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3/20/12

HUSKAR the Sacred Warrior

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Huskar the Sacred Warrior
 
The Item Build

The Starting Items

x2x2

2 gauntlets is an affordable boost to your hp and damage, making your harass more effective with extra damage and you have more hp to cast Burning Spears with. The Salve and dual tangoes are pretty crucial, the Tango is for over-time regeneration and the Salve for when you're real low. You'll most likely need to use both due to the opponents harassing you and spamming burning spears, don't expect to head back to the fountain for a long time.
Soon After


(x2)

Boots of speed is actually a pretty major item for Huskar, by having a movespeed advantage quickly, you'll be able to orb-walk much more effectively, or if the enemy gets an early boots as well, you'll be able to keep up. The Helm of Iron Will is a good early game item, providing armor and the ever-helpful regen, but naturally the main use is to upgrade to a Hood later. If you're farming exceptionally well you can grab 2 of them, since eventually you'll be getting both Armlet and Hood, but generally upgrading to Hood with one right away is your best bet.
The Core


Treads is the natural upgrade choice to your boots, only costing an easy 950 gold to upgrade, they give you more IAS, damage and hp.
Blink Dagger is a fantastic and powerful item that Huskar can utilize very well. Your ultimate has a short range of 135, putting you in basically melee range of your target. Naturally anyone with a brain will immediately back away when a Huskar comes charging toward them. Blink Dagger fixes this problem, granting the element of surprise and mobility, (there is no faster way to get anywhere than blinking.) Of course, outside of using your ultimate it is also simply great for chasing, junking, escaping and overall mobility.
The path splits, Hood and Armlet are both great items on Huskar, and you should get both. Armlet grants 65 damage, 475 hp, 5 armor, 25% IAS and -62 hp regen while activated, and since you have IV to help with the degen, I'd say the huge dps bonuses make it worth it's unbelievably cheap 2850 gold price. Hood grants a huge 8 hp regen and the ever-useful 30% magical resistance, making it the top-tanking item in today's spell-ruled metagame. On top of that it further-benefits Huskar reducing the self-damage from Life Break by an addditional 30%.
Depending on your enemies lineup, you can decipher for yourself which to get first, Hood against a highly magical damage lineup, and Armlet on a more passive lineup, where you can utilized the huge dps to blink in and dominate your targets as quickly as possible. Now as I play more and more competitively I find Hood a better first choice, as you won't get to utilize the damage from Armlet or Berserker's Blood if you're instantly nuked to death before you can strike.
Generally I go Hood > Treads > Blink > Armlet, but factors such as how fast I'm farming, the enemies lineup and my role on the team change these things. While Armlet, Treads and Hood come in nice convenient useful parts, with blink you have to save up a solid 2150 gold.
Extension, Optional and Luxury Items

BoT are also an available choice, but it should never be rushed on Huskar. Although the extra movespeed is beneficial, as is the tp, it's high cost makes it less desireable, and in-battle your usefulness won't be amplified as much as one of your other more important items, (blink, Armlet, Hood, Heart, Treads.) Only get this in games where you need to be all over the damn map tping and fighting, and it's a good idea to sell your Treads for these if the game drags on late.
Aghanim's enables Huskar's ultimate to take out 65% of the enemy's hp with Life Break while only having an 8 second cooldown at level 3; Best of all it's not like Spirit Breaker who'll need mana support for continuous ultimate casting, as long as you have hp you can use your 0-mana ultimate whenever you want! It's a good extension for imba-ganking after the core items if you're not going hard-dps carry, in which case just getting more dps items would be my choice.
Black King Bar is a viable extension item, but not always. Huskar is made to tank damage, by tanking damage, both physical and magical your hp drops, and in turn your dps increases. You get Hood so you can live to tell the tale after you take in the nukes, but with BkB all of this is avoided, so you probably won't get much of a damage boost. Get BkB if you're going hard-carry and the enemy team has lots of disables though.
Linken's Sphere is now a useful item with the Spell Block actually working on many single-target spells. A situational item at best when you are in need of 3 things: to block single target disables, more mana since you go oom from casting IV on yourself and your allies in pushes, and the stats for an overall boost. Consider these factors before purchasing this highly defensive item.
Monkey King Bar is a good item to get if you're going for straight up dps. In a higher-level game you probably can't farm this much, but if you can, feel free to get it. With True Strike this item is even better than before especially against carrys with evasion or butterfly, but be wary that auto-casting Burning Spears with True Strike activated will cause interference.
Buriza-do-Kyanon is a powerful dps item that scales excellently as the game goes on. Unfortunately this item is pretty expensive and Huskar may not have to pure-damage and godly IAS to utilize it's crit to full potential.
Heart of Tarrasaque was changed as of late, and not granting regeneration in combat is far less appealing to Huskar. It's rather justifiable, since the regeneration on a hero like Huskar was completely imbalanced. Still, it grants a massive 1060 hp boost, which is the most hp from any single slot possible. Get this if you need some raw hp, also as long as your mana pool isn't depleted, you'll never have to visit the fountain again with the unbelievable 2% hp regen outside of battle. This is my personal favorite extension of choice, granting hp and damage for Huskar to utilize late game.
Assault Cuirass is a possible Luxury item, granting you godly EHP and even better attack speed, I'd recommend this after HoT if you ever manage to farm that much in a game.
Guinsoo? DTC is noob, banned.
But really, Guinsoo is the item that never goes wrong. Granting some stats and highly unnecessary int on a hero like Huskar, the hex is what takes the cake. 3.5 seconds disable can easily shift the tide of battle, in some leagues having more than 1/2 Guinsoos on a single team is banned due to this items potential. If you aren't the carry and are playing a support/ganking Huskar, get this if you find yourself rich late game, it's simply a fantastic item.
Items Not to Get
Orb-effects. When manually-casted Burning Spears overrides all orb-effects, and when auto-casted is overridden by orb-effects. Burning Spears is just too powerful of an orb to give up.
Basher is a terrible item to begin with, and is 100% unnecessary on Huskar. Huskar is built to kill and last through it all, not to disable. Huskar has better things to build.
Radiance is an amazing item when on the right hero, and especially at the right time. Huskar has neither the speed to stay in immolation range of a fleeing enemy nor the capability to power-farm a relic. His lane-control is just too strong to pass up in power-farming. The majority of gold comes from Huskar's kills and last-hits in lane.
You don't need intelligence items at all, if you become low on mana have an ally with Arcane Ring cast or something, or grab a Clarity.
Dagon. YOU ARE NOT A NUKER. KTHXBAI. But for real, your burst damage comes from your ultimate and your orb, you can't afford to buy it, nor to cast it, your mana pool is pathetic.
Vanguard is an item for heroes that need to tower-dive, and directly attack an enemy hero triggering creep-aggro. Huskar is neither of these, as his goal is to kill quickly and effectively, and his orb-walking does not attract creep-aggro. He doesn't really need the hp with an average strength growth, and if you desperately want hp, grab a Vitality Booster and upgrade it to HoT later. You need regeneration? Get a HoD. Honestly right there I just granted good reasoning not to get Vanguard, so I'll say it again. If you want hp, feel free to buy an early game Vitality Booster to upgrade to a HoT later, and if you want regen, feel free to buy a HoD. A Vanguard only grants 50 more hp than a Vitality alone, and the regeneration from a Vanguard is inferior to a HoD. Also as I stated above, and I'll say it again, Huskar doesn't need the damage block, he neither needs to tower-dive extensively nor does he attract creep-aggro.
Mekansm. What are you a support hero? No, you're a hard-core ganker/carry, your job is to build up your core while dominating your lane, not being your team's healing bitch. You want your hp to drop, it makes you a powerful dpser, if you just heal back all the damage Life Break deals to you, then you kinda just ruined the point. On top of the fact that you don't want to heal your damage like that, Huskar doesn't nearly have the mana-pool to support Mekansm, he can barely support casting his own innate heal; which btw is at least 10x better than Mekansm.

JAKIRO skill and item build up

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JAKIROThe Twin Headed Dragon
Range: 400 | | Move Speed: 305 | Primary: INT
Str: 24 + 2.3 | Agi: 10 + 1.2 | Int: 28 + 2.8
Damage: 52 – 64 | HP: 606 | Mana: 364
HP Regen: 0.97 | Mana Regen: 1.13
Attack Speed: 1.4 (+ 10% IAS) | Armor: 0.4

Skills
Dual Breath (D)

Jakiro’s twin heads let loose an ice blast followed closely by a wave of fire, each dealing initial damage. Enemy units are both slowed and dealt fire damage per second for 4 seconds.

Level 1 – 35 damage per breath, 5 fire damage per second.
Level 2 – 70 damage per breath, 10 fire damage per second.
Level 3 – 105 damage per breath, 15 fire damage per second.
Level 4 – 140 damage per breath, 20 fire damage per second.
Mana Cost: 120
Cooldown: 10

One of the best nukes in the game, high damage and fast cooldown. The total damage dealt adds up to 360 without including magic resistance, even higher than Pugna’s Nether Blast and it still has a slow effect.

Ice Path (T)

Creates a path of ice in front of Jakiro. After 1 second the path explodes and freezes nearby enemy units.



Level 1 – Freeze for 0.5 seconds.
Level 2 – Freeze for 1 seconds.
Level 3 – Freeze for 1.5 seconds.
Level 4 – Freeze for 2 seconds.
Mana Cost: 75
Cooldown: 16

The only disable that Jakiro has. The advantage of this skill is that it can disable more than 1 hero at a time, but it’s pretty difficult to aim. Some of you may not believe it, but aiming this skill is just like aiming Pudge’s hook.

Auto Fire ()

While one of Jakiro’s heads attacks enemies, his other head occasionally spits a fireball at a nearby enemy in front of him, causing fire damage per second in the target area. Can trigger a maximum of once every second. Lasts 5 seconds

Level 1 – 25% chance to spit a fireball that deals 10 damage per second.
Level 2 – 30% chance to spit a fireball that deals 20 damage per second.
Level 3 – 35% chance to spit a fireball that deals 30 damage per second.
Level 4 – 40% chance to spit a fireball that deals 40 damage per second.
Mana Cost: N/A
Cooldown: N/A

Although a great skill for farming, it is pretty useless in my opinion. The damage dealt to heroes after magic resistance is 27/sec, and creeps even do more damage than that, and it seldoms catches heroes under it for more than 1 second. Other than farming, this skill has no other purpose in my opinion.

Macropyre (R)

Jakiro unleashes a line of pulsing flame strikes in front of him. Each flame strike deals damage per second for 5 seconds, and has a 200 AoE radius. Distance increased per level.

Level 1 – 75 damage per second.
Level 2 – 125 damage per second.
Level 3 – 175 damage per second.
Mana Cost: 220/330/440
Cooldown: 60/75/90

At first look, one might think: 175 damage for 5 seconds! But in actual fact, this skill is a pain in the ass to land it properly to achieve the maximum damage. It mostly can only achieve the maximum damage together with the helps of your allies or with items.

Skill Build

1.Dual Breath
2.Stats/Ice Path*
3.Dual Breath
4.Stats/Ice Path*
5.Dual Breath
6.Macropyre
7.Dual Breath
8.Ice Path/Stats
9.Ice Path/Stats
10.Stats
11.Macropyre
12-15.Stats
16.Macropyre
17-21.Stats
22-25.Auto Fire

Why no auto fire till the last few levels?
Autofire is nothing but a farming tool, it is undependent for harassing as the most enemy heroes would stay there would be 1-2 seconds, and after magic resistance it only deals less than 30damage. Plus, Autofire damages your OWN teammates.
Why get Macropyre at level 6? It’s plain useless for killing since you don’t have diffusal or Guinsoo at that time.
I get it as a backup nuke, it might be useless till later levels but you never know when it might be of use, especially if you have allies such as Treant or Enigma.
When to get Ice Path instead of Stats early game?
Only get Ice Path instead of stats early game if you have a ranged stunning/disabler ally so that you can land Ice Path easily, otherwise do not bother getting it at all as it is difficult to aim and deals no damage, plus you wouldn’t be able to do much either even if he is frozen.

Item Build
Item Order
1. Chicken + 2 Ironwood branches
2. Ring Of Regen
3. Void Stone
4. Headress, Buckler, Form Mekasm
5. Boots
6. Robe of magi, staff of wizardy, Eul’s recipe
7. Boots Of Travel
8. Form Guinsoo if your charges of cyclone is used up, if not then start building skadi

1.Chicken is to help you stay in lane longer by ferrying your early mekasm to you for being able to stay in your lane longer and harass your enemy to oblivion.
2.Void Stone is gotten as soon as possible to enable more spamming of Dual Breath and Mekasm heal and as a stepping stone to form your cyclone stick.
3.Mekasm is gotten as soon as possible to help your stay in your lane longer after being harassed, and with THD’s high mana pool he should have no problem using it whenever he needs it.
4.Eul’s
is then gotten to pull off your combos on low hp int and agi heroes to kill them easily and also as a escaping and ganking tool.
5.Boots Of Travel is then gotten for faster farming and defending and also chasing down retreating heroes for a final dual breath/ice path.
6.Eye of skadi is then gotten to boost Jakiro’s survibility and at the same time as a support slow for your allies.
7.Guinsoo is of course formed after Eul’s charges have been used to provide you with a permanent disable. 3 second hex is also very useful for enemies to stay in the area of macropyre.
Luxury Items
1.Radiance to deal even more damage when they are trapped in Ice Path+ hexed. Also, it suits Jakiro’s AOE theme pretty well with the slow from Skadi, making them take more damage from immolation before they can escape.
2.Eul’s as an extra disable is always welcome on the team, especially late game when you would probably have trouble with DPS heroes.
3.Manta style for summoning powerful images with THD’s high str gain + the enormous stat gain from skadi. The images can also land more hits on an enemy with the help from the slow from skadi.
4.Aegis as a late game survibility tool is great especially when you cannot afford to wait 100seconds to respawn. You could also start building a rapier as a game breaking item if you still have a lot of charges.
Why other items are bad
1.Ring Of Basilius is not recommended due to the fixed mana regen and Jakiro’s natural high int gain. If you want the extra armor, get Buckler instead, Basilius is incomparable to a Void stone for early game spamming of Dual Breath.
2.Dagon is not gotten because there are much better items for Jakiro to get to maximize his hero as a support-damager. A 400 nuke at such a high mana cost is also nothing compared to your dual breath damage output.
3.Necrobook is not gotten since there is not much synergy between them and Jakiro’s skills except Ice path, which is pretty much unreliable, compared to other heroes which they are better suited for such as Rhasta or Bane.
4.Lothar’s Edge/Blink dagger is not gotten because he does not need that element of surprise unlike other heroes such as Earthshaker/Shadow fiend. Together with his high str gain and Eul’s, he should have no trouble escaping.
5.Other damage items such as S&Y etc are not gotten because Jakiro is not meant to be a DPS hero, all his skills are spammable and that is how you should use them.
How should I play Twin head dragon?
Play him as a support hero that causes confusion in battles, he’s pretty good at this kinds of things. All you need to do is spam skills wisely in team battles. His dual breath is also spammable and have a low mana cost, just like Pugna’s Nether Blast, therefore you should play it the same way, spam it whenever you can.
Strategy
This guide will have pretty short game walkthrough strategy because the possibilities of what Jakiro can do is limitless, it’s the synergy between his skills that determines what you want him to be.
Early game
Head on to whichever lane you like, solo or not it’s fine. THD can handle a solo lane pretty well, sometimes with a partner he would be ‘underfed’ due to you getting all the kills with Dual Breath. Wait till level 3 before you start to use Dual Breath, level 1 dual breath is pretty useless just like lvl 1 Nether blast. Always use Dual breath to harass the enemy + get at least 1 creep kill, otherwise it is not worth it at all.
If your enemy hero is not a heavy nuker, hang around the melee creeps and pretend to last hit, because of Dual Breath most players will suspect something wrong when you suddenly come forward. Hanging around your melee creeps would enable you to sneak a few Dual Breathwithout them noticing.
There’s basically nothing much to talk about here, just spam your dual breath like hell once you have gotten your Void stone.
Mid game
You probably have gotten Mekasm by now, try to take down the first tower now and get your Eul’s ASAP. You can also head to help your allies in ganks with the extra 250hp heal that helps early game. Once you have gotten Eul’s, look for some easy targets, first of all, cast Dual Breath on him, land 1-2 hits, cast Ice Path, land 1 or 2 more hits, cyclone him up and then dual breath again once he lands. This should be able to kill most int and agi heroes during mid game due to the devastating 360damage each dual breath deals.
Late game
Just.. spam your dual breath and keep pushing.
Skill and Item Synergy
Now we have come to the most important part that I want to touch on in this guide, the devasting ways Jakiro’s skills and items synergy with each other.
Breath+Path+Cyclone+Breath
This is the easiest of all, as mentioned early in the strategy part. First of all, you cast Dual Breath on an enemy, land 1-2 hits, follow up with Path, and then land 1-2 hits, then cyclone him, dual breath him again when he lands.
Path+Macropyre+Breath+Purge/hex
Cast path on an enemy hero, follow up with macropyre immediately. Then use dual breath to slow him for some time, and use purge to further slow him. Hex will also do in place of purge.
Dual Breath+ Manta +Ice Path+ Hex+chase+ Dual Breath
What a way to maximize the damage output from your images! Ice Path+Hex keeps him disabled for you and your images to pound on him for 5 seconds!
Dual Breath+Path+Purge/hex+Dual breath
This can also achieve a devasting effect even without macropyre.
Dual Breath+ Macropyre+Manta style+ Ice Path + hex + dual breath
If done properly, you can trap bigger collision heroes with your images inside the wall of fire. If not, fret not, there’s still hex and ice path for you.
How to..
Use Dual Breath
-Use it to farm and harass early game
-As a rule of thumb it should be casted whenever it has finish his cooldown on any enemy unit you see if you had already gotten an Eul’s
-Use it to slow down retreating enemies for your allies to catch up
Use Ice Path
-Casting Ice Path is just like casting Hook
-You have to anticipate and cast it where the enemy will move rather than clicking on the hero
-NEVER ever click on the hero while casting Ice Path because it will miss 99% of the time
Use Macropyre
-Never cast it alone, cast it together with your skills or with the help of your allies
Best Allies/Worst Enemies
Best Allies
Rexxar-The BeastMaster
WTF? Beast Master is one of Jakiro’s best allies??!! Yes of course, Primal roar has a FOUR second stun plus its short cooldown, making that target absorb near to the maximum damage of macropyre. Plus, Beastmasater would probably draw a lot of fire from primal roar, and the other heroes are damaged in the process as they try to get close to BM while entering macropyre.
Heroes which can disable for a long period of time
Well, need I say more? They are basically for the same reasons as the above.
Worst Enemies
Lucifer-The Doom Bringer, Notrom-The silencer
Being so highly dependent on spells, silence means a lot to Jakiro as it probably means that he would be very useless in a team battle.
How to counter: Best if you go with an ally to kill them, otherwise there’s really not a lot of things you can do if you are doomed or silenced in a battle
Pugna-The Oblivion
Nether ward is all spammers’ bane.
How to counter:Always check your status bar before entering a battle, if you find the icon then try to search for the spot where you think he would have planted it first.
Conclusion
The item justifications are a bit short, but there’s basically nothing else to get other than those few items on Jakiro, and he benefits more from his spells rather than the items too.

3/14/12

STRYGWYR, The Bloodseeker

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HERO INTRODUCTION

Imbued with shamanistic and demonic powers, Strygwyr is able to replenish his health with the lives he takes, as well as sense weakened souls which allow him to go into a blood frenzy, increasing his movement speed so he can chase down the enemy; if the hunted attempts to escape, Strygwyr will curse him to lose health if he moves. Up close and personal, the Bloodseeker can empower himself to almost double his damage, becoming on par even with the toughest fighters.

Strygwyr - The Bloodseeker
Range: 100 | Move Speed: 305
Primary: AGI
Str: 23 + 2 | Agi: 24 + 3 | Int: 18 + 1.7
Damage: 53 - 59 | HP: 587 | Mana: 234
HP Regen: 0.94 | Mana Regen: 0.73
Attack Speed: 0.73 | Armor: 3

Bloodrage (D)
Drives a unit into a bloodthristy rage. That unit is unable to cast spells, has its attack damage increased, and loses a small amount of hit points every second.



Level 1 - Increases damage by 20%, takes 20 HP per second, lasts 6 seconds.
Level 2 - Increases damage by 40%, takes 20 HP per second, lasts 7 seconds.
Level 3 - Increases damage by 60%, takes 20 HP per second, lasts 8 seconds.
Level 4 - Increases damage by 80%, takes 20 HP per second, lasts 9 seconds.

• Damage type: magical
• Bloodrage can be casted on an allied, enemy or neutral unit.
• Casting range: 600
Mana Cost: 80
Cooldown: 12/10/8/6


Blood Bath (B)
Whenever Strygwyr kills a unit, he bathes himself in the blood, regenerating his life source. If Strygwyr does not kill a hero but is within 200 aoe when the hero dies, he will still regenerate hp.


Level 1 - Regenerates 10% of the Hero's max hp, 5% for 200 aoe. 10% for creeps.
Level 2 - Regenerates 20% of the Hero's max hp, 10% for 200 aoe. 15% for creeps.
Level 3 - Regenerates 30% of the Hero's max hp, 15% for 200 aoe. 20% for creeps.
Level 4 - Regenerates 40% of the Hero's max hp, 20% for 200 aoe. 25% for creeps.

• Denied creeps and heroes will also trigger Bloodbath, illusions will not trigger Bloodbath.
• Strygwyr will regenerate hp regardless of how he killed the unit, be it with spells, items or attacks.
Mana Cost: N/A
Cooldown: N/A


Strygwyr`s Thirst (T)
Enables Strygwyr to sense the bleeding of any enemy hero below 40% hp. If it finds one, Strygwyr gains vision of that unit and increases move speed.



Level 1 - Increases movement speed by 11%. Grants vision of the target, lasts until no nearby valid target exist.
Level 2 - Increases movement speed by 22%. Grants vision of the target, lasts until no nearby valid target exist.
Level 3 - Increases movement speed by 33%. Grants vision of the target, lasts until no nearby valid target exist.
Level 4 - Increases movement speed by 44%. Grants vision of the target, lasts until no nearby valid target exist.

• Strygwyr's Thirst is not triggered by Illusions.
• Invisible units will show up on the minimap, but won't be able to get targeted directly. If a target order (attack or spell) has been set on them before they go invisible, the order will be fulfilled. Units can also autoattack these invisible units.
• Area of Effect: 1500/3000/4500/6000
Mana Cost: N/A
Cooldown: N/A


Rupture (R)
Deals a mighty blow to the enemy causing any movement to result in bleeding and loss of life.



Level 1 - 150 initial damage. Deals 20% of the distance moved as damage, lasts 5 seconds.
Level 2 - 250 initial damage. Deals 40% of the distance moved as damage, lasts 7 seconds.
Level 3 - 350 initial damage. Deals 60% of the distance moved as damage, lasts 9 seconds.
Mana Cost: 150/200/250
Cooldown: 70

• Damage type: pure
• Deals a maximum of 200 damage per 0.25 seconds. If a unit exceeds the 200 damage cap in less than the stated time, it will not receive damage.
• Casting range: 1000

BLOODSEEKER, STRYGWYR ITEM BUILD:


LATE GAME:                                                     OPTIONAL:
                               
                               


BACKGROUND STORY

An unusual hybrid of Demon and Orc, Strygwyr is an outcast amongst all mortal creatures. By thriving on and bathing himself with the blood of those he slays, Strygwyr can heal his wounds - even those that could prove fatal. Beware the fool who dares venturing alone, for Strygwyr can sense his blood miles away and gain vision through his helpless prey's eyes. Having ruptured the enemy with mighty blows in his bloodthirsty frenzies, Strygwyr corners his foe into making the impossible decision - bleed to death by trying to outrun the hasty demon, or be ripped to shreds in its awesome fury.