Biaxident
03-01-2010, 08:18 AM
http://heroes-newerth.com/wp-content/myimages/valkyrie.png
The ancient sagas of the heathen north have long told to the tale of the battle-women known as Valkyries.
For centuries, their ranks have thinned as the old ways have died out and civilization stretched its smothering hand over the frozen wilds.
But some Valkyries still remain, cold and swift as the north wind, wielding their lances with expertise to rival the most veteran Legion warriors.
*to do*
item build/images
skill build images
laningphases -> laning duties -> gank timing -> when to farm -> role
early/mid/late description
reasoning for item build
Items:
gg branch x 2, duck boots x2, tango + 2x clarity or 2 x tango
boots, 2x wraith, tp
phase boots, power supply, 2xwraith, tp
one hammer.... decide shieldbreaker or other thing
etc.
1. Javelin of Light | Courageous Leap
2. Courageous Leap | Javelin of Light
3. Call of the Valkyrie
4. Call of the Valkyrie
5. Call of the Valkyrie
6. Javelin of Light
7. Call of the Valkyrie
8. Javelin of Light
9. Javelin of Light
10. Valkyrie's Prism
11. Courageous Leap
12. Courageous Leap
13. Courageous Leap
14. Valkyrie's Prism
15. Stats
16. Valkyrie's Prism
17-25. Stats
Justification:
Level 1 and 2 spells are not very important unless you plan on trying for very early harassment with a blind arrow.
I do this just because on the very odd occasion the arrow will land allowing you several very early hits. Leap may be needed in case you get ganked but this is almost as rare as landing the arrow.
Call is maxed early for two reasons
1 - Can help a lot with last hitting if the opposition is denying well
(further explained lower down)
2 - With an average length stun (not the arrow stuns) you should be able to close the gap between you and the other hero to land a double hit with call, or just ensure that it hits, arrows arent as reliable.
Valkyries' Prism is taken at level 10 because quite frankly few if any large team battles are fought before then to require its usage. The recent buff (lowered cd and manacost) means you
can get it earlier if the game needs it, be flexible. It is left till after leap because leap will be more useful in that point of the game then an extra few seconds of invisibility.
Using your abilities:
Call of the Valkyrie:
Useful because it:
Hits EVERY unit in a 600unit radius
Hits a random unit within 200 range again, for half the damage of the call
Some uncommon uses (no matter how many valks i see, few to none of them do these things however ordinary they may seem)
- Countering pushes. When you see 5 heroes gathering mid, get vision of the wave, and in the safest way you can, land a call on as many creeps as you can.
Back off to base, returning to call one more time a few seconds later. The creeps in the push will be so weak your wave one hits them if you haven't already.
- Countering strong lane opposition. When you are being dominated in your lane, this spell becomes very handy. A well timed call with
a level 5 valk can get at least 2 of the 4 creeps in a wave as well as punish any melee heroes standing close enough to 'harass'. On the occasion you verse someone
like soul stealer who denies every single thing under the moon, merely lower the ranged creep then the melee creeps least damage then call to get 3-4/4 creeps.
- Surprise them in that 1v1 fight. Whatever the situation, a weak arrow can land you just enough hits to make your call finish them off. this is quite unexpected even if it may seem obvious, just think about how many times this may have happened to you.
Use this to hit them, baiting them close enough to land a surprisingly painful call, if you're lucky/good they will be in the 200range, adding a 2nd hit with a potential total 337.5 damage *after reductions on that single target.
- KSing! (a.k.a. ensuring the kill). Shown in the arrow section is an image of a madman about to die to valk. Pyro however felt it would be funny to ks it. Heres where the 2nd hit on Call gets fun :D
http://i48.tinypic.com/x2vxgy.jpg What you see here is a slither, nearly dead. Pyro is about to fire-wave slither. But if you look at the call line above him, a yellow line is sliding down, after one or two calls on each hero you should be able to feel/guess if the 2nd hit will kill them. Done correctly, i KS slither or *ensure he dies* just before pyro finishes him off. (note: im not telling you to ks, im just saying my friend likes to ks me... so why not vice versa ;) )
Javelin of Light:
Useful because it:
Deals relatively high damage
Has very long range
Potential for a very long stun
Gives vision for quite a distance. Useful for scouting as you push if wards arent up
Uses
- Disable
Arrows stun length is based on the range it has traveled. Every 150 units adds 0.5 seconds to the stun. That means roughly 1.5-2.5seconds on
enemies youre attacking, depending on their movement. There are many ways of landing arrows in plain sight, some easier then others. The three main ways
in early game are a little difficult to time and land at first but youll get the hang of them with a bit of practice.
The first way is dependent on the enemy hero standing behind a dieing creep of theirs. They will go to deny the creep, if you just time your arrow,
they will deny the creep just as the arrow passes through the dead creep, stunning them.
The 2nd way is merely hiding and throwing the arrow, but anyone playing in a decent game will know that if a valk goes missing, you stand near creeps.
The trick is to hide in one area then move to another without being seen, or as my friend likes to do, just wait an absurd length of time in a place near the creeps..... lol
The 3rd way is to arrow on a previous stun. e.g. pyro stuns first, then your arrow is thrown to strike just as that stun wears off. You must always know where creep waves are, compare them to where your own are to deduce the position of their creeps, too often a creep will walk infront of the arrow and ruin a simple gank.
Blind arrows
are a little more tricky, relying more on intuition and experience then careful aim. Most players, even the best, move in predictable ways,
its all about calibrating your intuition.
*in my experience, pros and newbs are the hardest to blind, and average-good players are the easiest, merely because that is what i have become calibrated to.
General Arrowing
By the time your arrow is maxed, ganks are common and when a good valk gets ganked, she often leaps away (warding is important, make sure your support players arent spastic). This can lead to chases, and whilst arrow wont be a useful stun here, it does do a lot of damage on the spot with an easy animation cancel. you just shoot them in the face. Alternatively, an ally will need you to shoot them in the face for him.
(A) Veno is faceraping my magmus ally whos stun is a long way off cd. Arrow to the neck! Call finished off this fight.
(B) Madmans being a fag and trying to kill me. Arrow to the face. This one was... unfortunately... ks'd by s`o`da, the shake is caused by pyro making a fire-dragon eat madman!
http://i49.tinypic.com/29dzv5h.jpg <- (A) (B) -> http://i50.tinypic.com/20pcabq.jpg
With decent players you can force enemy movement through certain avenues, use this to corner them into your arrow. this is also true for certain juke spots, a prime example is top lane near the corner, a narrow corridor of trees traps enemy heroes in a straight path, perfect for an arrow. another example, sentinel forest near bot rune. A hellbourne hero retreating will either run toward bot lane, or go down the ramp and into the river. If an ally is coming up from either bot lane or the river, he can force the enemy player into the other avenue, which will be punished with an arrow.
When chasing, cancel valks attack animation. If you cant keep up or cant move forward and they are near death, move to the side of the lane to avoid hitting creeps and throw a smart arrow up the lane. Remember calibration is key here, many players will move to the further side of the lane randomly, i tend to assume it'll happen a 2nd time if it happens the first time and adjust for it by moving to the side of the lane i think they'll be closest to before throwing a diagonal arrow. The arrows collision size is very large so at some angles, the only movement that will dodge the arrow is perpendicular to their original path, not a very common movement to make.
Triangles! When you throw that arrow, think triangles :D
INSERT PICTURE HERE _ _ _ _ _ _<<<<
- Scouting
This is usually seen as you missing that arrow by most of the valks that go straight mjolnir + skadi... (Which IS retarded for anyone to go most of the time)
Anyways, the idea is when heroes are missing on the map; when youre in dangerous territory or most of their team is missing, think "where would I gank from if i was them" then throw an arrow at that place.
INSERT MAP + IMAGES _ _ __ _ _ _ <<<<<<
Leap
Useful because it:
Provides a chase/escape mechanism.
Increases movement AND attack speeds by 16%
Provides the speed bonus to nearby allies
This picture will give you an idea of its range at each level - it should be noted that it is 630 units from valk to the first position. you will leap a little more then your attack range at level 1.
It should also be noted that an arrow travels roughly 2.5x as far as level 1 leap, and just under 2x as far as a level 4 leap.
http://i49.tinypic.com/24q8h7d.jpg
Valkyries' Prism
Useful because it:
Provides a gank/escape mechanism... to your entire team
Its pretty obvious what you should be doing here, the recent buff (reduced cooldown and manacosts) means this thing can be cast in a lot more situations.
If youre about to teamfight and need a safe initiation... this is the way to go, if you or a team mate is dieing... this is the way to go (make sure to get it off early though, it has quite a fade time)
Standard Info about this hero
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Attack Type: Ranged | Damage: 38 - 49 | Range: 600
Attacks per Second: 0.69
Movement Speed: 300
Strength Gain: 1.85| Agi Gain: 2.75| Int Gain: 1.65
Armor: 1.8 (10% Reduction)| Magic Armor: 5.5 (25% Magic Reduction)
Starting Health: 473 |0.76r/s
Starting Mana: 221| 0.69r/s
Stats: Str - 17| Agi - 20|Int - 17
End Health: 1309 | 2.08r/s
End Mana: 728|2.25r/s
Stats: Str - 61 | Agi - 86|Int - 56
_ _ _ _
Spells
http://heroes-newerth.com/wp-content/myimages/Call-of-the-Valkyrie.png - Call of the Valkyrie
Valkyrie calls forth several Battle Maidens to damage nearby enemies.
Deals 75 | 150 | 225 | 300 damage to targets in radius around self.
A random unit within 200 range will be hit for an extra 37.5 | 75 | 112.5 | 150 damage.
Mana cost: 100 | 120 | 140 | 160
Cooldown: 12 seconds
http://heroes-newerth.com/wp-content/myimages/Javelin-of-Light.png -Javelin of Light
Valkyrie hurls a Javelin of Light toward a target location. The first enemy hit will be damaged and stunned.
Stun duration increases by 0.5 seconds for every 150 units the projectile has traveled with a minimum of 0.5 seconds and a maximum of 5 seconds.
Travels 1500 units.
Deals 90 | 180 | 270 | 360 damage to first target to pass within a 140 radius of projectile.
Mana cost: 100
Cooldown: 25 seconds
http://heroes-newerth.com/wp-content/myimages/Courageous-Leap.png - Courageous Leap
Valkyrie leaps forward, charging to battle. Her courage inspires nearby allies when she lands, granting increased movement and attack speed.
Leaps forward 630 | 690 | 780 | 840 units, increasing her, and nearby allies' movement and attack speeds by 4% | 8% | 12% | 16%
Mana cost: 40 | 35 | 30 | 25
Cooldown: 40 | 35 | 30 | 20 seconds
http://heroes-newerth.com/wp-content/myimages/Valkyries-Prism.png - Valkyries' Prism
Valkyrie bends light itself, shrouding all allied heroes on the map in stealth
Grants stealth to allies for 7 | 9 | 11 seconds, with a fade time of 2.5 | 2 | 1.5 seconds.
Mana Cost: 100 | 150 | 200
Cooldown: 120 seconds
The ancient sagas of the heathen north have long told to the tale of the battle-women known as Valkyries.
For centuries, their ranks have thinned as the old ways have died out and civilization stretched its smothering hand over the frozen wilds.
But some Valkyries still remain, cold and swift as the north wind, wielding their lances with expertise to rival the most veteran Legion warriors.
*to do*
item build/images
skill build images
laningphases -> laning duties -> gank timing -> when to farm -> role
early/mid/late description
reasoning for item build
Items:
gg branch x 2, duck boots x2, tango + 2x clarity or 2 x tango
boots, 2x wraith, tp
phase boots, power supply, 2xwraith, tp
one hammer.... decide shieldbreaker or other thing
etc.
1. Javelin of Light | Courageous Leap
2. Courageous Leap | Javelin of Light
3. Call of the Valkyrie
4. Call of the Valkyrie
5. Call of the Valkyrie
6. Javelin of Light
7. Call of the Valkyrie
8. Javelin of Light
9. Javelin of Light
10. Valkyrie's Prism
11. Courageous Leap
12. Courageous Leap
13. Courageous Leap
14. Valkyrie's Prism
15. Stats
16. Valkyrie's Prism
17-25. Stats
Justification:
Level 1 and 2 spells are not very important unless you plan on trying for very early harassment with a blind arrow.
I do this just because on the very odd occasion the arrow will land allowing you several very early hits. Leap may be needed in case you get ganked but this is almost as rare as landing the arrow.
Call is maxed early for two reasons
1 - Can help a lot with last hitting if the opposition is denying well
(further explained lower down)
2 - With an average length stun (not the arrow stuns) you should be able to close the gap between you and the other hero to land a double hit with call, or just ensure that it hits, arrows arent as reliable.
Valkyries' Prism is taken at level 10 because quite frankly few if any large team battles are fought before then to require its usage. The recent buff (lowered cd and manacost) means you
can get it earlier if the game needs it, be flexible. It is left till after leap because leap will be more useful in that point of the game then an extra few seconds of invisibility.
Using your abilities:
Call of the Valkyrie:
Useful because it:
Hits EVERY unit in a 600unit radius
Hits a random unit within 200 range again, for half the damage of the call
Some uncommon uses (no matter how many valks i see, few to none of them do these things however ordinary they may seem)
- Countering pushes. When you see 5 heroes gathering mid, get vision of the wave, and in the safest way you can, land a call on as many creeps as you can.
Back off to base, returning to call one more time a few seconds later. The creeps in the push will be so weak your wave one hits them if you haven't already.
- Countering strong lane opposition. When you are being dominated in your lane, this spell becomes very handy. A well timed call with
a level 5 valk can get at least 2 of the 4 creeps in a wave as well as punish any melee heroes standing close enough to 'harass'. On the occasion you verse someone
like soul stealer who denies every single thing under the moon, merely lower the ranged creep then the melee creeps least damage then call to get 3-4/4 creeps.
- Surprise them in that 1v1 fight. Whatever the situation, a weak arrow can land you just enough hits to make your call finish them off. this is quite unexpected even if it may seem obvious, just think about how many times this may have happened to you.
Use this to hit them, baiting them close enough to land a surprisingly painful call, if you're lucky/good they will be in the 200range, adding a 2nd hit with a potential total 337.5 damage *after reductions on that single target.
- KSing! (a.k.a. ensuring the kill). Shown in the arrow section is an image of a madman about to die to valk. Pyro however felt it would be funny to ks it. Heres where the 2nd hit on Call gets fun :D
http://i48.tinypic.com/x2vxgy.jpg What you see here is a slither, nearly dead. Pyro is about to fire-wave slither. But if you look at the call line above him, a yellow line is sliding down, after one or two calls on each hero you should be able to feel/guess if the 2nd hit will kill them. Done correctly, i KS slither or *ensure he dies* just before pyro finishes him off. (note: im not telling you to ks, im just saying my friend likes to ks me... so why not vice versa ;) )
Javelin of Light:
Useful because it:
Deals relatively high damage
Has very long range
Potential for a very long stun
Gives vision for quite a distance. Useful for scouting as you push if wards arent up
Uses
- Disable
Arrows stun length is based on the range it has traveled. Every 150 units adds 0.5 seconds to the stun. That means roughly 1.5-2.5seconds on
enemies youre attacking, depending on their movement. There are many ways of landing arrows in plain sight, some easier then others. The three main ways
in early game are a little difficult to time and land at first but youll get the hang of them with a bit of practice.
The first way is dependent on the enemy hero standing behind a dieing creep of theirs. They will go to deny the creep, if you just time your arrow,
they will deny the creep just as the arrow passes through the dead creep, stunning them.
The 2nd way is merely hiding and throwing the arrow, but anyone playing in a decent game will know that if a valk goes missing, you stand near creeps.
The trick is to hide in one area then move to another without being seen, or as my friend likes to do, just wait an absurd length of time in a place near the creeps..... lol
The 3rd way is to arrow on a previous stun. e.g. pyro stuns first, then your arrow is thrown to strike just as that stun wears off. You must always know where creep waves are, compare them to where your own are to deduce the position of their creeps, too often a creep will walk infront of the arrow and ruin a simple gank.
Blind arrows
are a little more tricky, relying more on intuition and experience then careful aim. Most players, even the best, move in predictable ways,
its all about calibrating your intuition.
*in my experience, pros and newbs are the hardest to blind, and average-good players are the easiest, merely because that is what i have become calibrated to.
General Arrowing
By the time your arrow is maxed, ganks are common and when a good valk gets ganked, she often leaps away (warding is important, make sure your support players arent spastic). This can lead to chases, and whilst arrow wont be a useful stun here, it does do a lot of damage on the spot with an easy animation cancel. you just shoot them in the face. Alternatively, an ally will need you to shoot them in the face for him.
(A) Veno is faceraping my magmus ally whos stun is a long way off cd. Arrow to the neck! Call finished off this fight.
(B) Madmans being a fag and trying to kill me. Arrow to the face. This one was... unfortunately... ks'd by s`o`da, the shake is caused by pyro making a fire-dragon eat madman!
http://i49.tinypic.com/29dzv5h.jpg <- (A) (B) -> http://i50.tinypic.com/20pcabq.jpg
With decent players you can force enemy movement through certain avenues, use this to corner them into your arrow. this is also true for certain juke spots, a prime example is top lane near the corner, a narrow corridor of trees traps enemy heroes in a straight path, perfect for an arrow. another example, sentinel forest near bot rune. A hellbourne hero retreating will either run toward bot lane, or go down the ramp and into the river. If an ally is coming up from either bot lane or the river, he can force the enemy player into the other avenue, which will be punished with an arrow.
When chasing, cancel valks attack animation. If you cant keep up or cant move forward and they are near death, move to the side of the lane to avoid hitting creeps and throw a smart arrow up the lane. Remember calibration is key here, many players will move to the further side of the lane randomly, i tend to assume it'll happen a 2nd time if it happens the first time and adjust for it by moving to the side of the lane i think they'll be closest to before throwing a diagonal arrow. The arrows collision size is very large so at some angles, the only movement that will dodge the arrow is perpendicular to their original path, not a very common movement to make.
Triangles! When you throw that arrow, think triangles :D
INSERT PICTURE HERE _ _ _ _ _ _<<<<
- Scouting
This is usually seen as you missing that arrow by most of the valks that go straight mjolnir + skadi... (Which IS retarded for anyone to go most of the time)
Anyways, the idea is when heroes are missing on the map; when youre in dangerous territory or most of their team is missing, think "where would I gank from if i was them" then throw an arrow at that place.
INSERT MAP + IMAGES _ _ __ _ _ _ <<<<<<
Leap
Useful because it:
Provides a chase/escape mechanism.
Increases movement AND attack speeds by 16%
Provides the speed bonus to nearby allies
This picture will give you an idea of its range at each level - it should be noted that it is 630 units from valk to the first position. you will leap a little more then your attack range at level 1.
It should also be noted that an arrow travels roughly 2.5x as far as level 1 leap, and just under 2x as far as a level 4 leap.
http://i49.tinypic.com/24q8h7d.jpg
Valkyries' Prism
Useful because it:
Provides a gank/escape mechanism... to your entire team
Its pretty obvious what you should be doing here, the recent buff (reduced cooldown and manacosts) means this thing can be cast in a lot more situations.
If youre about to teamfight and need a safe initiation... this is the way to go, if you or a team mate is dieing... this is the way to go (make sure to get it off early though, it has quite a fade time)
Standard Info about this hero
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Attack Type: Ranged | Damage: 38 - 49 | Range: 600
Attacks per Second: 0.69
Movement Speed: 300
Strength Gain: 1.85| Agi Gain: 2.75| Int Gain: 1.65
Armor: 1.8 (10% Reduction)| Magic Armor: 5.5 (25% Magic Reduction)
Starting Health: 473 |0.76r/s
Starting Mana: 221| 0.69r/s
Stats: Str - 17| Agi - 20|Int - 17
End Health: 1309 | 2.08r/s
End Mana: 728|2.25r/s
Stats: Str - 61 | Agi - 86|Int - 56
_ _ _ _
Spells
http://heroes-newerth.com/wp-content/myimages/Call-of-the-Valkyrie.png - Call of the Valkyrie
Valkyrie calls forth several Battle Maidens to damage nearby enemies.
Deals 75 | 150 | 225 | 300 damage to targets in radius around self.
A random unit within 200 range will be hit for an extra 37.5 | 75 | 112.5 | 150 damage.
Mana cost: 100 | 120 | 140 | 160
Cooldown: 12 seconds
http://heroes-newerth.com/wp-content/myimages/Javelin-of-Light.png -Javelin of Light
Valkyrie hurls a Javelin of Light toward a target location. The first enemy hit will be damaged and stunned.
Stun duration increases by 0.5 seconds for every 150 units the projectile has traveled with a minimum of 0.5 seconds and a maximum of 5 seconds.
Travels 1500 units.
Deals 90 | 180 | 270 | 360 damage to first target to pass within a 140 radius of projectile.
Mana cost: 100
Cooldown: 25 seconds
http://heroes-newerth.com/wp-content/myimages/Courageous-Leap.png - Courageous Leap
Valkyrie leaps forward, charging to battle. Her courage inspires nearby allies when she lands, granting increased movement and attack speed.
Leaps forward 630 | 690 | 780 | 840 units, increasing her, and nearby allies' movement and attack speeds by 4% | 8% | 12% | 16%
Mana cost: 40 | 35 | 30 | 25
Cooldown: 40 | 35 | 30 | 20 seconds
http://heroes-newerth.com/wp-content/myimages/Valkyries-Prism.png - Valkyries' Prism
Valkyrie bends light itself, shrouding all allied heroes on the map in stealth
Grants stealth to allies for 7 | 9 | 11 seconds, with a fade time of 2.5 | 2 | 1.5 seconds.
Mana Cost: 100 | 150 | 200
Cooldown: 120 seconds