First off Welcome to HON
0. My Background
2. Outside the game
3. Which game mode to play
4. Hero Selection and roles
4.1 Stats5. Mechanics
4.2 No scaling?!
4.3 Hero/champion similarity
6. The Map
7. HON vs LOL items
7.1 Summoner spells?8. Laning + Stages of the Game
7.3 Item Dissembling
7.4 Shop Layout
7.5 Six slots?
7.6 Dorans Items and Potions
7.7 Tiamat? The Real Story
7.8 The courier
7.9 The stash
7.10 Multiple shops?
7.11 Item Transfer
9. What Else is different?
10. Why is your beard so epic?
10. Why a beard?11. Conclusion
0. My background
Welcome to Heroes of Newerth. Firstly i would like to recommend that you open this guide as well, as it is a brilliant resource for the basics although it is a little dated. I will re-iterate some of the key difference from LoL and HoN that is in that guide and will also reference items which he also listed.
You can also open this tab which gives you access to all the guides S2 (The creators) deemed worthy. This can be very helpful with hero selection and other game aspects. It would like to add that our forums search actually works so you can use that as well as the training grounds and strategy forums for advice. Players on these forums are mostly helpful, where those in The General Forum are normally more troll-ish.
Throughout this guide i have put in many youtube links. These are not crucial to the guide but are for those who like seeing the visual aspect of what i am trying to say. None of the material I link is of my creation nor my own, these are just sources that seem to correspond to the the point i am trying to make. I tried to find good examples for each, but as i linking several videos and links over the course of this article i apologise if some are not perfect.
2. Outside the game
Outside the game in LoL there is a number of aspects that can change how you will play in upcoming games. These are:
- Summoner Spells
- Champions available
HoN is missing a few of the above, whilst this may at first seem like LoL is deeper because of this, it actually suffers. This is because the nature of summon spells means that synergistic balance between the summoner spells and champion spells results in all champion spells having to be weaker in effect to compensate for potential combinations on certain champs being imba which results in more boring and generic skill sets. Masteries/Runes, whilst i enjoyed the versatility, they gave an advantage players that were a higher level or those who had more IP to be more rune versatile. They also made less effect than most people realise with such a large number of champions running 9-0-21
You can buy custom announcers, custom skins, custom icons for forum and in game. I would like to add that the HoN skins whilst limited in number are generally better than their LoL counterparts and can be purchased with silver coins (IP). Also nearly everything in the shop can be purchased with silver coins (IP) meaning after your 30 dollar investment (or 10 if your lucky), everything you need is yours and everything you want you can farm.
3. Which game mode to play
At this time i would recommend you check the first guide i mentioned opening, for those who didnt. He gives a list of game modes here, this gives a good background knowledge to different modes if your playing custom games. The game mode i would recommend you to start in is "Practice Mode". It is essentially a minitature version of a map editor. So you can play around with all the champions, walk around the map, buy items, practice last hitting and learn the shop. It gives you a great oppotunity to become aquainted with game before you actually play against other players.
The next game mode "No Stats custom games". It is the equivalent of a LoL custom game but without the option to add bots. This will give you the opportunity to play without tarnishing your stats which are recorded in every other game type. Inconjunction with "No Stats" you need a other game modes such as "All Pick" which unlocks the entire pool. If you are struggling with the transition i would recommend a couple of game of CM/EM (casual mode, easy mode) as they dont punish gold on death and play a little closer to LoL. That being said it is an imbalanced game mode and is considered "for noobs" that need a clutch, but if you are struggling it is a decent place to start then move over to NM (normal mode) which is the one used in matchmaking.
It is also worth noting that HoN has a good leaver protection system. If you leave over 5% of your games you are banned from matchmaking. This means you either have to pay to get your account reset or play custom games until your leaves gets below the threshhold. The upside to this is that leavers are very rare in HoN. If a teammate leaves you can also pause the game if you believe they are coming back, this gives them an opportunity to reconnect. The game also has a built in team-chat voip (like vent/mumble/skype/etc) with hot key of "T", you can also mute teammates by click the speech bubble underneath the character portrait on the left. Griefers can also get bans and can be reported using a function outside the game, if it is a teammate using spells to grief in game click below your portrait to switch off teammates having the ability to cast on you. Whilst this negative play is being mentioned, it is extremely rare and i mention it only because it is a good thing to note.
When your confidence is built a little in No Stats games, feel free to try matchmaking. I would recommend going in with a tough skin as just like in LoL people get a bit annoyed if a teammate is new and doing badly, but after a couple of games your MMR should move to an appropriate skill level.
4. Heroes Selection and roles
Heroes of Newerth has a large number of fairly unique heroes with varying play styles and just like LoL it has a number of roles. Most of them overlap very well; ganker, nuker, disabler, pusher, healer, dps, support.
In HoN as the heroes are less generic and don't have the problem of summoner skill synergy balance they have much stronger skills. For example, malzahar's ultimate is a 2.5 second channel nuke, well succubus has the same ultimate but longer range and lasts 4 seconds. Amumu has a 2 second immobolise in a large aoe, Keeper of the Forest has a 5 second immobolise in an even bigger aoe. These stronger skills mean that a hero is more skewed about what role they can fit. This leads to some newer roles such as "Hard Carry", "The Roamer" and "Babysitter".
The major roles you will see are as follows, a quick video guide is also here written by Nigma
Pusher: A hero that specialises in taking down towers quickly and destroying buildings. They also can be good at killing creep waves quickly.
Ganker: A hero that moves from lane to lane trying to kill heroes for monetary gain as well as ruining that players income. A good ganker can continue to kill a carry to prevent them gaining money and carrying their team. A ganker normally succeeds due to massive burst damage or exceptionally strong disables
Hard/Carry: A hero that scales well with items that has the potential to deal massive DPS that can easily be used to kill several players in a 2v1 or even 3v1 or higher late game. They are generally very fragile. This means they normally farm as much as possible so they become very strong lategame (Think Twitch). They generally have spells that suck early making them very weak in the laning phase, there are exceptions.
Semi Carry: A hero somewhere between a ganker and a carry. They can gank and move around the map. They dont really have scaling skills but their ability to dominate early means they can quickly rake in large amounts of money to get an item advantage.
Support: The players with heals, utility and other helpful doodads. Dont really lump in any damage but make up for it with other uses
Intiator: This is what LoL would call a tank. In HoN the term tank is generallly laughed at because nobody will target a hero that has no threat after walking in, because of this HoN intiators are not necessarily tanky but generally have exceptional AoE damage or disables so they can set up brilliant team victories. The video is of tempest (very squishy) flashing in and slowly dragging them into a blackhole at his feet to disable them. His team, then spams their AoE and wins the fight easily. In LoL as spells are alot weaker per cast and champions are alot harder to kill, having a tanky hero walk in to sight and intiate is alot more viable.
Roamer: A hero that ganks from level 1. They generally avoid staying in a lane and hop around the map setting up kills. This is an exceptionally hard role to play and is only seen at the pinnacle of top games.
Jungler: The nuetrals in HoN are badass and without the use of smite means that 90% of the pool are unable to nuet. Jungling is also a less favourable strat because 2v1 in laning in HoN means that you have 2 people attempting to deny you and kill you. Also i will note here there is no dragon, golem, lizard, baron buff. Neutrals are just killed for the money.
Babysitter: There job is to lane with a hardcarry, get 0 creeps, spend the whole game warding. They end the game with a negative score more often than not, but provide safe farm for the hardcarry who then steamrolls the opposition. The least selfish role which all the attractive people play.
Anti-Carry: I am sure i will cop some flak for writing this one, but still. An Anti-carry is a hero that can shutdown a carry even though they are at their prime. They normally end up being played like carries because they revolve around bash/stun mechanics. The best example is chronos, who has a very medi-ocre DPS but because of his bash can beat much harder carries in a 1v1.
I would also like to mention that items are alot harder to acquire in Heroes of Newerth as there is no dragon, towers give half as much gold as do hero kills and assists. This combined with gold lost on death makes it even more so. This means that where in LoL i could pick a hero and play him differently by changing my item build, HoN is more about making the most with what you have, so whilst you can change your role slightly it is generally a bad idea to try force a role on your hero as like in RPG's changing your healer to polar opposite class ends up with pathetic jack of trades master of none scenario.
For starting out i would HEAVILY recommend playing as Plague Rider or Witch Slayer . They are both babysitters/supports which means they can function with pretty much 0 farm, which is good if your new and doing badly. They both were/are considered top picks in a 2-1-2 metagame.
This is pretty much a perfect example of plague's ultimate raping someone (he gets a team down, all 5 kills), his ultimate makes a plague that bounces around hurting people (Brand's ultimate is a copy of this). Witch slayer is a heavy disabler (6 seconds of single target stun) that also has massive single target nuke damage, seen in this montage of blowing peoples face off. He is wearing a pimp skin in the video.
I will also make note that Scout is a hero for trolling, avoid playing him
In heroes of newerth their are 3 primary attributes, they are
Strength: 19hp and 0.04 hp/secregen per point
Agility: 1 attackspeed and 0.14 armour per point
Intelligence: 13mp and 0.03mp/sec regen per point
Heroes also have a primary attribute, which is their normally their specialising feature and can typically be used to define their role (unless the are Blacksmith, then TOO BAD). Your primary attribute gives you +1 base damage per point as well as its standard bonuses. This means that if i was a Strength hero, and bought and item that gave +3 strength, i would gain 57hp, 0.12 hp/sec and 3 base damage. Most heroes have stats somewhere in the vicinity of 15-25 when starting and generally gain +2.5-3.5 of their primary per level and 1.0-2.0 of their two non-primaries.
This means that most heroes will be gaining <40 health per level and <30 mana. LoL gains are MUCH faster with veigar and Ryze gaining around 80 health a level and they are super squishy.
You may notice that health regen and mana regen gains are exceptionally low and you also dont have a base regen rate in hon which means you mana regen is always <1 per second for the first couple of levels. This means you cant spend your spells on last hitting as you will quickly burn up your entire mana pool after 1-3 casts and it will take a very long time to replenish. This means you have to use them wisely.
The upside to this is you can buy items that arent +str/int if you want regeneration. You can buy items that give straight +Xhp/sec (for example 875g for 5hp/sec), and it is worth noting that in HoN mana regen items give +X% rather than +Xmp/sec (for example 875g for 100% mp/sec). The same deal with health/mana/armour/damage you can buy items that give the flat stat rather than having to use attributes, because they focus purely on 1 stat they are normally cheaper.
If you remember the armour values and gold from LoL the approximate conversion rates are as follows
1 HoN armour = 6 LoL armour
~1.5-2 HoN gold = 1 LoL gold
Here is a guide talking about economy within the game by Triumph117, he also casts games as well as doing helpful tutorials. I will note that GPM means gold per minute.
Whilst every hero in LoL can feasibly scale it is well known that HoN lacks scaling due to no AP. However it is a common misconception that if you pick a hero with no scaling power that you are doomed mid-late game. As you read earlier, health gains are exceptionally low and buying items (health) is much harder and also spells are alot stronger... So a typical level 6 hero may have 700 health, but pyromancer can deal nearly 900 nuke damage by chaining his spells together at level 6 and some of that is AoE. This means that whilst pyromancer may not scale particularly well, if he keeps killing people they lose gold and cant level whilst he does. So he is getting higher and higher ranks of spells and their health pool is barely changing meaning he dominates them time after time without needing items nor /scaling/ abilities.
It is also worth noting that in LoL the spell damage gain per rank is actually lower than the champion health gain per level, meaning it becomes harder and harder to kill people without AP as you both level. Where as in HON spells generally increase by 75 damage per rank where as health increases by around 30, meaning that as you level your ability to kill someone with spells races ahead as you level rather than fall behind. The reason AP doesnt exist in HoN is that heroes like Pyro who can ruin you for 20 minutes if played extremely well would now be unstoppable as his rate of damage increase would be forever growing faster than your rate of health gain. So the thing to take away from this is that nukers can farm off people by not only leveling up, but by keeping them down and stealing their gold.
4.3 Hero/Champion Similarity
When i list the characters i am not necessarily try to pick heroes with identical skill sets but rather characters with similar skill sets AND similar play style. This is the list i have personally compiled. If you have any others feel free to run them by me and if i agree ill add them
Amumu = Pharoah
Pharoah has a massive ranged hook, jarvans ultimate, a weaker version of gankplanks/ash ultimate a fat AoE skill that is fired as a skillshot, and a skill that micro stuns people nearby that lasts 10 seconds. This makes him a strong ganker as well as a good intiator. His mana appetitite is easily sated with items due to his cheap mana costs, his stat gains are rather weak so to tank up you are dependant on items. He benefits greatly from a level advantage and is a viable solo mid. This is a video of him setting up a brilliant triple kill, by hooking and grabbing 3 people.
Akali = Nighthound
Nighthound ultimate makes him permanently invisible when he isnt attacking. He has a blink attack like akali, it is on a 5 second cooldown and can crit on it (with a crit giving item). If he attacks from behind he deals +agility (so pretty much double base damage) in damage meaning he can hit really hard. He can also drop a smoke bomb on the ground that silences, slows AND causes attacks from opposition to miss.
Annie = Pyromancer
Pyromancer is a heavy nuking fire slinger. He deals MASSIVE single target damage and also dishes out large amounts of AoE damage and stuns. His skill set is a cone nuke pretty much identical to annies. He also has a AoE stun the some size as tibbers. His ultimate consists of pretty much blasting somebodies face off with an extremely high damage single target nuke (500 at rank 1 alone). So you can if you played annie by charging your stun for tibbers, they play pretty much identically without you having a pet to micro.
Ashe = Arachna
Arachna and Ashe are both different takes on the hero drow ranger from dota. Arachna's has ashe slow orb for her first skill, which can be used for orb walking (discussed in mechanics). She also has an active ability to give her massive magic armour (think in the realms of +250 lol magic armour) and remove debuffs. She has very high agility growth (her primary) meaning her attackspeed and damage quickly become quite high, this is futhered by the fact she has a attack damage aura for friendly ranged heroes. Her ultimate throws a spider on them which slows both attackspeed and movement speed crippling them where she quickly bursts them down.
Devourer share blitzcranks hook but over a much longer range and dealing significantly more early game. As his name suggests he devourers his pray with a 3 second channeling spell called "OM NOM NOM" in which he deals massive damage to a target and grows bigger and stronger for a short period of time. As well as being able to eat people to get big for shot periods of time, whenever an enemy nearby dies he picks up their body and adds it to his great bulk giving him free +str for the rest of the game. His over well feared and respected spell is decay, in which he starts his body rotting dealing massive magic damage (100 per second at rank 4!) too all enemies nearby as well as HIMSELF! It also slows. This means he is a sneeky ganker who can drag you into the woods to fandangle you and then eat you.
Caitlyn + Tristana = Flint Beastwood
Flint has tristana range and carry ability combined with caitlynn's huge range ultimate and aoe nuking power. At rank4 of increased range he even out ranges towers. He is a very position orientated hero due to his squishy nature, so make the best of your long range.
Evelynn = Fayde
The hero you love to hate. The old melee hero with several nukes/stuns and the ability to turn invis. Every LoL player knows evelynn and fayde is not much different.
Some others worth noting.
Ezereal = Wretched Hag (guessing)
Garen spin on Master Yi = Swiftblade
Gragas = Kraken
Turret Heimer = Push strat Slither
Karma = Empath
Karthus = Torterur + Thunderbringer
Malphite = Pebbles
Malzahar = Succubus
Miss Fortune = Forsaken Archer
Rammus = Legionaire
Sion = Hammerstorm
Sivir = Moonqueen
Swain + Garen = Soul Reaper
Taric = Hammerstorm + Jereziah
Urgot = Andromeda
Veigar = Pyromancer
Warwick = Predator
Xin Zhao = The Dark Lady
Last edited by yyr_; 08-01-2011 at 07:27 PM.
I have already mentioned that spells are alot more powerful. I should add they have alot longer CDs with most being in the 7-14 cooldown and the shortest being 3 seconds. The longest are several minutes.
Some examples of stronger spells are blitzcrank vs devourer. The damage is greater, the range is MUCH bigger. Devourers can also be used to grab teammates which means you can pull them back for saves.
The range on caitlynns cast is alot shorter than Flints as well as being able to be intercepted. Making it less likely to be successful. You can see the massive distance over which he fires because he actually need to scroll up to see the range, its actual range is about 3-4x towers range.
And for a bit of item + spell combination i shall include tree with a refresher locking them down for ages (upto 10 seconds) vs amumu upto 2.
Other mentionable spells is electrician and pollywogs have channelled stuns which last for nearly 5 seconds. Valkyrie has deserves a mention with a MONSTROUSLY large ranged nuke, think nidalee but instead of damage stun, that can go massive distance and stun for upto 5 seconds.
I started out writing out some of the mechanics and how they can be abused and when searching for footage stumbled across this guide. Which is absolutely amazing, +1 internet to senatic for its creation. I would heavily recommend reading this guide. Any other mechanics question can either be posted here, or better yet the mechanics forum where the best mod lives (Element, and not the one from LOL that does tierlists)
6. The Map
The heroes of newerth map is very similar to the League of Legends map with a few exceptions. The layout of the forest is slightly different. Kongor is on the opposite side of the river to dragon and where as in LOL the nuetrals are only on one side of your jungle, the other side contains the ancients and the Secret Shop.
As the map is very similar there is two major things about it that need to be discussed. In HON pretty much every game will have wards, this means you have a good indicator of where you opposition are and what they are planning as you know from LOL. I can not do this topic justice so i shall link you to this premium guide which shows you all the different warding locations. The wards last 6 minutes and cost 100g for 1. Unlike LOL wards are considered "broken" in HON as scouting is crucial to winning any stratagy game so they have a cooldown on purchasing in the shop, so use them well. Here is the guide Ward Placement
The other aspect which is seen a little in LOL but not on a level comparable to the depth of HON's is juking. An example of it in LOL is Brush Juke which is one of the best i have ever seen, albeit a bit lucky on that card, still very well done. This type of juke can be replicated in HON by abusing the fog cause by trees in this A basic Fog Juke. I well done juke can be the difference between dying and getting a double kill seen in this dota video, i use this link although it dota because it shows both what he is doing and what the opposition see. This guide is a list of all the possible places in the map where you can hide to juke with which comes in very handy Juke Paths.
7. HON vs LOL items
A list of similar items include:
Banshee Veil ----> Nullstone (Protective Tab) (It only blocks single target spells though)
Boots 5 ----> Striders (Intiation Tab)
DFG ----> Codex (Combative Tab, a "joke" item)
FoN ----> Shamans Headress (doesnt have the % regen, Protective Tab)
Frozen Heart + Randiuns -----> Frostfield Plate (Protective Tab)
Infitity Edge ----> Riftshards (Combative Tab)
Black Cleaver ----> Shieldbreaker (Morph Attack Tab)
Malady ----> Charged Hammer (Combative Tab)
Mana Manipulator ----> Ring of the Teacher (Intiation Tab)
Null Magic Mantle ----> Mystic Vestment (Relics Tab)
Phage ----> Icebrand (Morph Attack Tab)
Rylais + Frozen Mallet -----> Frostwolf Skull (Morph Attack Tab)
Starks ----> Abyssal Skull (Intiation Tab)
Sunfire caps aura ----> Mock of brilliance aura (Combative Tab)
Sword of Divine ----> Savage Mace (Combative Tab)
Thornmail ----> Barbed Armour (Protective Tab)
Tiamat ---> Runed Axe (Combative Tab, it is actually good rather than trash tier)
Vampiric Scepter ----> Hungry Spirit (Relics Tab)
Beserker Treads ----> Steamboots (Intiation Tab)
Wits End ----> Nullfire Blade (Combative Tab)
Zeal ----> Firebrand (Intiation Tab)
Warmogs + FoN's Regen ----> Behemoth Heart (Protective Tab)
This is just a list of very similar items so you have a rough idea of what you can work with. The Tab listed is under what shop tab you would find it. Whilst the shop intially seem confusing it actually makes alot of sense. Does it protect you? Protective! Does it give you more damage? Combatative! Is it an early game item? Intiation! Etc.
Also worth noting the primary types of regen are bottle/tangos/potions/chalice/powersupply
7.1 Summoner spells?
Whilst the game doesnt have summoner spells you can buy items that replicate the effect of summoner spells but much more powerful and on much shorter cooldowns.
Exhaust - Kuldras Sheepstick. Active: Stun for 3.5 secomds, 35 cd
Ghost - Ghost Marchers. Active: The Ghost buff for 6 seconds, 12cd
Heal - Astrolabe. Active: 250 AOE heal + armour buff, 45 cd
Revive - Token of Life: From kongor as a reward. 1 use only full health rez. You can also buy back your hero from the dead for a reasonable large sum of money (it scales as game progresses)
Smite - Alchemist Bones: Active: Kills target creep and gives 3x gold, 100cd
Teleport - Post haste/Homecoming stones: Active: Teleport to target friendly structure/unit. Always carry one or the other, 65/60cd.
Cleanse - Shrunken/Geometers: Active: Magic immunity/Debuff Removal, 80/50cd
Fortify - Both teams have this built in to help defend against backdooring.
Clarity - Ring of Sorcery: Active:135mp in an AoE, 33cd
Ignite - Codex: Active: 400-800 damage, 40-24cd
Rally - Plated Greaves: Active: Gives creeps +damage and block
Clairvoyance - Wards: Plant them for 6 minutes of sight.
Flash - Portal Key: Huge range flash, 14cd.
These were in LOL but in a sneaky fashion, these were the things you payed for to combine your items in the shop. As you can lose money in HON for dying you can also buy them to make sure your "cash" is safe and it takes an item slot until you have all the components. These can all be put inside your stash.
Any item that requires a recipe cannot be dissembled. If you are purchasing a item via the recipe, sometimes one of the components is greyed out, this means it is only sold in the secret shop so you will have to go fetch that component or send the courier to do it for you. If you are in base you can buy the recipe and go pick up the item from the secret shop and it will combine as you purchase the last piece.
7.3 Item Dissembling
This is a mechanic that allows you to "unbuild" items you have already made. The criteria for dissembling is that you didnt use a recipe to make it in the first place. To do this you simply place the item from your inventory to your stash (right click the item, left click and inventory slot in your stash) and then left click on the item once it is in the stash. If there is enough room in the stash to break it into its components it will.
It is worth noting that items will automatically combine into stronger items in your inventory if you have the components and they dont require a recipe. In nearly every case this is beneficial, such as a Mana tube (100% mana regen) and Life Tube (5hp/sec) combining to give an item that takes 1 slot instead of two and gives 150% mana regen, 5hp/sec and +10 damage.
The benefits of item dissemble is that you can make an item that helps you early game such as Helm of the Black Legion which gives health, health regeneration and damage block and late game you could turn the health component into a Behemoth heart which gives massive health and health regen and use the health regeneration component in something else such as Barrier Idol which can create a spell shield for your team.
7.4 Shop Layout
The shop is probably the most frustrating part of the game besides the skill gap required to play between both games. The shop is not very intuative for beginners as it can be hard to constitute what is "early game-mid game" and what is "mid-late game" for whether it will be in intiation or elsewhere.
I would always recommend having a fairly good idea of what items you are going to buy when you walk into a game and know where they are before the game starts, this makes it alot less frustrating. If you are getting flustered it is worth risking the ask the teammates, if they rage, ignore them, if they help you, you just saved time
As for the different tabs
7.5 Six slots?
There is six slots in HON just like in LOL but should always try to keep one free to be filled with a "Homecoming Stone". This is because unlike LOL's teleport to base, homecoming stones allows you to port to other structures, this means if bottom is being pushed, or person X is being tower dived, you can teleport in to defend or save them. The link is an example of a team using Fortify to make the tower unkillable, the whole team using Homecoming stones to defend, wiping out the other team AND denying the tower.
They can also be used to make a quick escape in situations where if you tried to run you would die, but you can find a good couple of seconds where you can safely channel. It is worth noting that the channels only breaks by stun, not damage like in LOL and if your channel is broken you lose the item as it is a consumable.
7.6 Dorans Items and Potions
Unfortunately there is no dorans items in this game BUT there is these handy little guys:
:RunesOfTheBlight: :HealthPotion: :ManaPotion:
:PretendersCrown: :CrushingClaws: uckBoots: :MarkOfTheNovice: :MinorTotem:
:ScarabRing: + :CrushingClaws: + :MarkOfTheNovice: = :chal:
:ManaBattery: + :MinorTotem:+ :MinorTotem: + Recipe = :PowerSupply:
:GuardianRing: + :ScarabRing: = :RingOfTheTeacher:
:PretendersCrown: + :CrushingClaws: + Recipe = :FortifiedBracelet:
:PretendersCrown: + :MarkOfTheNovice: + Recipe = :TalismanOfExile:
:PretendersCrown: + uckBoots: + Recipe = :SoulscreamRing:
Last edited by yyr_; 07-24-2011 at 11:18 PM.
This was compilation was posted by Katboi and it covers pretty much every build that you would consider spending your starting money on.
:MarkOfTheNovice: :MarkOfTheNovice: :MinorTotem: :MinorTotem: :RunesOfTheBlight: :HealthPotion: (Basic Range Int Solo)
uckBoots: uckBoots: :MinorTotem: :MinorTotem: :RunesOfTheBlight: :HealthPotionBasic Agi Range Solo)
:MarkOfTheNovice: :CrushingClaws: :MinorTotem: :MinorTotem: :RunesOfTheBlight: :HealthPotion: (Chalice Rush)
:PretendersCrown: :MinorTotem: :MinorTotem: :MinorTotem: :MinorTotem: :HealthPotion: :HealthPotion: (Anti Nuker , vs TB etc)
:ManaBattery: :MinorTotem: :MinorTotem: :MinorTotem: :HealthPotion: :RunesOfTheBlight: (vs TB or other super spammy mids like Armadon)
:LoggersHatchet: :IronBuckler: :RunesOfTheBlight: (Old fashion melee)
:LoggersHatchet: :MinorTotem: :MinorTotem: :RunesOfTheBlight: :HealthPotion: :ManaPotion: (Balance Melee, SB usually)
:IronBuckler: :MinorTotem: :MinorTotem: :MinorTotem: :RunesOfTheBlight: :HealthPotion: (Defensive Melee)
:GuardianRing: :MinorTotem: :MinorTotem: :RunesOfTheBlight: :HealthPotion: (Hard solo, leaves money open to rush RoTT)
:Courier:/:WardOfSight: :MinorTotem: :MinorTotem: :HealthPotion: :RunesOfTheBlight: :ManaPotion: :ManaPotion: (Generic Support)
:MarkOfTheNovice: :MinorTotem: :MinorTotem: :RunesOfTheBlight: (Example of one of many bottle rush setups)
7.7 Tiamat? The Real Story
When guinsoo copypasta'd it into LOL he didnt take into account that farming is much easier, so this items niche was already filled by champions being able to spell spam. So the item sucked.
But, although Tiamat is considered trash tier, its HON equivalent Runed Axe, is actually considered a good investment on melee carries. This is because it is so much harder to farm in HON than it is in LOL, so anything that accelerates a carries farm is a worthy of your gold. Remember if your buying it you want to rush it, you should generally aim to have it in the first 20 minutes.
7.8 The courier
After some confusion you will quickly come to love the courier. The courier can be purchased from the shop for 200g and can be upgraded to fly by purchasing the recipe on it and clicking the "upgrade" button in its skillset. A walking courier moves slowly and has low health, where as an upgraded courier flies meaning it can travel over terrain, has a higher health pool and it also has two spells that require 0 mana. The first gives the max ms for a short period of time giving it the ability to move around the map speedily and making it virtually uncatchable and the second gives it invulnerability for a short period of time.
The purpose of a courier is as the name implies. You can purchase items on the courier when you are in lane by left clicking on it whilst it is next to a shop, and buying items as normal. There is a command in its "spells" that delivers the items to their owners, so you can click that and it will deliver them too you in lane. This means you can stay in lane longer to farm and deliver your items straight to you! Always remember to send the courier back afterwoods because it dies easily, so it is safer to leave it in your base, there is a spell command for that as well.
If you have too many items on the courier and not enough slots you may have to move items around manually. You can right click on items to "pick them up" and left click to put them down. If you put them on a friendly hero/courier it will go in their inventory, you can also put them on the ground and they appear as glowing chests. But be careful if you put them on the ground enemy heroes can destroy them, so try to find somewhere safe to do it.
It is worth noting that not only is a couriers death mean you wasted gold, but because they dont respawn they drop all their items! This means your opposition can destroy all the items that it is holding! So make sure the path to you is safe before you call it.
In higher games the flying courier is also used as a super fast invulnerable flying scout to gain information about hero movements and sight for intiations and ganks. Dont worry about this in most games, but I feel the more you know, the better
7.9 The stash
This works similar to the courier but cant move. When you left click on the shop in the bottom right hand corner of the screen 6 inventory slots become available. This is your stash (think Diablo 2). Your stash is for storing items that you dont have space to hold or that your building if you dont have a courier. The stash also acts as an immobile courier that can only be accessed from your fountain, this means whereever you are on the map, you can always click on the shop in your base and purchase items to go straight into the stash.
Buying items as you can afford them is a good strategy because when you lose gold on death, you want to avoid unnecessary loss by spending it when you can afford what you want. Nothing is more annoying that just being able to afford the item you want and being killed walking back to base and losing the money because you didn't buy it with your stash.
To retrieve items from the stash is the same as the courier, but you have to be in your base. You click on the shop in base to open up the stash. You then right click on the item and left click on the slot in your inventory you want it to go in.
It is worth noting if you purchase an item from the side shops or the secret shop whilst your inventory is full, it will be put in your stash. So if you wanted it immediately make sure you have space!
7.10 Multiple shops?
As explained in the map section there is multiple shops, the nifty thing about them is that when you click on a non-base shop to purchase they automatically bring up all the items they can sell. This means if you dont change tabs, you can see the entire range of goods the sell.
The Side Shop, sells fairly basic early game items including Home Coming stones but excluding regeneration consumables.
The Secret Shop sells the most expensive item components in the game and is the place to go to buy the ingredients for those high tier recipes. Try to avoid going to the shop on the opposite side of the river as good warding means they could intercept you and kill you.
7.11 Item Transfer
Most items are player locked. This means if somebody picks up an item that isnt theirs, they cannot gain any benefits from it (the item icon is grayed out). This is to stop players stealing each others gear when you are moving stuff around in your stash/inventory.
The execption to the locked rule is consumables and the Bound Eye. This is something is really missed in LoL coming over from DotA. This means if your lane partner has run out regeneration items and is low on health you can give them some of yours! This kind of sharing means that you can keep you both topped up and ready to tackle whatever the opposition throw at you. You can also left click on potions and click on friendly heroes to put it on them without having to put it in their inventory to save time in clutch situation. I have seen some 2v3 ganks turn out to be 2v0 because of clever use of pot sharing and juking.
8. Laning + Stages of the Game
Read points 8.1 through 9.3 from the original guide i linked. This will give you a basic idea of how the laning works and i will supplement this below.
Each team has a lane called the "easy" lane. This is the lane that is on the same side of the map as their base, so the horizontal top lane for hellbourne and the horizontal bottom lane for legion. Their is a few reasons why it is called the easy lane, the most important one in my opinion is that it is because you are next to your forest. This means that it easier for your teammates to come through the forest to gank than it is for their team, and also you can "creep stack" which i will talk about later in mechanics. The location of the river also means that your teammate can run down/up from the river exit and kill them easier.
Harassing (attacking the enemy in lane) is alot more prevalent in HON than in LOL due to the the longer attackranges as well as spells having about double the range of similar LOL spells. As health regeneration is practically 0 on most characters, taking sustained damage on your "teemo sized" health pool quickly starts to get you low. This is why melee heroes are considered weaker early game because the distance from "safe" to the position where they last hit "up in the creeps a$$" is much bigger than a ranged heroes stand way away and shoot making them more harassment prone. To compensate melee's generally have a 'better' skillset for carrying, but they make poor babysitters as a general rule.
It is said that HON early game is boring on the LOL forums because you cant cast much, in actuality you have to weave in and out of combat to avoid harass and to try harass, whilst juggling a combination of last hitting and denying whilst watching the minimap for roamers/gankers/junglers. I think this is enough things to worry about without spell spam. Also the more spammable a spell is, the weaker it has to be (balance), and super strong long cooldown spells are more interesting the a 4 second cd nuke.
In LOL last hitting is fairly easy, as most heroes from about level 5 onwards have a spell for farming quickly and from levels 1-4 have a spell that is relatively cheap that can be used to last hit single targets. As HON has the "no mana for you" policy, you have to master your heroes attack animation/projectile speed to be an efficient last hitters. In the real world all people arent created equal, and the same goes for last hitting between heroes in HON. So practice that last hitting.
Towers hit for about half the damage of their low counterparts, but as your health pool grows half as fast, it kind of even outs in different stages of the game. HON towers dont benefit from stacking damage for continous hits like the LOL ones making them even easier to tank or tower dive past. Too compensate for this, their is a juke path hidden near your tower where you can hide. HON is very big on taking a LOL mechanic, making it look less balanced (easier tower diving) but in actuality making it better IF your skilled (juking in the trees). This is in a bit of trees below bottom legion tower. The hero on no mana <50% health is being tower dived and chased by 2 near full health/full mana nukers, because he keeps hiding in gaps in the trees it puts him in fog on their screen so he is becoming invisible before they can cast their spells. His teammate comes in and cleans both up. I will talk more about juking in trees in the mechanics section.
I have read some really painful threads on the LOL forums about how denying is a noob mechanic and being able to kill creeps like gankplank does is stupid, and i agree. The thing most LOL players dont realise is that denying is the exact same as last hitting in HON, you have to use your basic attack. It is a competition of skill between both players as they try time their projectile to be the first to reach it as the creep is in the killable range. If your opponent is much better at last hitting, whenever they come forward to creep you can harass them rather than stand their looking silly. Too balance out the ease of last hitting that ranged heroes have, if a ranged hero would normally get XP from a creep and it is denied, it is worth 67% LESS xp, but melee heroes only get 33% LESS xp. This means denying is less effective against a melee opposition, but that being said it is normally easier to do. Their is also an item called the hatchet (225g) which increase your damage by 30% against creeps making it easier to last hit and jungle, think of it like a baby madreds.
When it comes to tower priority it is worth noting that whilst in LOL a tower wont target you if you play nice and dont attack the opposition or unless your the only person there the HON towers are a little more temperamental. HON towers will target you just as likely as creeps when it comes to who it prioritises. Also when it comes to aggroing, it will only agro off standard attacks. This means you can nuke somebody into the ground and as long as you dont let an autoattack through, you will walk away clean. A sneaky way to get around this "no auto attack" rule is to "orb walk". If you have say arachna/ashe slow arrows and you left click or hit Q and then left click on their hero it will fire a single shot that doesnt agro! If your "orb" has no cooldown you can continue to spam Q on them to harass them whilst they are hiding behind the tower!
9. What is Else is different?
You are also allowed to install Mods in this game using the mods forums. It was recommended that if you are starting out that you take this mod which indicates the range of lots of things. Very helpful for getting into position as the ranges of everything in HoN is much greater than LoL.
Another guide that may help with LoL -> HoN is this one by Xeqt which covers alot of the UI stuff. Check that out if you want a secondary source.
10. Why is your beard so epic?
I feed it dropbear meat.
10.1 why a beard?
Every dedicated gamer should have a manly beard or at least some savage bum fluff. For those unable to grow a beard, i send out my sympathy to you. No beards, No good.
Meowshi: I stole your layout, please take it as a compliment
Katboi: Your starting items
And all those people i linked for writing such excellent reference material.
Last edited by yyr_; 04-08-2011 at 05:21 PM.
Looks very good so far, but you should add a extra point for the "tank" problem.
In LoL (at least in lower games) initiation is very different to HoN. In HoN games initiation is often much cleaner and a very quick progress and if you try to walk just into them you will not archive anything. (Behe blinks in...followed by Soulstealer...pyro jumps you out of the fog for a gank...)
This means you dont need heroes with alot of survive that can absorb damage, to lead your team into figths. (also longer cd make it less important for the initiator to survive once they blew all there stuff in 3 secs)
Also you should adress the point that you can farm more and react quicker as a result of the mobility you get from tp scrolls. Even when you are at the other side of the map farming, it often takes less then 5 secs to join your team. (This is one of my main problems in LoL., I fail to support my team because i cant leave this huge creep wave uncleared... in HoN it would be no problem)
Also you should adress that in HoN the role of a carry is much more important and you will reach a point even in midgame when a carry can easy 1 vs 3 some support heroes.
Protecting your carry and boosting his farm becomes much more important then your own gear and lvls because of this.
Also i would add a point for "cheap" items to your guide. In HoN it is much more common to get cheap items and sell them later instead of working on your big items from the start. You get much more for your gold if you invest in cheap items and even on carry heroes it is often the case that you build some cheap stats before you work on your big 5k damage items. (this supports warding on support even more since you can just stick with your cheap items)
Also you only have 5 item slots in HoN !!!! You can buy slot 6 for 2200 gold when you need a extra slot in the late game. At least after the 10 min mark you will always have a slot blocked with a tp stone and even in the late game its a risk to get a item for this slot..unless you build post haste to combine tp with your boots.
Sorry for my bad english, but if you can understand my post i hope this helps.
Edit: I disagree with some of your HoN-->LoL heroes. You should focus more on the role of the hero instead of skills. For example a swiftblade is hardly like garen. Garen is more like soulreaper in his playstile (aoe damage and take a high prior target out of the figth very quick) Or scout is a hard carry hero that needs to farm all the time while evelyn is some kind of ganker. So scout with his ability to clear out creepwaves (runed axe) and his strong lategame is more like yii then evelyn...
(ohh and banshees is nullstone not nulltalisman..*nitpick*)
Thanks for the feedback so far, changes have been implemented
Was expecting something outdated that just got bumped, but this is actually pretty nice. I'll be sure to keep this bookmarked for future reference. I really want a quick list of what to watch for from each hero, but don't think that belongs in this thread.
"The benefits of item dissemble is that you can make an item that helps you early game such as Helm of the Black Legion which gives health, health regeneration and damage block and late game you could turn the health component into a Behemoth heart which gives massive health and health regen and use the mana regeneration component in something else such as Barrier Idol which can create a spell shield for your team."
"The benefits of item dissemble is that you can make an item that helps you early game such as Helm of the Black Legion which gives health, health regeneration and damage block and late game you could turn the health component into a Behemoth heart which gives massive health and health regen and use the health regeneration component in something else such as Barrier Idol which can create a spell shield for your team."
Last edited by Tripwyr; 03-14-2011 at 01:22 AM.
Having trouble getting started? The Training Grounds can help!
I am of the firm opinion that subtracting "raging stupidity" from anyone's voice can only cause them to sound more like myself.
Add something about tower differences. HoN towers are weaker than LoL towers and doesn't aggro on spell casts; if you tower dive in HoN the tower itself doesn't do much at all to hurt you (whereas in LoL a turret will rapidly disintegrate you if you so much as breathe on an enemy champion). The real danger in tower diving in HoN is that more enemies might use homecoming stones on that tower, quickly turning what was a 1v1 fight into a 5v1.
DotA Pubstar Since 2005
My thoughts about LoL
I noticed you mentiined malaphite was your favourite so i guess you play pebbles alot hmm? And btw Cass is actually Kass-adin and hes not really a difficult character. Might wanna brush up on your LoL
Last edited by yyr_; 03-16-2011 at 01:40 AM.
Ezereal = Wretched Hag (guessing)
Skill shot dpsing whore that can shoot across the map
compair Ezreal to Valk IMO, dps, has a skill shot (only 1 but it can travel the map) and can carry and an agi dps.
I'm finishing up my HoN <-> LoL guide if you'd be interested in contributing let me kno. Yours is good but I have a diff prospective and I want to make on "Premium" guide and not 10 "regular" guides like there are with heroes
:ChargedHammer:Any item that requires a recipe cannot be dissembled.
Not really important, but am pretty sure it dissembles into :Warpcleft: :Thunderclaw: and removes your recipe.
Any more topics need to be added. I am still fleshing it out.