This guide is intended for use in 5v5 Normal Mode Forest of Caldavar pub play. The information in this guide is accurate as of patch version 2.0.16
Table Of Contents
- Skill Build
- Starting Items
- Core Items
- Late game
- Tips and tricks
- Lane partners
- Teamfight partners
- Rock Paper Scissors
Gauntlet is the 66th hero to be added to Heroes of Newerth. He features a heavy gank based play style designed around burst damage and croud control utility. Gauntlet excels in isolating targets quickly and effectively, his job is to ensure that enemies can't farm safely and allies can't protect their carries. This guide is designed to show you the most optimal way to play Gauntlet and how to utilise his skill set to wreak havoc on your opponents. Gauntlet's largest weakness is the fact that he's a melee hero and lacks any consistent disables (which is important for most gankers); being melee creates a world of problems since laning is difficult without some sort of assistance. The best way to play Gauntlet is to make sure that the game either doesn't go on that long, or the enemies are at a severe item and experience disadvantage when it does come.
Role in team
Ganker, crowd control.
Strength: 22 (2.85)
Intelligence: 18 (2.0)
Armour: 2.60 (14%)
Movement Speed: 300
Attack Range: 110 (Melee)
Attack Rate: 0.59
Attack Point: 500ms
Turn Rate: 540
This is your bread and butter skill, dealing a whopping 320 damage in a respectable radius while slightly isolating the target by pushing away friendly units. Don't rely too heavily on the +40 movement speed for catching enemies that are really far away, since it only lasts for 4 seconds and if you fail to hit a target you will end up down a considerable amount of mana. Nearby enemy units are pushed away from the target enemy's location. Here is an image showing the general impact zone of the attack.
This skill while seemingly useful for farming is actually rather awful. While it does do AoE damage, it is unreliable at hitting a whole creep wave, and last hitting can be done just as efficiently without digging a hole into your already fickle mana pool. Unless it's very late in the game or you're about to go back to the fountain I wouldn't recommend using this on creeps.
This skill, while it seems to resemble Devourer's Gutting Hook, is actually much different. The first thing that needs mentioning is that the glove will always travel 800 units regardless of what level it is. The listed range for the skill is how far you can target from Gauntlet's position, and is the position that both you and the grappled player will go to. This means that you can target well beyond (450 units) the glove's range. This image displays the difference between the two.
Gauntlet's Grapple has an impact radius of 75, so 150 units both up and down.
Here is an animation showing a long range hook in action.
Due to limited camera zoom it is extremely difficult to pull off long range Grapples, but this simply rises the skill ceiling a little bit. It would take a lot of practice to master this skill's positioning power, probably more so than Devourer's Gutting Hook. Most of the time, however, this skill will mainly be used to close the gap between escaping enemies and to provide that last bit of nuking power to bring down an escaping enemy. Without positioning tools (Portal Key, Invisibility Rune) it is rather difficult to intiate with Grapple.
Short range hooks are nearly impossible, since to use Grapple like Devourer's Gutting Hook you're required to target right in front of yourself, which makes aiming the direction extremely difficult (1 pixel can equal over a 10 degree difference on the vector). Using it to get up close and personal is useful when Gauntlet Blast isn't available, and a minor hook is possible if you target a little ahead of yourself.
When going for a Grapple, it is extremely important that you do not use infernal instability in conjunction with the Grapple. There are two main reasons for this. First, if you miss, you have just wasted 200 mana on nothing, and for a hero like Gauntlet this is absolutely huge and can destroy a very good portion of your game. Secondly, Infernal Instability no longer hits the target with Grapple anyway.
This skill is there to make sure your enemies can't escape. For the first 3 seconds of a gank the target will be slowed for 20 / 25 / 30 / 35% of their movespeed. In theory you will be able to keep at least 3.75 / 5 / 7.5 / 15 charges on any single target, so any vulnerable target will be at a constant 15% ms slow after the first 4 seconds. 4 seconds is quite a long time in a gank scenario, so this is nothing to be overlooked.
This is your second big nuke, dealing a large amount of damage followed by a short disable. Once you've hit level six this will be your primary initiation skill, since it is extremely reliable and has very high range. In comparison with other gankers (Deadwood and Pyromancer), this ultimate does pale as far as damage is concerned, however it makes up this shortcoming by sporting many other utilities. The biggest thing worth noting is that if you're ganking a target who has an ally nearby you can manoeuvre yourself such that you take the ally out of the fight for long enough that you can kill your target and escape (provided everything goes well). This image demonstates how the Consumed By Power aspect of the skill works.
The heroes covered with ambient static are completely stunned, however if attacked the stun will be broken. Consumed By Power will apply to any enemy or neutral unit that comes within 200 / 225 / 250 units of the glove on the way to its target, making it exceptional for taking out key targets temporarily.
The skill also stuns your target for long enough that you can close the gap between the target before they a chance to fight back. The next big thing is that the cooldown at lower levels is incredibly short, this means that the ult is always ready when it needs to be, and you can gank more frequently than most other gankers.
- Infernal Instability
- Infernal Instability
- Infernal Instability
- Gauntlet Blast
- Infernal Instability
- Grapple / Enfeeble
- Grapple / Enfeeble
- Grapple / Enfeeble
- Gauntlet Blast
- Enfeeble / Grapple
- Enfeeble / Grapple
- Enfeeble / Grapple
- Gauntlet Blast
Gauntlet has a fairly linear skill build, however there are a few variations you could make depending on the situation.
Since Infernal Instability no longer applies any slow Grapple is superior to Infernal Instability at level 1 since it has a stun.
Infernal Instability is maxed out first for maximum damage, followed by Grapple. Grapple can be maxed out before Enfeeble because it gives bonus nuke damage and positioning which is absolutely vital to Gauntlet's role. Enfeeble can also be maxed out before Grapple, since the damage steal is very significant and 4 seconds is quite a long duration, and without the slow enemies can easily escape a gank scenario with little effort. Either variation is reasonable, generally I would level Enfeeble first if you aren't likely to be obtaining a Portal Key before level 14. Just make sure you have both Grapple and Enfeeble at rank 1 before level 6.
Starting items for Gauntlet are very basic for a ganker. The main thing that is necessary is that you have both health and mana regeneration along with at least 2 minor totems, to build into a Power Supply later. If need be Gauntlet can very well opt to buy the courier for the team. Your basic loadout should generally consist of 2 minor totems, 2 mana potions and 2 health regeneration items, followed by an item of choice for ~200 gold.
You can't buy a Hatchet or Shield with your starting gold, however they are easily buyable at the outpost before the creeps reach the lane, and you will most often be in the long lane making the outpost more accessible.
Most of the time in a pub game your team won't have both a courier and wards, and in some rare cases you won't even have a courier. Gauntlet definitely doesn't need items so badly that the team should suffer without these basic necessities. If you happen to have both, I'd be in favour of picking up a hachet for good last hitting, since Gauntlet's last hitting strength is rather weak and you need to get your Portal Key as soon as possible.
An alternate starting build is 1 Crushing Claw, 1 Mark of the Novice, 2 minor totems and 2 health regeneration items.
This can build easily into a Blood Chalice giving you near infinite mana from the get go. This is the best starting build if you aren't required to ward / courier, and if you don't feel like you need a Buckler / Hatchet.
Gauntlet being very mana intensive requires a lot of burst regen, so picking up a Bottle is extremely important. The bottle essentially increases your mana pool by 210 mana, with the additional bonus of being able to bottle runes, all for the cheap price of 600g. Power Supply is simply mandatory on every single hero in the game, there is absolutely no reason to skip this item, since it gives you free mana and health on demand, with some additional stat boosts on the side. Power Supply and Bottle are all the items you'll need for keeping your mana pool stable. Chalice is completely imbalanced for strength heroes, so its pretty much a no-brainer.
Homecoming Stones are one of those items that if you don't have it you'll be left behind in the dust. Homecoming Stones are perfect for escaping ganks and quickly aiding allies in fights. There is no excuse for not carrying at least 1 Homecoming Stone after the 10 minute mark.
Enhanced Marchers are a good choice boot choice, giving high movement speed coupled with a bonus 24 damage, making every hit count. I prefer these compared steamboots since Gauntlet's playstyle is all about ganking, and mobility is key to successful ganks. They are also favourable by being entirely completable at the outpost.
Striders are good when you have no farm, which happens more often than not considering his relatively weak lane presence. If you have good lane control I'd go for more powerful boots. Boot choice here is, as is in a lot of cases, not really definitive, and can go largely to personal perference.
Portal Key is the final item in your core buildup, since it allows you to enter fights and initiate from a much further distance.
Nullstone is definitely a solid choice for Gauntlet against any team with a high number of single targeted spells. It will give you the option of buying a Sustainer earlier, which helps keeps your regeneration up even better. If you're doing very well early you can pick up a Sustainer instead of a Bottle, provided you're planning on building up to a Nullstone.
Nullstone boost survivability on three levels, it increases all of your stats by a solid amount, negates a full single targeted spell and gives you plenty of constant passive regeneration. Against a team with Pyromancer, Hammerstorm or Andromeda, this would be a very solid pickup.
Frostfield Plate is a very good pickup for Gauntlet against a heavy physical damage team. The main selling point behind this item is the snare that it gives, in teamfights this item will definitely give you a lot more presense, slowing the enemies' attack speed and movement speed. Of luxury items, this is probably the best overall choice for Gauntlet since it gives so much for a relatively low price.
If you need to counter some physical hard carries, or if you simply need more team fight presence, you may look towards this item. Demonic Breatplate is a good general aura making all physical fights swing much better in your favour.
Great for mobility and making sure you're everywhere all the time.
Puzzlebox is a great pickup for item independent heroes who have slows, since it allows your minions to wail on the snared enemies mercilessly. This is especially effective if you're up against heroes with invisibility.
While the Assassin's Shroud may seem like a pretty poor choice for Gauntlet, especially when you've already got a Portal Key, long range Grapples are extremely difficult to pull off with a Portal Key alone. Assassin's Shroud makes lining up good initiation even easier than before. The +120 damage adds nicely to your burst, making enemies go down faster. If your enemies spend gold on detection then that's simply money wasted on stopping a ganker. Do not buy this when you have any other hero with invisibility on your team, it will make enemies far too likely to purchase detection. Overall, not the best choice, but it's nice for a bit of fun .
Fairly self explanatory, if you're finding yourself up against a lot of Area of Effect heroes like Plague Rider, Magmus or Soulstealer, this will be a useful pickup for your whole team. The mana cost will hurt a bit, so only get this if you're really getting dominated by these 'AoE Whore' heroes.
Last edited by NomesWisdom; 06-15-2011 at 11:05 AM.
I'd sing you a song, but
I'm just a little hoarse.
Gauntlet most commonly lanes in the long lane, this is the top lane for Legion and the bottom lane for Hellbourne. The reason for this is that the long lane has an easy path to ganking mid. The other reason is that the long lane most commonly contains two heroes designed to kill the enemy carry, who most often resides in the short lane.
The first thing you should be doing is thinking about what 200g item you are going to purchase. Does your team have a courier? Does your team have wards? Both of these things are absolutely necessary, and if your team either has no supports or your support is bad, then you're going to have to man up and pitch in some gold for a courier or wards. If you have neither a courier or wards, a courier is more important, since you can courier over the wards once you get your first 200g. You can save the 200g for Marchers if you don't feel like you need any additional items.
In lane, you main goal is to avoid harassment and get in last hits. As a melee hero lane control is very important, abusing creeps mechanics is a key aspect of laning a melee hero. If you click to attack an enemy hero who is within 600 units of you, the creeps will begin trying to attack you, at this point you should retreat and the creeps will chase after you. If you time this accurately with when a creep is on low health, you should be able to last hit the creep and then retreat out of enemy sight. Remaining out of the enemy sight whenever possible is very important, since if you constantly lurk out of sight, even while laning, enemies will be forced to be on their toes. If you always lurk in the fog, and you decide to head off and gank mid, it is increasingly likely that enemies won't expect you to be leaving the lane.
If your team drafted properly, you should be laning with a ranged hero. Gauntlet has a lot of burst damage, and combined with ranged harassment your lane will become a very deadly combo. If you're laning with a hero like Pyromancer, it is likely that you will be the one to begin the fight. Regardless of this, it is important that you are making attempts at killing your lane enemies. If a squishy enemy hero comes in to last hit, or in general moves out of position, you can use Grapple to bring them in and stun them. If you timed this well with your ally then the second stun should go off and you've got a severely nuked and stunned enemy hero (hopefully dead by now). Grapple will not hit creeps which makes it impossible for smart enemies to hide behind creeps, which means they are always under constant threat of being grappled.
Overall, be aggressive and get a few last hits. You should at least be able to purchase Marchers and a Mana Battery before level 5.
This is the main part of Gauntlet's game, since he is a dedicated ganker. When you begin ganking is entirely up to you, but it is possible to do it as soon as level 4. Ganking middle is very easy for Gauntlet since you're most often laning in the long lane. You have easy access to the middle lane through the enemy jungle, and most mid heroes are quite gankable. If for instance the enemy mid hero is Soulstealer, I would definitely be heading off to gank him as soon as I've hit level 4. If the enemy mid hero is Wretched Hag, it probably isn't worth ganking until at least level 6. The path that you use to gank mid is illustrated in these two pictures.
Run into the lane with Infernal Instability blazing and nuke the enemy hero, while they're slowed use the Grapple and target behind the enemy and toward your tower. This will cause them to be displaced further into your territory, and in a perfect position for your allied mid hero to finish them off. It is very important that you communicate to the allied hero at mid that you're ganking mid, since you will need their help in finish off the enemy. If you're above level 6 shoot your Gauntlet Blast off first, followed by a slow with Infernal Instability and then use Grapple to displace your opponent and yourself in familiar ground. Here is a small animation to show you how the gank will happen if everything goes well. This gank was done at level 4.
You will be in the enemy hero's line of sight a long time before you are in melee range, so it is important to assess the situation on multiple factors. Can your allied hero slow or stun the enemy hero? Does the enemy hero not have Marchers? If you get Marchers quickly, ganking the enemy before they have Marchers is extremely effective. Generally, the opponent will have no way to react, and you will land a successful gank. Once the enemy hero is dead you should decide if you have enough regeneration to warrant heading straight back to your lane, or if you should head back to the fountain.
You can gank more than just mid lane though, if the other side lane is not doing too well grabbing a teleport and whizzing over real quick for a kill can definitely turn the tides for that lane. Whenever you gank you need to make sure that by the time the enemy has seen you that it's too late for them to act. If you're teleporting in for a gank and the enemies have sight of your tower teleport to the tower behind it. Sure you'll lose a few seconds, but if your enemy sees you coming then you're down a tonne of lane resources for no real benefit for your team. Make sure you abuse fog as much as possible, staying out of sight is extremely important to ganking. Here is a small illustration to show the basic gank paths to gank the middle and short lanes. [Stars are frequent ward spots, green indicates Legion and red indicates Hellbourne]
In teamfights your main goal is to eliminate a key target while hitting as many enemies as possible with Consumed By Power. Generally you'll want to target the hero at the very back of the enemy team, since you'll get the most amount of enemies with Consumed By Power. Unfortunately, most situations won't be as simple as shooting at the target at the back. You're going to have to use your Portal Key efficiently to maximise the amount of targets you lock down. Once you've fired off your ultimate, you need to choose a target to begin nuking and Enfeebling. Enfeeble also has -%Attack Speed making it very effective against heroes who deal damage through regular attacks (mostly carries). Generally, you want to lock down as many people as possible with Gauntlet Blast while locking down the enemy carry with enfeeble.
If the game has lasted long enough to reach this point, you're going to find yourself becoming less and less useful. Your poor stat gains make you very awful at dealing high melee dps (at least relatively to other heroes), and your nukes will have become fairly pitiful against the enemy's increasingly large health pools. Most of your power is going to come from the utility in your spells. Primarily you will be useful for isolating key enemy target's while their allies are Consumed By Power. Grapple's isolation power will always remain a powerful tool so don't underestimate it.
Tips & Tricks
With your Portal Key the enemies will always need to be on their toes. A very good example of abusing the instant movement of Portal Key is when an enemy is pushing one of your towers alone. Quite often during the later parts of the game single heroes will push towers in an attempt to draw your attention from pushing or farming, and if enemies teleport to defend they can simply run away before your Homecoming Stone is finished channelling. The benefit of having Portal Key is that when the enemies attempt to run away, you can use Portal Key to gain the distance they made while you were channeling. You can quite effectively pull off your whole combo, and then Grapple the enemy hero back to your friendly tower where, hopefully, your allies are waiting to destroy the enemy hero.
The second great use of your Portal Key is ensuring that Gauntlet Blast disables as many people as possible. There are an infinite number of ways the enemy formation can be organised, and you can bet that most of the time they won't be purposefully positioned for your advantage. In a lot of situations you'll only be able to hit 1-2 with the Consumed By Power side effect without the use of a Portal Key, however if the enemy team is anything short of 600 units apart then disabling almost the whole enemy team becomes a breeze with the aid of the Portal Key. Quite obviously, you need to Portal Key right in front of the outter most enemy hero and target the enemy hero who is furthest away from that point. If all goes well the Gauntlet Blast glove will travel through the whole enemy team disabling them for a huge amount of time, at which point you could easily Grapple the hero you blinked next to and get up to some serious kidnap shenanigans.
Properly executing all of your skills for maximum efficiency is rather variable depending on things such as whether you have a Portal Key or not, and how well the enemy can defend themselves and react to the attack. Gauntlet Blast -> Auto Attack -> Infernal Instability -> Grapple is the most optimal combo that you can pull off provided everything goes well. If you save up charges on Enfeeble, auto attack once and then recharge them with Infernal Instability you can get double the max charges in slows on your opponent (capped at 50% slow). You don't always need to use Grapple for displacement, if you're unable to get behind your target simply use it as a little extra stun / nuke to pin the nail in the coffin. Grapple can be used when Gauntlet Blast isn't available [Pre 6, cooldown] for intiation if you're gauranteed a hit, the skill has a very long cooldown and mana cost that you really don't want to waste.
Day and night alternates every 7 minutes and 30 seconds. This means that 7:30 on the clock is one of the most optimal times to gank. Night is extremely useful for gankers since you will normally already have vision on your target due to creeps. Keeping track of what time of day it is can be important when thinking about whether the enemy can see you or not and when to assume their reaction is going to occur.________________________________
When drafting you have to consider all phases of the game. Laning, ganking, teamfights and lategame. The most important of these is probably laning, since a good laning phase will set you up for the rest of the game. The first rule of thumb for drafting is to have at least 3 ranged heroes per team (Andro doesn't count as a range hero). The primary reason for this is that ranged harassment is aboslutely necessary for winning lanes. A good combo of melee heroes can never withstand the constant harassment of high range heroes. For this reason, if your team has 2 or is likely to end up with 2 melee heroes don't go picking Gauntlet and making it 3, doing this is simply a recipe for disaster.
The lane mates for Gauntlet are ranged heroes with reliable stuns / slows. If the stun or slow in your lane is strong enough you should be able to get behind the enemy enough such that you can reverse Grapple them, pushing them towards your tower. Here is a short list of heroes who are best to lane Gauntlet with:
The coolest dude to have on your team, if you've got him in your lane you should be in for a good time. With a powerful slow and snare you'll have plenty of breathing room to move in for the kill. Not only that, but his mana aura will be a godsend making your mana problems practically disappear. You'll have the benefit of a very strong killing lane, however neither hero can deal high amounts of late game damage so you'll need to ensure you have a couple of semi-carrys in the other lanes. This lane combo would definitely be headed for the long lane.
Maybe not as cool as Glacius, but he has an extremely reliable line stun making setting up Grapples really easy. He has good harassing power which can be backed up by your heavy nukes once the enemy hits the 2/3 hp mark.
Amazing harassing potential makes up for your weak lane presence. Once he's got the enemies harassed down a bit you can swoop in for the kill backed up by one of the strongest slows in the game, reverse hooks are realy simple to line up when laning with Slither.
The next thing to consider when drafting Gauntlet is teamfighting a gank synergy. Gauntlet, once in possession of a Portal Key will become a deadly intiator, with skills comparable to Pebbles with better utility and less damage. You definitely want someone capable of dealing a good amount of damage quickly and consistently to backup your croud control, I don't want to list every semi-carry in the game so just remember you need some output to go with your utility.
It's always good to have a second hero with a Portal Key on your team for good mobility, although this isn't entirely necessary, having a follow up stun from good blink heroes is great for ganking.
Witch Slayer / Pyromancer normally buy blinks as one of their first items, so as a team you'll be able to destroy any specific target on every cooldown. Definitely a duo to be fearful of.
Consumed By Power is excellent at lining up some extreme duration arrows, not to mention Valkyrie has some really nice nuke damage of her own to help finish off targets quickly.
Rock Paper Scissors
Probably what is most important to Gauntlet is who his enemies are. Primarily your favourite meal should be low health carrys, while your biggest enemies are going to be blinkers and high health heroes.
These guys are all heroes who often go mid and are extremely vulnerable to ganks. None of these heroes have any stuns to stop you approaching them, so provided your positioning isn't completely awful you can be practically gauranteed to be able to kill any of these heroes a few times before level 6.
These two guys are a real pain for Gauntlet. Healers in general are always menacing for gankers since their main job is keeping their team alive (which is exactly what you don't want).
Heroes with reliable escape mechanisms are extremely annoying for Gauntlet. Even if you pull off a brilliant hook these sneaky bastards will slip right out of your hands with the click of a button. Definitely something you want to avoid.
Strength carries are possibly your biggest threat. You can't gank them, you can't fight them shot for shot. Grappling them into your team is only going to set off the magic-immune-rape-party sooner than you'd want it to happen. These heroes can stand their ground against a few nukes and will definitely punish you severely if you mess up.
We start off the game by doing a level 1 kongor attempt, which is possible with almost any team that has Gauntlet in it. A note though is that Kongor stomps waaaay too much when you have 3 or more melee heroes. This is followed by getting extremely fast Phase Boots which allow you to take over early game extremely easily. I ganked the other lanes a few times after it was obvious that Magebane could survive in his lane alone. At one point I also get an awsome Blink-Grapple on the Defiler into our tower as well. A lot of the mid game is Nymphora teleporting me around getting kills on all the under levelled squishy heroes.
- Notepad++ for being an awesome text editing program
- FRAPS for recording the the video footage
- GIMP for creating the .gifs
- Ninjapants for the original design of the hero
Thank you for reading my guide, I hope you were able to learn at least something from it. If you have any questions don't be afraid to ask, I am on extremely frequently and should be able to respond to any queries within 24 hours.
Last edited by NomesWisdom; 04-18-2011 at 03:49 AM.
I'd sing you a song, but
I'm just a little hoarse.
Great guide, very informative. I have to say, I build a very similar Gauntlet.
Oh wow, thanks man, didn't even know what grapple really did until now (and just then in practice mode)
So this is how you're supposed to play Gauntlet.
When you say to take Shroud, should you take it instead of any of your core items or do you need Enhanceds for mobility, PK for positioning/range, in addition to Shroud for positioning?
And a few spelling mistakes. If you don't mind I'll proofread.
And Notepad++? Really? Code Editor > Text drags along the screen in one line > hard to edit? Oh wait, yeah, tagging.
And I still don't know how Grapple works. I suppose I'd better try it out sometime.
It's spelt Chronos. C-H-R-O-N-O-S. YOU DO NOT SPELL IT CHORNOS OR CRONOS, IT'S CHRONOS. ARE YOU RETARDED?
Vote Up for the "TOO BAD IT'S ME 0.1% CHANCE FOR 7X MULTICAST LOLOLOL" suggestion!
Annoyed at Zephyr/Warbeast? Play games with him, click on the scout.
One question, why do you not simply use Infernal Instability in combination with your ult? Rather than on the autoattack afterwards? You assure a bigger burst that way directly from the start, incase something happens (support instantly locks you down or smth, you never know) & your infernal instability will be up sooner for a second use.
Optionally you might recommened more tanky items (hotbl, behe heart), since when you're playing out Enfeeble to counter a carry in teamfights, non-retarded people might want to start focussing you down fast.
Last edited by chaRx; 07-20-2010 at 09:52 AM.
I don't really see skipping Portal Key as an option, since it helps Gauntlet do what he does far too much.Definitely appreciate this, thanksAnd a few spelling mistakes. If you don't mind I'll proofread.
You can use word wrap to bring single lines down, and it numbers each line so you know if something has been word wrapped or if aa new line has started. It's also got a find + replace tool which is rather useful.And Notepad++? Really? Code Editor > Text drags along the screen in one line > hard to edit? Oh wait, yeah, tagging.It's pretty fun playing with it in practice modeAnd I still don't know how Grapple works. I suppose I'd better try it out sometime.
Since Gauntlet has rather decent strength gain with one of the worst agility gain in the game (beaten by Pebbles) Armour is quite a lot more effective for 'Tanking up" than direct hp items. This makes Frostfield Plate a really good choice, since it also gives off a debuff aura and snare which helps your team.Optionally you might recommened more tanky items (hotbl, behe heart), since when you're playing out Enfeeble to counter a carry in teamfights, non-retarded people might want to start focussing you down fast.
I have returned
yeah i was using that option in beta ,then it was set to read-only thats why i asked
One of the heroes that could actually use a codex, just a level 1 helps a solo kill against a target by the time your huge fistings don't kill nearly instantly.
One of the best guides , thnx. Great hero.
And how you get this ss ? Really far from floor.
Last edited by Sacca; 07-23-2010 at 04:28 PM.
Can you write a Gladiator guide?!??!?!?!?
Jokez aside this turned out pretty good.
e-famous superstar and legendary hero of the Brazilian people kirbyruled, once the greatest mod that OT hath ever known, requests but a single humble beta key
Really excellent guide, the gank paths helped me a lot. Ganking mid at 3/4 is a lot easier than I had expected...
What are your thoughts on Codex?