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Friday, 25 March 2011

Plague Rider (Lich)

 Skill Build:
1 - Extinguish
2 - Contagion
3 - Contagion
4 - Extinguish
5 - Contagion
6 - Plague Carrier
7 - Contagion
8 - Extinguish
9 - Cursed Shield
10 - Cursed Shield
11 - Plague Carrier
12 - Cursed Shield
13 - Cursed Shield
14 - Extinguish
15 - Stats
16 - Plague Carrier
17 - Stats+

Justification / Modifications:
Getting Extinguish at level 1 allows you to deny the ranged creep in the first creep wave. This will deny the enemy XP (he will reach level 2 significantly later than you if you eat a creep from the middle lane) and it will push the wave to your tower. If rune ganking, Contagion at level 1.
As of the re-alignment patch, eating a creep from mid and being able to run to the sidelane and still block creeps is now much better with his base 320ms!
3 levels of Extinguish are enough to cover mana costs and this build allows you to get the Cursed Shield one level earlier.
It is possible to skip Extinguish and level Contagion and Cursed Shield straight off, but Extinguish gives you an amazing amount of lane control.
Starting Items:
/ 2x 2x:MinorTotem

Plague Rider will often be the babysit in a lane, and we take 2 sets of Runes as to capitalize on being able to nuke someone and get in extra autoattacks of harass while they are slowed. You will usually cop a bit of damage from creeps for it, hence the extra regen.
Marchers >> Power Supply >> (Ring of the Teacher) >> Wards of Sight >> (Fortified Bracelets)

Plague Rider is a pure support hero and should be played as such. Thus your main job will be warding! The gold that is left over will be invested in support items as listed below.
Ring of the Teacher complements his armour capacity and helps the other person in lane with mana regen. Strongly consider getting one.
Fortified Bracelets as necessary.
After core:
- Wards of Sight - You know why.
- Plated Greaves - Best boots for him, giving a small amount of stats and armour. Can be disassembled at your leisure for a quicker Astrolabe.
- Striders - If you aren't getting the farm at all between Ward purchases.
- Astrolabe - Extinguish ensures you'll always be running around with enough mana to use your spells and this baby. Also gives more armour, making you a veritable fortress with a heal. (level 13 with Plated Greaves, Ring of the Teacher, Astrolabe and Cursed Shield, you're sitting on 32 armour!)
- Tablet of Command - Mobility under silence, larger mana pool, ministun.
- Kuldra's Sheepstick - 800 range disable.
- Puzzlebox - The slows on Plague make this pretty decent on him for the minions to catch up to someone and pump out damage.
- Staff of the Master - Gives +90 damage per bounce of Plague Carrier, for +630 total. As a 4th/5th item, it's ok. Not worth rushing before Astrolabe/Tablet are done.
- Nome's Wisdom - Upgrade path for Ring of the Teacher. Gives stats and a heal aura. Only consider if nobody else wants one. The extra mana regen it now has is meh for you.
Roles: Support
Preferred Lane: Any. Ok solo mid, but wasted there.
Difficulty: 3/5 (ult not trivial to use)
Farming capabilities: 3/5 (unlimited mana, aoe nuke)
Item dependent? No, functions well off just basic Marchers and minor totems.
- Early Game / Lane Control: 5/5 (decent harass with Contagion nuke and slow allowing harass, Extinguish denies exp hard from a lane)
- Mid Game / Ganks: 5/5 (Devastating ultimate, strong ganker with no real mana issues)
- Late Game / Team Fights: 3/5 (ult is a low enough cooldown to flog off every fight, armour is very strong)
- If you are laning mid your reason-to-be is to gank. As soon as you hit level 6 head to the top or bottom lane and try to grab that double tap.
- If you are laning with a partner your job is to babysit. Focus on harassing over denying over lasthitting as with any babysitter except for that your harass actually is more than an annoyance with Contagion+autoattacks.
- Your ultimate has a ministun on the person that you cast it at. This will interrupt TP's and nasty stuff like Tempest's ultimate.
- Be aware that Nullstone will counter your entire ultimate if you cast it at someone with one. It will bounce to them like normal with no problems if cast on someone else.
- When to cast your ultimate (Plague Carrier):
//In the forest with 2-3 enemies away from creeps
//When ganking 2 or more and you chase them back towards the tower away from the creeps
//When one hero and 2 creeps are standing very close (it will bounce between them very quickly)
//You are about to die lategame and might as well do some damage before you go (low cooldown)
- Barrier Idol. Absorbs the major damage of his ultimate.
- Magic Armor in general really helps.
- Positioning. This kinda applies to everything, but moreso to Plague Rider. If he's flogging his ult at you, spreading apart is the best way to mitigate its damage potential as it won't bounce if there are no targets nearby! This is the difference between a 280/370/460/(550) damage nuke, and an eventual 1960/2590/3220/(3850) damage nuke.

Saturday, 19 March 2011

Another Jereziah guide. a more in-depth one

King Jereziah, the hope of humanity and one of the two leaders
of the new Legion, is not just a mighty warrior but also the
chosen of Sol himself. Charged with divine fervor and favor,
he rallies his men and wreaks havoc among the daemons.
The light that shines forth from him leads all toward victory,
and represents the dawning of a new day, one without cloud or shadow.
Attack Type=Melee
Attack Damage=51-51
Attack Range=100
Strength per level=2.65
Agility per level=1.75
Intelligence per level=1.8
Inner Light
Jereziah unleashes a nearby allied unit’s
Inner Light, healing them. Nearby enemies
are seared by the power of the Light, causing
them to take damage.
Level 1 : Heals target for 90 health, Damages enemys around target for 90 true damage.
Level 2 : Heals target for 180 health, Damages enemys around target for 180 true damage.
Level 3 : Heals target for 270 health, Damages enemys around target for 270 true damage.
Level 4 : Heals target for 360 health, Damages enemys around target for 360 true damage.
Mana cost 100/120/140/160
Cooldown 12 seconds
Just like Omniknight, and even more delicious. Some things to keep in mind about Inner Light:
-Though the cast time has been decreased slightly to that of DotA, it is still there.
-You should always use this when you are in front of an enemy hero if you wish to hit them.
-You can cast this on other units, which means that this can effectively be a ranged nuke if your teammates have good positioning.
-Don’t use this as soon as you’re in battle, or else you’ll be losing out on the heal. This gives you a 720 HP gap, and wasting that is too good to lose.
-We don’t get an arcane ring in this build so real spammage of this doesn’t come until the midgame. USE IT WISELY.
Protective Charm
Jereziah blesses an allied unit with protective charm
that grants immunity to Magic, removes all debuffs,
and grants a slight movement speed increase.
Level 1 : Magic Immunity for 5 seconds
Level 2 : Magic Immunity for 10 seconds
Level 3 : Magic Immunity for 15 seconds
Level 4 : Magic Immunity for 20 seconds
Mana cost 60/70/80/90
Cooldown 20 seconds
A good support skill, but this isn’t really our top priority. As a gankadin, you should really only get level 2 at tops so that you can use inner light, then protect yourself from magic during the duration of the cooldown. Remember that this prevents you from being able to cast inner light on yourself.
While levels 2-4 can be foregone for stats, level 1 should always be gotten to remove the nasty debuffs.
Righteous Strike
A righteous anger builds up in Jereziah,
allowing him to perform a Righteous Strike when attacking,
dealing increased damage which splashes to nearby
enemies and slows their movement speed briefly.
Can only occur once every few seconds.
Level 1 : +12 Bonus physical damage to next attack, 100% splash, 50% Movement speed slow
Level 2 : +24 Bonus physical damage to next attack, 100% splash, 50% Movement speed slow
Level 3 : +36 Bonus physical damage to next attack, 100% splash, 50% Movement speed slow
Level 4 : +50 Bonus physical damage to next attack, 100% splash, 50% Movement speed slow
Mana cost n/a
Cooldown 15/12/9/5 seconds
+50 damage isn’t noticeable so much later, but during early and mid game it is very very useful. The slow and the splash is why this is gotten. This is like Kunkka’s passive, just better because of the slow. Also turns Omni into a very nice farmer which allows him to succeed in the late game.
Remember your combo: Righteous Strike -> Inner Light -> Protective Charm -> Rinse Repeat -> Hope for a SnY proc for added pwn
Sol’s Blessing
Jereziah calls upon the power of Sol to protect himself
and his comrades. Sol blesses Jereziah and his nearby
allies, causing them to take almost no Physical damage
and receive high Health regeneration for a brief time.
Level 1 : +1000 Armor +25 health regeneration for 5 seconds
Level 2 : +1000 Armor +25 health regeneration for 6 seconds
Level 3 : +1000 Armor +25 health regeneration for 7 seconds
Mana Cost 125/175/250
Cooldown 150 seconds
Very useful when used at the right time. I will note that this isn’t nearly as useful early game, partially due to it’s steep mana cost but also due to the fact that heroes that rely on auto attack don’t get strong until the end game.
On top of being used in team battles and in emergencies when you need to escape, this can be used while pushing down a tower. VERY useful for that. Also acts as a 125-175 HP heal.
Your role
This is where we start to break conventions with Jereziah. As noted before, instead of playing him as a support, he is a very powerful ganker, pusher and tank.
Game Start (1-6): Just like all of the other characters, you’ll want to get lots of creep kills and get fat. Watch out of people like Zeus, Pyromancer, etc., as they’re strong as soon as the game starts.
Early Game (7-11): This is when you’ll begin to shine. With inner light and righteous strike maxed out, you’ll be able to start getting a lot of kills in a good amount of time. Remember your combo and you WILL get kills. Just don’t get greedy.
Your combo is: Righteous Strike -> Inner Light -> Protective Charm -> Rinse Repeat -> Hope for a SnY proc for added pwn
Mid Game (12-16): PUSHPUSHPUSH, along with your ulti, and solid array of DPS items, you’ll be able to push down towers with ease while keeping enemy heroes at bay. Remember that just because you’re a gankadin, you are still able to support your team (the -din part kicks in!).
End Game (17-gg): Because of righteous strike, you’ll be nicely farmed and rather fat. Even if you’ve had a rocky game with several deaths and not so many kills, you should have quite a few top tier items. While you shouldn’t expect yourself to be an ub3r DPS carry god thing, you can still tank quite a lot of damage for your carry while they dish out the pain. Your slow is also very useful in helping your teammates chase.
Just because you’re solid end game does not make you a carry. You can act as an expert chaser/tank/push in the end game.
In a nutshell, by focusing on offense, you are able to carry your team through the early-mid game, and then shifting to defense and support in the end game. This is a different take on a hero that makes him even stronger than he ever was.
First, you’ll want to get two bracers, -OR- one bracer and one talisman of the exile.
Image [x2] OR Image + Image
For your start items, don’t forget to pick up basic regen items. I like using the empty bottle a lot. If you opt to go bottle, then make sure you occasionally do rune checks. A pro to using bottle is that it allows for uber lane-staying, allowing you to become ganking fit very quickly, and once you start ganking, the mana regen is priceless. The downside is obviously the price… as it will delay the rest of your items and you won’t be able to get any other starting items.
You can also opt to get Runes of the Blight (Tangos) and Clarity Potions (Mana Potions).
Image + Image
Once you get your starting items, we move on to boots. It doesn’t really matter which you get, as each has pros and cons. Get whichever one you like the most.
Enhanced marchers are very good and in a lot of ways are a combo of steamboots and post haste. Giving you both a bit of damage and armor, and of course phase, it is a very solid choice. Phase is very useful for when you’re ganking and trying to get in front of someone to cast inner light. If having an extra active skill is too difficult for you (new players), go for something else because unless it is used effectively these are a waste.
Steamboots are nice because of the extra damage and more importantly, the IAS. Also very good if you have decent planning during ganking, as you can switch to int for a little bit of extra mana, then switch back to strength for damage. My least favorite, but it is still pretty good. The IAS helps a lot in the late game.
The downsides for using Post Haste are very apperent. Not only does it cost a whopping 1000 more gold than either of the other boots, but it also doesn’t help with your offense or defense quite as much. The pros? Think of permanent phase. Ganking with these babies is so easy it’s crazy. The teleport is also priceless, and I’ve actually found that in some games I’ve saved money by opting to get Post Haste. Teleport is amazingly useful in the end game.
So like I said, either one of the three are good on Jereziah–just make sure that you only get ONE.
Next up on the list is the fabled SnY, now known as Slash and Hack. This has wonderful synergy with righteous strike. Not only will it slow your enemies, but it will also speed you up making inner light much much much easier to land a hit on.
There’s more? If you buy a thir– err… the +agi and +str give you a lot of extra IAS (DPS) and HP and Damage (Tankage + DPS). This is the core item of a gankadin.
Now for our next core item, the battle fury, now known as a Ruined Axe (FTL name). The splash stacks with your righteous strike which is awesome possum for farming, but more importantly it gives you very solid damage, and much needed mana regen (this is essentially replacing your arcane ring). Once you get this, you will essentially be able to spam inner light for epic pushing and ganking. Once you get this, don’t be afraid to tank towers because you’ll be able to heal yourself after you retreat momentarily.
No tank is complete without this.
If the game should have ended by now, but some useful items on Omni in case you have an EXXXTRA long game…
Demonic Breastplate gives you pwn push and pwn tanking abilities. It will also support your allies during a team battle. The +armor is priceless for creeps because it takes an extra shot from a tower to kill them. The -armor for building makes them softer which can really turn the tide in a long game.
Rejected items?
Just as there are some pimp items for this guy, there are also some which are… not so much.
I know I’m going to get hell for this, but… I’m not saying that this is a bad item on Jereziah (it’s en excellent one), but for the purposes of this build we need to leave it out. We don’t have a 1.7k to spare for supporting teammates until the end game, and later in the game 300 mana doesn’t help very much. Your battlefury replaces the mana regen in this very well, and at only 2x the cost is much more than 2x as efficient.
Helm of the Dominator, and other similar forms of life steal are not good for Jereziah because his end game DPS doesn’t compare to that of carries like Chronos. The only life steal that should be considered is Vlads, because it will support melee carries. Even still…
I saw a guy get this once. I was sad. No joke.
Some of these suggestions are not due to direct synergies but because of the nature of our hero. Playing Jereziah as a gankadin will make you a terror on the battlefield until the end, and so naturally we do not want to overload with early-mid gamers. Always make a well balanced team if you want to ensure victory for yourself.
Enough talk, onwards!
Good allies
Blinkers: Heroes that can blink can position themselves very well for you to cast inner light on them. Characters with blink also tend to be fragile, which makes this a double whammy good. All of these minus the Wretched Hag are also carries, which helps to balance your team. The worst of the blinkers to have is Wretched Hag anyways, but that’s just because she’s a ranged character which makes it harder to position correctly for inner light.
[And more]
Stunners/Disablers: Characters that can keep an enemy still and not attack will obviously be helpful for the entire team.
Axe: The epic win ally. He uses his disable, everything runs and starts attacking him. You heal him and hit everything around him. Delicious.
Bad allies
[And more]
Magic Immunity: Double magic immunity is useless AND you can’t cast inner light on them while they’re magic immune. Bad combo.
Like any hero, you are a counter to some and are countered by others. If you see someone pick a hero listed, it may dis/persuade from picking Jereziah.
Your Prey
The best heroes to get paired up against are softer melee heroes. I particularly like going against Night Hound, just remember to bring dust. He’s fragile enough until L16 or so that one inner light will chop off a sizable amount of his health. I also really like to go against blood hunter.
[And others]
Chain Spellcasters/disablers: If you’re up against these guys, get level 4 repel and rape. It’s like a BKB, just with twice the effect and for free. Hawt.
Your Bane
Mrs. OP: Never go up against Arachna on Jereziah; Her long range will rape you and her perma slow will hurt. It’s true that you can repel/ulti, but your ulti only lasts for a couple of seconds and her spider bypasses your magic immunity. ANNOYING. The only way to kill her is to play mind games with her, run around and then run by a ledge while she’s chasing so that you’re in close proximity to her and you can get your combo off. Sound hard? It is. Don’t try it if you can help it.
Mana Burners: You need a size able mana pool to use your combo. Magebane can also blink away and there’s nothing you can do about that. Diffusal will kill your ultimate. Ouch!
Now get out there and pwn on this awesome hero.

Tuesday, 15 March 2011


Skill Build:
1 - Shell Surf
2 - Take Cover
3 - Shell Surf
4 - Song of the Sea
5 - Shell Surf
6 - Kelp Field
7 - Shell Surf
8 - Song of the Sea
9 - Song of the Sea
10 - Song of the Sea
11 - Kelp Field
12 - Take Cover
13 - Take Cover
14 - Take Cover
15 - Stats
16 - Kelp Field
17 - Stats+

Justification / Modifications:
Shell Surf is your main nuke and way of getting around. It has a static cost and is what you open with pre-Portal Key, so making it as good as soon as possible is the priority. Song of the Sea is technically a better nuke as it silences for 3 seconds at max level, but has a scaling mana cost and is only centered around yourself, and requires Shell Surf to pull off most of the time. It is maxed second for these reasons.
1 point of Take Cover is taken early to juke projectile stuns like Hammerstorm's Hammer Throw and Andromeda's Comet, as well as certain nukes.
Starting Items:
/ 3x:MinorTotem
Bottle >> Marchers >> Power Supply >> 1-2 Talismans of Exile >> Steamboots

Bubbles is a ganker and thus profits a lot from Bottle and Power Supply. Basic Marchers are enough for the start.
Steamboots give him more HP, while Talismans contribute and flesh out his mana pool as well.
After core:
Portal Key - The premium item for a hero whose main job is to gank and initiate. Gives him unparalleled survivability with Take Cover.
Kuldra's Sheepstick - While initiating, disable that important carry hero even longer or before he gets off his Shrunken Head!
Stormspirit - Escape, disable, save team-mates, mana regen. This item is a decent pickup on the master of survivability, giving him more tricks up his turtle shell.
Frostfield Plate - Mana pool, armour, and another slow-nuke for your initiation. Synergizes well with his skillset.
Frostwolf Skull - Loads of survivability and damage, and a superior slow to chase down heroes with.
Roles: Ganker
Preferred Lane: Any. Strong solo hero in any lane.
Difficulty: 4/5 (timing initiation right, ulting properly, dodging stuff with Take Cover)
Farming capabilities: 4/5 (2 AoE nukes)
Item dependent? - No, works fine off his core.
- Early Game / Lane Control: 4/5 (autoattack lets him down here)
- Mid Game / Ganks: 5/5 (strong ganker with a level advantage, 3 second silence and bind)
- Late Game / Team Fights: 4/5 (Good initiation and team fight presence still)
- In the beginning you should usually not put Take Cover on autocast and use it manually to dodge spells. Later you can put it on autocast. Unless you have very high APM and awareness to actually use it effectively. Be aware that it will trigger off any kind of damage on autocast, including creeps!
- Shellsurf, Teleport -> Song of the Sea -> Kelp Field is a very strong gank combo starting in midgame.
- If you have a Portal Key you can use Take cover to let the 3 second cooldown on PK wear off and then blink away safely. Or alternatively throw Shell Surf and teleport to that while in Take Cover.
- Try to initiate next to the caster heroes to silence them asap.
- Bubbles is very flexible and fits most lineups and thus is most of the time a solid pick.
- An early Mystic Vestments should help against the harassment.
- Bubbles has very low hp and can relatively easily be focused down.
- Bubbles is a ganking hero, so wards do a good job at seeing him coming and thus preventing you from getting ganked.
- Shell Surf can be dodged if you see it coming.
- Spread out in teamfights so he can't hit all of you with his AoE Silence (500 AoE @ level 4)
- Vindicator's aura will make Bubbles' life hell. Not allowing him to TP to his shell and not allowing him to chain his spells when in Aura range.

Monday, 14 March 2011


Skill Build
1 - Summon Beardulon
2 - Natural Attunement
3 - Summon Beardulon
4 - Natural Attunement
5 - Summon Beardulon
6 - Natural Attunement
7 - Summon Beardulon
8 - Natural Attunement
9 - Wild
10 - Wild
11 - Wild
12 - Wild
13 - Bear Form
14 - Bear Form
15 - Stats
16 - Bear Form
17 - Stats+

Justification / Modifications:
Only covering jungle Wildsoul here. A solo lane Wildsoul is well beyond the depth given in this kind of guide. Dont pick him if you know you wont have two heroes capable of soloing.
You will not go into Bear Form until midgame at the earliest with this build, so there is not much use in taking it before level 12. The only time i would skill Bear Form for this build is at level 6 is if getting hardcore ganked in the jungle.
Beardulon and Natural Attunement offer the best jungling power, as Wild has a mana cost and a pitiful uptime without Natural Attunement.
Bear Form is also an extra 1000 max hp and 8 armour at level 16, with Battle Cry tacking on an extra 60 damage for the both of you as well. Not going it over stats is stupid, no matter who tells you otherwise.
Starting Items:
Bear tanks the neutral camps and does more damage than you from level 1. Best to put both of these items on him.
Wildsoul: Marchers, 1 slot for homecoming stones.
Beardulon: Alchemist Bones, Mock of Brilliance, Marchers.

When you send Beardulon back to heal for the first time, buy 2x Gloves of the Swift on him. Complete Alchemist Bones asap even before Marchers on either of you. Get Marchers for both you and your bear next if necessary.
The next item you buy is Sword of the High for your Beardulon. Usually you want to get Mock as fast as possible, which is attainable in 20-25 minutes of jungling with Alchemist Bones.
The trick here is to keep Alchemist Bones on Beardulon until it comes off cooldown, and then switch it to Wildsoul to transmute a creep. Then put it back on Beardulon.
After core:
- Create a pair of steamboots for Wildsoul.
- Upgrade Beardulon's Marchers to Ghost Marchers. He wont get benefits from Steamboots' Stats and Ghost Marchers allow for good chasing and phasing so Beardulon gets more hits off for an Entangle proc, and doesn't get stuck behind you!
- Warpcleft on Beardulon. He's got that Mock, an entangle proc and massive base damage in general. Attack speed is the perfect stat for him for now; as your main source of damage is the Bear.
- Daemonic Breastplate or Charged Hammer. Use the Warpcleft to build either Daemonic Breastplate or Charged Hammer depending on how the game is developing. Leave Daemonic on Beardulon for now, or make sure to keep the Charged buff on Beardulon.
As soon as your enemies are capable of killing Beardulon relatively easy (usually around the 35+ min mark) move everything onto Wildsoul and go Bear Form. This is where you turn into a true hard carry.
- Frostwolf Skull on Wildsoul. Adds the much needed movement slow for when Entangle doesn't proc. Goes through Magic Immunity (Shrunken Head) and slows attack speed to allow you more relevance.
- Wingbow, if the game still goes on.
Roles: Hard Carry
Preferred Lane: Jungle (for this build)
Difficulty: 3/5
Farming capabilities: 4/5 (Can jungle from level 1)
Item dependent? - Yes, very.
- Early Game / Lane Control: 1/5 (can't really gank the sidelane without a lucky Entangle proc, which likely doesn't happen when you want it to)
- Mid Game / Ganks: 3/5 (still reliant on Entangle procs when ganking, can floor towers VERY fast with Beardulon)
- Late Game / Team Fights: 5/5 (I am Bear with 4k hp, 30 armour and lots of damage. Hear me roar...for +60 damage too!)
- Only gank your lane from the forest if the opportunity presents itself or if your lane mate asks for it. You need to be level 3 for entangle tho. You're more applying pressure here to help scare off one person in the lane. Usually a waste of time for the most part for getting kills.
- Stack and pull creeps to the lane to help your horizontal lane solo hero. It will allow him to fight at the tower and get a better farm. (You can do this while Beardulon is off healing)
- Carry a homecoming stone when jungling.
- Tabbing back and forth between Wildsoul and Beardulon to give move commands and use items gives you better control. Practice is key.
- Once you have your core stop jungling (for now). Push towers and help in teamfights! A quick Mock buries all underfarmed support heroes, and ruins early teamfights on an semi-expendable Beardulon that can quickly be saved.
- Beardulon can tank and ruin towers quite easily, despite not having creeps around. Don't be afraid to take advantage of this. It's not BD.
- You can run circles around your enemies with Mock-Beardulon to prevent them from initiating with a Portal Key. Especially useful versus blink initiators like Magmus and Behemoth.
- Gank him in the forest. Typically a Wildsoul will be >80% hp when jungling, so bring a mate and some stuns.
- Try to catch him in Human form. Stun him and burn him down. Don't allow him to switch to his ultimate form before the fight starts.
- All of his damage is physical, so armor is the logic counter to him. Barbed armor will NOT work very well (he has 3k+ hp with almost no items!)