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Saturday 19 March 2011

Another Jereziah guide. a more in-depth one

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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.
Stats
Attack Type=Melee
Attack Damage=51-51
Attack Range=100
Movementspeed=300
Turnrate=320
Armor=4.10
MagicArmor=5.5
Strength=20
Agility=15
Intelligence=17
Strength per level=2.65
Agility per level=1.75
Intelligence per level=1.8
Skills
Inner Light
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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
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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
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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
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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.
Items
First, you’ll want to get two bracers, -OR- one bracer and one talisman of the exile.
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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.
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You can also opt to get Runes of the Blight (Tangos) and Clarity Potions (Mana Potions).
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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.
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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.
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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.
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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.
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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.
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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.
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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…
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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.
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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.
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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…
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I saw a guy get this once. I was sad. No joke.
Allies
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
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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.
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[And more]
Stunners/Disablers: Characters that can keep an enemy still and not attack will obviously be helpful for the entire team.
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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
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[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.
Enemies
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
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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.
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[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
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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.
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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.

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