Thread: Mini Guides for all 66 Heroes (update in progress)

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  1. #1

    Mini Guides for all 66 Heroes (update in progress)




    Updated for 1.0.2!


    Keep in mind that this is still a work in progress, so I am happy about every feedback or input you can give me.
    You can do so by posting here, sending me a message on the boards or in-game.
    Thanks and Enjoy!



    2010/05/14: 400'000 Views - Free Hon Gift Version Contest at 500'000!
    Thanks for the incredible support in this thread! Today we reached 400'000 Views, making this thread the second most read on these forums. I decided to do a little contest for when we are hitting half a million views here. Basically I would like to make the guide a bit more visually appealing with a few banners and images. To bad I sux at gfx.
    So I need your help to create a few cool images I can put in here. The contest starts today and will end when we hit 500'000 views (3-4 Weeks I would estimate). If you want to participate you will need to submit a package of the following images:
    - Head Banner for the Thread with title and credits
    - Banner for the News Section
    - Banner for the Tier Section
    - Banner for the Big Hero Guide Ingame Mod
    - Banner for each Agi, Int and Str section
    - Any other idea you come up with is a bonus

    The banners can of course look similar; in the same style. Send the complete package of images to my email adress: matnad at gmail.com

    I will then chose the coolest package and the Artist will recieve a free gifted Hon Version! If desired I can also offer a couple training games with me :P (I'm not the best players but I can proably give some advice to improve your game).

    Thanks for your support and I am looking forward to this!
    Newti
    __________________________________________________

    NEW: Images for Experience and Competitive based picking Tiers with explanation!
    __________________________________________________

    The Experience based picking Tiers:
    (a.k.a. What heroes should I pick at my skill level?)


    Explanation of Tiers:

    Tier 1 - NooB Tier - Recommended for new players:
    As expected, this Tier lists the easiest and at the same time supportive or enhancing heroes to the team. You can't do much harm picking these and most of them will still be effective even if you are feeding. You should not solo with them and babysit one of the better players (let them get the $ and focus on denies and harass).

    Tier 2 - Advanced Tier - With some game experience:

    This Tier contains a bit more complex support heroes and a few very easy semi-carries. Feel free to play those when you have the basic concepts of the game down. You should now know what heroes are supposed to fulfuil what roles in the game and play accordingly.

    Tier 3 - Experienced Tier - Solid understanding needed:
    Here are the the first heroes with a skill based playstyle. Delayed AoE stuns, timing dependant heroes, combo heroes, etc.
    You need to know exactly what you are capable of and more importantly what your enemies are capable of.

    Tier 4 - Pro Tier - You have to know 100% what you are doing:
    These are hands down the hardest heroes to play and master. Only pick them if you know exaclty how hard they are to play and you know how to play them correctly. Nothing worse than a laning Ophelia.

    Tier 5 - Hard Carry Tier - Stay away from those until later:
    Basically these heroes range from very easy to very hard in terms of complexity. But they have one thing in common: If you fail with them and feed, your team is crippled and will most likely lose. Your team depends on you to farm and carry them.
    Do not pick these heores until you mastered the skills of last hitting, static farming, escaping ganks through map awareness (this requires a lot of playtime) and lastly actually carrying (a.k.a. raping in teamfights).
    If you can't get more than 90% of the last hits when no one is disturbing you or 70% when you are winning a lane - Stay away from Hard Carries.

    Here are the Heroes listed in their respective Tiers:



    __________________________________________________

    The Competitive based picking Tiers:
    (a.k.a. How do pros rate the Heroes?)


    Explanation of Tiers:

    Tier 1 - GoD Tier - Picked or banned every game:
    Your allstars. Very strong supporters and pushers mostly.

    Tier 2 - Super Tier - Sometimes banned, often picked:
    Very solid heroes. You will see them in the majority of comptetive games.

    Tier 3 - Solid Tier - Very rarely banned, sometimes picked:
    We do see bans on Vindicator, Chronos or Tempest from time to time. But mostly because a specific team likes to build strategies around those heroes or uses them often. All these heroes are viable picks and while not in every game, they are consistently picked.

    Tier 4 - Situational Tier - Situational or Counter Picks:
    Title says it all. Pebbles to counter SS and other squishies, Pharao if no other Tempest counter is available, Kraken as serious anti push, etc. You get the idea. Most Heroes are not worth being picked early or on their own.

    Tier 5 - Garbage Tier - Pretty much never picked:
    Maybe seen once in a while to test a new strategy, but these heroes generally have no place in competitive play. Mostly because there are stronger alternatives or because they simply suck.

    Here are the Heroes listed in their respective Tiers:



    __________________________________________________

    Conclusion: When deciding what hero to pick take both these Tier lists into consideration. Evaluate your own skill level and the competitiveness of the hero and base your decision on that. But do not neglect Team Synergy and strong lane combinations. But this is a topic for another day.

    __________________________________________________




    All the Item and Skill Builds IN GAME! Thanks to BadAssKicker for this.

    This is a mod to view the basic info of the Big Hero Guide ingame. Modified recommended items according to the guide and skill build info by hovering over skills. First row of recommended items ingame are starting items, second row are core items, third row are after-core and last row are alternative or luxury items in the most cases. (Recommended items for wildsoul were a bit tricky. Wildsoul and bear items are seperated by a empty space). Starting items often contain minor totems, runes of the blight or mana pots. Most of the time you need to buy several of those, but you'll figure out somehow by reading the guide or playing.


    .___.[ingame Screenshot]


    Download Links:

    The current version can be found in this seperate thread maintained by BadAssKicker: http://forums.heroesofnewerth.com/sh...ad.php?t=80633

    Installation:

    - Extract folder to ...\Heroes of Newerth\
    - Apply customrecommended.honmod with HoN_ModMan.exe: http://forums.heroesofnewerth.com/sh...ad.php?t=25883

    Credits to:


    - BadAssKicker for creating this Mod
    - Keshoon for the Custom Recommended Items Mod: http://forums.heroesofnewerth.com/sh...ad.php?t=39941

    __________________________________________________

    Introduction


    The ultimate goal of this guide is to provide a quick reference for each hero in one thread. The information is as compact as possible while still giving enough insight to be worth reading. It can be used as an alt-tab guide or simply as a source of references for you to learn understanding the game. I also try to include some of the not commonly known or too obvious tips and tricks for each hero with the intention to also provide some benefit for more advanced players.


    Why this guide?


    It has been done before, I know. Many times.
    The main reason I am writing yet another Big Hero Guide is the fact that there currently is no complete "All-Heroes-Guide" available which is up to date and somewhat insightful (in my opinion at least). This guide is loosely based on SyyRaaaN's Big Hero Guide which unfortunately was lost a few weeks ago.
    Another reason for writing this is to become more familiar with each hero and hopefully improve my own understanding of the game.
    And last but not least to give back something to the HoN Community who is nothing short of amazing! <3

    Who am I to tell you how to play your hero?

    I am the typical pub and f-list player, hovering around 1800 PSR with around 1000 games played (4 accounts with 1700+ PSR). I do have some competitive DotA background in division 2b but this is more than 3 years back. I am not involved in the competitive HoN Scene (yet?) but I do follow it closely, watching a lot of replays (VoDs) and soaking up every information I can find.
    I consider myself - especially after writing this guide - to have a pretty good understanding of how the cookie crumbles in HoN.
    But still, don't take everything I say for the one and only truth. A lot of information in this guide is based on my experience and judgment of the current meta-game. There are always different opinions and points of view. This is why I encourage you to constructively (i know, weird word isn't it?) reply to this guide when you feel that I was completely mistaken in some aspects. You can also provide feedback by sending me private messages on the board or in-game (Newti).

    Thanks!

    How is this Guide organized?


    As I stated previously, the structure is loosely based on SyyRaaaN's Big Hero Guide. However since this guide is no longer available, the only thing in common are structural aspects. The content is 100% based on my own judgement and not taken from the Big Hero Guide. I also expanded the Idea of the Big Hero Guide, going beyond just listing skill builds and item choices.
    You will also find brief justifications and tips on how to play the heroes.

    This is what you can expect to read for each hero:



    Name and easy-find-tags.

    If you are looking for Night Hound simply press Ctrl+F and type ".night hound". But ".nh", ".riki", ".stealth assassin" and ".sa" will find the correct hero too. As a rule of thumb you can use "." followed by the full hero name in HoN or DotA or one of the common abreviations. This is important if you are using this as an alt-tab guide as the loading screen is only ~20 seconds .

    Skill Builds

    I present my preferred Skill-build for each hero and sometimes also an alternative, situational build.
    In the following paragraph I try to briefly justify my choice of skills and point out what modifications can be made under what circumstances.

    Items

    I list the starting Items which I recommend you to buy with the 603 starting Gold.
    Then I describe the different Item Paths this hero can follow and if it makes sense I separate a Core and (multiple) After-Core builds.
    For most heroes I explain in a few words why I chose these Items and how they synergize with the hero.


    I assign two of the following roles and the matching properties to each hero:

    Roles (each hero has a primary and secondary role):

    Hard-Carry, Carry, Semi-Carry: Carries are typically rather weak in the early stages of the game and need to have a decent gold income through farming to reach their potential. When they do however, they are capable of winning a game almost by themselves. Hard Carries have more potential than Carries who have more potential than Semi- or Soft-Carries. Lower potential ususally means they become effective earlier in the game or they have other strengths and uses but just carrying. Their job is to farm and eventually lead their team to victory in the lategame.

    Supporter: Supporters are typically heroes who can be effective with few items and gold. They give up last hits in favor of the Carries and focus on denying and harassing. Their item choices are based on what the team needs (supportive items). They are also responsible for warding and counter warding.

    Ganker: A ganker should be looking for opportunities to team up and kill opponents during the late early and mid game once he reaches his critical level (Usually 6 or 7).

    Initiator: Initiation is the art of starting the combat with a big advantage for your team. Initiation typically involves one hero instantly appearing next to the enemy team (by means of Portal Key, Flash, Invisibility, ...) and starting the fight with a very powerful ability that is capable of turning the tide in his team's favor (e.g. Whirlpool, Shockwave, Eruption,...). Generally every team needs some kind of initiation to be able win the game. Know how to use your initiation abilities correctly when playing an Initiator!

    Properties (each hero can have multiple properties):

    Disabler: A hero with one or more immobilizing abilities.

    (Dedicated) Roamer: A hero with no fixed lane. Typically a Roamer stays in his opponents' forest and waits for opportunities to gank their short or mid lane from level 1 on. His aim is to keep the enemies undergeared and underleveled and not allowing them to farm. The Roamer however will be outgeared and outleveled himself pretty quickly. Roamers are rarely seen in pubs but they do appear in competitive play.

    Babysitter: Always a Supporter. Usually a ranged hero with abilities that allow him to protect and/or support a carry hero in the early laning phase. A babysitter will harass the enemies and deny his own creeps while he leaves the last hits and killing blows to his babysat carry whenever possible. He ensures the carry will start to become effective as soon as possible by giving him "free farm".

    Jungler: A hero who can level up by killing neutral creeps in the forest from level 1 on. This will give the team two solo lanes and usually more overall experience.

    Tank: A Tank's aim is to draw as much enemy fire on him as possible to allow the rest of the team to move and fight freely. Tanks shine through their high physical and magical damage reduction, high Health pool and tanking related abilities. It is a common misconception to assume that every team needs a tank. You can win games without a tank easily (unlike initiators).

    Nuker: A hero with one or more directly damaging abilities. These abilities are strongest in the early game and tend to lose power as the game progresses.

    Pusher: A hero with one or more Spells to destroy creep waves and/or buildings very effectively in the early- and midgame.


    General Hero Information


    Prefered Lane: Short means bottom for Legion and top for Hellbourne while Long is the other one.

    Difficulty: Indicates how suitable this character is for newer players. From 1 (Very Easy) to 5 (Very Hard).

    Farming Capabilities: Indicates how well a hero can kill lane and/or neutral creeps to receive a lot of gold in short time. Each hero is rated from 1 (Poor Farmer) to 5 (Excellent Farmer).

    Item dependancy: Indicates how much farm and therefore how many big items the hero requires before he becomes effective. From 1 (Very Low) to 5 (Very Heavy) dependency.

    Early Game Power / Lane Control: Rates each hero from 1-5 on how dominant he is in a lane and how much impact he has on the early game stage.

    Mid Game Power / Ganks: Rates each hero from 1-5 on how well he performs at ganking and how much impact he has on the mid game.

    Late Game Power / Team fights: Rates each hero from 1-5 on how well he performs in the late game where most of the action will be decided in team battles.


    Quick-'n'-dirty


    Additionally I wrote a "30-Seconds-Guide" for each hero. It consists of some hopefully not too commonly known or obvious tips and tricks to playing the hero successfully. I try to keep it short so it is readable within 30 seconds as the name suggests. You can read this while loading, waiting for the creeps/runes to spawn or when you happen to be dead .


    Counters

    "Omg this **** night hound is owning me, WHAT KEN I DOE?"
    This section contains hero- and item choices as well as gameplay hints to counteract or gain advantages against the specific hero.
    I try to not only list the obvious counters like "OMG BUY WARDS" so keep an eye out for these when one of your opponents gets out of hand.

    Maybe later I will also include some basic Item information here like the Steam Boots vs. Ghost Marcher dilemma or the Power Supply issue.

    Any feedback is of course welcome!


    So, without further ado... I present you yet another Big Hero Guide!
    Last edited by Newti; 06-10-2010 at 11:55 AM.
    My Premium All Hero Guide: http://forums.heroesofnewerth.com/sh...ad.php?t=64274
    Complete Guides for all 66 Heroes with Skill- and Itembuilds, General Information, Gameplay hints, Ingame Mod and much more! Updated for 1.0.2!


  2. #2





    [Moon Queen]
    .moon queen .mq .luna .moonfang (1.0.9)


    Skill Build
    1 - Lunar Glow
    2 - Moon Beam
    3 - Lunar Glow
    4 - Stats
    5 - Lunar Glow
    6 - Moon Finale
    7 - Lunar Glow
    8 - Stats
    9 - Stats
    10 - Stats
    11 - Moon Finale
    12 - Multi Strike
    13 - Multi Strike
    14 - Multi Strike
    15 - Multi Strike
    16 - Moon Finale
    17 - Stats+
    23 - Moon Beam+


    Justification / Modifications:
    Moon Finale does no longer require Moon Beam to be maxed. Thus my preferred build is to go Lunar Glow/Stats with one level of Moon Beam for last hitting and stunning. You can still go the traditional route and get Moon Beam level 4, its just a different playstyle (I recommend this if going mid and picking up a bottle. Runecontrol and the resulting mana allow for nice harass with moon beam). The playstyle described here focuses on carrying.

    Starting Items:

    Runes of Blight, Healing Potion, 2x Duck Boots, 2x Minor Totem

    Core:
    (Bottle >>) Power Supply >> Steam Boots >> 2x Soulscream Ring >> Whispering Helm >> Shrunken Head
    Bottle can be gotten if you are solo mid. Get Soulscream Rings for more stats and swap Steam Boots as needed (Int if laning, Agi if creeping and Str for ganks and team fights). As soon as you get Whispering Helm start stacking Ancients. You should be able to farm them easy.
    Shrunken Head with all the other stats/hp items will help you over your squishy-ness, allow you to get your full Moon Finale off and thus is definitely core.

    After Core:
    Wingbow >> Symbol of Rage >> Geometer's Bane

    Wingbow is the DPS item of choice. After that upgrade Symbol of Rage and then fill your last slot with a Geometer's Bane.

    Information
    Roles: Hard Carry
    Properties: Pusher, (Nuker)
    Prefered Lane: Any. Is fine on long, can solo mid
    Difficulty: 3 - Medium
    Farming capabilities: 3 - Medium
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 3 - Medium (Very High Base damage)
    - Mid Game / Ganks: 4 - Strong (Her Ultimate shines in ganks and early teamfights)
    - Late Game / Team Fights: 4 - Strong (If farmed well)

    Noteable +/- and synergies:
    Works best with fast creep clearers (behe, hag, ...)
    + fastest base move speed in game (320)
    - short attack range (330)
    - Moon Finale is weak against Heroes that control Minions

    30-Seconds-Guide:
    - Use Moon Beam to score last hits on creeps you would otherwise not get. Don't use it to harass (unless you actually decide to level it).
    - Once level 7 go gank their long lane. Hide in the forest, go in with autoattack, if they run back finish with Moon Finale. Save Moon Beam if they try to TP or for the Killing Blow (you are allowed to KS as carry).
    - Go for the Runes if you have Bottle. If you meet an enemy in the river use Moon Finale for a guaranteed kill.
    - Don't use Moon Finale if your target can: go invis, go out of line of sight, go invulv (Shrunken Head and some abilities) or when multiple creeps are around.

    Counters:
    - Any hero with minions will significantly weaken her ultimate. E.g. Ophelia, Warbeast, etc.
    - You can build a Puzzlebox or Assassin's Shroud to take away from her ultimate.
    - Its is very hard to counter a Moon Queen as she has both very high magic and physical damage. You can however outcarry her pretty easy.
    - Regularly check or ward their ancient spot. Gank her if she starts farming them and steal the stack.

    __________________________________________________

    [Wildsoul]
    .sylla .wildsoul (1.0.9)


    Skill Build
    1 - Summon Beardulon
    2 - Natural Attunement
    3 - Summon Beardulon
    4 - Natural Attunement
    5 - Natural Attunement
    6 - Summon Beardulon
    7 - Summon Beardulon
    8 - Natural Attunement
    9 - Wild
    10 - Bear Form
    11 - Bear Form
    12 - Wild
    13 - Wild
    14 - Wild
    15 - Stats
    16 - Bear Form
    17 - Stats+

    Justification / Modifications:
    I will only cover jungeling here. A laning Wildsoul is in my eyes not an option. Dont pick him if you know you wont have two heroes capable of soloing.
    You will not go into bearform until late midgame, so there is not much use in taking it before level 10. The only time i would skill Bear Form at level 6 is if i get hardcore ganked in the jungle.
    Beardulon and Natural Attunement offer the best jungeling power. level 3 Bear does nothing over level 4 Bear so we get them at 6 and 7. Once level 9 you should be able to support the Mana for Wild.

    Items

    Staring Items:
    Wildsoul: Healing Potion
    Beardulon: Iron Buckler, Logger's Hatchet

    "Bearmock"-Build:

    Core:
    Wildsoul: Marchers, 1 slot for homecomings and possibly 4 minor totems as filler.
    Beardulon: Gloves of the Swift, Mock of Brilliance, Marchers. When you send Beardulon back to heal for the first time, buy 1x Gloves of the swift on him. The next Item you buy is Sword of the high for your Beardulon. Usually you want to get Mock as fast as possible, which is attainable in 20-25 Minutes of jungling.

    After core:
    - Steam Boots. Use the gloves from Beardulon to create a pair of steamboots for Wildsoul.
    - Ghost Marchers. Upgrade Beardulon's Marchers to Ghost marchers. He wont get benefits from Steamboots' Stats and Ghost marchers allow for good chasing and phasing.
    - Warpcleft on Beardulon. He's got that +60 Sword, an entangle proc and massive base damage in general. Attack speed is the perfect stat for him; as your main source of damage is the Bear.
    - Frostburn on Wildsoul. Helps you keep up with Beradulon speed wise. Adds the much needed Movement slow for when Entangle doesn't proc. At this point in the game you start to scale better than Beardulon and will soon be on par with him damage wise.
    - Daemonic Breastplate or Charged Hammer. Use the Warpcleft to build either Daemonic Breastplate or Charged Hammer depending on how the game is developing. Leave the item on Beardulon for now. As soon as your enemies are capable of killing beardulon relatively easy (usually around the 45+ min mark) move everything onto wildsoul and go bear form. This is where you turn into a true Hard Carry.
    - Wingbow, if the game still goes on.

    "New-School"-Build:

    After the nerf to frostburn this build is a lot weaker. It is still viable but I suggest you go the bearmock build.

    Core:
    Beardulon: Marchers
    Wildsoul: Steamboots >> Icebrand >> Frostburn

    You can leave the jungle to gank/push but you should only leave it for good once you have your Frostburn. Aim for 17-20 min, but anything below 25 min is still ok.

    After Core:
    Wildsoul: Warpcleft >> Daemonic Breastplate and Charged Hammer >> Wingbow

    You will basically screw your bear and carry all the gear yourself. For cluster-f..ights make sure you are in Bearform. For farming/chasing/escaping/etc you should be in human form (more movespeed).
    You will have enough HP in bearform so Charged Hammer is an excellent item which gives flat damage. If they have high physical damage get Breastplate first.
    And finally: Lifesteal sucks.


    Information
    Roles: Hard-Carry
    Properties: Jungler, Tank, Pusher
    Prefered Lane: Jungle
    Difficulty: 3 - Medium (You have to control 2 units)
    Farming capabilities: 4 - Good (Can jungle from level 1)
    Item dependancy: 5 - Very Heavy
    Power:
    - Early Game / Lane Control: Jungler
    - Mid Game / Ganks: 2 - Weak (Reliant on entangle procs when ganking, needs time to farm up)
    - Late Game / Team Fights: 5 - Very Strong

    30-Seconds-Guide:
    - Gank your lane from the forest if the opportunity present itself or if your lane mate asks for it. You need to be level 5 for entangle tho.
    - Lanepull creeps to help your Short Solo hero. It will allow him to fight at the tower and get a better farm. (You can lanepull while Beardulon is off healing)
    - Carry a homecoming stone when jungling.
    - Tabbing back and forth between wildsoul and beardulon to give move commands gives you better control. Practice is key.
    - Once you have your Core stop jungling! Push towers and Help in Teamfights! With Mock you are better off farming lanes anyways.
    - You can backdoor towers easily by standing in the forest and letting Beardulon attack the tower (TP out before they find you). In my opinion this is bad manner and you should really only do it in random publics if at all. I'm still mention it though .
    - You can run circles around your enemies with Mock-Beardulon to prevent them from initiating with a Portal Key. Especially useful versus Magmus and Behemoth.


    Counters:
    - Gank him in the forest. However, typically a wildsoul will be > 80% hp when jungling. So bring a mate and some stuns.
    - Try to catch him in Human form. Stun him and burn him down. Don't allow him to switch to his ultimate form before the fight starts.
    - All of his damage is physical, so armor is the logic counter to him. Barbed armor will NOT work very good (he has 3k+ hp with almost no items)!!
    __________________________________________________

    [Scout] .scout (1.0.9)


    Skill Build
    1 - Electric Eye
    2 - Vanish
    3 - Vanish
    4 - Electric Eye
    5 - Vanish
    6 - Marksman Shot
    7 - Vanish
    8 - Disarm
    9 - Disarm
    10 - Disarm
    11 - Marksman Shot
    12 - Disarm
    13 - Electric Eye
    14 - Electric Eye
    15 - Stats
    16 - Marksman Shot
    17 - Stats+

    Justification / Modifications:
    Straightforward build. Eye is taken at level 1 to ward rune + enemy creep spot. At level 4 we take another level of Eye to initiate ganks.
    Get more levels of Eye early if you want to block more creepcamps in the jungle.

    Starting Items:
    Runes of the Blight, Healing Potion, Logger's Hatchet, 3x Minor Totem

    Item Build:
    (Power Supply >>) Sustainer >> Steam Boots Strength/Agi >> Runed Axe >> Whispering Helm >> Shrunken Head >> Symbol of Rage

    Power Supply can save your life with only 2 charges to be able to vanish. I recommend it but its not absolutely needed. After that get lifetube against a strong lane or manatube against a weaker lane first (Manatube allows for Marksman shot harass while lifetube counters their harass). Complete Sustainer, pick up Steamboots and finish off runed axe. If your farm is really good skip boots until after runed axe (this means if you can get a <17min Axe go for it). Ghost Marchers are useless as they break vanish and runed axe lets you stay in vanish for almost no upkeep cost.
    Once you get Runed axe you can clear a full wave of creeps in a matter of 2 seconds out of vanish. Make use of that to farm your luxury items.

    Alternative Items:
    Shieldbreaker: The listed build is relatively passive and safe. If you farm very good you can replace Whispering Helm/Symbol of Rage with a quick Shieldbreaker. Farmed before the 25 minute mark it is very effective.


    Information:

    Roles: Hard Carry
    Properties: None
    Prefered Lane: short
    Difficulty: 1 - Very Easy (probably the easiest hero to play if you don't use eyes to silence, scales incredibly well)
    Farming capabilities: 2 - Weak (use Vanish for last hits early on)
    Item dependancy: 5 - Very Heavy
    Power:
    - Early Game / Lane Control: 1 - Very Weak (can't do **** short of silencing, gets a bit better with his ult)
    - Mid Game / Ganks: 3 - Medium
    - Late Game / Team Fights: 4 - Strong (Very Strong if not countered by Anti-Invis)


    30-Seconds-Guide:
    - Get eyes. Plant them before the creeps spawn at your rune spot and if long laned in their neutral pull spot (put it into the trees next to the camp. This will still block the camp and they can't easily spot it).
    - If they have a jungling hero consider putting both wards into their forest. Or get a third level of Eyes early. It really ****s up a tempest or ophelia.
    - Set an Eye before Ganks and blow it up by pressing "E" one second after you break out of vanish.
    - Once you get Electric Eye level 4 plant wards in their forest to check for easy gank opportunities.

    Counters:
    - The obvious counter to scout are Invisibility revealing items: Dust, Wards of Revelation and Bound Eye. Dust is the best choice until later in the game when you can safely buy an eye and push.
    - He has high physical damage so Armor and especially Barbed Armor will work very good.
    __________________________________________________

    [Magebane] .magebane .antimage .magina (1.0.9)


    Skill Build
    1 - Flash
    2 - Mana Combustion
    3 - Mana Combustion
    4 - Flash
    5 - Mana Combustion
    6 - Mana Rift
    7 - Mana Combustion
    8 - Flash
    9 - Flash
    10 - Master of the Mantra
    11 - Mana Rift
    12 - Master of the Mantra
    13 - Master of the Mantra
    14 - Master of the Mantra
    15 - Stats
    16 - Mana Rift
    17 - Stats+

    Justification / Modifications:
    Straightforward build. I can see no situation where you would go another build.

    Starting Items:
    Runes of the Blight, Healing Potion, Logger's Hatchet, 3x Minor Totem

    Item Build:
    Iron Shield >> Lifetube >> Steam Boots >> Runed Axe >> Shrunken Head >> Symbol of Rage >> Wingbow

    Iron Shield is technically not needed, but in most lanes it is worth building. It protects you from harass and will help your farming a great deal even later on. An alternativ route is to go for Abyssal Skull and Frostburn instead of Symbol.

    Information:
    Roles: Hard Carry
    Properties: None
    Prefered Lane: Short
    Difficulty: 2 - Easy
    Farming capabilities: 1 - Poor
    Item dependancy: 5 - Very Heavy
    Power:
    - Early Game / Lane Control: 1 - Very Weak
    - Mid Game / Ganks: 2 - Weak (Kills possible with ult against Int Heroes)
    - Late Game / Team Fights: 5 - Very Strong (Scales incredibly well)

    30-Seconds-Guide
    - Farm, farm, farm but don't forget to help in team battles.
    - Ancient Stacking is a nice way to get him fat fast.
    - Very straightforward to play, nothing really to say here.

    Counters:
    - Long duration disables and silence. Heroes: Puppet Master, Succubus, Defiler, Electrician, Blood Hunter.
    - Itemwise is Sheepstick and Armor a solid choice. Barbed Armor is a good pickup.
    __________________________________________________

    [Night Hound] .night hound .nh .riki .sa .stealth assassin (1.0.9)


    Skill Build
    1 - Smoke Bomb
    2 - Pounce
    3 - Pounce
    4 - Backstab
    5 - Pounce
    6 - Invisibility
    7 - Pounce
    8 - Backstab
    9 - Backstab
    10 - Backstab
    11 - Invisibility
    12 - Smoke Bomb
    13 - Smoke Bomb
    14 - Smoke Bomb
    15 - Stats
    16 - Invisibility
    17 - Stats+

    Justification / Modifications:
    Pounce for Last Hitting (don't use it to harass). Make sure to pounce-kill all siege engines. Smoke Bomb level 1 is enough for early game ganks/escapes.

    Starting Items:
    Runes of the Blight, Healing Potion, Logger's Hatchet, 3x Minor Totem

    Item Build:
    Power Supply >> Iron Shield >> Steam Boots >> Nullfire Blade >> Geometers Bane >> Wingbow

    Nullfire in combination with Geometer's works nicely on Night Hound as they provide a lot of agility and good synergy (Manaburning images).

    Information:

    Roles: Carry, Ganker
    Properties: None
    Prefered Lane: Short
    Difficulty: 2 - Easy
    Farming capabilities: 2 - Weak
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 1 - Very Weak (Some harass possible with pounce, but it is better used for last hitting)
    - Mid Game / Ganks: 3 - Medium (Smoke Bomb brings a lot to teamfights, but he needs farm as most carries do)
    - Late Game / Team Fights: 4 - Strong (Very Strong if not countered by Anti-Invis)

    30-Seconds-Guide:
    - Nullfire Blade's Purge and Geometer's Bane can both remove debuffs from you. Especially Dust and Swarm (Pestilence' Ult)!
    - Cut down Eyes in the Forest with your Logger's Hatchet.
    - Periodically check your opponents' gear for Bound Eye, Wards of Revelation or Dust so you don't get caught by surprise.
    - Use Purge on your enemies under the Smoke Bomb; this will increase the time they are silenced and trying to run turning their back to you.

    Counters:
    - The obvious counter to Night Hound are Invisibility revealing items: Dust, Wards of Revelation and Bound Eye. Dust is the best choice until later in the game when you can safely buy an eye and push.
    - He has high physical damage so Armor and especially Barbed Armor will work very good.
    __________________________________________________

    [Swiftblade] .swiftblade .juggernaut .yunero (1.0.9)


    Skill Build
    1 - Blade Frenzy
    2 - Stats
    3 - Blade Frenzy
    4 - Stats
    5 - Blade Frenzy
    6 - Swift Slashes
    7 - Blade Frenzy
    8 - Counter Attack
    9 - Way of the Sword
    10 - Way of the Sword
    11 - Swift Slashes
    12 - Way of the Sword
    13 - Way of the Sword
    14 - Counter Attack
    15 - Counter Attack
    16 - Swift Slashes
    17 - Counter Attack
    18 - Stats+

    Justification / Modifications:
    Blade Frenzy and stats are taken for the first levels. Mainly to have enough Mana for Blade Frenzy + Swift Slashes at level 6. Also stats are more useful than Way of the Sword early on as you won't be auto attacking.
    One level of Counter Attack is taken at level 8. The first level gives you a 15% chance while the fourth level only gives a 30% chance to counter attack. You get 50% of the effect for 25% of the cost. Good Deal!
    If laned versus two aggressive melee heroes you can take the first level of Counter Attack on level 4.

    Starting Items:
    Runes of the Blight, Healing Potion, 2x Mana Potion, Pretender's Crown, 2x Minor Totem

    Item Build:
    Logger's Hatchet >> (Power Supply >>) Ghost Marchers >> Runed Axe >> Whispering Helm >> Savage Mace >> Symbol of Rage >> Staff of the Master

    Get a Logger's Hatchet from the Outpost asap. Power Supply is situational on Swiftblade, get it if you play against spamming opponents.
    Ghost Marchers are better than Steamboots on Swiftblade (Activate + Spin). The rest is basic carry gear. If playing against Hammer/Hellbringer/DL/... consider a Nullfire Blade after Runed Axe for Purge. Alternative Items include Shieldbreaker + Abyssal Skull instead of Whispering Helm + Symbol.

    Information:
    Roles: Hard-Carry
    Properties: None
    Prefered Lane: Short/Long
    Difficulty: 2 - Easy
    Farming capabilities: 3 - Decent
    Power:
    - Early Game / Lane Control: 3 - Medium (Strong if paired with a disabler/slower)
    - Mid Game / Ganks: 3 - Medium (Good ganking power with ult, but should farm instead of gank)
    - Late Game / Team Fights: 5 - Very Strong (Needs decent farm)

    Noteable +/- and synergies:
    Very Strong with disablers or slowers (Glacius deserves special mentioning as his babysitter)

    30-Seconds-Guide:
    - Remember you can attack while spinning once you reach level 7. This will GREATLY increase your damage! It got nerfed as of 0.3.3 but it is still pretty good.
    - You can spin and then use a homecoming stone to make sure they can't easily abort your TP.
    - Early game you can use Blade Frenzy to force the enemy away from his creeps and then use Swift Slashes on him once is he far enough for the kill.
    - Later in the game use Blade Frenzy like you would use a Shrunken Head. Thats pretty much what it is.

    Counters:
    - Any hero that can blink or invis is able to avoid Swift Slashes
    - Thus Assassins Shroud can be a solid pickup versus him.
    - The best counter-item however is Void Talisman! Very underrated item that is EXCELLENT against a few heroes, including Swiftblade.
    - Other than that he is not easy to counter. Barbed Armor is useless versus him and armor stacking will only take you so far.
    - Check/Wards ancient spots.
    Last edited by Newti; 08-16-2010 at 10:05 AM.
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  3. #3
    _________________________________________________

    [Slither] .venomancer .slither .hydra (1.0.9)


    Skill Build
    1 - Poison Spray
    2 - Toxicity
    3 - Toxin Ward
    4 - Toxin Ward
    5 - Toxin Ward
    6 - Poison Burst
    7 - Toxin Ward
    8 - Poison Spray
    9 - Poison Spray
    10 - Poison Spray
    11 - Poison Burst
    12 - Toxicity
    13 - Toxicity
    14 -Toxicity
    15 - Stats
    16 - Poison Burst
    17 - Stats+

    Justification / Modifications:
    Get one level of Poison Spray and Toxicity for the slow and regen debuff but max wards first as they greatly help you pushing/creeping/scouting and even ganking. The build is kinda flexible, you can change it as you like but always have all 3 spells at level 4! Some guidelines: With a gankheavy lane (usually paired with a stunner) you can max Poison Spray for early kills. With a very push heavy team (defiler, ophelia, etc.) always max wards first and assist in tower pushing. And finally Toxicity can be maxed first if you play solo or heavy babysit as you most likely wont get early kills with Spray and Toxicity helps you a lot for lane control by harassing.
    If you are playing Slither as a pure support hero consider putting only one point into Poison Spray and level Stats from levels 12-14. (Only damage and Range increase).

    Starting Items:
    Monkey Courier, Runes of Blight, Healing Potion, 2x Mana Potion, 2x Minor Totem

    Core:
    Power Supply >> Wards of Sight >> Ghost Marchers >> 1-2x Soulscream Rings OR Fortified Bracelets

    If someone else gets a courier, buy Wards instead. Your job is to keep the Wards up so keep buying them! This is always more important than your core items! Ghost Marchers are decent to chase poisoned enemies down. They are slowed by at least 10% so you can keep up to most heroes with Ghost Marchers. It's also good for positioning your ultimate in team fights before you get Shroud or Portal Key. Soulscream Rings can be replaced by Fortified Bracelets as you see fit.

    After Core:
    Optional: Nome's Wisdom. Depending on your playstyle Slither can be quite Mana Hungry. Nome's is the best solution for that as it provides a very valuable aura for the rest of your team. Only consider it if noone else builds it.
    1. Staff of the Master because Poison Burst is what you bring to Teamfights.
    2. Assassins Shroud or Portal Key for better Ultimate positioning and survivability. Rule of Thumb: The higher skill level your opponents have the more you want Portal Key. Get one; don't get both.
    3. If you are here you most likely did something wrong. You should never reach this point in a normal game unless you "forgot" to buy wards or went farming instead of ganking.

    Information
    Roles: Support, Ganker
    Properties: Roamer, Babysitter, Pusher
    Prefered Lane: Any
    Difficulty: 1 - Very Easy
    Farming capabilities: 3 - Decent
    Item dependancy: 2 - Low
    Power:
    - Early Game / Lane Control: 4 - Strong (Good Harassing, even with auto attacks)
    - Mid Game / Ganks: 3 - Medium (Very Powerful ult in ganks and teamfights)
    - Late Game / Team Fights: 2 - Weak (Usually not played as a carry)

    30-Second-Guide
    - Gank, gank, and gank. Buy items that will help you gank, these include homecoming stones, Ghost Marchers, Power Supply and wards.
    - Always have enough mana for the Poison spray+burst combo if Poison burst is not on cooldown. The combo takes 320 mana at level 6, 335 mana at level 7, 435 mana at level 11, and 535 mana at level 16.
    - Set up Toxic Wards behind you and to your sides when pushing for scouting purposes. They have a 1400 Vision Range. Even at night!
    - You can block paths with Toxic Wards.

    Counters:
    - Power Supply is an excellent Soft Counter aganist ward-spamming Slithers. Especially early game. Grab a Mana Battery ASAP if you are laning against him.
    - While Geometer's Bane can no longer remove his ultimate, it still can remove Poision Spray including its slow.
    - Shrunken Head will also not remove Poison Burst and you still get hit by it with activated Shrunken BUT you will take 0 damage from it while Shrunken Head lasts. Shrunken Head also removes all his other dots/slows and is thus a decent counter.
    - If a Slither decides to go carry do not worry, he is EASILY outcarried. Otherwise get magic armor and/or Shrunken Head.
    _________________________________________________

    [Chronos] .chronos .faceless void (1.0.9)

    Skill Build
    1 - Time Leap
    2 - Rewind
    3 - Time Leap
    4 - Curse of Ages
    5 - Time Leap
    6 - Chronofield
    7 - Time Leap
    8 - Curse of Ages
    9 - Curse of Ages
    10 - Curse of Ages
    11 - Chronofield
    12 - Rewind
    13 - Rewind
    14 - Rewind
    15 - Stats
    16 - Chronofield
    17 - Stats+

    Justification / Modifications:
    Escape, Nuke and Chase in one ability. Time Leap is superb and has to be maxed first. The first level of rewind gives you +10% chance to backtrack while each following level only gives 5%. Therefore we get that first level asap. Its much better than stats.
    After that Curse of Ages is maxxed to increase your Lane presence.

    Starting Items:
    Runes of Blight, Healing Potion, Logger's Hatchet, 3x Minor Totem

    Core:
    (Iron Shield >>) Lifetube >> Steamboots >> Runed Axe >> Elder Parasite

    Runed Axe is a very good staple item for Chronos. To get the most out of it build it asap. Get an Iron Shield if the lane is hard and you most likely also want an early Lifetube. Then build Steamboots and finish Runed Axe. If you have 3 or more hard carries on your team I strongly suggest you skip runed axe and go straight for Elder Parasite (because you will not have enough lanes/forest to farm with so many carries thus making Runed Axe a lot less effective).
    Also core (altough arguably) is Elder Parasite, giving you the very effective attack speed to steal agility and bash under Chronofield. Some prefer to get Elder Parasite before Runed Axe; I usually don't.


    After Core:
    Geometer's Bane >> Savage Mace >> Riftshards (>> Shrunken Head)

    Geometer's adds much needed survivability to this build.. If you see yourself dying too early in fights get a Shrunken Head earlier or go for a Behemoth's Heart. Shrunken is very situational (more so than on other heroes). Usually you can eliminate the main threat in your chrono field. Should you still get CCd/Nuked to fast after Chrono field you can consider Shrunken.

    Alternative Items:
    Charged Hammer: Attackspeed and damage. A popular choice, especially in pubs.

    Information
    Roles: Hard-Carry
    Properties: None
    Prefered Lane: Short
    Difficulty: 3 - Medium (There is a huge difference between Chronofield and well placed and timed Chronofield)
    Farming capabilities: 2 - Weak (Good Base Damage)
    Item dependancy: 5 - Very Heavy
    Power:
    - Early Game / Lane Control: 2 - Weak (Time Leap is pretty darn awesome)
    - Mid Game / Ganks: 1 - Very Weak (Needs a lot of farm)
    - Late Game / Team Fights: 5 - Very Strong (One of the most potent Carries)

    30-Seconds-Guide
    - This hero needs a lot of farm, and he is not very good at it. After the laning phase go to the lane pushed the least and ask your teammates to leave so you can "static farm" (farming while counter-pushing the lane to stay safe).
    - Try to place the Chronofield to trap your enemies right at the edge of the sphere. This way your melee allies can still attack them.
    - Always carry a Homecoming Stone when farming so you can Time Leap into the forest and TP out when you get ganked.

    Counters:
    - One Word: Barbed Armor. Chronos will instagib himself when he attacks you into Barbed Armor when he has Elder Parasite on.
    - Don't let him free-farm. It's not easy to gank him due to time leap but try to not let him solo farm a lane. Scaring him away is enough. A few coordinated ganks during the mid game will significantly hurt him. _________________________________________________

    [Madman] .madman (1.0.9)

    Skill Build
    1 - Stalk
    2 - Barel Roll
    3 - Stalk
    4 - Barell Roll
    5 - Barell Roll
    6 - Stalk
    7 - Barell Roll
    8 - Stalk
    9 - Berserk
    10 - Gash
    11 - Berserk
    12 - Gash
    13 - Gash
    14 - Gash
    15 - Stats
    16 - Berserk
    17 - Stats+

    Justification / Modifications:
    Stalk is nice for early Harassing and you won't be able to support the Mana for Barrel Roll early on. Thus we get Stalk 2 first. Later with Bottle and Power Supply you can Barrel Roll more often and the Mana Cost for Barrel Roll at level 1 and 4 are the same. This is why we max it first.
    As of 0.3.0 you can take Berserk as soon as you maxxed out Stalk and Barell Roll.

    Starting Items:
    Runes of Blight, Healing Potion, Mana Potion, Logger's Hatchet, 2x Minor Totem

    You can get a naked Bottle if you start solo mid. Lasthit into Harass a lot with Stalk if you do that.

    Core:
    Bottle >> Power Supply >> Steam Boots

    You need Bottle and Power Supply. Spamming his Spells make Madman such a dominant early and midgame hero. He has low mana and manaregen as you would expect from an agi hero so consider setting steamboots on int for now. Ghost Marchers are trash as you move much faster with stalk and they do break stalk slowing you down.

    After Core:
    1. Runed Axe is the most popular choice, especially in pubs. It solves a lot of your mana problems and allows you to easily farm up the rest of your carry gear.
    2. Shrunken Head is mandatory on Madman. In higher levels of play you will even get this before Runed Axe, but usually you will be fine to get it after.
    3. Whispering Helm and later Symbol of Rage is the next Item (consider some ancient stacking in between).
    4. Savage Mace is the late game dps item of choice due to synergy with your ult.

    Alternative Items :
    - Blood Chalice: With a healer in your team or even on babysit you should strongly consider this item on madman!
    - Hellflower solves all your mana problems you will ever have while providing a very useful debuff for Madman. You will see this item a lot in higher level play as it can take out a hero like Plague Rider or Soulstealer before they get off their ultimate. Or to counter a Shrunken Head.

    Information
    Roles: Hard-Carry, Ganker
    Properties: None
    Prefered Lane: Any. Solid mid.
    Difficulty: 3 - Medium
    Farming capabilities: 4 - Good
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 4 - Strong (His spells are excellent for harrassing...)
    - Mid Game / Ganks: 4 - Strong (... and for farming purposes)
    - Late Game / Team Fights: 5 - Very Strong (Capable Hard-Carry if well farmed)

    30-Seconds-Guide
    - Stalk behind the target and auto attack for 2-3 hits until they're on the side, barrel roll, animation cancel till you're in front. Stalk should be up by then. Rinse and repeat.
    - Once one of the teams initiates, you should focus on rolling their whole team with a BR to start, and then Berserk and beat on whatever INT disabler/nuker is closest to you.
    - Use your ult early (before the fight/gank), it lasts very long.

    Counters:
    - Mana Battery/Power Supply has to be gotten early if laning against Madman.
    - Early to Mid Game his damage will be mostly magical. Later Physical. Barbed Armor is good if he goes for pure damage (Runed Axe into Savage Mace)
    _________________________________________________

    [Blood Hunter] .blood hunter .bloodseeker (1.0.9)


    Skill Build
    1 - Feast
    2 - Blood Crazy
    3 - Feast
    4 - Blood Sense
    5 - Feast
    6 - Hemorrhage
    7 - Blood Sense
    8 - Blood Sense
    9 - Blood Sense
    10 - Blood Crazy
    11 - Hemorrhage
    12 - Blood Crazy
    13 - Blood Crazy
    14 - Feast
    15 - Stats
    16 - Hemorrhage
    17 - Stats+

    Justification / Modifications:
    This build is for solo mid.
    If you start on a side lane swap the first two skills to get/prevent an early kill. The build is adaptable; usually feast 3 is enough, get feast 2 or 4 before you max out Blood Sense and Blood Crazy if it feels right.
    Also consider taking Blood Sense earlier against Invis Heroes.

    Starting Items:
    Runes of Blight, Logger's Hatchet, Iron Buckler

    Core:
    (Iron Shield >>) Marchers >> Mock of Brilliance >> Steam Boots

    Blood Hunter is a good hero to rush Mock. It synergizes well with feast and to a lesser extent with Blood Sense (chase down invis heroes). If the game feels hard you maybe wanna get Iron Shield and/or Steamboots before Mock or even 1-2 Bracelets.
    After the Core its a basic Agi Carry build.

    After Core:
    Frostbrun >> Shrunken Head >> Savage Mace >> Behemoth's Heart

    Frostburn looks like it is still the best choice even after the nerf. You might wanna test around with Geometer's instead if you don't like Frostburn.

    Alternative Items:
    Codex: A popular choice in pubs. It works fairly well in midgame but severely hurts your lategame carry potential.

    Information
    Roles: Carry, Ganker
    Properties: None
    Prefered Lane: Solo Mid
    Difficulty: 2 - Easy (Last Hitting is very important)
    Farming capabilities: 2 - Weak (Feast helps somewhat)
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 4 - Strong (Weak harassing, but excellent staying power and superior Last Hitting)
    - Mid Game / Ganks:4 - Strong(Good Ganker)
    - Late Game / Team Fights: 3 - Medium (Not a true Hard-Carry. But capable if farmed.)

    30-Seconds-Guide:
    - You have to gank with Blood Hunter. If you play mid, its the only reason you are there. Gank whenever your ult is up.
    - You can take out the ancient creeps very early with Blood Crazy and you can generally go jungling pretty good from level 5 on.
    - When ganking always decide wheter to use Blood Crazy as a damage amplifier or as a silence; depending on the heroes you are ganking.
    - When taking out a tower or a barracks, it is always a great idea to use Blood Crazy on yourself. The increase in damage is essential in maximizing potential tower kills.
    - Oh and please go gank with Blood Hunter!

    Counters:
    - Facing BH solo mid is one of the toughest things in HoN. Chances are you will not be able to out-cs him and fall behind quickly. Harassing won't solve the problem. There are 2 solutions:
    1. Put two players mid. This will shut him down for good.
    2. Call for ganks.
    - Heroes that can compete with BH in mid (mostly melee heroes): Pebbles, Blacksmith, Zephyr, Legio, Predator, Chronos, Deadwood and Soulstealer (Burst Nukes).
    - If he is not overfed his power will decline after the midgame.
    - Don't always stand still when he ults you. Sometimes you have to run to survive!

    _________________________________________________


    [Arachna] .arachna .spider (1.0.9)


    Skill Build
    1 - Webbed Shot
    2 - Harden Carapace
    3 - Webbed Shot
    4 - Precision
    5 - Webbed Shot
    6 - Spider Sting
    7 - Webbed Shot
    8 - Precision
    9 - Precision
    10 - Precision
    11 - Spider Sting
    12 - Precision
    13 - Harden Carapace
    14 - Harden Carapace
    15 - Stats
    16 -Spider Sting
    17 - Stats+

    Justification / Modifications:
    This is the "classic" rather defensive build for her. One level of Harden Carapace is taken early to remove debuffs. If you face pure physical heroes, delay Carapace. If facing heavy nukers max Harden Carapace directly after Webbed shot, delaying Precision. If laning mid versus a good last-hitter like CD you should max Precision over Webbed Shot.

    Starting Items:
    Runes of the Blight, Healing Potion, 2x Duck Boots, 2x Minor Totem

    Core:
    Marchers >> Soulscream Ring >> Soulscream Ring >> Ghost Marchers

    Her Core is relatively small, the reason being you can divert into different builds after it. Steam Boots are also very viable on her!

    After Core:
    Geometer's Bane >> Savage Mace>> Shrunken Head >> Symbol of Rage >> Wingbow

    Alternatives:
    Shrunken Head can be gotten earlier against Magic Heavy Lineups.
    Also, you can build an Assassins Shroud at any point after the core if you really feel the need for it.
    Portal Key: For the pure ganky style of play. Best with Ghost Marchers and 3 Soulscream Rings.
    Shieldbreaker: Good Synergy with her ultimate and nice item in general; but provides no survivability. It is better the earlier you can get it.

    Information
    Roles: Carry, Ganker
    Properties: None
    Prefered Lane: Short/Mid (vulnerable on long)
    Difficulty: 3 - Medium (Orb-Walking, Kinda squishy, feed warning for new players)
    Farming capabilities: 2 - Low (Nice attack animation, no farming spells tho)
    Item dependancy: 5 - Very Heavy
    Power:
    - Early Game / Lane Control: 4 - Strong (Good Harassing, but fragile)
    - Mid Game / Ganks: 3 - Medium (Reliant on ult to get kills (unless fed ofc))
    - Late Game / Team Fights: 4 - Strong (Capable Hard-Carry)

    30-Seconds-Guide:
    - Arachna is a very squishy hero; you will need some kind of devensive items.
    - You are easy to get ganked. Make sure wards are up when farming; if not buy some yourself.
    - Spider Sting is a very, very powerful ability at the moment, it has the potential to do more damage than Pyromancer's ultimate with Staff of the Master. On 0 armor the Spiderling is doing 1225 damage.
    - The Spiderling is extremely hard to kill by 1 hero alone, with 2 heroes the Spiderling will probably only get 3 attacks off before it dies. Early game you should use Spider Sting to get hero kills, never use it if you think your enemy can make it to their tower.
    - Also use Spider Sting to escape Ganks.
    - If the enemy team has multiple slows/holds wait for them to be applied before you use Carapace. Don't use it too early.

    Counters:
    Homecoming Stone.

    Replays:
    - Match 28109455 (Solo Mid vs Blood Hunter, semi-defensive build)
    _________________________________________________

    [The Dark Lady] .the dark lady.dark lady .dl .lady (1.0.9)


    Skill Build
    1 - Charging Strikes
    2 - Taint Soul
    3 - Taint Soul
    4 - Dark Blades
    5 - Taint Soul
    6 - Cover of Darkness
    7 - Dark Blades
    8 - Charging Strikes
    9 - Charging Strikes
    10 - Dark Blades
    11 - Cover of Darkness
    12 - Dark Blades
    13 -Charging Strikes
    14 - Taint Soul
    15 - Stats
    16 - Cover of Darkness
    17 - Stats+

    Justification / Modifications:
    Her build is very flexible. The one suggested is good if you have the upper hand on your lane, being able to slow and nuke.
    If you dont have the upper hand I suggest only getting 1 level of Taint Soul an maxxing Dark Blades and Charging Strikes first. You can also delay the second level of Cover of Darkness to level 14.

    Starting Items:
    Runes of the Blight, Healing Potion, Logger's Hatchet, 3x Minor Totem

    Core:
    Power Supply >> Sustainer >> Steam Boots >> Soulscream Ring >> Runed Axe

    Power Supply is strongly recommended.
    Runed axe will help your mana problems while being a great item on her in general.


    After Core:
    Shrunken Head >> Harkon's Blade >> Wingbow >> Riftshards

    If you can live without Lifesteal, I strongly recommend Harkon's Blade. It is a devastating Item on her.

    Alternative Items:
    - Blood Chalice: When babysat by a healer.

    Information
    Roles: Hard-Carry
    Properties: None
    Prefered Lane: Short
    Difficulty: 4 - Hard
    Farming capabilities: 2 - Weak (Has some farming power in her spells, especially later)
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 2 - Weak (Some harassing possible)
    - Mid Game / Ganks: 2 - Weak (Starts picking up after 1st big core item)
    - Late Game / Team Fights: 4 - Strong (Still one of the best and least situational (read: as long as the timing is correct you can use it in every situation) ults in the game)

    30-Seconds-Guide:
    - Dark Blades + Charging Strikes will silence all enemies in the line.
    - If you are losing the lane and get zero farm consider leaving taint soul at 1 and use it for last hitting. Max Charging Strikes instead to get a cheap/low cd escape spell.

    Counters:
    - Dark Lady takes off as soon as she gets runed axe. Delay that point as long as possible. Gank her, Push her off the lane, Deny any kind of Free Farm.
    - A farmed up Dark Lady is possibly the strongest hero in the game. But it is pretty easy to stop her from getting overfarmed, always keep an eye on her. She is pretty weak early and mid game.
    - Nullfire Blade can purge the Dark Blades as well as the Attackspeed buff off her. Use it right after she Charges in.
    - Once she is farmed only a Barbed Armor and Nullfire Blade will really help.
    Last edited by Newti; 08-18-2010 at 07:36 AM.
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  4. #4
    [Soulstealer] .ss .soulstealer .shadow fiend .sf (1.0.9)


    Skill Build
    1 - Soulsteal
    2 - Demon Hand
    3 - Soulsteal
    4 - Demon Hand
    5 - Demon Hand
    6 - Soulsteal
    7 - Demon Hand
    8 - Soulsteal
    9 - Soul Burst
    10 - Stats
    11 - Soul Burst
    12 - Stats
    13 -Stats
    14 - Stats
    15 - Stats
    16 - Soul Burst
    17 - Dread
    18 - Dread
    19 - Dread
    20 - Dread
    21 - Stats+

    Justification / Modifications:
    Soulsteal early to rack up lasthit/deny damage. Demon Hand is useful from level 5+. Ulti is gotten at 9 since you usually won't gank before that level.

    Starting Items:
    2x Runes of the Blight, 2x Duck Boots, 2x Minor Totem

    //Disclaimer: With the recent changes to Soulstealer's Ultimate it is debatable if Portal Key is still the way to go. Recently we see Soulstealer skip it and go for more dps oriented Items right away. I list both builds and recommend trying the new-school approach.

    Core:
    Bottle >> Steamboots

    Instead of Steamboots you can also get Post Haste. I am a fan of rushing Post Haste on Soulstealer. You will get them as early as level 9, allowing you to teleport from lane to lane, farming it up with demon hand. Don't get them tho if you have 3 or more carries.

    "Old-school Build":
    Portal Key >> Shrunken Head >> Geometer's Bane >> Wingbow >> Frostwulf Skull

    In some games you can get Geobane before Shrunken Head.


    "New-school Build":

    Geometer's Bane >> Frostwulf Skull >> Shrunken Head >> Wingbow

    It is possible to get Shrunken earlier but Geobane and Skull provide excellent survivability already.

    Information
    Roles: Carry, Initiator
    Properties: Nuker, Pusher
    Prefered Lane: Solo mid.
    Difficulty: 4 - Hard (Nukes are a bit trick and the ultimate needs perfect positioning)
    Farming capabilities: 5 - Excellent (A full creep wave for 150 mana. Fully stacked neutral camps for 225 Mana. Best farmer there is for early and mid game.)
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 4 - Strong (Incredibly Strong Nukes for the low Manacost)
    - Mid Game / Ganks: 4 - Strong (THE best farmer in midgame, powerful ult)
    - Late Game / Team Fights: 4 - Strong (Solid carry due to his farm, very good pusher)

    Noteable +/- and synergies:

    + good pusher
    + best farmer
    + good in every game phase

    30-Seconds-Guide:
    - From the point you reach level 7 until minute 35 you can kill a full creep wave with two Demon Hands. Use this a LOT to farm your items.
    - When using your ultimate you have to stand as close as possible to your enemy. This is imperative! For maximum damage shroud/blink right on top of them.
    - In early game use Demon Hand when your enemies get too close to the creeps. Demon Hand is in general a very good harassing spell if you can aim with it (practice is key).

    Counters:
    - SS is a very strong mid. He has a slow start but "takes off" once he racks up some souls (last hits). Send a hero with High Base damage and/or good attack animation against him. Pebbles, Corrupted Disciple, etc.
    - He is very voulnerable to ganks in mid. Low HP pool and no escape spells. Consider calling for ganks.
    - Don't let him get rune control. If he can constantly refill his bottle he is very hard to deal with!
    - As soon as he has Assassins Shround pick up Wards of Revelation and drop them as you push towers (this wins games).
    - If you are low HP don't run away from him in a straight line.
    _________________________________________________

    [Zephyr] .zephyr .party bird (1.0.9)


    Skill Build
    1 - Cyclones
    2 - Gust
    3 - Cyclones
    4 - Gust
    5 - Cyclones
    6 - Typhoon
    7 - Cyclones
    8 - Gust
    9 - Gust
    10 - Wind Shield
    11 - Typhoon
    12 - Wind Shield
    13 - Wind Shield
    14 - Wind Shield
    15 - Stats
    16 - Typhoon
    17 - Stats+

    Justification / Modifications:
    One level of wind shield can be taken early as it is passive and the first level provides significantly more than the following levels. Get this if you get early marchers and need to chase.
    Then Max cyclones and Gust first. Generally i max Gust first if I am with a stunner. Cyclones otherwise. Typhoon is now good and taken whenever you can.

    Starting Items:
    1x Healing Potion, 1x Logger's Hatchet, 1x Iron Buckler

    Core:
    (Iron Shield >>) Life Tube >> Helm of the Black Legion >> Ghost Marchers >> Mock of Brilliance

    Zephyr, being a very strong tank, is a good choice for Mock. Unlike other chars you can't rush it naked however. You will need at least Hotbl and some Boots first. Due to your excellent farming abilities you will still have your Mock pretty early tho (Min 25 Ghost Marchers, Hotbl and Mock is easy possible). You can get Plated Greaves instead of Ghost Marchers if they feauture a lot of physical damage or armor reduction.

    After Core:
    Barrier Idol >> Frostburn OR Frostwulf Skull >> Behemoth's Heart >> Daemonic Breastplate

    The rest is standard tank/carry build. I prefer Skull over Frostburn but either is fine.

    Alternatives:
    - Against heavy phyiscal lineups try going Plated Greaves, Hotbl, Daemonic Breastplate and be immortal.

    Information
    Roles: Hard-Carry, (Initiator)
    Properties: Tank, Pusher
    Prefered Lane: Any (Can solo mid and can also jungel from level 1)
    Difficulty: 2 - Easy (Requires last hitting skills and Gust is a bit tricky to use but he is very hard to shut down)
    Farming capabilities: 5 - Excellent (Probably the best amongst melee carries)
    Item dependancy: 5 - Very Heavy
    Power:
    - Early Game / Lane Control: 4 - Strong (good lane staying power with cyclones, easy to farm early on, decent jungler from level 1 on)
    - Mid Game / Ganks: 3 - Medium (Needs farm to become effective)
    - Late Game / Team Fights: 5 - Very Strong (Carries hard if properly farmed)

    Noteable +/- and synergies:

    + excellent pusher

    30-Seconds-Guide:
    - When you have cyclones up, you can use pathblocking to prevent an enemy from reaching his tower, doing more damage than just rightclicking.
    - If you use a homecoming stone you will lose all cyclones, keep that in mind.
    - Gust has a lot of different uses. Always think about all the possibilities before using it.
    - When cyclones expire, the oldest will expire first (thats a good thing)
    - If you are at max cyclones always consume one before you do a last hit. The oldest cyclone will be consumed.

    Counters:
    - It is very very hard to deny Zephr farm (unlike with other carries). One way to limit it, is by warding his jungle and controlling the lanes.
    - Don't engange him in melee when he has all 8 cyclones up unless you are 5 vs 1.
    - Get a Barbed Armor and turn it on when standing in his ulti. (If 2 or more people do this he will kill himself with his ult).
    - Barrier Idol helps to counter his ult.
    - Also consider Tablet of Command to jump out of Typhoon.
    _________________________________________________

    [Andromeda] .andromeda .vengeful spirit (1.0.9)


    Skill Build
    1 - Comet
    2 - Stats
    3 - Comet
    4 - Aurora
    5 - Comet
    6 - Void Rip
    7 - Comet
    8 - Aurora
    9 - Aurora
    10 - Aurora
    11 - Void Rip
    12 - Dimensional Link
    13 - Dimensional Link
    14 - Dimensional Link
    15 - Dimensional Link
    16 - Void Rip
    17 - Stats+

    Justification / Modifications:
    Straightforward build. You can leave Comet at 1 and go for Aurora + Link early for a more teamfight/teamgank oriented build (i've seen it in some high level games recently).

    Lane Starting Items:
    Monkey Courier/Wards, 2x Runes of the Blight, 2x Mana Potion, 2x Minor Totem

    Core:
    Marchers >> Power Supply >> Striders >> Fortified Bracelet >> Wards >> Wards

    One or two Bracelets and Power Supply for stats allow more spamming of Comet and Aurora, Striders for imba roaming. Always get wards, its your highest Item priority. You can get a Bottle if you feel the need for it or if there are few Bottles on other heroes, but don't take away the runes from your mid-laner.

    After Core:
    Staff of the Master >> Portal Key (>> Nullfire Blade)

    This stuff is luxury. You should not have much gold since you are warding and constantly roaming. It's not uncommon for an Andromeda to finish a 30+ minute game with nothing more than 2 Bracelets and Boots.
    That being said, SotM and Portal Key are your two most useful items after the core. Get a Nullfire at any point if your team needs to counter Jeraziah, Hellbringer, Hammerstorm or Dark Lady.

    Information
    Roles: Support, Ganker, Initiator
    Properties: Roamer, Nuker, Disabler, Babysitter, Anti-Carry
    Prefered Lane: long / short
    Difficulty: 2 - Easy
    Farming capabilities: 2 - Weak
    Item dependancy: 2 - Low
    Power:
    - Early Game / Lane Control: 4 - Strong (Comet)
    - Mid Game / Ganks: 4 - Strong (Good Initiator and Anti-Carry Hero, Very Good at ganking and roaming)
    - Late Game / Team Fights: 2 - Weak (Late game her job is to single out and swap their carry)

    30-Seconds-Guide:
    - Gank a lot! That's your primary task. Let your carries get the kills if possible.
    - Once you get Portal Key you can queue it up after Void Rip to teleport right back to your allies.
    - You are responsible to keep wards up at all times. Delay your items to buy wards.

    Counters:
    - Most Andromedas will play the roamer/supporter style described here. Gankers are best countered with vision, map- and rune control -> Wards.
    - If you are facing a Carry-Andro get some armor and you should be fine. She is outcarried by almost every other carry in the game.
    _________________________________________________

    [Valkyrie] .valkyrie .potm .priestress of the moon (1.0.9)


    Skill Build
    1 - Courageous Leap
    2 - Javelin of Light
    3 - Call of the Valkyrie
    4 - Call of the Valkyrie
    5 - Call of the Valkyrie
    6 - Javelin of Light
    7 - Call of the Valkyrie
    8 -Javelin of Light
    9 - Javelin of Light
    10 - Valkyrie's Prism
    11 - Valkyrie's Prism
    12 - Courageous Leap
    13 - Courageous Leap
    14 - Courageous Leap
    15 - Stats
    16 - Valkyrie's Prism
    17 - Stats+

    Justification / Modifications:
    Get Javelin of Light first (Leap second) if you plan to rune-gank. It's probably the strongest rune-ganking skill in the game.
    If you start pushing before level 10, get Valkyrie's Prism earlier.

    Lane Starting Items:
    2x Runes of the Blight, 2x Duck Boots, 2x Minor Totem

    Core:
    Bottle >> Marchers >> Power Supply >> Steam Boots >> 1-2x Soulscream Ring

    Ghost Marchers are viable too, as positioning is very important for her. Also you should be able to quickly close in after an arrow. Ghost Marchers favor ganking while Steam Boots favor carrying.
    The easier the game the fewer Rings you will need.

    After Core:
    (Nullfire Blade >>) Geometer's Bane >> Charged Hammer >> Whispering Helm >> Riftshards >> Symbol of Rage

    Get a Nullfire ASAP if your team needs to counter Jeraziah, Hellbringer, Hammerstorm or Dark Lady. Otherwise go for the listed semi-carry/carry build.

    Information
    Roles: Carry, Ganker, Initiator
    Properties: Disabler, (Nuker)
    Prefered Lane: Any. Can solo Mid, or side preferably paired with another disabler
    Difficulty: 4 - Hard (Arrows...)
    Farming capabilities: 3 - Decent (Call helps a lot)
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 3 - Medium (very dangerous arrow stuns, heavy nuke)
    - Mid Game / Ganks: 4 - Strong (Extremely Strong Ganker, can control the game from mid lane)
    - Late Game / Team Fights: 3 - Medium (Can be 4 - Strong if she dominated the midgame, her ultimate is amongst the best initiation)

    30-Seconds-Guide:
    - If you have problems hitting your Javelin, wait for someone else on your team to cast a disable, then throw the Javelin at the non-moving target.
    - Valkyrie's Prism is a very strong initiation, escape and counter-gank tool. But the Priority is on initiation, especially if you are lacking other good sources of it.
    - Use Call of the Valkyrie (once it's level 3+) to punish enemy melee heroes if they go in melee range of the creep waves.
    - Especially if you play in mid: Gank a lot!

    Counters:
    - Valkyrie is VERY hard to counter. 2 Escape Spells, high physical and magic damage, long range/duration disable. Hero-wise the best counters are stunners and disablers.
    - Item-wise i suggest you carry Dust. Don't bother with armor or anything like that, it will not help much.
    - Even when heavily farmed a Valk is still relatively squishy. The best counter is to focus her when possible.
    _________________________________________________

    [Engineer] .engineer (1.0.9)


    Skill Build
    1 - Steam Turret
    2 - The Keg
    3 - Steam Turret
    4 - The Keg
    5 - Steam Turret
    6 - Energy Field
    7 - Steam Turret
    8 - The Keg
    9 - The Keg
    10 - Tinker
    11 - Energy Field
    12 - Tinker
    13 - Tinker
    14 - Tinker
    15 - Stats
    16 - Energy Field
    17 - Stats+

    Justification / Modifications:
    I didn't play the new engi but this seems to be the most popular build for him atm. Turret for insane dmg and farming, Keg for obvious reason. You can grab 1 level of Tinker early to farm catas.


    Lane Starting Items:
    Healing Potion, Runes of the Blight, 2x Duck Boots, 2x Minor Totem

    Core:
    Marchers >> Power Supply >> Soulscream Ring >> Ghost Marchers >> Frostwulf Skull

    Power Supply is pretty strong as your combo will need a lot of burst mana. Also just a few Charges will allow you to cast a Keg with 0 mana. Ghost Marchers are good for a gank-oriented playstyle.

    After Core:
    Portal Key >> Shrunken Head >> Charged Hammer

    Portal Key for good ulti placements and eventually a Shrunken Head as you should be initiating.

    Alternative Items:
    - Tablet of Command: Pretty neat to push enemies through your energy field and a good item overall. I suggest replacing PK with it and getting it before Skull if you wanna go for it.

    Information
    Roles: Semi-Carry, (Initiator)
    Properties: Disabler
    Prefered Lane: Any
    Difficulty: 3 - Medium (Not as trivial as it might seem)
    Farming capabilities: 3 - Decent
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 3 - Medium (Good attack animations but low damage. Keg is very annoying.)
    - Mid Game / Ganks: 4 - Strong
    - Late Game / Team Fights: 5 - Very Strong (Scales incredibly well with Turret. Ulti remains gamebreaking.)

    30-Seconds-Guide:
    - Your basic combo at leevl 14+ if an enemy is in range: Throw down a turret, use Energy Field and then cast Keg to push the enemy inside the energy field while keeping him in range of the turret. If he already is inside wait for him to run out, then Keg him back in. If he fights, Keg him out at ~30% hp.
    - Energy Field has a low cooldown, use it every fight!
    - Throw down a turret before casting Keg if the Mana allows it.
    - Optinonal: Having Tinker maxed (4) over Keg (1) makes Keg very spammable.

    Counters:
    - With Shrunken Head on you can ignore Energy Field. If you play a carry get Shrunken Head versus Engi. (Not that it is only good against him...)
    - Don't let yourself get kegged into an enemy tower. This is very dangerous early game!
    - Level 1 Turret only has 500 attack range (increasing by 50 every level). Quite a few heroes have 550 or 600 attack range and thus can take out level 1-2 turrets without getting hit. Easy Money.
    _________________________________________________

    [Corrupted Disciple] .corrupted disciple .cd .razor (1.0.9)


    Skill Build
    1 - Electric Tide
    2 - Static Discharge
    3 - Electric Tide
    4 - Static Discharge
    5 - Electric Tide
    6 - Overload
    7 - Electric Tide
    8 -Corrupted Conduit
    9 - Static Discharge
    10 - Static Discharge
    11 - Overload
    12 - Corrupted Conduit
    13 - Corrupted Conduit
    14 - Corrupted Conduit
    15 - Stats
    16 - Overload
    17 - Stats+

    Justification / Modifications:
    Swap Static Discharge with Corrupted conduit if you go mid and fight a melee hero or an auto-attack reliant ranged hero such as Arachna, Engineer, Blood Hunter, ...
    I suggest to always get one level of Conduit, latest at level 8 for the vision bufff.

    Lane Starting Items:
    2x Runes of the Blight, 2x Mana Potion, Duck Boots, 3x Minor Totem

    "Tank" build:

    Core:
    Bottle >> Ghost Marchers >> Power Supply

    Bottle is especially important if playing mid, you can skip it on the sidelanes. Get Power Supply in any case however.
    Boots can be replaced by Steam or even Plated. Striders look bad on him.

    After Core:
    (Shaman's Headdress >>) Geometer's Bane >> Shrunken Head >> Wingbow >> Symbol of Rage

    Some consider Headdress core, I say its situational. If you get it, upgrade it to Barrier Idol later. Geometer's is a soild all-round choice.
    Consider Nullfire Blade after the Core if you need to Counter Hellbringer, Hammerstorm or Dark Lady.

    Alternative Items:
    - Mock of Brilliance: He is a decent Mock Hero, but needs Hotbl first. I consider this build inferior tho and only recommend it in pubs where you get a lot of freefarm.

    Newschool "Carry" build:

    This build got **** on with the frostburn nerf. I don't recommend it anymore.

    Core:
    Bottle >> Ghost Marchers >> Power Supply >> Mystic Vestments >> Frostburn

    Bottle if mid, then rush Ghost Marchers for insane chasing power. Usually this build is combined with Corrupted Conduit > Static Overload. Cast conduit and chase down your enemy.
    You can squeeze in a Soulscream Ring if you want to. Also don't underestimate those Mystic Vestments!
    Frostburn is the dps item of choice because of Slow, movespeed, etc.

    After Core:
    Whispering Helm >> Wingbow >> Symbol of Rage

    Consider
    Nullfire Blade after the Core if you need to Counter Hellbringer, Hammerstorm or Jeraziah.

    A lot of different builds have been seen lately. They tend to branch off in either a tank or dps heavy build.
    Combinations of the two builds are possible but don't get lifeleech with a tank build.


    Information
    Roles: Carry
    Properties: Tank
    Prefered Lane: Any
    Difficulty: 3 - Medium (Know when to tower dive and chase)
    Farming capabilities: 3 - Decent
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 4 - Strong (Tide is a very strong harass)
    - Mid Game / Ganks: 5 - Very Strong (Excellent Chaser and Tower diver, one of the best Midgame Carries)
    - Late Game / Team Fights: 4 - Strong (Can carry. Good Tank and Damage Dealer)

    Noteable +/- and synergies:
    + Strong throughout the whole game
    + Doesn't require a lot of farm to carry, one of the few carries who rely heavily on their skills instead of auto attacks

    30-Seconds-Guide:
    - Tide is an exceptionally strong harass if properly used (Try to catch the enemy Hero on the outer edge of the circle). On Corrupted Disciple it's worth it to whore the Bottle with a courier (send the courier to refill it) if you don't have rune control.
    - Corrupted Disciple is one of the best tower divers. He will complete Hotbl very fast and should then lead assaults/ganks beyond the enemy lines, drawing the tower fire on him.
    - Gank a lot, especially when playing mid and picking up runes. Your level 7 Wave + Overload is devastating and will not rarely net you a double kill when ganking from mid.

    Counters:
    - Very, Very hard to counter. High physical and magic damage so neither armor nor magic armor will really help.
    - Ghost Marchers can help to not get chased down so easily but don't get Ghost Marchers just because they have CD.
    - Homecoming Stones are a solid counter when he casts Conduit on you (similar to arachna) as he cannot stun.
    - Deny him Runecontrol.
    Last edited by Newti; 08-18-2010 at 07:38 AM.
    My Premium All Hero Guide: http://forums.heroesofnewerth.com/sh...ad.php?t=64274
    Complete Guides for all 66 Heroes with Skill- and Itembuilds, General Information, Gameplay hints, Ingame Mod and much more! Updated for 1.0.2!


  5. #5
    [Sand Wraith "The Forgotten One"] .sand wraith .sw .spectre (1.0.9)


    Skill Build
    1 - Desert's Curse
    2 - Dissipate
    3 - Desert's Curse
    4 - Dissipate
    5 - Desert's Curse
    6 - Mirage
    7 - Desert's Curse
    8 -Dissipate
    9 - Dissipate
    10 - Deserted
    11 - Mirage
    12 - Deserted
    13 - Deserted
    14 - Deserted
    15 - Stats
    16 - Mirage
    17 - Stats+

    Justification / Modifications:
    Dissipate is generally favored over Deserted. Only if you have complete lanecontrol you should switch them up.

    Lane Starting Items:
    1x Runes of the Blight, 1x Healing Potion, Logger's Hatchet, Duck Boots

    Core:
    (Iron Shield >>) Lifetube >> Steam Boots >> Helm of the Black Legion

    Iron Shield can be skipped if the game goes easy.

    After Core:
    Nullfire Blade >> Mock of Brilliance >> Frostwulf Skull >> Behemoth's Heart >> Barbed Armor >> Riftshards

    Heart and Barbed Armor to make sure no one can kill you without dying first. Skull + Ulti = Win. Mock can be skipped in favor of a faster Skull.

    Alternative Items:
    You can rush a naked Mock in pubs which will allow you to farm the rest much faster. In higher level games it is NOT recommended!

    Information:
    Roles: Hard Carry, Initiator
    Properties: Tank
    Prefered Lane: Short
    Difficulty: 3 - Medium
    Farming capabilities: 1 - Poor
    Item dependancy: 5 - Very Heavy
    Power:
    - Early Game / Lane Control: 1 - Poor
    - Mid Game / Ganks: 2 - Weak (Ulti starts to becoma a viable tool)
    - Late Game / Team Fights: 5 - Very Strong

    Noteable +/- and synergies:
    - Requires a lot of farm, turtle strat

    30-Seconds-Guide:
    - Your ultimate allows you to farm ALL THE TIME. This is what separates Sand Wraith from most carries. If a teamfight is happening just activate Mirage and you are right in the middle of it.
    - Always Carry a TP!! When getting ganked while farming throw out a Desert's Curse (doesn't matter if it hits anything) and walk straight into the forest where they can't follow you. Then TP to another lane and continue farming.

    Counters:
    - It's rather hard to deny her farm as she can almost always escape. If you gank her bring 2 or more players and some disables.
    - If she is becoming a threat buy a barrier idol to counter her Dissipate (and Mock).
    - If she ults on you, instantly use a Homecoming stone if you can't kill her. She can't cancel it.
    _________________________________________________

    [Forsaken "The Slut" Archer] .forsaken archer .fa (1.0.9)


    Skill Build
    1 - Call of the Damned
    2 - Crippling Volley
    3 - Crippling Volley
    4 - Call of the Damned
    5 - Crippling Volley
    6 - Piercing Arrows
    7 - Crippling Volley
    8 - Call of the Damned
    9 - Call of the Damned
    10 - Stats
    11 - Piercing Arrows
    12 - Stats
    13 - Stats
    14 - Stats
    15 - Stats
    16 - Piercing Arrows
    17 - Split Fire
    18 - Split Fire
    19 - Split Fire
    20 - Split Fire
    21 - Stats+


    Justification / Modifications:
    Get Crippling Volley first if you feel confident in Rune Ganking, but Call allows for lane domination from level 1.
    Three seconds not-so-rape-anymoreskeletons! ((

    Lane Starting Items:
    Runes of the Blight, Healing Potion, 2x Duck Boots, 2x Minor Totem

    Core:
    Power Supply >> Steamboots >> 1-2x Soulscream Ring

    Post Haste is a viable alternative to Steamboots.

    After Core:
    (Nullfire Blade >>) Shieldbreaker >> Shrunken Head >> Charged Hammer >> Wingbow

    Get a Nullfire after core if your team needs to counter Jeraziah, Hellbringer, Hammerstorm or Dark Lady (or if you feel uncomfortable with her stun delay).
    The rest is basic carry stuff.

    Sidenote: You can rush Whispering Helm directly after core and start ancient stacking. By the time you hit level 11 you should have a decent stack which you can farm VERY EASY with your level 2 ultimate. I had some good results using this strategy, feel free to try it.
    Skip Shieldbreaker if you do this and either go for Shrunken oder Thunderclaw first.

    Alternative Items:
    - Assassin's Shroud is good on her as she has no real means of escaping while being squishy. Get it if you can reliably escape with it. NOTE: Enemies will see where you are running as long as you have skellies following you. So use Call of the Damned before you invis.
    - Savage Mace adds the 100 damage proc to ALL arrows when split firing.
    Note that both items offer no Survivabilty!
    - Alchemist's Bones can be gotten as early as Minute 6 and will pay for them relatively quickly. Can be sold later to make room.
    - Geobane: The new allstar item. Good on every hero .

    Information:
    Roles: Carry, Ganker
    Properties: Roamer, Pusher
    Prefered Lane: Any
    Difficulty: 2 - Easy
    Farming capabilities: 5 - Excellent
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 5 - Very Strong (Skellies and long duration disable)
    - Mid Game / Ganks: 4 - Strong (Very powerful ult in midgame)
    - Late Game / Team Fights: 4 - Strong (Stays strong if you keep the farm and level advantage, otherwise becomes sub-par to other carries)

    Noteable +/- and synergies:
    + Excellent Farmer / Pusher
    - No Escape ability

    30-Seconds-Guide:
    - A gank at level 7 With crippling Volley and Piercing Arrows + saved up skellies will often get you a kill.
    - Use Piercing Arrows together with an AoE disable (Tempest Ult, Keeper of the Forest Ult, ...) and/or when the enemy is trapped in a choke and can't avoid it by sidestepping.
    - Due to Piercing Arrows incredible range 1300) you can use it to finish off low hp runners if 1-2 ticks are enough.
    - Piercing Arrow deals 600/1200/1800 physical damage and is thus one of the most devastating abilities in the game.
    - Be careful with Piercing Arrows when the enemy team has one or more Barbed Armors.

    Counters:
    - The best mid vs. FA is Soul Stealer. He will get souls from her Minions and quickly outgrow her in base damage.
    - She is very squishy with no escape spells and thus very vulnerable to ganks.
    - Activating a Barbed Armor while standing in her ult will deal significant damage to her (if two people do it, she is pretty much dead).
    - During the laning phase keep killing her skeletons (if you have a ranged attack). Easy gold and less farm for her.

    _________________________________________________

    [Fayde] .fayde (1.0.9)


    Skill Build
    1 -Scythe Stance
    2 - Burning Shadows
    3 - Burning Shadows
    4 - Cull
    5 - Burning Shadows
    6 - Reflection
    7 - Burning Shadows
    8 - Cull
    9 - Cull
    10 - Cull
    11 - Reflection
    12 - Stats
    13 - Stats
    14 - Stats
    15 - Stats
    16 - Reflection
    17 - Stats+
    23 - Scythe Stance+

    Justification / Modifications:
    In my opinion Scythe Stance is superior to Shadow Stance since you want the ranged stun and melee nuke. Therefore you get 1 point into Scythe Stance right away and switch to that.
    Maxxing Burning Shadows over Cull is a matter of taste, but i prefer the ranged stun.
    Mid- & Lategame Stats is actually better than more points into Scythe Stance in almost every aspect.

    Lane Starting Items:
    Runes of the Blight, Healing Potion, Logger's Hatchet, 2x Minor Totem, Mana Potion

    Core:
    Bottle >> Marchers >> Power Supply >> Striders>> Soulscream Ring

    Even though she is a semi-carry, at heart she is a ganker. And she needs those ganking items. I sthink striders are pretty damn good on her! Time will tell.

    After Core:
    Geometer's Bane >> Nullfire Blade >> Wingbow

    Get a Nullfire first if your team needs to counter Hellbringer, Hammerstorm or Dark Lady.
    Geometer's to get some HP and burst damage after your ultimate.
    Nullfire for the Synergy with Geo and for the purge slow.

    Alternative Items:
    - Codex. Yep I said it. Codex might actually be good on her. I didn't test it yet, but it was good on pub Nerubian Assassin and thus it most likely will work on Fayde. Get it asap if you decide to get one at all.
    - Puzzle Box. Great burst damage and utility item. This is more of a pure ganking / support role instead of semi-carry. But it works well.

    Information:
    Roles: Ganker, Semi-Carry
    Properties: None
    Prefered Lane: Any
    Difficulty: 4 - Hard
    Farming capabilities: 3 - Medium
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 4 - Strong
    - Mid Game / Ganks: 5 - Very Strong
    - Late Game / Team Fights: 3 - Medium

    30-Seconds-Guide:
    - Use your items (Geobane, Codex, Puzzlebox) right after you open on an enemy with Reflection. Then stun, mana burn and chase if needed.
    - As far as I have seen her playstyle is similar to nerubian assasin from dota. Sneak up invis, unleash hell. Don't just use invis to escape, that is wasted potential. You should be ganking and not farming much.

    Counters:
    - Carry dust. When she ults use it to try and prevent her from escaping.
    - She is no carry, so you don't need to be too worried about her getting freefarm. Actually let her farm, thats better than having her roaming around.
    - As with any ganking hero, wards are a good counter. But do note she has invis and can sneak past wards.

    _________________________________________________

    [Flint Beastwood] .flint beastwood .sniper .dwarven sniper (1.0.9)


    Skill Build
    1 - Dead Eye
    2 - Flare
    3 - Flare
    4 - Dead Eye
    5 - Flare
    6 - Money Shot
    7 -Flare
    8 - Dead Eye
    9 - Hollowpoint Shells
    10 - Hollowpoint Shells
    11 - Money Shot
    12 - Hollowpoint Shells
    13 - Hollowpoint Shells
    14 - Dead Eye
    15 - Stats
    16 - Money Shot
    17 - Stats+

    Justification / Modifications:
    Flare is arguably the best nuke in the game and allows anything from farming, harassing, scouting, killstealing to tower sniping.
    Against certain lanes (like Polly/elec/etc) it is recommended to get Hollowpoint Shells at level 4.
    Dead Eye 3 is all you need early on. It allows for amazing harassing, tower sniping while not putting you out of XP range. (Dead Eye 4 will put you out of xp range if you don't move closer!)

    When playing solo mid you can opt to max out Dead Eye at level 7 along with Shells and place a ward on their ramp for uber harass.

    Lane Starting Items:
    Runes of the Blight, Healing Potion, 2x Minor Totem, 2x Duck Boots

    Core:
    Bottle >> Marchers >> Power Supply >> Striders OR Steam Boots >> Soulscream Ring

    Striders look pretty good on him. Time will tell if they are indeed better than the 200 hp + attack speed boost.

    After Core:
    Frostburn > Split up > Geometer's Bane >> Frostwulf Skull >> Shrunken Head

    Geobane and Frostwulf Skull are both excellent items on him that provide carry potential and survivability. One way to go is building a frostburn and then splitting it up once you got the items to make either Geo or Skull.

    Alternative Items:
    - Assassin's Shroud. I expect to see this a lot in pubs. It kind of solves his survivability problem and allows him to sneak up/chase more effectively but overall I would prefer Geobane. If you get this, opt for striders (imba speed in Shroud).

    Information:
    Roles: Carry, (Ganker)
    Properties: Pusher
    Prefered Lane: Any
    Difficulty: 2 - Easy
    Farming capabilities: 4 - Good
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 5 - Very Strong
    - Mid Game / Ganks: 4 - Strong
    - Late Game / Team Fights: 4 - Strong

    30-Seconds-Guide:
    - He is one of the most potent harasser in the game, even if you don't go for Shells/Dead Eye build.
    - At level 8 you can kill towers without getting hit. Some call it backdoor; I call it free money!
    - Unlike Scout's Marksman Shot Money Shot keeps the target revealed and can't miss unless the opponent dodges it (blink, turtle, etc.).
    - Keep your range. Once you got frostburn/skull it will be very hard to close in on you due to permastuns, slow and your insane range.


    Counters:
    - With 1.7 Str gain per level is is very squishy all game long (much like magebane). If he doesn't go for survivabilty (Shieldbreaker for example) punish it by focussing him!
    - Most of his damage will be physical but he has enough magic damage for neither armor nor magic armor to be a counter.
    - Try to sneak up close range where he is pretty helpless.
    - Once he has slow be aware as he can start sniping you from a very far distance and chances are you wont be able to escape.
    Last edited by Newti; 08-16-2010 at 11:08 AM.
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  6. #6


    [Blacksmith]
    .blacksmith .bs .ogre magi (1.0.9)


    Skill Build
    1 - Fireball
    2 - Flaming Hammer
    3 - Flaming Hammer
    4 - Fireball
    5 - Flaming Hammer
    6 - Fireball
    7 - Flaming Hammer
    8 - Fireball
    9 - Chaotic Flames
    10 - Frenzy
    11 - Chaotic Flames
    12 - Frenzy
    13 - Frenzy
    14 - Frenzy
    15 - Stats
    16 - Chaotic Flames
    17 - Stats+

    Justification / Modifications:
    This build gives you slightly higher DPS and better harass than maxing Fireball first and getting Chaotic Flames at 6.

    Lane Starting Items:
    Runes of the Blight, Healing Potion, 2x Mana Potion, 2x Minor Totem, Guardian Ring

    Solo Mid Starting Items:
    Logger's Hatchet, Iron Buckler, Healing Potion

    Core:
    (Bottle >>) Logger's Hatchet >> Power Supply >> Ghost Marchers >> Storm Spirit

    Get a Bottle Asap if you are mid, otherwise skip it. Ring of the Teacher can be completed at the outpost as an optional item if your laneparter also strongly benefits from it. Then get quick Ghost Marchers to be able to chase and escape.
    Now you need one big mana reg item. After the recent patches Storm Spirit has become far superior to Nomes in almost any situation, so I suggest you get Storm Spirit. Nomes can be an alternative.

    After Core:
    Sacrificial Stone >> Kuldra's Sheepstick >> Harkon's Blade >> Hellflower

    These four items can be gotten in any order. If you plan to rush Hellflower you can cut the Nome's Wisdom/Storm Spirit as Hellflower provides enough mana regen on its own. I prefer to go the order listed here. Sac Stone make you able to actually initiate team fights and tank a lot of damage. Harkon's makes you a force to be reckoned even in late game, and you easily have the mana to support it.
    Alternative Items include Behemoth's Heart and Frostfield Plate.

    Information:
    Roles: Supporter, Ganker, (Semi-Carry)
    Properties: Roamer, Disabler, Nuker
    Prefered Lane: Any (can solo mid)
    Difficulty: 2 - Easy
    Farming capabilities: 2 - Weak
    Item dependancy: 2 - Low
    Power:
    - Early Game / Lane Control: 4 - Good (Stun and slow, but high cost and cooldown)
    - Mid Game / Ganks: 4 - Good (Somewhat reliant on Multicast but still a great ganker)
    - Late Game / Team Fights: 3 - Medium (More of a supporter with frenzy... and mushrooms!)

    30-Seconds-Guide:
    - Gank a lot with Blacksmith, thats what he is best at!
    - Try to use Flaming Hammer before you stun. This will reduce their Magic Armor and greatly increase the damage they take from Fireball. If you have Harkon's try to hit them once for an additional -5 Magic armor and insta-gib fireballs!
    - Blacksmith does scale better into late game than almost any other int hero! This gives him a carry-like touch especially with Harkon's Blade and Frenzy.
    - Keep Frenzy up on all relevant targets. The cooldown is only 5 seconds while the duration is 30.
    - Looking for more hints? TOO BAD ITS ME BLACKSMITH!

    Counters:
    - Magic Amor. Shamans Headdress or even a Mystic vestments greatly reduces incoming damage.
    - NullStone absorbs one spell, and thats pretty much what blacksmith is... one spell on a stick.
    - Make sure you get some HP so he can't oneshot you.

    _________________________________________________

    [Nymphora] .nymphora (1.0.9)


    Skill Build
    1 - Nymphora's Zeal
    2 - Volatile Pod
    3 - Volatile Pod
    4 - Nymphora's Zeal
    5 - Volatile Pod
    6 - Teleport
    7 - Volatile Pod
    8 - Nymphora's Zeal
    9 - Nymphora's Zeal
    10 - Grace of the Nymph
    11 - Teleport
    12 - Grace of the Nymph
    13 - Grace of the Nymph
    14 - Grace of the Nymph
    15 - Stats
    16 - Teleport
    17 - Stats+

    Justification / Modifications:
    The most common build for Nymph 2.0
    If you go pure support or have some "broken" combo with Grace feel free to pick up some levels of it (usually at the expense of Zeal).

    Lane Starting Items:
    Monkey Courier or Wards, Mana Potion, 2x Crushing Claw, Minor Totem

    Core:
    (Power Supply >>) Marchers >> 2x Fortified Bracelet >> Wards of Sight

    Nymphora doesn't need primary stats for starting as she will babysit and not lasthit. More important for her is staying alive. With this starting build you get 133 extra HP and you can directly build into Bracelets.
    Get Power Supply depending on your lane, but now without Grace I think you should almost always get it.

    After Core:
    Wards of Sight >> Plated Greaves or Steam Boots

    -
    Astrolabe (Full Support Route)
    - Staff of the Master (If your game is coordinated enough to make use of it)
    - Kuldra's Sheepstick (Otherwise, or after one of the above)
    - Charged Hammer (For all those Carry-Nymph players :>)

    Get Plated Greaves only if no one else on your team does or if they have heavy armor reduction. Otherwise take Steam Boots on Strength. Keep buying wards as your Number 1 priority!
    Then chose one of the three listed items, depending on your/their lineup.
    (Example: If they have better carries go Astrolabe since you need to push early, otherwise prepare Sheepstick for the late game.)

    Information:
    Roles: Supporter, (Semi-Carry)
    Properties: Babysitter, Pusher
    Prefered Lane: Short/Long
    Difficulty: 3 - Medium (Keep a good overview in hectic battle situations)
    Farming capabilities: 4 - Good
    Item dependancy: 1 - Very low
    Power:
    - Early Game / Lane Control: 5 - Very Strong (Heal and Mana Restoration + Stun)
    - Mid Game / Ganks: 4 - Strong (Incredible Pushing- and Team-Staying Power)
    - Late Game / Team Fights: 2 - Weak (Heals lose effectiveness, squishy hero)

    Noteable +/- and synergies:
    Works best with a mana reliant carry (e.g. Madman) or heavy nuker (e.g. Pebbles)

    30-Seconds-Guide:
    - Start using Volatile Pod on level 3. Place it offensive to increase your lane dominance. Place it with your creeps at full hp or out of your creeps' range to not push the lane too much.
    - If not laning with a stunner use Volatile Pod right behind an enemy, then stun him as he is running away to ensure he takes the delayed damage.
    - ALWAYS keep Grace of the Nymph on cooldown! If no one else needs mana use it on yourself. Even at level 1 it restores more mana than it costs!
    - Use your Teleport Skill to countergank with an ally. This is very effective if played right!

    Counters:
    - Carry Nymphs are easily outcarried and they are very very squishy.
    - Always keep your ears open. If you hear the sound of some sparkling fearies, then Nymphora is trying to port near you (most likely behind you) and might bring some friends. React early!
    - Don't Forget not to stand in her Violate Pods (The green "flowers" that appear).
    _________________________________________________

    [Glacius] .glacius .crystal maiden .rylai crestfall (1.0.9)


    Skill Build
    1 - Tundra Blast
    2 - Chilling Presence
    3 - Chilling Presence
    4 -Ice Imprisonment
    5 - Chilling Presence
    6 - Ice Imprisonment
    7 - Chilling Presence
    8 - Ice Imprisonment
    9 - Ice Imprisonment
    10 - Glacial Downpour
    11 - Glacial Downpour
    12 - Tundra Blast
    13 - Tundra Blast
    14 - Tundra Blast
    15 - Stats
    16 - Glacial Downpour
    17 - Stats+

    Justification / Modifications:
    Max Ice Imprisonment over Tundra Blast as the Slow of Tundra Blast is the same across all levels. In some situations you maybe want to take Ice Imprisonment or Tundra Blast at level 1, then Chilling Presence at 2+3 (when not in an agressive lane). And i some lanes you maybe want to take Blast + Prison at level 1+2 (when in an agressive lane e.g. with swift).

    Lane Starting Items:
    Monkey Courier or Wards, Runes of the Blight, 2x Healing Potion, 2x Minor Totem

    Core:
    Power Supply >> Marchers >> 2x Fortified Bracelet >> Wards of Sight

    Don't be afraid to use a Healing Potion on your ally, that's why you got two in the first place (to save him the money). Power Supply is good on Glacius, also make sure you keep buying Wards as you probably have the lowest item dependency of all heroes!

    After Core:
    Wards of Sight >> Plated Greaves or Steam Boots >> Portal Key >> Shrunken Head

    Get Plated Greaves only if no one else on your team does or if they have heavy armor reduction. Otherwise take Steam Boots on Strength. Keep buying wards as your Number 1 priority!
    You don't need any more items than this. However, if you can farm up some gold while keeping up the wards then start working on your Shrunken Head and Portal Key for better Glacial Downpours.

    Information:
    Roles: Supporter
    Properties: Babysitter, Disabler
    Prefered Lane: Any
    Difficulty: 3 - Medium (Very Squishy)
    Farming capabilities: 2 - Weak
    Item dependancy: 0 - None
    Power:
    - Early Game / Lane Control: 5 - Very Strong (Slow and Disable, Global Mana reg)
    - Mid Game / Ganks: 3 - Medium (Loses effectiveness fast, not very good ult)
    - Late Game / Team Fights: 1 - Poor (even with items a pushover)

    3-Seconds-Guide:
    - Buy Wards
    - Place Wards
    - Buy new Wards

    Counter:
    - Wards of Revelation
    _________________________________________________

    [Thunderbringer] .thunderbringer .tb .zeus (1.0.9)


    Skill Build
    1 - Chain Lightning
    2 - Lightning Rod
    3 - Blast of Lightning
    4 - Blast of Lightning
    5 - Blast of Lightning
    6 - Lightning Storm
    7 - Blast of Lightning
    8 - Lightning Rod
    9 - Lightning Rod
    10 - Lightning Rod
    11 - Lightning Storm
    12 - Stats
    13 - Stats
    14 - Stats
    15 - Stats
    16 - Lightning Storm
    17 - Stats+
    22 - Chain Lightning+

    Justification / Modifications:
    Get one level of Chain Lightning early and use it to Last Hit and Harass at the same time (at level 2+).
    I don't bother with maxing Chain Lightning, but you can if you like to. By the time you get level 14 (lvl 4 CL) its kinda ineffective for farming already and i feel i get more from stats.

    Lane Starting Items:
    Upgraded Flying Courier, Runes of the Blight, 2x Mana Potion

    Core:
    Bottle >> (Power Supply >>) Marchers >> Talisman of the Exile >> Wards of Sight

    You don't need stats to start of as your lasthitting is pretty terrible anyways. Eiter drive the enemy back so you have free reign over the creeps or use level 1 Chain Lightning for Last Hitting as explained above. You can start with a naked bottle but imo it is a lot better to get the flying courier who can bring you mana potions and who can easily refill your bottle at the founain.

    After Core:
    Ghost Marchers >> Portal Key >> Staff of the Master >> Kuldra's Sheepstick

    Why Ghost Marchers? His Movespeed of 295 is among the slowest in the game. To gank he needs to come into range for his Blast. Also Blast has a very short cooldown and the boots allow you to effectively chase someone for that last cast. And finally the +damage helps your farming a lot more than attack speed.
    Keep Buying Wards or at least help buying them.
    Portal Key and Staff of the Master are widely regarded as the best items to get for TB. Portal Key allows him to operate on the edge of teamfights, abusing his long range abilities and allowing him to quickly dart in/away when needed (short: gives him the mobility he needs).
    Staff not only increases the damage but also improves the cooldown of his Ulti, making it useful for initiation and even scouting possible gank set-ups.

    Alternative Items:
    - Sacrificial Stone: If you don't like PK or SotM and still want survivability.
    - Tablet of Command: The poor man's Portal Key. (J/k, its a great alternative and depends on your game).

    Information:
    Roles: Supporter
    Properties: Nuker
    Prefered Lane: Mid
    Difficulty: 2 - Easy
    Farming capabilities: 3 - Decent (chain lightning)
    Item dependancy: 1 - Very Low
    Power:
    - Early Game / Lane Control: 5 - Very Strong (Heavy Nukes)
    - Mid Game / Ganks: 3 - Medium (Decent Ganker, Brings his damage to team fights)
    - Late Game / Team Fights: 2 - Weak ("Scales" somewhat into the later game but is much less effective)

    30-Seconds-Guide:
    - Start nuking with Blast of Lightning at level 3. If you run low on mana bring more Mana Potions with your flying courier.
    - Get a bottle asap, use the flying courier to check runes and send the courier to refill the bottle if you don't get enough runes.
    - Last hitting and denying is secondary with Thunderbringer. Play aggressive and keep up high pressure.
    - As soon as you have ghost Marchers get ready to gank other lanes.
    - If there's an invisible hero that's in the area, use Lightning Blast on a random creep to reveal the area. If the invis player is bad, chances are he won't even notice.
    - Blast of Lightning has a Ministun.
    - Use Lightning Storm before you die, even if it doesn't kill! Better even, use it at the start of teamfights to prevent Portal Key surprises and to give you an early advantage.

    Counters:
    - If you lane against Thunderbringer get a Mystic Vestment ASAP! Upgrade it later if you can/need to.
    - Use your courier to bing a lot of regen items to your lane. If you need to go back to heal more than once early game he will outlevel you and you will have even more problems.
    - Consider skilling stats if you can with your hero.
    _________________________________________________

    [Pollywog Priest] .pollywog priest .rhasta (1.0.9)


    Skill Build
    1 - Tongue Tied
    2 - Electric Jolt
    3 - Electric Jolt
    4 - Tongue Tied
    5 - Electric Jolt
    6 - Voodoo Wards
    7 - Electric Jolt
    8 - Tongue Tied
    9 - Morph
    10 - Morph
    11 - Voodoo Wards
    12 - Morph
    13 - Morph
    14 - Tongue Tied
    15 - Stats
    16 - Voodoo Wards
    17 - Stats+

    Justification / Modifications:
    If playing against a double stunner lane, start getting morph at level 8 or even 4 as they will interrupt your Bindings. I recommend on always maxxing Jolt first for lane dominance and farming.

    Lane Starting Items:
    Monkey Courier or Wards, 2x Runes of the Blight, 2x Mana Potion, 2x Minor Totem

    Mid Starting Items:
    Runes of the Blight, Healing Potion, 2x Mark of Novice, 2x Minor Totem

    Core:
    Bottle >> Power Supply >> Ghost Marchers >> 1-2x Fortified Bracelet/Talsiman of the Exile >> Wards of Sight

    Ghost Marchers to be able to get in range for a hex or binding and to chase with Jolt. Polly is very mana hungry and squishy so you should get some stats to increase your Mana and Health pool.
    Also keep warding if no one else is.

    After Core:
    Staff of the Master >> Restoration Stone >> Kuldra's Sheepstick

    After Core is luxury, wards of sight are priority!
    The Staff will give you decent stats while further increasing your pushing and defending power. Restoration stone does the same. Don't get Restoration Stone before SotM as you wont have the Mana to cast wards twice.
    As a final Luxury Item Sheepstick is never a bad choice.

    Alternatives:
    - Storm Spirit: Eul's was good back in DotA when you could upgrade it to Guinsoo's. Now it's very lackluster. If you want to Ward-Trap simply use Morph; there is no need for Storm Spirit in most of the cases!
    - Puzzle Box: Becomes viable in high level play when the opposing team is (counter-) warding. Also nice synergy with your CCs (cast minions and shackle the enemy while they beat him up).

    Information:
    Roles: Supporter, (Ganker)
    Properties: Disabler, Babysitter, Pusher
    Prefered Lane: Any, Mid Prefered
    Difficulty: 3 - Medium
    Farming capabilities: 3 - Decent
    Item dependancy: 2 - Low
    Power:
    - Early Game / Lane Control: 4 - Strong (Nuke and disables)
    - Mid Game / Ganks: 4 - Strong (Good pusing power with ult)
    - Late Game / Team Fights: 3 - Medium (Still decent pushing)

    30-Seconds-Guide:
    - If you are facing a double stun lane ask for a switch. It greatly reduces your effectiveness.
    - Ward-Trapping: Cast Morph on an enemy, Place Voodoo Wards around him by targeting him with the Spell, if he is not completely surrounded use Magical Bindings to prevent him from escaping and finish with Jolt.
    - You can Gank with Ward-Trapping from level 8 or 9 on (as soon as you get Morph). Don't go gank alone, its much less effective. You are a strong counter-ganker.
    - Always target their stunners/disablers with your magical binding. Otherwise they will interrupt it.

    Counters:
    - You can't really counter his Wards, and that's what makes Pollywog.
    - He usually is pretty squishy so he should be a primary target in team fights.
    - Null Stone or Shrunken Head could help if you keep getting CCd by him.
    _________________________________________________

    [Tempest] .tempest .enigma (1.0.9)


    Skill Build
    1 - Elemental
    2 - Glacial Blasts
    3 - Elemental
    4 - Glacial Blasts
    5 - Elemental
    6 - Elemental Void
    7 - Glacial Blasts
    8 - Glacial Blasts
    9 - Elemental
    10 - Meteor
    11 - Elemental Void
    12 - Meteor
    13 - Meteor
    14 - Meteor
    15 - Stats
    16 - Elemental Void
    17 - Stats+

    Justification / Modifications:
    Tempest will always jungle. This is a law of nature and cannot be questioned. Thus you get Elementals up to level 3. Level 4 is overkill for jungling, better max Glacial Blasts first to gank more effective.

    Lane Starting Items:
    1. Ring of the Teacher, 2x Mana Potion
    2. Bottle
    3. Monkey Courier, Wards, 4x Mana Potion

    I recommend the first build for pubs, the 2nd for for Inhouse/CW when someone else gets a courier and the 3rd build otherwise.

    Core:
    Portal Key >> Marchers >> Shrunken Head

    Preferably Portal Key is the first item you buy after around 10 Minutes into the game. Then get Boots and some Shrunken Head. After the Changes to ToC Shrunken is now core and pretty important to get relatively early.

    After Core:
    Plated Greaves >> Wards of Sight >> Restoration Stone

    Plated Greaves add some EHP and combined with your elementals add a lot of pushing power!
    After that you are done, just buy wards and other supportive items as you see fit. If you keeep getting a lot of money, work towards a restoration stone.

    Information:
    Roles: Supporter, Ganker
    Properties: Initiator, Jungler, Pusher
    Prefered Lane: Jungle
    Difficulty: 3 - Medium
    Farming capabilities: 5 - Excellent
    Item dependancy: 3 - Medium (Heavy until core, low afterwards)
    Power:
    - Early Game / Lane Control: Jungle
    - Mid Game / Ganks: 4 - Strong (Game changing ultimate and good pushing power)
    - Late Game / Team Fights: 4 - Strong

    30-Seconds-Guide:
    - If you want to learn how to Jungle the most effective, watch the video at the bottom of this page: http://www.gamereplays.org/heroesofn...jungling-guide
    - Short Version: Double stack the easy and a medium camp at 0.49, use Elementals right after double stack. Clear the easy camp, kill as many as you can from the medium camp until Elementals run out (don't recast). Lane Pull creeps at the 1.45 mark. Wait until the 2.49 and repeat double stacking. This uses very few Mana and gives you maximum xp and gold/min if done correctly.
    - Stop Jungeling once you have Portal Key and Marchers!!
    - Gank your lane often, especially at level 6 when you get your ult! (Use courier to send you more Mana Potions for ganks or to refill your bottle.).

    Counters:
    - Heroes: Vindicator, Hellbringer, Pharaoh (can stop him from very far away, Through Shrunken Head)
    - Items: Hellflower. Tablet of Command no longer works!
    - What you basically need to do is interrupt his Elemental Void. This is what makes Tempest. All the methods mentioned above short of Hellflower work through a shrunken Head.
    - Any Hero with disables can stop him but they usually need to get pretty close without getting sucked in (a few exceptions like Chipper, Thunderbringer, Nymphora, ...)
    Last edited by Newti; 08-16-2010 at 12:11 PM.
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  7. #7
    [Ophelia] .ophelia .chen (1.0.9)


    Skill Build
    1 - Command
    2 - Nature's Wrath
    3 - Nature's Wrath
    4 - Command
    5 - Command
    6 - Ophelia's Touch
    7 - Command
    8 - Nature's Wrath
    9 - Nature's Wrath
    10 - Ophelia's Judgement
    11 - Ophelia's Touch
    12 - Ophelia's Judgement
    13 - Ophelia's Judgement
    14 - Ophelia's Judgement
    15 - Stats
    16 - Ophelia's Touch
    17 - Stats+

    Justification / Modifications:
    Ophelia will always jungle. Period.
    This is the standard jungle/ganker build, you can replace Wrath with Judgement. Matter of taste...

    Starting Items:
    Monkey Courier, Wards of Sight, Wards of Revelation

    In a higher level game you will need the Wards of Revelation to counter-ward the neutrals as well as the Wards of Sight to jungle in safety. When playing low level pubs you can cut the Wards of Revelation in favor of a flying courier.

    "Dominater" Build Core:
    Whispering Helm >> Plated Greaves >> Bracelet of Fortitude

    Rush a whispering helm to control one additional creep. The bonus from Command applies as well! Then get Plated for Support and to keep your creeps alive as well as a Bracelet. Make sure you buy wards all the time!

    "Codex" Build Core: *RECOMMENDED*

    Ring of the Teacher >> Marchers >> Codex level 1 >> Plated Greaves

    An early ring helps if you delay Plated Greaves; you can skip it though. The codex stays at level one; it is simply to have like an additional spell that does 400+130 damage (Wrath). If you chose this route you can consider skilling judgement before wrath for excellent nuking power.
    Make sure you buy wards all the time!

    "Classic" Build Core:
    Plated Greaves

    After Greaves go directly to the after core support items. Usually Nome's first, then Astro or Puzzle. This build is especially strong since the Plated Greaves buff.

    After either Core:
    - Nome's Wisdom if no one has it yet and your team beneftis from it.
    - Astrolabe Nice Synergy with creeps, good support.
    - Staff of the Master can be good instead of astrolabe depending on the situation.
    - Puzzlebox can be considered in a high level game (counter warding).
    But note that this means controlling 5-6 Minions...

    Information:
    Roles: Ganker, Supporter
    Properties: Jungler, Pusher
    Prefered Lane: Jungle
    Difficulty: 5 - Very Hard (Hardest Hero to play by far)
    Farming capabilities: 4 - Good
    Item dependancy: 0 - None
    Power:
    - Early Game / Lane Control: Jungle, Good early ganks on short lane
    - Mid Game / Ganks: 5 - Very Strong (Insane Ganking and Pushing Power)
    - Late Game / Team Fights: 0 - Poor (Minions are useless, she's a pushover)

    30-Seconds-Guide:
    - Ophelia is very hard to learn and master. Controlling 3-4 additional creeps is very micro intensive.
    - Useful Creeps are (in the following order): Minotaur, Catman Champion, Vagabond Leader, Vulture Lord, Skeleton King. The best combination is 1 Skeleton King and 2-3 Minotaurs.
    - Note that Vagabond Leader is giving your creeps a health regen aura. This is useful for farming in the jungle (but useless for ganking).
    - Start ganking your Lane from level 1.
    - Late game the Priority for Creeps shifts: Wolf Commander (30% dmg aura), Ice Ogre (Armor Buff), Snotter Boss (Movespeed Aura), Minotaur (Attackspeed Aura) are Priority now.
    - At level 7 you can solo Kongor with 3 strong creeps and your ultimate. Don't bring any of the weaker creeps or a Skeleton King (He hits like a girl). Check the replays for an example.
    - The 20% damage buff from Plated Greaves does apply to your creeps. Don't forget to keep the buff up whenever you use the minions.

    Counter:
    - Behemoth with his block and ulti is the only hard counter hero.
    - Wards of Sight in the forest prevent her from ganking you resp. give you time to react.
    - If you play carry you can get an Alchemist Bones to instantly kill one of her creeps.
    - Never underestimate her!!!
    - Check and/or Ward Kongor once she hits level 7.
    _________________________________________________

    [Pyromancer] .pyromancer .lina inverse .slayer (1.0.9)


    Skill Build
    1 - Dragonfire
    2 - Phoenix Wave
    3 - Phoenix Wave
    4 - Fervor
    5 - Phoenix Wave
    6 - Blazing Strike
    7 - Phoenix Wave
    8 - Fervor
    9 - Fervor
    10 - Fervor
    11 - Blazing Strike
    12 - Dragonfire
    13 - Dragonfire
    14 - Dragonfire
    15 - Stats
    16 - Blazing Strike
    17 - Stats+

    Justification / Modifications:
    My preffered Skill Build is to get very early Fervor and leave Dragonfire at level 1. Its excellent for putting early pressure on towers and harassing enemy heroes. If you go for pure ganking you can level Dragonfire over Fervor.

    Lane Starting Items:
    Monkey Courier or Wards of Sight, Runes of the Blight, Health Potion, Mana Potion, 3x Minor Totem

    Core:
    (Bottle >>) Power Supply >> Steam Boots OR Striders >> Wards of Sight

    Get Bottle if you lane mid, otherwise its debatable. Always get Power Supply and then Steam Boots or Striders (arguments can be made for both. As of now I say its a matter of taste and playstyle). Keep Wards up all the time!

    After Core:
    Manatube >> Portal Key >> Kuldra's Sheepstick >> Behemoth's Heart

    Manatube for better regen, will build into Kuldra's later. Portal Key can be a very good item on Pyromancer if you know how to use it! (Otherwise don't get it). In a normal game you will probably not even finish Kuldra's since you need to continuously buy Wards. In case you do finish Kuldra's however, start working on a Heart.

    Information:
    Roles: Ganker, Supporter
    Properties: Nuker, Pusher, Babysitter
    Prefered Lane: Any
    Difficulty: 3 - Medium
    Farming capabilities: 4 - Good
    Item dependancy: 1 - Very Low
    Power:
    - Early Game / Lane Control: 4 - Strong
    - Mid Game / Ganks: 3 - Medium
    - Late Game / Team Fights: 2 - Weak

    30-Seconds-Guide:
    - When possible avoid solo mid, you are much more useful with a partner (if that partner also stuns, the better!)
    - You are not a carry. You are a Ganker and Supporter. Play accordingly.
    - Gank mid whenever your ult is up.
    - Never get Codex or Staff of the Master

    Counters:
    - Get Mystic Vestments early and upgrade it later if needed.
    - Try to evade his stun by moving unpredictable.
    - If you are < 800 hp and their Pyro has a Portal Key you are marked for Death.
    _________________________________________________

    [Vindicatior] .vindicator .silencer (1.0.9)


    Skill Build
    1 - Master's Incantation
    2 - Sage's Lore
    3 - Sage's Lore
    4 - Master's Incantation
    5 - Sage's Lore
    6 - Final Chapter
    7 - Sage's Lore
    8 - Master's Incantation
    9 - Master's Incantation
    10 - Glyph of Silence
    11 - Final Chapter
    12 - Glyph of Silence
    13 - Glyph of Silence
    14 - Glyph of Silence
    15 - Stats
    16 - Final Chapter
    17 - Stats+

    Justification / Modifications:
    Sage's Lore and Master's Incantation is maxxed for the optimum of harassment. You can get one level of Glyph at 4 for the int steal but in my opinion its not game breaking while Incantation offers solid harassment and Last Hitting.

    Lane Starting Items:
    Monkey Courier or Wards of Sight, 2xRunes of the Blight, 2x Mana Potion, 2x Minor Totem

    Core:
    Power Supply >> Steam Boots >> Bracelet of Fortification >> Astrolabe

    Steam Boots on Int while laning or farming, on str while in team fights or ganks. Astrolabe for survivability and support. You are partly responsible for setting up wards. Help buying them!

    After Core:
    Tablet of Command >> Kuldra's Sheepstick >> Frostfield Plate

    More int and disable/utility items. Remember about the Wards...

    Information:
    Roles: Supporter
    Properties: Babysitter
    Prefered Lane: Any
    Difficulty: 5 - Very Hard (Ult requires perfect timing and great awareness, you are very squishy)
    Farming capabilities: 3 - Decent
    Item dependancy: 2 - Low
    Power:
    - Early Game / Lane Control: 5 - Very Strong (Most annoying harasser)
    - Mid Game / Ganks: 2 - Weak
    - Late Game / Team Fights: 3 - Medium (Ult can be game changing in big clashes)

    30-Seconds-Guide:
    - Using Final Chapter at the right moment is easily one of the hardest moves in the game at the moment and depends on the type if Initiation you have. For example: Tempest requires an early silence to cast his Ult or with Shrunken Head directly after his Elemental Void ends. Behemoth is better off if the silence is ~1 second after his Shockwave, etc.
    - Cast Sage's Lore right after your opponent uses a cheap spell so he can't easily get rid of it.
    - Keep harassing with Sage's Lore. If you go out of Mana let the courier bring you Mana Potions.
    - Use Master's Incantation mainly for harassing and let your carry get the lasthits.

    Counters:
    - Sage's Lore is the most annoying harass in the game. For some heroes it is unbearable while other shrugg it off (Armadon, Slither, Demented, etc). Swap Lanes to put those heroes up against him that can handle it best.
    - If you get wrecked by Vindi early game you can do a bit of jungling/lanepulling.
    - Or just keep flying in those Healing Potions to deal with it.
    - Late Game vindi is no big deal. If he goes mass Int for damage he is very squishy.
    _________________________________________________

    [Witch Slayer] .witch slayer .lion (1.0.9)


    Skill Build
    1 - Graveyard
    2 - Power Drain
    3 - Power Drain
    4 - Graveyard
    5 - Power Drain
    6 - Silver Bullet
    7 - Miniaturize
    8 - Graveyard
    9 - Graveyard
    10 - Miniaturize
    11 - Silver Bullet
    12 - Miniaturize
    13 - Miniaturize
    14 - Power Drain
    15 - Stats
    16 - Silver Bullet
    17 - Stats+

    Justification / Modifications:
    Witch Slayer allows for a couple of different builds. This one is my favorite tho. Get Power Drain to level 3 fast for very good harassment and utility.
    Other builds include maxxing Graveyard at level 7 (Power Drain and Miniaturize each 1 Point) or even pure Graveyard and Miniaturize. With the listed build however you are never wrong.

    Lane Starting Items:
    Monkey Courier or Wards of Sight, 2x Runes of the Blight, 4x Minor Totem

    Core:
    Power Supply >> Steam Boots >> 1-2x Fortified Bracelet

    Make sure to keep the Wards up.

    After Core:
    Astrolabe >> Portal Key >> Kuldra's Sheepstick

    Witchslayer is a good carrier for Astrolabe due to his unlimited Mana pool. It can be skipped if you got solid heal on your team (or still get it and try to push early). Portal Key for positioning or disable + escape is good on him.
    And finally Sheepstick, the classic on every int hero.

    Alternative Items:
    Puzzlebox is of course an option if the enemy team has invis or is warding.
    Staff of the Master is an option too if someone else is doing astrolabe.
    Void Talisman when dealing with a lot of Shrunken Heads, Predators or Panda Bears .

    Information:
    Roles: Supporter, Ganker
    Properties: Babysitter, Nuker, Disabler
    Prefered Lane: Any
    Difficulty: 2 - Easy
    Farming capabilities: 3 - Decent (due to Manadrain)
    Item dependancy: 2 - Low
    Power:

    - Early Game / Lane Control: 4 - Strong (Good disable/harass, strong ult)
    - Mid Game / Ganks: 4 - Strong
    - Late Game / Team Fights: 3 - Medium (Always somewhat useful with 2 disables)

    30-Seconds-Guide:
    - Don't KS with Silver Bullet. You are a support hero / babysitter.
    - Don't overwrite your disables. Don't cast miniaturize right after Graveyard, use them after eachother.
    - Don't KS with Silver Bullet.
    - Use Graveyard + Power Drain on heroes with a low mana pool in teamfights (for example Pestilence or Hammerstorm). It will almost empty their Manapool with one cast!
    - Never KS with Silver Bullet, use it either early to get a fast kill or when the enemy is escaping. (Or of course when you are alone, duh.)

    Counters:
    - He is completely Magic Damage based, get Mystic Vestments early and later upgrade if needed.
    - Get some HP so he can't insta-gib you with Graveyard -> Silverbullet.
    - Shrunken Head works good, get one especially if they have more disables.
    - Be extra careful if you rely on mana to escape (any form of blink or vanish). He drains it very quick while you are stunned and then you can only run.
    _________________________________________________

    [Defiler] .defiler .krobelus .banshee (1.0.9)


    Skill Build
    1 - Wave of Death
    2 - Grave Silence
    3 - Wave of Death
    4 - Power in Death
    5 - Wave of Death
    6 - Unholy Expulsion
    7 - Wave of Death
    8 - Power in Death
    9 - Power in Death
    10 - Power in Death
    11 - Unholy Expulsion
    12 - Grave Silence
    13 - Grave Silence
    14 - Grave Silence
    15 - Stats
    16 - Unholy Expulsion
    17 - Stats+

    Justification / Modifications:
    Grave Silence is taken at level two as it is very useful both defensive and offensive. For example to kill evasive heroes like Scout or Magebane.
    The rest is straightforward. You CAN delay her ulti 1 or 2 levels if you feel you can't push a tower right away.

    Lane Starting Items:
    1x Runes of the Blight, 1x Healing Potion, 1x Mana Potion, 1x Minor Totem, 2x Mark of the Novice

    Core:
    Bottle >> Ghost Marchers >> Power Supply >> Sacrificial Stone

    I consider Sacrificial Stone core on Defiler as this is what lets her scale into lategame. She is such a nice farmer and if properly played can get her Sac Stone relatively early. If no one on your team gets Plated Greaves or if you are facing massive armor reduction heroes, consider Plated Greaves instead of Ghost Marchers.
    Ghost Marchers make her the fastest thing on Newerth!

    After Core:
    Here the Choices branch out. Following a List of possible items and when to use them:

    The Semi-Carry route:

    Frostfield Plate >> Behemoth's Heart >> Null Stone

    Follow this path if you only have 1 or 1.5 carries. Nullstone can be gotten as early as directly after Power Supply if they have heroes like Swiftblade, Rampage, Pyro, Bloodhunter, etc. Basically to stop targeted Ultimates.

    The Supporter route:
    (Astrolabe >> ) Kuldra's Sheepstick >> Puzzle Box

    This is for when you have enough carrying power. Decide for yourself if it is early enough in the game to get an Astrolabe (usually you will skip it though). Sheepstick and Puzzlebox provide good support but not much survivability.

    Alternative Items:
    - Storm Spirit: Can be gotten directly after core or even earlier. Use it on yourself while your ultimate is running for maximum effect.
    - Void Talisman: Lategame against melee carries. Use when your ult is on.

    Information:
    Roles: Semi-Carry, (Support)
    Properties: Nuker, Pusher, Tank
    Prefered Lane: Mid
    Difficulty: 3 - Medium
    Farming capabilities: 5 - Excellent
    Item dependancy: 4 - Heavy (For Semi-Carrying at least)
    Power:
    - Early Game / Lane Control: 4 - Strong (Dominant Nukes)
    - Mid Game / Ganks: 4 - Strong (Insane Pushing Power)
    - Late Game / Team Fights: 3 - Medium (can tank with ult up)

    30-Seconds-Guide:
    - Your Ultimate is the single best pushing spell in the game. Use it to take down towers starting as early as possible. (You will need your teams support for this tho).
    - Wave of Death is a spammable farming nuke, use it to harass and farm up.
    - Silence is very very important in teamfights. Never forget to use it!
    - If fighting evasive heroes with blinks/vanish/etc you maybe wanna save your silence for when they go low HP to ensure a kill.
    - With your ultimate up you are almost untouchable in the mid game. You can take most 1vs1 and even 1vs2 battles. Just make sure you use it before you are at 20% hp.

    Counters:
    - Her Ultimate is Physical damage while her Wave of Death is Magical. This means Magic Armor is not as effective against her as you might think. Don't bother getting it just for her.
    - When she has her ultimate up and you are alone: RUN!
    - Deny her Rune Control in Mid, this will make the harass much more bearable.
    _________________________________________________

    [Demented Shaman] .demented shaman .ds .dazzle .shadow priest (1.0.9)


    Skill Build
    1 - Entangle
    2 - Healing Wave
    3 - Entangle
    4 - Healing Wave
    5 - Entangle
    6 - Healing Wave
    7 - Healing Wave
    8 - Storm Could
    9 - Arcane Hide
    10 - Arcane Hide
    11 - Storm Could
    12 - Arcane Hide
    13 - Arcane Hide
    14 - Entangle
    15 - Stats
    16 - Storm Could
    17 - Stats+

    Justification / Modifications:
    The two core things that are being rushed here are Entangle Rank 3 and Healing Wave Rank 4. Entangle Rank 3 is gotten ASAP as it will provide you with both the 66% movement slow and the 1 second stun; Rank 4 is a non-priority (+15 manacost, +48 physical damage on the DoT, -2 second cooldown) and should be taken only after you've finished the rest of your skills. Healing Wave Rank 4 is next as it will give you the maximum of 5 jumps, as well as the 140 damage per wave, greatly increasing it's damage output; it also brings it to a sweet 6 second cooldown. Storm Cloud can be delayed if you feel Arcane Hide is more important; generally it isn't tho.

    Lane Starting Items:
    Monkey Courier or Wards, 2x Mana Potion, 2x Minor Totem, 2x Runes of the Blight

    Core:
    Power Supply >> Blood Chalice >> Marchers >> Wards of Sight >> Tablet of Command

    Blood Chalice is amazing on DS and ToC is the perfect utility item for hom.


    After Core:
    Plated Greaves >> Astrolabe >> Kuldra's Sheepstick >> Nullstone

    You almost always want Plated Greaves unless someone else in your team profits more from them (Tempest for example). After that go the full support route with Astrolabe and Kuldra's. Healing Wave allows you to farm gold insanely fast, so you should be able to complete at least Astrolabe in every game.

    Alternative Items:
    - Nome's Wisdom: You can get a Nome's Wisdom instead of ToC. Nome's got nerfed pretty hard especially for DS but he still benefits from it.
    - Hellflower: I see some Demented Shamans go Hellflower. Certainly not a bad choice as it is providing a bunch of regen and good stats in general. I however conisder it inferioir to Nome's/ToC + Astrolabe unless there is a specific use for the 5 second silence/perplex such as: The enemy team has an evasive carry (Magebane, Scout, Madman,..) who can be prevented to get away with Hellflower or the enemy has a very ultimate reliant hero such as Plague Rider or Tempest and you are able to focus him down in 5 seconds or the enemy carry has a shrunken head and your team heavily relies on magic to kill him.
    If you plan to go Hellflower, start with 3 Scarabs for even better regen.
    And only try it in pubs

    Information:
    Roles: Supporter
    Properties: Babysitter, Pusher
    Prefered Lane: Short/Long
    Difficulty: 3 - Medium
    Farming capabilities: 5 - Excellent
    Item dependancy: 2 - Low
    Power:
    - Early Game / Lane Control: 5 - Very Strong (One of the strongest Babysitters in the current Metagame)
    - Mid Game / Ganks: 4 - Strong
    - Late Game / Team Fights: 3 - Medium (Heals decrease in power, ult remains powerful)

    30-Seconds-Guide:
    - Demented Shaman is the best farmer of all the Babysitter/Supporter. Make use of this!
    - Position yourself so that the enemy creep wave is between you and your creep wave; then cast healing wave on yourself -> +200 Gold in one click!
    - Take this 200 Gold and buy Wards of Sight. Mapcontrol for one simply click is pretty awesome isn't it?
    - Use Storm Cloud a lot, it has a very low cooldown. You can use it on your own team before initiation or on the enemy team before a gank/initiation. It has a long cast range, but be aware as not to warn your enemies of an incoming gank and scaring them away!
    - This can also be used to your advantage. You can often make the enemy fall back by just casting Storm Could on them.

    Counters:
    - All his damage is Physical. So the logic counter is Armor, especially since his ultimate tends to reduce your armor quite significantly.
    - Don't stand in your enemies creep wave. If he throws a heal, it will HURT!
    - If he ults you play passive until it wars off and be prepared for their initiation!
    Last edited by Newti; 08-16-2010 at 12:19 PM.
    My Premium All Hero Guide: http://forums.heroesofnewerth.com/sh...ad.php?t=64274
    Complete Guides for all 66 Heroes with Skill- and Itembuilds, General Information, Gameplay hints, Ingame Mod and much more! Updated for 1.0.2!


  8. #8
    [Voodoo Jester] .voodoo jester .witch doctor .vol'jin (1.0.2)


    Skill Build
    1 - Acid Cocktail
    2 - Cursed Ground
    3 - Cursed Ground
    4 - Acid Cocktail
    5 - Cursed Ground
    6 - Spirit Ward
    7 - Cursed Ground
    8 - Acid Cocktail
    9 - Acid Cocktail
    10 - Mojo
    11 - Spirit Ward
    12 - Mojo
    13 - Mojo
    14 - Mojo
    15 - Stats
    16 - Spirit Ward
    17 - Stats+

    Justification / Modifications:
    Cursed Ground takes priority as the strongest non-ult nuke in the game, and Acid Cocktail is taken secondary due to it's incredibly strong uses as both a crowd control skill and as a farming tool. Mojo is taken last, as it helps sustain pushes, but it is worth taking over stats.
    If you play as a pure babysitter you should take only take 1 level of cocktail, max mojo first, cursed ground second and take ulti at 10+11. This guide focuses on a more ganky style of play tho.

    Lane Starting Items:
    Monkey Courier or Wards, 2x Runes of the Blight, Mana Potion, 3x Minor Totem

    Core:
    Bottle >> Power Supply >> Marchers >> 1-2x Fortified Bracelet >> Steam Boots

    I consider Bottle core, even if not playing mid. The main reason being that invis or haste will offer you an almost guaranteed kill when ganking due to the nature of cursed ground. Power Supply is needed, as your "combo" takes up a lot of burst mana. Bracelets and Steam Boots to compensate for his lack of vitality. If you get Bracelets before Steam Boots consider leaving Steam Boots on Int to be able to get your combo off more reliably. Switch to str later when your Mana Pool is big enough.

    After Core:
    Staff of the Master >> Shrunken Head >> Portal Key >> Kulrda's Sheepstick

    Staff of the Master has a good stats gain while building it (more Mana allows you to farm faster with Coccktail) and almost doubles your total damage output on a well placed curse + ward! After that get Shrunken head to be able to cast Spirit Ward uninterrupted. I advise to get SotM first as this route is usually faster and offers more direct benefits (exceptions versus very heavy disabler teams obviously). If the game still goes on after this get Portal Key for perfect positioning and eventually the All-Star Kuldra's.
    Note that Voodoo Jester can be an excellt Babysitter but he also is a Ganker and maybe even Semi-Carry in some way. Usually there will be a hero in the game who is suited better for buying wards. However if no one else does so you should at least help buying wards.

    Alternative Items:
    - Assassin's Shroud: Some people swear by it on Voodoo jester; I think SotM and Shrunken Head have a much higher Priority and after that Portal Key gets the job done better. But the choice is yours.
    - Codex: Interesting Synergy with Curse, but the same problem as with assassin's shroud: Your other Items are better and more important! And a lategame codex is weak.

    Information:
    Roles: Ganker, Supporter
    Properties: Babysitter
    Prefered Lane: Any
    Difficulty: 3 - Medium
    Farming capabilities: 3 - Decent
    Item dependancy: 3 - Medium (Pretty Heavy for an Int hero)
    Power:
    - Early Game / Lane Control: 3 - Medium
    - Mid Game / Ganks: 4 - Strong
    - Late Game / Team Fights: 2 - Weak (Medium with the right gear, ult loses power as enemies stack armor)

    30-Seconds-Guide:
    - Always Curse first when possible. Then Mojo, Stun and finally place the Ward. If your enemy is running away you can stun first and follow up with a curse.
    - Voodoo Jester is a decent solo mid, as he can use the runes to great potential and is a very vital ganker from level 6 on!
    - Acid Cocktail is very effective in the jungle and on crepe waves and must be used to farm neutrals/creeps a lot in order to get your items.
    - You are not a particularly good babysitter and giving up last hits early game will hurt you a lot. Try to either go to an aggressive long lane or solo mid.

    Counters:
    - Contrary to popular belief, his ultimate does physical damage not magical, while the damage from cursed ground is magic. This makes it though to counter as you can't simply stack armor or magic armor.
    - Barbed Armor should work well. Activate it when standing in his ultimate should kill him pretty quick (Note: I did not test that yet)
    - You can't drink from your bottle or apply a healing potion while cursed ground is on you. The only item-wise way to heal yourself is power supply and astrolabe. So get at least a power supply and use it after cursed ground is on you, this will reduce the dot damage you take.
    - Shrunken Head does not remove the curse but stops its damage while the magic immunity runs.
    - Jereziah is an excellt counter to voodoo as he can heal through/protective charm cursed ground, preventing it from doing any damage and his ultimate completely stops Voodoo Jester's ward from doing any damage.
    _________________________________________________

    [Puppet Master] .puppet master (1.0.2)


    Skill Build
    1 - Puppeteer's Hold
    2 - Puppet Show
    3 - Whiplash
    4 - Whiplash
    5 - Whiplash
    6 - Voodoo Puppet
    7 - Whiplash
    8 - Puppet Show
    9 - Puppet Show
    10 - Puppet Show
    11 - Voodoo Puppet
    12 - Puppeteer's Hold
    13 - Puppeteer's Hold
    14 - Puppeteer's Hold
    15 - Stats
    16 - Voodoo Puppet
    17 - Stats+

    Justification / Modifications:
    Get one level of Puppeteer's Hold and Puppet Show early to have some pseudo disables just in case (they hold pretty long for one level). Then Max Whiplash to farm up. Puppet Show is better than Hold in almost every aspect (except maybe the cooldown) and has to be maxxed first.

    Lane Starting Items:
    2x Runes of the Blight, 2x Pretenders Crown, Minor Totem

    Core:
    (Fortified Bracelet) >> Steam Boots

    Steam Boots are easily better than Ghost Marchers due to the survivability they provide. Get 1-2 Bracelets if the game goes rough.

    After Core:
    Shrunken Head >> Harkon's Blade >> Charged Hammer

    The new build for puppet does no longer feature Whispering Helm, sadly, since it doesn't stack with Harkon's anymore. Shrunken Head and Harkon's Blade are still insanely powerful and will boost your survivability and damage through the roof.

    Alternative Items:
    - Assassin's Shroud: Situational Item, can be gotten even in higher team games if your farm is good. Especially now that you can't get life leech this item looks a lot better.
    - Kuldra's Sheepstick: This item becomes very interesting if you are not taking the carry role. If you have at least one very capable Hard Carry in your team you probably wanna pick up this item right after the core and lay low on the pure damage items.
    - Puzzlebox: Same as Sheepstick, but this item is seen more often in competitive play due to its counter-warding potential probably.
    - Hellflower: Not often seen but can be a solid first choice after the core if you need to deal with an evasive opponent carry like Madman, Magebane, Scout, etc. Don't get this if you are the only carry though.

    Information:
    Roles: Carry
    Properties: Disabler
    Prefered Lane: Any
    Difficulty: 4 - Hard
    Farming capabilities: 5 - Excellent (Whiplash is amazing)
    Item dependancy: 5 - Very Heavy
    Power:
    - Early Game / Lane Control: 3 - Medium (Pesudo disables)
    - Mid Game / Ganks: 3 - Medium
    - Late Game / Team Fights: 5 - Very Strong (If well farmed)

    30-Seconds-Guide:
    - Don't forget the ancient creep stacking. Every minute at x.50 to x.56 you have to aggro the ancient creeps with your minion and draw them out of their spawning area for an additional set of creeps to spawn.
    - Farm the ancients once you reach 4-5 stacks. Then continue stacking.
    - Focus on last hitting over harassing, because harassing is not a good idea when you have pseudo-disables and no nukes.
    - If the enemy is slow to retreat from a creep wave, cast puppeteer's hold or puppet show.
    - Your bread and butter: Open with puppet show if there is someone for the target to attack, and then chain with puppeteer's hold. Ult if needed (before puppeteer's hold but after puppet show) and auto-attack till dead.

    Counters:
    - Most Puppet Master will eventually go for Harkon's, shifting their damage from physical to magic. Also with shrunken they are not squishy at all. It is a very balanced hero that has no obvious hard counter.
    - Once he has Harkons, a Shrunken Head will force him to use his normal attack instead of the magic attack, this does still horrendous amounts of damage though. At least Shrunken will remove the disables and is a start to countering him.
    - A lot of PMs also stack ancients with an early whispering helm. Ward their ancient spot and go steal it or gank him when he is doing them.
    _________________________________________________

    [Hellbringer] .hellbringer (1.0.2)


    Skill Build
    1 - Unholy Shackles
    2 - Death Boil
    3 - Death Boil
    4 - Life Void
    5 - Death Boil
    6 - Summon Malphas
    7 - Death Boil
    8 - Life Void
    9 - Life Void
    10 - Life Void
    11 - Summon Malphas
    12 - Unholy Shackles
    13 - Unholy Shackles
    14 - Unholy Shackles
    15 - Stats
    16 - Summon Malphas
    17 - Stats+

    Justification / Modifications:
    Leave Shackles at 1 until later as 20% slow is usually enough for the early game.

    Lane Starting Items:
    Monkey Courier OR Wards of Sight, 2x Mana Potion, 2x Mark of the Novice

    Regen life with Life Void.

    Core:
    Great Arcana >> Marchers >> 1-2x Talisman of Exile

    The Arcana will help you with early Manareg and later build into Restoration Stone. The Talisman are needed to support the Mana for 2x Malphas.

    After Core:
    Steam Boots >> Restoration Stone

    Steam Boots can be set to Int once you get the Stone so you have enough mana. If no one on the team has Plated Greaves yet you can also consider getting those.

    Alternative Items:
    - Puzzle Box: As on most Int heroes a solid choice.

    Information:
    Roles: Supporter, Initiator
    Properties: Babysitter, Pusher
    Prefered Lane: Any (Good 1vs2 soloer)
    Difficulty: 4 - Hard
    Farming capabilities: 2 - Weak
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 4 - Strong (Very Good Staying Power)
    - Mid Game / Ganks: 4 - Strong (Decent Ganker, powerful ult)
    - Late Game / Team Fights: 3 - Medium (Reduced to his ult and some utility)

    30-Seconds-Guide:
    - Life Void got nerfed but is still very powerful especially early game. If you are low HP and need to regen cast it as soon as the enemy creeps are in your tower range, add Death Boil on top of it and auto attack.
    - Malphas is optimally not used as an initiation. Let other initiators like Behemoth, Pharao, Kraken, etc. do their job first! Get as many heroes as possible with your life void and then after a couple seconds unleash Malphas.
    - If you lack any form of initiation, Summon Malphas can serve this purpose and should be used that way.
    - If ganking, try following this pattern: Life Void > Death Boil > Summon Malphas > Unholy Shackles > Malphas' Fire Breath.

    Counters:
    - Electrician can purge all of Hellbringer's Debuffs as well as deal significant damage to Malphas.
    - Nullfire Blade's purge instantly kills Malphas! You get the full 100-150 Gold Bounty! Get a Nullfire if you play an agi hero.
    - Nullfire Blade's purge can also remove all his other debuffs on one person.
    - Shrunken Head / Magic Armor is the obvious counter to his spells but you should not be worried about them too much. His ulti is mostly for initiation purposes and not for the damage it does.

    _________________________________________________

    [Torturer].torturer .leshrac (1.0.2)


    Skill Build
    1 - Chain Reaction
    2 - Agonizing Bonds
    3 - Agonizing Bonds
    4 - Chain Reaction
    5 - Agonizing Bonds
    6 - Chain Reaction
    7 - Agonizing Bonds
    8 - Chain Reaction
    9 - Impalement
    10 - Impalement
    11 - Impalement
    12 - Impalement
    13 -Torment
    14 - Torment
    15 - Stats
    16 - Torment
    17 - Stats+

    Justification / Modifications:
    This is the most effective harasser / killer build. The ulti is gotten late as your other skills are more important and you won't have the Mana to support Torment yet. If you prefer to build a more pushy build or are fighting invisible heroes or if you are not very good at aiming the stun then leave Chain Reaction on 1 and max Impalement along with Bonds first.

    Lane Starting Items:
    2x Runes of the Blight, 4x Mana Potion, 4x Minor Totem

    Core:
    Bottle >> 2x Fortified Bracelet >> Marchers >> Glow Stone >> Post Haste >> Icon of Goddess

    Bottle if Mid. Bracers for Survivability, Post Haste to make good use of your ultimate and to be able to farm/push all the lanes quickly.
    If you don't have the farm for early Post Haste grab Ghost Marchers instead!

    After Core:
    Sacrificial Stone >> Staff of the Master >> Frostfield Plate >> Behemoth's Heart

    Sacrificial Stone turns you into the tank you need to be in order to get full use of your Ultimate. You can't cast from the second row, you need to be in the middle of the action. SotM provides a fair boost to the ultimate and is your next items; after that keep workin on your EHP.

    Alternative Items:
    - Nullstone: Very solid choice in place of Sac Stone if they have heroes with targetet silence or brutal ults.
    - Kuldra's Sheepstick: Provides a lot of mana regen but no survivability and I therefore do not recommend it.
    - Portal Key: If you have troubles chasing enemy heroes. Or as initiation once you got the tank gear.

    Information:
    Roles: Semi-Carry, Ganker
    Properties: Nuker, Pusher, Tank (later)
    Prefered Lane: Any
    Difficulty: 4 - Hard
    Farming capabilities: 4 - Good (Mana intensive)
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 5 - Very Strong (Very strong nukes/stuns)
    - Mid Game / Ganks: 3 - Medium (Nukes decrease in efficiency fast)
    - Late Game / Team Fights: 3 - Medium (Stronger if farmed well)

    30-Seconds-Guide:
    - You are considered a Semi-Carry. That means you should not be babysitting and optimally not giving up the last hits to a carry.
    - You have one of the lowest starting HP pools and one of the highest starting mana pools. Thus you are very squishy and should get the Bracelets asap.
    - As a proper Semi-Carry you should be farming a lot, don't be afraid to use your mana to get some extra gold.

    Counters:
    - Magic Armor all the way. Torturer is a semi carry who deals a LOT LOT of magic damage, especially with his ultimate later on. Barrier Idol is the way to go.
    - Shrunken Head also helps and can be considered if they have more disablers.
    _________________________________________________

    [Wretched Hag] .wretched hag .hag .qop .queen of pain (1.0.2)


    Skill Build
    1 - Flash of Darkness
    2 - Sonar Scream
    3 - Sonar Scream
    4 - Haunt
    5 - Sonar Scream
    6 - Bat Blast
    7 - Sonar Scream
    8 - Flash of Darkness
    9 - Flash of Darkness
    10 - Flash of Darkness
    11 - Bat Blast
    12 - Haunt
    13 - Haunt
    14 - Haunt
    15 - Stats
    16 - Bat Blast
    17 - Stats+

    Justification / Modifications:
    Sonar Scream is your main skill for farming, harassing and ganking. One level in haunt is taken for the slow but Flash is maxed before it.

    Lane Starting Items:
    2x Runes of the Blight, 2x Mana Potion, 2x Mark of the Novice

    Core:
    Bottle >> 2x Talisman of the Exile >> Steam Boots

    You have a low mana pool to support the needed spells to kill someone. Fix this by getting a bottle and a couple Int items. You should leave Steam Boots on int for now.

    After Core:
    Staff of the Master >> Kuldra's Sheepstick >> Frostfield Plate

    Sheepstick is teh ****! And Staff of the Master does a lot for Hag. Frostfield Plate is another nuke with similar range to Sonar Scream.

    Alternative Items:
    - Puzzle Box: If fighting versus invisible Heroes or if you are sure the enemy is warding get this item directly after the core. Its very very good on her!

    Information:
    Roles: Ganker, Semi-Carry, Initiator
    Properties: Pusher, Nuker
    Prefered Lane: Any (Good 1vs2 soloer)
    Difficulty: 3 - Medium
    Farming capabilities: 4 - Good (Mana intensive)
    Item dependancy: 2 - Low
    Power:
    - Early Game / Lane Control: 5 - Very Strong
    - Mid Game / Ganks: 4 - Strong
    - Late Game / Team Fights: 3 - Medium (Nukes decrease in power over time)

    Noteable +/- and synergies:
    Good synergy with Hellbringer's Life Void

    30-Seconds-Guide:
    - Chasing too far with blink is very dangerous because the opposing team is likely to TP near your target and kill you. You have to be very careful and keep an eye on the minimap at all times.
    - Try to be aggressive, but never underestimate your opponent. Try to kill creeps when you use Scream on him. This will push the lane, giving you time to go to the runes and refill your bottle.
    - When chasing a hero he will most likely try to juke your blink by running in the other direction as soon as he hears the animation. The best way to counter this is to cancel your blink immediately by pressing "S" (this will play the sound and half the animation but not use the spell) then wait for him to juke and instantly blink on him. This requires practice and has to be executed fast to be effective.

    Counters:
    - Magic Armor. Barrier Idol preferably. Activate it after her ultimate (or right before if you can).
    - Astrolabe. Heal your team up right after her ultimate. Excellent Counter item!
    - Any hero with silence or disable prevents her from blinking away and makes her an easy kill. Notably Puppet Master and Blood Hunter for their very long disables.
    _________________________________________________

    [Succubus] .succubus .bane elemental (1.0.2)


    Skill Build
    1 - Mesmerize
    2 -Heartache
    3 - Heartache
    4 - Stats
    5 - Heartache
    6 - Succubus' Hold
    7 - Heartache
    8 - Stats
    9 - Stats
    10 - Stats
    11 - Succubus' Hold
    12 - Smitten
    13 - Smitten
    14 - Smitten
    15 - Smitten
    16 - Succubus' Hold
    17 - Mesmerize
    18 -
    Mesmerize
    19 -
    Mesmerize
    20 - Stats+

    Justification / Modifications:
    Mesmerize is taken at level 1 because you need the skill in your arsenal throughout the game, and Heartache costs so much, and does such little damage at rank 1, that it is virtually never worth using at that stage. Heartache is then taken at every available level, as it is your main way to stay in your lane and deal damage to your opponent. Smitten is not taken till the 12-15 range, because it's not until later on that Physical Carries become relevant, and shutting them down becomes important.
    Because Mesmerize is not really being used to shut down at this point, it is more important (and even preferential) to have it at Rank 1 (4 Seconds) at this stage in the game, so maxing it out is not a priority. Also 1 extra second is not really worth giving up +2 Strength, +2 Agility and +2 Intelligence at this point in the game. It is maxed out later when it reaches the point where you want the target locked out for absolutely as long as possible; but this can be earlier than level 17 depending on your game.
    As mentioned before, your skill build can vary as much as necessary. Smitten can be skipped entirely, Mesmerize can be maxed out sooner if you need some serious disables in the team, etc.

    Lane Starting Items:
    Runes of the Blight, 2x Mana Potion, 2x Mark of the Novice, 2x Minor Totem

    Core:
    Bottle >> Marchers >> 2x Talisman of the Exile >> Ghost Marchers >> Portal Key

    Yes you are reading correctly, I don't only recommend Portal Key on Succubus; I consider it core. You need to have played her with Portal Key to realize the full spectrum of usefulness of this item on her. Her ability to jump in and completely take out two enemies make her a decent initiator even for teamfights and probably one of the best initiators for ganks. Portal Key also makes her an even more amazing chaser hero. She can blink after fleeing enemies and mesmerize them until her allies arrive.

    After Core:
    Wards of Sight >> Kuldra's Sheepstick >> Puzzle Box >> Shrunken Head >> Null Stone

    Keep Warding, it's your number one priority. In most games Sheepstick will be the next item for an additional disable. Puzzle Box has good synergy with your Skills (Mesmerize, get out minions, Hold, Manaburn, beat down with minions and finish with Heartache brings down most enemies 1on1). Shrunken to make sure you get your CC's off.

    DO NOT GET STAFF OF THE MASTER ON SUCCUBUS. EVER. PLEASE!
    If you really want more damage during your ulti get Puzzle Box, it does WAY more damage and has so many other uses too.

    Information:
    Roles: Supporter, Ganker
    Properties: Disabler, Babysitter, Nuker
    Prefered Lane: Any
    Difficulty: 3 - Medium
    Farming capabilities: 2 - Weak
    Item dependancy: 1 - Very Low
    Power:
    - Early Game / Lane Control: 5 - Very strong (Very potent ult)
    - Mid Game / Ganks: 5 - Very strong (High ganking power with her disables, nukes do good damage)
    - Late Game / Team Fights: 3 - Medium (Disables still useful, if she survives)

    30-Seconds-Guide:
    - Early on with Succubus, you are a ganker, that is your role. After level 6 use Homecoming Stones and move around behind the trees to setup kills.
    - Not all Heroes (even not all physical carries) suffer the same from smitten. Its mostly the heroes that go for stats instead of pure damage. Here a list of heroes that suffer greatly from the spell and are your number one priority: The Dark Lady, The Madman, Arachna, Puppet Master, Hammerstorm, Maliken, Pestilence, Pandamonium, Nighthound.
    - Silence is really strong versus you. If they have silencers use your Portal Key to blink into fights and mesmerize the silencer as your first action to allow you to get your other CC's off at the start.
    - Remember to keep wards up.

    Counters:
    - If you lane mid against her either get a Mystic Vestment or a bunch of HP before she hits level 6. Otherwise she kills you with Ult + Heartache.
    - If she keeps sleeping/smittening you in Teamfights you should consider a Shrunken Head.
    - She likes to gank a lot from behind the trees. Putting up some wards there helps greatly during the laning phase.
    Last edited by Newti; 06-07-2010 at 07:59 AM.
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  9. #9
    [Plague Rider] .plague rider .lich (1.0.2)


    Skill Build
    1 - Extinguish
    2 - Contagion
    3 - Contagion
    4 - Extinguish
    5 - Contagion
    6 - Plague Carrier
    7 - Contagion
    8 - Extinguish
    9 - Cursed Shield
    10 - Cursed Shield
    11 - Plague Carrier
    12 - Cursed Shield
    13 - Cursed Shield
    14 - Extinguish
    15 - Stats
    16 - Plague Carrier
    17 - Stats+

    Justification / Modifications:
    Getting Extinguish at level 1 allows you to deny the ranged creep in the first creep wave. This will deny the enemy XP (he will reach level 2 significantly later than you if you lane middle) and it will push the wave to your tower. If paired with a very agressive hero (mostly stunners) you can take Contagion at level 1.
    3 Levels of Extinguish are usually enough and this build allows you to get the Cursed Shield one level earlier.

    Starting Items:
    Monkey Courier or Wards of Sight, Runes of the Blight, Health Potion, 4x Minor Totem

    Core:
    Marchers >> Astrolabe >> Plated Greaves

    Plague Rider is a pure support hero and should be played as such. Thus your main job will be warding! The gold that is left over will be invested in support items as listed above.

    After Core:
    Kuldra's Sheepstick >> Portal Key

    Always keep buying wards, you don't need more items than your core. Instead of Kuldra's you can also go for a Puzzle Box, Nome's Wisdom or Staff of the Master depending on your teams needs.


    Information:
    Roles: Supporter
    Properties: Nuker, Babysitter
    Prefered Lane: Any
    Difficulty: 3 - Medium (Ult not trivial to use)
    Farming capabilities: 3 - Medium
    Item dependancy: 1 - Very Low
    Power:
    - Early Game / Lane Control: 5 - Very Strong (One of the best harasser)
    - Mid Game / Ganks: 5 - Very Strong (Devastating ultimate, strong ganker)
    - Late Game / Team Fights: 3 - Medium (Ult and Armor still strong)

    30-Seconds-Guide:
    - If you are laning mid your reason-to-be is to gank. As soon as you hit level 6 head to the top or bottom lane and try to grab that double tap.
    - If you are laning with a partner your job is to babysit. Focus on harassing over denying over lasthitting as with any babysitter except for that your harass actually is more than an annoyance.
    - When to cast your ultimate (Plague Carrier): In the Woods with 2-3 Enemies, When ganking and you chase them back towards the tower away from the creeps, When one hero and 2 Creeps are standing very close (solo mid for example), you are about to die and might as well do some damage before you go.

    Counters:
    - Barrier Idol. Absorbs the major damage of his ultimate.
    - Magic Armor in general really helps.
    _________________________________________________

    [Soul Reaper] .soul reaper .necrolyte (1.0.2)


    Skill Build
    1 - Judgement
    2 - Withering Presence
    3 - Judgement
    4 - Withering Presence
    5 - Judgement
    6 - Demonic Execution
    7 - Judgement
    8 - Withering Presence
    9 - Withering Presence
    10 - Stats
    11 - Demonic Execution
    12 - Stats
    13 - Stats
    14 - Stats
    15 - Stats
    16 - Demonic Execution
    17 - Stats+
    22 - Inhuman Nature+

    Justification / Modifications:
    This may look counter-intuitive but when you think about it, this is the best Skill Build in most cases. Inhuman Nature does help you lane early on, but it provides far little use beyond that (and thus we either take it very early or not at all). To use it properly you have to constantly push the lane, or simply not take advantage of the mana you get back. The aura harasses a bit in the lane, especially against people who completely rely on bottle or tangos, since they have absolutely nothing to counter-act the degen the aura provides. While it isn't game breaking, it does make a difference if they decide to tower dive or chase you. Stats can be taken just about any time over aura, as they provide a hitpoint boost and mana boost, in addition to regen.
    Another Point is, that if you are babysitting someone you should let your carry get the last hits and thus Inhuman Nature is completely useless.

    Starting Items:
    Runes of the Blight, Health Potion, Mana Potion, 2x Minor Totem, Mana Battery

    Core:
    Power Supply >> Steam Boots >> Fortified Bracelet

    Survivability and Mana Regen is what you need to be effective in Team fights. When laning leave the boots on int, later switch em to str for fights.

    After Core:
    Sacrificial Stone >> Frostfield Plate >> Kuldra's Sheepstick >> Post Haste >> Behemoth's Heart

    I am listing that many items because Soul Reaper can actually be played very carry-heavy and he is a decent farmer. If you get some gear you will be a real threat to the opposing team and way more than just a good supporter. After the buff to Sac Stone it is easily the best first item if you choose the carry route.

    Alternative Items:
    - Nullstone: While being very good now it will stay situational. Get it to counter kill ultimates or targetet silence. (Swift, Pyro, BH, etc)
    - Astrolabe: Can be gotten instead of Sac Stone if you go the full support or early push route.
    - Nome's Wisdom: Subotimal choice. Consider it only if no one else is getting oneand get it right after core. Nice for early tanky-ness.

    Information:
    Roles: Semi-Carry, (Supporter)
    Properties: Pusher, Nuker, Tank
    Prefered Lane: Any
    Difficulty: 3 - Medium
    Farming capabilities: 4 - Good
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 5 - Very Strong (Aura + Judgement is very dominant)
    - Mid Game / Ganks: 3 - Medium
    - Late Game / Team Fights: 3 - Medium (Can semi-carry if very well farmed)

    30-Seconds-Guide:
    - Soul Reaper moves very slow, having a base movespeed of 290(10 under average), as such most of his ganks will be done via counter ganks by utilizing the TP scrolls
    - Either offensive or defensive, you should be at every team fight. You're far too useful at this stage in the game (~7-11) to not be in team fights, as you can literally be a 2k swing in damage with a single spell.
    - In mid game, with strength treads on you should be tilting around 1.1-1.2k hitpoints, making you one of the highest health heroes (especially int heroes) in the game.

    Counters:
    - Magic Armor is solid against him.
    - Don't try to counter him too much, better focus on you / your team getting stronger than him.
    _________________________________________________

    [The Chipper] .chipper .the chipper .chiprel (1.0.2)


    Skill Build
    1 - Rocket Barrage
    2 - Tar Toss
    3 - Rocket Barrage
    4 - Tar Toss
    5 - Rocket Barrage
    6 - Sawblade Showdown
    7 - Rocket Barrage
    8 - Tar Toss
    9 - Tar Toss
    10 - Focus Buffer
    11 - Sawblade Showdown
    12 - Focus Buffer
    13 - Focus Buffer
    14 - Focus Buffer
    15 - Stats
    16 - Sawblade Showdown
    17 - Stats+

    Justification / Modifications:
    If you max Rockets over Tar Toss or the other way depends on your lane mate and possible combos.

    Starting Items:
    Monkey Courier or Wards of Sight, Runes of the Blight, Health Potion, 3x Minor Totem, Mana Potion

    Core:
    Bottle >> Marchers >> Power Supply >> Ghost Marchers

    The Chipper is very mana intensive; thats why I prefer to get Bottle and Power Supply, as well as Ghost Marchers. The boots don't matter much, you can also get Plated Greaves or Steamboots it is no big deal. I just find the ganking aspect of Ghost Marchers to be the most compelling.

    After Core:
    Mana Tube >> Staff of the Master >> Kuldra's Sheepstick >> Sacrificial Stone

    You should assist your team in buying wards if possible.
    SotM is very good on chipper, turning his ulti into a semi-disable and increasing the damage!
    Sheepstick for Manareg and disable. Get the Manatube even before SotM for early regen.
    Instead of Sacrificial Stone you can also chose to get a Nullstone. There is not too much difference between the two and if you find yourself targetet a lot by big spells Nullstone is very effective.

    Alternative Items:
    - Portal Key: Positioning can be key for this hero. I say can because it not always is. If they for example have a tempest you want to have direct LOS on him all the time so you can stop his ult with a rocket. This is a prime example of where PK is a good choice.
    - Nullstone: As explained above.
    - Storm Spirit: You can set up some nasty Sawblades into a perfect Tar Toss with this, but only get this if your really have troubles hitting your Spells.
    - Nome's Wisdom: Good item, but overshadowed by SotM and less effective later in the game.

    Information:
    Roles: Ganker, Supporter
    Properties: Nuker
    Prefered Lane: Any
    Difficulty: 5 - Very Hard (3 "Skillshot" Abilities)
    Farming capabilities: 2 - Low
    Item dependancy: 2 - Low
    Power:
    - Early Game / Lane Control: 4 - Strong
    - Mid Game / Ganks: 5 - Very Strong (Strong Ganker)
    - Late Game / Team Fights: 3 - Medium (Focus Buffer is pretty damn good)

    30-Seconds-Guide:
    - The Chipper is a good pick against Heroes with good single target nukes (Pyromancer, Witchslayer, Thunderbringer, Succubus, etc).
    - You can fire all your rockets in very quick sucession so that if the first one hits, all three will hit.
    - Rockets grant you vision. They are one of THE most amazing scouting Skills in the game! (Shoot them at the runespots for example)
    - The slow from Tar Toss is applied when the target is hit. If someone moves into the effect after the tar has been tossed, he will NOT get slowed. Also if your enemy moves out of the tar he still has the same slow.
    - Choose wisely on which hero to use your Focus Buffer.
    - The Sawblades use Vector Targeting: Hold down the mouse and drag it in the direction you want the sawblades to spawn. You can cut off chokes or mow down forest like that.

    Counters:
    - An early Mystic Vestments should help against the harassment.
    - Chipper has very low hp and can relatively easy be focused down.
    - Chipper is a ganking hero, so wards do a good job at seeing him coming and thus preventing you from getting ganked.
    - Power Supply is very good vs him as each individual rocket will add one charge. And he will spam them a LOT.
    - Shrunken Head stops most of the damage and prevents you from being slowed.
    _________________________________________________

    [Bubbles] .bubbles .puck (1.0.2)


    Skill 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
    17 - Stats+

    Justification / Modifications:
    One level of Shell Surf for escaping.
    One level of Take Cover to avoid Stuns/Nukes.
    Max Song of the Sea first since it is much easier to hit than Shell Surf and 3 Seconds silence is incredibly good and much better than the 40 extra damage from Shell Surf.

    Starting Items:
    Monkey Courier or Wards of Sight, Runes of the Blight, Health Potion, 3x Minor Totem, Mana Potion

    Core:
    Bottle >> Marchers >> Power Supply >> 1-2 Fortified Bracers >> Post Haste OR Plated Greaves

    Bubbles is a ganker and thus profits a lot from Bottle and Power Supply. Basic Marchers are enough for the start.
    Get 1-2 bracers to help him over his squishy-ness.
    Post Haste are the best boots on him to be able to TP around the map and help pushing/defending. If you can't afford them get Plated Greaves.
    Also dont forget to keep buying wards.

    After Core:
    Get those 4 items in any order. Start with the ones you need most.
    Frostfield Plate: If you need more initiation and if their team mainly consists of physical damage dealers.
    Kuldra's Sheepstick: If they heavily rely on one hero to carry them.
    Portal Key: Allows you to reliably escape after using Take cover.
    Bloodstone: If none of the other options are a priority.

    Information:
    Roles: Ganker, Supporter
    Properties: Nuker, Pusher, Babysitter
    Prefered Lane: Any
    Difficulty: 4 - Hard
    Farming capabilities: 4 - Good
    Item dependancy: 2 - Low
    Power:
    - Early Game / Lane Control: 4 - Strong
    - Mid Game / Ganks: 5 - Very Strong (Strong Ganker)
    - Late Game / Team Fights: 4 - Strong (Good initiation and Team fight presence)

    30-Seconds-Guide:
    - In the beginning you should usually not put Take Cover on autocast and use it manually to dodge spells. Later you can put it on autocast. Unless you have very high APM to actually use it effectively.
    - Shellsurf, Teleport -> Song of the Sea -> Kelp Field is a very strong gank combo starting in midgame.
    - If you have a Portal Key you can use Take cover to let the 3 second cooldown on PK wear off and then blink away safely.
    - Try to initiate next to the caster heroes to silence them asap.
    - Bubbles is very flexible and fits most lineups and thus is most of the time a solid pick.

    Counters:
    - An early Mystic Vestments should help against the harassment.
    - Bubbles has very low hp and can relatively easy be focused down.
    - Bubbles is a ganking hero, so wards do a good job at seeing him coming and thus preventing you from getting ganked.
    - Shell Surf can be dodged if you see it coming.
    - Spread out in Team Fights so he can't hit all of you with his AoE Silence (500 AoE @ level 4)
    - Vindicator's aura will make bubble's life hell. Not allowing him to TP to his shell and not allowing him to chain his spells.
    Last edited by Newti; 06-10-2010 at 10:06 AM.
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  10. #10






    [Armadon]
    .armadon .bristleback .pig (1.0.2)


    Skill Build
    1 - Snot Storm
    2 - Spine Burst
    3 - Spine Burst
    4 - Armordillo
    5 - Spine Burst
    6 - Restless
    7 - Spine Burst
    8 - Armordillo
    9 - Armordillo
    10 - Armordillo
    11 - Restless
    12 - Snot Storm
    13 - Snot Storm
    14 - Snot Storm
    15 - Stats
    16 - Restless
    17 - Stats+

    Justification / Modifications:
    Pretty standard build. Spine burst is his trademark skill, one level of snot storm for ganks and escaping but maxing armadillo first for survival.

    Staring Items:
    Runes of the Blight, Healing Potion, Iron Buckler, 3x Minor Totem

    Core:
    Logger's Hatchet >> Helm of the Black Legion >> Steam Boots >> Shaman's Headdress

    A fast Hotbl will ensure safe farming. Headdress for more tanking and finally mock to bring some damage into team fights. Also synergizes well with Spine Burst.

    After core:
    Mock of Brilliance >> Behemoth's Heart >> Barrier Idol

    Alternative Items:
    Nome's Wisdom: Solves a lot of your mana problems. Allows you to spam Spine Burst and provides you with some defensive stats as well (Armor). Get this if you plan to jungle a lot. Otherwise its a matter of taste and playstyle. Get it somewhere after boots and Hotbl i would suggest.

    Information:
    Roles: Hard-Carry
    Properties: Tank
    Prefered Lane: Short
    Difficulty: 3 - Medium
    Farming capabilities: 4 - Good
    Item dependancy: 5 - Very Heavy
    Power:
    - Early Game / Lane Control: 3 - Medium (Somewhat annoying harass)
    - Mid Game / Ganks: 2 - Weak (Needs good farm)
    - Late Game / Team Fights: 5 - Very Strong (Best tank if well farmed)

    30-Seconds-Guide:
    - The best counter for you is Power Supply (and Manabattery). Every half-decent opponet will get one against you; but there is little you can do about it. Just keep in mid that the enemy has additional 120/180 HP when you are chasing him down.
    - Armadon can be a Jungler due to his Quill Spray being able to tripple stack creep camps from level 1 on without boots. Read Blockk's Guide to Armadon for more details on this.

    Counters:
    - Power Supply! Get at least mana battery asap from the outpost when laning against him. He spams his spells a LOT.
    - Try not to use your most damaging/expensive spells when his back is turned towards you. Move around or wait until he turns to you. Otherwise a significant amount of the damage will be absorbed.
    - If you see armadon stacking armor, consider a Harkons Blade on someone on your team.
    - Don't focus him in team battles!
    _________________________________________________

    [Behemoth] .behemoth .es .earthshaker (1.0.2)


    Skill Build
    1 - Fissure
    2 - Heavyweight
    3 - Fissure
    4 - Enrage
    5 - Fissure
    6 - Shockwave
    7 - Fissure
    8 - Heavyweight
    9 - Heavyweight
    10 - Heavyweight
    11 - Shockwave
    12 - Stats
    13 - Stats
    14 - Stats
    15 - Stats
    16 - Shockwave
    17 - Stats+
    23 - Enrage+

    Justification / Modifications:
    Enrage can be delayed to level 8, getting another early level of Heavyweight since a 0.3 seconds stun won't do much (but a bit more damage on a close range fissure comes to effect rarely too). Either way it has almost zero impact.

    Staring Items:
    Runes of the Blight, Healing Potion, 2x Mana Potion, Pretender's Crown, 2x Minor Totem (OR Logger's Hatchet instead of Pretender's + Totem)

    Core:
    Marchers >> Ring of Sorcery >> Portal Key >> 2x Fortified Bracelet

    Get a Logger's Hatchet if you can farm the lane (no use in getting one if you are forced to stay back and tower hug). Then get your Marchers ASAP! Behemoth is one of the very few heroes where even starting Marchers can be considered. The 50 movespeed help you so much in trapping enemies and punishing their mistakes.
    After that get Ring of Sorcery or Bottle (matter of taste, i prefer ring). Portal Key is your obvious Goal for being the God of initiation you are. If you went for Ring grab a couple Bracers, otherwise get 2 Talisman of the Exile.

    After core:
    Ghost Marchers >> Wards of Sight >> Fostfield Plate >> Behemoth's Heart

    After your core you don't need any more items. Use your gold to buy wards and to support your team. In case you have Gold left over build Frostfield Plate for additional AoE Rape and survivability.

    Alternative Items:
    - Puzzlebox: Since you don't really need anything after the core you might as well get those for counter warding. The stats are actually pretty good but don't expect too much synergy with your skills/role.

    Information
    Roles: Initiator, Ganker
    Properties: Roamer, Disabler, Nuker
    Prefered Lane: Short
    Difficulty: 4 - Hard (Feed warning for new players)
    Farming capabilities: 3 - Medium
    Item dependancy: 3 - Medium (Very Heavy until core, low afterwards)
    Power:
    - Early Game / Lane Control: 2 - Weak (Fissure can net kills if properly used)
    - Mid Game / Ganks: 3 - Medium
    - Late Game / Team Fights: 4 - Strong (Arguably the best initiator)

    30-Seconds-Guide:
    - Ganking WITH Portal Key: Wait for an opportunity, which in this case is if two or more enemy heroes are surrounded by creeps and within 560 distance of each other. Seize the moment by blinking in, and: Shockwave Autoattack Enrage Autoattack Fissure Autoattack- Ganking WITHOUT Portal Key: It's all about positioning, Portal Key or not. Stay out of your opponent's line of sight and fissure enemy heroes into a corner, or separate them so that your allies can more easily dispatch them. After the Fissure run up and Enrage Autoattack.
    - Often times you will have to save your idiot partners from their own stupid mistakes. Generally I have managed to save them with a well-timed enrage, but every once in awhile when they really screw the pooch you've got to put a fissure between the bloodthirsty opponents and your lovable idiot.

    Counters:
    - When pushing or defending, stay away from your creeps! Otherwise his initiation will be devastating.
    - Try to spread out as much as you can so he doesn't hit you all with his Shockwave.
    - Closely watch Behemoth's movement in the early game. Be very careful if he is trying to trap you with a fissure. This is very very deadly!
    - Finally a Barrier Idol can be helpful counter.
    _________________________________________________

    [Hammerstorm] .hammerstorm .sven (1.0.2)


    Skill Build
    1 - Hammer Throw
    2 - Galvanize
    3 - Hammer Throw
    4 - Stats
    5 - Hammer Throw
    6 - Brute Strength
    7 - Hammer Throw
    8 - Stats
    9 - Stats
    10 - Stats
    11 - Brute Strength
    12 - Mighty Swing
    13 - Mighty Swing
    14 - Mighty Swing
    15 - Mighty Swing
    16 - Brute Strength
    17 - Galvanize
    18 -
    Galvanize
    19 -
    Galvanize
    20 - Stats+

    Justification / Modifications:
    One level of Galvanize is taken early as it is 14% Movement Speed increase on all levels with instant cast. The other 3 levels provide lower CD and higher armor increase which is secondary and delayed until much later.
    Stats are better than Mighty Swing early game to not push your lane and you don't have the damage to support Cleave-Farming yet anyways.
    Stats help your last hitting and get you the much needed bigger mana pool.

    Starting Items:
    Runes of the Blight, Healing Potion, Logger's Hatchet, 3x Minor Totem

    Core:
    Marchers >> Power Supply >> Steamboots >> Fortified Bracelet >> Shrunken Head

    Some people like Bottle on him. Nothing wrong with that - if you plan to roam a bit go for it. Pretty much always get shrunken, even if they only have a single disable spell in their whole team.
    Now that Galvanize is instant cast there is really no excuse to get Ghost Marchers! The +24 damage are NOT affected by Brute Strength while the +10 damage from Steamboots are and that attack speed does wonders for you!

    After core:
    (Portal Key >>) Riftshards >> Elder Parasite >> Behemoth's Heart

    Get Portal Key if your team lacks initiation (this is actually very very important). After that or if you have good means of initiation get Riftshards for imba crits and finally Elder Parasite to make Brute Strength even more brutal. After that Point you can get whatever you like; Heart is the most common choice. Frostburn is decent too.
    Runed Axe is useless by the way. Cleave does stack, but why would you enhance it? His built in 50% splash is way enough for any kind of farming.

    Information
    Roles: Carry, (Initiator)
    Properties: None
    Prefered Lane: Short
    Difficulty: 3 - Medium
    Farming capabilities: 1 - Poor (Cleave kicks in late)
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 2 - Weak (Good Stun)
    - Mid Game / Ganks: 3 - Medium (Decent ganker)
    - Late Game / Team Fights: 4 - Strong (Once he gets his core)

    30-Seconds-Guide:
    - In the early game when you are forced back to the fountain you should teleport to another lane, walk around the trees and initiate a gank. This will almost always lead to kills for your team as it is not expected and very effective.
    - It is imperative to animation cancel Brute Strength. With some practice you can even cast it on the run without stopping at all! (The animation will not play but the hammer glows). A very good demonstration of how effective both these tips can be seen in this replay (chu` playing a perfect 15-0 Hammerstorm): 23370652

    Counters:
    - Nullfire Blade will make the oh-so-awesome Hammerstorm cry like a little baby. There is no other case in the game where one item completely counters a hero. This might be the reason why we don't see him in competitive play. Regardles, get a Nullfire Blade and use it on him as soon as he pops his ulti.
    _________________________________________________

    [Pebbles].pebbles .tiny (1.0.2)


    Skill Build
    1 - Stalagmites
    2 - Chuck
    3 - Stalagmites
    4 - Chuck
    5 - Stalagmites
    6 - Chuck
    7 - Stalagmites
    8 - Chuck
    9 - Enlarge
    10 - Slab Skin
    11 - Enlarge
    12 - Slab Skin
    13 - Slab Skin
    14 - Slab Skin
    15 - Stats
    16 - Enlarge
    17 - Stats+

    Justification / Modifications:
    Not much to say. Never go for another build under any circumstances.

    Starting Items:
    2x Runes of the Blight, 2x Pretender's Crown, Minor Totem

    Core:
    Bottle >> Marchers >> Ring of Sorcery >> Portal Key

    It is very advised to get those stats items to start or you will not be able to pull off stalagmite+chuck combos before level 5! (It costs 240 Mana).
    If you go solo mid you will need a Logger's Hatchet + 3 Minor Totems.

    After core:
    Wards of Sight >> Steam Boots >> Warpcleft >> Daemonic Breastplate

    After your core you are not very item dependent and free to assist in warding/supporting. Finish your boots (not very important which ones) and start working on your breastplate. You can get Steamboots before Portal Key or even turn your Pretender's Crowns into Fortified Bracelets if you find the game to be hard.

    Information:
    Roles: Ganker, (Initiator)
    Properties: Nuker, Pusher
    Prefered Lane: Any (Can solo mid)
    Difficulty: 4 - Hard
    Farming capabilities: 4 - Good (Mana intensive)
    Item dependancy: 3 - Medium (needs core)
    Power:
    - Early Game / Lane Control: 4 - Strong (high burst damage)
    - Mid Game / Ganks: 5 - Very Strong (Highest burst damage in the game at level 8+)
    - Late Game / Team Fights: 2 - Weak (Drastically loses power once heroes get solid hp pools)

    30-Seconds-Guide:
    - Pebbles is a ganker. There's nothing else he can do with his skillset. He is a poor physical DPSer. He is the ultimate one-hit-wonder, with two spells that can be used singly or together for fantastic results, after which he runs like a sissy girl until his spells are back up. Don't let his main stat fool you: Pebbles is a caster.
    - The famous "one-two" combo is accomplished by casting stalagmite on an enemy and then instantly chucking him onto himself. This does abnormal damage and is mostly a one-shot in early and mid game.
    - The more advanced "one-two-three" involves manually right-clicking the enemy while he is chucked in the air for an additional ~200 damage before he lands. Try to practice this if you want to improve your pebbles play.

    Counters:
    - You need to get above a certain Health Treshold to not be oneshottet by him. To be safe buy either Mystic Vestment + 1 Bracelet or 2 Bracelets additional to your Steamboots.
    - If you know it's coming you can sometimes dodge his Stalagmite by moving unpredictable.
    - Once he has Portal Key never stay on a lane with less than 800 HP unless you know he is all across the map.
    _________________________________________________

    [Keeper of the forest] .keeper of the forest .tree (1.0.2)

    Skill Build Offensive
    1 - Tree Sight
    2 - Camouflage
    3 - Tree Sight
    4 - Nature's Protection
    5 - Tree Sight
    6 - Root
    7 - Tree Sight
    8 - Nature's Protection
    9 - Nature's Protection
    10 - Nature's Protection
    11 - Root
    12 - Camouflage
    13 - Camouflage
    14 - Camouflage
    15 - Stats
    16 - Root
    17 - Stats+

    Skill Build Devensive
    1 - Tree Sight
    2 - Camouflage
    3 - Nature's Protection
    4 - Nature's Protection
    5 - Nature's Protection
    6 - Root
    7 - Nature's Protection
    8 - Tree Sight
    9 - Tree Sight
    10 - Tree Sight
    11 - Root
    12 - Camouflage
    13 - Camouflage
    14 - Camouflage
    15 - Stats
    16 - Root
    17 - Stats+

    Justification / Modifications:
    Rule of Thumb: Offensive Build if paired with a ranged hero, defensive build if paired with a melee hero. Also chose the defensive build if you get harassed too much even though having a ranged partner.

    Starting Items:
    Monkey Courier, Runes of the Blight, 2x Minor Totem, Guardian Ring

    Item Build:
    Logger's Hatchet >> Ring of the Teacher >> Marchers >> Nome's Wisdom >> Sustainer >> Restoration Stone >> Portal Key >> Post Haste >> Frostfield Plate

    There is no need to split a core or after core build here, the build-up is fluent. Get Logger's and a Scarab from the outpost asap and then bring Marchers plus the rest of Nome's to you via the courier.
    Feel free to buy wards if your eyes get destroyed or you can't place them at the places you wish to (altough this is rarely an issue).
    After Restoration Stone get a Portal Key for optimal 2xRoot placement and then Post Haste (Luxury). Finally a Frostfield Plate to complement all the Lategame needs Keeper has.

    Alternative Items:
    - Mock of Brilliance: A popular choice especially in pubs where you can free farm your lane and reach a 20 min Mock. If you can do that - by all means go for it. It synergises well with Keeper.
    - Tablet of Command: An alternative to Nome's (mostly if someone else is getting it already). This provides you with the same Mana you need for 2x ulti and is generally an awesome item.

    Information:
    Roles: Suporter, Initiator
    Properties: Tank, (Jungler)
    Prefered Lane: Long, (Can jungle if absolutely needed, Can go mid versus other melee heroes)
    Difficulty: 2 - Easy
    Farming capabilities: 3 - Medium (Very good base damage & attack animation)
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 3 - Medium (Good last hitter, hard to kill)
    - Mid Game / Ganks: 2 - Weak
    - Late Game / Team Fights: 4 - Strong (Good initiator)

    30-Seconds-Guide:
    - Your first task as Keeper, before the Laning phase even really begins, is to get an Eye onto the top rune ASAP. Usually you will be laning in the long lane (top for Legion, bottom for Hellbourne). This allows you easy access to your opponents jungle from an early level and makes accessing the Outpost easier as well.
    - As soon as Tree Sight comes off cooldown ward your opponents pull spot.
    - Always leave enough mana for an emergency Camouflage, especially if there is anyone missing, as you never know when you're going to need it.
    - Always carry a Homecoming Stone! If a tower is under attack teleport there and cast Nature's Protection on it. This will not only increase its armor but will also heal it back up.
    - Read this guide for the most important locations to put your eyes.

    Counters:
    - If playing a melee hero you should pick up a logger's hatchet and cut down any Tree with an eye floating above it.
    - You can put a hatchet on a courier to go kill eyes but do note that the eyes are now invisible unless a hero come within 450 range. So this is really only to save you a slot in your inventory.
    - If you want to kill him, bring dust.
    - As soon as Teamfights start happening bring along Wards of Revelation, place them down and kill him when he tries to initiate.
    - Later in the game a Bound Eye can be considered.
    _________________________________________________

    [Legionnaire] .legionnaire .axe (1.0.2)


    Skill Build
    1 - Whirling Blade
    2 - Terrifying Charge
    3 - Whirling Blade
    4 - Taunt
    5 - Whirling Blade
    6 - Decapitate
    7 - Whirling Blade
    8 - Taunt
    9 - Taunt
    10 - Taunt
    11 - Decapitate
    12 - Terrifying Charge
    13 - Terrifying Charge
    14 - Terrifying Charge
    15 - Stats
    16 - Decapitate
    17 - Stats+

    Justification / Modifications:
    One level of Terrifying Charge is enough for jungling, all that the 3 levels do is increase the duration from 4 to 7 seconds. The initial hit is irrelevant.

    Starting Items:
    Runes of the Blight, 2x Iron Buckler

    Core:
    (Helm of the Black Legion >>) Marchers >> Shamans Headdress >> Portal Key

    Some like it, some hate it: Helm of the Black Legion is a controversial item not only on Legionnaire. I usually stack up 2-3 creep camps with 3 stacks each while farming the other camps. (The recent change to creep stacking being capped at 3 is a HUGE nerf for legio btw!!) When taking out tripple stacked camps use terrifying charge. Depending on your playstyle and your enemies get EITHER Hotbl OR Shamans Headdress and then get Portal Key. After that you can finish the other of the two tanking items if it makes sense. If you go headdress with no Hotbl you may consider getting Plated Greaves earlier as it helps a lot with jungling.

    After core:
    Plated Greaves OR Post Haste >> Barbed Armor >> Behemoth's Heart

    Especially if you didn't build Hotbl you should have the money for Post Haste. But Plated Greaves are very good too.
    Barbed Armor is kinda situational but in the majority of the games it is a very solid choice after you got your tanking core and blink. Heart is obvious.

    Alternative Items:
    - Fostfield Plate: Solves Mana Problems and is pretty good if used in a bulk of enemies. Not to mention it boosts your armor through the roof. So get if if facing a lot of physical damage.

    Information:
    Roles: Carry, Initiator
    Properties: Tank
    Prefered Lane: Jungle. He can lane now but Jungle is still prefered.
    Difficulty: 3 - Medium
    Farming capabilities: 5 - Excellent (Among the best)
    Item dependancy: 3 - Medium (needs core)
    Power:
    - Early Game / Lane Control: Jungle, decent lane ganker
    - Mid Game / Ganks: 2 - Weak (Gets stronger after core)
    - Late Game / Team Fights: 4 - Strong (Good Initiator and Tank even if poorly farmed)

    30-Seconds-Guide:
    - If you want to jungle successfully with Legionnaire you need to master the art of creep stacking. He kills 5 Creeps faster and with less health loss than 2 Creeps. There are good written and video guides for this. This Premium Guide for example.
    - Once you farmed 1 tanking item and Portal Key stop jungling! From now on you need to initiate team fights and ganks.
    - Use a courier to send you health potions while jungling. It is always more efficient than running back to the fountain to heal.
    - Help your mid to maintian rune control and gank your lane at level 6 for a rather easy kill.

    Counters:
    - Legionnaire doesn't scale into lategame. Thats why his power will decrease drastically compared to other heroes (carries). This is his biggest weakness and the reason he is rarely seen these days.
    - Spread out so Legio can't hit all of you with his taunt.
    Last edited by Newti; 06-10-2010 at 11:58 AM.
    My Premium All Hero Guide: http://forums.heroesofnewerth.com/sh...ad.php?t=64274
    Complete Guides for all 66 Heroes with Skill- and Itembuilds, General Information, Gameplay hints, Ingame Mod and much more! Updated for 1.0.2!


  11. #11
    [Predator] .predator .naix (1.0.2)


    Skill Build
    1 - Venomous Leap
    2 - Stone Hide
    3 - Venomous Leap
    4 - Carnivorous
    5 - Venomous Leap
    6 - Terror
    7 - Venomous Leap
    8 -Carnivorous
    9 - Carnivorous
    10 - Carnivorous
    11 - Terror
    12 - Stone Hide
    13 - Stone Hide
    14 - Stone Hide
    15 - Stats
    16 - Terror
    17 - Stats+

    Justification / Modifications:
    Standard build for most situations. If you jungle, max Carnivorous first obviously.
    It is possible to delay Terror to levels 10 and 11 but I prefer to get it at 6.

    Starting Items:
    Runes of the Blight, Healing Potion, 2x Crushing Claw, 2x Minor Totem

    Core:
    Logger's Hatchet >> Steam Boots >> Shield Breaker

    One of the biggest advantages Predator has over other strengths carries is, that he does not need a Shrunken Head for his core. This allows him to go directly for damage items and making him become effective much earlier. If your farm is slacking a bit and you have troubles saving up for Shield Breaker you can build Insanitarious instead. It also a very solid choice but has a better buildup.

    After Core:
    Warpcleft >> Daemonic Breastplate >> Behemoth's Heart >> Riftshards

    Daemonic Breastplate gives you all the stats you need. Riftshards is pure luxury.

    Alternative Items:
    - Insanitarious: As mentioned
    - Elder Parasite: It is good since carnivorous scales very well with attack speed and the additional life leech with the Parasite and Carnivorous somewhat make up for the damage taken (IF you can attack). That being said either get it early (instead of sheildbreaker) or just get Warpcleft (I prefer the latter). NEVER GET IT WITH SHIELDBREAKER AS THEY WONT STACK.
    - Shrunken Head: Is an option in very magic heavy matchups. It's by no means useless but very situational. The stats it provides are however sub par. You want attack speed and -Armor.

    Information:
    Roles: Hard-Carry
    Properties: (Anti-Tank)
    Prefered Lane: Short, (Jungle)
    Difficulty: 2 - Easy
    Farming capabilities: 4 - Good (Very high base damage, built-in life leech)
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 2 - Weak (Dangerous with capable babysitter)
    - Mid Game / Ganks: 2 - Weak (Needs farm)
    - Late Game / Team Fights: 5 - Very Strong

    30-Seconds-Guide:
    - You have a very good Base damage and attack animation, last hitting should be pretty easy.
    - Don't simply activate Stone hide right after you leap. Only activate it if you need it. It requires some practice and anticipation to use it correctly.
    - You can block spells mid-air with Stone hide. For example even when Hammerstorm's Hammer is already flying it will not stun you and do no damage to you if you manage to activate Stone Hide before the hammer hits.

    Counters:
    - Predator is one of those carries that start to hit like a truck with just one big item (shieldbreaker usually). Unlike other Hardcarries he doesn't require a ton of farm to be very effective. The more important it is to deny him any early farm on his lane.
    - 2 things make you get destroyed by pred: If you have a lot of HP pred will leech an insane amount of life with each hit. If you have low armor and he can reduce it to around 0 or even below he tears through you like butter.
    - So don't stack HP, but armor instead. Ulti + Shieldbreaker reduces 11 armor. So you want to have a LEAST 15 Armor, better 20+. Anything below 15 Armor will make you get crushed. -> Plague Rider is actually a soild counter as pred heavily relies on armor reduction.
    - Plated Greaves and Nome's Wisdom are a good against him. Nome's offers 3 Armor to the whole team.
    _________________________________________________

    [Jeraziah] .jeraziah .omniknight (1.0.2)


    Skill Build
    1 - Protective Charm
    2 - Inner Light
    3 - Inner Light
    4 - Righteous Strike
    5 -Inner Light
    6 - Sol's Blessing
    7 - Inner Light
    8 -Righteous Strike
    9 - Righteous Strike
    10 - Righteous Strike
    11 - Sol's Blessing
    12 - Protective Charm
    13 - Protective Charm
    14 - Protective Charm
    15 - Stats
    16 - Sol's Blessing
    17 - Stats+

    Justification / Modifications:
    The "pub" build. One level of charm is enough for early game, maxxing it early will actually be counter productive as you can't heal yourself when charm is on. You can get charm up a bit earlier tho at the cost of Righteous Strike.

    Starting Items:
    Monkey Courier OR Wards of Sight, Runes of the Blight, Healing Potion, 4x Mana Potion

    Core:
    Ring of Sorcery >> Marchers >> Astrolabe >> Ghost Marchers

    You can also get a Guardian Ring to start with if you dont have to buy a Monkey or Wards. Ghost Marchers are gotten to rush in and apply the slow. You can get plated greaves if your team needs them.
    Also you are responsible for Wards of Sight!


    After Core:
    - Nome's Wisdom: I don't like it on him. Only get it if absolutely needed in your team.
    - Tablet of Command: Works well with Jeraziah. *Recommended*
    - Puzzlebox: To counterward and for the stats.
    - Behemoth's Heart: If you have nothing else to buy.


    Information:
    Roles: Supporter
    Properties: Babysitter (for Ranged Carries), Counter-Initiator
    Prefered Lane: Long
    Difficulty: 5 - Very hard
    Farming capabilities: 4 - Good
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 5 - Very Strong (Incredible heal/nuke)
    - Mid Game / Ganks: 3 - Medium
    - Late Game / Team Fights: 5 - Very Strong (Best Carry-Supporter and game-changing ult)

    30-Seconds-Guide:
    - What makes Jeraziah one of the best heroes in the current meta game is his usefulness from the first minute to the last minute of the match. Unlike for other supporters his spells (except for the heal) do not diminish over time. They actually grow in power!
    - On the other hand you need perfect timing on both of your lategame skills to make the most of them. This is why Jeraziah is one of the hardest heroes to play.
    - You are countered by Electrician's purge and to a lesser extent by Nullfire blade. As of recently Nullfire blade no longer purges Protective Charm, but it can still remove Sol's Blessing.
    - If laning versus melee heroes you can use the heal on a creep they are about to last hit for some nice damage.
    - Do not understimate your farming power. Once you got the ring you are able to spam the heal for gold.

    Counters:
    - Electrician's Purge can remove Jeraziah's Protective Charm as well as Sol's Blessing. If a Unit has both charm and blessing on him, one application of purge will remove both (and slow the enemy).
    - Nullfire blade will remove Sol's Blessing, but can't purge through Protective charm. In some cases its still worth building it tho (if you have other uses for it in that particular game).
    - His Heal is pure damage, it cannot be mitigated by Magic Armor but you can precisely calculate the damage it will do.
    _________________________________________________

    [Pandamonium] .pandamonium (1.0.2)


    Skill Build
    1 - Flick
    2 - Cannonball
    3 - Cannonball
    4 - Flurry
    5 -Cannonball
    6 - Face Smash
    7 -Cannonball
    8 -Flurry
    9 - Flurry
    10 - Flurry
    11 - Flick
    12 - Flick
    13 - Flick
    14 - Face Smash
    15 - Stats
    16 - Face Smash
    17 - Stats+

    Justification / Modifications:
    The reason you don't get Face Smash level 2 on level 11 is, that the duration doesn't increase, while the mana cost does. Face Smash is a disable not a nuke, so same duration for less Mana is to be prefered especially since you are pretty starved on mana anyways.

    Starting Items:
    Runes of the Blight, Healing Potion, Logger's Hatchet, 3x Minor Totem

    Core:
    (Bottle >>) Ghost Marchers >> Power Supply >> Shrunken Head

    I usually get a bottle but it is not always needed. Make sure you get Ghost Marchers asap, the earlier the better. Once you have them it will be very hard for your enemies to dodge your flicks and kills start happening. Power Supply is core. In most of the games you will then work for a Shrunken Head. If you don't need one get Insanitatious.
    Insanitarious allows you to kill any creep wave with 3 flurries and it makes your ulti so much stronger.

    After Core:
    (Insanitarious >>) Behemoth's Heart >> Portal Key >> Riftshards

    If your farm doesn't go well get Insanitarious. The buildup is superb! If your farm is going decent you can skip Insanitarious and go for Heart directly. Behemoth's Heart will give you a big damage boost for your skills as it greatly increases your base damage. Portal Key for initiation or for blink-ult on their carry. Riftshard crits do happen during Face Smash. If you lack initiation get Key before Heart.

    Alternative Items:
    - Barbed Armor: Depending on your role this is the first item after your core.

    NEVER GET RUNED AXE ON PANDAMONIUM!
    I see so many pub players do this but please don't! Runed axe gives you a cleave but with insanitarious you will instagib creep waves with your flurry, you do absolutely not need Cleave! The flat damage bonus on Runed Axe does not further increase the damage of your skills eihter because it does not increase base damage (again, insanitarious does increase base damage) and if you only want it for the manareg simply get a Bottle and Power Supply.
    Always get Insanitarious over Runed Axe for damage and farming!

    Information:
    Roles: Ganker, Semi-Carry
    Properties: Pusher
    Prefered Lane: Short
    Difficulty: 4 - Hard
    Farming capabilities: 4 - Good (Flurry)
    Item dependancy: 4 - Heavy (Abilities scale with items)
    Power:
    - Early Game / Lane Control: 3 - Medium
    - Mid Game / Ganks: 4 - Strong (Very strong midgame ganker)
    - Late Game / Team Fights: 3 - Medium

    30-Seconds-Guide:
    - With the slow of level one flick you are not guaranteed to land your cannonball. Try to anticipate where the enemy is running or wait a second for him to start running before you cannonball.
    - With level 3+ flick you are pretty much guaranteed to land cannonball if queued after flick.
    - When ganking a lane use flick/cannonball on one hero then switch to the other hero and face smash him while your team mates finish off both heroes.
    - Cannonball can be used as an escape skill. But don't use it to just "blink" away as you will be stunned after you land. Use it to jump up/down cliffs or into the forest where the enemy can't reach you.

    Counters:
    - Stack Armor. ALL his damage is physical and thus subject to mitigation by Armor. Nome's Wisdom, Plated Greaves, etc work fine.
    - If he is rushing A Shrunken Head consider building a Tablet of Command to interrupt his Face Smash. This is critical if he can disable your carry with it.
    _________________________________________________

    [Rampage]
    .rampage .spiritbreaker .barathrum (1.0.2)


    Skill Build
    1 - Stampede
    2 - Might of the Herd
    3 - Might of the Herd
    4 - Horned Strike
    5 - Might of the Herd
    6 - Favor of Sol
    7 - Might of the Herd
    8 - Horned Strike
    9 - Horned Strike
    10 - Horned Strike
    11 - Favor of Sol
    12 - Stampede
    13 - Stampede
    14 - Stampede
    15 - Stats
    16 - Favor of Sol
    17 - Stats+

    Justification / Modifications:
    My Skillbuild for Rampage, but i don't play him often. One level of Stampede for transport and stun. Maxxing Might of the Herd first for movespeed and most important last hitting.

    Starting Items:
    Runes of the Blight, Healing Potion, 2x Crushing Claw, 2x Minor Totem

    Core:
    Logger's Hatchet >> Steam Boots >> Elder Parasite >> Shrunken Head

    EP is pretty good on Rampage and in combination with Shrunken Head you don't have to worry too much about the extra damage taken. It is exceptionally good to 1v1 other heroes as you will get a lot more bashes. It is possible to skip EP if you don't like the item at all.
    Don't get ghost marchers, they suck on him. Post haste are an alternative if you farm fast.

    After Core:
    Insanitarious >> Warpcleft >>Daemonic Breastplate >> Behemoth's Heart

    Insanitarious works very well with Elder Parasite. You get more max HP and you can significantly increase your base damage while EP is active (this stacks multiplicative). But you can just skip it and go for Breastplate directly.

    Information:
    Roles: Carry
    Properties: None
    Prefered Lane: Short
    Difficulty: 2 - Easy
    Farming capabilities: 3 - Decent (Good base damage)
    Item dependancy: 5 - Very Heavy
    Power:
    - Early Game / Lane Control: 1 - Poor
    - Mid Game / Ganks: 3 - Medium
    - Late Game / Team Fights: 4 - Strong (Can carry if farmed)

    30-Seconds-Guide:
    - Rampage is - in my humble opinion - one of the worst heroes. He has almost no utility, a very confusing last hitting animation (horned striked screwing it up) and no escape mechanism short of his speed. Also his Horned Strike is too random to be reliable.
    - You can't do much early game. Stay in your lane and farm. Don't charge on enemies, it is very dangerous to do early game! Your priority is to stay a live.
    - Use stampede to save you the TP gold if you want to move back to your lane (charge a creep from the fountain/from another lane).

    Counters:
    - Not much to say. You can't do more than stack some Armor and HP and hope he doesnt stunlock you to death.
    - Always carry a TP. If you see him charging you and you are alone, INSTANLTY TP away!
    _________________________________________________

    [Devourer] .devourer .pudge (1.0.2)


    Skill Build
    1 - Decay
    2 - Guttling Hook
    3 - Decay
    4 -Guttling Hook
    5 - Decay
    6 - Devour
    7 - Decay
    8 - Guttling Hook
    9 - Guttling Hook
    10 - Cadaver Armor
    11 - Devour
    12 - Cadaver Armor
    13 - Cadaver Armor
    14 - Cadaver Armor
    15 - Stats
    16 - Devour
    17 - Stats+

    Justification / Modifications:
    I prefer to go Decay over Hook since the range of the hook is the same at all levels. Going for Hook over Decay is fine too tough. Mostly a matter of who you are laning with (with a stunner go decay for sure).

    Starting Items:
    Runes of the Blight, 2x Healing Potion, 1x Pretender's Crown, 2x Minor Totem

    Core:
    Bottle >> Marchers >> Power Supply >> Shaman's Headdress

    Get Bottle asap (or after Mana Battery depending on the lane). Then work through Marchers and Power Supply to eventually get your headdress. The reason for that is, that Shaman's Headdress considerably reduces the damage you take from Decay. ALWAYS get it even if the other team has no magic damage.

    There has been much debate on wether Shaman's Headdress or HotbL + Mystic Vestments is better. While the latter let's you mitigate a bit more damage, it has significant drawbacks: You spend 575g more; you have one less inventory slot; and most importantly: you can't build into barrier idol unless you spend another 1600g or so. I consider Barrier Idol very very strong on Devourer (actually one of the reasons to pick him if ever) that you can't pass up on that. If you are playing against a very magic light team you can of course go for HotbL + Vestments but unless you randomed him, there is absolutely no reason to pick Devourer unless going against a very magic heavy team!

    After Core:
    Post Haste OR Plated Greaves >> Barrier Idol >> Staff of the Master >> Behemoth's Heart

    Post Haste are very good due to the nature of Decay but Plated Greaves will do if you don't get the farm going. After that most of the time you will build a barrier idol for the team. Staff of the Master lets you regen HP when casting your ulti and thus counteracts the damage from Decay. If heavily forced into the Tank & Initiation role, pick up Portal Key and Heart while ignoring SotM.

    Alternative Items:
    - Portal Key: For Blink-Ult and Hook positioning. This is situational but can be good to counter either invis or blinking heroes.

    Information:
    Roles: Initiator
    Properties: Tank, Anti-Carry
    Prefered Lane: Any (Can solo mid in pubs)
    Difficulty: 4 - Hard
    Farming capabilities: 4 - Good
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 2 - Weak
    - Mid Game / Ganks: 5 - Very Strong (Very strong 1vs1 and ganking hero)
    - Late Game / Team Fights: 3 - Medium (depending on how well he is farmed he can be very tanky)

    30-Seconds-Guide:
    - Getting the Hooks off can be very hard and requires a lot of practice. If you have problems hitting them, try running up to the enemy, activating decay and hooking them as they try to flee. It works pretty good.
    - You can activate decay even when you are casting your Ultimate. It will not interrupt the channeling.
    - You can chop down certain trees to create a nieche in the forest where you can hook and block the enemy hero so they can't escape even without you using devour.

    Counters:
    - Magic Armor reduces the damage from rot and devour, but not from hook (hook is physical damage).
    - Try to stand behind, right next to your own creeps so he can't hook you. If you can't do that then keep moving, don't stand still.
    _________________________________________________

    [Electrician] .electrician (1.0.2)


    Skill Build
    1 - Static Grip
    2 - Energy Absorption
    3 - Energy Absorption
    4 - Electric Shield
    5 - Energy Absorption
    6 - Cleansing Shock
    7 - Energy Absorption
    8 - Electric Shield
    9 - Static Grip
    10 - Static Grip
    11 - Cleansing Shock
    12 - Static Grip
    13 - Electric Shield
    14 - Electric Shield
    15 - Stats
    16 - Cleansing Shock
    17 - Stats+

    Justification / Modifications:
    This is what I came up with after testing the new Electrician. Energy Absorption is your main nuking and farming ability and is maxed first. Get one early level in Static Grip for obvious reasons. I then level Electric Shield to 2, this allows you to farm whole creep waves and neutral stacks by just standing next to them for a couple of seconds and then hitting Energy Absorption. Level 2 however is enough for that and we max out Grip first.
    If the enemies have no notebale buffs/debuffs that you can cleanse, consider delaying Cleansing Shock until you really need it. It is rarely worth it for just the speed boost over his other skills.

    Starting Items:
    2x Runes of the Blight, 2x Mana Potion, 2x Minor Totem, Mana Battery

    Core:
    Logger's Hatchet >> Power Supply >> Marchers >> Sacrificial Stone >> Plated Greaves

    I recommend Logger's as you will need quite a bit of farm early game to become effective. Power Supply does a lot for you and should be built (depending on the lane you can delay it). Sacrificial Stone is one of the most effective items on Electrician and you should rush for that even before you upgrade the marchers. Plated Greaves will then give you a LOT of EHP through their high armor.

    After Core:
    Frostfield Plate >> Barrier Idol >> Behemoth's Heart

    If the enemy team is very magic heavy you can build the Idol before Frostfield. Once you get Frostfield however you will be insanely hard to take down.

    Alternative Items:
    - Helm of the Black Legion: I do not like this item at all on Electrician, yet I see many people get it. It has no synergy with his abilities and is in general a poor choice for him in my opinion. Do not get this.
    If you get it, then split it up and use the parts to build a sac stone later.
    - Nullstone: After the buffs to Nullstone you can get it instead of Sac Stone if they have a lot of targeted, annoying abilities. Its VERY good, but still situational.

    Information:
    Roles: Ganker, Semi-Carry
    Properties: Roamer, Tank
    Prefered Lane: Short
    Difficulty: 2 - Easy
    Farming capabilities: 5 - Excellent
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 4 - Strong
    - Mid Game / Ganks: 4 - Strong (Good ganker)
    - Late Game / Team Fights: 4 - Strong (A true beast if well farmed)

    30-Seconds-Guide:
    - Electric Shield + Energy Absorption allows you to farm creep waves very quickly. Use this to get your SacStone asap!
    - You can remove a variety of buffs and debuffs with Cleansing Shock. At the start of a match take a couple of second to think about which different spells you are able to cleanse considering your current opponents.
    - The most important Buffs/Debuffs to remove include: Protective Charm (Jeraziah), Sol's Blessing (Jeraziah), Corrupted Conduit (Corrupted Disciple), Poison Spray (Slither), Flaming Hammer (Blacksmith), Ice Imprisonment/Tundra Blast (Glacius), Death Boil/Unholy Shackles/Life Void (Hellbringer), Haunt (Hag), Contagion (Plague Rider), Snot (Armadon), Roots (Keeper), Swarm (Pesti), Brute Strength (Hammerstorm), Dark Blades (Dark Lady), Zeal (Dark Lady), and some I forgot
    - Looking at this list you see that you are an excellent counter to Jereziah, Hellbringer, Dark Lady and Hammerstorm. Strongly consider picking Electrician when playing against one of those heroes.
    - Also note that Cleansing Shock deals 600/800/1000 Magic damage to enemy summoned units. Malphas has 900/1200/1500 HP.

    Counters:
    - Ignore him for the most part. Kill everyone of his team mates first . Save some disables to interrupt his Grip, he will barely be a nuissance after.
    - If he is roaming, make sure you get wards up.
    Last edited by Newti; 06-10-2010 at 10:50 AM.
    My Premium All Hero Guide: http://forums.heroesofnewerth.com/sh...ad.php?t=64274
    Complete Guides for all 66 Heroes with Skill- and Itembuilds, General Information, Gameplay hints, Ingame Mod and much more! Updated for 1.0.2!


  12. #12
    [Kraken] .kraken (1.0.2)


    Skill Build
    1 - Splash
    2 - Tsunami Charge
    3 - Splash
    4 - Tsunami Charge
    5 - Tsunami Charge
    6 - Whirlpool
    7 - Tsunami Charge
    8 - Tidal Pull
    9 - Tidal Pull
    10 - Tidal Pull
    11 - Whirlpool
    12 - Tidal Pull
    13 - Splash
    14 - Splash
    15 - Stats
    16 - Whirlpool
    17 - Stats+

    Justification / Modifications:
    Level 2 Splash is all you need to get those last-hits. After getting that switch priority to Tsunami Charge and max it out asap for increased Range and Damage. Whirlpool is taken at 6 for a chance on early kills (Pull them behind your tower). But you can delay it depending on the situation.

    Starting Items:
    Runes of the Blight, Healing Potion, 2x Mana Potion, Pretender's Crown, 2x Minor Totem

    Core:
    Steamboots >> Portal Key >> Fortified Bracelet

    Simple as that. Pick up Steamboots ON INT first to have the mana to support Whirlpool, Charge and Portal Key. If you still have your Pretender's Crown upgrade it to a bracer.
    Power Supply is situational on Kraken. Get it in appropriate lanes, skip it otherwise. I don't recommend to get it before Portal Key.

    After Core:
    - Helm of the Black Legion: DO NOT GET THIS ITEM! I see every other pub kraken run around with a helm. You are NOT a tank. You are support. There are 278 better items for you.
    - Wards of Sight: Once you got your Core buy wards. Always remember, you are support.
    - Nome's Wisdom: Less viable after the nerfs. I much prefer Barrier Idol now. But it is still good, especially if someone else builds an Idol.
    - Barrier Idol: Great support Item in most matchups. Usually the most effective item to get.
    - Astrolabe: If barrier Idol is not needed. Don't get both (it's too late to be useful after Barrier).
    - Puzzlebox: After barrier Idol or Astrolabe.

    Information:
    Roles: Initiator
    Properties: Anti-Pusher, (Anti-Carry)
    Prefered Lane: Short
    Difficulty: 4 - Hard
    Farming capabilities: 3 - Decent (Splash)
    Item dependancy: 3 - Medium (Needs core)
    Power:
    - Early Game / Lane Control: 2 - Weak
    - Mid Game / Ganks: 2 - Weak
    - Late Game / Team Fights: 5 - Very Strong (Game changing ult)

    30-Seconds-Guide:
    - Kraken is a very strong last hitter with annoying splash and he starts with decent strenghts as well as solid 3.1 Armor. It's not easy to harass him off the creeps.
    - You are defined by your ultimate. Missing it makes you virtually useless for the next two Minutes!
    - The first thing you need to look at before you use your ulti is your mana pool. At lvl 6-10 you need to have at least 275 mana to pull off a ult+portal key combo. At lvl 11-15 you need 325 mana, and at lvl 16+ you need 375 mana. Remember to always have sufficient mana before placing an ult.
    - Always remember: You are Support. Do not play carry. Get supportive items, plant wards, let the least pushed lanes for your carries to farm.
    - The next thing to note is that it isn't always optimal to get all their heroes with your ulti. The goal is simply to assassinate their most important heroes before the teamfight even begins. That's how Kraken wins games. Get 2-3 heroes, then continue to push to get an easy tower kill. Back off when they respawn and wait until the ulti is off cooldown!
    - Sometimes, mostly early-mid game (around lvl 6-10) it is often worth to ult just to grab a single hero for an easy kill. Ganking their Sand Wraith right when he has saved up 2500g farming for Mock can be gamebreaking!
    - Whirlpool has a quite decent cast range, so remember that you don't always have to cast it on your feet. Use this to your advantage, and try to position the whirlpool exit on a dangerous spot that's hard to get out of. Pling the map on where you place your ult right before you use it. This way your teammates knows what'll be happening.

    Counters:
    - Stuns and disables are good if you either have very good reactions or if the Kraken is not very good. If you disable him while his ult is running it will go off after the stun ends. So you have enough time to walk away. Good Krakens however will blink in and instantly hit R, giving you no outs.
    - Mock of Brilliance can be good against him as it prevents him from blinking on your team once he gets too close.
    - Be prepared for his ulti. Either spread out or stand close and get all sucked in. Most of the time you can anticipate when he will be using it and if you move back fast enough you can escape him.
    _________________________________________________

    [Warbeast] .warbeast .lycan (1.0.2)


    Skill Build
    1 - Summon Hellhounds
    2 - Primal Rage
    3 - Summon Hellhounds
    4 - Primal Rage
    5 - Summon Hellhounds
    6 - Metamorphosis
    7 - Summon Hellhounds
    8 - Primal Rage
    9 - Primal Rage
    10 - Battle Cry
    11 - Metamorphosis
    12 - Battle Cry
    13 - Battle Cry
    14 - Battle Cry
    15 - Stats
    16 - Metamorphosis
    17 - Stats+

    Justification / Modifications:
    Get your Ultimate at level 6 even if you keep jungling. It is too good to be delayed! Battle Cry can be taken earlier as the mana cost is now very supportable. Get it for sure if you lane. Im still not sold on it when jungling.

    Disclaimer: I will showcase my very own build here. I know that most people play Warbeast different, rushing abyssal skull. I however find Warbeast one of the weakest heroes already due to the fact that he needs 30+ minutes of jungling to become effective. This is an attempt to make him useful much earlier.

    Starting Items:
    Ring of the Teacher, 2x Mana Potion

    Core:
    Whispering Helm >> Steamboots >> Shrunken Head

    This might look very weird to you. Why would you want whispering helm when you can get Abyssal skull which is so much better? Or is it?
    The main reason for this lies in the nature of your skills. Let's examine:
    Battle Cry applies Rallied to all allied player controlled units for 16 seconds. Rallied increases their damage by 16.
    Metamorphosis increases movement speed of self and all owned units to 522 and gives them Unitwalking.
    In case you have never seen a Minotaur move at 522 MS with unit walking I can tell you this: You will die.
    As soon as you have Whispering Helm dominate a Minotaur (or Skeleton King if you can't find one). Now press R and rightclick an enemy. Manually control the Minotaur to get in front of him and stun. 90% of the time this will get you a kill.
    What benefit does Abysal Skukull provide? Jungling is easier, yay! Making you more USELESS rather than useful. With a Whispering Helm you can tank anything you want anyways, no need for your Dogs to have lifesteal.

    Ok, that being said get Steamboots (you are at max speed with ulti anyways) and Shrunken Head.

    After Core:
    Insanitarious>> Behemoth's Heart >> Brutalizer >> Daemonic Breastplate

    I recommend you get one damage item after Shrunken Head. Shieldbreaker does no longer stack with Whispering Helm and thus I suggest getting Insanitarious. Then get Heart and Brutalizer to compete with other carries and for chasing.

    Alternative Build:
    Another viable build on Warbeast is the Puzzlebox Backdoor build:
    Get the same starting items but then dont buy ANYTHING else but Mana Potions and a Puzzlebox level 3. Not even basic Marchers.
    As soon as you have Box3 and level 4 wolves just spawn those 4 minions, and rightclick a tower (you can stay back if you want and do some neutrals). Once they get close to the tower hit R+W and the tower WLL DIE even with no creeps around unless they port in. This way you can push all the outer towers and maybe even some base towers around 25 mins into the game. Its also very Strong to kill heroes and you can easily do Kongor even with just a level 2 Box.
    After Box 3 proceed with Steamboots >> Shrunken Head >> Behemoth's Heart >> etc.

    Information:
    Roles: Carry
    Properties: Jungler
    Prefered Lane: Jungle
    Difficulty: 1 - Very Easy
    Farming capabilities: 4 - Good
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: Jungler
    - Mid Game / Ganks: 3 - Medium (Good chaser)
    - Late Game / Team Fights: 4 - Strong (Capable carry if farmed)

    30-Seconds-Guide:
    - Read the Section for Core items to understand the use of Whispering Helm. This makes Warbeast actually useful before he spent 30 minutes in the jungle.
    - After obtaining Whispering Helm don't stick to the jungle. Go gank and help out. In the downtimes you can still farm the jungle of course.
    - In case you were wondering, you can still solo Kongor at around level 9-10 even without Abyssal Skull. Just get 2 Health Potions and use them while your Dogs tank.
    - Remeber to dominate an additional creep whenever your helm is ready. A Skeleton King along with 2 Minotaurs around the 25 Minute mark will make you pretty much auto-win every 1vs1 fight.

    Counters:
    - He has high phyiscal damage and will most likely carry a shrunken head. Void Talisman is the most optimal counter to that. Armor Stacking will help too.
    - Storm Spirit serves a similar purpose as Void Talisman in being to save you or even team mates from his fury. If you can make use of them, get both items!
    - Warbeast will most of the time be jungling. Make sure you pay him a visit from time to time as uninterrupted farming will make him a war BEAST faster than you might think.
    - Make use of the fact that most Warbeast players will be almost completely useless before the 20-30 minute mark turning it into a 5vs4 in your favor. Push hard if you can.
    _________________________________________________

    [Pharaoh] .pharaoh .clockwerk (1.0.2)


    Skill Build
    1 - Tormented Soul
    2 - Hellfire
    3 - Tormented Soul
    4 - Hellfire
    5 - Tormented Soul
    6 - Wrath of the Pharaoh
    7 - Tormented Soul
    8 -Hellfire
    9 - Hellfire
    10 - Wall of Mummies
    11 - Wrath of the Pharaoh
    12 - Wall of Mummies
    13 - Wall of Mummies
    14 - Wall of Mummies
    15 - Stats
    16 - Wrath of the Pharaoh
    17 - Stats+

    Justification / Modifications:
    Tormented Soul is taken at start in order to scout out the opponent's lanes (who's laning where) and for last-hitting purposes. In most lanes (especially solo mid) you want to max Tormented Soul first for lane control. If you are paired with a slower/stunner however you can max Hellfire over Tormented Soul and try to get some early kills. The damage from a full duration Hellfire is almost in the 4 digits!

    One point in Wall of Mummies can be taken early if it synergizes with your lane-partner or you need means to escape. Else leave it for later and keep your mana for Hellfire/Tormented Soul.

    Lane Starting Items:
    1x Runes of the Blight, 1x Healing Potion, 1x Logger's Hatchet, 2x Minor Totem

    Core:
    Iron Buckler >> Bottle >> Power Supply >> Ghost Marchers

    Remember, you are a ganker/initiator who is very reliant on having enough mana to pull off his moves/ganks.

    After Core:

    Puzzle Box >>
    Shaman's Headdress (>> Barrior Idol) >> Behemoth's Heart

    Puzzle Box adds a lot of DPS when the enemy can't run from your minions but the real power is to reveal heroes like scout, night hound, mandman, etc. once you catch them in your mummies.

    Shaman's Headdress and eventually Barrior Idol will help you absorb much more magic damage and tank/chase longer.

    Alternative Items:
    Staff of the Master: Staff of the Master will reduce the cooldown on your ultimate down to 20 seconds and enables to target allies - transforming it to a stunning Portal Key!
    Frostfield Plate: Raw armor and a slowing AoE nuke after your ultimate will seal the deal in team-fights.
    Helm of the Black Legion: Old school Pharao. You can get this before/after Ghost Marchers. It can help when you are having a bad laning phase on a side lane where you need the HP/Reg to be less vulnerable to harass. It is also solid because you will often be the first target in teamfights simply because you initiate.

    Information:
    Roles: Initiator, Ganker
    Properties: Tank, Pusher (Push any lane from anywhere)
    Prefered Lane: Middle, Short
    Difficulty: 3 - Medium
    Farming capabilities: 3 - Medium (You can farm other lanes and stack creep camps from afar with Tormented Soul)
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 3 - Medium (Strong harassment)
    - Mid Game / Ganks: 5 - Very Strong (Hellfire > Ulti > Wall of Mummies > Auto-Attack = Kill)
    - Late Game / Team Fights: 4 - Good (Decent tank, Ulti still shines, Auto-attack damage decreases though)

    Noteable +/- and synergies:
    + Hellfire's mini-stuns denies a lot of casters to pull off their spells
    - Requires other players to roam with you


    30-Seconds-Guide:
    - You're alway the first hero to go in!
    -
    Hellfire > Ulti > Wall of Mummies preferably on casters to take them out asap and prevent them from pulling off any channeled abilites or spells with casting time.
    - Keep map and rune control (Wards!) to keep your bottle filled and ensures you to roam/gank even longer. This means you have to buy Wards from time to time in pub-games.

    Counters:
    - Tablet of Command. Seriously, if you are not carrying and playing against a Pharao get this item. It's ridiculous how much this will screw him. You can save allies by pushing them outside his mummies, you can push himself out of the mummies or you can frogleap the mummies when he tries to use them to escape. You can also escape should he catch you will hellfire.
    - Power Supply as he will spam his Tormented Soul like there is no tomorrow.
    - Standing behind your creeps will most of the time save you from being initiated on.
    - If you are a squishy carry hero (Like FA, Arachna, Madman, etc) pharao will most likely try to initiate on you. Stay back and be prepared for it.
    _________________________________________________

    [Accursed] .accursed .abbadon (1.0.2)


    Skill Build
    1 - Fire Shield
    2 - Cauterize
    3 - Fire Shield
    4 - Cauterize
    5 - Fire Shield
    6 - Flame Consumption
    7 - Fire Shield
    8 - Cauterize
    9 - Cauterize
    10 - Sear
    11 - Flame Consumption
    12 - Sear
    13 - Sear
    14 - Sear
    15 - Stats
    16 - Flame Consumption
    17 - Stats+

    Justification / Modifications:
    Standard build for all situations. I don't think it is ever worth to delay your ultimate or to get an early level of sear.

    Lane Starting Items:
    2x Healing Potion, 2x Mana Potion, Guardian Ring, 2x Minor Totem

    Core:
    Ring of the Teacher >> (Power Supply >>) Marchers >> Nome's Wisdom OR Ring of Sorcery

    Ring of the Teacher can be completed at the outpost. Then get either Nome's or Ring of Sorcery depending on your team. I prefer Nome's if no one else plans to get it. Power Supply is situational and can be skipped.
    If you don't get Power Supply i recommend you get a Fortified Bracelet instead.

    After Core:

    Ghost Marchers OR Plated Greaves >> Astrolabe >> Barrier Idol >> Behemoth's Heart


    The full support route.

    Alternative Items:
    - Abyssal Skull: Great item if you have other heroes on your team to profit from it. Get it after Astrolabe or Barrier Idol.

    Information:
    Roles: Babysitter, Supporter, Tank
    Prefered Lane: Short/Long
    Difficulty: 4 - Hard (Easy to learn, hard to master)
    Farming capabilities: 3 - Decent
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 4 - Strong
    - Mid Game / Ganks: 3 - Medium
    - Late Game / Team Fights: 4 - Strong (Carry-Support, Tanking)

    30-Seconds-Guide:
    - Your Bread and Butter in the early game is to apply Fire Shield to yourself and then cast Cauterize on your enemies. This will blow up your Fire Shield and deal very high burst damage to your opponent.
    - As long as you have enough mana, keep your lane partner's health topped.
    - But try to always have mana for at least one Fire Shield.
    - Remember that Fire Shield removes a range of debuffs, most importantly slow effects.
    - Accursed is a pretty effective tower diver. Diving into tower range with a Fire Shield while right clicking your enemy will make sure the shield blows up and your enemy takes the damage. Using this can easily net you some early game kills.
    - In team fights use your skills DEFENSIVELY!! Don't nuke spam cauterize, use it to keep your most fragile carry up!! You have the best burst heal in the game.

    Counters:
    - There are heroes that can kill accursed without triggering his ultimate. This is achieved by dealing more damage than his remaining HP with one single spell while his ultimate is not yet activated. The following heroes can do this relatively easy: Legionnaire (Decapitate is instant kill even while his ulti is ON), Witchslayer, Pyromancer, Deadwood.
    - The vast majority of Accursed you will meet will go this or a similar support route. You can't really counter that. He has no obvious weakness. Simply ignore him and kill his team mates first. He is a P.I.T.A. to kill as you need to do it twice.
    _________________________________________________

    [Pestilence] .pestilence .slardar (1.0.2)


    Skill Build
    1 - Impale
    2 - Flight
    3 - Impale
    4 - Flight
    5 - Impale
    6 - Swarm
    7 - Impale
    8 - Flight
    9 - Gore
    10 - Gore
    11 - Swarm
    12 - Gore
    13 - Gore
    14 - Flight
    15 - Stats
    16 - Swarm
    17 - Stats+

    Justification / Modifications:
    Usually Rank 3 Flight is enough and you can go for Gore before getting the last level of Flight. However there is nothing wrong with maxxing Flight at 9. You can also get an early point into Gore at level 2 or 4. The chance for the first level is much better than the increase in chance from the following levels.

    Lane Starting Items:
    Runes of the Blight, Healing Potion, 2x Crushing Claw, 2x Minor Totem

    Core:
    Logger's Hatchet >> Steamboots >> Portal Key >> Shrunken Head

    Directly aim for Steamboots (you don't need more movespeed thanks to flight). Then get Portal Key - an insanely strong item on pestilence once you learn to use it properly. Most of the times you will build Shrunken Head after PK but don't be afraid to skip it if there is really few Disables on the opposing team.

    After Core:

    Shieldbreaker/Insanitarious >> Behemoth's Heart >> Daemonic Breastplate


    Shieldbreaker is your item of choice. If you don't manage to farm it, get the easier-to-obtain Insanitarious. Heart and Breastplate are Luxury and can be replaced by other items.

    Alternative Items:
    - Abyssal Skull: The best choice if you desperately need Lifesteal.
    - Helm of the Black Legion: I am not a fan of this but I see it being built in competitive games for the fact that he takes a lot of damage often being the first to go in. If you like this item, get it BEFORE Shrunken head.

    Information:
    Roles: Carry, Ganker, Initiator
    Properties: None
    Prefered Lane: Short
    Difficulty: 3 - Medium
    Farming capabilities: 2 - Weak
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 2 - Weak
    - Mid Game / Ganks: 4 - Strong (Excellent TP- and Counterganker)
    - Late Game / Team Fights: 5 - Very Strong (Strong and versatile carry)

    30-Seconds-Guide:
    - Flight makes you one of the best TP- and Counter-Gankers. Always carry a Homecoming stone and be ready to teleport-gank the other lanes.
    - Focus on your farm during midgame. Your usefulness will skyrocket once you get Shrunken Head.
    - Try to have a stunning/slowing babysitter with you (Demented or Witchslayer for example). This will create enormous lane domination for a carry/babysit lane!
    - Always remember that your ultimate will reveal the position of the unit; also on otherwise invisible heroes. Use it on fleeing enemies to prevent them from juking you.

    Counters:
    - Remember that Pestilence takes an additional 10% damage when his flight is on. So it is a good idea to burn your spells on him when he comes charging in.
    - Void Talisman might be a good idea as he hits like a TRUCK on squishies.
    - If you want to counter him, stack armor. You need to get to at least 20 Armor. There is a huge difference between 15 and 20 Armor (0% vs 20%+ dmg reduction). Get Plated Greaves and Nome's wisdom for that if you are support /get good use of it. Then throw a Platemail on top and you will be fine.
    _________________________________________________

    [Maliken] .maliken .mali klause (1.0.2)


    Skill Build
    1 - Sword Throw
    2 - Sword of the Damned
    3 - Sword Throw
    4 - Sword of the Damned
    5 - Sword Throw
    6 - Possession
    7 - Sword Throw
    8 - Sword of the Damned
    9 - Sword of the Damned
    10 - Hellbourne Zeal
    11 - Possession
    12 - Hellbourne Zeal
    13 - Hellbourne Zeal
    14 - Hellbourne Zeal
    15 - Stats
    16 - Possession
    17 - Stats+

    Justification / Modifications:
    Standard build for all situations.

    Lane Starting Items:
    Runes of the Blight, Healing Potion, Mana Potion, 2x Crushing Claw, Minor Totem
    OR
    3x Runes of the Blight, 3x Minor Totem >> Buy Hatchet at outpost before the creeps arrive (just need a few gold ticks)

    Core:
    Logger's Hatchet >> Whispering Helm>> Steam Boots >> Shrunken Head

    Logger's Hatchet is needed to compensate for his weak base damage. Get Whispering Helm asap (before marchers) and start stacking ancients! Remember that you can only stack 3 times now, so go take em out every ~3-4 mins. Don't be afraid to use your ultimate to do so.
    Steam Boots are the boots of choice since you can escape (and to an extent chase) with blink. Shrunken head is the Core Item on Malkien, being a rather squishy initiator. If you eat only one stun after initiation, chances are high you will die before you do your damage.

    After Core:

    Insanitarious >> Daemonic Breastplate >> Behemoth's Heart >> Riftshards


    Shieldbreaker no longer stacks with the much needed Whispering Helm. Get Insanitarious Instead or skip right to Breastplate for nice attackspeed and tanky-ish stats. If you farm really good you can directly skip to Heart + Riftshards which will put your damage through the roof.

    Information:
    Roles: Initiator, Carry
    Properties: Tank
    Prefered Lane: Any (can solo mid)
    Difficulty: 4 - Hard
    Farming capabilities: 4 - Good
    Item dependancy: 4 - Heavy
    Power:
    - Early Game / Lane Control: 3 - Medium (Sword Throw is very powerful, has some staying power)
    - Mid Game / Ganks: 2 - Weak
    - Late Game / Team Fights: 4 - Strong (Needs farm)

    30-Seconds-Guide:
    - Your job is to initiate battles with Sword Throw and Possession and let your team follow.
    - When farming your ancient stacks use Sword Throw on cooldown and also don't be afraid to use your Ultimate. It has low cooldown and the splash helps a great deal, especially if you happen to get 3 dragon camps.
    - Keep Enchanted Flames active as soon as you get Whispering Helm. The lifesteal counteracts the damage you take. Whenever you drop below 25% hp in team fights, switch to Life Essence and machine-gun you life back up. You are very, very hard to kill in Possession form with Hellbourne Zeal maxxed out.
    - Remember you can use Sword Throw to escape ganks. Throw the Sword into the Forest, blink and TP out.

    Counters:
    - Vindicator. Not only does he WRECK Maliken in the laning phase but he completely prevents Maliken from initiating with Sword Throw. Once he casts Sword he will be silenced by the Vindicator's Aura preventing him from blinking in. The silence is just long enough for him not being able to use blink.
    - Keep an Eye on his Ancient Creep spot to see if he is stacking. If so gank him / steal it.
    - Save your stuns for when he drops low. Otherwise he is very hard to kill with Hellbourne Zeal and Life Essence.
    Last edited by Newti; 06-10-2010 at 11:04 AM.
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  13. #13
    [Magmus] .magmus .sandking (1.0.2)


    Skill Build
    1 - Lava Surge
    2 - Steam Bath
    3 - Lava Surge
    4 - Stats
    5 - Lava Surge
    6 - Eruption
    7 - Lava Surge
    8 -Volcanic Touch
    9 - Volcanic Touch
    10 - Volcanic Touch
    11 - Eruption
    12 - Volcanic Touch
    13 - Stats
    14 - Stats
    15 - Stats
    16 - Eruption
    17 - Stats+
    23 - Steam Bath
    24 - Steam Bath
    25 - Steam Bath

    Justification / Modifications:
    Lava Surge is your bread an butter. It's maxed first and mainly used for starting stunning in on ganks, for escaping or helping out teammates.

    One point in Steam Bath ensures you live when you get ganked or dropping low in your lane. I prefer to max out stats first before Steam Bath to give you that extra HP/MP for longer teamfights.

    Volcanic Touch is your mid-game farming ability which will clear out creep waves with some good timed clicks on low HP-creeps. In harder games get Stats instead of Volcanic Touch and delay it until levels 12-15.

    Lane Starting Items:
    1x Runes of the Blight, 1x Healing Potion, 2x Mana Potion, 1x Pretender's Crown, 2x Minor Totem

    Core:
    Power Supply >> Bottle >> Portal Key >> Marchers >> Fortified Bracelet

    Portal Key is your most needed-item! Try to farm it during the laning-phase as fast as possible. If you're not able to, get Marchers first and get the Portal Key in the early mid-game with help of Volcainc Touch.

    After Core:

    Ghost
    Marchers (Post Haste) >> Staff of the Master >> Behemoth's Heart

    Post Haste should be prioritised over Ghost Marchers, due to being able to push/farm lanes quickly and easily with Volcanic Touch. Staff of the Master will improve your ultimate further. Behemoth's Heart to top Magmus off and make him much more durable.

    Alternative Items:
    (Due to Magmus' relative effectivness with little core-items, you should think about buying supportive items and wards.)

    Barrier Idol: Build an Idol if you're opposing strong magic opponents/ultimates.
    Wards of Sight/Revelation: If you're team is lacking supporters and you got your core-items together.

    Information:
    Roles: Initiator, Ganker
    Properties: Pusher
    Prefered Lane: Long
    Difficulty: 3 - Medium
    Farming capabilities: 4 - Good (Volcanic Touch)
    Item dependancy: 2 - Low (Portal Key!)
    Power:
    - Early Game / Lane Control: 3 - Medium (Higher if paired with another stunner!)
    - Mid Game / Ganks: 3 - Medium (Can't gank alone, Lava Surge ensures a kill most of the time)
    - Late Game / Team Fights: 4 - Good (Very potent Ulti if timed properly, relatively squishy compared to other Str heroes)

    Noteable +/- and synergies:
    + Strong early game when paired with another stunner on the lane
    - Can't pull off ganks alone, must be roaming with one or more allies

    30-Seconds-Guide:
    - You have to hit with your Ultimate in every teamfight!
    - With Portal Key: Position yourself outside of the bulk of your team - preferably hiding behind trees or on higher ground - but in range to blink in. Then: Activate Ulti > Wait 2 seconds > Blink in the center of the enemy team > Walk a bit to position yourself perfectly while Eruption continues > Lava Surge to stun/kill/escape (> Steam Bath).
    - Without Portal Key: Lava Surge in > Ulti (Opponents will try to stop your channeling though!) OR Ulti > Wait 2 seconds > Lava Surge in (Safer but no guarantee to hit in time in the right place!)
    - Once you have Volcanic Hammer level 2+ you can Lava Surge a Creep Wave, hit the ranged creep and then hit one melee creep for a full wave of gold.

    Counters:
    - A Barrier Idol greatly reduces the damage from his ultimate. Be fast to activate it though.
    - Shrunken Head will also negate most of his damage as well as make you immune to the stun.
    - Carrying dust or Wards of Revelation on at least one teammate is recommended to kill him when he tries to escape with Steam Bath (He can directly Port Key out of it).
    _________________________________________________

    [Deadwood] .deadwood .dw (1.0.2)


    Skill Build
    1 - Uproot
    2 - Rotten Grasp
    3 - Uproot
    4 - Rotten Grasp
    5 - Clearcutting / Rotting Grasp
    6 - Willowmaker
    7 - Rotten Grasp
    8 - Rotten Grasp / Clearcutting
    9 - Uproot
    10 - Uproot
    11 - Willowmaker
    12 - Clearcutting
    13 - Clearcutting
    14 - Clearcutting
    15 - Stats
    16 - Willowmaker
    17 - Stats+

    Justification / Modifications:
    2x Uproot for last-hitting purposes at start. Max out Rotting Grasp for longer immobilization and magic-damge/-armor. 1x Clearcutting before ultimate to enable unsuspected ganks through the woods. You may take Clearcutting later on if you can do without it and instead maxing Grasp first.

    Lane Starting Items:
    Logger's Hatchet, 2x Runes of the Blight, 1x Healing Potion, 2x Mana Potion

    Core:
    Bottle >> Marchers >> Power Supply >> Ghost Marchers >> Portal Key

    Portal Key can be built before Ghost Marchers if you farm well.

    After Core:

    Daemonic Breastpate >> Behemoth's Heart

    You can also work a Shieldbreaker in there, depending how the midgame goes.

    Alternative Items:

    Kuldra's Sheepstick:
    If you want to prevent anyone escaping your ganks! Giving extra mana-regen to roam around endlessly. Also one of the strongest late game items in the game.

    Information:
    Roles: Ganker, Semi-Carry
    Properties: None
    Prefered Lane: Middle, Long
    Difficulty: 3 - Medium
    Farming capabilities: 4 - Good (Uproot)
    Item dependancy: 2 - Low (Mana & Boots)
    Power:
    - Early Game / Lane Control: 4 - Good (Uproot & Grasp)
    - Mid Game / Ganks: 5 - Very Strong (Willowmaker, Grasp)
    - Late Game / Team Fights: 4 - Good (Willowmaker still pwns heads! Well placed Grasps will net many kills.)

    Noteable +/- and synergies:
    + Can gank all on his own
    - Map & Rune Awareness required

    30-Seconds-Guide:
    - Try to get middle lane and last-hit and deny with Uproot to finance your Bottle/Power Supply/Marchers.
    - Use Rotten Grasp > Auto-Hit > Oakbolt > Auto-Hit to net a bloodlust in the right occasion.
    - When you hit level 6 and get Willowmaker, try to rape your opponent on the lane or gank another lane. Fetch runes and fill up your bottle while traveling to your victims.
    - Gank Combo: Pick a gank target > Fetch a tree with Uproot > Place a grasp on targets location (2sec delay!) > Clearcut through the woods straight in target's direction > Willowmaker > Auto-Hit > Death! (Oakbolt > Auto-Hit again if necessary)

    Counters:
    - Deadwood has low base Armor and can be harassed with auto attacks quite effectively.
    - If you are laning against him try to get Plated Greaves before he hits level 6. This will most likely make you survive a Deadwood Punch.
    - Nome's Wisdom and Armor in General are very good to mitigate Willowmaker damage. Keep in mind that Grasp reduces some armor.
    - When he casts Grasp you can notice it in 3 ways: You hear a very unique sound. You see a brief casting animation. You see his mana go down. Whenever you see one of those 3 things immediately change direction and run the most unexpected way. Once you get the hang of this it's very easy to dodge Grasps.
    _________________________________________________

    [Balphagore] .balphagore (1.0.2)


    Skill Build
    1 - Regurgitate
    2 - Corpse Conversion
    3 - Corpse Conversion
    4 - Demonic Pathogen
    5 - Corpse Conversion
    6 - Hell on Newerth
    7 - Corpse Conversion
    8 - Demonic Pathogen
    9 - Demonic Pathogen
    10 - Demonic Pathogen
    11 - Hell on Newerth
    12 - Regurgitate
    13 - Regurgitate
    14 - Regurgitate
    15 - Stats
    16 - Hell on Newerth
    17 - Stats+

    Justification / Modifications:
    One level of Regurgitate early to generate Corpses. Slow and number of corpses stay the same across all levels, thus levels 2-4 can be delayed.
    Max out Corpse Conversion as your main skill.

    Lane Starting Items:
    Logger's Hatchet, Runes of the Blight, Healing Potion, 2x Minor Totem, Mana Potion

    Core:
    Plated Greaves >> Power Supply >> Abyssal Skull

    Plated Greaves increase the damage of your minions by 20%, giving you very fast Movement speed and Survivability. A must have.
    Abyssal Skull further increases the damage of your minions to a total of 35%! And provides some good Auras including Lifesteal, Mana reg and Armor.

    After Core:

    Tablet of Command >> Barrier Idol / Behemoth's Heart

    Tablet is much better than PK on Balphagore as he will already be in combat when he needs to reposition himself to cast the ultimate and there is no 3 sec cooldown on ToC when you get hit.
    Then get Heart and Barrier Idol in order of what you need first considering the enemy lineup.

    Alternative Items:

    Ring of Sorcery: Allows you to harass more and gives some nice team support but greaty delays your pushing potential with greaves and skull.

    Bottle: Cheap alternative to Ring of Sorcery.

    Information:
    Roles: Ganker
    Properties: Pusher, Tank

    Prefered Lane: Long/Short
    Difficulty: 3 - Medium
    Farming capabilities: 4 - Good
    Item dependancy:3 - Medium
    Power:
    - Early Game / Lane Control: 4 - Strong
    - Mid Game / Ganks: 4 - Strong (Sick pusher)
    - Late Game / Team Fights: 4 - Strong (Good ulti and very tanky)

    30-Seconds-Guide:
    - One of your biggest strengths is to gank a hero with your minions then instantly go on and push that lane with the remaning minions. This puts extreme pressure on the other team and is very effective with Plated Greaves and Abyssal Skull.
    - Pick up corpses even when you reached the cap. They will still give you 25 HP each!
    - Regurgitate can be used as a cheap heal. With Corpse Conversion on level 4 it will regenerate 150 HP from those 6 Corpses for just 100 Mana.
    - You can move while casting regurgitate. So you can activate it and run after an enemy to catch up / let your minions catch up and slow him further.
    - Always try to get at least 40 Charges before using your ultimate.

    Counters:
    - The Minions are very voulnerable to any form of AoE damage.
    - If you get silenced, run away from your team mates so the curse will not spread.
    _________________________________________________

    [Gauntlet] .gauntlet (1.0.2)


    Skill Build
    1 - Infernal Instability
    2 - Grapple
    3 - Infernal Instability
    4 - Cripple
    5 - Infernal Instability
    6 - Gauntlet Blast
    7 - Infernal Instability
    8 - Cripple
    9 - Cripple
    10 - Cripple
    11 - Gauntlet Blast
    12 - Stats
    13 - Stats
    14 - Stats
    15 - Stats
    16 - Gauntlet Blast
    17 - Stats+
    23 - Grapple+

    Justification / Modifications:
    Infernal Instability is what makes or breaks Gauntlet in his current state. Grapple and Cripple are both very lackluster. While Cripple serves as an Anti-Carry tool Grappe is just inferior to stats except the first level. Grapple is very situational already and 1.5 sec silence is not enough to compensate for 6 stats.

    Lane Starting Items:
    Logger's Hatchet, Runes of the Blight, Healing Potion, 2x Minor Totem, Mana Potion

    Core:
    Bottle >> Marchers >> Power Supply >> Ghost Marchers >> Storm Spirit

    Bottle and Power Supply for his mana hungry spells and low Mana pool. Ghost Marchers to close up once you activate Infernal Instability and finally Storm Spirit for more mana and as the ultimative ganking tool.
    Throw a hero into the air, run up and hit him with everything you've got.

    After Core:
    Shrunken Head >> Daemonic Breastplate

    Gauntlet loses efficiency as the game goes on and he is not able to truly carry. These items help him to stay alive in team fights to hopefully allow him more than one big punch.

    Alternative Items:

    Portal Key: You can get this in place of Storm Spirit. It serves the same purpose just without the Manareg attached to it. Its a matter of taste but I find that Storm Spirit gets the job done good enough.


    Information:
    Roles: Ganker
    Properties: Nuker
    , Anti-Carry
    Prefered Lane: Long/Short
    Difficulty: 3 - Medium
    Farming capabilities: 4 - Good (Instability)
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 4 - Stong (Smack 'em)
    - Mid Game / Ganks: 5 - Very Strong (Smack 'em some more)
    - Late Game / Team Fights: 2 - Weak (Tickle 'em. No Teamfight presence.)

    30-Seconds-Guide:
    - Activating Instability when you use your Ultimate is a very strong combo for 400 Magic + 400 True damage!
    - After using storm spirit run up to your target and smack him with instability. Then pound him and finish off with your Ulti (can be caculated precisely since its true damage). Save Grapple to cancel chanelling spells.
    - Unfortunately you can't do anything else but this.
    - Btw, i don't recommend using instability with grapple, as it is very easy to miss with that, wasting 2 spells.
    - You can also use Instability defensively. When you have 3 Charges and activate it, it will ignore all slow effects, allowing you to escape.

    Counters:
    - Any form of CC is good.
    - Except for his initial burst, gauntlet won't do much. No need to worry much about him. He also loses power drasticly as the game goes to lategame.
    - Try to keep him off your Carry.
    _________________________________________________

    [Tundra] .tundra .rexxar .beastmaster (1.0.3)
    ..pic..

    Skill Build
    1 - Call of Winter
    2 - Piercing Shards
    3 - Call of Winter
    4 - Piercing Shards
    5 - Call of Winter
    6 - Avalance
    7 - Call of Winter
    8 - Piercing Shards
    9 - Piercing Shards
    10 - Stats
    11 - Avalance
    12 - Coldblooded
    13 - Coldblooded
    14 - Coldblooded
    15 - Coldblooded
    16 - Avalance
    17 - Stats+
    23 - Grapple+

    Justification / Modifications:
    Call of Winter at level one to scout runes/rune ganks.
    Maxing Call of Winter before Shards when laning is better since you will get strong harass (Coeurl) and good Scouting (Shiver) in one spell while Shards only offer damage. You don't have the mana to support Shards and Call.
    If you are jungling, max shards first, followed by Call of Winter.

    Lane Starting Items:
    Runes of the Blight, Mana Potion, Bolstering Armband

    Core:
    Bottle >> Marchers >> Puzzlebox >> Post Haste

    You are starting with a Bolstering Armband for extra HP/dmg and for a faster Puzzlebox. Your aim is to get Puzzlebox as fast as you can.
    Bottle is required since Tundra is very mana hungry and your skills are very powerful. It is also a good ganking tool.
    Once you got Puzzlebox Level 3 you should get Post Haste. The Aura from the Box + Post Haste allow you to chase/gank very effectively. Also your role towards the later stages of the game will shift from Ganker more to Pusher. Post Haste are the best pushing item.


    After Core:
    Daemonic Breastplate >> Kuldra's Sheepstick

    Everything here can be considered Luxury. Breastplate and Sheepstick are both semi-support items that offer a lot to the team which is a criteria you should have in mind playing Tundra.

    Alternative Items:

    Portal Key: Not having to waste 1+ seconds of Avalance stun when running at your target to beat on it can make the difference.
    Can also serve as semi-initiation. Get it after your core if you want one.

    Information:
    Roles: Ganker, (Support)
    Properties: Pusher

    Prefered Lane: Long/Short/Jungle
    Difficulty: 4 - Hard (Requires superior unit contro and multitasking)
    Farming capabilities: 4 - Good (Pets & Shards)
    Item dependancy: 3 - Medium
    Power:
    - Early Game / Lane Control: 3 - Medium (Good pet harass)
    - Mid Game / Ganks: 5 - Very Strong (Considered one of the best gankers in early midgame)
    - Late Game / Team Fights: 3 - Medium (Decent Support/Push in lategame)

    30-Seconds-Guide:
    - When casting Call of Winter group yourself with the dog (Coeurl) and put the bird (Shiver) in another control group. Use Shiver to scout and Coeurl (+yourself) to harass.
    - Either use Shiver at a runespot as a mobile Ward or actively move him around to spot for ganks. Make use of the Patrol command.
    - You maybe wanna share control over your hero to your allies so they can help you maintain good mapcontrol with Shiver. It is near impossible to always keep moving Shiver while playing your hero.
    - It is important to cast Piercing Shards at max distance since this will increase the speed at which the Shards travel. The shorter the distance you cast them, the slower they travel and the higher is the chance you will miss. So cast them ahead/behind of the enemy hero.
    - Avalance is considered one of the best ultimates in the game at level 6. It is best used in ganking, so gank a lot in early/mid game.
    - To gank: Cast Call of Winter -> Avalance -> Puzzlebox -> attack with all units -> Manaburn with Puzzlebox -> Cast Piercing Shards at max distance.
    - Later into the game you should switch to pushing mode and try to get towers down with all your pets. You can even suicide them into a tower to get a fair bit of damage done. Don't push every lane all the time tho, your carries also want some safe farming.
    - Tundra can jungle (or at least its dota counterpart can). I will try to record a short video or something of him jungling.

    Counters:
    - Kill Shiver on sight to deny mapcontrol.
    - If he uses Shards, move sidewards to only get hit by one Shard.
    - Wards are the most important thing if you don't want to get ganked into oblivion.
    - Once he switches to Pushing Mode you should have people carrying TPs at all times.
    Last edited by Newti; 06-14-2010 at 07:59 AM.
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  14. #14
    .Changelog:

    2010/01/10: Guide posted and started
    2010/02/05: Guide completed and updated for 1.66
    2010/02/18: Added the Big Hero Ingame Mod by BadAssKicker
    2010/02/26: Starting a changelog to keep track of hero changes
    2010/02/26: Minor Changes to Thunderbringer, Slither, Chronos and The Dark Lady.
    2010/03/16: Changes to Thunderbringer and Ophelia (Major Changes)
    2010/03/22: Changes to Moon Queen, Scout, Nighthoud, Wildsoul, Swiftblade and Magebane.
    2010/03/22: Started adding the "counters" section as popularly requested. This will list a few effective hero-/item- and playstyle-counters to the hero.
    2010/04/01: Updated all Agi Heroes for 0.3.1.1
    2010/04/08: Updated all IntHeroes for 0.3.1.1
    2010/04/11: Added Guide for The Chipper.
    2010/04/12: Updated all Str Heroes for 0.3.3. "Counters" Section added for every hero.
    2010/04/12: All Heroes updated for 0.3.3. Major changes to Slither, Soulstealer, The Chipper and Forsaken Archer.
    2010/05/08: Agi Heroes updated for 0.3.5.
    2010/05/09: Int Heroes updated for 0.3.5.
    2010/05/12: Str Heroes updated for 0.3.6. Agi and Int updated to 0.3.6 (Changes to Fayde).
    2010/06/10: Updated for 1.0.2, added Balphagore, Gauntlet and Bubbles.
    2010/06/14: Added Tundra.
    Last edited by Newti; 06-14-2010 at 07:59 AM.
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  15. #15
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    Very well written and excellent guide, espacially the agility heroes, others are lacking a bit compared to that.

  16. #16
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    nice guide
    nymph is short for nymphora btw

  17. #17
    Quote Originally Posted by H8T3 View Post
    Very well written and excellent guide, espacially the agility heroes, others are lacking a bit compared to that.
    Thanks, the Int and Str heroes will follow over time; I plan to write one or two every day.

    nice guide
    nymph is short for nymphora btw
    If you search for ".nymph" it will be caught by ".nymphora" as the first one is included in the second one.
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  18. #18
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    Great guide. Just add more colors to the text. XD

    aaand I think Zephyr is not a "easy" hero. More like medium.

  19. #19
    Quote Originally Posted by d0ri View Post
    I disagree that carry heroes are easy to play. Especially heroes like scout ruin your game if picked by newbs. Because of their role (carrying the team to victory) carries shouldnt be picked by new players. Theres nothing worse than seeing your carry go 0/5 in the first 10 minutes of the game because hes new to the game. A carry played by an experienced player can carry 2-3 new players to victory if he is a good farmer.

    edit: lol how did my post end up up here?
    When rating a hero in difficulty I don't take into consideration what an impact he has on the game. The fact that makes scout, nighthound or magebane easy to play in my opinion is, that they have very solid escape mechanisms (inivs/flash/pounce/...) combined with few clickable abilites. Even if you are not a good player and you don't have map awareness or fast reactions you will most of the time be able to get out of ganks unharmed with those heroes.
    So if you go 0-5 with a scout, imagine the stats same player would have achieved with a vindicator or opheila. Total disaster most likely.

    I also don't fully agree that new player should stay away form carries. Most of them are in fact easier to play than a lot of support heroes. Letting a good player babysit a lower skilled carry can turn out better than the other way around. Of course this is not always true; games with such high differences in skill level are pretty flawed anyways.

    Conclusion: The difficulty descriptions assume there are no major differences in skill between the players in a game and they don't take into consideration a hero's role and impact on the different game stages. It is not a "should this hero be played by a noob?" but a "Is hero x harder for me to play than hero y?".

    PS: The forum has bugs with people from different timezones posting around the same time :>
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  20. #20
    Changed Zehyr to Medium difficulty
    Changed Dark Lady to Hard difficulty
    Added Guides for Nymphora, Glacius, Thunderbringer, Pollywog Priest, Tempest, Ophelia, Pyromancer, Vindicator, Witch Slayer and Defiler.

    Thanks for the Feedback and all the votes!
    Last edited by Newti; 01-10-2010 at 04:01 PM.
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