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Friday, November 6, 2009
Saturday, October 24, 2009
Changelog 0.1.50
Version 0.1.50
--------------
General
- Happy Halloween!
- New Post Game stats screen
- Heroes now be announced in the proper epic voice. Choose Wisely...
- Cooldowns that are ready will no longer show 1s left on the cooldown in the ally info panel
- Players can right click a CC panel notification to close them now
- More restrictive map borders
- Certain abilities will no longer miss stealthed allies
- Hero effects now show up in their 3D portrait (Torturer has a head again)
- Attacks per second now show the correct rounded value in the tooltip
- Fog of war now updates every 400ms instead of every 500ms
- Fix how stunned units affect pathing
- Trees no longer block single target abilities that can't target trees
- Items no longer block neutral creeps from spawning when dropped on the ground
- Right-clicking an ability icon no longer activates non-toggle abilities
- Fix Post Haste minimap ping
- Fixed several abilities including Homecoming Stone and Pyromancer's Stun so they no longer play effects in the fog
- Added Darkwood Vale to icon key
- Fixed Torturer pick sound
- Units will no longer aggro when disarmed or can't attack
OpenGL
- mesh_color_andromeda and mesh_color_unit_reveal shaders are fixed
- Fixed Arcade Text rendering behind the terrain
Banning Draft
- Set up like Random Draft, only with 24 heroes instead of 20
- Top players on either team (Blue or Pink) alternate banning 1 hero each until 4 heroes are banned
- Picking proceedes like a normal RD match after bans, everyone picks their own heroes
Items
- Totem of Kuldra renamed to Kuldra's Sheepstick
- Ring of Sorcery's radius increased to 600 (from 400)
- Slayer's damage increased to 46 (from 36)
- Insanitarius now takes a Steamstaff instead of a Punchdagger. Recipe cost lowered to 500 (from 900)
- Void Talisman no longer lowers Magic Armor
- Bound Eye now only grants the Reveal Sight when held by a hero
- Mana Battery and Power Supply cooldown is lowered to 17 seconds (from 25)
- Charged Hammer cooldown reduced to 35 (from 45)
- Symbol of Rage cooldown reduced to 35 (from 50)
Enhanced Marchers:
- Cooldown time increased to 15 seconds
Steamboots
- Now grants +6 to all attributes and +6 to the active attribute (from +5)
New Heroes
- Vindicator, inspired by DotA's Silencer
- Rampage, inspired by DotA's Spiritbreaker
Heroes
Accursed
- Cauterize range increased to 600 (from 300)
Andromeda
- No longer mute
Arachna
- No longer mute
Blood Hunter
- Hemmorage can no longer be removed
Chronos:
- Attack impact time set to 0.5 seconds (from 0.6)
Devourer
- Any enemy hero killed in a 400 radius of devourer will grant him the +0.9/1.2/1.5/1.8 strength that he normally gains from killing a hero
- Strength gained from creep kills reduced to +0.03/0.05/0.07/0.09 (from +0.03/0.06/0.09/0.12)
Electrician:
- Static Grip's area damage now deals 30/45/60/75 Magic damage per second, increased from 30/40/50/60
- Energy Absorption now deals 40/75/115/150 True damage to nearby enemies, from 75/100/125/150 Magic damage
- Energy Absorption will now hit Magic Immune units
- Energy Absorption now returns 12/16/20/24 mana per charge, from 15/20/25/30
Glacius
- Reworked Glacial Downpour to be more consistant (It's so cool now)
Hammerstorm
- Galvanize radius increased to 500 (from 350)
- Movement speed bonus increased to 14% (from 12%)
- Armor bonus lowered to 3,5,7,10 (from 3,6,9,12)
Jeraziah:
- Righteous Strike bonus damage reduced to 10/20/30/40, from 12/24/36/50
- Righteous Strike now deals 75% splash damage, decreased from 100%
Madman:
- Fixed a bug allowing the Madman to activate items without breaking his stealth from Stalk
Maliken:
- Hellbourne Zeal provides a maximum of +100 attack speed
Night Hound
- Can now Pounce 200ms faster
Nymphora
- Nymph's Call no longer shares a cooldown with Teleport
Ophelia
- No longer mute
Pandamonium
- Increase based str gain from 2.5 to 2.7
- Flurry speed increased by roughly 40%
- Mana cost of Flurry reduced to 30 per hit, from 40
- Cannonball mana cost set to 100 at all levels (from 95/110/125/140)
- Flick mana cost reduced to 65 at all levels
- Smash Face mana cost reduced to 100/175/250 from 100/200/300
- Smash Face can no longer be evaded
Pestilence
- Stun ground effect is now a bit more accurate to the range
Pharaoh
- Wrath of the Pharaoh no longer hits mechanical units
Plague Rider
- Plague Carrier will no longer bounce to the Well structure
Pollywog Priest
- Issuing a move order to the wards will no longer cause them to do nothing
- Voodoo Wards duration increased to 45 seconds (from 30)
- Pollywog's evil cousin, Pollygon Priest, should no longer make an appearance
Predator:
- Armor reduction reduced to -2/-4/-6 from -4/-8/-12
- Attack speed bonus for attacking a debuffed enemy set to +20/40/60 from +30/50/70
- Mana cost reduced to 50/75/100, from 100/150/200
- Cool down decreased to 60 seconds, from 120 seconds
- Predator will now automatically attack the target of his Venomous Leap after the Leap completes
PuppetMaster:
- Fixed a bug preventing Puppeteer's Hold from being dispellable
Soul Reaper
- Strength gain increased to 2.0 (from 1.5)
Treant
- Root will no longer root gadgets such as Pollywog's Wards
Valkyrie
- Yet another great voice added
Wildsoul
- Base movement speed increased to 315 (from 305)
- Base movement speed while in Bear Form decreased to 270 (from 305)
- Armor bonus from Bear Form increased to 4,6,8 (from 2,4,6)
- BooBoo can no longer attack when more then 925 range away from Wildsoul. He longer instantly teleports back.
- BooBoo's Root can now be removed
Wretched Hag
- Flash of Darkness cast point changed to 0.33 (from 0.5)
- Has gained a voice
--------------
General
- Happy Halloween!
- New Post Game stats screen
- Heroes now be announced in the proper epic voice. Choose Wisely...
- Cooldowns that are ready will no longer show 1s left on the cooldown in the ally info panel
- Players can right click a CC panel notification to close them now
- More restrictive map borders
- Certain abilities will no longer miss stealthed allies
- Hero effects now show up in their 3D portrait (Torturer has a head again)
- Attacks per second now show the correct rounded value in the tooltip
- Fog of war now updates every 400ms instead of every 500ms
- Fix how stunned units affect pathing
- Trees no longer block single target abilities that can't target trees
- Items no longer block neutral creeps from spawning when dropped on the ground
- Right-clicking an ability icon no longer activates non-toggle abilities
- Fix Post Haste minimap ping
- Fixed several abilities including Homecoming Stone and Pyromancer's Stun so they no longer play effects in the fog
- Added Darkwood Vale to icon key
- Fixed Torturer pick sound
- Units will no longer aggro when disarmed or can't attack
OpenGL
- mesh_color_andromeda and mesh_color_unit_reveal shaders are fixed
- Fixed Arcade Text rendering behind the terrain
Banning Draft
- Set up like Random Draft, only with 24 heroes instead of 20
- Top players on either team (Blue or Pink) alternate banning 1 hero each until 4 heroes are banned
- Picking proceedes like a normal RD match after bans, everyone picks their own heroes
Items
- Totem of Kuldra renamed to Kuldra's Sheepstick
- Ring of Sorcery's radius increased to 600 (from 400)
- Slayer's damage increased to 46 (from 36)
- Insanitarius now takes a Steamstaff instead of a Punchdagger. Recipe cost lowered to 500 (from 900)
- Void Talisman no longer lowers Magic Armor
- Bound Eye now only grants the Reveal Sight when held by a hero
- Mana Battery and Power Supply cooldown is lowered to 17 seconds (from 25)
- Charged Hammer cooldown reduced to 35 (from 45)
- Symbol of Rage cooldown reduced to 35 (from 50)
Enhanced Marchers:
- Cooldown time increased to 15 seconds
Steamboots
- Now grants +6 to all attributes and +6 to the active attribute (from +5)
New Heroes
- Vindicator, inspired by DotA's Silencer
- Rampage, inspired by DotA's Spiritbreaker
Heroes
Accursed
- Cauterize range increased to 600 (from 300)
Andromeda
- No longer mute
Arachna
- No longer mute
Blood Hunter
- Hemmorage can no longer be removed
Chronos:
- Attack impact time set to 0.5 seconds (from 0.6)
Devourer
- Any enemy hero killed in a 400 radius of devourer will grant him the +0.9/1.2/1.5/1.8 strength that he normally gains from killing a hero
- Strength gained from creep kills reduced to +0.03/0.05/0.07/0.09 (from +0.03/0.06/0.09/0.12)
Electrician:
- Static Grip's area damage now deals 30/45/60/75 Magic damage per second, increased from 30/40/50/60
- Energy Absorption now deals 40/75/115/150 True damage to nearby enemies, from 75/100/125/150 Magic damage
- Energy Absorption will now hit Magic Immune units
- Energy Absorption now returns 12/16/20/24 mana per charge, from 15/20/25/30
Glacius
- Reworked Glacial Downpour to be more consistant (It's so cool now)
Hammerstorm
- Galvanize radius increased to 500 (from 350)
- Movement speed bonus increased to 14% (from 12%)
- Armor bonus lowered to 3,5,7,10 (from 3,6,9,12)
Jeraziah:
- Righteous Strike bonus damage reduced to 10/20/30/40, from 12/24/36/50
- Righteous Strike now deals 75% splash damage, decreased from 100%
Madman:
- Fixed a bug allowing the Madman to activate items without breaking his stealth from Stalk
Maliken:
- Hellbourne Zeal provides a maximum of +100 attack speed
Night Hound
- Can now Pounce 200ms faster
Nymphora
- Nymph's Call no longer shares a cooldown with Teleport
Ophelia
- No longer mute
Pandamonium
- Increase based str gain from 2.5 to 2.7
- Flurry speed increased by roughly 40%
- Mana cost of Flurry reduced to 30 per hit, from 40
- Cannonball mana cost set to 100 at all levels (from 95/110/125/140)
- Flick mana cost reduced to 65 at all levels
- Smash Face mana cost reduced to 100/175/250 from 100/200/300
- Smash Face can no longer be evaded
Pestilence
- Stun ground effect is now a bit more accurate to the range
Pharaoh
- Wrath of the Pharaoh no longer hits mechanical units
Plague Rider
- Plague Carrier will no longer bounce to the Well structure
Pollywog Priest
- Issuing a move order to the wards will no longer cause them to do nothing
- Voodoo Wards duration increased to 45 seconds (from 30)
- Pollywog's evil cousin, Pollygon Priest, should no longer make an appearance
Predator:
- Armor reduction reduced to -2/-4/-6 from -4/-8/-12
- Attack speed bonus for attacking a debuffed enemy set to +20/40/60 from +30/50/70
- Mana cost reduced to 50/75/100, from 100/150/200
- Cool down decreased to 60 seconds, from 120 seconds
- Predator will now automatically attack the target of his Venomous Leap after the Leap completes
PuppetMaster:
- Fixed a bug preventing Puppeteer's Hold from being dispellable
Soul Reaper
- Strength gain increased to 2.0 (from 1.5)
Treant
- Root will no longer root gadgets such as Pollywog's Wards
Valkyrie
- Yet another great voice added
Wildsoul
- Base movement speed increased to 315 (from 305)
- Base movement speed while in Bear Form decreased to 270 (from 305)
- Armor bonus from Bear Form increased to 4,6,8 (from 2,4,6)
- BooBoo can no longer attack when more then 925 range away from Wildsoul. He longer instantly teleports back.
- BooBoo's Root can now be removed
Wretched Hag
- Flash of Darkness cast point changed to 0.33 (from 0.5)
- Has gained a voice
Thursday, October 22, 2009
Madman Strategy Guide
The Madman

No one knows for certain the identity of this masked
and demented murderer. Some say he was confined for
eons in the deepest pit of Hell, a villain so black at heart
that even the Hellbourne treated him as a pariah, yet so
deadly that they were forced to call upon him in their war
with the Legion. Others say he is a man, just a man, but
driven mad by the endless carnage he has witnessed.
No one knows for certain the identity of this masked
and demented murderer. Some say he was confined for
eons in the deepest pit of Hell, a villain so black at heart
that even the Hellbourne treated him as a pariah, yet so
deadly that they were forced to call upon him in their war
with the Legion. Others say he is a man, just a man, but
driven mad by the endless carnage he has witnessed.
Defiler Strategy Guide
Since a guide to Defiler has been requested by various people, I have decided to make one.
Tryptophan's Guide to the Defiler

Created for Heroes of Newerth v0.1.33.0
Tryptophan's Guide to the Defiler
Created for Heroes of Newerth v0.1.33.0
Magebane Strategy Guide
Magebane (DotA: Antimage) Guide
Key
Intro
Stats
Skills
Stat Build
Item Build
Flashing Tactics
Heroes you Hate
Key
Intro
Stats
Skills
Stat Build
Item Build
Flashing Tactics
Heroes you Hate
Scout Strategy Guide
First of all, i would like to thanks Tinyblktears (Also known as "Trainingday") for letting me use his template. I may have added something or otherwise changed it though.
Thunderbringer Strategy Guide
This is the same guide do Zeus (DotA), made by MYM|Merlini (one of the best DotA player).
Adapted by tiurush to HoN.
Adapted by tiurush to HoN.
Thunderbringer
Damage: 21-29
Armor: 0
Attack Range: 350
Strength: 19
Agility: 15
Intelligence: 20
Armor: 0
Attack Range: 350
Strength: 19
Agility: 15
Intelligence: 20
- - - - - - - - - - - - - - - - - - - - - - -
- Hero Abilities
Chain Lightning
The Thunderbringer zaps a target anemy unit with volatile lightning. The lightning then bounces to additional nearby enemy units.
Level 1 - Arcs 5 times, deals 85 damage.
Level 2 - Arcs 7 times, deals 100 damage.
Level 3 - Arcs 9 times, deals 115 damage.
Level 4 - Arcs 15 times, deals 130 damage.
Cooldown: 2.5
Blast of Lightning
Thunderbringer blasts a target enemy unit with lightning, dealing moderate damage and very briefly stunning it. The area around the target is lit up briefly, giving vision and revealing nearby stealthed units.
Level 1 - Deals 100 damage.
Level 2 - Deals 175 damage.
Level 3 - Deals 275 damage.
Level 4 - Deals 350 damage.
Cooldown: 7 seconds.
Lightning Rod
Enemies near Thunderbringer act as lightning rods, taking damage every time he casts a spell. Tha damage is proportional to their current health.
Affects an area of effect of 800.
Level 1 - Shocks for 5% of current hit points.
Level 2 - Shocks for 7% of current hit points.
Level 3 - Shocks for 9% of current hit points.
Level 4 - Shocks for 11% of current hit points.
Lightning Storm
Thunderbrindger strikes every enemy hero on the map with lightning, dealing damage and revealing the area around them briefly.
Level 1 - Deals 210 damage.
Level 2 - Deals 335 damage.
Level 3 - Deals 460 damage.
Cooldown: 120 seconds.
Staff of the Master Upgradeable: Increases damage.
- - - - - - - - - - - - - - - - - - - - - - -
- Skill Build:
Level 1 - Chain Lightning- - - - - - - - - - - - - - - - - - - - - - -
Level 2 - Lightning Rod
Level 3-5 - Blast of Lightning
Level 6 - Lightning Storm
Level 7 - Blast of Lightning
Level 8-10 - Lightning Rod
Level 11 - Lightning Storm
Level 12-15 - Attribute Bonuses
Level 16 - Lightning Storm
Justification: Blast and Lightning Storm are maxed as soon as possible since they are his most powerful spells, and Rod is gotten afterwards to add multiple-target damage during team fights. Some people max Chain Lightning before 23-25 but it is actually not always good to max Chain Lightning because you can only re-cast Chain Lightning when the first one is done 'bouncing' and since level 4 hits 15 targets, the cooldown is often over before the lightning finishes bouncing. In rare occasions sometimes you might want to go Stats/Blast of Lightning/Blast of Lightning/Stats/Blast of Lightning/Ult/Blast of Lightning/Lightning Rod/Chain Lightning /Lightning Rod/etc - I'll explain that more later in soloing.
- Item Build:
- Core Items:
- Luxury Items:or
2x Talisman of Exile / 2x Fortified Bracelet : I started getting 3 Talisman instead of Ring of Sorcery when DotA's Nerubian Assassin was popular. I feel that maximum hp / mana is very important on fragile int heroes: Feel free to make Fortified Bracelet instead.
Glow Stone : Since a lot of battles are 2v2 3v3 or whatever from full health to death, mass hp is the most important factor for survival. Glow Stone provides great hp/mana for its cost.
Bottle: Enables you to control the lane, have regen, and if you are soloing mid, collecting runes is very essential to your game.
- Other Items:
Totem of Kuldra: Lategame, having a guinsoo will work wonders for your team - great stats, imba range, and mana regen, and of course hex is a priceless ability.
Post Haste: It is a standard choice on Thunderbringer for mobility and movespeed.
- - - - - - - - - - - - - - - - - - - - - - -
Ring of Sorcery You dont see many people going for mana regen or sorcery because those only help with the laning phase and since Thunderbringer is such a glass cannon, he is often focused first.
Other Lategame Items: If you farm more than a Totem of Kuldra etc., you are probably farming too much (taking away from carries) or not fighting enough, or both. Thunderbringer is still very potent late game, but reserve the farm for heroes on your team who are more item dependent.
- Playing Thunderbringer:
Early Game: For starters, its 4 Minor Totem + 3 Mana Potion + Runes of the Blight . Since I tend to solo middle when I play Thunderbringer, I rush Bottle to get the quick lane advantage. Usually my build is 3 Talisman of Exile , Marchers , Homecoming Stone and Bottle.- - - - - - - - - - - - - - - - - - - - - - -
Attack Animation: His 'wind-up' (frontswing) is very long, but you can use that to your advantage to 's- cancel your attack and out-lasthit your opponent. Many players rely on Chain Lightning too much.
Lane Control: Chain Lightning pushes the lane and is also dependent on Mana Potions, but pushing the lane also gives you free time to check the runes, so you have to weigh both choices. Both Chain and Blast have a range of 700, enabling you to stay out of danger when casting
Strong Enemies: Against a good laner, Blast/Stats build is needed sometimes . It's important to get early last hits and stats helps with both allied/denied units (obviously, Chain only works for offensive purposes). When dealing with a really problematic hero, make sure you keep a Homecoming Stone on you at level 6 and definitely go Chain. Try to rune whore it with bottle while keeping sentries up (from teammates) and you should do ok. Go gank the side lanes
Oh, maybe try out the stats/bolt build a few times so you can work on last hitting with Thunderbringer![]()
- The 5 MYM|Merlini Golden Rules1. Always Blast of Lightning before Chain Lightning
It may seem better to blast before lightning to get maximum effect from static field but if you arc first you may lose your opponent in the fog
2. Always, ALWAYS watch your positioning
Blast of Lighting has a hell of a long range, Lightning Storm has infinite range, and Chain has pretty damn long range too, so there is almost no reason to be 'up close and personal' in battle unless you are chasing down heroes.
3. Wrath for Vision
When trying to kill low hp heroes (low, but not low enough for wrath only) in hard to navigate areas (e.g. below sentinel bottom right tower), use Stotm to gain vision of your enemy so you can bolt them to death.
4. Share control with your allies
Communicating to a teammate to do something is always much slower than doing it yourself
5. Abuse Bolt Range
Try to ninja that extra bolt in before team fights actually start - it has ridiculous range and helps in battles way more than you think
this guide is from Heroes of Newerth forum
Tags:
guide,
heroes,
intelligence,
Legion,
strategy,
Thunderbringer
Pyromancer Strategy Guide
Part one
The Basics
~Table of contents~
(to use this this just press control "f" to use the find tool and type in what you want.)
part 1 (the basics)
1. Introduction
2. Stats
3. Skills
4. Skill build
5. Item Build
~~~~~~~~~
part 2 (The skills)
1. Combos
2. How and when to use combos
3. Mini guides
4. Buddies And Baddies
5. Last words/ Links
~~~~~~~~~~
The Basics
~Table of contents~
(to use this this just press control "f" to use the find tool and type in what you want.)
part 1 (the basics)
1. Introduction
2. Stats
3. Skills
4. Skill build
5. Item Build
~~~~~~~~~
part 2 (The skills)
1. Combos
2. How and when to use combos
3. Mini guides
4. Buddies And Baddies
5. Last words/ Links
~~~~~~~~~~
Tags:
guide,
heroes,
intelligence,
Legion,
Pyromancer,
strategy
Legionnaire Strategy Guide
Introduction
Stripped of his beard (and therefore, most of his manliness) from his DotA Counterpart (Axe), Legionnaire has to make do with most of the changes in gameplay from DotA to HoN. His main role is to tank for the team while also dishing out tons of damage when enemies attack him. Legionnaire is a decent laner, but I'm going to focus on how to jungle Legionnaire in this guide. There are several differences that are now ported from DotA to HoN:
+ Creep respawn checkboxs are now smaller (you can pull creeps a little bit later and still make it in time to stack the camp)
+ Dark Troll Warlord creep camp replaced with weak Skeletons (can tackle them earlier on for great experience and gold)
+ Replacement of Troll Priests (no more difficulty pulling that creep camp)
+ Creeps don't sleep at night (easier to creep-stack and creep-pull)
- Removal of Satyr creep camp (no more purge, but less weak creeps to deal with)
- No more Berserker's Call/Taunt functionality on neutrals (cannot manipulate their AI anymore)
Stripped of his beard (and therefore, most of his manliness) from his DotA Counterpart (Axe), Legionnaire has to make do with most of the changes in gameplay from DotA to HoN. His main role is to tank for the team while also dishing out tons of damage when enemies attack him. Legionnaire is a decent laner, but I'm going to focus on how to jungle Legionnaire in this guide. There are several differences that are now ported from DotA to HoN:
+ Creep respawn checkboxs are now smaller (you can pull creeps a little bit later and still make it in time to stack the camp)
+ Dark Troll Warlord creep camp replaced with weak Skeletons (can tackle them earlier on for great experience and gold)
+ Replacement of Troll Priests (no more difficulty pulling that creep camp)
+ Creeps don't sleep at night (easier to creep-stack and creep-pull)
- Removal of Satyr creep camp (no more purge, but less weak creeps to deal with)
- No more Berserker's Call/Taunt functionality on neutrals (cannot manipulate their AI anymore)
Devourer Strategy Guide
First off, my guide may be a little rougher than those of HuckleCat and Fallout. Frankly they have a lot more DotA under their belts than me at this point but I think this should steer you in the right direction.
The Devourer is a tough hero to play right. Let’s quickly go over what he is. The Devourer is straight up, point for point, Pudge from DotA. He will be welcome in the ranks of familiar heroes to the DotA fans. Devourer is a Strength hero with two very strong active abilities, a strong passive that synergizes well, and a strong ultimate on a short timer.
The Devourer is a tough hero to play right. Let’s quickly go over what he is. The Devourer is straight up, point for point, Pudge from DotA. He will be welcome in the ranks of familiar heroes to the DotA fans. Devourer is a Strength hero with two very strong active abilities, a strong passive that synergizes well, and a strong ultimate on a short timer.
Hellbourne Heroes Str
Wednesday, October 21, 2009
Bottle for Dummies!
Welcome to Bottle for Dummies!
TThis guide is directed to people who don't know the good and bad points of using a bottle. This is a basic and simple guide, so if you have been playing the game for a while or have experienced DotA before, you probably won't find anything new here.

1.0 - Basics
This item contains 3 charges and can be found on the ''Supply'' section of the shop. Each charge heals for 135 life and 70 mana over 3 seconds with a 0.5 seconds cooldown, but when attacked, the effects are dispeled. This item costs 600 gold. ''Wait, isn't that little? So, basically I just waste 600 gold in an item with only 3 charges capable of restoring up to 405 life and 210 mana maximum? Not worth it!'' This is where people are wrong.
Listen, you don't use all charges at once! You can select when to use a charge of the bottle. ''Wait, so I can use a charge now and recover 135 hp and 70 mana and then a charge in like 10 min?'' Exactly!
1.1 - Recharging
''Recharging?'' Right again! ''Wait, so I can recharge my bottle and make it have free charges again!?'' Yes! ''But how to recharge?'' Simple! You can recharge your bottle at the well or by capturing a rune. ''Wait, what? HOW? I can put runes inside my bottle? How does the fountainr rechar-'' Calm down! Everything at its time!
Let's start with recharging your bottle using the well. To recharge your bottle at the well, all you have to do is go to the well and once there your bottle will recharge by itself. So you'll have 3 charges on your bottle once again!
1.2 - Capturing Runes
This is simple. When you want to bottle a rune, all you have to do is use all your charges in the bottle, click on the bottle on your inventory slot and then click on the rune. Presto! And there you go!
To use the rune in the bottle, all you have to do is click it and the rune's power will start working. Storing runes in the bottle and using them whenever you want is always a good strategy.
Also, when runes are stored in your bottle and then used, you gain 3 charges! So your bottle is refilled!
Reminder: Runes respawn every 2 minutes.
2.0 - Laning and Bottle
''Say what?'' Yes, bottle and laning are combined words in your Heroes of Newerth dictionary. At the start of the game when choosing which lane to go (top, middle, or bottom) keep this in mind: lanes affect bottle's performance.
If you are leveling at top lane, you are only going to get runes at the top part of the river on early game. Bottom is just the opposite, you are only going to get runes at the bottom part of the river on early game. Now that would lead middle lane to advantage, because both top and bottom runes are equally close to it, so it can bottle runes from bottom and top parts of rivers with ease. So, if you are going bottle, keep that in mind, for that might come in handy.
Oh, right, for those of you that don't know what river I'm talking about, it is that piece of water that divides the map in half. It separates Legion's land and Hellbourne's land.
2.1 - Courier
Yes, courier is extremelly helpful and is your bottle's best friend. ''But why would I need a courier?'' While you are leveling in your lane, you have no charges in your bottle, there is no need to go back to the well or go looking for runes to recharge it! Just make your courier do it! Buy the monkey courier and give him your bottle, you can choose either to go to the well and recharge it there, or find a rune and bottle it. That way you won't loose exp, gold, and time.
It is also good to upgrade your courier to a flying courier. Flying couriers have two abilities:
TThis guide is directed to people who don't know the good and bad points of using a bottle. This is a basic and simple guide, so if you have been playing the game for a while or have experienced DotA before, you probably won't find anything new here.
1.0 - Basics
This item contains 3 charges and can be found on the ''Supply'' section of the shop. Each charge heals for 135 life and 70 mana over 3 seconds with a 0.5 seconds cooldown, but when attacked, the effects are dispeled. This item costs 600 gold. ''Wait, isn't that little? So, basically I just waste 600 gold in an item with only 3 charges capable of restoring up to 405 life and 210 mana maximum? Not worth it!'' This is where people are wrong.
Listen, you don't use all charges at once! You can select when to use a charge of the bottle. ''Wait, so I can use a charge now and recover 135 hp and 70 mana and then a charge in like 10 min?'' Exactly!
1.1 - Recharging
''Recharging?'' Right again! ''Wait, so I can recharge my bottle and make it have free charges again!?'' Yes! ''But how to recharge?'' Simple! You can recharge your bottle at the well or by capturing a rune. ''Wait, what? HOW? I can put runes inside my bottle? How does the fountainr rechar-'' Calm down! Everything at its time!
Let's start with recharging your bottle using the well. To recharge your bottle at the well, all you have to do is go to the well and once there your bottle will recharge by itself. So you'll have 3 charges on your bottle once again!
1.2 - Capturing Runes
This is simple. When you want to bottle a rune, all you have to do is use all your charges in the bottle, click on the bottle on your inventory slot and then click on the rune. Presto! And there you go!
To use the rune in the bottle, all you have to do is click it and the rune's power will start working. Storing runes in the bottle and using them whenever you want is always a good strategy.
Also, when runes are stored in your bottle and then used, you gain 3 charges! So your bottle is refilled!
Reminder: Runes respawn every 2 minutes.
2.0 - Laning and Bottle
''Say what?'' Yes, bottle and laning are combined words in your Heroes of Newerth dictionary. At the start of the game when choosing which lane to go (top, middle, or bottom) keep this in mind: lanes affect bottle's performance.
If you are leveling at top lane, you are only going to get runes at the top part of the river on early game. Bottom is just the opposite, you are only going to get runes at the bottom part of the river on early game. Now that would lead middle lane to advantage, because both top and bottom runes are equally close to it, so it can bottle runes from bottom and top parts of rivers with ease. So, if you are going bottle, keep that in mind, for that might come in handy.
Oh, right, for those of you that don't know what river I'm talking about, it is that piece of water that divides the map in half. It separates Legion's land and Hellbourne's land.
2.1 - Courier
Yes, courier is extremelly helpful and is your bottle's best friend. ''But why would I need a courier?'' While you are leveling in your lane, you have no charges in your bottle, there is no need to go back to the well or go looking for runes to recharge it! Just make your courier do it! Buy the monkey courier and give him your bottle, you can choose either to go to the well and recharge it there, or find a rune and bottle it. That way you won't loose exp, gold, and time.
It is also good to upgrade your courier to a flying courier. Flying couriers have two abilities:
- One that increases their movespeed for a short duration of time.
- One that grants them invulnerability for a short duration of time.
Reminder: The monkey courier costs 200, and to upgrade it to a flying courier you must have the following requirements:
- 200 gold.
- Have the recipe in your monkey courier's inventory slot
- Use the monkey courier's only spell to make him a flying courier.
2.2 - Wards
Wards are one of the bottle's best buddies. Buy wards and leave them close to the runes spawn points, so you'll know which rune spawned and where (top or bottom). Even though they are invisible, enemies who are using sight-seeing itens can destroy them when they spot them.
Heroes who have benefits in this are both ''Keeper of the Forest'' and ''Scout''. Keeper of the Forest can put an eye on a tree to watch a rune spawn point and Scout can put an ''Electric Eye''.
Note:
- The eye on the tree is revealed to the enemy and is destroyed if the tree is destroyed (Runes of Blight can destroy it)
- The ''Electric Eye'' is revelead once an enemy ''steps on it'' (if they are really close to the eye, it is revealed).
3.0 - Runes
There are x types of runes in the game: Invisibility, Regeneration, Double Damage, Haste, and Illusion. All of them will be explained now.
Note: Always look at the timer to know when the effects will end.
3.1 - Invisibility
Will make your hero go invisible when used. This is good for ganks and escaping. When you are almost dying and when you are trying to escape from the enemy, remember to use this rune if it is inside your bottle or if you find it at the river. It is definately one of the games' best ''life savers''.
3.2 - Regeneration
This will regenerate your hero's mana and HP to max in a short period of time; however, this effect dispels on damage and when you reach max, so use it wisely. The effect takes a while to go off, so, if you are not being attacked and if you are full, feel free to use your nukes, for the regeneration buff will recover you back to max again.
3.3 - Double Damage
This rune will double your damage (multiply it by 2x), it doesn't affect magic spells, but it does affect your critical damage (your critical strike damage will be doubled).
3.4 - Haste
This rune will increase your hero's movespeed to maximum (522). Great for chasing heros and escaping from the enemy. Remember to use this wisely.
3.5 - Illusion
This rune will create two duplicate images of your hero. They cannot cast spells, they take more damage from enemy attacks and deal less damage than your hero. This rune is great to confuse your hero and play mindtricks on them to make them use spells at your illusion and make them go on cooldown and make them waste their ultimate spell and/or mana, making it a perfect time for a gank.
3.6 - Location (Thanks _Archangel_ for the pictures)
Forests of Caldavar
Darkwood Vale
Watchtower
(If you are looking for more info on runes, check out this guide Using Bottle
4.0 - Types of Heroes and How Bottle is good for them!
This section will comment on each type of hero and how they work with bottle. The following types of heroes will be commented on: Nukers, Support, Tanks, and Late Game. The runes that are best for each hero class were analized (in other words, if you have a team with one of each class, and you could choose which rune to give to each of them, you would).
4.1 - Nukers
Early game nukers such as Thunderbringer suffer from low mana regeneration and a low mana pool. Bottle will basically guarantee a good early nuke, and good chases and escapes at mid game and maybe late game. Nukers get benefited with almost every rune except ''Double Damage''. ''But why not Double Damage?'' Simply because Nukers most of the time have small attack power and speed in mid and late game.
Also, most of the time, Nukers go middle lane. So they get a good position and are close to both of the rune spawn points. Best runes: Haste, Regeneration, Invisibility.
4.2 - Strength Heroes
Constantly running out of mana, this type of heroes work very well with bottle. They usually are always requiring mana. Good examples of Strength heroes that works well with bottle are Pharaoh and Jereziah. Strength heroes have fast health regeneration, and they can go out of battle and come back in a quick ammount of time, bottle will speed up your process, and make them be able to go back to the battle completely. Most strength heroes are called ''starters'', cause they start the battle. Good examples of starters are Kraken and Keeper of the ForestBest runes: Regeneration, Invisibility(easier to start the battle), Haste(improves their ''starting'' ability and timing), Illusion(good for tricking someone to make them use spells on the illusion or to not know which one to focus attacks on battle).
4.3 - Agility Heroes
Agility heroes suffer from low max health and low mana max. They have slow regenerations for both as well, so they get really benefited from the bottle's recovery. Agility heroes work awesome with all the runes on the game, of course, they have their best runes as well. Best runes: Regeneration, Double Damage(agility heroes usually have more damage and attack speed), Illusion(since they attack faster and deal more damage, illusions will work better when attacking).
4.4 - Additional Info on Starters
All starter heroes are included in: Intelligence and Strength (examples: Tempest and Behemoth). These heroes get the benefited the most from bottle, since they most of the time have spells/skills that give your team more advantage over the other, so they must always be ready to fight, cause they server as great supporters. If you notice these kind of hero is dying, try to help him, for he is essential in your team. Best runes: Invisibility, Haste, Regeneration.
5.0 - The Battle for the Runes
Having a rune available to you is a great advantage, so you have to be at the constant lookout for runes. Checking every 2 minutes for runes at their spawn spot is very important. Wards, spot revealing abilities (such as Electric Eye [Scout]) are also good, even using your courier to check it and even maybe getting the rune for you is a good idea.
However, the rune spawning spots are dangerous, the enemy team will also be checking there frequently for a boost at team battle. Another tip is to never leave the rune ''about'' for too long. If no teammates are going to get it, get it, even if you don't need it, so the enemy doesn't get advantage (example: getting regeneration rune at full health).
This guide is from: Heroes of Newerth Forum
Basic Laning Guide
This is the first in a series of generalized guides on playing a full game of HoN:
Laning
Ganking
Pushing and Teamfighting
Laning
Ganking
Pushing and Teamfighting
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