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Wednesday, 25 January 2012


Skill Build
1 - Nymphora's Zeal
2 - Volatile Pod
3 - Volatile Pod
4 - Nymphora's Zeal
5 - Volatile Pod
6 - Teleport
7 - Volatile Pod
8 - Nymphora's Zeal
9 - Nymphora's Zeal
10 - Grace of the Nymph
11 - Teleport
12 - Grace of the Nymph
13 - Grace of the Nymph
14 - Grace of the Nymph
15 - Stats
16 - Teleport
17 - Stats+

Justification / Modifications:
The most common build for Nymph 2.0
If you go pure support or have some "broken" combo with Grace feel free to pick up some levels of it (usually at the expense of Zeal).

Lane Starting Items:
Monkey Courier or Wards, Mana Potion, 2x Crushing Claw, Minor Totem

(Power Supply >>) Marchers >> 2x Fortified Bracelet >> Wards of Sight

Nymphora doesn't need primary stats for starting as she will babysit and not lasthit. More important for her is staying alive. With this starting build you get 133 extra HP and you can directly build into Bracelets.
Get Power Supply depending on your lane, but now without Grace I think you should almost always get it.

After Core:
Wards of Sight >> Plated Greaves or Steam Boots

Astrolabe (Full Support Route)
- Staff of the Master (If your game is coordinated enough to make use of it)
- Kuldra's Sheepstick (Otherwise, or after one of the above)
- Charged Hammer (For all those Carry-Nymph players :>)

Get Plated Greaves only if no one else on your team does or if they have heavy armor reduction. Otherwise take Steam Boots on Strength. Keep buying wards as your Number 1 priority!
Then chose one of the three listed items, depending on your/their lineup.
(Example: If they have better carries go Astrolabe since you need to push early, otherwise prepare Sheepstick for the late game.)

Roles: Supporter, (Semi-Carry)
Properties: Babysitter, Pusher
Prefered Lane: Short/Long
Difficulty: 3 - Medium (Keep a good overview in hectic battle situations)
Farming capabilities: 4 - Good
Item dependancy: 1 - Very low
- Early Game / Lane Control: 5 - Very Strong (Heal and Mana Restoration + Stun)
- Mid Game / Ganks: 4 - Strong (Incredible Pushing- and Team-Staying Power)
- Late Game / Team Fights: 2 - Weak (Heals lose effectiveness, squishy hero)

Noteable +/- and synergies:
Works best with a mana reliant carry (e.g. Madman) or heavy nuker (e.g. Pebbles)

- Start using Volatile Pod on level 3. Place it offensive to increase your lane dominance. Place it with your creeps at full hp or out of your creeps' range to not push the lane too much.
- If not laning with a stunner use Volatile Pod right behind an enemy, then stun him as he is running away to ensure he takes the delayed damage.
- ALWAYS keep Grace of the Nymph on cooldown! If no one else needs mana use it on yourself. Even at level 1 it restores more mana than it costs!
- Use your Teleport Skill to countergank with an ally. This is very effective if played right!

- Carry Nymphs are easily outcarried and they are very very squishy.
- Always keep your ears open. If you hear the sound of some sparkling fearies, then Nymphora is trying to port near you (most likely behind you) and might bring some friends. React early!
- Don't Forget not to stand in her Violate Pods (The green "flowers" that appear).


  1. I wouldn't go Carry Nymphora, personally. :/ Maybe I just don't like her as a hero.

  2. I didn't know nymphs could be so kick ass. Very nice.