View Full Version : Guide: Nymphora
Inconmon
06-12-2009, 01:11 AM
Updated!
I. Introduction
II. Abilities
III. Tactics
IV. Variations
I. Introduction
Nymphora is a tricky hero which may be played in different ways. If you need a DotA-Reference it would be a crossover between Furion (Prophet) and Ezalor (Keeper of the Light), but without summons. She is really fun to play, she can be powerful but will always be fragile. New players should stay away from Nymphora.
...and if she is idling for a second flowers will grow all around her. Awesome, isn't it?
http://www.inconsiderable.de/stuff/hon/nymph_01.jpg
The little fairy is a ranged intelligence-based hero. That means that she gains additional damage when increasing the attribut intelligence.
And thats what she looks like:
http://www.inconsiderable.de/stuff/hon/nymph_02.jpg
II. Abilities
Volatile Pod
http://www.inconsiderable.de/stuff/hon/nymph_03.jpg
You put down a glowing seed at target location. After 3 seconds the seed will deal damage to enemies in range and heal all allies in range. This is pretty much your primary skill and you will use it from level 7 on to farm every creep wave, as long as you have mana.
Grace of the Nymph
http://www.inconsiderable.de/stuff/hon/nymph_04.jpg
Underpowered skill that will get buffed soon(tm). Until then you will take the spell on level 9 so you can keep spamming Volatile Pod. Sometimes when you babysitter a carry hero it might pay off getting level 1 early to keep him alive.
This spell allows you to cast your next spell for no manacost. If you dont have enough mana to cast the free spell it will be "greyed out", but you can still cast it. If you cast the spell on allies you need to tell them "as long as the cute butterfly is over your heroes head you can still cast a spell even with 0 mana".
Its greatest weakness is that long cooldown of still 60 seconds once you get it to level 4. Good thing is that it also works on items and some of them have very high mana costs for usage.
Nymphora's Zeal
http://www.inconsiderable.de/stuff/hon/nymph_05.jpg
Thats the core skill of your combat prowress. Imagine the spell like a boomerang. You target a location and a white light will fly out to that location and then return to you. Both times it will stun targets and "charge" you. You can have up to 10 charges and each charge increases movement speed abit and attack speed by 20%. Means a good stun that hits 5 creeps/heroes at the same time will give you 10 charges and freaking 200% attackspeed. If Volatile Pod is on cooldown and you need to farm a creepwave use this spell. The 10 seconds are enough to auto attack a whole wave down and get every last hit.
Most obviously your basic combo is to put down a Volatile Pod next to an unsuspecting enemy, then stun them and autoattack them down because they will have low health and you deal more damage and move faster for 10 seconds.
Keep in mind that careful aiming will greatly improve your combat prowress if you not only stun like 2 heroes, but also a couple of creeps because of good positioning.
Teleport
http://www.inconsiderable.de/stuff/hon/nymph_06.jpg
Good name. I request that the spell is renamed to something less stupid. Anyway, it is your ultimate which means you can take the skill on 6, 11 and 16 and yes you will take it. Teleport is the main reason Nymphora can fulfill her role as pusher, gank and support hero.
On level 2 and level 3 you can take additional players with you. That way you can bring your allies faster into battle, gank players easily and even save allies from certain death.
It does not share cooldown with Post Haste Boots.
My suggestion on levelups is the following:
1. Volatile Pod
2. Nymphora's Zeal
3. Volatile Pod
4. Nymphora's Zeal (or Grace of the Nymph)
5. Volatile Pod
6. Teleport
7. Volatile Pod
8. Nymphora's Zeal
9. Nymphora's Zeal
10. Grace of the Nymph (or Nymphora's Zeal if you took Grace earlier)
11. Teleport
12-14. Grace of the Nymph
15. Attributes
16. Teleport
17+. Attributes
III. Tactics
This guide is for new players that actually need a guide. If you consider yourself to be a somewhat good dota player you prolly wont read guides anyway. This isnt competitive gameplay, but for publics.
Early on you will focus on lasthitting and denying and only use your Volatile Pod to heal in emergency situations. Do not rely on Volatile Pod as healing. This only leads to a quick death against many heroes. Play like you do not have a heal and only use it to counter heavy harassment.
Once you feel safe enough you can rely on manareg and your heal to stay alive.
Once you hit level 4-5 you can start bursting a hero down by droping a pod followed by stun. Together with a partner this will kill most heroes and you shouldn't be solo mid anyway.
To buy items you will use Teleport and an Orb from the outpost. Teleport to the base or secret shop, get your items and back to the lane with the Orb.
I suggest starting out with 2x Pretenders Crown, 2x Runes of Blight and 1x Manapot as beginner, personally I buy Courier/Wards or Ring of the Teacher, depending on team and lane.
After this it depends. Manatube, Marchers and turning the Pretender Crowns into Fortified Bracelets is a good choice.
I suggest going for Totem of Kuldra, Hellflower and Stormspirit as Items. They all provide disable utility as well as a decent DPS increase which grants you 3 advantages over many other items:
First the disables (cyclone, hex, silence) allow you to fulfill your support role so that the carry heroes can kill stuff. Second as you are very fragile they also allow yourself to survive. And finally they give you tons of damage. With those 3 items you have around 300 dmg already and your attackspeed after stun means you melt faces. Unlikely most other casters you scale pretty good into lategame. Many so-called "carry heroes" died to a fairy bursting them down 1v1 between silence, stun and hex.
Anyway.. Manatube and Marchers should be the first two items, then the Fortified Bracelets. If you farm well I suggest going Blessed Orb (Totem of Kuldra Item) early for more HP, else you can build Hellflower or Stormspirit step-by-step as they dont require expensive items.
And only leave the lane with Teleport, walking is a waste of precious experience.
Once you hit level 7 and Volatile Pod is level 4 the farming begins. Walk up to a creepwave, drop the pod so that it will also hit the ranged creep and then hit every melee creep twice with your auto attack. In most cases you end up getting all last hits.
Even if you only support another hero and dont try to get last hits he can get.. you still get lots of gold.
Use your Teleport to finish off low hp heroes that run away, to save allies and to gank enemies. In group fights remember that you are not initiator and do NOT run in first. You only die rather quick. Once the fight starts, throw your stun, drop the pod and then autoattack something to death and use your disables (if you have hellflower, totem or spirit) to take out the most dangerous heroes.
For example if Magmus teleports into your group with his ultimate up it is a good idea to cyclone him. Or if your team starts attacking heroes that have escape spells (magebane blink, scout stealth, ..) you want to hex those with Totem of Kuldra.
And finally the issue of "boots". Never go Steamboots, ever. Basicly you need to check if there are heroes which require Enhanced Marchers. If a Behemoth is in the game or a Pharaoh is in the other team you want Enhanced Marchery to ignore their movement restricting abilities. If not I suggest Poste Haste Boots. It might be overkill for some, but the ability to not only port to the base to heal and instantly port back again is great. You can be everywhere, really everywhere. You can even play taxi and teleport to allies and then teleport them away. It helps you to take control of the map as you can change your location every 30 seconds.
If you have trouble making gold settle for Enhanced Marchers.
IV. Variations
My way of playing Nymphora is not the only way of playing the little fairy. Keep that in mind. Also you might want to adjust your item build depending on the game. Shamans Headress vs Heavy Nukers is a must, if no other supporter was picked, if they have trouble farming or simply because you are the best choice for it... you might want to go Astrolabe, too.
Personally I also like going Codex. Its fun and good for boosting K:D ;)
- Inconsiderable
Kombatted
06-12-2009, 09:00 AM
Good Guide :D
Euphoria
06-12-2009, 02:00 PM
Using nymphora to farm when she scales poorly will crush your carries. The only item I find to be of great use on her is a Euls (whatever the cyclone one is called in this one). Since the duration is 2.5s which is equal to her pod she can combo incredibly well. It gives her MS to chase and a disable in fights and the guaranteed hit with her heal. While most people hate this item since it's not as effective as Totem and doesn't give any HP, she does get the +MS which lets her chase with her stun/attack speed.
Inconmon
06-12-2009, 02:15 PM
Using nymphora to farm when she scales poorly...
I dont think she scales poorly. Shes a powerful mid game / late midgame hero able to push multiple lanes easily and gank at the same time.
But as I said -- competitive games will make her more of a support hero.
Euphoria
06-12-2009, 02:49 PM
I just think she pales in comparison to other supporters. So she should really just be ward *****/heal the team.
Woolygimp
07-14-2009, 06:52 PM
She's probably the worst hero in the game at the moment, but the catch is that the Codex (esp fully upgraded) is overpowered.
So nymph with an overpowered codex will rape. It's always awesome "boom headshot" -ing people.
BTW heroes like Nymphora are to be avoided on easy mode games like the plague. Classes that are very good at farming are at a disadvantage while carries/other classes have an advantage because they get tons of gold/second and the game ends up being a bunch of level 20+s with eveyrone having good gear which puts Nymph in a horrible position.
In normal games you can farm yourself to an advantage. In easy mode games, everyone ends up with the same amount of gold/xp in the end no matter how well you farm.
BLUEPOWERVAN
07-14-2009, 06:56 PM
is this thread for real =[
dagon guides =[
this is so retarded. nymphora is ridiculously good support and codex is awful on her. skill build is good though. mass bracers + phase + guinsoo is the way to go. lane her with axe or omniknight or something. she excels in a push strat and is the best counter-ganker in the game.
Mudkipz1
07-14-2009, 07:06 PM
IMO.
Nymph is top 5 best heroes in the game.
BLUEPOWERVAN
07-14-2009, 07:07 PM
this is so retarded. nymphora is ridiculously good support and codex is awful on her. skill build is good though. mass bracers + phase + guinsoo is the way to go. lane her with axe or omniknight or something. she excels in a push strat.
good god yes (re items and assessment). I think her best laning is actually with the melee ground target stunners though, since her weakish stun is enough to land theirs + seed, and kill.
Mudkipz1
07-14-2009, 07:08 PM
Leggo and nymph = godmode on.
Electrician
07-14-2009, 07:33 PM
so, not codex, but damage items for her?
what kind of damage items do you suggest after i get bracelet and post haste?
hellflower?
the other stun items?
GeneralCash
07-14-2009, 07:44 PM
yea, she's a supporter but a damn nasty one. that pod destroys team fights, if you don't kill her in 2.5 sec, you might as well retreat cuz once it casts you are screwed. the range on that stun is ridiculous, you can't escape as long as she's alive.
anyway, imo she just needs to farm up her hex asap. survival items and bot after that. she can't gank very well, at least not before 11. as soon as she gets hex, pushes can start and it's pretty much gg assuming the rest of her team isn't doing horribly.
Mudkipz1
07-14-2009, 07:51 PM
She is the best ganking hero at 11.
She can TP you and a Carry behind someone and
FACE PALM FACE PALM FACE PALM!
Woolygimp
07-14-2009, 07:55 PM
She is the best ganking hero at 11.
She can TP you and a Carry behind someone and
FACE PALM FACE PALM FACE PALM!
How? You can only teleport to a friendly structure.
kiramon
07-14-2009, 07:58 PM
How? You can only teleport to a friendly structure.
Dot Dot Dot
:confused:
Electrician
07-15-2009, 02:12 AM
How? You can only teleport to a friendly structure.
:eek:
Inconmon
07-15-2009, 02:17 AM
If you play her outside of pups this guide doesnt apply obviously, I even stated that. Then you buy courier/wards in the beginning, go for some reg, meka (astrolabe), boots of travel (poste haste) and prolly hellflower or totem of kuldra.
Still, dagon is the way to go in public games.
Gotweed04
07-15-2009, 02:21 AM
IMO.
Nymph is top 5 best heroes in the game.
the top 5 best heroes in HoN would be as follows in order
.....
.......
.........
.........
...........
.............
1.Nymphora
2.Nymphora
3.Nymphora
4.Nymphora
5.Nymphora
She is ridiculously broken. She has a mass heal with a low cooldown, a mass stun, mass damage, and can teleport anywhere on the map. Her heal needs to be nerfed big time. Throw a stun and launch your pod to put an easy several hundred hitpoint difference between the two of you. Her heal needs to only work on heroes, not your creeps as well. She is hands down the best pushes because of this.
Her stun is longer than any other non ult mass stun if you place it right. Reduce the stun length and add a little bit of damage to the zeal.
Tele ult: Drop the random hero being teleported with you and increase the cool down length. The random hero bit serves no purpose and just ends up pissing off your teammates.
FluffyM
07-15-2009, 02:22 AM
How? You can only teleport to a friendly structure.
Her ultimate let's you teleport everywhere freely, not tied to friendly structures or creatures.
And yes, she is a great pusher, but in teamgames she's not broken or OP imo.
Also, not upgrading her ult helps if you want to use the tp for yourself only :P
Dustbin
07-15-2009, 05:03 AM
.
Tele ult: Drop the random hero being teleported with you and increase the cool down length. The random hero bit serves no purpose and just ends up pissing off your teammates.
You're kidding right? Have you even used her teleport?
PROTIP:
1. Kraken ults at fountain.
2. Nymphora ults from fountain to enemy group. They think it's an EZ kill.
3. ????
4. Profit!
Johnnsen
07-15-2009, 07:02 AM
Where to get the "orb" from to use it to teleport back and forth? Is it one time only?
Gotweed04
07-15-2009, 09:42 AM
PROTIP:
1. Kraken ults at fountain.
2. Nymphora ults from fountain to enemy group. They think it's an EZ kill.
3. ????
4. Profit!
The skill and timing required to pull this off would justify the current skill though
BLUEPOWERVAN
07-15-2009, 10:19 AM
God, why do people try to stuff mechasm/astrolabe on a hero that already has an aoe heal... one that is more mana efficient, has a much shorter cooldown, and will also damage nearby enemies.
By going this instead of hex, you #1 forgoe mana regen, and #2 replace it with a huge mana sink you can't afford.
People just seem to think: Oh, X has a heal spell, therefore X is a healer. Better give it mech to take advantage of all the epic +healing and +mp/5 gear it's equipped with!
It's redundant and very shallow analysis... like saying, oh wow, madman has a short term stealth, he's a stealth hero/rogue, better give him lothars to buff his stealth!
Inconmon
07-15-2009, 01:15 PM
It's redundant and very shallow analysis...
She is support that why she gets the heals, obviously. Im sure building meka on madman is a cool idea your world but trust me its not.
She is ridiculously broken.
lol.
SMACKD0WN
07-15-2009, 01:24 PM
lol,dagon
and, get lvl 1 nimph grace somewhere between lvl 4 and 9ish
BLUEPOWERVAN
07-15-2009, 03:22 PM
She is support that why she gets the heals, obviously. Im sure building meka on madman is a cool idea your world but trust me its not.
Yeah, of course either she or madman gets mech, because usually teams only have 1 support hero? Maybe because mech is the only support item?
Oh wait, usually there is like 1 carry, 1 tank, and around 3 supportive members. Practically any other int/support hero is better off getting mech.
It's not like I even said to build non-support for her. Some support builds are better than others depending on the hero. You don't explain why nymph should specifically pick a relatively poor choice (for the reasons I mentioned) over other support items.
Azariah
07-15-2009, 05:22 PM
I recommend that this guide be upgraded with better descriptions on abilities. This guide does not list damage, mana cost, duration, or anything beyond simple tooltip notes.
Otherwise, I enjoyed it, thanks :)
Gotweed04
07-15-2009, 06:07 PM
I recommend that this guide be upgraded with better descriptions on abilities. This guide does not list damage, mana cost, duration, or anything beyond simple tooltip notes.
Otherwise, I enjoyed it, thanks :)
I'm sure the reason behind this is that with the rapid number of patches coming out for HoN, it would be outdated in a week.
Azariah
07-16-2009, 01:18 PM
Okay folks, I'm looking for some advice.
Disclaimer: I'm pretty much a total n00b (hence why I'm trolling for some tips).
I like a fair amount of the stuff in the guide, but really need more solid recommendations on gear. This guide is pretty much just a walkthrough on how to play a teleporting codex - which was obviously met with a fair amount of derision. More veteran players jumped in - and there's clearly a widely varying opinion on Nymphora - with all sorts of varied recommendations on equipment, but none of it is really explained in a way that a n00b like me can understand.
I do think the general approach to Nymphora makes sense. Nymphora's unpredictability seems to be her greatest strength, and she's pretty good at avoiding ganks. Stun&Run can get you out of some really gross situations.
I find that she's fairly mana constrained till around level 12-ish. I acquire a Manatube/Sustainer asap, and with +100% mana regen can usually get by. Somewhere around level 12 mana stops being a real concern (having enough to spam Pod on each creep wave, and the occasional stun for harassment). Eventually, she hits a critical mass where she couldn't possibly dump all her mana, even if she needed too - and it seems like mana regen beyond that is a pretty pointless stat. I'm sure higher level players have to worry about things like mana drain or something... but I haven't really run into a situation where +150% mana regen isn't sufficent after level 14 or so. (Also, this sort of makes her Grace power pretty underwhelming at higher levels.)
I also think it's worthwhile to pick up the Post Haste Boots early on. Having dual teleports really enables me to be anywhere I want - and it makes for a quick trip to the pool or store without losing farming time.
Beyond that, where do I go? I need some help with items. Basically, I start with the following:
Sustainer
Post Haste
I think that it makes sense for the next upgrade to augment the Sustainer. Should I turn it into a Sacrifical Stone or a Null Stone? Sac. has more hp on it, but the extra mana regen tends to be fairly unnecessary in the late game. Null Stone seems nice on paper, but maybe the occasional spell block is offset by the bonus HP you get from Sac Stone?
Once you have Post Haste + Sac/Null Stone, then what?
Hellflower seems nice. The activated ability seems awesome for team ganks, and the +40 damage and 30% haste seem to synergize really well with her when she's on a 10 charge haste rampage. It also seems to build up well, with a requirement of 3x Greater Arcana. (Essentially, the pay-as-you go model seems to be pretty useful here).
Then what?
Codex? Powerful-but-Expensive
Stormspirit or Kuldra? What makes the hex effect so ideal for her?
Frostwolf's Skull? Seems awesome for ganking
Something defensive? Nymphora seems pretty squishy.
Anyhow, like I mentioned, I'm pretty new to this. I was just hoping for some recommendations on item builds.
Thanks!
Electrician
07-16-2009, 02:57 PM
Do not get codex, I usually get ring of teacher for the early mana regen and to help out my lanemate
then lifetube/manatube, then marchers -> posthaste
if you face casters get hellflower assap
otherwise get Kuldra for the disable
afterwards: no idea, get the other one for the added damage/stun
BLUEPOWERVAN
07-16-2009, 03:08 PM
You don't need lifetube with a heal spell. You should get bracer type items early to buff your health (up to 3, use starting money on 3 +3 strgauntlets + runes to heal). Manatube early is good, but let it stay as that. Post haste is pretty much a waste with teleport, enhanced marchers is much better (the ability on it has a very short cooldown, while using it you are faster moving than post-haste, and the ability to go through units is very valuable in both chasing and escaping since you can go through units the other hero has to walk around). Once you have enh marchers, work towards hex stick (i.e. buy the +10 all stats, and then the +25 int)... work towards meaning, if you have a lot of money, get the expensive hex stick items, but if you are having trouble in fights, convert your str gauntlets to bracers.
This build compensates for your fragility with the armor from enhanced marchers and the hp from bracers (and the +10 all stat orb). Hex staff is always a great item for getting kills while ganking, or neutralizing carry heroes (think late-game madman) in group fights.
Your biggest threat with this character is your low hp, and item builds should respect this. Strengths are teleportation and healing, so you don't really need items for these areas. Mana regen/pool is vital... hence the build I described. After those choices, you just choose other items are they are needed.
krakens ult stops when you tp or use teleport, tried the nymphora/whirlpool trick like 10 times a week ago.
Drasha
07-16-2009, 05:29 PM
I like building her with a brutilizer and a thunder claw and a warp cleft then add some lifestealing on top of it all. if you can get a creep wave in with your stun and an enemy hero you gun them down. course it works best in disorginized pubs but hay its fun.
Inconmon
07-17-2009, 05:10 AM
I like building her with a brutilizer and a thunder claw and a warp cleft then add some lifestealing on top of it all. if you can get a creep wave in with your stun and an enemy hero you gun them down. course it works best in disorginized pubs but hay its fun.
You dont need more attackspeed. Your stun makes you a ****ing machine gun fairy.
Personally I always go sustainer, so you dont have to waste your pod (mana, cooldown) on healing yourself if you get harassed and poste haste is just must have tbh. The mobility is sick and allows you to be everywhere your team needs you; always, not only sometims.
However, if you go for other items that grant mana regeneration you can skip manatube. Healthtube is nice for shaman headress vs nukers or helm of the black legion vs certain heroes such as defiler and pollywog.
If you go for damage get Hellflower and Thunder Claw -> Charged Hammer. Hellflower because its int and gives you silence for grp utility. Thunder Claw because it procs far too often and everything with fast attackspeed and thunderclaw is gamebreaking.
If you go more for support there is (storm spirit ->) totem of kuldra, ASTROLABE, ring of sorcery and of course lots of hitpoints because you are one squishy little fairy.
AnimeSteez69
07-17-2009, 05:12 AM
Nymph with thunderclaw minigunning the **** out of a wave of supercreeps is one of the funniest things I've seen in HoN so far
Drasha
07-17-2009, 05:31 AM
You dont need more attackspeed. Your stun makes you a ****ing machine gun fairy.
Personally I always go sustainer, so you dont have to waste your pod (mana, cooldown) on healing yourself if you get harassed and poste haste is just must have tbh. The mobility is sick and allows you to be everywhere your team needs you; always, not only sometims.
However, if you go for other items that grant mana regeneration you can skip manatube. Healthtube is nice for shaman headress vs nukers or helm of the black legion vs certain heroes such as defiler and pollywog.
If you go for damage get Hellflower and Thunder Claw -> Charged Hammer. Hellflower because its int and gives you silence for grp utility. Thunder Claw because it procs far too often and everything with fast attackspeed and thunderclaw is gamebreaking.
If you go more for support there is (storm spirit ->) totem of kuldra, ASTROLABE, ring of sorcery and of course lots of hitpoints because you are one squishy little fairy.
as far as i know there is no attack speed cap and warp cleft makes you murder people.
Liquidsword
07-17-2009, 07:42 AM
I take the following on her is usually:
Bottle
Boots
Codex
Assassin Shroud
this is obviously for pubs in which I can find solo people to gank constantly.
Vodka
07-22-2009, 05:33 PM
Am I the only one who considers getting bloodstone/sacrificial heart on her? The components help her mana regen, her health pool, and her mana pool, which is all she really needs to be effective. Usually, by the time I complete a sacrificial heart, we're alread yraxing the enemy, but hex stick or Shiva's guard (frost plate?) would be good options afterwards.
Also, why post-haste? It's as redundant as astrolabe given your teleport ult, and enhanced marchers will be more useful for chasing/escaping.
pject
07-23-2009, 05:18 AM
I think people tend to forget that her ult (teleport) and Homecoming Stone/Post-haste DO NOT share a cool-down. This means you can ult/tele to fountain/secret shop then Homecoming Stone/Post-haste to towers/allied creeps. Or the opposite---Homecoming Stone to fountain then ult/teleport anywhere on the map! This is why people recommend carrying Homecoming Stones or getting Post-Haste with her.
No waiting 65 seconds like you would if you tried using multiple homecoming stones or homecoming + post-haste to get around the map.
Nymph can go to the fountain and be back without even some of her teammates noticing she was gone.
Nymph is the ultimate support character.
CavemanDiary
07-23-2009, 06:49 AM
Make her dps with deso/buriza. Guinsoo if needed. Not much need for mana regen as you will make constant trips to the fountain with bot's.
Inconmon
07-23-2009, 08:19 AM
Also, why post-haste? It's as redundant as astrolabe given your teleport ult, and enhanced marchers will be more useful for chasing/escaping.
Test it. You will realize how superior it is.
evol1
07-23-2009, 08:28 AM
good guide testing your tips now.
Outbreak2
07-23-2009, 09:02 AM
i have a question about nymphs teleport and post haste boots.. Lets say if i get ambushed can i use teleportation and it wont be interupted even if im being attacked ? im new in hon, never played dota, so dont blame for stupid question..
FuzzyWuzzy
07-23-2009, 09:36 AM
If you play her outside of pups this guide doesnt apply obviously, I even stated that. Then you buy courier/wards in the beginning, go for some reg, meka (astrolabe), boots of travel (poste haste) and prolly hellflower or totem of kuldra.
Still, dagon is the way to go in public games.
You, my friend fail :)
Going support in a organized game means you will be warding
Getting more than Boots + 2 Bracelets is not very likely, if possible at all...
And Post Haste? On a teleporting hero? Please, don't tell me you took BoTs on Furion as well?!?!
pject
07-23-2009, 10:22 AM
I am not familiar with her Dota counterparts.
It just seems late game. Having post-haste to friendly ally creeps + her great lane pushing ability and then ulti/teleporting back to your team/group is invaluable. I mean a pod + your stun/attack speed boost and creep wave is gone in seconds---pushing two/three waves and then your back with your team. She farms like crazy, so why not dismantle your enhanced marchers and make them post-haste when you get the chance?
ZonDa1
07-23-2009, 10:57 AM
bad guide, eul is must have for her
PeDRo_O
07-23-2009, 11:24 AM
is this thread for real =[
dagon guides =[
I feel your pain...
Zejety
07-23-2009, 11:42 AM
i have a question about nymphs teleport and post haste boots.. Lets say if i get ambushed can i use teleportation and it wont be interupted even if im being attacked ? im new in hon, never played dota, so dont blame for stupid question..
You will be interrupted when your enemies (mini) stun you. Silencing you will cancel your ultimate but not post haste.
GoodNewsJim
07-23-2009, 10:37 PM
When I'm Nyphora with teleport boots, the most common places I use teleport for are:
Teleport to pool to regen health mana
then
Teleport to a tower to push a lane that is close
Her Pod is probably the best lane pushing skill in the game, but she is 2nd in pushing to Pyromancer who can use q/w to clear off all the creeps at level 4.
Finally, I'm not much of a hero killer, but if you tele into where a low life fleeing hero is going, you can get the final hits on them.
I haven't studied the best items to put on her, but for skills, I get pod & stun up to 4, tele to 1, and then put the rest in stats. You may feel differently about it.
Vodka
07-24-2009, 01:35 AM
How do people feel about getting Nullfire Blade (Diffusal) on her? I was trying to figure out the best way to capitalize on the IAS her stun grants her, and I think nullfire blade is the way to go: with the IAS, you can drain someone's mana very quickly, and the blade itself will help you chase in ganks and teamfights. It also gives some int, so it's not too bad of a buildup if you build it with the mage robe first.
GaIactic
07-24-2009, 01:56 AM
Farm waves, leave your neutrals for your carries, buy wards, ward their forest, teleport yourself (and your carry if he's available) gank their carry while neutral farming. Lather, Rinse, Repeat, push to end when your carry is lvl 16+ and super fed and their carry is still lvl 9 with power treads.
That's pretty much all you need to do with her. And she's AWESOME at it. Her teleport bringing others along for the ride is genius. It's like they mixed Furion with Pit Lord. One of the best support classes in the game.
^_-;
Inconmon
07-24-2009, 06:35 AM
You, my friend fail :)
Going support in a organized game means you will be warding
Getting more than Boots + 2 Bracelets is not very likely, if possible at all...
Yep. I think the best way to play support heroes is not even trying to get any items or have a plan what you should do, if you get gold. Really, you are a genius. Really, you are. I am pretty sure sticking to boots of speed and massing wards without even any mana regeneration is an awesome way of playing Nymph.
I am pretty sure the new players, those that actually need guides, will be happy to hear this and will contribute alot to their teams.
And Post Haste? On a teleporting hero? Please, don't tell me you took BoTs on Furion as well?!?!
Not on "teleporting heroes". On Nymphora. You might want to try it, so I can look down on you once you realize how much bottom it kicks.
wasakaka
07-24-2009, 02:02 PM
I am semi-noob. Meaning I should probably be better at this game than I am considering how many times I've played now. That said I just tried this build in a pubgame after a few practice runs solo. I died a LOT. I realize in retrospect I needed to port into the action in stead of walk in with my mates. As what would happen is the opposing team would stealth or port in on me, and quickly gank me before I could do much of anything. Duh? Probably. I had a hard time even getting the codex targeted and fired in time. Too much going on too fast. I'm sure with practice I could address that but I think I'm more inclined to spend the money not on codex but more hit points or something. I also liked someone's earlier suggestion of getting post haste sooner since you can port back to the well for mana and health instead of relying on lifetube and manatube early on. Maybe. Will have to try it I guess.
Thanks for the guide. I quite like this hero.
Falcon`
07-24-2009, 02:06 PM
Not on "teleporting heroes". On Nymphora. You might want to try it, so I can look down on you once you realize how much bottom it kicks.
Having the extra teleport rocks. Spending the gold for the extra TP does not. I'd much rather just buy a few homecoming stones. Enhanced marchers are very nice for the movespeed burst when you're chasing down a hero to get your stun off and let the rest of the team catch up.
Personally, I prefer arcane ring and enhanced marchers. (I start with the guardian ring, 3 minor totems, and 3 mana pots. By the time you hit 6 or 7, you can generally have farmed enough money for the ring, port home, and walk back.) If you're the one buying the courier or a set of wards, you can basically do the same thing minus the guardian ring.
After that, it's really up to what your team needs. Support items (wards, flying courier, dust, totem) and items that increase your HP are good. If you're super rich, a frostwolf skull or desolator are great items and synergize well with your increased attack/movespeed from your stun, but generally you won't get enough cash to get those items (or post haste for that matter) in high skill games.
Bludgar
07-24-2009, 02:39 PM
I actually like Nympho, though she's hard to learn as a noob. However, with her massive gold farming potential and the ability to teleport anywhere, she should be the main lane/harasser for any game.
There are some nay-sayers to giving her increased attack speed. Here's my take on items:
-Warped Cleft
-Hellflower
-Totem
-Post-Haste
-Brutalizer
-Sacrificial Heart
That sounds like a lot of money, but you should be able to instantly move to any lane to attack any hero at any given time, stun, melee (with 5+ attacks per second), brutalizer will still fire fairly often and keep them stunned, use the totem as need be for people that don't fall fast enough and sacrificial heart will keep you able to stay healthy. The added bonus is that if you die, you're going to come back faster, and with Nympho, you want to be a constant presence. With this build, you're probably out-damaging madman and he won't be able to stealth because you've constantly got him stunned.
However, to me, this is all theory because I'm still getting the hang of the game.
AnimeSteez69
07-24-2009, 02:59 PM
Yeah, of course you could nuke the life out of anything with that gear. But you are not getting all of those items in a non-EM game unless you're somehow allowed to sit and farm lanes constantly even when carries should be ending the game. It's worthless.
If you really must play minigun with your nymph, buy a Hellflower. I do it in some games, and it's a lot of fun.
BLUEPOWERVAN
07-24-2009, 03:09 PM
Sigh, I am not very pro-hellflower. Hellflower is primarily a + attack speed item, and her wave already almost maxes it. At over 5000 gold, you could as easily get Shieldbreaker for much more dps and a mana tube on your way to hex.
Azariah
07-25-2009, 02:31 AM
Almost maxed attack speed? I don't think there's a max. I was fooling around with 4x warped cleft one game, and she got effect from them all. I don't think you can reach the aspeed cap in game.
JeffEmming
07-25-2009, 03:55 AM
The difference between a good nymph and a noob nymph seems so astronomical.
wasakaka
07-26-2009, 01:14 PM
i have a question about nymphs teleport and post haste boots.. Lets say if i get ambushed can i use teleportation and it wont be interupted even if im being attacked ? im new in hon, never played dota, so dont blame for stupid question..
In practice I find it seldom to never works for escaping being ganked.
Theworstpro
07-26-2009, 01:27 PM
Her heal needs to only work on heroes, not your creeps as well. She is hands down the best pushes because of this.
So she just shouldn't get any creep kills at all?
Her base damage is crap as is. I don't think removing her 1 farming move is the correct path.
Jimmie2
08-04-2009, 03:09 AM
^^ this
just had my first two games with her and sucked ass :(
rubbish base dmg, mana/regen, hp.
team mate was yelling at me to heal so i put it near creeps (in the hope of some gold) - he doesnt go to the heal and starts complaining that i didnt heal zzz.
InsaneChef
08-04-2009, 04:18 AM
yea, she's a supporter but a damn nasty one. that pod destroys team fights, if you don't kill her in 2.5 sec, you might as well retreat cuz once it casts you are screwed. the range on that stun is ridiculous, you can't escape as long as she's alive.
anyway, imo she just needs to farm up her hex asap. survival items and bot after that. she can't gank very well, at least not before 11. as soon as she gets hex, pushes can start and it's pretty much gg assuming the rest of her team isn't doing horribly.
This.
WizEye
08-04-2009, 04:28 AM
I suggest getting ring or sorcery, or whatever the item that gives you mana on cooldown is called. Not only it makes the allies around you happy, but it gives you a larger mana pool and great extra mana regen.
If you get that and just run together with a melee hero that is heavily reliant upon mana, you'll be an unstoppable stunner with the ability to restore both health and mana of all your surrounding allies and an occasional teleport. It's pure win imho.
Longhorn
08-05-2009, 12:04 AM
I just started playing this yesterday, but wow, Nymphora seems extremely powerful, especially once you get teleport.
Suiraclaw
08-06-2009, 05:37 PM
First try with her after reading the comments here. Screenshot of the end in the attachment.
To be honest, I'm pretty happy with it considering how we razed one of their baracks 15 minutes before they could destroy one of us. I pretty much single handedly delay the match: forcing them to keep going back to stop the creeps and attempt ganking me and defending against pretty much every single attack on a tower.
Still, they had 62 kills, we had 22 kills. No way we could ever win. Still, it did took them more than an hour.
Anyway, I had problems with item builds. I was going for hellflower (obviously), but I doubt I could have done something interesting with it.
PS: no concede vote was ever attempted.
Thanks for the guide.
I really like playing nymph with my friends. makes me feel good to know i keep ppl alive.
i love support role!
deadpoolm
08-21-2009, 10:28 AM
I play nymp of and on and mostly go - great arcana , marchers , hellflower , but it seems lacking the hellfolwer silence seems to just not cut the mustard anyone else have a better/different item build for nymph?maybe try for something with a slow or stun effect or something wich keeps you alive longer so you can support your team better.:)
Unearthly
08-22-2009, 10:08 AM
To be honest, I've considered going Behemoth's heart because I feel even without items I contribute a lot to team fights and pushes. But I die easily. :( Opinions?
y would u get heart? if u have the money get a skadi instead, extra hp and mana, and the slow effect helps in chases
BooPoo
08-24-2009, 09:11 AM
This is my fun item build for Nymph:
2x Soulscream Ring -> Steam boots (int) -> Chain Lightning item
Drop a pod, stun creeps and the hero inside, burst a lot of chain lightnings with the 200 % attack speed, each doing an additional 150 damage on the enemy hero, and you got him either dead or running off. Then you teleport to where he's running, stun him again and finish him off.
Awefull lot of fun to play Nymph this way.
Inconmon
08-24-2009, 10:04 AM
Maybe I should update the guide, as people keep bumping it.
Edit: Oh wait, I just did.
Suttungr
08-24-2009, 02:26 PM
Nymph can be an outstandign support hero only with her spells, If you got enought mana you can keep pushing forever and escape, the only thing she needs is mana, after that, HP, and after that you can get damage items, she can be played as a hero killer, but first, you need good companions and mana + HP
So i get her:
Strenght treads (+10 stg is far mor important than + 10 int because of your horrid hp)
1 arcana(oblivion staff) for mana regen, some AS and some damage.and 1/3 of hellflower
2 bracers (more surviability)
Complete Hellflower + AS + DMG + Int + MANA REGEN (infinete spells)
So, you got HP, and MANA and some damage, so, now, get dmg
I preffer Buriza since crit ascends to 500 dmg, if you played well, and use your team to telegank, you are unstopabble.
but for this, you must be one step ahead of everything, use wards*****ing to teleganks, fulfill your support role and you are a battlesupport fast as hell hero.
dxu05
08-24-2009, 02:36 PM
If you are playing Nymph as a hero killer you are bad.
Correction, if you are playing nymph as a hero killer your team is bad.
Also, behemoth heart/mass damage builds can be great. The stun often gives like +200% AS if you hit any creeps and at that rate you are destroying lives so it's silly to just stay a support hero.
LOLDUMP
08-24-2009, 02:38 PM
This is my fun item build for Nymph:
2x Soulscream Ring -> Steam boots (int) -> Chain Lightning item
Drop a pod, stun creeps and the hero inside, burst a lot of chain lightnings with the 200 % attack speed, each doing an additional 150 damage on the enemy hero, and you got him either dead or running off. Then you teleport to where he's running, stun him again and finish him off.
Awefull lot of fun to play Nymph this way.
THIS is why you have 38% winrate.
Inconmon
08-25-2009, 12:54 PM
Dunno, I think silence/hex outperforms slow on fairy
It all come down to wat is ur style, support or hero killer. Personally skadi and hex will win the game for me, but i m also trying out new playing style for her
Puffball
08-28-2009, 01:37 PM
My build last night: Fort Braceletx2, enh marchers, totem, sell bracelet for plate mail, fill inventory with 4x plate mail.... mmm 75% damage reduction vs physical when other team had no casters :)
Inconmon
08-29-2009, 09:23 PM
no caster? lol
Kotaimo
08-29-2009, 09:52 PM
Actually, today i tried a rather disturbing strat on nymph... we were missing a lategame carry so i kinda took that spot. granted it was a pub but anyway the attack speed buff from her stun is _insane_. she puts out quite a pain, and can cc with hellflower/hex, has easy farming with pod and is pretty much ungankable with stun + teleport
Just my 2 cents =)
i think hellflower is a pretty good item for her, it gives some good regen and the active is very useful when ganking.
i reckon nymph is a very good supporter, if you have a team that listens, (i generally play pub) her teleport + 2 others makes your team that much more effective at lane pushing and then when the heat comes tele out and push another lane.
i usually get a couple of bracers and enhanced marchers while working my way to hellflower, if the game lasts longer hex would be next. im still pretty noob but this is what i like :)
Inconmon
08-31-2009, 07:49 PM
Hellflower isnt bad, but if you can farm Totem of Kuldra is superior because of more hitpoints. You are squishy and need all the hitpoints you can get.
majorcrabs
08-31-2009, 08:29 PM
my personal build for nymph is always on going but my main items start off with
runes, and first item of arcane ring
then once i finish the ring I get boots but do not upgrade them, because a good nymph doesnt really need anymore since she has such a quick teleport
afterwards I get a heart for life, and I was thinking of going crits on her because she has the attack speed to support great crits
but with arcane and heart shes pretty well rounded and a great support for everyone
Drasha
08-31-2009, 08:45 PM
I always build her as a carry for the fun of it she can be crazy deadly with lightning claw, brutilizer, and a warpcleft she can just has to use her stun then she machine guns you down.
n00bie
09-02-2009, 06:06 PM
edit: nvm
Istaro
09-13-2009, 04:16 AM
Also, why post-haste? It's as redundant as astrolabe given your teleport ult, and enhanced marchers will be more useful for chasing/escaping.
It seems like a bunch of people are thinking that Enhanced Marchers are faster than Post Haste when activated, but . . . is that true? My mathematical intuition suggests that 90 > 80.
Had a fun time in my last game as Nymphora; we were dominating so I decided to trade in my Enhanced Marchers for Post Haste, and had a ball chasing down runners who kept trying in vain to boost away.
Robocop
09-13-2009, 05:21 PM
Kuldra vs Hellflower is kind of tough for me. Kuldra is a better disable, but with Hellflower the attack speed you get from a good zeal suddenly becomes extremely deadly. By collecting Arcanas for Hellflower you also slowly work up to that and get small amounts of damage and attack speed, whereas Kuldra is much less incremental and only really becomes powerful when you complete the item.
CptJesus
09-13-2009, 08:32 PM
Nymphora's new ability is going to completely change the way she is played/built. Time to go play a few games and figure out whats good on her now.
WizEye
09-14-2009, 12:09 AM
Watch the dozens of Nymphora players who don't get her stun skill anymore in favor of the free mana spell. I played with a lvl 10 nymphora today who still couldn't stun because she thought all she needed was the heal and more mana even though she already had a totem of kundra.
Stun and heal are way too precious to be sacrificed in favor of the mana spell. Imho you need maybe 1 level of that spell for every 5 levels of the hero, just so you can keep her mana up as much as possible.
Pyros
09-14-2009, 01:05 AM
What I do is take the stun first(it can be useful to survive an early gank or assist), then take the mana regen ability so I can feed whoever is with me, then the heal so I don't have to get out of lane, then another lvl of mana regen so it actually regens a good bunch on yourself, then I just do stun/heal until later. 2ranks in the mana regen is good enough until like lvl10, unless you don't have a bottle or a battery, but less is a bit of a waste since you're not casting as much as you can.
CptJesus
09-14-2009, 03:39 AM
Watch the dozens of Nymphora players who don't get her stun skill anymore in favor of the free mana spell. I played with a lvl 10 nymphora today who still couldn't stun because she thought all she needed was the heal and more mana even though she already had a totem of kundra.
Stun and heal are way too precious to be sacrificed in favor of the mana spell. Imho you need maybe 1 level of that spell for every 5 levels of the hero, just so you can keep her mana up as much as possible.
I disagree completely. My new skill build is Pod --> Zeal --> Pod --> Grace. Pod is maxed first, teleport is taken at 6,11,16. However, Grace is maxed before Zeal. Grace gives you massive pushing power and longevity compared to zeal, not to mention is a far superior support ability. Early game, its perfectly normal to get up in their face, even as Nymphora, since you have your pod to heal you anyways. Therefore, you dont need a long zeal range. Dont underestimate Grace. You can keep almost every agi/str hero topped off without any effort, and you can keep most allied int heroes pretty high up, not to mention quickly restoring your mana.
Inconmon
09-14-2009, 04:56 AM
Gotta update the guide because of this change, but not getting stun is fail. Maxing stun first isnt good either. You dont need max level stun and you dont need max level mana gain.
HOONdeSOON
09-15-2009, 07:45 AM
My cents on the Nyphora:
Pod + Stun early is viable ... at least 2 Points in Stun is needed for a ensured hit with Pod!!
If you lane with friend you know who plays Magmus or some sort of this hero get Grace instead of stun Becouse of Mega lanecontroll.
Items to get: Botts + 2 Nulls + Astrolable + Wards <---- = 610 aoe heal + Mapcontroll
If you need armor get Phaseboots if need hp get Steamboots/pointbooster if need more controll get Post haste.
Staff of Master is SENSELESS:
With a tp scroll or Posthaste you can do the same !!!
Lategame you will get a Shivas guard cause it helps a lot against lategame dps!! AND it makes you a tinker like pusher.
Ylways remeber: If you get more Items the nAstrolable + Nulls/Bracer + Boots untill midgame you farmed too much gold from carrys and you ganked not enough!! And let the Kills too your carry.
Nymphora is a perfect ward***** cause she needs few items to be usefull and can ward REALY fast with teleport. Also she can easily support mid with ganks while warding if mid is facing Thunderbringer or some like this.
If you build her as a carry get Thunderclaw -> Charged hammer. It synergies well with her Attackspeed. But never skip astrolable cause you need the survivability.!!
Codos
10-02-2009, 08:18 PM
**This is for pub games, and I am still fairly new**
I have been playing Nymph a lot lately, and she is by far one of my favorite heroes.
Her utility is incredible, and she is deadly in the right hands. I play her as a strict support class, and I still end up 7-0-15 or close to it. Her ability to teleport across the map, and push creep (heal your own while killing the enemy's) is amazing for creating devastating creep waves. Being able to heal and regenerate your team mates mana, keeps the fight alive for your side. Not to mention, teleporting ahead of retreating enemies is a great way to clean up a fight. Unfortunately, her downfall is that she is squishy like most int classes. Therefore I line up these items:
-Startup: Stat items, and a couple mana pots. (her mana spell falls short in the beginning)
-Steamboots: For armor, speed, and HP
(leave it on str, since she doesn't really need int for a support roll)
-Assassin's Shroud: For survivability in tight situations, as well as setup for fights. Not to mention the damage and attack speed boost for creeping and killing.
-Staff of the Masters: Using her second teleport ability is incredible for saving team mates low on health, being ganked, or just needing a quick ride out of enemy territory. As well as bringing a team mate back to a fight if he respawns or needs to visit the stores. (or grab a noob who is pushing alone and being dumb, haha)
-Frostfeild plate: as anyone should know, is a great source of defense for an int class, while allowing a slow to get away or stop a fleeing enemy.
-From here, you can choose whether you need more defense (shaman headdress), attack (any weapon/attack speed), or support (staff of kuldra or other hold items).
This is strictly based on PUB games, and not competitive play. There are many ways to play this class, this is just how I do it. So keep the criticisms constructive pls. Thanks.
spkoc
12-11-2009, 03:44 PM
Played her for the first time in a pub today. Both sides were mediocre, so I guess it was a good pub game(no feeders).
Went stun/heal/mana/mana/heal/tp/mana/heal/stun/mana/heal/stun or tp. We had lots of crowd control so I almost never used the stun. My reasoning for the build was just to go full out support. We had Thunder and legion and they can both make GREAT use of the mana spell(kept legion topped off non-stop in the lane, so he could Terrify spam, I probably got Thunder from 0 to full 3-4 times in a 3-4 minute continuous push).
Basically the mana skill is incredibly powerful if you have a team that has powerful spammable abilities with mana constraints. And Nymphora Legionnaire is a SCARY lane.
Oh and I disagree with the above poster. Taking Stormspirit and Kuldra's is, imo, the most important thing to do on Nymph, this way you can use Grace only on allies and you get 2 more disables. Go Frostfield after(or earlier if they have really strong melees) for the survivability. Generally pubs won't bother with you, though since they don't seem to notice enemies that aren't attacking them.
Mateui
12-12-2009, 05:06 PM
I just tried out a carry-esque Nymph with Thunderclaw and Hack and Slash, and it was pretty fun. I'm going to try out more proc builds with her for sure.
I know people say that you should build Nymphora more as a support hero but I feel that she can still support great while still being able to dish out a ton of damage during teamfights. Her pod loses a lot of effectiveness in teamfights lategame, so why not maximize on what her zeal gives her?
Now, I'm wondering, has anyone tried out Harkon's Blade on her? I'm thinking that with Zeal she could quickly mow down whoever she targets. Thoughts on this?
I love how quickly Nymph can farm money, so buying items is generally not a problem once lanes have been pushed and people are roaming instead of laning.
KingWilly
12-29-2009, 03:04 PM
I'm relatively new to HoN and out of all the toons I've used, I guess I'm best with Nymphora. It sucks not getting as many kills as I usually get with Slither, but by keeping the other heroes on the team alive I increase our chances of winning more than by being a glory hound.
I have a few questions and would really appreciate some help:
1) In regards to items, what should i spend my FIRST 600 BUCKS in?
I normally buy 2 crowns, 2 runes and 2 minor totems (leaving me with a measly 28 gold), but since I dont know all the items that well, I get a feeling Im spending this all wrong.
2) I'm also pretty much torn between two items for two different purposes:
a) Ghost Marchers vs Post Haste (in a 100 mt dash, what is faster?) Since I use Nymphora as support, I dont really mind losing some attack power, I want more survivability for when they try to gank me
b) Hellflower vs Sheepstick
Also, in the event I end up going for Post Haste and Sheepstick (at a first glance, this is my prefered combination), what should I buy first? The Manatube for prolonged pushing (wont need to use Grace on myself, just my lane partner) or the Post Haste recipie? (I wont need as much mana regen since I can TP to the pool, regen for a few secs and tp back with my ulti)
As for talent build, I think it really depends on who your lane partner is.
If it's someone that relies pretty heavily on mana, go Grace. If its someone that doenst burn its mana fast, go stun. Either way, unlike some other heroes, with her it really pays off to get all 3 abilities and level them up instead of focusing on just 1 or 2