Flint Beastwood Guide - by Mittsies
[+] New-player friendly
[+] Fast attack-animation
[+] Has solid gank-potential
[+] Longest attack range in HoN
[+] Can carry lategame with DPS
[+] Ministuns and Slows allow effective kiting. (Don't know what Kiting is? I'll explain soon; or click this video)
[--] No escape Mechanism
[--] Can be killed rather easily
[--] His name is a really awful pun
Before I take you step-by-step through a sucessful game with Flint Beastwood, I feel you should take a little time to understand and get a feel for all four of his highly-important abilities as well as some necessary tactics you will need.
Flare (AoE Nuke)
Grants Vision - This is probably the most important factor about Flare, since it means you will never be juked or screwed over by fog of war. Fire this ability into trees and up cliffs to ensure you don't lose track of your target.
Slows in an Area - The movement speed slow to enemies means you will have no problem chasing them. Remember even if you do not initially hit an enemy with the nuke, the slow effect will linger in that area for the full duration. You can use this for Escaping in certain situations when necessary.
Deals damage on impact - The damage is dealt to targets hit when the Flare lands over 2 seconds. They don't have to stay in the Flare to take full damage. New units who walk into the flare will be slowed but -not- take damage.
Cast Time: 0.8 Seconds
Mana Cost: 120
Cooldown: 14.0 Seconds
Deals 75 / 150 / 225 / 300 Magic damage over 2 seconds
14 / 20 / 26 / 32% Movement Slow
Grants vision and slows for 4 seconds
Hollowpoint Shells (Passive)
% Chance Ministun on Attack - The ministun effect not only means you can constantly interupt enemies from casting spells or channeling abilities (Like Pollywog's Grip) but it also works as a means of slowing down an opponent. In combination with your Flare, you can stop someone dead in their tracks with enough attack speed.
Effectively increases DPS - Since the ministun happens so often you can automatically assume you've added an extra 50 damage nearly every other shot. This is actually quite a substantial boost to your overall DPS, making you a reliable late-game hero.
Makes last-hitting a breeze - Although you cannot bank on the effect happening every shot, the fact it happens so often means it will cover up for a lot of last-hitting mistakes when laning. Remember it can work when you're denying too, but does not affect towers.
25 / 30 / 35 / 40% chance that a bullet will explode, dealing 20 / 30 / 40 / 50 bonus Physical damage and stunning for 0.05 / 0.1 / 0.2 / 0.2 seconds.
Dead Eye (Passive)
Harass without taking damage - Typically you want to wait a bit before leveling your range, but a few points early game means you can harass enemy heroes without getting hurt in return. This can be quite substantial especially when a couple of extra attacks can make or break you.
You can stay out of harm's way - In teamfights and Ganks you can stay your distance while still being able to crank out DPS. Coupled with your ministuns and slows you can often kill heroes or force them to flee before they are anywhere near you.
Kite even Ranged Heroes - Most ranged heroes are only able to Kite melee heroes. Flint Beastwood outranges every other hero in the game with maxed out bonus attack range, meaning he can kite ranged heroes.
Outrange Towers - At level 3, your range ability will allow you to attack towers without being hit by them.
Increases attack range by 60 / 120 / 180 / 240.Kiting
Money Shot (Ultimate - Single-Target Nuke)
Burst Damage - Essentially this is a powerful single-target nuke designed to weaken or finish off enemy heroes.
Extremely Long Range - The range is 1500 at level, and 2500 at level 3, meaning you can pick off weakened targets no matter how far away they may be.
Very Low Cooldown - The cooldown on this ability is 20 at level 1, and 10 at level 3. This means as long as you have the Mana, you can use this ability at every single encounter and possibly multiple times.
Grants Vision & "Mini Truesight" - When you begin casting your ultimate, you will be granted vision of the enemy hero, even if they go invisible! This means you can finish off heroes like Scout, Madman, Night Hound, etc. without needing a form of revealing.
Range: 1,500 / 2,000 / 2,500
Channeling Time: 1.9 Seconds
Mana Cost: 175 / 275 / 375
Cooldown: 20.0 / 15.0 / 10.0 Seconds
Deals 355 / 505 / 655 Magic damage and stuns for .2 seconds.
This is a general term for utilizing a hero's ranged capabilities to attack a melee unit, run back, attack again, run back, etc.; ultimately allowing you to attack them multiple times without being hit. As Flint Beastwood, this is an absolutely essential skill to learn during Ganks or while laning. Heroes such as Hammerstorm can be painful if they get too close, so you will need to keep your distance as much as possible.
Similiar to kiting, but instead of running away, you're chasing. Everytime you fire your attack, immediately move forward until your attack cooldown is ready. This will effectively inch your forward while attacking instead of standing there, allowing you to get more hits in. Check the link below for a video demonstration of Studder-Stepping & Kiting.
What is Flint's Role?
Flints Role dances on the line between carry and ganker, and to an extent he is also a solid pusher. Ultimately, he's a DPS Hero.
You should focus on a healthy mixture between Farming & Roaming. If you farm too much you're a worthless lump to your teammates, but if you gank too much you'll have no items to give you a strong backbone towards the midgame. By playing Flint a lot you will find that nice balance.
I prefer to take solo mid as Flint Beastwood when available for two major reasons. First of all it is much safer for Flint than a Sidelane because he has no escape mechanisms, stuns, or legitimate disables (Excluding his slow/ministun). On the flipside, being on a sidelane means you have a teammate that can keep you safe, and you can utilize the fact your Nuke can hit multiple targets. If you're paired up with a hero that can stun or disable, you can get some easy kills too.Early Game, as Solo Mid
Recommended Starting Items: :RunesOfTheBlight: :RunesOfTheBlight: :MinorTotem: :PretendersCrown: :PretendersCrown:
Bottle first is not recommended because it will cripple your ability to last-hit creeps, and you won't really need the mana until you hit level 3 anyways.
Monkey Courier is essential. If your teammates refuse to buy one, buy one yourself, because without it you will fail in mid. If you find the courier is difficult to use, go play a practice game and try bringing items out to you using only hotkeys (you don't even have to look away from your lane) until you can buy an item, send the money out, and queue to go back to base after you've recieved the loot in under 3 seconds. You'll thank me.
Suggested Skill Build:
(Flare can be grabbed as your first skill incase of a 0:00 rune gank)
- Your primary focus should be on landing last hits until you're level 3, as your Flare becomes very powerful at that point.
- As soon as you get 600 Gold, purchase a bottle with the Monkey. Buy boots with your Next 500 Gold.
- Once you hit level 6, either kill the hero in mid or go off and Gank whichever lane needs you the most.
As a generality, always look for an opprotunity to use your Flare when an enemy is out of position (i.e. too close to your side of the lane). If you can hit them 3~4 times after landing a nuke you will cause terrible terrible damage -- especially if you are leveling your stun.
If your team was nice enough to ward the Runes for you, make sure you take advantage of that in order to win your lane. Your slow can be a great way of ensuring you get the runes.
Early Game, on a Side-lane:Solo Mid Match-Up Tips for Specific Heroes
Tips vs. Deadwood:
Deadwood is actually kind of a joke versus Flint. Your fantastic attack animation means you won't need to worry about competing for last hits. When he walks within range, pelt him with your attack. At levels 3+ you can use your Flare to ensure you hit him multiple times when he tries to go in for a last-hit. If he is running towards you, run back then shoot him; do not let him attack you. Constantly keep an eye on his mana so you know when he casts Rotten Grasp -- if you see it coming, it will never hit you. Always run directly to the left or right, never straight back to your tower. Rune Races are where most deaths happen, and against a good deadwood you'll probably never bottle the rune because of Oakbolt + Grasp. If it comes down to it, you can attack the rune to kill it; remember you need to deal at least 75 damage or shoot it twice to kill it.
Tips vs. Pebbles:
Pebbles is one of your most terrifying line-ups because Stalagmites has quite a long range. One Chuck+Toss combo and you're dead. Your best bet is to stay as far away from Pebbles as possible and focus on last-hitting. Nuke him with the Flare and try to get as many shots as you can, but never over-extend yourself. The key to winning this match-up is to stay away from that rock-monster. Rune Races, like with Deadwood, are extremely dangerous and attacking the rune is always an option. You can try your best to bait-out a Stalagmites by pretending you're gonna try and grab the rune but then running back. At worst, he will get the rune but it will cost him a lot of mana to do so.
Tips vs. Devourer:
Devourer is basically Flint's arch-nemesis. Your number one priority is to be on the look out for the hook, stay behind creeps and move around after every attack to stay unpredictable. If you stand still, you're going to get hooked. As long as he does not reel you in, he's nothing more than a big blob of flesh. You can harass him off the lane and assume rune control if things go well. In the event that you DO get hooked, throw down your flare and run for your life, don't turn to attack unless you have about twice as much life as he does and you think you can beat him in an "Auto attack showdown". When going for the runes, just be aware of his hooks. If you get caught in the river there's literally no chance for survival, sorry.
Tips vs. Wretched Hag:
Typically because of your ability to deal damage and out-last hit most other ranged heroes, Wretched Hag won't be a serious threat. If she Blinks into you for the Scream, immediately use Flare and begin attacking her. You will always win the "Auto attack showdown" where two heroes just right-click each other and see who survives. Rune Races are not dangerous, but it can be hard to beat her since she has Blink. You can try to get lucky and go to the rune a few seconds before it spawns and hope it spawns there. Try to use your slow and beat her to it; and if possible you may be able to kill a greedy hag before she can grab the rune -- she can only blink once, after all.
Tips vs. Bloodhunter:
Bloodhunter isn't exactly a fantastic mid, but he's kind of annoying, especially for Flint. Even if you harass him constantly his Feast will often be enough to survive. Once he gets Hemmorage, he can be a serious pain in the neck since you can no longer kite and you won't have access to your slow nor your ultimate due to Silence. Your best bet is to try and harass him a little, but primarily focus on getting last-hits. If you play aggressive enough and keep rune control, you can beat him.
Tips vs. Defilier, Zeus, Pyromancer, etc.:
I group these heroes together for the general purpose that they are nuke heroes with generally unavoidable damage spells you may have to face in mid. The solution to sucess relies in getting last-hits since they cannot compete with your ability to last-hit at all. If you can quickly get a bottle, assume rune control, and procede to bring out regeneration items on the Courier -- you will do fine. When opprotunity presents itself, try to Flare or harass with your attack as intelligence heroes are typically low on HP and you can harass them off the lane just as they do to you.
Tips vs. Gladiator:
Gladiator is one of the more difficult heroes to face in mid because he can harass you as he last-hits creeps. Try to be at such an angle so that the creeps are not between you and Gladiator when he cracks his whip. Play aggressively and try to get him with a good Flare because if you wait around you will slowly die to the whip. Similiar to deadwood, always watch his mana so you know when he casts Pitfall, and always run to the left/right instead of straight back to your tower.
Tips vs. Soulstealer or Forsaken Archer: :fors:
These match-ups basically come down to a last-hit contest. At level 3+ it will become a game of outsmarting one another and looking for the right opprotunity to harass and nuke. Just don't let either of these heroes build up too many last-hits. Get a good mix of last-hitting and harassing to ensure you win this lane. Obviously just attack Forsaken's skeletons when she brings them out, but typically a skilled FA will wait until she can pin you with her Volley before bringing out the Skeletons which gaurentees will cripple your HP. Rune Control is essential, and since you have Flare you'll have a better chance of sucess than they do.
Tips vs. Corrupted Disciple:
Corrupted is one of the only other heroes in HoN who has such a fast attack animation as you do. This is a fairly straight-forward line up, but just make sure if he casts Conduit you retreat to your tower immediately and break the leash. If he builds charges he will get free last hits for the full duration and you won't be able to harass him at all. Rune Races are easy as long as you don't stick around for him to use Conduit.
Typically you will be on the safe lane given there is a more suitable solo mid hero such as Wretched Hag or Pebbles.Strong Laning Partners
Your primary role here is to compete with last-hits and to harass the enemy heroes when you can. The important thing to keep track of is the distance between you and the enemy heroes. If you don't watch your position, you'll probably die. Flint has no means of escaping from danger, so you must preemptively avoid dangerous situations to begin with.
Generally you should decide what type of items you want to go for towards the mid-game.
See "PRIMARY ITEMS" (Ctrl+F) for the items I suggest given their appropriate situations.
Suggested Skill Build for No-Risk Harassment/Last-hitting:
(Then continue to put points into Nuke or Ministun as needed)
Why is this build important? Because of Dead Eye (your bonus range passive) you are able to harass, last-hit, and deny without risk of being harmed in the process. Alternatively on an aggressive lane, you can max out your Flare and attempt to kill the enemy heroes. The one point into Nuke is important primarily for Vision, but a good slow never hurts.
When is this build effective? If you are up against even one ranged hero, this build can prove to be deadly. Enemy Ranged heroes will not be able to compete with harassment and generally won't be able to reach you with their nukes. Use this build if you want a really fast farm.
Suggested Skill Build for Aggressive Play & Ganking:
Why is this build important? By maxing out Explosive Flare you are able to slow enemies down substantially and get in multiple attacks.
Maxing out your Hollowpoint Shells (ministun) instead of Deadeye (bonus range) you are able to dish out a fair amount of extra damage.
When is this build effective? This build is fantastic with a lane partner who is capable of disabling or dealing lots of damage quickly. You can possibly kill the enemy heroes on your lane and you'll be able to immediately participate in ganks once you hit level 6. When you're with a gank-heavy line-up with heroes, you'll want to max out flare regardless of your other skill choices.
Behemoth is a fantastic partner for multiple reasons. First and foremost his Fissure ability can wall off enemies and let you pummel them with attacks. With increased range, not even 600-range heroes will be able to attack back. Secondly, Behemoth needs a fast Portal Key and you will be able to harass the enemies off the lane and allow him to farm. Otherwise Behemoth often faces a lot of trouble trying to last-hit against an aggressive lane combo.
Armadon is typically good with another slow or disable so he can let his needles stack up; but because Flint's attack animation is so fantastic, Armadon can max out Snot & Needles over his damage reduction and annihilate a lane with Flint by his side.
Voodoo Jester is another excellent pair up due to Cursed Ground. Flint's Slow guarantees Jester can hit with Cursed Ground without needing to use his stun, which means he can use his stun afterwards to ensure the kill. I can't really think of a lane jester is bad on, but regardless he's always a worth-while mention.
If you max out your nuke for an aggressive lane combo, Flint paired with any heroes with stuns, slows, grips, etc. can be a brutal lane to go up against. With Flints ability to harass coupled with disables, you can devastate a lane.
GANKING PHASE (Early-Mid Game):
Flint plays an important role in team-orientated combat, even early into the game. If you were solo mid, start ganking as soon as you hit level 6 and have at least Bottle and Boots. If you were on a side-lane, just keep a homecoming stone with you and look for an opprotunity to gank when you can. It's important you maintain your farm inbetween ganks either way, since you will need to have a presence in the late-game.
How to Gank (from Solo Mid)
There are a few major factors of Ganking you must be aware of.
- Vision - Typically your teammates will ward the rune areas for you as well as the common gank-routes. Unfortunately the enemy team will probably do the same. You should be aware of when the enemy team has wards or not. If they begin to back up as you approach a gank, alert your teammates that they have wards then return to mid. While you wait for a support hero to counter-ward (Using Wards of Revelation to destroy enemy wards) you can either continue to farm, or gank the opposite lane.
- Rune Control - If you can control the river and make sure you grab every rune every 2 minutes your Ganks will be much more successful. Generally you should attempt to Gank the lane the rune was closest to save time.
- Enemy Mid-Hero's Location - Alert your teammates where the enemy mid hero is. Don't just do this for their sake, do it for yourself. If the enemy hero successfully ganks, it means you're indirectly losing mid. It's your job to keep your team up to date on where they are, just as it's the job of the support to ward the river. When the enemy mid approaches a lane tell them back up to their tower and stay put. At that point you can either gank the opposite lane, or go help the lane where the mid hero is. It all depends on the line-up.
Typically as far as the actual gank is executed, it just comes down to your ability to studder-step and use bold decisions to ensure you get a kill. Make sure you always tell your teammates you're ganking so they will be ready -- otherwise they might derp out and farm instead of helping you. Once again notify them for YOUR sake, not to be polite.
How to Gank (from a Lane)
Ganking from a lane is a little different, mainly in that you don't have so many responsibilities. Usually if the mid hero is doing their job and ganking consistently, you can just help out by being on your lane and attacking the enemy heroes when he shows up. Do your part to be alert and look for possible gank opportunities.
The Almighty Homecoming Stone
Carry one of these at all times while farming on a lane. It will cost you only 3 creep kills but will give you a chance to escape certain doom when your lane is ganked, and alternatively when you see a good chance you can teleport to another lane to participate in a small skirmish. When the enemy team has pushed up really close to the tower and is waiting to initiate is a good time to Scroll in to help. Often you can scroll to a back tower and take the long way around, but generally it's good just to teleport behind the tower (Out of vision if possible) then run up into the fight and drop a Flare.
MID & LATE GAME
First of all, it's important to understand what mid-game is, and when it occurs. It doesn't have a set-in-stone definiation, but to put it vaguely it's when the majority of teamfights and pushes happen. It happens anywhere around 15~25 minutes into a game depending on the heroes at hand. Typically each team will either be farming, ganking, or grouping up for a team-push. With turtle-teams who are trying to protect their carry while he gets huge on items, they will want to ward defensively and be ready to counter ganks or pushes. More aggressive line-ups will be looking for someone to pick off before they push to give themselves an advantage.
Flint's role in all of this is purely based off of the rest of his team. If you're apart of an aggressive gank or push line up, you'll want to join your team in doing so. If your team is focused on playing defensively and farming, keep a homecoming stone with you at all times and farm. When you see an opprotunity for a good gank, countergank, push, or counterpush -- seize the initiative.When it comes to actual teamfights, it's important you stay towards the back. The enemy team will want to focus you down since you are most likely responsible for the majority of your teams DPS at this stage in the game. Focus the enemy carry as a priority, make sure to Flare for vision and use your money shot only when an enemy is completely out of range of your attack.
Priorities in a Teamfight
- Watch your Positioning. I cannot stress enough how important this is. There are 2 general things to keep in mind when keeping your distance. Make sure that you are close enough to where teammates can get to you to save you incase of a flank / initiation, but far away enough to where you are less likely to get jumped on. Once initiation has happened just try to be at Maximum Range for the majority of the fight. There's no reason to run into the middle of the fight and get chewed up like wood-chips. While on the flip-side, try not to be so far away you're not actually doing any damage.
- Focus the most fragile DPS Heroes, then the Carry. Make sure you tell your team who you will be focusing so they can help you. If your entire team focuses one enemy at a time it will be more effective than spreading out the damage. Remember a hero with 10% life is just as effective as one that has 100%.
- Situationally attack Channelers. If an enemy hero uses a channeling ability such as Tempest, Glacius, Magmus, etc. then situationally switch to them to end their channel, then switch back to your primary targets.
- Use Money Shot to finish out-of-reach enemies. ONLY use Money Shot to finish off heroes that you or your team cannot get. Do not waste it trying to get the kill, because a few hundred gold isn't worth losing a teamfight.
- Flare for Vision, not for Damage. If placed carefully in the middle of a teamfight you can provide yourself and your team with a very important area of vision. Use it around trees or up a cliff where you do not have sight.
Ultimately you will want to farm quite a lot in between teamfights and team pushes. As Late-Game rolls around, you'll want to be built like a true DPS carry with a good mixture of items. As for Flint there is no real difference in your duties from Mid to Late game, except that your deaths are a much bigger deal as the game presses on. So good luck out there. Have a look at the recommended item choices in the section below for more information.
Flint is very versatile and there are many directions to go.
I will go through and explain many of the items and what purpose they serve.
:Steamboots: Steamboots vs. Enhanced Marchers :EnhancedMarchers: 1450 and 1500 Gold Respectively
Always go for Steamboots unless there's a specific reason not to. Enhanced Marchers may give you the essential mobility needed against certain teams, but you're losing out on a fair chunk of HP and attack speed otherwise.
:Bottle: Bottle 600 Gold
Generally you should take this if you're soloing mid. It's still a good item regardless, but you won't see nearly enough potential if you're out of mid.
:chal: Blood Chalice 625 Gold
Even after the nerf, Chalice is still a fantastic item on Flint. If you grab lifesteal, you can use Chalice whenever the cooldown is ready for a free 100 mana every 35 seconds. This way you'll have just enough mana to work with to use your Flare and your ultimate.
:PowerSupply: Power Supply 546 Gold
It's pretty much a fantastic item on every hero. Just keep in mind it's better against certain line-ups than others.
:FortifiedBracelet: Fortified Bracelet 510 Gold
Gives you some nice HP padding that's key to Flint's survival in ganks and in teamfights. Based on preference you can grab Soulscream Rings but I always go Bracers so I have more life to work with.
:GeometersBane: Geometer's Bane 5500 Gold
Generally you always want to build illusions unless there's a specific reason not to. Often you will face teams that are AoE-heavy and will rip your illusions to shreds, but otherwise Geo is the way to go for most scenarios. It also ties in well with push-orientated teams as well as gank teams because of the mobility boost. Geometer's also works really well against heroes with a lot of single-target abilities, or abilities you can disjoint with Geo's split.
:NullfireBlade: Nullfire Blade 3300 Gold
Purge Stick is a fantastic item in the right situation, and often Sniper will be the best candidate. Against certain line-ups purge is fantastic for removing unwanted debuffs or nullifying heroes with deadly buffs such as Dark Lady, Jeraziah, Hammerstorm, Madman, and so forth. The purge's slow factor makes it tie in really well with gank-heavy line-ups, and the mana burn always helps.
:WhisperingHelm: Whispering Helm 1850 Gold
Personally I look for reasons to go Helm/Puzzlebox on most heroes I play because of the micro element. You can make a big difference with a Minotaur stun, armoring your whole team with an Ogre, etc. The raw damage and life-steal is also very potent on Flint and it goes fantastic with Riftshards. Can later be upgraded into Satanic, but it's not a necessity until every other slot is filled.
:Riftshards: Riftshards 2650 Gold + 950 Gold Per Upgrade [5500 Gold for Level 4]
The raw damage output from Level 4 Riftshards is a big deal on just about any carry. Given you don't need any other utilities and your team can provide all the slows/stuns/disables you need, Riftshards can be a deadly addition to Flint's arsenal.
:Thunderclaw: Thunderclaw 3000 Gold
Although more orientated with Farming, Thunderclaw can still be a good item in a lot situations, especially if your team isn't seeing enough magic damage. Take advantage of the fact that nobody went Shaman's Headdress.
LUXURY AND SITUATIONAL
:FrostwolfsSkull: Frostwolf Skull 6200 Gold
Frostwolf is pretty much good on any hero if you can afford it. Flint's Kiting potential is maximized by this item.
:SavageMace: Savage Mace 5400 Gold
Situationally good if you have an allied hero that can boost your attack speed, or if an enemy carry is building Wingbow.
:Shieldbreaker: Shieldbreaker 4400 Gold
Once again a situational DPS item depending on the circumstances. If your team has multiple physical-damage heroes then a Shieldbreaker/Breastplate is a must. Although you probably don't want to go Demonic since the aura has a limited range.
:ChargedHammer: Charged Hammer 5500 Gold
Good upgrade to have if you went Thunderclaw earlier.
:Wingbow: Wingbow 5900 Gold
Ultimately just a powerful luxury to have on any Agility Hero. Since Evasion Scales, you'd want to pick this up much later into the game.
even if meant as a succinct guide, it seems incomplete - you need proper skill/item build(s)/options with short explanations. you didn't mention a lot of useful/bad items. and I could argue about some items/things you suggested/said, but I'll let others do it
all in all, there is nothing here (yet) that will teach players to play Flint at an 'advanced' level, like you mention in your opening. at the moment it's a basic and incomplete guide. nhf, but that's how I see it.
Last edited by Marach; 12-21-2010 at 08:36 AM.
:Steamboots: + :GeometersBane: + :FrostwolfsSkull: or :WhisperingHelm: + :NullfireBlade: + :Riftshards: + :SavageMace:
Authentic carry build. Tested out and seems to be devastating if you manage to get an early Firebrand and Nullfire
I used to play both HoN and Dota2. But now i only play the latter. Deal with it. HoN's dying, and The International 2 will be the nail on the coffin.
Not gonna sugar coat it. Horrible guide.
Edit: never recommend shroud horrible item on every hero except maybe gladiator. 3300 gold countered by multiple items for 100/180/700 gold is not a good investment.
Double tap: also don't get bottle when chalice is far better offers great stats and more lane staying power. Flint will lose a fight to pretty much every mid hero if they both go to rune. And if ur in a side lane why get bottle?
Last edited by Pwn; 12-21-2010 at 11:17 AM.
With Gladiator (and to a lesser extent puppet master) you get to splash the 125 extra damage from the assassin's shroud.
However, I think the argument that Shroud is easily countered is not valid. To counter shroud requires gold, item slots, and 1/2 a brain, I find that lots of HoN players to be missing at least 1 of those.
Last edited by ChikenMcTest; 12-21-2010 at 12:53 PM.
Shroud is a powerful initiation mechanic, even if it's not exactly the best escape mechanism. I don't agree with Lothar's against every line-up, but regardless it's a great item for initiating, chasing, and so forth. Wards must be placed beforehand, dust must be used after you already go invis, and a gem can be killed out of an enemy hero. You should never assume Lothar's is "completely countered" by invis-detection.
Quote from the guide: "Beastwood is not generally a very strong carry, and is more often considered a DPS-Support Hero; he supports by dealing tons of damage"
Please try reading the guide first, or at least skimming it.
As I've stated before shroud is a great item if this was single player. But it isn't enemies exist and they will try to counter you. Any 3300 gold item countered by 100 gold is bad. Also phase boots are generally a poor choice because he is retarded squishy and relies on attack speed more than dmg.
I could argue about your choice
fb is a ****ing easy hero
Also Mr. AdolfSlither, flint is considered as one of the hardest carries. Not only by the guyz in honcast but also if u can take a look at his passive & boost his attack speed, late game no hero can get near him.
Last edited by cuttyP; 12-22-2010 at 05:04 AM.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
So many revisions...
Flint IS a carry. Support-dps that is farm dependant IS THE ****ING DEFINITION OF A ****ING CARRY. He is also a semi-pusher and a semi-ganker, but he is predominantly a carry.
Anyway, the way the pr0's usually build filnt (and one I've had good success with lately, as long as you've got wards and a good cautious map sense) is Enhanced marchers, bottle, Frostburn into Geo's and Frostwolf's, Savage Mace, Riftshards/Wingbow/Chargedhammer/Whatever.
The trick is to get enhanced REALLY quickly, then lasthit like aboss and go from there.
Skill build is 2/1/1/3/1/4/1/3/3/3/4/2/2/2/stats+ Max out range so you can sit from afar with loads of damage and run back quickly in case of danger. That's what makes the pr0 flints so ****ing dangerous, they are hard to approach and hard to stay in the lane against.
Note that if the enemy has lots of invis, global ultis, blinks and good pkey heroes then this can be a very risky build as you have **** all hp. Still, it's pretty damn solid all the same.
And that's how you play flint!