bracken
02-01-2011, 04:38 PM
THIS DRAFT HAS BEEN MOVED TO THE GUIDES (http://forums.heroesofnewerth.com/forumdisplay.php?f=53) FORUM FOR PEER REVIEW
http://i55.tinypic.com/2d13f6h.jpg
by bracken
Version 0.9
Per Version 2.0.10, 5x5 Forests of Cavaldar
Revised 02/07/2011
#000 Table of Contents
This guide is broken down into a few easy-to-read sections:
#001 Starting Stats Breakdown
#002 Ability Breakdown
#003 Suggested Skill Build
#004 Recommended Items
#005 Complimentary Heroes
#006 Worst Enemies
#007 Strategy & Synergy
#008 Notes & Updates
#001 Starting Stats Breakdown
Despite being an Agility hero, Flint is not as tough as his face looks. Initially, FB is not a well-armored opponent, though his increasing agility does boost physical resistance some. Combined with a slower starting run speed and relatively low Strength stat (which does not increase much per-level), Flint does well by keeping his foes at a distance. Here is a breakdown of the basic starting stats:
Faction & Primary Stat
Legion Agility
Attack Type
Damage Type: Physical, Ranged
Base Damage: 36-42
^^ Flint has a lower starting damage which can make last-hits difficult early in the match. This can be overcome with agility and damage item purchases. Flint's strong per-level Agility stat increase and Hollowpoint Shells also contribute.
Base Attacks/sec: 0.71
^^ Flint's attack/sec tarts slower but will become one of Flint's defining traits through level-up and agility-boosting item increases.
Base Stats/Per-level Gain
16 / +1.7 Strength
-- With a lower per-level gain, Flint is a softer (not softest) target throughout the match.
21 / +2.9 Agility
++ A excellent per-level gain without items yields more Physical Armor and more frequent Regular attacks.
15 / +2.6 Intelligence
++ A substantial per-level gain allows for multiple Explosive Flares and/or Money Shots as the game progresses.
Armor
2
11% Physical Damage Reduction
^^ This will grow with added agility, though Flint remains a softer target throughout the match.
Magic Armor
5.5
25% Magic Damage Reduction
^^ Only buy items for this resistance if your enemies are heavy on Magic Damage.
Base Health & Mana
Health: 454
-- Flint enters the battlefield a soft target.
Mana: 195
Return to #000 Table of Contents
#002 Ability Breakdown
Flint Beastwood comes with two usable abilities: the AoE Magic DoT w/ direct damage that slows movement, Explosive Flare, and a single-target skill-shot which deals massive Magic Damage. Beastwood also garners two passive skills that increase his auto-attack range and add a passive chance to mini-stun with bonus damage. Here is a breakdown of what you need to know about Flint's skills:
http://www.heroesofnewerth.com/images/heroes/163/ability1_128.jpg
Explosive Flare
Damage Type: Initial Magic Damage, then AoE DoT Magic Damage
Cast Range: 800 Units
Cast Time: 0.8 Seconds
Mana Cost: 120
Damage Radius: 300 Units
Cooldown: 14.0 Seconds
On Activation:
Flint fires a flare at the target location instantly dealing 25/50/75/100 Magic damage to units and buildings and then dealing 75/150/225/300 Magic damage over 2 seconds. The flare gives vision over the area for 4 seconds and applies Flared to all units in the area.
Flared Effects:
14%/20%/26%/32% Movement SlowExample:
http://i53.tinypic.com/5ofeo1.jpg (http://i53.tinypic.com/21jy52u.jpg)
Notes:
This is Flint's bread and butter. Explosive Flare is what gives Flint a chance to escape from danger, to save allies giving chase and to initiate ganks. A slowed target allows Flint more time to dish out damage with his auto attacks. Used correctly, the DoT and numerous auto-attacks can leave all but the strongest opponents healthy enough to survive Beastwood's Money Shot. Applying skill points to this early are a must for almost every match.
http://www.heroesofnewerth.com/images/heroes/163/ability2_128.jpg
Hollowpoint Shells
Damage Type: Single-target Physical (unchanged), Regular attacks
On Attack:
Adds 25%/30%/35%/40% chance that auto-attack shots will explode on contact dealing 20/30/40/50 bonus Physical damage and stunning the target for 0.05/0.1/0.2/0.2 seconds.Example:
http://i56.tinypic.com/bea1on.jpg (http://i54.tinypic.com/2epovpw.jpg)
Notes:
This ability is amazing for added damage and does not count as an attack modifier. Because the chance to proc is low to begin and because Flint doesn't start attacking fast enough for the procs to make a drastic difference, Hollowpoint Shells become more useful as you buff Flint's agility. The mini-stun become a great way to interrupt channeled abilities such as Tempests Elemental Void or Electricians Static Grip. The bonus damage helps with last-hitting creeps and 'seasoning' enemy heroes for the kill. One point into this early won't hurt, though focus on other abilities before banking on this bonus is often more useful.
http://www.heroesofnewerth.com/images/heroes/163/ability3_128.jpg
Dead Eye
Damage Type: Single-target Physical (unchanged), Regular attacks
Passive Effect:
Increases Regular attack range by 60/120/180/240 units.
Levels 3 and 4 place Flint outside the reach of towers.Example:
http://i52.tinypic.com/11t5w8m.jpg (http://i52.tinypic.com/10pvx1i.jpg)
Notes:
Dead Eye should be one of the first two abilities a good Flint trains. Without [I]Dead Eye, Flint's starting attack range is 570 units which actually puts him within reach of many other powerful ranged heroes. Dead Eye is especially helpful early in the match because it allows Flint to safely and effectively harass enemies in his lane, which is great for supporting a melee lane partner. It also helps by putting Flint in safer positions for focusing on last-hits and denies, and makes attacking towers less risky.
http://www.heroesofnewerth.com/images/heroes/163/ability4_128.jpg
Money Shot
Damage Type: Single-target Superior Magic
Cast Range: 1,500/2,000/2,500 Units
Channeling Cast Time: 1.7 Seconds
Damage: 355/505/655
Mana Cost: 175/275/375
Cooldown: 20/15/10 Seconds
On Activation:
Upon selecting an in-range target, Beastwood takes a moment to line up his shot and then fires a devastating round that always hits its target. Aiming the shot is channeled and can be interrupted by stuns, however the ability is not used (placed into cool-down) until the shot is fired. A 0.2 second mini-stun is applied to the target when hit. Adds 1800 day vision and 800 night vision to the target while active.Example:
http://i54.tinypic.com/rbbfas.jpg (http://i52.tinypic.com/nzizjc.jpg)
Notes:
Money Shot is a powerful ultimate not only because of its damage; Flint Beastwood can soften up squishy targets before the fight even starts and excels at finishing off fleeing foes because of its powerful range. The low cool-down for the ability also means that Beastwood can fire off a second Money Shot in longer confrontations so long as his Mana pool is not expended. While Flint's Mana pool grows significantly faster than does his health, the Mana cost for the ability scales which makes it more difficult to use repeatedly. Because this ability has to be channeled before firing, Mr. Beastwood is vulnerable while he takes aim. Make sure you are safely away from your target before firing or wait until your opponents have used their stuns to ensure a completed shot in CQB situations.
Return to #000 Table of Contents
#003 Suggested Skill Build
Basic Build:
Level 1 - Dead Eye
Level 2 - Explosive Flare
Level 3 - Dead Eye
Level 4 - Explosive Flare
Level 5 - Explosive Flare
Level 6 - Money Shot (Ultimate)
Level 7 - Dead Eye or Explosive Flare
Level 8 - Explosive Flare or Dead Eye
Level 9 - Hollowpoint Shells
Level 10 - Hollowpoint Shells
Level 11 - Money Shot (Ultimate)
Level 12 - Dead Eye
Level 13 - Hollowpoint Shells
Level 14 - Hollowpoint Shells
Level 15 - Stats
Level 16 - Money Shot (Ultimate)
Level 17-25 - Stats
Alternate Build
Level 1 - Explosive Flare
Level 2 - Dead Eye
Level 3 - Explosive Flare
Level 4 - Dead Eye
Level 5 - Hollowpoint Shells
Level 6 - Money Shot (Ultimate0
Level 7 - Hollowpoint Shells
Level 8 - Explosive Flare
Level 9 - Dead Eye
Level 10 - Explosive Flare
Level 11 - Money Shot (Ultimate)
Level 12 - Dead Eye
Level 13 - Hollowpoint Shells
Level 14 - Hollowpoint Shells
Level 15 - Stats
Level 16 - Money Shot (Ultimate)
Level 17-25 - Stats
Suffice it to say that there is more than one way to build any hero, the following will: Outline a general build order that will help noobs familiarize themselves with the hero and mechanics, keep the player involved at the very least as a supportive team player and ensure that whomever plays Flint has an understanding of how s/he contributions early, mid and late game. Regardless of weather Flint is taking the middle lane solo or partnering up, each of the above builds should prove effective in playing a strong Flint.
On Explosive Flare:
Explosive Flare is easily the most important pre-ultimate (before level 6) ability to have in any match as the AoE DoT and movement slow will provide light CC to assist teammates in ganks and allow for escapes in some instances. Once it reaches Rank 3 it becomes especially useful for farming creeps and some neutrals as well. It should also be noted that Flare does damage to buildings, making it an ideal way for players to get the last hit on towers for a added gold bonus. Also, Flare does Magic Damage so avoid using it as a damage tool against certain heroes (Devourer comes to mind) and instead use it to slow targets, DoT groups of enemies and as an escape mechanism for you and teammates.
On Dead Eye:
Dead Eye being the other important early game skill, it allows Flint to easily and safely harass most enemies and to some extent farm creeps. Rank 3 and 4 place Flint outside of the attack range of towers which is great for chipping away HP while a tower is busy targeting something else. It should be noted that Flint does not see as far as he can shoot with this ability at Rank 3 and 4. This means if you do not have creeps, teammates or wards attacking/revealing a tower, Beastwood must close to visual range in order to fire which coincidentally puts him inside of tower range. This ability does not make changes to the Damage Type for Flint's attacks.
On Hollowpoint Shells:
Hollowpoint Shells can be thrown into the leveling mix as you see fit but generally speaking are not useful early on in a match as the chance to proc is low and because Flint is still attacking at a relatively slow rate. Mid to late game is when Hollowpoint Shells really shine as Flint should have items (along with level up increases) that boost his agility and thus his attack speed. The mini-stun is perfect for interrupting channeled spells such as Tempest's Elemental Void, Electrician's Static Grip, Pollywog Priest's Tongue Tied, Devourer's Devour and even stops a hero trying to escape with a Homecoming Stone. The bonus physical damage will make last-hitting creeps easier too. The bonus damage is of type Physical; armor-deficient heroes will feel a kick when these hit.
On Money Shot:
Last of Flint's abilities is the one that garners him the most fame: Money Shot. The range on this ability, which starts at 1500 units, allows for a big direct-damage shot against heroes while they are unable to see you, let alone hit you. Money Shot should be picked up as soon as possible at each rank (so levels 6, 11 and 16). The short cool down on this ability (20/15/10 seconds) allow Money Shot to be used to frighten off tough opponents in your lane (allowing you or a teammate to get some farming done). Additionally, this ability is a great way to soften up targets before (or at the same time as) a teammate closes to initiate a team confrontation. It is also an excellent way for you to pick off targets trying to escape their doom, allowing for the rest of the team to continue focusing more important enemies that are still healthy and in the fight.
Something this great is not without drawbacks; before Flint can fire, he must take aim which takes almost two seconds and can be interrupted. Additionally, Flint has a small Mana pool and while his per-level gains help this, the Mana cost on this ability can leave you without enough Mana to fire again if you have already used Explosive Flare recently. That said, it is not advisable to try and build Flint's Mana pool when buying items, as his per-level gains and items in the Recommended Items section of this guide can bolster this. While one could replace a Soulscream Ring for a Talisman of Exile with the understanding you are trading attack speed and armor for Mana. Thankfully this ability does not use Mana/get placed into cool-down until the shot has been fired so even an interrupted attempt can be re-attempted if your teammates are able to keep you safe.
Return to #000 Table of Contents
#004 Recommended Items
The Goals:
http://www.heroesofnewerth.com/images/items/Item_Soulscream.jpghttp://www.heroesofnewerth.com/images/items/Item_Steamboots.jpghttp://www.heroesofnewerth.com/images/items/Item_StrengthAgility.jpghttp://i54.tinypic.com/rtewqf.jpghttp://www.heroesofnewerth.com/images/items/Item_Lightning2.jpghttp://www.heroesofnewerth.com/images/items/Item_ManaBurn2.jpghttp://www.heroesofnewerth.com/images/items/Item_Evasion.jpg
Flint Beastwood excels at dealing damage from afar so it follows that the items one purchases for him reflect this role on a team. Each of the above items, which are arranged in the suggested build order, will boost base stats and provide some very useful on-hit abilities which will maximize his effectiveness. Remember: Flint Beastwood's real power comes from his frequent and repeated ranged auto-attacks; only a portion of what he does to opponents is from Explosive Flare and Money Shot.
Match Start to Mid-game
http://www.heroesofnewerth.com/images/items/Item_DuckBoots.jpghttp://www.heroesofnewerth.com/images/items/Item_PretendersCrown.jpghttp://www.heroesofnewerth.com/images/items/Item_RunesOfTheBlight.jpghttp://www.heroesofnewerth.com/images/items/Item_HealthPotion.jpghttp://www.heroesofnewerth.com/images/items/Item_ManaPotion.jpg
In general it is a good idea to start the match with the two stat-boosting components of the Soulscream Ring: Duck Boots at 150 gold and Pretender's Crown at 185 gold) with one set of Runes of the Blight at 90 gold, one Health Potion at 100 gold and one Mana Potion at 50 gold (for a total of 575 gold spent out of 603 starting gold). This will give you some extra padding, slightly boost attack speed and help keep you healthy for the start of the match.
http://www.heroesofnewerth.com/images/items/Item_Marchers.jpghttp://www.heroesofnewerth.com/images/items/Item_Soulscream.jpghttp://www.heroesofnewerth.com/images/items/Item_BlessedArmband.jpghttp://www.heroesofnewerth.com/images/items/Item_GlovesOfHaste.jpg
The Soulscream Ring is good first item to finish as it is cheap. When paired with Steamboots in Agility mode, Flint's attack speed is greatly increased and he again gains some extra stat points which make him healthier hero. Be sure to purchase the Marchers at 500 gold from one of the outposts (or your shop) before you buy the recipe for the Soulscream Ring as that move speed comes in handy. In general and depending on how well your match is going these items should be completed on or around level six to be off to a strong start.
Mid-game to Late-game
http://www.heroesofnewerth.com/images/items/Item_Sicarius.jpghttp://www.heroesofnewerth.com/images/items/Item_Strength6.jpghttp://i54.tinypic.com/rtewqf.jpg
Next, Flint will benefit from an attack modifier and more damage. Items that fit this description include the Firebrand/Icebrand combination of Frostburn and Riftshards. Each of these items is relatively expensive: 2200 gold for each component of Frostburn and 2650 gold to complete Rank 1 of Riftshards with an additional 2850 gold to max its capabilities. They will require strong farming and/or good team ganks to fund. It is helpful to start with the Firebrand component of the Frostburn which will again provide a significant boost to Agility, attack speed and even a small boost to run speed. After Firebrand, it is advisable to finish the Icebrand for the health buff, added damage and the slow-on-hit effect it provides. Riftshards can be completed before the Icebrand, and should eventually be powered up to Rank 4 (must buy the recipe 3 more times). In a support role, maxing out this item should come after completing the Frostburn as the slow effect adds to your CC against enemy heroes.
Alternatively, the Geometer's Bane can be completed before getting a Frostburn and Riftshards, though players should evaluate the necessity of the gimmick it provides. Geometer's Bane does provide a noteworthy stat boost via the Blessed Orb component meaning a completed bonus that is comparable to the Frostburn, however it lacks the slowing attack modifier that helps mitigate targets. While having two extra Flint's on the battlefield to absorb and deal damage is useful, the gimmick is countered by attentive players who spot the fakes and continue to wear you down. Once again, Geometer's Bane does not add the slowing attack modifer which can be very useful for added CC, though more experienced players can make good use of it. It should also be noted that you can disassemble the Frostburn to make a Geometer's Bane and a Frostwolf's Skull for your end-game.
Late-game to End-game
http://www.heroesofnewerth.com/images/items/Item_Lightning2.jpghttp://www.heroesofnewerth.com/images/items/Item_ManaBurn2.jpghttp://www.heroesofnewerth.com/images/items/Item_Freeze.jpghttp://www.heroesofnewerth.com/images/items/Item_Evasion.jpg
Last we have the late-game items which continue to boost the damage output and rate of Flint's now fast and far-reaching auto-attacks. Thunderclaw is the primary component for a Charged Hammer and adds the chance to proc Chain Lightning to every auto-attack. When this is combined with Hollowpoint Shells and Riftshards, Flint begins to deal massive damage to those at the end of his barrel. When the Warpcleft and recipe are added, the Charged Hammer becomes a great defensive tool. Simply apply the Charged Up effect to you or a teammate and every incoming attack to the hero with the buff has a chance to proc additional lightning damage to the attacker and any nearby enemies. Moreover, the bonus attack speed provided by the Warpcleft component should allow Flint to fire twice a second, if not faster! Thunderclaw/Charged Hammer is a great way to add additional damage which also helps Flint quickly rip through waves of creeps and neutrals for fast farming or work down other off-target heroes while focusing down a primary.
Likewise, the Wingbow is a great late-game item for Flint. The enormous Agility boost provided by the Dancing Blade again yields faster attacks, more armor and when combined with the added Evasion allow for Flint to continue dishing out big damage, fast. Arguably this item could be built before the Thunderclaw/Charged hammer though Flint loses out on Chain Lightning and Charged Up. Additionally, the Frostwolf's Skull adds a more powerful on-hit slow affect, Freeze, which can make a big difference in late-game CC.
Other Options
http://www.heroesofnewerth.com/images/items/Item_Stealth.jpghttp://i55.tinypic.com/jjxjk2.jpghttp://www.heroesofnewerth.com/images/items/Item_Bottle.jpghttp://www.heroesofnewerth.com/images/items/Item_PowerSupply.jpghttp://www.heroesofnewerth.com/images/items/Item_FlamingEye.jpg
Though it is not pictured above in this guide as a goal, the Assassins Shroud, especially in combination with Nullfire Blade, can be a useful mid-game item for Flint in a more gank-oriented role. Assassins Shroud will boost damage and attack speed, which is desirable. The Invisible on-use ability is great for escaping a gank (if you are not stun-locked to death) or even for setting one up. Also, because Invisible can be countered by good warding, towers and even a Bound Eye, this item is not recommended for beginner builds as the successful use of Invisible is more of an advanced skill on any hero. Nullfire Blade makes for a great extra-ability giving the ganking Beastwood more time to finish off an ambushed target. While it may not always make the difference, the added Mana Combustion means less chance of a counter-gank or escape. Don't forget: Mana Combustion is an attack modifier so you can not stack it with the abilities of a Frostburn or a Frostwolf's Skull.
Similarly, the Power Supply and Bottle are recommended items for Flint, depending on the opponents and the player. Because the Power Supply only becomes useful when it is full charges, purchasing this in a lane where your opponents rarely use spells (or have only one spell to use) leaves you empty handed on a quick recharge. Likewise, the Bottle can be a great way to replenish health and mana for more frequent use of Explosive Flare in the early part of the match. Likewise, Bottle becomes even more useful when a player is able to time and bottle runes or when a Monkey Courier is used to refill the bottle. Again, because these actions are for more advanced players, they are not included as recommended items in this guide.
Role, Ability & Item Builds
Flint Beastwood fits more of a support role than he does a carry or a gank; not for this reason alone, Flint is a reasonable candidate for buying Wards of Sight during matches. In the same vein, Flint will find it especially useful to instead place Wards of Revelation when an opponent has Invisible, either by nature or due to an items ability. Warding can be a bit of a controversial topic on some teams so I offer up the following: Flint Beastwood can become a powerful farmer when his attack speed, range and bonus damage form a synergy. This makes it easier for a hero like Flint to afford the occasional Ward to assist in farming neutral creeps, rune spotting and enemy awareness. This is not to say that Flint should be solely responsible for this task. Also, don't forget: auto-attacking creeps can be bad. Over-pushing a lane makes everything hard for your lane so stay mobile and make every attack count.
Return to #000 Table of Contents
http://i55.tinypic.com/2d13f6h.jpg
by bracken
Version 0.9
Per Version 2.0.10, 5x5 Forests of Cavaldar
Revised 02/07/2011
#000 Table of Contents
This guide is broken down into a few easy-to-read sections:
#001 Starting Stats Breakdown
#002 Ability Breakdown
#003 Suggested Skill Build
#004 Recommended Items
#005 Complimentary Heroes
#006 Worst Enemies
#007 Strategy & Synergy
#008 Notes & Updates
#001 Starting Stats Breakdown
Despite being an Agility hero, Flint is not as tough as his face looks. Initially, FB is not a well-armored opponent, though his increasing agility does boost physical resistance some. Combined with a slower starting run speed and relatively low Strength stat (which does not increase much per-level), Flint does well by keeping his foes at a distance. Here is a breakdown of the basic starting stats:
Faction & Primary Stat
Legion Agility
Attack Type
Damage Type: Physical, Ranged
Base Damage: 36-42
^^ Flint has a lower starting damage which can make last-hits difficult early in the match. This can be overcome with agility and damage item purchases. Flint's strong per-level Agility stat increase and Hollowpoint Shells also contribute.
Base Attacks/sec: 0.71
^^ Flint's attack/sec tarts slower but will become one of Flint's defining traits through level-up and agility-boosting item increases.
Base Stats/Per-level Gain
16 / +1.7 Strength
-- With a lower per-level gain, Flint is a softer (not softest) target throughout the match.
21 / +2.9 Agility
++ A excellent per-level gain without items yields more Physical Armor and more frequent Regular attacks.
15 / +2.6 Intelligence
++ A substantial per-level gain allows for multiple Explosive Flares and/or Money Shots as the game progresses.
Armor
2
11% Physical Damage Reduction
^^ This will grow with added agility, though Flint remains a softer target throughout the match.
Magic Armor
5.5
25% Magic Damage Reduction
^^ Only buy items for this resistance if your enemies are heavy on Magic Damage.
Base Health & Mana
Health: 454
-- Flint enters the battlefield a soft target.
Mana: 195
Return to #000 Table of Contents
#002 Ability Breakdown
Flint Beastwood comes with two usable abilities: the AoE Magic DoT w/ direct damage that slows movement, Explosive Flare, and a single-target skill-shot which deals massive Magic Damage. Beastwood also garners two passive skills that increase his auto-attack range and add a passive chance to mini-stun with bonus damage. Here is a breakdown of what you need to know about Flint's skills:
http://www.heroesofnewerth.com/images/heroes/163/ability1_128.jpg
Explosive Flare
Damage Type: Initial Magic Damage, then AoE DoT Magic Damage
Cast Range: 800 Units
Cast Time: 0.8 Seconds
Mana Cost: 120
Damage Radius: 300 Units
Cooldown: 14.0 Seconds
On Activation:
Flint fires a flare at the target location instantly dealing 25/50/75/100 Magic damage to units and buildings and then dealing 75/150/225/300 Magic damage over 2 seconds. The flare gives vision over the area for 4 seconds and applies Flared to all units in the area.
Flared Effects:
14%/20%/26%/32% Movement SlowExample:
http://i53.tinypic.com/5ofeo1.jpg (http://i53.tinypic.com/21jy52u.jpg)
Notes:
This is Flint's bread and butter. Explosive Flare is what gives Flint a chance to escape from danger, to save allies giving chase and to initiate ganks. A slowed target allows Flint more time to dish out damage with his auto attacks. Used correctly, the DoT and numerous auto-attacks can leave all but the strongest opponents healthy enough to survive Beastwood's Money Shot. Applying skill points to this early are a must for almost every match.
http://www.heroesofnewerth.com/images/heroes/163/ability2_128.jpg
Hollowpoint Shells
Damage Type: Single-target Physical (unchanged), Regular attacks
On Attack:
Adds 25%/30%/35%/40% chance that auto-attack shots will explode on contact dealing 20/30/40/50 bonus Physical damage and stunning the target for 0.05/0.1/0.2/0.2 seconds.Example:
http://i56.tinypic.com/bea1on.jpg (http://i54.tinypic.com/2epovpw.jpg)
Notes:
This ability is amazing for added damage and does not count as an attack modifier. Because the chance to proc is low to begin and because Flint doesn't start attacking fast enough for the procs to make a drastic difference, Hollowpoint Shells become more useful as you buff Flint's agility. The mini-stun become a great way to interrupt channeled abilities such as Tempests Elemental Void or Electricians Static Grip. The bonus damage helps with last-hitting creeps and 'seasoning' enemy heroes for the kill. One point into this early won't hurt, though focus on other abilities before banking on this bonus is often more useful.
http://www.heroesofnewerth.com/images/heroes/163/ability3_128.jpg
Dead Eye
Damage Type: Single-target Physical (unchanged), Regular attacks
Passive Effect:
Increases Regular attack range by 60/120/180/240 units.
Levels 3 and 4 place Flint outside the reach of towers.Example:
http://i52.tinypic.com/11t5w8m.jpg (http://i52.tinypic.com/10pvx1i.jpg)
Notes:
Dead Eye should be one of the first two abilities a good Flint trains. Without [I]Dead Eye, Flint's starting attack range is 570 units which actually puts him within reach of many other powerful ranged heroes. Dead Eye is especially helpful early in the match because it allows Flint to safely and effectively harass enemies in his lane, which is great for supporting a melee lane partner. It also helps by putting Flint in safer positions for focusing on last-hits and denies, and makes attacking towers less risky.
http://www.heroesofnewerth.com/images/heroes/163/ability4_128.jpg
Money Shot
Damage Type: Single-target Superior Magic
Cast Range: 1,500/2,000/2,500 Units
Channeling Cast Time: 1.7 Seconds
Damage: 355/505/655
Mana Cost: 175/275/375
Cooldown: 20/15/10 Seconds
On Activation:
Upon selecting an in-range target, Beastwood takes a moment to line up his shot and then fires a devastating round that always hits its target. Aiming the shot is channeled and can be interrupted by stuns, however the ability is not used (placed into cool-down) until the shot is fired. A 0.2 second mini-stun is applied to the target when hit. Adds 1800 day vision and 800 night vision to the target while active.Example:
http://i54.tinypic.com/rbbfas.jpg (http://i52.tinypic.com/nzizjc.jpg)
Notes:
Money Shot is a powerful ultimate not only because of its damage; Flint Beastwood can soften up squishy targets before the fight even starts and excels at finishing off fleeing foes because of its powerful range. The low cool-down for the ability also means that Beastwood can fire off a second Money Shot in longer confrontations so long as his Mana pool is not expended. While Flint's Mana pool grows significantly faster than does his health, the Mana cost for the ability scales which makes it more difficult to use repeatedly. Because this ability has to be channeled before firing, Mr. Beastwood is vulnerable while he takes aim. Make sure you are safely away from your target before firing or wait until your opponents have used their stuns to ensure a completed shot in CQB situations.
Return to #000 Table of Contents
#003 Suggested Skill Build
Basic Build:
Level 1 - Dead Eye
Level 2 - Explosive Flare
Level 3 - Dead Eye
Level 4 - Explosive Flare
Level 5 - Explosive Flare
Level 6 - Money Shot (Ultimate)
Level 7 - Dead Eye or Explosive Flare
Level 8 - Explosive Flare or Dead Eye
Level 9 - Hollowpoint Shells
Level 10 - Hollowpoint Shells
Level 11 - Money Shot (Ultimate)
Level 12 - Dead Eye
Level 13 - Hollowpoint Shells
Level 14 - Hollowpoint Shells
Level 15 - Stats
Level 16 - Money Shot (Ultimate)
Level 17-25 - Stats
Alternate Build
Level 1 - Explosive Flare
Level 2 - Dead Eye
Level 3 - Explosive Flare
Level 4 - Dead Eye
Level 5 - Hollowpoint Shells
Level 6 - Money Shot (Ultimate0
Level 7 - Hollowpoint Shells
Level 8 - Explosive Flare
Level 9 - Dead Eye
Level 10 - Explosive Flare
Level 11 - Money Shot (Ultimate)
Level 12 - Dead Eye
Level 13 - Hollowpoint Shells
Level 14 - Hollowpoint Shells
Level 15 - Stats
Level 16 - Money Shot (Ultimate)
Level 17-25 - Stats
Suffice it to say that there is more than one way to build any hero, the following will: Outline a general build order that will help noobs familiarize themselves with the hero and mechanics, keep the player involved at the very least as a supportive team player and ensure that whomever plays Flint has an understanding of how s/he contributions early, mid and late game. Regardless of weather Flint is taking the middle lane solo or partnering up, each of the above builds should prove effective in playing a strong Flint.
On Explosive Flare:
Explosive Flare is easily the most important pre-ultimate (before level 6) ability to have in any match as the AoE DoT and movement slow will provide light CC to assist teammates in ganks and allow for escapes in some instances. Once it reaches Rank 3 it becomes especially useful for farming creeps and some neutrals as well. It should also be noted that Flare does damage to buildings, making it an ideal way for players to get the last hit on towers for a added gold bonus. Also, Flare does Magic Damage so avoid using it as a damage tool against certain heroes (Devourer comes to mind) and instead use it to slow targets, DoT groups of enemies and as an escape mechanism for you and teammates.
On Dead Eye:
Dead Eye being the other important early game skill, it allows Flint to easily and safely harass most enemies and to some extent farm creeps. Rank 3 and 4 place Flint outside of the attack range of towers which is great for chipping away HP while a tower is busy targeting something else. It should be noted that Flint does not see as far as he can shoot with this ability at Rank 3 and 4. This means if you do not have creeps, teammates or wards attacking/revealing a tower, Beastwood must close to visual range in order to fire which coincidentally puts him inside of tower range. This ability does not make changes to the Damage Type for Flint's attacks.
On Hollowpoint Shells:
Hollowpoint Shells can be thrown into the leveling mix as you see fit but generally speaking are not useful early on in a match as the chance to proc is low and because Flint is still attacking at a relatively slow rate. Mid to late game is when Hollowpoint Shells really shine as Flint should have items (along with level up increases) that boost his agility and thus his attack speed. The mini-stun is perfect for interrupting channeled spells such as Tempest's Elemental Void, Electrician's Static Grip, Pollywog Priest's Tongue Tied, Devourer's Devour and even stops a hero trying to escape with a Homecoming Stone. The bonus physical damage will make last-hitting creeps easier too. The bonus damage is of type Physical; armor-deficient heroes will feel a kick when these hit.
On Money Shot:
Last of Flint's abilities is the one that garners him the most fame: Money Shot. The range on this ability, which starts at 1500 units, allows for a big direct-damage shot against heroes while they are unable to see you, let alone hit you. Money Shot should be picked up as soon as possible at each rank (so levels 6, 11 and 16). The short cool down on this ability (20/15/10 seconds) allow Money Shot to be used to frighten off tough opponents in your lane (allowing you or a teammate to get some farming done). Additionally, this ability is a great way to soften up targets before (or at the same time as) a teammate closes to initiate a team confrontation. It is also an excellent way for you to pick off targets trying to escape their doom, allowing for the rest of the team to continue focusing more important enemies that are still healthy and in the fight.
Something this great is not without drawbacks; before Flint can fire, he must take aim which takes almost two seconds and can be interrupted. Additionally, Flint has a small Mana pool and while his per-level gains help this, the Mana cost on this ability can leave you without enough Mana to fire again if you have already used Explosive Flare recently. That said, it is not advisable to try and build Flint's Mana pool when buying items, as his per-level gains and items in the Recommended Items section of this guide can bolster this. While one could replace a Soulscream Ring for a Talisman of Exile with the understanding you are trading attack speed and armor for Mana. Thankfully this ability does not use Mana/get placed into cool-down until the shot has been fired so even an interrupted attempt can be re-attempted if your teammates are able to keep you safe.
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#004 Recommended Items
The Goals:
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Flint Beastwood excels at dealing damage from afar so it follows that the items one purchases for him reflect this role on a team. Each of the above items, which are arranged in the suggested build order, will boost base stats and provide some very useful on-hit abilities which will maximize his effectiveness. Remember: Flint Beastwood's real power comes from his frequent and repeated ranged auto-attacks; only a portion of what he does to opponents is from Explosive Flare and Money Shot.
Match Start to Mid-game
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In general it is a good idea to start the match with the two stat-boosting components of the Soulscream Ring: Duck Boots at 150 gold and Pretender's Crown at 185 gold) with one set of Runes of the Blight at 90 gold, one Health Potion at 100 gold and one Mana Potion at 50 gold (for a total of 575 gold spent out of 603 starting gold). This will give you some extra padding, slightly boost attack speed and help keep you healthy for the start of the match.
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The Soulscream Ring is good first item to finish as it is cheap. When paired with Steamboots in Agility mode, Flint's attack speed is greatly increased and he again gains some extra stat points which make him healthier hero. Be sure to purchase the Marchers at 500 gold from one of the outposts (or your shop) before you buy the recipe for the Soulscream Ring as that move speed comes in handy. In general and depending on how well your match is going these items should be completed on or around level six to be off to a strong start.
Mid-game to Late-game
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Next, Flint will benefit from an attack modifier and more damage. Items that fit this description include the Firebrand/Icebrand combination of Frostburn and Riftshards. Each of these items is relatively expensive: 2200 gold for each component of Frostburn and 2650 gold to complete Rank 1 of Riftshards with an additional 2850 gold to max its capabilities. They will require strong farming and/or good team ganks to fund. It is helpful to start with the Firebrand component of the Frostburn which will again provide a significant boost to Agility, attack speed and even a small boost to run speed. After Firebrand, it is advisable to finish the Icebrand for the health buff, added damage and the slow-on-hit effect it provides. Riftshards can be completed before the Icebrand, and should eventually be powered up to Rank 4 (must buy the recipe 3 more times). In a support role, maxing out this item should come after completing the Frostburn as the slow effect adds to your CC against enemy heroes.
Alternatively, the Geometer's Bane can be completed before getting a Frostburn and Riftshards, though players should evaluate the necessity of the gimmick it provides. Geometer's Bane does provide a noteworthy stat boost via the Blessed Orb component meaning a completed bonus that is comparable to the Frostburn, however it lacks the slowing attack modifier that helps mitigate targets. While having two extra Flint's on the battlefield to absorb and deal damage is useful, the gimmick is countered by attentive players who spot the fakes and continue to wear you down. Once again, Geometer's Bane does not add the slowing attack modifer which can be very useful for added CC, though more experienced players can make good use of it. It should also be noted that you can disassemble the Frostburn to make a Geometer's Bane and a Frostwolf's Skull for your end-game.
Late-game to End-game
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Last we have the late-game items which continue to boost the damage output and rate of Flint's now fast and far-reaching auto-attacks. Thunderclaw is the primary component for a Charged Hammer and adds the chance to proc Chain Lightning to every auto-attack. When this is combined with Hollowpoint Shells and Riftshards, Flint begins to deal massive damage to those at the end of his barrel. When the Warpcleft and recipe are added, the Charged Hammer becomes a great defensive tool. Simply apply the Charged Up effect to you or a teammate and every incoming attack to the hero with the buff has a chance to proc additional lightning damage to the attacker and any nearby enemies. Moreover, the bonus attack speed provided by the Warpcleft component should allow Flint to fire twice a second, if not faster! Thunderclaw/Charged Hammer is a great way to add additional damage which also helps Flint quickly rip through waves of creeps and neutrals for fast farming or work down other off-target heroes while focusing down a primary.
Likewise, the Wingbow is a great late-game item for Flint. The enormous Agility boost provided by the Dancing Blade again yields faster attacks, more armor and when combined with the added Evasion allow for Flint to continue dishing out big damage, fast. Arguably this item could be built before the Thunderclaw/Charged hammer though Flint loses out on Chain Lightning and Charged Up. Additionally, the Frostwolf's Skull adds a more powerful on-hit slow affect, Freeze, which can make a big difference in late-game CC.
Other Options
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Though it is not pictured above in this guide as a goal, the Assassins Shroud, especially in combination with Nullfire Blade, can be a useful mid-game item for Flint in a more gank-oriented role. Assassins Shroud will boost damage and attack speed, which is desirable. The Invisible on-use ability is great for escaping a gank (if you are not stun-locked to death) or even for setting one up. Also, because Invisible can be countered by good warding, towers and even a Bound Eye, this item is not recommended for beginner builds as the successful use of Invisible is more of an advanced skill on any hero. Nullfire Blade makes for a great extra-ability giving the ganking Beastwood more time to finish off an ambushed target. While it may not always make the difference, the added Mana Combustion means less chance of a counter-gank or escape. Don't forget: Mana Combustion is an attack modifier so you can not stack it with the abilities of a Frostburn or a Frostwolf's Skull.
Similarly, the Power Supply and Bottle are recommended items for Flint, depending on the opponents and the player. Because the Power Supply only becomes useful when it is full charges, purchasing this in a lane where your opponents rarely use spells (or have only one spell to use) leaves you empty handed on a quick recharge. Likewise, the Bottle can be a great way to replenish health and mana for more frequent use of Explosive Flare in the early part of the match. Likewise, Bottle becomes even more useful when a player is able to time and bottle runes or when a Monkey Courier is used to refill the bottle. Again, because these actions are for more advanced players, they are not included as recommended items in this guide.
Role, Ability & Item Builds
Flint Beastwood fits more of a support role than he does a carry or a gank; not for this reason alone, Flint is a reasonable candidate for buying Wards of Sight during matches. In the same vein, Flint will find it especially useful to instead place Wards of Revelation when an opponent has Invisible, either by nature or due to an items ability. Warding can be a bit of a controversial topic on some teams so I offer up the following: Flint Beastwood can become a powerful farmer when his attack speed, range and bonus damage form a synergy. This makes it easier for a hero like Flint to afford the occasional Ward to assist in farming neutral creeps, rune spotting and enemy awareness. This is not to say that Flint should be solely responsible for this task. Also, don't forget: auto-attacking creeps can be bad. Over-pushing a lane makes everything hard for your lane so stay mobile and make every attack count.
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