Larceny
01-05-2011, 09:50 AM
Caution: This guide is intended for 5v5 non-CM Forests of Calvadar game play. If you afraid of bright colours, this guide may scare you.
Bubbles
http://www.heroesofnewerth.com/images/heroes/125/icon_128.jpg
A powerful wizard once owned a pet turtle. Each day, the turtle watched and mimicked as the wizard practiced his spells. One day, the turtle fell into a magical pool and was transformed into more than a mere turtle. Now, centuries after his master died, Bubbles lives on, fighting the forces of evil.
Contents
Introduction
1.1 Introduction
1.2 Strengths/Weaknesses
1.3 Hero Roles
1.4 Basic Hero Stats
1.5 Advanced Hero Stats
Hero Abilities
2.1 Shell Surf
2.2 Song Of The Sea
2.3 Take Cover
2.4 Kelp Field
2.5 The Combo
2.6 Skill Builds
Early Game
3.1 Starting Items
3.2 Tactics
Mid Game
4.1 Core Items
4.2 Tactics
Late Game
5.1 Luxury/Late Items
5.2 Other Items Worth Mentioning
5.3 Items Not To Get
5.4 Tactics
Miscellaneous
6.1 Good Team Mates
6.2 Dangerous Enemies
6.3 Easy Targets/Counters
6.4 Shell Tricks/Maneouvres
6.5 Replays
[1.1] Introduction
Bubbles is a magical turtle who is an almost-direct port of Puck the Faerie Dragon from DotA (Defence of the Ancients). He is most effective at fulfilling supportive roles like ganking and initiating, so if you were looking to afk farm and carry your team with DPS items, you should pick another hero, like :scou:Scout, for instance. Whilst we’re on the matter, Bubbles was by no means created to be played as a damage absorbing “tank”, so when you teleport into the fray, positioning is key and missing the silence on one enemy could potentially be your demise. After all, he is centuries old. If this doesn’t sound like you, then it’s best to reconsider which hero you are going to learn to play.
[1.2] Strengths/Weaknesses
Strengths
+ Strong mid hero / solo hero
+ Decent range and damage
+ Fair survivability despite poor strength
+ Very good ganker and a solid initiator
+ Unique abilities
Weaknesses
- Low strength
- Loses effectiveness into late round
- Average damage output without level advantages
- Not an ideal babysitter, requires a bit of farm
[1.3] Hero Roles
The following are all qualities that Bubbles intrinsically exhibits. He is stronger at some than others.
Ganking: This is his main role. He has an amazing ability to take advantage of unprotected enemies and destroy them, earning himself and hopefully a fellow hero some gold. The great thing about Bubbles is that his Kelp Field lets the carry finish the job by forcing an enemy to stay in the area.
Initiating: His secondary role, especially late game when team fights can make or break your victory. Though there are better initiators like :behe:Behemoth or :temp:Tempest, he can still do an amazing job.
Supporting: He does not rely too heavily on items, and if you are constantly ganking and netting kills/assists, the core items are finished rather quickly. When it comes down to warding, Bubbles should take to the job unless there are even harder supports around like :plag:Plague Rider or :deme:Demented Shaman, to name a few.
Scouting: Shell Surf has huge range and a large radius of clear vision, which can grant vision over Kongor or up hills and distinguish ambushes that otherwise might've cost your team lives.
Pushing: Bubbles has two strong AoE spells for pushing lanes and destroying creep waves in a hot second. These also serve as good farming utilities.
Nuking: At level 16, he can quickly deal 720/920 magic damage in a radius of 400 which is quite substantial. At level 9, it's 620/720 with the right skills. While this isn't as much as a :pyro:Pyromancer, it's AoE is much superior.
Pseudo-disabling and immobilising: Bubbles is equipped with a damaging silence and an ultimate that forces the enemy to stay in the area for 5 seconds. This lets your team join you.
Bubbles should be played as a ganker/initiator, with a touch of support in the form of wards. His skills revolve around positioning, both himself and his enemies, and he is adept at bursting down enemies and taking advantage of poorly positioned heroes. He will always be up in the enemy's face, because that is where he thrives. Due to this, he has a bit of item dependancy in the way that items will help him survive being up in the enemy's grill, and that is why :glac:Glacius or :witc:Witch Slayer, for example, are better off doing most of the warding/counter-warding.
[1.4] Basic Hero Stats
Strength: 15 (+1.7) Poor - Very squishy
Agility: 22 (+1.7) Good - strangely high starting amount for an intel, though pointless
Intelligence: 25 (+2.4) Fair - lots of intel isn't really necessary for Bubbles anyway
Attack Range: 550 Good
Attack Damage: 45-50 Fair
Attacks per second: 0.72 Fair
Seconds per attack: 1.39 Fair
Movespeed: 295 Fair
Physical Armor: 2.52 (13% reduction) Fair
Magical Armor: 5.5 (25% reduction) Normal
[1.5] Advanced Hero Stats
Cast point/backswing: 0.1s/0.5s Very Good - almost no cast time on spells
Damage point/backswing: 0.5s/0.8s Average - Comparable to :soulr:Soul Reaper
Sight range day/night: 1800/1200 Above Average - 400 more sight than most other heroes at night
Missile Speed: 900ms Average - Comparable to :soulr:Soul Reaper
Turn Rate: 0.45s Average
Hero Skills
[2.1] Shell Surf
http://www.heroesofnewerth.com/images/heroes/125/ability1_128.jpg
Bubbles uses his Shell as the focus for a teleport spell. Bubbles's Shell slides toward his opponents, damaging anyone it strikes. Bubbles may choose to teleport to his Shell at any point in its journey.
Action Target Position
Type Enemy Units
Type: Magic
Range: 1,800
Radius: 225
Cast Time: 0.6 Seconds
Mana Cost: 150
Cooldown: 15.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Throws the Shell in the target direction, damaging all enemies in the radius for 70 / 140 / 210 / 280 Magic damage.
Using this ability again while the Shell is in mid-flight will teleport self to the Shell's current location. Grants 800 day and night clearvision while the Shell is active; vision lingers for 3.34 seconds after the Shell disappears.
http://img197.imageshack.us/img197/4834/5910148149952878.jpg
Usage: This ability is very versatile in its uses. It can be used as an AoE nuke, a farming utility, a teleport, and a scouting ability. Whilst the range and radius are 1,800 and 225 respectively, this means that you can damage enemies that are 2,025 units away! That is a huge distance. Furthermore, this ability will help you locate any pesky heroes juking you in the fog or the trees, as the Shell gives a large amount of clearvision (meaning unobstructed vision). Because the Shell moves reasonably slowly, you may have to aim ahead of the enemy, using prediction to position yourself and damage them correctly. There are a few special manoeuvres that Bubbles can do with his Shell that will be covered later.
Mechanics: Shell speed is 850ms. Teleporting to the Shell disjoints you, meaning you can evade certain projectiles with it, like :andr:Andromeda’s Comet or :hamm:Hammerstorm’s Hammer Throw.
[2.2] Song of the Sea
http://www.heroesofnewerth.com/images/heroes/125/ability2_128.jpg
Bubbles plays a resounding note on his conch, damaging and silencing any foes unlucky enough to be near.
Action Self Position
Type Enemy Units
Type: Magic
Cast Time: 0.6 Seconds
Mana Cost: 100 / 110 / 120 / 130
Cooldown: 20.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Deals 60 / 120 / 180 / 240 Magic damage to all enemy units in the 400 radius and applies Muted for .1 / 1 / 2 / 3 seconds.
Muted Effects
Silenced
http://img46.imageshack.us/img46/7928/5910148149537517.jpg
http://img25.imageshack.us/img25/7169/hvjv6uzooriginal.jpg
Usage: Song of the Sea should be used directly after porting into the middle of a bunch of heroes. Doing this allows you to instantly disable as many enemies as possible, denying them the chance to move out of range or to stop you casting any more spells. This is also your secondary nuke, which can be used to help burst down the enemy heroes.
[2.3] Take Cover
http://www.heroesofnewerth.com/images/heroes/125/ability3_128.jpg
Bubbles retreats into his enchanted Shell, becoming impervious to all forms of attack, whether magical or mundane.
Action Target Self
Type: Magic
Channeling Time: 0.5 Seconds
Mana Cost: 50 / 40 / 30 / 20
Cooldown: 6.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Grants invulnerability to all damage for duration of channel.
Can be toggled to auto-cast by right clicking. When set to auto-cast, this skill will automatically be used when Bubbles takes non-DOT damage, preventing that damage from being dealt.
The automatic use will not trigger if Bubbles becomes stunned or silenced.
Auto-casting:
http://img20.imageshack.us/img20/4940/ovzaqnoioriginal.jpg
http://img130.imageshack.us/img130/8774/84xkpr89original.jpg
Manual casting (better against stuns/disables):
http://img233.imageshack.us/img233/1262/io117qjroriginal.jpg
http://img151.imageshack.us/img151/8771/ic30lstoriginal.jpg
Usage: This is your free Void Talisman. This is your free Null Stone. This is your free self-cyclone. Whatever! You can avoid ALL sorts of damage and effects with Take Cover.
Mechanics: Take Cover has a cast point of 0, which means it is instantaneous and you don’t have to channel before using or anything like that. Take Cover doesn’t work exactly the same as Puck’s Phase Shift, which is the 1% difference between the two heroes. Whilst auto-casting Phase Shift allows you to negate stuns and ministun effects as well as damage (if I recall correctly), if you auto-cast in HoN, it won't block spells with stuns or ministuns attached, like :thun:'s blast.
[2.4] Kelp Field
http://www.heroesofnewerth.com/images/heroes/125/ability4_128.jpg
Arcane seaweed vines sprout from the ground, latching onto enemy heroes. Trying to escape the vines is futile - running causes them to snap, stunning and damaging their captive.
Action Target Position
Type Enemy Heroes
Type: Superior Magic
Range: 750
Radius: 400
Cast Time: 0.6 Seconds
Mana Cost: 100 / 150 / 200
Cooldown: 85.0 Seconds
Required Level: 6 / 11 / 16
Activation
All enemy heroes in the radius take 100 / 150 / 200 Magic damage and are stunned for .5 seconds instantly.
If they move more than 600 units away from the center of the effect, they are stunned for 1.5 / 2.25 / 3 seconds and take an additional 100 / 150 / 200 Magic damage. Lasts 5 seconds.
Also grants 800 day vision and 500 night vision around the Kelp Field for 5 seconds.
http://img27.imageshack.us/img27/5428/591014814985760.jpg
http://img705.imageshack.us/img705/2425/bmetzw12original.jpg
http://img812.imageshack.us/img812/3769/5910148149838779.jpg
Usage: Kelp Field will force your opponents to stay in the area, or risk taking extra damage and a hefty stun. This ability is great for letting your team catch up after you’ve initiated, and/or your carry to come in and take the kill after you’ve burst down the enemy. This skill has an effective range of 1150 (750 cast range + 400 radius) which is very good, and is also awesome at cancelling that Tempest/Devourer ultimate, which they thought they could get away with because they have a Shrunken Head. Not today...
Mechanics: If your enemy is immune to magic, they will still take the 0.5 seconds stun when you first cast it, but they won’t take any damage or an additional stun. That is what is meant by “Superior Magic”.
[2.5] The Combo
Shell Surf in > Song of the Sea > Kelp Field > (Take Cover)
This is for ideal initiation on a group of heroes, or hero, when ganking with your allies or initiating team fights. Shell Surf will allow you to teleport on top of the enemy, dealing damage. Song of the Sea will silence the enemies, dealing more damage. Kelp Field will ministun, deal damage and force the enemies to stay in the area, or risk taking more damage and stun. Take Cover if taking lots of damage from auto attacks or non-silenced foes. Overall damage at level 16: 720/920 magical damage.
[2.6] The Skill Build
There are two fairly conventional skill builds that can be used when playing Bubbles. There is also an unconventional build that can be used, but it's not as effective most of the time.
Defensive Build
1. Shell Surf
2. Take Cover
3. Shell Surf
4. Song of the Sea
5. Shell Surf
6. Kelp Field
7. Shell Surf
8. Song of the Sea
9. Song of the Sea
10. Song of the Sea
11. Kelp Field
12. Take Cover
13. Take Cover
14. Take Cover
15. Stats
16. Kelp Field
Allows for safer laning experience, especially when solo 1v2. One level of Take Cover to help negate some spells and projectiles, while maxing Shell Surf first is a safer harass and last hitting spell than Song of the Sea. Downside is that you won't have a reliable silence until level 8+ and your burst damage will be considerably lower than taking a more offensive route.
Offensive Build
1. Shell Surf
2. Song of the Sea
3. Shell Surf
4. Song of the Sea
5. Shell Surf
6. Kelp Field
7. Shell Surf
8. Song of the Sea
9. Song of the Sea
10. Take Cover
11. Kelp Field
12. Take Cover
13. Take Cover
14. Take Cover
15. Stats
16. Kelp Field
If you have full lane control, or are solo mid, this is a great build as it provides the most amount of burst damage. Only problem is if you are dealing with stuns and spells that you could otherwise easily dodge with Take Cover.
Unconventional build
1. Shell Surf
2. Take Cover
3. Song of the Sea
4. Song of the Sea
5. Song of the Sea
6. Kelp Field
7. Song of the Sea
8. Shell Surf
9. Shell Surf
10. Shell Surf
11. Kelp Field
12. Take Cover
13. Take Cover
14. Take Cover
15. Stats
16. Kelp Field
Not a common build, but is viable if you really need that silence early on.
Bubbles
http://www.heroesofnewerth.com/images/heroes/125/icon_128.jpg
A powerful wizard once owned a pet turtle. Each day, the turtle watched and mimicked as the wizard practiced his spells. One day, the turtle fell into a magical pool and was transformed into more than a mere turtle. Now, centuries after his master died, Bubbles lives on, fighting the forces of evil.
Contents
Introduction
1.1 Introduction
1.2 Strengths/Weaknesses
1.3 Hero Roles
1.4 Basic Hero Stats
1.5 Advanced Hero Stats
Hero Abilities
2.1 Shell Surf
2.2 Song Of The Sea
2.3 Take Cover
2.4 Kelp Field
2.5 The Combo
2.6 Skill Builds
Early Game
3.1 Starting Items
3.2 Tactics
Mid Game
4.1 Core Items
4.2 Tactics
Late Game
5.1 Luxury/Late Items
5.2 Other Items Worth Mentioning
5.3 Items Not To Get
5.4 Tactics
Miscellaneous
6.1 Good Team Mates
6.2 Dangerous Enemies
6.3 Easy Targets/Counters
6.4 Shell Tricks/Maneouvres
6.5 Replays
[1.1] Introduction
Bubbles is a magical turtle who is an almost-direct port of Puck the Faerie Dragon from DotA (Defence of the Ancients). He is most effective at fulfilling supportive roles like ganking and initiating, so if you were looking to afk farm and carry your team with DPS items, you should pick another hero, like :scou:Scout, for instance. Whilst we’re on the matter, Bubbles was by no means created to be played as a damage absorbing “tank”, so when you teleport into the fray, positioning is key and missing the silence on one enemy could potentially be your demise. After all, he is centuries old. If this doesn’t sound like you, then it’s best to reconsider which hero you are going to learn to play.
[1.2] Strengths/Weaknesses
Strengths
+ Strong mid hero / solo hero
+ Decent range and damage
+ Fair survivability despite poor strength
+ Very good ganker and a solid initiator
+ Unique abilities
Weaknesses
- Low strength
- Loses effectiveness into late round
- Average damage output without level advantages
- Not an ideal babysitter, requires a bit of farm
[1.3] Hero Roles
The following are all qualities that Bubbles intrinsically exhibits. He is stronger at some than others.
Ganking: This is his main role. He has an amazing ability to take advantage of unprotected enemies and destroy them, earning himself and hopefully a fellow hero some gold. The great thing about Bubbles is that his Kelp Field lets the carry finish the job by forcing an enemy to stay in the area.
Initiating: His secondary role, especially late game when team fights can make or break your victory. Though there are better initiators like :behe:Behemoth or :temp:Tempest, he can still do an amazing job.
Supporting: He does not rely too heavily on items, and if you are constantly ganking and netting kills/assists, the core items are finished rather quickly. When it comes down to warding, Bubbles should take to the job unless there are even harder supports around like :plag:Plague Rider or :deme:Demented Shaman, to name a few.
Scouting: Shell Surf has huge range and a large radius of clear vision, which can grant vision over Kongor or up hills and distinguish ambushes that otherwise might've cost your team lives.
Pushing: Bubbles has two strong AoE spells for pushing lanes and destroying creep waves in a hot second. These also serve as good farming utilities.
Nuking: At level 16, he can quickly deal 720/920 magic damage in a radius of 400 which is quite substantial. At level 9, it's 620/720 with the right skills. While this isn't as much as a :pyro:Pyromancer, it's AoE is much superior.
Pseudo-disabling and immobilising: Bubbles is equipped with a damaging silence and an ultimate that forces the enemy to stay in the area for 5 seconds. This lets your team join you.
Bubbles should be played as a ganker/initiator, with a touch of support in the form of wards. His skills revolve around positioning, both himself and his enemies, and he is adept at bursting down enemies and taking advantage of poorly positioned heroes. He will always be up in the enemy's face, because that is where he thrives. Due to this, he has a bit of item dependancy in the way that items will help him survive being up in the enemy's grill, and that is why :glac:Glacius or :witc:Witch Slayer, for example, are better off doing most of the warding/counter-warding.
[1.4] Basic Hero Stats
Strength: 15 (+1.7) Poor - Very squishy
Agility: 22 (+1.7) Good - strangely high starting amount for an intel, though pointless
Intelligence: 25 (+2.4) Fair - lots of intel isn't really necessary for Bubbles anyway
Attack Range: 550 Good
Attack Damage: 45-50 Fair
Attacks per second: 0.72 Fair
Seconds per attack: 1.39 Fair
Movespeed: 295 Fair
Physical Armor: 2.52 (13% reduction) Fair
Magical Armor: 5.5 (25% reduction) Normal
[1.5] Advanced Hero Stats
Cast point/backswing: 0.1s/0.5s Very Good - almost no cast time on spells
Damage point/backswing: 0.5s/0.8s Average - Comparable to :soulr:Soul Reaper
Sight range day/night: 1800/1200 Above Average - 400 more sight than most other heroes at night
Missile Speed: 900ms Average - Comparable to :soulr:Soul Reaper
Turn Rate: 0.45s Average
Hero Skills
[2.1] Shell Surf
http://www.heroesofnewerth.com/images/heroes/125/ability1_128.jpg
Bubbles uses his Shell as the focus for a teleport spell. Bubbles's Shell slides toward his opponents, damaging anyone it strikes. Bubbles may choose to teleport to his Shell at any point in its journey.
Action Target Position
Type Enemy Units
Type: Magic
Range: 1,800
Radius: 225
Cast Time: 0.6 Seconds
Mana Cost: 150
Cooldown: 15.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Throws the Shell in the target direction, damaging all enemies in the radius for 70 / 140 / 210 / 280 Magic damage.
Using this ability again while the Shell is in mid-flight will teleport self to the Shell's current location. Grants 800 day and night clearvision while the Shell is active; vision lingers for 3.34 seconds after the Shell disappears.
http://img197.imageshack.us/img197/4834/5910148149952878.jpg
Usage: This ability is very versatile in its uses. It can be used as an AoE nuke, a farming utility, a teleport, and a scouting ability. Whilst the range and radius are 1,800 and 225 respectively, this means that you can damage enemies that are 2,025 units away! That is a huge distance. Furthermore, this ability will help you locate any pesky heroes juking you in the fog or the trees, as the Shell gives a large amount of clearvision (meaning unobstructed vision). Because the Shell moves reasonably slowly, you may have to aim ahead of the enemy, using prediction to position yourself and damage them correctly. There are a few special manoeuvres that Bubbles can do with his Shell that will be covered later.
Mechanics: Shell speed is 850ms. Teleporting to the Shell disjoints you, meaning you can evade certain projectiles with it, like :andr:Andromeda’s Comet or :hamm:Hammerstorm’s Hammer Throw.
[2.2] Song of the Sea
http://www.heroesofnewerth.com/images/heroes/125/ability2_128.jpg
Bubbles plays a resounding note on his conch, damaging and silencing any foes unlucky enough to be near.
Action Self Position
Type Enemy Units
Type: Magic
Cast Time: 0.6 Seconds
Mana Cost: 100 / 110 / 120 / 130
Cooldown: 20.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Deals 60 / 120 / 180 / 240 Magic damage to all enemy units in the 400 radius and applies Muted for .1 / 1 / 2 / 3 seconds.
Muted Effects
Silenced
http://img46.imageshack.us/img46/7928/5910148149537517.jpg
http://img25.imageshack.us/img25/7169/hvjv6uzooriginal.jpg
Usage: Song of the Sea should be used directly after porting into the middle of a bunch of heroes. Doing this allows you to instantly disable as many enemies as possible, denying them the chance to move out of range or to stop you casting any more spells. This is also your secondary nuke, which can be used to help burst down the enemy heroes.
[2.3] Take Cover
http://www.heroesofnewerth.com/images/heroes/125/ability3_128.jpg
Bubbles retreats into his enchanted Shell, becoming impervious to all forms of attack, whether magical or mundane.
Action Target Self
Type: Magic
Channeling Time: 0.5 Seconds
Mana Cost: 50 / 40 / 30 / 20
Cooldown: 6.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Grants invulnerability to all damage for duration of channel.
Can be toggled to auto-cast by right clicking. When set to auto-cast, this skill will automatically be used when Bubbles takes non-DOT damage, preventing that damage from being dealt.
The automatic use will not trigger if Bubbles becomes stunned or silenced.
Auto-casting:
http://img20.imageshack.us/img20/4940/ovzaqnoioriginal.jpg
http://img130.imageshack.us/img130/8774/84xkpr89original.jpg
Manual casting (better against stuns/disables):
http://img233.imageshack.us/img233/1262/io117qjroriginal.jpg
http://img151.imageshack.us/img151/8771/ic30lstoriginal.jpg
Usage: This is your free Void Talisman. This is your free Null Stone. This is your free self-cyclone. Whatever! You can avoid ALL sorts of damage and effects with Take Cover.
Mechanics: Take Cover has a cast point of 0, which means it is instantaneous and you don’t have to channel before using or anything like that. Take Cover doesn’t work exactly the same as Puck’s Phase Shift, which is the 1% difference between the two heroes. Whilst auto-casting Phase Shift allows you to negate stuns and ministun effects as well as damage (if I recall correctly), if you auto-cast in HoN, it won't block spells with stuns or ministuns attached, like :thun:'s blast.
[2.4] Kelp Field
http://www.heroesofnewerth.com/images/heroes/125/ability4_128.jpg
Arcane seaweed vines sprout from the ground, latching onto enemy heroes. Trying to escape the vines is futile - running causes them to snap, stunning and damaging their captive.
Action Target Position
Type Enemy Heroes
Type: Superior Magic
Range: 750
Radius: 400
Cast Time: 0.6 Seconds
Mana Cost: 100 / 150 / 200
Cooldown: 85.0 Seconds
Required Level: 6 / 11 / 16
Activation
All enemy heroes in the radius take 100 / 150 / 200 Magic damage and are stunned for .5 seconds instantly.
If they move more than 600 units away from the center of the effect, they are stunned for 1.5 / 2.25 / 3 seconds and take an additional 100 / 150 / 200 Magic damage. Lasts 5 seconds.
Also grants 800 day vision and 500 night vision around the Kelp Field for 5 seconds.
http://img27.imageshack.us/img27/5428/591014814985760.jpg
http://img705.imageshack.us/img705/2425/bmetzw12original.jpg
http://img812.imageshack.us/img812/3769/5910148149838779.jpg
Usage: Kelp Field will force your opponents to stay in the area, or risk taking extra damage and a hefty stun. This ability is great for letting your team catch up after you’ve initiated, and/or your carry to come in and take the kill after you’ve burst down the enemy. This skill has an effective range of 1150 (750 cast range + 400 radius) which is very good, and is also awesome at cancelling that Tempest/Devourer ultimate, which they thought they could get away with because they have a Shrunken Head. Not today...
Mechanics: If your enemy is immune to magic, they will still take the 0.5 seconds stun when you first cast it, but they won’t take any damage or an additional stun. That is what is meant by “Superior Magic”.
[2.5] The Combo
Shell Surf in > Song of the Sea > Kelp Field > (Take Cover)
This is for ideal initiation on a group of heroes, or hero, when ganking with your allies or initiating team fights. Shell Surf will allow you to teleport on top of the enemy, dealing damage. Song of the Sea will silence the enemies, dealing more damage. Kelp Field will ministun, deal damage and force the enemies to stay in the area, or risk taking more damage and stun. Take Cover if taking lots of damage from auto attacks or non-silenced foes. Overall damage at level 16: 720/920 magical damage.
[2.6] The Skill Build
There are two fairly conventional skill builds that can be used when playing Bubbles. There is also an unconventional build that can be used, but it's not as effective most of the time.
Defensive Build
1. Shell Surf
2. Take Cover
3. Shell Surf
4. Song of the Sea
5. Shell Surf
6. Kelp Field
7. Shell Surf
8. Song of the Sea
9. Song of the Sea
10. Song of the Sea
11. Kelp Field
12. Take Cover
13. Take Cover
14. Take Cover
15. Stats
16. Kelp Field
Allows for safer laning experience, especially when solo 1v2. One level of Take Cover to help negate some spells and projectiles, while maxing Shell Surf first is a safer harass and last hitting spell than Song of the Sea. Downside is that you won't have a reliable silence until level 8+ and your burst damage will be considerably lower than taking a more offensive route.
Offensive Build
1. Shell Surf
2. Song of the Sea
3. Shell Surf
4. Song of the Sea
5. Shell Surf
6. Kelp Field
7. Shell Surf
8. Song of the Sea
9. Song of the Sea
10. Take Cover
11. Kelp Field
12. Take Cover
13. Take Cover
14. Take Cover
15. Stats
16. Kelp Field
If you have full lane control, or are solo mid, this is a great build as it provides the most amount of burst damage. Only problem is if you are dealing with stuns and spells that you could otherwise easily dodge with Take Cover.
Unconventional build
1. Shell Surf
2. Take Cover
3. Song of the Sea
4. Song of the Sea
5. Song of the Sea
6. Kelp Field
7. Song of the Sea
8. Shell Surf
9. Shell Surf
10. Shell Surf
11. Kelp Field
12. Take Cover
13. Take Cover
14. Take Cover
15. Stats
16. Kelp Field
Not a common build, but is viable if you really need that silence early on.