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turdle
09-01-2009, 06:09 AM
WARBEAST, LORD OF WOLVES AND FORESTS.

This hero might not be top tier, but i feel hes still very valid as a jungler, where his ability shines over most other heroes with the exceptions of a few in terms of speed (Zephyr, Ophelia) He has other pros that those heroes lack.

First and foremost visit this great general jungle guide in addition to a good legionnaire guide, to get some jungling basics down, as well as learn how to place wards to avoid ganks etc.

http://forums.heroesofnewerth.com/showthread.php?t=11992

Every point regarding jungling in this guide is valid.

Pros/Cons with a jungling warbeast
-Common jungling pros are in place, Extra xp for your team etc (Requires 2 strong laners on team)
-Really able to carry dps lategame makes his position as a jungler somewhat unique
-Ultimate great for avoiding ganks aswell as leaving the jungle to chase down enemy heroes if needed
-Able to solo the magic immune creeps very early compared to other junglers
-Invis wolves great for scouting and can be used effectively to avoid ganks when enemy heroes are missing.
-High potential speed in jungle depending on your skill, you can use wolves to pull creepcamps where you're currently not creeping for additional creeps

-Not as effective a jungler as some heroes, meaning you will probably let tempest and others take your place in jungle if they want.
-Not able to jungle from the getgo, usually takes until level 3-5 to be able to jungle effectively


Skillbuild

QEQEQRQE and from there whatever you feel like getting stats last. Aura is superior when jungling in that it requires no mana but still speeds your creeping a fair bit, since you will want to use all your mana to keep wolves up at all times, which is no problem at all with a few manapots in addition to Ring of the Teacher and later Abyssal Skull

Items

Starting items/earlygame

http://img.photobucket.com/albums/v169/snagg3r/HoNItems/supplies/monkeycourier.jpghttp://img.photobucket.com/albums/v169/snagg3r/HoNItems/supplies/item12runesofblight.jpghttp://img.photobucket.com/albums/v169/snagg3r/HoNItems/supplies/manapotion.jpghttp://img.photobucket.com/albums/v169/snagg3r/HoNItems/supplies/manapotion.jpg 390 Gold and then http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Weapons/guardianring.jpg or http://img.photobucket.com/albums/v169/snagg3r/HoNItems/accessories/minortotem.jpgx3


If you don't have to get courier because someone else gets it you can open diffrently, however you will use your courier quite frequently so getting your own is not a bad idea. The mana pots will be used when jungling to be able to keep wolves up at all times. You might need another one or two manapots in the course of the game before your own manareg will take care of everything.


After laning to level 3/5, making sure youre at full mana or with fresh wolves the time has come to enter the forests of caldavar! Make sure you bring a set of
http://img.photobucket.com/albums/v169/snagg3r/HoNItems/supplies/wardofsight.jpg in addition to making sure you always carry atleast one
http://img.photobucket.com/albums/v169/snagg3r/HoNItems/supplies/homecomingstone.jpg To avoid ganks aswell as teleporting if you are absolutely needed to help out elsewhere.

The wards are really mandatory against anything but poopposition, that recognizes a left alone jungler as the threat it poses. You will have to avoid ganks and wards are one of the most effective ways of doing so. See the legionnaire guide linked above for good pointers on where to place wards.

http://img.photobucket.com/albums/v169/snagg3r/HoNItems/supplies/wingedcourier.jpg Upgrading your courier should not be underestimated since getting it killed with valuable items on it is probably the worst and most frustrating thing that can happen to you

Midgame and on

http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Supportive/abyssalskull.jpgAbyssal Skull
http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Initiation/item7steamboots.jpgStr
http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Combative/item9insanitarius.jpgInsanitarius
http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Morph%20Attacks/brutalizer.jpgBrutalizer

(if you're up against behemoth or pharaoh you might want to consider geting enhanced marchers, since you can phase through mummys/rifts, otherwise you dont really need the movementspeed boost since you have your ult that gives you max movement and you want the damage output from steamboots)

Abyssal skull will give you a really good damage boost for you and your wolves, that stacks with your own damage aura. Also gives lifesteal and needed manaregeneration.

Steamboots increases damageoutput and speed (duh). Insanitarus is great for every strength DPS charater there is and Warbeast is certainly no exception. Gives good IAS bonus aswell to go well with brutalizer, which some people may disagree on, but i really feel the 25% bash coupled with your great IAS and being a strength hero is good.

Another big pro with this build is that it's ganking proof. Items consist of cheap parts that you buy as soon as you can afford all the time, and bring safely to your hero without getting your courier killed. This also results in upgrades that make you dangerous throughout the game, in contrary to popular Zephyr junglebuild with mock of brilliance, which leaves a huge gap where the hero is not really a big threat.

You might have to start helping out before you can finish your brutalizer, don't hesitate to do so, aslong as you're staying alive you'll get where yo uwant to and have a significant item advantage over other heroes even if forced to help your team out.

Situational items include http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Protective/shrunkenhead.jpg http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Protective/shamansheaddress.jpg and in some rare cases http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Protective/nullstone.jpg

If these are needed, don't be stupid and put them off for too long, but you will rarely have to get them before insanitarius.

Luxury items

You will most likely afford atleast one of these before the game ends (also have situational items in mind, you will probably want one of them more often than not)

http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Protective/symbolofrage.jpgSymbol of rage

http://img.photobucket.com/albums/v169/snagg3r/HoNItems/Protective/item12behemothsheart.jpgBehemoth's Heart

These are the two i prefer before savage mace/flayer which are good items too, but i feel these offer more all around. You have a 25% base damage aura meaning strength gives good damage bonus, in addition to 15% bonus damage from abyssal skull. Your damage will not be your problem at this point as much as staying in the fight, which these two really help with.


General Warbeast pointers

Warbeast offers some nice flavor to jungling that other heroes lack. You will be able to clear the very hard groups of creeps as early as level 7 with maxed out wolves easily. Many opponents does not consider this, making it a relatively safe place for you to creep with very high yeild. Be very careful though with clearing the group inside enemy territory, while it might be tempting, you will be crossing a place where wards are common. I suggest trying it once paying close attention to enemy hero movements in lanes, if they let you, exploit it since it's very good gold and allows the forest to spawn new creeps without you having to ever wait for respawns.

Another thing to keep in mind is that even though your wolves does a great job tanking for you making you tough to gank you and your wolves make three, which makes the creeps cast pretty nasty spells. Myself coming from a wc3 backround having never played dota does not see creeping two groups simultaeniously as much of a hassle and with a little practise it will become easy.

If you see a creepgroup early on where you want to avoid spells, use one of your wolves to scout if needed, or use it to hurt another creep group, while only using one wolf with your hero to clear the current group. Try to only hurt enemy creeps since you will want the experience and not only the gold, finishing them off when your hero is in range.

Keeper of the forest is a junglers enemy, You have to see him as a threat and counter all his trees you can spot with http://img.photobucket.com/albums/v169/snagg3r/HoNItems/supplies/item12runesofblight.jpg

Don't let one or two ganks break your morale. It will take more than that to make you a minor threat, especially if you are managing your items well and making sure you have as little gold as possible in your pockets.

The last thing i can come up with worth noting is that you can easily solo kongor once you get your brutalizer. It takes about a minute, but since you can solo it and the game is most likely in the laning phase chances are you will get an opportunity. If you do, take it since the rewards are really worthwhile.

Know that the main diffrence between a good and a bad player is in the gambling. Really calculate the risks you take and never do stuff because you're just hoping the heroes you dont see on your minimap isn't after you.

Wrote this out of boredom and proofreading bores me so i won't. Sorry for any spelling mistakes or shitty language. Also Nome is not allowed in this thread ever.

If theres another warbeast junglethread i apologize but i looked through 10 or so pages and found nothing.

Hyd
09-01-2009, 07:44 AM
good guide, thx

Xzarr
09-01-2009, 08:59 AM
Staying in a lane till level 3 etc is a terrible idea, just alternate between pulling creep camps (Top for hellbourne and bottom for Legion) and the "noob" camps with snotters etc, really doesn't take that long to level and enables your extra solo to get exp quicker.

turdle
09-01-2009, 11:06 AM
people blow up small **** to make it into big "points" in reality it does not matter much. With most hero laning to atleast level 3 is preferrable.

theqat
09-02-2009, 12:16 PM
Like most things, it's a gray area. You can stay in the lane briefly unless there's serious risk of giving up Bloodlust.

One thing I've found fun/funny with Warbeast is to watch for the first top rune and pick it if it's Illusion. You can run into the top lane heroes with five units (yourself/two illusions/two wolves) immediately and if you have a stun hero in your lane, you'll likely make Bloodlust yourself. If you're feeling ambitious with your micro (and you should be, because you'll never do these things if you don't try), try to block the hero from running away with one of the Illusions.

Mordiggian
09-02-2009, 01:11 PM
http://forums.heroesofnewerth.com/showthread.php?t=6207 Excellent Jungle Beast guide by Nome. Yours isn't bad, but I'd like to point out that you can solo Kongor at level 9, after just Abyssal Skull and Steamboots. I actually wrote a post about my method, let me look it up really quickly... Here we go:


I've solo'd Kongor more than a few times at 9, this is how I do it. I initiate the fight, letting Kongor beat on me until I'm about 66% health, then back off so he attacks one of the hounds. (Note, when you back off a unit to get focus changed, get them back in there ASAP. You need all the damage on Kongor that you can get). Once that hound is near death, back him AND Warbeast out so Kongor attacks the other hound. Once THAT hound is nearly dead, you should have better health (Like 85%), so back the hounds off and let Kongor attack you. By this point, The cooldown on Hounds should be almost up, so back off when there's like 5 seconds left (just WB, leave the hounds) and let Kongor kill the hounds, then summon two more and repeat. The whole idea is to keep the hounds alive until the cooldown is up, then letting them die and summoning two more, all while constantly dealing the most damage possible. Even when I get everything off perfectly, I generally only have about 5-10% health left (once I had 10. TEN! Points, not percent.)At that point, if you don't have metamorphosis yet (you should) level it, then immediately use it and get the hell outta dodge, because if the enemy team isn't completely stupid, they'll be coming down on you with a vengeance. Don't forget the token, though!

EDIT: One think to remember is, obviously, Kongor's stun. Another is that his attack range is deceptively high. I've had many times where I go to move a hound away from him before he kills it, only to have the final hit before he would change targets stun the hound, and I can't count how many times I've moved a hound away in what I though was enough time, only to have one long range attack kill it. Thus, you generally want to move the hound (and yourself!) away from Kongor BEFORE it's nearly dead. You'll figure out when to move it through practice, can't give you an exact point.

ElementUser
09-02-2009, 01:32 PM
Why Brutalizer as a core item?

Yay a reference to my guide :D

theqat
09-02-2009, 01:43 PM
When it comes to Kongor, it may be beneficial to simply start the fight when the Hellhound cooldown is already half done.