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...
Enaigon Posted February 11, 2013 Author Report Share Posted February 11, 2013 Supports As a support it is your job to help the team in every way possible. This means buffing your allies, debuffing your enemies and warding. At the end of the game when you look at the score screen you should have assists numbering in the dozens. As a support it is best to keep the following in mind. Support. This means you have to be near your allies. If there is a team fight, you are in it. What you aren't doing is off in the corner trying to solo aeon or farm. You go where the team goes. If you see enemies heading for a gank (because you placed wards) You start moving your ass up there. Be mindful of how you use your abilities. Although this applies to every role it is especially important for support heroes. Your skills help decide the outcome of the fight. If you have have a debuff for attack damage put it on their carry. If you have an ultimate with a long cooldown (such as jaws of life) make sure you do not waste it. If you have a heal make sure you are prioritizing your targets, sure one teammate might be on lower health but he may be safe, meanwhile another ally is about get nuked and will need your heal more. Purchase situational support items. More than any role support is usually stuck with getting the important team items. You will not be earning large amounts of money as a support, so choose your situational items wisely. If you have multiple support, communicate with them and share the task of warding. Don’t die. As always dying is bad. Fortunately for you dying isn’t the greatest set back in the world because your team can somewhat function without you. Don’t die to the enemy carry. Granted he will still get an assist usually but that isn’t quite the same. Support Situational Items (or not so situational as the case may be) As a support there are some things that are directly your responsibility and other things you might sometimes need to help your team counter enemy heroes. – these should be all over the map so that you constantly know your enemies movements. – these should be used sparingly against cloaked enemies to help find their positions. – if the enemy has cloaked units get this if the tank can’t afford it. Beware it will make you a high priority target. – get this if you are being killed regularly and lack an escape skill. – get this if the enemy has a strong caster or particular spell your team needs disabled. - get this to counter the enemy AA - get this if your team doesn't have one. - get this if the enemy team has moderate to high spell damage, usually purchased early in the game. – get this to hinder the enemy AA, reduce your cooldowns, and increase your surviability. - get this if your team has a lot of skill shots, or the enemy team has channelers. :EternalDrive: - get this for team sustainability and for an additional heal if your team requires. :ShrinkRay: – get this if the enemy has strong or multiple AA units and the previous items aren't enough to handle them. Heroes Biotron.Tyrannitus [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Row 1[/td][td]Fitness[/td][td]Prodigy Brilliance Youth Overlord Transport[/td] [/table][table] Item Build [td] [/td] [/table][table] Skill Build [td]1. Aberrated Claymore2. Cannabalize 3. Abberated Claymore 4. Cannabalize 5. Aberrated Claymore 6. Putrify[/td][td] 7. Aberrated Claymore 8. Civilian Takedown 9. Civilian Takedown 10. Civilian Takedown 11. Putrify 12. Civilian Takedown[/td][td] 13. Cannabalize 14. Cannabalzie 15. Stats 16. Putrify 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Biotron does well in any lane. You will spend this phase in your lane and killing creeps so that you can gain minerals and more importantly levels. At level 6 you will have a decent shot of killing the enemies in your lane depending on who they are. Otherwise you want to win your lane and make sure you push down the enemy tower. Mid Game: Spend this time primarily pushing and teamfighting. Sometimes you will ignore the team fight and push down an enemy tower, this is your decision and should be taken carefully because if you fail to push the tower and your team loses the fight you will now be behind. In team fights try to get into position early so you can double claymore. If the enemy has AoE still use putrify as it provides physical damage amplification. Late Game: You will mainly stick with your team, it is possible to push the tier 3 towers without your teammates as biotron but is risky and should not be done unless you are experienced. It is safer to push the enemy towers down as a team one at a time then to finish it. [/td] [/table][table] Skills [td]Civilian takedown: This spell has the potential to do a lot of damage. The more civilians that hit the more damage it does. Therefore the close you are to the target the higher the chance that more will hit. Also this skill can be used to push enemies away from allies or towards allies depending on the situation, they only have to be in range if this is your aim. Cannabalize: This is how you sustain your elongated trips as a ninja. Notice that biotrons skills all use a percentage of your mana rather than a set amount. Also notice that this restores a set amount of your mana and health. Always get five civilians with this, this is easily done if cast after abberated claymore. Abberated claymore: Lets be honest the damage this skill does it rather high. This ability can be used to escape as well as to get close to enemies for your combo (where you push them away anyway). For insane amounts of burst damage burrow, wait for the cooldown to rest, unburrow, reburrow and unburrow again. Putrify: A nice ulti, carries and others that lack large amounts of hit points are prime candidates. It can be used on levi and aeon to quickly get your team some cash. It is worth noting that this amplifies physical damage on your enemies by 20-40% so even if they have strong AoE and all your civilians die it is still worthwhile casting it on your carries target. One thing you should rarely do with this is cast it on erekul, you’re asking for shap to go down if you do it. [/td] [/table] Garamond.Singsprocket [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Row 1[/td][td]FitnessVigor Zeal [/td][td] Brilliance Swiftness Youth [/td] [/table][table] Item Build [td] [/td] [/table][table] Skill Build [td]1. MK38 Laser Turret2. Oil Slick 3. MK38 Laser Turret 4. Seeker Swarm 5. MK38 Laser Turret 6. Kill Command[/td][td] 7. MK38 Laser Turret 8. Seeker Swarm 9. Seeker Swarm 10. Seeker Swarm 11. Kill Command 12. Oil Slick[/td][td] 13. Oil Slick 14. Oil Slick 15. Stats 16. Kill Command 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Mule can do well in any lane. You should do your best to push whatever lane you are in. If you can harass the enemies or kill them you are capable of destroying the enemy tower quite quickly. Keep your turrets up and split as best you can and use them to focus fire creeps or heroes that come after you. The enemy will most likely focus your turrets and it is fine if they manage to kill them. Mid Game: Do your best to go around the map and help your allies push. Garamond can have a difficult time escaping by himself so it is best not to push into enemy territory by yourself even though you are a sort of pusher. Try and be present for all the team fights. Utilise your skills to deny areas to the enemy, save teammates, or secure kills. Late Game: Pretty similar to the mid game but it is make or break time. You should have ammased the necessary situational items and have decent enough pushing power that if you manage to win the team fight you can quickly push down a few towers. [/td] [/table][table] Skills [td] [/td] [/table] Doctor.Geneva [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Row 1[/td][td]Fitness[/td][td] Prodigy Brilliance Swiftness Youth Transport [/td] [/table][table] Item Build [td] :SilverSoul::ShrinkRay: [/td] [/table][table] Skill Build [td]1. Surgical Strike2. Optic Flare 3. Surgical Strike 4. Feedback Armor 5. Surgical Strike 6. Jaws of Life[/td][td] 7. Surgical Strike 8. Feedback Armor 9. Feedback Armor 10. Feedback Armor 11. Jaws of Life 12. Optic Flare[/td][td] 13. Optic Flare 14. Optic Flare 15. Stats 16. Jaws of Life 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: You should usually go with your carry (usually short lane), or if they are solo mid, go long lane. Your goal for this phase is just to keep your lane partner alive, gain levels, and deny the enemy. Mid Game: At this point you will be rolling with your carry or other teammates to help them gank. If your teammates get ganked teleport up to help save them and possibly counter gank. Otherwise just try to keep up in levels. Try and position yourself so that you can reach most of your allies with your spells, clearly prioritising those that actually are in danger and need heals. Late Game: Now you just stick with your team and support till the game meets its end. [/td] [/table][table] Skills [td]Surgical Strike: Your vanilla healing spell, all it is good for is healing people. It can be cast on yourself or any allied unit. (Helps creeps tank tower a bit longer if pushing). It should be reserved mainly for your allies though. It has an instant heal and then a channeled heal so try to be close to your or have them running towards you if they are fleeing. Optic flare: sure it does a bit of damage, sure it slows them a bit, the best thing though is the reduction in line of sight. This pretty much forces enemies to move if they want to hit your team which means you get free shots on them. Cast it on enemy ranged enemies or directly on your own heroes that are under attack by enemy melee heroes. Feedback armor: now this is a truly amazing skill. Right off the bat you can make a 400 health difference between every ally and enemy you hit. If you hit everyone (which can be quite possible in team fights) you have made an effective 2000hps difference as early as level 7. Alternatively if your heal is on cooldown it can save your teammates by giving them that little extra bit of shield. Jaws of life: this is a game changer. This grants damage immunity to one of your heroes for a few seconds. This can single-handedly save any member on your team. Cast it on low health allies and then if your heal isn’t required elsewhere heal them up. [/td] [/table] Egon.Stetmann [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Row 1[/td][td]FitnessIntegrity [/td][td] Prodigy Swiftness Youth Transport [/td] [/table][table] Item Build [td] :SilverSoul: :EternalDrive: [/td] [/table][table] Skill Build [td]1. Proton Pack2. Caustic Salve 3. Proton Pack 4. Caustic Salve 5. Proton Pack 6. Medical Marvel[/td][td] 7. Proton Pack 8. Caustic Salve 9. Caustic Salve 10. Disinfecting Ward 11. Medical Marvel 12. Disinfecting Ward[/td][td] 13. Disinfecting Ward 14. Disinfecting Ward 15. Stats 16. Medical Marvel 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Egon can manage in any lane, preferably lane with your carry. Keep your lane partner alive, harass the enemies, and deny the enemies. You have incredible sustain and you or your ally should not have to go back to the pool due to harass. Mid Game: Move around with your team; keep them alive and keep their mana up. In teamfights stick towards the centre of your team, use your proton pack mainly to silence enemies unless a teammate really requires mana, such as for an escape or kill. Late Game: Pretty much the same as midgame, you should be buying and utilising team items as required. [/td] [/table][table] Skills [td][/td] [/table] Hybrid.MAAR [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Row 1[/td][td]FitnessVigor Zeal [/td][td] Brilliance Swiftness Youth [/td] [/table][table] Item Build [td] [/td] [/table][table] Skill Build [td]1. Power of Destruction2. Power of Creation 3. Power of Destruction 4. Power of Creation 5. Power of Destruction 6. Power of Creation[/td][td] 7. Power of Destruction 8. Power of Creation 9. Despair 10. Mass Teleport 11. Mass Teleport 12. Despair[/td][td] 13. Despair 14. Despair 15. Stats 16. Mass Teleport 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: You are best in short lane or sometimes mid. At this stage you are fragile and lack mana efficiency so play cautiously. This mainly means sitting back and using 1 or 2 red orbs to blast the creep wave, on occassion you may use 3 red orbs. Knowing all your spells (especially auras) is essential to using maar effectively. Mid Game: Participate in ganks and support your team, this means using 1 blue orb to shield, 2 blue orbs to slow the enemy, 3 blue orbs to heal, 2 red + 1 blue orb to increase timescale. You may use your red orbs offensively if your other spells are on cooldown or you decide your team needs the damage boost. It is a good habit to keep certain orbs up which you can use to build into the main spells you use, this is typically just one blue orb for supporting, the other popular one is 2 red + 1 blue; this gives you a speed boost and combined with paradox isolator should allow you to outrun almost any enemy. Late Game: Pretty much the same as midgame with the exception of sticking closer to your team. Typically you try to hang back a bit and use your team as shield so you can support, but hanging too far back leaves you vulnerable to flanking. [/td] [/table][table] Skills [td][/td] [/table] Jakk.Summers [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Row 1[/td][td]FitnessVigor Zeal [/td][td] Brilliance Swiftness Youth [/td] [/table][table] Item Build [td] [/td] [/table][table] Skill Build [td]1. Spyder Mine2. Mine Field / Force Beam 3. Mine Field / Force Beam 4. Field Engineer 5. Mine Field / Force Beam 6. Remote Mine[/td][td] 7. Mine Field / Force Beam 8. Field Engineer 9. Field Engineer 10. Field Engineer 11. Remote Mine 12. Spyder Mine[/td][td] 13. Spyder Mine 14. Spyder Mine 15. Stats 16. Remote Mine 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Jakk does well in any lane. As soon as the game starts you should run and place spyder mines at both rune spawns. In the laning phase you can easily harass the enemy force beam and push the creeps with mine field. If low on mana just spend a wave AAing the creeps with your rifle out. You should continue to place spyder mines in the river and jungle as it comes off cooldown but try not to miss any creep waves. Mid Game: You will spend a lot of time mining the jungles and placing mines at various spots such as neutral creep spawns and paths enemies frequent. Make sure you participate in team fights. Do this by throwing your mine field in the path of the enemies escape or between them and your teammates. Abuse the power of your impact dial to push enemies right through the minefield, to help allies chase, or to help allies escape. Also spam your force beam to constantly interrupt and harass the enemy. Always have your grenades out when you are travelling so you get the movement speed bonus from field engineer. Late Game: If your enemies haven't already got detection (which they should) they will have it now. This means your remote mines and spyder mines are a lot less effective. However at this point usually one team or both have been pushed back to their t3 towers meaning the main teamfights will occur close to these towers as teams try to end the game. You should use your mines defensively at this point, placing them infront of your towers. Even if the enemy has detection they will still act as a deterrant and they will have to destroy them before they can move in. At this point in the game you should have collected atleast a couple of relevant support items. If you are rich you can always stack Intelligence and increase your effectiveness as a nuker. Use Paradox to place a couple mines in quick succession. [/td] [/table][table] Skills [td]Field Engineer: a nice passive, when holding grenades you move faster. This allows you to chase down, escape, move around the map and get into position. when holding the rifle it increases your weapon speed. Since the rifle also regenerates mana per shot this will help you recover your energy for mines. It also allows you to put out more damage or combined with shrink ray keep multiple carries damage reduced. Spyder Mine: a free sentry ward every 80/60/40/20 seconds. This frees up cash for other items, but won't always be adequate to cover your teams warding needs early on in the game. Mine Field / Force Beam: Mine field is helps you control the enemy movement as enemies will very rarely want to run through it, it also excels at clearing creeps and pushing lanes. Cast it before your creeps get to theirs so they walk through all the mines. Can also be cast with the edge on neutral creeps who you then kite through them. Force beam is your long range stun and nuke. Makes for nice harrasment in the laning phase and can be used to stop channeling spells (such as unix and drakes ultimate) this can often save members of your team. It has a very short cast time. These abilites do not share a cooldown so switch between them regularly. Remote Mine: As this skill levels up you need less and less of these to kill people. Make sure you keep an eye on the enemies health pools and lay enough mines in a cluster so that you can be sure it will kill the enemy. Whenever you make a cluster set them to a control group so you can explode the desired mines when you need to. If you have multiple mine fields in multiple places never use 'v' on your character to detonate mines. Also don't place these too close together. Often people place these mines as close together as possible. What you should do is place one central mine and then mines in a ring about it so that their blase radius just touches the middle mine. This gives you a much larger explosion and anyone in the centre of the ring will get hit by all the mines. [/td] [/table] Marine.King [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Fury[/td][td]FitnessIntegrity [/td][td] Brilliance Swiftness Overlord [/td] [/table][table] Item Build [td] [/td] [/table][table] Skill Build [td]1. Reinforcements2. Mob Mentality 3. Reinforcements 4. Mob Mentality 5. Reinforcements 6. Bribe[/td][td] 7. Reinforcements 8. Mob Mentality 9. Mob Mentality 10. Flash Grenade 11. Bribe 12. Flash Grenade[/td][td] 13. Flash Grenade 14. Flash Grenade 15. Stats 16. Bribe 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Marine King can manage in any lane. Micro your marines and hero to last hit and deny. If enemy heroes stray to close punish them. If the enemy has aoe spells spread your marines out. You want to get your CoA as fast as possible as it allows amplifies your ability to push down towers. Mid Game: You should have a pretty strong entourage. Use it to go from lane to lane busting creeps and towers. Show up for teamfights if there are no towers you could destroy and retreat from in the time it takes the fight to take place. When in teamfights use your minions to for dps while you slow the enemy with your flash grenades and provide team buffs. Late Game: At this point you want to stick with your team. Push the enemy base together and if the enemy happens to lose their major players feel free to focus a seperate t3 tower than the rest of your team. [/td] [/table][table] Skills [td][/td] [/table] Rory.Swann [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Row 1[/td][td]FitnessIntegrity Zeal [/td][td] Brilliance Swiftness Youth [/td] [/table][table] Item Build [td] :SuperHadronCollider: [/td] [/table][table] Skill Build [td]1. Concussive Rebounder2. Molotov 3. Molotov 4. Concussive Rebounder 5. Molotov 6. Flaming Stevie[/td][td] 7. Molotov 8. Concussive Rebounder 9. Concussive Rebounder 10. Chronorift Fortification 11. Flaming Stevie 12. Chronorift Fortification[/td][td] 13. Chronorift Fortification 14. Chronorift Fortification 15. Stats 16. Flaming Stevie 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Rory is best in the short lane. Deny and last hit the best you can. Rory synergises well with heroes like shadow, jackson, or micro which can allow him to allows land his molotovs and all but guarantee first blood. Otherwise do the best you can to harass; if the enemy comes at you stun and molotov them and him them as much as possible. Mid Game: Run around with your team. You can use your teleport to land on them and then shoot your rebounder for quite a long stun if you manage to catch 2 of them. Otherwise use your lockbox to make sure you always land your molotov. Stevie can be used to deny areas to your enemies or to deal out heavy damage to stunned enemies, make sure you micro your turret to shoot at the weakest or molotov'd enemies. Late Game: Same deal as mid game, do your best to land your molotovs and in the meantime support. Don't stray far from your team. [/td] [/table][table] Skills [td][/td] [/table] Nukers Nukers get the unique responsibility of strutting around the battlefield dishing out large amounts of burst damage. Ideal candidates for ganking, eliminating that pesky enemy carry or support, or weakening enemies for your carry to clean up. You will get kills, there is no way around that but you should also let your carry finish the enemy when possible. You measure your success by how fast you can face melt the enemy. A few things to keep in mind. Kill the enemy nukers before they nuke - It is simple really nukers generally deal large amounts of damage but somewhat resemble glass cannons. Therefore it is in your interest to nuke them before they can nuke your team. This is a form of offensive defense. If they do get to nuke though you are then better off targeting someone else (if you aren't dead) unless the target uses short cooldown nukes. Kill the enemy carry - If you can kill him then you should. If you ruin his early and mid game then you ruin his late game. Kill enemy supports - These guys are next on your list, by annihilating these guys early in a fight you put your team in a much better position. Often the support is crucial to the effective functioning of the team so without them they may suffer. Don't focus the enemy tank - he is there to take damage, he usually has large amounts of spell resist, your spells will bounce off him. There are exceptions but generally just don't. Nuker Situational Items Virtually every single nukers items are chosen from a relatively small collection. Although the item builds the main items chosen for each hero sometimes items should be purchased sooner. - get this early on so that it can gain stacks to increase your damage and survivability. - get this mainly for the stats and on some heroes that need proxmity and a bit more time to unleash their barrage. - get this to speed up channeled spells. - upgrade your paradox isolator for a significant temporary damage boost to make your combo more lethal. - get this if you find your combo could benefit from another nuke. - get this quickly, it is the single largest damage boost for your spells. :GravityEdge: - get this if the enemies are stacking spell resist. StarsFury: - get this once you have a large amount of intelligence. Basically your AA into an extra nuke. Heroes Chuck.TBone Role: Nuker Talent Build: Sustain Item Build :StarsFury Skill Build Anabolic Burst Brownstone Fissure Brownstone Fissure Echo Matrix Brownstone Fissure Brownstone Totem Brownstone Fissure Echo Matrix Echo Matrix Echo Matrix Brownstone Totem Anabolic Burst Anabolic Burst Anabolic Burst Stats Brownstone Totem Play Style Tbone is hard. However if played correctly he is a very good hero and has one of the highest skill caps. Tbone does two things mainly. First off he does nice amounts of burst damage, secondly he is good at preventing enemies from escaping. Whenever Tbone uses an ability he gains a capacitance charge (up to 2), he then has the option of using his charge to gain a slightly weaker bhm effect or to use an ability with 2 charges and gain an extra benefit. Generally as Tbone you are either running around in the background trying to cut off your enemies, or blowing all your spells into the middle of the enemy team from a minimum safe distance. He does this by using anabolic burst to enter the fight, then his brownstone fissure and finally brownstone totem. Skill uses Brownstone fissure: Without charges it makes a wall that hurts enemies and is best used to block ramps or various escape routes. With charges it makes two walls of toilets and things get interesting. If you click towards the end of the range then the two walls will be close together making it possible to hit the same enemy with both. If you click right in front of yourself the toilets will make almost a line, allowing you to block off much larger areas. And clicking anywhere between the furthest and closest point will make the toilets move accordingly (best to test this ingame to get a real idea) resembling a sort of ‘V.’ Always be mindful of your charges, nothing is worse than aiming your wall and finding out it is a double wall and trapping your team. Anabolic burst: This is good for escaping and getting into position. With two charges you move at 300% movement speed which often catches enemies off guard allowing you to get a good wall on them. Also does a decent amount of AoE damage. Echo matrix: This is a passive which basically means aim your spells at enemies surrounded by other enemies. (especially when they are in creep waves) Brownstone totem: This spell has a global range. Use it to bust up heroes teleporting home from behind their tower. Use it to regenerate your health and mana (by going inside) or an allies. Use it to do large amounts of damage in team fights. Use it to destroy fleeing enemies. The trick is hitting people with it which you will never learn to do if you don’t aim for the mid-long distance shots or moving targets. Dustin.Brawler Feral.Terminus Role: Burst / Disabler Talent Build: Haste Item Build :GravityEdge: Skill Build Devour Thorn Strike Thorn Strike Accelerate Thorn Strike Insurrection Thorn Strike Accelerate Accelerate Accelerate Insurrection Devour Devour Devour Stats Insurrection Play Style Terminus can be a bit tricky at first glance as he is an agi hero that can't attack without burrowing in place. Luckily he isn't played as an AA hero at all. Terminus runs around (quite fast with accelerate, haste and paradox) using his small aoe stun / nuke to hold enemies in place while he chases them down with his ultimate. Devour is used for sustain and can be useful early on for last hitting. This hero has quite a nice laning phase if the enemy isn't bothered to get detection (if they do buy truesight wards get boundary scanners to destroy them). You want to burrow so that your attack lines up with multiple enemy creeps (since it damages all in its path), due to your high base damage you will not have much trouble pushing your lane and last hitting. One tactic is once you have pushed the lane towards the tower burrow further up so that you attack the enemy creeps before they reach yours. If the enemy heroes travel with the wave and you hit them it will confuse the creeps making them run towards you but unable to attack you. If you are up far enough you can destroy the wave before it even reaches your creeps. Keep in mind heroes like drake, micro and boros don't need to see you to hook you. When you are going hunting enemies you want to activate insurrection first, then thorn strike. You then want to activate accelerate and/or haste and/or parodox/yamato (depending how much time scale you want or how many enemies are around). Then run as close to the enemy as possible, or if there are multiple enemies run between them all (not if you are alone obviously). Skill Use Thorn Strike: A nice nuke and disable that runs on a short cooldown. (12sec at level 4 not including time scale). Has a short cast time and if you cast it when burrowed you will briefly pop up. Use whenever off cooldown when in a fight as it is your primary nuke. Accelerate: Increases your time scale stacking each second for up to five seconds. This increases the rate at which your spikes pop out of the ground, reduces your cooldowns and increases your movement speed. Use this once you are in range with your ultimate and use it every time it comes off cooldown. Devour: Used for sustain, if you get nuked go blast a creep. Useful for last hitting as well. This can only be used against creeps. Also if you are running and low on health and happen to pass a targetable creep, blast that sucker without stopping. Insurrection: This randomly pops spikes out of the ground (5 per second) that have a small splash damage and end up actually dealing a couple hundred damage each once your build is nearing completion. This drains 20/30/40 mana per second, his sounds like a lot (it will also drain faster because of timescale) but you can actually sustain this ultimate for quite a while before going out of mana. That being said don't be wasteful with it, you can toggle it on and off at anytime so there is no reason why it shouldn't be hitting someone if you have it on. Jim.Raynor Role: Nuker Talent Build: Sustain / Harassment Item Build Skill Build Marked for Death Silencing Shot Silencing Shot Marked for Death Silencing Shot Kill Shot Silencing Shot Marked for Death Marked for Death Raynor’s Raiders Kill Shot Raynor’s Raiders Raynor’s Raiders Raynor’s Raiders Stats Kill Shot Play style Jim is one of the easier heroes to play, this is mainly due to the incredible range his skills have. He is capable of bringing down squishy carries and supports from outside their sight range. Whenever engaging in a team fight, stick to the back of the group. This means the enemy will have to get past your team to get to you while you are free to cast away. Use the terrain to your advantage. Jim can easily shoot into the river from his own jungle. This makes it next to impossible for the enemies to hit you while you are free to harass or even kill them. So stick to the high ground as much as possible. His main combo involves marking his target, pulling off a silencing shot (preferably started as soon as you mark them), then using his kill shot. Once he has argus this combo is capable of single-handedly killing units in the vicinity of 2000 hit points or less. For tankier targets you will want to harass them with silencing shot and kill shot before you go in for the main combo, keeping marked for death on them the whole time of course. Skill uses Marked for death: always put this on your top priority target (usually enemy carry) with the exception of units that can cloak. It is advantageous to mark them because it makes it much less likely that they will escape or be able to perform their role freely. Keep in mind debuff removing abilities or parallax generator will remove your mark. Raynor’s Raiders: Later in the game these guys actually pack a half decent punch. However their main use is for their slow. Use them to chase enemies or to cover your escape. They can also be used as scouts, send them to popular walk ways so you know if enemies are trying to sneak up on you or to check if the rune is up. Lastly these guys can be dropped in front of a tower to help you or your teammate escape a tower (as it will shoot at them first) just keep in mind they will not last long in this situation. Silencing Shot: This is your favorite skill. When you aim it try to anticipate your enemies movement. If the enemy dodges it consistently after you mark them, mix it up and use silencing shot first. In team fights aim at the enemies strong casters or escapists (such as Darpa) and always try to have more than one enemy in your line of fire. Kill Shot: This is why people hate raynor. A few things with this skill. Always shoot this at or near a marked target. Don’t save it until the enemy is on low health either. You should fire this at one of the enemies as soon as or before the fight is about to start. Then by the end of the fight it should be just about off cooldown ready to clean up anyone lucky enough to escape. Just be mindful allies will try to intercept the beam to save their teammates, not a whole lot you can do to stop that though. Null.Disruptor Queen.Imperius Subterran.Unix System.Cyprus Tiberious.Rancor Vergil.Nerazim Role: Nuker Talent Build: Sustain Item Build :SilverSoul: Skill Build Trick Judgement Cut Judgement Cut Disarming Strike Judgement Cut Dimension Slash Judgement Cut Disarming Strike Disarming Strike Disarming Strike Dimension Slash Trick Trick Trick Stats Dimension Slash Play Style Vergil is a fun hero. He has high mobility and basically goes around spamming abilities to wear opponents down or draw them out. His main function is burst damage. In a team fight he will run over the enemy team with his ultimate doing massive damage. Then he will spam his judgement cuts all over the enemy both hurting them and reducing their attack damage. If things get too dangerous he runs away using his dash or if they are fleeing he can chase with dash. In his down time it is advantageous to stay on low health to abuse his passive and get your ultimate off cooldown faster. Skill uses Judgement Cut: This has 3 charges which can all be used in quick succession. Not worth using before level 2. This procs your disarming strike which will reduce enemies AA damage. Don’t go around hitting enemies with your mini lightsabres, run around casting this on them as often as you can. Disarming Strike: Reduces enemy weapon damage whenever you hurt them. So spam judgement cuts on the enemy carry so he can’t hurt your team. Trick: this allows you to escape or chase. Keep in mind it is a dash not a teleport, this means if you cast it through a building you will smash your face on it and the enemy will most likely catch you and kill you. You also get 100% evasion for a few seconds which makes you immune to AA. Dimension slash: Deals crazy damage and procs your disarming strike. Use this at the start of a team fight to make your enemies think twice about staying. This does act like a blink so you can run over cliffs and building with it. So if you are desperate it can be used as an escape. When aiming it at enemies however the AoE is quite large which means you can pretty much get up in your enemies faces cast it across as many of their teammates as possible and end up on the other side leaving you free to run or trick away. Vorpal.Valedict Initiators Arguably the most important role in the game, these heroes are tasked with starting fights. Often the outcome of the fight will largely depend on how well this role performs with great initiations being capable of virtually ending the fight as it begins. A few things to keep in mind as this role. Target priority: This is key, especially if your initiation is only capable of affecting one enemy at a time. Under no circumstances do you want to start a team fight by pulling the enemy tank into your team. Always aim the enemy carry or nukers or support. Always start the fight on your terms: Don't initate on the enemy when they outnumber you or have a better position. You are likely to end up losing the fight even if you manage to pluck an enemy. Be careful what you go fishing for: some heroes you do not want in the middle of your team because that is where they want to be. Pulling the wrong heroes can result in a counter-initiation. This of course is mitigated if your team has an array of disables or is capable of killing them before they can cast a spell. Play guardian angel: if despire your best efforts the fight doesnt go your way and you find yourself retreating be mindful of your allies. Often you can still use your skills to pull them out of harms way or disable the enemy to allow them to escape. Initiator Situational Items As a rule most heroes in this category do not need a lot of items to perform their role. This means they can often help out with the collection of support situational items as well. - usually grabbed first if your initiaton spell requires precision placement. :SuperHadronCollider: - upgraded from warpshard to increase the reliability of initiation. Often a second purchase. - used when initiation doesnt require precision but more mobility is required. :SilverSoul: - used to increase mobility on heroes that regularly cast spells Heroes EnTaro.Tassadar [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Fury[/td][td]FitnessIntegrity [/td][td] Brilliance Swiftness Wealth[/td] [/table][table] Item Build [td] :MinersGoogles: [/td] [/table][table] Skill Build [td]1. Energy Rake2. Soul Drain 3. Energy Rake 4. Soul Drain 5. Energy Rake 6. Aether Swap[/td][td] 7. Energy Rake 8. Hyper Armor 9. Hyper Armor 10. Hyper Armor 11. Aether Swap 12. Hyper Armor[/td][td] 13. Soul Drain 14. Soul Drain 15. Stats 16. Aether Swap 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Tass is best short lane or jungle. Use your soul drain to attack creep camps without aggroing them, otherwise your energy rake should clean up the enemy wave fairly quickly. Keep your illusion alive as much as possible since he doubles the minerals you get from miner's googles effectively giving you 1min / sec which is a significant boost. Mid Game: Now you should have your aether swap up a couple of levels; go around initiating for your team with one of the various uses of aether swap. Use soul drain to slow if you need too, otherwise activate hyper armor and go to town on the enemy hero. Try to keep your illusion safe because if it dies your hero becomes so much less effective, however it is not uncommon to lose it on the initial swap if you are pulling a hero out of the enemy team. If you arent helping gank or in a team fight you shoud be farming because you are as much a carry as an initiator. Late Game: Hang around with your team and keep your illusions alive at this point. The clone from bandit's artifice procs all your items plus it reduces the cooldown for energy rake with each attack it deals, in addition its damage is a percentage of your heroes damage before it splits. If you can stick to an enemy this means you effectively have 3 pyres and 200% of your orignal damage coming to bear on the enemy. It takes a lot of micro to keep your illusions alive and fully utilise them which is what makes tass one of the hardest heroes. [/td] [/table][table] Skills [td][/td] [/table] Fine.Brine [table] Talent Build [td]Offense[/td][td]Defense[/td][td]Utility[/td] [td]Row 1[/td][td]FitnessIntegrity Zeal [/td][td]Brilliance Swiftness Youth[/td] [/table][table] Item Build [td] :SuperHadronCollider: [/td] [/table][table] Skill Build [td]1. Impale2. Adrenaline Rush 3. Adrenaline Rush 4. Adaptive Carapace 5. Adrenaline Rush 6. Nether Assassin[/td][td] 7. Adrenaline Rush 8. Adaptive Carapace 9. Adaptive Carapace 10. Adaptive Carapace 11. Nether Assassin 12. Impale[/td][td] 13. Impale 14. Impale 15. Stats 16. Nether Assassin 17. Stats 18. Stats[/td] [/table][table] Play Style [td]Early Game: Brine is best short or long lane. Use your impale to disable and pull enemies towards your base, allowing your lane partner to do some decent damage. Otherwise use your q to last hit and harass, it should nearly always be on cooldown. Due to adrenaline rush you should have no problem staying in your lane until you are ready to gank. Mid Game: At this time you should be running around ganking enemies and being in the thick of team fights. You have high mobility and tanking capabilites so you should be able to consitently run and pull an enemy away with impact dial. Once you have SHC you will be able to grab someone every 30 seconds if you so desire. Once you have your core items work on purchasing tanky items since brines secondary role is tank. Late Game: You should be helping tank for your team and still initiating. The main difference is that everyone is stronger which happens to make the disable from your impale even more valuable. In team fights sometimes just hitting someone with it and not even dragging them is enough to get them killed. In such situations focus the carry or nuker first. [/td] [/table][table] Skills [td]Acid Strike (Q) cooldown 7 Deal 35 + 8*LVL + (10% of target's maximum health) spell damage to target enemy. The target loses 20% movement speed for 2 seconds. Deals double damage against non-heroic units. Uses In laning use this to last hit creeps or harass enemy heroes. It should always be on cooldown. Always spam this in team fights especially on heroes chasing your allies or trying to escape (because of the slow). Is ideal for wearing down the opposing tank or contributing to teammates targets. Adaptive Carapace (passive) Each time Brine uses an ability, he gains Spell and Physical resist for 4 seconds. [Level 1] +12% Spell and Physical resist [Level 2] +15% Spell and Physical resist [Level 3] +18% Spell and Physical resist [Level 4] +21% Spell and Physical resist Uses Synergises well with your other skills, just make sure to try and pace your spells once you've finised your initial burst to gain the maximum benefit. Adrenaline Rush (W) cooldown 16 energy 75/90/102/120 Brine gains +18% Movement Speed and regenerates Health over 10 seconds. [Level 1] Regeneate 90 (+150%INT) Health. [Level 2] Regeneate 160 (+150%INT) Health. [Level 3] Regeneate 230 (+150%INT) Health. [Level 4] Regeneate 300 (+150%INT) Health. Uses Use this to close the gap between you and the enemy before you activate impale. This will let you drag the enemy further and get your health regenerating to counter the damage you may be taking. This can be combined with impact dial, the enemy will be pushed the same distance as you. Impale (E) cooldown 16/15/14/13 energy 80/100/120/140 Brine attaches himself to target enemy, stunning and dragging it around for 2.5 seconds. While the target is being dragged (and not stationary), the target takes spell damage per second. [Level 1] Deals 60 (+60%INT) Spell Damage per second. [Level 2] Deals 100 (+60%INT) Spell Damage per second. [Level 3] Deals 140 (+60%INT) Spell Damage per second. [Level 4] Deals 180 (+60%INT) Spell Damage per second. Uses Use this combined with adrenaline rush to pull the enemy towards your team. This can also be cast when you are in burrowed state without cancelling it. Once the fight has started use this to disable enemies and prevent their escape. Enemies are unable to do anything while affected by this spell. Always make sure you are move away from them so that you drag them for maximum damage. Nether Assassin_® cooldown 70/55/40 energy 125/200/275 Brine Burrows underground for up to 15 seconds. Attacking out of Burrow state will deal an additional Spell Damage. [Level 1] Deals 300 (+100%INT) Spell Damage. [Level 2] Deals 500 (+100%INT) Spell Damage. [Level 3] Deals 700 (+100%INT) Spell Damage. Uses Allows you to sneak up on enemies and grab then when they're vulnerable. Hit them either before or after you drag them, usually best to do after but if your time is running out it can be best to hit them then drag so you don't lose the huge damage this spell does. You are cloaked when burrowed so this can be used to escape if your enemies have no detection or hide and regenerate health then remerge. [/td] [/table] Geminus.Boros Role: Carry / Initiator Talent Build: Sustain Item Build :KineticBattery: Skill Build Spell Storm Psionic Bola Spell Storm Psionic Bola Spell Storm Omnislash Spell Storm Psionic Bola Psionic Bola Double Strike Omnislash Double Strike Double Strike Double Strike Stats Omnislash Play Style Boros play is simple, isolate your enemies and destroy them. He can also be a strong initiator with good use of bola. As most carries usually are Boros is squishy but Boros has the ability to have complete spell immunity with the use of his Spell storm, which greatly increases his survivability. Also his ultimate does huge amounts of damage and during it he is practicaly invulnerable (with a few exceptions). Basically you want to bola enemies off guard and pull them back to your team or tower, activate spellstorm and chase them or if you get them isolated activate spellstorm and use your ultimate for a near guaranteed kill. Skill Use Spell Storm: Use it to farm, use it to kill heroes, use it to avoid damaging spells. If enemies run into it while you are in a creep wave the creeps will attack you and early on they will damage you quite a bit if you don’t back out. Psionic Bola: this skill is what makes a boros good. It is his only skill shot and the only way he can isolate an enemy efficiently. The best way is to get an enemy unawares by sneaking up on them in their lane and bolaing them from the fog. Alternatively you can cast it just as the creep in front of them is about to die which will sometimes catch them off guard. The third way go towards them which will reveal you are trying to bola them, then try and anticipate how they will try and dodge it and throw it there. Lastly you can try getting them on the return. This is the least reliable method and involves getting close and throwing it right past them, you then put the enemy between yourself and the bola while running back towards your base. This will give them a large time to react however. Double Strike: A passive which gives you a chance of a critical strike, directly increases damage output. Omnislash: This can easily do up to 4k towards late game which can be enough to kill two int heroes or decimate their carry. The problem is you need them to be alone. Do not cast this on enemies in creep waves or a group of enemies. It is ideal to use after you bola an enemy into solitude. Also some enemies will try to bait you into using omnislash as a method of pulling you into their team, do not initiate with this spell unless you know the enemy is alone. During this spell you are untargetable, you will take damage from AoE spells and some spells (such as Unix's ultimate will stick on you even if you ulti). Using Spell storm largely negates this as there are few AoE physical spells or physical damage reflect. True damage will be a problem and every caster with gravity edge will deal a certain amount of true damage on their spells. Against such heroes do not wait until you are low on health to omnislash or you run the risk of dying. Infernal.Mandrake Role: Tank / Initiator Talent Build: Durable Item Build :SuperHadronCollider: :LifeTechNanosuit: Skill Build Matyr Molten Lance Molten Lance Molten Armor Molten Lance Epilogue Molten Lance Matyr Matyr Matyr Epilogue Molten Armor Molten Armor Molten Armor Stats Epilogue Play style Drake is a flaming behemoth who lights himself on fire in order to wreak mutual destruction. Drake is a very strong initiator able to pluck multiple enemies with his hook and pull them towards your team. Generally drake will turn on matyr, hook an enemy, then cast his ultimate to ensure their destruction. However if he doesn’t initiate the fight he will often matyr in, hook anyone trying to run from him and cast his ultimate in the centre of a team (this is made much easier with a warp shard or SHC) Skill use Molten lance: use this to grab enemies for a kill, pull enemies away from damaged allies, or pull allies away from the enemy. It will grab anyone that cross its line. It is best to cast your lance then run away from the target so that they are pulled the maximum distance. Matyr: do not keep this on, you will die. Use it just before you lance someone or to chase down enemy heroes don’t hit them with your auto attack just run along next to them and let them burn to death. Other uses include suicide (to deny your enemies the money) or using the movement speed bonus to outrun your opponents. Molten Armor: A nice passive, grants spell resist which reduces the damage you take from matyr and punishes enemies that feel like hitting you. Epilogue: One of the best ulties in the game. Make sure you always have matyr on before you cast this. It does have a short cast time (which can be sped up with timescale if you really want) but it will deal large amounts of damage and slow your enemies so they have to endure your matyr, all the while you are regaining huge amounts of hit points. Try to get as many allies in it as possible and if you find yourself casting it and they enemies blink out or escape its range just click to move and it will cancel without needing to cooldown. Micro.Gravitus Role: Tank / Initiator Talent Build: Sustain / Fortify Item Build :DuransBuckler::WarpShard: Skill Build Constricting Slime Psionic Slam Psionic Slam Spatial Flux Psionic Slam Expand Psionic Slam Constricting Slime Constricting Slime Constricting Slime Expand Spatial Flux Spatial Flux Spatial Flux Stats Expand Play Style Micro is the ultimate initiator. His job is to teleport into the enemy team with warp shard or SHC throw an enemy to the team, then blink back and slow them. Do this as often as possible and be a bit cautious of enemy stuns which will ruin your day when you teleport in. Skill use Constricting Slime: This is your slowing spell with a nice amount of damage. Use it before a toss if you need it to get a clean throw or after a toss to keep them in your team as long as possible. It is also useful to slime multiple enemies if they are chasing your team. Psionic Slam: This is what makes you scary, the range you can throw someone is incredibly far. Some people seem to be confused by this skill though. The way it works is it automatically throws the closest person to you at the place where you click (granted it is within range). You can throw allies as well as enemies so be careful to not screw up kills. Generally you want to throw enemies towards your towers then go over and slow them. You can also throw allies away to save them or throw allies into enemies as a form of deranged initiation (make sure you tell them) Spatial flux: This is a blink which grants you damage resistance after you land. It has a small channel in which you are basically invulnerable. This is usually best used on the way out of a fight as it can be hard to get your aim right on the way in due to the casting time. On the way out, even if they predict where you will land and run ahead to meet you, the damage resistance is still present to give you high chances of escaping. Expand: This just gives you a flat strength bonus and makes you grow bigger and more terrifying. Roulette.Jackson Role: Initiator / Support Talent Build: Item Build :DuransPendant::WarpShard: :SuperHadronCollider: :NitrogenRetrofit: Skill Build Magnetic Link Magnetic Presence Magnetic Link Magnetic Presence Magnetic Link Mass Effect Magnetic Link Magnetic Presence Magnetic Presence Optic Beam Mass Effect Optic Beam Optic Beam Optic Beam Stats Mass Effect Play Style Skills Making own builds Ok now that you have become accustomed to whatever build I haphazardly suggested you use it is time to destroy your world. As mentioned in the intro different heroes have multiple builds (scary I know). It is now your job to discover your own. You may decide you want to do a carry micro or a tank Tassadar (I imagine any headway in either of those directions would be very limited). Anyway what I’m saying is you need to design your own builds with your own variations that suit your play style. In order to do that keep the following in mind. What role are you trying to fill? Yes unfortunately you must know what you are trying to do before you can do it. How will your build fill this roll? Generally this is decided by the skills your character has, everyone has access to the same items so if someone has skills that give them an advantage for AA they will beat heroes that have the same items but no such skills. Luckily some skills are ambiguous or have random scaling stats, which create the potential for the same hero to fulfill multiple rolls effectively. Have reasons for your skill order, item build and talent build. Don’t just click on things cause its fun (that’s right I’m telling you what to do. Suck it!). Test it and make changes if necessary. Yep this means you will actually have to play the game with your moronic builds, people will laugh at you (I know I would). Have fun. Personally I have as much fun when I lose a game as when I win. This isn’t meant to be stressful it is meant to be a form of relaxing entertainment. You don’t have to cop shap from randoms and the more you argue with people in this game the less fun you will have (unless you’re a mega troll that enjoys arguing). In conclusion, SEA is superior. Rogue 1 Quote Link to comment Share on other sites More sharing options...
MAVERICK Posted February 11, 2013 Report Share Posted February 11, 2013 (edited) OMG!!! Thank you so much!!! This is EXACTLY what I needed!! I've been trying to get this info in bits and pieces over the past 2 weeks from different people. This info is great!!! Edited February 11, 2013 by Quistmann No need to quote the wall of text. MAVERICK 1 Quote Link to comment Share on other sites More sharing options...
MAVERICK Posted February 11, 2013 Report Share Posted February 11, 2013 The following statement is inaccurate. He is NOT invulnerable during his ulti. (He does take DMG reflection) I played Boros yesterday in pub games, and just like in Dota, in 1v1 fight to low life then ulti, and Boros died from the DMG reflected. I think that during his Ulti he should be invulnerable as he is a copy of Juggernaut... Do not know if its a bug or if its intended for him to take reflected DMG during ulti. "Boros play is simple, isolate your enemies and destroy them. He can also be a strong initiator with good use of bola. As most carries usually are Boros is squishy but Boros has the ability to have complete spell immunity with the use of his Spell storm, which greatly increases his survivability. Also his ultimate does huge amounts of damage and during it he is invulnerable." Rogue and xNOVAxPRIMEx 2 Quote Link to comment Share on other sites More sharing options...
xNOVAxPRIMEx Posted February 11, 2013 Report Share Posted February 11, 2013 The following statement is inaccurate. He is NOT invulnerable during his ulti. He takes any damage all be it indirectly or from an AoE. He just cant be targeted. edit: As most carries usually are Boros is squishy but Boros has the ability to have complete spell immunity with the use of his Spell storm, which greatly increases his survivability. Depending on situations, but if i can tell its going to be a long game i usually stack Ihan crystal as soon as i can and this generally helps with a squishy issue once you get some leech going for you. MAVERICK 1 Quote Link to comment Share on other sites More sharing options...
MAVERICK Posted February 11, 2013 Report Share Posted February 11, 2013 He takes any damage all be it indirectly or from an AoE. He just cant be targeted. edit: Depending on situations, but if i can tell its going to be a long game i usually stack Ihan crystal as soon as i can and this generally helps with a squishy issue once you get some leech going for you. Thank you for clarifying his ulti!!! Is it a bug that Boros takes DMG while he Ulties or is it supposed to be like that? Also, what items do you use to get your leech on Boros? Moreover, I had gotten someone in a Bola yesterday and ran back, but at some point the Bola just lets them lose... is there a time/range limit on the bola? For some reason I could not pull someone really far :-( Moreover, do you think Agressor's Guise is a viable item on Boros? Also, what about sunflare? It gives Weapon 40 DMG, 60 intelligence and 20% LL (life leech) and before ulti you can remove over 25% of the trget's life right away.... Is that viable? Quote Link to comment Share on other sites More sharing options...
residente Posted February 11, 2013 Report Share Posted February 11, 2013 You forgot initiators, because bio is not support lol, is tank/initiator Quote Link to comment Share on other sites More sharing options...
Allstar Posted February 11, 2013 Report Share Posted February 11, 2013 Have fun. Personally I have as much fun when I lose a game as when I win. This isn’t meant to be stressful it is meant to be a form of relaxing entertainment. You don’t have to cop shap from randoms and the more you argue with people in this game the less fun you will have. Like this. Good general words for all classes. There is lots of talk about what newbies should see during the loading sequence. Small tidbits of this post randomized would be pretty nice, kind of like the SC2 campaign offers. Quote Link to comment Share on other sites More sharing options...
Eliwan Posted February 12, 2013 Report Share Posted February 12, 2013 This almost brought me to tears! ;) This is EXACTLY what this forum needs. Thank you. Quote Link to comment Share on other sites More sharing options...
residente Posted February 12, 2013 Report Share Posted February 12, 2013 This almost brought me to tears! ;) This is EXACTLY what this forum needs. Thank you. NEIN! NEIN! NEIN! I like this but he only put 3 roles: tank/carry/support, what is that? What about initiator/pusher/nuker? Are you going to tell me that Cypruss and Dustin are supports? LOL, they are nukers Bio, Jackson and Rory supports? they are initiators I dont want to be rude and bm, this guy made this with a lot of effort, lets make it well Quote Link to comment Share on other sites More sharing options...
residente Posted February 12, 2013 Report Share Posted February 12, 2013 Balrog.Brutalizer (Tank♣♣♣) Erekul.Sartonis (Tank♣♣/Initiator♣) Fine.Brine (Initiator♣♣♣/Tank♣♣) Infernal.Mandrake (Tank♣♣♣/Initiator♣♣) Justicar.Akasha (Tank♣♣/Initiator♣) Lord.Zyrkhan (Tank♣♣/Support♣♣/Initiator♣) Micro.Gravitus (Initiator♣♣♣/Tank♣♣♣) Tychus.Findlay (Tank♣♣/Semi-Carry♣) Vorpal.Valedict (Nuker♣♣♣) Alpha.Crackling (Ganker♣♣♣/Jungler♣♣/Carry♣♣) EnTaro.Tassadar (Initiator♣♣/Tank♣♣) Gabriel.Tosh (Carry♣♣/Disabler♣♣♣) Geminus.Boros (Carry♣♣/Initiator♣♣) Ironhide.Cain (Tank♣♣/Semi-carry♣♣) Sarah.Kerrigan (Carry♣♣♣) Molgloo.Grunty (Ganker♣♣♣/Semi-carry♣♣) Prelate.Zeratul (Initiator♣♣/Carry♣♣♣) Shadow.Geminus (Jungler♣♣/Ganker♣♣/Carry♣♣♣) Terra.Nova (Ganker♣♣/Carry♣♣♣/Jungler♣♣) Toximancer.Vespus (Carry♣♣♣) Vagabond.Darpa (Ganker♣♣/Carry♣♣♣/Jungler♣) Voltron.Leo (Jungler♣♣/Ganker♣♣♣/Carry♣♣♣) Biotron.Tyrannitus (Initiator♣/Tank♣♣/Nuker♣♣) Chuck.TBone (Nuker♣♣) Doctor.Geneva (Support♣♣♣) Dustin.Brawler (Nuker♣♣♣) Egon.Stetmann (Support♣♣♣) Feral.Terminus (Ganker♣♣/Nuker♣♣) Garamond.Singsprocket (Pusher♣♣♣/Nuker♣♣) Hybrid.MAAR (Support♣/Nuker♣♣♣) Jakk.Summers (Pusher♣♣/Nuker♣♣) Jim.Raynor (Nuker♣♣/Disabler♣♣) Marine.King (Pusher♣♣♣) Null.Disruptor (Disabler♣♣♣/Nuker♣♣) Queen.Imperius (Pusher♣♣/Disabler♣♣/Nuker♣♣) Rory.Swann (Initiator♣♣/Disabler♣♣/Nuker♣♣) Roulette.Jackson (Initiator♣♣♣/Disabler♣♣♣) Subterran.Unix (Pusher♣♣♣/Nuker♣♣) System.Cyprus (Ganker♣♣/Nuker♣♣♣) Tiberious.Rancor (Nuker♣♣♣/Support♣) Vergil.Nerazim (Nuker♣♣♣) That's what I think it should be, you can correct me if you think I'm wrong, but I think that are the true hero roles. (I gonna edit it using this "♣" to give level to their roles: ♣♣♣ if its the best and primary, ♣♣ if its secondary and ♣ if its terciary and not as important) Quote Link to comment Share on other sites More sharing options...
Eliwan Posted February 12, 2013 Report Share Posted February 12, 2013 I just meant that we needed this, not that it was very accurate. Quote Link to comment Share on other sites More sharing options...
Enaigon Posted February 12, 2013 Author Report Share Posted February 12, 2013 Hey residente, I completely agree that the three main roles I specified are inadequate to cover all the hereos. I did briefly mention in the intro that there are what i consider secondary roles. I found as I started writing this the nukers didn't really fit into support. I only had them justified into that slot as they support by quickly eliminating enemy threats, or crippling them enough for the carry to clean up. Technically anyone with a stun or silence is a disabler i feel explaining how to use the certain skill they have sufficient to cover that role. The exception would probably heroes like null and tosh that have multiple stuns etc. Initiators were tricky, i did originally have their own slot for them because their role is one of the most vital and what a lot of players (especially in pubs) lack. However every initiator i have mentioned in their guide at the very start under their talent build their roles, eg tank / initiator and i have given explantions on how they should initiate in their play style or skill usage. Furthermore I didn't want to seperate them from their primary role as that is where they have the list of situational items for them. To put situational items specifically for every hero would be very time intensive. Pushers aren't all that common in this game. I did role them into support and this build does have bio as a pusher. They are justified in being there as they actually earn the team minerals by assassinating towers quickly, and in some cases soloing aeon and levi. They also give the team buffs by being around in the example of bio and mk. Finally, although some heroes excel at ganking nearly every carry should be doing it anyway (with teammates help of course). I'm not saying it doesn't deserve a mention, just that it isn't worth making a seperate list. Now that was just my reasoning for the way i did it as I have done, that being said this guide is far from done and the support section will most likely be seperated into smaller roles. So bear with me =) Also Maverick I am aware that not everything in this guide is correct, I will make many mistakes. I will update the various parts though as people point it out. (if u activate spellstorm before you ulti then you are practical invincible as there are very few skills that reflect damage as physical or do aoe physical, the exception is aoe spell damage when the user has gravity edge as some of the damage will make it through your bubble.) Quote Link to comment Share on other sites More sharing options...
Banzaiguy Posted February 12, 2013 Report Share Posted February 12, 2013 Great job Enai, turned out much better than expected. Still it's kinda weird that you first post is a guide when nobody even knows you. Introduce yourself later. Quote Link to comment Share on other sites More sharing options...
residente Posted February 12, 2013 Report Share Posted February 12, 2013 To put situational items specifically for every hero would be very time intensive. I can help you with that if you want Quote Link to comment Share on other sites More sharing options...
Banzaiguy Posted February 12, 2013 Report Share Posted February 12, 2013 But, but, your English... Nah just kidding. It's much better now compared to back then. This reminds me of the time when I helped DaStarz reformat his whole "every hero" guide. But since you can't directly edit his posts, I assume you're just going to reply with the additional sections? Please put spoilers on them if you do so. Quote Link to comment Share on other sites More sharing options...
Eliwan Posted February 12, 2013 Report Share Posted February 12, 2013 I remember that guide. It was like... what, 5 sentences on how to play each hero? But it was very good, because (assuming intermediate-level game knowledge) it not only had everything you could want on how to play the hero-- but also helped you counter them and gave you a decent way to build the hero. I mean, it was just a good guide despite being horribly short. Quote Link to comment Share on other sites More sharing options...
Aellectris Posted February 12, 2013 Report Share Posted February 12, 2013 This made me quite happy. I've added it to the School. Thanks for your contribution, Enaigon. Quote Link to comment Share on other sites More sharing options...
Revolution Posted February 12, 2013 Report Share Posted February 12, 2013 Maar, Dustin and Cow are INT carries. Also you have brine under "tank" but you're item build for him is INT dps. Just a couple things i noticed... Although we do need this on the forums I would suggest getting top tier players to help you because your items builds aren't the best nor is your categorizing : / , but its a good start for sure. Quote Link to comment Share on other sites More sharing options...
Chimera Posted February 12, 2013 Report Share Posted February 12, 2013 wtf enaigon I thought you were dead? Keithdehun 1 Quote Link to comment Share on other sites More sharing options...
Enaigon Posted February 12, 2013 Author Report Share Posted February 12, 2013 Hey Revolution, I am aware that the categories are not overly accurate, this is because I over generalized to make things simpler. However it is now clear to me this was a bad move and I will work on re categorizing in the near future. As for builds, I know for a fact that a lot of them aren't the best. This was half my intention and half a mistake. I wanted players to correct builds they thought were subpar. However in trying to fit heroes into restricting categories (such as nukers in support) i compromised their original builds. Also thanks for the int carries you pointed out. I would consider my version of brine more an initiator than a tank, i really designed him to run in and pluck someone and run out. Unfortunately on SEA the inhouse community is lacking which makes it hard extensively play test all these builds. I intend to include justifications of why I chose the items i did on certain heroes which should make it easier for people to judge its viability. Also, Residente Thank you for including the break down of the roles, as well as the rating system. Although I don't entirely agree with all of them I will attempt to implement what I think necessary and I hope you review it when I do. As for helping with the guide, it would be appreciated however just give me a few days to iron out the current kinks and complete the sections layed out before I start adding more. Hey, Chim I wasnt dead, just sleeping. You buried me anyway =/ Anyway secrectly coded insulting messages directed at you throughout my guide. (or did i) Quote Link to comment Share on other sites More sharing options...
Chimera Posted February 12, 2013 Report Share Posted February 12, 2013 Dude you should come to NA, SEA IH doesn't exist anymore lol. And even if they did put together one it would be without Mumble. Quote Link to comment Share on other sites More sharing options...
VasyaKot Posted February 12, 2013 Report Share Posted February 12, 2013 This guide is so cool, however some of the info is not correct or not accurate, you could put the guide into public edit (if thats possible) and people will edit what it needs. Quote Link to comment Share on other sites More sharing options...
Banzaiguy Posted February 12, 2013 Report Share Posted February 12, 2013 This is a guide not a wiki. I know Enai as a decent player, so whatever builds he gives, it can't be THAT terrible. Better than recommended items at least. NoWaterJustIce 1 Quote Link to comment Share on other sites More sharing options...
Keithdehun Posted February 12, 2013 Report Share Posted February 12, 2013 Dude you should come to NA, SEA IH doesn't exist anymore lol. And even if they did put together one it would be without Mumble. its a trap... plus boros sooo can be played as a tank you know it :P Quote Link to comment Share on other sites More sharing options...
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