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



Jereziah: Team Support Strategy Build
======================================

Jereziah is a melee hero combined with one of the best support skill sets in the game. A strength hero with a very strong AOE strike, Spell immunity, the best single target heal in the game, and even damage immunity AOE for nearby friendly units and himself. This guide will effectively give you the item set and ideas to lead your team to victory.


Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Inner Light



Jereziah unleashes a nearby allied unit's Inner Light, healing them.
Nearby enemies are seared by the power of the Light, causing them to take damage. This is crucial for not only healing yourself and allies, but damaging enemy heroes and units. Early Mana items will also enable you to farm entire creep waves in seconds.

Action: Target Entity Type: Ally Units
Type: Magic
Range: 400
Radius: 250
Cast Time: 1.5 Seconds
Mana Cost: 100 / 120 / 140 / 160
Cooldown: 12.0 Seconds
Required Level: 1 / 3 / 5 / 7



Activation:
Heals target for 90 / 180 / 270 / 360 Health, damaging enemies in radius for 90 / 180 / 270 / 360 True damage. .

Protective Charm / Repel in DotA



Jereziah blesses an allied unit with protective charm that grants immunity to Magic, removes all debuffs, and grants a slight movement speed increase. Protective Charm differs a bit from the DotA Counterpart, it now has an added 10% speed buff. This is very important to get one level of this before level 5 to avoid ganks, to save your ally heroes, and as an escape mechanism. Also late game with 14 seconds of magic immunity you can be very hard to kill, especially if you cast protective charm on yourself or your team's carry then activate your ultimate "Sol's Blessing" which now makes your hero immuneto magic damage and physical damage for a short period of time. As you might have noticed from when I said 14 Seconds of immunity, yes, the cooldown is 20 and the ability lasts for 14. In DotA the cooldown is 20, and the ability lasts for 20.

Action: Target Entity Type: Ally Units
Range: 500
Cast Time: 1.5 Seconds
Mana Cost: 60 / 70 / 80 / 90
Cooldown: 20.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation:
Applies Protective Charm to target for 5 / 8 / 11 / 14 seconds.
Protective Charm Effects:
Immunity Type: MagicImmunity1
10% Movement Speed


Righteous Strike

A righteous anger builds up in Jereziah, allowing him to perform a Righteous Strike when attacking, dealing increased damage which splashes to nearby enemies and slows their movement speed briefly. Can only occur once every few seconds. This is very important for harassing your opponent in lane while last hitting creep. The bonus damage also gives increased opprotunity for last hitting creep.

Action: Passive
Cooldown: 15.0 / 12.0 / 9.0 / 5.0 Seconds
Required Level: 1 / 3 / 5 / 7


Applies 12 / 24 / 36 / 50 bonus Physical damage to next attack, and causes that attack to deal 100% Splash damage in a radius of 350, applying Righteous Strike to enemies for 3 seconds.
Righteous Strike Effects
50% movement speed slow initially, decreases to 0% over duration

Sol's Blessing


Jereziah calls upon the power of Sol to protect himself and his comrades. Sol blesses Jereziah and his nearby allies, causing them to take almost no Physical damage and receive high Health regeneration for a brief time. This is one of your best spells and can win battles for your team, especially combined with casting protective charm before.

Action: Self PositionType: Organic Ally Units
Type: Physical
Radius: 600
Cast Time: 1.0 Seconds
Mana Cost: 125 / 175 / 250
Cooldown: 150.0 Seconds
Required Level: 6 / 11 / 16

Activation:
Applies Sol's Blessing to targets in radius for 5 / 6 / 7 seconds.
Sol's Blessing Effects
25 Health Regeneration
1,000 Armor

Item Build
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Starting Items:






1 Gaurdian Ring (To make "Ring of Sorcery" later)
1 Runes of Blight
1 Crushing Claws
2 Minor totems
1 Mana potion

The Gaurdian Ring gives a light armor bonus, but more importantly is a step to an early Ring of Sorcery (Arcane Ring in DotA). The runes of blight are obviously for small HP regen if you are being harassed in lane, the 1 crushing claws gives you a minor strength bonus which adds a small HP and damage bonus, 2 minor totems are to keep your hero alive to save for the Pickled Brain at secret shop to make Ring of Sorcery, and a mana pot is obviously for mana if for some means you need to heal a few times in lane.

Early Game Items:


(*Red Steam boots not green)


1 Ring of Sorcery
1 Fortified Bracelet
1 Steamboots
(Make sure the Steamboots are Red, if it is not red click them until they change to red, you want Strength Based +10 STR)

Because you are playing as a team support hero, you will want to rush an early Ring of Sorcery which when activated "replenishes" you and your team around you with good boost of mana. A Fortified bracelet early game also gives you a good attribute bonus all around and Early game is very important for this hero. With Ring of Sorcery you can spam heal on each wave and use the item to give your mana back. It also works well to go in the jungle from time to time and make a little money on neutral camps. Steamboots is a no brainer, you get +10 strength which gives you +65 movespeed, 35% increase attack speed, plus bonus HP and Damage. If you are farming very well, you can skip steamboots and go for post haste which are boots of travel in DotA. On a Second note, you can get Enhanced marchers which work well with protective charm. Make sure you cast protective charm first before clicking enhanced marchers otherwise the protective charm takes off your speed buff!

Mid Game Items:





1 Mana Tube (Void Stone)
1 Blessed Orb (Ultimate Orb)
After getting these two items first, you can then farm for your Acolyte Staff which creates Totem of Kuldra (Guinsoo in DotA)

Totem allows you to moprh an enemy hero into a small critter in which moves very slow and cannot attack for a few seconds. This is very useful for your team and you really want to rush a Totem for mid game. This item will give you a good amount of stats for your hero, as well as a disable for the team. It gives you a solid amount of HP but more importantly you are really hard to kill since you can always disable a hero, cast protective charm on you or an ally and GTFO.

End Game Items:



1 Behemoth's Heart
1 Frostfield Plate

If you manage to not win mid game and have already gotten all of the above items these are items to seal the deal. These items are purely for making your hero more of a tank, and also gives you more hp/armor/damage and frostfiled plate lowers enemy attack speed around you, as well as has a clickable ability that slows enemy units and does a small nuke of damage to them.


Skill Build Order

1 Inner Light
2 Righteous Strike
3 Inner Light
4 Protective Charm
5 Inner Light
6 Sol's Blessing
7 Inner Light
8 Righteous Strike
9 Righteous Strike
10 Righteous Strike
11 Sol's Blessing
12 Protective Charm
13 Protective Charm
14 Protective Charm
15 Stats
16 Sol's Blessing
17-25 Stats


Notes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This build and skillset is specifically for support, and can offer your team a huge advantage in team fights. A tip in battles, remember to heal allies in battle, if you repel someone make sure they will not need a heal in 14 seconds. It is always good to repel your squishy hero in battle, and let the tanks battle and get healed. For example, if you have a glacius on your team, it would be wise to cast protective charm on him and let him use his ultimate (the ice storm) while the others attack. The other team will be trying to focus glacius rather than focus on the fight.

Good Lane Partners for Jereziah
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




HellBringer | Glacius | Demented Shaman

Heroes like Hellbringer, Glacius and Demented Shaman have slows and Nukes/Dots which make them a worthy lane partner for Jereziah's skill set. Also, if you lane with Glacius he can hold people in place with ice prison and you can walk up to them and cast heal on yourself; It's a very deadly combo and does a lot of damage. Not to mention glacius also gives you heightened Mana regen which is crucial on your hero. Demented Shaman and Hellbringer both have a Slow and a Damage over time spell that works well with Jereziah's ability to catch up and heal. Also Demented Shaman having a heal of his own is downright dirty with two heals in the lane. You want to stay away from laning with other melee heroes because they will be able to harass you easily, keep any of the three heroes in a lane with you, and you should be successful.
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[Madman] .madman (0.3.3)

Skill Build
1 - Stalk
2 - Barel Roll
3 - Stalk
4 - Barell Roll
5 - Barell Roll
6 - Stalk
7 - Barell Roll
8 - Stalk
9 - Berserk
10 - Gash
11 - Berserk
12 - Gash
13 - Gash
14 - Gash
15 - Stats
16 - Berserk
17 - Stats+

Justification / Modifications:
Stalk is nice for early Harassing and you won't be able to support the Mana for Barrel Roll early on. Thus we get Stalk 2 first. Later with Bottle and Power Supply you can Barrel Roll more often and the Mana Cost for Barrel Roll at level 1 and 4 are the same. This is why we max it first.
As of 0.3.0 you can take Berserk as soon as you maxxed out Stalk and Barell Roll.

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

You can get a naked Bottle if you start solo mid. Lasthit into Harass a lot with Stalk if you do that.

Core:
Bottle >> Power Supply >> Steam Boots

You need Bottle and Power Supply. Spamming his Spells make Madman such a dominant early and midgame hero. He has low mana and manaregen as you would expect from an agi hero so consider setting steamboots on int for now. Ghost Marchers are trash as you move much faster with stalk and they do break stalk slowing you down.

After Core:
1. Runed Axe is the most popular choice, especially in pubs. It solves a lot of your mana problems and allows you to easily farm up the rest of your carry gear.
2. Shrunken Head is mandatory on Madman. In higher levels of play you will even get this before Runed Axe, but usually you will be fine to get it after.
3. Whispering Helm and later Symbol of Rage is the next Item (consider some ancient stacking in between).
4. Savage Mace is the late game dps item of choice due to synergy with your ult.

Alternative Items :
- Hellflower solves all your mana problems you will ever have while providing a very useful debuff for Madman. You will see this item a lot in higher level play as it can take out a hero like Plague Rider or Soulstealer before they get off their ultimate.

Information
Roles: Hard-Carry, Ganker
Prefered Lane: Any. Solid mid.
Difficulty: 3 - Medium
Farming capabilities: 4 - Good
Item dependancy: 4 - Heavy
Power:
- Early Game / Lane Control: 4 - Strong (His spells are excellent for harrassing...)
- Mid Game / Ganks: 4 - Strong (... and for farming purposes)
- Late Game / Team Fights: 5 - Very Strong (Capable Hard-Carry if well farmed)

30-Seconds-Guide
- Stalk behind the target and auto attack for 2-3 hits until they're on the side, barrel roll, animation cancel till you're in front. Stalk should be up by then. Rinse and repeat.
- Once one of the teams initiates, you should focus on stunning their whole team with a BR to start, and then Berserk and beat on whatever INT disabler/nuker is closest to you.
- Use your ult early (before the fight/gank), it lasts very long.

Counters:
- Mana Battery/Power Supply has to be gotten early if laning against Madman.
- Early to Mid Game his damage will be mostly magical. Later Physical. Barbed Armor is good if he goes for pure damage (Runed Axe into Savage Mace)

Credit : Newtie
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[Chronos] .chronos .faceless void (0.3.3)

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

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

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

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

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

After Core:
Frostburn >> Savage Mace >> Riftshards (>> Shrunken Head)

Frostburn is essential for some stats (especially HP). You *can* replace it with Shieldbreaker if your farm is really really good. Get a Heart at any time if you feel the need for it. Geometers Bane is no good on the new Chronos. Shrunken is very situational (more so than on other heroes). Usually you can eliminate the main threat in your chrono field. Should you still get CCd/Nuked to fast after Chrono field you can consider Shrunken.

Information
Roles: Hard-Carry
Prefered Lane: Short
Difficulty: 3 - Medium (There is a huge difference between Chronofield and well placed and timed Chronofield)
Farming capabilities: 2 - Weak (Good Base Damage)
Item dependancy: 5 - Very Heavy
Power:
- Early Game / Lane Control: 2 - Weak (Time Leap is pretty darn awesome)
- Mid Game / Ganks: 1 - Very Weak (Needs a lot of farm)
- Late Game / Team Fights: 5 - Very Strong (One of the most potent Carries)

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

Counters:
- One Word: Barbed Armor. Chronos will instagib himself when he attacks you into Barbed Armor when he has Elder Parasite on.- Don't let him free-farm. It's not easy to gank him due to time leap but try to not let him solo farm a lane. Scaring him away is enough. A few coordinated ganks during the mid game will significantly hurt him.
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[Slither] .venomancer .slither .hydra (0.3.3)


Skill Build
1 - Poison Spray
2 - Toxin Ward
3 - Toxin Ward
4 - Toxicity
5 - Toxin Ward
6 - Poison Burst
7 - Toxin Ward
8 - Poison Spray
9 - Poison Spray
10 - Poison Spray
11 - Poison Burst
12 - Toxicity
13 - Toxicity
14 -Toxicity
15 - Stats
16 - Poison Burst
17 - Stats+

Justification / Modifications:
Get one level of Poison Spray and Toxicity for the slow and regen debuff but max wards first as they greatly help you pushing/creeping/scouting and even ganking. The build is kinda flexible, you can change it as you like but always have all 3 spells at level 4!! Some guidelines: With a gankheavy lane (usually paired with a stunner) you can max Poison Spray for early kills. With a very push heavy team (defiler, ophelia, etc.) always max wards first and assist in tower pushing. And finally Toxicity can be maxed first if you play in middle as you most likely wont get early kills with Spray and Toxicity helps you a lot for lane control by harassing.

Starting Items:
Monkey Courier, Runes of Blight, Healing Potion, 2x Mana Potion, 2x Minor Totem

Core:
Power Supply >> Wards of Sight >> Ghost Marchers >> 1-2x Soulscream Rings OR Fortified Bracelets

If someone else gets a courier, buy Wards instead. Your job is to keep the Wards up so keep buying them! This is always more important than your core items! Ghost Marchers are decent to chase poisoned enemies down. They are slowed by at least 10% so you can keep up to most heroes with Ghost Marchers. It's also good for positioning your ultimate in team fights before you get Shroud or Portal Key. Soulscream Rings can be replaced by Fortified Bracelets as you see fit.

After Core:
Optional: Nome's Wisdom. Depending on your playstyle Slither can be quite Mana Hungry. Nome's is the best solution for that as it provides a very valuable aura for the rest of your team. Only consider it if noone else builds it.
1. Staff of the Master because Poison Burst is what you bring to Teamfights.
2. Assassins Shroud or Portal Key for better Ultimate positioning and survivability. Rule of Thumb: The higher skill level your opponents have the more you want Portal Key. Get one; don't get both.
3. If you are here you most likely did something wrong. You should never reach this point in a normal game unless you "forgot" to buy wards or went farming instead of ganking.

Information
Roles: Babysitter, Initiator, Roamer, Wardhoe
Prefered Lane: Any
Difficulty: 1 - Very Easy
Farming capabilities: 3 - Decent
Item dependancy: 2 - Low
Power:
- Early Game / Lane Control: 4 - Strong (Good Harassing, even with auto attacks)
- Mid Game / Ganks: 3 - Medium (Very Powerful ult in ganks and teamfights)
- Late Game / Team Fights: 2 - Weak (Usually not played as a carry)

30-Second-Guide
- Gank, gank, and gank. Buy items that will help you gank, these include homecoming stones, Ghost Marchers, Power Supply and wards.
- Always have enough mana for the Poison spray+burst combo if Poison burst is not on cooldown. The combo takes 320 mana at level 6, 335 mana at level 7, 435 mana at level 11, and 535 mana at level 16.
- Set up Toxic Wards behind you and to your sides when pushing for scouting purposes. They have a 1400 Vision Range. Even at night!
- You can block paths with Toxic Wards.

Counters:
- Power Supply is an excellent Soft Counter aganist ward-spamming Slithers. Especially early game. Grab a Mana Battery ASAP if you are laning against him.
- While Geometer's Bane can no longer remove his ultimate, it still can remove Poision Spray including its slow.
- Shrunken Head will also not remove Poison Burst and you still get hit by it with activated Shrunken BUT you will take 0 damage from it while Shrunken Head lasts. Shrunken Head also removes all his other dots/slows and is thus a decent counter.
- If a Slither decides to go carry do not worry, he is EASILY outcarried. Otherwise get magic armor and/or Shrunken Head.
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[Swiftblade] .swiftblade .juggernaut .yunero (0.3.3)


Skill Build
1 - Blade Frenzy
2 - Stats
3 - Blade Frenzy
4 - Stats
5 - Blade Frenzy
6 - Swift Slashes
7 - Blade Frenzy
8 - Counter Attack
9 - Way of the Sword
10 - Way of the Sword
11 - Swift Slashes
12 - Way of the Sword
13 - Way of the Sword
14 - Counter Attack
15 - Counter Attack
16 - Swift Slashes
17 - Counter Attack
18 - Stats+

Justification / Modifications:
Blade Frenzy and stats are taken for the first levels. Mainly to have enough Mana for Blade Frenzy + Swift Slashes at level 6. Also stats are more useful than Way of the Sword early on as you won't be auto attacking.
One level of Counter Attack is taken at level 8. The first level gives you a 15% chance while the fourth level only gives a 30% chance to counter attack. You get 50% of the effect for 25% of the cost. Good Deal!
If laned versus two aggressive melee heroes you can take the first level of Counter Attack on level 4.

Starting Items:
Runes of the Blight, Healing Potion, 2x Mana Potion, Pretender's Crown, 2x Minor Totem

Item Build:
Logger's Hatchet >> (Power Supply >>) Ghost Marchers >> Runed Axe >> Shieldbreaker >> Staff of the Master >> Symbol of Rage

Get a Logger's Hatchet from the Outpost asap. Power Supply is situational on Swiftblade, get it if you play against spamming opponents.
Ghost Marchers are better than Steamboots on Swiftblade (Activate + Spin). The rest is basic carry gear. Shieldbreaker can be replaced with Frostburn. If playing against Hammer/Hellbringer/Jera/... insert a Nullfire Blade after Ghost Marchers for Purge.
If you fancy ancient stacking you can get a Whispering Helm after Runed Axe.

Information:
Roles: Hard-Carry
Prefered Lane: Short/Long
Difficulty: 2 - Easy
Farming capabilities: 3 - Decent
Power:
- Early Game / Lane Control: 3 - Medium (Strong if paired with a disabler/slower)
- Mid Game / Ganks: 3 - Medium (Good ganking power with ult, but should farm instead of gank)
- Late Game / Team Fights: 5 - Very Strong (Needs decent farm)

Noteable +/- and synergies:
Very Strong with disablers or slowers (Glacius deserves special mentioning as his babysitter)

30-Seconds-Guide:
- Remember you can attack while spinning once you reach level 7. This will GREATLY increase your damage! It got nerfed as of 0.3.3 but it is still pretty good.
- You can spin and then use a homecoming stone to make sure they can't easily abort your TP.
- Early game you can use Blade Frenzy to force the enemy away from his creeps and then use Swift Slashes on him once is he far enough for the kill.
- Later in the game use Blade Frenzy like you would use a Shrunken Head. Thats pretty much what it is.

Counters:
- Any hero that can blink or invis is able to avoid Swift Slashes
- Thus Assassins Shroud can be a solid pickup versus him.
- The best counter-item however is Void Talisman! Very underrated item that is EXCELLENT against a few heroes, including Swiftblade.
- Other than that he is not easy to counter. Barbed Armor is useless versus him and armor stacking will only take you so far.
- Check/Wards ancient spots.
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[The Chipper] .chipper .the chipper .chiprel (0.3.3)


Skill Build
1 - Rocket Barrage
2 - Tar Toss
3 - Rocket Barrage
4 - Tar Toss
5 - Rocket Barrage
6 - Sawblade Showdown
7 - Rocket Barrage
8 - Tar Toss
9 - Tar Toss
10 - Focus Buffer
11 - Sawblade Showdown
12 - Focus Buffer
13 - Focus Buffer
14 - Focus Buffer
15 - Stats
16 - Sawblade Showdown
17 - Stats+

Justification / Modifications:
The build is of course still experimental, but i find it to be the most effective so far.
If you max Rockets over Tar Toss or the other way depends on your lane mate and possible combos.

Starting Items:
Monkey Courier or Wards of Sight, Runes of the Blight, Health Potion, 3x Minor Totem, Mana Potion

Core:
Bottle >> Marchers >> Power Supply >> Ghost Marchers >> Nome's Wisdom

The Chipper is very mana intensive; thats why I prefer to get Bottle and Power Supply, as well as Ghost Marchers. The boots don't matter much, you can also get Plated Greaves or Steamboots it is no big deal. I just find the ganking aspect of Ghost Marchers to be the most compelling.
Nome's Wisdom give you a lot of Mana Reg for the Midgame. If someone else already builds a Nome's get a Manatube and start working on your After Core.

After Core:
Sacrificial Stone >> Kuldra's Sheepstick >> Frostfiel Plate

You should assist your team in buying wards if possible.
Instead of Sacrificial Stone you can also chose to get a Nullstone. There is not too much difference between the two and if you find yourself targetet a lot by big spells Nullstone is very effective.

Alternative Items:
- Portal Key: Positioning can be key for this hero. I say can because it not always is. If they for example have a tempest you want to have direct LOS on him all the time so you can stop his ult with a rocket. This is a prime example of where PK is a good choice.
- Nullstone: As explained above.
- Storm Spirit: You can set up some nasty Sawblades into a perfect Tar Toss with this, but only get this over Nome's if your really have troubles hitting your Spells.

Information:
Roles: Ganker, (Roamer?), Nuker
Prefered Lane: Any
Difficulty: 4 - Hard (3 "Skillshot" Abilities)
Farming capabilities: 2 - Low
Item dependancy: 2 - Low
Power:
- Early Game / Lane Control: 4 - Strong
- Mid Game / Ganks: 5 - Very Strong (Strong Ganker)
- Late Game / Team Fights: 3 - Medium (Focus Buffer is pretty damn good)

30-Seconds-Guide:
- The Chipper is a good pick against teams that rely on Magic Damage reduction (Blacksmith, Hellbringer) or Heroes with good single target nukes (Pyromancer, Witchslayer, Thunderbringer, Succubus, etc).
- You can fire all your rockets in very quick sucession so that if the first one hits, all three will hit.
- Don't fire your rockets when there is less space than one hero between you and your enemy.
- Rockets grant you vision. They are one of THE most amazing scouting Skills in the game! (Shoot them at the runespots for example)
- The slow from Tar Toss is applied when the target is hit. If someone moves into the effect after the tar has been tossed, he will NOT get slowed. Also if your enemy moves out of the tar he still has the same slow.
- Due to cooldown and duration you can keep focus buffer up on two heroes. This important when going into teamfights!
- The Sawblades use Vector Targeting: Hold down the mouse and drag it in the direction you want the sawblades to spawn. You can cut off chokes or mow down forest like that.

Counters:
- An early Mystic Vestments should help against the harassment.
- Chipper has very low hp and can relatively easy be focused down.
- Chipper is a ganking hero, so wards do a good job at seeing him coming and thus preventing you from getting ganked.
- Power Supply is very good vs him as each individual rocket will add one charge. And he will spam them a LOT. 

Credit by Newtie
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[Magebane] .magebane .antimage .magina (0.3.3)


Skill Build
1 - Flash
2 - Mana Combustion
3 - Mana Combustion
4 - Flash
5 - Mana Combustion
6 - Mana Rift
7 - Mana Combustion
8 - Flash
9 - Flash
10 - Master of the Mantra
11 - Mana Rift
12 - Master of the Mantra
13 - Master of the Mantra
14 - Master of the Mantra
15 - Stats
16 - Mana Rift
17 - Stats+

Justification / Modifications:
Straightforward build. I can see no situation where you would go another build.

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

Item Build:
Iron Shield >> Lifetube >> Steam Boots >> Runed Axe >> Whispering Helm >> Shrunken Head >> Frostburn >> Symbol of Rage

Iron Shield is technically not needed, but in most lanes it is worth building. It protects you from harass and will help your farming a great deal even later on. As soon as you get Whispering Helm start stacking Ancients. You can take them out easily by that point.

Information:

Roles: Hard-Carry
Prefered Lane: Short
Difficulty: 2 - Easy
Farming capabilities: 1 - Poor
Item dependancy: 5 - Very Heavy
Power:
- Early Game / Lane Control: 1 - Very Weak
- Mid Game / Ganks: 2 - Weak (Kills possible with ult against Int Heroes)
- Late Game / Team Fights: 5 - Very Strong (Scales incredibly well)

30-Seconds-Guide
- Farm, farm, farm but don't forget to help in team battles.
- Ancient Stacking is a nice way to get him fat fast.
- Very straightforward to play, nothing really to say here.

Counters:
- Long duration disables and silence. Heroes: Puppet Master, Succubus, Defiler, Electrician, Blood Hunter.
- Itemwise is Sheepstick and Armor a solid choice. Barbed Armor is a good pickup.

Magebane Mini Guide credit by Newtie
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Scout Mini Guide

[Scout] .scout (0.3.3)


Skill Build
1 - Electric Eye
2 - Vanish
3 - Vanish
4 - Electric Eye
5 - Vanish
6 - Marksman Shot
7 - Vanish
8 - Disarm
9 - Disarm
10 - Disarm
11 - Marksman Shot
12 - Disarm
13 - Electric Eye
14 - Electric Eye
15 - Stats
16 - Marksman Shot
17 - Stats+

Justification / Modifications:
Straightforward build. Eye is taken at level 1 to ward rune + enemy creep spot. At level 4 we take another level of Eye to initiate ganks.
Under no circumstances should you use another build for scout.

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

Item Build:
Power Supply >> Sustainer >> Steam Boots Strength/Agi >> Runed Axe >> Shieldbreaker >> Whispering Helm >> Savage Mace >> Symbol of Rage

Power Supply is core. Always get it; it can save your life with only 2 charges to be able to vanish. After that get lifetube against a strong lane or manatube against a weaker lane first (Manatube allows for Marksman shot harass while lifetube counters their harass). Complete Sustainer, pick up Steamboots and finish off runed axe. If your farm is really good skip boots until after runed axe (this means if you can get a <17min Axe go for it). Ghost Marchers are useless as they break vanish and runed axe lets you stay in vanish for almost no upkeep cost.
Once you get Runed axe you can clear a full wave of creeps in a matter of 2 seconds out of vanish. Make use of that to farm your luxury items.
You can get Whispering Helm before Shieldbreaker and you can replace Shieldbreaker with Frostburn (matter of taste).


Information:

Roles: Carry, (Ganker)
Prefered Lane: short
Difficulty: 1 - Very Easy (probably the easiest hero to play if you don't use eyes to silence, scales incredibly well)
Farming capabilities: 1 - Poor (goes to excellent as soon as he completes runed axe)
Item dependancy: 5 - Very Heavy
Power:
- Early Game / Lane Control: 1 - Very Weak (can't do **** short of silencing, gets a bit better with his ult)
- Mid Game / Ganks: 3 - Medium
- Late Game / Team Fights: 4 - Strong (Very Strong if not countered by Anti-Invis)


30-Seconds-Guide:
- Get eyes. Plant them before the creeps spawn at your rune spot and if long laned in their neutral pull spot (put it into the trees next to the camp. This will still block the camp and they can't easily spot it).
- If they have a jungling hero consider putting both wards into their forest. Or get a third level of Eyes early. It really ****s up a tempest or ophelia.
- Set an Eye before Ganks and blow it up by pressing "E" one second after you break out of vanish.
- Once you get Electric Eye level 4 plant wards in their forest to check for easy gank opportunities.

Counters:
- The obvious counter to scout are Invisibility revealing items: Dust, Wards of Revelation and Bound Eye. Dust is the best choice until later in the game when you can safely buy an eye and push.
- He has high physical damage so Armor and especially Barbed Armor will work very good.

 Scout Mini Guide credit by Newtie
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 Wild Soul Mini Guide credit by Newtie

[Wildsoul] .sylla .wildsoul (0.3.3)


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

Justification / Modifications:
I will only cover jungeling here. A laning Wildsoul is in my eyes not an option. Dont pick him if you know you wont have two heroes capable of soloing.
You will not go into bearform until late midgame, so there is not much use in taking it before level 10. The only time i would skill Bear Form at level 6 is if i get hardcore ganked in the jungle.
Beardulon and Natural Attunement offer the best jungeling power. Once level 9 you should be able to support the Mana for Wild.

Items
I will cover the classic "Bearmock" build. However, there is another, new school approache to be seen in compeditive play going for a straight Steamboots -> Frostburn -> Warpcleft on Wildsoul, staying in human form. I will follow this development and update this guide when I see the need for it.
I've been exploring this and testing it out myself a lot. I will list below what I came up with.

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

"Bearmock"-Build:

Core:
Wildsoul: Marchers, 1 slot for homecomings and possibly 4 minor totems as filler.
Beardulon: Gloves of the Swift, Mock of Brilliance, Marchers. When you send Beardulon back to heal for the first time, buy 1x Gloves of the swift on him. The next Item you buy is Sword of the high for your Beardulon. Usually you want to get Mock as fast as possible, which is attainable in 20-25 Minutes of jungling.

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

"New-School"-Build:

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

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

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

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

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

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


Counters:
- Gank him in the forest. However, typically a wildsoul will be > 80% hp when jungling. So bring a mate and some stuns.
- Try to catch him in Human form. Stun him and burn him down. Don't allow him to switch to his ultimate form before the fight starts.
- All of his damage is physical, so armor is the logic counter to him. Barbed armor will NOT work very good (he has 3k+ hp with almost no items)!!
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Moon Queesn Mini guide credit by Newtie

[Moon Queen]
.moon queen .mq .luna .moonfang (0.3.3)


Skill Build
1 - Lunar Glow
2 - Moon Beam
3 - Lunar Glow
4 - Stats
5 - Lunar Glow
6 - Moon Finale
7 - Lunar Glow
8 - Stats
9 - Stats
10 - Stats
11 - Moon Finale
12 - Multi Strike
13 - Multi Strike
14 - Multi Strike
15 - Multi Strike
16 - Moon Finale
17 - Stats+
23 - Moon Beam+


Justification / Modifications:
Moon Finale does no longer require Moon Beam to be maxed. Thus my preferred build is to go Lunar Glow/Stats with one level of Moon Beam for last hitting and stunning. You can still go the traditional route and get Moon Beam level 4, its just a different playstyle (I recommend this if going mid and picking up a bottle. Runecontrol and the resulting mana allow for nice harass with moon beam). The playstyle described here focuses on carrying.

Starting Items:

Runes of Blight, Healing Potion, 2x Duck Boots, 2x Minor Totem

Core:
(Bottle >>) Power Supply >> Steam Boots >> 2x Soulscream Ring >> Whispering Helm >> Shrunken Head
Bottle can be gotten if you are solo mid. Get Soulscream Rings for more stats and swap Steam Boots as needed (Int if laning, Agi if creeping and Str for ganks and team fights). As soon as you get Whispering Helm start stacking Ancients. You should be able to farm them easy.
Shrunken Head with all the other stats/hp items will help you over your squishy-ness, allow you to get your full Moon Finale off and thus is definitely core.

After Core:
Wingbow >> Symbol of Rage >> Geometer's Bane

Wingbow is the DPS item of choice. After that upgrade Symbol of Rage and then fill your last slot with a Geometer's Bane.

Information
Roles: Hard Carry, Pusher
Prefered Lane: Any. Is fine on long, can solo mid
Difficulty: 3 - Medium
Farming capabilities: 3 - Medium
Item dependancy: 4 - Heavy
Power:
- Early Game / Lane Control: 3 - Medium (Very High Base damage)
- Mid Game / Ganks: 4 - Strong (Her Ultimate shines in ganks and early teamfights)
- Late Game / Team Fights: 4 - Strong (If farmed well)

Noteable +/- and synergies:
Works best with fast creep clearers (behe, hag, ...)
+ fastest base move speed in game (320)
- short attack range (330)
- Moon Finale is weak against Heroes that control Minions

30-Seconds-Guide:
- Use Moon Beam to score last hits on creeps you would otherwise not get. Don't use it to harass (unless you actually decide to level it).
- Once level 7 go gank their long lane. Hide in the forest, go in with autoattack, if they run back finish with Moon Finale. Save Moon Beam if they try to TP or for the Killing Blow (you are allowed to KS as carry).
- Go for the Runes if you have Bottle. If you meet an enemy in the river use Moon Finale for a guaranteed kill.
- Don't use Moon Finale if your target can: go invis, go out of line of sight, go invulv (Shrunken Head and some abilities) or when multiple creeps are around.

Counters:
- Any hero with minions will significantly weaken her ultimate. E.g. Ophelia, Warbeast, etc.
- You can build a Puzzlebox or Assassin's Shroud to take away from her ultimate.
- Its is very hard to counter a Moon Queen as she has both very high magic and physical damage. You can however outcarry her pretty easy.
- Regularly check or ward their ancient spot. Gank her if she starts farming them and steal the stack.
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