Adamantium Posted October 27, 2013 Report Share Posted October 27, 2013 Khyrak.Avenger Born into a hostile environment, Khyrak was constantly trained to survive. He has learned to take a beating by feasting off of the blood off his opponents, gaining stronger in battle. He excels as a hunter, moving quickly to destroy enemies on the brink of death. Strength - 40 + 6 Strength Gained Per Level (Main Attribute) Agility - 32 + 5 Agility Gained Per Level Intelligence - 18 + 4 Intelligence Gain Per Level Attack range: 2 Movement speed: 2.9 __________________________________________________ Hero Information Affiliation: Primal Hunter Role: Tank/DPS Theme: Hunter with powerful debuffs Primal Ultralisk Portrait: Primal Ultralisk Voice: Primal Ultralisk Base Health: 295 Base Damage: 45 Base Armor: 3 __________________________________________________ Hero Abilities Heroic Passive: Rupture Khyrak’s 3rd attack on an enemy causes them to bleed for 6 seconds. Bleeding enemies take 15(+3% missing health) Spell Damage per second. Skill Explanation and Uses: Aside from his ultimate, this is where the majority of Khyrak's damage comes from. This will proc on your 3rd attack on an enemy as long as the attacks occur within 6 second of each other, otherwise the counter resets. If you are alternating attacks between 2 enemies, you will proc this on your 5th and 6th attack which are your 3rd attacks on each target. Of course since this deals damage based on an opponent’s missing health, this deals minor damage when enemies have most of their health and deals great damage when they are low. This makes it great at damaging bosses as well due to its high damage potential on high health targets: if an enemy is missing 5000 health this yields 150(+15) damage per second, increasing in damage each time it ticks. Duration is 6 seconds Doesn't stack, but refreshes upon application When Playing: Try to proc this every time you engage as it is extra damage you don't want to miss out on Focus enemies that are closer to death to maximize your potential Don't be afraid to attack tanks, as their higher health pool will make them bleed for more damage. When Playing Against: Don't risk fighting while low If you have a way to cure debuffs using an item or ability, you may want to wait until after you are seperated from Khyrak to use, otherwise he will likely and quickly reapply it. __________________________________________________ [Q] Spinal Eruption Cost: 80/95/110/125 Cooldown: 26/24/22/20 Range: 12 Active: Tunnels to a target location producing spines along the way that knock up enemies, deal Spell Damage and stun them for 1.7 seconds. Level 1: 70 (+30%INT) Spell Damage Level 2: 120(+30%INT) Spell Damage Level 3: 170(+30%INT) Spell Damage Level 4: 220(+30%INT) Spell Damage Skill Explanation and Uses: This skill can be used to initiate, chase, or escape as it serves as both a teleport and a stun in a linear AoE. There is a short cast time/delay to burrow and the tunnel happens quickly. It is pretty easy to see this coming and dodge it if the enemy sees Khyrak before he casts it. Otherwise, it can be very easy to surprise enemies from a distance. Enemies are knocked up for .5 seconds before the stun is applied. The stun gives time for allies to land skill shots and time for you to cast Cancerous Spew (W). Because he is underground, Khyrak is not visible while tunneling. I would max this first as it gives you good damage and a long stun. Burrowing Time: .5 seconds Travels 1 unit every .1 seconds -> Takes 1 second to complete if cast at max range Knock-up goes through debuff immunity, stun does not When Playing: Try to catch enemies off guard by casting this from the fog of war. Try to hit as many enemies as possible by casting beyond them. This is great for initiating team fights and getting on the front line quickly. Don't be afraid to use this to get away Use the knock-up and stun to help allies land their skill shots and prevent enemies from pursuing them. When Playing Against: If you can spot Khyrak casting this, you can probably avoid it by simply moving to a different position If you see a trail of spines heading your way, you may want to make quick use of an escape mechanism. If you see him trying to burrow, quickly use a stun or silence __________________________________________________ [W] Cancerous Spew Cost: 80/90/100/110 Cooldown: 18/17/16/15 Range: 5 Active: Vomits toxic fluids in an area that last for 6 seconds. Enemies in the area lose movement speed and resist per second for 2 seconds, stacking up to 4 times. Level 1: -10% movement speed, -5% resist - per stack Level 2: -13% movement speed, -6% resist - per stack Level 3: -16% movement speed, -7% resist - per stack Level 4: -19% movement speed, -8% resist - per stack Skill Explanation and Uses: These fluids eat right threw enemies' resist and slow them down quickly if they remain in them. You can use this right on top of an enemy in conjunction with Spinal Eruption(Q) to ensure the most amount of stacks on enemies in the area. This can also be used to zone off enemies, as if they run through it they will take significantly more damage and lose much movement speed, up to -76% movement speed and +32% damage at level 4, while navigating around it might put them out of position. Providing the enemy remains in the location for a second or two, the slow is quite strong and the damage amp is good for taking bosses and securing kills during team fights. Takes .35 seconds to transfer the acid from the mouth to the floor AoE: 3.5 unitsWhen Playing: If your team is trying to destroy a boss go ahead and spit this on the area to increase everyone's damage If the enemy is contesting, spit this in the most likely area that they will use During ganks, you probably need to use this with your Q or another form of CC otherwise the enemy will likely just walts out before this really takes effect. In team fights pay careful attention to when and where you drop this. If the enemy is charging into you, you may want to spit this on top of your current position, forcing them to walk through it or turn around. When Playing Against: If Khyrak spits this on you, get out of it as quickly as possible or damage that follows will really hurt. Sometimes you may need to sit in it in order to remain in position, but do this with caution This does no damage on its own, its not an avoid-at-all-costs ability but keep in mind that it can reduce your movement speed quite a bit, so if you sit it in don't expect to just fly away immediately afterwards. __________________________________________________ [E] Innate Hunter Cost: N/A Cooldown: Passive Range: N/A Passive: Bleeding enemies lose weapon speed and vision radius, leaving a trail of blood behind them. While in the trail Khyrak gains movement speed. Level 1: -20% weapon speed, -2 vision radius, +.30 movement speed, trail lasts 4 seconds Level 2: -26% weapon speed, -3 vision radius, +.60 movement speed, trail lasts 6 seconds Level 3: -32% weapon speed, -4 vision radius, +.90 movement speed, trail lasts 8 seconds Level 4: -38% weapon speed, -5 vision radius, +1.20 movement speed, trail lasts 10 seconds Skill Explanation and Uses: Totally dependent on your passive or ult, this is very strong when activated and is great for singling out a target as they won’t be able to see everything around them and will lose significant weapon speed while bleeding. The vision radius reduction is arguably the stronger element in this skill as heroes usually have 12 vision radius and level 4 reduces this to 7 vision radius, which is the longest attack range, thus making it difficult to see anything else coming at them. Additionally, when you are in their blood you gain a good amount of movement speed to help you stick to you target. Debuffs persist as long as bleeding does Blood trail is 1 unit wide, lasts for 4 seconds after the target leaves the position .25 second lunge timeAoE 3 units When Playing: Whenever you can make an enemy bleed, do it - the debuffs will always be useful This offers great mobility for chasing, but you can't really use it to escape The weapon speed slow can give you the edge in a 1v1 The vision reduction can prevent enemies from knowing where your team is. This can be both offensive and defensive When Playing Against: Debuff immunity is your greatest defense whether its in the form of an item or an ability. Try to stay by allied creeps or heroes so that you can share vision with them. You may have to invest in more weapon speed to counter the weapon speed slow. __________________________________________________ [R] Blood Fest Cost: 150/200/250 Cooldown: 80/70/60 Range: 3 Passive: If a bleeding enemy dies Khyrak heals a percent of their maximum health. Active: Goes into a frenzy striking an enemy multiple times, dealing Spell Damage over 2.5 seconds and rooting them for the duration. The initial strike pushes away other enemies Level 1: 24% target maximum health heal, 300(+40%INT) Spell Damage total Level 2: 32% target maximum health heal, 400(+40%INT) Spell Damage totalLevel 3: 40% target maximum health heal, 500(+40%INT) Spell Damage total (Passive) (Active) Skill Explanation and Uses: This gives you great sustainability by granting you health from dying enemies. In order to gain the health the target must be bleeding when it dies, but does not require you to get the kill. The passive is simply an inherent benefit to making enemies bleed and the heal can come in handy to keep you alive in battle. The active deals great single target damage while rooting the enemy for 2.5 seconds and pushing away their allies. This causes bleeding after the duration but doesn't proc item effects. Duration 2.5 seconds Goes through debuff immunity. When Playing: Make use of the passive by healing off of neutral/lane creeps before hoping back into the fight. If an enemy is close to death attack them to proc Rupture or use the active to ensure your heal You should use this on an enemy immediately if you think you would otherwise only be able to attack them once or twice. This damage and root goes through debuff immunity Use other skills to get close to the enemy and then use the active on the hero you want to single out. Keep in mind that you can't do anything else while attacking this target. You will remain in this frenzy for 2.5 seconds every time this ability is cast. When Playing Against: If you have a large health pool, it is even more harmful to your team if you die as Khyrak will gain quite a bit of health from you. Keep your distance as this cast range is only slightly higher than his normal attack range If you are low, expect to be targeted and don't rely on debuff immunity to survive During the 2.5 seconds, Khyrak will be stationary so make use of that. This is a root not a stun, so you can still attack and use your abilities. If you don't have a blink, don't try to run. Your best option is to attack. __________________________________________________Role As far as your skill order, you generally want to start with Spinal Eruption (E) which gives you a good initiation tool for early fights. Get one point in each of the other two skills at level 2 and 3. After this you can either max W if your allies already have good damage, Q if you feel like you need to be a higher contributor to the damage output, or E if you need to focus isolated targets and require more chase capability. Always upgrade your ult when you have the chance. Your combo could be to Q in to the enemy team, hitting as many enemies as possible while ending closest to or behind your main target. Then Spew W on the enemy or where you think they will be running and proceed to make your target(s) bleed. You can do this by either auto attacking or using your ult on the primary target to isolate and root them. Three options are in your team's best favor. Jungle: This will generally be your first choice as it allows you to gank often to make sure that your teammates win their lanes. You are also a strong laner so if another hero on your team needs the jungle to avoid falling behind, don't be afraid to give it up. Short Lane Support: This should be your second option. While you won't get much farm here, you can ensure an easy lane for your carry by zoning out your laning opponent(s), then engaging and likely killing your enemies or forcing them out of the lane. Thankfully you don't need items to be useful, but benefit a lot from leveling up. Even at this position keep an eye on other lanes that may need your help ganking. Short Lane Carry: In some situations you may be the primary or secondary carry and take this lane if the jungle is not available. Here you want to get as much farm as possible while still playing aggressively to get ahead. If you have an opportunity to fight, choose it over farming creeps to secure an early lead. Melee carries typically shine mid game but fall off if the enemy ranged carry gets equally strong. __________________________________________________Items Build/Synergy Starting ItemsIf you get wealth, you can start with a few different items, otherwise buy components of them. Duran's Buckler is the best item for jungling Lost Treasure gives you good lane sustain and extra gold every 10 seconds. Pick this up if you are going short lane support. Miner's Goggles gives you a lot of extra health to start with and a bit of cooldown reduction. This is an equally good item for short lane support. And will build into one of your core items. Core Items:Not that you can't do well without them, but they just work very well. Coat of Arms gives you great overall stats while buffing both you and your team. If no one else on your team is picking this up, go for it early. Pyre syncs wonderfully with your heroic passive, giving your extra damage when the opponent has most of its health while your passive deals greatest damage when enemies are low. Pick this up unless you really need to be a tank. Two possible builds: Support Tank:, , , , , If you you don't have a hero on your team who usually includes CoA in their build like Bio or MK, this would be a very strong item as it gives great stats overall and buffs both you and your team. FoE Gives you good health, a bit of damage and the especially great slow on your auto attacks, which reduces both movement and weapon speed. This stacks nicely with your W and E, and helps you better stick to your targets. Korhal is a typical pickup for any support as its stats are good and it gives a slight buff in damage resist for your team. The taser pickup is also common among supports and tanks, as is great as you can use it to single out a target after stunning them with your Q. A possible combo would be to Q in, cast W while the enemy is stunned, silence them as the stun is about to end then attack them enough to activate bleeding or use your ult. If they are alone, good luck to them. DST is the arguably the strongest item against auto attack heroes and will significantly decrease the physical damage that you take. As a melee tanky hero, this is very important so that ranged AA's don't just kite you all day while mowing down your health. Tanky DPS:, , , , , CoA and FoE are included again because I think these items just work nicely with his skill set and play style. Pyre will give you good damage and the majority of your weapon speed. Its almost mandatory to have at least one on your team, and it works well on you as it allows your carry to focus on other items. Eternity's pickup is mainly because of the healing you will get from your bleeding. Of course it also gives decent damage but when you are attacking low enemies and they are bleeding for missing health, you will be healing quite a bit. Shadowmourne is a good item to help you proc your passive as quickly as possible while also giving you damage and a bit of health. Atom Smasher's insane slow will stack with both FoE and your W and E bringing enemies movement and weapon speed to a crawl. Of course there are a ton of other great pick ups on him, as I feel he is a pretty versatile character, but these are two builds that I figured could work well. MrSprinkles 1 Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.