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.
Synopsis
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.
Activation
Fires Gauntlet's Glove 800 distance in target point's direction. Upon impacting any ally or enemy hero, Gauntlet and the impacted hero are pulled toward the target location.
If an enemy hero is hit, they take 100 / 140 / 180 / 220 Magic damage and are stunned for 1 / 1.2 / 1.4 / 1.6 second(s).
Synopsis
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.
Enfeeble
Action: Passive
Activation
Gains one charge for every 0.8 / 0.6 / 0.4 / 0.2 seconds that pass without Gauntlet attacking. Maximum of 20 / 25 / 30 / 35 charges.
On Attack
Applies Enfeeble to attack target for 4 seconds, applying all of the ability's charges to the target, resetting charges back to 0.
Enfeeble
1% Movespeed Slow Per Charge
1% Attack Speed Slow Per Charge
1% Cast Speed Slow Per Charge
1% Total damage drain (adds to Gauntlet's damage)
Synopsis
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.
Activation
Shoots the glove out at the target unit.
Any enemies within 200 / 225 / 250 units of the glove as it flies have Consumed by Power applied to them for 4 seconds.
When the glove strikes the target, they take 300 / 400 / 500 Magic damage and all buffs are purged. The target hero is stunned and revealed for 1.5 seconds.
Consumed By Power Revealed Unitwalking Splash Immunity Frozen Stunned
Dispelled if any direct damage is taken after 1s
Synopsis
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.
Skill Build
Grapple
Infernal Instability
Infernal Instability
Enfeeble
Infernal Instability
Gauntlet Blast
Infernal Instability
Grapple / Enfeeble
Grapple / Enfeeble
Grapple / Enfeeble
Gauntlet Blast
Enfeeble / Grapple
Enfeeble / Grapple
Enfeeble / Grapple
Stats
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.
Core Items
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.
Luxury Items
Nullstone
Cost: 4850
Sustainer: 1750
Lifetube: 875
Manatube: 875
Blessed Orb: 2100
Recipe: 1000
Passive Bonuses
+15 Strength
+15 Agility
+15 Intelligence
+10 Damage
+5 Health Regeneration
+200% Mana Regeneration
Negates a single targeted spell
Cooldown: 20 seconds
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
Cost: 4700
Platemail: 1400
Acolyte's Staff: 2700
Recipe: 600
Passive Bonuses
+20 Armor
+30 Intelligence
Activation
Target Type: Enemy Units
Radius: 620
Mana Cost: 100
Cooldown: 30 seconds
Deals 200 damage and applies frostfield for 4 seconds
Frostfield
-40% Movement Speed
Aura
Target Type: Enemy Units
Radius: 1000 Units
-25 Attack Speed
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.
Demonic Breastplate
Cost: 5550
Platemail: 1400
Ringmail: 550
Warpcleft: 2100
Recipe: 1500
Passive Bonuses
+10 Armor
+40 Attack Speed
Aura
Target Type: Enemy Units
Radius: 1000 Units
-5 Armor
Aura
Target Type: Allied Units
Radius: 1000 Units
+15 Attack Speed
+5 Armor
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.
Post Haste
Cost: 2700
Marchers: 500
Recipe: 2200
Passive Bonuses
+95 Movement Speed
Activation
Target Type: NPC Allied Units or Structures
Range: Inifinite
Mana Cost: 75
Cooldown: 60 Seconds
Channel Duration: 3 seconds
Teleports self to target after channel
Great for mobility and making sure you're everywhere all the time.
Activation
Mana Cost: 50
Cooldown: 90 seconds
Spawns a Puzzlebox Mauler and Puzzlebox Wizard under your control. Each has a lifespan of 35 seconds.
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.
Assassin's Shroud
Cost: 3300
Steamstaff: 800
Bastard Sword: 1400
Recipe: 1100
Passive Bonuses
+10 Attack Speed
+38 Damage
Activation
Target Type: Self
Mana Cost: 75
Cooldown: 18 seconds
Applies Stealth to self for 9 seconds
Stealth
+20% Movement Speed
Unit Walking
Invisibility
The first attack out of stealth will do +120 damage
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 .
Barrier Idol
Cost: 3653
Shaman's Headress: 2050
Trinket of Restoration: 350
Trinket of Restoration: 350
Mystical Vestments: 400
Helm of the Victim: 950
Refreshing Ornament: 603
Trinket of Restoration: 350
Minor Totem : 53
Recipe: 200
Recipe: 1000
Passive Bonuses
10 Health Regeneration
10 Magic Armor
Activation
Target Type: Allied Units
Radius: 500
Mana Cost: 100
Cooldown: 60 seconds
Applies Barrier Idol for 8 seconds
Barrier Idol
Absorbs 400 Magic Damage
Cannot be affected by Barrier Idol again for 50 seconds
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 10:05 AM.
I'd sing you a song, but
I'm just a little hoarse.