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Thread: Shell Shocked! - A Bubbles guide [2.0.21]

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  1. #1

    Shell Shocked! - A Bubbles guide [2.0.21]

    This guide is intended for 5v5 non-CM Forests of Calvadar game play, but can be adapted for other modes and maps.

    Bubbles


    A powerful wizard once owned a pet turtle. Each day, the turtle watched and mimicked as the wizard practiced his spells. One day, the turtle fell into a magical pool and was transformed into more than a mere turtle. Now, centuries after his master died, Bubbles lives on, fighting the forces of evil.


    Contents
    General
    1.1 Introduction
    1.2 Strengths/Weaknesses
    1.3 Hero Roles
    1.4 Basic Hero Stats
    1.5 Advanced Hero Stats

    Hero Abilities
    2.1 Shell Surf
    2.2 Song Of The Sea
    2.3 Take Cover
    2.4 Kelp Field
    2.5 The Combo
    2.6 Skill Builds

    Items
    3.1 Starting Items
    3.2 Core Items
    3.3 Luxury/Late Items
    3.4 Other Items Worth Mentioning
    3.5 Items Not To Get

    Strategy
    4.1 Early Game Tactics
    4.2 Mid Game Tactics
    4.3 Late Game Tactics

    Miscellaneous
    5.1 Good Team Mates
    5.2 Dangerous Enemies
    5.3 Easy Targets/Counters
    5.4 Shell Tricks/Maneouvres
    5.5 Replays

    General



    Introduction
    Bubbles is a magical turtle who is an almost-direct port of Puck the Faerie Dragon from DotA (Defence of the Ancients). He is most effective at fulfilling supportive roles like ganking and initiating, so if you were looking to afk farm and carry your team with DPS items, you should pick another hero, like Scout, for instance. Whilst we’re on the matter, Bubbles was by no means created to be played as a damage absorbing “tank”, so when you teleport into the fray, positioning is key and missing the silence on one enemy could potentially be your demise. After all, he is centuries old. If this doesn’t sound like you, then it’s best to reconsider which hero you are going to learn to play.
    Strengths/Weaknesses
    Strengths
    + Strong mid hero / solo hero
    + Decent range and damage
    + Fair survivability despite poor strength
    + Very good ganker and a solid initiator
    + Unique abilities

    Weaknesses
    - Low strength
    - Loses effectiveness into late round
    - Average damage output without level advantages
    - Not an ideal babysitter, requires a bit of farm
    Hero Roles
    The following are all qualities that Bubbles intrinsically exhibits. He is stronger at some than others.

    Ganking: This is his main role. He has an amazing ability to take advantage of unprotected enemies and destroy them, earning himself and hopefully a fellow hero some gold. The great thing about Bubbles is that his Kelp Field lets the carry finish the job by forcing an enemy to stay in the area.

    Initiating: His secondary role, especially late game when team fights can make or break your victory. Though there are better initiators like Behemoth or Tempest, Bubbles can still do an amazing job.

    Supporting: He does not rely too heavily on items, and if you are constantly ganking and netting kills/assists, the core items are finished rather quickly. When it comes down to warding, Bubbles should take to the job unless there are even harder supports around like Plague Rider or Demented Shaman, to name a few.

    Scouting: Shell Surf has huge range and a large radius of clear vision, which can grant vision over Kongor or up hills to distinguish ambushes that otherwise might've cost your team lives.

    Pushing: Bubbles has two strong AoE spells for pushing lanes and destroying creep waves in a hot second. These also serve as good farming utilities.

    Nuking: At level 16, he can quickly deal 720/920 magic damage in a radius of 400 which is quite substantial. At level 9, it's 620/720 with the right skills. While this isn't as much as a Pyromancer, it's AoE is much superior.

    Pseudo-disabling and immobilising: Bubbles is equipped with a damaging silence and an ultimate that forces the enemy to stay in the area for 5 seconds. This lets your team join you.

    Bubbles should be played as a ganker/initiator, with a touch of support in the form of wards. His skills revolve around positioning, both himself and his enemies, and he is adept at bursting down enemies and taking advantage of poorly positioned heroes. He will always be up in the enemy's face, because that is where he thrives. Due to this, he has a bit of item dependancy in the way that items will help him survive being up in the enemy's grill, and that is why Glacius or Witch Slayer, for example, are better off doing most of the warding/counter-warding.
    Basic Hero Stats

    Strength: 15 (+1.7)
    Agility: 22 (+1.7)
    Intelligence: 25 (+2.4)

    Attack Range: 550
    Attack Damage: 45-50
    Attacks per second: 0.72
    Seconds per attack: 1.39

    Movespeed: 295
    Physical Armor: 2.52 (13% reduction)
    Magical Armor: 5.5 (25% reduction)

    Bubbles presents fairly average basic stats. He lacks in strength and strength gain, but his mobility and survivability through his spells make up where his strength fails him. With a decent attack range and attack damage, Bubbles makes a fairly effective harasser with his autoattacks and spells. Both his movespeed and armor are fairly standard for a hero of his calibre.
    Advanced Hero Stats

    Cast point/backswing: 0.1s/0.5s
    Damage point/backswing: 0.5s/0.8s
    Sight range day/night: 1800/1200
    Missile Speed: 900ms
    Turn Rate: 0.45s

    Bubbles has an incredibly low cast point, making his ability to chain spells together very easy and quick. His damage point, backswing and missile speed are reminiscent of Soul Reaper, ie. not very impressive, but not horrible. At night, Bubbles is able to see 400 range further into the darkness than most other heroes, which is an unnoticeable advantage.
    Hero Abilities



    Shell Surf

    Bubbles uses his Shell as the focus for a teleport spell. Bubbles's Shell slides toward his opponents, damaging anyone it strikes. Bubbles may choose to teleport to his Shell at any point in its journey.

    Action Target Position
    Type Enemy Units
    Type: Magic
    Range: 1,800
    Radius: 225
    Cast Time: 0.6 Seconds
    Mana Cost: 150
    Cooldown: 15.0 Seconds
    Required Level: 1 / 3 / 5 / 7

    Activation
    Throws the Shell in the target direction, damaging all enemies in the radius for 70 / 140 / 210 / 280 Magic damage.

    Using this ability again while the Shell is in mid-flight will teleport self to the Shell's current location. Grants 800 day and night clearvision while the Shell is active; vision lingers for 3.34 seconds after the Shell disappears.




    Notes and uses
    • An AoE nuke, capable of damaging units up to 2,025 units away!
    • A farming/pushing utility, combined with Song of the Sea, can obliterate creeps.
    • A teleport, most useful for getting out of sticky situations or getting into them with a bang!
    • Grants 800 day/night clearvision (unobstructed vision), thwarting any juking efforts of your enemies. Useful also for scouting up hills and over trees.
    • Requires some aiming, especially at high distances, as the Shell moves at a speed of 850ms, about as fast as your auto attack. You may need to aim ahead and predict where your target will be.
    • For a list of Shell Surf tricks and maneouvres, see the miscellaneous section.
    Mechanics
    • Shell speed is 850ms, about the speed of your auto attack.
    • Teleporting to the Shell disjoints, avoiding projectiles and some spells.
    Song of the Sea

    Bubbles plays a resounding note on his conch, damaging and silencing any foes unlucky enough to be near.

    Action Self Position
    Type Enemy Units
    Type: Magic
    Cast Time: 0.6 Seconds
    Mana Cost: 100 / 110 / 120 / 130
    Cooldown: 20.0 Seconds
    Required Level: 1 / 3 / 5 / 7

    Activation
    Deals 60 / 120 / 180 / 240 Magic damage to all enemy units in the 400 radius and applies Muted for .1 / 1 / 2 / 3 seconds.

    Muted Effects
    Silenced





    Notes and uses
    • Your secondary AoE nuke.
    • Should be used directly after porting on top of a hero or many heroes. Doing this prevents them from getting any quick spells off, and prevents them from evading you.

    Take Cover

    Bubbles retreats into his enchanted Shell, becoming impervious to all forms of attack, whether magical or mundane.

    Action Target Self
    Type: Magic
    Mana Cost: 50 / 40 / 30 / 20
    Cooldown: 6.0 Seconds
    Required Level: 1 / 3 / 5 / 7

    Activation
    Grants invulnerability to all damage for duration of channel. Lasts up to 0.75 / 1.5 / 2.25 / 3 seconds.

    Can be toggled to auto-cast by right clicking. When set to auto-cast, this skill will automatically be used when Bubbles takes non-DOT damage, preventing that damage from being dealt.

    The automatic use will not trigger if Bubbles becomes stunned or silenced.


    Auto-casting
    Notice how Bubbles takes no damage from Soulstealer's Demon Hands.


    Here is an animated version of Bubbles negating Witch Slayer's Silver Bullet with auto-cast. Kindly made by NomesWisdom.


    Manual casting
    Manually casting Take Cover is much more effective at negating projectile stuns.





    Notes and uses
    • This is your second disjonting skill.
    • It's like cycloning yourself with Stormspirit, except you can jump out whenever you want!
    • When turned on auto-cast, it will block any instance of damage, barring abilities that deal Damage over Time and damage with stuns, ministuns, disables or silences attached. A full list of abilities and their interaction with Take Cover can be found here.
    • When manual activated, can block anything. Manual activation is especially good against non-instantaneous spells, but requires precise timing.
    Mechanics
    • Take Cover has a cast point of 0, meaning as soon as you activate it, it'll take effect, despite the animation.

    Kelp Field

    Arcane seaweed vines sprout from the ground, latching onto enemy heroes. Trying to escape the vines is futile - running causes them to snap, stunning and damaging their captive.

    Action Target Position
    Type Enemy Heroes
    Type: Superior Magic
    Range: 750
    Radius: 400
    Cast Time: 0.6 Seconds
    Mana Cost: 100 / 150 / 200
    Cooldown: 85.0 Seconds
    Required Level: 6 / 11 / 16

    Activation
    All enemy heroes in the radius take 100 / 150 / 200 Magic damage and are stunned for .5 seconds instantly.

    If they move more than 600 units away from the center of the effect, they are stunned for 1.5 / 2.25 / 3 seconds and take an additional 100 / 150 / 200 Magic damage. Lasts 5 seconds.

    Also grants 800 day vision and 500 night vision around the Kelp Field for 5 seconds.






    Notes and uses
    • Kelp Field will force your opponents to stay in the area, or risk taking extra damage and a hefty stun.
    • This ability is great for letting your team catch up after you’ve initiated.
    • This skill is capable of affecting heroes at 1150 range away (750 cast range + 400 radius).
    Mechanics
    • "Superior Magic" refers to the seaweed vines being applied to units in the area of effect, like a state. The target will only be stunned and take damage if they become vulnerable to magic again and move outside the maximum range.
    The Combo
    Shell Surf in > Song of the Sea > Kelp Field > (Take Cover)

    This is for ideal initiation on a group of heroes, or hero, when ganking with your allies or initiating team fights. Shell Surf will allow you to teleport on top of the enemy, dealing damage. Song of the Sea will silence the enemies, dealing more damage. Kelp Field will ministun, deal damage and force the enemies to stay in the area, or risk taking more damage and stun. Take Cover if taking lots of damage from auto attacks or non-silenced foes. Overall damage at level 16: 720/920 magical damage.
    The Skill Build
    There are two fairly conventional skill builds that can be used when playing Bubbles. There is also an unconventional build that can be used, but it's not as effective most of the time.
    Defensive Build

    1. Shell Surf
    2. Take Cover
    3. Shell Surf
    4. Song of the Sea
    5. Shell Surf
    6. Kelp Field
    7. Shell Surf
    8. Song of the Sea
    9. Song of the Sea
    10. Song of the Sea
    11. Kelp Field
    12. Take Cover
    13. Take Cover
    14. Take Cover
    15. Stats
    16. Kelp Field
    Allows for safer laning experience, especially when solo 1v2. One level of Take Cover to help negate some spells and projectiles, while maxing Shell Surf first is a safer harass and last hitting spell than Song of the Sea. Downside is that you won't have a reliable silence until level 8+ and your burst damage will be considerably lower than taking a more offensive route.
    Offensive Build

    1. Shell Surf
    2. Song of the Sea
    3. Shell Surf
    4. Song of the Sea
    5. Shell Surf
    6. Kelp Field
    7. Shell Surf
    8. Song of the Sea
    9. Song of the Sea
    10. Take Cover
    11. Kelp Field
    12. Take Cover
    13. Take Cover
    14. Take Cover
    15. Stats
    16. Kelp Field
    If you have full lane control, or are solo mid, this is a great build as it provides the most amount of burst damage. Only problem is if you are dealing with stuns and spells that you could otherwise easily dodge with Take Cover.
    Unconventional build

    1. Shell Surf
    2. Take Cover
    3. Song of the Sea
    4. Song of the Sea
    5. Song of the Sea
    6. Kelp Field
    7. Song of the Sea
    8. Shell Surf
    9. Shell Surf
    10. Shell Surf
    11. Kelp Field
    12. Take Cover
    13. Take Cover
    14. Take Cover
    15. Stats
    16. Kelp Field
    Not a common build, but is viable if you really need that silence early on.
    Last edited by Larceny; 03-28-2011 at 03:59 AM.

  2. #2
    Items




    Starting Items

    Solo Mid

    Wards/Courier covered
    :HealthPotion: Health Potion 100g
    :ManaPotion: Mana Potion 50g
    :MarkOfTheNovice: Mark Of The Novice 150g
    :CrushingClaws: Crushing Claws 150g
    :MinorTotem: Minor Totem 53g
    :MinorTotem: Minor Totem 53g
    Total 556g

    Wards/Courier not covered
    :Courier: Courier / :WardOfSight: :WardOfSight: Wards 200g
    :HealthPotion: Health Potion 100g
    :ManaPotion: Mana Potion 50g
    :ManaPotion: Mana Potion 50g
    :MarkOfTheNovice: Mark Of The Novice 150g
    :MinorTotem: Minor Totem 53g
    Total 603g

    Side Lane

    Wards/Courier are covered
    :RunesOfTheBlight: Runes Of The Blight 90g
    :ManaPotion: Mana Potion 50g
    :ManaPotion: Mana Potion 50g
    :MarkOfTheNovice: Mark Of The Novice 150g
    :CrushingClaws: Crushing Claws 150g
    :MinorTotem: Minor Totem 53g
    :MinorTotem: Minor Totem 53g
    Total 596g

    Wards/Courier not covered
    :Courier: Courier / :WardOfSight: :WardOfSight: Wards 200g
    :HealthPotion: Health Potion 100g
    :MarkOfTheNovice: Mark Of The Novice 150g
    :CrushingClaws: Crushing Claws 150g
    Total 600g

    Starting items are very flexible. As long as you have some health regeneration and some stats, you're doing it right. Just make sure that you never get Marchers or Bottle first for Bubbles.

    Core Items



    Steamboots
    :Marchers: Marchers 500g
    :GlovesOfTheSwift: Gloves Of The Swift 500g
    :BolsteringArmband: Bolstering Armband 450g
    :Steamboots: Total 1450g


    In my opinion, this has to be the most effective set of Marchers for Bubbles. It offers survivability or intelligence (your choice), and attack speed. I often set mine to Strength and never look back unless I need some clutch mana. The bonus HP really makes a big difference when you swoop on a group of heroes, and the bonus attack speed is necessary, most especially if you’re going to have heroes standing around in the vicinity for 5 seconds at least. There is merit in getting Striders or Ghost Marchers, but I prefer the bonuses given by Steamboots over extra move speed.



    Blood Chalice
    :CrushingClaws: Crushing Claws 150g
    :MarkOfTheNovice: Mark Of The Novice 150g
    :ScarabRing: Scarab Ring 325g
    :chal: Total 625g


    Should be finished quite early, especially in a side lane, as this item is good on just about any hero, even after several nerfs. Bonus points if you can use it just before a hero dies nearby, which is usually the case when using Bubbles.



    Bottle
    :Bottle: Total 600g


    Better off taken as soon as possible if mid (but not as a starting item), or after Blood Chalice if in a side lane. It will mainly only become useful when you’ve begun ganking after the laning phase if you went in a side lane. However, if you can control the runes, this'll save you having to go back to base for a long time.



    Portal Key
    :Portalkey: Total 2150g


    I’ve seen the light. I used to play Bubbles without one, and it worked well enough, but I’ve since converted. Portal Key brings so much to the table when we talk about initiation, mobility and survivability. Shell Surf takes just over 2 seconds to run its full course. Better players will be able to dodge a long range Shell Surf, but no one can dodge a quick port. This way you can catch the enemy at the precise moment they are most vulnerable. The Achilles’ heel of the Portal Key is its inability to work when taking constant damage. With Bubbles, almost nothing can stop your port. After one damage-free second, Take Cover for a few seconds, and instantly port out afterwards. Quite powerful, really. If you also have a Stormspirit, use it, then Take Cover, then you should have a free port. This item should take up a good amount of time to farm, unless you’re stomping hard. Better off left til last.
    Last edited by Larceny; 03-07-2011 at 04:17 PM.

  3. #3
    Luxury/Late Items

    You may have to sell some items to fit luxury items in. If you do, I strongly suggest the first item to go would be Power Supply, followed by Blood Chalice.



    Frostfield Plate
    :AcolytesStaff: Acolyte's Staff 2700g
    :Platemail: Platemail 1400g
    :FrostfieldPlate: Recipe 600g
    :FrostfieldPlate: Total 4700g


    A perfect item for Bubbles, it adds a lot of armor, it reduces the speed at which the enemy can attack and best of all, in my opinion, it adds an extra 200 magic damage to your combo in a large radius, a little larger than Kelp Field. Can also be used to Shell Surf in and slow. Has a poor item build up unfortunately.



    Stormspirit
    :NeophytesBook: Neophyte's Book 1000g
    :ScarabRing: Scarab Ring 325g
    :Manatube: Manatube 875g
    :Stormspirit: Recipe 600g
    :Stormspirit: Total 2800g


    A very good item for Bubbles, adding mana regeneration, movespeed and some intelligence. The Cyclone ability is not a very good disable because it makes the target invulnerable, but it's still a disable. When Stormspirit is used defensively in conjunction with Take Cover, Bubbles becomes unkillable and guarantees the 4 seconds of no damage required for porting out with a :Portalkey:Portal Key.



    Kuldra's Sheepstick
    :BlessedOrb: Blessed Orb 2100g
    :Manatube: Manatube 875g
    :AcolytesStaff: Acolyte's Staff 2700g
    :KuldrasSheepstick: Total 5675g


    Another good pickup, basically allows for extra crowd control and some survivability, which is exactly what Bubbles needs.



    Puzzlebox
    :NeophytesBook: Neophyte's Book 1000g
    :BolsteringArmband: Bolstering Armband 450g
    :Puzzlebox: Recipe 1250g
    :Puzzlebox: Total 2700 / 3950 / 5200g


    This is a great pickup. If you pop out some minions, you’ll basically force your enemy to attempt to escape Kelp Field. If they were to stand around for 5 seconds, your minions would surely rape and pilage.



    Frostwolf's Skull
    :MightyBlade: Mighty Blade 1000g
    :BolsteringArmband: Bolstering Armband 450g
    :Slash: Icebrand Recipe 750g
    :BlessedOrb: Blessed Orb 2100g
    :Glowstone: Glowstone 1200g
    :FrostwolfsSkull: Recipe 700g
    :FrostwolfsSkull: Total 6200g


    Plausible because it gives you everything you need plus a very handy slow, but quite expensive. A fairly good pickup on a fed Bubbles nonetheless.
    Last edited by laysomepipe; 03-02-2011 at 06:26 AM.

  4. #4
    Other Items Worth Mentioning



    Shrunken Head
    :MightyBlade: Mighty Blade 1000g
    :Warhammer: Warhammer 1600g
    :ShrunkenHead: Recipe 1300g
    :ShrunkenHead: Total 3900g


    Once again, offers survivability. However, Shrunken Head is a situational item and it’s not as useful as the other items I’ve recommended, because Take Cover does most of what you want Shrunken Head to do for you, except for 20 mana.



    Null Stone
    :Lifetube: Lifetube 875g
    :Manatube: Manatube 875g
    :BlessedOrb: Blessed Orb 2100g
    :Nullstone: Recipe 1000g
    :Nullstone: Total 4850g


    A very situational item that is good for the regen either way. Offers excellent mana regeneration and some HP. Take Cover does a lot of what Null Stone does, the only benefit Null Stone offers in this sense is that it blocks instant single target spells and stuns/ministuns, some of which are quite powerful (Sand Wraith’s Mirage, Devourer’s Devour, Doctor Repulsor’s Opposites Attract to name a few).



    Hellflower
    :Steamstaff: Steamstaff 800g
    :ScarabRing: Scarab Ring 325g
    :ApprenticesRobe: Apprentice's Robe 450g
    :Steamstaff: Steamstaff 800g
    :ScarabRing: Scarab Ring 325g
    :ApprenticesRobe: Apprentice's Robe 450g
    :Steamstaff: Steamstaff 800g
    :ScarabRing: Scarab Ring 325g
    :ApprenticesRobe: Apprentice's Robe 450g
    :Hellflower: Total 4850g


    This is a DPS Bubbles item. I don’t encourage carrying with Bubbles, unless you’re absolutely stomping the enemy. It has an excellent build up though. The silence and amplified damage that comes with the item are definitely useful, but the item offers no survivability and there are better items for Bubbles.



    Harkon's Blade
    :Steamstaff: Steamstaff 800g
    :ScarabRing: Scarab Ring 325g
    :ApprenticesRobe: Apprentice's Robe 450g
    :AcolytesStaff: Acolyte's Staff 800g
    :HarkonsBlade: Recipe 500g
    :HarkonsBlade: Total 4775g


    Similar to Hellflower in use, except I feel it’s slightly more potent as a DPS item. Magic attack damage really stings your opponents, especially when their armor is reduced. Though this item synergises with your spells, it's unlikely that you will begin a fight with an auto attack. If you are looking to make your spells more potent, maybe consider Spellshards.



    Tablet Of Command
    :NeophytesBook: Neophyte's Book 1000g
    :MajorTotem: Major Totem 540g
    :TabletOfCommand: Recipe 500g
    :TabletOfCommand: Total 2040g


    Good on paper, and an amazing support item, but you do have to get the enemy facing the correct way if you want to add it to your combo. The idea is you can push enemy heroes out of the Kelp Field, force stunning them, but it’s not as easy as it seems. There are better items out there, and for the self-mobility which this item offers, Portal Key does it better.

    Items Not To Get

    It might be tempting in some obscure way or another, but don’t get these items.



    Void Talisman

    Take Cover does a better job, hands down. This item is very situational as it is, being only useful against physical heroes like Night Hound, Predator and Swiftblade.



    Staff Of The Master

    Unlike in DotA, this item does not boost your ultimate in HoN.



    Ring Of Sorcery

    It’s expensive, Blood Chalice fills the role much better, and Bubbles is an intelligence hero, so he definitely isn’t in dire need of the mana bonuses it offers.



    Restoration Stone

    It's overkill, expensive and unnecessary.



    Strategy



    Early Game Tactics

    I strongly suggest soloing mid, as you need levels to be effective in the game. Bubbles is also a good candidate for ganking side lanes early and using runes to keep up the regeneration.

    - Solo Mid: Last hit as much as you can, deny as much as you can. Try to farm a quick Bottle as doing this will allow you to benefit from capturing runes and help you dominate the lane. However, you will almost always be competing for runes against the other mid hero, and as such, try to get some Marchers soon after the Bottle as it will cut the time you take to travel to the runes. Once you get bottle, you can start using your Shell Surf to harass and last hit groups of creeps. The key to winning mid will be rune control and keeping your opponent fairly denied of XP/farm, as well as some harass. Bubbles is a great mid hero, and once you hit level 6, you should consider ganking vulnerable side lanes.

    - Side Laning: Last hitting and denying here too, with a bit of harassing for the haters. However, if you have been assigned to babysit a carry, you should leave as many creep kills as possible for them, try to deny and harass a bit. Don’t get caught out by the enemy though, Bubbles is anything but a tank at early levels. First up, it’s best to finish your Blood Chalice with a Scarab from the Side Shop. After that, your best bet is with some Marchers, or a Mana Battery, if the enemies in your lane tend to cast lots of spells. Try to set up kills in your lane. Try to harass down an enemy with your attacks, low enough so that you and your lane partner can combo him to death fairly easily. Play smart. Don’t teleport where you shouldn’t be, like onto a tower or into the middle of a Magmus Pyromancer combo, unless you’re fairly sure you can get the kill and get out alive.

    - Solo Side Laning: Be safe, and always be aware of missing heroes on the map. Bubbles can handle himself as solo in a side lane 1v2, more especially in short/easy lane as the tower provides more safety. Always use the defensive skill build in the side lane, it will definitely save you. The main idea with soloing a side lane is if there is a better mid hero to solo mid, whilst the rest of your team is either dual laning + jungler, or tri-laning. In this case, with lack of access to runes, it may be wise to conserve your mana more. Complete your chalice first for a source of mana regen, but don't let your health drop too low.

    - Tri-laning: Bubbles is not an ideal tri-laner, and I’ve never seen it done in competitive play. If anything, Bubbles should be soloing another lane if your team uses a tri-lane. He can hold his own against two heroes fairly well, more especially with the more defensive build.

    - Ganking: Be sure to use The Combo outlined above to gank. It is best to throw your shell from behind trees, from the forest, so it is harder for your opponents to dodge it. When the opportunity arises or when your team mates call for it, you should start ganking soon after level 6 if you were mid, or maybe in conjunction with your mid hero when they come to gank your side lane. Be careful though, as the most common early game ward position is overlooking the runes, so if you pass through one of these areas and your enemy notices, you may not get the chance to destroy them. A handy fact to know is that wards last 6 minutes, and are placed usually at the start of the game. So at 6 minutes in, you have the highest chance of catching the enemy off guard. Or if you think you can manage town portalling in secretly, this usually does wonders too because it takes less time and bypasses most wards.

    Mid Game tactics

    This is where Bubbles flourishes. His nukes will be maxed out and he should have a steady flow of regeneration, allowing him to more easily gank and farm the rest of his core.

    - Solo Ganking: You will have to factor in your target's current HP, their magic armor and ability to retaliate. For instance, you can't solo gank an enemy Legionnaire with more than 85% of your burst damage output as HP, as he can definitely tank most of your damage and even return the favour. You can however gank him with a team mate or two who can help get the job done. Even if your enemy doesn't have the capacity to fight back, if they survive, you've wasted spells and mana. Best to be sure.

    - Team Ganking: This is the best option for Bubbles during mid game. When you team gank, you should definitely be the initiator unless you're relying on someone who's already in the lane to throw down a beginning disable. The Combo will help you get those kills and assists. Try to let your carry take the finishing blow if possible. Kelp Field will help you do this as it'll keep the target in the area, but if you have to use it early, like when the enemy is using a homecoming stone to teleport away, then don't be afraid.

    - Warding: You are not as item dependant as a carry, so please do not pass up this responsibility when it presents itself. Trying to play without wards, it is actually detrimental to Bubbles, as his ability to gank vulnerable heroes is diminished, due to not knowing where said heroes are, and when. Having said this, if there is an even less item dependant support hero on your team, such as Glacius or Plague Rider, they should definitely take the role of warder/counter-warder as you need to get your core as quickly as possible.

    - Defending Towers: If you're defending the outer towers of your horizontal/short lane, make sure there's a ward down in the forest to give sight. For general tower defending, if you have spare mana and need to take down a creep wave, feel free to use your spells. But keep in mind that they will be on cooldown for a while after and this may make you vulnerable for being initiated on.

    - Pushing Towers: When safe of course. Use your shell to help scout and scare away enemy heroes from defending the tower. Otherwise be very cautious of being initiated on, and try to have team mates with you when you push towers.

    Late Game Tactics

    As the game grows old, Bubbles will most definitely lose a lot of his effectiveness. However, your ultimate and your silence are still strong abilities as pseudo-disables. Use them wisely.

    - Pushing Lanes: Use your spells to speed up the push process. Shell Surf and Song of the Sea will wipe out enemy creeps pretty quickly, and by the late game (if you get that far), you should have sufficient mana regen to support using these spells every 30 seconds.

    - Pushing Towers: Especially towers within your enemy base, make sure you know where your enemies are. Don't clump up in a tight package with your team, because that's what can get you killed. Clumped up teams are more vulnerable to AoE damage and initiation.

    - Defending Towers: The *opposite**style of pushing towers, you should be looking for the perfect time to port in and use your combo to full effect. Usually you are the main initiator, and your team will usually be relying on you to deal the first damage. Always know where your enemies are, to minimise the chance of failure.

    - Destroying Enemy Barracks: Try to make this your main priority once the base towers are down. Aim for the melee barracks first, as the benefits are much greater than destroying the ranged barracks. Know where the enemy is, and be careful of their initiation, same as when pushing towers.

    - Initiating: Wait around to find the best time to initiate, as your team will be counting on an effective silence and ultimate to really capitalise on the situation. Look for times when the enemy is clumped together and then port in and use your skills. Make sure your team is ready to back you up, so communicate with them. No sense initiating when your team mates have all their abilities on cooldown or whatever. Don't forget to Take Cover when needed.
    Last edited by Larceny; 03-28-2011 at 05:59 AM.

  5. #5
    Miscellaneous



    Good Team Mates

    Bubbles goes well together with most heroes in the game, but there are some that are especially better than others.

    These heroes have skills which either force the enemy to break the link with Kelp Field or can do high amounts of damage if the enemy decides to stay within.




    Gladiator: His Call to Arms ability takes 5 seconds to reach it's target and has a radius of 400 which will hit two thirds of the entire Kelp Field. Most enemies will flee from the scene before it arrives. Gladiator's Flagellation will also strike everyone in the Field, so those sneaky Assassin's Shroud Gladiators will make work of the Field's captives.

    Tempest: Meteor will desolate life within Kelp Field.

    Engineer: His ultimate will hurt people who try to get out or stay in. A special mention to the pushing factors of his Barrel and Turret.

    Zephyr: Typhoon can deal good damage, especially if placed on the back end of the Kelp Field. Gust is also an amazing skill for snapping the vines of Kelp Field.

    Plague Rider: His ultimate will bounce all around the Kelp Field, forcing enemies to attempt an escape.

    Keeper Of The Forest: Besides granting armor and/or invisibility to allies such as Bubbles, the enemies will run from him as his ultimate will take over anything stuck in the Kelp Field.

    Voodoo Jester: The ward he summons has amazing DPS potential, and if enemies are unable to escape, then it becomes deadly.

    Magmus: Kelp Field can help keep the enemies tightly in place for a good Eruption.

    Dangerous/Poor Enemies

    Magic Immunity and Silences are strong against Bubbles, as his output is mostly magical damage and effects.




    Generally tanky heroes, especially ones that don't rely heavily on spells (thus aren't very disabled by silence)


    Easy Targets

    Squishy heroes that are nothing without their spells. For example...


    Shell Tricks/Manoeuvres

    The Two-Way Trick: When you have one hero chasing you and two equally good paths to choose from. Shell Surf one way, and run the other way. See which way the enemy follows you. He’ll most likely run after you, in which case, you should teleport to the shell and run from there. If he chases the shell, keep on running baby. This situation only pops up once in a while.

    Shell Surf > Take Cover > Shell Surf: The most common shell manoeuvre out there. You’re taking some serious damage, so you should Shell Surf where you want to go, then immediately Take Cover. Then nearing the maximum range of Shell Surf, teleport to your shell and all should be fantastic.

    Terrain Negation: Use your Shell Surf to get across the river, or to teleport into the outer edge of the map, where you can use a homecoming stone safely from.

    Creep stacking up to three camps at once: With the huge range on Shell Surf, it is possible to easily pull two camps at once, and in some areas, up to three! You may accidentally kill Snotter camps though.

    Replays

    Match 25821354
    Match 22958102
    Match 27879400

    Notes on the replays are on the agenda.
    Last edited by Larceny; 03-06-2011 at 06:27 AM.

  6. #6
    I hope this guide helps to improve your experience and gameplay with Bubbles.

    This took me a while to make and format and everything. I started before the cash for premiums offer If you have any comments or wish to point out any formatting errors/whatever, leave me a line.

    There is currently no premium Bubbles guides out there. I aim for this to become one.

    Changes

    12th Feb: Upgraded the formatting in various sections, including the skill description notes and mechanics.
    23rd Feb: Upgraded the formatting in the tactics sections.
    28th Feb: Removed a few items for various reasons. Changed the font, finally... Have reformatted again, to make the sections cleaner.
    2nd Mar: Re-ordered some sections, removed some more items, and added some more notes to the strategy section.
    3rd Mar: Fixed a strange injection of [ center ] tags. Changed my nickname.
    6th Mar: Started adding some comments to the team mates / enemies section. Not complete yet.
    Last edited by Larceny; 03-05-2011 at 08:53 PM.

  7. #7
    Very, very nice guide. Premium.

  8. #8
    The itemorder doesn't match their general usefulness or buildorder right?
    I don't think Plated Greaves are really worth mentioning, since you say yourself that Bubbles doesn't synergize with them at all o_o
    Oh and I think Void Talisman shouldn't be avoided in general. It's very situational, but it can be the key to win games.
    Just a few thoughts.
    Retail Candidate Testers are not S2 Games employees. Nevermind you probably have no idea what RCT is.

    Anyway you can apply here, and read about it here.
    Don't hesitate to report all of your teammates using the function.
    Open a thread for everything you can think of and just ignore the Forum Rules.


  9. #9
    Nice guide.

  10. #10
    I agree with Damny, very nice guide - at first I thought that Shellsurf would be good enough a ganking/getaway/initiator tool as pk (I asume that was the reason you didn't get the pk) Now I finaly tryed pk on bubbles and it is really great! Though it is as so much else situational, because of its high cost - also considering that bubbles is actually a support/initator/ganker and is not suposed to farm that much. But again, nice guide mate - keep them comming!

  11. #11
    Quote Originally Posted by Schirokko View Post
    The itemorder doesn't match their general usefulness or buildorder right?
    Fixed up the luxury/late items to match. Otherwise, depending on the gameplay, I buy different things first in the core items. With the other items worth mentioning and the do not get items, I don't think it needs ordering as they aren't typically going to get picked up.

    Quote Originally Posted by Schirokko View Post
    I don't think Plated Greaves are really worth mentioning, since you say yourself that Bubbles doesn't synergize with them at all o_o
    I would not have thought to mention it if I had not seen two or so Bubbles players in recent games go for it. I think its armor value at least is quite useful for Bubbles and if teams are using push strategies, then this can work. But otherwise, yes, it's really something I'd never consider on Bubbles.

    Quote Originally Posted by Schirokko View Post
    Oh and I think Void Talisman shouldn't be avoided in general. It's very situational, but it can be the key to win games.
    Just a few thoughts.
    It's as situation as playing against a predator, swiftblade, chronos, warbeast, panda kind of an team, and that goes for any hero you use. It's only really useful against a fed physical hero that's raping you, or against a physical team in general. It takes up an item slot, and lowers your magic armor when it's on, and the stats it gives are a bit sub par. It's just my opinion, and it's in the do not get section for people who think they can replace Take Cover with it. I shall clarify.

    Thank you for your comments and thoughts though. I've been so caught up in trying to get this guide finished and formatted the last few months, didn't notice you had a guide up on my favourite hero. I'll take a looksie.
    Last edited by laysomepipe; 02-09-2011 at 05:34 PM.

  12. #12
    Quote Originally Posted by JumSe View Post
    at first I thought that Shellsurf would be good enough a ganking/getaway/initiator tool as pk (I asume that was the reason you didn't get the pk) Now I finaly tryed pk on bubbles and it is really great! Though it is as so much else situational, because of its high cost - also considering that bubbles is actually a support/initator/ganker
    You're right in essence. Bubbles' Shell Surf tends to become insufficient at hitting targets the further away they are from you, and also inherently with both top-tier competitive gameplay (quick reflexes) and in general, movespeed too. You can definitely play Bubbles without PK, and instead make the start of a Frostfield Plate with that gold, it's just that you won't be as precise with your comboing.

    As for "farming" it, you can get a lot of the gold from successful ganks and tower pushes. Any farming should be in the form of pushing, otherwise it should be brief and if possible, secluded, but there is a way to get the gold.

    Quote Originally Posted by JumSe View Post
    But again, nice guide mate - keep them comming!
    Thank you I am currently working on a Moon Queen guide hopefully to be finished before uni starts up again. It's a completely different hero in terms of most things, but I love her .
    Last edited by laysomepipe; 02-11-2011 at 06:51 AM.

  13. #13
    Nice guide. A few touch-ups here and there and it's premium IMO.

  14. #14

  15. #15
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    This is definitely premium material, although Bubbles isn't one of my favorites. I'd like to see a rampage premium some time, but bah, we all have dreams ^^.
    You talkin' to me?

  16. #16
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    Nice guide worth that premium ^^.

  17. #17
    ^prenium

  18. #18
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    Was reading this thinking what a great guide then I realised who wrote it.

    Nice job dude, come onto vent sometime and say hi.

    Worth premium for sure. :MinorTotem:

    http://clans.heroesofnewerth.com/clan/BUZZ
    http://team-buzz.webs.com/
    (BUZZ vent community are: recruiting)

    VISIT #BUZZ @ QUAKENET
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  19. #19
    This guide helped me embrace my inner turtle.

    Premium material right here.

  20. #20
    Premium
    All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.
    ~ Sun Tzu

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