Succubus Strategy Guide

by JarrodP on Apr.17, 2010, under Guides

Heroes of Newerth Guide - Succubus

Heores of Newerth SuccubusSuccubus is another one of my favorite characters that rarely gets played. She can be the master disabler/crowd control. She has the potential to disable or render useless a minimum of 3 heroes just using her skills. If you give her Kuldra's Sheepstick and a StormSpirit. That number just went up to 5. She will eat alive intelligence based casters. Weak versus strength based heroes because of their high health pool.

Succubus Skills

Primary Attribute - Intelligence
Str 18
Agi 18
Intl 18

Succubus Talents

HoN Succubus TalentSmitten - Succubus causes a target enemy to be smitten with her beauty. Drastically reduces their base attack damage.

Type: Magic
Range: 1,000
Cast Time: 1.0 Seconds
Mana Cost: 125
Cooldown: 15.0 Seconds
Required Level: 1 / 3 / 5 / 7


Applies Smitten to target for 20 seconds.
Smitten Effects
-30 / -60 / -90 / -120% Base Damage

HoN Succubus TalentHeartache - Succubus breaks the heart of a foe, and feeds of the despair it causes, simultaneously damaging the enemy and healing herself.

Type: Magic
Range: 600
Cast Time: 1.0 Seconds
Mana Cost: 125 / 150 / 175 / 200
Cooldown: 20.0 Seconds
Required Level: 1 / 3 / 5 / 7


Deals 75 / 150 / 225 / 300 True damage to target unit, and heals self for 75 / 150 / 225 / 300.

HoN Succubus TalentMesmerize - Succubus mesmerizes a target. The target becomes completely disabled, and takes some damage over time. If any unit attacks the mesmerized target, the effects are passed to them.

Type: Magic
Range: 500 / 550 / 600 / 650
Cast Time: 1.0 Seconds
Mana Cost: 165
Cooldown: 15.0 Seconds
Required Level: 1 / 3 / 5 / 7


Applies Mesmerize to target for 4 / 5 / 6 / 7 seconds.
Mesmerize Effects
Immunity Type: Indirect Immunity
20 True damage every 1 second. When attacked, Mesmerize is removed and transferred to attacker.

HoN Succubus TalentSuccubus' Hold - Succubus drains the essence of an enemy, dealing damage over time and stealing mana. While being drained, the target enemy is unable to act.

Type: Magic
Range: 625
Channeling Time: 1.0 Seconds
Mana Cost: 100 / 175 / 250
Cooldown: 120.0 Seconds
Required Level: 6 / 11 / 16


Applies Succubus' Hold to target for duration of the channel.
This ability can be boosted by Staff of the Master.
Succubus' Hold Effects
100 / 155 / 215 Magic damage per second. 5% of maximum mana drained per second and given to inflicter.

Talent Order

Here is how I think you should focus your talent points.

  1. Heartache
  2. Mesmerize
  3. Heartache
  4. Mesmerize
  5. Heartache
  6. Succubus' Hold
  7. Smitten
  8. Heartache
  9. Mesmerize
  10. Smitten
  11. Succubus' Hold
  12. Mesmerize
  13. Smitten
  14. Smitten
  15. Stats
  16. Succubus' Hold
  17. 17 -> 25 - Stats

I play Succubus very competitively. I build her to disable several enemies and render others useless while my team can do heavy damage unhindered.

I get a bottle to start. Hopefully someone will buy a courier on your team. If not you will have to learn to utilize the runes to refill your bottle.

I usually sit in my lane until level 6. Once level 6 rolls around I be sure to hit the enemy once with heartache to drop their health down a bit. I regain some mana and then I go in for the kill. Succubus' Hold followed by a quick Heartache will almost surely kill any level 6 in the middle lane. If you play it right, get a couple of hero kills, creep kills, and don't die you should end up with a Staff of the Masters in around 20 minutes (this time is for Easy Mode, it is longer for regular mode). After I get the first kill or maybe even a second kill (If you got one early before level 6) I begin to gank on the top or bottom lanes. If you can grab an invisibility rune, you will almost always have a successfulful gank. Mesmerize is great for setting up your team mates. It allows them to catch up and get around the enemy for the gank.

Item Build

Kuldra's Sheepstick - Gives you another disable and a high amount of mana and mana regeneration.

Shrunken Head - Allows you to continue your ultimate ability in the face of a lot of stunners.

Ghost Marchers - Great speed and a boost to damage

Null Stone - Great attribute boost, Prevents one harmful spell. High mana and health regeneration

Staff of the Master - Attribute, mana, and health boost. Also greatly increases the lethality of your ultimate ability.

Hellflower - More mana regeneration. Great damage and attack speed increase. Also will make your ultimate absolutely devastating with the hellflower effect.

Bottle (3/3) - Obvious reasons. Mana and health regeneration

All in all, I love playing Succubus. She can mess with people and do some great damage. She can render half of a team absolutely useless and force the other 2 to fend for themselves. It requires some coordination with your team so you know which ones are being disabled so time isn't wasted killing the ones who can't do anything.


4 Comments for this entry

  • HellbirD

    I suggest taking sleep at level 1. This is especially useful if you are fighting for runes early game.

  • JarrodP

    I agree with this to an extent. I think sleep is handy, depending who you are laned against.

    I talk to English on a regular basis, I will see his thoughts on this.

  • Trees

    personally i prefer heartache first, this depends what lane you are against. and 9/10 i will get heartache first.

    p.s two items that are amazing on succubus that english never mentioned are PuzzleBox and Portal Key. with those items you are able to gank 2 people alone.

  • PlaX

    Did you actually use easy mode and competetive play in the same guide? Recomended sotm on sucu?:-O recomended to kill stuff with sucu? :-OO .... Run reno Run

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