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[Chuck.TBone v 1.156] Toilets of Doom


ginosaji
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This guide is meant to provide a standard inhouse burst caster build, although it works well in pubs too.

 

 

 

Talents:

 

1-1-4 or 1-2-3. Take Might, Fitness,

Youth, Swiftness, Wealth. The remaining talent depends on your laning

situation. Cow almost always goes mid. If the enemy team has a strong mid gank

potential with their jungle and mid hero combination, I would go Armor talent

(1-2-3). Examples include Null and pretty much any strong gank like Zera,

Boros, etc. I also like this option in pubs because it allows you to be a

little more flexible/tanky mid game since you can't always realy on a competant

team to hide behind as a burst caster.

 

 

 

Skills:

 

WQEEEREQQQWWW. Why max E first? Because

it allows you to be the most efficient with your mana. It procs on every

ability you have including your capacitative clip (E). Use spells when the

enemy is near the creep wave to farm and harrass at the same time.

 

 

 

Core End Game Build:

 

Gravity Edge, Symphonic Seed, Yamato Reactor

 

Early game:

 

Treasure>Goggles>Buckler

 

Mid Game:

 

Gravity Edge>TPI>Symphonic

 

This Build focuses around cooldown of

your QR combo. With seed, yamato/TPI, your 2 clip passive, and the INT pot you

can have two rounds up within 10-15 seconds or so if you get the symphonic proc

of an assist or kill. Some people like flare gun first, but you have to be

certain that you'll be able to get some kills early game off it and snowball

otherwise it will set you back a long way. There's maybe only one person that

plays cow well enough (that I know of) to be able to pull that build off with an

efficient enough success rate to make it worth it. With Treasure, Goggles,

Buckler, and his natural taniness compared to other casters, you can afford to

rush go Gravity edge pretty early. Sometimes you can even afford to go Gravity

right after goggles if they don't have strong gank potential. After Gravity,

TPI, and Symphonic I like to squeeze in Ihan if possible depending on how the

game is going. It's kind of greedy, so don't do it unless you're already

ahead.

 

As a final build I usually like Gravity, Symphonic, Yamato, Organic. From

there it just depends on what you need. Just those items will get you up to

around 450 INT, 4000 HP or so which is pretty high for a caster. If you need

more burst, Star's fury is a great choice, as he's pretty tanky and you'll do

about 650-700 damage with each proc. Compare that to Sunflare gun, which will

do around 1000 damage with a huge cooldown, I think Star's is a better option

for more damage. If I go star's I usually like to get a DST as well, since

cow's AA range is pretty low and you'll need to get in closer than a QR combo to

get your Star's proc off. This is also a good pub build, since most people go

AGI glass cannon. I can usually one shot just about any non-tank without

Galactic by late game, especially with Star's.

 

Playstyle:

 

Your playstyle mid for laning phase is

highly dependent on who you lane against. One thing you'll want to consider is

that Cow can be a really effective lane bully with his E. If you can force them

out of lane, do it. Another thing to consider is positioning. If they come

down the ramp into the river, you can W then wall diagonally to where the ramp

starts at the cliff, walling them off from retreat. It can be a really

effective gank tool, so use it. It goes without saying that awarness of your

charges is exceptionally important. Always make sure to use your ult only when

you have 2 charge, except in desperation or other extreme circumstances. Get

used to knowing how many charges you have up without looking. I personally like

to walk around with 2 charges on my back and my rifle uncharged. I like that

style because you can RQ at a moments notice and ensure that you get an R off

with 2 charges. It also ensures you will be able to W away from an enemy more

effectively if you get gank, thrown, pull, etc. You can also gank more

effectively, as you can W in from further at a faster speed to wall an enemy off

from retreat. The reason I don't carry a charge in my rifle is that sometimes I

find myself needing only one charge (so I can single wall without burning my

W). This way I can drop one charge into my rifle and single wall when I need

to. During teamfights, timing of your combo is important, as with any burst

caster. Do not save your combo for a kill or for a single target unless it's

the enemy carry. Be sure to be aware of where your walls land in a teamfight,

it means the difference between a decent/acceptable cow player and a good cow

player. Cow provides great CC, don't misuse it.

Edited by ginosaji
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very nice guide, far better than my nooby first one. i dont like buckler most of the time tho, usually i only buy buckler if the potential to be ganked is big. i would mention dial too. i either go straight to grav after goggles because the timing when u buy it is so big. Seed isnt that important imo the cd isnt much compared to goggles. i would rather go for stars because it procs pretty often and u are pretty tanky later.

Edited by Straighter
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very nice guide, far better than my nooby first one. i dont like buckler most of the time tho, usually i only buy buckler if the potential to be ganked is big. i would mention dial too. i either go straight to grav after goggles because the timing when u buy it is so big. Seed isnt that important imo the cd isnt much compared to goggles. i would rather go for stars because it procs pretty often and u are pretty tanky later.

 

Buckler is also nice for being able to gank and use your clips more effectively mid game, but yea, I don't get it all the time, every build is situational. Seeds base cooldown isn't all that great (15%) it's the unique that I want. With all the other C/D in the build, especially if you get prodigy (12% c/d talent) you can use your RQ combo twice in a teamfight.

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Buckler is also nice for being able to gank and use your clips more effectively mid game, but yea, I don't get it all the time, every build is situational. Seeds base cooldown isn't all that great (15%) it's the unique that I want. With all the other C/D in the build, especially if you get prodigy (12% c/d talent) you can use your RQ combo twice in a teamfight.

i dont get why u would go for "Gravity Edge>TPI>Symphonic" then

i think grav>yamato>seed or grav>seed>yamato is the better way to build him then.

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In pubs I used to rush Gravity (I start with Treasure). 15-17 minutes and then ppl would begin to cry about the fact that wall+toilet would kille them most of the time. Good last hits and a couple of kills in lane is all I needed.

 

Then I used to go for TPI, Dial and some other INT things.

 

Idk how the pub scene is now, so maybe it doesn't work anymore.

 

In Ih I think I used to get dial first and then gravity.

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i dont get why u would go for "Gravity Edge>TPI>Symphonic" then

i think grav>yamato>seed or grav>seed>yamato is the better way to build him then.

 

TPI is great cooldown when active, also nice for escape when you need a little extra, but yea Grav>Seeds>Yamato would be fine too.

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You used to love 3-1-2 with demigod what happened?

he wrote "standard IH burst caster build"

not "really annoying laning/early game"

3-1-2 means u "waste" one point in fury and have to do be extremly annoying with "load clip" and demigod otherwise u couldve had more energy or wealth which allows u do get treasure straight and u can skip an early recall/get additional minerals early.

its a guide how to play him standard not what u can do with him in total.

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he wrote "standard IH burst caster build"

not "really annoying laning/early game"

3-1-2 means u "waste" one point in fury and have to do be extremly annoying with "load clip" and demigod otherwise u couldve had more energy or wealth which allows u do get treasure straight and u can skip an early recall/get additional minerals early.

its a guide how to play him standard not what u can do with him in total.

 

Didn't ask you

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You used to love 3-1-2 with demigod what happened?

 

That was back before the item change... From what I remember treasure wasn't as viable, not entirely sure though. But yea, I used to go 3-1-2 demigod and 2x soul engine. That was also before the demigod nerf, which made cow pretty dominant in lane. It would depend on what you were facing mid, but it worked really well against heroes that came down to a last hit or harrass battle. Against heroes like Maar that can just throw down their AOE and farm creep it wasn't good.

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I like the guide Gino ... one thing I would have added though would be that for team fights I think that Nitrogen Retrofit is absolutely vital for that slow from your toilet. Not to mention the added INT and health you get.

 

It's definitely nice, but I woudn't say vital. The reason for this is that cow's skills aren't as spammable as Maar, Vergil, Rancor, Egon, SS, Null, Brawler, etc. In fact, his skill set is one of the least spammable of any caster, making Nitro less efficient. Cow also doesn't have as much as a survival issue as most other casters since he's a STR, so he isn't as desperate for the HP from Nitro either. It's certainly the next item after Grav/Seeds/Yamato I consider if I'm going pure burst caster. If I'm going INT/AA I like Organic and Star's Fury as my next two. In your average game, you like won't get past Yamato/Grav/Seeds.

Edited by ginosaji
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I totally agree. I just wanted to point out its nice getting an AOE slow in a team fight ... if for w/e reason you ported or a couple from your team got trapped at a tower or something. Its just an added bonus you can fire it from across the map and still get the slow.

Edited by herman
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I totally agree. I just wanted to point out its nice getting an AOE slow in a team fight ... if for w/e reason you ported or a couple from your team got trapped at a tower or something. Its just an added bonus you can fire it from across the map and still get the slow.

i used to like it, but now i think gravity yamato and seed are far more important. After u have all of them its usually pretty late ... making the slow not too strong anymore. Also its not too great because cow doesnt offer constant spell damage. But i think u can still buy it later, as it also increases your health and INT pool.

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I never play cow but started to last night or two nights ago. Reading this guide made me want to try it. Him and Greelus are the two characters I've never tried.

 

1st game they surrendered at about 15 minutes in but I was 10-5 which I dont consider too bad considering I was learning a new hero.

 

2nd pub game I got a L-L-L-L-L-Ludacris kill at about 30 minutes in... quite enjoyable to play. Managing charges sure makes a difference. First game I had to figure that all out, but by the 2nd game I was rocking it.

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  • 1 month later...

How do I know how many charges I have?

 

I played Chuck last night... Couldn't keep my charges straight and RQ'd.

 

It shouldn't be that hard, I don't want to have to think.

If you want to play cow effectively at all you'll need to be able to intuit or just automatically now how many charges you have at all times. It's the only effective way. Obviously that understanding taes time to develop so until then you can watch the pillars on his bac. They will be lit up when you have a charge in each. Similarily you're rifle will glow when you have a charge in it.

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If you want to play cow effectively at all you'll need to be able to intuit or just automatically now how many charges you have at all times. It's the only effective way. Obviously that understanding taes time to develop so until then you can watch the pillars on his bac. They will be lit up when you have a charge in each. Similarily you're rifle will glow when you have a charge in it.

 

Intuit? Automatically *know? there's no need for such things. As you said just look at his *back pillars to know the charges. It aint hard.

Edited by residente
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Intuit? Automatically *know? there's no need for such things. As you said just look at his *back pillars to know the charges. It aint hard.

Yes, my k key doesn't work sometimes. Didn't see that I missed a letter. Yes, you can easily look at charges on his back to know what you should do. My point is that to play the hero well, you need to be so familiar with charges that you no longer need to look, you just know at all times where your charges are. Obviously even very good cow players will lose track at some point, which is why there is a visible sign as to how many you have.
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