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Thread: Torturer Guide

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  1. #1

    Torturer Guide

    Torturer

    "I came to bring the pain"

    Strength: 16 + 1.5 per level
    Agility: 23 + 1.7 per level
    Intelligence: 26 + 3.0 per level
    Damage: 45 - 49
    Armor: 3.22
    Movement Speed: 305
    Attack Range: 600

    Fluff

    Many years ago, the Torturer was just a dying man who made a pact to serve the Hellbourne in exchange for eternal life. However, to ensure his loyalty without the distraction of physical temptations, the Hellbourne stripped the man of his physical body leaving the pure energy of destruction, agony, and hate.

    Table of Contents

    • What you need to know
    • Pros/Cons
    • Skills
    • Skill build
    • Items
    • Strategy
    • Skill use and Synergies
    • Friends and Foes



    What you need to know

    Int heroes in general trade their health and survivability for powerful abilities. Torturer takes this idea to the extreme. He has a low str gain while being most effective at close range. At the same time, he has 4 high-damage nukes and a huge mana pool to draw from.

    The key to a dominating Torturer is a good early game. A Torturer who picks up a few PK's (player kills) or good farm in his lane will get his items and just roll the enemy team. However, the triple threat of low health, close range abilities, and lack of escape mechanisms means that a Torturer can get "locked out" of his item buildup. Each death delays the items he needs to stop dieing.

    Pros and Cons


    Pros

    Versatile laner with a good presence
    Scales well early-late
    Extreme damage dealer from multiple sources
    Can push towers effectively


    Cons
    Easily ganked and shut down
    His stun is pretty bad
    Item dependent for an int hero.




    Skills

    Chain Reaction



    The Torturer summons powerful chains at a target location which whip nearby enemies, damaging and stunning them.

    Target ground
    Mana:
    100/125/140/165
    Cooldown: 9
    Range: 650
    AoE: 225


    Level 1 - Deals 70 magic damage and stuns for 1.25 second.
    Level 2 - Deals 140 magic damage and stuns for 1.5 seconds.
    Level 3 - Deals 210 magic damage and stuns for 1.75 seconds.
    Level 4 - Deals 280 magic damage and stuns for 2 seconds.

    A powerful AoE stun. Many aspects of it increase with levels, so it's very important to level this quickly. It has a delay longer than Pyromancer's stun. This, combined with it's low AoE before it is leveled, make it very hard to land on enemies in the early game.

    Impalement



    The Torturer constantly summons many blades around him for a duration, impaling random enemies and structures near him.

    Self-targeted
    Mana:
    95/120/135/155
    Cooldown: 30/28/26/24
    AoE: 500
    Duration: 8

    Level 1 - 9.375 physical damage to a random target, 300 total damage.
    Level 2 - 18.75 physical damage to a random target, 600 total damage.
    Level 3 - 28.125 physical damage to a random target, 900 total damage.
    Level 4 - 37.5 physical damage to a random target, 1200 total damage.

    Deals the listed damage to a random enemy target in it's AoE every .25 seconds. It has a huge total damage total, but it's damage will be dispersed with lots of enemy targets. It is most useful against solo heroes and enemy towers.

    It can hit invisible units and is not channeled. It will continue if Torturer dies on his location.

    Agonizing Bonds



    The Torturer wraps an enemy with constricting chains, damaging it and nearby enemies.

    Target enemy + visible enemy units
    Mana:
    100/115/130/145
    Cooldown: 6
    Range: 700
    AoE: 650

    Level 1 - 80 magic damage, 3 targets.
    Level 2 - 145 magic damage, 5 targets.
    Level 3 - 205 magic damage, 6 targets.
    Level 4 - 265 magic damage, 7 targets.
    The chains drag all units hit for 200ms at 740 speed towards the main target.

    A useful harassment tool. It has a very short cooldown, and hits multiple units.

    Torment



    The Torturer forces his Torment onto nearby enemies every second, damaging them. This ability is boosted by Staff of the Master.

    Self-targeted
    Mana:
    110 to activate, 20/40/60 per second while toggled.
    Cooldown: .75
    AoE: 300/350/400

    Level 1 - 66 (88) magic damage per second.
    Level 2 - 100 (133) magic damage per second.
    Level 3 - 144 (177) magic damage per second.

    Another self-targeted AoE spell. It can deal an extreme amount of damage, but costs a lot of mana and requires you to be very close to your enemies to be effective.

    Skill Build


    1. Chain Reaction
    2. Impalement
    3. Impalement
    4. Chain Reaction
    5. Impalement
    6. Chain Reaction
    7. Impalement
    8. Chain Reaction
    9. Agonizing Bonds
    10. Agonizing Bonds
    11. Agonizing Bonds
    12. Agonizing Bonds
    13. Torment
    14. Torment
    15. Attribute Bonus
    16. Torment
    17. Attribute Bonus
    18. Etc.

    Chain Reaction is your stun, so you'll obviously be taking that. Impalement does a huge amount of damage, making tower kills, ganks, and rune control very easy for Torturer. Torment is much more useful on a farmed Tort, while Agonizing Bonds is very useful for team fights and disruption.

    Agonizing Bonds gives additional lane control in the form of harass. It also gives him much more power in a team fight setting earlier. However, it sucks up Tort's mana pool at an amazingly high rate and denies him Impalement, which decimates towers and wins 1v1's in the woods. I personally never level it before Impalement successfully.

    Items

    Basic

    2 runes of the blight - 180
    2 mana potions - 100
    2 minor totems - 106
    1 monkey courier - 200
    Total - 586

    If an ally is buying the courier you can go with either a Crushing Claws, Pretender's Crown, or Wards of Sight.

    Torturer needs hp in a hurry. So you'll want 1-2 Fortified Bracelets and a Power Supply. I usually pick up a Bottle, as well. If you farm well, your first purchase could be flying courier+bottle. After this, ferrying yourself your hp items and Marchers shouldn't take long.

    My favorite choice for boots on Tort would be Steamboots set to Strength. Plated Greaves are a good choice as well, given his squisheyness and pushing capabilities. Ghost give good speed and damage, but nothing for either our health or mana pool, the most important early game statistics. Post haste would be nice if you could afford to delay your items that long.

    Core




    Power Supply - 603
    Fortified Bracelet - 510
    Steamboots - 1450
    Bottle - 600
    Homecoming Stone(s) - 135+
    Flying Courier - 400
    Total - 3695+


    Tort is somewhat more item dependent than your average Glacius or Witch Slayer, but in many cases you'll be the optimal choice on who's going to be paying 200g for wards every 6 minutes. You can farm that up with 2 spells, so it's not a big deal.

    Afterward

    With the core I've set down you'll have enough hp for your early-mid game. When you get your core, look at the enemy team. Decide whether their magic damage or physical damage scares you more. Build either a Void Talisman or Shrunken Head based on this decision. Sometimes you will want both.

    OR

    At this point, you have two choices for your following items:

    Damage Soaker - Helm of the Black Legion on the way to Sacrificial Stone, followed by Behemoth's Heart. Possibly a Barrier Idol.

    A Null Stone can be an effective alternative to a Sacrificial Stone if you need protection from single-target spells.

    Why?

    While it's true there aren't real tanks in HoN, Torturer is a popular target for enemies, and many players simply attack the closest hero. The strategy behind this build is to give your hero as much hp as possible and mitigate enemy damage. This is a good choice if your team lacks initiation power or could use a meat shield.

    HotBL can be disasembled, and all but 300 of the gold spent turned into Sac Stone. The bonus to this strategy is it gives you a 20 damage block in the mid game, where pushing towers with Impalement is most useful. It can then be turned into Sac Stone when 20 damage becomes insignificant and pushes are usually done as a team while the enemy heroes are reviving.

    Sac Stone gives a hefty boost to hp and mana regen, Tort's favorite stats. It also heals allies on your death, which will often happen early on in fights.

    Barrior Idol is a damage mitigator. And a huge part of HoN is staying power. When vsing high magic-damage teams, considering picking this up along the way.

    Null Stone gives good mana regen and stats in addition to eating a nuke every 20s. An alternative to Sac Stone.

    Int Support - Stormspirit, Totem of Kuldra, Puzzlebox sometimes.

    Why?

    If your team has initiation covered, you can focus on support items. My favorite mid-game item in this situation is Stormspirit, which makes landing Tort's stun much easier, or can take an enemy out of the fight briefly. I would go directly to Kuldra afterward.

    Which items you'll want with Torturer will vary from game to game. For instance, Puzzlebox is a very good item for Torturer, but I usually only pick it up when the enemy has 1 or 2 stealth heroes. My favorite two items on Torturer, Void Talisman and Shrunken Head, very in effectiveness depending on the enemy lineup.

    When in doubt, you can't go wrong with hp and mana regen.

    Alternative - Portal Key. I usually only pick this up if my team lacks initiation of any sort, but it can be a powerful tool in getting those stuns off, along with a myriad of other uses.

    Strategy

    General Strategy

    When to play Torturer


    Torturer does best in a lane with a fellow nuker, or as a mid solo. He fits well into a push lineup, and can help turtle with his ability to clear creeps in a hurry. He lacks a good initiation ability, however, but is a good follow-up to an enemy team that's been disabled by stuns already.

    Don't pick torturer if your team needs a babysitter, as it's the only role he doesn't fill in the laning phase.


    Torturer generally has two modes of play in a fight:

    Defensive - Before a fight has initiated, you'll do best harassing with Agonizing Bonds and trying to land a good Chain Reaction. I've seen worse ways to start a fight than 2-3 stunned enemies in a small AoE. Generally, though, the idea is to harass the enemy but not aggressively enough to get caught.

    Rush Down - When a fight begins, blow everything. Bonds-> stun, and then rush in with Impalement, Torment, and Shrunken, if you have it.

    Laning

    Torturer does well as a solo mid, or in an aggressive side lane. I wouldn't suggest using him alongside a hero with poor lane control, or as a babysitter. While he can harass reasonably well with his good attack point, long range, and judicious use of Agonizing Bonds, he is quite fragile and needs a good amount of farm in his lane.

    His three basic skills are all quite powerful in the laning phase. Chain Reaction is a powerful but hard to land stun, making him a good choice for dual-stun lanes as the follow-up. You can use Impalement and a Ward of Sight to practically guarantee rune control if you opt for mid solo.

    Solo mid - My usual strategy, if everything goes well, is to fight for creep kills until I get enough money for Bottle. You'll need to adopt a more aggressive strategy against heroes such as Soulstealer, Arachna, Pebbles, and Blood Hunter, as these heroes will outcreep you and win middle. Once you reach level 4-5 and have your Bottle, you can go for my favorite Torturer tactic, the gank+push. It's really as simple as it sounds. You drink your Bottle, pick up a beneficial rune, gank one of the side lanes, and then use Impalement (might have to wait for it to cool down) to kill the enemy tower. Successful ganks of this type will secure a HUGE early game advantage for your team.

    Side lane - Impalement becomes less useful in a side lane, but Chain Reaction and Agonizing Bonds effectiveness rises with every additional enemy hero in the AoE. In most cases you'll want to wait for your allied stunner to initiate, and then drop a Chain Reaction. Impalement is much more useful if the stuns clear the creep wave or the enemies choose to run, at which point you will run alongside them, waiting for cooldowns. Agonizing Bonds pull is not strong enough to set up your own stuns, though you can pull a hero back enough for an ally to hit them.

    Torturer excels in lanes where he can play aggressively with Impalement. However, his spells eat up mana extremely quickly, making Mana Battery, Bottle, and a monkey to bring it to you very important. Rune control provided from Wards of Sight is essential to winning mid with just about every hero, Tort included.

    Skill use and Synergies


    Chain Reaction


    Torturer dances for a short while, and then stuns an AoE. The skill has many variables that advance as levels are put into it, making it very important to max by 7/8. The cast time is extremely long, and a large part of skilled Torturer play is how well you can land Chain Reactions.

    Impalement

    While active, a random enemy target within 500 range will get hit every .25 seconds. It is much better to maximize the damage by having only a few targets in it's AoE to focus the damage dealt.

    Most useful against solo targets and towers. The greatest part of the ability is that it works independently of your actions once cast, so it's more or less a fire and forget damage boost in a 500 AoE. Essential to your early game, as it turns a ganker into a ganker+pusher.

    Using Impalement to down the first 3 enemy towers will give both you and your team a gold advantage in the early game.

    Agonizing Bonds

    A useful tool for harassing and disrupting enemies. Most useful alongside allied AoE's, as it can group enemies together for easy aiming. However, the pull itself is not usually enough to set up your own stuns, since the cast time on Chain Reaction is so long.

    Torment

    This spell will eat up your mana pool VERY quickly. However, the damage it can deal is extreme given the correct circumstances.

    Of all of Tort's spells, it is perhaps the most item dependent one. It doesn't scale with agi, or anything, but a Torturer with Shrunken Head and a huge mana pool will destroy entire teams with this spell, while early game it's rarely worth the mana you could have spent on a stun.

    Synergies

    + Draw them close for the stuns.
    + HUGE AoE dps based on your location.
    + + Draw enemies into close range.

    Really, with 4 nukes the synergies are pretty basic.

    Friends and Foes


    Friends

    Stunners
    Example: Hammerstorm

    Torturer's favorite lane partners, a fellow stunner will make landing Chain Reaction much easier, and will often guarantee you some early PK's.

    Initiators
    Example: Behemoth

    Torturer is not a good initiator without Pkey, but is a good follow up with the massive amount of AoE damage he can do.

    Pushers
    Example: Defiler

    Torturer fits well into a push-themed lineup, as he can destroy a good chunk of tower hp with his Impalement in addition to clearing creeps with ease.

    Foes

    Tanks

    Example: Soul Reaper

    Heroes with a huge hp pool to draw from will be a tough enemy for Torturer to kill, since his damage does not scale as well as a physical DPSer's would.

    Burst DPSers
    Example: Pyromancer

    Before getting >1000 hp, burst dpsers can shut Torturer down with ease. Try to avoid these heroes in a fair fight until you get those Steamboots and a Fortified Bracelet.
    Last edited by Padawanabee; 04-21-2010 at 01:19 AM.

  2. #2
    Reserved. Still not completely done tweaking the guide, but I at least want it out of drafts, so that I'll feel a bit pressured to make it a bit more decent.

    Filler replays:

    34074202 - Mid-skill pub with me as solo mid Tort. End up getting a pretty ridic record.
    34235489 - Mid-high skill game, only reason the record sucks is because we end up losing and I suicide a few times mid-late.
    Last edited by Padawanabee; 04-20-2010 at 02:28 PM.

  3. #3
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    Hm, seems an awful lot of consumables considering you have courier.
    Usually when buying courier or wards I go
    Courier/Ward
    1 x Rune of blight
    3 x Minor Totem
    1 x Mark of the Novice

    Gives better damage for last hits and a larger mana pool.

  4. #4
    I guess it's more or less preference but I like to get 2 bracers them just stay on regular marchers and work toward sac stonebut when I get close to getting my ult after all skills I get a
    post haste also staff of the master gives quite a boost to torment.
    Last edited by Nub4ever; 04-21-2010 at 11:07 PM.

  5. #5
    Interesting guide, fairly consistent with how I've been playing tort.

    One point is - how do you juggle your inventory space?

    There are a lot of cheap options that Tort wants - bottle, PS, bracer, RoT (towards nome';s) but he also wants space for homecoming/wards, boots, and then components of his sac stone / null stone.

    If you add a void talisman into the mix here, or a shaman's headdress/shrunken - your inv space is even MORE at a premium.

    What do you think about nome's on him? If I'm in a side lane the RoT is usually well worth it. Nome's gives good regen, survivability in armor and heals while we spam spells.

    Build wise I definitely agree with no ult until 13/14/16. I was wondering if others would be doing this as well glad to see I'm not the only one.

    Early game stun maxing is ofc great - I'm on the fence between bonds vs impalement. The harassing you can do with bonds at low level is amazing. I can however see going impalement when mid and doing the gank-push thing you suggest.

    Boot wise I've been getting ghost marchers, but have always felt greaves would be better for survivability and pushing. The 24 dmg bonus of ghost becomes irrelevant pretty quickly since tort is all about casting and running around!

    I've considered stormspirit to further boost movespeed and setup stuns, but again its the inventory space and # of items he can use

    How about barbed armor on him? Maybe more of a late-game thing? If you run in with your AoE's flying and barbed up the enemies who try to kill you will probably be the ones to die?


    Got Rage? Visit the Dump!

  6. #6
    I start with the core I set out, and my void tali/shrunken fills the 6th spot. If I'm setting down wards I replace the homecoming stone slot with wards, and then have my courier ferry me the tp's after I set down wards.

    I would replace the Fortified Bracelet with my next purchase, and replace bottle with the next. At that point their benefits are fairly minor.

    I personally don't get Nomes, because I feel it is better to go for items with more utility, and it will inevitably be bought on one of my allies because it is very good.

    I get Torment late because, unlike his other spells, it is actually item dependent. You need good regen and some survivability to be able to use it, but it gives you greater returns if you can remain close to your enemies.

    Barbed would be a fine idea, but I prefer to avoid damage rather tank it, so unless you have a Behemoth's Heart or Sac Stone it wouldn't be doing as much damage as you could be doing my avoiding damage and using your spells.

  7. #7
    That's probably the mistake I make - reluctant to just sell off my bottle/bracer/ps mid game for inventory space. I know last game or so I made 2 bracers early with a bottle and I noticed a big difference in survivability. I didn't do it the next time because of inv space constraints.

    If someone else will make nome's then yea obv don't do it too - but unless there's a dsham on the team I rarely see teammates make this item. If nobody else is making it is it worth putting togethe ryourself? Or will it delay your null/sac stone by too much?>


    Got Rage? Visit the Dump!

  8. #8
    You certainly can, it's a borderline OP item, but I don't myself.

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