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Showing posts with label Hon Guide. Show all posts
Showing posts with label Hon Guide. Show all posts

HoN Fayde Hero Guide

HoN Fayde Hero Guide




[Fayde] .fayde (0.3.4)

[Pic of Shadow Woman]

Skill Build
1 - Dark Shield
2 - Guillotine
3 - Guillotine
4 - Burning Shadows
5 - Guillotine
6 - Reflection
7 - Guillotine
8 -Burning Shadows
9 - Burning Shadows
10 - Burning Shadows
11 - Reflection
12 - Dark Shield
13 - Dark Shield
14 - Dark Shield
15 - Stats
16 - Reflection
17 - Stats+


Justification / Modifications:
First level of Dark Shield for 100% evasion and unitwalk (aka for escaping). Then level Guilloting for harassing and ganking.

Lane Starting Items:
Runes of the Blight, Healing Potion, Logger's Hatchet, 2x Minor Totem, Mana Potion

Core:
Bottle >> Marchers >> Power Supply >> Talisman of the Exile

Instead of the Talisman you can get a Fortified Bracelet (against nukers) or Soulscream Ring (matter of taste).

After Core:
Puzzle Box 3 >> Post Haste >> Nullfire Blade >> Geometer's Bane

Get a Nullfire after core if your team needs to counter Hellbringer, Hammerstorm or Jeraziah.
Puzzlebox helps a lot with ganking and map control and is generally a good item on her. Nullfire and Geometer's let you semi-carry later on as well as adding another slow, more confusion and another mana burn.

Alternative Items:
- Codex. Yep I said it. Codex might actually be good on her. I didn't test it yet, but it was good on pub Nerubian Assassin and thus it most likely will work on Fayde. Get it in place of Puzzle Box if you decide to get one at all.

Information:
Roles: Ganker, Semi-Carry
Prefered Lane: Any
Difficulty: 2 - Easy
Farming capabilities: 3 - Medium
Item dependancy: 3 - Medium (Not so sure here, but she ain't no carry)
Power:
- Early Game / Lane Control: 4 - Strong
- Mid Game / Ganks: 5 - Very Strong
- Late Game / Team Fights: 3 - Medium
Power Ratings are pure speculation atm!

30-Seconds-Guide:
- At level 6+ you can use your ult, send the image on your lane and micro it to get last hits while you sneak off and gank another lane. No miss calls or wards will see you coming and should net you a kill.
- If you have Puzzle Box you can use your ultimate to slow the enemy (while staying invis) while your minions beat on the fleeing enemy. Guillotine/Stun to finish him.
- As far as I have seen her playstyle is similar to nerubian assasin from dota. Sneak up invis, unleash hell. Don't just use invis to escape, that is wasted potential. You should be ganking and not farming at all.

Counters:
- Carry dust. When she ults use it to try and prevent her from escaping.
- She is no carry, so you don't need to be too worried about her getting freefarm. Actually let her farm, thats better than having her roaming around.
- As with any ganking hero, wards are a good counter. But do note she has invis and can sneak past wards.
»»  read more

Sand Wraith Guide Part 2

 
The Usable Items:
- Helm of the Black Legion - 2225 gold - 70% chance to block 40 damage - 300 Hp.
Now i know for sure that every Vanguard/Helm hater are going to faint. This item was almost never used by competent players before Dota 6.60 and has there for created alot of biases against it in the averege joe tier of players. However its new times now. The Vanguard (Dota name for Helm of the Black Legion) has recieved a great deal of buffs. To quote a nerd from the forums about the buffs it has recieved over the years:
Quote:
Originally Posted by SyyRaaaN
Block from 65% to 70%.
Damage block from 35 to 40.
Regen from 4 to 6
HP from 250 to 300
Price cut by 50.
Ring of Health in side shops.
Ring of Health buff from 4 to 5 regen per sec
Stout Shield stack nerf.
Removal of Strength Threads.
Item slots are more restricted now with the add of good boots, Hatchet and magic stick/wand making bracer stacks harder to maintain.

Wow, pretty long list eh? It is now actually usable for low HP heroes who desperatly cries after survival in early game / mid game. It provieds a chunk of HP a decent amount of block which translates to 28 damage on averege. It also works well with her Dissipation if the goal is survival. Use it in tough games where the action starts early. In those games you are often better off farming a HotBL first than desperatly hunting after your Mock since you will be almost useless for your team if you run around with Marchers, 3 Minor Totems and 2400 gold at the 24th minute of the game. If your enemies are controling the game they will capitalize on this if they are competent, either trying to finish or gank you. One or two deaths with a desperate Mock hunt equals a lost game. Most often your better off farming up the survival tool so you can help your team so your team controls the game while you chase the Mock. Some players argue that it is to expensive, however, Marchers + Battery + HotBL + Mock can be done in 25-30 minutes with basic last hitting skills.
You can either go for HotBL if you are doing exeptionally well (farming it by 7th minute or so) or if you are doing exceptionally crappy, farming it by 17 minutes. If you need survival i e facing alot of early game heroes, tough pusher line ups and so on, feel free get it. However if you are facing a junk team you can skip it. I do not recommending using HotBL if your going for a fast Nullfire Blade since it wont be so "fast". It also shares the same principles. By farming a fast Nullfire blade you increase your usefullness by a signifcant amount. More on this later in the guide. So? Once again i let you decide if you want HotBL or not. This is a new school build i might add.
- Riftshards - 5500 gold - 75 damage 20% chance for 2,4x critical
Can be used in very long games as a luxury/last item after you have farmed up 3 or 4 of the major items and your team is in desperate need of damage. Why can Riftshards be used but not Shield Breaker? Simply because we get this one so late. We usually have farmed up a significant amount of +damage. What we need is this big item for the damage. Not a mere -6 armor in late game (which an ally can get).

- Wingbow - 6000 gold - 30 damage, 30 agility, 30 ias, 30% evasion
Same as above. An ultra luxury item who can be used if you need damage in late game in combination of survival. Wingbow increases your estimated hit points by 1.43 because of the evasion it grants. Combined with Dissipation Wingbow makes you really hard to take down if the main source of damage comes from a feed physical DPSer. Illusions gets 30% Evasion and 30 agility from this item. This item does not collide with your dissipation in contrary to popular beliefs. With 3000 HP and a Wingbow you will dissipate 600 true damage before you die. The only thing is that you take less damage, making you disspiate slower. If a player reasons that Wingbow is bad because it contradicts our dissipation, then the same rule would go for + armor doesnt it? More armor = Less damage dissipated = Bad? Then the opposite should be true? Less armor = More damage dissipated = Good? Thus resulting that an enemy Pestilence ultimate woud be your best friend since it lowers your armor with 15. Well, duh, he isnt your best friend, in fact, you hate him and want to kill him.

- Shrunken Head - 3900 gold - 24 damage, 10 strength ? Active ability which grants 10-9-8-7-6-5 seconds of magic immunity.
The shrunken head is a very situational item. Its best used when the game is like a round of Unreal Tournament instagib. Use it only if you face a mass burst damage/nuker team and as i said, you are dying within a second.


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The Wild Cards
- Frostwolf Skull - 6150 gold - 25 to all stats - Passive ability that feezes enemys upon attack
The wild card. Mirage illusions gets the slow which stacks with your Desert's Curse. With this you will be mass slowing in team fights. So its a considrable ultra-luxury item. It also grants 675 HP, which is nice, 25 agility, and 475 MP. It works very well with Geometers Bane aswell. Can be built after Behemoths for stacking up health points for greater tanking.

- Savage Mace - 5400 gold - 80 damage 35% chance for mini stun which deals 100 magical damage. Has True Strike which causes you to never miss.

Ehum, yeah, i moved it up from the junk section. Sometimes i forget that HoN isnt an exact replica of Dota. In Dota mini stun chance did not transfer to illusions. However in Heroes of Newerth it does so the item has been promoted. When to get it? The Savage Mace is well used with Geometers Bane for a mini stun orgy in combination of Mirage. So cosider it as a luxury or a last slot item instead of Riftshards! We avoid it early since we need other gear to maximize our heros potential. If you make this as your first item you make a glass cannon. You will be focused and killed and thus you deal no damage. Also in early game and mid game we and our illusions dont attack fast enough to benefit much from the ministuns. So, again consider it as a luxury or last slot item! On another note, since the Mirage nerf i would only consider it after Geometers Bane has been built.


- Barbed Armor - 2200 gold - 22 damage 10 intelligence and 5 armor - Active ability which causes you to return 100% of the damage taken.

"SyyRaaaN! Dude, i read your Big Item Guide and there you say it sucks! Are you demented or something?" That guide was written back when Barbed Armor returned Magic Damage instead of True damage! With that buff the Barbed Armor is not useless anymore. This item has risen in popularity versus certain heroes. Im not a big fanboy of the Barbed Armor but it clearly has some uses. The mechanics in HoN are the following:

Damage hits you - reduction by magic armor/armor/dissipation - Barbed Armor returns damage - Dissipation reduces damage taken - Dissipation returns damage to all heroes within 1000 AOE. A example would look like this - 300 damage by a Moon Queen nuke - 180 taken after magic armor/dissipation - 225 returned by barbed armor+dissipation (180+45) to Moon Queen - 180 final damage taken due to Dissipation/Magic armor - 45 damage to all enemy units within 1000 aoe

So we are still reducing incoming damage and we are returning more damage than we actually take with Barbed Armor to the heroes that targets you. Thats quite good since the result is that they are dying faster then we are alltough the damage output is the same. So when do we use it? I strongly recommend using this item if you are facing heroes with a big ultimate that really cant decide who it targets or heroes with a great damage output but with a low health pool. Some exampels would be:


All these have some kind of big ultimate that you actually can see coming right at you which makes it easy to activate your barbed to damage them right back. Versus many of these you can actually pick it up at any time, as your first, second or third item. The conclusion would be that the Barbed Armor is best used if your team needs you fast in the fights versus these strong AOE oriented teams, the more of them you are facing, the better the Barbed is. Versus such teams this item on Sand Wraith can win you the game since your tanking will return damage earlier on. It defenitly is best paired with Skillbuild III if you get it early. Let me remind you, Barbed Armor is not manadatory! Its situational and optional!

Im very torn about the other situational use of this item. That would be if the enemy team has an ultra feed carry. In that case we pick it up late since it has no use before that carry is beafy. I would think twice though before getting it versus a fed carry since he easily can target another hero, but that gives you time to do your work. But in that case he would target your team instead, is that something we want in that situation? So as a general rule i would say, if he is killing you within a second, consider the Barbed, but if you are surviving him easily while your team isnt, they are the ones that should get the Barbed or Void Talisman, not you. However it is good to use Barbed Armor versus heroes with low health pool and high damage output like Puppet Master, Dark Lady and Scout becuase they kill themselves very fast! Like i said, think twice about it! Some other exaples:




On another note: Arachna maybe shouldnt be in the picture since she easily can stop targeting the spider on you. But most of the Arachna pickers have a gimped brain so they would still target it on you and paying the price for it! Also, Tempest isnt in the picture because his ultimate silences inventory, it can be hard to time it versus tempest, however if you can its viable! And ofcourse i forgot about Defiler which it can be used against. Another point is versus Voodoo Jester, think about timing it well so you return the big Curse damage if thats what you want (i know he can target his ward, but it but it bounces). Well, this isnt a Barbed Armor guide, so i leave it to you to explore the best practice of it!


[Now this area should be correct. Ive been spreading false mechanics info here for a while. It should be a well known fact that ive always sucked donkey at mechanics and will forever do]


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The Builds:


Brilliance Carry is the cookie cutter build. We are aming for finish our Mock of Brilliance within 24-30 minutes of the game. By getting it fast we increase our ricing skills and our item progression is secured. It also adds a good damage output in team fights in mid game and early late game. After The Mock we are aiming for increasing our survivability so that we Dissipate more damage in team fights and improving our tanking capabilities. This build basically carries by tanking and ricing. We are choosing bracelets above Soulscreams to add up to our survivability, our main damage in team fights comes from Brilliance Aura and illusions. We do not benefit much from +agility but we are drawing fire to us because of the Brilliance Aura and thus survivability is needed. We chose Post Haste in soft games so we can teleport to all the good farm and farm deep into enemy territory for a maximum farm feast. If the game is really tough, build Steam Boots (S) and a Helm of the Black Legion after your Mock to increase your survivability fast. Its better to have that HotBL than running around with a Beast Heart, and 2200 gold for 15 minutes and feeding away 700 gold every time you die because your mindset is like Posh-Spice only wanting the quality stuff. Dying several times while trying to get that 3200$ for the Axe of Malphai is a catastrophe that can cost you the game. If the game is very long we add a luxury item. Any one of the presented will do fine. I usually prefer Geometers Bane or Nullfire blade. But its up to you!
When to use this build: When you can farm the Mock fast enough and having a strong supporter team behind you. Nicely used with skillbuild I, II or III.

Pseudo 6.52 build: This build is best used in games we know are going to be long because the opponent team has a good amount of carries. By getting a fast Nullfire Blade we heavily improve our ganking capabilities. We are aiming for having the Nullfire Blade + Steam Boots at 20-25 minutes of the game. With this build we continue to rice like never before so we can get up our Mock of Brilliance around 33-40 minutes into the game. A reason this build fits Sand Wraith very good is that we can rice and still be useful for the team. Since we got our Nullfire Blade we should use for ganks. So who do we gank, and how? Its imperative that your allies set up the gank while you rice, as soon as the gank is about to start you use Mirage, take place with the illusion, throw out a curse and purge. Steal the kill. Immediately after you return to ricing or push a tower if your team wants so. More on this in the strategy section.
When to use this build: When your team needs you to enter the game earlier than the Mock build. Very good if you are facing dangerous late game carries that you need to gank. Also consider this build when you face a hero with a weakness to Nullfire Blades purge like Jeraziah, Hellbringer or Hammerstorm. Nicely used with skillbuild I or II.

New school build: Its a new era, Dota/HoN has changed alot. Items get buffed, new items are introduced and new item builds gets popular. The new one is to get a Helm of the Black Legion on Sand Wraith. It helps our early game survival by an big amount which can be needed versus competent players. This is explained in the HotBL part of the guide above. However the build shares the same principels as the Brilliance Carry build. We are still aiming for a Mock before the 30 minute mark. The big pro of this build is that it improves our early/mid game survivability by a signifcant amount. Its a defensive variant of the Nullfire build improving our chances of survive those early game ganks while desperatly trying to farm a Mock. This build however is unnessesary versus bad players and i recommend that you try to build Sand Wraith without it so that you dont get used to the chunk of HP and early game regen it gives. The HotBL also opens up for jungling with Sand Wraith, another weakness of the hero. What boots to chose? Steam Boots ofcourse or Post Haste if you want to are in a greedy mode. Usually i run around with Marchers until i have a Mock up so Post Haste can be built (after the mock) alternatively i get Steam Boots if i need the HP fast.
When to use this build: A defensive variant of the one presented above. Use it when you are in a tough game where you need survival so that you can succed in farming your Mock of Brilliance. Nicely used with skillbuild III.


Baaaaaaaaah, do i always have to farm that impossible 3800 gold for mock? No, you dont. The last presented build is the No Mock Build. We go for the Nullfire Blade and Geometers Bane to increase our Illusion damage output and further adding illusions to the team fight. This build is best used when there is another Mock farmer/Carry in your team that gets it alot faster than you. In this build you aim to gank more to support your other carry while still trying to farm when possible since you dont want to cannibalize your other carries farm or se your farm getting destroyed by that better farming carry.
When to use this build:When you already have a great Brilliance carry like Blood Hunter and Wild Soul. Can also be used if you have another strong carry on your team or if you find Mock of Brilliance boring. Nicely used with skill build I or II.


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The Junk


The junk section. Well, dont get these items. Why?

  • Brutalizer - You dont attack fast enough to bash.
  • Charged Hammer - Mock of Brilliance is better for you.
  • Shield Breaker - We lack a steroid spell that this item makes good use of, like a critical. Also the +60 damage does not transfer to illusions. Sand Wraith main damage doesnt come from her physical attack, more with her illusions, Dissipate and Deserted. We have other better options. Allthough the -6 armor transfers to Mirage illusions we still reject this item because we dont want to get it early since we have better options. If we get it late, the -6 armor is outshined by Riftshards.
  • Frostburn - The new poorly balanced add from S2-games. Actually its a bit harsh to put it here since you can do a nice funbuild with it. You can build it, and then disassemble it to make a Geometers Bane + a Frostwolf Skull. But wouldnt it be better to just go right for the Goemeters Bane and then build the Frostwolf skull at a later stage? There are better items around for you. Allthough this is a really nice item it doesnt really give you anything you desperatly need. The reason i put the item here is because the MS bonus collides with Geometers Bane which is a much stronger item overall for you which has the almost the same pricing. The bonuses are very smilar except that you trade off the slow for the ability to create two images which imho fits Sand Wraith much better.
  • Abyssal skull and other life steal - We dont want to waste 2k gold on this. We are buisy farming other items. However as a last slot item a Symbol of Rage is always viable, allthough not mentioned. If you really want life steal, force a supporter like Demented Shaman or Ohpelia to get this for you.
  • Assassins Shroud -Don't ruin your own game. It gives you nothing. You already have a perfect positioning spell, a comparable escape skill if enemies has Dust. The shround gold can be used for far more important items.
  • Null stone - To expensive for its bonuses. We are not fearing disables that much niether since we still deal damage with illusions, mock and dissipate while disabled.
  • Sacrifical Stone - ????? Why did i even put it here, its self explanatory. 5k gold for 400 HP. Get a HotBL for 2225 gold or Behemoths for 5500.
  • Doom Bringer - You die, enemy team picks it up, you lose.
  • Runed Axe - Mock of Brilliance is much better than this for Sand Wraith. Again we do not have any steroid spells, like a critical strike that makes good use of the Runed axe +65 damage. And again, the damage does not transfer to illusions. Mock of Brilliance is much better as a farming tool for Sand Wraith.
  • Shaman Headress - Your better off getting HP items. If your facing a mass caster team your better off with HotBL, Shrunken Head or a supporter getting Barrier Idol.
»»  read more




Skills: Learns Static Grip, Energy Shield, Energy Absorption, Cleansing Shock

Disclaimer:
Although I originally intended my Soulstealer guide to be my last guide, after heavy analysis on Electrician's skills, as well as in-game tests, I have finally concluded that Electrician is one of the strongest heroes atm. He is one of the most reliable picks, and although I want to hide my knowledge of this hero's unknown strengths, it is in the best interest of the community to make them known.

Hucklecat's guide to Electrician is outdated and will not supply you with such vital, key information on Electrician.

Did you know that:
a) contrary to popular thought, Electrician is actually a decent farmer?
b) Energy absorption effectively costs no mana?
c) Electrician is actually a viable solo?
d) Electrician does more dmg/mana spent then any other hero?

If this has perked your interest, read on. I want you all to go abuse Electrician in everything from pub games to high-tier games by the time you have finished reading this guide.

Skills:

Static Grip: The Electrician binds a target in a static grip, preventing them from moving, casting spells, attacking, or using items for a short time. The Electrician is dragged slowly toward the target.

Target: Hostile, organic unit
Type: Magic, Channeling
Range: 500
Radius: 250/300/350/400
Channeling time: 2.5/3.25/4/4.75 seconds
Mana cost: 100/110/120/130
Cooldown: 14 seconds

Applies static grip to target for channeling time or until spell is cancelled. Deals 30/40/50/60 damage per second to target AND ENEMY UNITS IN RADIUS while static grip is active on target. Static grip completely immobilizes the target and reveals them as well.

Notes: One of the strongest early game spells in the realm of HoN, static grip is a skill that is feared by any and all players. Besides acting as a simple disable, the synergies with Energy Absorption are strong as it acts as a chain for Energy Absorption. Furthermore, this skill damages enemy units in the radius of the gripped target. This is a often overlooked aspect of static grip, which is a shame, because Static Grip can be used to farm. It gets better though.

Electric Shield: The electrician uses electricity to create a shield around himself. The shield will negate a portion of incoming damage at the cost of the Electrician's mana.

Type: Toggle, Self-Buff
Mana cost: 20 at all levels
When active, applies Electric Shield to self.
Electric Shield causes 50% of damage taken to be
subject to negation at the cost of 2/1.66/1.25/.75 Mana per point of damage.

Notes: Electric Shield makes Electrician virtually unkillable late game. Electric shield absorbs damage before any damage reduction takes place, meaning that armor will not reduce the amount of mana needed to absorb damage (AFAIK). Contrary to popular belief this skill is not completely identical to Medusa's mana shield in Dota.

Energy Absorption
: The Electrician discharges energy around him. Nearby enemies are damaged and have their mana drained. For each enemy damaged, the Electrician absorbs some mana, and gets a boost to both magic and physical armor.

Target: Instant
Type: Magic
Radius: 300 at all levels
Mana cost: 75/100/125/150
Cooldown: 15 seconds at all levels
Damages enemies in radius for 75/100/125/150 damage, draining 3/6/9/12% of their maximum mana. Applies Energy absorption to self for 7 seconds. If the closest enemy to Electrician when Energy Absorption was cast is a creep, 3 initial charges are applied. If it was a hero, 5 initial charges are applied. Additional creeps grant 1 charge, heroes 3 charges.

Replenishes 15/20/25/30 mana per charge.

+0.2/0.4/0.6/0.8 armor/charge
+0.4/0.8/1.2/1.6 magic armor/charge

Notes: This skill, combined with static grip, is likely the strongest 2 skill combo in all of HoN. I want you, the reader, to listen very closely to what I am about to say.

Do you notice something odd about the mana/charge gained in relation to the mana cost of energy absorption?

You should. The mana/charge is exactly one fifth of the mana cost at all levels.

What does this mean? It means casting energy absorption and hitting exactly 3 creeps will cost you no mana. Any more then this, and you actually gain mana.

This means, that casting energy absorption and hitting a hero first will cost you no mana. If there are creeps/heroes in the 300 radius, again, you will actually gain mana.

Do you see where I am headed with this?
Energy absorption is essentially a nuke that does not cost mana.

Cleansing Shock: Electrician shocks a target unit, removing debuffs and increasing movement speed if it was an ally, or removing buffs and decreasing movement speed if it was an enemy.

Target: Any organic unit
Range: 600 at all levels
Mana cost: 50 at all levels
Cooldown: 16/14/12 seconds
When cast on ally: removes debuffs and increases movement speed by 30/40/50% decreasing to 0% over 5 seconds.
When cast on enemy: removes buffs and decreases movement speed by 40/60/80% decreasing to 0% over 5 seconds

Notes: A very handy ultimate, especially against certain heroes with strong buffs like Hammerstorm, Jereziah, Arachna, Madman and Predator. What is considered a buff or debuff is rather odd, for example, a hero with an active rune can be purged, while purging a poisoned ally or a stunned ally does nothing. Nevertheless, it is a strong spell both offensively and defensively.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Core Analysis: This is where we analyze hero-specific stuff like stat/stat gain and movespeed. Again, I want you to pay very close attention.

Electrician has excellent base stats, with a high base str (though rather avg if not less) for a str hero and absolutely freakish base int, only matched by demented shaman and torturer. His base agility isn't too great but agility is a relatively useless stat if your hero's primary attribute is not agility.

His stat gain is rather disappointing, with relatively low gains except in, ironically, agility, which again is rather useless. Because of how we play and build Electrician, though, you will see this is not a problem.

Electrician has rather high base damage even for a melee hero, and his base movespeed is average at 300. His base armor is rather mediocre.

Now this is where it gets interesting. The static grip + energy absorption combo does very good damage for its mana cost. Whether you cast energy absorption manually or shift-queue it is completely up to your own preference.

At level 2, the combo deals 150 damage, for 100 mana or less.
At level 3/4, 205/230 damage, for 110 mana or less
At level 5, 300 damage, for 120 mana or less
At level 7/8/9, 385/410/435 damage, for 130 mana or less.

I think you can see where I am going with this. Not only does Electrician deal the best damage/mana cost, but the enemy is disabled while he is at it. There is no hero that can even come close to the early game-dominance that is Electrician. That might be an overstatement, but not really. He is incredibly powerful in lane with many, many heroes, and the dmg/mana cost of his combo allows him to even handle solo lanes with relative ease. He is a very strong ganker throughout the game, and Electric shield keeps his viability up as the game drags on.

People occasionally say Electrician is weak in team battles. I say, when you have ganked the other team 10 times before the first team battle, it doesn't matter.

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Skill build:
1: Static Grip
2: Energy Absorption
3: Static Grip
4: Energy Absorption
5: Static Grip
6: Cleaning Shock
7: Static Grip (maxed out)
8: Energy Absorption
9: Energy Absorption (maxed out)
10: Electric Shield
11: Cleansing Shock
12-14: Electric Shield (maxed out)
15: Stats
16: Cleansing Shock (maxed out)
17-25: Stats

Explanation
: This is, believe me, the one and only skill build you will EVER need on Electrician. Static Grip and Energy Absorption are taken ASAP due to their extremely strong presence early game. Cleansing Shock scales reasonably and should be taken whenever possible, being a very strong defensive and offensive skill.

Some people might like to delay Electric shield until later, like level 17-20. You don't have to wait this long to skill Electric Shield unless you can't farm with Electrician. I will teach you to farm with Electrician.

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Item build: The goal of this build is rather simple. It will focus on Electrician's laning/ganking prowess early/mid game, and his incredible tanking abilities late game. Rather pub or higher-tier game, item build is not going to change.

- 2x Fortified Bracers (optional, 510 g each)
- Wards (optional, applies if you are roaming, 200 g each)
- Courier (optional, applies if your allies don't get one, 200 g each)
- Bottle (optional, 600 g)
- Plated Greaves
- Shaman's Headdress (optional, applies if other team has many nukes, 2250 g)
- Helm of the Black Legion (optional, applies if you want to tank early and enemy team is somewhat reliant on physical dps early, 2225 g)
- Portal key (optional, 2150 g)
- Frostfield Plate (4700 g)

Start off with minor stat items, as well as some runes of blight + mana pots. If your team does not have a courier I would highly recommend buying one. You will want it for bottle ASAP.

Because Electrician does not have particularly high str gain or base str for a str hero, I suggest reinforcing his stats with 2x fortified bracers. Talisman of Exile is not necessary. Electrician's base int and low mana cost on his combo is more then enough mana. I have gotten away without boosting Electrician's stats early on though, so it isn't completely necessary.

Electrician is one of the most feared gankers in a capable player's hands. Gankers love bottle. The scary thing is, is that Electrician is actually such a strong ganker that he can even do fine without bottle! Nevertheless, you can't go wrong with bottle, especially if you are soloing mid or roaming. Not going bottle, though, is not going to cost you the game. For its low cost though, I highly recommend it

Shaman's Headdress is an item I initially overlooked, it is strong all game and I recommend getting it after bottle if the other team has plenty of nukers. The benefits of magic armor and hp regen are not to be overlooked. You will probably be getting this item 90% of the time in higher-tier games, though this guide caters to all levels of play so I will leave it as optional. Full credits to Evo_shamoke for pointing this out.

Plated Greaves provide superior ms to steamboots, while providing a very strong pushing active throughout the game. They are the footwear of choice for electrician.

Portal key is a possible luxury that provides a rather generous element of surprise, with strong uses both offensively and defensively. It is not necessary whatsoever, but should be considered in any practical scenerio.

Frostfield plate gives a significant boost to your survivability, via both armor and Electric Shield, and furthermore, is the link that will turn Electrician into a capable farmer.

How to farm with Electrician: Cast static grip on a creep, preferably one in the middle of the others. Chain with Frostfield plate, followed by energy absorption. Viola! 635 AoE magic damage , at very likely no mana cost. Remember that Frostfield plate has a cooldown of 30 seconds. Don't nuke down a lane when you anticipate needing the aoe slow in the very near future.

There are a couple reasons why Frostfield plate is superior to Sacrifical heart on Electrician.
1: Frostfield plate makes farming with Electrician ALOT easier then farming without it. There is a very big difference between dealing 635 aoe damage and dealing 435 aoe damage when it comes to clearing waves of creeps.

2: Sac stone effectively makes Elec a tank, and that is absolutely it. He is one of the highest ehp heroes with electric shield, but he is very rarely going to be one of the first to die in a team fight. As such, the +hp on death is hardly beneficial to allies. The mana regen is nice, but when you are losing half of your total charges upon death, I don't find it ideal. Electrician may be a hard hero to kill, but he's not some immortal god who can get through a game with 10+ charges on his sac stone consistently.


Luxury items: With Electrician's farming reinforced via Frostfield Plate, you can proceed to farm the next logical item, which is none other then Behemoth's Heart (5500 g). In situations where disables are needed, feel free to build Totem of Kuldra (5675 g). If you feel like doing some of your own dps, build Frostwolf Skull (6650 g). Note that these items all of one thing in common, they will all help you tank.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Laning: Electrician is the most flexible hero during the laning phase, case closed. You can roam. You can lane with devestating combos like Swiftblade or Torturer. You can even solo if need be. There is only one thing you have to remember. Electrician does the most damage/mana for his spell combo. I will drill this into your head until your brain bleeds. His high base int further reinforces his terrifying early game. You have absolutely every right to be as aggresive as you want. I cannot remember the last time I was outlaned as Electrician. Keep the pressure up. Give the enemy no breathing space. Feel free to gank other lanes as well.

Ganking: This is fun. Electrician will initiate most ganks. If you can get in range to static grip, do so. If not, cast cleansing shock on yourself and rush the target to grip him. Chain with energy absorption and cast cleansing shock as required. Keep an eye on the cooldown of both energy absorption and Static grip. I have been able to use both spells twice in a gank on more then one occasion.

Team fights: Pretty similar to ganking, except that by now you probably have levels in Electric Shield as well. Have Shield on before the fight begins, and follow your initiating hero (Hellbringer, Kraken, Tree, Legionaire etc).

Cast Static Grip on a key hero, and do your best to hit as many targets with energy absorption as you can. Note that this is probably the only time you don't want to immediately chain grip with energy absorption. Energy Absorption has a 300 AoE so do your best to make use of that. Don't forget to cast Frostfield Plate too. As the dust clears, finish off survivers with cleansing shock and static grip, or help your own teammates flee using the same techniques. As an Electrician, you will always be the last man standing.

Other: Some people are not sure as to when they should activate electric shield with regards to invested levels. Personally, I find that the skill consumes too much mana at level 1 and 2 to be useful. By level 3 and 4, though, it is a strong asset and you should basically always leave it on.

Don't forget Cleansing shock can be used on allies. I have saved many allies and chased down many enemy heroes from a whole screen away through this use of cleansing shock. The self-cleansing shock + static grip + energy absorption combo is a technique that you will want to master.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

And so we come to the end of my fourth guide. I really did not want to write this, it is 2 AM currently but I will not get a chance to write again so here I am. If it means anything to you, the reader, know that I am more confident about this guide and its content that any of my other guides.

As I said earlier, I want you to go out and abuse Electrician. Abuse his low mana cost/dmg ratio combo. Abuse his farming ability that so many people are oblivious to. Abuse his ability to completely terrify the other team for the first 30 minutes of the game at the very least.

So that is it. I need to go sleep now.

Cheers. 

http://forums.heroesofnewerth.com/showthread.php?t=6615
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This guide was written by Shadowcamsy on the Heroes of Newerth forums and posted here withhis permission. All credit for the guide goes to Shadowcamsy, thanks dude!
"Spiderthing, Spiderthing, does whatever a Spiderthing does"


Arachna





Story



It is said for every fear and phobia that effects man and beast alike. there is a demon waiting to be born — Arachna, chittering, skulking, crooked and wicked — spawns from the fear of spiders. Protected by a chitinous exoskeleton as strong as cold iron, she stalks, and traps, and slaughters her enemies.

Index



Using the index: Simply bring up your "find" feature in your browser (Ctrl + f) and type in the code next to the section you wish to browse.

  • Stats [qe1]
  • Abilities [qe2]
  • Skill Build [qe3]
  • The Rundown [qe4]
  • Items [qe5]
  • Strategy [qe6]
  • Hero Synergy [qe7]
  • Replays [qe8]
  • Changelog [qe9]

Stats

[qe1]

Strength: 17 (+1.9)
Agility: 22 (+3.2) Primary attribute
Intelligence: 15 (+1.5)

Damage: 40-51
Armor: 208
Movement Speed: 290
Attack type: Ranged
Attack Range: 600

Abilities

qe2]

Webbed Shot (Q)
Arachna imbues her attack with webbing, slowing enemies on impact.
Type: Magic
Mana Cost: 12
Cooldown: 2/2/0/0 seconds

Effect: Causes her attack to apply Webbed Shot to the target for 1.5 seconds (Note: This actually feels like 2.2 – 2.5 seconds)

Webbed Shot: 10/20/30/40% Movement Speed slow; 5/10/15/20 Attack Speed slow

Harden Carapace (W)
Arachna hardens her carapace for a short duration, increasing her resistance to magical attacks.
Type: Self buff
Mana Cost: 90
Cooldown: 22/20/18/16 seconds

Effect: Dispels debuffs on self and applies Hardened Carapacefor 6 seconds at all levels.

Hardened Carapace: +5/10/18/35 Magic Armor
(24.8% base Magic Resistance –> 38.7% / 48.2% / 58.5% / 70.8%)

Precision (E)
Arachna’s renown at being a precise shot inspires nearby ranged units, increasing their base damage. Also increases Arachna’s base damage.
Type: Aura (passive)
Range: 500

Effect: Increases base ranged damage of Arachna and nearby ranged units by 7/14/21/28%

Spider Sting (R)
Hurls a Spiderling toward a target enemy unit that can reveal stealthed enemies. Upon reaching its destination, the Spiderling viciously attacks the enemy unit, poisoning it, slowing its movement and attack speed.
Type: Target Unit Summon
Range: 500
Movement Speed: 522
Mana cost: 125/175/250
Cooldown: 80/50/30 seconds

Effect:
Hurls a Spiderling toward a target enemy unit.

Spiderling: 5 Armor, Magic Immunity, Splash Immunity, 600 sight range which is not obscured by obstacles (cliffs dont count as obstacles), focuses all attacks on target and keeps them revealed until the Spiderling is killed.
  • Attacks up to 5 times then perishes, lasts up to 15 seconds
  • Each attack Applies Spider Sting for 1.5 seconds
  • Each attack deals 75/150/225 physical damage
  • The Spiderling dies once it has been attacked 3 times (loses 1/3 of its health with every hit it takes if you have lifebars turned on)

Spider Sting: Slows target’s attack and movement speeds by 40/60/80

Skill Build

[qe3]

When the game starts you should be grabbing your items and heading either bottom or top lane with an ally, do not select your skills until you have seen your enemy heroes in your lane. You should take the orange highlighted abilities if the enemy heroes can hit you with 3 or more magic damage nukes.

1 – Webbed Shot
2 – Stats / Harden Carapace
3 – Webbed Shot
4 – Stats / Harden Carapace
5 – Webbed Shot
6 – Spider Sting
7 – Webbed Shot
8 – Precision / Harden Carapace
9 – Precision / Harden Carapace
10 – Harden Carapace / Precision
11 – Spider Sting
12 – Precision
13 – Precision
14 – Harden Carapace / Precision
15 – Harden Carapace
16 – Spider Sting
17 – Harden Carapace
18-25 Stats

If your enemy can give you a debuff early you should consider taking a level of Harden Carapace to remove the debuff. Blacksmith, Armadon, Hellbringer, Pestilence, Predator, Legionaire, Keeper of the Forest, Soulstealer, Dark Lady, Glacius, Electrician, Kraken and Slither all have debuffs that can be removed, making this skill very flexible. Slither has 2 debuffs that can be removed, making Arachna an ideal counter to Slither (Thanks XQuicksilver for finding this out).

Stats are taken early due to Arachna having a pitiful health pool and damage, stats conveniently solves both of these problems. If you take Precision early… well… you’ll lack the health to help in team battles and you’ll die in about 3 nukes. Precision gives you 7% per level which at the start is only 3.5 damage per level of Precision. However delaying it until level 8 means you have gained 22 agility in levels, which is an extra 5 damage per level of Precision.

Webbed Shot is Arachna’s main ability, its necessary to take this as soon as possible because of the powerful debuff it applies to the enemy. Webbed Shot is used for; harassing, helping out allies, kiting things, and most importantly, making the other team lose their cool. at Rank 1 Webbed Shot does not do much by itself, you should only be casting it Rank 2 and above, otherwise you’re wasting your mana (unless you think you can get Bloodlust). You shouldn’t toggle on autocast of Webbed Shot until the very late stages of the game where you cannot orb walk any more.

Spider Sting is a very, very powerful ability at the moment, it has the potential to do more damage than Pyromancer’s ultimate with Staff of the Master. If the target has 0 armor the Spiderling is doing 1225 damage, this is the main reason why we get Shieldbreaker. The Spiderling is extremely hard to kill by 1 hero alone, with 2 heroes the Spiderling will probably only get 3 attacks off before it dies. Early game you should use Spider Sting to get hero kills, never use it if you think your enemy can make it to their tower. You can use it to escape ganks, cast it on their hero with the most physical damage and run for your life, and apply Harden Carapace when necessary. As soon as you get Spider Sting Rank 3, you can demolish any hero 1v1 with Webbed Shot and Spider Sting, make sure it’s a 1v1 though, take note of your minimap, if you know where all the enemy heroes are, fire away.

The Rundown

[qe4]

BeginnerIntermediateExpert

Strengths:

  • Good end-game damage
  • Excellent attack animation
  • Can stack slows to literally stop enemies in their tracks (80% slow from Spider Sting and 40% slow from Webbed Shot which is an 88% combined slow)
  • Strongest physical damage ranged hero in the game
  • Can remove debuffs on herself and provide magic resistance for a short period of time.

Weaknesses:

  • Poor early game damage
  • < Poor strength gain, resulting in low max hp
  • Has no escape mechanism i.e. stealth, blink
  • Slow attack speed compared to her late game rivals.

Arachna is one of the most difficult heroes to play, because she is so fragile you’re going to be targeted the entire game. To play Arachna with her greatest potential you will have to have mastered concepts such as; Orb walking, Animation canceling, last hitting, kiting and creep leashing.

Arachna is considered to be a carry hero, she is really weak at the start of the game, having a small strength gain and barely any base damage. Your goal is to farm lots of gold until you can form at least 2 Morph/Combatative items, then push your team to victory.

Why choose Arachna over other melee carry’s like Madman or Magebane? Because she is better! She is a counter hero for ALL melee due to her Webbed Shot and Spider Sting almost completely removing her enemies attack and movement speeds. Team battles will consist of you standing behind your team waiting for someone on your team to initiate, then you’ll charge in, Spider Sting the hero you want to kill and Webbed Shot 2 heroes while their team retreats. Try to hit as many heroes with webbed shot as you can, giving as little chance of escape as possible to the opposing team, remember the debuff expires after about 2.5 seconds so you can probably fire 2 attacks into the hero you want to kill and shoot the other hero on the subsequent attack.

Arachna is a very psychological hero, she makes her opponents think they can beat her, but she has the power to turn a 1v2 into a 1v1 then a 1v0. Just Spider Sting one hero, then Webbed Shot the other, Webbed Shot the original hero and keep swapping between them while running away. There will come a point where they will both back off and you will still have Webbed Shot on both of the opposing heroes, allowing you to chase them for the kill.

tems

[qe5]

Item build designed for non-em games, no one should ever play em… even if you’re learning. Hopefully a support hero is nice enough to buy you a monkey courier so you can spend as long in the lane as possible, don’t be afraid to buy consumables as long as it will keep you in your lane.

Starting inventory should look like this (unless you are against a team of nukers in which case you should buy some Health pots, Mana pots, and Runes of the Blight instead of Trinket):





Trinket of Restoration: 350 gold
4x Minor Totem: 4×53 = 212 gold
= 562 gold

You will be aiming to get Alchemist’s Bones in 12 minutes, if you’re not farming that well, try getting Whispering Helm for the lifesteal, damage and armor and ignore Alchemist’s Bones. You can use Whispering Helm to dominate a Wolf Commander for 30% increased damage which helps with last hitting.

Note: Ignore this item if you are getting Nullfire Blade since the +30% attack speed does nothing for your images.



Alchemist’s Bones: 1900 gold

That’s 22 creep waves, and you’re aiming to get at least 2 kills per creep wave. After this point you should always be carrying a Homecoming Stone on you at all times. I strongly suggest getting Alchemist’s Bones for the farming value, it’s arguably the best farming item in the game.



2x Fortified Bracelet: 1100 gold
Ghost Marchers: 1500 gold
= 2600 gold

Should take you about 10 minutes with Alchemist Bones, hopefully your ally is ganking at this point, otherwise it will be closer to 12-15 minutes.

Here’s where an important decision comes into play, look at your enemies team and see what heroes they have. If the enemy doesn’t fit into one of these categories, go straight for Shieldbreaker (Unless: you get Nullfire Blade, in which case you should skip Shieldbreaker and continue with the build, make Geometer’s Bane after Wingbow.)
If the other team has:
  • Jeraziah, Hammerstorm, Pestilence



Nullfire Blade: 3300 gold

Dispels Protective Charm, Hammerstorm’s ultimate, Swarm and should be built with Geometer’s bane since your images can mana burn. Save charges for dispelling rather than using it on enemy heroes (unless of course you absolutely need it to get a kill or you’re saving an ally).
  • A team of 3+ heroes with strong nukes, including heroes like Pyromancer, Glacius, Soulstealer, Behemoth, Torturer, Thunderbinger, Moon Queen, Witch Slayer and Pebbles.
  • Either Electrician, Pollywog Priest, Witch Slayer or Puppet Master, you should get:



Shrunken Head: 3910 gold

Shrunken Head is the staple item for countering a team of disables and stuns. Its magic immunity provides reduces your number 1 target status and provides you with 5+ seconds of free dps which is good on any hero.



Shield Breaker: 4420 gold

If you’ve been farming nicely you should have this baby by 30-35 minutes. This is achieved by pushing your lane back to the tower, going to a neutral camp and using Alchemist Bones on the highest level neutral spawn then finishing off the camp and going back to your lane.

At this point you can either push with your team or farm some more to guarantee victory, if you choose to farm you should be getting:



Wingbow: 6000 gold

50-55 minutes into the game and your build is complete and you are virtually unstoppable (with your team). You can also tank/disable/dps most of their team as an added bonus.

Extra items:



Riftshards(Rank 4): 5500 gold

After Wingbow you will have 225 damage, Riftshards will increase that to 300 damage with 20% critical strike chance for 2.4x damage (720 crits), which is effectively a 20% chance of 420 physical bonus damage, statistically giving you an extra 84 damage every attack.



Deamonic Breast Plate: 6050 gold

Only get this item if no one on your team has it, everyone you attack will have -11 armor and you will have an insane attack speed, letting you apply Webbed Shots at a faster rate.



Symbol of Rage: 6150 gold

Get this item after you have at least 3 combatative/morph attack items, this item gives you a lot of survivability against other dps heroes like Predator and Magebane.

Sidenote:
Any items not mentioned doesn’t necessarily mean they’re bad on Arachna, for instance you might want to get Thunderclaw –> Charged Hammer if you have a hero that is going to get focused with attacks late game i.e Legionairre or Defiler. Or you might want to get Frostwolf’s skull for the slow that multiplicatively stacks with your Webbed Shot and Spider Sting. Generally you will want to avoid Assassin’s Shroud because when you’re playing against experienced foes, they will always be buying wards/gem (you can remove Dust of Revelation with Harden Carapace)

Strategy

[qe6]

I know what you’re thinking, how am I meant to farm that much, when my opponents are trying to gank me every 5 minutes or they’re pushing mid nonstop at the 20 minute mark. Answer: if you’re getting ganked, tp top/bot and farm some more while buying another Homecoming Stone from the Outpost. If their team is pushing, let them 5v4 while you farm, if they’re getting a rax you have no choice but to tp back and help your allies.

Keep in mind that Arachna has a very different playstyle to lots of heroes, expect to die in a few games before you know exactly how fragile she is to play. It takes a long time to learn when you should be farming/ganking/running away, it all comes with experience. You may get bored farming for half an hour but you should keep in mind that your team is relying on you to carry them to victory, and the best way to do that is farm, not gank.

Early game:
With a hero like Arachna, it’s all about smart counter play. You need to be aggressive and make your enemies fear your lane. You should be attempting to last hit every single creep in your lane, denying creeps makes the enemy players die a little inside, making them frustrated. A good way to harass your enemy heroes is to orb walk 3 Webbed Shots into them, making them run away a bit then last hit a creep. Repeat this until they decide to stand out of exp range and continue to last hit. When they’re standing out of last hit range you should be standing in melee range of the creeps, so your projectile distance travels as short of a distance as possible. You should always prioritise last hitting over harassing. Arachna is not just about last hitting, she’s about psyching out the enemy heroes in her lane to stop them farming.

If you’re in need of some laning advice, I suggest heading over to http://forums.heroesofnewerth.com/showthread.php?t=2625 and read Nome’s Guide to laning.

Mid Game:
If you’ve successfully scared your enemy out of exp range, they’re probably yelling for help on their mic or in team chat, so be prepared for a gank. Hopefully you have smart allies that are warding and/or using abilites for map control, if they are not, you may have to buy some wards yourself. When there are no enemy heroes in your lane, just sit back max range of creeps and only attack to last hit, when one of your ally creeps falls below 50% health, attack it until it dies, this will force the enemy creeps back towards you and you should be able to sit in your lane without it being pushed anywhere. This isn’t a skill that can be picked up after one game, you have to practice this a fair bit before you can judge how much damage you need to do to each creep to keep them in the same position. Remember that the ranged creep does more damage so if you’re doing it correctly, they should be the last 2 creeps in the wave that are alive, attacking each other.

Mid-Late game:
You should never attack your enemy tower with Arachna, since you want to farm, if you push down a tower too early, your creeps will be fighting on the other side of the river, making you a very susceptible target for ganks. However once you have your Shieldbreaker, feel free to push down the tower for extra gold, make sure you have keen map awareness, the last thing you want is to trying to last hit a tower with 5 enemy heroes around it, waiting to deny. Your Webbed Shot and -armor effect will both trigger from the same attack, also remember your Spiderling deals physical damage which is amplified by -armor which rips through enemy intelligence heroes.

Late Game:
Puuush! You should be at the back of all your heroes, your enemy is looking to pick you off with nukes/disables. Your job is to get web shot stacks up on as many heroes in range of you while backpedaling away from nukes and stuns. Cast Spider Sting as fast as possible to unsettle the enemy, making some of them run back, some of them attack the spider and some of them trying to engage you still. You should have enough dps to down even the tankiest of heroes, if any melee come within 600 units of you, get a Webbed Shot debuff on them as soon as possible. If they are all ranged, then use your Harden Carapace sparingly and wait for someone on your team to initiate then begin casting Webbed Shot on as many heroes as possible. You should never charge out the front of your base and aim straight for the disabler, or the tempest, or their carry hero, just wait for them to come to you. You can sit in your base, drag the game out and get items while they’re pushing at your tower and you’ll end up winning because pusher heroes lose their effectiveness late game, while you gain effectiveness when you level up because of Precision.

The key to being a good Arachna player is to be patient and smart, you need to know what your enemies are capable of and you need to know all their abilities/combos. You need to be patient enough to not charge out at the enemy, and patient enough to sit in a lane for 20 minutes and not push it anywhere. Webbed Shot is debatably one of the best control spells in the game at the moment, once you have Wingbow you pump your enemies with debuffs and dish out incredible amounts of damage. Debuffing enemies should be your number 1 priority, with debuffing comes kills, which gives you gold to get items that win the game, it’s the circle of life.

Hero Synergy

[qe7]

Friendlies



Glacius:
Arguably the best support hero in the game at the moment, his mana regeneration aura will keep you in your lane for an extremely long time and he will constantly help with ganks and map control.



Voodoo Jester:
Your Spider Sting + his cursed ground is almost a guaranteed kill. Your slows also keep enemies in range of his voodoo ward for a few extra attacks.



-Armor heroes:
Pestilence, Armadon, Predator, Soulstealer, and Andromeda all provide -armor effects to enemy units which is fantastic for you and your Spiderling.



Initiation heroes:
Behemoth, Tempest and Keeper of the Forest all have extremely good initiation abilities which let you build up stacks of Webbed Shot on lots of enemy heroes before they have a chance to do anything.

Laning Buddies

Specifically ask for a lane with these heroes if they’re on your team.



Predator:
His slow stacks with your slows, allowing both of you to get lots of auto attacks off on enemy heroes. If anyone dares to come anywhere within 600 units of both of you, just harass them all the way out of the lane and you’ll probably get a kill (depending on their heroes).



Swiftblade:
You slow, he spins, everybody dies. Swiftblade’s Blade Frenzy does incredible amounts of damage, even at rank 1. No one will touch your lane with both of you there.



Devourer:
He is a very scary hero when the enemy does not know where he is, but he needs levels and your lane is good for exp. Once he reaches level 6 he will be off ganking and you are free to farm for the rest of the game.



Witch Slayer:
He only needs exp to become powerful, so he should be sitting in your lane harassing your opponents with you, he has 2 strong disables allowing you to destroy any opponent that comes too close. When you both reach level 6 its a guaranteed kill, possibly double kill.

Baddies


Zephyr:
He can reflect 30% of your attacks back at you, he makes you apply Webbed Shot shot to yourself. You have to rely on your team to stop him farming early game, if he can’t last hit, he can’t farm.



Jeraziah:
His ultimate completely counters you for its duration, Spider Sting will do no damage, combined with his Protective charm will nullify your Webbed Shot (Note: Your Spiderling will still apply the -attack speed and movement speed debuffs though it will do almost no damage, thanks to Built for pointing this out) . You will be expected to get Nullfire Blade to dispel his charm and you will need to farm it fast.

Bad Lanes

If you see any of these heroes in your lane, you should request an immediate lane change, they are going to stop you farming for a good portion of the early game.

+

Glacius + stunner:
Escape mechanisms almost become pointless when you’re hit with 2 stuns and a slow, this combo is way too difficult for you to lane against having no real magic immunity.



Accursed:
He is going to remove your debuffs and heal his allies, making you entirely useless early and mid game.

Replays

[qe8]

Replays will be added in the next patch (hopefully). I will try to obtain some good screen shots demonstrating this build.

Changelog

[qe9]

28/07/09 – Skill Build and The Rundown added, a few new sections announced, stats changed a bit.
- Finished Items and Strategy sections.
29/07/09 – Changed font size and added Whispering Helm to Build list
30/07/09 – Cleared up BB code a bit
New patch 0.1.30 featuring Arachna changes:

- Base agility gain from 2.5 to 3.2
- Tweaked the Spider Sting’s spiderling
* The Spiderling has a movement speed of 522
* It will now last for 6 total attacks, up from 4
* Each attack deals 75/150/225 Physical damage, increased from 62,138,225
* Fixed tool tip, the debuff applied by the Spiderling on attack will now be displayed
* Removed Clear vision and True Sight from Spiderling. Instead, its target will be permanently revealed while the Spiderling lives

06/08/09 – Added some new items for variation, changed color scheme, minor changes to strategy section, reworked item build, added hero synergy, added how abilities scale, bad enemies coming soon.
07/08/09 – Added Baddies and Bad lanes sections.
08/08/09 – Fixed up some typing errors, added some unordered lists, added a bit more to The rundown and strat.
11/08/09 – New Patch 0.1.34 featuring more Arachna changes:

- Base intelligence gain from 1.8 to 1.5
- The First two levels of webshot have a 2 second cool down
- Some tweaks to Spider Sting
* the Spiderling will now last for 5 attacks, reduced from 6
* Rather than using health, the Spiderling will be destroyed after being attacked 3 times
* Fixed an issue causing the spiderling to sometimes become idle if its target became invulnerable for any length of time

19/08/09 – Ninja edited guide to account for Webbed Shot no longer having stacks. Changed some colours.
02/09/09 – Fixed Jereziah’s laning info and added some info for items, keep the posts coming
11/09/09 – Fixed up the broken pictures, also added links to their corresponding honwiki page, fixed up Slither’s section
12/09/09 – New Patch 0.1.42:

- Fixed Spider Sting to not drop target if the target becomes Invulnerable for a fraction of a second
- Changed her attack action time from 300ms to 400ms
- Harden Carapace now lasts 6 seconds at all levels

20/09/09 – New Patch 0.1.45:

- Arachna’s spiderling is now easier to target and select
- Web Shot will no longer trigger charges on Power Supply or Mana Battery
- Movement speed reduced by 10

27/09/09 – Changed Steam boots to Enhanced marchers.
13/11/09 – Removed Puppet master from baddies section now that Puppeteer’s hold is displled by Harden Carapace – Thanks Dark0ne1
- fixed up a few things like riftshards and a mention of Repel.
22/11/09 – Changed Enhanced marchers to ghost marchers
Arachna Guide by Shadowcamsy1.052
 
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