Search This Blog

Friday 27 April 2012

[Chronos]


Skill Build
1 - Time Leap
2 - Rewind
3 - Time Leap
4 - Curse of Ages
5 - Time Leap
6 - Chronofield
7 - Time Leap
8 - Curse of Ages
9 - Curse of Ages
10 - Curse of Ages
11 - Chronofield
12 - Rewind
13 - Rewind
14 - Rewind
15 - Stats
16 - Chronofield
17 - Stats+

Justification / Modifications:
Escape, Nuke and Chase in one ability. Time Leap is superb and has to be maxed first. The first level of rewind gives you +10% chance to backtrack while each following level only gives 5%. Therefore we get that first level asap. Its much better than stats.
After that Curse of Ages is maxxed to increase your Lane presence.

Starting Items:
Runes of Blight, Healing Potion, Logger's Hatchet, 3x Minor Totem

Core:
(Iron Shield >>) Lifetube >> Steamboots >> Runed Axe >> Elder Parasite

Runed Axe is a very good staple item for Chronos. To get the most out of it build it asap. Get an Iron Shield if the lane is hard and you most likely also want an early Lifetube. Then build Steamboots and finish Runed Axe. If you have 3 or more hard carries on your team I strongly suggest you skip runed axe and go straight for Elder Parasite (because you will not have enough lanes/forest to farm with so many carries thus making Runed Axe a lot less effective).
Also core (altough arguably) is Elder Parasite, giving you the very effective attack speed to steal agility and bash under Chronofield. Some prefer to get Elder Parasite before Runed Axe; I usually don't.


After Core:
Geometer's Bane >> Savage Mace >> Riftshards (>> Shrunken Head)

Geometer's adds much needed survivability to this build.. If you see yourself dying too early in fights get a Shrunken Head earlier or go for a Behemoth's Heart. Shrunken is very situational (more so than on other heroes). Usually you can eliminate the main threat in your chrono field. Should you still get CCd/Nuked to fast after Chrono field you can consider Shrunken.

Alternative Items:
Charged Hammer: Attackspeed and damage. A popular choice, especially in pubs.

Information
Roles: Hard-Carry
Properties: None
Prefered Lane: Short
Difficulty: 3 - Medium (There is a huge difference between Chronofield and well placed and timed Chronofield)
Farming capabilities: 2 - Weak (Good Base Damage)
Item dependancy: 5 - Very Heavy
Power:
- Early Game / Lane Control: 2 - Weak (Time Leap is pretty darn awesome)
- Mid Game / Ganks: 1 - Very Weak (Needs a lot of farm)
- Late Game / Team Fights: 5 - Very Strong (One of the most potent Carries)

30-Seconds-Guide
- This hero needs a lot of farm, and he is not very good at it. After the laning phase go to the lane pushed the least and ask your teammates to leave so you can "static farm" (farming while counter-pushing the lane to stay safe).
- Try to place the Chronofield to trap your enemies right at the edge of the sphere. This way your melee allies can still attack them.
- Always carry a Homecoming Stone when farming so you can Time Leap into the forest and TP out when you get ganked.

Counters:
- One Word: Barbed Armor. Chronos will instagib himself when he attacks you into Barbed Armor when he has Elder Parasite on.
- Don't let him free-farm. It's not easy to gank him due to time leap but try to not let him solo farm a lane. Scaring him away is enough. A few coordinated ganks during the mid game will significantly hurt him.

Monday 16 April 2012

[Soulstealer]



Skill Build
1 - Soulsteal
2 - Demon Hand
3 - Soulsteal
4 - Demon Hand
5 - Demon Hand
6 - Soulsteal
7 - Demon Hand
8 - Soulsteal
9 - Soul Burst
10 - Stats
11 - Soul Burst
12 - Stats
13 -Stats
14 - Stats
15 - Stats
16 - Soul Burst
17 - Dread
18 - Dread
19 - Dread
20 - Dread
21 - Stats+

Justification / Modifications:
Soulsteal early to rack up lasthit/deny damage. Demon Hand is useful from level 5+. Ulti is gotten at 9 since you usually won't gank before that level.

Starting Items:
2x Runes of the Blight, 2x Duck Boots, 2x Minor Totem

//Disclaimer: With the recent changes to Soulstealer's Ultimate it is debatable if Portal Key is still the way to go. Recently we see Soulstealer skip it and go for more dps oriented Items right away. I list both builds and recommend trying the new-school approach.

Core:
Bottle >> Steamboots

Instead of Steamboots you can also get Post Haste. I am a fan of rushing Post Haste on Soulstealer. You will get them as early as level 9, allowing you to teleport from lane to lane, farming it up with demon hand. Don't get them tho if you have 3 or more carries.

"Old-school Build":
Portal Key >> Shrunken Head >> Geometer's Bane >> Wingbow >> Frostwulf Skull

In some games you can get Geobane before Shrunken Head.


"New-school Build":

Geometer's Bane >> Frostwulf Skull >> Shrunken Head >> Wingbow

It is possible to get Shrunken earlier but Geobane and Skull provide excellent survivability already.

Information
Roles: Carry, Initiator
Properties: Nuker, Pusher
Prefered Lane: Solo mid.
Difficulty: 4 - Hard (Nukes are a bit trick and the ultimate needs perfect positioning)
Farming capabilities: 5 - Excellent (A full creep wave for 150 mana. Fully stacked neutral camps for 225 Mana. Best farmer there is for early and mid game.)
Item dependancy: 4 - Heavy
Power:
- Early Game / Lane Control: 4 - Strong (Incredibly Strong Nukes for the low Manacost)
- Mid Game / Ganks: 4 - Strong (THE best farmer in midgame, powerful ult)
- Late Game / Team Fights: 4 - Strong (Solid carry due to his farm, very good pusher)

Noteable +/- and synergies:

+ good pusher
+ best farmer
+ good in every game phase

30-Seconds-Guide:
- From the point you reach level 7 until minute 35 you can kill a full creep wave with two Demon Hands. Use this a LOT to farm your items.
- When using your ultimate you have to stand as close as possible to your enemy. This is imperative! For maximum damage shroud/blink right on top of them.
- In early game use Demon Hand when your enemies get too close to the creeps. Demon Hand is in general a very good harassing spell if you can aim with it (practice is key).

Counters:
- SS is a very strong mid. He has a slow start but "takes off" once he racks up some souls (last hits). Send a hero with High Base damage and/or good attack animation against him. Pebbles, Corrupted Disciple, etc.
- He is very voulnerable to ganks in mid. Low HP pool and no escape spells. Consider calling for ganks.
- Don't let him get rune control. If he can constantly refill his bottle he is very hard to deal with!
- As soon as he has Assassins Shround pick up Wards of Revelation and drop them as you push towers (this wins games).
- If you are low HP don't run away from him in a straight line.

Friday 6 April 2012

[Wildsoul]



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

Justification / Modifications:
I will only cover jungeling here. A laning Wildsoul is in my eyes not an option. Dont pick him if you know you wont have two heroes capable of soloing.
You will not go into bearform until late midgame, so there is not much use in taking it before level 10. The only time i would skill Bear Form at level 6 is if i get hardcore ganked in the jungle.
Beardulon and Natural Attunement offer the best jungeling power. level 3 Bear does nothing over level 4 Bear so we get them at 6 and 7. Once level 9 you should be able to support the Mana for Wild.

Items

Staring Items:
Wildsoul: Healing Potion
Beardulon: Iron Buckler, Logger's Hatchet

"Bearmock"-Build:

Core:
Wildsoul: Marchers, 1 slot for homecomings and possibly 4 minor totems as filler.
Beardulon: Gloves of the Swift, Mock of Brilliance, Marchers. When you send Beardulon back to heal for the first time, buy 1x Gloves of the swift on him. 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.

After core:
- Steam Boots. Use the gloves from Beardulon to create a pair of steamboots for Wildsoul.
- Ghost Marchers. Upgrade Beardulon's Marchers to Ghost marchers. He wont get benefits from Steamboots' Stats and Ghost marchers allow for good chasing and phasing.
- Warpcleft on Beardulon. He's got that +60 Sword, an entangle proc and massive base damage in general. Attack speed is the perfect stat for him; as your main source of damage is the Bear.
- Frostburn on Wildsoul. Helps you keep up with Beradulon speed wise. Adds the much needed Movement slow for when Entangle doesn't proc. At this point in the game you start to scale better than Beardulon and will soon be on par with him damage wise.
- Daemonic Breastplate or Charged Hammer. Use the Warpcleft to build either Daemonic Breastplate or Charged Hammer depending on how the game is developing. Leave the item on Beardulon for now. As soon as your enemies are capable of killing beardulon relatively easy (usually around the 45+ min mark) move everything onto wildsoul and go bear form. This is where you turn into a true Hard Carry.
- Wingbow, if the game still goes on.

"New-School"-Build:

After the nerf to frostburn this build is a lot weaker. It is still viable but I suggest you go the bearmock build.

Core:
Beardulon: Marchers
Wildsoul: Steamboots >> Icebrand >> Frostburn

You can leave the jungle to gank/push but you should only leave it for good once you have your Frostburn. Aim for 17-20 min, but anything below 25 min is still ok.

After Core:
Wildsoul: Warpcleft >> Daemonic Breastplate and Charged Hammer >> Wingbow

You will basically screw your bear and carry all the gear yourself. For cluster-f..ights make sure you are in Bearform. For farming/chasing/escaping/etc you should be in human form (more movespeed).
You will have enough HP in bearform so Charged Hammer is an excellent item which gives flat damage. If they have high physical damage get Breastplate first.
And finally: Lifesteal sucks.


Information
Roles: Hard-Carry
Properties: Jungler, Tank, Pusher
Prefered Lane: Jungle
Difficulty: 3 - Medium (You have to control 2 units)
Farming capabilities: 4 - Good (Can jungle from level 1)
Item dependancy: 5 - Very Heavy
Power:
- Early Game / Lane Control: Jungler
- Mid Game / Ganks: 2 - Weak (Reliant on entangle procs when ganking, needs time to farm up)
- Late Game / Team Fights: 5 - Very Strong

30-Seconds-Guide:
- Gank your lane from the forest if the opportunity present itself or if your lane mate asks for it. You need to be level 5 for entangle tho.
- Lanepull creeps to help your Short Solo hero. It will allow him to fight at the tower and get a better farm. (You can lanepull while Beardulon is off healing)
- Carry a homecoming stone when jungling.
- Tabbing back and forth between wildsoul and beardulon to give move commands gives you better control. Practice is key.
- Once you have your Core stop jungling! Push towers and Help in Teamfights! With Mock you are better off farming lanes anyways.
- You can backdoor towers easily by standing in the forest and letting Beardulon attack the tower (TP out before they find you). In my opinion this is bad manner and you should really only do it in random publics if at all. I'm still mention it though .
- You can run circles around your enemies with Mock-Beardulon to prevent them from initiating with a Portal Key. Especially useful versus Magmus and Behemoth.


Counters:
- Gank him in the forest. However, 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 good (he has 3k+ hp with almost no items)!!