Travakh
10-25-2009, 06:35 PM
Guide is current as of 1.50.1. I apologize for the bad screenshots but I took them from a laptop, on which I set HoN to minimum settings. I'll update the pictures to be pretty in time.
http://img.photobucket.com/albums/v330/FireballX301/panda/panda1.jpg
http://img.photobucket.com/albums/v330/FireballX301/panda/panda2.jpg
Panda is a quintessential team battle and control hero. All of his damage and spells are physical, his damage is inflicted in an aoe on demand, and he has a stun plus two single target disables. This hero is neither for the faint of heart or for the less experienced player, because his playstyle requires timing and high amounts of map and battle awareness.
His strengths are his scaling damage (Flurry and FaceSmash both scale with base/attack damage extremely well) and his ability to lockdown priority targets and control fights because nothing he does is affected by magic immunity.
His weaknesses are his difficulty to play, large battle presence (he will likely be the first target in many team battles), and critical lack of mana to fuel his 4 activated abilities in the early game, as well as not-very-good tankability.
--
Stats
STR: 23/+2.7
AGI: 17/+1.7
INT: 15/+1.8
Low starting int and mediocre growths overall mean you'll need a decent investment in early stat items to be at all useful in lane and early fights.
--
Skills
Flurry
http://img.photobucket.com/albums/v330/FireballX301/panda/panda5.jpg
30 mana/charge, 1/2/3/4 charges stored on 4 second cooldown per charge. Flurry is an independently triggered damage instance (meaning crit/lifesteal/etc dont work) that inflicts your attack damage +15/25/35/45% base damage in a 150 aoe in front of you, then moves you and all affected units a distance of 100 in the direction you're facing, disabling all affected units for a short period of time (about a third of a second per flurry). Flurry is your scaling damage-on-demand skill that allows you to manipulate fights to your advantage - you can push heroes out and away from fights, you can quickly clear waves of creeps, and you can deal heavy frontloaded damage within a short timeframe. The difficulty of this skill is making sure you're facing the right direction, as otherwise you can flurry into air and do nothing but burn mana and disable yourself for the short duration.
Flick
http://img.photobucket.com/albums/v330/FireballX301/panda/panda3.jpg
65 mana on 24/22/20/18sec cooldown. Flick repositions an enemy within 350 range to flip them behind you. Panda will jump forward and flick someone; they will land after roughly a second, at which time they are debuffed with -2/4/6/8 armor and a -20/30/40/50% slow which fades over 6 seconds. This skill is first and foremost a *disable*, and is built to stop runners and chain with the other two skills. The -armor and ms is a bonus but don't use it randomly - this attack stops channeling spells and goes through immunity without a sweat. In addition this ignores disjoints - the moment panda's jump goes off, the reposition is *forced*, allowing you to ignore the effects of a kraken's charge or a magebane's blink.
Cannonball
http://img.photobucket.com/albums/v330/FireballX301/panda/panda4.jpg
100 mana on 14 second cooldown. Cannonball launches you into the air for about a second and lands you at any point within the 600 cast range, dealing 75/125/175/225 physical damage to all enemies in a 400 radius and stunning the ones within 200 for .75/1.25/1.75/2.25 seconds, and dealing an additional 25/50/75/100 physical damage to them (325 total damage at level 4 on a direct hit). If you miss and fail to hit anyone you're stunned yourself for 1.5 seconds. This spell is very hard to initiate with and is best used after an allied initiation or immediately after your flick, because it's not very difficult to see it coming and dodge. On the other hand it's an aoe stun and personal reposition, which gives it superb utility for team battles and blazing escapes. The combo here is to use it immediately after your flick; flick an enemy then cannonball right behind you; the flick slow will ensure that the cannonball will hit, and upon landing the stun you can wail away or ult the target at your pleasure.
Face Smash
http://img.photobucket.com/albums/v330/FireballX301/panda/panda6.jpg
100/175/250 mana on 120sec cd. You channel for 4.5 seconds on an enemy within 100 range - for the duration of the channel the target is completely disabled and you inflict one pulse of damage each second for your attack damage plus 40/80/120% additional base damage. Contrary to my picture, this is NOT a hard hitting ult - it's actually inferior to devourer's ult for damage until much later on in the game. This is instead a hard disable that is broken in ganks (flicking someone and immediately facesmashing them on landing is roughly 6 seconds of disable) and can handily lock down priority targets in team fights. The scaling damage is simply a bonus, but this skill is first and foremost a channeled disable and should be treated as such. Unlike flurry attack modifiers do in fact work during face smash, meaning debuffs such as shieldbreaker will apply on the hits and lifesteal will take effect.
--
Skillbuild
Flick
Flurry
Cannonball
Cannonball
Flurry
Face Smash
Cannonball
Cannonball
Flurry
Flurry
Face Smash
Flick
Flick
Flick
Stats
Face Smash
Stats to 25
Why: Flick has a similar mechanic at all levels - taking it at the first level allows pathetically easy first bloods, as the armor debuff has great effect. Cannonball's mana cost no longer goes up as you level it making it superior to flurry for the early game, as having a 2.25 second stun dealing 325 in an aoe at level 8 is simply too good to pass up. One level in flurry is taking for last hit assisting and minor positioning shenanigans (specifically, unlocking the flick->flurry in lane at level 2, but it's usually unlikely you'd ever get more than two of them off in the early game.
Flurry is maxed after cannonball for expedited farming, flick is then maxed. Facesmash is always levelled when you get it but keep in mind the only thing that improves is the damage - the duration remains the same.
--
Items
Starting build:
http://www.hondb.com/img/items/basic/pretenders_crown/icon_96.pnghttp://www.hondb.com/img/items/basic/pretenders_crown/icon_96.pnghttp://www.hondb.com/img/items/basic/minor_totem/icon_96.pnghttp://www.hondb.com/img/items/basic/minor_totem/icon_96.pnghttp://www.hondb.com/img/items/basic/runes_of_the_blight/icon_96.png
Why: +6 stats is a very generic loadout that improves your lane presence greatly. Buy a power supply as soon as you can from the sideshop. For early game roams and ganks, feel free to switch out pretender's crowns for more totems and regenerative consumables (healing pots and mana pots).
Build into:
http://www.hondb.com/img/items/recipes/pneumatic_bracelet/icon_96.pnghttp://www.hondb.com/img/items/recipes/pneumatic_bracelet/icon_96.png http://www.hondb.com/img/items/recipes/steamboots/icon_int_96.png http://www.hondb.com/img/items/recipes/power_supply/icon_96.png http://www.hondb.com/img/items/basic/bottle/icon_3_96.pnghttp://www.hondb.com/img/items/recipes/shrunken_head/icon_96.png
Panda relies entirely on base damage, something enhanced marchers do not improve. Str steamboots yield 12 base damage, which has far superior yields on flurry and facesmash than the non-base damage on enhanced marchers. Panda does not scale at all with attack speed. Power supply and bottle are taken to maintain your mana pool.
Shrunken Head/BKB is *crucial* on panda. There is never, ever a reason not to take this item - it yields moderate damage, and for you to be able to chain disable enemies, it's critical that you not be disabled yourself. The hard counter to a rushing panda is simply to stun or otherwise disable him, then maintain distance and kite - this is no longer possible if the panda has magic immunity, and during those few seconds he can flick, cannonball, and face smash with complete and utter impunity. Completing BKB finishes your core build.
Panda allows a great number of build paths from here. I've listed a few choices with justifications:
http://www.hondb.com/img/items/recipes/insanitarius/icon_96.png
Insanitarius has superb damage yield on panda, 25 str and 31 damage = +56 damage to all attacks, 56+11 bonus damage to flurry hits, 56+30 bonus damage to each swing of your ult. If you want cheap and easy damage, pick up the armlet.
http://www.hondb.com/img/items/recipes/shieldbreaker/icon_96.png
Shieldbreaker is inadvisable if new to the hero because it yields no hp and requires careful use of Insanitarius; armor reduction makes all hits hit that much harder though, again, superb damage.
http://www.hondb.com/img/items/recipes/wolf_of_the_wilds/icon_96.png
Frostwolf means no more hp or mana issues. Slows on hit allowing easier time in terms of landing flurry hits. +stats contribute to base damage boost, so item yields 25+11 bonus on flurry and 25+30 bonus on each swing of ult, making it more damaging than first glance.
Games should never get to this point, but here are other good (though usually not as good as the aforementioned) items on panda:
http://www.hondb.com/img/items/recipes/doomshards/icon_96.pnghttp://www.hondb.com/img/items/recipes/behemoths_heart/icon_96.pnghttp://www.hondb.com/img/items/recipes/frostfield_plate/icon_96.pnghttp://www.hondb.com/img/items/recipes/puzzlebox/icon_96.pnghttp://www.hondb.com/img/items/recipes/totem_of_kuldra/icon_96.pnghttp://www.hondb.com/img/items/basic/portal_key/icon_96.png
Critstick has 59% chance of at least 1 proc during the ult and will eat enemies alive if it does - 1k crits are never anything to scoff at. Heart's benefits are obvious. Cannonball+frostfield activation can rout a position and allow for great initiates. Puzzlebox has good yields on panda (activate immediately before facesmashing someone, have puzzlebox minions beat on the target). Sheepstick is another disable, allowing piss easy flurry strikes and making you more of a threat on the field. Portal Key allows additional positioning shenanigans.
Avoid these items:
http://www.hondb.com/img/items/recipes/runed_axe/icon_96.png http://www.hondb.com/img/items/recipes/geometers_bane/icon_96.png http://www.hondb.com/img/items/recipes/savage_axe/icon_96.png http://www.hondb.com/img/items/recipes/torgashs_mock/icon_96.png http://www.hondb.com/img/items/recipes/harkons_blade/icon_96.png http://www.hondb.com/img/items/recipes/elder_parasite/icon_96.png http://www.hondb.com/img/items/recipes/symbol_of_rage/icon_96.png
Runed axe's utility is cleave but your flurries already cleave, meaning there's almost no improvement to farming from the battle fury. Images do nothing because most of your team battle damage is from activations of flurry. MKB and radiance do not improve base damage, radiance does not improve your farm significantly. Panda does not have the mana to sustain Harkon's Blade. Panda has minimal damage improvement from increased attack speed (he scales better with raw +str), making eldar parasite a not very good item. Panda is not a particularly good autoattacker and lifesteal does not have very good yields on panda, making the 3 seconds of 150% lifesteal wasted on him.
--
In-game Strategy
Unlike other gankers and carries panda's battling ability is quite complex and detailed - Panda is very strong all-game with several skill combinations that can be used to rout enemies.
In the early game it's best that you lane with a partner, because a flick and cannonball can easily set up kills for you. Lane as you would with any melee hero, use Flurry to pick up last hits that you miss. You can't afford to try to randomly cannonball, so instead wait for them to close range, then execute a quick flick followed by however many flurries you have available to push them behind your creep line. Being able to push someone that far guarantees a good number of hits while they run and will pick up an easy kill if you're laning with any direct damage.
From the moment you get your bottle you need to begin roaming ASAP to take advantage of your hero. In this case the combination is simple - cannonball on someone and immediately flick-facesmash them, and you have 4 seconds of leisure while your teammates kill whoever you've facesmashed. You can use flurry in a pinch to clear creep waves and neutral camps in the downtime while your ult isn't up, but your ult is too good - always gank whenever it's up.
Press the advantage in team battles. You should not be initiating fights, the stun radius on your cannonball is too short. What you should be doing is locking down priority targets - enemy carries or CC. Once your team initiates cannonball your target and flick-facesmash them to disable them. Mop up by using flick-flurry to stop runners and kill people.
These combinations become intuitive in game. The critical point here is that panda is a *disabler*, not a carry, not a tank, and should be played as such.
-
Thoughts/comments?
http://img.photobucket.com/albums/v330/FireballX301/panda/panda1.jpg
http://img.photobucket.com/albums/v330/FireballX301/panda/panda2.jpg
Panda is a quintessential team battle and control hero. All of his damage and spells are physical, his damage is inflicted in an aoe on demand, and he has a stun plus two single target disables. This hero is neither for the faint of heart or for the less experienced player, because his playstyle requires timing and high amounts of map and battle awareness.
His strengths are his scaling damage (Flurry and FaceSmash both scale with base/attack damage extremely well) and his ability to lockdown priority targets and control fights because nothing he does is affected by magic immunity.
His weaknesses are his difficulty to play, large battle presence (he will likely be the first target in many team battles), and critical lack of mana to fuel his 4 activated abilities in the early game, as well as not-very-good tankability.
--
Stats
STR: 23/+2.7
AGI: 17/+1.7
INT: 15/+1.8
Low starting int and mediocre growths overall mean you'll need a decent investment in early stat items to be at all useful in lane and early fights.
--
Skills
Flurry
http://img.photobucket.com/albums/v330/FireballX301/panda/panda5.jpg
30 mana/charge, 1/2/3/4 charges stored on 4 second cooldown per charge. Flurry is an independently triggered damage instance (meaning crit/lifesteal/etc dont work) that inflicts your attack damage +15/25/35/45% base damage in a 150 aoe in front of you, then moves you and all affected units a distance of 100 in the direction you're facing, disabling all affected units for a short period of time (about a third of a second per flurry). Flurry is your scaling damage-on-demand skill that allows you to manipulate fights to your advantage - you can push heroes out and away from fights, you can quickly clear waves of creeps, and you can deal heavy frontloaded damage within a short timeframe. The difficulty of this skill is making sure you're facing the right direction, as otherwise you can flurry into air and do nothing but burn mana and disable yourself for the short duration.
Flick
http://img.photobucket.com/albums/v330/FireballX301/panda/panda3.jpg
65 mana on 24/22/20/18sec cooldown. Flick repositions an enemy within 350 range to flip them behind you. Panda will jump forward and flick someone; they will land after roughly a second, at which time they are debuffed with -2/4/6/8 armor and a -20/30/40/50% slow which fades over 6 seconds. This skill is first and foremost a *disable*, and is built to stop runners and chain with the other two skills. The -armor and ms is a bonus but don't use it randomly - this attack stops channeling spells and goes through immunity without a sweat. In addition this ignores disjoints - the moment panda's jump goes off, the reposition is *forced*, allowing you to ignore the effects of a kraken's charge or a magebane's blink.
Cannonball
http://img.photobucket.com/albums/v330/FireballX301/panda/panda4.jpg
100 mana on 14 second cooldown. Cannonball launches you into the air for about a second and lands you at any point within the 600 cast range, dealing 75/125/175/225 physical damage to all enemies in a 400 radius and stunning the ones within 200 for .75/1.25/1.75/2.25 seconds, and dealing an additional 25/50/75/100 physical damage to them (325 total damage at level 4 on a direct hit). If you miss and fail to hit anyone you're stunned yourself for 1.5 seconds. This spell is very hard to initiate with and is best used after an allied initiation or immediately after your flick, because it's not very difficult to see it coming and dodge. On the other hand it's an aoe stun and personal reposition, which gives it superb utility for team battles and blazing escapes. The combo here is to use it immediately after your flick; flick an enemy then cannonball right behind you; the flick slow will ensure that the cannonball will hit, and upon landing the stun you can wail away or ult the target at your pleasure.
Face Smash
http://img.photobucket.com/albums/v330/FireballX301/panda/panda6.jpg
100/175/250 mana on 120sec cd. You channel for 4.5 seconds on an enemy within 100 range - for the duration of the channel the target is completely disabled and you inflict one pulse of damage each second for your attack damage plus 40/80/120% additional base damage. Contrary to my picture, this is NOT a hard hitting ult - it's actually inferior to devourer's ult for damage until much later on in the game. This is instead a hard disable that is broken in ganks (flicking someone and immediately facesmashing them on landing is roughly 6 seconds of disable) and can handily lock down priority targets in team fights. The scaling damage is simply a bonus, but this skill is first and foremost a channeled disable and should be treated as such. Unlike flurry attack modifiers do in fact work during face smash, meaning debuffs such as shieldbreaker will apply on the hits and lifesteal will take effect.
--
Skillbuild
Flick
Flurry
Cannonball
Cannonball
Flurry
Face Smash
Cannonball
Cannonball
Flurry
Flurry
Face Smash
Flick
Flick
Flick
Stats
Face Smash
Stats to 25
Why: Flick has a similar mechanic at all levels - taking it at the first level allows pathetically easy first bloods, as the armor debuff has great effect. Cannonball's mana cost no longer goes up as you level it making it superior to flurry for the early game, as having a 2.25 second stun dealing 325 in an aoe at level 8 is simply too good to pass up. One level in flurry is taking for last hit assisting and minor positioning shenanigans (specifically, unlocking the flick->flurry in lane at level 2, but it's usually unlikely you'd ever get more than two of them off in the early game.
Flurry is maxed after cannonball for expedited farming, flick is then maxed. Facesmash is always levelled when you get it but keep in mind the only thing that improves is the damage - the duration remains the same.
--
Items
Starting build:
http://www.hondb.com/img/items/basic/pretenders_crown/icon_96.pnghttp://www.hondb.com/img/items/basic/pretenders_crown/icon_96.pnghttp://www.hondb.com/img/items/basic/minor_totem/icon_96.pnghttp://www.hondb.com/img/items/basic/minor_totem/icon_96.pnghttp://www.hondb.com/img/items/basic/runes_of_the_blight/icon_96.png
Why: +6 stats is a very generic loadout that improves your lane presence greatly. Buy a power supply as soon as you can from the sideshop. For early game roams and ganks, feel free to switch out pretender's crowns for more totems and regenerative consumables (healing pots and mana pots).
Build into:
http://www.hondb.com/img/items/recipes/pneumatic_bracelet/icon_96.pnghttp://www.hondb.com/img/items/recipes/pneumatic_bracelet/icon_96.png http://www.hondb.com/img/items/recipes/steamboots/icon_int_96.png http://www.hondb.com/img/items/recipes/power_supply/icon_96.png http://www.hondb.com/img/items/basic/bottle/icon_3_96.pnghttp://www.hondb.com/img/items/recipes/shrunken_head/icon_96.png
Panda relies entirely on base damage, something enhanced marchers do not improve. Str steamboots yield 12 base damage, which has far superior yields on flurry and facesmash than the non-base damage on enhanced marchers. Panda does not scale at all with attack speed. Power supply and bottle are taken to maintain your mana pool.
Shrunken Head/BKB is *crucial* on panda. There is never, ever a reason not to take this item - it yields moderate damage, and for you to be able to chain disable enemies, it's critical that you not be disabled yourself. The hard counter to a rushing panda is simply to stun or otherwise disable him, then maintain distance and kite - this is no longer possible if the panda has magic immunity, and during those few seconds he can flick, cannonball, and face smash with complete and utter impunity. Completing BKB finishes your core build.
Panda allows a great number of build paths from here. I've listed a few choices with justifications:
http://www.hondb.com/img/items/recipes/insanitarius/icon_96.png
Insanitarius has superb damage yield on panda, 25 str and 31 damage = +56 damage to all attacks, 56+11 bonus damage to flurry hits, 56+30 bonus damage to each swing of your ult. If you want cheap and easy damage, pick up the armlet.
http://www.hondb.com/img/items/recipes/shieldbreaker/icon_96.png
Shieldbreaker is inadvisable if new to the hero because it yields no hp and requires careful use of Insanitarius; armor reduction makes all hits hit that much harder though, again, superb damage.
http://www.hondb.com/img/items/recipes/wolf_of_the_wilds/icon_96.png
Frostwolf means no more hp or mana issues. Slows on hit allowing easier time in terms of landing flurry hits. +stats contribute to base damage boost, so item yields 25+11 bonus on flurry and 25+30 bonus on each swing of ult, making it more damaging than first glance.
Games should never get to this point, but here are other good (though usually not as good as the aforementioned) items on panda:
http://www.hondb.com/img/items/recipes/doomshards/icon_96.pnghttp://www.hondb.com/img/items/recipes/behemoths_heart/icon_96.pnghttp://www.hondb.com/img/items/recipes/frostfield_plate/icon_96.pnghttp://www.hondb.com/img/items/recipes/puzzlebox/icon_96.pnghttp://www.hondb.com/img/items/recipes/totem_of_kuldra/icon_96.pnghttp://www.hondb.com/img/items/basic/portal_key/icon_96.png
Critstick has 59% chance of at least 1 proc during the ult and will eat enemies alive if it does - 1k crits are never anything to scoff at. Heart's benefits are obvious. Cannonball+frostfield activation can rout a position and allow for great initiates. Puzzlebox has good yields on panda (activate immediately before facesmashing someone, have puzzlebox minions beat on the target). Sheepstick is another disable, allowing piss easy flurry strikes and making you more of a threat on the field. Portal Key allows additional positioning shenanigans.
Avoid these items:
http://www.hondb.com/img/items/recipes/runed_axe/icon_96.png http://www.hondb.com/img/items/recipes/geometers_bane/icon_96.png http://www.hondb.com/img/items/recipes/savage_axe/icon_96.png http://www.hondb.com/img/items/recipes/torgashs_mock/icon_96.png http://www.hondb.com/img/items/recipes/harkons_blade/icon_96.png http://www.hondb.com/img/items/recipes/elder_parasite/icon_96.png http://www.hondb.com/img/items/recipes/symbol_of_rage/icon_96.png
Runed axe's utility is cleave but your flurries already cleave, meaning there's almost no improvement to farming from the battle fury. Images do nothing because most of your team battle damage is from activations of flurry. MKB and radiance do not improve base damage, radiance does not improve your farm significantly. Panda does not have the mana to sustain Harkon's Blade. Panda has minimal damage improvement from increased attack speed (he scales better with raw +str), making eldar parasite a not very good item. Panda is not a particularly good autoattacker and lifesteal does not have very good yields on panda, making the 3 seconds of 150% lifesteal wasted on him.
--
In-game Strategy
Unlike other gankers and carries panda's battling ability is quite complex and detailed - Panda is very strong all-game with several skill combinations that can be used to rout enemies.
In the early game it's best that you lane with a partner, because a flick and cannonball can easily set up kills for you. Lane as you would with any melee hero, use Flurry to pick up last hits that you miss. You can't afford to try to randomly cannonball, so instead wait for them to close range, then execute a quick flick followed by however many flurries you have available to push them behind your creep line. Being able to push someone that far guarantees a good number of hits while they run and will pick up an easy kill if you're laning with any direct damage.
From the moment you get your bottle you need to begin roaming ASAP to take advantage of your hero. In this case the combination is simple - cannonball on someone and immediately flick-facesmash them, and you have 4 seconds of leisure while your teammates kill whoever you've facesmashed. You can use flurry in a pinch to clear creep waves and neutral camps in the downtime while your ult isn't up, but your ult is too good - always gank whenever it's up.
Press the advantage in team battles. You should not be initiating fights, the stun radius on your cannonball is too short. What you should be doing is locking down priority targets - enemy carries or CC. Once your team initiates cannonball your target and flick-facesmash them to disable them. Mop up by using flick-flurry to stop runners and kill people.
These combinations become intuitive in game. The critical point here is that panda is a *disabler*, not a carry, not a tank, and should be played as such.
-
Thoughts/comments?