Octavia
09-26-2010, 02:05 AM
This guide is intended for use in 5v5 Non-em Forest of Caldavar pub play. The information in this guide is accurate as of patch version 2.0.15
Gladiator
http://www.heroesofnewerth.com/images/heroes/161/icon_128.jpg
Gladiator's are the manliest of men who stare death in the face every day.
Unfortunately for us, this Gladiator is not quite as manly (voice wise),
and hides his sexuality behind throat numbing quotes and a bumchin.
He does, however, wield mindblowing physics defying powers enabling
him to summon chariots and anti-gravity pitfalls wherever he pleases.
Table Of Contents
Introduction
Description
Stats
Alt Avatar
Skills
Description
Skill Build
Items
Starting Items
Core Items
Luxuries
Items to Avoid
Gameplay
Laning
Ganking
Teamfights
Tips and tricks
Drafting
Lane partners
Teamfight partners
Vicious Foes
Replays
Credits
________________________________
Introduction
Gladiator is the 68th hero to be added to Heroes of Newerth. Gladiator excels in intiating teamfights, melee lane harassment and very powerful disables. Gladiator spends most of his time throwing boats [chariots] and pitfalling people with gravity defying results. This guide is designed to show you the most optimal way to play Gladiator and how to utilise his skill set to wreak havoc on your opponents. Gladiator's largest weakness is that your skills can miss, and they can miss very easily. Without good fore-sight and positioning skills you'll end up being called out by every try-hard on your team for being a big noob because you missed one little spike trap. When playing Gladiator, make sure you are always in the right spot at the right time. Without good timing your skills will be entirely unerwhelming and you'll never hit a boat [chariot], even if your life depends on it.
Gladiator is a direct port of Admiral Kunkka from Defense of the Ancients.
Role in team
Intiator, ganker, semi-carry.
Stats
Strength: 21 (2.7)
Agility:15 (1.2)
Intelligence: 16 (1.5)
Damage: 47-57
Armour: 2.8 (14%)
Movement Speed: 300
Attack Range: 128 (Melee)
Attack Rate: 0.59
Attack Point: 400ms
Turn Rate: 540
Alt Avatar
As of the 2.0.6 Patch released 14th Jan, 2011, Gladiator now has an alternative skin known as Adventure Gladiator. He boasts an outfit very similar to the well known Indiana Jones.
http://i51.tinypic.com/10ngqk4.jpg
The price of the new skin is 560 Goblin Coins. A preview of the new animations and unit reactions can found at http://www.youtube.com/watch?v=H7pt9G3zp_0.
Included in this patch was also a voice change to the original voice of The Gladiator. If you want to get the old voice back, install http://www.mediafire.com/?n5edh7mk2876vzv into your ~/Heroes of Newerth/game directory (the one that has resources0.s2z in it).
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Skills
Description
Pitfall
http://www.heroesofnewerth.com/images/heroes/161/ability1_128.jpg
Action: Target Ground
Type: Magic
Range: 1500
Radius: 225
Cast Time: 0.4 Seconds
Mana Cost: 120
Cooldown: 12.0 Seconds
Activation
After a 1.6 second delay, any non-boss-enemy in the radius will be thrown in the air for 1.53 seconds, taking 60/90/120/150 initial damage and then 6/9/12/15 damage every .15 seconds while in the air, dealing a total of 120/180/240/300 damage. Once the target lands, they have Spiked! applied to them for 1 / 2 / 3 / 4 seconds. Gives clear vision of 400/400 (day/night) radius from the Pitfall's location for 4 seconds. Targets are stunned while airborne.
Spiked!
-30% movement speed
Synopsis
http://i52.tinypic.com/ny69hz.jpg
Very similar to Deadwood's Rotten Grasp, this skill has huge potential damage, dealing both a stun and slow combined with considerable damage. The trade-off for the tremendous output is that it is relatively difficult to land, having a total cast to action time of 2 seconds, it's very easy for opponents to dodge if they see it coming. This skill is best used from fog, while the targets are stunned / slowed, or when the enemies have only 1 safe trajectory to go to (as in, if they don't walk into it, they'll die anyway).
It is important to remember that the damage is not all dealt instantly, half of it is applied on impact time and the other half over the flight-duration. This is important to remember when trying to farm creepwaves, since sneaky allied creeps can steal your kills between the damage over time.
Showdown
http://www.heroesofnewerth.com/images/heroes/161/ability2_128.jpg
Action: Target Enemy Heroes
Type: Magic
Range: 500 / 650 / 800 / 950
Cast Time: 0.4 Seconds
Mana Cost: 80 / 90 / 100 / 110
Cooldown: 30.0 Seconds
Activation
Summons a Colosseum at the target's location and applies Challenged to Fight to them for 1 / 2 / 3 / 4 seconds. Gives clear vision of 1000/1000 (day/night) radius from the Colosseum's location for 5 seconds.
Ability is replaced with "I Have No Patience" for the duration.
Challenged to Fight
Will be ported back to the Colosseum and issued a Stop command after 1 / 2 / 3 / 4 seconds
I Have No Patience
http://honwiki.net/w/images/thumb/5/5e/Gladiatorskill2b.gif/96px-Gladiatorskill2b.gif
Action: Target Self
Type: Magic
Cast Time: 0 Seconds
Mana Cost: 50
Cooldown: 5.0 Seconds
Activation
Instantly ports back the selected unit to the Colosseum.
Synopsis
The perfect initiation tool. If you target somebody with this skill then no matter where they go, they'll be ported right back after the duration, forcing fights when they suit you best. Using this skill you can gaurantee Pitfalls to land by bringing your opponent back as soon as the Pitfall is about to go off. At rank 2 Showdown, casting Showdown and then casting Pitfall on the Collosseum will cause the Pitfall to hit almost without fail or the neccessity to use I Have No Patience. Remember that I Have No Patience costs 50 mana. Here is an animation showing a rank 2 Showdown -> Pitfall combo.
http://i55.tinypic.com/dr5kk3.gif
When at higher levels, you can use Showdown to easily land Call to Arms on any single target. Showdown at max rank has 950 range, and Call to Arms travels 1000 units, making it very easy to aim your boat [chariot]. While you might only land the stuns on one person, it will act as area denial from all of their allies, putting the Showdown'd target in a very unenvyable position. Here is an animation showing a rank 4 Showdown -> Pitfall + Call to Arms -> I Have No Patience combo.
http://i56.tinypic.com/33x90n8.gif
Timing I Have No Patience with Pitfall is easiest done off of a sound cue. Pitfall makes three distinct sounds (di-di-di) which are shortly followed by a 'shing' sound which plays as the Pitfall goes off. If your Pitfall is right on top of the Showdown, using I Have No Patience between those two sounds should guarantee Pitfalls to land. This is only necessary / useful for levels 3 and 4 of Showdown.
Rank 1 of Showdown while seemingly useless (1 second is very short), has a couple of subtler uses (this applies to higher ranks of Showdown as well). Since it issues a stop command when bringing enemies back it can be used as a channel breaker, stopping things such as Magmus' Eruption, Tempest's Elemental Void and Homecoming Stones. Since the range on the pullback is infinite, if an enemy target has a blink and is about to use it to escape a nasty situation, you can use this on them just before they blink bringing them right back.
Flagellation (Fla-jell-ay-shun)
http://www.heroesofnewerth.com/images/heroes/161/ability3_128.jpg
Action: Passive
Radius: 380 / 420 / 460 / 500
Cooldown: 16.0 / 12.0 / 8.0 / 4.0 Seconds
On Attack
Grants 15 / 30 / 45 / 60 bonus damage.
Applies 100% True damage splash in a 380 / 420 / 460 / 500 AOE and triggers cooldown.
Attacking Buildings will not trigger the splash, but will still trigger the bonus damage and cooldown. Attacking allied units will not trigger the splash or the cooldown, but will still trigger the bonus damage.
Synopsis
First off, covering the exact mechanic of how the range of this skill works.
When you whip a target, an invisible gadget is placed 380 / 420 / 460 / 500 in front of you. That gadget will deal the damage in a circle with a radius of 380 / 420 / 460 / 500 units. This means that in a straight line the whip will have 760 / 840 / 920 / 1,000 range. The damage done by the gadget is True damage, and cannot be blocked by Physical or Magic Immunity. The main target is not hit by this gadget; the damage that the main target takes is physical damage, just like a regular auto attack.
The amount of damage inflicted by the gadget is equal to Gladiator's attack damage. When you whip a target, your attack damage is increased by 15 / 30 / 45 / 60. A Logger's Hatchet will not affect the damage, not even to the main target. Attack modifiers and bonus damage from Manaburn, Savage Mace (and Halberds) will still apply to the main target, but not any other targets. Any attack modifiers are placed on the main target as per a regular auto attack. The damage that the main target takes (depedent on the target's armour) does not affect the amount of damage that the gadget inflicts. Bonus damage from Assassin's Shroud increases your attack damage, and will apply to all targets. Critical damage from Rfitshards multiplies your attack damage by its multiplicand, and will apply to all the targets.
http://i51.tinypic.com/xfspid.jpg
The creep in front of Gladiator was hit with a level 1, 2, 3 and 4 Flagellation. The creeps with red health are hit by rank 1, orange rank 2 and below, yellow rank 3 and below, and green rank 4 and below. The Pitfall is there for a metric.
This is probably Gladiator's most interesting skill, having a huge potential for hilarious kills. It is also the reason why Gladiator is considered to be a semi-carry. With a good amount of farm and good positioning (or bad positioning from your opponenets) you can half kill entire teams. While the potential is there, don't get too worked up about this skill. It's unlikely that you'll ever hit 5 enemy heroes with a single Flagellate, however this skill alone is the main reason why Gladiator needs so much farm to be successful.
Since people seem to still not understand, I'll put it in red. The armour of the main target (the one who you whip) does not affect the damage dealt to any of the splash targets. The splash is the same regardless of how much armour the main target has.
Call to Arms
http://www.heroesofnewerth.com/images/heroes/161/ability4_128.jpg
Action: Target Ground
Type: Superior Magic
Range: 1000
Radius: 400
Cast Time: 0.4 Seconds
Mana Cost: 150 / 200 / 250
Cooldown: 100.0 Seconds
Activation
Summons a Chariot 1000 units behind The Gladiator that travels to a location 1000 units in front of where he casted it, in the direction that he casted it. Any allies within 400 units of where it passes have Call to Arms applied to them for 5 / 6 / 7 seconds. The Chariot gives clear vision of 800/800 (day/night) radius from its center, and lingers for 3.34s after it deals the stun/damage.
When it reaches the end, it deals 300 / 400 / 500 Magic damage and stuns all enemies in a 400 radius for 1 second.
Call to Arms
10% Movement Speed
All damage is halved for the duration. Reduced damage is taken over 5 / 6 / 7 seconds at the end of the buff as nonlethal damage.
Synopsis
The Chariot moves at 750ms, and it will always travel 2000 units. This means that the delay until the Chariot reaches its destination is 2.66 seconds. The Chariot will always travel to exactly 1000 units in front of where you were when you casted it.
http://i56.tinypic.com/2qce1bs.png
This means that if enemies are all up in your face, it's going to be difficult to target them with it. This is why good positioning is extremely important with Gladiator, if the enemy gets the jump on you your skills will be a lot less effective (the same could be said of all initiators).
The Call to Arms buff makes you and your team extremely tanky, however the cut back damage should not be forgotten about. It often occurs that a Gladiator goes in with all his shiny Roman glory, gets the enemies on the run after a big Showdown and starts diving towers. His HP then starts rocketing down, and Gladiator looks like a clown. Remember the stun is only 1 second, so don't go flailing your arms around wackily when you realise it barely lasts long enough for you to whip someone.
Skill Build
Pitfall / Flagellation
Flagellation / Pitfall
Pitfall / Flagellation
Flagellation / Pitfall
Flagellation
Call to Arms
Flagellation
Showdown / Pitfall
Showdown / Pitfall
Pitfall / Showdown
Call to Arms
Pitfall / Showdown
Showdown
Showdown
Stats
Call to Arms
The first 4 levels can be a mix-up of whatever pleases you most. I'd generally suggest getting the build on the left since the first few levels of Flagellation are rather underwhelming, and Pitfall's in lane are really where most of your lane presence comes from pre-5. Flagellation is however maxed as soon as possible since its low cooldown at max rank is extremely powerful / useful. Call to Arms is always worth getting wherever possible.
2 ranks of Showdown are generally gotten at level 8 / 9 so that you can land Pitfalls easily. Rank 2 is all you need mid-game, so continue maxing Pitfall once it's reached that point. You could get Pitfall maxed if you feel confident in hitting them, or if you have a stun heavy team setting them up easily.
________________________________
Items
Starting Items
Chalice Gladiator
http://www.heroesofnewerth.com//images/items/Item_CrushingClaws.jpghttp://www.heroesofnewerth.com//images/items/Item_MarkOfTheNovice.jpghttp://www.heroesofnewerth.com//images/items/Item_RunesOfTheBlight.jpg
http://www.heroesofnewerth.com//images/items/Item_MinorTotem.jpghttp://www.heroesofnewerth.com//images/items/Item_MinorTotem.jpghttp://www.heroesofnewerth.com//images/items/Item_HealthPotion.jpg
Easy buildup into chalice and enough health regen to last until you farm a lifetube. This build lacks a Buckler, so your resilience to harassment will not be as great as one that had that. You have to spend 350 gold on a trinket before buying your Lifetube, so it's pretty possible that you'll get harassed out of your lane when going with this build. I don't recommend using this build unless you expect an extremely easy laning phase.
Farmer Gladiator
In most cases, you want to set yourself up to be able to stay in the lane for a long time. This build allows a better build-up into Helm of the Black Legion, which makes you impervious to lane harassment. After a lot of practice I tend to favour this starting build to others because it allows you to get the necessary farm in to set yourself up for the mid-game farming routine.
http://www.heroesofnewerth.com/images/items/Item_RunesOfTheBlight.jpghttp://www.heroesofnewerth.com/images/items/Item_HealthPotion.jpghttp://www.heroesofnewerth.com/images/items/Item_ManaPotion.jpg
http://www.heroesofnewerth.com/images/items/Item_IronBuckler.jpghttp://www.heroesofnewerth.com/images/items/Item_MinorTotem.jpghttp://www.heroesofnewerth.com/images/items/Item_MinorTotem.jpg
This is to make last-hitting as easy as possible while making enemy harassment minimal. You can drop by the outpost to pick up a Hatchet if you feel like you're having trouble landing last hits. This is the safest and in general best item build to take when weighing the risks against benefits. If you think you're really in need of regen, swap out the Minor Totems for another Health Potion.
Core Items
http://i56.tinypic.com/2zzn3n7.pnghttp://www.heroesofnewerth.com/images/items/Item_BloodChalice.jpghttp://www.heroesofnewerth.com/images/items/Item_Shield2.jpg
http://www.heroesofnewerth.com/images/items/Item_HomecomingStone.jpghttp://www.heroesofnewerth.com/images/items/Item_ManaBattery.jpg
This is your core build-up for almost every situation. You will have plenty of mana with Blood Chalice, and Helm of the Black Legion gives you health regeneration early game (lifetube) but more importantly, extremely good survivability. If you start with the farmer Gladiator build you can quite easily have the Helm of the Black Legion finished at around 6-7 minutes. Once you have level 7 and a Helm of the Black Legion you're able to push almost any heroes out of your lane with Flagellation, and they can't really touch you at all. If you laned in the vertical lane, once you have your Helm you should head off to the horizontal one to begin farming. Gladiator can farm with exceptional speed once he has a Helm, since neutral creeps don't damage you at all. Simply push the lane into the tower and head off into the jungle until the lane is pushed pushed, rinse, repeat.
You don't have to build a Chalice in every occasion. It's a 650 gold dump which only gives mana that in most cases a Mana Battery has you covered for.
Mana Battery is overpowered, 'nuff said.
Boots are a matter of personal preference. Phase Boots make ganks a lot easier, since you can catch up to running enemies a lot faster and your whip does more damage. However, the survivability from Steamboots is important whenever you aren't doing too well. The attack speed from Steamboots is also extremely useful since your agility gain is really poor, and it makes farming much faster. Personally I can't stand playing with Phase Boots, and am in general very disappointed with them whenever I purchase them. Steamboots are extremely versatile, and the selling point of Phase Boots is cut short by the fact that you're going to buy a Shroud anyway.
Core Continued
Once you've finished your Helm of the Black Legion, you're going to want to start building up some damage for Flagellation to really start hitting hard. In most cases, you're going to want to opt in for an:
Assassin's Shroud
http://www.heroesofnewerth.com/images/items/Item_Stealth.jpg
Cost: 3300
Steamstaff: 800
Broadsword: 1100
Recipe: 1300
Passive Bonuses
+10 Attack Speed
+38 Damage
Activation
Target Type: Self
Mana Cost: 75
Cooldown: 18 seconds
Applies Stealth to self for 9 seconds
Stealth
+20% Movement Speed
Unit Walking
Invisibility
The first attack out of stealth will do +125 damage
Assassin's Shroud's bonus damage will apply to all the targets of Flagellation. This means that you can dish out an extra 120 damage to every enemy hero by doing an invis whip. Not only this, but it serves as a good escape mechanism. Not only this, but if you later build a Riftshards, the +120 damage can be multiplied by a critical hit, dealing damage capable of wiping out entire teams.
Even against Pestilence, Arachna and Keeper of De'Forest, Shroud is still a good idea. The bonus damage it gives is extremely powerful when combined with your whip.
Runed Axe
http://www.heroesofnewerth.com/images/items/Item_Splash.jpg
Cost: 4150
Broadsword: 1200
Broadsword: 1200
Sustainer: 1750
Lifetube: 875
Manatube: 875
Passive Bonuses
+55 Damage
6 Health Regeneration
150% Mana Regeneration
40% Splash in 225 radius
Does not grant splash to ranged attacks
This is an item that a lot of Gladiator players seem to favour. It is definitely a nice item, giving both a high amount of damage and added splash damage. The splash also stacks with Flagellation additively, however it is not as simple as that. If you have Runed Axe and rank 4 Flagellation, units within a 450 radius circle 450 units in front of Gladiator (refer to Flagellation's description) will take 100% of Gladiator's damage, and units within a 225 radius circle 225 units in front of Gladiator will take 40% of the damage dealt to the main target (totalling 100% true splash and 40% of the damage dealt to the main target). The two splashes are separate entities and do not conflict or influence each other in any way.
Stacking splash is mostly a gimmick, but this item is still solid. It's cheap, gives good damage, good regen, makes your farming even more insane, and makes your close range whips even strong. If you're planning on getting this after Shroud, it's perfectly reasonable to skip the 650 gold dump that is Blood Chalice and go straight for a Manatube.
Riftshards
http://i55.tinypic.com/wtit4x.jpg
Cost: 5500
Broadsword: 1200
Punchdagger: 500
Recipe: 950
Recipe: 950
Recipe: 950
Recipe: 950
Passive Bonuses
+45 / 55 / 65 / 75 Damage
10% / 13% / 16% / 20% chance to do a 1.8 / 2.0 / 2.2 / 2.4x Critical Strike
The reason to pick this item up should be obvious. Nothing is more gamebreaking or amazing than a whip-crit that half kills everybody on the enemy team. Since critical hits work with Flagellation, there's hardly ever a time where there's a better item to get than this.
The huge weakness of this item is unreliability. In most games, you'll be the hardest carry on your team and taking up the majority of the farm. With that farm, you should be expected to do a lot of damage. The problem with Riftshards on Gladiator, unlike Riftshards on any other carry hero, is that the whip-crit is a one chance deal. You either hit or you miss, and the difference between the two is huge. Other carries that attack ~2 times per second will inevitably have the average DPS ironed out by statistical predictability when using a Riftshards.
Luxury Items
Once you've completed the continued core, you will want start looking in to buying some luxury items.
Demonic Breastplate
http://www.heroesofnewerth.com/images/items/Item_DaemonicBreastplate.jpg
Cost: 5550
Ringmail: 550
Platemail: 1400
Warpcleft: 2100
Recipe: 1500
Passive Bonuses
+40 Attack Speed
+10 Armour
Aura
Target Type: Allies
Radius: 900 units
Aura Effects
+5 Armour
+15 Attack Speed
Enemy Aura
Target Type: Enemy units and structures
Radius: 900 units
Enemy Aura Effects
-5 Armour
The main reason for picking up Demonic Breastplate is that being the amazing farmer Gladiator is, you will likely have more items than any other carry in the game. Demonic Breatplate fixes what Gladiator lacks with his low Agility gain - Attack Speed and Armour. With the vast amount of damage you should have, Demonic Breasplate allows you to fight toe-to-toe with carries. "But this item gives you nothing for your whip", you say. Once you have Assassin's Shroud, Runed Axe and Riftshards there honestly isn't any items left that can make your whip that much stronger (sans Doombringer), and giving yourself some defensive power after buying all that pure damage is rather necessary.
Shrunken Head
http://www.heroesofnewerth.com/images/items/Item_Immunity.jpg
Cost: 3900
Mighty Blade: 1000
Rockhammer: 1600
Recipe: 1300
Passive Bonuses
+10 Strength
+24 Damage
Activation
Target Type: Self
Cooldown: 80 seconds
Applies Magic Immunity to self for 10 seconds and dispels debuffs.
The cooldown and duration of the activation are reduced by 5 seconds and 1 second respectively after each consequtive activation, with a minimum of 55 seconds and 5 seconds respectively.
Shrunken Head allows you to survive through teamfights and deal damage unempeded. This is only really necessary if you're facing a lot of heroes with Area of Effect stuns or stuns that won't go through immunity. If you're finding yourself unable to maneavour through team fights due to the number of stuns being thrown around, then picking this up would be a respectable choice. This also adds a total of 34 damage since Gladiator's main attribute is Strength. I only find myself needing this in very few games, and only as a luxury after Shroud/Rift.
Doombringer
http://www.heroesofnewerth.com/images/items/Item_Damage9.jpg
Cost: 5800
Sword of the High: 3400
Slayer: 2400
Passive Bonuses
+250 Damage
Drops on death
Riftshards + Doombringers + Flagellation = ???
...you know you want to.
Items to Avoid
http://www.heroesofnewerth.com/images/items/Item_WhisperingHelm.jpghttp://www.heroesofnewerth.com/images/items/Item_ElderParasite.jpghttp://www.heroesofnewerth.com/images/items/Item_Pierce.jpghttp://www.heroesofnewerth.com/images/items/Item_Lightning2.jpg
Lifesteal is useless. You don't deal damage through constant auto-attacks, you deal damage through whips and boats [chariots]. I can't see any reason to get Lifesteal, that's just not how Gladiator plays effectively.
Armor reduction is also useless, since the whip damage is true damage to everything except your main target.
Attack speed is not very effective, since Flagellation doesn't come off cooldown any faster than once every 4 seconds, and even Pebbles attacks fast enough to make use of that. It's still good once you're extremely farmed though, since Gladiator has pretty poor agility gain. When you have low attack speed, due to the diminishing returns nature of +Attack Speed it's still quite effective DPS wise to invest in an attack speed item such as Demonic Breastplate as a 4th or 5th item.
*Useless meaning sub-optimal
Gladiator
http://www.heroesofnewerth.com/images/heroes/161/icon_128.jpg
Gladiator's are the manliest of men who stare death in the face every day.
Unfortunately for us, this Gladiator is not quite as manly (voice wise),
and hides his sexuality behind throat numbing quotes and a bumchin.
He does, however, wield mindblowing physics defying powers enabling
him to summon chariots and anti-gravity pitfalls wherever he pleases.
Table Of Contents
Introduction
Description
Stats
Alt Avatar
Skills
Description
Skill Build
Items
Starting Items
Core Items
Luxuries
Items to Avoid
Gameplay
Laning
Ganking
Teamfights
Tips and tricks
Drafting
Lane partners
Teamfight partners
Vicious Foes
Replays
Credits
________________________________
Introduction
Gladiator is the 68th hero to be added to Heroes of Newerth. Gladiator excels in intiating teamfights, melee lane harassment and very powerful disables. Gladiator spends most of his time throwing boats [chariots] and pitfalling people with gravity defying results. This guide is designed to show you the most optimal way to play Gladiator and how to utilise his skill set to wreak havoc on your opponents. Gladiator's largest weakness is that your skills can miss, and they can miss very easily. Without good fore-sight and positioning skills you'll end up being called out by every try-hard on your team for being a big noob because you missed one little spike trap. When playing Gladiator, make sure you are always in the right spot at the right time. Without good timing your skills will be entirely unerwhelming and you'll never hit a boat [chariot], even if your life depends on it.
Gladiator is a direct port of Admiral Kunkka from Defense of the Ancients.
Role in team
Intiator, ganker, semi-carry.
Stats
Strength: 21 (2.7)
Agility:15 (1.2)
Intelligence: 16 (1.5)
Damage: 47-57
Armour: 2.8 (14%)
Movement Speed: 300
Attack Range: 128 (Melee)
Attack Rate: 0.59
Attack Point: 400ms
Turn Rate: 540
Alt Avatar
As of the 2.0.6 Patch released 14th Jan, 2011, Gladiator now has an alternative skin known as Adventure Gladiator. He boasts an outfit very similar to the well known Indiana Jones.
http://i51.tinypic.com/10ngqk4.jpg
The price of the new skin is 560 Goblin Coins. A preview of the new animations and unit reactions can found at http://www.youtube.com/watch?v=H7pt9G3zp_0.
Included in this patch was also a voice change to the original voice of The Gladiator. If you want to get the old voice back, install http://www.mediafire.com/?n5edh7mk2876vzv into your ~/Heroes of Newerth/game directory (the one that has resources0.s2z in it).
________________________________
Skills
Description
Pitfall
http://www.heroesofnewerth.com/images/heroes/161/ability1_128.jpg
Action: Target Ground
Type: Magic
Range: 1500
Radius: 225
Cast Time: 0.4 Seconds
Mana Cost: 120
Cooldown: 12.0 Seconds
Activation
After a 1.6 second delay, any non-boss-enemy in the radius will be thrown in the air for 1.53 seconds, taking 60/90/120/150 initial damage and then 6/9/12/15 damage every .15 seconds while in the air, dealing a total of 120/180/240/300 damage. Once the target lands, they have Spiked! applied to them for 1 / 2 / 3 / 4 seconds. Gives clear vision of 400/400 (day/night) radius from the Pitfall's location for 4 seconds. Targets are stunned while airborne.
Spiked!
-30% movement speed
Synopsis
http://i52.tinypic.com/ny69hz.jpg
Very similar to Deadwood's Rotten Grasp, this skill has huge potential damage, dealing both a stun and slow combined with considerable damage. The trade-off for the tremendous output is that it is relatively difficult to land, having a total cast to action time of 2 seconds, it's very easy for opponents to dodge if they see it coming. This skill is best used from fog, while the targets are stunned / slowed, or when the enemies have only 1 safe trajectory to go to (as in, if they don't walk into it, they'll die anyway).
It is important to remember that the damage is not all dealt instantly, half of it is applied on impact time and the other half over the flight-duration. This is important to remember when trying to farm creepwaves, since sneaky allied creeps can steal your kills between the damage over time.
Showdown
http://www.heroesofnewerth.com/images/heroes/161/ability2_128.jpg
Action: Target Enemy Heroes
Type: Magic
Range: 500 / 650 / 800 / 950
Cast Time: 0.4 Seconds
Mana Cost: 80 / 90 / 100 / 110
Cooldown: 30.0 Seconds
Activation
Summons a Colosseum at the target's location and applies Challenged to Fight to them for 1 / 2 / 3 / 4 seconds. Gives clear vision of 1000/1000 (day/night) radius from the Colosseum's location for 5 seconds.
Ability is replaced with "I Have No Patience" for the duration.
Challenged to Fight
Will be ported back to the Colosseum and issued a Stop command after 1 / 2 / 3 / 4 seconds
I Have No Patience
http://honwiki.net/w/images/thumb/5/5e/Gladiatorskill2b.gif/96px-Gladiatorskill2b.gif
Action: Target Self
Type: Magic
Cast Time: 0 Seconds
Mana Cost: 50
Cooldown: 5.0 Seconds
Activation
Instantly ports back the selected unit to the Colosseum.
Synopsis
The perfect initiation tool. If you target somebody with this skill then no matter where they go, they'll be ported right back after the duration, forcing fights when they suit you best. Using this skill you can gaurantee Pitfalls to land by bringing your opponent back as soon as the Pitfall is about to go off. At rank 2 Showdown, casting Showdown and then casting Pitfall on the Collosseum will cause the Pitfall to hit almost without fail or the neccessity to use I Have No Patience. Remember that I Have No Patience costs 50 mana. Here is an animation showing a rank 2 Showdown -> Pitfall combo.
http://i55.tinypic.com/dr5kk3.gif
When at higher levels, you can use Showdown to easily land Call to Arms on any single target. Showdown at max rank has 950 range, and Call to Arms travels 1000 units, making it very easy to aim your boat [chariot]. While you might only land the stuns on one person, it will act as area denial from all of their allies, putting the Showdown'd target in a very unenvyable position. Here is an animation showing a rank 4 Showdown -> Pitfall + Call to Arms -> I Have No Patience combo.
http://i56.tinypic.com/33x90n8.gif
Timing I Have No Patience with Pitfall is easiest done off of a sound cue. Pitfall makes three distinct sounds (di-di-di) which are shortly followed by a 'shing' sound which plays as the Pitfall goes off. If your Pitfall is right on top of the Showdown, using I Have No Patience between those two sounds should guarantee Pitfalls to land. This is only necessary / useful for levels 3 and 4 of Showdown.
Rank 1 of Showdown while seemingly useless (1 second is very short), has a couple of subtler uses (this applies to higher ranks of Showdown as well). Since it issues a stop command when bringing enemies back it can be used as a channel breaker, stopping things such as Magmus' Eruption, Tempest's Elemental Void and Homecoming Stones. Since the range on the pullback is infinite, if an enemy target has a blink and is about to use it to escape a nasty situation, you can use this on them just before they blink bringing them right back.
Flagellation (Fla-jell-ay-shun)
http://www.heroesofnewerth.com/images/heroes/161/ability3_128.jpg
Action: Passive
Radius: 380 / 420 / 460 / 500
Cooldown: 16.0 / 12.0 / 8.0 / 4.0 Seconds
On Attack
Grants 15 / 30 / 45 / 60 bonus damage.
Applies 100% True damage splash in a 380 / 420 / 460 / 500 AOE and triggers cooldown.
Attacking Buildings will not trigger the splash, but will still trigger the bonus damage and cooldown. Attacking allied units will not trigger the splash or the cooldown, but will still trigger the bonus damage.
Synopsis
First off, covering the exact mechanic of how the range of this skill works.
When you whip a target, an invisible gadget is placed 380 / 420 / 460 / 500 in front of you. That gadget will deal the damage in a circle with a radius of 380 / 420 / 460 / 500 units. This means that in a straight line the whip will have 760 / 840 / 920 / 1,000 range. The damage done by the gadget is True damage, and cannot be blocked by Physical or Magic Immunity. The main target is not hit by this gadget; the damage that the main target takes is physical damage, just like a regular auto attack.
The amount of damage inflicted by the gadget is equal to Gladiator's attack damage. When you whip a target, your attack damage is increased by 15 / 30 / 45 / 60. A Logger's Hatchet will not affect the damage, not even to the main target. Attack modifiers and bonus damage from Manaburn, Savage Mace (and Halberds) will still apply to the main target, but not any other targets. Any attack modifiers are placed on the main target as per a regular auto attack. The damage that the main target takes (depedent on the target's armour) does not affect the amount of damage that the gadget inflicts. Bonus damage from Assassin's Shroud increases your attack damage, and will apply to all targets. Critical damage from Rfitshards multiplies your attack damage by its multiplicand, and will apply to all the targets.
http://i51.tinypic.com/xfspid.jpg
The creep in front of Gladiator was hit with a level 1, 2, 3 and 4 Flagellation. The creeps with red health are hit by rank 1, orange rank 2 and below, yellow rank 3 and below, and green rank 4 and below. The Pitfall is there for a metric.
This is probably Gladiator's most interesting skill, having a huge potential for hilarious kills. It is also the reason why Gladiator is considered to be a semi-carry. With a good amount of farm and good positioning (or bad positioning from your opponenets) you can half kill entire teams. While the potential is there, don't get too worked up about this skill. It's unlikely that you'll ever hit 5 enemy heroes with a single Flagellate, however this skill alone is the main reason why Gladiator needs so much farm to be successful.
Since people seem to still not understand, I'll put it in red. The armour of the main target (the one who you whip) does not affect the damage dealt to any of the splash targets. The splash is the same regardless of how much armour the main target has.
Call to Arms
http://www.heroesofnewerth.com/images/heroes/161/ability4_128.jpg
Action: Target Ground
Type: Superior Magic
Range: 1000
Radius: 400
Cast Time: 0.4 Seconds
Mana Cost: 150 / 200 / 250
Cooldown: 100.0 Seconds
Activation
Summons a Chariot 1000 units behind The Gladiator that travels to a location 1000 units in front of where he casted it, in the direction that he casted it. Any allies within 400 units of where it passes have Call to Arms applied to them for 5 / 6 / 7 seconds. The Chariot gives clear vision of 800/800 (day/night) radius from its center, and lingers for 3.34s after it deals the stun/damage.
When it reaches the end, it deals 300 / 400 / 500 Magic damage and stuns all enemies in a 400 radius for 1 second.
Call to Arms
10% Movement Speed
All damage is halved for the duration. Reduced damage is taken over 5 / 6 / 7 seconds at the end of the buff as nonlethal damage.
Synopsis
The Chariot moves at 750ms, and it will always travel 2000 units. This means that the delay until the Chariot reaches its destination is 2.66 seconds. The Chariot will always travel to exactly 1000 units in front of where you were when you casted it.
http://i56.tinypic.com/2qce1bs.png
This means that if enemies are all up in your face, it's going to be difficult to target them with it. This is why good positioning is extremely important with Gladiator, if the enemy gets the jump on you your skills will be a lot less effective (the same could be said of all initiators).
The Call to Arms buff makes you and your team extremely tanky, however the cut back damage should not be forgotten about. It often occurs that a Gladiator goes in with all his shiny Roman glory, gets the enemies on the run after a big Showdown and starts diving towers. His HP then starts rocketing down, and Gladiator looks like a clown. Remember the stun is only 1 second, so don't go flailing your arms around wackily when you realise it barely lasts long enough for you to whip someone.
Skill Build
Pitfall / Flagellation
Flagellation / Pitfall
Pitfall / Flagellation
Flagellation / Pitfall
Flagellation
Call to Arms
Flagellation
Showdown / Pitfall
Showdown / Pitfall
Pitfall / Showdown
Call to Arms
Pitfall / Showdown
Showdown
Showdown
Stats
Call to Arms
The first 4 levels can be a mix-up of whatever pleases you most. I'd generally suggest getting the build on the left since the first few levels of Flagellation are rather underwhelming, and Pitfall's in lane are really where most of your lane presence comes from pre-5. Flagellation is however maxed as soon as possible since its low cooldown at max rank is extremely powerful / useful. Call to Arms is always worth getting wherever possible.
2 ranks of Showdown are generally gotten at level 8 / 9 so that you can land Pitfalls easily. Rank 2 is all you need mid-game, so continue maxing Pitfall once it's reached that point. You could get Pitfall maxed if you feel confident in hitting them, or if you have a stun heavy team setting them up easily.
________________________________
Items
Starting Items
Chalice Gladiator
http://www.heroesofnewerth.com//images/items/Item_CrushingClaws.jpghttp://www.heroesofnewerth.com//images/items/Item_MarkOfTheNovice.jpghttp://www.heroesofnewerth.com//images/items/Item_RunesOfTheBlight.jpg
http://www.heroesofnewerth.com//images/items/Item_MinorTotem.jpghttp://www.heroesofnewerth.com//images/items/Item_MinorTotem.jpghttp://www.heroesofnewerth.com//images/items/Item_HealthPotion.jpg
Easy buildup into chalice and enough health regen to last until you farm a lifetube. This build lacks a Buckler, so your resilience to harassment will not be as great as one that had that. You have to spend 350 gold on a trinket before buying your Lifetube, so it's pretty possible that you'll get harassed out of your lane when going with this build. I don't recommend using this build unless you expect an extremely easy laning phase.
Farmer Gladiator
In most cases, you want to set yourself up to be able to stay in the lane for a long time. This build allows a better build-up into Helm of the Black Legion, which makes you impervious to lane harassment. After a lot of practice I tend to favour this starting build to others because it allows you to get the necessary farm in to set yourself up for the mid-game farming routine.
http://www.heroesofnewerth.com/images/items/Item_RunesOfTheBlight.jpghttp://www.heroesofnewerth.com/images/items/Item_HealthPotion.jpghttp://www.heroesofnewerth.com/images/items/Item_ManaPotion.jpg
http://www.heroesofnewerth.com/images/items/Item_IronBuckler.jpghttp://www.heroesofnewerth.com/images/items/Item_MinorTotem.jpghttp://www.heroesofnewerth.com/images/items/Item_MinorTotem.jpg
This is to make last-hitting as easy as possible while making enemy harassment minimal. You can drop by the outpost to pick up a Hatchet if you feel like you're having trouble landing last hits. This is the safest and in general best item build to take when weighing the risks against benefits. If you think you're really in need of regen, swap out the Minor Totems for another Health Potion.
Core Items
http://i56.tinypic.com/2zzn3n7.pnghttp://www.heroesofnewerth.com/images/items/Item_BloodChalice.jpghttp://www.heroesofnewerth.com/images/items/Item_Shield2.jpg
http://www.heroesofnewerth.com/images/items/Item_HomecomingStone.jpghttp://www.heroesofnewerth.com/images/items/Item_ManaBattery.jpg
This is your core build-up for almost every situation. You will have plenty of mana with Blood Chalice, and Helm of the Black Legion gives you health regeneration early game (lifetube) but more importantly, extremely good survivability. If you start with the farmer Gladiator build you can quite easily have the Helm of the Black Legion finished at around 6-7 minutes. Once you have level 7 and a Helm of the Black Legion you're able to push almost any heroes out of your lane with Flagellation, and they can't really touch you at all. If you laned in the vertical lane, once you have your Helm you should head off to the horizontal one to begin farming. Gladiator can farm with exceptional speed once he has a Helm, since neutral creeps don't damage you at all. Simply push the lane into the tower and head off into the jungle until the lane is pushed pushed, rinse, repeat.
You don't have to build a Chalice in every occasion. It's a 650 gold dump which only gives mana that in most cases a Mana Battery has you covered for.
Mana Battery is overpowered, 'nuff said.
Boots are a matter of personal preference. Phase Boots make ganks a lot easier, since you can catch up to running enemies a lot faster and your whip does more damage. However, the survivability from Steamboots is important whenever you aren't doing too well. The attack speed from Steamboots is also extremely useful since your agility gain is really poor, and it makes farming much faster. Personally I can't stand playing with Phase Boots, and am in general very disappointed with them whenever I purchase them. Steamboots are extremely versatile, and the selling point of Phase Boots is cut short by the fact that you're going to buy a Shroud anyway.
Core Continued
Once you've finished your Helm of the Black Legion, you're going to want to start building up some damage for Flagellation to really start hitting hard. In most cases, you're going to want to opt in for an:
Assassin's Shroud
http://www.heroesofnewerth.com/images/items/Item_Stealth.jpg
Cost: 3300
Steamstaff: 800
Broadsword: 1100
Recipe: 1300
Passive Bonuses
+10 Attack Speed
+38 Damage
Activation
Target Type: Self
Mana Cost: 75
Cooldown: 18 seconds
Applies Stealth to self for 9 seconds
Stealth
+20% Movement Speed
Unit Walking
Invisibility
The first attack out of stealth will do +125 damage
Assassin's Shroud's bonus damage will apply to all the targets of Flagellation. This means that you can dish out an extra 120 damage to every enemy hero by doing an invis whip. Not only this, but it serves as a good escape mechanism. Not only this, but if you later build a Riftshards, the +120 damage can be multiplied by a critical hit, dealing damage capable of wiping out entire teams.
Even against Pestilence, Arachna and Keeper of De'Forest, Shroud is still a good idea. The bonus damage it gives is extremely powerful when combined with your whip.
Runed Axe
http://www.heroesofnewerth.com/images/items/Item_Splash.jpg
Cost: 4150
Broadsword: 1200
Broadsword: 1200
Sustainer: 1750
Lifetube: 875
Manatube: 875
Passive Bonuses
+55 Damage
6 Health Regeneration
150% Mana Regeneration
40% Splash in 225 radius
Does not grant splash to ranged attacks
This is an item that a lot of Gladiator players seem to favour. It is definitely a nice item, giving both a high amount of damage and added splash damage. The splash also stacks with Flagellation additively, however it is not as simple as that. If you have Runed Axe and rank 4 Flagellation, units within a 450 radius circle 450 units in front of Gladiator (refer to Flagellation's description) will take 100% of Gladiator's damage, and units within a 225 radius circle 225 units in front of Gladiator will take 40% of the damage dealt to the main target (totalling 100% true splash and 40% of the damage dealt to the main target). The two splashes are separate entities and do not conflict or influence each other in any way.
Stacking splash is mostly a gimmick, but this item is still solid. It's cheap, gives good damage, good regen, makes your farming even more insane, and makes your close range whips even strong. If you're planning on getting this after Shroud, it's perfectly reasonable to skip the 650 gold dump that is Blood Chalice and go straight for a Manatube.
Riftshards
http://i55.tinypic.com/wtit4x.jpg
Cost: 5500
Broadsword: 1200
Punchdagger: 500
Recipe: 950
Recipe: 950
Recipe: 950
Recipe: 950
Passive Bonuses
+45 / 55 / 65 / 75 Damage
10% / 13% / 16% / 20% chance to do a 1.8 / 2.0 / 2.2 / 2.4x Critical Strike
The reason to pick this item up should be obvious. Nothing is more gamebreaking or amazing than a whip-crit that half kills everybody on the enemy team. Since critical hits work with Flagellation, there's hardly ever a time where there's a better item to get than this.
The huge weakness of this item is unreliability. In most games, you'll be the hardest carry on your team and taking up the majority of the farm. With that farm, you should be expected to do a lot of damage. The problem with Riftshards on Gladiator, unlike Riftshards on any other carry hero, is that the whip-crit is a one chance deal. You either hit or you miss, and the difference between the two is huge. Other carries that attack ~2 times per second will inevitably have the average DPS ironed out by statistical predictability when using a Riftshards.
Luxury Items
Once you've completed the continued core, you will want start looking in to buying some luxury items.
Demonic Breastplate
http://www.heroesofnewerth.com/images/items/Item_DaemonicBreastplate.jpg
Cost: 5550
Ringmail: 550
Platemail: 1400
Warpcleft: 2100
Recipe: 1500
Passive Bonuses
+40 Attack Speed
+10 Armour
Aura
Target Type: Allies
Radius: 900 units
Aura Effects
+5 Armour
+15 Attack Speed
Enemy Aura
Target Type: Enemy units and structures
Radius: 900 units
Enemy Aura Effects
-5 Armour
The main reason for picking up Demonic Breastplate is that being the amazing farmer Gladiator is, you will likely have more items than any other carry in the game. Demonic Breatplate fixes what Gladiator lacks with his low Agility gain - Attack Speed and Armour. With the vast amount of damage you should have, Demonic Breasplate allows you to fight toe-to-toe with carries. "But this item gives you nothing for your whip", you say. Once you have Assassin's Shroud, Runed Axe and Riftshards there honestly isn't any items left that can make your whip that much stronger (sans Doombringer), and giving yourself some defensive power after buying all that pure damage is rather necessary.
Shrunken Head
http://www.heroesofnewerth.com/images/items/Item_Immunity.jpg
Cost: 3900
Mighty Blade: 1000
Rockhammer: 1600
Recipe: 1300
Passive Bonuses
+10 Strength
+24 Damage
Activation
Target Type: Self
Cooldown: 80 seconds
Applies Magic Immunity to self for 10 seconds and dispels debuffs.
The cooldown and duration of the activation are reduced by 5 seconds and 1 second respectively after each consequtive activation, with a minimum of 55 seconds and 5 seconds respectively.
Shrunken Head allows you to survive through teamfights and deal damage unempeded. This is only really necessary if you're facing a lot of heroes with Area of Effect stuns or stuns that won't go through immunity. If you're finding yourself unable to maneavour through team fights due to the number of stuns being thrown around, then picking this up would be a respectable choice. This also adds a total of 34 damage since Gladiator's main attribute is Strength. I only find myself needing this in very few games, and only as a luxury after Shroud/Rift.
Doombringer
http://www.heroesofnewerth.com/images/items/Item_Damage9.jpg
Cost: 5800
Sword of the High: 3400
Slayer: 2400
Passive Bonuses
+250 Damage
Drops on death
Riftshards + Doombringers + Flagellation = ???
...you know you want to.
Items to Avoid
http://www.heroesofnewerth.com/images/items/Item_WhisperingHelm.jpghttp://www.heroesofnewerth.com/images/items/Item_ElderParasite.jpghttp://www.heroesofnewerth.com/images/items/Item_Pierce.jpghttp://www.heroesofnewerth.com/images/items/Item_Lightning2.jpg
Lifesteal is useless. You don't deal damage through constant auto-attacks, you deal damage through whips and boats [chariots]. I can't see any reason to get Lifesteal, that's just not how Gladiator plays effectively.
Armor reduction is also useless, since the whip damage is true damage to everything except your main target.
Attack speed is not very effective, since Flagellation doesn't come off cooldown any faster than once every 4 seconds, and even Pebbles attacks fast enough to make use of that. It's still good once you're extremely farmed though, since Gladiator has pretty poor agility gain. When you have low attack speed, due to the diminishing returns nature of +Attack Speed it's still quite effective DPS wise to invest in an attack speed item such as Demonic Breastplate as a 4th or 5th item.
*Useless meaning sub-optimal