Enaigon Posted February 11, 2013 Report Share Posted February 11, 2013 Guide Contents Introduction Talents Tanks Balrog.Brutalizer Erekul.Sartonis Justicar.Akasha (v1.84) Lord.Zyrkhan (v1.84) Tychus.Findlay (v1.84) Carries Alpha.Crackling Gabriel.Tosh Ironhide.Cain (v1.84) Sarah.Kerrigan (v1.84) Molgloo.Grunty Prelate.Zeratul (v1.84) Shadow.Geminus Terra.Nova Toximancer.Vespus (v1.84) Vagabond.Darpa Voltron.Leo (v1.84) Supports Biotron.Tyrannitus (v1.84) Doctor.Geneva (v1.84) Egon.Stetmann Garamond.Singsprocket Hybrid.MAAR Jakk.Summers (v1.84) Marine.King Rory.Swann Nukers Chuck.TBone (v1.84) Dustin.Brawler Feral.Terminus (v1.84) Jim.Raynor (v1.84) Null.Disruptor Queen.Imperius Subterran.Unix System.Cyprus Tiberious.Rancor Vergil.Nerazim (v1.84) Vorpal.Valedict Initiators EnTaro.Tassadar Fine.Brine (v1.84) Geminus.Boros (v1.84) Infernal.Mandrake (v1.84) Micro.Gravitus (v1.84) Roulette.Jackson Making own builds Introduction Greetings fellow AoS players. It has come to my attention that a lot of players have next to no idea about what they should be doing with their talents, items, skills and general existence on the battlefield. To help with this I have constructed this guide in the attempt to give players a starting point with each hero and how they fit into the team. All heroes are divided into sections based on roles. Under each hero you will find a quick summary or the CORE item build (All other items should be selected from the situational section from the heroes primary role), skill build and the talent tree they use (corresponds to the talent trees in the talents section). Next is a brief justification for why I chose as I did (expect extreme repetitiveness between heroes). Finally, a general break down of how and when to use the various skills for each hero and possibly a quick explanation of the play style. I don’t main every hero because that would be outrageously absurd so keep in mind that some of my builds may not be the standard builds recognized at inhouse level. This guide should be considered more of a bridge between pub play and low-level inhouse. It is also worth noting that heroes can be played in multiple ways. Int boros, AA rancor and DPS lord Z are all viable builds. However I only cover one way each hero can be played at this time. These are defined as roles with the primary ones being Tank, Carry and Support. Every hero fits into one of these primary roles but you should also be aware that some have multiple roles at the same time. This is where secondary roles come in and they are initiator, pusher and semi-carry. (I’m sure there are more and perhaps I will add them as I remember) Talents Below are the talent trees constructed for various heroes. They are here to reduce redundancies since multiple heroes use the same builds. Each hero guide will contain the build it uses, just match it to the build here and you’re good to go. [table] Carry [td]BloodthirstFury[/td][td]Fitness[/td][td]Brilliance Swiftness Youth[/td] Durable [td]Row 1[/td][td]FitnessDiscipline / Integrity Vigor[/td][td]Brilliance Swiftness Youth[/td] Fortify [td]row1[/td][td]Fitness Discipline / Integrity Zeal Fortify[/td][td]Brilliance Youth[/td] Harassment [td]Might / CunningFury Demigod[/td][td]Fitness[/td][td]Swiftness Youth[/td] Haste [td]BloodthirstFury Veteran Haste[/td][td]Fitness [/td][td]Youth[/td] Headstart [td]Bloodthirst / MightFury Veteran[/td][td]Row 2[/td][td]Swiftness Youth Wealth[/td] Hybrid [td]Fury[/td][td]FitnessVigor Zeal[/td][td]Brilliance Youth[/td] Overlord [td]Blankblank[/td][td]Fitness[/td][td]Prodigy Brilliance Youth Overlord Transport[/td] Sustain [td]Row 1[/td][td]FitnessVigor Zeal[/td][td]Brilliance Swiftness Youth[/td] Transport [td]Row 1[/td][td]FitnessVigor[/td][td]Brilliance Swiftness Youth Transport[/td] Veteran [td]Bloodthirst / MightFury Veteran[/td][td]Fitness Integrity[/td][td]Youth[/td] Wealth [td]Row 1[/td][td]FitnessVigor Integrity[/td][td]Brilliance Youth Wealth[/td] [/table] Tanks As a tank it is your duty to absorb as much damage as humanly possible. See that score screen at the end of the game? Go to the damage received bar and yours should be the highest on the team. Now that all seems well and good but unfortunately there is more to being a tank than getting the shap kicked out of you. So as you stride across the battlefield as a meaty behemoth keep these things in mind. Take as much damage as possible. I don’t mean consistently run at enemy towers that would be stupid. I also don’t mean face tanking avoidable spells, because again that would be stupid. What I do mean is do everything you can to make sure the enemy is hitting you or no one in team fights. Protect your carry. This guy will eventually win the game for you if he gets sufficiently obese. He can’t do that if he is spending the game looking at the pool. (It should be noted that you can’t save carries from their own stupidity) Don’t die. This is 3rd because you should die to save your carry but you shouldn’t die to save a support. You are the tank, without your presence the survivability of the rest of your team is drastically reduced. Protect the rest of your team. These guys are probably important in various ways. If your carry is fine and these guys are in danger of death then I suggest you go and save their squishy posteriors. Tank Situational Items As a tank it is your job to buy these items if your team requires them. – get this against cloaked enemies – get this if the enemy has some serious nukers (supports should get this instead when possible) - get this early on for a well rounded boost in all defensive stats for yourself, and a small bonus for the team – get this mid game against AA heroes or late game against AA heroes lacking leech. – get this against AA heroes with a lot of leech – get this if enemies are kiting you. – get this against heroes that apply insane debuffs (like rory, toxi, etc) – get this if your carry is lacking weapon speed (usually a support should grab this) - get this if you are lacking health and the enemies nukes are bothering you :Shadowmourne: – very rarely get this, only if your team is going up against a fat carry late game and you have all your other items covered. Heroes Balrog.Brutalizer [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]row1[/td][td]Fitness Discipline / Integrity Zeal Fortify[/td][td]Brilliance Youth[/td] [/table][table] Item Build [td] :OlympicTorch: :SliptydeScythe: [/td] [/table][table] Skill Build [td]1. Lunge2. Sonic Screech 3. Lunge 4. Sonic Screech 5. Lunge 6. Bloodbath[/td][td] 7. Lunge 8. Sonic Screech 9. Sonic Screech 10. Vampiric Aura 11. Bloodbath 12. Vampiric Aura[/td][td] 13. Vampiric Aura 14. Vampiric Aura 15. Stats 16. Bloodbath 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Balrog is best in the short lane. Hang back and move in to last hit or deny. If against two ranged you will most likely have to play defensively, if not use your lunge and screech to harass. Mid Game: Go around with your team for ganks, let your initatior go start the fight then lunge in right behind him on your priority target. If they enemy lacks powerful debuffs use screech for damage, otherwise save it to remove said debuff. Keep you bloodbath stacks on 5. Late Game: you will be building items strictly to counter the enemies damage. At this point your team is usually all moving together. Use your lunge to intercept heroes running towards your fragile allies. At this point unless you have the luxury of building damage items your job is just to counter enemies, tank the damage and let your allies clean up. [/td] [/table][table] Skills [td][/td] [/table] Erekul.Sartonis [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]row1[/td][td]Fitness Discipline / Integrity Zeal Fortify[/td][td]Brilliance Youth[/td] [/table][table] Item Build [td] :KhaydarinAbsorber: [/td] [/table][table] Skill Build [td]1. Swarm Burst2. Masochist 3. Swarm Burst 4. Masochist 5. Swarm Burst 6. Erekul's Vengeance[/td][td] 7. Swarm Burst 8. Masochist 9. Masochist 10. Parasitic Infusion 11. Erekul's Vengeance 12. Parasitic Infusion[/td][td] 13. Parasitic Infusion 14. Parasitic Infusion 15. Stats 16. Erekul's Vengeance 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Erekul can survive in any lane but has the best time in mid. Try and hit the creeps to get their health level then when they are low on health use swarm burst to finish them all, ideally hitting the enemy hero as well. Otherwise last hit with AA and use swarm burst to harass. Mid Game: Role along with your team heading in for ganks or counter ganks. Try to fight in creep waves to benefit from masochist and khaydarin absorber. To quickly clear creeps run ahead of your own wave and spam swarm burst. In teamfights constantly keep moving around kiting the best you can. Late Game: Stick with your team, be in the centre of team fights, try and appear vulnerable to draw enemies towards you. When possible try to engage with creeps around. You can also push lanes with swarm burst. [/td] [/table][table] Skills [td][/td] [/table] Justicar.Akasha [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]row1[/td][td]Fitness Integrity Zeal [/td][td]Brilliance Youth Wealth[/td] [/table][table] Item Build [td] :SuperHadronCollider: :SliptydeScythe: [/td] [/table][table] Skill Build [td]1. Justicar Strike2. Locus of Ire 3. Justicar Strike 4. Locus of Ire 5. Justicar Strike 6. Armor of Kings[/td][td] 7. Justicar Strike 8. Locus of Ire 9. Locus of Ire 10. Consecrate 11. Armor of Kings 12. Consecrate[/td][td] 13. Consecrate 14. Consecrate 15. Stats 16. Armor of Kings 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Justicar is comfortable in any lane and usually has a good time. Hang back and move in to last hit and deny. Hit creep camps with your ally. Coordinate your justicar strike with allies skill shots or to punish the enemy heavily for being out of position. Mid Game: Go around helping your teammates. You should use your warp shard to get in close early in a fight to make the maximum use of justicar strike. Then use locus to hold them there longer if required. Late Game: Pretty similar to mid game. Stick with your team to make combined pushes and defensive efforts. Keep the enemy heavy hitters focused on you and let your team clean up. [/td] [/table][table] Skills [td]Justicar Strike: This deals large amounts of damage and makes you a good initiator. This spell has two parts, the initial throw up which is AoE, then the targeted stun. Use a warp shard or SHC or run into the enemy and cast this as close as possible to them. Then stun the highest priority target. It is a stun so it can be used to save teammates and stop enemies from escaping. Locus of Ire: This is a taunt. It forces the enemy to attack you while reducing their damage. Always cast this on their carry and watch him suffer. Other uses include stopping an enemy from running away or taunting an enemy then running backwards so they chase you into an undesirable position where you can then stun them. Consecrate: This creates a 60 health disparity every second which adds up quickly especially with multiple enemies, add in a SHM and your enemy will make getting out of this spell a priority. Stun enemies in place or cast this between a fleeing ally and an enemy with the threat of stunning him in it if he keeps chasing. Armor of Kings: This grants bonus armor and hurts anyone that hits you why it is active for quite a significant amount. Use this in combination with taunt and consecrate then you will cause significant damage to the enemy. [/td] [/table] Lord.Zyrkhan [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Bloodthirst / MightFury Veteran[/td][td]Fitness Integrity[/td][td]Youth[/td] [/table][table] Item Build [td] :SuperHadronCollider: :SliptydeScythe: :Masamune: [/td] [/table][table] Skill Build [td]1. Overdrive2. Tenacious Fury 3. Tenacious Fury 4. Immortal Solace 5. Tenacious Fury 6. Heart of Aiur[/td][td] 7. Tenacious Fury 8. Overdrive 9. Overdrive 10. Overdrive 11. Heart of Aiur 12. Immortal Solace[/td][td] 13. Immortal Solace 14. Immortal Solace 15. Stats 16. Heart of Aiur 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Laning can be a bit rough depening on what you are up against. Generally once you get tenacious fury up a couple of levels and combine it with integrity, bloodthirst and zerg symbiosis you are fairly resilient to enemey AA harassment. If enemies hit you your creeps will move towards them or if they move in to harass you can overdrive and immortal solace them then drag them back towards your tower or if your tower is out of range you can hold them in place and just AA. Mid Game: When you have lightning rod and warp shard you will be capable of initiating and doing decent damage. If enemies stray too close to your tower, warpshard onto them and use immortal solace and pull them back towards it. Alternatively do the same combo but hold then in place for ganks. The attack speed and passive from lightning rod will help you get your tenacious fury stacks up faster and once your stacks are up you will be zapping them every few seconds. Try and be present for teamfights and be the guy most embedded in the enemy force. Late Game: You will be able to contribute a significant amount of damage which will supplement your carry and turn the tides if he is struggling agaisnt the enemey carry. Just remember that tanking is always your primary role but sometimes being offensive is the best way to save your teammates. [/td] [/table][table] Skills [td]Overdrive: Great spell for a tank, the movement speed is nice for escaping to fight another day or chase down an enemy but the greatest part is the debuff immunity. This counters so many heroes and will save you from stuns, slows, dots and various other abilities. Although you will still take damage from spells such as Rancor's snipe you will not be stunned at all. Immortal Solace: This is a nice spell to protect allies or trap enemies. It can be used in a few ways. The most simple use get the enemy in it so they can't get away from your team. Keep in mind that moving at a certain speed will allow the enemy to slip out so try not to drag them with this while using overdrive. Secondly it can be used to protect allies in one of two ways. You can intercept them and hold them back from your ally or you can surround your ally in the ring to protect them from melee heroes (or things such us bios ultimate). Tenacious Fury: This makes you capable of being both a tank and a carry. The weapon speed boost is incredible and the physical damage resist is amazing. Because of it you don't necesariily need to gear towards armor, weapon speed or agility to gain more damage or resistance to AA. So in team fights don't stand there hit stuff. Heart of Aiur: This is a nice ultimate but can be tricky to use properly. Shields do not benefit from spell resist or physical resist which means they drop much fast than health. So at level 3 (its most effective) you do not want to use this to try and improve your own survivability if your spell and physical resist are atleast 40% as it will actually subract from your effective health. As a tank you will be at this threshold very early on. So the real use of this skill is to protect your teammates. The exception to this is the more you can leech the higher the resist required to make this a health loss negative. Cast is as the fight commences and it will absorb a few thousand damage across your team. If the enemy has heavy aoe nukers try and cast it just before they nuke your team. This counters them very well especially when your shielding each ally for over 1k hps. It can also be used in isolated cases to save an ally from something like raynor's ult, but is much better used to save your teams ass from something like drake's ult. Do not use this if you are on low health unless you are confident you can leech the health back quickly. [/td] [/table] Tychus.Findlay [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Fury[/td][td]Fitness Vigor Zeal[/td][td]Brilliance Youth[/td] [/table][table] Item Build [td] :SliptydeScythe: :Masamune: [/td] [/table][table] Skill Build [td]1. Smog Grenade2. Explosive Round 3. Explosive Round 4. Invigorating Pulse 5. Explosive Round 6. Juggernaut[/td][td] 7. Explosive Round 8. Invigorating Pulse 9. Invigorating Pulse 10. Invigorating Pulse 11. Juggernaut 12. Smog Grenade[/td][td] 13. Smog Grenade 14. Smog Grenade 15. Stats 16. Juggernaut 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Tychus is a fairly decenet laner. Continually AA the creeps to keep your passive stacks up, switch to targets on low health for last hitting. Use explosive round as a harass tool or to finish multiple low level creeps. Invigorating Pulse is useful for sustain or to help push the tower early on. Mid Game: Go where the action isif you think you will be able to make it in time to help, otherwise you are justified farming a bit. Don't forget your primary role is a tank so perform as such and help your team when you can. Late Game: You will be capable of absorbing damage and dealing large amounts. At this point you will not have as much trouble chasing. It is up to what the game requires as to whether or not you purchase tank situational items or carry items at this point. [/td] [/table][table] Skills [td]Explosive round: This is a great harassment tool. When you have 5 stacks the damage and AoE are doubled. This really puts a dent in agi and int heroes hps. It usually isn’t worth using without 5 stacks as tychus isn’t well know for his mana efficiency. Invigorating Pulse: This is a powerful AoE heal over time which doubles in effectiveness with 5 stacks, this should be used early in team fights for the maximum effect. Smog Grenade: a slow that increases tychus’ move speed when cast with a full stack. Use this to prevent enemies from escaping or to allow you and your teammates to escape. Juggernaut: This is both an offensive and defensive ability. It provides large amounts of spell and physical resist while also increasing the amount of charges you get per shot. This means you can reek the extra benefits of your spells in much greater succession. [/td] [/table] Carries As a carry it is your job to kill everyone as many times as possible without dying. At the end of the game look at the score screen, you should have the highest number of kills on your team and the least deaths. Now killing people is fun but sadly for you it is hard work. The enemy team will want to kill you more than anyone else but with a bit of luck your team will help you stay alive. As a carry you should do these things. Don’t Die. Doing this is bad for you. Not only will you spend time being bored but you will also lose ground on the enemy carry. It is your solemn duty to be the scariest bastard in the game and you can’t do that if the scariest bastard in the game is actually on the other team. Kill the enemy carry. Has the potential to backfire but if you do what I tell you and actually kill him like your meant to then he becomes weaker while you become stronger. Thus you can kill him more later. Kill the enemy supports. Food looks like a squishy intelligence hero. Eat them regularly, punish them for being alone. They don’t lose as much by dying because they aren’t usually overly item dependent. Farm. If you aren’t killing people then you should be farming. This means don’t spend five minute hiding in a bush waiting for the enemy to move up in his lane so you can jump out and try to sell them breakfast cereal. No one has more of a right to the neutral camps than you. Kill the tank. If you have nothing else to do kill this guy I suppose. He is your last priority out of everything. If he gets your attention, he wins. Carry situational items As a carry it is your job to buy these items if difficulties arise in your career as an imaginary assassin. - get one of these early on to boost your farming – get this if the enemy has healers or high leech – get this against heroes that like to channel (unix, drake, Jackson, etc) – get this for more survability and to give you an edge over the enemy carry - if you are a Physcial Damage carry you should always include leech items in your build Heroes Alpha.Crackling [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]MightBloodthirst Fury Haste [/td][td]Fitness [/td][td]Brilliance [/td] [/table][table] Item Build [td] :HyperionIncinerator: :GalacticDefender: :Masamune: :AggressorsGuise: [/td] [/table][table] Skill Build [td]1. Acid Volley2. Zerg Rush 3. Acid Volley 4. Vicious Bite 5. Acid Volley 6. Feeding Frenzy[/td][td] 7. Acid Volley 8. Vicious Bite 9. Vicious Bite 10. Vicious Bite 11. Feeding Frenzy 12. Zerg Rush[/td][td] 13. Zerg Rush 14. Zerg Rush 15. Stats 16. Feeding Frenzy 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Farm up the best you can, you are a strong jungler so take advantage of this between creep waves or be in the jungle full time and come out to gank. As your acid volley builds up you are capable of dealing large amounts of burst. But beware as you are also quite fragile. Mid Game: At this point your vicious bite will be leveled up and you will have atleast a couple hundred of attack points. You are a hit and run hero so in teamfights hang back till the majority of burst damage has been dealt then run it at high speed and burst down your priority target. If possible clean up elsewise retreat then run back in when another fragile opponent presents itself. Late Game: You should be able to burst down most agi and int heroes within 10 or so seconds but there is a lot more to be wary of at this point. So stick to your hit and run tactics and select your targets carefully, once the numbers are in your favor stick on the enemy as your sustained damage will be quite high. With your lings you are capable of taking down enemy towers quite fast so take advantage of that. [/td] [/table][table] Skills [td][/td] [/table] Gabriel.Tosh [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Fury[/td][td]Fitness Integrity[/td][td]Brilliance Swiftness Overlord[/td] [/table][table] Item Build [td] [/td] [/table][table] Skill Build [td]1. Rise of Da Spectre2. Concussion 3. Rise of Da Spectre 4. Terrazine Radiation 5. Rise of Da Spectre 6. Mad Craving[/td][td] 7. Rise of Da Spectre 8. Concussion 9. Concussion 10. Concussion 11. Mad Craving 12. Terrazine Radiation[/td][td] 13. Terrazine Radiation 14. Terrazine Radiation 15. Stats 16. Mad Craving 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Tosh is best in the short lane. Build up your army of spectres. Switch between lane and jungle. Time your harass with your lane partner to try and cripple the enemy early on or gain an early kill. Terrazine gas can be used as AoE denial to make your enemies drop backwards or forwards. Mid Game: Continue to farm heavily, keeping as many spectres up as possible. Go looking for ganks, if you manage to sneak up on an enemy blocking off their retreat then you are very likely to kill them. Othewise just charge them directly out of the forest keeping them stunned as you stutter step towards them. In team fights hang behind your initiator so that you can be in the fight the second after him. Late Game: Stick with your team. Keep the primary enemy damage dealers stunned as you annihilate them. The only effective counter to your damage is a large health pool which non-tank enemies will lack and if they do posses your pyre will will quickly whittle it down. With bandit's artifice you effectively double your hero (the clone is effected by mad craving, and procs all your items) which allows you to stun lock the enemy indefinately. 1v1 there is only a handful of heroes that can defeat you if they get the drop on you. Your spectres will perish quickly at this point in the game so the only way to keep them alive is to use intensive micro or time your stuns optimally. [/td] [/table][table] Skills [td][/td] [/table] Ironhide.Cain [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Fury[/td][td]Fitness Integrity Zeal[/td][td]Brilliance Swiftness [/td] [/table][table] Item Build [td] :Masamune: [/td] [/table][table] Skill Build [td]1. Frostbite2. Barrage 3. Frostbite 4. Nitrogen Round 5. Frostbite 6. Temporal Fate[/td][td] 7. Frostbite 8. Barrage 9. Barrage 10. Barrage 11. Temporal Fate 12. Nitrogen Round[/td][td] 13. Nitrogen Round 14. Nitrogen Round 15. Stats 16. Temporal Fate 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Cain isn't that picky where he lanes. Abuse frostbite + barrage to harass or use frostbite to make last hitting easier (by getting a few stacks on the creep early on). Your priority should be on last hitting but if you see your enemies are in a fragile position coordinate with your lane partner to kill one of them. Mid Game: Cain is a good ganker. Activate barrage and wait a bit. Then run in hit them with nitrogen round and activate your ultimate. Hit them till barrage wears off then activate it again and shoot either at a different target or the same if you aren't confident that he will die. 10 rounds of your ultimate should be enough to kill anyone. Late Game: Stick with your team and work on systematically focusing your enemies down, starting with the highest damage dealers on their team which have no escape mechanism from your ultimate. Try to keep target switching to a minimum to reap the maximum benefit of frostbite. [/td] [/table][table] Skills [td]Nitrogen Round: This is a stun that breaks when a certain amount of damage is dealt. Use this in combination with your ultimate and the damage will not hit until the stun duration has already run its course. This is an AoE stun with a fairly large splash so it can stop multiple heroes in their tracks even if they are standing close to creeps. Use this to initiate a kill, chase, or escape. Frostbite: This is a passive that makes each subsequent hit against a target deal more damage. This will stack up to very high numbers. So always keep on your one target until he is dead (within reason if he backs away don’t chase him all the way to the pool). This also works very well with your ultimate. Barrage: This gives you the maximum weapon speed possible for up to 6 attacks. Use this straight after your ultimate to make sure you get as many of those projectiles in the air as fast as possible. Alternatively you can just fire a bunch of shots really fast for a decent but less impressive amount of damage. Temporal Fate: Use this at the start of each fight, ten shots on any individual from your ultimate will usually kill them so don’t keep firing excessively at the same one. If heroes blink or get tossed then the projectiles will not track them and the damage will be zero. So if you are versing heroes with those abilities cancel your ultimate as soon as you have a decent amount of projectiles on them to reduce the chance that they will dodge them (usually you cancel before your stun ends). [/td] [/table] Sarah.Kerrigan [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]BloodthirstFury [/td][td]Fitness Integrity Zeal[/td][td]Brilliance [/td] [/table][table] Item Build [td]:LeechingSabre: :LethalBarb: :Masamune: [/td] [/table][table] Skill Build [td]1. Bone Blade Boomerang2. Glaive Wurm 3. Bone Blade Boomerang 4. Glaive Wurm 5. Bone Blade Boomerang 6. Glaive Wurm[/td][td] 7. Bone Blade Boomerang 8. Bone Armor 9. Glaive Wurm 10. Swarm Invasion 11. Swarm Invasion 12. Bone Armor[/td][td] 13. Bone Armor 14. Bone Armor 15. Stats 16. Swarm Invasion 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Kerrigan is best at mid or short lane. Focus on last hitting all the creeps in the wave, don't concern yourself with denying or harrassing. Once the wave is down go after the neutral camps then return. With your leech, glaive wurm and passive you have great sustain which means you will rarely need to return to the pool with a bit of smart play. Mid Game: Neither team will see you much during this phase. You will be farming waves, avoiding ganks and jungling. Sometimes you will be required to help out the team but don't spend too much time away from farming. If you do get in a team fight do not get greedy and chase. If you happen to die you lose valuable time. Late Game: Due to the extensive amount of farming you have done you will now be ready to go out and obliterate the enemy team. Due to your absence for most of the game your first apperance will be a bit of suprise so use this time to do the most damage possible. Play aggressively with your team, granted they held their own without you, the combined team should be capable of pushing into the enemy base. You do not want this stage of the game to draw out for too long as you lose your effectiveness as the enemies start to catch up to you in gear. [/td] [/table][table] Skills [td]Bone Blade Boomerang: Early on this is harassment, it scales with weapon damage and has a nice slow so it is relevant for the whole game. Use it to secure kills or snipe those pesky people who like to hide behind towers with 10hps. I guess I should mention it does damage on both ways so try and hit them at the point just before it turns so they can’t dodge it on the way back. If they know it is coming then you are better off being close and throwing it right at them so they don’t have time to react, then put them between yourself and the boomerang so it hits them again. Glaive Wurm: This is what makes you a farming machine and capable of taking on multiple heroes. The bounces do progressively less damage but proc certain item effects (such as pyre, lethal barb, FoE). So farm up then when you fight the enemy team watch them run around in slow agony while they die. Be careful firing this at towers as it will bounce off the tower and hit nearby enemy heroes which will cause the tower to attack you. Bone Armor: Provides damage and physical resistance to give you an edge over your opponents. Unfortunately getting hit slowly removes your armor, on the plus side it only lasts 15 seconds anyway so might as well let it soak up some damage. Swarm Invasion: Does large amounts of damage randomly in a large AoE. If you force enemies to run through it the chances they get hit multiple times increases. You usually cast this at the start of a fight as it has a channel time. Use it to block off the enemies escape or if your team has already engaged cast it on them then move in to slow them. You shouldn’t cast it on them if you are initiating as they will just back off and leave you there. Also it isn’t usually worth casting once you have started the fight as the channel leaves you vulnerable and you are unlikely to hit people once they see you starting to channel it. [/td] [/table] Molgloo.Grunty [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Fury[/td][td]Fitness Vigor Zeal[/td][td]Brilliance Youth [/td] [/table][table] Item Build [td]:LeechingSabre: :KineticBattery: :Masamune: [/td] [/table][table] Skill Build [td]1. Assault Shawtgun2. Rocket Lawncher 3. Rocket Lawncher 4. Swamp Trap 5. Rocket Lawncher 6. River Racer[/td][td] 7. Rocket Lawncher 8. Assault Shawtgun 9. Assault Shawtgun 10. Assault Shawtgun 11. River Racer 12. Swamp Trap[/td][td] 13. Swamp Trap 14. Swamp Trap 15. Stats 16. River Racer 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Grunty does best in middle. To last hit get up close to the target and hit (increases damage from passive) or if the enemy is harrassing you, use your assualt shawtgun to gain a bit of range. If mana permits use your Rocket Lawncher to harass or gank other lanes, but it is best saved for defensive use until you have kinetic battery. Mid Game: Be constantly ganking between waves running up and down the river. If your aim is good shoot rockets from a fair way off but try to be there before the stun wears off. You should be placing mines to cover you as you run up and down the river and sometimes to act as limited wards. Make sure you are farming when not ganking and stay as close to the river as possible when alone. In team fights sit back and shoot a rocket then run in once the fighting has commenced and focus down priority targets. Late Game: At this point you will usually have to stray from the river, to compensate use your mines regularly and always have an escape route towards the river planned. Stick with your team for major battles and get right in the enemies face to cause the most damage. Good use of your rocket lawncher will be rewarding for your team as a 5 second stun leaves more than enough time for your team to guarantee a kill at this point. [/td] [/table][table] Skills [td][/td] [/table] Prelate.Zeratul [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]BloodthirstFury [/td][td]Fitness [/td][td]Brilliance Swiftness Youth [/td] [/table][table] Item Build [td] :LeechingSabre: :AgressorsGuise: :HandofMengsk: [/td] [/table][table] Skill Build [td]1. Planar Void2. Phase Strike 3. Phase Strike 4. Unfolding Fate 5. Phase Strike 6. Chronosphere[/td][td] 7. Phase Strike 8. Unfolding Fate 9. Unfolding Fate 10. Unfolding Fate 11. Chronosphere 12. Planar Void[/td][td] 13. Planar Void 14. Planar Void 15. Stats 16. Chronosphere 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Zeratul is best in the short lane. Laning can be great or a nightmare depending on what you are up against. Just focus on last hitting, that is all you need to do at this point. Mid Game: Hopefully you made it out of your lane in alright shape and managed to get a couple items. This is the point where you really want to be grabbing hero kills. If you see a vulnerable hero and your ult is up go and kill them. Optimally you would use your ultimate for a hero kill everytime it comes off cooldown. You usually want to initate with planar void to pull the enemy towards you and slightly stun them, then shove your chronosphere on top of them. Early on you may need a teammate present to secure the kill but as you get more times under your belt you will be able to solo most heroes. Late Game: You are a rather fragile hero so try not to get involved in a big fight unless your ultimate is up, when you land a chronosphere get started on their strongest damage dealer and work your way down. Always look for opportunites to catch farming enemies alone to swing the numbers in your favor. [/td] [/table][table] Skills [td]Phase Strike: Use this to last hit neutral creeps, use this in combination with BHM to cause huge amounts of damage, use this at the start of your chronosphere to get behind your target if it is too difficult to walk around. This abilities cooldown is reset every time you kill an enemy unit. This ability can also be used as an escape by jumping onto enemy creeps. Unfolding Fate: This gives bonus spell damage based on a percentage of your agility. In chronosphere and whenever else possible always hit your enemy from behind. This ability is also the reason to build zeratul with as many agility items as possible. Planar Void: This creates a circle that teleports enemies and allies to the opposite side of the circle, stunning enemies. It lasts for half a second so you have to be very precise when you put it down. It can be used to initiate, escape, chase, or rescue allies. Chronosphere: This makes up for zeratuls squishiness. Always get as many enemies as possible in this spell so that they are unable to hurt you. If you must tower dive make sure you get this on the enemy hero and the tower so that the tower will not shoot at you. This is designed for killing enemy heroes, you should be killing someone every time this is off cooldown. It can also be used to escape enemies by freezing them but should be used sparingly to save allies in such a way. [/td] [/table] Shadow.Geminus [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]BloodthirstFury Veteran Haste [/td][td]Fitness [/td][td]Brilliance [/td] [/table][table] Item Build [td]:LeechingSabre: :LightningRod::HandofMengsk: : :XelNagaCartilage::TimeSplitter: :AgressorsGuise: :Masamune: [/td] [/table][table] Skill Build [td]1. Shade2. Vortex 3. Shade 4. Stepping Strikes 5. Shade 6. The Shadow Walk[/td][td] 7. Shade 8. Stepping Strikes 9. Vortex 10. Vortex 11. The Shadow Walk 12. Vortex[/td][td] 13. Stepping Strikes 14. Stepping Strikes 15. Stats 16. The Shadow Walk 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Shadow is best in the short lane or jungle. This is the stage of the game you are most vulnerable. Rely on your vortex to keep you alive. When your reach level 6 you are capable of ganking, it is preferable to farm unless you are confident you can get a kill without dying. Mid Game: If your early game went well you should hopefully be near the attack speed cap with hand of mengsk and have a couple hundred of damage. At this stage of the game you want to go around slaughtering as many enemies as possible. Enter teamfights late and clean up or destroy heroes that you capture alone in the wilderness. Sometimes it is worth grabbing a stun baton against certain heroes such a drake. Late Game: If you did well in the mid game the enemy team should not be able to go toe to toe with you. You now want to finish this quickly so move up with your team and push their remaining towers. The second you become item capped you are at the height of your power, from that point on the enemy will be closing the gap until they eventually can destroy you. [/td] [/table][table] Skills [td][/td] [/table] Terra.Nova [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]BloodthirstFury [/td][td]Fitness [/td][td]Brilliance Youth Wealth [/td] [/table][table] Item Build [td]:MinersGoggles: :LightningRod: :LethalBarb: :PulseHammer::KhaliBlade::ForceofEntropy: :Masamune: [/td] [/table][table] Skill Build [td]1. Silent Takedown2. Vanish 3. Silent Takedown 4. Ill Intent 5. Silent Takedown 6. Psychic Web[/td][td] 7. Silent Takedown 8. Ill Intent 9. Ill Intent 10. Ill Intent 11. Psychic Web 12. Vanish[/td][td] 13. Vanish 14. Vanish 15. Stats 16. Psychic Web 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Nova is best middle or short lane. Focus on farm. Use silent takedown to last hit as many creeps as possible. This adds up very quickly and will allow you to snowball much easier mid game. In addition take the creep camps between waves. Vanish makes it fairly easy for you to escape ganks and such early game so you are relatively safe if you are vigilant. Once you have psychic web go and gank the other lanes. Mid Game: You will go down fairly fast if the enemy team manages to catch you so keep an eye on the minimap when you are farming. Otherwise assassinate heroes that stray from the pack or enter team fights at a slightly delayed pace and start destroying your priority targets. Watch out for heroes with burst damage as they like to ruin your day. Late Game: At this point granted you have managed to farm well you should be able to shred enemies in around 5 seconds. Really this applies to any stage of the game but make sure you purchase situational items to stay on top, most notably sometimes you will require a darwin's might for the extra leech and health. Once you are nearing the item cap you need to start helping your team push heavily as your time in the sun will slowly start to fade as the game draws out. [/td] [/table][table] Skills [td][/td] [/table] Toximancer.Vespus [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]BloodthirstFury Veteran Haste [/td][td]Fitness [/td][td]Brilliance [/td] [/table][table] Item Build [td] :DuransMachette::TimeSplitter::ForceofEntropy: :AggressorsGuise::SliptydeScythe: [/td] [/table][table] Skill Build [td]1. Venemous Reflux2. Noxious Fumes 3. Venemous Reflux 4. Noxious Fumes 5. Venemous Reflux 6. Toxic Tornado[/td][td] 7. Venemous Reflux 8. Noxious Fumes 9. Noxious Fumes 10. Memphitic Armor 11. Toxic Tornado 12. Memphitic Armor[/td][td] 13. Memphitic Armor 14. Memphitic Armor 15. Stats 16. Toxic Tornado 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Toxi is best suited for mid or short lane. Toxi has a terrific early game and is usually intimidating to go up against. Last hitting is easy for you and so is harassing the enemy. Just use Q and aa them a couple of time, rinse and repeat. In a solo lane your enemy will most likely escape and hang back or go back to base and heal. If you have a lane partner then toxi is very capable of getting first blood. Mid Game: At this point your attacks will be putting enemies to a near standstill. Abuse this to kite enemies who you outrange, chase them down or keep them in your toxic tornado. Toxi can enter the fight with the rest of his team as he isn't especially fragile and should spend this phase primarily ganking using down time to farm up. Late Game: Toxi is strong throughout the entire game, as toxi isn't super item dependant. However at this point the enemy heroes will most likely have a few items under their belt which will close the between you and them, unless of course you slaughtered them in the mid game. As always it is time to end the game if you have the advantage. [/td] [/table][table] Skills [td]Venemous Reflux: This slows and poisons the enemy, this damage can be lethal. This is what you use to initiate. This makes sure you will hit them and activate your noxious fumes, FoE, and timesplitter. Its cooldown isn’t too long so expect to be able to use it twice in a fight (if they last that long). Memphitic Armor: This gives you some nice physical resist and hp regen which gives you an edge over other physical based carries. Initially it is on autocast which can drain your mana if you don’t keep an eye on it. So it is sometimes best to turn it off autocast and manually activate it or turn the autocast back on for team fights. Noxious Fumes: This is a passive ability which poisons the enemy and slows them. This will stop them from teleporting home. It can also cause lethal damage. Toxic Tornado: This is a very strong ultimate. The longer enemies stay in your ultimate the more stacks they gain, the more stacks they gain the more damage they take. With your slows and a bit of target changing they should not be able to escape your ultimate without splitting up. The drawback is this cannot cause lethal damage. To remedy this make sure you hit them with noxious fumes or venomous reflux. [/td] [/table] Vagabond.Darpa [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]MightBloodthirst Fury [/td][td]Fitness [/td][td]Brilliance Swiftness [/td] [/table][table] Item Build [td] :DuransMachette::LightningRod::GluttonsBite: :Masamune: :DarwinsMight::ContaminationShard::BlackHoleMagnum: [/td] [/table][table] Skill Build [td]1. Tracking Spider2. Cyanide Clip 3. Tracking Spider 4. Sonic Grenade 5. Tracking Spider 6. Desperado Jump[/td][td] 7. Tracking Spider 8. Cyanide Clip 9. Cyanide Clip 10. Cyanide Clip 11. Desperado Jump 12. Sonic Grenade[/td][td] 13. Sonic Grenade 14. Sonic Grenade 15. Stats 16. Desperado Jump 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Darpa is best mid or short lane. Use your spider mine for some serious harassment which should convince them to leave you pretty much alone while you last hit. Don't play too aggressive until you have desperardo jump at which point you can participate in ganks with significant less risk of dying. Mid Game: Darpa excels at chasing and escaping so abuse this. Jump near weak heroes and finish them off then jump out when the enemy turns on you. Do this multiple times in a team fight and you maximise your effect while minimising the risk. Darpa can fairly easily deal with heroes he happens to encounter in the wilderness as he can silence casters, kite melee or go toe to toe with ranged. Late Game: At this point you will be able to continue to feed on heroes you slew earlier. Work towards ending the game though. You will be able to jump at least every 5 seconds which will save you from the majority of dangers at this point. However you do not want this to drag out, the moment you have snowballed enough to carry, start finishing the game. [/td] [/table][table] Skills [td][/td] [/table] Voltron.Leo [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]MightBloodthirst Fury Haste [/td][td]Fitness [/td][td]Brilliance [/td] [/table][table] Item Build [td]:LeechingSabre: :Balancer: :Balancer: :HandofMengsk::IhanCrystal::RunicGavel::Sledgehammer::Stabilizer: :Masamune: :YamatoReactor::ArgusCrystal: [/td] [/table][table] Skill Build [td]1. Energy Flux2. Sense the Weak 3. Energy Flux 4. Mirror Force 5. Energy Flux 6. Lightning Claw[/td][td] 7. Energy Flux 8. Sense the Weak 9. Sense the Weak 10. Sense the Weak 11. Lightning Claw 12. Mirror Force[/td][td] 13. Mirror Force 14. Mirror Force 15. Stats 16. Lightning Claw 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Voltron is best short lane or jungle. Voltron starts his life very fragile which isn't helped by the fact he is melee. This makes the laning phase hard on him. Until level 6 you need to play conservatively trying to last hit the best you can. To supplement your income you will need to kill creep camps between waves with your ally, making sure you get the last hits on them all. Once you have your ult and hand of mengsk you will be up to ganking. Mid Game: In team fights your role is to finish people off, turn up late to team fights and seek out prey on low health to quickly destroy before working up to the meatier targets. Try and target enemies that are close together to increase your damage output. Elsewise farm up. Late Game: At this point your team will most likely need you present at the start of the fight as the enemy carry may be capable of overwhelming them. Make sure to seek out their carry and destroy them after the initiation has started. It is likely you will have to back out of the fight before it is completely over as the enemy will target you first. With mirror force though your enemy runs the risk of taking heavy damage or letting you run free. Either way you should be able to devestate the enemy team enough to win your team the fight allowing you to push into their base. [/td] [/table][table] Skills [td]Energy Flux: A great skill for a carry. Deals damage and gives you 10% attack speed per enemy in range and a short cooldown and low mana cost to boot. Try and initiate fights when the enemies are clustered or in a creep wave as this will potentially let you hit very fast from a very early level. This synergises well with your ultimate that gives you large amounts of damage. Sense the Weak: Makes it hard for the enemy to escape once they reach 45% health. So open with everything you have, often they will retreat allowing you to chase with relative impunity. The range does increase with each level so if an enemy is careless enough to get on low health when farming abuse this skill to gank them. Mirror force: this reflects 30-70% damage you take as true damage back at the hero that caused said damage. This works on pretty much everything and seems to have no range limit. So if you get poisoned by toxi, he will cop it. This is especially useful against nukers since if you predict their spell barrage they not uncommingly nearly kill themselves as well. Against enemy carries combining this with barbed plating makes it impossible for them to sustain an attack on you while this is up and lategame you can usually kill the enemy within the duration of this spell. Lightning Claw: You want this off cooldown everytime you go to kill a hero. This is what boosts your damage to dangerous levels. Furthermore it bounces between enemies that are close together, punishing enemies for grouping. This helps you clean up the enemies quickly before their team can retaliate to gank. Most people will try to run from you while this is active. If you already have a few hits on them and they are low on health they won't make it. It is best to wait until they are already in melee range to activate this skill. [/td] [/table] Jpex, Banzaiguy, Eliwan and 5 others 8 Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.