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Thread: Tundra

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  1. #1

    Tundra

    Tundra


    Table of Contents
    1. Introduction
      • Stats
      • Pros & Cons
    2. Skills
      • Skill Build
    3. Items
      • Starting Items
      • Early Game
      • Mid to Late Game
      • Items to Avoid
    4. Gameplay
      • Laning
      • Mid to Late Game
      • Tips & Tricks
    5. Drafting
      • Synergy
      • Counters
    6. Replays
    7. Miscellaneous
    ____________________


    Introduction
    ____________________

    From the ice-caverns of the Frostfield hails Tundra, a white ape shaman of enormous size and power. His thundering voice commands the obedience of wild creatures and his magical powers conjure up the terrible cold of his northern home. Even fiery Hellbourne daemons feel a chill as he enters the fray.

    Tundra is a ganking semicarry whose power excels in map control and micro-management.
    Stats
    Damage 56 - 60
    Attack Range - 128 (Melee)
    Movement Speed - 310
    Turn Rate - 540
    Armor - 4.60
    Magic Armor - 5.50
    Strength - 23 (2.2) Main Attribute
    Agility - 18 (1.6)
    Intelligence - 16 (1.9)
    Pros & Cons
    + Good Attack Animation
    + Great Map Control
    + Good Movespeed
    + Good Base Armor
    + Long Superior Magic Stun
    + Able to Farm the Enemy Jungle
    - Bad Stat Gain
    - Has No Real Sidelane Presence
    - Not Good Solo-Ganker Unless Farmed
    - Very Highly Team-Dependant
    - Melee Hero
    ____________________

    Skills
    ____________________

    Piercing Shards

    Tundra can control ice and form it into deadly spikes at a whim, letting him unleash two waves of them towards his enemies. The shards will curve towards any target, destroying trees in their path.

    Activation (Q)
    Target Ground - Enemy Units
    Type - Superior Magic Superior Physical
    Range - 1300
    Mana Cost - 120
    Cooldown - 13 seconds
    Anything hit by the shards take 90/120/150/180 Magical and Physical damage. This damage is reduced by both Magical and Physical Armor.
    This ability destroys trees. Also grants 500 day and night clearvision while active.

    They call me the lumberjack.

    This skill is useful for the whole game. Being great harassing tool early game, and a farming tool mid game, the clearvision, as well as some decent burst damage are good late game as well. So generally, this skill is one of the best nukes out there in HoN.
    Target them on the max range, as they move faster the further they are casted. This is because the lifetime of the Shards is always the same, meaning that the speed is faster if they have to move higher distance.


    Call of Winter

    Tundra has lived lived alone so long that he has formed bonds with the birds and the wildlife of the mountains. His two favorites are Shiver and Coeurl. When he calls, they will come to his aid in battle for a short time.

    Activation (W)
    Self Position
    Mana Cost - 50
    Cooldown - 40 seconds
    Summons Shiver and Coeurl for 60 seconds. Coeurl will only be summoned at level 2 or above

    Shiver
    -100/100/200/200 Health
    -270/270/400/400 Movement Speed
    -Splash Immune
    -Sight range increases with level
    -Gains the ability to go invisible for 6 seconds at level 3
    -450 turnrate
    -0/0/5/5 armor
    -Sight, day: 700/700/1200/1200
    -Sight, night: 500/500/1000/1000

    Coeurl
    -0/400/400/500 Health
    -350 Movement Speed
    -550 Attack Range
    -450 turnrate
    -attack damage 23/23/23/43 - 29/29/29/49
    -Sight 1400/800
    -On attack, slows Movement Speed of target by 0/20/20/35% and Attack Speed by 0/20/20/35

    Shiver and Coeurl, I choose you!

    This skill is what makes Tundra the true map controller. The vision Shiver grants is in a pretty big area; He is basically a moving Ward of Sight with clear vision. It is extremely good for not only ganking and avoiding ganks, but also for counterwarding. Coeurl's slow is the big factor why he is so useful, although the damage is something especially early to mid game.
    Shiver's invis has 1 sec fade time.
    Shiver range indicators


    Cold Shoulder

    Last Winter, Tundra had two distant relatives teach him how to charge his enemies correctly, coating them in ice on contact. The ice makes them easier to hit, increasing everyone's Attack Speed against that target.

    Activation (E)
    Target Enemy Unit
    Type - Physical
    Range - 600
    Mana Cost - 40
    Cooldown - 12 seconds
    On use, charges the target, dealing Tundra's Attack Damage on impact
    Applies Cold Shoulder to them for 8 seconds

    Cold Shoulder Effects
    Increases Attack Speed against this target by 15/30/45/60

    The Brothers of cold send their regards..

    This skill adds some solid burst damage for your DPS, especially if you have a Puzzlebox. It is also a built-in Nullstone proccer so you can freely cast your Avalanche -ultimate. Low cooldown and mana cost make it even more viable as a spammable nuke.


    Avalanche

    Tundra can control the mountain itself when in a fit of rage, summoning a piece of a glacier to smash his target and toss any nearby enemy heroes away.

    Activation (R)
    Target Organic Enemy Unit
    Type - Superior Magic
    Range - 600
    Mana Cost - 150/175/200
    Cooldown - 80/75/70 seconds
    Deals 200/250/300 Magic Damage and stuns target for 3/3.5/4 seconds.
    Pushes anyone between Tundra and his target 240 units away, deals 100/200/300 Magic Damage, and applies Avalanche to them for 2/3/4 seconds.

    Avalanche Effects
    50% Movement Slow
    -50 Attack Speed

    I've frozen Mammoths in these things.

    Very useful skill for early game ganking, as well as mid game fights. Useful to disable the enemy carry even through the Shrunken Head in late game fights.
    Skill Build

    Farm-oriented build
    1. Piercing Shards
    2. Cold Shoulder / Call of Winter
    3. Piercing Shards
    4. Call of Winter / Cold Shoulder
    5. Piercing Shards
    6. Avalanche
    7. Piercing Shards
    8. Call of Winter
    9. Call of Winter
    10. Call of Winter / Cold Shoulder
    11. Avalanche
    12. Cold Shoulder
    13. Cold Shoulder
    14. Cold Shoulder
    15. Attribute Boost
    16. Avalanche
    Less farm-oriented build
    1. Piercing Shards
    2. Call of Winter
    3. Call of Winter
    4. Cold Shoulder / Piercing Shards
    5. Call of Winter
    6. Avalanche
    7. Call of Winter
    8. Piercing Shards
    9. Piercing Shards
    10. Piercing Shards / Cold Shoulder
    11. Avalanche
    12. Cold Shoulder
    13. Cold Shoulder
    14. Cold Shoulder
    15. Attribute Boost
    16. Avalanche
    The 1 level in Cold Shoulder early on is completely your choice; I take it for the extra burst and last hits it provides. Having more levels in Cold Shoulder is unnecessary early on, so you will max out it as your last skill.

    Piercing Shards is an extremely useful skill. You will use it to harass the enemy on the lane, as well as some burst damage to gank and countergank. It is very strong for farming due to its huge range; You can hit multiple neutral camps with it.

    Call of Winter is also a good skill, and should be maxed after Piercing Shards unless you want to max it first. For me, Coeurl is useful, but it is not as strong as the level 4 Piercing Shards. Some disagree, thats why there are 2 builds.

    Avalanche is taken on chance for damage, as well as disable improvement.
    ____________________

    Items
    ____________________


    Starting Items
    As you are a melee hero, your starting items will change based on your opposing middle hero. The following is my recommendation, so if you have any other starting items which are working for you, feel free to buy them.
    Pickup one set of Runes of Blight, or if you prefer, a Health Potion.
    Against a melee hero, Logger's Hatchet is strong.
    Against a ranged hero, Iron Buckler is the best choice.
    Against a nuker, such as Thunderbringer or Bombardier, Mana Battery is a smart pickup.
    If you don't know who you will be against, an Iron Buckler is the best single choice. Personally I get Buckler against any hero, because it is extremely useful even against melee heroes in order to play aggressively.

    Runes of the Blight/Health Potion

    Value 90 / 100, in the respective order

    Iron Buckler/Logger's Hatchet/Mana Battery

    Value 250 / 225 / 200, in the respective order
    Early Game
    ( / / ) ()
    You'll want a bottle since you are going to be controlling runes, using your hawk and by spamming the lane with piercing shards. You have a way to get HP back (bottle) and you will be spamming piercing shards a lot, so chalice is a good item to have. I say marchers and chalice are interchangeable because sometimes you will need marchers to properly control the rune/gank, and you don't want to not have marchers by ~8 minutes.

    I like steamboots over Ghost Marchers because you will be killing neutral creeps (enemy jungle) a LOT, which steamboots help you more with. Also, it has synergy with chalice and bottle.

    Other possible boot choices are Striders Post Haste. If you prefer the initiating Tundra, or the game requires that, you should get them. If you can't afford Post Haste, get Striders for the cheap roaming power. However, Post Haste is definitely a great item on Tundra, because the mobility they grant makes ganking extremely easy. You can also use them to teleport to your Shiver-pet.

    Power Supply is purely optional. It is definitely a strong item, but personally I don't usually take it. This is because I already use 4 item slots to chalice+bottle+steamboots+tp, and I want to keep some for other items.

    Bottle of Tears (3/3)

    Must be refilled at the Well or by picking up rune
    Bottle is only filled 2/3 when taken to the Well by a courier
    Activation
    Uses one charge, and restores 135 HP and 70 Mana over 3 seconds, Dispels on damage
    Value 600

    Blood Chalice

    Passive Bonuses
    +3 Strenght
    +3 Intelligence
    Activation
    Removes 150 HP, grants 100 Mana
    If you are on 700 range of a dying enemy hero in 15 seconds after activation, you are granted back the initial life cost of 150
    Cooldown 35 seconds
    Requires
    Crushing Claws 150
    Mark of the Novice 150
    Scarab 325
    Total Cost 625

    Power Supply

    Passive Bonuses
    +3 Strenght
    +3 Agility
    +3 Intelligence
    Activation
    Restores 10 Health and 15 Mana per charge. Maximum of 15 charges.
    Aura
    Radius 1200
    Enemy Heroes
    Aura Effect
    1 Charge every time an enemy hero casts spell
    Requires
    Minor Totem 53
    Minor Totem 53
    Mana Battery 200
    Recipe 240
    Total Cost 546

    Steamboots

    Passive Bonuses
    +25 Attack Speed
    +10 Strenght/Agility/Intelligence
    Requires
    Marchers 500
    Gloves of Swift 500
    Bolstering Armband/Fleetfeet/Apprentice's Robe 450
    Total Cost 1450

    Post Haste

    Passive Bonuses
    +105 Movement Speed
    Activation
    Mana Cost 75
    Cooldown 60
    Target ally non-hero unit/structure. After 3 seconds of channeling, teleports to the target, and applies 200 movement speed buff for 5 seconds.
    Shares cooldown with Homecoming Stone
    Requires
    Marchers 500
    Recipe 2200
    Total Cost 2700

    Striders

    Passive Bonus
    +50 Movement Speed
    When out of combat for 6 seconds, increases Movement Speed by an extra 100 over the next 2 seconds. Bonus Movement speed is removed when the owner takes damage, casts a spell, attacks, or uses an item.
    Mid to Late Game

    Helm of the Black Legion is a very effective item on Tundra. It is quite cheap, barely over 2000 gold, and provides you with tons of survivability. I suggest building this in almost any game when playing Tundra.


    Portal Key is always a great item on a hero like Tundra. It helps you position yourself, initiate much easier, as well as even escape from certain situations. You can jump next to the enemy, Avalanche, summon your minions and Cold Shoulder + drop him down in the matter of second or two. Another item you should at least think of in every game.


    Puzzlebox is the best item choice on Tundra because not only does it have synergy with Cold Shoulder, Tundra also has a permaslow and a 3-4 second stun, which is also good with Puzzlebox (the main problem with the item is that people can just run away when you summon... but no one runs away from Tundra). Did I say that HotBL and PK are strong items on Tundra, and nearly core? Well, so is this.


    Some teams will have a lot of disable, and you need to get in there to do any real damage, so you should get a shrunken head in this case. As your games get higher level, you will find that you need shrunken head in more games than not.

    Items above this line are the first ones to be choosing from; If you are in a position in which the ones you don't own don't fit the game, choose items below the line.
    ================================================== =====
    Items below this line are more so situational items than the ones above the line, and should be built when needed.


    Bound Eye is generally taken for counterwarding on Tundra. That is because he is hard to gank with his Shiver, and the Shiver also grants vision of all cliffs so no ward will stay unseen. If the enemies don't have any invisible units, put it in stash before teamfights to avoid losing it.


    Items that increase the DPS of your minions, and all sort of auras to support your team are always great. So it's Abyssal Skull / Daemonic Breastplate.


    Frostfield Plate is a great item to have for any team. The attack and movement speed slows, as well as the small nuke from it are useful for any teamfight, as they make kiting much harder, as well as mitigate some DPS. Solves your mana problems, and provides some extra armor on top of that.


    Sheepstick is not a bad item on ANY hero. For Tundra, it makes you capable to either disable two targets, or completely shutdown one. Solves mana problems and gives some stats on top of that.


    Frostwolf's Skull slows the enemies even more. It is good against opposing Shrunken Heads, Swiftblades and Predators. The stats from it are pretty huge, and it makes you extremely tanky. I would suggest it only if you are extremely farmed and want to "carry" the game a bit more.

    Puzzlebox

    Passive Bonuses
    +6/10/14 Strenght
    +15/21/24 Intelligence
    Activation
    No Target
    Mana Cost 50
    Cooldown 90 seconds
    Spawns a Puzzlebox Mauler and a Puzzlebox Wizard under your control. Each has a life time of 35 seconds. Upon achieving a level 3 Puzzlebox, the Puzzlebox Mauler will revealth stealth units in a 1000 AoE.
    Minions cannot attack towers unless the owner is within 925 units.
    Requires
    Bolstering Armband 450
    Neophyte's Book 1000
    Recipe 1250
    Recipe 1250
    Recipe 1250
    Total Cost 2700/3950/5200

    Abyssal Skull

    Applies an aura to all nearby allies. Life Steal only works on melee units. The mana regeneration aura and the Armor aura do not stack with Ring of the Teacher or Nome's Wisdom.
    Since this item's Life Steal properties are applied via an aura, it does not count as an exclusive attack modifier.
    Aura
    Radius 900
    Aura Effects
    +15% Base Damage
    +5 Armor
    +0.8 Mana Regeneration
    +15% Lifesteal
    Requires
    Hungry Spirit 900
    Ring of the Teacher 500
    Trinket of Restoration 350
    Recipe 300
    Total Cost 2050

    Daemonic Breastplate

    Passive Bonuses
    +40 Attack Speed
    +10 Armor
    Aura
    Ally objects
    900 Radius
    +15 Attack Speed
    +5 Armor
    Enemy Aura
    Visible Enemy Units
    900 Radius
    -5 Armor
    Requires
    Sol's Bulwark 2000
    Warpcleft 2100
    Ringmail 550
    Recipe 900
    Total Cost 5550

    Shrunken Head

    Passive Bonuses
    +10 Strenght
    +24 Damage
    Activation
    Self
    Cooldown 80 seconds
    Applies Shrunken Head to self for 10 seconds and dispels debuffs from self after each time Shrunken Head is used, the duration of Shrunken Head is reduced by 1 second and Shrunken Head's cooldown is reduced by 5 seconds. The duration of Shrunken Head will not go below 5 seconds, nor will the cooldown go below 55 seconds.
    Shrunken Head can't be removed or dispelled
    Shrunken Head Effect
    Magic Immunity
    Requires
    Mighty Blade 1000
    Warhammer 1600
    Recipe 1300
    Total Cost 3900

    Frostfield Plate

    Passive Bonuses
    +30 Intelligence
    +15 Armor
    Activation
    Self Position
    Radius - 744
    Manacost - 100
    Cooldown - 30 seconds
    Deals 200 Magic Damage to enemies in radius, and applies Frostfield to them for 4 seconds.
    Gives clearvision of 2 seconds on use
    Frostfield Effect
    40% Movement Slow
    Aura
    Enemy Units
    Radius - 900
    Type - Magic
    -25 Attack Speed
    Requires
    Acolyte's Staff 2700
    Platemail 1400
    Recipe 600
    Total Cost 4700

    Sheepstick

    Passive Bonuses
    +10 Strenght
    +10 Agility
    +35 Intelligence
    +200% Mana Regen
    Activation
    Target Enemy Unit
    Type - Magic
    Range - 800
    Mana Cost - 100
    Cooldown - 35 seconds
    Applies Transfigured to target for 3.5 seconds
    Transfigured Effects
    Silenced
    Perplexed
    Disarmed
    Movement Speed set to 100
    Requires
    Acolyte's Staff 2700
    Manatube 875
    Blessed Orb 2100
    Total Cost 5675

    Frostwolf's Skull

    Passive Bonuses
    +30 Strenght
    +15 Agility
    +15 Intelligence
    +200 Max Health
    +150 Max Mana
    +10 Damage
    On Attack Impact
    Applies Freeze to target for 3 seconds when attacking or casting a single target spell
    Freeze Effects
    30% Movement Slow
    20% Attack Slow
    Requires
    Glowstone 1200
    Icebrand 2200
    Blessed Orb 2100
    Recipe 700
    Total Cost 6200

    Bound Eye

    The Bound Eye drops on death and has an 1100 Reveal Range of type Eye.
    Eye Reveal type can reveal stealthed units, including Wards.
    Value 700

    Portal Key

    Activation
    Target Position
    Range 1200
    Mana Cost 75
    Cooldown 14 seconds
    Teleports self to target position. Cooldown of 3 seconds is applied to Portal Key if damaged by a player controlled unit.
    Value 2150

    Helm of the Black Legion

    Passive Bonuses
    +300 Max Health
    +6 Health Regeneration
    70% chance to block 40 attack damage
    Requires
    Iron Buckler 250
    Lifetube 875
    Beastheart 1100
    Total Cost 2225
    Items to Avoid

    Frostburn: You are not an autoattack-carry! The slow from this item is basically useless, and other benefits dont fit your hero.

    Fortified Bracelet: Rather get Power Supply/Blood Chalice, as they provide you good mana aswell, and you dont have inventory slots for these
    Last edited by Exilya; 11-04-2011 at 01:20 PM.

  2. #2
    ____________________

    Gameplay
    ____________________


    Laning
    If you can't solo the middle lane, you have done something wrong with your picks. Tundra NEEDS to be solo in order to take over a game and be useful.
    Try to block your creeps to get them on your cliff --> Easy last hits and enemies can't gank you.

    Time your Piercing Shards so that you get few creep kills and harass the enemy hero at the same time. ALWAYS target them on the maximum range, so that they move the fastest possible speed.
    You should also try to time your Piercing Shards so, that the lane will be pushed before the rune spawns. If you for some reason can't gain the rune control, you'll need to bottle-crow. If you don't have wards, put the Shiver on either rune at the same time as you push the lane, other times use it to have viion over the enemy mid hero, so he can't harass you from fog, or put it in trees so the enemies can't gank you.

    If you can't take the enemy middle hero down at level 6, preferably call for a gank. If you happen to get an opportunity, gank a sidelane; Your ultimate should easily provide at least one, if not two kills. By opportunity I mean getting a Haste or Invisibility rune, or TP-Counter-Ganking when enemies are playing too aggressive.
    Mid to Late Game
    There are basically two ways to play Tundra in the mid game.

    Farming Style
    You will be farming the enemy jungle as much as possible. So basically, you place your Shiver to avoid being ganked, and TP away if necessary. Use your Piercing Shards so that they hit multiple neutral camps to maximize your farm.
    Why farm the enemy jungle? Well, farming the enemy jungle not only leaves your own jungle to your carries, but also takes away farm from the enemies. On top of that, it opens up ganking possibilites - Enemies don't usually have their own jungle warded.

    Ganking Style
    You should put the Shiver in offensive positions and try to get pickoffs in order to push towers and win teamfights. The key is to work with your team, holding Homecoming Stones and keeping Wards of Sight and Revelation up at all times.

    If possible, you want to focus your ganks on the enemy carry / initiator, so the carry can't get strong items, nor can the initiator get a Portal Key to initiate with. If they are too well protected by the other players of their team, get whoever you can.

    Late Game
    Proper usage of your Shiver should grant you the advantage in map control. Enemies shouldn't be able to kill the Kongor or gank your team, so you have a huge advantage. Try to get a pickoff if possible, if not, simply win a teamfight. Try to jump on the enemy carry - Shrunken Head doesn't stop you. Another possible target is the enemy disabler, especially if its a squishy one.
    Tips & Tricks
    1) When killing neutrals, be sure to hit multiple camps with your Piercing Shards. If you have to lure the creeps out a bit or walk to the edge of a treeline to do it, then do it.

    2) Use shiver to scout for runes early if your team doesn't have wards up.

    3) Shiver allows you to farm extremely aggressively with proper scouting. Just leave your bird at a point far enough away so that when you see them coming it's not too late.

    4) ALWAYS have shiver out. One of the main reasons tundra is so good is because of the ridiculous scouting you get from shiver.

    5) I hotkey shiver to 1 key, my hero to one, and summons to another, and courier to a fourth key. This is because shiver is almost always being given a different instruction than my hero and summons, while my hero might be running away and I want the minions to attack, or so. Your hotkeys stick when you re-summon the units, so it's worth your time to hotkey them the first time.

    6) If you have puzzlebox, you can pick off lone heroes with ease. All of your summons attacking with cold shoulder added to the burst damage from your ult and shards should be about 1500 damage before they even recover from the stun, at which point they're probably out of mana and being slowed. Just make sure you've scouted with shiver to make sure that they are indeed alone.

    7) I've mentioned that you should be aggressively farming the enemy jungle. This should start the moment you finish hungry spirit, or even before. Steamboots, bottle, and chalice is really all you need. Generally this will be around level 8 or 9.

    8) The Coeurl can remove Succubus' Mesmerize by pressing Attack-command.

    9) When fleeing or chasing through the woods, try to get vision of neutral creeps with your Shiver and charge them to move around faster.

    10) Both of your pets can clear Engineer's Spider Mines; always send the bird over to the lane engi is in as soon as you can to sweep for Mines, and remember to do so throughout the entire game.

    11) In case your Coeurl isnt doing anything, send it into the jungle and stack it.

    12) Parasite can jump in your bird and spread terror across the map, just remember that he gets kicked out when you resummon another one.

    13) You and your allies can use Post Haste to tp on your Shiver while it is invisible -- this way there is literally zero warning since the teleport effect is invisible.

    14) As long as your bird is one pixel behind the center of a tree it is invisible to units looking at it in that direction, try to position your bird so that its covered by trees in 360 degrees

    15) Instantly use invisibility on your Shiver when you spawn it, this way your enemies lose track of your cooldown and have no idea where the bird is and where its going

    16) Mock of Brilliance can kill the Shiver very quickly, try to keep it some distance away from paths where the hero with Mock might walk

    17) You can deny yourself with your Coeurl / Puzzlebox Minions.
    ____________________

    Drafting
    ____________________


    Synergy
    etc..
    Carries that rely on attack speed, as your Cold Shoulder ability gives them more attack speed for a little time. Also your Shiver with the help of wards makes them to be nearly impossible to gank.

    etc..
    Gankers who highly rely on map control and can help you ganking.
    Counters
    Pharaoh

    This guy is just annoying to face with any hero. But with Tundra, the most annoying thing is that he can instakill your Shiver with his Tormented Soul skill and he can countergank your ganks, and gank you easily.

    Defiler

    Your minions are basically just feed for her. Even though your ulti can take her out of a fight if placed correctly, she can totally dominate you on the middle lane with no problem.

    Accursed

    His shield dispels your ultimate from one of his ally, as well as makes them more tanky to all incoming damage.

    Heroes with blinks/teleports can cause issues in the terms of staying alive, as Shiver is not AS useful agaisnt them, but it is still strong.
    ____________________

    Replays
    ____________________

    Note - If any of the replays are unavailable for download, I do have the files on my PC for cases like that. Just hit me up!

    61377551 - Match 61377551
    [fray]WyTaLiBa playing Tundra as solo sidelane, going with the max-Call build, Striders --> Puzzlebox --> Portal Key. Although he had some issues during the game, the Shiver usage is a thing to look at.
    ____________________

    Miscellaneous
    ____________________

    Tundra has an alternative avatar called Mountain Tundra which costs 470 Silver Coins or 175 Gold Coins.

    Shoutouts/Credits
    Unzki
    Awazir
    HoNPortal.org
    Mxa
    Reisor
    Rordarok
    Last edited by Exilya; 11-04-2011 at 01:17 PM.

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