Sunday, September 11, 2011

Wisp


Guardian Wisp Guide

Wisp

Basic Stats

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Strength Agility Intelligence
17+1.9 14+1.6 23+1.7

Advanced Stats

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Affiliation Sentinel
Damage 43 - 52
Armor 0
MoveSpeed 295
Attack Range 575
Attack Animation 0.15 / 0.4
Casting Animation 0.001 / 0
Base Attack Time 1.7
Missile Speed 1600
Sight Range 1800 / 800

Menu

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  • Skills
  • Skill Build
  • Item Build
  • Final Item Build(s)
  • Strategy

Skills

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  • Tether
  • Spirits
  • Overcharge
  • Relocate

Tether

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IO joins himself to another allied unit. During the tether, you see a whitish animation link connecting you to the targeted unit. The targeted unit and IO get extra movement speed. Any heal that IO uses on himself will inadvertently be used on the tethered unit as well thus healing both the heroes. Any Enemy Unit that comes in contact with the tether will be stunned (rather mini-stunned). However in order for the tether to be intact both the targeted unit must be within 900 range of IO. Otherwise the tether will break. It is the signature move of IO. It can be used in multiple ways as follows

  • to escape enemies
  • to save allies
  • to gank an enemy hero
Level Mana Cost Cool Down Casting Range Area Of Effect Duration Allowed Target Effects
1 40 12 1800 900 12 / 0.75 seconds * Allied Units 20% MS bonus
2 40 12 1800 900 12 / 1.25 seconds * Allied Units 20% MS bonus
1 40 12 1800 900 12 / 1.75 seconds * Allied Units 20% MS bonus
1 40 12 1800 900 12 /2.25 seconds * Allied Units 20% MS bonus
Note :
  • * - Tether Duration / Stun Duration
  • If the unit you are trying to tether is more than 700 range away then IO will pull himself close to the unit until a range of 300 range and latch on to the unit
  • The tethered unit will benefit from Overcharge, Relocate, and from Io regenerating HP/mana.
  • IO activating armlet will not transfer to the tethered unit
  • IO gaining more than 50% of his HP/MP in less than 0.02 seconds will not transfer to the tethered unit.
  • Has a ability to let you end the tether

Tether is the signature skill of IO. It has multiple uses and not just as an escape mechanism. We already know that the tethered units gain 20% bonus speed. A heal to IO while the tether is on will pass on to the tethered unit.Lifesteal will also pass on to the tethered unit(that is if you really decide to take lifesteal )

As an escape strategy, you can use tether to an allied hero who is within 1800 range but more than 900 range. Io will latch onto that hero and pull itself to as close as 300 - 400 range. The stun + movement speed bonus provided by tether can be used to help allies escape from dangerous situations.

Supporting the right hero is something that can decide the game. If you are playing 5v5 which allied hero do u tether to? Try for the tanks (only if they are playing well) . If they are playing bad then you both will be feeding the enemy a lot

Spirits

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IO summons 5 spirits around him for the duration of 4 seconds. If an enemy hero moves close enough to a spirit the spirit latches on to him and deals damage to nearby enemy units in 300 AOE. The spirits do deal damage to non-hero units , however they do not explode on contact. The damage dealt to creeps usually range from 25-30. Note never to use this to farm . This is NOT your farming skill.

Level Mana Cost Cool Down Casting Range Area Of Effect Duration Allowed Target Effects
1 120 20 N/A 300* 19 seconds Enemy units 8 / 25 ** damage
2 130 18 N/A 300* 19 seconds Enemy units 14 / 50 ** damage
3 140 16 N/A 300* 19 seconds Enemy units 20 / 75 ** damage
4 150 14 N/A 300* 19 seconds Enemy units 26 / 100 ** damage

Note


  • * Area Of Effect Upon Explosion
  • Damage to Creeps / Non- Hero Units
  • Damage is purely Magical
  • Can hit Invisible Units
  • Minimum Oscillation Range is 100
  • Maximum Oscillation Range is 875
  • You can control using sub abilities the range ( distance ) of the spirits

OverCharge

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IO receives more energy than he can handle granting him more bonus attack speed and damage reduction. However it also reduces 2.5% of IO's HP and MP . The bonus attack speed and damage reduction are granted to the tethered unit too.

Level Mana Cost Cool Down Casting Range Area Of Effect Duration Allowed Target Effects
1 2.5% of current HP and MP N/A N/A N/A N/A Self 40 IAS, 5% damage reduction
2 2.5% of current HP and MP N/A N/A N/A N/A Self 50 IAS, 10% damage reduction
3 2.5% of current HP and MP N/A N/A N/A N/A Self 60 IAS, 15% damage reduction
4 2.5% of current HP and MP N/A N/A N/A N/A Self 70 IAS, 20% damage reduction
  • The bonus affects the tethered units too
  • The HP/ MP lost cant be lessened in any way
  • The hp/mana loss is actually 0.5% in every 0.2 seconds, resulting in 2.4751256878125% loss per second

Relocate

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This is a very useful skill of IO. It allows the wisp to relocate anywhere on the map for 12 seconds. If it is tethered with an ally it can relocate the ally as well.

Level Mana Cost Cool Down Casting Range Area Of Effect Duration Allowed Target Effects
1 100 90 seconds Global N/A N/A N/A Teleport after 2.5 seconds
2 100 75 seconds Global N/A N/A N/A Teleport after 2.25 seconds
3 100 60 seconds Global N/A N/A N/A Teleport after 2 seconds
  • There is a casting delay and the enemy has visual indicators on the minimap at the target location before it happens.
  • If IO is stunned / disabled during the casting then relocate will be disabled
  • You can tether an ally to get him to a location to (eg. to help in team fights) . Once you finish the relocate there, you can break the tether if you want the allied hero to remain there instead of returning back with you
  • The -disablehelp command will prevent an allied Io from teleporting your hero with this this ability.

Skill Build

According to me Wisp can play only support and no other role.So i always build a support skill build for him. Remember obviously the skill build does change according to the situation but then the basic idea is sort of the same..
  1. Tether
  2. OverCharge
  3. Spirits
  4. Overcharge
  5. Tether
  6. Relocate
  7. Spirits
  8. Overcharge
  9. Overcharge
  10. Tether
  11. Relocate
  12. Spirits
  13. Spirits
  14. Tether
  15. Stats
  16. Relocate
  • Note : You can shuffle up the overcharge with the spirits/tether if you want
  • Many people do like to maximise tether first cause of the miniscule increase in the stun duration. However if the extra stun is really required then you can always tether again. This is possible cause of the very less CoolDown of the Skill

Item Build

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  1. 3 * Iron Wood Branch
    3 * 53

  2. 2 * Gauntlets of Strength
    2 * 150

  3. 2 * Circlet Of Nobility
    2 * 185

  4. 2 * Bracers
    2 * 150

  5. Chicken
    175

  6. Ring Of Regeneration
    350

  7. Boots Of Speed
    500

  8. Chainmail
    550

  9. Headdress Of Rejuventaion
    200

  10. Nazreithm Buckler
    200

  11. Mekansm
    900

  12. Gloves Of Haste
    500

  13. Belt Of Giant Strngth
    450

  14. Power Treads (Strength)
    -

  15. Ring Of Health
    875

  16. Stout Shield
    250

  17. Vitality Booster
    1100

  18. Vanguard
    -

  19. Ring Of Health
    875

  20. Void Stone
    875

  21. Perseverence
    -

  22. Mystic Staff
    2700

  23. The Ultimate orb
    2100

  24. Void Stone
    875

  25. The Ultimate Orb
    2100

  26. Linken's Sphere
    1325

  27. Mithril Hammer
    1600

  28. Gloves Of Haste
    500

  29. Maelstorm
    600

  30. HyperStone
    2100

  31. Mjollnir
    600

  32. 2 * Mithril Hammer
    2 * 1600

  33. Stygian Desolator
    1200

Note

While Tethered to a unit (preferably a hero) what you get is what they get for example you heal yourself with Urn of shadows they get healed 400 HP too. This works with clarity aswell as tangos/healing salve and any other healing. With Mekansm, your ally would get healed 500 HP because what you get is what they get aswell. 250 HP from Meka + 250 from you. The person your tethered with also get the heal from your lifesteal if you decide to get it.

Strategies

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  • Early Game
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    Well remember at this stage your ARMOR IS '0'. So basically what I'm trying to say is that you should play as careful as possible. Indeed you should remember that your game should entirely depend on your support abilities. If you are laning with a Tank then allow him to farm as much as possible. Remember you are support hero so you should not try to (if i can use the term) kill steal your creeps. In the early game your hero should just look to farm whatever he can, and gain lots of experience. Stay as back as possible. Remember the enemy will target you first in the early laning stage. Dont ask me the reason cause it is pretty simple. You are so damned weak. So in case of the enemies going back (retreating) then you should know to stay back , or away from forest. Try not to take frequent trips to the fountain, as for a support you need more of experience and farm your core items. Once you get your level 6 you (along with your ally if he wants) can make a relocate to the fountain for item buying as well as for HP regeneration. Once you have farmed your core items of PT, Meka and Vanguard/Perseverance you should start the ganks. By start i mean the team should start the ganks and not you. You should never be the initiator of any fight at any cost. All your skills are based on support game and you should know how to play with your strengths.

  • Mid to Late Game
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    During Mid Game is when Wisp becomes a major deciding factor . This is because the entire team needs wisp in order to win the battle. Wisp should know which hero to tether to. Always tether to the killer in the team as you want him to get the most kills. You should be more than happy with the assists cause thats what you are "An Assist". Remember your combo... tether ---> Spirits---> Overcharge..... Overcharge has been given preference in my Skill Build cause if you are going to play support you need your tethered hero to have a higher attack speed. Indeed as much as possible. Also when you decide to use Mekansm, remember to tether yourself to the hero (allied) with the lowest HP. This is cause of the tether

    . So he will gain quite a lot of HP when you use Mekansm.Use your hero to the advantage of the team always. In case of a hero 9 very important hero to your team dying) you can also tether to him and relocate to a nearby place. Why nearby place you ask ? Its simple. Its cause you dont want suddenly two team players from your team to vanish. In the case you relocate to a nearby place then you can easily come back and fight . In case your HP is very low you can count on your relocate ability to take you back to the place where you left your tethered hero. If you can use your skills properly then you are the most imba support hero in the game.

Two Melee

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This is probably the worst situation that you can be in. Yes i know that you are ranged and they are melee and lots of people will say you will harass them and blah blah. But you should remember that you are basically zero armor. And your damage is also not that imba. So your harass would probably not harass them as much. If they decided to attack then you can die very easily. So you need to maintain your range and in case you suspect them of moving forward to kill then you should immediately stay back. Remember even if there is only one hero in the lane you simply cannot defeat him 1v1. You need your allies in order to even think about killing any hero. So you should pobably just think about getting ur farm and earning money in order to at least finish your core items.

One Range and One Melee

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This situation is sort of better as there is only one hero which is nearer to you (the melee) . You should just abide your time here and gain experience/gold and then wait for some ally to come into your lane and then go for the kill using tether overcharge and spirits. Try to deny your allied creeps and get a lot of experience difference between you and your enemies. Do Not use your spirits to try to damage the enemy creeps. It is not ur farming tool . However in case some other enemy hero is absent from their respective lanes then use your spirits to scout the forest without actually going there. Also your slow in spirits might help you to escape in case of a gank.

Two Ranged heroes

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Against two ranged heroes is your safest zone. This is cause the distance between you and the other heroes is huge and you should have ample time to go back for a tower hug in case of a gank. You would be better off taking your last hits/ deny your allied creeps. In this case you can probably ask your allies to come and help you in a gank with the enemy hero as soon as level 3. Your abilities are good enough for killing ranged heroes. Just remember that you are not the initiator, you should stay back and try to support your team mates. Use your spirits and maximize their range in order for the slowing capabilities that they possess. In case of your allied heroes getting ganked you can relocate to him tether him and run. After 12 seconds when your relocate time will lapse then you along with your ally will go back to wherever you were.

Note:

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Remember that when you play as a support it is your duty to check enemy heroes for wards, gems. Also you should buy the chicken and the disables like scythe. You have the mekansm and should know when to use it. Do not leave it to too late as its +2 armor will give a lot of help to the entire team if the entire team is affected by the mekansm . Check for runes and Check for missing heroes.

Saturday, September 10, 2011

Axe


Axe Guide

Axe



Basic Stats

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Strength Agility Intelligence
25 + 2.5 20 + 2.2 14 + 1.6

Advanced Stats

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Affiliation Scourge
Damage 49 - 53
Armor 1.8
Move Speed (-ms) 290
Attack Range 128 (melee)
Attack Animation 0.5 / 0.5
Casting Animation 0.3 / 0.51
Base Attack Time 1.7
Missile Speed Instant
Sight Range 1800 / 800

Menu

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Skills

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Berserker's Call

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Level Manacost CoolDown Casting Range Area Of Effect Duration Allowed Targets Effects
1 80 14 N/A 275 1.5 seconds Enemy Units 30 Bonus armor, forces enemies to attack Axe
2 90 14 N/A 275 2 seconds Enemy Units 30 Bonus armor, forces enemies to attack Axe
3 100 14 N/A 275 2.5 seconds Enemy Units 30 Bonus armor, forces enemies to attack Axe
4 110 14 N/A 275 3 seconds Enemy Units 30 Bonus armor, forces enemies to attack Axe

  • It Affects Units with Magical Immunity
  • Should be used when trying to save an ally from being killed
  • Also Used when enemy units would run away from you because your counter Helix has already got them onto the brink of death

Battle Hunger


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It creates an insatiable hunger inside the enemy unit to kill. If the enemy unit afflicted with battle hunger does not kill some1 then he keeps losing HP until the battle hunger wears off.
It can be very deadly in the early to mid games
Level Manacost CoolDown Casting Range Area Of Effect Duration Allowed Targets Effects
1 75 20 900 N/A 10 seconds Enemy Units Deals 15 damage per second and slows for 10%
2 85 15 900 N/A 13 seconds Enemy Units Deals 21 damage per second and slows for 10%
3 95 10 900 N/A 16 seconds Enemy Units Deals 27 damage per second and slows for 10%
4 105 5 900 N/A 19seconds Enemy Units Deals 33 damage per second and slows for 10%
  • A hero cannot be denied when his HP is low under this spell
  • The battle hunger is satisfied even by killing illusions or destroying towers

Counter Helix


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Mogul Khan counters the damage dealt to him and thus spills damage to all nearby enemy units
Level Manacost CoolDown Casting Range Area Of Effect Duration Allowed Targets Effects
1 N/A 0.7 N/A 275 N/A Enemy Units 17% chance to trigger. Deals 100 damage
2 N/A 0.65 N/A 275 N/A Enemy Units 17% chance to trigger. Deals 125 damage
3 N/A 0.6 N/A 275 N/A Enemy Units 17% chance to trigger. Deals 150damage
4 N/A 0.55 N/A 275 N/A Enemy Units 17% chance to trigger. Deals 175 damage
  • Counter Helix Starts Triggering when the attack on Axe begins , and not simply when the damage is dealt. ( Useful tip in situations where both you and enemy heroes have very less HP)

Culling Blade

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Level Manacost CoolDown Casting Range Area Of Effect Duration Allowed Targets Effects
1 120 75(10*) 150 N/A N/A Enemy Units Deals 150 damage, kills if target is below 300 HP
2 160 65(10*) 150 N/A N/A Enemy Units Deals 250damage, kills if target is below 450HP
3 200 55(10*) 150 N/A N/A Enemy Units Deals 300 damage, kills if target is below 625 HP




Item Build

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  1. 2 * Stout Shield
    2 * 250

  2. Tangoes Of Essification
    90

  3. Sobi Mask
    325

  4. Boots Of Speed
    500

  5. Ring Of Health
    875

  6. Vitality Booster
    1100

  7. Vanguard
    -

  8. Vitality booster
    1100

  9. Kellen's Dagger Of Escape
    2100

  10. Broadsword
    1200

  11. Chainmail
    550

  12. Robe Of Magi
    450

  13. BladeMail
    -

  14. Messerchmidt's Reaver
    3200

  15. Heart Of Tarrasque
    1200

  16. Hyperstone
    2100

  17. PlateMail
    1400

  18. ChainMail
    550

  19. Assault Curaiss Recipe
    1300

  20. Vitality Booster
    1100

  21. Messerchmidt's Reaver
    3200

  22. Heart Of Tarrasque
    1200


Final Item Build

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Dependind on your farm you can choose either of the follwoing item builds:


Less Farm

Skill build

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  • Against Strong Heroes
    Counter Helix
    Berserker's Call
    Battle Hunger
    Berserker's Call
    Berserker's Call
    Culling Blade
    Berserker's Call
    Battle Hunger
    Counter Helix
    Counter Helix
    Culling Blade
    Battle Hunger
    Counter Helix
    Battle Hunger
    Stats
    Culling Blade

  • Against Weaker Heroes
    Counter Helix
    Battle Hunger
    Battle Hunger
    Berserker's Call
    Battle Hunger
    Culling Blade
    Battle Hunger
    Berserker's Call
    Counter Helix
    Counter Helix
    Culling Blade
    Berserker's Call
    Counter Helix
    Berserker's Call
    Stats
    Culling Blade

    Strategies

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    Axe is an imba farming hero. Remember you are very very powerful early game. The reason the first skill upgrade is Counter Helix is cause it is your main farming ability. Now in any game there are three possibilities that arise.

    Against 2 Melee

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    If you are up against two melee heroes, it is the best possible situation for you. Just go and block the creeps. The enemy heroes would not dare to come near you cause of your imba damage due to Counter Helix. If they do come near you then counter helix all the way. You would manage to get a lot of experience / gold from creep blocking this way. You might even end up getting a kill. If you have leveled up you can harass them with battle hunger. This way they would need to make frequent trips to the base and thus lose a lot of experience. If you are up against two enemy heroes in your lane then remember to call your partner along with you and creep block. Axe is an hero who is made to receive lots of damage , but you should also know your heroes limits and not go too much into the attacking mode. Keep an eye for the mid enemy hero as usually he might come to gank your lane very early in the game. ( usually happens when your lane hero asks for a lane change because they cant farm due to your constant harass and counter helix. ) Farm your vanguard as soon as possible as that is your main core item. You need the HP regeneration and the guard/armor. Some people do end up taking two vanguards, but i personally discourage that. This is cause two vanguards dont work well together. Once you get your Vanguard, get your boots and farm your way to Heart of Tarrasque. Heart of Tarrasque is very important for axe as he is going to be the recipient of a lot of damage. Usually it is axe who goes into the battle first as he is the tank of the team . If farming to 3200 is becoming a problem then it would be advisable to make your Blademail ASAP. Once you get blade mail use the "Berserker's Call" + " BladeMail" combo. It ensures a huge amount of damage to the opponents. Kellen's daggers helps you to time your Berserker's call properly. Never Use Lothar on axe as it is truly a total waste of your money.

    Against 1 Melee + 1 Range

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    Axe's counter helix wont probably harass the ranged hero much. So u need to be careful here. Cause while you might be busy farming your way, the ranged hero might be secretly killing you. In this case you might need to constantly harass him with your Battle hunger. So you will obviously need more mana.. Mostly ranged heroes are weaker heroes than stronger melee heroes. So you can harass if you have enough mana. The Berserker's Call is useul against ranged heroes cause you can force them to attack you and "Berserkers"+"Blademail" + Battle Hunger is GG!!! When you are up against two range you need to be careful early game, especially cause you wont be having imba HP regen then and you will definitely almost need the help of your lane partner if you would want to go for a kill. Most of the times, you would just do a lot of damage to your enemy player when you are counter helixing , and when the enemy hero tries to run , people use the battle hunger. This is not right What you should do is to use the battle hunger first and then attack. What this does is that it constantly damages the enemy when he is fighting with you . obviously if he focuses on the creeps he will be damaged a lot by you so either ways you would be at an advantage. And in case he manages to get away, with low HP you use the battle hunger again for the fianl kill.

    Against 2 Ranged Heroes in Lane

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    In this case you are sure to be getting harassed a lot. Well in this case if you observe your other lane heroes to be up against melee heroes it is more sensible to ask for a lane change as your farming is going to be seriously affected in this type of laneplay. However in case it doesnt make sense to change lanes (which may happen in case of other lane also having range enemy heroes) just stick around your lane. Try to get the last hits and deny your own creeps. This ensures that you do not end up too deep into / near the enemy tower . As soon as you farm your ring of health I would personally advise you and your ally(lane - ally ) to go for the kill. This is keeping in mind that usually range heroes are weaker heroes and hence can be easily killed. However if they are tower hugging it is advisable not to go too aggressive. Also get a void stone as soon as possible cause if you see the skill build you can see that you will need to harass the ranged heroes a lot with Battle Hunger. So it would be better if you had good mana regen.

    - Contribution : |M!$h0 HD|


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