Thread: Ophelia

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  1. #1
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    Ophelia

    A detailed Guide to Ophelia

    the least picked hero in HoN

    TABLE OF CONTENTS

    Post #1 deals with Ophelia's Stats, her Skills and a few Itembuilds.
    Post #2 covers her role from early to late game, which minions to get during what phase of the game, counters to Ophelia and counter warding when certain spots in your jungle get blocked.
    Post #3 shows how to push towers, gank in the early and mid game, how to solo Kongor as soon as you hit Level 6 and what heroes work best with/against her. There's also a little guide that shows how to jungle in the beginning and how to pull neutral creepcamps.

    So if you check the hero usage statistics you'll probably notice that Ophelia is only picked in 0,6% of all the games played! Is it because she sucks? Definitely not, as most of the higher tier players love her to death.

    It's because she's probably the hardest hero out there to play right. Why's that? Because using her to her full potential means that you need to get your microskillz straight.

    STATS and ROLE

    Strength: 20 (+1.5)
    Agility: 15 (+1.1)
    Intelligence: 21 (+2.8)

    Range: 600
    Damage: 43-53
    Attacks/sec: 0.68


    As you can see her stats aren't that impressive, but if you play her right she'll be jungling for ~15 minutes and only come out for an occasional gank or two.

    Her role in the game is to push and to support. Ophelia is one of the strongest pushers in the game. She may get weaker as the game goes on and on, but her creeps are amazing for tanking and damaging a tower.
    Also her support is pretty crazy, because with that global heal and the supportitems you're going to get, you'll end up as an awesome addition to almost every lineup.

    SKILLS



    Nature's Wrath:


    Type: Magic
    Range: 600
    Cast Time: 0.8 Seconds
    Mana Cost: 100
    Cooldown: 14.0 Seconds
    Required Level: 1 / 3 / 5 / 7

    Nature's Wrath Effects
    7 / 14 / 21 / 28% Damage taken
    8 / 16 / 24 / 32% Movement Slow


    Nature's Wrath is a powerful single target spell. Ophelia can slow the targeted enemy AND amplifies the damage the target takes as well. If you're sticking your head out of the woods to gank an opponent using Nature's Wrath, having your buddy on the lane know whom you're going for, will often result in a free kill because of the sheer amounts of bonus damage your debuff will make you inflict. It's also good for preventing a hero to run away from a gank/in the aftermath of a succeded gankattempt.
    The CD is pretty low for how impressive and useful this skill is, so use it every time you can.



    Ophelia's Judgement:


    Type: Magic
    Range: 600
    Cast Time: 0.8 Seconds
    Mana Cost: 175
    Cooldown: 30.0 Seconds
    Required Level: 1 / 3 / 5 / 7

    Activation
    If target is a player controlled enemy unit, deals {50-100,100-200,150-300,200-400} True damage.

    If target is an allied unit that you control, it will be teleported to your spawn point instantly.

    If target is an allied unit that you do not control, they will be teleported to your spawn point at the end of the channel time.

    Allied units can avoid teleportation by moving more than 200 units away from their original position at time of cast.

    A highly situational skill. You don't need it early game, because you only control around 1-2 units and it's not like you can't get new ones. Yes, if you have 2 minotaurs sending the one that's near death back to the base might be a good choice on the first look, but it's actually a wasted skillpoint. You can port allies back to the base as well, which is actually very good, but you won't need that until mid-/lategame.
    And for the nuke: It's actually horrible. You can try to nuke in the beginning of the attack, but KS'ing with Ophelia is horrible, as you don't need the money. And if you think that you need money, you can get it by jungling.

    Command:


    Type: Magic Dominate
    Range: 900
    Cast Time: 0.8 Seconds
    Mana Cost: 100
    Cooldown: 30.0 Seconds
    Required Level: 1 / 3 / 5 / 7

    Activation
    Dominates target, taking control of it permanently. Only allows control of 1 / 1 / 2 / 3 units. Applies aura to all minions under your control.

    Aura Effects
    Radius: 9999
    Target: My Other Units
    Increases your minion's health by 75/150/225/300

    That's Ophelia's bread & butter skill. I'm not kidding, you actually have to take it at Level 1 if you're not aiming for a superexotic build no one ever uses.
    It actually enables Ophelia to dominate an enemy creep (NEVER do that. I'm not kidding. Just don't.) or one of the Neutrals. It may not sound like much, but those creeps are insanely strong in the earlygame and sometimes in the midgame. Lategame you can pick creeps like Ice Ogre or Wolf Commander, but more on that later.

    The problem with this skill is that many people feel overwhelmed with controlling so many creeps. You actually have to group them right and use many of their abilities at the right time. Plus you need time to learn which creep has which ability.

    To summarize: This skill is awesome!

    Update as of the new patch: The newest nerf cripples your ganking and farming skills considerably until level 5. The skillbuild didn't change, but you still have to take Command on Level 1,3,5 and 7 to fully use Ophelia's potential.


    Ophelia's Touch:



    Type: SuperiorMagic
    Cast Time: 0.8 Seconds
    Mana Cost: 200 / 300 / 400
    Cooldown: 120.0 Seconds
    Required Level: 6 / 11 / 16

    Activation
    Heals all allied heroes on the map for 200 / 300 / 400.

    Fully heals all minions under your control.

    Ophelia's Ultimate. Global heal, sounds boring, right? Well, it's not. If you have a good map awareness and check your teams HP from time to time, you can save their asses with it. You don't even need to be there, because it's GLOBAL!
    But that's not all there's to it. You can pop it in ganks too, basically giving your team a free Astrolabe-pop every 120 seconds.
    Plus you can use it for pushes, when all your creeps are low from tanking the tower.
    With Staff of the Masters the Cooldown gets reduced from 120 to a whooping 30 seconds. But there are other items out there that are better for Ophelia.


    SKILLBUILD


    Level 4 Command gets left out, unless you're facing a team of AoE nukers that aim for your creeps, in which case that +5 to your creeps Magic Armor could come in handy.

    1. Command
    2. Nature's Wrath
    3. Command
    4. Nature's Wrath
    5. Command
    6. Ophelia's Touch
    7. Command (now Command on Level 7 is a MUST HAVE, there's NO WAY AROUND IT! You need it now to dominate 3 creeps, because the skill got nerfed.)
    8. Nature's Wrath
    9. Nature's Wrath
    10. Ophelia's Judgment/Stats
    11. Ophelia's Touch
    12. Ophelia's Judgment/Stats
    13. Ophelia's Judgment/Stats
    14. Ophelia's Judgment/Stats
    15. Stats
    16. Ophelia's Touch
    17+. Stats

    So it's basically like this: You get Command on Level 3 as soon as possible, and then you max Nature's Wrath with one point in Ophelia's Touch mixed in on Level 6. On Level 9 you can get one point in Ophelia's Judgement to port your mates to the base after ganks. If needed. They can actually save a lot of time running back there or 135g for a Homecoming Stone.
    Always take the Ultimate as soon as it's available.

    You can always swap Nature's Wrath with Ophelia's Judgment if you prefer, a lot of people like the nuke more than the slow and the damage amplifier early game.



    ITEMBUILD

    Early Game


    You actually have a lot of options as Ophelia. If nobody buys courier, you're going to buy it. If nobody buys wards, you buy them. If your team is getting both of those things, you can go for an Refreshing Ornament and rush Astrolabe. The +2 Health Regeneration Aura is pretty nice. You'll probably not notice it, but your creeps will stay alive a lot longer with it, if you know how to micro them correctly.
    And if you have somebody in your team that's already going for astrolabe ( ) you can save your money and rush a Puzzlebox.

    So if you break it down, her items can look like this:



    / /

    or



    or




    As mentioned above, always buy a courier or wards if nobody buys it. Also that Refreshing Ornament is only a viable option if your team wants you to buy Astrolabe (= nobody else is buying it).
    Bolstering Armband isn't actually that great. But on Level 1 you can tank for your creep, because it will be a little bit squishier without Refreshing Ornament. And it's only a good choice if you're rushing for Puzzlebox.

    Core Items

    or / or


    Astrolabe is a great item on Ophelia, but if your team already has one, you can go for Puzzlebox. It's great for pushing, it's great for draining the enemies Mana, and it's great for dealing damage. It also gives True Sight if you're facing a team with heroes that can go invisible and one of the creeps has a nice aura that gives movementspeed to those standing nearby. Unfortunately the cost of the recipe got increased in the last patch again (1100 -> 1250), so you running around owning everything with your puzzlebox level 3 has to wait a bit.

    As far as boots go Steamboots are a good choice if you need that extra survivabilty. I tested the Plated Greaves a lot in recent plays, and all I can say is that I totally prefer them over Steamboots. 20% to the base damage of your creeps is indeed awesome and you can push a lot better with the buff than without it.


    Luxury Items

    / / //


    So, after the rework Nome's Wisdom isn't quite as good as it was. Yes, it's still viable because Ophelia doesn't need the regeneration, but personally I would buy a Stormspirit instead, because it's cheap and it has a disable. Or you could invest in a SotM or the Toten of Kuldra. Disable and a global heal every 30 seconds are always good and your team will love you for the Hex or your awesome healing powerzzz!




    Honorable Mention



    I know that Whispering Helm is a popular choice on Ophelia, but come on guys. Ophelia doesn't need the damage or the life steal and yeah, having more minions is great, but that's 1850g you could stuff into your Astrolabe or your Puzzlebox. It's nice to have 4/5 or even more creeps with you, but the helm has a 5 minute CD, so it will take 10 minutes for you to have 5 creeps. 10 minutes is a long time in a game where your team has Ophelia, because you should be pushing.
    Yes, you can get it. Yes, it's actually pretty viable and useful, I just think that there are better items to get with Ophelia.



    ITEMS NOT TO GET ON OPHELIA


    Unless you're messing around don't get the following items:


    //


    These three are just examples. Also never ever get Riftshards or Insanitarius. If you're wondering why I'm telling you this: Believe me, I've seen it all.

    Last edited by KatyPerry; 06-15-2010 at 06:57 AM.
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  2. #2
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    THE GAME HAS STARTED, WHAT TO DO?
    EARLY GAME


    Buy your items. If you have wards, place them. Then you put one point into Command and wait for the Neutrals, which spawn at 0:30.

    If you're Legion you'll jungle in the bottom forest and if you're Hellbourne you'll jungle in the top forest. Keep in mind that by jungling you're giving your team another solo lane, so announce that before you pick Ophelia. Why? Because your team wants to pick two heroes that are capable of soloing.

    Okay, so now it's 0:30 and the creeps have spawned. What to do?
    Well, you always want to dominate the strongest creep in an orange camp. For example Minotaurs, Catman Soldiers, Vulture Lords, Skeleton Kings etc.

    Early on you can only charm one creep, so try to tank a bit and keep it alive until you get Command Level 2, which will increase your farming abilities by miles. If one creep gets low, pull it back and let the other creep tank. If both are low, send them back to the base and maybe check Runes or help out on a lane.

    As soon as you hit Level 7 you're able to control 3 Minions. Now it's time for a push and or a few ganks. (You can also gank earlier, but your team needs at least some coordination, because you only have one minion until Level 5, where you can dominate a second creep).

    So what you wanna do if you're ganking is to come out of the jungle, RIGHT BEHIND YOUR ENEMIES (if possible), and cast Nature's Wrath on one of them. Be sure to let your allies know on which one you're going to cast it. After that just rush in with your minions. You can switch through them by pressing tab, just try to get a stun in with a Minotaur or a slow with a Catman Soldier. A Root from a Skeleton King can also help you to get your Minotaur's stun off.

    Now after you killed the lane and/or scared the enemies off, it's time to push. Ophelia is one of the best pushers in the game, keep that in mind. What you're wanting to do is to push with your mates as fast as you can, and then just hit on the tower with your creeps. If the tower focuses them you got lucky, just let them tank and pull the most damaged one back so one of the other 2 can tank.

    If you're already Level 6 after that, you can actually use your Ultimate to get your creeps back to full health.
    Now repeat that on the other 2 lanes, you can easily push the first 3 towers of the opposing site in the first 10-15 minutes.



    MID GAME

    It's ganking time! Just stay with your team and get them to push with you. By now you should've finished your Astrolabe/Puzzlebox and your Plated Greaves/Steamboots, so use them as often as possible. An early Astrolabe will turn almost every clash around and an early Puzzlebox is awesome for pushes and damage. If everything goes well you can actually get a lane down before the enemies team has time to farm.



    LATE GAME


    If you and your team somehow didn't manage to raze the enemies base by now, something went terribly wrong.
    Your creeps are going down pretty fast by now and all you can do is heal and/or hex the enemy team.
    You can still support your team with the aura of the Wolf Commander or the Ice Ogre's Armorbuff, but it's not all fun and games anymore, like in the first 25 minutes of the game.
    You're also going to go down even faster than before when focused in teamfights, so try to stay back and support with your creeps and your heal(s).


    WHAT CREEPS TO GET?

    EARLY & MID GAME

    Minotaur:


    1100 HP
    200 Mana
    Damage 65-73

    Bodyslam


    Stuns for 2 seconds on enemy heroes and for 3 on every other unit. It also deals 25 damage and costs a whooping 100 mana.
    Cooldown: 20 seconds


    Attackspeed Aura

    Gives +15 to Attackspeed


    Minotaurs are great. They have TONS of HP and an awesome AoE stun, which, if aimed right, can mean the difference between life and death in the early game & awesome at tanking towers. They're also viable lategame, because of their aura.



    Vulture Lord:


    950 HP
    200 Mana
    Damage 65-73

    Tornado



    Damages enemies in a 150 radius for 45 Magic damage per second. Damages enemies in a 600 radius for 15 Magic damage per second.
    Cooldown: 120 seconds




    They're pretty okay early game, because their Tornade really has some damage going for it. But that spell is chanelled and the Tornade is slow as ****, so most people will simply outrun it. Vulture Lords are okay if there's no better creep around, but I avoid to command them unless I'm forced to do so. As of 1.0.6 they do not have their +3 armor aura anymore!

    Skeleton King:

    1100 HP
    550 Mana
    Damage 32-36

    The King's Grip



    Roots a target enemy for 1.5 seconds. (550 range)
    Cooldown: 20 seconds


    I love them. They don't have great damage, but their ability is actually pretty good. It's a ranged root and it helps TONS with positioning your minotaurs for that vital stun. I always get them early with 2 Minotaurs if I have the chance too.


    Catman Champions:

    1100 HP
    300 Mana
    Damage 65-73

    Wildstrike


    Deals 150 damage to targets in radius and applies WildStrike to targets for 3 seconds.
    Cooldown: 20 seconds


    The damage from Wildstrike is pretty nice early game, plus it slowes the enemy down by -25%. But I like to think of them as Minotaurs gone bad. The 2 second stun is just so much better. But if there are no Taurs around, feel free to go for Catman Champions.

    Vagabond Leader:


    1100 HP
    400 Mana
    Damage 65-73

    Ground Pound!


    Deals 100 Magic damage up to 800 units away in a 200 radius cone.
    Cooldown: 8 seconds


    Presence of the Leader

    +3 Health Regeneration Aura


    I guess the nuke and the aura is pretty nice to have around early game, but after that the use of having a Vagabond Leader in your "squad" actually disappears. They're certainly better than Vulture Lords, but other than that? Try to get other creeps.


    LATE GAME


    Your creeps are basically cannonfodder lategame, so the only viable option therefore are the following 3 creeps.



    Ice Ogre:


    600 HP
    400 Mana
    Damage 24-27

    Icy Cold Armor


    Applies Icy Cold Armor to any ally for 45 seconds. (+8 armor, when attacked the attacker gets a 30% Movement Slow and -30 Attack Speed)
    Cooldown: 5 seconds


    They suck and they are squishy, but the armor buff is HUGE. +8 armor? What's not to love. Plague Rider's skill gives +12 armor and you can get +8 and a debuff when attacked for free. The Cooldown got nerfed in the newest patch, but the skill is still very, very, very good. Use it & love it.


    Wolf Commander:


    600 HP
    - Mana
    Damage 30-33

    Damage Aura


    +30% Base Damage Aura (500 range)


    That aura is insane, even more so when your team already is farmed. Wolf Commanders are squishy, so you're going to look out for them. It's totally worth it tho.

    The third creep you'll be aiming for is of course a . The aura from the Commander doesn't stack & the Ogre will have sufficient mana for buffing the team for a while. So that either leaves us with getting a Skeletton King or a Minotaur. I say that the Minotaur is the better option of those two. He has more HP and 2 second of AoE stun never go out of style.

    WHAT TO DO IF NO CREEPS SHOW UP AT CAMP XY?



    If no creeps show up after 0:30 in one of the camps the enemy team has probably warded it up. What you need to do here is to counterward as soon as possible. Yes, 200g may sound much early on, but missing out on 5 spawns on creeps (if we say that the wards last from 0:30 to 6:30) is an even bigger loss. So buy some Wards of Revelation!



    COUNTERS TO OPHELIA!

    A Team of Nukers

    Nukers. You're squishy and your creeps go down fast if 2 or 3 nukers are going apeshit on you and your party of baddies.
    If there's only one nuker around or their nukers don't pair up to give your creeps the middlefinger, you're good to go though. Keep that in mind.




    Alchemist's Bones:





    You don't see it that often to counter Ophelia, but if a team decides to get at least 2 of them, you're officially ****ed. It has a high CD and you can dominate new creeps faster than they can use Alchemist's Bones again, but everytime they come near you, you're basically giving their carries (carries, because that's the heroes that usually aim for it) huge amounts of gold for free.
    If you encounter a team massing Alchemist's, just try to play passive or use at least a few of your creep's abilities before they get raped by an instantkill.



    POPULAR WARDSPOTS TO KEEP OPHELIA FROM FARMING AND HOW TO COUNTER THEM!

    HELLBOURNE






    LEGION





    Last edited by KatyPerry; 07-03-2010 at 05:52 AM.
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  3. #3
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    HOW TO JUNGLE?

    The good thing was, that once you hit Level 3 with Ophelia jungling becames a lot easier. This has changed since the last 2 patches, because you need at least Level 5 to get 2 creeps now. But until then, this guide is still accurate, you just need to farm a lot longer with just one minion.

    The question is where to start on Level 1, and what to do if your minion is to fragile to survive until the second one "arrives".
    Just keep in mind that if the enemy have a hero that will probably jungle in their woods, you can really mess up their farm. Just swing your sexy ass over to the enemy woods and start dominating bosscreeps & harassing the enemy. It's pretty easy to counter, but if they don't send backup from the lane, you'll go crazy on their side of the jungle.

    Legion




    This is where you'll start out. The first creepcamps spawn at 0:30 and after that every full minute (4:00 for example), but only if there are no corpses lying in the camp (they take around 11 seconds to disappear, keep that in mind!) and the spot isn't blocked with wards.
    What you'll do is that after you've dominated the leader of the first camp (always dominate the strongest creeps in the camp, and only take over the creeps mentioned above!) and kill as much as you can with him. After the second camp (the yellow one) you'll hit Level 2 and if you can manage to kill the second orange one (depends on the spawns of course) you'll hit Level 3 and are good to go. 2 minions are all you need for jungling without a problem. Just pull them back before they die and use their skills if you have a Catman Champion or a Vagabond Leader, because they inflict around 100 damage.



    If you're only level 2 and your creep is going to die at the second orange camp, just dominate whatever boss creep is standing there.

    Hellbourne




    Except for the different starting spot, the tactic stays actually the same. Dominate the orange creepcamp boss and try to extinct as much camps as possible with it.
    I actually prefer the Hellbourne jungle over the Legion one, because you can farm better. If you're wiping through the jungle you can use the river to do a nice circle, where as in the Legion one you actually have to walk back for a million minutes to reach the outter orange camp where you start out.

    HOW TO PULL CREEPCAMPS?

    Neutral pulling is an awesome strategy. The guy that is soloing on the lane attached to the jungle can easily farm a neutral camp, your creeps may die due to tanking one of the neutrals, which means less XP for your enemies and you prevent your lane from being pushed to hard. But how to do it?

    Legion



    This is the camp you're pulling down towards the creeps. What you'll basically do is to hit one of the neutrals and run back to the lane so your creeps will attack them and follow them back into the jungle. You can do this between x:14 - x:16 and x:44-x:46. If you time it right, you and your mate are in for some free gold.

    1. Hit & run!




    2. Pull them to your lane




    3. Get back into their camp, deny your creeps, last hit the Neutrals.




    Hellbourne



    The only thing that changes is the creepcamp and maybe the timing is one second off on the Hellbourne side. But other than that it's exactly the same.

    1. Hit them




    2. Pull them to your creeps and get back to the camp





    3. PROFIT!




    HOW TO USE OPHELIA

    If you want to set up a gank in the early game, wait for your enemies to push. If they've pushed far enough to your tower, now it's your time to strike.

    1. Apply Nature's Wrath



    2. This is what it looks like when your enemy is debuffed




    3. Get in with your Minions and start doing damage. Don't forget their skills!






    4. ????

    5. Profit! (which means a kill, or even better, an assist)

    HOW TO TOWER PUSH?

    1. Push the lane with your Minions and attack/tank the tower





    2. Pull the Neutral that's about to die back and let your creeps/your other Minions tank!



    3. If the health of all of your minions hits a critical state and the tower still isn't down, cast your ultimate to get them up to full health! Yes, tower pushes early game are THAT important, you're allowed to "waste" your Ultimate like that!



    HOW TO SOLO KONGOR!

    What do you need? Unlike in the earlier versions where Level 6 would've sufficed, you now need Level 7 so you can get Command on 4 to dominate 3 Creeps. Besides that you need your Ultimate & a few Auras from maybe Refreshing Ornament and Shield of the Five might help.



    So what you're basically aiming for is to let your creeps tank Kongor and pull them back as soon as they're low. Do that with all 3 of them and then use your Ultimate. And don't forget to use that Shield of the Five if you have it, it gives +2 Armor! An Astrolabe or a Puzzlebox would help too, but you're fine with these lower tier items.





    If you're doing it right, the following will happen:



    OPHELIA'S FRIENDS!

    Basically all the heroes that are good pushers are your friends. Why? Because the enemy towers will fall like nothing over your awesome pushingpower! Also Engineer with Tinker will result in crazy pushes early on!



    OPHELIA'S ENEMIES!

    There are not that many enemies around, but basically they're nukers and/or Behemoth and Legionnaire. Nukers can bring you or your creeps down easily and Legionnaire will just port in and taunt you and your creeps for Maximum Whirling Blades.
    And Behemoth's Ultimate... I don't think that I have to mention it will totally kill you. You will even die after you're dead from all the damage it will deal.

    + Nukers. But there are too many to list them all.


    REPLAYS!

    For now there's only one replay, but I'll make sure to add more.

    ID 2306854 (SD 1500, with players ranging from 1500 to 1600)

    Quite a good replay. Nothing special, but it shows ganks and a lot of jungling with just one creep. There's also an early Kongor kill in it and the use of a Puzzlebox.

    _______________________________________________

    Feedback would be appreciated, and if you find any spelling mistakes or stuff like that, tell me. English is my second language.

    I'm going to add in a little tutorial for Neutral Creep Pulling and a few tips on how to jungle properly in the next few days.

    Update 19.02.2010: Guide went online.

    Update 20.02.2010: Added a little Gameplay & Kongor guide with pictures. Also a first replay. Ophelia's friends & enemies added.

    Update 21.02.2010: Added a guide to pull Neutrals and one that shows how to start with the jungling.

    Update 24.02.2010: Fixed a lot of typos.

    Update 26.02.2010: Added a new replay and a new friend for Ophelia.

    Update 28.02.2010: Now Premium! Working on better pics for the ward spots and a layout overhaul.

    Update 01.04.2010: Updated the descriptions for Command and the Skillbuild, to reflect the changes in the new patch.

    Update 02.05.2010: Updated the descriptions for Command, to reflect the changes in the newest patch.

    Update 26.05.2010: Updated missinformation about Command giving the Courier more HP (got fixed) and new information on Nome's and Plated Greaves/her luxury items.
    Last edited by KatyPerry; 05-27-2010 at 04:32 AM.
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  4. #4
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    your counter wards still block the spawn XD

    heres some thing on counter warding though it does not over all the ways to stop creep blocks. http://www.hondb.com/?wards2

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  5. #5
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    I know that they do, those pictures are just placeholders. But you're right, there's no point in having them up, I'll replace them in a minute.

    So, now I have a few places up there to counter ward. Yes, some Wards are pretty hard to get rid of, but even if you're still blocking the spawn with it, the Ward of Revelation is gone in 2 minutes instead of 6. So you'll have 4 more camps to farm.
    Last edited by oargestory; 02-19-2010 at 09:26 PM.
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  6. #6
    i just played a game using ophelia after reading this guide.

    was a sweet game, we ended up winning

    i didn't do great but it was really enjoyable so i will definitely be playing her more to improve my micro

    thanks heaps

  7. #7
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    Bookmarked; thanks for the guide! I'm trying to practice Ophelia, though this is what usually happens:
    Me: Is it okay if I pick Ophelia?
    Everyone else on team: NOOOOOOOOOOOOOOOOO!

  8. #8
    you should always get monkey because it gets your passive buff

  9. #9
    Great guide!

  10. #10
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    Thanks for the feedback guys! If you like it vote please! And if you don't like it, vote too and try to tell me how I can improve my guide.

    Quote Originally Posted by Kcolraw View Post
    you should always get monkey because it gets your passive buff
    I know that, but if your monkey gets caught due to bad management on your teams part, it will be dead, no matter what you do. It only has a MS of 300 so it's easy to chase and I've never seen that hit decide between it's life or death.
    Thanks for the advice tho, I'll write it in the guide. Forgot to do that.
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  11. #11
    her nuke is much more useful early game then a slow+slightly more damage. it can save allies, creeps and does a helluva lot of damage for such a short cd.

    also you forgot to mention her ability to sneak an early kongor

  12. #12
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    A quick guide on how to solo Kongor is still coming, don't worry.

    And I really don't think that her nuke is viable early game. It only does so much damage, the damage is random. Yeah, maybe maybe that 14% extra damage may not sound much, but it IS very much with 3 creeps and 2 heroes bashing on that target.

    Thanks for the feedback though, it's really appreciated.

    P.S.: Sending your mates back is not that bad, but regeneration items should suffice until you come ganking Level 5. If not you can come out even earlier.
    Last edited by oargestory; 02-20-2010 at 05:28 AM.
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  13. #13
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    very nice guide, go premium!
    and letting the monkey die is stupid and shouldn't happen anyway. you don't buy +hp items for the courier just to keep him alive either, do you?

  14. #14
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    Updated Ophelia's friends and enemies and also put in a small Kongor guide. Hope that helps.

    Added the Staff of the Masters effect from her Ultimate, fixed a few typos and also added the Cooldowns on the Creeps abilities.
    Last edited by oargestory; 02-20-2010 at 12:52 PM.
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  15. #15
    Nice guide, I am looking forward to reading about pulling and jungling.

    Go for premium.

  16. #16
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    Added a little neutral pulling & jungling guide.
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  17. #17
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    Fixed a lot of typos. Wow, there were some ugly mistakes in there. :0
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  18. #18
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    Nice little guide, i prefer to get whispering help and have 4 creeps to take out kongor by about 10 minutes into the game. and i also prefer maxing out ophelia's touch, because a 200-400 TRUE nuke rapes people early game hard

    My fanart of moonqueen Yes, its Safe for work lol http://xristosx.deviantart.com/art/T...Beam-152638377

    How to make someone rage
    Quote Originally Posted by DrFappo View Post
    Play witchslayer and lane with chronos, push the lane and mess up all his last hits with graveyard. Tell him you are trying to get last hits because you need farm and it's an easy way for you. Every time chronos throws a bubble, and is about to kill someone, ulti ks him, call him noob... and say you need the money more than he does.

  19. #19
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    From time to time I like to get Whispering Helm too, but if you're going to rush Puzzlebox it does so much more for you in the long run.
    More Minotaurs are always welcome, but so are the Mauler and his compadr?, with that saucy Mana Burn and the +MS Aura.

    And yes, the nuke isn't that bad, BUT it's random. If you have Nature's Wrath maxed out that's 28% more damage taken, which is far more (in a gank at least) than an average 300 damage from that nuke.
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  20. #20
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    Quote Originally Posted by oargestory View Post
    From time to time I like to get Whispering Helm too, but if you're going to rush Puzzlebox it does so much more for you in the long run.
    More Minotaurs are always welcome, but so are the Mauler and his compadr?, with that saucy Mana Burn and the +MS Aura.

    And yes, the nuke isn't that bad, BUT it's random. If you have Nature's Wrath maxed out that's 28% more damage taken, which is far more (in a gank at least) than an average 300 damage from that nuke.
    hmm thats true.. i might try maxing natures wrath first from now on and see how it does. but people underestimate ophelia's nuke when i try to fight them and its a extremely good finisher because people wont have a chance to run from it

    and i havnt tried puzzlebox in awhile, maybe i should
    Last edited by xristosx; 02-24-2010 at 09:56 PM.

    My fanart of moonqueen Yes, its Safe for work lol http://xristosx.deviantart.com/art/T...Beam-152638377

    How to make someone rage
    Quote Originally Posted by DrFappo View Post
    Play witchslayer and lane with chronos, push the lane and mess up all his last hits with graveyard. Tell him you are trying to get last hits because you need farm and it's an easy way for you. Every time chronos throws a bubble, and is about to kill someone, ulti ks him, call him noob... and say you need the money more than he does.

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