Showing posts with label intelligence. Show all posts
Showing posts with label intelligence. Show all posts
Thursday, October 22, 2009
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
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:
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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
Wednesday, October 21, 2009
Puppet Master Strategy Guide
Update: As of 1.30.1 puppet master has a base agility of 20, furthermore, his base str is 20 and his str gain/level is +2.1
Skills: Learns Puppeteer's hold, Puppet Show, Whiplash,
Voodoo Puppet
Disclaimer:
Welcome to my Puppet Master guide. Just to introduce myself, I play under the tag Trainingday in HoN/Cod4 and the tag TinyBlackTears in dota. I have played dota for 5 years now and have acquired a good taste for all fields of play, from pub level to scrim vs EG/MYM level. This is my first guide I have ever written, and if it goes ok, it will hopefully not be my last. This guide is meant to be straightforward and to the point. I will not go over basic skills like last hitting and ward placement, however, you can refer to Nome's guide on warding by following this link http://forums.heroesofnewerth.com/showthread.php?t=4839
Skills:
Puppeteer's Hold: The puppet master ties up an enemy with puppet strings. The strings slow down an enemy's attack speed and restrain movement
Target: Hostile Unit
Type: Magic, note that this spell cannot be casted on a hero who is already magic immune, however, if a Hero gains magic immunity after being held, they will still be "held". AFAIK this skill can be countered by blink type skills but that knowledge is not reinforced.
Range: 600
Radius: 400
Mana cost: 115/140/165/205
Cooldown: 14 seconds at all levels
Duration: 3/3.75/4.5/5.25 seconds
Status: -10/15/20/25 attack speed
Notes: Puppeteer's hold will apply a constant "pull" toward the location at which it was casted. If the afflicted unit reaches the radius, it will quickly be pulled back toward the original location. The loss of attack speed is almost negligible, so this skill can indeed by considered a movement disable, nothing more, nothing less. In dota terms, this is similar to what sprout does (not completely true, but the closest comparison). Also stops Madman and Chronos from escaping via Barrel Roll and Time Leap respectively
Puppet show: The puppet master enslaves an enemy unit as his puppet. The target is driven crazy and will attack the closest unit, be it friend or foe.
Target: Hostile unit
Type: Magic
Range: 700
Radius: 250/300/350/400
Cooldown: 30/28/26/24 seconds
Mana cost: 125/140/155/170
Duration: 2.5/3/3.5/4 seconds
Notes: attacks are non lethal. Note the range on this skill, and how it is superior to puppeteer's hold. Also note the cooldown. This is not a skill you want to throw away lightly. You will not be given the opportunity to use this skill twice in one fight. I consider this skill superior to puppeteer's hold in general and to be quite blunt it is your go-to skill. You will be initiating ganks and disabling key heroes with this skill. You better get good with it.
A "crazed puppet" hero will prioritize allied heroes first, allied creeps second, and finally anything else that passes through the 250/300/350/400 radius. A hero affected by this debuff also has unit walking.
Whiplash: Imbuing his attacks with his magical puppet strings, the Puppet Master is able to increase his base damage and unleash devestating attacks that damage multiple opponents.
Type: Passive
Effects: On every 5th attack, the puppet master's attack does 125/150/175/200% dmg and splashes for 25/50/75/100% in a 200 radius. Also passively increases base damage by 6/12/18/24%. Removes one charge every 12/8/10/6 seconds when not attacking.
Notes: Everytime you attack the icon for whiplash will have a number that decreases. Once it hits 1, your next attack will apply whiplash, and the counter (number) will go back to 5. There's not much to say about this skill, it will help you last hit and help your farm. The "harrassment" aspect of it is highly overrated. Note that the % damage of whiplash assumes that 100% is normal damage. In other words, 200% dmg is essentially a 2x crit, and 125% dmg is 1.25x crit. Every 5th attack is amplified by all dmg, whether raw or gained from levels/stat items. The passive dmg % bonus applies stat/stat items exclusively.
Furthermore, the splash on every 5th attack is dealt as pure damage and is effected by the 125/150/175/200% bonus, in other words, once maxed out you are essentially splashing a 2x crit on all units within 200 aoe of the target. Critical strikes completely amplify damage from whiplash attacks, in other words, they stack. The 0.1.48 patch means you can go into a fight knowing that your first attack will hurt.
Voodoo Puppet: The puppet master imbues the essence of an enemy in a puppet. The puppet can then be attacked by the puppet master or his allies. The voodoo puppet takes increased damage, and will apply damage taken to the target as magic damage.
Target: Hostile Unit
Type: Magic
Range: 600
Cooldown: 150 seconds
Mana cost: 150/200/250
Voodoo puppet takes 160/180/210% dmg and has 5.5 magic armor (same as heroes). It has 450/700/950 hp and transfers all damage to the target in full, even if it dies. The puppet lasts until the unit moves 1500 dist away from the target, or the puppet is killed. As of 1.30.1 patch, voodoo puppet cannot be dispelled. Voodoo puppet has armor value of 0.
Notes: I recommend casting puppet show over puppeteer's hold when chaining your ult since puppet show silences and has better cast range. That doesn't mean puppeteer's hold + ult is bad, but you can certainly run into problems if the enemy hero is more then willing to fight back. You do not want to waste this skill.
While certainly useful, it has a 150 sec cd, which imo is far too much for what is essentially a single-target nuke. Make sure you communicate with your teammates and tell them who you intend to ult. Finally, math proves that attacking the puppet is ALWAYS better then attacking the hero, regardless of physical armor, magic armor, or level of voodoo puppet.
Finally this spell goes through magic immunity but is reduced my magic armor. In other words, feel free to beat down a puppet even if its target is under shrunken head.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~
Core analysis: This is where we analyze hero-specific stuff like stat/stat gain and movespeed. The Puppet Master's base stats/stat gain are above average, with a str gain of +2.1/level starting at 20 base str, he is very durable relative to other int heroes. He has a 600 range, a very generous base armor of 3.38, and 300 movespeed. As far as the basics go, the Puppet Master is on the right foot. His stats are generally higher then most other int heroes, he has 600 range, and his base armor and movespeed surpass those of other int heroes. His base damage is nothing to be proud of, but luckily whiplash augments that.
However, he has no nukes, and his disables are what I call "pseudo-disables", they are not true disables and are not always reliable. From this, we can determine that puppet master's early game comes in the form of last hits/denies, and to be honest that's about the extent of it. Trying to harass with whiplash will not only draw creep aggro but will likely result in a nuke/stun combo to your face.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~
Skill build:
1: Puppeteer's Hold
2. Whiplash/ Puppet Show
3. Whiplash
4. Puppet Show / Whiplash
5. Whiplash
6. Voodoo Puppet
7. Whiplash (maxed out)
8. Puppet Show
9. Puppet Show
10. Puppet Show (maxed out)
11. Voodoo Puppet
12. Puppeteer's Hold
13. Puppeteer's Hold
14. Puppeteer's Hold (maxed out)
15. Stats
16. Voodoo Puppet (maxed out)
17-25. Stats
Whiplash is taken ASAP due to the last hitting it provides. You may be wondering why we do not take his disables ASAP, and the reason is simple, remember, they are pseudo-disables that don't even deal damage. Furthermore, even low levels of his disables still accomplish a reasonable amount compared to higher levels. If you think there is risk of dying early or getting an early bloodlust, take puppet show at level 2 instead of level 4.
As of the last patch puppet show is incredibly superior to puppeteer's hold and should be prioritized over it.
His ult is strong despite the cooldown and should be taken whenever possible.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~
Item build: Puppet Master has a flexible item build.
Pub build: For crushing pub games with no remorse. Begin with runes of blight and some minor stat items.
-Rush Alch Bones (1900 g)
-Finish Steam boots (1490 g)/Enhanced Marcher (1500 g)
-Build Shieldbreaker (4420 g)
-Continue to build whatever is needed. This could be Daemonic breastplate (5550 g), shrunken head (3900 g), behemoth's heart (5500 g), hellflower (5025 g), Harkon's Blade (5100 g), Riftshards etc.
Explanation: Puppet has little to no use for mana regen early game, so massing hp regen items like runes and flasks + minor stat items like minor totem and pretender's crown is your best bet.
Alch bones gives puppet master more ias=more whiplash=more farm, not to mention its active...it basically increases your income as puppet 2 ways!
Steamboots or Enhanced Marchers are both fine, personally I hate building a glass cannon so I like going Steamboots even if it means I lose out on dps and phase. Sometimes phase will be useful for squeezing that extra movespeed to get off that disable, so both are fine.
Shieldbreaker gives very cheap dps, and furthermore, the armor reduction means that the primary target takes more damage, resulting in a higher damage splash. What does this all translate too? More farm of course!
Shrunken head gives you magic immunity, which is pretty important if you are against a handful of disablers and nukers.
Behemoth's heart honestly has no synergy with puppet master whatsoever, but if you are playing a hero to carry, it doesn't take a genius to figure out the lasting longer so that you can dps=good.
Hellflower gives you magic regen that you will never need, but the ias, again, means more dps and farm, especially in combination with the active silence. Do not get this item over totem of kuldra in a serious game.
Flayer sucks in comparison to daemonic breastplate and personally I see no reason you would ever get it. Daemonic breastplate basically gives a carry puppet master all he could ever dream of: more ias, massive armor, and armor reduction. If you are wondering why you should build shieldbreaker first, well, it's just easier to farm, that's all. However, with that being said, flayer does give you more dps then Daemonic Breastplate, so if you want to hit hard without fear of your vitality, then by all means go flayer.
Competitive build:
-Fortified Bracers (510 g)
-Steamboots (1500 g)/Enhanced Marchers (1490 g)
-Wards (both types) (200 g)
-Totem of Kuldra (5675 g)
If there is any hero that is more then capable of buying wards or monkey courier at start, it is puppet. You probably don't need to buy all the wards in a game as puppet master, probably 4-8 in a typical game. Mana items are wasted on puppet, so pick up steamboots and a couple of fortified bracers, and then build your way to totem of kuldra. Build the blessed orb and the manatube before you farm the acolyte's staff please.
Explanation: One set of wards and a courier is standard for any competitive game. It doesn't mean that one hero has to buy all of that (in fact usually it's a good idea to have 1 hero buy wards and another courier/winged courier). Your allies cannot afford to go back to base just to pick up an item. Rune control is mandatory to winning lanes and can also save your team from an early gank. Refer to the linked ward guide near the beginning of my guide.
Competitive play=more stuns+ disables. The hp boost from fortified bracers is cheap and to be quite blunt is basically a necessity on like 90% of the int heroes out there.
Steamboots/Enhanced Marchers for the same reason as the pub build.
Post haste kinda sucks on puppet master because his disables aren't even relatively strong and he isn't a good pusher. Throwing post haste on Puppet Master isn't as good as post haste on, say, soulstealer.
Totem of Kuldra is a luxery item that 80% of the int heroes currently in HoN should strive for, and puppet master is one of them. Your team will love you if you farm up a fast hex stick. Remember, competitive play has alot of stuns and disables. Totem of Kuldra = the best disable for an item. So make this your #1 priority luxury item in more serious games.
I would never go frostfield plate over totem of kuldra on puppet, it just pales in comparison given puppet master's skillset. After you farm totem of kuldra (which can be as early as 25 minutes) farm whatever your team needs. This could be in the form of wards, dps items, shrunken head etc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Laning: Puppet is not a strong solo despite what people think, sending him mid solo is a one-way ticket to being crushed by soloes who will surely abuse bottle in much stronger ways then puppet can. These heroes include:
Thunderbringer, Soulstealer, Defliler, Torturer, Pharaoh, Voodoo Jester, Pollywog priest, Moon queen and even Pyromancer. Other heroes that don't need bottle but that can likely outsolo a puppet master anyway include Hellbringer and Blood Hunter.
So where should we send Puppet Master? Long story short, the side lanes. If he can solo, great, if not, that is fine too. Focus on last hitting over harassing, because harassing is not a good idea when you have pseudo-disables and no nukes. If the enemy is slow to retreat from a creep wave, cast puppeteer's hold or puppet show.
Ganking: Open with puppet show if there is someone for the target to attack, and then chain with puppeteer's hold. Ult if needed (before puppeteer's hold but after puppet show) and auto-attack bla bla. If you are casting on the same target, please chain your disabling spells to make the most use of them, this should be common sense. Cast totem of kuldra to disable key heroes, also, don't forget to used enhanced marchers to chase or retreat.
Team fights: Ult either the carry or a caster, this spell goes through magic immunity. Cast puppet show like you would hex, because in a team fight scenerio puppet show is basically hex. Use puppeteer's hold as need be, don't cast it just because you can, look for enemy heroes that are fleeing and use it to ensure they don't get away, or to save an ally who is being chased by an enemy hero. Again, use totem of kuldra to disable priority heroes.
Well that is all thank you for reading my very first guide ever posted. Feedback is always welcome, if you have a valid argument I will be more then happy to respond, if you are trolling you will be ignored. I have to admit it was annoying to continually alt-tab from my game for the numbers on his skills, so until a "wiki" is posted containing precise information on heroes I will only be posting guides on dota-port heroes from here-on.
This Strategy is from Heroes of Newerth Forum
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Hellbourne Heroes Int
Blacksmith Strategy Guide
Blacksmith

Introduction
Introduction
Blacksmith is a rather unique hero in Heroes of Newerth. A melee hero with above average starting armor, strength, strength gain, and base damage, the blacksmith is actually a intelligence-based nuke supporter who keeps his team strong (or at least fast) and the other team weak. His stats and skills are each direct ports of the Ogre Magi from DotA, but as with most heroes of HoN he received a significant aesthetic upgrade with the port.
How we will play blacksmith in this guide is as an early game ganker with late game team support. His excellent starting strength and strength gain, coupled with a spell that allows for a significant speed boost, allows us to focus on intelligence and support related items without having to worry about our survivablity.
Pros
Ridiculous strength gain, one of the best in the game.
Basic stats and armor cover all survivability needs.
Excellent ganker with 2 nukes, one a slow and the other a stun.
Powerful support ability, adding a significant speed boost to allies.
Scales better mid-late than most intelligence heroes.
Performs well in a lane, especially combined with another stunner/disabler.
Easy to learn and play.
Cons
Only intelligence based hero with a melee attack.
Lackluster farming ability, which doesn't matter because you should be ganking.
Poor intelligence gain.
The arguably most powerful aspect of PASSIVE ult is UNRELIABLE
Enemy target
Magic damage
Range: 700
Radius: target/150/300/450 ::Important:: radius does not go up with THE LEVEL OF FLAMING HAMMER but with the level of CHAOTIC FLAMES.
Mana cost: 95/105/115/125
Cooldown: 15 seconds
Deals 10/20/30/40 damage a second and slows for 10/15/20/25% for 7.5 seconds
If you're too lazy to do the math, it deals 75/150/225/300 magic damage over it's duration. Another nuke, it works differently than fireball. It deals it's damage slower, but for chasing the 7.5 seconds of slow will actually allow more hits than 1.5 seconds of stun. Also, when we level Chaotic Flames, instead of dealing more damage to the target sometimes, it will ALWAYS deal it's damage in a larger radius, allowing for AoE slow and some farming potential.

Frenzy
The Blacksmith uses his control over fire to motivate his ally the best way he knows how: with heat! Starts a non-harmful blaze on a friendly unit that increases attack speed and movement speed.
Target ally
magic effect
Range: 600
Mana cost: 75
Cooldown: 20/15/10/5 ::Important:: cooldown does not go down with THE LEVEL OF FRENZY but with the level of CHAOTIC FLAMES.
Has a 0/20/20% chance to cast on 0/1/2 additional allied targets with levels of Chaotic Flames.
Applies frenzy to target for 30 seconds, ally gains 6/9/12/15% movement speed and 20/30/40/50 attack speed.

Chaotic Flames
The Blacksmith is experienced at gambling with fire. increasing the power of his other spells. When casting his other spells, he has a chance to achieve a more powerful result.
This is a passive ability that increases his other spells, and I've put the benefits into those skills rather that here.
This is really the skill that will make you love or hate this hero. It adds a chance to cast Fireball multiple times, adds an AoE to Flaming Hammer, and gives a chance to apply Frenzy on multiple allies. This ability earns Blacksmith a lot of hate, as people who play him complain of never multicasting (multiple applications of the stun) and people who play against him complain of always getting multicasted. The key to playing this hero is to never rely on multicasted stuns, pretend you don't have the possibility at all and you won't get yourself killed relying on that 25% chance.
How we will play blacksmith in this guide is as an early game ganker with late game team support. His excellent starting strength and strength gain, coupled with a spell that allows for a significant speed boost, allows us to focus on intelligence and support related items without having to worry about our survivablity.
Pros and cons
Pros
Ridiculous strength gain, one of the best in the game.
Basic stats and armor cover all survivability needs.
Excellent ganker with 2 nukes, one a slow and the other a stun.
Powerful support ability, adding a significant speed boost to allies.
Scales better mid-late than most intelligence heroes.
Performs well in a lane, especially combined with another stunner/disabler.
Easy to learn and play.
Cons
Only intelligence based hero with a melee attack.
Lackluster farming ability, which doesn't matter because you should be ganking.
Poor intelligence gain.
The arguably most powerful aspect of PASSIVE ult is UNRELIABLE
Skills

Fireball
Hurls a scorching fireball at target opponent, both damaging and stunning them.
Enemy target
Magic damage
Range: 600
Mana cost: 75/85/95/105
Mana cost with level 1 Chaotic Flames: 105/115/125/135
Mana cost with level 2 Chaotic Flames: 155/165/175/185
Mana cost with level 3 Chaotic Flames: 185/195/205/215
Cooldown: 15/12/9/6 ::Important:: cooldown does not go down with THE LEVEL OF FIREBALL but with the level of CHAOTIC FLAMES.
This is the skill you will rely on more than any other throughout the game. It is your primary source of magic damage, as well as a powerful single target stun. Max it, as until level 4 it deals subpar damage. Also, just like in DotA if you get extra casts of Fireball from Chaotic Flames the stun lasts longer.
Early game it serves us well. Until you put levels in Chaotic Flames it retains its low mana cost, which is a necessity considering our mana pool. It is a single target stun, so open with it in a gank. It allows you to set up a teammates spells as well. Tormentor or Pyromancer can easily hit someone who isn't moving for 1.5 seconds, although a Valkyrie might have more trouble. Or you could be laned with someone like Pestilence, and stun the enemy at 600 range, allowing Pestilence the chance to run in and use his stun.

Flaming Hammer
The Blacksmith throws a flaming hammer at a target enemy, which explodes on impact. The explosion causes the target to burn, taking damage over time and slowing their movement speed.
Fireball
Hurls a scorching fireball at target opponent, both damaging and stunning them.
Enemy target
Magic damage
Range: 600
Mana cost: 75/85/95/105
Mana cost with level 1 Chaotic Flames: 105/115/125/135
Mana cost with level 2 Chaotic Flames: 155/165/175/185
Mana cost with level 3 Chaotic Flames: 185/195/205/215
Cooldown: 15/12/9/6 ::Important:: cooldown does not go down with THE LEVEL OF FIREBALL but with the level of CHAOTIC FLAMES.
Has a 25% chance to cast twice at level 1 Chaotic Flames
Has a 40% chance to cast twice and a 20% chance to cast 3 times at level 2 Chaotic Flames
Has a 50% chance to cast twice, a 25% chance to cast 3 times, and a 12.5% chance to cast a whopping 4 TIMES on level 3 Chaotic Flames.
Deals 75/125/175/275 damage and stuns for 1.5 seconds.This is the skill you will rely on more than any other throughout the game. It is your primary source of magic damage, as well as a powerful single target stun. Max it, as until level 4 it deals subpar damage. Also, just like in DotA if you get extra casts of Fireball from Chaotic Flames the stun lasts longer.
Early game it serves us well. Until you put levels in Chaotic Flames it retains its low mana cost, which is a necessity considering our mana pool. It is a single target stun, so open with it in a gank. It allows you to set up a teammates spells as well. Tormentor or Pyromancer can easily hit someone who isn't moving for 1.5 seconds, although a Valkyrie might have more trouble. Or you could be laned with someone like Pestilence, and stun the enemy at 600 range, allowing Pestilence the chance to run in and use his stun.
Flaming Hammer
The Blacksmith throws a flaming hammer at a target enemy, which explodes on impact. The explosion causes the target to burn, taking damage over time and slowing their movement speed.
Enemy target
Magic damage
Range: 700
Radius: target/150/300/450 ::Important:: radius does not go up with THE LEVEL OF FLAMING HAMMER but with the level of CHAOTIC FLAMES.
Mana cost: 95/105/115/125
Cooldown: 15 seconds
Deals 10/20/30/40 damage a second and slows for 10/15/20/25% for 7.5 seconds
If you're too lazy to do the math, it deals 75/150/225/300 magic damage over it's duration. Another nuke, it works differently than fireball. It deals it's damage slower, but for chasing the 7.5 seconds of slow will actually allow more hits than 1.5 seconds of stun. Also, when we level Chaotic Flames, instead of dealing more damage to the target sometimes, it will ALWAYS deal it's damage in a larger radius, allowing for AoE slow and some farming potential.
Frenzy
The Blacksmith uses his control over fire to motivate his ally the best way he knows how: with heat! Starts a non-harmful blaze on a friendly unit that increases attack speed and movement speed.
Target ally
magic effect
Range: 600
Mana cost: 75
Cooldown: 20/15/10/5 ::Important:: cooldown does not go down with THE LEVEL OF FRENZY but with the level of CHAOTIC FLAMES.
Has a 0/20/20% chance to cast on 0/1/2 additional allied targets with levels of Chaotic Flames.
Applies frenzy to target for 30 seconds, ally gains 6/9/12/15% movement speed and 20/30/40/50 attack speed.
If nothing else, this spell will keep you supporting your team well into mid-late game. For some reference, activating Enhanced Marchers adds 10% move speed for 6 seconds, whereas level 4 frenzy adds 15% move speed in addition to practically giving them a Warpcleft for 30 seconds. Even if you don't get the 20% chance to get 2/3 casts, level 3 Chaotic flames allows you to keep this on your whole team. Put it on your carrys and they will love it. Keep it on yourself and you run faster than all but the fastest heroes (Blood Hunter with 44% movespeed, for example).
Chaotic Flames
The Blacksmith is experienced at gambling with fire. increasing the power of his other spells. When casting his other spells, he has a chance to achieve a more powerful result.
This is a passive ability that increases his other spells, and I've put the benefits into those skills rather that here.
This is really the skill that will make you love or hate this hero. It adds a chance to cast Fireball multiple times, adds an AoE to Flaming Hammer, and gives a chance to apply Frenzy on multiple allies. This ability earns Blacksmith a lot of hate, as people who play him complain of never multicasting (multiple applications of the stun) and people who play against him complain of always getting multicasted. The key to playing this hero is to never rely on multicasted stuns, pretend you don't have the possibility at all and you won't get yourself killed relying on that 25% chance.
Skill Build
A.
1. Fireball
2.Flaming Hammer
3. Fireball
4. Flaming Hammer.
5. Fireball
6. Chaotic Flames
7. Fireball (max)
8. Flaming Hammer
9. Flaming Hammer (max)
10. Frenzy
11. Chaotic Flames
12. Frenzy
13. Frenzy
14. Frenzy (max)
15. Stats
16. Chaotic Flames (max)
17-25. Stats
Explanation
1. Fireball
2.Flaming Hammer
3. Fireball
4. Flaming Hammer.
5. Fireball
6. Chaotic Flames
7. Fireball (max)
8. Flaming Hammer
9. Flaming Hammer (max)
10. Frenzy
11. Chaotic Flames
12. Frenzy
13. Frenzy
14. Frenzy (max)
15. Stats
16. Chaotic Flames (max)
17-25. Stats
Fireball and Flaming Hammer are our nukes and our disables. We max these as early as possible so that we can support our team and gank our opponents. Frenzy is taken as soon as we max these two as it does better mid-late than early, and stats are grabbed when nothing else is available. The early game is decided by nukes, and while the MS boost on frenzy is nice, the -MS on Flaming hammer, coupled with the damage it deals, serves us better early.
If you're having significant mana problems, you can put off Chaotic Flames until later than 6. Each level in Chaotic Flames will add to the mana cost of Fireball, so occasionally picking it up right at 6 will do more harm than good.
Nome's Wisdom is a great choice on Blacksmith. However, I would advocate asking if anyone on your team is going to get one before you buy it, as aura's do not stack. However, if noone on your team is getting Nome's Wisdom it is recommended that you do.
The reason I don't have a picture for this item yet is that Nome, ironically, did not put it up on his Item Pictures resource, yet.
Any other items are situational or better on another hero IMO.
Your buddies are fellow stunners/disablers, your enemies are mana burners. ALWAYS lane with a teammate, and TRY to lane with a teammate with a stun, preferably one poweful but hard to hit with A.K.A. Voodoo or Tormented. Keep as much coordination between your ally and yourself going as possible, as Blacksmith can burst pretty damn hard early to mid game.
Keep good map awareness, all the Strength in the world won't help against an Swiftblade+Electrician gank if you aren't near your tower. If you do decide to go bottle, think about buying wards to watch the runes and for ganks. Call mia when your enemies leave and support your lane partner, IF HE'S A HARDER CARRY THAN YOU A.K.A NIGHT HOUND, TRY TO KEEP HIM ALIVE AND GIVE HIM THE KILLS, IT WILL SERVE YOU WELL IN THE LONG RUN.
This is where you will shine, so enjoy it while you can. Hopefully by now (probably 20-25 minutes in) you will have Steamboots, bottle, and level 2 Chaotic Flames. Look for any hero who's pushed too far, look for enemy heroes your allies are having troubles with, and gank your enemies jungle. Rune whore if you got bottle, and keep up the coordination with your teammates. If you keep the enemy low during this phase you've already won. You can hit for (275x3 multi +300 AoE with slow and stun) and supply at least level 1 frenzy to your allies. Your skillset peaks in between mid and late, so do whatever you can to give your allies the edge.
Hopefully you ganked well and helped your carries become stronger than theirs, because you start losing power at this point. DON'T BE ALARMED. If you got a hellflower or totem, you can still decide fights for your team. Blacksmith scales exceedingly well late game for an int hero. Slow, silence and stun their carries and frenzy your own. Work with your teammates and don't go in alone unless you wish to die.
Even supposing your carries did poorly and the enemy carries are big, don't panic. If you played significantly better than others, you can decide the game yourself! A Blacksmith with Hellflower and Totem of Kuldra is no joke! With stun, slow, hex, silence, multicasts, frenzy, >2000 hp and 200-300 damage a swing, blacksmith can actually carry a team!
If you're having significant mana problems, you can put off Chaotic Flames until later than 6. Each level in Chaotic Flames will add to the mana cost of Fireball, so occasionally picking it up right at 6 will do more harm than good.
Skill usage and synergies
When should I use fireball?
When should I use Flaming Hammer?
Flaming hammer differs from Fireball in some regards. It's a soft disable rather than a hard one, only slowing move speed. If an enemy isn't running or chasing, you may want to wait to cast it until he is, unless it's going to be a close enough fight that you need the 300 damage more than the slow. You can use this skill to help you farm, to a degree, but 300 won't finish off a creep unless you're hitting it as well. When should I use fireball?
Fireball is your standard nuke, and it should be your opener in most engagements. The 1.5 seconds of stun allows you and possibly an ally time to maneuver closer or drop more disables on the enemy. Without a leveled ult you'll only get it off once before the relatively long cooldown sets in. With points in your ult it becomes more spammable, and you can fish for multicasts. Keep in mind, once you've used fireball you are more vulnerable, so if a fight isn't sure you might want to hang back and wait for it to cool down, and hope for a multicast next time.
When should I use Flaming Hammer?
Who do I cast Frenzy on?
Skill synergies
+
+
+
+
After placing levels in your ulti this is your hero killing/ganking combo. Casting frenzy on yourself may cast twice, hitting an allied hero with the buff as well. You then throw a fireball at the enemy to open. While stunned, close with your excellent movespeed and throw a flaming hammer. Before the Flaming Hammer wears off, Fireblast will have come back from it's 6 second cooldown with a level 3 ult, and maybe you'll get that 12.5% chance to cast 4 times for 1100 magic damage.
+
+
I just felt I'd throw this combo in for laughs. Nothing makes enemies rage harder than x4 multicast after a 1.2 damage multiplier. Plus, being silenced they have no choice but to run until the silence ends, giving you the chance to Flaming Hammer and get some hits in.
Core Build
1-2x Runes of blight [Supplies] (90g); 2 if you can afford it.
1-2x Mana potion [Supplies] (50g); 2 if you can afford it.
1-2x Talisman of Exile [Initiation] (485), 1 if you farm badly.
*You can replace one Talisman of Exile with a Power Supply, it's a trade off of 3 int for the hp/mana regen charges
1x Bottle [Supplies] (600g)
1x Steamboots [Initiation] (1500g)
*Thanks to Ruscour for resizing the image for me
You are both melee and a high mana cost nuker with high strength and low intelligence. You need regen when you first go to the lane. Spend at least 140 on runes and a mana potion. It's your decision whether you spend the extra starting cash on more regen or starting your Talismans of Exile. Go ahead and grab a Mana Battery at the outpost next to your lane if you'd prefer it over a second Talisman of Exile. By the time you're done laning, you will have 1-2 Talismans of Exile, a bottle, and Steamboots.
Steamboots are still the best boots for Blacksmith even after the change. He has enough armor on his own, and the stats are nice. If 2-3 people on your team or the other have bottles, don't bother with it. But being a MELEE NUKER who GANKS, you are the perfect candidate to rune whore if noone else is.
So what next?
Ring of Sorcery [Supportive] (1700g)
Hellflower [Combative] (5025g)
Totem of Kuldra [Supportive] (5675g)
Frostfield-Plate [Protective] (4700g)
The final item on my suggested items list, this choice is respectable, though probably not as powerful in the hands of blacksmith as Hellflower or Totem of Kuldra. A support int item like the rest, this one also allows us to farm to a certain extent when combined with Flaming Hammer.
Provided you have mana to cast it, you should keep it on every allied hero in the area. Part of the reason you don't take it early is because it's much easier to keep it applied on yourself 100% of the time only when you get mana regen items. Only neglect to keep it applied when you need the mana for your nukes more.
Skill synergies
Your standard early game combo. Drop both these on an enemy for up to 575 magic damage, and then run in for all the hits a 1.5 second stun and 7.5 seconds of slow will get you.
Same concept, but casting frenzy on yourself beforehand gets you extra hits in.
I just felt I'd throw this combo in for laughs. Nothing makes enemies rage harder than x4 multicast after a 1.2 damage multiplier. Plus, being silenced they have no choice but to run until the silence ends, giving you the chance to Flaming Hammer and get some hits in.
Friends and Foes
Best Friend's Forever
Heroes with hard to aim abilities.
Example: Torturer
Your Fireball is a single target stun at 600 range. It takes no precision aiming to work, so anyone with a stun more powerful but harder to hit a prepared enemy with, such as Valkyrie's javelin or Pyromancer's AoE stun will have a much easier time following up your stun with theirs. These combo's are almost assured kills early game.
Fellow nukers/disablers of any kind
Example: Demented Shaman
This example would actually make for a killer lane. Anyway, the idea is that Blacksmith has 2 nukes that disable. Anyone with 1-2 spells that either deal damage, disable an enemy, or both, are excellent allies for Blacksmith in a lane or in a gank.
Carries
Example: Pestilence
Blacksmith has an powerful aggressive-based support theme. Applying frenzy to a carry like Magebane or Dark Lady will significantly increase their damage and mobility. Stunning their most fragile hero, possibly multicasting, and then throwing a -25% ms and 300 damage to an area will allow your carry to destroy a team. Hopefully.
Worst Enemies
Mana stealers
Example: Magebane
At the moment there aren't very many enemies that mess with your mana in HoN yet. It's a much more prevalent theme in DotA. However, those heroes that can destroy our mana pool are our least favorite enemies to fight.
Int hero destroyers.
Example: Scout
There are some heroes thematically designed to seek and destroy weak heroes, usually the int support types. Heroes like Scout, Magebane, and I'll throw in Pestilence will cause you no end of trouble.
Combo attacks
Example: Devourer
Heroes that have 2-3 moves in a set designed to hit the same hero and end said hero work against Blacksmith as well as anyone else. Granted, you may be able to throw out a Fireball for a C-C-C-Combo Breaker but chances are a pollywog's ult+net+hex will take Blacksmith down.
Purge
Example: Electrician
Not the worst possibility, but purge can drop both Flaming Hammer from enemies and Frenzy from allies.
Example: Torturer
Your Fireball is a single target stun at 600 range. It takes no precision aiming to work, so anyone with a stun more powerful but harder to hit a prepared enemy with, such as Valkyrie's javelin or Pyromancer's AoE stun will have a much easier time following up your stun with theirs. These combo's are almost assured kills early game.
Fellow nukers/disablers of any kind
Example: Demented Shaman
This example would actually make for a killer lane. Anyway, the idea is that Blacksmith has 2 nukes that disable. Anyone with 1-2 spells that either deal damage, disable an enemy, or both, are excellent allies for Blacksmith in a lane or in a gank.
Carries
Example: Pestilence
Blacksmith has an powerful aggressive-based support theme. Applying frenzy to a carry like Magebane or Dark Lady will significantly increase their damage and mobility. Stunning their most fragile hero, possibly multicasting, and then throwing a -25% ms and 300 damage to an area will allow your carry to destroy a team. Hopefully.
Worst Enemies
Mana stealers
Example: Magebane
At the moment there aren't very many enemies that mess with your mana in HoN yet. It's a much more prevalent theme in DotA. However, those heroes that can destroy our mana pool are our least favorite enemies to fight.
Int hero destroyers.
Example: Scout
There are some heroes thematically designed to seek and destroy weak heroes, usually the int support types. Heroes like Scout, Magebane, and I'll throw in Pestilence will cause you no end of trouble.
Combo attacks
Example: Devourer
Heroes that have 2-3 moves in a set designed to hit the same hero and end said hero work against Blacksmith as well as anyone else. Granted, you may be able to throw out a Fireball for a C-C-C-Combo Breaker but chances are a pollywog's ult+net+hex will take Blacksmith down.
Purge
Example: Electrician
Not the worst possibility, but purge can drop both Flaming Hammer from enemies and Frenzy from allies.
Items
Hey guys, everything up to this point has been pretty obvious, but this is where I start inserting my own opinions on things, feel free to pick your own items, and if you feel I have no clue what I'm talking about, kindly say so in your replies and I will take it into consideration!
Hey guys, everything up to this point has been pretty obvious, but this is where I start inserting my own opinions on things, feel free to pick your own items, and if you feel I have no clue what I'm talking about, kindly say so in your replies and I will take it into consideration!
Super thanks go to Lappi for making this section pretty!
** added images, links and costs as well as the category where to find the items in
** updated old dota names, e.g. frostfield plate
As mentioned previously, all our strength and armor needs are taken care of already. We don't need to waste money on our health pool, we can move directly to what we need.
Core Build
*You can replace one Talisman of Exile with a Power Supply, it's a trade off of 3 int for the hp/mana regen charges
*Thanks to Ruscour for resizing the image for me
You are both melee and a high mana cost nuker with high strength and low intelligence. You need regen when you first go to the lane. Spend at least 140 on runes and a mana potion. It's your decision whether you spend the extra starting cash on more regen or starting your Talismans of Exile. Go ahead and grab a Mana Battery at the outpost next to your lane if you'd prefer it over a second Talisman of Exile. By the time you're done laning, you will have 1-2 Talismans of Exile, a bottle, and Steamboots.
Steamboots are still the best boots for Blacksmith even after the change. He has enough armor on his own, and the stats are nice. If 2-3 people on your team or the other have bottles, don't bother with it. But being a MELEE NUKER who GANKS, you are the perfect candidate to rune whore if noone else is.
So what next?
If you have mana problems, this solves your mana problem for a short while and helps support your team. However, if you want a more long term solution to your mana woes you should build a....
Easily the best item to get on Blacksmith after the core. It solves your intelligence and mana regen problems, while adding significant damage and attack speed. Why would we want those on Blacksmith? Because he has a stun, a slow, and FRENZY. While an agi carry will get more out of frenzy than you, you can become a respectable DPS source in a fight yourself. On top of solving mana issues and adding damage capabilities, it casts a 5 second silence and 1.2 damage multiplier on an enemy hero. Perfect for your support role, and DEADLY IF FOLLOWED UP BY A CHAOTIC FLAMES PROC.
Stormspirit-2800- A good item early-mid game and an alternative to rushing hellflower. It provides intelligence, mana regen, movespeed, and a powerful disable.
An obvious choice and a good one. Addresses mana issues, while adding to your support role in a team fight or a gank.
Behemoth's Heart [Protective] (5500)
With the recent changes to Behemoth's Heart, it's now viable as a luxury item on Blacksmith.
The final item on my suggested items list, this choice is respectable, though probably not as powerful in the hands of blacksmith as Hellflower or Totem of Kuldra. A support int item like the rest, this one also allows us to farm to a certain extent when combined with Flaming Hammer.
Nome's Wisdom is a great choice on Blacksmith. However, I would advocate asking if anyone on your team is going to get one before you buy it, as aura's do not stack. However, if noone on your team is getting Nome's Wisdom it is recommended that you do.
The reason I don't have a picture for this item yet is that Nome, ironically, did not put it up on his Item Pictures resource, yet.
Any other items are situational or better on another hero IMO.
Laning and Early Phase.
Your buddies are fellow stunners/disablers, your enemies are mana burners. ALWAYS lane with a teammate, and TRY to lane with a teammate with a stun, preferably one poweful but hard to hit with A.K.A. Voodoo or Tormented. Keep as much coordination between your ally and yourself going as possible, as Blacksmith can burst pretty damn hard early to mid game.
Keep good map awareness, all the Strength in the world won't help against an Swiftblade+Electrician gank if you aren't near your tower. If you do decide to go bottle, think about buying wards to watch the runes and for ganks. Call mia when your enemies leave and support your lane partner, IF HE'S A HARDER CARRY THAN YOU A.K.A NIGHT HOUND, TRY TO KEEP HIM ALIVE AND GIVE HIM THE KILLS, IT WILL SERVE YOU WELL IN THE LONG RUN.
Midgame and ganking phase.
This is where you will shine, so enjoy it while you can. Hopefully by now (probably 20-25 minutes in) you will have Steamboots, bottle, and level 2 Chaotic Flames. Look for any hero who's pushed too far, look for enemy heroes your allies are having troubles with, and gank your enemies jungle. Rune whore if you got bottle, and keep up the coordination with your teammates. If you keep the enemy low during this phase you've already won. You can hit for (275x3 multi +300 AoE with slow and stun) and supply at least level 1 frenzy to your allies. Your skillset peaks in between mid and late, so do whatever you can to give your allies the edge.
Late game
Hopefully you ganked well and helped your carries become stronger than theirs, because you start losing power at this point. DON'T BE ALARMED. If you got a hellflower or totem, you can still decide fights for your team. Blacksmith scales exceedingly well late game for an int hero. Slow, silence and stun their carries and frenzy your own. Work with your teammates and don't go in alone unless you wish to die.
Even supposing your carries did poorly and the enemy carries are big, don't panic. If you played significantly better than others, you can decide the game yourself! A Blacksmith with Hellflower and Totem of Kuldra is no joke! With stun, slow, hex, silence, multicasts, frenzy, >2000 hp and 200-300 damage a swing, blacksmith can actually carry a team!
This strategy is from Heroes of Newerth Forum
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heroes,
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