If cast on units (enemies), performs a mini-stun, which in itself is extremely useful to stop channeling spells or Homecoming Stones.
It also deals Physical damage and applies a 75% snare. You normally deal more damage with auto-attacks (boosted by Uproot) so don't even use it when you're on 1 charge left, unless your opponent is running from you in case you want a slow. If you're opponent is low enough to die from one or two auto-attack after you can use it to kill it faster.
Your opponent will basically be crawling when initially hit, which makes it easier to follow up with a successful Rotten Grasp.
If you're on your way to a lane to gank, it's a good idea to make sure you pick up a tree early, so that Uproot will be off cooldown when you arrive, allowing you to use Oakbolt and immediately pick up a new tree.
You can use Oakbolt to snag last hits, or harass your lane opponent. However, try to do this only on your last charge of Uproot. By continuously spamming Oakbolt on your opponent, they will either keep backing off, denying them last hits, or just take it and ignore it, which gives you an excellent opportunity to surprise them with a quick, animation canceled Rotten Grasp.
Being Physical damage, you can throw this on Magic Immune units! They will take the damage, but neither the mini-stun nor the slow will take effect.


http://www.heroesofnewerth.com/images/heroes/123/ability3_128.jpg
Clearcutting
Deadwood, not known for his love of nature, can gain the ability to destroy trees he walks through. Empowered by the destruction he has caused, Deadwood gains movement speed, attack speed, and slow resistance when destroying trees.


Action: Target Self
Cast Time: 0 Seconds
Mana Cost: 50
Cooldown: 25.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
Applies Clearcutting to self for 12 / 14 / 16 / 18 seconds. Any tree run through and killed grants one charge. Maximum of 1 / 2 / 3 / 4 charges.

Clearcutting Effect
+3% Movement Speed per charge
+15 Attack Speed per charge
Treewalking
+25% Slow Resistance per charge
Clearcutting is the skill I tend to use the least. However it does have alot of uses to it, it is also Deadwood's only ability that "technically" scales. You want to use this skill to surprise the enemy, escape ganks and boost your DPS through increased attackspeed.

When activated, you gain treewalking, which is extremely useful. Your treewalking is also different from normal treewalking because it destroys any tree you walk through.
While destoying trees is pretty badass, it does leave a trail that other heroes - allies or enemies - can follow.
With 4 charges, not only do you get +60 Attack Speed and more Movement Speed, but you're also immune to slows with 100% Movement Slow Resistance (does not apply to AS)! You can basically laugh at Zephyr as you walk through his ultimate at full speed or escape Slither/Armadon's otherwise annoying slows.

How to Clearcutting: While you'll most of the time use this skill only for escapes or the speed boosts, it can be used as a ganking tool. Let's say you're Hellbourne, and the enemy is pushing the top lane. You can walk deep into the forest at some point and hide, safe from enemy sight. From here you can prepare yourself for a successful Rotten Grasp, because it's not an angle most people will be expecting a gank from, letting you catch them off guard. Run or or preferably blink in with Portal Key and quickly take down a key opponent if you're able to, while your team follows up immediately after. You can gank during the laning phase like this too, but it's not recommended as most of the time you can just approach like a normal ganker. Alternatively you can use this skill to run straight through any tree you were hiding behind before you casted that Rotten Grasp, instead of walking around it.

Don't hesitate using this skill for pure DPS whenever you're entering teamfights or whatever. Simply build up charges for the AS-boost.

Using this skill as an escape mechanism is great. Whenever you see the enemy coming to gank you just activate the skill and juke the sh*t outta them! Simply run into the forest if it's thick - or straight through to safety if there's just a few trees around. While they may be able to follow your tracks, you will constantly be under the Fog of War. You also get a 12% speed boost with 4 charges to help your escape. With Portal Key, you can easily avoid damage this way for 3 seconds in order to blink away. Any slows or snares will be a waste on you if you're close to trees to build up your charges.


http://www.heroesofnewerth.com/images/heroes/123/ability4_128.jpg
Willowmaker
An ageless and powerful force, Deadwood uses his stump arm to punch an enemy, dealing massive damage and lowering the targets strength.


Action: Target Entity
Type: Physical
Range: 150
Cast Time: 1.0 Seconds
Mana Cost: 100 / 150 / 200
Cooldown: 85.0 / 75.0 / 65.0 Seconds
Required Level: 6 / 11 / 16

Activation
Deals 350 / 650 / 950 Physical damage, applies Willowmaker and stuns the target for 1.5 seconds.

Willowmaker Effect
Lowers total strength by 20% for 5 seconds.
If Deadwood's right arm is this awesome, why doesn't he always use it? This is Deadwood's signature move, his very own verion of Falcon Punch; Deadwood Punch! Notoriously known to one-shot people, Willowmaker is mainly used to deal burst Physical damage. Look at the skill in mid-cast; would you want to get hit by that?

http://img651.imageshack.us/img651/1152/pawnch.png

Let's get the facts straight:

It's the Physical version of Pyromancer and Witch Slayer's ultimates - only better!
It deals Physical damage, which is why it's so superior to Magical nukes early game, as most heroes will have <5.5 Physical armor. However it scales worse into late game.
It stuns for 1.5 seconds, which is always handy for some extra time to finish people off. But the real deal behind this is that it goes through Magic Immunity. Yep you heard it, Deadwood is one of the few guys who's able to stun Magic Immune units.
This makes him great at stopping carries because he can stun through their Shrunken Head. You can also stop Magic Immune channelers this way. Since it's Physical, any reduction in Physical armor will boost it. Rotten Grasp, Sol's Blessing and Shieldbreaker are some ways to increase the power of this skill.
Criticals and anything that could normally proc on auto-attacks won't. Attack modifiers are not applied (with the exception of Frostwolf Skull), and neither is your auto-attack damage. This means, in order to use this with a Shieldbreaker, you'll have to hit your target before you use Willowmaker on them.
The skill is blocked by Nullstone, so make sure you trigger its cooldown by throwing an Oakbolt at your target before you use it.
It lowers the targets strength by 20% on use. This means that the target's max HP is actually reduced for 5 seconds. It is applied before the damage, and goes through Magic Immunity. It will only reduce health gained from raw strength, however. This means that HP gained from say a Beastheart will be unaffected.
To give an example, let's imagine a target with 0 Physical armor, thus taking full damage, and 1100 HP, spread out at 150 base / 950 strength:
http://a.imageshack.us/img690/5446/willowmaker.png

How to Willowmaker: There is no rocket science into using this skill. Point - click - kill. Or so many people seem to think. I've been accused several times for "picking a cheap, R-click-hero", which may be true - Willowmaker will definitely one-shot the squishiest targets during the early stages of the game. However, people seem to forget that you have to be in melee range to use the skill. Any decent player won't just let you run up to them and hit them, which means you'll need the aid of an ally - in which case most people are dead anyways - or hit them with a successful Rotten Grasp. This is why mastering Rotten Grasp is so essential in becoming a successful Deadwood player.

So, when do you use this skill? Use it whenever it's off its low cooldown, because it'll snag you a kill most of the times. Using Rotten Grasp first when you go for a kill will not only let you get up in melee-range, but it'll also reduce the target's Physical armor which boost your damage as it's Physical. In teamfights, don't waste this skill on weak heroes like Glacius (especially not if he just unloaded his whole arsenal) for cheap kills. Save it for the most dangerous opponent like the carry, or a key disabler.

Don't fret using Willowmaker if you find yourself in a tight situation, a 1.5 second stun can be the difference between getting killed or making an escape.


Skill Build

I've seen many different ways of building Deadwood, but honestly, I can't see any other skill build for this hero than the following one:


1 Uproot
2 Rotten Grasp
3 Uproot / Rotten Grasp
4 Rotten Grasp
5 Rotten Grasp
6 Willowmaker
7 Rotten Grasp
8 Uproot / Clearcutting
9 Uproot
10 Clearcutting/Uproot
11 Willowmaker
12 Clearcutting
13 Clearcutting
14 Clearcutting
15 Stats
16 Willowmaker
17-25 Stats

Rotten Grasp is maxed first for obvious reasons. It's your main way of initiating ganks and to get in melee range of Willowmaker. You want to max Uproot next for more DPS (and farming) and the slow duration in Oakbolt. Get Rotten Grasp at level 3 if you wanna go really offensive and think you can kill your opponent that early. In rare cases where you're getting ganked a lot by the enemy, one level of Clearcutting at level 8 is all you need for treewalking. Deadwood Pun... erm Willowmaker is skilled whenever possible because it's awesome, without further ado. The bonuses of more Clearcutting charges are too great to be left for stats, so it'll be maxed at level 14.


Initial Items

Your initial items are mainly aimed at giving you better survivability and staying power in a lane, as well as better last hitting power.


http://i36.tinypic.com/33o4aro.jpghttp://i36.tinypic.com/33o4aro.jpghttp://i33.tinypic.com/qnsb61.jpg
http://i38.tinypic.com/314p3b5.jpghttp://i38.tinypic.com/314p3b5.jpghttp://i38.tinypic.com/313jh2d.jpg

Deadwood, with his high base damage and Uproot, shouldn't have any problem getting last hits, which is why I like to get two Crushing Claws on him rather than a Logger's Hatchet. Feel free to get one instead of the Claws however if you're not that comfortable with your last-hitting skills, or if you suspect facing other heroes with high base damage like Pebbles or Blood Hunter.

The two Minor Totems will be used for your Power Supply, but I wouldn't bother upgrading your Claws into Bracers unless you really feel you need them.

TaeYeon
08-26-2010, 03:10 PM
Core Items

Your core items should always be finished before buying anything else. Deadwood needs items that boost his mana, and items that make him mobile.


http://i35.tinypic.com/2lnxwzp.jpghttp://i34.tinypic.com/sff52q.jpghttp://i38.tinypic.com/5n51zp.jpg
http://i36.tinypic.com/a59izo.jpghttp://i36.tinypic.com/w7mvsi.jpg

Portal Key: This item is a must on Deadwood. It allows you to instantly port next to a hero to finish them off Deadwood Punch-style. If a target is hard to hit with a Rotten Grasp, you can alternatively just blink right next to them, punch them in the face with Willowmaker, and set up a guaranteed Rotten Grasp while they are stunned, but do note that Willowmaker won't benefit from the armor reduction you get by setting up Rotten Grasp first. Portal Key will usually be the last item you get for your core build, but if you find yourself having the gold at some point, you should definitely buy it.

Power Supply: One of the best items in the game for it's price, I feel this item is mandatory on every single hero. Clutch health and mana on demand, there's no reason not to get it.

Bottle: This item is what will let you keep roaming/ganking and spamming your skills without having to return to the base. Using the Tablets to refill it, your mana problems should be solved. Assuming you're laning mid, this should be one of the first items you get.


Blood Chalice: This item is a popular alternative source for mana, especially for strength heroes. However, Bottle will in most cases be superior if you're a roaming mid, which I hope you'll be as Deadwood. Bottle also regenerates whatever damage you took during your gank, allowing you to go straight to the next. However, feel free to pick up Blood Chalice together with a Shaman's Headdress/Helm of the Black Legion over the Bottle if you're facing a team heavy on either Physical- or Magic damage where survivability is needed. You should swap one Crushing Claw for a Mark of the Novice in your initial items for the build up in this case.

Ghost Marchers: These supply you with both great mobility and damage (for 1500 gold, +24 damage is a bargain in itself).


Striders: Get these if you somehow are having a hard time farming and need to go ganking as soon as possible.

Steam Boots: Very situational. You should only go for these boots if you're the team's best candidate for carrying (auto-attack DPS). Deadwood is able to carry to a certain extent, so get these if you wanna focus on a DPS-build. If your team has a real carry, however (which you should), get Ghost Marchers.

Homecoming Stones: Being able to port to help an ally in dare need, to stop a tower from getting destroyed by the enemy, or to quickly get to a lane to gank, you should always try to carry at least one Homecoming Stone at all times once the game starts to get on. There is no reason not to. Don't be the guy who never showed up in time to participate in a clash and end up losing a tower.


Luxury Items

Luxury items are items you should aim for after you've finished your core. Always ask yourself: What does my team need the most? Listed are some possible alternatives:


http://www.heroesofnewerth.com/images/items/Item_SolsBulwark.jpg
I was about to put this item with your core. Sol's Bulwark has great synergy with your ultimate and is too good to pass on in any game now really. It offers almost as much armor reduction as a level 3 Shieldbreaker for less the price, and you don't even have to land an auto-attack first to get the effect because it's an aura. Deadwood is one of the best candidates to hold Bulwark in -armor mode on a team, but don't get it if someone on your team already as it (set to -armor). Nonetheless it should be your first priority luxury item if you're doing well.


http://www.heroesofnewerth.com/images/items/Item_Pierce.jpg
If you're dominating, getting a quick Shieldbreaker is always a good idea. The item buffs your whole team's DPS on a single target. Additionally, it increases the power of your ultimate. Do note that you'll have to hit once to apply the debuff to the enemy before using Willowmaker to make the effect take place.


http://www.heroesofnewerth.com/images/items/Item_DaemonicBreastplate.jpg
A more team-oriented approach, Daemonic Breastplate is a natural upgrade from your Sol's Bulwark as the game goes on. Assuming you have someone else to DPS, it's generally always better to get this over Shieldbreaker, as it boosts both you and your allies' survivability and DPS.


http://www.heroesofnewerth.com/images/items/Item_Immunity.jpg
Shrunken Head is a great pickup as your first or second luxury item if your team lacks good initiation depending on the situation. It allows you to blink in with Portal Key and bring down key targets uninterrupted. Even if your team has a main initiator, Shrunken Head is always a good item on Deadwood if you're facing a cast-heavy team.


http://www.heroesofnewerth.com/images/items/Item_BehemothsHeart.jpg
Although it has no synergy with your abilities, Behemoth's Heart is an awesome item to pick up if you find yourself with a lot of gold in your pocket at some point. It boosts your survivability and makes you able to initiate and take the hits without going down.


http://www.heroesofnewerth.com/images/items/Item_Morph.jpghttp://www.heroesofnewerth.com/images/items/Item_Silence.jpg
Deadwood being a hero that naturally can accumulate a lot of farm, Sheepstick and/or Hellflower lets your team initiate and disable even better. Sheepstick is great at disabling powerful, key opponents on the opposing team, while Hellflower can boost your burst even more, or disable spell-reliant opponents. Both items solve your mana problems for good.


http://honwiki.net/w/images/thumb/a/aa/Riftshardsitem.gif/128px-Riftshardsitem.gif
Not the first item you want to get, in rare cases Riftshards can be a good follow-up from Shieldbreaker etc. if you're gonna be the team's main source of DPS.


*If you need to free up space, you can get rid of Bottle and Power Supply. Keep your boots and Portal Key as part of your end game items.


Items to Avoid

Despite popular belief, these items are generally a bad pick-up on Deadwood. Do not get these!


http://www.heroesofnewerth.com/images/items/Item_Splash.jpg
A popular item among lower tiers, Runed Axe is attractive to newbies because it boosts your DPS, HP regen and solves your mana problems! Well, getting a Bottle and a Power Supply solves your mana and HP regen as well, for a much cheaper price! You don't need the cleave at all because you're supposed to gank, not farm, and there are better, cheaper items for DPS (which isn't your main role anyways).


http://www.heroesofnewerth.com/images/items/Item_Stealth.jpg
Assasin's Shroud gives you invisibility, more burst and DPS all in one! What a great item! Well it's not. Once again there are way cheaper items for DPS than this one, and sure the invisibility allows you to sneak of on your opponents and punch them in the face, but it's also countable by True Sight. Know what item also allows you to get close to your target, that isn't countable by True Sight and provides way more precise positioning? Portal Key. Get it.


http://www.heroesofnewerth.com/images/items/Item_Nuke.jpg
While walking up to a lone guy farming neutrals while stealthed from Assasin's Shroud, then literally OHKOing (well technically two hit KOing) them might be fun in noob stomps, Codex is a bad item. It's also expensive. It's Magic damage, while most of yours is Physical. Investing the money in say a Shieldbreaker syngergizes way more with the rest of your skills and play style. Codex is also one of those items that quickly loses it's effectiveness as the game goes on. Oh and did I mention Codex is a bad item - period?


Laning

Deadwood should always try to get the middle lane. I wouldn't pick him if your team already has a guy who's a common mid laner. You need to take advantage of your early-mid game potential, and it's crucial that you get your ultimate at lv6 ASAP. Not only are you able to last hit better versus most mid heroes, but you're just that kind of hero that totally dominate if you're going up 1on1. While Deadwood works in a side-lane, it's not where you really want him to be. Hence, the following will be based on going middle.

So, the first thing you wanna do is to head towards the Tablet spawns. Go top spawn if you're Legion, bottom if you're Hellbourne. Follow the paths from your tower and stop at the inclines. This way you'll get sight of the spawns and be completely safe. Haste and Invisibility can be used for an early gank, Illusions and Damage will boost your last hitting powers for their duration. When the game officially starts and the creeps spawn, hurry and get back to your lane and try to block the creep wave as much as you can. Do this by walking in front of the lead creep all the way down. This will get the creeps closer to you which allows for easier last hitting. The following image shows the ideal spot for the creeps to clash in the middle lane:

http://a.imageshack.us/img839/4082/creeps.png

Here, you'll have what's called a higher level ground advantage. First off, you'll be hidden from the opponent in the Fog of War. Second, if the opponent in a ranged character, it'll have a 25% miss chance when attacking uphill. So, try and get the creeps to this position, while getting in your last hits and denies. Once you hit level 4 or 5, you're actually more than able to kill your opponent. If it's a squishy target, a successful Rotten Grasp and some auto-attacks (Oakbolt when Grasp is over) can bring a target down surprisingly quickly due to the armor reduction. I've gotten kills before I hit lv6 several times, even at lv4. Once you hit lv6 you can go gank immediately if your mates really need it. If not, then I suggest you kill your opponent with a Grasp + Willowmaker combo. You'll be able to dominate this lane easily from now on, which (eventually) forces the opponent out of it. Now's a great time to start ganking.


Ganking

This is it. Your time has come to bring chaos on the other team. Let's start by looking at your possible ganking routes:

http://a.imageshack.us/img836/9999/gankingmap.png


▪ Red routes are Legion
▪ Green routes are Hellbourne
▪ Blue routes are for both teams

I've added common Ward spot during early game. The three spots in the bottom right corner are popular Hellbourne spots, while the two top left ones are popular Legion spots. Depending on how the opposing team have warded, you might have to approach more cautiously to avoid being spotted. The ward closest to the bottom lane (the rightmost one) is an amazing defensive Ward for the Hellbourne team; you won't be able to gank this lane without a Tablet of Haste or -Invisibility. I've pointed out a route at top lane, showing how you'll be ganking with Clearcutting. Just port to the tower (to the second one if the enemy got sight on the outer one), and walk unseen up into the woods.

Whenever you gank, you want to use this order: (1) Rotten Grasp, (2) blink in with Portal Key if you have it, (3) hit once to apply Shieldbreaker if you have it, (4) use Willowmaker, (5) hit with auto-attacks and Oakbolt. This combo should kill most heroes. If you wish, you can blink in with Portal Key first (assuming you have it by then), then use Willowmaker and follow up with a Rotten Grasp. However your ultimate won't benefit from the armor reduction from Grasp this way, so only do it if you're sure you can kill the target. Be sure to check to enemy forest for an easy kill.

When the laning phase is over, you can gank lone heroes busy farming with the help of some teammates, but be careful when you do so! It's not as safe to gank at this point because the enemies will stick more together and be ready to back each other up.


Team Clashes

In team fights, your initial goal will be to bring down key targets (hard-carries or disablers like Tempest are excellent targets) as quickly as possible, preferably before they get to do anything. Squishy disablers probably won't survive your burst and auto-attacks, while carries with Shrunken Head will still be stunned for 1.5 seconds no matter what, which should be enough time to bring them down with the support of your allies. Getting the fight to a 4on5 before it even stats is a huge advantage. When pushing or being pushed, remember you can run into the woods and hide along most parts of the top lane. Blinking in from here (ideally with a Shrunken Head activated) is almost certain to catch the enemy off guard. It can be gamebreaking if you manage to land your stun on a hard-carry like The Dark Lady or Chronos before they get to activate their Shrunken Heads or throw off their spells. This way you'll be able to follow up with more disables besides from your ultimate.


Good Teammates

Basically, any hero that can reduce Physical armor is great to couple up with Deadwood. This also goes for anyone with a stun or slow, because they'll easily set up your Rotten Grasp. To name a few:

http://www.heroesofnewerth.com/images/heroes/43/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/102/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/95/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/12/icon_128.jpg

Demented Shaman is an awesome hero. He has a it all, a slow/stun and Physical armor reduction. If he throws his ultimate a little while before the team fight beings, yours will equal disaster for the enemy.
Andromeda is like your best hero to gank with. A reliable stun and instant armor reduction (unlike DSham) is a godsend to you.
Pestilence, need I say more? Not only does he stun, but his Swarm will let you one-shot ALOT of heroes.
Glacius is the coolest guy to have with you. His aura will allow you to spam your skills way more (missed Rotten Grasps during laning phase aren't that penalized anymore), and he has two awesome skills that'll let you set up a Rotten Grasp without failure.


Enemies to Avoid

Basically you don't want to face enemies that are capable of increasing their own team's Physical armor. Silences also stop your effectiveness.

http://www.heroesofnewerth.com/images/heroes/43/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/108/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/44/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/25/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/13/icon_128.jpghttp://www.heroesofnewerth.com/images/items/Item_VoidTalisman.jpg

Demented Shaman is good to have on your team, but he can be a real PAIN when on the opposing team. His Storm Cloud will render your Willowmaker burst close to useless (you'll still stun).
Plague Rider is a common babysitter, and he's really good at it. He's also a ward b*tch which is bad news for you. Most importantly, he's able to give any ally +12 bonus Physical armor. Do not want!
Scout has an awesome agility gain, which gives him high natural armor. That doesn't go hand-in-hand with your ultimate. He can also go invisible, even when he's hit by Rotten Grasp, so you'll have to gank him with True Sight or an allied stun. However, most annoyingly, he has a silence that'll make sure you can't hit him or his allies with Willowmaker because you have to be in melee range (this also goes for Night Hound). Scout also has free wards which is bad for any ganker.
Keeper of the Forest is probably what you used to look like... A good time ago. He has a HUGE armor buff that will severely reduce the efficiency of most of your abilities.
Hammerstorm and other strength carries won't go down that easily, and they'll beat you up if you fail to. This guy even boosts his whole team's armor through Galvanize - not good!
Void Talisman punishes Deadwood greatly. This item is one of the only counters to your ultimate, but it's a useless pick-up on carries so you'll only expect supporters to get them. Too bad they're your favorite prey.


Replays

Match ID 9559792 (http://replays.heroesofnewerth.com/match_replay.php?mid=9559792)
Overall this was a great match. I was able to dominate my lane and snag some kills. I got off a couple of good ganks and the opposing Madman didn't get much farm at all, while our Chronos got nice and rich.

Match ID 12143739 (http://replays.heroesofnewerth.com/match_replay.php?mid=12143739)
In this game I was once again able to dominate my middle lane. Several techniques in getting early Bloodlust and general ganking are demonstrated. This game also shows how Deadwood's early-mid game dominance is able to force an early concede on the enemy.

Match ID 14611960 (http://replays.heroesofnewerth.com/match_replay.php?mid=14611960)
Four squishy intelligence heroes is exactly what Deadwood needs. I played a full-time roaming Deadwood after lv6, and felt it was very successful. I would have gotten away in numerous stylish escapes if that damn Thunderbringer didn't exist. Once again I helped Madman get a few kills and we raped face in the end.


Closing Notes

So, this is the end of my guide. I hope you enjoyed reading this, as I've put a lot of work into it. I'd like to thank S2 for making an awesome game and hero. I'd also like to thank JoeMartin and MintPanda for their guides that gave me inspiration for this one's very design and aesthetics. Finally, a thank to you for reading this. If you have any questions or suggestions for improvement, please leave a comment or send a PM.

This guide was originally written by TaeYeon and posted on the official Heroes of Newerth forums on http://www.heroesofnewerth.com (http://www.heroesofnewerth.com). The words in this guide are copyrighted. Do not copy this guide and claim it as your own. Approval of posting this guide on any other site than heroesofnewerth.com has to go through me.

Changelog
*2.5.14: Changed 1200 night vision to 800 and added heroes affected by Rotten Grasp's immobilize (removed Bubbles and Maliken). Specified that Rotten Grasp's debuff is now removed whenever you escape the AOE (S2 ninja-nerf)
*2.1.8: Did a much needed update: Fixed typos and rephrased some sentences throughout the guide, updated Skill Descriptions- and Items-section (mainly skills being disabled under Rotten Grasp and added Sol's Bulwark)
*2.0.6: Added Dampeer's Vampiric Flight and Myrmidon's Wave Form to abilities being disabled under Rotten Grasp's immobilize
*1.0.17: Added Tablet of Command to items being disabled under Rotten Grasp's immobilize; updated Skill Build - added Rotten Grasp as an alternative to Oakbolt @ level 3
*1.0.14: Added Doctor Repulsor's Ludicrous Speed to skills being disabled under Rotten Grasp's immobilize and replaced hero/item names with icons
*1.0.12: added range indicators for Oakbolt and Wilowmaker; added Blood Chalice to situational core; added KotF to Enemies to Avoid; added a new replay
*Initial release - 8/26/10

TaeYeon
08-26-2010, 03:11 PM
:dead:

YummyBoogers
08-26-2010, 05:39 PM
good guide. ive played him alot and i found its pretty ez to get a port key around the 7-8 minute mark. I get buckler(shield), axe, and runes. Then boots then port key.

I used to get two minor totems, two claws, axe, and runes. then i would get boots(steam boots), power supply, bracers and then port key. found this takes WAY to long to get port key and thus renders me less useful than if i got port key first.

I think ghost marchers are good, but steam boots are better. why? bc u can use it to get mana or hp.

overall good guide.

clan snsd... hahah that is awesome. Do you guys have 9 members? kk

ElementUser
08-27-2010, 06:53 PM
0.54 turn rate is actually the "average" turn rate, so it's not bad at all.

There are turn rates of (most commonly):

0.36, 0.45, 0.54 and 0.9

Or just multiply them all by 100 to give:

360, 450, 540 and 900.

Those numbers just mean how many degrees the unit can turn in 1 second.

Khakhan
08-28-2010, 02:34 PM
Great guide. the layout and pictures are really well done. Certainly one of the best guides in the last couple months. It's too bad he's getting his rework so soon :(

MaryJoana
08-28-2010, 04:20 PM
Deadwood is getting a rework? WTF?

Really well made guide. I enjoy the high-res pictures, and the font and style used. It makes the whole guide look a lot cleaner, and more professional.

What I would like to suggest is to add an optional Clearcutting skillpoint at level 4. It is situationally useful, because it let's you abuse tree-walking earlier than most would suspect.

Other than that, a lot of true information. And I am glad you put the core the way it is. I see so many people put **** like Sustainer in core.

GJ.

TaeYeon
08-28-2010, 08:58 PM
Updated turn rate. Thanks, ElementUser!

About adding Clearcutting to lv4, I would like to see some situations where it might be handy. My build and entire guide if you like is based on soloing mid lane. I don't really see why Clearcutting would help you there. You can't really "abuse" treewalk-ganking at lv4 because you'll have at most Rotten Grasp lv2 which isn't that good to be honest.

Thanks for the feedback so far, guys!

ElementUser
08-28-2010, 09:40 PM
Oh btw you can make your guide more concise by removing some redundant text (like animation cancelling Rotten Grasp - good players animation cancel all spells that can be animation canceled anyway)

TaeYeon
08-28-2010, 09:52 PM
There will always be "bad" players who don't know about animation canceling (for instance) who come to the forums and read. But yeah I got your point now that I read that part again. I'll look over it and see what I can do tomorrow.

MaryJoana
08-29-2010, 02:39 AM
You can't really "abuse" treewalk-ganking at lv4 because you'll have at most Rotten Grasp lv2 which isn't that good to be honest.

You gotta see beyond that, you'll have clearcutting at level 5, level 6, level 7 aswell, and it can surely come in handy after you swiped the mid with ulti at level 6, then pick up rune top/bot and gank the respective lane, coming through trees.

ShammySham
08-29-2010, 04:44 AM
Really great guide!

TaeYeon
08-29-2010, 10:01 AM
ElementUser: How is it now? I shortened down the Rotten Grasp-part and did some minor rewriting to other parts. I'm not the best at writing concise, so please feel free to point out more that can be shortened or give examples and I'll see what I can do

Too bad Deadwood might get a rework next patch. >.>
If S2 implement those changes I'll have to rewrite big parts of my guide. What good timing. :P

IAmLadyGaga
08-29-2010, 12:50 PM
with the codex changes codex can be a worthwhile pickup after blink, because it extends the period of the game where you can instakill people with no chance to react and is a fair bit cheaper than shieldbreaker, and it does work very well with the str reduction from ult - plus it builds up nicely from a disassembled ghost marchers and is great fun for completely ****ing people who try and counter you with void talisman - you blink ult to initiate, they void, but then take 700 more true damage from grip + codex... i.e. said squishy wasted 2k on void and still gets instakilled.

ElementUser
08-29-2010, 08:44 PM
It's better but work can still be done in the skills description area so readers don't have to read through too much on skills alone.

Also, slow resistance does NOT apply to attack speed. Sorry. You can't use Clearcutting as a DPS tool, only as an anti-slow tool.

Oh and Striders is a viable alternative to Ghost Marchers if for some unknown reason you're having a very hard time farming Ghost Marchers up & need to gank ASAP (aka, you're put in a dual lane against 2 ranged)

TaeYeon
08-30-2010, 04:10 AM
Also, slow resistance does NOT apply to attack speed. Sorry. You can't use Clearcutting as a DPS tool, only as an anti-slow tool.
Wait, I don't quite get you. You're saying the slow resistance does not apply to attacks speed, only MS? You still get +15 AS for each charge, how can you not use that as a DPS-tool?

Unless they implement the reworking....

ElementUser
08-30-2010, 01:07 PM
Yes you do still get +15 AS per charge from Clearcutting (I have no idea when that was implemented zzzz).

My main point still stands though, slow resistance doesn't apply to attack speed.

pwn_U_fast
08-30-2010, 04:02 PM
you want some stuff from my guide to enhance this? i don't feel like writing an entire guide anyway.

TaeYeon
08-30-2010, 04:49 PM
@ElementUser: Sure, I'll specify that with the next update.

@pwn_U_fast: Just bring up whatever you feel would enhance the guide and I'll look at it.

pwn_U_fast
09-02-2010, 12:12 PM
check next page for my draft guide link!

TaeYeon
09-02-2010, 01:38 PM
No need to post your entire guide, you just f***ed the whole page up. :P

Link it please. And sorry but you'll have to give me concrete suggestions yourself.

Ghidoran
09-02-2010, 01:58 PM
No mention of Nullstone as a lategame item? Often it's more useful than bkb(i.e. against SR Arachna Panda).

TaeYeon
09-02-2010, 04:56 PM
SH > NS

Arachna would already fail by using her ult on you 'cus you got Clearcutting charges. Those who actually can stun thru Shrunken Head would have to be extremely quick in order to stop you from blink-ulting. After you punch someone in their face you've pretty much done your job in the clash (well you'll still be DPSing but not to a reasonable extent), so a SR using his ult on you after that when your whole team is joining the party is a waste.

pwn_U_fast
09-02-2010, 05:36 PM
here you go Deadwood - It's Log! (http://forums.heroesofnewerth.com/showthread.php?p=12335355#post12335355)

in regards to suggestions, i will have to read your guide more througoughly. I just skimmed it. i was basically thinking you could look at what i have, and take what you want and use it, to save you some work. More or less the images and things i have thus far, a lot of them are pretty useful. I might be able to pull some match ID's out of my hat as well, i had some pretty good 15-0 25 minute concede DW games that really showed how to use him to his full potential.

let me review it over the weekend. PM me if i forgot :)

Match ID: 12572842 (http://replays.heroesofnewerth.com//match_replay.php?mid=12572842)

Jozuya
09-05-2010, 12:11 PM
Yer, just going to throw this out there, but you are going to be a very sad boy come next patch.

YawningAngel
09-05-2010, 12:17 PM
Shieldbreaker, BKB and Riftshards are all pointless. Deadwood is not a carry.

TaeYeon
09-05-2010, 05:37 PM
@Jozuya: I am very much aware of the upcoming. Thanks.

@YawningAngel: True, he's not the best carry, so a team-oriented item like Daemonic Breastplate would be better than Shieldbreaker 90% of the time. I'm just saying it's viable because he DOES have some DPS potential. Aaaaand ... no BKB wtf you been smokin'? Do you even know how awesome Shrunken Head is on initiators (that aren't useless 2 secs after like :behe:)?

pwn_U_fast
09-08-2010, 12:38 PM
i usually go behemoth heart of daemonic. and that gives me all the sruvivability i need.

Passthechips
09-08-2010, 03:28 PM
Too bad for the deadwood rework :(

pwn_U_fast
09-09-2010, 05:07 PM
^^ yeah, not implemented yet, tho.

pwn_U_fast
09-23-2010, 01:02 PM
Your guide is premium now. Better make sure to keep it updated! :) congrats!

TaeYeon
09-23-2010, 01:27 PM
Will do! :) Thanks.

MIRACLEARROW
09-23-2010, 03:59 PM
Great Guide Dude. Dw is one of my favourite heroes and you just sort of explained some of the things in which i wanted to take a look at to clarify such as shield breaker information etc. I usually feel as though this hero is really only viable as a solo mid in order to help your carry carry but you sort of mentioned that. Either way, thanks alot.

ObeseSheep
09-24-2010, 12:01 AM
Wow very nicely done but I do have some problems with it:
-Blood Chalice is MUCH better then :PowerSupply: for :dead:. More regen = better for ganking.
-One lvl of clearcut early does wonders. It makes aproching heroes, for some donkey punch action, so much easier. Also, just incase you need to escape, use that ****er. It lasts for quite a bit at lvl 1.

My 2 canadian cents. Night.

ObeseSheep
09-24-2010, 12:03 AM
Too bad for the deadwood rework :(

The :krak: is watching.

**** DOUBLE MY BAD

pwn_U_fast
09-24-2010, 11:00 AM
i agree, the chalice isn't a bad pickup on dw. and since he's a ganker and not collecting charges inbetween lanes, its nice to have some mana burst mana during those times. i still agree a bottle is a great pick up in addition to the chalice.

RogerDodger
09-25-2010, 12:09 AM
Great guide, very informative in every aspect of Deadwood.

I'd include Chalice to your build purely because of how ridiculous it is.

TaeYeon
09-25-2010, 06:34 AM
Thanks!

You mean include chalice in core? I already listed it as an alternative to bottle. Maybe I should change it with PSupply, but I don't know. :p

RogerDodger
09-25-2010, 06:59 AM
I'd replace Bottle with it or simply get both.

cheap early game regen == permanent ganks.

TaeYeon
09-25-2010, 09:31 AM
The problem I see with removing Bottle is that you don't have a way of regenerating HP lost in ganks. Often I find myself having more than enough mana with a PS and Bottle, but going Chalice and Bottle might work, no? Those minor totems are really good to start off with tho, especially since you can just make them into PS...

ObeseSheep
09-25-2010, 12:25 PM
The problem I see with removing Bottle is that you don't have a way of regenerating HP lost in ganks. Often I find myself having more than enough mana with a PS and Bottle, but going Chalice and Bottle might work, no? Those minor totems are really good to start off with tho, especially since you can just make them into PS...

Not :Bottle:. Replace :PowerSupply: with Blood Chalice.

RogerDodger
09-25-2010, 05:14 PM
I'd get Hotbl / Headress + Chalice over Bottle + Chalice, since using 3 inventory spaces for regen is a bit overkill. It costs a bit more, but survivability is really important, and the Hotbl / Chalice combo is really quite OP.

Never replace Power Supply though, it's too good.

ObeseSheep
09-25-2010, 06:01 PM
I'd get Hotbl / Headress + Chalice over Bottle + Chalice, since using 3 inventory spaces for regen is a bit overkill. It costs a bit more, but survivability is really important, and the Hotbl / Chalice combo is really quite OP.

Never replace Power Supply though, it's too good.

You are never going to have enough money to get a :HelmOfTheBlackLegio. and even then you should be buying less selfish items, like :Portalkey:.

TaeYeon
09-25-2010, 07:32 PM
Hahaha just tried the HotBL/Chalice build. Bloodbath after 17 mins. :D

Definitely gonna test this out some more!

http://replays.heroesofnewerth.com/match_replay.php?mid=14950919

ObeseSheep
09-26-2010, 10:04 AM
Hahaha just tried the HotBL/Chalice build. Bloodbath after 17 mins. :D

Definitely gonna test this out some more!

http://replays.heroesofnewerth.com/match_replay.php?mid=14950919

mean.... =(

Ever tried :TabletOfCommand:

pwn_U_fast
09-27-2010, 01:12 PM
chalice should replace PS. it's totally broken on str/int heroes and is core.

allows for root spamming, and some slight regen. once you acquire the bottle the health lost in ganks is counted for. i personally would never get hotbl on dw, instead just rush that daemonic, its infinitely (ok not really) more effective.

my build on dw atm:
skill build: uproot
rotten grasp
uproot
cleacutt
rottengrasp
widowmaker
???? situational

items:
starting: monkey, crushing claw, mark of the novice, runes of blight
finish chalice
get bottle (usually at or close to lvl 6 now, begin ganking at 6, usually start off by killing an opponent in lane)
upgrade courier (bottle ferry when you need mana/health and runes unavailable)
marchers
pk
ghostmarchers/posthaste (never striders, you need +ms after combat initiation)
daemonic

TaeYeon
09-27-2010, 01:24 PM
I'm afraid I agree with RogerDodger PS is too good to be pawned, and three items for regen is too overkill. I mean you shouldn't have a problem with the usual PS/Bottle to take care of your mana unless you suck at aiming your Grasp. The Chalice-build is alternative for mana-hungry users and you NEED something to compensate for the health loss especially since your taking heavy hits during ganks (pro players will unload all they got on you when they realize they're dead anyways). A Lifetube works wonders so upgrading to HotBL isn't too stupid.

ObeseSheep
09-27-2010, 01:28 PM
you NEED something to compensate for the health loss

:Bottle:

We are saying screw :PowerSupply: and get Blood Chalice. :PowerSupply: does not supply a ganker with enough mana for continuous ganking. It's to be used in clutch situations. :Bottle: solves the HP loss.

pwn_U_fast
09-27-2010, 07:24 PM
^^ yeah, agreeing with obese, im not advocating getting PS, Bottle, and chalice. that is way overkill.

i did do it once for lulz in a pub game i was having so much fun roaming i didnt want to go to base ever, but even in hindsight i could have just gotten something that would have given me the hp/mana regen and actually been useful.

botch the PS and swap for chalice. the PS is a little cheaper, but it requires your opponents to cast skills. if you are in a lane with smart opponents, they won't cast until they can burst dps you to death. if you are ganking and roaming, you don't often collect charges.

the chalice mitigates those drawbacks, and allows you to caste when you want and not around your mb/ps. also when ganking with dw early, when the damage you take actually matters, you should have 1 lvl of clear cut. 90% of the players in pubs don't react quickly enough if you come through some trees first. and actually, you can get double taps pretty easy because of the bonus AS.

yes you lose some health as a result, but going chalice, you are banking on your ability to cast freely and get an early kill for your bottle. once you do that, you will have marchers in no time, and usually that's all i need to rush my pk.

if you accomplish my build, with chalice into bottle, it's amazingly effective.

obe
09-29-2010, 03:26 AM
calice uses no HP. you just use it before gank : root, willowmaker : kill -> get back your 150HP from calice.
it is basically a free 150 mana which gives +3 INT +3 STR and +2 HP regen.
much better on instagibbers like DW than power supply.
and with bottle, it solves all the HP/MP problems and you can go PK right away.

pwn_U_fast
09-29-2010, 12:19 PM
i just played dw yesterday, and i really don't think pk is even a necessity on him. it is very very useful, but i rushed a demonic instead, and the armor reduction aura is just magical on him. by the time i finished my daemonic, i had level 4 clearcut anyway, as i was continually roaming and ganking. that +armor and as aura, plus the additional -armor aura are bonuses that synergize so well with deadwood. soemthing to consider.

Marach
10-03-2010, 09:51 AM
just watched an awesome deadwood replay. it's a scrim and this dw guy played great. here it is if you want to consider putting it as a showcase for your guide along with the replays you already have:
15643846

eraye1
10-16-2010, 03:49 PM
Good guide, but personally, I like having a buckler for mid instead to make harassing less effective. You don't turn them into anything anyways. Also, Puzzlebox and Stormspirit are great items with deadwood as well.

OrehRuoy
10-16-2010, 04:12 PM
what about blood chalice/? but I guess you will be mid most of the time and can use the bottle

PeVVPeVV
10-20-2010, 10:36 AM
If u dont see any other ways to build up talents then dont write guides

ChikenMcTest
10-20-2010, 12:29 PM
I agree with some of the other posts. With some decent rune control the bottle chalice combination allows deadwood to roam with full mana and never return to base.

I also have started to prefer striders on deadwood. Deadwood's combination is powerful enough to instagib most heroes from level 6 on, and he has an innate slow, hold, and stun. I believe you can sacrifice the damage and phase ability provided by ghost marchers in exchange for the amazing amount of mobility provided by striders.

ElementUser
10-20-2010, 08:04 PM
Oh look, Deadwood is still normal!

Layback2010
10-26-2010, 05:41 PM
And thank you for that. Never change Deadwood please. He's perfect :)

Lucifer
11-01-2010, 11:20 AM
i think marchers are much better than striders since once you use rotten grasp you aren't getting the extra speed from striders anymore, so unless you have pk you'll be a lot slower closing the distance to apply willowmaker

and ofc marchers are much better for running away

nice guide btw :) helpful !

TaeYeon
11-01-2010, 02:16 PM
Striders are better for roaming from lane to lane, but I agree Ghost Marchers are the way to go. I just listed Striders as an alternative way to go if you're farm isn't going that good and you need to gank ASAP.

pwn_U_fast
11-01-2010, 06:48 PM
agree striders < marchers on dw.

Crabski
11-02-2010, 04:02 AM
Just read through this guide, magnificent. The formatting (as well as pictures/diagrams) makes it easy to read, which is something a lot of guides lack. Solid advice and builds, exactly what I would have recommended.

I hope they don't change Deadwood like they were planning to in the last test client. I love him so much.

GregerMoek
11-02-2010, 05:33 AM
0.54 turn rate is actually the "average" turn rate, so it's not bad at all.

There are turn rates of (most commonly):

0.36, 0.45, 0.54 and 0.9

Or just multiply them all by 100 to give:

360, 450, 540 and 900.

Those numbers just mean how many degrees the unit can turn in 1 second.

0.9*100=900? :madm:
Nah just screwing with ya. :P

Good guide, it's what you need to know about DW to figure out your own strategies. A good item I like on DW is Null Stone, but as always that's a situational item so I guess it's not worth mentioning.

pwn_U_fast
11-02-2010, 07:13 PM
yeah nullstone is very situational on dw, but that item is a situational item in general thats not really core on anyone. not a bad pick up if your opponents have a lot of targetting skills.

Rusian
11-14-2010, 09:11 AM
turtle shell, maliken sword, ludicrious speed can escape root.Magma/panda too and kraken.

fenrixx
11-14-2010, 09:12 AM
turtle shell, maliken sword, ludicrious speed can escape root.Magma/panda too and kraken.


I don't think they can after root buff(dr cannot anymore atleast)

Rusian
11-14-2010, 09:22 AM
I don't think they can after root buff

maliken canT...bubbles can..doctor canT...Magma can...panda CanT...tdl cant...nh can...valky/hag/magebane cant.





tested it.

pwn_U_fast
11-16-2010, 12:37 PM
probably has something to do with a disjoint, EU would be able to help in mechanics if you wanted a legit answer.

Octavia
12-09-2010, 08:50 PM
nvm. Lol

ElementUser
12-09-2010, 08:57 PM
activatescheme="movement" determines whether a unit can activate certain skills while immobilized or not

EliminatioN
01-04-2011, 02:19 PM
Loved your guide mate! I was looking into playing Deadwood for ages but didn't have a clear idea of what to do - cheers!

Redeamon
01-05-2011, 01:00 PM
With deadwood's ult being physical damage, would spellshards still help to increase this damage? Is spellshards viable in a gank heavy build?

Dragnmn
01-05-2011, 02:12 PM
With deadwood's ult being physical damage, would spellshards still help to increase this damage? Is spellshards viable in a gank heavy build?
You said it yourself: the ult is physical damage. Therefore ignoring some magic armour isn't going to do anything. Therefore I don't think spellshards is viable. But then I don't really play Deadwood.

swindlemelonzz
01-07-2011, 02:35 PM
After playing deadwood extensively and reading this guide, I'd have to change just 3 things

1. Steamboots (if you're mid) are the optimal item on deadwood. It doesn't really effect your midgame much, and in the lategame you're much stronger once you have your blink.

2. Ring of the Teacher is normally superior to chalice after you've got your bottle, especially if noone else on your team has one.

3. Level treewalking @ level 4. It's saved me MANY MANY times, and allowed for a lot of kills.

pepi
01-08-2011, 05:07 PM
With me having 30+ percent deadwood, I personally believe that starting out should be like this:

Crushing claws-x1
Minor Totem -x3
Runes of the blight-x1
Health pot -x2

This is if you are facing a melee opponent so you can out last hit them really easily, and if they try to go in a harrassing war with you you'll be most of the time dominant.

If you're facing against a major ranged harraser I would choose to lose a pot and claws and buy an iron shield.

When leveling him I "ALWAYS" go like this :

Tree
Grasp
Tree
Grasp
Grasp
Ult
Grasp
Clearcut
Tree
Tree
Ult
Clearcut
Clearcut
Clearcut
Stats
...

Early-mid game I always rush bottle, getting it around the 2-4min mark. then I get my marchers later upgrading it to Striders (I used to go the Ghost marchers route but now I tend to go Striders because if the enemy is pushed up in the sidelanes too much and even if they have wards "Byebye". Then in the 12-20 min mark I get my portal key.
Thats my core really, I do sometimes get a chalice but I don't really need the mana too much.
Later on I always get Deamonic Breastplate as it stacks with clearcut giving you a MASSIVE attackspeed and also the - armor is excellent in teamfights.

when I gank people like :chro: :mage::doct:etc basically anyone with a escape mechanism I always tend too, even if I have a portal key is too grasp them then I pk and ultimate. I do this because if I PK in and ulti them then use my grasp immediately after, they will have time to use their abilities to escape. With the way I do it they'll be locked down and against such squishy heroes a grasp and ultimate is all you need to take them down. Ofcourse against other squishy heroes without an escape mechanism just Portal key on them ulti and grasp and wreck havoc.

Early game if you're up against a squishy hero in mid such as :defi::flin::fors::thun::moon::bomb:
you can't really do much against them for the first few levels as they will harrass you like hell. what I do is if theyre winning mid and got me defensive I wait until level 4-5 and then because they have asserted their dominance I will slowly go up to them (or use hill to my advantage) and get 1-2 autoattacks. then I throw my tree on them and grasp then just keep autoattacking them while animation cancelling to go closer to where they could run to safety. this is almost always a certain kill against squishy heroes like these.

ElementUser
01-08-2011, 05:20 PM
I wouldn't upgrade to an iron shield, too expensive :3

pepi
01-08-2011, 08:17 PM
Oh sorry silly me, I ment an iron buckler, not shield. totally forgot the name (>''> <''<)

Kilrogg
01-08-2011, 08:35 PM
Fantastic guide, just read right through, I used to play a lot of DW, moved on to gauntlet now, I get a semi willowmaker every few seconds hehe. Going to watch your reps now! kudos on layout and descriptive writing, spot on!

Mac`
02-18-2011, 02:58 PM
Can someone do the math as to which is better, ult then grasp OR grasp then ult? Personally, I think the former is better. For one, ulting is a guaranteed hit since it's a targeted spell, leaving you with a guaranteed grasp.

Also, if you ult then grasp, you can beat ur opponent (if they aren't already dead) with your tree a couple times with reduced armor. If you grasp first, my understanding is the armor wears off by the time you finish yor ult.

Last thing I want to understand is the mechanics of the strength reduction. For example, if an opponent is at max health with 1100hp and you ult, reducing to total health to 950hp (-150hp due to strength loss), how long does this last?
Also, if the opponent was not at full health, but say 800/1100, would DWs ult reduce the current health by 150 to 650/950 or would the math be different because it's based on the current health? If the former applies, would you be able to kill someone who has less than 150hp left in this case with just the strength reduction?

TaeYeon
02-18-2011, 05:14 PM
Can someone do the math as to which is better, ult then grasp OR grasp then ult? Personally, I think the former is better. For one, ulting is a guaranteed hit since it's a targeted spell, leaving you with a guaranteed grasp.

Also, if you ult then grasp, you can beat ur opponent (if they aren't already dead) with your tree a couple times with reduced armor. If you grasp first, my understanding is the armor wears off by the time you finish yor ult.

It's always better [in terms of total damage output] to Grasp before you ult, namely because the ult benefits from the -armor. I don't see how you'd misunderstand the mechanics if you've read the guide. The -armor does not wear off until the effects of Grasp is over.



Last thing I want to understand is the mechanics of the strength reduction. For example, if an opponent is at max health with 1100hp and you ult, reducing to total health to 950hp (-150hp due to strength loss), how long does this last?
Also, if the opponent was not at full health, but say 800/1100, would DWs ult reduce the current health by 150 to 650/950 or would the math be different because it's based on the current health? If the former applies, would you be able to kill someone who has less than 150hp left in this case with just the strength reduction?

I believe I explained it's mechanics throughly. Direct quote from the Skills-Willowmaker-section, "Lowers total strength by 20% for 5 seconds.". Please read carefully before you ask.

It reduces your maximum health from strength. Your current health has no affection whatsoever.

I also explained that every case is different because all heroes have a different match of base HP and str. The 1100HP example is just an ... example.

Mac`
02-18-2011, 07:09 PM
No you didn't explain it thoroughly in terms of whether or not the opponent has full health affects the health loss from the strength reduction. I did an experiment in practice against devourers. Devourer at full health lvl 6 with no items willowmaker reduces approximately 135 health in strength. However, when devourer is at lower health (about 1/3), willowmaker reduces only about 50hp of his current health from strength reduction. This means that the more health the opponent has equals more health reduction from the strength debuff. Which is why I question if lowering the opponent's current health (with grasp) first (which in turn would lower the health loss from str debuff from willowmaker) is compensated by the extra damage taken from armor reduction.

To break it down simplistically:
The more health you have, the more health you lose from strength debuffs.
Willowmaker reduces strength
Rotten grasp reduces health
Therefore rotten grasp reduces health loss from Willowmaker's strength debuff.

Get it? And not to mention the few attacks u can get in after rotten grasp with ur normal attack.

BackdoorHomo
02-18-2011, 09:28 PM
just me that finds (a good) vindicator pretty annoying to play agains as dw?:P prob add him as counter?

TaeYeon
02-18-2011, 09:33 PM
No, you're wrong about it not being explained as it is.
It takes away 20% of your strength no matter what. That's a percentage.

Now let's use some logic and see why that results in less HP reduced when lower on health. Ignoring base health, let's look at str and HP only.

You have 10str = 190 max HP (mHP).
Willowmaker makes that 8str = 152 mHP, a loss of 38 mHP.

Should you be at 50% of your mHP before Willowmaker, i.e. 95 HP, you'll be left with 50% av your new mHP after Willowmaker takes effect, i.e. 152 / 2 = 76 HP. The difference is now only 19 HP.

The differences is 20% of HP at any circumstance. It's doesn't take a master mind to figure that 20% of 100 is less than 20% of 1000.

You're right in that less HP = less HP lost, but honestly, that how percentages work and I believe that goes under common knowledge.

The logic works just like how using a bottle with Steamboots set to agi while healing gives you more HP and mana overall.


This is all theory crafting, however, in any real situation, Grasp before Willowmaker will always deal more burst damage, even more so if you can ult immediately so that your target won't lose much HP from Grasp.

To prove this with math once again, let's look at the different scenarios on a lv25 Deadwood:

Lv25 Deadwood
2221 mHP - 2071HP from 109str and 150 base
12.26 armor (42.4% reduction)
5.5 magic armor (24.8% reduction)

We can ignore the base HP as it's a constant.

(1)Ult->Grasp
HP reduced to 2071*0.8 = 1656
HP after Willowmaker lv3 (reduced by 12.26 armor): 1656 - (950*0.576) = 1109
HP after Rotten Grasp lv4 (reduced by 5.5 magic armor): 1109 - ((3*100)*0.752) = 884
Total difference in HP/"damage dealt": 2071 - 884 = 1187

(2)Grasp->Ult at end of Grasp
HP after Rotten Grasp lv4 (reduced by 5.5 magic armor): 2071 - ((3*100)*0.752) = 1846
HP reduced to 1846*0.8 = 1476
HP after Willowmaker lv3 (reduced by (12.26 - 4) armor): 1476 - (950*0.669) = 841
Total difference in HP/"damage dealt": 1230

So even if we let Grasp deal 99% of its damage, and make Willowmaker reduce "less" HP, we end up with more damage dealt due to the -armor. I'll show you one last example of the perfect DW combo (ult immediately when Grasp goes off :Portalkey:)

(3)Grasp->Ult at start of Grasp
HP reduced to 2071*0.8 = 1656
HP after Willowmaker lv3 (reduced by (12.26 - 4) armor: 1656 - (950*0.669) = 1021
HP after Rotten Grasp lv4 (reduced by 5.5 magic armor): 1021 - ((3*100)*0.752) = 796
Total difference in HP/"damage dealt": 1275

Very marginal differences. In any real game, however, and in conclusion, we can say that:

- Scenario (3) deals the most burst dmg, but you lose out on 1.5 secs of lockdown time (ult stun overlapping Grasp) that can be used for auto-attacks

- Scenario (2) deals the most damage overall if you're able to land auto-attacks during Grasp and ult

- Scenario (1) is the easiest to pull off, and deal about the same as (2) and (3) late game when armor is higher.

- Both (2) and (3) will outdamage (1) by miles in the early stages of the game the difference will get higher due to the nature of armor. (stacking armor becomes less efficient the more you have, which means that that -4 from Grasp benefits your ult way more the less initial armor your target has)


Again my math and logic may be completely off, a confirmation from ElementUser would be nice. However I just tested these conditions myself in practice mode, where ult after Grasp always came out on top in terms of damage.

Octavia
02-19-2011, 04:33 AM
Someone with 10 str will have 290 hp. Every hero has a base hp of 150.

TaeYeon
02-19-2011, 07:06 AM
They do? I was certain base HP was random. :P

Still it shouldn't matter when we look at str and Willowmaker only, right?

Also 10str = 10 * 19 = 190 HP, so if you have 150 base you should have 340 max.

Mac`
02-20-2011, 05:51 PM
Thanks for the math, Tae. It seems to me that the differences are marginal and so I'm going to continue to ult first just to be safe since it's a garanteed hit. Early game, it doesn't really matter because if you get both off 99% of the time your opponent is dead anyway.

ElementUser
02-20-2011, 07:07 PM
Why do I always have to confirm these things?

~.~

At least RogerDodger did it for me this time

TaeYeon
02-21-2011, 09:29 AM
Why do I always have to confirm these things?

~.~

At least RogerDodger did it for me this time

Cus you're a god at this stuff. :D

Btw so Roger is right about 10str = 290HP? I'm confused.

Octavia
02-22-2011, 02:08 AM
Cus you're a god at this stuff. :D

Btw so Roger is right about 10str = 290HP? I'm confused.
No I just arithmetic farted

it's 150 + 19*10 = 340

SilverStars
02-22-2011, 04:53 AM
No I just arithmetic farted

it's 150 + 19*10 = 340

.14 armor/agility? lol


And I still think ulting at the start of grasp is the best idea, since you can be stunned before Grasp ends and the 20% reduced hp makes your autoattacks (which are not yet mentioned but difficult to factor in) more effective.

zOle`
02-22-2011, 04:58 AM
GJ nice guide 8/10 ;)

C00LBeans
03-05-2011, 03:17 AM
I never see deadwoods without a codex, i guess this build makes him a carry or something?

chernabogg
03-05-2011, 03:25 AM
Join a pub and try this on deadwood, ghost marchers bottle alchemist heart nullstone symbol of rage demonic breastplate crit, try to kill me now niggaaaaa lololol

Zaigou
03-05-2011, 08:20 PM
In regards to the discussion on mana issues, getting a Stormspirit is far superior to chalice and ring. Not only does it give him all the mana regen that he needs, it guarantees you can setup a grasp into an immediate willowmaker once they land. On top of that, the bonus move speed is never bad and you can use the cyclone offensively and defensively. I almost always build one right after getting boots/marchers and by guaranteeing a grasp into ult allows you to gank effectively and always have enough mana to grasp for extended fights or support from the back lines.

TaeYeon
03-05-2011, 11:16 PM
^

Interesting thought, will have to try next time I'm up against the clever jukers. :)

Shoebelt
03-31-2011, 03:27 PM
Just for those unaware, armor value vs. physical mitigation scaling comes into affect here. If your target, at lvl 6 is an int/str character ( because they will have less agility which grants them extra armor ) with low armor, your grasp will reduce their physical damage reduction by a much larger percentage. At higher levels, when you see people averaging 20+ armor, and carries with 30+, your -5 armor from grasp will grant you just a fraction of the increased damage that it would otherwise grant vs low lvl characters averaging 2-3 armor tops.

Jezu
04-17-2011, 07:38 AM
add item prices :)

Zappia
07-07-2011, 12:26 AM
good guide man it is basically the same way i play my deadwood which is pretty surprising but i might have to disagree with you even know portal key is a really good item to get with deadwood but if the player doesnt feel confident enough with using a portal key the next best option would be to go for a assassins shroud.

deadwood out

Matsuchi
08-17-2011, 07:43 PM
bah codex is goody for freekills just get the low hp ones and let the rest of the team handle the rest.

TehPwnr
08-17-2011, 07:58 PM
It says "Skill Description & In-Debt Analysis." It should say "Skill Description & In-Depth Analysis."

Wolffmother
08-18-2011, 10:50 AM
sol's bulwork as a possible item pickup after pk?

just a thought :)

TaeYeon
09-12-2011, 06:54 PM
OK guys, after a lot of inactivity from my part (the guide, not HoN), I've finally felt the necessity of updating this guide in order for it to retain it's premium status. Basically I fixed some typos etc. (thx for pointing out) and updated the list of skills being disabled under Rotten Grasp. I was surprised about the fact that Silhouette indeed can pull herself out with Tree Grapple and that Geomancer's Dig neither is affected by the immobilized state.

I also added Bulwark to the luxury items section as that item is perfect for Deadwood. Other than that, I'm thinking of new possible heroes that could be added to the team and enemies lists. Feel free to help and/or come with improvements and suggestions still. :)

XFlame
09-16-2011, 07:33 AM
Guide is rather nice and pretty in-depth. A few things I noticed:

At thedescription of Oakbolt, there's this:
- If cast on a tree, destroys it. Make that Keeper of the Forest (Tree Sight) sad!
Keeper no longer has eyes, so you might want to remove that.

Initial items section:
Deadwood, with his high base damage and Uproot, shouldn't have any problem getting last hits, which is why I like to get two Crushing Claws on him rather than a Lodger's Hatchet.
The bold part is supposed to be Logger's. Typo.

Other than that it's good.

TaeYeon
09-16-2011, 09:13 AM
Hotfix'd. Thanks! :)

Xisa
10-24-2011, 09:17 AM
no 0 minute runes runes anymore ^^ great guide tho..

what do you think about posthaste?

the_guy117
12-14-2011, 09:14 PM
I think nullstone is a pretty cool guy for :dead:, eh gives him survivability and mana regen and doesnt cost much, so I find it a good luxury item for him. Deadwood is deficient in the mana department, since after his initial burst, he has no more, and nullstone gives him int and mana regen.

Mitholas
12-19-2011, 08:36 PM
I think nullstone is a pretty cool guy for :dead:.

I would say it's a good counter against :dead:, but not necessarily a good item for :dead:. :)

TaeYeon
03-12-2012, 10:49 AM
Updated as of 2.5.14

Deadwood is sad cus they took his superior 1200 night vision range, happy they made Silhouette, Geomancer and Magmus no longer able to escape his Grasp.

Looks like Bubbles was ninja-buffed at some point and was able to teleport to his shell from an Immobilize, and S2 got aware of Maliken not being able so they buffed him too (but not aware of their ninja-buff to Bub in the first place). Oh and looks like Deadwood got hit with the ninja-nerfhammer at some point and anyone escaping his AOE will have the debuff removed now (ie. you pounce out of it with Night Hound and you're free to go, whereas it used to keep you immobilized for the remaining duration).

Marach
03-15-2012, 09:17 AM
...
Oh and looks like Deadwood got hit with the ninja-nerfhammer at some point and anyone escaping his AOE will have the debuff removed now (ie. you pounce out of it with Night Hound and you're free to go, whereas it used to keep you immobilized for the remaining duration).

hmm, I think you're wrong about that ninja-nerf to Rotten Grasp. afaik, Rotten Grasp functions in the way that it applies its state to enemies in its AoE each frame. meaning, if you pounced out of it as NH, you were always free to go (not since some recent DW nerf patch).

another example. you know that Arachna's Harden Carapace dispels debuffs (and applies increased magic armor). even if Arachna used that skill while standing in Rotten Grasp and dispelled it, she still wouldn't be able to get away because the Rotten Grasp state was again applied next frame.

TaeYeon
03-18-2012, 07:03 PM
hmm, I think you're wrong about that ninja-nerf to Rotten Grasp. afaik, Rotten Grasp functions in the way that it applies its state to enemies in its AoE each frame. meaning, if you pounced out of it as NH, you were always free to go (not since some recent DW nerf patch).

another example. you know that Arachna's Harden Carapace dispels debuffs (and applies increased magic armor). even if Arachna used that skill while standing in Rotten Grasp and dispelled it, she still wouldn't be able to get away because the Rotten Grasp state was again applied next frame.

But it used to work like this:

:nigh: pounces out of grasp AOE, grasp debuff still keeps him in place until it wears off.

the_guy117
03-30-2012, 12:16 AM
I would say it's a good counter against :dead:, but not necessarily a good item for :dead:. :)

It gives him int and mana regen, something he severely lacks. It also grants survivability, but should only be for luxury. Also, nullstone sucks against :dead: as he can just throw a tree at it, then ult.

Also, has anyone noticed the delay on the root is shorter?