Showing posts with label Dota Item Guide. Show all posts
Showing posts with label Dota Item Guide. Show all posts

Monday, March 8, 2010

Kunkka, The Admiral Guide & Walkthrought

Kunkka is an extremely useful hero that fits into many lineups. He is an amazing ganker and his impact throughout the whole game should not be underestimated. Because I feel that some players underestimate this hero, I've chosen to write my own guide on him. Although he is hard to master, he is very fun to play and is extremely effective. This is a guide geared towards organized games, where you, your team, and your opponents know what they're doing.



Pros/Cons


Pros:
+ A game-changing hero once mastered
+ Very fun to play
+ Has 1(.5) disables
+ Very good initiator
+ Excellent lane control via Tidebringer
+ Excellent ganker
+ Can roam, solo or dual lane.

Cons:
- Fairly item dependent
- No real escape mechanism
- Slow attack speed
- Fairly mana dependent early game
- Requires practice to be effective
- Tricky to use


Skills And Spells



Torrent

* Ability Type: Active
* Targeting Type: Area
* Ability Hotkey: E

Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water erupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing damage and slowing movement speed by 30%.

This is your main disable, and its very effective for ganking, escaping or initiating minor battles. It has an AOE of 225, costs 120 mana, has a casting range of 1500, a disabling period of 1.53 seconds and a cooldown of 12 seconds. All of these remain the same at all levels.
However, the length of slow (1/2/3/4) and damage (120/180/240/300) increases.

Notes
• Damage type: magic
• The initial bubble effect is only visible to allies.
• Units tossed in the air will be paused and still able to be attacked.
• Part of the damage occurs right as the torrent erupts, the rest occurs over time as the units are in the air.
• Don't underestimate the casting range of 1500. It is farther than you think, so don't be afraid to use it even if the enemies seem to be out of your reach.


Tidebringer

* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: D

Daelin's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero increased damage and large AoE cleave for a single strike every once in awhile.

Your signature spell. Every 16/12/8/4 seconds, your sword will glow with water, which means you will gain a stronger attack (+15/30/35/60 dmg) and have a splash attack (AOE of 380/420/460/500) on the next attack that you perform. This is the spell that gives kunkka such good lane control. Excellent for harassing enemies and for getting last hits. Be careful not to push the lane too much with this, unless you are purposely trying to.

Notes
• Cleaved damage is only reduced by armor type, not by armor value.
• Cooldown is not activated on denies, so the damage bonus is maintained.
• If a hero is running away from you and there is a creep in front of you, attacking the creep will possibly splash the damage onto the enemy and maybe kill him/her. This is a slightly more advanced technique, but keep it in mind.


X Marks The Spot

* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: X

In order to make an assembly for his troops, Admiral Proudmore targets a hero and marks its current position on the ground. After a few seconds, the hero will instantly return to the mark.

After you cast this on an enemy, an X will appear where they were when you casted the spell. Then, after 1/2/3/4 seconds, the enemy will return to the "X" location. Another useful spell that is extremely helpful for ganking and even escaping. Synergizes very well with your other spells, but can be tricky to use.
Has a mana cost of 80/90/100/110 and a very long cooldown of 30 seconds, so only use it when you really need to. Casting range improves per level (500/650/800/950 range). Again, very useful spell for many situations.

Notes
• If target becomes magic immune after this spell has been cast, target will not return to the X after the duration ends.
• It interrupts channeling spells.
• If the enemy is TPing, use it and they will return to where they TP'd away.


Return


* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: R

Returns the target to the X.

Simple as that; It immediately returns the target to the X, so you don't have to wait for the full 1/2/3/4 second(s). Very useful for returning them to a torrent that you have placed on the X. Costs 50 mana and has a cooldown of 5 seconds.

Notes
• This ability is automatically gained when X Marks the Spot is learned.
• Due to Kunkka's fairly long casting animation (0.51 seconds, which could mean the difference between hitting or missing your torrent), Return will take a moment to actually bring the enemy back.
• Using this spell alone makes Kunkka raise his sword. This is the casting animation for all your spells, so make use of this when chasing enemies. Cast return without using X Marks The Spot, making it look like you casted Torrent. Smart opponents will turn around or walk to the side, attempting to dodge the "Torrent", giving you and your teammates time to catch up.


Ghost Ship

* Ability Type: Active
* Targeting Type: Point
* Ability Hotkey: T

The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 10% bonus movespeed and numbness to incoming damage, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for damage and a brief stun when the ship crashes.

This is a very complicated spell with many effects. Firstly, Kunkka raises his sword and a huge boat comes from behind him. The boat travels forward 1000 range and crashes, stunning all opponents in the 400AOE for 1 second, dealing 300/400/500 damage. All allied heroes, for the next 5/6/7 seconds, have their movespeed increased by 10%. Additionally, all allied heroes will take only 50% of the incoming damage for the 5/6/7 seconds, and will take the other 50% after 5/6/7 seconds. Since a large battle lasts around 6-10 seconds, you and your teammates will be able to tank a lot more in the battle, and take the rest of the damage after. I find this buff part of the skill unnoticed and underestimated, which is why I described it in detail. The cooldown for this spell is 100 seconds, which is short enough for you to use it to gank enemies, or in a 2v2 fight, for example. Use it to initiate battles, as it has a huge casting range, and so the damage reduction will be active during the fight.


Notes
• Damage type: magic
• Actual AoE of ship's collision is larger than the boat itself.
• The boat has a movement speed of 650.
• Damage dealt after CoCo's rum wears off is non-lethal and can never kill a hero. It leaves the hero with 1 HP.
• The boat does not crash exactly where you aim it. Instead, it heads that direction for 1000 range, then crashes. It takes practice and prediction to hit a perfect Ghost Ship.

Proper Building



Note: There are lots of skill builds that you could use (some people even suggest getting Torrent + X first for early ganking power, but this is very mana dependent, and Kunkka does not have great int gain early game. Don't do this unless you have a CM or Ezalor on your team, or if you have some other form of mana supply.)

Aggressive Dual Lane Kunkka

Level 1 - Torrent/Tidebringer
Level 2 - Tidebringer/Torrent
Level 3 - Torrent
Level 4 - Tidebringer
Level 5 - Torrent
Level 6 - Ghost Ship
Level 7 - Torrent
Level 8 - Tidebringer
Level 9 - Tidebringer
Level 10 - X Marks The Spot
Level 11 - Ghost Ship
Level 12 - X Marks The Spot
Level 13 - X Marks The Spot
Level 14 - X Marks The Spot
Level 15 - Stats
Level 16 - Ghost Ship
Level 17-25 - Stats


Item Build



Recommended Items


A good item on every single hero, and Kunkka is no exception. You will get into a lot of sticky situations where the ~150 hp and mp could turn the tides of a fight. Always good to have this. The 3 to all stats from Magic Wand is also nice. Unfortunately, it becomes nearly useless later on, and still takes up an item slot.


Good to have 1 or 2 Bracers. Kunkka doesn't have great strength gain for an initiator, so the added hp and the boost of mana is always useful.


I prefer Phase Boots over Treads and Boots of Travel. The attack speed on Treads is wasted because Kunkka should never be attacking too much. Although teleport from BoT is nice, TP scrolls will be enough. Kunkka needs burst movespeed, so Phase Boots is preferred. Also, the phase ability is priceless. The +24 damage is good for last hitting as well.


Kunkka should be ganking a lot, so the "burst" heal is very useful for him. Refill it with runes between ganks. He takes a fair amount of damage and he uses quite a bit of mana, so Bottle is essential.


Always carry one of these. Whether its for escaping or defending, its always good to have TP scrolls on hand.


Extremely useful item for Kunkka. Unless you want to use Ghost Ship, Torrent, then watch the battle from a safe distance, get BKB. It will help you a ton in battles. Although you have no channeling spells, you are extremely vulnerable to spells and you, the initiator, will probably get targeted first. The 10 strength and 24 damage are always helpful. Keep in mind that every time you use BKB, it will lose 1 second of duration the next time you use it, so don't use it to dodge a Stifling Dagger. However, it will only go down to a 5 second duration, long enough to dodge the major spells in a team fight. Do keep in mind that bashes go through BKB.


Very helpful item for Kunkka. Since he is the initiator, hence the target, he will usually be aimed first. Activate your blademail as the enemies start to attack you, and with your 50% damage reduction from Ghost Ship, the enemies will take 2 times more damage than you.



Situational Items


Some people have Battlefury as their first core item, but although it is a nice item that synergizes with Tidebringer, it costs 4350 gold for a splash you already have. This can be a good item if your team has some sort of aoe disable that pulls everyone together (Magnus, Enigma, etc.). If not, it will not be as effective as it first seems. For 4350, you could have a BKB and a Bottle. Bottle provides more reliable burst heal for when you need it, and BKB provides 34 damage, 190 hp, and the priceless Avatar ability. Battlefury is not a total waste at all, but it is situational.



Useful for tanking, as Kunkka is the initiator, he will need the HP boost. He should not be going back all the time, so the 2% regen will go farther than you think. Always good for a strength hero.


Very useful item not only for you, but for your team. The -5 Armour reduction to enemies is like a free deso, and the IAS is quite nice if the game is lasting longer than expected.


Vanguard is a waste of money on many heroes, but getting it on Kunkka is a viable choice. He does benefit from what vanguard gives, since physical DPS is your main concern after BKB. Not a bad item for you, but definately not a must.


Pipe is another situational item. Because you have BKB, it could go to waste, but your team could greatly benefit from this. Synergizes well with Ghost Ship, but is geared more towards a defensive/safe strategy. Not a bad item at all.


Satanic seems perfect for Kunkka at first, providing survivability and lifesteal, but its not. Satanic lasts 3.5 seconds, in which you will get around 3 hits, 4 at the most because of your slow attack speed. The only way you could make this useful would be if you farmed a Hyperstone, but you'd be buying an item to make another item useful for you. Its like buying a Mystic Staff so you have the mana to use refresher. Although there are many cons to Satanic, pairing it with Buriza could be good, but that will take an extremely long time to farm, and you should not be focusing on that.


Both Hex and Shiva are very useful, but are a hassle to farm and delay other items that you could be getting. Situational, but look at your team's situation and be logical. If you have some extra cash, a hex could help a lot, and the stats from both items fit fairly well into your hero's needs.


Vlads is a good item on Kunkka only if nobody else on your team is buying it. Kunkka, again, is not the carry, so buying items like Vlads will help him and his team. Kunkka himself does not benefit greatly from Vlads, but the auras and lifesteal are always useful. Don't buy this only for yourself; Buy it if most of your team benefits from it.


Unless your team chooses 4 AOE Disabling heroes and does not need your help at all early-mid game, allowing you to farm 2 battlefurys, do not buy Mask Of Madness. Kunkka does not have the survivability to take the extra damage. Also, Tidebringer will not activate more often if you have faster attack speed; You will always have to wait 4 seconds for it.


Linkens could be useful on Kunkka, but if you have a BKB, you won't really need it. A good alternative to BKB though; The stat & regen bonuses are nice and a Spell Block every 20 seconds is great. Unfortunately, it is quite expensive, but consider this item before getting BKB.


If you somehow are able to farm a Buriza and a Hyperstone, you will be a real threat. Although these two cost a heck of a lot, it will pay off after you see the critical damage splashed amongst the enemies. I don't recommend getting this item for every game, but it is definately a Luxury item if you can afford it.


Many people suggest getting Lothars as a core item, but it is way to situational and expensive for its use. It costs 3500 gold, and even though it gives you 125 backstab damage splashed among the enemies, and gives you an escape mechanism, you really need the gold for a BKB. Chances are that you'll get stunned for a long time in a fight, and without BKB, you are very vulnerable. Also, Lothars doesn't synergize with Torrent or Ghost ship, so only get this if the other team has few/no stuns, or if you are so farmed that you are confident that it will help you.


Rejected Items


Armlet.
This is a very good argument for getting Armlet. However, Kunkka does not have a great amount of HP, making it very risky to use Armlet. Also, Kunkka should not be built like a full DPS hero. Unless you buy Lifesteal and some survivability to make up for the 35 hp/second loss, the 2850 gold for Armlet could be used for more important core items. Lastly, Kunkka will not be the hero getting disabling support from the team. Instead, he is the AOE presence and should not be using Armlet, charging in and auto-attacking.




Again, Kunkka should not be continuously whacking the enemies in a battle. Although SnY provides decent movespeed and survivability, it costs 4500 Gold. Certainly not a good deal, especially for a hero like Kunkka. You already have burst movespeed from Phase Boots, and have better survivability from BKB.


Kunkka does not have excellent attack speed, so bashers is a waste. It does not give Kunkka things that he needs, and there are many other things that the money could be used for. Don't get bashers.



Hardcore DPS items are not recommended unless the game drags on so long that even Tidehunter is making a Buriza. Don't focus on farming these items. Instead, leave the gold for your carry, buy more practical items and gank.



The first two builds provide a solid, aggressive start that provides you with a fair amount of hp. Have your team's chick/crow grab you a bottle asap if you are farming well. You will need it because you only have 1 tango/salve. If you are facing heavy lane harassment, have the chick/crow ferry over a healing salve or two as soon as possible.

The third build is more defensive and provides more heal. They both give the same amount of strength, but this one is more safe incase you face heavy lane harassment. Feel free to switch the 2 tangos with 2 salves or 1 tango and 1 salve.


Core Items



Fairly straightforward Core build. You need Phase Boots for the burst movespeed and the priceless ability to walk through units. Bottle is required for the quick heal between ganks, and can be used to capture runes as well. A bracer is recommended just to provide that extra kick in HP and Mana. BKB is the first expensive but essential item that you should aim for. It provides nice stats (10 Strength, 24 DMG) and gives us the thing we need to be useful in team battles - Avatar. If you go straight for a strong DPS item here, you will die a quick and painful death after you use your Torrent + Ship combo. Lastly, always carry a TP scroll because you'll never know when you'll need it.

Lolwtf1!1 Nub guide writer forgot magic stick11!!lol!1one!
No, I didn't. Magic stick is the only item in your core that can be taken out because, as you can see, we already have a full inventory with this Core build. Although its always nice to have that instant heal, take it out if you know that you will need to buy other items. However, don't restrict yourself from buying it just because you're scared of a full inventory. You can always sell it. It costs less than 600 gold.


Luxury Items


Get these items if you really have the gold to afford it. There is no exact rule to what you "should" get after your core, so be reasonable. If you don't even get to attack more than once in a battle, please don't get Buriza. You will rarely have the gold to finish more than one of these items before the game ends, considering that you have bought your core items, so you don't have to be too worried about what exact Luxury Item to get. Again, be reasonable and look at the game's situation.


Thursday, March 4, 2010

Magnus the Magnataur Guide & Walkthrought

Magnus is a hero that can do just about anything. Pushing, initiating, killing, supporting? He does all of that effectively, though not as effectively as heroes who specialize in those roles. He even has a decent solo game if you play him as one.



Pros And Cons

-Gamebreaking ultimate
-Terrific damage
-One of the best nukes in the game
-Above average movespeed
-Base armour is good
-Does almost everything well

-BKB removes Empower
-Easy to click on due to large collision size
-Does not participate well in ganks because of the lack of a spammable disable
-Slow attack speed to semi-carry (easy to fix though)
-Needs frequent animation cancelling
-Damage range is a bit random (but this isn't that big a factor)


Skills And Spells





Shockwave
One of the best nukes in the game. For only 90 mana, you get 300 damage, the range is solid, and the cooldown is awesome. Abuse it to control your lane and farm.

The casting range of Shockwave is deceiving, because the spell goes much further than that, 850 range instead of 500. If you are out of the casting range to hit a target, try targeting the ground instead.



Empower
With Empower, your damage jumps by alot. In teamfights, you can wreak havoc with your insane damage. The cooldown to duration also allows you to cast it on the hard carries to further boost their damage.

Never ever set this skill to autocast ever, because it will randomly buff units, and anyone with a working hand should be able to press E and click on the intended target anyway, so go that extra mile just not to screw up.

Note that you only benefit from stats with Empower.



Mighty Swing
Where we have awesome damage with Empower, Mighty Swing only serves to increase its potential even further. The end result after a few hits with Empower and Mighty Swing is extra cash.



Reverse Polarity
Then Icefrog thought, hey, it's useless giving Magnus all this nice shit if he can't keep his foes in place to rape them! So Magnus got a 'raising my halberd and pulling the enemies towards me, after which they all get dizzied, leaving me to own them with my awesome damage' skill, called Reverse Polarity.

Never ever underestimate the power of RP. It could turn from what could be a 3v1 situation when you are running red HP and getting raped into a triple kill. Don't hesitate to use it even when you are using it to kill only 1 hero (unless there are signs of a team push that you need to stop). After all, if you never use it, it never goes into cooldown.

Animation Cancelling

This is very important to playing a good Magnus, because all of his active skills have a long backswing. You can cancel the rest of the animation by right-clicking ground to save some time. This is very important because it gives you a bit more time to chase after you Shockwave or to start attacking immediately after Reverse Polarity.

Proper Building


Skill Build

1. Shockwave
2. Stats/Empower
3. Shockwave
4. Empower
5. Shockwave
6. Reverse Polarity
7. Shockwave
8. Empower
9. Empower
10. Empower/Mighty Swing/Stats
11. Reverse Polarity
12. Mighty Swing
13. Mighty Swing
14. Mighty Swing
15. Mighty Swing/Stats
16. Reverse Polarity
17-25. Stats

Shockwave: One of the best nukes in the game, and if you don't rush it first, your lane control gets screwed, so it's natural to max it first.

Empower: Could be taken at level 2, or a level of stats first to boost your survivability and your mana to spam more Shockwaves. The reason why Empower is maxed faster is because the damage early game, no matter how little (like below 30 damage), will give you some last hitting advantage over your opponents. Also, by level 16 or so, we want to be ready with all our deadly tools to start raping team fights, so maxing all his skills by then is needed.

Mighty Swing: Taken last so as not to push too much early game, and later on when jungling becomes more viable.

Reverse Polarity: Obviously, taken whenever possible. Higher levels of this skill just makes it easier to screw around with your enemies.


Core Budgeting



Awesome for more damage. Generic for all melee DPSers.


Absolutely a core item for all heroes that can lane control well.


From 50% cleave to 85% cleave, which rounds up to almost splash damage. Gives you enough mana to keep spamming Shockwave as well as some decent regen to keep you going. The damage makes you all the more fearsome.


Serving your health and damage well for half the game.



What Magnus lacks is a form of burst attack speed, and it conveniently comes in the form of MoM. Magnus won't have to worry about the extra damage taken, because all his targets will probably be dead, or nearly dead, after he and his team are done with them.



You can't possibly expect to walk up towards 5 heroes and not get killed immediately. Try surprising them with this to land your ultimate.



Treads gives Magnus more DPS, which is exactly what he needs during those precious 4 seconds of stun, and gives him more survivability. Travels just allows Magnus more mobility to rice better, and therefore get more DPS later on with that farm. It depends on personal preference.

Luxuries



As your opponent's health grows, your damage must scale along with it, or you won't be able to kill them later on.


For hardcore farmers, and sparkling lights that damage.


Early on it could be good for burst damage. Turn on Armlet then cast Empower, so you get the damage bonus from the +25 STR. You can either turn Armlet off after that and just use Empower to farm, or proceed to kill a hero.



Another good item to increase Magnus's DPS. The evasion will also ensure his survivability if the remaining heroes that didn't get stunned attack him.



Better if someone else gets this actually, because you could be doing better with your money elsewhere. You could skip Dagger if someone gets this to help land your ultimate. Just make sure you didn't disable help and tell him not to push you into the enemy fountain.



Only as the very last resort if the opposing team has a full arsenal of disables. Another alternative would be to keep your opponents busy with an even scarier carry that they need to take down first.

The Way Of Caster


So you decided that you didn't want to be a DPS, but be a caster and support your team instead.



A 8 second stun certainly is good, but you won't get to pull this off consistently with the long cooldown, not to mention you need 975 mana to pull of just RP > RF > RP.



As a support, you will be getting all the auras. Shiva's works well with keeping your foes from fleeing.



And of course, the ultimate counter to any hero in the game, the only item that is viable to every hero in the game.


Proper Playing


The Correct Lane

When playing Magnus, try to get a solo mid if possible. Magnus is a great solo with his spammable nuke and good base damage. If he manages to runewhore successfully, he becomes even harder to dislodge from his lane, which means extra farming.

Of course, Magnus can also play as a babysitter to a certain extent, controlling the lane with Shockwave, buffing the carry so he can take more last hits with his epic damage. Be warned that if you choose to lane, you are already as good as playing the support role, because you lose out most of your farm already.

Early Game


Carry

If you got your mid solo, then you should be ricing up a bottle ASAP, and having the chick deliver it to you. With one rune, Magnus can easily spam up to 3 shockwaves, much more if the rune you picked up was a regen. At this stage, just passively farm, harassing your opponent with Shockwave when you hit level 3 whenever you can get a last hit (last hit creep and harass opponent with 1 Shockwave.

At this stage, it is advisable not to be too rambo, unless you are certain that target will die in 2 Shockwaves, in which case you can nuke him once, then chase until CD is over, and kill.

Support

If you didn't get your mid solo, or decided not to, go along with a carry. Empower him, so that he gets more damage to last hit, and try your best to deter your opponents from hitting your carry, so he gets time to farm. However, due to your lack of a disable, unless your carry has a disable, it is not recommended to fish for kills early on.


Mid Game



Carry

You are not as powerful as you are yet, with Treads, 2 Bracers, and perhaps a Perseverance, but give it time. As soon as you complete your Bfury and MoM, and probably get yourself to level 14, it's time to start owning.

Find lone heroes, or heroes farming in pairs. If you have a Dagger, your job is made much easier. If you don't have one, it just makes it a bit harder to pull off your job.

To kill:

1. Activate Empower on yourself.
2. If necessary, turn on MoM for the movement speed burst to get closer to the target faster, so that the target has less time to react.
3. Activate Reverse Polarity.
4. Click on the target.
5. Profit!

Support

You will probably not be having too great of a time farming, but perhaps you still have your Treads, Bracers, and Perseverance. Upgrade your Perseverance to a Refresher Orb ASAP, and get your Dagger. You still need a decent mana pool for your combo though, so maybe you should consider Nulls over Bracers.

Your other job, which is also important, is to Empower every carry hero when you see them.

Late Game



Carry

Your killing potential starts to weaken at this stage as stronger carries emerge to take their rightful place. Still, you are a formidable force, being able to dish out about 1000 damage to every stunned hero you caught in your ultimate. If you are the only carry in your team, it's time to end the game, before the stronger carries start to turn the tides.

Remember to Empower your teammates, as well as yourself.

Support

While you are extremely important in teamfights, you are virtually useless in 1v1 combats. The game depends mostly on your ability to land perfect Reverse Polarities and your carries to be able to take them down quick enough. If you didn't have a carry on your team, perhaps it's time to think, who was that retard who took my solo in the first place?

If your opponents push separately, it's not over yet, though your power is drastically reduced. Go to the lane with the most opponent heroes coming, and help out there. Make sure you have an ally carry to kill them, and hope the other lanes can hold out.

As with mid game, Empower every carry hero constantly, and do not Empower yourself unless there are no more carries.


Hope this guide will be you become a Pro Player, Good Luck




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