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Nome
07-23-2009, 07:16 PM
The laning phase makes up the first 10-20 minutes of the game, depending on what hero you're playing, and is the period of time in which you will be making the most creep kills and denies.

How you perform during laning will affect the strength of you, your team, and your opponent's team for the rest of the game. Therefore, it is important to recognize strong lane combos.

In general, you should have...


At least one ranged hero
At least one disabler

The following are only a few--the combinations are endless, so use your imagination.

http://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/Devourer.jpghttp://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/Jereziah.jpg Jereziah can cast Protective Charm on Devourer, who will then have increased movement speed and take no damage from Decay.

http://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/swiftblade.jpghttp://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/Glacius.jpg Ice Imprisonment allows for Swiftblade to easily maneuver in with Blade Frenzy. Chilling Presence allows all lanes to prosper.

http://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/VoodooJester.jpghttp://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/Electrician.jpg Static Grip allows for Cursed Ground to hit 100%. Right after Grip completes, Voodoo Jester casts Acid Cocktail and Electrician uses Energy Absorption.

http://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/Slither.jpghttp://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/Pestilence.jpg Pestilence flanks with Impale while Slither uses Poison Spray.

http://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/Pebbles.jpghttp://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/DementedShaman.jpg Demented Shaman uses Entangle, allowing Pebbles to move in and Stalagmite/Chuck combo. Shaman moves into range and casts Healing Wave if necessary.

http://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/Darklady.jpghttp://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/pollywogpriest.jpg Pollywog Priest's Magical Bindings allows Dark Lady's ridiculous DPS from Dark Blades to fully go through. Priest finishes with Electric Jolt if necessary.

http://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/hammerdude.jpghttp://img.photobucket.com/albums/v169/snagg3r/HoNIcons/HeroIcons/pyromancer.jpg Hammerstorms' Hammer Throw allows for Pyromancer to Dragonfire and Phoenix Wave with 100% certainty.

Kynth
07-23-2009, 07:29 PM
Great stuff, like the Devourer and Jereziah. The electrician and voodoo is interesting and would probably work. However I'm guessing you could swap pollywog and electrician in either combo, as they both have nukes that they can use right after they finish with their grapples.

Nome
07-23-2009, 07:33 PM
Yeah, I just wanted to use a variety of heroes. A lot of them can be swapped in and out.
Voodoo Jester and Electrician is very strong, though, mainly because Voodoo Jester's base attack is already high, and Static Grip does a decent chunk of damage.

TBH, Swiftblade + any long disable is probably better than most of the combos in that list :D

brn4meplz
07-24-2009, 07:01 AM
You should think about adding Blood Hunter/Legionnaire to this list, Me and a buddy were doing it earlier and it was devastating to everything we came across. Despite the fact it's 2 Melee heroes to a lane the DoT stacking was impressive and Blood Hunters DoT becomes a Permanent silence as it levels so Int heroes become irrelevant. we played I think 4 matches with this combo and combined for like 20+ kills before the 15 min mark

FuzzyWuzzy
07-24-2009, 07:28 AM
You can add Puppet Master to any of these combos, his disable is really long to set up any of these. Also Nymph combos great with any nuker, for example Pebbles or Behemoth.

Should add Behemoth + Thunderbringer, veeeeery common lane in Dota.

Patak
07-24-2009, 07:42 AM
What are some good pairs for -

Moon Queen, Behemoth, or Nymphora?

For pugs with a friend is it a bad idea to try to grab two ranged and just try to burn people down? I guess as long as you have at least one disable.

FuzzyWuzzy
07-24-2009, 07:46 AM
What are some good pairs for -

Moon Queen, Behemoth, or Nymphora?

For pugs with a friend is it a bad idea to try to grab two ranged and just try to burn people down? I guess as long as you have at least one disable.

Moon Queen - she can solo without much of a problem, but as a lane partner I suggest a supporter, Demented Shaman or Voodoo Jester will do the job nicely.

Behemoth - Best partners are range nukers. Thunderbringer, Puppet Master, Tormentor, etc.

Nymphora - she is a support character, any melee or range carry works well. Also can be paired with a melee stunner for ownage (try Pebbles, Hammestorm, Blacksmith, etc).

Glorify1
07-24-2009, 07:50 AM
Jereziah + Puppet master = strongest lane in HoN.

GimbleB
07-24-2009, 07:55 AM
Jereziah + Puppet master = strongest lane in HoN.

I disagree, swiftblade + electrician is the strongest lane. But I've yet to see puppet master + Jere, so I might change my mind on that.

FuzzyWuzzy
07-24-2009, 10:04 AM
I disagree, swiftblade + electrician is the strongest lane. But I've yet to see puppet master + Jere, so I might change my mind on that.

Lol double melee line the strongest in game :D Not.

Glorify1
07-24-2009, 10:10 AM
I disagree, swiftblade + electrician is the strongest lane.
Oh yeah! Two melees are definately the strongest lane!

Patak
07-24-2009, 10:33 AM
Jereziah + Puppet master = strongest lane in HoN.

For the benefit of those of us still learning could you help explain why? I know Jere is pretty good regardless, and Puppet is a great disable, but don't know why this combo in particular (vs another good disable instead of Puppet) would work out so well. If I had to guess, maybe something related to maybe

- Heal damage on the voodoo puppet when it's almost dead, not requiring a codex on the puppet master or something similar
or
- Some sort of synergy with enslave
or
- Maybe some combo of hold + vooodoo to try to get heal damage twice, if that works?

TurpinoS
07-24-2009, 11:07 AM
Legionnaire + Nymphora is a RIDICULOUS combo.

Taunt helps Nymph land her heal.
Heal helps legionnaire who takes dmg.
Nymph's stun help axe get his taunt in.
Shes a ranged supporter, hes a melee who needs farm.
AND
Legionnaire always runs out of mana, while Nymph's third skill makes one of legionnaires skill cast 0 mana (good used for ulti).

RPZip
07-24-2009, 11:46 AM
That Jereziah/Devourer combo is certainly interesting (Protective Charm + Rot hadn't occured to me), but wouldn't you run into problems with two melee?

Dustbin
07-24-2009, 12:52 PM
Been having some fun dot stacking early game with Legionnare and Blood Hunter, trying to find a good use for Terrify. Seems to work pretty well because you can just sit in front of the creeps as legionnare and taunt if the enemy tries to move in and remove Terrify, and they are silenced by BH so they can't nuke you.

Darkshine1
07-24-2009, 01:38 PM
Pestilence + Soultaker is also a great combo. Pestilence's stuns make landing anything with Soultaker a breeze, plus Swarm makes him do WAYYYYYYYYYYYYYYY more damage.

Conscripted
07-24-2009, 01:43 PM
Please give credit on these lane combos:

Glacius and Pharaoh - Glacius will freeze the enemy, Pharaoh will hellfire. Also, Glacius's Chilling Presence will help Pharaoh spam Tormented Soul without any downtime all game.

Pestilience and Swiftblade - Pestilence can stun on short cooldown and swiftblade can whirlwind.

Volshok
07-24-2009, 01:48 PM
Pestilience and Swiftblade - Pestilence can stun on short cooldown and swiftblade can whirlwind.
Double melee again. What are you going to against a decent ranged attacker, let alone someone who can orb walk?

Nome
07-24-2009, 04:47 PM
I've not played against a Puppet/Jere, but I could see why. Puppet uses his disables and attacks, Jere runs up and heals. It's because Puppet's disable isn't dispellable nor can you windwalk out of it.

Krangry
07-24-2009, 04:52 PM
Pestilence + Soultaker is also a great combo. Pestilence's stuns make landing anything with Soultaker a breeze, plus Swarm makes him do WAYYYYYYYYYYYYYYY more damage.

Not gonna win agaisnt a lane with a stun, pesti has to get melee range to stun.

Lanes like glacius/pyro or torturer. or sven with any stun, 2 disables win lanes ez

GoodNewsJim
07-24-2009, 11:04 PM
My favorite combo is Jereziah + scout. You get level 2 heal on Jereziah, have the scout cloak, run next to hero, heal the scout while the scout backstabs. There's little they can do to stop it even if they have dust early.(no one buys dust).

David
07-25-2009, 12:41 AM
My favorite combo is Jereziah + scout. You get level 2 heal on Jereziah, have the scout cloak, run next to hero, heal the scout while the scout backstabs. There's little they can do to stop it even if they have dust early.(no one buys dust).

Jereziah + any stealther is a pretty sick combo. Madman / Jere can get kills at level one, and anyone that can rush forward quickly is a killer lane combo in the beginning.

Invoker1
07-25-2009, 02:05 AM
technician + pebbles is fun for pubs
scout + dusk prophet is pretty good too

Nome
07-25-2009, 02:37 AM
technician + pebbles is fun for pubs
scout + dusk prophet is pretty good too

Dusk prophet = Defiler?
How would that combo work out?

DusTT1
07-25-2009, 02:44 AM
nice guide Nome, 2 thumbs up!
The problem with some of the suggestions is that they don't see the point of having a good lane combo, they don't think through out the entire game. The point of a good lane combo is to either help your carry farm(babysit, help get kills etc)/develop or keep the enemy carry at bay, underfarmed,ganged and killed if possible. Imo one must always think of the entire team not just himself or his lane, the entire map and think what his purpose is depending on the hero's role.
P.S. I'm starting to get the hang of HoN, converting my dota skills *-)
Cheers.

NerdRocket
07-25-2009, 10:47 AM
slither Legionnaire is nasty as well :)

JeffEmming
07-25-2009, 10:58 AM
I like laning with Jereziah and Demented Shaman with either hero.

instago
07-25-2009, 11:08 AM
Another combo that works well is electrician/ legionnaire because of how easy it is for them to gank extremely early. All you need is the stun for elec, and 1 into taunt and whirl for it to work.

Elec moves in, stuns, legionnaire follows, taunts, and your enemy's dead.

Isin
07-25-2009, 11:14 AM
I find devourer to be better as a solo mid hero with a bottle. I honestly cannot name a hero in HoN that he can't out-solo. Keep the ranged heroes moving back and forth by threatening to hook them, and then when they stop to last hit or deny, throw the hook. As soon as you start rotting them, they're dead, no matter what.

The only way to stop Devourer solo is with a dual lane, preferably melee AGI/STR heroes.

If you're going to dual lane with Devourer, do it with a support hero like PP or Electrician.

JeffEmming
07-25-2009, 11:50 AM
Couldn't the player just stand behind creeps, that when when they're looking to last hit/deny they're saved by a wall of creeps?

Tryptophan
07-25-2009, 12:18 PM
Glacius and Behemoth. Just like in DotA. Crystal Maiden and Earthshaker is a great lane. One melee. One range.

Chilling Presence keeps all allies' manas replenished. Ice Imprisonment allows Behemoth to land a perfect Fissure to block enemies especially in early game when people don't have Enhanced Machers yet to run through the Fissure.

Powster
07-25-2009, 12:45 PM
I was in a game with jereziah as devourer like a week ago.. He told me to decay when he does that lol and I did.. and we owned the enemies easy. Thats a really good combo..

evotech
07-25-2009, 02:56 PM
Electrician is mean with just about anyone, he has great disable

High DPS hero + disabler hero = wins

Isin
07-25-2009, 03:25 PM
Couldn't the player just stand behind creeps, that when when they're looking to last hit/deny they're saved by a wall of creeps?

No, because that's when you run up and rot/chomp them, or you could go grab the rune and come up behind him. I find pudge to have so much solo lane control it's ridiculous. Especially if the person you're laning against is a squishy, they get scared out of their minds. You could probably just run up and rot them to death.

Invoker1
07-25-2009, 10:58 PM
Dusk prophet = Defiler?
How would that combo work out?
Technician = Techies
Dusk Prophet = Dark Seer
Just my HoN for them and grieving about how they aren't in yet.
Techies + Dark Seer is a pretty funny combo too actually.

Nome
07-26-2009, 02:14 AM
Oh, haha. Less confusion =P

Dodger1
07-26-2009, 08:25 AM
electrician + jere= grip + Righteous Strike + inner light(healing gripping elec) + Energy Absorption =win

Tryptophan
07-26-2009, 08:36 AM
I was in a game with jereziah as devourer like a week ago.. He told me to decay when he does that lol and I did.. and we owned the enemies easy. Thats a really good combo..

Easy counter = ranged heroes with disables/stuns. They'll just beat on you while you Decay senselessly and draw aggression from creeps while you're running up.

Orkka
07-26-2009, 09:05 AM
electrician + any hero = gg. 4.75 sec disable, wtf were they thinking?

Tryptophan
07-26-2009, 09:35 AM
It's only 4.75 if you're level 7 and you've maxed it. It's just like Rhasta's Shackles so what's the big problem?

Nome
07-26-2009, 03:25 PM
Indeed.
Elec is strong, but he doesn't have very strong lane control outside of Grip. He needs to be paired with someone who can do a lot of damage; otherwise, he's wasted. His lane mate also needs to get all the kills, because a farmed Elec is kinda worthless.

ShadowReaper
07-26-2009, 11:35 PM
You should think about adding Blood Hunter/Legionnaire to this list, Me and a buddy were doing it earlier and it was devastating to everything we came across. Despite the fact it's 2 Melee heroes to a lane the DoT stacking was impressive and Blood Hunters DoT becomes a Permanent silence as it levels so Int heroes become irrelevant. we played I think 4 matches with this combo and combined for like 20+ kills before the 15 min mark

If so you must of been playing with noobs that had no idea to return to the fountain or buy healing items. Furthermore, Bloodhunter's silence does the most damage at level 1 and shouldn't be lvl'd past that till mid game. And finally Legionnaire should not even get his DOT.

godhate
07-27-2009, 12:59 AM
more love to behemo+ranged singletarget stunner/slower (demented shaman/blacksmith/polly/glaci/hellbring/voodo/puppet). wth nearly everything goes if it makes you able to place a proper fissure block. if the behe is good you will probably win most lanes(note; not every lane, there is always a counter) :).

Fireslide
07-27-2009, 01:16 AM
Devourer is not a threatening solo lane. You'd be paired up against a heavy nuker, like zeus or torturer. So good luck landing any last hits on the creep wave if you want to keep your health.

Or you'll be against Soulstealer or Arachna and get orb walked or triple nuked. You'd even fail against a Wild too.

Devourer can be threatening if he lanes with someone who can slow or disable and let him get close enough for a rot chase and if he can land good hooks later on he works nicely as an initator, but for the most part, there's so many other heroes that do better he's just not worth picking.

Mantooth
07-27-2009, 06:06 AM
Demented Shaman and almost any melee hero is ownage, with Pestilence being very nice synergy. Overall, I would say most desirable lane partners are Demented Shaman, Pollywog, Electrician, and Legionaire. They can make pretty much any lane combo effective.

j00sh
07-27-2009, 08:30 AM
electrician nymphora is just plain silly

obviously electrician + anyone can have potential

but that was the closest this game has ever made me come to crying

MarioMCP
07-31-2009, 07:13 PM
Bump!

Just did a game, with a sick combo netting us first blood and plenty of double kills.

Kraken + Predator.

Basically allows you to go from denying/last hitting to instantly in their face, chain slowing them.

Predator leaps on the enemy, and kraken tsunami charges in front of them, to block them a bit, and then when pred's slow wears off, you gush them, and they are slowed again.

It works wonders, and surprises many people, as it is hard to react to two high damage heroes suddenly in your face.

Hope you're willing to add it.

Luxpus
08-05-2009, 07:31 PM
valk + thunderbringer or pyromancer is a good combo? how could it work properly?

Tenshuu
08-05-2009, 09:51 PM
rawr... nobody ever tried Puppet Master + Voodoo Jester? Strings + cask + maledict = easy autoattack kill on anyone who overreaches or gets close to creeps.


Edit: Skills not necessarily used in that order

MABManZ
08-11-2009, 04:13 AM
Easy counter = ranged heroes with disables/stuns. They'll just beat on you while you Decay senselessly and draw aggression from creeps while you're running up.

Silly, you're forgetting that Devourer has Protective Charm on him! He will not be stunned and at worst he'll take a few hits from ranged attacks or creeps if they triggered the combo at a bad position.

BooPoo
08-11-2009, 07:03 AM
Valk + Elec/Polly rocks too. Valk stays at a distance and waits for the grip/shackles. Then Valk throws javelin from a distance to add another 5 second stun to the 4,75 sec disable already. Leap in with Valk and finish it with both heroes.

THF
08-11-2009, 07:22 AM
I like Hammerstorm/Pyro combo. Just too easy...

ElementUser
08-11-2009, 09:49 AM
Glacius+anyone is a good lane combo.

Basic and most classic lane combo is a reliable stunner+AoE stunner (Hammerstorm-Pyro, Hammerstorm-Torturer, Behemoth-Pyro, Behemoth-Torturer, etc.........). IMO dual ranged lanes like Glacius-Pyromancer owns quite badly.

Another classic lane combination is a babysitter+a carry (it normally doesn't have much killing potential, but can still kill if the enemies are careless). Demented Shaman + <insert melee carry hero here> is a great example.

Cyxe
08-14-2009, 07:02 AM
Here's one I'd like to contribute, it's one of my favorite synergies from DotA translated to HoN. Let's assume the following combo is played by competent players:

-Devourer
-Poly-wog Priest
-Voodoo Jester

In no particular order or combination. Pair any two of those for devastating lane control and ganking capabilities. Combine all 3 and you have one super gang!

Pros:
-Disables
-I chose 2 range to allow flexibility (I.E your team is short ranged so skip Devourer)
-Tons of Area Effect damage

Cons:
-Unless you ganked early you'll have a hard time late game (same goes for most combos)
-Need a good Hooker to play Devourer
-Any more you might suggest?

My combo for all 3 heroes is:
Start off with a Devourer's Decay+Guttling Hook, Devour (which early game is usually enough). In my dream scenario, the enemy players then surround Devourer attempting to disable/kill him. Devourer's Job is pretty much over once bite is done except to use Decay to slow enemies while range pound on them.

The second part would be Voodoo Jester runs in with his Cursed Ground (aiming for at least two heroes unless its just 3v1 or 2v1)+Acid Cocktail, and Spirit Ward. Cursed Ground's effect will be amplified if you use it during Devour ultimate+Decay and further amplified if we add our third member of the team.

Polywog priest has 2 disables and therefore a couple more options. You can open with Morph a melee, Magical Bindings a Caster-type hero, setting up your Voodoo Jester. Another way is if you're pushing and you're in range of a tower open with Morph+Ultimate, and Magical Bindings+Lightning on any survivors of the Terrible Trio.

For dual range its even more simple:
Poly-wog Priest opens with Magical Bindings, Voodoo Jester lays Cursed Ground, and depending on the situation finish them with either casks/Morph/lightning or dual Ultimates. WARDS EVERYWHERE

This can be done various ways, be creative. I just illustrated some of the ways my friends used to play. BTW I miss Puck :[

Edit: In response to the anti-Devourer community I've yet to see anyone hold their ground against a Devourer with Shrunken Head / Headress+Behemoth's Heart (for the Decay-savvy farmers) I guess it's all in your play style... MAKE people fear you even if they won't admit it.

Happy Hunting ^_^

Cyxe
08-14-2009, 07:32 AM
OO I just remembered another one... Pebbles + Behemoth is nuts.

Behemoth powers up, Pebbles tosses Behemoth onto a group of creeps+hero(es) and does his little combo, ultimate + stun... then you get Pebbles to run in with his final stun GG.

As for the 2 melee deal, it's irrelevant these are dual stunners with huge range and harass capabilities if you even got close to them they'd face melt you. Early lane domination for the win.

VonSoot
08-14-2009, 10:38 AM
Blacksmith + Glacius (CC + Lots of Burst, Mana Regen)
Electrician + Torturer (Nobody can get away as Torturer puts the hurt on)
Tree + anything (Ult is the best CC)