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Welcome to this week’s hero analysis, featuring Andromeda, a hero that has the ability to take a number of vital game roles depending on her skill/item choices. Each one of her abilities can be utilized for a specific type of build. First, lets examine her abilities, and how each one of them can be implemented.
|Target an enemy unit to deal 100 / 175 / 250 / 325 Magic Damage and a 1.75 second Stun.|
Point-click targeting, high damage scaling, and up to a 1.75 stun duration makes Comet one of the most reliable stuns in the entire game. Paired with a second stun or slow, Andromeda can almost always score first blood against a support, or fragile carry. As early as level 1, Andromeda can roam freely to gank the middle lane, or the enemy jungle. Comet punishes greedy enemies, or ones that can be caught out of position in the sideshops/jungles, especially in the early laning phase.
|Target a location to hit enemies in a line. Deals 40 / 65 / 90 / 115 Magic Damage and applies -2 / -3 / -4 / -5 Armor and -5 / -10 / -15 / -20% Base damage for 14 seconds. Grants vision along the line.|
Long-ranged, vision granting, Damage/Armor debuff that lasts up to 14 seconds makes Aurora an exceptional scouting tool, as well as an excellent set up to a late game teamfight. The reduced armor makes it easy to take out tanky enemies, and easily dispose already squishy supports, while the -20% Base Damage cripples the DPS output of the enemy carry. The low cooldown allows Andromeda to keep enemies constantly debuffed with Aurora throughout an entire teamfight/push.
|Passively grants a 12 / 20 / 28 / 36% Base damage aura to nearby allied units. Toggle to affect only nearby allied heroes.|
Unlike Arachna’s Precision, and Moon Queen’s Lunar Glow, Dimensional Link grants bonus base damage to all allies, ranged, and melee. Also, Dimensional Link grants more bonus base damage than Precision or Lunar Glow by 8%. While most players wait for the late game to put points into Dimensional Link, the added damage can completely change the laning phase if used correctly.
|Target an ally or enemy hero to swap positions with it. Staff of the Master reduces cooldown time to 10 seconds.|
Finally, we have Void Rip, the ultimate that has arguably the best Staff of the Master upgrade in the game. The quintessential perfect “peel” ability has an immense range at Level 3, that many players tend to overlook, easily walking into range to be displaced. Whether it’s swapping out their carry, or finding an enemy by themselves, Void Rip + Comet with your team will grant an easy kill that could decide the difference of the game.
Given Andromeda’s abilities, there are numerous ways to build/skill her. We’ll list a few, but feel free to add your own Andromeda builds/skill orders in the comment section.
Regular Support- Andromeda is regularly used as a babysitting support in-lane. Maxing Comet and Aurora allows Andromeda to instigate fights with Comet, and then lowering the enemy defenses for your lane partner to follow up with. Void Rip is usually used to save your allies, or to sacrifice yourself to displace an important enemy. Your items are mostly supportive; Energizer, Astrolabe, Striders, Sacrificial Stone, Lex Talionis, etc.
Aggressive Support- Sometimes, with certain team compositions, Andromeda wants to push more, and start more teamfights. Taking one point in Aurora, and then maxing Comet and Dimensional Link gives your lane bonus damage, while you still have a small debuff, and retaining the damage/stun duration of Comet. An aggressive item path would include Abysall Skull, Ring of Sorcery, Astrolabe, Plated Greaves, and Sol’s Bulwark, to utilize the aura effects for pushing compositions, and providing support to your carry.
Carry- With the right farm, Andromeda has the potential to be a powerful carry. If Andromeda has a solo lane to farm, maxing Dimensional Link first gives Andromeda the damage to easily last hit and deny to control the lane, and if you trust your allies, max Aurora next before Comet to focus more on DPS. Items that benefit Carry Andromeda would be Shieldbreaker, Genjuro, Null Stone, Geometer’s Bane, and Riftshards
Displacement- This last build focuses more on acquiring the items necessary to be an excellent initiator/disabler. Follow the regular support skill order of Comet and Aurora. Your items should include a Portal Key, Tablet of Command, Staff of the Master, Null Stone, and Nullfire Blade/Sheepstick. This build is all about being able to swap out enemies without sacrificing yourself. If you time it correctly, you can swap out an enemy, and Portal Key out before the enemy can deal damage to you, leaving only the enemy hero displaced. And with the 10 second cooldown on Staff of the Master, once a teamfight is initiated, no enemies will be able to escape from you.
Teammates are also crucial to Andromeda’s possible builds and potential.
First, allies that can also displace enemies make excellent lane partners with Andromeda. Devourer, Prisoner, Gauntlet, and Rampage all have a host of abilities that can shut enemies down early when paired with Andromeda’s Comet. Between hooks, slows, knockbacks, and negating blinks/leaps, these allies will be able to snowball with Andromeda's help.
Heroes that can follow up from Andromeda’s swaps and stuns with their own abilities make excellent lane partners as well. Hammerstorm, Pollywog Priest, Rally, and Electrician all have the means to keep enemies locked down once Andromeda gets them in range. Their long-duration disables and stuns can easily kill enemies early on.
Teammates that can augment Aurora and Dimensional Link with their own DPS/debuffs/auras can quickly melt enemies. Voodoo Jester, Blitz, Arachna, and Moon Queen all have great mixtures of DPS and crowd control, with their own passive damage increases, as well as powerful slows and damage amplifications.
While Andromeda has amazing utility and game changing potential, she also has some faults that need to be noted.
Andromeda has mana issues in the early game. One Comet can take more than half of her current mana pool, meaning that one wrongly timed ability can cost you lane control while you wait for Andromeda to regenerate.
Andromeda has a pitiful attack range, making harassment difficult. Andromeda is more of an all-in type of hero, so enemies that are careful about staying back can easily farm while keeping distance from Andromeda’s attack and ability ranges
Early levels of Void Rip don’t have lots of range, meaning that a swap won’t displace them far enough from their team in time to kill them before their team reacts and counterattacks
Teammates can make or break a good Void Rip swap. If they don’t react fast enough, the enemy may get away, and then Andromeda ends up falling because of a lack of communication.
Feel free to comment on your own thoughts on Andromeda, and requests for next week's Hero Analysis!Read More »
Since the previous week's article covering Blitz was released before the 3.2 Patch, this addendum will bring you up-to-date to the changes to Blitz, that have given this hero a nice gameplay boost.
The cast time on Pilfering was slightly reduced. It doesn’t seem like much, but this small change will help players cast Pilfering on enemies from the maximum range without it immediately becoming dispelled, which was a frequent problem for Blitz players.
Blitz’s base movement speed used to be 315, already faster than most heroes at Level 1. The recent patch has boosted his base movement speed to 330. This way, Blitzkrieg will be able to function in the early phase as more than just a stun, and his increased mobility will help him to escape early ganks, and initiate/harass better. With the right teammate, Blitzkriegs damage will be greatly increased in the early stages of the game.
Quicken now passively increases Blitz’s Movement Speed Cap from 522 to 602 at Level 4. Now Blitz can move faster than an enemy with the Haste Rune for up to 4.75 seconds, making him the fastest hero in the game. This change helps Blitz to truly fulfill his role as a fast moving ganker. The added Movement Speed from Quicken allows Blitzkrieg to deal a higher threshold damage; up to 501 damage when combined with the maximum stacks of Pilfering, or the Superior slow from Lightning Shackles. This buff has given Blitz more survivability, more damage, and more utility for travelling the map
These changes have already caused a significant change to Blitz usage in the past week. Back when the original Blitz article came out on July 22nd, he was only played ~5,000 games a week. After the patch, Blitz’s usage has more than doubled, with him in about 12,000 games a week, and his win rate is close to 50/50. These changes to Blitz have not altered his style of gameplay, but has molded him into a unique hero with abilities that better completement his playstyle.Read More »
This weeks article is based on a hero that boasts a long range, but needs to stay close to enemies to deal her full damage potential. Artesia is a Ranged Intelligence damage dealer, that has about a 50/50 win rate, but isn't used as often; only selected 7,000 times in the last week. She is able to pull of clutch moves in the midgame with her ultimate, and heavily relies on items for her usefulness in the late game.
First, let's look at at Artesia’s abilities, and how they can be utilized effectively.
|Target a location to fire a wisp that travels up to 1200 units from its origin. On contact, deals 100 / 140 / 180 / 220 Magic Damage and inflicts 15% Movement Speed Slow. Grants 280 clearvision around the wisp until it hits a target. Vision lingers for 1 second if a target is found.|
Arcane Missile is a long-range projectile that actively changes direction to seek out enemy heroes in their path. This makes it harder for enemies to be able to juke Arcane Missiles by ducking into the brush, as the projectiles automatically seek out enemies with or without vision. The missiles also deal damage to the first enemy unit they come into contact with, as well as all other enemies in a small radius around the first target, rewarding players that can aim Arcane Missiles properly.
|On spellcast, release 2 Arcane Bolts that seek out random enemy heroes within 700 distance and deal 25 / 40 / 55 / 70 Magic Damage each. An Arcane Bolt is released every 0.8 seconds.|
- Arcane Bolts is a passive ability that deals damage to nearby enemy heroes every time Artesia casts a spell. As long as the enemy is within range, the projectiles will hit them no matter what. At the highest level, Each Arcane Bolt deals 70 damage. Casting Arcane Missile will release 2 Arcane Bolts, adding an additional 140 damage to each missile, while an entire channel time of Dance of Death will generate enough Arcane Bolts to deal 490 additional damage. This helps Artesia throughout the game, as the damage is inflicted, whether or not her spells hit the enemy, guaranteeing damage to the enemy. One example of utilizing Arcane Bolts, is using it when the enemy is attempting to use a health or mana pot while staying back behind their creeps. Coming up to the wave, and casting Arcane Missile can release an Arcane Bolt that will halt the regeneration of the pot without completely displacing yourself in the lane
Dance of Death has multi-faceted utility as the game progresses:
|Dance of Death|
|Channel up to 3 seconds to heal yourself for 30 / 40 / 50 / 60 Health + 10 / 15 / 20 / 25% of your Intelligence per second. While performing the Dance of Death, you will generate and fire Arcane Bolts every .7 / .6 / .5 / .4 seconds. Each second channeled will also add a charge to Arcane Missile, reducing its cooldown by 75% as long as charges remain.|
Dance of Death releases Arcane Bolts over 3 seconds, making a continuous stream of damage. This works best when only one enemy is around, as all of the damage will be concentrated onto the single enemy
Dance of Death adds charges to Arcane Missile. Each charge reduces the next cast of Arcane Missile by 75% at its highest level, allowing Artesia to unleash a continuous barrage of Arcane Missiles
Dance of Death heals Artesia for a base value, plus 25% of her Intelligence. In the late-game, with items like Sheepstick, Riftshards, Harkons, or Stormspirit, the added Intelligence will allow Artesia to quickly recover health during pushes, or other clutch situations
|Target a location to summon a Projection for 20 seconds. The Projection grants nearby allies 20 / 30 / 40 Health and 10 / 15 / 20 Mana per second. Also grants 1600 day/night vision. In addition, it will mirror your Arcane Missile casts and gain charges of Arcane Bolts as you do. Damage from Essence Projection is 100% of damage from self. The Projection dies if it gets attacked 3 / 4 / 5 times.|
Essence Projection gives Artesia global presence once she reaches Level 6. Unlike Thunderbringer and Aluna who have very brief global uses with their Ultimates, Essence Projection can last up to 20 seconds. Left uninhibited, and with enough mana, Artesia can melt diving enemies, and turn the tide of ganks, while being on the other side of the map. While Essence Projection duplicates all of Artesias spells, it also provides a powerful health/mana regeneration aura to all allies
Artesia works extremely well with allies that can burst down creep waves, and have strong disables. As Arcane Missile can be blocked easily by moving behind creeps, eliminating the enemy creeps destroys the shelter that the enemy has, and forces them to retreat.
Tempest’s Elemental Void is perfect for Artesia to set down Essence Projection in an optimal location to deal as much damage as possible. Glacial Blasts also helps Artesia to be able to hit the enemy consistently with Arcane Missile.
Zephyr can clear minion waves extremely fast with enough Cyclones, and his Typhoon/Gust combination can slow and damage the enemy enough for Artesia to easily land her spells
Chronosphere is the perfect combination with Artesia. Even if it’s the enemy Chronos using Chronosphere, since nothing can move inside the field besides Chronos, Artesia can easily set up her combinations and melt an enemy by the time the Chronosphere wears off
Blitz’s combination of crowd control effects can keep the enemy hero trapped long enough for Artesia to unload on them, while giving her the ability to chase with Quicken
Nymphora has the ability to teleport Artesia anywhere on the map, and provide her with almost limitless mana and health. Artesia can activate her ultimate globally to start helping allies, while Nymphora teleports her to an optimal location to head the enemy off.
Voodoo Jester’s Cursed Ground allows Artesias damage to accentuate Voodoo Jester’s abilities, while Acid Cocktail locks the enemy down long enough for Artesia to deal the damage necessary to kill them with Cursed Ground/Spirit Ward.
While Artesia has some excellent game presence and team synergy, she does have a few problems with her gameplay.
- To truly unlock her full damage potential, Artesia needs to be close enough to utilize her own Arcane Bolts/Arcane Missiles as well as her Essence Projections. If she casts her ultimate far away from her, half of her damage potential is already wasted. Also, in an optimal situation, Artesia would put down Essence Projection followed by Dance of Death to allow the maximum Arcane Bolt damage. This happens very rarely, as usually the player is forced to use Dance of Death early, so they will have enough charges to quickly output damage before Essence Projection is destroyed
Essence Projection is extremely easy to destroy in the late game, forcing Artesia to either lay it down in a hiding spot that may not fully reach the enemy team, or take a gamble that the enemy will focus more on her allies and neglect to destroy the Essence Projection.
Enemy minions can completely ruin Artesias damage output. While enemy minions will never target Essence Projection, they can easily soak up the Arcane Missiles from Artesia or her Projection. Having a constant idea of when a new enemy minion wave
Arcane Missile can be extremely temperamental, occasionally seeking towards a different enemy hero then intended when multiple heroes are present, and will sometimes miss altogether because of the angle you cast it, compared to the target it ends up seeking out. The same goes for Arcane Bolts, as the bolts can attack random heroes instead of focusing one down.
So while Artesia does possess excellent global presence and support with her abilities, her true damage potential relies on being in the middle of teamfights, and the luck of her Arcane Bolts hitting the intended target.Feel free to comment on your thoughts on Artesia, and stay tuned for next week! Read More »
Pro's & ConsPros:
- One of the hardest carries in the game
- Built-in farming mechanism
- Strong team fight presence
- For hard carry, good laning phase
- High mix of physical and magic damage
- Insane late game with Geometer's Bane and Multi-strike
- Effectively clears stacks
- Susceptible to ganks
- Low life in the early stages of the game
- Short attack range for ranged hero makes her a weak solo against other ranged heroes
- Sponges team farm
- Recent nerf decreases her presence in the lane (nerf to stun duration and increase mana cost on Moon Beam)
- Team has to have a rather passive play style with Moon Queen
|Q: Moon Beam|
|Target an enemy unit to deal 75 / 150 / 225 / 300 Magic Damage and a 0.7 / 0.8 / 0.9 / 1 second Stun.|
|Passively allows attacks to bounce up to 1 / 2 / 3 / 4 times, dealing 35 / 30 / 25 / 20% less damage per bounce. When toggled on, attacks on Heroes will only bounce to other Heroes.|
|Passively grants a 7 / 14 / 21 / 28% Base damage aura to nearby allied ranged units. Toggle to affect only nearby ranged allied Heroes.|
|Activate to cast 4 / 7 / 10 Moon Beams on random targets around you, up to 4 hits per target. Moon beams deal 300 Magic Damage per hit. Staff of the Master adds additional Moon Beams and reduces cooldown.|
Item Build:This is a fairly standard item build that you'll see most top-tier Moon Queen players use. Its standard because it successfully works in almost every situation. Some people like to get Energizer as an Early game core, but I don't really see the purpose and tend to skip the item. Starting items: Rune of the Blight Health Potion Minor Totem Minor Totem Duck Boots Duck Boots Early game items core: Steam Boots - Especially after the changes to the mana cost of Moon Beam I highly suggest Steam Boots so that you can utilize switching to Intelligence Boots to maximize the amount of Moon Beams you can use in lane. Also the attack speed and additional health steam boots offers is ideal and necessary on almost every carry. Whispering Helm - This is the first item that allows Moon Queen to truly explode. Not only does the lifesteal work on Multi Strike, but it also allows you to take over a neutral creep and use it to stack the Ancients. Moon Queen can easily clear triple stacked ancients so having the lifesteal for sustainable farm in the jungle and stacking/clearing ancients is a must on this hero! Mid game core items: Firebrand - This item allows you to farm even quicker and utilize Whispering Helm to an even greater potential. After getting Firebrand your farm and GPM should explode as you'll be able to flash farm the whole map. This item is logical on most agility carries because it gives movement speed, stats, attack speed, and also because it builds into a nice survivability item in the later stages of the game. Shrunken Head - A common things for Moon Queen and other ranged carries that follow this similar item build is to keep the Firebrand and hold off on Geometer's Bane until getting the Shrunken Head. I find this to be the smarter and safer choice in most situations especially when against teams with lots of lockdown/burst potential. Shrunken Head ensures not only your survivability but also your presence in team fights, as it allows your Moon Finale to cast without being interrupted and merely deal high amounts of physical damage through auto attacks. Geometer's Bane: The Firebrand naturally should be built into a Geometer's Bane ESPECIALLY on Moon Queen. The Geometer's is so key on the hero because the Multi-Strike will work on your illusions as well. This becomes especially fatal when in team fights, and also when pushing into the enemy base as well. The survivability factor that the Geometer's Bane offers is another reason to never oversee this item pick up. You can use Geometer's to successfully nullify negative effects, immobilizes, and also disjoint various spells. Late game items: Order depending on situation Symbol of Rage - After getting the Mid Game Core items, Moon Queen still seems to be very prone to ganks and mass burst damage, in which Symbol of Rage becomes a very valuable pick up. The item offers more survivability and tanky nature, while also giving you mass turn potential and survivability within team fights. If the enemy team chooses to engage on you and fails to immediately burst you down, you can turn the fight severely by activating Symbolic Rage and regaining mass amounts of health. Wingbow - This item is also still a very good pick up on Moon Queen. The attack speed works very nicely with the Geometer's Bane, Symbol of Rage, and Multi-Strike, while also offering even more with the evasion. This item should be a very solid pick up all around while also making you the epitome of a flash farmer that soaks up the entire map. Situational items: Demonic Breastplate - This item is good against teams with high amounts of physical damage. Along with what I have said before, the attack speed and armor that the item provides gives presence not only for yourself, but also for your team as well. Will also in a sense give you a more tanky nature as well with the high amounts of armor the item provides! Genjuro - If you have read my previous carry guides you'll see that I personally prefer Genjuro over Wingbow in almost every case and especially won't hesitate in the case where an enemy carry has picked up a Savage Mace, which completely nullifies the evasion of the Wingbow. I love Genjuro because I always find a way to utilize the double invisibility to make quick and ideal pick offs that will give me an advantage in pushes/team fights in the later stages of the game. Careful though because the 6300 gold is a very large investment. Riftshards - This item has no survivability as compared to the other items in the build thus far, but can be fatal on Moon Queen if picked up in the correct situation. I generally only build Riftshards when my team truly lacks damage, have a huge gold lead and items don't really matter as my 6th item, or needing an all in effort (similar to the first reason).
Early Game PhaseThe thing about Moon Queen is that you don't have to play entirely passive depending on your match up. If you have the potential with your lane partner to potentially get kills and dominate the lane at the cost of a couple creep kills, go for it. Don't let the thought of you being a hard carry prevent you from being aggressive and getting kills in your lane. The Moon Beam has a very long cast range, and can be used as a set up stuns for other support heroes, especially if they have skill shot orientated abilities. Also, because you are a hard carry, if against a more aggressive lane such as a dual stun/burst lane, play more passively and grab any creep kills that you can manage. Moon Queen doesn't necessarily have to shine in the early game, just focus on getting farmed up and carrying your team throughout the later stages of the game.
Mid/Late Game + Team FightingIn the Mid/Late Game you just want to continue farming everywhere that you can safely manage to farm. Only teleport to team fights that absolutely require your presence, hopefully when your Moon Finale is up. Couple things to remember while farming is to activate/deactive both passives when either farming/static farming your lane. Also, after getting the Whispering Helm, you want to immediately convert a jungle creep so that you can constantly stack and clear your ancients. Also, if possible have your team assist in stacking the jungle as you push out lanes. Remember, while farming always keep an eye out for aggressive enemy teleports and enemy movement as well. You don't want to farm a lane if you have no clear vision on where the enemy team is, or if there could potentially be more than the enemy you see in the lane (enemy team behind the hero in lane). You want to die as little as possible to not slow down and lose your GPM. Once you get towards the Late Game Items, you'll have no problem in team fights. Activate Moon Finale, Moon Beam, Geometer's Bane, Shrunken Head, etc and watch as your enemies melt away. More Advanced Tips An advanced tip for Moon Queen is to utilize Geometer's Bane to its full potential. If you feel unsafe pushing a lane out to farm, use Geometer's and send your illusions to clear out the rest of the wave and also the enemy jungle too if possible. The Geometer's Bane illusions get Multi-Strike and can easily clear our lanes/jungle creeps easily even without your main hero. A general tip for carries is to avoid team fights as much as possible and split pushing especially when the enemy groups together to push down towers. Take advantage of the whole map and have a farming rotation based off your enemy's movement!
Final CommentsThank you guys for sticking with me as it has taken a while for me to put out this next guide. A special shout out to theboyninja for being awesome! Hope you guys continue to enjoy my guides and feel free to over feedback in the comments below! I don’t have a facebook but follow me to tune into my stream at twitch.tv/kingplato, and if you have any other questions or want to know about tmm services or donate email/paypal at email@example.com Make sure, if you haven’t hit a Like @ http://www.facebook.com/Honpedia for more future guides, giveaways, and updates! Read More »
With the release of the 3.2 Patch Notes, we’re taking a look at one of the original HoN Heroes that has received a substantial buff to his gameplay from this latest batch of patch changes. Accursed plays as a Melee Strength hero that acts as a tanky support. Accursed has an almost 50/50 win rate, barely scraping by with a 49% win-rate and a 48.2% loss-rate.
Accursed has several special mechanics that make him excellent in the support and tank role. His gameplay revolves around his ability to play offensively or defensively with his multi-faceted abilities. His success is gauged by his brinkmanship.
|Target a unit to deal 100 / 150 / 200 / 250 Magic Damage if it's an enemy or heal for 100 / 150 / 200 / 250 Health if it's an ally. Deals 50 / 75 / 100 / 125 Magic Damage to self.|
|W: Fire Shield|
|Target a friendly unit to remove most debuffs and Stuns, and apply a shield which absorbs up to 110 / 140 / 170 / 200 damage. If the shield hits its limit, it explodes and deals 110 / 140 / 170 / 200 Magic Damage to nearby enemies.|
|Passively causes your attacks and abilities to apply Sear to enemies for 2 seconds or Burning Strikes to allies for 4.5 Seconds. Enemies affected by Sear have their Movement Speed slowed by -5/-10/-15/-20%. Allies who attack a target afflicted with Sear gain Burning Strikes. Allies affected by Burning Strikes gain 10 / 20 / 30 / 40 Attack Speed and 10% Movement Speed.|
|R: Flame Consumption|
|Activate to remove debuffs from self and convert 100% of damage taken to Health gained for 3 / 4 / 5 seconds. Staff of the Master increases the duration to 5 / 6 / 7 seconds and allows Flame Consumption to be cast while silenced.|
Now let’s take a look at some heroes that can utilize Accursed’s abilities well.
Heroes will strong healing abilities like Nymphora, Demented Shaman, and Martyr all synergize well with Accursed. The combination of heals and crowd control can make trading with the enemy easy, while mitigating any damage you might take. Be careful however, when using Rhapsody in conjunction with Accursed, as she may pop her ultimate at the same time as you use Flame Consumption, robbing you of the health you could gain
Heroes that benefit from Attack Speed greatly benefit from Accursed's Burning Strikes. Berzerker, Chronos, The Dark Lady, Solstice, and Predator all have abilities that have excellent damage potential when combined with the bonus Attack Speed that Accursed provides.
Heroes with large AoE also do well with Accursed, when Accursed can effectively bait the enemy team to initiate on him. Riftwalker, Tempest, Moraxus, Artesia, and Glacius can make great use of their ultimate abilities while Accursed draws enemy attention.
Simply put, Accursed was intended to be appealing bait to the enemy. His abilities cancel stuns, deal high damage, and heal allies. He has too much utility for many enemies to ignore, and he becomes their top priority to shut down.Some of the problems that players regularly brought up was the difficulty of applying Sear to enemies. Before the patch, only basic attacks from Accursed would successfully apply the debuff to enemies, forcing Accursed to be overly aggressive to keep the debuff up, or not level it until the later game, and stay passive in the lane. Naturally, Accursed is somewhat limited in his ability to tank damage before hitting level 6. While Fire Shield can block some damage, Accursed needs levels more than farm to be able to effectively block damage, provide heals, and act as bait. Without Staff of the Master, Accursed’s greatest weakness is a stunlock that kills him before he can activate Flame Consumption. Unlike DOTA 2, Flame Consumption does not automatically activate when taken below a certain life percentage. Baiting out a few stuns at a time, or providing Fire Shields to allies targeted by stuns will increase the chance of being able to activate Flame Consumption in time. Feel free to comment about your thoughts on this article, the new buffs to Accursed, and keep your eyes out for an addendum to Blitz, as this latest patch has affected him as well! Read More »
The self-proclaimed “Master of Speed,” Blitz, is slow to being picked since his arrival in Heroes of Newerth. This ranged Agility semi-carry/disabler has stayed consistent at around a 45% win/ 55% loss average in around 5,000 games played in the last week. Compared to heroes like Devourer with almost 42,500 games in the last week, Blitz is considered one of the least used heroes in the game. Several people have petitioned reworks, while others claim that he is fine the way he is, and only needs time to be mastered. One common complaint regarding Blitz is his lackluster attack range. Blitz possesses a very small attack range of 450, barely passing Moon Queens 350 range. This makes it vital for proper positioning in the laning phase for harassing the enemy, and can be quite difficult if the enemy can predict his movements. Since Blitz is rarely picked as a carry, his job becomes more of a support, meaning that he needs to be constantly harassing the enemy away from last hits and experience, which is difficult when other supports like Nymphora, Aluna, Glacius, and Riftwalker have much longer attack ranges then him.
- Defensive Scenario-Blitz uses Quicken on an ally being attacked, while using Pilfering on the enemy hero. The difference in speed allows the ally to escape and possibly counterattack, while Pilfering ensures a nuke from Blitzkrieg while the enemy is focused on Blitz’s ally. Lightning Shackles can be cast to ensure they cannot chase the ally if the enemy has a blink ability like Wretched Hag or Magebane.
- Offensive Scenario-Blitz opens with Lightning Shackles on as many enemy heroes as possible, immediately targeting the support/carry with Blitzkrieg for the spike damage/stun, followed by applying Pilfering to one of the Melee Heroes for increased kiting potential. Blitz then uses Quicken on an ally carry/peeler to help the team effectively follow up from Blitz's initiation.
- Riftwalker is on-par with Blitz in terms of crowd control. Shared Existence paired with Pilfering ensures a drastic slow to the enemy, as each Pilfering stack adds slow and damage with furthers the Shared Existence slow, while Cascade Event and Wormhole mixed with Blitzkrieg and Lightning Shackles can effectively halt an entire enemy team in their tracks.
- Zephyr thrives on being able to stay close to enemies. With a Zephyr ally in-lane, maxing Pilfering with one point in Blitzkrieg will augment the slow, allowing Zephyr to stay close enough with Cyclones to deal the necessary damage. Typhoon also has immense synergy with Lightning Shackles, making them a devastating duo once level 6 is reached. Zephyr does have to be careful with his Gust, in case he accidentally dispels Pilfering on an enemy because he pushes them away from Blitz. When used correctly, it displaces an enemy while keeping the slowing effect on him.
- Moraxus usually needs time to farm a Portal Key before being able to effectively land his Quake/Matraxe combo. Blitz's Quicken allows Moraxus to dive head one into the enemy and initiate without a portal key, allowing Blitz and other teammates to follow up easily. More Axes applies a consistent slow that can strengthen Blitzkrieg, while the combination of Arcane Shield and Quicken makes it almost impossible to stop Moraxus from initiating.
- Slither and Blitz are one of the famous pairings similar to Cthuluphant/Demented Shaman or Glacius/Swiftblade. The pair has excellent DoT potential and nuke damage, with Poison Spray and Pilfering leading up to a max-damage Blitzkrieg while Slither continually applies Toxicity. Lightning Shackles used before Poison Burst ensures that multiple enemies can't escape the AoE.
- Ophelia is actually an excellent ally when Blitz is in a solo lane with her farming the jungle. Her Nature’s Wrath magnifies damage and has a decent slow component; while her minions can keep enemies trapped long enough for Pilfering to add up. Skeleton King, Minotaur, and Catman Champion are excellent creeps, and Blitz’ Quicken can be cast on the minions, allowing them perfect positioning to stunlock the enemy
- Flux has an incredibly powerful slow, and a physical pull/push that can guarantee high damage when paired with Blitz’s crowd control. A Discharge pull and Blitz’ Lightning Shackles/ Flux’s Release can output huge damage to the enemy team, while slowing the enemy team almost 100%.
Pebbles Pro's & ConsPros: - High burst potential All game - Very strong laner - Can turn any fight - High base attack damage - Can be laned anywhere - Can be useful with just a Portal Key Cons: - Very low mana pool - low attack speed
Skill OrderIts pretty standard to get level 1 stalagmites and then level 2 chuck. The difference is at level 3 i level toss because toss range increases and with pebbles where toss is the most effect skill, you want to have this maxed first. At level six it is better not to level enlarge because more damage is gained on the combo if you skill stalagmites. The rest of the skills are standard, as you get to 9, you level enlarge and then slab skin when you can because it still offers way more than attributes.
|Target a unit to throw the nearest unit within range at it, dealing 75 / 150 / 225 / 300 Magic Damage to nearby enemy units. The thrown unit takes 20% of that as additional Magic Damage.|
|Passively applies 2 / 4 / 6 / 8 Armor and -10 / -20 / -30 / -40% debuff duration.|
|Passively adds 40 / 60 / 120 Base Damage, 5 / 10 / 15 Movement Speed, and 50 / 100 / 150 Cast Range to Stalagmites. Increases Chuck thrown damage to 35 / 50 / 65% of the AoE Damage. Staff of the Master grants the ability to Chuck up to 3 targets.|
Item Build:There are two item builds that you can go when it comes to starting items but after that its pretty much the same. Starting items: For Tmm games you want to get Hatchet - for being able to out last hit the other heroes. 3 minor totems - for stats when you go middle and gain early levels to have mana to combo. runes of blight and health pot for regen because you will take more damage because no buckler. For Competitive games or any game that your support is willing to pool regen you want to get Hatchet- to outcs, Iron Buckler - to mitigate damage from other hero and be able to play aggressively, 2 minor totems for mana and stats to combo asap, and pooled runes of blight from the support Early game items core: Bottles - for mana control and lane presence after one combo. Steam boots - for stats and to effectively use the steamboots - bottle combo for maximizing hp / mana control. Power supply - Always the biggest team fight turning item. Teleport Scroll - always carry one :D The Main Core Item is PORTAL KEY - its all pebbles needs to effective do damage Mid game core items: Sols Bulwark - This item will help farming, bursting heroes and increases the aggressiveness of pebbles because the amount of burst is amplified. Shrunken Head - This will increase the mobility that pebbles has during teamfights because usually when teamfights are initiated, pebbles will die. Shrunken head will allow him to auto attack while being immune and towards the end of the immunity can run away and set up another combo with portal key. Late game items: Daemonic Breastplate - Will help team and increase the negative armor, and give attack speed which makes pebbles capable of dealing consistent damage rather than just burst. It will be hard to get more items than these, but if you do, it will go into situational items Order depending on situation Situational items: Depending on the game, the pebbles can either go Riftshards - to increase the amount of damage he does or Kuldra's Sheepstick - to lock down other teams carry , and being a team player :D
Early Game PhaseEarly game you want to roam only when you are for sure setting up kills. Other than that you want to be aggressive in your lane because pebbles is one of the strongest and provides the most burst which forces other heroes to play defensively. This allows pebbles to easily farm portal key which will lead to the mid game or 15 minute cc :D
Mid/Late Game + Team FightingMid game, pebbles wants to issue and gank heroes on the other team that are farming alone. Sometimes can kill more than one hero if you have someone with you to secure the safe kills. Being aggressive and having ganks forces the other team to play more defensive which will open the map for your team to farm. This is what all aggressive initiators should do. Late game, pebbles should just farm any items thatss necessary to win the game, but other than that he needs to stay around his carry to make sure the carry does not get ganked. Team fighting for pebbles is really simple. He initiates and combos down the carry or most important team fight hero of the opposing team. After doing this, make sure to use shrunken head and continue to auto attack. Running will not maximize the damage output pebbles can do. if the other team is targeting the pebbles, then he should run away and be ready to come back into the team fight with another combo. As long as pebbles has any mana, he should not fully leave the teamfight until it is over. More Advanced Tips The more you play pebbles the more you realize that the stun and toss combo works two ways. First - the simple stun toss onto the hero and do damage and auto attack. The Second ( More Advanced ) - This is risky but portal key and toss one hero into another and stunning both targets. This will provide double the amount that the first combo would do. This however is risky because you could potentially miss both with the stalagmites but that is why its more advanced ;)
Final CommentsPebbles is an extremely easy hero to play consistently, but to play him in a more risky way will get you to play/ learn the hero better. Big Shoutouts to Absolute Legends Group, Mangy, D3athbringer, Paisley, and Savannah. Dont forget to follow my steam and facebook if you want to see more of my plays :D http://www.twitch.tv/present23, https://www.facebook.com/Present23 Make sure, if you haven’t hit a Like @ http://www.facebook.com/Honpedia for more future guides, giveaways, and updates! Read More »
Pros & ConsPros:
- Extremely good in the late game
- Insane crowd control and lockdown with the Chronofield
- Good survivability both with the escape mechanism (Time Leap) and rewind
- Built-in Bash
- Strong presence in laning phase for a hard carry
- Highest base damage for agility carry
- Low mana pool
- No built in farming mechanism
- Tends to be fairly weak between laning phase and late game
- Very Item dependent
- Difficult to cast a well placed Chronofield
Skill OrderThis is a pretty standard build that I generally use. I think that Chronos is a very preference orientated hero in terms of both skill build/items, but the guide will show the builds that I tend to prefer. Feel free to agree/disagree with my logic. I used to be a fan of getting one level of Curse of Ages at level 2 and after maxing Rewind, but have switched to this skill order more recently. Also, some games where I don't feel early pressure from the enemy team, I tend to skip the rewind at level 4 and continue maxing out Curse of Ages for maximum early game dps instead.
|Q: Time Leap|
|Target a location to teleport to that position. Upon arrival, deals 50 / 90 / 130 / 170 Magic Damage and -22 / -28 / -34 / -40% Movement Speed for 3 seconds to enemies around you.|
|Passively grants a 10 / 15 / 20 / 25% chance to quickly Heal any damage taken.|
|Passively grants every 8 / 7 / 6 / 5th attack the ability to deal 40 / 50 / 60 / 70 Magic Damage and a 1 second Stun. Attacks on an enemy stunned by Curse of Ages do not count towards the next stun.|
|Target a location to create a Chronofield there. Besides Chronos, all units within the Chronofield are Frozen for 3 / 4 / 5 seconds. Staff of the Master increases duration and lowers the cooldown. Allies are slowed instead of being frozen.|