Thread: Ophelia
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Old 02-20-2010, 01:01 AM   #2
KatyPerry
Pre-Purchased Helm of the Black Legion 
Join Date: Jul 2009
Location: Vienna, Austria
THE GAME HAS STARTED, WHAT TO DO?
EARLY GAME


Buy your items. If you have wards, place them. Then you put one point into Command and wait for the Neutrals, which spawn at 0:30.

If you're Legion you'll jungle in the bottom forest and if you're Hellbourne you'll jungle in the top forest. Keep in mind that by jungling you're giving your team another solo lane, so announce that before you pick Ophelia. Why? Because your team wants to pick two heroes that are capable of soloing.

Okay, so now it's 0:30 and the creeps have spawned. What to do?
Well, you always want to dominate the strongest creep in an orange camp. For example Minotaurs, Catman Soldiers, Vulture Lords, Skeleton Kings etc.

Early on you can only charm one creep, so try to tank a bit and keep it alive until you get Command Level 2, which will increase your farming abilities by miles. If one creep gets low, pull it back and let the other creep tank. If both are low, send them back to the base and maybe check Runes or help out on a lane.

As soon as you hit Level 7 you're able to control 3 Minions. Now it's time for a push and or a few ganks. (You can also gank earlier, but your team needs at least some coordination, because you only have one minion until Level 5, where you can dominate a second creep).

So what you wanna do if you're ganking is to come out of the jungle, RIGHT BEHIND YOUR ENEMIES (if possible), and cast Nature's Wrath on one of them. Be sure to let your allies know on which one you're going to cast it. After that just rush in with your minions. You can switch through them by pressing tab, just try to get a stun in with a Minotaur or a slow with a Catman Soldier. A Root from a Skeleton King can also help you to get your Minotaur's stun off.

Now after you killed the lane and/or scared the enemies off, it's time to push. Ophelia is one of the best pushers in the game, keep that in mind. What you're wanting to do is to push with your mates as fast as you can, and then just hit on the tower with your creeps. If the tower focuses them you got lucky, just let them tank and pull the most damaged one back so one of the other 2 can tank.

If you're already Level 6 after that, you can actually use your Ultimate to get your creeps back to full health.
Now repeat that on the other 2 lanes, you can easily push the first 3 towers of the opposing site in the first 10-15 minutes.



MID GAME

It's ganking time! Just stay with your team and get them to push with you. By now you should've finished your Astrolabe/Puzzlebox and your Plated Greaves/Steamboots, so use them as often as possible. An early Astrolabe will turn almost every clash around and an early Puzzlebox is awesome for pushes and damage. If everything goes well you can actually get a lane down before the enemies team has time to farm.



LATE GAME


If you and your team somehow didn't manage to raze the enemies base by now, something went terribly wrong.
Your creeps are going down pretty fast by now and all you can do is heal and/or hex the enemy team.
You can still support your team with the aura of the Wolf Commander or the Ice Ogre's Armorbuff, but it's not all fun and games anymore, like in the first 25 minutes of the game.
You're also going to go down even faster than before when focused in teamfights, so try to stay back and support with your creeps and your heal(s).


WHAT CREEPS TO GET?

EARLY & MID GAME

Minotaur:


1100 HP
200 Mana
Damage 65-73

Bodyslam


Stuns for 2 seconds on enemy heroes and for 3 on every other unit. It also deals 25 damage and costs a whooping 100 mana.
Cooldown: 20 seconds


Attackspeed Aura

Gives +15 to Attackspeed


Minotaurs are great. They have TONS of HP and an awesome AoE stun, which, if aimed right, can mean the difference between life and death in the early game & awesome at tanking towers. They're also viable lategame, because of their aura.



Vulture Lord:


950 HP
200 Mana
Damage 65-73

Tornado



Damages enemies in a 150 radius for 45 Magic damage per second. Damages enemies in a 600 radius for 15 Magic damage per second.
Cooldown: 120 seconds




They're pretty okay early game, because their Tornade really has some damage going for it. But that spell is chanelled and the Tornade is slow as ****, so most people will simply outrun it. Vulture Lords are okay if there's no better creep around, but I avoid to command them unless I'm forced to do so. As of 1.0.6 they do not have their +3 armor aura anymore!

Skeleton King:

1100 HP
550 Mana
Damage 32-36

The King's Grip



Roots a target enemy for 1.5 seconds. (550 range)
Cooldown: 20 seconds


I love them. They don't have great damage, but their ability is actually pretty good. It's a ranged root and it helps TONS with positioning your minotaurs for that vital stun. I always get them early with 2 Minotaurs if I have the chance too.


Catman Champions:

1100 HP
300 Mana
Damage 65-73

Wildstrike


Deals 150 damage to targets in radius and applies WildStrike to targets for 3 seconds.
Cooldown: 20 seconds


The damage from Wildstrike is pretty nice early game, plus it slowes the enemy down by -25%. But I like to think of them as Minotaurs gone bad. The 2 second stun is just so much better. But if there are no Taurs around, feel free to go for Catman Champions.

Vagabond Leader:


1100 HP
400 Mana
Damage 65-73

Ground Pound!


Deals 100 Magic damage up to 800 units away in a 200 radius cone.
Cooldown: 8 seconds


Presence of the Leader

+3 Health Regeneration Aura


I guess the nuke and the aura is pretty nice to have around early game, but after that the use of having a Vagabond Leader in your "squad" actually disappears. They're certainly better than Vulture Lords, but other than that? Try to get other creeps.


LATE GAME


Your creeps are basically cannonfodder lategame, so the only viable option therefore are the following 3 creeps.



Ice Ogre:


600 HP
400 Mana
Damage 24-27

Icy Cold Armor


Applies Icy Cold Armor to any ally for 45 seconds. (+8 armor, when attacked the attacker gets a 30% Movement Slow and -30 Attack Speed)
Cooldown: 5 seconds


They suck and they are squishy, but the armor buff is HUGE. +8 armor? What's not to love. Plague Rider's skill gives +12 armor and you can get +8 and a debuff when attacked for free. The Cooldown got nerfed in the newest patch, but the skill is still very, very, very good. Use it & love it.


Wolf Commander:


600 HP
- Mana
Damage 30-33

Damage Aura


+30% Base Damage Aura (500 range)


That aura is insane, even more so when your team already is farmed. Wolf Commanders are squishy, so you're going to look out for them. It's totally worth it tho.

The third creep you'll be aiming for is of course a . The aura from the Commander doesn't stack & the Ogre will have sufficient mana for buffing the team for a while. So that either leaves us with getting a Skeletton King or a Minotaur. I say that the Minotaur is the better option of those two. He has more HP and 2 second of AoE stun never go out of style.

WHAT TO DO IF NO CREEPS SHOW UP AT CAMP XY?



If no creeps show up after 0:30 in one of the camps the enemy team has probably warded it up. What you need to do here is to counterward as soon as possible. Yes, 200g may sound much early on, but missing out on 5 spawns on creeps (if we say that the wards last from 0:30 to 6:30) is an even bigger loss. So buy some Wards of Revelation!



COUNTERS TO OPHELIA!

A Team of Nukers

Nukers. You're squishy and your creeps go down fast if 2 or 3 nukers are going apeshit on you and your party of baddies.
If there's only one nuker around or their nukers don't pair up to give your creeps the middlefinger, you're good to go though. Keep that in mind.




Alchemist's Bones:





You don't see it that often to counter Ophelia, but if a team decides to get at least 2 of them, you're officially ****ed. It has a high CD and you can dominate new creeps faster than they can use Alchemist's Bones again, but everytime they come near you, you're basically giving their carries (carries, because that's the heroes that usually aim for it) huge amounts of gold for free.
If you encounter a team massing Alchemist's, just try to play passive or use at least a few of your creep's abilities before they get raped by an instantkill.



POPULAR WARDSPOTS TO KEEP OPHELIA FROM FARMING AND HOW TO COUNTER THEM!

HELLBOURNE






LEGION





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Last edited by KatyPerry; 07-03-2010 at 09:52 AM.
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